Ozymandias81 wrote:Bump update for those who are following the project:
1. Added base code for all weapons, at least for those who have HUD frames, with distinct custom functions so I will be able to include RPG elements at later stage properly
2. Added base code for Silver Sapling and Fountains
3. Made ultrawide-screen friendly frames for Fists
4. Adjusted offsets for all weapons, I have a plan to include also HUD shield frames
5. Female/Male fighters, mountainmen, skeleton, bats, imps, mongbats and ghosts works fully, though no sounds and custom attacks have not been added yet (painful work for offsets and proper 8dir anims rotations order)
6. Added 3d models for breakable large boulders, Ankh and tables
7. Added all doors to MAP01, with proper exits between MAP01-02, but no locks defined yet
8. And some moar stuff... Stay tuned.
Awesome! Taking a look now...
1. Trying to get used to the weapon usage. So I have to stop moving, press fire, then a direction to select the attack. That breaks my usual rhythm of moving and attacking and dodging and seems a little awkward. Maybe I'm doing it wrong or just need to get used to it?
2. Nice. Your fountain animation is off, the water is too high. The "flat" parts of the water should settle into the "bowls" of the fountain, and the streams should drip out into the water below. The original fountain is I think 21 pixels tall and the water animation is I think 24, so it should hang a little lower than the fountain. Take a look at the real UW to get an idea of how they're supposed to go together. Also you made the fountains usable for health one-time. In game some are usable for health unlimited times, but most are usable and just say "refreshing" but don't seem to change anything. I don't know if that was your design choice or if you didn't remember how they worked. IIRC the only fountains that give healing are the one by the grand stair on level 1, the one you drop near in level 2, and the one behind the dam in level 3. The rest are plain non-healing decorations.
6. I like the boulder - I went into the broken ramps room, noticed the boulder model. Noticed it was all lit up, didn't understand why until I looked up. Nice! The ceiling hole, the broken ramp, the scattered debris, I like what you've done with that scene.
The Ankh (shrine) looks good detail-wise but seems kind of small. In game it's taller than the player, I don't know the model size offhand but the hit box is 56 tall. Yours is about half that height, it looks more like a grave marker. IMO it should be bigger and more imposing.
7. I like how the displacement map gives your doors a 3d look. But they also look kind of weird around the edges, like they're in a mirror box or something. Are they supposed to look like that or do I have a setting wrong or what?
I noticed you have the secret exit to level 2 - I'll have to look at that, I didn't put mine in because I didn't know how to make a teleport only work at a certain Z-height. So I'll peek at your map for ideas.
And some miscellaneous stuff:
I noticed in level 2 in the mountain folks area there is a corner where the floor is doing something weird. I assume that's just a WIP
I take falling damage when hitting water
When I hit an enemy and blood drips in water it makes a splash
bats can open doors
I still don't see the heat effect. I see it placed in the 00 testmap but don't notice any effect. Is there a display setting or something I need to set?
The shrine door on level 1 should open by a switch on the south wall. Don't know if you forgot that one or just hadn't gotten to it yet.
Overall, nice to see the progress.
If you're using my item placements as reference, I've discovered something as I started working on my maps - my math was wrong and the placement is off. All items should be shifted up and right by 8 (or 12 if you're using the 1.5 scale).