Doom Kart - Looking for Volunteers.

Discuss anything ZDoom-related that doesn't fall into one of the other categories.

Postby Vader » Mon Apr 16, 2007 3:40 am

solarsnowfall wrote:Just a general announcement to those helping out, I'll be going into surgery next week, and though I'm not saying I'd demand anything be complete by then, it'd sure be nice to have something new to look at while I'm laid up in stitches. I'd like to get updates from everybody by the 30th.


I'll make sure to have something to show by then... also good luck with your surgery!
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Postby Zippy » Mon Apr 16, 2007 10:19 am

solarsnowfall wrote:I'd like to get updates from everybody by the 30th.
Got it.
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Postby solarsnowfall » Mon Apr 30, 2007 6:40 pm

Yay updates! Thanks again to Zippy and Vader for completing two more sprite sets. This leaves one incomplete sprite set and two to do from scratch. Now back to the couch for some recovery, I've got six bullet sized holes in my stomach, a bunch of stitches, and more pain than I like to think about. Thank the gods for the pain meds...
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Re: Doom Kart - Looking for Volunteers.

Postby bagheadspidey » Mon Jan 28, 2008 2:57 am

Oh shit, are you serious? I was just about to release a playable alpha of "Demon Drift" ... :shock:

Oh well, I guess we can both have a kart racing game? :?
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Re: Doom Kart - Looking for Volunteers.

Postby Nash » Mon Jan 28, 2008 6:06 am

solarsnowfall hasn't been around for quite awhile, spidey, so I don't think there'll be any problems with you releasing your project.

(In other words, release it ;))
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Re: Doom Kart - Looking for Volunteers.

Postby Cutmanmike » Mon Jan 28, 2008 7:44 am

Yeah don't hold back just cause you have competition :mrgreen:
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Re: Doom Kart - Looking for Volunteers.

Postby solarsnowfall » Mon Jan 28, 2008 5:40 pm

I still pop in from time to time. And by all means, if you've got a 'thrust an actor around the track' mod in the works, don't let this stop you. I'd be interrested to see how we may have solved certain problems differently. :)

I still play around with the scripts from time to time, when I've got time to spend. The majority of the resources developed for this are on my old computer, but still around. The scripts had always been a work in progress, and for the most part, I've got them all down... in my head. The two major reasons there hasn't been any real progress here are: 1) lack of time, and 2) the very limitted means by which the actors were propelled about the track. If there were something similar to a fixed point thrusting function in ACS that would solve everything. Ah, what the hell, maybe I'll go feature request that...
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Re: Doom Kart - Looking for Volunteers.

Postby bagheadspidey » Mon Jan 28, 2008 7:31 pm

Well, my chase cam is a 'lite' version of your wiki tutorial, and from the looks of your demo many of our ideas are similar. The thing is, I see from this thread that you have excellent spriters creating stuff for your mod already, and I'm sure my spriting work wouldn't measure up.

You seem to be sticking pretty close to the original mario kart gameplay, where I'm leaning toward more of a drift racing style (but with powerups and weapons, like in MK) with a twisted metal style ammo system... and possibly some elements from Pole Position 2.

But as far as graphics go, we both want, I assume, doom-styled maps tracks and doom characters in karts - and it would be lame if both games looked that similar =/ That's where I'm at a loss.

Or I could just use mario kart sprite rips. Ew. Advice?
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Re: Doom Kart - Looking for Volunteers.

Postby XutaWoo » Mon Jan 28, 2008 7:44 pm

Carts based off of the character? Solar's using normal MK carts, with no difference between the carts besides color.
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Re: Doom Kart - Looking for Volunteers.

Postby solarsnowfall » Tue Jan 29, 2008 12:04 am

Hey it's still a pain, I made a good chunk of them myself. Ripping and using them directly would probably be a bad idea though.

I've kind of been in the process of slowling rewriting everything as I seem to have a clearer picture of how everything should fit together now.
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Re: Doom Kart - Looking for Volunteers.

Postby XutaWoo » Tue Jan 29, 2008 12:16 am

solarsnowfall wrote:Hey it's still a pain, I made a good chunk of them myself. Ripping and using them directly would probably be a bad idea though.

I've kind of been in the process of slowling rewriting everything as I seem to have a clearer picture of how everything should fit together now.

Awesome.

I'm guess a demo will come in TBA, huh?
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Re: Doom Kart - Looking for Volunteers.

Postby Skunk » Wed Jan 30, 2008 6:12 am

Eh, any music for this thing yet? I've been making music lately and recently learned how to save projects in Fruity Loops as midis and been looking at making music for Doom.
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Re: Doom Kart - Looking for Volunteers.

Postby zwouth » Wed Jan 30, 2008 9:46 pm

Any chance of getting a generic sprite sheet with the base cart and maybe a pixel mark for the head? It would save the trouble of ripping the sprites out of the Mario Kart ROM for a cart reference, and then forcing it into the 32x32 aspect.
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Re: Doom Kart - Looking for Volunteers.

Postby solarsnowfall » Thu Jan 31, 2008 7:07 pm

In the past I've just given out the sprite sets I'd done and let others basically swap out the heads and recollor them accordingly. If you're wanting to help out, check the first page of this thread for the details, and send a PM my way if this is the case.

As for the music, I first need some sound effects sollutions before I can think about music.
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Re: Doom Kart - Looking for Volunteers.

Postby Skunk » Thu Jan 31, 2008 11:07 pm

Oh I figured you'd have that already. Just use the chainsaw. It sounds like a go kart anyway.
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