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Re: [SPRITES] Spriting Carnival!!

PostPosted: Thu Oct 08, 2020 7:25 pm
by Plokman
Hello,
I just recently got a kooky idea for a mod or even a game of its own in the style of the old Wooden stone, Doom, Mega Man 8 -bit, and Chex Quest model. To put it a old school way, "I think I'm going Berserk! I think I'm losing my mind, I get lost in the shuffle it happens every time!" Yeah it sounds a bit silly even with Buckner and Garcia lyrics but I would love to make a FPS remake of Stern's Berserk!
Now my two problems, one I know little about how to program and two while I am a spriter I have never tried to make any that could work in a Doom like perspective, so I thought I'd ask the community advice. I'm not trying to go hyper digitized for the style as realistic 16 bit Robots/guns are better suited to classic Doom mods IMHO (H is not just honest it is also humble here) and simply doing what MM8bit does is rather silly as I want to give the feel of exploring and running through the Maze in a way like the first Wreck-It Ralph did things, seeing a character in as they would be rendered in another game (Like how Badannon is rendered to match Pac-Man art style when we see it beyond the screen.) So something more like Chex Quest is how I'd like to try to go about this.

But as I said I wanted to ask the community their advice, since the closest style I have ever sprites to this was Bionicle MNOLG and the sequel. Thinking about it that may be a perfect style to make a FPS Berzerk from. Any thoughts?

Re: [SPRITES] Spriting Carnival!!

PostPosted: Thu Oct 08, 2020 8:20 pm
by Cherno
Plokman wrote:Hello,
I just recently got a kooky idea for a mod or even a game of its own in the style of the old Wooden stone, Doom, Mega Man 8 -bit, and Chex Quest model. To put it a old school way, "I think I'm going Berserk! I think I'm losing my mind, I get lost in the shuffle it happens every time!" Yeah it sounds a bit silly even with Buckner and Garcia lyrics but I would love to make a FPS remake of Stern's Berserk!
Now my two problems, one I know little about how to program and two while I am a spriter I have never tried to make any that could work in a Doom like perspective, so I thought I'd ask the community advice. I'm not trying to go hyper digitized for the style as realistic 16 bit Robots/guns are better suited to classic Doom mods IMHO (H is not just honest it is also humble here) and simply doing what MM8bit does is rather silly as I want to give the feel of exploring and running through the Maze in a way like the first Wreck-It Ralph did things, seeing a character in as they would be rendered in another game (Like how Badannon is rendered to match Pac-Man art style when we see it beyond the screen.) So something more like Chex Quest is how I'd like to try to go about this.

But as I said I wanted to ask the community their advice, since the closest style I have ever sprites to this was Bionicle MNOLG and the sequel. Thinking about it that may be a perfect style to make a FPS Berzerk from. Any thoughts?


You are in luck, as this has already been released a fair while ago, and it's great!

BRZRZK [1.1] - Modern Robot Zapping

Re: ZDoom project ideas you have

PostPosted: Thu Oct 08, 2020 11:03 pm
by Captain J
So... Random-map-generating games are hit! Like Spelunky, 7 Days to Die, and of course, Minecraft. If i could collab with someone, i'd consider making a TC based on such games no matter how hard it gets. Well, it certainly will be hard, but i should try.

Anyway the concept would be this: You start in XXXL large rectangle room, made out of rectangle floors like checkers that sometimes raised by the script(see wobbly fleshy floors from Doom 1). The script, along with the shaping floors will randomly generate things like small rooms, traps, treasure vault, and monster closet in the map. Probably should spawn props if the room is quite large. I'm sure Nash did that for his recent project, I want to check if it's at least easy for others.

This is my idea. I'm not saying that i'm going to start, heavens no. I suck at mapping! :D

Re: ZDoom project ideas you have

PostPosted: Fri Oct 09, 2020 8:51 am
by Artman2004
A Doom mod based on The Mask (though drawing more inspiration from the original comics). You'd use an axe, revolver, double-barrel shotgun, Tommy gun, bazooka, flamethrower, and those big guns that Jim Carrey used at the end of the movie. The enemies you fight would be street thugs, law enforcement, mobsters, the military, then at the top of the enemy hierarchy you'd fight Walter and Loki. You also have two throw-able items, dynamite and stun bombs. The stun bombs will resemble the typical black ball with a fuse design, and will cause the enemies' sprites to go pitch black for the entire stun duration.

Re: [SPRITES] Spriting Carnival!!

PostPosted: Sun Oct 11, 2020 11:17 am
by Plokman
Cherno wrote:
Plokman wrote:Hello,
I just recently got a kooky idea for a mod or even a game of its own in the style of the old Wooden stone, Doom, Mega Man 8 -bit, and Chex Quest model. To put it a old school way, "I think I'm going Berserk! I think I'm losing my mind, I get lost in the shuffle it happens every time!" Yeah it sounds a bit silly even with Buckner and Garcia lyrics but I would love to make a FPS remake of Stern's Berserk!
Now my two problems, one I know little about how to program and two while I am a spriter I have never tried to make any that could work in a Doom like perspective, so I thought I'd ask the community advice. I'm not trying to go hyper digitized for the style as realistic 16 bit Robots/guns are better suited to classic Doom mods IMHO (H is not just honest it is also humble here) and simply doing what MM8bit does is rather silly as I want to give the feel of exploring and running through the Maze in a way like the first Wreck-It Ralph did things, seeing a character in as they would be rendered in another game (Like how Badannon is rendered to match Pac-Man art style when we see it beyond the screen.) So something more like Chex Quest is how I'd like to try to go about this.

But as I said I wanted to ask the community their advice, since the closest style I have ever sprites to this was Bionicle MNOLG and the sequel. Thinking about it that may be a perfect style to make a FPS Berzerk from. Any thoughts?


You are in luck, as this has already been released a fair while ago, and it's great!

BRZRZK [1.1] - Modern Robot Zapping

That looks cool, but there is only one (Ok two problems) with it. Firstly it is basically just Berzerk rendered in voxels a 1 for 1 style to 3D and not gonna be a jerk, it shows hard work involved indeed. The second problem is a problem I will agree would be hard to get right on making Berzerk in 3D perfectly, Evil Otto would need some changes but without him it isn't really Berzerk.

Props for them getting it working and for style choice, but like I said I want to make it a uprez (This is what I termed the concept Wreck-it Ralph used to make it where inside the games everything is a realistic version of what the screen would show. Like how Mano in Bad an on wasn't a model with textures that looked digitized, or Clyde was a rounded ghost shape not brick stacked.) Presentation, the robots having real designs fitting how the were once rendered not as seen if the were to enter another game while it is being played.

Does that make sense? Again I point to Ralph, Browser, and the others when seen leaving badannon from our side of the screen being rendered in a art style that would fit in with Pac-Man. But on their side they are realistic renderings of their sprites/models down to some moving choppily because their sprites had limited animations. Uprezing when seen is so easy to understand, describing it not so much. šŸ˜…

Re: ZDoom project ideas you have

PostPosted: Sun Oct 25, 2020 2:39 pm
by Thelightcall
Idea: A Mod For Doom Which Gives It An Arcade Feel. For Example Make It So Its EXTREMELY Hard. Maybe Make A Difficulty Similar To Ultra Nightmare In Doom 2016 And Eternal.
I Cant Make This Because I Have No Idea How To Mod And I Cant Find Any Modding Tools Because Im On Mac OSX.

Re: ZDoom project ideas you have

PostPosted: Sun Oct 25, 2020 6:08 pm
by leileilol
I'm pretty sure you've just described (the unfortunately named) "Mandoom".

Re: ZDoom project ideas you have

PostPosted: Thu Oct 29, 2020 8:01 am
by GruigiGamez
I want to place a thing that was coded in ZScript into my map.

Serious Sam 4 Mod

PostPosted: Sat Oct 31, 2020 12:32 pm
by Bobby
I don't know if anyone here is making a serious sam 4 weapon's mod but it would be pretty cool.
I don't know anything about coding, so I couldn't do it.

Also maybe dual wielding, cross wielding and gadgets.
This is just a suggestion for anyone able to.
I know there are serious sam mods, but there are none for serious sam 4 (for Doom)
Have a nice day!

Command Mod

PostPosted: Fri Nov 13, 2020 11:40 am
by Skibicki
I would make a team command mod but I have no game modding experience.
Let me know about any mods that have some features like this.

Command mod for tactical team control

Control movement, actions, and behavior for any combination of Platoons and Teams and/or Members.
Everything has an options menu but can also be controlled by keybinds. Make features adjustable.

General Behavior:

Aggressiveness
Rate of Fire (Single, Burst, Auto and Time Between Shots)
Engagement Distance: How close should enemies be before teams attack.
Target Priority: Which enemy types should be attacked first?
Weapon Priority: Specify weapons to use, depending on distance, enemy type, Environment, and other factors.

Rules of Engagement:

Assault: Engage all
Infiltrate: Engage with silenced weapons only; if fired upon, engage all regardless of silenced weapons.
Recon: Only engage if fired upon.

Movement:

Move
Move to Position
Regroup
Hold Position
Go Code: (Perform action when code is given)
Movement speed
Stance: Stand, Crouch, Prone
Crawl
Distance of Team from Leader
Distance between members and/or teams
Formations (Various)
Team member position: Assign position in formation based on weapon type or health level.

Actions:

Attack specific enemy
Attack area or spot
Throw grenades at spot
Healing: Heal team members, request healing, or command members to heal others.
Take and carry items
Place items
Clear rooms
Open doors and windows
Switch lights
Destroy objects


Various:

Command Map
Assign names to Platoons, Teams, and Members
Assign patrol areas or paths
Weapon, ammunition, and item sharing

Most ideas came from playing Ghost Recon, Rainbow Six 3: Raven Shield and Close Combat: First to Fight. See the game manuals for more ideas.
https://store.steampowered.com/app/1530 ... ost_Recon/
https://store.steampowered.com/app/1983 ... _3_Moveld/
http://www.replacementdocs.com/download.php?view.4231

Re: ZDoom project ideas you have

PostPosted: Mon Nov 23, 2020 9:44 am
by Netrax
Message in english (by Google Translate because i don't know much english u.u)

I came up with the idea of ā€‹ā€‹creating a mod totally dedicated to the RWBY franchise.

My idea for the Mod is that the mod has two game modes.

The first mode would be like the free mode, in which you can have all the weapons that have been seen being used by the characters (that includes common weapons such as those brought by the soldiers and guards that appear, such as the soldiers present in Atlas ). This mode would allow you to have all the weapons without limits, and you could also find some runes that give you the faces of the characters (there are faces that work strictly in certain circumstances. Like the face of Lie Ren that only serves to not be detected by the Grimm beasts, but it could be adapted so that it cannot be detected by any enemy in the game, and thus be able to use this visage to attack stealthily.), and you could go finding each semblance in the environment to obtain it.

The second mode would allow you to play with the RWBY characters, using their corresponding weapons and countenance (I emphasize again that this includes putting an Atlas guard as a character that goes with a specific weapon and has other weapons that will be invented specifically for the mod and maybe a semblance to make it more interesting to use). As this game mode will allow you only with the characters, they must all be with their corresponding weapons and faces. Perhaps to make the gameplay more attractive it would also be good to add unique mechanics that will be for the way in which you can play as the characters, such as a specific movement speed, an amount of life and certain mechanics that only those characters can have and the Doom Guy couldn't have it in the first mode. I think it would be a good idea to maybe even add invented weapons to play with those characters or show weapons that have rarely been seen used by certain characters. While the health and armor of the Doom will be modified to something similar to what could be seen in the DemonSteele mod. As many know, in RWBY the characters have a shield that protects them from damage all the time which is called "Aura", the aura is the one that receives all damage that comes close until the aura breaks and becomes vulnerable to the carrier to enemy damage. What I think is that the Aura system could be placed as a mechanic in the game, the aura would be the one who receives the impacts of the enemies until it breaks and leaves the bearer vulnerable to enemy damage. To have the aura back, it will have to recharge itself, so the player must survive or stay away from enemies while their aura recovers to return to combat. If the player loses his aura and is damaged in that period, he will not die instantly since it will be there where the character's health system will participate, preventing it from being easily finished (likewise each character can have an aura that can endure a certain amount of damage). The Aura system makes having armor in the game totally obsolete, so they should no longer be present. Although I have thought that maybe they could be left in the game as aura restorers to recover it faster if it is damaged or even to expand the amount of resistance of the aura temporarily (speaking of the damage of the aura, each aura will recover to its own pace depending on the chosen character, and if the player loses the aura, the aura will recover at a much slower pace. Besides that in that state. The player can advance this process by acquiring the aura restorers that will make the process).

Another thing I thought was that all the characters had a specific melee attack, which I thought would be to hit with the weapon in possession (and thus with whatever weapon you have selected.) Or use a weapon that specifically It can only be used by pressing the "Melee Attack" key. Maybe even some other use a punch or kick to attack the enemies (making each character more unique with their attacks, semblances and weapons).

I have also thought that a version of the Mod could be made that only contains the second mode, to only use the RWBY characters. For what? To use that mod specifically for Multiplayer in Zandronum, as with the Quake Champions Doom Edition mod.


Well, unfortunately I can't do the mod, since my PC is too old for those things and it can't stand programs beyond working more or less with LZDoom and Zandronum (and the money is not enough to buy a new PC. I won't have a new PC for a long time).

So I leave my idea here with the concepts that I think for the mod, if someone is interested, they can make the mod, and if they are interested in me helping them a little, they can contact me.

But I am telling you that I do not speak English very well, for that reason my Post looks somewhat strange, it is because I used Google Translate to put my message (written in Spanish) translated into English here.

Mensaje en espaƱol :

Se me ocurrio la idea de crear un mod totalmente dedicado a la franquicia de RWBY.

Mi idea para el Mod es que el mod tenga dos modos de juego.

El primer modo seria como el modo libre, en el que puedes tener todas las armas que han sido vistas siendo usadas por los personajes (eso incluye armas comunes como las que traen los soldados y guardias que aparecen, como por ejemplo los soldados presentes en Atlas). Este modo te permitiria tener todas las armas sin limites, y asi mismo podrias encontrarte unas runas que te den los semblantes de los personajes (hay semblantes que funcionan estrictamente en ciertas circumstancias. Como el semblante de Lie Ren que solo sirve para no ser detectado por las bestias Grimm, pero podria ser adaptado para que no pueda ser detectado por cualquier enemigo en el juego, y asi poder usar este semblante para atacar sigilosamente.), y podrias ir encontrando cada semblante por el entorno para obtenerlo.

El segundo modo te permitiria jugar con los personajes de RWBY, usando sus armas correspondientes y semblante (vuelvo a recalcar que eso incluye poner a un guardia de Atlas como un personaje que vaya con un arma en concreto y tenga otras armas que seran inventadas especificamente para el mod y tal vez una semblanza para hacerlo mas interesante de usar). Como este modo de juego te permitira unicamente con los personajes, deben estar todos con sus correspondientes armas y semblantes. Tal vez para hacer el gameplay mas atractivo seria bueno tambien aƱadir mecanicas unicas que seran para el modo en donde puedas jugar como los personajes, como por ejemplo una velocidad de movimiento en concreto, una cantidad de vida y ciertas mecanicas que solo podran tener esos personajes y el Doom Guy no podra tener en el primer modo. Pienso que seria una buena idea tal vez incluso llegar a aƱadir armas inventadas para jugar con esos personajes o mostrar armas que pocas veces se han visto utilizarse por ciertos personajes. Mientras que la salud y armadura del Doom sera modificado a algo parecido a lo que se podia ver en el mod de DemonSteele. Como muchos saben, en RWBY los personajes tienen un escudo que los protege todo el tiempo de daƱos el cual es llamado "Aura", el aura es el que recibe todo daƱo que se acerque hasta que el aura se llega a romper y volver vulnerable al portador al daƱo enemigo. Lo que yo pienso es que se podria colocar el sistema de Aura como una mecanica en el juego, el aura seria quien recibiera los impactos de los enemigos hasta romperse y dejar vulnerable al portador de los daƱos enemigos. Para tener de nuevo el aura, esta tendra que recargarse por si misma, por lo que el jugador debera sobrevivir o mantenerse lejos de los enemigos mientras su aura se recupera para volver al combate. Si el jugador pierde su aura y es daƱado en ese periodo, no morira al instante ya que sera alli en donde el sistema de salud del personaje hara su participaciĆ³n, evitando que pueda ser acabado facilmente (asi mismo cada personaje puede tener un aura que aguante una cierta cantidad de daƱos). El sistema del Aura hace totalmente obsoleto el tener una armadura en el juego, por lo que ya no deberian estar presentes estas. Aunque he pensado que tal vez podrian dejarse en el juego como restauradores del aura para recuperarla mas rapido si es daƱada o incluso para expandir la cantidad de resistencia del aura de forma temporal (hablando de los daƱos del aura, cada aura se ira recuperando a su propio ritmo dependiendo del personaje elegido, y si el jugador pierde el aura, el aura se ira recuperando a un paso mucho mas lento. Ademas de que en ese estado. El jugador podra adelantar este proceso adquiriendo los restauradores de aura que haran mas rapido el proceso).

Otra cosa que pense era que todos los personajes tuvieran un ataque cuerpo a cuerpo en concreto, el cual pensaba que seria dar un golpe con el arma que tenga en posesiĆ³n.

He pensado tambien que podria hacerse una version del Mod que unicamente contenga el segundo modo, para unicamente usar los personajes de RWBY. ĀæPara que?, para usar ese mod especificamente para el Multijugador en Zandronum, como con el mod Quake Champions Doom Edition.


Bueno, lastimosamente no puedo hacer el mod, ya que mi PC es demasiado vieja ya para esas cosas y no aguanta programas mas alla de funcionar mas o menos con LZDoom y Zandronum (y el dinero no alcanza para comprar una PC nueva. Es seguro que no tendre una PC nueva en mucho tiempo).

Asi que dejo mi idea aqui con los conceptos que pienso para el mod, si a alguien le interesara puede realizar el mod, y si les interesa que les ayude un poco, pueden contactarme.

Re: ZDoom project ideas you have

PostPosted: Sun Nov 29, 2020 6:58 pm
by electrodragon554
This is a rather simple idea because something very similar already exists for Doom:
I'm talking about a WADSmoosh-like utility that can take apart the Heretic (Shadow of the Serpent Riders) IWAD, reorganize the level structure, and repackage it as a PK3.

Re: ZDoom project ideas you have

PostPosted: Tue Dec 01, 2020 5:43 pm
by NotAPortalKit
I had this stupid idea in which you can't walk or run, but ride a hilariously fast vehicle that ramms thru the hellspawn.
Like, all the demons, dead by a simple car.
I think this is not an original idea but a fast boi car would be nice.
Or probably, instead of a car, its a wheel, or a stroller, or a pig-

Re: Idea for a mod

PostPosted: Tue Dec 01, 2020 7:19 pm
by Crudux Cruo
CryptOfZoology wrote:I'm no modder by any means, but one can dream, right? XD
This is my idea for a mod I'd love to see it done someday. Let me just share it with all of you :)



that i would love to see!

Re: ZDoom project ideas you have

PostPosted: Tue Dec 01, 2020 7:24 pm
by Crudux Cruo
NotAPortalKit wrote:I had this stupid idea in which you can't walk or run, but ride a hilariously fast vehicle that ramms thru the hellspawn.
Like, all the demons, dead by a simple car.
I think this is not an original idea but a fast boi car would be nice.
Or probably, instead of a car, its a wheel, or a stroller, or a pig-


you can test map brutal doom and ram zombies with your tank! but yeah, would be somewhat silly/fun.

So I had an idea and i'm not sure i'm smart enough to finish it all in zscript/acs, but I am frusterated at how there just aren't any universal health type mods! I love Cold as Hell and I love Hideous Destructor.
Like, even just damage = bleedout time and chance of wound if fail save, use a bandage to stop it, and maybe stims are like uppers and medical kits heal over time. stuff like that.
I may end up attempting some abomination of a mod, just to add SOMETHING to the sadly deficient mode pool of that criteria.