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Re: GMOTA: A fantasy themed, arcade inspired, weapon set [V

PostPosted: Wed Jan 29, 2014 12:54 am
by Sgt. Shivers
I just finished making something like that, and I sent it off to Kegan. The only difference with mine is that the red glows too.

Re: GMOTA: A fantasy themed, arcade inspired, weapon set [V

PostPosted: Wed Jan 29, 2014 9:29 pm
by Combine_Kegan
So I'm retooling the rocket thrust into a rushing tackle, it won't change how it works, just the visuals, but due to the limited amount of sprites I have to work with, the tackle kinda...

Image

Looks more like the mother of all bitchslaps.

I'm keeping it.

Re: GMOTA: A fantasy themed, arcade inspired, weapon set [V

PostPosted: Thu Jan 30, 2014 1:13 am
by Captain J
bitchslap? more like BROSLAP. otherwise, it does needs more powerful animation, though.

Re: GMOTA: A fantasy themed, arcade inspired, weapon set [V

PostPosted: Thu Jan 30, 2014 1:26 am
by Combine_Kegan
Captain J wrote:bitchslap? more like BROSLAP. otherwise, it does needs more powerful animation, though.


it's a damn shame Baratus never threw elbows or actually DID have a shoulder tackle. I'll see what I can do later.

Re: GMOTA: A fantasy themed, arcade inspired, weapon set [V

PostPosted: Thu Jan 30, 2014 1:28 am
by Sgt. Shivers
Couldn't you just have him punch?

Re: GMOTA: A fantasy themed, arcade inspired, weapon set [V

PostPosted: Thu Jan 30, 2014 1:47 am
by Combine_Kegan
Sgt. Shivers wrote:Couldn't you just have him punch?


Sadly no. I got the punch planned for another subweapon. and using the same sprite for two different subweapons would just be odd.

Here, lemme show off something else for the time being: The secondary spell you get along with the shield subweapon, the Chakram

Image

Re: GMOTA: A fantasy themed, arcade inspired, weapon set [V

PostPosted: Thu Jan 30, 2014 2:54 am
by Captain J
leaving the blur effects would be so cool for that deadly blood-cherry flavored bagel.

Re: GMOTA: A fantasy themed, arcade inspired, weapon set [V

PostPosted: Thu Jan 30, 2014 3:05 am
by Combine_Kegan
Captain J wrote:leaving the blur effects would be so cool for that deadly blood-cherry flavored bagel.


Yeah I need to look into how to give projectiles a rad as hell afterimage effect. I know you can use spawnitemex, I just need to read up on the proper formula.

and if anything, it's a cherry lifesaver candy.

Re: GMOTA: A fantasy themed, arcade inspired, weapon set [V

PostPosted: Thu Jan 30, 2014 9:53 pm
by Valherran
That chakram should be a weapon if it's own. heh

Re: GMOTA: A fantasy themed, arcade inspired, weapon set [V

PostPosted: Fri Jan 31, 2014 3:38 am
by Combine_Kegan
Captain J wrote:leaving the blur effects would be so cool for that deadly blood-cherry flavored bagel.


How's this?

Image

Re: GMOTA: A fantasy themed, arcade inspired, weapon set [V

PostPosted: Fri Jan 31, 2014 5:09 am
by Captain J
still, not enough. how about make 'em fade-out much faster? also if you wanna add even more effects, i recommand the sparkles 'n particles.

Re: GMOTA: A fantasy themed, arcade inspired, weapon set [V

PostPosted: Sat Feb 01, 2014 1:02 am
by zrrion the insect
Sparks when it bounces would be pretty awesome.

Re: GMOTA: A fantasy themed, arcade inspired, weapon set [V

PostPosted: Sat Feb 01, 2014 4:14 am
by Combine_Kegan
Sparks I can do. and while I'm waiting on a friend to make me Arthur's Lance and Dagger, I'm working on the sub-spell you get with with Lance: Red Lightning.

My current problem is trying to take the 2D lighting sprites from Super GnG and have them make sense within a 3D environment.

Re: GMOTA: A fantasy themed, arcade inspired, weapon set [V

PostPosted: Sat Feb 01, 2014 4:41 am
by Captain J
if the player can throw the whole lance, RIPPER flag is it's best friend. also A_Explode is for dagger too.

Re: GMOTA: A fantasy themed, arcade inspired, weapon set [V

PostPosted: Sat Feb 01, 2014 4:45 am
by Combine_Kegan
Captain J wrote:if the player can throw the whole lance, RIPPER flag is it's best friend. also A_Explode is for dagger too.


Actually the lance and dagger are going to be loyal to how they worked in Super GnG, so the lance will essentially be a rocket with no explosion, and the dagger will be a fast firing projectile you can use to peg enemies very rapidly. I may give the dagger a forcepain flag so they always cause monsters to flinch. To counterbalance that, both the lance and dagger will consume sword rage, as all subweapons will, but because the dagger uses a third of the rage meter, you can't just hold altfire and expect to constantly throw daggers. A smart player will be able to use the dagger to approach monsters or use it defensively to make archviles flinch while backpedaling to cover.