[PREALPHA] ▲ (alpha 2)
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Please read the full rules for more details.
The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.
Got a cool project idea but nothing else? Put it in the project ideas thread instead!
Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.
Please read the full rules for more details.
- chronoteeth
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Re: [PREALPHA] ▲ (alpha 2)
twitching crosshair? the only crosshair changes i did was with the ironsights on the rifle removing the crosshair when aiming down the sights. bit confused as to what you mean tbh
- Doomenator
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Re: [PREALPHA] ▲ (alpha 2)
Of course I was talking about the camera movement with the crosshair. The crosshair is absolutely stationary relative to the center of the screen. But relative to the game space, it moves. If you don't understand these things, then just forget what I wrote.chronoteeth wrote:twitching crosshair? the only crosshair changes i did was with the ironsights on the rifle removing the crosshair when aiming down the sights. bit confused as to what you mean tbh

- chronoteeth
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Re: [PREALPHA] ▲ (alpha 2)
do you mean when the camera jitters when shooting and reloading? thats intentional
- Captain J
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Re: [PREALPHA] ▲ (alpha 2)
Even for last resort, it takes too much times to take them down with this little gizmo and other weapons including fist just withers its life-saving backup purpose. It's just my thought here. Some kind of upgrade for this gun or temporary berserk that increases its damage would be appreciated.chronoteeth wrote:-backup is just that, a last resort. the quick melee is even better than what it is. its meant more to make sure to trigger switches than for combat. the upgrade just makes it combat viable. just use the melee button for an actual key 1 style melee attack. each weapon has melee too so you dont have to use the back up pistol.
Here. It's especially visible in Kinsie's Test map.-do you know what exact frame on the vertelli? cant seem to find it
Re: [PREALPHA] ▲ (alpha 2)
The weapons feel pretty good, but the SSG sprite replacement feels off compared to the rest. I feel like the Marathon Shotguns would be a better fit, but that's just me and this is a minor quibble anyway.
- chronoteeth
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Re: [PREALPHA] ▲ (alpha 2)
i do like the marathon shotgun but its a smidged overused as of late, and it can be a bit too plastic-y imo. the ssg has a texture at least. ill bump up the bup just a teeny tiny bit
Re: [PREALPHA] ▲ (alpha 2)
Also, I'm sure someone's already told you this, but the multi-rocket launcher's sprite deforms when it's spinning to ready another shot.chronoteeth wrote:i do like the marathon shotgun but its a smidged overused as of late, and it can be a bit too plastic-y imo. the ssg has a texture at least. ill bump up the bup just a teeny tiny bit
- chronoteeth
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Re: [PREALPHA] ▲ (alpha 2)
yeaaa thats just how the sprite ended up being, perspective stuff. ngl just too lazy to redraw all those framesGideon020 wrote:Also, I'm sure someone's already told you this, but the multi-rocket launcher's sprite deforms when it's spinning to ready another shot.chronoteeth wrote:i do like the marathon shotgun but its a smidged overused as of late, and it can be a bit too plastic-y imo. the ssg has a texture at least. ill bump up the bup just a teeny tiny bit
Re: [PREALPHA] ▲ (alpha 2)
Well in real life your eyes are not bound to the direction of your rifle sights and vice versa, so I'm not sure that's a fair comparison.Doomenator wrote:As I said, the crosshair shows not only the direction of the weapon, but where the eyes look. But your eyes don't twitch upwards, no matter what you do with your hands.
Last edited by Kyotra on Fri May 04, 2018 1:46 am, edited 1 time in total.
- Doomenator
- Posts: 165
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Re: [PREALPHA] ▲ (alpha 2)
But eyes really aren't attached to a rifle sights, as in reality and in the game too. This is not an imitation of the view from the camera rigidly fixed on the rifle. The movement of weapons does not depend on the direction of gaze and vice versa. The gaze usually focused in one point and does not jump by itself. Unless, of course, you get hit in the back of the head every time when you reloading shotgun.Kyotra wrote:Well if real life your eyes are not bound to the direction of your rifle sights and vice versa, so I'm not sure that's a fair comparison.

Therefore, I consider that imitation of recoil and reloading by the tilting the camera upwards, to be a stupid idea.
Of course, I do not rule out this possibility completely. You just have to do it right. For example, the movement of the camera should be small and smoother. And with return to the initial position. In addition, there are many other additional things that can also simulate the recoil of weapons. Trembling screen, the player rollback of, camera zoom, changes fov, move weapon sprite, special effects, etc.
- chronoteeth
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Re: [PREALPHA] ▲ (alpha 2)
honestly thats just a matter of tastes then. i like the recoil i implemented, so i dont think this is gonna change.Doomenator wrote:But eyes really aren't attached to a rifle sights, as in reality and in the game too. This is not an imitation of the view from the camera rigidly fixed on the rifle. The movement of weapons does not depend on the direction of gaze and vice versa. The gaze usually focused in one point and does not jump by itself. Unless, of course, you get hit in the back of the head every time when you reloading shotgun.Kyotra wrote:Well if real life your eyes are not bound to the direction of your rifle sights and vice versa, so I'm not sure that's a fair comparison.![]()
Therefore, I consider that imitation of recoil and reloading by the tilting the camera upwards, to be a stupid idea.
Of course, I do not rule out this possibility completely. You just have to do it right. For example, the movement of the camera should be small and smoother. And with return to the initial position. In addition, there are many other additional things that can also simulate the recoil of weapons. Trembling screen, the player rollback of, camera zoom, changes fov, move weapon sprite, special effects, etc.
- Doomenator
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Re: [PREALPHA] ▲ (alpha 2)
Omg, I thought it is level perception and awareness of simple visual and intuitively understandable things. But it turns out it's a matter of tastes. Well, ok then.chronoteeth wrote:honestly thats just a matter of tastes then. i like the recoil i implemented, so i dont think this is gonna change.

- Combine_Kegan
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Re: [PREALPHA] ▲ (alpha 2)
I really really like the backup pistol being a single shot shotgun, and the grenade launcher is a very clever usage of the bryar pistol. Though I do question the need for a fist when you have an excellent quick stab melee attack and that wonderful little backup pistol.
These guns are a lot of fun, I especially like the reload animation for the triple barrel rocket launcher, and the way the rockets themselves travel is great
These guns are a lot of fun, I especially like the reload animation for the triple barrel rocket launcher, and the way the rockets themselves travel is great
- chronoteeth
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Re: [PREALPHA] ▲ (alpha 2)
key 0 are unused weaponsCombine_Kegan wrote:I really really like the backup pistol being a single shot shotgun, and the grenade launcher is a very clever usage of the bryar pistol. Though I do question the need for a fist when you have an excellent quick stab melee attack and that wonderful little backup pistol.
These guns are a lot of fun, I especially like the reload animation for the triple barrel rocket launcher, and the way the rockets themselves travel is great
Re: [PREALPHA] ▲ (alpha 2)
Do you still working on this?