[PREALPHA] ▲ (alpha 2)

Projects that alter game functions but do not include new maps belong here.
Forum rules
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.
User avatar
chronoteeth
Posts: 2664
Joined: Wed Sep 08, 2004 1:29 pm
Preferred Pronouns: It/Its

Re: [PREALPHA] ▲ (alpha 2)

Post by chronoteeth »

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
User avatar
Doomenator
Posts: 165
Joined: Tue Mar 31, 2015 10:16 pm

Re: [PREALPHA] ▲ (alpha 2)

Post by Doomenator »

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
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. :D
User avatar
chronoteeth
Posts: 2664
Joined: Wed Sep 08, 2004 1:29 pm
Preferred Pronouns: It/Its

Re: [PREALPHA] ▲ (alpha 2)

Post by chronoteeth »

do you mean when the camera jitters when shooting and reloading? thats intentional
User avatar
Captain J
 
 
Posts: 16891
Joined: Tue Oct 02, 2012 2:20 am
Location: An ancient Escape Shuttle(No longer active here anymore)
Contact:

Re: [PREALPHA] ▲ (alpha 2)

Post by Captain J »

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.
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.
-do you know what exact frame on the vertelli? cant seem to find it
zxczxczxc.PNG
Here. It's especially visible in Kinsie's Test map.
Gideon020
Posts: 558
Joined: Mon Sep 28, 2015 3:23 am

Re: [PREALPHA] ▲ (alpha 2)

Post by Gideon020 »

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.
User avatar
chronoteeth
Posts: 2664
Joined: Wed Sep 08, 2004 1:29 pm
Preferred Pronouns: It/Its

Re: [PREALPHA] ▲ (alpha 2)

Post by chronoteeth »

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
Gideon020
Posts: 558
Joined: Mon Sep 28, 2015 3:23 am

Re: [PREALPHA] ▲ (alpha 2)

Post by Gideon020 »

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
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.
User avatar
chronoteeth
Posts: 2664
Joined: Wed Sep 08, 2004 1:29 pm
Preferred Pronouns: It/Its

Re: [PREALPHA] ▲ (alpha 2)

Post by chronoteeth »

Gideon020 wrote:
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
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.
yeaaa thats just how the sprite ended up being, perspective stuff. ngl just too lazy to redraw all those frames
User avatar
Kyotra
Posts: 44
Joined: Sat Sep 30, 2017 9:44 pm

Re: [PREALPHA] ▲ (alpha 2)

Post by Kyotra »

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.
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.
Last edited by Kyotra on Fri May 04, 2018 1:46 am, edited 1 time in total.
User avatar
Doomenator
Posts: 165
Joined: Tue Mar 31, 2015 10:16 pm

Re: [PREALPHA] ▲ (alpha 2)

Post by Doomenator »

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.
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. :biggrin:
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.
User avatar
chronoteeth
Posts: 2664
Joined: Wed Sep 08, 2004 1:29 pm
Preferred Pronouns: It/Its

Re: [PREALPHA] ▲ (alpha 2)

Post by chronoteeth »

Doomenator wrote:
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.
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. :biggrin:
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.
honestly thats just a matter of tastes then. i like the recoil i implemented, so i dont think this is gonna change.
User avatar
Doomenator
Posts: 165
Joined: Tue Mar 31, 2015 10:16 pm

Re: [PREALPHA] ▲ (alpha 2)

Post by Doomenator »

chronoteeth wrote:honestly thats just a matter of tastes then. i like the recoil i implemented, so i dont think this is gonna change.
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. :o
User avatar
Combine_Kegan
Posts: 467
Joined: Sun Jan 19, 2014 8:12 am
Location: Hopelessly stuck in the past

Re: [PREALPHA] ▲ (alpha 2)

Post by Combine_Kegan »

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
User avatar
chronoteeth
Posts: 2664
Joined: Wed Sep 08, 2004 1:29 pm
Preferred Pronouns: It/Its

Re: [PREALPHA] ▲ (alpha 2)

Post by chronoteeth »

Combine_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
key 0 are unused weapons
User avatar
NullWire
Posts: 270
Joined: Fri Dec 18, 2015 4:48 pm

Re: [PREALPHA] ▲ (alpha 2)

Post by NullWire »

Do you still working on this?
Post Reply

Return to “Gameplay Mods”