Hell-Forged (updated to v1.11 - development paused)
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Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.
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.
Re: Hell-Forged - (0.9b Alpha released! P.299.) Testers Need
The way Doom handles player combat animations, it's kind of hard to make separate melee and ranged animations, unfortunately.
Re: Hell-Forged - (0.9b Alpha released! P.299.) Testers Need
I swear I've seen some mods do it, at least a different animation for melee and shooting.
EDIT: Yup, Hacx 2.0 does it.
EDIT: Yup, Hacx 2.0 does it.
Re: Hell-Forged - (0.9b Alpha released! P.299.) Testers Need
The only way I'm aware of is to make a separate player class that the player turns into when using a melee weapon. I don't have time for this for version 1.0, as I'm only trying to hit Doom quality for the graphics. Nor do I feel it's worth another 4-5 hours each to make 2 new player skins just for the 1 melee weapon in the game.
Re: Hell-Forged - (0.9b Alpha released! P.299.) Testers Need
I think the way hacx does it is just use A_JumpIfInventory jump to a different set of frames in a custom actor state for a player actor.
Re: Hell-Forged - (0.9b Alpha released! P.299.) Testers Need
It would still require that I make a walking, attack, pain and death animation for when the player is holding the sword. Unless the sword magically appears in his right hand, and the gun vanishes whenever he attacks, which would be lame.
Re: Hell-Forged - (0.9b Alpha released! P.299.) Testers Need
Female player sprites completed. This concludes all of the major sprite work I need. Off to make the Intermission map and Status bar and player mugs, then 0.99 beta will be open for testing.
Spoiler:OH wait, forgot the player needs crouch sprites now.
- Captain J
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Re: Hell-Forged - (0.9b Alpha released! P.299.) Testers Need
Going very smooth and cool like ice. And i don't think crouching sprite is REALLY necessary unless it's mostly played by the multiplayer or something! But good luck. The more Merrier, it gets gooder.
Re: Hell-Forged - (0.9b Alpha released! P.299.) Testers Need
Shouldn't take too much work since i got the sculpt. Just need 7 poses for each.
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Intermission Map image done. Just gotta figure out how to code that in Mapinfo or w/e it uses:
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Intermission Map image done. Just gotta figure out how to code that in Mapinfo or w/e it uses:
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Re: Hell-Forged - (0.9b Alpha released! P.299.) Testers Need
Oh wow, that looks amazing. I wanted to stay away from the alphas, but I'm gonna have to play this once 0.99 drops. Also, you should mark next Friday in your calendar for a certain something...
Re: Hell-Forged - (0.9b Alpha released! P.299.) Testers Need
Next Friday is a bit too soon to drop 0.99 beta. 0.99 will have everything except the "Sharknadoom" super-secret easter egg level and everything used for it. Otherwise its a complete package.
Re: Hell-Forged - (0.9b Alpha released! P.299.) Testers Need
Skarknadoom?
we have a challenger against dopefish?
we have a challenger against dopefish?
- Captain J
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Re: Hell-Forged - (0.9b Alpha released! P.299.) Testers Need
Can wait for the killer tomatoes reference now.
Anyway looks very grand and amazing! Fantasy stuff indeed.
Anyway looks very grand and amazing! Fantasy stuff indeed.
Re: Hell-Forged - (0.9b Alpha released! P.299.) Testers Need
Gorgeous map, makes me wish to replay through HF to see the character's progress through it. Hopefully, the wiki for [wiki]intermission script[/wiki] is clear enough; if needed the vanilla Doom 1 and Heretic scripts are available in gzdoom.pk3; and Skunk's intermap might still be findableAmuscaria wrote:Intermission Map image done. Just gotta figure out how to code that in Mapinfo or w/e it uses:
leodoom85 wrote:Skarknadoom?
we have a challenger against dopefish?
Amuscaria wrote:Shadelight wrote:For some reason, its death sprites make me think of a shark rather than a pinky.zrrion the insect wrote:A shark-fin pinky would look pretty killer
@Arctangent: Will fix.
@SiFi270: I'm not sure what those are. The tail idea was from the Doom 2016 Pinky.
Re: Hell-Forged - (0.9b Alpha released! P.299.) Testers Need
Gez wrote: Stuff
Awesome thanks! Will be setting that map up today after I make the animated segments for the buildings and lava. As well as the new status bars.
- QuakedoomNukem Cz
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Re: Hell-Forged - (0.9b Alpha released! P.299.) Testers Need
This is what I meant with marking this week's Friday in your calendar.