I just realized the cheat "GIVE ALL" charges the cube, I didn't think about that before.
[Release]Creating a Soul Cube in the original DooM style
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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: [WIP]Creating a Soul Cube in the original DooM style
It is quite a feat huh? haha
I just realized the cheat "GIVE ALL" charges the cube, I didn't think about that before.
I just realized the cheat "GIVE ALL" charges the cube, I didn't think about that before.
- Alice Jameson
- Posts: 133
- Joined: Fri Jun 19, 2009 11:45 am
- Location: Minnesota
Re: [WIP]Creating a Soul Cube in the original DooM style
The rotation is taking up more frames than I had originally thought. It's going to take 16 instead of the original 4 frames.
Re: [WIP]Creating a Soul Cube in the original DooM style
damn, logically you'd think it would be 8 because now the cube has two sides you have to show independently, why would you need 12 on top of the original 4?
- DOOMERO-21
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Re: [WIP]Creating a Soul Cube in the original DooM style
create 2 death states;
projectile soulcube a damagetype for example:
damagetype "sc"
the monster:
death:
xxxx a 1 a_scream
xxxx a 1 a_givetotarget("soul",1)
xxxx a 1......
death.sc:
nothing special here just dont put the inventory for activate the soulcube, but if you want the soulcube give health to the player then:
death.sc:
xxxx a 1 acs_execute(999,0)
blah blah
script 999 void
{
if (GetActorProperty(playerid, APROP_HEALTH) < 100 && GetActorProperty(playerid, APROP_HEALTH) > 0)
{
acs_execute(998,0);
delay(5);
}
if (GetActorProperty(playerid, APROP_HEALTH) >= 100)
{
acs_terminate(998,0);
delay(1);
}
restart;
}
script 998 (void)
{
ambientsound("regeneration",127);
giveactorinventory(playerid,"health",5);
delay(5);
}
script 997 enter
{
if checkactorinventory(playerid,"soul")>4);
{
giveinventory("activate",1);
delay(1);
}
if checkactorinventory(playerid,"soul")<5);
{
takeinventory("activate",1);
delay(1);
}
now the weapon soulcube you need 2 ready states;
ready;
xxxx a 0 a_jumpifinventory("activate",1,"ready2")
xxxx a 1 a_weaponready(WRF_NOFIRE)
loop
ready2:
xxxx a 1 a_weaponready
loop
fire:
here for the attack of the soulcube, note only is enabled is "activate" is true....
something like this, this method i used on my mod usd3mod, maybe can help you this code...
projectile soulcube a damagetype for example:
damagetype "sc"
the monster:
death:
xxxx a 1 a_scream
xxxx a 1 a_givetotarget("soul",1)
xxxx a 1......
death.sc:
nothing special here just dont put the inventory for activate the soulcube, but if you want the soulcube give health to the player then:
death.sc:
xxxx a 1 acs_execute(999,0)
blah blah
script 999 void
{
if (GetActorProperty(playerid, APROP_HEALTH) < 100 && GetActorProperty(playerid, APROP_HEALTH) > 0)
{
acs_execute(998,0);
delay(5);
}
if (GetActorProperty(playerid, APROP_HEALTH) >= 100)
{
acs_terminate(998,0);
delay(1);
}
restart;
}
script 998 (void)
{
ambientsound("regeneration",127);
giveactorinventory(playerid,"health",5);
delay(5);
}
script 997 enter
{
if checkactorinventory(playerid,"soul")>4);
{
giveinventory("activate",1);
delay(1);
}
if checkactorinventory(playerid,"soul")<5);
{
takeinventory("activate",1);
delay(1);
}
now the weapon soulcube you need 2 ready states;
ready;
xxxx a 0 a_jumpifinventory("activate",1,"ready2")
xxxx a 1 a_weaponready(WRF_NOFIRE)
loop
ready2:
xxxx a 1 a_weaponready
loop
fire:
here for the attack of the soulcube, note only is enabled is "activate" is true....
something like this, this method i used on my mod usd3mod, maybe can help you this code...
- Alice Jameson
- Posts: 133
- Joined: Fri Jun 19, 2009 11:45 am
- Location: Minnesota
Re: [WIP]Creating a Soul Cube in the original DooM style
I'm almost done with the base for most of it. When I finish these last few frames I'll post and then you'll see why it take 16.Alvas wrote:damn, logically you'd think it would be 8 because now the cube has two sides you have to show independently, why would you need 12 on top of the original 4?
Re: [WIP]Creating a Soul Cube in the original DooM style
We have all of these concepts already implemented, I will have a look at your cube thoughDOOMERO-21 wrote:Code: Select all
create 2 death states; projectile soulcube a damagetype for example: damagetype "sc" the monster: death: xxxx a 1 a_scream xxxx a 1 a_givetotarget("soul",1) xxxx a 1...... death.sc: nothing special here just dont put the inventory for activate the soulcube, but if you want the soulcube give health to the player then: death.sc: xxxx a 1 acs_execute(999,0) blah blah script 999 void { if (GetActorProperty(playerid, APROP_HEALTH) < 100 && GetActorProperty(playerid, APROP_HEALTH) > 0) { acs_execute(998,0); delay(5); } if (GetActorProperty(playerid, APROP_HEALTH) >= 100) { acs_terminate(998,0); delay(1); } restart; } script 998 (void) { ambientsound("regeneration",127); giveactorinventory(playerid,"health",5); delay(5); } script 997 enter { if checkactorinventory(playerid,"soul")>4); { giveinventory("activate",1); delay(1); } if checkactorinventory(playerid,"soul")<5); { takeinventory("activate",1); delay(1); } now the weapon soulcube you need 2 ready states; ready; xxxx a 0 a_jumpifinventory("activate",1,"ready2") xxxx a 1 a_weaponready(WRF_NOFIRE) loop ready2: xxxx a 1 a_weaponready loop fire: here for the attack of the soulcube, note only is enabled is "activate" is true.... something like this, this method i used on my mod usd3mod, maybe can help you this code...
- Alice Jameson
- Posts: 133
- Joined: Fri Jun 19, 2009 11:45 am
- Location: Minnesota
Re: [WIP]Creating a Soul Cube in the original DooM style
It's not quite done yet but here is what I have so far. I haven't done the new pickup/firing sprites yet. This just demonstrates the rotation.
http://files.drdteam.org/index.php/file ... ulcube.zip
http://files.drdteam.org/index.php/file ... ulcube.zip
Re: [WIP]Creating a Soul Cube in the original DooM style
This is good I like how it looks I've fixed the appearance of the PNG sprites in XWEAlice Jameson wrote:It's not quite done yet but here is what I have so far. I haven't done the new pickup/firing sprites yet. This just demonstrates the rotation.
http://files.drdteam.org/index.php/file ... ulcube.zip
What are you planning next?
- Attachments
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SoulCube.zip.zip- (67.73 KiB) Downloaded 279 times
- Alice Jameson
- Posts: 133
- Joined: Fri Jun 19, 2009 11:45 am
- Location: Minnesota
Re: [WIP]Creating a Soul Cube in the original DooM style
Kay finished the sprites and edited the decorate slightly so that all the frames are accounted for.
http://files.drdteam.org/index.php/file ... ulcube.zip
Also the sprites are a bit better as png's otherwise these white pixels show up in the version you just uploaded as seen in this screenshot
http://files.drdteam.org/index.php/file ... ulcube.zip
Also the sprites are a bit better as png's otherwise these white pixels show up in the version you just uploaded as seen in this screenshot
Spoiler:
Re: [WIP]Creating a Soul Cube in the original DooM style
It looks amazing I have to say, Is there anything else you want to do with this? I'm about ready to put a cap on the project if there is nothing else.
- Alice Jameson
- Posts: 133
- Joined: Fri Jun 19, 2009 11:45 am
- Location: Minnesota
Re: [WIP]Creating a Soul Cube in the original DooM style
No I'm quite happy with how it turned out. ^-^
Edit: Also my recommendation is do not worry about how sprites look in XWE, they look just fine in game and that's what counts. Also they look fine in Slade 3 too.
Edit: Also my recommendation is do not worry about how sprites look in XWE, they look just fine in game and that's what counts. Also they look fine in Slade 3 too.
Re: [WIP]Creating a Soul Cube in the original DooM style
i like the plain skull one.
- Alice Jameson
- Posts: 133
- Joined: Fri Jun 19, 2009 11:45 am
- Location: Minnesota
Re: [WIP]Creating a Soul Cube in the original DooM style
Well both downloads are on here. ^-^ Or you could just edit the wad file. All of the original skull frames are still in there. You'd just have to some editing to the decorate and such.
Re: [WIP]Creating a Soul Cube in the original DooM style
I agree we've made several files throughout the progression, it was fun working on it ill put up an official release thread or convert this one to it once I get home
- Alice Jameson
- Posts: 133
- Joined: Fri Jun 19, 2009 11:45 am
- Location: Minnesota
