Hacx 2.0 -- Hacxmas Alpha!

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Should Hacx 2.0 enable jumping?

Yes
111
70%
No
24
15%
Don't Care
24
15%
 
Total votes: 159

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amv2k9
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Re: Hacx 2.0 -- Hacxmas Alpha!

Post by amv2k9 »

Finally got the chance to play this; I'd only played maybe the first level of HacX before now.

I got stuck in the second (is it the second?) level with the tunnel with an electrified floor. Flashing back to MGS, I figure, "well crap, that floor's electrified. Better find a switch that turns it off."

Ten minutes of fruitless searching later, I go back and actually try walking across. :P
Sodaholic
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Re: Hacx 2.0 -- Hacxmas Alpha!

Post by Sodaholic »

I thought that the new palette was still too similar to Doom's palette, so I made an alternate one with some different hues. The colors that were already significantly different than the Doom colors have been untouched. The colormap has also been cleaned up a bit.

Try the game with it and tell me what you think of it.
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NeuralStunner
 
 
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Re: Hacx 2.0 -- Hacxmas Alpha!

Post by NeuralStunner »

Existing graphics and their coloration have to be taken into account too. The new palette wasn't just thrown together in ten minutes.
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Xaser
 
 
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Re: Hacx 2.0 -- Hacxmas Alpha!

Post by Xaser »

Thanks for the edit, but it seems a bit too saturated, particularly the browns and greens. I don't really think that any palette modifications are necessary -- just because a range is close to Doom's doesn't mean it has to be changed for the sake of being different.

[EDIT] Some junk got split from here. Carry on. :P
Sodaholic
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Re: Hacx 2.0 -- Hacxmas Alpha!

Post by Sodaholic »

Nice to see the crap removed from the thread. Anyway, I am interested in contributing, regardless. What resources need done, anyway? I'm best at sound and graphical resources. You should probably make a to-do list of all the stuff that needs updating, so that modders know what to work on.
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SamVision
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Re: Hacx 2.0 -- Hacxmas Alpha!

Post by SamVision »

HacX 2.0 does need some new graphical effects. Things such as explosions, bullet puffs or blood.
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NeuralStunner
 
 
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Re: Hacx 2.0 -- Hacxmas Alpha!

Post by NeuralStunner »

Explosions could use a bit more inbetweening work. The blood and bullet puffs are fine.

(Personally I'd rather not see a lot of flashy effects added just for the sake of doing it.)
Sodaholic
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Re: Hacx 2.0 -- Hacxmas Alpha!

Post by Sodaholic »

Decided to polish the Reznator sprites, as I felt that the shading was very dull.

Image
Image
Image
Image
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wildweasel
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Re: Hacx 2.0 -- Hacxmas Alpha!

Post by wildweasel »

Nice, I like the weathered look that it has.
Sodaholic
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Re: Hacx 2.0 -- Hacxmas Alpha!

Post by Sodaholic »

Xaser, when you get the chance, let me know what you think of these. :)

It should also be noted that I made a few changes to the attacking frames since uploading those, I'll upload the new ones when I get home in a few hours.
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Cage
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Re: Hacx 2.0 -- Hacxmas Alpha!

Post by Cage »

I'm against adding stuff to already good sprites, especially when they don't improve anything/differ the much from the original Hacx concepts/ideas.
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Blox
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Re: Hacx 2.0 -- Hacxmas Alpha!

Post by Blox »

It'd probably be better to make it a bit fancier.
Just a bit, though.
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NeuralStunner
 
 
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Re: Hacx 2.0 -- Hacxmas Alpha!

Post by NeuralStunner »

Cage wrote:I'm against adding stuff to already good sprites, especially when they don't improve anything/differ the much from the original Hacx concepts/ideas.
I think these have a lot of merit, though.
Sodaholic
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Re: Hacx 2.0 -- Hacxmas Alpha!

Post by Sodaholic »

Cage wrote:I'm against adding stuff to already good sprites, especially when they don't improve anything/differ the much from the original Hacx concepts/ideas.
Yeah, except the originals still needed improvement. It was pretty much flat-shaded, and looked like it had no texture whatsoever, not even a subtle one. My goal in creating these was to add a subtle texture to improve it a little, I didn't want to have the texture stand out too much.

Blox, what software did you make those in? If it was Paint.NET or Photoshop, you could send me the unflattened version so I could merge our works together.

Anyway, here's the update I promised, now that I'm home. The differences are subtle, but I believe to be an improvement over the last ones that I uploaded. Slightly darkened the brightest parts of the yellow so that it doesn't clash as much, and made the shading between both frames consistent (before, it was using two different versions, one with softer shading, and one with harder shading, now both have the softer shading, note that the texture layer is above the shading layer).


Image
Image
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Blox
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Re: Hacx 2.0 -- Hacxmas Alpha!

Post by Blox »

It's a PSD, thus I did it in PS.
And here's the PSD (probably a mess)

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