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

Sodaholic
Posts: 1959
Joined: Sat Nov 03, 2007 4:13 pm

Re: Hacx 2.0 -- Hacxmas Alpha!

Post by Sodaholic »

So, I know that the cyberspace levels are getting an overhaul, but are you planning on keeping the textures? I know the existing ones are labelled as needing replaced, but what I mean by "are you keeping them" is using the same general textures, but better versions? Or are you going for a different look entirely? If the former, I can put together some nice looking cyberspace textures by reworking the existing ones to make them not suck.
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Xaser
 
 
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Joined: Sun Jul 20, 2003 12:15 pm

Re: Hacx 2.0 -- Hacxmas Alpha!

Post by Xaser »

Those are going to be tossed entirely. Hacx 2.0's got a much different (and improved) look for Cyberspace, since the old textures looked like puke in pretty much all circumstances. To be clear, the "replace this texture" labels are actually meant as a signal for mappers to remove it in any maps they may be working on that have it. They'll be erased from the wad entirely once it's done.
Cage wrote:Image
Oh, snap! Looking good so far! :)
Sodaholic
Posts: 1959
Joined: Sat Nov 03, 2007 4:13 pm

Re: Hacx 2.0 -- Hacxmas Alpha!

Post by Sodaholic »

Well, are there any other graphic assets I could work on?
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Xaser
 
 
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Re: Hacx 2.0 -- Hacxmas Alpha!

Post by Xaser »

Most enemy sprites could certainly use some improvement, if you're willing to give it a shot. I've seen some nice Android and Buzzer improvement concepts but they haven't evolved past a single frame or two. Just don't mess with the Mecha Maniac or Terminatrix just yet -- I'm doing some tweaks to the former and the latter is probably going to be replaced at some point.
Sodaholic
Posts: 1959
Joined: Sat Nov 03, 2007 4:13 pm

Re: Hacx 2.0 -- Hacxmas Alpha!

Post by Sodaholic »

I'll see what I can do with the enemies, but in the mean time, I threw together this tweak of one of the jar sprites. How does it look (as proof of concept)? Note that it currently doesn't do well with the palette.


Image
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SamVision
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Re: Hacx 2.0 -- Hacxmas Alpha!

Post by SamVision »

Its quite jarring.
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NeuralStunner
 
 
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Re: Hacx 2.0 -- Hacxmas Alpha!

Post by NeuralStunner »

SamVision wrote:Its quite jarring.
I ought to punch you in the vase for that. >:(
Spoiler:
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Tapwave
Posts: 2075
Joined: Sat Aug 20, 2011 8:54 am
Graphics Processor: nVidia with Vulkan support

Re: Hacx 2.0 -- Hacxmas Alpha!

Post by Tapwave »

NeuralStunner wrote:
SamVision wrote:Its quite jarring.
I ought to punch you in the vase for that. >:(
It was clayrly wanted.
Scuba Steve
Posts: 1054
Joined: Sat Mar 27, 2004 8:56 pm

Re: Hacx 2.0 -- Hacxmas Alpha!

Post by Scuba Steve »

You guys are urnbelievable.
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TheAdmantArchvile
Posts: 495
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Re: Hacx 2.0 -- Hacxmas Alpha!

Post by TheAdmantArchvile »

Scuba Steve wrote:You guys are urnbelievable.
No, they're just a bunch of potheads.
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insightguy
Posts: 1730
Joined: Tue Mar 22, 2011 11:54 pm

Re: Hacx 2.0 -- Hacxmas Alpha!

Post by insightguy »

Are you guys smoking pot?

jar heads....
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Xaser
 
 
Posts: 10771
Joined: Sun Jul 20, 2003 12:15 pm

Re: Hacx 2.0 -- Hacxmas Alpha!

Post by Xaser »

I'm going to hit you all in the face with a piece of pottery!

*ahem*, am I doing it right?
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Scripten
Posts: 846
Joined: Sat May 30, 2009 9:11 pm

Re: Hacx 2.0 -- Hacxmas Alpha!

Post by Scripten »

Hey, now. No point in getting fired up.
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NeuralStunner
 
 
Posts: 12298
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Location: capital N, capital S, no space

Re: Hacx 2.0 -- Hacxmas Alpha!

Post by NeuralStunner »

Scripten wrote:Hey, now. No point in getting fired up.
Yeah, don't kiln the messenger.

I'm curious what fates await the D-Man, Thorn Thing, Maj, and ICE. Will these be getting sprite/code touchups? The first two seem like they were intended for the old Cyberspace style.
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TheDarkArchon
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Re: Hacx 2.0 -- Hacxmas Alpha!

Post by TheDarkArchon »

Sorry, I've seem to have stumbled in to the RPS comment section here. I'll go aclay.

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