[Unstable] There's Something About Tails

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FireSeraphim
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Re: [No BS Zone/WIP] There's Something About Tails

Post by FireSeraphim »

Might I propose the ability to "sheath" or hide your weaponry when your in Knothole Village? It doesn't seem right for your character to be pointing his gun at someone while he's talking to them (part of the same reason why I normally change back to the knife while I'm in the main town when I'm playing Strife, I guess I must have picked up that tendency from playing Oblivion and the like where normally NPC would be more hostile towards you when you have your weapons out)
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Kate
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Re: [No BS Zone/WIP] There's Something About Tails

Post by Kate »

Switch to fists.
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TheLightBad96
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Re: [No BS Zone/WIP] There's Something About Tails

Post by TheLightBad96 »

FireSeraphim wrote:Might I propose the ability to "sheath" or hide your weaponry when your in Knothole Village? It doesn't seem right for your character to be pointing his gun at someone while he's talking to them (part of the same reason why I normally change back to the knife while I'm in the main town when I'm playing Strife, I guess I must have picked up that tendency from playing Oblivion and the like where normally NPC would be more hostile towards you when you have your weapons out)
yeah i believe that the "holster" option would be good idea so someone wont have the urge to go shoot some villager or kill major characters. even though i sometimes do the occaisonal village shootout to see how long i last before i die. :chaingun:

PS i really like this mods due to its unique nature for a doom mod
Last edited by TheLightBad96 on Sun Sep 09, 2012 11:48 pm, edited 3 times in total.
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wildweasel
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Re: [No BS Zone/WIP] There's Something About Tails

Post by wildweasel »

If slot 0 isn't being used for anything, I suppose it'd be minimal work to add a "no weapon" weapon...the one problem with that, though, is hiding it from the mousewheel rotation. Though you could define the weapon, not give it a slot number, and bind a key to "use NoWeapon." The problem with that, though, is you wouldn't be able to use the mouse wheel to select anything else once you've holstered the weapon, and unless your Script Fu is very strong, you wouldn't be able to pull your last used weapon by pressing the Holster key again, either.
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scalliano
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Re: [No BS Zone/WIP] There's Something About Tails

Post by scalliano »

Nice to see TSAT back in business. Good luck with nailing it this time.
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Project Shadowcat
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Re: [No BS Zone/WIP] There's Something About Tails

Post by Project Shadowcat »

Zombieguy wrote:YES. Oh.... Wait... NO. Are you left handed or something? :)

Seriously though, it's not a big deal. I can easily mirror the weapon sprites.
I didn't realize Jake being left-handed was such a big deal.

And no, I'm not, actually.
Esselfortium wrote:The cloudy blue sky would likely fare much better without the dithering, which rarely if ever looks right in Doom.
Likely, yes, but I had a look at a sky similar to it that wasn't so dithered... and it was a complete and awful mess in the software renderer. It looked like an abstract painting and in a bad way.
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Kate
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Re: [No BS Zone/WIP] There's Something About Tails

Post by Kate »

Project Dark Fox wrote:Likely, yes, but I had a look at a sky similar to it that wasn't so dithered... and it was a complete and awful mess in the software renderer. It looked like an abstract painting and in a bad way.
Yeeaah that can happen. That's kind of a problem inherent to working with a palette - outside-palette resources need a lot of extra treatment done on them to look alright.

In this case though it looks more like there's just simply not enough shades to properly express what the sky is supposed to look like, which will always look god-awful, dithering or not. I can think of two things that could possibly fix this:

A. Give the sky a bit more contrast. With more shades to work with it shouldn't be so merry-go-pukey, or
B. Make the sky a high enough resolution that the dithering will actually do its' job when the sky is scaled down. It'll still look bizarre, but it shouldn't look awful since there's less noticable pixellation going on.

Not to say that'll excuse the graphic from being touched up, it'll still need some editing to hide where the dithering lines start and end (not to mention you should have the clouds sort of be more flat so it utilizes the palette better), but it'll help because it'll minimize the visibility of the borders between each shade and help it look look less noisy.
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doomjoshuaboy
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Re: [No BS Zone/WIP] There's Something About Tails

Post by doomjoshuaboy »

woot cant wait for you to keep it up

keep up the good work projectdarkfox ;)
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Jimmy
 
 
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Re: [No BS Zone/WIP] There's Something About Tails

Post by Jimmy »

Yay, good to have it back! :D
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Cage
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Re: [No BS Zone/WIP] There's Something About Tails

Post by Cage »

A project with a distinct flavor/style of it's own getting back on track - very cool! Good luck with this

Is there any place I could read about the plot? I was wondering what's the story behind this crossover world - it's kinda unusual, therefore more interesting :)
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Project Shadowcat
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Re: [No BS Zone/WIP] There's Something About Tails

Post by Project Shadowcat »

Cage wrote:A project with a distinct flavor/style of it's own getting back on track - very cool! Good luck with this
Thank you, big praise coming from you! :)
Is there any place I could read about the plot? I was wondering what's the story behind this crossover world - it's kinda unusual, therefore more interesting :)
Best way right now is to read the comic. It's not aged well however.
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RV-007
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Re: [No BS Zone/WIP] There's Something About Tails

Post by RV-007 »

It doesn't have to be considered a crossover. TSAT can be its own game (its a fps, not a platformer [let's hope that the secrets will be easier of access]). Since you are made sonic player sprites, why not make sonic enemies sprites? I don't recall much of sonic enemies except for some grenade monkey, drill bee, and mortar crabs.

Also, it might be a good idea to make the levels interconnected as a hub, not some level intermission stuff.
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BlueFireZ88
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Re: [No BS Zone/WIP] There's Something About Tails

Post by BlueFireZ88 »

I remember this wad having a rocky history. It'll be interesting to see it finished.
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Blox
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Re: [No BS Zone/WIP] There's Something About Tails

Post by Blox »

Kate wrote:Outside-palette resources need a lot of extra treatment done on them to look alright.
Heavily depends on what it is, but this only took four selections and a bit of messing around:

Image

Good to see that you finally posted this, though.
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Project Shadowcat
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Re: [No BS Zone/WIP] There's Something About Tails

Post by Project Shadowcat »

RV-007 wrote:It doesn't have to be considered a crossover.
But it is a crossover. It crosses over the plotlines of a BattleTech fanfic and early Archie Sonic the Hedgehog comics. Doom just isn't in the picture. Nor does it need to be.
TSAT can be its own game (its a fps, not a platformer [let's hope that the secrets will be easier of access]).
You can fly, but don't expect many platformer elements. It will be FPS and some pieces RPG. I just want the player to think a little ... higher, since you can fly in most maps.
Since you are made sonic player sprites, why not make sonic enemies sprites? I don't recall much of sonic enemies except for some grenade monkey, drill bee, and mortar crabs.
Mechanical enemies are planned to be FAR more lethal than what prior Sonic games presented. You can expect some vaguely BattleTech related design going into some of the enemy design; missiles, machine guns, lasers, sprouting out of every mechanical orifice you can think of. Some of the "cuter" designs might still make their way back but you should expect them to be up-gunned. Robotnik is done fucking around.
Also, it might be a good idea to make the levels interconnected as a hub, not some level intermission stuff.
They are already going to be interconnected as a hub, congratulations for not understanding that in the level descriptions.

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