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Re: [WIP] Marty's Mods (Currently: WWHC-XM) Trailer! Pg. 8!

Posted: Thu Jan 14, 2010 1:15 pm
by Sangelothi
I have to admit, but I kinda liked the original Cloak found on page 33 of the Spriting carnival Marty :?

He seemed more stealthy than this one, this one seems like some kinda soldier you'd find in a swamp like area IDK, but the rest look great!

Re: [WIP] Marty's Mods (Currently: WWHC-XM) Trailer! Pg. 8!

Posted: Thu Jan 14, 2010 7:38 pm
by Cardboard Marty
The trouble I had with the original Cloak was that his frames took so much more work to do. I like this design a lot better, but I suppose I could mess with the colors a bit and see what I can come up with. :)

Re: [WIP] Marty's Mods (Currently: Doom Through Time)

Posted: Thu Jan 21, 2010 10:24 am
by Cardboard Marty
After a string of odd bugs and frustrating errors, I'm moving away from XM at the current moment. I'd appreciate it if anybody could assist me with this particular issue: http://forum.zdoom.org/viewtopic.php?f=3&t=24836

That'll spoil the last class of WWHC-XM for you guys, but I think getting that working is more important than remaining a secret. :P

That being said, I do like to stay somewhat busy, so while Weasel is doing...something with Hernandez, I'm going to be working on Doom Through Time!

Doom Through Time
  • After discussing Doom Through Time with Weasel and his bro EksFaktr, I decided to make things easier and move things to Heretic! This will make it a bit easier to work with and hopefully give you guys a better end result.
  • Working on setting up difficulty levels, classes and such :D
  • Added Doom! You know Doom, right? :P He's the "Mario" of the group, balanced between health and speed pretty well. He starts off with a Sawn-Off shotgun, which may act slightly differently than you've come to know.
So open question for you guys, what sort've Doom monsters do you think could fit in with the Heretic universe? Right now I'm thinking about keeping the Doom-related Beastiary to a minimum, so you guys might see slightly altered versions of the monsters you've come to love/hate.

Obviously tech-based monsters like the Arachnotron and the Revenant aren't going to make the cut, but the more-natural ones such as the Imp or the Caco might. What do you guys think?

Re: [WIP] Marty's Mods (Currently: Doom Through Time)

Posted: Thu Jan 21, 2010 11:11 am
by Zero X. Diamond
If you wanna have some non-tech Doom monsters, I think it'd be cool to include the Super Demon from the Realm667 Beastiary--the non-cyborg Cyberdemon that Xim made. I think that'd make for an interesting twist on the concept.

Re: [WIP] Marty's Mods (Currently: Doom Through Time)

Posted: Thu Jan 21, 2010 11:25 am
by Cardboard Marty
I was considering that (and renaming it to "the Harbinger", like the Wolf RPG did). My issue with it is that it's firing animation looks sorta cheap, which I can understand would be a ton of effort to make. I might go about doing that anyways, making it's attack resemble the Baron's a bit more.

Re: [WIP] Marty's Mods (Currently: Doom Through Time)

Posted: Sat Jan 23, 2010 10:29 am
by Cardboard Marty
Doom Through Time
  • Settling in into our new Heretic home, Crash joins the battle!
  • Crash's melee attack added! She's a bit tough to get used to, button-mashers will be stuck with a three-hit combo while more skilled players will find various hidden combos!
  • Crash's blaster added! I'm having difficulty getting it to work right, so I'll probably contact WildWeasel so he can help me out and make this thing pretty. :P
Spoiler:
Crash's Blaster is weak, but it's fast and has infinite ammo!
Spoiler:
Crash is a speedster, but definitely not a fragile one!

Re: [WIP] Marty's Mods (Currently: Doom Through Time)

Posted: Sat Jan 23, 2010 11:00 am
by Zero X. Diamond
That's probably the best Quake 2 blaster conversion I've ever seen, but I have to say that if you cleaned up the stray pixels on it (particularly on the back edges of things there) it would look ten times better.

Re: [WIP] Marty's Mods (Currently: Doom Through Time)

Posted: Sun Jan 24, 2010 11:45 am
by Cardboard Marty
Doom Through Time
  • Finally got together a collection of hands for each of the classes. Each class has different hand graphics (for the most part), my favorite right now being Deimos. He's gonna be awesome :D
  • Putting together the Weapon Crate system. Weapon spawns are replaced with a crate, which hitting once (with anything) will break open and reveal your weapon! Now the reason I'm doing this is because each class gets their own weapons (though a few are shared between classes), so it's just easier for me to do it that way. Why are there crates with futuristic weapons in the world of Heretic? Perhaps the UAC has been here before...
  • Deimos is in the process of getting his starting weapons! Saevio, which is a powerful blast of energy (which I explained somewhere but I can't seem to find again), using the powers of the Sigil of Baphomet, and twin katana swords, Eve and Lilith!
  • Phobos starts off with a scoped DGSS Assault Rifle, firing in burst fire mode (with a possible upgrade for full-auto somewhere down the pipeline). His melee attack will be similar to Crash (I just might have everybody use the DMC-esque combo system I have now for Crash :P), but way more brutal.
  • Started cleaning up and rehanding Doom's Tech-Shotgun (which I've called by like three different names, none of them being the official "Personal Defense Shotgun" listed in the DECORATE file).
So far, each of the classes has a different weapon "theme". Doom will use conventional weaponry (ie. not too far-fetched), such as shotguns, machine guns, and all that fun jazz. Crash will be utilizing energy weapons, Phobos will be using more explosion-type weapons, and lastly Deimos will be using odd weapons and magic. :D

Re: [WIP] Marty's Mods (Currently: Doom Through Time)

Posted: Sun Jan 24, 2010 11:51 am
by DoomRater
As far as crates go, heh, Time Lord had the weapons drop tied up as bright pink presents to "disguise their intentions". Crate weapons look way less suspicious.

Though I'm totally going the "pickup crate to get class specific weapon" route when I do my class specific weapon pickups.

Re: [WIP] Marty's Mods (Currently: Doom Through Time)

Posted: Sun Jan 24, 2010 11:56 am
by Cardboard Marty
One thing I'm curious about is how I'm gonna do this for co-op play. Whatever drops out of the crate is going to check for an inventory item so it can give that weapon to the player. However, what if more than one person is playing? Does the pick-up weapon call for the weapon it gives the player? If so, what's the point of having a crate? I like crates anyways, so I'm going to keep it in there regardless of what happens. :P

Re: [WIP] Marty's Mods (Currently: Doom Through Time)

Posted: Sun Jan 24, 2010 3:43 pm
by TheDarkArchon
I'd say make the crate a usable decoration that gives the appropriate weapon when used

Re: [WIP] Marty's Mods (Currently: Doom Through Time)

Posted: Sun Jan 24, 2010 4:00 pm
by Davidos
xD what about a breakable with melee that spawns random weapon for one of the two players (or the one that broke it.)

When it's shot, it explodes in a firey rain of death and/or bullet spray

When it's bombed it just says boom adding to the explosion.

.... too much Blake Stone when I was a kid.

Re: [WIP] Marty's Mods (Currently: Doom Through Time)

Posted: Sun Jan 24, 2010 4:08 pm
by DoomRater
Marty Kirra wrote:Whatever drops out of the crate is going to check for an inventory item so it can give that weapon to the player.
I dunno, the player that breaks it gets his weapon spawned? I mean, obviously a player could run around breaking all the crates and leave players of other classes hanging without weapons, but nobody should be playing with a dick anyway rite?

Re: [WIP] Marty's Mods (Currently: Doom Through Time)

Posted: Sun Jan 24, 2010 4:09 pm
by chronoteeth
Love the gloves on crash, reminds me a lot of those big lumberjack gloves :P

Re: [WIP] Marty's Mods (Currently: Doom Through Time)

Posted: Wed Feb 03, 2010 10:47 am
by Cardboard Marty
Image
Crash
  • Crash's blaster has been upgraded! New projectiles done by WildWeasel, a dedicated charging function that charges much faster than the auto-charge, and a melee attack!
  • New melee attack! Crash uses some kung-fu skills to attack the legions of D'Sparil!
  • Upcoming Addition! Much like in Diaz, Crash's melee attacks will have certain finisher moves. What sorta moves? Not entirely sure yet. :P
Doom
  • Doom's melee attack added! A powerful combat knife, Doom is fairly quick with it and can take down enemies quite easily! It's easier and more user-friendly than Crash's martial arts! :D
  • The Personal Defense Shotgun, Doom's starting weapon, has been overhauled! New frames of animation, the ability to reload anytime, and perhaps a new alt.fire coming soon?
  • Doom's assault rifle is now in! It reloads and everything. It has a small clip (only 25 bullets), but a fast-firing rate and fairly decent stopping power.
  • Taunt function added! Pressing reload when using your melee attack will have the player character taunt!
Phobos
  • Phobos' melee attack is in the process of being added. He's the toughest out of the four marines, and while he only uses his fists, well...he doesn't need to use anything else. :P
Would anybody care to give me a sample code that has a decoration being usable? I would need it to be only usable once (ie. you cant keep opening it and getting a weapon), but at the same time, it can't lock any other players out who haven't used it.