Z-Kart discussion

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GooberMan
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Re: Z-Kart discussion

Post by GooberMan »

Duplicating because shit's important.
GooberMan wrote:Latest version is up. Workaround for the camera bug is in (ie the cvar is not read and I just give it a distance I want).

Both ChronoSeth's and kevansevans' version of the Entryway is in this build. And from a gameplay perspective, I see issues with the both of them. ChronoSeth's version is more in line with the spirit of the project, but the map layout is confusing. kevansevans' feels like it tried to cram a race track in to every navigable square inch of the original Entryway layout and is boring for long stretches but at least I always know where I'm supposed to be going.

EDIT: Also, stop embedding custom resources in your map WADs please. If you just can't live with what's in the current build, make a separate PK3 for the resources so I can evaluate them.
EDIT: And on a more personal note, I've blocked out the Icon of Sin map and have the mechanics in place to unlock the secret map. I've been playing with slopes and other things, putting stuff in that I want (from a technical perspective) to be in the mod. The map may be plain broken in places in its current form. But it's getting there.
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Minigunner
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Re: Z-Kart discussion

Post by Minigunner »

I'm actually gonna forget about making a map. I may do some graphical resources though.
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.+:icytux:+.
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Re: Z-Kart discussion

Post by .+:icytux:+. »

About the Icon of sin map, havn't taken a peek at how it looks atm or anything. But a suggestion would definitely making it not a Circuit, but instead a linear map with start and end, it worked pretty well in many mario kart tracks, great example is Wario Mountain, being a fun as hell track:



Have the end be jumping into the brains of the icon of sin.
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XutaWoo
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Re: Z-Kart discussion

Post by XutaWoo »

Belatedly on my weapon suggestions, it was my intention that all weapons would deal damage. The thing about the spin out and knock up was to make sure hitting the weapons felt good and would have an effect when health is disabled.

Also,
scalliano wrote:Invincibility and invulnerability should be one in the same.
I don't really get this.
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raymoohawk
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Re: Z-Kart discussion

Post by raymoohawk »

man i feel like i have dopefish intelligence, should hopefully be okay now
dopekartb.PK3
(45.17 KiB) Downloaded 19 times
wow ringman´s arachno is reaaaally good!

by the way do i vary the size of the monsters i was working on?

here is an attempt at the side view

Image
Last edited by raymoohawk on Sun Jul 20, 2014 4:58 pm, edited 2 times in total.
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scalliano
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Re: Z-Kart discussion

Post by scalliano »

XutaWoo wrote:Belatedly on my weapon suggestions, it was my intention that all weapons would deal damage. The thing about the spin out and knock up was to make sure hitting the weapons felt good and would have an effect when health is disabled.

Also,
scalliano wrote:Invincibility and invulnerability should be one in the same.
I don't really get this.
What I was getting at is that you have listed two separate items, one called invincibility and the regular Invul sphere. Why not have the offensive properties incorporated into the Invul sphere instead of two separate powerups? IMO it makes sense in a kart racer that anyone with invul would be dangerous to the touch anyway.
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GooberMan
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Re: Z-Kart discussion

Post by GooberMan »

.+:icytux:+. wrote:About the Icon of sin map, havn't taken a peek at how it looks atm or anything. But a suggestion would definitely making it not a Circuit, but instead a linear map with start and end
If it were the secret map, where single-lap sudden deaths are meant to happen, I'd definitely consider it.

As it stands, I've cleverly used the three-lap thing combined with the three rockets needed to destroy the Icon to trigger the secret map. I'm also trying to give a bit of a Rainbow Road sense of danger to it - one wrong move and you're off the track.
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XutaWoo
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Re: Z-Kart discussion

Post by XutaWoo »

scalliano wrote:
XutaWoo wrote:Belatedly on my weapon suggestions, it was my intention that all weapons would deal damage. The thing about the spin out and knock up was to make sure hitting the weapons felt good and would have an effect when health is disabled.

Also,
scalliano wrote:Invincibility and invulnerability should be one in the same.
I don't really get this.
What I was getting at is that you have listed two separate items, one called invincibility and the regular Invul sphere. Why not have the offensive properties incorporated into the Invul sphere instead of two separate powerups? IMO it makes sense in a kart racer that anyone with invul would be dangerous to the touch anyway.
I'm ... not really sure I get what you mean. Are you sure you're not misreading Partial Invisibility? :P
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Discordance
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Re: Z-Kart discussion

Post by Discordance »

GooberMan wrote:...Rainbow Road...
Y'know, after this project is finished, I might just be crazy enough to try and do one of these...
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scalliano
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Re: Z-Kart discussion

Post by scalliano »

TSR has all of the original SMK sprites, as well as some really good custom ones of the likes of Daisy and Birdo, as well as the entire cast of Sonic. I can categorically say that they WILL be made available for Z-Kart at some point.

@XutaWoo:
XutaWoo wrote:invincibility. Decent range for radius damage, but still requires heading towards the target for offensive use.
XutaWoo wrote:Invulnerability Sphere - Makes the user impervious to damage for 5ish seconds.
Both in the same post.
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Mikk-
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Re: Z-Kart discussion

Post by Mikk- »

I see the problem here:
XutaWoo wrote:Chaingun - For the next few seconds, cause the user to deal radius damage around itself every 4 or so tics that deals minor damage and caused some slight angle change with what it hits along with a second or two of no control with no mercy invincibility. Decent range for radius damage, but still requires heading towards the target for offensive use.
The text wraps onto the next line, it got me too until I re-read it.


One thing that bothers me at the moment is the camera snags on walls, which can really throw off my driving. Is there any way to fix this?
Last edited by Mikk- on Sun Jul 20, 2014 5:15 pm, edited 1 time in total.
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GooberMan
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Re: Z-Kart discussion

Post by GooberMan »

Eventually. I've basically done no work on that camera since I first wrote it last year.

If anyone has a dodgy trick for casting a ray in to the world so that I can get the collision position, post it here so that I don't have to experiment with things myself (or bump a feature request).
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scalliano
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Re: Z-Kart discussion

Post by scalliano »

Mikk- wrote:I see the problem here:
XutaWoo wrote:Chaingun - For the next few seconds, cause the user to deal radius damage around itself every 4 or so tics that deals minor damage and caused some slight angle change with what it hits along with a second or two of no control with no mercy invincibility. Decent range for radius damage, but still requires heading towards the target for offensive use.
The text wraps onto the next line, it got me too until I re-read it.
Image
DERP
My bad. Been a long weekend.
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zrrion the insect
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Re: Z-Kart discussion

Post by zrrion the insect »

For the powerups, I'd suggest making an animation of them spinning to be put in the upper left/right corner similar to how heretic and Hexen.
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XutaWoo
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Re: Z-Kart discussion

Post by XutaWoo »

GooberMan wrote:Eventually. I've basically done no work on that camera since I first wrote it last year.

If anyone has a dodgy trick for casting a ray in to the world so that I can get the collision position, post it here so that I don't have to experiment with things myself (or bump a feature request).
[wiki]A_CustomBulletAttack[/wiki]?
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