[Pogostick] 0.9 Online! | Where are your contributions!? :(

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Remmirath
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Re: [Pogostick] 0.75 Online! + Mapping Tutorial | New Classes?!

Post by Remmirath »

@Tormentor667: I've fixed M_DOOM gfx offset...

Here it is:
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Blzut3
 
 
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Re: [Pogostick] 0.75 Online! + Mapping Tutorial | New Classes?!

Post by Blzut3 »

I finally got the default control scheme to work and all though it is a far improvement over the original I still find it rather clumsy to control. I still don't understand why you haven't remove the message to increase the screen size. I do like the idea to include other playable characters.

I would like to add that I would recommend trying to turn the scripts into a library so it would be easier for people like me to rip out the controls and replace them. It would also make it easier for you to update the code when you have more maps.

AltControls (I know the player class selection picture is broken. I'm too lazy to fix that.)
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bagheadspidey
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Re: [Pogostick] 0.75 Online! + Mapping Tutorial | New Classes?!

Post by bagheadspidey »

Blzut3 wrote:I would like to add that I would recommend trying to turn the scripts into a library so it would be easier for people like me to rip out the controls and replace them.
The last control scheme I posted might make a good reference point. I did my best to reduce script number pollution and move stuff into functions. It's probably worth a look.
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Captain Ventris
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Re: [Pogostick] 0.75 Online! + Mapping Tutorial | New Classes?!

Post by Captain Ventris »

bagheadspidey wrote:
Blzut3 wrote:I would like to add that I would recommend trying to turn the scripts into a library so it would be easier for people like me to rip out the controls and replace them.
The last control scheme I posted might make a good reference point. I did my best to reduce script number pollution and move stuff into functions. It's probably worth a look.
Well, most things you make are worth a look.
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bagheadspidey
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Re: [Pogostick] 0.75 Online! + Mapping Tutorial | New Classes?!

Post by bagheadspidey »

Captain Ventris wrote:Well, most things you make are worth a look.
Hey, thanks! :mrgreen: :oops:
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MG_Man
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Re: [Pogostick] 0.75 Online! + Mapping Tutorial | New Classes?!

Post by MG_Man »

Hey Torm, in 'User-made maps' the first door doesn't open when you walk up to it, nor will it no matter what you do.
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Remmirath
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Re: [Pogostick] 0.75 Online! + Mapping Tutorial | New Classes?!

Post by Remmirath »

MG_Man wrote:Hey Torm, in 'User-made maps' the first door doesn't open when you walk up to it, nor will it no matter what you do.
Works for me, because i reached the exit...
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Tormentor667
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Re: [Pogostick] 0.75 Online! + Mapping Tutorial | New Classes?!

Post by Tormentor667 »

CaptainToenail wrote:Duke Nukem
Link (for Zelda nuts)
Master Cheif from Halo 0 (for Halo nuts)
Feel free to do these ;)

Conc. the HUD: The solution that Blutz posted didn't work, I have no idea how to make that work at all. If someone can give me the correct necessary additions and changes, I will do the SBARINFO solution
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Enjay
 
 
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Re: [Pogostick] 0.75 Online! + Mapping Tutorial | New Classes?!

Post by Enjay »

All you need to do is have a text lump called SBARINFO and put in it:

Code: Select all

height 30;
That's it. That just disables the regular status bar. Then you should remove your script that checks for screen size and puts up the warning message and see how it works out. You may have to force your ACS status bar to draw over the status bar if it isn't already doing that. You could also try numbers other than 30 to see hoiw that works out. You can go right down to 0. Try it in standard Doom mode just by loading the test file and see what effect it has.
Blzut3
 
 
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Re: [Pogostick] 0.75 Online! + Mapping Tutorial | New Classes?!

Post by Blzut3 »

What Enjay said and here is the change to the acs script: (Note: I didn't bother fixing the indention because you use spaces instead of tabs)
Spoiler:
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phi108
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Re: [Pogostick] 0.75 Online! + Mapping Tutorial | New Classes?!

Post by phi108 »

OMGolly.....Sprites that I poured my heart and soul into (ripped) are new in a Tormentor667 project..... WOW.

Anyway, AWESOME Multiple classes. I never thought of that. But the code for JumpnRunDoomGuy_Keen might need the code posted before, YScale 1.4 and XScale 1.2 (around those values). Does anyone else think he's a bit too small? Also here's a standing still keen frame. It can be used for CKENZ.
And can the code for JumpnRunDoomGuy_Keen be used to make him do the screensaver animations from the original? A_Jump could be used....I think I'll look into it.
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Tormentor667
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Re: [Pogostick] 0.75 Online! + Mapping Tutorial | New Classes?!

Post by Tormentor667 »

Got the HUD working, thx :) And the standing still frame is in as well :) Anyone volunteering to create another class?! :D
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Phucket
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Re: [Pogostick] 0.75 Online! + Mapping Tutorial | New Classes?!

Post by Phucket »

I think it'd be interesting if you made it so that certain classes can enter special locations. For example, you could put small holes throughout the maps that the player can crawl into while playing as commander keen.
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Phobus
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Re: [Pogostick] 0.75 Online! + Mapping Tutorial | New Classes?!

Post by Phobus »

I've finally got round to downloading this - pretty good, although I can't get the player to turn around and I find the control scheme a little difficult at times (I keep having to jump over enemies backwards in order to shoot them and thta sort of thing).

T667's map is quite hard, and I've yet to have finished it, but I finished UA's map quite quickly.

And here's something I managed to do, although it doesn't really work that well, and it's even harder to control, as it flies (yep, it's from Virus):

Image
janiform
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Re: [Pogostick] 0.75 Online! + Mapping Tutorial | New Classes?!

Post by janiform »

neoworm wrote:Some time ago I said that Golden Axe mod for Hexen would be cool... with this engine its really possible, even almost with original style gameplay. I will try something...
I would love to see this!

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