[Pogostick] 0.9 Online! | Where are your contributions!? :(
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The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.
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Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.
Please read the full rules for more details.
The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.
Got a cool project idea but nothing else? Put it in the project ideas thread instead!
Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.
Please read the full rules for more details.
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Re: [Pogostick] 0.9 Online! | Where are your contributions!? :(
If you tell me why you need alternate weapons and playerclasses, I'd be happy to make a Hexen compatable version. =D
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Re: [Pogostick] 0.9 Online! | Where are your contributions!? :(
my map is starting to get kinda funkky but the filesize is worying me :O the musix i use is... kinda big (agent sporks ^^)
but im gonna try to make them as small as possible (cut out parts of the music with wavepad) the boss is going to be a hectebus (hardcoded)
with attacks just as the chaos elemental (go try it out if you havn't) i "MIGHT" even add 2 hackodemons as small helpers ^^
[EDIT] a pic as well
but im gonna try to make them as small as possible (cut out parts of the music with wavepad) the boss is going to be a hectebus (hardcoded)
with attacks just as the chaos elemental (go try it out if you havn't) i "MIGHT" even add 2 hackodemons as small helpers ^^
[EDIT] a pic as well
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Re: [Pogostick] 0.9 Online! | Where are your contributions!? :(
Looks very kewl
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Re: [Pogostick] 0.9 Online! | Where are your contributions!? :(
im finish off all the things for zpack now :O but there isnt much more to do on my map except the bossbattle and im done =)
(/me has to wait for keksdoses Hectebus Death )
[EDIT] im learning keksdoses techniques of drawing cool effects now so i might do them myself also at least the infernalspiders im gonna do
(/me has to wait for keksdoses Hectebus Death )
[EDIT] im learning keksdoses techniques of drawing cool effects now so i might do them myself also at least the infernalspiders im gonna do
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Re: [Pogostick] 0.9 Online! | Where are your contributions!? :(
have people been still working on this if still, i made a map of my own with a custom boss at the end. it has good use of 3d floors and other scripts and is a good length .
here is some screens:
here is a version of the map, its finished but could use some testing .
http://www.zshare.net/download/92199929512cbc/
here is some screens:
here is a version of the map, its finished but could use some testing .
http://www.zshare.net/download/92199929512cbc/
You do not have the required permissions to view the files attached to this post.
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Re: [Pogostick] 0.9 Online! | Where are your contributions!? :(
Since the black hole of ZPack released me, I can do the pure randomness again which comes to my mind without any "Hey Keks, when is your map done?".
I have an idea of a, kind of, nostalgic mix of many levels of random platforming games, and I start whenever... I start!
I have an idea of a, kind of, nostalgic mix of many levels of random platforming games, and I start whenever... I start!
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Re: [Pogostick] 0.9 Online! | Where are your contributions!? :(
StarScream: Good map - great map, but could be a lot better, if it weren't for a few inconveniences that a couple of areas of this map have.
- Music - eehhhh... it's fun and funky - but it doesn't quite suit the map; plus, it's overly loud.
- Clean up the green sector colors - in OpenGL the Pogostick palette's green and the bright green hue of the colored sectors clash.
- Monster placement: evil. Especially in the huge slime room - there's way too many monsters and not enough health (the health that is there is provided on damaging floors ). Also, hell knights are harder to hit that you think in this game, so putting two together (in the corridor just before the slime room) spells constant death for unskilled players like me.
- Jumping to and from those crates hovering in the small slime pool is tricky because the room is quite claustrophobic - expanding that area out a little could help the breathing space in that room - and the crates are probably too small for you to land on accurately very easily.
- Make the corners in the corridors rectangular rather than square - so the player can walk for a bit before the camera angle rotates - right now it gets really hard to aim - and especially after taking on that invisible baron - that corner is very tricky to overcome with the huge number of projectiles streaming through it - all due to the camera rotators being in the wrong place.
- Clear up the points where the camera angle changes - in the slime room there's a very awkward point which makes it virtually impossible to aim because the camera angle (and the player) is turning so much, and the line that triggers the rotation is on a 128x128 square - which because I'm moving around so much on makes the camera judder back and forth uncontrollably. Either make the platforms in a straight line and get rid of the camera rotators or place them so no rotators are needed.
- Reduce the sheer drop in the slime room so I don't fall for ages - and get rid of the stealth demon on the final ledge - if he's in the right place he can kill you or block you from getting on the ledge and then you plummet to your death for 5 seconds.
- Why can't I get back into the final teleporter room after opening the door back to the start? You know that means I have to go through the whole level (albeit monsterless) again, right?
Nice submission though - adequate detail, good layout and nice flow, but there's a few areas in there that are overly tricky and kind of spoil the fun of the map.
- Music - eehhhh... it's fun and funky - but it doesn't quite suit the map; plus, it's overly loud.
- Clean up the green sector colors - in OpenGL the Pogostick palette's green and the bright green hue of the colored sectors clash.
- Monster placement: evil. Especially in the huge slime room - there's way too many monsters and not enough health (the health that is there is provided on damaging floors ). Also, hell knights are harder to hit that you think in this game, so putting two together (in the corridor just before the slime room) spells constant death for unskilled players like me.
- Jumping to and from those crates hovering in the small slime pool is tricky because the room is quite claustrophobic - expanding that area out a little could help the breathing space in that room - and the crates are probably too small for you to land on accurately very easily.
- Make the corners in the corridors rectangular rather than square - so the player can walk for a bit before the camera angle rotates - right now it gets really hard to aim - and especially after taking on that invisible baron - that corner is very tricky to overcome with the huge number of projectiles streaming through it - all due to the camera rotators being in the wrong place.
- Clear up the points where the camera angle changes - in the slime room there's a very awkward point which makes it virtually impossible to aim because the camera angle (and the player) is turning so much, and the line that triggers the rotation is on a 128x128 square - which because I'm moving around so much on makes the camera judder back and forth uncontrollably. Either make the platforms in a straight line and get rid of the camera rotators or place them so no rotators are needed.
- Reduce the sheer drop in the slime room so I don't fall for ages - and get rid of the stealth demon on the final ledge - if he's in the right place he can kill you or block you from getting on the ledge and then you plummet to your death for 5 seconds.
- Why can't I get back into the final teleporter room after opening the door back to the start? You know that means I have to go through the whole level (albeit monsterless) again, right?
Nice submission though - adequate detail, good layout and nice flow, but there's a few areas in there that are overly tricky and kind of spoil the fun of the map.
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Re: [Pogostick] 0.9 Online! | Where are your contributions!? :(
Sure, this is still alive StarScream Nice map so far but I'd suggest think about Jimmy's suggestions, do a re-release and I will definitely add this to the final file
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Re: [Pogostick] 0.9 Online! | Where are your contributions!? :(
I came up with a small little idea. Imagine a beat-em-up using this code?
Primary would be punch, secondary would be kick, and three other keys would be an alternative attack, block, and special.
Using a system in decorate that gives the player temporary items to create different animations to simulate combos, I think it would be possible.
Sample Combo
Yay? Nay?
Primary would be punch, secondary would be kick, and three other keys would be an alternative attack, block, and special.
Using a system in decorate that gives the player temporary items to create different animations to simulate combos, I think it would be possible.
Sample Combo
Code: Select all
Player hits target with punch
Hit target gives player an "item"
Player hits target with another punch because of the item
Hit target gives player another "item"
Player hits target with special, and does a special move.
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Re: [Pogostick] 0.9 Online! | Where are your contributions!? :(
It would seem a great idea, however I don't think it would (yet) be appropriate for Pogostick. So much work has been done on this already that I think the beat-em-up idea may be appropriate for an off-shoot project.blackfish wrote:I came up with a small little idea. Imagine a beat-em-up using this code?
Primary would be punch, secondary would be kick, and three other keys would be an alternative attack, block, and special.
Using a system in decorate that gives the player temporary items to create different animations to simulate combos, I think it would be possible.
Sample ComboYay? Nay?Code: Select all
Player hits target with punch Hit target gives player an "item" Player hits target with another punch because of the item Hit target gives player another "item" Player hits target with special, and does a special move.
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Re: [Pogostick] 0.9 Online! | Where are your contributions!? :(
That's what Blackfish is saying.Project Dark Fox wrote:I think the beat-em-up idea may be appropriate for an off-shoot project.
blackfish wrote:Imagine *a beat-em-up* using this code?
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Re: [Pogostick] 0.9 Online! | Where are your contributions!? :(
I tested StarScreams map i found a reason for going back to the start. A bfg lowers in the start room if you go in there, but then u have to run back through before the door closes. Im pretty sure its meant to be a secret. Plus i agree that jumpnig bit is a main over the acid pools I kept dying. But i was fine with the Hell Knights, and i loved the music. also i never found a stealth demon on the final ledge across that acid fall area, unless i killed it without noticing....
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Re: [Pogostick] 0.9 Online! | Where are your contributions!? :(
i wont get my map done in awhile, im going to malta now for a week but i guess it wont wound u guys too much
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Re: [Pogostick] 0.9 Online! | Where are your contributions!? :(
Maelstrom: I'm aware a BFG appears in that room, but it would be nicer if the door was made openable with a script after entrance into the room before the very start of the map. It's not made visible until you go into it, so it's only fair that the door should let you into it as well.