[v1.0.0] Psychic -- HEY LOOK ITS RELEASED NOW

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Xaser
 
 
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Re: [WIP] Psychic -- Public Beta #3 [Looking for Artist]

Post by Xaser »

Doomhunter nailed it. Also notice how it turns red if you nab a certain other type of armor from 0%... now I wonder what that means. ;)

To clear it up some, the pending new version has a help screen with a HUD-breakdown on it, where it's clearly marked as the armor indicator. I do suppose it's a bit obscure without explanation... but then again, so is the entire HUD. :P
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Kilkakon
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Re: [WIP] Psychic -- Public Beta #3 [Looking for Artist]

Post by Kilkakon »

Yeah the whole HUD confuses me. :P I use the fullscreen one as it is easier to read.
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Xaser
 
 
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Re: [WIP] Psychic -- Public Beta #3 [Looking for Artist]

Post by Xaser »

Well, it took me long enough, but I finally got around to creating a concept sprite for Psygirl:

.Image

Not too shabby, though I suppose it's tough to tell that the red-glowy-eyes are actually her shades. :P

Now If I can juuust get a full spriteset of her done some time this century...
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Major Cooke
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Re: [WIP] Psychic -- Public Beta #3 [Looking for Artist]

Post by Major Cooke »

*AHEM!*

Your inbox? Please and thanks.
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Kilkakon
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Re: [WIP] Psychic -- Public Beta #3 [Looking for Artist]

Post by Kilkakon »

I know what you mean Major Cooke. :P
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DoomRater
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Re: [WIP] Psychic -- Public Beta #3 [Looking for Artist]

Post by DoomRater »

Her shades look more like googles.
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amv2k9
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Re: [WIP] Psychic -- Public Beta #3 [Looking for Artist]

Post by amv2k9 »

I think the PsyGirl sprite might be better w/o the red in the glasses. Just my 2 cents.

As for the HUD, I think it looks ok. Shows just about everything you need to know. Besides changing the font for the Health/Armor/BM digits to something more readable as I elaborated on before, my only suggestions for it would be:

Modify the Key Display to differentiate between collected Skull and Key Cards.

Possibly a indicator for currently selected Quickbuys.

I had an idea for the Armor Indicator (little dot above the BM gauge): Integrate it into the Armor Gauge, and create "layered" gauges for Health and Armor. By layered, I mean... You know how in, say, the later Megaman games, some bosses would have so much health, that their health bar has multiple colors? I did mockup of this for Psychic:

http://img710.imageshack.us/img710/3965/layerik.png

In the example, PsyGuys' health is at 50, and his Armor at 165. The blue portion of the Armor gauge represents how much of his super armor is left, while the normal armor lies underneath. Once Psyguy gets his health above 100, the Health gauge would act in the same way; overlaying his red natural health with a blue meter for the supernatural health.
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XutaWoo
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Re: [WIP] Psychic -- Public Beta #3 [Looking for Artist]

Post by XutaWoo »

...except armor doesn't work that way.

Image When your blue armor goes to 100 or below, it's still blue armor. Only when you pick up a green armor or armor bonus (when your armor is 0) does your armor turn into green armor.
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amv2k9
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Re: [WIP] Psychic -- Public Beta #3 [Looking for Artist]

Post by amv2k9 »

XutaWoo wrote:When your blue armor goes to 100 or below, it's still blue armor. Only when you pick up a green armor or armor bonus (when your armor is 0) does your armor turn into green armor.
Egggh, that's right: Super Armor keeps its defensive properties below 100. My bad.
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Re: [WIP] Psychic -- Public Beta #3 [Looking for Artist]

Post by DoomRater »

To gt it to work that way, make superarmor save a max of 100% and give a normal armor to the inventory- that will auto activate as soon as the super armor goes out.
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Re: [WIP] Psychic -- Public Beta #3 [Looking for Artist]

Post by Xaser »

I'm almost tempted to do something like that just for the sake of having a layered bar... that's what I'd have liked to do for both health and armor but there's no way to use DrawBar to draw an amount between a certain range. All I can think of that might work is a dummy inventory item for ">100 Health)and a looping ACS script. :blergh:

I might give in and decolorize Psygirl's glasses (in the sprite -- mugshot'll stay red). It is pretty tough to tell at the moment.

And if it helps at all, the automap screen shows the actual keys. I could split the standard key-color display up but that still wouldn't take into account any custom-defined keys within a mod, hence the reason for the automap 'keyring'.
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Re: [WIP] Psychic -- Public Beta #3 [Looking for Artist]

Post by DoomRater »

A way I can think of off hand is to use two bars- one that is transparent along the amount from 100-200 and one that is transparent from 0-100, then overlap the colored parts. SHOULD work...
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Xaser
 
 
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Re: [WIP] Psychic -- Public Beta #3 [Looking for Artist]

Post by Xaser »

DoomRater, have I ever told you that you're a genius? :)

I'll give that a try. Sounds quite plausible, at the very least.

[EDIT] Damn. Just realized that wouldn't work for health, since DrawBar's health display is capped at whatever the standard maximum is. Unless anyone knows of a way to check if the player's health is greater than 100, but still.

Maybe this is worth a feature request, but then again, I've already got a couple of things (namely, the oxygen meter and gender-specific mugshots) on hold because of suggestions. I'd still do it if I can.
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Major Cooke
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Re: [WIP] Psychic -- Public Beta #3 [Looking for Artist]

Post by Major Cooke »

You could try and do something like AEoD does for some of the health... You don't get over a certain amount except for the rare Yashichi or the green health bottle. It's all dependant on HealthBonus I think, but that's just what I think anyway, I'm bound to be wrong.

Yeah, I know, your talking hud-wise, but I figured if I can help at least, it might be this...

If anything, try asking Reilsss, he's the brains behind the designs of the huds in 4.x.

Anyway, here's the code for the strange health bottle:

Code: Select all

ACTOR BossHealth : HealthBonus //Health
{
	Scale 0.72
	+INVENTORY.AUTOACTIVATE
	+INVENTORY.ALWAYSPICKUP
	+INVENTORY.FANCYPICKUPSOUND
	+VISIBILITYPULSE
	Inventory.Amount 500
	Inventory.MaxAmount 500
	Inventory.PickupMessage "You got... an strange health bottle."
	Translation "176:191=112:124", "32:47=122:127"
	RenderStyle Add
	Alpha 0.9
	States
	{
	Spawn:
		HBTT A -1 Bright
		Loop
	}
}
FANG2
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Re: [WIP] Psychic -- Public Beta #3 [Looking for Artist]

Post by FANG2 »

I'm not sure if these bugs have been reported so:

Frozen Spectres are pink and visible. Visible is probably not a bug but pink sure is. :P

You can't use mousewheel to switch from the Grenade and Needle guns with Psycho.

Needlegun with Psycho doesn't match up with the other guns. How about removing the firing arc and jamming when Psycho is active?

Ice is a bit quirky when it hits things, I've noticed monsters jerking around sharply sometimes when it hits.

Overcharged Plasma, if aimed at a column with an enemy on top, will cause the explosion to appear on top, off center from the beam.

If a player is killed by Overcharged Earth, it says "Player was melted by Player's plasma gun."

The Grenade gun's explosion exhibits a similar effect to the Overcharged Plasma thing I mentioned. The explosion will 'creep' over ledges to get at enemies.

Overcharged Fire is kinda underwhelming, it's good on Pinky\Spectre hordes but everything else will get hits on you if you try, making it kind of more risky than it's worth, perhaps a buff?

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