Hacx 2.0 -- Hacxmas Alpha!

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Should Hacx 2.0 enable jumping?

Yes
111
70%
No
24
15%
Don't Care
24
15%
 
Total votes: 159

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NeuralStunner
 
 
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Re: Hacx 2.0 -- Now in Development!

Post by NeuralStunner »

Oh man, it's been a while!

Xaser's gotten back into the swing of things. Lately I think he's been working on a new palette. (Just the sort of thing a TC of this magnitude needs!)

Mapping is going slowly but surely too. Granted, it can use more mappers.
NeuralStunner wrote:Also note that the old Taser graphics were a bit unpolished looking
Happy to report that the knew ones have quite a lot of Polish. :P
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Xaser
 
 
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Re: Hacx 2.0 -- Now in Development!

Post by Xaser »

Bwahahaha, best line I've read all month. :P

Also, a quick preview of the new set here. Looks pretty damn nice, I think. :)

Anyhow, the current status of things is that I'm working on polishing up some enemy behaviors (trying to balance n' finalize the set, so mappers can break loose soon) and tweaking+implementing Cage's new palette (which looks super-nice and has some cool new color ranges). Once that's done, the mappingness should recommence.
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Marisa the Magician
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Re: Hacx 2.0 -- Now in Development!

Post by Marisa the Magician »

oh my god, that looks awesome!
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Mike12
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Re: Hacx 2.0 -- Now in Development!

Post by Mike12 »

Haha, this is going to be awesome! Let me know if you want any more graphic help, I've always wanted to work on a Cyberpunk sorta thing.
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Amuscaria
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Re: Hacx 2.0 -- Now in Development!

Post by Amuscaria »

I just tested the latest beta build, and I'm finding those chairs a big nuisance. They block paths that, in the old game, didn't block. And I have to destroy the all just to get items or kill other monsters. Other than that, I definitely like the new updated levels and weapons. :) It would be nice to have a more variable weapons, though.
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NeuralStunner
 
 
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Re: Hacx 2.0 -- Now in Development!

Post by NeuralStunner »

Eriance wrote:I just tested the latest beta build, and I'm finding those chairs a big nuisance. They block paths that, in the old game, didn't block.
Blame me, I guess. :lol: Always found it silly that something destructible is passable. (If your back half is part way in and you kick, you make an instant 180 thanks to the puch code causing you to face the target.)

If jumping weren't forced off in MapInfo, you could hop over them. :3:

Speaking of which, does EE support jumping and/or crouching? It would be a nice way to set apart the project, if such things were made part of the maps...
Sodaholic
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Re: Hacx 2.0 -- Now in Development!

Post by Sodaholic »

Having played the latest build, I must say, you guys are doing a very good job of polishing HacX! :D Seriously, it was good, but could've been better, and this is what it should've been like. Can't wait to see the new palette.
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ETTiNGRiNDER
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Re: Hacx 2.0 -- Now in Development!

Post by ETTiNGRiNDER »

Would it be possible/desirable to make the kick usable Duke Nukem style? That is to say, you could kick with a separate attack button while holding some other weapon?
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Re: Hacx 2.0 -- Now in Development!

Post by Project Shadowcat »

ETTiNGRiNDER wrote:Would it be possible/desirable to make the kick usable Duke Nukem style? That is to say, you could kick with a separate attack button while holding some other weapon?
Perhaps as an alternate fire -- that is, if Eternity allows that...
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SamVision
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Re: Hacx 2.0 -- Now in Development!

Post by SamVision »

Can you make the enemies bleed upon being hit with the Cryogun? Since it fires ice shards.

I also noticed how sucky HacX blood sprites are, try these:
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NeuralStunner
 
 
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Re: Hacx 2.0 -- Now in Development!

Post by NeuralStunner »

SamVision wrote:I also noticed how sucky HacX blood sprites are, try these:
Chunky Salsa? :?
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SamVision
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Re: Hacx 2.0 -- Now in Development!

Post by SamVision »

Fits with the graphics style of the game.
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NeuralStunner
 
 
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Re: Hacx 2.0 -- Now in Development!

Post by NeuralStunner »

SamVision wrote:Fits with the graphics style of the game.
I can't find a single sprite that would look convincing with.

The original ones are fine, anyway. Everything doesn't have to bleed in head-size globs.
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Phobus
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Re: Hacx 2.0 -- Now in Development!

Post by Phobus »

Particularly the robots and virtual reality things.
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Amuscaria
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Re: Hacx 2.0 -- Now in Development!

Post by Amuscaria »

EDIT: Nvm the last post. Just looked at the decorate and saw no step-height changes.

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