[Release]Creating a Soul Cube in the original DooM style

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Alvas
Posts: 66
Joined: Thu Dec 16, 2010 2:18 pm

Re: [WIP]Creating a Soul Cube in the original DooM style

Post by Alvas »

It is quite a feat huh? haha

I just realized the cheat "GIVE ALL" charges the cube, I didn't think about that before. :shock:
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Alice Jameson
Posts: 133
Joined: Fri Jun 19, 2009 11:45 am
Location: Minnesota

Re: [WIP]Creating a Soul Cube in the original DooM style

Post by Alice Jameson »

The rotation is taking up more frames than I had originally thought. It's going to take 16 instead of the original 4 frames.
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Alvas
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Joined: Thu Dec 16, 2010 2:18 pm

Re: [WIP]Creating a Soul Cube in the original DooM style

Post by Alvas »

damn, logically you'd think it would be 8 because now the cube has two sides you have to show independently, why would you need 12 on top of the original 4?
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DOOMERO-21
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Location: Chile

Re: [WIP]Creating a Soul Cube in the original DooM style

Post by DOOMERO-21 »

create 2 death states;

projectile soulcube a damagetype for example:

damagetype "sc"


the monster:


death:

xxxx a 1 a_scream
xxxx a 1 a_givetotarget("soul",1)
xxxx a 1......



death.sc:

nothing special here just dont put the inventory for activate the soulcube, but if you want the soulcube give health to the player then:

death.sc:
xxxx a 1 acs_execute(999,0)

blah blah



script 999 void
{
if (GetActorProperty(playerid, APROP_HEALTH) < 100 && GetActorProperty(playerid, APROP_HEALTH) > 0)
{
acs_execute(998,0);
delay(5);
}
if (GetActorProperty(playerid, APROP_HEALTH) >= 100)
{
acs_terminate(998,0);
delay(1);
}
restart;
}


script 998 (void)
{
ambientsound("regeneration",127);
giveactorinventory(playerid,"health",5);
delay(5);
}

script 997 enter
{
if checkactorinventory(playerid,"soul")>4);
{
giveinventory("activate",1);
delay(1);
}
if checkactorinventory(playerid,"soul")<5);
{
takeinventory("activate",1);
delay(1);
}


now the weapon soulcube you need 2 ready states;

ready;
xxxx a 0 a_jumpifinventory("activate",1,"ready2")
xxxx a 1 a_weaponready(WRF_NOFIRE)
loop

ready2:
xxxx a 1 a_weaponready
loop

fire:

here for the attack of the soulcube, note only is enabled is "activate" is true....

something like this, this method i used on my mod usd3mod, maybe can help you this code...
User avatar
Alice Jameson
Posts: 133
Joined: Fri Jun 19, 2009 11:45 am
Location: Minnesota

Re: [WIP]Creating a Soul Cube in the original DooM style

Post by Alice Jameson »

Alvas wrote:damn, logically you'd think it would be 8 because now the cube has two sides you have to show independently, why would you need 12 on top of the original 4?
I'm almost done with the base for most of it. When I finish these last few frames I'll post and then you'll see why it take 16.
User avatar
Alvas
Posts: 66
Joined: Thu Dec 16, 2010 2:18 pm

Re: [WIP]Creating a Soul Cube in the original DooM style

Post by Alvas »

DOOMERO-21 wrote:

Code: Select all

create 2 death states;

projectile soulcube a damagetype for example:

damagetype "sc"


the monster:


death:

xxxx a 1 a_scream
xxxx a 1 a_givetotarget("soul",1)
xxxx a 1......



death.sc:

nothing special here just dont put the inventory for activate the soulcube, but if you want the soulcube give health to the player then:

death.sc:
xxxx a 1 acs_execute(999,0)

blah blah



script 999 void
{
if (GetActorProperty(playerid, APROP_HEALTH) < 100 && GetActorProperty(playerid, APROP_HEALTH) > 0)
{
acs_execute(998,0);
delay(5);
}
if (GetActorProperty(playerid, APROP_HEALTH) >= 100)
{
acs_terminate(998,0);
delay(1);
}
restart;
}


script 998 (void)
{
ambientsound("regeneration",127);
giveactorinventory(playerid,"health",5);
delay(5);
}

script 997 enter
{
if checkactorinventory(playerid,"soul")>4);
{
giveinventory("activate",1);
delay(1);
}
if checkactorinventory(playerid,"soul")<5);
{
takeinventory("activate",1);
delay(1);
}


now the weapon soulcube you need 2 ready states;

ready;
xxxx a 0 a_jumpifinventory("activate",1,"ready2")
xxxx a 1 a_weaponready(WRF_NOFIRE)
loop

ready2:
xxxx a 1 a_weaponready
loop

fire:

here for the attack of the soulcube, note only is enabled is "activate" is true....

something like this, this method i used on my mod usd3mod, maybe can help you this code...
We have all of these concepts already implemented, I will have a look at your cube though
User avatar
Alice Jameson
Posts: 133
Joined: Fri Jun 19, 2009 11:45 am
Location: Minnesota

Re: [WIP]Creating a Soul Cube in the original DooM style

Post by Alice Jameson »

It's not quite done yet but here is what I have so far. I haven't done the new pickup/firing sprites yet. This just demonstrates the rotation.

http://files.drdteam.org/index.php/file ... ulcube.zip
User avatar
Alvas
Posts: 66
Joined: Thu Dec 16, 2010 2:18 pm

Re: [WIP]Creating a Soul Cube in the original DooM style

Post by Alvas »

Alice Jameson wrote:It's not quite done yet but here is what I have so far. I haven't done the new pickup/firing sprites yet. This just demonstrates the rotation.

http://files.drdteam.org/index.php/file ... ulcube.zip
This is good I like how it looks I've fixed the appearance of the PNG sprites in XWE
What are you planning next?
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User avatar
Alice Jameson
Posts: 133
Joined: Fri Jun 19, 2009 11:45 am
Location: Minnesota

Re: [WIP]Creating a Soul Cube in the original DooM style

Post by Alice Jameson »

Kay finished the sprites and edited the decorate slightly so that all the frames are accounted for.
http://files.drdteam.org/index.php/file ... ulcube.zip

Also the sprites are a bit better as png's otherwise these white pixels show up in the version you just uploaded as seen in this screenshot
Spoiler:
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Alvas
Posts: 66
Joined: Thu Dec 16, 2010 2:18 pm

Re: [WIP]Creating a Soul Cube in the original DooM style

Post by Alvas »

It looks amazing I have to say, Is there anything else you want to do with this? I'm about ready to put a cap on the project if there is nothing else.
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Alice Jameson
Posts: 133
Joined: Fri Jun 19, 2009 11:45 am
Location: Minnesota

Re: [WIP]Creating a Soul Cube in the original DooM style

Post by Alice Jameson »

No I'm quite happy with how it turned out. ^-^

Edit: Also my recommendation is do not worry about how sprites look in XWE, they look just fine in game and that's what counts. Also they look fine in Slade 3 too.
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JustinC
Posts: 416
Joined: Tue Feb 23, 2010 11:58 am

Re: [WIP]Creating a Soul Cube in the original DooM style

Post by JustinC »

i like the plain skull one.
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Alice Jameson
Posts: 133
Joined: Fri Jun 19, 2009 11:45 am
Location: Minnesota

Re: [WIP]Creating a Soul Cube in the original DooM style

Post by Alice Jameson »

Well both downloads are on here. ^-^ Or you could just edit the wad file. All of the original skull frames are still in there. You'd just have to some editing to the decorate and such.
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Alvas
Posts: 66
Joined: Thu Dec 16, 2010 2:18 pm

Re: [WIP]Creating a Soul Cube in the original DooM style

Post by Alvas »

I agree we've made several files throughout the progression, it was fun working on it ill put up an official release thread or convert this one to it once I get home
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Alice Jameson
Posts: 133
Joined: Fri Jun 19, 2009 11:45 am
Location: Minnesota

Re: [WIP]Creating a Soul Cube in the original DooM style

Post by Alice Jameson »

Sounds good.

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