If memory serves right, in Contra 4 you could collect the same weapon twice to amplify it. Is that what we're seeing here?Beed28 wrote:Here's a small sneak peak at what the future may hold...
[Beta] Contra Doom b06 - Wanted: Player skins
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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.
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: [Beta] Contra Doom b03
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Re: [Beta] Contra Doom b03
Captain J wrote:but it was not a guess, though. but i can see the homing missile icon is colored into blue. is this some kind of enhancement for each weapons?Beed28 wrote:Both are incorrect, but nice guesses.
Bingo!Combine_Kegan wrote:If memory serves right, in Contra 4 you could collect the same weapon twice to amplify it. Is that what we're seeing here?Beed28 wrote:Here's a small sneak peak at what the future may hold...
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Re: [Beta] Contra Doom b03
ahh, now i get it. i think the double weapon powerup was used since the arcade version of the super contra; when you get the same weapon, it amplifies the firepower.
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Re: [Beta] Contra Doom b03
There's all sorts of clever usages of the weapon system across the franchise. The stock weapon swap from Shattered Soldier and Neo, Character-based weapons in Hard Corps (including powerful ones like Brad's chargeable Psychic Blaster), and so forth. Upgradable weapons get no complaints from me, having a cluster of weapon power-ups just blocking the path will actually be of use now.
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Re: [Beta] Contra Doom b03 - Requesting spriters
Hey everybody, I have a small request. I need sprite rotations for the Homing Missile, Crusher Missile, Laser, and then the rifle itself.
Homing Missile:
Crusher Missile; should be simple since it's a palette swap of the Homing Missile:
Laser; remember the Laser is segmented in Contra Doom, with four projectiles per laser:
However, I'm no sprite artist, especially when it comes to rotations, so I fear they would end up looking terrible if I tried it myself. The rifle itself should have the same frames (as well as gun flash) as the standard Doom Shotgun sprite currently being used.
Homing Missile:
Crusher Missile; should be simple since it's a palette swap of the Homing Missile:
Laser; remember the Laser is segmented in Contra Doom, with four projectiles per laser:
However, I'm no sprite artist, especially when it comes to rotations, so I fear they would end up looking terrible if I tried it myself. The rifle itself should have the same frames (as well as gun flash) as the standard Doom Shotgun sprite currently being used.
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Re: [Beta] Contra Doom b03 - Requesting spriters
don't worry, it's done;
EDIT: oops, added some extra missing frames.You do not have the required permissions to view the files attached to this post.
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Re: [Beta] Contra Doom b03 - Requesting spriters
Daaaamn, this almost goes off my radar! Gonna try this out later on!
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Re: [Beta] Contra Doom b03 - Requesting spriters
Thank you for sharing these! I've finished implementing them now. They look amazing in game. About the rifle, I should have elaborated on that more, my fault; it's for the HUD/first person view of the rifle. It's a low priority for now, though.Captain J wrote:don't worry, it's done;EDIT: oops, added some extra missing frames.
Anyway, things left to do include sounds for the player's weapons (I found the Spread and Laser sounds in the Contra III sounds file YukesVonFaust sent, but I've yet to find for the others), possibly GLDEFS, and finally, a Zandronum version.
Fun fact: deathmatch is supported and works with bots, although I don't recommend using it for serious/competetive matches.
Incidentally, has anyone tested co-op yet?
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Re: [Beta] Contra Doom b03 - Requesting spriters
Do you have plans for a different death penalty system? Like an extra life system where if you run out you die and have to restart the level? From what I saw, losing score is the only real penalty and that makes it too easy.
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Re: [Beta] Contra Doom b03 - Requesting spriters
Sadly, ZDoom doesn't have a lives system of any kind. You can get that sort of thing, though, in Zandronum's Survival mode (and sv_maxlives), but Contra Doom doesn't support Zandronum... yet.Valherran wrote:Do you have plans for a different death penalty system? Like an extra life system where if you run out you die and have to restart the level? From what I saw, losing score is the only real penalty and that makes it too easy.
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Re: [Beta] Contra Doom b03 - Requesting spriters
Not to mention the respawning for ZDoom in general is so dodgy that you either respawn where you died, respawn at the beginning of the level, or start the level over again. A lives system in ZDoom would probably be inefficient if the game just decides "whoop back to level start for you" no matter how many lives you have.
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Re: [Beta] Contra Doom b03 - Requesting spriters
What if you rigged it to how Demonsteele does it with its health system? Except when you get hit it would display a death animation instead and you lose all of your pickups. The "extra lives" can be placed in spawn points of all sphere item spawns.Beed28 wrote:Sadly, ZDoom doesn't have a lives system of any kind. You can get that sort of thing, though, in Zandronum's Survival mode (and sv_maxlives), but Contra Doom doesn't support Zandronum... yet.Valherran wrote:Do you have plans for a different death penalty system? Like an extra life system where if you run out you die and have to restart the level? From what I saw, losing score is the only real penalty and that makes it too easy.
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Re: [Beta] Contra Doom b03 - Requesting spriters
Couldn't you implement a token system where the player starts with a few dummy items that're just called lives, take one every time they die, and then after they run out, force a map reset?Beed28 wrote:Sadly, ZDoom doesn't have a lives system of any kind. You can get that sort of thing, though, in Zandronum's Survival mode (and sv_maxlives), but Contra Doom doesn't support Zandronum... yet.Valherran wrote:Do you have plans for a different death penalty system? Like an extra life system where if you run out you die and have to restart the level? From what I saw, losing score is the only real penalty and that makes it too easy.
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Re: [Beta] Contra Doom b03 - Requesting spriters
Honestly I'd just forego the lives system entirely. I mean, think about it, do you really want to watch the same animation over and over again everytime you get hit? It'd be like BD's fatalities, except, instead of being optional, they're mandatory.Combine_Kegan wrote:Couldn't you implement a token system where the player starts with a few dummy items that're just called lives, take one every time they die, and then after they run out, force a map reset?Beed28 wrote:Sadly, ZDoom doesn't have a lives system of any kind. You can get that sort of thing, though, in Zandronum's Survival mode (and sv_maxlives), but Contra Doom doesn't support Zandronum... yet.Valherran wrote:Do you have plans for a different death penalty system? Like an extra life system where if you run out you die and have to restart the level? From what I saw, losing score is the only real penalty and that makes it too easy.
I'd say just go with a token system a la Demonsteele. Feels more arcade-y that way. Except, instead of limiting your health via difficulty, have each difficulty determine how rare health items are. Then you'd always have a base of health to work with, and let players decide how much health they want to spawn. Heck, have a difficulty called "IMMORTAL" in which you get NO healthpacks at all, save for soulspheres, armor, and megaspheres, since they're already fairly rare items. Or exclude those in another difficutly.
Just don't constantly interrupt gameplay with an mandatory animation.
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Re: [Beta] Contra Doom b03 - Requesting spriters
finally, now you are about to put some suitable sounds in this mod! and it's done right here!Beed28 wrote:Anyway, things left to do include sounds for the player's weapons (I found the Spread and Laser sounds in the Contra III sounds file YukesVonFaust sent, but I've yet to find for the others)
btw, i know you already got a spread and laser gun's sound. but i recorded some extra randomized sounds for every kind of weapons. for interest, of course.
talking about coop, two players mopping the horde of monsters including bosses in invasion maps would be bloody ey, yet retrospecting!Beed28 wrote:Incidentally, has anyone tested co-op yet?