Watch out for dopes ("work" in "progress")

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bimshwel
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Re: Watch out for dopes ("work" in "progress")

Post by bimshwel »

here is a slightly more clear, i hope, video example than the one from before.

ehhhhback to work
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bimshwel
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Re: Watch out for dopes ("work" in "progress")

Post by bimshwel »

ImageImageImageImageImageImage
now a break from redrawn monsters for redrawn scenery
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the more static, less palette restrained old versions

inside the game they get translated to more varied colors, which may not be quite correct yet.
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Slade's translation editor is helpful for starting them
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but it seems to have a bug that requires me to tweak them by editing the individual color numbers like I used to; if a translation is already present in a texture file, the first color of each replacement range will be copied on to the second slot, even if the translated patch is not actually looked at!

Code: Select all

translation "192:199=[255,232,16]:[145,104,251]", "199:207=[145,105,251]:[0,109,219]", "128:143=[224,199,139]:[176,72,96]", "248:255=[255,140,255]:[10,98,114]", "224:232=[171,242,51]:[80,129,117]", "232:239=[80,129,117]:[88,48,76]", "240:246=[194,105,125]:[95,86,169]", "160:164=[242,255,147]:[160,192,64]", "164:167=[160,192,64]:[128,0,128]", "208:215=[147,242,255]:[64,160,192]", "215:223=[64,160,192]:[0,128,128]"
bloody tedious, but once I do it, I don't have to do it again. UNLESS i inadvertently have the decorate definition file open in two windows and save the unchanged one over the new one yesterday idiot.
////////////////ehhhhhdit:
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the new version of Slade from literally the day after I posted that seems to have fixed this! This is very, or at least moderately good news for me, but I greatly appreciate whatever I can get.
Last edited by bimshwel on Mon Apr 03, 2023 3:35 pm, edited 2 times in total.
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Void Warrior
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Re: Watch out for dopes ("work" in "progress")

Post by Void Warrior »

Wow! The plants look even better than before. At least they will stand out on the Maps. And the animation pleases my eyes!
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bimshwel
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Re: Watch out for dopes ("work" in "progress")

Post by bimshwel »

Thank you, that is good news! I hope I can make the game feel more alive than before by having many large, colorful moving parts.
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bimshwel
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Re: Watch out for dopes ("work" in "progress")

Post by bimshwel »

a few more animated objects that relate to each other
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I do not feel in control with hud-message scripts but sprite dialog baubles seems to be working, for the moment.
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Unregret
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Re: Watch out for dopes ("work" in "progress")

Post by Unregret »

This is art!
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bimshwel
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Re: Watch out for dopes ("work" in "progress")

Post by bimshwel »

Thank you! As long as one thing continues to inspire another there may yet be a chance of this project being finishable.
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bimshwel
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Re: Watch out for dopes ("work" in "progress")

Post by bimshwel »

i am still working on this, but not as much as I want to, and kept thinking: this minor update is not adequate to waste people's time with, but those can add up.

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as usual, the new sprites first, followed by the old ones which i am replacing
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i never made the old one any pain frames! I just used its first upright attack pose.
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I can use color translations to return the ugly orange to green, and possibly then change the first green to match the blue. Or something else entirely.
I had to separate its front and back to make it look less awkward from above and below, or even on level with the way gzdoom's sprite clipping works. The middle section looks a bit redundant but in motion it fortunately looks better than in static screen shots. I have so far only separated the parts for the moving around state but others should follow as soon as i get back into a fiddling with zscript mindset and also have time for it.
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bimshwel
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Re: Watch out for dopes ("work" in "progress")

Post by bimshwel »


jumping to 1 minute, 20 seconds and then again to two minutes, 35 seconds will show a scrap of what I have been doing lately with this

there is not much new here unfortunately; much of the effort lately has been invisible, including the most substantial palette change so far that as usual I presumed would proceed more peacefully than it did,
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as I quite forgot I used the full set of 32 saturated browns on the "fyip" monster a few years ago, despite the ludicrously long time I spent implementing the sprites for it, and i overestimated my ability to capture video at 1280x720 resolution yet remained committed to it, at least for this year-end video. STILL, creating a PLAYABLE, if terribly incomplete edition is more within reach than it was a year ago.

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