• Doom Series V2 - Knee Deep in the Thread
    5,000 replies, posted
[QUOTE=Starlight 456;45614094]I don't really want anything but I just wanna say that you're a pretty damn cool guy.[/QUOTE] Thank you, I try my best for people. All I want to do is make sure everyone is happy.
So today I've buffed the big spikeball [vid]https://dl.dropboxusercontent.com/u/8380892/WEbms/ijon%20is%20a%20pretty%20cool%20guy%2C%20eh%20helps%20answer%20my%20dumb%20questions%20on%20how%20to%20make%20shit%20spray%20out%20360%20degrees%20and%20doesn't%20afriad%20of%20anything.webm[/vid] and the cluster missile [vid]https://dl.dropboxusercontent.com/u/8380892/WEbms/taking%20steps%20to%20make%20the%20cluster%20missile%20not%20crap.webm[/vid] I'm also looking into getting some new sword sprites and a fancy pants combo attack for it.
[QUOTE=Starlight 456;45611822]If they allow, I play my games in steam so I can chat with friends while playing, and if it's not in my screen resolution the overlay is really huge and obnoxious, so I don't really want to lower my screen resolution. Thanks anyways, though.[/QUOTE] It's also not really an option for multimonitor setups unless you're fine with everything on your other monitor(s) being moved around due to the resolution change. (Which more often than not totally screws with any specific layout of stuff you normally have opened on said extra monitor.)
Is it just me, or do the walls bend if you turn your camera left/right too fast, regardless of playing vanilla doom or a wad?
[QUOTE=John Madden;45618804]Is it just me, or do the walls bend if you turn your camera left/right too fast, regardless of playing vanilla doom or a wad?[/QUOTE] I don't know that much about Doom but I think it's because the graphics are pseudo-3D. Like maps are made in a 2D environment and then the z-values are defined.
It still happens for me on my laptop, but not on my home pc, any way to fix it?
[QUOTE=valiant1k;45613493]thank mr. skeltal[/QUOTE] [img]https://dl.dropboxusercontent.com/u/5805916/Static/1385810514765.jpg[/img]
[QUOTE=bloboo;45617465]Whenever you post and do cool shit like you always do, my face looks like this [IMG]http://facepunch.com/image.php?u=48591&dateline=1406352352[/IMG][/QUOTE] Let the cool shit flow through you child [img_thumb]http://i3.kym-cdn.com/photos/images/original/000/176/036/1312184571708.jpg[/img_thumb] Quickdraw Pistol system and alternative shotgun ammos. The insane ammos are just a placeholder, you can reload the quickdrawn pistol, I just didn't code it yet. Enjoy [video=youtube;qANW94FocLU]http://www.youtube.com/watch?v=qANW94FocLU[/video]
great rocket throwing at the end
[QUOTE=comet1337;45622418]great rocket throwing at the end[/QUOTE] It skipped my mind at that point that I should have moved back. I should stop being lazy and just add the real grenades now, lmao.
My only complaint with that video is that the quickdrawn pistol isn't aimed at the center, but it looks like you'd end up obscuring the left hand if you scoot everything. Still, that's sick stuff you got, I'd use that wad.
[QUOTE=helpiminabox;45622503]My only complaint with that video is that the quickdrawn pistol isn't aimed at the center, but it looks like you'd end up obscuring the left hand if you scoot everything. Still, that's sick stuff you got, I'd use that wad.[/QUOTE] Thanks, I'm trying to make it look like the marine is slightly aiming it centered yet a bit offset, sort of like twisting your torso slightly while aiming one arm up and the other down (with the SSG's stock couching his waist area). I want to make it a bit more centered though cause it does feel kind of strange. I might need a new sprite for the pistol's position but, we'll see what happens. Thank you for the suggestion
[img]https://dl.dropboxusercontent.com/u/14482652/doommarine.png[/img] After editing a frame of the quickdraw I captured from the video, I'd say it actually wouldn't be too bad scooting it some.
Can I throw away modpacks in DRLA/DRPG? I really need to make room for this one power mod so I can upgrade my double shotgun
[QUOTE=RockmanYoshi;45622733]Can I throw away modpacks in DRLA/DRPG? I really need to make room for this one power mod so I can upgrade my double shotgun[/QUOTE] You can sell them in the shop or you could just use the drop inventory key. Edit: Speaking of DoomRPG, if I've totally fucked up the settings for it, how do I reset them to defaults? I was messing around last night and I don't remember the initial values.
Little bonus for you guys. I don't want to say too much, but just like with Doom. I plan on making enhanced versions of other old school FPS games. A lot of stuff I wanted to do in Doom I actually was inspired by what I had planned for Duke Nukem 3D. I can't say when those projects will be presentable, probably a very long way off; but for now, enjoy a work in progress reload animation. [img]http://puu.sh/aIbIX/45a252a46f.gif[/img]
[QUOTE=helpiminabox;45622752]You can sell them in the shop or you could just use the drop inventory key. Edit: Speaking of DoomRPG, if I've totally fucked up the settings for it, how do I reset them to defaults? I was messing around last night and I don't remember the initial values.[/QUOTE] They get stored in your zdoom-(user).ini file either in the executable's location or in %appdata%\zdoom - either just delete the whole file and set up what you need to again or search through the file for anything beginning drpg and delete those.
[QUOTE=John Madden;45618804]Is it just me, or do the walls bend if you turn your camera left/right too fast, regardless of playing vanilla doom or a wad?[/QUOTE] In OpenGL-based source ports, you can disable that by turning on v-sync. [QUOTE=RockmanYoshi;45622733]Can I throw away modpacks in DRLA/DRPG? I really need to make room for this one power mod so I can upgrade my double shotgun[/QUOTE] Press the "use inventory" key once and then weapon zoom/drop weapon to drop them, or sell them in the shop in DoomRPG.
[QUOTE=doommarine23;45623053]Little bonus for you guys. I don't want to say too much, but just like with Doom. I plan on making enhanced versions of other old school FPS games. A lot of stuff I wanted to do in Doom I actually was inspired by what I had planned for Duke Nukem 3D. I can't say when those projects will be presentable, probably a very long way off; but for now, enjoy a work in progress reload animation. [/QUOTE] Do you know any good tutorials or programs used to like draw textures or sprites or even re skins. I was just wondering as I was going to re skin the Doom 2 SS guy to look more hellish for a level I'm working on.
[QUOTE=bigmansham;45623559]Do you know any good tutorials or programs used to like draw textures or sprites or even re skins. I was just wondering as I was going to re skin the Doom 2 SS guy to look more hellish for a level I'm working on.[/QUOTE] I use Photoshop CS6. You definitely do NOT need that though. Tons of programs like Paintshop Pro or older versions of Photoshop would work (including the ?free? Photoshop CS2) Infact, tons of completely free programs would work too, like Paint.NET or GIMP (to my knowledge, the best free program you can get). Really, while a lot of the tools are nice, all you need is good layer support, good pencil/pixel brush support, a lot of undos, and some comfort of life options to make things faster/easier (stamp tool, rotations). For a lot of what I do, lets say with people sprites; I typically take it and any other poses I need from Doom or related games and get the layers lined up properly so that I got things overlapping where needed, and I begin to delete/add/change and recolor/reshade where needed. I also prefer using a mask instead of purely deleting, as this hides the parts you choose, but it doesn't delete them. In other words, its not destructive; you can unhide it. There is tons of tutorials for sprite art out there, I don't use any of them. Though for me, really what I'm doing is more akin to photo-manipulating little sprites. I'll hunt down those tutorials for you though [url]http://www.gimp.org/[/url] If you give me some examples of what you want, I'll try making one or two, as an example to help guide you. If you need, I'll even make the entire sprite sheet. Talk to me anytime about anything.
Thanks for replying, I'm now using fireworks CS6, also thanks again for the tutorials.
[QUOTE=NiceHotCupOfBro;45623223]In OpenGL-based source ports, you can disable that by turning on v-sync. Press the "use inventory" key once and then weapon zoom/drop weapon to drop them, or sell them in the shop in DoomRPG.[/QUOTE] thanks m8
Small little content update here. Anyone remember that old pistol melee animation? It was a bit too smooth and not powerful enough, it was really obvious ingame too. My good friend pointed it out while we were talking and gave a suggestion which worked great, this has a lot of power behind it. [img]http://puu.sh/aJi08/0165bdfc99.gif[/img] Melee is still something very experimental for me, I want it to be a fun and developed system. I might make melee combos, I might add kicking, I might add the ability to grab and throw people. I might even make that when you're berserk your melee ascends into a new level, like using a shotgun as a club; level. (These will take a lot of sprites and I might require help down the line)
That punch looks very violent looking. Well done, it DOES look powerful.
[QUOTE=Kegan;45625634]That punch looks very violent looking. Well done, it DOES look powerful.[/QUOTE] Thanks, I hope to add a charging system a lot like Payday 2's, with perhaps some screen-shake and leather rubbing (of your glove) to indicate you're ready to throw one mean ass punch. I'm also going to look into making it so enemies actually get knocked onto their ass and have to get back up. Just like the pistol, I want melee to be a proper useful thing that adds to the gameplay. I think throwing all of your might into a punch that knocks a zombie on the floor as you shoot his brains out, is a step in the right direction. (I might actually make the kick, a variation graphic, just to spice it up)
[QUOTE=doommarine23;45625602]Small little content update here. Anyone remember that old pistol melee animation? It was a bit too smooth and not powerful enough, it was really obvious ingame too. My good friend pointed it out while we were talking and gave a suggestion which worked great, this has a lot of power behind it. [img]http://puu.sh/aJi08/0165bdfc99.gif[/img] Melee is still something very experimental for me, I want it to be a fun and developed system. I might make melee combos, I might add kicking, I might add the ability to grab and throw people. I might even make that when you're berserk your melee ascends into a new level, like using a shotgun as a club; level. (These will take a lot of sprites and I might require help down the line)[/QUOTE] Fuck, I love when games have bashing animations instead of knifing or just kicking. Reminds me of the bash from the halo 2 plasma pistol. Just curious, you cut out a lot of frames for the traveling fist after the windup to get it to look like that right?
[QUOTE=doommarine23;45625602]Small little content update here. Anyone remember that old pistol melee animation? It was a bit too smooth and not powerful enough, it was really obvious ingame too. My good friend pointed it out while we were talking and gave a suggestion which worked great, this has a lot of power behind it. [img]http://puu.sh/aJi08/0165bdfc99.gif[/img] Melee is still something very experimental for me, I want it to be a fun and developed system. I might make melee combos, I might add kicking, I might add the ability to grab and throw people. I might even make that when you're berserk your melee ascends into a new level, like using a shotgun as a club; level. (These will take a lot of sprites and I might require help down the line)[/QUOTE] That looks great, but I think the arms should separate a little more. Right now it kinda looks like he's punching the gun.
[QUOTE=Bloodshot12;45625739]Fuck, I love when games have bashing animations instead of knifing or just kicking. Reminds me of the bash from the halo 2 plasma pistol. Just curious, you cut out a lot of frames for the traveling fist after the windup to get it to look like that right?[/QUOTE] Yeah, I wanted unique animations that involved the player's equipped items and arms at real time, instead of a kick or knife. I felt it was far more immersive. Yes, the fist is hidden, and then is suddenly jolted forward, I'll show my timeline in a bit. [editline]7th August 2014[/editline] [QUOTE=Manibogi;45625964]That looks great, but I think the arms should separate a little more. Right now it kinda looks like he's punching the gun.[/QUOTE] its a good point, I'll look into moving the pistol arm
[QUOTE=doommarine23;45626060]Yeah, I wanted unique animations that involved the player's equipped items and arms at real time, instead of a kick or knife. I felt it was far more immersive. Yes, the fist is hidden, and then is suddenly jolted forward, I'll show my timeline in a bit. [editline]7th August 2014[/editline] its a good point, I'll look into moving the pistol arm[/QUOTE] doomguy hates that pistol for being a worthless pile of shit
[QUOTE=Mike Tyson;45626137]doomguy hates that pistol for being a worthless pile of shit[/QUOTE] I promise this one won't be a worthless piece of shit. :quagmire:
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