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Art / Re: [request] Lightsaber sprites
« on: October 21, 2011, 03:17:27 pm »Is it a greyscale?
Good question. It's black and white.
This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to. 406
Art / Re: [request] Lightsaber sprites« on: October 21, 2011, 03:17:27 pm »Is it a greyscale? Good question. It's black and white. 407
Art / Re: [request] Lightsaber sprites« on: October 21, 2011, 03:10:53 pm »how should the 'player' looks like? You just see hands holding the weapon. Most of the 24x24 space is used for the weapon. This is First-Person view after all 408
Art / [request] Lightsaber sprites« on: October 21, 2011, 01:09:29 pm »
For Elimination, I'm replacing the knife with a saber sword. Is there anyone who could provide 4 sprites, all 24x24: One showing the player holding a lightsaber, and three showing the player attacking with it?
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Elimination / Re: Elimination: Vote on Powerups to include« on: October 20, 2011, 01:50:00 pm »If added, will the map power up reveal the map "forever" or for a certain amount of time only ? If it is "forever", it would be cheating a lot It reveals the map for the entire level, just like the DOOM map powerup. The powerup ends when the player completes the level. 410
Elimination / Re: Elimination: Vote on Powerups to include« on: October 20, 2011, 08:52:04 am »
Before I edited the "map" vote, there were 4 clear winners. Now it's a close race...
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Elimination / Re: Elimination: Vote on Powerups to include« on: October 19, 2011, 11:56:44 pm »
Deep Thought made an interesting point about maps. I have edited the poll so that you can vote for any kind of map--whether it reveals secrets or not. Remember that you can change your vote if you want.
If the map is one of the four powerups to be included, I'll take another vote as to whether it should include secrets or not. Pressurizer: Not a bad idea, but I want to maintain the concept that all weapons have strengths and weaknesses. Even if weapons have double power for a short period of time, there's still some tactics. (For example, with double weapons, rockets become overkill, and chainguns still waste 4 bullets per use)Good point. I just thought it wouldn't make much sense for a gun to suddenly have twice as much firepower, and so I suggested instead making a temporary gun with greater power. Now that makes sense. The idea of a pressurizer is it adds more pressure than what you would get from the explosion generated from a normal projectile. So the projectile comes out at twice the speed. 412
Elimination / Re: Elimination: Vote on Powerups to include« on: October 19, 2011, 11:19:58 pm »My thoughts: Thank you for your valuable input! Here's a couple of my thoughts: Tactical Analyzer: I agree with you on that one. Map: Secret areas remaining secret do add replay value. I'm kinda torn between revealing secret areas and not doing so, because is there any advantage in finding a map just to reveal stuff you can find by exploring? Although I guess it helps with mazes...hmm... Pressurizer: Not a bad idea, but I want to maintain the concept that all weapons have strengths and weaknesses. Even if weapons have double power for a short period of time, there's still some tactics. (For example, with double weapons, rockets become overkill, and chainguns still waste 4 bullets per use) Disintegration Suit: Again, not a bad idea, one I thought about. But then the player would be totally invincible and not have to waste a single bullet. Besides, I thought it be fun for the player to be vulnerable to open fire while running towards a target (and perhaps shooting along the way ) It's like Doom's beserk: Even though fists have great power, you're still not invulnerable 413
Elimination / Re: Elimination: Vote on Powerups to include« on: October 19, 2011, 05:45:58 pm »K, this is pretty awesome. I chose Herm Injection, Belt, A192 Pressurizer, and Disintegration Suit. I would recommend a different name for the Belt, tho. Yeah, belt doesn't seem to make sense, because you don't carry extra ammo permanently. You just get extra ammo. So if you normally can hold 50 rockets, maybe you get the "belt" or whatever and you have 55. Once you get below 50 rockets, you cannot hold more than 50 rockets until you get another "belt". So I'm renaming it "Case of Cylinders." 414
Elimination Developers / Re: Elimination: If you want to design game levels« on: October 19, 2011, 03:57:41 pm »
I think it looks great! Keep up the good work! As you probably know, I might have to make some adjustments when we test it for difficulty.
In the future, please don't post screenshots of the level editor. The .lev and .inc files are all that are needed 415
Elimination / Re: Elimination: Vote on Powerups to include« on: October 19, 2011, 03:52:54 pm »
Try it now
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Elimination / Re: Elimination: Vote on Powerups to include« on: October 19, 2011, 03:40:08 pm »
Try it now
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Elimination / Elimination: Vote on Powerups to include« on: October 19, 2011, 03:26:06 pm »
Elimination will be able to support up to 4 power-ups. Vote for the ones you would like to see in the game.
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Elimination / Re: Elimination: Detecting objects as enemies« on: October 18, 2011, 11:35:14 pm »Ooh, here's a cool idea: Make an item pickup that turns the enemy indicators into health bars Shoot, now I can't decide whether I want the pickup or health bars all the time 419
Elimination / Re: Elimination: Detecting objects as enemies« on: October 18, 2011, 10:57:33 pm »I thought the little arrows looked nice. Maybe if you're up to it you could replace them with health bars? Deep Thought, remind me to give you a raise I'll have smaller health bars for regular enemies, and bigger ones for bosses. Also, to make things easier to code, and to make things easier for the player, low-health enemies will have a half-empty health bar even if they are at full health. 420
Elimination / Re: Elimination: Detecting objects as enemies« on: October 18, 2011, 09:31:04 pm »
Until other ideas or suggestions come up, I'm going to stick with the arrows pointing to enemies. I tried coloring objects gray instead of black, and I didn't like like the results in terms of the coloring.
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