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/vr/ - Retro Games

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>> No.8262534 [View]
File: 210 KB, 960x540, Screenshot_Doom_20211021_012755.png [View same] [iqdb] [saucenao] [google]
8262534

>>8262494
>Issues I noticed were how you really don't see the lever being operated
I know, I figure it's probably barely visible in some screen sizes, but it's what I could come up with. The sprites for the shotgun were very much "come up with things as I went"

>muzzleflash
I wanted it to be different from the rest of them.

>The pickup sprite has this weird hump on the back of the grip, I think this can also be smoothed out easily.
That's the remains of the stock, not an unusual style for cut down lever-action guns, it would actually support the bottom of your palm, making it a slightly more comfortable gun to shoot.

>The SSG's reloading animation is pretty long, but with the same speed as the original's it looks like sped up, I found it a bit awkward.
It is what it is. Blame 2020 me.

>Also, the ammo icon for the subgun is the same as the Luger's.
That's on GzDoom's side, I don't think you'll get that in DSDA or anything once it's implemented.

>The shotguns sound like cannons, which is a little bit too much for my tastes.
Just going by Bobby Prince's ethos, "for a pistol, you sample a shotgun, for a shotgun, you sample a cannon"

>I got an error message when trying to load the wad in GZD 4.4.2, if you put
Yes, that's a goof on my part.

>>8262513
Oh, I must have left that in. I kind of just copied over code from 2048Guns. Adding a 0 duration frame to the raise and lower states makes weapons raise and lower faster, this should work even in DeHacked.

Anyway, that's easily ignored when porting it over.

>> No.8254784 [View]
File: 210 KB, 960x540, Screenshot_Doom_20211021_012755.png [View same] [iqdb] [saucenao] [google]
8254784

>>8246006
So I've got the damn Shotguns done. I touched up the Super Shotgun a bit and gave it a new sound and flash (people didn't like the more assymmetric one), and set it up for the full animations, because the other guns are already smoother than Vanilla anyway.
I put a lot of work into the Shotgun, and it's kind of ok I guess. Maybe I'm just salty because the new palette is inhospitable. The lever is there, but slightly subtle, no idea if it'll be proper visible in all screen sizes. Big thanks to Tommy for drawing the lever itself, I really struggled with the perspective.
Luger is just the Pistol, but it's faster.

Subgun has regular fire, and alternate fire, for demonstration purposes. Regular fire is regular Chaingun speed, it works. Alternate fire is slightly faster, at 6 tics per cycle, like the Doom 64 Chaingun. I think that's cool, it'd make the gun a little more fun, I think, but I'd like to hear what people feel about it, because it WILL change the gameplay balance some, and would have to be accounted for.

Sprites are paletted, sounds are converted, so the assets themselves could be just dropped in and the code could be written for them. Mind, this Decorate mod is just an animation demonstration, not part of the submission itself.

https://files.catbox.moe/7sjx73.wad

Actually fooling around with these right now, I notice that I'm kind of rusty, because I haven't played in a good while, because I can barely see. This discourages me further, because I don't feel confident that I can appropriately playtest the map I'm supposed to be making.
It seems more and more likely that this map will simply not be finished for Halloween.

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