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>> No.5445817 [View]
File: 204 KB, 660x751, revenant pepe.jpg [View same] [iqdb] [saucenao] [google]
5445817

>>5445000
Shut right up, you just shut up.
RNG is fine as long as the spread isnt too much.
Games and combat arent some math equation, its pure chaos. You dont want each attack doing a predictable amount of damage to you.
> 75% to 125% of the average damage is a comfy margin, that way its a ballpark figure
Risk is what makes it fun
YOU DONT WANT TO GET HIT
> but it will get rid of those really low damage hits like when you take the revenant rocket and only lose 10
> the average on that fucker is 45

>>5444783
>>5444456
>>5444875
Both of the techbase maps are excellent.
Swampy is excellent even if its impossible to get up to the rocket launcher.
There's some windpipe level thats great too (the entrance to it isnt great but the rest of it is).
There are a few other excellent maps (like zendar) that arent my taste, but I have to admit past my bias that they are great.
I dont like Manchester, it can fuck off, but that floating building part at the end of it is surreal.

The snow castle level is fucked though, there's no way to progress.

>>5444783
- Get Slade3
- Check out gzdoom.pk3
- Extract all of the monster/weapon zscript assets into a new folder so that you can look at them
- Goto the zdoom wiki and peruse the Action Functions, also including the depreciated legacy functions to get an understanding of what they do
- Also check out on the zdoom wiki the file format structure so you know how to drop in the code and other entries in the proper way
(Decorate style coding works just fine, but you're going to have to change "Actor" to "Class" at the start of each entry, and you'll have to insert a semicolon at the end of each line)

>> No.4103379 [View]
File: 204 KB, 660x751, revenant pepe.jpg [View same] [iqdb] [saucenao] [google]
4103379

>>4102889
>>4102902

The answer is to use highly detailed Voxel Models (similar to the monsters for that silent hill doom mod) for the characters and objects.

EXCEPT rather than using them directly as voxels, use these as a model basis for rendering frames for sprites.

The reason is because they inherently look more grainy and don't have smooth sloped edges like a 3d model would. For example this is the reason why native Q1 and Q2 ported monsters look like a mess even though their textures look low res - its because even though its low res those pixels are stretched and skewed along planes. In 3d software rendered mode it looks bad enough, but when digitized to sprites it compounds it even worse.

Because of the presentation of actual pixels with a voxel its going to look pretty much like the voxel, but with a little less dynamic interaction.

I would hunt up the example I saw but it had a much higher resolution than for example the doom sprites, while still looking pixelated/grainy.

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