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/vr/ - Retro Games

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>> No.4646732 [View]
File: 99 KB, 640x400, caco has a crush.png [View same] [iqdb] [saucenao] [google]
4646732

>>4646696
>>4646702
It can be used as a gimmick to nerf a weapon, like having a pistol that does nice damage or fire rate, but then you have to reload it.
> Bonus points if it uses the same ammo as another weapon but you have to "condition" the ammo for the weapon
> such as loading a magazine from chaingun ammo and the pistol uses the magazine as ammo and just gives you a counter for currently loaded shots.
> Also would be a nice touch for the BFG so that you can actually only use it 4 times, because you'd have to stick a cell in it and let the gun internally charge its capacitors off of that
(makes you switch to a fake weapon that shows you plugging the cell in the BFG and the lights on it start increasing for adding charge, or in the case of the pistol loading bullets into a magazine)

Whereas some other weapons can hand-wave reloading like the RL or plasma gun. Breaks consistency but who cares. SSG already requires reloading but its part and parcel to its firing state.

I DO not like reloading across the board for everything. Reloading needs to be a per-weapon gimmick (as in, only for certain weapons) imposed to balance the weapon and nerf it, so that it can be more satisfyingly stronger. If its done across the board it gets annoying and interferes with the classic vibe (regardless of the mod).

Fast Weapon Switching SHOULD be a thing, but im happy with 2x switch speed. Its too bad we cant use 0.5 tic frames and let the game just clip them off if interpolation isnt present. Having 1/0 raise and lower frames is okay enough right now though.
> I do not like how quake1 has instant switch because it really looks cheesy like the designers wanted to skip making lower/raise frames (ie, since its blatantly unrealistic it looks like an error, like "no way they actually intended for it to instantly switch, they just forgot to code the transition").

>> No.4620116 [View]
File: 99 KB, 640x400, caco has a crush.png [View same] [iqdb] [saucenao] [google]
4620116

>>4618970
>>4618978

For aesthetics I would suggest leaving it as Add and set the Alpha to 1.0. But apply a color translation to the sprite. This will make sure all of the bright colors pretty much become White by setting the alpha to 1.

What you want to do with the translation is start choosing mid-range Blues for the plasma ball and set them to lower values on the palette. That way the projectile will appear very bright but also blend easier into the surroundings too... giving it a more modern-gaming sorta look.

Removing the Add renderstyle is just fine for vintage approximation but only if you're going to set the Alpha to 1 as well, otherwise youll end up with muddy white color in the center of the projectile.

>>4619124
This, there's way too much fucking shotgun shells in most doom maps. Please force me to use another weapon out of desperation, id rather have to pull out my RL than simply be "yknow I could just kill everything with the SSG, it will take longer, but I can just solve all my problems with this"

>> No.4384821 [View]
File: 99 KB, 640x400, caco has a crush.png [View same] [iqdb] [saucenao] [google]
4384821

>>4384767
>>4384790

Probably a surprise arm wrestling competition.

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