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About Desfar
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D-Tier Necromancer
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Fade based on proximity to player. Decorate
Desfar replied to Desfar's question in Editing Questions
Spooky done! See: DADE A 4 A_SetRenderStyle(GetDistance(1*AAPTR_TARGET)/1024, STYLE_Translucent) loop One comma was not needed, but otherwise you were completely dead on! Increasing the number that the AAPTR is divided by increases the fade effect, and at 1024 makes the ghost completely unseeable when in close proximity. Mix in some sound effects with some rolloff and the ghosts will make some very localized whispers. My quick ghost -
Fade based on proximity to player. Decorate
Desfar replied to Desfar's question in Editing Questions
Thanks for the help again Kane! I was very confused on how to utilize AAPTR commands. I will follow up with the finalized version. -
So I'm working on making a ghost decoration that gets progressively more invisible the closer the player gets to it. Doing it in Decorate, as I'm a simpleton. Best I can figure is to make the code something along these lines as a constant the decoration will use. A_SetRenderStyle(0.0+(AAPTR_TARGET/256), STYLE_Translucent) I'm not too sure if i should be using the AAPTR_Target, or something akin to that...or if I'm just off the reservation completely. Am I on the right track? If not, what recommendations do you have?
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I HAD considered making the decals translucent shadow monsters that are scattered about as normal monsters, but fade out when the player gets close to them, or faces them directly. I had kind of considered that the Decals might be easier, though I'm still learning.
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So what I'm wanting to do is have Nuke Shadows of monsters on walls which will vanish after the player reaches a certain point. The player will then be attacked by the newly spawned shadow monsters. Whats the best method of removing the Decals from the walls?
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How close are you to finishing your TC?
Desfar replied to Burgish's topic in WAD Releases & Development
Also been working since my joining on my own TC. Making the classic newbie mistake of making a big WAD with minimal experience. Focused entirely on necromancy (the gritty gory kind) and aiming to be more of a mix of Diablo2, Kingsfield, and Hexen. TC Elements: Weapons (sprites/sounds/mechanics): 3-4 weapons complete, mechanics are convoluted but probably open for test runs. Still needing more, but I need to get more of a feel for the type of 'gun' needed by the player. Enemies (sprites/sounds/behaviors): got a hefty roster which I keep adding to Pickups / Items: Mostly - Converted health and armors, and made some resources home in on the player for mid combat health boosts. i still need to make a range of 'summon' items to act as the players necromancer monsters. Levels: not done - flailing at currently. Textures: not done - probably 60% got a range of custom items but I always feel like I need something new, or to iron out modifications to the existing items. Sound effects: Working - Minimal ironed out. sound design aint my forte, so I have been using diablo 2 sounds as my baseline. Music: None - Got a few items downloaded, mainly from MM6-8. Going for dark atmospheric, but cant compose for myself at all. HUD: Not even touched. Fonts: yoinked off Realm667 Title Screen splash image: Not even touched. Options screen splash image: Not even touched. I guess I'm still in the meat phase of this meal, trying to make sure the main components work nicely. When I have time to fiddle with mapping its fighting to recall how to use polyobjects, or implementing methods I'm trying to pull from other better wads. My main goal is to make a presentable demo which can feature the 'corpse mechanics' The ending is nowhere in sight, but thats because I only put a few hours here and there on it. -
Inject this shit right into my veins!
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Cyber Ettin. Not really something that fits into my bastardized necromancy mod I'm tinkering with, but the design turned out pretty solid. So enough people liked it I'm gonna try to finish it. Just a very slow creation process. I can probably manage a clean sprite or 2 a day. Especially on days when I'm not able to summon coding or mapping energy. Image tax; Wraith mockups. Left has Afrit legs, right is just smudge tool with highlights
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Slowly getting back on my bullshit. Getting the other angles made for this long term project.
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I honestly forget about FreeDoom sprites most of the time. diving back into them! Im also tinkering with some recolors of Might and Magic Slimes Edit: M&M Flesh blobs are decidedly cursed. Not sure if quality or not, but very cursed. Thinking this variance is working the best. Looks close enough to some cadavers I've worked with to give me the squick.
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The design is intended to be a kind of flesh pudding. Skin and muscle without bones. If I make it a downward angle, the monster tends to look odd against the floors. would an abuse of Billboarding possibly work? And if it finds a monster corpse, it will absorb the corpse and become a souped up version of the absorbed corpse. (will eventually have to sort out the scripting, likely via the Res commands)
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When it comes to low down enemies, should i design them with the assumption that the pov will be the player looking down on them? Or does a perspective of straight on at the same height work? Flesh Blob. Slightly Lumpier Flesh Blob. If anyone has good examples of a proper blobish enemy, lemme know!
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I cant really crap of the rigid walk cycle of might and magic sprites anymore. Rigging is coming along decently though. Just gotta make the legs lift more, and the arms swing behind a bit more. More will come eventually. Just gotta get a grips on the seasonal depression.
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Is it possible to have the portraits change mid conversation with a player? This would be for a more dynamic player interaction setup for my forever in development mod.
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Post your Heretic/Hexen textures and decorations!
Desfar replied to Not Jabba's topic in Mods & Resources
Are you able to include the components in the pack as well?