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Posted: Tue Jan 24, 2006 3:10
by masterofpsi
WW, your stuff is usually very good, so I can't wait to see how this turns out.

Posted: Thu Jan 26, 2006 2:14
by wildweasel
Weasel, Where The Hell Have You Been?

My, it's been a while, hasn't it? I have been doing work, but not Doom-related work - BioHazard and I have been working on a project together which involves the creation of an entirely new game engine from scratch (don't get excited - it's text-based). The project is still in its infancy, however, so I don't expect there to be much to show for a while.

Agent Zero is NOT CANCELLED. It is NOT ON HOLD. I just haven't really gotten around to doing anything major to it.

Posted: Thu Jan 26, 2006 23:07
by wildweasel
Agent Zero

The "doom-like" pretense has been given the boot. And progress has already arrived in droves.
  • The Pistol was redesigned almost from scratch. I still use the Duke 64 pistol graphics, but modified them to accept Marty Kirra's custom slide animations, and also created an entire reload sequence. The pistol now fires semi-automatic, with a faster rate than before, and greater power.
  • A new hand was created for use on the pistol's reload animation. This hand is currently not in the agentzerohands archive posted in the Resources section.
  • Added an idle animation and new kicking sounds for the Fist weapon.
  • Set the float speed on the Mjolnir Crowbar's puff to zero.
  • Changed the sounds entirely for the Mjolnir Crowbar.
  • Chronoteeth is now collaborating with me on this project.

Posted: Fri Jan 27, 2006 2:28
by Chronoteeth
As such, I will present my work for the day
  • Added swipe attacks to the fist
  • Added click pumping and slightly different attack
  • Added another muzzle and an empty frame to the colt
  • Imported B-DAR SMC sprites in
  • Inserted various little new sounds/various code edits

Posted: Fri Jan 27, 2006 4:10
by wildweasel
  • Fixed sound error on the swipe attacks (as it turns out, there was no engaged_sound on them)
  • Modified shotgun pumping so that the shell ejection port actually opens and closes
  • Added reload sequence to shotgun
  • Sped up click-to-pump a bit on the shotgun
  • Berserk's effect has been partially replaced - it no longer lasts the whole level, but it now affects all weapons for sixty seconds. Quad Damage!
  • Hoo-Yah!

Posted: Sat Jan 28, 2006 19:08
by Chronoteeth
Don't mind me sparking a little more interest. :P

Posted: Sat Jan 28, 2006 23:37
by Marty Kirra
That hand on the pistol is kinda...funky.

Posted: Sun Jan 29, 2006 0:32
by Chronoteeth
Well it was from hacx, so it's a homage damnit.

Posted: Sun Jan 29, 2006 1:35
by Snarboo
I don't think that is quite what he means. If you look at the image, you'll notice there's this large, blocky dark space that makes the hand look like it's been cut and paste together. If you could smooth out the discrepancies, it would look much better.

Posted: Sun Jan 29, 2006 1:42
by Chronoteeth
The reload frames are pretty fast, so it shoud be okay.

Posted: Sun Jan 29, 2006 7:25
by hitmanx
i see you guys are using the don's challenge head, and that gun looks sweet.

Posted: Sun Jan 29, 2006 7:57
by wildweasel
I didn't notice the blocky stuff, because I keep my gamma setting at the lowest in Edge. I would have fixed it as soon as I could if I had noticed.

Posted: Sun Jan 29, 2006 8:09
by Snarboo
It's fine, Weasel. I've missed stuff like that before too.

Posted: Mon Jan 30, 2006 19:59
by Chronoteeth
New screenie. Oh and in case you are wondering, that guy didn't get hit by arch vile flames, oh no. He jumps, and double jumps as well.

Posted: Mon Jan 30, 2006 20:29
by Paul
Chronoteeth wrote:Well it was from hacx, so it's a homage damnit.
Learn taking criticism.