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Yea, probably. I think it could fit better for some top down vertical scrolling space ship shooter.
Also the low color settings create pretty steep steps in the shades, which can make some darker areas totally black easily.
Maybe I could tweak it so that it would display more darker shades, not much change in the mid shades, and less brighter shades.
Yea, this sort of extreme color filters should be optional. If I make all gfx with 256 color palette.. but then make the default setting to display max 32 colors.. what was the point in using 256 color palette?
Although Posterize is one of my favourite color altering filters in image editing...
And at one point I was considering the game palette could be a bit like this: 6 shades on RGB, and it would be total 6*6*6=216 colors. This is the max on a 256 palette, with equal amount of every color and has pure greys. There would be 40 empty colors (or duplicates for quake compatibility).
It creates a sort of a cartoon/painting like look. At some point I did want to make game that looks like oil painting... This stuff looks pretty much like that with texture filter on.
This posterize effect seems to work just fine without any framerate drops.
I tried to get the game palette to be used, but that didn't work so well. The way I did it, made the framerate drop to 2-5 seconds per frame. Need to find a better way to do it.
I have 60fps normally. I think if it drops below 50fps, then it's a too big drop. It's possible that some action heavy scenes might drop it below 50fps if using rt lights.
Extreme color altering or performance requiring effects will be disabled by default.
Minimum for the first parameter is 1, which makes the game have 8 colors. Less than 1, makes everything black.
HUD and Menu are not affected by any of these...
First I did a r_glsl_dumpshader and then edited the default.glsl, replaced the #ifdef USEPOSTPROCESSING part with:
dp_FragColor.r = int(dp_FragColor.r * UserVec1.x) * UserVec1.y;
dp_FragColor.g = int(dp_FragColor.g * UserVec1.x) * UserVec1.y;
dp_FragColor.b = int(dp_FragColor.b * UserVec1.x) * UserVec1.y;
Then r_glsl_postprocess 1. And I think this screenshot was r_glsl_postprocess_uservec1 "4 1"
The first parameter is how many levels for the Posterize and the second parameter is some form of intensity, and should be 1 or below, otherwise it will burn.
Game Brightness / r_hdr_scenebrightness can also alter the way it looks. Very dark game levels + few levels for the Posterize may need some boost here.
It was possible to grab the blue key in the Battleships level before the pillar was lowered. I moved up to the table, and then run/bumped into the pillar, and got the key.
Maybe you need to make that key pillar wider or taller?
And so far this has been very fun :D
Yarr, this be the next thing I play!
Thanks. I'm using PNG with MD3. I'd actually like to get the palette and colormap to be used, but I'm ok with the current semi-paletted look...
How about having its size at 0 0 0, and spawn some another invisible entity that has a bigger size? This extra entity's origin will be forced to be the same as the Bug's origin, so it could clip into walls, but could also be hit by projectiles and other attacks.
Heh, could be something like that.
Filtering is up to the player... But as this is sort of a retro style game.. no filtering is default...
And maybe then it's time to do some monsters...
The Sounds... I'll improve the sounds. Half of them were done pretty fast, just so there's a different sound for each weapon. It's been sort of a long time since I've made sounds, but I'm getting better ideas how to do them. I'm also considering getting some sample pack (buy or download free ones).. at the moment I'm limited to what I can record at home, software synths and drawing the soundwaves.
The Weapons... they were more or less meant to be the basic FPS weapon set, and all FPS games have the same weapons anyway.. A "ZorgBlaster from planet X" might just be a basic assault rifle under all the weird looks. The projectiles the weapons fire will change however, so they aren't just different colored particle beams.
The storyline... it's basically Doom+Abuse story mixed together. It will still need some goal for player, like how does killing the final boss at the end solve the problems at the Mars colony? And what exactly is the final boss going to be? Or is it just some massive battle against the regular enemies?
It's all sort of intentionally unoriginal. But I hope it's still going to be something fun and unique.
Can he survive 100 enemies? :D
It will take some time... If things go well, maybe something playable before the end of the year.
:) Heh.. it was a small parody version of Join in the Chant by Nitzer Ebb...
Eventually I wrote a complete parody of it here: Doomworld.com
Regular running is probably unlimited. There may be a speed powerup that requires energy to function.
No reloading at all. Just fire away if you got the ammo!
Mmm.. I'll improve the effects eventually. I think the railgun could have effect something like in Matrix when bullets are shot in slowmo.
I have a feeling that the Plasma Storm might not work very well in a netgame. I may need to make it a bit simpler...
Thanks, and it is.
Heh, almost everyone has said them looking something like Q2 :)
The thing at the top will fire a large fireball that will burn everything in its path. I think it will also bounce from walls.
The red weapon will be sort of like a flame thrower: it will shoot some short range plasma beam that burns through enemies.
I'll write more about the weapons in the next news post...
But for some time they will look like my earlier "AO+Color" style...
The "battery" for the Railgun is meant to be the magazine containing the slugs. Maybe it also contains some battery/charge. I wanted it to be longer.. but one pose on player "must" work on all weapons.
Previously I was using DarkPlaces and (a little bit) Doomsday engines. I've been thinking I'd make the game on DarkPlaces, and then make some model/resource pack for Doomsday.
For the moment I've been quite ok with bump maps "created" from the base textures during playing, and simple specular on everything. Sometimes it works, sometimes not so well.. :P
Next week I'm going to be trying the weapons ingame with some temp textures. Maybe it's also a time for a new video then...
I changed the aiming device from the grenade launcher to the railgun, and copied the aiming devices from the shotgun to the grenade launcher.
Think it makes more sense this way.
And now that April Fool's Day is over.. I can reveal that these are actually the pain animations for player. There's 4 of these and they will be randomized. All different weapons can use the same.
The animation is played at 10fps, but maybe it could play a bit faster or have fewer frames between the keyframes.
The thighs kind of look like raising really high, but it seems the armor pieces are just that big...
Things may slow down for a while as I'm entering some kind of school type thing that lasts a few months.. but I'll try to work on this whenever I can & have time...
If you mean the minigun, yea, the current UV map and texture needs to be updated. But it was good enough to let me focus on some other stuff...
I was thinking about peanut butter. Heh.
Not sure if I'll bother changing the detailing in the "ammo parts" for different ammo types.
If these were non placeholder models, then it would make sense for the small to give 8 ammo.. the big fitted 6 of the small boxes inside.. so it could give 40.
No, these are just placeholders.. the texture is also a placeholder. So it would say "Rockets" and have different colors for the Rockets.
I figure it'll take 5 mins to change the colors/text, so I don't immediately have to spend a few hours for ammo pickups after making a new weapon.. or to cheat ammo.
It should also be easier to try out different ammo amounts for the items, and then the "real" models could have some visuals for how much ammo they give.. and what size to make the models.