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Eyecandy All Over 2011 (Deadline reached! Results soon!)


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 Post subject: Re: Eyecandy All Over 2011
PostPosted: 13 Jan 2011, 19:43 
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Commander Keen  A rather ghastly dragon
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Joined: 11 Dec 2009, 20:01
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CaptainToenail wrote:
It's not customisable because I couldn't get thing arguments to work, the numbers always gave bizarre results - derp. -_-

What did you try? I could help get it working. It doesn't look like it needs a lot of customizability, but maybe a frequency option (args[0] in the chance property in A_SpawnItemEx. The higher the first argument is, the lower the frequency of the bubbles).
Currently reading: Blood Ravens, The Dawn of War Omnibus
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 Post subject: Re: Eyecandy All Over 2011
PostPosted: 13 Jan 2011, 23:59 
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Icon of Sin  Icon of Sin
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Joined: 19 Dec 2009, 17:08
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The plan was to allow the mapper to set the frequency of bubbles spawned, the extent of the area in which they are spawned, and the speed at which they are 'shot' upwards. I stumbled on a problem though, the values I would enter in Doombuilder were not having the same effect as if the same values were 'hardcoded' into the Decorate lump. I was tired so I gave up. -_-

If you can get it working feel free, it can be a joint-entry ;-)

Oh, and I noticed strangely that with additive or translucent rendering, the bubbles always remain grey despite being in a coloured sector which looks odd. Dunno why it does this. Gez's HPack foggy projectile fix?


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 Post subject: Re: Eyecandy All Over 2011
PostPosted: 14 Jan 2011, 00:12 
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Commander Keen  A rather ghastly dragon
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CaptainToenail wrote:
If you can get it working feel free, it can be a joint-entry ;-)

Nah, I won't claim credit for just fixing something like this. You already had the idea to do it anyway.

Did you use the existing spawners on the SFX Shoppe as an example when you tried?

Edit: By the way, the warping REALLY bogs down my machine, for some reason.


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 Post subject: Re: Eyecandy All Over 2011
PostPosted: 15 Jan 2011, 11:31 
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Arachnotron  Tester of the Realm.
Joined: 20 Jan 2010, 20:55
Posts: 385
Well I might as well make a suggestion at least. Going back to one of my older post, one of my ideas, and I think the only SFX idea I have ever had, how about a "tornado" Make it so that you can change the speed of which it travels, how strong the winds are, and how much damage it deals if you get sucked in. Maybe also have some twigs and leaves and stuff blowing around that can also hurt you or something.
http://www.youtube.com/user/DoomedArchv ... ature=mhum

Killing bosses and working on getting Fraps to record a tutorial and some of my mods.


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 Post subject: Re: Eyecandy All Over 2011
PostPosted: 15 Jan 2011, 18:32 
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Icon of Sin  Icon of Sin
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sfx that harms the player doesn't really seem like a good idea imo.
You could make a dust-devil though, like those in Fallout3.


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 Post subject: Re: Eyecandy All Over 2011
PostPosted: 15 Jan 2011, 18:43 
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Commander Keen  A rather ghastly dragon
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CaptainToenail wrote:
sfx that harms the player doesn't really seem like a good idea imo.

I don't know, I was considering making a spawner of those Quake 1 lavaball things. :P


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 Post subject: Re: Eyecandy All Over 2011
PostPosted: 15 Jan 2011, 18:46 
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Icon of Sin  Icon of Sin
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True dat.

I made a similar thing for Super Mario Deathmatch ?-)


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 Post subject: Re: Eyecandy All Over 2011
PostPosted: 16 Jan 2011, 01:48 
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Commander Keen  A rather ghastly dragon
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Joined: 11 Dec 2009, 20:01
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Yet another! I'll probably do the aforementioned Quake 1 lavaball, too, but that's it.

Info:
Type: Floating ash
Connections: None
Spawn Offsets: Arguments
Documentation: Yes
Spawn Ceiling: No
Variants: None
Summon: AshSpawner
ACS: No

Credits:
Decorate: Ghastly_dragon
Sprites: The_Funktasm

Description:
Volcanic ash particles! Uses all five arguments. Check the Document lump, and includes a test map.

Preview image:
Image

Download link:
http://www.speedyshare.com/files/262831 ... pawner.zip


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 Post subject: Re: Eyecandy All Over 2011
PostPosted: 16 Jan 2011, 11:35 
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Arachnotron  Tester of the Realm.
Joined: 20 Jan 2010, 20:55
Posts: 385
Quote:
sfx that harms the player doesn't really seem like a good idea imo.


Well maybe have two different types? One that just pushes you around and stuff and the other have it harm the player. At least then you give the player the choice of having one or the other. Has the same functions to each but one deals damage while the other doesn't is all.


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 Post subject: Re: Eyecandy All Over 2011
PostPosted: 16 Jan 2011, 12:51 
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Wraith  Wraith
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Joined: 13 Dec 2009, 21:47
Posts: 82
A tornado is not something easy to make. Atleast not on the epic scale i tried to do it in. But theres been a lot of cool features added to zdoom latley that would help this quite a lot, I might give this a shot actually.


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