header general

[SUBMISSION] Plasma Repeater

  • BadMojo
  • BadMojo's Avatar Topic Author
  • Wicked
  • Wicked
More
8 years 7 months ago - 8 years 7 months ago #11 by BadMojo
Replied by BadMojo on topic Plasma Repeater
Yea, I'm having trouble getting the colours right anyway... I think Ill just have to change them to more or a "doom palette friendly" combination of colours. We really need a "High Def" section here, true colour gzdoom only lol, I have soo many high res versions of my weapons that its a shame the general public wont get to see them.

UPDATE:
Changes
-Completely new weapon sprite
-Recoloured and modified projectile and dissipation sprites
-Added GLDefs
-Added recoil
-Redone decorate code
-Added damage tweaks
-Added Refire spread
-PNGOUT'd all graphics

I dont think im missing anything here.

TODO list... unless I get this done tonight:
-Create new firing sound
-Redo pickup sprite to match new hud sprites

Edit: Turns out i did forget to mention something...
-Using blake stone pallet... it was the only one that had the correct shades of blue.. tested in both gzdoom and zdoom, so its all good to go.
Last edit: 8 years 7 months ago by BadMojo.

Please Log in or Create an account to join the conversation.

  • MagicWazard
  • MagicWazard's Avatar
  • Moderator
  • Moderator
More
8 years 7 months ago - 8 years 7 months ago #12 by MagicWazard
Replied by MagicWazard on topic Plasma Repeater

Blue Shadow wrote: I don't think bundling a custom PLAYPAL is a good idea, since its effect is global. You can't tell ZDoom to use a palette on sprite X and Y only.


The CryoBow got away with it, so there's precedent for doing so. However, I can't say who approved it. Like I said, I don't condone or condemn doing so, but you are correct in that the effects would be global.


Anyways, I tested it out in-game, and it looks good; the colors remap fine to ZDoom. The only real visual discrepancy is in the pickup sprite now--it doesn't quite seem to match the profile of the final version of the gun, and the purple on the side seems a bit out of place considering the face of the gun is blue. It's a good pickup sprite, but it doesn't quite match the final HUD sprite.

Also, I think the firing sound needs some more "oomph". Like, some more bass or something. These shots HURT, but the firing sound is from more of a mid-grade or rapid-fire weapon (it's Quake III's Plasma Gun, right?).

Lastly, GLDEFS for projectiles plz. :) Beyond all that, I think the finish line is already in sight for this.
Last edit: 8 years 7 months ago by MagicWazard.

Please Log in or Create an account to join the conversation.

  • BadMojo
  • BadMojo's Avatar Topic Author
  • Wicked
  • Wicked
More
8 years 7 months ago #13 by BadMojo
Replied by BadMojo on topic Plasma Repeater

Anyways, I tested it out in-game, and it looks good; the colors remap fine to ZDoom. The only real visual discrepancy is in the pickup sprite now--it doesn't quite seem to match the profile of the final version of the gun, and the purple on the side seems a bit out of place considering the face of the gun is blue. It's a good pickup sprite, but it doesn't quite match the final HUD sprite.

Also, I think the firing sound needs some more "oomph". Like, some more bass or something. These shots HURT, but the firing sound is from more of a mid-grade or rapid-fire weapon (it's Quake III's Plasma Gun, right?).

Lastly, GLDEFS for projectiles plz. :) Beyond all that, I think the finish line is already in sight for this.


You mentioned everything I already have in my edited post lol see:

UPDATE:
Changes
-Completely new weapon sprite
-Recoloured and modified projectile and dissipation sprites
-Added GLDefs
-Added recoil
-Redone decorate code
-Added damage tweaks
-Added Refire spread
-PNGOUT'd all graphics

I dont think im missing anything here.

TODO list... unless I get this done tonight:
-Create new firing sound
-Redo pickup sprite to match new hud sprites

Edit: Turns out i did forget to mention something...
-Using blake stone pallet... it was the only one that had the correct shades of blue.. tested in both gzdoom and zdoom, so its all good to go.


And projectiles have GLDefs in v4... are you sure you downloaded v4 from op?? it was only just put up an hour or so ago... you can scrap v3

Please Log in or Create an account to join the conversation.

  • Blue Shadow
  • Blue Shadow's Avatar
  • Administrator
  • Administrator
More
8 years 7 months ago #14 by Blue Shadow
Replied by Blue Shadow on topic Plasma Repeater
Behavior-wise, the weapon seems okay. But sprite-wise, there is a bit of an issue: the weapon looks as if it was made of some sort of elastic (for lack of word) material. See how the animation goes from REPTA0 to REPTB0 to REPTC0; it looks like it's changing shape with each frame.

BadMojo wrote: We really need a "High Def" section here, true colour gzdoom only lol, I have soo many high res versions of my weapons that its a shame the general public wont get to see them.

Nothing stops you from posting your resources here . Just make sure you follow the guidelines .

Please Log in or Create an account to join the conversation.

  • BadMojo
  • BadMojo's Avatar Topic Author
  • Wicked
  • Wicked
More
8 years 7 months ago - 8 years 7 months ago #15 by BadMojo
Replied by BadMojo on topic Plasma Repeater

Behavior-wise, the weapon seems okay. But sprite-wise, there is a bit of an issue: the weapon looks as if it was made of some sort of elastic (for lack of word) material. See how the animation goes from REPTA0 to REPTB0 to REPTC0; it looks like it's changing shape with each frame.


mmm, yea I can see what you mean, I was experimenting with the idea of the "barrel" part having some kind of hydraulic system to absorb the immense amount of recoil the weapon "assumingly" has... which is why the barrel moves inward upon firing... but there is still alot of recoil to compensate for by hand which is why the whole weapon moves as well... If that makes any sense at all.

But I still have all of the layers to the original source sprite, so I will give the animation another whirl.. I also felt a bit iffy with the animations, it was really just a quick temporary job, until I had some feedback on the new sprite.

Nothing stops you from posting your resources here. Just make sure you follow the guidelines.

Yea... but thats all the way over there... I like this quiet little corner of the internet where its just a little bit of feedback at a time, and its not so busy.... But don't take me as complaining or anything like that, this little forum in Torms realm is perfect just the way it is, which is why I chose to sign up after soo many years of coming here and playing with the things in the repo.


Anyway, v4.1 is up now, changes are the new sound I just made.. no pickup sprite yet... but hopefully the sound has a bit more "oompf" than the old quake 3 plasma gun... But I can change any aspect of that sound, so feel free to suggest anything you can think of regarding that.

Edit: Ahh what the hey, v4.2 is up, Ive done the new animations, they look better to me now, just need to do muzzle flash and pickup sprite next, and maybe add a bit of white to the center of the "swirly" decal.

Edit2: Would you be opposed to a little bit... just a little bit... of splash damage?
Last edit: 8 years 7 months ago by BadMojo.

Please Log in or Create an account to join the conversation.

  • MagicWazard
  • MagicWazard's Avatar
  • Moderator
  • Moderator
More
8 years 7 months ago #16 by MagicWazard
Replied by MagicWazard on topic Plasma Repeater

BadMojo wrote:
And projectiles have GLDefs in v4... are you sure you downloaded v4 from op?? it was only just put up an hour or so ago... you can scrap v3


Yes, I downloaded V4 fresh, and there were no lights appearing with the projectiles in-game when I tested it. I didn't open up the WAD beforehand to see if there were GLDefs or not. I just retried it, and it's producing lights now, although they are a bit faint. The explosion sprites could also use some lights, assuming you haven't produced them already.

BadMojo wrote: mmm, yea I can see what you mean, I was experimenting with the idea of the "barrel" part having some kind of hydraulic system to absorb the immense amount of recoil the weapon "assumingly" has... which is why the barrel moves inward upon firing... but there is still alot of recoil to compensate for by hand which is why the whole weapon moves as well... If that makes any sense at all.


I got what you were going for, but it does admittedly look a little awkward since it doesn't "look" like a weapon with a recoiling barrel.

BadMojo wrote: Would you be opposed to a little bit... just a little bit... of splash damage?


It's pretty powerful as-is; I'm not sure it needs it. Maybe if you drop the base damage of the projectile a bit to compensate...?

Please Log in or Create an account to join the conversation.

  • BadMojo
  • BadMojo's Avatar Topic Author
  • Wicked
  • Wicked
More
8 years 7 months ago - 8 years 7 months ago #17 by BadMojo
Replied by BadMojo on topic Plasma Repeater
Ill fix the GLDefs in v5, I was experimenting with animated lights... but yeah your right its a bit dull.. I will also give the explosion some lights too, I did think about it, dont know why I didn't do it.

As for the splash damage, Its not so much for the enemy, but more so for yourself... I was thinking along the line of having to be careful of being too close, like a bees dick away from a wall or the action, more of a punishment for not being careful with all that fire power.... heh, like the q3 plasmagun, youll probably never get a kill from the splash damage, but you wouldnt want to be hugging your target when using it.

Ill edit this post when Ive done the update, probably wont take long.

Edit:

Alright, op has been updated with V5.... also the new pickup sprite.

changes
-Added $limit on plasmax here too, as I noticed the same issue as the dual laser... works a treat
-Edited the explosion swirl sprite to have more white in the middle
-Added GLDefs to the explosion and modified the projectile light to be more... "luminous"
-Added a bees dick worth of splash damage... I don't feel like I need to modify the projectile damage, as this doesnt seem to make a noticeable difference when mowing down zombies.. again, this is more for the inflicter rather than the inflicted
-And lastly... New pickup sprite

Edit2:

I should also probably say that REPTA through to REPTD (Hud sprites), are paletted through the Blake Stone palette... but everything else is the doom palette... not that that probably matters anyway... it works none the less.
Last edit: 8 years 7 months ago by BadMojo.

Please Log in or Create an account to join the conversation.

  • Blue Shadow
  • Blue Shadow's Avatar
  • Administrator
  • Administrator
More
8 years 7 months ago #18 by Blue Shadow
Replied by Blue Shadow on topic Plasma Repeater
I'm more talking about the other parts of the weapon; the "panel" in the middle and those side "vents". The way the animation transitions for them is unnatural.

Warning: Spoiler!

BadMojo wrote: Yea... but thats all the way over there... I like this quiet little corner of the internet where its just a little bit of feedback at a time, and its not so busy.... But don't take me as complaining or anything like that, this little forum in Torms realm is perfect just the way it is, which is why I chose to sign up after soo many years of coming here and playing with the things in the repo.

I personally believe it'd benefit you and your spriting skills, as you'd be getting feedback and pointers from people who can actually do sprite work.

Please Log in or Create an account to join the conversation.

  • BadMojo
  • BadMojo's Avatar Topic Author
  • Wicked
  • Wicked
More
8 years 7 months ago - 8 years 7 months ago #19 by BadMojo
Replied by BadMojo on topic Plasma Repeater
Don't worry, your English is fine, I didn't even know you spoke a different language :)

Did you see the latest version? I redid the whole animation.


OH and as for the feedback, I'm more so looking for weapon balancing and code related stuff... But the spriting feedback here is adequate enough for now.. See how far I've come since plasma repeater v1, this place must be doing good for my skills so far... I am apart of zdoom forums but there's a better feeling of completion here... If you know what I mean... But I am considering a high res pack for these submissions to be posted up on zdoom... But only when there done.
Last edit: 8 years 7 months ago by BadMojo.

Please Log in or Create an account to join the conversation.

  • MagicWazard
  • MagicWazard's Avatar
  • Moderator
  • Moderator
More
8 years 7 months ago - 8 years 7 months ago #20 by MagicWazard
Replied by MagicWazard on topic Plasma Repeater

BadMojo wrote: Don't worry, your English is fine, I didn't even know you spoke a different language :)


Neither did I, until he mentioned as such a while back. Took me by surprise, since his English is better than most of the native speakers' on the forum. He's got excellent elocution and above-average vocabulary.

EDIT: Anyways, onto the weapon. I do like the aesthetic changes made so far for the weapon performance. The new pickup is OK, but honestly wasn't as good as I was hoping. Maybe you can take another stab at it. And as for the splash damage? Honestly, it's so small as to be almost inconsequential. It's like 5 points of damage at most, and that's only if you're actively dry-humping the target as you fire (and considering the built-in recoil, that's not likely to happen unless you do it on purpose). So it's not much of a deterrent--it's more of a technicality, or an obligation. It would make more of a statement if the ratio of regular to splash damage was closer to 75%/25%, and if the radius was larger.

Overall, though? I think you've got another pending winner on your hands.
Last edit: 8 years 7 months ago by MagicWazard.

Please Log in or Create an account to join the conversation.