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Old 18-11-2005, 02:05 PM   #211
TheChosen
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Somekind of techno rock.


@Nikson-Are you happy with Haaf?

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Old 18-11-2005, 08:08 PM   #212
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Yeah, pretty much. It's the best 2d engine i've touched so far. However I think I'm gonna need pigggy's help with using Mapppy and getting a map file into the game, coz I only spent about half an hour with it and didn't figure it out.
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Old 18-11-2005, 09:15 PM   #213
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Sure, just tell me what you need.
Be warned, I haven't used it in a awhile, so the end result might be poor.
Just give me some time to fix it up afterwards.
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Old 19-11-2005, 07:23 AM   #214
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Nothing yet, I haven't done anything for the actual game.
Should I start?
What to make first? A little triangle (the character) that moves and rotates and shoots at little circles on the screen (the enemies), to get the game mechanics going?

Or what?
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Old 19-11-2005, 08:37 AM   #215
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Riiight.

And later, you can turn this triangle into marine and circles into monsters.

@Design- We need to decide what monsters, weapons, items and so on, we must use.

We should use the original weapons: Pistol, Shotgun, Minigun, bazooka, BFG and, of course, chainsaw.

And monsters: Zombie, Imp, pink demon and so on.

@Nikson- I really dont understand the programming thing (lousy teacher at school). Are the characters sprites or something else? When and how we can add graphics? And other stuff like that...
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Old 19-11-2005, 09:04 AM   #216
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Technically speaking, a character in a simple 2d game is usually a model created from a simple geometric shape, like a circle or square, with an image over it to make it look like something (a texture).
A sprite is just a bitmap (or other image) with a set of screen coordonates that move, based on user input.

Sprites are most oftenly used as explosion fireballs, smoke effects, and stuff like that. We won't need much of that since the HGE particle effect generator is awesome.


We can implement graphics as soon as i am given graphics files and told what goes where Sounds too, like weapon noise, footsteps, agonizing screams...
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Old 21-11-2005, 12:07 PM   #217
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Don't forget about the exploding barrels. If I am recalling correctly, didn't the orignal Doom have toxic waster barrels that would explode? That would then make the next barrel to explode and/or inflict damage on a nearby creature.

How are you going to render elevation on a "Doom Flat." Don't you start Doom on a platform with stairs leading down to the floor? There were lifts and things as well. Is that all going to be flattened, so to speak?

Not trying to stir up issue, but trying to ensure you think through the entire design before you start coding. Functional Design followed by a walk through, followed by Technical Design, followed by walk through, followed by (iterations of) coding.

Since I'm already in for some flames, let me also add you should chose a single artist to lead all the art work, so that the tiles, creatures, objects all have a matching scale, style, etc.
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Old 21-11-2005, 12:34 PM   #218
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The illusion of height can be done just like in GTA1. Tiles look like stairs and you can go "up and down", which makes the camera slightly zoom in (character is on top) or out (character is at bottom). Same if you jump off the stairs.

Actually, now that I think about it, there's no "camera" object in HGE, so zooming would be harder. Ideas anyone?
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Old 29-11-2005, 08:35 PM   #219
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You can scale the chracter dude if it does not work you can always make shots of different sizes and make them like a GIF or blend them together in a motion...

At least I think, I'm no programmer
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Old 29-11-2005, 09:16 PM   #220
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Is this thing ever going to start?
I've been dwelling off on my own projects since there doesn't seem to be much going on.
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