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Blastfrog

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Everything posted by Blastfrog

  1. Blastfrog

    I quit.

    Someone else take the wheel on map01-map11, I have no intention of contributing to this project anymore in any way.
  2. Blastfrog

    fallout 76 sucks significantly less after a patch.

    Elder Scrolls with guns is no Fallout game. Bethesda should stay in their lane; buggy, mediocre knock-off Tolkien fantasy. Where's Van Buren?
  3. Blastfrog

    Renaming The Baddies

    I like a good portion of those names. These are my personal favorites: Zombieman - Grunt Chaingunguy - Enforcer (instead of the shotgunguy having this name) Imp - Serpent Demon - Rotworm (I see little reason to spell worm with a U) Spectre - Shade Lost Soul - Apparition Hell Knight - Vanguard Baron of Hell - Overlord Revenant - Wraith Cyberdemon - Colossus I'm not too keen on the rest. I can't come up with any good names of my own at the moment.
  4. Blastfrog

    Stan Lee has passed away at 95

    I just so happened to see this yesterday and screencapped it when I had the opportunity. RIP, you creative legend.
  5. Blastfrog

    New patches and sprites

    I can tell you put a lot of effort into these, but to be honest, I don't think it quite measures up. Main criticism is that you seem to rely on pillowshading and gradients, I suggest looking up guides on directional shading. The sprites aren't good, but I see potential in some of these textures with more work. I especially like those computer textures, the shiny, high contrast look it has is cool. Also, interesting take on the Star Wars walls, I never liked Freedoom's existing ones. They're far too dark, though.
  6. Blastfrog

    MAP01 facelift

    I've been more than busy these days, but I managed to find some time to work on stuff. It's not much, but at least it's something. I tested it in Chocolate, no issues as far as I can tell. Download here
  7. Blastfrog

    MAP01 facelift

    Thanks, glad you like it. :) @Doctor Nick This level is still much simpler than Wolf 3D's or Quake 1's first levels. I simplified the secrets (no more hidden switch, can directly access the balcony), added some detail (especially in the northern courtyard) and tried to make the texture choices a little less all over the place. Also tried to work more on actor placement, I wasn't satisfied with it before. Here's my new revision: https://www.dropbox.com/s/1rp999n5vx7ynvy/fd2map01bf.wad?dl=0 EDIT: Here's a screenshot album: https://imgur.com/a/89JVNJO I also included some new weapon sounds, IMO they're improvements, but I'd like to know what you guys think.
  8. Blastfrog

    Doomguy versus Mega Man

    I have nothing of actual value to contribute in this thread so here have a silly tune instead
  9. Blastfrog

    Playstation Doom on PS2

    Don't expect it to look much better on PS2 than on PSX; the renderer actually works like the software renderer, just pushes each column as polygons. Unless it were somehow hacked to be higher resolution, you'll never get more than 256 visible columns. On that note, I find it regretful that they didn't correct the aspect ratio. Not only do the levels look squished down; it would've been crisper vertically than PC Doom, essentially for free, and would make up for the loss in horizontal res IMO.
  10. Blastfrog

    The Latest Version of The People's DooM is ...

    I'm curious, what are the license terms for the content in TPD, and how do this project's goals differ from Freedoom's?
  11. Blastfrog

    MAP01 facelift

    Thanks for the feedback, everyone. Apologies for using an unreliable upload service, I was too lazy to log into my Dropbox, heh. Also, I should've mentioned the necessity of using -merge in Chocolate. Perhaps it is a little busy. Perhaps aquatex itself is a little busy looking, I might've overused it. A lot of the fine details with high contrast don't look so great in 320x200, imo. The map is still pretty simple, just a horseshoe bend directly to the exit. The added secrets are there for replay value, as well as to demonstrate the concept of timed secrets and searching in weird spots. I wanted to tease the teleport secret from the window in the elevator secret, to motivate a curious player to find a way there (taking a cue from Romero's playbook). I tried to do a lot of contrast with light and dark areas, should I tone it down some?
  12. Blastfrog

    Last Official Secret of Doom 2?

    Nvm
  13. Blastfrog

    Doomworld's thread of adorable!

    when i said "sit" this isn't quite what I meant
  14. Blastfrog

    Wolfenstein 3D SNES Sound Effects

    You can rip them yourself by recording an SPC of any length on the sound test screen, and use a utility to export the samples (you may have to change their playback rate though). I'd go ahead and do it for you, but I don't currently have access to my computer. Not really, IMO.
  15. Blastfrog

    Potential Shotgun Edits

    I was talking about its in-game use. People have been complaining about the idle frame ever since I made it, and the most I ever hear is it's "weird looking". I have no qualms about going back and tweaking it, but I need more specific reasoning than this.
  16. Blastfrog

    Renaming The Baddies

    Is that really a rule, though? I liked Ray's spritework, but frankly always thought the names he gave things laughable.
  17. Blastfrog

    Potential Shotgun Edits

    A sight isn't terribly useful on a gun with wide spread and swings wildly onscreen.
  18. Blastfrog

    Haaslok's Art Thread

    That sawblade edit is phenomenal! I suggest giving it thicker teeth that alternate between frames to give it a better impression of spinning. That, and shifting the reflection just a bit.
  19. Blastfrog

    Potential Shotgun Edits

    Being the one who made the shotgun sprites, I will say that's how the physical model just so happens to look from a center camera position. I'd prefer that any edits to its shape are consistently applied to the other frames as well.
  20. Blastfrog

    atan2 is bothering me (zscript)

    Just trying to derive an angle and speed from the player's X and Y velocities. Here is the vomit code that I have so far: { airangle = atan2(Vel.Y - 0.0, Vel.X - 0.0); if(Vel.X <= 0) { let lame_a = Vel.X; } else { let lame_a = Vel.X * -1.0; } if(Vel.Y <= 0) { let lame_b = Vel.Y; } else { let lame_b = Vel.Y * -1.0; } let lame_c = sqrt(lame_a + lame_b); }
  21. Blastfrog

    atan2 is bothering me (zscript)

    Thanks, I figured the extra steps weren't necessary, but I've been unable to think clearly at all recently... It just occurred to me that I should've specified what my problem actually is. I'm trying to record the raw speed and direction of the player for the current tic, but I must be using atan2 incorrectly, because it seems to only ever result as 0, which is east.
  22. Blastfrog

    Ataribox

    welp ummmmm
  23. I need a way to calculate the minimum required velocity to reach a certain height assuming uninterrupted motion every tic. The purpose of this is alternate stepheight behavior, the player is allowed to exist below the floor so long as they are travelling upward with enough speed to reach the floor or higher by the time Z velocity hits 0 or less, if the speed is any less than that min. amount, they will be forced to floor level and their Z velocity set to 0. I'm basically ready to implement this in my game, but I have no idea what formula I could use to return that value every tic when needed during step-up. For upward momentum, I am using (in effect) a gravity level of 1.476 per tic (I have also disabled double application on first tic) and a friction level of 0.96. So yeah, I can't really use the formula for standard Doom physics, because I have butchered them. :P
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