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Armor Converter

  • Cyantusk
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4 years 10 months ago - 4 years 2 months ago #1 by Cyantusk
Armor Converter was created by Cyantusk
Information:
Name: Armor Converter
Type: Armor Conversion
Palette: Custom (Tyrian)
Summon: ArmorConverter
Use type: Armor Conversion
Duration: Instant
Brightmaps: No
Actor Modification: No
ACS: Yes

Credits:
Code: Cyantusk (both Decorate and ACS)
GLDefs: none
Sounds: Eclipse Software (ripped by Magma MK-II)
Sprites: Eclipse Software (ripped by Magma MK-II)
Sprite Edit: Cyantusk
Idea Base: New idea from scratch

Description:
This inventory item converts all player's armor into health. The value converted is weighted on the current armor's save percent.

Sprite:


Download Link:
https://gitlab.com/WilliamWeberBerrutti/armor-converter/-/archive/1.1/armor-converter-1.1.zip

All feedback is welcome!
Last edit: 4 years 2 months ago by Cyantusk.

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  • ozymandias81
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4 years 7 months ago #2 by ozymandias81
Replied by ozymandias81 on topic Armor Converter
So Cyantusk as promised here you are some feedbacks:

- Port info contained inside the readme.md file into credits Description and remove the readme
- There should be a way to mutate the script into a zscript so also the whole actor and have only one lump containing all necessary code, maybe I am too nitpicky here btw
- The sprite maybe should fade between blue and green as a visual clue for players (but keep the green frame for inventory icon)
- Add some fancy gldefs, which follows previous suggestion in terms of anims... I guess same radius of BON2A0 pickup gldef which goes from green to blue
- Place just the wad into the zip, no subfolders

Beside this very cool pickup, it seems that it may also work on some modern mods such as G-Mota

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  • Cyantusk
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4 years 7 months ago #3 by Cyantusk
Replied by Cyantusk on topic Armor Converter
- I'm releasing all my coding projects on GitLab, and to download them the service must insert everything into a folder inside a .zip. I've created a Readme.md file inside it because it's a good practice for documenting Git projects, so it's needed. I released 2 more things in the forums the same way with no problems (I suppose the staff didn't consider it as a problem, since the .wad file was there). Are the posting requirements changed? (This is NOT a complain, just a question)
- I remember my releases got added without using ZScript or GLDefs. I don't know how to code ZScript and GLDefs and I have no time to learn and do good coding with them at the moment, so I can't do that myself right now, my apologies.
- I'm not sure if fading should be ideal. It may distract players' attention. Maybe if I do more sprites and recolor them (like, 1 blue, 1 teal, and maybe some extra between green, blue and teal) and animate them in Spawn state should be better, less demanding of brain's attention.


Personally, I think this item is strategic and could be used in at least 2 situations:

- When the player has tons of armor and low health, so he/she can use this item as "emergency health item".
- When the player has some armor and is about to grab another armor suit, so the previous amount isn't wasted.

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  • ozymandias81
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4 years 7 months ago #4 by ozymandias81
Replied by ozymandias81 on topic Armor Converter
Since I am familiar with Github, I thought it was about that and sorry, didn't check your submitted actors so I wasn't aware of them being accepted as is. No worries, what I am saying isn't mandatory, I am not a moderator and there is some flexibility in any case on building new stuff in Realm667, we are all for creativity so it is welcome!

About the fade, I mean a smooth animations when changing colors, otherwise make them blink through Bright properties between Spawn anims (so one frame should have Bright, switch to new frame without bright, then call the same with bright and get back to first frame without bright and loop the thing - I imagine this using 2 frames, the actual one plus one blue over green details)

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  • Cyantusk
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4 years 7 months ago - 4 years 7 months ago #5 by Cyantusk
Replied by Cyantusk on topic Armor Converter
Oh! I think now I get what you meant! I already have an idea of what to do to improve it, and will post an update ASAP.

All your feedback was valuable! I'll see what I can do to incorporate your suggestions as soon as possible in my items.
Last edit: 4 years 7 months ago by Cyantusk.

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  • Blue Shadow
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4 years 5 months ago #6 by Blue Shadow
Replied by Blue Shadow on topic Armor Converter
I like this one. It reminds me of a powerup I made that grants the player invulnerability by using their armor as an energy source.

Anyway, a bit of feedback:
  • The black outlines on the sprite make it look cartoonish, so they probably have to go.
  • Why the arbitrary 250-health limit? Would it not be better if the player is healed up to their maximum health, whatever it may be?
  • Code related:
    • Considering losing this item isn't going to break the game, like the case with keys, I don't see a need to set the DONTGIB flag. Remember, items that are map-spawned don't get destroyed by crushers or closing doors.
    • You don't need the ArmorConverterHealth actor class. You can heal the player directly with HealThing action special.

And on the subject of ZScript, for the fun of it, I converted the code to that:

https://www.dropbox.com/s/o0lsb748tlw5gyr/ArmorConverter_Z.wad?dl=1

Check it out. You don't have to use it if you don't want to, though.

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  • Cyantusk
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4 years 5 months ago - 4 years 5 months ago #7 by Cyantusk
Replied by Cyantusk on topic Armor Converter

Blue Shadow wrote: The black outlines on the sprite make it look cartoonish, so they probably have to go.

I Agree. That's what I thought before releasing too, but I wasn't sure, so I needed people's feedback.

Blue Shadow wrote: Why the arbitrary 250-health limit? Would it not be better if the player is healed up to their maximum health, whatever it may be?

I think I used this limit based on a mod I'm doing, which has 250 as both health and shield limits. Maybe 200 should be better for vanilla Doom.

Blue Shadow wrote: Considering losing this item isn't going to break the game, like the case with keys, I don't see a need to set the DONTGIB flag. Remember, items that are map-spawned don't get destroyed by crushers or closing doors.

Oh! I didn't know that! Is this property preserved if a player tosses the item?

Blue Shadow wrote: You don't need the ArmorConverterHealth actor class. You can heal the player directly with HealThing action special.

I didn't know that too! That function will make the code shorter and clearer!

Blue Shadow wrote: And on the subject of ZScript, for the fun of it, I converted the code to that:

https://www.dropbox.com/s/o0lsb748tlw5gyr/ArmorConverter_Z.wad?dl=1

Check it out. You don't have to use it if you don't want to, though.

Thank you very much! I think I'll add both ACS/Decorate and ZScript codes (if that won't mess things up).

I'll do the corrections ASAP.
Last edit: 4 years 5 months ago by Cyantusk.

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  • Blue Shadow
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4 years 5 months ago #8 by Blue Shadow
Replied by Blue Shadow on topic Armor Converter

Cyantusk wrote: Is this property preserved if a player tosses the item?

No. If the item is tossed/dropped it'll be subjected to crushing without the DONTGIB flag.

I think I'll add both ACS/Decorate and ZScript codes (if that won't mess things up).

I prefer if you went with either or, but not both. No need for two versions. So go with what suits you. I only did the conversion for fun and "educational purposes". I wasn't trying to persuade or force you to use ZScript.

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  • Cyantusk
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4 years 2 months ago #9 by Cyantusk
Replied by Cyantusk on topic Armor Converter
I updated the post with the changes suggested. I decided to use the implementation with ACS and Decorate.

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4 years 2 months ago #10 by Blue Shadow
Replied by Blue Shadow on topic Armor Converter

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