Power Globes
Name: Power Globes
Connection: None
Palette: Custom (Tyrian)
Summon: PowerGlobe_GravityShock, PowerGlobe_EnvironmentalPain, EnvironmentalPainkiller
Ambient Sound: Yes
De-/Activatable: No
Destroyable: Yes
Special Effects: No
Brightmaps: No
Actor Modification: No
ACS: Yes
Submitted: Cyantusk
Code: Cyantusk
GLDefs: Cyantusk
Sounds: Mind Shear Software, Eclipse Software (ripped by Magma MK-II)
Sprites: Eclipse Software (ripped by Magma MK-II), Ion Storm (Daikatana), and Id Software (Quake)
Sprite Edit: Gothic
Idea Base: New idea from scratch
Description:
Its a prop set which, after destroyed, gives a debuff for every player and monster in the map. The debuffs are as follows:
- Gravity Shock: greatly reduces the gravity of the map
- Environmental Pain: damages both players and enemies periodically, forcing pain on players and non-boss enemies
These effects last until the map is changed.
It's also coded an Environmental Painkiller item, which allows players to stop suffering damage and pain from Environmental Pain Power Globe while it's in their inventory.
Lore: these globes are responsible for maintaining atmosphere stability. Once destroyed, every inhabitant of the region (being on a planet, moon or installation, for instance) will suffer with a discomfort, reducing their life expectancy and labor effectiveness, until restored.
Sprite:
Download Link:
https://gitlab.com/WilliamWeberBerrutti/power-globes/-/archive/1.2/power-globes-1.2.zip
All feedback is welcome!
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1- I have reduced size of sprites and sounds, and also converted the .wav file into ogg using LameXP (ogg quality 3), then removed .md file and stored the .wad into the zip itself without subfolder:
2- Props need to have some anims I think, somethink that makes them stand more visually
3- For example you may include gldefs
4- Maybe also the explosion effect should use some debris and longer anims
5- I think both props should also be bigger and use some sort of pedestal/basement to make them stand better
6- While the environmental concept is cool and very nice, it seems to be taxing on the engine, specially once you don't have the environmentalpainkiller item with you... Maybe a way to do this via zscript as well?
Very cool stuff anyway, I see these fall better as Strife props/items
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1 - Oh the scale of the sprites were too big? But that can be changed by the modders, if they want. Also thats the way GitLab downloads projects: it creates a .zip which has a folder of the project. The Readme.md is needed to follow good Git project practices of documentation.
2 - You sure animations are needed? I remember I've seen props in Realm667 without animations.
3 - I don't know how to properly code GLDefs and I have no time right now to learn it and do good coding, so apologies. I remember I've released 2 more things here without GLDefs, and got successfully added. Are the requirements changed?
4 - Oh good idea! Adding debris should be very nice! I wasn't sure if the explosion effect was ideal or good enough, so apparently it is! IIRC I'm using many frames with 1 tic duration each. Maybe 2 tics per frame should be enough?
5 - They were supposed be something of the size of small generator cores. The sprites I found in Tyrian were small, so increasing their size will make things way more pixelated than it already is. A pedestal? Hmmm... maybe instead of pedestal a bigger basement? I'm not a spriter but I think I can do that!
6 - Oh in terms of performance you mean? Hmmm... maybe do something like A_RadiusGive() to all players currently alive in the map should be better then? Maybe considering player respawn too? I don't know how to code in ZScript and I have not enough time at the moment to learn it, so apologies.
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Instead about scaling, you can simply add that on your code adding Scale 1.5 for example, or any value that you may found satisfactory
About anims I think it would make the thing more interesting but it's only a suggestion and if you can't well, not a biggie I guess
About the performance thing, the A_RadiusGive I fear wouldn't make sense and shouldn't improve it so better stitch with what you have for now
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About the scale: Yes, but I considered the default value good enough (which is 1.0), thats why the property isn't explicitly wrote (but maybe it needs some tweaks, no problem).
But the performance was so bad? I remember testing here (with my potato PC) and the performance didnt degradate. The ACS script is basically a simple block of instructions.
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- Gothic
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- Posts: 1259
Also please, do not put your wads inside a folder and then zip it, just zip the wad, so it's easier to just drag and drop the zip file into the GZDoom executable.
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That's exactly what I thought when developing it! So, maybe removing the black outlines will suffice?Gothic wrote: I think the sprites are too cartoonish, those black outlines don't fit with any of the main games.
I'm releasing all my coding projects on GitLab. And to download them, the service must insert everything into a folder inside a .zip. But, dragging and dropping the .zip file the way it is doesn't work?Gothic wrote: Also please, do not put your wads inside a folder and then zip it, just zip the wad, so it's easier to just drag and drop the zip file into the GZDoom executable.
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- Gothic
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No, because GZDoom reads zips like pk3s, and folders inside pk3s work differently. That's just a minor complain, anyways.Cyantusk wrote: But, dragging and dropping the .zip file the way it is doesn't work?
Also if you're interested, I made some sprites you can use if you want:
If you end using them, credit Ion Storm (Daikatana) and id (Quake).
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You can always load via terminal (or cmd for Windows) or use a GUI utility for it, but yea, that's a minor detail. If I remember correctly, drag and drop on Windows sometimes doesn't work as intended.Gothic wrote: No, because GZDoom reads zips like pk3s, and folders inside pk3s work differently.
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- Blue Shadow
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