[SUBMISSION] Crystal Clusters
- CaptainToenail
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- Wicked
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3 years 3 months ago #1
by CaptainToenail
[SUBMISSION] Crystal Clusters was created by CaptainToenail
Information:
Name: Crystal Clusters
Connection: None
Palette: Doom
Summon:
Ambient Sound: No
De-/Activatable: No
Destroyable: No
Special Effects: Random sprite flip
Brightmaps: No
Actor modification: No
ACS: No
Credits:
Code: Captain Toenail
GLDefs: Captain Toenail
Sprites: Captain Toenail
Description:
Crystal formations in various sizes and colours. Can be placed on both the
floor and the ceiling.
Name: Crystal Clusters
Connection: None
Palette: Doom
Summon:
Ambient Sound: No
De-/Activatable: No
Destroyable: No
Special Effects: Random sprite flip
Brightmaps: No
Actor modification: No
ACS: No
Credits:
Code: Captain Toenail
GLDefs: Captain Toenail
Sprites: Captain Toenail
Description:
Crystal formations in various sizes and colours. Can be placed on both the
floor and the ceiling.
Attachments:
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- inkoalawetrust
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3 years 3 months ago #2
by inkoalawetrust
Replied by inkoalawetrust on topic [SUBMISSION] Crystal Clusters
This submission seems fine to me besides maybe 2 minor issues.
- The state labels and sequences on the crystal actors could be indented another layer in.
- It's a bit odd that all the GLDEFS definitions for the sprite actors have DontLightSelf on, shouldn't the crystals get lit up by their own glow as well ?
- This is the part where I would say that you could probably remove the duplicate flipped crystal sprites by replacing the jumps to their alternate flipped states with calls to A_SetScale (Random (1,-1)), which should make the crystals' horizontal scale invert by 1.0 or -1.0, which should cause the sprite to flip in a manner still compatible with Zandronum. But as it turns out, there's apparently no other way to flip a sprite in Zandronum because of how archaic it is.
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- CaptainToenail
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- Wicked
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3 years 3 months ago #3
by CaptainToenail
Replied by CaptainToenail on topic [SUBMISSION] Crystal Clusters
Okey-dokey I've indented the code (you really are a perfectionist about that stuff!).
I also removed the DontLightSelf from the GLDefs. The intention was for the crystals to look like they are reflecting light rather than glowing themselves but I guess GZDoom can't really pull that off convincingly.
Anywho that should be it ready now.
I also removed the DontLightSelf from the GLDefs. The intention was for the crystals to look like they are reflecting light rather than glowing themselves but I guess GZDoom can't really pull that off convincingly.
Anywho that should be it ready now.
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- inkoalawetrust
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3 years 3 months ago #4
by inkoalawetrust
Replied by inkoalawetrust on topic [SUBMISSION] Crystal Clusters
Yeah sorry about the indentation stuff, I'll try not focusing on that as much.
But yeah it didn't really look like they are reflecting light as much as it looks like they were dimly emitting it. It would probably look kind of odd in really dark areas too, for them to apparently be reflecting light out of nothing.
Well the submission seems to be fine, I'll see about approving it in an hour or two.
But yeah it didn't really look like they are reflecting light as much as it looks like they were dimly emitting it. It would probably look kind of odd in really dark areas too, for them to apparently be reflecting light out of nothing.
Well the submission seems to be fine, I'll see about approving it in an hour or two.
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- inkoalawetrust
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3 years 3 months ago #5
by inkoalawetrust
Replied by inkoalawetrust on topic [SUBMISSION] Crystal Clusters
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