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[Submission] Frag Grenades

  • wildweasel
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8 years 3 months ago #11 by wildweasel
Replied by wildweasel on topic Hand Grenades
Please read my credits; I did not make the sprites for this and I am not the person whose permission you need for them.

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  • DBJ87
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  • Wicked
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8 years 3 months ago - 8 years 3 months ago #12 by DBJ87
Replied by DBJ87 on topic Hand Grenades
Updated with some improvements. But, it's still a bit buggy.

Problems I've noticed are:
-Placement of Reload Check might need to be changed.

Biggest problem is if you are playing in a resolution higher than 800 x 600, you will might start to notice the Marine's Arm has a gap at the far right the screen as the Alternative Fire is used. This is due to the sprites being set at default retrospect offset and I will try to be change this for those who do play with a larger screen resolution (as I do), so fixing this is with further changes is something I intend to try to do without cutting the arm off the screen completely (which has happened when issues like this have appeared with other projects).

[Edit]
Offset issue with screen resolutions is now fixed. The problem with the Reload check is that it automatically lowers the weapon (so it looks like there is still something left, even though it's empty). I know, that is Doom's default behaviour but if there is anyway alter it, I'd be happy to try it.

Apart from that, problem I'd like some feedback on the sprites & attacks. If a Secondary fire still isn't needed, I'll remove it.
Last edit: 8 years 3 months ago by DBJ87. Reason: "Biggest Problem" fixed.

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  • NourPrince
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  • Chaingunner
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8 years 3 months ago #13 by NourPrince
Replied by NourPrince on topic Hand Grenades

DBJ87 wrote:

NourPrince wrote: It acts familiar to the grenade in Zero Prophet, but, meh. Needs a bit of nerf though.


Never heard of Zero Prophet.

Until I can get approval to continue this. I apparently can't do anything else to it for online submission, I won't upload any further changes until I'm told I can or it is OK to. But, I will continue working on what I had planned to add now, which will take some time to do anyway, then we'll have to wait until I get an answer.


Did I said Zero Prohpet? I meant Zero Tolerance. How derp am I. :\

Anyways.

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  • Dreadopp
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8 years 1 month ago #14 by Dreadopp
Replied by Dreadopp on topic Hand Grenades
I don't think the explosion sprites really fit with the size of the radius these grenades produce. The radius seems pretty big overall.

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  • DBJ87
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8 years 1 month ago #15 by DBJ87
Replied by DBJ87 on topic Hand Grenades

Dreadopp wrote: I don't think the explosion sprites really fit with the size of the radius these grenades produce. The radius seems pretty big overall.


Yeah, I agree with you. Going to either change the explosion sprites or have them spawn separately when the grenade explodes so the won't be scaled down with the thrown Grenade Sprites. will scale down the blast radius & remove any unneeded sounds on the grenade too, just leave the fire, bounce & explosion sounds in.

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  • MagicWazard
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8 years 1 month ago #16 by MagicWazard
Replied by MagicWazard on topic Hand Grenades

DBJ87 wrote: Yeah, I agree with you. Going to either change the explosion sprites or have them spawn separately when the grenade explodes so the won't be scaled down with the thrown Grenade Sprites. will scale down the blast radius & remove any unneeded sounds on the grenade too, just leave the fire, bounce & explosion sounds in.


There is an action function called A_SetScale() ; using this will prevent you from having to change the sprites OR spawn them in a separate actor.

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  • Blue Shadow
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7 years 9 months ago #17 by Blue Shadow
Replied by Blue Shadow on topic Hand Grenades
Is this finished and ready for review?

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  • DBJ87
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7 years 9 months ago - 7 years 9 months ago #18 by DBJ87
Replied by DBJ87 on topic Hand Grenades

Blue Shadow wrote: Is this finished and ready for review?


Yes, but if there's anything that should be looked into, I'll see if I can fix it. If everyone is OK with it's current set up, I'll leave it as it is. It's been a while since I've taken a look at this & have replaced some of the bounce factor & time limit with recent changes that seem to working OK on the offline version.

I'm trying not to make a carbon copy of Xim & Froon's Hand Grenades (where cooking them is the only way to make them effective, because they tend to hover if you don't hold the trigger down) but I will retry & look into that again if anybody wants me to (but my computer or GZDoom crashed everytime, last time I tried this).

[Edit]
Not uploaded yet, but after commenting earlier, I decided to have a go at the cooking system again (to see if it would work better with this & to see if I can actually do it myself) & have managed to get a stable Grenade Cook set up (based off Xim & Froon's Grenades) underway, figured out one of the reasons that was causing crash problems.

With this added, Primary & Secondary Grenade firing modes do have a more diverse speed & distance set up so Secondary might be taken out as the projectile's speed affects bouncing more now with this in place. The Grenades don't float or hover at slower speeds, they'll roll across the floor :)

Any feedback on the current submission would be useful.
Last edit: 7 years 9 months ago by DBJ87.

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  • DBJ87
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7 years 9 months ago #19 by DBJ87
Replied by DBJ87 on topic Hand Grenades
Currently there are 2 files in one submission for comparison. I will delete the Version Administration or other users feels isn't the better version & will probably (as there already is a "Hand Grenades" File on Realm667) change it's name to "Frag Grenades". Version 2 has currently covered the basics on what has been suggested (mostly variation with speed & aiming) by following a similar pattern to the Hand Grenades already submitted (can charge the grenade's to increase distance & speed) along with the Grenade Idea I had (to throw a fast projectile that will sit & explode instead of bouncing erratically).

It's not perfect (but it's got the basics working & something had to be done to add some variety). Hopefully the new Version offers more than the other does. Looking forward to suggestions or feedback on improving either & which one should stay & which one should go. :)

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  • Blue Shadow
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7 years 9 months ago #20 by Blue Shadow
Replied by Blue Shadow on topic Hand Grenades
Giving the player a little control is not a bad thing, so I'd go with v2. Overall, the weapon seems solid.

Now, is allowing autoaim is going to cause a problem? If not, I'd suggest allowing it. Name-wise, yes, it needs to be renamed.

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