What are you working on?
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- InsideQC Staff
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Better yet, make an Arch-Vile type monster that is relatively weak normally, but turns corpses / gibs into projectiles to attack the player with.
/me imagines killing all the monsters in a room, then suddenly the GibMaster teleports in giving the player just enough time to go "oh shit!" and then gets killed by a dozen gibs all converging on his position from different locations at the same time
And / or he casts some spell that sucks in gibs and corpses into a swirling mass right above his head and then he chucks the giant fleshball at you.
Could probably even make him a semi-boss monster by sticking him in a room with gib fountains or something.
/me imagines killing all the monsters in a room, then suddenly the GibMaster teleports in giving the player just enough time to go "oh shit!" and then gets killed by a dozen gibs all converging on his position from different locations at the same time
And / or he casts some spell that sucks in gibs and corpses into a swirling mass right above his head and then he chucks the giant fleshball at you.
Could probably even make him a semi-boss monster by sticking him in a room with gib fountains or something.
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Dr. Shadowborg wrote:Better yet, make an Arch-Vile type monster that is relatively weak normally, but turns corpses / gibs into projectiles to attack the player with.
/me imagines killing all the monsters in a room, then suddenly the GibMaster teleports in giving the player just enough time to go "oh shit!" and then gets killed by a dozen gibs all converging on his position from different locations at the same time
And / or he casts some spell that sucks in gibs and corpses into a swirling mass right above his head and then he chucks the giant fleshball at you.
Could probably even make him a semi-boss monster by sticking him in a room with gib fountains or something.
Heh, my monster pack released in one of the QExpos had an archvile-healer monster (don't remember the name I used to it, uses the trog.mdl). Feel free to scavenger the included source code, it was a real SOB to defeat.
I know FrikaC made a cgi-bin version of the quakec interpreter once and wrote part of his website in QuakeC (LordHavoc)
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- InsideQC Staff
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- Joined: Sat Oct 16, 2004 3:34 pm
Bit of an update on my DSTrek side project:
http://tlb.slipgateconstruct.com/PICS/m ... S_Test.png
Yes it's not finished yet. But this is a screenshot taken while using an emulator.
Note I've made some sprites for Vor'cha, Bird of Prey, D-13, Prometheus, Intrepid, and Akira.
I tried to do the Sovereign, but that thing is too damn long for me to make one that actually looks right within the constraints of 16x16 pixels, so I decided not to use it. Besides, a little fanship tweaking of the Prometheus into a non-multi vector attack mode PMV variant should be more than enough to cover what the Sov would offer anyway... (i.e. just give it a Sovereign style undersaucer torpedo turret and put something like the "All Good Things" Galaxy Dreadnought Heavy Phaser Cannon where the original pulse-fire QT launcher is and it should be good to go for the "balanced" type Super Cruiser upgrade)
I must admit, I'm having a blast making sprites and learning what works with this little project.
http://tlb.slipgateconstruct.com/PICS/m ... S_Test.png
Yes it's not finished yet. But this is a screenshot taken while using an emulator.
Note I've made some sprites for Vor'cha, Bird of Prey, D-13, Prometheus, Intrepid, and Akira.
I tried to do the Sovereign, but that thing is too damn long for me to make one that actually looks right within the constraints of 16x16 pixels, so I decided not to use it. Besides, a little fanship tweaking of the Prometheus into a non-multi vector attack mode PMV variant should be more than enough to cover what the Sov would offer anyway... (i.e. just give it a Sovereign style undersaucer torpedo turret and put something like the "All Good Things" Galaxy Dreadnought Heavy Phaser Cannon where the original pulse-fire QT launcher is and it should be good to go for the "balanced" type Super Cruiser upgrade)
I must admit, I'm having a blast making sprites and learning what works with this little project.
Where is that music from? It's quite good, I wonder if I can get my hands on thatUrre wrote:http://www.youtube.com/watch?v=4HCD97njZxw
Sounds similar to http://youtu.be/jyyJ2EbZvaY and change voice bite to "This isn't piracy, it's archeology!"Entar wrote:Where is that music from? It's quite good, I wonder if I can get my hands on thatUrre wrote:http://www.youtube.com/watch?v=4HCD97njZxw
Not quake related! Honing my old school 2d skills, working pretty much perfectly.
http://www.youtube.com/watch?v=lNjPf_UIIno
http://www.youtube.com/watch?v=lNjPf_UIIno
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siska.robert wrote:http://www.moddb.com/mods/quake-portal- ... onstration
Now you need sentries and a maniac onipotent computer.
Oh, and a girl model, too.
I know FrikaC made a cgi-bin version of the quakec interpreter once and wrote part of his website in QuakeC (LordHavoc)
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It is a navigation routine of the tutor bot by coffee, hence coffee_move.Baker wrote:???Lardarse wrote:make monsters use coffee_move()
http://www.quakewiki.net/archives/aicafe/tutor.htm