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Post by Saturdaynight on Jul 22, 2009 11:16:01 GMT -5
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Post by Saturdaynight on Aug 6, 2009 11:09:11 GMT -5
Here are a few images, from the sewer level in this project, showing off the textured plathforms. In these images you may be able to make out what I'm doing but it definately gives a better feel to the game then solid colored platforms.
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Post by Saturdaynight on Aug 11, 2009 7:04:59 GMT -5
Here are updated pictures of that last upload. Note the texture change in the uppoer floor texture.
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Post by Saturdaynight on Aug 12, 2009 11:17:39 GMT -5
Another image update. This is from level 4. It's an archway with a thick wall.
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Post by Saturdaynight on Aug 28, 2009 11:17:10 GMT -5
I've started work on modifying the Default Weapons set. This is mostly just changing the look of some of the graphics like making all the keys look like key cards, changing the kick to a punch, etc, etc.
I do however want to make some changes in weapons. I think the googun is absolutely pointless and I've always liked a single barreled shot gun over its double barrel counterpart..
In just about every game there is always a pistol. I never understood why the GCS never had that option. It's a great starter weapon.
No pictures yet. That will have to wait untill I get the weapon set into the game.
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Post by Saturdaynight on Aug 28, 2009 11:17:53 GMT -5
Here is a modifcation to the kick animation. I will eventually get the menu to reflect the change. no more "Ninja Kick!"
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Post by Saturdaynight on Oct 4, 2009 12:39:26 GMT -5
I'm working on a completely new enemy for the DOS engine which will also be ported to the windows engine in high-res. It will have better animation and sound over the default enemy set. More to come!
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Post by Saturdaynight on Mar 8, 2011 19:13:05 GMT -5
Just and update for those following my progress. Below is a link to screenshots on my DOS GCS project. I'm hosting off my website instead of using a file hosting site. My sites upload size is limited so fewer files are available for download now. gcsarchive.s5.com/screenshots.htmlTo date, seven levels have been created. Perhaps just a few more levels and that part will be completed. Weapons modifications are coming along nicely. First and foremost, no more "Ninja Kick." It has been replaced by a punch and it doesn't list it as a weapon. It is listed as "No Weapon," as you can see in the screenshots. I have modified the images of grenades to look more realistic but still working on the guns. Once this DOS GCS project is done, next up is a basic demonstration using the verion 1.1.3 windows engine to support the most widely distributed version of this engine since it was given away for free in some books. Then it's on to the version 3.08 to showcase the best that there is and was for the Pie GCS. More to come...
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Post by Mystery on Jul 9, 2012 12:12:20 GMT -5
Very impressive. I particularly like the houses on shot 007 or what you did at the stairs on shot 001 Espceially Shot006 looks very interesting as I can't quite figure out how you achieved that arch. Did you use the standard RP9A palette for the Doom grunt sprite? Are you by any chance still working on that project? I've been using the dos GCS back in 1995 and recently found it with my old dos games, installed it on a pentium1 retro system and in dosbox. I'm currently finding my way through the engine again and it's a lot of fun I'm working as a programmer and game designer and I'm playing around with the GCS in my spare time, it's a lot of fun. Has anyone been able to find the source code for the DOS version? There are some discussions on this board and over at the piga software forum, but so far nothing seems to have surfaced yet. Here's a WIP shot of my current test level: I removed the interface, working on a new one right now to try and make it look slightly less like every other GCS game, even without the source code. Using the standard RP9A palette. Gun sprite is made by me. The test level right now just has several textures at low to very high resolutions and objects of different sizes as I'm trying to figure out how far I can take the engine. Is it possible to disable the "jittering" of the default backgxx.vga images? This could probably be used to make some nicer skyboxes.
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Post by Saturdaynight on Sept 5, 2012 17:25:26 GMT -5
Mystery, thanks for the input. As you can see, I am not good at keeping things up to date but I do still work on this project from time to time. The arch is much simpler then it looks. It's no different then my roof trick but to walk through the arch you simply make the lower half of the arch two windowed objects and set the attribute so as to not bump into the object. Then on either side of the arch, I made a textured wall to give it the solid wall look.
I believe I did use the $RP9A pallet. There is a function in MVP Paint to match the pallet so that the image works with the pallet you are using.
Nice screen shot! The gun sprite is particularly great! Yeah, that DOS interface is one of the few things I wish I could completely change. There was one game, long ago, that someone made, where they blanked out the entire menu so you could not see it and you saw more of the game window. The only problem was, when messages poppled up, that part of the display stayed in game. It was a nice try though.
Are you talking about making different sky textures? If so, you simply need to edit the background file. I believe you are right on the money with the file, backgroundxx.vga, but don't quote me on that as I always have to play around with MVP Paint when I do this. You just have to edit it within MVPpaint directly from command line rather then through the GCS level editor as the level editor does some funcy things when you try to edit that file.
As far as I know, Kevin Stokes, never released the source code for the Pie GCS.
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Post by Saturdaynight on Sept 12, 2012 22:18:04 GMT -5
Started work on the final level of MOD-G. No pictures yet as I've got a few more things to iron out but it's looking great!
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Post by Saturdaynight on Oct 11, 2012 21:19:45 GMT -5
I had a close call with my computer this past week. Thankfully, I was able to back up the data on this project before the hard drive failed. Once my computer is back up and running, I can continue with the MOD-G project.
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Post by Mystery on Oct 22, 2012 13:48:23 GMT -5
Hey, sorry for the late reply, it's been a while I'm really looking forward to the next update of your project. Haven't done much work on my test level in the past couple of weeks, because work has piled up and right now I'm pretty much out of free time to do anything. But since I'm not in a hurry, it won't really matter when I get back to work with the GCS
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Post by Saturdaynight on Oct 22, 2012 19:35:52 GMT -5
Mystery, no problem. There's no clock ticking here. I have four more images posted. These are images of level eight. This will be the final level in this demo project. It's kind of an arena type level. gcsarchive.s5.com/screenshots.htmlOne thing I ran into when creating this level is that by changing the sky texture in one level, it changed the sky texture on all levels. In the end, the dark sky, in all the levels actually lend itself well to the games mood. Perhaps I have overlooked something in this regards so if I can find a way to have multiple levels with different skies, I will let everyone know.
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Post by Saturdaynight on Jan 28, 2013 21:59:20 GMT -5
OK, so I'm back with a few new screenshots. gcsarchive.s5.com/screenshots.htmlI have created two vehicles for my game so far. A fire truck and a semi truck. I've have also posted some images of the MOD-G enemy file that is a work in progress. Ultimately, the files will be generated for both the DOG GCS engine and the Windows GCS engine.
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