Search found 333 matches
- Nov 7th '18, 23:56
- Forum: Projects
- Topic: Hound Redux
- Replies: 39
- Views: 18085
Re: Hound Redux
If you are having trouble with limited color gradients, try using a "dithering" process when converting them to the color palette, Photoshop should have some good options for that. Yeah, I've been working with that. It certainly helps, but I do need to make sure the gradients look decent ...
- Nov 2nd '18, 23:48
- Forum: Projects
- Topic: Hound Redux
- Replies: 39
- Views: 18085
Re: Hound Redux
Okay, quick status update. Haven't been getting as much work done on this as I'd like, but I think I'm making some small amount of progress, at least. Here you can see the rough basis for the side-view movement animation: output_vvudau.gif As I said, it's a rough basis - as in, very rough. Needs a l...
- Oct 3rd '18, 20:22
- Forum: Projects
- Topic: Hound Redux
- Replies: 39
- Views: 18085
Re: Hound Redux
When you get to shading, it might be a good idea to focus on maybe, shading each view of the stationary sprite, or every frame of one animation from one view, so we can test and see how it looks in-game and make adjustments if necessary without having to go back over a whole bunch of sprites. Oh de...
- Oct 2nd '18, 22:04
- Forum: Projects
- Topic: Hound Redux
- Replies: 39
- Views: 18085
Re: Hound Redux
Minor status update. Just thought I'd share a small animation showing roughly what the attack animation will look like from the front:
Spoiler:
- Sep 25th '18, 22:56
- Forum: Projects
- Topic: Hound Redux
- Replies: 39
- Views: 18085
Re: Hound Redux
Alright, so it's been ages since I last said anything about this project, and I'm sure plenty of you have been wondering "What the heck is taking so long?" I really have to apologize for the delay - other things have been grabbing my attention for quite awhile, and I haven't done nearly as...
- Jun 14th '18, 13:33
- Forum: Projects
- Topic: Hound Redux
- Replies: 39
- Views: 18085
Re: Hound Redux
Well, unfortunately, I don't think that would be possible to implement given the limitations of the Aleph One engine - but if it were, it would definitely have to be included. [MSmile] I think I'll save drawing the saliva for when I've moved on to properly shading every sprite; for now I'll just foc...
- Jun 10th '18, 00:11
- Forum: Projects
- Topic: Hound Redux
- Replies: 39
- Views: 18085
Re: Hound Redux
Well, so far, these are the ones I've been working off of: http://marathon.bungie.org/story/_images/houndscreenshot.gif http://marathon.bungie.org/story/_images/hunter&hound.jpg Screen shot 2018-03-19 at 2.29.55 PM.png http://marathon.bungie.org/story/_images/m1machomeadaliens.jpg The third imag...
- Jun 8th '18, 17:28
- Forum: Projects
- Topic: Hound Redux
- Replies: 39
- Views: 18085
Re: Hound Redux
Cool, neat find! It's unfortunate that we don't really see very much of the Hound in those shots - not much I can do with those little snippets. Still, I will definitely try to gain as much insight from those as possible. Thanks for the tip!
- Jun 2nd '18, 01:47
- Forum: Projects
- Topic: Hound Redux
- Replies: 39
- Views: 18085
Re: Hound Redux
Thanks, the references might help, especially since I now know roughly which color palettes you recommend (you are the project lead, after all). ;) Made yet another attack sprite tonight. I'll definitely go back and tweak all of these soon (some of the shapes warp awkwardly between one sprite and th...
- Jun 1st '18, 23:39
- Forum: Projects
- Topic: Hound Redux
- Replies: 39
- Views: 18085
Re: Hound Redux
I like this idea a lot and if you and Lia would like to do it I would love to see Hounds in Eternal too. That would be very cool. I think the Hunters are the current low bar most unlikely to be raised as far as quality goes, so if your sprites look anything like these it should blend in just fine. ...
- Jun 1st '18, 19:59
- Forum: Projects
- Topic: Hound Redux
- Replies: 39
- Views: 18085
Hound Redux
So, I promised quite awhile back to try and recreate the Hound, a monster that was originally planned to be a part of Marathon, but got cut. There are only a small number of photos left of what it was supposed to have looked like, and from those I plan on trying to draw out a full set of usable spri...
- May 29th '18, 15:23
- Forum: Marathon Discussion
- Topic: Putting the Marathon Vidmaster's Challenge films on YouTube
- Replies: 98
- Views: 41255
Re: Putting the Marathon Vidmaster's Challenge films on YouT
Thanks. And yeah, I just sent Hamish a link so he can put it up on the Story and Vidmaster pages; hopefully it won’t bounce to his spam folder. It would appear that Hamish got the message. The latest news on the Story Page quotes you extensively and links to the YouTube channel you set up. Just tho...
- May 22nd '18, 19:28
- Forum: Marathon Discussion
- Topic: WMaiD
- Replies: 92
- Views: 61886
Re: WMaiD
Does that make Phoenix the Marathon fall of Rome or the Marathon dark age? I'm fine either way. Oh no, it's most definitely the height of the Roman Empire, just before the collapse. [MTongue] I also released a ≈30-level scenario a couple weeks back, which surely has to count for something, even if ...
- May 21st '18, 20:42
- Forum: Marathon Discussion
- Topic: WMaiD
- Replies: 92
- Views: 61886
Re: WMaiD
Awesome work! Between this, the updates for Eternal, and Marathon Redux, we may be witnessing the beginning of a Marathon renaissance!
- May 8th '18, 21:10
- Forum: Aleph One Discussion
- Topic: Question about Terminal Strings
- Replies: 2
- Views: 1740
Re: Question about Terminal Strings
Got it, thanks for the quick response.
- May 8th '18, 18:05
- Forum: Aleph One Discussion
- Topic: Question about Terminal Strings
- Replies: 2
- Views: 1740
Question about Terminal Strings
As the title suggests, I have a quick MML question for anyone who might be able to answer. The text that appears in the red bars at the top and bottom of each terminal page is determined by MML strings under ' stringset index="135" '. Inside M1, the relevant code, located in the file 'Mara...
- Apr 28th '18, 19:49
- Forum: Projects
- Topic: Marathon Chronicles
- Replies: 270
- Views: 106041
Re: Marathon Chronicles
You might have to do this with scripts. An enemy's reaction to getting hit is determined by the damage of the projectile: the higher the damage, the further it knocks back the enemy (negative damage will pull the enemy towards you and continuosly give them health). There's also an "External Ve...
- Apr 12th '18, 20:58
- Forum: Marathon Discussion
- Topic: I will play every level in Marathon and comment on them
- Replies: 83
- Views: 31268
Re: I will play every level in Marathon and comment on them
Have the controller cyborg behind bulletproof glass in a room just barely tall enough for him, and have some wires somewhere nearby (behind a panel so they don't get accidentally smashed) that, when smashed, trigger flickering lights and other effects like that, as well as moving the ceiling down o...
- Apr 8th '18, 13:24
- Forum: Projects
- Topic: SPOILERS M1R Story Development Thread
- Replies: 60
- Views: 21884
Re: SPOILERS M1R Story Development Thread
Nice! Looking much better already, I think - those tweaks definitely helped, and I think having the overlay looks pretty neat.
- Apr 3rd '18, 14:29
- Forum: Projects
- Topic: Marathon 1 Redux
- Replies: 437
- Views: 308072
Re: Marathon 1 Redux
I'm not sure that remaking an old fan scenario is really the same as remaking one of the original games. Bungie has already basically given Marathon (or at least the original trilogy) to this community to preserve and improve - plus, it is only natural for video game fans to want to add some of thei...
- Mar 27th '18, 15:50
- Forum: Marathon Discussion
- Topic: I will play every level in Marathon and comment on them
- Replies: 83
- Views: 31268
Re: I will play every level in Marathon and comment on them
Yes, I just re-read the terminal on We're Everywhere where Durandal says: "Have you tried your new fusion gun against the armored Pfhor hunters yet? My S'pht rebuilt it with the sole purpose of short- circuiting Pfhor-built machinery." Which suggests that, canon-wise, the Fusion Pistol in ...
- Mar 27th '18, 13:49
- Forum: Marathon Discussion
- Topic: I will play every level in Marathon and comment on them
- Replies: 83
- Views: 31268
Re: I will play every level in Marathon and comment on them
Funny, I had totally forgotten that Wasps were weak to fusion in M1A1 - I have no idea if that's the way they were in the original game, though. It only becomes clear that they even have said weakness if you split the M1A1 map open with Atque and then open one of the physics files contained inside w...
- Mar 26th '18, 23:38
- Forum: Projects
- Topic: SPOILERS M1R Story Development Thread
- Replies: 60
- Views: 21884
Re: SPOILERS M1R Story Development Thread
For once, I have to agree with Wrkncacnter - that particular art style would be quite out of place. Yes Marathon's art style is cartoony in a way, but it's not exactly anime, and I think suddenly throwing in anime-style artwork would severely damage the suspension of disbelief. The terminal art of t...
- Mar 25th '18, 13:20
- Forum: Projects
- Topic: Marathon 1 Redux
- Replies: 437
- Views: 308072
Re: Marathon 1 Redux
It always seemed pointless that the switch in there turns on and off the light. Why would it be set up like that? What is it lighting up? It is a light switch. It turns on the lights that are all over the alcove. I think you missed Philtron's point. What he's saying is not that it makes no sense to...
- Mar 19th '18, 21:39
- Forum: Projects
- Topic: Marathon 1 Redux
- Replies: 437
- Views: 308072
Re: Marathon 1 Redux
Glad to hear it! I welcome any assistance. What sort of art do you do? Well, I can't say I'm terribly qualified - I'm a novice hobbyist who mostly focuses on portraits (you can find my work here ). I was thinking about experimenting with recreating the Hound that was cut out of the original game. I...