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Guns and Glory 0.5 - Is Released - And Updated!
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Metalor
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PostPosted: Sun Oct 25, 2009 9:11 pm
   Subject: Guns and Glory 0.5 progress
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Well, I've finished the first guard sprites and I'll give you a nice little preview screenshot of 4 of the 6 varients of that guard, that I took.



The guards are featured on a dummy level that I made, and the current visible Guards are all the Brown Guard, wielding: a Sniper Rifle, a Stielhand Grenade, a Pistol, and a Knife.

Of all these guards, only the knife guard will always appear, as the others can only occur if the Knife-wielding guard picks up one of the other weapons, in which they begin to use that weapon, and stop using the knife completely.

It took me around 8 or-so hours to make these sprites, and there are a grand total of 67 for this particular enemy. Next I'll be making the Officer, since they're basically just palette swaps with different headgear and different dying frames.

More to come soon!

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PostPosted: Sun Oct 25, 2009 10:01 pm
   Subject: Re: Guns and Glory 0.5 - Is Released - And Updated!
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I like that Smile
Nice artwork Smile
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PostPosted: Sun Oct 25, 2009 10:01 pm
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wow Looks Cartoon like......Love that HUD tho look Great..

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PostPosted: Sun Oct 25, 2009 11:01 pm
   Subject: Re: Guns and Glory 0.5 - Is Released - And Updated!
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Richter Belmont wrote:
wow Looks Cartoon like......Love that HUD tho look Great..


Yeah, I held a poll a while back and it was decided that, that would be the style for the charcaters. It allows me much better freedom when making the enemies.

That took me 8 hours, could you imagine how long it'd take to make something realistic looking? Too much time that I can't spend.

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PostPosted: Sun Oct 25, 2009 11:16 pm
   Subject: Re: Guns and Glory 0.5 - Is Released - And Updated!
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Ya I can See That Taking long..Unlike mines are from other Doom wads (With Credit given.....come on i Leaned my lesson 5 years ago) But i Took all my Time on the Story 1st

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PostPosted: Mon Oct 26, 2009 9:38 am
   Subject: Re: Guns and Glory 0.5 - Is Released - And Updated!
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Funny, I'm taking all my time on the coding first, then the graphics and the finally the story and levels. (dispite what some might think, I'm able to keep everything consistant with eachother dispite this difference in schedule)

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PostPosted: Fri Oct 30, 2009 4:02 am
   Subject: Re: Guns and Glory 0.5 - Is Released - And Updated!
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Outstanding work Metalor, really looking forward to playing this one. Smile

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PostPosted: Fri Oct 30, 2009 9:44 am
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Thanks, but unfortunately, progress is once again slowing down to a crawl. (I do this every now and again) wait a few weeks and it'll probably start picking up again.

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PostPosted: Fri Oct 30, 2009 1:11 pm
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.....


Last edited by Thomas on Mon May 30, 2011 11:27 am; edited 1 time in total
Metalor
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PostPosted: Fri Oct 30, 2009 3:57 pm
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Thanks!

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PostPosted: Thu Nov 19, 2009 4:07 pm
   Subject: Guns and Glory 0.5 progress
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I've recently finished the Officer sprites, so here's a little preview:



The Officers are basically the same in design to the Brown Guard, with the only crucial difference, being their dying frames.

There are only five of the 6 varients shown here, but now you get to see here, what you didn't see with the Guard.

However, Recognize an Officer when you see one, they're MUCH more of a threat than regular Guards, simply because they're MUCH more aggressive, and MUCH faster.

Their attacks are performed at a much quicker rate than the guards, and they move almost twice as fast. The good thing is that if they carry grenades, they'll usually run over their own grenades as they're blowing up, and they only have as much Health as the Guard.

So that makes up 12 enemies finished, and the next one coming should be the SS, the big baddies. The SS will be much tougher health wise, but they're almost painfully slow, and they perform their attacks at roughly 1/3 the rate of the Officer, though the SS has unparalled aim with the Sniper Rifle, unlike the Guard and Officer, who fire almost insanely, with poor aim.

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PostPosted: Thu Nov 19, 2009 9:49 pm
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Here's a screenshot of an example of what gameplay will appear like when Guns and Glory 0.5 is finished.



Basically, what I decided was that the Characters, Weapons, and pickup items would all be cartoonish, while the environment, such as walls, floors, and static objects such as tables and lamps, would all be much more "realistic."

This will give Guns and Glory a unique feel to it, so a Cartoon cast, in a no-so cartoonish world. This will also help players know what they should mess with, and what to leave alone. (aside from some stuff that you can interact with like coat racks and crumbling columns, but those are mainly scenery for the most part, so they don't count)

Pictured here is the Guard, and the newly finished Officer, looking out into a forest view in a small library.

This screenshot was taken solely for explaination purposes, this level will in no way make it into the final cut, as it's naught more than just a 10x10 square room at most, and has very little gameplay edge for that matter. The real levels will be much more interesting.

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PostPosted: Thu Nov 19, 2009 11:05 pm
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Very interesting project. Very unique Very Happy
Cool
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PostPosted: Thu Nov 19, 2009 11:10 pm
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Yeah... I though exactly the same. Looking forward to see how this turns out.

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PostPosted: Fri Nov 20, 2009 4:16 am
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.....


Last edited by Thomas on Mon May 30, 2011 11:42 am; edited 1 time in total
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PostPosted: Fri Nov 20, 2009 7:55 am
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Thanks guys! Hopefully, I'll be able to finish the guards a bit quicker, as progress on actual levels won't begin until the entire cast is finished.

Thomas wrote:
I love the way they stare! Could be fun to make a "Wolfenstein Kids" just like a cartoon show. Laughing


Do you mean when they're standing, when they're running, or just all the time?

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PostPosted: Fri Nov 20, 2009 9:02 am
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Thomas wrote:
I love the way they stare! Could be fun to make a "Wolfenstein Kids" just like a cartoon show. Laughing


Yeah! Laughing Too bad this isn't fully cartoony, would love to see everything in that style, those guards look great! Smile Though cartoon and not cartoon is an interesting mix.
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PostPosted: Fri Nov 20, 2009 10:43 am
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Meh, I can make it full cartoon later as a "What you wanted all along" patch or something. Besides, that means an even longer delay, because I gotta transfer all the walls and static objects into cartoony graphics, not fun! (as rediculous as that may sound)

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PostPosted: Mon Nov 23, 2009 1:44 pm
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Update: Progress has seen a recent backlash, and some stuff was removed to ease project tension. Basically now, 15 of the guards were dropped from the project, and now the guard, officer, and ss, for the most part, are now much closer to their original counterparts. Also, one of the unmentioned guards has been changed drastically, though that will remain a secret for now.

Nothing too serious on the coding backstep, but now the guard and officer sprites that I made will receive a "re-tuning" and will be fixed into a set of about 24 sprites each, rather than the staggering 61 sprites each.

If you don't understand what's happening, don't worry, progress will continue when interest returns, right now tension is flowing about the project and I'll be taking a short break.

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PostPosted: Wed Dec 23, 2009 3:58 pm
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Another update has ensued in me completely fixing and changing the palette to Guns and Glory 0.5, so now for the most part, everything looks like this:



But I'll be sure to fix everything in time.

Also, for the most part, I'll be using the original graphics now for the guards, but I've also made some pretty awesome improvements to the guards as well, so You can be sure to see some of what I'm talking about in updates to come.

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PostPosted: Wed Feb 10, 2010 12:06 am
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Just a quick update.

Most of the regular enemies are now complete graphics wise, and most of the current graphics are converted to the current palette.

The bosses are also complete, graphically.

The sounds are also mostly done, with only a select few that can't yet be completed, for specific reasons.

Hopefully soon, I'll be able to post some juicy screenies (showcasing the guards in their basically original attires, but with new, and kick-ass stylin' blond hair, and that's about it for the original guards).

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PostPosted: Sat Dec 11, 2010 10:48 am
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Progress is going along quite smoothly, and has over these past few months.

Nearly all of the graphics are finished, with the in-game sprites being at about 95% completion (with just a few touch-ups needed here and there for some of the actors and walls).

And Level design is going quite well. The maps are about 1/3 complete, and are made at a very decent quality that is uniform throughout.

Although the entire project itself is about only half, maybe a little more finished, it should progress very nicely, and may see a release in Spring of 2011.

I hope to share a few snapshots of the details later, just to give you guys something to ponder and drool over.

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PostPosted: Sat Dec 11, 2010 1:31 pm
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Sounds great, I've been looking forward to this mod! Smile

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PostPosted: Sat Dec 11, 2010 4:08 pm
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It's gonna play alot like Guns and Glory 1, only with the stakes at a much higher penalty than before. (You'll see what I mean when I get around to posting some screenshots)

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PostPosted: Sat Dec 11, 2010 4:49 pm
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I like the layout of the statusbar.

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PostPosted: Sat Dec 11, 2010 6:48 pm
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The status bar is actually a bit different now (No motorcycle anymore, I'm afraid) to accomodate some new things.

I won't spoil it now, but the upcoming screenshots will do that themselves.

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PostPosted: Sun Dec 12, 2010 4:53 am
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I liked the first Guns & Glory, so I'm looking forward to this one too. Is it for SDL? Smile
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PostPosted: Sun Dec 12, 2010 10:02 am
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Yes, I made this one using the SDL engine, so unlike the first one, it won't tax your harddrive nearly as badly, and you won't have to resort to Dosbox.

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PostPosted: Mon Feb 28, 2011 11:35 pm
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Well, the bad news is that there aren't any new screenshots to drool over right now, because I was on a month or so hiatus, pursuing other interests, but now I'm back on the project, and I've completed another level. I'm nearing the half-way point for the levels. Once I'm done with them all, I'll finish some touch-ups, and then I'll prepare a beta test version.

I'll also be touching up some of the sprites, so things will be going a bit slower than expected, but aside from that, I should be returning to modding, full-swing.

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PostPosted: Tue Jul 12, 2011 9:48 am
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Been a while since an update.

Anyways, progress is going well, just about all of the levels are finished. The graphics, story, some sound effects and the music are all that's really left to do. After all of that is done, Beta testing can begin.

Beta testing will have 2 phases to it before a version is released to the public. After it is released, I plan on starting an additional project revolving around this one.

No screenshots, I've decided to save them until after phase 1 of the beta testing. I'd like the screenshots to show off what the game will actually look like.

The full extent of what will happen after the beta testing phases are complete will only be revealed when the testing is over.

In a rough estimate this is the progress:
Levels: 95% (32/32)
Graphics: 90%
Music: 10%
Sounds: 95%
Story: 5%
Coding: 95%

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