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Unused graphics from my archives :P
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Ringman
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PostPosted: Sat Jan 31, 2015 6:48 am
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I might use your new death sequence as a base for the hi-res version. Since the blob head is done, the green blob is already coming along fairly quickly since its just a matter of adding arms and legs. Then re-color add horns and its the red blob. Shouldn't be hard. The mother blob on the other hand will take a bit more work, obviously.

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PostPosted: Sat Jan 31, 2015 6:51 am
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Holy crap, that looks awesome!
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PostPosted: Sat Jan 31, 2015 7:00 am
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If you still have the original WAV files you used for the DOS version of the game, you can have them re-written to the VSWAP to play back in 44 KHz. You might have done so already, though - I noticed that the volume issues are corrected in the SDL port, and the overall clarity of the sound seems to be improved.
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PostPosted: Sat Jan 31, 2015 11:44 am
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Gonna getcha!

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PostPosted: Sat Jan 31, 2015 12:36 pm
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Nice!
Donnow how you do it - but it looks so fine.
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PostPosted: Sat Jan 31, 2015 1:43 pm
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Ringman wrote:
Gonna getcha! ...
Now that's an awesome way to wrap up the first month of the new year. Thumbs Up
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PostPosted: Thu Feb 05, 2015 10:33 pm
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Wow, this is awesome. This has always been my favourite 'fun' mod and I've played through it many times.

Any chance of a Drawn & Quartered SDL version Andy?

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PostPosted: Fri Feb 06, 2015 3:40 am
   Subject: Re: Unused graphics from my archives :P
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More an add-on type post than a Artist's Archive post, but it seems one of the pushwalls moves over a square in Level One, and you can't get the treasure. Sad
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PostPosted: Fri Feb 06, 2015 8:05 am
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Dean wrote:
Wow, this is awesome. This has always been my favourite 'fun' mod and I've played through it many times.

Any chance of a Drawn & Quartered SDL version Andy?

It's a possibility. Not as simple to convert as Blobs 3D, so it might take a bit longer. I'll start looking at it this weekend. Smile

Tricob wrote:
More an add-on type post than a Artist's Archive post, but it seems one of the pushwalls moves over a square in Level One, and you can't get the treasure. Sad

I've updated the zip file at Dropbox. When I tested this, for some strange reason I thought the room with the treasure was approachable from the other side, so I just no-clipped into the stopped pushwall to grab the treasure. I apologize for this brain cramp, which you'll all find out soon enough happens more with age. Razz
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PostPosted: Fri Feb 06, 2015 10:52 am
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I love the style of this mod, very colorful! I also get a Douglas Adams-vibe from the story, which is right up my alley. Smile
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PostPosted: Fri Feb 06, 2015 3:25 pm
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OT -

Andy_Nonymous wrote:
Dean wrote:
Any chance of a Drawn & Quartered SDL version Andy?

It's a possibility. Not as simple to convert as Blobs 3D, so it might take a bit longer. I'll start looking at it this weekend. Smile
I had no problems running it with my customized Shareware EXE, but I did keep dying on Level 2. If you need help with this in any way, just let me know. Smile
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PostPosted: Tue Feb 10, 2015 12:00 pm
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Yeah the pushwall bug is an old one. When I made this game in a week, I didn't have nearly enough time for bug testing. Dugtrio and I tested each level for completion on hardest difficulty, and that was it, really.

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PostPosted: Mon Mar 23, 2015 4:04 am
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I squeezed in time to work on this. All frames of the Green blob are complete except for death, which when done will be the basis for the other blob deaths of course.

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PostPosted: Mon Mar 23, 2015 5:05 am
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This is great Smile
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PostPosted: Mon Mar 23, 2015 8:48 am
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Wow, really awesome! Very Happy
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PostPosted: Mon Mar 23, 2015 3:19 pm
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Ringman - Love it! Look forward to playing this hi-res update and everything it has to offer. Too Cool
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PostPosted: Wed Mar 25, 2015 7:41 am
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And Kaboom, the death!

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PostPosted: Wed Mar 25, 2015 7:45 am
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I love this stuff, it is all fantastic!
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PostPosted: Thu May 21, 2015 3:01 am
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Hi guys. Its been a bit. I'm still working on this. Been having delays as I am finishing up an other project which I'm actually getting paid for. I do have some new stuff but I kinda want there to be SOME surprise. Been working on the Mother Blob boss as of late.

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PostPosted: Thu May 21, 2015 3:21 am
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Always happy to hear the game is still being worked on. Smile
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PostPosted: Fri May 22, 2015 10:14 am
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Just to keep you entertained, I whipped this up yesterday for the fun of it.



I apologize for the bizarre ordering of the sprites. I used an automatic spritesheet generator to create it.

Now someone please make a wolf3d engine sequel to hovertank 3d!

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PostPosted: Fri May 22, 2015 1:01 pm
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That looks awesome! Maybe with some edits, it could be made to look like a tank for Wolf 3d?

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PostPosted: Fri May 22, 2015 1:11 pm
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OR with some edits you could make it cyan and make it the original tank, then add rotations to the other hovertank sprites and make a Hovertank 3D mod. That's what you MEANT to say, right? : Very Happy

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PostPosted: Wed Jun 03, 2015 7:50 pm
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Just about done with the red blob. I need to do his attack animation. I made him a tad bit more "sinister" than the green blob but tried to maintain the usual blob goofiness.

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PostPosted: Wed Jun 03, 2015 8:38 pm
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LMAO ... awesome! Thumbs Up
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PostPosted: Fri Jun 05, 2015 7:50 am
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He's spitting now!

Gonna start doing some importing and see how these guys actually look in game.

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PostPosted: Fri Jun 05, 2015 8:07 am
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I've got a question. I tried to import these into an editor, and the blobs were all in the floors for some reason. Like they were being offset down really far. Any explanation for this?

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PostPosted: Fri Jun 05, 2015 10:54 am
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Can you show a screenshot of the problem?

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PostPosted: Fri Jun 05, 2015 11:55 am
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The walls are all messed up too, but normal res stuff shows up fine. I'm guessing I did something seriously wrong when I imported them. I tried with WDC and ChaosEdit.

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PostPosted: Fri Jun 05, 2015 2:35 pm
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Ringman - I'd like you to PM me a link to the picture files. It probably involves a very simple fix. Smile
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