Flat-Life (HL2D) Created 17 years ago2007-09-26 08:34:10 UTC by ChickenFist ChickenFist

Created 17 years ago2007-09-26 08:34:10 UTC by ChickenFist ChickenFist

Posted 17 years ago2007-09-26 08:34:10 UTC Post #235045
HL2D!
Well, here's my latest sideproject: Half-Life in 2D!
A mini-mod that plays entirely in 2D, but since it's a sideproject I don't want to do to much mapping for this, so I'm wondering if anyone is interested in making 2d levels for 2d half-life? :o Also, what do you think 2D Half-life needs?

Screenshots:
User posted image
ChickenFist ChickenFist<Witty Title>
Posted 17 years ago2007-09-26 08:46:11 UTC Post #235047
OMG I wanted to do something like this forever!

I could throw up a few maps just for fun

EDIT: Codename Gordon, only this one is not as crappy nor short.

Also, how do you aim weapons? is there a mouse cursor and you soot towards it, or is it like the mouselook stuff like normal.

any quick demo soon? just wanna see how it works...
Rimrook RimrookSince 2003
Posted 17 years ago2007-09-26 09:22:43 UTC Post #235050
Reminds me of Half Life: Ragnarok. You could remake the whole of Half Life into 2D ;O
Habboi HabboiSticky White Love Glue
Posted 17 years ago2007-09-26 10:57:19 UTC Post #235053
Almost, you can just aim up and down, like in Abuse.

I could release a demo later today I think.
ChickenFist ChickenFist<Witty Title>
Posted 17 years ago2007-09-26 13:44:13 UTC Post #235062
I don't get it.
You'll be aiming like this:
User posted image
ChickenFist ChickenFist<Witty Title>
Posted 17 years ago2007-09-26 13:49:01 UTC Post #235065
also, correct the jump height to be a little higher. 2D games with low jump height fail terribly, megaman was saved with wall jumping.

Isn't there a lack of animations for the character model? or are they fixed?
Rimrook RimrookSince 2003
Posted 17 years ago2007-09-26 13:59:17 UTC Post #235067
True, I'll fix jump height.
And yes, reload animations are missing, I'll look into fixing that.
ChickenFist ChickenFist<Witty Title>
Posted 17 years ago2007-09-26 14:50:56 UTC Post #235068
Cool concept, would be a fun mini-mod.

I wouldn't make it too big tho, I think it would get boring with many chapters and storylines...
Posted 17 years ago2007-09-26 15:44:59 UTC Post #235073
lol espen fails :P
Archie ArchieGoodbye Moonmen
Posted 17 years ago2007-09-26 16:19:54 UTC Post #235076
I was gonna make a mario mod using this style. Never got around to it.
Luke LukeLuke
Posted 17 years ago2007-09-26 16:42:59 UTC Post #235078
Mario with a Tau cannon
Tetsu0 Tetsu0Positive Chaos
Posted 17 years ago2007-09-27 10:31:07 UTC Post #235109
I tried this but never got too far when I realised coding was required.

This looks fun though.
monster_urby monster_urbyGoldsourcerer
Posted 17 years ago2007-09-27 13:31:12 UTC Post #235117
You and me both, Urb.

Easily done if the player's yaw could be set with a console command.

If i could code however, i wouldn't mod too much, i'd continue the spirit project in many ways necessary for the common needs throughout the modding community. Not to be a hero or anyting, I just like to help. Spirit needs an expansion anyway, i'd hate to direct a project I have little control over.
Rimrook RimrookSince 2003
Posted 17 years ago2007-09-27 18:42:13 UTC Post #235129
Demo Here!
Really short, just so you'll see how it works.

Bugs in demo I know about;
No crosshair
You'll have to stand a bit to the left of the ring triggers for them to work.
Conversation window is off in resolutions &gt; 800*600
If you find anything else, please tell me ;)

Now, If you want to see this turn in to a full mod, I need some mappers! I won't map (very much) for this mod! So if you're bored, make som maps! FGD and such soon.
ChickenFist ChickenFist<Witty Title>
Posted 17 years ago2007-09-27 18:50:55 UTC Post #235130
I think it should be mentioned that this isn't actually 2D at all, it's just a side-scroller. But it's still completely awesome, and I'll try the demo in a bit.
Posted 17 years ago2007-09-27 18:58:02 UTC Post #235131
Hehe, you're right. Probably should get a new name.

Also, I forgot to update the liblist.gam, so you'll have to type "map lul2d" in the console.
ChickenFist ChickenFist<Witty Title>
Posted 17 years ago2007-09-27 19:00:53 UTC Post #235132
yeah, missing the wad.
Penguinboy PenguinboyHaha, I died again!
Posted 17 years ago2007-09-27 19:24:07 UTC Post #235134
Posted 17 years ago2007-09-27 21:54:52 UTC Post #235137
haha, thats cool. need crosshair tho. :P
Penguinboy PenguinboyHaha, I died again!
Posted 17 years ago2007-09-27 23:03:52 UTC Post #235138
hell, i'll map.
did you modify the jump distance at all?
Tetsu0 Tetsu0Positive Chaos
Posted 17 years ago2007-09-28 03:00:44 UTC Post #235143
Hah, what an awesome little mod idea, i'd definately love to lend a mapping hand when you've got all the necessary files up.
Strider StriderTuned to a dead channel.
Posted 17 years ago2007-09-28 12:54:54 UTC Post #235161
did you modify the jump distance at all?
hm, forgot ;p Will be in next build!

Anyone interested in mapping, check here!
ChickenFist ChickenFist<Witty Title>
Posted 17 years ago2007-09-28 13:16:36 UTC Post #235162
Any chance of (lol) multiplayer!?
Rimrook RimrookSince 2003
Posted 17 years ago2007-09-28 13:33:49 UTC Post #235166
that was fun =]

things to point out:
? Standing directly in the first blue ring did NOT make the scientist talk to me. i had to go a little bit beyond it before pressing E.

? Presumably due to us using different resolutions, the scientist's text was out of position, and not on the "card" or "communicator screen" or whatever it is :P
Archie ArchieGoodbye Moonmen
Posted 17 years ago2007-09-28 13:39:56 UTC Post #235168
Well to fix the text prob, you can always use the upper half of the screen for the panel and place the text centered on it.
Rimrook RimrookSince 2003
Posted 17 years ago2007-09-28 13:49:19 UTC Post #235169
Any chance of (lol) multiplayer!?
Check out Ragnarok Arena for that.
Posted 17 years ago2007-09-28 18:25:47 UTC Post #235191
hunter, those will also be fixed in next build :)
ChickenFist ChickenFist<Witty Title>
Posted 17 years ago2007-09-29 13:18:48 UTC Post #235255
sweet deal chickenfist i have the mapping guide bookmarked. When i have time, (between classes whatever) ill draw up some plans and start fiddling :)
Tetsu0 Tetsu0Positive Chaos
Posted 17 years ago2007-09-29 13:59:30 UTC Post #235260
Played the demo.

It's a bit buggy and needs some fixes, but it's a really cool idea. I'm most certainly going to try mapping for this a bit... just for the heck of it. Jump puzzles ftw! :D
I think it should be mentioned that this isn't actually 2D at all, it's just a side-scroller. But it's still completely awesome
Agreed!
Posted 17 years ago2007-09-29 14:00:24 UTC Post #235261
So very cool, I have it all set up and I'll start working on something soonish. Making it open to all mappers is very nice of you.

Can't wait to see what zany 2.5D madness people pump out.
Strider StriderTuned to a dead channel.
Posted 17 years ago2007-09-29 14:56:28 UTC Post #235264
I played the demo. It's really neat, but the movement could use some work still. It's kind of pissing me off that I can't walk backwards and shoot behind me, but I don't know if that's fixable.

It'd also be neat, but not necessary, if you added some things like wall jumping and double jumping, which are pretty common features for side-scrollers.
Posted 17 years ago2007-09-29 18:44:02 UTC Post #235276
Actually, you gave me an idea! A func_wall_jump entity.

About the movement, well, I'll look into it ;P
ChickenFist ChickenFist<Witty Title>
Posted 17 years ago2007-09-29 22:14:14 UTC Post #235281
Hah that's all we can ask :)
Tetsu0 Tetsu0Positive Chaos
Posted 17 years ago2007-09-29 22:20:00 UTC Post #235282
I do hope you fix the long jump, you can only LJ in one direction.
Rimrook RimrookSince 2003
Posted 17 years ago2007-09-30 11:14:01 UTC Post #235309
Heh, mapping for this is a load of fun. And being viewed from only one angle opens up more opportunity (visually) for cool little effects.

I started working on this little map earlier today. It's still early, but playing around in-game is highly entertaining.
Strider StriderTuned to a dead channel.
Posted 17 years ago2007-09-30 11:17:41 UTC Post #235310
nice textures. your own?
Archie ArchieGoodbye Moonmen
Posted 17 years ago2007-09-30 11:20:25 UTC Post #235311
Mostly ;P

I used some of them in that corridor map I never got around to finishing.
Strider StriderTuned to a dead channel.
Posted 17 years ago2007-09-30 12:40:08 UTC Post #235324
Screenshot a lil test map I made, yay. I must say, it is awesomely fun to map for.

One bug though... you can't turn around. I mean, you can walk the other way, but in-game, that's just walking backwards. The character turns, but his hands does not. That means you can't aim on anything to the left of the player... i.e. I couldn't kill that zombie.
Posted 17 years ago2007-09-30 12:44:01 UTC Post #235325
Weird, I can shoot both ways just fine.
What weapon were you using, and have you changed any mouse/keyboard setting? (mouse look etc)

Maps looking great, btw.
ChickenFist ChickenFist<Witty Title>
Posted 17 years ago2007-09-30 12:58:13 UTC Post #235326
Haven't changed any settings (except I mapped "forward" to d and "backward" to a) at all. Are you sure you can shoot both ways? Because it looks like you can, the bullets can be seen, but nothing gets hit. Try placing a func_breakable to the left of Gordon and see if he can hit it.
Posted 17 years ago2007-09-30 13:03:13 UTC Post #235328
Zombieloffe... that's exactly the opposite of what I was complaining about! Very strange.
Posted 17 years ago2007-09-30 13:21:50 UTC Post #235329
Just found out why. The client changed direction, but the server dll didn't register the change. Fixing...
ChickenFist ChickenFist<Witty Title>
Posted 17 years ago2007-09-30 13:26:12 UTC Post #235330
This is just... whoa! I love it already!!! :)
Posted 17 years ago2007-09-30 18:01:55 UTC Post #235344
...This is a very strange feeling. I've never wanted to have sex with a Half-Life mod until now.
monster_urby monster_urbyGoldsourcerer
Posted 17 years ago2007-09-30 18:02:30 UTC Post #235345
Someone make a series of maps so I can play damnit. :o
Luke LukeLuke
Posted 17 years ago2007-10-01 12:01:01 UTC Post #235382
Awesome idea & coding work.
It'd be kickass if someone re-made the original HL soundtrack in .mids, making it even more arcade-y. :D
Really looking forward to this.
Daubster DaubsterVault Dweller
Posted 17 years ago2007-10-01 12:27:33 UTC Post #235385
lol wut
I played and barney killed me cuz I shot him in the face, and it loaded an auto save from HL1 singleplayer, with the 2D view activated :o

Didn't work very well though, I got fried by some laser
Madcow MadcowSpy zappin my udder
Posted 17 years ago2007-10-01 14:46:39 UTC Post #235399
That happened to me the first time aswell, haha! :D

Got the setup working btw, haven't mapped yet tho.
Posted 17 years ago2007-10-01 15:51:30 UTC Post #235412
There, new release!
Changes:
  • Removed trigger_ring. It sucked.
  • You can now shoot left xD
  • All weapons work properly.
  • Added info_map_parameters entity.
  • Added env_zoom entity.
  • Added trigger_random entity.
(Check mapping guide for more information on these)

Fgd also updated. Tell me any bugs you find kthx.
ChickenFist ChickenFist<Witty Title>
Posted 17 years ago2007-10-01 21:33:54 UTC Post #235425
haha, this is awesome to get the clogged pipes of mapping unclogged.

I say we make it a mod anyone can map for.

I may do models once I finish some other model comissions. Like fix up the animations and sorts. Just keep working on it and I'll get back to you on that.

The idea of side scrollers is easy, thing you have to watch for is grounding the player. Think of how Mario can jump and the many forms of it. Add wall jumping, fix the long jump, add a double-jump feature and item module to go with it, and moving around would be fun enough to make more elaborate levels without the fear of vertical problems. This makes it more fun to map for and play.

Then try whipping up some multiplayer!
Rimrook RimrookSince 2003
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