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 ago2007-10-01 22:23:10 UTC Post #235426
that would be awesome wicked sexy hard deathmatch... @.@ but way fun. especially if it plays kinda like some of those 2d games. or even like codename gordon. just jump and go forward and ur nade goes pew pew farther =)

good luck
Posted 17 years ago2007-10-01 23:01:16 UTC Post #235427
@Saw:
Any chance of (lol) multiplayer!?
Check out Ragnarok Arena for that.
@Chicken: Keep this single player. No need for 2 MP mods that play exactly the same.
Edit: Odin Sphere, anyone?

Edit: A quick, dirty, and ass ugly comic shop-esque scene in some beach city. No traffic lights, bus stops, benches, or cars.
User posted image

The game could do with a little higher camera. Its too low, put the center of the screen on his head, not the default(on his waist).
Posted 17 years ago2007-10-02 13:51:56 UTC Post #235472
BAH WHAT!?

I used the same font for health and armor numbers for 6D! only I change the zeroes i think.

Now one of us has to change it... :furious: :furious: :furious:
Rimrook RimrookSince 2003
Posted 17 years ago2007-10-02 13:54:01 UTC Post #235474
Apparently someone beat you to the punch, because I found that HUD on HIT months ago.
Posted 17 years ago2007-10-02 16:46:21 UTC Post #235494
Might I suggest binding forward to D and backward to A as default? :D
Posted 17 years ago2007-10-02 21:07:02 UTC Post #235504
Yeah, I changed mine to D and A as well. Defaults would make sense.
this is what i made of the controls for me.

A - Left (back)
D - Right (forward)
W - Jump / Swim up (Yes jump, I'm weird like that.)
S - Duck / Swim down
CTRL - Duck
Space - Jump

If there is already a mod out there that's like this with multiplayer, then don't. I never knew it existed.

But it still should have wall jump, long jump, and double jump.
Rimrook RimrookSince 2003
Posted 17 years ago2007-10-02 22:16:35 UTC Post #235506
I love the way you've been practically telling him how to make his mod.
Strider StriderTuned to a dead channel.
Posted 17 years ago2007-10-06 13:39:29 UTC Post #235846
New build! Download!
Changes:
  • Monsters no longer walk out of reach, so you no longer have to place clip brushes to keep them aligned
  • Fixed crash bug when restarting after death
  • Added crosshair
  • Added trigger_set_camera
  • Added trigger_set_player
ChickenFist ChickenFist<Witty Title>
Posted 17 years ago2007-10-06 13:58:57 UTC Post #235858
I love the way you've been practically telling him how to make his mod.
Geez i'll stfu already.
Rimrook RimrookSince 2003
Posted 17 years ago2007-10-06 14:00:02 UTC Post #235859
Well, I've actually been using your suggestions, so keep e'm coming ;)
ChickenFist ChickenFist<Witty Title>
Posted 17 years ago2007-10-06 14:02:42 UTC Post #235861
But it still should have wall jump, long jump, and double jump.
Wait, wasn't I the first one to suggest that?
Posted 17 years ago2007-10-06 14:20:12 UTC Post #235864
It's missing some models. Specifically - jed_fullpine_medium.mdl. D:
Daubster DaubsterVault Dweller
Posted 17 years ago2007-10-06 14:20:14 UTC Post #235865
well the long jump needed fixing. Wall jump was suggested and to second that notion, I agree. Double jump is something new i haven't seen in HL that would suit this very well too.
Rimrook RimrookSince 2003
Posted 17 years ago2007-10-06 14:23:05 UTC Post #235866
Fixed missing model, and also, I'm working on the doublejump, walljump and longjump.
ChickenFist ChickenFist<Witty Title>
Posted 17 years ago2007-10-06 14:30:59 UTC Post #235867
longjump animation needs fixing... I might help with that if it eludes for the moments.

This will be a lot better than Ragnarok Arena, IMO
Rimrook RimrookSince 2003
Posted 17 years ago2007-10-06 14:39:07 UTC Post #235868
Played it. The crosshair's a great improvement, but it's not very useful when shooting stuff at longer range. The best way to solve that would be to snap the crosshair to whatever the bullet's gonna hit at that angle.
Otherwise - great work. Keep it coming! :)

Btw, you used OIFH's zombies! Pwn! ^^
Daubster DaubsterVault Dweller
Posted 17 years ago2007-10-06 15:22:59 UTC Post #235875
Could not load library cl_dll/client.dll

Zomg crash?
Madcow MadcowSpy zappin my udder
Posted 17 years ago2007-10-06 16:13:54 UTC Post #235880
Wait.. Shit, I must've replaced the original one with the OIFH one you've sent me. Heh, that's why I got it in hl2d. False alarm, nevermind. :zonked:
Daubster DaubsterVault Dweller
Posted 17 years ago2007-10-06 17:05:13 UTC Post #235883
Wait wait.
Is this new build a patch, or a full version?

How did you guys make it work?
Madcow MadcowSpy zappin my udder
Posted 17 years ago2007-10-06 17:54:12 UTC Post #235885
This version changed a lot of files so it's a full download. Should work to just replace the old folder with the new, but try removing the old mod folder and then unpacking the new one.

Now all the mod needs is maps ;)
ChickenFist ChickenFist<Witty Title>
Posted 17 years ago2007-10-06 18:09:30 UTC Post #235887
Shit, I must've replaced the original one with the OIFH one you've sent me. Heh, that's why I got it in hl2d. False alarm, nevermind.
:cry: Awww, I got all excited then.
monster_urby monster_urbyGoldsourcerer
Posted 17 years ago2007-10-07 07:28:17 UTC Post #235917
I AM using steam espen.
Duh.

And I didn't have the previous version on this computer.
Tried to download the old version, but the link is broken?

Edit:
wait wait, in the last version there was included 2 dlls for the half-life folder.
They are not in the new version.
Im guessing that is the problem?

Edit2: cg.dll and cgGL.dll was missing in the half-life folder.
Hunter sent them and it worked fine.
Madcow MadcowSpy zappin my udder
Posted 17 years ago2007-10-08 09:54:39 UTC Post #235966
How would you guys feel about co-op multiplayer?
ChickenFist ChickenFist<Witty Title>
Posted 17 years ago2007-10-08 10:45:15 UTC Post #235971
That'd pwn, but I don't really see that working too well in 2D. Unless you had some extra challenging monsters, etc.

It'd be pretty awesome if the player was allowed to choose his character (gordon, scientist, barney, etc.). :o
Daubster DaubsterVault Dweller
Posted 17 years ago2007-10-08 10:46:43 UTC Post #235972
I was thinking adding an extra hard skill level for coop.
ChickenFist ChickenFist<Witty Title>
Posted 17 years ago2007-10-08 10:54:05 UTC Post #235974
Another thing bad about this is that it'd be hard for both players to attack at the same time. The one out in front would be the only one whose shots actually hit something. The bullets of the player left behind would just end up soaked by the player in front. (unless you made them non-solid or added some changes in overall level design)
Daubster DaubsterVault Dweller
Posted 17 years ago2007-10-08 11:04:27 UTC Post #235975
Players are all ready nonsolid, so bullets would pass right trough them.
But yeah, just playing with the idea.
ChickenFist ChickenFist<Witty Title>
Posted 17 years ago2007-10-08 11:10:17 UTC Post #235976
Just make Coop really exciting and fun somehow.

Add new crazy weapons or something.
Rimrook RimrookSince 2003
Posted 17 years ago2007-10-08 11:10:56 UTC Post #235977
Well, it would be awesome if you could make the battle 2 dimensional.

Right now, it is very 1 dimensional, you walk, enemy is infront of you and you shoot him/it in the face.

What if there were several height levels on the same time, 2D combat.
Loads of jumping and perhaps climbing?
It would be cool if the player could use a ladder that was next to him, but yet not in the way for the player if he wants to walk past it.

Just ideas
Madcow MadcowSpy zappin my udder
Posted 17 years ago2007-10-08 14:30:49 UTC Post #235991
Well, yeah, there'll be more of that once doublejumping etc is in, and besides, alot of that is up to the mapper.

But! Got soem co-op up and running! Anyone care to playtest sometime soon?
ChickenFist ChickenFist<Witty Title>
Posted 17 years ago2007-10-11 12:16:45 UTC Post #236142
Sure, ChickenFist. Jump on IRC and tell me when it's up :o .
Posted 17 years ago2007-10-12 11:02:42 UTC Post #236196
Hm, it seems I'll have to remove co-op, cause spirit got pretty unstable multiplayer. On the other hand, the mod now supports CHIPMODS! ;D
ChickenFist ChickenFist<Witty Title>
Posted 17 years ago2007-10-12 11:52:43 UTC Post #236199
chip...mods...?
Rimrook RimrookSince 2003
Posted 17 years ago2007-10-12 13:20:18 UTC Post #236207
Aye, .mid, .mod, .xm etc music.
ChickenFist ChickenFist<Witty Title>
Posted 17 years ago2007-10-12 17:36:06 UTC Post #236228
why would you want that kind of music and not mp3's?
Rimrook RimrookSince 2003
Posted 17 years ago2007-10-12 17:38:32 UTC Post #236229
old school style
Madcow MadcowSpy zappin my udder
Posted 17 years ago2007-10-12 18:43:02 UTC Post #236243
and also, less then 64kb per song, and they're epic.
ChickenFist ChickenFist<Witty Title>
Posted 17 years ago2007-10-14 12:33:13 UTC Post #236350
Aye, .mid, .mod, .xm etc music.
WIN.
Chiptunes &gt; *.
Posted 17 years ago2007-10-18 12:47:59 UTC Post #236581
ya know, i had problems when I played the updates, like the crosshair wasn't transparent and that "GO!" wouldn't disappear.

Maybe its just me because i'm not using steam...
Rimrook RimrookSince 2003
Posted 17 years ago2007-10-18 13:04:11 UTC Post #236582
Nah, it's a bug. I've fixed it, it'll be working in 1.0 Beta.
(Which will be out today or tomorrow)
ChickenFist ChickenFist<Witty Title>
Posted 17 years ago2007-10-19 15:01:17 UTC Post #236671
Beta 1.0 released OMFG
Changes:
2007-10-16 build (Beta 1!)
  • Added everything you actually need to download/play hl2d campaigns.
  • Added more blood and gore, for good measure.
  • Added MOD Music Support (MOD,S3M,XM,IT,MID,RMI,SGT,FSB)
  • Added trigger_play_chipmod (See mapping guide!)
  • Added doublejumping and walljumping and a definable player jump height and speed. (See mapping guide!)
  • Added trigger_set_physics (See mapping guide!)
  • Added a bit more "swing" in Gordons' back.
  • Added smoke puff effect
  • Added settings menu
  • Removed trigger_set_player, player model is now set in info_map_parameters instead.
  • Fixed bug with monster movement
  • Fixed headcrab movement
  • Fixed trigger_set_camera, now works properly.
  • Fixed env_zoom, now works properly.
  • Fixed bug where crosshair sometimes would turn non-transparent
  • Fixed bug where player would go back to gordon model on death, even if other model was set
  • Several small code tweaks
  • World now shakes on explosions
  • Added Steam splash screens and dialogs.
Download!

Training course included to show new entities and physics.

Lot of fgd entries updated, get updated fgd. Mapping guide and more example rmfs will be up sometime soon. :o
ChickenFist ChickenFist<Witty Title>
Posted 17 years ago2007-10-19 15:59:38 UTC Post #236673
model jed_fullpine_medium not found
game error crash

Correction... this is NOT training :(
Tetsu0 Tetsu0Positive Chaos
Posted 17 years ago2007-10-19 16:02:23 UTC Post #236674
crap, and fix'd
ChickenFist ChickenFist<Witty Title>
Posted 17 years ago2007-10-19 16:06:10 UTC Post #236676
thanks ! can't wait to play

HAHAHA
that's awesome.
I reset the move foward and back to a/d because i was getting annoyed at the wall jumps. I love it
Tetsu0 Tetsu0Positive Chaos
Posted 17 years ago2007-10-20 19:44:23 UTC Post #236750
Thanks. I think the coding part of the mod is pretty much done.
ChickenFist ChickenFist<Witty Title>
Posted 17 years ago2007-10-20 21:29:51 UTC Post #236756
Can you double jump then wall-jump combo?

ima chargin mah download by i'm impatient to try it. :combine: :combine: :combine: :combine: :combine: :combine: :combine: :combine: :combine: :combine: :combine: :combine: :combine: :combine: :combine: :combine: :combine: :combine: :combine: :combine: :combine: :combine: :combine: :combine: :combine: :combine: :combine: :combine: :combine: :combine: :combine: :combine: :combine: :combine: :combine: :combine: :combine: :combine: :combine: :combine: :combine: :combine: :combine: :combine: :combine: :combine: :combine: :combine: :combine: :combine: :combine: :combine: :combine: :combine: :combine: :combine: :combine: :combine:
Rimrook RimrookSince 2003
Posted 17 years ago2007-10-21 06:07:59 UTC Post #236759
:o I didn't manage to get through the laser platform thing.
However I discovered another bug.

When you die and you load a quicksave the animations stop working (except the jump animation for some reason)

It was fun tho! I liked the music : &gt;
Good job
Madcow MadcowSpy zappin my udder
Posted 17 years ago2007-10-22 13:07:37 UTC Post #236816
Yeah, noticed the animation bug. Goes away when you change weapons though.
ChickenFist ChickenFist<Witty Title>
Posted 17 years ago2007-10-25 01:01:23 UTC Post #236972
I loved this. Funny thing, I had just downloaded Codename Gordon and had this strange urge to make levels for an old 2d game. Then I checked back here and found this! It was perfect! I am already making a short series of maps called Gangsters. It pits Gordon against the alien invasion and military in a suburban setting, I suppose like Poke 646. Anyway, I'm glad you used the latest Spirit for this mod 'cause it gives me access to cool features for example. I have a section where you get in the back of a truck container. From outside, it is solid and you can't see inside but as soon as you hop in, the wall fades away to reveal inside! Looks so cool ingame! :cool: The only bug I found is that when you die (and didn't splat) the death view is still present. So if you move the mouse while dead, your body moves, looks like some "i'm hurt bad but can't get up so i'll roll around the floor till someone loads the game" :P And I changed to the a/d buttons too. Much easier that way.
Posted 17 years ago2007-10-25 15:08:41 UTC Post #237004
Nice, map sounds good. Version 1.1 will be out sometime soon, fixing the dead rotate bug-thing.
ChickenFist ChickenFist<Witty Title>
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