View Full Version : 2D platform DOOM game I started to make
doomjedi
February 6th, 2004, 07:01 AM
Well, I like the Doomspalt project, but there are some basic thing about it I don't like
1. It's just a mod for legacy, and based on it
2. It's limited with some doom/legacy engine limitations that reqiere heavy programming.
3. Doomsplat will be limited to forward shooting only
So I started my own 2D openGL DOOM, nothing to do with the legacy or doomsday ports, just 2D platform DOOM game, contra/demolution man style with doomguy capable to do rolling, climbing, 8 dir shooting and stuff. 2-player coop mode will be done as well. I have no limitations as compared to doomsplat. I just started, so there is a just little preview:
http://wmh.walla.co.il/community/2004/2/6/8951046/previewhot.JPG
What do you think?
ToXiCFLUFF
February 6th, 2004, 07:17 AM
Well, I like the Doomspalt project, but there are some basic thing about it I don't like
1. It's just a mod for legacy, and based on it
2. It's limited with some doom/legacy engine limitations that reqiere heavy programming.
3. Doomsplat will be limited to forward shooting only
What do you think? That'd be sweet! What are you making it with?
iori
February 6th, 2004, 08:52 AM
looks like TGF.
doomjedi
February 6th, 2004, 08:59 AM
I was kinda worried (to tell you the trooth...) about your reaction to my post, as I knew it will not wait too long. I'm glad that you liked the idea. Don't understand me wrong, ToxicFluff, I'm as I already mentioned a great supporter of your project. I think what you're doing is great, really is. So i'm not trying to compete in any way.
But when I saw your project, I just thought that you have too much limitations by the doom/legacy engines (taking doomguy animations or any other animations for example...), and I really would like to see and old-style contra-style game made with doom gameplay and graphics. So I decided to make my own 2D game, with my freedom of creative choice (as I am a very creative person ;) ...), just the way I (doomjedi) would like it to be.
Right now I'm just at the beginnig, and I even don't know if I'll have anough patience to get this project to the finish line. Right now doomguy walks, stands and picks up items with all the right animations, including the level startup animation, jumps, I have almost all the DOOM sprites integrated into the game yet without scripting, that's basically it. As you can see, no doom textures are yet in, but that's a very easy thing to do, the most important thing is to program all the player actions without bugs.
I'm not a programmer as well, so I'll work with some game-making programs. Current version is made in Game Maker, which is quite a buggy program I must admit :( If i'll decide to really go on with it I might move it to some other 2D game-making engine.
I'm not comparing the quality of a Game Maker to Doom Legacy or any other doom-port, but what I like here, is my freedom of choice, I can shoot to any direction I want if I make the right sprite frames (and as you know, I make them pretty well ;) ), I can make the player roll, dring beer, climb,or do whatever...
By the way, I'll be glad to get your help on this one :) especially with he weapon system and scripting...
By the way, did you put my animations in doomsplat?
Today I'm partying, as I finally got my driving licence!!!! (At the age of 25...:( ). Now, my social life will get much better, I hope it won't interrupt my new project ;)
ToXiCFLUFF
February 6th, 2004, 09:23 AM
The scripting (which powers the weapons system) is Legacy specific, so I can't really help you with that :/
I've been with my girlfriend the past 7 days, and I will be for the next two, so I haven't had time to work on anything (or even really be on the forums). I've started putting the animations in today, inbetween working on my Legacy example wad.
Congratulations on getting your driving license by the way :)
doomjedi
February 6th, 2004, 09:38 AM
So that's what I should get now, after getting a licence - a girlfriend! :) :) :)
Have a good time with yours! ;)
Thanks for the congratulations, I'm really happy. I had a very good driving teacher and he made a driver out of doomer, that's a hard tast to do... ;) :D
Today I'll finishing integrating all the sprites and animation into the game and maybe start bringing textures in. I also will need to make animations for the doomguy, which is tons of work... I hope I can handle that...
ToXiCFLUFF
February 6th, 2004, 10:05 AM
So that's what I should get now, after getting a licence - a girlfriend! :) :) :)
Have a good time with yours! ;)
Thanks for the congratulations, I'm really happy. I had a very good driving teacher and he made a driver out of doomer, that's a hard tast to do... ;) :D
Today I'll finishing integrating all the sprites and animation into the game and maybe start bringing textures in. I also will need to make animations for the doomguy, which is tons of work... I hope I can handle that... Yeah, it'll be tough, but stick with it. I love platformers, and I wish there was more Doom based ones.
doomjedi
February 6th, 2004, 10:55 AM
I'll try to stick with it :D
You know, now as I am making more of it, it looks just amazing!! Too bad I'm too lazy to post an updated screenshot.
I can put columns and other items on top of each other, (I can put a skull or a corpse on top of a column, it's just image placement in the level, so I can have everything on top of everything - pickup items don't just spread on the floor anymore... I can create multi images) I can put them near each other, I can put them before and after the doomguy sprite...I already inserted all doom pickup and scenery sprites into the game, animated. So it looks good, torches, beating heart, hanged corpses from the ceiling... I can create great levels with it. I can change animation and torch color in a sec, put any image I want, even from heretic, I can do anything I want!!!!
update- Oh, well, for you I'll deal with myself being lazy:
http://wmh.walla.co.il/community/2004/2/6/8951739/doompre1.JPG
http://wmh.walla.co.il/community/2004/2/6/8951739/doompre2.JPG
=======================================
.....Current status update (new features):
1. right now all the textures on the level are DOOM textures
2. player can already duck, aim up, aim contra style (diagonally) - all those animation aready made and work. (I can put a screenshot if anybody is interested)
3. item pickup scripts done, scripts for health, armor, ammo and weapon handle.
4. Better level design
5. Background music is in.
Next to be done/need to be done:
1. doomguy rolling, shooting contra-style while ducking, doomguy on the floor shooting, more death animations, doomguy climbing and hand-moving, some of them will involve some heavy doomguy animating and I hope I can get it done...
2. doomguy shooting scripting, shouldnt be too hard
3. putting DOOM monsters in.
4. Bug fixing
5. Sounds
I already planned to make 8 weapons, including grenades and laser gun (contra-style)
:)
ToXiCFLUFF
February 8th, 2004, 03:27 PM
Heh, cool. it's good to hear you're using just Doom textures now - retains more of a Doom-y feeling.
Doom_Dude
February 8th, 2004, 04:18 PM
Hey this looks pretty neat. :) Keep up the good work doomjedi.
Congrats on getting your drivers licence.
doomjedi
February 9th, 2004, 01:13 PM
Thanks, Doom_Dude :)
I keep improving the "advanced but yet simple and logic" gameplay engine - player now can even shoot diagonally while ducking, or shoot up while ducking, soon jump button while ducking will make the doomguy roll or drop down (yet to be decided - by the way - which one will you prefer?). Support for contra-style dropping, contra-style swimming, climbing, lying on the floor (not only ducking), moving with hands while hanged - all of it are in my plans.
Also I play include alternative random-loaded doomguy death animations (to keep the death more real).
I also plan to make death animations for the monsters, as I don't want to have them look from the screen at you while dying - it's 2D only game. Lot's of blood will be included, just like Doomjedi likes it (just check my avatar...) :D
As I'm not connected to any known engine or port, I can change, add, improve any animation and sprite I want, and that's so cool :)
I'll post more screenshots soon. I just want now to make the doomguy gameplay being more simple built so it can be altered and enhanced without changing the whole code, that's important as I got the problem I did it in a too complicated way - now I use just action and frame based programming - I keep the record of the current action and current frame of the doomguy, and from that deside all the programming. Before I used many variables, but this change takes time.
I'll give more push to that during the weekend.
Do you know where I can download original DOOM sounds and music in wav or midi format? - it's very inportant, right now I've got olny doom graphics, but not sounds (to keep the "doomy feeling..." ;) )
Wicked Anime Kid
February 9th, 2004, 01:23 PM
Uhm if you have doom1/2/tnt/plut.wad you can rip them from there.
Else check this (http://www.doom2.net/~elbryan) link and goto the music page. You can find the original midi's under the remixes;)
This looks really cool and i await it with anticipation:D
Congrats on the drivers license:D
ToXiCFLUFF
February 9th, 2004, 01:28 PM
Thanks, Doom_Dude :)
I keep improving the "advanced but yet simple and logic" gameplay engine - player now can even shoot diagonally while ducking, or shoot up while ducking, soon jump button while ducking will make the doomguy roll or drop down (yet to be decided - by the way - which one will you prefer?). Drop down sounds much better to me. It's the way things are usually done in 2d sidescrollers.
doomjedi
February 9th, 2004, 02:03 PM
Thanks, you finally noticed my project, it gives me power :)
I really think it can be great, I put all my powers in the game engine, to make it the most fun gameplay ever, as I think gameplay is the most important.
About the dropping, ToxicFluff, it's not too easy to impement, I have dropping bugs even without any programming right now I can't get rid of...not that rolling is a very easy to implement, it's not only programming challenge, but the hardest doomguy animation challenge I can imagine (dropping is easier in that area). I think that even if I'll choose the dropping, anyway (as I think rolling has much to add to the gameplay, as you can check in "Demolution Man" by Sega Genesis- avoiding shots this way is fun) I might add a special rolling button for that, you can decide if you want to use it or not. Anyway, as I have choices in my life, I always try to choose them both ;)
I think this project will take time, as I have to do programming AND doomguy animating, other projects don't have that deadly combo :( All those complicated actions for one doomguy is such a headake... :( :( Making them work all together will be a miracle (which is my middle name by the way ;) )
Wicked Anime Kid
February 9th, 2004, 02:10 PM
Good luck with it....if you need any help just ask:D
doomjedi
February 10th, 2004, 09:31 AM
Thanks Wicked Anime Kid, I'll deninetely need all the help I can get. Who in these forums has a good experience with the Game Maker? I can send him the project file (which is still under 1M) , so we can work on different things in parallel
I also think making monster AI and general behavour will be difficult, I wonder if somebody could help me with that.
I won't mind sharing the project (which I didn't give a name to yet (but i will soon)) and the credit with someone else, especially one who is good with the Game Maker.
I hope to get a lot of progress done during the weekend.
Wicked Anime Kid
February 10th, 2004, 09:38 AM
Errr i have no expercience with game maker...sorry:(
I do have the ability to host your project on d-nation.rg (my new website...hoping to get really good:))
doomjedi
February 10th, 2004, 09:53 AM
Thanks, I'll be glad to be hosted :)
Wicked Anime Kid
February 10th, 2004, 10:19 AM
As soon as i get everything organized you are welcome to be;)
So how's it comming along, did you made any progress?
doomjedi
February 10th, 2004, 11:39 AM
I have only a few hours each day, after I'm back from the Army to work on it, so I hope to get the real progress at the weekend.
Right now as I already mentioned I reorganize my programming in a way I can add new features without too much complication. It takes time stopping the game progress, but it will show it's value soon, as I'll be able to add stuff with an ease (I hope...) I started the programming in the wrong way, with too many variables, now I'm getting rid of them, going to the action&frame based scripts. I hope to get it work soon, it's really a big headake. I already added the down diagonal aiming as well, so when I finish reogranizing the code, all the basic contra-style doomguy actions will work - walking, aiming up, aiming diagonally up, aiming diagonally down, jumping, ducking, aiming up while ducking, aiming diagonally while ducking.
With those actions, only with shooting added (I have to make the shooting sprites as well, they will be different contra-style weapon ammo with doom spirit, but all simmetrical, at least at the first release, to save me time and complication) I can make the doomguy actions for the first release of the game (more advanced actions I think will be added only to the second release). The most difficult part will be adding the monsters.
I think this project will take time, don't expect me finishing it in a week or two weeks. I'm really working all my free time on it, with a great dedication and interest.
different death animations I plan to make as well.
Ninja_of_DooM
February 10th, 2004, 11:43 AM
Well this looks different. I saw something like thise before but couldn't play it seeing as it was all in Russian.:D
ToXiCFLUFF
February 10th, 2004, 05:02 PM
Well this looks different. I saw something like thise before but couldn't play it seeing as it was all in Russian.:D No loss there Ninja, it's dreadful. Wait for my and Doomjedi's projects to fill your Doom-themed 2d sidescroller needs.
doomjedi
February 11th, 2004, 09:26 AM
Yes, me and ToXicFLUFF will make good DOOM sidescrollers. :) :) The good news are that me and ToXic doing a very different 2D DOOM games, and they both will complete each other rather than be in competition.
And another good news is that my project will be very easy to edit, or make the Heretic version, as the source might be released. With the source released this will be the most editable doom ever. :)
The bad news are, that I'm still not sure if I'll succeed making the game the way I want it to be. Too bad I'm not a programmer. The hardest part of my project will be adding the monsters (other parts will take as I hope not more than a week or 2), and I still have no clue how to make them act realistic, how to program them. Adding second coop player will be much easier, but still a lot of work. First release might be single player only, unless you'll be more patient than I thought.
I also plan adding cool effects in the future, as nothing limits me in my project - like different death animation for ducking, different monster death animations (death animations are my favourite, I for example made a vesion of 2 player bomberman (you probably know the original - it's the most famous bomberman source code on the net) with different levels, in each level each(!) bomberman dies differently. I can put the game in my site, if anyone will be interested.
Maybe I'll add different blood effects for hitting the hanged corpses for examle - nothing really limits me in this project, but time.
doomjedi
February 13th, 2004, 05:43 AM
Teaser trailer :D :
http://wmh.walla.co.il/community/2004/2/13/8971736/newpics5.JPG
http://wmh.walla.co.il/community/2004/2/13/8971736/newpics6.JPG
http://wmh.walla.co.il/community/2004/2/13/8971726/newpics1.JPG
http://wmh.walla.co.il/community/2004/2/13/8971726/newpics2.JPG
http://wmh.walla.co.il/community/2004/2/13/8971731/newpics4.JPG
ToXiCFLUFF
February 13th, 2004, 07:46 AM
Heh, that looks sweet. You're a good artist Doomjedi; the new animations look awesome.
Frades
February 13th, 2004, 07:48 AM
All i see is still images.. no animations here.
But it's still good work by the looks of it.
doomjedi
February 13th, 2004, 08:24 AM
Thanks, so as you see:
1. Code was successfully rewritten, so I can add new features with an ease :)
1. All the animations now work, (except the diagonal left aimimg while ducking - for some strange reason...)
2. Some Doom&other sounds added.
3. Shooting now work (with one kind of ammo for testing, but I can add different ammo with an easy.
So I seem to be doing just fine :D
I still need to do:
1. A lot of bugs fixing, especially the famous "drop-down for no reason" bug.
2. Monsters shoud be added. I found the way to rip all the sounds from doom wad to wav files, so souds shouln't be a problem, mainly behavour programming.
3. More sounds should be added
4. More weapons should be added. I can also add with an ease controllable weapons and shots, fore example someting like the split-missile in ROTT (my all time favourite weapon :) ) just with no heatseek...
I still don't know what weapon concept will I use, more DOOM-kind, or contra-style.
5. level design - the easiest thing.
6. I'm still thinkin of a name to the project...
7. Also a game intro menu should be nice.
8. I need to make more animations.
http://wmh.walla.co.il/community/2004/2/13/8972357/newpics10.JPG
http://wmh.walla.co.il/community/2004/2/13/8972357/newpics11.JPG
Frades
February 13th, 2004, 08:28 AM
Uhm.. now that i think of it, isn't using the resources from doom actually illegal for making another game? I don't care if it is or not, but that's just something that crossed my mind.
doomjedi
February 13th, 2004, 08:42 AM
1. I'm not doing the game for profit, I'm not gonna sell it.
2. I don't use Doom 3D game engine in any way, I don't use any of doom code at all.
3. I don't make a 3D game, but only 2D game.
4. How about all of you using doom graphics on these forums, (as avatars for example), or on other doom sites?
5. I don't really have to use DOOM sounds, if that's a problem.
Frades
February 13th, 2004, 09:06 AM
As i said, i don't have a problem with it. And there is nothing illegal in using the original code of doom executables, since it's released for public use by ID Software. But that is not the case with doom iwads. And again, i don't mind.. you can do what ever you wish as far as i'm concerned. From the screenshots it looks like a nice thing you're working on.
Don't flame me for mentioning the obvious truth.
ToXiCFLUFF
February 13th, 2004, 09:11 AM
1. I'm not doing the game for profit, I'm not gonna sell it.
2. I don't use Doom 3D game engine in any way, I don't use any of doom code at all.
3. I don't make a 3D game, but only 2D game.
4. How about all of you using doom graphics on these forums, (as avatars for example), or on other doom sites?
5. I don't really have to use DOOM sounds, if that's a problem. The funny thing there is that it would actually make your game more legal if you did. But as Frades said, he was merely pointing the fact of it's illegality out. The Doom community rips things from other games all the time, it's not like anyone is going to come after you with an army of lawyers.
doomjedi
February 13th, 2004, 09:33 AM
Well, doing the game on my comp for my own use is safe and almost legal. If you don't want me to share the game with you or anyone else - let it be I say - no problem here! ;)
ToXiCFLUFF
February 13th, 2004, 11:32 AM
It's totally illegal Doomjedi, but that's not the point. The point is that nobody really cares. A lot of what the Doom community puts out contains content from other games, and no-one's going to mind if your project does too. I think people would rather you released your project than keeping it to yourself, I know I would.
doomjedi
February 13th, 2004, 12:16 PM
Well, I understand. Actually I don't quite know how much an attraction 2D sidescroller can be nowdays :( , and I have o lot of things to do, I wish I could get some help, someone to help me with the project. Adding the monsters will be the real challenge, but right now I'd be happy enoghf to get the dropdown bug fixed, along with the left down aiming working.
How your project is doing, ToXic? Did you put my animations in? :) When will your project be out, or at least descent screenshots?
I'm not sure if I'm indeed doing something I should contunie to do, and if the game engine worth something as I don't wanna do all that work for nothing. Here, try this beta test map to check the game engine and it's abilities and tell me what you think. Don't be scared of that "dropdown" bug, as annoying as it is (You'll see what I'm talking about, trust me...).
Buttons:
arrows for movement/duck/aim up
ctrl - jump
alt - shoot
aiming:
down arrow pressed + up arrow - aim up while ducking
down arrow pressed,+ right pressed+up - aim diagonally up while ducking
arrows + up - aiming diagonally up
arrows + down - aiming diagonally down
The rest figure out for yourself :)
cdoom beta test map 0.1 (http://www.geocities.com/maxgenis/cdoom.zip)
BTW "cdoom" stands for "contra-style doom", I don't know if I'll keep that name :)
Wicked Anime Kid
February 13th, 2004, 02:17 PM
As soon as i have the time i'll check it out because i am working on the site design of d-nation right now;)
Those screenshots look amazing doomjedi:D
Great job!!:D
EDIT: I just played the game and i really must admit, you are really talentated Doomjedi. All of the animations don't look crappy but smooth and the game itself is cool too:)
You are doing a good job:) keep it up:)
doomjedi
February 14th, 2004, 02:53 AM
Thank you very very very much, sir !... :) :) :) I'm so glad to hear that, it really makes my day :D
Did you like my "collecting armor from hanged corpses" design? -I'm pretty proud of myself for that creative idea :)
Wicked Anime Kid
February 14th, 2004, 03:05 AM
Are you able to make dukenukemII style maps? (if that can be done then i raelly have some good ideas for some maps;))
doomjedi
February 14th, 2004, 04:45 AM
What do you mean dukenukemII-style maps? I mean I know duke nukem II, but I don't get exactly what you mean by it's style. I can create any kind of 2D platform style I want, with any aminations, images and stuff like that.
I just discovered that the Game Maker maker has built in support for split/multiscreen, zoom in/zoom out (which I plan to implement), So I can easily make deathmatch modes, coop modes, CTF modes or any game mode I want. If you never knew 2D CTF, domination, coop, deathmatch, overload, harvester, and other game styles (even not existing ones I can easily invent) - you will see this in cdoom, if I'll only have the patience to finish the project. I actually prefer not to make single mode at all, as programming the monsters is so much a mess... I don't really have to program the human players too much, you just control them and that's all-and such a control is already implemented in cdoom as you could see... :D - Now as I think - that's what I gonna do. Cdoom will be splitscreen only. It's a great idea you gave me, and that feature will make it something that no 2D platformer has.I just need to check if the splitscreen feature it really works.
If you read the thread, I even planned to add rolling, climbing, hand-moving, even contra-style swimming and stuff like that, so I planned for more advance gamestyle than of duke nukem II from the beginning (with all my respect to duke II...:) )
Edit: Splitscreen works !!!!!!!- already implemented in cdoom! I don't even have to do almost anything, as I said , this option is part of the gamemaker. I can do splitscreen for up to 8 players!!!!!
So that's my final (?) decision - cdoom will be splitscreen only
I can do 2 on 2 CTF for example, or any other mode :) (though all of them using the keyboard will be kind of uncomfortable..., and two player mode will be just too simplified).
That feature even doomsplat can't support yet... :)
Any ideas how can I get the most from the x2 or x4 splitscreen?
ToXiCFLUFF
February 14th, 2004, 06:07 AM
Played the alpha - it's already much more fun than the other crappy sidescroller. I must admit, I did really want to kill some monsters, but splitscreen deathmatch, assault and CTF sounds great. Keep working on it Doomjedi, you can make a good game out of this - I look forward to having a testable version with splitscreen.
Kaiser
February 14th, 2004, 06:12 AM
looks like Game Maker. I like.
doomjedi
February 14th, 2004, 06:19 AM
Thanks, ToXicFlLUFF :) I will continue to work on it. I would like to gib some monsters as well, but I don't think I can implement monster programming which won't be crappy :(
So if you won't to get some monsters in cdoom, I'll have to program them yourself (I can send you the source file...), or find some Game Maker expert t make me one. This splitscreen option (which as I said already works perfectly well) really saves me, as I was living in fear I'll get to the monster-programming stage, and fail to make the monsters more than crappy, bringing all the project down. I don't say I won't make single player in the future, but right now I decided to focus on multiplay only, inventing and making many fun gamemodes. I'll leave the 2D sidescroller single player mode to Doomsplat monopol :D and will try to make cdoom to be the best 2D SPLITSCREEN game around, and the most fun :) :) This way the cdoom will be made much faster, as adding game modes are 1000 times easier than programming monsters so they can be a real challenge, and not just crappy sprites.
To Kaiser: yes, it is the Game Maker, and if you are good at it, you are invited to join me in the cdoom project. :)- For example the cdoom single-player mode creator job got open lately... ;)
Wicked Anime Kid
February 14th, 2004, 06:45 AM
With duke nukem 2 style i meen like: elevators, a more versatil bg (scrolling perhaps for some levels), drones from the ceiling that shoot you, floors that go like / this and not like - or | (if you get me;))
doomjedi
February 14th, 2004, 07:56 AM
Scrolling option for a background is built in option in Game Maker, so cdoom supports that (for clouds for example). Elevators can be done also, though it's a bit of work in the programming of how exactly they lift the player sprite. drones that shoot you from the ceiling - sure, why not, very easy to make. I can make any floor I want actually.
It's not an engine I'm using, it's game maker, so I'm basically desing and program the game from scratch, just in a user-friendly way. So I can support any feature I want, just a matter of some work. Check the Game Maker site if you never saw the program:
http://www.cs.uu.nl/people/markov/gmaker/
You can learn that program well in only a a few days, and help me out with the project :)
BTW: There is also a 3D Game Maker:
http://t3dgm.thegamecreators.com/
Now as I think, elevator support for the splitscreen gamemodes is a must. (Like is the Super Nintendo "Metal War" which is such a fun game!!! - the best 2D sidescrolling splitscreener deathmatch game ever made, and the closest game to my project's final concept). I'll make that sometime in the future, but right now I have other things to do.
By the way, when you deside to host me on your new site, gimme a sign ;)
Edit: Splitscreen gaming implemented !!!
http://wmh.walla.co.il/community/2004/2/14/8975890/split1.JPG
http://wmh.walla.co.il/community/2004/2/14/8975890/M_DOOM.png
Splitscreen already working. I also made doom sprites in greed and red color, to create red and green zones like in CTF 3D games, which makes easy navigating and self placing ;)
Next things to do:
1. Create many random doomguy death animations.
2. Create more weapons
3. Create game modes - I can only hope I'll find some way to make CTF without making all doomguy animations all over again with him running with a flag... :(
4. Create a testing level for splitscreen mode (need to be simmetrical)
5. Bug fixing
POC :) (Piece of cake...)
doomjedi
February 15th, 2004, 10:19 AM
Now I think I've got my working plan for cdoom in the future:
Stage 1 - gameplay enhancing (before I make the gamemodes I must have those done...)
1. jumping pads
2. elevators
3. teleporters
4. moving tracks ("side elevators" so to speak...)
5. other
6. splitscreen test level desing
Stage 2 - game modes
1. deathmatch
2. CTF
3. domination
4. overload
5. other modes, invented modes
6. death animations
7. blood animations, landing animations
8. Cdoom "Extreme Arena" modes - small-level modes in hostile invironment - fire, lava, mines,electricity (like in "World Heroes" 1,2 by Nintendo) , so there will be more than one way to die on those ones...Some modes will use not a killing weapons but pushing weapons only to push someone onto a fire, lava of just down a cliff...
Stage 3 - more gameplay enhancing:
1. More weapons
2. More player moves - upper sidemoving with hands, climbing, rolling, dropping down, .......
Stage 4 - yet to be desided, might be a cheretic ;), more gamemodes, weapons, options, animations.... .
Far far future - single mode cdoom (?)...
Ton's of work , lot's of ideas, I keep getting ideas every second in average, so cdoom is just in it's dipers, so to speak... :D And all of this can be done, if I'll only have a time and patience...
//Update - nice doom-theme animated jumping pads implemented!! Just like in quake3, so cool! :)
moving tracks are the next goal...
//Update - moving tracks implemented ! :)
Now let's get the elevators and teleporters, and cdoom gameplay will rule :D
Wicked Anime Kid
February 15th, 2004, 01:06 PM
I can get it all hosted straight away Doomjedi:D
Glad to see you are progressing:D
doomjedi
February 16th, 2004, 12:06 PM
Thanks Wicked Anime Kid :) How can I get hosted?
And yet another update: diagonal jump pads implemented - just like in quake 3 :D
Elevators half implemented, today I plan to finish them. Teleporter animation already made (all in doom-style, using modifications of the original column sprites), I might add them later. This will be the best gameplay ever!
I hope to finish fixing the dropdown bug, maybe today I'll fix the side sticky bug.
Yet don't forget that I have only limited hour to work on it during the week, so the main progress will be in the weekend.
Wicked Anime Kid
February 16th, 2004, 12:16 PM
Why don't you come online on ICQ so we can chat about that hosting (yea i added you;))
Elevators:D Teleporting:D
doomjedi
February 16th, 2004, 12:25 PM
Sure, no prob :)
I came to ICQ and I have no message from you... :( - you can send them offline too, you know...
Wicked Anime Kid
February 16th, 2004, 12:28 PM
it says you are not logged on.....*confused*
doomjedi
February 16th, 2004, 12:50 PM
I'm online all these time, waiting for you
do we have the same ICQ? tell me your ICQ number, I'll find you. By the way, I have messenger as well
Elevators are a bit harder than I thought, I have them only half-working right now.
By the way, using Game Maker's built-in bouncing option I can make bouncing weapons with an ease, and also grenades. But all of this is not my priority right now, my priority is to finish Phase 1 of cdoom project
Wicked Anime Kid
February 16th, 2004, 12:52 PM
Well i guess ICQ won't work that good on gaim.
Messenger ay? (msn, yahoo, aim?? i can handle those tho)
doomjedi
February 16th, 2004, 12:56 PM
My messenger username is stingy, can you find me?
I never used the messenger before actuallyWhat's you name in the messenger? or email?
Just send me an email with the instructions, that should do it
Wicked Anime Kid
February 16th, 2004, 12:57 PM
Uhm what for (aim or msn??)
EDIT: Anyway i am now going off the pc so it's no use now but we'll chat later;)...bye
doomjedi
February 16th, 2004, 12:59 PM
I'm talking about windows messenger
tell me your ICQ number
edit// I'm going to sleep, bye :)
update: where are you? send your details to my email or gimme some living sign...
What do I need to prepare to be hosted?
The only bright light for today is that I fixed (I hope) the biggest bug of cdoom - the dropdown bug, making the game much more stable, and that's gives me the chance to make a splitscreen test level.
Both the up and side elevators are still buggy, I'll need some more time to get those working.
Wicked Anime Kid
February 17th, 2004, 11:44 AM
Okay i have my ICQ for you Doomjedi, and i am glad to see that you are progressing
ICQ: 338847172
doomjedi
February 17th, 2004, 01:05 PM
I am now
I'm glad you had found me on the ICQ, I added you to my contacts.
I'll be on ICQ tomorrow all the time I'm home.
TheDeadGuy
February 18th, 2004, 08:30 PM
Dude, this is awsome. Fantastic work. Keep up the good work. :)
doomjedi
February 19th, 2004, 11:07 AM
Thanks.:) :) I hope to get a playable beta out soon ,but expect it to be a bit buggy in the current project's stage. Now I'm just doing some bug fixing, with partial success :)
//update
1. Lot's of bugs fixed, dropdown bug, sidesticky bug mostly fixed as well, and others, cdoom is much more stable now.
Jump pads are working not bad at all
2. Doomguy death animation (might be more created in the future, but just to get started) is made and cool!! Players now can kill each other, gameplay rules, soon i'm starting to build the gamemodes, and I might release the new alpha this weekend...
3. more animations made.
Here is a little preview:
http://wmh.walla.co.il/community/2004/2/20/8991282/newnew.JPG
================================================== ========
UPDATE!!!!!!!!! Cdoom alpha 0.2 is out !!!!!! Here it is:
Cdoom alpha 0.2 (http://www.geocities.com/maxgenis/cdoombeta02.zip)
Press F1 for info, gamekeys and instructions, recommended!
I's just so you can test the new cdoom gameplay and tell me what you think. It has only one game mode (which was made just for testing, it won't get to the final release unless you'll like it) one level and one weapon. Elevator is still buggy as you'll have a chance to see. And don't do sudden turns near blocking edges, or you'll get stuck ! (sidesticky bug not solved completely yet).
ToXiCFLUFF
February 20th, 2004, 04:06 AM
Heh, I can't wait. Jump pads sound cool for a 2D sidescroller.
One question, can you have different background images in Game Maker? Like one end of the level with the sky in the background, and one inside a building?
doomjedi
February 20th, 2004, 04:20 AM
If you can't wait - just refresh the page :)
About Cdoom: As for background you can have that if you'll have one long hires background with won't need horizontal duplication. But you can define the picture as not a background but as just a texture and put it in the back (cdoom has depth priority, "send to back" will make the texture to become actually a constant background behind all other texture. So the answere yes, easily, any number of skyies and skypics you want. :)
But in Cdoom you can make even a level inside a building and see the doomguy only from the windows in the walls for example - again - depth priority - make a wall with windows in transparent color, and put it in the highest depth priority i("bring to front"). In bachground you can define a background as a "forground" to achive the same effect. Cdoom is a 2D scroller with no limitations whatsoever :D :) :)
ToXiCFLUFF
February 20th, 2004, 04:35 AM
Heh, this really is going to be awesome once you get the bugs fixed Doomjedi :) Is the Doomguy going to be able to take more damage in future versions?
doomjedi
February 20th, 2004, 04:44 AM
Yeah, I know, cdoom alpha 0.2 is still buggy especially the sidestuck problem...
About the damage - yes, this is the plan, instajib was just much easier to make, and I wanted to get an alpha out.
Actually health is very easy to inplement, my current problem is much more funny - I can't get it showing on the screen, so you won't know the health you have... :)
I can easily make any kind of weapon, I plan to make the following weapons:
Bazooka, blastgun (current weapon), double blastgun, splitgun (contra style), half-homing weapon (starts moving at the current direction of the enemy), fastgun (like shotgun, but the shots fly faster, half controlled weapon - splitmissile (Just like in ROTT, but without homing, just splitshot), maybe a bouncing weapon, supergun (just as blastgun but much more damaging), and maybe a mini-nuke, which will be bazooka with much bigger hit radius, something like in Unreal Tournament...
But all that later, I'm trying right now just to make a gamemode without bugs :)
ToXiCFLUFF
February 20th, 2004, 04:46 AM
Heh, sounds good. On another note, I just managed to accidentally delete Doomsplat (yes, I'm an idiot). Unless my filerecovery program works, it looks like the community is going to have to rely on Cdoom only, for a 2d Doom game.
doomjedi
February 20th, 2004, 04:50 AM
What??????? I hope you''re joking... :( :(
Anyway, you can always join cdoom :) I need someone to make a single-player mode, plus I'm not a programmer, even a bad scriptor as you can see from cdoom, you can really boost my project and you're always welcome :) :)
Don't you have backups by the way? Tha'ts stupid, deleting the files is not, it's just a human mistake. For my cdoom I backup immidiatly any new working version!
By the way I added lines to my prevous message, so read that too...
I was actually going to offer you to join cdoom anyway (without leaving Doomsplat of course :) ). Doomsplat will rule the single player 2D scroller world, and cdoom will be in one pack with doomsplat for splitscreen multiplayer. I don't think in splitscreen Doomsplat will overcome cdoom with all the legacy's/doom engine limitations. cdoom doesn't have limitations and is perfect for 2D deathmatching
ToXiCFLUFF
February 20th, 2004, 05:16 AM
I don't really have time to join Cdoom permanently, but I may be able to help out coding in certain areas. I've never used game maker before though, so I might not. I'll give it a try anyway, if you'd like. Luckily, I am getting Doomsplat back file by file now :)
doomjedi
February 20th, 2004, 05:24 AM
Well, I hope you'll save Doomsplat. And when you will, immidiately save a backup!!!!!
About cdoom - the major bug I need help in, is the side-stuck bug, when you get stuck inside a blocking sprite when appoaching it from the side, especially after changing direction near it. And the elevator stopping bug.
Game Maker is a very easy program, you don't even hae program much. I'll send you the cdoom project file when you'll get Game Maker basics going. You can learn how to use the Game Maker in a day or two, don't think ist's complicated.
I'll get hosted on Wicked Anime Kid's new website, and I'll spend some time now after the alpha release to make the webpage.
ToXiCFLUFF
February 22nd, 2004, 11:56 AM
I've now got Game Maker 5.2 - is that the version you're using?
doomjedi
February 22nd, 2004, 12:02 PM
I'm using the latest version. Tell me when you're ready to get working on cdoom project file, i'll send it to you. You'll see that a gamemaker is not too hard, I'm not a programmer and can do a lot with it. Currently I'm working on the health and ammo engine.There is an updated beta on the cdoom website.
Did you check the d-nation site? Cdoom is hosted there, there are also Cdoom forum over there and my new small&basic cdoom website
http://www.d-nation.org
Notice, that on the Game Maker site there are lot's of games WITH THE PROJECT SOURCE FILES to free download, you can get help from the other games. For cdoom I used the platform angine from the platform demo that comes with Game Maker, on the first screenshot of cdoom you can still see it's floor textures :) Or how to shoot, or other stuff - you can just copy them from the other games.
And you can ask me for any problem/question about Game Maker.
BTW, did you save DOOMsplat?? You interest in Cdoom got me worried to tell the truth ;)
And why don't you use an avatar?
ToXiCFLUFF
February 22nd, 2004, 12:10 PM
I generally figure things out by taking them apart, so it may be best if you give me the project source of Cdoom first - I'm not likely to mess around in game-maker without a reason to, and it'll be a good example to learn from.
As for Doomsplat, yeah I saved it. Right now I'm putting in the scoring system, and trying to get splitscreen coop working.
doomjedi
February 22nd, 2004, 12:17 PM
My previous message was updated, check it out. Well right now cdoom and doomsplat are totally different, cdoom don't support coop or single play, and doomsplat the splitscreen deathmatch modes, so it's cool :)
With a better programming those modes can be done in cdoom as well. But I've got the feeling noone wants cdoom, at least if it's not singleplay, all the doom dudes keep telling me they have nobody to play with, only right hand vs left hand (and that gives my horrible assosiations.. :( ) :( :(
Don't you have friends to play with? Yesterday I almost told myself nobody really needs cdoom and i should just quit it, as single mode seems to be to hard for me anyway... and everybody want it to be just single player or coop, so you are so lucky with your doomsplat, you have a wide community who is really gonna play it, not like cdoom :( :(
BTW Game Maker is a scripting kind of maker, and you really need to be a scriptor, not a programmer to use it, so it's perfect for it. Maybe you'll take the lead on cdoom later on.
ToXiCFLUFF
February 22nd, 2004, 12:22 PM
Well, I love multiplayer platform games. And to be honest, it's rare that there is competetive multiplayer in a sidescroller, so I think you have a good thing going.
As for the avatar thing, I dunno :) I used to have the logo of my Rust Doom mod, but it disappeared when the forums got hacked, and I haven't put it back since.
doomjedi
February 22nd, 2004, 12:27 PM
Refresh the page, I edited my last message adding the link you wanted.
Thanks, Toxic, I thought I'm doing something good too, until guys started to cry about single mode and coop. You with doomsplat will have a huge success :)
I loved contra, I think it's a great gameplay, and I looove dooom, so I was just thinking while getting your replies of doomsplat limitations and not be able to insert my animations I love so much to make :), so I thought - I'm not a programmer, but with scripting easy-to use Game Maker I can do all I dreamed of, Contra and Doom all together. Tha'ts where cdoom idea started. And after I discovered the Game Maker supports up to 8 splitscreen views, I thought - there is the concept!!!! :)
ToXiCFLUFF
February 22nd, 2004, 12:29 PM
Got it, thanks.
doomjedi
February 22nd, 2004, 12:33 PM
BTW Refresh the page again
Good luck!!!!
...removing the link.
Here is some basics to understand cdoom scripting:
(Just draw a human figure on the page and put the numbers with arrows near it for easy working - as I did -2 images - one for paction, one for cframe)
paction variable (player action):
1 walking (arrows)
2 aiming up (standing)
3 ducking (down key)
4 walking aiming diagonally up
5 walking aiming diagonally down
6 aiming up while ducking
7 prepare for diagonal aiming while ducking (down+arrows)
8 diagonal aiming while ducking
cframe (current frame) variable:
0 standing right
1 standing left
2 walking right
3 walking left
4 aiming up (right sprite)
5 aiming up (left sprite)
6 aiming diagonally up right
7 aiming diagonally up left
8 aiming diagonally down right
9 aiming diaginally down left
10 ducking right
11 ducking left
12 aiming up whlie ducking (right sprite)
13 aiming up while ducking (left sprite)
14 aiming diagonally right while ducking
15 aiming diagonally left while ducking
16 ducking prepare for diagonal aiming right
17 ducking prepare for diagonal aiming left
sprite naming - l or r at the end of the name usually mean left and right, c at the beginning of a name - contra-style (diagonal), u and d at the end of before the last letter - up and down.
p at the beginning of a variable = player, c = current :)
and another thing - what really blocks the player are not the textures, but the invisible "blocker" sprites hidden beneath them. also check the invisible stop sprites for the elevator.
Another thing - in Game Maker there are sprites and objects. Sprites are just an image library for the objects to use, but what you put in the game andare doing scripting for are OBJECTS only (that use sprites of course). Objects can change their sprite easy enouph, but still remain the same objects.
You can post you question on Game Maker or Cdoom here, and i'll answe them all :)
=========================================
Splitscreen coop working in Doomsplat will be awesome!!! I can't wait for doomsplat to be released !!! :)
ToXiCFLUFF
February 22nd, 2004, 02:43 PM
Ok, this all looks very complicated to me. But from what I can tell, the stuck in walls bug is a bounding box problem - when the player turns left or right, the center of his body is not quite where it used to be, it gets moved along a bit.
chubzdoomer
February 22nd, 2004, 10:02 PM
hey doomjedi, i can offer you and toxicfluff some help possibly. Im definetely not a master at Game Maker, but i do know how to at least make platform games and maze games, etc. that work correctly. My website is at www.freewebs.com/chubzgmsite
I am only 14 yrs old, but dont let that fool you, i pretty much know what im doing with game maker, but i just havent got the hang of the "coding" part of it.
If you need some assistance, let me know what i can help you with and i can gladly help you.
Right now, im working on my own project also, it is a Megaman game, but as of now, the only thing i have in it that will stay to make it to the full version of the game is my megaman sprite, the walls, enemies, and background will all go soon, to test it, go to www.freewebs.com/chubzgmsite
Once again, just let me know if you need help and ill do my best to help you :)
(and i tried the demo, i thought it was great!)
doomjedi
February 23rd, 2004, 10:27 AM
Nice site you have, chubzdoomer :) It's cool you're working on a cool project in Game Maker as well. Yet it has a long road ahead, from what I saw. Why megaman? (your favorite?)
Thank you for your compliments to cdoom, I really try my best :DI'd like to get any help I get, my elevator has bugs, and I have objects get stuck inside the blocking sprite. How do you make sure it doesn't get stuck, player sprites have different size and offset :(
Toxic - I don't think Game Maker is complicated, it's actually very easy. About the stuck problem, you're partially right, and to tell the truth it's not that I don't know the problem - i don't have a solutions to it. My doomguy sprites have different size and offset, it's less the bounding box problem. When the sprite has to change from left to right, to make it look real I must have the body stay in place, just turning the other direction. And if in the other side there is a blocker, sprite get's right on top on it and gets stuck right away. The problem is what i can do about it? I must have different size sprites and position offsets, because the collision events with the bounding box won't work properly otherwise :(
ToXiCFLUFF
February 23rd, 2004, 11:46 AM
You see, the body doesn't stay in place - it actually moves when the player turns round, rather than just turning to face the opposite direction. I'll show you a pic of what I mean in a little while (busy right now).
doomjedi
February 23rd, 2004, 12:37 PM
I know what are you talking about Toxic.
---> sprites CAN be different total size - but the bounding box of all doomguy sprites must be the same constant size!! (and width) AND ,at the same time, sprites origin must be set to the same relative point to THE BOUNDING BOX!!!!! covering just the main body mass BTW...
:) :) :) :) that should 99% work!
This is great, thanks for the help !!!! :D - I'll work on it during the weekend - now all there is left is to find the elevator stopping bug and I can release a cool bug-free cdoom alpha 0.3 and then soon cdoom alpha 0.4 with health and ammo engine working :) Cool 8) Please find the elevator stopping bug, pleeeaaase.... :(
I started working on the health and ammo engine, but I don't have too much time to work on it during the week, tomorrow I won't have time at all :(
chubzdoomer
February 23rd, 2004, 01:23 PM
Nice site you have, chubzdoomer :) It's cool you're working on a cool project in Game Maker as well. Yet it has a long road ahead, from what I saw. Why megaman? (your favorite?)
Thank you for your compliments to cdoom, I really try my best :DI'd like to get any help I get, my elevator has bugs, and I have objects get stuck inside the blocking sprite. How do you make sure it doesn't get stuck, player sprites have different size and offset :(
Toxic - I don't think Game Maker is complicated, it's actually very easy. About the stuck problem, you're partially right, and to tell the truth it's not that I don't know the problem - i don't have a solutions to it. My doomguy sprites have different size and offset, it's less the bounding box problem. When the sprite has to change from left to right, to make it look real I must have the body stay in place, just turning the other direction. And if in the other side there is a blocker, sprite get's right on top on it and gets stuck right away. The problem is what i can do about it? I must have different size sprites and position offsets, because the collision events with the bounding box won't work properly otherwise :(
Thanks for giving my website a visit, i appreciate it. I chose megaman because, it is not my "favorite", but because those were the first sprites i got, so i just used them =D
Could u somehow email me an editable version of Cdoom so i could look into it and maybe try and get your bugs fixed? If you dont want to because your afraid i may copy something out of it, its ok tho, i understand *bliss* but i wont, i promise!!!
Ya, toxic, doomjedi is right. Im only 14 and using GameMaker seems like a breeze, its just that i havent taken the time to read how the "coding" part of it works, but that part is completely OPTIONAL. You really dont have to use coding at all unless you want to do some fancy stuff with your game. (although coding really helps at times.....)
If there is any other way i can help u guys just let me know!
-Chubz *book*
doomjedi
February 23rd, 2004, 01:41 PM
Sent you the link by PM (private message) - check it out.
chubzdoomer
February 23rd, 2004, 03:35 PM
Sent you the link by PM (private message) - check it out.
k, ill check it out and hopefully find a solution to the problem
chubzdoomer
February 23rd, 2004, 04:21 PM
Shabam! Problem solved by a 14 yr old :D
ok, my freewebs account could NOT upload the file because it was too large, so here is what to do to make it work correctly:
Sprites:
If not already, go into advanced mode (if not, click file, then you will find it there).
Double-click EVERY doomguy sprite, and on the window that pops up, above the sprite graphic, UNCHECK the one that says Precise Collision checking.
Ok, once you uncheck that from every doomguy sprite (including player 2). Do it for the TEXT1 and STEPS textures under the Textures folder.
K, have that finished?
What you have just done right there is make it so that your guy no longer gets stuck in walls :)
Now, for that little elevator prob of yours. I fixed that also. It was easy =) Under the OBJECTS category, go into the GAMEPLAY folder, double click the "elevator" object, and do the following "Add event - Collision - collision with doomguy1"
K, now, make it so that when it collides, it makes the elevator start moving upwards at 2 speed. (by using the red arrow icon, u probably already know). The reason why this works, is because, if it touches your upper body it will start moving upwards, but even if it is going upwards and you land on it, it will tell it to move upwards, but since it already is, you wont even be able to tell! Do this for both DOOMGUY objects!
(and just leave the events that are already there alone, for me it worked ok without deleting them)
If you read this correctly, your guy shouldnt get stuck in walls, and the elevator bug is no longer noticable
Not bad for a 14 year old, eh? ;) Just let me know when you need any more help, ill be glad to lend it. :)
EDIT: Also, i found another good way. I never thought of it, but if the elevator was going down, when u stepped on it, it would make it go up again, instead of taking you downwards. There is a way to tackle this problem, but it is no bug-free. Perform the exact steps for ridding of the elevator bug, but instead of just pressing the UP-ARROW in, make it the UP and DOWN arrows both. This makes it kind of a "random" chance of going up or down, but is pretty decent for a second option. SO you choose which one u like best =D
chubzdoomer
February 23rd, 2004, 04:26 PM
UPDATE #2
how to absolutely NOT get stuck in walls....i mean NEVER!
I fooled around with it for a few seconds more to see if i could completely rid of the "getting stuck in walls" problems, and i did!
Ok, do this for EACH DOOMGUY OBJECT!
Collision - Collision Text1 (the walls) - Set Movement Speed (click the middle square, leave movement speed to 0)
Now, your guy wont go through the walls at all!
Im hitting the jackpot!!!!!!! *alien*
EDIT: Also do the same for the floating platform textures, not sure what they are, but i was testing and i would occasionaly get stuck in those!
ToXiCFLUFF
February 23rd, 2004, 05:22 PM
Good work Chubz!
A possible solution for the elevators would be to have a variable set depending on whether the elevator is moving up or down. Then check the variable when a doomguy collision occurs and apply the right speed to it.
chubzdoomer
February 23rd, 2004, 07:47 PM
Good work Chubz!
A possible solution for the elevators would be to have a variable set depending on whether the elevator is moving up or down. Then check the variable when a doomguy collision occurs and apply the right speed to it.
thanks! :)
yes, your right about that. I might have to do some reading to figure out how to do that though. (unless doomjedi already knows how. Most of the coding he used in his game was over my head, heheh)
ToXiCFLUFF
February 24th, 2004, 01:24 AM
yes, your right about that. I might have to do some reading to figure out how to do that though. (unless doomjedi already knows how. Most of the coding he used in his game was over my head, heheh) Yeah, he uses variables quite a lot in Cdoom, so it shouldn't be a problem for him.
Aliotroph?
February 24th, 2004, 01:53 PM
This is cool. I wonder how I missed this thread before. I played the 0.2 alpha and saw the bugs you guys were talking about.
I remember playing with GameMaker 4.3 and having similar issues while trying to see if I could do a platform game. The collision stuff was always the most finicky and I remember trying to solve a lot of it with code but having little success.
Going to try and write me a game in Java now. Starting with a Tetris clone and going from there. Have to rebuild my render loop now to work differently than it is so I can have nice sprites. I hope to be able to build a scroller of some sort eventually. I'll have interesting speed and optimization issues to tackle in Java.
Keep this up guys. One of the best projects I've ever seen with Game Maker. :D
chubzdoomer
February 24th, 2004, 02:29 PM
This is cool. I wonder how I missed this thread before. I played the 0.2 alpha and saw the bugs you guys were talking about.
I remember playing with GameMaker 4.3 and having similar issues while trying to see if I could do a platform game. The collision stuff was always the most finicky and I remember trying to solve a lot of it with code but having little success.
Going to try and write me a game in Java now. Starting with a Tetris clone and going from there. Have to rebuild my render loop now to work differently than it is so I can have nice sprites. I hope to be able to build a scroller of some sort eventually. I'll have interesting speed and optimization issues to tackle in Java.
Keep this up guys. One of the best projects I've ever seen with Game Maker. :D
Thanks for the inspiration (although most of the credit goes to doomejedi and toxicfluff). I hope your game goes alright during the making of it. Im not that great at making Game Maker games either, i just like studying other people's games to see what ideas they thought of, etc. Is Java tough to learn? That would be interesting to be able to make games for it. :) (and if you dont mind, stop by my webpage sometime, at www.freewebs.com/chubzgmsite You dont have to, but its nice to have visitors ;) )
once again, gl on the tetris game!!!
-Chubz *book*
Aliotroph?
February 24th, 2004, 10:35 PM
I like the layout of your page. Easy to read and navigate. Also doesn't screw up much when I blow up the text in my browser (since I'm legally blind that's a mega plus!). You should put that demo game up as an executable so I can test it without having to install Game Maker on here. ;)
As for the Java thing, it took a little while to learn but it's pretty nice to use once you know it. Easier to start learning to code using simpler languages like the scripting language in Game Maker.
At the point I am with this Java stuff I could fairly quickly hack together something along the lines of that first game you have on your tutorial page. Wouldn't do me any good though since I have to plan this engine thing out in depth bigtime. I had a working render loop yesterday based on stuff from an Asteroids game I pulled apart. I have it displaying animations and I was going to code up some stuff for sprites when my friend told me my method of controlling the frame rate was crap. He said I should let the loop run as fast as it wants and make the sprite framerates completely independent. I went to implement that today and it blew up in my face. The thing runs fine but it doesn't seem to be leaving itself enough time to draw the screen so nothing happens.
When I figure these gritty bits out I'm building a Tetris clone since we've developed a Tetris obsession lately and I'd love a decent stand-alone one to run from a browser. Then I want to make something along the lines of a platform game like I mentioned before. I'm not even sure it's possible to do a worthwhile job because I've never seen one in Java before. It's a slow language so the engine has to be planned and refined very carefully to minimize the number of calculations for things. Very interesting challenge.
doomjedi
February 25th, 2004, 12:17 PM
Thanks for all the help guys, I just read over your latest posts, and I wanna thank you all for helping. I'll re-read the posts now in order to check your solutions for an elevator problem Don't think it's too easy, remember - NOTHING in cdoom scripts tells the elevator to stop, EVER!, in any way and in any case! And yet it does...:(
But Let me tell you the good news!!! :) As I was sure my solution for the texture-stuck problem will work, it worked indeed!!!!!!! Texture-stuck bug toally solved forever!
Stop, there is more - when I did that, suddenly jump pads started to work perfectly - you don't have to move on a pad to jump, you can jump on it and it pulls you right up again!! So another bug totally solved!! :)
But stop - there is more - I fixed all the bug connected to the doomguy death - doomguy dies without any bugs now (there is no multi-hit multi-death effects!), and he can't move after he is deadly hit! :) I
So what do you say?
No I'll check your elevator solutions ;)
Aliotpoph? : good luck with the tetris clone !!! :)
Well, with such a progress let's make it a new alpha - alpha 0.21 :)
Here is is:
http://cdoom.d-nation.org/cdoombeta021.zip
You've gotta have this one!!
BTW - the project file was updated as well (overwritten) so you can download the latest source :D
By the way, I found out 2D doom has already been made:
http://12.22.230.41/MicroTech/Hosted/Files/2DOOM.zip
Check it out, I think my gameplay is better, but if you wanted a singleplayer cdoom - just use this game!!! all original doom sounds and monsters in 2D !
I wish I had it's source, I could do a lot to cdoom with it...
Including single player modes...
Check the Game Maker forums - it has many games made or at progress, I don't know yey how hard it is to get sources there
Update// alpha 0.21 has been updated a bit
ToXiCFLUFF
February 26th, 2004, 06:10 AM
heh, great... I have no problems or bugs at all with it now. And the scrolling sky looks absolutely excellent.
One thing I was thinking Doomjedi, (this was a problem I recently addressed in Doomsplat) was that it would be good if the weapon-shots range was shortened. Otherwise somebody can jump up and down, and spam the whole level with shots.
The way I just tried it a second ago, was by killing the shot once it had reached the end of it's animation cycle - it worked fine, but there must be a way to do it based on time instead.
//edit: I couldn't get that 2d Doom to run.... Where'd you get it from?
chubzdoomer
February 26th, 2004, 10:32 AM
that newest version of Cdoom was ok, but the elevator bug i was talking about was the one where, if you stand under it when it is coming down, it will make it where you cannot move, and if you try to crouch you still cant get out from under it!
so there must be a way to fix this.......... :P
other than that, the game is PERFECT! Great job!
doomjedi
February 26th, 2004, 10:39 AM
The doom game works fine on my comp, and is cool. Just wait a bit after startup for the menu to appear (it's a bit slow) - it will - then choose with the mouse from the menu.
I've got it from the official forums of the Game Maker site - since yesterday I'm a member there as well... There are tons and tons of Game Maker games and running projects there.
About the range of the weapons - first of all, the shots in cdoom are slow and easily avoidable, and it's a splitscreen deathmatch, so standing and shooting won't get you anywhere unless you're playing against your 2 years old brother :)
About the end-of animation shot killing - are you talking about doomsplat or cdoom? If it's cdoom teach me how to do that, I would use it for the startup animation instead of a precious timer. There is an option for that in cdoom - I can just define a timer when the shot is shot (in a shot object create event), and when it goes zero - destroy the shot. So it's very easy to implement in cdoom - and not only by an animation end.cdoom event. You know what, I'll make it right now, shouldn't take me more than 15 minutes.
Thanks chubzdoomer :) the elevator bug-fixing is my next main goal, I hope to get than, and health&ammo managing made soon.
What's going on with the doomsplat, Toxic? Here we are, talking about cdoom all the time, and no word on your doomsplat project's progress...
Update// - shot range limitation now added to cdoom :) That's what I like about Game Maker, it makes all look soooo easy! ;)
ToXiCFLUFF
February 26th, 2004, 11:28 AM
-Ahh, I waited and the Doom game loaded up. It's not bad, but I prefer the way Cdoom feels to control (faster). Plus the fact that your animations look better.
-To add end-of-animation event triggers, you go to object->main1->other->animation end.
-I'm being very lazy is what is going on with Doomsplat :) Well, I've made some good explosion graphics today, nearly finished the scoring system and the players now eject shells when they fire.
doomjedi
February 26th, 2004, 11:35 AM
The shot-range was implemented with the creation timer, so I won't need the end-of animation option.
About doomsplat - don't be lazy!! -I think that shell ejecting effect will be cool :) Did you add my start and end animations in?
When you'll post a screenshot?
ToXiCFLUFF
February 26th, 2004, 12:05 PM
The shot-range was implemented with the creation timer, so I won't need the end-of animation option.
About doomsplat - don't be lazy!! -I think that shell ejecting effect will be cool :) Did you add my start and end animations in?
When you'll post a screenshot? Heh, when I stop being so completely lazy :P
Yeah, your animation is in now, although I do need to find a better way of getting round Legacy's limits in regards of new player frames.
doomjedi
February 26th, 2004, 12:22 PM
Yes, I agree with you totally Toxic.
Now ,as you can see how good that can look in cdoom, you have to make an effort - and I know it's not easy! - to go around legacy's limitations. All the player frames are already made for cdoom, I have no problem for you to share those with doomsplat - as I already did for start and end animations , just find a way to get those in. Does the animations look well?
BTW I' still fighting with the elevator bug. If I'll just find a way to set a variable that can detect doomguy leaving the elevator, I think I can get the elevator bug fixed in a sec, as what is making the bug are the "left" and "right" player event codes that was made originally for a doomguy to overcome small steps (as he does - he can do up the steps and stairs). But with an elevator moving up in't like a step to change it's height fast so this makes the bug. Can you help me find an event which can set that leaving-the-elevator variable? Then i'll just disable the "step"-coding for when the player is on elevator (he desn't need to get on stair anyway while on elevator), and engage it again when he goes off the elevator/jumps. All I need is an implementation of that "leaving" variable.
chubzdoomer
February 26th, 2004, 04:50 PM
hey doomjedi, do you know of any good online guides to read that would teach me how to code with Game Maker?
As of now, i just know how to use icons to make stuff work, and the only code i know is the image_speed = #.# code
Once i learn how to code i will be able to help you even more! :)
ToXiCFLUFF
February 26th, 2004, 07:11 PM
hey doomjedi, do you know of any good online guides to read that would teach me how to code with Game Maker?
As of now, i just know how to use icons to make stuff work, and the only code i know is the image_speed = #.# code
Once i learn how to code i will be able to help you even more! :) I found the Game Maker help file to be pretty informative, but then again, I've built my sidescroller on coding (with a scripting language like Game Maker's) alone so it might appear easier to me. Just try and start small.
chubzdoomer
February 26th, 2004, 10:58 PM
hey doomjedi, do you know of any good online guides to read that would teach me how to code with Game Maker?
As of now, i just know how to use icons to make stuff work, and the only code i know is the image_speed = #.# code
Once i learn how to code i will be able to help you even more! :) I found the Game Maker help file to be pretty informative, but then again, I've built my sidescroller on coding (with a scripting language like Game Maker's) alone so it might appear easier to me. Just try and start small.
thanks! :)
hey, what are you making your game with?
Game Maker also?
(sorry if youve already said, i just never noticed) :P
doomjedi
February 27th, 2004, 12:41 AM
Yes, Game Maker help file is all you need to start :)
Also on the Game Maker's site there are many help and tutorials for downloading, also the forums- I don't think you'll have a problem.
Toxic - if you say you use the same level of scripting for doomsplat, maybe I can help you with it also ;) - I'm glad you are getting better with the Game Maker - soon you'll be able to give me a very important help :D
ToXiCFLUFF
February 27th, 2004, 04:38 AM
Hey, what are you making your game with?
Game Maker also?
(sorry if youve already said, i just never noticed) :P No problem, I'm going with the source port Doom Legacy, because it allows me to have 3d levels, accellerated graphics, original Doom physics and gravity - plus the fact, it's just what I'm used to modding :)
I'm moving towards releasing some more media of it, but for now, here is a 9 month old screenshot of it: http://legacy.newdoom.com/shots.php?i=2. It's the only one on the net, and is of me (quite obviously I suppose) setting fire to an imps dead body.
doomjedi
February 27th, 2004, 04:50 AM
I don't see any screenshot there :(
BTW I totally fixed the - elevator-pushing-doomguy-beneath-it-into-the-ground-to-get-stuck-there bug, and also found a way to fix the elevator problem , which works well, but has two side-bugs/costs - 1) when you aim up standing, the elevator still stops - not too important bug, maybe not too hard to fix 2) when you move left or right, elevator shakes a bit, but not only it - all the other elevators in the level - this is much more annoying bug and much harder to fix. :(
chubzdoomer
February 27th, 2004, 08:42 AM
I don't see any screenshot there :(
BTW I totally fixed the - elevator-pushing-doomguy-beneath-it-into-the-ground-to-get-stuck-there bug, and also found a way to fix the elevator problem , which works well, but has two side-bugs/costs - 1) when you aim up standing, the elevator still stops - not too important bug, maybe not too hard to fix 2) when you move left or right, elevator shakes a bit, but not only it - all the other elevators in the level - this is much more annoying bug and much harder to fix. :(
ok, sounds good.
Is it just me, or is it like every time we iron out a bug, another one pops up? :D
doomjedi
February 27th, 2004, 09:19 AM
Well, me not being a programmer kinda explains it :)
And this keeps us busy, program without bugs? - that would be boring ;)
I think I'l upload the version with the killing bug fixed (over an existing file, yet not the version with the elevator bug fixed as i want to look for a better solutions to the problem
update// The pushing into the ground bug fix version uploaded.
chubzdoomer
February 27th, 2004, 10:00 AM
Well, me not being a programmer kinda explains it :)
And this keeps us busy, program without bugs? - that would be boring ;)
I think I'l upload the version with the killing bug fixed (over an existing file, yet not the version with the elevator bug fixed as i want to look for a better solutions to the problem
update// The pushing into the ground bug fix version uploaded.
lol, ya your right about that bug thing....you can't have programming without bugs!!!
Ok, ill check out the updated version.
I also tried reading the "beginners guide to GM coding" on the main Game Maker page, but after reading it, i keep forgetting every thing that i have read. Its as if it doesnt stay in my mind after i read it!
How did you first learn how to code ?
doomjedi
February 27th, 2004, 02:10 PM
lol, i think you need first to read, but don't think that you can get anywhere in Game Maker without practicing :D - when you work with what you learn, when you've seen it in action, then you'll never forget :)
Well, generally, at school I as every person nowdays had lessons in pascal, C++, delphy... In the university I had courses as well. Also, since the first game making program (Clik&play) came out, I started making games with it (I still have those, also I made animated libraries for that program that can be downloaded from my homepage. I also playe with Duke Nukem game.con file, I love hacking games and really see what they are made of :) When I discovered the Game Maker, I saw immidiatly that this is the best Game Making program ever, so I started looking at the example game, and the program was also very easy to learn. I made some games - for example 2 player goombas deathmatch (can put that one for download - you can see I always loved especially 2-player games, splitscreen games, not the single mode :D - and Game Maker is perfect for that). About a month ago I had the idea for cdoom anmd started it, based on the platform demo game included with Game Maker.
Update// I don't think you should download the bug fix - cdoom alpha 0.22 is out !! :) :)
1. Items now respawn after a short time - will be useful for the future.
2. Shot range limited.
3. Elevator killing doomguy bug fix.
4. Some more cool features - discover for yourself :)
So it's a must to download
http://cdoom.d-nation.org/cdoombeta022.zip
chubzdoomer
February 27th, 2004, 05:57 PM
lol, i think you need first to read, but don't think that you can get anywhere in Game Maker without practicing :D - when you work with what you learn, when you've seen it in action, then you'll never forget :)
Well, generally, at school I as every person nowdays had lessons in pascal, C++, delphy... In the university I had courses as well. Also, since the first game making program (Clik&play) came out, I started making games with it (I still have those, also I made animated libraries for that program that can be downloaded from my homepage. I also playe with Duke Nukem game.con file, I love hacking games and really see what they are made of :) When I discovered the Game Maker, I saw immidiatly that this is the best Game Making program ever, so I started looking at the example game, and the program was also very easy to learn. I made some games - for example 2 player goombas deathmatch (can put that one for download - you can see I always loved especially 2-player games, splitscreen games, not the single mode :D - and Game Maker is perfect for that). About a month ago I had the idea for cdoom anmd started it, based on the platform demo game included with Game Maker.
Update// I don't think you should download the bug fix - cdoom alpha 0.22 is out !! :) :)
1. Items now respawn after a short time - will be useful for the future.
2. Shot range limited.
3. Elevator killing doomguy bug fix.
4. Some more cool features - discover for yourself :)
So it's a must to download
http://cdoom.d-nation.org/cdoombeta022.zip
Great job man! The game is turning out to be awesome. I guess I will just have to keep reading that Coding guide until i get the hang of it.
The problem i have is memory loss. Its like every time i read it, by the time i go to actually use it when im making a game, it has completely slipped out of my mind and i have to go read the thing again!!!!!
BAhhhhhhhhhhh
ANyways, nice job on the game! *cool*
doomjedi
February 27th, 2004, 11:30 PM
Thanks, thanks :) Keep working on the Game Maker - just download the latest aplha 0.22 source (the same link)
Next game mode I'll make is "Cdoom Overload" (the same as in Quake 3 , but still instajib :) ) - so that's what alpha 0.3 will be about.
BTW, if you notice, deleting the soul sphere sprite from the levels will turn cdoom into a simple instajib deathmatch mode.
update// made backgrounds 32 bit color depth - now they really look hires!
Starting working on cdoom overload.
update// cdoom alpha 0.3 will be out the upcoming weekend and it'll blow your mind !!!! (won't tell you all the features that will be added... ;) )
Great gameplay enhancing feature added today - SHILDING !!!!
(blocking of horizontal shots), now doomguy in the right hands is much harder to kill, and the deathmatch skill level is upgraded 10 times! :) -->("shift" for player 1, "a" for player 2)
Of cause doomguy can't move, jump or shoot during shilding, yet shilding can be done while jumping. Notice - shilding will work on horizontal shots only, and other shots will kill the doomguy even when hit the shilded side!
If you don't like shilding you can agree with your partner not to use the shilding button in the battle.
Also alpha 0.3 will feature over 10 game modes which will be variations of deathmatch, overload, capture the flag, domination and more (still instajib :( ) !! (Actually everything but domination, is already made and working... :) )
Let's count together the modes for upcoming alpha 0.3 :
4 types of overload (no regeneration, regeneration (classic quake3-type), 2-way regeneration, insta overload),
+1 deathmatch,
+4 types of domination (shot common domination, doomguy common domination (classic quake3 type), doomguy 2-side domination, shot 2-side domination)
+1 capture the flag,
+1 original capture the soul mode
---> already got 11 modes... and maybe more modes - no 3d-shooter will compete with cdoom in gamemodes! :D
And another thing - modes are made in such a way that they can be combined in every possible combination - you can have overload with ctf, or domination with ctf or... it's just a simple level design - ctf object will act like ctf, overload object will act as overload, so you can put any combination of them in the level which will have tha ability to have multi-ways to win :D
Keep drooling folks, cdoom alpha 0.3 will blow your mind :D
chubzdoomer
February 29th, 2004, 01:22 PM
Sounds nice! I cant wait! =)
Right now i have been busy with this book called "Beginning Programming for Dummies" and it has been a lot of help lately, so maybe that will make things easier on the coding and programming part.
I cant wait for that update, that will be sweet *cool*
Aliotroph?
February 29th, 2004, 05:38 PM
The thing about coding is you remember absolutely nothing until you actually go and do it. That's a little less true when you're good at programming but it's very hard to learn new stuff without sitting there and playing with it.
That book probably will be a lot of use. They really can be good for a while. Eventually if you play with that stuff enough you'll understand all the ideas to the point where you won't need the book for much of anything unless it has references for functions and such in the back. Keep on truckin'! :D
The other trick is of course to take apart other people's more simple programs, and play with them.
ToXiCFLUFF
February 29th, 2004, 05:58 PM
The thing about coding is you remember absolutely nothing until you actually go and do it. That's a little less true when you're good at programming but it's very hard to learn new stuff without sitting there and playing with it. Damn right. Putting each small bit you learn into practice is the biggest help - it cements it in your memory, and gives you a quick reference in case you forget.
chubzdoomer
February 29th, 2004, 06:33 PM
The thing about coding is you remember absolutely nothing until you actually go and do it. That's a little less true when you're good at programming but it's very hard to learn new stuff without sitting there and playing with it.
That book probably will be a lot of use. They really can be good for a while. Eventually if you play with that stuff enough you'll understand all the ideas to the point where you won't need the book for much of anything unless it has references for functions and such in the back. Keep on truckin'! :D
The other trick is of course to take apart other people's more simple programs, and play with them.
ok, thanks for the advice!
here is the link to the book im talking about : http://www.amazon.com/exec/obidos/tg/detail/-/0764505963/102-7241228-3180146?v=glance
Hey, is that you on the avatar? A female doomer? *eek*
:D :D
chubzdoomer
February 29th, 2004, 06:35 PM
Thanks, thanks :) Keep working on the Game Maker - just download the latest aplha 0.22 source (the same link)
Next game mode I'll make is "Cdoom Overload" (the same as in Quake 3 , but still instajib :) ) - so that's what alpha 0.3 will be about.
BTW, if you notice, deleting the soul sphere sprite from the levels will turn cdoom into a simple instajib deathmatch mode.
update// made backgrounds 32 bit color depth - now they really look hires!
Starting working on cdoom overload.
update// cdoom alpha 0.3 will be out the upcoming weekend and it'll blow your mind !!!! (won't tell you all the features that will be added... ;) )
Great gameplay enhancing feature added today - SHILDING !!!!
(blocking of horizontal shots), now doomguy in the right hands is much harder to kill, and the deathmatch skill level is upgraded 10 times! :) -->("shift" for player 1, "a" for player 2)
Of cause doomguy can't move, jump or shoot during shilding, yet shilding can be done while jumping. Notice - shilding will work on horizontal shots only, and other shots will kill the doomguy even when hit the shilded side!
If you don't like shilding you can agree with your partner not to use the shilding button in the battle.
Also alpha 0.3 will feature over 10 game modes which will be variations of deathmatch, overload, capture the flag, domination and more (still instajib :( ) !! (Actually everything but domination, is already made and working... :) )
Let's count together the modes for upcoming alpha 0.3 :
4 types of overload (no regeneration, regeneration (classic quake3-type), 2-way regeneration, insta overload),
+1 deathmatch,
+4 types of domination (shot common domination, doomguy common domination (classic quake3 type), doomguy 2-side domination, shot 2-side domination)
+1 capture the flag,
+1 original capture the soul mode
---> already got 11 modes... and maybe more modes - no 3d-shooter will compete with cdoom in gamemodes! :D
And another thing - modes are made in such a way that they can be combined in every possible combination - you can have overload with ctf, or domination with ctf or... it's just a simple level design - ctf object will act like ctf, overload object will act as overload, so you can put any combination of them in the level which will have tha ability to have multi-ways to win :D
Keep drooling folks, cdoom alpha 0.3 will blow your mind :D
Hey jedi, are you planning on making a Single-Player version of your CDoom game? Sorry if youve already said if you are or if you arent. :P
That would be really cool...maybe if i learn enough in time i can help program the single-player AI while you work on the Multi-player aspect of the game????????????????
Just wondering
(btw, progress is looking sweet, keep up the great work!) :)
chubzdoomer
February 29th, 2004, 06:36 PM
The thing about coding is you remember absolutely nothing until you actually go and do it. That's a little less true when you're good at programming but it's very hard to learn new stuff without sitting there and playing with it. Damn right. Putting each small bit you learn into practice is the biggest help - it cements it in your memory, and gives you a quick reference in case you forget.
OK, thanks for the tips. I know what you guys mean by playing around with it helps you remember it. My memory isnt that great when it comes to recalling each little piece of code and what it does........and being 14 years old really doesnt help much, hehehe
anyways, thanks for the support! *alien*
doomjedi
March 1st, 2004, 10:28 AM
To chubzdoomer: Cdoom was planed to be single player at the beginning until I discovered the Game Maker's splitscreen built-in support. For me a single player mode was too difficult to make as I make only things of quality, and stupid monsters that just walk from left to right shooting was too stupid an idea. I want the monsters to have somne IQ, demons to run after you (only after they see you!) and stuff like that. And that was too difficult for me to make, so I passed to splitscreen as I like splitscreen gaming.
I am begging for somebody to take cdoom single mode/coop mode (all the monsters-need-to-be-in cdoom modes) for themselves as a parallel project. At least one guy already got the cdoom code and will get working on it in a week or so, as he has much to learn. But any help is welcome, yours or anybody else, I think cdoom can be great as single player/coop.
But please don't forget that for single mode/coop there is a Doomsplat project from the great ToxicFluff !!! it will be much better, with particle effects, weapons, doom legacy engine and graphics acceleration... Just wait till it comes out! I can't wait. :D
update// domination is working !!!
Now every game mode is almost full operational :)
update// all 11 game modes are finished !!
chubzdoomer
March 2nd, 2004, 10:01 AM
sweet!
UPDATE ON THE BOOK: That "Beginning Programming For Dummies" book just has 400 pages, and im on page 184, so im already almost halfway finished with it!!
Hopefully after i finish that i will be able to program with GM a little bit better.
Continue the great work! *cool*
doomjedi
March 2nd, 2004, 12:01 PM
Thanks, and the current modes number is 12... :)
You are doing great, you'll be better tan me when you finish the book - I never read the book ;) Your first test will be fixing the elevator bug... :D
chubzdoomer
March 2nd, 2004, 03:32 PM
Thanks, and the current modes number is 12... :)
You are doing great, you'll be better tan me when you finish the book - I never read the book ;) Your first test will be fixing the elevator bug... :D
lol :P
I doubt ill be better than you. If you said you know C++ then your definetely better than me.....not only that, but jsut the fact that im only 14 and have not learnt C++ OR C yet.....
That book that im reading just teaches me a BASIC language, and i program/code by using a little program called "Liberty Basic".
Has anyone here heard of that program?
I will probably hit C++ after I read this book, then after I know just about every programming language I will be ready to hit the Gaming Industry
(That is where i have always wanted to be)
Yes, the elevator bug will be a great test! :D
//UPDATE - Downloading the 0.22 from your website, havent tried it yet. One more level.....sounds interesting!!
//UPDATE - I played it and it is turning out completely sweet!
The only bug i found, was that sometimes, if you crouch, then immediately look up and fire, the bullets will come out of the marines(players) head!! Other than that, everything was perfect..........and what elevator bug are you talking about? I didnt notice anything wrong with it! :)
doomjedi
March 3rd, 2004, 09:07 AM
Nothing wrong with thje bug, that's the problem :D I wish the bug would just die. Try to walk left-right while you are on the elevator, and it'll stop. I know how to fix that, but my solution makes sudden jumps and shakes to all the other elevators on the level, that's why I don't use it.
Wish you good luck in the gaming industry, I believe you'll be great :)
If you are exited about one more level, you'll more excited with cdoom alpha 0.3 with 12 game modes (and so 12 levels...)
Wicked Anime Kid
March 3rd, 2004, 09:11 AM
When will we have the beta Doomjedi??
I loved 0.22 but 3 is going to be amazing from what i read.
doomjedi
March 3rd, 2004, 09:28 AM
It's actually already made and working, but I'll wait for an upcoming weekend to release it. I also want to improve the level design and to test it a bit
chubzdoomer
March 3rd, 2004, 04:21 PM
sweet. I cant wait to play the full version. *cool*
doomjedi
March 4th, 2004, 11:17 AM
I wouldn't call cdoom apha 0.3 "a full version", if it would be full I wouldn't call it alpha but cdoom final release 1.0... ;)Final release will have a start menu, health and ammo handling, different weapons... before all that is made it will be called alpha.
Cdoom alpha 0.3 is out !!!!!!!!!!!!! (Thanks Wicked Anime Kid for beta-testing it! :D)
READ THE F1 INSTUCTIONS BEFORE PLAYING - NEW GAMEKEYS, GAMEMODE RULES!!
http://cdoom.d-nation.org/cdoombeta03.zip
Enjoy !!!! :)
chubzdoomer
March 4th, 2004, 01:38 PM
I wouldn't call cdoom apha 0.3 "a full version", if it would be full I wouldn't call it alpha but cdoom final release 1.0... ;)Final release will have a start menu, health and ammo handling, different weapons... before all that is made it will be called alpha.
Cdoom alpha 0.3 is out !!!!!!!!!!!!! (Thanks Wicked Anime Kid for beta-testing it! :D)
READ THE F1 INSTUCTIONS BEFORE PLAYING - NEW GAMEKEYS, GAMEMODE RULES!!
http://cdoom.d-nation.org/cdoombeta03.zip
Enjoy !!!! :)
sweet !
Ill download later when i have the time and write what i think
sounds great though :)
//\\EDIT\\// I tried it and it is turning out SWEET! The only bug that i noticed was a minor one. If you hold the shield button, hold an arrow key (left or right), and let go, your doomguy moves, but he jsut "slides" without any animation!
Other than that, everything seems to be going perfect.
Great job overall! *thumbs up* ;)
doomjedi
March 4th, 2004, 11:36 PM
Thanks, I'm glad you like it. Right now I try to make contact with Game Maker programmers on Game Maker's site forums, and also with the guy who made single mode DOOM on gamemaker to join cdoom project or at least give me his source code. I hope to get guys working on singlem ode cdoom, but don't know if I'll succeed in that. Whivh game mode do you like the best?
//Update: Fixed the annoying bug you're talking about, (everything for cdoom fans :) ), the fixed version was uploaded, just download the same file again.
BTW - Fixing this bug also fixed another bug I found with shilding, so it worth re-downloading.
//Update: cdoom alpha 0.31 is out!
No more instagibs - health, armor and ammo managing!
http://cdoom.d-nation.org/cdoombeta031.zip
Now what is left is to add more weapons ;)
//Update - I updated cdoom 0.31, so if you already downloaded it, I advise you to do that again :)
chubzdoomer
March 5th, 2004, 01:07 PM
sweet, d/l'ing now! =)
doomjedi
March 5th, 2004, 11:42 PM
I think next will be Cdoom Extreme Arena addon - arenas in which you must kill the enemy or push him off the cliff with pushable weapons. I think that will be very cool
//Update: I'm very very VERY sorry guys, but with the latest cdoom alpha 0.31 I assidently totally screwed the shilding action. I fixed this assidental bug.
So if you care about shilding in Cdoom, please redownload cdoom alpha 0.31 !!
//Update: Uploaded cdoom alpha 0.31 again, fixing a huge bug in CTF direct mode that I found.
Happy birthday, ToxicFLUFF!!!!!!! :D
ToXiCFLUFF
March 7th, 2004, 06:22 AM
Heh, thanks Doomjedi. I'm getting the latest Cdoom now (been busy for the last few days).
chubzdoomer
March 7th, 2004, 07:29 AM
wow, the latest version is great! *eek*
keep up the great work! :)
Wicked Anime Kid
March 7th, 2004, 12:45 PM
wow, the latest version is great! *eek*
keep up the great work! :)
Nothing to add to this:D
Keep on the very good work Doomjedi:D
doomjedi
March 7th, 2004, 12:48 PM
Thanks, thanks guys, I hope you enjoyed the last alpha :)
But now seriously, I tested cdoom with another person for the first time and I was sorry to find cdoom barely playable. I know it's just an alpha, and I was trying to get more and more features to cdoom (with a success I think), but I really neglected the level design. Levels of that size was originally built for gameplay testing, and since then they got too small, too dense, too overloaded with jumpers, teleporters and other gameplay objects to be playable. Beside elevators being almost too buggy to put them in cdoom, this was a large problem. I need to design bigger levels, less dense with teleporters and jumpers. But I want to work on cdoom features as well. Why can't one of you guys to gimme some help and to create mega-levels for cdoom while I'll be working on some other stuff? It's really very easy with the Game Maker.
I also need backgrounds, music.
And why didn't you tell me before levels are too dence?? This is alpha, you supposed to tell me the bugs, what need to be improved, and also write me features you want in cdoom (not that I'll be able to add all of them, but yet :) ). And you do a bit of bug reference only :(
BTW you can download the latest cdoom source file to make the large levels, or help cdoom in any other way :) (the ones who've got the link to the source, of coarse - this link never changes)
chubzdoomer
March 7th, 2004, 03:25 PM
Yes, i did kind of notice that the levels were a bit cramped, but i thought u wanted them that way so i didnt say anything :P
I will try and design some levels if you dont mind sending me the source code. I have always loved the level design aspect of games, since i still design levels for Doom and Doom 2.
So send me the link to the source and ill make away! =)
ToXiCFLUFF
March 7th, 2004, 05:37 PM
Yeah, I was going to get round to the point of level design, but I haven't had enough time to test properly, let alone give a detailed reply.
One thing I currently don't like, is the way the health readout follows the player around; it'd be much better fixed to the screen IMO.
chubzdoomer
March 8th, 2004, 02:29 PM
Yeah, I was going to get round to the point of level design, but I haven't had enough time to test properly, let alone give a detailed reply.
One thing I currently don't like, is the way the health readout follows the player around; it'd be much better fixed to the screen IMO.
Ya, i agree.
And with the help, if it is possible, you could make it similar to actually playing doom!
(in other words, you can make it look exactly like the doom status bar)
Its up to you though! :)
doomjedi
March 10th, 2004, 10:20 AM
Thanks for the replies, guys :) Nice avatar chubzdoomer.
Reply to your last posts:
1. to chubzdoomer - I'll PM you the link to cdoom source code.
2. I didn't want the levels to be too dense, the idea of the levels was to test the gameplay features, and at first their size was not dense too the number of gameplay objects, and I wasn't putting an effort on cdoom design, but at gameplay features. But as I was adding more and more features, especially jump pads and more teleporters, the levels stayed the same size, and became too dense. Guys, really, even I you think this is the way I want, still tell me you want it to be improved, I won't eat ya... ;) :)
3. Chubzdoomer, you need a bit of help to build levels, knowing Game Maker works, plus you have my levels as reference, but still..., the proccess itself when you know all the tips you need to know is very very easy with the Game Maker, but you need some of my notes and tips. Maybe I can prepare a kinda help file for cdoom level editing. I'll be glad for you to make levels for cdoom, it's just that I need to know when you're working on it so I won't work on cdoom paralelly, to make your changes relevant to the current source code version. Then you'll upload "your" version (do you have place to upload it to? - the file size is not too small...), and I'll continue working further the new source file. I can use the "break time" to find a fix for the elevator bug, including horizontal elevators. You making cdoom levels will be a great help to me, also you have as you mentioned much more experience in that area.
4. About the health:
I don't plan to make a status bar as it takes too many vertical space from the splitscreen, splitscreen already makes each player screen to only half of the screen, and status bar will make cdoom player view more a "peeping" than looking :) I guess you can agree with me on that one. And another thing - I don't know how to implement this on in splitscreen.
At first I planned to make in constant places, and it's easy implement in single mode (I actually used other game for reference), but in splitscreen it's hard to implement, not that it's not impossible, and first version of alpha 0.31 I uploaded had that kind of health view, but it was too buggy, it was shaking, changing position when player jumps and get's to the border of the level, so I uploaded the current version. Also I don't know how to make it in splitscreen so that the player won't be able to see on his screen status of the other player, and as I saw in costant health placing it look awful - you see the other player's health and all on the creen a mile before you actually see the player itself - just imagine - you can see this "bug" even in the current version, but close status placing makes it much more minor. Those "bugs" I'm talking about are hard to fix (in splitscreen mode) as they seem to be an implementation limitation from the Game Maker itself (yes, I'm not totally "free" after all...). I actually like the current situation, as you don't have to move your eyes away from the player to see his health/armor/ammo status' it's perfect for fast deathmatching as you have to be constantly updated on the player status, and every sec can cost you a game.
But I have no problem to have heath/ammo/armor constant placed (as I can always make for myself a different version as I like ;) ), but as I said it's implementation problem, so if you chubzdoomer and anybody else can look at cdoom source code too see how can I implement this without bugs I mentioned, I'll add it to cdoom :)
dd_133
March 10th, 2004, 12:51 PM
Wow, Game Maker, been awhile since I used that thing, I even made a game with it hehehe. VERY nice job of it doomjdi, plays well, but the level layout is blagh. :p I could help if you want, as I've done this sort of thign before. But i'm rusty. Keep it up though! I can't wait for more additions.
iori
March 10th, 2004, 03:09 PM
Yeah, it looks really nice, but the environments arent 'Doom'. If thats going to be changed (this IS an alpha after all) then ignore this post ;).
chubzdoomer
March 10th, 2004, 05:03 PM
Thanks for the replies, guys :) Nice avatar chubzdoomer.
Reply to your last posts:
1. to chubzdoomer - I'll PM you the link to cdoom source code.
2. I didn't want the levels to be too dense, the idea of the levels was to test the gameplay features, and at first their size was not dense too the number of gameplay objects, and I wasn't putting an effort on cdoom design, but at gameplay features. But as I was adding more and more features, especially jump pads and more teleporters, the levels stayed the same size, and became too dense. Guys, really, even I you think this is the way I want, still tell me you want it to be improved, I won't eat ya... ;) :)
3. Chubzdoomer, you need a bit of help to build levels, knowing Game Maker works, plus you have my levels as reference, but still..., the proccess itself when you know all the tips you need to know is very very easy with the Game Maker, but you need some of my notes and tips. Maybe I can prepare a kinda help file for cdoom level editing. I'll be glad for you to make levels for cdoom, it's just that I need to know when you're working on it so I won't work on cdoom paralelly, to make your changes relevant to the current source code version. Then you'll upload "your" version (do you have place to upload it to? - the file size is not too small...), and I'll continue working further the new source file. I can use the "break time" to find a fix for the elevator bug, including horizontal elevators. You making cdoom levels will be a great help to me, also you have as you mentioned much more experience in that area.
4. About the health:
I don't plan to make a status bar as it takes too many vertical space from the splitscreen, splitscreen already makes each player screen to only half of the screen, and status bar will make cdoom player view more a "peeping" than looking :) I guess you can agree with me on that one. And another thing - I don't know how to implement this on in splitscreen.
At first I planned to make in constant places, and it's easy implement in single mode (I actually used other game for reference), but in splitscreen it's hard to implement, not that it's not impossible, and first version of alpha 0.31 I uploaded had that kind of health view, but it was too buggy, it was shaking, changing position when player jumps and get's to the border of the level, so I uploaded the current version. Also I don't know how to make it in splitscreen so that the player won't be able to see on his screen status of the other player, and as I saw in costant health placing it look awful - you see the other player's health and all on the creen a mile before you actually see the player itself - just imagine - you can see this "bug" even in the current version, but close status placing makes it much more minor. Those "bugs" I'm talking about are hard to fix (in splitscreen mode) as they seem to be an implementation limitation from the Game Maker itself (yes, I'm not totally "free" after all...). I actually like the current situation, as you don't have to move your eyes away from the player to see his health/armor/ammo status' it's perfect for fast deathmatching as you have to be constantly updated on the player status, and every sec can cost you a game.
But I have no problem to have heath/ammo/armor constant placed (as I can always make for myself a different version as I like ;) ), but as I said it's implementation problem, so if you chubzdoomer and anybody else can look at cdoom source code too see how can I implement this without bugs I mentioned, I'll add it to cdoom :)
Lol, thanks, i LUVVVV my avatar! =D
I will try to do my best on the level-creation thing, so wish me luck! :P
doomjedi
March 11th, 2004, 10:36 AM
I wish you luck, chubzdoomer, I guess I only have to make you great gameplay, and as level editing is concerned, I'm in the most right place to get help in level creation. with cdoom source open to everybody (almost:) ) I'll get tons of level packs in a sec... :D
I'll contunie working on gameplay features, levels editing seem to be in the right hands...
dd_133: I sent you cdoom source my PM, please make lavel pack :) I'm ready to PM the source to anybody willing to help me with cdoom, but i'll do it only by PM, sharing the link to the source code with my permission only, please.
Iori - what's not doomy in cdoom beside the music, shots and rollers? All the other graphics are original graphics froom DOOM, or with a bit of change (teleporters, jump pads...)
BTW don't forget to read F1 help before playing cdoom, just to be sure you know the keys, game modes, shilding keys etc.
chubzdoomer
March 11th, 2004, 05:16 PM
k, whenever i have the time ill start making! =)
dd_133
March 11th, 2004, 06:18 PM
This looks very easy to code, judgeing from my experience... i'll start tomorrow. :)
Also, if you want me to replace the sounds and music with doom sounds and music, I can do that...
doomjedi
March 11th, 2004, 11:28 PM
I will be MOST like you to replace doom sounds and music!! also to add backgrounds...:D
It's so great I'm finally getting help with cdoom, after at least a month of begging for some!!!! - You made my day. BTW if you'll be good in it, I may pass cdoom project to you dd_133, and i'll only make cool animatoions for cdoom. Can you also fix the elevator bugs? Make a single mode cdoom? coop cdoom? Nice levels? (keep the level1 level name that way, to keep the level looping working!).
About the music - I'll be most happy to get doom MUSIC to replace the existing one (BTW do you know how to add different music to each level? - now as I think of it I actually have an idea for that - to create different invisible object to put in each level and have the music being defined by it's "create" event (now it's in doomguy create event and so it's the same doomguy every level and so the same music). another way I see is to make random music loading for doomguy object - this is actually better than in original DOOM - random, changes every time you play it... :) )
I acually have doom music to mut, but when I tried to add it, I just met a problem where I can't adjust it's sound volume level, so that the game sounds where hard to hear - so I brought back the existing music. :(
About the sounds: I kinda like the existing ones, jump sound, health sound, in doom you have only the same pickup sounds every time :( If you have improvements do that, but as I see sounds are less a problem, and cdoom does have a lot of original doom sounds - armor pickup and stuff like that. I'll check out your sound changes and deside wether I keep them in cdoom.
dd_133 - if you want to work on cdoom programming, just look earlier in the thread I explain player sprite cframe (current frame) and psprite (player sprite) variable definitions.
I'll try to fix cdoom bugs, at make a little pause in cdoom today to let you make you improvements, and I'll get working from that on. :)
The only problem I see with that is that how we'll merge all those parallel cdoom improvements into one file? chubzdoomer plans to work on bigger nicer levels, you will add your things, I will or will not add mine... for example I won't work on it today and get your version, OK, but I don't know how I'll add chubzdoomer levels to it... :(
Please don't let that stop you from working on cdoom, I'll find a way to make it work :D
dd_133
March 12th, 2004, 08:18 AM
Yes i'll get to work on that quickly, doom sounds and music replacements will bei n progress, and abotu the music changeing, you are very much correct, you can put an invisible ovject and set it to play sound "e1m1" or something and have it loop. :) I can also create a MENU so you can select each level/game mode. BTW, what elevator bug? o.O
eDIT: you got AIM? It would make talking about this much much easier.
doomjedi
March 12th, 2004, 10:05 AM
What's AIM? I have ICQ, I talk to Wicked Anime Kid that way...
my ICQ is 176696065.
By the way, if you can make menus, can you make a manu for cdoom (not only the sound menu? To tell the truth I think that random music can be cool as well. Great , finally somebody who can help me with the Game Maker!! :D It's such a good news for me!
Just make the music sound volume so that game sounds will be heard as well :)
Elevator bug is that elevator stops when player prress (moves) left or right while on the elevator.
I know the reason for the bug, but don't know how to fix it as left/right are not collision effect in Game Maker, so I can't use the "other" reference, I can fix the bug, but the command moves all the elevators in the level at once. This solution is lifting the player 2 pixels or the elevator down 2 pixels when left or right are pressed and a player is on the elevator. I can send you this bug fix, just find a way not to move all the other elevator object by this action.
BTW, I don't know if you have read those novels, but:
http://www.kulichki.ru/moshkow/INOFANT/DOOM/doom1_knee_deep_in_the_dead-engl.txt
http://www.kulichki.ru/moshkow/INOFANT/DOOM/doom2_hell_on_earth-engl.txt
http://www.kulichki.ru/moshkow/INOFANT/DOOM/doom3_infernal_sky-engl.txt
http://www.kulichki.ru/moshkow/INOFANT/DOOM/doom4_endgame-engl.txt
BTW, how is this city background for cdoom? :) It's just a view out of my window shot with digital camera, + graphic editing to make it repeatable (easy BTW) + doomy palette adjustment... I can make ton of those (BTW if somebody intersted in tepeatable city backgrounds... ;) )
It's so cool - I can play cdoom with a view out of my window... :D
http://cdoom.d-nation.org/city1.jpg
//update: I just thouht of a cool idea - I can cut those buildings off the background pic and put them as objects so that doomguy can jump from the roof of one building to another - I just need to define is as object and to put the invisible blocking objects to cover the roof area!! Cool!
chubzdoomer
March 14th, 2004, 10:18 PM
Hey, im finally back.
Sorry, but the level creation thing isn't going so well, since I have projects of my own to pursue, and those of which are:
- Study and learn the BASIC programming language
- Finish my Doom 2 WAD
- Focus on school
So, im sorry to say, but I dont believe I will have the time to do any levels =/
Hopefully that other guy can help you out some though.
btw, that new background you put in looks AWESOME! =)
KEEP UP THE GREAT WORK! :P
dd_133
March 15th, 2004, 05:34 AM
Sorry for the slack jedi, but I tried to get away from my duties around the internet this weekend for some online dooming. :) I'll get back to work on it soon.
doomjedi
March 15th, 2004, 10:27 AM
Thank you guys, dd_133 don't worry, I'll wait for you to find the time :)
Next things I plan to make (probably during the upcoming weekend):
1. 2 kinds of exploding barrels
2. mirrors/shot mirrors/shot couplers/coupler mirrors
3. 3 kind of mines - usual, time and duke nukem 3D pipebomb style
4. destructable scenery
dd_133
March 17th, 2004, 12:22 PM
Ok hmm...I finished replaceing the sounds and stuff. But I can't seem to get the elevator coding right...I'll keep working on it. :)
doomjedi
March 17th, 2004, 01:16 PM
Great !! :D :D Thanks for the help dd_133!!!!
Working on cdoom is fun, isn't it? ;) Now you know why I have so much fun with cdoom.
Yep , the elevator coding is hell. As I said, I know how to make it work, but it gives bugs to all other elevators on the level. And side elevator is even more buggy - try to fix that as well. Please tell me when you finish first stage of your work so I can download it, make it cdoom 0.32 and work from there, I want to add all mentioned features and I don't want to do the same work twice. We can't work in parallel, only sequentualy unless you know a way to work parallelly on one source file ;) so let's let you work on cdoom for a while, finish, then upload the file, I download it, work on it from there when you are not working, upload and so on. How is that?
BTW visit cdoom forum on
http://www.d-nation.org/
Become a member, you'll get access to cdoom forums and stuff ;)
http://www.d-nation.org/viewforum.php?f=15
dd_133
March 17th, 2004, 05:54 PM
hehe I suppose I will register...
*adds 1 more to the 8 forums he's already an active member on*
Agent Spork
March 17th, 2004, 07:15 PM
I can't believe I JUST NOW noticed this! I downloaded the latest version, gave it a whirl, and I must say I am impressed. I hope to see how this continues to progress DoomJedi :)
doomjedi
March 18th, 2004, 09:48 AM
That many forums, dd_133? :D I'm really glad you're working on cdoom, it's a great help to me. I'm really really glad.
Agent Spork: I'm glad you like cdoom, I think it's great as well :D
Well, liked cdoom - have fun and tell your forum friends, I think that most of them (from my experience) don't even know about cdoom, and that's too bad cause I'm sure that the reaction of most of them will be the same as yours. :) Don't worry, I'll continue improving cdoom, there are many cool new features planeed. BTW if you want to help, you can get the source of the game, and help me with the project !! :)
The game is made in Game Maker.
//update I'm working on more doomguy animations to add mor player actions to cdoom. Here is a glance to my new floor-ducking animation:
http://cdoom.d-nation.org/floorduckl.jpg http://cdoom.d-nation.org/floorduckr.jpg
what do you think?
Rolling animation is still under work, it's a bit harder to make, but I plan add rolling as well (down+jump)
I still don't know if I'm goint to replace current ducking in cdoom (current ducking has a problem that it doesn't avoid regular height horizontal shot) with a new one, or make it an additional action.
dd_133
March 19th, 2004, 07:37 AM
Very nice. Still this elevator bug is getting me REALLY mad, i'm about to throw my comp out the window. :D I think i'll just upload what I got and sent it to you k?
doomjedi
March 19th, 2004, 09:29 AM
Great :D But before that, leave the elevator bug aside - can you make start menu for cdoom? maybe even with gamemode select, level selct and stuff? After that, add nothing more - just upload what you've got :)
a question - can I (or you ;) ) make in cdoom editable game parameters from the menu/cfg file? Like speed of shots, shot range, initial health ammo and armor, and stuff like that?
dd_133
March 19th, 2004, 02:43 PM
Yeah I can do a menu, it'll be done by tomorrow. Uhh...cfg...hmm I have no idea on how to make an external file..there would be TONS of varibles involved. Not suer though, look into it for me. :D
doomjedi
March 19th, 2004, 11:22 PM
Great, thak you :) :)
About the menu - all I actually need is the basics (a menu that works) - I can always enhance it graphically later on.
I'll be working onm ore doomguy animations today.
About the cfg file - I think it's done by defining "data files"
dd_133
March 22nd, 2004, 07:56 AM
Hey DJ, check your pm's
doomjedi
March 22nd, 2004, 12:05 PM
Thanks dd_133, you are a great help!! :D
The music is cool and doomy, original doom shooting sound is better than I thought it would be.
But the backgrounds I won't keep as the are too low-res (No problem for you anyway, as you'll always get a link to the source code and can put the backgrounds back for your own use anyway :) )
Thanks for the menu as well.
Great!! I'l back on cdoom work again!!!!!!!! :) :)
Let's add some features to cdoom
http://wmh.walla.co.il/community/2004/3/22/9066140/water1.jpg
ToXiCFLUFF
March 22nd, 2004, 02:59 PM
I think you should start making levels tile based rather than background sky based. I'm sure the skies were the main reason the filesize was so huge. Lower res skies won't matter as much if you have buildings to run through.
If you start using the doom textures, and making rooms out of them, you will have a much smaller file size.
doomjedi
March 23rd, 2004, 10:38 AM
Well, you are talking mostly of cdoom single player considerations. Right now I'm not working on that. I totally agree that the large filesize is because of the hires backgrounds, and I should do something about that. I do plan to go to tiles in the future. I still think that doom backgrounds are still too lowres for any use. Right now I don't even make buildings to go through, it's soooo singleplayer, I try to add more gameplay features to cdoom. So it's not my main priority right now. My clever move is that I think that the more cool gameplay features I'll add to cdoom, the more guys will be ready to make a good level design for me, and save me some work... ;) Clever, isn't it? - you guys LOVE level design :D You can add any texture, pic and tile to cdoom to make nice levels, it's nothing to do with the "cdoom gameplay game engine", and this engine is what I'm doing right now :)
I'm more into gameplay features than the level design...
doomjedi
April 2nd, 2004, 04:19 AM
I'm proudly announce cDoom alpha 0.32 is out!
http://cdoom.d-nation.org/cdoombeta032.zip
http://cdoom.d-nation.org/cdoom032.jpg
I want to especially thank dd_133 for the level music!! Thank you dd_133 :)
New cdoom 0.32 features:
1. Doom level music, also different for each level
2. Original shot and death sounds replaced the original cdoom ones, splash sounds added.
3. Shots are now smaller
4. Low floor ducking is implemented, read F1 instruction for more details
5. Waterpools added - water also blocks all shots so you can hide under it
6. Particle effects added - shot puffs, bloodsplats, water splashes, bullet water splashes, water bubbles...
7. Doom code also supports pools of immidiate death - not yet included the levels.
8. No more one-life deathmatch - killing other player respawns him at the starting point of the current level (leaving a corpse behind) instead of moving to the next level. Only achieving the level's goal moves to the next level.
9. A bit less teleporters to free some more room.
10. cdoom code supports now rope and ladder climbing doomguy animations
11. more improvements
cDoom source code was updated as well :D
Have fun and tell me how is it :)
Maytel
April 2nd, 2004, 04:39 AM
Not bad for a game maker game.. tho I hope level disign becomes a it better in the future.
doomjedi
April 2nd, 2004, 05:41 AM
Thanks, Maytel :)
About level design - yes it will. This is just an alpha after all, and not the final release. :D
BTW if you want to help the cdoom project I can PM you the source file. Are you good in Game Maker? If you are - wanna join the cdoom project? ;)
Maytel
April 2nd, 2004, 07:01 AM
I know the basics of game maker. I could help with the more simple things. maybe even some level design.
doomjedi
April 2nd, 2004, 08:17 AM
Do you have any ideas you would like cdoom to have that you know how to implement in Game Maker? If you do - tell me, maybe I'll let you to add them :)
And about level design - that's just what I need !! I can get you all the help you need on how to make the levels :D
So, wanna help cdoom level design for the next cdoom version? If you do, I'll PM you the source file.
dd_133
April 2nd, 2004, 11:10 AM
Wow really doomjedi, a massive improvement! So cool the water and all! I shall get the source and try to get a menu done soon! :)
doomjedi
April 2nd, 2004, 12:11 PM
Thanks !!! :D
You know the source code link, so get to it ;)
Yes. I deleted the menu level from cdoom because it was not finished and I couldn't get menu working, but I kept all the menu objects in the objects library, so recreating it won't be a problem :) I'm make a pause on cdoom while you making the menu. Can you also improve the level design? The lack of menu and good level design are making cdoom look worse than it really is :(
BTW you can use lava of immidiate death in level design as well... :) Liked the low floor ducking?
//update: Fano from n-nation want's to try and add stuff to cdoom project as well. dd_133, can you sync you work with him so you won't overwrite each other? like we did with you in the current cdoom version.
Maytel
April 2nd, 2004, 04:34 PM
How about let him do what he wants first then call me when it's my go? I'm busy at the time anyways and wouldn't be able to do much at the time so it would be better that way.
doomjedi
April 2nd, 2004, 10:47 PM
I think it's a good idea.
BTW what are you busy with?
update// cdoom 0.32 was updated, fixing 'deadbody stay in the air" bug, respawn delay, and adding frag count for the deathmatch gamemode. The source file was updated as well.
Advise to re-download the file, and for guys wanting to work on cdoom - re-downloading the updated source file.
doomjedi
April 22nd, 2004, 01:53 PM
cDoom 0.33 is out !! - Don't forget to read F1 instructions!!!
(new actions and keys)
http://cdoom.d-nation.org/cdoombeta033.zip
http://cdoom.d-nation.org/cdoom033.jpg
Source was updated as well
new features:
Advanced HoloDoom (can use teleporters, jumping pads, rollers...) - a player can use as much holodooms as he collects!
HoloShild - ability to use holodooms with active shild - to help to retreat, defending confusing
Teleporters that teleport you to start position and to enemy position.
New levels design!!!
Have fun!! :D
Krontos_Mutant_Ape
April 24th, 2004, 07:06 PM
this looks way better than that Doom2d game.....
doomjedi
April 25th, 2004, 10:05 AM
Yes it is!!! :D Thank you, KMA
:)
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