Author Topic: nDoom - BETA!  (Read 104888 times)

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Offline ruler501

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Re: nDoom - BETA!
« Reply #60 on: March 06, 2011, 11:11:48 am »
Yes I exited while the video was being buffered

EDIT: Yes 400 posts
« Last Edit: March 06, 2011, 02:03:01 pm by ruler501 »
I currently don't do much, but I am a developer for a game you should totally try out called AssaultCube Reloaded download here https://assaultcuber.codeplex.com/
-----BEGIN GEEK CODE BLOCK-----
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Re: nDoom - BETA!
« Reply #61 on: March 06, 2011, 12:22:26 pm »
note: I would insert a hyperlink to the thread but I have no idea how to. ;D

It's [url=http://goo.gl/QMET]Click here![/url] :)

Thanks :D

Offline Maizesmagikarp

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Re: nDoom - BETA!
« Reply #62 on: March 07, 2011, 07:13:40 pm »
I modified the Clickpad controls to these:
Code: [Select]
D-PAD: Move/Strafe
D-Pad+Tab: Move/Turn
Menu: Open map
Home: Toggle D-PAD turn/strafe
Esc: Shoot
On: Quit

:D No idea how to modify this, but I personally think these are better Clickpad controls...

Also, perhaps a dynamic contrast?
It could get the average pixel shade then auto-adjust the contrast accordingly (or maybe map a button to it)?
Changing the contrast all the time tends to kill me :)
« Last Edit: March 09, 2011, 09:10:19 am by Maizesmagikarp »
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Re: nDoom - BETA!
« Reply #63 on: March 09, 2011, 01:34:13 pm »
Dynamic contrast might be a cool idea, although I am not sure if the Touchpad level is the same as the clickpad. The contrast levels being different from the 83+ to the 83+SE and from the 83+SE to the 84+ posed some problems for certain games that were dependent on contrast.

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Re: nDoom - BETA!
« Reply #64 on: March 09, 2011, 01:36:59 pm »
yes, that is very true -- for the first released cutscene for Rule and Conquer, it depended on certain contrast settings that made it look really light on an 83+/SE and really dark on NSpire.

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Re: nDoom - BETA!
« Reply #65 on: March 09, 2011, 01:40:18 pm »
One thing that could work is allowing the user to still change the contrast between a certain range of values and still do contrast changes accross the game, but calibrating it might be an hassle if one calc model happens to have sparse contrast levels. An example is how on the TI-83+ regular edition all contrast levels below 6 are a blank screen then from 8-2 to 9-1 it pretty much instantly fades to black. On the 83+SE the changes are slightly more even.

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Re: nDoom - BETA!
« Reply #66 on: March 09, 2011, 11:51:01 pm »
Congrats Mraklopaz on managing to get featured on ticalc before the game even gets uploaded there. O.O

Offline melee2kil

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Re: nDoom - BETA!
« Reply #67 on: March 10, 2011, 03:52:05 am »
How do you download it?

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Re: nDoom - BETA!
« Reply #68 on: March 10, 2011, 03:54:48 am »
It's attached to the first post of this topic on page 1.

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Re: nDoom - BETA!
« Reply #69 on: March 11, 2011, 11:26:15 pm »
Any more planned beta releases in the near future Mrakoplaz?

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Re: nDoom - BETA!
« Reply #70 on: March 11, 2011, 11:58:44 pm »
Unfortunately it's probably gonna take  awhile before he answers, since he's away for a while with no internet access. D: I hope he won't give up on this, though. This is just so awesome.

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Re: nDoom - BETA!
« Reply #71 on: March 12, 2011, 03:09:20 pm »
Oh, I didnt even know. >__<

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Re: nDoom - BETA!
« Reply #72 on: March 13, 2011, 04:18:21 am »
No problem. The post is probably somewhere in one of the topics or the news section, but there are quite a lot of posts, so...

Offline Mrakoplaz

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Re: nDoom - BETA!
« Reply #73 on: March 14, 2011, 01:04:41 pm »
I know my pace of development is glacial, but I definitely am not giving up on the project - at least not before custom WADs are supported, the strange crashing bugs fixed, and Clickpad controls improved. Maybe with the exception of the strange random crashes, all those should be fairly easy to implement... I'll just need to find the time, since I've got ridiculous amounts of work, and non-calculator activities take up time as well (heresy, I know ^_^).

I'll look into the pk7 (7zip) compression. Not promising anything, but I do agree that the current files are ridiculously large, and certainly will try to implement it.

Suggestions for the improved Clickpad controls; Right now, I'm just kind of quickly passing by and letting everyone know I'm still here, but once I get the time I'll definitely go through them in detail and decide.

By the way, does anyone know how gbc4nspire accesses the ON key? That would be extremely useful to know.
« Last Edit: March 14, 2011, 01:04:56 pm by Mrakoplaz »

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Re: nDoom - BETA!
« Reply #74 on: March 14, 2011, 03:14:08 pm »
No problem, I'm glad you are back online. I hope you don't have to give up due to increasing business IRL, it would suck if you no longer had anymore free time. :(