Author Topic: Doom89!  (Read 42079 times)

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Offline AaroneusTheGreat

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Doom89!
« Reply #45 on: August 22, 2007, 05:04:00 pm »
Thanks, I hope you like it, it's been a rewarding project.

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Doom89!
« Reply #46 on: August 23, 2007, 03:50:00 am »
You know, I've been wondering: when you introduced the screenshot in which you can shoot stuff on the wall, is it just graphical eyecandy or is there some sort of... reason... why you should waste your ammo shooting a weird computer?

Offline bfr

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« Reply #47 on: August 23, 2007, 04:21:00 am »
Secret weapons?  Sweet.  B)cool.gif

Offline DJ Omnimaga

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Doom89!
« Reply #48 on: August 23, 2007, 11:13:00 am »
Delnar_elriske: sometimes there could be a switch triggered when shooting it? In Oblivion 89 it did that sometimes

Offline AaroneusTheGreat

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« Reply #49 on: August 23, 2007, 03:31:00 pm »
There is a part in the story where you have to destroy these computer terminals on a certain level to disarm a security system to escape that sector.

And also it just looks cool. :)smile.gif

Unfortunately you can't destroy them on all the levels, it would slow down the game too much, meaning that when you fought enemies, the game would check if you shot a computer on the entire map. (I haven't figured a way around this yet. but if I do I'll implement it.)

It takes a fraction of a second, but it's noticeable.

The computer terminal level is set up so that you are fighting enemies and destroying terminals one at a time, so that the game doesn't slow down too much.

Conceivably you could do both on that level, but it'd be hard to get both an enemy and a terminal in the same shot range.

I hope that answered your question. :)smile.gif

Offline Halifax

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Doom89!
« Reply #50 on: August 23, 2007, 04:00:00 pm »
QUOTE

Unfortunately you can't destroy them on all the levels, it would slow down the game too much, meaning that when you fought enemies, the game would check if you shot a computer on the entire map. (I haven't figured a way around this yet. but if I do I'll implement it.)


You could divide your levels into sectors of x,y,width,height

Then all you would have to do is check the sector and not any other walls that would be out of sight of the player. This will speed things up for the most part until you get into sector streaming :/confused.gif which is when the person can see two sectors because one is through a door or something. I don't know if that is possible in your game, but if it isn't then you wouldn't have to worry about sector streaming :thumb:thumb.gif

That is just a suggestion to speed it up if you needed it. Although that method depends on how big your rooms are. If you only have a 2 room level then sectors won't help it at all.
There are 10 types of people in this world-- those that can read binary, and those that can't.

Offline AaroneusTheGreat

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« Reply #51 on: August 24, 2007, 06:51:00 pm »
The levels are rather large most of the time, so this sort of thing may be very useful. If I learn to use the sector devision method, I can streamline the shooting code to allow the special effect that destroying the computers has.

Also It could come in handy in the future as I add more things to the game.

If you would, please PM me with a breif, you don't have to go into too much depth, synopsis of the process. Mostly theory with a few generalized examples would be perfect.

I'd really appreciate it.

Btw, check your messages on Ti-Freakware. :)smile.gif

Offline Halifax

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« Reply #52 on: August 24, 2007, 10:14:00 pm »
kk yeah I checked my messages and yes I will pm you the info on it.
There are 10 types of people in this world-- those that can read binary, and those that can't.

Offline AaroneusTheGreat

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« Reply #53 on: August 26, 2007, 08:30:00 am »
Yea the sectors thing wasn't going to work out because I'd have to statically define or define with "in view" calculations, the dimensions of the sectors and that'd probably slow the thing down just as much.

I met the solution in the middle however by rewriting the shooting code a second time. Now it runs just as quickly as before, with the added bonus of being able to destroy the computer terminals as well. There are a few kinks to be worked out, but that's to be expected. :)smile.gif


Offline Halifax

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« Reply #54 on: August 26, 2007, 01:36:00 pm »
Ah sweetness! Yeah I didn't know if sectors would be a CPU hog or not. Sorry. :(sad.gif
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Offline DJ Omnimaga

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« Reply #55 on: August 26, 2007, 03:58:00 pm »
keep it up ATG!

Offline JonimusPrime

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Doom89!
« Reply #56 on: August 26, 2007, 04:46:00 pm »
NIce work once I get a job I'll have a calc to try this on EMUs just don't give it justice

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Offline AaroneusTheGreat

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« Reply #57 on: August 27, 2007, 05:29:00 pm »
The fun continues!  :Dbiggrin.gif

I just finished the majority of the rocket launcher code. It makes me grin, enemies just kind of disappear beneath it's wrath. It's basically the BFG right now. %)rolleyes2.gif

Now that this code is done, I'll be able to use the basic construct for the plasma rifle. Meaning the code for the rocket launcher was written to be interchangeable with the plasma gun.  That should be fun also. :)smile.gif

IIRC, the plasma gun projectiles moved a lot faster than the rockets. So I'm going to make them move about twice as fast as the rockets.

Offline DJ Omnimaga

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« Reply #58 on: August 27, 2007, 05:32:00 pm »
Lol just change the rocket launcher with a nuke launcher, instant death of all enemies on the entire map in one hit! :Dbiggrin.gif


nah its cool, I cant wait to see new screenies! Keep it up!

Offline Madskillz

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Doom89!
« Reply #59 on: August 28, 2007, 06:34:00 am »
Wow I cant wait to see this progress!