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Doom89!
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Topic: Doom89! (Read 43121 times)
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AaroneusTheGreat
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Doom89!
«
Reply #90 on:
September 13, 2007, 05:21:00 pm »
Well at the moment due to the engine itself. There is no z axis alteration or rotation. Meaning the looking around thing isn't currently possible with the technology at hand. Perhaps in future 3D engines.
Strafing is already implemented in the game with the use of the Diamond button on the 89 and the F2 button on the 92+/V200
The 92+ actually has diagonal arrow keys. The arrows are actually connected in a rounded plus shaped button which when you press to the respective directions acts as the arrow keys. So you have 8 directions in one arrow button thing, it's a lot like a joystick anyways.
It's difficult to describe what it looks like, on the XBox I believe there is something like it on the controller.
It's also a little weird to get used to, but once you do, it adds to your maneuverability by leaps and bounds.
Even on the 89, pressing multiple arrow keys will make you move in both those directions, for instance pressing up and right will make you walk forward and turn to the right at the same time.
Btw I cleaned up some more graphical issues with the 92+/v200 versions of the game and it looks much more professional now. I also added one more level (currently working on some new eye candy and things to add to this level).
Once I get done with the new level and possibly another after that I'll be a little closer to releasing the next beta.
I think once I finish fully integrating the new features and finish cleaning up the story a bit, I'll be ready to release the next beta.
I'll work on getting it done as fast as possible with my schedule. Right now I can't really give you a fair estimate aside from a couple of weeks or so.
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DJ Omnimaga
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Doom89!
«
Reply #91 on:
September 13, 2007, 05:41:00 pm »
something i thought about is to just scroll the screen when moving camera up and down, without z-axis. This would mean the camera couldnt be moved up or down too far but still enough to allow flying enemies and smaller enemies on the ground
but you would have to do some editing on the 3D engine for the clipping i think
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Madskillz
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Doom89!
«
Reply #92 on:
September 13, 2007, 05:43:00 pm »
wow this is great to hear, I love to hear all this progress! Keep it up mate!
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AaroneusTheGreat
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Doom89!
«
Reply #93 on:
September 14, 2007, 10:00:00 am »
Thanks.
& DJ, the flying enemies thing can be accomplished by drawing the sprites for such enemies based on the ceiling or the middle of the drawing.
Each sprite is 64*64 pixels, based on the "floor" and "ceiling" of the level, so if you draw them off the "floor" then they look like they are flying.
And if you're really good with drawing sprites you could animate them to flap their wings and rise up and down a little while they do it to sell the effect even further.
That would come in handy for something like House Of The Dead where you often run into characters who fly.
Good thinking though. I may use this in another game sometime down the road.
Actually, come to think of it, my next game is most likely going to be a 2D game for a change. Time will tell.
UPDATE:
I finished implementing a neat little piece of eye candy. On certain levels there are "windows" where you can look out and see the mountains of Phobos and outer space beyond that.
On those levels the floor and ceiling are a speckled gradient that moves when you move. It makes the scenery effect work. The scenery was actually a neat little trick that was suggested to someone on a Ti-Chess Team forum. I ran with it and it worked out pretty well.
I hope to have the next beta out by the week after next at the latest so that my beta testers can go to work. After that is done testing, I'll release that beta as a public beta.
If I do this I'll have to take a little break while the beta testers are at work so that I don't make progress that I'll have to go back and change because of a bug fix.
More will be revealed....
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DJ Omnimaga
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Doom89!
«
Reply #94 on:
September 14, 2007, 10:24:00 am »
cool work! I can't wait for next versioN!
btw of course you could always have the gun aiming cursor move up and down instead of the entire screen, like on the Wii when you dont move the controller too high in Metroid Prime 3
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Liazon
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Doom89!
«
Reply #95 on:
September 14, 2007, 01:49:00 pm »
or maybe just a couple heights to simplify? kinda like in 2d metroids where you just press a button to have your gun pointed diagonally up. maybe move the gun sprite to make it seem like it's being pointed higher.
btw, i thought 92+ only had 4 directions from the programmer's perspective, but it was just more convenient for the user because it's connected?
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AaroneusTheGreat
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Doom89!
«
Reply #96 on:
September 15, 2007, 08:34:00 am »
Yea the key thing makes sense to me, that's probably how it is.
As for the moving the aiming cursor up and down, that would be a neat effect, but you'd really have to do some serious mathematic calculations in order for it to detect whether or not the aim was true if you arent just shooting horizontally.
The thing you'd actually have to do is to determine the angle based on the cursor position, then do a cosine and sine calculation to figure out if you are shooting in the right direction, then you'd have to decide whether the ray you casted is within the margin of error.
That's how it makes sense in my head, but the actual calculations would be very complex more than likely. Shooting horizontally is difficult enough. (I'm not that great at math, go figure
)
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Liazon
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Doom89!
«
Reply #97 on:
September 15, 2007, 08:47:00 am »
well if you do a couple heights, you might just manage w/ Look Up tables and lots of approximation. the screen is pretty small on the 89 for sure, maybe not on the V200/92+, but if major approximations still work out graphically, it's all good. That is to say, objects appear closer/farther than they are, but the player probably won't tell the difference. ^^
can't wait for a demo though!
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DJ Omnimaga
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Doom89!
«
Reply #98 on:
September 15, 2007, 08:48:00 am »
ok I see, didnt realised that
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AaroneusTheGreat
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Doom89!
«
Reply #99 on:
September 15, 2007, 06:48:00 pm »
Your wish has been granted Liazon. Great timing.
// this is a quote of a post on another forum because I'm a little lazy//
You will all probably be glad to hear this:
After a series of nights of limited sleep, tonight being one of them (it's 1:37 AM here in NC), the newest beta is ready for release. So far I haven't found any bugs, but that is also because it hasn't been extensively tested yet. Here's where you all come in. I am releasing this beta as a public beta, and the only thing I ask is if you find any bugs, please report them in my "Bug Reports" thread. // on Ti-Freakware //
Even if it's not a bug, and just something that bothered you, post it there also. That could be things like a graphical issue or a gameplay issue, etc.
Here's the link, I hope everyone has fun playing this game.
http://www.tifreakware.net/atg/Beta_1_5_4.zip
// end quote //
If you have any problems with the link or anything else let me know. Thanks.
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DJ Omnimaga
Clacualters are teh gr33t
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Doom89!
«
Reply #100 on:
September 15, 2007, 07:24:00 pm »
wow nice I didnt thought it would come out that fast, I'll try it asap on my 89t! Do I need a shell to run it or can I run it nostub like f-zero and oblivion?
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AaroneusTheGreat
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Doom89!
«
Reply #101 on:
September 16, 2007, 06:20:00 am »
No stub, but you do need the HW3Patch which is included in that beta.
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DJ Omnimaga
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Doom89!
«
Reply #102 on:
September 16, 2007, 08:58:00 am »
ok, I alerady have it installed actually
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AaroneusTheGreat
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Doom89!
«
Reply #103 on:
September 16, 2007, 04:11:00 pm »
Cool deal. Let me know what you think please.
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DJ Omnimaga
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Doom89!
«
Reply #104 on:
September 16, 2007, 04:23:00 pm »
When i run Doom() i get an Error: no matching engine found
what am i doing wrong? I've sent all files to archive and I have HW3patch installed
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Doom89!