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Omnimaga
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TI 68K
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Doom89!
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Topic: Doom89! (Read 43119 times)
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Liazon
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Doom89!
«
Reply #120 on:
September 21, 2007, 02:23:00 pm »
QuoteBegin-AaroneusTheGreat+21 Sep, 2007, 8:16-->
QUOTE
(AaroneusTheGreat @ 21 Sep, 2007, 8:16)
The gun is like that in the real game, don't ask me why
As for the skip level button, it's F7 on the 92+ / Voyage 200 and [MODE] on the 89 / 89 titanium. You may be pressing the wrong button.
And thanks for the complements! I hope you have fun playing this game.
actually, it crashed the emu, but it might have been a combination of button mashing that caused the emu to crash. not sure, i think tiemu might be a bit buggy.
like i said before, i'm loving it so far.
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AaroneusTheGreat
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Doom89!
«
Reply #121 on:
September 22, 2007, 02:50:00 am »
Hmm weird. Did it show any error messages? or did the emu just quit all of a sudden? (the window closed by itself and such?) because I've had that problem in the past with it.
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DJ Omnimaga
Clacualters are teh gr33t
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Doom89!
«
Reply #122 on:
September 22, 2007, 05:30:00 am »
emu are never as accurate as the real calc, for 68k assembly games sometimes it's better to play directly on calc if you have it
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Liazon
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Doom89!
«
Reply #123 on:
September 22, 2007, 08:41:00 am »
QuoteBegin-AaroneusTheGreat+22 Sep, 2007, 8:5-->
QUOTE
(AaroneusTheGreat @ 22 Sep, 2007, 8:50)
Hmm weird. Did it show any error messages? or did the emu just quit all of a sudden? (the window closed by itself and such?) because I've had that problem in the past with it.
no, just the calc just reset, but ya, I agree w/ DJ_Omnimaga, 68k emus are so-so relatively to a lot of the z80 emus.
it's just that i want to keep my 89ti functionally intact for at least the rest of this year.
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AaroneusTheGreat
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Doom89!
«
Reply #124 on:
October 01, 2007, 05:04:00 am »
I just modified the behavior and damage handling of the regular enemies, so they follow you and when you get too close they kind of back away from you a little, so it makes it a little more difficult to aim. Plus you have to try harder to get close enough to put some pellets in their foreheads now.
Each enemy can have it's own unique damage dependent on the difficulty level, it breaks down like this right now. let me know if you think it should be higher or lower for any specific enemies.
Imp:
easy: 1pt
medium : 2pts
hard : 3pts
ridiculous : 4pts
Large Cyborg:
easy: 2pts
medium : 3pts
hard : 4pts
ridiculous : 5pts
Small Cyborg:
easy: 1pt
medium : 2pts
hard : 3pts
ridiculous : 4pts
Zombie:
easy: 1pt
medium : 2pts
hard : 3pts
ridiculous : 4pts
They are pretty much all the same still, I wanted some input before I messed with them too much.
The boss has three phases now, as he gets weaker, his attacks get stronger and change between biting and throwing fireballs. I haven't tested it so I don't know if it's beatable but it's going to be pretty cool.
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DJ Omnimaga
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Doom89!
«
Reply #125 on:
October 01, 2007, 06:23:00 am »
oooh nice, can the enemies jump too? For hard I would make damage the double of normal mode and ridiculous the double of hard mode really. In Halo 3 Legendary mode you die in two hits from a simple gun shot, and in easy mode it take around 70 hits to die
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Liazon
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Doom89!
«
Reply #126 on:
October 01, 2007, 10:19:00 am »
o.o
biting? i still really like the fireballs in your betas. It's a lot better than in most calc FPS I've played where you can't even tell you're getting hit. you only see the #s go down.
At least in your games I can see I'm being pwned by balls of fire.
Though I think it'd be awesome if you actually simulated plasma grenade explosion on calc ^^
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AaroneusTheGreat
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Doom89!
«
Reply #127 on:
October 01, 2007, 03:33:00 pm »
haha! you mean the sticky thing it does? or the big cloud of energy that comes afterwards?
@DJ, I think that might be cool, but I'd have to increase the number of lives you get for the ridiculous mode, you'd just keep starting over. It'd get a little ridiculous (hmm perhaps that's your reasoning?
).
(it's actually called nightmare, but as it is it's pretty ridiculous when you start fighting the stronger enemies.)
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DJ Omnimaga
Clacualters are teh gr33t
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Doom89!
«
Reply #128 on:
October 01, 2007, 04:14:00 pm »
well Idk really how your system works but I thought 4pts was very low dmg considering in Doom you had 100 HP. Even in the original Doom it didn't took that much hits to get kill in easy mode. That's unless you use a special formula though
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Liazon
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Doom89!
«
Reply #129 on:
October 02, 2007, 12:09:00 pm »
well, i find that i get pwned pretty quickly in calc FPS.
@ATG: ya, i mean the cloud of energy. like zDoom and other z80 FPS i've played really don't compare, but i guess it's because z80 doesn't have FAT and good gs. At least I know when I'm getting hit and who I'm supposed to shoot at ^^
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DJ Omnimaga
Clacualters are teh gr33t
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Doom89!
«
Reply #130 on:
October 02, 2007, 12:15:00 pm »
well for me it's the opposite, except the last level in oblivion, even in hard mode in gemini on the 83+ I barely see any difference
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AaroneusTheGreat
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Doom89!
«
Reply #131 on:
October 02, 2007, 03:24:00 pm »
Well the last level of oblivion totally kicked my bum, but that's just me, it took forever the first time I beat the game.
QUOTE
well Idk really how your system works but I thought 4pts was very low dmg considering in Doom you had 100 HP. Even in the original Doom it didn't took that much hits to get kill in easy mode. That's unless you use a special formula though
Na, no special formula, you just get shot quite a lot, plus the enemies kind of pop out at you depending on where you are, I hid them in several spots throughout the game. It doesn't take too long to get killed on the higher difficulty levels. Plus there are 32 levels total, so I figured if you lose all 5 lives on the first level, you'll never beat the game.
I may add some special behaviors for the higher difficulty levels over the next few days to make it more dynamic, so as not to disappoint anyone.
@as for getting hit and not knowing where to shoot, I was trying to think up a way to do this earlier, I want to create a set of arrows that will show up on the screen when you get shot, kind of telling you were you got shot from, plus it's a better alert than the grimacing face.
I'd make the screen blink, but it slows the game down too much.
The directional arrows will look cooler too.
I'm thinking a left arrow on the left side of the screen when you get shot from the left, the same sort of thing for the right.
One up top on the screen when you get shot from the front and one on the bottom for the back.
@Liazon, it wouldn't bee to difficult to do, I'd just need a really believable set of animations for the plasma grenade.
Plus I don't think it would be too difficult to make it stick to players or to make it look like it arches as you throw it.
It'd just take a lot of animations/clever code to pull off, but I have a couple of ideas on how I might pull something like that off for another game.
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DJ Omnimaga
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Doom89!
«
Reply #132 on:
October 05, 2007, 02:09:00 am »
aah i understand now, I was sure it was just a matter of amount of damage point, I forgot about amount of time you get shot/enemy aiming accuraccy
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AaroneusTheGreat
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Doom89!
«
Reply #133 on:
October 05, 2007, 02:35:00 am »
Yep, if this game were on a console, it'd be wayyy to easy.
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DJ Omnimaga
Clacualters are teh gr33t
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Doom89!
«
Reply #134 on:
October 05, 2007, 03:10:00 am »
someone should write a driver for usb gamepad to calc support
jk
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