New Release: Doom
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- Kweepa
- Vic 20 Scientist
- Posts: 1315
- Joined: Fri Jan 04, 2008 5:11 pm
- Location: Austin, Texas
- Occupation: Game maker
No, the ammo you get depends on what you need most. I might change this later. I might also add other pickup types (ammo box, clip).
It would be possible to change the soldiers up a little. I think I have space for the extra textures for the sprites. I should really... gah!
Oops, I think I forgot to include the weapons in the pickup count. That would explain the 111%. Will fix. [EDIT] Fixed.
It would be possible to change the soldiers up a little. I think I have space for the extra textures for the sprites. I should really... gah!
Oops, I think I forgot to include the weapons in the pickup count. That would explain the 111%. Will fix. [EDIT] Fixed.
Great! I'll give it a thorough beating
- Noticed that CLEV-cheat-code isn't working.
- just had it running while typing 2 soldiers came really close, but when directly in front of me they do not do anything but wait for me to kill them
Regarding release: Have you thought about releasing this (even as a remote entry) for an upcoming demo-party? Revison 2013 is coming up, it has a "Game Compo" where often retro-releases for Atari 2600 and Gameboy are made. Here's some video of the 2012 Game-compo. Wouldn't it be great to have VIC-Doom shown on a 6x4 metres screen in front of roughly 800 people? There are always live streams as well with lots of more people watching. Would be a nice outing for the VIC as well.
- Noticed that CLEV-cheat-code isn't working.
- just had it running while typing 2 soldiers came really close, but when directly in front of me they do not do anything but wait for me to kill them
Regarding release: Have you thought about releasing this (even as a remote entry) for an upcoming demo-party? Revison 2013 is coming up, it has a "Game Compo" where often retro-releases for Atari 2600 and Gameboy are made. Here's some video of the 2012 Game-compo. Wouldn't it be great to have VIC-Doom shown on a 6x4 metres screen in front of roughly 800 people? There are always live streams as well with lots of more people watching. Would be a nice outing for the VIC as well.
What?!Kweepa wrote:I think I'm done...but I don't have room to add weapon graphics or extra graphics to distinguish troopers and sergeants without major revisions.
Lies!!!
Now back to work or this forum and its members will burn your feet!
LOL. All I have to say is a big thank-you for all the fun.
Well Done!
Learning all the time...
- Kweepa
- Vic 20 Scientist
- Posts: 1315
- Joined: Fri Jan 04, 2008 5:11 pm
- Location: Austin, Texas
- Occupation: Game maker
The game pauses until you press a number from 1-8.tokra wrote: - Noticed that CLEV-cheat-code isn't working.
Hmm, I'd better fix that.- just had it running while typing 2 soldiers came really close, but when directly in front of me they do not do anything but wait for me to kill them
That would be pretty cool, yes. I'll look into it!Regarding release: Have you thought about releasing this (even as a remote entry) for an upcoming demo-party?
Yeah, better now. However I noticed just now that enemies will only hit me when I see them. If I turn my back on them they won't shoot me. Don't know if it was this way before.Kweepa wrote:Fixed troopers not shooting at close range.
Hehe, was able to break this quickly. If I use "W" to go up in the menu the "Back item" will appear, if I then push down it will display the level-selection. With some navigating around I was able to break the character-definitions. Maybe you just need to de-activate the "W" key?Put in a "BACK" menu item to make menu navigation easier.
- Kweepa
- Vic 20 Scientist
- Posts: 1315
- Joined: Fri Jan 04, 2008 5:11 pm
- Location: Austin, Texas
- Occupation: Game maker
I think I misunderstood that code before, but I have it in now (not in the uploaded code yet) and it works a treat! Thanks!
Doh on the menu stack overflow/underflow. Will fix that too.
As for the enemies not shooting when you're not looking at them... if they are not in the same sector as you and you can't see them, they assume they can't see you. Maybe I should call it Ostrich Doom. Now you've brought it up I suppose I'll have to fix it. If I can find the space. I've already eaten into the C stack more than I feel comfortable. I should see how much of that stack is unused.
Doh on the menu stack overflow/underflow. Will fix that too.
As for the enemies not shooting when you're not looking at them... if they are not in the same sector as you and you can't see them, they assume they can't see you. Maybe I should call it Ostrich Doom. Now you've brought it up I suppose I'll have to fix it. If I can find the space. I've already eaten into the C stack more than I feel comfortable. I should see how much of that stack is unused.
The 'BACK' button fix also fixed the navigation bug.
I noticed something very strange just now. Happened twice when I tried. I played a little of level 1 the CLEVed to level 8. After fighting the bosses for about 10-20 seconds (they chased me into a corner, maybe I wasn't facing them) the game freezes. I can't put in any commands, not even cheat-codes. Strangely just the music keeps on playing, so the machine isn't hanging completely, obviously.
I noticed something very strange just now. Happened twice when I tried. I played a little of level 1 the CLEVed to level 8. After fighting the bosses for about 10-20 seconds (they chased me into a corner, maybe I wasn't facing them) the game freezes. I can't put in any commands, not even cheat-codes. Strangely just the music keeps on playing, so the machine isn't hanging completely, obviously.
Hang-bug re-occured after a few minutes of play. PM sent.
A few more things I noticed just now:
When I'm being blocked in a corner by enemies (likely in level 8 as well), I can just turn 180 degree and move backwards to get out of trouble. A variation on the "ostrich"-theme
When completing the game (killing the two big badasses) and starting a new one I still have all the weapons from the previous game
When completing the game in the next game the final door will still be a door and not turn into a switch after killing the two badasses (or "raspberry ghosts" as we used to call them back then)
Hey, I noticed you made fist/chainsaw switchable, forgot reporting this earlier!
As said, I'm giving this one a good beating, but I'm sure there are some things I will be missing, no other testers around?
A few more things I noticed just now:
When I'm being blocked in a corner by enemies (likely in level 8 as well), I can just turn 180 degree and move backwards to get out of trouble. A variation on the "ostrich"-theme
When completing the game (killing the two big badasses) and starting a new one I still have all the weapons from the previous game
When completing the game in the next game the final door will still be a door and not turn into a switch after killing the two badasses (or "raspberry ghosts" as we used to call them back then)
Hey, I noticed you made fist/chainsaw switchable, forgot reporting this earlier!
As said, I'm giving this one a good beating, but I'm sure there are some things I will be missing, no other testers around?
I honestly don't know how you're breaking it all the time...LOL.
No real issues...that extra frame per second makes a difference in the responsiveness and playability!
My only issue is with the fireballs being fired by the Imps being only displayed every other frame. Sort of teleporting towards me. I think that happens only when there's more than one enemy present at a time.
Other than that the game plays even better than ever...
No real issues...that extra frame per second makes a difference in the responsiveness and playability!
My only issue is with the fireballs being fired by the Imps being only displayed every other frame. Sort of teleporting towards me. I think that happens only when there's more than one enemy present at a time.
Other than that the game plays even better than ever...
Learning all the time...