Omnimaga

Calculator Community => Other Calc-Related Projects and Ideas => TI 68K => Topic started by: AaroneusTheGreat on July 30, 2007, 07:17:00 pm

Title: Doom89!
Post by: AaroneusTheGreat on July 30, 2007, 07:17:00 pm
Hello everyone, as you might (probably) already know, I am working on porting Doom95 to the 68k series. I started this topic to let the people who do not frequent the other boards where I've been talking about this know whats going on. Also this is the place to post your opinions, ideas and general discussion about this project.

Here's my http://tifreakware.net/atg/index.htm which will have the public release beta on it, it's a tad buggy and really only there to give you a feel for what the game will be like at this point. The current beta with all the bug fixes and nifty new features is only available to beta testers right now, so if you want to see it now, you kinda have to volunteer to beta test for me. It's not a labor intensive job, just tell me if anything goes wrong and any opinions you have or ideas for the game.

Hope you all enjoy Doom89 as much as I have enjoyed building it. I hope to have the whole game finished in a month or two. (probably counting from the time I get my good computer up and running again   :ihatemypc:crash.gif  )
Title: Doom89!
Post by: DJ Omnimaga on July 31, 2007, 12:23:00 am
I saw some screenies, it was awesome. It reminds me of Oblivion and Arena 3D, so i'm sure to download it when it's done ^^. Will you have variable wall height, aka, more Doom style than Wolfeinstein 3D?
Title: Doom89!
Post by: AaroneusTheGreat on July 31, 2007, 03:07:00 am
Unfortunately no, there's currently no 3D engine that supports that for the 68k series. Perhaps if I become more skilled (much more) I could attempt to build one. But as of now, there's only one good engine, the FAT engine, and FAT stands for Fixed Angle Texturing, meaning all walls and corners and such are 90 degrees and there's no variable Z axis. :/confused.gif

But so far I think I've been making due pretty well.

When I have my good computer back I'll be advancing this project much faster.

Btw DJ, do you have the time/interest to do a little beta testing? If so just let me know in a PM or something.  
Title: Doom89!
Post by: MechaTech84 on July 31, 2007, 04:22:00 am
It looks good from what i could see from the screenies. (I don't have an 89...) I haven't played the original but I've played the ipod linux version. it matches up quite nicely in terms of graphics. (as good as black and white can get...)
Title: Doom89!
Post by: DJ Omnimaga on July 31, 2007, 12:11:00 pm
The original doom was fun for its time. i think there's graphic enhancement mods now as well out there
Title: Doom89!
Post by: AaroneusTheGreat on August 15, 2007, 07:58:00 am
Yes there are, there's a bunch of them, in fact I have one that converts Doom2 to a raytracer version of goldeneye.

NEWS:

I will be releasing a 28 level public beta soon, It has entered testing today and I expect that it should be ready for release in a couple of weeks at the most.

Title: Doom89!
Post by: DJ Omnimaga on August 15, 2007, 04:20:00 pm
28 levels??? o.oblink.gif

and your avatar is broken
Title: Doom89!
Post by: Halifax on August 15, 2007, 04:42:00 pm
QuoteBegin-AaroneusTheGreat+31 Jul, 2007, 9:07-->
QUOTE (AaroneusTheGreat @ 31 Jul, 2007, 9:07)
Unfortunately no, there's currently no 3D engine that supports that for the 68k series. Perhaps if I become more skilled (much more) I could attempt to build one. But as of now, there's only one good engine, the FAT engine, and FAT stands for Fixed Angle Texturing, meaning all walls and corners and such are 90 degrees and there's no variable Z axis. :/confused.gif

But so far I think I've been making due pretty well.

When I have my good computer back I'll be advancing this project much faster.

Btw DJ, do you have the time/interest to do a little beta testing? If so just let me know in a PM or something.

Once you get to that more skilled place, which I personally think you are at now, then you should check out gamedev.net. They have an article that explains in great depth on how to improve raycasting. There improved version of raycasting eliminates the need for all walls to be the same height, 90 degree angles, and some other things.

http://www.gamedev.net/reference/articles/article872.asp
Title: Doom89!
Post by: AaroneusTheGreat on August 15, 2007, 06:01:00 pm
I'll check it out. One thing that would be a problem is screen size. The FAT engine only really has good fps rates with most games because it only draws to a 96*96 pixel drawing plane. If I were to create my own engine and have it not be limited to the 90* fixed angle, then I'd either have to cut down on the screen size, which would be unacceptable. It'd be too hard to see. Or I'd have to cut down on speed or functionality.

That said, if I really study up on the internals of raycasting I may learn a thing or two to make something like this possible.

I think what I should do first is finish Doom89 ;)wink.gif

Then I'll study up on trig, raycasting, linear algebra and some advanced C, and then I'll get back to you on that. :)smile.gif

I'll be starting a C++ course in four days so that should be some extra practice on top of this project. C++ and C are nearly the same, and most of the syntax carries over.

In fact I might just buy some books on C, I already have one on C++, that I never really read, and now that I'm no longer such a noob and understand a few things I think I'll pick it up and read a little.

I'm rambling now, sorry.

The engine idea, while a little premature at this point is still plausible so I'll look into it.   %)rolleyes2.gif

(you know what's kind of funny, this is by no means the first time someone suggested this to me. I don't get it really, I'm no programming guru by a long shot.  :Ptongue.gif)
Title: Doom89!
Post by: Halifax on August 15, 2007, 06:33:00 pm
I would sacrifice speed for an engine that is more advanced than FAT. It wouldn't really matter to me.

Also I do find that syntax carries over from C to C++, but I find it hard to port C programs to C++ in the way they *should* be ported. With classes and getters and setters and encapsulations and all that crap. I personally prefer C by far to C++ although it is much easier to make an engine in C++.

Maybe once I take trigonometry and learn some more OpenGL I will shift to C++ so I can develop a 3D engine.
Title: Doom89!
Post by: necro on August 16, 2007, 01:13:00 am
I didn't see any zombies in the screen shot, and why did the imps die to their explosion/overkill animation instead of thier normal death animation from just being shot.  I alos never noticed any fire balls from them.
Title: Doom89!
Post by: AaroneusTheGreat on August 17, 2007, 10:11:00 am
The Zombies show up a little later, around level 3. The exposion thing applies to all the characters because of the amount of space required to store all the death scenes for all the enemies. Four frames per death animation and 4 normal enemies, means 16 frames, at 64*64 pixels each times two planes.

That would equal around 32768 bytes, and then add on to that another 32768 bytes for the normal animations. Now we're up to 65536 bytes , plus two extra frames for the attacks times 4 would equal another 65536 bytes, so now we're up to 131072 bytes. Thats just for the enemies, now the tiles. There are about 72 or so of them. That equals 147456 bytes and add that to the 131072 bytes, which equals 278528 bytes, then add the fat engine which is ~55kb.

Now we're up to ~333528 bytes. Now add the 47982 bytes for the doom game engine. Now we're up to 381510 bytes, now add the 17kb map file, the 7kb text file, and the 8332 byte save file and we're up to 413842 bytes, plus the 1002 byte run game program.

414844 bytes all together.

that figure is without all the add ons and optimizations I have so far.

the actual figure of space is 452341 bytes.

So, if i were to add all the normal death animations, it'd be;

485109 bytes.

Also, the fireballs thing may be in the future, but right now I'm not sure really what I'm going to do about that. It'd require a good bit of RAM to keep up with the location and status of the fireballs. Plus the way the imps are set up right now, they come kind of close to you and start scratching, so it looks more normal.

I'll give it some thought, see what I can come up with and then get back to you on that one. It'd also require around 8 sprites or so, so that the fireballs are multidirectional like in the real game.

I am working around a lot of restrictions because of the small platform. While the 68k series is certainly a powerful platform, its still small.



Title: Doom89!
Post by: DJ Omnimaga on August 17, 2007, 12:08:00 pm
thats big o.oblink.gif, good thing my TI-89t have 2.7 MB of flash ROM :Dbiggrin.gif
Title: Doom89!
Post by: Halifax on August 17, 2007, 02:54:00 pm
Woah at first I thought you, ATG, was JincS because of your avatar. Where does that picture come from?
Title: Doom89!
Post by: JincS on August 17, 2007, 04:44:00 pm
It comes with IPB :)smile.gif Just a stock pic.
Title: Doom89!
Post by: DJ Omnimaga on August 17, 2007, 06:04:00 pm
LOL i was wondering why i felt like i saw this avi before x.x, now its confusing because both members have the same avatar lol

I remember when lolje hijacked spelli avatar it was weird
Title: Doom89!
Post by: AaroneusTheGreat on August 17, 2007, 06:06:00 pm
Yea, for some reason, I keep linking my avitar and it's broken every time. So I gave up and used a stock one.  
Title: Doom89!
Post by: DJ Omnimaga on August 17, 2007, 06:08:00 pm
where is your old avatar hosted? maybe it doesnt allow remote linking. As tifreakware staff you can upload it directly on tifreakware i think, but idk if tifreakware has hotlinking disabled too
Title: Doom89!
Post by: AaroneusTheGreat on August 17, 2007, 06:20:00 pm
It might, I think I hotlinked it from UTI. It really doesnt matter much to me. I'll think of something.

Anywho, I looked into the advanced raycasting and I understand it to a point. If anyone here can help me find some tutorials on drawing a raycasted scene to a flat screen, please post the links here.

I'm going to go on Amazon and see if I can't find some books on the subject also. I think I may actually be crazy enough to attempt this.

I need to get my head examined. :Ptongue.gif

EDIT:

Okay, I found Doom's Original source code. I'm going to study their methods, and see if I can learn a thing or two.  
Title: Doom89!
Post by: DJ Omnimaga on August 17, 2007, 06:54:00 pm
o.oblink.gif nice i hope it helps!
Title: Doom89!
Post by: Ranman on August 18, 2007, 12:01:00 am
QuoteBegin-AaroneusTheGreat+18 Aug, 2007, 0:2-->
QUOTE (AaroneusTheGreat @ 18 Aug, 2007, 0:20)
Anywho, I looked into the advanced raycasting and I understand it to a point. If anyone here can help me find some tutorials on drawing a raycasted scene to a flat screen, please post the links here.  

 This is a decent tutorial...

http://www.permadi.com/tutorial/raycast/
Title: Doom89!
Post by: Halifax on August 18, 2007, 06:49:00 am
ATG: I seriously recommend talking to Jim_e. He is the master when it comes to 3D raycasting techniques. I mean this guy has made a grayscale 3D raycaster, and a Mode7 engine all on the z80 o.oblink.gif

He could definetly help you out a lot!
Title: Doom89!
Post by: AaroneusTheGreat on August 18, 2007, 06:55:00 am
I've read that one actually, I was thinking of more in depth application of the theory. I think what I'll have to end up doing is sitting down with a pad of paper, the computer, the tutorials and some serious free time, and just take notes, figure things out and try stuff on TIGCC. Simple things to start with like wireframe rendering. If I get anything working then I'll move on from there.  
Title: Doom89!
Post by: Liazon on August 18, 2007, 11:03:00 am
wouldn't this have to be in 68k ASM?
Title: Doom89!
Post by: DJ Omnimaga on August 18, 2007, 11:40:00 am
i think only the FAT engine is asm. Idk if he will have to do assembly to make a new more complex engine though, C may be a bit slow. We never know tho ^^
Title: Doom89!
Post by: AaroneusTheGreat on August 18, 2007, 03:47:00 pm
Well, I dont know whether or not the FAT engine was written in pure ASM or not but C should do just fine if I do it right.

NEWS:

New menu system is done. Now when you are in-game, the menu floats on top of the viewing plane in the original font. Ranman helped me with the font system. It looks pretty sweet.  
Title: Doom89!
Post by: DJ Omnimaga on August 18, 2007, 04:38:00 pm
cool, do you have screenies???
Title: Doom89!
Post by: AaroneusTheGreat on August 19, 2007, 04:30:00 am
Not right this minuet, but I'll make some when I get a chance. I think I have to reinstall CalcCapture. That probably got wiped when my computer crashed.

EDIT:

Well, calccapture doesn't work with the new tiemu so I had to use still screen shots created with tiemu.

Screenshots:

user posted image

user posted image

user posted image

user posted image

The on screen menus look much better on a real calc, they are perfectly readable. The emulator's screen contrast is in what would be perfect grays, but that's not how it works on a real calc.
Title: Doom89!
Post by: DJ Omnimaga on August 19, 2007, 05:02:00 am
wow nice so far, i like the custom fonts. I would make them lighter on the bottom screenie tho so its easier to read
Title: Doom89!
Post by: AaroneusTheGreat on August 19, 2007, 02:20:00 pm
That's the second time someone suggested that  :Ptongue.gif
Actually, it looks much better and is much much easier to read on a real calculator than on the emulator. Ranman and I are working that out though, so it might change. I'll let you all know.  
Title: Doom89!
Post by: Madskillz on August 19, 2007, 03:07:00 pm
Wow looks great keep us posted...man I wish I had an 89...hmm
Title: Doom89!
Post by: AaroneusTheGreat on August 19, 2007, 04:19:00 pm
Thanks :)smile.gif I will keep you posted, no doubt about that.

NEWS:

Started work on projectile sprites/code for the imps' fireballs.
So the imps will be throwing hellfire at you soon, to add another touch to make Doom89 more like the original Doom 95.
Title: Doom89!
Post by: DJ Omnimaga on August 19, 2007, 05:25:00 pm
ooh nice. I thought doom was created in 93 tho?
Title: Doom89!
Post by: AaroneusTheGreat on August 20, 2007, 03:29:00 am
Yea it was created in 93, but it was called Doom 95 because it was written for Window$ 95 and DOS I believe. I could be wrong though.  
Title: Doom89!
Post by: DJ Omnimaga on August 20, 2007, 05:07:00 am
OOh i see why. Odd, the version i had on my old PC was just called Doom
Title: Doom89!
Post by: AaroneusTheGreat on August 20, 2007, 08:45:00 am
Yea I could be wrong, It was called Doom though, not Doom 95, I just tack the 95 on there to differentiate that from Doom2 and the mods of Doom. (there are a bunch of them). There may be a version for the playstation also called Doom. I don't really remember.  
Title: Doom89!
Post by: DJ Omnimaga on August 20, 2007, 09:03:00 am
or a remake?
Title: Doom89!
Post by: AaroneusTheGreat on August 21, 2007, 02:21:00 pm
idk really. lol.

NEWS:

I just added the fireballs that the imps throw, it looks amazing, only problem is, the fireball sprites are backwards! :Ptongue.gif so I'm going to fix that now, but other than that the code works flawlessly.
Title: Doom89!
Post by: DJ Omnimaga on August 21, 2007, 03:54:00 pm
Ooh nice, I cant wait!
Title: Doom89!
Post by: AaroneusTheGreat on August 22, 2007, 05:42:00 am
Found a few bugs, fixed them, and prepared the newest beta for release to my beta testers, I want to give them a bit of time to find any other bugs before I throw this one on them.

Once the newest beta is tested it will be released to the public.  
Title: Doom89!
Post by: Liazon on August 22, 2007, 09:50:00 am
QuoteBegin-AaroneusTheGreat+21 Aug, 2007, 20:21-->
QUOTE (AaroneusTheGreat @ 21 Aug, 2007, 20:21)
I just added the fireballs that the imps throw, it looks amazing, only problem is, the fireball sprites are backwards! :Ptongue.gif so I'm going to fix that now, but other than that the code works flawlessly.  

o.oblink.gif i just have to see this!! sounds like graphical fun
Title: Doom89!
Post by: JonimusPrime on August 22, 2007, 11:48:00 am
I got to get my 89 emu up and running again :)smile.gif
Title: Doom89!
Post by: DJ Omnimaga on August 22, 2007, 11:54:00 am
for me i got a 89t back in march so no more need for emu :Dbiggrin.gif
Title: Doom89!
Post by: AaroneusTheGreat on August 22, 2007, 02:47:00 pm
I'm glad you all are excited about this, I hope I don't let you down. Expectations have a way of getting away from us.

I may be adding a secret weapon soon... just a hint. :)smile.gif
Title: Doom89!
Post by: Madskillz on August 22, 2007, 04:19:00 pm
Man this is gonna be awesome! I cant wait to see/play it!
Title: Doom89!
Post by: AaroneusTheGreat on August 22, 2007, 05:04:00 pm
Thanks, I hope you like it, it's been a rewarding project.
Title: Doom89!
Post by: Delnar_Ersike 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?
Title: Doom89!
Post by: bfr on August 23, 2007, 04:21:00 am
Secret weapons?  Sweet.  B)cool.gif
Title: Doom89!
Post by: DJ Omnimaga 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
Title: Doom89!
Post by: AaroneusTheGreat 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
Title: Doom89!
Post by: Halifax 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.
Title: Doom89!
Post by: AaroneusTheGreat 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
Title: Doom89!
Post by: Halifax on August 24, 2007, 10:14:00 pm
kk yeah I checked my messages and yes I will pm you the info on it.
Title: Doom89!
Post by: AaroneusTheGreat 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

Title: Doom89!
Post by: Halifax 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
Title: Doom89!
Post by: DJ Omnimaga on August 26, 2007, 03:58:00 pm
keep it up ATG!
Title: Doom89!
Post by: JonimusPrime 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
Title: Doom89!
Post by: AaroneusTheGreat 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.
Title: Doom89!
Post by: DJ Omnimaga 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!
Title: Doom89!
Post by: Madskillz on August 28, 2007, 06:34:00 am
Wow I cant wait to see this progress!
Title: Doom89!
Post by: AaroneusTheGreat on August 29, 2007, 11:15:00 am
Yep, there are a few more things to keep track of, I think I'm going to start work on making the static sprites block your and the enemy's shots tonight, so that the game is more realistic.

Also if the enemies can blow up those little radioactive waste barrels they could blow themselves up in the process, I think that would be funny.  
Title: Doom89!
Post by: DJ Omnimaga on August 29, 2007, 11:37:00 am
lol do this, it would be even more realistic. make sure if you're close enough that you blow up too, or when shooting on a wall with a rocket launcher close to you
Title: Doom89!
Post by: AaroneusTheGreat on August 29, 2007, 05:18:00 pm
Way ahead of you, that's already implemented. :Ptongue.gif
It even goes farther than that actually, when you shoot an enemy that's too close to you with the rocket launcher, you get hurt also from the explosion.  
Title: Doom89!
Post by: DJ Omnimaga on August 29, 2007, 05:31:00 pm
cool!
Title: Doom89!
Post by: calc84maniac on August 30, 2007, 01:19:00 am
...in a painful sort of way... :Ptongue.gif
Title: Doom89!
Post by: DJ Omnimaga on August 30, 2007, 02:14:00 am
lol yeah, gotta love rocket launchers.


*Open halo*
*connect to xbox live*
*start BIG TEAM BATTLE*
*waiting for the best game*
*teams/game set up in progress*
*starting game, please wait*
* Slayer*
oops forgot I had the shoot button held down
*KABOOM*
* Betraying!*
* Suicide!*
* Betraying!*
* Betraying!*
* Betraying!*
* Betraying!*
Score=-5 :Dbiggrin.gif
Title: Doom89!
Post by: AaroneusTheGreat on August 31, 2007, 08:33:00 am
Nice.

Yea I have been working on other problems lately. So I haven't gotten a chance to address that one. A nasty bug popped up when I finished the rocket launcher and the plasma gun. I am working to fix it wherever it may show up. Which will require yet again more testing.

The plasma gun is fast, kind of the same speed or faster than the pistol, and the damage is greater. It can get kind of dangerous if you aren't careful though, I've blown myself up several times with the rocket launcher and the plasma gun.

:Ptongue.gif how does one lose at one's own game? :Ptongue.gif
Title: Doom89!
Post by: Halifax on August 31, 2007, 08:58:00 am
Wow ATG this game is shaping up quickly. Keep shelling that work into it! :thumb:thumb.gif
Title: Doom89!
Post by: DJ Omnimaga on August 31, 2007, 09:18:00 am
ATG dont worry I managed to get my score back to at least 2 that time :Ptongue.gif
Title: Doom89!
Post by: AaroneusTheGreat on September 01, 2007, 06:03:00 am
Nice. I used to like to play halo on the Xbox live thing, but I was only playing because I was at a friends house or something.

The most up to date game system I have is the N64. :Ptongue.gif

Anywho, There are a few things left to do in regard to the plasma gun. Then once I add a few levels and get it up to roughly 35 or so levels, and everything is running as well as I can tell, then I'll release the beta to my testers.

Then from there I'll take a short break whils't I await feedback and bug reports. Kind of rest the brain a little. I've been progressing this project at break-neck speed for me. Ususally I take more time on things, but this one kind of became a serious obsession and I want to work on it any chance I get.

Anywho, I've been making my rounds announcing things on various forums, because right now I only have internet on the family computer, the router won't communicate with this one because the OS is corrupted. So I dont have a wireless connection upstairs right now. The OS isn't corrupted enough to make it crash, but enough to make it freaking frustrating.

SO I'll be reformatting this comp (my personal comp has all my development tools, so I'll still be able to work on Doom89 and fortunately it's running perfectly) and getting it back up to speed over this weekend. So I probably won't be able to post for a while.

If I don't get a chance to tell this to everyone on Ti-Freakware then would someone please announce it on my projects forum (preferably under the Doom89 thread, it's the general discussion thread.)

Thanks.
Title: Doom89!
Post by: DJ Omnimaga on September 01, 2007, 12:03:00 pm
i hope the project wont die and i hope to see you back soon! We'll make sure to let them know if you dont post here
Title: Doom89!
Post by: AaroneusTheGreat on September 01, 2007, 06:37:00 pm
The project won't die, I'll give it cpr if I have to. Mouth to mouth even. :Ptongue.gif

On a lighter note, I may have effed my good computer beyond repair, and if you want to know anymore about this you can read it under my Doom89 forum, it's too long to explain. :(sad.gif

So I'll be postponing (sp?) the cleanout and reformatting of the computer I'm currently using to make sure I still have a working computer.

I can work on Doom89 on here, but the going will be a little slower.

Since Doom89 is such a major project and I really don't want to lose it, It's always double (sometimes triple) backed up, meaning I work off one smart drive and back up to another smart drive, and sometimes I keep a backup on my iPod. I'm a little OCD but it pays off sometimes.

All my development tools are on one of the smartdrives also, so I am good to go, all I need is a computer and I can work on Doom89. So not to worry. (That's the only really good part about this mess)

Anywho, sorry for the false alarm, I'll be able to post and work on the project, but I may be a little slower on progress.
Title: Doom89!
Post by: DJ Omnimaga on September 02, 2007, 01:40:00 am
I'm sorry about your computer problems, I hope you can get it working like a new again soon
Title: Doom89!
Post by: Liazon on September 02, 2007, 04:09:00 am
too bad :(sad.gif  well at least you keep everything backed up  :thumb:thumb.gif

backups are always important.  i should probably start doing that w/ some of the apps i use for dev, but do i need a smart drive for that?
Title: Doom89!
Post by: AaroneusTheGreat on September 02, 2007, 04:13:00 am
No not really, you could, if they are small enough, back them up to floppies, or you could use a zip drive disk. Or a minidisk. (they may be the same thing?) Or a really annoying solution would be to find a rewritable cd and burn them to it. That way you can use the same cd over again for the next backup.

A pendrive or a smart drive (a usb mass storage device) goes for pretty cheap now. You can get a 1GB smart drive for no more than $6-$80 dollars and often cheaper with rebates and such.

They are definately worth the cash, they are simple, work anywhere you have a USB port, reliable, and they are pretty cheap.

EDIT:

Ranman saves the day! I would have never thought to unplug the bios jumpers and the video card, plug everything back in and start it up.

My computer lives!!! Muhahahaha.  :lol:bounce2.gif
Title: Doom89!
Post by: Ranman on September 02, 2007, 05:34:00 am
QuoteBegin-AaroneusTheGreat+2 Sep, 2007, 10:13-->
QUOTE (AaroneusTheGreat @ 2 Sep, 2007, 10:13)
A pendrive or a smart drive (a usb mass storage device) goes for pretty cheap now. You can get a 1GB smart drive for no more than $6-$80 dollars and often cheaper with rebates and such.

I just saw an 8GB USB drive at Fry's for $79. O_Oshocked2.gif

QuoteBegin-AaroneusTheGreat+2 Sep, 2007, 10:13
-->
QUOTE (AaroneusTheGreat @ 2 Sep, 2007, 10:13)
Ranman saves the day! I would have never thought to unplug the bios jumpers and the video card, plug everything back in and start it up.

My computer lives!!! Muhahahaha.
Title: Doom89!
Post by: DJ Omnimaga on September 03, 2007, 05:10:00 am
Now they make harddrives as USB jumpdrive, they're more expensive but its great because they're alerady 8 GB too

and glad your comp is fixed ATG :)smile.gif
Title: Doom89!
Post by: Liazon on September 03, 2007, 06:16:00 am
yay!! that was a simple solution o.oblink.gif

btw, does it have to be U3 or w/e or can you run programs off of regular 2.0 ones?
Title: Doom89!
Post by: AaroneusTheGreat on September 05, 2007, 05:43:00 am
Yes, you can run programs from 2.0 smart drives.

EDIT:

I'll be revising the whole level set over the next few days to make sure everything is reasonable but not too easy. Plus there are a few things that irked me about some of the levels, so I'm going to change those things.

Lots of optimization to do...    
Title: Doom89!
Post by: Madskillz on September 05, 2007, 08:04:00 am
Sounds great, I cant wait to see all this progress!
Title: Doom89!
Post by: DJ Omnimaga on September 05, 2007, 03:52:00 pm
how fast does it run approximately btw? (if there's a way to calculate FPS in TI-89 C)
Title: Doom89!
Post by: AaroneusTheGreat on September 06, 2007, 11:10:00 am
It runs pretty fast, so I'm guessing whilst not fighting enemies it'd be between 12-24 FPS. While fighting enemies, 8-16 FPS.

It never really lags excessively, but this depends also on whether you are using an 89t and 89 or a 92+.

Plus these are just estimates. There is a way to calculate the FPS within the FAT engine, I just don't know how. I could look it up and see if I could get some real data for you, but right now, all I can tell you is a broad estimate based on frame rates I saw in a FAT engine demo somewhere along the lines and the relative speed that went along with that.  
Title: Doom89!
Post by: Halifax on September 06, 2007, 01:49:00 pm
Wow that is, as fast, and faster than, the FAT engine examples run at o.oblink.gif

*Halifax
Title: Doom89!
Post by: DJ Omnimaga on September 06, 2007, 05:40:00 pm
sound good, I can'T wait to see it in action :)smile.gif
Title: Doom89!
Post by: AaroneusTheGreat on September 12, 2007, 04:37:00 am
It really depends on the calculator and also what part of the game you are at. The reason it runs faster is because I'm using a very new build of the FAT engine. I think it's the most current one, and the lookup tables and other such things have been optimized greatly. As for the specific FPS, I couldn't tell you really. It runs about as fast as Oblivion does on an 89T. Somewhere around there.

I'll try and figure out how to diagnose the FPS rate.  
Title: Doom89!
Post by: DJ Omnimaga on September 12, 2007, 06:28:00 am
welcome back atg :)smile.gif If it run as fast as oblivion its awesome! For me as long as it's above 8 FPS (half the speed of Gemini 3D on the TI-83+) I'm fine :)smile.gif
Title: Doom89!
Post by: AaroneusTheGreat on September 12, 2007, 09:41:00 am
Thanks DJ, I know I haven't been around much... School, Doom89, etc...

Cool deal. Btw I just received the Ti-92+ I won on eBay and I am going to start testing the speed/memory usage on that as well. (It's awesome! It's all pretty, the guy who owned it before really took care of it. Slide case and everything, plus an original guidebook :)smile.gif )
Title: Doom89!
Post by: DJ Omnimaga on September 12, 2007, 10:33:00 am
glad you got it and that it's ok ^^
Title: Doom89!
Post by: AaroneusTheGreat on September 12, 2007, 11:58:00 am
Update: Doom89 runs at nearly the same speed on a 92+ as it does on an 89T.

I'm liking this large screen and keyboard thing. :)smile.gif
Title: Doom89!
Post by: DJ Omnimaga on September 12, 2007, 05:40:00 pm
good to hear :)smile.gif

btw on the 92+ do you think it would be easy to do some kind of dual joystick (with keys of course) like in newest fpses? One for straffing/moving forward/backwards and another for moving camera up/down and turn left/right
Title: Doom89!
Post by: AaroneusTheGreat 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.  
Title: Doom89!
Post by: DJ Omnimaga 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 :)smile.gif but you would have to do some editing on the 3D engine for the clipping i think
Title: Doom89!
Post by: Madskillz 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! :)smile.gif
Title: Doom89!
Post by: AaroneusTheGreat on September 14, 2007, 10:00:00 am
Thanks. :)smile.gif

& 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....

Title: Doom89!
Post by: DJ Omnimaga 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
Title: Doom89!
Post by: Liazon 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?
Title: Doom89!
Post by: AaroneusTheGreat 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 :Ptongue.gif )  
Title: Doom89!
Post by: Liazon 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!
Title: Doom89!
Post by: DJ Omnimaga on September 15, 2007, 08:48:00 am
ok I see, didnt realised that :Ptongue.gif
Title: Doom89!
Post by: AaroneusTheGreat 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. :)smile.gif

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.  
Title: Doom89!
Post by: DJ Omnimaga 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?
Title: Doom89!
Post by: AaroneusTheGreat on September 16, 2007, 06:20:00 am
No stub, but you do need the HW3Patch which is included in that beta.  
Title: Doom89!
Post by: DJ Omnimaga on September 16, 2007, 08:58:00 am
ok, I alerady have it installed actually
Title: Doom89!
Post by: AaroneusTheGreat on September 16, 2007, 04:11:00 pm
Cool deal. Let me know what you think please. :)smile.gif
Title: Doom89!
Post by: DJ Omnimaga on September 16, 2007, 04:23:00 pm
When i run Doom() i get an Error: no matching engine found :(sad.gif what am i doing wrong? I've sent all files to archive and I have HW3patch installed
Title: Doom89!
Post by: calc84maniac on September 16, 2007, 05:12:00 pm
I'm guessing he didn't include the FAT engine (again? can't remember).
Title: Doom89!
Post by: DJ Omnimaga on September 16, 2007, 05:16:00 pm
not it is included, but i alerady had it on my calc  
Title: Doom89!
Post by: AaroneusTheGreat on September 17, 2007, 03:40:00 am
What kind of calc is it and what AMS version?

And if you already had it on your calc and you did not send the included FAT engine to your calculator, that could be the problem.

The FAT engine I am using for this game is the newest version of the engine, so the client is not backwards compatible with the older FAT engine versions.

Try sending the included FAT engine and see if that works. If not let me know and I'll double check the beta files.

Hope this helps :)smile.gif
Title: Doom89!
Post by: DJ Omnimaga on September 17, 2007, 04:35:00 am
well i figured my fat engine was newer since yours date back in 2004 (according to what windows was showing up), so i didnt installed it. I'll try to send it anyway, but i hope this wont make Oblivion quit working :(sad.gif

And I have TI-89t OS version 3.10 HW3

EDIT: w00t it works! awesome game ATG' I love the graphics! One little suggestion: to make it more doom-ish, you should put the gun in the middle of the screen, like the original doom on the SNES/Sega Megadrive/Genesis/PC. Also I would make walking a bit faster, like in oblivion, which seemed to have faster walking :)smile.gif
Title: Doom89!
Post by: AaroneusTheGreat on September 17, 2007, 05:18:00 am
There is a run button, it's shift on the 89/89t and F5 on the 92+/v200.

As for the pistol thing, IIRC, the player was left handed and the hand was a little offset to the left. Why I don't know, but it'd take too long to change now, I'd have to change 10 images all together  I think. Then rebuild the graphics file with those in there.

The faster walking speed would possibly cause the movement to look jittery when you ran, because the steps would be pretty large at that point. Idk, have you ran around a level yet? He runs pretty fast.

And thanks! I took a lot of time on the graphics. :)smile.gif

(it may make oblivion act up but since that uses an older fat engine, it probably will still work with it on there, most FAT games have the unfortunate side effect of running best when it's the only game installed. Although if you are using a v200/89t then you can also install M68k and it'll run just fine :)smile.gif )  
Title: Doom89!
Post by: DJ Omnimaga on September 17, 2007, 07:51:00 am
aah i see. But even with run button it seems slightly slower than in oblivion, even though the framerate seems the same.
Title: Doom89!
Post by: AaroneusTheGreat on September 17, 2007, 03:29:00 pm
Hmm, well that might be the case, and it's probably because of all the animations and such, like the gun moving when you run and things like that. The math is the same, but I can see how that might affect the speed.

Right off the bat I noticed a rather nasty bug, and don't worry, it won't crash your calc. Once you get the yellow or blue key in the first levels it seems that you don't need them for the rest of the levels. :Ptongue.gif but that should not be the case, I know exactly what I didn't do so it'll be an easy fix.

Also I think I'm going to add an indicator on the HUD for whether or not you have a certain key, to take up that wasted space to the right of the face and also to make it a little easier to know whether or not you found the key.

Plus I need to write a little thing in there about updating the messages at the bottom of the screen so that they don't dissappear when you press the open door button anymore. I noticed that too.

(why is it that I notice these things after I release the beta?  :grr:mad.gif:Ptongue.gif )  
Title: Doom89!
Post by: DJ Omnimaga on September 18, 2007, 04:39:00 am
hehe don't worry this is normal. When people release a game they always think there will be no errors, but then find out there's about 8 or 9 :Ptongue.gif
Title: Doom89!
Post by: AaroneusTheGreat on September 18, 2007, 01:43:00 pm
Yea it's been my experience as well, I just usually don't notice them so soon.

How far have you gotten in the game and what do you think so far?  
Title: Doom89!
Post by: DJ Omnimaga on September 18, 2007, 03:44:00 pm
well I am still in LV 1 because i didn't got a lot of time to play yet x.x and I was also trying SMB68k x.x
Title: Doom89!
Post by: AaroneusTheGreat on September 18, 2007, 03:52:00 pm
That's cool, I just wondered if you had played it much yet. No pressure, it's just a game after all. :Ptongue.gif
Title: Doom89!
Post by: Madskillz on September 18, 2007, 04:12:00 pm
Oh I gotta try this out!
Title: Doom89!
Post by: Liazon on September 19, 2007, 03:55:00 pm
i have to say, the fireballs are just awesome!!  all the artwork is really nice.  the only thing i don't like is how the pistol doesn't seem to be lined up w/ the cross hairs, maybe it's just me

and i duno why, but the skip level button didn't work for some reason.
Title: Doom89!
Post by: AaroneusTheGreat on September 21, 2007, 02:16:00 am
The gun is like that in the real game, don't ask me why :Ptongue.gif 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. :)smile.gif
Title: Doom89!
Post by: DJ Omnimaga on September 21, 2007, 03:05:00 am
I do, and so far difficulty seems well balanced too for easy mode, I didn't tried the 4 others yet though
Title: Doom89!
Post by: Liazon 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 :Ptongue.gif 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. :)smile.gif

 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.
Title: Doom89!
Post by: AaroneusTheGreat 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.  
Title: Doom89!
Post by: DJ Omnimaga 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 :(sad.gif
Title: Doom89!
Post by: Liazon 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.
Title: Doom89!
Post by: AaroneusTheGreat 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. :)smile.gif
Title: Doom89!
Post by: DJ Omnimaga 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
Title: Doom89!
Post by: Liazon on October 01, 2007, 10:19:00 am
o.oblink.gif 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 ^^
Title: Doom89!
Post by: AaroneusTheGreat 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? :Ptongue.gif ).

(it's actually called nightmare, but as it is it's pretty ridiculous when you start fighting the stronger enemies.)  
Title: Doom89!
Post by: DJ Omnimaga 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 ;)wink.gif
Title: Doom89!
Post by: Liazon 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 ^^
Title: Doom89!
Post by: DJ Omnimaga 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
Title: Doom89!
Post by: AaroneusTheGreat 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. :Ptongue.gif

@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.  
Title: Doom89!
Post by: DJ Omnimaga 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
Title: Doom89!
Post by: AaroneusTheGreat on October 05, 2007, 02:35:00 am
Yep, if this game were on a console, it'd be wayyy to easy. :)smile.gif
Title: Doom89!
Post by: DJ Omnimaga on October 05, 2007, 03:10:00 am
someone should write a driver for usb gamepad to calc support :Dbiggrin.gif

jk
Title: Doom89!
Post by: Liazon on October 05, 2007, 10:22:00 am
like Kerm's PS/2 mouse driver?  ^^
Title: Doom89!
Post by: DJ Omnimaga on October 05, 2007, 11:10:00 am
yep but not PS/2, since the calc doesn't have a PS/2 port
Title: Doom89!
Post by: AaroneusTheGreat on October 05, 2007, 02:33:00 pm
That's actually not a bad idea. That would be pretty cool. I always thought it would be pretty cool to own a Ti-ViewScreen because You could use the projector to play games on a big screen. That would be Pwnsome. :)smile.gif
Title: Doom89!
Post by: DJ Omnimaga on October 05, 2007, 03:25:00 pm
well that would rule if we ever did a calc conference where each people who are here presents their new project or calc game (there was talk about this a long while ago and it actually happened, only in europe though and it was only people meeting, still cool tho). A more realistic idea is indeed the big screen gaming as you said or use a projector/view screen to present your games or animation to people in a class.  
Title: Doom89!
Post by: Liazon on October 06, 2007, 11:22:00 am
well doesn't ti make those things for overhead projectors?  
Title: Doom89!
Post by: DJ Omnimaga on October 06, 2007, 12:27:00 pm
indeed, this is for what they were made for. I think staples sometimes sells projectors like in school here but they doN,t sell TI viewscreen
Title: Doom89!
Post by: AaroneusTheGreat on October 08, 2007, 11:51:00 am
The Viewscreen is a little hard to find, yes. The nifty thing is is that the 92+ and Voyage 200 are viewscreen calculators standard. So you don't have to buy a special version of either to use the viewscreen.  
Title: Doom89!
Post by: Liazon on October 08, 2007, 02:14:00 pm
ya, the 84 view screen version has a giant plug on top.  I think it's a serial cable.  it's huge.
Title: Doom89!
Post by: AaroneusTheGreat on October 08, 2007, 03:14:00 pm
Its similar to a serial cable. I think it's a specialty port that TI manufactures though. It may be of a standard type (probably is) but I don't know of anything else that uses that kind of port.

UPDATE:

I just finished scene one of the three part cinematic ending and I am most of the way through the second scene. I fixed a bug in the saving/loading function of the game, and am working on another one concerning doors closing on enemies when they shouldn't be able to.

Won't take long and I'll have that bug fixed. Plus I need to remember to fix the movement of the "you are here" indicator on the map, so that it shows things accurately. I think it skips around a little right now, due to an oversight on my part.

So, not really all that much left that I know about. :)smile.gif ... Yet. :Ptongue.gif

Title: Doom89!
Post by: DJ Omnimaga on October 08, 2007, 04:20:00 pm
w00t progress! Keep it progressing so I can pwn those people who still play ASCII snake games here and think it is the best calc game ever :Ptongue.gif
Title: Doom89!
Post by: AaroneusTheGreat on October 10, 2007, 12:02:00 pm
UPDATE:

The Final Beta has been released to my beta testers today! This is the last stage in the development of Doom89! I finished up the credits, the cinematic ending and all the story stuff over the last two days, and spent today polishing everything up.

Once this is through testing and bug fixing, version 1.0 will be released to the public.

(Whoo! Only a little while to go! :)smile.gif )
Title: Doom89!
Post by: DJ Omnimaga on October 10, 2007, 01:20:00 pm
uhm Everyone here including members is beta tester, you must send the beta to everyone here!

j/k :Ptongue.gif Nice progress :)smile.gif so fast progressing so far
Title: Doom89!
Post by: Speler on October 10, 2007, 01:38:00 pm
Wow!  That's awesome!  Congratulations on finishing your biggest project yet!

Heres to 3d calc games everywhere!  *Raises glass in toast* (relax kiddies, it's non-alcoholic orange juice.  Or is it?!?!?!)
Title: Doom89!
Post by: Liazon on October 10, 2007, 02:01:00 pm
woot!!! good job ATG!
Title: Doom89!
Post by: AaroneusTheGreat on October 10, 2007, 03:31:00 pm
Thanks a bunch. It's been a great project. I've learned so much during the short time I spent on it.

UPDATE:

As per usual I jumped the gun saying I was on the Final Beta. I did a little more editing, and I implemented a *full* save feature. It saves every possible condition *exactly* how you left off.

All the dead enemies will still be dead, all the items you picked up will still be picked up, etc. Plus, when you load your game and you were at a new sector, it doesn't do the intro stuff for that sector again, allowing you to just skip directly to what you were doing when you left off.

Plus I implemented this nifty system that allows me to have a variable file size without having to worry about address errors. It calculates the file size before closing the file and if it's odd, then it adds one more byte in the form of a number 12. (just a random number between -127 and 127, and 12 is a nice even one)

If it's even it does nothing, and it does the same when loading.  It reads that useless byte if the file size is odd so that it never reads or writes to an odd address.

I thought it was pretty clever. :)smile.gif

I guess you could say this is nearly the final beta. If nothing goes wrong with the save feature or any other bugs, then it will be.  
Title: Doom89!
Post by: DJ Omnimaga on October 10, 2007, 03:36:00 pm
nice atg! This should useful if you need to leave quickly and can't find a way to save where you are :)smile.gif
Title: Doom89!
Post by: AaroneusTheGreat on October 12, 2007, 10:01:00 am
Right, this eliminates the need to finish the level to save the game. (one of the things that kind of irked me with Corridor 99, you had to sacrafice a life and finish a level to save your game. But the game was very well done.)

Now you can save wherever you are. :)smile.gif
Title: Doom89!
Post by: Liazon on October 12, 2007, 10:12:00 am
that's much better.  and you got all the enemies to stay dead :)smile.gif
Title: Doom89!
Post by: DJ Omnimaga on October 12, 2007, 12:43:00 pm
I hated how in old NES games like metroid and zelda you had to kill yourself to save. And i hated even more how in most RPGs it can take hours before reaching next save point sometimes, it's annoying when u gtg, especially kids who have an hour limit per day to play video games because of overprotective parents. Hence why in most of my RPGs you can save anywhere
Title: Doom89!
Post by: Liazon on October 13, 2007, 12:13:00 pm
that is kinda annoying.  i've never played games where it was like that.  I guess I'm lucky :)smile.gif
Title: Doom89!
Post by: TIfanx1999 on October 13, 2007, 03:25:00 pm
QUOTE
w00t progress! Keep it progressing so I can pwn those people who still play ASCII snake games here and think it is the best calc game ever
Title: Doom89!
Post by: DJ Omnimaga on October 13, 2007, 03:37:00 pm
i was j/k, I meant they werent as good as the graphical ones (altough sometimes faster) I did 2 or 3 snake games back then, one on homescreen and graphical ones
Title: Doom89!
Post by: AaroneusTheGreat on November 05, 2007, 04:52:00 pm
Well, after several weeks of relative inactivity in this thread, I have something to post. I did a rigorous walk through of Doom89, and have made some pretty good optimizations, and the best news is that I have gained several frames per second in speed and lost several bytes of memory consumption. I estimate it runs 3-4 perhaps even 5 frames per second faster. Which is really great, because it makes playing the game much more fun. :)smile.gif

Also I revamped the way the game used to exit when you quit, and condensed all the code for that down to one function which runs any necessary functions to clean up after itself based on need, and it displays any number of varying error messages for any particular types of errors. Which is a great improvement over what used to happen if you forgot a texture file or something. It used to just keep on going and you just saw scrambles for the images it didn't have. And if you were really unlucky it gave you an address error. But none of that happens now. :)smile.gif

I am still waiting for beta testing to be complete before I move on to submitting it to ticalc.org and other sites. (and yes, I will upload it here, I don't want to leave good olde Omni out of the loop :Dbiggrin.gif )

So until that is done, and I fix any potential problems that may come up, you'll just have to do what I've been doing for the past couple of weeks. Work on other projects. Occasionally make a cameo appearance in the Real World. And wait...

Title: Doom89!
Post by: Speler on November 05, 2007, 04:59:00 pm
That's great!  I wish I had a 68k calc...

EDIT:  Post 666  :flame:tresfache.gif
Title: Doom89!
Post by: Ranman on November 05, 2007, 05:14:00 pm
Great work AaroneusTheGreat! :thumbup:google.gif
Title: Doom89!
Post by: DJ Omnimaga on November 05, 2007, 05:40:00 pm
wow nice to see you back! I was worried the project died -.-blah.gif, glad it's still being active :)smile.gif
Title: Doom89!
Post by: AaroneusTheGreat on November 06, 2007, 02:17:00 am
Thanks! :)smile.gif And, no, the project isn't dead, it's just in beta testing right now. Once I finish optimizations and get it thouroughly tested, then it'll be ready for release.  :Dbiggrin.gif
Title: Doom89!
Post by: DJ Omnimaga on November 06, 2007, 05:44:00 am
cool to hear ^^
Title: Doom89!
Post by: Liazon on November 06, 2007, 01:42:00 pm
nice man!  can't wait for screens or release!
Title: Doom89!
Post by: AaroneusTheGreat on November 19, 2007, 11:08:00 am

Doom89 Version 1.0 is out today! It has all the features I planned for it (and one I didn't plan on, i'll let you see for yourself in the readme) and it took me nearly 9 months to complete. So I hope you have as much fun playing it as I had making it.

Here's a screeny and the link.

http://tifreakware.net/atg/doom89v1_0.zip

user posted image

I've uploaded it to ticalc, but that will take a few days, so I gave you a link here. :)smile.gif
Title: Doom89!
Post by: Liazon on November 19, 2007, 11:41:00 am
O_Oshocked2.gif it's finally here!!!!

just sick from just screenies!!!
Title: Doom89!
Post by: Halifax on November 19, 2007, 11:55:00 am
No way man! Yes! Man I actually thought that Doom 89 was sort of dormant in the past weeks(months?), but I guess not.

*Halifax
Title: Doom89!
Post by: AaroneusTheGreat on November 19, 2007, 05:15:00 pm
Haha! yea it did seem like it was dormant, I realize I probably should have let you guys know that it was just in it's finalization stages :Ptongue.gif I'm really glad to finally have this thing finished. Hopefully I won't get too many bugs to fix. I don't think I will though, I've been testing like mad and haven't found any more.  %)rolleyes2.gif

DOA is coming along quite nicely, I implemented a marquee message system and it can handle up to five events at once, it'll queue the messages that haven't been shown, and show them in order. It works very well, but I think I may increase the queue to 10 events, because a lot of stuff may happen at once, and the player may not know whether or not they picked up a smaller item while fighting or something like that.

@Liazon, I'm glad you're glad :)smile.gif

Title: Doom89!
Post by: Liazon on November 19, 2007, 06:06:00 pm
*Liazon
Title: Doom89!
Post by: DJ Omnimaga on November 19, 2007, 08:19:00 pm
wow nice it's out now O_Oshocked2.gif Btw it seems to run faster now, am I right? I just looked at the screens I will download as soon as I get time to try ;)wink.gif

I hope it gets ticalc.org feature
Title: Doom89!
Post by: AaroneusTheGreat on November 20, 2007, 07:19:00 am
DJ:
Yea it does run faster :)smile.gif I did a lot of optimizations to it.
Hmm... ticalc.org feature? that would be neat. :)smile.gif

Liazon:
I did die, but I came back, I'm a zombie now! Grrr! :Ptongue.gif haha jk.
Title: Doom89!
Post by: DJ Omnimaga on November 20, 2007, 08:00:00 am
Considering ticalc.org take so long to add files since they no longer have any file archivers (it's the other staff who does the job) I doubt the game will be added before POTY 2007 deadline but I'm sure it will be eligible for POTY 2008
Title: Doom89!
Post by: AaroneusTheGreat on November 20, 2007, 08:22:00 am
Hmm... I didn't really consider all that, but now that you mention it  it would be pretty neat if I won something for this. Really I was just doing it because there wasn't a Doom out there for the 68k's and I wanted to improve my C experience.

Also I think I am going to release the source code for it when I am sure there are no bugs. So if anyone wants to learn something from my code, then they can.

Also, I think SM68k is going to win if I even do get nominated, because that game deserves it. :)smile.gif
Title: Doom89!
Post by: Liazon on November 20, 2007, 01:00:00 pm
it runs faster because of C optimizations O_Oshocked2.gif and i thought learning 68k ASM was the best way to get fast code.
Title: Doom89!
Post by: Halifax on November 20, 2007, 01:52:00 pm
Well if you learn C optimization, then you basically are learning 68k Assembly optimizations. ;)wink.gif

It wouldn't hurt to write this in assembly, mind you that even some PS3 games utilize assembly regularly in their games. It is almost a standard know these days that you need to have an idea of assembly on the system your working on.

Overall I would 68k assembly should only be used when you know you can make something better, or when it is very time crucial.

I used to have a link to an ~82 page PDF file that talked about all the possible memory and speed optimizations that could be done in C..., if I find it I will post it. It has been very helpful to me.

@ATG: Ewww, zombie!

*Halifax
Title: Doom89!
Post by: AaroneusTheGreat on November 20, 2007, 03:52:00 pm
QUOTE
Have you been taking notes from the Quake 3 engine?


No, but that wouldn't be a bad idea...

As far as I know, the only Id software source code that *was* available to the public is doom's original source code. The only source code that is still available today is the Linux version of Doom. And that has a lot of stuff left out, for instance, all the graphics, and the 3D engine.

And I couldn't really get anything out of Doom's Linux source, it is written in C, but it worked a whole lot differently than the FAT engine. For one thing, the variable heights thing changed the way a lot of stuff was handled.

I'd like to get a look at Quake 3's code, that would be pretty neat.
Title: Doom89!
Post by: bfr on November 20, 2007, 04:02:00 pm
QuoteBegin-Halifax+20 Nov, 2007, 18:52-->
QUOTE (Halifax @ 20 Nov, 2007, 18:52)
I used to have a link to an ~82 page PDF file that talked about all the possible memory and speed optimizations that could be done in C..., if I find it I will post it. It has been very helpful to me.  

 Please find it!

AaroneusTheGreat:  IT'S HERE!!!  :w00t:woot.gif:lol:bounce2.gif
Title: Doom89!
Post by: Halifax on November 21, 2007, 09:12:00 am
Haha, I am trying to find it.

@ATG: Yeah, Quake 3 source has been out for a long time...and in fact it is laying on my hard drive. IIRC it was the last time that they used C before switching to full OOP C++.

Also IIRC the Doom 3 engine source code was supposed to be released. I wouldn't be too interested in that though since it has already been put into the shadows of much better engines.
Title: Doom89!
Post by: AaroneusTheGreat on November 21, 2007, 09:59:00 am
Wow, that's news to me. The only source I was ever able to find was Doom's and only for Linux. I might have to peruse through Quake 3's engine to see how they did stuff. I was thinking of building a simple vector 3D engine. For fun mostly, but something might come out of it. I've been reading this book called 3D graphics programming, games and beyond (long title) and it's a great book if you want to learn how to render things in 3D. I highly reccomend it.  
Title: Doom89!
Post by: DJ Omnimaga on November 22, 2007, 03:56:00 am
What I really would like to see on calc is variable wall/floor height 3D engine or raycasting engine, like this (but with actual textures) http://www.revsoft.org/vids/coelurus.avi It would look even more better  
Title: Doom89!
Post by: Liazon on November 22, 2007, 04:34:00 am
pity he isn't around much anymore.  occasionally pops in to see what's new.
Title: Doom89!
Post by: Halifax on November 22, 2007, 08:35:00 am
Oh he is very much around on maxcoderz. ;)wink.gif
Title: Doom89!
Post by: DJ Omnimaga on November 22, 2007, 12:42:00 pm
(assuming you mean Coelurus) Yeah I noticed he came back, because back before I lost internet I remember he vanished for months once
Title: Doom89!
Post by: AaroneusTheGreat on November 22, 2007, 01:07:00 pm
For some reason, all I see when I run that video is the status bar on both AlShow and WMP just jump from start to end over and over and nothing else but a black screen. I tried it on another computer as well and it did the same thing.  
Title: Doom89!
Post by: DJ Omnimaga on November 22, 2007, 01:26:00 pm
idk if it works in wmp, I think you need winamp or vlc media player to run it
Title: Doom89!
Post by: kalan_vod on November 22, 2007, 04:03:00 pm
Not working..
Title: Doom89!
Post by: DJ Omnimaga on November 22, 2007, 04:23:00 pm
I opened it fine o.oblink.gif it's actually from revsoft. you may need a special codec. IIRC Jim_e and the other rs guys use Xvid codec, you need to buy it at Microsoft site, it costs only $399.95.

j/k no need to buy it but you need to gogole it and install it. Maybe they should put their vids on youtube and advertise revsoft.org here. that way not only they will get more visitors but more ppl will be able to view the vids
Title: Doom89!
Post by: JonimusPrime on November 22, 2007, 06:20:00 pm
I need an 68k calc :(sad.gif there are so many great greyscale games.
Title: Doom89!
Post by: AaroneusTheGreat on November 22, 2007, 06:56:00 pm
Still nothing. Is there any way you could convert it or something? Perhaps to MPEG format. I'd like to see it. Oh and TheStorm, I got my 92+ for $50 something, just search ebay, you'll be able to find something cheap.
Title: Doom89!
Post by: DJ Omnimaga on November 22, 2007, 07:49:00 pm
idk why no one can view it, maybe they edited it or something after I posted the link. I will do it later, basiclaly it shows a Zdoom-like engine, but with variable heights, stairs, etc, altouhg graphics arent too great
Title: Doom89!
Post by: JonimusPrime on November 23, 2007, 03:20:00 am
Yeah I'll most likely end up getting a 89T, though A 92+ would most likely be cheaper...
Title: Doom89!
Post by: DJ Omnimaga on November 23, 2007, 03:55:00 am
altough good luck finding this in stores. If you're lucky you may be able to get a 92+ on ebay or used electronic stores
Title: Doom89!
Post by: AaroneusTheGreat on November 23, 2007, 07:47:00 am
The Voyage 200 is really nice. Requires no patches, because they have been using the same HW2 for years now, it has the same amount of memory as the 89T and a larger screen. The screen is a little more sharp than the 89T as well. It runs a little faster than the 92+ and just a snit slower than the 89T. The operating system is v3.10 just like the 89T. It's kind of got the best of both worlds. It's become my main calculator to test and play games with.

[/end unofficial semi-sales pitch]
Title: Doom89!
Post by: Liazon on November 23, 2007, 11:57:00 am
of course, it's not usable on standardized tests :(sad.gif

it'd probably trade my 89ti in for a V200 eventually
Title: Doom89!
Post by: DJ Omnimaga on November 23, 2007, 02:16:00 pm
Wasn't v200 discontinued too? I never seen any in stores
Title: Doom89!
Post by: AaroneusTheGreat on November 23, 2007, 05:09:00 pm
No, just most stores don't carry it. It's still in production, you can find it on schoolmart or another educational supply online store.  
Title: Doom89!
Post by: DJ Omnimaga on November 23, 2007, 06:13:00 pm
Ah ok, I guess it depends where it's needed
Title: Doom89!
Post by: AaroneusTheGreat on November 24, 2007, 05:48:00 am
Right. Btw have you played Doom89 yet? If so tell me what you think, I am still open for suggestions for improvement of the game. Thanks. :)smile.gif
Title: Doom89!
Post by: DJ Omnimaga on November 24, 2007, 12:32:00 pm
Not yet, as I was more busy trying to beat Metroid Omega second boss fight in Metroid II The Last Chozo Expansion Set in godlike mode and I won't survive more than 2 minutes O_Oshocked2.gif
Title: Doom89!
Post by: Liazon on November 24, 2007, 04:15:00 pm
QuoteBegin-DJ Omnimaga+23 Nov, 2007, 20:16-->
QUOTE (DJ Omnimaga @ 23 Nov, 2007, 20:16)
Wasn't v200 discontinued too? I never seen any in stores  

 well, it's still on ti's website.

i can understand why people don't carry it in stores.  it's kinda hard to sell in the US if can't use it on standardized tests.
Title: Doom89!
Post by: AaroneusTheGreat on November 25, 2007, 03:44:00 pm
Yea it's probably due to the testing thing, but it'd make sense to me to sell it because it'd help a lot with engineering projects I imagine. The calculus kids would love it as well.

Btw DJ, a little early for christmas decorations don't you think? Being the internet and all it'd take you all of thirty minuets to upload the new skin and scheme for the site and install it, right? It's not like it'd take a couple of days like dressing out a house. Not that I'm complaining, I like it, I just found that kind of funny. My mom put our decorations up before thanksgiving was even close. She put them up a few weeks ago, so I guess it's not that early. %)rolleyes2.gif

Great job though, it does look good. :)smile.gif
Title: Doom89!
Post by: DJ Omnimaga on November 29, 2007, 01:57:00 pm
Bah, over here ppl start putting their decorations as soon as halloween ends. So I figured mid november would be a good trade-off :Ptongue.gif
Title: Doom89!
Post by: rivereye on November 29, 2007, 04:47:00 pm
wow, Christmas does start earlier every year. Next thing you know, it won't be redneck to leave Christmas lights up all year long.
Title: Doom89!
Post by: DJ Omnimaga on November 29, 2007, 05:02:00 pm
over here I remember ppl letting their decorations outside until april

Don't worry the skin will be changed back before that of course, except that on apr 1st...
Title: Doom89!
Post by: AaroneusTheGreat on December 16, 2007, 07:17:00 am
Check it out! whoo! :)smile.gif Apparently it was just added today!
http://www.ticalc.org/archives/files/fileinfo/405/40516.html

I did upload an update with the source however, so if anyone wants the source, you're going to have to wait for that to be added as well.
Title: Doom89!
Post by: Speler on December 16, 2007, 12:38:00 pm
It was featured, congrats!
Title: Doom89!
Post by: DJ Omnimaga on December 16, 2007, 01:08:00 pm
Congratulations atg! I hope it get added in the 68k poll ^^
Title: Doom89!
Post by: Liazon on December 16, 2007, 04:09:00 pm
congrats ATG! you deserve it.  
Title: Doom89!
Post by: AaroneusTheGreat on December 16, 2007, 06:29:00 pm
Thanks everyone. It's nice to know that you all care. :)smile.gif
Title: Doom89!
Post by: Netham45 on December 18, 2007, 10:41:00 am
QuoteBegin-rivereye+29 Nov, 2007, 20:47-->
QUOTE (rivereye @ 29 Nov, 2007, 20:47)
wow, Christmas does start earlier every year. Next thing you know, it won't be redneck to leave Christmas lights up all year long.

thats still redneck? =x

Nice job on Doom89! Gives me incentive to get my 89 out.
Title: Doom89!
Post by: AaroneusTheGreat on December 18, 2007, 11:12:00 am
Thanks, and yea, I've seen people do that around here. In fact a lot of people decorate their bushes and shrubbery and all that in their front yards with lights that have green wires, so that they can leave them up and have it be at least somewhat less redneck.

In downtown charlotte (nc, us) they have lights on the trees year round, but I think it's only because the city doesn't want to pay someone to take them down and put them up every year...

Now what would be really redneck, is if you left that gigantic inflatable Santa on your lawn year round. :Ptongue.gif
Title: Doom89!
Post by: Netham45 on December 19, 2007, 10:15:00 am
QuoteBegin-AaroneusTheGreat+18 Dec, 2007, 15:12-->
QUOTE (AaroneusTheGreat @ 18 Dec, 2007, 15:12)
Now what would be really redneck, is if you left that gigantic inflatable Santa on your lawn year round. :Ptongue.gif

 stop calling me redneck.
Title: Doom89!
Post by: AaroneusTheGreat on December 19, 2007, 11:41:00 am
Haha! :)smile.gif (if that's true, sorry  %)rolleyes2.gif  )  
Title: Doom89!
Post by: DJ Omnimaga on December 19, 2007, 01:45:00 pm
QuoteBegin-Netham45+19 Dec, 2007, 16:15-->
QUOTE (Netham45 @ 19 Dec, 2007, 16:15)
QuoteBegin-AaroneusTheGreat+18 Dec, 2007, 15:12-->
QUOTE (AaroneusTheGreat @ 18 Dec, 2007, 15:12)
Now what would be really redneck, is if you left that gigantic inflatable Santa on your lawn year round. :Ptongue.gif

stop calling me redneck.  

 I'll call you nerd then


err... nvm we're all nerds, right? :Dbiggrin.gif
Title: Doom89!
Post by: AaroneusTheGreat on December 19, 2007, 03:47:00 pm
More or less :Dbiggrin.gif
Title: Doom89!
Post by: kalan_vod on December 19, 2007, 04:46:00 pm
QuoteBegin-AaroneusTheGreat+17 Dec, 2007, 0:29-->
QUOTE (AaroneusTheGreat @ 17 Dec, 2007, 0:29)
Thanks everyone. It's nice to know that you all care. :)smile.gif

 Sorry for the late congrats! Definitely deserves the feature, yet 13 Ghosts did too.. Oh well XDsmiley.gif
Title: Doom89!
Post by: AaroneusTheGreat on December 20, 2007, 07:34:00 am
Ha! 13 Ghosts. You're not serious are you? (I looked through that code recently out of curiosity, it made me a little ill.  :knight:knight3.gif )

Well, if you enjoyed 13 Ghosts, more power to you, I'm glad some people enjoyed it :)smile.gif

And thanks for the congrats :)smile.gif
Title: Doom89!
Post by: TIfanx1999 on December 20, 2007, 11:00:00 am
13 Ghosts? As in like the movie? I dunno. The movie was alright...
Title: Doom89!
Post by: kalan_vod on December 20, 2007, 02:53:00 pm
QuoteBegin-art_of_camelot+20 Dec, 2007, 17:0-->
QUOTE (art_of_camelot @ 20 Dec, 2007, 17:00)
13 Ghosts? As in like the movie? I dunno. The movie was alright...  

 Actually it was a http://www.ticalc.org/archives/files/fileinfo/399/39918.html he made, and yes I did actually enjoy it!
Title: Doom89!
Post by: DJ Omnimaga on December 20, 2007, 05:06:00 pm
oh nice i was sure DOom was your first fps. I should try this one too
Title: Doom89!
Post by: Liazon on December 21, 2007, 06:39:00 pm
and congrats on the POTY nomination!
Title: Doom89!
Post by: AaroneusTheGreat on December 25, 2007, 04:37:00 pm
Thanks. It was a real trip to see all the support from the community. :)smile.gif

@Ominmaga, Doom89 is my fifth game. The first one was a pong game. Second was a pretty crappy minesweeper knockoff, third was 1943 which was mildly entertaining, and 13Ghosts was the fourth game I made and actually released. Crappy coding and all I do still like the game's theme and idea, it had an atypical game play style for a 3D game.