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Avoozl
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You could always try using the giant-rat sprite from Daggerfall as it looks much better than that rat in the screenshot, it has red eyes also.

Last edited by Avoozl on 01-17-12 at 11:56

Old Post 01-17-12 11:50 #
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Sodaholic
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Quasar said:
Don't worry the coup de grace is when it is confirmed that this will be a CLOSED-source modification that will bit-rot and become unplayable in 3 years.

Since you said that, I'll make sure to ensure that the source is available.

Also, I'll try using the Daggerfall rat, thanks for suggesting it, Avoozl.

Old Post 01-17-12 12:23 #
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jute
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I think the SNES Wolf3D rat is more appropriate. Where did the weapon art come from? It is wonderfully 90s and reminds me of Terminator Rampage.

Old Post 01-17-12 14:26 #
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chungy
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Looks like the RoTT gun to me...

Old Post 01-17-12 16:36 #
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Sodaholic
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Actually, the weapon sprites are just pictures of JoeyTD's airsoft guns.

Old Post 01-17-12 16:37 #
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TomoAlien
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And the final boss of your TC will be the Mandrill Maze.

Old Post 01-17-12 16:53 #
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40oz
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left, right, right, left, left, right, right, left, left, right, right, left, left, right, right, left, left, right, right, left, left, right, right, left, left, right, right, left, left, right, right, left, left, right, right, left, left, right, right, left, left, right, right, left, left, right, right, left, left, right, right, left, left, right, right, left, left, right, right,

piece of cake.

Old Post 01-17-12 18:07 #
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DuckReconMajor
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spoiler that shit 40

Old Post 01-17-12 21:37 #
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Sodaholic
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40oz said:
piece of cake.

Not when you're in a survival situation, surrounded by mutant rats who crave your flesh and you are trapped in tight corridors. :P

Also, can a mod please move this to WADs and Mods?

Old Post 01-17-12 22:21 #
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walter confalonieri
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lulz, awesome.

Old Post 01-17-12 22:26 #
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Sodaholic
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Why does everyone keep asking why I'm using GZDoom? Just because I'm using an advanced sourceport doesn't mean that converting something simple to it should seem "excessive". It's a convenient platform for my project goals, which is to create an FPS in the style of the 9x screensaver while being as accurate of a recreation of it possible. I chose GZDoom because it suited my needs, it has texture scaling, can be scripted, and I can easily create a simple maze game with monsters roaming, so I figured, why not? Any other engine wouldn't allow me to do some of the tweaks I've done to ensure it's accuracy to the original.

Old Post 01-18-12 03:43 #
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Nomad
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I think it's the other way around--They're crying because you chose not to use UnrealEngine or CryTek

Old Post 01-18-12 04:11 #
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Aliotroph?
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Sodaholic said:
Why does everyone keep asking why I'm using GZDoom? Just because I'm using an advanced sourceport doesn't mean that converting something simple to it should seem "excessive". It's a convenient platform for my project goals, which is to create an FPS in the style of the 9x screensaver while being as accurate of a recreation of it possible. I chose GZDoom because it suited my needs, it has texture scaling, can be scripted, and I can easily create a simple maze game with monsters roaming, so I figured, why not? Any other engine wouldn't allow me to do some of the tweaks I've done to ensure it's accuracy to the original.


Ok, you just gave me the best idea ever. The maze screensaver shows the walls rising into place when it loads. Put this in. Now since you will have scripted walls instead of constructing a bunch of mazes implement a maze generator in ACS and have the player do a pile of increasingly difficult (to survive) random mazes!

Old Post 01-18-12 05:35 #
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printz
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esselfortium said:
but Tower of Babel GZDoom to make a TC based on the Windows 95 maze screensaver.
Someone's gotta use that port too and test its features.

Old Post 01-18-12 07:00 #
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Aliotroph? said:
The maze screensaver shows the walls rising into place when it loads. Put this in.
I couldn't picture it without it.

Old Post 01-18-12 07:57 #
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40oz
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Aliotroph? said:


Ok, you just gave me the best idea ever. The maze screensaver shows the walls rising into place when it loads. Put this in. Now since you will have scripted walls instead of constructing a bunch of mazes implement a maze generator in ACS and have the player do a pile of increasingly difficult (to survive) random mazes!



You should also make it so the player navigates the maze by himself and that ToB GZDoom runs automatically when I leave my computer idle for 15 minutes.

Old Post 01-18-12 07:57 #
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jute
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I think that generated mazes should be doable. I think Nash has created tile-based dungeon generation code over at the ZDoom forums.

Sodaholic: how many weapons and enemies are planned for this?

Old Post 01-18-12 14:44 #
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Sodaholic
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Aliotroph? said:
Ok, you just gave me the best idea ever. The maze screensaver shows the walls rising into place when it loads. Put this in. Now since you will have scripted walls instead of constructing a bunch of mazes implement a maze generator in ACS and have the player do a pile of increasingly difficult (to survive) random mazes!

Minus the random generation, this was already the plan. I'd love to do random generation, but I have no idea what algorithm to use. I'm doing some research now of how to generate them.


40oz said:
You should also make it so the player navigates the maze by himself and that ToB GZDoom runs automatically when I leave my computer idle for 15 minutes.

If I could somehow implement a feature in it to shut down as soon as any input is delivered (like screensavers are supposed to), I'd gladly attempt this. I'll see what I can do.


jute said:
How many weapons and enemies are planned for this?

It's not finalized yet, but probably a fist, pistol, shotgun, machine gun, rocket launcher, and flame thrower.

EDIT: Oops, forgot to comment about the enemies. The most common (and weakest) enemy would be the rat (obviously), but I was considering nazis, and maybe a blob (friend's suggestion, not yet sure if I'll have such an enemy).

If anyone wants to suggest enemy ideas, I'd like some input on that.

Last edited by Sodaholic on 01-18-12 at 18:23

Old Post 01-18-12 16:35 #
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Creaphis
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Sodaholic said:
If anyone wants to suggest enemy ideas, I'd like some input on that.


Only one monster belongs in a maze.

Old Post 01-19-12 05:25 #
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Why don't you implement Ken's Labyrinth characters?

Old Post 01-19-12 05:30 #
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Sodaholic
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Technician said:
Why don't you implement Ken's Labyrinth characters?

Maybe, but I was thinking of having original characters. I'll consider it though.

Also, I've just started on the maze generating code. My friend is going to come over later today to help me port one already written in MS Basic to ACS.

Old Post 01-20-12 20:58 #
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Sodaholic
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I wonder, is it possible to rip the sprites from video memory while the screensaver is running? If so, what software could I use to do this?

Old Post 01-21-12 23:43 #
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Creaphis
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That seems like something you would need a custom, purpose-written video driver for. I could be wrong, though.

Is it possible to "print screen" a screen saver or does that just kill it?

Old Post 01-22-12 21:37 #
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hex11
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Creaphis said:


Only one monster belongs in a maze.



http://en.wikipedia.org/wiki/Hunt_the_Wumpus

Old Post 01-22-12 23:22 #
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Sodaholic
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Creaphis said:
Is it possible to "print screen" a screen saver or does that just kill it?

I've tried, and it does not kill the screensaver. It's not a sufficient solution though, all sprites but the rat sprite are semi-transparent, and are too hires to get a good rip from even that, as the view is rendered in 320x240.

Old Post 01-23-12 05:02 #
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