Jodwin Posted July 23, 2011 HR 2, DV 2 and Sunder could have been much, much worse. 0 Share this post Link to post
General Rainbow Bacon Posted July 23, 2011 Oh noes, It's Touhou Doom: The perfect Romero Head. E: Just watched, it's kinda cool actually. But the fireballs aren't one hit kill. 0 Share this post Link to post
Jodwin Posted July 23, 2011 DoomHero85 said:E: Just watched, it's kinda cool actually. But the fireballs aren't one hit kill. You can't really have one hit kill danmaku in Doom unless the player hitbox is made smaller and unless player momentum is removed (so that ice stairs and such are eliminated). Then again, I could just replace the fireballs with rockets for great lulz. :P 0 Share this post Link to post
General Rainbow Bacon Posted July 23, 2011 Yes! Do it. You should have some kind of scrolling ahead type thing too so that when you finish one section the player is forced into the next area. 0 Share this post Link to post
Roscoe Posted July 26, 2011 Never thought I'd see bullet hell doom. But it's appropriate! D: 0 Share this post Link to post
DuckReconMajor Posted July 26, 2011 lol did Maes uncomment the quit messages? 0 Share this post Link to post
Jodwin Posted July 26, 2011 DuckReconMajor said:lol did Maes uncomment the quit messages? Yes he did. 0 Share this post Link to post
Maes Posted July 26, 2011 t'was the only way to truly comprehend the full power of Romero's bitch making potential. Suck it down. 0 Share this post Link to post
Mechadon Posted July 26, 2011 Heh, pretty cool. I've thought about doing something similar (but not nearly as crazy) for the final boss in Vela Pax. But I'm not sure I could do it with bex. What was this done in? 0 Share this post Link to post
Maes Posted July 26, 2011 It's a fork of Mocha Doom, a project I started in order to produce the first complete Doom source port in a managed language (Java, in this case), and allow coders to more easily do cool hacks like the above ;-) The Danmaku branch is something that Jodwin started working on by himself after joining the project (with occasional aid by me, for keeping stuff in sync with the main codebase). BTW, the only "official" downloads up for grabs now are the previous versions up to 1.4a which were released more than a month ago. We haven't discussed the possibility of offering "compiled" downloads of the Danmaku branch yet, but I guess we could as soon as the upcoming v1.5 version is finalized (introduces sound and improved compatibility all around). Then again the CVS repo is open for anonymous read-only access, so if you are feeling impatient... 0 Share this post Link to post
tempun Posted July 27, 2011 Mechadon said:But I'm not sure I could do it with bex.I think MBF has some code pointers for spread fire. 0 Share this post Link to post
Mechadon Posted July 28, 2011 Oh it's Mocha Doom. Still pretty cool though! I need to check out Mocha Doom sometime. It seems like it's a really cool project. tempun said:I think MBF has some code pointers for spread fire. It does? I'll have to give it a looky-see because I can't remember. But if so, that'd be right up my alley for the idea I had. 0 Share this post Link to post
Jodwin Posted July 28, 2011 tempun said:I think MBF has some code pointers for spread fire. I could be mistaken, but if I recall correctly MBF only lets you create new states by combining already existing ones. For example the rollerskating maulotaur in UAC Ultra simply uses the first two mancubus shots as its attack, creating the illusion that it has a new three-way attack while it's just a hack. :) 0 Share this post Link to post
DeumReaper Posted July 28, 2011 As a fan of shmups/bullet hell shooters, I think its a cool idea. I like how [in the demo] you had the imps elevated so that when they fire you can see the direction of the waves. Have you thought about having weapons that fire in spread or homing/beam (similar to Dodonpachi or Raiden,etc)? 0 Share this post Link to post
Jodwin Posted July 28, 2011 DeumReaper said:Have you thought about having weapons that fire in spread or homing/beam (similar to Dodonpachi or Raiden,etc)? Yeah, I'll probably have different kinds of weapons eventually. However the priority is to get all kinds of necessary mechanics for the monsters working first: The next step is to add different kinds of projectiles in the same patterns, then some more advanced features for programming patterns such as changing patterns based on monster health and having other bullet sources than the monster itself, etc. etc. @Sigvatr: lol. Mute audio. 0 Share this post Link to post
wildweasel Posted July 28, 2011 DeumReaper said:weapons that fire in spread or homing/beam (similar to Dodonpachi or Raiden,etc)? I shall not rest until Danmaku Doom has a Raiden-style toothpaste laser. 0 Share this post Link to post
Maes Posted July 28, 2011 WildWeasel said:I shall not rest until Danmaku Doom has a Raiden-style toothpaste laser. Or even better, a Raiden II style HOMING purple toothbrush laser ;-) (BTW, I always called the blue laser "necktie laser" because it looked like fabric). 0 Share this post Link to post
tempun Posted July 28, 2011 Jodwin said:I could be mistaken, but if I recall correctly MBF only lets you create new states by combining already existing ones.I said code pointers. Specifically, A_Turn. Also MBF gives you some extra states to use - these of dogs. 0 Share this post Link to post
Udderdude Posted August 2, 2011 As a guy who has personally made two bullet hell shooters from scratch, I have to say this idea is rather silly. Doom's strengths do not lie in mass amounts of projectile spam :P 0 Share this post Link to post
Jodwin Posted August 2, 2011 udderdude said:As a guy who has personally made two bullet hell shooters from scratch, I have to say this idea is rather silly. Doom's strengths do not lie in mass amounts of projectile spam :P I agree, and in a way that's the point. The real goal is to see for myself how far an FPS game's gameplay can be taken into the realms of danmaku before it becomes impossible to play. It's kind of an experiment in futility. :P 0 Share this post Link to post
Udderdude Posted August 2, 2011 A good start would be removing all of the player's inertia, making their hitbox smaller and making the projectile size smaller. Even then, it's very difficult to see a pattern from head-on. It would help if it was 3rd person 1/2 overhead perspective instead, but then it's not FPS anymore :p 0 Share this post Link to post
Jodwin Posted August 2, 2011 udderdude said:A good start would be removing all of the player's inertia, making their hitbox smaller and making the projectile size smaller. I had already mentioned those in this thread. ;) But since this is a source code mod, I'm prioritizing things by amount of work needed, and that means monster-related systems come first. Changing hitbox sizes is trivial and can be balanced later on once everything else actually works the way as intended (this is a side-project for me and I only work on it every now and then when I've got the time to spare). 0 Share this post Link to post