clarry

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About clarry

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    Green Marine
  1. I play Doom because it's good. I've yet to see a worthy successor or clone. Admittedly, my hardware won't run the latest games, but if the 15 years of games after Doom that I can run fine are any indication, there's no reason to believe there should be a good clone among the more recent works.
  2. Yep, and that's why I'm not running a kickstarter even though I'd like to focus on my game project full time. Nobody knows me. As far as I am concerned, Romero is a superstar though. At the very least, I know he can make a game. How good it will be is something one can only speculate, and ultimately subjective. No mock-up is going to change that.
  3. I don't get all the people who say a demo should've been obvious. I understand that people want to bet on a guaranteed win, and they want proof that the game developers "have something", something concrete. But the funding is to *develop* a game, not to release a game that has been already made. And frankly, to properly demo a game, you'll have to have most of it made already. Weapons, monsters, actual levels, with the relevant assets... these all work together to form the visuals and gameplay, they need to be balanced all in unison to make the final gameplay what it is. Otherwise, all you can create is a mock-up, a vague, remote expression of what the final game might become like. It still takes time and effort to make the mock up, but if you're going to put one together in a couple months, chances are it won't be very good, like the final, polished product. So some people would just be discouraged to support the project. On the other hand, people are going to complain when the final game is not what they saw in the demo. I mean they already complain because games' graphics aren't exactly what they saw in E3? Rather than wasting time making a mock-up of what the real game won't be, they might as well throw a link to doom and quake and say "something like that". What I'm saying it's hard to demo a product before you have the product. People backing kickstarters need to understand that. Yes, it's a bet.
  4. The installer can be unpacked without executing it using innoextract, which enables you to get the IWAD on other operating systems. http://constexpr.org/innoextract/
  5. I'm not using one.
  6. And this is exactly what I had in mind when I wished for a good multiplayer port ;-) If I had the time, I'd fork PrBoom+ just about now... There is hope that my day job will get easier in the near future.
  7. Playing with a good friend is almost always more fun. If you go through the trouble of actually making a map, throwing in a few starts and extra items to support coop shouldn't be that big of a deal. I don't suppose you need to go out of your way to redesign all of the map and its encounters with coop in mind, if you don't want to. I also hear survival coop is a very popular game mode these days and as such, there's a bigger chance your map gets exposure among those who mostly play online. If that matters. Why the heck not?
  8. Choco runs fine, crispy runs fine, prboom and prboom+ (my preference) run just fine. Perhaps there are others, but I haven't tried them. Yep, I hope so. That is why I think a forum dedicated for multiplayer wouldn't be such a terrible idea to try. And if it doesn't work out, well, that's just one more dead forum. :-) The last time I tried Doxylamine Moon: Overdose. It had serious rendering issues out on the streets, some areas just wouldn't render at all, or would only sometimes render. Most of the time, I saw just big HOMs there. The wad is fine in PrBoom+... But I'm having performance issues even with the iwads, which is enough to turn me away from this port. Which are completely orthogonal as FMOD is used for sound in Zandronum.
  9. Nobody plays Odamex, and it has trouble running some wads I've wanted to play. And its performance is poor. That's not damn good for me. Zdaemon is windows only. That's damn bad. Zandronum probably still requires fmod, which means I won't be able to try it (that's not damn good). If someone ports the OpenAL branch or I hack around it, I fear I'll just run into more performance issues as with Odamex. Being a zdoom fork, I suppose it also inherits the licensing woes. Not very nice. There are other ports which have none of these issues and run mighty well, but nobody uses them for multiplayer because they're not "proper" multiplayer ports...
  10. I'd love multiplayer. The only thing missing is a good multiplayer port.. and then enough players to play it. I don't know about a forum section. It might very well end up dead. On the other hand, is that really such a huge issue? There are already a some less interesting or just low-traffic sections here and it's not like they really bother me.
  11. It's good for sure, but I don't see why it's so much better than, say, PrBoom+. Chocolate & crispy do have nicer sounding OPL emulation though -- if I recall correctly.
  12. I'm sure there would be an audience for such a wad. You should feel encouraged to make one.
  13. Can anyone point me to a video of an experienced mapper just making or showing how to actually make a map in Eureka? I can pretty much figure out how the thing works, but I can't seem to come across a good workflow for mapping. It feels quite clumsy and I can't imagine finishing a reasonably detailed map in it... but it's quite possibly just that I have no experience and I haven't found anyone to learn from.
  14. Copied the floppies from my uncle. Never paid for Doom.
  15. For movement, ., O, E, and U.