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masterneme

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About masterneme

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  1. masterneme

    Doom 32X Resurrection

    I just watched Sega Lord X's video and read some comments here. I don't know if what I'm going to say is possible or not but, if some features or content can't be implemented or added because of the ROM size limit, why not slice the game into different ROMs? I mean, if you can't put certain number of levels, music tracks or even text because it needs 6 megs or more, couldn't it be possible to have 2 different 3 meg ROMs? At least for emulators and flashcarts it would be great because you just need to load the next ROM and enjoy all the content without limitations. And then have a "lite" version that fits in a 4 meg cartridge.
  2. Installs 100,000+, not bad, I wonder how do people find the game with all the clutter there's on the Play Store.
  3. masterneme

    This is the game I'm making using Freedoom's assets

    That sounds good @MrFlibble. I'm going to do every monster (and other sprites like weapons) in 3D, this will give me inspiration for my own stuff. Then with material adjustments create sprites for Freedoom. I can render 2 versions for each creation, one "cartoony" (by this I mean with similar look to Doom which by today's standards looks cartoony) and one similar to Doom 64, so people can decide. And share the models too, so they can be modified, rendered with different materials, higher resolutions, extra angles, used as reference for drawing or whatever.
  4. masterneme

    This is the game I'm making using Freedoom's assets

    I have the version with the skeleton but I read that the walking eye is missing a couple of animations. The Revenant is my second option. As long as it's an anthropomorphic biped it's all fine. I guess the next step is to start another thread with my progress. Let's see if I can do something next week.
  5. masterneme

    This is the game I'm making using Freedoom's assets

    I want my sprites to look different, they have to or the story won't make any sense. What monster do you think is the one who needs more attention? For what I've been reading it seems like it could be the Archvile.
  6. masterneme

    This is the game I'm making using Freedoom's assets

    Hi there, I want to talk about something. I've been receiving some comments about my game saying that it looks too similar to Freedoom, which is not surprising, so I decided to start working on making stuff by my own with my own style. I like the textures and sounds so I'll keep them but anything that has a sprite will be substituted. Another reason to do this is because there are characters in Freedoom that are placeholders or not totally finished and overall it doesn't look cohesive. My drawing skills suck so I'll use Blender to make 3D models and then sprites out of renders. Here is the thing, if you want I can make models for those monsters that are placeholders and use them as reference to finish them. As I stated in the past I was going to share some of my stuff anyway so this can be a great opportunity to cooperate. Maybe I can fork Freedoom and put the models there and then we can decide how to make use of them. And there are ways to make renders without looking "realistic" with some toon shaders and we can reduce the amount of work greatly. Then with GIMP or whatever change the palette to use the one from Doom. The problem I see with Freedoom right now is that for sprites there's a dependency to raymoohawk, and because he's no longer here, the monsters that are left and need work will be permanently a work-in-progress and/or will look out of place. But if there are 3D models and instructions on how to use them we can streamline the production and make it all, what's the word, accessible? Let me know what you think, Cheers.
  7. masterneme

    This is the game I'm making using Freedoom's assets

    This change is already added on my latest updates ;) I didn't do it before because with UE4 you can use shaders to transform sprites in different ways but I don't know how yet. But one person from the forum told me a way with some code and I implemented it. What's the difference with his method and using shaders? CPU is heavily involved and I'm not sure how will impact the game with many characters on screen and gibs and stuff. It shouldn't matter much with modern CPUs but still... Everything looks much better now: I'm working on a 4 map demo with random generated maps to test the gameplay, would you like to try it when I finish it?
  8. masterneme

    This is the game I'm making using Freedoom's assets

    Yes the levels are to test things out and have some screenshot and other media to show. Right now I don't have plans to make new assets at least for this game. BUT if it does well I'd like to make a sequel with pre-rendered graphics. Think Doom 64 but with today's tech. Maybe I could create a repository and adapt the sprites and textures to Doom's requirements like resolutions, offsets, palette and such. In this case it should be possible to make WADs out of this content. Whatever I make and use will be shared. The code will be released as CC0, with the Unlicense or similiar, I haven't thought that much about it. I just want it to be available for anyone. And I also want to port it to Godot Engine. So yeah, there could be a Freedoom++ using UE4/Godot and the available game content.
  9. Hi, Some time ago I made a thread asking about the licensing terms of Freedoom and since then I've been using the assets to complete my game, a sprite based FPS using Unreal Engine 4. Here it is the result of my current build:
  10. masterneme

    What are the usage limits/conditions of Freedoom assets?

    Awesome, thank you for taking the time to clarify it, I'm extremely cautious with licensing stuff, it's a tricky subject.
  11. masterneme

    What are the usage limits/conditions of Freedoom assets?

    When you say binary distribution you mean somewhere on the installation folder, right? In other words, something like a readme.txt (or more appropriately license.txt) but with the licensing terms you just posted, correct? Thanks for the answer!
  12. masterneme

    What are the usage limits/conditions of Freedoom assets?

    I found this: Commercial exploitation of Freedoom: an FAQ. So I guess that what I'm thinking to do is what is asked to be done. Edit: I don't understand this part: "The Freedoom license (the modified BSD license) requires that a copy of the license be distributed with all copies. This guarantees attribution to the Freedoom team." How exactly do I do that?
  13. Hi there, I'll use this thread to introduce myself and to ask some questions. I use Unreal Engine 4 to make game prototypes. I also like to make walkthroughs of buildings I create with Sketchup, because I'm a draftman. I'm finishing a game and I'll release another product on Epic's Marketplace soon. Looking for textures and sounds I remembered Freedoom, I have the WADs on my Zandronum folder but I downloaded the source with all the assets. When UE4 was released I thought that it would be cool to make a Doom total conversion or something like that. One guy made a remake of the first Doom 2 map but didn't continue with the project. A couple of weeks ago, with the release of the new Doom, I thought that I could make that total conversion myself, but I don't want to use any of the original assets to not get into legal trouble. So that's why I'm here. I read that I can use Freedoom assets without any limitations but I wanted to be 100% sure. This is my plan: First off, I want to create a Doom clone using Freedoom graphics and sounds, with UE4 and with levels I'll make. It will be a community project that I'll put on the Marketplace for free, so anyone wanting to design levels or to learn how to make an FPS will have the chance. I'll maintain and update the source code. I'll release a packaged game anywhere I can to showcase the project, including Steam. I won't sell the game, the money I'd have the chance to make would come from donations, Ad revenue on Google Play, AND I'll send the project to the Unreal Dev Grants, so if they decide to give me money that would be another source of income. Everything I learn from having the game on different platforms will be put and documented on the project, and if I learn how Github works I may upload it in there too. Now the question is, am I totally free to use Freedoom assets however I want to accomplish my objective? Are there any conditions I have to meet first? Of course I'll say where the assets come from and that may be possitive to increase awareness of the project, just imagine it on Steam. I'd like to know what do you think about this. Thanks in advance!
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