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Defect

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About Defect

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    Warming Up
  1. Defect

    Creating Colored Light?

    I'm assuming this will be done in a similar way to that of making 3D floors, by creating a dummy sector, giving it an action and taging it to the sector you wish to have the colored light in it. I've read lots of tutorials about colored light but they dont seem to work in doombuilder. Any help on this will be great thanks, and clear explanations would be much appriciated. Thankyou.
  2. Defect

    New Features for DoomDS

    Nice, looking forward to it. What do you do for a living CodeImp?
  3. Defect

    New Features for DoomDS

    I wouldnt change much about Doom Builder, its a great program. The 3D mode is facntastic, with the texture alignment ability it is really very easy. We want to allow alignment of floor and ceiling textures in DoomDS. That way the levels wont seem as though they are fixed to a grid. Better control for scrolling textures is also on the to-do list. I havent tried to play around with any kinds of sloped surfaces or 3D architecture. Is this supported in Doom Builder? I'd like to give it a shot.
  4. Defect

    New Features for DoomDS

    I wasnt asking for you to impliment it into Doom Builder, i know people who can do this for us. I was just after feedback on the control setup. A series of tabs accross the top of the panel, to switch between the different sections would be better, to keep the overall size of the panel down. I dont think its too cluttered. Ive seen and used alot more cluttered menus then that. It could be improved with the tab setup though. Lines and scripts are just plain messy. We are trying to keep things as simple as possible. This engine is not for the PC, DoomDS is not being designed with ports in mind, its a stand alone project. Custom maps will be supported, so we are making sure everything is as easy as posible to use.
  5. Defect

    New Features for DoomDS

    Hello all, I've been using Doom Builder for about 2 weeks now and have mastered it, its a fantastic editor and I am using it to create the levels in DoomDS. There is a new feature that I would like to impliment into the DoomDS engine that I'm calling a Split Sector. A Split Sector is a false floor/ceiling that is drawn exactly as the floor and ceiling is drawn, but you have control over the position of it. The Split Sector would be double sided by default and would have its own set of flags, effects, lighting, and its own action tag. You would be able to select "Split Lighting" and then define the brightness and color of the light on either side of the split for complete control. The split could be made transparent, perfect for effects such as water or fog/cloud. You could give the split an action tag and use it for lifts with wire floors. The uses are limited only by your imagination. I've made an example picture of how the controls for the split could be implimented into Doom Builder's "Edit Sector Selection" panel. I've put alot of thought into its layout and I think it would work great in Doom Builder. http://dual-soft.com/doomds/split_sector_controls.jpg Let me know what you think. Defect. http://dual-soft.com/doomds/
  6. Defect

    Doom for the Nintendo DS.

    Thanks for the suggestions there underdude, I've taken them onboard. Glad you like my textures, its real tempting to give them all to you. You sound like a 'gifted' lad, how bout you make some of your own?
  7. Defect

    Doom for the Nintendo DS.

    This project is not commercial, i'm not making money from it and nor will anyone else involved. Everyone involved so far understands this. Anyone out there expecting to be paid to work on non commercial projects such as this need to wake up. If you want to be paid for it, get a job in the game industry. This project is the same as every other mod, port, TC, addon thats been made for Doom, its a community effort. The only difference at all is that this is for the DS. Mini games are planned, thats all ill say.
  8. Defect

    Doom for the Nintendo DS.

    I dont wanna sound like a dick, but so far the only feedback i'm getting is that you are all looking into the controls far too much. The only aspect of the controls that will not change is using the stylus for freelooking. I have said numorous times that the controls will be 100% customizable. If you choose to set the controls up without using the stylus, then you wont be able to look up and down. Its that simple. There will be a menu on the lower screen for selecting weapons, it wont be in the way, its well designed. If you wish to have buttons that cycle weapons you can do so. Please give feedback on what you wanna see a return of and what you dont wanna see.
  9. Defect

    Doom for the Nintendo DS.

    This is great, unproductive but funny. Perhaps I should work on a fighting game for the DS where to beat your opponent you must come up with the best control configuration. I can see finishing moves and 'unplug the opponents controller' special moves. Hell i better be careful, Midway may want to publish this.. several times.
  10. Defect

    Doom for the Nintendo DS.

    My reasons for bringing the website online before having a programmer onboard is to draw attention to the project. The sooner the page is up, the sooner I can start advertising for a programmer. I'm in no rush to get someone onboard, I'm working on plenty of other things. But if the right person wanted to join right away I wouldnt knock the offer back. It amazes me how quick some people are to start shooting an idea down. I'm after feedback on all aspects of the project, (not just the controls) if its not constructive, dont bother. So try not to get too worked up over the controls guys. Like I said, the controls will be mappable. That means you can make a config that you like.
  11. Defect

    Doom for the Nintendo DS.

    In reply to the programming, No. Not alot is know as yet about DS programming. I personally have no programming experience at all. This project needed to start somewhere. If there is nothing running on the DS for quite some time its no big issue, there is alot I can be working on untill the right person(s) feels upto the task of starting on the programming. Go to the following links and have a look at the progress being made. Its really quite inspiring. http://forum.gbadev.org/viewforum.php?f=18 http://www.dslinux.org/forums/index.php?showforum=3 http://www.darkain.com/nintendo_ds/index.php
  12. Defect

    Doom for the Nintendo DS.

    Auto run will be an option. Not many people walk. Have you actually used a DS to play a FPS? I dont know how you plan on looking with a stylus in your right hand while holding the R button to run. Same with opening doors. It can be done,but its plain uncomfortable. All controls are mappable anyway. Dooms a fast simple game, the controls need to be the same. The map is not going to be like the original, it will be 3D and allow some limited rotating and zooming functions. At the moment I've no plans on displaying the map on the lower screen during gameplay. It will take up processor power that could be used for the top display. Stats will be on the upper screen. Its not in the way. Weapon inventory and ammo levels will be on the lower screen. Screen layout is not finalized though.
  13. Defect

    Doom for the Nintendo DS.

    All characters will be 3D. Sprites will be used for some flame projectiles, torches, blood etc. Some things just have to be 3D, rockets for example. Levels will be 100% new, but perhaps a secret level could be a classic Doom level. There are some emulators in the works, but nothing good yet. I'll be updating page soon with links to alot more info on making games for the DS. Thanks for feedback, keep it coming.
  14. Defect

    Doom for the Nintendo DS.

    Just uploaded my site to freewebs but I'm looking for a new host as soon as possible. Lots of feedback would be great. Thankyou. http://www.freewebs.com/doomds/index.html
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