No, I'm not copypastaing anything. This entry is called that because I copied and pasted a lot (read: three) monster definitions to make room for others... which you can read about after the break.
Saturday, November 9, 2013
Sunday, November 3, 2013
PWADs and such
So if you play Open Beta 1, you'll see that I edited the zdoom.pk3 file so zdoom will play the wad natively. For Open Beta 2, I didn't want to do that; especially since I have since discovered a plethora of other source ports that I want it to run on. After all, every programmer wants his game out there, even if it's somewhat messy and with iffy maps (though I did get another map from a guy named SoulRunner and it's pretty cool, bringing my total to two "fan-made" maps, and the game isn't even released yet!).
Anyway...
Tests and such (shudder) have eaten up my time recently, and I haven't gotten too much done, except for one part in a secret level that I was giggling about the entire time I worked on it; until I realized that probably not many players would find it, so... yeah. Still fun, though.
But anyway... this entry is called PWADs because in a test, I deleted the chex3 textures from rarity.wad and then loaded rarity.wad as a simple pwad for chex3.wad. Long story short, it worked and cut over two thirds of rarity.wad's size. That was pretty cool.
Then I thought, hey, now that rarity.wad has no textures, can I replace them with freedoom textures? Of course, I had to try it. So that took like half an hour, but DoomBuilder II has a "Find and replace" feature, so that wasn't so bad. I replaced all the textures (apparently, they changed the door sizes a lot... every door in Chex Quest is at least 128 by 128; not so in DooM), made sure everything lined up, and hit test map.
It looked pretty sweet. Everything looked darker, much more realistic, and it was all around pretty cool. It looked... well... kindof like this.
Which looked great, until I realized that it didn't load my DECORATE file right (I've coded it to replace the native Chex Quest monsters, but Freedoom keeps the DooM monsters names, so nothing got replaced except the sprites) and the weapons and keys didn't work, as rarity.wad loaded the chex keys definitions, but doom2.wad was looking for doom keys; and then the last switch didn't appear and then it gave me an old ending picture that I'd forgotten was there when I ended the level.
The other thing I wasn't sure I liked was it changed the feel of the game. The textures from Chex Quest have a bit of a more cartoony feel, a bit more in line with the show (in my opinion), but freedoom has a realistic, gritty look; with blood and such (on other textures). I'm not sure I liked it. I'm also not sure if I'd have the drive to replace every single texture in every single level I've made... I'll probably just use it for the next projects I'll do.
One thing I am probably going to do, though, is add a buzzing sound for the flying changelings--you'll be able to hear them before you see them, but you won't know where or which it is. A regular drone? A flying spitter? A bumblebee?A flying Trixieling? Probably not; the last thing I need is to give Trixie a bigger ego... You just won't know.
And maybe sprites for arachnotrons. That might drop small pods of fire mana when you kill them. Yeah. I think I like that idea.
Anyway...
Tests and such (shudder) have eaten up my time recently, and I haven't gotten too much done, except for one part in a secret level that I was giggling about the entire time I worked on it; until I realized that probably not many players would find it, so... yeah. Still fun, though.
But anyway... this entry is called PWADs because in a test, I deleted the chex3 textures from rarity.wad and then loaded rarity.wad as a simple pwad for chex3.wad. Long story short, it worked and cut over two thirds of rarity.wad's size. That was pretty cool.
Then I thought, hey, now that rarity.wad has no textures, can I replace them with freedoom textures? Of course, I had to try it. So that took like half an hour, but DoomBuilder II has a "Find and replace" feature, so that wasn't so bad. I replaced all the textures (apparently, they changed the door sizes a lot... every door in Chex Quest is at least 128 by 128; not so in DooM), made sure everything lined up, and hit test map.
It looked pretty sweet. Everything looked darker, much more realistic, and it was all around pretty cool. It looked... well... kindof like this.
The other thing I wasn't sure I liked was it changed the feel of the game. The textures from Chex Quest have a bit of a more cartoony feel, a bit more in line with the show (in my opinion), but freedoom has a realistic, gritty look; with blood and such (on other textures). I'm not sure I liked it. I'm also not sure if I'd have the drive to replace every single texture in every single level I've made... I'll probably just use it for the next projects I'll do.
One thing I am probably going to do, though, is add a buzzing sound for the flying changelings--you'll be able to hear them before you see them, but you won't know where or which it is. A regular drone? A flying spitter? A bumblebee?
And maybe sprites for arachnotrons. That might drop small pods of fire mana when you kill them. Yeah. I think I like that idea.
Friday, October 11, 2013
State of the Mod
The US Government may be shut down, but I am not!
...well, after that NDFS test, I probably should stop modding and just study, but I'm not. Hey, I've never claimed to be good at decision-making.
Anyway... After the break, there's a little update on the mod, the sprites, and a little bit of everything, just to show I'm not dead. And if you haven't voted on the gibs thing yet and you want to, I just extended the poll time.
...well, after that NDFS test, I probably should stop modding and just study, but I'm not. Hey, I've never claimed to be good at decision-making.
Anyway... After the break, there's a little update on the mod, the sprites, and a little bit of everything, just to show I'm not dead. And if you haven't voted on the gibs thing yet and you want to, I just extended the poll time.
Tuesday, October 1, 2013
Working! For once!
I'm actually working, and by that I mean I'm adding those decorations from before all throughout the levels, and palette-swapping them so it looks like I have more sprites than I actually do.
Anyway, as I'm doing this, I figure, you know what, in keeping with our strange pony bro traditions of ponifying everything, I should make a changeling pack pwad, so people can load it on top of any other DooM game and thus ponify it.
Then I thought, nah; I've tried it before and it didn't work out so well.
Then I thought, meh, why not.
And so that's what I've been working on today.
But as I'm translating the sprites over, I realized something. Gibs.
No, not this guy. The sprites that appear when you overkill an enemy. Wat do?
There's a poll on the right of your screen. Let me know, eh?
Anyway, as I'm doing this, I figure, you know what, in keeping with our strange pony bro traditions of ponifying everything, I should make a changeling pack pwad, so people can load it on top of any other DooM game and thus ponify it.
Then I thought, nah; I've tried it before and it didn't work out so well.
Then I thought, meh, why not.
And so that's what I've been working on today.
But as I'm translating the sprites over, I realized something. Gibs.
No, not this guy. The sprites that appear when you overkill an enemy. Wat do?
There's a poll on the right of your screen. Let me know, eh?
Friday, September 27, 2013
So I should be studying for an MMBio test I have to take tomorrow...
Instead, I'm derping around on the repository on realm667 and I get to thinking. There is plenty of gore in DooM. Plenty of destruction and death. But me, I'm making a nice little pony game, right? No need for dead ponies everywhere.
And then I thought, Nah.
And then I thought, Nah.
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| It's not like Rarity is the first to stumble into the hive, after all. |
Thursday, September 26, 2013
Saturday, September 21, 2013
Doldrums
It's a term that refers to when the wind dies and you're at sea. I was in the doldrums. I hadn't worked on this game in over two weeks and I was very, very tempted to just call it a hiatus, release it as 1.9, and call it good, because I just didn't want to work on it.
and I know rarity did in canon shut up
Then I thought, but no, it can't be true! I could fly if I- wait, that's a song from Toy Story, nvm. No flying in this game, unicorns can't fly.
But the thing is, I figured I'd sit down and fix the weapons.
I'm still missing a few frames in the alt-fire of the TwiBlast, but as of right now, this is what the weapons will look like in Open Beta 2.
I'm exhausted as if you couldn't tell from my rambling, missing punctuation and stuff like that so yeah there's no commentary but I did show off all the weapons and randomized pain sounds so watch enjoy suggest new things that sort of thing
(still need voice actress)
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