Saturday, September 1, 2018

Personal Update



I'm moving! I'll be in a bigger place, with a better job, with more hours, and my computer in a place where the cords won't get yanked.

Which means I may actually be able to work on the game...

Thursday, May 17, 2018

Can It Run Doom?


If given the chance, you should always see if it runs doom.

And, by extension, raridoom. ^^

Development hasn't stopped. But it sure has slowed to a crawl. Again, it's the spriting and the other stuff... but hopefully soon! All your support makes me happy and I promise I won't abandon this project.

Sunday, February 18, 2018

Misclick

If you got a notification from this blog, I misclicked the button. I meant to hit 'save', not 'publish'. I'm sorry about that!

Well, as long as you're here... I did go through the entire wad, doing some basic clean-up, getting rid of the default startan texture, adding more decoration, that sort of thing.

I've given up on setting dates for myself, but in about ten days, my free time will drop dramatically, so I'm hoping by then, but I'm not holding my breath. 

As long as I'm complaining, though, I'd also accept ideas for the door edges, the ones that show what key color you need. The current ones look good and work but don't look very... changeling-y.

Friday, February 16, 2018

Mini-update

Moving is a pain and I do not recommend it.

Played custom edition again and it got me inspired (and partially annoyed at Past!me's mapping work). I went through all the levels of Episode 1, cleaning them up a bit, adding some more ammo, darkening a couple rooms, darkening doors, narrowing doors, and getting rid of that awful startan texture *shudder*.

And while I was doing that, I realized something somewhat important: I don't like the door texture very much. For reference:
Basic door; locked doors change the color of the star.

The gradient didn't translate well to the tiny size, it's really black and undetailed, and I'm not sure I even liked the logo that much in the first place (though the updated version here is pretty cool).

I want to change it, but I have no idea what to replace it with. So if you have any ideas, please drop me a comment.

Wednesday, February 7, 2018

Good news

Found my flash drive. All is once again right with the world. ^^

Friday, February 2, 2018

Good news and bad news

Good news is I'm moving in the next couple weeks, so it'll be really nice to be somewhere I don't need three layers of clothing just to feel warm.

Bad news is I can't find my flash drive. The flash drive with all the raridoom stuff on it. The flash drive with my work files and iwads and wads and a resource wad on it. That flash drive.

I'm 98% certain that it'll turn up. But there's still that 2% chance that it's gone, vanished into that ether where missing socks and such go.

I did make good backups of the rarity.wad file in a separate location (always do this!), so not too much has been lost. I think. i hope But I really, really hope that it turns up. Most of what's left is spriting, anyway.

Thursday, November 23, 2017

"Custom Edition" (another mod!)

On this Thanksgiving day, one of the things I am grateful for is consistent support for my little project even if it takes me forever to do any updates. And people who take inspiration from it.

The weapons were one of the first things I changed in the game, because ponies can't really use zorchers. They became spells, instead (incidentally, that's why I chose Rarity as the protagonist; in my mind, I couldn't justify Twilight as needing to learn the spells and also running out of mana for them). Originally, I was going to have her use her horn as the weapon, but then realized that every time she switched weapons, her horn would rise up from the bottom of the screen and that made me laugh. So it became a spellbook (which I'm still pretty proud of thinking up, btw; though in fairness, anything would be better than the black boxes on the bottom I had before).

When you fire the simple spark or rapidfire spark in raridoom, there is a 'flash' image up at the top of the screen, something I made in GIMP forever ago, designed to look like light overspray from casting the spell. But that's it. I figured the light would be enough to sell the illusion (this is also why most changelings have that that blue glow around them for the death animations, they were 'stunned' by the spell). Also, they were hitscan weapons, and it wasn't like I could make it a spell. Besides, at that time, I was more interested in sprite replacement than anything else. So I left it at that.

Turns out it's very possible to replace every weapon with a projectile. A lighted projectile. With different colors depending on the spell. And it looks a little something like this: 

Video link if it fails to load

The grenade from the TwiBlast altfire is even in there! Even the Trixieling has the spells, which made me really happy for some reason. The flamethrower part surprised me a bit, but in hindsight, it's doing exactly what it said. Maybe a bit harsh looking at how I'm planning on ending the game; but frightfully effective. And that EFS... Well, I just had to try it out after that.

There are also some new sounds, too, and they're awesome. I can't choose a favorite. There's new magic sounds, new teleporter sounds, the melee attacks on you sound like magic sparks that actually startled me when some changeling sneaked up behind me, the Fluffy Pony cries, the big enemy cries, the poison joke, and the Twisted Princess active sound may be my favorites, though. 

Ok, I had a lot of favorites. And the lantern now does this little ring of light around you instead of raising the light level of the whole level. It's really immersive. To be honest, it's like a whole new game, put new life in my old levels. I really recommend this one. 

But as much as it pains me to say, you may have a little trouble with this one. First of all, don't even try to load this in zdoom (it has no idea what to do with the lighting stuff, and the old version that came with Open Beta 3 doesn't know some important codepointers). You'll need gzdoom 2.1 at the latest (click here to get it). Also, it wouldn't load for me at all at first (mod author recommended using zdl to make sure the mods are loaded in the right order, click here for the zdoom wiki page on that), but finally I got it to run from the command line by renaming all the files to not have spaces in the name (so Win+R, "F://raridoom/gzdoom.exe -iwad chex3.wad -file rarimusic.pk3 -file rarity.wad -file raridoomedit.zip"; raridoomedit.zip has to be the last file when doing it this way). When I tried to just run it with spaces, it wouldn't load and I got a DECORATE error that crashed gzdoom (without telling me where the error was, which was rather unhelpful). It is entirely possible that it's just my old computer, though.

And when it did load, there were some issues that probably have more to do with my kludgy replacement coding than the mod author's ability. You can pick up weapons, but you can't switch them (the numbers don't light up). It only switches automatically when I run out of mana. You don't spawn with the new simplespark, but idkfa gives it to you (so you can switch between the two, old and new, with the same book sprite). The blue fluffies spawn old school fluffy ponies when they die, and the trixielings drop old rapidfiresparks... which still give you mana for the new rapidfirespark.

But when it works, it's a ton of fun, and major props to niko for the hard work done on this. I did have a little luck when I renamed the weapons definitions in the .zip to "[weapon]2 : [weapon] replaces [weapon]" (so hoof, simplespark, spreadshot, doublespreadshot, rapidfirespark, TwiBlast, flamethrower, EpicFireballSpell) and re-adding in weapon.slotnumber X for all the weapons. There's probably an easier way to do it, but coding isn't my strongest subject.

Links are in the description of the video. Enjoy!