Merry Christmas, y'all!
This Thanksgiving, I'm grateful for many things, but especially good computer mice. Have you ever tried making a doom level with just a touchpad? Or a mouse that has a malfunctioning scroll wheel? Miserable. I had to adjust the heights manually, like a peasant. And don't get me started on the vector art. Clicking and dragging those nodes is awful. Put me off spriting for a while. You know, more so than usual.
Speaking of maps and sprites... I'm about 11 maps in (out of 30, hopefully), and I'm missing a couple monsters and... uh... all the weapons, both the pickups and the first-person visuals. Hopefully that happens soon, 1/3 of the way seems like a good time for some playtesting 😊
Oh, and all the sounds, and the textures, and more of the decorations, because in my desire to differentiate from RvsTC, I decided to replace just about everything so it could be released as a standalone game, no iwad required, but that might not work out, condemned to the scrap pile along with the metal slug-style hostages and animated arkham-style antagonist tauntings on death.
Ah, the status bar. I have always liked having it (even though I know some people prefer to turn it off). It just feels classic to me.
But what if I wanted to update it? For example, if I wanted to show when Rarity has picked up the berserk powerup (because sometimes I forget!).
I could just add a small image, like so:
Regular-strength Rarity |
Three points on the shield for the 33% save |
It's a bigger shield to show the 50%. Still have to figure out what the armor powerups will be, though. |
Or what if I wanted to find a statusbar font that looked like something Rarity would use but still is legible at tiny size?
...I don't have a picture for this one. The red freedoom one doesn't really fit, and the mlp-font text below is a little too pixelated for my liking, so that's another thing I'll have to change.
But still! Very fun.
Apparently, it is a foal's day, so what better day than today to reveal the next iteration: Rarifilly vs the Changelings!
Featuring:
Let me guess, you were expecting somepony taller? |
Don't let her take damage! |
Oh, no, not another level! |
The Freedoom project put out an update about a week and a half ago. They've redone some sprites and some textures, which is fun, and also most of the strings, which I wasn't expecting. I mean, I like making the strings relevant (I'm still proud of 'Rarity ruined her mane in the slime'), but I wasn't really expecting 'Put on a force field vest.' when I picked up the green armor (the blue red armor now says 'attuned force field armor', which was a cool word but one I did have to look up). And as much as I like the new armor bonuses (red is my favorite color), it just makes me realize I'm not sure what I want to do for them for my game. 😕
Guess that means I should do an update, too. I've been fighting the statusbar (ever realized that the flag you set that you were certain you needed was the one that was messing things up? yeah, good times...) and honestly I'm not sure how much people use it anymore. But I like it still.
Also I made some nice, new Rarity mugshots and dang it, they will be used.
Also pulled out UDB again recently. It had been a while since I'd done any mapping (I was so many versions behind...), so opening one and going 'oh, hey, that's a cacodemon, i did do that' was a pleasant surprise. I'm already 20 maps (+2) down, but my second-biggest concern is everything looking flat--I've been watching a lot of David's videos and every beginner's map, he'll comment on how just adjusting the floor height or ceiling height a little bit makes a big difference in making things look better. I've been going through the maps, trying to add some greebles here and there. I wouldn't expect an open beta for raridoom2 anytime soon, but it is happening.
but the weirdest freedoom update is that they added a 'jump' noise every time you jump and let me tell you i was not expecting that in the slightest
Couldn't not post today! Doom is 30 years old! Originally released on December 10th, 1993, and has been a world-changer ever since. This calls for a celebration!
So work on Raridoom2 is going slowly, but hey, what else is new?
You know what wasn't new: my version of inkscape. I was still using version 1.2 (from May of 2022), because it was still working fine.
Fun fact: Inkscape 1.2 has a little bug where if you have an export window open (like when you're exporting sprites) and using copy-paste (like you do when you're spriting or copying paths from another inkscape document), it'll clear your gradients when you save it. This happened once before, but it was an easy fix because it was early enough in the process that I only lost a couple things that were easily fixable.
But last night, it ate all my cacodemon sprite gradients. "Where are its eyes? Did I delete the eyes? And it looks really see-through, which makes sense because it's bigger than, say, the imps; but- wait, where is the carapace?"
Nom, nom.
This has been a PSA from baha: update your software.
also i was going to just not have pain elementals in the game because i hated them and wasn't sure how to justify them creating the hornets but then i realized 1) it looks just like the caco so i could just recolor it and 2) portals are canon in the mlp universe so it's not spitting out new changelings but instead summoning them. so pain elementals are going to be a thing.