[Pogostick] 0.9 Online! | Where are your contributions!? :(

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Re: [Pogostick] Doom Platformer v0.4 online | Help & Contrib.?

Postby bagheadspidey » Fri Feb 08, 2008 10:01 pm

Enjay wrote:So you ran from the Hell Knight too huh? ;)
Enjay wrote:Slight bug: the last door is set to open from the outside once only. So if you run back out, the door will shut and you can't get back in again.



heheh... oops :oops:
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Re: [Pogostick] Doom Platformer v0.4 online | Help & Contrib.?

Postby Skunk » Sat Feb 09, 2008 12:05 am

I actually wanted to recreate E1M1 for this but... that'd require editing the original level and that's not allowed.
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Re: [Pogostick] Doom Platformer v0.4 online | Help & Contrib.?

Postby Captain Ventris » Sat Feb 09, 2008 12:07 am

OMG this could possibly be one of the greatest Co-Op Wads ever made. Seriously. Think about it. Imagine this online. Or even a Deathmatch mode? CTF, anyone?

The more I play this, the more I love it. Torm, you're a freakin' genius.
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Re: [Pogostick] Doom Platformer v0.4 online | Help & Contrib.?

Postby Skunk » Sat Feb 09, 2008 1:12 am

I was seriously thinking about the co op.

It does need that awesomeness of Action Doom though! The Hitscan stuff is kind of annoying.
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Re: [Pogostick] Doom Platformer v0.4 online | Help & Contrib.?

Postby Xaser » Sat Feb 09, 2008 2:46 am

I *love* this. Beats the hell out of my old platform attempt. :P

For Justice's sake, I might wind up doing something for this myself, but who knows whether I'll actually commit to that or not... :P
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Re: [Pogostick] Doom Platformer v0.4 online | Help & Contrib.?

Postby Skunk » Sat Feb 09, 2008 3:18 am

Well I'm an idiot apparently... anyone wanna take this over for me? The framework is there... I just couldn't get it to work in any way. The doors won't open, the switches don't work, and I dunno how to get the elevator to work the way I want to. Not to mention I was trying to make it all detailed and... I fail...

SO HERE IT IS. Use and abuse.
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Re: [Pogostick] Doom Platformer v0.4 online | Help & Contrib.?

Postby Cutmanmike » Sat Feb 09, 2008 8:07 am

Okay I disable the HUD and I still get the PLEASE DEACTIVATE THE STANDARD HUD message. What gives?
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Re: [Pogostick] Doom Platformer v0.4 online | Help & Contrib.?

Postby .+:icytux:+. » Sat Feb 09, 2008 8:09 am

i just pressed use and i worked :D
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Re: [Pogostick] Doom Platformer v0.4 online | Help & Contrib.?

Postby KeksDose » Sat Feb 09, 2008 10:47 am

Image

:mrgreen:

Super Metroid Tileset for the win :P
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Re: [Pogostick] Doom Platformer v0.4 online | Help & Contrib.?

Postby Tormentor667 » Sat Feb 09, 2008 11:01 am

Enjay wrote:Here are some (all?) of the beta graphics I mentioned: book, dagger, chest and sceptre. No chalice - maybe I imagined that?

Thx, let's see what's of good use in there ;)
SnowKate709 wrote:Hey! Are you planning bases with multiple floors/z-height? I'd imagine It could easily be done with transition points like use-platforms or elevators and silent teleporting, and in some places stacks for effect

As Skulltag and GZDoom support 3D floors, expect this to be a GZDoom/Skulltag project :)
Worst wrote:[LotsofCodeandText]

Thx alot Worst, that solved some problems :)
Skunk wrote:Hey Torm, have you seen Spidey's invention yet?

Sure, thats a pretty cool thing :) Though I am still used to alter my colormaps with the help of XWE :)
bagheadspidey wrote:found a small bug in the map - the last door only opens once. If you open it and let it close without entering, you can't finish the level.

Thx, fixed ;)
Skunk wrote:I actually wanted to recreate E1M1 for this but... that'd require editing the original level and that's not allowed.

It is! Or... just do it and I will implement it if it is done in a decent way :) There are lots of other things online in the /idgames archive which are not allowed, so who cares about such a little thing?! :)
Captain Ventris wrote:OMG this could possibly be one of the greatest Co-Op Wads ever made. Seriously. Think about it. Imagine this online. Or even a Deathmatch mode? CTF, anyone?

Let's just see if some of the scripts can even be made multiplayer compatible :?
Xaser wrote:I *love* this. Beats the hell out of my old platform attempt. :P
For Justice's sake, I might wind up doing something for this myself, but who knows whether I'll actually commit to that or not... :P

*wantstosee*
Skunk wrote:SO HERE IT IS. Use and abuse.

I will try later :)
Cutmanmike wrote:Okay I disable the HUD and I still get the PLEASE DEACTIVATE THE STANDARD HUD message. What gives?

Enlarge it to the maximum, wait one second and it will work :) There's a delay in the script ;)
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Re: [Pogostick] Doom Platformer v0.5 online | Help & Contrib.?

Postby Tormentor667 » Sat Feb 09, 2008 11:17 am

v0.5 Online!
What's new?
- Zoom Feature (KP+, KP-)
- Automatic 180° Turn (thx to Worst)
- Bugrfixes

...feel free to try the new version ;)
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Re: [Pogostick] Doom Platformer v0.5 online | Help & Contrib.?

Postby Skunk » Sat Feb 09, 2008 11:18 am

Wow Torm I didn't expect you to pick up on my map, but at least I know that it's in good hands. I based it off those classic Contra style levels where 50% of the stage is just a big freight elevator.

Oh, hey, new version! :D

EDIT: bug report, Unknown Command "180TURN"
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Re: [Pogostick] Doom Platformer v0.5 online | Help & Contrib.?

Postby Tormentor667 » Sat Feb 09, 2008 12:16 pm

Skunk wrote:EDIT: bug report, Unknown Command "180TURN"

Oh yeah, the key isn't needed anymore, thx to the automatic rotation from Worst. Now only the direction of Inward/Outward should be fixed at well :(
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Re: [Pogostick] Doom Platformer v0.5 online | Help & Contrib.?

Postby Ryan Cordell » Sat Feb 09, 2008 12:21 pm

What about actually not using the same horizontal sprites for the inward and outward sprites? What about if there were doors in the background you can use (Ala Abe's Oddysee, Prince of Persia, Flashback, etc?)?

.. Will there be mantling? :P
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Re: [Pogostick] Doom Platformer v0.5 online | Help & Contrib.?

Postby Skunk » Sat Feb 09, 2008 2:31 pm

Automatic rotation? I was still strafing back and forth. O_o
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