Hocus Doom (new version 03-07-2016)

For Total Conversions and projects that don't otherwise fall under "levels" or "gameplay mods."
Forum rules
Got a cool project idea but nothing else? This forum is NOT for you! Put it in the project ideas thread instead!
Please read the full rules for more details.
Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.

Re: Hocus Doom (new version 03-07-2016)

Postby Tormentor667 » Wed May 25, 2016 12:46 pm

I would pay for it if it wasn't free...
User avatar
Tormentor667
needs more detail
 
Joined: 16 Jul 2003
Location: Germany

Re: Hocus Doom (new version 03-07-2016)

Postby ravage » Wed May 25, 2016 9:21 pm

Hisymak wrote:I won't repeat that your progress looks amazing as always.
In the last release you started a bit with episode 3 levels. Any progress and possibly screens from these?

I haven't really started E3 yet. But I will soon.

Tormentor667 wrote:I would pay for it if it wasn't free...

I believe you've said this quite a few times. You know as well as anyone else I couldn't make money on this even if I wanted too.
User avatar
ravage
YAHOO!
 
Joined: 03 Sep 2003

Re: Hocus Doom (new version 03-07-2016)

Postby Captain J » Thu May 26, 2016 12:04 am

besides, almost of doom mods except the ones only made to be utterly rip us off are always for free after all! just be thankful for this mod's here, for free as well!
User avatar
Captain J
Sea-ing, sparkle sparkle-
 
Joined: 02 Oct 2012
Location: Under the sea

Re: Hocus Doom (new version 03-07-2016)

Postby Tormentor667 » Thu May 26, 2016 1:10 am

...but maybe donating a few bucks might work ;)
User avatar
Tormentor667
needs more detail
 
Joined: 16 Jul 2003
Location: Germany

Re: Hocus Doom (new version 03-07-2016)

Postby ravage » Thu May 26, 2016 3:24 am

Tormentor667 wrote:...but maybe donating a few bucks might work ;)

I have no plans whatsoever to set up donations. This is merely a hobby of mine, and I don't feel comfortable monetizing my hobby. Go to the minecraft forums if you want that sort of thing. :P
User avatar
ravage
YAHOO!
 
Joined: 03 Sep 2003

Re: Hocus Doom (new version 03-07-2016)

Postby Tormentor667 » Thu May 26, 2016 9:03 am

Sorry, I didnt want to Sound like an idiot, I am just so damn impressed by this and words simply don't feel like being enough praise
User avatar
Tormentor667
needs more detail
 
Joined: 16 Jul 2003
Location: Germany

Re: Hocus Doom

Postby Shadow Hog » Thu May 26, 2016 2:19 pm

Belated, since I only just noticed the March updates last night, but:

wildweasel wrote:Oh my god, how many DOS shareware games with wizards in them can we pile into this already-huge project?

(Mystic Towers? Realms of Chaos? Um...)

Maybe something from one of Moonlite Software's earlier games, Clyde's Adventure. Roughly the same tile-based movement as Hocus Pocus, though it has absolutely no combat, and instead a higher focus on puzzling out how to grab everything in a stage before the fairly strict time limit ran out.
Shadow Hog
 
Joined: 14 Aug 2015

Re: Hocus Doom (new version 03-07-2016)

Postby Tormentor667 » Thu May 26, 2016 3:19 pm

Damn, this is so obvious :D
User avatar
Tormentor667
needs more detail
 
Joined: 16 Jul 2003
Location: Germany

Re: Hocus Doom

Postby ravage » Thu May 26, 2016 10:33 pm

Shadow Hog wrote:Belated, since I only just noticed the March updates last night, but:

wildweasel wrote:Oh my god, how many DOS shareware games with wizards in them can we pile into this already-huge project?

(Mystic Towers? Realms of Chaos? Um...)

Maybe something from one of Moonlite Software's earlier games, Clyde's Adventure. Roughly the same tile-based movement as Hocus Pocus, though it has absolutely no combat, and instead a higher focus on puzzling out how to grab everything in a stage before the fairly strict time limit ran out.

While it might be neat for historic purposes, there's really not much there for me to work with. Also some of those sounds really hurt my ears. Still neat though.
User avatar
ravage
YAHOO!
 
Joined: 03 Sep 2003

Re: Hocus Doom (new version 03-07-2016)

Postby ravage » Mon Nov 28, 2016 12:13 am

Image
Image

Current playable demo for 11-28-2016
https://dl.dropboxusercontent.com/u/18675596/Doomstuff/hocusdoom-11-28-2016.pk3
Mp3 versions of music
https://dl.dropboxusercontent.com/u/18675596/Doomstuff/hocus_mp3.pk3

changelog for - 11-28-2016
  • fix all instances of A_SpawnItem and replaced them with A_SpawnItemEx. They were broken in later versions of gzdoom BECAUSE ZDOOM
  • fixed minor graphical bug with one of the exit strings. Was the wrong color
  • completed map18
  • completed map19
  • more work to particle options (add leaf spawner too)
  • reworked end of episode intermission screens. Should be bugfree.
  • changed inconsistent method for damage for spikes. now uses terrain instead of A_explode
  • added extra frame & sprites for eskimo attacks. Not sure if they were unused in the original game or I missed ripping them. Thanks to Hisymak for their work on a Hocus Pocus editor.
  • with lava becoming much more dangerous to touch, I had to add some extra pathways in some levels to get out of big pools of lava without taking too much damage.
  • removed +SOLID from pillows in the egyptian levels.
  • changed the hudwrap width for wizardtalk from 200 to 250. Gives a little more room for when he feels like being wordy.
  • added several new enemies: skeleton, ghost, another floater (from unused graphics, thanks to Hisymak)
  • added +NOGRAVITY to keys. Now I can place them anywhere!
  • gave the flamejets a damagetype. Monsters could kill themselves on them.
  • made the flamejets less intensive. Did every projectile really need a light?
  • added +DONTSPLASH to several particle effects. They were getting on my nerves.
  • crystal ball pickup sound should not be overridden by anything anymore (hopefully)
  • made the secret platforms in map10 a little more visible.
  • included Hisymak's GENMIDI. Sounds pretty close to the original. I'll still keep the mp3s around though.
User avatar
ravage
YAHOO!
 
Joined: 03 Sep 2003

Re: Hocus Doom (new version 03-07-2016)

Postby Hisymak » Mon Nov 28, 2016 6:58 am

Oh my... It's Christmas for me today! Cannot wait to see my favourite forest-themed levels finished. Thanks for your amazing effort.
As I understand, all episode 2 is now complete? This is really astonishing achievement. Earlier I thought you would end up just with one episode, but now there are twice as much colourful and well-made levels to play.

I can also see that my sprite extraction tool for Hocus Pocus helped you. I'm happy for that. I'm interested to see how you utilized the unused monster graphics.
And I also tried to do some tweaks to Hocus Pocus GENMIDI, maybe it sounds a bit better, not sure. Unfortunately I had no luck with the percussion instruments.
Hisymak
 
Joined: 06 Jun 2014

Re: Hocus Doom (new version 03-07-2016)

Postby Zero X. Diamond » Mon Nov 28, 2016 11:02 am

I don't wanna get off-topic, but unused monsters in Hocus Pocus? That's news to me. Any chance you could post 'em?

EDIT: Oh, and I'm at work so I can't yet test the new version, but I just wanted to say that were it not for the secret level based off a different game by a different company (and the hands heavily edited from Hexen, if that's still the case), this is seriously good enough to snag an official license and get sold.
User avatar
Zero X. Diamond
AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA
 
Joined: 22 Dec 2009

Re: Hocus Doom (new version 03-07-2016)

Postby Zen3001 » Mon Nov 28, 2016 11:32 am

well the projectiles are kinda small
User avatar
Zen3001
 
Joined: 25 Nov 2016

Re: Hocus Doom (new version 03-07-2016)

Postby ravage » Mon Nov 28, 2016 11:49 am

Hisymak wrote:Oh my... It's Christmas for me today! Cannot wait to see my favourite forest-themed levels finished. Thanks for your amazing effort.
As I understand, all episode 2 is now complete? This is really astonishing achievement. Earlier I thought you would end up just with one episode, but now there are twice as much colourful and well-made levels to play.

I can also see that my sprite extraction tool for Hocus Pocus helped you. I'm happy for that. I'm interested to see how you utilized the unused monster graphics.
And I also tried to do some tweaks to Hocus Pocus GENMIDI, maybe it sounds a bit better, not sure. Unfortunately I had no luck with the percussion instruments.

Not quite. I still have to make the actual secret level for E2, and finish map19. The current map20 is actually the very first level I made for this back in 2009. I will probably still reuse parts of it but that level will be replaced.

Zero X. Diamond wrote:I don't wanna get off-topic, but unused monsters in Hocus Pocus? That's news to me. Any chance you could post 'em?

EDIT: Oh, and I'm at work so I can't yet test the new version, but I just wanted to say that were it not for the secret level based off a different game by a different company (and the hands heavily edited from Hexen, if that's still the case), this is seriously good enough to snag an official license and get sold.


There's at least two unused sets that I found at least. One is a two-headded flying serpent, and the other is this sort of flying fire fish. It looks drastically different from the others' style so I may not be using that one.
User avatar
ravage
YAHOO!
 
Joined: 03 Sep 2003

Re: Hocus Doom (new version 03-07-2016)

Postby Gez » Mon Nov 28, 2016 1:23 pm

ravage wrote:It looks drastically different from the others' style so I may not be using that one.

Perhaps for a secret level.
Gez
 
Joined: 06 Jul 2007

PreviousNext

Return to TCs and Other Projects

Who is online

Users browsing this forum: LossForWords, zimxpentagram and 8 guests