[V1.3] The Adventures of Square: Episode 1!

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MTrop
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Re: [RELEASE] The Adventures of Square: Episode 1

Post by MTrop »

Captain J wrote:i prefer neither. because after done with ripping 'em with spriting programs such as spricer, the images' size also names are become randomized. so it takes a lot's of times to rename and put 'em and match their offset in slade. and i know slade or slumped can set their offset automatically, but the result is not satisfying, some of frames are bit off or too far away. so i'm prefer the mspaint instead; going to put those sprites into a transparent background boxes that lil' bit larger than 'em.
So, we'll adjust those. I have a homegrown program that splits sprite sheets. No big deal. We'd probably be tweaking the graphics anyway once they are in the game. The sprites are all we need.
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TheGreatBalony
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Re: [RELEASE] The Adventures of Square: Episode 1

Post by TheGreatBalony »

When is Episode 2 coming out?
I NEED TO KNOW.

Also, since it's pretty much it's own IWAD, can you write a mapping style-guide Jimmy?
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Captain J
 
 
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Re: [RELEASE] The Adventures of Square: Episode 1

Post by Captain J »

IT IS WILL COMES OUT TIL WE'RE READY, SQUARHELL YEAH! so be patience, please.
MTrop wrote:So, we'll adjust those. I have a homegrown program that splits sprite sheets. No big deal. We'd probably be tweaking the graphics anyway once they are in the game. The sprites are all we need.
okay, i see. so you folks only needs sprite sheets, right? then check the page 5, it's already-ready. send me a pm with it if it's done.
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Re: [RELEASE] The Adventures of Square: Episode 1

Post by Gez »

MTrop wrote: - Fixed "Count as Secret" objects in E1A6.
But not in E1A9?
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MaxED
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Re: [RELEASE] The Adventures of Square: Episode 1

Post by MaxED »

A small nitpick [beta 4]: by default, automap's background color is almost the same as unseen lines color, which makes Locationator useless without changing any of these colors manually.
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Slax
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Re: [RELEASE] The Adventures of Square: Episode 1

Post by Slax »

Image
For the sake of pointless archiving, here's the incomplete set (some pain faces missing) of faces I gave Jimmy way back when.
https://db.tt/HhiIc5Le
Have fun. Image
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MaxED
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Re: [RELEASE] The Adventures of Square: Episode 1

Post by MaxED »

A rather circular bug on E1A5 [beta 4]: script 7, which activates spawned monsters in the mining station building after taking the square key, won't be activated if you enter it through here:
Spoiler:
Last edited by MaxED on Wed Sep 24, 2014 2:21 am, edited 1 time in total.
MTrop
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Re: [RELEASE] The Adventures of Square: Episode 1

Post by MTrop »

TheGreatBalony wrote:When is Episode 2 coming out?
I NEED TO KNOW.

Also, since it's pretty much it's own IWAD, can you write a mapping style-guide Jimmy?
It's still very much in beta and even after the first episode is done, there may be changes to the existing assets before full release, including the palette and colormap. After the full game is finished, the mapping tools and configs for Doom Builder 2 and GZDoom Builder (and other editors, possibly) will be released.

Our official stance on modding Square is this: We do not recommend modding or mapping for Square AT ALL until the full game is done (probably in a year or so).

Of course, we can't exactly stop people from doing so, but if our progress in development breaks your mod/map, we accept no responsibility for it. Also, do not map or sprite or create intending for your work to "make it into the game" in any fashion. It will not be accepted.

We are not accepting outside work unless we explicitly commission it.
Gez wrote: But not in E1A9?
Everywhere, in fact. Didn't write that in the CHANGELOG though. Whoops.
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Captain J
 
 
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Re: [RELEASE] The Adventures of Square: Episode 1

Post by Captain J »

Slax wrote:Image
For the sake of pointless archiving, here's the incomplete set (some pain faces missing) of faces I gave Jimmy way back when.
https://db.tt/HhiIc5Le
Have fun. Image
now with squared violence.
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MaxED
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Re: [RELEASE] The Adventures of Square: Episode 1

Post by MaxED »

E1A10 [beta 4]: it's surprisingly easy not to trigger map exit when falling into the exit level pit. You just have to drop down near the pit's walls, not in the center of it.

EDIT: Also, there's this in E1A6:
Spoiler:
EDIT2: And this in E1A7:
Spoiler:
Gez
 
 
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Re: [RELEASE] The Adventures of Square: Episode 1

Post by Gez »

You need to comment out the var int user_itemspawnid; redeclarations the classes that inherit from Crate. Beta 4 no longer works in latest versions.
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Re: [RELEASE] The Adventures of Square: Episode 1

Post by Jimmy »

I believe we've already fixed that, no worries. :)
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Re: [RELEASE] The Adventures of Square: Episode 1

Post by Gez »

Not in a publicly-available version then. :p
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Re: [RELEASE] The Adventures of Square: Episode 1

Post by Jimmy »

Nope. :P Though the next release will hopefully be the official 1.0. :)
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Re: [RELEASE] The Adventures of Square: Episode 1

Post by Jimmy »

After many changes and tweaks and various lengths of discussion, Square Version 1.0 has finally been released! Click the link to go to our swanky new website.

GameCity 9 in the UK happened recently, for which a special beta 5 was put out, but not posted publicly. Therefore the (fairly extensive) changelog here covers both versions.

CHANGELOG:

Code: Select all

1.0
...

- Out of beta!

- D_E1A4 and D_DM04 had doubled notes.
- Souped up D_E1END a bit.
- Entire statusbar now changes color with Square's color!
- Three new player colors, maroon, beige, and orange, added.
- Hot Sauce fireballs now translate properly.
- Jetpack Jerks still blocked the player on death.
- Angle Fish no longer count towards kill percentage.
- TITLEMAP now has a name (for console messages).
- New sprites for Square player character and all NPCs. 
- NPCs also now have additional "frightened" frames.
- Switch "defaultmap" to "gamedefaults" in global MAPINFO. Makes
  better sense this way for add-on maps.
- Adjusted some Circle health and Cylonder health. Cylonder was
  a tad too beefy.
  
- Texture alignment/adjustments across all maps.

- Added hint system and hints to E1A1.
- Some ammo adjustment on E1A1 after Shotbow addition.
- Removed E1A2 railing near Circle Key.
- Slime corridor in E1A2 has warning signs.
- Two secrets added to E1A2.
- Added "Monster Block" flag to some computer inlets on E1A2.
- Culled some health items on E1A4.
- Added a secret to E1A4.
- Changed a secret from an item secret to a sector secret in E1A4.
- Highlighted the Shotbow in E1A4. It could've been easily missed.
- Changed a trigger in a secret area.
- Culled some health items on E1A5 - Square's gotta watch the calories.
- Changed the appearance of the bobbing teleporter in E1A5.
- Adjusted some lifts on E1A6.
- Changed a powerup or two on E1A6.
- Adjusted lighting in some places in E1A7.
- Made a Fizzo-Pop a secret on E1A8.
- Adjusted E1A9 monster placement for Normal/Experienced skill.
- Changed intermission music handling at end of E1A9.
- Adjusted comedic timing on a PA message on E1A9.
- Changed E1A10 monster-block lines a little.


0.9 Beta 5 (RC1)
................

- Altered handling of credits slightly for title screen.
- Made a bunch of un-interactable effects and objects client side only
  for one day when this is supported by ZDoom-compatible multiplayer ports.
- Modified speed and random damage of enemy attacks.
- Tritankle pain chance increased from 90 -> 100.
- Fixed default "unseen lines" automap color to be more visible.
- Adjusted ammo in CUBULAR (using actor defs). Most ammo is roughly 1.5x.
  Hellshells are not increased.
- Adjusted behavior of Rectangolier - it may randomly break out of the 
  charge, now: makes for more erratic movement.
- Adjusted behavior of Anglefish - it may randomly break out of the 
  charge, to prevent getting stuck on walls.  
- Changed CUBULAR to not give any ammo bonus. Good luck!
- Changed CUBULAR warning message to be a tad more informative.
- Adjusted/fixed sprite color translations.
- Changed some billboard forcing for GL.
- Changed armor graphics to something a little more in-universe; class names
  changed to fit types.
- ALLWHITE texture should not be fullbright.
- Some endgame rocket textures had an incorrect palette color.
- Fixed translation for Oozi hitscan (too dark).
- Fixed wrong armor given in IDKFA cheat.
- Fixed Hellshell explosions not spawning if there wasn't room - now uses
  a better cluster method. This changes the explosion a little bit, but it
  won't be too noticable to players.
- Music lump D_E1A4 and D_DM04 didn't play back right in FMOD's sequencer.
  This has been fixed.
- Fixed some textures on E1A1.
- Changed the bars to forcefields in the northern building, plus made
  the Square Key more visible at all times.
- Fixed an unreachable/un-alertable enemy on E1A3, preventing 100% kills.
- Changed an item secret to a sector secret in E1A4.
- Fixed a floor not rising if the player took a super-special speedrun route
  on E1A4.
- Fixed two enemies that should have been "deaf" on E1A4.
- A Rectangolier was put in a place that was surrounded by "block monster" 
  lines on E1A4. Not too effective.
- Fixed an event not triggering if the player went a different way on E1A5.
- Fixed Red Lift locking/repeating on E1A5 near northern plant.
- Made a Fizz-o-Pop in E1A5 secret. It was hidden enough to be.
- Removed railings on the eastern side of E1A8's yellow building - in order
  to keep their blocking effect, they had to be both jump-over AND walkable
  in two different places which makes things awkward depending on who was 
  attacking whom from where. Removed them and added "caution" paint to the 
  edge. OSHA would be pleased, somewhat.
- Fixed some secrets not triggering in E1A9 (also made them sector-secrets).
- Fixed a misaligned texture in E1A9.
- Created a teleporter for Co-op players to use once they progressed beneath 
  the silos in E1A9 (triggered by script).
- Fixed E1A10 exit not triggering if the player fell a certain way down it.
  Fake floor was too high.
- Fixed some ceiling textures that should have been sky textures in E1A10.
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