"(File)Size Matters" 64K Compo (Judging not underway)

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Re: "(File)Size Matters" 64K Competition

Postby Inchworm » Sat Mar 19, 2016 7:05 am

Still working on mine as well. I actually lost my work somewhere down the line and had to restart almost completely. It's coming along quite nicely this time around, but there's still work to be done. I was also forced to cut a lot of stuff out to keep the file size below 64kb, so depending on the space left after I'm finished, I'll probably re-add some of the stuff that I was forced to remove.
Last edited by Inchworm on Sat Mar 19, 2016 1:59 pm, edited 2 times in total.
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Re: "(File)Size Matters" 64K Competition

Postby Marisa Kirisame » Sat Mar 19, 2016 12:24 pm

Well, I haven't really touched the 64K version of my mod. It's pretty much complete at this point, enhancements can wait for the "ultimate" edition.
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Re: "(File)Size Matters" 64K Competition

Postby AFADoomer » Sat Mar 19, 2016 1:04 pm

Posting this as a WIP... Probably final at this point, though.

This turns the player into a flying vehicle that can fly through maps in a style similar to Descent. Just load any ZDoom-compatible map.

Doom armor items are replaced by shields that take 100% of the damage until they run out (and they regenerate at a rate of 1% per second).

Controls are pseudo-aircraft style.
- Jump and Crouch increase/decrease the throttle speed
- Forward/Back pitch the nose forward or back (pitch angle)
- Left/Right turn the ship left/right (yaw angle)
- Strafe Left/Strafe Right roll the ship left/right (roll angle)
- Attack fires the laser weapon

*Note: You pretty much have to control both yaw and roll to have controlled flight. I'm using both WASD and arrow key bindings, using the left/right arrows for turn and A/D for roll

GZDoom recommended - this will work in ZDoom, but you lose full pitch range and the models, and the effects look like crap.

Image
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Re: "(File)Size Matters" 64K Competition

Postby Nash » Sat Mar 19, 2016 1:14 pm

^ things like this is why I added camera roll into the engine... simply beautiful :')
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Re: "(File)Size Matters" 64K Competition

Postby lizardcommando » Sat Mar 19, 2016 1:39 pm

I think I am done for the most part. I was trying to fix the Archvile so that it can't kill itself with its new fire attack, but I sorta lost interest.
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Re: "(File)Size Matters" 64K Competition

Postby VGAce » Fri Mar 25, 2016 4:53 am

BIGDOOR1 texture fix for (ultimate) doom and doom2

Screenshot:
Spoiler:


bdoorfix.zip : http://www.mediafire.com/download/b94zam8spswo5s5/bdoorfix.zip 52kb zipped
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Re: "(File)Size Matters" 64K Competition

Postby Combine_Kegan » Fri Mar 25, 2016 9:25 am

Seeing as DUMP 2 is over and I kinda missed my shot to make a map for it. I've come back to my 64kb project.

I think I'm getting carried away with this thing
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Re: "(File)Size Matters" 64K Competition

Postby Matt » Fri Mar 25, 2016 6:25 pm

VGAce wrote:BIGDOOR1 texture fix for (ultimate) doom and doom2

Screenshot:
Spoiler:


bdoorfix.zip : http://www.mediafire.com/download/b94zam8spswo5s5/bdoorfix.zip 52kb zipped
:shock: ::autoload::
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Re: "(File)Size Matters" 64K Competition

Postby Abba Zabba » Sat Mar 26, 2016 3:45 am

VGAce wrote:BIGDOOR1 texture fix for (ultimate) doom and doom2

Screenshot:
Spoiler:


bdoorfix.zip : http://www.mediafire.com/download/b94zam8spswo5s5/bdoorfix.zip 52kb zipped


Great stuff man. You should throw it on over to the Doom Sprite Fix Project.
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Re: "(File)Size Matters" 64K Competition

Postby Combine_Kegan » Tue Mar 29, 2016 8:33 am

Another update but this one probably isn't gonna be real.

This probably shouldn't happen
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Re: "(File)Size Matters" 64K Competition

Postby Accensus » Sun Apr 03, 2016 6:14 am

Count me in. 7KB Mod - extra customisation.

http://forum.zdoom.org/viewtopic.php?f=19&t=51446

I do, however, have a question for you, Weasel. By the end of the month I might update the mod a few more times, so does the version at the time of making this post count or the version when the competition ends? If the former, I'll remove this post and sign up again in a few weeks. :D

EDIT: Forgot to mention which ports this game runs on. It runs on both GZDoom and ZDoom. It Might run on Zandronum too; I haven't really tested. (G)ZDoom is recommended, though. It runs with (almost) any map or mod. Ultimate compatibility, hooray.
Last edited by Accensus on Sun Apr 03, 2016 9:25 am, edited 1 time in total.
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Re: "(File)Size Matters" 64K Competition

Postby wildweasel » Sun Apr 03, 2016 9:24 am

Lud wrote:I do, however, have a question for you, Weasel. By the end of the month I might update the mod a few more times, so does the version at the time of making this post count or the version when the competition ends? If the former, I'll remove this post and sign up again in a few weeks. :D

I'd be counting whatever the latest version is by the end of April.
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Re: "(File)Size Matters" 64K Competition

Postby DoomRater » Sun Apr 03, 2016 10:28 am

Combine_Kegan wrote:Seeing as DUMP 2 is over and I kinda missed my shot to make a map for it. I've come back to my 64kb project.

I think I'm getting carried away with this thing



Mmm, Pretty much the basis for what I'd imagine a Modular Powersuits rebuild in ZDoom to be.
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Re: "(File)Size Matters" 64K Competition

Postby Accensus » Sun Apr 03, 2016 1:09 pm

Are there gonna be 2nd and 3rd place or is it just one winner?
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Re: "(File)Size Matters" 64K Competition

Postby wildweasel » Sun Apr 03, 2016 1:25 pm

Lud wrote:Are there gonna be 2nd and 3rd place or is it just one winner?

I have not really decided yet. I'm not even sure what the prize will be, if there even will be one...
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