GZShmup

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LilWhiteMouse
Posts: 2270
Joined: Tue Jul 15, 2003 7:00 pm
Location: Maine, US

GZShmup

Post by LilWhiteMouse »

ImageImageImageImage
http://www.prdarkfox.com/lwm/gzshmup.7z
Drag 'n drop on GZDoom to play. (Tested with r1353)

Controls:
Up - Forward
Down - Backward
Left - Strafe Left
Right - Strafe Right
Fire - Fire
AltFire - Missiles

[EDIT] Compartmentalizing the scripts to keep things clean, these are just backups so I won't lose the external scripts. NOT REQUIRED TO PLAY.
Last edited by LilWhiteMouse on Thu Nov 15, 2012 2:59 pm, edited 11 times in total.
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scalliano
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Location: Ireland

Re: ZSchmup

Post by scalliano »

AWESOME!

I'm already thinking of ways to abuse this ...
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VICE
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Joined: Wed Mar 28, 2012 4:03 am
Location: Israel

Re: ZSchmup

Post by VICE »

scalliano wrote:I'm already thinking of ways to abuse this ...
You know how all modern FPSs have a mandatory turret section?
Now all Doom Wads will have mandatory schmup sections!
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LilWhiteMouse
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Joined: Tue Jul 15, 2003 7:00 pm
Location: Maine, US

Re: ZSchmup

Post by LilWhiteMouse »

I'm having a model/texture issue.

My fake sprites aren't rendering properly. Can anyone tell me what I'm doing wrong?

[EDIT] N/M. I was spawning the models at floor height, so it was the floor bleeding through.
Last edited by LilWhiteMouse on Thu Apr 12, 2012 8:13 am, edited 1 time in total.
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printz
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Location: Bucharest, Romania

Re: ZSchmup

Post by printz »

Hmm, I'm thinking of such a game. I already made one, but by using a programming language. Who needs game programming languages when you can use GZDoom? :P

Instead of being unidirectional, you're inside a huge 32767x32767 sector (or how much is allowed) and can move in any of the four directions, shooting in the direction you're pointing. Going to the edges teleports you to the other side.

The gameplay is as follows: 50 enemies are spawned randomly. They look just like you and have the same arsenal, but less health and agility. All they do is follow you and start shooting when in range. Some of them will rather snipe you, by circle-strafing at a certain range, like wasps. What you have to do is hunt them down and destroy them.

Later on, the cruisers will come. They move slower, but are much more durable, and can spawn regular enemies. They also have a more powerful weaponry. Of course, you have to destroy them too. The game could continue ad infinitum, with more waves of regular enemies or cruisers coming, all until your ship gets destroyed. Health comes from destroyed enemies, who thrust spiky debris (damaging) and armor shards (healing).

Last but not least, the area is filled with deadly asteroids which move freely, and everything they collide on gets destroyed (except maybe cruisers, which are harder).
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LilWhiteMouse
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Location: Maine, US

Re: ZSchmup

Post by LilWhiteMouse »

Bleh, another issue. I'm trying to create animations, but it's not working. The model only uses the first skin, doesn't switch to the other three.

Modeldef entry:

Code: Select all

model ExpFX
{
	path "models"
	model 0 "shot.md3"
	skin 0 "exp1.png"
	model 1 "shot.md3"
	skin 1 "exp2.png"
	model 2 "shot.md3"
	skin 2 "exp3.png"
	model 3 "shot.md3"
	skin 3 "exp4.png"
	scale 20.0 20.0 20.0
	frameindex EXP1 A 0 0
	frameindex EXP1 B 1 0
	frameindex EXP1 C 2 0
	frameindex EXP1 D 3 0
}
DECORATE:

Code: Select all

ACTOR ExpFX
{
	+NOGRAVITY
	+NOCLIP
	States
	{
	Spawn:
		TNT1 A 0
		EXP1 ABCD 6 BRIGHT
		stop
	}
}
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LilWhiteMouse
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Location: Maine, US

Re: ZSchmup

Post by LilWhiteMouse »

Added sounds, some eye candy, and new stand in models for the enemy ships.
http://www.prdarkfox.com/lwm/flyer.7z
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Enjay
 
 
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Location: Scotland

Re: ZSchmup

Post by Enjay »

I don't know if it is the "right" way to do it but different skins on the same model can be made to work like this:
Spoiler:
That was the first way that I found to do it that works and so I've stuck with it.

Very interesting mod BTW and, as always, very nicely executed.
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LilWhiteMouse
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Location: Maine, US

Re: ZSchmup

Post by LilWhiteMouse »

Enjay wrote:That was the first way that I found to do it that works and so I've stuck with it.
Doesn't seem very clean, but at least it works.

It's hard to tell from my texture job, but the little things with two black extrusions are individual turrets.
Last edited by LilWhiteMouse on Mon Apr 16, 2012 2:03 pm, edited 1 time in total.
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Tapwave
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Graphics Processor: nVidia with Vulkan support

Re: ZSchmup

Post by Tapwave »

Isn't it Shmup? :p
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Tormentor667
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Re: ZSchmup

Post by Tormentor667 »

WIN :D
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LilWhiteMouse
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Location: Maine, US

Re: ZShmup

Post by LilWhiteMouse »

terranova wrote:Isn't it Shmup? :p
Fixed.

Uploaded current version. Boss appears when you reach a certain score value (500, 1000, 2000, 4000, and so on). Collecting all the letters to ZDOOM restores your armor and shields.
Last edited by LilWhiteMouse on Mon Apr 16, 2012 2:04 pm, edited 1 time in total.
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Virtue
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Location: Manchester UK

Re: ZShmup

Post by Virtue »

Tyrian 3 plz.
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Project Dark Fox
Posts: 9369
Joined: Thu Jul 14, 2005 8:33 pm
Graphics Processor: nVidia with Vulkan support
Location: Blacksburg, SC USA

Re: ZShmup

Post by Project Dark Fox »

This is definitely a cool little thing. Something I wanted to do myself but never got around to doing. LWM, never give up whatever you do.
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NeuralStunner
 
 
Posts: 12298
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Graphics Processor: nVidia (Modern GZDoom)
Location: capital N, capital S, no space

Re: ZShmup

Post by NeuralStunner »

Oh, nice! I guess models are perfect for full 360 degee rotation.

Hey, if this catches on I might actually bother with the one I was working on. :P

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