Person gets his own stickied thread (still moderated, though) and lotsa fame & glory.
...
Okay, maybe just fame and glory will work too.
I'm just giving ideas, lol.
Re: "(File)Size Matters" 64K Competition
Posted: Sun Apr 03, 2016 3:38 pm
by ibm5155
wildweasel wrote:
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...
The winner could win a, ehm, Surface Book
Re: "(File)Size Matters" 64K Competition
Posted: Sun Apr 03, 2016 4:04 pm
by Jeimuzu73
A brand new gaming laptop that can run the new Doom.
(jk lol)
Re: "(File)Size Matters" 64K Competition
Posted: Sun Apr 03, 2016 4:11 pm
by cambertian
Maybe one of them Raspberry Pi-styled devices. They're cheap and are often powerful enough to play the first two Dooms.
Or if you want to get REALLY extravagant, maybe the upcoming PocketCHIP. It's no new computer, but it's still pretty cool.
Re: "(File)Size Matters" 64K Competition
Posted: Sun Apr 03, 2016 4:58 pm
by wildweasel
Yeah remember guys, I'm a poor college student and probably can't afford anything extravagant like shipping electronics internationally. I might be able to afford Steam games off peoples' wishlists, though, but I'm not sure I should make that promise just yet.
[edit] There's a good chance I might leave it at the "fame and glory" bit.
Re: "(File)Size Matters" 64K Competition
Posted: Sun Apr 03, 2016 11:04 pm
by LilWhiteMouse
Not an official entry.
Computer map replacement. Shows the location of "hidden" monsters. Yellow indicates monsters with 150 HPs or more, and Red for 400 HPs or more. The brighter the color, the closer it is. Once picked up, it's always on until the player's inventory is reset.
Design notes:
This is ripped from an add on that I never got around to putting together for someone else's project. As such, it's coded in a way that should make it compatible with most anything, so long as the AllMap actor is untouched.
The refresh rate is noticeably slow as a result of the method I used to avoid TIDs, and consolidate processing.
It's limited to 256 monsters, see above.
It needs a bindable key to toggle the radar on/off, but I'm lazy.
The locations can be a little wonky, as I've never figured out the magic formula to compensate for the aspect view distortion.
The end intent was to recreate Perfect Dark's FarSight XR-20.
I've been following this as much as I can and I like some of the entries here so far! I think this is a cool competition and I'd like to see stuff like this become more of a regular thing. I'll throw down a bit of money for the winner. Send me a PM wildweasel and we'll iron out the details.
Panlew wrote:added a txt file that I think explains most stuff
tell me if I missed anything
Much appreciated!
...
So, college is making me a mess. I will not be able to submit my original and larger-scale project due to real life stuff, but I at least managed to come up with something worth showing off.
I settled with the name "Balloons," for obvious reasons. Balloons is a cacodemon and pain elemental modification; they are now living party favors. They have all been filled with helium, while only some of them are filled with baking soda and glitter, and others with mylar. Shoot the float-y demons, and watch them fly across the room, burst into a cloud of dust and glitter, or even erupt into a shower of confetti!
Spoiler:
EDIT: Made a slight inheritance mistake before uploading, rendering the wad unusable. Fixed.
Re: "(File)Size Matters" 64K Competition
Posted: Wed Apr 06, 2016 1:11 am
by The Zombie Killer
Finally got an entry done. I dub this one "Possession".
Essentially, you can possess and control monsters (including barrels!)
You can move, jump, attack and use noclip when possessed. To de-possess, get the monster killed or just press the possession key again (default Q).
Currently supports all Doom monsters. Monsters from other mods/games can be possessed, but won't be able to attack.
In order to use the melee attack of a monster that has one, you simply need to attack an enemy within melee range.
In the case of enemies such as the Arch-Vile, Lost Soul and Pain Elemental, you need to have an enemy under your crosshair in order to attack.
The Revenant's tracer attack additionally requires an enemy under your crosshair, otherwise a regular Revenant projectile will be fired.
EDIT: File updated, changelog:
Added pain sound and red tint on injury
Fixed Hell Knight melee sound
Fixed ledges causing large jump heights
EDIT: File updated again, now gives monsters the SLIDESONWALLS flag if they don't already have it, which improves mobility in tight spaces
Should work in any relatively recent (G)ZDoom build, was developed using GZDoom g2.2pre-605-ge107d8f
Re: "(File)Size Matters" 64K Competition
Posted: Fri Apr 08, 2016 12:37 am
by HorrorMovieRei
That's surprisingly addicting, specially when you try to beat the levels only by using the possession and not relying on your guns.
Re: "(File)Size Matters" 64K Competition
Posted: Sat Apr 09, 2016 6:49 am
by The Zombie Killer
Moving in tight spaces and against walls was super irritating though, which is why that is now fixed
Re: "(File)Size Matters" 64K Competition
Posted: Sat Apr 09, 2016 4:18 pm
by Evil Space Tomato
What can you do with 150 bytes?
You can make a WadC script that produces a "random" fully playable level, with enemies, health, and weapons. Best of all its compatible with all source ports.
You start with a Megasphere and fight the enemies a few at a a time.
There is room to strafe and avoid attacks, and there should be enough ammunition.
To run the level download WadC, Open 150b.txt, click "Run/Save/Save Wad", take 150b.wad and run it with ZDoom.
If you want to run it in Doom or other source ports it needs to be BSPed which can be done by loading it in Doom Builder and then saving it.
--Here is a much cleaner version of the source with comments
#"standard.h"
--I shaved 8 bytes by using 2 digit numbers instead of 3
CreateNextRoom(thingType)
{
box(0,97,99,99,99) --Floor=0 Ceiling=97 Light=99 Width,Height=99
movestep(50,50) --move to the center
setthing(thingType) --Create a thing in the room
thing
movestep(-149,{-99|-50|1})--Move to random next position
}
LoopMakeRoom
{
CreateNextRoom({9|65|84|58})--Create next room with a (Shotgun, Chaungun, nazi, or Spectre)
deaf --Toggle Deafness (Its here instead of the start because that allowed me to shave 1 byte at a minimal cost to gameplay)
}
main
{
CreateNextRoom(88) --End room with Romero
for(1,150,LoopMakeRoom) --Loop to create the 150 rooms with 150 monsters
CreateNextRoom(83) --MegaSphere Room
CreateNextRoom(1) --Spawn Rooom
}
--Why use the monsters that I did simple the monsters are all either drop ammo or can be killed without ammo and they have 1-2 digit Types
--I added a mega sphere because its also 2 digit and it makes it much less of a slog as you don't have to constantly hide behind walls and can take a few hits.