Man at this rate this is gonna be one hell of a tiny gameplay mod.
Re: "(File)Size Matters" 64K Competition
Posted: Sun Apr 10, 2016 5:26 pm
by jpalomo
Evil Space Tomato wrote: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.
As cool as this is, I'm afraid it might break the last rule:
Your submission must be able to run on its own, i.e. nothing but the submitted file and its target port and IWAD. Your submission MAY NOT require any other external files.
We'll see what wildweasel says about it. In any case, the maps should be fine though. I update my first post with the new entries. I'll be posting my new entry shortly. I just need to test it first to make sure I didn't miss anything important.
Re: "(File)Size Matters" 64K Competition
Posted: Sun Apr 10, 2016 7:41 pm
by wildweasel
jpalomo wrote:
Evil Space Tomato wrote: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.
As cool as this is, I'm afraid it might break the last rule:
Your submission must be able to run on its own, i.e. nothing but the submitted file and its target port and IWAD. Your submission MAY NOT require any other external files.
We'll see what wildweasel says about it.
If you can fit WadC itself in the 64K, I'll accept it; otherwise, I'm not really going to be in the mood to track down a runnable copy myself.
Re: "(File)Size Matters" 64K Competition
Posted: Mon Apr 11, 2016 2:11 am
by jpalomo
Alright, here is my entry. It will replace my previous entry. Here are the download links: For the competition (updated April 30th): Dropbox Mediafire
This modifies all monsters (including bosses) to have a random chance of spawning as an uncommon or rare monster type with random modifiers. Think something along the lines of action RPG games like Diablo. You can spot these special monsters by the light that they emit. Uncommon monsters are blue, rare are yellow. Rare monsters are also given random unique names, chosen from a pool of first and last names. This name is displayed at the top of the screen with an enemy health bar (aim at them to display it), as well as descriptions of the modifiers they currently have. Killing these tougher monsters will give you more drops and experience than normal. Killing any monster will grant you experience points. Leveling is automatic, providing the player with increased health, movement speed, and damage with each level. The max level is 25.
This also modifies some of the monster behavior to make them less annoying. The Pain Elemental doesn't shoot lost souls anymore. Instead, it shoots the same fireball as the Mancubus. The Archvile also doesn't revive monsters anymore. The mancubus will now only shoot one volley of two fireballs instead of three, and the Revenant shoots two weaker fireballs.
I deliberately left the weapons alone for this one. I'd like to see what people think about it first before expanding on this.
Re: "(File)Size Matters" 64K Competition
Posted: Mon Apr 11, 2016 5:46 pm
by Evil Space Tomato
wildweasel wrote:
jpalomo wrote:
Evil Space Tomato wrote: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.
As cool as this is, I'm afraid it might break the last rule:
Your submission must be able to run on its own, i.e. nothing but the submitted file and its target port and IWAD. Your submission MAY NOT require any other external files.
We'll see what wildweasel says about it.
If you can fit WadC itself in the 64K, I'll accept it; otherwise, I'm not really going to be in the mood to track down a runnable copy myself.
OK I misunderstood I have added a link to a compressed version of WadC thats only 54KB, it also includes a batch files to start WadC
Re: "(File)Size Matters" 64K Competition
Posted: Mon Apr 11, 2016 6:18 pm
by wildweasel
Alright, that's good enough for me, then.
Re: "(File)Size Matters" 64K Competition
Posted: Tue Apr 12, 2016 6:40 pm
by ibm5155
How did you fit the 48.44 MB from java into that tinny 50kb space
Re: "(File)Size Matters" 64K Competition
Posted: Wed Apr 13, 2016 10:27 am
by dljosef
@jpalomo - A simpler version of the DoomRPG mod? Ohohohoho I'm liking it so far. (the revenants with the homing prefix can still be every bit as annoying as the vanilla ones, though.)
Edit: On the flipside, pain elementals are actually something of a threat now. Especially if they have the extra projectiles thing. (The homing thing doesn't really work well for some reason, given how fast the fireballs move.)
Re: "(File)Size Matters" 64K Competition
Posted: Thu Apr 14, 2016 1:05 pm
by Evil Space Tomato
ibm5155 wrote:How did you fit the 48.44 MB from Java into that tinny 50kb space
Including the JRE would be silly as that would limit it to running on only one operating system.
I do not think WadC requires a particularly recent version of Java it can probably be run with the version that comes with Window.
Re: "(File)Size Matters" 64K Competition
Posted: Sun Apr 17, 2016 11:02 am
by VGAce
19KB zipped
replaces all sounds with their pc speaker counterpart but stays in the soundblaster format
make sure to set audio channels to 1,mono and disable all positional audio enhancements when using
VGAce wrote:19KB zipped
replaces all sounds with their pc speaker counterpart but stays in the soundblaster format
make sure to set audio channels to 1,mono and disable all positional audio enhancements when using
WIP video
Its gonna be crunch mode during most of my spare time until the deadline, but I'm gonna get this done dammit.
Re: "(File)Size Matters" 64K Competition
Posted: Fri Apr 22, 2016 5:45 pm
by wildweasel
kodi wrote:WIP video
Its gonna be crunch mode during most of my spare time until the deadline, but I'm gonna get this done dammit.
Well, try not to work yourself to death; I'd hate to see you burn out on something like this.
Re: "(File)Size Matters" 64K Competition
Posted: Sat Apr 23, 2016 3:17 pm
by DeXiaZ
Updated my Night64K mod to Version 3. Re-added link in old post.
For people who won't go and search in this topic, here is the new link: V3!
Video demonstration if you forgot this mod:
================================
kodi wrote:WIP video
Its gonna be crunch mode during most of my spare time until the deadline, but I'm gonna get this done dammit.
Interesting video, kodi!
Re: "(File)Size Matters" 64K Competition
Posted: Sat Apr 23, 2016 7:34 pm
by The Purple Marine
Well, here goes nothing. PISG: A TEXTURES Weapon Wad
First things first, why is it called PISG? Well, when I first was making it, I needed a name for the Wad file, and I randomly decided on the Doom pistol sprite name. (Which is kind of funny, as there actually is no pistol in the mod.)
PISG is a weapons and partial-enemy replacement mod. Before anybody gets their hopes up, this is nowhere near the level of wads such as Parkour, as I am still a beginner modmaker. It doesn't modify most the enemies either, only some of them. It should work with both ZDoom and Zandronum, but I haven't tested it with ZDoom version 2.8.1 or the current release version of Zandronum.
I didn't want to include any new graphics, even though I probably had the space to do so, I felt that it would ruin the cool aspect of the mod: that it doesn't use any custom resources. I also kind of went wild with the TEXTURES thing, so all the weapons have smoother animations. It may debalance the game a bit, well, probably alot, but I think it's still pretty fun.
Here is a list of weapon modifications:
Spoiler:
Fist:Does 10 damage initially, and is also faster.
Berserk:Half of the time is replaced by a berserk orb, which permanently increases your fist damage by two points, and also uh, acts like a berserk. The other half of the time it is replaced with A Super-Medikit, which sets your health at 200(Unlike the SoulSphere, which only gives you 100. Ughhhh...)
Chainsaw:Actually, is pretty close to the original. The only difference now is that when you pull it out, it is silent. When you press fire, you start it up, and wakes up any enemy nearby to hear it.
Rifle:The weapon you start out with, as it replaces the pistol. The graphic is based on the shotgun. When it fires, it shoots a three-round burst that is perfectly accurate. Each bullet does 24 damage exactly. You do the math.
Shotgun:Is slightly faster, but the main change is it shoots 10 pellets instead of 7, so it actually does half the damage of the super shotgun. Oh yeah, it also has a verticle spread now too.
SuperShotgun:Now fires faster, by about 6 tics. Thats it. Although the new animation I gave it is pretty cool.
Minigun:Looks like a smaller dark grey chaingun. When firing, it begins to lower, and when it goes all the way down, stops and goes back up. It's kind of hard to explain here.
RocketLauncher:Probably the only weapon that could be considered to be "nerfed", as it shoots slightly slower. But now that I think about it, it is stronger in another aspect, which will be explained below.
PlasmaRifle:Fires at about the same speed. It only plays the cooldown animation if you have fired at least 10 shots.
BFG:I don't think I changed this one at all. I may have made it slower, but aside from that and the fancy new animation, that's it.
Here is a list of enemy modifications:
Spoiler:
Hellknight:Has ALWAYSFAST set, so it moves faster, throws fireballs more, and the fireballs it throws are faster.
Baron of Hell:This is the monster I put the most work into. As the community at large has considered the Baron of Hell to be a slow monster that mostly exists just to suck up bullets. So to make it more interesting, I gave it two more attacks. It can sometimes throw fireballs in a faster three shot burst, so be ready to dodge alot! In it's second attack, it charges a shot, and throws an extremely damaging fireballs that moves with a speed of 75. If you see him standing still with it's hand ready to strike, I would suggest finding some cover. Fast.
Pinky and Spectre:They also have ALWAYSFAST set, and it makes them a force to be reckoned with. They move pretty damn fast, and will chase you pretty effectively. They also bite quickly, so they deliver swift death.
Spider Mastermind and Cyberdemon:They both have the NORADIUSDMG unset, so they can be hurt by rocket explosions, but in order to make sure the Cyberdemon doesn't just blow it's self up it is immune to it's own rockets. And to try to balance it a little, they both now have 5000 health.
Zombies:The shotgunner shoots twice as many pellets. And the Zombieman shoots a three-shot burst, like your rifle.
Arachnotron:Has a much shorter time before it begins firing, so you better be ready when you fight these things.
Pain Elemental:Too make these things a little less annoying, they shoot out lost souls that have the health of a shotgunner but they themselves are now as strong as a Hellknight.
Blood:The enemies that have colored blood on their bodies now have the correct blood. The Spectre has black blood, and the Lostsoul doesn't have blood, but instead only spawns bulletpuffs.