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Re: "(File)Size Matters" 64K Compo (Judging underway)

Posted: Tue May 03, 2016 5:04 am
by DartPower
Need the 1K compo
I just once upon a time made a 1K wad :D
https://cloud.mail.ru/public/6sjT/pP2mQZJqn

Re: "(File)Size Matters" 64K Compo (Judging underway)

Posted: Thu May 05, 2016 8:32 am
by MaxED

Re: "(File)Size Matters" 64K Compo (Judging underway)

Posted: Thu May 05, 2016 10:38 am
by Beed28
Just wondering, when can we expect the results?

Re: "(File)Size Matters" 64K Compo (Judging underway)

Posted: Thu May 05, 2016 11:35 am
by wildweasel
Beed28 wrote:Just wondering, when can we expect the results?
I can't give you a definite release date just now. I have other work that needs to get done as well, most of it a higher priority than this.

Re: "(File)Size Matters" 64K Compo (Judging underway)

Posted: Wed May 11, 2016 10:12 am
by wildweasel
Eeek. Shit got crazy this last week or so; I'm really seriously going to get started on the scores now. I am really, massively sorry that it's taken me this long.

Re: "(File)Size Matters" 64K Compo (Judging underway)

Posted: Sun May 15, 2016 5:17 pm
by wildweasel
So I've decided that I really shouldn't hold off releasing the scores until all 31 reviews are done; what I'll do instead is start posting them as I finish them, so you can all be kept up to date with my progress (and so I don't feel like I have to do them all at once, heh). So here are the first few.

AFADoomer - Shuttle
Spoiler:
Beed28 - DoomMegabounce_r04
Spoiler:
Blue Shadow - nc_custom_hud_v1.22
Spoiler:

Re: "(File)Size Matters" 64K Compo (Judging underway)

Posted: Sun May 15, 2016 6:49 pm
by Beed28
Yep, the boots came straight from HacX. :)

I noticed a tiny mistake in your review, for the settings menu, you say that "you can adjust the bounce strength". It's not the actual strength of the bouncing, just how frequently it occurs.

Re: "(File)Size Matters" 64K Compo (Judging underway)

Posted: Sun May 15, 2016 7:13 pm
by wildweasel
Beed28 wrote:Yep, the boots came straight from HacX. :)

I noticed a tiny mistake in your review, for the settings menu, you say that "you can adjust the bounce strength". It's not the actual strength of the bouncing, just how frequently it occurs.
I thought that's what the Dampen slider was for?

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

Posted: Thu May 26, 2016 3:27 pm
by Trusty McLegit
kodi wrote:Image

Doomshock updated. It may be all kinds of broken but has some neater stuff. Thanks and good night. :)

Edit: Documentation below
Spoiler:
Known bugs and issues
Spoiler:
Dude this mod looks absolutely awesome, but when I download it and load it up with gzdoom, it just plays normal doom 2. I tried opening the file up, but it said it was corrupt. I tried redownloading 3 times.

Re: "(File)Size Matters" 64K Compo (Judging underway)

Posted: Fri May 27, 2016 1:17 am
by kodi
@trusty
Must be some issue with the hosting website. Try a different browser or turning off any file sharing programs you might have running?

Re: "(File)Size Matters" 64K Compo (Judging underway)

Posted: Fri May 27, 2016 11:26 am
by AFADoomer
wildweasel wrote:So I've decided that I really shouldn't hold off releasing the scores until all 31 reviews are done; what I'll do instead is start posting them as I finish them, so you can all be kept up to date with my progress (and so I don't feel like I have to do them all at once, heh). So here are the first few.

AFADoomer - Shuttle
Spoiler:
Thanks for the feedback!

So, I went and replayed this after reading your review because I was confused at some of your feedback. And *holy crap* did something change with the ThrustThing handling in between my inital build and now. Apparently the 3 May fix: "fixed: ThrustThing should add to the velocity, not set it" broke this.

If you play with the 2 May dev build, you go a fraction of the speed that you do in the current build and this is much more playable... I can tweak this to use SetActorVelocity instead, I think, to work with the "fixed" behavior.

Side note: The controls note is logged in the console if you can't read it quickly enough :-).

EDIT: Fixed version here. Still exactly 65,536 bytes on disk - just added a "SetActorVelocity(0, 0, 0, 0, 0, 1);" command before the ThrustThing calls.

You still start out at 10% throttle, but it's a relative crawl 1/4 to 1/2 Doomguy walk speed or so... You can go up to ~40% throttle and not worry about hitting walls. Damage is based on the speed that you are going when you hit the wall, so continued thrust against the wall causes minimal damage, but sliding on the wall will kill you if you don't throttle down.

And yes, this *should* be multiplayer compatible. Untested, except with bots, but it should still work.

Re: "(File)Size Matters" 64K Compo (Judging underway)

Posted: Fri May 27, 2016 12:14 pm
by Trusty McLegit
Oh cool that worked. Also, fucking awesome mod man! I love system shock, so this is really fucking neat. I hope you expand this more in the future!

Re: "(File)Size Matters" 64K Compo (Judging underway)

Posted: Sat Jun 18, 2016 11:16 am
by ibm5155
RIP reviews ;--;

Re: "(File)Size Matters" 64K Compo (Judging underway)

Posted: Sun Jun 26, 2016 5:04 am
by jpalomo
I've been working on my rpg mod a little bit. Here is version 3: Dropbox, Mediafire, GitHub. It exceeds the 64k limit, but it still isn't that big (I could easily remove the sounds to put it back into the 64k range). Not much is different from my previous version regarding the monsters, but I did rework the leveling system a little bit. You can now optionally pick a level up bonus for each level. To do this you will need to change cl_autolevelup to false and bind a key to user4. I intentionally set the default value to true so that gameplay isn't interrupted. I've got source code for the scripts on GitHub. Enjoy.
Maybe I should make a new thread for this?

Re: "(File)Size Matters" 64K Compo (Judging underway)

Posted: Sun Jun 26, 2016 5:46 am
by durbdoogle
jpalomo wrote:I've been working on my rpg mod a little bit. Here is version 3: Dropbox, Mediafire, GitHub. It exceeds the 64k limit, but it still isn't that big (I could easily remove the sounds to put it back into the 64k range). Not much is different from my previous version regarding the monsters, but I did rework the leveling system a little bit. You can now optionally pick a level up bonus for each level. To do this you will need to change cl_autolevelup to false and bind a key to user4. I intentionally set the default value to true so that gameplay isn't interrupted. I've got source code for the scripts on GitHub. Enjoy.
Maybe I should make a new thread for this?
Oh neat! Might as well start a new one. Not like there's a limited supply of threads allowed :)