Raziel236 wrote:So, just to clarify the process, can maps still be made in GZDoomBuilder, code and sprites still be done in slade, and then this is somehow imported into GLOOME?
Yes. The editing process is exactly the same, with the caveat that GZDoombuilder obviously does not natively support GLOOME and so testing out maps is a little bit of a clunkier process.
I've been working around this by directing GZDoombuilder to open up my executable instead of the GZDoom executable. Marrub's been working around this by, uh, not testing using GZDB at all and just opening the maps directly.
ShinyCrobat wrote:Finally! I've been wanting something like this forever! I'm curious though, how compatible will this be with existing GZDoom projects? Assuming they work on 1.8.10, obviously. Just want to know so I know how different it will be, and how many features that GZDoom already has it can take.
Edit: Oh, also, what are the options for Aspect Ratio Correction? I feel like that could mess with spriters who are used to 1:1 ratio for pixels.
Anything you can load in 1.8.10, you can load in GLOOME. You can even load iwads and Doom mods to play on instead of GZDoom, if you're weird.
Also, that's an interesting question. Being able to remove the vertical stretch might be a good idea, especially for more hardcore pixel enthusiasts.
xenoxols wrote:My only concern is resources being used commercially without permission, as most stuff around here isn't clearly licensed.
This is definitely a big concern I have. I'd like to hope that people will be smart and ask permission, but that won't happen.
ibm5155 wrote:I'll edit it on the future, but I would ask about how would GLOOME detect the .iwad? like if there's any wad file on the Gloome folder then it'll be an iwad? I mean that because making gzdoom thinks cursed maze was an iwad is a pain in the ass, I ended up renaming it to freedoom.wad and just loading some aditional stuff over the autoload ini...
And finally, a proper port for making indie games, I know it's too much to ask, but will GLOOME support more platforms than zdoom like Android/IOS/WP? that would make a paradise for me about mobile indie development, since, Doom engine is easy, and smooth with simple but fun wads.
EDIT2: I see there's some fmod code on it, also openal. About the fmod code, You will have no problem if someone wants to sell the game using fmod? (I heard there's some free indie fmod stuff, but I'm misinformed about it...)
At the moment, GLOOME just detects the .pk3 like an iwad. For my project, it loads up NIY.pk3 like an iwad. For marrub's project, it loads p67_g1.pk3 as an iwad. Later on, obviously I'll have to pester marrub about a customizable system where people can direct what .pk3 to point to.
Other platforms? Aahhhhhh... I'm not marrub, but I think the answer is pretty clearly a "no" on that. For now, we're gonna stick with the platforms we know and we know works.
FMod code? Could you point out where, please? FMod is indeed now free for indie developers
, but it'd probably be better to nuke it all Just In Case.