The Legend of DOOM (v1.2.0-beta1) *updated 2025.1.20*

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ryoshenron
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Re: The Legend of DOOM (v1.1.0)

Post by ryoshenron »

Does multiplayer coop work at all on this? I haven't seen it mentioned anywhere so I'm guessing no? I know gzdoom mods that use a lot of special scripting without multiplayer in mind end up not working in multiplayer mode. I really wish more of the cool TCs like this supported coop though.
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kalensar
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Re: The Legend of DOOM (v1.1.0)

Post by kalensar »

ryoshenron wrote:Does multiplayer coop work at all on this? I haven't seen it mentioned anywhere so I'm guessing no? I know gzdoom mods that use a lot of special scripting without multiplayer in mind end up not working in multiplayer mode. I really wish more of the cool TCs like this supported coop though.
Multiplayer is not enabled on this mod. Its built to be like the NES game for single player.
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tsukiyomaru0
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Re: The Legend of DOOM (v1.1.0)

Post by tsukiyomaru0 »

Here's an UI idea: add the "Weapon Numbers", along with passive items on the UI so we can tell what we have.
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detwelve
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Re: The Legend of DOOM (v1.1.0)

Post by detwelve »

tsukiyomaru0 wrote: Sat Nov 12, 2022 3:52 am Here's an UI idea: add the "Weapon Numbers", along with passive items on the UI so we can tell what we have.
That's a good idea. I also need to add some indicator that the boomerang is always available as the alt-fire.

Are you aware that the list of what you have is available on the Pause screen? I feel like a lot of people are unaware of this since I moved the item/triforce display from the automap to the pause screen.
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Wivicer
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Re: The Legend of DOOM (v1.1.0)

Post by Wivicer »

Wow. Being able to circle strafe makes dealing with the enemies WAY easier.

This is fun!
DarkkOne
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Re: The Legend of DOOM (v1.1.0)

Post by DarkkOne »

Picked up 1.1.0, still have the issue where you can use multiple keys on a single door on accident.
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detwelve
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Re: The Legend of DOOM (v1.1.0)

Post by detwelve »

DarkkOne wrote: Thu Mar 02, 2023 4:36 pm Picked up 1.1.0, still have the issue where you can use multiple keys on a single door on accident.
Thanks for the report! This bug and other reports of it somehow escaped my radar. I can reproduce and I'll make sure it gets fixed in the next update.
DarkkOne
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Re: The Legend of DOOM (v1.1.0)

Post by DarkkOne »

Figured it's probably an easy fix. Took me a bit initially to figure out what was happening. Every now and then I'd just not have enough keys, and be confused about it.
Baba_theBooey
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Re: The Legend of DOOM (v1.1.0)

Post by Baba_theBooey »

I hope this isn't against the rules/I hope you're okay with this, but I wish to submit my own sprites to use for the mugshot to help further make the WAD look consistent across the board.

https://drive.google.com/file/d/16kXQ-V ... p=drivesdk

I tried to name them properly; under 8 characters.

For example:

_ [Color] _ _ _[Hurt vers.]
_ _ _v _ _ _ _ _v
_ _ _GR FACE 0 0
_ _ _ _ _ ^ _ _ _ _ ^
_ _ [Action] _ _ _ [Angle (looking/hurt)]

(Sorry for all the underscores; the preview showed all the spaces get deleted)

I also added damage frames for something neat I hope would be neat to add to spruce up the HUD. It's only two frames each, but I think it's enough.

I hope to be able to submit more eventually, like a replacement for the Hyrulean Shield sprite you used, only because it uses more colors than the NES can use for a single sprite, plus it has an outline where no other sprite does.
deeperdead
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Re: The Legend of DOOM (v1.1.0)

Post by deeperdead »

Seems like a cool idea
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Lumanare
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Re: The Legend of DOOM (v1.1.0)

Post by Lumanare »

I love playing this so much! having played LoZ and Doom, it's a fresh take on LoZ1! It's not as easy anymore since instead of X, Y coordinates and lining attacks up, Now I have a 3rd dimension of depth to add to it, and making sure I'm aiming at what I wanna hit!

Can't wait for any future updates to this TC!
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detwelve
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Re: The Legend of DOOM (v1.2.0-beta1) *updated 2025.1.20*

Post by detwelve »

Thanks for all of the feedback and bug reports. I've posted a 1.2.0 update with a download link in the top thread post. Enjoy!
AScout
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Re: The Legend of DOOM (v1.2.0-beta1) *updated 2025.1.20*

Post by AScout »

This is a fantastic MOD! I had downloaded the LegendOfDoom-1.1.0 last year and played through it only noticing one issue- anytime I try to touch a Armo to reveal a secret passageway, it does not either create an armo OR reveal the passageway. For instance, to obtain the blue ring, the shop cannot be accessed because the armo will not move.

Burning bushes and bombing walls will allow for the shop to be found, but Armos will not move from what I can tell. Going back to my playthrough last year, I believe I recall that I could not get the four stones to open and reveal the warp stairs.

I LOVE the fact that you can turn on "Fly" and basically fly around the map.

I have also encountered something odd- even though I have a key, I cannot unlock the first door in the dungeon for lvl 1.

Great work overall!
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detwelve
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Re: The Legend of DOOM (v1.2.0-beta1) *updated 2025.1.20*

Post by detwelve »

Thanks for the great reporting and feedback!

I try to touch a Armos to reveal a secret passageway, it does not either create an armos OR reveal the passageway
This is because the Armos blocking hidden passages are triggered like doors (with the 'use' button) instead of by touch. It's been some years now since I did the bulk of the coding - I don't remember why this decision was made, but I can imagine you are not the only one with this experience. I will take a look at this implementation.

Edit: I think it's because I'm utilizing the `Use` button as "push". There's still a case for changing the armos behavior though, because unlike blocks in dungeons I don't think you have to push them to reveal, only touch. This did inspire me to put a note about Use == Push on the new F1 help screen though.
I have also encountered something odd- even though I have a key, I cannot unlock the first door in the dungeon for lvl 1.
I'll keep an eye out for others who might have the same issue. I was unable to reproduce this behavior after loading a new game, running into lvl 1, grab the key from the bat room, and opening the door.
I LOVE the fact that you can turn on "Fly" and basically fly around the map.
Me too! I've honestly spent so much time just kind of running and flying around the overworld - I love it.

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