2015-11-22

My first Exe file! End of the pipeline

I ran Clickteam Fusion 2.5 inside a Windows 7 Virtualbox machine inside Ubuntu 15.10 on my laptop.
CTF2.5 correctly made an executable, complete with sounds and interaction, directly on my Ubuntu folder! A kind of magic...

Know what? The executable runs fine by Wine on Ubuntu 15.10, with same performances as on Windows 10 ran from a dual boot in the same laptop.

This way, it's like I reached the end of the pipeline, from a graphic prototype to the executable.

Features at the moment: you have a opening screen with soundtrack, you press enter and the game starts: the doomguy is alone in a big room, but as you walk on a unholy device on the ground many monsters are teleported into the room. They still don't attack you, but you can shoot them and kill them, then spawn some others.

Good performances under 100 foes alive on the screen (quite crowdy!).

2015-11-12

Budget Sharing model for dev partners: completed

Just completed the draft for the share distribution system, which lets the dev partners be paid for their work.

New Character class. Want to know more?

Today I created a new character class.
I think it's very daring and crazy. But sure it's a lot of fun to play, specially for the gore lovers.

2015-11-02

New doc

Released some documentation for the graphics collaborators, for DOAM.
It is a summary of the requested graphic efforts.
Stay tuned!

2015-10-31

Bug fixing and stability

Just a line to say I fixed some bug and made the movement routine more stable.
Soon more screenshots!

2015-10-14

New activities starting for DOAM

A friend of mine offered to start working on some locations.
We aim to render a tipical location where DOAM game will take place.

Meanwhile I'm correcting the DumDum engine to manage many many enemies, with multiple behaviours based on each class. A stepping stone to a more near-rpg structure.

Stand by for more news to come!

New screenshot in a week from now, I promise.

2015-10-06

Opengl2 and SDL2 test demonstration from my friend Renato

This friend of mine is working on his own engine and the first results are nice!

Have a look:



A little crowdy here...

A new snapshot.
In the tests I reached 467 villains spawned by the teleport.
Then the application reaches its limits and it can't create any new object. This is why I need the developer edition of MMF2!!
Please donate and help me reach the 300$ I need.


2015-10-02

First development screenshots

Here are some screenshots, so you know what we are talking about.
The level design is almost empty, but you can get an idea of the type of geometry.
First screenshot: the doomguy is on a summoning pentacle, teleporting a little army of monsters, beyond the wall.
You see some writing on the bottom right corner: this is a messaging console, useful for letting the player know what's happening. Useful for debugging also. The final layout will have 3 minimal buttons in the other corners, each one activating transparent screens for roleplaying stats, points, inventory, plot records, and various menus. The layout is still in a design phase.


Second screenshot: I'm shooting the monster. The red number indicates the hurt points subtracted from the monster's LIF total. The red number appears, then floats up and fades out.
When LIF attribute reaches zero, the monster is dead. More complex calculations may be added in the future conforming to Action!System rules.



2015-09-10

Not only Lineart with Inkscape

A world of possibilities with this simple but perfect software: Inkscape.

I started drawing vectorial in 1992 with Corel Draw. Soon the next releases became bigger and bigger, but the software grew unstable and uncomfortable for the designer who doesn't need cliparts or a nice interface, but need solid import/export and trans-format copy&paste, or a quickly adjustable grid system.
So I quitted Corel Draw for Designer, but this software became heavier too.
Plus, you can't dream of working on both dxf, cdr and ai in a team using both Windows and MacOS and Linux without having importation troubles.
The solution is the open file format SVG and its main and most complete  editing software: Inkscape.

I use Inkscape since 2005 and followed its releases until now. I think the latest releases are stable and fast.

Lately, a few weeks ago, I found that you can easily edit a isometric world with this fantastic software, and there is plenty of tutorials about the way to do this:

AhNinniah's Isometric projection in Inkscape

Inkscape's Creating Isometric art in Inkscape

Tuts+: Play with isometric projection

I used the last one to setup the grid in Inkscape, for editing the levels in DumDum.

Extremely recommended.

2015-09-08

Action! System core rules

This wonderful rpg system has its roots in Cyberpunk 2020 rpg system and its ancestors.
Anyway, I found many updates to this, so you have a more flexible system, more solid and extensible.

For example, managing unhuman characters is easier than in 2020 system; you can insert characters advantages and disadvantages in a Hero System style; also the friday night fever system has its righteous successor, where hurt/stun/death status is well defined.

Last but not least:

2015-09-03

If This Then That

Nice utility to connect web apps: "If this then that" lets you define a rule so that when a trigger is activated on an app, then an event happens on another app.
For example I used this tool to make Facebook post a new link when a new post is created on this blog.

This is not the only one and not the first app managing this task, but it's far the simplest.

Absolutely worth a try!

2015-09-01

Unwad - extract data from wad files

This is one of the most useful tools for working with Doom.
A minimal command, but full of features and parameters to extract the resources contained in a wad file.
This let me obtain all the sprites and sounds from doom 1 and 2 in a glimpse.

It works both with Windows and Linux.
Of course, I used the Linux version, on my