Touhou Doom | Competition for DoomMaku :)

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BloodyAcid
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Touhou Doom | Competition for DoomMaku :)

#1

Post by BloodyAcid » Mon Jan 07, 2013 7:48 am

Hello there.

This is a little bullet hell mod I made in the spirit of (community's favourite) game. It's still not finished, though I've made some key elements already.

Requires: OpenGL (don't worry, even shitty computers can run this one)

Current Completed:
  • Monster variations
  • Scripted moving enemies
  • Upgrading weapon system
To be done
  • A working Hud
  • Monster death effects
  • Better score system
  • Arena clearing/ease of use
  • A complete level
  • Fancier bullet effects
Please don't mind the enclosing walls, I've since removed them.
Spoiler: Screenshots (Open)
Image
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Last edited by BloodyAcid on Mon Jan 07, 2013 7:50 am, edited 1 time in total.

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Ænima
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RE: Touhou Doom | Competition for DoomMaku :)

#2

Post by Ænima » Mon Jan 07, 2013 2:49 pm

Oh christ.

Don't forget the missiles that have those ridiculous zigzag patterns!
Reinforcements: midgame Survival joining/respawning
Doom64: Unabsolved: Doom64 + Diablo II
ZandroSkins: a pack made by our community
AeniPuffs: 3D blood and bullet puff effects, free to use for your own mods
Squad Radio: a WASD-based radio chat menu, add your own custom sounds!
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scalliano
 
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RE: Touhou Doom | Competition for DoomMaku :)

#3

Post by scalliano » Tue Jan 08, 2013 12:38 am

Needs a smartbomb :P

Looks good!

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Aqua Kitty
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RE: Touhou Doom | Competition for DoomMaku :)

#4

Post by Aqua Kitty » Tue Jan 08, 2013 12:49 am

Competition, eh? The way I see it, I could certainly learn a thing or two from this mod, but potentially it's a different beast from mine. You're planning on doing levels and mine's purely a gameplay mod (Although when Maku improves and if people like it enough I do plan on making a map pack for it with Single player and Invasion maps).

EDIT: On second look this looks like it'll be a top down shooter, everything's on the same Y plane in the shots, with the billboard turned on, and it seems like it's meant to replicate Touhou gameplay. Mine is more like Action Doom on steroids because of my choice to preserve essentials of Doom's gameplay (first person camera, not being on rails). I can see competition going but in the end they're both vastly different WADs. This mod is looking good regardless.
Last edited by Aqua Kitty on Tue Jan 08, 2013 3:40 am, edited 1 time in total.
DooMMakU - Bullet Hell Doom
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BloodyAcid
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RE: Touhou Doom | Competition for DoomMaku :)

#5

Post by BloodyAcid » Tue Jan 08, 2013 3:15 am

scalliano wrote: Needs a smartbomb :P

Looks good!
Thanks, though I can swear the experienced coders will cringe and potentially gouge their own eyes out at the sight of my code.
Aqua Kitty wrote:EDIT: On second look this looks like it'll be a top down shooter, everything's on the same Y plane in the shots, with the billboard turned on, and it seems like it's meant to replicate Touhou gameplay. Mine is more like Action Doom on steroids because of my choice to preserve essentials of Doom's gameplay (first person camera, not being on rails). I can see competition going but in the end they're both vastly different WADs. This mod is looking good regardless.
edit: haha, I realized that early on. I only posted it as an excuse for me to finally get this topic started. Really the only Open GL feature I use is billboard, and even in my screens I see that I missed some. Best of luck to your mod as well! More projectiles are always better :>
Last edited by BloodyAcid on Tue Jan 08, 2013 4:32 am, edited 1 time in total.

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RE: Touhou Doom | Competition for DoomMaku :)

#6

Post by Lord_of_D: » Tue Jan 08, 2013 5:53 pm

O: looks cool, and i'll surely be more cool if you can add touhou girls and make it multiplayer :D
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Aqua Kitty
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RE: Touhou Doom | Competition for DoomMaku :)

#7

Post by Aqua Kitty » Wed Jan 09, 2013 12:44 am

Lord_of_D: wrote: O: looks cool, and i'll surely be more cool if you can add touhou girls and make it multiplayer :D
That is one consideration for a DoomMaku addon.
DooMMakU - Bullet Hell Doom
<BlakJacket> Reisen: so basically you're Uwe Boll
"The smart kids know there isn't really a line between fact and fantasy" -Ranger
Spoiler: Names I may go by ingame (Open)
Aqua Kitty
Reisen Udongein Inaba
James Frost
Cirno
Cirnobog
Cyclo-F
ARX/NG 891

Net status: Finally have a better internet plan - alive and kicking!

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President People
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RE: Touhou Doom | Competition for DoomMaku :)

#8

Post by President People » Thu Jan 10, 2013 7:25 am

Is OpenGL absolutely required to run this mod? I'd like to try it when it comes out, but alas, the Mac version doesn't even have the choice of OpenGL rendering.
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BloodyAcid
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RE: Touhou Doom | Competition for DoomMaku :)

#9

Post by BloodyAcid » Thu Jan 10, 2013 8:27 am

President People wrote: Is OpenGL absolutely required to run this mod? I'd like to try it when it comes out, but alas, the Mac version doesn't even have the choice of OpenGL rendering.
The only feature I use is 90 pitch camera with sprite billboarding... since I've never dealt with Macs before, I'm completely unaware of such changes. I'm sorry, but I don't think this can work.

A past software version that I was working on utilized a wonky field and awkward camera angle with weird xy velocities. I ended up scrapping that.

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Erma
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RE: Touhou Doom | Competition for DoomMaku :)

#10

Post by Erma » Fri Jan 11, 2013 10:46 am

Looking forward to play this. Basing myself on the screenshots and where this is going, I'm pretty sure that i'll be addicted to it in no-time!
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BloodyAcid
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RE: Touhou Doom | Competition for DoomMaku :)

#11

Post by BloodyAcid » Sat Feb 16, 2013 9:28 pm

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Ænima
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RE: Touhou Doom | Competition for DoomMaku :)

#12

Post by Ænima » Sat Feb 16, 2013 9:33 pm

Holy poop.

How well does this function online?
Reinforcements: midgame Survival joining/respawning
Doom64: Unabsolved: Doom64 + Diablo II
ZandroSkins: a pack made by our community
AeniPuffs: 3D blood and bullet puff effects, free to use for your own mods
Squad Radio: a WASD-based radio chat menu, add your own custom sounds!
Mercenaries (on hold)
Image

BloodyAcid
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RE: Touhou Doom | Competition for DoomMaku :)

#13

Post by BloodyAcid » Sat Feb 16, 2013 11:25 pm

Idk, I haven't tried this online yet. Probably very smoothly, since there aren't that many things.

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RE: Touhou Doom | Competition for DoomMaku :)

#14

Post by CloudFlash » Sun Feb 17, 2013 3:49 pm

how much of those cacoballs are actually aimed at you? ...more than 1% ?
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Zap610
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RE: Touhou Doom | Competition for DoomMaku :)

#15

Post by Zap610 » Sun Feb 17, 2013 4:31 pm

Is this going to use the Touhou hitbox system? Also, please please make it like pofv so it works online, I know a few people who would play it (myself included) if it's good.

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Ænima
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RE: Touhou Doom | Competition for DoomMaku :)

#16

Post by Ænima » Sun Feb 17, 2013 5:48 pm

BloodyAcid wrote: Idk, I haven't tried this online yet. Probably very smoothly, since there aren't that many things.
Every non-clientsided projectile will use server memory. Exactly how much, I don't really know. But if you're spawning a Touhou amount of projectiles (especially like what is seen in the harder levels), then playing this mod smoothly online will probably require the host to have an above-average processor and bandwidth.
Reinforcements: midgame Survival joining/respawning
Doom64: Unabsolved: Doom64 + Diablo II
ZandroSkins: a pack made by our community
AeniPuffs: 3D blood and bullet puff effects, free to use for your own mods
Squad Radio: a WASD-based radio chat menu, add your own custom sounds!
Mercenaries (on hold)
Image

BloodyAcid
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Posts: 294
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RE: Touhou Doom | Competition for DoomMaku :)

#17

Post by BloodyAcid » Sun Feb 17, 2013 6:41 pm

I'm still limited by the 35 consecutive projectiles per second ceiling. Spirals of projectiles become incredibly slow, and cool fast patterns are immediately diminished into sluggish amounts that can't fill the screen the way I prefer it to. Of course, I can get past this with more monsters, but it somewhat complicates things for bosses.

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