HexaDoom - Super Hexagon recreation in Doom engine (α 2)

Maps, modifications, add-ons, projects, and other releases for Zandronum. Also includes announcers.
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Klofkac
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HexaDoom - Super Hexagon recreation in Doom engine (α 2)

#1

Post by Klofkac » Mon May 05, 2014 3:30 pm

Well, the frustrating game has found its way to Doom.
For those, who haven't played Super Hexagon... You are the arrow (or in this case a clip because I am too lazy to include new resources)[/size] which is controlled to the left or right. Your goal is to survive. Survive the almighty polygons who want you dead. You must avoid them. (In this case the walls is different floor textures, because new resources are too pro for me)[/size].
This is alpha release with working engine, rotating camera and several preset patterns and their speed. Everything can be configured via ACS if you want to.
Oh yeah, way I made the camera requires OpenGL and x/y sprite billboarding.
To start the game you just press use, strafe keys are way to avoid.

Be aware, this is frustratingly hard!
Credits: Me for the ACS (and several other friends). If the Zan engine wasn't so limited...[/size]
Don't expect that it will be balanced, since the tester has finished Hyper Hexagonest.[/size]

What's new in α 2?
More eye rape!slightly...[/size]
The animation is (hopefully)[/size] smoother.
Adjusted patterns to be more fair - Spiral is now completely revamped!
Suprise if you are too good!



Now for screenshot and download α1 α2
Spoiler: Yeah, the promised screenshot (Open)
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Last edited by Klofkac on Wed May 07, 2014 6:04 pm, edited 1 time in total.
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RE: HexaDoom - Super Hexagon recreation in Doom engine

#2

Post by Stiff » Mon May 05, 2014 3:31 pm

I thought I played hexagon once at Stupid LMS server

EDIT: But this one is 100 times better, Good Job
Last edited by Stiff on Mon May 05, 2014 3:35 pm, edited 1 time in total.
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RE: HexaDoom - Super Hexagon recreation in Doom engine

#3

Post by Fused » Mon May 05, 2014 4:04 pm

I never really liked super hexagon, but this is fun to play so far. Mainly because it doesnt have the retarded flickering and stuff[/size]
I do advice to make the bullet clip rotate faster, because it's a real pain with this speed.
Last edited by Fused on Mon May 05, 2014 4:05 pm, edited 1 time in total.
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Klofkac
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RE: HexaDoom - Super Hexagon recreation in Doom engine

#4

Post by Klofkac » Mon May 05, 2014 4:14 pm

Feel free to tamper with ACS and change the values of your needs. I made it to be as most configurable as possible.
I won't mind if you make your own patterns, too. I'll accept the ideas!
Last edited by Klofkac on Mon May 05, 2014 4:17 pm, edited 1 time in total.
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Ijon Tichy
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RE: HexaDoom - Super Hexagon recreation in Doom engine

#5

Post by Ijon Tichy » Mon May 05, 2014 4:16 pm

input's laggy, movement is choppy, spiral closes in faster than you can turn, completely unwinnable situations are encounterable (having to do a 180 in half a second happened), using a dark grey texture for walls would be a good idea, and the clip needs +FORCEXYBILLBOARD

also there's not enough rainbows :(

edit: also, moving into the corner of a wall kills you - probably because movement is done, then wall advancing, then collision checking

would be nice if it were pure ACS but the screen-drawing functions don't really allow for that (no DrawPolygon or anything)
Last edited by Ijon Tichy on Mon May 05, 2014 4:18 pm, edited 1 time in total.

Klofkac
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RE: HexaDoom - Super Hexagon recreation in Doom engine

#6

Post by Klofkac » Mon May 05, 2014 4:21 pm

Ijon Tichy wrote: input's laggy, movement is choppy
I am forced to work with 35 FPS and fixed sectors, unfortunately. I couldn't get more from the engine.
Ijon Tichy wrote: spiral closes in faster than you can turn, completely unwinnable situations are encounterable (having to do a 180 in half a second happened)
Time everything to go well for 35 FPS is bitch. 30 FPS would be muuuuuch better for this, 60 would be heaven.
For the unwinnable situation, that's strange. I made sure that after the pattern ending there is enough time to do 180. Maybe I derped somewhere.
Ijon Tichy wrote: using a dark grey texture for walls would be a good idea, and the clip needs +FORCEXYBILLBOARD

also there's not enough rainbows :(
This is still alpha, no added resources and pure ACS (along with sector geometry). Expect those in next releases.
Ijon Tichy wrote: would be nice if it were pure ACS but the screen-drawing functions don't really allow for that (no DrawPolygon or anything)
Yeah...
Last edited by Klofkac on Mon May 05, 2014 4:40 pm, edited 1 time in total.
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RE: HexaDoom - Super Hexagon recreation in Doom engine

#7

Post by Untitled » Mon May 05, 2014 6:54 pm

I know this is a super-pre-alpha-concept-build, but this is amazing.

Now we if we can get real-time multiplayer and we'll have the one thing Super Hexagon could've but didn't have :V.
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<Untitled> this is a terrible idea
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Ijon Tichy
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RE: HexaDoom - Super Hexagon recreation in Doom engine

#8

Post by Ijon Tichy » Mon May 05, 2014 7:04 pm

Untitled wrote: Now we if we can get real-time multiplayer and we'll have the one thing Super Hexagon could've but didn't have :V.
hf with latency killing you

DREAMS RUINED AGAIN
Last edited by Ijon Tichy on Mon May 05, 2014 7:04 pm, edited 1 time in total.

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RE: HexaDoom - Super Hexagon recreation in Doom engine

#9

Post by Untitled » Tue May 06, 2014 1:52 am

Ijon Tichy wrote: hf with latency killing you

DREAMS RUINED AGAIN
fffffffffffffffffffFFFFFFFFFFFFFFFFFFFUUUUUUUUUUUUUUUUUUUUUU-

Still, keep going with this. I'm watchin' for updates.
Last edited by Untitled on Tue May 06, 2014 1:53 am, edited 1 time in total.
"I'm in despair! The fact someone would give me the title 'Forum Regular' has left me in despair!"
Spoiler: Me in a nutshell (Open)
<Untitled> this is a terrible idea
<Untitled> lets do it anyway

<Untitled> Depends
<Untitled> What kind of wad error is "Address not Mapped to Object (Signal 11)"?

<Untitled> So today I found out that stupidity is nested fractally
<Untitled> There is no lower bound
Projects:
SamsaraHold http://zandronum.com/forum/showthread.php?tid=3053

Klofkac
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RE: HexaDoom - Super Hexagon recreation in Doom engine

#10

Post by Klofkac » Wed May 07, 2014 6:01 pm

Update
Okay, here goes new update.
Download alpha2

Changelog:
More eye rape!slightly...[/size]
The animation is (hopefully)[/size] smoother.
Adjusted patterns to be more fair - Spiral is now completely revamped!
Suprise if you are too good!

This was a bit rushed so do not mind some things not looking too appealing[/size]
Last edited by Klofkac on Wed May 07, 2014 6:11 pm, edited 1 time in total.
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Untitled
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RE: HexaDoom - Super Hexagon recreation in Doom engine (α 2)

#11

Post by Untitled » Wed May 07, 2014 8:54 pm

You really should add Hexagon music to this game

It's as easy as putting in some new music files, and having some SetMusic calls.

(Or if you're even lazier, just replace D_RUNNIN with the Hexagon level track, which I did.)
"I'm in despair! The fact someone would give me the title 'Forum Regular' has left me in despair!"
Spoiler: Me in a nutshell (Open)
<Untitled> this is a terrible idea
<Untitled> lets do it anyway

<Untitled> Depends
<Untitled> What kind of wad error is "Address not Mapped to Object (Signal 11)"?

<Untitled> So today I found out that stupidity is nested fractally
<Untitled> There is no lower bound
Projects:
SamsaraHold http://zandronum.com/forum/showthread.php?tid=3053

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