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Old 02 January 2024, 21:32   #81
HEXWALKER
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LOVE the look you guys are going for. Super impressive stuff. On a side note, if you are ever looking for a mapper/extra level designer, feel free to shoot me a message.
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Old 04 January 2024, 00:42   #82
Tsak
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Quote:
Originally Posted by d4rk3lf View Post
Keep up the awesome work Tsak!
Thanks mate!

Quote:
Originally Posted by HEXWALKER View Post
LOVE the look you guys are going for. Super impressive stuff. On a side note, if you are ever looking for a mapper/extra level designer, feel free to shoot me a message.
Sure, we can talk on Discord
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Old 04 January 2024, 11:16   #83
Karlos
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I don't have any real objection to release the sources (once the game is ready) but at the same time I don't plan to spend time making them fully user friendly...
Well, TKG is finally tamed to the point we can add features and you'd have to be trying to make it more impenetrable than that.
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Old 01 February 2024, 12:20   #84
Snoopy1234
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Congratulations Tsak on another binary release. Following the development details on Patreon has been entertaining and I enjoy hearing the news from someone who knows what he's doing.
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Old 01 February 2024, 17:51   #85
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Wow, this looks /amazing/. Can't wait for the full release. Nice work.
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Old 08 February 2024, 02:03   #86
Tsak
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Thanks guys
It's probably time for an EAB update to bring people here up to speed as well.

So, the new missile launcher design is ready, which means the complete weapons set has -finally- been fully replaced! With this milestone done, we have now moved to the next phase, which is adding the secondary attacks and (generally) start experimenting with extra weapons functionality!



Various other juicy news (in random order):
  • The base and engine have undergone massive changes and cleanup. A ton of old bugs and glitches (from the Dread days) have now been corrected!
  • Compatibility has improved greatly, for the first time the game can run on 030 setups perfectly and without disabling caches! Similar deal with 040 and 060 (at the moment these are only tested via emulation though).
  • The game now features a fully functional password selection screen, allowing to input passwords and load levels.
  • The end stat screen has been completely revamped, we corrected old bugs, did a cleanup and added new animations and sounds, counting how many enemies you killed, secrets you found and the time it took to complete the level, as well as giving the player a password he can use.
  • Weapon pickups have been completely remade to reflect the new weapon models.
  • The game features new 'rising' and 'lowering' animations when you pickup new weapons, or changing between them.
  • You can now change/swap weapons while you have fire pressed and shooting (previously you had to release fire and wait for the weapon animation to finish before pressing the key to change).
  • There is now support for Right Mouse Button clicking in the engine and RMB now works with all weapons (no extra firing modes added yet, that will come next).
  • The pistol now has it's own working ammo and 2 new ammo pickups are added. When left without ammo it reverts to unlimited shooting mode.
  • The game now features screen shake! This is currently added to explosions and takes into account distance (shakes less if the explosion happens far away).
  • Explosions mechanics and damage has been overhauled. The radius has been widened and it will now properly damage enemies depending on the distance!
  • Doors no longer close while you are in the way (trapping you inside the map geometry).
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Old 08 February 2024, 03:45   #87
DisasterIncarna
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secondary attacks? adding a bit of Unreal Tournament to he weapons department? certainly proving to be quite the hybrid of FPS's, esp if/when variable height maps/geometry appear.

great update btw,

again, all youtube vids i have seen show people playing on monitors which look nice and sharp, but for that "back in the day" look, id love to see a video of someone playing this on an old CRT TV for that nice blur/colour bleed effect, see if it looks better with the color bleed.
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Old 08 February 2024, 09:20   #88
Amigajay
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Great update! Look forward to the next video when its available.
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Old 08 February 2024, 10:53   #89
Karlos
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Quote:
Originally Posted by Tsak View Post
Thanks guys
It's probably time for an EAB update to bring people here up to speed as well.

So, the new missile launcher design is ready, which means the complete weapons set has -finally- been fully replaced! With this milestone done, we have now moved to the next phase, which is adding the secondary attacks and (generally) start experimenting with extra weapons functionality!



Various other juicy news (in random order):
  • The base and engine have undergone massive changes and cleanup. A ton of old bugs and glitches (from the Dread days) have now been corrected!
  • Compatibility has improved greatly, for the first time the game can run on 030 setups perfectly and without disabling caches! Similar deal with 040 and 060 (at the moment these are only tested via emulation though).
  • The game now features a fully functional password selection screen, allowing to input passwords and load levels.
  • The end stat screen has been completely revamped, we corrected old bugs, did a cleanup and added new animations and sounds, counting how many enemies you killed, secrets you found and the time it took to complete the level, as well as giving the player a password he can use.
  • Weapon pickups have been completely remade to reflect the new weapon models.
  • The game features new 'rising' and 'lowering' animations when you pickup new weapons, or changing between them.
  • You can now change/swap weapons while you have fire pressed and shooting (previously you had to release fire and wait for the weapon animation to finish before pressing the key to change).
  • There is now support for Right Mouse Button clicking in the engine and RMB now works with all weapons (no extra firing modes added yet, that will come next).
  • The pistol now has it's own working ammo and 2 new ammo pickups are added. When left without ammo it reverts to unlimited shooting mode.
  • The game now features screen shake! This is currently added to explosions and takes into account distance (shakes less if the explosion happens far away).
  • Explosions mechanics and damage has been overhauled. The radius has been widened and it will now properly damage enemies depending on the distance!
  • Doors no longer close while you are in the way (trapping you inside the map geometry).
Bravo!
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Old 08 February 2024, 19:27   #90
Tsak
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Quote:
Originally Posted by DisasterIncarna View Post
secondary attacks? adding a bit of Unreal Tournament to he weapons department?
Well, Blood also had secondary attacks, that's the main inspiration. The thing is that with so few weapon sprites available (due to Ram restrictions) the game definitely feels lacking on weapons variety and attack options. So adding secondary attacks via RMB is an easy way to mitigate that, without more weapon sprites or extra frames being necessary.
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Old 08 February 2024, 20:49   #91
DisasterIncarna
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Quote:
Originally Posted by Tsak View Post
Well, Blood also had secondary attacks, that's the main inspiration. The thing is that with so few weapon sprites available (due to Ram restrictions) the game definitely feels lacking on weapons variety and attack options. So adding secondary attacks via RMB is an easy way to mitigate that, without more weapon sprites or extra frames being necessary.
Pity about the ram issue, or you could have had Duke3d/Brutal Doom style melee attack(s). If there was enough ram for a "Hand Raised" animation, you perhaps could have added something like Psychokinetic powers which wouldnt need attack sprites/visuals, push/pull/throw into air type of stuff which could be used on enemies or maybe puzzles/switches out of reach.

Last edited by DisasterIncarna; 08 February 2024 at 20:55.
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Old 08 February 2024, 21:00   #92
BSzili
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No extra RAM is required to move a sprite up and down the screen
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Old 09 February 2024, 16:53   #93
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Great updates indeed!

I guess the new binary is not cleared for showing on youtube?
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Old 09 February 2024, 18:53   #94
Tsak
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Quote:
Originally Posted by DisasterIncarna View Post
Pity about the ram issue, or you could have had Duke3d/Brutal Doom style melee attack(s). If there was enough ram for a "Hand Raised" animation, you perhaps could have added something like Psychokinetic powers which wouldnt need attack sprites/visuals, push/pull/throw into air type of stuff which could be used on enemies or maybe puzzles/switches out of reach.
We have to think about all these. Nothing is strictly off the table at the moment.

Quote:
Originally Posted by BSzili View Post
No extra RAM is required to move a sprite up and down the screen
Right, you still need ram if said sprite is something new though. But I agree, melee could also be made cheaply.

Quote:
Originally Posted by Mathesar View Post
Great updates indeed!

I guess the new binary is not cleared for showing on youtube?
Yes, early wip, test or experimental binaries/map are not meant for public showing.

Last edited by Tsak; 10 February 2024 at 06:03.
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Old 09 February 2024, 21:36   #95
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Quote:
Originally Posted by Tsak View Post
Thanks guys
It's probably time for an EAB update to bring people here up to speed as well.

So, the new missile launcher design is ready, which means the complete weapons set has -finally- been fully replaced! With this milestone done, we have now moved to the next phase, which is adding the secondary attacks and (generally) start experimenting with extra weapons functionality!



Various other juicy news (in random order):
  • The base and engine have undergone massive changes and cleanup. A ton of old bugs and glitches (from the Dread days) have now been corrected!
  • Compatibility has improved greatly, for the first time the game can run on 030 setups perfectly and without disabling caches! Similar deal with 040 and 060 (at the moment these are only tested via emulation though).
  • The game now features a fully functional password selection screen, allowing to input passwords and load levels.
  • The end stat screen has been completely revamped, we corrected old bugs, did a cleanup and added new animations and sounds, counting how many enemies you killed, secrets you found and the time it took to complete the level, as well as giving the player a password he can use.
  • Weapon pickups have been completely remade to reflect the new weapon models.
  • The game features new 'rising' and 'lowering' animations when you pickup new weapons, or changing between them.
  • You can now change/swap weapons while you have fire pressed and shooting (previously you had to release fire and wait for the weapon animation to finish before pressing the key to change).
  • There is now support for Right Mouse Button clicking in the engine and RMB now works with all weapons (no extra firing modes added yet, that will come next).
  • The pistol now has it's own working ammo and 2 new ammo pickups are added. When left without ammo it reverts to unlimited shooting mode.
  • The game now features screen shake! This is currently added to explosions and takes into account distance (shakes less if the explosion happens far away).
  • Explosions mechanics and damage has been overhauled. The radius has been widened and it will now properly damage enemies depending on the distance!
  • Doors no longer close while you are in the way (trapping you inside the map geometry).
Wow, that's quite a list. And still running nicely on vanilla A500+/A600?
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Old 09 February 2024, 22:18   #96
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Love the shake - great job!

Quote:
Originally Posted by Tsak View Post
* Doors no longer close while you are in the way (trapping you inside the map geometry).
Keep it for multiplayer bro!
It would be hilarious to trap my opponents inside door.
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Old 10 February 2024, 01:38   #97
Thorham
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That A500 footage is nuts Awesome achievement
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Old 10 February 2024, 13:31   #98
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@Tsak

Quote:
The pistol now has it's own working ammo and 2 new ammo pickups are added. When left without ammo it
As like Doom, when we run out of ammunition it might be interesting to add a bare-handed mode :-)
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Old 10 February 2024, 15:38   #99
Bren McGuire
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release when?
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Old 11 February 2024, 01:48   #100
Tsak
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Quote:
Originally Posted by Bren McGuire View Post
release when?
The release roadmap will become more clear by the end of this year (in which case it will properly be announced). Depends on the completion percentage we manage to reach in regards to the planned features, assets and content. The goal right now is to get it as close as possible by then.

Quote:
Originally Posted by eXeler0 View Post
Wow, that's quite a list. And still running nicely on vanilla A500+/A600?
Yup, still the same
There's also a chance for further optimizations going forwards, so performance might improve on various specs.

Quote:
Originally Posted by d4rk3lf View Post

It would be hilarious to trap my opponents inside door.
Lol
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