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Old 23 March 2009, 12:39   #21
alexh
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What can we the users do for you to make things easier for you?
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Old 23 March 2009, 12:53   #22
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Quote:
Originally Posted by jotd View Post
The bitmap bros never reply to e-mails, so imagine if I ask them their source code
Maybe they would reply then?
Jokes aside, good luck with this project, looks very promising already!
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Old 23 March 2009, 13:51   #23
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yeah, a threat of sue would be the reply
good luck jotd, it will be epic remake. I just cant wait
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Old 24 March 2009, 09:31   #24
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I would like to offer a request for enhancement: perhaps some other weapon than rocks can be implemented that are thrown at a lower arc. Right now the combat in Cadaver is dorky and annoying, you'd rather just run into spiders than try to properly kill them for example.
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Old 24 March 2009, 10:08   #25
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some other weapon than rocks can be implemented that are thrown at a lower arc
you got shuriken, magic missle and others. on later levels
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Old 24 March 2009, 11:12   #26
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Originally Posted by humble worm View Post
you got shuriken, magic missle and others. on later levels
Machine gun or rocket launcher would be better
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Old 24 March 2009, 11:43   #27
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jotd, you crazy guy. Is this one written in C++ on SDL then?
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Old 24 March 2009, 17:45   #28
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you got shuriken, magic missle and others. on later levels
Yes, but in the first few you are stuck with rocks. ROCKS.

Although magic missile works nice against groups of annoying spiders
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Old 24 March 2009, 22:20   #29
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I don't think I'll change the rock throwing part, no: the remake must play as close as the original. That's the reason why I did not fix the broken puzzle in Gods too (Level 2), even if fixing a confirmed bug is not a problem.

But you're right, the combat can be a pain: The payoff level 2 slime creature combat with stones is a good example.
Girv, I'm using C++ and SDL, yes. Java just won't work with devices like NDS and it needs way too much memory.
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Old 24 March 2009, 22:57   #30
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Did you ever look at C# / XNA ? Or was portability your goal from the start.
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Old 25 March 2009, 10:00   #31
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.NET has the same problems as Java: it eats resources like crazy to be able to handle nifty features like garbage collection that make the life of a programmer sooooo much easier.

If you want to do DS development you are pretty much stuck with C/C++ and you have to be very careful also; don't expect a mature port of SDL anytime soon. The DS development API is very specific (like any Nintendo platform really), making it hard to adapt a generic API like SDL to it and still have good performance.

Read the latest Carmack output for some notes about DS and iPhone development.

http://www.idsoftware.com/wolfenstei...evelopment.htm
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Old 25 March 2009, 10:30   #32
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Quote:
Originally Posted by gimbal View Post
Read the latest Carmack output for some notes about DS and iPhone development.

http://www.idsoftware.com/wolfenstei...evelopment.htm
You notice that he never passed back any fixes for Wolf3D Redux directly, just released the full source via the Apple iStore which is difficult to get

Last edited by alexh; 25 March 2009 at 10:37.
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Old 25 March 2009, 22:19   #33
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I know C++ better, and it's faster. I can handle the lack of garbage collection. Being doing that for years without trouble. The trick is to use a proper middleware to handle lists & vectors, or develop one which is robust enough, and you don't have to "new" that much in the applicative code.
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Old 26 March 2009, 23:01   #34
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@jotd - Do you think you will include the levels from the demo versions too? - Last Supper, Temple, Gatehouse? The data in those is crunched somehow, but it may be possible to extract the lev data from emulator memory for use, mind you the Gatehouse was early and may use different ADL code to the final release..

Q;
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Old 27 March 2009, 21:43   #35
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Hmm, demo versions were never available for the PC, and I did all the guesswork on the PC version, much simpler since it uses files. We'll see. Let's remake the original level first
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Old 28 March 2009, 16:27   #36
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Very cool!
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Old 29 March 2009, 22:56   #37
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If cadaver remake is as good as gods then we are all lucky...

Thx JOTD
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Old 07 May 2009, 05:04   #38
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Very cool, JOTD - look forward to the port.

I was just thinking yesterday that the DS would be perfect for isometric puzzlers, but there seems to be a paucity of them. That got me thinking about Cadaver, and how I never got round to finishing the Payoff. And that led me to this thread!
 
Old 07 May 2009, 11:30   #39
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Quote:
Originally Posted by jotd View Post
The trick is to use a proper middleware to handle lists & vectors, or develop one which is robust enough
Which do you use? Thoughts of getting into gamedev have been bubbling in my brains again
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Old 07 May 2009, 13:57   #40
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Which do you use? Thoughts of getting into gamedev have been bubbling in my brains again
don't hold back! As long as you devote your time to doing improvement remakes of (optionally broken) Amiga games
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