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Old 08 November 2015, 10:54   #1
earok
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Gloom: The Construction Kit

So, as everyone probably expected I didn't finish a game for "Asylum Jam" this weekend BUT I put together something that's hopefully of some interest to the community.

It's a kit designed to automate the creation of new Gloom mods as possible. In particular:

- The kit automatically converts IFF images to Gloom's internal format
- The kit automatically converts WAV (8-16bit, 11025hz) files to Gloom's internal format (I've hacked together a quick utility that sets the header correctly)
- The kit contains example assets for levels, floors, walls, ceilings, UI (using Nitta's alternative UI image), the gun, powerups, every sound effect, every song, every character and every gibs splat. In other words you can jump right in and start replacing or editing files.

The "kit" is basically just a folder containing a bootable Amiga system, the startup-sequence does all of the hard work. Just create a new WinUAE configuration, set the location for DH0: as the where you unzipped the folder and you're set.

None of this would have been possible without amazing efforts of Czeslaw and Nitta to understand how to make changes to Gloom

Change log
0.1 - 8th November 2015
* Initial release

0.2 - 13th November 2015
* Automated crunching ability added. You'll be given the option to crunch after you've been asked to play the game. Crunched files are dumped to the "Crunched" folder.
* Music files provided by PAULA POWERED.
* Unnecessary frames deleted from Player and Terra objects (Thanks Nitta).
* Separate build script with Workbench icon created.
* Re-arranged folders, theoretically this can be "legally" distributed if C and Libs folders are deleted - though someone will need to confirm this? There's still the remaining issue of most assets being based on another source.
* "GloomMapInfo.rexx" arexx script added to the gloom tools.
* Invisible walls tutorial by Nitta Mituaki added.
* Newbaddie tutorial by Jon Bullard added.

Last edited by earok; 13 November 2015 at 12:08.
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Old 08 November 2015, 21:30   #2
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Nice to see more tools for such a cool game.
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Old 08 November 2015, 23:08   #3
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@Nittamituaki no worries at all! Hopefully some of it is of use As you can see I've included your alternative status bar and instructions.

Keep an eye out for Putty Squad CD32, it is coming someday..

@Gzegzolka cheers
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Old 09 November 2015, 02:05   #4
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Nice one!
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Old 09 November 2015, 08:02   #5
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Quote:
Originally Posted by nittamituaki View Post
Btw now I hear the game named "Asylum Jam" at the first time.
It is not a game, but a compo.

http://eab.abime.net/showthread.php?...ght=asylum+jam
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Old 09 November 2015, 22:01   #6
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@nittamituaki thanks for that! I was totally confused as to why I couldn't see the pain state on the player when I was testing combat mode I'll remove the redundant frames from the next release and update the manual.

I'll release version 0.2 next weekend, it'll have automatic CRM compression too. Do you know if everything in misc/objs/txts/sfxs/maps folder can be compressed, or only some of it?

If you have replacement freeware textures I'd like to include them instead of what's currently there maybe some resources from your mods would be suitable? I'm going to get some Octamed music specifically for the Construction kit but I don't really have any plans for replacing all of the other assets.

I don't really use my website (earok.net) any more, and CD32.co.uk is only for CD32 releases. Would you consider hosting it on your own site?
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Old 09 November 2015, 23:15   #7
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I don't really use my website (earok.net) any more, and CD32.co.uk is only for CD32 releases. Would you consider hosting it on your own site?
How much work would it be to turn this into a legal release? Like, write an install script that gets the required parts from the official Gloom disks, remove the libs and c directories (people installing this need to have a HD, so you don't have to supply them with system libraries or commands anyway) etc.?

Robert Szackis tools are on Aminet, but hidden in a package describing itself as New maps and characters for Gloom Deluxe, while this archive is only posted to the zone... You're missing most of your target audience this way, IMHO.

Let me know if I can help.
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Old 09 November 2015, 23:27   #8
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Quote:
Originally Posted by Korodny View Post
How much work would it be to turn this into a legal release? Like, write an install script that gets the required parts from the official Gloom disks, remove the libs and c directories (people installing this need to have a HD, so you don't have to supply them with system libraries or commands anyway) etc.?

Robert Szackis tools are on Aminet, but hidden in a package describing itself as New maps and characters for Gloom Deluxe, while this archive is only posted to the zone... You're missing most of your target audience this way, IMHO.

Let me know if I can help.
You know I never even really thought of that. I'll keep it in mind, cheers

Parts from Gloom 3 are included with the download on the assumption that, as Gloom 3 is freeware, there's no legal issue with distribution of that side of it at least (which is why I didn't use Gloom Deluxe instead). Though I follow Gareth Murfin on Facebook, I can ask him if he thinks it'd be OK.
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Old 10 November 2015, 16:20   #9
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Parts from Gloom 3 are included with the download on the assumption that, as Gloom 3 is freeware
Gloom 3 is freeware? Didn't know that - do you have a link? (so I can check if it can be added to Aminet).

Even if it is freeware, it doesn't mean you can include parts of it in the GloomCK distribution, unfortunately. You only have the rights that the author explicitly grants you, and "Freeware" usually only means "distribute this package as is".

I know this is extremly boring stuff, don't look at me like that

Quote:
Though I follow Gareth Murfin on Facebook, I can ask him if he thinks it'd be OK.
That might be an idea. And while you're at it, ask him if we can upload his stuff to Aminet (I'm not on Facebook)
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Old 10 November 2015, 22:45   #10
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Source:
https://web.archive.org/web/20130417...verlabs.com/zm
"Public Domain" means it is not "distribute this package as is".
I could also reach him by youtube private massages.

Gloom3&4 have already archived at AmigaFuture, however,
I've told Gloom freaks that they've have wrong or corrupt files
and now I uploaded with fixing them as ADF version at "Gloom MOD information page".
What are wrong/corrupt files? I've described them at the page above and each youtube video.

So "Gloom3" itself is no problem.
Btw,
Quote:
Enemy sprites
* Baldy - Professor TurboZahn by TobyXY
* Death Head - Corridor 7 alien, ripped by Bonzai
* Demon - Corridor 7 alien, ripped by Bonzai
* Dragon - RPG Maker ???
* Lizard - Flemodius Bipedicus Chex Quest, ripped by Dunkleswamm
* Ghoul - Coolie Ghost from Shadow Warrior, ripped by Dunkleswamm
* Marine - AK47 guard by Mr Wolf
* Phantom - Age of Evil, ripped by Dunkleswamm
* Player - Corridor 7 guard, adapted by Majik Monkee
* Terra - Mech by Cruza
* Troll - Killer Croc from Batman Doom
Can we recognize them as "Abandonware" which can be used/released unofficially?
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Old 11 November 2015, 00:11   #11
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Quote:
Originally Posted by nittamituaki View Post
Source:
https://web.archive.org/web/20130417...verlabs.com/zm
"Public Domain" means it is not "distribute this package as is".
Very true. Also Gareth let me know he's totally OK with what we're doing, essentially he'd prefer it to be used for stuff rather than locked down and forbidden.

Quote:
Originally Posted by nittamituaki View Post
Btw,
Can we recognize them as "Abandonware" which can be used/released unofficially?
Heh, I'm sure some of them can be, but probably not all of them. I'd be most comfortable with assets created for the purpose that did NOT have to be credited when they're distributed.

Just about all of them came from http://mmimageworld.dugtrio17.com/ or http://www.spriters-resource.com/
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Old 11 November 2015, 00:37   #12
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Quote:
Originally Posted by earok View Post
Heh, I'm sure some of them can be, but probably not all of them. I'd be most comfortable with assets created for the purpose that did NOT have to be credited when they're distributed.

Just about all of them came from http://mmimageworld.dugtrio17.com/ or http://www.spriters-resource.com/
Thanks to reply. It seems no problem...

As Korodny says, (exactly) we should write install program not to distribute c: and libs: files.
But is it surely possible to do?
At least I cannot.( Sorry, I don't have such knowledge for writing install program.)
Is it difficult to release such a thing next weekend?
Anyway, is it possible to give me a permission to distribute ADF version
of "Earok's GloomCK example levels" ?
Of course to create ADF version would be quite easy after you release ver0.2
which includes "Automated crunching" feature.
But if you don't have time, I can crunch each files by myself.
I can input your name as credits,btw.
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Old 11 November 2015, 01:35   #13
earok
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Thanks to reply. It seems no problem...

As Korodny says, (exactly) we should write install program not to distribute c: and libs: files.
But is it surely possible to do?
At least I cannot.( Sorry, I don't have such knowledge for writing install program.)
I've never written an install script but I read them often, I'm sure I can figure it out


Quote:
Originally Posted by nittamituaki View Post
Is it difficult to release such a thing next weekend?
Not this weekend, maybe a weekend or two after. I'll still release 0.2 this weekend.


Quote:
Originally Posted by nittamituaki View Post
Anyway, is it possible to give me a permission to distribute ADF version
of "Earok's GloomCK example levels" ?
Of course to create ADF version would be quite easy after you release ver0.2
which includes "Automated crunching" feature.
But if you don't have time, I can crunch each files by myself.
I can input your name as credits,btw.
You're welcome to do it but obviously the levels aren't very good and I'll probably replace them. It might be best to wait until the final 1.0 release (whenever that happens), as I'm definitely going to replace at least some of the assets before then (I've got some new music to include in 0.2).

Last edited by earok; 11 November 2015 at 06:02.
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Old 11 November 2015, 10:00   #14
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Lo and behold, both of Mr Murfin's Gloom sequels are on Aminet great stuff.

Nitta, I know this is slightly off topic, but do you have any ideas about how to get music running in-game? The best I have managed replacing say, the door or teleporter sound with a 12 second music clip (can do 24 seconds at 5hz, but it sounds awful). But of course it'll play it more than once at a time if you go to another door while it's still playing, and it'll be quiet if you take too long to trigger it.

Another thing I tried was running "run Play16 music.iff loop=-1" before running gloom2. It almost works (if you have the med files deleted, it'll play during the menu screen, but the music stops as soon as you see the between level screen).
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Old 11 November 2015, 10:52   #15
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Great stuff guys, now Im tempted to do some levels and graphics :-) ...but will probably wait for a more mature release ;-)

Edit:
Any good guidelines for max texture sizes + numbers vs level size?

Last edited by eXeler0; 11 November 2015 at 11:43.
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Old 11 November 2015, 20:01   #16
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Lo and behold, both of Mr Murfin's Gloom sequels are on Aminet great stuff.
Yeah, thanks for pointing out they could be hosted Zombie Massacre seems to be quite popular.
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Old 11 November 2015, 21:55   #17
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@nittamituaki no worries!

Actually how did you do the invisible walls in DICFTD? Are they just walls facing away from the player, or are they fully tinted ones?

@exeler0 texture sizes are always 320*256 for walls (64*64 tiles), and 128*128 for floors and ceilings. Levels are limited in size although it may be easy to crash it by stuffing it with too many walls, objects etc. As for the number of wall textures, memory would be the main concern. Though you get 20 wall textures with every file so I don't think it's normally a problem.

I think if you're targeting just 2MB chip you'll want to be careful with everything, not just wall textures but sound effects, music and enemy sprites.

@korodny great to hear
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Old 12 November 2015, 00:19   #18
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@earok
It's hard to explain by my poor English.See the image below.

I usually use this texture and place it as 64px wall.
But please remember,
I use invisible walls as fig1 in DICFTD, however, the game crashes at 1x1 larger screen.
Those use are not recommended because we shouldn't make others' dear Amigas to crash.

So I reduced those walls as fig2 in "Ultimate Mage" & "Spekkio Battle DX".

Last edited by nittamituaki; 26 December 2015 at 02:28. Reason: changed URL of image.
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Old 12 November 2015, 10:04   #19
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Originally Posted by nittamituaki View Post
@earok
It's hard to explain by my poor English.See the image below.

I usually use this texture and place it as 64px wall.
But please remember,
I use invisible walls as fig1 in DICFTD, however, the game crashes at 1x1 larger screen.
Those use are not recommended because we shouldn't make others' dear Amigas to crash.

So I reduced those walls as fig2 in "Ultimate Mage" & "Spekkio Battle DX".
Cheers, I follow it

Check your email, there's an early Christmas present coming your way.
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Old 13 November 2015, 12:09   #20
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Version 0.2 is zoned, change log in the original post
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