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"Bio-Doom" and "Gears of Doom" by BulletBob
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Author Topic: "Bio-Doom" and "Gears of Doom"  (Read 8958 times)

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Offline BeasTie

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Re: "Bio-Doom" and "Gears of Doom" WIP
« Reply #15 on: January 12, 2012, 09:33:07 pm »
Congrats!  :thumbs_up: Look forward to it, let me know if you ever need help or looking for resources for anything doom related.

Offline BulletBob

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Re: "Bio-Doom" and "Gears of Doom" WIP
« Reply #16 on: January 13, 2012, 04:33:02 pm »
Download link for "BioDoom & Gears of Doom"
 
« Last Edit: February 14, 2012, 07:47:05 pm by BulletBob »

Offline BulletBob

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Re: "Bio-Doom" and "Gears of Doom" WIP
« Reply #17 on: January 14, 2012, 12:42:58 am »
The download link for BioDoom is dead for some reason, i've uploaded it three times already and it still comes up as "Temporarily Unavailable". Don't know what the problem is, I will try to upload it again later.

Never mind its working now, sorry!!!
« Last Edit: January 14, 2012, 12:46:11 am by BulletBob »

Offline ARGOROK

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Re: "Bio-Doom" and "Gears of Doom" WIP
« Reply #18 on: January 14, 2012, 12:46:23 am »
Itīs weird Bulletbob, Iīm downloading it from megaupload, and I donīt have troubles  :hmm:

Offline becker

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Re: "Bio-Doom" and "Gears of Doom" WIP
« Reply #19 on: January 14, 2012, 04:33:08 am »
I tried the game and it makes it on the list of worst play control in an OpenBOR game. I could not play it more than a minute because it is so frustrating. I'm not trying to bash you. The mod has potential but it needs changes.
You should really get OpenBORstats to visually see the body boxes and attack boxes. It looks like every character txt was copy and pasted and is identical. Non of the current hitboxes are anywhere near the character and the attack boxes are way too small.
The screen size should be bigger. Make a txt file named "video" in the root folder with models and levels txt. Inside the file write "video 1" or "video 2". Both is a different size. The backgrounds would have to be re-sized but it works better because the characters sprites are so big.
The player attacks should not knock down the enemies. This is incredibly annoying and drags out how long it takes to kill trash enemies.
The enemies have too much health. They take too long to kill and are nonthreatening.
It would be a more interesting game if the screen was big so more enemies can be on screen at the same time. Then have swarms of low health enemies that don't have a pain or fall animation try to get you. Fix the attack boxes so the player has some range with the guns. The player doesn't need a jump, it looks bad and seems pointless for a shooter without platforms.

Offline BulletBob

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Re: "Bio-Doom" and "Gears of Doom" WIP
« Reply #20 on: January 14, 2012, 12:26:18 pm »
Thanks Becker, I will get to work improving on those items. I appreciate you taking time to critique my mod, this is how we get better at what we do. Thanks again...

Offline BulletBob

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Re: "Bio-Doom" and "Gears of Doom" WIP
« Reply #21 on: January 14, 2012, 10:10:42 pm »
The screen size should be bigger. Make a txt file named "video" in the root folder with models and levels txt. Inside the file write "video 1" or "video 2". Both is a different size. The backgrounds would have to be re-sized but it works better because the characters sprites are so big.
What size should I resize my backgrounds to, should I double their size or is there a specific size they should be.

Offline BeasTie

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Re: "Bio-Doom" and "Gears of Doom" WIP
« Reply #22 on: January 14, 2012, 11:03:08 pm »
Experiment and see what works best, if you used video mode 2 it would be 640x480 which would be double the size you have now.

Check out the wiki section on screen modes,
http://www.caskeys.com/arc/games/openbor/wiki/index.php?title=Screen_Modes

Also you should definately look into this  -
http://www.caskeys.com/arc/games/openbor/wiki/index.php?title=Palette_%28model%29

If you still have the original sprites before you converted them to your games  current palette, you could redo them and give each character it's own palette so there would be no color loss or pixel artifacts.  Example, Doom guy  and samus aran could look just like in the original pictured you got it from.
« Last Edit: January 15, 2012, 03:03:42 am by BeasTie »

Offline Nozomi

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Re: "Bio-Doom" and "Gears of Doom" WIP
« Reply #23 on: January 15, 2012, 01:39:58 am »
What are differences between 'Everworld Omni Masters' and 'Bio-doom & Gears of Doom'?

Offline BulletBob

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Re: "Bio-Doom" and "Gears of Doom" WIP
« Reply #24 on: January 15, 2012, 03:00:19 pm »
What are differences between 'Everworld Omni Masters' and 'Bio-doom & Gears of Doom'?
This mod was originally supposed to be "Omni-Masters: Countdown to Oblivion", but the story I had in mind had more in common with the Marvel & D.C. comics universe than it did with survival horror games like Resident Evil & Doom, besides I had already created so many sprites of RE & Doom style monsters that I had to go back to the drawing board. So OM's project is back on the shelf for now pending a Marvel crossover story involving Thanos and the Infinity Gauntlet.

Offline becker

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Re: "Bio-Doom" and "Gears of Doom" WIP
« Reply #25 on: January 18, 2012, 04:48:46 am »
Good to hear OpenBORstats is working out for you. I knew you have been working on this game awhile and I could tell you had not learned the stat stuff yet. I didn't want you to spend a bunch of time on a game that would get forgotten with all the others that had playability overlooked.
I think the easiest thing to do with the backgrounds would be to resize them. I would resize with constrained proportions and specify the new height to be 8 pixels bigger than the screen size. The extra pixels is for the bounce effect when something falls and the screen shakes. If the bg is exactly the same size as the screen then it will reveal black emptiness while it shakes. Theres no problem having the background oversized.
Define the walking area of each level. Open LEVELS.TXT and before each level specify the z range. (z min max) pixels of top of walk area and bottom of walk area. This example is for a screen 240px tall.

z 132 236
file   data/levels/office1.txt
z 160 236
file   data/levels/office2.txt

Offline BulletBob

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Re: "Bio-Doom" and "Gears of Doom" WIP
« Reply #26 on: January 22, 2012, 03:02:29 pm »
Experiment and see what works best, if you used video mode 2 it would be 640x480 which would be double the size you have now.
I went with video mode 1 instead of video mode 2 and resized my scenes to 1/3 size bigger but in the game they are too tall vertically and not long enough horizontally. Since video mode 2 would require me to resize 1/2 bigger, then mode 1 should be 1/3 bigger... Any suggestions?

Offline BulletBob

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Re: "Bio-Doom" and "Gears of Doom" WIP
« Reply #27 on: February 14, 2012, 07:01:26 pm »
I resized all of my level backgrounds and I like the smaller look a lot better than what I had before, thanks Becker. With this new look I will now have more room for some of the bigger bosses like Mother Brain and Cyberdemon, which would have been a problem before.

Offline Bloodbane

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Re: "Bio-Doom" and "Gears of Doom" WIP
« Reply #28 on: February 14, 2012, 11:05:43 pm »
 Screenshots please :) !
OpenBoR Manual

Basic OpenBoR Tutorials

OpenBoR Tricks & Tutorials

"The more often enemies attack, the more open they are to counter attacks"

Offline BulletBob

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Re: "Bio-Doom" and "Gears of Doom" WIP
« Reply #29 on: February 15, 2012, 12:03:13 am »
New screenshots!!

 



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