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Doom: Fall Of Mars, DOOM RPG
if_software_
post Aug 26 2008, 09:31 AM
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DOOM: FoM is an RPG set in the classic world of Doom. You will fight many demons through the UAC facilities on Mars to the depths of Hell.

ifsoftware.net

INFORMATION:
Genre: Action/RPG
File Size: 3.29 MB (.exe)
GM Version:GM7
Resolution: 800x600


DOWNLOAD:
[1]
[2]


SCREENSHOTS:
NEW

[1]
[2]
OLD
[1]
[2]
[3]
[4]


CONTROLS:
Left Click - Move/Pickup/Activate
Right Click - Attack/Use
I - Inventory
C - Character


RECENT UPDATES:
August 30th
-HUD Quick slots
-Interactive HUD
-Enemy info diplays
-Bosses
-Weapons
-Items
-Minor Bug fixes

August 27th
- Increased FPS
- New movement system
- Fixed screen shaking
- Added in game menu
- Other minor bugs


SHOW YOUR SUPPORT
Banner->
CODE
[url="http://gmc.yoyogames.com/index.php?showtopic=394522"][img]http://img517.imageshack.us/img517/1300/forumbannerur0.png[/img][/url]

send feed back to - feedback@ifsoftware.net

This post has been edited by if_software_: Aug 31 2008, 04:22 AM
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negen99
post Aug 26 2008, 10:48 AM
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The menu is shaky when moving, did you use objects or draw to create the menu? If objects then I suggest using draw to do this.
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3lliot
post Aug 26 2008, 12:54 PM
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The games awsome. I loved how you turned FAKE 3d into isometric! NICE 8/10 2 drop off because of what he said^^^
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if_software_
post Aug 26 2008, 07:34 PM
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QUOTE (negen99 @ Aug 26 2008, 11:48 AM) *
The menu is shaky when moving, did you use objects or draw to create the menu? If objects then I suggest using draw to do this.


QUOTE
The games awsome. I loved how you turned FAKE 3d into isometric! NICE 8/10 2 drop off because of what he said^^^


Everything is in one draw event, the reason for the shaking is the uneven resolution change on some computers, which has already been fixed for the next release, thanks for playing.



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BattleRifle BR55
post Aug 26 2008, 07:58 PM
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Looks like the hell of Doom and Diablo are one and the same tongue.gif


*Waits for Potnop*
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Jakyl11
post Aug 26 2008, 08:15 PM
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Thats a pretty wierd combination of genre, but I like it.

Things I would do to improve:
-transparent walls when you walk behind them
-something to tell you when you get a level(didnt notice anything if there was something) maybe a sound.


other than those two things id say 8/10

this isnt really a drawback but Id say make a difficulty setting coz i found the enemies easy to kill.
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ninjutsu63
post Aug 27 2008, 12:28 AM
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Wow, that's awesome! Somtimes it was hard to distinguish darkness from walls though, and the movement was a little odd at points.
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if_software_
post Aug 27 2008, 06:18 AM
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Thanks for the replys. I've taken all of them into account and others from else where to bring you this new update including -

- Increased FPS
- New movement system
- Fixed screen shaking
- Added in game menu
- Other minor bugs
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David Dark
post Aug 27 2008, 12:00 PM
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It's like you made a diablo2 engine there lmaosmiley.gif

The game is great, I would speed up the pace a little + the things that were already mentioned. Good luck with it, I'm waiting for the new version smile.gif
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BattleRifle BR55
post Aug 27 2008, 05:22 PM
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You need the items to be picked up automatically when you click on them and the guy approaches them. It becomes tedious when I click on a potion, but when he goes to its position he won't pick it up until I click on it again.

This post has been edited by BattleRifle BR55: Aug 27 2008, 05:22 PM
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ninjutsu63
post Aug 27 2008, 05:32 PM
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I ran out of bullets, but I could keep shooting, it just went into negative ammo.
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thaddeus_maximus
post Aug 27 2008, 06:56 PM
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Hey this is fun.

Keep up the good work.

No offense, but I'd say stick with DOOM sounds only. having DIABLO ones in there is strange because the volumes and sound quality seem different.

I'm glad to hear that you fixed the resolution inconsistencies.
The windows cursor and game cursor do not possess the same coordinates. Is this intentional?
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BattleRifle BR55
post Aug 27 2008, 07:58 PM
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QUOTE (thaddeus_maximus @ Aug 27 2008, 02:56 PM) *
The windows cursor and game cursor do not possess the same coordinates. Is this intentional?
Yeah I noticed that as well.

Are you going to make the little icons at the bottom clickable? (in addition to the hotkeys) That's how I found out about the mouse thing.
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if_software_
post Aug 28 2008, 08:36 PM
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UPDATE:
Minor bug fixes and things that users pointed out.

QUOTE (David Dark @ Aug 27 2008, 01:00 PM) *
It's like you made a diablo2 engine there lmaosmiley.gif

The game is great, I would speed up the pace a little + the things that were already mentioned. Good luck with it, I'm waiting for the new version smile.gif


Thanks for the positive feedback!
New versions will be available quite often for the next little while so keep a watch out

QUOTE (BattleRifle BR55 @ Aug 27 2008, 06:22 PM) *
You need the items to be picked up automatically when you click on them and the guy approaches them. It becomes tedious when I click on a potion, but when he goes to its position he won't pick it up until I click on it again.


I noticed that too, in this update it should be fixed.

QUOTE (ninjutsu63 @ Aug 27 2008, 06:32 PM) *
I ran out of bullets, but I could keep shooting, it just went into negative ammo.


I am aware of that, but it is pretty low on my to do list. since there is only one weapon at this point (already have more for the next update ready) I didn't want anyone running out of ammo so I didn't put a limit on it until there is more of it, if that makes sence. I've even thought of making the handgun ammo unlimited.

QUOTE (thaddeus_maximus @ Aug 27 2008, 07:56 PM) *
Hey this is fun.

Keep up the good work.

No offense, but I'd say stick with DOOM sounds only. having DIABLO ones in there is strange because the volumes and sound quality seem different.

I'm glad to hear that you fixed the resolution inconsistencies.
The windows cursor and game cursor do not possess the same coordinates. Is this intentional?


Thanks, I'll keep that in mind, but as of this moment the only one in there is the zombie sound. It's there aren't actual zombies that have a melee attack in the classic dooms.

I'm not sure what you mean about the cursor coordinates, they were the same on my computer. I have changed it a bit to see if that was the problem, let me know if it's fixed.

QUOTE (BattleRifle BR55 @ Aug 27 2008, 08:58 PM) *
QUOTE (thaddeus_maximus @ Aug 27 2008, 02:56 PM) *
The windows cursor and game cursor do not possess the same coordinates. Is this intentional?
Yeah I noticed that as well.

Are you going to make the little icons at the bottom clickable? (in addition to the hotkeys) That's how I found out about the mouse thing.


The Icons will be clickable yes, and again the windows cursor should be in the same place now, hopefully.
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Mr. RPG
post Aug 28 2008, 10:35 PM
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Great game! I love it! 9.6
I recommend adding doom level music though. I'll keep an eye out for this game!
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Drewdelz
post Aug 29 2008, 08:27 AM
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Great job so far! smile.gif
My suggestions:
- Improve movement system by allowing the player to slide against walls and not "stick".
- Make clickable buttons at the bottom.

Pretty much the same stuff everyone else said. tongue.gif lol

Keep up the good work!
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if_software_
post Aug 31 2008, 04:27 AM
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Update!

-HUD Quick slots
-Interactive HUD
-Enemy info diplays
-Bosses
-Weapons
-Items
-Minor Bug fixes


QUOTE (Demon Rider @ Aug 28 2008, 10:35 PM) *
Great game! I love it! 9.6
I recommend adding doom level music though. I'll keep an eye out for this game!


Thanks! I have been testing some music on and off but it's hard to get it to fit properly, because the pace of the music is really fast for an RPG. My plan is to have it play certain music depending on what is happening rather than depending on the level. For example there would be separate music for battles like most RPGs.

QUOTE (Drewdelz @ Aug 29 2008, 08:27 AM) *
Great job so far! smile.gif
My suggestions:
- Improve movement system by allowing the player to slide against walls and not "stick".
- Make clickable buttons at the bottom.

Pretty much the same stuff everyone else said. tongue.gif lol

Keep up the good work!


Thank you. I've been working on the movement system, but have yet to find a solution to smooth isometric collisions, and the HUD buttons are now clickable.
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Cave Man
post Aug 31 2008, 05:54 AM
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this is so awesome! if there is any way I can help I'd be glad to! (good idea man (items, enemies, boss levels, puzzles, etc.), animator, spriter, tester, debugger, coder)
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if_software_
post Aug 31 2008, 11:46 PM
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QUOTE (Cave Man @ Aug 31 2008, 05:54 AM) *
this is so awesome! if there is any way I can help I'd be glad to! (good idea man (items, enemies, boss levels, puzzles, etc.), animator, spriter, tester, debugger, coder)


As of right now I'm not looking for any help, but I'll be sure to keep you in mind, thanks for the support!

BTW, PlanetDOOM did a story on the game plus picture of the day!
http://planetdoom.gamespy.com/fullstory.php?id=153498
http://planetdoom.gamespy.com/View.php?vie...tail&id=354
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-psyren-
post Sep 4 2008, 01:00 PM
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Wow, well I originally searched for and found this forum because of another game I saw, so this one was a surprise, and I had to register to give some feedback. smile.gif I'm just a player and not a programmer at all, so I hope people don't mind my comments.

Maybe I got a bad download or something, but I have some questions:
1. None of the options on the main menu seem to work except 'new game' and 'exit'.
2. Are there only three levels? I get to an exit and click it, and it sends me back to the main start screen again.

General game issues:
3. I don't like the "click to move" idea. First I have to aim and fire, then I have to change my aim to click and try to move out of the way if the enemy fires back. I would suggest maybe using cursor or the WASD keys for 'X' type movement, (W = up and right, S = down and left, since it's isometric). Along with this, it would be more innate controls to assign L mouse as 'fire' and R mouse as 'use' in my opinion.
4. Something is strange with the enemy AI. Many places I can move to the edge of a hallway and fire at them while they don't move or even notice me because I haven't gotten all the way around the corner yet.
5. If the zombie soldiers don't have a ranged attack, then they shouldn't drop ammo. smile.gif

As someone else mentioned, having part of the wall become transparent when the player goes behind it is a good idea also. Just adding some kind of invisible blocking so the player can't get so close to the walls would work fine though.

So, you have really done a great job thus far. If there are more than just three levels eventually, with the movement and enemy AI fixed up to be more responsive, I feel this will be a really great game. I can already imagine this loaded up with tons of enemies, "Alien Shooter" style.

It will be on my tribute page - http://numerometria.com/robotron.htm

Edit:
Thinner walls in some places, if possible (?) and doors would be a nice addition and make your levels more interesting also.

This post has been edited by -psyren-: Sep 4 2008, 01:11 PM
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