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Doom 2D Multiplayer [v0.6 b126]


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#1 PrimuS

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Posted 15 February 2012 - 01:06 PM

Description
D2DMP is a simple online 2d platform shooter. As you've probably guessed, it is inspired by ID Software's Doom series, and in fact is a remake of an old russian Doom II demake called 'Doom 2D', which had almost nothing to do with the game it was named after, aside from some assets. It was made by a bunch of russian coders (called Prikol Software) in 1996, and was a nice platform-puzzle-shoot-em-up-thingy.
Doom 2D also had a two-player split-screen deatmatch mode. So we took that stuff and completely remade it using 39DLL and GM8, and now you can crush, kill and destroy up to 24 of your friends over the net like in the good ol' times.
It is also open-source and is being updated constantly, so you can watch me gradually failing at online programming, or just use the networking part as an example for your future games.
Hell, just watch the video:


Features:
Spoiler


Download
0.6 126: Here ya go. (About 8.9 MB)
No mirror yet.

It contains the game, the map editor, the documentation and the .gmk sources.
Also, check these out:
All currently present user-made maps in one mappack (~5.40 MB, last updated 11 Jun 2012).
All currently present user-made player skins in one skinpack (~200 KB).

Changelog
Spoiler


Screenies!
These are from an older russian version, so do not get scared.
Spoiler


Additional info, including ze credits, is placed in the 'ReadMe.txt' file.
The game was inspired by Doom 2D: Forever, another Doom 2D remake, which has no online multiplayer, but sure has a fun botmatch mode. Google that for yourself.
UPD: Eh, heavily updated the post.

Edited by PrimuS, 10 July 2012 - 05:11 PM.

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#2 Benxamix2

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Posted 15 February 2012 - 02:14 PM

Looks good!
:D
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#3 NeParij

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Posted 15 February 2012 - 09:21 PM

Ohh! This is awesome!!!
I played D2D to the end) That's great!
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#4 PrimuS

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Posted 16 February 2012 - 11:17 AM

So yeh, as i promised, here are the mappack and the skinpack.
Thanks for the feedback, also. Moar players in the game would actually be awesome.

Edited by PrimuS, 16 February 2012 - 11:31 AM.

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#5 PrimuS

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Posted 18 February 2012 - 01:57 PM

Come on, guys, isn't anyone in need of an online engine example or just a brainless shoot-em-up?
I can host a server for a while if you need it.

Edited by PrimuS, 18 February 2012 - 01:58 PM.

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#6 Benxamix2

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Posted 22 February 2012 - 06:06 PM

Gonna take the GMK example of networking, learn from it, and apply it for my game, thanks :D

Edited by Benxamix2, 22 February 2012 - 06:06 PM.

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#7 PrimuS

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Posted 22 February 2012 - 08:22 PM

You're free to do it, if you manage to understand my code. It's in a very bad condition :3
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#8 Benxamix2

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Posted 23 February 2012 - 12:46 PM

I've fought against heavy spaghetti code...

This isn't so much one of these, it's just another method of coding ;)
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#9 PrimuS

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Posted 28 February 2012 - 06:32 PM

First 24/7 server is up. Well, it is not completely 24/7, 'cause it's running under Wine and we're still fixing some bugs and performance issues, but it's working for the most time, and will become more stable after the next update.

Edited by PrimuS, 28 February 2012 - 06:42 PM.

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#10 PrimuS

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Posted 09 March 2012 - 06:28 PM

Hell yeah, the 124 update is finally out. Here's a smaller list of changes:
- new maps;
- improved netcode;
- map transferring system;
- improved performance (somewhat);
- ability to change the screen resolution;
- loads of small changes.
Download it in the first post. I'll also upload an updated mappack soon.
And as i said before, we now have a 24/7 server running. We've polished almost all bugs and other uncomfortable things (i think), so you can come and play a bit.
Also, the game now uses 7z.exe (packed into binaries) and 7z.dll to archive map resources for easier transferring. 7Z_License.txt included.

Edited by PrimuS, 09 March 2012 - 06:33 PM.

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#11 PrimuS

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Posted 07 May 2012 - 03:44 PM

Damn, i completely forgot about updating this topic. New skinpack and mappack are coming soon, plenty of maps got released since the last ones.
And i translated one of the mods to English and updated it so it could work with 124.

Here it is: http://dl.dropbox.co...ambomatch04.zip

Also updated all the download links. And the serverlist needs to be fixed.
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#12 deathzero021

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Posted 30 May 2012 - 06:05 AM

I hate to say this but this looks... pointless. Doom's whole point of existence was being 3D. The level design doesn't look too good and the tiles/sprites just don't fit well together. I like 2D Shooters but this just doesn't look quite right, with how fast everything moves and the strange animations for the players. I guess the graphics are really the weakest part here. The sky background is a NO.

I do think this could work but for now i'll stick with original Doom multiplayer.
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#13 Super Guy

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Posted 30 May 2012 - 10:01 AM

I love the looks of it from the video, I may play it later.
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#14 PrimuS

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Posted 07 June 2012 - 04:56 PM

 


Well, we're not trying to create a fancy new game here, we're just remaking an amateur demake of Doom 2 made by a couple of random guys in 1996. It's not like it was SUPPOSED to be like doom, they just took the assets, so we're not making a game like Doom, we're making a game like Doom 2D. Even the graphics are being made as similar to the original as possible, including the strange animations and stuff.
Guess you could say 'why the hell call it Doom 2D then', and i've been really thinking on renaming it and using different graphics, but i can't draw stuff. Maybe i'll do that later.
If you don't like the default sprites, take a custom skin with smooth animations or stuff.
The map design is also quite variable, entirely depends on the mapper, cause you can use any resources you want, like look at this here:
Posted Image Posted Image Posted Image Posted Image

It would be really nice if i could get more feedback like this.

Edited by PrimuS, 08 June 2012 - 03:19 PM.

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#15 Barldonkulous

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Posted 07 June 2012 - 05:48 PM

Looks awesome, im going to check it out, see if i can host a server or something..
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#16 PrimuS

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Posted 07 June 2012 - 06:35 PM

EDIT: Serverlist is not down, its host just blacklisted our 24/7 server for frequent connections. What a shame. That is already fixed in the next update.
whatismyip.org has changed its main page tho, so sv_lan will turn on automatically because server cannot get its ip anymore. Also fixed in the next update.
And the 24/7 server's IP is 109.195.21.30

Edited by PrimuS, 08 June 2012 - 06:43 PM.

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#17 PrimuS

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Posted 11 June 2012 - 04:03 PM

Compiled a new mappack, URL is in the OP.
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#18 PrimuS

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Posted 01 July 2012 - 11:15 AM

Build 125 is finally out, with CTF, TDM and a bunch of new maps and features. Check it out in the first post.
Our 24/7 server is up again, as well as the masterserver.
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#19 kamikaze21

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Posted 03 July 2012 - 03:26 AM

Build 125 is finally out, with CTF, TDM and a bunch of new maps and features. Check it out in the first post.
Our 24/7 server is up again, as well as the masterserver.


great, but with the GM:Studio not working ... alot of conflict :D
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#20 PrimuS

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Posted 03 July 2012 - 05:57 PM

You mean the sources? Well yes, this was made using GM8, not even 8.1.
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