With the license of Scuba steve (for to port action doom on ds) and JefKlak (for to edit dsdoom), i and fanadicalcowhead are portin the first action doom on ds. The Monsters, Weapons and items, I'll do this things. The maps Fanadicalcowhead will to do these
wow!, this is exciting, this can be win if you make the new dsdoom version with touch screen aiming
But action DOOM was fro ZDOOM not PrBOOM, how is that going to work, we don't have any scripting capabilities, nor does the DS have the power to support such things.
You'd be amazed of what you can do with boom stuff. I tested his demo version, it had all the graphics, enemies and weapons. And its easy to recreate with .bex dehacked. The maps aren't that hard to remake either. Its all a matter of substituting things. For the map01 boss, plenty of G1 doors and behind all of them was a commander keen which if you tag a door 666 (or 667) it will open. My point is just because there isn't acs doesn't mean you can improvise and unseen corners.
porting action doom is nothing compared to porting t667's TCoTD2 to the ds. And I'm managing that quite well.
Yes I really Love working with Boom as it is a nice break from all the rich features of GzDOOM which my other Star Wars project is for. I've always been one of those people who like to push there hardware to the limit (I still own an Atari 8-Bit and two C64's), so it is only natural that I find my self taking breaks from GzDOOM and trying to dream up new ways to push BOOM where I've never seen it pushed before.
I am eager to get my hands on this Action DOOM port and see what's being done!
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