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Dopply

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About Dopply

  • Rank
    Cock Chaos
  • Birthday 10/29/1992

Contact Methods

  • Skype dopply
  • Website URL http://youchew.net
  • MSN [email protected]
  • AIM Dopplixy

Profile Information

  • Country United States
  • Location KY
  • Gender Male
  • Interests Art, video games, life, running this website, my wife.

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Display Name History

  1. Wii U Thread

    Not like Nintendo couldn't have assigned the Z button to clicking in the right stick, and made L and R light shoulder presses and the bottom ZL and ZR hard shoulder presses. A solution could have been found, they just didn't want to find one. Simple as that.
  2. Devlog 5/5/16

    Hi everyone. A demo might be a bit more off than I initially realized; game making is hard shit, after all. Here is what I accomplished tonight: Added various cutscenes. These were very difficult because I had to manually, by hand, remove the background color. While GMS has an option to remove background color automatically, it is wildly inaccurate and results in the wrong colors being removed. Various code tweaks. Such as: cutscenes are now 100% synced to audio, worlds reset upon leaving them, the cursor and player spawns when you need it to, etc etc. MORSHU. I added him and his shop. This was a treat. Messed around with the main menu some more. This will be the real hang up before a demo, I think. It's going to be a challenge, but since I have most inventory code worked out I think I can suffer through it. The main hang up is a visual quirk that is very hard to replicate; I may have to forfeit it with a less realistic option. Finally fixed inventory code to be what I believe foolproof. It works exactly the way it should now. However, I have not exceeded inventory objects or anything like that so I don't know how it will work in the future, but it does for now, and that's comforting. Made animated backgrounds work with pausing and the inventory. I have quite a bit to do: the main enemy spawning code is worked out in my head but it will be extremely daunting and tedious to actually write. Saving and loading, the menu, etc. I will do my best to have this thing ready by Friday but if it's not, it's not. I want to impress everyone with a polished project. Until next time...
  3. Star Fox General (Pepper) Discussion

    I just thought the actual gameplay was dull as hell and suffering through the motion controls wasn't worth it to experience it. Very similar to Skyward Sword, actually. Like, the entire time, I just wanted to play Star Fox 64 3D. I would rather play Assault than Zero, even...in my opinion, I just think it's a poorly made game.
  4. Wii U Thread

    It's not additional Wii hardware. The Wii U is using PowerPC hardware like the Wii and GCN before it; it is a Wii/GameCube on steroids, more or less. Set the clock speed back and run the native IOS tickets and presto, your Wii U is now functionally a Wii. This also makes it very possible to get GameCube games running with little effort and indeed you can run GCN games on a hacked Wii U Wii mode firmware. I would imagine they'd have to find a solution for the triggers but it's not a big deal: Nintendo going into the garbage and thus being busy with other shit was the problem. It is a disappointment, I agree.
  5. Devlog 5/4/16

    One step closer to the demo! Today, I added the following: Fully functioning game over (though the stab animation and countdown aren't working yet, they will) Music plays correctly (it no longer fades nicely unfortunately, but it's not detrimental to the game) Goronu areas 1 & 2 are complete (MORSHU and the area where you can grind Dairas basically) MORSHU and his sprites and all of that are ready to go. He hasn't been programmed, but that's the next step. Made more spawns and wrapping for better spawns (where the player ends up). Added code wrapping for remastered mode, finally Cleaned up code and optimized here and there I'm so very close to this milestone, I'm very pleased. Not really any more details other than that, just plucking away at various things down the list - I must say this is much more fun than the other steps that have come before. Hope you guys are excited, because this is actually happening. Or maybe I'm just excited I pushed myself this far...well, you guys certainly helped. Thanks again. Until next time...
  6. Devlog 5/3/16

    Of course. It will be complete for those two levels. A sampling of the full game.
  7. Devlog 5/3/16

    I expect to have a short demo out by the end of the week, however the full game won't be finished for quite a while.
  8. Devlog 5/3/16

    Another amazing night. Had a lot of fun this time around. Tonight, I accomplished this: Modified full controller support. Analog stick support does not work quite yet, but everything else does marvelously. Fixed inventory. It now works 100% correctly. I am extremely proud of myself. Made the world map work. It now takes you to where you wish to go. Ropes were not working despite me making sure they did, so I fixed those and they are 100%. Added room and music transitions/fades/player spawns. Again, very proud of myself. Started game over screen (it's not done yet). Expect the final demo by the end of the week folks. You should be able to fully explore Nortinka and Goronu (up to the boulder; the important thing is that you see Morshu). After that, I will begin to build the game level by level and hopefully not run into too many quirks along the way. I have a few remaining things to go before the game is 'production ready': Implement the main menu. It's almost there, but it will be tricky. Work out a saving/loading system and also all of the event flags. I don't think the tutorial will be ready in time either, all in due time. I am very pleased with the results so far, you should be excited too! So many people are going to experience the wonders of Zelda CD-i for themselves later this year. Until next time...
  9. The Powerpuff Girls (2016)

    I hope she made lotsa spaghetti!
  10. General Video Game Chat Rising: Revengeance

    In a perfect world I'd like to play all of my games on my living room connected PC. I have too much dedicated hardware as is. Speaking of, I traded Star Fox Zero in (couldn't even beat it, yeah it was pretty fucking bad) for the new PS4 Ratchet & Clank. I sure am glad I did because it's fucking excellent. It's no surprise because I love Ratchet games anyway, but still. I also picked up the PS4 remaster of Final Fantasy X-X2, that'll be a fucking shitshow lmao.
  11. Devlog 5/1/16

    Needless to say, it's been quite the weekend. I've easily put 20+ hours into the project alone just these past few nights. I've been addicted, you see. So what has my hard work done? Well...let me see if I can recall it all... Refined flying enemies as much as they're going to get. I'm not going to spend much more time on them. They'll get the job done even if it's not 100% true to the original game. Added enemies that throw and walk. This was very simple. With this, all basic enemy AI types are completed and finalized. The hard part is officially over. Ropes now work 100%. This took forever, it was no simple task. Messed with ladders some more. Because there is no dedicated jump button in the original, I had some fun with the remaster: press jump to drop down a ladder. You can do this from the top too, saving a lot of time. Added the world map! It works perfectly, of course. Very simple. Added the main menu...sorta. I'm using old inventory code and while it looks okay, it's nowhere near finished. It shouldn't be too terrible. Just for fun, I added full controller support. It automatically detects it in-game and supports a myriad of controllers, including the Xbox One, Xbox 360, and PS4 controllers. I do not think I will add customizable controls at this point...I had considered it, but it's almost far too much trouble. Perhaps in the future. The controller supports works magnificently and it's a treat to play your own game on one. Well sorta my own game...it plays a hell of a lot better than the original, that's for sure. I'm getting there. I've knocked out almost all of the major hurdles in my way, I'm pretty proud of myself (the only other real one was enemy AI being more advanced, but I don't think I'll be pursuing that any longer). Link went from 60ish lines of code to almost 400, not counting the drawing sprites or anything. I was hoping to have a demo ready for you guys but I think I'll wait just a little longer - I want to knock your socks off (as much as I can for a shitty CD-i game, anyway). This is turning out to be exactly what I had hoped it would...for better or worse. I have a few remaining stumbling blocks...first of which is missing assets. I greatly need help in ripping these. The others, such as saving and loading, event flags and minor bugs, are nothing and are far back on the backburner. I'd say in a couple more weeks the game will be ready to enter full production mode, where I'm laying out and creating assets with all of the code I've made. Oh, and by the game, I mean Faces of Evil. I'm sure that was obvious by now, but deep in my mind I know I have to make another one of these. Since they're almost identical in nature and workings, transplanting one into the other won't be any significant task - but I do plan on doing both, and that will be time consuming. I don't anticipate Wand of Gamelon starting for a few months, at the least. In any case, I'm exhausted. I think I might have worn myself out. I'm going to take another break, I believe, but hopefully not for too long. I would leave you wish screenshots but you guys already know what the damn game looks like. I will be available to answer questions, I think I've made it up to that point at least. Until next time...
  12. Devlog 4/30/16

    Holy fuck what a night! I've stayed up a really long time, if you haven't noticed - the addiction, you see. Well, tonight was a determined yet difficult night. Last night, I proclaimed the ladders work differently. Well, um... Not anymore. The ladders work the way they do in the original. I couldn't really stand for it not to, so I worked extra hard and now they do! It's quite lovely. Ropes still don't work, but they will. Just a little more time, I reckon - this includes manual ropes you find in the game as well. I implemented flying enemies! Woohoo! I now have all non-boss AI programmed. Christ that was hard, but not as hard as everything overall - I'm sure I'll be tweaking all of them until release. However, the flying enemies WILL be different for technical and personal reasons. They have very basic AI where they fuck off after a while, depending on how you evade. The personal reasons...well, I fucking hate the flying enemies in the original, so any way to make it just a bit better I will. As it is now though, the behavior is very close and only a little different (what with fucking off depending on how you evade). I also worked on some more levels - it turns out this is both enjoyable and simple due to the hard work I put in previously - so I feel confident that the main game itself won't take long to lay out once I get the building blocks in place - assuming I ever get all the backgrounds. Now, I'm exhausted. I'm going to get some rest. I would like to promise the last playable demo soon but I have a couple more things to add before that can happen. Until next time...
  13. Steam Sales/Specials and Discussion

    Symphonia is legit amazing; I played it recently and it still holds up. Use fan patches if you get the PC version. If you must have 60 FPS, play or emulate the GCN version. Really Pope, you've played literally the worst ones. Symphonia, Vesperia are the gold standard, please play them.
  14. Steam Sales/Specials and Discussion

    I want Tales of Zestiria, but that's still pretty high.
  15. General Video Game Chat Rising: Revengeance

    I mean if you're going to play a TCG, just play Magic. Yu-Gi-Oh ripped it off wholesale anyway. I used to be pretty into that but haven't bothered lately. Does Tabletop Simulator have support for it? I doubt it since copyright and all, but still. I'd also like to play Settlers of Catan with people but I don't have anyone to play with anymore. Btw I love Tabletop Simulator, we oughta play.