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/vr/ - Retro Games

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>> No.7721048 [View]
File: 18 KB, 203x214, that 30 year old demon.jpg [View same] [iqdb] [saucenao] [google]
7721048

>>7717245
Such a good time, a really good time.

>> No.5803231 [View]
File: 18 KB, 203x214, that 30 year old demon.jpg [View same] [iqdb] [saucenao] [google]
5803231

>>5802210
I racked my brain for a while.

>Super Metroid
>True Lies
>Final Fight 3
>Wild Guns (this one was really hard)
>Super Street Fighter 2 Turbo
>Shadowrun (kinda)
>Arkanoid : Doh It Again
>Harvest Moon
>Dr. Mario
>Earthbound
>Spawn : The Videogame
>Final Fantasy 5
>Final Fantasy Mystic Quest (this one's a guilty pleasure, but it'd be good for teaching young kids)
>Megaman X
>Megaman X2
>Megaman X3
>Kirby's Dream Course
>Kirby's Avalanche
>Super Smash T.V
>Actraiser
>Metal Marines (you'll really want the manual or a guide for this one though)
>Stargate
>Killer Instinct
>Super Punch-Out!!
>The Adventures Of Batman & Robin
>Alien Vs. Predator

>> No.5033164 [View]
File: 18 KB, 203x214, real human bean.jpg [View same] [iqdb] [saucenao] [google]
5033164

>>5033040
I do like retro because its easy as pie to do stuff in, and some of the map sets made for new doom ports for example, are so much better than the stuff that came out back then its like eating candy.
(plutonia 2, valhalla, btsx, the 1024 series...)

But about modern games I see it the opposite. Its much, MUCH HARDER to do shit now than it was then.
3d Modelling is a BEAR to deal with, you have to go to school for that shit im not kidding. If you're able to do 3d Modelling at all you should be trying to get a real job doing it.
And the only gameplay editing available is pure programming, which you also have to go to school for and have loads of private experience for it to not be another bear to deal with. And even then it'll probably still take 3 weeks for you to do the coding on any mods you wanted to make.

Wanna Make Doom Maps?
A few tutorials gets you started on how to make maps. Map editors like the one in slade or doombuilder are easy. There's some reference stuff to keep track of but thats about it. And I dont even do mapping.

Wanna Make Doom Mods?
Decorate coding, especially using the text editor in slade is pretty damn up front and easy. You might have to be creative for pulling off tricks but the framework is already established, you set up things the way you want it, there's no guesswork involved. You plug in everything you want it to do.

Wanna Make Graphics/Mod for Doom?
Its literally pixel art. And people have been doing it since the 90s. You dont need a modelling program or any training with that shit, a cheap (or free..) copy of PS7 which everybody should have acquired by now will do the trick. It can take you awhile to make the stuff you want... but using a 3d Modeller to make shit will take you longer plus you'd have to be trained in how to use it AND you would still have to do 2d art on it for its texturing.

This is the reason I play and mod doom, because its so damn easy. Compared to any modern alternative.

>> No.4943468 [View]
File: 18 KB, 203x214, real human bean.jpg [View same] [iqdb] [saucenao] [google]
4943468

>>4943445
>>4943453
>>4943295
Decorate is lightweight scripting which is easy to understand and setup and was borrowed based on the doom definition file format from Edge in the early '00s.
I think the name might've been used at first as an extension from the boom port dehacked expansion to cover all the various decoration stuff you might toss in a map, then started to cover all the stuff you would also use dehacked to modify at that time.

Slade has a built in checker for typing up decorate code which highlights things when you have it correct and provides hints for action functions when you type them. Very handy like a compiler suite almost.
> it does not do this for zscript though

Also why didnt Zandro pick up decorate interpretation?

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