lol. so 28 years later it finally arrived on the Amiga, in epic shape. very awesome. :-) isn't it amazing how far we (more precisely: KK/Altair) have come? this has become an art form, so far beyond anything anyone could imagine would be possible. what's next? Tomb Raider AGA? :-D
Pure awesomeness!!! I love this project! EDIT: Actually, while I am watching this, I am blown away! Extremely useful info and magic of coding revealed! SUPER AWESOME!
What a wellmade video. Shows well enough that the Amiga, as versatile as it may be, is overcomplicated to develop for. Thank god there are sounddrivers available which do a good job, upto handling music and SFX priorities.
I'm still in the middle of writing one. :) And as far as PC goes, it usually goes down to mixing and resampling, either in hardware or software. But I won't mix sounds realtime on 68000 definitely. :)
@@KKAltair I'm using Protracker V2.3B Playroutine for sim-playing music and SFX in Reshoot Proxima 3, as it's got many features built-in and keeps a rather low footprint on memory and rastertime. Realtime channelmixing would be great, but if of course out of the question for ingame use on basic Amiga-systems
All that time and great work coding and then more time making a pro youtube out of it. Thank you so much! I love watching these and cant wait for the finished product.
I naively expected the sounds to be a mere formality but my god. Does this mean there won't be any atmospheric music during gameplay ? Because the sounds seem to already ask for everything the Amiga can provide. I'm not a great judge of sounds but I really like the monsters' grunts. One thing that I liked in Doom (like many other people) is that you can hear monsters from a room or two away and it feels that there's something around the corner. It creates a sense of threat and gives the game a nice atmosphere.
My dream is to add custom music player that would be able to sneak in any sounds as well dynamically. That won't most likely be able to support stereo, but mono+music feels doable. And thanks for reminding about ambient monster sounds. :)
@@KKAltair if you manage to include music support and don't have any composer in mind yet, please give me a call! i can give you some amigamods as example of my past work, this project is amazing and i'm loving following as it progresses :)
Quite a bunch of tricks, algorithms and optimization that weren't known or discovered at the time. And PC with good emulator, that really improves precomputations, prototyping and iteration times.
@@KKAltair ahh that does make sense. The ability to type the code, click a couple of buttons and see it work/not work on the same computer in another window in a short space of time would greatly reduce development time. Coupled with new techniques.. OK maybe it's not so nuts then 😊
The animations in this episode were absolutely AMAZING! Extremely good at visualizing what is happening under the hood. :) (although they can be quite quick when you try to study them). I wonder if you will be able to add music with all the sound projections, perhaps there is a way to add some kind of atmospheric ambience sounds. :) (like blipping when you are close to a computer, a fan sound when you are near a fan etc) I bet that you could always include channel mixing in the future, although it would impact performance (on A500 it's not really desirable, but on the A1200, or with an accelerator it could be a worthwhile trade-off). And I know you like adding options! ;) btw. does this mean that I need to do a new video as well? I bet it does. ;)
I remember now. I was thinking that the item pick up sound had an amiga feel and it was nice, that's because it is similar to one off the Amiga game Warzone.
Dzięki za ten ułamek grosza! :D Dużo ich się wyświetla, w ogóle? Patreona nie zakładam, dopóki nie wypuszczę exeka, więc póki co zobaczymy co YT z reklam zaoferuje.
@@Borgan_Black Ach ten jutub. :) Ale da się przeskoczyć, racja? Bo pamiętam, że te co bardziej perfidne opcje (overlay, non-skippable, itp) wyłączałem. :)
Absolutely stunning. If it was only not soo long between the videos :D. Have you ever thought of doing some kind of development blog? You could use the material that you create for the videos anyway.
I really love your videos... I like following your progress... very impressive.. When you have finished the game... you should make a video on the tools you used to code this game.
You can see all of the tools in the game. Visual Studio as an IDE, vbcc and Doom Builder 2. The dreadtool.exe converter was written from scratch for this project, and uses my own DirectX libraries and menu system I've also written from scratch back in the day.
I hope you're not hitting any serious performance walls yet, would be good to see as many doom stuff ported over as possible. Do you think basic parallel port/modem multiplayer would be possible?
fantastic work. Could it be that the sound for the opening of the doors is a little loud? hearing this constantly at this level could be worth looking into?
Personally, I'd go for shorter grunts at slightly higher samplerate :) They're actually too long and a bit amusing :D I'd add some footsteps to the set. Spatialization sounds great - probably the best on Amiga so far?
@@KKAltair I worked also as sound designer for games, hit me if you're out of options ;) Also, can multiple samples be assigned to one animation at desired keyframes? That would be saving for sounds like gung cocking etc - multiple tiny sounds instead of longer continuous one.
@@jammerc64 That's exactly what we plan to do ;) Also the ability to playback at different keys/frequencies can help a lot. Like f.e. that reload sound can be cropped to be a single click and then play it twice in normal and lower frequency (like click-clock). This can also double down as a sfx for ammo pickup. Samewise for grunts and other stuff. Other than that, getting in better quality sfx or sfx mastered (eq, limiting, compression e.t.c.) with Paula's audio range and flavour in mind, can also do wonders in regards to enhancing the overal result.
I have an Amiga with an Apollo 1240, I have a 68060 to either upgrade the Apollo or get a Warp 1260. Yet despite having a very powerful Amiga, I'm looking forward (and amazed) to seeing what was possible on a 36 year old computer with a 7Mhz processor.
I wouldn't believe it was possible, too, until I tried and made Wolfenstein engine in Wildcat. :) (and I have Blizzard 060, but yet no Amiga 1200 to put it into... so I'm stuck making Dread for a while) ;)
@@kyle8952 I can wholeheartedly agree with that statement. Elon Musk is a terrible person, his goals are megalomaniac. Marketing-wise his endeavors are framed as being eco-friendly and beneficial to the environment and the human race, but once you start to peel the layers it is all about money, power and exploiting the purchasing power of 2nd class citizens. He is hooking onto the "green trend" with innovation. But in reality nothing he does actually truly helps the environment. And with that being said. KK is an awesome guy! :D But yeah I get what you mean @clffreak... KK is extremely talanted, and innovating with his engine in the Amiga space. :)
Ok, another question. Were there any plans for music? In the event that is so, i'd be interested in contributing my musical talent to anything, really.
They definitely are. :) Once the demo is out, I imagine we will be opening a Discord to stay in touch with possible fans, modders and collaborators. :)
@@KKAltair In a game like this I think the stereo effects are more important than music. People can put on a CD if they like music to the game ;) CD32 would be perfect. Very nice surprise with the stereo effects. The game is now also a sound fx marvel :D
@@KKAltair Thanks for the reply! As I understand it uses Fast RAM in a clever way. I remember in your Xenium talk, you mention the C2P routine used the Blitter in parallel with the CPU. I think, of course, that's only possible with fast mem. I'm guessing the difference is maybe 10 fps with slow/chip mem versus 20 fps with fast?
@@carbonara2144 Hahaha, it is! :) I was personally extremely impressed by the full-screen output, image quality and playable frame rates. And I can confirm it's running great as I have previewed it on real hardware. ;)
Funny, because I credited Arne (androidarts.com) who made them and let me use them in 3 places. :) They were originally published at the link below, at about 1/6th from the bottom of the page (the page is veeeery long, full of beautiful pixel mockups and doodles). :) androidarts.com/Amiga/AmigaPixels.htm
Maybe there is someone in this world whos day have passed without using dot product. But it wasn't me either. I'm still watching. And I'm not bored by technical details. But it doesn't mean I understand. And I'm never gona touch Amiga.
Congratulation, the time and love you are dedicating to this project are rewarded with excellent results :-) Do you think there is a possibility to add music in the levels ?
Yes. As I have written in the video when first presented, in final credits, and in the video description. :) I've also of course contacted Arne first for permission.
@@KKAltair Oh, was he credited in the video? I must have missed that part. I'd looked in the video description for it, and didn't see anything, so I figured I'd ask.
Right now the game is just an exe ~434kB large. So it takes about half a disk (no tragedy) or you can keep it on HD (but don't count on returning to your system - the game kills it). But soon the HD option will be gone for some time, as I plan to implement dedicated map loading from FDD (and having no system in the background means no HDD at least for now).
@@KKAltair Będą jakięś dzwięki tła/środowiskowe? Jakieś buczenie maszyny czy coś tam, wystraczyłby jeden powtarzalny sampel. Było tak w pierwszym Alien Breed 3D.
Łał toż to jest to na co A500 czekała od trzech dekad prawie. To będzie moja pierwsza w 100% legalna gra, którą zakupię i mam nadzieję, że pod emulatorem nie będzie problemów z dźwiękiem. Niestety moja Amiga jest 1600 km oddalona ode mnie i na dodatek potrzebuje salonu odnowy, a kto wie może i recapa. Niech już globaliści skończą ten cyrk z pandemią, bo muszę odzyskać moją przyjaciółkę.
Pod emulatorem nie ma żadnych problemów - wszystko w tym video było nagrywane na WinUAE. Co do zakupu, to nie spodziewaj się takiej opcji szybko, bo roboty masa. Generalnie plan jest wydać demo, otworzyć się na community (mody!) i odpalić Patreona. W inny sposób nie dowieziemy tego do końca.
@@KKAltair Rozumiem zasubowałem kanał choć głowa mnie rozbolała od tych "prostych trików" hahaha dla jednych to proste a dla drugich nie wykonalne i kopara opada. Mnie zatkało. Trzymam kciuki za projekt, a jak będziecie mieli Patreona to dajcie o tym znać to coś tam dosypię, albo zaszeleści hahaha.
Hopefully the door closing/opening sound effect you are using is just a temporary. When comparing to the excellent hydraulic door effect on the original Doom, the sound effect on this Doom clone sounds really crap. More like a death rattle of enemy than a door.
Yeah a new Dread video, I was counting the days.
Hopefully next one will be sooner. :)
Me too! Always get so exited when I see the notification! 😂😉
Next up is building a time machine and send this back to 1987 as an Amiga 500 launch title. Imagine what the world would look like now 😜
Motorola CPU in every phone?
ARM instruction set is not that far from 68k, so maybe in an alternate timeline... :)
lol. so 28 years later it finally arrived on the Amiga, in epic shape. very awesome. :-) isn't it amazing how far we (more precisely: KK/Altair) have come? this has become an art form, so far beyond anything anyone could imagine would be possible. what's next? Tomb Raider AGA? :-D
I didn't imagine this possible myself. :)
@@KKAltair sure, Tomb Raider or Call of Duty would look great on AGA Amigas - but noooo, much better: you gotta port Dread to the Atari 2600 :-D
;-)
I was having withdrawal. Glad to see you are back with more
Always! :)
Pure awesomeness!!! I love this project! EDIT: Actually, while I am watching this, I am blown away! Extremely useful info and magic of coding revealed! SUPER AWESOME!
Thanks! :)
In fact, I learned half of this on the go. Never programmed low level Amiga sound before. :)
looking so good, really enjoying following Dreads development. Such a feat on the Amiga 500 :)
Thanks! :)
Another awesome video! The sound is coming out great! this game is going to be epic!
Thanks! :) More to come on this topic! :)
Holy shit. Your progress in this A500 game project are just incredible amazing!
Nice work and best regards.
Thanks a lot! :)
Been waiting so long for this video. And the quality of the content never dissappoint! :D
Thanks! :)
Very nice soundfx. Good work , I will see stairs.
Many thanks! :) Stairs will be coming, but I'll polish the game as it is and release the demo first. :)
Improvements will come later. :)
Nice stuff, and as always the Amiga hardware is great in functionality and has a ton of tiny quirks to figure out :)
Couldn't agree more :)
What a wellmade video. Shows well enough that the Amiga, as versatile as it may be, is overcomplicated to develop for. Thank god there are sounddrivers available which do a good job, upto handling music and SFX priorities.
I'm still in the middle of writing one. :)
And as far as PC goes, it usually goes down to mixing and resampling, either in hardware or software. But I won't mix sounds realtime on 68000 definitely. :)
@@KKAltair I'm using Protracker V2.3B Playroutine for sim-playing music and SFX in Reshoot Proxima 3, as it's got many features built-in and keeps a rather low footprint on memory and rastertime. Realtime channelmixing would be great, but if of course out of the question for ingame use on basic Amiga-systems
@@richardlowenstein9264 That's a good approach, too. :)
I just love the depth in these videos. Very interesting.
thanks for the new video, its sounding and looking amazing now!
Thanks! :)
But I assure you, it does not look amazing... yet. ;)
We can do better. :)
Amazing dedication and work on the sound, truly appreciated! It looks (and now sounds) amazing!
Glad you like it! :)
All that time and great work coding and then more time making a pro youtube out of it. Thank you so much! I love watching these and cant wait for the finished product.
Thanks! :)
Glad to have you back! hope to see this release soon!
Still quite a lot of work, but we're getting there! :)
I naively expected the sounds to be a mere formality but my god. Does this mean there won't be any atmospheric music during gameplay ? Because the sounds seem to already ask for everything the Amiga can provide.
I'm not a great judge of sounds but I really like the monsters' grunts.
One thing that I liked in Doom (like many other people) is that you can hear monsters from a room or two away and it feels that there's something around the corner. It creates a sense of threat and gives the game a nice atmosphere.
My dream is to add custom music player that would be able to sneak in any sounds as well dynamically. That won't most likely be able to support stereo, but mono+music feels doable.
And thanks for reminding about ambient monster sounds. :)
@@KKAltair if you manage to include music support and don't have any composer in mind yet, please give me a call! i can give you some amigamods as example of my past work, this project is amazing and i'm loving following as it progresses :)
This is just nuts. Why is it you can achieve this when they couldn't in the day? My A600 is still set up and waiting for a demo 😊 Superb!
Quite a bunch of tricks, algorithms and optimization that weren't known or discovered at the time. And PC with good emulator, that really improves precomputations, prototyping and iteration times.
@@KKAltair ahh that does make sense. The ability to type the code, click a couple of buttons and see it work/not work on the same computer in another window in a short space of time would greatly reduce development time. Coupled with new techniques.. OK maybe it's not so nuts then 😊
@@squeakonline Exactly. :)
The animations in this episode were absolutely AMAZING! Extremely good at visualizing what is happening under the hood. :) (although they can be quite quick when you try to study them). I wonder if you will be able to add music with all the sound projections, perhaps there is a way to add some kind of atmospheric ambience sounds. :) (like blipping when you are close to a computer, a fan sound when you are near a fan etc) I bet that you could always include channel mixing in the future, although it would impact performance (on A500 it's not really desirable, but on the A1200, or with an accelerator it could be a worthwhile trade-off). And I know you like adding options! ;)
btw. does this mean that I need to do a new video as well? I bet it does. ;)
Yes, I'm really waiting for one of yours! :)
Wow. I can’t wait for a playable demo 👍
Working towards this exact goal. :)
I remember now. I was thinking that the item pick up sound had an amiga feel and it was nice, that's because it is similar to one off the Amiga game Warzone.
I didn't compare, but it game me the Citadel (Amiga) feeling as well.
Świetna robota. Obejrzałem reklamy jako wyraz wsparcia, oby tak dalej 😁
Dzięki za ten ułamek grosza! :D
Dużo ich się wyświetla, w ogóle?
Patreona nie zakładam, dopóki nie wypuszczę exeka, więc póki co zobaczymy co YT z reklam zaoferuje.
@@KKAltair no nawet z 10 minut reklam, kilka razy
@@Borgan_Black Ach ten jutub. :) Ale da się przeskoczyć, racja? Bo pamiętam, że te co bardziej perfidne opcje (overlay, non-skippable, itp) wyłączałem. :)
@@KKAltair najpierw obejrzałem i pominąłem a potem drugi raz bez głosu sobie leciały z reklamami długo jak na Polsacie 😅😁
@@Borgan_Black :D
Absolutely stunning. If it was only not soo long between the videos :D. Have you ever thought of doing some kind of development blog? You could use the material that you create for the videos anyway.
This is basically my development blog.
Maybe I'll just stop making such a fancy animations, so the videomaking is less painfull, though.
What a nice surprise! Thanks for the video :)
Thanks for watching! :)
Looking forward to this video :) thank you very much!
Have a good watch! :)
This looks, and now sounds like it will be a great game :)
Definitely would love it to be one. :)
fabulous. Keep up the good work peeps !
Thank you! Will do! :)
Amazing! Can't wait to play it.
Give me some time and we'll get there. :)
This is great stuff, high quality.
Much appreciated! :)
I really love your videos... I like following your progress... very impressive.. When you have finished the game... you should make a video on the tools you used to code this game.
You can see all of the tools in the game. Visual Studio as an IDE, vbcc and Doom Builder 2.
The dreadtool.exe converter was written from scratch for this project, and uses my own DirectX libraries and menu system I've also written from scratch back in the day.
brilliant work, glad to see another video drop
Much appreciated! :)
kawał dobrej roboty
Dzięki! :)
take my money KK, I can't wait to see this project finished!
Me too! :)
I hope you're not hitting any serious performance walls yet, would be good to see as many doom stuff ported over as possible. Do you think basic parallel port/modem multiplayer would be possible?
I'll definitely try to implement null-modem (a.k.a. three wires connecting serial ports) for 2-player deathmatch at one point. And later we'll see. :)
Great job 👏 I can’t wait for next episode. Any Demo version??
Working towards the demo. John strongly opposes releasing anything sub-par, so we still have some stuff to improve. :)
At last! New video! Great stuff!
More to come! :)
That is some awesome programming
Another incredible video. Many thx.
Glad you enjoyed it :)
Totally have to Big Box this game!
It's still a looong way! :)
fantastic work. Could it be that the sound for the opening of the doors is a little loud? hearing this constantly at this level could be worth looking into?
We'll be replacing sounds anyway, so it should be fine. :)
KK delivers! As always! Great video :)
Glad you like them! :)
Great stuff as always
Glad you enjoyed it! :)
I was just thinking about the project a few days ago.
About 5:00 I also started to think of the movie "Ferris Bueller's Day Off"...don't know why.
I'm thinking about it at least every second day (there's still work & life to go with it). :)
Personally, I'd go for shorter grunts at slightly higher samplerate :) They're actually too long and a bit amusing :D I'd add some footsteps to the set. Spatialization sounds great - probably the best on Amiga so far?
All sounds will be replaced, so stay tuned! :)
@@KKAltair I worked also as sound designer for games, hit me if you're out of options ;) Also, can multiple samples be assigned to one animation at desired keyframes? That would be saving for sounds like gung cocking etc - multiple tiny sounds instead of longer continuous one.
@@jammerc64 That's exactly what we plan to do ;) Also the ability to playback at different keys/frequencies can help a lot. Like f.e. that reload sound can be cropped to be a single click and then play it twice in normal and lower frequency (like click-clock). This can also double down as a sfx for ammo pickup. Samewise for grunts and other stuff. Other than that, getting in better quality sfx or sfx mastered (eq, limiting, compression e.t.c.) with Paula's audio range and flavour in mind, can also do wonders in regards to enhancing the overal result.
Would a subtle flash on Dread Guy's face in time with firing look good? Maybe continuous chain gun when smile is activated?
Will there be any kind of music in the game? Even if it's something simple? Something that sounds like a synth of some sort of adlib emulation?
I'm planning to add music at one point, but there are more important things right now. :)
I know I might be crazy to ask but, public level editor branch?
Public level editor is very soon on our roadmap.
@@KKAltair Cool, Dread will soon have a plotonia equivalent.
I have an Amiga with an Apollo 1240, I have a 68060 to either upgrade the Apollo or get a Warp 1260. Yet despite having a very powerful Amiga, I'm looking forward (and amazed) to seeing what was possible on a 36 year old computer with a 7Mhz processor.
I wouldn't believe it was possible, too, until I tried and made Wolfenstein engine in Wildcat. :)
(and I have Blizzard 060, but yet no Amiga 1200 to put it into... so I'm stuck making Dread for a while) ;)
KK is the new Elon Musk of the amiga world. Kudos and thank you for leaving us all speechless.
Wow, thanks :D
But I certainly don't feel that way. There are better guys than me.
Why would you call KK elon musk? KK is a good person and elon an egomaniac with poor impulse control and a personality cult
@@kyle8952 I can wholeheartedly agree with that statement. Elon Musk is a terrible person, his goals are megalomaniac. Marketing-wise his endeavors are framed as being eco-friendly and beneficial to the environment and the human race, but once you start to peel the layers it is all about money, power and exploiting the purchasing power of 2nd class citizens. He is hooking onto the "green trend" with innovation. But in reality nothing he does actually truly helps the environment. And with that being said. KK is an awesome guy! :D But yeah I get what you mean @clffreak... KK is extremely talanted, and innovating with his engine in the Amiga space. :)
@@PixelShade yes, what I meant was being an innovative pioneer, not Musk's personality.
Looking and sounding great! Are you able to get someone to redraw the textures like you did with the weapons?
John already redrew the textures. And all items as well. They just aren't "in" and deserve an episode for their own. ;)
Very nice!
Thank you! Cheers!
Could you fix dithering on the world rendering too? Just like you did with the player weapon before switching to sprites?
We have something much better in stock already. :)
@@KKAltair cool!
Ok, another question. Were there any plans for music? In the event that is so, i'd be interested in contributing my musical talent to anything, really.
They definitely are. :) Once the demo is out, I imagine we will be opening a Discord to stay in touch with possible fans, modders and collaborators. :)
Perfect!!!
Thanks! :)
Stereo sound fx :D Is that done before on the Amiga? It will for sure make the game more realistic. Great work.
I don't know, but without music so far it felt like a good use of channels and a nice gameplay helper. :)
@@KKAltair In a game like this I think the stereo effects are more important than music. People can put on a CD if they like music to the game ;) CD32 would be perfect. Very nice surprise with the stereo effects. The game is now also a sound fx marvel :D
@@nikosidis Stereo (and no music) will definitely remain an option. :)
7:25 nice chips :-) if someone should ever produce these again please put that imagery onto them :-D
My thoughts exactly. :) Thank Arne (androidarts.com) for the graphics.
I'm really enjoying these updates, thanks! What would be the minimum hardware specs for this? Is it A500+ ECS with 512KB fast mem?
Any OCS Amiga platform with 512kB Slow RAM.
Expect noticeably higher framerate with 512kB Fast.
@@KKAltair Thanks for the reply! As I understand it uses Fast RAM in a clever way. I remember in your Xenium talk, you mention the C2P routine used the Blitter in parallel with the CPU. I think, of course, that's only possible with fast mem. I'm guessing the difference is maybe 10 fps with slow/chip mem versus 20 fps with fast?
This is really planned to work on A500 without accelerator?! Really amazing.
@@carbonara2144 Hahaha, it is! :) I was personally extremely impressed by the full-screen output, image quality and playable frame rates. And I can confirm it's running great as I have previewed it on real hardware. ;)
@@PixelShade How on earth is that possible on 7,14Mhz computer! I have an A500 1Mb and A3000/060 waiting for this game :) I will buy this for sure.
Great job! :O Szacuneczek! :)
Dzięki! :)
What are those anime characters on the amiga chips? i cant find them. the original doesnt seem to have those.
Funny, because I credited Arne (androidarts.com) who made them and let me use them in 3 places. :)
They were originally published at the link below, at about 1/6th from the bottom of the page (the page is veeeery long, full of beautiful pixel mockups and doodles). :)
androidarts.com/Amiga/AmigaPixels.htm
@@KKAltair Thank you!
Maybe there is someone in this world whos day have passed without using dot product. But it wasn't me either.
I'm still watching. And I'm not bored by technical details. But it doesn't mean I understand. And I'm never gona touch Amiga.
Ok, final question. Are we going w/ an episodic approach or a continuous approach?
What do you mean?
awesome!
Thanks!
Congratulation, the time and love you are dedicating to this project are rewarded with excellent results :-)
Do you think there is a possibility to add music in the levels ?
Yes, absolutely :)
I'm assuming It would end up being music OR sound effects, due to the relatively small number of sound channels available on the Amiga.
I already have played 4 channel music AND sound effects on 2-channel Atari 2600.
There are 4 Paula channels, so let me try before judging. :)
@@KKAltair Well, you do continue to surprise!
On the Amiga Doom source port, they figured out how to get music and sfx at the same time, so I think he can pull it off here.
So this basically takes up all 4 channels.
Is this why there is no music in the amiga version?
Hehe... are those icons on the Amiga chips from Arne? :P
Yes. As I have written in the video when first presented, in final credits, and in the video description. :)
I've also of course contacted Arne first for permission.
@@KKAltair Oh, was he credited in the video? I must have missed that part.
I'd looked in the video description for it, and didn't see anything, so I figured I'd ask.
@@Icelink256 "Chip graphics courtesy of Arne". It's there all the time. :)
How do you think Dread would turn out on the Atari ST?
I hope you'll eventually add .MOD music into this.
I plan to add music, but hopefully not MOD.
I have better ideas. :)
I see that's art by AndroidArts.
Just as I acknowledged in the video info and credits. :)
Of course I asked Arne first, and he allowed me to use it.
I guess loading times from floppy will be quite long. I can take it if the game is good. I guess you can also install to HD if you have one?
Right now the game is just an exe ~434kB large. So it takes about half a disk (no tragedy) or you can keep it on HD (but don't count on returning to your system - the game kills it).
But soon the HD option will be gone for some time, as I plan to implement dedicated map loading from FDD (and having no system in the background means no HDD at least for now).
I got notified. I clicked.
Was not disappointed. Well done! Can't wait for a downloadable demo!
Thanks! :) We are slowly getting there. Josh insists on replacing all graphics before the demo, so it will still be a while, though.
YEs!
Exactly: Yes! :)
(and I would add: Finally!) :)
@@KKAltair Będą jakięś dzwięki tła/środowiskowe? Jakieś buczenie maszyny czy coś tam, wystraczyłby jeden powtarzalny sampel. Było tak w pierwszym Alien Breed 3D.
@@MrMarianoamigo Myślę, jak tu muzę dodać. :)
@@KKAltair Ło panie, na bogato.
@@KKAltair a ile pamięci/cpu na muzę chcesz/możesz przeznaczyć?
Ingenious coding.
Thanks! :)
In due time, when it's done, we'll definitely think of it. :)
Łał toż to jest to na co A500 czekała od trzech dekad prawie. To będzie moja pierwsza w 100% legalna gra, którą zakupię i mam nadzieję, że pod emulatorem nie będzie problemów z dźwiękiem. Niestety moja Amiga jest 1600 km oddalona ode mnie i na dodatek potrzebuje salonu odnowy, a kto wie może i recapa. Niech już globaliści skończą ten cyrk z pandemią, bo muszę odzyskać moją przyjaciółkę.
Pod emulatorem nie ma żadnych problemów - wszystko w tym video było nagrywane na WinUAE.
Co do zakupu, to nie spodziewaj się takiej opcji szybko, bo roboty masa.
Generalnie plan jest wydać demo, otworzyć się na community (mody!) i odpalić Patreona.
W inny sposób nie dowieziemy tego do końca.
@@KKAltair Rozumiem zasubowałem kanał choć głowa mnie rozbolała od tych "prostych trików" hahaha dla jednych to proste a dla drugich nie wykonalne i kopara opada. Mnie zatkało. Trzymam kciuki za projekt, a jak będziecie mieli Patreona to dajcie o tym znać to coś tam dosypię, albo zaszeleści hahaha.
this is excellent work, but the door noise is so annoying to hear repeatedly
All sounds will get replaced in time, so don't worry. :)
Days without using dot product: 0 :)
Apparently, a few passed by now. :)
Hopefully the door closing/opening sound effect you are using is just a temporary. When comparing to the excellent hydraulic door effect on the original Doom, the sound effect on this Doom clone sounds really crap. More like a death rattle of enemy than a door.
We will be replacing all sound FX soon. :)
KK is currently using freedoom assets. that will change in the future. :)