thank u kindly... im trying to keep em rolling out 😅been really busy lately. but i have 2 doom tutorials coming out soon a couple of standalones.. Plz sub to keep up with em :) :) :)
Thank you! I'm happy they are helpful. There wasn't much to go into with this one.. A box collider... is just a box collider, lol. I'm still very new to video editing and I'm still learning, to be honest.. Anytime I see a chance to explain something I had trouble with in the beginning I'll do my best to do so.
@@SpawnCampGames its a nice series and it helps beginners understand how to code. I also like how you dont link code that way people are forced to understand the code and learn. This series is a great resource.
@@sputnick1 there's ways to use copied code to learn from. I used to dissect code to learn how it functioned.. but from experience most ppl copy the code and just use it.. first time a bug happens the whole code becomes useless to them lol..
I've always wanted to make my own doom clone but always gave up because it was too much to deal with, hopefully your tutorial covers it all. Cant wait to see how to actually set up the sprites for the enemies. All tutorials I see are 3d models.
@@SpawnCampGames There are some Wolf3d clone tutorials out there, however I don't follow, they either skip parts or I don't get it but I wasnt able to make it work. I cant really code myself, im good at level editing, texturing, sound, some basic scripting (change existing stuff) however I can't code from scratch so I would need a tutorial. Perhaps you can follow the Wolf3d clone tutorials out there and work from there. I think in theory sprites work the same (front, 45 degree left and right, back, 45 degree left and right back). AI should be similar to Doom too. Ideally there should be a Doom style map editor for this too. I think some dude was working on it. I mean that you could draw sectors, and raise/lower them, like Doombuilder. Trying to map a Doom/Duke3d style map in an editor that isn't designed to work with sectors makes you end up doing maps that don't really have that old school 2.5d feel in my experience.
@@Goku-wh7bf I plan on using Probuilder to GrayBox out E1M1 but yea I agree a map editor would be nice.. And I have been thinking the same thing about the enemy sprites.. 2 sprites front and back.. and then depending on where the player is it will be flipped on its y axis.. and then combine that with movement.. we'll see how it works out before i try to tackle a tutorial on it :) But I definitely agree.. Can't be a Doom clone by using just 3d models ;)
@@SpawnCampGames This guy was making a pretty convincent Doom clone: ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-F7Ksxil2YH8.html ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-Z0bK7wonmPw.html He even got the render looking like the old school lighting of the original Doom engine. It would be a dream to have a template of something like this that you can edit as if you were modding a wad but being able to actually make a separate game and not just a mod. I would finally start working a proper project. I considered gzdoom to develop a game but it has some drawbacks. It's GPL I think but im not sure if I would be breaking some licenses if something slipped in there from the original game by accident. Also for some reason you can't use the context menu in Steam to have people easily join a game for instance. So Unity would fix these issues. However what I don't like about Unity is that apparently it's not a product you buy once, you have to pay like $1800 yearly from what im reading. Yikes.
Is there a way to close the door without relying on a new animation, such as by playing the existing one in reverse? Or do all the doors as seen in the episode just stay open?
How would I go about making a barrel that when it dies it blows up. I've already added the sprites I'm confused on how I make it so i can damage it i tried using an enemy script without the nav mesh or awareness didn't work. Any ideas? Thanks for the great content I'm eagerly awaiting the next upload dude
I have an issue that you seem to have as well. Since we didn't give any Area to spawn in the inspector, it generates an errer (unasigned blablabla....) buton your video the game continues, depsite that error, for me, it just freezes
Okay so to solve that for the moment, I created a public bool "isSpawner" to decide wether or not the door will spawn something or not and added condition to the code below if (isSpawner) { areaToSpawn.SetActive(true); }
your tutorials are helping me so much, I was just wondering if you know a good program to model my game in if I don't have pro builder?(Also after that how do I put it in Unity)
Thanks man! and finally someone gets it! :D My next video will be out in a few days - a week. It will add on to the enemy system, allow 'em to shoot and melee the player. Then perhaps if there's time, turning them to sprites and writing a more custom billboard script.
@@SpawnCampGames No man, thanks to YOU for making these videos! I'm just a random asshole on the Internet consuming other peoples creations and wishing I could make my own :P Sounds pretty cool! Although not a fan of waiting for a few days to a week ;)
check your navmesh.. it might be baking the floors beneath the probuilder stuff.. make sure to mark all the probuilder objects as Static and rebake the navmesh.. later in the series I am going to be replicating the E1M1 level and we're also using Probuilder.. so if u cant get it worked out by then check in.. Message me back if u still cant get it working and I'll try to throw together something really fast to walk u thru it
I'm not quite sure what you want to show exactly.. For this Doom clone its following the old game pretty closely and the spread of the shotgun is just simulated by the trigger (that detects the enemies to hit) thats pretty wide already.. If you're wanting something a little more robust like a Raycast firing system that spreads many pellets with each of them doing a little damage but more when several hit the target I can do that too!! That will most likely be its own tutorial with a different kind of player set-up. Like a generic first person player, one that allows looking around in all directions..