Indecom4000 Posted December 20, 2019 (edited) #BRANDING :P DopeFish is the only full GML Doom/Heretic map loading system for GMS2.3+ (so far as I'm aware) So what does DopeFish do? DF reads wad files straight from within your GameMaker project, and interprets the data that they contain, the textures, sprites, maps, and so on. It takes this data and constructs a 3D level and fills it with content, and quite efficiently. I decided to begin work on DF ages ago in the hopes that it would facilitate the creation of more 3D content in GameMaker by allowing developers to utilize a widely known format for their projects, using a whole host of battle tested tools. However, DF is not a source port, it's not beholden to the gameplay of the boomer shooters of yesteryore, you are not bound by creed to create only a doomlike clone using DF. Why not a third person action RPG, a racing game, a moody walking simulator? DF will ship with a handful of example levels and gameplay controllers to get you started on the way to crafting your own 3D game quickly and easily. UPDATE: Hey guys, updating this post as a lot of things have changed over the past few months. Work is still progressing on this when I have the time but I figured I'd share with you some of the juicy new additions to DF! *Feb - 15 - 2021 Improved Sprites Shader, now contains cylindrical billboard projection reducing the need to process billboards on the cpu DF now supports multidirectional sprites Improved performance by freezing vertex buffers for level geometry as they are static and have no further need for editing Initial implementation of GLVIS optimizations, the system will only render chunks of a level visible to the current camera resulting in FPS boosts of up to 300% Implemented built in wad processing. DF requires the presence of certain data types in a level to display them properly and efficiently, and will now add that missing data automatically, removing the need for the end user to process the files themselves. To Do For Release Add overrides for Things, Textures, and Sprites ( replace any texture in the map with your own, or replace any enemy with whichever object you choose ) Improve collision Implement multiple example game type controllers Decorate Support - define whole new enemies, objects, and so on straight from your wad editor of choice Mapdef, Animdef - define the environment of each map in your wad, and texture animations Possible Future Features: 3D floors (rooms over rooms) Sloped floors/ceilings Geometry Normals Dynamic Lighting/Shadows Screenshots: Spoiler Videos: Spoiler *Used to be called Deimos Edited February 18, 2021 by Indecom4000 5 Quote Share this post Link to post
Skootroot Posted December 20, 2019 (edited) Interesting. Edited December 20, 2019 by Skootroot 0 Quote Share this post Link to post
Redneckerz Posted December 26, 2019 @Indecom4000 there is actually a related project that also runs in Gamemaker Studio (version) 1 and that's Windowcaster, found here. The Github for that project by is here. Still, this Dopefish Engine/GMS2 based project is definitely interesting, one way or another. :) 0 Quote Share this post Link to post
Indecom4000 Posted January 2, 2020 (edited) On 12/26/2019 at 12:45 PM, Redneckerz said: @Indecom4000 there is actually a related project that also runs in Gamemaker Studio (version) 1 and that's Windowcaster, found here. The Github for that project by is here. Still, this Dopefish Engine/GMS2 based project is definitely interesting, one way or another. :) That's super cool! I love seeing stuff like that in GM. Honestly that could be very useful for a project that I've got in the works. Edited January 2, 2020 by Indecom4000 1 Quote Share this post Link to post
Indecom4000 Posted February 18, 2021 Hey guys, I have had some pretty major progress on this over the past few weeks so I went ahead and updated the original post to reflect the new changes. The biggest new addition to DopeFish has to be integration with GLBSP and GLvis for pretty incredibly performance gains. Frame rates now range about 200-300% over that of what I was getting when this topic was created. There's still much to do but if anybody is interested in supporting development, I've opened preorders through itch.io. 2 Quote Share this post Link to post
Redneckerz Posted February 18, 2021 2 hours ago, Indecom4000 said: Hey guys, I have had some pretty major progress on this over the past few weeks so I went ahead and updated the original post to reflect the new changes. The biggest new addition to DopeFish has to be integration with GLBSP and GLvis for pretty incredibly performance gains. Frame rates now range about 200-300% over that of what I was getting when this topic was created. There's still much to do but if anybody is interested in supporting development, I've opened preorders through itch.io. This is super impressive, @InDOOMnesia! You may want to see this. Also Indecom, i remember you from your custom TremorsDoom fork of GZDoom which to this very day still ranks as one of the most visually impressive. I'd love to read/hear an update on this, and can PM if needed be. 0 Quote Share this post Link to post
taufan99 Posted February 18, 2021 8 minutes ago, Redneckerz said: This is super impressive, @InDOOMnesia! You may want to see this. Also Indecom, i remember you from your custom TremorsDoom fork of GZDoom which to this very day still ranks as one of the most visually impressive. I'd love to read/hear an update on this, and can PM if needed be. Well, you can say this is pretty dope. I've no idea how active the Game Maker scene is nowadays, but I can see lots of people using this as a base for their creations. 0 Quote Share this post Link to post
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