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Author Topic: "DOOM'D!" -- A return to Super Turbo Turkey Puncher 3  (Read 126645 times)

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eds1275

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Re: "DOOM'D!" -- We're BAAAAAAAAACCKK!!!
« Reply #280 on: September 06, 2011, 09:44:25 pm »
I will certainly continue my search for primer putty

Is it that hard to find? I haven't looked but I was under the impression you could just pick it up at any auto shop like Lordco or CT.

Rick

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Re: "DOOM'D!" -- We're BAAAAAAAAACCKK!!!
« Reply #281 on: September 06, 2011, 09:54:02 pm »
Is it that hard to find? I haven't looked but I was under the impression you could just pick it up at any auto shop like Lordco or CT.

I didn't see it at Canadian Tire when I went the other day, but I didn't ask either.  It's not on their website, but that doesn't say much.

Rick

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Re: "DOOM'D!" -- We're BAAAAAAAAACCKK!!!
« Reply #282 on: September 09, 2011, 09:04:12 am »
Here is why the Internet is AWESOME.

I posted a link on Reddit about my game, and a guy came forward and offered to make the actual playable game for me.  Hours later, I received a few different E-Mails from him, and a complete version of the game itself!  It's awesome, plays just like the game in a game (in a game) from Doom 3 (i.e. you click a button, and it punches a turkey) and I'm going to try and incorporate it into the game!  I've asked him if he'd be willing to make a couple of small changes for me, so I can properly map the key ("key", lol) and a couple of small aesthetic changes, but this is awesome.  I'll have the perfect meta game when I'm all done!

This weekend is looking pretty good for progress.  I've got Family coming over tomorrow to help me clear out two of my sheds, so that I hope to be able to make one of them more of a workshop.  It'll definitely make progress a bit easier when the weather isn't the best.  If all goes well, I hope to make more progress on Sunday!

Well Fed Games

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Re: "DOOM'D!" -- We're BAAAAAAAAACCKK!!!
« Reply #283 on: September 09, 2011, 09:30:26 am »
I was thinking that would really be the icing on the cake. Can't wait to see it in action!

Here is why the Internet is AWESOME.

I posted a link on Reddit about my game, and a guy came forward and offered to make the actual playable game for me.  Hours later, I received a few different E-Mails from him, and a complete version of the game itself!  It's awesome, plays just like the game in a game (in a game) from Doom 3 (i.e. you click a button, and it punches a turkey) and I'm going to try and incorporate it into the game!  I've asked him if he'd be willing to make a couple of small changes for me, so I can properly map the key ("key", lol) and a couple of small aesthetic changes, but this is awesome.  I'll have the perfect meta game when I'm all done!

This weekend is looking pretty good for progress.  I've got Family coming over tomorrow to help me clear out two of my sheds, so that I hope to be able to make one of them more of a workshop.  It'll definitely make progress a bit easier when the weather isn't the best.  If all goes well, I hope to make more progress on Sunday!
Completed projects: Pac bartop (Plug & Play), 30th Anniversary Pac cab (MAME), Point Blank (PS1), Centipede (arcade hardware- light restore), VS. Super Mario Bros (arcade hardware- light restore) Tetris Cocktail (SNES), Arcade Classics upright (60-in-1, then MAME), Multi-Raiden (arcade hardware). Pac Man vs.(Gamecube),

Working on: Pinball Re-theme, Homebrew arcade arena shooter

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Re: "DOOM'D!" -- We're BAAAAAAAAACCKK!!!
« Reply #284 on: September 09, 2011, 10:10:28 am »
Hot Damn! That Rocks! :woot


leapinlew

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Re: "DOOM'D!" -- We're BAAAAAAAAACCKK!!!
« Reply #285 on: September 09, 2011, 04:25:55 pm »
Here is why the Internet is AWESOME.

This statement should've been followed by a series of porn links.

either way, nice score....

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Re: "DOOM'D!" -- We're BAAAAAAAAACCKK!!!
« Reply #286 on: September 13, 2011, 01:49:44 pm »
So, I scored myself one of these today...



...and I'll be honest - I have NO IDEA how to use it.  I'm going to do some Googling, but if anyone has some tips and tricks to using one of these bad boys, it would be greatly appreciated.  (Links, stories, anecdotes welcome!)

Thanks!

(Oh, and I've done a bunch of work over the past week or so, but haven't had a chance to take any pics.  It's getting exciting!  I spent most of last night laying out the cuts for all of the back pieces, so they're all ready to cut in one session... ...and now, it looks like it's going to rain.  Here's hoping it holds out!)

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Re: "DOOM'D!" -- We're BAAAAAAAAACCKK!!!
« Reply #287 on: September 13, 2011, 01:50:50 pm »
Um, put paint in, attach air line, pull trigger?

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Re: "DOOM'D!" -- We're BAAAAAAAAACCKK!!!
« Reply #288 on: September 13, 2011, 01:54:07 pm »
Um, put paint in, attach air line, pull trigger?

I think there's something in regards to 'cutting' the paint with thinner, to make sure that it's not too thick to go through the machine, so I guess I'm really looking for any input.  Also, do I just use house paint tinted to what I want, or do I need special automotive paint?  Stuff like that.

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Re: "DOOM'D!" -- We're BAAAAAAAAACCKK!!!
« Reply #289 on: September 13, 2011, 01:56:29 pm »
I used a different kind of sprayer- the cheap, self-contained, handheld, $60 kind. But I only had good luck with latex paint after thinning it a LOT... used some of that floetrol stuff.
Completed projects: Pac bartop (Plug & Play), 30th Anniversary Pac cab (MAME), Point Blank (PS1), Centipede (arcade hardware- light restore), VS. Super Mario Bros (arcade hardware- light restore) Tetris Cocktail (SNES), Arcade Classics upright (60-in-1, then MAME), Multi-Raiden (arcade hardware). Pac Man vs.(Gamecube),

Working on: Pinball Re-theme, Homebrew arcade arena shooter

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Re: "DOOM'D!" -- We're BAAAAAAAAACCKK!!!
« Reply #290 on: September 13, 2011, 02:28:37 pm »
Sorry to off-topic my own thread, but I just watched this vid, as I came across it while looking for information.



I'll be in my bunk.

Rick

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Re: "DOOM'D!" -- We're BAAAAAAAAACCKK!!!
« Reply #291 on: September 13, 2011, 10:40:45 pm »
Well, it didn't rain, but unfortunately, I didn't get a chance to make any cuts tonight.  I figured I'd post the pics I've managed to take thus far...  First, here's a few pics of the speaker inlay I created to cover over the speakers - unfortunately, I think my measurements were off a bit, as it's a bit smaller than I had anticipated.  I made it on the CarveWright, so I can always do some modifications for a future change.  I'm not quite sold on the slotted grille, but it's good for a first pass, I think.







From there, I had created a template to create the inlaid 3/4" squares which dot the cabinet, and where I will be drilling a hole and inserting a bolt and washer...





This is what I was hoping to have completed tonight...  ...some cutting, and some router work as well.  Hopefully, I can get to this before the weekend, as these pieces are the complete rear of the cabinet.





Here's a grille that I will be cutting away, and modifying, to use as the back 'exhaust grille' shown in earlier pics...



...and finally, a shot of my CarveWright, with the homebrew dust collector I bought, and have attached to a nice 600 CFM+ dust collection system.



I know everything looks frenetic, and not all put together, but I promise some big changes coming soon.  I have less than 10 pieces to draw out and fabricate to complete the entire cabinet, and once it's all ready, it will be ready to assemble and paint.

Rick

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Re: "DOOM'D!" -- We're BAAAAAAAAACCKK!!!
« Reply #292 on: September 14, 2011, 08:38:53 pm »
Damn, this whole 'measuring and routing' thing takes a long time!  I spent two hours out on my deck tonight, routing out all of the sections for the cab rear except for the door and in such, I learned that I'll be cutting the interior with my jigsaw or circular saw - the 10" piece I cut out made some nice brown burn marks in my 1/2" straight bit.  (I guess I should have made multiple passes, rather than expecting 3/4" cuts to just 'happen'.  LOL.)

I am happy to say that I got the majority of the carving done, but I seem to have a lot of 'hair' in the MDF where it's been routed out.  I've read a couple of different sites, where they've said going lightly over it with a torch will do the job, or use Killz primer and sand it out afterward.  I don't know which route I'd go, but I do know I want to get a finish as good as Ond's (the 'Gold Standard' around here - heh) so I'm looking for any thoughts on the matter.  I also found out that "spray putty" is available as a different name - "High Build Primer" - and it looks like I should be able to order some online, and use it in my sprayer.  It's used in the automotive field, so I'm anxious to see how it performs.

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Re: "DOOM'D!" -- We're BAAAAAAAAACCKK!!!
« Reply #293 on: September 14, 2011, 08:44:15 pm »
I am happy to say that I got the majority of the carving done, but I seem to have a lot of 'hair' in the MDF where it's been routed out.  I've read a couple of different sites, where they've said going lightly over it with a torch will do the job, or use Killz primer and sand it out afterward.  I don't know which route I'd go, but I do know I want to get a finish as good as Ond's (the 'Gold Standard' around here - heh) so I'm looking for any thoughts on the matter. 

Test both methods on scrap and see which you prefer.

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Re: "DOOM'D!" -- We're BAAAAAAAAACCKK!!!
« Reply #294 on: September 14, 2011, 09:58:43 pm »
You know what,  you'll probably ignore this advice, but in all seriousness If I were building this project myself I wouldn't go for a high gloss finish.  Not because a great high gloss finish is hard to achieve (it is) but because a smooth satin finish just seems to suit this cab design and theme better.  I'd still prepare the surface in exactly the same way with the High Build Auto Primer (once you get it).  You don't want any evidence of the materials used i.e. in this case MDF, left before applying paint.  If you can get the surface to a peel free 600 grit standard you can spray on a quality satin finish paint.  I'd still sand it back and all the rest including at least 3 coats, but your final coat?  spray it on in a dust free environment and leave it as it dries.  It would look really really nice with those greys and reds.  Take the time Rick to find that paint, if your going to the considerable effort to build this then don't skimp on the paint.  That House of Kolor vid you posted?  I know House of Kolor paint products are some of the very best in the world.  And your new spray gun?  most paints intended for spray guns have the thinner ratio required on the tin the paint comes in.  Practice spraying something (scrap) other than your cab until you can get even coats with no runs or dribbles.  Regardless of the finish you decide on, wet sanding back (after priming first) with successive finer grades of sand paper and then re priming and repeat sanding is the only real way to get rid of the hairy scratchy ---smurfy--- MDF surface and prepare it properly for paint.  No short cuts.

I dunno, I just thought this this cab has the whole 'off world, Industrial Space/SCFI Hardware look, doing it in piano gloss kinda seems contrary to that theme IMO.

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Re: "DOOM'D!" -- We're BAAAAAAAAACCKK!!!
« Reply #295 on: September 14, 2011, 10:06:59 pm »
...a smooth satin finish just seems to suit this cab design and theme better.

+1

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Re: "DOOM'D!" -- We're BAAAAAAAAACCKK!!!
« Reply #296 on: September 14, 2011, 10:33:51 pm »
I agree on the satin finish, rather than high gloss.

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Re: "DOOM'D!" -- We're BAAAAAAAAACCKK!!!
« Reply #297 on: September 14, 2011, 10:36:02 pm »
The original cab in the game has been on mars for who knows how long. the whole base is already half falling apart BEFORE hell is loosed upon the facility.
It looks like it's suppose to be a metal cab with paint on it. that paint is probably chipping. I'd love to see that state of graceful decline. bits of pain flecked off with a gently rusted substrate, scuff marks, etc.

It needs to look distressed (:

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Re: "DOOM'D!" -- We're BAAAAAAAAACCKK!!!
« Reply #298 on: September 15, 2011, 09:37:02 am »
Test both methods on scrap and see which you prefer.

That's a good idea.  I'm actually kicking myself for not considering it. 

You know what, you'll probably ignore this advice, but in all seriousness If I were building this project myself I wouldn't go for a high gloss finish.  Not because a great high gloss finish is hard to achieve (it is) but because a smooth satin finish just seems to suit this cab design and theme better.

Have I ever given you (or anybody) the thought that I'm not flexible, or don't listen to advice?  After reading the other posts in this thread, I think you guys are right.  A satin finish is the way to go.

I'd still prepare the surface in exactly the same way with the High Build Auto Primer (once you get it).  You don't want any evidence of the materials used i.e. in this case MDF, left before applying paint.  If you can get the surface to a peel free 600 grit standard you can spray on a quality satin finish paint.  I'd still sand it back and all the rest including at least 3 coats, but your final coat?  spray it on in a dust free environment and leave it as it dries.  It would look really really nice with those greys and reds.  Take the time Rick to find that paint, if your going to the considerable effort to build this then don't skimp on the paint.  That House of Kolor vid you posted?  I know House of Kolor paint products are some of the very best in the world.  And your new spray gun?  most paints intended for spray guns have the thinner ratio required on the tin the paint comes in.  Practice spraying something (scrap) other than your cab until you can get even coats with no runs or dribbles.  Regardless of the finish you decide on, wet sanding back (after priming first) with successive finer grades of sand paper and then re priming and repeat sanding is the only real way to get rid of the hairy scratchy ---smurfy--- MDF surface and prepare it properly for paint.  No short cuts.

This is my baby, and you're right.  There won't be any shortcuts here.  I'm doing my best to source just the right paint, and I've got a couple of sanders setup and ready for the arduous task of making this perfect.

I dunno, I just thought this this cab has the whole 'off world, Industrial Space/SCFI Hardware look, doing it in piano gloss kinda seems contrary to that theme IMO.

The original cab in the game has been on mars for who knows how long. the whole base is already half falling apart BEFORE hell is loosed upon the facility.  It looks like it's suppose to be a metal cab with paint on it. that paint is probably chipping. I'd love to see that state of graceful decline. bits of pain flecked off with a gently rusted substrate, scuff marks, etc.  It needs to look distressed (:

When you're right, you're right.  It does look like a metal cabinet with paint - so I'm wondering if perhaps going with paint with a bit of texture might be the key?  Perhaps that 'hammered' paint might be in order.  Hmm.  I think I need to do a bit of testing.  (I don't think my sprayer would spray that though.  I'll do some digging.)  If I used a hammered texture, then it might make the cab look even more futuristic and metal-like, don't you think?  Something like a cross between a vending machine and a beat-up Airstream trailer.



The one thing, the back story of this game - versus the one you see 'in game' - is a bit different.  I'm in the middle of creating some paperwork showing that while this game was on the Mars facility, it was actually in a crate to replace the existing system.  I had trouble saying "this is the game you see in Doom 3!" and then, having my game have two controllers...  ...so I've added some alternate backstory, which will be part of the 'new history' of the cab.  I'm working on some requisitions, some shipping paperwork, and some other supporting information that will be 'with' the cabinet - I don't want to give away too many of the ideas just yet, as there's as much creation in the stuff surrounding the cab as there is in the cab itself.

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Re: "DOOM'D!" -- We're BAAAAAAAAACCKK!!!
« Reply #299 on: September 15, 2011, 09:49:12 am »
In a crate waiting for deployment?

Chainsaw battle scars, demonblood stains, and some light charring on the backside. You know you want to do it.

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Re: "DOOM'D!" -- We're BAAAAAAAAACCKK!!!
« Reply #300 on: September 15, 2011, 10:03:49 am »
Chainsaw battle scars, demonblood stains, and some light charring on the backside. You know you want to do it.

Better yet, you know I want to do it.  LOL.  I had the idea a while back to have some nice, huge scratches down the side (Imp claws, perhaps) and some plasma burns on the cab...  I'm just concerned that I might not have that kind of talent.  I am still toying with the 'attract mode' showing some scary images in the background too, perhaps making the whole cab 'haunted' by the actions on the base - maybe an LED Wiz to flicker the marquee, and some other similar touches.  There is a section in the rear, where the access vent is, that I'm considering some internal red lighting and one of these puppies...



...however, my concern is (obviously) that moisture and electronics do not mix well.

Don't worry - the creative juices are constantly flowing!


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Re: "DOOM'D!" -- We're BAAAAAAAAACCKK!!!
« Reply #301 on: September 15, 2011, 10:31:35 am »
Rick-

Pay a neighborhood kid to wear a Halloween costume and jump out at people as they look at your cab.
***Build what you dig, bro. Build what you dig.***

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Re: "DOOM'D!" -- We're BAAAAAAAAACCKK!!!
« Reply #302 on: September 15, 2011, 10:38:30 am »
Pay a neighborhood kid to wear a Halloween costume and jump out at people as they look at your cab.

Why do you think I had kids? I have a 10 year old who mows my lawn and a 4 year old to clean the house.  Pay someone?

 :laugh2:

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Re: "DOOM'D!" -- We're BAAAAAAAAACCKK!!!
« Reply #303 on: September 15, 2011, 10:47:29 am »
When you're right, you're right.  It does look like a metal cabinet with paint - so I'm wondering if perhaps going with paint with a bit of texture might be the key?  Perhaps that 'hammered' paint might be in order.  Hmm.  I think I need to do a bit of testing.  (I don't think my sprayer would spray that though.  I'll do some digging.)  If I used a hammered texture, then it might make the cab look even more futuristic and metal-like, don't you think?  Something like a cross between a vending machine and a beat-up Airstream trailer.

I was watching an episode of American Restoration and the guy Rick added something to the paint to get that hammered look. (Paint thinner, I believe) I thought he sprayed it. I'll have to see if I can find what episode that was.

EDIT: Found the episode (Grippin' Mad). The effect is called hammertone and is created by adding thinner to the paint. He did spray it. Not sure if this is the effect you are looking for. A link to the episode is below, but if you aren't in the US, I don't know if it will show for you. (Around 12:57 mark)

http://www.history.com/shows/american-restoration/videos/playlists/full-episodes#american-restoration-grippin-mad
« Last Edit: September 15, 2011, 10:59:22 am by dfmaverick »

Rick

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Re: "DOOM'D!" -- We're BAAAAAAAAACCKK!!!
« Reply #304 on: September 15, 2011, 10:58:11 am »
I was watching an episode of American Restoration and the guy Rick added something to the paint to get that hammered look. (Paint thinner, I believe) I thought he sprayed it. I'll have to see if I can find what episode that was.

I'll bet you're right.  I've found a couple of sites that say it will spray through the gun when appropriately thinned.  I also found commentary that you could just use a roller.  (I think I'll stick with the gun.)  I must say that the Rustoleum "7214830 - Gray" colour does look very close to what I'm looking for...  I'm thinking that the secondary coat of the deep red would likely be normal (i.e. not hammered) as it could be applied over the gray to continue the 'paint over metal' motif.

(I'm LOVING the discussion - it's making me think of so many other ideas.  I've missed this.)

Rick

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Re: "DOOM'D!" -- We're BAAAAAAAAACCKK!!!
« Reply #305 on: September 15, 2011, 02:14:46 pm »
EDIT: Found the episode (Grippin' Mad). The effect is called hammertone and is created by adding thinner to the paint. He did spray it. Not sure if this is the effect you are looking for.

That looks pretty good to me.  I hit up HD at lunch (yet again) and tried to get myself a can of the paint.  They had some Valspar hammertone paint, but every colour but the one I was hoping for.  (Not entirely true - they had 'Charcoal Gray' in a quart for $30, but not in a $5 rattlecan.)  I'm not sure which way I want to go, as I'm torn between the metal-looking hammertone, or the satin finish with a more smooth look.  I'd like to paint up a couple of pieces of scrap stock with both colours, in each style of finish, just to get a feel for it.

I did some research on the fog machines, and I came across info that worried me.  The first thing was, most machines said they took somewhere around 5 minutes to start up.  I found, however, that this was only a one-time thing, and that once it was ready, a single click triggers the smoke.  So, if the power is given to the unit when the game is turned on, by the time attract mode would need to use the fogger, it should be ready.  (I do have more to look at, as I'm wondering how much of the fog fluid (It's only water and glycerin? That rocks!) will disappear just sitting in the machine if it's on for long periods of time without the attract mode running.

This has given me a number of other AWESOME ideas, but I'm not sharing them - you'll have to wait for the video.

 ;D

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Re: "DOOM'D!" -- We're BAAAAAAAAACCKK!!!
« Reply #306 on: September 15, 2011, 03:41:32 pm »
It's cool to see you having so much fun with this project. I think this is such a unique idea for a cab and it looks like you're doing a great job with it.  :cheers:


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Re: "DOOM'D!" -- We're BAAAAAAAAACCKK!!!
« Reply #307 on: September 15, 2011, 04:26:06 pm »
Y U NO RETURN MY EMAILS!?

Just kidding. Anyway, I'm the guy who made the game for him, and I've come bearing good news! I've redone all of my code and actually the entire game itself. Here's what I have implemented so far:
  • Turbo Turkey Punching (Main gameplay mechanic)
  • Accurate scoring WITH +10/+25/+100 hit indicators
  • Music and intro voice over when you start the game
  • The head in the top left actually grins when you kill a turkey... just like the real game!
  • Implemented standard MAME controls for easy mapping
  • Implemented a "start" screen. You actually have to insert a credit to play the game!

What I need to still put in:
  • Quit the game when you hit escape
  • Saving the high score
  • Kill screen (Yes, there will be an end to the game)
  • Pulsating colored borders like the original game
  • Feather particles when you kill a turkey

By the way Rick, you're doing an excellent job! I'm just oh too honored that I can help!

AlienInferno

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Re: "DOOM'D!" -- We're BAAAAAAAAACCKK!!!
« Reply #308 on: September 15, 2011, 08:36:36 pm »
From there, I had created a template to create the inlaid 3/4" squares which dot the cabinet, and where I will be drilling a hole and inserting a bolt and washer...

When I see those squares in the renders I picture a recessed area with a bolt head.  Just a thought you could cut the head off some bolts and glue them into place in those squares.  Then paint them the black/gray color.  That all depends on what the other bolt holes are going to be used for.  Looks or actual fasteners.  If they are fasteners I would say hide them.  Need to go back and look at the renders though I'm a little confused as to which bolts are doing what.

Y U NO RETURN MY EMAILS!?

Just kidding. Anyway, I'm the guy who made the game for him, and I've come bearing good news! I've redone all of my code and actually the entire game itself. Here's what I have implemented so far:
  • Turbo Turkey Punching (Main gameplay mechanic)
  • Accurate scoring WITH +10/+25/+100 hit indicators
  • Music and intro voice over when you start the game
  • The head in the top left actually grins when you kill a turkey... just like the real game!
  • Implemented standard MAME controls for easy mapping
  • Implemented a "start" screen. You actually have to insert a credit to play the game!

What I need to still put in:
  • Quit the game when you hit escape
  • Saving the high score
  • Kill screen (Yes, there will be an end to the game)
  • Pulsating colored borders like the original game
  • Feather particles when you kill a turkey

By the way Rick, you're doing an excellent job! I'm just oh too honored that I can help!

Just wondering, and I'm sure this all depends on you and Rick, but will this new version be released to the public?  Would like to get a copy if that would be possible. 

pathartl

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Re: "DOOM'D!" -- We're BAAAAAAAAACCKK!!!
« Reply #309 on: September 15, 2011, 08:38:45 pm »
Definitely. I plan on making it open source too.

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Re: "DOOM'D!" -- We're BAAAAAAAAACCKK!!!
« Reply #310 on: September 15, 2011, 09:02:21 pm »
Y U NO RETURN MY EMAILS!?

Just kidding. Anyway, I'm the guy who made the game for him, and I've come bearing good news! I've redone all of my code and actually the entire game itself. Here's what I have implemented so far:
  • Turbo Turkey Punching (Main gameplay mechanic)
  • Accurate scoring WITH +10/+25/+100 hit indicators
  • Music and intro voice over when you start the game
  • The head in the top left actually grins when you kill a turkey... just like the real game!
  • Implemented standard MAME controls for easy mapping
  • Implemented a "start" screen. You actually have to insert a credit to play the game!

What I need to still put in:
  • Quit the game when you hit escape
  • Saving the high score
  • Kill screen (Yes, there will be an end to the game)
  • Pulsating colored borders like the original game
  • Feather particles when you kill a turkey

By the way Rick, you're doing an excellent job! I'm just oh too honored that I can help!

Are you kidding? I'm honoured by everyone who's helped me along the way.  From your program - which is AWESOME that it now actually exists - to the guys who have answered questions, given me inspiration, and offered up products and services, it's with this Community that I love that this project is getting done!  Thanks to all!

When I see those squares in the renders I picture a recessed area with a bolt head.  Just a thought you could cut the head off some bolts and glue them into place in those squares.  Then paint them the black/gray color.  That all depends on what the other bolt holes are going to be used for.  Looks or actual fasteners.  If they are fasteners I would say hide them.  Need to go back and look at the renders though I'm a little confused as to which bolts are doing what.

I actually bought some hex head bolts and washers for the recessed areas, and have some drill holes ready for them to be glued in place - they're only 3/4" depth, anyway, so they won't be functional - just for the looks.  I don't think they're really doing a lot, especially since there's nothing really behind most of them to 'bite into'.

Just wondering, and I'm sure this all depends on you and Rick, but will this new version be released to the public?  Would like to get a copy if that would be possible.

Since I really have no right to ask for it to be privately mine, and since pathartl has done such amazing work all on his own, I'm pretty sure it is fine to open to the public.  If pathartl doesn't mind sharing, of course.  (Of course, if he says, "no way, this is all for the STTP3 launch - and you can have it 3 months after Rick becomes famous and moves out to L.A. to work for id Software!" that's his choice too.)

 :laugh2:

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Re: "DOOM'D!" -- We're BAAAAAAAAACCKK!!!
« Reply #311 on: September 15, 2011, 09:14:52 pm »
Since I really have no right to ask for it to be privately mine, and since pathartl has done such amazing work all on his own, I'm pretty sure it is fine to open to the public.  If pathartl doesn't mind sharing, of course.  (Of course, if he says, "no way, this is all for the STTP3 launch - and you can have it 3 months after Rick becomes famous and moves out to L.A. to work for id Software!" that's his choice too.)

Hey, if you get a job at iD then you're mentioning my name ;D. Anyway, definitely opening this to the public. Oh and I'm almost done, I just have to add the feathers and the kill screen. I decided not to do the rainbow border thingy for a couple of reasons, 1. I ran out of space for them and 2. IMO the game looks better without them and might fit the cab better.

I just have one last question (since I don't have anything to do on a daily basis and all), would anyone like Super Turbo Turkey Puncher 4? It'd be real easy to move this over to the classic Doom engine where we could have some 2.5D action.

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Re: "DOOM'D!" -- We're BAAAAAAAAACCKK!!!
« Reply #312 on: September 15, 2011, 09:16:12 pm »
I just have one last question (since I don't have anything to do on a daily basis and all), would anyone like Super Turbo Turkey Puncher 4? It'd be real easy to move this over to the classic Doom engine where we could have some 2.5D action.

I would! (But I am NOT making a new cabinet for it!)

 ;D

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Re: "DOOM'D!" -- We're BAAAAAAAAACCKK!!!
« Reply #313 on: September 15, 2011, 09:18:36 pm »

I would! (But I am NOT making a new cabinet for it!)

 ;D

Oh come on it can't be that hard to start over ::). I'll probably do it though. I should probably finish the other one first...

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Re: "DOOM'D!" -- We're BAAAAAAAAACCKK!!!
« Reply #314 on: September 15, 2011, 09:38:27 pm »
Oh come on it can't be that hard to start over ::). I'll probably do it though. I should probably finish the other one first...

Make sure you post the download link!  Can't wait!

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Re: "DOOM'D!" -- We're BAAAAAAAAACCKK!!!
« Reply #315 on: September 15, 2011, 10:45:45 pm »
Quote
(Of course, if he says, "no way, this is all for the STTP3 launch - and you can have it 3 months after Rick becomes famous and moves out to L.A. to work for id Software!" that's his choice too.)

ID's actually based in N Dallas. My wife happens to work in the same building as where they just recently moved. She says it's pretty funny, because there's all these banker types in suits (she works with banking software) and then all the ID guys coming in in the morning in Ferrari, porsches, and ripped shorts and tshirts.

I told her she should slip her resume under their door sometime.  ;)

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Re: "DOOM'D!" -- We're BAAAAAAAAACCKK!!!
« Reply #316 on: September 15, 2011, 11:15:30 pm »
Quote
(Of course, if he says, "no way, this is all for the STTP3 launch - and you can have it 3 months after Rick becomes famous and moves out to L.A. to work for id Software!" that's his choice too.)

ID's actually based in N Dallas. My wife happens to work in the same building as where they just recently moved. She says it's pretty funny, because there's all these banker types in suits (she works with banking software) and then all the ID guys coming in in the morning in Ferrari, porsches, and ripped shorts and tshirts.

I told her she should slip her resume under their door sometime.  ;)

I'll send you my resume if you promise to get her to slip it under their door.  I wouldn't care if I was just a janitor.

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Re: "DOOM'D!" -- We're BAAAAAAAAACCKK!!!
« Reply #317 on: September 16, 2011, 12:30:06 am »
I'm just hoping I get an invite down to their office for a tour - I'd be happy to take the cab with me.

 ;D

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Re: "DOOM'D!" -- We're BAAAAAAAAACCKK!!!
« Reply #318 on: September 16, 2011, 12:37:47 am »
Alright, here it is! I'm not going to upload the source until I know it's bug free. Or at least until I'm happy with how it goes. Let me know!
http://www.mediafire.com/?4jkwp5co22n000x

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Re: "DOOM'D!" -- We're BAAAAAAAAACCKK!!!
« Reply #319 on: September 16, 2011, 05:49:21 am »
Kill screen comes a little early, doesn't it?