when will we get an android port?
#1 Posted 17 January 2018 - 03:43 PM
I would love to get to play Duke 3D on the phone. Get your shit together Gearbox or whoever is not letting people write fucking source ports.
#3 Posted 18 January 2018 - 02:51 AM
I don't see them doing it, but it's possible for Voidpoint to put eduke32 on iOS without the game data, and then have users copy the GRP from their computer. Maybe they could have the shareware on there.
After World Tour I can't imagine Gearbox investing in making an iOS port from scratch, which is a real shame since Voidpoint were so very close to their own official Duke 3D port.
#4 Posted 18 January 2018 - 04:41 AM
pacman, on 17 January 2018 - 03:43 PM, said:
I would love to get to play Duke 3D on the phone. Get your shit together Gearbox or whoever is not letting people write fucking source ports.
Doom has much simpler controls, though. No jumping/ducking, no swimming, no aiming up/down, fewer weapons, no inventory items, no quick kick, less use of the "use" key, and so on. I can't see it ever working very well with touch controls no matter how great the control scheme is, it plays poorly enough with a controller.
#5 Posted 18 January 2018 - 05:10 AM
necroslut, on 18 January 2018 - 04:41 AM, said:
Excuses. You can play Brutal Doom on Doom Touch's GZDoom port which does all of that and more and it's going to get better with Delta Touch (the upgraded Doom Touch).
We just need a good port that's all.
The developer from Doom Touch was making an eduke32 port but apparently got a cease and desist letter by the retards in charge of the Duke IP ruining everything as always:
Notice how it's perfectly playable and was only a beta. Now compare these controls with this mess:
what a joke.
#6 Posted 18 January 2018 - 05:38 AM
pacman, on 18 January 2018 - 05:10 AM, said:
We just need a good port that's all.
The developer from Doom Touch was making an eduke32 port but apparently got a cease and desist letter by the retards in charge of the Duke IP ruining everything as always:
Notice how it's perfectly playable and was only a beta. Now compare these controls with this mess
what a joke.
Eh, sure you can get it to work, but it won't play smoothly. Brutal Doom has features from Duke, but it still isn't built around them and you rarely need to use them, this is largely a matter of level- and game design.
Even with a controller, which is infinitely better than a touch screen, Duke is still only barely functional.
#7 Posted 18 January 2018 - 07:04 AM
necroslut, on 18 January 2018 - 05:38 AM, said:
Even with a controller, which is infinitely better than a touch screen, Duke is still only barely functional.
I've played wads where you need to jump and crouch (not that you need to do this in Duke that much, it's still a 2.5D game, I mean it's not Quake) and it's perfectly playable. In fact I played the entire Episode 1 in a TC and I had no problems completing the levels. Once again, a good port is what's lacking.
This post has been edited by pacman: 18 January 2018 - 07:05 AM
#8 Posted 18 January 2018 - 07:54 AM
#10 Posted 18 January 2018 - 08:26 AM
pacman, on 18 January 2018 - 05:10 AM, said:
Beloko's work evolved into HTTKC.
#11 Posted 18 January 2018 - 01:40 PM
Hendricks266, on 18 January 2018 - 08:26 AM, said:
but that is cancelled isnt it
#12 Posted 18 January 2018 - 01:45 PM
No one is stopping us from working on a free open source Android port, but releasing such a thing will make piracy significantly easier for any hypothetical future commercial Android releases using our code. We were going to wait until the initial HTTKC sales period was over before publishing a free port version. Since the project was cancelled we haven't had the heart to touch anything in that area.
#13 Posted 18 January 2018 - 01:59 PM
necroslut, on 18 January 2018 - 05:38 AM, said:
Even with a controller, which is infinitely better than a touch screen, Duke is still only barely functional.
I enjoyed playing Termit's iOS port of Shadow Warrior (at least before it got taken off the store due its 32-bit incompatibility). Controls were quite fluid and SW is a more complex game than Duke. Of course, I wouldn't play it on higher difficulty settings because it's too easy to lose a lot of health in a very short time if you're not very careful. Duke's enemies on the other hand are much more forgiving so I expect it would work even better. Enforcers would be the biggest problem, but then you've got more than enough heavy weaponry to take them out in no time.
I thought the Marathon trilogy ports were also very easy to use. Unfortunately again the author hasn't updated them to be 64-bit which is a shame because the games were free.
KaijuTurtle, on 18 January 2018 - 07:54 AM, said:
That port was pretty terrible though.
Hendricks266, on 18 January 2018 - 08:26 AM, said:
I thought it looked familiar.
This post has been edited by Micky C: 18 January 2018 - 02:01 PM
#14 Posted 20 January 2018 - 11:44 AM
Micky C, on 18 January 2018 - 01:59 PM, said:
I thought the Marathon trilogy ports were also very easy to use. Unfortunately again the author hasn't updated them to be 64-bit which is a shame because the games were free.
That port was pretty terrible though.
I thought it looked familiar.
You don't even need to look up and down due auto aim. Doom 2 is a much harder game in Ultra Violence and I finished it on my galaxy s7 thanks to doom touch's awesome controls. With the stupid Duke port you couldn't even shoot and move around at the same time because fire was a separate button from aiming.
This post has been edited by pacman: 20 January 2018 - 11:44 AM
#15 Posted 20 January 2018 - 06:28 PM
#16 Posted 20 January 2018 - 09:45 PM
Would help if he could be convinced that most of the work is done (which it is, if I recall) and would come to little, if any cost to him.
Also, if he'd open source WT, maybe the renderer would be of use? Maybe issue HTTKC as a patch for WT on other platforms (PC/XBox/PS4) if a full release on those platforms aren't viable (It would also be an opportunity to fix a lot of it's problems, like the piss-poor Incinerator behavior, joke of a final boss, etc)... Dunno, just spitballing.
This post has been edited by Striker: 20 January 2018 - 09:49 PM
#17 Posted 04 February 2018 - 09:41 AM
I just need a way to be able to shoot, and once you start pressing, keep it pressed but be able to move around while you keep shotting, this is one of the main reasons why the Beloko ports makes the games playable.
If you can't shoot while moving your view it's the reason why is not playable:
as you see, the key to shoot is just a key, you can't shoot while turning, if we could get it like on Beloko's unreleased port, we could make it playable.
If we could get that shooting button design in Dosbox, we could have playable Duke3D on Android.
This post has been edited by pacman: 04 February 2018 - 09:48 AM
#18 Posted 05 February 2018 - 01:31 AM
This post has been edited by termit: 05 February 2018 - 01:31 AM
#19 Posted 05 February 2018 - 04:49 AM
termit, on 05 February 2018 - 01:31 AM, said:
suffers from the same shitty design on the fire button that i explained above.
#20 Posted 05 February 2018 - 05:46 AM
pacman, on 05 February 2018 - 04:49 AM, said:
In our prototype and iOS version of SW it worked same as Beloko port: you can adjust view while holding fire button
This post has been edited by termit: 05 February 2018 - 05:47 AM
#21 Posted 05 February 2018 - 02:42 PM
termit, on 05 February 2018 - 05:46 AM, said:
Yeah it was pretty fluid. I'm still bummed SW is still currently not on iOS due to compatibility issues.
#22 Posted 05 February 2018 - 06:25 PM
Anyway, anyone knows how to set up the on screen display controls with FreeBox? it seems to be a DosBox clone, it will show up first in the Google Store if you search for DosBox.
#23 Posted 06 February 2018 - 12:50 PM
You could get something like this instead with + a wireless mouse:
4568 instead of ASDW, but still!
#24 Posted 06 February 2018 - 01:38 PM
petrus, on 06 February 2018 - 12:50 PM, said:
You could get something like this instead with + a wireless mouse:
4568 instead of ASDW, but still!
the idea is to play it while on public transportation, I would get weird looks with that
#25 Posted 06 February 2018 - 02:55 PM
This post has been edited by MusicallyInspired: 06 February 2018 - 02:56 PM