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do you have pictures of all the maps for the levels?

maybe hot take but i enjoy this a lot more than the original doom. I don't really know what it is about it tbh. well done

You are the best person who used that engine and the best to exploit its full capabilities.

Hello friend im a professor PF digital games and on my course im teaching pico If you wpuld agree can you give me the code and ART? Its only for educative project. theongatechelli@gmail.com thank you

hi - code is available as part of the sdk, game art is not.

cheers

hello i'm new to pico 8 and have a question on how to run poom in pico 8 if i try the standalone version in pico 8 following the setup it says it cannot load poom_0 and gives a syntax error when trying to run it. can someone help me with this? ill add screenshot

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the command line instructions are for the Windows terminal (launch with ctrl+r ‘cmd’)!

oh! I was confused thanks for the help

my 
i play it and its good but i don't understand some things video for fun / tysm to made this game
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nahh we dont got doom we got POOM 🔥🔥🔥

yeah - much better 😬

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Dude this shit is AWESOME!

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Now I now what game to pull out when people say that their Pico-8 games are missing half the things they should have because "Pico-8 is a very limiting console".

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hehe - thanks 

(check out Demi Daggers also 😬)

HOW DOES THIS EVEN EXIST?

see: https://freds72.itch.io/poom/devlog/241700/journey-to-poom

Love!! Really pretty colors :)

Very cool! Nice!!!

Cool game! Will it go on the prefix R36S?

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honestly quite incredible

thanks!

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So unfortunately I couldn't progress further as I didn't realize there wasnt a save feature... I stepped away from the game for a bit to do other projects and came back to having to do all of this again. Partially my fault as I made an assumption based off the actual doom games I played. But kind of a bummer. Still a great experience overall. You did a great job creating a classic doom fangame.

ok - the levels are quite small and second, the underlying engine is quite limited. That's why saving was not considered.

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.. are you annoyed by this? I'm genuinely curious because I didn't intend to annoy you and I apologize if I did. I was breaking this game down into segmented videos as I was going to be away for a bit and needed something to fill in for my absent days. I figured this game would do nicely, but as I stated, I wasn't aware that this didn't have a save feature due to the engine's limitations. I had to go afk for a bit so I closed the game not knowing that flaw thinking it autosaved with the tiny icon in the top left.

And I know the levels are short, but after being met with having to do the levels again, I just wanted to move on.

I wasn't mad at all, I still enjoyed the time I had with it, but I wished I was warned beforehand, if not a bit more clearly.


Seeking the exits have always been a struggle for me.


you can indeed play DOOM on a nokia.

cool

can u pls add strafing for gamepad and map camera movement to right stick? that would make controls a lot easier on gamepad

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The comment you are about to read is VERY long and contains (terrible) Python code. Read at your own discretion!

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Ok, now I'm getting an error when compiling the sample
Poom cart from the Poom SDK... 

In order to do anything in Python to even install the tool chain or use any tool, using a virtual environment was REQUIRED, not optional, because if I didn't, it would scream at me about it being a regulated environment, or something.

This is the python script I used, that I hastily modified for Ubuntu Linux. "REDACTED" is my linux username, which is nobody's business! :) 

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cd poom-sdk-master

python3 -m wad_reader --pico-home home/REDACTED/.lexaloffle/pico-8 --carts-path carts --mod-name poom --map E1M1

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- it's giving me this error: (this error begins when the compiler starts reading the map e1m1:)

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Traceback (most recent call last):

  File "<frozen runpy>", line 198, in _run_module_as_main

  File "<frozen runpy>", line 88, in _run_code

  File "/home/REDACTED/poom-sdk-master/sandbox/lib/python3.12/site-packages/wad_reader.py", line 1331, in <module>

    main()

  File "/home/REDACTED/poom-sdk-master/sandbox/lib/python3.12/site-packages/wad_reader.py", line 1327, in main

    pack_archive(args.pico_home, args.carts_path, os.path.curdir, args.mod_name, args.map, compress=args.compress or args.compress_more, release=args.release, skybox=args.sky, dump_sprites=args.dump_sprites, compress_more=args.compress_more)

  File "/home/REDACTED/poom-sdk-master/sandbox/lib/python3.12/site-packages/wad_reader.py", line 1092, in pack_archive

    textures = reader.read(active_textures)

               ^^^^^^^^^^^^^^^^^^^^^^^^^^^^

  File "/home/REDACTED/poom-sdk-master/sandbox/lib/python3.12/site-packages/textures_reader.py", line 88, in read

    image_data = self.stream.read(texture_name)

                 ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^

  File "/home/REDACTED/poom-sdk-master/sandbox/lib/python3.12/site-packages/file_stream.py", line 18, in read

    filename = os.path.join(self.root, self.dir[name])

                                       ~~~~~~~~^^^^^^

KeyError: 'graphics/tiles.png'

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it seems to be having trouble with tiles.png. with what, I don't know. I'm not very good at Python script.

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We really could use an updated README for the SDK with updated Windows, Linux AND MacOS instructions. XD

Even when editing the code to work on Linux, it does not work out of the box when following the current instructions.

There is also an issue posted on the github about the level design tutorial in the README producing an invalid map, because simple boxed rooms aren't supported. I wouldn't know, I haven't been able to use the SDK on my machine yet! XD

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suggest to head over the Poom discord - I can certainly help for the setup

Thanks for the reply! Didn't know there was a Poom discord - I will happily move this over to there to keep from cluttering your comments.! XD

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