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Geti
Joined: Sun Jul 13, 2008 9:57 am Posts: 4886 Location: some compy
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Re: Prelude: A Side Scrollin' Zombie Fort Game
DONE BIG UPDATE ON SPAWNING AND SMALL ONE ON AI they'll now follow you into tunnels, and won't do the whole spawn a million times thing. I really need to do pathfinding though <_<
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Fri Sep 10, 2010 11:50 pm |
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Geti
Joined: Sun Jul 13, 2008 9:57 am Posts: 4886 Location: some compy
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Re: Prelude: A Side Scrollin' Zombie Fort Game
(someone had a server hiccup should be fixed now).
I'm thinking of making the zombies do a boids-style thing, so that when they're onto you the other ones joining from the side join in sometimes. Could let me avoid A* with gravity for a while, and focus on inventory. Anyway, i need some breakfast.
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Fri Sep 10, 2010 11:56 pm |
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Ociamarru
Joined: Wed Jul 01, 2009 11:46 pm Posts: 1930
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Re: Prelude: A Side Scrollin' Zombie Fort Game
Geti, did I ever tell you that I am infatuated with you and want to have man-babies with you? This is a great timewaster and when it's a full game it will be even GREATER. Only problem is it's relatively easy to exploit fall damage by digging as quick as you can downwards, then making a cave off to the side, so when the zombies come for you they splat and you don't get hurt by gibs. I'm sure you'll find a way to end this, though.
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Sat Sep 11, 2010 12:51 am |
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hax
Joined: Tue Aug 11, 2009 2:42 am Posts: 321 Location: On an iceberg typing away...
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Re: Prelude: A Side Scrollin' Zombie Fort Game
The lack of weapons are leading to holes in the ground.
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Sat Sep 11, 2010 1:17 am |
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Geti
Joined: Sun Jul 13, 2008 9:57 am Posts: 4886 Location: some compy
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Re: Prelude: A Side Scrollin' Zombie Fort Game
Update with key config, anims, and placeholder backgrounds. A few things tweaked: you dig faster (this is similar to how the shovel will function for digging) zombies don't take as much fall damage a few small AI tweaks (nothing useful)
Todo over the next few days: bodies (that stack up and decay) and inventory (just empty hands and pick for now, that's going to be a lot of spriting but the system I'm going to set up means that making more items will be a breeze, which is good since I've got lots of them planned.)
I've got to go study, but I'd like some feedback, ideas for backgrounds, etc.
EDIT: i forgot! 199,271 tiles, 25,838 zombies, for 655 deaths over 808 plays. Bounce rate is pretty steadily decreasing too.
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Sun Sep 12, 2010 10:40 pm |
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Coops
Joined: Wed Feb 17, 2010 12:07 am Posts: 1545 Location: That small peaceful place called Hell.
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Re: Prelude: A Side Scrollin' Zombie Fort Game
Hmm. Game won't play now. as soon as I choose "Play Game" then the game freezes also space wont register in the controls.
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Sun Sep 12, 2010 11:15 pm |
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Geti
Joined: Sun Jul 13, 2008 9:57 am Posts: 4886 Location: some compy
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Re: Prelude: A Side Scrollin' Zombie Fort Game
Try wiping your save data in options?
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Sun Sep 12, 2010 11:37 pm |
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Coops
Joined: Wed Feb 17, 2010 12:07 am Posts: 1545 Location: That small peaceful place called Hell.
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Re: Prelude: A Side Scrollin' Zombie Fort Game
Still does it
I think its finding an error or something.Ah nvm, I got it.
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Sun Sep 12, 2010 11:43 pm |
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Geti
Joined: Sun Jul 13, 2008 9:57 am Posts: 4886 Location: some compy
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Re: Prelude: A Side Scrollin' Zombie Fort Game
Glad that sorted it. What do you mean space won't register? Like, you can't assign it? I'll look into that tonight if that's the case, though I really have to go study now O_o btw you have no idea how tiring it is writing out fourty something unique checks for keys and assigning a slightly different variable for each one. I should've really coded something to output the code I want <_<
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Sun Sep 12, 2010 11:51 pm |
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YHTFLKC
Joined: Thu Dec 27, 2007 4:08 am Posts: 590 Location: USA
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Re: Prelude: A Side Scrollin' Zombie Fort Game
Any possibility of controller support?
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Mon Sep 13, 2010 12:28 am |
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Geti
Joined: Sun Jul 13, 2008 9:57 am Posts: 4886 Location: some compy
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Re: Prelude: A Side Scrollin' Zombie Fort Game
Only through binding the buttons of your controller to keys and then using them for input. Flash doesn't have USB driver access, sadly. If I ever port this to C++/SDL i'll very likely include gamepad support though.
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Mon Sep 13, 2010 12:33 am |
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YHTFLKC
Joined: Thu Dec 27, 2007 4:08 am Posts: 590 Location: USA
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Re: Prelude: A Side Scrollin' Zombie Fort Game
Okay, I'll have to look in to that then...
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Mon Sep 13, 2010 12:47 am |
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FoiL
Joined: Tue Oct 30, 2007 4:02 pm Posts: 1434
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Re: Prelude: A Side Scrollin' Zombie Fort Game
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Mon Sep 13, 2010 1:01 am |
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YHTFLKC
Joined: Thu Dec 27, 2007 4:08 am Posts: 590 Location: USA
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Re: Prelude: A Side Scrollin' Zombie Fort Game
I meant later as in after I'm done with these two essays due tomorrow
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Mon Sep 13, 2010 1:18 am |
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Geti
Joined: Sun Jul 13, 2008 9:57 am Posts: 4886 Location: some compy
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Re: Prelude: A Side Scrollin' Zombie Fort Game
UUUP-date. A few tweaks, bodies, some particle changes. Playing with a friend got ♥♥♥♥ frantic trying to get some body piles happening. You'll be able to walk on them at some point btw, just need to sort various thangs therein. More concerned with items, which I'll do wednesday evening after EXAMS ARE FINALLY OVER. Things to expect by, like, thursday midday: -shovel -machete -empty hands _not_ being default or able to do stuff to terrain. -a more interesting terrain gen, though I'm actually thinking of going all streamed levels on this, at the cost of a restricted viewport most likely (extra calls -> I want to keep lag down on netbooks etc). I'm pretty sick of flatlands, I assume you are too, so I'll get some hills and shyte going like in ilopocalypse. -flocking for zombies Also fixed the bug with space not registering in the keyconfig area for those who got angry at that.
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Mon Sep 13, 2010 1:09 pm |
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