1 Bar Design - Updates and Discussion - NEW SITE + PW
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Azakan
Joined: Mon Jan 25, 2010 7:43 pm Posts: 572 Location: Joined: Thu Jun 11, 2009 8:28 pm
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Re: Prelude: A Side Scrollin' Zombie Fort Game
I like the new version! This was the only way I was able to survive though. I wish the game didn't go back to the main menu as soon as you die, but wait a ~5sec or so...
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Mon Sep 13, 2010 3:21 pm |
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findude
Joined: Tue Dec 12, 2006 3:10 pm Posts: 495 Location: Uncertain quantum state
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Re: Prelude: A Side Scrollin' Zombie Fort Game
Wuhhhh? With -127 brighness, +105 contrast: Gets stuck like that when trying to start the game. Options screen works though. Firefox on Vista. The out-of-focus menu appears if I click outside the object, but does not go away.
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Mon Sep 13, 2010 4:31 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 was getting locks like that before. I'll fix it now, but it's because you've got an out of date save-file. Go to options and wipe your data. Your keys aren't set.
EDIT: @azakan: It's a shame that's the most viable long-term solution at the moment, cause it's not very fun.. However, once you can stand on bodies you'll end up with a pit full of them and they'll stop dying. Then, once you need to eat to survive, and your food crate is on the surface to begin with, you'll have to dig a viable pathway in and out, or at least dig a wider tunnel (because mining your food crate is a good way to break it and you'll take a lot more fall damage when encumbered).
Oh, also, Before I can think of some ergonomic way to build stuff, once I've got all the other todo happening I'll make it so you can build structures with the mouse. I think it'll make it a lot more interesting to be running around killing the zombies when you've actually got some structures happening, with spike traps and ladders and the like coming soon after that (as interactive tiles will require some more hacking on my part)
Last edited by Geti on Mon Sep 13, 2010 10:02 pm, edited 1 time in total.
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Mon Sep 13, 2010 9:53 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
That foggy stuff (in the foreground) in the second picture looks cool, and would be amazing if it had texture. Geti, think you would do something like that?
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Mon Sep 13, 2010 9:58 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
Hell yes. Weather is coming as soon as I get the whole "days" system going, after gameplay is, you know, happening.
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Mon Sep 13, 2010 10:03 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
Awesome. And how are weapons coming along? I was just now mauled to death ( edit: BY 1 ZOMBIE :O ), because punching a zombie is only effective in TimeSplitters 2.
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Mon Sep 13, 2010 10:09 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
How did you get killed by one zombie? O_o do some style moves, jump around a little, kick them in the face as you jump over them, punch when they're just within reach to keep them knocked back! One zombie can sometimes do ~50HP to me, but rarely more unless I make a silly mistake or get knocked off something. However, I'm kind of glad it's obviously not a viable tactic though, because that's the idea. Weapons have been started on, but won't arrive until thursday or at earliest wednesday night, cause I've got pretty solid exams till then so I'll stay away from the code, except for maybe that save-file fix. First 2 items are going to be shovel and machete btw. Shovel for digging and knockback, machete for cutting them down (don't expect to be able to cut down a massive group of zombies though.) I'll playtest them rigorously before release. Empty hands will be used somewhat similar to spelunky, for picking up items and using weak melee, but that won't be implemented for a while. I'm having a laugh at the moment about how few tiles everyone's breaking now. Lack of debug mouse made the change I think 205,578 all up now.
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Mon Sep 13, 2010 10:31 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
Well, I was in a 2 brick wide gorge, and I couldn't damage him because he was so close, I think... Ah well, good job anyway, you have initiative and stuff.
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Mon Sep 13, 2010 11:00 pm |
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Azakan
Joined: Mon Jan 25, 2010 7:43 pm Posts: 572 Location: Joined: Thu Jun 11, 2009 8:28 pm
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Re: Prelude: A Side Scrollin' Zombie Fort Game
Geti wrote: Weapons have been started on, but won't arrive until thursday or at earliest wednesday night, I can live with "release"-dates like that. Geti wrote: I'm having a laugh at the moment about how few tiles everyone's breaking now. Lack of debug mouse made the change I think 205,578 all up now. It's not my fault, I broke many, many, many... Tiles. When there were only quite a few left (quite far up), with me standing on them, a stupid zombie makes a HUGE jump over to my floating island (they had not seen me til then) and I was like: Me: AMAGAWDZOMBIE!!!1 Zombie: Urg Me: FEEL MY HIGH KICK OF HEADSPLODIN'!"11 Zombie: Urg Me: KAAAAHADOKEN! And I miss the zombie by a mile and a half, flies down the casm and explodes in a sea of zombies. I love this game so much.. *Sniff*
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Tue Sep 14, 2010 12:01 am |
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zeno39
Joined: Fri May 30, 2008 9:38 pm Posts: 260 Location: Some Crack House
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Re: Prelude: A Side Scrollin' Zombie Fort Game
Been lurking here long enough. I just love where this game is going geti cant wait to see the next update. Just got one question about the future body pile feature, are you planing to add in some kind of way to dispose of zombie corpses so that you dont get giant, performance killing, zombie piles.
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Tue Sep 14, 2010 1:15 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
Two words, zeno. Quick. Lime. Azakan wrote: Me: AMAGAWDZOMBIE!!!1 Zombie: Urg Me: FEEL MY HIGH KICK OF HEADSPLODIN'!"11 Zombie: Urg Me: KAAAAHADOKEN! And I miss the zombie by a mile and a half, flies down the casm and explodes in a sea of zombies. I love this game so much.. *Sniff* I'm glad someone's playing it like this. <3 headkicking. Btw might get level-generation "more-interesting-ified" tonight if I tire of reading over Othello. Don't expect a million caves and ore generation and trees and whatnot yet, but you know, uneven land, maybe some cliffs.
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Tue Sep 14, 2010 5:44 am |
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Major
Joined: Sun May 30, 2010 5:30 am Posts: 853 Location: Auckland, NZ
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Re: Prelude: A Side Scrollin' Zombie Fort Game
How do you kick them? When ever I change the controls the game freezes till I wipe them. Zombies are nigh on invincible.
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Tue Sep 14, 2010 12:37 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
Kick with down and action. Didn't get around to the terrain gen, barely got around to Othello :/
Also the freezing is worrying.. I'll look into it. Are you attempting to set it to any funny keys, or leaving keys unset?
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Tue Sep 14, 2010 1:04 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
There totally isn't and update to level generation or anything. Nuh-uh.
Bodies may behave badly for a while, I really can't be assed getting collision happening with them now, because every time I try I end up with a pile of bodies that writhes about <_< Weapons might happen tonight though, or tomorrow at some point. Have some personal stuff being shitty at the moment so it might be delayed though.
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Wed Sep 15, 2010 7:55 am |
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Disst
Joined: Thu Feb 12, 2009 1:47 am Posts: 1182
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Re: Prelude: A Side Scrollin' Zombie Fort Game
I got it working on my laptop. It's a lot of fun, especially for something so early in development. Can't wait for weapons.
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Wed Sep 15, 2010 2:42 pm |
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