1 Bar Design - Updates and Discussion - NEW SITE + PW
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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
Especially if you're using the shovel to get some reach and the machete to finish them. Done writing ammo handling and all the extra raytracing, lalala
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Sat Oct 02, 2010 11:31 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
UPDATEEnjoy your gun. You've got 50 bullets on you at spawn, and it's fired single shot. There are some issues I'm going to work out soon enough, and I need some feedback on whether the current 30 degrees of aim difference is acceptable or if I should increase it to 45. I'm considering putting more aim angles in for firearms, we'll see what comes of that though because unless I change the system that would be a horrible amount of spriting. Sprites are placeholders, as is the bullet line. Oh yeah, you can hit esc to drop back to the main menu as well.
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Sun Oct 03, 2010 2:23 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
Holy ♥♥♥♥ stats are cool today. Average play time: 22:54! For a flash game that I'm in the middle of making, ~20 minutes per person isn't bad at all. Yesterday (with half the people playing it) the average was more than 24 minutes!
Tiles destroyed to date: 314,511! Zombies killed: 32,373! All that for 1,455 deaths, in 2,017 games and 1,120 loads. Sure, it's nothing on a big release by weasel, but I'm stoked that something I've only spent a few weeks on can keep people occupied for so long. I've got over 190 logged and processed hours (processing takes about a day) of play time. That's more than twice the time I've spent making the thing all up. Huzzah!
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Sun Oct 03, 2010 6:28 am |
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Lizardheim
DRL Developer
Joined: Fri May 15, 2009 10:29 am Posts: 4107 Location: Russia
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Re: Prelude: A Side Scrollin' Zombie Fort Game
New update makes game VERY laggy
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Sun Oct 03, 2010 11:54 am |
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Contrary
Joined: Mon Mar 16, 2009 10:50 pm Posts: 2175 Location: Neverwhere
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Re: Prelude: A Side Scrollin' Zombie Fort Game
Yeah same for me.
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Sun Oct 03, 2010 6:10 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
Yep, something broke.
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Sun Oct 03, 2010 6:18 pm |
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alphagamer774
Joined: Wed Feb 10, 2010 4:06 am Posts: 1294 Location: Comox, BC, Canada
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Re: Prelude: A Side Scrollin' Zombie Fort Game
Damn, Geti, that game is way too much fun. My PC is monster, so It can handle whatever you ♥♥♥♥ up.
Two suggestions regarding the .22
First, The 30 degree up/down sprite needs tweaking, It looks like he's aming at a 40ish angle. I'd keep the current firing angle in place, Just tweak the sprite. I could do that If you want.
Second, Make the aim angle change to soemthing more 45-50ish when you're standing, and more 30-35ish when you're crouched. that way, there'd be a use for crouching.
Goddamn, This is way too much fun. I should go do homework, but...
Oh, and make the .22 a wee bit more powerful? It's alright right now, but with limited ammo, it's not really worth using...
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Sun Oct 03, 2010 6:31 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
@lag: huh. I'll look into it, I'm pretty used to playing at ~7-12 fps in my dev player so I didn't notice, but it's a tad slower in the browser player for me too. Time to go fish about alphagamer774 wrote: Damn, Geti, that game is way too much fun. First, The 30 degree up/down sprite needs tweaking, It looks like he's aming at a 40ish angle. I'd keep the current firing angle in place, Just tweak the sprite. I could do that If you want. Second, Make the aim angle change to soemthing more 45-50ish when you're standing, and more 30-35ish when you're crouched. that way, there'd be a use for crouching. Thank you 1: Mmmn, they're just placeholders so that's kind of to be expected, but I'll work on it. 2: That is a really good idea. I'll see what I can do, but it's (funnily enough) going to take a bit of an overhaul of the FireArm system <_< you wouldn't believe how much of a pain the arm sprites are to work with, but it'll be fine because I'll be able to reuse them between guns. oh yeah, and with response to power I've added a critical shot in the current development version (the one you can't play yet) which makes it a bit more powerful. It's not intended as anything powerful though, it's a .22 ffs.
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Sun Oct 03, 2010 9:16 pm |
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alphagamer774
Joined: Wed Feb 10, 2010 4:06 am Posts: 1294 Location: Comox, BC, Canada
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Re: Prelude: A Side Scrollin' Zombie Fort Game
This is so much fun. Leapcrouch BOOMHEADSHOT.
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Sun Oct 03, 2010 9:59 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 you're enjoying it alphagamer. Profiling is suggesting that the brunt of the lag is coming from a fairly unobtrusive function call, which I'm now optimising. Expect a version with critical shots and less lag soon.
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Sun Oct 03, 2010 10:24 pm |
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Contrary
Joined: Mon Mar 16, 2009 10:50 pm Posts: 2175 Location: Neverwhere
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Re: Prelude: A Side Scrollin' Zombie Fort Game
I think a lot of people are having fun just with the building sandbox part of this. Are you going to include a mode like this in the final release? Maybe something like this with infinite health.
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Sun Oct 03, 2010 10:31 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
There'll be "free play" mode with no points and the ability to switch hacky things on and off upon embark.
A hilarious bug has popped up with some changes in the support code where the level falls apart from the bottom up.
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Sun Oct 03, 2010 10:36 pm |
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alphagamer774
Joined: Wed Feb 10, 2010 4:06 am Posts: 1294 Location: Comox, BC, Canada
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Re: Prelude: A Side Scrollin' Zombie Fort Game
nice, planet implosion win.
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Sun Oct 03, 2010 10:38 pm |
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Roast Veg
Data Realms Elite
Joined: Tue May 25, 2010 8:27 pm Posts: 4521 Location: Constant motion
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Re: Prelude: A Side Scrollin' Zombie Fort Game
Why must your game be so addictive, Geti? Everyone around me is getting pissed because I'm not doing anything useful and it's all your fault!
Seriously I don't even care about all the placeholder stuff [except on the construction side of things], it's awesome right now.
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Sun Oct 03, 2010 11:19 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
Construction is quite a bit easier with the current dev system, so much so that I'm going to release it and let you guys find bugs. Lag is not fixed, and the masking system is a little gimped, but it's fun. Give me a few minutes to rebuild a locked version and update the site.
Strike that, lag is fixed. Masking is still gimped but I found the problem.
Oh yeah, construction tiles now cycle with L rather than using a trillion (5) keys.
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Sun Oct 03, 2010 11:59 pm |
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