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	 1 Bar Design - Updates and Discussion - NEW SITE + PW 
        
        
            | Author | Message |  
			| FoiL 
					Joined: Tue Oct 30, 2007 4:02 pm
 Posts: 1434
   |   Re: Prelude: A Side Scrollin' Zombie Fort GameYou made me feel like an idiot, happy now?    Moving on. 27-33fps on my windows 7 with a dual core at 2.4 and 4 gigs of ram.
 
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			| Mon Sep 06, 2010 4:17 am | 
					
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			| Geti 
					Joined: Sun Jul 13, 2008 9:57 am
 Posts: 4886
 Location: some compy
   |   Re: Prelude: A Side Scrollin' Zombie Fort Game37,100 tiles destroyed on the dot so far.I'm also very happy that I've got a >2 plays:views ratio, which means most of you are hitting the play game button after dying at least once, which is good. If it's engaging(ish) as it is, it should be enjoyable when there's, you know, something to do.
 
 @Natti: I'm the only one with access to the stats, realtime or otherwise, and it'll likely stay that way until it's ~beta stage, as I'm planning on using some of the other ones to see what you guys are doing in game and shaping it to meet your needs/wants, and I don't really want some things public. I might set up a tiny PHP counter on my site with some of the more fun stats, but for now I'll just keep you updated on any interesting developments.
 It'll be interesting to see how you guys play the game once there's zombies, actually..
 
 Still need to decide how I want trees to look, I'm currently leaning towards a similar style to under the garden's trees, though having them non-colliding. It could be fun to have the canopy as a platform, so you can jump around above the zombies and they could bash the trees you're camping in down, but that doesn't really work with pine trees... I might have a mix, considering it's on another planet I might have some more alien trees in some areas and more terran trees in others. You'll mostly be within the terraformed radius of the oh god half-baked plot leak never mind.
 
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 Sounds like little to no lag on modern processors, which is nice.
 
 I've had some other complaints about how hard it is to dig terrain, but I'll likely not make it too much easier as I want mining something large out to be a project, not a quick task. I'll probably make gibs collide with themselves and stack up before making them turn into tiles to see how much "matter" they're forming, but I'm planning on getting the ability to build with the mouse first. I've still got to work out how the player's going to react.
 
 QUICK VOTE TIEM WHILE I GO DO STUDY (result might not be implemented tonight but will be soon)
 Various structure tile construction w/ mouse + various buttons XOR Lazily implemented zombies
 You decide.
 
 
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			| Mon Sep 06, 2010 4:52 am | 
					
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			| Natti Data Realms Elite 
					Joined: Fri Jul 03, 2009 11:05 am
 Posts: 3878
   |   Re: Prelude: A Side Scrollin' Zombie Fort GameXOR? Anyway, construction. 
 
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			| Mon Sep 06, 2010 5:10 am | 
					
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			| hax 
					Joined: Tue Aug 11, 2009 2:42 am
 Posts: 321
 Location: On an iceberg typing away...
   |   Re: Prelude: A Side Scrollin' Zombie Fort GameLazily implemented zombies 
 
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			| Mon Sep 06, 2010 5:10 am | 
					
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			| Geti 
					Joined: Sun Jul 13, 2008 9:57 am
 Posts: 4886
 Location: some compy
   |   Re: Prelude: A Side Scrollin' Zombie Fort GameeXclusive OR. Means you can only have one. right, actually studying now  
 
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			| Mon Sep 06, 2010 5:14 am | 
					
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			| FoiL 
					Joined: Tue Oct 30, 2007 4:02 pm
 Posts: 1434
   |   Re: Prelude: A Side Scrollin' Zombie Fort GameThings to kill are always good. 
 
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			| Mon Sep 06, 2010 5:22 am | 
					
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			| Ociamarru 
					Joined: Wed Jul 01, 2009 11:46 pm
 Posts: 1930
   |   Re: Prelude: A Side Scrollin' Zombie Fort GameLIZ 
 
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			| Mon Sep 06, 2010 6:47 am | 
					
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			| FuzzyMelon 
					Joined: Sat Mar 13, 2010 5:52 am
 Posts: 229
   |   Re: Prelude: A Side Scrollin' Zombie Fort GameCool tile building function because I follow the crowd by not following the crowd 
 
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			| Mon Sep 06, 2010 7:08 am | 
					
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			| Geti 
					Joined: Sun Jul 13, 2008 9:57 am
 Posts: 4886
 Location: some compy
   |   Re: Prelude: A Side Scrollin' Zombie Fort GameZombies, 3:2? Perhaps. I'll do some spriting towards that in the next ten minutes before I sleep then, but nothing will get coded.43,746 tiles over the last ~24 hours btw. I should really do that homepage at some point, but with exams its likely to happen just over a week from now.
 
 Just so you guys know, I'll be on exams from this Thursday till next Wednesday, and I really should cut my activity until that's over, so if I suddenly vanish or whatever assume I'm freaking out about essays or something. Hopefully I can get zombies in before then, but I'm even shorter on time than usual; it mightn't happen.
 
 
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			| Mon Sep 06, 2010 11:53 am | 
					
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			| Joe 
					Joined: Tue Jul 21, 2009 4:36 am
 Posts: 347
 Location: The place where asses go to be bad
   |   Re: Prelude: A Side Scrollin' Zombie Fort GameGlitch: 
 
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			| Mon Sep 06, 2010 9:02 pm | 
					
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			| Barnox 
					Joined: Mon Jun 22, 2009 3:57 pm
 Posts: 1020
   |   Re: Prelude: A Side Scrollin' Zombie Fort GameHad it too. Seems you die at -10.Great work Geti. I've not yet said that.
 How can you have epic coding skillz yet still muster the effort to continue on studying?
 
 
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			| Mon Sep 06, 2010 10:09 pm | 
					
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			| Geti 
					Joined: Sun Jul 13, 2008 9:57 am
 Posts: 4886
 Location: some compy
   |   Re: Prelude: A Side Scrollin' Zombie Fort Game@joe: Huh. Will fix, looks like I used < rather than <=. Barnox wrote: How can you have epic coding skillz yet still muster the effort to continue on studying?I don't really have epic coding skills, just good problem solving ability. I end up figuring out how to make something do something through logic rather than knowing the language wonderfully, but I suppose I've gotten better over the last few years. Regardless, plan is to do a Bachelor of Biomedicine majoring in Biomedical Engineering and work from there at the moment so I need some decent grades. Got the start of a zombie sprite happening but I'm less than stoked with it, I'm kind of missing any mid-light green for highlights. I'll probably end up expanding the palette, as not having well-shaded zombies will be a huge bummer. Also wrote a musical loop for it which I'm happy with, though it doesn't have any bass yet. I'll get previews of them up at some point tonight I suppose, going to freak out about my two calc exams on thursday and two physics exams on friday for a while <_< Oh, forgot: 58,711 tiles. Hopefully I get some free time for zombies to keep you guys interested  
 
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			| Tue Sep 07, 2010 4:41 am | 
					
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			| Geti 
					Joined: Sun Jul 13, 2008 9:57 am
 Posts: 4886
 Location: some compy
   |   Re: Prelude: A Side Scrollin' Zombie Fort Game Mockup only, calm down. Got the zombie sprites to a level I'm happy with without touching the palette and decided to do a mockup with them. Ended up adding some tiles, happy with the aesthetic result. Feel free to nitpick or wonder why the zombies are all planty. Thanks for your support on this btw guys, it's nice to get positive feedback this early into a project.
 
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			| Tue Sep 07, 2010 10:05 am | 
					
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			| 411570N3 
					Joined: Wed Jan 07, 2009 10:26 am
 Posts: 4074
 Location: That quaint little British colony down south
   |   Re: Prelude: A Side Scrollin' Zombie Fort GameLiking how long it takes to break through blocks now. Could use slightly less collapsing on cave formations though. Perhaps increased side support? 
 
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			| Tue Sep 07, 2010 10:09 am | 
					
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			| Geti 
					Joined: Sun Jul 13, 2008 9:57 am
 Posts: 4886
 Location: some compy
   |   Re: Prelude: A Side Scrollin' Zombie Fort GameYeah, I'll definitely buff the terrain at least a little from where it is, especially in the gravel layer. When you say "break through tiles" do you mean the player breaking through them or them collapsing?Got to study now though, no coding tonight.
 
 
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			| Tue Sep 07, 2010 10:12 am | 
					
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