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Captain Kicktar
Joined: Wed Feb 04, 2009 4:07 pm Posts: 380 Location: Galacia
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Zak the Zombie Hunter (WIP)
This is just a game I was working on in Gamemaker 8.0, and decided to ask for input. It's a platformer where you shoot zombies. There's no story (yet) and only one (incomplete) level. 2.0 features: - Improved movement
- Improved gun physics
- Improved collisions
So yeah, what do you think? What should I add? What should I get rid of? EDIT: Oh, and you can't die yet.
Last edited by Captain Kicktar on Fri Oct 22, 2010 8:20 pm, edited 1 time in total.
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Fri Oct 22, 2010 1:26 am |
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JacenHanLovesLegos
Joined: Wed Aug 04, 2010 3:14 pm Posts: 132
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Re: Zak the Zombie Hunter (WIP)
Um... Death, finish the level, and more levels? Pretty fun actually. Needs more guns. For us of course.
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Fri Oct 22, 2010 1:35 am |
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zalo
Joined: Sat Feb 03, 2007 7:11 pm Posts: 1496
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Re: Zak the Zombie Hunter (WIP)
When you have left and right, make it add and subtract velocity to the player's over-all velocity. When he's touching the ground, have it divide the X velocity by 1.1 or something like.
Also, give the bullets velocity, momentum, and finally Gravity, as opposed to just direction.
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Fri Oct 22, 2010 1:45 am |
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Petethegoat
Joined: Mon Jun 15, 2009 4:02 pm Posts: 905
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Re: Zak the Zombie Hunter (WIP)
Not bad for a start. You need to tighten up the collisions, massively. That should be the priority before you add new stuff.
I guess this is just a test level at the moment, but the room size shouldn't be unnecessarily large, it can cause quite a bit of slowdown. Once you start making more finalised levels, I'd introduce the elements such as the turrets slower, to keep the player interested without overwhelming them.
And yeah, death and level change/saving is also quite important.
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Fri Oct 22, 2010 1:47 am |
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Captain Kicktar
Joined: Wed Feb 04, 2009 4:07 pm Posts: 380 Location: Galacia
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Re: Zak the Zombie Hunter (WIP)
@JacenHanLovesLegos: Glad you like it, and of course I'll add that stuff in a bit later (other then death) when I have some sort of idea for why your there.
@zalo: Thanks for that, it makes the movement feel a lot smoother, although I'm having a little trouble with hitting the walls that I'll fix next. And the bullets work better now. Could you expand on what you mean by momentum?
@Petethegoat: Collisions are now fixed, and yeah, the level is a bit big, I'll end up making them smaller when I make some sort of plot progression.
Speaking of plot, what should it be? I'm horrible with stories, so feel free to help.
EDIT: Well fixing the wall collision problem was easy. Uploading new version soon.
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Fri Oct 22, 2010 8:12 pm |
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Ragdollmaster
Joined: Sun Dec 16, 2007 12:09 am Posts: 1115 Location: Being The Great Juju
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Re: Zak the Zombie Hunter (WIP)
>Could you expand on what you mean by momentum?
I think he means that instead of always moving at the same speed, you should start off moving slowly and accelerate up to a top speed, when you move from a stand-still; also, if you change direction while moving, you should slow down.
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Fri Oct 22, 2010 8:43 pm |
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YHTFLKC
Joined: Thu Dec 27, 2007 4:08 am Posts: 590 Location: USA
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Re: Zak the Zombie Hunter (WIP)
Or just add a dash feature like Super Mario World. + Speed, - Control
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Fri Oct 22, 2010 8:57 pm |
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Barnox
Joined: Mon Jun 22, 2009 3:57 pm Posts: 1020
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Re: Zak the Zombie Hunter (WIP)
I'mma walking to the warehouse, doin' ma job... Whuts that there? On the security guard? ZAHMBIES!
Run for a level! Find a sledgehammer! Kill a few zahmbies! Big boss reveals himself, then walks away! Fight his lieutenant! Other stuff!
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Fri Oct 22, 2010 9:16 pm |
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FoiL
Joined: Tue Oct 30, 2007 4:02 pm Posts: 1434
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Re: Zak the Zombie Hunter (WIP)
The character gets stuck for a couple of seconds if you hit the ceiling.
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Sat Oct 23, 2010 1:56 pm |
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Captain Kicktar
Joined: Wed Feb 04, 2009 4:07 pm Posts: 380 Location: Galacia
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Re: Zak the Zombie Hunter (WIP)
@Ragdollmaster: He was talking about the bullets though.
@Barnox: Good idea, but I'm unsure how I would do the run with the current controls, and the sledgehammer with the current graphic style.
@FoiL: Yes I noticed that, I think I know how to fix it... That or you'll fly through the roof with the fix.
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Sat Oct 23, 2010 2:49 pm |
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Barnox
Joined: Mon Jun 22, 2009 3:57 pm Posts: 1020
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Re: Zak the Zombie Hunter (WIP)
I just meant a level of dodging zombies. If not a sledgehammer, a jackhammer? A gun that fires out a damaging three blocks (like the muzzle flash now, but damaging).
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Sat Oct 23, 2010 3:07 pm |
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Captain Kicktar
Joined: Wed Feb 04, 2009 4:07 pm Posts: 380 Location: Galacia
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Re: Zak the Zombie Hunter (WIP)
Yep, both of those would work. I'm going to a friends house today, and I intend to rest Sunday, so I'll start working on it Monday.
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Sat Oct 23, 2010 4:30 pm |
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TorrentHKU
Loose Canon
Joined: Sun Mar 29, 2009 11:07 pm Posts: 2992 Location: --------------->
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Re: Zak the Zombie Hunter (WIP)
You must let me see the .gmk for this, platforming is my mortal enemy.
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Sat Oct 23, 2010 6:30 pm |
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Captain Kicktar
Joined: Wed Feb 04, 2009 4:07 pm Posts: 380 Location: Galacia
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Re: Zak the Zombie Hunter (WIP)
I just start with the platforming example on the website, ane then change the sprite, levels, and add more stuff.
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Sat Oct 23, 2010 10:22 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: Zak the Zombie Hunter (WIP)
Zak's family were killed by zombies. In revenge, he tracked the zombie population to the spaceship from whence they came.
Boss can be Zak's wife.
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Wed Oct 27, 2010 3:57 pm |
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