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			| FoiL 
					Joined: Tue Oct 30, 2007 4:02 pm
 Posts: 1434
   |   Re: Prelude: A Side Scrollin' Zombie Fort GameNever got it on the left. But now I got it on the two bottom corners. 
 
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			| Sun Aug 29, 2010 11:37 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 GameBugger, I was wondering when you guys would notice. Regardless, larger levels coming soon, I'll probably have to optimise though <_< 
 
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			| Sun Aug 29, 2010 12:35 pm | 
					
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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 GameSo d'you plan on having the character use guns or what? 
 
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			| Sun Aug 29, 2010 12:40 pm | 
					
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			| Lizardheim DRL Developer 
					Joined: Fri May 15, 2009 10:29 am
 Posts: 4107
 Location: Russia
   |   Re: Prelude: A Side Scrollin' Zombie Fort GameLarger levels sounds awesome.You planning on having ladders in this game?
 
 
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			| Sun Aug 29, 2010 12:48 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 GameIndeed I do. A mixture of melee and firearms will be available to the player, though aiming control with ranged weapons will be limited to either 3 or 5 aim angles for the most part unless you're using a mounted gun, which will have full range access. You'll also be able to use machetes, your pickaxe or mattock, hammers, axes, knives-on-sticks etc to combat the zeds at closer range. That's what's planned anyway. For now, I'll give the player a set inventory of single shot .22 rifle (to get around not having an implemented ammunition system), axe, pick, hammer, and machete most likely, with the ability to pick stuff up and construct things coming soon after that. Haven't touched the code or images today, but I got a good few thousand words on misogyny within intercourse written up, so that's something. So, a quick todo: -fix player bugs -larger map -damage system -pick -machete -zombies -more character skins -trees -axe -hammer -building stuff -the rest of the game somewhere in there I'll implement something preventing the possibility of "floating islands", ie chunks of terrain without support, and maybe a "lava" layer to prevent any silly players from jumping out the bottom of the map. @lizard: yes, see the mockup here  for how they'll be implemented, as struts over support poles.
 
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			| Sun Aug 29, 2010 12:54 pm | 
					
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			| Lizardheim DRL Developer 
					Joined: Fri May 15, 2009 10:29 am
 Posts: 4107
 Location: Russia
   |   Re: Prelude: A Side Scrollin' Zombie Fort GameGeti wrote: somewhere in there I'll implement something preventing the possibility of "floating islands"WHY DO YOU HATE ME?
 
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			| Sun Aug 29, 2010 1:00 pm | 
					
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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 GameBe nice if the player or zombies' weight could displace terrain. Make some nice traps. 
 
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			| Sun Aug 29, 2010 1:03 pm | 
					
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			| Lizardheim DRL Developer 
					Joined: Fri May 15, 2009 10:29 am
 Posts: 4107
 Location: Russia
   |   Re: Prelude: A Side Scrollin' Zombie Fort GameWooden platform with no BG suport? 
 
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			| Sun Aug 29, 2010 1:05 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 GameLizard wrote: WHY DO YOU HATE ME?YOU CAN SUPPORT THEM ON STICKS OR SOMETHING THIS ISN'T BLOODY MINECRAFT THINGS HAVE TO MAKE SENSE THERE'S ZOMBIES COMING AND YOU DON'T EVEN HAVE A HOUSE YET THIS IS SERIOUS ♥♥♥♥ DON'T YOU KNOW WE COULD DIE YOU CAN'T JUST STAND ON FLOATING ISLANDS AND WAIT FOR THEM TO LEAVE THAT'S NOT FAIR D:< come to think of it, that can happen in minecraft too <_<; Anyway, in all seriousness, I'll probably put in the option to keep floating isles as a secondary game mode with no high-scoring ability. This is intended to be a semi-serious game in the end, but I'll be sure to slot in fun features anyway. The way I'm planning to keep floating islands from happening will be easy to turn off anyway. Also, Re: weight on tiles yeah I'll add actor's weight to any tile it's standing on's needed support at some point. That should actually be quite fun, now that I remember it. I was planning to do that yesterday but got caught up in the ledge grabbing, which is still buggy <_<
 
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			| Sun Aug 29, 2010 1:07 pm | 
					
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			| Lizardheim DRL Developer 
					Joined: Fri May 15, 2009 10:29 am
 Posts: 4107
 Location: Russia
   |   Re: Prelude: A Side Scrollin' Zombie Fort Game:'( stop scaring me like that geti.You should know I have a weak spot in my heart for floating islands.
 
 
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			| Sun Aug 29, 2010 1:09 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 GameDoesn't everyone? I still want to make a bizzare spin off of MSGolf with floating islands and retro powerups for the DS. Also, jesus I just realised how much I've feature creep'd this game already, I'm glad that todo isn't too bad, but I haven't told you guys about the story or the metagame or multiplayer or the technology or the contamination system or even the construction system yet O_o Anyway, goodnight guys  
 
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			| Sun Aug 29, 2010 1:14 pm | 
					
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			| FoiL 
					Joined: Tue Oct 30, 2007 4:02 pm
 Posts: 1434
   |   Re: Prelude: A Side Scrollin' Zombie Fort GameIf you add some sort of mortar or mounted auto-cannon that destroys terrain I shall cry manly tears. 
 
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			| Sun Aug 29, 2010 3:42 pm | 
					
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			| findude 
					Joined: Tue Dec 12, 2006 3:10 pm
 Posts: 495
 Location: Uncertain quantum state
   |   Re: Prelude: A Side Scrollin' Zombie Fort GameThis is very nice!FoiL wrote: If you add some sort of mortar or mounted auto-cannon that destroys terrain I shall cry manly tears.I second this fiftysixth power of two times. The collapsing system is being a bit hard to predict. Care to explain the logic behind it? ... Perhaps handle floating isles with a cheat system, along with infinite ammo and such? Oh and yeah, put some info on what version it is in the site or app. 
 
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			| Sun Aug 29, 2010 4:16 pm | 
					
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			| caekdaemon Data Realms Elite 
					Joined: Sun Nov 01, 2009 3:00 pm
 Posts: 4144
 Location: Hell.
   |   Re: Prelude: A Side Scrollin' Zombie Fort GameMaybe a realistic mode, where you have to get food and such junk for survivers at your base, kinda like Fort Zombie by kerberos. 
 
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			| Sun Aug 29, 2010 7:55 pm | 
					
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			| Disst 
					Joined: Thu Feb 12, 2009 1:47 am
 Posts: 1182
   |   Re: Prelude: A Side Scrollin' Zombie Fort GameThe link simply isn't working for me. 
 
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			| Sun Aug 29, 2010 7:59 pm | 
					
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