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 1 Bar Design - Updates and Discussion - NEW SITE + PW 
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Post Re: Prelude: A Side Scrollin' Zombie Fort Game
Damn straight you do.

Viewed stuff is working, pretty much all I had time for.


Wed Oct 13, 2010 11:29 am
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Post Re: Prelude: A Side Scrollin' Zombie Fort Game
And all of a sudden your site starts working for me and I can play Prelude into the night.

Great game bro. The controls were a bit laggy sometimes, though.


Wed Oct 13, 2010 1:55 pm
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Post Re: Prelude: A Side Scrollin' Zombie Fort Game
Really? Howso? They should be synced to the frame.. What sort of framerate are you getting? (you can check it with the ~ demi-console that I'll turn into a console-console soon.

Glad you like it though, it'd be a shame if there was something you couldn't stand about it.


Wed Oct 13, 2010 8:10 pm
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Post Re: Prelude: A Side Scrollin' Zombie Fort Game
Everything in the game is to damn cute to dislike.


Wed Oct 13, 2010 9:07 pm
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Post Re: Prelude: A Side Scrollin' Zombie Fort Game
Sorry to do this to you Geti...

Image

1. There is that zombie stood there in a 1 block gap. When the others ones got there, they crouched. But he is stood, and not moving.
2. That hole next to the standing zombie? I can get out of it, but the zombies can't. Is that intentional?


Wed Oct 13, 2010 11:23 pm
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Post Re: Prelude: A Side Scrollin' Zombie Fort Game
Which hole can't they get out of?
Also: The standing up glitch happens on occasion, it's really weird. I'll look into it, but the fact that it only reproduces rarely is infuriating.
FoiL wrote:
Everything in the game is to damn cute to dislike.
Yeah, but there are people out there that curb-stomp puppies so it isn't really safe to assume anything when it comes to a subjective trait (such as quality)


Thu Oct 14, 2010 3:52 am
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Post Re: Prelude: A Side Scrollin' Zombie Fort Game
A .303 repeater is coming. Going to have to implement a lot of extra stuff on the damage system though before getting anywhere near release (tracking who kills whom with what is very important). Still, it is kind of fun to have a repeating weapon in-game.
Image
Sprite is probably too long, but at the moment it kills zeds with 2-4 hits and fires more than twice as fast as the .22 with a longer reload after 5 shots. Quite fun to use, though I want some smoke effects soon.


Thu Oct 14, 2010 6:16 am
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Post Re: Prelude: A Side Scrollin' Zombie Fort Game
That little hole next to where the standing one is. Not the one I'm down, but between that and the ramp.


Thu Oct 14, 2010 1:23 pm
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Post Re: Prelude: A Side Scrollin' Zombie Fort Game
They should be able to get out of there, though I'll look at their AI tonight if I have time. It's fairly shocking as is so I'll rewrite everything at some point anyway..


Thu Oct 14, 2010 8:44 pm
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Post Re: Prelude: A Side Scrollin' Zombie Fort Game
The gun is kinda odd to use, making it kinda useless.


Thu Oct 14, 2010 11:25 pm
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Post Re: Prelude: A Side Scrollin' Zombie Fort Game
What do you mean, odd? The lack of aiming fidelity?
..Ever played megaman?

In all seriousness though, the .303 is a lot more powerful, and the higher rate of fire makes it usable even if you can't aim at any angle. Implementing the unlock system is going to be a ♥♥♥♥♥, but once it's done there'll be a plethora of items (Making the .303 took half a day if that, putting some polish on it will take longer but that means that once I've got the ability to track how many times you've killed who with what a lot more items will be feasible). I'm just hoping I can get all that working before I hit the point where I have to stall working on this for a few weeks while exams happen.


Fri Oct 15, 2010 10:31 am
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Post Re: Prelude: A Side Scrollin' Zombie Fort Game
I got a chance to work on this again today (after doing a hell of a lot of calculus coursework <_<) getting the basis for stat tracking down, so unlockables won't be too far away, along with scoring and a highscore table, which should add some replayability, and allow me to go nuts on content for a while.

I've got to think of some way of limiting construction though. Making it so you cannot build tiles in impossible places would be a start (a bit of a PITA to do but whatever) but I'm thinking until I get some form of player controlled construction happening a good thing to add would be the ability to purchase "wood" for points upon embark, so you get a tradeoff between how many items you can take and how many resources you bring.

Construction resources will always be something you can bring along with you in crates, but it could be a good idea to get in quick with those sorts of limitations (before scoring starts happening so I don't have to wipe the boards often)


Sat Oct 23, 2010 12:14 pm
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Post Re: Prelude: A Side Scrollin' Zombie Fort Game
Ideas!
If a zombie falls on you, it instantly does damage based on how far it fell.
If a zombie dies by fall damage, it breaks off into a crawling torso zombie.
This way you can't just make a hole in the ground to survive in.


Sat Oct 23, 2010 1:30 pm
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Post Re: Prelude: A Side Scrollin' Zombie Fort Game
Barnox wrote:
Ideas!
If a zombie dies by fall damage, it breaks off into a crawling torso zombie.
This way you can't just make a hole in the ground to survive in.


I fully agree with this part. And it does make sense. If a zombie falls down then the bones would break and the ligaments tear, but the brain would be mostly fine.


Sat Oct 23, 2010 1:52 pm
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Post Re: Prelude: A Side Scrollin' Zombie Fort Game
It isn't about the brain in Prelude, because the parasite has nerve control. It's mostly just about whether the circulatory and respiratory systems are working, because they can photosynthesise.

I think I will do that though, sounds like it could be very fun. I'll get the unlocks happening first, but then I'll be focussing on content and gameplay rather than (GODDAMN) system coding, so fun stuff should happen, and I don't see why legless zeds would be a huge issue.

One thing that is a huge issue though, that I'd like feedback on is how to prevent the player from using firearms through walls. I could make it so that if the firearm is overlapping terrain it cannot fire, which might work, but that doesn't solve the graphical issues of guns ghosting through tiles <_<
Thing is, I want to make guns only fire from the muzzle so you can't shoot zombies that're really close (there will be secondary attacks like melee for those situations, and I might add some stun to zombies when they're in pain, like what happens to you but less prominent) but if I do that with the current system it'll mean you can poke your gun out through the solid wall and shoot zeds in the face.


Sat Oct 23, 2010 9:35 pm
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