The Gang Garrison 2 Forum
May 24, 2013, 11:21:21 pm *
Welcome, Guest. Please login or register.
Did you miss your activation email?

Login with username, password and session length
News: Chat with us on IRC: http://ganggarrison.com/irc.html
Server: irc.esper.net, Channel: #gg2
 
   Home   Help Search Login Register  
Poll
Question: How easy do you need weapon coding to be to actually make one?
I can make my own without any API. - 2 (8%)
Providing a template will do the job - 9 (36%)
I want the process to be almost completely automated. - 6 (24%)
I will not make a weapon regardless of ease. - 2 (8%)
Wuts a wepon? - 6 (24%)
Total Voters: 22

Pages: « 1 2 3 4 5 6 7 8 9 10 11 »
  Print  
Author Topic: Soviet Undead (Back in Development!)  (Read 9868 times)
nealshireman
Guest
« Reply #60 on: February 13, 2011, 08:41:46 pm »

that's the point
Logged
ChowderBowl
Hero Member
*****
Offline Offline

Posts: 1276


« Reply #61 on: February 13, 2011, 08:44:18 pm »

In the actual COD zombies, the zombies are much slower and there's plenty of room.
Logged

Ohey.
nealshireman
Guest
« Reply #62 on: February 13, 2011, 08:45:36 pm »

Never played COD sooo uhh.. Yeah z7
Logged
ChowderBowl
Hero Member
*****
Offline Offline

Posts: 1276


« Reply #63 on: February 13, 2011, 09:08:45 pm »

Never played COD sooo uhh.. Yeah z7
Then just find a video of it to see what I mean.
Logged

Ohey.
Machidro
Hero Member
*****
Offline Offline

Posts: 1891


Gardicolo time is over.


« Reply #64 on: February 13, 2011, 10:41:43 pm »

Difficulty is fine, my problem is there's not enough room, you can get surrounded pretty easily and there's not alot of places to run from them.

Maps need to be small, because otherwise we get lag. I'm trying to make the game work consistently on all computers.

When it comes to multiplayer, I have been working constantly to figure out how to add it, with minimal success. Continuing research at the moment.

Worked with adding 3D bullet gravity and shadowing. The problem is that bullets moved so fast that by the time the bullet was out the shadowing was basically invisible, removing any payoff from adding it. I also tried this fancy code I came up that made the alpha of the shadow get darker as the bullet went farther to simulate getting lower, but the equation I came up with made shadows really strong on creation but pretty much invisible 1/20 of a second later.

Improved the tutorial and cut out backstory from it for the sake of being a useful tutorial. I have decided to include a backstory, but only for those who look for it. I'll allude to ways to find backstory in game, which will lead to hidden backstory in the source code, which in turn will refer to ways to find more backstory in game, creating a chain.

New build next week, if school permits, which will include a tutorial and a shitload of bug fixes, plus updating basic behind the scenes stuff.

EDIT: Weapon switching with Q works, no more pressing 1 and 2. Because I figured this out, you will be able to use any weapon in any slot by next update.
EDIT 2: Doors are no longer glitchy, Insta kill and several other powerups work, and many glitches have been fixed.
« Last Edit: March 01, 2011, 08:05:06 pm by tiscooler » Logged

A CHALLENGER HAS ARRIVED.
Machidro
Hero Member
*****
Offline Offline

Posts: 1891


Gardicolo time is over.


« Reply #65 on: March 01, 2011, 08:11:16 pm »

Need ideas for the next feature, I posted a poll. If what you want isn't up there, post with what you want.
Logged

A CHALLENGER HAS ARRIVED.
Liraxus
Guest
« Reply #66 on: March 02, 2011, 01:54:24 am »

I want traps and Dogs, i have a hard enough time killing zombies around level 5.
Logged
Machidro
Hero Member
*****
Offline Offline

Posts: 1891


Gardicolo time is over.


« Reply #67 on: March 07, 2011, 06:59:15 pm »

I want traps and Dogs, i have a hard enough time killing zombies around level 5.

Help is on the way!

Turret code is done. I just added fire sale, under the name of "flood insurance".

Door code is fixed, no more bumping around like a retard.

Once I have all the item pickups working and most of the bugs fixed, I'm going to release a build. Dogs and traps will be added in a later build, because of spriting and implementation issues.
Logged

A CHALLENGER HAS ARRIVED.
Leiche
Veteran Beta Tester
*****
Offline Offline

Posts: 659


Barely existing.


« Reply #68 on: March 08, 2011, 09:58:38 am »

I want cooler and bigger guns.
they need to occupy like... 1/3 of the screen.
Logged


Quote
00:25   Neal            • I tried shutting down my neighbor's computer and it worked haha
 00:26   Calodine       • Did you press the off button
-------
chadde          • hi leiche Ubermench.
Machidro
Hero Member
*****
Offline Offline

Posts: 1891


Gardicolo time is over.


« Reply #69 on: March 08, 2011, 08:53:57 pm »

I want cooler and bigger guns.
they need to occupy like... 1/3 of the screen.

There will be. You just won't be holding it, it's gonna be a map gimmick. The death machine is going in, I figured out how it will work

Max ammo is in.

I got a programming question, and I need answers and feedback on whether anyone thinks its a good idea. I'm trying to figure out if theres a way to make nuke epic, more so than just kill all zombies. I want a huge smoke ring that moves till it hits map edge, killing zombs in its wake. Trying to figure out how the smoke ring would work without making normal computers shit bricks. Maybe a really big particle effect. Any ideas?
Logged

A CHALLENGER HAS ARRIVED.
SkeleDude
Delta Tester
******
Offline Offline

Posts: 6476


The Silver Spooner


WWW
« Reply #70 on: March 08, 2011, 09:12:28 pm »

draw a really big ring, spawn it with 0 x and y scale, and gradually increase the x and y scale through step event
Logged

(PC)

ART THREAD
DEVIANTART

TUMBLR
IP: 69.37.164.132
ChowderBowl
Hero Member
*****
Offline Offline

Posts: 1276


« Reply #71 on: March 08, 2011, 09:14:45 pm »

...The death machine is going in...
I love you.
Logged

Ohey.
Machidro
Hero Member
*****
Offline Offline

Posts: 1891


Gardicolo time is over.


« Reply #72 on: March 08, 2011, 09:26:20 pm »

...The death machine is going in...
I love you.

Thank you . Whats interesting is should online be made, once the death machine is made, we'd have all the guns already sprited necessary for top down TF2.

Maybe someone else would run with the source and make their own little project. Would be neat.

draw a really big ring, spawn it with 0 x and y scale, and gradually increase the x and y scale through step event

Thanks dude, works just fine, with alpha decreasing over time the tests look really legit.
Logged

A CHALLENGER HAS ARRIVED.
Leiche
Veteran Beta Tester
*****
Offline Offline

Posts: 659


Barely existing.


« Reply #73 on: March 09, 2011, 01:17:14 pm »

This game also needs a last resort weapon and a shortcut to quit.
I dont like pressing ctrl+alt+del just to shut it down.
Logged


Quote
00:25   Neal            • I tried shutting down my neighbor's computer and it worked haha
 00:26   Calodine       • Did you press the off button
-------
chadde          • hi leiche Ubermench.
Machidro
Hero Member
*****
Offline Offline

Posts: 1891


Gardicolo time is over.


« Reply #74 on: March 09, 2011, 07:54:50 pm »

This game also needs a last resort weapon and a shortcut to quit.
I dont like pressing ctrl+alt+del just to shut it down.
last resort shortcut quit weapon: press a key and your character uses his last bullet to shoot him self and shut the game at once



I'm liking the creativity TakaRaivo, but I don't see the point methinks. Maybe make it if your health is less than 5 if you use it you get a point bonus.

The last resort weapon is your knife. Press space. To quit, press escape twice. There is going to have to be a tutorial level, because these questions keep getting asked

On a side note, death machine is in. Time for double points!

And, a quick viewer contribution idea time! Post an idea for a powerup and if it is good enough it goes in!
Logged

A CHALLENGER HAS ARRIVED.
Pages: « 1 2 3 4 5 6 7 8 9 10 11 »
  Print  
 
Jump to:  

Powered by MySQL Powered by PHP Powered by SMF 1.1.18 | SMF © 2013, Simple Machines Valid XHTML 1.0! Valid CSS!
Page created in 0.292 seconds with 20 queries.