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Author Topic: City of Scrap| Alpha 1.11 - More things to kill!  (Read 5655 times)
Dusty
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« on: October 22, 2011, 11:43:41 pm »

General Controls:
A/D - Move
W - Jump
E - Interact with items (Pick up clothing, weapons, health, and enter doors)
F - Toggle Flashlight

Scrap Launcher Controls:
Q - Pick up and change ammo type
1, 2, 3 - Change ammo slot
Left Mouse - Fire
Right Mouse - Consume 1 of the ammo for a boost
S - Drop 10 items of your current slot

Other Weapon Controls
Left Mouse - Fire
S - Drop your current weapon


Basically a random idea I had where the entire game is using a weapon like the Rock-It Launcher.
You'll eventually be fighting in a mall against zombies or something.

'Wiki'
Download
Alpha 1.10
--Adds the Light Machine Gun
--New Enemies:
---Hazmat Zombie, immune to status effects unless it's suit is punctured
---Exploding Corpse Worm, it moves fast, and dies faster
---Rocket Corpse Worm, a rare enemy worth a lot of points
---Shrienk, a zombie which will revive other zombies
--New Mechanics:
---Weight now effects your jump and walking speeds
----All throwables have weight
----All guns except the scrap launcher have weight
---You can 'overkill' zombies now, meaning if you deal enough damage, it will kill the zombie outright
--Added Firefighter's Gear, which will prevent you from burning
--Added Books
--Added the 'burnable' trait to Brooms and Books
--Added a menu, which doesn't do much right now
--Added lighting, and a flashlight

Alpha 1.11
--Fixed Hazmat Zombie corpses from showing that they were punctured, even if they weren't
--Fixed the Firefighter's gear being drawn two pixels lower than it should've been
« Last Edit: November 21, 2011, 10:44:36 am by BluDragon » Logged

MTK5012
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« Reply #1 on: October 23, 2011, 12:55:16 am »

checking it out...
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Dusty
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« Reply #2 on: October 23, 2011, 01:02:37 am »

heh, I just updated it too.
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BassMakesPaste
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« Reply #3 on: October 23, 2011, 01:22:39 am »

Why not just make it so you suck shit up and shoot it out sequentially?
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Dusty
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« Reply #4 on: October 23, 2011, 01:27:26 am »

That's a good question.
For which I don't have an answer.
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MTK5012
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« Reply #5 on: October 23, 2011, 02:24:19 am »

heh, I just updated it too.
that explain why i didnt see any enemies
now make more animations...
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Orangestar
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« Reply #6 on: October 23, 2011, 03:58:55 am »

This is not Blu Larry's Mod
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Lemonade
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« Reply #7 on: October 23, 2011, 05:19:36 am »

Include an AZERTY version. Please.  Drolling
(Just with Q/D as Move and Z as Jump)
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i already have a pet that follows me around 24/7

it's called  z4

you may have seen it
Dusty
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« Reply #8 on: October 23, 2011, 12:18:27 pm »

It's not blu larry's mod, but it's more complicated.
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Neal_Shireman
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« Reply #9 on: October 23, 2011, 12:32:25 pm »

checking it out...
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Dusty
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« Reply #10 on: October 23, 2011, 04:40:54 pm »

updated to 1.3
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Dusty
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« Reply #11 on: October 23, 2011, 07:20:18 pm »

really.
no comments or suggestions beyond 'add azerty support'?
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Machidro
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« Reply #12 on: October 23, 2011, 08:41:19 pm »

really.
no comments or suggestions beyond 'add azerty support'?

Its fun to mess around, but it has no real content yet. It has mechanic, but no game.

It looks very pretty though. Glass is satisfying to break. In short, it could be a 2d gmod, you just took it in a different direction.

Its like gmod in a lot of ways: Fun to mess around with, but without a game mode, its kind of boring.
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A CHALLENGER HAS ARRIVED.
Dusty
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« Reply #13 on: October 24, 2011, 08:49:28 am »

So, in the next version i've fixed the tiny resolution, fixed how marble bags and glass shards don't interact correctly with the ground, added a glow to objects that are on the ground if you have them equipped (EX: Broom in slot 1, brooms will glow), added a slight pull effect to items you have equipped but are on the ground (EX:The brooms above would move to you when you get within a tile), added an actual hud, and added an infinite resupply room. I'll work on making the zombies an actual threat next.
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MTK5012
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« Reply #14 on: October 24, 2011, 08:53:41 am »

So, in the next version i've fixed the tiny resolution, fixed how marble bags and glass shards don't interact correctly with the ground, added a glow to objects that are on the ground if you have them equipped (EX: Broom in slot 1, brooms will glow), added a slight pull effect to items you have equipped but are on the ground (EX:The brooms above would move to you when you get within a tile), added an actual hud, and added an infinite resupply room. I'll work on making the zombies an actual threat next.
maybe use mine? z6
although they are too fast and active,unlike real zombies z8
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