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SkeleDude
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« Reply #330 on: May 05, 2010, 02:07:01 pm » |
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Alright, I have played through it. Here is what I got. Infected Slaughter New Build - Score: 90/100 Bugs- You get stuck in walls when you back into them.
- Shotgun sprite doesnt apprear after you shoot once.
- When you health bar is depleted, it just starts over.
What I Want To See- More realistic background, things in the environment to interact with.
- And a Zombie Killed Counter
Great Game, Skeleton Dude: Keep going! The collisions are only half complete, if some one can help me with it, that would be great. There isn't a shotgun sprite, which is why you don't see one. The health bar resets because I didn't code the player to die once his health passes 0. It'll probably be another build or two before I complete enough of my bg tile set, until then I'm sticking with my checkered placeholders. Don't know why I didn't think of a kill counter before, but thanks.
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Rock
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« Reply #331 on: May 05, 2010, 04:05:26 pm » |
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Alright, I have played through it. Here is what I got. Infected Slaughter New Build - Score: 90/100 Bugs- You get stuck in walls when you back into them.
- Shotgun sprite doesnt apprear after you shoot once.
- When you health bar is depleted, it just starts over.
What I Want To See- More realistic background, things in the environment to interact with.
- And a Zombie Killed Counter
Great Game, Skeleton Dude: Keep going! The collisions are only half complete, if some one can help me with it, that would be great. There isn't a shotgun sprite, which is why you don't see one. The health bar resets because I didn't code the player to die once his health passes 0. It'll probably be another build or two before I complete enough of my bg tile set, until then I'm sticking with my checkered placeholders. Don't know why I didn't think of a kill counter before, but thanks. I think it gets stuck cause of the limbs. When you move and it hits the wall in a "blank" (you cant see them animation) perphaps the legs sprites are getting stuck in walls. idk
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New game much? 2D platforming stealth much?
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Waterfall
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« Reply #332 on: May 05, 2010, 07:22:26 pm » |
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Cool build with awesome graphics. I can tell this'll become pretty fun upon completion  Maybe you should limit the number of zombies there can be onscreen, maybe something like half of the number you killed. Plus you should have mutual zombie collision. I was moving around in circles and stacked at least 20 zombies, and they drained my health in less than a second when I stood still 
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SkeleDude
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« Reply #333 on: May 05, 2010, 08:30:38 pm » |
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The limbs aren't involved with the collision, it's the friction is whats causing it, I've only coded the collision for when you're holding the movement keys. It'll be fixed next build, in fact it should be fixed by tomorrow.
Limited zombie count and their collision with each other are things I just haven't bothered getting to yet.
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Rock
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« Reply #334 on: May 06, 2010, 05:53:25 am » |
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The limbs aren't involved with the collision, it's the friction is whats causing it, I've only coded the collision for when you're holding the movement keys. It'll be fixed next build, in fact it should be fixed by tomorrow.
Limited zombie count and their collision with each other are things I just haven't bothered getting to yet.
Can you post the gmk?
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New game much? 2D platforming stealth much?
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SkeleDude
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« Reply #335 on: May 06, 2010, 01:55:48 pm » |
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Rock
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« Reply #336 on: May 06, 2010, 03:40:54 pm » |
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Gmk or new exe? EDIT: nvm EDIT2: Im porting to GM7Pro so I can fuck with it.
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« Last Edit: May 06, 2010, 03:50:33 pm by Rock »
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SkeleDude
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« Reply #337 on: May 06, 2010, 03:46:01 pm » |
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.gmk
it tells you the file type in the link
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Rock
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« Reply #338 on: May 06, 2010, 03:58:47 pm » |
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.gmk
it tells you the file type in the link
did you use extensions? or GMPro>?
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New game much? 2D platforming stealth much?
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SkeleDude
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« Reply #339 on: May 06, 2010, 04:06:40 pm » |
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no extensions and of course I'm using pro
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Rock
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« Reply #340 on: May 06, 2010, 04:07:20 pm » |
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no extensions and of course I'm using pro
K
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New game much? 2D platforming stealth much?
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NAGN
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« Reply #341 on: May 22, 2010, 12:55:45 pm » |
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set the x and y coordinates of the HUD in the draw event
add an objective or something?
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  [im
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SkeleDude
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« Reply #342 on: May 22, 2010, 01:34:47 pm » |
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set the x and y coordinates of the HUD in the draw event
Why?
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Dusty
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« Reply #343 on: May 22, 2010, 01:40:41 pm » |
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set the x and y coordinates of the HUD in the draw event
Why? makes it so it doesn't shift when you move around.
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aptanananananator
White Knight
Veteran Beta Tester
   
Offline
Posts: 6506
Indie'll name his kid after me
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« Reply #344 on: May 22, 2010, 01:54:44 pm » |
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view_xview[0],view_yview[0] is how I did it.
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[22:07] tank: aptanors jew fro is godlike
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