The Gang Garrison 2 Forum
June 19, 2013, 10:24:22 am *
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  
Pages: « 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 »
  Print  
Author Topic: Infected Slaughter: Grab a friend, B5_01 is on it's way!  (Read 44225 times)
SkeleDude
Delta Tester
******
Offline Offline

Posts: 6478


The Silver Spooner


WWW
« Reply #330 on: May 05, 2010, 02:07:01 pm »

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.
Logged

(PC)

ART THREAD
DEVIANTART

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

Posts: 1836


Hello? Again?


« Reply #331 on: May 05, 2010, 04:05:26 pm »

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

Logged

New game much? 2D platforming stealth much?
Waterfall
Guest
« Reply #332 on: May 05, 2010, 07:22:26 pm »

Cool build with awesome graphics. I can tell this'll become pretty fun upon completion  c1

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 
Logged
SkeleDude
Delta Tester
******
Offline Offline

Posts: 6478


The Silver Spooner


WWW
« Reply #333 on: May 05, 2010, 08:30:38 pm »

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.
Logged

(PC)

ART THREAD
DEVIANTART

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

Posts: 1836


Hello? Again?


« Reply #334 on: May 06, 2010, 05:53:25 am »

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?
Logged

New game much? 2D platforming stealth much?
SkeleDude
Delta Tester
******
Offline Offline

Posts: 6478


The Silver Spooner


WWW
« Reply #335 on: May 06, 2010, 01:55:48 pm »

http://www.mediafire.com/?mkmwtzdhzmm
Logged

(PC)

ART THREAD
DEVIANTART

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

Posts: 1836


Hello? Again?


« Reply #336 on: May 06, 2010, 03:40:54 pm »




Gmk or new exe?


EDIT: nvm

EDIT2: Im porting to GM7Pro so I can fuck with it.
« Last Edit: May 06, 2010, 03:50:33 pm by Rock » Logged

New game much? 2D platforming stealth much?
SkeleDude
Delta Tester
******
Offline Offline

Posts: 6478


The Silver Spooner


WWW
« Reply #337 on: May 06, 2010, 03:46:01 pm »

.gmk

it tells you the file type in the link
Logged

(PC)

ART THREAD
DEVIANTART

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

Posts: 1836


Hello? Again?


« Reply #338 on: May 06, 2010, 03:58:47 pm »

.gmk

it tells you the file type in the link

did you use extensions? or GMPro>?
Logged

New game much? 2D platforming stealth much?
SkeleDude
Delta Tester
******
Offline Offline

Posts: 6478


The Silver Spooner


WWW
« Reply #339 on: May 06, 2010, 04:06:40 pm »

no extensions and of course I'm using pro
Logged

(PC)

ART THREAD
DEVIANTART

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

Posts: 1836


Hello? Again?


« Reply #340 on: May 06, 2010, 04:07:20 pm »

no extensions and of course I'm using pro


K
Logged

New game much? 2D platforming stealth much?
NAGN
Developer
******
Offline Offline

Posts: 16904


Yeah so now I have an idea


« Reply #341 on: May 22, 2010, 12:55:45 pm »

set the x and y coordinates of the HUD in the draw event

add an objective or something?
Logged



[im
SkeleDude
Delta Tester
******
Offline Offline

Posts: 6478


The Silver Spooner


WWW
« Reply #342 on: May 22, 2010, 01:34:47 pm »

set the x and y coordinates of the HUD in the draw event
Why?
Logged

(PC)

ART THREAD
DEVIANTART

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

Posts: 10736


Dust in a box under a table


« Reply #343 on: May 22, 2010, 01:40:41 pm »

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.
Logged


aptanananananator
White Knight
Veteran Beta Tester
*****
Offline Offline

Posts: 6506


Indie'll name his kid after me


« Reply #344 on: May 22, 2010, 01:54:44 pm »

view_xview[0],view_yview[0] is how I did it.
Logged

[22:07] tank: aptanors jew fro is godlike
Pages: « 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 »
  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 0.304 seconds with 18 queries.