Dihydrogen Monoxide
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back after a year or so
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« Reply #540 on: February 04, 2011, 04:26:41 am » |
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big spanned campaign like Left 4 Dead
DO WANT
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Machidro
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« Reply #541 on: February 04, 2011, 07:07:45 pm » |
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big spanned campaign like Left 4 Dead
DO WANT DO IT. We can get two fully developed zombie games. Go for it
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SkeleDude
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« Reply #542 on: February 12, 2011, 02:18:31 pm » |
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What I've done so far for build 03:
Screwed around with 3d (failed miserably) Reduced uzi clip to 32 and finished clip_ico animation so it doesn't look half empty anymore started code for alternate weapons added grenades added item highlights (ala L4D) Experimented with human/zombie only walls (both borked) Begun plans for 3 new maps; Retro, Gazibo Garrison, Kampf Der Toten considering alterations to map Chambers to make it unique
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Rodoval
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« Reply #543 on: February 12, 2011, 02:26:17 pm » |
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What I've done so far for build 03:
Screwed around with 3d (failed miserably)
sadviolin.mp3
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 read this post about minors without looking at the last page first, and I thought you were encouraging rodo to hunt for young women.
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Machidro
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« Reply #544 on: February 12, 2011, 10:52:11 pm » |
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What I've done so far for build 03:
Screwed around with 3d (failed miserably)
Same here. The effort to payoff, I decided, is just not worth it. The redrawing of the sprite in black below the sprite is pretty damn good emulation. If you wanna make bullets hit the ground over distance. You can make it so the black drawn sprites distance drawn below the sprite and to the right's distance vary depending on the sprites depth, which you can subtract in the step event, and when depth = 0 you can delete the bullet. I just thought this up on the spot, and I like it. I'm gonna add it.
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Orangestar
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« Reply #545 on: February 13, 2011, 10:22:04 pm » |
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Hey skele, is this gonna be straightforward like L4D since tiscooler is doing a kitten Zombies game with the same engine? I'd love to see this L4D style.
However, is Multiplayer gonna be an option in the final build? (98 percent chance he's gonna say no. I know it. I don't even know why I asked. It just made me sound even more noobish.)
EDIT: Wait, tiscooler just posted in the Faucet networking extension thread.
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« Last Edit: February 13, 2011, 10:24:04 pm by Orangestar 3.1 »
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SkeleDude
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« Reply #546 on: February 13, 2011, 11:05:17 pm » |
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As I said before, I have no predefined direction for I.S., so currently I'm experimenting with different types of game play for each map, they'll become more fleshed out in future builds.
I'd love to get some form of co-op into the final build, however I have no where near the skill required for such an addition, and I'm really not too interested in learning how. When the time comes though, I may look into some assistance for it.
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Machidro
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« Reply #547 on: February 14, 2011, 10:01:45 pm » |
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tiscooler just posted in the Faucet networking extension thread.
Yes. I have decided that if possible, online WILL be added. I'm going to take the time to learn, experiment, and have online. Keep in mind it may be rudimentary at first and very test oriented, for instance, just a room where two players have only pistols and zombies spawn, each one's worth a point, and most points after two minutes wins, because I am new to online and its already difficult to track a lot of variables, so I might as well try to keep it under 15 variables needed to be synced. I read a basic 39DLL tutorial guide, and intend to begin work this weekend. AFAIK, since our games are so similar in design and in implementation, should online work, you could easily add it to your game as well.
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Liraxus
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« Reply #548 on: February 23, 2011, 08:41:45 pm » |
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Hey. Skele.
When Multiplayer is added, i wanna play dis with you.
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SkeleDude
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« Reply #549 on: March 09, 2011, 04:59:30 pm » |
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News:
Pushed next release to sometime between now and the end of April because I'm lazy. Grenades added Map Chamber redesigned into an enclosed building, lights off and pistol only Weapon set 2 50% done (revolver, ak-47, shovel) Improved walking, getting stuck into walls/zombies are a lot less common 3d level added, bugged to hell, I'll probably wont try again for a while and a few other things not worth mentioning
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« Last Edit: March 09, 2011, 05:01:55 pm by SkeleDude »
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Machidro
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« Reply #550 on: March 09, 2011, 07:20:16 pm » |
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News:
Pushed next release to sometime between now and the end of April because I'm lazy. Grenades added Map Chamber redesigned into an enclosed building, lights off and pistol only Weapon set 2 50% done (revolver, ak-47, shovel) Improved walking, getting stuck into walls/zombies are a lot less common 3d level added, bugged to hell, I'll probably wont try again for a while and a few other things not worth mentioning
Cool beans. Feel free to use my AK 47 sprite if you need one. By lights out, do you mean its going to be a flashlight map? If so, DO WANT! 3D just isn't worth the processing power on a TDS in my opinion. Too much work for no payoff.
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SkeleDude
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« Reply #551 on: March 09, 2011, 09:33:44 pm » |
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I've had them all mostly sprites since December (and then some) so it isn't necessary, but thanks for offering. Yes. The plan was to simply have the walls pop out, most of the game would stay 2 dimensional but 3d3 screws with everything and I know too little about it to get things right. It only takes place of an extra test map so it doesn't mess with the whole game.
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ankka ritari
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« Reply #552 on: April 10, 2011, 07:13:18 am » |
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Is infected slaughter and soviet undead the same?
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Brooklyn
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« Reply #553 on: April 10, 2011, 07:23:43 am » |
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Maybe if you actually tried the two, you would find out.
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Dusty
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« Reply #554 on: April 19, 2011, 09:48:45 pm » |
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At the moment, that answer is 'only slightly' Soviet Undead is built off of the Infected Slaughter engine. And due to the fairly early status of both projects they are very similar.
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