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Author Topic: Infected Slaughter: Grab a friend, B5_01 is on it's way!  (Read 44197 times)
Machidro
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Gardicolo time is over.


« Reply #600 on: March 11, 2012, 04:35:06 pm »

Your lack of firing animations disturbs me.

I want to get on making some of them, send me a source through pm, I'll send you back sprites.
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Dusty
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« Reply #601 on: March 11, 2012, 04:36:06 pm »

skele's working as hard as he can, as far as I know at least.
The shotguns all have firing animation now, I just haven't implemented them yet.
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♫Ozoh
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« Reply #602 on: March 11, 2012, 04:37:58 pm »

I wonder if you want/need musical stuff? I could create a soundtrack for this.
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stop flaming ajf ffs
if they named one winter storm oic you would probably go on a shooting spree at the atlanta headquarters
I used to report posts until uber got mad and signed me up for gay politics sites (mod abuse!!)
Machidro
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« Reply #603 on: March 11, 2012, 04:40:08 pm »

Meh, I still want to make a sprite mod then. Besides, if you have the sprites, adding the weapon coding is just adding a line in alarm[1], the create event, and a copy pasta'd block from glob left button.

Unless you streamlined weapon code, in which case, I want to see anyways.
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Dusty
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« Reply #604 on: March 11, 2012, 04:46:27 pm »

No dice tis.
You gotta wait like everyone else.
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NAGN
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Yeah so now I have an idea


« Reply #605 on: March 11, 2012, 04:48:52 pm »

how do you handle lighting in a game maker game
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[im
Machidro
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« Reply #606 on: March 11, 2012, 04:50:03 pm »

Surfaces. Basically, you draw black over everything, and you blend white with the black in areas you want to have lit up. There are quite a few good tutorials on the GMforums.
« Last Edit: March 11, 2012, 04:50:15 pm by Tiscooler » Logged

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Dusty
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« Reply #607 on: March 11, 2012, 04:58:04 pm »

Sunset beach actually has an orange tinted light.
That's why everything looks cooler color-wise when there's light.
« Last Edit: March 11, 2012, 04:58:18 pm by Dusty » Logged


Machidro
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« Reply #608 on: March 11, 2012, 05:00:47 pm »

Bit hard to see in the video.

Also, a slight light around your character is never amiss in chambers. Doesn't have to be much, just enough you can see where you are without having to use the tip of your flashlight as a guessing point.
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Dusty
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« Reply #609 on: March 11, 2012, 05:16:43 pm »

I might make classic chambers a little brighter in general.
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TwilightSparkleburst
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« Reply #610 on: March 11, 2012, 08:30:59 pm »

Wow, this is progressing really fast. The new weapons and companion look awesome, can't wait for the next build!
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Dusty
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« Reply #611 on: March 11, 2012, 09:57:22 pm »

Wow, this is progressing really fast. The new weapons and companion look awesome, can't wait for the next build!

http://dl.dropbox.com/u/9120262/Infected%20Slaughter%20B4_01.exe
« Last Edit: March 11, 2012, 10:02:45 pm by Dusty » Logged


TwilightSparkleburst
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« Reply #612 on: March 11, 2012, 10:07:24 pm »

Ah, thanks!
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Machidro
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« Reply #613 on: March 11, 2012, 11:30:19 pm »

Wow, this is progressing really fast. The new weapons and companion look awesome, can't wait for the next build!

Programming weapons is a very easy process on Infected Slaughter, and before ammo limits and weapon switching was added, in Soviet Undead as well.

You basically create a new Global.shoot variable to store the weapon, Go to Alarm[1] to set if a weapon should be able to fire again or should reload, set it so that in animation end once reloading or firing is over you revert to default, and copy and paste a code block from Glob Left button to handle firing.

Things get more complicated when you want to make details, such as more sprites, shooting from a gun's tip rather than the center, adding multiple held weapons, et. al.

Also, I was hoping for a source, not an exe  z8
« Last Edit: March 12, 2012, 12:57:30 am by Tiscooler » Logged

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Dusty
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« Reply #614 on: March 11, 2012, 11:47:31 pm »

That's the latest public build, I was kinda lazy with releasing the .gmk.
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