New stuff: -Different types of zombies have varying HP along with speed and strength -You can save in the shop only, which removed a lot of bugs with saving and loading. Hit Y= in the shop to save your game! The "Clear to Quit" instruction line was replaced with "Y= to save," but Clear will still move you on to the next level. Does anyone have any suggestions on what button I should use to quit the game from the shop? -High score functions added Changed: -Bug fixes (sadly, the glitching zombie sprite is not yet fixed) -The weapons screen 'remembers' what weapon you have selected (so it doesn't reset all the time) Things to do: -Change title screen sensitivity as well as add an option to view achievements instead of using MODE -Pickup-ables! I realized that once you enter the level, you're kind of trapped. If you misjudged how much ammo you needed, you're screwed. So to fix that, and to add a bit of a random element to the game, money, health, ammo, and powerups will be in pickupable item form!
I've been slow replying to this thread, but this looks really good Nice work. As for your question 2 pages back about shooting mode, I chose not to use "physic" style in Zombie Gun. It does look a little weird at times, but both methods have odd side effects: without the "physic" style for example other bullets could catch up to ones fired when running
It did take me a while to find the attachment, perhaps you could put it on the first post? I know there's that SMF View all attachments feature but I think you have to view the topic in the particular board, and that took a while. Anyway it looks really cool, am in the process of trying it.
You could try adding different chars, or those houses in the original game ^^
Perhaps. I like the jumping more than the houses, but I think I'm planning to maybe implement a fourth set of objects: pick-upable items? Zombies could drop money, ammo, and health... The only thing is, how would I deal with the ammo? You'd want it loaded to the best weapon, but the best weapon doesn't necessarily have the most ammo, etc. you know what I mean?
And also there is a zombie that looks weird when it is animated.
Is it one that looks like it's dancing, or does it look completely glitched? Also, what level were you on?
In the meantime, I'm currently remodeling the save/load system so that it's more usable and make more sense. This involves -bug fixes -you can only save in the store -you can quit anywhere
Let me know if you guys have any other ideas/suggestions
Sometimes (about 1/2 the time) when I am playing and I hit Clear to save and exit, it says "saving" and then when I turn the calc back on the RAM is cleared and I lose my save file. It is really frustrating. Could you fix this? Also you should make it so you can save the game in the shop.
Oh no! That is something I have to fix, definitely. Can you think of any possible thing that could be triggering it? Hm, it's also possible that it's unstable because of the fact that it's over 8811 bytes. Maybe I'll just make it an app...
Also, earlier you asked for enemy pseudocode, which i forgot about. Sorry! Here it is:
Loop through enemy entries Take the difference between enemy X and player X If the zombie is in view (absolute value of difference in line 2 less than 50) Draw zombie End If it's spawning Spawn further Else If it didn't get hit by a bullet Use difference from line 2 to figure out which direction the zombie should move Assign speed random number between 0 and max speed (depends on what kind of zombie) End Change x by speed
If zombie is close to player Decrease health by damage ratio (again depending on what kind of zombie) End End End
This is the first time I try this. Awesome game. Bug report, however: When you buy a new weapon, it has 0 ammo, even if the shop claims it comes with 10, 2, etc. Also if I buy the 3rd weapon, my inventory has the 2nd instead.
Also menu controls are too sensitive on the title screen. It might be best to make them like the shop.
Yeah, I need to fix the title screen controls. Also DJ, are you working with the old version (~10k) or the newer one (~11k)? Those bugs should be fixed in the newer one. By the way, the number displayed for ammo in the shop is how much ammo costs. In the new version all weapons are preloaded with 50 bullets, while in the old alpha they came with 0.
@Kinder, you can press MODE in the title screen to view achievements. I need to get high scores working though
It's flat, which is something I've thought about changing, but I've mainly thought of the game as more arena-style so I've kept it thus far (Plus the engine is super optimized to take advantage of that)
Finally, update and release! Zombie Gun finished 3rd in the contest :O
BETA RELEASE: This is now open for bug and balance testing. I'm not yet done with this game, much more is to come!
New features since contest entry alpha: -Unique sprites for zombie types -New weapons, making for a total of 13. -Balance fixes
Here's a quick screenie showing off all 13 weapons and most of the game mechanics.
Enjoy~ The zip contains the contest alpha (and important readme), and Zombies.8xp is the newer beta
Spoiler For readme:
Zombie Gun 1/22/2012 by squidgetx An Axe Parser 1.1.1 Project
Introduction ~~~~~~~~~~~~~ Zombies have taken over the entire world. They've managed to eat out the brains of everyone in the entire world...except for you and your arms dealer. They've also conveniently managed to eat the entire world except for one little patch of land. Oh, and it's permanently night-time... How long can YOU survive?
Playing the Game ~~~~~~~~~~~~~
1. Installation Send ZOMBIES.8xp to your calculator and run with any Ion-compatible shell
2. Title screen Choose whether you want to start a new game, continue an old one, or save/quit the game.
3. Store Purchase weapons, armor upgrades, and healing power. Once you buy a weapon, click to buy it again to purchase ammunition for it. Use up/down to cycle by 50 bullets or left/right to cycle by 1. Weapons come preloaded with 50 free shots.
5. Inventory View weapons in stock, ammo, etc. Use 2nd to equip one or the other (change weapons). Also functions as a handy pause function.
Arrows: Move cursor 2nd: Equip weapon
6. Saving and Quitting You'll see a save message. It is currently archiving your life-stats and achievements appvar (ZGach). The save file is left in RAM (ZGsav) and may only be loaded from one time.
7. Achievements Throughout the game you can unlock various achievements. When you unlock one (usually at the end of the level) a notification will appear. You can view your achievements in the Achievement screen by pressing MODE at the title screen.
Random Game Information ~~~~~~~~~~~~~~~~ Due to the nature of the calculator and/or my own laziness, many of the stats are maxed at 65535. Because of this, the difficulty of the game will begin to plateau at about level 64. However, I seriously doubt you will be able to make it that far anyway. But you can try. Good luck!
Technical Stuff ~~~~~~~~~~~~~~~~ Please make sure to have about 100 bytes of free RAM. Normally this shouldn't be a problem. I am not responsible for any damage this may cause to your calculator. For best results, I recommend that this program be run from archive with MOS or DCS7, and that you clear your RAM before playing. If there is not enough RAM, the program will auto-quit.
Legal Stuff ~~~~~~~~~~~~~~~~ Blah Blah Blah No one actually cares right??? Well just in case.... This is freeware, you can do whatever you want to with it! Hopefully the feeling of being a huge scumbag will deter you to market/distribute this as your own work. This is also an open source project. The source is included in the folder called "Source" :O. You can do whatever you want with that too. Just credit me or something.
Acknowledgements ~~~~~~~~~~~~~~~~ This game was written by me, squidgetx using Kevin Horowitz's amazing language/utility thing Axe Parser 1.1.1 for Cemetech Contest #8. Thanks to Kevin (aka Quigibo) for Axe, Kerm_Martian for Cemetech, Runer112 and Calc84Maniac, and the rest of Omnimaga and Cemetech community.
That's true, but when I look at my old tilemap routines I cringe haha. I haven't yet coded it, but I think I should be able to get some huge speed gains over what I had before, especially because now the tiles won't be masked. (For some reason all my old tiles were masked and displayed with Pt-Mask, when I really only need the character sprite to be masked)