Author Topic: Zombie Gun  (Read 39826 times)

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Offline shmibs

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Re: Zombie Gun
« Reply #75 on: February 25, 2012, 06:54:54 pm »
sorry to not have said anything yet, squidget. i haven't had time to test many things recently.
the background looks fantastic, though =DD

Offline squidgetx

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Re: Zombie Gun
« Reply #76 on: February 27, 2012, 04:34:10 pm »
It is the one that comes up after the dancing zombie that is glitched, and it looks completely glitched.
Damn, I don't know what's causing this problem...
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.
Done. Thanks!
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?

Offline DJ Omnimaga

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Re: Zombie Gun
« Reply #77 on: March 06, 2012, 07:01:12 pm »
By the way once you finished this, do you have any plan for more calculator projects, including reviving Ash?

Offline nxtboy III

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Re: Zombie Gun
« Reply #78 on: March 06, 2012, 10:08:09 pm »
Also you should add a pause feature.

Offline squidgetx

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Re: Zombie Gun
« Reply #79 on: March 08, 2012, 04:59:27 pm »
By the way once you finished this, do you have any plan for more calculator projects, including reviving Ash?
Yes...I think so :D
Also you should add a pause feature.
The weapon menu does that pretty well I think...

Offline nxtboy III

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Re: Zombie Gun
« Reply #80 on: March 08, 2012, 05:52:58 pm »
The weapon menu does that pretty well I think...
How did I not think of that??  :banghead:

Offline hellninjas

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Re: Zombie Gun
« Reply #81 on: March 09, 2012, 11:35:46 am »
I love how this is coming along, and cant wait for further progress :)
(Im addicted)

Offline squidgetx

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Re: Zombie Gun
« Reply #82 on: March 29, 2012, 04:56:01 pm »
Apologies for this outrageously delayed update XD

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!
« Last Edit: March 29, 2012, 04:57:37 pm by squidgetx »

Offline hellninjas

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Re: Zombie Gun
« Reply #83 on: March 29, 2012, 04:56:56 pm »
:O awesome stuff !
But sir, i see that you have double posted the same stuffz, blam your clicking habbits!

Offline squidgetx

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Re: Zombie Gun
« Reply #84 on: March 29, 2012, 05:03:21 pm »
Woops haha that is indeed true. Fixed now :P

Offline DJ Omnimaga

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Re: Zombie Gun
« Reply #85 on: March 29, 2012, 05:20:10 pm »
Glad to see an update. I'll have to try the game again when I have some time. :)

Offline nxtboy III

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Re: Zombie Gun
« Reply #86 on: March 29, 2012, 06:13:27 pm »
Nice! Pickup-able items!

Offline Freyaday

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Re: Zombie Gun
« Reply #87 on: March 29, 2012, 06:16:19 pm »
I thought that was the whole point. Screw up management of your supplies, and you've screwed yourself over. I liked that. Although, That made the KF7 the only thing economically worth it, because the ammo for everything else was way too expensive.
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Offline squidgetx

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Re: Zombie Gun
« Reply #88 on: March 29, 2012, 07:58:26 pm »
I thought that was the whole point. Screw up management of your supplies, and you've screwed yourself over. I liked that. Although, That made the KF7 the only thing economically worth it, because the ammo for everything else was way too expensive.
Yeah, management of supplies will still be very important, but there'll just be a slim chance of survival now instead of certain death :)

« Last Edit: March 29, 2012, 07:59:20 pm by squidgetx »

Offline DJ Omnimaga

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Re: Zombie Gun
« Reply #89 on: March 30, 2012, 12:18:12 am »
Yeah IMHO it's best to keep a certain balance. I don't like games where only one single mistake costs you the entire game even with high effort otherwise. Or for example in RPGs where magic costs so much MP that you can only use 3 spell in an entire dungeon