Author Topic: Zombie Gun  (Read 39874 times)

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Offline Yeong

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Re: Zombie Gun
« Reply #90 on: April 03, 2012, 07:21:32 pm »
I haven't tried this game yet, but I will soon. Looks incredibly fun! :D
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Offline squidgetx

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Re: Zombie Gun
« Reply #91 on: April 03, 2012, 07:26:55 pm »
Thanks :D

Does anyone have ideas for powerups?

Offline Freyaday

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Re: Zombie Gun
« Reply #92 on: April 03, 2012, 07:31:37 pm »
Man on Fire: For a short time, you deal damage to zombies when you come in contact with them, at the cost of your own health.

Also, I think some sort of melee option should be present.
« Last Edit: April 03, 2012, 07:32:13 pm by Freyaday »
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Offline DJ Omnimaga

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Re: Zombie Gun
« Reply #93 on: April 03, 2012, 11:52:51 pm »
Invincible: Take no damage for a few seconds
Invisible: You're invisible so zombies won't chase you for a while
Regen: Regain health gradually.
Insta-gib: Zombies die in one hit, no matter what weapon used, for a while. (This should probably be a rare, harder to get one)

Offline Freyaday

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Re: Zombie Gun
« Reply #94 on: April 04, 2012, 01:37:18 am »
Zombie repellent: for a short time, zombies run away from you
Bounce: You now bounce high—real high. But you can't stop. But you can shoot down.
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Offline hellninjas

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Re: Zombie Gun
« Reply #95 on: April 04, 2012, 01:42:46 am »
Spray: You have unlimited ammo and fire extremely fast for a limited time, damage is based on the weapon your weilding.

Offline squidgetx

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Re: Zombie Gun
« Reply #96 on: April 07, 2012, 12:42:22 pm »
Thanks :D Half-update time!

I've managed to get the item system working pretty well :). When you kill something, there'll be a 25% chance an item is dropped. 50% of the time it will be money, 25% of the time it will be ammo, 12.5% of the time it will be health, and so on. Armor pickups are also available (6.25%). I haven't yet coded the actual power-ups yet XD that's next on my to-do list. Also armor has been made way better (5x more effective, since before it was kinda worthless haha)

Offline kindermoumoute

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Re: Zombie Gun
« Reply #97 on: April 08, 2012, 05:02:07 am »
Woow !

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Offline aeTIos

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Re: Zombie Gun
« Reply #98 on: April 08, 2012, 05:15:14 pm »
another powerup::  drain:If you get touched by a zombie you drain his health.
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Offline Yeong

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Re: Zombie Gun
« Reply #99 on: April 09, 2012, 06:12:23 pm »
but that's basically "invincibility" D:
I think that can possibly ruin the game a bit.
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Offline squidgetx

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Re: Zombie Gun
« Reply #100 on: April 09, 2012, 07:55:40 pm »
Well, powerups are only going to last for a certain amount of time. I already had a shield/invincible powerup planned, so a drain would just be an extension of that. However, it would make it kind of hard to program...The code for removing a zombie and recording a kill is fairly complicated and embedded in the bullet code loop. The code for checking for zombies' proximity to the player are in a completely different place and environment :( I could make it that zombies lose health via drain, but they wouldn't be able to die. Would that be weird?

Offline DJ Omnimaga

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Re: Zombie Gun
« Reply #101 on: April 09, 2012, 09:28:37 pm »
I don't know, I guess it's best to not add that one if it makes it too complicated to implement. What other power ups are you planning, by the way, besides the ones you mentionned?

Offline squidgetx

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Re: Zombie Gun
« Reply #102 on: April 09, 2012, 09:31:21 pm »
So far I have fully implemented and coded
-Shield
-Time freeze
-Power fire (Bullets do 4x more damage)
-God mode (Shield and bullets do 16x more damage)

I also have a rapidfire power up in the game, but it currently causes a RAM clear as soon as you pick it up...lol. Gotta fix that :P Also I want to put in invisibility as well.

Offline DJ Omnimaga

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Re: Zombie Gun
« Reply #103 on: April 09, 2012, 10:11:57 pm »
That reminds me... would it be a good idea to add flying zombies and allow shooting vertically/diagonally?

Offline Yeong

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Re: Zombie Gun
« Reply #104 on: April 09, 2012, 10:12:19 pm »
or adding a boss stage. :D
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