Author Topic: Zombie Gun  (Read 39841 times)

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Offline squidgetx

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Re: Zombie Gun
« Reply #105 on: April 10, 2012, 09:06:37 pm »
That reminds me... would it be a good idea to add flying zombies and allow shooting vertically/diagonally?

Hm, shooting diagonally wouldn't be hard at all actually (I just realized that the up/down buttons do nothing atm) since I already have y-velocity of the bullets. However, zombies are restricted pretty solidly to right/left movement....

I'm working on a melee attack too..I'll think about it. It would definitely help add some variety to the game.
or adding a boss stage. :D
I was thinking about this: it is possible I think. Hm...

Offline DJ Omnimaga

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Re: Zombie Gun
« Reply #106 on: April 10, 2012, 10:12:01 pm »
Ah ok. I just thought that maybe there could be two enemy kinds, such as some sort of mutated zombie with wings or even bird-based zombies like in Resident Evil Extinction movie.

Offline Freyaday

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Re: Zombie Gun
« Reply #107 on: April 10, 2012, 11:36:39 pm »
What? No Bounce? I am aghast! :P
I have some opinions:
Currently, you have to save. I dislike this, and I will say why:
As of now, when you die, you lose your save...unless you exit the game and continue when you come back. I'd rather you not have to exit, and that, when you die, you go back to the shop...where you have to buy your health back. I liked the continuous saving of the original. Also, in the first version, you didn't advance a wave via "resurrecting" yourself, which is what happens now.
To sum up, instead of having to start over when you die, I'd prefer that you simply didn't advance, keeping the resources you gained to try and outfit yourself better.
Also, there are some glitchy enemysprites once you reach wave 18. I'll do my best to get a screen shot of them for you.
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Offline DJ Omnimaga

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Re: Zombie Gun
« Reply #108 on: April 11, 2012, 12:54:17 am »
I wonder how you reached wave 18 in the first place, though. I never got past wave 5 or 6. X.x (I never figured out exactly when to buy what and what to buy to survive without running out of money)

Offline squidgetx

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Re: Zombie Gun
« Reply #109 on: April 15, 2012, 04:25:30 pm »
Yeah, I know about those glitches, I can't figure out what's causing them though -_-. The sprite data is formatted the same as all the others...

I haven't been able to work on this recently, been on a lot of trips recently (and heading off on another one tomorrow x.x)

Offline kindermoumoute

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Re: Zombie Gun
« Reply #110 on: April 15, 2012, 04:33:36 pm »
I don't survive at level 20 DJ_O. :D
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Offline Freyaday

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Re: Zombie Gun
« Reply #111 on: April 15, 2012, 07:29:39 pm »
Yeah, I know about those glitches, I can't figure out what's causing them though -_-. The sprite data is formatted the same as all the others...

I haven't been able to work on this recently, been on a lot of trips recently (and heading off on another one tomorrow x.x)
It looks to me like the sprite data are missing. That'd be my guess.
In other news, Frey continues kicking unprecedented levels of ass.
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Offline squidgetx

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Re: Zombie Gun
« Reply #112 on: April 15, 2012, 10:28:09 pm »
It looks to me like the sprite data are missing. That'd be my guess.
Not exactly: I guess it's easier for me since I know what it's supposed to look like, but the sprite data is there. It's just scrambled :(

Offline Freyaday

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Re: Zombie Gun
« Reply #113 on: April 16, 2012, 12:25:18 am »
Maybe check your sprites? Perhaps the data are screwed up in the source?
In other news, Frey continues kicking unprecedented levels of ass.
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Offline squidgetx

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Re: Zombie Gun
« Reply #114 on: July 26, 2012, 09:50:57 pm »
So I was planning on picking this back up after the contest ended, and wrapping it up for a final release...

Unfortunately the backup on my computer was corrupted and I'm not familiar enough with the code/didn't make enough other backups to attempt to piece it back together.

So basically that means that the project just stands where it last was; playable, but no pickupables, a couple glitched sprites and some slightly confusing menus :P

Edit: Added to archives
« Last Edit: July 26, 2012, 10:00:24 pm by squidgetx »

Offline Deep Toaster

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Re: Zombie Gun
« Reply #115 on: July 26, 2012, 10:09:22 pm »
Man, that sucks, another project lost because of backup issues :/ (Reminded me to do some backing up too.) Glad you were close to finishing at least. And it is a fun game :)




Offline squidgetx

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Re: Zombie Gun
« Reply #116 on: July 30, 2012, 08:55:20 pm »
Yay featured :D (Do ticalc staff ignore flash apps? I think Embers deserves a feature more than this does :P)

On a side note I got sad because I noticed the ticalc screen shows the version with pickupables, which don't exist in the download :'(

Offline Stefan Bauwens

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Re: Zombie Gun
« Reply #117 on: July 31, 2012, 04:38:11 am »
Congrats on the feature. Also, I contacted ticalc.org the other day about that too.


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Offline TIfanx1999

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Re: Zombie Gun
« Reply #118 on: July 31, 2012, 06:07:00 am »
Hey, congratulations on getting featured! :D

Offline chrisghost21

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Re: Zombie Gun
« Reply #119 on: October 10, 2012, 11:14:38 pm »
Hey, I know it is many months later, but I wanted to ask about a health glitch. Some how when playing my health glitched and it read "426%". I know that this is a much older version from TIcalc.org, yet I just wanted to confirm that you are, or were, aware of the glitch at that time. I also want to know if you are going to make any plans to further update this into completion after your back up fiasco. Thank you, Chris
(four day player with a highest level of 20 w/o armor and 36 with and restarting after the health glitch XD)