Zombies, and the killing thereof
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basil

It's a productivity EXTRAVAGANZA. Resident bares his soul to the masses in an inexplicably satisfying zombie killing sim and zonker makes a portrait generator that I have no idea why nobody thought of earlier.
Lets keep the momentum, shall we?

Posted on 2005-10-31 05:25:07

rpgking

I tried to play resident's game but it screws up after the title screen for me. I press spacebar(or actually one of my gamepad buttons), and then i see the HUD with the hearts and gun, but the background is completely black and the screen seems like it doesn't update. I can press the button to shoot and I hear my shots...but I see nothing.

EDIT: It looks like my aging system can't handle 100 zombies for some reason. I set it to 50 and it works... Oh, and this is a fun game. I have a suggestion for future versions though. In order to allow for people with lower end systems to fight 100 or more zombies, why not set the max spawned at a time to a lower number like 50 and then just keep bringing in more when some of the zombies are killed(Spawning them near the entrance would be more believable)? You could have a maxspawned of 50 and a maxzombies of 100 for example... Just something to think about...

Posted on 2005-10-31 10:37:38 (last edited on 2005-10-31 10:48:41)

resident

There's One Hundred Zombies on the map at any one time. There's no maximum limit to the amount that will appear. The game spawns up to the MAX_ZOMBIES at the beginning of the round. This has two benefits.

Firstly, you can be sure that the first 100 or so entities (by default) are "zombies" (so long as I didn't f*ck up any of the entity management functions :) ), and secondly, your computer won't freeze up through trying to spawn ever increasing amounts of entities. If you can handle the start of the mission, you should be able to play through the whole mission without significantly impacting on the frame rate.

The full 100 zombies probably won't be nessecary for the finished game (more tightly enclosed spaces and (slightly) smarter and tough zombies should keep the challenge up. It was just a nice big round number for testing that stuck :)

Posted on 2005-10-31 17:14:20 (last edited on 2005-10-31 17:17:17)

Thrasher

Quote:
Originally posted by rpgking

I set it to 50 and it works...



You can't do that. If you do that the game becomes something different. Its status as a game is dependent upon there being 100 zombies. Look at the title. What kind of bastardization have we seen here today.

Posted on 2005-11-02 11:21:25

Thrasher

Also what kind of zombie killing game is it without a shotgun? I demand this be fixed at once lest the zombies etc etc

Posted on 2005-11-02 11:27:33

rpgking

Quote:
Originally posted by Thrasher

Quote:
Originally posted by rpgking

I set it to 50 and it works...



You can't do that. If you do that the game becomes something different. Its status as a game is dependent upon there being 100 zombies. Look at the title. What kind of bastardization have we seen here today.



I took it upon myself to code the 50-zombie prequel to this game by changing 3 characters in the code to 2.

Posted on 2005-11-02 13:04:53

Code

Quote:
Originally posted by Thrasher

Also what kind of zombie killing game is it without a shotgun? I demand this be fixed at once lest the zombies etc etc



Count it!

But solid game, Resident. I giggled when I heard Ash say "Groovy!"

Posted on 2005-11-02 16:32:34

resident

There is a shotgun, but it's bugged to hell, It fires, but never runs out of ammo. It's also not fully balanced and there's no actual "on chr" art for it. Still, if you want to mess about with it, go into SYSTEM.VC and alter the line

int temp_giveshotgun = 0;

to

int temp_giveshotgun = 1;

It'll be nestling snuggly on the inventory screen. Bear in mind it has a shorter range than the pistol though, which means getting a lot closer to zombies - dangerous, with the collision detection. and something i'll have to change when it comes to balancing. (most of the shotgun bugs have been fixed already)

Posted on 2005-11-02 22:20:19 (last edited on 2005-11-02 22:21:26)


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