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Senior Member
Status: Offline
Posts: 361
Join Date: Jun 2007
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10-19-2009, 12:46 AM
I have a couple ideas to make it more replyable:
1. Have the game keep track of how many kills you get. Free reign of bragging rights in this forum.
2. Maybe put the weapons in order from least powerful to most powerful. When you get to a certain level, the weapons start unlocking. SO if you make it to level 5, you get the super strong weapon but all the zombies move faster. It is a good way to balance the game.
For me, the second version was way too laggy to play. It froze so much. It worked fine in the first version though. Overall, this is one of the most fun games on here (Zombies win screen made me chuckle). It is simple, addicting, and fun... the basic building blocks of a good game. All you need to work on is replayability and you are set. Good job!
I am nowhere and everywhere at the same time.
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Senior Member
Status: Offline
Posts: 661
Join Date: Apr 2009
Location: Two Steps From Hell
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10-19-2009, 08:15 PM
Your version 2 wasn't choppy at all for me. I do think having the weapons in order would be great. I also think having limited ammo would be pretty cool too. It would make the game 10 times harder and you would have to think a bit more.
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Super Moderator
Status: Offline
Posts: 3,508
Join Date: Dec 2008
Location: Somewhere in the Continental U.S.
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10-19-2009, 11:58 PM
It all depends on what your machine can handle. In general, to create a game which is both quickly responsive and able to handle several events at once (such as two zombies dying at nearly the same time), it must have a BOATLOAD of if else ifs which loop constantly. Because of this, the ability to handle the game quickly depends on the computer's ability to process these if/else ifs constantly and simultaneously.
Either way, my next step, since all but one of you had problems with it, is to try to change these if/else ifs to something more manageable.
UPDATE: After only about an hour's worth of work, I've already managed to reduce the filesize by nearly 2mb! Go me!
Last edited by x2495iiii; 10-20-2009 at 02:01 AM.
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Super Moderator
Status: Offline
Posts: 3,508
Join Date: Dec 2008
Location: Somewhere in the Continental U.S.
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10-20-2009, 01:14 AM
Also, (though it isn't typically my policy to double-post, I felt this was important and distinct enough to merit a totally different post) have you all realized each weapon's unique characteristics and abilities?
-The Handgun has none yet, it's just medium speed, single-target
-The MP5 can shoot quickly and automatically
-The Swashbuckler can take out several targets at once, but the amount is determined randomly
-The Shining Spreader has a charge shot which, when fully charged, can wipe the whole screen clear if aimed properly
-The Shining Lance (as you all know) has a beam which hits continuously
-The Triple Gun has the widest constant, uncharged range of all the guns and can take out several targets at once
And on that note, are there any weapons I've missed you'd like me to add? Handguns would be easiest, but if necessary I can shrink a rifle-like gun to fit into the peguin's fins. Remember it would have to be different in some way from ALL of the guns already in the world for it to be worth adding.
Last edited by x2495iiii; 10-20-2009 at 02:02 AM.
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Guest
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10-20-2009, 03:44 PM
gernade or rpg lol to do rpg
have the launcher do its thing and have a ball or rocket have a not showing smoke object on it,
when the ball hits the ground
then
do together
ball is showing false
smoke is showing true
have the smoke have a fire texture, and to kill zombies
if fire is within ??(idk what value will work) from zombie(all of them)
then
w/e kills zombies
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1 of my favs - from arty, 3.6, amazingly brilliant, angry penguin, awesome, bacon, coffee, eggs, epic win, food, game, games, magic beans, model, models, out dated, penguin, resident, shooter, theuperduper youtube, this is awesome isn't it, weapon, weapons, x2495jjjj |
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