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 1 Bar Design - Updates and Discussion - NEW SITE + PW 
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Joined: Thu Dec 27, 2007 4:08 am
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Post Re: Prelude: A Side Scrollin' Zombie Fort Game
That character looks really cool, and I like what you did with the grass partway inside that tunnel.

I'm assuming that people take up 1 1x1 square, am I right?

Edit, did you say anything about... multiplayer? Sounds awesome.


Last edited by YHTFLKC on Mon Nov 15, 2010 12:26 am, edited 1 time in total.



Mon Nov 15, 2010 12:13 am
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Data Realms Elite
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Post Re: Prelude: A Side Scrollin' Zombie Fort Game
Geti wrote:
Eye candy


That's amazing. It's so beautiful. :gross:
I can wait, if it's going down like that.


Mon Nov 15, 2010 12:17 am
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Post Re: Prelude: A Side Scrollin' Zombie Fort Game
YHTFLKC wrote:
That character looks really cool, and I like what you did with the grass partway inside that tunnel.
Glad you like it. I'm not sure whether to light the grass or not, it's got rgb shading for each decoration (see: the darker "background" grass) but it looks too detailed without proper lighting of the tiles. I'll leave it for the demo map, either way.

YHTFLKC wrote:
I'm assuming that people take up 1 1x1 square, am I right?
Slightly less than that, but yes, the idea is they fit through any gap as it makes pathfinding ohsomuch simpler :P

YHTFLKC wrote:
Edit, did you say anything about... multiplayer? Sounds awesome.
I'm both relieved and terrified that someone noticed. Yes, that's part of the plan, but muuuuuch later on. I've found a way to do it somewhat simply, which means that if all goes well it might happen with prelude too. MAYBE NOT FOR MONTHS MULTIPLAYER WILL BE INTEGRATED ONCE THE SINGLE PLAYER IS DONE DO NOT HOLD YOUR BREATH YO WILL ASPHYXIATE.

Roast Veg wrote:
I can wait, if it's going down like that.
You have no idea just how down I am planning on making this go. SO. DOWN.

I'm going to spend the next 20 minutes before bed working on the map some more. You may or may not get a screenshot.


Mon Nov 15, 2010 9:24 am
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Post Re: 1 Bar Design - Development Updates and Discussion
Any release news yet?

Also, how do you unlock the repeater? I played to 1180 + points, with two rifles and a machete, but no repeater...?

Oh and you could make zombies weaker in the day, but stronger at night. How's that idea?


Tue Nov 16, 2010 4:13 am
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Post Re: 1 Bar Design - Development Updates and Discussion
That idea doesn't work as the zombies are sunlight-powered, funnily enough. They're plant parasites, and won't attack during night time and will probably sit down and become dormant if you're not within a certain radius at night time, to give the player a reprieve. Admittedly, this is partially to distance it from minecraft a little: you'll be holding out for nightfall rather than dreading it.

Repeater unlock is 100 kills or 50 kills with the .22 rifle. You need to have saving data objects enabled in flash player, which might be what's stopping some people.

also here and here might have some extra info...

Release maybe by the weekend, maybe not. SO MUCH STUDY


Tue Nov 16, 2010 6:14 am
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Post Re: 1 Bar Design - Development Updates and Discussion
NEW SCREENSHOT

Trees are work in progress, just got the tiles tonight and I've wasted enough time dicking about, I need some sleep.


Tue Nov 16, 2010 10:54 am
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Post Re: 1 Bar Design - Development Updates and Discussion
Image

sorry for all the white crap around the shot but it's late and didn't crop for some reason and I'll be damned if I'm uploading anything else.

HUD overlays are happening, in their infancy but still, happening. Off I charge with my friends into battle, zoom! We all died about 2 seconds later :/

Lighting has been added to, some small map geometry changes, a few AI fixes and the beginnings of balancing between the teams. I'm assuming I'll have to do a lot more of that when heavy units are added though, so I'm not too fussed at this stage.

Looking like a saturday release might be possible if me or lizard get time to go over those trees again, and maybe make some rocks to make the cave less sparse. Looks like there might only be one map though. :| I'll rant about it tomorrow on the blog but it's sleep time now.


Wed Nov 17, 2010 10:37 am
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Post Re: 1 Bar Design - Development Updates and Discussion
U on steroids son? I look the other way for a couple of days and you have a brand new functional game.


Wed Nov 17, 2010 11:23 am
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Post Re: 1 Bar Design - Development Updates and Discussion
It's not really a few days, more like stealthily making it over some time.
And yeah I'll do those trees.


Wed Nov 17, 2010 12:55 pm
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Post Re: 1 Bar Design - Development Updates and Discussion
Geti, you are awesome.


Wed Nov 17, 2010 2:30 pm
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Post Re: 1 Bar Design - Development Updates and Discussion
Lizard wrote:
And yeah I'll do those trees.
Thanks, I've got a hell of a day ahead of me so I probably wouldn't get around to it :/

Natti wrote:
Geti, you are awesome.
Cheers buddy.

FoiL wrote:
I look the other way for a couple of days and you have a brand new functional game.
Replace "game" with "thing" and that's kind of what I do. If you spend too long getting something off the ground you can't get to the fun bits quickly enough and likely stop working on it. With RvR, I threw together the base tech in two days, then got one actor from both teams into the game for something fun to do. After doing the pathfinding thing, I got to write AI that shot the other team in the face and put in actor switching so you only lose once your whole team is dead. Good balance of "OH GOD BORING COMPLICATED TASK" to "eheheheh look at the little guys go!" and "maybe if I add some more gibs and smoke to this 'splosion it'll be more fun..", which is the best way to make games (and blogs, and forums fyi) in my opinion. [/rant]

I designed a second map last night before sleeping, but god knows if it'll make it in. I've still got a bunch of UI stuff to do before the release and I should prioritise that so you guys aren't looking at Crappy McCrapCrap menu screens in-between your pixel warfare.
...But I don't want to write up the proper GUI classes yet (I want to spend a good few days getting them usable across the board so I can make Prelude's menus pretty too) so it'll still be fairly crappy, just not as blinding as it is currently, with a bit more sense to the layout :P


Wed Nov 17, 2010 8:52 pm
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Post Re: 1 Bar Design - Development Updates and Discussion
I am utterly impressed at how fast you're developing this. Two weeks of work into a game engine, and I'd only got as far as getting terrain objects to update (but by then image loading was not working anymore, so I just slammed my head on the keyboard and ragequit). +1 internets for ya.


I reckon there's no chance of you hosting your stuff somewhere else, right? The site has been unstable at best, and downright nonfunctional on a bad day.


EDIT: Also, huge props to Lizard for the terrain tiles. Those things are sweet.


Wed Nov 17, 2010 9:28 pm
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Data Realms Elite
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Post Re: 1 Bar Design - Development Updates and Discussion
I have had very little trouble with the site, actually. I must just get there at the good times.

Geti was always planning on moving somewhere else, but I don't think it's been a high priority.


Wed Nov 17, 2010 9:38 pm
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Post Re: 1 Bar Design - Development Updates and Discussion
Neither have I, perhaps problems on your end?


Wed Nov 17, 2010 10:05 pm
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Post Re: 1 Bar Design - Development Updates and Discussion
Nope I've had problems too.


Wed Nov 17, 2010 10:05 pm
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