Double post! Did a lot of minor tweaking and polishing tonight with a few optimizations along the way. There's a performance issue with Dopplegangers that I haven't been able to figure out but I'll get it. Added mechanics for handling screen color fading which i'll probably utilize for different wave modifiers and maybe even for close-to-death screen effects. Also got rid of the hit-safe delay after taking damage for players and enemies. So hordes of enemies are dangerous again!

Sorry that the gif is so fucking long. I switched to a new gif capture software and I can catch much longer, better quality gifs with it now. So huzzah!

Well, cant really say that this is something impressive like all the other stuff posted.

but yea, this is a map Ive been working on for an SS13 zombie based persistent survial server (aka, the round never ends)




the map itself is based on Urban Deads "New Arkham" District. currently its only of the Bottom Left section, but the plan is to expand it to encompass the whole entire map

In response to Kumorii
Kumo. You're beautiful.

Giraffe Mounts next pls.
Some updates on Kaizoku: Some people were very generous to offer their help to create overlays for our new chibi base! (S/O to Alphasky and Baellow)

I also finished re-programming our very-very-old Login/Char Customisation! It took me more time than it should but I really like the end result! :)




In response to Pixel Realms
When will that come out i don't mine testing it for yah :) Even though i'm still trying to learn programming to the fullest caliber


  • improved the revive count indicator.
  • added an overlay when acquiring health or revives.
  • blood drops significantly faster.
  • in rare cases targeting arrows wouldn't get drawn for the last enemies of a wave.
  • shotguns now have a consistent cone spread.
  • more blood!
  • Optimized weather animations.
  • cowbells now attract all enemies on the map instead of making them all ignore the user.
  • support npcs no longer hurt players with their explosions.
  • pickup text now has some color polish.


Been polishing and improving even more! More to come! Happy New Years!
FEED DOUBLE POST


Blue skidoo, we can too...
FEED GOT A TURKEY-POST!


Just finished up the flamethrower. I've been going back through and trying to get every weapon really looking good and "done". I still need to make the flamethrower do less damage and just ignite mobs on fire, though!
In response to Kumorii
Kumorii wrote:
FEED GOT A TURKEY-POST!


Just finished up the flamethrower. I've been going back through and trying to get every weapon really looking good and "done". I still need to make the flamethrower do less damage and just ignite mobs on fire, though!

He needs a tank for that flame thrower and a longer and bigger spray nozzle yah?
About time I showed a gif of Paradoxus

In response to Kozuma3
Kozuma3 wrote:
About time I showed a gif of Paradoxus


really great action game. reminds me of Decadence
I started to make a small Zombie Survival game. It is called Bloody Survival! I'm still in the very early BETA phase(closed BETA). The game currently have one weapon, a small map, rounds system and gender selection. The game probably lack for the graphix part of it(as you can see in the Gifs below) because i'm so bad in GFX/Pixels/Etc so(Small recruitment sorry :P) if your interrest in helping me with graphics a small help would be greatly appreciate :D


LOADING SCREEN:


LITTLE GAMEPLAY:



To keep up with the project you can go to our blog where you can keep up with the progress of the game: here
Yut Put wrote:
Louis53 wrote:
I started to make a small Zombie Survival game. It is called Bloody Survival! I'm still in the very early BETA phase(closed BETA). The game currently have one weapon, a small map, rounds system and gender selection. The game probably lack for the graphix part of it(as you can see in the Gifs below) because i'm so bad in GFX/Pixels/Etc so(Small recruitment sorry :P) if your interrest in helping me with graphics a small help would be greatly appreciate :D


LOADING SCREEN:


LITTLE GAMEPLAY:



To keep up with the project you can go to our blog where you can keep up with the progress of the game: here

u should learn how client.view works

well I know it but forgot to the set the correct anchor when resizing the window my bad.

That's how the client used to look:

Looking good for your first legit project, keep it up :D
In response to Kozuma3
Kozuma3 wrote:
Looking good for your first legit project, keep it up :D

Thank you m8 :D
Yut Put wrote:
did u know that with client verbs and some clever tricks you can make it so ur window's view size auto resizes to fit the window pane?

yea should of maybe fix that little point BEFORE posting but np it is fixed:

Yut Put wrote:
if you use screen locs like "NORTH-2,EAST" instead of "10,10" you can have it so your hud objects are pinned to any of the corners/center of the screen and always follow it instead of having them be pinned to the bottom left corner

I should try this right now I just manually anchored the screen and it works fine for me but I should try your way
Well you could use this AI to see if your Clans/Characters/Classes are balanced in your games XD
Yut Put wrote:


i wrote some shitty AI and left it on for 12 hours doing constant 4 player free for alls as random characters on random stages for shits and giggles

i think the best thing this chart conveys is "which character is the best if you just randomly mash buttons?" or "which is the easiest character in the game to play effectively?"

oh look fairy with 165 wins, even the AI can't beat that broken ass shit. was this before or after you nerfed that tramp?

2 days ago when i was fighting 5rats, we played like 6 matches. he won with fairy 5 times, and i finally beat him after playing hunter. fairy is stupid not just because it's hard to beat, but because there's very little fighting involved when you're playing her.

like, once her percent is high enough to send her off the stage, the fairy player spends like, 20% of their time fighting and 80% just floating back to the stage after getting knocked off. you can barely call it a "fight" when most of the time you're just standing there waiting for her to inevitably fly back onto the stage only to knock her back off again and watch her twirl across the map again. shit had me tilted bro.
Bloody Survival BETA v0.1.1:

-Little graphic update
-Little interface changes
-Little hud changes
-Round system tweaked
-Minor corrections

Here what it now looks like:


You can keep up with the many patches here: http://bloodysurvival.weebly.com/patch-notes
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