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« Reply #45 on: October 11, 2008, 04:34:03 PM » |
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This game + WiiWare = Instant win. Imagine 4 players, Wiimotes held NES-style. And torque supports Wii anyway! Do it!  For some reason I don't think Nintendo would allow this on WiiWare.
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Farmergnome
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« Reply #46 on: October 11, 2008, 04:36:04 PM » |
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This game + WiiWare = Instant win. Imagine 4 players, Wiimotes held NES-style. And torque supports Wii anyway! Do it!  For some reason I don't think Nintendo would allow this on WiiWare. Thats the sort of vibe my mind gets too, we would have to take out all the profanity so little billy's mom doesn't cry with the latest filth developers are making with there millions these days. @Farmergnome When you bind a key on onInputEvent, bind also "ctrl yourkey" "alt yourkey" "shift yourkey" at the same time, if the device is a keyboard (yourkey being the selected key). That should resolve the above issue.
And, by the way, the game is awesome ^^ (and it needs 4 players ffs)
Thanks dude for the info, passed it onto Wes last night hopefully its all good tommorow, the keyinput was a 2 hour hack job to meet a milestone on time for a change, so It should become more stable in the comming days. I like that zombies slow you down when you're near them. That's a good way of making it hard to just run around them. I couldn't help but feel that the machine-gun is a down-grade from the shotgun, though  Also, maybe you could have some kind of warning whenever a train is approaching in level 3? I started the level and then died immediately when I was road-killed. Or track-killed, I suppose. I been tryng to better balance the MG to the shotgun, because the difference is obvious. The MG demands a different playstyle to the shotgun but like the pistol you can score your kills over much further range, and at a steady pace compared to the few shots you get on the shotgun whch obliterate a few z's at a time. The MG is pretty much the best weapon in the game once upgraded IMO, some weapons just upgrade better in short, the shotgun while does alot of damage, and feels more balsy, often gets you hit because to do max damage you need to stand close, and also has a higher reload time, but ill look into it. About the train, yea its sort of WTF owns you at the moment, ill put it on the "bugs" list on frontpage to give it a little more warning.
Also ran into a bug where sometimes a movement key would seem to "stick" and I'd just keep running in one direction automatically. Only noticed this after rebinding the movement controls to the arrow keys, for what it's worth.
Yup its already on the bug list on page one, please check first post b4 posting duplicates, dragonsix picked up on it by binding to alt, ctrl or shift currently bones it, should be fixed for 0.15.
Voices are well done, but I thought the profanity was a little over the top for what I expected to be a fairly tame, cartoony take on the zombie genre. Though after I saw the baby-kicking animation and the "bitches nailed" tally on the scoreboard, I was getting more of a Duke Nukem vibe, so maybe it's just my initial perception that was off.
I understand the purpose of the reloading mechanic, but it was annoying having to press another button to reload. I wish that pressing Fire when I was out of ammo would automatically reload. I tried to bind Fire and Reload to the same key, but then it wouldn't let me fire.
For mcpain, the white guy, the voice over was sort of duke inspired, the black guy (even though its boned atm) sounds slightly different, same sort of vibe though, but its always been about savin the bitches n shootin the z's. About the reload thing, we tried it the other way, its like playing it with your brain removed.
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« Last Edit: October 11, 2008, 04:41:42 PM by Farmergnome »
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Farmergnome
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« Reply #47 on: October 14, 2008, 06:51:16 AM » |
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Beta 0.15 is out, grab a friend, some joypads, n fuck up some zombies. Bitches now give noticable hp, so that should help the rather brickwall difficulty a bit, 2 player is pretty much playable now, Corporal Smackdowns Voice over is working WOOOOOT  , all the 2 player glitches have been sorted, animation included, well ones that have been found anyway, a bit of work has been done on the key inputs to make them both less buggy, I should say pretty damn close to bugfree, and look alot less like chocolate butt curry. patent zombieheadexploding TM technology has also been tweaked, making those patented explosions even more good. After all this crap is sorted we shall be getting to the point of making new features, and filling out story mode/driving mode for people who actually put 10 bucks down for the game, well keep working on this bitch as long as we can do so, every cent helps. BUGS FIXED: -Controls appear to slow down or become unresponsive after playing for short periods, like the controls lock up and the player keeps sliding-something to do with rebinding controls to shift, ctrl or alt. -In 2p game when a player dies, bullet clip disapears but bullets stay visible. -Some people experiencing P2 joining problems on keyboard. -P2s animation seems glitchy when swtiching between states. -P2 is using P1 sound banks, hes a black redneck, yea. -if one player dies in a 2 player game, camera still binds to the other (dead) player. -For the love of Jesus hide the mouse cursor after closing menu ingame. - walking reload animation OR slow the player down so it doesnt look like a glide. -boss clown sound on boss ghoul death -can move when reloading, but still showing idle reload stance. -Game stopping bug when you start p2, exit game, and rejoin as p2=crash. -Not realy a bug but needs some love, give the train a little more warning on stage4. -Bitches give more hp FEATURES ADDED: -Make levelbar flash when you pickup items to make it more obvious. -Make the key input screen look less gay.
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« Last Edit: October 21, 2008, 09:43:04 PM by Farmergnome »
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noodleJuice
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« Reply #48 on: October 14, 2008, 06:56:14 AM » |
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Character select... is... so close. It's coming. Oh yeah. But then, so is the driving level. It feels so good to pile through a squad of zombies at high speed in a tank.
Thanks to all who have (and are) tested, it's greatly appreciated.
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Bad Sector
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« Reply #49 on: October 14, 2008, 08:08:28 AM » |
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Very good, me likes :-). I liked the music and the graphics (although a little blurry). My only problem was that i could be sure how "far" the zombies were in relative to my character. Maybe adding a little shadow beneath the sprites (like a circle or just a line)?
Also a bug: the big zombie in level 3 (or 4?) when died did nothing. At some point when the level ended just vanished. Was this intentional (not a bug but a feature) or not?
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~bs~
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battlerager
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« Reply #51 on: October 14, 2008, 09:09:08 AM » |
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This is so fucking awesome.
I made it up to that priest/pope like boss.
I had the same bug as Bad Sector, the boss just ... stands there instead of dying.
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noodleJuice
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« Reply #52 on: October 14, 2008, 09:38:20 AM » |
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@Bad Sector: Was it a Ghoulish zombie wearing overalls?
This bug seemed to be fixed. I'm gonna open a can'o'whoop ass on it.
Also, if anyone gets an odd behavior where they can't shoot, or no "love" particles emit from our fair damsels please note the problem has been fixed. Cheers.
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Valter
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« Reply #53 on: October 14, 2008, 10:58:37 AM » |
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Yeah, the ghoul-in-overalls boss still doesn't have a death animation.
I made it to the zombie pope this time, too. The flamethrower just wasn't a good weapon against him, since getting nearby him meant getting toasted by the blue fire he shoots.
The flamethrower is very powerful, but it can be a bit disorienting. I think it would be nicer if fire had a more immediate effect on enemies, to keep lag down.
Also, I still think the shotgun and machine gun should trade places. I find it much easier to fight with the shotgun than the machine gun
Lastly, the new version allows you to stop reloading to shoot. I think this makes things a bit too easy, since the previous version forced you to get out of the fray for a second so you could reload. I would say remove the new function or make loading significantly slower.
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Farmergnome
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« Reply #54 on: October 14, 2008, 03:34:27 PM » |
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bosses death animation not appearing is a bug, on the list. The flamethrower needing to be close to the target is sort of given, theres not much we can do there, about the mg, im going to increase the damage delt.
The reload being able to be interupted by shoot is a feature implemented so you cant get stuck, I guess just makin it slower to load bullets might help.
Most importantly, has anyone tried 2 player?
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Ciardhubh
Level 1
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« Reply #55 on: October 16, 2008, 12:50:17 AM » |
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BUGS FIXED: -Controls appear to slow down or become unresponsive after playing for short periods, like the controls lock up and the player keeps sliding-something to do with rebinding controls to shift, ctrl or alt.
It's still not completely fixed. However it is less noticable than before. My keys are arrows for movement, left ctrl to shoot, left alt to reload. If I wildly press all keys (including several at a time), movement sometimes still locks up. During that time the walking animation plays continuously. Usually it's up and down movement that won't work anymore. In one occasion I could only walk right. This problem subsides if I don't press any keys at all for several seconds. Another thing I noticed is that there is no walk animation while reloading. The character just slides around. One of your fixed bugs suggests it has been fixed, while another says otherwise. Also a version number in the download would be nice (readme file, archive name, etc.).
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Farmergnome
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« Reply #56 on: October 16, 2008, 01:09:25 AM » |
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It's still not completely fixed. However it is less noticable than before. My keys are arrows for movement, left ctrl to shoot, left alt to reload. If I wildly press all keys (including several at a time), movement sometimes still locks up. During that time the walking animation plays continuously. Usually it's up and down movement that won't work anymore. In one occasion I could only walk right. This problem subsides if I don't press any keys at all for several seconds.
Good find ill try to reproduce it. Another thing I noticed is that there is no walk animation while reloading. The character just slides around. One of your fixed bugs suggests it has been fixed, while another says otherwise.
Due to the limits of the animation system the bug was sorted by slowing the character when reloading, to animate his feet would be easy for me the artist, but kinda breaks the animation system setup, and creates worlds of pain for wes, so slowing him down was the best option. Also a version number in the download would be nice (readme file, archive name, etc.).
Its on the title screen, right under the works zompocalypse, with the words, beta, 0.15, how did you miss that?
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Ciardhubh
Level 1
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« Reply #57 on: October 16, 2008, 03:16:31 AM » |
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Also a version number in the download would be nice (readme file, archive name, etc.).
Its on the title screen, right under the works zompocalypse, with the words, beta, 0.15, how did you miss that? I saw the in-game version number but it's incovenient. I was writing my feedback and wanted to check if I had the latest version. Since I had already deleted the extracted files, I had to extract and run it again to finish feedback. Imagine you keep the archive around (e.g. to play later) and at some point you want to check for updates. You'll be forced to extract and run the game just to find out which version you already have.
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noodleJuice
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« Reply #58 on: October 16, 2008, 06:59:43 AM » |
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BUGS FIXED: -Controls appear to slow down or become unresponsive after playing for short periods, like the controls lock up and the player keeps sliding-something to do with rebinding controls to shift, ctrl or alt.
It's still not completely fixed. However it is less noticable than before. My keys are arrows for movement, left ctrl to shoot, left alt to reload. If I wildly press all keys (including several at a time), movement sometimes still locks up. During that time the walking animation plays continuously. Usually it's up and down movement that won't work anymore. In one occasion I could only walk right. This problem subsides if I don't press any keys at all for several seconds. Another thing I noticed is that there is no walk animation while reloading. The character just slides around. One of your fixed bugs suggests it has been fixed, while another says otherwise. Also a version number in the download would be nice (readme file, archive name, etc.). Thanks for the feedback. I'm not an expert on Torques input system as yet, and the documentation isn't exactly a sparkling example of completeness, so it'd be great if you could bear with me for a while.  At any rate, this particular problem was reproduced and fixed. I had the ctrl alt modifier bound as "ctrl alt" where Torque was expecting "ctrl-alt" as a string, thus it was missing it. Runs beautifully now, so thanks for picking that up. As for the animation. We're unlikely to do anything about that as of this time simply because we'd need more animation and more discrete states for the player. Unless I hacked it in. While it's not the optimal solution we are of the opinion that it doesn't break the game as such, we're going to leave it like that for now. In the future when/if we have more time we'll address such concerns. At the moment though we want to round the game out, polish it up in other areas etc.
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« Last Edit: October 16, 2008, 07:03:30 AM by noodleJuice »
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Radial
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« Reply #59 on: October 19, 2008, 03:05:37 PM » |
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Looks like that old Simpsons arcade game with zombies mushed together with a tinge of Metal Slug...brilliant!
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