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  Zombie Nauts [0.4.5]  (Read 9537 times)
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Offline Jacob Pickens
« Posted 2014-03-06 07:07:13 »





Future Releases are within the post responses below!



Zombie Nauts is a zombie arcade shooter. The game goes on forever while the game gets harder. I will soon add more game modes but as of the current release I only have Arcade.



Planned Game Modes:
- Arcade mode
- Survival Mode
- Campaign Mode
- Multiplayer Mode
- Unlockable Sandbox Mode

Planned Features: (Not promised)
- Dozens of different zombie types and weapons
- Many different maps with special features for all game modes
- A gun workshop
- Fully customizable gameplay (Sandbox mode)
- A bunch of 8-bit gore. (Mostly in survival and such and such)
- Complete auto-updater so you don't have to download each patch!
- And more!



Latest Downloads:

Windows Download: Here
Mac Download: Here
Linux Download: Here



Latest Screenshots:

Pregnant Zombie


Baby Zombie


Running Baby Zombie (Complete with a mustache)


Pregnant Zombie Dropping a Baby



Last Screenshot:

Machine Guns!


Running Zombies!




How to read release names:
MAJOR.MINOR.PACTH



What I'm using to make this game:
- Slick2D
- LWJGL
- Java
- My brain



This game is in really early development. I'm posting each minor release here so you guys can test it.
Offline kingroka123

JGO Knight


Medals: 26
Projects: 4
Exp: 1 year


Gamer's Helmet


« Reply #1 - Posted 2014-03-07 02:07:19 »

download link doesn't work and I cant help but notice from the gif that some of the bullets are missing the zombies. Considering there is only one plane the bullet is moving on, this should not happen. What I think you are doing is updating your x value of the bullet by the bullet speed. This won't work at high speeds because there will be points when the bullet will simply skip over the target because the target was not on a multiple of your speed. To fix this, you will have to look into some raycasting . Hope this helps in any way Wink

Online Rayvolution

JGO Kernel


Medals: 143
Projects: 2
Exp: 1 year


Resident Crazyman


« Reply #2 - Posted 2014-03-07 02:08:19 »

hehe, watching your gif makes me want to make "pew pew!" sounds :p

- Raymond "Rayvolution" Doerr.
Retro-Pixel Castles - Survival Sim/Builder/Roguelike!
LIVE-STREAMING DEVELOPMENT: http://www.twitch.tv/SG_Rayvolution
Games published by our own members! Check 'em out!
Legends of Yore - The Casual Retro Roguelike
Offline Jacob Pickens
« Reply #3 - Posted 2014-03-07 05:12:06 »

@King Thanks so much. I was wondering what the problem was and now I know. I probably should do this with the player too, because the player also occasionally can walk thru zombies (usually only the ones that the bullets go thru)
Offline Jacob Pickens
« Reply #4 - Posted 2014-03-07 05:38:58 »

Haven't touched the code for a while since school has been killing me! Only have to add a few more things and 0.1.0 will be out. Can't wait!
Offline Agro
« Reply #5 - Posted 2014-03-07 06:03:57 »

1 day is a long time? gg

Offline Jacob Pickens
« Reply #6 - Posted 2014-03-07 13:34:18 »

For me yes. I normally work on a game for at least 3 hours each day and if I don't I feel as if I wasn't productive that entire week! I'm a programaholic
Online Rayvolution

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Medals: 143
Projects: 2
Exp: 1 year


Resident Crazyman


« Reply #7 - Posted 2014-03-07 17:57:08 »

I normally work on a game for at least 3 hours each day! --- I'm a programaholic

You're not making me feel better about how much I program every day.. >_>

- Raymond "Rayvolution" Doerr.
Retro-Pixel Castles - Survival Sim/Builder/Roguelike!
LIVE-STREAMING DEVELOPMENT: http://www.twitch.tv/SG_Rayvolution
Offline opiop65

JGO Kernel


Medals: 153
Projects: 7
Exp: 3 years


JumpButton Studios


« Reply #8 - Posted 2014-03-07 18:06:19 »

How much do you spend on programming a day? Generally if I have nothing else to do, I code for ~4 hours, give or take 1 hour.

Offline Drenius
« Reply #9 - Posted 2014-03-07 18:06:34 »

@Jacob Pickens: Did you see this?
@Rayvolution: 3 hours are really not that much.
Games published by our own members! Check 'em out!
Legends of Yore - The Casual Retro Roguelike
Online Rayvolution

JGO Kernel


Medals: 143
Projects: 2
Exp: 1 year


Resident Crazyman


« Reply #10 - Posted 2014-03-07 18:34:02 »

@Jacob Pickens: Did you see this?
@Rayvolution: 3 hours are really not that much.

derailThread = true;
I know, that's why I commented. Tongue on a "programming weekend" I easily spend 15-16 hours a day, on a normal day probably 6-10 depending on what else is going on.

Of course, in my defense I shouldnt say it's always all programming, it's a mis of programming and graphics design. Just the past few weeks have been very heavy on programming.
derailThread = false;

- Raymond "Rayvolution" Doerr.
Retro-Pixel Castles - Survival Sim/Builder/Roguelike!
LIVE-STREAMING DEVELOPMENT: http://www.twitch.tv/SG_Rayvolution
Offline Drenius
« Reply #11 - Posted 2014-03-07 18:38:51 »

My message to Jacob was on topic...
Btw.: Yours is not.
Online Rayvolution

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Medals: 143
Projects: 2
Exp: 1 year


Resident Crazyman


« Reply #12 - Posted 2014-03-07 21:05:24 »

My message to Jacob was on topic...
Btw.: Yours is not.

Thats why I stated I was detailing the thread for a minute there. Wink

- Raymond "Rayvolution" Doerr.
Retro-Pixel Castles - Survival Sim/Builder/Roguelike!
LIVE-STREAMING DEVELOPMENT: http://www.twitch.tv/SG_Rayvolution
Offline Drenius
« Reply #13 - Posted 2014-03-07 21:17:57 »

Ok, misunderstood. My link was meant as an hint though.
Offline Jacob Pickens
« Reply #14 - Posted 2014-03-07 22:48:25 »

3 hours is when I have a lot to do... Honestly over the weekend I'm programming non stop for at least 5-6 hours... But over the entire day it's got to be at least like Ray said 15-16 hours. My parents hate it when I do that.
Offline Jacob Pickens
« Reply #15 - Posted 2014-03-07 22:57:19 »

Should have 0.1.0 out tonight. It should add better collisions, increasing difficulty, and a reset ability!
Offline HeroesGraveDev

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Medals: 238
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┬─┬ノ(ಠ_ಠノ)(╯°□°)╯︵ ┻━┻


« Reply #16 - Posted 2014-03-07 23:04:52 »

Would you mind toning down the WIP spamming?
You just double posted within 10 minutes.

Unless you have something to add, just edit the last post, or keep it to yourself and post it later along with something else.

I don't like making posts like this, but I do get tired of seeing the same old posts with absolutely nothing of value.

 Wink

Offline kingroka123

JGO Knight


Medals: 26
Projects: 4
Exp: 1 year


Gamer's Helmet


« Reply #17 - Posted 2014-03-07 23:47:04 »

3 hours is when I have a lot to do... Honestly over the weekend I'm programming non stop for at least 5-6 hours... But over the entire day it's got to be at least like Ray said 15-16 hours. My parents hate it when I do that.
I second that parent notion  Wink

Offline Jacob Pickens
« Reply #18 - Posted 2014-03-07 23:52:51 »

Zombie Nauts 0.0.9 Complete!

Change Log:
- More reliable collisions
- Few small but rather important optimization tweaks (Pretty much lag free now)
- Set up for increasing difficulty feature in 0.1.0

Download: No download since it's just a patch update.

Note to self: Don't double post
Offline Jacob Pickens
« Reply #19 - Posted 2014-03-08 05:40:36 »

I am terribly sorry guys. I didn't have a single bit to code today I was hanging out with my friends.p and girlfriend. (Social Stuff ewwwww) I'm super tired and will be sleeping shortly so 0.1.0 will probably be out tomorrow. Keyword: probably
Offline Gibbo3771
« Reply #20 - Posted 2014-03-08 12:31:28 »

I am terribly sorry guys. I didn't have a single bit to code today I was hanging out with my friends.p and girlfriend. (Social Stuff ewwwww) I'm super tired and will be sleeping shortly so 0.1.0 will probably be out tomorrow. Keyword: probably

Don't worry about it hehe.

Can I recommend you increase the pace of the game, greatly? It escalates too slowly imo, also here is an idea:

So at the moment it gets hard, they spawn faster?

Give your zombies health, say default health is 1 and it increases slowly, slowly slowly as the spawns increase. Make your bullets have a knockback and do like 5 damage this should be fairly simple. This means as the spawns get harder, zombies get stronger, you have choose to shoot which side wisely, keep they away and kill them.

If that makes any sense, that imo will massively increase the challenge.

"This code works flawlessly first time and exactly how I wanted it"
Said no programmer ever
Offline Jacob Pickens
« Reply #21 - Posted 2014-03-08 18:27:56 »

Haha at the moment there is no way the challenge increases, but that idea seems genius. It would really add some depth into the game in my opinion. I will for sure add that in today. Thanks gibbo!
Offline UprightPath
« Reply #22 - Posted 2014-03-08 18:45:40 »

I played a few games~

Some things I noticed:
1) The player can sometimes walk through the zombies (Maybe the same collision issue as with the bullets?)
2) I ran out of bullets in one game. Not sure if this was intended or not (I ended up clicking as fast as I could to see if there was some delay.)
3) There have been a few games where I had to wait quite a bit of time before I saw a Zombie for the first time (thirty-forty seconds in one game) and between respawns (twenty-thirty second gap). Not sure if this is intended or not. (It's the reason I ended up spamming the gun. I had a lot of time on screen where nothing spawned. <.<)

Offline Jacob Pickens
« Reply #23 - Posted 2014-03-08 18:57:32 »

Haha ya I have an ammo mechanic behind the scenes. It will be actually important in 0.1.0. Also the walk through zombies and shoot through zombies glitch has been fixed. Had something to do with two zombies spawning on the same timer. Right when I added a return statement after the spawn statements it fixed it right up. Also ya the spawn rate is really low at the moment. In 0.1.0 I will add a score system and the zombies will spawn more fequently according to that. Thanks for playing!
Offline Jacob Pickens
« Reply #24 - Posted 2014-03-08 19:58:42 »

Migrated all my source to a new folder called 'Arcade' so that it will be more organized for multiple game modes... I regret is already. Soooooooo many errors!
Offline Jacob Pickens
« Reply #25 - Posted 2014-03-08 22:21:58 »

I've gotten really far into 0.1.0 and i've noticed a strange glitch.

It appears i can only shoot zombies in order. If a zombie spawns on the left, and then one spawns on the right, i have to shoot the left zombie before i can shoot the right zombie because none of the right zombie's collisions work until the left one is eliminated.

If anyone has an idea on what the problem is I would be eternally grateful. Tongue

If you need code just PM me and i will send u a source link.
Offline LiquidNitrogen
« Reply #26 - Posted 2014-03-08 22:24:58 »

Sounds like your collision checking is only checking the first zombie in the list for some reason.
Offline Jacob Pickens
« Reply #27 - Posted 2014-03-08 22:26:20 »

Hmm i wonder if i can fix tht... i bet i could
Offline LiquidNitrogen
« Reply #28 - Posted 2014-03-08 22:34:24 »

I think you will have to!
Offline Jacob Pickens
« Reply #29 - Posted 2014-03-08 22:52:46 »

Thanks for calling attention to that. I fixed it all up good.  Grin
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