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  Zombie Nauts [0.4.5]  (Read 10651 times)
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Offline Mr.CodeIt

Junior Member





« Reply #60 - Posted 2014-05-02 22:00:59 »

Great job. I like how it gets hareder but it gets too hard. I recommend adding explosives in your future updates. It's a really cool concept, keep it going.  Grin

I'm not drunk, I've just been up late coding.
Offline Jacob Pickens
« Reply #61 - Posted 2014-05-23 00:53:52 »

The Resurrection
The Second coming
The rebirth of a project because I don't have any way to contribute to my group's project

I'm bringing this game back. Though, I lost all the source, I assure you, this version will be better than ever.

I plan on adding all the same features as last time but now adding some fancy shaders and some better graphics!

Along with a custom gun workshop!

Can't Wait!

- Jacob Pickens
Offline HeroesGraveDev

JGO Kernel


Medals: 246
Projects: 11
Exp: 2 years


┬─┬ノ(ಠ_ಠノ)(╯°□°)╯︵ ┻━┻


« Reply #62 - Posted 2014-05-23 01:53:28 »

Though, I lost all the source

BACK UP!

Games published by our own members! Check 'em out!
Legends of Yore - The Casual Retro Roguelike
Online kpars

JGO Wizard


Medals: 77
Projects: 4
Exp: 3 years


Extreme Typist.


« Reply #63 - Posted 2014-05-23 02:34:51 »

BACK UP!

I seriously cannot stress this enough. Why not just put all of the source code on Git? It would be a lot easier for us to help you with some of the technical problems, plus you wouldn't have to worry about losing the source code again in the future.

Also, I would work on some of the art assets if I were you. Not trying to be rude, just saying that they could use a little work.

- Jev

Offline Jacob Pickens
« Reply #64 - Posted 2014-05-27 01:33:53 »

Thank god for decompilers.... its gunna be all good!
Offline Jacob Pickens
« Reply #65 - Posted 2014-05-27 02:16:09 »

Ideas?

I need a few ideas for the game just to get the best out of the current arcade mode. (Yes, I did decompile my code and I saved the source)

So, what can I add to make the game more juicy?

Please play the latest version before suggesting.

Latest Version
Online kpars

JGO Wizard


Medals: 77
Projects: 4
Exp: 3 years


Extreme Typist.


« Reply #66 - Posted 2014-05-27 09:08:46 »

First off, I would actually suggest cleaning up your source code before continuing with the development of the game. No decompiler is perfect, and they usually tend to mess up certain aspects of your code.

Perhaps it would be good to add jumping, and as well an extra mob that has a height advantage of some sort, just to give the jumping a purpose.

Other than that, the art could be a little bit better, and the bullets need to be a bit bigger.

You could also implement WASD controls, since you seem to be using the mouse for aiming/shooting. It's not very intuitive to make the user use the arrow keys as well as the mouse at the same time.

Also, needs more screenshake!

- Jev

Offline CHmSID

Senior Newbie


Exp: 7-9 months



« Reply #67 - Posted 2014-05-27 11:44:33 »

After you clean up your code you could perhaps make player's movement a little bit more natural by smoothing it out? The human eye is not used to stay-still/go-at-full-speed/stop-in-0-seconds thing. I think, even if it was barely noticeable, acceleration/deceleration of the player would somehow improve the overall experience. Btw, great job on this game Smiley any chance to make the gaming area bigger?
Offline Drenius
« Reply #68 - Posted 2014-05-27 15:38:36 »

This video could help you, although the most content is already mentioned in kpars' pos.
Offline Jacob Pickens
« Reply #69 - Posted 2014-05-27 20:39:06 »

I know how to do tweening and will be adding that in shortly. Along with the jumping, I don't know how to implement gravity without a physics engine. I don't want to mess with them. Along with screenshake... I was planning on adding that in as well.

I did notice a few discrepancies in my conventions but I passed it off as a change in conventions whilst learning the aspects of game programming. Must've been the decompiler then.

Any other ideas?
Games published by our own members! Check 'em out!
Legends of Yore - The Casual Retro Roguelike
Online kpars

JGO Wizard


Medals: 77
Projects: 4
Exp: 3 years


Extreme Typist.


« Reply #70 - Posted 2014-05-27 21:03:50 »

I don't know how to implement gravity without a physics engine.

Then learn. You aren't going to get anywhere if you avoid the things you don't know.

Quote from: Abraham Lincoln
I don’t think much of a man who is not wiser today than he was yesterday.

- Jev

Offline Jacob Pickens
« Reply #71 - Posted 2014-05-27 21:23:38 »

Alrighty, I'll see what its all about
Offline opiop65

JGO Kernel


Medals: 154
Projects: 7
Exp: 3 years


JumpButton Studios


« Reply #72 - Posted 2014-05-27 21:45:44 »

Honestly its not terrible. Go Google around for a basic physics lesson, you'll probably learn all you need within a few days and the equations are fairly simple to implement.

Good luck!

Online BurntPizza
« Reply #73 - Posted 2014-05-27 21:54:48 »

Also note that many times it's both easier to do and better for gameplay to fake the physics, i.e. some games just keep the player moving downwards by some hardcoded arbitrary rate, and actually might not feel right with realistic gravity.

But yeah, even proper gravity is pretty easy to do. I'll direct you to Gaffer on Games, he's has good tuts (he is also now on the titanfall dev team it seems): http://gafferongames.com/game-physics/integration-basics/
Offline Jacob Pickens
« Reply #74 - Posted 2014-05-27 23:34:39 »

I'm working on implementing basic tweening and the such. I have to go over my code to see where I have movement all handled at. This code... is terrible. I wrote it way back when I first was starting out. It terrifies me that I was that bad.
Online kpars

JGO Wizard


Medals: 77
Projects: 4
Exp: 3 years


Extreme Typist.


« Reply #75 - Posted 2014-05-27 23:46:36 »

I'm working on implementing basic tweening and the such. I have to go over my code to see where I have movement all handled at. This code... is terrible. I wrote it way back when I first was starting out. It terrifies me that I was that bad.

Don't worry, it gets better.

By the way, I also feel like you should improve the GUI of the game at some point, perhaps make the viewport bigger, and make a few other small aesthetic changes.

It's looking good so far, so keep it up!

- Jev

Offline Jacob Pickens
« Reply #76 - Posted 2014-05-27 23:48:42 »

Honestly, I think I'm better off remaking everything. Tongue The decompiler screwed a lot of variables and such up and then my movement system is jank. Tongue

I'm actually just kind of excited to be doing something though. Tongue
Offline Jacob Pickens
« Reply #77 - Posted 2014-06-01 03:45:22 »

Click to Play


World's sexiest recoil in all of indie!

I've been ignoring my girlfriend, ignoring the fact that I'm hungry, and ignoring that fact that this was totally pointless and instead feverishly typing away making this amazing recoil.

Honestly, I could marry it. <3 <3  Kiss
Online kpars

JGO Wizard


Medals: 77
Projects: 4
Exp: 3 years


Extreme Typist.


« Reply #78 - Posted 2014-06-01 07:32:59 »

The game's looking good, man!

I would probably work on the graphics a little bit, and I also think that there should be more Y-axis variation in the levels. There's only one little plane to walk around on, and that's it. I would probably do something about that if I were you.

Keep it up!

- Jev

Offline Jacob Pickens
« Reply #79 - Posted 2014-06-01 07:44:42 »

Adding a y value would cause much complication in the way I have the game structured.

I do, however, plan on adding a multitude of game modes and many more enemies, guns, and even a gun workshop (Build your own weapons (Probably a sandbox mode or something of the sort)). Perhaps even co-op. So, the Y-axis will be completely forgotten. Tongue

Do you have any ideas on how I could add more Y-Axis variation into the game?
Online kpars

JGO Wizard


Medals: 77
Projects: 4
Exp: 3 years


Extreme Typist.


« Reply #80 - Posted 2014-06-01 07:54:38 »

Do you have any ideas on how I could add more Y-Axis variation into the game?

Adding real levels.

- Jev

Offline Jacob Pickens
« Reply #81 - Posted 2014-06-01 07:56:42 »

So, jumping? Alright! But then should zombies have AI to turn around if you jump or should they just keep on walking giving birth to a strategy of basically jumping over a zombie and shooting them in the back of the head.
Offline Drenius
« Reply #82 - Posted 2014-06-01 12:40:39 »

The 1D field is kinda the one special part of this game so it could possibly be a step in the wrong direction to move to normal game dimensions...
Maybe add some more x-axis, doors to outside were already an idea, weren't they? An explorable world, maybe with some items would definitely be an improvement.
The art can either be seen as "ugly" or as "its own style" (fully ok) - but the ammo does not fit into that imo.
Offline Jacob Pickens
« Reply #83 - Posted 2014-06-01 14:55:54 »

Doors to outside were already an idea, weren't they? An explorable world, maybe with some items would definitely be an improvement.

Yes, in survival mode you will be able to walk around a fully random world, loot houses, barricade doors, and shoot zombies in all directions (and by that I mean left and right Tongue )

The art can either be seen as "ugly" or as "its own style" (fully ok) - but the ammo does not fit into that imo.

Ya, I agree. This art was made by a friend of mine and I'm going to have to redo a little bit of it. The reason I let him make them is because it takes him 5 minutes to make a sprite. When it takes me 30-45 minutes to make a sprite and his is usually better anyways. Tongue
Offline Jacob Pickens
« Reply #84 - Posted 2014-06-01 23:10:51 »

Tonight, I'm going to try to get basic gameplay made. If someone wants a download link just reply and say u want one and in the release post I will supply one.

Keep on coding guys!
Offline Jacob Pickens
« Reply #85 - Posted 2014-06-02 00:40:14 »

I am making it so amazingly easy to create new weapons and zombies!

I do have a question though:

How would I make a nice blog for this game so I don't blog up the forum?

Is there a nice free place to go? Or maybe something else? Maybe Github?
Online BurntPizza
« Reply #86 - Posted 2014-06-02 00:54:50 »

https://medium.com/blogging-and-seo-tips/d62682d9b0aa

There's also Github Pages.
Offline Jacob Pickens
« Reply #87 - Posted 2014-06-02 00:56:05 »

I think thats what I might do!

Maybe have a daily post or something, but anyhow, thanks Burnt!
Offline Jacob Pickens
« Reply #88 - Posted 2014-06-02 01:40:56 »

I highly doubt I'll get basic gameplay done today. Sad I was working and then I decided to work on the engine of the game.

I made it extremely easy to make new zombies, guns, and bullets!

Even modders could understand!

Expect a basic gameplay release tomorrow most likely. Grin
Offline Jacob Pickens
« Reply #89 - Posted 2014-06-03 02:53:42 »

Zombie Nauts 0.0.9 Patch

Added:
- Zombies
- Amazing gun recoil
- A lot of behind the scene engine stuff that will make adding new zombies and weapons and such a lot easier

Screenshots:

No the screensize is not this small.
Click to Play


About actual screensize.
Click to Play


Download: Ehh don't feel like it's worth the trouble. Tomorrow, however, when I get 0.1.0 out, I might just add one!

Keep coding guys!
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