[QUOTE=Elite Phazon;30042287]Hey man i got some WAW gun sounds if you can code em in[/QUOTE]
Sure PM them to me.
If you tried to make money off of this, you'd probably end up getting sued by Treyarch.
which is why it's free
He really should check out if the sounds are Creative Commons licensed, if they are then they are free to use. If not, then he can get into legal issues. =)
I still think you need to fix the graphics, work on contrast so that everything sticks out because right now it all pretty much blends together.
He will be sued for using those sounds. I guarantee it if he doesn't delete it and redo. :smug:
[QUOTE=Dick Tracy;30058762]He really should check out if the sounds are Creative Commons licensed, if they are then they are free to use. If not, then he can get into legal issues. =)
I still think you need to fix the graphics, work on contrast so that everything sticks out because right now it all pretty much blends together.[/QUOTE]I've never been good at tilesets or 2d lighting. I might have to look for help for them after I've handed it in (no outside work is allowed for it).
Can't wait until it's finished.
After feeling lazy for not having worked on the game for awhile I coded up the master server for the server lists and stats etc. Its 100% done except the client side is at 0%. The only work is setting up the menus to draw correctly which I will do after school tomorrow.
From there it should be easy for players to connect to one another, port forwarding will most likely be necessary. Because I am smart I coded the players in a way that they are being controlled by a "control client" rather than direct input, what this means is that when you enter a game of zombies all the game has to do is change 1 variable and control of different players is given to the client with the corresponding ID.
All that is left is to program the networking into the game so that key presses and key steps in zombies and triggers are synced between player and server. Should take me less than an hour if I keep motivation.
[B]Experimental co-op should be released tomorrow![/B]
[editline]5th June 2011[/editline]
Also planning on doing the art for power ups and coding them into the game tomorrow, along with allowing the zombies to hit players. Whether I create the art for players downed depends on my motivation.
co-op? fuck yes!
Map editor would be nice, plus it would be a slightly more authentic experience if you changed the map titles back into German.
cant wait
Sorry I said I'd have stuff done that didn't get done, I've been slacking off. To make up for it I spent the last 2 days drawing.
[img]http://img577.imageshack.us/img577/2117/30258373.png[/img]
I extracted it and I still get an error:
FATAL ERROR in
action number 1
of Create Event
for object objStart:
Failed to open UDP port. Please ensure you are only running one process of this game and try again.
This is pretty fucking neat.
[QUOTE=Pat.Lithium;30402021]Sorry I said I'd have stuff done that didn't get done, I've been slacking off. To make up for it I spent the last 2 days drawing.
[img]http://img577.imageshack.us/img577/2117/30258373.png[/img][/QUOTE]
Any chance for the Model 1887? Even though it isn't in zombie mode, it's in Black Ops campaign so I think it needs to be in.
[QUOTE=ihatecompvir;30402268]Any chance for the Model 1887? Even though it isn't in zombie mode, it's in Black Ops campaign so I think it needs to be in.[/QUOTE]
Well I plan on making modern warfare maps so the 1887 was planned (its the gun on the fire sale pickup). But I might add it into these maps because its bad ass.
[editline]12th June 2011[/editline]
[QUOTE=NoobSauce;30402157]I extracted it and I still get an error:
FATAL ERROR in
action number 1
of Create Event
for object objStart:
Failed to open UDP port. Please ensure you are only running one process of this game and try again.[/QUOTE]
I'll fix that in the next version. It's because your computer is running something on that UDP port but I'll make the error show up only when you are trying to play co-op so you can play solo without an internet connection.
Nice idea, good luck with the project. When I first saw this I thought it would be that "Call of the Dead" Nazi Zombie flash game.
[editline]12th June 2011[/editline]
Just realized, I can't run Zombies in 2D! Well, I'm doomed here.
Wow, OP you've done a fucking good job.
I was expecting another ideas guy thread.
I was pleased.
Sorry everything is taking so long to do, so many distractions.
Any way spent the afternoon and all night working on bug fixes, tile changes and menu stuff.
[img]http://img41.imageshack.us/img41/5403/zombieskeymapping.png[/img][img]http://img839.imageshack.us/img839/3153/zombiesnew.png[/img]
[QUOTE=Pat.Lithium;29885048][img]http://img864.imageshack.us/img864/8863/bannerwq.png[/img]
Nazi Zombies 2D is a project I am producing by myself for my software design and development course at school. It is based on the zombie mode from the Treyarch installments of the Call of Duty series.
Players are pitted against unlimited waves of increasingly harder zombies. Blah, blah, blah, secret base.
Currently I am planning on shaping this into a fun, 2D version of the original. It will feature Co-op and Solo modes (online co-op). At this current version there is a lot of things that don't perform as they will in the final version, so keep that in mind, this includes weapons, zombies and the menu (especially the menu, doesn't feel accurate or responsive enough). The point of me posting this so early in the development stage is to get feedback from the community and as motivation.
Graphics and coding done by me.
Thanks and have fun.
[b]Download[/b]:
[url=http://www.host-a.net/u/pat_stix/Nazi%20Zombies.zip]Nazi Zombies.Zip v1.0.2.0[/url]
(Extract or you'll get an error)
[b]Controls[/b][release]A, D - Walk
R - Reload
Space - Jump
G - Primary grenade (Don't explode, yet)
C - Secondary grenade (Tomahawks work, molotovs bounce around like frags)
V - Melee attack
F - Use/buy
ESC - Exit game (At any time)
F3 - Debug (goes to test room on menu)[/release]
[b]Media[/b]
[img]http://imageshack.us/m/96/8620/zombiesmenu1.png[/img][img]http://imageshack.us/m/827/6461/zombiesbox.png[/img][img]http://imageshack.us/m/90/1957/zombieperks.png[/img][img]http://imageshack.us/m/202/2454/zombiesgrenades.png[/img][img]http://imageshack.us/m/853/2660/zombiesknife.png[/img][img]http://imageshack.us/m/846/3194/zombiessemtex.png[/img]
Sorry if I missed something important in this post, let me know![/QUOTE]
awsome
[QUOTE=Pat.Lithium;29916090]Programming forum don't care for gamemaker games.[/QUOTE]
Why does everyone have such a skewed view of the programming subforum? :smith:
I guarantee no-one would mind if it was made in Gamemaker.
[QUOTE=Pat.Lithium;30402021]Sorry I said I'd have stuff done that didn't get done, I've been slacking off. To make up for it I spent the last 2 days drawing.
[img]http://img577.imageshack.us/img577/2117/30258373.png[/img][/QUOTE]
Can we get the grim reaper as a powerup?
Awesome work, OP.
[QUOTE=TraderRager;30549124]Can we get the grim reaper as a powerup?[/QUOTE]
k
[img]http://img839.imageshack.us/img839/8780/zombiesm2021.png[/img][img]http://img535.imageshack.us/img535/6889/zombiesm2022.png[/img]
ESC should be to go back to menu, and on the menu you should be able to exit.
Just a suggestion, but I don't like games where you have to exit the game to go back to the menu.
[QUOTE=RedRibbonMurderer;30553263]ESC should be to go back to menu, and on the menu you should be able to exit.
Just a suggestion, but I don't like games where you have to exit the game to go back to the menu.[/QUOTE]Its a prealpha version and doesn't reflect the final product.
[editline]19th June 2011[/editline]
Anyone who wants to give a shot at doing the voice over, voice acting, sounds or music, please leave a post in the thread or PM me.I'd love to be able to have those things in the game but I don't want to use the original ones (to avoid trouble).
The original sounds are ingame at the moment as place holders.
[QUOTE=BlkDucky;30548065]Why does everyone have such a skewed view of the programming subforum? :smith:
I guarantee no-one would mind if it was made in Gamemaker.[/QUOTE]
Either way, I think this only belongs in creative work because thats what it is. It's not a feat of programming skill, and its source code is not up for discussion.
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