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zombieguy's games i em creationing teh bezt gaemz evar!

#181 User is offline   zombieguy 

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Posted 14 October 2003 - 12:24 PM

Don't worry, I'm still working on games in MegaZeux, SECRET games. :D
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#182 User is offline   zombieguy 

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Posted 25 October 2003 - 08:47 AM

I've decided to post about what I've been working on for the past two weeks.
It's a game called "Da Areena". A few pages back in this journal I was working on a game called "Jake's SSB"..or something like that, this game is basically stealing every idea from it, besides the sidescrolling (which I've found takes quite a bit more work...).
This game is a SSB-like game that has characters from the few of my crappy games. 4 characters are availiable right away, then there's 12 to get. The basic idea of this is to get every character in the game.
There are currently three different game types (none finished, but am currently working on Normal Game): Normal Game, Custom Game and the Time Trial thingies.
I have currently got two fully playable characters finished, Vin and Player (all 16 will eventually be playable). The AI is about 75% complete, items are at 25%, Stages are at 20%, MODs are at 95% and SAMs are at about 25%.
...and finally, here's a character list of characterness:
MegaManX, Mr. Player, Vin, Mr. Mysterious, Cracked Wall, LegoBlock, IceGoblin, Slytek, Cyclops, Bill, Stoner King, Spikey King, Namtor, Nevil, Kraicer and ZoMbIeGuY - I couldn't help but put myself in :p.
I have already worked out every character's Normal Attacks (the attack rate and damage) and their Special Attacks along with attack rate and damage.
Haven't hit any unprogrammable spots yet, all has been good fun.

This post has been edited by ZoMbIeGuY: 25 October 2003 - 08:47 AM

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#183 User is offline   zombieguy 

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Posted 25 October 2003 - 01:32 PM

Finished the interactions between the 15 items and the player, still working on the Enemy AI's reaction to a few of the items (most are finished).

Base Enemy AI: 75% (once the Base Enemy AI is done, the Enemy AIs will be easier to finish)
Playable Characters: two
Enemy AIs completed: 75% of one
Items: 80%
Stages: 20%
MODs: 95%
SAMs: 25%

If I do get more than 1v1, it'll be 1v2, but no more. (as there are only three types of bullets :P)

Edit: More than 2000 views on this journal. :)

This post has been edited by ZoMbIeGuY: 25 October 2003 - 01:39 PM

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#184 User is offline   zombieguy 

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Posted 26 October 2003 - 03:24 AM

*Decided to add a movement speed counter.
*Taken number of items from 15 to 12 as those 3 items seemed quite hard to program and would most likely stuff up everything.
*Added items reactions to a third player.

Base Enemy AI: 85%
Items: 97%

This post has been edited by ZoMbIeGuY: 26 October 2003 - 03:24 AM

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#185 User is offline   zombieguy 

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Posted 26 October 2003 - 01:13 PM

Base Enemy AI: 85%
Playable Characters: 3
Items: 90%
Stages: 25%
MODs: 95%
SAMs: 25%
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#186 User is offline   zombieguy 

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Posted 27 October 2003 - 06:33 AM

Base Enemy AI: 95%
Playable Characters: 4 out of 16
Items: 90%
Stages: 25%
MODs: 95%
SAMs: 45%
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#187 User is offline   Xeirxes 

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Posted 27 October 2003 - 09:53 AM

I just finished Stons & Roks. Way to go! That game was pretty fun. I especially liked the sequence where you had to catch the blue keys and stay away from the red keys.
Xeirxes

<Exophase> Way to be drunk on NOTHING Xeirxes
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#188 User is offline   zombieguy 

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Posted 27 October 2003 - 10:23 AM

Xerxes, on Oct 27 2003, 07:53 PM, said:

I just finished Stones & Roks. Way to go! That game was pretty fun. I especially liked the sequence where you had to catch the blue keys and stay away from the red keys.

Heh, nice to see the few of my games occasionally being played. If you haven't already, you can download the sequel here.
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#189 User is offline   Xeirxes 

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Posted 30 October 2003 - 02:13 AM

Cool, I'm all over it.
Xeirxes

<Exophase> Way to be drunk on NOTHING Xeirxes
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#190 User is offline   zombieguy 

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Posted 30 October 2003 - 06:27 AM

Haven't been doing too much work, but I think it's still worth mentioning...

Base Enemy AI: Most likely 100%
Playable Characters: 4
Enemy AIs completed: two
Items: 95%
Stages: 30%
MODs: 95%
SAMs: 50%

I've kinda just realized how hard some of this is going to be to program (custom game, I'm talking about, and so there might not be any 'custom game')
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#191 User is offline   Goshi 

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Posted 30 October 2003 - 06:31 AM

ZoMbIeGuY, on Oct 27 2003, 08:23 PM, said:

Xerxes, on Oct 27 2003, 07:53 PM, said:

I just finished Stones & Roks. Way to go! That game was pretty fun. I especially liked the sequence where you had to catch the blue keys and stay away from the red keys.

Heh, nice to see the few of my games occasionally being played. If you haven't already, you can download the sequel here.

I still can't beat it, for some reason you can't cast spells after the spaceship part.
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#192 User is offline   zombieguy 

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Posted 30 October 2003 - 09:40 AM

Goshi, on Oct 30 2003, 04:31 PM, said:

ZoMbIeGuY, on Oct 27 2003, 08:23 PM, said:

Xerxes, on Oct 27 2003, 07:53 PM, said:

I just finished Stones & Roks. Way to go! That game was pretty fun. I especially liked the sequence where you had to catch the blue keys and stay away from the red keys.

Heh, nice to see the few of my games occasionally being played. If you haven't already, you can download the sequel here.

I still can't beat it, for some reason you can't cast spells after the spaceship part.

I found the bug thing, it seems that when you go on the spaceship a counter called 'NoBlink' is set active (as the player's char is a spaceship, and spaceships can't blink :P). Anyway, this counter also disables spells, the counter just wasn't set to 0 after the spaceship thing (not only will you not have spells, the player won't blink either).

Yep... my bad.
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#193 User is offline   Goshi 

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Posted 30 October 2003 - 10:03 AM

So the player can't cast spells when he can't blink :cry:
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#194 User is offline   zombieguy 

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Posted 30 October 2003 - 10:25 AM

Goshi, on Oct 30 2003, 08:03 PM, said:

So the player can't cast spells when he can't blink :cry:

This just comes down to if you should be able to cast spells in a spaceship or not... I've already completed that game (I may upload a bug free version to my web page sometime) so it doesn't really matter.
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#195 User is offline   zombieguy 

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Posted 01 November 2003 - 02:57 AM

Playable Characters: 20%
Enemy AIs completed: 20%
Stages: 20%
MODs: 95%
SAMs: 50%

I worked out that there should be about 20 different stages, so the percent has gone down. :cry:
I won't post again until I've done enough work that's worth posting about.
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#196 User is offline   zombieguy 

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Posted 03 November 2003 - 01:47 PM

Fixed a bazillion bugs, imported 34 SAMs into the game, started on the options and Characters menu-thing and have finished the 5th fight & stage.

Menus & Secret Crap: 33%
Playable Characters: 20%
Enemy AIs completed: 25%
Stages: 25%
Items: 100%
MODs: 100%
SAMs: 100%

Btw, no customgame. Besides the 'Normal Game', it's just a crapload of secret menus, stages and characters.
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#197 User is offline   zombieguy 

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Posted 12 November 2003 - 12:59 AM

Menus & Secret Crap: 33%
Playable Characters: 20%
Enemy AIs completed: 66%
Stages: 66%
Items: 100%
MODs: 100%
SAMs: 100%

=)
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#198 User is offline   zombieguy 

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Posted 24 November 2003 - 12:45 PM

Menus & Secret Crap: 33%
Playable Characters: 20%
Enemy AIs completed: 93.75%
Stages: 76%
Items: 100%
MODs: 100%
SAMs: 80%

(Yes, I know SAMs has gone down 20% :P)
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#199 User is offline   zombieguy 

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Posted 27 November 2003 - 08:20 AM

*Completed normal game, at the moment you can play through 20 different fights using one of four characters.

Left to do:
*Make the game playable by all characters.
*Add gameplay "Survivor".
*Complete gameplay "Timed Race to da Finish thingy".
*Complete "Character Info".
*Complete "Options".
*Put mod names in strings (the change from Invincibility music to normal).
*Complete all sound effects.
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#200 User is offline   zombieguy 

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Posted 10 January 2004 - 09:52 AM

ZoMbIeGuY, on Nov 27 2003, 06:20 PM, said:

*Completed normal game, at the moment you can play through 20 different fights using one of four characters.

Left to do:
*Make the game playable by all characters.
*Add gameplay "Survivor".
*Complete gameplay "Timed Race to da Finish thingy".
*Complete "Character Info".
*Complete "Options".
*Put mod names in strings (the change from Invincibility music to normal).
*Complete all sound effects.

Well, I've only done the two bottom things on that list, and have decided to cancel nearly everything else there...

...and because of that, I'm nearly finished :). I'd say the game is about 96% complete, as I only have to do like four more things :P.

Anyway, here's what I've got so far:
When you finally figure out how to start the game, you choose from one of four smelly characters. You then clumsily battle your way through twenty all-the-same different stages, after then, you fight teh big boss who 0wnz u, and then ya'are rewarded with a bunch of text (wich sux if u cant read). SOUNDS GR8, EH? (don't worry, it's a lot crappier than it sounds :P)
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#201 User is offline   Micah 

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Posted 10 January 2004 - 06:29 PM

It sounds like something I would play, as long as you use proper language in the game. Well, if not, I will play it anyway.
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#202 User is offline   zombieguy 

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Posted 24 January 2004 - 11:34 AM

The 'Undead Remake' is definately up next for release as I've been working on it since the release of Da Arena, though it's probably not going to end up too much different - it'll definately be better.
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#203 User is offline   Micah 

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Posted 24 January 2004 - 10:08 PM

I really liked Da Arena. I thought the Megaman should be able to shoot up and down, but oh well.
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#204 User is offline   zombieguy 

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Posted 25 January 2004 - 12:11 AM

pcmicah1, on Jan 25 2004, 08:08 AM, said:

I really liked Da Arena. I thought the Megaman should be able to shoot up and down, but oh well.

Well, if I did add it, it'd take some time to implement... as I'd have to add more char edits to the megaman char, change the comp megaman char and add more of megaman's bullet chars.
Also, I did mainly want to base the characters from the games I made (the mmx:aotts game, shooting up or down isn't an option, and it recieved such bad feedback that I stopped work on it :P)... and finally, as I said before: "pcmicah1: Have you ever seen Megaman/X shoot up or down? :P".

Anyway, thanks for the comments/questions about the game, pc.
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#205 User is offline   Micah 

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Posted 25 January 2004 - 12:23 AM

No, but I have also never seen a top-down shooter where the player cannot shoot up and down.
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#206 User is offline   zombieguy 

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Posted 21 March 2004 - 01:50 AM

neerly don
e
just 10 mor thingys 2 do

edit: Undead Remake is going to almost rox.

This post has been edited by ZoMbIeGuY: 21 March 2004 - 01:52 AM

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#207 User is offline   zombieguy 

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Posted 07 April 2004 - 01:37 PM

Undead remake

What more is to be done:

*Add more SAMs.
*Type all villager's speech.
*Add Tradesmen(GUYS WHO TRADE) throughout the cave.
*Design simple inventory engine.
*Design simple trading engine.
*Import teh scratchcard engine for the gambling doods.
*Only be able to SaveGame in Town.
*Make sure all engines are complete. Work out the character XP requirements to every level after placing enemies.
*Place all engines on every board.
*You can't use your sword or bow in town.
*Finish waypoint engine.
*Finish the rest of the boards. (6)
*Finish the rest of the bosses. (3)
*Place enemies. (quite a lot)

I'd say this remake is about 3/4ers finished.

Btw, this'll be my second finished game without using grey text boxes. :P

edit: evil yellow smiley face of doom

This post has been edited by ZoMbIeGuY: 07 April 2004 - 01:41 PM

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#208 User is offline   zombieguy 

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Posted 11 May 2004 - 10:47 AM

I have plenty of time to spend on MegaZeux, though I just can't bring myself to get into it... this is sux
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#209 User is offline   Micah 

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Posted 12 May 2004 - 12:37 AM

Maybe the MZX Olympics will jumpstart your gaming adrenaline.
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#210 User is offline   zombieguy 

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Posted 03 June 2004 - 03:08 AM

Undead Remake

I have gotten so much more done on this game... (all thx to me not having any internet for a few days :D) I also have passed some wall-thingy that wouldn't let me get inspired to continue work. All is good now.

Everything I've done in the past three days:

*Removed fatigue running engine. (I did this when I realized how stupid it was, and is not well placed in to such a small game)
*When you level up, you can choose what stat to put up (a new board for that has been made). BowSkill, SwordSkill, Health, or overall damage. (they're all pretty balanced too, which is good.) Defense might also be implemented(Decreased damage from enemies) but I have to work out XP requirements, and how many skills you can put up when you level-up.
*Xp requirements and how many levels you'll be able to level up will be worked out when all the enemies are placed throughout the cave.
*Double speed arrows.
*Sword engine bugfree.
*Changing between Bow and Sword, 1 and 2 keys can be pressed at the same time other keys are being pressed.
*Fog engine in caves is working like in the Warcraft games. (Darkness, and grey fog, and seeing clearly just around the player)
*Thanks to Fog engine, Bow is not the best thing ever.
*When the player gets hurt, the palette flashes shades of red for a millisecond and his health is displayed.
*Less instant kills (lava shielded by cold melted rock :P).
*A few more boards and bosses completed.
*54 enemies placed in 3 boards. (8 more boards to do).
*About a hundred other things done too.

This is a remake of this game: http://zombie828.tri...ames/undead.zip (right click and click 'Save Target As'), incase anyone's wondering. :P

This post has been edited by ZoMbIeGuY: 03 June 2004 - 03:12 AM

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