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

#31 User is offline   zombieguy 

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Posted 21 January 2003 - 02:54 AM

I've been working on Undead II a lot, anyhow here's the plot-

The New Undead lord, Namtor, has decided to try and destroy the world, his brother Kraicer was destroyed by a warrior named Vin (in Undead I). Ten years after Vin had killed Kraicer, he just disappeared, a man named Bert looked for him for years for he was Vin's brother... Vin was never found. The undead were making appearances everywhere, so a hand full of people went in search of where these evil creatures were coming from. A while later they found a cave but no-one dared to enter, though the undead were afraid to come out. So the hand full of people went in search of a great warrior that would hopefully enter this cave and destroy those creatures that lurked inside, this great warrior is who you play. That hand full of people include Vin's brother Bert, Zernup the great magic person, Simon and Bejen (in Undead I, they guarded the wall), and Niggin the wise.

I was originally going to have you play Vin and go in search of the pendant of life (have a look at Undead I's ending), but that got too boring...
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#32 User is offline   zombieguy 

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Posted 24 January 2003 - 03:43 AM

Updaties.

*Umm... Zglot may not be released since I'm stealing a lot of things and ideas from it for my other games, though if I do release it I'll put whatever's left on my webpagesitething.

*Done a little work on Undead II... nothing much.

*I also started on a Megamanish game, no name yet, though I might do a remake of the actual 'Megaman X' game, with the levels practically the same and enemies different...

Percent-

Undead II.
People- Trading 25%. Talking 75%.
Stats and stuff- 60%.
Chars and charedits- 85%.
Items- 30%.
Levels- 10%.
Enemies- 65%.
Bosses- 20%
Plot- 95%

Megamanish game.
Enemies- 5%
Bosses- 20%
Chars and charedits- 60%
Levels- 10%
Items- 10%
Actions- 75%

Current games.

Megamanish game. 15% (status- editing)
Undead II. 20% (status- editing)
Stones & Roks II. 10% (status- on hold)
(These percents are bad guesses)
(Any other games will probably turn out to be demos that will never be completed)

This post has been edited by ZoMbIe GuY: 24 January 2003 - 03:56 AM

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#33 User is offline   zombieguy 

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Posted 25 January 2003 - 12:41 AM

I have one quick question, how come when I set "lava_walk" to anything more than 0 the robot can't move?
(please someone answer this within the next 15 minutes, because of me having to go offline)
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#34 User is offline   zombieguy 

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Posted 25 January 2003 - 01:00 AM

Please someone answer...
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#35 User is offline   Exophase 

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Posted 25 January 2003 - 01:06 AM

ZoMbIe GuY, on Jan 24 2003, 07:41 PM, said:

I have one quick question, how come when I set "lava_walk" to anything more than 0 the robot can't move?
(please someone answer this within the next 15 minutes, because of me having to go offline)

That's how lava_walk works. Don't use it if you want to move the robot. Local2/Local3/bullettype also have such consequences (which may or may not matter depending on the situation), only local and loopcount are "pure" local counters.

- Exo
~ ex0 has a kickass battle engine, without it you sux0rz! without it you sux0rz! ~

"The fact that I say I've one of the best, is called honesty." -Akwende
"Megazeux is not ment to be just ASCII, it is ANSI!" - T-bone6
"I hate it when you get all exo on me." - emalkay

Exophase can what Rubi-cant.
exoware is ware ur ware is exoware
ps. not loking 4 new membrs kthx
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#36 User is offline   zombieguy 

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Posted 25 January 2003 - 01:08 AM

Exophase, on Jan 25 2003, 11:06 AM, said:

ZoMbIe GuY, on Jan 24 2003, 07:41 PM, said:

I have one quick question, how come when I set "lava_walk" to anything more than 0 the robot can't move?
(please someone answer this within the next 15 minutes, because of me having to go offline)

That's how lava_walk works. Don't use it if you want to move the robot. Local2/Local3/bullettype also have such consequences (which may or may not matter depending on the situation), only local and loopcount are "pure" local counters.

- Exo

Okie, thanks exophase, though I thought loopcount had something to do with 'loopstart' and 'loop for #'... anyhow, thanks.
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#37 User is offline   Exophase 

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Posted 25 January 2003 - 01:14 AM

Uh, yeah, my mistake, it does. Local is the only TRULY pure local counter. ^_^

Here's what everything corresponds to in case you forgot...

loopcount - loop counter.......

bullettype - type of bullets it shoots, not important if it doesn't shoot bullets.

lava_walk - determines if it's in lava or something like that, don't use it if you want moving robots.

local2 - uses the locked status of the robot and walk dir, don't use it if you would like the bot to walk, and be especially careful if something messages it (ie, using it may lock the robot.. unlockself)

local3 - uses lasttoucheddir and lastshotdir... these ones aren't that important usually, but if you touch or shoot the robot it'll b0rk this counter.

BTW, I strongly advise that no one uses local2 or local3 to indirectly manipulate the characteristics they use.. because they'll probably be truly independant counters one day, and no one wants to emulate weird functionality like this.

- Exo
~ ex0 has a kickass battle engine, without it you sux0rz! without it you sux0rz! ~

"The fact that I say I've one of the best, is called honesty." -Akwende
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Exophase can what Rubi-cant.
exoware is ware ur ware is exoware
ps. not loking 4 new membrs kthx
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#38 User is offline   Dr Lancer-X 

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Posted 25 January 2003 - 03:48 AM

Exophase, on Jan 25 2003, 01:14 AM, said:

local2 - uses the locked status of the robot and walk dir, don't use it if you would like the bot to walk, and be especially careful if something messages it (ie, using it may lock the robot.. unlockself)

Bah, who needs SEND anyway? :D
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#39 User is offline   zombieguy 

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Posted 26 January 2003 - 09:05 AM

I did a little more work on my megamanish game(still need a name), though there will only be 4 maverickthings.

---Teh plans for my Megamanish game---

Mavericks- the 4 mavericks are 'Slippery Slime Blob', 'Spikey Spider', 'Ice Goblin' and 'Glass Dragon'.

Board sizes- every level board (except bossfights) is at 400X25 in size.

Title screen
Intro
Selection (start game, help...)
Intro Level
Choosing maverick selection thingy.
SSB LVL
SSB Boss
SP LVL (includes 'Flying Centipede Miniboss')
SP Boss
IG LVL (includes 'Fishark Miniboss')
IG Boss
GD LVL (includes 'Bullet Tiger Miniboss')
GD Boss
Final LVL
Slippery Slime Blob (2nd time)
Flying Centipede (2nd time)
Copyat
Leader (Final Boss) (needs name)

Total= 18 boards.

Here's the complete completion of NEARLY every game I've started through my mzx life-thing. =P



---Bigger projects---

Megamanish Game (creating)

GobSnob (on hold)

Dungeon Keeper MZX (given up on)

Stones & Roks (Finished and submitted)

Stones & Roks (released under NFG) (Finished and submitted)

Stones & Roks II (on hold)

Undead (Finished and submitted)

Undead 2 (given up on)

Undead 2 (The pendants (based on killing goblins)) (using features from this version for 'Undead II')

Undead II (creating)



---Little projects---

Smiley Keeper (given up on)

Creepers (given up on)

Stones & Roks demo (Finished and submitted)

27523 - Old Man Medicine (Finished and submitted)

Jumpinger (Finished and submitted)

Dotz (Finished and submitted)

Cave Demo (Finished and submitted)

Bomb controling thing (Finished and submitted)

AOTSP v1-4 (Finished and submitted)

Tanks and guys (creating)

AOTSP Remake (creating)

Name Generator (finished and ready to submit)

Charset Generator (finished and ready to submit)

2playerweirdgame (finished and ready to submit)

Zshooter (finished and ready to submit)

Space Shooter (finished and ready to submit)

THE WAR (finished and ready to submit)

The Uni-Device Demo (finished and ready to submit)

Sidescroller skeleton thing (finished and ready to submit)

Random goblins (finished and ready to submit)

Puzzle Game (finished and ready to submit)



...and I think that's about it. =P

This post has been edited by ZoMbIe GuY: 26 January 2003 - 10:32 AM

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#40 User is offline   zombieguy 

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Posted 26 January 2003 - 11:50 PM

Because tommorrow is when teh evil school starts (for me), I will release everything I've finished, the stuff will be up on my site, each seperate for download. Give me about an hour to get the junk from my MegaZeux computer to this XP computer.
Remember, each game is about a board long, though can be anywhere from 5mins of work to possibly more than 1 hour.

17 mini games, ready to submit.
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#41 User is offline   zombieguy 

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Posted 27 January 2003 - 02:13 AM

Another thing, there are no sounds or music, because of the sound not working in mzx.
I am putting my games on my site, very soon.
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#42 User is offline   zombieguy 

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Posted 27 January 2003 - 03:16 AM

[url="http://www.digitalmzx.com/forums/index.php...st=0#entry70792"]http://www.digitalmz...st=0#entry70792[/url]

This post has been edited by ZoMbIe GuY: 27 January 2003 - 03:20 AM

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#43 User is offline   zombieguy 

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Posted 27 January 2003 - 09:52 AM

Updates on my Megamanish game now called-

"Megaman: Attack Of The Torrorizing Slytek."
(Yep, Slytek is da big bad guy's name)


I think I've pretty much killed every bug there is with the jumping, climbing, moving, shooting, and facing engines, though it is possible to climb on your own bullets (these bullets are robots). The other thing- I've nearly finished the intro level.
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#44 User is offline   zombieguy 

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Posted 01 February 2003 - 09:32 AM

Sorry I haven't updated in a while... anyhow...


Stones & Roks (the first one) is having some bugs eliminated, I should have it on my web site soon...

Stones & Roks II hasn't been very active for a long time.

GobSnob is also unactive.

The remaining Zglot games are unactive.

My Megaman game is walking along the road petty well.

Undead II hasn't been edited for about a week.
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#45 User is offline   zombieguy 

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Posted 02 February 2003 - 06:07 AM

Undead II is turning out to be a game kind of like Legend Of Omega... The game is pretty much all planned out, and should be released in about 4 months. =P
A demo will come out within a week or so.
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#46 User is offline   zombieguy 

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Posted 02 February 2003 - 07:54 AM

Umm... here's some more about Undead II

Main story plot thing- (it's also been posted at the top of this page...)

The New Undead lord, Namtor, has decided to try and destroy the world, his brother Kraicer was destroyed by a warrior named Vin (in Undead I). Ten years after Vin had killed Kraicer, he just disappeared, a man named Bert looked for him for years for he was Vin's brother... Vin was never found. The undead were making appearances everywhere, so a hand full of people went in search of where these evil creatures were coming from. A while later they found a cave but no-one dared to enter, though the undead were afraid to come out. So the hand full of people went in search of a great warrior that would hopefully enter this cave and destroy those creatures that lurked inside, this great warrior is who you play. That hand full of people include Vin's brother Bert, Zernup the great magic person, Simon and Bejen (in Undead I, they guarded the wall), and Niggin the wise.


Old Baddies-

The chars and robotic have changed.
*Ghosts
*Skeletons
*Skeleton Archers
*Zombies
*Vampires
*Stone People


New Baddies-

*Gobis
*Demonics
*Goblins
*Superior Demonics
*Tree monsters


Old BigBaddies-

The undead got a hold of 'the pendant of life' with it they brang many great undead warriors back to life (that had previously been destroyed by Vin), these undead warriors include-
*Bvir(the smart skeleton)
*Whitey(the white vampire)
*The Metalic SkeleZom(which was built by bvir)


New BigBaddies-

The new bigbaddies include-
*The Stone Master (the leader of all stone people)
*Steve The Demonic King
*Bob The Goblin King
*Tharrack The Serpant
*ZoMbIeGuY(yeah you get to fight me =P, though I'm very easy to kill)
(ZoMbIeGuY actually makes a couple of appearances and he gives you a cheat if you find three golden keys)


Keys and Pendants-

There are many keys, hidden all over the place, and some can be gotten through doing quests.

Pendants are usually gotten through the killing of strong creatures (eg, killing Whitey will get you the 'Pendant of Whiteness')


Towns/Cities-

City of Mirroy.
City of Happiness.
Town of Nikkon.


Quests-
*Possessed chicken.
*Steve.
*I'm thirsty.
*Bob.
*Firewood.
*Darkness Monsters.
*Rats!
*I lost my son. =(
*Messenger.

This post has been edited by ZoMbIe GuY: 02 February 2003 - 08:06 AM

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#47 User is offline   zombieguy 

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Posted 03 February 2003 - 11:05 AM

I have just updated Stones & Roks for the 5th and probably last time.
If you find any bugs with it, please tell me.

Download it from: http://www.angelfire...mes4/zombie_guy
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#48 User is offline   zombieguy 

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Posted 04 February 2003 - 10:06 PM

I've nearly finished a third of the Gobi Forest. The Gobi's have a Green-Gobi-Key guarded by stronger Gobis, though they won't attack you unless you take their Green-Gobi-Key (a good idea to kill all of them before you take their key).
Gobi's are just weak little green creatures that are friends of Goblins, TreeMonsters, StonePeople, and enemies of Demonics and Undead.

...Undead II is still coming along nicely.
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#49 User is offline   zombieguy 

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Posted 05 February 2003 - 08:58 AM

Undead II boards...
So far I've finished about 4 boards but about 75% through another 6 of them.
Though, most boards are 80X25 in size.
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#50 User is offline   zombieguy 

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Posted 08 February 2003 - 11:59 PM

Megaman: AOTTS

I haven't done much on the levels nor sound, though the baddies, intro level and items are coming along very nicely.

The Intro level is 400X25 though it includes the boss and takes the robotic mem down to 33%, so it's probably a good idea to put the boss on a seperate board. The reason the boss takes 25% in memory is because of the white explosion where it makes the whole pallete white in 63 steps...

Boards
*Intro level - 90%
*Boss Centipede - 80%
*Opponents page (the place where you get to choose which level to go to) 85%
*Boss Glass Dragon - 25%

Other Percentage
*Planning - 75%
*Boards - 10%
*Sound - 0% (Can't do sound until sound card is fixed)
*Items - 70%
*Enemies- 10%
*Bosses- 10%
*Chars and charedits- 65%
*Actions- 80% (Shoot, Jump, Move, Climb Wall, etc.)

Edit: I'm finding it very difficult to add good detail to the background of the level, though if I don't- the game should get finished quicker.

This post has been edited by ZoMbIeGuY: 09 February 2003 - 03:12 AM

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#51 User is offline   zombieguy 

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Posted 09 February 2003 - 12:14 AM

I just realized something... The horribleness of the name of this thread is just evil...
ZoMbIe GuY's games! ? I demand someone rename it to ZoMbIeGuY's games! =P (if it's possible to rename, that would be great, otherwise don't worry about it). :p
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#52 User is offline   zombieguy 

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Posted 09 February 2003 - 06:11 AM

MegamanX: AOTTS

The greatness of what I've done.

There are no default explosions, no default bullets, no default items, no default sound beeps, no default boarder, no message box (it's all done with message row) and there are some default colours/chars but most of them are edited. The viewport is 20X9 centered, megaman can jump 4 spaces into the air(and you have time to move while in the air), the climbing walls thing is a little buggy and megaman is controled by robots(no default movement). Also Megaman can charge his weapon (he has three types of bullets, one doing 250 damage, one inflicting 500 damage, and the strongest at 1000 damage). So far there are three types of enemies- BigGuns, Chasers and Spinners(yeah, I know the names are crappy, maybe I'll think of better ones at a later time). The graphics aren't very good, and megaman does look a little stupid, I'm getting a lot of ideas from 'Megaman:Gears demo' though mine's still going to be better. =P

EDIT: Sorry about replying 3 times in a row on the same day. It was pretty boring today.

This post has been edited by ZoMbIeGuY: 09 February 2003 - 06:13 AM

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#53 User is offline   Dr Lancer-X 

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Posted 10 February 2003 - 05:20 AM

Quote

I just realized something... The horribleness of the name of this thread is just evil...
ZoMbIe GuY's games! ? I demand someone rename it to ZoMbIeGuY's games! =P


Sigh... why do you care ?

~ Lancer-X
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#54 User is offline   NoRemorse 

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Posted 10 February 2003 - 06:13 AM

Lancer-X, on Feb 10 2003, 05:20 AM, said:

Quote

I just realized something... The horribleness of the name of this thread is just evil...
ZoMbIe GuY's games! ? I demand someone rename it to ZoMbIeGuY's games! =P


Sigh... why do you care ?

~ Lancer-X

Lancer, I have a strange feeling it was a joke....
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#55 User is offline   zombieguy 

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Posted 10 February 2003 - 10:54 AM

Yeah... a joke... =P

MMX: AOTTS
I've just killed some bugs in the enemies and nearly finished the status screen. The demo will consist of 3 levels.

Also, during the full game, you'll probably find more of the game is based around fighting bosses/maverickguys than actually playing the levels. Which is mainly why I started making this game, bossfights are cool =P.

This post has been edited by ZoMbIeGuY: 10 February 2003 - 11:41 AM

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#56 User is offline   zombieguy 

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Posted 12 February 2003 - 08:12 AM

I've started on a secretive project, it will be released before any of my other games.
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#57 User is offline   LogiCow 

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Posted 12 February 2003 - 01:12 PM

ZoMbIeGuY, on Feb 8 2003, 11:59 PM, said:

Megaman: AOTTS
The Intro level is 400X25 though it includes the boss and takes the robotic mem down to 33%, so it's probably a good idea to put the boss on a seperate board. The reason the boss takes 25% in memory is because of the white explosion where it makes the whole pallete white in 63 steps...


color fade out
write overlay c00 "YOU_CAN_T_READ_THIS_TEXT_AS_IT_IS_BLACK_ON_BLACK_MAKE_SURE_THIS_IS_80_CHARAC
TER_LONG" at "scrolledx" "scrolledy"
copy overlay block at "scrolledx" "scrolledy" for 80 1 to "scrolledx" "('scrolledy' + 1)"
copy overlay block at "scrolledx" "scrolledy" for 80 2 to "scrolledx" "('scrolledy' + 2)"
copy overlay block at "scrolledx" "scrolledy" for 80 4 to "scrolledx" "('scrolledy' + 4)"
copy overlay block at "scrolledx" "scrolledy" for 80 8 to "scrolledx" "('scrolledy' + 8)"
copy overlay block at "scrolledx" "scrolledy" for 80 9 to "scrolledx" "('scrolledy' + 16)"
wait 1
color fade in
wait 3
Loop start
set color 0 to "loopcount" "loopcount" "loopcount"
wait 1
loop for 63

 :D

This post has been edited by MagiCow: 12 February 2003 - 01:28 PM

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#58 User is offline   zombieguy 

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Posted 15 February 2003 - 09:30 AM

MagiCow, on Feb 12 2003, 11:12 PM, said:

ZoMbIeGuY, on Feb 8 2003, 11:59 PM, said:

Megaman: AOTTS
The Intro level is 400X25 though it includes the boss and takes the robotic mem down to 33%, so it's probably a good idea to put the boss on a seperate board. The reason the boss takes 25% in memory is because of the white explosion where it makes the whole pallete white in 63 steps...


color fade out
write overlay c00 "YOU_CAN_T_READ_THIS_TEXT_AS_IT_IS_BLACK_ON_BLACK_MAKE_SURE_THIS_IS_80_CHARAC
TER_LONG" at "scrolledx" "scrolledy"
copy overlay block at "scrolledx" "scrolledy" for 80 1 to "scrolledx" "('scrolledy' + 1)"
copy overlay block at "scrolledx" "scrolledy" for 80 2 to "scrolledx" "('scrolledy' + 2)"
copy overlay block at "scrolledx" "scrolledy" for 80 4 to "scrolledx" "('scrolledy' + 4)"
copy overlay block at "scrolledx" "scrolledy" for 80 8 to "scrolledx" "('scrolledy' + 8)"
copy overlay block at "scrolledx" "scrolledy" for 80 9 to "scrolledx" "('scrolledy' + 16)"
wait 1
color fade in
wait 3
Loop start
set color 0 to "loopcount" "loopcount" "loopcount"
wait 1
loop for 63

 :D

That's not exactly much like the effect I have now(the one that takes up 25% in memory), but I may find a use for it, thanks Magic-Cow.

I was just looking through my really old MegaZeux folder on my really old computer(well.. it's not that old) and I found about 40 of my little old MZX files, a lot of them are either crappy engines, testing robots or unfinished games, each usually one board(on the title screen =P), and about 10 of these 40 are actually pretty good and might go in ZoMbIe GuY's LoT. The other 30 will most probably get deleted.
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#59 User is offline   zombieguy 

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Posted 15 February 2003 - 11:07 PM

Stones & Roks II has changed.

---Part of Plot (weapon questions answered)---

Because the Iceys had no weapons for the player to use, they decided to cast a spell on him, turning him Ice-Like. When you are Ice-Like, your skin turns to ice just like the Iceys and you can cast IceSpells like Iceys can, though fire, explosions, fireballs, etc, will hurt you more because those element-things are enemies of Ice (Fire melts ice...duh).


---Current Spells for player---

Name - MP cost - description.

Ice Throw - 1MP per 10 shots - Just like bullets with differences.
Heal - 2MP - Brings back 25 health. (maximum player health: 100)
Create Portal - 3MP - Iceys will try to get to these and if they do your score will increase.
Ice Strike - 4MP - Hits every enemy on the board for 4 damage.

MAXMP: 10. (MAXMP is increased when you get the MAXMPincreaser items, MP will slowly increase until it hits it's maximum)


---Current Items---

More Spells
MAXMP increasers


---Enemies---

Notes:
*An enemies AttackDamage is a random number from '0 - enemieshealth', so the less strength an enemy has, the less damage he does

Name - Strength
Abilities -

Soft Stoner - 3 (Not in Stones & Roks II)
Abilties - Attack.

Icey - 4
Abilties - IceThrow, Heal.

SmallSpikey - 5
Abilties - Attack.

Hard Stoner - 6 (Not in Stones & Roks II)
Abilties - Attack.

Solid Stoner - 9 (Not in Stones & Roks II)
Abilties - Attack.

BigSpikey - 10
Abilties - Attack, SpikeThrow.

Lathat - 12
Abilties - Attack, RockThrow.

Grenorg - 18
Abilties - Attack.


---Main Keys---

Enter - Health and MP displayed.
H - Help.
I - Inventory.
S - Spells.
Space+Direction - IceThrow.


---Voice Keys---

1 Hello.
2 Follow Me.
3 Work.
4 Attack!
(Yup, even has some Abes Oddworld/Exoddus in it)


---More Plot---

50 (Yeah, there were 7, but I decided to change the plot a bit more) Iceys have been imprisoned or trapped inside the SpikeMaster's castle, your job is to rescue as many as you can by creating portals and leading these Iceys into them.


---Demo---

Will be released soon.

This post has been edited by ZoMbIeGuY: 15 February 2003 - 11:10 PM

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#60 User is offline   zombieguy 

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Posted 16 February 2003 - 03:23 AM

I'm working on the demo of Stones & Roks II right now, expect it in about ten days. So far I've finished two boards, all I have to do is a title screen and another 8 boards, then I will release.
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