Jump to content


Photo

Nameless Tds Game V 0.5e


  • Please log in to reply
24 replies to this topic

#1 desolatorXT

desolatorXT

    GMC Member

  • GMC Member
  • 355 posts
  • Version:GM:Studio

Posted 16 November 2009 - 01:55 PM

Nameless TDS game v0.5d


--GM version: 8PRO
--File Size: 3.14Mb (rar)
--Download Link (v 0.5e): http://www.mediafire...vvrav9kmj8bpm40

* Please refer to "known bugs" section before posting a comment *

--Screenshots:

Posted Image

Spoiler


Older Screenshots:
(v0.5a)
Spoiler

(v0.4c)
Spoiler


--Description:

We started making this game about 8 12 months ago with some friends. A lot of progress was made since then but there is still a lot to do. It's a Top-Down Shooter game, you can see more detailed about the game below. In this "demo" there is just an engine testing room... We are working only the engine for now, so the game doesn't have any content or purpose yet... The are some enemies to kill and different weapons to test the gameplay... We've also haven't found a title for the game because we haven't decided what the scenario would be...

--Controls:

-WASD or Arrow keys movement
-Aim and fire with mouse (u can also fire with CTRL)
-R reloads the weapon
-Use 0,1,2,3...9, or mouse wheel to select a weapon (if you already aquired it)
-Left SHIFT key toggles run (stamina system, blue bar on HUD)
-F opens the flashlight (limited battery, green bar on HUD)
-G throws grenade (throw-power depending on time G is pressed, relative bar appears above player)
-V throws Flares
-E = Use Key
-Home key, changes the player controlled (version 0.5d feature only!)

--Main features:

*Enemy A.I
*10 different weapons
*Dynamic lights
*Grenades, Flares & Flashlight with battery
*Walk/Run system using Stamina gauge
*Particle effects
*Awesome Menu

--Now working on:

*Multiplayer mode
*Fixing A.I. bugs, and implementing new features to the A.I.
*Configurable controls, gamepad support
*More content on Topdown-o-Pedia
*Update graphics and animations

--Known bugs:

-FPS control set (FPS-like WASD movement) is not finished yet and is working improperly, but you can still select it in the settings submenu
-Rare Collision Problems
-Some times when starting the game you get an error message "Error in function real()", just ingore it
-Loading a saved game from the relative menu button, causes some ingame probles
-Some times picking up a weapon may add ammo to your existing clip
(The new enemy A.I. has tons of bugs, the ones we've noticed are the following:)
-Some times enemies can see through walls
-In addition to this there are many times that they just walk through walls, and get out of the room
-A rare bug is that when an enemy dies, there is no body left behind, he just disappears
-Another weird bug, is that some times the enemy's hands stay behind while he walks, or stuck in walls

--Version History (inside the spoiler):

Spoiler



--Download Link: http://www.mediafire...vvrav9kmj8bpm40

*ANY HELP OR IDEA GIVEN ABOUT THESE BUGS IS HIGHLY APRECIATED!!!*

Please don't be shy and leave a comment :) !!!

Edited by desolatorXT, 22 November 2010 - 07:30 PM.

  • 0

- Random Retro Space Shooter: http://gmc.yoyogames...howtopic=605687

 

- Nameless TDS game: http://gmc.yoyogames...howtopic=453982 (Project is on hold)
 


#2 Jonlas

Jonlas

    GMC Member

  • New Member
  • 128 posts

Posted 16 November 2009 - 03:05 PM

The description of the topic got my attension ;)
There has been waaaay too many zombie games in GMC these days ;)

About the game now.
Its really decent, i didnt find any bugs whatsoever exept for the collisions, which were little glitchy as you mentioned. Only thing that bothered me was the interface, it was just text :S You should make a nice interface. But the game was good. AI was kinda good too. Also the variety of weapons was good.

Good luck with this one :)

Edited by Jonlas, 16 November 2009 - 03:07 PM.

  • 0

Click image to visit our page!
Xbox live gamertag: aKtimelli

#3 desolatorXT

desolatorXT

    GMC Member

  • GMC Member
  • 355 posts
  • Version:GM:Studio

Posted 16 November 2009 - 03:33 PM

Thanks a lot for your comment, i considered your proposal for a better interface, and i already started designing it ;)

Well, collisions are a big problem... I rewrited the code several times, and it's still glitchy... ;) Hope it'll work correctly in the next version :)
  • 0

- Random Retro Space Shooter: http://gmc.yoyogames...howtopic=605687

 

- Nameless TDS game: http://gmc.yoyogames...howtopic=453982 (Project is on hold)
 


#4 Grey Matter

Grey Matter

    GMC Member

  • GMC Member
  • 236 posts

Posted 16 November 2009 - 06:02 PM

I'm D/Ling simply becuase there are no Zombies, infact, you get a 10/10 and I havn't even played. Good Job!

-Grey
  • 0

#5 N-techstudios

N-techstudios

    GMC Member

  • New Member
  • 293 posts

Posted 16 November 2009 - 11:07 PM

yay a no zombie shooter game that is actually descent! congratz! 9/10. You need to make the awsomenest graphics to kick the zombie games tails once and for all!
  • 0
Fan of the Forgotten Realms? Interested in seeing a RTS game based within that setting? Interested in helping out in any way? visit http://warsoftherealms.webs.com for progress, design and development information. Join the team or simply help balance or design a few units, it's up to you, the more help I get the sooner the game get's done, the sooner the game get's done the sooner you can play it.

Visit my channel and subscribe for let's plays, reviews, and gameplays of popular games (soon to include games from the GMC!) http://www.youtube.c...C69C40E2D265A6E

#6 King Chubbles

King Chubbles

    GMC Member

  • New Member
  • 1052 posts

Posted 17 November 2009 - 12:33 AM

Thanks a lot for your comment, i considered your proposal for a better interface, and i already started designing it ;)

Well, collisions are a big problem... I rewrited the code several times, and it's still glitchy... ;) Hope it'll work correctly in the next version :)


Are the walls solid? Try making them solid if there not.

"no zombies included"
bless you
  • 0
Posted Image

#7 iluvfuz

iluvfuz

    GMC Member

  • GMC Member
  • 1452 posts
  • Version:GM:Studio

Posted 17 November 2009 - 01:07 AM

Maybe making a better HUD. Not the default font and maybe have some kind of shape boxing it in. Otherwise, try this for your movement code (with a circular mask):

if place_free(x+5,y)
x += 5

for the walking right code (change "5" for speed, and change it to "x-5","y+5" or "y-5" depending on the direction of the player.

Pretty good engine. Do you have a plot yet? ;)
  • 0

#8 FurinKazanNZ

FurinKazanNZ

    GMC Member

  • New Member
  • 489 posts
  • Version:GM8

Posted 17 November 2009 - 05:11 AM

Good AI, though I think it should properly rotate rather than change sprite while they aren't shooting at you :)

I had a lot of trouble with changing directions when without releasing the keys. You should use what iluvfuz suggested in the step event, though I'd make it +/- 3 rather than 5. There's a nice selection of weapons, great sounds etc. though I wasn't a fan of the character graphics. It just looked sort of.. unnatural, I'm not really sure how to put it. I mean, he's some sort of 1337 commando killing all these people wearing a blue jersey? Not exactly military standard if you know what I mean. The arms looked a little unnatural, sorry if i sound picky, and not many people carry an RPG the same way as a pistol but... yeah, this is a WIP. Also, sometimes the weapons weren't quite centered with the player's arms.
  • 0

#9 desolatorXT

desolatorXT

    GMC Member

  • GMC Member
  • 355 posts
  • Version:GM:Studio

Posted 17 November 2009 - 08:04 AM

sorry if i sound picky


Don't say sorry at all, comments like this are needed in order to point out the bad sides of the game and improve them... :)

Good AI, though I think it should properly rotate rather than change sprite while they aren't shooting at you :)


It doesn't change sprite, it rotates, basically it just changes it's direction from 0 to 90 (for example)... I will try making it turn smoothly in the next version, thnx for this...

It just looked sort of.. unnatural, I'm not really sure how to put it. I mean, he's some sort of 1337 commando killing all these people wearing a blue jersey? Not exactly military standard if you know what I mean. The arms looked a little unnatural , and not many people carry an RPG the same way as a pistol but... yeah, this is a WIP. Also, sometimes the weapons weren't quite centered with the player's arms.


Well, you are right, but as you said, it is a WIP, and graphics are put aside for the moment in order to complete the coding... I am not a skilled spriter either :) But i'll try my best when coding is done... Regarding the position of the weapon, it's kinda difficult to take the right position, i am thinking of making different objects for the player, his 2 arms, and the weapon... I tried many things till now, in this version the player and the weapon are 2 different objects, weapon's position is calculated regarding the player's position and it's the same for all the weapons...

Are the walls solid? Try making them solid if there not.


The walls are solid , and i use masks... but i haven't use the code iluvfuz proposed... I'll try using this and see the results... :(

Maybe making a better HUD. Not the default font and maybe have some kind of shape boxing it in. Otherwise, try this for your movement code


I already started working on this... Here is a screenshot of the new HUD, it's is not complete though...

Posted Image

I also have one more question for you :D, which do you think would be the better position for the HUD??? At the bottom of the screen? left? up? And also should i make this semi-transparent or something? So that it doesn't hide the game's room completely in that spot?

for the walking right code (change "5" for speed, and change it to "x-5","y+5" or "y-5" depending on the direction of the player.

Pretty good engine. Do you have a plot yet?


There are 2 plots already that i thought with some friends, but i can't decide which one to chose, that's why the game doesn't still have a name...

P.S. Thanks everyone for your time checking out the game & commenting !!! ;)

Edited by desolatorXT, 17 November 2009 - 08:37 AM.

  • 0

- Random Retro Space Shooter: http://gmc.yoyogames...howtopic=605687

 

- Nameless TDS game: http://gmc.yoyogames...howtopic=453982 (Project is on hold)
 


#10 FurinKazanNZ

FurinKazanNZ

    GMC Member

  • New Member
  • 489 posts
  • Version:GM8

Posted 17 November 2009 - 11:41 PM

I also have one more question for you tongue.gif, which do you think would be the better position for the HUD??? At the bottom of the screen? left? up? And also should i make this semi-transparent or something? So that it doesn't hide the game's room completely in that spot?


Make it in the top left, and transparent, but it becomes opaque when something changes (I.E. pick up ammo, lose hp).
  • 0

#11 iluvfuz

iluvfuz

    GMC Member

  • GMC Member
  • 1452 posts
  • Version:GM:Studio

Posted 18 November 2009 - 03:33 AM

Maybe making a better HUD. Not the default font and maybe have some kind of shape boxing it in. Otherwise, try this for your movement code


I already started working on this... Here is a screenshot of the new HUD, it's is not complete though...

Posted Image

I also have one more question for you :), which do you think would be the better position for the HUD??? At the bottom of the screen? left? up? And also should i make this semi-transparent or something? So that it doesn't hide the game's room completely in that spot?


HUD would look good in the bottom left or top right, but maybe you can separate the health and ammo so that the health is in the center (or one side) and the ammo is in a corner? Otherwise, I think it looks great but you should change the font--go to a site and find one that fits and you like. http://dafont.com/ is a decent free font site by the way.

Perhaps you can use Pheonix 101's lighting engine for more dynamic lighting and such. http://gmc.yoyogames...howtopic=247336

Anyways, good luck...I hope you get this out of beta stage instead of me killing all of my projects :)
  • 0

#12 desolatorXT

desolatorXT

    GMC Member

  • GMC Member
  • 355 posts
  • Version:GM:Studio

Posted 18 November 2009 - 03:09 PM

Thanks again for your comments... I worked on pretty much everything you said, so there is a new version out, 0.4c...

This is the download link: http://www.mediafire...php?aznfzdniitu (2.13Mb rar file)

The changes from version 4 are the following:

*new interface (HUD) design & implementation
*different weapons have different accuracy
*drastically improved collisions (thanks to iluvfuz)
*objects react to light (i.e. if the player is under a light, he'll get brighter)
*more realistic aiming & shooting for enemies (reaction times, realistic rotation)
*weapons throw cartridges (only for player, will be fixed in the next version)
*bug fix, bullets don't hit pickable items


Sadly there is a bug when the enemies rotate to aim at the player... I noticed it right after uploading the new version ( :) ) ... More precisly they sometimes choose to rotate from the opposite direction, taking the "longer" course...

I am not going to upload any newer exe until version 0.5, this version will have:

*Enemy Rotation bug fix
*Enemy A.I. that reacts to sounds (i.e. if a weapon shoots, they'll start searching for the cause)
*Enemies will use different weapons (like the player)
*Final collision system code
*HUD transparency (based on FurinKazanNZ's idea)
*More realistic cartridges' course
*Realisting holding of weapons


Hope work about those is done soon :) Thanks for everything!!!

Edited by desolatorXT, 18 November 2009 - 03:14 PM.

  • 0

- Random Retro Space Shooter: http://gmc.yoyogames...howtopic=605687

 

- Nameless TDS game: http://gmc.yoyogames...howtopic=453982 (Project is on hold)
 


#13 FurinKazanNZ

FurinKazanNZ

    GMC Member

  • New Member
  • 489 posts
  • Version:GM8

Posted 18 November 2009 - 06:49 PM

The need HUD is great, but the Jackhammer and the Venom seem overpowered to me. I'd try balancing this by implementing "recoil". Basically, when a bullet is fired, make the mouse jump randomly i.e. in the create even of a Jackhammer shot -
mouse_x+=random(60)
mouse_y+=random(60)
mouse_x-=30
mouse_y-=30
Or something to that effect should work. Make it different between weapons though. Also, I would suggest the Venom having a "charge up", you know, how miniguns and the like need to start spinning before they fire? That'd really balance the weapon up a bit. In the fully version, of course, I'm expecting these weapons to be rather difficult to get. One last thing, because of how annoying it is trying to hit the right number button to get the weapon you want, how about mouse scrolling to select weapons?
  • 0

#14 desolatorXT

desolatorXT

    GMC Member

  • GMC Member
  • 355 posts
  • Version:GM:Studio

Posted 07 March 2010 - 09:03 PM

It's been more than 2 months :) I have a tough time on my job lately so i don't have enough time for the game... But well, there is a new version out :D version 0.5a ... There are many changes since the last uploaded here (0.4c), and i implemented most of the things u proposed, hope you like it!

Download link: http://www.mediafire...php?nntmtton0n0

More info on the first post!

Changes from the previous version:

Version 0.5a

*the pathfinding A* algorithm is too slow and not suitable for the game, code removed
*imrpovements on lighting system
*further venom (weapon #9) improvement, rotating sounds and fire-rate fix
*player walks by default, runs by holding the SHIFT button
*player has a stamina gauge (on HUD), can run only if he has enough stamina
*bug fix, the mouse cursor didn't reappear after player's death
*made some Gamma & brightness adjustments
*minor bug fixes
*enemy A.I. being rewritten from scratch, again(!) :/

Version 0.5

*implemented pathfinding code, using A* algorithm (thanks to ALex Polfliet from GMC forums)
*venom (weapon #9) must charge (start rotating) before shooting like a real chaingun (proposed by FurinKazanNZ from GMC forums)
*player can now use flares (with V button)
*player can now use a torch (with F button)
*player can now use grenades (with G button)
*bug fix (some collision problems with the lamps)
*completely new lighting system (based on lighting extention by Scyler_27 from GMC forums)
*enemies can use every weapon, have different accuracy with different weapons
*enemy bullets cause different damage according to weapon used
*enemy weapons throw cartridges
*bug fix (lag while updating the player's weapon position)
*player's hands are discrete objects & hold every weapon naturally(?) :)
*added battery life for the torch. Implemented battery life, grenade & flare count on the HUD
*added a menu (a bit primitive, but, well... it works!)
*code optimizations, game runs a bit faster
*transition from GML 7.0 to GML 8.0 PRO


Further HUD implementations:

Posted Image

Edited by desolatorXT, 07 March 2010 - 09:16 PM.

  • 0

- Random Retro Space Shooter: http://gmc.yoyogames...howtopic=605687

 

- Nameless TDS game: http://gmc.yoyogames...howtopic=453982 (Project is on hold)
 


#15 desolatorXT

desolatorXT

    GMC Member

  • GMC Member
  • 355 posts
  • Version:GM:Studio

Posted 09 March 2010 - 05:30 AM

Bumpy Bump!!! :)
  • 0

- Random Retro Space Shooter: http://gmc.yoyogames...howtopic=605687

 

- Nameless TDS game: http://gmc.yoyogames...howtopic=453982 (Project is on hold)
 


#16 King Chubbles

King Chubbles

    GMC Member

  • New Member
  • 1052 posts

Posted 09 March 2010 - 12:55 PM

The new HUD looks good (the one you posted 2 posts ago) but the gernades next to the flares looks like "you have this many gernades/this is how many gernades you can get". You should seperate the Box (instead of a / make a line like | ) so it looks more seperate
  • 0
Posted Image

#17 desolatorXT

desolatorXT

    GMC Member

  • GMC Member
  • 355 posts
  • Version:GM:Studio

Posted 16 March 2010 - 10:58 PM

The new HUD looks good (the one you posted 2 posts ago) but the gernades next to the flares looks like "you have this many gernades/this is how many gernades you can get". You should seperate the Box (instead of a / make a line like | ) so it looks more seperate


Thanks for the comment. This will be implemented in the next version.

Since my last post, there are some improvements (the version i will talk about is not the one posted above!)

*Added doors in the game, fully controlled by the player and the AI, this changes the gameplay quite a bit
*There is also a small improvement in graphics (added some ambient objects, and changed some sprites)
*The player gets damage from explosions
*The player can choose a weapon by using the mouse-wheel

I am not going to post a new version though until the new A.I. is finished (v0.6), i don't like to post a new version for every little thingy thing added...

To-Do List:

*AI reacts to sounds (done)
*AI reacts to a friend being hurt/ reacts if it sees a friend's dead body (done)
*New pathfinding code
*Realistic guard behaviour (while guarding the spot the AI looks & walks around a little (done)
*New combat behaviour
*AI code for patrols / player-searching-behaviour
*AI uses doors (done)
*More realistic grenade movement
*Do something about the lights that go through walls
*USE button for the player, "E" key uses special items (done)
*Particles when ambient items are destroyed (boxes, tables etc...)

If you (in general, not only king chubbles ;) ) have any ideas/proposals/comments, please post, so i can work them around until the next version! Thanks in advance! :)

Edited by desolatorXT, 16 March 2010 - 11:06 PM.

  • 0

- Random Retro Space Shooter: http://gmc.yoyogames...howtopic=605687

 

- Nameless TDS game: http://gmc.yoyogames...howtopic=453982 (Project is on hold)
 


#18 gmx0

gmx0

    The Messenger

  • GMC Member
  • 1220 posts
  • Version:GM:Studio

Posted 22 March 2010 - 08:26 PM

I featured this at the G M C trends topic at the Community forum.
  • 0

#19 desolatorXT

desolatorXT

    GMC Member

  • GMC Member
  • 355 posts
  • Version:GM:Studio

Posted 27 May 2010 - 07:35 PM

It's been quite some time... The game has just gone from version 0.5a to 0.5b, but there are tons of changes and new things...

But first of all here is the download link for the latest version: http://www.mediafire...php?2gdtyzz5yzw

Now, here is a list, about the biggest changes that were made:

*The "E" key is now the use key for some "usable" items
*We implemented a pathfinding code, that warks (not perfectly, but it's ok i guess, there is still room for improvements)
*During these 2 months we deleted and wrote the enemy A.I. two times... This version includes many things from the final A.I. but there is still a lot of work to do, many bugs, and many features that we'd like to add
*Every instance in the game (player and enemies) along with their Health (hp) they have armor. Which decreases damage taken from bullets and explosions. The player's armor can be now seen in the HUD, in the place where the ammo was previously shown.
*Another big addition in my opinion, is Doors. They change the gameplay, and they can be used by the player and the A.I.
*Some people here also suggested to select weapons via the mouse wheel, so this has also been implemented, and i think that the weapons now are more balanced
*Another change is that the enemies react to sounds. This is a part of the A.I. changes i mentioned above, but i want to talk about this in specific. The enemies react if they hear the player shoot, but there are some weapons (like weapon #3) that have silencers. The A.I. is not affected by those. In the previous version the only silenced weapon was weapon #3, but now if you have the pistol equip (weapon #1) u can put on a silencer by pressing the right click button, u can unattach it by the same way. If the pistol has the silencer equiped, it is very quiet, but it causes less damage. (they only react to player's sounds, not the sounds created by their allies, this will be implemented in the next version)

So i think these are the biggest changes, have fun! I must warn you that the game is quite hard to beat though!

P.S. I know there are many bugs, but it's still a WIP and i want to know if we're heading the right way... :-)

P.S.2. The player's/enemy sprites are crappy (especially the dead enemy sprite was done in 5mins), any spriters, please HELP!!! :unsure:

The new HUD:

http://www.glowfoto....0/img4/glowfoto

Edited by desolatorXT, 27 May 2010 - 07:58 PM.

  • 0

- Random Retro Space Shooter: http://gmc.yoyogames...howtopic=605687

 

- Nameless TDS game: http://gmc.yoyogames...howtopic=453982 (Project is on hold)
 


#20 desolatorXT

desolatorXT

    GMC Member

  • GMC Member
  • 355 posts
  • Version:GM:Studio

Posted 01 June 2010 - 12:04 AM

Bump... some feedback would be nice... Thanks in advance!
  • 0

- Random Retro Space Shooter: http://gmc.yoyogames...howtopic=605687

 

- Nameless TDS game: http://gmc.yoyogames...howtopic=453982 (Project is on hold)
 


#21 desolatorXT

desolatorXT

    GMC Member

  • GMC Member
  • 355 posts
  • Version:GM:Studio

Posted 17 June 2010 - 08:52 PM

Hello, there is a new version of the engine out! Version 0.5d

Here is the download link: http://www.mediafire.com/?getjzhf2ztz

The most important changes since the last version posted here (0.5b) are the following:

-The code was rewritten so that it can support multiplayer games. There is no multiplayer functionality in this version, because before starting to write the relative code we would like to know your ideas/opinions about multiplayer game modes. For now we are working on 3 types of multiplayer game. Split Screen PVE and PVP (2-player only on same computer, PVE = Co-Op game vs the A.I., PVP = player vs player) and a network "counter-strike-like" game where all the players connected are divided in 2 teams and fight each other. In order to show the work done, we put 2 players in the engine test room, you can change the controlled player by pressing the HOME key (note: if you press home while one player is dead you will get a message that you died, and in addition to this there is a bug when both players have their flashlights on, there is no need to fix this so we left it as it is...)
-There is also a menu upgrade, with a "settings" and "multiplayer" button. In the settings menu you can set on/off fullscreen and adjust brightness and controls in future versions. In addition to this there is a system information panel there showing some info about your computer. As long as with this changes we added the "top-down-o-pedia button (not working right now) which would be an ingame encyclopedia with topics about game-content, like the weapons included etc. I'd appreciate if you check the settings sub-menu and tell me if the computer information system works right, it has been only tested in Windows 7 Ultimate x64 and appears to work fine!
-In addition to these, there are some minor gameplay changes. a) The selected weapon's weight affects moving speed. b) Movement affects accuracy c) A grenade throw's power is affected by the time the G button is holded, a relative bar appears above player showing the power
-Last but not least, we fixed a lot of bugs, regarding collisions and A.I. behaviour (the A.I. is still buggy). You can see these in detail in the "Version history" spoiler in my first post.

*Another test feature is that if you select the weapon #7 (minimi), if you press the right mouse click, you will see a laser targeting system. It isn't finished yet, but we're working on it... In case you just want to see it...

Note: The graphics are bad, and most of them are test graphics. We are in need of a spriter, if someone is interested please post here or pm me.

Edited by desolatorXT, 17 June 2010 - 08:58 PM.

  • 0

- Random Retro Space Shooter: http://gmc.yoyogames...howtopic=605687

 

- Nameless TDS game: http://gmc.yoyogames...howtopic=453982 (Project is on hold)
 


#22 desolatorXT

desolatorXT

    GMC Member

  • GMC Member
  • 355 posts
  • Version:GM:Studio

Posted 18 June 2010 - 09:58 PM

Bump... :)
  • 0

- Random Retro Space Shooter: http://gmc.yoyogames...howtopic=605687

 

- Nameless TDS game: http://gmc.yoyogames...howtopic=453982 (Project is on hold)
 


#23 desolatorXT

desolatorXT

    GMC Member

  • GMC Member
  • 355 posts
  • Version:GM:Studio

Posted 22 November 2010 - 07:27 PM

It's been about 6 months since the last update! So here's version 0.5e of the engine:

Download Link: http://www.mediafire...vvrav9kmj8bpm40

I don't want to bore you, so i'll try to be quick...

Some cool things to check out:

*Particle effects when an item is blown up (fully editable in the "settings" submenu
*A ton of improvements in the menu (excluding the background, which still says it's version 0.5d, lol)
*Topdown-o-pedia contains useful articles with info about the game. There's not much yet, but hope you like it.
*Improved lights and light effects, using Scyler's lighting engine v6.2
*When enemies die, they drop their weapons
*When a weapon is picked up, it gives a random amount of ammo (even 0)
*Bullets can cause critical hits
*Grenades are highlighted so that they are more easily spotted

For more info, please check the first post of the thread, and be sure to check the known bugs section. Thanks in advance for your time! :-)

Edited by desolatorXT, 22 November 2010 - 07:33 PM.

  • 0

- Random Retro Space Shooter: http://gmc.yoyogames...howtopic=605687

 

- Nameless TDS game: http://gmc.yoyogames...howtopic=453982 (Project is on hold)
 


#24 desolatorXT

desolatorXT

    GMC Member

  • GMC Member
  • 355 posts
  • Version:GM:Studio

Posted 28 November 2010 - 08:10 PM

Bumpy Bump #2 !!!
  • 0

- Random Retro Space Shooter: http://gmc.yoyogames...howtopic=605687

 

- Nameless TDS game: http://gmc.yoyogames...howtopic=453982 (Project is on hold)
 


#25 Tsn

Tsn

    GMC Member

  • GMC Member
  • 282 posts
  • Version:Unknown

Posted 12 May 2012 - 08:04 PM

I'd try it but link is down.
  • 0