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Infinite Zombies 3D


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#21 Rexhunter99

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Posted 20 March 2011 - 08:05 AM

I wont do anything with Ultimate 3D or ogre. I have tried to learn those, but the huge ammounts of models created doesent suit my programming style at all. I dont like online stuff, it seems to fail on purpose. Thanks for the critique anyways. And about bigger maps... i wont be able to do anything about them, as bigger maps vould make zombie pathfinding harder, and make the game lag. I look at this game as done, and as long as there arent any huge glitches i might leave it like this.

I didn't expect you to, I agree they just make things more complicated when it comes to Game Maker :(
However... if you are interested, I'd work on a C++ OpenGL engine for this if you want :) it can use the same style models and all that as well and it'd be yours to do as you wish with. I could also implement a hi-scores list on my website/server if you want too, free-of-charge.

EDIT: encountered a bug!

___________________________________________
ERROR in
action number 1
of Draw Event
for object obj_cam:

Error in code at line 1:
   if global.graphics = 2 && !surface_exists(global.sharp) then {
                                                   ^
at position 50: Unknown variable sharp

___________________________________________
ERROR in
action number 1
of Draw Event
for object obj_c:

Error in code at line 1:
   if global.graphics = 2 && !surface_exists(global.sharp) then {
                                                   ^
at position 50: Unknown variable sharp

___________________________________________
ERROR in
action number 1
of Draw Event
for object obj_cam:

Error in code at line 1:
   if global.graphics = 2 && !surface_exists(global.sharp) then {
                                                   ^
at position 50: Unknown variable sharp

___________________________________________
ERROR in
action number 1
of Draw Event
for object obj_c:

Error in code at line 1:
   if global.graphics = 2 && !surface_exists(global.sharp) then {
                                                   ^
at position 50: Unknown variable sharp

___________________________________________
ERROR in
action number 1
of Draw Event
for object obj_cam:

Error in code at line 1:
   if global.graphics = 2 && !surface_exists(global.sharp) then {
                                                   ^
at position 50: Unknown variable sharp

___________________________________________
ERROR in
action number 1
of Draw Event
for object obj_c:

Error in code at line 1:
   if global.graphics = 2 && !surface_exists(global.sharp) then {
                                                   ^
at position 50: Unknown variable sharp

Happened when I set the sound option on and the game in windowed mode with fail graphics, then went back, started a game and chose the first level in the list (the manor)

Edited by James_ogden, 20 March 2011 - 08:08 AM.

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#22 Toni12

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Posted 21 March 2011 - 06:15 PM

This was pretty fun to play. It is nice to just run around, and shoot the dead. I am not going to nag about the graphics due to gm's limited 3D capabilities. Levels could use some better design, mostly they need to be more open, and more that two entrances/exits into each room. The performance could be better as well. Perhaps check how far away the Camera is before rendering the models that would boost performance, and it is simple. Overall though it was fun, and I enjoyed it.
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#23 Rexhunter99

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Posted 23 March 2011 - 11:55 PM

This was pretty fun to play. It is nice to just run around, and shoot the dead. I am not going to nag about the graphics due to gm's limited 3D capabilities. Levels could use some better design, mostly they need to be more open, and more that two entrances/exits into each room. The performance could be better as well. Perhaps check how far away the Camera is before rendering the models that would boost performance, and it is simple. Overall though it was fun, and I enjoyed it.

He already does this, he even uses the primitive form of mipmapping GM is capable of, and possibly LoD models. What this game would benefit from is a PVS to determine if other parts of the room are visible, even better would be a kind of portal system where rooms that arent visible are culled.
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#24 Toni12

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Posted 24 March 2011 - 04:15 AM

I don't like the Game Maker Scripted Mip-Mapping. In theory it would eat up less GPU Memory, but the time for the scripts to parse, tokenize, compile then run, not to mention the calculations themselves, eats up too much CPU power to be worth it.
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#25 Ratroe

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Posted 25 March 2011 - 11:05 AM

Amazing game! You did a great job! Also, I like the graphics. The sharp-ness gives it a cool feel, plus the look of the zombies is good and creepy.
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#26 orange451

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Posted 29 March 2011 - 07:55 PM

Lol, same sounds I used in my zombie game.
Fun game to play, btw.
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#27 llama man

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Posted 08 May 2011 - 05:31 PM

Incredible, very well done, i actually enjoyed it. Good graphics and very good control, i always felt like the character did what i wanted to. I got to wave.. 8? Im not too good at FPS's (even though those are the only games i play often lols)

I'd say... 9/10? Im pretty impressed.
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#28 coco13

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Posted 16 June 2011 - 03:46 AM

I really like this game. Great graphics too. I have to praise you for that!
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#29 Ninetailz

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Posted 23 June 2011 - 07:42 PM

Felt like Nazi Zombies. Awesome controls, I could jump, run around over tables, past zombies, and do just about anything I would do normally in a typical Nazi Zombies setting.

I only wish I had a melee button. Other than that, the lighting is awesome, there's a zombie slaying mood in the air, and the zombies are ugly enough to make me want to shoot them. Just like it should be. :D

Fantastic FPS. 9/10, only wish I had a knife or something. Great work regardless.
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#30 mathiusman

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Posted 24 June 2011 - 08:34 AM

I think there is a melee button. If that's what Q was? It looked sort of like a knife swing...

Anyways, great work with this :D It doesn indeed feel like Nazi Zombies, though it could use some better pathfinding and the player character's movement feels... odd. But well done :)
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#31 borut

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Posted 01 July 2011 - 11:01 AM

I have played this before! Seems pretty nice to me, just there should be a bit more weapons and multiplayer mode!
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#32 toao

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Posted 01 July 2011 - 11:58 AM

I have played this before! Seems pretty nice to me, just there should be a bit more weapons and multiplayer mode!


Hehe, i havent tried multiplayer yet, but it seems really hard. My programming in this game is not very multiplayer friendly anyways, so it will never be implemented.
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#33 IxBradxI

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Posted 23 July 2011 - 01:08 AM

Really fun game, shame multiplayer won't be in it, but great nonetheless.

My favorite map is Cathedral and here is my high score. http://img17.imagesh...295/infzmbs.png
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#34 BluePotato1994

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Posted 05 August 2011 - 12:13 PM

Awesome! Congrats on this EPIC Game. My Score was 6000 and something on Ghoul Manor, I'd play more but I had to post my opinion.
10/10 I Had no Lag (as other people did) and I Especially like the Powerups.

Suggestions:
- Online Highscores
- I noticed that if they are coming at you and you go behind a wall and come out the other side they are looking straight at you (you could fix this with line collision etc)
- More Zombie Types (like dogs or other retarded things =D )
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#35 fasteddy_jones

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Posted 09 August 2011 - 06:02 AM

Overall I liked this game a lot. The sounds were nice and the guns (the 3 I used) functioned as they should/expected. Building the barriers back up was a fun element and the point system seemed balanced. Like some have noted I did experience minor lag at some points with the graphics set on high but the lag went away after a few seconds. Very nice.

fasteddy
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#36 Spartan117John

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Posted 10 August 2011 - 08:55 PM

You should call this GM's version of Nazi Zombies haha but its a good game! Props to you for making a good FPS with GM.

Here are my suggestions:

1. The guns and knife just float in front of the player... with all the other good models in the game, you should be able to model a decent hand to hold them.

2. The gun models go through the wall when you get close, just scale down the models for when the player is holding them and you will avoid this. Probably best to just make different models that are smaller so there's no need for any d3d scaling **** that would slow the game down more.

3. The fps is pretty clunky... if you kick up it to 35 or 40 it would be a ton smoother.

4. The transparent menus can be a little confusing, but mostly just look unpolished when they have other text and menus behind them. I think it'd look more polished if you found a better solution.

All in all, its a fun game. Great job so far!
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#37 toao

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Posted 14 August 2011 - 11:55 AM

Hands are hard, as they have to adapt to the guns movement. making the model would be easy, but making them realisticly hold the gun while runing an such vould not be as easy.
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#38 Spartan117John

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Posted 14 August 2011 - 05:10 PM

Hands are hard, as they have to adapt to the guns movement. making the model would be easy, but making them realisticly hold the gun while runing an such vould not be as easy.


I know its not easy, but its very possible and would produce a much more professional experience. Just make a fist that fits around the gun, give it the same animations as the gun only position its xyz coordinates around the weapon's handle... you should be able to have the orientation of the fist model in the fist so its easy to place.

Edit:

Check your messages.

Edited by Spartan117John, 14 August 2011 - 06:06 PM.

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#39 A.R.T.games

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Posted 21 August 2011 - 05:06 PM

nice game! works great! keep making more.
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#40 matty_richo

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Posted 01 September 2011 - 12:32 PM

Wow, I actually really enjoyed this game.
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