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Nazi Zombies 2D - 5th Sept 2011


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#1 Lithium

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Posted 19 March 2011 - 12:05 PM

Welcome to Nazi Zombies 2D, after a few months in development hopefully it will have been worth the wait. Thanks and have fun.
This game was made as my final project for my software design class in high school, when I get my result for it I'll post all the documentation and what I got for it.
As of now it is incomplete but I am aiming for a release in early September.

Download:
Help me test it by downloading the tech demo, press F3 to access the test room.

1.0.4.2

Updated
Players now start with the correct 500 points
Revive soda is now available for 3 uses at 500 points while playing solo. The power doesn't need to be on for it to be purchased
Increased recoil drastically on weapons intended to be semi automatic
Increased overall weapon damage to make them more effective longer
The grim reaper power up should no longer disappear while reloading as long as you have extra ammo
The keys bound will now be saved in the data folder
Zombies will now do more damage, only needing 3 hits instead of 5 to kill you
Zombies will now crawl out of the ground instead of just appear
Zombies now climb over crates instead of standing next to them doing nothing
If you are downed without revive soda, the game now displays the scoreboard and restarts automatically after a while.
Changed the way aiming works and should now be compatible with fullscreen (Press F4 to switch modes)
Debug information is now shown by pressing F3 in game. Will show FPS and game version.
Increased the font size for most HUD elements
The tag line will now correctly display which key you can push to interact with a trigger
The box in airfield now contains the correct weapons

Added
Doors
Barracks on the options menu. Ranking up unlocks new emblem items.
Added a score board (accessed by holding control until I fix a problem with the TAB key)
A screenshot of the scoreboard is taken after the game has ended
Added simple weapon sounds. More will be added as they become available

Fixed
Fixed a spelling error in the map selection
Blood is no longer orange red
Changes to the box glow so it is now slightly visible while standing at the box
Fixed some bugs probably

http://www.mediafire...o3z3qxeyz2ukzxh
(Extract or you'll get an error)

Media
Posted ImagePosted ImagePosted ImagePosted ImagePosted Image

Credits
Pat.Lithium: Graphics, programmer
Eeshton: Voice over
Treyarch: Nazi Zombies and other stuff.

Sorry if I missed something important in this post, let me know!

Edited by Lithium, 05 September 2011 - 01:07 PM.

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#2 TDWP_FTW

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Posted 19 March 2011 - 12:24 PM

Wow, that was amazing. The sprites were excellent, movement was smooth (Except for the mouse aiming), the perk machines, pack-a-punch, and mystery box worked perfectly, and it felt like Nazi Zombies.

About the mouse aiming. When moving the mouse to the other side of your player, I didn't like how it jerked over to that side really fast. Also, the recoil technique got a little annoying, since my mouse would sometimes go out of the game window and I'd click something else by accident. I like the effect, but it was a little too much.

Keep up the good work, I can't wait to see new versions!
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#3 ProjectOne

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Posted 19 March 2011 - 12:43 PM

Amazing.Real World At War zombies in 2d edition! o.O =D
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#4 Lithium

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Posted 19 March 2011 - 12:56 PM

Wow, that was amazing. The sprites were excellent, movement was smooth (Except for the mouse aiming), the perk machines, pack-a-punch, and mystery box worked perfectly, and it felt like Nazi Zombies.

About the mouse aiming. When moving the mouse to the other side of your player, I didn't like how it jerked over to that side really fast. Also, the recoil technique got a little annoying, since my mouse would sometimes go out of the game window and I'd click something else by accident. I like the effect, but it was a little too much.

Keep up the good work, I can't wait to see new versions!

I've had complaints about the recoil before, I'll reduce the effect of it or change it so it doesn't jerk your mouse around. As for the aiming, I don't really want to change it.
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#5 NYS

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Posted 13 April 2011 - 09:01 PM

It looks absolutely proffesional :o
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#6 Lithium

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Posted 16 May 2011 - 01:33 PM

New version coming soon guys, heres some preview off whats new:

Posted Image
4 new perks (1 not pictured here)

Posted Image
GREEEEEEENAAADES!!!

Posted Image
Stick semtex to zombies

Posted Image
As well as tomahawk them

Oh and zombies, they weren't in the last version.

Edited by Lithium, 16 May 2011 - 01:33 PM.

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#7 NYS

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Posted 30 May 2011 - 08:39 PM

Are you working on this?

Do you want the original (sick) sounds of black ops zombies?

I love the graphics and the system :o I wanna go and kill them since my ps3 gave up on me.
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#8 Lithium

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Posted 30 May 2011 - 09:16 PM

If you've got the sounds I'd love to have them.
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#9 King Chubbles

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Posted 07 June 2011 - 10:12 PM

Hey i played it a while ago. Nice game like the graphics.
What i would like to comment on is that its not a TDS
A zombie shooter
Thats not a TDS
You sir, get a cookie.
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#10 norisak

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Posted 16 June 2011 - 10:37 AM

Are you still working on this? This looks like it can become awesome, I tried the demo and it seems that it works. Maybe add a few more guns.
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#11 ash47

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Posted 17 June 2011 - 01:28 AM

looks pretty good :P
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#12 Chaos Design

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Posted 17 June 2011 - 11:21 PM

I love zombie mode but where are the zombies i turn the power on and nothing happens or is there somthing im missing.

The sprites so far look quite nice.

If you can get zombies or tell me how ill diffently come back and play in the future.
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#13 Lithium

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Posted 18 June 2011 - 08:15 AM

I love zombie mode but where are the zombies i turn the power on and nothing happens or is there somthing im missing.

The sprites so far look quite nice.

If you can get zombies or tell me how ill diffently come back and play in the future.

I'll upload a new version today, I've updated it on other websites but not here because I barely come here.
New version will be exclusive for the GMC ;)

Just to let you know, I'll release it when:
- I've finished coding the weapons I've create the art for.
- Added the co-op and option menus.
- Added a scoreboard.

And a few things to note:
- You CANNOT die.
- the zombie art is NOT finished, it isn't a glitch that they just appear or disappear.
- the zombies will not attack you.
- Molotovs DO NOT explode.
- Co-op DOES NOT work.
- You'll be able to change your name and password in the options, but they will not actually do anything.
- Most perks work, but some do not because their effect is not needed yet.
Add yet to the end of those because they are being worked on.

Won't be out today as it is 2 am (well technically it will be out today), but heres a few teasers to keep you content.
Posted ImagePosted Image

Edited by Lithium, 18 June 2011 - 03:49 PM.

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#14 Lithium

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Posted 25 June 2011 - 02:50 AM

  • Updated background graphics.
  • New weapons: CZ75, Python, Type 100, PM63, MPL, AKS-74U, MP5K, Spectre, MP44, M1A1, M1 Garand, M14, M16, Commando, Galil, FAL, G11, AUG, FAMAS, Arisaka, Springfield, PTRS, SVD, L96A1, Olympia*, Stakeout, SPAS-12, HS10, Model 1887, MG42*, FG42*, BAR*, RPK*, HK21*, Panzerschreck, M72 LAW, Death Machine*, China Lake, Grim Reaper, Crossbow*
  • Power Ups: Insta-kill, Double Points, Nuke*, Max Ammo, Carpenter, Fire Sale, Death Machine*, Grim Reaper
  • New Voice Over by Eeshton
  • Key Mapping on the options menu.
  • Bug fixes and a bunch of other stuff I forgot

Press F3 on the main menu to access the test room.
New guns cannot be pack-a-punched.
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#15 walkerqaz

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Posted 26 June 2011 - 01:22 PM

I got this error when I pack a punched the law(the rocket launcher) and the ak-47(of course with different names but the same error)




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

Error in code at line 51:
draw_sprite_ext(global.Weapons[Item,SPRITE],0,x,y-34,1,1,0,c_white,ItemDraw)
^
at position 45: Unknown variable Weapons or array index out of bounds




And also put the test room somewhere in the main menu, cause i wondered how would I make the zombies appear
If you play nacht der untoten no zombies show up so you should fully make it before you put it (at least that's what I'd do)



~walkerqaz

Edited by walkerqaz, 26 June 2011 - 01:31 PM.

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#16 Lithium

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Posted 27 June 2011 - 05:49 AM

Forgot to say that none of the new guns (ie ones in the update notes) can be pack a punched.
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#17 PiXeLinDiE

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Posted 06 July 2011 - 05:11 AM

Looks amazing! Downloading now and while I looked at the screenshots I thought this was an official Nazi Zombies game made for the DS. Can't wait to try it out!
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#18 Drathro

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Posted 06 July 2011 - 04:58 PM

Quick suggestion: Whatever check it is you're using on collisions/distances to perk machines and anything usable, it seems to slow the game down a bit. My suggestion would be to put the checks on a timer so that it won't lag down so much... so instead of a check every step, maybe a check every other or every third step? That's still MULTIPLE checks per second and it won't bog down so much.
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#19 Lithium

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Posted 20 July 2011 - 08:33 AM

Quick suggestion: Whatever check it is you're using on collisions/distances to perk machines and anything usable, it seems to slow the game down a bit. My suggestion would be to put the checks on a timer so that it won't lag down so much... so instead of a check every step, maybe a check every other or every third step? That's still MULTIPLE checks per second and it won't bog down so much.

Might I ask what the specs of your computer are? The code shouldn't be that clunky.
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#20 Drathro

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Posted 20 July 2011 - 06:27 PM

Specs:
AMD Athlon X2 2.0 Ghz
2GB DDR2 RAM
Sapphire Radeon 6870 GPU


It's decent enough to run... ANYTHING. XD I do Crysis maxed for crying out loud. XD
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#21 michael pw

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Posted 20 July 2011 - 08:14 PM

umm i downloaded, the zombies arnt spawning :/! im just in a room with 50k points and cant do **** :/!
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#22 Lithium

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Posted 23 July 2011 - 03:06 AM

Press F3 on the menu to get to the test room.
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#23 michael pw

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Posted 24 July 2011 - 12:23 AM

Dude i love it!
really fun!!

just a couple of things which im sure you are going to do, can you please make the view a little bigger :D? i pressed F4 but that messed up the mouse :P!
also i love the pistol packapunched :)! i can see that this is going to be a great game once its finished :)!
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#24 Lithium

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Posted 05 September 2011 - 01:08 PM

Game has been updated, enjoy.
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#25 mortalpico

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Posted 07 September 2011 - 05:07 AM

What is the Co-op thing? Will it work someday? I really want to see how does the multiplayer thing work!
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#26 Lithium

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Posted 07 September 2011 - 08:15 AM

The Multiplayer is mostly coded, it is almost ready to go!

The way the players have been programmed is so that the player is like a dummy, he doesn't do anything on his own, unless he is being controlled. The control object assigns itself a dummy and whenever a key is pressed it activates a variable in the dummy, which will make it do stuff.
When a key is released it updates the variable. Also whenever one of its keys are pressed or released it sends a message to all other players connected. Once received by the control it activates those variables in the dummy, just like if the player himself had pushed a key.

This makes it a lot easier to set up the multiplayer aspect and I really hoped to have it done a month ago. I'm redoing the menu code at the moment so that it will be a lot easier to create a lobby system and I can get the multiplayer up and running very soon.

Edited by Lithium, 07 September 2011 - 08:20 AM.

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#27 mortalpico

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Posted 08 September 2011 - 06:31 AM

So for a while its just like a off-line co-op? I'm glad to know that you're currently working on the real-time multiplayer system! I wish this will be released soon!
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#28 gmx0

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Posted 09 September 2011 - 09:04 PM

The zombies can't climb at stairs?!
Zombies should spawn at windows at the background.
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#29 mortalpico

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Posted 09 September 2011 - 11:36 PM

^You want a parallax system!? Well that might work...
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#30 Lithium

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Posted 10 September 2011 - 03:32 AM

The zombies can't climb at stairs?!
Zombies should spawn at windows at the background.

Yeah I forgot to mention that the zombie AI is a little broken at the moment. It's being fixed in the next version. Also in the next version zombies will climb out of the background windows, but only at later rounds.
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