Nazi Zombies 2D - 5th Sept 2011
#21
Posted 20 July 2011 - 08:14 PM
#22
Posted 23 July 2011 - 03:06 AM
#23
Posted 24 July 2011 - 12:23 AM
really fun!!
just a couple of things which im sure you are going to do, can you please make the view a little bigger
also i love the pistol packapunched
#24
Posted 05 September 2011 - 01:08 PM
#25
Posted 07 September 2011 - 05:07 AM
#26
Posted 07 September 2011 - 08:15 AM
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.
#27
Posted 08 September 2011 - 06:31 AM
#28
Posted 09 September 2011 - 09:04 PM
Zombies should spawn at windows at the background.
#29
Posted 09 September 2011 - 11:36 PM
#30
Posted 10 September 2011 - 03:32 AM
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.The zombies can't climb at stairs?!
Zombies should spawn at windows at the background.
#31
Posted 10 September 2011 - 04:22 AM
#32
Posted 21 December 2011 - 03:25 AM
#33
Posted 25 March 2012 - 07:41 PM
Oh, and you should totally make cheats. like jump 5 times to get a ray gun in mystery box.
Edited by napalmgamer, 25 March 2012 - 07:56 PM.
#34
Posted 19 May 2012 - 06:19 PM
#35
Posted 19 May 2012 - 06:25 PM
#36
Posted 19 May 2012 - 06:29 PM
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.
As i note this dummy system, i notice some problems, i myself have used it and run into the same problems, unless you have some sort of "busy" variable, that sets off when the character does something they can skip reloads, shoot extremely fast, full auto bolt, pump, and level actions, although i suspect you've already done this. I look forward to this being finished.
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