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Member Since 31 Aug 2005
Offline Last Active May 15 2015 11:22 AM

#4562238 Previews Of Upcoming Games - May 2014

Posted by Lithium on 07 May 2014 - 08:52 AM

An online game FCO, now in alpha testing. Fans of the first game are asked to come and check it out.




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#4463783 Previews Of Upcoming Games - December 2013

Posted by Lithium on 23 December 2013 - 01:31 PM

Hello, I'm creating a game called Dirkels. It'll be a action platform RPG, following a young 'dirkel' called Diuky.

You'll join him in a world with bandits, monsters, necromancy, war and much more.


Funny you should post this my old friend. I'm working on a game called FCO, it's a spiritual sequel to a game I made called "Fallen Chaos Online".



For those who played the original, here's a few new things:

- Energy system reworked, you now rapidly regain energy shortly after attacking. As you attack you gain fatigue which lowers your regen rate. Sitting will reduce your fatigue over time.

- Picking up an item awards you prestige points which can be used to purchase badges to show off next to your name. Duplicate items are not added to your bag, but you still gain prestige points for it.

- Varied enemy AI. Some enemies will run straight for you, some will wonder aimlessly attacking those nearby, enemies are a lot more than they used to be.

- Better balanced stat system. Stats all scale into late game now, not just strength and defense. Stats give you a wider range of bonuses that make them as equally good as each other to spec into.

- Ranked PvP. Using the PvP arena to fight someone will increase of lower your Elo score based on your current Elo score and the opponents. Rank up in PvP to gain badges and other rewards.

- Full outfits. Equipping a hat will no longer just give you a hat, you also gain a full outfit, full animated with unique animations on some outfits for certain animations.

- More secure. Mostly everything is server-sided, making the game much more secure.

- More reliable. Gone are the days of logging in to invisible players or monsters, multiple checks assure that if an object should be on screen, it will be.

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#3719422 Nazi Zombies 2D - 5th Sept 2011

Posted by Lithium on 19 March 2011 - 12:19 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.

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

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

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 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

(Extract or you'll get an error)

Posted ImagePosted ImagePosted ImagePosted ImagePosted Image

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!
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#3652467 Cave Story Fan Game

Posted by Lithium on 13 December 2010 - 01:18 AM

Fixed link on request.
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#3595205 Game Maker Community

Posted by Lithium on 01 September 2010 - 10:18 PM

Every single member of this board deserves a high five and a cookie for being a contributing member of the best forum on the internet.

Damn I don't have cookies enabled.
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#3576233 Serious Games

Posted by Lithium on 02 August 2010 - 08:33 AM

Minesweeper prepares gamers for dealing with land mines during a time of war. By using flags to mark mines and guessing where the surrounding mines are saves lives and prevents limb loss as a result of explosions.
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#3266609 Cave Story Fan Game

Posted by Lithium on 19 August 2009 - 10:56 AM

Hi all, it's been a while since I've made a new topic. This was an engine I was making for a Cave Story fangame back when I was hooked on Cave Story. I think it pretty successfully replicates the movement in cavestory.
- Very similar physics
- Looking in different directions (whoaaaaa)
- Weapon switching (S doesn't work properly, it only switches the first weapon with the last one)
That's all I guess.

Download link: mediafire.com
Version: GM7.0 Pro
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