ZDay Defense
written by Alex Osuna
graphics by Alex Osuna and Christoker
Music by Alex Osuna and Christoker
SFX by Christoker
"Sick-E-Mart" logo by Paden Cooper
gmPhysics by codechris
So I was at my old room-mates house Monday when he suggested we start and finish a game this week, so here it is, ZDay Defense.
note: This game uses a modded version of an engine from a game of mine currently in the WIP forum called Pocket Ninja
Goal
You've managed to escape the zombie swarm and fortify an old warehouse with supplies. But your supplies won't last long and the size of the swarm is slowly increasing in size, can you hold off the swarm long enough for help to arrive?
Playing
W = jump
A/D = walk left/right
Space = pistol whip
Space (While Dead) = restart game
Mouse=aim
Left Mouse Button = fire
Right Mouse Button:
On allies = toggle follow/defend (green/yellow)
On Unbarricaded Doorways = Barricade (costs 500 points and no zombies can be in the doorway)
Gameplay
The game starts out with you and two allies inside your main base, defend your base until you need more health or ammo (green bar is health, blue bar is ammo). To the far left of the map is a gun depot and to the far right is a cornerstore. The gun depot will fully restore allies and the player with as much ammo as their pockets can carry as well as upgrade a units weapon, and the cornerstore will fully restore a units health. Units will recieve a small ammo boost upon returning to the warehouse from a successful supply run with supplies stored in the warehouse as well as a small health boost if the units health is critical. After an undetermined amount of time, the player will be given instructions on how to escape the city, you can stay in the town and fight after this for more points but you must successfully escape the city to be able to submit your score online.
Weapon Upgrades
There are 4 weapons in the game and 1 secret weapon. To upgrade a weapon simply reach the Gun Depot and press the 'y' key when asked if you would like to upgrade your weapon.
Screenies
Inside the Sick-E-Mart
Shot him in the face
Holding out inside the warehouse
Going out to look for supplies and survivors
NOTE: The online highscores are currently down, I cannot access my domain space to upload it, I do not know why, I have to wait for the dude who manages my website in California to call me back to figure out why, I will fix this as soon as I hear from him
Click Here to Download
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Dark Xion
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Topics I've Started
Zday Defense
16 January 2009 - 11:39 AM
Pocket Ninja
14 December 2008 - 11:46 AM
POCKET NINJA
This game is a platformer using ragdoll physics where you control a ninja and fight various types of enemies.
Currently I only have the first level which is a tournament type level that gets progressively harder as you defeat more enemies, in game you are meant to lose (and most of you will to the last opponent, slightly better fighting style) and when you do you'll go through levels, but you can win, it is not impossible. Also keep in mind this game is a vital stepping stone in applying everything here to my 10-piece ragdoll model (like 42 pixels tall all together, as opposed to this muuuuuch simpler 6 piece model which is only like 10 pixels tall lol) Also I plan on attempting to recode this in 3D in C++ using havok cause the ralationship between the angle based on a body parts rotation on it's center of mass and it's rotation from it's joint is what makes the standing ragdolls possible, which means it can be reapplied to 3D if the physics engines work similarly (which they do)
CONTROLS
W = jump/double jump
S = fast fall
A = move left
D = move right
Space = use magic (it's unlimited only restricted by cooldown peroids)
Down Arrow = kick
Up Arrow = headbutt
Left Arrow = punch w/ back arm
Right Arrow = punch w/ front arm
Just use the mouse to select your color and element on the first screen
NOTE that I have replaced static animations used for attacks with a dynamic AI that computes the best attack based on the arrow key you pushed. So if you press kick the ninja will determine the best type of kick to do based on many variables such as his speed, position, direction, limb placement etc.
IMPORTANT, READ BEFORE PLAYING
This game is only sort of a fighting game, when going into combat you must think strategically and with certain principles of ninjutsu such as their in-and-out combat style, out manuever your oppnents, out smart them, single them out, the varying levels of difficulty and skill this game has potential for are endless so you will stand a much better chance until you get the hang of direct combat if you keep these things in mind.
WAAAAAYYY MORE IMPORTANT:
Dudes with swords dude... why would you even think of direct combat with a group of those, you're a ninja, not invincible, far from it, use ninjutsu, out manuever them, single them out of the group, try to get them before they even have a chance to strike, aerial kicks are great for suprise attacks
Screenies:

Wind Spell
More One-On-One Combat
Aerial Combat
Cave Oni
He knocked me flat
Nameless Flying Enemy
Yeah I didn't even come close to surviving this
THINGS TO COME
* The second to last update of the arena level with new enemies and a refined combat system
* As soon as my incredibly skilled graphics guys figure out this latest challenge, making 9 whole pixels (which is how many the head and feet have) look good, then we'll get new graphics
* Online functionality is one of the first things I plan on coding here cause this 6-piece model is incredibly simple to manipulate and work with and once I apply online function to it I can do it for any ragdoll model
* Sounds I guess, idk what kind of music belongs in here
PROGRESS
LEVELS: 5/20
ABILITIES: 9/26
ENEMIES: 12/20
ONLINE FUNCTIONALITY: 0% (lawl, I prob will end up waiting till the end for this as I'm just gonna use a p2p master/slave system rather than your standard client/server deal, I know how to safeguard it for hiccups so don't worry)
DOWNLOAD
Download Pocket Ninja
Anyways try it out, report bugs, give feedback etc
Also credit coderchris for gmphysics
This game is a platformer using ragdoll physics where you control a ninja and fight various types of enemies.
Currently I only have the first level which is a tournament type level that gets progressively harder as you defeat more enemies, in game you are meant to lose (and most of you will to the last opponent, slightly better fighting style) and when you do you'll go through levels, but you can win, it is not impossible. Also keep in mind this game is a vital stepping stone in applying everything here to my 10-piece ragdoll model (like 42 pixels tall all together, as opposed to this muuuuuch simpler 6 piece model which is only like 10 pixels tall lol) Also I plan on attempting to recode this in 3D in C++ using havok cause the ralationship between the angle based on a body parts rotation on it's center of mass and it's rotation from it's joint is what makes the standing ragdolls possible, which means it can be reapplied to 3D if the physics engines work similarly (which they do)
CONTROLS
W = jump/double jump
S = fast fall
A = move left
D = move right
Space = use magic (it's unlimited only restricted by cooldown peroids)
Down Arrow = kick
Up Arrow = headbutt
Left Arrow = punch w/ back arm
Right Arrow = punch w/ front arm
Just use the mouse to select your color and element on the first screen
NOTE that I have replaced static animations used for attacks with a dynamic AI that computes the best attack based on the arrow key you pushed. So if you press kick the ninja will determine the best type of kick to do based on many variables such as his speed, position, direction, limb placement etc.
IMPORTANT, READ BEFORE PLAYING
This game is only sort of a fighting game, when going into combat you must think strategically and with certain principles of ninjutsu such as their in-and-out combat style, out manuever your oppnents, out smart them, single them out, the varying levels of difficulty and skill this game has potential for are endless so you will stand a much better chance until you get the hang of direct combat if you keep these things in mind.
WAAAAAYYY MORE IMPORTANT:
Dudes with swords dude... why would you even think of direct combat with a group of those, you're a ninja, not invincible, far from it, use ninjutsu, out manuever them, single them out of the group, try to get them before they even have a chance to strike, aerial kicks are great for suprise attacks
Screenies:

Wind Spell
More One-On-One Combat
Aerial Combat
Cave Oni
He knocked me flat
Nameless Flying Enemy
Yeah I didn't even come close to surviving this
THINGS TO COME
* The second to last update of the arena level with new enemies and a refined combat system
* As soon as my incredibly skilled graphics guys figure out this latest challenge, making 9 whole pixels (which is how many the head and feet have) look good, then we'll get new graphics
* Online functionality is one of the first things I plan on coding here cause this 6-piece model is incredibly simple to manipulate and work with and once I apply online function to it I can do it for any ragdoll model
* Sounds I guess, idk what kind of music belongs in here
PROGRESS
LEVELS: 5/20
ABILITIES: 9/26
ENEMIES: 12/20
ONLINE FUNCTIONALITY: 0% (lawl, I prob will end up waiting till the end for this as I'm just gonna use a p2p master/slave system rather than your standard client/server deal, I know how to safeguard it for hiccups so don't worry)
DOWNLOAD
Download Pocket Ninja
Anyways try it out, report bugs, give feedback etc
Also credit coderchris for gmphysics
Evo (with A Fully Functioning Eco-system)
23 December 2007 - 10:57 PM
EVO
(Technically it's the second but I never released the first one on here)
CREDITS
Programming - Dark Xion
Graphics - Lil_Hazzard
CLICK HERE TO DOWNLOAD
ABOUT
Evo is a side-scroller (sorta) action adventure game in which you must monitor the evolution of a new species as well as protecting it and humans from alien invaders. I actually made the basis of this physics engine a while back and ow that I am finally releasing it it seems games with this kind of physics module are all the rage on here now lol so I guess that makes me trendy
CONTROLS
First things first, if you see an arrow appear around your character, it means an unfriendly alien vessel has entered your galaxy and must be destroyed.
On Planet
On Foot
A/D - Walk Left/Right
W - Jump
Space Bar - Enter ship
In Ship
A/D - Fly Left/Right
W - Fly Upwards
Space Bar - Exit Ship
Right Click - Fire Laser
In Space
A/D - Turn Left/Right
W - Accelerate
S - Slow Down
Space Bar - Exit Ship (Don't press in space lol, I'll fix it so you can't later)
Right Click - Fire Laser
STORY
A new species with infinite genetic potential has appeared on a small unknown planet. You, a member of an order of psychics devoted to protecting planets in the known universe, were sent there to judge if this species is dangerous or not and monitor their evolution. But now some of them have evolved the ability to travel through space and spread their species to other planets. You've tracked them to a universe with small human activity. Continue to monitor the species progress and ensure they are not a threat to humans, but be warned that you re no longer the only ones who know of this species now.
SCREENIES
Raining
Snowing
Aliens landing to attack the human planet
Fighting Back
Forest World
Snow Planet
Also Snow Planet
Flying Through Space
(Technically it's the second but I never released the first one on here)
CREDITS
Programming - Dark Xion
Graphics - Lil_Hazzard
CLICK HERE TO DOWNLOAD
ABOUT
Evo is a side-scroller (sorta) action adventure game in which you must monitor the evolution of a new species as well as protecting it and humans from alien invaders. I actually made the basis of this physics engine a while back and ow that I am finally releasing it it seems games with this kind of physics module are all the rage on here now lol so I guess that makes me trendy
CONTROLS
First things first, if you see an arrow appear around your character, it means an unfriendly alien vessel has entered your galaxy and must be destroyed.
On Planet
On Foot
A/D - Walk Left/Right
W - Jump
Space Bar - Enter ship
In Ship
A/D - Fly Left/Right
W - Fly Upwards
Space Bar - Exit Ship
Right Click - Fire Laser
In Space
A/D - Turn Left/Right
W - Accelerate
S - Slow Down
Space Bar - Exit Ship (Don't press in space lol, I'll fix it so you can't later)
Right Click - Fire Laser
STORY
A new species with infinite genetic potential has appeared on a small unknown planet. You, a member of an order of psychics devoted to protecting planets in the known universe, were sent there to judge if this species is dangerous or not and monitor their evolution. But now some of them have evolved the ability to travel through space and spread their species to other planets. You've tracked them to a universe with small human activity. Continue to monitor the species progress and ensure they are not a threat to humans, but be warned that you re no longer the only ones who know of this species now.
SCREENIES
Raining
Snowing
Aliens landing to attack the human planet
Fighting Back
Forest World
Snow Planet
Also Snow Planet
Flying Through Space
Rotating An Instance With Planet
01 December 2007 - 12:44 AM
Basically I need this code for when an instance is standing around on a circular planet, I want to make the planet rotate and the critters on it rotate with it, what formula would I use to figure out the amount of speed at which to make the creature move based on the distance from the center of the planet and the speed at which the planet rotates?
Getting Hspeed And Vspeed From Dir And Speed
30 November 2007 - 12:03 PM
Hey, I am trying to figure out what the formula for finding the hspeed and vspeed of an object by simply knowing its speed and direction.
For example, if an object has a direction of 0 and a speed of 5 then hspeed == 5 and vspeed == 0
So how would I find i if say I had a speed of 2 and a direction of 49?
I know Pythagorean theorem is how you find the speed from the absolute values of hspeed and vspeed but I don't think it would work the same going backwards
For example, if an object has a direction of 0 and a speed of 5 then hspeed == 5 and vspeed == 0
So how would I find i if say I had a speed of 2 and a direction of 49?
I know Pythagorean theorem is how you find the speed from the absolute values of hspeed and vspeed but I don't think it would work the same going backwards
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