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IHZ last weapon [Re: achaziel] #288056
09/03/09 20:20
09/03/09 20:20
Joined: Mar 2007
Posts: 1,852
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alpha_strike Offline OP
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alpha_strike  Offline OP
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o.k. fellows, this is the last and primary weapon of the killergame. Now.. I will start with the
splatter effects. I am very happy. After the player script is nearly finish, it is now not to long till I start with the first level... of ... call of doom. The second game of my new label "the rocking raptor games".

enjoy
[video:youtube]http://www.youtube.com/watch?v=mgOFwmXbHS4[/video]

Re: IHZ last weapon [Re: alpha_strike] #288061
09/03/09 20:53
09/03/09 20:53
Joined: May 2009
Posts: 1,816
at my pc (duh)
darkinferno Offline
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at my pc (duh)
the stab animation needs work.. pull the knife back a little then trust it, other than that, running up to undead humans with a dull butter knife grin this is what games are made for laugh

Re: IHZ last weapon [Re: darkinferno] #288116
09/04/09 11:07
09/04/09 11:07
Joined: Nov 2008
Posts: 946
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the_clown Offline
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the_clown  Offline
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Posts: 946
So thats the primary weapon?
Looks good, I agree with darkinferno about the animation tough.
But thats a peanut, apart from that its really cool.
Having only a knife to fight for your life will for sure create some kind of suspense...grin

IHZ end of part 1 [Re: the_clown] #288656
09/07/09 21:37
09/07/09 21:37
Joined: Mar 2007
Posts: 1,852
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alpha_strike Offline OP
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alpha_strike  Offline OP
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yes, fellows, I am a little proud to say, that I finished the first part of...



... and now I want to present you a sum of the present script.

[video:youtube]http://www.youtube.com/watch?v=v5uaXCQ2LT4[/video]

The next part will be the script for all zombs and
of course - the SPLATTER FX

And the 3. and last part will be building the levels.

Have fun and enjoy.

Re: IHZ end of part 1 [Re: alpha_strike] #288684
09/08/09 03:18
09/08/09 03:18
Joined: Jan 2006
Posts: 2,157
Connecticut, USA
Blink Offline

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Blink  Offline

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Posts: 2,157
Connecticut, USA
nice, feels really complete. a lot of weapons at your disposal. one question, the zombies will be more agressive when you finish, right? i was almost feeling bad for them,lol.it was like shooting fish in a barrel.


My Famous Quotes: "Hip hop is like a virus, infecting everyone and everything around it. Every form of media has some way,shape or form, assimilated hip hop into it." It has also mutated into other strains like, trip hop, house, rap, gangster, and conscious forms. Once you are infected with it, its with you for life."
Re: IHZ end of part 1 [Re: Blink] #288690
09/08/09 06:24
09/08/09 06:24
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Posts: 946
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the_clown Offline
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Apart from the suicide zombies: Very good looking, now Im waiting for levels and stuff.^^
I also like that Boom-Gun, you didnt show it before, did you?

Re: IHZ end of part 1 [Re: the_clown] #288698
09/08/09 07:57
09/08/09 07:57
Joined: Apr 2008
Posts: 2,488
ratchet Offline
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ratchet  Offline
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Posts: 2,488
I have a question for the level it's BSP without shaders ?right ?

Some things that could make things harder : make some zombie splitter like in Left For Dead 2 !
Or some amoured zombie or special ones,that regenerates and taking damage only behind in a weak point : this could force player to use some strategie !


Great that you've finished a complete level, next step, new original levels and zombies, weapons perhaps also laugh ?
Any chance for a demo ?

Great game ; i like it, keep it up laugh

Last edited by ratchet; 09/08/09 08:01.
Re: IHZ end of part 1 [Re: ratchet] #288702
09/08/09 08:41
09/08/09 08:41
Joined: Mar 2007
Posts: 1,852
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alpha_strike Offline OP
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Thanks for the feedback, but I have something to say...

Sorry, you must have misunderstood my present work. This is no level of a game, even the zombies are not "scripted". In fact this level was only made to test out the players abilities.
1.
The player can walk, climb up ladders,jump...
2.
And I have finished the HUD system.
With all informations like toxic warner, motion tracker, scanner, compass, communication monitor...
3.
All weapons are scripted. That includ detection of enemies in front of the shoot range. Calculation of health and showing blood on floor, walls and in the air.

So the zombie is this part of the game are simple action scripts with a code like...
walk and if your health is zero - go down.
No attack, idle, eating...

The future:
PART 2
I will build up a new test level for placing in waypoints, and I will now first script all splatter elements, which are caused by the weapons. You know, exploding heads, blood swallows out of the wounds and so on.

PART 3
Writing the story, build up the planned levels, and making the music, menu... the EXE.

To make it clear.... till now there is only the player code, HUD code and weapon code.
No KI, no game levels, no music... no rocknroll
This thread will be the broadcast for the development of call of doom.

Re: IHZ end of part 1 [Re: alpha_strike] #288747
09/08/09 12:23
09/08/09 12:23
Joined: Apr 2008
Posts: 2,488
ratchet Offline
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ratchet  Offline
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Ok , but it's really cool piece of work already laugh

Re: IHZ end of part 1 [Re: ratchet] #288759
09/08/09 13:25
09/08/09 13:25
Joined: Nov 2008
Posts: 946
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the_clown Offline
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the_clown  Offline
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Posts: 946
Oh, you handle the health in the weapons action?
Thats interesting, I only did it in the enemies event until now...

However, Im now waiting for Zombie AI, splatter and finally levels - but did I get you right, youll use PATHFINDING for the zombies???

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