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 Zombie Defense -fixtastic- 
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REAL AMERICAN HERO
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Post Re: Zombie Defense -fixtastic-
Point.blank wrote:
I swear, we pretty much hijacked Grif's thread with a joint project between us. Still has the same purpose, I guess. Should we move it to a different thread?
Anyways, assuming N is the head, E are the hands, and S are the feet,would everyone rather have an axe/crowbar at a 45 degree angle (maximum range), or 15 degrees E of N (more natural-looking and closer to parallel to the body )?


When you officially release it I'll be happy to put it in the first post, or you can make a new thread.

Up to y'all, I'm just happy to provide a service.

Oh, and I get free yelling privileges.


Tue Jun 23, 2009 4:55 pm
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Post Re: Zombie Defense -fixtastic-
Point.blank wrote:
Done stage 2. Tweaked some weapon values, and added Chainsaw, Axe, Crowbar, and Pipe Bomb. Thanks to contrary for the Chainsaw, Axe and crowbar sprites. Stage 3: Molotov and sawn-off shotgun. Health packs and super soldier serum need Lua, which I couldn't possibly do in any lifetime, so I'd ask that someone else please do it.

Ack! Are you using those? Blegh. *Scurries off to make acceptable sprites*

Here I made a manlier crowbar and a sawn-off... I think I'll work on a molotov.


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Tue Jun 23, 2009 8:44 pm
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Post Re: Zombie Defense -fixtastic-
Chagne the X scroll ratio of sky layer to 0.02 to fix the bug( multi player).

I also fixed some bugs with my script/


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Zombie Defense.lua .txt [16.27 KiB]
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Last edited by mail2345 on Thu Jun 25, 2009 1:59 am, edited 1 time in total.

Wed Jun 24, 2009 5:08 am
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Post Re: Zombie Defense -fixtastic-
Contrary wrote:
Point.blank wrote:
Done stage 2. Tweaked some weapon values, and added Chainsaw, Axe, Crowbar, and Pipe Bomb. Thanks to contrary for the Chainsaw, Axe and crowbar sprites. Stage 3: Molotov and sawn-off shotgun. Health packs and super soldier serum need Lua, which I couldn't possibly do in any lifetime, so I'd ask that someone else please do it.

Ack! Are you using those? Blegh. *Scurries off to make acceptable sprites*

Here I made a manlier crowbar and a sawn-off... I think I'll work on a molotov.


I thought we were only spriting what wasn't available in vanilla content.
Don't Ronin have Molotovs?


Wed Jun 24, 2009 5:24 am
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Post Re: Zombie Defense -fixtastic-
LowestFormOfWit wrote:

I thought we were only spriting what wasn't available in vanilla content.
Don't Ronin have Molotovs?

Oh yeah. I remember some people saying it was ugly, but it looks okay to me.

Edit: So how about some atmosphere? Maybe the BG from Night Forest or something and fog to cover up the zombie spawn areas?


Wed Jun 24, 2009 6:36 am
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Post Re: Zombie Defense -fixtastic-
You ideas are exactly what should be in a zombie defense, Contrary. The crowbar and the axe looks very good. Though I can't tell for the sawed-off coz it's a but small.

If anyone's going to make the saw off, make sure you make it short range but powerful, unlike the vanilla one which is short ranged and WEAK. The saw-off should work as a reliable sidearm for emergency use.

For melee, I actually can't think of the use of them, the zombie vomit has quite a reach actually. Anyway, they should be able to hit quick (at least for the crowbar), and have a decent reach. Also, tough, to survive multiple zombie attacks.


Wed Jun 24, 2009 1:21 pm
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Post Re: Zombie Defense -fixtastic-
Hmmmm, now that Grif has let you guys take over his shizzle I might as well post the guns I tried making for it


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Wed Jun 24, 2009 1:26 pm
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Post Re: Zombie Defense -fixtastic-
The Decaying Soldat wrote:
You ideas are exactly what should be in a zombie defense, Contrary. The crowbar and the axe looks very good. Though I can't tell for the sawed-off coz it's a but small.

For melee, I actually can't think of the use of them, the zombie vomit has quite a reach actually. Anyway, they should be able to hit quick (at least for the crowbar), and have a decent reach. Also, tough, to survive multiple zombie attacks.


Well sawn-offs are small irl, should I make it bigger? I based it off a pic on Google images and it looked the same.

Shouldn't the zombies have melee attacks? I'm not a fan of the puke. I guess melee weapons are the "oh noes I have to reload everything but they're right here oh god oh god" weapon?


Wed Jun 24, 2009 6:23 pm
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Post Re: Zombie Defense -fixtastic-
I kinda like the puke, though I can't help but notice it's effective only at somewhat close range.


Wed Jun 24, 2009 7:19 pm
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Post Re: Zombie Defense -fixtastic-
AgentBaron wrote:
I kinda like the puke, though I can't help but notice it's effective only at somewhat close range.

Nah, depending on the angle they can almost match the Flamer's range.


Wed Jun 24, 2009 7:42 pm
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Post Re: Zombie Defense -fixtastic-
The actual sharp particles in the puke have a pathetic range, you might want to up their lifetime. It's very very hit or miss whether the puke even DOES damage.


Wed Jun 24, 2009 7:44 pm
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Post Re: Zombie Defense -fixtastic-
I believe that a leaping and clawing attack would be better.


Wed Jun 24, 2009 9:49 pm
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Post Re: Zombie Defense -fixtastic-
A leap and claw attack would require some fancy mathematics in the actor's AI, especially if the target is going to have a variable height.


Thu Jun 25, 2009 12:38 am
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Post Re: Zombie Defense -fixtastic-
Check if in range.
Jump by setting velocity to playerActor.Pos - self.Pos with a set magnitude.
If close enough, set aim angle to the angle of the distance vector, and set fire state.


Thu Jun 25, 2009 12:42 am
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Post Re: Zombie Defense -fixtastic-
Hey has anyone made a multiplayer mode? Even just 2 player would be really nice.


Thu Jun 25, 2009 1:15 am
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