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 1 Bar Design - Updates and Discussion - NEW SITE + PW 
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Post Re: Prelude: A Side Scrollin' Zombie Fort Game
Update Update - Read all about it!.
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God what is it with developers and lame jokes relating to updates?
Whatever, v0.17 has gone stable and been released (at revision 25 ffs) and you should play it. It's got pretty clouds by Lizard and a million settings for you to turn on and off and an extra tile for the background of your houses and goodness knows what else. Read about it on the blog.


Mon Nov 01, 2010 8:28 am
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Post Re: Prelude: A Side Scrollin' Zombie Fort Game
I can't view images from Deviantart, apparently...

Also, I'm unreachable, due to the way Zombies won't climb up my shaft!
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Mon Nov 01, 2010 10:31 am
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Post Re: Prelude: A Side Scrollin' Zombie Fort Game
Oh yeah, as a quick note at some point the zombie's AI fell behind the level system updates, and I'm aware of where this is happening and how to fix it, but it'll take time.

The AI, highscore tables, and the medkit are going to be the focus of the next update, though if Lizard is as awesome as usual you might also be getting legless zeds (maybe. probably not, but you might).

Basically it's gotten to the point where I'm sick of the zombies being morons and I'll get around to coding them some semi-okay AI at some point over the next couple of weeks, but until then stick to more open construction if you want a challenge.

Later on, that kind of strategy won't be viable anyway due to starvation. Sure, you might be able to hole up for a very, very boring week or so until your food runs out but you'll be wasting a half-hour anyway because contrary to popular belief, the points you get for surviving a day are nowhere near as significant as the points you get for killing zombies all day with your bare hands.


Mon Nov 01, 2010 11:09 am
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Post Re: Prelude: A Side Scrollin' Zombie Fort Game
I just made a RTD on the Prelude forums, to boost activity. No real rules, so should end up quite fun.


Wed Nov 03, 2010 12:16 am
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Post Re: Prelude: A Side Scrollin' Zombie Fort Game
Barnox wrote:
Zombies won't climb up my shaft!


...I laughed waaaay too hard at this.

On-topic: This is pretty cool, but the zombies are really hard to kill without getting maimed, for me.


Wed Nov 03, 2010 12:23 am
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Post Re: Prelude: A Side Scrollin' Zombie Fort Game
Roast Veg wrote:
I just made a RTD on the Prelude forums, to boost activity. No real rules, so should end up quite fun.


I joined. It looks fun (as most RTDs are). Prelude is as awesome as ever. Especially with points.


Wed Nov 03, 2010 12:32 am
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Post Re: Prelude: A Side Scrollin' Zombie Fort Game
Benpasko wrote:
the zombies are really hard to kill without getting maimed, for me.
Really? Are you using mostly melee to combat them? I got some people to playtest IRL while I watched them and they pretty much exclusively used guns, to keep a safe distance. Needless to say, they ended up unlocking the .303 pretty quickly.

Allstone I'm fairly sure I fixed the .303-in-tunnel issue as well.
Also, taking only 5 .22 rifles I managed to rack up ~2400 points, my best yet. I could've scummed a few days points more but kind of preferred diving in with my bare hands and punching a few to death before getting torn apart to cowering in a hovel and waiting for them to find me, you know?
I unlocked the .303 in that one game. I need to do an after-game stats page, with how many kills you got using ranged and melee, your starting points, shots fired (and possibly accuracy %), days survived, total score and whatever else I can think to put there (maybe a short screenshot of your last moment?) as well as a "SUBMIT YOUR SCORE" button..
I want to get high-score charts up now <_< Have to study though, sorry guys..

What scores have you been getting, out of interest?


Wed Nov 03, 2010 5:56 am
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Post Re: Prelude: A Side Scrollin' Zombie Fort Game
I wouldn't make it your very last moment, probably a hadful of seconds before. Good job though, this is looking great!


Wed Nov 03, 2010 6:35 am
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Post Re: Prelude: A Side Scrollin' Zombie Fort Game
Problem with it not being your very last moment is I can't be sure a player is going to die without writing a disgusting "check every possible outcome of this situation for the next 3 seconds" system which I'm not going to do, so if there is a screenshot it'll probably be of you in the process of being mauled..


Wed Nov 03, 2010 7:14 am
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Post Re: Prelude: A Side Scrollin' Zombie Fort Game
Yeah. What If it took one of him when you lose X amount of remaining health then checked the timestamps to see if you were about to die?


Wed Nov 03, 2010 7:18 am
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Post Re: Prelude: A Side Scrollin' Zombie Fort Game
It's feasible, though it could end up causing stutters in framerate in those final moments which would be catastrophic. I'll play around with it either way though.


Wed Nov 03, 2010 7:38 am
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Post Re: Prelude: A Side Scrollin' Zombie Fort Game
Playing this with a PS3 controller and having loads of fun :3 (go here for how-to)
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Would be cool if a system where you just carry extra ammo of a certain caliber instead of more rifles was implemented, could be useful once we get more guns aswell.
Maybe even a set number of stripper clips/magazines that you reload when you're safe? (to have x number of quicker reloads on the guns that can use stripper clips that is)

edit: DARING ESCAPE
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Last edited by Lizardheim on Wed Nov 03, 2010 3:40 pm, edited 1 time in total.



Wed Nov 03, 2010 2:48 pm
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Post Re: Prelude: A Side Scrollin' Zombie Fort Game
I would appreciate some kind of guide as to what the tiles are intended for.


Wed Nov 03, 2010 2:57 pm
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Post Re: Prelude: A Side Scrollin' Zombie Fort Game
@Lizard: I'm planning on having it so you can buy crates of a specific caliber of ammunition and top up your guns with bullets by going with them. Carrying 5 guns with you will become impractical as soon as I give items a weight-cost and nerf your jump and run speed as well as making you take more fall damage :) Crates will actually be quite a large part of the game later on, as you'll be able to take munitions, ammunition, food, medical supplies, and have a less limited supply of said things if you take a crate. You won't be able to stow crates on your person though, so you'll need to carry them to a useful location (probably a good idea for that location to be your base).

@Allstone: I should do that. I'll mock up a page of it later on today, possibly.

Quick version of the guide:
CRATE : Supports in all directions, used as a connection node for the corners of roofing and the like, or as a step-up for getting onto the higher areas of your constructions
PLATFORM : Supports horizontaly only, but can receive support from overlapping tiles that give such support as well (allowing you to attach them to the tops of sticks). Quite weak, prone to easy destuction. Useful for making bridges between gaps.
WALL : Supports vertically only, and better than crates. Useful for making walls (duh)
ROOF : Supports horizontally only, but a lot stronger than platforms. Should be used for roofs and internal floors.
STICKS : Support in the direction they're facing, should be obvious. Easy to knock down by accident, be careful when fighting under platforms or in caves held up by these.
CROSSED STICKS : Support well in all directions, very useful for scaffolding. Easy to knock down, however.
BACKGROUND WALLS : Supports in all directions, but not as well as crossed sticks. Much harder to knock down though, better for permanent housing.

That's in the order it cycles through in-game unless I'm mistaken..


Wed Nov 03, 2010 9:22 pm
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Post Re: Prelude: A Side Scrollin' Zombie Fort Game
How the system is ATm, but with one button for FG stuff and one for BG stuff?


Wed Nov 03, 2010 11:08 pm
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