The Living Dead

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Re: The Living Dead

Postby Nobody » August 1st, 2011, 2:54 am

I'm thinking about maybe remaking this game. This game actually turned out pretty good minus all the glitches and stuff. Now that i know more i can make better AI's, better gameplay, less glitching, and so on. I was thinking if i should keep it a zombie shooter or have human enemies which would be different and more difficult.
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Re: The Living Dead

Postby Nobody » August 24th, 2011, 1:13 am

Change in ideas. I might just make a direct sequel. However, the style will be different. Instead of the flat roaming Nazi Zombies gameplay, i plan on doing a platformer Left 4 Dead type experience. I experimented a bit with collision maps and if testing goes fine then i might make this game. Also i fixed my original The Living Dead game so that it plays on a card, but i had to take out background music so i'd work. So if anyone wants it i'll send it to them or post it here.
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Re: The Living Dead

Postby Nobody » April 2nd, 2012, 11:08 pm

New update with 5 more rounds and new weapons such as ak-47, spas-12, and rpg-7. Let me know what you think!
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Re: The Living Dead

Postby Bobbyloujo » April 3rd, 2012, 2:06 am

Nobody is back!

Oh that username of yours...
Seriously never posting again, lawlz.
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Re: The Living Dead

Postby Nobody » April 3rd, 2012, 4:13 am

yes i am. i feels good to be missed, lol. I'm finished with this game's update for now. Now i'm working on angry birds. I decided to take your advice (at least i think it was yours) and take out all the bitshifting stuff and replace it with stuff i actually know. Know the bird launching is so much smoother and now i'm going to see if i can add it to the blocks. After that i'm making more blocks (since i have to hand code each blocks properties, which sucks) and then making levels.
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Re: The Living Dead

Postby Buck_7 » April 3rd, 2012, 2:44 pm

Nice game! You've updated it alot.
I can tell you hand made the graphics. I never really apperciated hombrew games -(cause they never matched up to the commercial games and some graphics were horrible) - Untill I started to make them myself. I remember I was so happy when I got my first sprite to move in four directions :lol:
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Re: The Living Dead

Postby Nobody » April 3rd, 2012, 4:17 pm

Buck_7 wrote:Nice game! You've updated it alot.
I can tell you hand made the graphics. I never really apperciated hombrew games -(cause they never matched up to the commercial games and some graphics were horrible) - Untill I started to make them myself. I remember I was so happy when I got my first sprite to move in four directions :lol:

yeah, i know. Home made graphics may suck, but at least they all match and everything. I was also so happy when i made my first sprites! These graphics where actually my second attempt of spriting.
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Re: The Living Dead

Postby Nobody » April 15th, 2012, 7:57 pm

Just wondering, for those of you who have played this game, how well are you guys doing in the game? The highest i've gotten was to wave 13, spawn 25, 798 kills, in 2043 seconds (34 minutes). I never realized who it takes the levels to go by... this game is really good for passing time which is the only time i play it.

Again just wondering to which rounds and stuff everybody else is getting to and what you think about the balance of weapons.
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Re: The Living Dead

Postby Buck_7 » April 15th, 2012, 8:15 pm

I've won all the badges :P
Upcoming games I'm working on:
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Re: The Living Dead

Postby Nobody » April 15th, 2012, 8:45 pm

Buck_7 wrote:I've won all the badges :P

that's good! I planned on messing around with the shotgun damage again, i haven't decided. The current version i use isn't up-to-date with the one on the forum. Idk what the damage should be, 5, 6, or 7 per bullet. I might go with 6 because seven seemed too strong and 5 seems almost right but a little week when you hit round 10 or so
Feel free to ask me for help. I'm on the forum a lot.

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Re: The Living Dead

Postby Commodore » April 16th, 2012, 3:32 pm

I haven't gotten past "Stakeout"...
"Every puzzle has an answer." - Professor Layton
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Re: The Living Dead

Postby Nobody » April 17th, 2012, 12:25 am

Commodore wrote:I haven't gotten past "Stakeout"...

it's the only map choice, lol
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Re: The Living Dead

Postby Commodore » April 17th, 2012, 8:16 pm

Oh... I thought I could earn the others. Hehe. *Facepalm*
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Re: The Living Dead

Postby Buck_7 » April 17th, 2012, 11:42 pm

You should fix the aiming, because I find it doesn't work well at times.
Upcoming games I'm working on:
  • Minecraft2DS
  • Bow Man DS
  • Bird poo!
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Re: The Living Dead

Postby Nobody » April 17th, 2012, 11:44 pm

Commodore wrote:Oh... I thought I could earn the others. Hehe. *Facepalm*

nah. I plan on maybe adding more weapons which would be more unique then what is already available. Such weapons would be a flamethrower, mines, and a sword maybe (and maybe an lmg too so you have a more reliable machine gun towards those high rounds). I also thought about other map choices, badges, and highscores too. The only reason i haven't done any of that stuff is because it takes WAY to long to make changes to the game, and then compile. For small objects it take a minute or two, medium sized take a 3-7 minutes, and like the player takes way over 10 minutes if not 20. As for compiling it takes like 10-20 minutes to prepare all the files, then it takes like another 30 to like compile and stuff.

I planned on originally doing a equal to the game instead of adding on to the previous one, but due to lack of time it was just easier to add on to an already good game. The series was going to feature the same type gameplay but as a platformer. There was going to be one store to go to between rounds and stock up i between rounds, several traditional as well as new creative weapons, a AI partner, items, and several other little perks.

EDIT: As for the aiming, that will never be perfect. I got it to about as close as i could
Feel free to ask me for help. I'm on the forum a lot.

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Re: The Living Dead

Postby Bobbyloujo » April 18th, 2012, 1:15 am

I think, as for aiming, the character should automatically turn around if you aim behind yourself or not in the directions you're facing. Sometimes you're forced to move closer to zombies in order to face them and shoot them.
Last edited by Bobbyloujo on April 18th, 2012, 4:03 am, edited 1 time in total.
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Re: The Living Dead

Postby Nobody » April 18th, 2012, 1:41 am

Bobbyloujo wrote:I think, as for aiming, the character should automatically turn around if you aim behind yourself or not in the directions your facing. Sometimes you're forced to move closer to zombies in order to face them and shoot them.

yeah i know. I wanted a few concepts in the controls like you can only aim the direction your facing. That would be a worthy update. I'll take note of that. Thanks for the feedback guys
Feel free to ask me for help. I'm on the forum a lot.

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Re: The Living Dead

Postby Nobody » April 24th, 2012, 3:43 am

has anyone gotten to wave 15 and or finished that round (aka, the 15th round is the last programed level)? Just wondering encase i do another update i know how much further to extend the game and what not. My new highest this afternoon was wave 14 with 934 kills. Only reason i died was i shot the rpg too close to me. How many people keep accidentally killing themselves with the rpg? That's usually how i die
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Re: The Living Dead

Postby Nobody » November 25th, 2012, 4:52 am

Dear Living Dead fans (if there are still any left), I'm thinking about making a sequel to this game. This gameplay will be very different from the first. The first game was aerial view, the sequel is a platformer. The first game was based of Call of Duty Zombies, and the second is a mix between The Killing Floor, Left for Dead , and a few hints of call of duty.

There will be many other changes as well. Hopefully, many more weapons will be added along with the ability to carry a primary, secondary, and melee weapon at the same time (Left for Dead style). With this, I'd also like to add a partner to assist you (haven't decided if he'll be purchasable or you start out with one). Also, waves will have time intervals in between where players can restock and prepare for the next round (killing floor). Another big change will be the overall feel of the game. The Living Dead 2 will be so much more fast paced then the 1st. The first game focused on getting power to kill spawned enemies and had a slow beginning. The Living Dead 2 will focus on mowing down masses of enemies (Left for Dead style again). The zombies will be weaker, but there will also be many more of the. Also, a new added challenge with vertical maps will make escaping onslaughts harder to accomplish than just running in circles. The zombie AI will also be improved so they always come after you (in the original there where instances where zombies didn't chase you), zombies won't drain health but will have incremented attacks, and hopefully different paced zombies and different zombie types. The original releases of the game may just use leftover sprites from the first game, but at some point I hope to change out a lot of the graphics.

If you guys are excited for this, then let me know. If a lot of people want this, then I will bump it higher on my priority list during my free time. The Living Dead was hands down my favorite game I've ever made, and as a result, was my most completed game. I play it a lot when I have 20 minutes to kill. Also, if you have any suggestions or anything you'd like to see in this game, let me know!

Let's survive the zombie apocalypse! :P
Feel free to ask me for help. I'm on the forum a lot.

Recent Projects:
Crafters DS (Minecraft 2D Clone!) viewtopic.php?f=13&t=3082 (latest project!)
The Living Dead - viewtopic.php?f=13&t=1582
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