Started work on the new Rupert’s Zombie Diary game awhile ago. Added a bunch of stuff, some of which is shown in the video above (new enemies, special weapons, etc).
Someone mentioned the AI movement (especially in the Chickens) didn’t look right. Before (in the video above) they just moved up if the player was higher and down if they was lower and they should be ‘approaching’ the player instead. So I had a crack at fixing that and will work on making it work right with other enemy types (ones that are a bit more complicated than the Zombie Chickens). Here is the result of that:
What’s new in the Kongregate Update:
- Kongregate Leaderboards/Statistics integration
- Shop interface improvements
- Slight tweaks to the Global Leaderboard interface
- Can now have 2 control customisations at the same time
- Enemies and other entities are now exported as bitmaps which will hopefully improve performance a little bit
- Fixed glitch when skipping splash screens
I’ll probably do the same for Alien Hominid Xtreme and release that in a couple of weeks. Rupert’s Zombie Diary was going to be the first to be added to Kongregate but there were problems with the project file. So instead we are working on Rupert’s Zombie Diary: Special Edition. This will use the new art assets (plus more) that we were using for the sequel that kind of got put on hiatus. It will remade using the same engine as our game “Hell Games” and apart from the new look it will also feature more weapons, mini-bosses, flying heads/arms/guts and more.
I did a bit of work on my game demake (for that little Facepunch programming competition) after not doing anything on it for awhile. As you can see it now got a bit of a low-bit graphics thing going on. Was too lazy to try and make any sprites.
You can play what I have so far here: http://www.newgrounds.com/dump/item/409aa1201e419c0b470a500babe3281f
To go along with the pixelated ‘filter’ I also made some sound effects with Bfxr (shooting, jumping, landing, grapple hook and projectile collision sound effects). To make fighting the AI more enjoyable I simply made them move to your last known location and to mix it up a bit I made them, you and projectiles to be random colours. I improved the entity collision a bit too, allowing entities to land and move on top of others (still a bit buggy for the AI though as you can tell by the end of the video).
I was originally going to make a Just Cause demake but I’m contemplating about doing something else. Maybe a 2D Mount & Blade, can just take what I have now, remove the guns, add horses, a map view and some battle/siege levels.
I was thinking of making a Just Cause 2 demake for a little game demake competition that’s going on in the programming forum I visit. But I first wanted to make sure I could make the grapple hook and parachute work and fun in a 2D environment. So I made and added them to the current flash game I’ve been working on. They are still a bit buggy and need some tweaking to get it to play more like it does in Just Cause 2 but it doesn’t seem that bad so far.
I also had to add support to my Camera class to allow for zooming because it would be hard to use the grapple hook if you couldn’t see that much (in the video the ‘camera’ is a 0.5 scale). I improved my raycasting function as well so it returns the collision point instead of just a boolean, mainly so the grappling hook would hook into the sides of a tile rather than a random place inside it. This also means all projectile weapons have better level collision now, which is nice.
AS3 Developer Console v1.08A new version of my AS3 Developer Console is now out!
I finally got around to fixing these problems I’ve been finding. If you’re wondering what happen to v1.07, that was the version of the console that was included in my game Firefight. It wasn’t that different from v1.06 so I never released it.
Google Code - GitHub
v1.08 - (26/06/2012)
- Temporary Variables. When assigning a variable that doesn’t exist a temporary variable will be made that can be used through the console (can be turned off)
- Added option for slide open/close animation (on by default)
- When creating new instances you can now pass arguments to the constructor (eg: new flash.geom.Point(5,2))
- Objects returned from functions can now have their members accessed (eg: getChildAt(0).x)
- Multidimensional Arrays are now supported (up to 3D, but can be modified easily to support more) (eg: level)
- Tracing fps now works properly in certain circumstances (wouldn’t work if it couldn’t access the console from the main class before)
- Input text box now removes ` characters when typed (useful if you use the ` key to toggle the console)
- Whenever a NaN value is attempted to be assigned to a Number variable a warning is printed to the console and the value is not assigned
- Echo, error and warn functions can now take multiple arguments (will separate them with spaces)
- If the last argument in echo() is a string with the # character in front it will use that as the colour of the echo (eg: echo(1, 2, 3, “#00FF00”))
- Variable “opened” is now private, use function “isOpen()” instead
- tracerOneCiclePerLine is now true by default
- Changed some default text colours
- Changed default font to “Courier New” (from “Arial”)
Quick Update to FirefightI also quickly updated Firefight on Newgrounds to include this new version.
Now that you can pass arguments to constructors and create temporary variables you can do this to create a new weapon:
rifle = new classes.weapons.assaultrifle(this,char);
rifle.displayName = "Super Assault Rifle";
rifle.weaponModelId = 4;
rifle.shootGap = 5;
rifle.bulletSpeed = 14;
rifle.damage = 18;
rifle.spread = 10;
rifle.bulletCount = 3;
rifle.maxHitCount = 1;
rifle.accurateBursts = false;
rifle.infiniteAmmo = true;
rifle.useExplosion = true;
rifle.explosionAnimations = [fx_explosion1];
rifle.explosionDamage = 10;
rifle.bulletFilter = new flash.filters.GlowFilter(0xFF0000,1,10,10,8);
rifle.soundEffects = mp3_sniper;
Instead of the old way:
char.wep[char.wep.length-1].displayName = "Super Assault Rifle";
char.wep[char.wep.length-1].weaponModelId = 4;
char.wep[char.wep.length-1].shootGap = 5;
char.wep[char.wep.length-1].bulletSpeed = 14;
char.wep[char.wep.length-1].damage = 18;
char.wep[char.wep.length-1].spread = 10;
char.wep[char.wep.length-1].bulletCount = 3;
char.wep[char.wep.length-1].maxHitCount = 1;
char.wep[char.wep.length-1].accurateBursts = false;
char.wep[char.wep.length-1].infiniteAmmo = true;
char.wep[char.wep.length-1].useExplosion = true;
char.wep[char.wep.length-1].explosionAnimations = [fx_explosion1];
char.wep[char.wep.length-1].explosionDamage = 10;
char.wep[char.wep.length-1].bulletFilter = new flash.filters.GlowFilter(0xFF0000,1,10,10,8);
char.wep[char.wep.length-1].soundEffects = mp3_sniper;
Upcoming Hell Games Dev BlogSoon I should be doing a Dev Blog for our Scimitar Games YouTube Channel talking about what I’ve been working on with our upcoming game “Hell Games”. Since we’re planning on releasing this one with the Developer Console (just like with Firefight), i’ll show off some stuff you can do with it.
Edit: Dev Blog is up now.