Version 1.11 is really funny.
Some more suggestions :
+ The Kill sound is a bit to late, this could be fixed if you cut the file a bit I think
+ The Menu sometimes seems to be buggy, if i click exit i get into the highscore menu, may the mouse position detection isn't perfect.
+ Whould be cool if the player acceleration could be more smoothy . i.e if the player stand still and the user press a key, the player accelerate from 0% - 100% speed smoothly. Hope you understand what I mean the same when the user stop pressing a key , it's going from 100% - 0 % speed smoothly, but don't make the times between 0 and 100 to long!
+ for my opinion there could be a bit more blood when you hit the zombies
Greets
Love for zombies
Re: Love for zombies
Update!
Fixed the menu selection with mouse. I used to put menu options coordinates more-or-less by try and error. Now I just copied them from the draw menu function (silly me ).
Fixed the highscore file. It saved ALL scores and then only read the top five. Now it only saves the top five. Still in plain text.
Added player shoot animation, and detached from player walking animation for next weapon kinds.
Added the Settings menu. Right now it only allows one option, to change the player health bar from behind the bullets to above the player and viceversa. But it's a start
Fixed the menu selection with mouse. I used to put menu options coordinates more-or-less by try and error. Now I just copied them from the draw menu function (silly me ).
Fixed the highscore file. It saved ALL scores and then only read the top five. Now it only saves the top five. Still in plain text.
Added player shoot animation, and detached from player walking animation for next weapon kinds.
Added the Settings menu. Right now it only allows one option, to change the player health bar from behind the bullets to above the player and viceversa. But it's a start
Re: Love for zombies
Same slowndowns with sound turning off and never returning. You could use options to turn off sound and/or music/sfx. That way I could easily test if the slowdown are really sound originated. Bad sound sample? Until it turned unplayable from what I saw new changes were good.
Re: Love for zombies
Should have thought of it! Noted!coffee wrote:Same slowndowns with sound turning off and never returning. You could use options to turn off sound and/or music/sfx. That way I could easily test if the slowdown are really sound originated. Bad sound sample? Until it turned unplayable from what I saw new changes were good.
Re: Love for zombies
slowdowns ?
On my computer isn't any slowdown at all.
On my computer isn't any slowdown at all.
Re: Love for zombies
Update!
I have started using the TEsound library. I modified it to allow functions "enable_sound" and "disable_sound". This library is great BTW, I'm not taking full advantage of it but it has great features.
Added slowing mud effect. I have integrated it into the tiles system as suggested, much more simple and easy that I thought at first view. Remember that mud may have any shape but tiles are squares, so try not to get even near those mud markings.
Please coffee confirm me if the problem is gone Thanks
EDIT: using the mouse on the settings menu is not working properly, please use the arrows, enter to change and escape to return to main menu. I have to re-structure the input with "love.mousepressed" instead of "love.mouse.isDown", and probably the same on the keyboard.
I have started using the TEsound library. I modified it to allow functions "enable_sound" and "disable_sound". This library is great BTW, I'm not taking full advantage of it but it has great features.
Added slowing mud effect. I have integrated it into the tiles system as suggested, much more simple and easy that I thought at first view. Remember that mud may have any shape but tiles are squares, so try not to get even near those mud markings.
Please coffee confirm me if the problem is gone Thanks
EDIT: using the mouse on the settings menu is not working properly, please use the arrows, enter to change and escape to return to main menu. I have to re-structure the input with "love.mousepressed" instead of "love.mouse.isDown", and probably the same on the keyboard.
- Taehl
- Dreaming in associative arrays
- Posts: 1025
- Joined: Mon Jan 11, 2010 5:07 am
- Location: CA, USA
- Contact:
Re: Love for zombies
The way I normally enable or disable sound in TEsound is to set the volume of the "all" tag to 1 or 0. Don't know if you need to disable everything entirely or not, hence the functions, but I thought I'd mention it just in case.
Earliest Love2D supporter who can't Love anymore. Let me disable pixel shaders if I don't use them, dammit!
Lenovo Thinkpad X60 Tablet, built like a tank. But not fancy enough for Love2D 0.10.0+.
Lenovo Thinkpad X60 Tablet, built like a tank. But not fancy enough for Love2D 0.10.0+.
Re: Love for zombies
I'd love to do it but your uploaded v1.13 package have errors. module "shot" not found. a lot of no "/usr/local/.../..." files. By the names seems all "shot" dependencies. :/Ellohir wrote: Please coffee confirm me if the problem is gone Thanks
- Robin
- The Omniscient
- Posts: 6506
- Joined: Fri Feb 20, 2009 4:29 pm
- Location: The Netherlands
- Contact:
Re: Love for zombies
It just means the file shot.lua is missing. Lua then proceeds to look for it in other directories, but of course no shot.lua files are there either. (IMO, LÖVE should not look in /usr/local/ etc, but that's neither here nor there.)coffee wrote:I'd love to do it but your uploaded v1.13 package have errors. module "shot" not found. a lot of no "/usr/local/.../..." files. By the names seems all "shot" dependencies. :/Ellohir wrote: Please coffee confirm me if the problem is gone Thanks
Help us help you: attach a .love.
Re: Love for zombies
Sorry, I should have checked. Seems like I missed a file while zipping, sorry. Re-uploaded.
That would be fine, but as there seemed to be a problem with audio loops the performance drop would still be there. So I wanted to be sure that all the audio system was shutdown. Anyway I hope this time audio works correctly on MacTaehl wrote:The way I normally enable or disable sound in TEsound is to set the volume of the "all" tag to 1 or 0. Don't know if you need to disable everything entirely or not, hence the functions, but I thought I'd mention it just in case.
Who is online
Users browsing this forum: No registered users and 69 guests