WRATH (Zombie Survival)

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Kuromeku
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Re: [7 Deadly Sins] Wrath (Zombie Survival)

Post by Kuromeku » Sat Nov 22, 2008 7:09 pm

Hmm, you can't strafe?

Oh! You can't strafe! Hehe.

Added ;)

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bartbes
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Re: [7 Deadly Sins] Wrath (Zombie Survival)

Post by bartbes » Sat Nov 22, 2008 7:15 pm

I can confirm the problem is indeed a missing manifest
wine wrote:fixme:actctx:parse_depend_manifests Could not find dependent assembly L"Microsoft.VC80.CRT"
However, I'd love to see the Box2D segfault fixed.

EDIT: If you'd like to know the Box2D errors, here they are:
love wrote:love: box2d/Source/Collision/b2BroadPhase.cpp:143: void b2BroadPhase::ComputeBounds(uint16*, uint16*, const b2AABB&): Assertion `aabb.upperBound.x > aabb.lowerBound.x' failed.
Afgebroken
EDIT3: (2 was error in edit 1 :P) To state the obvious: that says that:

Code: Select all

higher>lower = false
meaning:
higher<=lower
so it might be that there is an object with 0 width/height

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rude
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Re: [7 Deadly Sins] Wrath (Zombie Survival)

Post by rude » Sat Nov 22, 2008 7:29 pm

It's not really a segfault, my point was that the way we're being treated by Box2D, it might as well be. :D

EDIT:
bartbes wrote: so it might be that there is an object with 0 width/height
Then why are we not getting failure on all platforms? :cry:

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bartbes
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Re: [7 Deadly Sins] Wrath (Zombie Survival)

Post by bartbes » Sat Nov 22, 2008 7:45 pm

I guess it's a dynamically sized box (I will refer to it as 'box'), and it might have something to do with screen size? Is there an API call that returns 0 (on failure? or just doesn't work?)? However as I'm too lazy to search in the code just to find whatever could create a 0 sized box, we'll just have to wait for Kudomiko.

@kudomiko: phase 6 runs fine, so it's either in the new code, or in the game itself.

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Kuromeku
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Re: [7 Deadly Sins] Wrath (Zombie Survival)

Post by Kuromeku » Sat Nov 22, 2008 11:44 pm

Could well be this:

Code: Select all

self:setShape( love.physics.newCircleShape(self:getBody(), 0) );
That was because I wanted a shape that didn't collide with anything, however, it stills collides anyway.

So I've changed this code to:

Code: Select all

self:getShape():setMaskBits(2);
Which I didn't notice before.

Here's a little updated picture:

Image

That's the shotgun, by the way.

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Borsty
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Re: [7 Deadly Sins] Wrath (Zombie Survival)

Post by Borsty » Sun Nov 23, 2008 1:05 am

I'd like to see some kind of grenade or shocker that either destroys or just stuns all zombies around you :P

Anyway, nice progress. Notepad++ ftw!

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Kuromeku
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Re: [7 Deadly Sins] Wrath (Zombie Survival)

Post by Kuromeku » Sun Nov 23, 2008 1:15 am

Thanks, yeah! I'm planning on adding a grenade, I just need the weapon selection thing done at the moment.

I might use that animation library to make a Source style weapon selection.

Here's another update (with ËNVY's new entity bases system):

Green Bastards

Slow zombies which deal a small amount of damage. (You get 1 point for killing).

Red Bastards

Fast zombies which deal more damage than green ones. (You get 5 points for killing).

Blue Bastards

Reasonably fast zombies which deal a great amount of damage. The thing is though, they only reveal themselves when they are far away from you, when they get close they disguise themselves as green zombies. They also reveal themselves when they are attacking you. (You get 10 points for killing).

Pink Bastards

Slow zombies which deal the most amount of damage, whenever they see items they will crowd around them and try to prevent you from getting them. Be careful! These zombies hurt! (You get 1 point for killing).

Sorry for the shitty quality MS Paint job.

Image
Last edited by Kuromeku on Sun Nov 23, 2008 9:14 am, edited 1 time in total.

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Kuromeku
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Re: [7 Deadly Sins] Wrath (Zombie Survival)

Post by Kuromeku » Sun Nov 23, 2008 9:09 am


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Borsty
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Re: [7 Deadly Sins] Wrath (Zombie Survival)

Post by Borsty » Sun Nov 23, 2008 9:18 am

Nice, even tho It keeps randomly crashing when a zombie hits me :S

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bartbes
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Re: [7 Deadly Sins] Wrath (Zombie Survival)

Post by bartbes » Sun Nov 23, 2008 10:22 am

Those sounds... those... balls/zombies, great!

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