Show off your games, demos and other (playable) creations.
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Davidobot
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by Davidobot » Fri Dec 27, 2013 3:38 pm
Updated game to v0.03
Davidobot wrote:
v 0.03
- Added Bazooka
- Added Explosions!
- Added new zombie! (Heavy)
Note: BAZOOKAZ!!!!!!!!!!!!!!1

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BozoDel
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by BozoDel » Fri Dec 27, 2013 7:02 pm
YAY BAZOOKAS! Maybe they could hurt the player too?
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Davidobot
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by Davidobot » Sat Dec 28, 2013 4:13 am
BozoDel wrote:YAY BAZOOKAS! Maybe they could hurt the player too?
That's already implemented in the latest, unreleased version.
What do you think about the new zombie?
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Davidobot
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by Davidobot » Sat Dec 28, 2013 11:36 am
Updated the game to v 0.04
v 0.04
- Added crude main menu
- Added new zombie! (Physic)
- Bazookas can now kill players
- Optimizations
Note: The Physic zombies reverse the bullets direction by 180 degrees, and the bullets from then on can kill the player that shot the Physic zombie.
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BozoDel
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by BozoDel » Sat Dec 28, 2013 1:18 pm
Davidobot wrote:What do you think about the new zombie?
The strong and slow ones add a bit of variety, but that's it. Now the psychic ones are something special! Those and the blue ones make things much more interesting.
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jjmafiae
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by jjmafiae » Sat Dec 28, 2013 1:43 pm
are you gonna add tazers?
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Davidobot
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by Davidobot » Sat Dec 28, 2013 5:04 pm
jjmafiae wrote:are you gonna add tazers?
Ooh, I have something way more special than that planned for the next update.

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Davidobot
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by Davidobot » Mon Dec 30, 2013 3:41 pm
Updated the game to v 0.05
v 0.05
- Added new zombie (Robot)
- Added new gun! (Tazer)
- Full-proofed server
Note: Robots can only be killed by tazers and future electric weapons
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bekey
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by bekey » Mon Dec 30, 2013 5:02 pm
-snip-
Last edited by
bekey on Fri Jan 24, 2014 1:35 am, edited 2 times in total.
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Davidobot
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by Davidobot » Tue Dec 31, 2013 6:01 am
bekey wrote:the zombies freeze for me and then teleport at random intervals, skipping a lot of frames/updates or something.
/note: issue happened with v4 and v5, possibly v3 too, since I didn't play it.
At what number of zombies is this happening?
This shouldn't happen since version v0.02.5 since I switched to TCP
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