Unnamed Zombie Game v0.06

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Davidobot
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Unnamed Zombie Game v0.06

Post by Davidobot »

Welcome to my game-thingy!

So this is based on my un-released "Project Cy" game.
It has built-in multiplayer! :awesome:

Controls
WASD - Move
Mouse - Aim
LMB - Shoot
1-5 - Change Gun

Aim
Kill zombies! ^^

Changelog
v 0.06
- Increased the player's speed!
- Added Ammo! (Used when firing all guns except for the tazer. Dropped by all zombies [20% Chance])

v 0.05
- Added new zombie (Robot)
- Added new gun! (Tazer)
- Full-proofed server

v 0.04
- Added crude main menu
- Added new zombie! (Physic)
- Bazookas can now kill players
- Optimizations

v 0.03
- Added Bazooka
- Added Explosions!
- Added new zombie! (Heavy)

v 0.02.5
- Made clients only run a server when needed.
- Switched to TCP, which allows for more zombies at the same time. (Increased zombie limit to 50)
- Respawn when dead.

v 0.02
- Added new zombie (Stricker)
- Made player move slower when shooting

v 0.01
- Initial Release
Attachments
zombie.love
v 0.06
(558.41 KiB) Downloaded 1016 times
Last edited by Davidobot on Thu Jan 09, 2014 6:20 am, edited 12 times in total.
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BozoDel
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Re: Unnamed Zombie Game v0.01

Post by BozoDel »

I'm always getting these errors... If I try to run the server:

Code: Select all

Error: states/gameState.lua:150: attempt to index global 'client' (a nil value)
stack traceback:
	states/gameState.lua:150: in function 'sendToServer'
	systems/ai.lua:36: in function 'addNPC'
	states/serverState.lua:226: in function 'update'
	libs/lovelyMoon.lua:6: in function 'update'
	main.lua:35: in function 'update'
	[string "boot.lua"]:421: in function <[string "boot.lua"]:387>
	[C]: in function 'xpcall'
If I try to run the client:

Code: Select all

Error: states/gameState.lua:111: attempt to call a nil value
stack traceback:
	states/gameState.lua:111: in function 'callback'
	libs/LUBE.lua:319: in function 'update'
	states/gameState.lua:176: in function 'update'
	libs/lovelyMoon.lua:6: in function 'update'
	main.lua:35: in function 'update'
	[string "boot.lua"]:421: in function <[string "boot.lua"]:387>
	[C]: in function 'xpcall'
Maybe it's a case thing? Cause, you know, Linux is case sensitive.

Anyway, I managed to try it using LoveDebug (the game continues instead of crashing), and the graphics are looking good. I like the Mangueira zombies. A suggestion: make the player walk slower when shooting, that'll force him to choose between fighting and running.
davisdude
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Re: Unnamed Zombie Game v0.01

Post by davisdude »

BozoDel wrote:Maybe it's a case thing? Cause, you know, Linux is case sensitive.
Nah, not that. It ran fine on my Windows (which is also case sensitive).
I only tried the client, though.

I do agree that it's too easy. I didn't even lose a life and had been playing for well over 5 minutes. And I'm not even a good gamer.
In any case, it is pretty good. I found no mechanical issues. I too like the graphics. :)
GitHub | MLib - Math and shape intersections library | Walt - Animation library | Brady - Camera library with parallax scrolling | Vim-love-docs - Help files and syntax coloring for Vim
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Davidobot
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Re: Unnamed Zombie Game v0.01

Post by Davidobot »

BozoDel wrote: Anyway, I managed to try it using LoveDebug (the game continues instead of crashing), and the graphics are looking good. I like the Mangueira zombies. A suggestion: make the player walk slower when shooting, that'll force him to choose between fighting and running.
Thank you for your comment! What do you mean by Mangueira zombies? Also, I will implement the suggested feature, thanks! :awesome:
davisdude wrote:
BozoDel wrote:Maybe it's a case thing? Cause, you know, Linux is case sensitive.
Nah, not that. It ran fine on my Windows (which is also case sensitive).
I only tried the client, though.
I have no idea what could have caused those crashed :shock:
Hmmm, since even in client, it still runs the server, maybe try to allow access via your firewall or something?
davisdude wrote: I do agree that it's too easy. I didn't even lose a life and had been playing for well over 5 minutes. And I'm not even a good gamer.
In any case, it is pretty good. I found no mechanical issues. I too like the graphics. :)
Thank you for your comments! What can I do to make it harder?
Last edited by Davidobot on Thu Dec 26, 2013 4:05 am, edited 1 time in total.
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davisdude
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Re: Unnamed Zombie Game v0.01

Post by davisdude »

Gun upgrading/leveling? Stronger/smarter zombies?
Just some Ideas. :)
I'm not extremely creative, though...
GitHub | MLib - Math and shape intersections library | Walt - Animation library | Brady - Camera library with parallax scrolling | Vim-love-docs - Help files and syntax coloring for Vim
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Davidobot
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Re: Unnamed Zombie Game v0.01

Post by Davidobot »

davisdude wrote:Gun upgrading/leveling? Stronger/smarter zombies?
Just some Ideas. :)
I'm not extremely creative, though...
Thank you! I was planning those but now I got proof that they are desired, thank you once again! :nyu:
Last edited by Davidobot on Thu Dec 26, 2013 4:23 am, edited 1 time in total.
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davisdude
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Re: Unnamed Zombie Game v0.01

Post by davisdude »

Davidobot wrote:Thank you! I was planning those hut now I got proof that they are desired, thank you once again! :nyu:
No problem! :)
GitHub | MLib - Math and shape intersections library | Walt - Animation library | Brady - Camera library with parallax scrolling | Vim-love-docs - Help files and syntax coloring for Vim
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Davidobot
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Re: Unnamed Zombie Game v0.02

Post by Davidobot »

Updated game to v0.02!

Changelog:
Added new zombie (Stricker)
Made player move slower when shooting
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bekey
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[]

Post by bekey »

-snip-
Last edited by bekey on Fri Jan 24, 2014 1:36 am, edited 1 time in total.
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Davidobot
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Re: Unnamed Zombie Game v0.02

Post by Davidobot »

bekey wrote:the new zombie is OP. :V

Also there's no game over screen or anything like that.
Well, it's not meant to spawn in very big amounts. It does for now, just for testing purposes.

And I'll add a Game Over screen in the next update! :D
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