Showing posts with label shoot. Show all posts
Showing posts with label shoot. Show all posts

16 January, 2013

Zombie Rush shootemup for Android / Flasj

I've finished Zombie Rush, and it's now available to download from the Google Play Store.

Zombie Rush is a 2d topdown shoot 'em up.  It's available to play now with the flash version or on the Google Play Store for android phones.
Google Play Store Description:

"Shoot and don't stop shooting!

The world has ended, it's is definitely the apocalypse.
However, one city survives!
As t
he last surviving soldier you must fight of the oncoming zombie hordes and make sure that none get past you and to the unprotected survivors in the city.

Featuring different weapons such as assault rifles, shotguns and even a gatlin gun! As well, as many different types of zombies."


Again, it's been made using Monkey.

Download Free Version from Google Play

Play the flash version now on Kongregate.

Download Full Version from Google Play (Link should be working in a few moments)








11 January, 2013

Zombie Rush a small game + gpsm small news

I'm nearly finished another small game, it's taken two afternoons and is called Zombie Rush.

It currently looks like this,
with 5 different zombies (including zombie Nazi) and 4 different weapons, quite fun so far:



Hopefully, It should only need one more afternoons work to finish and release it for Android and flash. I'm really enjoying using the Monkey programming language. So very happy with my investment.


As for my main project, Grand Prix Super Manager.
I've been working on the race engine, trying to be as modular as possible so I can work on a small area at a time, without it affecting the other areas of the Grand Prix weekend simulation, I've hopefully got all the sections and modules that will make up the Grand Prix weekend set-up.

I've also been playing a bit of Pole Position 2012, which has some really nice things in it, such as I like the merchandise and the driver training parts, but it really does seem like it was a half-finished game, which is quite buggy.



29 September, 2012

mission: infiltrate. Motivation and finally fixing that problem.

Sometimes, if your stuck on a particularly piece of code in a project, it's good to leave it and have a rest from it for a few days (as long as you make yourself come back to it).  For me, when I have a problem that I can't solve, either, by myself or via the Internet, it really affects my motivation, and that has been the reason that I've never finished a game that's more than hangman or a 5 minute diversion.

I've just had one of those problems for more than a week.  I'd been having problems with the enemies 'line of sight' and stopping him seeing the player through walls and solid objects, depending on the angle he was looking.

 If my past habits where to go by, mission: infiltrate would be dead.   I didn't want to touch the problem or even go near the game for ten days.  But, today, I forced myself to sit-down and try and fix the problem.  Well, what I actually did this time was remove ALL of the code that I was having problems with and tried to rewrite the function from scratch (although, it did take me 3 times to get it right).

The feeling I got when I could see and knew that I only had to change one more line of code to get the whole thing to work was fantastic.  "Great, the project is back on!" I said to myself.

What did I do different?
In the past, when I was in a situation like this, I would have just switched off the development environment and not opened it at all this would eventually lead to the death of the project.  

This time, I turned my attention of setting up the basics of my next project after mission: infiltrate, GP Race Manager(as posted about in this blog), that kept me in the programming frame of mind.  Also, I didn't leave the mission: infiltrate project completely closed.  Every day, I'd open it just to remember where I am, and also I've worked on some other areas of the game, that aren't really related to the game-play, such as menu's or adding new objects to the game.


As well as fixing the line of sight problem, I've also added that the screen starts to go red, little by little, when you are hit by bullets.  Also, for the PC version, the right mouse button is now the shoot button, as the shoot button at the bottom of the screen is designed for android touch-screens.  Screenshot:




25 September, 2012

mission:infiltrate. More small updates..

What's new?

The mission select screen has been slightly improved, showing which missions are available.  I'm still not sure what I'm going to put in the boxes though.


A green health bar has been added at the bottom (it's graphic needs improving though).  Also, a health pack has been added.


When the player, the mission failed screen appears. A mission successful screen also appears if the player completes the objects.

Also, on a minor note, bullets now pass over low height objects such as tables.

18 September, 2012

mission: infiltrate. minor update

Just a minor update.

Today, I've given nearly every object/enemy a health level, so when shot the level will go down until it reaches 0 and is destroyed.

I've also been trying to improve the game performance for lower powered android phones, by removing unnecessary loops and checks in the code.  The device I'm testing the Android version on is a Samsung Galaxy Ace, which is a low-mid range phone and it's running quite well on it.


17 May, 2012

Zombie Hell. Weekly/Bi-weekly Game Number 1

I've nearly finished my first weekly/bi-weekly (we'll see how it goes) Android game.

The game is called Zombie Hell and in the game the player makes a 'last stand' against the incoming zombie hoards.  There are different types of Zombies such as ones which walk faster or take more to kill.  Also, there are three types of weapon, a pistol, which in the game, never runs completely out of ammo, also a shotgun and grenade, which are only available on certain levels/certain moments.

Here is a screenshot of what it looks like so far.  I should have it finished by my own imposed 7 deadline, which is Saturday.


And here is a wallpaper / title screen that I made for it.


I'm also hoping to create 2 more games from this, a Star Trek style/themed game with phasers., and a Rambo style/themed game.

still alive..

I'm still alive. Currently considering whether to continue the racing game in 3D with monkey or change to Unity3D (which I've been ...