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Thread: Pre-Alpha release of Shh,Zombies [Now inc full release version]

  1. #21
    Join Date
    Nov 2012
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    Bear Cross, Bournemouth
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    205

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    Ok

    You have a Current Moves Total, some form of ordered Way Point List, a Move Routine that uses that list to play through the level when GO is pressed and the MMB Location clicked for deletion.

    I think the following process would allow the deletion of the last way point entered in any location, however its complexity will depend on how you're storing your way point track list.

    Adapt your Move Routine into a new subroutine for deleting a way point by moving backwards through your Way Point List. Naturally no animation would be required for this.
    Use the Current Moves Total to initialize a variable to be decreased, and use this variable to pull out the related move number location from your Way Point List.
    At each step compare the Way Point List location identified against the MMB Location clicked.
    When they match, remove that entry from the Way Point List.

    Subsequent deletion of a move separator, or a re-number the moves after the one that was deleted might be required. Also check that the Current Moves Total has changed to reflect that a way point has been deleted.


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  2. #22
    Join Date
    May 2009
    Location
    Co.Armagh N.I
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    145

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    Eventually got screen size issue sorted,dragged it over the two monitors leaving a huge mass of plastic between the screens
    Levels 3 and 5 gave me some grief,it was always that one zombie that ended my bid for freedom knowing now some of the issues, I still kept retrying to get past those two levels which says something about gameplay or maybe my stubbornness. Also that one zombie on level 3 that catches you when you just think you are going to make it adds a nice tension into the game.
    Enjoyed trying it out and look forward to more

  3. #23

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    Quote Originally Posted by Voltan View Post
    Ok

    You have a Current Moves Total, some form of ordered Way Point List, a Move Routine that uses that list to play through the level when GO is pressed and the MMB Location clicked for deletion.

    I think the following process would allow the deletion of the last way point entered in any location, however its complexity will depend on how you're storing your way point track list.

    Adapt your Move Routine into a new subroutine for deleting a way point by moving backwards through your Way Point List. Naturally no animation would be required for this.
    Use the Current Moves Total to initialize a variable to be decreased, and use this variable to pull out the related move number location from your Way Point List.
    At each step compare the Way Point List location identified against the MMB Location clicked.
    When they match, remove that entry from the Way Point List.

    Subsequent deletion of a move separator, or a re-number the moves after the one that was deleted might be required. Also check that the Current Moves Total has changed to reflect that a way point has been deleted.
    That seems really complicated for what I need, either that or I don't fully understand it (or both). I think I just need to be able to catch more than one GameObject from the raycast, and check all of those to see if they match the last placed waypoint (as they're all named uniquely). I did briefly try this, but it was taking too long for something that's a small issue atm.

    Quote Originally Posted by P-3 View Post
    Eventually got screen size issue sorted,dragged it over the two monitors leaving a huge mass of plastic between the screens
    Levels 3 and 5 gave me some grief,it was always that one zombie that ended my bid for freedom knowing now some of the issues, I still kept retrying to get past those two levels which says something about gameplay or maybe my stubbornness. Also that one zombie on level 3 that catches you when you just think you are going to make it adds a nice tension into the game.
    Enjoyed trying it out and look forward to more
    Glad you liked it, just working on being able to choose the player speed (walk, run, walk slow).. hopefully have it finished tonight.


    [Edit: Oh and I REALLY need to stop a raycast happening if it's over UI! ]
    Last edited by Carwash; 08-28-2013 at 09:51 PM.
    Enigma 23 Games
    <a href="http://www.indiedb.com/games/shhzombies" title="View Shh,Zombies on Indie DB" target="_blank"><img src="http://media.indiedb.com/images/global/indiedb.png" alt="Shh,Zombies" /></a>
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  4. #24
    Join Date
    Nov 2012
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    Bear Cross, Bournemouth
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    Like the new arrow tiles between way points, and I still beat par on level 4


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  5. #25

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    Quote Originally Posted by Voltan View Post
    and I still beat par on level 4
    Yeah, because atm you don't have to stop on the cross :P
    Enigma 23 Games
    <a href="http://www.indiedb.com/games/shhzombies" title="View Shh,Zombies on Indie DB" target="_blank"><img src="http://media.indiedb.com/images/global/indiedb.png" alt="Shh,Zombies" /></a>
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  6. #26

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    New build up, "patch" notes:
    - Added highlight between waypoints (been in since Monday, but now fully functioning (can add/ remove) and are coloured depending on movement speed).
    - Added movement speed options (Walk == green, Run == black, Slow Walk == blue).
    - Made it possible so waypoints can't be placed everywhere works (but not implemented it everywhere as atm it's a waste of time).
    - Tweaked explosion a bit.
    - Updated collision, so the player shouldn't be able to go through buildings etc.


    After a quick test of the current 5 levels with movement speed, Run breaks them, it's pretty much just use run and go straight to the exit with no danger. So enjoy it while it lasts, will be tweaking speeds, puzzles and/ or disabling different movement speeds for each level (once I've worked out/ decided how to code that).
    Enigma 23 Games
    <a href="http://www.indiedb.com/games/shhzombies" title="View Shh,Zombies on Indie DB" target="_blank"><img src="http://media.indiedb.com/images/global/indiedb.png" alt="Shh,Zombies" /></a>
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  7. #27

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    I'm just going to sneakily leave this here and then run off for 4 days ...
    Last edited by Carwash; 11-14-2013 at 12:22 AM.
    Enigma 23 Games
    <a href="http://www.indiedb.com/games/shhzombies" title="View Shh,Zombies on Indie DB" target="_blank"><img src="http://media.indiedb.com/images/global/indiedb.png" alt="Shh,Zombies" /></a>
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  8. #28

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    Enigma 23 Games
    <a href="http://www.indiedb.com/games/shhzombies" title="View Shh,Zombies on Indie DB" target="_blank"><img src="http://media.indiedb.com/images/global/indiedb.png" alt="Shh,Zombies" /></a>
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  9. #29

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    Hey guys great game... one issue the go button is hidden in some resolutions... a suggestion if the waypoint is reaching the end, you could place a go button right above that exit and maybe some sort of blink, so player can understand what he needs to do. Otherwise really fun game
    You planning a iOS release?
    Or is this a dead project?

    Also if you could give your thoughts on the video in my signature I would greatly appreciate it thank you
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  10. #30

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    Quote Originally Posted by Neophen View Post
    Hey guys great game...
    I'm a one man dev, there is only me working on Shh,Zombies

    one issue the go button is hidden in some resolutions...
    Only an issue with the placeholder UI, once it's replaced with the proper UI, it'll auto scale to the resolution.

    a suggestion if the waypoint is reaching the end, you could place a go button right above that exit and maybe some sort of blink, so player can understand what he needs to do. Otherwise really fun game
    I don't really like that suggestion, but agree that perhaps something extra is needed to show the path is complete, thanks

    You planning a iOS release?
    Not currently, desktop only for now.

    Or is this a dead project?
    Far from it.
    Enigma 23 Games
    <a href="http://www.indiedb.com/games/shhzombies" title="View Shh,Zombies on Indie DB" target="_blank"><img src="http://media.indiedb.com/images/global/indiedb.png" alt="Shh,Zombies" /></a>
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