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Messages - cooldog99

Pages: 1 ... 4 5 [6] 7
76
Quote from: "cristi121"
Yes, I've got a few suggestions. I tried to think of stuff which wouldn't be too hard to implement, but would improve the overall amtosphere:
- footsteps :
I think it would be cool if characters would leave footsteps in the grass. Also, even better would be if the character would get blood on his feet, and leave a thinner and thinner trail, until it dissapears. You could do the blood using transparency. Also, perhaps you could add this element in the gameplay later on, making the monsters track you down.
- monster speed:
I think it would add to the dynamic if the monsters where either slower ( and more ) or faster (and more rare ) than the character, so you're actually afraid when you run into one ( or many :) ).
- "craft" button for the table
- animation for collecting items, or at least change the pose;
Also, don't allow the player to change direction while collecting items.

This is what I could think of. I'll let you know if I get some more ideas.



Wow, very detailed, thanks! all of those will be easily implemented ^_^
I Love the foot prints idea, I only wish I had thought of it sooner O.o

77
Quote from: "cristi121"
Yes, I started the game 3 times, it doesn't work.


Ah well, I'm sorry =/
it's a bug we're still trying to work out...

Other than that, do you have any other suggestions?

78
Quote from: "cristi121"
Here it is. I hope I'm not doing something really dumb. :)
http://img816.imageshack.us/i/screenshotgqz.png/


Grr, works for me...
that's the issue we're having, it'll work sometimes..lol

thanks though for submitting the bug issue, we'll be working on it for awhile, and when done will release a patch, with "Offline" mode.

Have you tried restarting your game?

79
Quote from: "cristi121"
Your site doesn't seem to work with Opera, but worked fine with Firefox 4.

Yes, I did try the correct recipe.

Also, there is another slot in the work bench, just right of the recipe. What is that for?


That slot is where the item you're trying to make will pop up.
if you craft a, pistol, per-say, once the recipe is completed the pistol will show in the slot to the right.

The site is designed in FF 3.6+ best for 4.0, tested in Opera/Safari and all worked for me.

if it's not too much to ask, can you take a screenshot of your crafting recipe?
if not, it's ok.

like I said, it does have some bugs, so it's always good people are finding them :)

80
Quote from: "cristi121"
I just played the game, and overall it looks nice. Still, there are some  problems:
- I don't think crafting the pistol is possible, I tried a few times and it doesn't work
- The character should move relative to its facing. So if i'm facing right and press W, i want to move right, not up.
- The character has way too many hit points, he should die in 2-3 hits

Also, I don't like the fact that I am forced to register on the site just to try out the game.


Thanks for the input.
There will be an offline mode later on, no worries sorry about forced registration, if you absolutely have a problem with not wanting to sign up, we can send a non-login version.

The pistol should by all rights be possibly, although there is a crafting bug that only "sometimes" works..

you DID try this recipe, right?
1-1-1
0-0-1
0-0-1
0 = blank
1 = scrap metal

The movement sounds like a good idea, we just wanted input on what people wanted. Thanks again!

81
Quote from: "DevilWithin"
I played your game a bit! It is pretty cool, no doubts :D

I didnt manage to make the pistol :(

Still, i enjoyed it! Good job! You got my support :D


Thanks!!
So glad you liked it! :D

Just an FYI
there are 6 weapons:
Pistol - recipe in read_me
SMG - secret recipe
Ak47 - secret recipe
Rifle - can't be crafted yet
Winchester - can't be crafted yet
Shotgun - secretrecipe

82
Quote from: "cristi121"
This looks very interesting, but the download link on your site doesn't work for me. I tried with Firefox 4 and Opera.


Sorry about that, Fixed in post.

83
Recently Updated! (AGAIN)

WOOHOO V0.0.80 is now released!!


Edit: Wiki now added for recipes!
http://xsgteam.net/ParadoxWiki.php

What is Paradox?
Paradox is a game based on a Zombie Apocalypse.
It is a top-down 2D shooter, with an RPG aspect.

Currently, you have one goal...Survive.

You can find Metal/Wood, and craft guns to stay alive, but you also have to craft ammo!

There is Blood, Fog/Clouds, Zombies, and Day/Night system with a Day counter.

This game is in PRE-Alpha, meaning it's no where near close to being finished, and will continue to get better!

You can craft via putting items in the crafting box in a certain pattern or "recipe". We give you 2 right away in the read_me file, so check it out.

screen shots:


Default Controls
---------------------------------
Left mouse click -- Shoot / Place Wall (or other objects)
Right mouse click -- Punch / Activate Work Bench / Open Doors
Shift -- Run/Sprint (Gains momentum overtime)
W, A, S, D -- Movement Controls (Changable)
I -- Inventory (Unchangable)
M -- Rotate Object (Placeable Object) (If in HotBar and Selected)
O -- Opens up debug information.
R -- Manual Reload (Changable / Uses current ammo)
Escape -- Exits out of any menu/game state.


How to gather resources?
---------------------------------
Move on top of an resource and press Space once.
A progression bar will be displayed over head.
Once progression bar is filled (100%), a random resource will
fall on to the ground (which you can pick up and use)

Thanks for checking it out.
To login to game, you'll have to make an account on our site, but it IS free :) (Offline mode is there though :) )


Small list of Updates from 0.0.60 - 0.0.80 (Can't fit all ;) )
-NEW! Zombie AI! (Zombies now are smarter then eever!)
-Did much optimization with views (More fps)
-New appeal to Inventory/Crafting Slots and Screens
-Added Design for Main Menu/Login Screen (more features as well)
-Added Modding system added (For weapons, which increases certain stats of a weapon)
-Added Shop system (Enables you to sell resources and gain money to buy items! (mods/weapons/rares)
-Added Currency system (for shop system!)
-New Collision system for everything (Easier to get by smaller places! And less glitches!)
-Added building system (allows you to build with blocks you either make or buy)
-More work done with profiles (Longest day survived/Most money/Total score/Total kills/etc!) (only for users logged in)
-House generation (with random houses generated with goodies inside the house!)
-More items to craft (Think floors/Walls/minor-mods/weapons/etc)
-Hunger system! (Food heals you and it can kill you if you don't eat!)
-More information sent from the game to your profile at our site! (stats!) (http://xsgteam.net)
-Fixed a bunch of bugs when you could view things in Pause/Death screen!
-Also new variable handles which gui box displays first! (So hover over health and crafting box, wont display both)
-Added sfx (when buying/selling items)
-Added sfx (when punching zombie!)
-Added sfx (when drinking drink)
-Added sfx (when eating burger)
-Added option in menu to turn off tips.
-Made some new sounds (un-used atm, for cellslots)
-Made weapons sell value depend on durability!
-Some new hints/tips added!
-Tips/hints regenerate randomly every 30 seconds
-Successfully added menu (in-game)
-FIX: In Store the weapon will display sell value (in your inventory now)
-FIX: Bunch of bugs with zombiess!
-FIX: Moved ammo to Health Bar
-FIX: If Intersection with HotBar you will not be able to shoot!
-Removed Day/Night Orb because of problems! Will work on more...
-Added a lot more! (Check ittt ooout)

New Updates from 0.0.53 to 0.0.60
-Remade crafting system!
-Fixed up some GFX
-Durability added for weapons!
-Certain key items do not stack anymore! (Weapons, etc)
-Zombie AI made (Zombies now can chase you after sight!)
-NO zombies get spawned day one! (Go gather resources, fool!)
-Console added, for when logged in (Press T!)
-Fullscreen mode added! (Not for main-menu though) (FPS may drop depending on computer)
 -Splash screen
-Save / Load fixing / tweaking (Current saves will not work :()
-Added zombie Brains (Zombie bait!) (1/20 chance dropped when kill)

New Updates from 0.0.51 to 0.0.53
Here's the changes:
-Alerted when picked up an item.
-New save/load system!
-Better Item System
-Resources now can be found in multiples!
-More solid engine
-GFX modifications for Inventory
-GFX updates in general! (icon fixes, etc)
-Fixed rifle recipe (and Winchester)
-More debugging stuffs!

New Updates from 0.0.50 to 0.0.51:
-Gathering stopped when shooting/punching
-Added Scrap Rubber!
-Added more recipes. (Changed recipes to require rubber)
-Added more gui to crafting! (And crafting button!)
-Added rifle (allows rifle/winchester!)
-Added night/day gui (orb)
-Fixed crafting bugs
-Fixed collision bugs
-Offline mode


Check out more details here:
http://xsgteam.net/
Download:
http://xsgteam.net/Paradox/Paradoxv0.0.80P.zip

BIG thanks to Laurent for making an awesome lib (SFML)!


----------------Notes---------------
Current saves from past versions will not work, due to editing of saving/loading.

Do not run Updater Manually, unless you have a bad version and you need to redownload
all old files. Thanks.

Please Note, this game is in Pre-Alpha mode and may contain
bugs and glitches. So please be aware, and you are playing this game
at your own risk. Report all bugs/glitches to us (http://xsgteam.net/ParadoxBugs/)
OR direct e-mail to (brett@xsgteam.net or james@xsgteam.net)

When sending bug report, please press "o" in game to bring up debug-display.
Then take a screenshot, and send to us,
Along with instructions on how to recreate bug. Thanks.

84
Window / Need Help limiting Key/Mouse Presses!
« on: March 10, 2011, 07:16:43 pm »
Quote from: "thePyro_13"
I recommend getting friendly with your debugger and walking through your event path.

Set a breakpoint a follow the event all the way through your program to find where it gets lost.

It sounds like its working when you use a global so you must be passing it wrong or overwriting it at some point.



I would use the debugger, but I'm using codeblocks, and everytime I try it hangs for a sec and says "GBD.exe" (or w/e it's called) Is not responding...

85
Window / Need Help limiting Key/Mouse Presses!
« on: March 10, 2011, 07:51:29 am »
Ok so I'm using
Code: [Select]
extern sf::Event WindowEvent; now, and it gets the variable from main.cpp (The main function holder) and I can access it fine inside Game.cpp (main game engine class), however, two things.

I can't use sf::Key as Key.Code identifier, only #'s, and same for Event.Type.

Also KeyRepeat is stuck ON, even though it is set to FALSE. Why?

Please, anyone? I really need help :(

86
Window / Need Help limiting Key/Mouse Presses!
« on: March 07, 2011, 06:59:58 pm »
Quote from: "Groogy"
Erhm you should be able to. You probably doing something wrong somewhere else. Do you save away the pointer? What error do you get?

Anyway to limit the user. All you have to do is ignore the event when you don't want it.


I know, that's what I don't get...

here, lemme show some code snippets.
FYI the code has been reduced, so you don't see our massive bulk code :p

main function
Code: [Select]

                    GameRun(&App, &Event);
                    GameDraw(&App);


Code: [Select]

void GameRun(sf::RenderWindow *app, sf::Event *event)
{
    mainGame.SendVariables(event);
    mainGame.Update();

}


Code: [Select]

void Game::SendVariables(sf::RenderWindow * app, sf::Event * event)
{
    Window = app;
    KeyEvent = event;
}


And then me trying to use it...

Code: [Select]

                    if (KeyEvent->Type == sf::Event::KeyPressed && KeyEvent->Key.Code == sf::Key::N)
                        std::cout << "N" << std::endl;


No errors, it just doesn't "catch" the event, as if it doesn't happen...

87
Window / Need Help limiting Key/Mouse Presses!
« on: March 07, 2011, 06:23:14 am »
Ok. So...
I'm using SFML 1.6, and need help with 1 small thing.

I need to limit the user (on certain things) on key presses. basically NOT allowing them to hold a key down, a 1 time key press if you will..
Also need same with mouse.

I understand this can be achieved with using Events, however my code is NOT directly inside main function, and I cannot for some reason transfer Event through a pointer into Game code, why?

I'm basically using this method


transferring events into functions through a pointer like such.

Game::Update(sf::Event * Event)

Any ideas?

Sorry if I'm not clear enough, ask and i'll clear anything up.
Please help!

88
General / please help!!! SFML Crash on App.Clear() and App.Display()
« on: February 19, 2011, 02:05:50 am »
THANK YOU GUYS SO MUCH!!!
I installed 10.2 catalyst, because it's the highest my gfx card can support.

and it works now!!

You guys were so helpful, I can't thank you enough!

89
General / please help!!! SFML Crash on App.Clear() and App.Display()
« on: February 19, 2011, 12:19:44 am »
Quote from: "DoctorJ"
Well, it appears that SFML is not acquiring a valid handle to an openGL rendering context. Any drawing to the screen will then cause an error/crash. The most likely culprit is the video driver.
One last thing you can try is to replace the RenderWindow line with the following:
Code: [Select]
  sf::RenderWindow App(sf::VideoMode::GetDesktopMode(), "Test Program", sf::Style::Resize|sf::Style::Close);
   App.SetSize(400, 200) ;

This should give you the best chance of acquiring a valid render context by using the current pixel format descriptor. (things you don't really care about - thats why you want to use SFML :)) The SetSize is just there to make the window easier to move around.


Ok can I ask two questions?
How do I check my catalyst version?
if It's it's too new, how do I find an older version?

/edit that didn't work...

if this is of any help, here's my callstack

Code: [Select]
043e1480()
  atioglxx.dll!690d80e2()
  [Frames below may be incorrect and/or missing, no symbols loaded for atioglxx.dll]
  atioglxx.dll!6908d2b5()
  atioglxx.dll!6908d165()
  atioglxx.dll!6908227c()
  atioglxx.dll!6907b0ff()
  atioglxx.dll!6907b055()
  atioglxx.dll!6907b18f()
  sfml-graphics-d.dll!1019a24a()
> sfmltest.exe!main()  Line 28 + 0x38 bytes C++
  sfmltest.exe!__tmainCRTStartup()  Line 586 + 0x19 bytes C
  sfmltest.exe!mainCRTStartup()  Line 403 C
  kernel32.dll!76e8d0e9()
  ntdll.dll!76f616c3()
  ntdll.dll!76f61696()

90
General / please help!!! SFML Crash on App.Clear() and App.Display()
« on: February 18, 2011, 10:41:18 pm »
Quote from: "DoctorJ"
What happens if you leave App.Clear commented but uncomment App.Display ? It should present the window with a black background.


throws an exception like before on App.Display();

Does it help any if I said when I was using codeblocks and sfml I crashed my computer a few times due to an improper code...?

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