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Author Topic: Atom Zombie Smasher  (Read 32768 times)

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Brendon

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Atom Zombie Smasher
« on: January 24, 2011, 05:34:07 pm »
Hey all, wanted to share my latest SFML game, Atom Zombie Smasher. http://blendogames.com/atomzombiesmasher



At the peak of the 1961 zombie outbreak, you are handed control of all combat and rescue operations. With aid from artillery crews, sharpshooters, and other mercenaries, you are tasked with safely evacuating civilians out of infested municipal areas.

Campaigns are waged in procedurally-generated worlds and cities, ensuring each playthrough is a unique experience. Demolition aficionados will be pleased to know cities are modeled to be fully destructible, giving every landmine, dynamite charge, and orbital strike the oomph it deserves.

Users can also create and play mods for Atom Zombie Smasher.  Gameplay parameters are completely open to modification in an easy-to-learn fashion. The Online File Share allows users to then share mods with others.

Game & demo are at: http://blendogames.com/atomzombiesmasher

And another big thanks to Laurent & crew for the wonderful SFML library. Thanks!

Grimshaw

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Atom Zombie Smasher
« Reply #1 on: January 24, 2011, 09:08:33 pm »
You make massively cool games man!
Im becoming a fan :D

Can you elaborate on the Technology you use in your games? ;D

Brendon

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Atom Zombie Smasher
« Reply #2 on: January 24, 2011, 10:51:10 pm »
My first game Flotilla used XNA. After that I switched to SFML.Net, so I could go cross-platform.  Switching from one to another wasn't that bad - I use my same home-brewed "engine" across all my games, I just needed to plug my low-level drawing/audio calls from one library framework to another.

To get SFML.Net running on Mac & Linux, I use Mono.

Other than that, I don't think I'm using other tech - I'm not very tech-oriented, and even if I wanted to go tech-heavy, I don't think I have the know-how!

Groogy

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Atom Zombie Smasher
« Reply #3 on: January 24, 2011, 11:02:08 pm »
Played the demo, looks awesome. Really sweet also that you uses SFML.

Will it be available on Steam? If yes then I'll wait with buying it till then :P
Developer and Maker of rbSFML and Programmer at Paradox Development Studio

Grimshaw

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Atom Zombie Smasher
« Reply #4 on: January 24, 2011, 11:07:19 pm »
And can you explain some more details about your own engine? im particularly interested in your animation subsystem, because you animate everything inside the games ;D

Brendon

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Atom Zombie Smasher
« Reply #5 on: January 25, 2011, 12:13:57 am »
@Groogy - I'm working on getting on Steam, with any luck it'll get picked up.

@DevilWithin - Which animations are referring to?  Menus, particles, characters?

tntexplosivesltd

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Atom Zombie Smasher
« Reply #6 on: January 25, 2011, 12:17:44 am »
That looks very cool. :D

Grimshaw

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Atom Zombie Smasher
« Reply #7 on: January 25, 2011, 01:15:29 am »
Specially the menu animations, but give as much information as possible on how you do it ;D

CJ_COIMBRA

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Atom Zombie Smasher
« Reply #8 on: January 25, 2011, 01:16:54 am »
That´s a fine piece of game. Probably the best I´ve seen with SFML so far.
CJ

Brendon

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Atom Zombie Smasher
« Reply #9 on: January 25, 2011, 02:00:40 am »
@DevilWithin - the menus/screens animate with a very basic system.  

As the menus transition on and off the screen, their "Transition" parameter slides from 0.0 (fully off-screen) to 1.0 (fully on-screen).  This Transition parameter is then used for all the transition animations.

For example, the options menu:
Transition 0.0 = Options menu is positioned at the right edge of the screen.
Transition 1.0 = Options menu is positioned screen-center.

As the Transition parameter goes from 0.0 to 1.0, the menu then "animates" to screen center.

@CJ_COIMBRA - thanks!  SFML's a wonderful library to use.

TechRogue

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Atom Zombie Smasher
« Reply #10 on: March 14, 2011, 02:42:30 am »
Played the demo the other day, definitely buying this next time my game-buying cycle rolls around. :D Thanks for supporting Linux.

One glitch I noticed is that you can't backspace in the beginning where you enter your name.

Brendon

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Atom Zombie Smasher
« Reply #11 on: March 14, 2011, 10:25:49 pm »
@TechRogue - thanks for the heads-up. I'm not sure why this is happening; the PC version works fine and the input code between the platforms is identical. I'll investigate why there's this discrepancy.

On an unrelated note - Atom Zombie Smasher is now available on Steam! And, is on sale for one week.
http://store.steampowered.com/app/55040

Terrydil

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Atom Zombie Smasher
« Reply #12 on: March 18, 2011, 04:22:21 am »
Just bought this on Steam and played through my first game.  Wanted to come here (since this is where I first saw it) and say its great!  The style, gameplay, concept are all cool. I hope you are doing well sales-wise because you have earned it. :)

Groogy

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Atom Zombie Smasher
« Reply #13 on: March 18, 2011, 04:36:35 am »
On steam? Yay! I'm buying it and gonna show of at the University :P

**** them and their beloved HGE ^^
Developer and Maker of rbSFML and Programmer at Paradox Development Studio

kattle87

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Atom Zombie Smasher
« Reply #14 on: March 18, 2011, 03:10:30 pm »
played the demo twice... I wanted at least one more level! I can't get to upgrade my foot troops! :D
It's a really nice piece of software, I'm spamming people to try the demo at least. Too bad there's no online multiplayer, it might have been interesting (I have no friends nor controllers :P)! But I guess it would have been rather difficult to fit since there are so many zeds on the screen.

Congrats again, I just hope to be as popular as you one day!

Just one question: did you used any GUI library or you made it all by yourself?

 

anything