Z is for Zombie 2.0 - YouTube Video
jonmulcahy
Member, Sous Chef Posts: 10,408
Hi Everyone,
I wanted to come back and post the YouTube video for Z is for Zombie 2.0. This was the first game I ever made with GameSalad, and when redoing it for this release, I was shocked at what I had gotten away with I spent just as much time rewriting old code as I did adding new features. It was a HUGE update:
Progress Saving
High Scores
Statistics
Zombies have hit points
New Weapons! Pistol / Shotgun / PipeBomb
Massive performance improvements
New onscreen controls (joystick)
Smoother Accelerometer Controls
Unlockable Freeplay (go back and beat your score)
New Game Over Screens
Finally, a ton of bug fixes
You can view a youtube preview video of it over on my website here:
http://bit.ly/9uhmJR
I wanted to come back and post the YouTube video for Z is for Zombie 2.0. This was the first game I ever made with GameSalad, and when redoing it for this release, I was shocked at what I had gotten away with I spent just as much time rewriting old code as I did adding new features. It was a HUGE update:
Progress Saving
High Scores
Statistics
Zombies have hit points
New Weapons! Pistol / Shotgun / PipeBomb
Massive performance improvements
New onscreen controls (joystick)
Smoother Accelerometer Controls
Unlockable Freeplay (go back and beat your score)
New Game Over Screens
Finally, a ton of bug fixes
You can view a youtube preview video of it over on my website here:
http://bit.ly/9uhmJR
Comments
im kind of worried, because after I finish working on the current game im developing, im hoping on going back to "human invasion" and making that my next serious project. the problem is the last time I worked on it was on GS v. 0.4.6 or something.
so im not sure if I just start from scratch or open the old project and work on top of that.
what would you say?
well, anyways, watched the video and Z seems pretty solid. like the pause/choose your weapon thing. and grenades. gotta love grenades.
the hard part was redoing code that was inefficient because I didn't know what I was doing back then. For example, instead of having 1 actor that spawned all the bad guys, I had an individual spawner for each zombie type, adding 6 moving actors to every scene, and with early gen devices, every moving actor hurts.
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Send and Receive Data using your own Server Tutorial! | Vote for A Long Way Home on Steam Greenlight! | Ten Years Left