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Welshworrier

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Posts posted by Welshworrier


  1. I realise understanding is not great in this forum sometimes but what is timer based? The appearance of the targets? What is the criteria for level progression?

     

    Or, in pseudo code form:

    If number of zombies in timerframes less than
    amount needed to progress level then train
    will ALWAYS appear

  2.  

     

    The ghost train can be avoided if you take out the zombies quick enough and clear the level. That was included in the video to show it.

     

    Also there is level progression. The clips in the video are NOT in order. They are highlights from the game.

    But then you replies:

    It is not a rail shooter. The x position of the zombies are always random. It is however timer based like you said.

    Now I'm confused, you said in your reply that while the zombies were randomly xpositioned, the time of their appearance isn't. This would mean you would not be able to avoid the train as enough zombies to progress would not have appeared.


  3. I'd guess he was using the eBay sales to find production so none would have been sent out.

     

    That is, of course, against eBay rules on presales and could lead to his account being suspended if he doesn't supply by the date he specified.


  4. I've stayed out of commenting on anything in here but feel the auction cancellations need addressing. If it is important enough to warrant a pm then shouldn't the rest of the world be aware?

     

     

    Looking at the videos again I am wondering if the position of the zombie sprites etc. Actually have any randomness attached, or are they all preprogrammed. In some instances the sight gets moved to the area the next zombie appears in. If so, like a rail shooter, the game would have been coded like a script for one of the game engines (at time xxxx do [email protected]).

     

    Doing so would mean the game would be beaten after learning the sequence and, as it is only a short game, that would give it no real replay value.

     

    Is it rail shooter style?


  5. I have to say, if you check my earlier post, it now has so many ticks it could suffer from Lyme disease.

    "10. An advertising campaign that focuses on the haters on here and elsewhere, as he doesn't want to rely on any advance views of the complete game. Then a switch to how he is a rebel against the reboot cabal, and then a totally unbiased review by his co moderator on the Facebook group"

     

    2 out of 3 for that one so far.

     

    The fact your compadre didn't even see fit to give you a "like" on the gameplay video link you posted to the group you moderate (or so I'm told) should have been a wake up call as to its quality.

     

    What is particularly damning I find is that in your earlier comment you said about the quality of the release, and how the box, cart and manual were high quality - note the actual game didn't fit into that quality assessment.

    • Like 7

  6. Its the supernatural Dire Wolf from Skinwalker Ranch. He is bullet proof and you actually have to shoot 12 rounds into him in order to scare him away. There is no blood when hes shot because he can not be killed, just like the real Dire Wolf on Skinwalker Ranch.

     

     

     

    https://www.youtube.com/watch?v=DQSF2dtt59A&t=61s

    You may need to look up the word "real". You already understand the word Dire.

     

    So it represents a creature that can't be hurt by bullets but gets scared if you shoot it 12 times? Are you making this up as you are going along?

     

    Your coding errors are multiple but a few off hand comments:

    Remember to correctly calculate the position of explosions by using the same value of the zombie.

    Reset bat positions and limit them to the sky area.

    Don't use pre calculated start points to fit in with the perspective of the picture in the background.

    Update Delta in position before processing movement, that way you might be able to get them to move left.

    Correctly animate jogger movement so they they don't look as if they are skating across screen

    Correctly tie explosion sounds to hit, try using a different sound channel.

     

    Etc.etc.

    • Like 7

  7. So flickering graphics, an 8 bit train you can't avoid, bats you can't see, a flamethrower that doesn't hit the zombies and whose aiming target is about an inch below, a 3 sized werewolf head, Lego zombies, incorrectly sized zombies based on distance - a true lack of perspective (sic), depth sort problem still there (about the 4 minute mark the second gets hit instead of the first), sound effects when they are hit that occur about half a second later, still got the invincible clothing line (target doesn't go red over them all time), no actual gameplay progression evident - that is pretty much the entire game, no indication of level progression.

     

    Packaging that misrepresents the game graphics in that the high rez pictures are used instead of in game.

     

    That video would offend the blind.

    • Like 3

  8. That's an old build. :) I will post a video here soon. Thought I already told you that?

    Oddly enough the video had a photo included that showed a slightly different story.

     

    So 2 weeks ago it was the nearly final build.

     

    Which is it then?

    post-44480-0-18304500-1534375210_thumb.jpg

    • Like 5

  9. Couldn't keep my pants on so recorded this from a video someone sent me (tvm you know who you are).

     

     

    Think "Abbott and Costello meet Dracula" if it was directed by Ed Wood.

    • Like 6

  10. So screen caps of stock models from a demo version of software, and definitely not standard clip art....

     

    Good to hear you've got the depth sorting fixed, last version I saw had people going through the pillers in the middle of the carpark level.

    • Like 2

  11. Believe it's due out soon in red cart - he's not uploaded any recent videos so, given his track record, I'll take a guess:

     

    1. Random hit area around zombies and associated random number of required hits. Invincible legs and feet.

    2. Same play mechanic and difficulty on all levels - just the backdrop changes.

    3. Standard clipart graphics for the zombies which occasionally change from male to female and/or disappear

    4. No depth sorting so further away zombies get shot before the ones nearer to you.

    5. The three option overlay that was shown earlier in thread - so pretty much pointless.

    6. A 'gun' option, that has the accuracy of a banjo and a barn door combination.

    7. A red cd option that may, or may not, be readable on a jaguar drive due to how picky the media is.

    8. Standard raptor Font in same location as all his other games for scores and health.

    9. Copyright infringing soundtrack (as smells like teen spirit would require commercial licencing).

    10. An advertising campaign that focuses on the haters on here and elsewhere, as he doesn't want to rely on any advance views of the complete game. Then a switch to how he is a rebel against the reboot cabal, and then a totally unbiased review by his co moderator on the Facebook group (the one who just uploaded an hour and twenty yt vid of all jaguar with NO ACTUAL GAMEPLAY FOOTAGE INCLUDED. The person giving Frogzzzzzzzz a 7 out of 10 while xenon 2 gets a 6 and who could actually be the warm up act for a hypnotist - for a laugh switch on auto subtitles and marvel at what Google thinks he's saying)

     

    Apart from that, who knows.

    • Like 6

  12. I've been looking through a load of old computer mags and came across this news story in Atari User vol 2, number 10, February 1987.

     

    It's an odd story in a lot of ways but suggests that an 8 bit system was going to be launched in UK with a built in cassette player.

     

    Almost certainly nothing but intrigued to hear peoples thoughts.

    post-44480-0-07457500-1524963788_thumb.jpg

    • Like 3

  13. Something I looked at last year was interfacing an Xbox controller to the Jaguar.

     

    I wrote the code for an arduino with the USB host adaptor shield.

     

    Problem was the arduino to jag interface for me, code worked and allowed spinner simulation on trigger buttons and mouse on analogue etc. I could either go FPGA or discrete outputs (but arduino doesn't have enough io pins so would have to multiplex).

     

    Tried the due version but USB host support wasn't that good - bits are in garage somewhere.

    • Like 1
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