Friday, 28 October 2011

Flamer Video

Flamer alpha effect


Added a color-change and alpha effect to the flame thrower, so it no longer looks like a stream of urine.

Sunday, 16 October 2011

Graphics overhaul

I've begun a process of updating the graphics and making the sprites even more retro.






Wednesday, 18 May 2011

Lobby code completed

I have added the lobby so that any number of players can now join. Basically when a player hits their start button (or enter if using a keyboard) they get taken to the lobby and an entry is made for them automatically. Other players then hit start on their own controllers. Future versions will allow for a character selection here, but for now there's nothing else to do except hit start once more when ready, and when all players have done this the game loads.

Friday, 1 April 2011

Directional zombie animations added

Simon has created all the walk animations for the first zombie type with 8 x 5 individual sprites. It now looks great as they chase you around.

Video here.

Friday, 25 March 2011

Gamepad code added

Most of the gamepad code is finished now, so the game can be run with up to 5 players (4 with controllers, one on keyboard and mouse). There's no selection menu yet so yuo can't choose how many players can join a given game, but that's next.

I've used XInput controller code for XBox support.

Saturday, 26 February 2011

Weapon Powerups Added

Our 8-bit hero just got a brand new armoury. At the beginning of the game the world is now littered with loads of juicy powerups - weapons and health kits.

Every type of weapon is now held in the player's inventory, which also models magazine ammo and total ammo, weapon reloading, and everything else you'd expect. The player can cycle through the weapons with the mouse wheel.

My personal favourite is the flame thrower, which in a future version will ignite the hapless zombies and turn them into harmless (relatively) carbon.