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Multiplayer zombie game
Started by Pønor ø.ø, Mar 14 2012 01:42 PM
#61
Posted 21 March 2012 - 06:03 PM
Just played it and it's coming along nicely.
When can we be expecting tanks, grenades and stuff? :>
When can we be expecting tanks, grenades and stuff? :>

Call of Duty 2, Call of Duty 4, Killing Floor and Garry's Mod Super Admin
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#62
Posted 21 March 2012 - 06:07 PM
#63
Posted 21 March 2012 - 06:18 PM
Arrow key controls would be highly appreciated as an option next to the standard WASD. The Belgian keyboard has an AZERTY layout as well, I can switch my keyboard around to QWERTY in Windows but it's still a bit impractical to do this every time.
And you'll be using TCP as your main streaming protocol? That sounds totally stupid.
And you'll be using TCP as your main streaming protocol? That sounds totally stupid.


Xfire: Nighthawk506
CoD2/CoD4
#64
Posted 22 March 2012 - 08:01 AM
Will do!Arrow key controls would be highly appreciated as an option next to the standard WASD. The Belgian keyboard has an AZERTY layout as well, I can switch my keyboard around to QWERTY in Windows but it's still a bit impractical to do this every time.
And you'll be using TCP as your main streaming protocol? That sounds totally stupid.
Actionscript's UDP protocol is buggy as fuck >:
#65
Posted 22 March 2012 - 03:18 PM
#66
Posted 22 March 2012 - 03:44 PM
I have good news and bad news so let me start with the bad news:
The browser-version is a no-go. This is because flash is being a pain in the ass when it comes to browser connections to external servers. So you'll have to download an .exe file or an .app file.
Good news is, it's kinda working though it's very laggy and some other minor bugs
The browser-version is a no-go. This is because flash is being a pain in the ass when it comes to browser connections to external servers. So you'll have to download an .exe file or an .app file.
Good news is, it's kinda working though it's very laggy and some other minor bugs
#67
Posted 22 March 2012 - 05:52 PM
No problem about the browser version, since it's only 10mb or something?
It will be worth downloading it.
Great that it's working on multiplayer (I guess it's multiplayer?)!
It will be worth downloading it.
Great that it's working on multiplayer (I guess it's multiplayer?)!

Made by SliZe
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#68
Posted 22 March 2012 - 08:00 PM
Yeah it'll beNo problem about the browser version, since it's only 10mb or something?
It will be worth downloading it.
Great that it's working on multiplayer (I guess it's multiplayer?)!
#69
Posted 11 April 2012 - 01:13 PM
Not much of an update, but I'd like to share an idea 
On normal games, a map is saved within the game (client) which I planned to do until now.
My idea is rather simple; you just download the map from the server.
That means that you can have infinite new maps, custom maps, everything with the only downside that you have to download the map first which at this point is less than 1 MB
DO WANT?
On normal games, a map is saved within the game (client) which I planned to do until now.
My idea is rather simple; you just download the map from the server.
That means that you can have infinite new maps, custom maps, everything with the only downside that you have to download the map first which at this point is less than 1 MB
DO WANT?
#70
Posted 11 April 2012 - 01:20 PM
ja
☆ ☆ ☆ TEAM ZERKER ☆ ☆ ☆

(07:53 PM) Dog - especially my gayness etc
(07:52 PM) Dog - history is such a fascinating topic

(07:53 PM) Dog - especially my gayness etc
(07:52 PM) Dog - history is such a fascinating topic
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#71
Posted 11 April 2012 - 01:42 PM
#72
Posted 11 April 2012 - 01:48 PM
Would be a good idea
#73
Posted 11 April 2012 - 02:15 PM
Me like idea :3

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CoD4 Admin
#74
Posted 11 April 2012 - 02:59 PM
I HATE THIS IDEA ITS CRAP!!!!
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#75
Posted 18 April 2012 - 11:32 AM
okay, I've got an update!
I'm still trying to release the alpha this week! That's a fully playable (somewhat buggy) game, server included. That means that anyone can run a server and anyone can connect. You have to insert an address (ip:port) to join a server. So if anyone can set up a server so we can join anytime, that would be cool.
The servers are customisable at this point, though there are only two setting that are not ignored; the port and startlevel (difficulty the server starts at). I havent spend time work on the lobby, so when you connect you're in-game, possibly in the middle of a big horde. Though, you can't die anyway
As proposed, maps are downloaded on connect. That makes maps very customisable and there's no such thing as versions. The map is downloaded, period. I've decided to make maps accessible by URL. That means you have host the files on a webserver or upload them on a third image hosting party which usually have a bad-ass download speed so there's nothing but profit. A map consists of different images. At this point it's only a map (terrain) and overlay. In a later stage you will be able to create collision maps. That means I'm planning to add collision though it'll be on a late stage because it's pretty complex.
Because a map is created using multiple images, there's a single plain text file on the server, the .map file. This is where you assign different URL's to specific layers.
That means you can use any image you want wherever it's hosted.
So any idiot can google a top-down image and use it as map. The map is shown on a full scale so the map size depends on the image size. I might add an extra map that allows users to define certain area's where bots spawn.
Because having different maps is cool and awesome, I've also added a map-rotation which isn't functional at this alpha release, because nobody can die.
Also, I've modified the synchronisation process (even though you haven't noticed how it was before). It makes the bots coming for you not lag at all, though the bots chasing other people are still pretty laggy.
Until alpha release:
- Bot spawn
- Player spawn
- Make client download map
Alpha release features:
- Connect to any server
- MULTIPLAYER :>
- Bots
- Shooting
- Infinite ammo (because there are no power-ups)
That's about it
Don't expect too much, because:
- You can't die
- There are no rounds yet
So it's more like just randomly shooting zombies and disconnect like a bau5.
I'm still trying to release the alpha this week! That's a fully playable (somewhat buggy) game, server included. That means that anyone can run a server and anyone can connect. You have to insert an address (ip:port) to join a server. So if anyone can set up a server so we can join anytime, that would be cool.
The servers are customisable at this point, though there are only two setting that are not ignored; the port and startlevel (difficulty the server starts at). I havent spend time work on the lobby, so when you connect you're in-game, possibly in the middle of a big horde. Though, you can't die anyway
As proposed, maps are downloaded on connect. That makes maps very customisable and there's no such thing as versions. The map is downloaded, period. I've decided to make maps accessible by URL. That means you have host the files on a webserver or upload them on a third image hosting party which usually have a bad-ass download speed so there's nothing but profit. A map consists of different images. At this point it's only a map (terrain) and overlay. In a later stage you will be able to create collision maps. That means I'm planning to add collision though it'll be on a late stage because it's pretty complex.
Because a map is created using multiple images, there's a single plain text file on the server, the .map file. This is where you assign different URL's to specific layers.
map = http://i.imgur.com/QQ5v6.jpg overlay = http://i.imgur.com/6Jw3v.png
That means you can use any image you want wherever it's hosted.
map = http://earthobservatory.nasa.gov/Features/BlueMarble/images_bmng/8km/world.200408.3x5400x2700.jpg
So any idiot can google a top-down image and use it as map. The map is shown on a full scale so the map size depends on the image size. I might add an extra map that allows users to define certain area's where bots spawn.
Because having different maps is cool and awesome, I've also added a map-rotation which isn't functional at this alpha release, because nobody can die.
Also, I've modified the synchronisation process (even though you haven't noticed how it was before). It makes the bots coming for you not lag at all, though the bots chasing other people are still pretty laggy.
Until alpha release:
- Bot spawn
- Player spawn
- Make client download map
Alpha release features:
- Connect to any server
- MULTIPLAYER :>
- Bots
- Shooting
- Infinite ammo (because there are no power-ups)
That's about it
- You can't die
- There are no rounds yet
So it's more like just randomly shooting zombies and disconnect like a bau5.
#76
Posted 18 April 2012 - 12:16 PM
I guess we can have competition on who can stay in-game the longest
#77
Posted 18 April 2012 - 03:42 PM
Can't wait to test it!

Come closer, and I will SliZe You!
My Portofilio: http://slize.net
Just ask me if you want a sig!
X-Fire: nico1375
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CoD4 Admin
#78
Posted 18 April 2012 - 07:12 PM
So I just played the pre-alpha, and its pretty good. Full of potential awesomeness. I'm trying to convince him to add some ideas I have, and some of them are being considered, and some are already on hes to-do list
. So be sure to check back here, to stay up-to-date
. I'll make sure he finishes this project as I talk to him everyday 8==>
Hi!
#79
Posted 18 April 2012 - 07:15 PM
#80
Posted 20 April 2012 - 08:50 PM
dat other dude:
3 is machine gun, ja, preeeeeenngg piewpiewpiewpiew, jeeh
great english btw
3 is machine gun, ja, preeeeeenngg piewpiewpiewpiew, jeeh
great english btw

Made by SliZe
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