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Sunday, August 5, 2012 - 18:27

ZombieLord:

Note, if you just want to play the game, just get the latest version and follow the readme instruction!
Latest version is already much better (no autopilot in combat for instance)!

To get the submitted version (with broken ant script):

$ git clone git://github.com/talas/Zombie-Lord.git

$ cd Zombie-Lord

$ git checkout 0a2f7f063b625716037ecd5c787e9090edb73223

Then, to compile:

$ cd ZombieLord-desktop

$ mkdir bin

$ javac src/com/talas777/ZombieLord/Main.java -sourcepath src:../ZombieLord/src -d bin -classpath libs/*:../ZombieLord/libs/*

$ mv ../ZombieLord-android/assets/data .

 
To run the game:

$ java -cp bin:libs/*:../ZombieLord/libs/* com.talas777.ZombieLord.Main

Sunday, August 5, 2012 - 11:32

zombielord:

 

To get the version with a usable ant build script(the first one has a missing line):

$ git clone git://github.com/talas/Zombie-Lord.git

$ cd Zombie-Lord

$ git checkout 27a55f00f9f2d7ee1e8c65e4d376d007e2e118c5

 

Then, to compile to a jar:

$ cd ZombieLord-desktop

$ mkdir bin && mkdir ../ZombieLord/bin

$ javac src/com/talas777/ZombieLord/Main.java -sourcepath src:../ZombieLord/src -d bin -classpath libs/*:../ZombieLord/libs/*

$ ant

 

To run the jar:

$ java -jar zombie-lord.jar

(or double click it, if your box is setup to handle that)

Friday, August 3, 2012 - 14:10

Heres a compiled jar version of Zombie Lord.

I compiled it on a 32-bit linux system so i guess i only works on 32-bit.. (it needs native 64 bit libgdx libs if 64 bit i think).

https://www.dropbox.com/s/nunp0vq5tlyzcq9/zombie-lord.jar

Note: This version plays just like the version shipped to the judges(same ammount of incompleteness), however i fixed the compile instructions and the ant build file..

Monday, July 30, 2012 - 10:56

Combat now flows properly, so that every combatant gets his turn to act. Health and mana is affected also and it is now possible to get into the Game Over state (gameMode 99) as well as the Victory state (3). Neither have any interesting menus yet.

The player cannot yet control his characters however, so they will just launch random attacks at the first valid opponent.

 

In the first town theres rain now, and more things to collide with. Although it still needs more work, like all the other maps..

Saturday, July 28, 2012 - 20:45

The combat mode is starting to take shape, although theres no visual indication of it yet. In the code however, the monsters now have a simple AI that choses actions for them. And theres a system in place to keep track of all the combat variables.

Next up is to actually deal damage to the characters/monsters (as well as mana). And then hopefully some sort of visual indication of combat (progress bar for timers and health bars and menus and animations/effects and things like that).

Saturday, July 28, 2012 - 14:22

Well, theres still alot to be done.

The princess can hover around town (and above most obstacles).

I'm currently working on getting some sort of combat mode together..

This is what it currently looks like, note that it doesnt have anything combaty about it yet, not even a menu. so for the time being, combat == staring contest.

Friday, July 27, 2012 - 15:44

Heres a screenshot of what it looks like at the moment.

(the strange box on the princess (who by the way is not the main character, nor a princess) is just a box2d debug render, same with the church)