Flesh Snatcher

LoL fortunately the only weapon I had was deadly enough to make me survive without moving.

Ha ha ! Yes, it’s what everybody told me : too easy !
In that case, maybe you can try the Webstart version , which is more recent, harder, and contains several improvements like pathfinding !

Just because the weapon is so devasting. Change it to pistol will make :wink:

Hello,

here we are, the new demo is online !

It’s playable on http://fleshsnatcher.sourceforge.net/demo/ .

The contents is the first part of the level 2, actually I plan to submit successively every levels as and when they’ll be made, to correct the defaults and/or improve the gaming experience, with your help.

So if you see problems, or things to change don’t hesitate to give your opinion no matter the aspect : bugs, technique, gameplay, design, graphics, sound, etc…

till then, good game :wink: !

@ReBirth
Ha ha ! If you found the level 1 too easy, check this one ;D !

I want but for some reasons I dont like webstart. I prefer jar over applet too ::slight_smile:

Oh ok ! I’ll put a jar version on Sourceforge tomorrow :wink: .

Wow you really improved it a lot! One complaint is that it takes way too many bullets to kill an enemy. Also, you should make some sort of checkpoint system. Restarting from the beginning because I accidentally fell off the map is annoying :slight_smile:

@ReBirth
Done ! I just put the standalone version online, with also the current sources, on http://sourceforge.net/projects/fleshsnatcher/ :wink: .

@ra4king
Hey, thanks a lot for your test, and your fast answer !
For the enemies, ok I note it down, I’ll make some tries :wink: .
For the checkpoints, well I don’t know if I’ll succeed to implement it accordind to the appli achitecture :-\ … Do you think health-packs would be adapted, that would be much easier to do for me (who said lazy ? ;D ) .

Well make it so each “level” is a checkpoint. So if I killed all the enemies in the first “level” and go through the door, that’s a checkpoint. If I fall at the next level (the one with the big floating rocks), I just restart back at that place.

Health packs would be very useful too :slight_smile:

Hmm, that means I should save somewhere the game entities states … Said like that maybe it shouldn’t be so difficult ;D . Go on, ok, I’ll try it !
I also adopt the health packs :wink: , thank you.

Hoho great work. I have no other suggestion except one same as ra4king, checkpoint. Although I lose rarely (FPS is my field of game) 8)

That was really fun to play ;D

thanks for posting it, im looking forward for the next version!

@ReBirth
Thanks a lot !

[quote]Although I lose rarely
[/quote]
Ha ha, not like me who can’t even win to my own game ;D . (it’s true, I must test it room by room!)

@BenniBanni
Thanks to you for testing it 8) ! Actually, immediate fun is what I try to make, so your comment reassures me ;D .

I second this… :wink:

The blood effect when hitting an enemy is a bit over the top IMHO. I think it’s better to use a more subtle effect to indicate a hit and spare the large blood effect for the killing shot. That way, it would be easier to see that you’ve actually killed an enemy.

I second this too :slight_smile:

Hello :wink: ,

@EgonOlsen, ra4king
Hey, thank you, that’s an idea but I’d wish to keep a lot of blood on the maps ;D ! But you’re right I have to find a cool death for the white polygons (even temporarily) ! Hmm, maybe they can disappear by decreasing the model scale, or they can explode, I don’t know… normally, the model should have a death animation, maybe one day :smiley:

Otherwise, I’m glad because this week I solved my last collisions problem : in the demo, on certain corners the player stays a little glued on the wall… Nothing dramatic but it irritated me ! …And I downloaded the Doom 3 sources, which permits me to see that the collisions on the ground are managed separately. That’s what I did and everything works fine, thank you Carmack !!
Here I am : I was told thousands of things to modify and I spent my time on something that disturbs no one ;D !

Hahahaha welcome to game programming :smiley:

pretty awesome. I think you should tone down the blood decals a bit. And the turrets bleed copiously for large pieces of metal.

@ra4king
;D ;D !! Sad but true…

@deepthought
Oh thank you ! Actually, the blood is a bit weird on dark environments, I note that down :slight_smile: . For the turrets, in fact the model has been made quickly, normally it will be replaced by something more organic, so the bleeding will be more natural :wink: .

Go on, this evening, it’s checkpoints implementation ;D !

Hello,

sorry to re-post, but if someone is still here, I need an little advice :
I just finished the checkpoints implementation and I just wonder what is the best about the life management : respawn with all the wealth, or keep the level we had when we crossed the checkpoint ? The first is more logical but the second is more “realistic”…
Do you have an advice ?