Left 4k Dead

What’s the purpose of the thin yellow dashed line?

(Fantastic game btw :slight_smile: )

Submit submit submit :wink:

They are your ammo clips you use when you reload I think

Really cool 4k game!

Sorry I didn’t mean it in that sense. I meant he should not change it to ‘W’ to move forward and ‘A’ to turn left, etc… He can of course change the keys to make it easier on other types of keyboards.

I agree with you but he can add some keys that do the same thing, it is what I suggested, do you see what I mean?

cool game,
maybe you could enable anti aliasing, the shadows and pixel zombies should look a bit better almost for free.

No can do, I draw all pixels myself manually.

That is freaky good!!! :smiley:

It is almost good that you didn’t pack in explosions/molotov, since the competition probably would have been over right then!

Really clever to let player shoot single shots when ammo is out. I completely ran out of ammo and mad a mad dash across the map in search for more ammo, taking out as much zombies with single shots as I could on the way. Didn’t find any ammo and was eventually cornered by a HUGE horde of zombies, and even the death was somehow enjoyable! Probably something wrong with me :P, but it was so b-horror movie like, really cool.

One small thing I’d like would be to have reload as space instead of R. Sometimes you are backpedaling to the right shooting to the left and need to reload. Pressing d and r at the same time is tricky when hunted by zombies. Not sure how keyboards handle those key combos though.

What determines advance to the next level. It seemed sort of random to me.

How are the zombies spawned? Sometimes when making small advances to take out a bunch of zombies around a corner, you get ambushed from behind of another bunch of zombies, from the area that I just had pretty much cleaned out of zombies ??? And that just by the time that I need to reload :stuck_out_tongue:

Anyway, REALLY great game!

The levels end as soon as you enter the red room (“safe zone”). There’s one on each level, and it’s always in the same location.

Zombie spawning logic:
There are 80 roaming zombies. When they die or are too far away from the player, they respawn somewhere away from where the player is.
Then there are some 180 rushing zombies. They the same way as roaming zombies, but always start in active mode (ie rushing towards the player), and only when the game is in rush mode.
The game enters rush mode for 4-5 seconds once every 1-30 seconds or so.

I need to look into remapping some keys. I still haven’t changed it from WASD as I can’t bring myself to play the game with any other keys. :wink:

Yes I do, that is why I explained my post. I was disagreeing with Morre who wanted to change the way the controls worked.

Is it intentional that on Lvl 3 you start right next to the safe room?
Definitely the place to farm the zombies for points ;D

After lvl 3 the zombies are scarily fast & thus mighty tough to kill, even if they are worth loads of points.
So, is someone going to decompile it, extract the map generation code & random seed, and publish a set of maps ;D

I’ve got them all rendered at home. =D
Unfortunately, level 50 is unwinnable (you start inside a wall), but I doubt anyone will reach it.

The original plan was to just have four levels, and a big “YOU WIN!” sign at the end, but I cut it out both for size reasons and because it didn’t work with the scoring. Winning just meant you couldn’t get more points.

[edit:]
Level 3 is an accident, but i figured people going for high scores might WANT to stay on level 3 for a bit. Level 4 is… tough.

Incidentally, are you using a recent version of proguard?

If you are, it seems to be failing to fully apply some of it’s optimisations.

For example, proguard is supposed to replace all occurances of :-

istore X
iload X

with:-


dup
istore X

However, there appear to be many occurances of this in the L4kD bytecode.
The same goes for fstore/fload & dstore/dload pairs. (though obviously, the latter requires a dup2 replacement).

As each one of these missing optimisations is costing you a byte, in total there’s about 40 uncompressed bytes to be saved there!

Oh, hope you don’t mind me decompiling your code :smiley:
I’m using it as a test case for extensions i’m making to proguard. ;D

No, I’m using the one from moogies awesome tool.

I still have a vague plan of jasmining this myself, so any further ideas you have would be appreciated. =)

Suggestion:

The player needs to know where he is, either by:

  • showing a minimap
  • or displaying the distance to the target destination

looks like i will need to use the latest version in the 4kJO :slight_smile:

Congrats, this game is currently on the front page of reddit

Check out the conversation

…and on digg. TOP SLOT FIRST PAGE!!!

http://digg.com/playable_web_games/Left_4k_Dead_Excellent_online_game

Well deserved attention.

So much attention, that the game has been embedded in somebody else’s page: http://www.buzzfeed.com/scott/left-4k-dead/part_of_the_2009_java_4k_competition

Funny/Interesting comments I saw:

1: Any reason why it asked me to install Open Office?
2: wtf? i’m using opera and it keeps crashing my browser. Any suggestions? i’m running asus eee linux 900
3: i get 1000fps on my geforce 4 mx440 64mb.
4: Graphics aren’t as good as the 360 version.

Anyhow its all great publicity for an awesome game :smiley:

Hope it doesn’t kill your website!