Phased's Horde Style Game

The game is a Horde style game, probably not the traditional zombie horde style game.

Art is currently a place holder, I completely suck at art, so its definitely not my focus.

The font is made by HeroesGraveDev.

This game was made for my year 12 Major Project, and wanted a fairly simple game to make.

The game is mostly done, what I have left to do is maybe a new level design, new tiles too add to the level, a few more particles for mob spawns, few more items that can be dropped, and maybe add player attributes that can be modified from drops.

https://dl.dropboxusercontent.com/u/74580593/SDDMajor/image1.png

The preferred way for you to run the game is through my Launcher I made, the major project requires a way of maintenance (I highly doubt anyone in the class will do this, so it will probably be ignored from marking… and online way of help).

The launcher will check for updates, and apply the update when it is needed, this is optional, and you can click no to updating.

Launcher Download

Non Launcher Download

Controls:
W, A, S, D, arrow keys
1 and 2 will changgeg between piistol and shotgun
Mouse to turn around
left mouse to fire in the direction of the mouse
left control will allow for you to turn around and shoot without changing direction of movement
Escape will go back to the main menu.

2 known bugs are, at a certain transformation, the tiles will be spread 1 pixel vertically, this will fix its self, but I can not see the problem other then something to do with glTransformf.

and holding down a or d when holding w and s will effect your speed, I need to figure a way to allow left and right direction based on the players angle.

Any help for these issues would be great :slight_smile:

I saw you talking about glTransformf. You’re not supposed to use transform, imidiate rendering mode. They are very slow and not supported by opengl for long time now.

For movement, it is fucked up. Just make ASDW move LEFT/DOWN/RIGHT/UP. Because now I want to move and and i’m running to direction based on my rotation which is fucked up. Unless you will add a camera based on players rotation.

Ill add a option when I get around to adding the option menu to allow the user to decide if they want to move towards the cursor.

Like i said in bugs / issues, A and D (left, right) is not really working yet, I need to find a way to move to the side depending on the players angle.

Currently, if you hold left CTRL, you can just use w, a, s, d (up, down, left, right) to move.

glTransformf seemed the easiest to manage to make a camera. I tried passing variables around, but it didn’t work as good, and was alot of mess compared to glTransformf.

I used immediate mode because when I originally started this game, I didn’t get VBO’s to well, I now have a bit better idea, but I have to work on using a texture on them, as what I played around with, I only used colours. The school computers that will be used to test the project on are terrible, and still run the game at around 120 + FPS so there is no use currently for me to switch to VBO’s when I have 1 week to finish the project and finish the theory.

EDIT: I actually had the opposite view of your opinion on the movement, other then then A and D, the movement feels more fluent too me, I had troubles, I had to keep thinking the player wont move the direction he is facing, it should feel more fluent once i get A and D working. but It shouldn’t be hard to add a optional mode to disable rotation based movement.

Just a suggestion for fonts.

Instead of rendering just one colour, you should make it render a font with a shadow.
It makes the text a lot easier to read.

Example:

Updated to 0.1.1:

  • Options menu - Quickly made a options menu, will fix up the buttons later.
  • Options loads and saves on startup
  • Apply will save your options, back will make it temporary for the current session.
  • Added a optional movement system (trollwarrior1 request, set “move base on rotation” to false, will correct to based in next update)
  • Added more blood effects, mobs bleed more on death, and taking damage will cause blood.
  • Made the music loop
  • Altered the damage system quickly, probably change in the future, the harder the mob hits, the higher the fail chance (only mobs got damage system altered)
  • Health packs now randomly heal you from 1 - 7 health points

On a side note, I forgot to mention when I first put the game up, you can change you weapon by pressing 1 and 2, currently there is only a pistol and a shotgun.

mobs: The slower the mob, the higher its his, the faster, the weaker it hits.

I am up for requests, new mob types, item drops, let me know!

Forgot to push the update!

If you downloaded the launcher before my update post (and didn’t delete the game), and tried to play the update, you did not get the update as I forgot to change the version.

EDIT:
V0.1.1.1
Forgot to change a setting, and set the correct path to the settings file, all is fixed, and update is pushed!

Updated to V0.1.2:

  • Added extra pick up items
  • Added a stat increase system
  • Health Regen item added, when picked up, the player will regen 10 hearts over 10 seconds
  • Damage increase item, when picked up, the player will do bonus damage for 10 seconds
  • Speed increase item, when picked up, the player will have increased speed for 20 seconds
  • Damage reduction item, when picked up, the player will receive less damage, (min damage to take is 1), lasts 10 seconds

Updated to V1.0.0 (1.0.0, because my assignment was due and handed in today)

  • New level
  • Changed some things around, nothing to notably

I ran this, but it did not work. Is it because of linux?
Looks like you are using lwjgl. All you have to do is put the linux natives in where the mac/windows natives for lwjgl are. That way most OS’ will be able to run it.
Btw, how do you make a launcher?! I just can’t find out how.

Look forwards to playing!

With a jframe and the such. Its not that hard really just need to know a little swing and how to display a HTML page in a panel. I would Google around or just try making your own. I’ve made a simple one that consists of less then 100 lines of code that works fine!

Oh, I thought you had the whole “Searching for updates” part. Nevermind! Did you fix the DL?
EDIT:Whoops! Yeah, looks like you do have to searching for updates part. I geuss I’ll google even more!

For making your own auto-updater, two libraries of mine may be a little helpful to get an idea. I’d like to fix them up some day, but for now they sit where they sit.

Thanks! Seems like java and cs are kind of like each other in syntax! I might try it!

I apologize in advance that the GamePatcher example will not work because I currently have not added the download link with my new website design, but if you replace it with a link to a file on a different website it will work fine.

Anyway, this is what the website looked like with the old design that supported the download links.

Linux version should be fixed.

I used slashes instead of


File.separator

Natives are pakced into the game, so it’s not that.

If you get a error again. do these steps:

where you have the Launcher.jar a folder named Phased should be made.

Go inside the folder Phased.
Open CMD (Your Operating System equivalent)
and run Phased.jar through the CMD
“java -jar PathToFileHere”

and copy the error message and put it inside this thread or PM it to me.

Thanks :slight_smile:

Updated and pushed to V1.0.1!

EDIT: Forgot to mention, you need to re-download the launcher, also changed a few lines of code.

Updated to V1.0.2

Accidently disabled time cycle before the original release for testing purposes. XD

Re-enabled Time cycle, the game should get darker and lighter as a day / night cycle.
Nothing new was added to the game, just removed a comment from a line of code!