Zombie Grinder is the debut game of TwinDrills, an indie game development duo made up of Tim 'Infini' Leonard and Jordan 'Jordizzle' Chewning. It's a multi-platform (windows, mac, Linux!) (also Free!) cooperative multiplayer arcade game, reminiscent in style and gameplay of retro games like 'Zombies Ate My Neighbors' and 'Super Smash TV!', but with the added benefit of some newer game mechanics - achievements, ranking, player-customization, rpg style stats and so forth. The game sports a variety of different game modes, from co-operative 'campaign' style levels, to wave maps and even the classic 'pvp' style game modes - deathmatch, capture the 'bag' and so forth. All of these mods are bristling with a variety of weapons and items, all lovingly displayed in Jordan's classic quirky pixel-art style.

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Buglistings as I find them (Games : Zombie Grinder : Forum : Bug Reports & Support : Buglistings as I find them) Locked
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Aug 8 2013 Anchor

1: Switching weapons while reloading leaves you unable to fire the new gun until the reload timer on the old one has expired. The old weapon is not successfully reloaded.
2: On map change a player can become stuck as a spectator, and can cycle through empty and invalid positions labeled as other players.
3: The chat bar does not prevent the "Change View" button from cycling through available views.
4: Traps are not synchronized between client and server. This is most obvious with fire traps, as the timing of the visible flame and the ignight trigger bear no relation to each other.
5: An option for HQ2X scaling is present, but appears to not yet be implimented.

Radeon GPU.
Windows 7-64.

Infinitus
Infinitus Developer
Aug 10 2013 Anchor

1. The old weapon not reloading is intentional, the new one reloading is not. I'll sort it.
2. Yup.
3. Yup.
4. Yup.
5. It does work, but its a bit finicky at times, and dosen't like working on several GPU's depending on their shader versions.

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Aug 12 2013 Anchor

6: Game causes inordinately high GPU load. Suggest addition of optional frame rate limiter.

7: Crashes (And occasional proper termination) corrupt game files. For software of this scale, most files should be mounted as read-only and loaded into memory followed by terminating file handles.

Infinitus
Infinitus Developer
Aug 13 2013 Anchor

6. There is actually the option to limit the frame rate, it's just not exposed. Ideally the rendered needs improvement, not a limited.
7. Which files? That should never happen, there are no files open for writing when the game runs apart from a couple of configs files which are relatively atomic. Loading files into memory is also a terrible idea, a lot of our resources are huge, and would quickly waste away a load of RAM.

Edited by: Infinitus

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Aug 13 2013 Anchor

6: True, but exposing the framerate limiter would also permit more intelligent choices. Such as a laptop user on battery deciding to limit the game to 30fps to keep consumption down.
7: I'm still tracking the problem files down; following a crash, attempting to connect to a server will often result in a file inconsistency/modded client error. It's fixed by verifying the files, but troubling nonetheless.
I was speaking of caching files in memory, not storing all the uncompressed data, but of course you're still right. I forgot for a moment that not everybody has gigs of RAM available.

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