I remember reading once about a small cannon that samurai carried around. They would prop it against a wall or the ground, if you have that it would be pretty nifty.
Upon further playing (which was quite enjoyable) I have come to the conclusion that the pop up text for barriers and such is way too intrusive. It goes right over the iron sights :( I'd suggest moving it to the far top or bottom of the screen.
Liking the progress made thus far, but I suggest you hotfix a few things:
-damage scaling from round to round is far too low, headshots were still instant kills around round 20(when I quit because it was too easy)
-the Katina animation looks kinda goofy, the swing should follow through rather than stopping mid way.
-zombies sometimes get stuck in spawns, not a big deal.
-I don't know if you can fix this, but on the translucent zombies you can see where the limbs are supposed to sever
VERY nice, some of the ui is going off the paper though
I remember reading once about a small cannon that samurai carried around. They would prop it against a wall or the ground, if you have that it would be pretty nifty.
well done, nice detail despite that players won't see it all that well
8^O d-d-d-dammmn
1 looks much cleaner
The amount of improvement I've seen in this game has made it one of my most anticipated for 2013, keep up the stupendous work!
This looks like it was made by professionals. Damn nice work
I certainly hope so, the crossbow was my favorite weapon in HL2 for this reason.
I'd like to hear more about the workbench :D
Wow, I didn't realize it was just you. That makes this great-looking scene even more impressive.
$19,000 seems excessive for a 2-D game, particularly one made in game maker...
It's Wreck-it-Ralph xD
I like it. A lot.
physics seem a bit floaty, which may have been the intention, but they're very nice all the same.
Upon further playing (which was quite enjoyable) I have come to the conclusion that the pop up text for barriers and such is way too intrusive. It goes right over the iron sights :( I'd suggest moving it to the far top or bottom of the screen.
I laughed, also check out the zombie behind the one on the left
Looks swell! You seem to be a one man army of game design!
To clarify, by damage scaling I meant the amount of damage that zombies can take. Thanks for the response!
Liking the progress made thus far, but I suggest you hotfix a few things:
-damage scaling from round to round is far too low, headshots were still instant kills around round 20(when I quit because it was too easy)
-the Katina animation looks kinda goofy, the swing should follow through rather than stopping mid way.
-zombies sometimes get stuck in spawns, not a big deal.
-I don't know if you can fix this, but on the translucent zombies you can see where the limbs are supposed to sever
I've been playing Quake(1) recently with my friends, meaty chunks are nice :)
you should just use the surgery simulator 2013 code for medics.
hell yah! downloading now
Still don't know what you do, but it looks like the adventure will be pleasant on the eyes
the barrel seems to be recoiling rather than the slide on the pistol, but otherwise pretty neat
YES eyball gibs are my favorite flavor :)
so all we're waiting for is the magapieman map? Maybe you could release it sepratly if that's all that's holding up the release.
wow, it's gorgeous!
what happened to all the recoil?
what happened to all the recoil?
This is the best news I've heard all week, I remember catching 1.0 on it's way out, it was tons of fun when you could find players.