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Last Man's Stand [RELEASE!]

  • Yes

    Votes: 3 60.0%
  • No

    Votes: 2 40.0%

  • Total voters
    5
Wooo! 7 pages!  :thumb:

Right, this will probably be my last post before I go away. I've added Joe's Character portrait on to the main post, and I'm just going to answer the few questions in the last few posts here:

Avgen":3wcq2x1r said:
Uhm... Are you a fan of the flash game The Last Stand?

Its almost the same title.
Its a zombie game.
Its all in a city.
Story?

And its the last man standing there.

Uh. How many times have I said before in this topic that I don't what to know about games with similar features to LMS? There are an awful lot of zombie games out there, I don't want to know about them all! I'm sorry if you didn't know that. But, no, I've never heard of 'The Last Stand', but I'm guessing that if it's a Flash game, then it doesn't have any storyline. Also, (here we go, I've said this millions of times as well,) Last Man's Stand has a lot of unique features. PLEASE, NO ONE ELSE TELL ME ABOUT OTHER SIMILAR GAMES. Thanks.

RPG MITCHZOMBIE":3wcq2x1r said:
Do you make the "road" in the city caz it look pretty dam good
DOWNLOADING DEMO NOW

Ummm, what? If you mean 'did you make the tileset' then yes, sort of. It's a collection of zanyzora's, some other spriters, and my own tiles, all edited and put into one tileset by me. If you ment 'did you make the map', then yes, I'm doing all the mapping myself.
'DOWNLOADING DEMO'? Ooops. I thought I deleted the demo from the main page. Don't play that demo, it is badly out of date. The graphics are awful and the systems in it are the old ones. If you want to play LMS, wait a week and I'll release the new Tech Demo.
 
Hello! I'm back! The promised Tech Demo now has a pretty certain release date:

7th July

I will work hard on it to make sure it comes out then. It will have about three outdoor maps and two indoor ones that don't appear at all in the game. I will include 3 weapons: Machine gun, Pistol and Baseball Bat (once the animation for that is done). The demo will only have some of the main features: Shooting zombies, zombies attacking, the PDA and HUD and the title screen. The Rex system is being completely re-made, as at the moment it does not have enough to do in the game.

I have also done a series of sketchs for the game, which I will add later on.
I will update this later with some more info.
 
I'm very sorry for the triple post, but I have a large update. In case you haven't noticed the title of the topic, the tech demo is done! Please download it and try it out! Before you play, make sure you ready the READ ME file in the download. Once you've played it, please leave a comment, and report any bugs if you find any.

DOWNLOAD!
 
I like the look of this game. Good graphics and I'm liking the storyline. Some of the concepts look good.I'm looking forward to it. Good Luck.
 
Well I gotta say it looks cool and it's a good concept, but it's a little buggy and rough around the edges.  At times when I'd hold Z, my direction wouldn't lock.  While the Z locking direction is a great idea, the inconsistency of it all makes it more like a crap shoot than a useful ability.  Holding down the shooting button lets your character slide around with his gun in the air. Looks awkward, and can be avoided by having the player stand still until done shooting.  Also there were times I'd be right in front of an enemy facing them and I'd shoot, but no impact would register.  I assume this is because you used an event for the bullets, which seem inconsistent. (I would know from past experience, I've made an event based shooting system in RM2K3)  I found it easier to use variables to check if the player is in line with the enemy.  I thought enemies has a little too much health for my liking (or maybe the only good gun is the machine gun), and the frame rate was just a little choppy, but passable because my computer's not that great.  I'm assuming some of the animations are place holders for now, which is fine, but some of them need a bit of work.

Anyways, keep working on it, and hammer out some of the finer details.  Overall I think this has potential, and I'd like to see this progress into something more.  :thumb:
 
I tried a bit but stopped, had to go and haven't had another chance since. But when I shot a dead body all of the dead bodies jump! I'll test more later!
 
Well, I just finished playing a little of the tech demo. And either it's difficult, or I just suck. Probably the latter.

It's pretty laggy, and near the end I could barely move because of it. Of course, it's understandably, considering the amount of scripts needed to get this kind of thing to work. I admire your ability to turn a program made for making RPG's into an action shooter. Still, it seems weird that you'd choose RMXP for this kind of thing. To me, it'd be easier to make a game like this in a more versatile program. But, whatever floats your boat.

I dunno of these are bugs or not, but first off, I seem to die really easily. Also, I could have about a sixth of my HP left, and it would say I'd died. In my opinion, it makes much more sense if a character dies when their HP reaches...zero. Whether this was intentional or not, I'm not sure. It also seems weird that your dog would be just randomly walking around whilst you were getting mauled by zombies. I found it difficult to shoot, and I could only manage to kill one zombie. It's still probably because I suck, though.  :dead:

Anyway, good luck with this! I'm still fascinated by the fact that a program used to make RPG's has now been used to make shooters.
 
Thanks to those of you who have played it.

Ace of Spades":1u7pwtg7 said:
Well I gotta say it looks cool and it's a good concept, but it's a little buggy and rough around the edges.  At times when I'd hold Z, my direction wouldn't lock.  While the Z locking direction is a great idea, the inconsistency of it all makes it more like a crap shoot than a useful ability.  Holding down the shooting button lets your character slide around with his gun in the air. Looks awkward, and can be avoided by having the player stand still until done shooting.  Also there were times I'd be right in front of an enemy facing them and I'd shoot, but no impact would register.  I assume this is because you used an event for the bullets, which seem inconsistent. (I would know from past experience, I've made an event based shooting system in RM2K3)  I found it easier to use variables to check if the player is in line with the enemy.  I thought enemies has a little too much health for my liking (or maybe the only good gun is the machine gun), and the frame rate was just a little choppy, but passable because my computer's not that great.  I'm assuming some of the animations are place holders for now, which is fine, but some of them need a bit of work.

Anyways, keep working on it, and hammer out some of the finer details.  Overall I think this has potential, and I'd like to see this progress into something more.  :thumb:

Ace of Spades: I'm glad you like the look of the game. I'm sorry you felt it was a bit rough, though.

1. Ah, sorry, I should have explained the 'Lock on' system better. You can only lock on the way you are facing by holding 'Z' and then pressing the oposite direction button. For example, if you were facing up and you wanted to lock on, you'd hold 'Z' and then press down, until Joe locks on. If you were facing left, you'd press 'Z' and then hold right until he locked on. I hope that explains it.
2. Yeah, I know about him sliding about. It's not ment to happen at all. In the final game, he will stand still on the spot until he has finished shooting.
3. I don't know why the shots didn't register. I have tried what you said you did many times on my version, and Joe shooting the zombies fine. And, no, I'm not using an event for the bullets, I am using variables which read the distance between Joe and the enemy, and then apply an animation over the enemy. If you could, would you mind making a small video of this happening, so I could take a look?
4. Ha, yeah, the enemies have way too much health, and the weapons are too weak. I'm sorry about this, because the weapons you get in the tutorial are the starting ones (or near enough) and the enemies are mid way through the game difficulty. They won't be that hard in the final game.
5. The frame rate is fine on my computer. I think, like you said, that this has something to do with your computer.
6. And, yes, the animations are place-holders.

006: oops. I think you've stumbled across a system that I forgot to remove from the demo. It's for testing purposes only: basicaly what it does is when something happens (like an enemy dies) it checks the variables, and then resets them. Thats what happened, the enemy died, and it refreshed all the enemies variables.

Dadevster":1u7pwtg7 said:
Well, I just finished playing a little of the tech demo. And either it's difficult, or I just suck. Probably the latter.

It's pretty laggy, and near the end I could barely move because of it. Of course, it's understandably, considering the amount of scripts needed to get this kind of thing to work. I admire your ability to turn a program made for making RPG's into an action shooter. Still, it seems weird that you'd choose RMXP for this kind of thing. To me, it'd be easier to make a game like this in a more versatile program. But, whatever floats your boat.

I dunno of these are bugs or not, but first off, I seem to die really easily. Also, I could have about a sixth of my HP left, and it would say I'd died. In my opinion, it makes much more sense if a character dies when their HP reaches...zero. Whether this was intentional or not, I'm not sure. It also seems weird that your dog would be just randomly walking around whilst you were getting mauled by zombies. I found it difficult to shoot, and I could only manage to kill one zombie. It's still probably because I suck, though.  :dead:

Anyway, good luck with this! I'm still fascinated by the fact that a program used to make RPG's has now been used to make shooters.

lol. No, like I said earlier, the game is rock solid hard! The finished thing won't be quite as bad.
1. Hmm, it shouldn't be. Works fine and smooth on my computer. Could it be your memory/ hard drive? Oh, and like I said earlier, the whole thing is evented, and no scripts are included (except for the minimap and menu).
2.Thanks! I just think that RMXP is one of the best 2d game makers out there, and I enjoy making games with it.
3.Yeah, as I said, the enemies are from about half way through the game, and the demo only has the most basic weapons. The fact that you die with about a sixth of health left is a pure error. Sorry 'bout that. Thanks for letting me know.
4. Ah, Rex, I knew someone would bring him up. The origanal demo I released included a very early example of the 'Rex system', but since then, that part of the game was sort of boxed up and shoved into a corner. When it is eventually comlplete, the Rex system will include Rex fighting and fending off zombies as well as being able to dig and crawl into small gaps to solve puzzles. Until then though, he'll just stay as he is.
5. Difficult to shoot... hmm... that may be up to the fact that you have pretty rubbish weapons... but... lol


Thanks again. Everyone else, please give the demo a go!
 
I played the demo, and I understand what people mean when they say it was laggy.  My computer is fast so I didn't experiance no lag, but know where it was? "machinegun.mp3"  Pretty much, the more i shot with the machine gun, the more ffdshow audio decoder opened and closed with some staying open.  I'm not too sure that the mp3 for the machine gun is specifically causing the lag, but it's probaly a factor.  Making it .wav or something should help.
Also, what is the point of the knife?  Attack a zombie once with it, and you get attacked twice.
All-in-all, the tech demo was good and somewhat fun.  Good luck on making Rex actually helpful.  It'll be cool to see him mauling zombies.  I'll keep a lookout on this game. ;)
 
Alright, sounds like most my issues were addressed, but apparently I wasn't the only one experiencing lag with this.  Also, I might consider changing the lock-on system a little.  It might make things easier if holding the Z button would just lock whatever direction you were in, that way you can strafe as well.
 
MukanshinBlack: Thanks for playing it! And thanks also for identifying the lag problem. I'll convert that sound effect into an .ogg or something. The knife knocks the enemy back. It's only ment to be used when your ranged weapons are out of ammo, and a zombie is a bit to close for comfort. This is explained better in the tutorial mission at the start of the real game. Quickly equip it, and tap 'S' once to slash the zombie back a step and then escape to re-load. I'm really glad you enjoyed the tech demo, and thanks.

Ace of Spades: Oh. I could either laugh or cry here. (joke) That 'Lock on System' was really complicated to make, with loads of variables to check that you were in-line and everything. And you've just said now that it would be better just to lock the way you face when you press 'Z'. That can be done with only one line of event. Oh, well. lol.


Anyway, a note on progress. The intro is taking a lot more time than planned, due to music, sprites and cutscenes. However, the intro mission is going well. I have got the flash-light system fully working, and I have evented the powercut (which includes a cool scene where you come out of a room, turn your flash-light right, and a zombie jumps out from the dark).

And incase you haven't noticed, I've added a progress section to the LMS main post so that you can check up on how we're doing.
 
Hmmm, since no one has posted, I think it's time for an update.

-----UPDATE-----

First off, as always, we are pretty much on track. The intro is nearly complete, with just three more scenes to go (zombie battle, Joe knocked out and the president's call) before I can start fully working on the actual gameplay. I have a new screenshot from the Intro. It shows the Prof standing outside the laboratory, looking up at the moon. The screen starts at the top, with the moon in full view, and then pans down to the Prof:

http://img155.imageshack.us/img155/3897 ... en3no2.png[/img]

After that, the map changes to the interior of the lab, and the prof's diary entery rolls up the screen, before fading away, and...
You'll have to wait and see what happens then! I've also fixed the bugs from the demo in the main game. I also have a rough idea of a date for the release of the Intro, as long as everything from now goes acording to plan:

10th August

Yeah, I know it's a while, but there are a few bits of the intro that need a bit of polishing before I can release them as a game, as well as the unfinished scenes. The Intro will literaly only be about 4, maybe 5 minutes long, and will have no gameplay. It'll be like a teaser, only the intro of the game.

If you have any questions, C&C, or just want to talk about the game, please post them.
 
paulalankelly":385czg2p said:
Wow I like how this game is going! I especially like the Rex system, did you use a script or event if you evented any chance you could tell me how?
It might be better to hit up a topic in RMXP/RMVX general support.
Anyway, looks like LMS' is as good as ever. I know I'm really not helping much, but just remember to have fun, it's more important than it may sound. I'd hate to see this abandoned like so many other projects here.
 
paulalankelly":evs3uujq said:
Wow I like how this game is going! I especially like the Rex system, did you use a script or event if you evented any chance you could tell me how?

Thanks. If you'd have read the earlier pages, you would have known that everything except the menu is evented. Which bit of the Rex system exactly do you want to know how to make? PM me, and I'll see what I can do for you. (although, I'm not promising, because most of the features are unique to LMS.)

King of Red Pancakes":evs3uujq said:
It might be better to hit up a topic in RMXP/RMVX general support.
Anyway, looks like LMS' is as good as ever. I know I'm really not helping much, but just remember to have fun, it's more important than it may sound. I'd hate to see this abandoned like so many other projects here.

Thanks again! I really am glad that you like it. And don't worry, I am having fun! This is the only game that I've really enjoyed making! I'm not going to abandon it easily!

Anyway, I've changed the Intro around a bit, because it was a bit slow and boring. Now the story writes itself (as though in a diary) across the screens, while the action happens behind. It just makes it all a bit more interesting to watch, and it gets you built up before the game actually starts.
 
Hello, I haven't really introduced myself yet. I'm noonoo1, and I'm one of the team members on Last Man's Stand. I'm helping with a few of the smaller graphics and systems. I'd like to tell you all that proggress is going well (as fox5 has said many times) and that we're all doing something to help.  :thumb:
 
Hello all. Major update!

---MAJOR UPDATE!!---

I've finally completed the Introduction! Which means I can now work the whole time on the main gameplay. It's also the start of the summer holidays, so I now have more time to work on the game. The intro is about seven minutes long, but I can't release it on it's own yet, because there isn't any gameplay, so it would be quite boring.
I have some new screenshots from it:

http://img152.imageshack.us/img152/2782 ... en4jt9.png[/img]

You also get a sneak preview of the final edit of the story in this screen.

http://img247.imageshack.us/img247/6508 ... en5fl2.png[/img]

The zombies attack. I still need to add in some civilian sprites in this shot. It took me ages to event that sequence, because of the amount of machine guns firing and the zombies all being shot down.

I want some good old C&C on them, so I can make the Intro as good as it possibly can be before I release it.  :smile:

I've also completed the tutorial mission, which means I'm working on the first mission at the moment.

The first mission is closing the city gates, which involves getting to the very outskirts of the city, finding the gate, and jamming it shut. Oh, and there's the small matter that there is no electricity, your pistol is missing, and the only weapon you have against a horde of zombies trying to escape, is a rotten baseball bat.
Poor Joe...  :down:

I've been busy this morning making a teaser trailer for the game, but I'm not releasing that yet, because it's not finished. Oh, and I almost forgot, this is Cute Joe:

http://img507.imageshack.us/img507/4223/joeoz3.png[/imgzoom]

I made him while I was messing about with missingo's zephyr template. But somehow, I don't think that he would fit into Last Man's Stand...

lol. Comments on anything and everything would be great.
 

Senx

Member

Ok so i played the demo, and here are my impressions:

Good graphics
Decent sounds( the get-hit sound/effect was way too loud and weird )
Movement/Combat-engine...not horrible, but its bad. You cannot design an action-rpg and then just have the most simple engine ever and expect people to enjoy the game. The way you move like on a chess-table, the animations when you hit something, or get hit, the way you stop when you shoot and the effects when you hit someone.. its not just there.

I don't see the reason behind making an action-rpg in RPGM XP though, it doesn't seem very suitable for it.

To me, any game's foundation and backbone should be its engine, everything else wrapped around it. To me, this game is the exception that confirms that rule.

I will probably get banned and flamed for this post, but i just felt like putting my opinion out there for future devs. to think about what they're doing.

Go at it.
 

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