Envision, Create, Share

Welcome to HBGames, a leading amateur game development forum and Discord server. All are welcome, and amongst our ranks you will find experts in their field from all aspects of video game design and development.

Last Man's Stand [RELEASE!]

  • Yes

    Votes: 3 60.0%
  • No

    Votes: 2 40.0%

  • Total voters
    5
As LumberWarrior said, it's so people who are interested in the game can register and get better ideas about what's going on. This demo is only available from the site so people can have a reason to join. If that makes sense.
 
50mb for the download, darn. I'll have to wait till tomorrow then. Just wondering, do you guys have an estimated release date of the completed project, I'm guessing it'll be mid 2010?
 

Jason

Awesome Bro

I downloaded it, was really expecting something, but unfortunately, the amount of lag disappointed me, there was so much frameskipping due to this on the character animation, it looked awful, and it took over a second for the lock-on system to kick in, and the shots were also delayed too.

I got hit one time by a zombie (Taking me down to around 85-90% HP), and the Gameover screen appeared o.O

I thought I'd try again, managed to lag my way around the corner to the supplies where the boss is, and as I walked up to shoot the zombies, the game just froze on me...

I think that the main issue with the game is that you've got some serious lag problems, most likely due to so many events, I mean, the first demo was fine for me, although the framerate was a tad low then, but this time it was highly noticable and made it very difficult to play.

Now, I'm not knocking your game, I'm not saying it was bad in any way, but the lag just made it pretty much unplayable for me, not sure how you'd fix it since I'm sure you've already got an Antilag script or two in there, but that's just my input on it so far.
 
I haven't noticed any lags on my computer.
The only thing that sucks in this game is the battle system. A zombie can kill you in one second. In addition, range of a pistol is not very long and mixture of those difficulties makes the game a little bit uncomfortable. There's no any enjoyment in killing zombies ;c
And the last thing - how to kill this giant badass camping on the supplies?
 
OK, thanks for playing.
@006: I haven't got a clue to be honest. At the rate of what I've managed to do at the moment, it's probably going to be more like 2011 by the time this is done. I'm not sure. And lol, yeah, sorry about the demo's size. It should be worth it.
@jъГìsт: Yeah. Lag does seem to be a problem. And it's even more of a problem when the game doesn't lag at all on either my computer, or my tester's (or RezydentX's), so it's quite hard to fix something that you don't experience. However, I am more than aware that the HUD is the main thing that slows LMS down by a mile, and because of that, I have decided to *deep breaths* try and script it and replace the evented one. So, once that's done, hopefully gameplay will speed up, because at the moment, the HUD has 42 conditional branches all running at the same time, non stop through the whole game. And that is obviously a problem. So that's my first priority at the moment - to get rid of all the lag. And I'm guessing both the other problems, (the freezing, the gameover) are also due to lag.
@RezydentX: Right, thanks for putting your opinions across. I know the zombies high speed relentless biting is a pain in the arse. To say the least. So that, along with an increased range for the pistol, will be changed. The reason I haven't edited the zombie biting before, is because I was waiting to add the zombie biting Joe animation, but that wasn't completed in time. So it'll be fixed. Right, the boss (The Bouncer):

If you examine the two lamp posts infront of The Bouncer, you'll find that they are rusted and hardly standing at the base. You can also kind of see that. If you wait long enough without doing anything to the boss, Joe will say 'I need a way of getting that thing down from those crates, so I can get a clear shot'. Or something like that. So, either shoot, and smash with the baseball bat, and knock the two posts down. This will smash the crates, and you can get two clear shots at him.

So with that, I suppose I will need to start fixing all these bugs, and then get a re release of the demo out, with hopefully no lag, and an improved pistol and zombie attacks. Please still try the current demo though.
 
Ok, after two weeks vacation, I've returned. Sorry for the lack of good updates, but it's kind of hard to do any work when you don't have a computer :smile: . But I'm back now. So.

---UPDATE---

After the continued comments on lag, I've decided to do something to stop it. I am not, as you may have guessed by now, a serious scripter, which is why LMS has an evented battle system, and why I have needed scripters to script other systems for me. This time however, I decided to try on my own at editing a script to suit the purposes of Last Man's Stand. Here's a screen of my progress.

HUDtest.png


What you can see there is functional and scripted, and as I guess much of the lag was due to the original evented HUD, I hope this will free up gamplay a little. I still have some work to do on it, but it's a start.
 
Sorry for asking too much I finally found the donwload link...but it ask for a password. Ill try to give feedback after playing the game demo.
 
The Last Man's Stand site has mainly moved. Our new site is our global game making site, DeadWater Productions. You can find a load more screens and information on the forums there.

To give you a bit of an update on progress, I am mainl focussing on my side project at the moment, but I have sorted the scripted HUD. So It's still moving on as well. Next job is scripting the ABS...
 
---MAJOR NEWS---

OK, I know it's been a while again, but this is the reason. Last Man's Stand is changing completely. Here is the post I made on the DeadWater Productions site, so I don't have to type it again:

Ok. So I have some major news, some that will be good to some people, and bad to others. Today, while working on Reunion, I decided to go back and have a look at LMS from the beginning of the game. Watching the intro, and playing the starting sequence made me realise how flawed, laggy and error ridden the game is. I know this is starting to sound bad, but bear with me. So, looking through it, I've decided to completely redo and change it.

LMS will now be scripted, as I have started to do. This means that more weapons can be added, and more items can be used in game for zombie destruction, which is ultimately what the game is about. The graphics will be staying the same, but there will be more animation and life to it. The main change though is that the storyline is going to be different. The plot will stay the same, and you will still be trying to find out what is going on in the city, and stop it being bombed, but Joe will not be the only character. It is impossible and illogical that he would be completely alone, and that a government would risk the world's fate just for him. So the battle is going to be bigger, and more characters are going to be involved. I know this now goes against the title, but what happens will still link to it. There will just be people trying to survive with you. Also, Joe will be the leader of what is now going to be called 'Last Man' Squadron, and will eventually end up being the only one. Joe will still be bitten, but adding to the storyline is the fact that you are playing as a man who will be shot with no notice if he is discovered. So on top of finding out what's going on, he needs a cure.

And that is Last Man's Stand. It won't be the same game anymore. Hopefully, it will be better.
Discuss.

So, the game will now be totally different, but still following roughly the same storyline within itself. As I said, it was illogical for Joe to be the only one left, and the quality of the game was seriously lacking, so I'm starting again. To give you an idea of where I am at the moment in terms of the game, the base of the shooting system (based on NeoABS, which, for those who followed this game from the beginning will remember that was the original battle system) is done. As well as the scripts being made, I'm also redoing lots of the tilesets, so there is more life to them. I'll post some of the WIP stuff soon.

But I seriously need help with bringing the new LMS to life. If you're a scripter, and want to help out with just a few things, click here, and please at least help me with one of the things I need. The main one being a small edit of the animations used in NeoABS. So if you can help, please do.

And that's it. Please tell me what you think of everything, your comments are appreciated. This project is not dead. It's undead :grin: (cheesy joke, ignore me).
 
Does really nobody care for Last Man's Stand any more? Come on, there must be somebody out there with comments? Well, in the hope of getting some more people interested, here's a new screen of the reformed graphics:

1-2.png


Comments on the screen and the new storyline?
 
Will you still be using that CMS I made for you?

Anyway, I personally think this is a step in the right direction. It's always a good idea to look back on your older works to see what could have been improved. It's an even better idea to actually improve it, if you actually have the time to do so. I expect that the game will be a much better project as a result.
 

Jason

Awesome Bro

You should do a comparison shot between the old and new graphics so people can see just how much they've changed for the greater good !
 
@Glitchfinder: Yes, I will be still using your CMS, it's awesome, but there's a small error where the torch shows on top of the menu instead of behind it (it's fixed in the Reunion version you made) that I'll ask you about at a later date. I'm glad you like how the game is looking though.
@jbrist: That's a good idea. When I get round to editing the old maps, I'll post one. Thanks.

Any one else got comments? I need to know if the game is looking better.
 
Goody Department":5fr24lnv said:
Your new forum is completely destroyed.

The forum dosen't send me any email when I forget my password.

First off that is not being completely destroyed, second it worked for me, but if you give me your user name and email I can reset your pass and send it to you.
 

Thank you for viewing

HBGames is a leading amateur video game development forum and Discord server open to all ability levels. Feel free to have a nosey around!

Discord

Join our growing and active Discord server to discuss all aspects of game making in a relaxed environment. Join Us

Content

  • Our Games
  • Games in Development
  • Emoji by Twemoji.
    Top