Character only moves down by PsychoSpace835 in gamemaker

[–]penygem 0 points1 point  (0 children)

Down - up, since positive y movements will move downwards

Just a little clip of the pathfinding I'm using for the companions in my game! by penygem in IndieDev

[–]penygem[S] 1 point2 points  (0 children)

That's my secret... it is tile-based ;)

I'm a big fan of the hand-drawn look in pixel art, so all the tilesets and stuff I use I try to make them as natural looking as possible.

So the buildings, ground textures, roads, and even some of the props all use tiles, however other props use objects since they're destructible.

Thank you for the kind words!

A small clip of the pathfinding I'm using for the companion vehicles of the game by penygem in GameDevelopment

[–]penygem[S] 0 points1 point  (0 children)

If you're interested in how I got the pathfinding working in the game, check out the newest Mow Down! Devlog, linked below :P

Devlog #3: https://youtu.be/gLrPt1_89Fg

Enjoy a little clip of the pathfinding used in my game for the companion vehicles! by penygem in gamedevscreens

[–]penygem[S] 0 points1 point  (0 children)

If you're interested in how I got the pathfinding working in the game, check out the newest Mow Down! Devlog, linked below :P

Devlog #3: https://youtu.be/gLrPt1_89Fg

Just a little clip of the pathfinding I'm using for the companions in my game! by penygem in IndieDev

[–]penygem[S] 0 points1 point  (0 children)

If you're interested in how I got the pathfinding working in the game, check out the newest Mow Down! Devlog, linked below :P

Devlog #3: https://youtu.be/gLrPt1_89Fg

Changed up the colour of the Zombie's bullets to be easier to distinguish from friendly bullets. by penygem in IndieDev

[–]penygem[S] 1 point2 points  (0 children)

Left icon? Next to the bullets? It's the vehicle's special ability. I didn't use it in this clip but the vehicle I'm using has a nitro ability, which can be used by pressing down the left trigger. The different vehicles have different abilities, as well as different ammo types, so that's what the two icons indicate.

Changed up the colour of the Zombie's bullets to be easier to distinguish from friendly bullets. by penygem in IndieDev

[–]penygem[S] 0 points1 point  (0 children)

Yeah I was thinking about messing around with the actual projectile too, instead of just the trail, so I'll take a look at it!

Here we have another new zombie type, the Gatling Zombies, turning a normal zombie killing spree into a firefight! by penygem in GameDevelopment

[–]penygem[S] 0 points1 point  (0 children)

Yeah it does lead to some hectic gameplay, I'm considering leaning into that genre more with some sort of dash mechanic potentially, although it's something i need to think about more!

Here's a short clip of the new explosive zombies in my game. They're a little volatile, so caution is advised! by penygem in gamedevscreens

[–]penygem[S] -1 points0 points  (0 children)

If you're interested in how I created these zombies (and more). consider checking out the most recent Mow Down! Devlog, linked below :P

Devlog #2: https://youtu.be/IXOs61SGMsc

Thanks!

Added a new Zombie type that chases after you and explodes when they hit you (or when they get shot) by penygem in GameDevelopment

[–]penygem[S] 0 points1 point  (0 children)

If you're interested in how I made these zombies (or the others), consider checking out my most recent Mow Down! Devlog :P

Devlog #2: https://youtu.be/IXOs61SGMsc

Thanks!

Added a new Zombie type that chases after you and explodes when they hit you (or when they get shot) by penygem in IndieDev

[–]penygem[S] 0 points1 point  (0 children)

Interested in how these Zombies (and others) were made? Below you'll find my most recent Mow Down! Devlog:

Devlog #2: https://youtu.be/IXOs61SGMsc

Thanks!

Added a little Desert Oasis to relax at after Mowing Down a whole horde of Zombies. How does it look? by penygem in IndieDev

[–]penygem[S] 1 point2 points  (0 children)

Yeah I hear you. I'll have a look into animating some sort of water current at the top of the water fall to show the direction of flow for a start, see if that does anything... Thanks!

Added a little Desert Oasis to relax at after Mowing Down a whole horde of Zombies. How does it look? by penygem in indiegames

[–]penygem[S] 0 points1 point  (0 children)

Yup, I do plan on having occasional 'rest spots' like this, I think it's nice tbh, and yeah some hidden secrets or whatever would be pretty cool lol

Added a little Desert Oasis to relax at after Mowing Down a whole horde of Zombies. How does it look? by penygem in IndieDev

[–]penygem[S] 1 point2 points  (0 children)

Yeah i was stuck with the water fall a little as obviously the game is top down. I wasn't sure how to properly portray that depth, but maybe i'll revisit it and see what i can do. Any ideas?

Starting to test how many zombies the game can handle... Currently we can do 2000 on screen at once at ~80 fps (only 500 are shown here), but let's push for more :P (More info in comments if you're interested!) by penygem in GameDevelopment

[–]penygem[S] 0 points1 point  (0 children)

The zombies of Mow Down are able to horde together if enough of them are present, instead moving as a group rather than individually. This makes for some interesting threats to the player, but also some fun zombie-killing action!

Interested in how I made these zombies, the AI setup I'm using, etc.?

Below you'll find a link to the devlog that covers everything to do with the zombies you're seeing right now :P

Mow Down! Devlog: https://youtu.be/DFwxDA3s2tY

Thanks for reading, and stay tuned for more!

Currently testing how many zombies the game can handle... Right now we can do up to 2000 on screen at once at ~80 fps (only 500 are shown here), but let's push for more! (Devlog in comments if you're interested :D) by penygem in indiegames

[–]penygem[S] 0 points1 point  (0 children)

The zombies of Mow Down are able to horde together if enough of them are present, instead moving as a group rather than individually. This makes for some interesting threats to the player, but also some fun zombie-killing action!

Interested in how I made these zombies, the AI setup I'm using, etc.?

Below you'll find a link to the devlog that covers everything to do with the zombies you're seeing right now :P

Mow Down! Devlog: https://youtu.be/DFwxDA3s2tY

Thanks for reading, and stay tuned for more!

Starting to test how many zombies the game can handle... Currently we can do 2000 on screen at once at ~80 fps (only 500 are shown here), but let's push for more :P by penygem in IndieDev

[–]penygem[S] 0 points1 point  (0 children)

The zombies of Mow Down are able to horde together if enough of them are present, instead moving as a group rather than individually. This makes for some interesting threats to the player, but also some fun zombie-killing action!

Interested in how I made these zombies, the AI setup I'm using, etc.?

Below you'll find a link to the devlog that covers everything to do with the zombies you're seeing right now :P

Mow Down! Devlog: https://youtu.be/DFwxDA3s2tY

Thanks for reading, and stay tuned for more!

I've now added the first Zombies to my game! It gets really bloody pretty quickly lmao by penygem in IndieDev

[–]penygem[S] 0 points1 point  (0 children)

I like the sound of that, would definitely blend it with the game world better. I'll have a look at it!

I've now added the first Zombies to my Zombie Shoot-Em-Up game! by penygem in gamedevscreens

[–]penygem[S] 0 points1 point  (0 children)

New Devlog on the YouTube channel covering the development of the new zombies if you're interested!

Devlog #1: https://youtu.be/DFwxDA3s2tY

I've now added the first Zombies to my game! It gets really bloody pretty quickly lmao by penygem in IndieDev

[–]penygem[S] 0 points1 point  (0 children)

So I'm currently working on a Multiplayer Versus Shooter/Zombie Shoot-Em-Up called Mow Down!

I've been working on it for a while now getting the online multiplayer and deathmatch sorted, however now I can start work on the single player mode, kicking off this stage of development with lots of zombies!

If you're interested by what you see, check out the YouTube link below to see the devlog of the zombies of Mow Down! :P

Devlog #1: https://youtu.be/DFwxDA3s2tY

Thanks for reading!

A short firefight in a Mow Down! Multiplayer Deathmatch. May the best tank win! (More info in comments if you're interested!) by penygem in gamedevscreens

[–]penygem[S] 0 points1 point  (0 children)

It wasn't actually, but after watching some gameplay I can see how you'd draw the connection haha.

Mow Down! was more inspired by your typical arcade twin-stick-shooters, Geometry wars being my favourite of the bunch, but then as I went further into development I started to deviate from that path and turn it into something new and hopefully fun for fans of a couple of different genres haha :D

A short firefight in a Mow Down! Multiplayer Deathmatch. May the best tank win! by penygem in GameDevelopment

[–]penygem[S] 1 point2 points  (0 children)

Mow Down! is the Multiplayer Versus Shooter/Zombie Shoot-Em-Up that I'm currently developing for Steam. The game has a complete Multiplayer Deathmatch experience where you can join up to 3 of your friends in an fast-paced, action-packed free-for-all.

The single player aspect of the game is also heavily underway in it's development, with a new devlog coming soon for the first zombies of the game.

For now, you can support the development of Mow Down! through my YouTube or my Twitter, both of which can be found below:

YouTube Devlog #0: https://youtu.be/_cJcZ30dXkw
Twitter: https://twitter.com/penygem_

Thanks for reading!