Yep, more sound effects are certainly coming.
The backstory featuring Matti
âUnfortunately that locates on the ancient indian graveyardâ ->
âUnfortunately it is located on an ancient Indian graveyardâ
âfrom people which are turned into zombiesâ ->
âfrom people which have been turned into zombiesâ
Also this revelation about native American burial grounds technically means the game is now probably set in north America.
You sir are doing a great job I think itâs the second Pokitto game that actually has a backstory of some sort explained in-game.
Thanks for the proofreading!
Also technically âgraveyardâ should be âburial groundâ if you can fit it in,
but I realise thereâs only so much space on the screen.
I have implemented a tutorial mode:
A new release:
- A tutorial mode with a backstory. When you finish the tutorial, the state is saved to eeprom.
- Fixed the problem going past the last store
- Added the button image to dialogs etc.
- Added the start menu
ZombieFlock.bin (188.6 KB)
This is how to get variation to the sound:
We cannot affect to the pitch of a sample, but volume control is possible. Currently, the volume affects all the channels, but if it is changed to be channel specific, it can be used for making variation to the sfx.
I havenât tested it, but something like this should work:
class AdjustableBark extends Bark {
float time;
public float speed = 1.5;
public void reset(){
time = 0;
super.reset();
}
ubyte update(){
time += speed;
t = (int) time; // "t" is the current sample in Bark. Maybe add Math.round?
return super.update();
}
}
To raise/lower the pitch one can increase/decrease the speed
of playback:
var bark = new AdjustableBark();
bark.speed = Math.random() + 0.5; // 0.5 - 1.5
bark.play();
Thanks! I can try it.
It works fine! The only change I did was adding a constructor, like this:
class AdjustableBark extends Bark {
float time;
public float speed = 1.5;
public AdjustableBark(char channel){
super( channel );
}
public void reset(){
time = 0;
super.reset();
}
ubyte update(){
time += speed;
t = (int) time; // "t" is the current sample in Bark. Maybe add Math.round?
return super.update();
}
}
var bark = new AdjustableBark( 0 );
...
bark.speed = Math.random() + 0.5; // 0.5 - 1.5
bark.play();
I forgot to mention, but the same idea can be used to apply volume per-sound:
public float volume = 1.5;
...
return (ubyte) (super.update() * volume);
The same could be done for animation speed, I suppose?
That could be useful too.
I am making a bit variation to the day level, different kind of terrain tiles. Which one do you prefer?
0 voters
Well why donât you keep them all and use one new each day?
Release v0.6, the game is almost ready
Just playtesting needed. Is the game too hard if I cannot get through the 3rd level of 6 ?
Changes:
- Three different terrain tilesets for the day level
- Variate the âsteppingâ sfx pitch in the day level
- Added bats in the day level
- Added crystals in the night level
- Added the info screen
ZombieFlock.bin (216.1 KB)
Hey, I would like to check if the difficulty level needs adjusting. Please, help me a little and take the bin above, and tell how far you got in the game and what are the points. Thanks!
Itâs hard. But it doesnât always seem hard. To be honest, I feel like I passed the three first levels by pure luck. Got 70 points so far! Maybe Iâm used to easy games tho, so I that might be me haha
I canât pinpoint what I did right and what I did wrong.
I liked the bat and its sound haha
Also, just a few weird things I noticed:
- you can sometimes get 2 servings of beans by walking right and left repeatedly on the border of a coffee. Maybe itâs intended tho so Iâm not sure
- The âget beansâ sound sometimes wonât play for a while (happened once after getting to the intermediate fort)
Anyway it looks and feels good! Good work in any case