[Game]Brew of the Undead

action
java
javaofthedead
game

#121

Yep, more sound effects are certainly coming.


#122

The backstory featuring Matti :slight_smile:

2


#123

“Unfortunately that locates on the ancient indian graveyard” ->
“Unfortunately it is located on an ancient Indian graveyard”

“from people which are turned into zombies” ->
“from people which have been turned into zombies”


Also this revelation about native American burial grounds technically means the game is now probably set in north America.


#124

You sir are doing a great job :+1: I think it’s the second Pokitto game that actually has a backstory of some sort explained in-game.


#125

Thanks for the proofreading!


#126

Also technically ‘graveyard’ should be ‘burial ground’ if you can fit it in,
but I realise there’s only so much space on the screen.


#127

I have implemented a tutorial mode:

ezgif-2-374262c99ea3


#128

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)


#129

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.


#130

I haven’t 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();

#131

Thanks! I can try it.


#132

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();

#133

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);

#134

The same could be done for animation speed, I suppose?


#135

That could be useful too.


#136

I am making a bit variation to the day level, different kind of terrain tiles. Which one do you prefer?

  • image

  • image

  • image

0 voters


#137

Well why don’t you keep them all and use one new each day?


#138

Release v0.6, the game is almost ready :slight_smile:
Just playtesting needed. Is the game too hard if I cannot get through the 3rd level of 6 ? :wink:
Changes:

  • Three different terrain tilesets for the day level
  • Variate the “stepping” 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)


#139

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!


#140

It’s hard. But it doesn’t always seem hard. To be honest, I feel like I passed the three first levels by pure luck. Got 70 points so far! Maybe I’m used to easy games tho, so I that might be me haha
I can’t 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 it’s intended tho so I’m not sure
  • The “get beans” sound sometimes won’t play for a while (happened once after getting to the intermediate fort)

Anyway it looks and feels good! Good work in any case