Time: Game Maker Blog
Latest Active Project:
Octohead
Genre: Platformer
Started: April 1, 2010
Latest Download: Blog Post
Version: 0.1
2009-08-10

Solanum (Zombie Shooter's Official Name)

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I've finally named the zombie shooter "Solanum" after the disease mentioned in the Zombie Survival Guide which will fit nicely with the storyline that Draco put together for me. I'll begin working on implementing the storyline shortly, but right now I have a small update with a new addition of a knife (in case you run out of ammo), new zombie graphics, and a cursor that changes depending on whether you can hit a zombie or not. Here's a screenshot of me stabbing a zombie with some of the new skins:
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Try it out and also remember to read the opening comment from the zombie for a little more explanation into things. Thanks!

Download Links:

Also, please check out the review of Solanum by DeathandGrim on the Grimcast here (parts 1 and 2):
2009-08-05

Zombie Shooter (Missile Launcher!)

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Following the advice of Draco, I've made various updates to the Zombie Shooter including the addition of a missile launcher weapon, flying enemies, a new spawn place for zombies, and a new outfit for the player (zombie priest). I was hoping to make a gameplay video tonight, but due to time constraints (I have to be rested for my interview tomorrow) I don't think I'll be able to make one. Hopefully I'll have time for the next update! (Also, press [H] to open the help at any time during play).
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Flying zombie crows and missile launchers in a white zombie outfit.
Oh yeah.
Download Links:
2009-08-03

Zombie Shooter (Inventory!)

Celebrating the one month anniversary of the website with version 2.0 of the Zombie Shooter!

I've decided to expand upon my armor upgrade from the last update by adding many different types of upgrades, consisting of 5 sets of outfits each with gloves, a body piece, and a hat. These can all be found throughout the game as pick-ups. They have different effects on your health through how much they upgrade, but they are more for graphical effect than anything. The enemies also have a small update which allows them to jump after you at a much faster speed, which helps to make the game more challenging. I hope you enjoy the update!
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If you think this looks oddly familiar to my Blast inventory, you're right.

Download Links:

I just added a gameplay video on youtube for this update (sorry for the quality, it's a little lacking due to some .avi issues)

2009-08-01

Zombie Shooter (Armor!)

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After finishing camp this Friday, I had an entire Saturday to crack down on the Zombie Shooter to deliver yet more functionality! I've added three more levels, one of which is inside a post office building. This is the first level in the next setting: the city. I have so far added a few graphics including a crowded skyline with many buildings, but I feel that I need more, but just what is eluding me at the moment. Any ideas for what you think should be added to make it more city-like would be very helpful! Anyways, I'll provide a list of updates:
  • Helm: This will increase your health by 50 and also give you a pretty awesome new look.
  • Body Armor: Also increases your health by 50 and changes your body.
  • Armored Gloves: Increases your health by 50 as well, and covers your hands in a red metal. Pretty awesome.
  • New Sewer Level: The last sewer level just dropped off to the right, but now I've connected it to a new sewer level stacked with explosives that leads to an uncovered manhole in the city.
  • New City Environment: I've added a new city setting with buildings on the skyline and a post office level.
  • Post Office: Inside the post office there's a wonderful corkboard with important papers, a computer, a coffee mug... Oh yeah, almost forgot about the helm!
  • Increased Priest Zombie Health: The priest zombies now have twice as much health as before.
  • Opening Logo: The game now starts of with my new Nintendo-esque logo!
  • Shotgun: The shotgun now can not shoot through enemies any more.
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Another day at the office.
Download Links:
2009-07-31

Block Drop

I created a retro-style video game called "Block Drop" in my Advanced Game Development class at camp the last couple of weeks in C++. It's a pretty basic game where you can create blocks by pressing space. After you have created 6 blocks, it will then loop through and destroy the first block you created to make the new block. You can jump on the blocks and use them to reach higher places in the levels. There are three enemies, each with different ways of movement and different properties. The largest enemies can not kill you, but will follow you around to the left or right and stop when you are on top of them. The second largest enemy will move back and forth, but is able to kill you if it hits you. The last enemy hops around and is able to kill you if it lands on you, but you can turn it into an extra block if you land on it. Below is a picture and the installer for the game:
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Also, I'd like to point out that you can edit levels inside the game. There is a file in the "levels" folder that outlines the rules to making levels, and you can copy paste it into a file. I did not include this, but the grid size for the levels is 13x10 grid points. Go at it and please post your levels in the comments! Here's one I put together just now:

00.e....0E...
00.00001+....
00.e.00++00..
00.000000....
00.e..01+....
00.0000++..00
00.e...00....
00.00000X....
0P.e...001+..
2++002++0++..

I think it's the hardest one I've made!

Download Links:
MediaFire
WillHostForFood
2009-07-29

Zombie Shooter (Sewer level!)

I've created a sewer level for this version of the game, but I won't tell you how to get to it! Try to find out how, and in the mean time, here's a screenshot of the actual sewer area below. There are three new levels added to the game, and the last has a road on it, alluding to what is to come with the setting of the game later on. I've fixed a problem with the previous version where I forgot to take out my debugging cheat which shoots you into the church area.
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Download Links:
2009-07-27

Zombie Shooter (Music < 4 MB)

I did a bit of editing and with the introduction of the SuperSound DLL, I've been able to reduce the file size down to a mere 3.22MB, significantly down from the previous 10MB with little to no quality loss on the sounds. With the changes come bugs, so it would be great if you could test out room transitions between the church and the underground levels to make sure the music flows in and out smoothly. Also, I've added many more types of enemies, ranging from one-eyed to missing part of their skulls so you can see their brains. Also, inside the church there are zombies with priest hats! Please tell me what you think, and check out the below image for a look at the the new priest-zombies.