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Bloody Zombies - Solve levels with your oppenents' blood!
Bloody Zombies is a game made by KlooniGames, part of the Experimental Game Project where he makes a games every month. For the sake of clarity, here is the creator's description:
Bloody Zombies, the goriest game ever made in the glorious 128 x 96 resolution! Fight zombies with your lawn mower! Solve levels with your opponents blood!
Goal is to rescue Barbara from the clutches of the nasty zombies. Collect all the keys in the level to open the door to the next one.
The best way to explain the unique game mechanic is to compare it to the particle physics of the Falling Sand game. Killing zombies with the lawnmower produces gallons of blood that settles and pools. You use these pools of blood to propel yourself with your lawnmower.
You can edit/make your own levels I just figured out.
In the bloody\data\levels folder is png files of each level. Open one in paint. White is ground, red is blood, green dots are zombies, purple dots are doors, blue dots are spawnpoints and cyan dots are keys. To make sure you get the right color use the eyedropper to copy the dot colors. But from what I can tell, each color is already available at the default Paint palette. Example:
I totally support wacky little games like this. As a true testament to my ever-shortening attention span I downloaded it a couple of days ago and have yet to beat it.
This looks fun. I checked the guy's blog some more. He seems to be cranking out mini-games at a rather fast pace. I've always wanted to get into game programming, but the scale of getting a game up and working seemed daunting. I already program for a living, so spending equal hours to make a game (instead of playing it) seemed a downer. But this may inspire to look into XNA or something.
This looks fun. I checked the guy's blog some more. He seems to be cranking out mini-games at a rather fast pace. I've always wanted to get into game programming, but the scale of getting a game up and working seemed daunting. I already program for a living, so spending equal hours to make a game (instead of playing it) seemed a downer. But this may inspire to look into XNA or something.
I used to work in GWT, but got moved to less GUI and more algorithm oriented development, so to keep my skills sharp in GWT, I tend to make games. They are awesome because they have a set amount of rules, you know how they should play and such. I've made Lights Out, Quasar (from Mass Effect), a Poker Engine, a Typing Tutor, and Othello.
But, like you said, when you design and program all day, you kinda don't want to do it when you're home unless you really get the bug that night. I admire the people who have the strive to pump out games like these.
You can edit/make your own levels I just figured out.
In the bloody\data\levels folder is png files of each level. Open one in paint. White is ground, red is blood, green dots are zombies, purple dots are doors, blue dots are spawnpoints and cyan dots are keys. To make sure you get the right color use the eyedropper to copy the dot colors. But from what I can tell, each color is already available at the default Paint palette. Example:
A couple of notes for those wanting to make their own levels - diagonal lines work as channels for blood but cannot be walked on successfully, as it sees it as a series of little straight platforms next to each other rather than a continuous line. The pink exit pixel acts as an anchor for the top-left corner of the open door image, and must be placed accordingly, and the blue spawn pixel must be placed touching the white line that you want to spawn on. Everything else can be placed anywhere.
Willeth on
@vgreminders - Don't miss out on timed events in gaming! @gamefacts - Totally and utterly true gaming facts on the regular!
The only thing preventing this game from being awesome is the lack of sound. I really need to hear the growl of the lawnmower and the splatter and sloshing of all the blood. Because I'm sick that way.
The only thing preventing this game from being awesome is the lack of sound. I really need to hear the growl of the lawnmower and the splatter and sloshing of all the blood. Because I'm sick that way.
Yeah, that did annoy me. I was at least expecting some sort of sound, anything.
Hexmage-PA on
0
AxenMy avatar is Excalibur.Yes, the sword.Registered Userregular
edited July 2008
That was crazy fun. Ending was ace too!
edit- For whatever reason I had Blackfoot's Train, Train stuck in my head the whole time I played.
Axen on
A Capellan's favorite sheath for any blade is your back.
Posts
This looks like a great time killer, going to check it out.
PSN:Hakira__
Not sure if I can call them Puzzles.
And It's pretty short.
But it wasw fun.
The fact that I am swiming through zombies blood and not turning into a zombie
Or using the d-pad on my controller and not the thumbstick for movement
In the bloody\data\levels folder is png files of each level. Open one in paint. White is ground, red is blood, green dots are zombies, purple dots are doors, blue dots are spawnpoints and cyan dots are keys. To make sure you get the right color use the eyedropper to copy the dot colors. But from what I can tell, each color is already available at the default Paint palette. Example:
Make new levels for it?
3DS Friend Code: 5456-0772-1797
I used to work in GWT, but got moved to less GUI and more algorithm oriented development, so to keep my skills sharp in GWT, I tend to make games. They are awesome because they have a set amount of rules, you know how they should play and such. I've made Lights Out, Quasar (from Mass Effect), a Poker Engine, a Typing Tutor, and Othello.
But, like you said, when you design and program all day, you kinda don't want to do it when you're home unless you really get the bug that night. I admire the people who have the strive to pump out games like these.
A couple of notes for those wanting to make their own levels - diagonal lines work as channels for blood but cannot be walked on successfully, as it sees it as a series of little straight platforms next to each other rather than a continuous line. The pink exit pixel acts as an anchor for the top-left corner of the open door image, and must be placed accordingly, and the blue spawn pixel must be placed touching the white line that you want to spawn on. Everything else can be placed anywhere.
@gamefacts - Totally and utterly true gaming facts on the regular!
Yeah, that did annoy me. I was at least expecting some sort of sound, anything.
edit- For whatever reason I had Blackfoot's Train, Train stuck in my head the whole time I played.
This is what games are made of.