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Kennethdio posted a topic in BuildingsI want to make some maps, my current ideas are of San Diego, New Orleans, random rural areas and so on. Sadly, I don't really know how to use WorldEd, TileZed, and stuff, but I do make some buildings for my map ideas. These buildings are made as like concept art for my ideas, if you ever see my maps on Steam Workshop in the distant future, you may not see some of the buildings shown in this thread. It's just concept. Also, I don't know how make Dropbox links and all that stuff, you'll only see screenshots, and some descriptions about it. Stuff about my building thread. Q: Why would you do this? A: Because, other people are doing it, so I thought... why not? And other things. Q: We saw your stuff, now what? A: You could leave, comment, or do some criticism. The main reason I made this, is to improve my skills, if you think it sucks then tell me, if you think its good, tell me. Or you just say it sucks, although that's not very helpful because I have to review and analyze my insulted building and determine a fault, which is basically a guess. Q: I'm too scared to criticize, what do I do? A: Leave or get over it, if you say it sucks, i'm not going to get salty, or burn down your house, hire a hitman, literally start a zombie apocalypse...etc. Whatever you say, as long as it's genuine, and helpful then I won't get any hateful or dumb thoughts about you, even if you don't be helpful and just say a single sentence, which would just confuse me. '
I'm think this has been mentioned before but just incase... Who thinks it would be cool when reanimation is reimplemented you could control your undead self. Because in the older versions with Baldspot if you reanimated in a house you would be stuck in there. I thought it would be cool if you could smash on doors and windows. Eat some tasty NPC flesh. Just an idea like I said if someone already suggested it a mod can lock or delete this.
Now, before anyone jump on me - I know that the walking sounds are already implemented into the game, it's just that they work in the way they probably weren't meant to work. So, without a programming experience, but atleast having some notion of what it could be, I'll jump in with my suggestion. Foot sounds. Whenever a certain sprite plays, play that 1 single footstep sound. That way it won't be binded to how long "Shift + (Directional Button)" is pressed, and therefore could be a ground up for some awesome sneaking implementation. The way it works is, whenever a certain sprite is displayed (Taking the ones where our/NPC/Zombie character sets foot to the ground), it plays 1 single sound file. That way whenever your character runs, you can tell by hearing footsteps (and so can zombies, wink wink). It both solves problem of footsound syncing with animation, without the need to calculate it like "So, the footstep sound plays every X seconds... Fuck, but what if he is tired, or overencumbered? then the walking won't be in sync.. Or grabbed, hell, aaa". Something along the lines of "WalkingspriteNorth_15.png" calls the "WalkingFootstepsoundgrass_1.ogg", or chooses between "Walkingfootstepsoundgrass_1.ogg" and "Walkingfootstepsoundgrass_2.ogg" or "Walkingfootstepsoundgrass_3.ogg" etc, for variety. * With this in mind, you can go completely crazy as to make all kind of footstep noises - grass, sand, gravel, ceramic, bare footed, sneaking, zombie shuffling, walker crawling. Imagine how much more it would add to immersion. Hearing like a dozen of zombies shuffle around outside your warehouse. You didn't forget that your character can get a little scared when some amount of zombies are outside? Well, now you can get scared aswell. Tell me what do you think. ____ Edit : * In the "WalkingspriteNorth_15.png" example with the number I meant to display the "appropriate" frame when the character sets a foot on the ground, while in "Walkingfootstepsoundgrass_1" the number represents one of the variety of the footstep. So the first one would sound different from the _2, or _3.