Zumbi Blocks 2 reached its version 0.7.1. The first of this polish focused update. Multiplayer is back, a little more stable, still a little glitched, and still needs Hamachi or Radmin VPN to play (or configuring your router properly). New mechanics include punching zombies, first person mode (V), and destructible doors.

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More pieces of 0.7 will come in the near future, which will include sound effects, ability to break windows and vault over them, inventory improvement, reviving friends, and more.

Remember to join our discord, for more constant info and updates: https://discord.gg/eCWaHR9

FULL CHANGE LOG:

NEW MECHANICS:

  • Added punching for when you have no weapon
  • Added first person mode ( V by default )
  • Added 'swimming' but you and zombies take damage if you go in the water
  • Now you open and close doors by clicking E
  • Doors can be destroyed, as well as some of the police furniture that were blocking the AI
  • Zombies will destroy things that are blocking their way

GUNS:

  • Added piercing shots to SVT (and, in the future, other guns that use SniperAmmo )
  • Added longer stagger animations for shotguns
  • Added a muzzle choke factor to shotguns, making them spread pellets more horizontally
  • Added different damage to different zombie body parts (headshots deal the most damage)
  • Added extra headshot damage to M1 Carbine
  • Rebalanced all guns stats
  • Added shuriken throwable (new type of item)

MISC:

  • Made all the netcode that was missing for all new mechanics in 0.6 and 0.7
  • Multiplayer is enabled again
  • Tracking who damaged the boss in multiplayer.
  • (you need to deal at least some damage to a boss to unlock a loadout when he's killed in multiplayer)
  • Players always spawn in the same house
  • Zombies spawn indoors
  • You can move with the map opened
  • Added new prompt command (F1), can be viewed with the command 'help'
  • There is a command for changing your player name (since there's no menu for it yet): playername
  • There is a command for changing game language (since there's no menu for it yet): lang
  • Changed the way zombie sight works, so they wont detect you so easily on easy mode
  • Zombies don't attack while boss is spawning
Download Zumbi Blocks 0.7.0

UI:

  • Added starting menus for new comers, where you can choose your name and language
  • Added localization files with English, Portuguese, and Spanish
  • Ability to close menus by pressing ESC
  • Map interest points for players now show the proper player color

BUG FIXES:

  • Fixed bug with preferred loadout not reading properly
  • Fixed bug related to player color coding
  • Fixed bugs related to damage
  • Fixed bugs with gun recoil
  • Fixed lobby names showing up during the match
  • Fixed bug with tutorial not translating
  • Fixed bug with daylight being wrong while in the lobby
  • Fixed bug where you don't aggro zombies by shooting them if they are unloaded on server side
  • Fixed some bugs with syncing zombie positions and animations on multiplayer (still needs more improvements)
  • The game folder now includes some dlls and directx installer in case your PC is missing those
  • The game will now save files on the game's folder itself if it cant, for some reason, reach your documents folder
  • 1Tutorial: First steps
    • 1.5Set level properties
  • 2Tutorial: What's new in 0.7.0

This part of the tutorial learns the basics to be able to create a level.

Quick look at inkscape

Here is the list of useful tools from Inkscape to create Xmoto levels:

  1. The selection tool
  2. The path editing tool
  3. The sculpting tool
  4. The zoom in/out tool
  5. The rectangle tool
  6. The circle tool
  7. The star tool
  8. The hand draw tool
  9. The bezier curves draw tool
  10. The Xmoto properties menu

To learn how to use Inkscape you can use the official Inkscape tutorials:

You can also get tutorials on YouTube.

The Xmoto extensions

The Xmoto extensions from the Effects menu allows you to set Xmoto properties to Inkscape objects in the drawing.

Here is a description of the different entries of the Xmoto menu:

  • Blocks
    • Change Block Properties: Change the properties of the selected blocks.
    • Change Block Texture: Change the texture and edge effects of the selected blocks.
  • Entities
    • Checkpoint: Convert the selected shapes into a checkpoint.
    • Strawberry: Convert the selected shapes into a strawberry.
    • End of level: Convert the selected shapes into a end of the level.
    • Particle Source: Convert the selected shapes into a particle source (fire or smoke).
    • Player Start: Convert the selected shapes into the start position of the player.
    • Sprite: Convert the selected shapes into a sprite (with many parameters for the sprite).
    • Wrecker: Convert the selected shapes into a wrecker.
  • Joint
    • Add Pin Joint: add a pin joint between two physical blocks.
    • Add Pivot Joint: add a pivot joint between to physical blocks.
    • Jointed Line...: create a line of jointed blocks
  • Level
    • Set layers properties: Set which layers are for background and what are their scrolling parameters.
    • Set sky properties: Change the sky of the level.
    • Set level properties: Mandatory options for the level, like its name and id.
    • Set other level properties: Allow sprite replacement of the /strawberry/wrecker/end of level/. Add a music to the level.
  • Other
    • Install keyboard shortcuts: Install the Inksmoto specific shortcuts.
    • Inksmoto tutorial: Display the link of this tutorial on the wiki.
    • Launch level in X-Moto: Launch the level in Xmoto.
    • Show the object informations: Show the Xmoto properties of the selected shapes.
    • Get new textures and sprites: Download new textures and sprites from the Internet.
    • Recreate last.lvl: Recreate the last.lvl level to reload it into Xmoto.
    • Copy: Copy the xmoto properties of an object.
    • Paste: Paste the xmoto properties stored into the selected objects.
    • Change id: Change the id of an element (mandatory use for entities).
    • Begin recording a trace session: For unittesting.
    • End recording a trace session: For unittesting (the generated tests are in ~/.inkscape/extensions/cur_tests).
  • Zones
    • Convert into Zone: Convert the selected shapes into zones (currently, only rectangular zones are used).

Install the Inksmoto shortcuts

Zumbi

You should begin by installing the Inksmoto specific shortcuts.Use the menu entry Effects->X-moto->Other->Install keyboard shortcuts.

Then restart Inkscape to enable them.

The shortcuts are:

  • 't': change texture of the selected blocks
  • 'b': change properties of the selected blocks
  • 'p': add a pin joint between two physical blocks
  • 'o': add a pivot joint between two physical blocks
  • 'd': change the selected objects into checkpoint
  • 'y': change the selected objects into strawberry
  • 's': change properties of the selected sprites
  • 'z': change the selected objects into zone
  • 'w': change the selected objects into wrecker
  • 'u': change the selected objects into a particle source
  • 'r': change the selected objects into the player start
  • 'e': change the selected objects into the end of level
  • 'a': set layers properties
  • 'n': set level properties
  • 'h': set other level properties
  • 'k': set sky properties
  • 'x': launch the .lvl into Xmoto
  • 'l': recreate last.lvl into the home directory (in .inkscape/extensions/)
  • 'c': copy the xmoto properties of an object
  • 'v': paste the xmoto properties stored in the selected objects
  • 'i': change the id of an object

Drawing a simple level

Let's draw a simple level using only the Rectangle, Circle and Star tools.

First, set the zoom of Inkscape to 100% (defaulted to 35% when you create a new svg), then draw your level.

Here's is a simple level drawn using the Star tool and the Rectangle tool for the shapes and the Circle tool for the two little circles:

Set level properties

Download Zumbi Blocks 0.7.00

Now that the shapes of the level are drawn, we have to assign them Xmoto properties. For example, we want some shapes to be solid blocks, some others to be background blocks, change their texture...

Example

To change solid blocks texture, select them, then go to the Xmoto effect menu and use the menu entry Effects->X-moto->Blocks->Change Block Texture (or press 't').

The Block textures window opens.

Download zumbi blocks 0.7.0Download zumbi blocks 0.7.0

Click on the white thumbnail to select the texture we want. The Texture Selection window pops up:

Double click on the texture wanted for the blocks. Now the Block textures window displays the right texture:

Press OK. The texture is then displayed in Inkscape:

Repeat the same procedure to change the texture for the three other blocks.

Now, we want to set them as background blocks. Select them, and use this menu entry: Effects->X-moto->Blocks->Change Block Properties (or press 'b').

The Block properties window opens. Check Background block then press OK.

Zumbi Blocks 0.7 0 Download

Now we have to set the level start and its end.

Select the first circle and use this menu entry: Effects->X-moto->Entities->Player Start.Then select the second circle and use this menu entry: Effects->X-moto->Entities->End Of Level.

The level looks like this:

Save the level

Now that our level is drawn and its shapes have Xmoto properties, we have to set the properties of the level, like its name, author, ...

Use the Xmoto menu entry Effects->X-moto->Level->Set level properties. The Level properties window pops up:

Entries in this window (bold ones are mandatory):

  • lua script: If your level has a lua script, enter the lua file with its full path.
  • level id: The id of the level (only letters, digits and underscore, no space).
  • level name: The real name of the level.
  • author: The author of the level (you).
  • description: A message to add to the level.
  • border texture: Choose the texture which be displayed around the level.

Test the level in Xmoto

Now our level is ready to be tested in Xmoto. Use the Xmoto menu entry Effects->X-moto->Other->Launch level in X-moto (or press 'x'). The Launch level in X-Moto window pops up:

If the Xmoto executable is present in your PATH (under Linux and MacOSX), you don't have to fill the parameter. If you're under Windows or you want to use a specific Xmoto executable, then enter your Xmoto executable with its full path.

Here is the level in Xmoto:

Get the .lvl in order to upload it

Now that the level is ready, we have to upload it to the Xmoto website http://xmoto.tuxfamily.org/index.php?page=sendyourlevel

You have to send the level as a .lvl file, not a .svg

  • svg: Vector graphic format
  • lvl: Xmoto level

There's two ways to get the .lvl:

  • When you launch the level in Xmoto from within Inksmoto, the file last.svg and last.lvl are created in the Inkscape home extensions directory:
    • Linux & MacOSX: ~/.inkscape/extensions
    • Windows: C:Documents And Settings<USER>Application DataInkscapeextensions
      • To open Application Data you might have to do Start->run...(or Win-Button+R)->%APPDATA%
  • You can also save the svg and the lvl separately using File->Save a Copy... and choosing the appropriate file format (X-Moto Level (*.lvl)).

Svg file of the tutorial

Here is the corresponding svg file of the tutorial level: Media:Tutorial_050.svg

Optimize inksmoto: conversion from svg to lvl is now up to six times faster

Replace Tk with Gtk for windows toolkit

Download Zumbi Blocks 0.7.0

Extend range of edge texture depth to negative values

Per Block Smoothness

Download zumbi blocks 0.7.0

Use the theme scale/depth for default value of edges

Add support for checkpoints

Allow sprites free rotation degrees

Support for Inkscape versions 0.47, 48.1, and 0.48.2

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