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Splatter - Zombiecalypse Now News

One more Update



So this is it, the final Splatter patch. I already claimed this before, so better take it with a grain of salt.

- Visible game area is limited to a useful range when playing on UHD resolution
- Shadow flickering on UHD resolutions fixed by doubling rendertarget sizes again
- Fixed rare rendering glitches due to incorrect state caching
- Fixed rare colored rectangles after loading a savegame
- Fixed rare colored rectangles after loading a savegame, #2
- Fixed deco objects sometimes being invisible after loading a savegame

This patch caused a lot more trouble than I expected, but it also brought me to play the game in its entirety once again. And yeah, the story doesn't hold up well, it's pretty obvious even to me with a few years of distance. But there's so much cool stuff to do in this game... I'm still proud of it.

Maybe some day I'll do a sequel.

Some more fixes

Changes in Version... I lost track, sorry. Originally I intended to "just put out a quick patch with the updated version of my framework" but it turns out 7 years of compiler progress and knowledge gain expose some issues that should have been fixed from the start.

- limited visible area on HD+ resolutions
- Fixed rare random render glitches due to 3D API state caching
- Fixed rare fullscreen colored rectangles after loading a savegame
- Fixed rare fullscreen colored rectangles due to a different reason
- Fixed rare issue where deco objects being invisible after loading a savegame

This is the last update. Really now. Echt jetzt.

Crossfire II released - Ancient Amiga 16Bit shooter

Back in the days when computers had Megahertz and Megabytes, I made a game called Crossfire II. It's a topdown shooter with a story and local horde / deatchmatch modes, just like Splatter. But it's ancient. Graphics of 320x240, 16Bit colours, 8bit / 22kHz sounds.

I reworked Crossfire II for Steam, upgraded it to 60fps, fixed some bugs, added remappable controls, achievements, cloudsync, easy mode. And now it's available on Steam: https://store.steampowered.com/app/1377680/CROSSFIRE_II_Retro_Arcade_Shooter/

Story mode is 2, maybe 3 hours, plus freestyle weirdness. No replayability whatsoever, and in my books that's a good thing. So if you enjoyed Splatter, have a look at Crossfire II. If that game were a person, it would be allowed to drive and vote.

When night comes, a Splatter patch appears



Hey Splatterers,

there's a new fix for you which tackles issues some of you encountered.

* Fixes a freeze when shooting with hitscan weapons at the fire bubble tentacle of the first stage of the Final Boss Fight.
* Fixes the weird immediate end of the third stage of the Final Boss Fight
* Possibly fixes the startup problems on Win8 / Win7
* Fixes a few other visual glitches stemming from the same cause as #1

That's it. This is probably the final patch to Splatter, six years after its release. Well... who am I kidding. There will be probably more. Also the performance still bothers me here and there, and I'll probably have to tackle it for the Switch version anyways which we're discussing currently.

But for now, off to an entirely different and even older game: my old Amiga topdown shooter called Crossfire II released back in 2002. I'm bringing it to Steam.

Splatter - Zombiecalypse Now Official Soundtrack arrived today

Hi Splatterers,

as we get our game back early this year, we decided to bring out the soundtrack composed for "Splatter - Zombiecalypse Now" for 2 reasons:
1. you can get it, if you like the game music as we do or
2. you want to support the developers with a tip and get the soundtrack as a bonus.

So if you like you can get the official soundtrack of Splatter - Zombiecalypse Now here:
Splatter - Zombiecalypse Now Official Soundtrack

Have fun and hope to see you playing our next game soon.