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Messages - legendarylugi

Pages: 1 [2] 3 4 ... 8
21
MC Link's Awakening / Re: Community Project Redesign
« on: March 16, 2009, 12:46:56 am »
I think a remake is the most doable, and perhaps the most fun as well.

First off, there would be a lot of "debugging" that involves actually PLAYING the original to make sure things are just right. That right there is loads of fun, playing the game for "research".  XD

For instance, in MM, there is a surprising amount of detail to even minor things, like what you can do with a Gossip Stone (quite a lot, actually). It would be an excuse to explore the game more deeply, to make sure that things are just right in the remake.

22
MC Link's Awakening / Re: Community Project's Game
« on: March 16, 2009, 12:39:52 am »
I say Majora's Mask.

As has been said, most of the aspects relying on 3D can be worked around (for instance, deku flowers and falling off ledges could involve scaling and layers to simulate going higher or lower), and those that can't be worked around can be replaced by something that works in 2D.

If that's too hard (and it very well may be), then my second choice would be Oracle of Seasons.


EDIT: The more I think about it, the more I realize that Majora's Mask might be far too ambitious, a bit pie in the sky.

The game really does rely on its 3 dimensions far more than OoT did. Most of the dungeons use it extensively as the basis for many puzzles, especially Snowhead and Stone Tower (both very reliant on 3 dimensions.

And while I'm sure there are ways to work around those things, it might be more trouble than it's worth, trying to figure out how to simulate the same scenarios those puzzles were built in. I just want this thing to succeed, and I'm not sure MM is that doable.

I could easily be wrong, though. Perhaps they will be easier to figure out than I anticipate, since 2D games have been finding ways to mimic 3-dimensional gameplay since forever...who knows, maybe more of the work is done for us than I realize. After all, even the 2D Zelda games are not truly "top-down", it's more "3-quarter view", allowing multiple tiers and levels to the same room, staircases, etc.

Summary: I really have no clue either way how doable it is, I apparently just like to watch myself type.  :P

23
MC Link's Awakening / Re: Community Project Redesign
« on: March 12, 2009, 02:36:37 am »
I agree that it should be narrowed down to MM or the Oracle Games. Although I think it would work better if they were slightly modified, rather than just a 2D or MC carbon copy of the game being revamped. That's just me though. There needs to be a bit of "new" flavor, even if it's just one or 2 minor additions to the Bombers Notebook (MM), or a few extra rings and a slightly larger role for Farore(Oracles).

I'll probably be more useful this time around than last time, since I've gone from being a GM noob who couldn't help with programming at all to a somewhat novice GML user who may be able to contribute something decent.  :)

And I promise not to derail conversations with wild, unfeasable ideas this time.  :P

24
Coding / Re: Beam of War help
« on: February 02, 2009, 10:39:54 pm »
Nevermind about the Beam of War question, I realized that the way I was doing it was stupid to begin with.

Rather than having it be based on a random chance, I'll just use a variable, that when it reaches zero, destroys the instance. And the speed at which the variable goes down is dependent on the strength of the beam in comparison to the opposing beam.  ;) That should work.

25
Coding / Re: Beam of War help
« on: January 31, 2009, 07:30:27 pm »
^^^That could work.

So, any advice on the Beam of War question?

26
Coding / Re: Beam of War help
« on: January 31, 2009, 07:06:31 pm »
^^^Ah, I see.

Anyways, for the pause screen, are you guys saying I'd have to stop and restart each object's motion individually?

27
Coding / Re: Beam of War help
« on: January 31, 2009, 06:50:33 pm »
BTW, this may sound like a noob question, but what does a double equals sign mean? ==?

28
Coding / Re: Beam of War help
« on: January 31, 2009, 09:25:45 am »
^^^Thank you very much.  XD

Now I'll just wait for someone to answer my other question.

29
Coding / Re: Beam of War help
« on: January 31, 2009, 08:57:43 am »
^^^So what would be the best way to stop all the objects, but make it so they regain their actions when it's unpaused?

30
Zelda Projects / Re: Open Source Zelda Game
« on: January 31, 2009, 01:38:42 am »
Looks great.  XD I'm downloading now.

EDIT: I have a really old and slow computer, so it wouldn't run very well, but well enough for me to play around a bit.

From what little I've played around so far, here's the overriding impression: the big picture looks really, really good, but a lot of the little things don't, if that makes sense. Taken as a whole, it's good, but individually all the little pieces need work. However, since this is still a WIP, that's forgiveable. This looks like it has a ton of potential.  XD

Another one, (and don't take this the wrong way) seems to be that you've gone for quantity over quality a little bit. You say you've put all those items in, and that's a LOT of items, which makes it really useful for those who want to develop it having whatever item at the ready. And that's cool, but it seems that that has diverted a lot of attention away from polishing up and cleaning up the engine.

For instance, I noticed that there's no room transition yet. Link just shows up at a spot in the middle of a room. It seems like you've coded an awful lot not to have done that yet.

Again, nothing wrong with having a gigantic amount of items, since it allows other people to have pre-made content when they go to use it, but I'm thinking that you should start to put more focus on the game itself, and add the other items in later.

EDIT: Sorry if that came off negative, I actually thought it was really good.

31
Coding / Re: Beam of War help
« on: January 31, 2009, 12:55:44 am »
Oh, and I have another question.

What would be a simple way to create a pause menu for things like inventory, etc.?

Would it be something involving views? Or would creating a seperate room for it be a good way?

32
Coding / Beam of War help
« on: January 30, 2009, 02:40:17 pm »
Okay, so the set-up already works pretty well as-is. Basically right now, if a player's holding a certain button, and has enough energy, it will create an instance of an object in front of them and send it moving. If they hold it, it will just keep making instances, resulting in a continuous beam. An intance of the "beam" is destroyed when it collides with an enemy beam or is outside the bounds of the room.

Right now I have it set up so that when it collides with an opposing beam, it randomly decides which of the 2 to destroy. By modifying the probability, I can make it so one beam is "stronger" than the other, and because it has a greater chance of destroying an opposing instance, it will progress down the length of the other energy beam.


What I want to know is, is there a way to modify the random "chance" via a GML expression? i.e., the chance is one out of "X", X being the answer to the expression, and the chances that the instance ahead will be destroyed.

Because if I just use the drag-and-drop "dice" function, I can only set the value, so one beam is just stronger than the other the whole time. What I WANT to do is have it so the strength of the beam is dependent on the actual strength of the character, and by how quickly you press the space-bar to keep pushing your beam forward.

So does anyone have a simple way to assign the value of "X" (as in, the chances are 1 out of X) using GML expressions?

33
Zelda Projects / Re: Open Source Zelda Game
« on: January 09, 2009, 06:36:19 am »
Lol, I think you made an empty .zip folder without the file actually in it.  XD

34
^^^Thank you very much for showing me that.  XD

EDIT: BTW, I realize that the looping of the rupee sound is actually kind of annoying right now, so I will try to fix that.

35
I really like your version, it does seem "smaller", more efficient. The only problem I have with it is the sndCollect no longer loops appropriately...that and the fact that I don't know what certain things, like cases are...but I can sort of infer what they are from the context.

36
Lol, don't worry about fixing "Link" 's movement, he was only in there to have something to collide with the rupees, nothing more than that...if it were a walking engine I would have put much more thought into him.


Anyways, I can't really check what you did, since I don't have a .rar opener on my computer.  :-\ Could you maybe upload it as a .zip?


37
Okay, I'll be right back with it.  ;)

EDIT: Okay, it's just a very, very basic version. Press the F key to upgrade your wallet, press the arrow keys to move "Link" around (yes, his movement is preschooler level), and collide with rupees to collect them. Make sure you have the sound turned on, because an important part is the collect_snd.

I realize that I made a few of the variables global when they probably didn't need to be, but I just did that for now so I didn't have to think about it as much.

38
^^^Ah, I see, that makes sense. I think I will do that, create a parent object for them. But I think I'll keep the rest as it is, using a worth variable to set the number of rupees to add.

BTW, how do I upload a .gmk to my posts?

Basically, I cleaned out the file, removed any unneccessary junk, and then took out everything to do with the banking part (withdrawing, depositing), keeping in only Link and the ability to get rupees...since I don't want to upload the banking part till it's finished.

Lol, now that it's all cleaned up, I realize that outside of the bank, when it comes to just collecting rupees, I've coded practically nothing.  :P

39
^^^I would love to show you my .gmk, but it's a little messy right now. I need to clean it up a bit first.  :P

Anyways, I think we're getting bogged down on what ultimately, are miniscule differences of approach. What you would have done, and what I did, are all but identical, using the difference between 2 variables (one for the rupees and one extra variable) to mark how many rupees to add, one per step, with each type of rupee it's own object, but essentially "empty" except for marking the value of the rupee (and in my case running the script that would be run by the parent in yours).

The only difference, the ONLY difference that I see, is that your extra variable was the current rupees plus the rupees gotten, so adding to the rupees to your wallet until they reached that point, whereas my extra variable was just the value of the rupee you collided with, added one at a time to your wallet and removed one at a time for this second variable. Basically the same thing.

As for the rupees, like you I have multiple rupee objects, the only difference was that I didn't create a parent object for them, since the collision event, the only event they had, and the only thing that would have been in the parent in the first place, was different for each of them (added a different value to the worth variable), so a parent served no purpose the way I did it.

Like I said, the differences are a lot smaller than they're being made out to be.

EDIT: But now that I think about it, your way would be a bit simpler, because rather than having to change the values of 2 variables to add to the rupees, your way would only have to change one. So I think, yes, I will change it.  ;)

40
I guess we have somewhat misunderstood eachother.    :P

Okay, so to clarify what I'm doing, here's what I mean.

Okay, so right now I have a separate object for each rupee-type (for now, but that's subject to change), but the only thing they do is upon collision, set "worth" relative to ____ (whatever the rupee is), and then run "collect_script_B", which basically just tells it that if your wallet can hold at least part of the value of the rupee, destroy it, otherwise don't collect it.

The HUD object runs "collect_script_A" in the step event, which just tells it to add the rupees one at a time, subtract from worth one at a time, and play the rupee_get sound, until worth equals zero. Or, if your wallet is full, set worth to zero. So far it's working just fine.

So I don't get what you mean about the object not being immediately destroyed after collision. It's destroyed instantly.

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