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241
Feedback / Re: I feel this isn't ZFGC anymore.
« on: September 15, 2006, 08:13:27 pm »
hm, did I not just read that you try to become a mod again fox, but you don't even take the time to read what people say.
A very good sign for a wortless mod I would say.

242
Feedback / Re: I feel this isn't ZFGC anymore.
« on: September 15, 2006, 04:56:23 pm »
Perhaps the reason that the amount of high quality fangames is so low, is that people expect more and more from those who make them.
It takes a lot of time to make a good working engine and some good sprites. The good fangames are not yet in the stage that those making them have an update for you every day. I even think that we don't know about 40% of the games that people are working on. (not all high quality of course).
School, work and other social things also take time, give us time and some day the good projects will appear.

243
Zelda Projects / Re: Majora's Mask - GB(1 new screen)
« on: July 27, 2006, 07:48:49 pm »
No idea what he sees that is wrong about it, that deku nut seems to be correct.

244
The head is one of the most important things of a player/creature sprite, you shouldn't mess with that.

245
I definately have an other opinion, this latest one does not even come close to a good link sprite.

246
Zelda Projects / Re: Legend Of Zelda: Bracelets of eternal strength
« on: July 01, 2006, 02:18:48 pm »
Has a few bugs, but still looks like it could become something good.

247
Zelda Projects / Re: Majora's Mask - GB(NEW SCREENSHOT)
« on: June 25, 2006, 08:00:08 pm »
Looks like its making progress at a good speed.

So now we have seen some screens there is 1 thing I am missing, you should ad something to your first message showing the progress on the engine.


248
Coding / Re: REQUEST: room 2 room
« on: June 24, 2006, 07:51:35 pm »
I think he meant it was not clear for which program he asked it.

249
Coding / Re: REQUEST: room 2 room
« on: June 23, 2006, 08:26:09 pm »
If I read this correctly you need an engine that will let you go from one room to the next one.
(and as I know what program you use I can say this:)

the easiest way for  the codes (but most work for large games) that I know of is making an object for every transition you need.

In this object put a collision event with your player object with the following text:
global.createplayerx= x co??rdinate where player should be created
global.createplayery= y co??rdinate where player should be created
goto_room(room you wish to go to)

Then in the room where you wish to go to place the following code in the room create event (in the room settings)
Instance_create(global.createplayerx, global.createplayery,obj_player)

an more advanced form of this is to only use 4 objects in total (1 for each direction in which you add) with all 1 collision event with 1 code in it :

if global.direction='direction you wish' { as the first sentence in the codes and end with and ] as last sign in the code to finish this code
also for every transition code:    if room=.....{ }around the collision code for each transition

250
Other Zelda / Re: My first photoshop creation
« on: April 28, 2006, 02:15:44 pm »
Nou nou Vincent dat heb je goed gedaan zeg volgens mij heb je wel een aardig talent voor spriten etc!!! Mischien is het een idee als je weer gaat sprites of met PS gaat werken. Om iets in GB style uit te proberen. :P XD

no, bad idea, he'd better work with lttp sprites when he goes to work with sprites again. Those have more details.
And looking at this he should be able to handle it to do something with more details in it.

251
Coding / Re: I need some easy help...
« on: April 08, 2006, 09:55:31 pm »
Going to different rooms/go inside houses

You could make an object called obj_gotoroom.
As you need step by step instructions I guess you wish the easiest way. So best is to make a new object for each room you wish to go to.
In that object make a collision event with obj_link with the following code.(adapt with the correct names to get it working)

Code: [Select]
global.createplayerx=xpostition of where you wish link to appear in the room (in numbers)
global.createplayery=yposition of where you wish link to appear in the room (in numbers)
room_goto(roomname)

In the create event of the room where you wish to go( in this case the house)

Code: [Select]
Instance_create(global.createplayerx,global.createplayery,obj_link)

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