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Messages - Freki

Pages: 1 [2]
21
Recruitment / Re: [Recruiting] New Zelda game
« on: August 17, 2010, 11:21:10 pm »
Thanks, I will like to have you helping me, feel free to create whatever story you want to.

But I'm still need to check what custom actions and other things I will be able to create, but basically I will use all that MC have with the exception of shrink, so you can wait until I finish the most things to design dungeons, of course you can give some ideas if you want to.

22
Recruitment / [Recruiting] New Zelda game
« on: August 16, 2010, 12:08:34 am »
I'm working in a Minish Cap engine to my game, but since I don't have too much time in my "real life", I need some help, so I'm recruiting someone who can create a good story and after it I will need someone to design dungeons and puzzles.

That's the current engine progress:
http://www.4shared.com/get/mliBdXTl/mc_engine.html
Insert -> Change the color
Delete -> Show the mask

23
Zelda Projects / Re: [Screens] Majora's Mask remake using UDK
« on: August 15, 2010, 10:49:26 pm »
Nintendo will probably shut it down >_>

Like what happened to Chrono Trigger 3D Remake.

That...wasn't Nintendo.  Nintendo hasn't really been known to shut down fan projects.  I'm pretty sure OOT2D appeared in an issue of Nintendo Power in Italy at one point.

You're right, I remember to search about OOT2D when I saw an article in a Nintendo World, I believe my brother still has the magazine xP

24
Graphics / Re: The Wind Waker rips
« on: August 14, 2010, 03:19:21 pm »
Yeah they look alot like to what you drew, but your Nayru's Pearl seems to be better because the circles are together in the center XD

25
Coding / Re: Generic Graphic and Drowning
« on: August 13, 2010, 11:28:01 pm »
I understand the purpose of the generic graphic and it is a great idea, in fact most generic graphics will have a constant image speed but there are exceptions like a pot shattering, you can see the difference between variable and constant:



Starting a little bit faster and slowing down the speed the variable speed gives a smooth effect to the animation.

Edit:
There's also another error, after you jump in a ledge and fall in a pit you can walk over the water.

26
Coding / Re: Generic Graphic and Drowning
« on: August 13, 2010, 03:21:09 pm »
The image_speed works for animations like walking or rolling but not to the drink animation, for example:

Image   Number of frames
#0   4 frames
#1   10 frames
#2   2 frames
#3   2 frames
#4   4 frames
#5   8 frames
#6   20 frames
#7   8 frames
#8   4 frames
#9   4 frames
#10   4 frames
#11   6 frames
#12   8 frames
#13   4 frames

As you can see, there's no way to use a constant image speed and have a good animation.

27
Coding / Re: Generic Graphic and Drowning
« on: August 13, 2010, 12:19:57 am »
There is a small error, if you keep pressing the arrow keys the animation never ends.

I like the genGraphic idea, maybe I'll copy it to my engine. But there's one thing that I don't like it, is how the animations happen, the image_speed will always result in bad animations since it will be a constant for each action and even if you try to manipulate it during the animations, there's no garantee that it will result in something good.

28
Graphics / Re: The Wind Waker rips
« on: August 12, 2010, 03:40:48 pm »
Thanks Kleaver, I had found these pearls when I was cheating the Minish Cap game, now I know what they are.

29
Graphics / Re: The Wind Waker rips
« on: August 10, 2010, 09:58:13 pm »
What are the names of the last three elements? (I don't know what they are).

30
Discussion / Re: Where Link can step
« on: August 09, 2010, 03:05:58 pm »
I'm using 2 collision objects, obj_parObstacle and obj_parFloor, so I can get a variable from those objects and check if something is possible or not. So I can also set a global variable to make the entire room of water for example.

Code: [Select]
parFloor = collision_point(x,y,obj_parFloor,1,1);

if(parFloor > 0)
  {
  switch(parFloor.T_FLOOR)
    {
    case 0: // Normal
      ...
      break;

    case 1: // Water
      ...
      break;
    };
  }
else
  {
  switch(global.T_FLOOR)
    {
    ....
    }
  };

31
Discussion / Re: Where Link can step
« on: August 09, 2010, 01:08:57 am »
Thanks, I had forgotten the clouds. When I was going to the palace of winds just to remember how clouds works, I also realized that I had forgotten this grid:

32
Discussion / Re: Where Link can step
« on: August 08, 2010, 09:28:56 pm »
Fire and lasers are not really under your feet, but instead of fire I can use a hot floor that will damage you and change your direction.

Quick sand would be nice if I do something like the swamp where objects can also sink.

Hole is the place where you can use the Cane of Pacci.

33
Discussion / Where Link can step
« on: August 08, 2010, 12:52:30 am »
I'm working in a MC engine and want to know what are all places where Link can step, these are what I got:

0 = Normal
1 = Water
2 = Swamp
3 = Lava
4 = Ice
5 = Pit
6 = Puddle
7 = Grass
8 = Powder
9 = Hole
10 = Stairs
11 = Spikes

But I also want to add more, maybe from other Zelda games or create something custom, so I'm accepting ideas.

34
Recruitment / Re: Pokemon Unamed
« on: August 06, 2010, 12:09:14 am »
I would like to help. If you are planning to make a 2D game, it would be nice to use GM, so if you need me I can also show you some of my work using GM.

35
Coding / Re: GML Problem
« on: August 02, 2010, 12:56:36 pm »
You should try to learn more advanced GML, but there's not too much to learn about GML so it's good if you know as much as you can.

36
Coding / Re: water tiles [help]
« on: June 30, 2010, 10:35:55 pm »
Just change the water layer to another layer.

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