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Messages - FrozenFire

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Zelda Projects / Re: pureLA Engine and OoTGB
« on: May 29, 2009, 08:33:58 am »
Yeah, it's going to split in half and fall. Imagine it like... when the bushes are cut (not as leafy though XD); it'll split, then flicker while it falls and disappear.

Perfect :)

As for the room transition part-

Basically the steps for the transition are the following-

1st step- lock all objects; they can no longer perform their step event.
2nd step- transition the room by 1 screen while moving link by 16 pixels in that direction.
3rd step- seamlessly shift every object, tile, and the view over to the position the view previously was so the view is centered once again on the middle of your room.
4th step- unlock all objects inside of the view. Discard any objects 2 rooms away from the center.

There are a lot of individual scripts at work for each of those steps lol... A bit of a pain to keep them all organized in such a way that the systems don't... overlap with one another. (I want each one to be standalone)

Yeah, I can see how that adds a considerable amount of difficulty to the programming. Good luck! Btw, I'm really liking this project! XD

Zelda Projects / Re: is zfgc dead yet?
« on: May 29, 2009, 08:18:15 am »
... I'm trying to focus on the scrolling system. A lot of mathematical annoyances there along with some pretty crafty things that need to go on (a lot of steps involve to scrolling a room)...

Do you mean scrolling as in, (1) the room doesn't actually scroll and it still fits on one screen, but when you walk to the edge it does a "transitional scroll" into the next room, OR did you mean (2) that you'll be having large "rooms" in which the "view" scrolls inside the room because the room can't fit on one screen?

Deku stick mechanics have been thought out- it'll work like the sword in the way it slashes, however if you hold your slot button, you'll be able to carry your lit torch until you release the key. Releasing the key will return the stick into your inventory, however leaving it out too long while the stick is on fire will result in losing the stick entirely. Hitting an enemy or wall with the stick will also result in losing the stick.

And it's so great! :)

Except, I can understand that the stick would burn up if lit too long (btw, classic XD), but did you mean that by hitting an enemy or wall you'd lose it entirely as well (as opposed to just dropping it on the ground)? Meaning it would break? I guess that makes sense, but you'd have to animate the stick breaking or have a sound effect at the least, otherwise it'd seem weird like, "Oh, the stick just vanished in to thin air." Just some thoughts.

Now lets all reflect on how much Infini sucks at spelling and other grammar stuffs EVEN THOUGH HE'S FROM THE COUNTRY THAT PRACTICALLY INVENTED ENGLISH for a brief moment...



Eh, nobody is perfect. I know you're probably joking around, but I'm not sure if Infini is happy about it...? :-\

Actually infini gets very aroused when we mess with him

I figured that from...
Ah it's prolly Infini's doing <_< he's notorious for spelling things incorrectly *glares*
Screw you :P.

Just saying maybe we shouldn't mess with him. XD

Now lets all reflect on how much Infini sucks at spelling and other grammar stuffs EVEN THOUGH HE'S FROM THE COUNTRY THAT PRACTICALLY INVENTED ENGLISH for a brief moment...



Eh, nobody is perfect. I know you're probably joking around, but I'm not sure if Infini is happy about it...? :-\

Technically, it's " If you're interested" anyways...

Oops. Yes, "your" is incorrect then as well.

If your intresting in affiliating with our site, please contact one of the administrators ...

Should be "interested"

I know it's small, but I figured it should be a super quick and easy fix. That is, if anyone even cares :)

Zelda Projects / Re: pureLA Engine and OoTGB
« on: May 28, 2009, 05:45:23 am »
blah blah blah ... Everything's handled using built in drawing functions and variables.. This increases your fangame's overall speed and filesize. One controller object is all that's needed to run each engine. ... etc

Yay! Someone that actually knows how to use GM efficiently! Loading time, game speed, and file size all tend to be problems with a lot of GM games. It's great that you're aware of that.

... it's foolish to load a huge room at one time, and it's even more foolish to have a million rooms in gamemaker just to symbolize one area in your game. That causes major filesize issues on your compiled EXE. ORE reduces your filesize by requiring only ONE room with no tiles or object data initially placed. The system loads your rooms for you, and discards them when they're not needed. No more long load times, and no more shoddy transitions from room to room. Everything is near authentic to Links Awakening.

Magnificent! XD

I could quote many other things you stated that I like, but then this post would be very long. You're obviously an amazing programmer that totally knows what's up when it comes to programming a game right. Very VERY nice project!

Discussion / Re: The Legend Of Zelda: (unkown name)
« on: May 26, 2009, 09:18:21 pm »
Are you making this for the DS or a DS emulator or something?

The bright style is different, but in a good way. I think that, once you change everything to fit that "bright" style, it will be much better, because some of the graphics do kinda need changing.

I'll have to keep my eye on this game. :)

Edit: Just noticed the "DS homebrew" lol, guess I'm blind

IMOA, your game has the most potential. Even though you're changing it up, I'm sure it will come out simply amazing. Your work is pro! :o

Zelda Projects / Re: [Demo] The Crystal of Gidna
« on: March 02, 2008, 12:12:45 pm »
I ran in to a problem with the latest demo.  I started a new game, then it started the story and all it said was, "Long ago..."  then I pressed "A" and I think it was supposed to continue with the story, though it just went black, but the music kept playing and the game didn't seem to be locked up or anything.  I tried it twice and I even waited for a couple minutes, but it did the same thing.

Has anyone else had this problem?

I just played the demo... I'm speechless... wait, I'm talking, so I'm not speechless... you get what I mean.

I know that a TON of planning goes in to a project like this and it looks like you're really on top of things.  I thoroughly enjoyed it and I can't wait to see more progress.

Help needed:
Some assistance in modeling, media and textures would greatly benefit, and a storyline and dialog writer would benefit a lot!
If you are interested, please apply on the website mentioned above.

This whole thing really makes me want to pitch in but I have little free time, since I'm in college.  I'll be able to help out in some way during the summer break.  That is a few months away, I know, so I'll just let you know what I do and I'll just have to wait and see if I can help then.

MUSIC - I've had a few years of experience working with music tracking, mixing and recording.  Music is my strong point and it's one of my greatest passions.
DIALOG - I could also create good dialog that would match the game and characters properly (yes, there is an art to making dialog :D).  If no one wants to do dialog, I would be very happy to.  I would even be able to create the personalities for each character as a base for their dialog.
STORY - I doubt you'll have any problem with finding help on the story, though I do know the Zelda storyline VERY well and I've had much experience with writing and making a good firm and exciting story.  I believe the story is very important.

If you still need any help with those area's when it comes to summer time I will definitely apply at your site.  Until then, I'll just check up on it every now and then. ;)

btw, the models are looking good.  You have talent.

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