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Topics - Whitay

Pages: [1] 2 3
1
Graphics Requests/Archive / LTTP Lightning and Medallion statue
« on: September 27, 2015, 07:18:20 pm »
Hello, does anybody have the sprites for when you first collect a Medallion, where the lightning strikes the stone tablet and crumbles it? im looking for the lightning and the tablet crumbling.

https://www.youtube.com/watch?v=Wr41rKJRMow
starting at 3:32

2
Coding / Tileset Actions
« on: September 02, 2015, 12:33:10 am »
Hello all, quick question. So i have a bunch of 16x16 tilesets that come together to create a giant cloud layer. I want to use them so if you get to some points in the game that are very high up the clouds are created/shown/whatever. This is an easy task if they were an object, although to either create tons and tons of 16x16 objects or one/a few giant sprites of premade clouds seems like a big data waste. Im wondering if there is an easy way to stretch out the clouds or create a tileset that fades in and out when youre above/below it, or if that is not possible and i will just have to use sprites instead.

3
Recruitment / Possible Paid job, otherwise just some tileset upgrades.
« on: August 31, 2015, 11:20:06 pm »
Copy and pasted from a forum not focused on zelda, just thought i would try it here too.

Hello all. I have been working on a Zelda fan game for a few years now(on and off) and i am getting close to what i expect to be the first open demo of the game. that being said, I want to upgrade the artwork. Up until now, the game has been a mash of sprites from three different 2D Zelda games, as well as a large amount of custom sprites from the Ocarina of Time 2D project. My game has evolved and the graphics need to be all together. This is a large upgrade for my game, and one that will take a while, so I am going to be doing it in chunks.

The first and most important part I need is the tile sets to be upgraded. Its the world of the game and the most important part that needs to look nice. the issue with the tile sets i have now is that they are all just recolored Link To The Past tile sets, and one of the most overused tile sets in fan games. To make mine stand out, I want something that still holds the same shape as the tile set(as i have made a huge map, and to redo the whole game based on a new tile set would be hell compared to making a new tile set based on the old one.) For those of you who either don't know what the tile set looks like, or would like it layed out as a reference for while they create, I have it listed below. The goal is to take the existing template of what i have and just give it a more unique feel to it, by upgrading the shading and the colors. All the tile sets in the game are recolored versions of one another, and i think that will most likely work for the upgraded tile sets too(some like the desert may need a few minor tweaks but i should be able to handle those myself.

Below is a large amount of screenshots to show how far I have come in creating this game, to show that i am serious about creating this and that it isn't just one of millions of Zelda fan games that gets scrapped very easily. I have many things coded such as saving systems, all the weapons and tunics and items you can get, all the heart pieces and triforce pieces, all movement actions(swimming, rolling, etc etc) and a majority of enemies coded in. My last step before i start working on custom boss AI and dungeon design is a graphical overhaul, which is why i am coming to you.

What i mean by upgraded is something along the lines of this(not my tiles, not my art, just an example of something similar im searching for.)
http://img110.xooimage.com/views/7/1/4/wip-4bd71ef.png/

ZELDA TILESET(just the hills. There are lots more smaller details that i would need, but that i can either do myself or request at a later date as i am not worried about them now.):
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EDIT: The screenshots came out a little smaller and more blurry than I imagined. Sorry about that.
SCREENSHOTS(Beware. Large Image)
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For any of you who either would like to help more than just a tileset, want to help in a different area than tilesets(characters, items, animations, etc) or who would like to offer their services in exchange for some form of payment, I am sure we could work out a deal that way. Otherwise all credit will go to the creator and if you have any other additions in exchange for the art i would be happy to work something out.

4
Graphics / Whitay's Spriting Practice.
« on: August 18, 2015, 06:14:31 am »
Hello all. Ive never been the best at spriting, and needing lots of custom spritework for my game has lead me to the conclusion that to get everything uniform and how i want it without paying someone, I will probably have to do it myself. This being said, im not the greatest. So im going to create sprites here in the hopes to learn some of the basics, so im looking for C+C to help me grow as an artist to a point where i can create sprites for my game. As of now i only have a few skyward sword heart containers. Its not much, but its a start. I am sitting down after work and trying my hand at some things.


5
Hello all. Its been a while since i have posted here, but with summer winding down and school coming closer i have noticed a lot of free time i have spending on a game that I usually am on and off coding. What i have noticed for a big pause in my game is im not really sure where to go. I have a checklist, and the only things on it now are large things. I'm stuck either turning the overworld from a skeleton to populated, or starting dungeon creation. Both of these have gotten me thinking, and i started looking in to how those two are actually done. A few years ago, i assumed overworlds were a lot more simple then they are. I have the skeleton down. I have all the caves and dungeon entrances and water made. But it just feels big and empty and i know randomly placing bushes and enemies would not help. For dungeons, they are very very complex at the core, and not just random rooms looking for keys. So i came here seeking advice to those who have probably studied these two points for their own games or others. Im looking for advice to some very vague questions, or to just start a discussion on what makes an overworld or a dungeon a zelda feeling overworld or dungeon. what does it need to have? how do you populate an overworld so people would enjoy exploring it? How do you know the balance between a dungeon being too linear or too vague?

6
Coding / Coding in Music Zones
« on: October 24, 2014, 01:48:20 am »
Hello all, i have a quick question. Basically, my main overworld is large and has different zones from mountains to forests etc. It is one big room. And now im on the step of implementing music and sound in the world, i want to make more than just one overworld theme. I was hoping to get songs for Mountains and then a different for Forest and a different for Desert, and when you walk into a new zone the old music fades out and the new music fades into play. The fading out and fading in can be done with sound_fade(index,value,time) but im more worried about the sound. The map is a bit more than some square zones, and so the only two solutions for checking if you are in a zone is having tons of if link.x > this and link.y < this and link.x < this and having it be very weird and lots of unnessesary x and y checks, or having a sort of border that you collide with, but this would lead to huge objects.

So, is there an easier way to check this and set music for different zones, or is checking tons of x and y the most simple way to go towards this? My map looks something like this, so you could see all the different zones. This is why i dont want to check x and y, so is there an easier way to do this?


Game maker 8/8.1 here.

7
Discussion / Importing Sounds/Graphics.
« on: September 09, 2014, 04:10:56 am »
Hello all. I have a quick question that i have been thinking about. In most games i made(small side projects) i never played around much with sound since i didnt know what i was doing with the regular coding to let alone have working sound effects etc. Now that i am getting close to the demo release of my first big project, i have a lot more experience. But i noticed that i have one sound effect in the whole game so far. Clicking next in the textbox. So I was thinking tomorrow to start loading in all my sound effects and music and all that good stuff. The issue is my game is getting pretty big as it is, so i was wondering if anyone has experimented with having resources loaded in from a seperate folder, whether this be backgrounds or tilesets or music or something. I am using game maker and just wanted to get some advice on which way to take this(mostly music, i can deal with the backgrounds and such) before i go and do it the wrong way. So has anyone had experience with both ways, or maybe a different way that i am missing, that would like to share their knowledge?

8
Graphics Requests/Archive / (Request) Making some tiles with me.
« on: September 04, 2014, 12:55:15 am »
Hello all. Breaks from school and work have allowed me to work on my game a bit more, and i have gotten to the point where(besides some debugging) the whole engine is done. In each dungeon right now i have a singular room showing off the style of the dungeon, and having the heart piece/triforce/items in chests in it. The issue is i only have the graphics ready for two tilesets. I am starting to design the dungeons now, and would like to sooner or later get the correct tilesets. I have ripped and slightly edited them, but i will admit they arent the best. So im asking for some help from you all. Below will be the tileset template(the classic LTTP green one, which im using in dungeon one.) and a short description of what i am looking for. Any edits/extra tiles are appreciated(you dont need to do the full set, if you have an idea and want to give 1-2 tiles just to help me out, that would be great too. if i have a start i can find my way to work the rest out.) Also in some cases like the tree one, extra tiles like vine decorations and stuff are welcome but arent needed. The base is what i am going for here. Okay. Lets get these going.

Tileset One Theme: Simple.
Details: Regular Link to the Past Tileset.(COMPLETE)

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Tileset Two Theme: Foresty
Details: Vines, think Deku Tree. greens. browns. webs. Grass. The walls are wooden and treelike.


Tileset Three Theme: Broken Down
Details: Regular Link to the Past Tileset, but broken. chipped. cracks in the walls. dirt showing. falling apart.


Tileset Four Theme: Water
Details: Water. Blues. Rock but not underground. Sandy. Light. Think sorta like a zoras domain?


Tileset Five Theme: Fancy
Details: Marble. Fancy. Clean. Whites, Red, Gold, etc. Like a temple of time almost? Large. Think churches, temples, etc.


Tileset Six Theme: Icy.
Details: Ice Dungeon. Simple as that.(COMPLETE)

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Tileset Seven Theme: Dark and Evil
Details: Shadow Temple creepy. You get the candle here and its underground. Graves, Skulls. Blacks Purples etc.


Tileset Eight Theme: ???
Details: Undecided.

Tileset Nine Theme: Endgame.
Details: Ganons fortress. fancy. black. purple. detailed. dark. evil. etc etc.


If you have any custom tilesets that match the LTTP style feel free to share. As there is two undecided dungeons as it is i could use some help. I want to stray from the LTTP just change a few colors of the same 2-3 templates and there are suprisingly little on the terms of custom tilesets. I tried searching all the oot 2d tilesets i could find(having a water temple/deku tree/shadow temple/etc etc would be very helpful.) Any help is appreciated. Give suggestions, start me off with 1-2 tiles, or do as much as you want! it doesnt matter to me. Thank you in advance for all of the help, as yes they go to help me but custom LTTP tilesets for dungeons will always find a use in fangames. Thank you again,
-Richie

9
Discussion / Best screen resolution/aspect ratio
« on: February 08, 2014, 09:22:36 pm »
Hello all. Im not sure if this is in the right place or not, but oh well. Im having a dilemma that before i get too far into my game i want to get the correct level sizes and so on. but i could not find something on google that gives me the correct advice. if im making a game for browser gaming(and hopefully mobile device gaming) what should the resolution be at? i am right now at 800*480 and i have no idea if that is the right one to choose. i want it to just look good on browser games and mobile devices, so what is the normal room size used for something like this? 720*480? 640*480?

10
Coding / Small INI issue.
« on: February 05, 2014, 02:16:19 am »
Hello all. I am designing a small little game to take a break from FOH and get a bit better at coding in general, and i have gotten to a point where i need to start saving a little bit of data(just max health, money, upgrades, etc. its like a temple run type game.) and i have never worked with these for saving. i understand how to write them and how to read them with code, but i have one issue. creating it and putting starting data in it. is there an easy way to say like
if the INI doesnt exist/is blank/whatever or if this global.maxhp is undefined then global.maxhp = 1 or whatever?

or is there a better way to get save data of just a few variables into the game? I am thinking of porting this game to HTML or something, maybe IPhone if i spend enough time on it. is there a way of saving that would work no matter the system? or atleast works with regular gm and then the in web browser version?

11
Discussion / Triforce powers.
« on: January 09, 2014, 03:48:05 am »
Alright, so im trying to figure out a sort of optional superpower weapon(dins fire, bombos medallions, etc etc.) and i came with an idea. so in my game you have to go collect the pieces of the triforce, and i was wondering how a weapon that got better the more pieces of the triforce you have. I want to do that beca use it would stay balanced throughout the game, it always changes dungeon to dungeon, and lets be honest we have always wanted to use the triforce in one day. My idea was to have link face the camera and do that hand cross thing that they always do to show the triforce.. and thats where i fall off. im trying to think of something cool to happen afterwards that would do some damage, but i cant think of anything. what sort of power would you expect to see from the triforce? what would this power look like? how would the more pieces add to the power?

12
Discussion / Creating New Cave Content
« on: January 06, 2014, 12:40:28 am »
Hello all. As some of you may know, i am creating a zelda one remake sort of project. one part ive ran into trouble with is in the overworld i have almost the same amount of caves(give or take a few. its not exact.) instead of houses and towns, because well thats how the setting is. where whats left of the population is hidden in caves. but i have lots and lots. ill post a list of areas and what i have and you will see i dont have anything thats not like the sword locations and such. So what im asking is for some ideas on what to add to those caves, as i do not want to have every cave be a random shop or some gambling cave or something. i want every area to have 1 shop(maybe two depending on the size of the area) and other then that im stuck. My inspiration is like a link between worlds, where there were all these mini puzzles for rupees. But i also need more ideas then having 30+ puzzles. So why i have come to you is to ask, what would you want to see/would be good for gameplay to have? 10 hidden Heart Containers will have to be spread into these caves. More will probably be in the mountains

List: Caves(Open) are just random caves you stumble on. Caves(Closed) are hidden caves that you have to bomb the way into. and then Extras are passages like under graves, a few buildings left on the surface, etc.

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------------------GRASSLAND------------------
-Caves(Open) - 4
   -Shop
   -Telling of Lost Woods
   -xxx
   -xxx
-Caves(Closed) - 1
   -xxx
-Extras
   -Sword Grave
-------------------FOREST--------------------
-Caves(Open) - 5   
   -Beginner Sword
   -Shop
   -xxx
   -xxx
   -xxx

-Caves(Closed) -  2   
   -xxx
   -xxx
-----------------------DESERT------------
-Caves(Closed) - 3
   -xxx
   -xxx
   -xxx
---------------------BEACH--------------
-Caves(Closed) - 3
   -xxx
   -xxx
   -xxx
---------------------SNOW-----------------
Cave(Closed) - 1
        -Shop
-Extras
   -Big Deal

------------------MOUNTAINS------------------
-Caves(Open) - 5
   - Sword Area
   - Old Man sidequest
   -Shop
   -Shop
   -xxx

-Caves(Closed) - 8
   -xxx
   -xxx
   -xxx
   -xxx
   -xxx
   -xxx
   -xxx
   -xxx

-Extras
   -Sword Location
   -Big Deal

13
Graphics / Practicing Spriting.
« on: December 19, 2013, 03:41:26 am »
Hello all, i am in the midst of designing my game and looking for a spriter is very hard to get exactly what i want or even finding one do do something. so i though okay, im not awful at spriting, and i can usually edit existing sprites to get something workable. But i never was good at just making a 100% custom sprite, and i want to practice. So a couple of the things i had was a beam from the wizzrobe wand, and the redead from oot. C+C please, as they both look pretty shitty to me and i want to learn some stuff to make it better.

EDIT: i made the fairy fountain from oot, tell me what you think!
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EDIT:
Im going to work on the other directions of the redead. what do you think?



EDIT AGAIN:
Bump. I made The ocarina pad from OOT, although i made it a little more ornamental. i dont really like the ocarina portion. it was based off of the beta pad and then this drawing:
Drawing:
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New Sprite:

14
Hello, and welcome to my topic. This is about a fangame of Zelda i am creating. The details can be found in the monster post below.

Introductions/Details/Ramblings:
Hello, My name is Richie, and in short, i am a giant Zelda nerd. I started a project a long time ago to make my own Zelda game, but it failed, as i didn't have a set goal and was too ambitious. Later i revisited what was coded and realized there was a lot there, from weapons to movements and all that good engine material. With some of it, i started a new project. To remaster the original Legend of Zelda, a game which was so great, only to be held back by a lack of technology. I am not only giving the game a graphical update, but also changing much more. None of the core is being taken away, just upgraded to something more interactive, user friendly, graphically appealing, and more. With this items like the stepladder will be replaced with say the hookshot, as it could be used in more situations. The dungeons will also be revamped, with varying room size, more Zelda type puzzles, and just better design and graphics. With this you may ask, how is this even Zelda 1 then? Well. The Items used are mostly the same/have the same function. The overworld has most of the same layout. Dungeons can be completed in almost any order. You may be seeing a trend here, as what i plan to do is sort of upgrade the whole game, but that doesn't mean i won't give it its own flare of originality. Although this is a zelda game, i do plan to incorporate some of my ideas. Enemy AI will be updated, Bosses will be more complicated, and everything will just feel more complete than the original, as technology doesn't really stop anything. Bats won't just fly around, but behave how they would in say OOT or WW. This wont just be a newly mapped clone of the other 2D games. It will have more side-quests and exploration that makes a Zelda game a Zelda game, but new elements will also be added. So with that, I enter you into the world of Hyrule, although this is at a decline, as the land is almost fully a wasteland, with Ganon having so much power that he drove what's left of civilization to cower under ground, as he rules much of the world.



Story:
"A long, long time ago the world was in an age of chaos.
In the midst of this chaos, in a little kingdom in the land of Hyrule, a legend was being handed down from generation to generation, the legend of the 'Triforce'; golden triangles possessing mystical powers handed down by the gods. One day, an evil army attacked this once peaceful kingdom and stole the Triforce of Power. This army was led by Ganondorf, the powerful Prince of Darkness who sought to plunge the world into fear and darkness under his rule. Fearing his wicked rule, Zelda, the princess of this kingdom, commanded her most trustworthy nursemaid, Impa, to secretly escape into the land and go find a man with enough courage to destroy the evil Ganondorf. Upon hearing this, Ganondorf grew angry, imprisoned the princess, stealing the Triforce of Wisdom with her. At this he had been so overwhelmed with power that he had lost any connection to a human form he once had, and is now a complete monster, known as Ganon. Ganon then sent out a party in search of Impa.
Braving forests and mountains, Impa fled for her life from her pursuers. As she reached the very limit of her energy she found herself surrounded by Ganon's evil henchmen. What could she do? ... But wait! All was not lost. A young lad appeared. He skillfully drove off Ganon's henchmen, and saved Impa from a fate worse than death.
His name was Link. During his travels he had come across Impa and Ganon's henchmen. Impa told Link the whole story of the princess Zelda and the evil Ganon. Burning with a sense of justice, Link resolved to save Zelda, but Ganon was a powerful opponent. He held the Triforce of Power, and the Triforce of Wisdom. And so, in order to fight off Ganon, Link had to bring the scattered eight fragments of the Triforce of Courage, the last piece of the triforce that was almost forgotten over the years of the worlds decline. together to rebuild the mystical triangle. If he couldn't do this, there would be no chance Link could fight his way into Death Mountain where Ganon lived. With the land of Hyrule being diminished down to wilderness and a few survivors having shelter in the undergrounds, Link is on his own to take up this quest.
Can Link really destroy Ganon and save Princess Zelda? Only your skill can answer that question. Good luck. Use the Triforce wisely."



Frequently Asked Questions:
I don't have many yet, as this is the first full public view of this. Ask away please! Somebody else may have your same question. Any and all questions are encouraged, except none of the “When will this come out” “How can i play this” questions.
   -The game is being made in Game Maker 8
   -I am in the process of getting it into Game Maker Studio
   -Non-Profit
   -I do not have a team to work with. Yet.
-The game does not have any deadlines. Neither do demos. I will only release new content when i feel it is quality enough to release.
-If you are wanting to help me please contact me! I could use all the help i can get, mainly in music composition and spriting/artwork.



Help Needed:
You got the talent to help me out? Ask away! Ill put down some positions that may need some help, in order of most important to least. Some of these such as writers aren't really needed, but maybe you have a great idea for a sidequest or want to help me elaborate on some ideas i already have. But first and foremost i need:
   -Spriter(s): I suck at this to be honest. and there is a lot to be done. If you can maybe do one or two, i'll take it! If you want to help with large loads, go ahead!
   -Composer(s): Music in the old game had only a few tracks, and one of the greatest things about Zelda is the music. Some of it is obviously just spins on classic themes, but stuff like dungeons and boss themes i want to have all new.
   -Sound Effects: This may mingle with the one above, but sound effects are needed. Hitting stuff, throwing, shooting, etc all need noise. Not very important because i can always reuse from other games, but thats not as original is it?
   -Coding: This is a bit different, as i have my own style of coding and wish to do as much of it on my own as i can. Now i cannot do everything, and someone may be able to do it better. Things like enemy AI, i may not be able to do as other people can, and so sometimes help is good. GML language obviously.
   -Story/Quest Writing: This is an odd one, as I already have the story there.(The one above is not the full thing.) But some people just have cool creative bursts on small things like dungeon background, small side quests, character ideas, and more that a single person can't imagine. These are always fun to hear from other people, and give some depth to the game. Im one of those people who will spend hours reading on the little details of dungeons that were given a background story or something!



Screenshots:
Now for the fun part! Eye Candy. Now these screenshots usually run in order of date, but just take note that many graphics are unfinished, and so anything is subject to change. But i usually like to show lots and lots, so here we go. Big images ahead.
Screenshots:
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Overworld(Partially scaled)
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Videos:
I don't have any yet, as i want to get more progress(probably well into dungeon design) to show some videos. Nobody wants to see me run around Hyrule killing random enemies and throwing all the weapons i got, when i can just release something for you to play around with!


Demos:
   None yet, as i don't want to release many demos that don't really have much. Im trying to get everything sort of cleaned up and get rid of many filler sprites before i give a demo. Most of the coding is there, the game just feels/looks so much better when it doesn't have random blocks and stuff for enemies and such. Soon though, so be ready!
   

Extra Tidbits:
My checklist for coding sort of, as i always like to have a list on what i am working on!
-All of Link’s actions(Walking,Rolling,Swimming, and all that good stuff)
-All of Link’s weapons(Boomerang to Bow, Candle to Shield)
-Overworld graphics(Most of it is there, now making it fancy and starting to fill in big empty spaces.)
-Enemies
   -Leever(Done)
   -Red Leever(Done)
   -Green ChuChu(Done)
   -Tektikes(Done)
   -Red Leever(Done)
   -Zolas(Done)
   -Beamos(Needs some touch ups)
   -Deku Babas(Done)
   -Deku Sprouts(Done)
   -Armos(In Progress)
   -Electric ChuChu/Variants(Not Started)
   -Stalfos(Not Started)
   -Bats(Not Started)
More will be added here as i see fit. Note that much work has been done besides this, and the list of enemies isn't the full list.


Credit to all the people for the sprites or tilesets or whatever i may be using, mostly
MaJoRa
Master Yoshi
Nintendo

Note most of the sprites im using from MaJoRa and Master Yoshi are not final, and if they wish will be taken out immediatly. Most are just fillers though.
Check out my other topic here in recruitment!
http://zfgc.com/forum/index.php?topic=40646.0

15
Hello all, so im in the midst of coding an enemy for game maker. (the zola from the original zelda) he has 4 basic directions and when link hits a certain point near the enemy or whatever it calculates whether the version will be right, left, up, or down, as the zolas pop out, shoot, and go back down without changing directions. so what i was thinking as a better system then the one i have is something like a triangular view box, like the picture below. but im not sure how to do that, as each box has one constant
Link.y > y
Link.y < y
Link.x > x
Link.x < x

that sets it apart from the other boxes, but then there is that gray area when the triangle outstretches. and thats where i need a different code then a simple if Link.y > y part, and im honestly lost on what to do. what would be a way to go about this? The triangles all seem equal, and form a square and seem like 45, 45, 90 triangles if that helps anything, but i dont think going the geometry route is the easiest way to solve this.

reference picture:


16
Graphics Requests/Archive / [Request]Sword Beam(LTTP)
« on: November 30, 2013, 09:48:34 pm »
Hello, im looking for the sword beam sprite from a link to the past, im pretty shocked that i cant find it anywhere. if anyone has it it would be a great help, thanks.

17
Discussion / Making Dungeons
« on: November 26, 2013, 11:39:49 pm »
Hello all, ive got a question that will hopefully spark a discussion on. I am making a zelda game, and have the need to start on some of the actual dungeons now. the game is LTTP styled but theres more to it then the basic LTTP stuff. But what im asking is..
what makes a dungeon a zelda dungeon? what makes them good? how would you go about designing some of these?

ive been looking at maps of the dungeons of LTTP and MC and im seeing somewhat of a trend. They all seem to have a sort of chart.
DUNGEON 6
   Theme: Icy Dungeon
   Item Gotten: Wizzrobe Wand
   Boss:
   Extra: Multifloor, Ice puzzles, decently hard enemies. Swimming and Icy manuvers cover the dungeon, not as much fighting and more puzzle solving. Multifloor but small.

^^ Thats how ive been organizing my dungeons as of now, and so it gives some freedom. but back to the main question, is what do you think makes a dungeon a well thought out dungeon?

18
Graphics Requests/Archive / [Request] Environment Addons
« on: November 24, 2013, 11:32:04 pm »
Hello, I have a small request. So i have a few different tilesets on my map besides the regular and the forest and stuff. Snowy and Beach. Now i would like to make it look not as bland. in other tilesets thats using the little flower and grass sprites, but in snow and expecially beach it doesnt look good. so what im asking for is for the beach
-small sand rivets
-shells
-clumps
Im not sure. anything that just makes the tileset not look as repetitive. same for snow terrain
-Snow clumps
-areas of grass partially covered in snow
etc etc.

these are small requests, as they are just single not so detailed 16*16 tiles. The style is the LTTP tilesets. Also if anyone who would like to take on a bigger request of making the trees shown below partially covered in snow that would be great. below will be a few screenshots to show what i mean and the sprite of the tree.

19
Graphics / Question on proper way to make this look.
« on: November 24, 2013, 12:59:43 am »
Alright. quick question here that has been bothering me. i have a graveyard and to give it some effect i added the fog from lttp over it and it looks all nice and stuff. but it still looks sloppy. if you arent in the fog you see the edges and its all kicked out compared to the rest. and if you are in it you can see where it choppily ends. my question is how would you go about this to make it look nice? i cant just have the sprite follow link because then the fog will move with him and look stupid. i cant just smooth out the fog because it still looks out of place. how would you do this? My initial thought was to have a sprite of the fog growing from nothing and when you enter a certain radius(the graveyard) then that will play and soon turn into the fog, and i can then make it dissipate if you run out of the area. do you think that would look good or sloppy? also do you have better ideas on how to do this? im not sure how LTTP did their fog either. Screenshot just to show what i mean.

20
Coding / Assignment Button Help
« on: November 23, 2013, 01:46:09 am »
Alright so im working on a zelda game and have 2 buttons to assign stuff like bow and arrow and boomerang and stuff to
(C button and V Button.)
each weapon has a number assigned to variables global.CButton and global.VButton. so for the boomerang i could have in the C key press
Code: [Select]
///////////////BOOMERANG////////////////////
if global.CBut = 1
{
BOOMERANG()
}
///////////ARROWS///////
if global.CBut = 2
{
ARROWS()
}
//////////////////////BOMBS///
if global.CBut = 3
{
BOMBS()
}

now in a menu thats how i assign stuff. if you click C on a menu button it changes the value to the number of the item. this leaves me with 2 problems though

C and V can both have the same item assigned. and in zelda games if i was to have boomerang on one and bow on the other and i set the boomerang to the button bow is on, they would swap places on the buttons. so what im asking since i have no idea to go about this without tons of lines of code..

if CButton is trying to equal VButton, how do i get VButton to = the old C value and C to equal the old V like in all the zelda games where you cant have the same item assigned at once.

GML code would be the best help. although if you talked through how the system would work i may be able to convert it into code that way. because once i have the system designed in english its easier to transfer into code. thank you all in advance!
-Richie

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