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Messages - shongshui

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21
Coding / Re: Tile Animation Example
« on: January 29, 2012, 02:58:47 pm »
I know the proper conventions (I don't repeat the same habits when using other languages, such as C++ where such habits are not allowed) but I know when it is or is not needed. If it does not severely affect the way the game works, then I am okay with adopting a different take for different languages.

I am not trying to pursue a professional career, but I am working to complete a long planned fangame which is why I got into programming in the first place. I have given up on GM mainly though, and am trying to learn C++ and for the most part, I haven't been repeating the same conventions in GM.

22
Coding / Re: Tile Animation Example
« on: January 28, 2012, 11:18:12 pm »
I understand that I have a sort of odd way of coding (for example, I usually don't use brackets when it is not absolutely necessary), but this is only my awkward preference. This was a quick cut and paste from my original code, at least the parts which I have thought were necessary, as right now my GM knowledge is not at all fresh. The redundant "breaks" may have followed from this and trying to organize it all together because they weren't in the orignal code when I checked. As for the comments most of the comments were originally made for myself to make sense of it better. I just wanted to put up the code itself first (as I was too lazy to explain the code right now and am not so great at explaining things), but I may provide an explanation later.

23
Coding / Tile Animation Example
« on: January 28, 2012, 08:14:27 pm »
Been a long time since I've used GM, and I have been looking over my old Zelda GB engine that I have worked on months ago. One of the things that I have tried doing in the game is to allocate almost every static background object into tiles (that is surfaces, walls, and of course animations), but for the most part was not entirely successful. In trying to make my game work more efficiently, I have tried to create a single object that would animate all the background animations that the player cannot interact with. I don't know how much more efficient it is compared to using solid objects though, perhaps some people can give some feedback.

24
Zelda Projects / Re: Oracle of reason
« on: January 28, 2012, 02:08:15 am »
Nice work so far. I am also planning to work on the third Oracle, but currently am putting it on hold till I can learn a decent programming language.

Anyways, I am not so sure on why the rooms are the way they are. The original GB games looked alot more different, where the view was focused on one room mainly.

25
Coding / Re: Zelda GBC Engine *NEW 1.2 UPDATE*
« on: July 18, 2011, 06:01:13 pm »
Just wanted to point out a little glitch. If you equip the Magic Rod on Z and the Boomerang on X, then while swimming, if you use the boomerang, Link will start walking on the water and his collisions will be messed up.

26
Coding / Re: Direction Problem
« on: June 01, 2011, 08:15:45 pm »
What do you mean by "spit cores"? Is that a projectile weapon?

And what do you mean by it being everytime different?

If you want the enemy to shoot a projectile in link's direction, then use point_direction(link.x,linky.y,x,y) and set the direction of the projectile to the value of the point_direction function.

27
Discussion / Re: Moving from Gamemaker - What Next?
« on: May 29, 2011, 03:00:57 pm »
I've decided to move on to C++. My reasons are because it seems like a powerful language and is also the current mainstream language. I just bought a beginners book as well in order to help introduce me to the language. It may not be the best transition from gamemaker, but currently it is relatively easy for me to learn due to my experience with programming GML. Wish me luck!

And yes, I am serious about this  XD.

28
Zelda Projects / Re: [DEMO] Link's Awakening
« on: May 17, 2011, 06:10:10 am »
Well, that was sorta what I was implying. When walking left, for example, the game checks link's collisions from the center of the left end of the cross, but not the other ends. It does not take in the shape as a whole, but this is sorta the idea of how collision checking would work. I could draw a picture, but I guess I have no time for that  :P.

29
Zelda Projects / Re: [DEMO] Link's Awakening
« on: May 17, 2011, 05:57:26 am »
You mean like a cross shape? Well, at least that idea worked for me, but I am using GM, not Java. I made it so the collision checks only at the centres of each end of the cross wherever link is facing, and it works well to get that "stuck" effect as well as fit link into 8x8 spaces.

30
Zelda Projects / Re: [DEMO] Link's Awakening
« on: May 16, 2011, 06:14:58 am »
Wow. Even I didn't catch that when looking at the GB zelda games. And to think that I have been working my ass off for my tile collisioons not to have that!

31
Zelda Projects / Re: [DEMO] Link's Awakening
« on: May 16, 2011, 04:14:29 am »
You may know this already, but I just want to point out that the tile collisions aren't perfect. If you do a corner cut, you end up stuck a couple of pixels within the solid tile.

32
Discussion / Re: Moving from Gamemaker - What Next?
« on: May 16, 2011, 04:07:20 am »
What other options are there that don't require coding?

 I always hear Gamemaker as a good introductory program for making games, which is why I feel limited in my current project right now.  I just think I can fare better on something more mainstream (like java, or C++) that would give better performance( though I guess I don't really know what I am talking about  XD). I have learned GML, but I don't know where to go from there.

33
Discussion / Moving from Gamemaker - What Next?
« on: May 15, 2011, 09:18:35 pm »
I'm thinking about giving up gamemaker. I feel like giving up on my old zelda engine and I am determined to start anew. The program feels limited for me and I want to move on to something more complex. But I am not so sure where I can go next, because I do not want to go into anything too alien for me, unless that is the best option.

Any suggestions?

34
Coding / Re: Moldorm Script
« on: April 27, 2011, 08:45:37 pm »
Actually, I have been pondering on this for a while, but unfortunately I haven't a clue yet (so I'll watch this thread with interest).I only have the basic head movement and turning down, but even that is still being tweaked.

 It may depend on which game you are trying to emulate though. If you are trying to create a GB or MC moldorm, there is an added issue of making the parts separate and reconnect (this happens whenever they are hit), but I cannot say much about the other games however.

I recommend you look for a snake code on the gamemaker forums. You know those snake games? They may ahve what you are looking for.

35
Contests / Re: Dungeon Design Contest (using GMare)
« on: April 21, 2011, 04:59:00 am »
I'll enter as well. I am sort of using GMare for my own game as well, so it would be a nice experience. However, I am confused as to why we have to use a creation code in order to add different objects into the game. It would be kind of frustrating to edit the creation code of every object the same way (Unless GMare has a feature for that convience, but not from my experience). Wouldn't it be easier to provide us with pre-set objects to add?

36
Graphics / Re: Zelda's Custom Tiles
« on: April 01, 2011, 05:36:27 am »
I think that the pumpkin needs a bit of an outline. The fact that it doesn't seems to contrast greatly with the wheels which are more defined. But other than that great work!

37
Graphics / Re: MC zelda spinner
« on: March 29, 2011, 08:48:04 pm »
Yep much better. The black and white stripes give more of that "spinning" motion and there is a more defined shape. But as with Leduardo, there is still some some work to be done.

38
Graphics / Re: MC zelda spinner
« on: March 28, 2011, 10:01:46 pm »
Even if you try to rotate it, it doesn't seem like the sprite would actually look any different. In my opinion the spinner sprite seems a little too simple for MC standards, but I love the link sprites! 

39
Other Projects / Re: 200k and 1m Particle Simulator
« on: March 27, 2011, 05:00:06 am »
Nice. Reminds me of those visual effects that you see on windows media player, but more interactive.

40
Other Projects / Re: [WIP] One Cut
« on: March 22, 2011, 08:37:49 pm »
First: The concept art is really interesting! Well done!

I cannot say much about the game as of yet, but I would want the graphics to be a little less... simple. Even though the game is meant to be retro, I still think that the visuals could use a little upgrade, though it may be asking a little too much.

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