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Messages - Zhello

Pages: 1 ... 36 37 [38] 39 40
741
Coding / Re: Probs with hook shot
« on: September 08, 2009, 01:46:49 am »
obj.hookshot creation code
Quote
pulling=0
switch (global.facing){
  case 'D':  direction=270;y+=10;speed=5; break;
  case 'U':  direction=90;y-=10;speed=5; break;
  case 'R':  direction=0;x+=10;speed=5; break;
  case 'L':  direction=180;x-=10;speed=5; break;
}
direction=direction+180
depth=-y
alarm[0]=30

now the obj.hookhandle
Quote
switch (global.facing){
  case 'D':  direction=180;y+=10; break;
  case 'U':  direction=0;y-=10; break;
  case 'R':  direction=270;x+=10;y+=4; break;
  case 'L':  direction=90;x-=10;y+=4; break;
}
depth=-y
instance_create(x,y,objHookshot)

742
Coding / Probs with hook shot
« on: September 06, 2009, 05:39:30 pm »
I don't have pro so it makes it even harder.  I try to put the code with only direction, it works but the prob i got was when the player uses the obj hook shot, the obj hook it goes the opposite way, it works like it should but it that problem only.


Im guessing the prob is in either the draw event or create.

the input it this code is only base on direction cuz i cant use image angle due to not having pro. :)

743
Discussion / A cam to rec. games/trailer/etc.
« on: August 29, 2009, 06:22:19 am »
I worked with fraps camstudio and hypercam but none of them seem to intrest me,  making a vid with or is there one on the site, sry for bad typing on iphone. thx

744
Discussion / Re: Game Maker 8
« on: July 27, 2009, 05:43:24 pm »
its it any good or should we stick to GM7, I had enough problems. :P

745
Discussion / will people play a zelda game if its too hard?
« on: July 27, 2009, 05:33:41 pm »
some zelda puzzles arent so diffcult but when I ask people about they say that if the the puzzle is very hard it makes the game more fun, what do you think?

746
Zelda Projects / Re: Zelda MC Engine...
« on: July 27, 2009, 05:31:03 pm »
the grapihcs are ok but this engine will be good tho, keep up the good work.

747
Coding / [REQUEST] AtomicD1 sword engine and possbliy swicth hook
« on: July 18, 2009, 04:06:05 am »
I am in a rush so thx to any1 that could help. :)

748
Coding / Obj mask change and sound
« on: July 15, 2009, 03:23:42 am »
Okay I want do do this without adding for sprites whcih will slow down game maker.  I am trying to make link walk in the grass/water and have the masks called link walking on shallow water/ and link walking on grass.  I dont know how to place it all out.  Also  making it that if objlink walks on water, it makes the water step sound and or grass without the sound repteating itself.  Thanks to anyone that helps and if credit needed. :)

749
Coding / Re: Another small Request
« on: June 25, 2009, 05:31:49 pm »
now heres another problem  I got the rupee to count but it appears on the center of the screen, I want it to go on the bottom left.

750
Coding / Re: Zelda Rolling Code
« on: June 16, 2009, 09:40:27 pm »
im learn the program little by little lol and this code was form from some research,  Ill try to edited the code more instead of setting it to destroy objLink.  Ill follow up on what you provided.

751
Coding / Zelda Rolling Code
« on: June 16, 2009, 09:07:09 pm »
When I tried me game 2 things occur when I start to roll:
1. After rolling it resets number of rupees and
 2.Instead of actually rolling, I just roll in place rolls in place and
3.  When I roll all instances including monsters freeze in place without moving freely and smoothly afterwards they move.
 

 I tried many things to patch up the code but the other method makes me teleport within the rooms which is not what I want.

For objLink in order to perform this roll we press C:
Quote
instance_create(objLink.x,objLink.y,obj_Link_rolling)
instance_destroy()

Now the step event within the obj_Link_rolling is

Quote
global.Linkx=x
global.Linky=y

if global.facing="left"{
sprite_index=spr_linkrollleft
x -=4}

if global.facing="up"{
sprite_index=spr_linkrollup
y-=4}

if global.facing="right"{
sprite_index=spr_linkrollright
x+=4}

if global.facing="down"{
sprite_index=spr_linkrolldown
y+=4}

After the event is finish the end animation for the code is:

Quote
instance_create(x,y,objLink)
instance_destroy()

The errors I get was from editing the end animation code which was unexpected once game finish loading.


752
Coding / Another small Request
« on: June 13, 2009, 07:15:26 pm »
The one I have doesn't work that well and I search around but found nothing.  plz and tys.

753
Coding / Re: [REQUEST] Key counter engine of some sort
« on: June 12, 2009, 01:20:08 am »
Thx Colbydude, if this is your code ill add you to credits for my game/demo

754
Coding / [REQUEST] Key counter engine of some sort
« on: June 12, 2009, 12:38:27 am »
I finally got to the point in my project where I must create a temple.  Like in every Zelda game you need a key to open a door.  I am asking you guys if there is an existing engine around here.  If you guys post something helpful I would really appreciate it. :)

755
Graphics / Re: [Custom] Link Charset 16x16 - Using MC Palette
« on: June 01, 2009, 02:04:08 pm »
those are pretty cool :)

756
Coding / Re: Ideas of setting up a mutiplayer zelda game
« on: May 27, 2009, 07:28:35 pm »
I was trying to make it like this at first: (rooms which each player can enter, and the mutiplayer, etc.)

http://www.youtube.com/watch?v=t-SCQD8QGUs

http://www.youtube.com/watch?v=QyZpjOYeFCA&feature=related

757
Coding / Re: Ideas of setting up a mutiplayer zelda game
« on: May 20, 2009, 08:53:21 pm »
Heres a code:

var i; i=0;
while(i<4){ view_visible=players>i; i+=1; }

switch(players){
case 1:
  view_object[0]=objLink;

  view_xport[0]=0;
  view_wport[0]=640;
  view_wview[0]=640;

  view_yport[0]=0;
  view_hport[0]=320;
  view_hview[0]=320;
break;
case 1:
  view_object[0]=objLink;
  view_object[1]=objGink;

  view_xport[0]=0;
  view_wport[0]=320;
  view_wview[0]=320;

  view_yport[0]=0;
  view_hport[0]=320;
  view_hview[0]=320;

  view_xport[1]=320;
  view_wport[1]=320;
  view_wview[1]=320;

  view_yport[1]=0;
  view_hport[1]=320;
  view_hview[1]=320;
break;
}

758
Coding / Re: Ideas of setting up a mutiplayer zelda game
« on: May 20, 2009, 08:10:16 pm »
I thought of this, instead of making 4 players which kills the joy, ill make it 1 player and the main player can shift/toggle between characters (link,gem,skull kid,kafei).  or make it just a 2 player game.



Any other ideas?
(trying to hit that FSA mark right now)

759
Coding / Re: Ideas of setting up a mutiplayer zelda game
« on: May 20, 2009, 08:01:54 pm »
Might as well find the code which makes them have their own AI and follow you like in FSA and or Secret of mana.

some ppl dont mind having 4 players on a keyboard/each with their own joystick.



I need more time to think lol

760
Coding / Re: Ideas of setting up a mutiplayer zelda game
« on: May 20, 2009, 04:12:05 pm »
wit the use of joystick,ya.

controls can automatically change, ex: 2 keyboarders and 2 controller players.

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