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How would you like your dungeon demos?

One at a time
- 3 (60%)
Two at a time
- 1 (20%)
Three then four
- 1 (20%)

Total Members Voted: 5


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Author Topic: The Legend of Zelda : Chiming Bell  (Read 42902 times)

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Re: The Legend of Zelda : Chiming Bell
« Reply #80 on: November 06, 2010, 10:56:26 pm »
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- Looks nice, plays decently. I also liked playing with all the items. :P One item did error out for me. The bombs, I threw one and it said some error about unknown variable "ch".

- I see you have a few tunics in mind, that will be interesting. :)

- The movement is good, but when you go into another room in a diagonal (holding down both directions), it cuts off that movement in the next room, and goes in a linear direction. I also faced the movement just stopping (On a previously held key) occasionally when entering another room. I'm also not too much of a fan of the fast diagonals. However, not a big deal.

- There are at least 2 places where the entrance to another room is hidden by the HUD. Attached an image.

- The design for the castle with the swords is very nicely done. Overall the designs are well done.

Keep up the good work!
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Brutus

Kirby Master
Re: The Legend of Zelda : Chiming Bell
« Reply #81 on: November 06, 2010, 11:00:05 pm »
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you need corner cutting, but other than that it's good
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King Tetiro

Leader of Phoenix Heart
Re: The Legend of Zelda : Chiming Bell
« Reply #82 on: November 06, 2010, 11:06:47 pm »
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- Looks nice, plays decently. I also liked playing with all the items. :P One item did error out for me. The bombs, I threw one and it said some error about unknown variable "ch".

- I see you have a few tunics in mind, that will be interesting. :)

- The movement is good, but when you go into another room in a diagonal (holding down both directions), it cuts off that movement in the next room, and goes in a linear direction. I also faced the movement just stopping (On a previously held key) occasionally when entering another room. I'm also not too much of a fan of the fast diagonals. However, not a big deal.

- There are at least 2 places where the entrance to another room is hidden by the HUD. Attached an image.

- The design for the castle with the swords is very nicely done. Overall the designs are well done.

Keep up the good work!

ch = Fixed.
Tunics = Thanks. They're mainly for armour.
Movement = There's nothing I can really do about it. It's to do with GM. Though I will see if I can beat it. Any help with this fix I'd appreciate
2 Rooms = I'll fix that now.
Design = Thanks

I shall solve this feedback after Im done with the current room

(Btw, corner cutting?)
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Re: The Legend of Zelda : Chiming Bell
« Reply #83 on: November 06, 2010, 11:12:57 pm »
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Quote
Movement = There's nothing I can really do about it. It's to do with GM. Though I will see if I can beat it. Any help with this fix I'd appreciate

Are you using direct key checks? keyboard_check_direct. May solve your issues.
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  • Pyxosoft

Brutus

Kirby Master
Re: The Legend of Zelda : Chiming Bell
« Reply #84 on: November 06, 2010, 11:48:32 pm »
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have a look at 4sword/goodnight's example, it'll help with the movement.
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King Tetiro

Leader of Phoenix Heart
Re: The Legend of Zelda : Chiming Bell
« Reply #85 on: November 06, 2010, 11:50:13 pm »
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Quote
Movement = There's nothing I can really do about it. It's to do with GM. Though I will see if I can beat it. Any help with this fix I'd appreciate

Are you using direct key checks? keyboard_check_direct. May solve your issues.

I fecking love you man! The glitch has finally been fixed!

EDIT: Another province is complete. I'll release it but I'll be taking a small break to get ahead of the future uni work. The next Province is incredibly quick. It's one room right now. (Whaa?) Though the last province is 95 rooms (Holy crap right?)

EDIT: During my break, please vote. It'll decide how I approach the next 2 provinces
« Last Edit: November 07, 2010, 12:46:47 am by King Tetiro »
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King Tetiro

Leader of Phoenix Heart
Re: The Legend of Zelda : Chiming Bell
« Reply #86 on: November 07, 2010, 09:43:34 am »
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Morning everyone. Im doing a tad of work on the Hyrule Province so you can all have fun with the Train program



It's mainly there for fun and there will be an achievement related to it.
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Re: The Legend of Zelda : Chiming Bell
« Reply #87 on: November 07, 2010, 10:50:15 am »
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Love it, but shouldn't the flowers be like grass, solid and cuttable?
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I'll add one of these later.

King Tetiro

Leader of Phoenix Heart
Re: The Legend of Zelda : Chiming Bell
« Reply #88 on: November 07, 2010, 11:02:15 am »
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Love it, but shouldn't the flowers be like grass, solid and cuttable?
It's a work in progress. They come in Misc part of the schedule

EDIT: Done about 20% of the tracks. I have gotten to the switch point.
« Last Edit: November 07, 2010, 11:04:55 am by King Tetiro »
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Re: The Legend of Zelda : Chiming Bell
« Reply #89 on: November 07, 2010, 11:17:32 am »
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Love it, but shouldn't the flowers be like grass, solid and cuttable?
It's a work in progress. They come in Misc part of the schedule

EDIT: Done about 20% of the tracks. I have gotten to the switch point.
Awesome. you should have enemies that climb on the train and you need to use gravity boots to climb on too and kill them. it could be an acheivment!
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I'll add one of these later.

King Tetiro

Leader of Phoenix Heart
Re: The Legend of Zelda : Chiming Bell
« Reply #90 on: November 07, 2010, 11:21:05 am »
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Love it, but shouldn't the flowers be like grass, solid and cuttable?
It's a work in progress. They come in Misc part of the schedule

EDIT: Done about 20% of the tracks. I have gotten to the switch point.
Awesome. you should have enemies that climb on the train and you need to use gravity boots to climb on too and kill them. it could be an acheivment!
Im having a protect the load and besides, you have a giant bow at the back of the train which you can use (Unlimited ammo) and it'll replace the cannon
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Mamoruanime

@Mamoruanime
Re: The Legend of Zelda : Chiming Bell
« Reply #91 on: November 07, 2010, 11:21:23 am »
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The only thing I can really think of that you must must must must must fix that's always bugged the crap outta me is that enemies need to get knocked back when you hit them. It completely ruins the GB feel when you swing and they just stand their ground :X
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Re: The Legend of Zelda : Chiming Bell
« Reply #92 on: November 07, 2010, 11:22:24 am »
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The only thing I can really think of that you must must must must must fix that's always bugged the crap outta me is that enemies need to get knocked back when you hit them. It completely ruins the GB feel when you swing and they just stand their ground :X
True. they are all acting like LikeLikes from LA.
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I'll add one of these later.
Re: The Legend of Zelda : Chiming Bell
« Reply #93 on: November 07, 2010, 11:28:02 am »
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Tried the overworld demo.

- I must say that the screen is rather high. The game seems to be made for a widescreen monitor put on its side.

- I hate the diagonal movement, it is freaking fast and with Link having already a pretty fast isothetic movement the diagonal becomes even faster.

- When swimming in water the game becomes unresponsive to the controls, I assume this because Link is drowning and not swimming.

- Your game could use some corner cutting, because it is freaking annoying when I get stuck behind a single pixel.

- When I get stuck, Link goes into the pushing animation. If I released the key the pushing sprite remains, although it is no longer animated.

- When trying to leave castle town the game gets stuck.

- Your collision detection with water could use some work.
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King Tetiro

Leader of Phoenix Heart
Re: The Legend of Zelda : Chiming Bell
« Reply #94 on: November 07, 2010, 11:36:38 am »
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The only thing I can really think of that you must must must must must fix that's always bugged the crap outta me is that enemies need to get knocked back when you hit them. It completely ruins the GB feel when you swing and they just stand their ground :X
Notice that the enemies aren't 100% complete. I haven't forgotten about it. Don't worry it'll be there

The only thing I can really think of that you must must must must must fix that's always bugged the crap outta me is that enemies need to get knocked back when you hit them. It completely ruins the GB feel when you swing and they just stand their ground :X
True. they are all acting like LikeLikes from LA.
The Floor Master will be the only one not to get flown back

Tried the overworld demo.

- I must say that the screen is rather high. The game seems to be made for a widescreen monitor put on its side.

- I hate the diagonal movement, it is freaking fast and with Link having already a pretty fast isothetic movement the diagonal becomes even faster.

- When swimming in water the game becomes unresponsive to the controls, I assume this because Link is drowning and not swimming.

- Your game could use some corner cutting, because it is freaking annoying when I get stuck behind a single pixel.

- When I get stuck, Link goes into the pushing animation. If I released the key the pushing sprite remains, although it is no longer animated.

- When trying to leave castle town the game gets stuck.

- Your collision detection with water could use some work.

Screen - It's the size it is for GB. I won't be fixing this.

Movement - It seems fine to me. Though I'll see what I can do.

Swimming - Yeh he's drowning. Not swimming. I haven't changed the sprites yet.

Corner Cutting - I don't know how to but I can shorten the player's mask if you want.

Leaving - I did warn you all.

Water Collision - Yeh I've been trying to fix that.
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Mamoruanime

@Mamoruanime
Re: The Legend of Zelda : Chiming Bell
« Reply #95 on: November 07, 2010, 11:42:23 am »
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Niek is pretty much right though; the movement is way off if you're going for 1:1 to the GB. As for screen size, it's true that your w/h is the same, but your room size is 16 pixels too big.

Corner cutting is when you make Link move automatically to avoid obstacles; usually within 8 pixels of the edges of the colliding object.
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Re: The Legend of Zelda : Chiming Bell
« Reply #96 on: November 07, 2010, 11:45:59 am »
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Niek is pretty much right though; the movement is way off if you're going for 1:1 to the GB. As for screen size, it's true that your w/h is the same, but your room size is 16 pixels too big.

Corner cutting is when you make Link move automatically to avoid obstacles; usually within 8 pixels of the edges of the colliding object.
ive wandered about that.
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I'll add one of these later.

King Tetiro

Leader of Phoenix Heart
Re: The Legend of Zelda : Chiming Bell
« Reply #97 on: November 07, 2010, 11:49:04 am »
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Niek is pretty much right though; the movement is way off if you're going for 1:1 to the GB. As for screen size, it's true that your w/h is the same, but your room size is 16 pixels too big.

Corner cutting is when you make Link move automatically to avoid obstacles; usually within 8 pixels of the edges of the colliding object.

I still dont understand the problem with the screen size.

I can implement corner cutting within the hour.

But Im stuck on pit/water collisions. Can someone help me with this one?
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Mamoruanime

@Mamoruanime
Re: The Legend of Zelda : Chiming Bell
« Reply #98 on: November 07, 2010, 11:50:16 am »
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There's nothing wrong with your screensize; but you have a HUD that takes up 16 horizontal pixels of that realestate that you shouldn't be using for mapping. The tops of your rooms should disappear :P
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Re: The Legend of Zelda : Chiming Bell
« Reply #99 on: November 07, 2010, 11:52:54 am »
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You have sent out several demos from concepts.. do you need a full one to move back to WIP?
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I'll add one of these later.
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