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41
Zelda Projects / Re: [Feb 2013 Trailer] TLOZ: Chaos Rising
« on: September 29, 2013, 09:34:11 pm »
update: scene 1 done, paused work on the others for a short while as Martijn found a way for me to remove the small memory leak I have because of the current background system. So now I am adjusting the background codes in all the rooms. At the same time I am making a change in the way the continue room after death / save and quit works.
All rooms used to have a global that pointed to the room to go to. But that could result in being send to a room you had never been in before. The new system has a few fixed rooms where you can start(continue) and checks which one of them you visited last.

42
Zelda Projects / Re: [Feb 2013 Trailer] TLOZ: Chaos Rising
« on: September 28, 2013, 01:58:14 pm »
Martijn, I can do better, I will send you a link where you can download a file with this thing.
The object with the problem is objWchest , you can find it in Objects=>Overworld Objects=>House Objects. If you need to find a room it is in: Rooms=> Houses and caves=>air=> room565.

@Theforeshadower. Yes that is the rightclick think I spoke of ( that I do not use )
I guess I could do with less objects that way. But having more objects makes it easier for me to work with a project like this one ( and while running the game as far as it is now it only uses 140 meg. ( slowly increasing for the more rooms you visit because of the background system. )
Though the only item that has a lot of copies is the npc object, I have solved other things in a different way with only a few objects recquired for things like room2room movement.


Currently working on a small event scene.

43
Zelda Projects / Re: [Feb 2013 Trailer] TLOZ: Chaos Rising
« on: September 28, 2013, 08:28:19 am »
It is not using parent object scrips :(

I am not certain what you mean with the roomobject.
If you mean the room in which the other objects are placed ( which is more or less itself an object ) that would not be correct. All my rooms have codes in their create event. And it does not seem to bother any other objects.
That or perhaps you mean the right click option and then creation code but I do not use that part. ( perhaps I could see if that works )

Solved it more or less.
the create event code is now in alarm[0]
a new create event code is now alarm[0]=1 ( that create event code for some strange reason does work )
so 1/30 of a second you get to see the wrong image if the chest has been previously opened then it changes to the correct one. Its not perfect but it works.

44
Zelda Projects / Re: [Feb 2013 Trailer] TLOZ: Chaos Rising
« on: September 27, 2013, 09:57:08 pm »
hm, why is it always that when things seem to go at a good speed and I am actually making good progress something has to happen to screw things up.

I have 3 chest objects to handle all the chests in the game. All 3 of them have the same kind of codes.
2 of the objects work perfecty. I have checked the variables countless amounts of times now but the third chest object ( the one that is for the world chests ) seems not to execute its create events, it however does do its other events using the same variables. So now when you re-enter a room a open chest will look like a closed one again. Even more strange if I put the create code in the step event, then it does work.
( but I prefer to use the create event to save memory usage as the code only needs to be executed once )
Perhaps a good nights sleep will help me see a way to fix this problem.

45
Other Projects / Re: Alttp - Horn of Balance [demo 15]
« on: September 25, 2013, 04:01:29 pm »
Always a pleasure helping you finding the smaller things.

Not certain what to think about those new buttons though.
They don't fit in with the Hud that is for sure, they should have been larger for that.
But more then that I question the need for such buttons, you already have r and f as action buttons.
And having G for an attack button is a bit strange unless you also plan to do other functions with that button, the same goes for the menu button. I think it be enough to tell people the menu button once when they get the first item, I doubt it to be required for them to see a reminder all the time.
But it is your game, if you think they add value to it you should implement them.

46
Other Projects / Re: Alttp - Horn of Balance [demo 15]
« on: September 25, 2013, 11:28:00 am »
Looks like some interesting progress again.
Though you might want to check the platforms.
When you walk at the bottem side of the pit, as near to it as you can without falling in, and stop moving at the moment a platform moves by, it will take you with it while you are not standing on it.

47
Zelda Projects / Re: [Feb 2013 Trailer] TLOZ: Chaos Rising
« on: September 24, 2013, 03:34:41 pm »
As announced I do have more time for this project at the moment , so I have an extra update:

-  all shops are now functioning
-  started working on one of the mini games

48
Other Projects / Re: Alttp - Horn of Balance [demo 15]
« on: September 23, 2013, 01:16:41 pm »
hm, I don't see the option jumping down. In alttp you already had the option to jump down a ledge.

49
Zelda Projects / TLOZ: Chaos Rising
« on: September 22, 2013, 02:20:53 pm »
Again just a small update this week. Today was the only day that I managed to find time to do something with this project. I felt like doing something different then just typing texts for the villagers so this is the update for today:

- replaced the potion system. Previously you could just buy potions like in the original GB Zelda games;
     - you can now only buy a potion when you have an empty bottle;
     - added the function to collect bottles;
     - adjusted the menu to now also show empty bottles and not only the potions;
- collectable items like hearth pieces are now almost all of them placed at their locations;
- made an adjustment to collecting dungeon boss defeat hearths, you can no longer leave the room before you have collected the hearth. Previously you could walk out without the hearth forcing you to play the entire game with less health then you are supposed to have.

I expect to have a lot more time for it during the next 2 weeks.


50
Other Projects / Re: Alttp - Horn of Balance [demo 15]
« on: September 15, 2013, 07:28:40 pm »
Thats some fast fixing you do there.
Well, when there is a new alpha I will do a new test.

The administrator thing is new, I had usually had issues with loading the first time because of a save game problem, but didn't see that this time.
Haven't had it with other games, but then I have to say I haven't played that many games made with gamemaker 8.1. Could still just be my pc acting strange.

51
Other Projects / Re: Alttp - Horn of Balance [demo 15]
« on: September 15, 2013, 05:44:12 pm »
Good to see your back to gamemaker 8.1.
I think you will make a lot more progress this way then you have done in the last month with all the bugs.

Downloaded test room:

- in debug file: I character does should be I character dies
- when you die and save and continue, rooms restarts without the link object and health is still 0
- when you equip 2 different items, on f the bug catching net, then release a fairy and recapture it using the net on f, you will have the net equipped on both action buttons.

something you cant fix: it only runs after I set the properties of the .exe to run as administrator.

further then that I see no bugs at the moment.

52
Zelda Projects / Re: [Feb 2013 Trailer] TLOZ: Chaos Rising
« on: September 15, 2013, 04:13:22 pm »
Just a small update this week:

- the 20 item trading npc's have been completed.
- the npc that upgrades your bombbags and quivers has been completed.

53
Zelda Projects / Re: [Feb 2013 Trailer] TLOZ: Chaos Rising
« on: September 08, 2013, 12:54:07 pm »
Help?, no there is no need for help with this, the npc's are indeed a lot of work, but its easy work.
( It helps when you actually plan out every part of the game before you start working on it. )
If I had to depend on help this project would never have gotten this far, have had some help with a few engine parts, but thats almost all the help I've received. I prefer to do things by myself.
When one works with a team one has to keep in mind that they also might have ideas, now I have full controll over what has to be done. I can change anything I want to.
For instance there no longer are 92 npc's. I decided that I had to add 3 more.
But all 95 are now placed on their proper locations.
Though most of them don't have anything to say yet.

54
Other Projects / Re: Alttp - Horn of Balance [demo 15]
« on: August 27, 2013, 06:33:22 pm »
Well, I did think about it for a time, but then I noticed that it doenst support the room transitions and several other functions that I use.

Considering how far I am with my project and experience with previous conversions ( when I started with Chaos Rising gamemaker 5.3.a was still new so I already did several conversions. ) I dont think it to be a very good idea to make do the conversion.

But I hope that in the end it will be worth it for you.
Just let me know when you are ready for some testing. I always have the ability to find time for testing.

55
Other Projects / Re: Alttp - Horn of Balance [demo 15]
« on: August 27, 2013, 04:54:52 pm »
hm, still sounds like a lot of work converting it to game maker studio's.
I wonder is it really worth it, yes it loads faster, but it gives so much extra work to replace things that no longer work or which functionality has changed.

56
Zelda Projects / Re: [Feb 2013 Trailer] TLOZ: Chaos Rising
« on: August 27, 2013, 04:47:53 pm »
time for another small progress report:

I have finished creating an idex of how many friendly npc's (villagers and others inside the village and the roaming ones ) this game will have. The total amount as planned at this moment is 92.
I also have gathered and recolored a certain amount of sprites so I now have enough for all of them. Ofcourse some of the like those of the zora's will be used multiple times for different characters.

Next: making a few objects ( I don't want 92 objects for this but 1 also wont work ) and placing them at the proper locations, then its time to give them something to say and their other functions for those that have them.( that includes making a few of the mini games, but not the cinematics yet. )

estimation: finish this part something like near the end of september.

57
Zelda Projects / Re: [Feb 2013 Trailer] TLOZ: Chaos Rising
« on: August 18, 2013, 11:39:01 am »
Well it has been 1.5 weeks again since the previous post.
I have just fixed the last bug that was on my list.
I have adjusted all 31 normal enemy classes ( from which some have several difficulty classes ).
  • The ones that need so are now better at aiming towards link;
  • All of them have the chance that they walk into a hole drastically decreased;
  • The same goes for walking into lava and deep water;
  • They now properly respond on getting hit, that means they now always bounce back a bit, which previously did  not always work;
  • Some of them have had their health amount adjusted;
  • The difference between a enemy that has just been hit and one that has not been hit has also become more clear to see.
Further more I have also made a slight adjustment to when link himself gets hit, the time duration of the hit ( the flashing ) has been increased by 50%, the bouncing away from the enemy has been increased by 20%.

I am considering making some changes to the drop chance scripts, but not certain about that yet.
For now my next priority will be the villagers.

58
Zelda Projects / Re: [Feb 2013 Trailer] TLOZ: Chaos Rising
« on: August 05, 2013, 07:55:38 pm »
Done a lot of bug checks, unfortunately also found a certain amount of bugs in the smaller enemies.
The rest seems to be working almost without any bugs. ( or at least none that I have noticed during these checks ) As I consider it very important to have the enemies working perfectly I'm may be investing one more week in this debugging then i had planned. Better have a small delay then one of the most important parts of the game filled with bugs. And, when they are all debugged that means that the debugging at the end of this project will go a lot faster.

59
Coding / Re: Trouble with lifting code :(
« on: August 03, 2013, 07:14:44 pm »
Goodnight's movement code isn't that easy to adjust, I have made a slight modification, but to be honest I do not know if it will fix your problem. While I'm also using Goodnight's movement script as a basis for links movement, the lifting function ( and other additional functions used are very different from those in your scripts.

Code: [Select]
// LINK MOVEMENT ENGINE by GOODNIGHT
var fholdd, fholdu, fholdl, fholdr, cc;

// Check keys
holdd=keyboard_check(vk_down)
holdu=keyboard_check(vk_up)
holdl=keyboard_check(vk_left)
holdr=keyboard_check(vk_right)
// Cancel opposing keys
if holdu && holdd {
    holdu=0
    holdd=0
}
if holdl && holdr {
    holdl=0
    holdr=0
}


// This is where you may want to add other conditionals which keep you from moving,
// such as if you are using an item, or you are in a menu.
// Just add the conditions to the end of this next "if" line.
// example:
// if (holdd ||holdu || holdl || holdr) && !usingshield {

if holdd ||holdu || holdl || holdr && !global.menuon {
    // If you are holding any key, start moving.
    // Change Link's direction if you weren't already moving.
    if !moving {
        if holdd { dir="D" }
        else if holdu { dir="U" }
        if holdl { dir="L" }
        else if holdr { dir="R" }
    }
    moving=1
    // Direction correction:
    // Get the correct sprite when you walk diagonally then release one arrow.
    if (holdd && !holdl && !holdr) { dir="D" }
    else if (holdu && !holdl && !holdr) { dir="U" }
    else if (holdl && !holdd && !holdu) { dir="L" }
    else if (holdr && !holdd && !holdu) { dir="R" }
    // Prevent direction glitches caused by inhuman keypress timing.
    if (holdd && holdl && dir!="D" && dir!="L") { dir="L" }
    else if (holdd && holdr && dir!="D" && dir!="R") { dir="R" }
    else if (holdu && holdl && dir!="U" && dir!="L") { dir="L" }
    else if (holdu && holdr && dir!="U" && dir!="R") { dir="R" }
// Stop moving if no key is held.
} else { moving=0 }

// If Link is attempting to move now,
if moving {
    // "charge up" the number of pixels to move during this step,
    movestep+=movespeed
    // prepare movement variables,
    xstep=0
    ystep=0
    // and start doing the movement.

    while movestep>=1 {

        // Corner-cutting loop. This for-loop determines if Link is blocked by a solid,
        // but is close enough to its edge to cut around it.
        // If so, a "fake hold" variable is set, and the engine acts as if that arrow key is held.
        // Feel free to change the initial "cc" variable for corner sensitivity.
        // Between 4 and 8 is recommended - even less if your solids have curved masks. Use 0 for none.

        fholdd=0; fholdu=0; fholdl=0; fholdr=0;
        for (cc=6; cc>0; cc-=1) {
            if holdu {
                // If you're walking upwards and blocked by a solid...
                if !place_free(x,y-1) {
                    // ...but pressing left or right, release the "up" key.
                    if holdl || holdr { holdu=0 }
                    // ...but close to the left edge, and NOT holding left or right, and not fake-holding either, perform a fake left hold.
                    // And if you are only 1 pixel from the edge, also perform a fake up hold, to move diagonally through the corner.
                    else if place_free(x-cc,y-1) && !(fholdl || fholdr) { fholdl=1; fholdu=place_free(x-1,y-1) }
                    // Same as above, for the right edge.
                    else if place_free(x+cc,y-1) && !(fholdl || fholdr) { fholdr=1; fholdu=place_free(x+1,y-1) }
                }
            // Same thing transposed for the other three directions:
            } else if holdd {
                if !place_free(x,y+1) {
                    if holdl || holdr { holdd=0 }
                    else if place_free(x-cc,y+1) && !(fholdl || fholdr) { fholdl=1; fholdd=place_free(x-1,y+1) }
                    else if place_free(x+cc,y+1) && !(fholdl || fholdr) { fholdr=1; fholdd=place_free(x-1,y+1) }
                }
            }
            if holdl {
                if !place_free(x-1,y) {
                    if holdu || holdd { holdl=0 }
                    else if place_free(x-1,y-cc) && !(fholdu || fholdd) { fholdu=1; fholdl=place_free(x-1,y-1) }
                    else if place_free(x-1,y+cc) && !(fholdu || fholdd) { fholdd=1; fholdl=place_free(x-1,y+1) }
                }
            } else if holdr {
                if !place_free(x+1,y) {
                    if holdu || holdd { holdr=0 }
                    else if place_free(x+1,y-cc) && !(fholdu || fholdd) { fholdu=1; fholdr=place_free(x+1,y-1) }
                    else if place_free(x+1,y+cc) && !(fholdu || fholdd) { fholdd=1; fholdr=place_free(x+1,y+1) }
                }
            }
        }
        // End corner-cutting loop.

        // Determine the number of pixels to move horizontally and vertically (-1, 0, or 1).
        xstep=(holdr || fholdr)-(holdl || fholdl)
        ystep=(holdd || fholdd)-(holdu || fholdu)
        // If you can move hor. and vert. at the same time, do so.
        if place_free(x+xstep,y+ystep) {
            x+=xstep
            y+=ystep
        } else {
            // Otherwise, just move in the direction that you can.
            if place_free(x+xstep,y) { x+=xstep }
            else if place_free(x,y+ystep) { y+=ystep }
        }
        // If you only moved up, down, left, or right, take 1 (pixel) off your movement steps.
        // If you moved diagonally, take the square root of 2 (about 1.41) off your movement steps.
        // Allowing less diagonal movements per step gives the proper 'slowdown' effect.
        if ((holdd || holdu) && (holdl || holdr)) || ((fholdd || fholdu) && (fholdl || fholdr)) { movestep-=sqrt(2) }
        else { movestep-=1 }
    }
   
   

    // Set the right sprite when you are moving.

     if moving  && !shield_equip && !lifting    {
       execute_string('sprite_index=sprLinkRun'+dir)
        image_speed=animspeed
    }
    else if moving && shield_equip && !lifting    {
       execute_string('sprite_index=sprLinkRunHS'+dir)
        image_speed=animspeed
    }
// If Link is not moving this step,
} else if !moving  && !shield_equip  && !lifting    {
    // Set the right standing sprite.
       execute_string('sprite_index=sprLinkRun'+dir)
        image_index=0
        movestep=0
    }
else if !moving  && shield_equip && !lifting    {
         execute_string('sprite_index=sprLinkRunHS'+dir)
        image_index=0
        movestep=0
}
else if !moving  && !shield_equip  && lifting
         execute_string('sprite_index=sprLinkLift'+dir)
         image_speed = animspeed
    }
       


//Footstep SFX
if moving =0 then alarm[0]=2

// Almighty depth leverage technique
depth=-y

// end of Link Movement

//knockback code
if kb = true{               //add code for place_free behind link HERE. if kb=true && place_free
x+=lengthdir_x(5,kb_dir)
y+=lengthdir_y(5,kb_dir)
kb=false
}

//lifting


   
       
    if carrying = 1{
    execute_string('sprite_index=sprLinkCarry'+dir)
    }

          //  if toss=1 {
    //    execute_string("sound_play(Strike"+string(floor(random(3)+1))+")")
      //  sound_play(Toss)
//        carrying=0
  //      global.action=""
    //    image_index=1
     //   attacking=1
      //  a=instance_place(x,y,objPickup)
    //    a.lifted=0
    //    a.tossed=1
    //    a.tossdir=dir
   // }

       

where did you define animspeed? I don't see its value in any of these codes.

Code: [Select]
//Footstep SFX
if moving =0 then alarm[0]=2

dont know what this part does, perhaps you need to make this, now it also happens when not moving while lifting
Code: [Select]
if !moving && !lifting { alarm[0]=2 }

60
Zelda Projects / Re: [Feb 2013 Trailer] TLOZ: Chaos Rising
« on: July 30, 2013, 06:39:45 pm »
well, I guess that depends on your definition of close to being finished.
That I have finished work on the end boss does not mean everything to the end boss has been done.
I split this project into several parts and some of them are done:

storyline design: done
world design: done
dungeon design: done
engine including things like movement, menu's, enemies and others: done

create villagers / animals: in progress
add the mini games: to do
add the few remaining other world objects: to do
Background music (controll object): to do
decide on proper amount of enemies in rooms and place them: to do
add some cinematics: to do
bugtesting and fixing: to do


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