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Messages - D-Pad

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41
Pretty exciting, I think. You've got most the monsters down (except the skulls who should jump), and I saw no graphical glitches. I did encounter a few bugs, which I post towards the end of my post, but first: a few things I noticed in my playthroughs.

   Firstly, some monster instances need to be disabled when they're not on the screen, like the witches that shoot at you right when the game starts. ;) I found my self constantly trying to dodge random fire with no sight of where it's coming from. IMO, the player should always be aware of what's shooting -- It gives the player a goal.

   "Okay, these things are shooting at me. If I destroy them, then the shooting stops too!" -- You know? I don't think this is intentional, by the way. I do think it should be adjusted. Doing this will also increase the frame rate, providing smoother game play.

   Next point, some monsters shoot too much. I'm eyeing the octorok here. One shot two pellets at the same time! Tone it down some, will ya! >_< These guys are supposed to be push-overs. :P Balancing the enemies helps balance the learning/difficulty curve. Also, the enemy placement feels a tad random, but I don't know if this is just a "test level" or what, so I'll drop that.

   Third -- there's too much stuff on the screen at any given time. Link has two HP/Magic bars! One that sits camaflouged in the upper part of the screen, and one that's always following him around, which gets in the way at times. I say remove the one following the player, and resprite the bar in the corner, so it stands out a bit more.

   The enemy's HP bars also clutter up the screen, and it becomes even worse when they bunch up on each other (first cave with the sword). I suggest hiding the guage until they are hit, or drop the bar all together, using only numbers to tell the player how much damage was done. Sooner or later, players will start noticing how much damage it takes to bring a monster down.

Bugs:
- [Frequent] When opening a chest, Link will sometimes swing his sword before the textbox appears. After the interruption, the sword starts charging until the user presses and releases the sword key (which I think should NOT be shift, btw. :P)

- [Frequent] When respawning from falling down the hole, Link will often get stuck on the edge of the hole, unable to move despite the user pressing the appropriate keys. Continuing the game after being killed while stuck on the edge of the hole restarts the user at the same position -- Still unable to move -- thus placing this bug under "Game Killer". (Dun-dun-duuuuuun!)

That's all I have, right now.

Edit - Hey, 100 posts!

43
Entertainment / Re: Fsck Club Nintendo
« on: December 16, 2008, 10:14:04 pm »
You don't get points for Virtual Console games and WiiWare games purchased before you registered your Club Nintendo account, and I threw out all the pieces of paper with the PIN codes for games when I bought them because Nintendo never did anything with them. I'll just buy the prizes when people put them on ebay. Fsck you Nintendo. Fsck you. :'(

You don't have to re-register your games. Just wait a couple of days for the site issues to clear up. It's a brand spanking new service, there are bound to be some problems.

God I'm sick of you all whining about how crap your precious Club Nintendo is. It was inevitable- we all told you it would be the same as the European one, but you just wouldn't listen.

XD, Don't worry. I think NoE will kick it up soon.

44
Discussion / Re: PC Gamepads
« on: December 15, 2008, 08:08:58 pm »
A standard Logitech Dual Action game pad. I like anything Logitech, really.

It looks like a PS2 controller. Dual clickable-analog sticks, d-pad (which is kind of a clicky analog stick unless mine is just coming a-loose., the four face buttons, start, select, mode (turbo?), r1, r2, l1, and l2.

45
Audio / Re: My Link to the Past - GB music
« on: December 15, 2008, 06:03:25 am »
Yup, you're right:
Quote from: Wikipedia
Sound: 2 Square Waves, 1 programmable 32-sample 4-bit PCM Wave, 1 White noise. The unit only has one speaker, but headphones provide stereo sound (for further information, see Game Boy music)

Edit - [meh]
Edit 2 - nevermind.

46
Audio / Re: My Link to the Past - GB music
« on: December 15, 2008, 05:08:47 am »
Just a little FYI, these edits sound waaaaay too advanced for the Gameboy XD. The Gameboy had three sound channels (can't remember if it had the noise channel or if that didn't come 'til the GameBoy Color). On top of that, no channel could play more than one note at a time.

The Gameboy Color stayed basically the same with the edition of the noise channel (again, might've been present in the GB, I'm not sure). The Gameboy Advance had the three soundchannels, the noise channel + two midi output things (which could each hold a midi file, I guess. I don't really know how that worked).

Also, I think the GM Square Wave too hard for the Gameboy sound. Maybe you should try the GS Square? Not sure what it's called in your program, but on mine it's stored with the Sine Wave, Saw, and Doctor Solo patches. (GS patch 1,0,80).

47
Updates / Re: Organization Changes
« on: December 14, 2008, 09:07:11 pm »
No one needs to defend me, nor does this need to be a pissing match. Lets try to keep things on topic and focused.. this isn't a place to comment on other peoples opinions unless you're adding to it productively.

I didn't think my reply was anything what you stated above, but alright. I won't do it again, my apologies to you and bertfallen.

Instead, I'll ask, Vash, if you've seen my suggestions on the last page? About just making Community Speak a board for all General (off topic) Discussion. It doesn't have to be divided with child boards or anything like that.

48
Updates / Re: Organization Changes
« on: December 14, 2008, 08:57:41 pm »
Quote
Btw, I made several board changes, further input and no one has told me still what the whole uproar is over? Is it the lack of Other Discussion?

Quote
As for you're last question. I have a problem with it because you are basically telling me to !@#$% off...

Answers like this are immature and do not help the situation.

49
Updates / Re: Organization Changes
« on: December 14, 2008, 08:14:11 pm »
Changes are nice, imo. However, there are too many resources boards, and it's kinda of cluttering up the place. You have Audio Resource forum, a Graphics Resource forum, and then a Resource Forum for all resources...

To solve some issues here, maybe you could change "Community Speak" into a "General Discussion" board?

Edit - Also, maybe move the recruitment board to the Projects category? Though I guess people can be resources too, huh? :P

50
Audio / Re: Music Creations
« on: December 13, 2008, 05:33:22 am »
They both sound really random. It seems you're not grasping the concept of melodies quite yet. Might I suggest studying up on Music Theory? Then you'll learn about chords and other things that come in extrememly useful when composing.

51
Zelda Projects / Re: [WIP] Legend of Zelda : A New World[Walk Demo]
« on: December 11, 2008, 01:43:56 pm »
Well that's what Arrays and Data Structures are for, right? So you can initialize every single monster in one neat code for easy editing down the line.

Code: Text
  1. mon[0,0] = &#39;Slug&#39;; //Name String
  2. mon[0,1] = 15;    //HP
  3. mon[0,2] = 5;      //Attack
  4. mon[0,3] = 6;      //Defense
  5. etc
  6.  
  7. mon[1,0] = &#39;Ganondork&#39;;
  8. mon[1,1] = 100000; //HP
  9. mon[1,2] = 5;         //Attack
  10. mon[1,3] = 7000;    //Defense
  11. etc
  12.  

52
Zelda Projects / Re: [WIP] Legend of Zelda : A New World[Walk Demo]
« on: December 11, 2008, 07:17:37 am »
step event:
//example monster
if monster_name='slug';
{
  monster.maxhp = 15;
  monster.hp = monster.maxhp;
  monster.maxsp = 3;
  monster.sp = maxsp;
}
That doesn't look like it would work, especially if you were to put it in the step event. As long as the monster_name='slug' expression is true, the monster's hp will always be maxed. :P Besides, I think there's a better way of doing it.

I began working on an RPG battle system not too long ago. I have it so I can create "groups" of monsters and call the script to choose a random number of them from that list, and place them on the battle field accordingly. The monster's stats are preset when the game loads, so all the battle system has to do is grab them and go.

53
Zelda Projects / Re: [WIP] Legend of Zelda : A New World[Walk Demo]
« on: December 11, 2008, 04:29:20 am »
Played the demo. It's really cool! Keep it up. Some minor glitches - In Kakariko, if you go behind the tall skinny houses, Link appears on top of the roof tile instead of under it.

Good luck on programming all of those monster stats, btw.

54
Entertainment / Dragon Quest X coming to Wii
« on: December 10, 2008, 06:15:35 am »
http://www.reuters.com/article/rbssTechMediaTelecomNews/idUSTKX00313920081210

Quote
TOKYO, Dec 10 (Reuters) - Japanese game software maker Square Enix Holdings Co Ltd (9684.T: Quote, Profile, Research, Stock Buzz) said on Wednesday it plans to launch the newest version of its popular "Dragon Quest" game series on March 28 for 5,980 yen ($64.73).

The blockbuster game is designed for Nintendo Co Ltd's (7974.OS: Quote, Profile, Research, Stock Buzz) DS handheld gear. It also said it is developing Dragon Quest X (Ten) for Nintendo's Wii game console. ($1=92.38 Yen)

(Reporting by Kiyoshi Takenaka)

Huge thread on GAF:
http://www.neogaf.com/forum/showthread.php?t=344939

Kind of a big announcement. Thought you guys might want to know about it (as you you don't already :P).
Edit - Hmm.

55
Coding / Re: WIP 2D Resident Evil Engine for free use or to continue.
« on: December 10, 2008, 04:56:16 am »
Ah, okay. I read the code wrong. Fixed:

Attatched below because badongo's acting up.

56
Coding / Re: WIP 2D Resident Evil Engine for free use or to continue.
« on: December 10, 2008, 04:02:08 am »
So I was bored, and decided to convert it to GML and try an make a small game out of this. Of course, I always end up trying too hard in the end, and now it's just another WIP with huge goals that will probably never be reached. Oh well.

Things I added to the engine:
- Level up system: Still a WIP, but the player gains EXP and levels up. Gotta add stats now.
- Cash: Some foes drop cash when defeated. What it'll be used for is anyone's guess.
- New graphics: Dropped the RE theme for a more original feel.
-Other minor tweaks: So far it's just a [half] port with a couple things added.

Bugs:
- "Night" engine not fully ported/not ported correctly.
- Zombies don't pause when hit, even though I coded them to do so... or not I dunno I gotta look again.
- Completely missing a Title screen: I don't know where it went. :S

Things to add:
- Life system
- Stats
- Many, many other things. Maybe. I dunno. Anyone feel the potential in this? Maybe I just had ideas and it's blinding me blindingly...

Download and take a look [edit- dead link, read this post]

Like I said, this has potential, but what doesn't?

Edit - Whoops, forgot to label the numbers on the screen.
Top number is the Character's current level.
Middle number is the current number of experience points (EXP) the player has
Bottom number is the number of EXP needed to level up.

57
Discussion / Re: Link's Awakening SNES
« on: December 09, 2008, 11:29:36 pm »
That sounds like a very good change, acturry.

It did get ravver annoying when I accidentally pushed on a rock that you can pick up, except I didn't have the Power Bracelet, and that message that comes up every time was kind of annoying.

Actually, even when you have the Power Bracelet, if you don't have it on one of the buttons, it does that. That was annoying. dklfmsdmklf

So, cool.

Agreed. Nice thinking, Jeod. XD

58
Audio / Re: Accepting community made music for ZFGC Radio.
« on: December 09, 2008, 04:52:25 am »
I have some MP3s on this page. :D

59
Updates / Re: ZFGC Radio - Broadcasting live from YOUR internet.
« on: December 08, 2008, 11:11:28 pm »
WTH the song stopped right when it was getting good?

60
Discussion / Re: Link's Awakening SNES
« on: December 08, 2008, 10:54:06 pm »
What does this mean?! You touch that and script I will cut you with a spoon. :P I told you, Link's Awakening is my favorite Zelda game EVER. What ever you do when re-wording, please keep it as close to the original as possible.

Better do as he says, or else he'll hurt you!

Over the Internet!

How scary.

Best be running for your life.

That's when it hurts the most, as you're conscious during the beat down.

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