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Messages - Goodnight

Pages: 1 [2] 3 4 ... 30
21
Entertainment / Re: Woo wii motion plus for $25
« on: July 28, 2009, 12:35:08 am »
I saw the topic title in "Last post by" and knew FISSURE started this.

Anyway if crap like Wii Play is a #1 seller for months because of a packed-in remote, I don't see any problem with getting decent games like Sports Resort or Tiger 10 for some M+.

$25 for the little contraption on its own is kinda steep for me... but if more people really are going to start giving up on Nintendo then I guess I'll be seeing them soon in pawn shops for $10 like I did for my classic controller and 2nd nunchuk. Works out for all of us; world keeps turning. :D

22
Entertainment / Re: Facebook doing some weird !@#$%
« on: June 28, 2009, 07:46:28 am »
Yeah, about 90% of the time I log in, the "Person I May Know" is a girl I've never heard of, giving me kiss-lips and a middle finger at the same time.

Then last week, it was this dude named Spence K., who actually tried to friend-add me via my alternate e-mail address about 2 years ago, long before I even used Facebook. I'm wondering if he's someone from this forum.

23
Graphics / Re: Wind Waker 2D
« on: June 07, 2009, 10:59:03 am »
Is it intentionally not The Wind Waker?

Nice collab / updates though. Would be nice to see the panning animations that Mamorus mentioned.

24
The 4 player NSMBW seems a nice new game, but I don't know how much I will be playing it in multiplayer mode. Hope the singleplayer brings some new stuff too. It still isn't 4D, but 4P :P. With Galaxy 2 the only new feature seems to be Yoshi. Ah well the future will tell if the games will be good.

Total agreed, NSMBW looks unique, even though I rarely get to play 2P games let alone 4P. I wish they could have had some screenshots at least of a few more levels.. the demo looked pretty same-y and some variety could have made it more excited.

They said Galaxy 2 is 90-95% new content, but aside from the obvious new features shown and the fact that it'll have new levels, it looks exactly the same. Some graphical changes would have been nice..

These are petty complaints though. I'm sure they'll end up being fun, even if they aren't visual advancements.

25
Entertainment / Re: Finally playing Twilight Princess
« on: June 01, 2009, 09:46:34 am »
TP was great though. I do honestly, fear playing it on the Wii though.

The controls have been discussed hundreds of times before so I'll spare you that, except to say I didn't mind them at all. Going from a sword button to waggle will suck but it deserves a fair chance.

Actually I just tried the GameCube version a little while ago and already I like the "proper" orientation better. So I'm betting that if one tries the Wii version second, the world layout wouldn't feel right.

26
Entertainment / Re: Finally playing Twilight Princess
« on: May 31, 2009, 09:29:35 pm »
Either way, the first couple of hours into the game SUCK ASS, so if you enjoyed that I'm sure you'll enjoy the rest XD

Yeah... the intro sets a good mood and shows off great animation. But normally in Zelda games you've got your first sword in about 10 minutes tops and when I started Twilight Princess
Show content
within two hours it was doing fetch-quests and all I had was a damn fishing rod
. The game got much better after that but it still seemed a bit stretched out and took a while to get to the real meat of it.

27
Hey bro, sorry I've taken so long to reply. I'm going out of town tomorrow morning and figured you'd want the feedback.

By the way, you may know me under a different name. ;) I don't check these boards much anymore and didn't know you were on here!
Nickslayer? Or maybe Chris (since there's no mentioning of stuff NOT in this demo)? I don't really give yoyogames forum as much attention as this one.
Well my real name is Chris, but I haven't been to the YoYoGames forum in ages. There I was known as HelpTheWretched.

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1) Dissappearing rupees etc. Excellent suggestion. They normally dissappear on there own (just wait a bit), but moving from room to room pauses that. I hadn't even considered that would happen, but I can fix it by not dissabling the items in the old room. This will let them dissappear in real time.
This solution would be unlike the real LTTP engine because then you could exit and reenter a room to find the items still there. But, if you ask me, that's an improvement. I mean, why not let the rupees have their due time to be picked up? I'm willing to bet that this particular "staple" of the Zelda series began as a technical limitation before it was accepted as a regular part of gameplay.

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2) Respawning enemies/containers. Like the original game I work with separate area's containing multiple rooms. This will respawn enemies and containers when you move between gamemaker rooms. So when moving outside or to another floor. This will include ALL regular enemies. It doesn't have to be exactly like the original.
Right now the containers follow the same principle. If you'll remember pots respawn but the contents do not. I would be broken otherwise anyway (...)
The containers is a valid point. The only reason I'd consider having their contents respawn would be if the dungeon design required you to break it a certain number of times to obtain X items, or if there would be some kind of puzzle that involves getting their contents in the correct order. In the case of the former, it would also be important to make it somehow puzzling to get back to the container in the first place. In other words, I'd keep it as-is unless you really want to go through that trouble to make something unique.

As I recall mentioning (though maybe I didn't), I hadn't studied how/when enemies respawn. I'd suggest respawning them after traveling to a certain number of other rooms, rather than just when changing Game Maker rooms, IF the dungeons are rather large. Walking around through large floors with all the enemies beaten could get boring. A thought just occurred: it would be neat to actually SEE them respawn via some magic power, rather than just being there when you walk in.

Also consider the overworld; most if not all enemies respawn when you change areas.

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3) The transitions are done by taking links current location and a target location. The distance is divided by the number of frames it takes and link moves accordingly. If you got caught in between two doorways my first guess would be that I made a mistake setting the target location or accidentally moved a transition object. Was this a one time occurrence for that particular doorway? The distance should be about 2 pixels longer than it absolutely has to be. At what door did this happen?
With "target location" transitions, yes, extending the target just a bit might be the best fix, but he already seems to hit the target location a few pixels farther than expected, so it must be some other kind of bug. It was a one time occurrence for that door, but Link went back and forth a good 8 times or so before I freed him. It was the door between the room just after the 1st key, and the room to the left that's just a horizontal bridge with 3 pots.

If you're using division by frames to control Link's movement during the transition, then perhaps it was a perpetual rounding error. I'm not sure how your walking code works, but if it allows Link to be at a non-integer (x,y) position at any given time, then I'd suggest also rounding off his position before the transition begins.

This just in: I reenacted the bug by dashing at the upper part of the doorway so that Link passes through but still makes the collision noise. Took many tries but I made it work 3 times. Perhaps since Link is supposed to bounce back, the target position ends up getting pulled back a bit.

Also, where the 9 pots are just above that door, sometime in the midst of cutting them up and pressing D (I think) repeatedly to get infinite blue rupees out of one, Link's sword somehow got moved an entire 2 blocks to the left and 1 down. It stayed that way through every movement until quitting.

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4) There were some bugs in the starting menu but I already fixed those shortly after I posted the demo.
Cool.  8)

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5) Cannonballs it is. I'm not changing the name in the game because that's more work than it's worth. So, error messages aside, it's now cannonballs.
They do rather look like cannonballs, don't they? Well implemented, too.

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6) The spin attack already uses both sounds, just not very noticeable. I haven't played the game for a long time but I didn't really feel like it sounded right.
The two sounds are supposed to play simultaneously. If you've got an emulator, try disabling the first 6 sound channels to leave just those two. #8 is the one I mainly hear, and #7 is the one I can't. It's like a quieter version of the beam-shot from the sword.

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7) The masking of pots is something I'll look into. I kinda like the walking around them. It shouldn't interfere with your ability to grab them, but I could be wrong. I'll make a note on my list.
The last responder suggested square object masks. I'd go for almost square, perhaps 14x14 with very slightly rounded corners, since making them slightly easier to walk around is a nice touch. As long as it still feels like you're playing Zelda, why not improve the formula by a little bit? But getting stuck between them (which I didn't know about) and having trouble picking them up are significant problems.

28
Graphics / Re: Link Attempt
« on: May 20, 2009, 10:04:39 am »
The style's not bad at all, kind of in between LTTP and Four Swords. Personally I like Link's hair a bit more brown but that's just me.

Since his arms and legs don't move all that much, I'd try to add some bounce in his step with the frames in between, it'd make the animation stand out more.

29
Graphics / Re: Return of Barinade (lttp-styled)
« on: May 20, 2009, 09:57:59 am »
Pretty awesome.. I'd like to see it animated & rotating... with those blue tentacles waving around too. :D

That would be fun to program!

Another tiny nitpick: I know it's just a mock-up, but the 6 Baris attached should be equal distances from the Barinade centre, making a perfect hexagon. Even though LTTP sprites are shown from the low side angle, it's essentially a top-down game.

30
Entertainment / Majora's Mask now on VC
« on: May 18, 2009, 11:40:10 pm »
Ahh, clever job, Nintendo. Waiting to make Majora's Mask the 300th release for us North Americans.

Anyway it's finally out on Virtual Console, 1000 points as usual, runs in progressive scan and has the music and freezing glitches from the GameCube emu'd version fixed. MM was tied for my favourite Zelda game yet I never even owned the cartridge or Cube version. Feeling good tonight.

31
Zelda Projects / Re: pureLA Engine and OoTGB
« on: May 14, 2009, 10:03:53 am »
Kind of funny to me how most of the replies are about the graphics and OoTGB rooms.. the coding you're doing here is a huge service to the game makers. I know you can program well and get that authentic quality, and the "pseudo-pipeline" engine is exactly what's needed. I've tried to make all my own engines work independently of others' game code but integrating all the essentials is something I've wanted to do but never got the wind up my ass to actually do it. ;) Right about now you could write "HOPE" under your avy and I'd buy that propaganda.

It's been a while since I gored through GM, but doesn't a Grid (Data Structure) work essentially like multi-dimensional array? It might be a registered-only feature though.

Also I recall there's a function execute_script(), and of course I completely forget how it works, but if there's any string interpretation involved then it might be a bit less compromising than execute_string(). BTW, when Two Swords got to the point of needing major optimization and it would have helped to have arrays >2D to assign the players' sprites, I tried out a single massive script with nested switch/cases, and it actually ended up working the best by far... don't know how your engine design compares but there's just some advice for you in case it might help. ^.^

32
Audio / Re: Looking for a soundeffect for my Lttp Engine
« on: May 10, 2009, 08:36:14 pm »
A Link to the Past just uses the same sound when you step off of a pressure switch, so I'm guessing you wanted something a bit different..?

If this attachment is of any use, I've reversed the sound... it's not played backwards, but cut up and reconstructed so the order of the 4 tiny sounds that make up the original sound effect are reversed.

33
Good insight, Niek. I'd never taken the time to study those things about the game.

Proper link: http://www.savefile.com/files/2051862
(Just a formatting error on Martijn's part :P)

34
Wow, this demo has a lot of potential. Good to see somebody who knows how to use Game Maker a little beyond its basic built-in features. Very impressive work so far!

By the way, you may know me under a different name. ;) I don't check these boards much anymore and didn't know you were on here!

I did encounter some bugs on the name-select screen... something to do with a Link_Status variable when a button was pressed. I'll try to recreate it and give you the exact text. And I have two notes about the room transitions, which are quite well done. 1) I once got stuck in a loop that moved me back and forth between two rooms about 8 times, so you may want to have the transition end by "projecting" Link out an additional pixel. 2) I see you've taken the advice of disabling instances that are in other rooms, however if you want to keep this more true to the LTTP engine, then any hearts/rupees laying around should be destroyed once you exit the room. Pots (and enemies) tend to respawn themselves too in LTTP; I'm not sure if that happens as soon as you re-enter the room, or after you've been through a few other rooms.

As far as those tile & statue comparisons, the newer ones are very cool but I think both types have their place, all depending on the level design! Either way, the first ones could use recolouring so they don't look like live enemies, but I'd keep their type of position in places where you're about to enter a dangerous room and want to put some valuable pots at the top of the stairs.

Oh and, they're named "Cannon Balls" because that was the name found in an enemy FAQ at GameFAQs which had data ripped straight out of the game. Also, señor HelpTheWretched updated sword-spin attack sound (there are 2 sounds that play at once) and encourages users to edit sounds to their liking, ie. to alter the volume if one is difficult to hear.


PS. One more bit of advice I just remembered: perhaps you should enlarge the object mask of the pots. It seems a bit too easy to "corner-cut" around them - you almost need to be dead-centre to walk in and pick them up.

35
Entertainment / Re: Moonsorrow: Stolen Equipment in Montreal
« on: May 02, 2009, 06:43:09 am »
Damnit, that's low. I wonder if it's the same person(s) who broken into my brother's place and stole his guitars and equipment. (He lives in Montreal)

36
Discussion / Re: GM versions
« on: May 01, 2009, 08:52:35 pm »
All right well, I'll wait until GM8 comes out to see what's changed. I would imagine it will only have additions rather than changes to any functions since they established the .gmk format for version 7. Then I'll make a version of each engine that I want to release for the lowest compatible versions. Like if a GM6 version will work on 7 and 8 then I'll keep it in GM6 for importing, and also have a 5.3 version if it's possible.

Basniak, I totally get what you're saying. I'd like to move on to more professional tools as well but for now my code is in GML, so I'll share it that way. The thing is, I comment all my engines to show how they work and include instructions on how to "install" them into your own GM games, so the logic behind the code can likely be recreated in other languages or design tools.

I agree that designers should move beyond GM eventually, but its limitations are not so bad and I think that serious designers aren't hurting themselves much by sticking with it for a while. The built-in movement/solidity/collision features and the drag & drop have some major limits but the GML language has enough to work around those limitations. In my own game, all the collisions and movement code were custom-made to suit the game's design; it works, and you wouldn't even notice that it's customised unless you see an action that would normally be impossible, like a block that's solid for a player on the bottom plane, but not for the other player on the top plane. Just an example. :P

37
Audio / Re: Triangle Theory
« on: May 01, 2009, 08:22:55 pm »
Cool structure, as in the order and way the rhythm and melody change.. that's something that takes a lot of practice! I love the sweeping synths and the few delayed chord resolutions they make... percussion is great but I wish that "distant" snare would sweep velocity just a little bit.

For "electronica" it sure has potential to cross genres if it were made longer. I'd love to hear an OverClocked ReMix in this style, they have many that focus on electronic aspects or the emotional piano & wind instrument bits, but not too many in between. Reminds me of "Lounge Lemmings" by Mazedude, one of my faves from that site.

38
Discussion / Re: GM versions
« on: April 30, 2009, 09:00:01 am »
Hm, seriously? Crap, I hope it's 100% compatible with 7, or I'm out. I guess 6 has been basically replaced by 7 but some people still prefer 5.3 because of some things that were taken out of newer versions, like exclusive graphics mode, screen gamma, sound pitch shifting, some draw functions, and so on.

Still, a few more replies would be helpful just to see which version(s) I should stick with.

39
Discussion / GM versions
« on: April 30, 2009, 07:10:59 am »
So which versions of Game Maker do people here use the most? I've got a ton of old engines and examples which I'm thinking of revamping and repackaging to leave my mark and the beat this joint, but they're all from the 5.3 and 6.0 age; some have several different versions of each including registered and non-registered versions. I never really got into GM 7.

No way I going to make versions for every different kind of GM user out there so I'd like a little consensus of who uses which version and how many are registered. Is it safe to say that GM 7 is the standard now thanks to the YoYo Games thing?

40
Entertainment / Re: Finally playing Twilight Princess
« on: April 27, 2009, 10:39:34 pm »
I was a year and a half late to the party, but can't I didn't enjoy the entire game. Toward the end it becomes clear that even with the production delays, some things still look at bit unfinished. Didn't quiiiiiiite live up to the hype but I don't understand why some people say it's a disappointment.

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