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Messages - Martijn dh

Pages: 1 ... 69 70 [71] 72 73 ... 77
1401
Other Projects / Re: [Demo] Tech demo - Horn of Balance (working title)
« on: September 21, 2009, 05:59:57 pm »
The opening story (as promised). This is just a very tiny part of the entire story, which I won't get into that for obvious reasons.

Story beginning (titelscreen intro):

The story starts with Link living with his uncle in the secluded the south west forest bordering Hyrule. The two usualy spend their days doing hard work like chopping wood and forging metal. It's a peacefull existence.

The sky is clear and the two are sitting about on a tree, enjoying nature and talking. Uncle starts on one of his stories. He has a million of them. Most of them about young hero's, princesses, fools, justice and exploring the world. "Today's story is about a young boy who accidentaly stepped onto a portal, taking him into the sacred world of the goddesses. The boy had heard of this world. About it's green lands and clear skies. What he found however was nothing but darkness and death. As he explored the world, he found that it had the strangest creatures walking about. Unnatural and evil. The water corrupted, the buildings destroyed, the ground almost dead. In the end he arrived at the source of the darkness. An enormous monster hellbend on the power of the world safely in his grasp. He started out human, just like the boy, but the power had corrupted and changed him. Now stronger then ever he had no intention of giving up his hold for the boy. The two fought, and the boy slew down the beast. Claiming his prize, the boy used it to transformed the world back to it's original state. Living happily ever after."

The fables and myths Uncle tells change from day to day but Link likes listening to them all the same. The parent in the villages tell them to their children all the time. It helps the little ones grow just and strong. Helping them distinguish right from wrong and teaching things like bravery and balance. Uncle usualy picks them up when they deliver goods. And sometimes he has his own stories.

After the story both Link and his uncle get back up, ready to return to work. There will be a royal festival coming up soon and they will need to work extra hard if they want to prepare there gift for the king's daugther, Zelda.


Story beginning (ingame):
Link wakes up, grabs his trusted boomerang and meets his uncle outside. Today is the day they will set out for Hyrule Castle. They've worked hard this last week. All in order to forge a masterpiece sword to present to princess Zelda on her 16e birthday. Rumor has it the princess will be considered of age during the festival and that she shall be wed off. Link has never seen this princess, much less set foot far beyond the forest borders. So he is eager to see the castle and help present the gift he too helped craft.

The two leave in the early morning and travel direct for Hyrule Castle. Nearing it's borders they are stopped by some soldiers. Appearently commoners visiting the festival are no longer allowed to carry swords or other weapons by order of the king. Gift or no, the rules are absolute and Uncle can not pursued the soldiers. Feeling there should be more to it he requests to be let by, hoping an adiance with the king will get everything sorted out. Instead he is forcefully taken arrested for his persistance as a suspicous character. The previous sword gets confiscated. The only reason Link is ignored is due to some good words from him Uncle and his young age. The boomerang he is carrying adds to soldiers feeling some pity. Before Uncle get's taken away he is able to tell Link that he should make is own way to the castle town. He still believes all will be right when he speaks with King and thus suggests they will meet again soon.

Uncle and Link had previously decided to meet in the town's square and now Link now takes the longer way around to get to this location hoping everything will already be alright when he arrives.

[Around this point, maybe sooner, will be when you take control of Link and thus this is where my story ends. There is plenty more, but I don't want to spoil anything more]

1402
Other Projects / Re: [Demo] Tech demo - Horn of Balance (working title)
« on: September 20, 2009, 07:10:48 pm »
Here is a new demo, since the previous one is no longer usefull.

I mentioned that I would post some story along with the demo, but I sadly don't have the time right now. I've been working on the game all day and I'm kinda beat. I'll have to see when I'll have the time.

So, what's new:
- Digging engine + 2 shovels. The difference is in the randomizing of items.
- Respawning after falling in a pit.
- Bridge shadows (I'd like some feedback on those svp)
- 7 additional rooms to visit
- Some secret action you can do with the boots (post if you actually find this one)
- You can now walk under containers  (= glitch in the previous demo)
- Tweaked the cannonball room / puzzle
- Fixed the credits glitch
- A lot resources are now placed externally (background sounds / character sprites / etc)
- Added the bug catching net
- Fixed a bunch of errors / glitches

I'd appreciate some feedback on the shadows, digging engine and tthe pick-up & throw engine.

PS: I also hid some rupees somewhere in one of the new rooms. Just something I wanted to try to program.

Woops. Wrong demo. I've just corrected the link.

1403
Coding / Re: Goodnight's OOT heart engine
« on: September 17, 2009, 08:02:03 pm »
Maybe use alarms to create a interval between the sounds if that is what you're looking for. For example: when alarm[0] is called then it checks the conditions for playing the sound. Afterwards it calls alarm[0] again in x steps. You can code the same principle in the step event, but this is probably easier at first.

1404
Coding / Re: Problems with collision
« on: September 15, 2009, 04:42:47 pm »
Those ready made function(s) could also work. I wouldn't know though. Never tried them.

MC-Zero: you're talking to me or Miragos?

1405
Coding / Re: Problems with collision
« on: September 15, 2009, 05:51:07 am »
If you are having problems than I am guessing you are using paths for the movements? I don't know of any solutions for that.

You could instead use timelines. Let's say you want an enemy to patrol along a line then you would need a timeline with two moments. One for walking left and one for walking right. When moving right you can add a condition to check if the end of the line has been reached (x => 100). If so then timeline_position += some value to set it up for moving left. Else timeline_position -= 1 so you will move right again during the next step.

Anyway. I use a script during each step with the speed (ex: 7) and direction of the character as input. The actual movement speed needs to be 0 beforehand. What the script does is create one big loop that repeat the following process equal to roof(speed). In this case 7. The distance between start and destination is cut up in pixels. You start at the beginning and check if moving one pixel has a collision with a solid object (I suggest grouping the solid objects together through a parent). If so then end the loop. If not then you let the loop continue and check for another pixel. If no objects are met you move.

This is the simplified concept. I've got an example on this site somewhere (of the collision script) but I don't want to be late for work so that's for another time.

1406
Coding / Re: Examples of making the Menu Screen
« on: September 13, 2009, 07:25:18 pm »
Currently I'm looking at mits menu engine but instead of an engine I need an example and or tutorials.

An engine isn't an example?

 :huh:
The way I think of it an engine is really a solution to a problem, an example more or less just tries to demonstrate the concepts that would make you arrive at that solution.

It was retorical. XD

1407
Coding / Re: Examples of making the Menu Screen
« on: September 13, 2009, 06:36:47 am »
Currently I'm looking at mits menu engine but instead of an engine I need an example and or tutorials.

An engine isn't an example?

 :huh:

I strongly suggest you read the first post in the following link:
http://www.zfgc.com/forum/index.php?topic=11494.0

It'll help you solve your own problems better and your issue with the numbers is also explained.

1408
Zelda Projects / Re: [WIP]Ocarina Of Time 2D
« on: September 10, 2009, 08:24:38 pm »
Everything in that screenshot just looks so colorful and happy. Even the hearts and buttons. Very fresh / appealing. If the engines are as good as that image than I will be looking forward to it.

1409
Coding / Re: Probs with hook shot
« on: September 08, 2009, 05:30:16 pm »
I'm also guessing the problem is in this line: direction = direction + 180.
You first set the correct direction. Then you add 180 degrees making it the opposite direction. Thus you fire backwards. Lose this one line and it's fixed again.

1410
Other Projects / Re: [Demo] Tech demo - Horn of Balance (working title)
« on: September 08, 2009, 05:44:45 am »
Okay, excellent. I can work with that.

Niek: If I remember then I'll post the intro story along with the next demo. I can't say when that will be though.

1411
Coding / Re: Probs with hook shot
« on: September 06, 2009, 07:45:33 pm »
Not to sound harsh but you won't get much help with that explanation. What is the current situation? What is the problem? And what is the question / what would you like from us?

Showing some code will also clarify thing a lot better, since people will have trouble reading those sentences of yours. Not that my english is perfect, but it's hard to get what you are saying. Have you tried putting your text into an translation site? That might work.

1412
Other Projects / Re: [Demo] Tech demo - Horn of Balance (working title)
« on: September 06, 2009, 08:23:05 am »
If you can get me a screenshot of the spaks, then that would indeed be great.

1413
Other Projects / Re: [Demo] Tech demo - Horn of Balance (working title)
« on: September 05, 2009, 05:57:06 pm »
I'm currently working on implementing the shovel. Believe it or not, but the shovel was actually kinda tricky at first because I had to decide how to handle the dirtholes it can create. It's almost done, but I have some questions about how this worked in the original Alttp to finish it.

So. On to the questions. What happens when ..

.. you try to dig in an area where you can't dig?
You some kind of rejection effect, right? If so, I don't suppose anybody can find me a screenshot or sprite.

.. when dig normally?
Does Link throw some dirt over his shoulder? I'm not really sure that was the case. If so, I'd appreciate a screenshot.

.. when you dig, while standing in the grass?
Does the digging get negated like when you are standing on a solid floor? This one is pretty interesting, since I can't recall ever having tried it.

.. when you cut down a bush and try to dig where the stump is?
I'm guessing the digging get's negated, but I'm not 100% sure.

.. when you dig while in shallow water?
Any different sounds? Maybe Link's action get's negated. Or does he scoop up some water and over his shoulder? Again, can't remember ever having tried stuff like this, since the shovel never was that big of an item.

--------------------

Also we've decided a working title might be in order, so the project will now be know as Horn of Balance.

1414
Discussion / Re: Minigame Duration
« on: September 05, 2009, 04:08:54 pm »
Let a friend play it, who has never seen it before, and time his first attempts. Then just tweak it if you feel you absolutly must. Time your own attemps if you want a fair to hard time to beat.

1415
Good game.

I do want to not that the annoying beebing sound continues when there is a cutscreen. It happened when I met the first sister. Should be an easy fix.

The collision could do with some more work. It´s pretty good in comparison to plenty of other games, but personally i feel this is a mayor point for these kind of games. Also since you come across a lot of narrow pathways. This collision system doesn´t do the game enough justice. I posted my take on a movement system here: http://www.zfgc.com/forum/index.php?topic=1513.0 Maybe it can help.

1416
Other Projects / Re: [Demo] Alttp-style game / tech demo -- No name yet
« on: August 31, 2009, 08:35:50 pm »
Just to show I'm still working on it. The mechanics I'm working on still need more work before I can show them, but here are some other images for in the meantime.




A room Raen designed. I'm still in the progress of implementing it, but it should be done by the next demo.




The dungeon map (2 out of the 3 floors). The light blue rooms are the ones that you should be able to enter during the next demo. The white one wil be furthest new room you are able to enter.

1417
Other Projects / Re: Experimental
« on: August 30, 2009, 05:13:22 pm »
Thanks for the heartattack. And the other three after that.

Got to the forth screen before I quit. Too random to continue, but it did give a scare alright.

1418
LTTP & FSA / Re: Looking for some more Alttp sprites
« on: August 30, 2009, 05:59:19 am »
Thanks for the sprites, again XD. The edits also help, because I'm planning on using two types of shovels instead of just one.

1419
LTTP & FSA / Re: Looking for some more Alttp sprites
« on: August 29, 2009, 09:48:19 pm »
That's the first place I looked, but it's not there. Digging is one of those less popular things to add to a fangame I guess.

1420
LTTP & FSA / [Solved] Looking for some more Alttp sprites
« on: August 29, 2009, 06:55:40 pm »
Maybe someone can point me directly to some site that has these, but I haven't found it yet.

Anyway. I'm looking for the animation of Link using his shovel, in all 4 directions (Alttp style). I believe there were only two frames per actions but I'm not really sure.

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