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Messages - Martijn dh

Pages: 1 ... 71 72 [73] 74 75 ... 77
1441
Coding / Re: Turn current screen into background or other image?
« on: July 04, 2009, 03:06:24 pm »
Never mind. I figured it out myself.

The pause script is now:
Quote
obj_Master_Control_Tile.Game_Mode = argument[0];
screen_save(temp_directory+'\tempscreen.bmp');
sprite_replace(842,temp_directory+'\tempscreen.bmp',1,false,false,false,false,0,0);
instance_deactivate_all(true);

// (Re)activate all the needed objects
instance_activate_object(parent_Control_Tile);
instance_create(view_xview[view_current], view_yview[view_current], obj_Screenshot);

The unpause script is now:
Quote
obj_Master_Control_Tile.Game_Mode = 0;
with (obj_Screenshot) {instance_destroy()};

// Reactive all instances
instance_activate_all();

Well that's the basis anyway. I left out the gamespecific / boring bits.

1442
Coding / Turn current screen into background or other image?
« on: July 04, 2009, 01:50:46 pm »
A Gamemaker question

Why:
In my game I want to create a better pause option. Before I did pause by running through all relevant objects, saving there current state and then stopping them. I didn't have pro so it seemed one of few available options. The drawbacks are that it's not efficient, not failprove and a pain to keep up as more objects are added to the game. I just got the pro addition and I'm working on a better sollution. I just haven't been able to get the bit below to work.

The problem:
I want to create a screenshot of the current screen and save it to a background (or object).

The reason for this is that I want to place that screenshot at depth X covering the current screen so that I can still place menu's etc in front of it while being able to deactivate all objects behind. I anybody thinks there is a more efficient/easier way to do something like this than be sure to drop a hint XD

Any help will be appreciated.

1443
FrozenFire: Today I stumbled across some new errors I've missed, namely objects not stopping when you pauze the game (= press esc). When walking on stairs, jumping from ledges, having items appear and grass break up the pauze mode is not integrated yet. Could you check (this demo or the next) wether or not I missed other objects/actions not pauzing?

As for the general progress so far:
- I'm changing the pick up actions so that you have to grab and pull an object before you pick it up. I'm not really sure how the original played, but I'll continue on this road and let you guys decide how it plays when the next demo's out. The only bother is that it requires me to redo the sprites and timelines. Oh well. Other than that, I'm just making small tweaks and fixes.

1444
MC Link's Awakening / Re: Project Board Applications
« on: June 29, 2009, 08:33:17 pm »
Pyrazor: Could you send me a reply for the PB I send you? That way I at least know you read it.

1445
Coding / Re: Someone help me in GM D:
« on: June 29, 2009, 08:29:11 pm »
Sounds like your code also got messy through irregular goals.

Quality > Quantity

Don't get me wrong. I started just like you and failed on my first attemp at making my own Zelda game. Then I took about 3,5 weeks just to get the movement perfected down to the last pixel. After that I added the item menu and map menu. Then stuff like pauze, text, room transitions and actual rooms. It's not very rewarding in the beginning. To not do flashy stuff like sword swinging, enemies etc. Heck, I've only got a tech demo working. After a while however it's totally worth it.

One last piece of advice:
Try to keep a log of every single variable you use and add 1 or 2 words to mention what it does. Gamemaker doesn't have functions to neatly list your variables. Nor can you search code other than scripts. To my knowledge anyway. I just have the advanced version so I might be missing out XD
When you get further ahead in your project than a list of variables per object is priceless.

1446
I've finished programming the sword beam thing. I could post a new demo of it when I finish the mechanisms for pick stuff up and throwing it. I'm guessing it'll be a good two weeks before that's done though. Picking up and walking with a container is practicly done for a couple of regular objects. Throwing, breaking, hurting enemies and using different weights and sizes will take more time.

Check your mailbox for more info on the subboss.

1447
Coding / Re: Someone help me in GM D:
« on: June 28, 2009, 07:46:35 pm »
I strongly suggest you look up 'switch'. Or check out the example a little down below.

Movement is pretty basic for all games and it kinda bugs me when I'm playing something where it's off. So I'll give you the short version of how I did it. Not that that's the best way, but it works.

First I create one object to store the variables: pressed_first, pressed_second, pressed_third, pressed_fourth. This can be in your character object or some higher control object. Then I add a press button event per directional button in that object. If a direction is being pressed something like this kicks in:

Code: [Select]
if (pressed_first = 0)
{
   pressed_first = [insert direction];
}
elseif (pressed_second = 0)
{
   pressed_second = pressed_first;
   pressed_first = [insert direction];
}
elseif (pressed_third = 0)
{
   pressed_third = pressed_second;
   pressed_second = pressed_first;
   pressed_first = [insert direction];
}
else
{
   pressed_fourth = pressed_third;
   pressed_third = pressed_second;
   pressed_second = pressed_first;
   pressed_first = [insert direction];
}}};

Then I add a release button event for the diretion buttons with something like this:

Code: [Select]
if (pressed_first = [insert direction])
{
   pressed_first = pressed_second;
   pressed_second = pressed_third;
   pressed_third = pressed_fourth;
   pressed_fourth = 0;
}
elseif (pressed_second = [insert direction])
{
   pressed_second = pressed_third;
   pressed_third = pressed_fourth;
   pressed_fourth = 0;
}
elseif (pressed_third = [insert direction])
{
   pressed_third = pressed_fourth;
   pressed_fourth = 0;
}
else
{
   pressed_fourth = 0;
}}};

Now I can do all sorts of things. I'm guessing you want something along the line of the code below. That is for 4 directional movement. If you want 8 then just use a switch(pressed_second) within that one.

Code: [Select]
switch (pressed_first)
{
  case vk_left:
    // move left
    break;
  case vk_up:
    // move up
    break;
  case vk_right:
    // move right
    break;
  case vk_down:
    // move down
    break;
};

Hope it helps.

1448
Coding / Re: Someone help me in GM D:
« on: June 28, 2009, 12:20:02 pm »
Personally I'd rename those scripts of yours so that each starts with the indication that it's a script. You'll have a harder time figuring out what every is later on when it's more than just a handfull. Also consider how you're code will look if you haven't worked on it for two months or so.

Here's you're code with my interpretation of Windy's layout suggestion.

Code: [Select]
//Choose the right sprite with 90 degree movement

if (keyboard_check(vk_right) or (keyboard_check(vk_left) and global.holdu = 1))
{
      global.alreadyholdu = 1;
};

if (keyboard_check(vk_right) or (keyboard_check(vk_left) and global.holdd = 1))
{
      global.alreadyholdd = 1;
};

if (keyboard_check(vk_up) or (keyboard_check(vk_down) and global.holdr = 1))
{
      global.alreadyholdr = 1;
};

if (keyboard_check(vk_up) or (keyboard_check(vk_down) and global.holdl = 1))
{
      global.alreadyholdl = 1;
};

//Choose the right sprite with 180 degree movement
if (global.facing="up" and keyboard_check(vk_down))
{
    global.holdu = 0;
    global.holdd = 1;
    global.facing = "down";
    global.donotgobacktoup = 1;
};

if (global.facing="down" and keyboard_check(vk_up))
{
    global.holdd = 0;
    global.holdu = 1;
    global.facing = "up";
    global.donotgobacktodown = 1;
};

if (global.facing="left" and keyboard_check(vk_right))
{
   global.holdl = 0;
   global.holdr = 1;
   global.facing = "right";
   global.donotgobacktoleft = 1;
};

if (global.facing="right" and keyboard_check(vk_left))
{
  global.holdr = 0;
  global.holdl = 1;
  global.facing = "left";
  global.donotgobacktoright = 1;
};

1449
Coding / Re: Someone help me in GM D:
« on: June 28, 2009, 09:27:17 am »
Try to be VERY strict in your naming and ordering habits.

Example names:
script_Character_Walk
script_Character_Jump
...
sprite_Character_Walking_Left_Green_Tunic
sprite_Character_Walking_Left_Red_Tunic
...
obj_Enemy_Skeleton
obj_Enemy_Bat
parent_Enemy
parent_Enemy_Harmless
...

Or just reference by number if you feel the code will get too lengthy and/or messy. But then I strongly suggest you add comments behind EACH AND EVERY reference.
For example:
script_execute(3); // script_Character_Walk
or
script_execute(3); // Folder: Character > Movement > Walking

Name your folders in a similar fashion. Maybe also add numbers in front of the foldernames if you want to keep control over the order in which they get sorted. Commonly used items up top and others further down the list.


Well, those are my routines. I'm sure not everybody will agree with all it. XD

1450
Zelda Projects / Re: [WIP] Link's Awakening Remastered
« on: June 27, 2009, 04:46:59 pm »
Okay. Not to push a point, but I'll try and explain a bit more.

When you look at your sea you'll can see waves at various depths right? Some seem close by and some look further away. You take that piece of sea and cut it into multiple layers. One with the waves close by. Another with the waves a little bit further away. It may need a little customizing later on but once you've done this you can place these layers behind one another to create the original image again. Only this time move them to the side a different speeds.

Maybe this example will clarify some more. Go sit in a car, train or some other moving object. Now look into the distance and focus your sight at one single point. You will then notice that objects further away and closer than that point seem to move at different speeds before your eyes. That's the effect you'd be recreating.

As for the beach. You could do the same with waves moving up and down. Just a tip but if you then also add a brown area under the waves you'd have the illusion of wet from retracting waves. Search for the intro of FF8 on youtube and you'll know what I mean.

It's not that much work to incorporate, despite the lengthy explanation.

1451
Zelda Projects / Re: [WIP] Link's Awakening Remastered
« on: June 27, 2009, 09:40:09 am »
Looks good!

If you DO want to improve on the visual etc. then I'd suggest three things:
-Use multible layers for the clouds, sea, surf and maybe the trees on the beach. This can create some very nice effects with not THAT much extra effort.
-The girl appears to pop up. Might just be on my computer, but it should be fixable. If not by adjusting the timing, then by having her start outside of the screen and moving in.
-Try and slightly adjust your title text. It's kinda hard to read with the grey letters so close together and against that background color. Maybe use different (colored) letters?

1452
Okay, just send me a PB when you're back and ready.

1453
Great. You're back. Time to formulate some more requests XD Well, I've got an exam tomorrow so it'll probably become tomorrow afternoon.

I figured as much with the beams. A beam now appears when you have the correct sword, full health and when no other beam object is active. I guess I'll change that last condition to "when there is no beam active within the visible screen". Or something along those lines if the sound still sounds okay with multiple beams.

1454
Just a small updating post this time. I'll post pics when I'm off this temperary datalimit.

I've now added a workable "sword beam" to the master sword (when you're at full health). I had to make some concessions on the visuals and the masking so I'm really eager to hear how you guys like it (when I release another demo). Just a question in between though. In the original game: what happened when you used the "beam" into the distance? I've now made it so that it keeps going till it hits something tall enough, but that might be a while in the larger area's. It's more realistic this way but maybe less fun probably. So does anybody know how they compensated it in the original?

Beyond that I'm working on implementing some of Raen's rooms and the surrounding area. So you'll definatly have more to explore next time.

1455
Zelda Projects / Re: The Legend Of Zelda: Scepter Of Distortion
« on: June 19, 2009, 05:37:53 am »
That makes sense. It sounds somewhat like Agraghim (or something) from alttp.

1456
MC Link's Awakening / Re: Project Board Applications
« on: June 18, 2009, 07:32:11 pm »
Okay, I'll be requesting a board. We'll just see what happens XD

1457
Okay, that should be easy enough to fix. I'll get right on it. I've fixed the last problem with the sword poking on containers so you already consider all listed glitches fixed.

Btw, you can all call me Martijn if you want. The letters dh just stand for my last name.

1458
Thanks for the compliments.

I don't own the original game anymore. I'll get it for the Wii again eventually but I find it best to not play and compare for two reasons. One: my self motivation would plummet. So much to do in so little time. XD Not to mention the complexity of the things not yet done. Secondly because I'm not trying to copy the game completly. That's impossible. The goal is to create a game that has solid gameplay on it's own. It'll always be considered a clone, but I look at it as a tribute.

PS: I know about the controls. That's why I moved customizable controls up on the list. Please, feel free to experiment with it and tell me what you feel are better controls. I might also do saving pretty soon to make it so you don't have to reset the controls every time.

Anyway. On to those issues you mentioned.
I can't fix the blurring or the collisions. The blurring is probably computer related and I can't help with that. The collisions are pixel perfect. It just feels inaccurate. I have noticed this before and I might look into it some more when the first dungeon is nearing completion. The same goes for the sword swinging. I noticed it and will look deeper into it when the dungeon is nearly done.

As for now. I'll be glitch hunting these comming days. After that I hope to include some more features again. Here are the glitches I found, have fixed or am working on:
- Respawning keys by exiting the dungeon (fixed)
- Not resetting of conditional doors and pressure plates when exiting the dungeon (fixed)
- Items dissappear but leave shadows behind (fixed)
- Map menu shows incorrect data (fixed)
- The Master Control Tile dissappears because dissappearing items (fixed)
- Items dissappear while in pauze mode (fixed)
- Reviving from death does not yet reset the image of a bottle very if you have that one equipped (fixed)
- Poking a container results in the poking visual and sound (???)

UPDATE: There is no end to the game right now. That room with the torch is as far as you can get. I haven't programmed the lantern yet so there isn't much to do. After we've finished those 4 rooms (one excluded) you'll be able to open the master chest and see a early credits screen which has already been made. Demo's after that will probably have the same goal but each time with slightly more stuff you have to do to get there. The final demo will feature the boss in the final rooms beyond.

1459
Zelda Projects / Re: The Legend Of Zelda: Scepter Of Distortion
« on: June 13, 2009, 03:16:01 pm »
I noticed that the ledge jumping from cliffs wasn't implemented in the previous demo. I don't know if you're planning on doing that.
Good point, i'll get on that. Any jumping sprites around?

http://www.zfgc.com/forum/index.php?topic=33454.330
About halfway on this page are 3 links linking to al kinds of sprites in alttp an minish cap style. There were some jumping animation among those if I'm not mistaking.

1460
MC Link's Awakening / Re: Project Board Applications
« on: June 13, 2009, 02:32:55 pm »
I'm guessing three people on a game without a title or finish date won't cut it XD
I am curious though. Would you be able to restrict the view (of sections) to teammembers only? As a more organised alternative to pb'ing back and forth. That alone would be more than worth it.

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