Hello Guest, please login or register.
Did you miss your activation email?
Login with username, password and session length.

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Theforeshadower

Pages: 1 2 3 [4] 5 6 ... 171
61
Recruitment / Re: I need helpers
« on: April 06, 2017, 02:46:32 pm »
Don't mind me.  I am just an idiot with an opinion based on first hand experience.

If you want this game, dig in for it.  Don't be discouraged.  Believe you can.  Know you can.  The only one stopping you is you.  The moment you give up is the moment it is gone.

:)

With that said, i am going back to my rum.

Peace.

62
Graphics / Re: Gunple Gunman's Proof - LTTP Alternative Graphics
« on: April 03, 2017, 09:43:37 am »
Not bad at all.  I actually started to mess with the game itself.  It's funny how many of the maps(rooms/areas/etc) are literally copy/paste from Link to the Past with jsut a graphics change.  The saloon is the exact same as the one in LTTP.  Blew my mind.

There is an interesting crawl mechanic in the game that isn't in LTTP.  No idea what purpose it serves yet(no strategy guides for me).

63
Audio / Re: Looking to build up our audio resources..
« on: April 02, 2017, 01:58:38 am »
Toto, I don't think we are Fair Use Territory anymore.

64
Other Projects / Re: R.I.S.E - Robotic Interception Suit Escort
« on: March 30, 2017, 03:30:09 pm »
Update(somewhat big?)

If you check the BIN folder in the git, you can see we are up to a 05 debug release.
Quite a bit has been aded and fixed.  The game now has some nice counters for keeping track of score.

There is a highscores screen now.  The player can achieve a game over by allowing 5 missiles to go bye(nothing happens after the game over popup though).
Some placement art used for missiles.

Should be another big release by the end of tonight as we need to have a prototype ready to go by tomorrow(though, by their definition and by lab tech's definition, we already have a working prototype since I can 100% compile and run the game as an APK on every Android device I have tried so far.)


65
Other Projects / Re: Terrible Night Engine - a Castlevania II engine
« on: March 24, 2017, 09:38:33 am »
Release 2

*added pause system
*created a Dracula X style enemy death system instead of Castlevania II's single awkward flame
*area chaning implemented while keeping state
*experience counter
*hour,minute,second timer
*player level
*heart counter
*whip type

To do:  who knows.  Exams, RISE, and life always happening.  The only major thigns left to do is a text engine with NPCs, actual leveling up, some sub-items, and of course, the glorius day/night engine.

DOWNLOAD
https://drive.google.com/file/d/0B49_4X0jDFp8VG96T3FyNVRQTlU/view?usp=sharing

66
Graphics / Re: Gunple Gunman's Proof - LTTP Alternative Graphics
« on: March 24, 2017, 02:55:09 am »
Interesting link.
The maps look dull and empty but they at least made some nice looking custom sprites. Thanks for sharing.

I think City of the dead(the houses) and the Ruined Mine look pretty cool.  The rest is pretty generic and empty, I agree.

67
Other Projects / Re: R.I.S.E - Robotic Interception Suit Escort
« on: March 23, 2017, 02:55:00 pm »
Well, I actually did not find it.  Someone was humane enough to leave me a nice issue notfication about the file and to change my password and ssh.
They did not specify the file, so I had to dig around.

If you ever try to mess with GMS source control, look for a text file starting with SCI...
It contains your username and password in plain text form.  It doesn't explicitly state it is for Git but logic and all would dictate that it is.

I ended up just using Git UI and source control the folder manually.  It is a pain as our group can not work simultaneously but it functions and is free for everyone(source control in GMS is a "pro" feature).

68
Graphics / Gunple Gunman's Proof - LTTP Alternative Graphics
« on: March 23, 2017, 05:49:06 am »
I've known about the game for some time.  Always wondered why no one tried to use anything from it here at ZFGC all these years(including myself).

Anways, I might arrange some tilesets, but I'll just link the maps from vgmaps:
http://vgmaps.com/Atlas/SuperNES/index.htm#GunpleGunmansProof

It's a typical ASCII rip-off game(don't take it personally if you like the ASCII company).  Either with or without Nintendo's help, it is a almost pure Link to the Past clone.
The tiles come pretty borderline as well.

The only thing that doesn't feel completely jacked is the spritework:
https://www.spriters-resource.com/snes/ganpuru/

 Some of it feels much more like a shitty kids' anime based on westerns.
Hope you guys find some usefullness from the maps!

If people want, I can arrange tilesets later.

69
Other Projects / Re: R.I.S.E - Robotic Interception Suit Escort
« on: March 23, 2017, 05:14:09 am »
No damage done, but a couple passwords changed.

I didn't even know you could password protect Game Maker games... interesting. So what's the password then to be able to play?

edit: I read the post and couldn't find it
No no.  Somehow a file was created(I can only assume from GMS) that contained my Git password and username.  It's since been fixed.  Lesson learned: don't try to use Yoyogames implementations of source control.

All playable releases are in the BIN folder of the git.  Link put back into original post.

70
Other Projects / Re: R.I.S.E - Robotic Interception Suit Escort
« on: March 23, 2017, 01:48:54 am »
3/22/2017 - News
Somehow a file was generated at some point for my GitHub in the repository.  Fun times.  Thanks if it was someone on here that found the issue.  No damage done, but a couple passwords changed.

Good news:
*added titlescreen
*fixed game breaking crash with missiles exiting the room

71
Other Projects / [COMPLETE] R.I.S.E - Robotic Interception Suit
« on: March 17, 2017, 01:06:52 am »
R.I.S.E.
Robotic Interception Suit Escort


Welcome to the future!  You are a member of R.I.S.E. - robotic interception suit escort.  Your only parkour is to protect your client. 
Unfortunately, your client operates his own cityship and is under constant assault from enemy carriers.

You do not know how long their barrage will last.  You do not care how long the barrage will last. 
All you need to do is shoot down any enemy missiles before they hit the cityship. 
If the cityship falls, your contract is terminated and you will be dismissed.

Will you become a legendary ace or just another rookie without the right stuff?


WHAT IS RISE?
RISE is a project being worked on by four individuals for an engineering class at MSU.  It is a game that emulates the gameplay of Super S.C.O.P.E. 6 - Intercept and adds some unique flavor.

END GOAL OF RISE?
It is REQUIRED to be a fully finished project that runs on an Android device. 
The professor has the same expectations for all groups(solar car, android project, wheelchair access, or robot fighter): set small goals, distribute work, collect data, and present a finished project.

TOOLS OF THE TRADE?
So far: Audacity, Game Maker Studio: Professional with all export options, Paint.NET, and Google Docs.

CREDITS?
At this point: all artwork is original or edited from cc0 art from opengameart.org.  G.G. for the robot design and some special

WHERE TO DOWNLOAD?
Glad you asked!  The entire project is currently viewable on GitHub!  Released under MIT so have fun until if/when our group decides if we want to monetize anything(probably not).
https://github.com/BrovaloneCheese/RISE-EGR100/tree/master/RISE.gmx/BIN/Release
Contains both an EXE and an APK!


MEDIA


Current in-game screenshots



Less serious stuff:

Most of the coding work is on me.  No big deal because I do not have to worry about reports, data collection, and other "office" type work in our group.  :D
Hope you guys enjoy as it comes along.  This is 50% of our grade for the entire class.  The entire game idea was pitched including how similar it was to the inspiration material.
As long as we do not have any IP conflicts with the release version, we have the greenlight!

The biggest hurdle is going to be mechs.  We had to add something onto the gameplay to fulfill a "A.I." requirement.  We decided every five waves to have a boss fights similar
to the mech fights in Battleclash on SNES.  I can code the fights, but I do not think we have anyone too artistically inclined on the squad to pull off cool stuff.  We want to stick
to original or cc0(attribution is a nightmare) for everything.

Music will be another decent hurdle.  Just need a few tracks but getting an SNES feel is important to us.

Other than that, you guys are free to !@#$%-talk my code, offer suggestions, pretend you don't know me, etc.

72
Other Projects / Re: Terrible Night Engine - a Castlevania II engine
« on: March 12, 2017, 01:40:55 am »
Trying a new resolution technique.  It is 640x480 standard.  In the game render itself, I am drawing 96 pixel thick bars on top and bottom. I enjoy the effect.
Will be posting an update very soon.  I already have the player persistenecy figured out perfectly.  So, on my end, the player can now go from room to room while maintaining their current "state"(jumping, moving, jump attacking, or getting hurt) just as in CV II.

I also fixed the two known bugs.  Ended up being that multiple objects of the player were being created on the ground that were not supposed to be created(or the previous ws supposed to be destroyed).  It is due to how I am tackling this engine: instead of one object of the player that gets 3000+ lines of code like my SotN engine, I broke it down to objects that perform each task but are tied to a single parent player object which itself is tied to a general actor parent.

I enjoy the control alot more as I tweak each object as I need to.  In order to fix the multiple instances, I looked into when it is happening: only happens on the ground "randomly".  So, I wrote some code in the HUD controller that checks to see if there are every more than 1 player parent instances.  If there is, destroy them all after getting x,y,and image_xscale values, then it creates a single objPlayerIdle with those temp values applied to it.  Seems to be working great.  The player would never know as you never see the idle frame if you are still moving or attacking or whatever.

Of course, if someone played on a pc that never got 60 fps, they might see it.  :P

Anyway, looking to add some to the pause meny before I post my updated version.

73
Other Projects / Terrible Night Engine - a Castlevania II engine
« on: March 10, 2017, 01:00:09 am »
Been working on a few projects still these days.  My planning for my Castlevania SotN type game has expanded to include a prelude title in vein of Castlevania II Simon's Quest style.


Download Link:
https://drive.google.com/file/d/0B49_4X0jDFp8VG96T3FyNVRQTlU/view?usp=sharing LATEST
https://drive.google.com/file/d/0B49_4X0jDFp8V3pRZFRCdnoyQkE/view?usp=sharing OLD

NOTE: Download size is mildly high due to background music - Bloody Tears Arranged.

Controls:
A - move left
D - move right
S - crouch
K - jump
J - attack
Enter - pause menu

Includes all the necessary functions: health, death, enemies, attacking, jumping, crouching, etc.

To-do:
-leveling
-heart engine
-sub items
-moving between areas

Known Bug: 
-Ground hovering for a frame or two when walking off a ledge.  Is more noticeable if you attack right as you are going to land.

74
Discussion / Was messing with Construct 2 for a bit
« on: March 01, 2017, 04:20:03 pm »
https://cellardwellarstudios.000webhostapp.com/index.html

AD are left/right
J is the whip
K is the jump

Nothing much else than seeing what the fuss was about with Construct 2.

I must say, it is one of the worse RAD programs I have ever touched.  There is virtually 0 flexibility and it is very limiting.  Reminds me of my days using The Games Factory almost 20 years ago now as a young lad.

Shame too.  If it wasn't so restrictive, there could be some nice Zelda fangames made with it.

Anyway, if anyone is interested in the source, I can attach it.  Construct 2 is free(more or less).

75
Entertainment / Re: Just wait on price drop on the Switch, IMO
« on: January 14, 2017, 12:57:34 am »
I dont own a Wii U, but I want to play BotW SO BADLY! I dont know whether to get the switch or not, since I'm afraid that there wont be a lot of good games after its release, which I sencerely hope its not the case. I am also quite disapointed with the specs. 32 GB of storage? There's games that have 60 GB, and take into account that the switch will have a few GB occupied, much like any mobile phone does.
Also, now they are charging you for online. Oh, and in order to use the Nintendo online voice chat, you have to do it through your phone. Why does that even exist when you can install Skype, Facetime or even Whatsapp to videochat on your phone.

So we should we wait and see how it does before buying it incase its a letdown. The switch could have been overhyped, specially with BotW's release. STILL, I want to play BotW, so we'll see.

Pick up a cheap Wii u.  The system itself is pretty cheap used.  You can also find tablet controllers cheap depending on where you look.

76
Entertainment / Just wait on price drop on the Switch, IMO
« on: January 13, 2017, 09:38:28 pm »
Glanced at the available titles for the Switch.  Breath of the Wild is obviously going the be the "have to have" title but will it carry the console to a later, but stronger line up when 3rd party titles hit?

I don't think so.  There is a "hit or miss" prediction going around already based on the launch lineup that Nintendo revealed.  Either the Switch will sell well enough for 6 months and be stable at a $300 tag or it will go the route of the original 3DS launch.  Remember that steep price cut?  Yeah....

Time will tell.  I already own a Wii U so BotW isn't out of my grasp.  I'll wait to see what happens to the Switch.  Let the big name streamers go buy it.  Let the scalpers do their thing.  If the console is still $300 by Christmas, I won't have missed much based on the lineup Nintendo provided.  If it drops, I win on savings.


77
Made a palette change.  What do you think?
Also, there is more than one full zone.  Zones have different color palettes.  No spoilers, but the next is a blue/green palette.

78
Another huge update.  Zone 1 in an alpha state is finished.

http://gamejolt.com/dashboard/games/199535

3 total bosses, 3 weapon collectables, bunch of missile and life increases, and even the warp to Zone 2.

79
Just out of curiousity: why is the game all red? It kind of hurts the appeal.

Game takes place inside Mars.  Any other 5 color palette wouldn't have made sense, in my opinion.

how about orange, like your goku avatar cloths?
or sephia ^^
I thought about an alternate color palette.  Alot of color swaps necessary for it. :/

The issue is that the final project name is going to be "Angry Red Labyrinth".  Changing the color doesn't make sense with the name.

80
Just out of curiousity: why is the game all red? It kind of hurts the appeal.

Game takes place inside Mars.  Any other 5 color palette wouldn't have made sense, in my opinion.

Pages: 1 2 3 [4] 5 6 ... 171

Contact Us | Legal | Advertise Here
2013 © ZFGC, All Rights Reserved



Page created in 0.102 seconds with 35 queries.

anything