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Topics - Whitay

Pages: 1 2 [3]
41
Coding / Zelda dungeons without alot of rooms
« on: January 29, 2012, 12:55:12 am »
Hello, im peicing together my first dungeon and i was wondering if there is a way to have one big room, like an overworld area(easier level setup, less rooms, less tiling, ECT.) but have it set up so views make it seem like one seperate room. whereas if the view hits a wall/border/whatever, the view stops scrolling. so i can just make one huge room, but in retrospect it will seem like many. the problem with this is how to make the views behave accordingly, i have the thought out, im just not sure how to code it at all. heres my thoughts on this, let me know your input on whats good on this, or suggestions or something
setup one big room, and have a regular view like normal.
have an object or barrier that catches the view, returns a variable or something and then stops the view from scrolling in that direction if you are a certain length away. if you go through a door, the view turns into a different rooms view, where the same process happens.. but is this possible without creating tons and tons of views? and there are only 8 views anyways so its not even going to work like that.. does anyone have any suggestions? should i just make a bunch of seperate rooms(that leads for more trouble then finding out how to do this.. plus it would make dungeons only be like 2-3 screens depending on how many floors there are. it would make alot easier if i could figure it out..)

42
Discussion / Writing an Opening Cutscene
« on: January 27, 2012, 09:49:36 pm »
Hello, im in the process of adding an opening section to my game. in short i want it to be like the wind waker or a LTTP styled opening.. whereas if i went and said those words to someone who has never played zelda, they would end up knowing the basics of the triforce and link and ganon and zelda and all that, while portioning in the story below. i was sort of thinking to have first the legend itself, the classic evil rises gods send a hero cloaked in green, slays evil with master sword, blahblahblah, that story. and then after a version of this, but more creative and story telling ish. im no good at creative writing(why im into math and programming) and this is the overall best attempt ive made of my story, but it just doesnt sound right. im looking for an opening of pretty much this
http://www.youtube.com/watch?v=JX5Tp4sZbFQ
with the background story, and at about two minutes, instead of the hero dissapearing and such, my story gets wrote in the same style, and thats what im looking for. please note that the first two minutes i like the style of writing and stuff, but i dont want exact words from the beginning. its just a style reference. thank you all who contribute to this. take a try if your feeling bored. do a sentence if you want.

BACKGROUND STORY:
It has been many years since the Hero has last visited the land of Hyrule and slain the evil that lurks to destroy and conquer all. The land of hyrule understood that while the triforce was able to be used by evil hands, even with the hero to save them when the everlasting war comes around again, that one day, the hero will not be able to stop him. that the purest of evil forms will one day rule over the land, and demolish everything in its way. so after slaying the evil once again, the hero made a desision. as he held the triforce of power, upon defeating the evil, and courage, which is naturaly his peice to take, he rose 3 statues in the reigons, one for Nayru(lake Hylia/zoras), one for Din(Death Mountain/Gorons), and one for Farore(forest/uninhabited? abandoned?). and with the power he held, split the triforce in each peice and stowed them deep into each of the goddesses statues, that for someone wanting the triforce, must display unbelieveable ablities in power, wisdom, and courage, and the other two peices would NOT find those chosen by destiny. these towers were impenatrable, and the secret of the power within them soon became a faint legend. all as the hero hoped it would, the evil did not find his way to any power whatsoever, to a point where the hero was no longer needed. both the bloodline of the hero and the distant evil started to faint. and Hyrule soon became a prosperous, peaceful place. for a LONG time.

43
Discussion / Movement, which way is better?
« on: January 27, 2012, 03:51:06 am »
Im just going strait to the point on this, since theres only a couple things to discuss. In LTTP the 8 directional movement seems to have two dominant and two recessive keys(right and down being dominant) so i u press right, then left, you go right. If your going left and press right, you go right. So this is the dominant way. The way on my game right now is if you press left and right, you stay where you are, until you release one or do something. So which way would be more efficient? Which way would make gameplay more smooth? Any opinions?

44
Graphics Requests/Archive / [Request] Whip sprites
« on: January 26, 2012, 10:30:49 pm »
hello all, ive made progress to my fan game where i have finished epona. the only thing thats nessisary right now is the bottom sprites to show how many boosts you have, and right now im using unfitting supersized carrot sprites.. so what im asking is for a 40 by 40 whip sprite, like a curled up flail/whip or something, fitting the style below(well kind of. its like LTTP with possibly a bit more detail?) and have one thats regular and one thats blacked out or something to show that you have used it. thank you for anyone who contributes, credit will be given where needed.
-Whitay

STYLE:

45
Coding / Zelda slope sliding with this code?
« on: January 22, 2012, 02:21:41 am »
Hello, i have been trying to get a slope collision(top down, just regular 45 degree slopes) for a while but as i am not very good at collisions it is hard without rewriting alot of whats written. as of now i have
Code: [Select]
x += (place_empty(x+4,y)*keyboard_check( vk_right) - place_empty(x-4,y)*keyboard_check(vk_left) )*4;

y += (place_empty(x,y+4)*keyboard_check( vk_down) - place_empty(x,y-4)*keyboard_check(vk_up) )*4;
as my collision code, and i was wondering how to have this as the zelda style slope code also. what i mean by that is if im hitting a slope going up and to the left, and im just holding up, i will kind of slide against the slope at a diagonal way. does anyone know how to insert this in with the code above? also i have 4 different objects with the 4 directions of slopes. so yes. if anyone knows how to solve this please help or if anyone needs more information i will be happy to give some.

46
Discussion / Legend Of Zelda: Tower Of The Goddess(Goddesses..?)
« on: January 17, 2012, 12:39:01 am »
Legend Of Zelda: Statues Of The Goddess(Goddesses..?) is my fan game that is currently under development. as soon as the engine is finished i will be looking for spriters/composers/level designers/ maybe a coder to help me out if i get stuck. i am trying to create a zelda game that has a feel of all the greatly admired zelda games out there(well atleast in my eyes.) like OOT, SS,TP, and such. thats the style im going for, but in a 2D aspect. like those games mixed with aLTTP. C+C is what i am looking for here.

BACKGROUND STORY:
It has been many years since the Hero has last visited the land of Hyrule and slain the evil that lurks to destroy and conquer all. The land of hyrule understood that while the triforce was able to be used by evil hands, even with the hero to save them when the everlasting war comes around again, that one day, the hero will not be able to stop him. that the purest of evil forms will one day rule over the land, and demolish everything in its way. so after slaying the evil once again, the hero made a desision. as he held the triforce of power, upon defeating the evil, and courage, which is naturaly his peice to take, he rose 3 statues in the reigons, one for Nayru(lake Hylia/zoras), one for Din(Death Mountain/Gorons), and one for Farore(forest/uninhabited? abandoned?). and with the power he held, split the triforce in each peice and stowed them deep into each of the goddesses statues, that for someone wanting the triforce, must display unbelieveable ablities in power, wisdom, and courage, and the other two peices would NOT find those chosen by destiny. these towers were impenatrable, and the secret of the power within them soon became a faint legend. all as the hero hoped it would, the evil did not find his way to any power whatsoever, to a point where the hero was no longer needed. both the bloodline of the hero and the distant evil started to faint. and Hyrule soon became a prosperous, peaceful place. for a LONG time. As one of the desendants of the hero was walking out of Castle Town, to just take some time to explore having finished with sword/guard training for the year, and graduated to a knight of hyrule. he saw the forest entrance and started to walk towards it. at that time he heard a faint scream, of a girl. so he ran to the woods. not knowing that this little "adventure" would soon turn out to be bigger then any legend he ever heard.
STORY THAT IS THE GAME
So as stated above, the triforce was split into peices and hidden. knowing that having it as a whole would gain easy grabbing for ganondorf if he were to come back(and when doesnt he..?) and the location of these kept secret. and soon the knowledge faded, to a point where the location of the peices had many rumors and legends, and none were true. so one of the desendants of link(who just got out of knight training) took a stroll to the forest, and heard a scream. being a knight he automatically ran to help whatever that came from. he went into the forest and then found his way into the temple. at the entrance he finds princess zelda, who tells him he must slay the evil that is taking over the forest. so he does. and then gets rewarded, with something like the kokori gem(not like it, just something like the pendants, or the gems, or something that all zelda games have.) and the guardian who was holding this tells him of the other two guardians that are in trouble by an ancient force growing stronger, that you need to vanquish before they spread and repeat Legend. so you do just that, going to zoras place and gorons place. the third spirit tells you of the old waterway that the fountain in the middle of hyrule, and that one of the vents can be used to access the temple of time(not final. but the temple is hidden somewhere within hyrule.) and then you find the master sword. drawing it would "perish all evil who ever crept up again" and needed to be found as a saftey measure. upon drawing it the temple starts to collapse. so you get your sword and get the hell out of there. and see ganondorf running a raid on Hyrule, with a SHITLOAD of help. so you get out of there and you get yourself a little compainion(like a navi, fi, whatever.), because you are now the chosen hero. then you have to go to the three goddess temples and get past them to find the godess statues and info on the triforce to beat ganon and whatnot. well, thats what i have right know. who likes the story? alot of it is WIP and the second section just says what you do in game
-forest temple
-goron place temple
-water temple
-go to hyrule
-find master sword
-find goddess temples
-find triforce peices
-kill ganondorf.
is what my game is hoping to be. as of now i only have an engine that is progressing nicely so im hoping to throw this into a full blown game. so now that all the background stuff is out of the way, time to talk technical gameplay elements.
-has the Goron and Zora tunic. not sure how to sum up why you have heros cloths/green tunic though...
-7 temples. and then ganons castle based out in greudo desert.
-Epona is in this game. i will be posting the overworld map(well it actually doesnt show anything except which rooms/areas are where..) and epona seems nessisary.
-It is in the style of LTTP/ the OOT2Ds everyone is throwing together.

ITEMS:
this is where i need alot of help. what items out of zelda were your favorite? any ideas on some new items? when should i get these items?
as of now i have
-Boomerang, gotten at first forest temple.
-Bombs, goron place FTW.
-Bow, at the zora place.

i need lots more ideas for items. on and off the main quest. i am looking for about 15 items total.
Bosses: NONE. Ideas anyone
MAP:
this is what the overworld looks like. ignore the room numbers, they are for coding purposes only. as you can see there is alot of messy stuff. there is a key on the side. Yellow = Hyrule field. Green = Forest. Blue = Zoras Domain/Lake Hylia. Red = Goron City/Death Mountain. and maybe a small kakariko under all of that.
Brown = Greudo Desert. Grey = Hyrule Castle/Castle Town/Temple of Time
http://i43.tinypic.com/16iv478.png

47
Coding / Question on room changing
« on: January 16, 2012, 08:32:24 pm »
hello, i have been in the process of putting together a link to the past styled engine, and it has progressed to a point where a single test room just doesnt put this engine to the full potential this coding could be used for, and i want to test out alot of the features in between levels. so i have started to think up a zelda changing room sequence. and as of now the only thing i have come up with this under links outside room event
"
if Link.x < 0
{
global.mapx -= 1
}

if Link.y < 0
{
global.mapy -= 1
}

if Link.x < 640
{
global.mapx += 1
}

if Link.y < 480
{
global.mapy += 1
}
""
as a sort of check to see where he is. and if he leaves the global.mapx and global.mapy would be changed accordingly. now im stuck on a way to put that into changing rooms. such as having my rooms all have numbers(like rm_5_5) and such. does anyone have any idea what to place as the code to calculate the global.mapx and y into what the room numbers =, and then changing the rooms accordingly? thanks for anyone that gives help.

48
Graphics Requests/Archive / [Solved] LTTP rolling sprites
« on: January 14, 2012, 06:55:09 pm »
hello, im new here to start it off, so tell me if this is in the wrong place or something. i was wondering if anyone would be able to make me the sprites for rolling(like in all zelda games past LTTP usualy) but in the style of LTTP. since the pegasus boots were in that game there isnt a rolling sprite.. and im making a game(well as of now im mostly just peicing together the engine) and for a while i havent had a rolling sprite, just a filler. so is there anyone that could put together a rolling sprite for me? around the same size as link. all 4 directions. not much animation.. i think it would only be like 4-5 frames? if anyone could accomplish this then thank you. credit will be given.
-Whitay

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