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 - Mr. Star Fox

Pages: [1] 2 3 ... 6
1
Coding / Deactivating object outside view
« on: June 19, 2012, 07:31:38 pm »
I will put in this code:
Code: [Select]
instance_activate_all()
instance_deactivate_region(global.viewxview,global.viewyview,global.viewxwidth,global.viewyheight,false,true)
instance_activate_object(objControl)
instance_activate_object(objWeapon)
instance_activate_object(objLink)

all that jazz and everything in the room is still activated, every single object. its extremely annoying and it makes the game run slow, can anyone help me?

2
Graphics Requests/Archive / GB Enemy Death Animation
« on: June 17, 2012, 02:32:57 am »
So I need the animation of an enemy dying from the Gameboy Zelda's.... anybody know where to find it?

3
Coding / Re: Does anyone know GML code for palette swapping?
« on: June 14, 2012, 06:22:49 pm »
It's actually a sprite for Link, swapping the palette when he is hurt.

4
Coding / Re: Does anyone know GML code for palette swapping?
« on: June 14, 2012, 05:58:36 pm »
Yes that is fine

5
Coding / Does anyone know GML code for palette swapping?
« on: June 14, 2012, 06:00:27 am »
So, I'm making a game, I need to know if there's a way to switch the color palette of a sprite...
Thanks in advance!  XD

6
Coding / I need help coding...
« on: June 13, 2012, 03:53:18 am »
Okay so I have this code:
Code: [Select]
if global.indungeon=0{
vx = view_xview[0]
vw = view_wview[0]
vy = view_yview[0]
vh = view_hview[0]}

-This code sets the boundaries for the view to stay in, for scrolling purposes.
-The view size is 160x128
-"global.indungeon" is a variable that determines whether you're in a dungeon or not.

The problem is that I want to make it so when you are in a dungeon, the rooms are 240x176 and the view can move inside these boundaries, but I have no idea how I would set that up... any help?

7
Graphics / LA/OOA/OOS Link Sprites
« on: June 12, 2012, 02:39:52 am »
Well what I have here is an image of most, if not all, of Link's sprites in the GameBoy games so enjoy, no credit needed (it's not like I made the games myself)

8
Zelda Projects / Re: The Legend of Zelda - Realm of Shadows
« on: December 15, 2010, 11:27:08 pm »
 :o

well it looks like an imposter is taking credit for this game:
http://www.yoyogames.com/games/153996-the-legend-of-zelda-realm-of-shadow

All those kids on that site just steal !@#$%.

9
Graphics / Re: Blending Issues
« on: February 16, 2010, 01:57:29 am »
Thank you guys. Ill give you guys some credit

10
Graphics / Re: Blending Issues
« on: February 16, 2010, 01:49:28 am »
You need to make a sprite from the button's alpha data for the sprite to work correctly. Use the function sprite_set_alpha_from_sprite() to combine the alpha sprite with the normal button sprite.

Thanks but I dont really know what I do with that function... could you post a code to clarify it more?

11
Graphics / Re: Blending Issues
« on: February 16, 2010, 01:29:07 am »
its just the image itself fooling u. if u save-as and create a sprite in game maker you will know what I mean. its just blended with the white around it. how would i make it blend with everything

12
Graphics / Blending Issues
« on: February 16, 2010, 01:09:19 am »
ok I use game maker 7 and im trying to blend the sprite below as apart of the HUD.  i use the code
Code: [Select]
draw_set_blend_mode(bm_add)
draw_sprite_ext(sprHUDbar,image_index,view_xview[1]+0,view_yview[1]+0,image_xscale,image_yscale,0,c_white,global.standalpha)
draw_set_blend_mode(bm_normal);
and it comes out all see through and glarey. how do I make it appear normally but without the extra black around the sprite. basically how do i make appear as it is in OOT.


13
Graphics / Re: New Title Screen
« on: February 08, 2010, 03:50:51 pm »
I like the revisions and edits, it gave me new ideas. I'm going to stick with my ordinal dark link face and title but the master sword will not have the blue ortho. Thanks for the help and crititism.

14
Graphics / Re: New Title Screen
« on: February 08, 2010, 04:48:57 am »
Looks better, but the image still looks like it is a bit blurry, but it might be because you used jpg pics to make it and the jpg artifacts were already there.  Here is my try at it. Didn't take long, but I figured heck why not.  I love the concept by the way.



its not that bad. but it looks a tad cartoony.

15
Graphics / Re: New Title Screen
« on: February 08, 2010, 04:16:05 am »
thanks

16
Graphics / Re: New Title Screen
« on: February 08, 2010, 03:56:26 am »
its a PNG now

17
Graphics / Re: New Title Screen
« on: February 08, 2010, 12:16:24 am »
idk how to do that

18
Graphics / New Title Screen
« on: February 07, 2010, 11:01:26 pm »
Tell me what you think of the new title. It's for my Zelda game which is going to be emotional and dark. so give me some thoughts....


btw its a PNG now

19
Graphics / Ocarina of Time Sprite Rips
« on: February 07, 2010, 07:50:11 pm »
Would anyone possibly have a rip of the HUD sprites used in OOT for N64. if so please post them. credit will be given. Thanks in advance. btw (i really only need the heart sprites) XD

20
Graphics / Rocky Horror Picture Show Sprites
« on: December 31, 2009, 03:15:28 am »
This is kind of a weird request but Could somone help me with Sprites for Rocky Horror Picture Show. Characters like:

Frank-N-Furter
Riff-Raff
Rocky Horror.

in platform style

Pages: [1] 2 3 ... 6

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



Page created in 0.901 seconds with 32 queries.

anything