ZFGC
Projects => Zelda Projects => Topic started by: Giverny on April 19, 2008, 08:46:28 pm
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In response to the "ZFGC is Going Downhill" and other topics, I am pausing my other works to make an engine for the ZFGC.
ZFGC ENGINE
Current Progress:
Demo Release 1.0b
Controls:
X:Roll
A:Jump
Z:Sword
Hold Z:Hold out sword(note:Spin attack not complete)
UDLR:Move
In this release,
NEW STUFF:
Sword
Rolling
Walking
Reflection
Shallow water
GLITCHES FIXED:
none >_>
Note: I realise there are sprite allignment errors and colision errors. these are (respectivly) due to my laziness and the fact I threw up the demo map really fast.
Perfect Water Reflection: DONE
Sword: Started
Rolling: Done
Jumping: Done
Colision: Done
Sliding on Ice/water: Done, except for proper colision
Swimming: Started
Walking in shallow water:Done
Screenshots
(http://img142.imageshack.us/img142/3236/snapshotvr2.png)
PRS(Perfect Reflect System)
(http://img46.imageshack.us/img46/1512/snapshotug2.png)
Holding out one's sword.
(http://img87.imageshack.us/img87/6841/snapshotib9.png)
Jumping UP a cliff?
The Team/Credits
LynkW: Leader/Coder
Drewdelz: AI Coder
GM112: Coder
The Unforgiven:Publicity/Banners
Credits:
Goodnight: Movement
Mit: I have made references to the Engine tutorial.
GCE 3.0: (Will add in a later release) Lightning/Rain.
ZFGC: For any and all help this project has and will get.
Due to my bad memory, I may have forgotten somebody. Please post/PM if this happens.
Help Out:
Since this is a ZFGC Engine, it is encouraged that you help out in this project.
Current Jobs:
Spriter(Must be able to sprite in MC Style. Will mainly do new link sprites/ Link sprite edits.)
Coder(LynkW isn't the best coder here,so...Must be able to code things in GM.)
Support Banners:
Banner 1(Glossy):
[[URL=http://www.zfgc.com/forum/index.php?topic=25955.0][IMG]http://img254.imageshack.us/img254/4721/banner1pngsz7.png[/IMG][/URL]
]
(http://img254.imageshack.us/img254/4721/banner1pngsz7.png) (http://www.zfgc.com/forum/index.php?topic=25955.0)
Thanks to Xiphirx!
Banner 2(LTTP Clasic):
[Not Complete]
Thanks to The Unforgiven!
DISCUSS
~LynkW
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In response to the "ZFGC is Going Downhill" and other topics, I am pausing my other works to make an engine for the ZFGC. Iv'e already started working on this, and may post a demo later today or tomorrow.
Also, since this is a community engine, I would apreciate if anybody would help, or make a standalone Heart engine(or whatever) that I ncould incorporate into the engine.
:P
DISCUSS
~LynkW
You must have a lot of time on your hands since you are working on an OS for the DS AND a full blown Zelda engine. Anyhow, good luck on it :).
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In response to the "ZFGC is Going Downhill" and other topics, I am pausing my other works to make an engine for the ZFGC. Iv'e already started working on this, and may post a demo later today or tomorrow.
Also, since this is a community engine, I would apreciate if anybody would help, or make a standalone Heart engine(or whatever) that I ncould incorporate into the engine.
:P
DISCUSS
~LynkW
You must have a lot of time on your hands since you are working on an OS for the DS AND a full blown Zelda engine. Anyhow, good luck on it :).
I know, since PAlib isn't working now... Also, the full blown zelda engine will be minimal, and I hope some community members help.
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What language?
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GameMaker.
Why? Because most people know how to use GM, unlike other languages which less people know.
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I would have helped but sadly Im going on leave until june.
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Ok.
Um, progress report?
Done with; Colision, Walking
Working on, Extra colision(swimming,ice,stairs),Menu
To Do: A lot.
If somebody wants to help, I currently need a script for sliding on ice movement that will intergrate with goodnights movement code.
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Uhm, I am NOT a very good programmer at all. the majority of my work is simply ripping code and making 'splicing' it together to make it work for the situation that I need it for right then, and it usually wont work if its not in that exact scenario. I suck at coding. But im not bad with images, so I'm here for that.
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Not bad with images you say?
Hmm....
Can you find some aLTTP tilesets? I need some for Demo1.
Progress:
Um, progress report?
Done with; Colision, Walking, jumping, rolling, menu(partial)
Working on, fixing stair, swimming, swording
To Do: A lot.
In demo one there may not be swimming.
The ice/swimming sliding script has beed made, but isnt complete as it does not do any colision.
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Well, I get tilesets from tSR usually, so heres the direct link. LINK (http://www.spriters-resource.com/nintendo/zelda/lttp/)
Uhm, but if you need logos, installer images, banners, and mainly PR stuff, I can do that pretty well.
also, if you cant find what your lookin for on the Spriter's Resource, I have a ROM for it along with an emulator, so I can grab what they dont have(if anything)
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PR...Pre rendered?
Lets see... I cant think of anything I need, but If you want to help, then could you make (or get)a title screen background? Anything will work.
~LynkW
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Srry, im used to my slang with friends. PR for me is Public Relations. so PR images are those that the public see, more/less advertisements.
But, pre-rendered I might be able to can do.
I can just take animation frames, and what have you, of characters and put them into scenes, so I guess I can do pre-rendered stuff.
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Well.. Public Images... What about A banner for this project.
Um lets see... 256x96 and Should have the text "ZFGC Engine" on it. Other than that, do whatever, like a random scene in LTTP tiles and having MC link on it.
Thanks for all the help :P
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Okay, so you are going to use MC link with LttP backgrounds and such. that seems sorta...odd to me. I think that the style differences seem too big. this sounds like it'll turn out weird, but then again, the only 2D Zelda games I played were Four Swords and LttP, so it may seem weird no matter what.
But anywho, I think I'll just make two pictures and see what you like(and knowing me, 'two' really means four or five)
btw, what two or three 'theme' colors do you want?
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Not to put you down or anything, but isn't there already a Zelda engine called Hyrule Pure for game maker? Also isn't there Hyrule Magic for the actual ROM of ALttP? Also, if you're willing, I could give you my code for Envoy of Chaos (A Zelda game for mobile phones) and you could use that to make a cell phone engine. Just giving you some options before you commit since even making a basic Zelda engine is very hard.
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Okay, so here is a start of the banner. a nice 256x96 image with a simple goal, so a simple image. Right now, it is only a grass feild thing with a little stump-ish raised platform on the right side. it has all the required(i hope)text. The stump thing has a spotlight on it, as in the final image i am planning a 'last stand'-ish thing with Link in the middle, destroying a bunch of knights(it will have him obviously winning)
please be somewhat harsh with how you decide to critique this, as i hope to make it REALLY good for you guys.
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That has got to be one of the best banners ive ever seen. Add those enemies and it will be perfect.
Also, to add some god stuff to this engine, I'm thinking of making it posible to "hang" on a ledge. Also to be able to swing your sword or boomerang or hookshot while doing so.
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i guess i forgot to ask, do you want it ALL MC style, or do you want just Link MC style?
and do you want enemies and what not like, blurred or looking 'bad ass'?
and about the 'them colors', what are those gonna be?
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No all LTTP except for Link. Unless you could get FSA Enemies.
Blurred or bad ass? WTF?
Them colors? RGB FTW. But really, the word Engine should be red, the BG is green, so I geuss the enemies should be composed of mostly blue.
To ask you guys something...
I am using Goodnights movement and mits menu and lift tutorials. You guys dont mind, do you? I shall, of course give creds. I am also reffering to Mit's engine tutorial for a few things, and I want to use that popular effects engine for rain and lightning.
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by 'blurred or bad ass', i mean, do you want them to look like they are in combat; serious combat. so serious that the adrenalyn is making them not think and so there moving is choppy and what not.
you know what, just forget what I just said and I will just make it look sweet. I hope you won't regret giving me this task.
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I have never regreted asking for help. Even if the banner was crap, which it isn't, I would still try to work with it.
For The Fun:
Currently included(or half done):
Perfect Water Reflection: DONE
Sword: Started
Rolling: Done
Jumping: Done
Colision: Done
Sliding on Ice/water: Done, except for proper colision
Swimming: Started
Walking in shallow water:Done
All will say done by Demo one. Sorry for the delay :D
Note: Demo One will include minor glitches such as sprite misallignment. this is due to the fact that I prioritize coding over sprites that will be probably be changed anyway.
If somebody wants to help with coding, What would be nice is a edit of Mits Menu Example found on Kousougames.com so you can assign 2 items, like in OOT.
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Can we have some screenshots of your progress?
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Sure. Lemme take one first.
And then it was.
Of reflection, on a reflectable surface. Yes I an usiing the desert entrance in LTTP for testing.
I'll make another in a moment.
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God I despise that banner (no offense <3)
so I made a new one...
(I am obsessed with glossy things... :Looks at monitor and it's highly glossy content and sits there, and stares, and stares.... O_O:)
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Thats...Beautiful...
Now we can have 2 Banners :D.
Check my last post for a screenshot.
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I Like it, but eh, nvm, I just like it. I like shiny things too, but eh, ill mess around with it.
Well, I think I have a better question to ask here; What is the main theme of this game? Like, whats the 'object of desire', if you will? like, all the games had the master sword, the Triforce, and a princess to save, so what makes this one different?
In Link to the Past, you had to collect the pendants then the crystals, in OoT you had to get the spiritual stones and then get the sages to help you, and in TP you had to get three of something(not sure if ppl have or have not played it yet) adn then more of something else. what do you have to get in this, cuz that might help me better
thanks
Ok, so I did sort of a 'redesign' on the banner I made, and I think it looks more professional than the last one, so i hope it is to you guys as well.
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This isn't a game. It is an open source engine for people to use.
Personally, I might make a game or 2 using it,but...
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oops.... :F....i feel stupid now.
so, is the empty stand good? If its just an engine, then the ppl that make the game with it will have to 'fill' the empty stand. its..uh...a symbol of the engine...YEAH!
huhu, ohwell
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..Okay?
But in engine news, Little more delay may happen to incorperate spin attack,roll spin, down sword, holding out the sword and poking things, and that shlash thing you can do in FSA.
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It's sad this isn't getting the attention it should be
Good Luck!
The PRS looks interesting
(http://www.zfgc.com/forum/index.php?action=dlattach;topic=25955.0;attach=3213;image)
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I think you're better off making some kind of framework for a zelda game that allows for more modular components and then creating individual components for each part. Therefore people will be able to basically start from scratch, and then pick and choose the components they want rather than having this big engine that has everything imaginable in it. It was also make it easier for people to make their own components and distribute them.
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Maybe after I am done with this engine i'll just release standalone examples.
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Demo Release 1.0b
Controls:
X:Roll
A:Jump
Z:Sword
Hold Z:Hold out sword(note:Spin attack not complete)
UDLR:Move
In this release,
NEW STUFF:
Sword
Rolling
Walking
Reflection
Shallow water
GLITCHES FIXED:
none >_>
Note: I realise there are sprite allignment errors and colision errors. these are (respectivly) due to my laziness and the fact I threw up the demo map really fast.
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Maybe I'm blind, but I don't see a download link at all. =/
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Maybe I'm blind, but I don't see a download link at all. =/
He has an attachment in his last post >.<...lol
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Well, the only things that I see right away is that the top area(at the top of the stairs)you look like your ontop of the wall that blocks your way further north. Anther thing, when you are walking against a diagonal wall and roll, you stop dead. then the 'water walking' sprite comes if your not even in the water, but just close.
other than that, i think its great.
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First on is my lazyness. Sencond..How can you roll again a wall? Third..I''ll look into it. There is also a sword glitch, twhich will be fixed in 1.0(with no b.)
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this is true, rolling against a wall might be difficult, so it sorta makes sense.
I found that when you swing your sword, it makes you seem to lift up. just seems odd.
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That is sprite missalignment.
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I can jump outside the screen.
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We all know that. This beta demo is to test sword, jump, roll, PRS, and others. The main Demo One release will have an actual good test room. It will also feature the spin attack, and posibly poking and jabbing. Also, I may have mentioned this before, but I plan for it to be posible to hold on to the edge of a cliff, and use some items.
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You had mentioned that, but I had forgotten about it. It sounds like a nice idea though.
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Well, why is the sword so slow? Can you speed it up?
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First, make sure it aint your computer, second, it is slow, but only a bit, and that will also be fixed.
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First, make sure it aint your computer, second, it is slow, but only a bit, and that will also be fixed.
Time based updating would assure it's not his computer.
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It is by framerate
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It is by framerate
Eh. That's iffy to go with that in all your systems, but best of luck!
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Well, 60 FPS is the standard i do believe(not sure what the engine is running at), but I assume that it is 60 or 30, so it should fit fine. I thought that the sword was slow, but thought nothing of it.
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Well, 60 FPS is the standard i do believe(not sure what the engine is running at), but I assume that it is 60 or 30, so it should fit fine. I thought that the sword was slow, but thought nothing of it.
That's if you cap the frames, or vsync or the sort. Again, I'm not familiar with game maker, but I'm sure there's a way to do that, yes. However, I'd never want to cap someones frames, (unless they specifically turned on vsync.) And what if all of a sudden the processor gets some other crazy, time sensitive job, and your frames drop to 5? That happens all the time, for most people. You don't want your game to suddenly become unplayable.
That's why you'd rather do something with time based updating instead of frame based;
Frame based:
position += 1; //moves 1 every frame.
//at 30 fps, you'll move 30 units a second.
//but at 5 fps, you're only be moving 5.
position += 30 * deltaTime; //moves 30 every 1 second (or depends on how you measure time)
//at 30 fps, you'll move 30 units a second.
//and at 5 fps, you're still going to move 30 units a second.
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Thats why the game is set to highest priority, so while your mouse isn't responding, the game will be fine.
I will try to add your code technique in anyways, cause its awsome :p.
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Thats why the game is set to highest priority, so while your mouse isn't responding, the game will be fine.
I will try to add your code technique in anyways, cause its awsome :p.
That's a horrible method to do. You should take nitz's advice and learn the theory of Delta Timing, Render Tweening, and Interpolation. They're all linked basically.. And it's not that hard to do. It'll update the game depending on the CPU instead of doing it in frame intervals(which is definitely more CPU intensive). By the way, why am I listed in the credits when I haven't even contributed to the project? I asked for the source code so that I could help, you said you'd send it, and nothing was sent. Not to sound mean or anything and my apologize to the mods for posting on a semi-old topic.
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gamemaker is terrible when trying to work with time. You're pretty much limited to timing things by using frames.
and nitz, in gamemaker you set a room speed that the framerate will never go over, but it has a bad habit of always going under. In other words, the program makes you cap the framerate, because that's one of the only ways to measure time.
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gamemaker is terrible when trying to work with time. You're pretty much limited to timing things by using frames.
and nitz, in gamemaker you set a room speed that the framerate will never go over, but it has a bad habit of always going under. In other words, the program makes you cap the framerate, because that's one of the only ways to measure time.
GameMaker sucks with managing time o-o? Wow.. You'd think it wouldn't. That sucks horribly, really.
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Oh, yes. I knew I forgot about something.
Also, this project isnt frozen or stopped. I am still working on a certain component of it now.
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gamemaker is terrible when trying to work with time. You're pretty much limited to timing things by using frames.
and nitz, in gamemaker you set a room speed that the framerate will never go over, but it has a bad habit of always going under. In other words, the program makes you cap the framerate, because that's one of the only ways to measure time.
There is a DLL floating around the GMC forums that includes some useful tools for delta timing, if anyone is interested. I think it's by the member "Yourself".