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Messages - lierinwait

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This look awesome. I'm literally downloading it as I make this post.


So I had so much fun making the last game I posted here, I immediately started work on a sequel that takes place on an island frozen in the darkness of an unchanging night. It's a massive, hours-long, open world quest with five temple-areas, bosses, secrets, powerups, puzzles and tons of lore. And it turned out looking really gorgeous, with everything lit by scarce light sources in the perpetual darkness. Almost has a horror edge to it sometimes when an enemy emerges from the shadows.

Tetra and her crew dare to cross the forbidden Midnight Sea, from which no ship has ever returned, and find themselves on a strange island locked in time, where the stars don't turn and the sun never rises. They are quickly set upon by a shadow creature that has taken Tetra's form, that follows and harasses her as Tetra adventures across the island, looking for a way to end the curse of the Midnight Sea.

It's over on gamejolt here: https://gamejolt.com/games/T_MidnightSea/830029

I hope you'll give it a try.

Also, if you weren't able to play Tetra and the Lonely Island, my last game, please go back and try again. I've fixed the error that was causing that crash. You can get it here: https://gamejolt.com/games/Tetra_LI/794044

And if you like my games, please let people know about them. I don't have much of a web presence, so it would be appreciated.

Cheers, all.

Oooooookay. So this game's original build had an error where it wouldn't load the overworld for some people. I think I've fixed that now, so if you tried this before and weren't able to play the game, try it again with the new build.

Sorry for the snafu.


How long did it take you?

6-ish months? I was working full time so could only work on it occasionally, and I cheated and based it on an engine I'd build for a different game last year to reduce my workload.

Zelda Projects / Re: Legend Of Zelda: Silent Echoes
« on: March 28, 2023, 09:40:15 pm »
I second. I'll wait eagerly for a release. I did one once with GBC graphics and your one here looks really promising.


I know I haven't been on this site like I used to, but I still make those fangames. I just finished one with Tetra and her crew -- a massive open world, 3D thing starring Tetra and using DS models. And heck, is there a better place to share it than zfgc?

Available here:

The blurb:

She's back! Tetra and her crew are stranded on the Lonely Island by a mysterious storm. Now she must adventure and explore across a vast open world, finding upgrades and treasures, battling monsters and rescuing survivors, to banish the evil that dwells on the island and return to the open sea.

Can be played with WASD+mouse or XBOX-style controller. (controls are shown on pause screen, press Esc/Start) Super proud of this one. Hope you have a good time playing it.

Anyways... for whoever may see this post... enjoy!

Other Projects / Re: New game: Megaman in Megacity
« on: November 26, 2009, 07:19:56 am »
If this helps -- there are no external files for the game and I never used that sprite_create_surface routine. I got the error once on my PC for one game and never for anything else.

Other Projects / Re: New game: Megaman in Megacity
« on: November 26, 2009, 12:15:01 am »
Found this in GM tutorial documentation: "Rarely you will see a popup with the text "Unexpected error occurred during the game" This error message indicate that some problem occurred in windows or in the hardware. Often the reason for this is infinite recursion, lack of memory or insufficient hardware, drivers or firmware. Generally speaking, these errors have to do with problems outside the gm-environment." I've had infinite recursion before and my computer locks up too, so I'm not sure how to help. Sorry.

Other Projects / Re: New game: Megaman in Megacity
« on: November 26, 2009, 12:06:46 am »
I got that same error on an RPG I was doing a few years ago. It would work on some machines but never on mine. I always figured it was because the thing was just too big (I had a really inefficient system for tracking battles and treasures). Megaman works on both of my machines, but I'll check some GM forums to see if there's any way to fix the problem.

Other Projects / Re: New game: Megaman in Megacity
« on: November 25, 2009, 01:36:17 am »
Not sure what error that was. I downloaded it from yoyo to test it and it worked fine. Try downloading again and let me know what error you get.


Other Projects / Re: New game: Megaman in Megacity
« on: November 25, 2009, 01:23:00 am »
Added link above. (How'd I forget that?)

Other Projects / [Completed] Megaman in Megacity
« on: November 25, 2009, 01:15:35 am »
Not Zelda, I know, but if you're a fan at all of old NES games, you might like.

I've just completed a Megaman game -- a full game with dozens of bosses and a huge world.

The story is that a virus has invaded the automated metropolis of Megacity, and its robot populace goes berzerk. The citizens are evacuated and Megaman is sent in to combat the homicidal robots and remove the virus. The city is a Metroid-style interconnected world with multiple routes and paths, a teleport system to get around quickly, and tons of secrets and side areas. You can also talk by radio with Dr. Light, Roll and Dr. Wily (from prison) for help on where to go. It takes about 4 hours to finish.

Please play. Please review and give feedback -- glitches, suggestions.



Here's the link (I didn't put this up the first time, i.e., I'm a moron)


I've posted an update to yoyo -- new version with more balanced sound, better movement and many little things fixed. I couldn't accomodate every suggestion, but thanks for all the input, guys.  ;)


Thanks everyone. I'm working up a new version, hopefully with better motion. The updated version will have more balanced music as well and fix some of the bugs people have been sending me (thanks again).

Also, here's something to try to get the sound balance better in the meantime. Sound effects are .wav and background music are midi files. In Windows you can actually adjust the volume of these separately by double-clicking on your speaker icon. Those of you who are having trouble can hopefully find a balance for now. :huh:

Eleo: Thanks for the info. The Hookshot pause is actually something I programmed so the hookshot will unstick itself if you get jammed using it. Maybe I made the delay too long... And re: freeing Navi. If you're that far into the game, you probably already have the item you need. XD

GrayK: Thanks for the screenshot.

Eleo: Happy to give a hint.

Not sure what you mean by "mounds of dirt" -- if those are the brownish rocks scattered all over the desert, you can't get through those without the treasure in the Desert Temple. The brown skulls are statues. You can move them with the red rod.

For the gold pillars, you actually need to go to the Gerudo village on the far west end of the desert. (you can see it on your map). You get into it through a field of spikes you can only see with the lens of truth. Once inside, talk to Nabooru and she should give you your solution.

Can you tell me more about this collision problem? I've been trying like crazy but can't get myself stuck inside blocks (except very rarely with the hookshot). How does it happen? How can I make it happen so I can find out what the problem is?

Thanks muchly. Glad you're enjoying it.

I was just testing it again last night and I'm still unsure on this collision problem. I could only find that you stop if you walk diagonally into a wall or object. You don't get stuck, per se, but you have to stop pushing into the wall. Is this the problem people are having?

Thanks, all. And thanks for all the feedback.

Thanks for the feedback. I don't know about the sound. One thing I've noticed abuot gamemaker is that it does get sound glitches on some machines. This game has perfect sound on my laptop but no music on my (older) desktop. There's nothing I can do about that -- it's a glitch in gamemaker.

As for movement -- I'll have to check this out because I never got stuck, ever, in all my playtesting (except sometimes when screwing around with the hookshot).

Thanks for your honest opinion.

I've just completed a follow-up to Zelda: Return to Hyrule (not a sequel, but along the same lines), made in Gamemaker 7. I'm looking for some people to play it and rate it.

The game is called Zelda: The Wheel of Fate.

It contains 6 really difficult dungeons and a huge overworld. There are 30+ items including the hookshot, wrecking ball, statue control rod, shovel, lens of truth, and four remote-control summon monsters (including Navi!). There are secrets, treasures, NPCs (including Gorons, Zoras and Gerudo), minigames and side-quests.

The game follows the epic story of Din, last daughter of the dying Goddess Tribe. Her tribe alone knows the truth of Hyrule's past, that Ganon, Zelda and Link are locked into an endless cycle of reincarnation, dooming Hyrule to continual recurring war. Din can break the cycle by finding and rejoining the three pieces of the broken triforce. Unfortunately, they are contained within the living bodies of Ganon, Zelda and Link, and they only way to get them out is to kill all three of them. Din must also find her two sisters, Nayru and Farore, who have gone out into Hyrule and never returned, for they hold the key to defeating the mysterious force that has kept the Goddesses from saving their world.

Screenshots (Thanks to GreyK):


And please review. I will be forever in your debt.

Thanks, all.

Zelda Projects / Re: Promoting New Zelda Fan Game: Return to Hyrule
« on: October 31, 2007, 03:07:08 am »
That was a bit of an oversight. I remember having some trouble with the code when I first programmed the animation, and then I put it off until later and forgot about it. Oops.    XD

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