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Author Topic: [DEMO]Zelda Dark Triforce Engine...  (Read 6174 times)

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[DEMO]Zelda Dark Triforce Engine...
« on: July 27, 2009, 11:35:24 am »
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This is the engine I'm making for the ZFGCCP...

CONTROLS
-------------
Arrow keys~Move
A,S,D~Item Equip
Z~Talk/Read
Enter~Open/Close Menu

Made with GM7... can be used with Lite (Unregistered) Edition.



********************
Here's some pics:


Menu (w/ Items Equipped)


Talking!


And even Leevers

also includes:
Slashing
walking (duh)
swimming( in progress)
Heart engine
**********************
What else should I add....
-----------------------------
COMING SOON:
~Rupees
~A mini dungeon
~more enemies
~USABLE items (such as the: BOW, BOOMERANG, BOMBS...)
~Grass (w/ random items)
~A Miniboss
~A Boss
--------------------------
Credit:
Items made by Miles07
« Last Edit: October 24, 2009, 08:03:17 pm by Bludleef »
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King Tetiro

Leader of Phoenix Heart
Re: Zelda MC Engine...
« Reply #1 on: July 27, 2009, 12:24:13 pm »
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Graphics wise it's terrible but that's not what we're looking at. I shall test it later
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  • Phoenix Heart
Re: Zelda MC Engine...
« Reply #2 on: July 27, 2009, 12:35:08 pm »
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Quote
What else should I add

Try to perfect what you already have instead of jumping into something else.
Let us test what you currently have.
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pxl_moon (dotyue)

Team Dekunutz
Re: Zelda MC Engine...
« Reply #3 on: July 27, 2009, 04:47:44 pm »
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Graphics wise it's terrible but that's not what we're looking at. I shall test it later

yepp but its an engine not a graphics galore

@topic: could you descripe what items you thought in that menu. try to add a minish cap like sword ( whirlwind slashes, 4 sword functions using a mana bar ),
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~~Resources~~
~Minish Cap Style~

Minish Cap Beta:Firerod Icon, Majoras Mask:ChuChu, Ocarina of Time:Gossip Stone, Oracle Series:Link plays the "Herpes of Ages", Impa, Wand Maker: HUD
~GB-Zelda Style~
Ocarina of Time: Deku Caca
~Other~
Paper Mario Style Zelda&Link, Tetra Trackers HUD-Cleanups

Raen

Are you retarded or something?
Re: Zelda MC Engine...
« Reply #4 on: July 27, 2009, 05:25:56 pm »
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It looks to me like the resolution is wrong for a MC game. Might want to fix that.
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Zhello

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Re: Zelda MC Engine...
« Reply #5 on: July 27, 2009, 05:31:03 pm »
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the grapihcs are ok but this engine will be good tho, keep up the good work.
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Re: Zelda MC Engine...
« Reply #6 on: July 27, 2009, 06:50:49 pm »
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Swimming is something where you should consider the use of the flipper effect - it is like ice movement except that all you do is slow down after kicking rather than building up speed when trying to move and then losing speed to slow down. Both swimming and walking and both can essentially be written into the same movement code; not stored in multiple objects or with multiple conditions to check what Link is doing. Slashing is also not too difficult as long as you anticipate having different swords - all it does in relation to movement is make it so you cannot move. The heart engine is also something that could possibly be coded into Game Makers health system somehow as well; or a parent object created to have a health-like attribute.

But yeah, as others have said the graphics you have used so far are a little odd in relation to each other, but some of what you are doing might be more code based.
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Re: Zelda MC Engine...
« Reply #7 on: July 28, 2009, 09:24:55 am »
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Graphics wise it's terrible but that's not what we're looking at. I shall test it later
Graphics wise it's terrible but that's not what we're looking at. I shall test it later

yepp but its an engine not a graphics galore

@topic: could you descripe what items you thought in that menu. try to add a minish cap like sword ( whirlwind slashes, 4 sword functions using a mana bar ),

Graphics are terrible. All those are just random Items from OoA/OoS. You can equip them all, but not use them. Spin attack might be put in... IF enough people want it.

It looks to me like the resolution is wrong for a MC game. Might want to fix that.
.... :(

the grapihcs are ok but this engine will be good tho, keep up the good work.
THANKS :D

Swimming is something where you should consider the use of the flipper effect - it is like ice movement except that all you do is slow down after kicking rather than building up speed when trying to move and then losing speed to slow down. Both swimming and walking and both can essentially be written into the same movement code; not stored in multiple objects or with multiple conditions to check what Link is doing. Slashing is also not too difficult as long as you anticipate having different swords - all it does in relation to movement is make it so you cannot move. The heart engine is also something that could possibly be coded into Game Makers health system somehow as well; or a parent object created to have a health-like attribute.

But yeah, as others have said the graphics you have used so far are a little odd in relation to each other, but some of what you are doing might be more code based.
The swimming right now is FAIL.... I  need to make the water better. Swimming and walking are both in the same movement code with one variable to switch {mode}. Hearts are in the HUD object. Yeah, as you said, It's more code based.


Hows the new menu?
« Last Edit: July 28, 2009, 03:47:19 pm by ahmio »
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Jeod

Team Dekunutz, Doubleteam
Re: Zelda Dark Triforce Engine...
« Reply #8 on: July 29, 2009, 08:33:58 pm »
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I hope you're not decreasing your activity on OoT2D for this.
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Zelda GBC+ Engine for Multimedia Fusion 2
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Re: Zelda Dark Triforce Engine...
« Reply #9 on: July 31, 2009, 11:56:56 am »
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I hope you're not decreasing your activity on OoT2D for this.
Nah.... I'll work on OoT2D until this gets more replies ;)
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