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Author Topic: [DEAD] The legend of Zelda 3D Flying Rooster  (Read 84974 times)

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Re: [DEMO] The legend of Zelda 3D Flying Rooster
« Reply #40 on: November 11, 2009, 08:40:13 am »
  • Mr. Pixel
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Quote
... I ripped off Deku and Goron and some other
things that you havent seen graphic demo...
Ohhh, that. Here I meant I deleted Deku and Goron from
OSZelda, also some other things what weren't important.
But no problem then, I hope others didn't misread it :P

By the way, I will add ZFGC logo in start, so I want to
know, which one is better? (Look attachment). And what
modifications should I add there? That logo took me an hour :I.
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King Tetiro

Leader of Phoenix Heart
Re: [DEMO] The legend of Zelda 3D Flying Rooster
« Reply #41 on: November 11, 2009, 08:59:59 am »
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Here's a good question. Your textures are very accurate. How do you figure out how big the textures have to be to fill the model? Also, how do you find out where stuff like eyes go on the texture?
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Re: [DEMO] The legend of Zelda 3D Flying Rooster
« Reply #42 on: November 11, 2009, 09:52:57 am »
  • Mr. Pixel
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Textures width and height should be 2^n. Width don't need to be same as height.
With 2^n I mean number that can be any of:
Code: [Select]
2, 4, 8, 16, 32, 64, 128, 256, 512, 1024, 2048, etc.
Eyes normally are in center of texture, but by testing you
find where they goes. Testing everytime you change something
may took lot of time :/
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King Tetiro

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Re: [DEMO] The legend of Zelda 3D Flying Rooster
« Reply #43 on: November 11, 2009, 09:57:30 am »
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Textures width and height should be 2^n. Width don't need to be same as height.
With 2^n I mean number that can be any of:
Code: [Select]
2, 4, 8, 16, 32, 64, 128, 256, 512, 1024, 2048, etc.
Eyes normally are in center of texture, but by testing you
find where they goes. Testing everytime you change something
may took lot of time :/
Too make things easy for me to understand, mind going through how you did the torso texture for me?
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Mamoruanime

@Mamoruanime
Re: [DEMO] The legend of Zelda 3D Flying Rooster
« Reply #44 on: November 11, 2009, 09:47:02 pm »
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Textures width and height should be 2^n. Width don't need to be same as height.
With 2^n I mean number that can be any of:
Code: [Select]
2, 4, 8, 16, 32, 64, 128, 256, 512, 1024, 2048, etc.
Eyes normally are in center of texture, but by testing you
find where they goes. Testing everytime you change something
may took lot of time :/
Too make things easy for me to understand, mind going through how you did the torso texture for me?

He used basic geometries for every part of the model.... the texture's almost always going to center on each part. It's not difficult :x
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Re: [DEMO] The legend of Zelda 3D Flying Rooster
« Reply #45 on: November 11, 2009, 10:17:49 pm »
  • AKA "Micah DS"
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By the way, I will add ZFGC logo in start, so I want to
know, which one is better? (Look attachment). And what
modifications should I add there? That logo took me an hour :I.

I like the one on the left better. Is the ZFGC cube going to spin? If so, then I REALLY like the one on the left.  :)

EDIT:
Also, are you planning on using some lighting instead of just fog effects? Light would make that ZFGC cube look totally sick! My advice, if possible, is to at least put some kind of texture on it to make it not look so plain.

EDIT (Again. I'm making a habit of this):
Wait... are there textures on them? I noticed a little bit of shading? Anyway, the letters just seem a little plain and/or bright on the eyes.
« Last Edit: November 11, 2009, 10:25:55 pm by FrozenFire »
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Re: [DEMO] The legend of Zelda 3D Flying Rooster
« Reply #46 on: November 11, 2009, 10:55:24 pm »
  • Mr. Pixel
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It spins :) And I like left too, but I made another opinion.
I made logo, because I liked starting logo in start of
Crystal of Gidna demo :P

I have thought using lights, but I have never used them
so I dunno what to do ^^" And it uses textures, but
textures are just one color.  But they are easy to change :)

By the way, you can download that logo here:
http://www.zfgc.com/index.php#?action=resources&sa=view&id=163

~Drandula~
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DJvenom

super-sage
Re: [DEMO] The legend of Zelda 3D Flying Rooster
« Reply #47 on: November 13, 2009, 06:24:15 pm »
  • Colbydude was here.
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I do art
I ermmm... DID do art
I do art
Re: [DEMO] The legend of Zelda 3D Flying Rooster
« Reply #48 on: November 13, 2009, 10:11:23 pm »
  • AKA "Micah DS"
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Oh, heck yea!

It spins :) And I like left too, but I made another opinion.
I made logo, because I liked starting logo in start of
Crystal of Gidna demo :P

I have thought using lights, but I have never used them
so I dunno what to do ^^" And it uses textures, but
textures are just one color.  But they are easy to change :)

By the way, you can download that logo here:
http://www.zfgc.com/index.php#?action=resources&sa=view&id=163

~Drandula~

Yay! It does spin! And the fade in and out makes it totally sick!! :o My only advice is to replace the textures with some more interesting ones.

I was just fooling around a bit and I made an example for you. To make a long story short, my GM7 doesn't let me save :'( so all I can do is attach the texture. Just replace the old one with this and you'll see what I mean by "more interesting". It gives it a crate-like look, which you might not want, but just anything besides the plain color would be great! ^_^
« Last Edit: November 13, 2009, 10:55:22 pm by FrozenFire »
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Re: [DEMO] The legend of Zelda 3D Flying Rooster
« Reply #49 on: November 13, 2009, 10:47:07 pm »
  • AKA "Micah DS"
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Aha! Sorry for the double post, but I had to so I could attach the example (because I just fixed my GM7 problem).

Anyway, I just replaced the plain textures with my own, that's all. And it's just an example, so obviously it's not good enough to keep, though it is better than being plain. It's just to give you an idea of what I mean by adding a texture.

I'm thinking that a shiny looking texture would be nice or just add some kind of shading around the edges of the letters. You really don't need lighting effects if you don't want to have to learn how to do that.

EDIT:
Btw drandula, have you seen the thread about ZFGC logos?
ZFGC Logos! Yay!
« Last Edit: November 13, 2009, 11:14:49 pm by FrozenFire »
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Re: [DEMO] The legend of Zelda 3D Flying Rooster
« Reply #50 on: November 14, 2009, 12:34:56 am »
  • Mr. Pixel
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I tested it already with gif you sent.

And I saw the topic about ZFGC logo, so I changed little
my logo. I added lighting, but I have problems with
Z's /  Its totally black :I Lightnings doesnt work with
it, and I had problems also with whole logo, but I fix'd
them. I just can't solve that Z (used vertexs). I should just rotate
block there :/
Rotated block, looks just fine.

But we should talk about FR project here, not logo :/

~Drandula~
« Last Edit: November 14, 2009, 12:46:06 am by drandula »
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Re: [DEMO] The legend of Zelda 3D Flying Rooster
« Reply #51 on: November 14, 2009, 12:58:54 am »
  • AKA "Micah DS"
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I tested it already with gif you sent.

And I saw the topic about ZFGC logo, so I changed little
my logo. I added lighting, but I have problems with
Z's /  Its totally black :I Lightnings doesnt work with
it, and I had problems also with whole logo, but I fix'd
them. I just can't solve that Z. I should just rotate
block there :/

But we should talk about FR project here, not logo :/

~Drandula~

Wow, fast!

About the problems with the Z:
The light isn't working most likely because the light only works on the "face" of whatever you're drawing. For example, if you were to draw a simple wall, there is a face and a backside. The light must be hitting the face to work, but if it hits the backside it will only show black.
In this case, I agree that you should use a rotated block because it would be pretty difficult to figure out how to draw the vertex shape correctly (actually, I'm not even sure if lighting works with vertex shapes in GM..?).
Anyway, the new one looks good!

And this is part of the Flying Rooster game, so it's on topic. ^_^

One more thing: I always set culling to false in my 3D projects because it can help make the game go much faster.

A little info about culling, if you don't know:
Quote from: Game Maker Help
A triangle has a front and a back side. The front side is defined to be the side where the vertices are defined in counter-clockwise order. Normally both sides are drawn. But if you make a closed shape this is a waste because the back side of the triangle can never be seen. In this case you can switch on backface culling. This saves about half the amount of drawing time but it leaves you with the task of defining your polygons in the right way. The following function exists:

d3d_set_culling(cull) Indicates to start backface culling (true) or stop backface culling (false).

FPS was good for me in your demo but it's still a good idea anyway. XD


EDIT:
I Just realized that culling might not work so well with some of your models... hmm. You may be able to set it for specific models instead of setting it for everything.


*waits a couple weeks*

EDIT AGAIN (lol):
Just wondering if anything has been going down with this project as of late???
It's been a while with no updates whatsoever.
« Last Edit: November 29, 2009, 05:57:57 am by FrozenFire »
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Re: [DEMO] The legend of Zelda 3D Flying Rooster
« Reply #52 on: December 01, 2009, 01:34:40 am »
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I don't think I've commented on this before, but I have to say this is one of the best 3D games I've seen come out of game maker. 30fps all the way, except at the 400 pots part where it dropped to around 20-25.
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Re: [DEMO] The legend of Zelda 3D Flying Rooster
« Reply #53 on: December 01, 2009, 03:35:19 am »
  • Mr. Pixel
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Thanks Darklight :)

To reply FrozenFires latest edit. I have been busy studying,
because being almost month sick wasn't good for my stydies.
But lately I have tried change code for Options and I have been
doing other little things. Also fixed some bugs with shield.
So no major updates, which I didn't necessary to mention about.

But you can help me redoing textures :)

~Drandula~
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Re: [DEMO] The legend of Zelda 3D Flying Rooster
« Reply #54 on: December 01, 2009, 06:42:45 am »
  • AKA "Micah DS"
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Thanks Darklight :)

To reply FrozenFires latest edit. I have been busy studying,
because being almost month sick wasn't good for my stydies.
But lately I have tried change code for Options and I have been
doing other little things. Also fixed some bugs with shield.
So no major updates, which I didn't necessary to mention about.

But you can help me redoing textures :)

~Drandula~

Ah, I totally understand about having school and getting sick. I've got finals right now and I need to finish 4-5 papers (can't remember exact number).

As far as textures go, I'm not extremely skilled in graphics, though I am working at increasing my skills as a spriter so I'd love to help if I can.
I should be able to help out a little after finals are over (december 10th), but I have already promised to help out other people with lots of other things. Still, I think I can handle doing a few textures for you.

It really depends on what you mean by "redoing textures" though.
What textures do you need?

EDIT:
NM, found the topic where you requested textures. ^_^
« Last Edit: December 04, 2009, 08:30:25 am by FrozenFire »
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Re: [DEMO] The legend of Zelda 3D Flying Rooster
« Reply #55 on: December 04, 2009, 08:51:01 am »
  • AKA "Micah DS"
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Yes, I know I know, double post. BUT, drandula, I wanted to make sure you saw the screenie I've attached.

I was just seeing how those WW texture rips would look, so I changed the rock texture and started on the pathways. Obviously the grass and a few other things need changing as you said in your texture request post.

Anyway, let me know what you think and I will make the corner paths match the WW style and I will begin on the grass and some other stuff if you want.
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Re: [DEMO] The legend of Zelda 3D Flying Rooster
« Reply #56 on: December 06, 2009, 10:43:14 am »
  • Mr. Pixel
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^Ok

I was thinking, are Deku and Goron Link necessary, because
I can't develop any good idea which includes those two,
also doing three Links makes things lot harder.

Say your opinion, should I remove Deku and Goron from the
game?

~Drandula~
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Mamoruanime

@Mamoruanime
Re: [DEMO] The legend of Zelda 3D Flying Rooster
« Reply #57 on: December 06, 2009, 10:52:16 am »
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^Ok

I was thinking, are Deku and Goron Link necessary, because
I can't develop any good idea which includes those two,
also doing three Links makes things lot harder.

Say your opinion, should I remove Deku and Goron from the
game?

~Drandula~

I would focus on developing normal Link first. Leave the code in for the other two, but disable their functionality for now. I think you have a winner, and it'd suck to get overwhelmed with side features :p
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Re: [DEMO] The legend of Zelda 3D Flying Rooster
« Reply #58 on: December 06, 2009, 10:55:01 am »
  • Never try, never fly
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I don't hang around these forums are lot, but dang; this is the best fangame I've seen come out of them. : o

You HAFTA finish it!
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Re: [DEMO] The legend of Zelda 3D Flying Rooster
« Reply #59 on: December 06, 2009, 12:10:26 pm »
  • And if they dont dance, they're no friend of mine
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^Ok

I was thinking, are Deku and Goron Link necessary, because
I can't develop any good idea which includes those two,
also doing three Links makes things lot harder.

Say your opinion, should I remove Deku and Goron from the
game?

~Drandula~

As much as Id love for them to be in there, if they're not going to fit well you should take them out. Maybe save them for a sequel?
 :P
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Screw this, im off to Hogwarts...
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