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Projects => Zelda Projects => Topic started by: Sophist on December 05, 2006, 01:26:31 am

Title: MCmod (build 5!)
Post by: Sophist on December 05, 2006, 01:26:31 am
My new untitled project with minish cap graphics (actually four swords, but ill upgrade later)
Spent the past 2 days working on this, more to come really soon

(http://dm.fwsnet.net/mcmodb5.png)

Download latest build (http://dm.fwsnet.net/MCb5.rar)

Controls
Z = Item Z
X = Item X, Action (Signs, people etc.)
S = Lift Stuff
A = Minimap
C = Menu
Title: Re: MCmod (new project)
Post by: TomPel on December 05, 2006, 12:11:03 pm
Some screenshots, thank you.
And the demo didn't work for me
Title: Re: MCmod (new project)
Post by: Atrius on December 05, 2006, 04:03:23 pm
Quote
this is the first build ever, so i dont really want any critique

Too bad, you posted it so you're getting critique.

-It doesn't work at all, might want to work on that.

I keep getting the error "Path not found"  When I ran DMEdz, it said it could find "...\data\mods\ToG"  I checked and the only folder inside that 'mods' folder is names 'MCMOD'  So I renamed 'MCMOD' to 'ToG' and the game ran, but very glitchy.  It just looks really weird, but for some reason when I take a screenshot of it it looks perfectly fine.  It keeps flashing between the actual view of the game, and completely glitched up graphics.  I couldn't play it cause it hurt my eyes.
Title: Re: MCmod (new project)
Post by: Ricky on December 05, 2006, 05:02:22 pm
More information other than the style would be greatly welcome...
Title: Re: MCmod (new project)
Post by: Sophist on December 05, 2006, 05:31:05 pm
it ran fine for everyone else, and no, to start the game start MCMOD.bat
im working on a second build now, ill make it so you dont need the .bat file to start the game
other than that i dont know of any glitches, so i cant really fix that
like i said it works fine for everyone else
ill also take a screen or two, sorry for lateness :P

i also need a name for the project!
Title: Re: MCmod (build 2)
Post by: Sophist on December 05, 2006, 06:38:41 pm
05.12.06, build 228
* MCMOD now starts by default
* Fixed sign too small hitrect
* Adjusted lifting height for mcstyle
* Fixed mcstyle walking animation
* Fixed eye blinking, randomly paused now
* Jumping down from cliff thing
* Unfinished grass

What about the grass? its not done yet, i need some grass destroying sprites, and moving in grass sprites...
What about the main character animation speeds? I know Ill fix it whenever I fix it :)
I also need MC spesific sounds
Title: Re: MCmod (build 2)
Post by: Ricky on December 05, 2006, 07:10:53 pm
*Please note that I'm not picking on you*
First, you double-posted, I think there was no need for that, seeing that there was little more than a hour between the posts, so, why did you do it? Do you think your thread is getting few views?
1. Give it more time...
2. Give more information - I still don't get what this is about... The word "mod" doesn't helps much...
Title: Re: MCmod (build 2)
Post by: Vandavil on December 05, 2006, 08:20:08 pm
I think by MOD he means modification, nopt moderator. So a Moderation of MC!... But it doesn't work for me!
Title: Re: MCmod (build 2)
Post by: Goomdaddy on December 06, 2006, 12:49:24 am
I can't get the file to run.
Title: Re: MCmod (build 2)
Post by: Sophist on December 06, 2006, 12:28:14 pm
theres a file called Reg.bat try run it once, then start the game
Title: Re: MCmod (build 2)
Post by: Moon_child on December 06, 2006, 02:18:57 pm
I played it well what can I say about it? it's an good beginning. But it isn't so good to mix GB sprites with MC sprites. Anyway in what program did you make this?
Title: Re: MCmod (build 2)
Post by: Sophist on December 06, 2006, 06:25:33 pm
there are no gb sprites afaik
other than the UI which i havent touched yet
its the same engine as before, im revamping it
(you can still play my other game as well)
just look at my other topic, it says what ive made this in (VB6) :P

Edit: oh yea sorry, the items
i havent found many MC sprites to use... thats probably why
the mc rips ive found to this date are very shitty to say the least
and the link sheet i used by rogulgot was a disappointment beyond.. im speechless (thought he was a good ripper)
but noone else has done a full sheet so..
the only thing ive really got is some half-assed full map rips by random people who wants credit for sprites belonging to nintendo :P
Title: Re: MCmod (build 2)
Post by: Kevin-1990 on December 06, 2006, 07:45:10 pm
mm looks cool I think, I cant really judge it because there is only one screen. :)
any way good luck
Title: Re: MCmod (build 2)
Post by: Moon_child on December 06, 2006, 11:34:04 pm
mm looks cool I think, I cant really judge it because there is only one screen. :)
Thats why you should play the demo  :lol:  ;)
Title: Re: MCmod (build 2)
Post by: Koh on December 07, 2006, 02:45:54 am
i got an image sheet, but I think its size is too large to put on photobucket :(.
Title: Re: MCmod (build 2)
Post by: Mitsu on December 07, 2006, 02:53:41 am
need a name? well, cursed one isn't using moonwinter chronicles anymore.  in my opinion that's a cool name.
Title: Re: MCmod (build 3)
Post by: Sophist on December 10, 2006, 09:43:27 pm
New build out:
I used a new sheet meaning i had to reprogram pretty much everything i did from scratch
and i did, i even added half the sword animation + a sword
other than that not much is new

also, if you cant even start the demo, dont post about it...
i want bugreports and what else i consider "worth reading"

oh, thanks for the name tip, ill think about it
i need a name that reflects any story im going to stick by, so it makes it hard i guess but its been noted
also i didnt know minish cap had a winter theme :P
Title: Re: MCmod (build 3)
Post by: Moon_child on December 10, 2006, 09:53:16 pm
I don't know if you know this Gonzo but we are able to see your coding!
Title: Re: MCmod (build 3)
Post by: Sophist on December 10, 2006, 10:11:38 pm
see my coding?
are you referring to the scripting? yea its visible, so what?
you can break the game and you can cheat, but then it would be no fun
like ive said a million times before im also making an engine
and im using that engine to make a game or two in, like ToG and MCMOD

edit:
build 4 out
11.12.06, build 230
* Added stones for MCstyle
* Added new tiles to MCstyle
* Added pit/falling for MCstyle
* Rebalanced some shameful walking animations
* Minimap for the testmap
Title: Re: MCmod (build 4)
Post by: TomPel on January 01, 2007, 02:41:37 pm
Moved, as the demo is pretty much only a walking demo
Title: Re: MCmod (build 4)
Post by: Sir Cyrus on January 06, 2007, 12:19:18 pm
If you need sprites, try The Spriters Resource (http://www.spriters-resource.com/nintendo/zelda/mc/).
Also, when using the sword or fire thing, Link sometimes disappears. I liked how you can jump down cliffs and into pits though.
Title: Re: MCmod (build 4)
Post by: Sophist on January 06, 2007, 01:50:25 pm
i didnt finisht the sword animation thats all
the sheet was too much a mess
i did find explosions however but i doubt ill continue this, since MC is too small a game
its better to work on my current game that ive been working on for almost a year now
Title: Re: MCmod (build 5!)
Post by: Sophist on January 09, 2007, 11:51:58 pm
Build 5 is out!
Made the first enemy and the first NPC
Also fixed sword item/action... etc
Also implemented minimap and some other poo i forgot
enjoy :P

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