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Author Topic: [DEMO] DM: ToG (MC Style WIP)  (Read 38612 times)

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Re: [DEMO] DM: ToG (MC Style WIP)
« Reply #160 on: June 15, 2007, 08:15:39 am »
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15.06.07, build 340
* Finally added anti-aliasing option in config!
  You can now set the game to use sysmem instead of vidmem

14.06.07, build 338
* Fire globalfx fixed
* Magic bag graphics fixed
* Hookshot graphics fixed
* Updated DMEdit
  Added support for custom drops! (finally)
* Updated mwoods3!

13.06.07, build 337
* Refurnished house1 (Your house)
* Updated and refurnished town shop (house2)
* Updated and refurnished savegame house (house3)
* Fixed map transition between town and graveyard
* Replaced some old LttP/GB furnishment with MC styled
* Fixed bug in changelevel causing screen to be redrawn unnecessarily
  (which also could cause a game crash)
* Updated river1 map
* Fixed some issues with the editor

12.06.07, build 336
* Improved sword mechanics! (finally done)
* Added guard in town with small beginner quest
  Which fixed a problem where link wouldnt have any money
* Added the first MC house (located in ww1)!
* Fixed many issues concerning small maps (ie. inside houses)
* Due to sword being a slower action enemies are pushed further away on hit
* Updated town, more MC stuff
* Updated world minimap!

11.06.07, build 335
* New smoke effect (MC)
* New link sword animation!
* Fixed potential crash after tabbing back into game
* Many new blah blah

lots and lots of updates
sword+360 completed
inside of houses mapped out (almost) completely
more MC stuff
game no longer stretched blurry...

EDIT: Update
15.06.07, build 340
* Added anti-aliasing option in config! (finally)
  You can now set the game to use sysmem instead of vidmem
* Updated link's walking animation (esp. downwards)
* Added game border feature along with 1:1 game screen aspect
* Slightly improved intro cutscene
* Improved pushing downwards!

finalized the 340th build
http://dm.fwsnet.net/DMb340.zip
the only thing that remains now is the shield
will be completely added before the weekends over

also if you want to play the game how it looks in LttP fullscreen
go to DM\data\mods\ToG and open config.ini, set game.aa=1 to 0
which makes the game blocky instead of blurry :)
« Last Edit: June 15, 2007, 10:54:29 am by Gonzo »
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Re: [DEMO] DM: ToG (MC Style WIP)
« Reply #161 on: June 15, 2007, 11:26:30 pm »
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16.06.07, build 343
* Shield implemented
* Various removal of old GB mechanics

15.06.07, build 342
* Added hundreds of MC sounds to the game and implemented some
* New text engine sounds (much better)
* Improved the Hero's Cave significantly
* When you die in the Hero's cave you will respawn at the entrance
* Improved chickens
* Fixed bottles menu
* Desertlings in Temple of Stone replaced with mice
* Updated desert entrance map (stone temple secret)
* Lifting can now only be done when accel is <= 1 to prevent a bug
* New GUI numbers
* Fixed running while carrying something(!)
* Updated fairies
* Added fairy bottle (revives player after death)
* Added Support for bottles that can revive player
* Remade the stone temple boss!
* Updated whitedale7 and winter trees!

lots of new noticeable content!
most noticeably: the shield is back, brand new!
http://dm.fwsnet.net/DMb343.zip
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Re: [DEMO] DM: ToG (MC Style WIP)
« Reply #162 on: June 16, 2007, 09:58:23 am »
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16.06.07, build 344
* Higher tolerance for pushing, moving player towards safe area!
* Improved overall pushing mechanics
* New start area, "your house", to make game seem less confusing at start
* Made platform in the town cave slightly easier to get on/off

finally fixed pushing... you now dont have to move exactly to where you can push :)
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Re: [DEMO] DM: ToG (MC Style WIP)
« Reply #163 on: June 16, 2007, 09:44:45 pm »
  • MetalRidley was here
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Hey this is the first time I've tried out this game (build 344), and I have one thing to say...


Anyhoo, I beat the Hero Sword dungeon and saw the first cutscene thing and then saved, so you know how far I am. Here are some suggestions/bugs I found (also I haven't read the whole topic, so sorry if there are repeats  :-\ )
-Prioritized movement, it seems like left and right have a higher priority over up and down
-I liked the effects and little things like that in the game
-You seem to have a very solid engine
-Link's movement seems a tiny bit too slow, maybe 1 pixel or so faster would help, and diagonal movement should be slowed down compared to cardinal movement (idk if something later in the game makes you faster or anything though)
-The save system is kind of odd but creative, I don't really like it but I don't dislike it either. I like the old man's effects :P
-I know there's a readme and you said to read it, but of course I didn't at first and was confused about the controls, an in-game explanation of some kind would be nice but you don't really need it I guess
-The RTP characters and stuff are fine, as long as the person playing doesn't know what the RTP is or seen them before, but I recognized them and thought it was kind of cliche
-I like the custom Link
-There was a glitch in the cave at the far right of Hero's Glade; the floor at the north animated really weird and I'm assuming it's supposed to be water but it seems like the wrong tiles are being animated
-In normal 2D Zelda games the sword swing starts over when you press the button again mid-swing, but yours doesn't. It just feels a lot more fluid and natural that way
-When you fight the Hero Sword Guardian boss, if you die fighting it you still have the sword and can get out of the cave, or if you go back in to the room the sword is still there and you get it again
-This might just be me, but I think that the cracked ground where you fall could have a tiny bit more delay on it, it seemed like I fell in as soon as I touched the spot
-I couldn't reflect Octorok rocks back at them with the shield :(
-I like the sounds and kind of ambient 'music'

That looks like a long list but I really thought this was a great fan game, especially compared to others, and I'd give it a 4/5 from what I've seen. :D
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Re: [DEMO] DM: ToG (MC Style WIP)
« Reply #164 on: June 16, 2007, 10:21:25 pm »
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-Prioritized movement, it seems like left and right have a higher priority over up and down
i thought it was that way, so, its like this on purpose
and while were on that matter im going to add a more complex movement system
which "remembers your movement direction" when youre moving in both directions
and you only move 30 degrees extra for each direction ie.
if your facing up and then moving right, you will move up + 30 degrees left
same goes for all initial directions, kind of like an 3*4 = 12 direction system ;) widely used in pro games

-I liked the effects and little things like that in the game
thanks :) spent alot of time on the games/engines mechanics

-You seem to have a very solid engine
better than nintendos, i just need more time.. im not a robot :P

-Link's movement seems a tiny bit too slow, maybe 1 pixel or so faster would help
we've gone back and forth on that, sorry but its gonna stay.. beginning is always slow :P
besides theres ~30 items and 4 suits
shoes give running speed
red suit gives +1 walk speed ;)
both together makes him superman..almost :P
as for the movement, explained above

-I know there's a readme and you said to read it, but of course I didn't at first and was confused about the controls, an in-game explanation of some kind would be nice but you don't really need it I guess
and it will be, ive been planning this a long time
but i havent decided on when and where, or the how... obviously its a dialogue sequence but still
i have my hands full atm though

-The RTP characters and stuff are fine, as long as the person playing doesn't know what the RTP is or seen them before, but I recognized them and thought it was kind of cliche
i have to use what i can find
and theres lots of them, so, unless i can find something more fitting... time will tell

-I like the custom Link
Made by .TakaM as described in credits.txt :)
i wish it had a die sprite.. ah well i have something figured out... but ill let it stay like it is, its not that bad :)

-There was a glitch in the cave at the far right of Hero's Glade; the floor at the north animated really weird and I'm assuming it's supposed to be water but it seems like the wrong tiles are being animated
i ruined that "by accident" when i added a MC tileset
it will probably be temporarily fixed, until i find some nicer (cave)water tiles

-In normal 2D Zelda games the sword swing starts over when you press the button again mid-swing, but yours doesn't. It just feels a lot more fluid and natural that way
ill think on that, my previous solution was that the sword would push enemies further away

-When you fight the Hero Sword Guardian boss, if you die fighting it you still have the sword and can get out of the cave, or if you go back in to the room the sword is still there and you get it again
ive recently changed it so that when you die in hero's cave you dont go back to town
you just restart at the entrance, thanks :) will be fixed soon
testers probably didnt die at boss :P

-This might just be me, but I think that the cracked ground where you fall could have a tiny bit more delay on it, it seemed like I fell in as soon as I touched the spot
its made so that if you run with shoes over it you will run over safe
probably wont change that... ill take a look at it :)

thank you so much for taking your time to test this and give me this feedback!
only my testers give me feedback and theyre so weathered with the game that they dont notice these things
they pretty much only find glitches, quest issues and give suggestions
thanks for the rating :P but remember this is a WIP.. so much left to do
and bugs come before everything else, and the list is only getting bigger :P

and to everyone else reading this
im currently making a feature addition to my game
im making a multiplayer module which allows you to play with someone else on spesific (or we'll see - the entire world - coop)
it will be awesome, and very fun
the first map is already tiled out.. it needs heavy scripting
and it will feature a monster wave coop survival example
« Last Edit: June 16, 2007, 10:34:02 pm by Gonzo »
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Re: [DEMO] DM: ToG (MC Style WIP)
« Reply #165 on: June 16, 2007, 10:43:52 pm »
  • MetalRidley was here
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Alright so I just tried the game after running hgld.
About the speed thing, it's fine, I just didn't know if Link would run that speed all throughout the game, but it's good since you have the red tunic and the fast shoes :P. And that new movement system sounds good.
-When you fight the Hero Sword Guardian boss, if you die fighting it you still have the sword and can get out of the cave, or if you go back in to the room the sword is still there and you get it again
ive recently changed it so that when you die in hero's cave you dont go back to town
you just restart at the entrance, thanks :) will be fixed soon
testers probably didnt die at boss :P
Hah good thing I -purposely- died 4 times there >_> <_< >_>

Oh and I forgot to mention that game over thing in my last post, it seemed kind of abrupt.
Well good luck with this project, it seems to be going really well!
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Re: [DEMO] DM: ToG (MC Style WIP)
« Reply #166 on: June 16, 2007, 11:06:12 pm »
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yea ive been thinking hard and long on dieing
ill probably make a slight animation before you go there
spinning + sitting (kind of), then death
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Re: [DEMO] DM: ToG (MC Style WIP)
« Reply #167 on: August 05, 2007, 05:43:18 pm »
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Tower of Gonzo, and The DM engine is back in business!

http://dm.fwsnet.net/DMb388.zip

Whats really new?
Ive continued on the current dungeon: The Temple of Sand
New enemies added
Added the "seer", a foreteller who will somewhat guide you to where you need to go next
Added support for multiple minimaps, especially used inside dungeons!
Replaced lots of old LttP or custom sprites with new MC sprites
Hundreds of bugfixes, tweaks and smaller features added
Changed the main questline somewhat

05.08.07, build 388
* Blue bombs now only require 1 in lift strength
* Fixed desert girls quest
* Fixed overworld9/block stuck situation
* Fixed dieing after returning to stemple from wdale6
* Fixed dieing in whitedale6/7
- Dieing in the portal complex will still return you to hometown!
* Updated wdale3/6/7 minimaps

04.08.07, build 387
* Added support for multiple minimaps!
* Savegames are invalidated - Resave!
* Added dungeon map for entire Hero's Cave
* All size=16 units reduced to 15 to fit in 16-wide spaces
* New enemy: Turtles! (weak to shield reflect and hammer)

04.08.07, build 386
* New MC rupee sprites (+big rupees)
* Fixed hookshot not being drawn
* Shield animation set completed for all (four(4)) suits!
* Text open/close sounds for game quit
* Updated temple of sand tos2 map slightly (new tileset)
* Updated hero's glade b area slightly
* New destroy fx for crystals (crystal) and skulls (bones)
* Updated some tiles and interface sprites
* Seer's mechanics completed! enjoy :)
* TextOpen = returns true if a messagebox is open at present
* Fixed skulls drop mechanics

03.08.07, build 385
* The Seer's hut!
* Fixed graphical/translucency engine crash permanently :)
* New water tiles (better than the last)
* Bomb explosions and bomb defusings underwater leave smoke
* New questline from father/beginning
* Whitedale cave1 & cave2 bugfixed (release x)
* A cave in the mountains has been fixed
* Advanced escape-timeout thingie added
* TextClosable [true/false] = sets whether or not a messagebox is closable by player

03.08.07, build 383
* Fixed hero's cave death/ocarina returns (proper death return)
* Small dungeon tutorial in hero's cave
* Game engine change: Game no longer paused during text messages
* Updated forest sages hut!
* New API cmds:
- NoPause [true/false] = disables[true] or re-enables[false] pause (space)
- CopyValue [var1], [var2] = copies the value from var1 to var2
- SetBool [var], [bool] = (conversion)gives a variable a boolean value

02.08.07, build 382
* Camera now binds to Z key instead of X reducing mistake screenshots
* Updated DMEdit with new Fire and UnitHinder barriers
* Fixed a barrier bug in DMEdit and added movement controls (keys+pageup/down)
* Updated ToS entrance; first room completed!
* Added a new WIP desert map connected to the oasis town
* Unpausable map support (start, intro, death and subtiles maps now unpausable)
* Fixed shield mechanics allowed shielding against enemies behind player

01.08.07, build 381
* Needles (animated spiketrap)
* The Shell enemy (weak to shield)
* Updated the ToS entrance!
* Fixed multichoice textbox bug
* Fixed disabling key mode
* Updated most desert houses to new tilesets
* Updated and added some content into desert houses

24.07.07, build 380
* Fixed hearts/life bug (less than one heart left bugged)

23.07.07, build 379
* Updated town map, fixed dialogue sounds
* Fixed guard repeatable quest reward

27.06.07, build 374
* DMC status playable
* Multiplayer server 1-16 players
* The Survival multiplayer mod!

Remember this is still quite WIP.
DMC not included in this package, it will be separate.
I already have my hands full, though suggestions are welcome...
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Re: [DEMO] DM: ToG (MC Style WIP)
« Reply #168 on: August 06, 2007, 08:22:11 pm »
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Announcing anti-alias aka blurry will be default off on every release from now on
Ive added a nifty item (the mirror) which teleports you OVER obstacles on a short range
its like all other 25 of 31 items not in the actual game yet, so have fun testing in debugmode
anyways, added a couple of new screens from wip places that are already in the game
just not accessable through normal gameplay (yet)




the reason blurry will be off is because of responses where people have major problems playing the game
this is due to their graphic cards not handling this very well and software is way better
so.. if you dont want to wait:
go to the DM/data/mods/ToG folder, it should hold a config.ini file which opens in notepad
set game.smooth=1 to game.smooth=0
and enjoy :)
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Re: [DEMO] DM: ToG (MC Style WIP)
« Reply #169 on: August 15, 2007, 08:39:45 pm »
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05.08.07, build 390
* Player invulnerability duration increased from 16 to 20 ticks
* The stone that needs to be pushed in order to enter the hero's cave
  will now stay like that even after returning (saved)
* Variable system in DM rewritten to a much faster and reliable interface
* Updated hearts, wood (general), and blue bomb sprites (by hand!)
* Taking the sword and the town girls message will now properly halt player acceleration

belated update
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Re: [DEMO] DM: ToG (MC Style WIP)
« Reply #170 on: August 23, 2007, 08:47:48 pm »
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23.08.07, build 394
* New death sequence fully implemented!
* Added statue blocking entrance in ow10
* Fixed barriers in wdale7
* Fixed ow2 <-> river1 map transition (player must swim)
* Any messages received during dead screen can no longer be closed
  and is auto-closed after the sequence.
* Wait-for-key event will now trigger if a not user-closable textbox is open

21.08.07, build 393
* Added new map: overworld10
* Added small witch sequence to overworld2
* Flies can now cling to other units!
* CloseText API function (closes engine textbox of any type)

20.08.07, build 392
* Cheap dieing sequence implemented (will improve later)
* Fixed hglade <> wdce map transition (player must swim)
* Fixed section in overworld 3 where player could reach the end of the map

Added some content
LoZ-true death sequence added
Fixed some issues here and there

http://dm.fwsnet.net/DMb394.zip
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Re: [DEMO] DM: ToG (MC Style WIP)
« Reply #171 on: August 23, 2007, 09:10:37 pm »
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Sweet! I haven't been following this project all that much, but I like the look of things at the moment. Good luck, and keep working :D!
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Re: [DEMO] DM: ToG (MC Style WIP)
« Reply #172 on: August 26, 2007, 09:08:33 pm »
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good luck? well thanks

26.08.07, build 396
* Link rolling (S-key) (still wip)
* Updated ow2 (chest can now be reached with rolling)
* Swimming shadow adjusted closer to link
* Rolling->Bounce has its own damage id (updated damagers)

25.08.07, build 395
* Link's shadow always visible
* Moved shadow up 2 pixels to fit better
* Removed spike enemies from beach
* Slightly updated tos2

http://dm.fwsnet.net/DMb396.zip
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Re: [DEMO] DM: ToG (MC Style WIP)
« Reply #173 on: August 29, 2007, 09:17:45 pm »
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Since it will probably be awhile before the next release

(WIP render: transition of town from mixed to MC)
This is what im plotting :)
Im finally making the last transition to full MC styled graphics
ive not decided if there are elements i want to keep, we'll see
my biggest worry is that MC has very few tiles, and "incomplete" tilesets
so i have to redesign some maps completely to make it work as intended
« Last Edit: August 29, 2007, 09:20:23 pm by Gonzo »
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Re: [DEMO] DM: ToG (MC Style WIP)
« Reply #174 on: September 08, 2007, 04:59:46 am »
  • Fear my Blades
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It's looking pretty good for the most part so far, but here's a list of bugs I found

1: After bouncing off something while rolling you can change the direction your facing by hitting arrow keys, this give a feeling more that you're sliding on ice instead of bouncing off a wall/whatever.

2: After bouncing off something while rolling you can roll again immediately, and the momentum is added to your current 'sliding'  Try rolling and bouncing between two objects, you can gain quite a bit of speed.

3: When you roll into a doorway sometimes you're paused in the doorway for a moment then kicked back outside.

4: Hitting F4 to minimize the game in darker areas sometimes leaves my screen darker outside the game.

5: Sometimes when I re-open the game after minimizing it I see a house with an old guy in it for a split second... Not particularly problematic, just weird.

6: In the cave to the north of the starting town when I walked onto the exit stairs from below them I ended up right back inside the cave.

7: While rolling over some grass I managed to get myself stuck like this, no matter what I do I end up falling down a hole.

8: If you open your map screen with a message box open the text gets repeated on top of itself shifted to the left.

9: You walk faster diagonally than you do straight.

10: Enemies can move towards you after you hit them with your sword while you still can't move, and hurt you.



That's all the bugs for now, there's a couple things that bothered me a bit too but weren't really bugs:

1: Jumping down ledges just doesn't feel right, I don't really know what exactly it is, but it's just not quite right.

2: The Save/Load system right now is somewhat tedious, and it would help if the slots had some labels so you could identify your saves, and not accidentally overwrite one you might have wanted.

3: File size!  Considering implementing some form of compression if at all possible.

4: What's with the Reg.bat anyway?  Isn't there a way to make the games .exe do whatever it does when it's first run?



I'd like to say it's pretty impressive that you're building your engine from scratch instead of using something like Game Maker, RPG Maker, or Multimedia Fusion.  That alone is noteworthy, keep up the good work.

I'm not sure how much this will help, but here's a complete graphics dump from Minish Cap I did.  None of it has the proper palette, and most if it is terribly disorganized though >_<...
« Last Edit: September 08, 2007, 05:22:35 am by Atrius »
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Re: [DEMO] DM: ToG (MC Style WIP)
« Reply #175 on: September 08, 2007, 10:32:33 am »
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thanks heh
you really did find some bugs
the stuck thing is a problem
diagonal movement is on my todo list... i also will lock links movement to his original facing
as for the enemies you may be right, but i have several testers and theyve never mentioned it
the bang out from houses thing when you roll inside, im well aware of it.. ill look into it
file size i can do little about because my game is still ever changing, its still just a WIP
reg.bat is a temporary thing.. i will make the game start without it when i feel i have a demo that is flawless
atm im currently redoing my entire background tilesheet, and it will take a while before another release is out

6: In the cave to the north of the starting town when I walked onto the exit stairs from below them I ended up right back inside the cave.
might be a transition bug

thanks for the dump :)
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Re: [DEMO] DM: ToG (MC Style WIP)
« Reply #176 on: October 15, 2007, 09:54:04 am »
  • Tamer Koh
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so, whens the next update coming around? I haven't been able to play at first because Reg.bat didn't actually register the DLL's right.  BTW, I'd suggest just using MC sprites because RPGMaker 2003 RTP characters don't look right in there.  If you were looking for a witch in MC style, theres on on The Spriters Resource.  Its in the oracle series section and all the way down in the customs.  Its a TMC style Maple.
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Re: [DEMO] DM: ToG (MC Style WIP)
« Reply #177 on: October 17, 2007, 03:14:07 pm »
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it will be a while, mostly because im having one of these breaks again
(i once had a 6 month break from programming)
but whenever my mojo is back its gonna be daily releases like not seen before
in short game is currently being revamped to MC which requires me to redo all maps in the game
which leaves me the option to not make the same game over again
ill keep the story, i liked it, and some parts will definitely stay
as for the "lay of the land" its probably going to change alot
the old world wasnt big because the tilesets were small and kept me working alot on making tiles myself
ill still be doing that, of course, but not as much... since its MC
ill also be haunting takam who will unknowingly help me when it all starts up again
also, my multiplayer version of this game is also in development side by side
and will probably be released with this (same) engine alongside, whenever i feel it has proven stable enough
im considering pulling things, but i cant promise anything

what happened to running with sword? it died, i dont have the animations for it
nor was it ever balanced off, it kept being unbalanced (though i know how to fix it)
so in the end im going to avoid implementing it again, for now
i dont see it as a useful ability mostly because of the heap of abilities already in the game
what remains is actually making the game, not the engine

transitions? i made transitions realtime (meaning no game-stop when a transition happens) and it
requires alot of work for me to put into that particular transition
i wont be making as many of them as i did last time
instead ill try upping the mapsizes for once
i feel like my maps were too small to contain any big relevant world features

will i ever replace my current link with the actual MC link? no (final)...
i have a good link and even if he looks misplaced sometimes
i can still recolor his green outfit to fit the style, and i probably wont
i like the reusable animations and i couldnt possibly use MC link anyways

thats about all i can think of
so bottom line, mc in the works
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Re: [DEMO] DM: ToG (MC Style WIP)
« Reply #178 on: December 08, 2007, 10:13:23 pm »
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this topic is now closed

reason is i have another project going on, it will probably have the same tentative title
changes are: LttP, full commercial quality implementation, new and better editor for faster map making
i just wrote 8 sided diagonal mechanics, which was quite a feat for me, because ive tried twice before making this the 2.5th try :)
its done, just so you know, and its rocketed the rest of the actual pre-progress
im currently mapping out tilesets and its finally in a one certain style: LttP
thanks to everyone involved and testing for me previously,
hope to have you back testing and beating on me when the new project arrives before christmas :)

gonzo
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