Hello Guest, please login or register.
Did you miss your activation email?
Login with username, password and session length.

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Martijn dh

Pages: 1 ... 68 69 [70] 71 72 ... 77
1381
Other Projects / Re: [Demo] Tech demo - Horn of Balance (working title)
« on: October 28, 2009, 07:27:23 pm »
Thanks guys. I already had the sewers pretty much worked out (= placements of the rooms and their approximate contents). Like the 1st dungeon floors. I could post that with the 3 others rooms in it on our forum if you're interested.

I also have the plans ready for the actual pushing and pulling of objects and switches. Along with some minor visual additions. So I can always just jump right back in.

You've been busy Frozenfire. If I can help you out for a chance, let me know.

1382
Other Projects / Re: [Demo] Tech demo - Horn of Balance (working title)
« on: October 28, 2009, 06:17:35 pm »
Just wanted to let you guys know progress will stop to a grinding halt for a while. I met a girl I'm starting to like more and more.... so yeah. Priorities right? Ooh well, it'll make waiting for GMare a lot more bareable.

For those who have been following my progress. Don't worry. I've been working on this for a year now. I finish what I start so do expect to hear more from me again after a while.

In the meantime. Here is a picture of one of the latest rooms I was designing. It's part of the waterworks / sewers below Hyrule castle. This area will be placed before the first dungeon from the demo and will hold some rather straightforward design and obstacles. Nothing too complex as it will be the first (sub)dungeon in the game. (It's still being developed as you can see by the colors here and there)

1383
Coding / Re: Problems with collision
« on: October 24, 2009, 05:49:53 am »
It´s a little hard to read, with it´s layot and small number of comments.

You seems to be resetting the character´s speed twice in alarm[0]. Intentional?

Alarm[2] will indeed not work. When the object is no longer existing I believe the coding is stopped after the current step. It will not continue during further steps and thus no alarms like that will not get activated. A little tip for if you want to check if coding is actually used. Add in something like:
Code: [Select]
show_message('If you can read this ingame then the code is being used')
Either way. The if statement in alarm[2] does not appear usefull.

1384
Zelda Projects / Re: [Screens]Ocarina Of Time 2D
« on: October 17, 2009, 07:47:04 pm »
Just a thought. If you group together the pillars and windows on the left and right side a little more the difference in perspective with the rest of the room (=6 pillars) might become less appearent.

1385
Entertainment / Re: It's Simply a Matter of Time
« on: October 16, 2009, 05:55:41 pm »
Discussion aside. That was some good reading you linked to, Yubel. Thanks.

1386
Discussion / Re: Legend of Zelda: Majora's Mask Remake 2D
« on: October 09, 2009, 06:50:14 pm »
Hhmm. That opens up a whole bunch of issues if you're allowing circumstances that might delay an action. The following might work but it's probably preferable to just forget about that last idea of mine. Too much extra variables needed.

You could use a textfile with hard duration values stated per (sub)action. Kinda like a durations between milestones. If the postman is delayed and reaches his milestone later then intented then you change the duration of what it would have been (in a duplicate file or via viariables) to what it has become. If you leave a screen the postman is assumed to have reached his next milestone instantly and the value also get's adjusted. That would get you a rough dynamic timeline.

Where a mayor action would first start by "If counter value = 20 then do stuff" it would now be along the lines of "If counter value >= sum(duration 0 till 7) then do stuff".

Oops. I forgot it was a concept topic and not a request topic. My bad.

1387
Other Projects / Re: [Demo] Tech demo - Horn of Balance (working title)
« on: October 09, 2009, 05:33:55 pm »
Yeah, the lagging is pretty terrible. :-\

Thanks for the kind words. It's always nice to get a response once in a while.

1388
Discussion / Re: Legend of Zelda: Majora's Mask Remake 2D
« on: October 09, 2009, 05:17:11 pm »
That shouldn't too hard to make yourself.
Create a persistent "master object" that has a variable acting as a counter. Add +1 each step and reset it when the loop restarts. During the step event check if actions need to happen. For instance at value x the postman starts his round etc.
That's probably a bad way to do it, you should rely on game maker's time/date functions ie. current_time
Otherwise you'll likely end up with inconsistencies due to the varying amount of time it would take to render each frame.

Sorry for going a little off topic. I´m just curious why my idea was bad. Doesn't the next step start after the current step is finished? If you have a timeline, an alarm and counter variable doing something in 30 steps time, wouldn't all 3 hit step 30 in the same step? :huh: It seriously doesn't make sense to me if it doesn't work this way.

Using the current time and having to convert it just sounds like more of a bother with more variables needed. You'd still need to relivate the current time to something. Maybe I've missed some GML function.

Btw I'm just talking about tracking the initialisation of specific events. Like when you get to enter a house. When a character makes his move. Etc. Just use timeline and the sorts for the actual moving of characters and so on. It should also be possible to take most (if not all) events outside the current room/area out of the picture with some creativity. That should same on the number of objects active at any given time, since there is quit a lot going on in the town. Well, that's how I'd go about it. I'm not saying it's the best way.

1389
Discussion / Re: Legend of Zelda: Majora's Mask Remake 2D
« on: October 08, 2009, 08:11:47 pm »
By "Time script" I actually mean a script that makes things happen at a certain time during the game, the whole Anju and Kafei quest is a good example of what I'm talking about. On the first day you can steal Goro-Link's room, after that the post man visits Anju, you have to meet Anju on the first night, deliver a letter before the postman makes his routes, ect.

Along with that, "Time script" also means the script would be able to restart the entire game from when you first left the clock tower to start your quests. And right now, I have no clue how I'm going to have this work.

But the day/night engine would be nice to have as well, so when ever you have time to find the script and such, that would be great.

That shouldn't too hard to make yourself.
Create a persistent "master object" that has a variable acting as a counter. Add +1 each step and reset it when the loop restarts. During the step event check if actions need to happen. For instance at value x the postman starts his round etc.

1390
Other Projects / Re: [Demo] Tech demo - Horn of Balance (working title)
« on: October 07, 2009, 05:47:55 pm »
Here's a video I made out of boredom today (been sick this week so I've got far too much time on my hands right now). It doesn't show too much more then the last demo but it might be fun to watch if downloading the demo is to much of a hassle.

<a href="http://www.youtube.com/watch?v=xX1QwfxvDwk" target="_blank">http://www.youtube.com/watch?v=xX1QwfxvDwk</a>

Note that this is done in my developers version. The demo doesn't have those colored backgrounds.

Sorry about the lag. My laptop somehow can't seem to handle the game at 30 fps when the recorder is on and it's at fullscreen mode. How is the performance on other computers?

Also sorry about the couple of small glitches you'll see. They took like 5 sec to fix afterwards but yeah.. some always slip through somehow.

1391
Zelda Projects / Re: [Screens]Ocarina Of Time 2D
« on: October 06, 2009, 10:38:03 pm »
Sounds good. I'll definetly put some effort into trying it out. Any guesses as to when it'll be finished for the rest of us? Give or take a month.

1392
Zelda Projects / Re: [Screens]Ocarina Of Time 2D
« on: October 06, 2009, 10:08:08 pm »
That GMare is sounding increasingly more interesting if it saves time. Is depth/multilayers preserved when using it or can it best be seen a type of "background".

1393
LTTP & FSA / Re: [Request] Looking for some help with alttp skeletons
« on: October 06, 2009, 08:45:33 pm »
A quick bump. Still looking for help with these enemies.

1394
Zelda Projects / Re: [Screens]Ocarina Of Time 2D
« on: October 04, 2009, 03:11:58 pm »
The idea and execution are very good, so it'd be a shame to not use it at all. Instead of having shadows in the center you could try having shadows everywhere except for in the center. It's okay if it doesn't fully correspond with the overhead leaves. It will make it seem like the forest is just very dense. The problem with the shadows in the middle was that there was nothing connected to it. Like a seperate cloud. That problem will then be gone.

1395
Zelda Projects / Re: [Screens]Ocarina Of Time 2D
« on: October 04, 2009, 08:23:04 am »
The shadow in the middle looks off in comparision to the area. There is shadow in the middle but no forest above. Or is something you have to see in motion?

1396
Graphics / Re: OoT 2D Titlescreen
« on: October 01, 2009, 08:06:58 pm »
That looks really polished.

The only command I can make (and I'm not saying it doesn't look smashing as it is), is that you could maybe split the background in layers, each moving at different speeds. The treeline is moving pretty fast. Maybe you could make the an secondairy treeline in front or behind it moving at a different pace. Or have the mountains behind it move in a really slow tempo (obviously you'd need more than one lone mountain, but still). That would give the viewer the idea Link is actually traveling a very large distance.

That's just thinking out loud. Again, it looks great.

1397
LTTP & FSA / Re: [Request] Looking for some help with alttp skeletons
« on: September 30, 2009, 05:31:23 am »
Okay. Thanks.

Now for the hands in the air request.

Update: this is the sheet after some more tweaking. I'm not 100% happy yet, but it'll do.
Working on the arms is still not going so well.

1398
OoA/S & LA / Re: Request: OoT 2d dungeon maps
« on: September 29, 2009, 07:01:22 pm »
I'm just browsing through those maps and I must say: very nicely done. They actually look really good. Maybe some will disagree but I feel those must have taken some real skill to make.

1399
LTTP & FSA / [Solved] Looking for some help with alttp skeletons
« on: September 29, 2009, 06:55:13 pm »
Hello again. It's a while since I requested anything, but customizing is proving tricky.

1. In the attached fill is what I've currently found of the Stalfos enemies in Alttp. All the needed postures are there but I want to split them into body sprites and head sprites. I've tried doing it myself but they look....  :'(. I'll try again in a week or two, but maybe somebody is willing to help out instead. Or is there someone who already has the separated images. I've looked everywhere for them but all I could find was the whole enemy.

2. And this is the tricky part. I'm looking for a customisation on the lower body so both hands are up like in a robbery. The plan is to have the body run around franticly waiving those hands like that. Think along the lines off people panicking in a funny way. Maybe something like: \o/ Only without the head obviously.

So. Is there anybody who wants to take this challenge?

BTW: the coloring of the enemy is irrelevant. I plan on using different colors for various reasons anyway.

1400
Zelda Projects / Re: [Early Stage] Legend of Zelda Seiken Densetsu
« on: September 26, 2009, 06:00:23 am »
Yeah, but that's cus they get payed to work on it and fired for talking about it.

Pages: 1 ... 68 69 [70] 71 72 ... 77

Contact Us | Legal | Advertise Here
2013 © ZFGC, All Rights Reserved



Page created in 0.072 seconds with 33 queries.