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Messages - Hedanito

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Zelda Projects / Re: The legend of Zelda Online
« on: February 16, 2009, 05:41:00 pm »
I like your use of Minish Cap resources :P. That's a little creative. Question, what is the server written in? Are you using your own networking library? You don't have to respond if you do not want to, I'm just curious is all :S.

Im using GML for the server with 39dll. Game maker is a little slow though for servers so if a lot of people are going to play it i will have to make a c++ server anyway.

Hmm Link is on the minimap, but the map itself isn't. You still don't know where you're going and where to find the others  XD  ;)

No the sword animation looks good (at least that one frame). The magic bars is also nice, don't you ever change that. It is sleek, straight to the point and has no distracting frivolities. Some people try to make the HUD a piece of art, while it is often to distracting.

By the way, will you have multiple levels for the sword or is there just one sword?

There is no map on the minimap because there is no map. The black squares are just for testing links movement, and im not going to add them to the minimap if they arent going to be in the actual game.

I dont know yet though if im going to add another sword, i will if it has something to add to the storyline.

Zelda Projects / Re: The legend of Zelda Online
« on: February 16, 2009, 04:24:33 pm »
Another update  XD

Right now when a ruppee drops somewhere in a client, it will be dropped in all the other clients too. This may not sound like much, but this will help to make sure the environment of every client is the same. This includes chests, bushes, monsters and all sorts of other stuff.

Zelda Projects / Re: The legend of Zelda Online
« on: February 13, 2009, 09:33:04 pm »
Ok little update ^^

Added a magic bar, rupee's, sword animation works and link is on the minimap ^^
Also did some other things like improving the chat but i dont think you care about that :P

Recruitment / Re: Zelda Online
« on: February 13, 2009, 07:58:35 pm »
Ill pm you about the details, i dont want people to know about everything that is going to be in the game already :P

Recruitment / Re: Zelda Online
« on: February 13, 2009, 02:12:05 pm »
Well, you are very welcome to help ^^
I cant wait to see some dungeons :P

Coding / [Tut] Minish Cap font
« on: February 12, 2009, 04:15:42 pm »
How to make a MC font in gamemaker.

Making a minish cap font is very easy once you got the right sprite.
So add this sprite to your game:

Now you have to create a font from the sprite. You can do that with this code:
Code: [Select]
And now all you got to do is use this code when you want to use the MC font:
Code: [Select]
You can even change the color of the font with this code:
Code: [Select]

And thats how easy it is ^^. This font doesn't contain letters like á or è or other weird letters like that, but i might add them later.

Recruitment / Re: Zelda Online
« on: February 11, 2009, 11:53:18 pm »
I didnt expect that such a program would exist :P gonna try it out right away ^^

Recruitment / Zelda Online
« on: February 11, 2009, 11:37:32 pm »
The Zelda Online development topic can be found here.

I noticed i spent many hours trying to animate some bad rips, while i could be programming. Thats why i desperately need an animator. All you gotta do is turn rips into strips i can use. So something like this:


*This took me like 30 min :O*

I could also use a spriter. For now mostly for things like menu's etc, but also for new monsters/bosses/areas, and maybe even new items for link.

And a level designer would be really helpfull too. You will need to design dungeons with puzzels for 1 to 8 players.

If you have something else you think you can help me with, PM me and show me what you can do, and ill look if you can be of any help.

If you want to know more about the details of what you can do you can PM me. Everyone will of course be given credits for their efforts.

Entertainment / Re: Do better graphics really matter to you?
« on: February 11, 2009, 04:44:04 pm »
Would you rather play the sprite based Arkanoid, because it looks so much better. Then the ugly and simple looking ASCII Arkanoid?
Of course i would rather play the nice looking arkanoid. They are both exactly the same games, the only difference is the graphics, so i would obviously choose the better looking one.

When you compare games that are different from each other gameplay is the most important thing. Its nice if a game looks good, but if its really boring you would just stop playing. When a game looks bad it can still be a lot of fun to play. Like OOT. The graphics are really bad compared to what games look like these days, but i still enjoy it every time i play it.

Zelda Projects / Re: The legend of Zelda Online
« on: February 11, 2009, 04:23:57 pm »
But I'm wondering the problem of on-line games is to keep it interesting. Is this game a MMO, then you need a story that always continues. If it is something like Four Swords but an on line coop. Then you would have a finite story, but once its over the game is done. As an on line element would actually Lengthen it. What are your thoughts about that.

I could add things like hidden heart pieces so you would play some mission again to get the hidden items. And maybe something like a ranking system for each level which tells you how good you were. It could depent on how much damage you took, how many monsters you killed etc. And maybe even something like a hard mode for the pro's, with monsters which do something like 2x damage, or maybe just a lot of monsters ^^. This would make people play the game much, much longer.

Zelda Projects / Re: The legend of Zelda Online
« on: February 09, 2009, 04:04:35 pm »
The inventory does look like that of an mmorpg, but it isnt gonna be an mmorpg. I cant even imagine how weird that would be, like 100 links walking around in a temple. That wouldnt work at all. I just made the inventory this way just so you dont have to get a popup window which blocks your view, because you cant pause in an online game.
make sure you don't make item selections with the mouse then, since I'm assuming that you're not using the mouse for anything. It'd be much better if you just have to hold another button and use the arrow keys to select the item you want.

I think im gonna use the mouse for the inventory, just because its a lot easier. You press an item and then press the button you want to assign it to. This saves a lot of time and its lots easier to program, since i would have to stop the movement etc for scrolling trough the menu.

It looks really nice, but I'm not sure if you want to make an on-line adventure with a Zelda theme or a Zelda game which goes on-line. How are you going to build the levels. Will they adept to the number of people playing, or could you complete a puzzle with minimal 2 players and it doesn't change if your with more?

The inventory menu looks really great, but 4 tabs with 27 items each? Or am I missing something?

Its gonna be a zelda game which goes online. Im not sure yet how im gonna build the levels yet, thats one of the reasons i posted this topic ^^.

Not every tab is an inventory :P, the first one is for usable items, the others for things like heart pieces and maybe something like a friend list.

Zelda Projects / Re: The legend of Zelda Online
« on: February 09, 2009, 08:46:03 am »
The inventory does look like that of an mmorpg, but it isnt gonna be an mmorpg. I cant even imagine how weird that would be, like 100 links walking around in a temple. That wouldnt work at all. I just made the inventory this way just so you dont have to get a popup window which blocks your view, because you cant pause in an online game.

Zelda Projects / The legend of Zelda Online
« on: February 09, 2009, 01:32:25 am »
First of all: Hello, im Hedanito, and im new here ^^.

I was looking around the internet for things for my zelda game and then i came here and thought it would be fun to post here about it.

Ok so enough about me, let me tell you about my zelda online =D

In Zelda online you can go on an adventure with up to 8 players (or maybe even more in the future) at once. Everything is minish cap style, just because i think it looks better :P.

I started this a few months ago when i wanted to learn how to make online games. Because i didnt understand it very well yet everything was pretty buggy. I stopped working on it about a month ago. About a week ago i looked at it again and i decided to rebuild the whole thing from scratch.

Here is a screen to show what it looks like at the moment:

Still looks a bit ugly (no map lol) but i've mostly been working on the engine.

Here is another screen of 2 players together:
As you can see every player will get a different color. This almost fully works, i only have to add the sprites for every color :P. The chat also works, you can also scroll up/down.

I am also going to add magic, for that im going to use the bar link gets in the minish cap when he charges his sword. I cant find a rip though, so thats why i didnt add it yet ^^.

I dont know exactly how the online part is gonna be. Maybe something like four swords, when you connect with your friends you can sellect a mission and then play, or maybe something like guildwars, where you can get together in town, but outside every party gets its own area.

I hope you guys here can help me getting some ideas for my game, or maybe even help with the game itself. If you think you can help me with anything at all, from ripping/spriting/animating to programming, pm me and show me what you can do ^^.

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