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Messages - Martijn dh

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1461
As requested the new demo. I'm still working on some small fixes but I figured I'm always working on some small fixes. XD

The largest changes/additions in this in this demo include:
- Another new enemy (the plant thingy)
- Customizable controls
- The game now closes by pressing esc on the game select screen.
- Respawning enemies and pots
- Added a random item generator (only actually used for the grass and the enemies)
- Lot's of other small fixes and changes.

Known issues:
- Walking outside will respawn keys.

1462
Zelda Projects / Re: The Legend Of Zelda: Scepter Of Distortion
« on: June 13, 2009, 12:03:03 pm »
I'm really impressed by the detail you put in at places. Like how you see two groups of dustclouds when rolling down, but three when rolling left or right. One can argue about wether or not this should be the same for all directions, but I personally am impressed that you took the time go into detail like that. Not everybody has the needed attentionspan for those thing, by far.

There are three thing I'd like to note:
1) The screen changing size isn't al that great, but it works. Try and get every area the same size. A suggestion for inside might be to also show the outside a little to fill up space. And by outside, I mean an imitation of the outside with just tiles to save yourself a lot of trouble. Well, don't let this one bother you too much. It's something to think about for the long run.

2) The collisions inside don't look right and I wasn't able to push the downwards wall etc. Maybe someone meantioned something already. I haven't read the whole topic, but it looks like Frozenfire already made some post so I guess you're already aware of this kind of stuff. Somehow the outside collisions seemed fine but I haven't really tested it.

3) The arrows you shoot should dissappear. Maybe give each arrow object a counter variable that diminishes by 1 each step. After x steps the arrow can slowly fade away. This IS important because you now seem to be able to create an indefinate amount of objects. A heated fight with your bow might leave a room filled with arrows, slowing down the game. Another thing you could do is max the amount of arrows in the game by only showing the last x arrows at one time. I personally wouldn't advise it because then you'd also need to consider deactivated arrow objects in some way.

1463
Graphics / Re: Can haz mockupz?
« on: June 10, 2009, 06:13:14 pm »
Okay, that makes sense.

If you're into designing, why not help me with my game and make some concept area's for that. These are inspiring XD

1464
FrozenFire: I'll see if I can't take a look at the screen anyway. We'll need it for the boss fights anyway.

True. btw, I hope you don't need those sprites soon. I've barely had a chance to get started. Though I have figured out what enemies to use as references. I was lucky to find an enemy that uses the exact armor, so I can use that for the sideways and upward directions. The head and feet will be the hardest, but still not too very hard.

UPDATE: All swing animations have now been changed to 7 frames. It's a small difference but I believe it will be enough. I tested the alternatives but setting everything at 6 frames didn't feel right and cancelling an attack midway for a new attack didn't look realistic either.

Sounds much better. When are you planning on releasing a new demo with all of these fixes?

No, I don't need the sprites anytime soon. The dungeon isn't even half finished yet. I can start programming the boss anytime I want but it'll be a while before he can be implemented anyway.

The next demo was planned for this weekend. The inbetween fixes took some time, but I may still make it. There are just a couple of problems left with the respawning enemies / containers that need fixing. Nothing too mayor.

1465
Graphics / Re: Can haz mockupz?
« on: June 09, 2009, 08:09:27 pm »
That bridge looks really good. But again, try and take a more practical look at the area. If a scene "makes sense" it is naturally more appealling. Your bridge for instance connects an upper and a lower plain while it appears to be horizontal. Or were you aiming for stairs.

Looks good, but can be made to look even better.

1466
I had the day off today so I worked on the game a little. Luckely most of these suggestions aren't that hard to look into.

1) Pots can now only be destroy by the slash, the 360 slash, poking and/or running into them with the sword. However, when you poke a container to shreds it uses the normal poking sound and effect. This doesn't appear to be an easy fix so I'll leave like this for now. See for yourself when the next demo is out. If anybody finds it bothersome I'll look at it again.

2+3) The difference in swinging speeds has to do with the lengths of the animations. One is 6 frames, the others 9. I'm looking into it.

FrozenFire: I'll see if I can't take a look at the screen anyway. We'll need it for the boss fights anyway.

UPDATE: All swing animations have now been changed to 7 frames. It's a small difference but I believe it will be enough. I tested the alternatives but setting everything at 6 frames didn't feel right and cancelling an attack midway for a new attack didn't look realistic either.

1467
It's alright. If you find more be sure to let me know. Just keep in mind that it doesn't have to be exactly the same as the original.

The screen shaking is already on my list. I could give it some more priority if you want.
The breaking animation is now 1,5 times as long.
I'll have to give some thought to the sound on the stairs and an additional recovery time after crashing.

1468
The throwing bit is something I've been putting off for ages. It's a lot of work and I want to do it right in one go when I release it. To give some more insight: So far I've got all sprites I need (just need to change the color for the different tunics), the walking with hands up is mostly finished, I've implemented two types of solids (to be able to throw stuff over small ledges but not through walls etc.) and there is a ton of notes with ideas for implementing the rest. I'll probably replace the containers (and other such items) with a dummy object so it can't break while held. All I need to figure out is how to work with different sized containers and different weights (=> gloves) and contain it neatly within one script.

The sounds on the stairs are the same as in the original. If you, or anybody else on the site, can get me some "better" sounds feel free to post them. If I like them I'll add them. Since I know nothing of creating my own sounds, that's the best I can do for you.

1469
Graphics / Re: Can haz mockupz?
« on: June 08, 2009, 06:04:29 pm »
Looks nice. Especially the trees and shading.
Not everything looks functional though, like the chest and stairs.

1470
Updates / Re: ZFGC Weekly
« on: June 08, 2009, 05:53:31 pm »
Letting everybody work on it themselves might work, but not without some coordination. Like Niek said it will probably clutter so it may be better to not make it public. A half finished product won't boost the site's activity as much as a finished product anyway. Anybody not willing to help is just willing to see and they won't react well to something half finished.

Maybe you could release sections. Like problems, requests and/or finished subsystems. Enough to keep the eager busy and it will keep progress far easier to manage.

1471
PS: It seems like the map menu also causes problems when use during a transition etc. That's also been fixed now.

1472
[1] Pressing the menu button while Link is walking up or down automatically on the stairs:
Problem: Two stair sounds will play instead of one. Also, Link will sometimes reverse his direction. The menu will also shift up or down after the second sound plays, which seems to only happen when you press the menu button at the very bottom or top of the stairs.
Fix: The easiest fix would be to disable the menu while walking on stairs. The original game does this anyway. Actually, it pauses EVERYTHING in ALL auto transitions, even enemies, and it locks ALL buttons.
Oops, that one slipped through. I already fixed the sword vs stairs.
At first I made it like in the original, locking everything while you were moving on the stairs. After thinking about it for a while I felt that it was unnecessarily unrealistic, so I made it so that enemies etc. continues in realtime. The same also goes for jumping from ledges and during room transitions. For these events I'm using a variable called Link_Status_Special. Glitches like this appear when I forget to lock functions if Link_Status_Special does not have it's default value.

[2] Pressing the sword button while Link is walking up or down automatically on the stairs:
Problem: Two stair sounds will play, Link's sword sound will play but he does not slash his sword and Link will also freeze in place for a short time. After Link freezes, he will either continue walking upward or he will reverse direction.
There may be other keys that have a similar effect as in these first two glitches.
Fix: Obvious. Make sure Link can't do anything in the middle of auto-walking.
Found and fixed. See above.

[3] Poking wall:
Problem: If you're powering up your sword (holding the sword button) and holding a directional key while poking a wall, then if you let off of the sword key while still pressing that directional key into the wall, Link will continue to hold his sword out, poking the wall. His sword will continue to charge up when doing this, even though you are no longer pressing the sword key.
Fix: Not sure how you're coding this so I haven't got much of an idea how to fix it.
However, I did notice that, in the original, poking the wall does not reset your powering up of the sword like you have it do in your game. Instead, the original game pauses the powering up for a short time every time you tap the wall, then it continues to power up. Just in case you want to make it EXACTLY like the original. If not, your way is totally fine.
Hhmm. Interesting. I'll have to look into it, but it doesn't look to complicated to fix. My guess is that releasing the sword button negates charging, but not (yet) poking. I'm using a single variable called Link_Status for all of link's actions. It should be just a matter of adding a new condition to releasing the sword button. "If released while poking do the same as when released while charging", or something similar.
Continuing to charge while poking would cause some small problems I'd need to overcome so I'll leave it as it is.

[4] Spin attack sparks:
Problem: When doing a spin attack underneath a layer (i.e. floor above you) you will see the sword sparks above that layer.
Fix: Should be just a simple depth problem. On an interesting note, I found that the original game actually had a problem with depth in certain areas as well, but usually when swimming in the water. I just seem to stumble upon these minor things for some reason. ^_^
Okay, that shouldn't be too much trouble to fix. This is something left over from creating two walking depths. This is just the kind of stuff I wouldn't find on my own.

[5] Room scrolling:
Problem: If you press the sword or menu key when scrolling/transitioning into another room, BAD BAD things happen.
Fix: Don't let any key work during any auto scroll or walk.
Check point 1 and 2. The sword button has already been fixed. The menu button will be fixed shortly.

Hope that helps! Even with all those glitches, I actually found your tech demo surprisingly solid. A lot of people don't realize just how complex something like this can be. Seriously, this demo is great. I'll continue testing and I'll let you know if I find more glitches. :)
XD


I'll get on these glitches before I release the next demo. This will means some delay, but oh well. At least the next one will be glitch-free (*fingers crossed*)

1473
That sounds really good! I'm also a bit of an perfectionist so we'll get along nicely by the sound of things. ;)

You said you wanted to help in any way. Does that maybe also more like spritework and/or level design?

1474
I'm currently working on respawning enemies/containers, but man ... that's a deceptively large amount of work. Anyway. I'll try and post a new demo tomorrow and I'd appreciate it if some of you could test the demo when it's out to see if I missed any obvious glitches.

1475
Coding / Re: Create a negative colored equivalent of an image
« on: June 06, 2009, 06:10:14 am »
Jup, that's what I was looking for. Thanks.

1476
Coding / Create a negative colored equivalent of an image
« on: June 05, 2009, 08:41:30 pm »
You know how in alttp the enemies briefly changes colors when they get hit. I'm looking to create a similar effect. Meaning I want the player to see a change in the colors of mu enemy. I'm thinking of three solutions to do this, but none of these is very appealing so I want to use this topic to check if anybody has other options or experience with a similar situation. A little random brainstorming is also always welcome. XD

Option A: Change the sprite of the enemies object to an negative image of itself.
Problem: Can't find any such function so I'm guessing it doesn't exist with gamemaker (yet).

Option B: Use blending to change the enemies sprite.
Problem: Uh, sounds possible but I have no idea how to go about doing this (color-wise). Anybody have any experience with something like this?

Option C: Create separate sprites and simply switch the enemy sprite to one of those.
Problem: It will most defiantly work but it'll take more resources to do it. I also consider it sloppy programming. Every enemy getting hit will have multiple images to change into depending on things like status and facing direction. It will possible also need to be in a couple of colors so that's a lot of extra resources if your talking about a decent to large game. Needless to say any programming solution is far more appealing. Let's call option c the fall-back plan for now.

1477
Zelda Projects / Re: The Legend of Zelda : Chiming Bells
« on: June 05, 2009, 06:24:03 pm »
Mamor or infini please could I use one of your scripts? It would really help. Credit will be given.

If neither of them can help you can have my code. Just be warned that I've seperated it in the button press, button release, some custom events and the step events.

1478
Jup. And thanks again. Since this is a solo project, I really appreciate it when people are able to help like that.

1479
Even though I'm still busy moving, I did manage to work on the controls some more this weekend. There is one new noteworthy change I've made (the rest is just tweaks here and there). Esc only closes the program when you're at the starting screen. In every other situation it acts as the cancel button. The reason for this is the customizable controls. When you're in the procces of changing them the regular cancel button is no longer valid. With this change you can now also cancel in that situation since everything other than numbers, arrows or letters is not usable as a control button.

1480
Thanks. It's more than I had before so I'm gratefull.
I'm currently moving, but I might be able to start implementing these next week or the week after that.

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