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Messages - Rayo

Pages: 1 ... 7 8 [9] 10 11
161
Coding / Re: Sound Looping
« on: July 07, 2011, 08:31:43 am »
I don't know why it doesn't work. :-\
Here is an example. Go to the Creation Code of the first map to see my code:
http://www.mediafire.com/?4faxxlrp5gkpb70

162
This game is awesome! :D
I hope you finish the game.

Only one question: How do you make this electric effect?


Oh, and here is my vote: Do whatever you feel like. I'm sure it will be good. XD

163
Graphics / Re: The Legend Of Zelda :The Flute Of Elements
« on: July 02, 2011, 03:04:23 pm »
Here is the list with the actions:

1.Stand animation(down,up,left,right)
2.Dodge animation
(a special animation to change the stand animation immediately. Example:
if the direction is "down" he can get the direction "left" or "right" with this action.
It is a short transition of directions)
3.Defence animation(down,up,left,right)
4.Attack animation(down,up,left,right)
(The attack animation, maybe like this: Only Orca. XD)

164
Graphics / Re: Zelda's Custom Tiles
« on: July 01, 2011, 08:44:05 am »
I like it! :D
Do you sprite the up/down animation of the bird too?

165
Coding / Re: Sound Looping
« on: June 30, 2011, 04:42:59 pm »
Hm...okay this was my new code in the creation code of the map:
Quote
sound_volume(North_Hyrule_Field,0.5);
sound_volume(Introduction,0.5);
sound_loop(North_Hyrule_Field);
sound_loop(Introduction);
But I could only heard the Introduction MP3. :-\
The problem is only with MP3's and OGG's, etc..., but not with .mid and .wav.

EDIT: I can only hear the music's with the multimedia player.

166

Are these not King Mob's tiles? I don't know if these tiles are for use. ::)

167
Coding / Sound Looping
« on: June 29, 2011, 05:45:08 pm »
Hello again, now I have a new problem! XD
I don't know if it is a problem of Game Maker but if a sound is looping(mp3) and I loop another sound(mp3)
I can't hear the first looping sound. Only the second sound is looping.

168
Graphics / Re: The Legend Of Zelda :The Flute Of Elements
« on: June 29, 2011, 05:38:43 pm »
Do you finish Orca?
I like it a lot. XD

169
Discussion / Re: Moving from RPG maker to Game Maker?
« on: June 19, 2011, 08:01:02 pm »
I used the RPG Maker 2 years.
And I decided to switch from working on RPG Maker to working on Game Maker because of freedom(scripts...).
Before I use Game Maker I used the RPG Maker 2000.
I think if you are a coder it would be easy to switch from working on RPG Maker to working on Game Maker.
When you switch you have to learn the Game Maker, but for a good coder with the RPG Maker it is not a big problem.

170
Zelda Projects / Re: The Legend Of Zelda :The Flute Of Elements
« on: June 19, 2011, 07:49:59 pm »
Quote
To be honest Moffett, the title could be improved. What about The Legend of Zelda : Elemental Flute?
What is the different. :D
In my opinion is "Flute of elements" better.
It is more like "Ocarina of Time", "Oracle of Seasons" or "Oracle of Ages".

171
Coding / Re: Direction Problem
« on: June 02, 2011, 10:26:25 am »
Oh, I used "cores". But I meant nuts.
And thank you for the command. Now this problem is finished.XD

172
Coding / Direction Problem
« on: June 01, 2011, 02:21:47 pm »
Hello, now I have another problem.
I have two objects. [Object 1] and [Object 2].
[Object 1] is an enemy, that can't move. But the enemy can spit cores.
[Object 2] is Link. He can move.
Now the enemy should split cores to Link.
But this is every time different, therefore I need help with this code.
How do you would build this code?

173
Graphics / Re: Rayo's Sprites
« on: May 24, 2011, 06:42:40 pm »
This is Sahittams engine.
However I combine this engine with the Zelda Community Engine to make something.
The other little changes are by me.^^

174
Graphics / Re: Rayo's Sprites
« on: May 22, 2011, 05:22:16 pm »
Here is a screenshot and the default look of the textbox(at the moment):


175
Graphics / MC Textbox
« on: May 08, 2011, 01:14:48 pm »
I tried to make a new textbox. Here is the result:

The template was a Spirit Track cover.
Do you think it is good? Green is a risky color for a textbox.
Therefore...what color would you use for a textbox? Maybe you can help me with this choise...

176
Coding / Re: Moldorm Script
« on: April 28, 2011, 04:18:51 pm »
Thanks! :D
These were the information which I needed.

177
Coding / Moldorm Script
« on: April 27, 2011, 09:59:26 am »
Okay, I am working on a moldorm script.
My problem are the objects, that (follow) the head of the moldorm.
These objects should repeat all what the moldorm head does.
At the moment I haven't an idea for this code.(Object-Repeat-Code)
Do you have an idea?

178
Coding / Re: Objectmix
« on: April 25, 2011, 08:06:02 pm »
Oh, I forgot to change the code of the stars. XD
Before:
Code: [Select]
x = Monsters_Par.x
y = Monsters_Par.y
Now:
Code: [Select]
x = other.x
y = other.y
Now the stars appear correct.
But although the new code is in the step event the stars don't follow the object. :-\

179
Coding / Re: Objectmix
« on: April 25, 2011, 04:28:03 pm »
Exact, this is the standart collision code.
I tried your code and then the stars were above the object that the boomerang collides.
I tried this with two objects. It worked with the first object but with the second object there was an error.
The Boomerang collides with the second object and then I saw the stars above the second object.
But only a short moment. After the short moment the stars were above the first object.

180
Coding / Leeverscript
« on: April 25, 2011, 03:45:34 pm »
I am trying to make a Leever but I have an error in my code.
This is the Leever-appear code:
Code: [Select]
if (AI_stage == 0)
{
 if (i < 99)
 {i = random(100)}
 if (i >= 99)
 {
  if (randomfloor == 0)
  {x = random(room_width); y = random(room_height); randomfloor = 1}
  if (place_meeting(x,y,Collision) == true)
  {x = random(room_width); y = random(room_height)}
  if (place_meeting(x,y,Collision) == false)
  {AI_stage = 1; AI_timer_neu = 0}
 }
}
if (AI_stage == 1)
{
 if (AI_timer_neu == 0)
 {AI_timer = 45; AI_timer_neu = 1}
 AI_timer-= 1;
 if (AI_timer <= 0)
 {}
}
If there isn't a collision the AI_stage should change to AI_stage 1.
But sometimes there is a collision and the AI_stage is AI_stage 1. :-\

EDIT: AI_STAGE 1 IS IN THE CODE!

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