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Messages - Rayo

Pages: 1 [2] 3 4 ... 11
21
Zelda Projects / Re: [Alpha] Zelda Online
« on: September 01, 2016, 11:49:27 pm »
Update 0.17 is out and is a bit bigger than the other updates because I changed a lot in the multiplayer code, fixed bugs etc.
There are also two new features, minimap and an extended chatbox. Names of the clients are shown and you can see the last three messages! On the minimap you can see other players as well.

The minimap is only available in adventure maps. Now this game is ready for this year's NCFC, which starts in 25 days. :)

Code: [Select]
Changelog 0.17:

- Newly created collectables are synchronized in multiplayer
- Chat box remembers 3 last messages and does not close after typed a message
- Chat box can be opened during death animation as well
- Names are displayed after sending a message
- Cheats need a '/' before entering to be activated and are not sent to other players
- Created minimap which is automatically generated after you enter a new room(Only available in adventure maps)
- On the minimap you can see other players as well
- Escape does not close the game anymore

- FIXED BUG: If the host enter or go outside the room the screen turns black for a moment
- FIXED BUG: You can collect two collectables with textbox simultaneously
- FIXED BUG: Since a surface can be errased any time in graphics memory and is not recreated sometimes a surface crash happens
- FIXED BUG: Ocarinabox is drawn weird sometimes(e.g. after entering a new room)
- FIXED BUG: Variable "image_add" not found during spin attack in multiplayer

22
Zelda Projects / Re: [Alpha] Zelda Online
« on: September 01, 2016, 12:21:50 am »
Game Maker Studio already contains good functions to create a multiplayer game. But I've coded the engine in Game Maker 8.1 and used the Http Dll 2 of Maarten Baert. Consider that creating online games is one of the hardest things to do in GM. This is for advanced users only! I would advise you to make a single player game first or you wait until I've finished the level editor feature in Zelda Online.

23
Zelda Projects / Re: [Alpha] Zelda Online
« on: August 31, 2016, 09:44:48 pm »
In Game Maker Language:

Create Event:
Code: [Select]
sprite = sprite_index;
image =  image_index;
palette = 0;

Step Event(Just for testing):
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if (keyboard_check_pressed(vk_enter)) palette = (palette + 1) mod 4;

Draw Event:
Code: [Select]
draw_sprite_ext(sprite, image + palette * (sprite_get_number(sprite) / 8), x, y, 1, 1, 0, c_white ,1);

24
Zelda Projects / Re: [Alpha] Zelda Online
« on: August 31, 2016, 12:39:34 am »
Quote
Hey Rayo, I have a question, how were you able to make each link have a different sprite?
Oh, that was pretty easy. But you need a large stylesheet. I've already posted the sheets I used in the MC Sprite Collection thread.
So we have a variable called palette, this variable should contain our color. image is our current sub-image in the sprite sheet and sprite our sprite sheet. The formula:

Code: [Select]
image + palette * (sprite_get_number(sprite) / 8)
sprite_get_number(x) returns the number of sub-images in a sprite. I've divided by 8 because the palette can contain 8 values: 0(Green), 1(Red), 2(Blue), 3(Purple), 4(Damage1), 5(Damage2), 6(Damage3) and 7(Damage4).
During multiplayer I am just sending those variables so that the other clients know the sprite, image and palette.

25
Zelda Projects / Re: [Alpha] Zelda Online
« on: August 30, 2016, 09:48:13 am »
Quote
But, what if a map is huge? Would the map fit the entire screen?
In this case I will only draw a part of the surface. Eventually save the surface as a sprite and updating it every time Link moves.
Minimap will be optional, just made it because if was a fun challenge. But it serves perfectly as dungeon map. XD

26
Zelda Projects / Re: [Alpha] Zelda Online
« on: August 30, 2016, 08:12:01 am »
So I've tried to code a minimap which is automatically generated after you enter a new room. I tried to use the same colors as OoT 2D.
The face is probably too big, I think I will use the dungeon minimap face from Minish Cap.



27
Graphics / Re: Zelda 1 Bosses in MC style
« on: August 29, 2016, 05:41:48 am »
So, I've tried another pose:

28
Graphics / Re: Zelda 1 Bosses in MC style
« on: August 28, 2016, 08:21:04 pm »
Looks very nice! I've tried to improve the legs and the eyes:

29
Graphics / Re: Zelda 1 Bosses in MC style
« on: August 27, 2016, 06:00:24 pm »
Quote
Minish Cap uses a maximum of 15 colors per palette (see the Link palette)
Maybe but I definitely can say that this is not the correct Link palette since he wears red shoes, not brown ones.

30
Graphics / Re: MC Sprite Collection
« on: August 26, 2016, 03:47:22 am »
Quote
But where's the sword?
Followers -> Items -> Sword

It's better to have the sword separate from Link so the sword can be on another depth layer than Link.
And yes the sword is positioned a bit weird -.-

31
Graphics / Re: Zelda 1 Bosses in MC style
« on: August 25, 2016, 07:07:06 pm »
Ok, Dodongo is not bad. I also tried to change the perspective a bit so that it looks more like Minish Cap:



I also changed the head, did not like it:


32
Graphics / Re: Zelda 1 Bosses in MC style
« on: August 25, 2016, 04:39:09 pm »
Thanks, I like Ganon! He is not perfectly Minish Cap style but almost! Manhandla is good as well but it's not the same Manhandla as from Zelda 1. I just found a better one to start with.

Gohma? Ok needs a recolor but a perspective change would be nice as well. Gleeok should be easy to made because he also appears in Minish Cap.
The other sprites are not really MC.

33
Graphics / Zelda 1 Bosses in MC style
« on: August 25, 2016, 03:29:43 pm »
I would like to recreate Zelda 1 as an adventure map for Zelda Online. Therefore I need all bosses from Legend of Zelda in MC style.
These bosses: http://www.zeldadungeon.net/Zelda01-the-legend-of-zelda-boss-guide.php

  • Aquamentus
  • Dodongo
  • Manhandla
  • Gleeok
  • Digdogger
  • Gohma
  • Ganon

Probably some of these bosses already are finished or have been started but I just don't found them in the forum. If you find them, post them here, that would be great!
Otherwise we could try to create them based on the sprites we already have.

34
Zelda Projects / Re: [Alpha] Zelda Online
« on: August 24, 2016, 08:03:18 pm »
Update 0.16 includes the possibility to load custom adventure maps! Later, those maps will be created by the community.
I created the first adventure map: Zeldamon (Yes, it's a Zelda/Pokemon Crossover). Based on this adventure map I will progress to improve the way you create adventure maps.

Code: [Select]
Changelog 0.16:

- Adventure maps can be loaded by pressing "M"
  (In the website you can download the first adventure map "Zeldamon")
- Zeldamon content: Full Kanto Overworld with collisions, water and some grass
- Multiplayer and Save/Load in adventure maps work as well
- Game Name and Version are shown in website

And now? Some screens about the adventure map!



I will probably place friendly Zelda NPC's in cities and monsters in routes. There will be several bosses to defeat in each arena.
After you beat a boss or you perform a condition you will be rewarded with a new item to proceed the game. Goal will be to defeat Ganon in the Pokemon League. If you have suggestions write them down here.

35
Zelda Projects / Re: loz:The Sheikah's Apprentice [N64-MOD]
« on: August 22, 2016, 01:04:57 pm »
Quote
I'm sorry but time restraints and my job mean that I most likely can't. However, there are a lot of resourceful people on this website that I'm sure would love to collaborate and help you :)
I think this question was directed at sairugoth. But he won't answer that early. The last time he was online was on January.

36
Zelda Projects / Re: [Alpha] Zelda Online
« on: August 19, 2016, 02:39:48 pm »
Update 0.15 has just been released. Now instances are deactivated if they are not in your field of view so the game runs faster.
Minor bugs have been fixed as well. It doesn't matter if you enter an IP with whitespaces to connect to another player.

Code: [Select]
Changelog 0.15:

- IP accepts whitespaces if entered
- Port is always converted into a real number
- Last error message is logged in game_errors.log
- Corrected depth of other players in multiplayer
- Collectible synchronization works, but not deletion
- Better chuchu/dekuscrub hurt animation
- Better Performance: Activate/Deactivate instances
- Own nickname isn't shown anymore
- You can't go outside the map anymore
- Hide HUD disabled

- FIXED BUG: Lamp light radius increasing if rapidly clicked
- FIXED BUG: If you teleport enemies can attack you
- FIXED BUG: If other players lift something not always the correct object is drawn

37
Zelda Projects / Re: [Alpha] Zelda Online
« on: August 08, 2016, 06:06:32 am »
New update, no multiplayer features, but fixes.

Code: [Select]
Changelog 0.14:

- Version number is shown in windows title
- If the website is currently offline, a message is displayed in the title screen
- Added music to Lonely Peak, Cave of Ice, Volcane, Drowning Desert, Desert Ruins and Quiet Mists
- Bushes and rocks in Volcane and Drowning Desert can be lifted/destroyed
- The telescope is unequipped during warp
- Ice blocks are sliding on ice if pushed
- Ice velocity reduced

- FIXED BUG: Some triggers in Skyforest Shrine caused a crash
- FIXED BUG: Moving platforms did'nt stop during cutscene/menu
- FIXED BUG: Music loops after the miniboss
- FIXED BUG: Lights and followers are showed in rooms where players doesn't exist
- FIXED BUG: Light size is far too big sometimes
- FIXED BUG: Fairy moves away during cutscenes

38
Zelda Projects / Re: [Alpha] Zelda Online
« on: August 05, 2016, 01:28:37 am »
Quote
Looks interesting, any plans on releasing a Linux version? I'm basically completely on Linux and OS X now, but I'd definitely like to check this out.
Sorry, there won't be a linux version. Game Maker 8.1 builds are only windows compatible. :-\

39
Zelda Projects / Re: [Alpha] Zelda Online
« on: August 04, 2016, 10:14:28 pm »
Quote
Wow dude, I feel important xD
I recorded it to show my friends and now, it's official footage of the game! (I think I have to consider to change my Youtube channel to english, or even both english and spanish? XD maybe add subtitles, that would be a good idea.)

Pls no XD Most important is that people watch that you have fun during the videos and watch some gameplay.
I didn't ask you if I can use this for official but currently I have no other videos to show. I hope it's ok for you. :)

40
Zelda Projects / Re: [Alpha] Zelda Online
« on: August 04, 2016, 09:38:29 pm »
Quote
So I recorded a couple of videos (6 to be precise, but the sixth is not up yet) of me playing Zelda Online, to show my friends and to record any bugs or errors that I found. I also recorded me playing with Rayo, which was a lot of fun!
Here is a playlist (it has spanish commentary on top): https://www.youtube.com/watch?v=WtFjPr0dKSo&list=PLoqgKPd6J75RTrqx4tvkrLGMaj88aS_JV
I personally like this project, it has a lot of potential and It can bring a lot of people together.

I've added the playlist to the website of the game and 3 of your videos to the main post of this thread.
Thank you again for recording this gameplay scenes. Finally some multiplayer video footage. :)

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