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Messages - Martijn dh

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1141
Recruitment / Re: Small Projects
« on: November 18, 2010, 04:21:24 pm »
If you're bored just tell me. I have plenty of other things I could use help with. XD
This one basicly IS a sheet request(sorry) but hopefully with small enough sprites/edits that you'll consider it.
If not then I'll request something else.

Don't look if you'd rather be "surprised" in-game then beforehand:
Show content
I'm looking to add in two more skeleton enemies in my game.
1. A skeleton with a bow and arrow. This means I need sprites of the skeleton while walking around with a bow (normally and while aiming at a target) for all four walking directions. The walk cycle is basicly three sprites: standing still, moving one foot and moving the other foot. If you could also sprite in a difference between a skeleton aiming and actually shooting that would be wonderfull, but I don't want to ask for anything too outragious.
 2. A "joke" skeleton which tries to beat you with one of their own bodyparts (head/arm/rib?). Go nuts. I'd need sprites for standing/walking and getting hurt while missing the bodypart it's waving around with in it's hand (for all four walking directions). I'd probabaly also need a sprite of the skeleton reaching for the deadly bodypart. Again, not too ask anything too outragious (though I probably am).
 
You can find the default bow in the character sheet (if that is the one you wish to use). Every skeleton sprite I am currently using can be found in the two strips (don't mind the coloring). The body and head are seperate sprites, but you don't have sprite them that way it that's a pain. If you want more information/sprites then I'll post more.

1142
Updates / Project of the Month - October 2010
« on: November 15, 2010, 08:20:40 pm »
Project of the Month: October 2010
Ocarina of Time 2D


Forum Topic

Developer: Team Dekunutz
Xfixium
Cypras
Ethelon
TomPel
Mamoruanime
DJvenom
noseblunt3
SinkinDevil
darklink45
dotyue
Jeod

Language: Gamemaker 8.0
First Posted: 06 September, 2008
Last Update: 01 November, 2010



Interview:

-Xfixium-

As you've stated, your team will hold out on posting a demo
till it is truly ready. What level of content can we expect
when that time comes?


Hopefully the very best we can offer. We hope to bring out a
very fun and challenging demo. Aiming to make people think
differently about the whole OOT2D concept. Right now we have
the demo slated to go a little past the Deku Tree dungeon. With
extra bonus content.

Are you planning on making any deliberate changes or
improvements as opposed to the original game?


Changes will definitely be made. These are mainly design changes
though. As one would expect, doing a carbon copy of the original
on every level leaves a lot to be desired. So the thinking has to
be shifted a bit, but not ruin the original "feel" of the game.

Improvements have not really been a big focus at this time. I want
to remain as pure to the systems we are copying as possible.

Your game has actually become PotM before. What have been some of
the challenges you've faced since that time?


Various coding challenges. All of which I won't go into detail about.
Because there has been so many. lol The main focus for me right now is
resource management, and keeping the game "slim". Design challenges
are the real issue of late. I have sort of been taking a back seat
to this thus far. Mainly because of the engine upgrade in effect.
I figure when we get to the testing phase of the dungeon, there will
be alot of finalizing going on. Keeping a 2D mindset with a 3D game is
one of the biggest challenges we currently face.

On a similar note. What are some of the future challenges you still
see in front of you?


Plenty of them. lol Dealing with perspective changes on a design level.
Also changing AI for enemies. Like the Octorocks. Since we're using
2D behaviors over 3D behaviors. This will definitely change the feel
of the original. Also maybe introducing certain enemies a bit earlier
within the game, to make it challenging.

Can you elaborate a little on the people on your team and what they have
contributed (or are contributing) to get where you are now?


First off, I'm a pretty picky individual, so to have these guys tolerate
me has been nothing short of amazing. lol Everyone that is involved in this
project are dedicated to making this a quality game. So I definitely
tip my hat off to these guys.

Jeod - He's a C+C guy. He also lends a hand on the spriting side. Giving
us more options and opinions on our graphics direction as a team. He's
very blunt about the WIP work which I enjoy having those kind of opinions
thrown out there, because it makes the quality of the work that much better.

darklink45 - Great spriter, if you didn't know already. He has thrown in
some excellent original enemy sprites. As well as some other miscellaneous
work. I promise you, his Queen Ghoma sprite will knock you off your feet.

DJVenom - Another great spriter. He has contributed some item sprite work,
as well as various dungeon sprites. He's a guy that will pop in and plop
something on the forum, and blow everyone away with it.

Dotyue - A spriting powerhouse. He will keep beating a sprite to death till
it's perfect. He has been everywhere we need sprites. NPCs, dungeon tiles,
menu items, you name it, he's contributed to it. He also plays a big part in
our dungeon design.

Ethelon - He's an ideas guy. As well as a designer. I trust this guy to make
the calls when I've been too busy to do it myself. He's knows the level I'd
like things to be. He also has some art skills.

SinkinDevil - A spriting staple. He has contributed sprites to the project,
as well as C+C to a lot of the graphics work. He's a constant presence within
the team. Constantly helping us with sprites, and sprite refinement.

TomPel - A sprite artist and designer. His work has included interior
work, as well as some dungeon design. This guy can do it all. Part of the
whole that has done nothing but improve everything we do.

Cypras - A programmer. His laundry list of code includes, fairies, NPCs,
ocarina engine, time transitions, rain effects, kokiri particles, and currently
the Deku Scrub enemy.

noseblunt3 - A spriter. He has helped us in the beginning, but has been
absent of late due to personal life. He has set up alot of our earlier
sprite work dealing with Link in MC style. Things like the slingshot,
deku stick, deku nut, and Adult Link animations.

Mamoruanime - A spriter and designer. The driving force behind Dodongo Cavern.
Which looks amazing.

How can other people contribute for your project if they wish to do so?

By just posting on the Ocarina Of Time 2D FSA project board. Whether it be
graphics, code, an idea, or audio, you can bet we will look at it.


-Jeod-

What is your role within the development team?

I just help out here and there. I'm not the top spriter, but then again neither is everyone else. We're all pretty much equals in this team. Every sprite we submit is fashioned to be a bit better by the others in the team. It's kinda like a game of catch. Someone throws something into the mix and someone else takes it and makes something better. In the end we're all satisfied with the result, and it feels good to be able to say the graphics have a little of everyone in it.

What are some of the future challenges you see in front of you?

Dedication. As a team we've been motivating each other quite a lot. But as the project progresses it can go two ways: we can either get more motivation by progress, or lose interest and get more involved with our lives. As a team it's like a side job to keep each other on our feet.

What have been some of the challenges you've faced?

I think most of the challenges have been in the programming aspect, but there have been a few graphical obstacles. Like the mirror shield and the megaton hammer. Those two were real tough to perfect in a 2D form, especially in a fitting style.

How do you feel about the project thus far?

I can honestly say I'm glad I could be a part of the team. Ocarina of Time 2D has been a project lots of fans have dreamed of, and together we've been able to pull off a stunning victory so far. I'm looking forward to the first demo release! I want to know what everyone will think of Team Dekunutz's work.


-Ethelon-

What is your role within the development team?

I do tiling and did a bit of spriting with a few of the menu icons (3/4 is my weak point). I also do alot of design. I focus more on that (design) now because I haven't had too much time to work on tiles or sprites due to a few other projects that came up during X's absence.

How do you feel about the project thus far?

I think it has a huge potential with the team. They're all very capable people, and it's pretty awesome to be able to work with a large team that's good at what they do.


-Dotyue-

What is your role within the development team?

I was recruited as a spriter to design Four Sword Adventure Style Characters of the Orginal game, but wit time it led me to design dungeons, items and bring in ideas for the game itself like gaming modes and dungeon puzzle or boss encounter design. You could say that i try to bring as much creativity of myself into this OoT2D Project

What are some of the future challenges you see in front of you?

The more and more intruding Real Life that doesn't give me the silence and time to sprite, to bring in Design ideas since everyone has his own ideas

What have been some of the challenges you've faced?

To find the true fitting sprite styles and level designs to be true to the original game and feel true to fsa without being too less or much in size and idea and its still a problem in every part we try to convert, every single room has characteristics which afford new sprited tiles or ideas to be searched in 2D Zelda's and ported into the faced obstacle. but with the help of every member we could overcome every problem until now

How do you feel about the project thus far?

When this project actually reaches the limits of the Kokiri Woods with every aspect that the original had and the fun parts we brought in and the People are pleased with that, then much work will be done. The Future has already seeded for some really cool ideas to make the FSA-Type feeling complete for every Player


-TomPel-

What is your role within the development team?

Well, I'm a spriter and a room designer. One of the many :P. At first I worked more on designing the Kokiri interiors, but nowadays I guess I'm leaning more to spriting. I like to help other's when they have some problems with their sprites. I'm getting lazy I suppose :P. At the moment I'm working on a room inside the Great Deku tree. It's a pain in the ass, I can tell you  :D. Many of the tiles must be made from scratch.

What are some of the future challenges you see in front of you?

Well, converting areas to 2D of course. You have to make the puzzles and areas to work in a top-down perspective. Many of the rooms in OoT are pretty spacious. The same doesn't work in 2D Zeldas. The screen mustn't look empty or boring. You have to use a lot of creativity to make the areas work. And of course the custom sprites and tiles :P

What have been some of the challenges you've faced?

Well, the conversion to FSA-style in general was a whole new challenge for me. Haven't played the game or anything, let alone sprited in the style. Luckily it's pretty much just more advanced version of LTTP-style. It's nice to learn new things. Oh, and the fact that real life seems to always get on the way of this project.

How do you feel about the project thus far?

Great actually. Lot of work and time has been put to this. And I'm proud that this isn't even trying to be just a copy of the original. We'll add our own spices in the mix :P
We also have a pretty damn talented team!


-darklink45-

What is your role within the development team?

I sprite and animate enemies, bosses and occasionally help with other sprite related things. But I'm trying to do more work now because i haven't been doing much.

What are some of the future challenges you see in front of you?

Trying to finish all that i have started.

What have been some of the challenges you've faced?

Trying to find the time to be more active, and to learn to make to sprite in this style without borrowing too much from other games and port the models to sprites.

How do you feel about the project thus far?

Great, this is a great team that know what they are doing, I feel honored working in this project and I think it will go very far.


-Cypras-

What is your role within the development team?

My role within the development team is a programmer. Xfixium and I do the programming for this game. Mainly I work on individual elements for the game and then the team gives advice and I adjust it. When that's finished Xf puts it into the next build of the engine.

What are some of the future challenges you see in front of you?

The major challenges ahead of us are converting the 3D elements in 2D and make it still enjoyable and OOT like. At the moment i'm facing real life time management. Although it's almost summer holidays so i'll be able to get things done.

What have been some of the challenges you've faced?

Time management in real life. Other than that the team is great with getting things done and right.

How do you feel about the project thus far?

I love how this project is going currently. The team is really great at what they do and Xf just leads us all very well. Not to mention that our team can be very random at times which keeps things cool and fun.


-SinkinDevil-

What is your role within the development team?

My role in this development team is a spriter but I'm also helping the room designers a little bit.

What are some of the future challenges you see in front of you?

All the enemies that needs to be done, that alone will be alot of work.

What have been some of the challenges you've faced?

Find some time to get something done. We all have busy lifes to keep up with such as school ect.

How do you feel about the project thus far?

It's coming along really good. I think that this project is going to go far just because of the great teamwork we have.


-Mamoruanime-

What is your role within the development team?

Dodongo Cavern Extraordinare~

What are some of the future challenges you see in front of you?

Lots of drawererings :(

What have been some of the challenges you've faced?

Lots of drawerings D:

How do you feel about the project thus far?

I like-like it :D


-DJvenom-

What is your role within the development team?

I'm the minor graphics dude.

What are some of the future challenges you see in front of you?

Honestly at the moment, between myself and the other artists on the team, I can't think of anything we can't tackle!

What have been some of the challenges you've faced?

Coming up with a consistent menu item style. Our current one is pretty satisfying though. :)

How do you feel about the project thus far?

As one of the original creators of The Church of OOT2D back in 2003, it will be nice to see the vision of Daniel Barras come to life. It's a shame he can't be involved in some aspect.

1143
Zelda Projects / Re: [SCREENS]Ocarina Of Time 2D
« on: November 14, 2010, 10:14:35 am »
The collision data I refer to is somehow using GM's collision_rectangle function for checks. Have the rectangle shape data within the room binary file read in, and then checking against those values. I'm not too sure how it would turn out, but I figure it's worth a try.

Quote
I have been considering a solution for some code I am working on that uses a specific tile layer for simple walls, and then keeping everything that can be corner-cut around as objects.

Sounds interesting, exactly how are you using the layer?

Quote
I was wondering at how much cost the overhead of using shapes would be though in relation to using built-in tile functions.

I would still be using built-in functions, the question would be how fast / possible would it be? Overall, there just has to be a more flexible and easier way.

I came to a somewhat simular conclusion. It seems far more efficient and user friendly then using objects for every collision option. When checking for a collision gamemaker generally checks collisions against all other presently active objects. In my game about 70-80% of the ingame objects could be cut away by this new method. So combining those two leads me to believe collision checking elsewhere should become quite a bit more efficient as well. I see no drawbacks.

1144
Zelda Projects / Re: [DEMO] The legend of Zelda 3D Flying Rooster
« on: November 14, 2010, 09:54:41 am »
The story is good enough. It has a clear threatening problem and goal for the main character, with backstory to try and justify it. There are three things that come to mind though:
-Three hero's coming out of nowhere is enough explenation for the intro. If you intend to use these guys for more then just the intro text, then it might be smart if you elaberate on there origins a little (for yourself). Are they for instance man, goron, zora and deku? Where did they come from? Aren't there still (old) characters who still know of them and why? These are a couple of things you could think of if you wish to flesh out your story a little.
-The concept of four hero's not being strong enough then the big bad is okay, but you'd have to be consistent in that the main hero shouldn't be able to fully beat the big bad either. Why can one guy do what four legendary hero's could not? Two other options are that your current hero has discovered a new means or weapon the old heross could never not have had or known of. Or you could edit the story a little so the heros had more or less beaten the evil, but something was going against them and they had to resort to sealing as a last ditch attempt.
-This is more my way of thinking when I read your story. People maintain the temples to keep the seal save. People lose fate in their cause as the memory get's watered down over time, so they eventually no longer go to the temples. After a while the seals inside the temples are beginning to weaken, rips appear and evil beings come out (to explain monsters inside the temples)? The main character needs to close the rips per temple while each individually grows larger. This would explain why the threat increases even though the main character is fixing the problem. The remaining rips get bigger while the character was busy diminishing their numbers. The opposite to me would feel less of an accomplishment. Why is the villain still a threat (or even able to escape) if the main character was able to reimpower the original seal more or less completely?

1145
Other Projects / Re: [Demo] Tech demo - Horn of Balance (working title)
« on: November 11, 2010, 11:12:19 am »
Sorry for the double post but the exams are over. Man, they sure didn't hold any punches this time around, but whatever. I've got more time to work on the game again.

Here is an overview of the recent comments and there status (I'll post it in the first post as well):

1. Game can become more sluggish as it progresses
--> Surfaces are freed up more thoroughly in the next demo. This should improve memory consumption a little.

2. Weird thing happen with the keys pressed while the game has slow framerate. This possibly due to the manor in which Gamemaker tries to catch up, with the key having been pressed, when it falls behind.
--> I'll remember the issue for now. A solution might be to handle keycommands in a different manor. Changing such a thing is easier as I continue tidying up the engine/coding. The problem also sounds like a result of very slow framerate so I'm not sure how many people have these issues and what priority I should give it.

3. A surface error happens when entering and exiting the dungeon too many times.
--> Solution in progress. Repeating the exact same action several times in a row should basically net you the exact same result several times in a row. I'm unsure why this is not the case. Maybe it's a Gamemaker problem with surfaces. :huh:

4. On slower computers serious lag may occur when you cut up (multiple) grass, pots or enemies.
--> I'm unsure why this happens with enemies, but I'll see if I can work on removing the slowdown for grass (and possibly pots). When objects like grass get destroyed the ground is edited. This is done by reading an external file and editing that data in a new temporary file. The reason for reading the external data every time you destroy something is to spread out getting the data as oppossed to reading in everything the instance you enter a new room (that could currently result in slowdown on better computers as well). I'll work on this problem.

5. Pressing Ctrl+Alt+Del deletes all surfaces (= Gamemaker mechanic), resulting in errors.
--> I'll see what I can do. Half the problem should already be solved when number 3 is finished.

6. Link looks like he is standing in front of a statue while standing behind it (= reoccuring problem with various other objects as well).
--> Solving this properly will require a thorough rewrite of some mechanics. This one will be pushed back to a later date.

7. The walkingsound will sometimes continue the loop while Link has stopped.
--> No solution ready right now.

8. The items created by flying skulls can not always be collected.
--> This happens if the items are created on a different floor then you are standing. Fixing it will required quite a bit of time but may also result in solutions for a slight problem with the Pol's Voice.

9. The dungeon can currently be done out of order resulting in unclear goals and closed doors you can walk through.
--> I'll try to adress this before releasing the next demo. This will require me to finish the firerod's magic and torches to light.


Brutus: The only thing that I can advise is that you try again. Not unpacking everything like intended might also result in weird behaviour. I've never tried it.


Edit: fixed issue number three (and one a bit more as well). There was another large surface that was not freed up properly which somehow resulted in the surfaces getting deleted all together. Maybe the overall memory needed for surfaces became to large for Gamemaker as it was a pretty bad memoryleak.

Edit2: Improved some mechanics and that eliminated the temporary decrease in framerate when I cut up multiple bushes at once (on my slow laptop). I'm unsure if this will also fully fix Niek's problem since his decrease was worse, but that will have to be tested when a next demo comes out. I'm considering number 4 closed for now.

1146
Zelda Projects / Re: [Demo] LoZ: The Awakening of a Shadow IS ON PRO NOW!!
« on: November 11, 2010, 08:43:02 am »
Doesn't look bad but I'd like to make some suggestions:
-The copy and erase text isn't centered like the title text.
-The distance between the middle section and the two lower boxes is far less then the distance to the title. I'd raze the middle section a bit.
-Link's status box doesn't allign with the three saved files. You could make the statusbox as big as the three files combined or allign it more.

1147
Other Projects / Re: [Demo] Tech demo - Horn of Balance (working title)
« on: November 08, 2010, 09:42:45 am »
-The destroying of bushes should not result in a slowdown (obviously XD). The only plausable thing that happens is a check wether or not the ground needs to be edited (draw the stump if cut and dirt if pulled up). Maybe that's the problem. Does this happen constantly from the very beginning of the game or only after you played a bit.
The slow down happens right from the start of the game and the more patches you cut the longer the lag is.

I tried the game on my own laptop (which also isn't stellar) and I got a simular slowdown. When standing outside the default framerate for me is 30fps. The flying tile decreases that to around 26fps, or at least it seems that way. Picking up stones or cutting grass decreases it as well. The reason for these last two is because the ground get's updated. The ground data get pulled from an external file and edited into a temporary external file. I might be able to speed things up if I discard the temporary external file and save all the grounddata in an object. Since I didn't have any performance issues I figured I'd save some memory. (I'll have to check that out if I find more time).
I'm using the text format for saving the data since I can't use a two dimensional array and each piece of land has more then ten possible states. Each row of land may consist of more then 128 blocks (meaning > 3 screens wide) so the use of numbers will need a pretty clever solution to work.

A little spinoff: The framerate is now better for rooms where you can not dig (my framerate increased from 12 fps to 15 fps). This is because I now discard the groundsurfaces completely in rooms that don't need them. It's completely useless for computers without performance issues, but that's beside the point. XD

Edit: After some testing I believe the slowly decreasing speed should have been fixed (or at least be a little better now). There were two instances in some older coding where I did not properly free up used surfaces. That's fixed now.

1148
Other Projects / Re: [Demo] Tech demo - Horn of Balance (working title)
« on: November 07, 2010, 08:48:38 pm »
Thanks for the advise. I'd have to change the current use of the surface a little but it should work.
The problem I'm forseeing though is in the actual redrawing of the sprites. The overhead is easy enough but the dug up ground is a whole other story. It's a lot of options to go through which I normally mask by building the ground as you go (= only drawing the piece of ground you just dug up). I could still go through with it and then the player would get a slow framerate for a minute or so when they get back (which, granted, is still far better then errors). I'm also walking around with the idea of storing the surfaces as sprites while the game is inactive but I'm not sure if that's doable, timingwise.

1149
Other Projects / Re: [Demo] Tech demo - Horn of Balance (working title)
« on: November 07, 2010, 02:31:14 pm »
Why in the Link game, can you lift up one of the heaviest rocks?

Because he has the needed gloves in his inventory at that time.


- Serious lag when cutting grass and destroying pots or enemies.

- Link is standing on top of a statue instead of behind (see picture).

- Error message happend in windows XP, after Crtl+Alt+Del and starting the task manager. Then going back to the game. Second came after pressing ignore.
 
___________________________________________
ERROR in
action number 2
of Draw Event
for object obj_Terrain_Effects:

Trying to use non-existing surface.

___________________________________________
ERROR in
action number 2
of Draw Event
for object obj_Overhead_Menu:

Trying to use non-existing surface.


It also happens when entering and exiting the test area too often.

- Some unexplained actions happened. Link did a sword charge and than a spin attack, while moving down and faceing left. This happened without me touching any keys.

- The long I kept playing the more sluggish the game became and the more unresponsive to the keys it became. Which made it difficult to time the strikes on enemie right and Link often kept bumping into them without moving out. But my laptop isn't the fastest anymore, as it is already 4 years old. Although the task manager indicated that it only used about 50% CPU time and no I don't have a dual core. My laptop is still a single core.

Seems like you discovered quit a bit. I'll try to take some time to look at them in more depth after my exams. For now:
-The destroying of bushes should not result in a slowdown (obviously XD). The only plausable thing that happens is a check wether or not the ground needs to be edited (draw the stump if cut and dirt if pulled up). Maybe that's the problem. Does this happen constantly from the very beginning of the game or only after you played a bit.
-The visual error behind the statue is known. There is an easy solution (like they did in alttp), but I know it's more of an illusion rather of an solution, so I plan on redoing the entire depth system to handle such issues. That is quit a bit of work so you'll have to bare with it for a long time.
-Ctrl+Alt+Del has that problem and I often use it as a means to cut off a frozen game during development. This is a result of how GM handles surfaces. A screensaver or in this case Ctrl+Alt+Del clears all surfaces. I'll see what I can do when I find the time.
-I need some info on the unexplained action. Can you recreate it and how did you do it? It sounds like a serious glitch.
-The slowdown sounds pretty serious as well. Could you do some testwork for me, maybe? Pressing Ctrl+Alt+Del before starting the game and then checking the CPU % at the start and during the game. (You can also look at the framerate number in the header but that's far less accurate). I'd do it myself but I haven't noticed such a slowdown on my own computer at all. I'm hoping the problem is caused by a surface or something I'm forgetting to free after use. If not, then I currently have no idea what the cause might be.


I get those surface errors any time I enter the dungeon. IMO I don't think GM handles surfaces well at all, and I wouldn't doubt if they became depreciated in the next GM incarnation for a better system.

How bizar. Could you post the error messages? If they are exactly the same as what Niek has then there is little I can do. Except maybe not use surfaces.

1150
Other Projects / Re: [Demo] Tech demo - Horn of Balance (working title)
« on: November 07, 2010, 08:43:52 am »
Sorry, i can't seem to reproduce the two things i mentioned, the only one i know for sure that happened was the Stalfos spawning and hitting me when i entered the room, but i can't seem to find the right one anymore, i entered a room that looked like it but the Stalfos spawned away from me. I've tried a few times and neither the 1 kill hit nor the spawn thing seem to be happening >.<

Killing a stalfos in one hit will happen if you are playing with the upgraded sword I believe. It's like that in the original as well.

The spawning I can't help you with then. The stalfos enemies are programmed to move about random so it may indeed be hard to reproduce a previous situation exactly. If you can give me your best guess (who/where) then maybe I can look into that.


the demo was fun for about a minute until it froze my computer

Sounds more like an issue with your computer since you're the first to mention this. If you believe this is something I can fix on my end then I'll need more information. Stuff like: At what point did it freeze up? Did it actually freeze or was it just terrible slow? Did you do anything before? Can you reproduce it? Did you properly unpack the entire game from the compacted folder?

1151
Updates / Re: Nominations - October 2010
« on: November 06, 2010, 05:42:17 pm »
I've got exams I'm studying for (+various other things), which obviously take priority. Bear with me for a week. Maybe I've got time to do it inbetween but don't pin me down on it.

1152
Other Projects / Re: [Demo] Tech demo - Horn of Balance (working title)
« on: November 03, 2010, 12:30:42 pm »
"Vacation" started yesterday, meaning I'm studying these next two weeks for some upcoming exams. It's day one and I'm completely bored out my mind. Just ... 9 more days left :'(

When I'm bored I tend to work on my game off and on to keep my sanity and I felt like taking a screenshot of development. No reason really. I always like those inside looks into things you never end up seeing the end result. Ooh and that picture in the corner. That's me looking ordinary so it's usable for a pasport.... wait for it..... yeah, there go those few followers I once had.

1153
Other Projects / Re: [Demo] Tech demo - Horn of Balance (working title)
« on: November 01, 2010, 06:58:13 am »
Thanks for the feedback FISSURE.

- The naming thing is like in the original, but I'll keep it in mind if I ever recode the starting screens.
- That one stair where you get stuck has been fixed in my personal demo (why does everybody try to go up there :huh:). I'll upload that demo once I'm done with the shock effects. That should be in roughly one week time from now.
- Could you tell me where it was, which weapon you had in hand and which color Stalfos died?
- This usefull information. Could you tell me the room and door you took? If it's the first time you entered that room then I'll have to adjust the enemy positioning or AI. If you just exited with a Stalfos on your tail and you reentered directly after then it's the way it's supposed to be. Also, did you get hit while you had not control over your character or only the instance you regained control?
- Saving does not work indeed. It's on my list (along with a million other things XD).

Here is last weeks progress btw:
- Tweaked the Pol's Voice AI some more (to repond better when getting hit).
- Finished the mechanic behind getting shocked by electric enemies (also possible through hitting the enemy with a sword/rod/shovel/net).
- Made progress on the "getting shocked" animation (I'm now at 20+ fps with a more consistent blurring effect, even when the screen moves).

1154
Updates / Re: Nominations - October 2010
« on: October 31, 2010, 08:51:15 pm »
Yeah, sure. If you want.

1155
Updates / Re: Nominations - October 2010
« on: October 31, 2010, 07:42:20 pm »
Wow I've been nominated. I'm so motivated to get Gismor done now as a thanks to whoever nominated Chiming Bell again so I can release the next boss screenshots

Thanks to whoever nominated my project

No thanks needed. I just browsed through the topics and noticed you recently posted some interesting screenshots.

Voting can now begin. I'll start with two votes for now.
First is Ocarina of Time 2D because the (rare) screens that come out look very well made. There is a large team working on it for a while now and that gives me confidence that it'll be around long enough to deliver on the promise of a nice first demo.
My second vote goes to Leduardo's Custom Tiles. It's been around a while as well and the sprites just look very well made in my eyes.

1156
Updates / Nominations - October 2010
« on: October 31, 2010, 07:31:11 pm »
Sorry about the delay. It's still october so we should be okay XD.
Let's go over the rules again real quick.

Rules:
- Projects to vote for will still be pre-selected as usual. Your project will be pre-selected if it has shown some form of relevant progress during the current month. Think along the lines of a new demo, screenshot, video etc.

- Normally selection only applies to the projects in the topics: Sponsored, Completed, WIP, WIP other and Concepts. We now expand the range to also include projects from Templates, Graphics and Audio. The projects also need to have shown some form of relevant progress. There are added rules for them though: they will need to contain more then just one sound/picture or template (whichever applies). It may not be a request topic. Basicly the aim is to only nominate continued projects.

- You now have the option to vote in the poll. (If one is not yet present when you read this, then one will be added shortly). Posting a comment explaining why you voted for one project over another is no longer needed, but it is still highly encouraged. I will obviously do creator's good to read some friendly feedback, but it will also make the difference in case of a tie. If there is a tie and no relevant comments are present then I'll have to favor one over the other personally and I'd rather avoid that.

- Every project to get votes in a month will have earned a place in the Sponsored section for the month that follows. If a project does not get any votes during month then it will not be in Sponsored in the following month. This also happens if the project was not nominated due to lack of progress. The project with the most votes is crowned Project of the Month. The creator will receive a message from me in regard to a short interview and the creation of a PotM topic.

- You all gets the option to vote for multiple projects a month (if they so please). As each voted project moves to Sponsored you could use your votes for moving various interested topics as a sign of support. Or you could vote for just that one topic you really favour for PotM. And if you're always torn up between multiple topic then this is the sollution for that too. Just vote for both. Just remember that each vote hold equal weight. If for you vote for more projects, but really only favor one in particular for PotM then you can always add a comment and explain. It'll make a difference in the case of a tie or it could convice others to vote for your favourite as well.


New rule:
- Attempts at faul play (like having lots of outsiders come here just to vote for your game) will result in your project getting disqualified. Do it more then once and you are risking a ban.
- Voters must have made a minimal of 10 (meaningfull) posts for there vote(s) to be considered valid.


This month's nominations (you have 5 days to cast your vote):
Tech demo - Horn of Balance
Surface
Ode to GB Zelda
Sprite Builder
The Legend of Zelda: Black Crown
The Legend of Zelda: The Sage Knight
Zelda Engine with MC graphics
TLOZ: Chaos Rising
Ocarina of Time 2D
LoZ: The Awakening of a Shadow
The Myth of Heroa
[Alpha] Map Editor 0.7a
Super Smash Bros - ZFGC
The Legend of Zelda: Heart of the Master Sword
The Legend of Zelda: The Hylian Phoenix
The Legend of Zelda: Chiming Bell
Leduardo's Custom Tiles

1157
Other Projects / Re: [Demo] Tech demo - Horn of Balance (working title)
« on: October 31, 2010, 11:38:23 am »
Just a little post to mention I'm still working on it, as always.
I've basicly finished the mechanic behind getting shocked several days ago. The visual screeneffect that accompanies it is a completely different story though. It's not too hard to think up a solution. It's hard to do it with a minimal drop in framerate (it currently still drops to around 15fps on my pc). These two goals work together very badly it seems. The presence of uneffected sprites (in between layers of tiles) is especially hard to mimic with low costs.

When I'm more or less done (or giving up trying to further improve the speed) I'll post a crude demo for people to test the performance themselves.

1158
Discussion / Re: Horn of Balance - editor
« on: October 26, 2010, 08:18:52 pm »
Do you have all the creation information defined in the creation event of a room or in a script.

Object creation is done in the object's creation code, accessable in Gamemaker's room editor. In the Gamemaker's room creation coding there are three variables stored: floor number, dungeon number and background sound. I can image this data will need to be relocated to the area level. About 95% of the remaining creation data is stored in scripts. There are some instances where default object values are just defined in the object's creation event. It seemed silly to create scripts for just two variables.


About the keys. It is important that you make a distinction between keys as a reward and as collectibles. Rewards are given by chests and NPC's. During creation it is already checked whether the chest has been opened or not. And when Link opens the chest the chest increases the number of carried keys and sets the appropriate achievement flag (this is what I meant with index). With pots and enemies, they are told when to drop the key. At this moment they check if the key has been retrieved and if not they drop a collectible object that is the key and pass the respective achievement flag. Once Link actually picks up the collectible key the achievement flag is set by the collectible key. Or at least that is how I think about it.

I'd explain how my approach some more as well, but I don't think discussions like this are the way to go. I've been working on my game for a while now and have created something that, to me, works well, uniform and is pleasant to understand. I image you feel the same about your own work, as it too is something someone can be proud of. We both believe we made the right choices or else we wouldn't have made them. I'm a little further ahead in my engine in that I've got some more featured working together and have run into quite a number of issues because of that already. To change core mechanics on a whim while I have doubts wether or not it's solid enough to handle the issues that I've already tackled... it's not very tempting. Don't get me wrong. I'm not saying your idea's are bad. Maybe you won't run into the same issues I have. Who knows. Just please respect that I build my own engine with care over the last two years and take slight offense when I should alter it after showing just a part of coding. These pieces are part of a larger whole that works together quite nicely. Every engine has points that can be done differently, sure. My game works solid though and thus needs no change. Nor does it lag or have memory issues.

The thing I was thinking of today was that an engine should not have to change to suite the editor. Not mine. Not yours either. If we brought in a third engine it would be completely different from ours as well and the editor might quite possible not be able work for it. So how about the following. We just allow people to edit the editor. The following is obviously also directed to Xfixium.

Let's take the level structure of area/cluster/room as a given. As well as the flag system for stoing groups of indicators/data. The area level holds the variables needed for rooms (position, dimensions, etc), clusters hold some data (cluster indexes for instances) and the tiling data will need to be defined (in combination with a depth system). Think bare minimum here. All engines are eventually the same in that regard. Next we allow the creator to add the variables he/she wishes to the layers and objects used for editing his/her game.

I can imagine an object list (or tree maybe) with a + symbol available. Upon clicking you add a generic object with zero properties and then have the option to add in a variable. Doing so gives you the option to have it be a numeral, string, array, flaglist, flag/boolean or a referencing to (the index of) another object/room/level. After choosing your selection you set a default value. If the variable does not allow change then there needs to be a checkbox for that. Afterwards, when you are doing the actual editing, you get to place the new object on your map having your added variables in it's properties. I'm suggesting the same kind of possibilities for area's, and clusters as well. To be able to add variables to it and choose the type of variable.

Two suggestions might need some more explaining.
- I'd advise allowing the user to add a variable that is a reference to (the index of) another object/room/level for two reasons. One is objects like transition points, where you want to have a reference to a destination. The other is a user friendly interface. I can imagine a dropbox for these kinds of variables showing all possible area's/rooms/clusters by name.
-Second is allowing the user to add a variable that is a flaglist or flag. This may be best explained with an situation. You add a flaglist variable to the area level. Then you define an object with an flag variable. We probably have different idea's on what a flag is, but what I'm picturing right now is a boolean that you can link to a flaglist somewhere (through another dropbox maybe). In this case we link to the flaglist on the area level. So if we add the flaglist chests to area and the flag chest_index to an chest object then we can link those and we'd have found a way of defining and filling flaglists.

------

Bottomline: I'm just thinking out loud here as an idea like this would still need plenty of refinement. Note that I skipped the sprite/mask properties on purpose to keep it simple. We can end a lot of future discussion about how we should handle things with this (by basicly allowing all options). You could then even use the editor for a metroid game if you wanted to.

1159
Discussion / Re: Horn of Balance - editor
« on: October 24, 2010, 10:22:10 am »
Well, it is difficult to put in GM code, because I don't know exactly what your code is. Thus I'll do it in semi pseudo code But you have the following:

x -> is the number of the current dungeon.
dungeon[x,0] -> number of keys still available to Link
dungeon[x,1] -> temporary status indications that only last as long as Link visits this room cluster.
dungeon[x,2]-[x,4] -> the permanent status of the dungeon.

This is the code to execute a dungeon achievement with the dungeon number and index
Code: Text
  1. flag = ( index div 53 ) + 2
  2. flag_index = index mod 53
  3.  
  4. dungeon[x,flag] = setFlag(dungeon[x,flag], flag_index);
  5. // Set flag already checks whether it is already set or not.
  6.  
  7.  

Let's see if I understand correctly.
show_message(string(dungeon[x,0])) would give me "01010001001..."?
dungeon[x,0] would contain the same data as the array Key_Collected[index] with indicators ranging [0-9]?

It seems elegant if so but we'd need to define clear guidelines for what this data means.
flag = ( index div 53 ) + 2
I assume the first two positions have a special function like keeping track of how many variables are effectively stored.
In my own engine I did something simular:
Code: [Select]
// Small chest info
Chest_Last = 9;
Chest_Opened[0] = 0; Chest_Floor[0] = 4; Chest_X[0] = 48; Chest_Y[0] = 60; Chest_Master[0] = 0;
Chest_Opened[1] = 0; Chest_Floor[1] = 4; Chest_X[1] = 30; Chest_Y[1] = 46; Chest_Master[1] = 0;
Chest_Opened[2] = 0; Chest_Floor[2] = 4; Chest_X[2] = 88; Chest_Y[2] = 46; Chest_Master[2] = 0;
Chest_Opened[3] = 0; Chest_Floor[3] = 4; Chest_X[3] = 72; Chest_Y[3] = 14; Chest_Master[3] = 0;
Chest_Opened[4] = 0; Chest_Floor[4] = 5; Chest_X[4] = 87; Chest_Y[4] = 14; Chest_Master[4] = 0;
Chest_Opened[5] = 0; Chest_Floor[5] = 4; Chest_X[5] = 46; Chest_Y[5] = 12; Chest_Master[5] = 0;
Chest_Opened[6] = 0; Chest_Floor[6] = 3; Chest_X[6] = 71; Chest_Y[6] = 23; Chest_Master[6] = 0;
Chest_Opened[7] = 0; Chest_Floor[7] = 5; Chest_X[7] = 95; Chest_Y[7] = 14; Chest_Master[7] = 0;
Chest_Opened[8] = 0; Chest_Floor[8] = 4; Chest_X[8] = 58; Chest_Y[8] = 43; Chest_Master[8] = 1;
Chest_Opened[9] = 0; Chest_Floor[9] = 3; Chest_X[9] = 34; Chest_Y[9] = 61; Chest_Master[9] = 1;
The first variable tells how many chests exist (for this area). This is mainly done for the creation of the map since you need to know how long you array is. In your solution this is constant so it's no issue, but I can image though that you won't want to loop through 53 possible chests when you only have one.


This is code that is executed when Link is opening a chest. Note that each chest has a variable denoting the index of the permanent status and a variable to denote whether it is opened or not:
Code: [Select]
if !chest.opened

    chest.opened = true
    
    give Link the contents and if the contents is a small key dungeon[x,0] += 1

    setDungeonAchievement(x, chest.index)


Opening a door is similar. It also has a variable opened and an index. Off course when the door is opened by a switch or dungeon puzzle you don't need to bother with checking keys.
Code: [Select]
if !door.opened and dungeon[x,0] > 0

    door.opened = true

    setDungeonAchievement(x, door.index)

    decrease the number of small keys dungeon[x,0] -= 1


You only need three core variables per chest (for now). What is it's index? Is it opened? What was it contents? I store the second and third high over and the first as a variable as a property of the chest. The chest object is something that gets reset when you exit and enter a Area/Cluster. I'm talking about the entire object and thus the variable attached to it is also constantly reset.

You only need:
Code: [Select]
if !getDungeonAchievement(x, chest.index)

    give Link the contents and if the contents is a small key dungeon[x,0] += 1

    setDungeonAchievement(x, chest.index)
When you've opened the chest just delete it while leaving the masking. Or turn it invisible, depending on your preference in masking.

Something simular can be said for the locked doors.
Code: [Select]
if !getDungeonAchievement(x, door.index) and dungeon[x,0] > 0

    setDungeonAchievement(x, door.index)

    decrease the number of small keys dungeon[x,0] -= 1

I make a distincion between locked doors and otherwise closed doors, but that's for another day.


I don't know what every array is used for with your code and how much objects play a role in your code and maintain status values about themselves. But I do know that a door that is already opened, cannot take a key again and a chest that has already been opened, a pot that has already given a key cannot provide a key. Thus you don't need to check how many keys are still left or keys that are already spent, because either the chest or door has not been opened.

My point is that with true false status indications, using a single number as a boolean array would be better than having long arrays. It saves in used memory, although PC's have already a lot of memory. When saving this data to a file you only need to save a few numbers instead of an entire array.

I wend about it in somewhat the same way at first with the keys, but it's deceptive. Let's say you break a pot, a key appears and then you walk away. XD
You need to track each key that can be missed and then you might as well track them all. Doors are somewhat simular in that you are working in pairs. Saving that data on the area level saves you some headache as well.

Looking over your explination I'm starting to warm up to your idea, but there are the few issues I mentioned. It is then important that we are both in agreement on how the data needs to be saved. Like a uniform template. We wouldn't want your data to look like A and mine like B.

A.
dungeon[x,0] -> number of keys still available to Link
dungeon[x,1] -> temporary status indications that only last as long as Link visits this room cluster.
dungeon[x,2]-[x,4] -> the permanent status of the dungeon.

B.
dungeon[x,0] -> number of keys still available to Link
dungeon[x,1] -> the permanent status of the dungeon.
dungeon[x,2] -> tracks broken walls
dungeon[x,3]-[x,4] -> temporary status indications that only last as long as Link visits this room cluster.

1160
Discussion / Re: Horn of Balance - editor
« on: October 24, 2010, 06:20:22 am »
What I was thinking about permanent stuff is to use a 2D matrix where each row represents a dungeon. The first variable in the row is the number of keys that are collected and not used. You don't really need to use a variable of keys not collected or keys already used, because the flag for the key collection event or the door open is either set or not set. Just like defeating the boss, mini boss, getting the master key, getting the compass, blowing holes, small chest and defeating special enemies and pots for keys. I just think that some boolean variables can be done more generic.

Could you give a coding example of this suggestion in action?


Edit: Never mind. I read through the sponsored section again.

To me it sounds too much like preference to also implement it into my engine. As I stated in the request: I'm not looking to change the inner workings of my engine just to fit the editor's output. Like for instance changing the way I handle indicators or changing the way the map menu or a textbox is constructed (I suspect our engines will differ there as well). Such things should not be needed to work together with an editor. Handling tiles is an exception because that's new and thus needed. The editor itself can do whatever it wants with it's own mechanics.

I'm not trying to be an ass about this one subject. It may sound like it right now, but I'm really not. It's just that these kinds of differences in approach are bound to happen a lot (with some far more complex) and I want to make clear where I stand.

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