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Messages - ZoSo

Pages: 1 [2] 3 4 ... 16
21
Entertainment / Re: That legendary blade.... the Master Sword!!
« on: July 25, 2014, 03:05:09 pm »
@mah nigga Thanks for the kind words! Actually, I've never even worked with metal like this before  XD I just keep measuring after each time I grind and redraw my guidelines. Everyone always asks me where I learned how to do this stuff and I say "What do you mean learned?" haha

22
Entertainment / Re: That legendary blade.... the Master Sword!!
« on: July 24, 2014, 09:06:04 pm »
Wow. It's been a little while since I've updated this! Heres some pics:
Almost finished with the rough grind on the edges.

Some progress on the guard, looking ALOT better!


@mah nigga The gem will be made of yellow glass inside a brass fitting. I have 2 chunks of glass that I will grind to shape. The brass fitting will keep it looking nice and yellow instead of it blending with the purple of the guard.
After the rough grind is finished, I'll be routing out a thin layer of the center potion of the steel, between a 16th and 32th of an inch dip.

23
Entertainment / Re: That legendary blade.... the Master Sword!!
« on: July 01, 2014, 11:01:37 pm »
Thats not the handle, its the tang. The guard, grip, and then the pommel all slide onto it, so yes, there will be a round handle   :) Also, the photo I couldnt upload from my phone in previous post.

24
Entertainment / Re: That legendary blade.... the Master Sword!!
« on: June 30, 2014, 08:24:06 pm »
Progress. Have begun grinding the edges and have been working on the cross guard.

25
Entertainment / Re: That legendary blade.... the Master Sword!!
« on: June 19, 2014, 03:30:58 am »
Slight Update:
 I've been working on the blade profile and putting the rough grind on the edges. While doing this, my angle grinder died.. I wore the damn motor out on it  XD So I have a new bench grinder on its way, and since I cant do any work on the blade ATM Im working on the wax carving of the guard. Things are looking pretty nice, will have some more pics up soon!

26
Graphics / Re: MaleforĀ“s sprites
« on: June 07, 2014, 06:16:51 pm »
I really love this sprite, no bad comments  :) I think this might even be one of my favorite sprites Ive ever seen here. Good job!

27
Graphics / Re: [Help] Windmill
« on: June 07, 2014, 06:15:06 pm »

Never completely finished it. Not sure if Im going to use it in my project at this point  XD Looking back on it now I could fix the shading on the "sails". Either way this was good practice!

28
Entertainment / Re: That legendary blade.... the Master Sword!!
« on: May 31, 2014, 05:03:17 am »
Thought I'd update with a pic. Been practicing a bit of wax carving. This isn't the final piece, I know there's some serious errors on it, but Im really loving how it looks for never working with carving wax before! Waiting on some things I ordered that will make things alot easier, they should arrive next week.

29
Entertainment / That legendary blade.... the Master Sword!!
« on: May 21, 2014, 10:14:57 pm »
So Q.K.s topic about his lens of truth project inspired me to post mine - the Master Sword. I"ve been working on this project for a little while now, maybe a month and a half  :-\ Finally have something to show! ha The blade is being made out of 80CRV is what I believe its called, very similar to 5160 spring steel. Its been cut out with an angle grinder and cut-off wheels. It still needs some clean ups on some edges and a little bit of tweaking at the tip, but I finally got it fully cut out today. Hilt will be made from cast aluminum. Will update as progress is made!
Pics:

30
Entertainment / Re: Lens of Truth Project
« on: May 09, 2014, 08:37:41 pm »
So whats been happening with this?

31
Entertainment / Re: Lens of Truth Project
« on: March 13, 2014, 11:22:44 pm »
Any updates on this QK?

32
Entertainment / Re: Lens of Truth Project
« on: March 01, 2014, 08:50:35 pm »
QK what is it that youre doing when the frame breaks? Also, what type of wood are you using? Soft or cheap wood could be a major factor in breakage. Maple is my personal favorite to work with, great hard wood (lol, hard wood), and takes up dye wonderfully.

33
Entertainment / Re: Lens of Truth Project
« on: February 25, 2014, 02:31:21 am »
Lookin good so far QK! Ive not tried them, but the transparent glass paints made by "Delta" seem to be what youre looking for. When you apply the stain to the wood, mix two seperate shades, one the color youd like and one a little darker. Apply the darker shade first, sand with a fine grit sandpaper to remove most of the color, and youll be left with the only the grain stained. Then go ahead and apply your other shade. The grain will really pop! Ill definately keep an eye on this, maybe ill post some pics of the master sword im working on soon once I get the steel ordered....

34
Graphics / Re: Dinolfos Help/ Critique please
« on: November 13, 2013, 02:04:02 pm »
Thanks Sinkin, I'd appreciate it! Hadnt posted this here but I"ve done a little more with the sprite.

I smoothed out the head and made him a little taller.
@derv It's not sopposed to be MC style, I'm aiming for the same style as the Link sprite I'm using, which is an updated sort of lttp made by OSM. I think my main problem is that I need less black lines inside the sprite, but I dont know how to do that without adding another color  :-\

35
Graphics / Re: Dinolfos Help/ Critique please
« on: November 11, 2013, 03:44:53 am »
update:

Not completely happy with the head. The spikes are a pain and I cant get the teeth to show properly  :huh: No arms yet.

36
Graphics / Dinolfos Help/ Critique please
« on: November 09, 2013, 07:54:03 pm »

Started this last night. I think the legs are looking pretty good, but once I hit the torso, it went downhill  :-\  Any tips?
References:



37
Graphics Requests/Archive / (request) Dinolfos
« on: October 25, 2013, 01:21:04 am »
Would anyone be able to make a dinolfos in MC style, preferably the size of a moblin. Image for referance.http://zelda.wikia.com/wiki/File:Dinolfos_(Majora's_Mask).png

38
Coding / Re: Trouble with lifting code :(
« on: August 03, 2013, 07:22:58 pm »
Atom you're awesome, works perfectly :D Animspeed was declared in the create event, and that other bit of code with the alarm was just playing a sound as Link walks, lol Again, Thank you!

39
Coding / Trouble with lifting code :(
« on: August 03, 2013, 03:30:45 pm »
Hey everyone, having troubles with my lifting code. Im using GM 7 Pro. When the action buttun is pressed, the lift sprite wont animate until the arrow keys are pressed :huh:
Step
Code: [Select]
// LINK MOVEMENT ENGINE by GOODNIGHT
var fholdd, fholdu, fholdl, fholdr, cc;

// Check keys
holdd=keyboard_check(vk_down)
holdu=keyboard_check(vk_up)
holdl=keyboard_check(vk_left)
holdr=keyboard_check(vk_right)
// Cancel opposing keys
if holdu && holdd {
    holdu=0
    holdd=0
}
if holdl && holdr {
    holdl=0
    holdr=0
}


// This is where you may want to add other conditionals which keep you from moving,
// such as if you are using an item, or you are in a menu.
// Just add the conditions to the end of this next "if" line.
// example:
// if (holdd ||holdu || holdl || holdr) && !usingshield {

if holdd ||holdu || holdl || holdr && global.menuon = false{
    // If you are holding any key, start moving.
    // Change Link's direction if you weren't already moving.
    if !moving {
        if holdd { dir="D" }
        else if holdu { dir="U" }
        if holdl { dir="L" }
        else if holdr { dir="R" }
    }
    moving=1
    // Direction correction:
    // Get the correct sprite when you walk diagonally then release one arrow.
    if (holdd && !holdl && !holdr) { dir="D" }
    else if (holdu && !holdl && !holdr) { dir="U" }
    else if (holdl && !holdd && !holdu) { dir="L" }
    else if (holdr && !holdd && !holdu) { dir="R" }
    // Prevent direction glitches caused by inhuman keypress timing.
    if (holdd && holdl && dir!="D" && dir!="L") { dir="L" }
    else if (holdd && holdr && dir!="D" && dir!="R") { dir="R" }
    else if (holdu && holdl && dir!="U" && dir!="L") { dir="L" }
    else if (holdu && holdr && dir!="U" && dir!="R") { dir="R" }
// Stop moving if no key is held.
} else { moving=0 }

// If Link is attempting to move now,
if moving {
    // "charge up" the number of pixels to move during this step,
    movestep+=movespeed
    // prepare movement variables,
    xstep=0
    ystep=0
    // and start doing the movement.

    while movestep>=1 {

        // Corner-cutting loop. This for-loop determines if Link is blocked by a solid,
        // but is close enough to its edge to cut around it.
        // If so, a "fake hold" variable is set, and the engine acts as if that arrow key is held.
        // Feel free to change the initial "cc" variable for corner sensitivity.
        // Between 4 and 8 is recommended - even less if your solids have curved masks. Use 0 for none.

        fholdd=0; fholdu=0; fholdl=0; fholdr=0;
        for (cc=6; cc>0; cc-=1) {
            if holdu {
                // If you're walking upwards and blocked by a solid...
                if !place_free(x,y-1) {
                    // ...but pressing left or right, release the "up" key.
                    if holdl || holdr { holdu=0 }
                    // ...but close to the left edge, and NOT holding left or right, and not fake-holding either, perform a fake left hold.
                    // And if you are only 1 pixel from the edge, also perform a fake up hold, to move diagonally through the corner.
                    else if place_free(x-cc,y-1) && !(fholdl || fholdr) { fholdl=1; fholdu=place_free(x-1,y-1) }
                    // Same as above, for the right edge.
                    else if place_free(x+cc,y-1) && !(fholdl || fholdr) { fholdr=1; fholdu=place_free(x+1,y-1) }
                }
            // Same thing transposed for the other three directions:
            } else if holdd {
                if !place_free(x,y+1) {
                    if holdl || holdr { holdd=0 }
                    else if place_free(x-cc,y+1) && !(fholdl || fholdr) { fholdl=1; fholdd=place_free(x-1,y+1) }
                    else if place_free(x+cc,y+1) && !(fholdl || fholdr) { fholdr=1; fholdd=place_free(x-1,y+1) }
                }
            }
            if holdl {
                if !place_free(x-1,y) {
                    if holdu || holdd { holdl=0 }
                    else if place_free(x-1,y-cc) && !(fholdu || fholdd) { fholdu=1; fholdl=place_free(x-1,y-1) }
                    else if place_free(x-1,y+cc) && !(fholdu || fholdd) { fholdd=1; fholdl=place_free(x-1,y+1) }
                }
            } else if holdr {
                if !place_free(x+1,y) {
                    if holdu || holdd { holdr=0 }
                    else if place_free(x+1,y-cc) && !(fholdu || fholdd) { fholdu=1; fholdr=place_free(x+1,y-1) }
                    else if place_free(x+1,y+cc) && !(fholdu || fholdd) { fholdd=1; fholdr=place_free(x+1,y+1) }
                }
            }
        }
        // End corner-cutting loop.

        // Determine the number of pixels to move horizontally and vertically (-1, 0, or 1).
        xstep=(holdr || fholdr)-(holdl || fholdl)
        ystep=(holdd || fholdd)-(holdu || fholdu)
        // If you can move hor. and vert. at the same time, do so.
        if place_free(x+xstep,y+ystep) {
            x+=xstep
            y+=ystep
        } else {
            // Otherwise, just move in the direction that you can.
            if place_free(x+xstep,y) { x+=xstep }
            else if place_free(x,y+ystep) { y+=ystep }
        }
        // If you only moved up, down, left, or right, take 1 (pixel) off your movement steps.
        // If you moved diagonally, take the square root of 2 (about 1.41) off your movement steps.
        // Allowing less diagonal movements per step gives the proper 'slowdown' effect.
        if ((holdd || holdu) && (holdl || holdr)) || ((fholdd || fholdu) && (fholdl || fholdr)) { movestep-=sqrt(2) }
        else { movestep-=1 }
    }
   
   

    // Set the right sprite when you are moving.
     
     if moving =1 && shield_equip = 0{
       execute_string('sprite_index=sprLinkRun'+dir)
        image_speed=animspeed
    }
    else if moving =1 && shield_equip = 1{
       execute_string('sprite_index=sprLinkRunHS'+dir)
        image_speed=animspeed
    }
// If Link is not moving this step,
} else if moving = 0 && shield_equip = 0{
    // Set the right standing sprite.
       execute_string('sprite_index=sprLinkRun'+dir)
        image_index=0
        movestep=0
    }
else if moving = 0 && shield_equip = 1{
         execute_string('sprite_index=sprLinkRunHS'+dir)
        image_index=0
        movestep=0
    }
else if lifting = 1{
         execute_string('sprite_index=sprLinkLift'+dir)
         image_speed = animspeed
    }
       


//Footstep SFX
if moving =0 then alarm[0]=2

// Almighty depth leverage technique
depth=-y

// end of Link Movement

//knockback code
if kb = true{               //add code for place_free behind link HERE. if kb=true && place_free
x+=lengthdir_x(5,kb_dir)
y+=lengthdir_y(5,kb_dir)
kb=false
}

//lifting


   
       
    if carrying = 1{
    execute_string('sprite_index=sprLinkCarry'+dir)
    }

          //  if toss=1 {
    //    execute_string("sound_play(Strike"+string(floor(random(3)+1))+")")
      //  sound_play(Toss)
//        carrying=0
  //      global.action=""
    //    image_index=1
     //   attacking=1
      //  a=instance_place(x,y,objPickup)
    //    a.lifted=0
    //    a.tossed=1
    //    a.tossdir=dir
   // }

       
Z Press
Code: [Select]
//Lift
 if (dir="D" && place_meeting(x,y+1,objPickup)) or (dir="U" && place_meeting(x,y-1,objPickup)) or (dir="L" && place_meeting(x-1,y,objPickup)) or (dir="R" && place_meeting(x+1,y,objPickup)){
    LC=1
}
else{
    LC= 0
}

        if dir="D" && LC = 1 && carrying = 0 {
        lifting=1
        }

    else if dir="U" && LC = 1 && carrying = 0{
        lifting=1
        p=instance_place(x,y-1,objPickup)
        if instance_exists(p){
            p.solid=0
            p.lifted=1
        }
    }
    else if dir="L" && LC = 1 && carrying = 0{
        lifting=1
        p=instance_place(x-1,y,objPickup)
        if instance_exists(p){
            p.solid=0
            p.lifted=1
        }
    }
    else if dir="R" && LC = 1 && carrying = 0{
        lifting=1
        }

//Toss
    if carrying = 1 {
        toss = 1
        }

Animation End
Code: [Select]
if lifting = 1 {
    p=instance_place(x,y,objPickup)
    sound_play(Grab)
    lifting=0
    carrying=1
        }

    lifting=0

40
Coding / Knockback?
« on: August 18, 2012, 04:28:54 pm »
I'm trying to add knock back to my engine so that when Link gets hit by an enemy or projectile, he gets pushed back 2 or 3 pixels. I have a terrible excuse for one implemented right now, but it's not accurate at all :/
Right now I only have 1 enemy in my engine, an octorock, and want Link to be pushed back when the rock hits him. I have this code in the rock object to detect what direction it should move:
Code: [Select]
link_pos = point_direction(objOctorok.x,objOctorok.y,objLink.x+1,objLink.y+20)This works great. I was using kind of the same method to figure out which direction Link should be knocked back, but it doesnt take into consideration negative x and y values :/ Help anyone?



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