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Messages - Martijn dh

Pages: 1 ... 75 76 [77]
1521
LTTP & FSA / Re: [Request] In need of specific Alttp sprites
« on: March 27, 2009, 08:31:02 pm »
Wow. That's really fast. Now I actually feel dumb for not requesting it earlier.
Thanks. I'll be sure to give credit.

1522
LTTP & FSA / Re: [Request] In need of specific Alttp sprites
« on: March 27, 2009, 08:17:06 pm »
*in pursuit*
That would be awesome. I've been looking for months now, so what's a little more waiting :)

1523
LTTP & FSA / Re: [Request] In need of specific Alttp sprites
« on: March 27, 2009, 08:01:09 pm »
I've just updated my last post with the link and timeindication. It one of those small things that really makes a difference when you add them up.

1524
LTTP & FSA / Re: [Request] In need of specific Alttp sprites
« on: March 27, 2009, 07:50:05 pm »
There is.

Check at 4:52
http://www.youtube.com/watch?v=N1MMgNbeOjc&feature=related

It's just 2 or 3 sprites, but it makes a lot of difference. Maybe someone with ripping skills can get them? I've tried to recreate them but that also requires some good skills and spriting also isn't my speciality.

1525
LTTP & FSA / [SOLVED] In need of specific Alttp sprites
« on: March 27, 2009, 07:44:28 pm »
And with that all the sprites I've requested have been posted. Talk about quick.

1526
Good of you to show the message. I'm assuming this is an error that occurs every time a flying tile hits a wall. That would mean the demo was incomplete and it has already been fixed for the next demo. If I am wrong in my assumption, please let me know.

Thanks for your comments.

1527
Niek: Yes, I stumbled across that function some time ago.
Except during transitions only the instances in the current room are active. I thought about limiting this to the view but that has downsides. An enemy who is (just) outside of the view should still be able to act. For instance a guard shouldn't stop running after you if you don't see him. The guards movement is determined by it's interaction with the walls etc, so in the end all the instances in the room are vital.
Currently the entire dungeon room is 2560x3840 (divided in areas of 320x320 or multiples of that). The gamespeed is 30 f/s. So far this only drops during the transitions (slightly), while playing movies/music and after starting the game several times. Maybe there is still something to be won in the handling of graphics/sound/data, but that's just thinking out loud. First I want to check how the game acts normally.

Kremling: Thanks!

1528
Xfixium:
Excellent response. I'm glad you liked it.
The function you found isn't really part of the game. I use that for testing.
The problems with the transitions are probably because every room in the game is an actual separate room in gamemaker. So you have the illusion that all rooms are connected and the bare minimum of objects/background is active at one time. It seemed fine, but clearly isn't so I'm now recreating the entire dungeon in a single room. So far the gamespeed isn't suffering (on my computer at least).

Niek:
In the demo I'll send you you'll see I'm already making a lot of use of depths. Still, thank you for your willingness to help. I can see if the timing of the sounds can be improved, but other than that there's little I can do.

1529
Thanks for the reply.

Somebody made the same remark on the transitions on a different forum and I'm glad you did the same. It means my work to fix it is meaningfull. I'm guessing the problem occurs only on some computers. Would you mind me sending you a link to a newer demo in a couple of days? To check if my solution works on your end.

The roots of the trees are a result of my laziness with the outside area. The outside area will be completely redone when the dungeon is finished, so I didn't put a lot of time in it. I've already moved the movement borders in the next demo.

Please don't get hung up on the numbers. It's my second attempt at a first game so in the beginning a lot of stuff has been redone as I learned more. Also, when I finish the first dungeon I'll consider that version 1, since that's my immediate goal for now. That may not be accurate for the whole, but that's something for later.

Could you give me a little bit more information about the music with the stairs? I'm guessing you don't mean the stairs in between the rooms. Did it sound out of sync? Was the sound incorrect? Or was it maybe something else?

1530
Correct. The file selection screen, name selection screen and options screen have been done in a single room with one background. That way the view can move smoothly between them without interruption.

Maybe I should have mentioned this before, but this won't be a remake. Just (much like the other games on this forum) heavily based on an existing Zelda game. For instance I'm going to be working with subbosses. And I'll definitely get creative with the dungeon theme/mechanics and dungeon items.

1531
Other Projects / Horn of Balance
« on: March 21, 2009, 12:14:36 pm »




Oh no! Your sweet and caring grandmama has been kidnapped by the villain "Heimgartner"!
It falls upon your shoulders, as the young and excitable golem "Linden", to bravely explore a labyrinthian tomb in exchange for her safety!

How can a golem have a grandmother?
Who is this villain doing such a terrible thing?
Why is there a quirky floating skull following you around everywhere?


All will be explained in the full game, coming in the future. This is a pre-Kickstarter demo that contains one of the early-game dungeons, in order to give a taste of what it's all about: vast non-linear level design in a classic Zelda-like style. Play this if you're looking for a sense of discovery, love the classic 2D Zelda games, or want a game that's not afraid to also challenge your spacial awareness a little.

[Demo]
Download (on Itch.io): https://hornofbalance.itch.io/horn-of-balance-pre-ks-demo

[Features]
  • One full non-linear dungeon, good for roughly 1+ hour of gameplay
  • Several secret chests for added challenge and special items
  • A solid gameplay engine that feels just like the games of old
  • Modern conveniences like auto-saving, controller support and button remapping
  • A lot of love and passion put into the hero animations

   

[How to play]
Just unzip the game somewhere to start playing.
You can review the controls and settings from the starting menu, or by pressing ESC to bring up the in-game options.

[Content creators]
The following link provides several title pages for your convenience.
There is also a whole set of free to use emotes in case you feel like adding some extra streaming flavour.
Press kit (via Google drive)

[Socials]
Kickstarter - https://www.kickstarter.com/projects/hornofbalance/horn-of-balance
Free demo (on Itch) - https://hornofbalance.itch.io/horn-of-balance-pre-ks-demo
Trailer - https://www.youtube.com/watch?v=5I3jhNeF2VU

Discord - https://discord.gg/redHXyZ2Gc
Mastodon - https://mastodon.gamedev.place/@HornofBalance
Twitter/X - https://twitter.com/HornofBalance





  The old fangaming days 

Given the site we are on I've decided to leave up the last Zelda fangame demo I made.

Download:
Demo version: 0.25.11
File Size: 25,61 MB (Zipped)
Download (Mediafire): https://www.mediafire.com/file/reoml9ix5lwxd4d/Zelda+0+25+11.zip/file

Creator notes:
- This demo included 2 overworlds, 5 dungeons (+intro cave) and many more smaller locations.
- Shortcuts exist to access late game additions without playing through the whole game again. Calling a new file "boss1", "boss2" or "cape" will start you out at (or with) that specific content.
- While still far from complete, you CAN reach all the way until the credits screen.

Default controls*:
D - Action button (open doors / read text / grab / etc) + Confirm button (while in menus)
G - Attack button (hold and release for a full swing attack) + Cancel button (while in menus)
S - Perform run action (if you have the boots available)
R - Use item A
F - Use item B
Space - Brings up item menu
Enter - Brings up map menu
Escape - Pauses the game (can be used to exit the game)

* The controls can be personalized in the options menu at the start of the game.
* Native gamepad controls can be enabled in the options menu as well.

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