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Topics - Martijn dh

Pages: 1 2 [3]
LTTP & FSA / [Solved] Alttp - part of the dungeon maps
« on: March 14, 2010, 07:20:10 pm »
Hello again,

It has been a while but I've got another request for whoever is interested.
In the attached image you can see the text "level 3" in the upper left corner. I'm looking for the numbers 0, 1, 2 and 4 through 9 to go along with that font. Like always I tend to look for pretty specific things and thus have a very hard time finding it. I'm also questioning weither the higher numbers and 0 are even used in the original game on the map screen. Maybe they are used somewhere else in the game. Anyway. I'd appreciate the help.

There is no color preference, in case it matters. I don't mind editing stuff like that myself.

Audio / [Request] Sound of walking on metal
« on: February 11, 2010, 07:44:27 pm »
Hello everybody,

Today I'm looking for a sound of Link while he's walking on metal.

At first I figured it'd be easy to get it from http://noproblo.dayjo.org/ZeldaSounds/ but I've actually found something not on there. It's been a while since that happened XD. Haven't found it anywhere else either.

Can somebody on here help?
The sound I am looking for can be found here (at 0:22):

That's not to say that I'm not open for other suggestions btw.

LTTP & FSA / [Solved] Alttp sprites of Link moving while pulling
« on: January 30, 2010, 08:17:44 pm »
Hello all,

Today I'm looking for the sprites of Link moving while pulling.

I already have the sprites of him pulling something immovable. And also the sprites of him pushing a moving object. So this will be the finisher.

On a second note. I'm also looking for the sprite of the skeleton enemies while collapsed. I found it here: http://www.gametrailers.com/video/zelda-retrospective-the-legend/14269 at 1:52. Haven't been able to find it anywhere else yet.

Coding / Gamemaker question: drawing only OUTSIDE of a shape
« on: January 21, 2010, 02:34:00 pm »
So the question is as follows:
I want to draw the entire visible screen black (no foreground, just object based) except for a (ecliptic) shape inside. How can this be achieved in an efficient manner?

It's the effect you get when you walk into (or out of) a dungeon in alttp. I've already build it with sprites way back when, but I'm trying to make it more efficient. It's also out of interest because programming the visuals for the lantern later on will also benefit from an efficient solution.

I'm guessing the best bet would be to create a surface outside of the draw event (sized after the screen). Clear it, turn it fully black and finally turn the inner area transparent again. I'm not sure if this is possible or how to do it. Let alone if this is the only/best solution.

Who can help?

LTTP & FSA / [Solved] Another specific Alttp request
« on: January 08, 2010, 05:52:27 pm »
Hello again. Today I have another particular request.

In alttp you have those holes in the walls (check attachment) and I'm looking for the animation of one appearing. I believe you see some ruble falling down as it appears. It does not have to be the same hole as the one below. I'll just fix it up myself. It's the animation I'm looking for.

Who can help?

Recruitment / [Recruiting] Room designer
« on: January 05, 2010, 06:35:35 pm »
[Recruiting]: Room Designer
[Project]: http://www.zfgc.com/forum/index.php?topic=33701.0

Anybody interested in helping design rooms / area's for my project? Please check out the link above if you are not yet familiar with it.

Just to be clear. We are looking for a teamplayer. The overall design will still stay in my hands. So no random designing on your own okay. Unless you are interested in doing conceptwork.

Audio / [request] Two sound effects needed
« on: December 27, 2009, 10:12:42 am »
Hello again. It's been a while since I requested anything but I've hit a little snag.

In the Alttp engine I'm building I want to add the ability to fall through a dodgy floor when you are heavy enough. So I'm looking for two sounds:
1) A creaking/crumbling sound when standing on the floor regulary (indicating danger/secret) (preferably a short sound)
2) A sound to indicate the floor collapsing (as in: you are currently falling through it)

We are talking about a stone floor. If no suitable sound can be found then maybe something associated with wood or metal will do, indicating the foundation.

Obviously I haven't been able to find anything suitable myself.

LTTP & FSA / [Solved] Looking for some help with alttp skeletons
« on: September 29, 2009, 06:55:13 pm »
Hello again. It's a while since I requested anything, but customizing is proving tricky.

1. In the attached fill is what I've currently found of the Stalfos enemies in Alttp. All the needed postures are there but I want to split them into body sprites and head sprites. I've tried doing it myself but they look....  :'(. I'll try again in a week or two, but maybe somebody is willing to help out instead. Or is there someone who already has the separated images. I've looked everywhere for them but all I could find was the whole enemy.

2. And this is the tricky part. I'm looking for a customisation on the lower body so both hands are up like in a robbery. The plan is to have the body run around franticly waiving those hands like that. Think along the lines off people panicking in a funny way. Maybe something like: \o/ Only without the head obviously.

So. Is there anybody who wants to take this challenge?

BTW: the coloring of the enemy is irrelevant. I plan on using different colors for various reasons anyway.

LTTP & FSA / [Solved] Looking for some more Alttp sprites
« on: August 29, 2009, 06:55:40 pm »
Maybe someone can point me directly to some site that has these, but I haven't found it yet.

Anyway. I'm looking for the animation of Link using his shovel, in all 4 directions (Alttp style). I believe there were only two frames per actions but I'm not really sure.

Recruitment / [Recruiting] GML Programmer, Spriter
« on: July 31, 2009, 05:44:37 pm »
We are looking for a GML Programmer and a spriter to help with our project located here:

Everybody is free to work on there own sections at there own pace. As long as you have attendion for detail.

The story and dungeon design are coming along nicely, but you'll have to send me a message if you want details like that beforehand. I don't want to spoil any surprises. The focus right now is to finish the first dungeon. Don't be fooled if you think that's not very ambitous because it includes every bit of needed engine as well as the required storyline. We are looking to make something solid (play the demo and you'll probably understand what I mean). Feel like you want to help then let me know.

Coding / Negative sprites in Gamemaker (round 2)
« on: July 26, 2009, 05:54:39 pm »
I'm sure some of you do this blindfolded. If you could also explain the answers then that would be most appreciated.

In alttp enemies turn negative when hit. That what I want to recreate. The enemy's sprite need to turn negative through it's own draw event. White turns to black etc. But the transparent pieces should stay transparent.

The answer I got in a previous topic turned the the images grayish. Including the parts that were previously transparent.

Coding / Turn current screen into background or other image?
« on: July 04, 2009, 01:50:46 pm »
A Gamemaker question

In my game I want to create a better pause option. Before I did pause by running through all relevant objects, saving there current state and then stopping them. I didn't have pro so it seemed one of few available options. The drawbacks are that it's not efficient, not failprove and a pain to keep up as more objects are added to the game. I just got the pro addition and I'm working on a better sollution. I just haven't been able to get the bit below to work.

The problem:
I want to create a screenshot of the current screen and save it to a background (or object).

The reason for this is that I want to place that screenshot at depth X covering the current screen so that I can still place menu's etc in front of it while being able to deactivate all objects behind. I anybody thinks there is a more efficient/easier way to do something like this than be sure to drop a hint XD

Any help will be appreciated.

Coding / Create a negative colored equivalent of an image
« on: June 05, 2009, 08:41:30 pm »
You know how in alttp the enemies briefly changes colors when they get hit. I'm looking to create a similar effect. Meaning I want the player to see a change in the colors of mu enemy. I'm thinking of three solutions to do this, but none of these is very appealing so I want to use this topic to check if anybody has other options or experience with a similar situation. A little random brainstorming is also always welcome. XD

Option A: Change the sprite of the enemies object to an negative image of itself.
Problem: Can't find any such function so I'm guessing it doesn't exist with gamemaker (yet).

Option B: Use blending to change the enemies sprite.
Problem: Uh, sounds possible but I have no idea how to go about doing this (color-wise). Anybody have any experience with something like this?

Option C: Create separate sprites and simply switch the enemy sprite to one of those.
Problem: It will most defiantly work but it'll take more resources to do it. I also consider it sloppy programming. Every enemy getting hit will have multiple images to change into depending on things like status and facing direction. It will possible also need to be in a couple of colors so that's a lot of extra resources if your talking about a decent to large game. Needless to say any programming solution is far more appealing. Let's call option c the fall-back plan for now.

As the title mentions. I'm looking for the sprites used when link picks up an item while he's facing south (in Alttp).

I've added the sprite sheet (from spriter resources) that I'm working with. As you can see it's somewhat useless to try and fix the specific sprites. And I haven't found these specific sprites on the other sites I use, thus the request.

Anybody willing to help out?

Audio / Looking for a soundeffect for my Lttp Engine
« on: May 09, 2009, 07:54:31 am »
In the attachment is the sound of link standing on a pressure plate. I'm looking for a sound you'd hear when you step of the pressure plate (if it needs continues pressure).

I do not believe it was in Alttp and even if it is, I can't find it. Nor was I able to find another sound to be used in it's stead.

Anyone on here have a solution? Maybe a custom sound based on the attachment?

LTTP & FSA / [Solved] More Alttp requests
« on: May 02, 2009, 07:28:23 am »
Hello again. This weekend I have another particular request for you all. I make it a point to only request that which I haven't been able to find on my own, so it's only the one this time.

1) Floor indications.
Check the post below for an example. You'll see the one screenshot that I was able to find that has it (in the top right corner). I'm looking for the letter F and the numbers 2 through 6 to go with this.

LTTP & FSA / [Solved] Looking for some more Alttp (style) sprites
« on: April 13, 2009, 09:17:52 am »
The request have been updated. If you can help please do, because I can really use the help I can get in the spriting department. Most sprites are easy enough to find, it's the specific once that are really scarce.

1) The effect of Link running through shallow water (Custom).
When running normally you see small dust clouds behind link to enforce the idea of running. I'm looking for the equivalent of that while he's in the water. I've looked everywhere and couldn't even find a usefull screenshot.

I could also use a custom equivalent of that while running in the grass, but that isn't as much of a priority as the other requests I'm making.

2) Full sword swing animations.
From facing left/right in the startposition and from facing up.

3) Dungeon carpet (custom sprite needed).
Down below is an example room to give you an instant idea of how and where I want to use it. In the middle of the room there are different colored tiles around the large chest. This is the quick fix I'm using right now but it looks absolutely awful in other rooms, so that isn't going to work.

I'm working with blocks in multiples of 8x8. The example shows a rectangular "carpet". I also want to use other shapes, so I'll need inside and outside bends.

Hopefully a helpful screenshot:

Recruitment / [Reqruiting] Looking for tester(s)
« on: April 11, 2009, 11:17:47 am »
As the title mentions, I'm looking for one or more testers. Depending on your preference it could just be for this one demo or as a more periodic thing. Your choice. I'm looking for constructive feedback on gameplay, glitches, performance and level design.

Below are links to the project (with screenshots etc.) and the download. Be advised though that the demo is not yet finished, which is also why I'm reluctant about posting the download link in the WIP topic.

The current file holds 6 inside rooms. This is not the extent of what I've done, but further rooms are not yet (fully) completed. You know, masking walls adding doors/ stairs etc. In the comming weeks I'll expand on the number of rooms and features so people wanting to test more than just the demo below should make a mentioning in a reply or through a PB/Email.

Some final mentioning.
-The black sqaure immediately inside serves as a test for falling down to another area.
-The character's full sword swing animation will be adjusted in the futher regardless.

WIP topic:

Download (8,48 mb):

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.

Zelda Projects / Alttp - Horn of Balance [demo 19]
« on: March 21, 2009, 12:14:36 pm »
A legend of Zelda - Horn of Balance



New download
Demo version: 0.19.40
File Size: 19,24 MB (Zipped)
Screen Resolution: 320 x 240 (Changable)
Download: http://www.mediafire.com/file/oljka3zb73puydo/Horn%20of%20Balance%20version%200.19.40%20Performance%20Test.zip

Creator notes:
- The demo included an overworld, three main dungeons, 2 supporting area's and an extra hard mini-dungeon (named the gauntlet)
- From the start the game has been designed as a tech demo and enemy+feature showcase. While individual area's have their own difficulty curves the overall game's curve and flow will be implemented past demo 0.20.

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.

Differences compared to the last version:
Show content
* Added new intro cave (found right of starting area)
* Added new area: Mansion Dungeon (found south of starting area)
* Added new item: Magic Powder
* Expanded functionality of Red Boomerang
* Added swimming + diving
* Added new mechanics like: keyblocks, celldoors, (on-off) blocks (=like in Tower of Hera in the original) and a magical maze.

* Converted over to Gamemaker Studio 2
(including: implementing new inherentance system, redoing all tiling, reordering all objectdepths, creating all new tilesets, rewriting all scripting, cleaning up (now) obselete scripting and other resources, documenting all variables used)

* Plus a ton of smaller stuff


<a href="http://www.youtube.com/watch?v=R52YwD-rvmo" target="_blank">http://www.youtube.com/watch?v=R52YwD-rvmo</a>

The tale starts off with Link as he is living with his uncle deep in the vast western forest of Hyrule. His uncle, a well-known blacksmith, took him in as his apprentice a long time ago. They spent weeks crafting a beautiful ceremonial blade. Elegant and perfectly balanced, it was truly their best work to date.

It was announced that princess Zelda would soon be of age and wed, so a festival was at hand in her honor. They packed all their belongings and set out for the city with the intent of presenting their blade as a gift.

Upon arriving at the borders of the city of Hyrule, Link and his uncle encountered soldiers everywhere. By decree of the king anyone coming to the festival looking the least bit suspicious was to be arrested. Carrying his blade, Link's uncle was apprehended. Link, being left behind, followed the soldiers into the city.

Link started asking around if there was a way to help his uncle out, but found that no one was willing to help. Everybody was reluctant to even speak with him. It was as if they were all scared of being arrested themselves.

Several soldiers passed, escorting princess Zelda. Link recognized her and attempted to get her attention. The guards took note and stopped him from getting closer, but the princess stepped in and quietly spoke to Link: "I do not know you, but you should not ask my help. I am but a mere prisoner, waiting for her arranged marriage..."

Little options were left to Link. Something had to be done...


- Popo
- Ropa
- Anti-Faerie
- Pol's Voice
- Yellow Slime
- Wall Cannon
- Turtle
- Stall
- Gibo
- Medusa block
- Spiked block
- Trickbox
- Deadrock
- Beamos
- Armos
- Vulture
- Rope / Stalrope
- Leever
- Buzz Blob / Cukeman
- Hardhat Beetle
- Sandman
- Wizzrobe / Undead wizzrobe
- Cannonball
- Flying Tile
- Zol
- Eyegore
- Stalfos
- Deibadora
- Bari
- Goriya
- Large spiked block
- Octorok / Slarok
- Spiked roll
- Tektite
- Soldiers
- Guruguru bar
- Lanmola
- Sanmola
- Spark
- Wall lasers
- Winder
- Snapdragon
- River Zora / Ku *NEW IN 0.19*
- Sandcrab
- Kodongo
- Wallmaster
- Stalfos head
- Mini Moldorm


Dungeon 1: Subboss 
Show content

Dungeon 1: Boss 
Show content

Dungeon 2: Boss 
Show content

Dungeon 3: Boss 
Show content


- Boomerang
- Book of Mudora
- Bug-Catching Net
- Lanterns
- Magic Mirror
- Firerod
- Icerod
- Rod of Medu
- Cane of Byrna
- Cane of Somaria
- Bombs
- Bombos Medallion
- Ether Medallion
- Quake Medallion
- Hookshot
- Bow and Arrows
- Shovels
- Bottles
- Pegasus Boots
- Gloves
- Magic Hammer
- Magic Powder *NEW IN 0.19*


Coming later on



<a href="http://www.youtube.com/watch?v=Q6bQuObwECI" target="_blank">http://www.youtube.com/watch?v=Q6bQuObwECI</a>



(Previous) contributions
FrozenFire - Sprites: subboss 1 / Tester / Video recording / Music
BlazeBigBang - Sprites: additional character animations
Dervilacus - Sprites: additional character animations
Theforeshadower - Video recording
NotAlphaMan - Research / Tester
King Tetiro - Sprites: Murray
Gonken - Sprites: Molgera boss
DeathTailsz - Tester
Sahittam - Tester
Atom - Tester
Wobmiar - Tester

* The project has been going on since 2008 Q4 and I lost the teamlisting 2013 Q2-ish so it's possible that I've missed somebody. Let me know if that is the case so I can give due credit!

  Demo history 

Code: [Select]
Demo 0.10.08 - Downloads   96, Size 10 MB - <2010-11>
Demo 0.11.00 - Downloads  142, Size 10 MB - <2011-06>
Demo 0.12.02 - Downloads 1400, Size 11 MB - <2011-10>
Demo 0.13.00 - Downloads  116, Size 15 MB - <2012-08>
Demo 0.14.01 - Downloads  632, Size 19 MB - <2012-11>
Demo 0.15.00 - Downloads  251, Size 18 MB - <2013-01>
Demo 0.16.01 - Downloads  379, Size 18 MB - <2013-11>
Demo 0.17.08 - Downloads  741, Size 20 MB - <2014-07>
Demo 0.18.09 - Downloads  104, Size 21 MB - <2017-01>
Demo 0.19.00 - Downloads (ongoing), Size 19 MB - <2017-10>

  Received suggestions 

While most suggestions make their way into the game this is a listing of the ones that I'm still pondering on or have decided against implementing.

Put "timer" on bushes and grass to limit rupee farming ability
Great idea and will be looked into when game is nearing completion. For now I view the demo as a semi-sandbox so I'm okay with rupee farming.

Fire from the Firerod (and Lamp) should be able to burn bushes
Pushed back for a later demo due to time restraints

Implement purple rupees (50),  silver rupees (100), golden rupees (300) and rupoors (-10)
Takes time so will have to be planned

If you have any other suggestions then feel free to post them in this topic or contact me directly.

  Known issues 

Some keyboards are unable to register the following key combination: Left+Up+G
If this situation applies for you and it bothers you then you can alter the controls in the option screen (found on the starting screen).

If you've found more issues then please report them in this topic or contact me about it directly.

Click here to view on the site.

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