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Messages - Martijn dh

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1061
Finished editing the draw events for containers both stationairy, carried and thrown. The Icerod should be finished shortly. The Rod of Medu still lacks an appropriate magic animation.




1062
Contests / Re: Dungeon Design Contest (using GMare)
« on: May 12, 2011, 05:15:29 pm »
Okay. Too bad.

1063
Working on the game again today as well.

Currently I'm mainly working on the three types of magic: ice magic from the icerod, fire magic from the firerod and stone magic from the rod of medu.
The plan is to all for enemies and some containers (all but the stones) to be turned to stone or ice. Changes a container may also change things like the weight and destruction animation. Changing enemies turns them into containers as well. The plan right now is to allow the player to pick them up when that happens. I know frozen enemies did not break in the original, but I intent thrown frozen/stone enemies to shatter upon impact. One final thing I might someday add in is the ability to turn frozen/stone enemies back to there regular self (through fire / magic powder), but I have yet to work out a feasible programming solution.. I'm also quite curious how you guys think about the idea.

Edit:
Today's progress: Frozen and stone enemies can be picked up and thrown (but it still needs plenty of work to perfect)

1064
This weeks progress:
+ Added ice magic
+ Ice magic may freeze some enemies
+ Ice magic can extinguish torches
+ Added fire magic
+ Fire can light torches
+ Stone magic may turn some enemies to stone
+ The rods used without magic now break pots
+ Some torches only stay lite for a limited time
+ Fixed glitch with pull switches
+ Getting the dungeon map now requires lighting 4 torches instead of killing enemies
+ Edited quite a bit in the first seven rooms in the sewers (which are now accesable)
+ Fixed glitch: Sword collisions
+ Added another locked door to prevent short cuts in the dungeon
+ Edited the main dungeon (the cellar is now unaccesable without lighting 4 torches)

1065
Accidentally cut myself in the hand yesterday so there has been pretty much no progress this weekend.
Beter luck next week I guess.

1066
Contests / Re: Dungeon Design Contest (using GMare)
« on: May 01, 2011, 05:22:25 am »
Got a Link?
Edit: Never mind. Found it.

While I'm posting: How is everybody doing with their projects?

1067
Here's another image showing some progress:


I made a start at adding in a functional magic attack for the three rods. Two are done, but I lack the sound and animation for the third (=Rod of Medu).
Anybody willing to help me out on that one? I have the rest of the day to work on the project and it's little effort to add in the third.

The request for resources can be found here

1068
Last weeks progress:
+ Added collectable fairies to touch and catch
+ Fixed glitch: double creation sound for instant textboxes
+ Fixed glitch: incorrect loading of saved dungeon room data
+ Fixed the door in the dungeon you can walk through while it is closed from the other end
+ Finished work on the snake enemy
+ Tweaked the shield a little
+ Fixed glitch: endless death loop




1069
Updates / The Dungeon Design Contest has started
« on: April 22, 2011, 06:50:53 pm »

The contest has begun!

I missed it?! - That depends. You can still register to enter till the 29th of April
Till when will it run? - The contest will run til the 31st of May or untill all the results have been send in

For more information read click on the header link.


1070
Contests / Re: Dungeon Design Contest (using GMare)
« on: April 22, 2011, 06:36:09 pm »
Okay. I'm officially starting this contest!
The needed resources have been added to the first post (and I'll message the current contestant personally). The descriptions have been finished for about 99%. The last step is just an overview of information from the other steps, so it's no showstopper.

In case more people want to enter this contest:
Registration does not end until the a week after the start of the contest, so you have until the 29th to still enter.

1071
Contests / Re: Dungeon Design Contest (using GMare)
« on: April 22, 2011, 09:12:53 am »
Today is the 22nd of April (11:10 for me currently) so I plan on finishing the remaining descriptions in the first post and present everybody with the needed resources to begin. Check in at the end of the day to see the progress made. For now I've adding a description for adding of small keys to your game.

Feedback is always welcome.

Update: I've now also added descriptions for ledges, lights, pressure plates and crash switches
Update 2: Added descriptions for movable objects and events

1072
Contests / Re: Dungeon Design Contest (using GMare)
« on: April 21, 2011, 05:22:53 am »
I'll update the list.

As for the creation coding:
The winner's dungeon will be build into a stand alone game using my engine. My engine requires all the creation coding (and lot's more behind the scenes) and thus I'm also making it a requirement in the contest. It can indeed be seen as a lot of work to add but think about how much more work it would be for me to retrace your steps and fill it in for you. It's not even funny. I have already skipped a lot of steps and coding so that the contestant only have to input the bare essentials. It is save to say you only have to do a small part of the whole and just the easy bits at that.

Another argument is the neccesity. If you place an enemy in your dungeon then you will need to define what type of enemy it is. I can't do that for you as it is your dungeon. If you add a chest you will need to clerify what it's contents will be. My engine is not set up so each enemy or chest uses a different object. For me (=the creator) that seemed inpractical.

The data you have note down like room numbers and chest numbers is just as probably as the creation coding. That will, for one, help you state dungeon conditions *which I haven't documented yet). For exampe: if all enemies are dead in room 3 then create chest 6. Or: if you enter a room, close door 4,5 and 6, but not 8. Using just words would be horrible. For me to translate but also for you I imagine.

If there are specific issues somebody thinks we could do without then just post it. I'll explain why it has been added.

1073
Contests / Re: Dungeon Design Contest (using GMare)
« on: April 20, 2011, 07:37:34 pm »
Excellent. I've updated the list.

1074
Sounds good. Thanks. If you've got more then what's attached then I'm definatly interested.

1075
The bottled fairies now only heal 7 hearts and no magic when you die.
Catching a fairy is giving some problems with consecutive textboxes. That'll have to be done somewhere next weekend. Same as the stabbing edits.

1076
Thanks for the information. I really appreciate it!
Just a quick follow-up question about stabbing the enemy. Once Link hits an enemy and put away his sword, what happens then? Does he just move like normal instantly? Does he move and look like he is still holding out his sword (minus the sword obviously)? Or maybe something else happens?

1077
Just one more day of freedom before I start work again tomorrow. Who can anwser my questions about alttp below so I can maybe get some more progress done before that happens XD?
1. How much does a fairy heal you if you die while having one in your inventory. How many hearts and how much magic?
2. What happens when you use a net to catch a fairy? Specificly: What is said? Which options are given (if any)? And what is said if you have no (free) bottles?
3. What happens if you hold out your sword in front of you and walk into an enemy with it? Can you go around stabbing the enemy until infinity or does something else happen? Does stabbing an enemy like so cancel out the swordcharge you had going?

I'm currently working on adding in collectable fairies. Can't really say when those will be finished as I have some questions left. Maybe in a week or so. It also depends on how much more time I'll need to spend on setting up the rest of the dungeon design contest.
Beyond that I'm working little on mapping again.

1078
Contests / Re: Dungeon Design Contest (using GMare)
« on: April 10, 2011, 07:18:24 am »
I'll update the list. Having just a single post is okay since I also mentioned this contest on other forums. I'll will give off an undirected warning just in case though. Entering dual accounts (which is noticeable) is reason for disqualification and can be for a ban. Needless to say it's best to come clean before it comes down to that.

As for your questions:
Dungeon item: You are not limited to any specific dungeon item. I see no need to limit your creativity. Check the step on chests to see what item options are available.
Dungeon boss: There are no bosses in my game yet. Sorry. If you really want something resembling a boss fight in your game then you could place strong enemies in a room that closes upon entering but doesn't open again till everyone is dead. Having a key fall from the ceiling upon clearing the room is also an option.

The game will end upon touches a special warptile (which I have yet to describe in the steps).

1079
Made more progress lately:
- Saving dungeon data is done
- Textboxes can once again show all text instantly. This is present in all the current demo's but accidentally fell of as I recoded the textengine.

I also have a specific question for anyone willing to help:
What happens in alttp if you hold out your sword in front of you and walk into an enemy with it?
Can you go around stabbing the enemy until infinity or does something else happen?


Update: The following process has also been made.
- The attack button can now also be used to throw things
- You no longer instantly swing your sword instantly after a textbox (this problem had been bugging me for ages)

Another update:
- Added Life, Magic and Cure-All Medicine
Each new gamefile will (temporarily) start with one Life Medicine.
The first saved file will start with one of each type of bottle contents.

1080
Zelda Projects / Re: The Legend of Zelda: Threads of Despair
« on: April 09, 2011, 07:43:15 am »
Some parts look very nice, other parts don't. I've downloaded it, but haven't played it yet because I'm busy. The following is therefore just based off the video. Just small comments on things I noticed.

- When going to the first dungeon we see Link passing a guy on a walkway eventhough there is water all around. My first question would be: why doesn't Link just swim around him. Maybe you do no intend to let the player have a swimming ability at this time yet in the final version, although you do seem to need the ability in the dungeon. I suggest blocking the water to the next screen.
- I suggest making the boss float up less high when you fight him. Players generally want to clearly see the boss that they are fighting.
- One thing you can do to give the boss more depth is to give him a tell when he is about to attack. If his attack is unblockable, fast or heavy hitting then the player will need to be mindfull of this boss' action and you introduce more strategy. Giving the boss more attacks, like him swooping down for you (after his tell), would achieve the same thing.
- The text in the intro is fragmented over multible lines and the cut of point per line seems sporadic. Sometimes there are 4 lines of text. Sometimes 5 or 6. The colored ring thingy should be shown for one or two seconds longer. Now it's just a flash before it's gone. Look at it from the players point of view: the very first thing they see from your game is an unrefined intro. It sets the tone for the rest of the game and it's so easy to avoid with just a little bit of extra work.

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