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Messages - Martijn dh

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1341
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.

1342
Updates / Re: Nominations - January 2010
« on: January 26, 2010, 05:00:08 pm »
Honestly, I would've voted for the game I'm helping with (Horn of Balance), but progress has been a little too slow. I voted for Surface because it has been making some really awesome progress and it's looking to be a game with tons of potential.

Nonetheless, I'm very sure that HoB will get PotM some day in the future; it's a solid beta so far. Maybe next month. I'm sure Martijn understands; I'm just trying to vote fairly.

Like I'd take it personal ;). This is the first time I've even been nominated for Project of the Month (for as far as I know). I even got a vote. Good times. XD

1343
Other Projects / Re: [Demo] Tech demo - Horn of Balance (working title)
« on: January 24, 2010, 04:57:22 pm »
Yes. That would make for some interesting constructions. The same could be done with light (reflection) etc. Interesting.
I'm writing it down as well. There are also a lot of idea's I have myself that do not fit in the first dungeon. So I write down everything that comes to mind and save it for later. It'll be a while (read: somewhere between 2011 - 2015  XD) but everything will eventually make it's way into the game.

1344
Other Projects / Re: [Demo] Tech demo - Horn of Balance (working title)
« on: January 24, 2010, 04:00:05 pm »
Interesting idea. I'll write it down for later.

1345
Other Projects / Re: [Demo] Tech demo - Horn of Balance (working title)
« on: January 24, 2010, 11:52:20 am »
Okay. I misunderstood.
These are great suggestions.

The first two look great. I'll definitely try those. The next two are a little iffy. Those probably only look right from above. The last are already used in the second area (=blue dungeon) so they are already associated with the water. The blue area will be positioned before the green dungeon. I do really like the idea of them opening like that so I'll save those for a later date. I already had somewhat simular planned, but these will add brilliantly.
...
I'll try it out. Thanks for the input!

Btw: There is a secundairy area with random holes in the wall. I might as well post it below since people are interested. The red indicates how the blocks need to be moved, but that will be removed later on. It's just there for me as reminder of how to program it later on. Any comments on these rooms. These holes are purely for decoration. They had a function but that got scrapped. These two rooms are connected.





------------------

Edit: Here is the revised room.

1346
Other Projects / Re: [Demo] Tech demo - Horn of Balance (working title)
« on: January 24, 2010, 10:36:55 am »
I was thinking about small enemies like those plant things and maybe snakes (for there attack patterns). It is meant as a brainless flooding trap so the enemies will not do anything outside of their normal routines. I like the idea of waves, but that is best kept for another time. I've put it on my "idea-list".

Using crumbling wall? I assume you mean like the holes you can walk through yourself (it has been a long time since I played four swords). That would also be an option but you can't go through them yourself. With these holes it is clear that they are oneway. It fits the theme a little better too I think. And this is intented to come off as an designed continues trap. Like it is doing exactly what it was build to do. Namely trap and kill off intruders.

1347
Other Projects / Re: [Demo] Tech demo - Horn of Balance (working title)
« on: January 24, 2010, 10:09:47 am »
Yup, they do have a purpose.

I was thinking of adding a trap room where you get flooded by enemies. And since enemies need to come from I've added so many holes. That's the underlying idea anyway.

1348
Other Projects / Re: [Demo] Tech demo - Horn of Balance (working title)
« on: January 23, 2010, 06:50:21 pm »
Just another screenshot to show progress. Three rooms turned to seven eight so now there are only seven six dungeonrooms left unfinished. Meaning the dungeon is slowly but surely getting finished from a design point of view.



Frozenfire: There is some more stuff posted on our forum (2 topics).

1349
Updates / Re: Nominations - January 2010
« on: January 22, 2010, 12:16:44 pm »
Very well then. I nominate Sword of Divinition as a second choice.
There was a new demo released and the project has been getting response because of that. It still shows promise and it has gone without attention for a while untill recently. Which is a bit of a shame.

1350
Coding / Re: Gamemaker question: drawing only OUTSIDE of a shape
« on: January 21, 2010, 03:14:28 pm »
It's okay. I got what I need from the example.

1351
Coding / Re: Gamemaker question: drawing only OUTSIDE of a shape
« on: January 21, 2010, 02:47:10 pm »
Subtract huh? Okay, the example is clear. I should be able to get it now. Thanks.

1352
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?

1353
Other Projects / Re: [Demo] Tech demo - Horn of Balance (working title)
« on: January 19, 2010, 09:34:18 pm »
Just to show I'm still working on it.

There are three rooms I am currently working on, this being the first.


Design isn't my strongest point (= still looking for a level designer), but I kinda like it. The green chest is a secret within the dungeon. One of two actually, but neither one will be needed for the completion of the dungeon. So don't feel bad if you can't find it. Think more along the lines of a heart container / trading sequence item.

A little hint for when the next demo is done: it'll become clearer with a map and boots.

1354
LTTP & FSA / Re: [Request] Another specific Alttp request
« on: January 16, 2010, 05:18:53 pm »
Great! That´s excellent.
I've got 2 finals coming up next week. I'll implement them directly after.
Thanks.

1355
LTTP & FSA / Re: [Request] Another specific Alttp request
« on: January 10, 2010, 08:20:04 am »
This might be a good a place as any to post. I've been working on creating a hole in the wall for the lower floor (which does not happen in alttp I believe. Not with these walls anyway). Does it seem out of place? I'm still testing so this will not be the final location.

All that remains now is the animation. A screenshot will also help, since it's better then nothing. I can locate a video if you are unsure what I'm talking about. XD Who can help me on this one?

1356
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?

1357
LTTP & FSA / Re: (spr Request) Boss Doors/ Dungeon Doors
« on: January 06, 2010, 09:58:41 pm »
Are we talking alttp style or something different?
If you're looking for the first then the following will help.
I've got some more of these if you want.

Edit: Never mind. I just read the subtitle. It wasn't clear.

1358
Recruitment / Re: [Recruiting] Room designer
« on: January 05, 2010, 10:09:53 pm »
The plan is as follows:
1) Help finish the dungeon I am currently working on (about 12+ rooms left)
2) Help finish the sewers I am currently working on (about 6 rooms left)
3) Work on Hyrule castle and the surrounding area (unknown number of rooms)

As mentioned. You are welcome to do additional concept design. Meaning you can create whatever you want (based on some general descriptions) and I'll save those (as inspiration) for another day since I can't use them right now. I won't help with tiling in these cases though, since they are not my priority. Also I will then still be looking for a room designer.

Some example scenario's you could do concepts for:
-A woodcutters cottage in the forest
-Desert ruins
-Hyrule Town
-Village on the foot of the mountains
etc.

I'll give more details and plans when someone is serious about helping.

1359
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.

1360
Other Projects / Re: [Demo] Tech demo - Horn of Balance (working title)
« on: January 01, 2010, 12:46:53 pm »
Okay. I've worked on the last of the comments and a fixed demo is now up.

Frozenfire: I've made it so you can now be hurt while swinging your sword, doing a full swing and sword charging. It does indeed feel a lot more natural this way. The effect of getting pushed back by the enemy is not yet included. That will require me to work on (or interrupt) the movement engine. If I'm going to do that then I want to do it right and also add sliding, swimming and pull so I'll do it at a later date. When I've figured out how to accomplice that.

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