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Messages - Martijn dh

Pages: 1 ... 51 52 [53] 54 55 ... 77
1041
LTTP & FSA / Re: [Request] Custom magic attack (alttp style)
« on: June 12, 2011, 11:40:14 am »
Well, you got me there.

1042
LTTP & FSA / Re: [Request] Custom magic attack (alttp style)
« on: June 12, 2011, 10:38:44 am »
Nah. A green rod would not show wll against the black background of the itemmenu. Estatics > Logic. Ask my mother, she'll tell you. XD

1043
LTTP & FSA / Re: [Request] Custom magic attack (alttp style)
« on: June 11, 2011, 07:46:31 pm »
The sprites and size are a nice improvement. The colors didn't do it justice I felt, so I made some edits myself (see the images below). Personally I like the fourth situation best.

Thanks Nabeshin!

1044
Yes, stoned dudes can be found in this demo. Sort off.

The sword beam destroy itself if it hits a wall, enemy etc. If nothing is hit then it will just keep going. You hearing the beam even after it has gone beyond the visible screen is by design.

The depth issues are know. I have an answer ready but it will take a lot of effort to implement. Maybe in the next demo.

1045

NEW DEMO OUT
(Also, I updated the first post quite a bit borrowing the setup FrozenFire thought up.)

Here is a listing of all the changes made since demo 0.10.8
-Added a bunch of new rooms
-Added the ability to fall through the floor with enough weight
-Rewrote part of the digging mechanic to improve efficiency
-Fixed surfaces errors when moving in and out of the dungeon too much
-The hud moves along with the (dis)appearing item menu (once again)
-Items created by flying skulls will fall to a more appropriate depth, based on what you'd visually expect
-Improved the Pol's Voice AI even further (it can now jump over various objects)
-Collissions on/under bridges are now handled differently/better
-Finished enemy: Buzz Blob
-Added new enemy: snake
-Recoded/improved the credits
-Recoded/improved on the item menu
-Recoded/improved on the starting screen
-Recoded/improved on the text engine
-Replaced all previous textsprites by custom fonts
-Added an (encrypted) save feature for controls and dungeon/game progress
-The attack button can now also be used to throw things
-Added new item: Book of Mudora
-Added new item: Life Medicine
-Added new item: Magic Medicine
-Added new item: Cure-All Medicine
-Added fairies to touch and catch (not fully satisfied with them yet)
-Bottled fairies now only heal 7 hearts and no magic when you die
-Added magic for ice rod
-Added magic for fire rod
-Added magic for Rod of Medu (the magic attack is just placeholder for now)
-Some enemies and containers can be frozen or turned to stone

1046
Progress in the last couple of days:
+ Finished two more dungeon rooms (just one left)
+ Added three pressure plates that need to be activated in order
+ Added falling down two floor below
+ Fixed issues with doors closing and opening directly after entering a room
+ Fixed facing issues when falling down a floor
+ Redid the shadows for frozen/stone enemies/containers

With that I believe I'm more or less ready to release the new demo. Just need to remove the tester stuff. There are still two small issues that I'm working on, but that's always the case XD

1047
Oops.... uuhmm. Yeah, you may need to do that in order to finish the dungeon. Actually, it's already possible in the current demo.

1048
It would just be the default compass, but the function would change. The goal is not be to hold the player by hand, but rather to hint at places where "something" has not been discovered yet to prevent them from running in circles endlessly. Such things being chest and keys obviously, but also when the player has not yet discovered pressure plates / killed all the enemies / discovered that a statue can be moved to open a door etc.

The map could use just 3 colors:
dark blue: room never entered yet
light blue: room entered and fully explored
light green: room entered but not yet fully explored

More more colors then that would be difficult because roomscan hold multiple mechanics. Like for instance one door requires all enemies dead, there is a chest hidden and a second door requires you crash into a statue.

1049
Had an somewhat interesting idea today about the map system in alttp. For reference: it currently looks like the image below. When you collect the compass the chests and boss location are displayed. I can imagine that this is done so the player doesn't get stuck too much, since showing those things might help the player progress. Other secrets, like keys from above, however are not displayed.

How about I the compass does not display the chests, but instead turns the rooms light green when all points of interest in that room are discovered? Or would that spoil the experience? I'm not really sure, but I believe my dungeon can be a little hard for some people to solve (or at least I haven't heard the opposite). I'm doing some scetches for the second dungeon and I'm not still pondering on how to make it challenging while not frustrating.

Anybody have any comments on the matter?



1050
LTTP & FSA / Re: [Request] Custom magic attack (alttp style)
« on: June 06, 2011, 05:50:33 am »
The thing is that the magic from the rod of medu can turn other things to stone upon. Like the ice magic can turn things to ice and the fire magic burns stuff. A stone, like in WOW, looks like a projectile with a little magic glow to make it float. In other words: it looks like it's going to do its damage kinetically. It's not what I'm looking for because of that and because it doesn't really fit with the ice and fire magic.

1051
Thanks TCGamer. I agree.

Here is this weekends progress:
+ Stone magic turns some containers to stone
+ Ice magic freezes some containers
+ Erased any noticeable slowdown that occurred when the player entered the main floor of the dungeon
+ Updated the cannonball routines to have make sure they don't just start as the room starts

And aside from that I spend time tinkering with a room's layout and the stone magic. Still no satisfying results on either of those.

1052
LTTP & FSA / Re: [Request] Custom magic attack (alttp style)
« on: June 05, 2011, 04:21:06 pm »
Here is the itemsprite I'm currently using for the rod of medu itself. It'll basicly be used as seen, but I'm open to improved versions.

1053
LTTP & FSA / Re: [Request] Custom magic attack (alttp style)
« on: June 05, 2011, 04:07:14 pm »
If I could do it myself I would have already done so. The suggestion is appreciated but I can't really do much with it. Also, the rock is a projectile and not very magic like (if memory serves me correctly that is).

1054
LTTP & FSA / [Solved] Custom magic attack (alttp style)
« on: June 05, 2011, 10:16:19 am »
Hello all,

I have another request for my game: a magic attack to be used with the rod of medu (=stone magic).

With some more work I should be able to release a new demo by the end of next week, but I'm strungling to also be able to include the stone magic. The original plan was to use the magic attack (sound included) from Super Mario World's magikoopa for sprites, but the size was wrong. It should be no larger then 16x16. Also the colors seem really out of place in the style. My editing hasn't helped it much.

I've attached my own attempt at the magic (along with the magic from the ice- and firerod for possible reference). If someone could make me an animation (that DOES fit with the lttp style) to use as stone magic I'd be most gratefull.

1055
Okay, I've good and bad news again. I decided to break up with my girlfriend (really it was her decisions that got me to do it, but whatever). Also the contest I was expecting to spend more time on did not produce any usefull results.

The good news here is that because of this I can spend a little bit more time on my game. Actually, I hope to be able to produce a new demo in about two weeks time. Finally XD

Also I'm set up a pole because I'm interested in what people get most excited about in new demo's.

1056
Still managed to make a little bit of progress on the game:
+ Fixed error when getting shocked while holding a container
+ Fixed glitch where getting shocked no longer worked
+ Added new room: Connector room on the upper floor
+ Fixed glitch: skeleton heads keep following you after you exit the room
+ Expanded the destruction animation and item creation for containers to handle more shapes

1057
Contests / Re: Dungeon Design Contest (using GMare)
« on: May 29, 2011, 09:18:24 am »
Just a little reminder that the contest is almost at the end.
I have yet to receive anything.  :(

1058
Recruitment / Re: Small Projects
« on: May 28, 2011, 06:59:17 am »
Thank you for the effort. I was still looking for such sprites.

1059
The Rod of Medu is a rod with a similar working like the Icerod. Only instead of turning some enemies to ice, it can turn some enemies to stone. For now the enemies turned to stone can just be picked up and thrown to break them. I might change some of that to create some original puzzles later on.

While I'm at it: I've got a little bad news. My girlfriend's father is not doing well AT ALL so I don't really feel like working on the game this week. This has been going on for a couple of weeks already and it's turning really bad. Aside from that is my work and my studies. I'll probably be back at it in 2 or 3 weeks time.

Help is always welcome though :) Even now.

1060
Contests / Re: Dungeon Design Contest (using GMare)
« on: May 16, 2011, 05:43:23 am »
Okay, I can understand. No problem.

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