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Messages - Martijn dh

Pages: 1 ... 53 54 [55] 56 57 ... 77
1081
Why hate to ask? You've helped me plenty in the past. I haven't forgotten.
Once I'm done figuring it out for myself you'll receive simular scripts.

1082
Spend the last couple of hours working on a more elaborate saving system (using ini files). And then I started thinking up ways to prevent people from messing around with the savefiles. I may have went a little overboard, but at least the data in the ini files is impossible to crack now.

Currently I've implemented the actual saving plus encrypting of the data. Hopefully I'll get around to the loading aspect next week.

1083
Feedback / Re: How about another contest?
« on: March 13, 2011, 02:00:18 pm »
I'll see about setting up the contest mid April (which is right after my exams). Contestants will be given about 4 or 5 weeks to turn in their results.

1084
Latest progress report:
- Finished recoding the item menu (it's now just comprised of one object).
- Made some more coding changes to the startingscreen, saving more resources.
- Added in an auto-save function for the game settings. It should be a welcome addition for those that dislike the pre-set controls.

1085
Feedback / Re: Revamping ZFGC
« on: March 05, 2011, 05:28:35 pm »
The "we" and "this will be a whole new era" parts. No offense meant though.

1086
Feedback / Re: Revamping ZFGC
« on: March 05, 2011, 05:19:51 pm »
I believe you are getting a little ahead of yourself there.

1087
Feedback / Re: Revamping ZFGC
« on: March 05, 2011, 12:41:25 pm »
Who says we have to upload video's each week, or each month for that matter? Just upload if there is something you would normally create a video for.

1088
Feedback / Re: Revamping ZFGC
« on: March 05, 2011, 11:48:53 am »
The PotM had plenty of activity each month. The only reasons it isn't continued right now is because I got a new girlfriend last year (= less free time), nobody stepped up to continue on, 4Sword wanted to change it once again.

1089
Feedback / Re: Revamping ZFGC
« on: March 05, 2011, 11:36:29 am »
Why not pick up on that idea of a combined zfgc youtube account? I find it a wonderfull idea.
Low level of effort required to try out. Large audiance to appeal to. Why not?

There will be the occasional shitty video, sure. But people interested in zelda fangames who see that most fangames are clustered on one forum will likely come and visit. More so then when I (or someone else) mentions zfgc in a video or in a comment on some other forum.

1090
Feedback / Re: How about another contest?
« on: March 05, 2011, 11:02:05 am »
If we are going to do this, then it's best to start slow. More available features will be added as time goes by and more contests have been held. I don't want to start off fluding the contestants with too much with information, rules and so on.

I'll try to explain the proposed contestsrules in more detail in the starting post. What I want you guys to do is comment if the rules are in any way unclear, so that we can work towards a noob friendly explanation.

PS: Can the winner be rewarded with a little icons/trophy like I have earned from PoTM?

1091
Feedback / Re: How about another contest?
« on: March 04, 2011, 08:13:15 pm »
Point taken. Could you please move the topic over to the feedback section then (since my admin rights are gone these days)?
It'll take some time to set up (like a number of weekends) so I figured the staff section would be a good place to start without getting anybody's hopes up too much, but I understand what you're saying.

1092
Feedback / How about another contest
« on: March 04, 2011, 05:10:36 pm »
Event: A dungeondesign contest where I'll turn the winning map into a standalone game
When: Starts mid - late April 2011
Duration: Preliminary plan is for 6 weeks of development

Each participant is presented a GMare file preloaded with the relevant objects and backgrounds from my game. No additional resources may be used. All particants attempt to build a actual dungeon, which is later graded on originality, fun factor and general appeal by the general. I personally will grade it on feasibility. The winning design will be converted into a stand alone game, so we actually play it in action. Should be a fun experiment to pass the time.

At the enddate each participant will return the following:
- The finished GMare file containing the designed dungeon
- A secondary textfile detailing the dungeon for the general audience
The goal is to describe the general working of your dungeon and how you'd like switches and doors to behave.
- Further files aimed towards me giving me the needed information to build your dungeon.
Think along the lines of indexnumbers for a range of different objects and detailing the roomparameters.

I will do my best to describe below how to build your dungeon.

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

Step 1. Downloading GMare & resources

GMare can be found here: http://gmare.codeplex.com/
Resources can be found here: <will only be available at the start of the event>

< Maybe I'll include more information on how to get started with GMare >


Step 2. Determining rooms

Part A

When building your dungeon you will need to determine how large each individual room will be and where it is placed. To help you achieve this I have include the objects: obj_Room_Block_Large_A t/m D. Set your GMare grid to 320x320 and place up to 10 blocks to make up your dungeon. Here's an example:



The example shows that I want to build 3 rooms in my dungeon, using four blocks of 320x320 pixels.
Just a friendly warning: do not make rooms consisting of more then 6 blocks. It may murder the framerate if you are going place lot's of objects in them later.

The following is an example that is wrong:


Rooms must always have a rectangular shape. The example above has a room that is a different shape and thus will not be usable.

Part B

After you have layed down the blocks to build your dungeon it is time to document the basic variables needed. Give each room a indexnumber starting from zero and create a seperate textfile to document the following per room: room index / x / y / width / height.

For the example I would have to document the following.


Code: [Select]
Index / x / y / width / height
 0 /   0 /   0 / 320 / 320
 1 / 320 /   0 / 320 / 320
 2 /   0 / 320 / 640 / 320

Part C (not manditory)

You may list a name per room. This name will be briefly displayed in the center of the screen if a player enters that room. The game remembers the last name to have appeared. If the character walks into a room with a different name then that new name gets displayed. Nothing happens if a room does not have a name. You can use this to give the player a message when he first enters an area, whenever he enters a new room or when he moves from once section to another section.

Given the example screenshot I have been using I could send along the following information:
Code: [Select]
Index / x / y / width / height / name
 0 /   0 /   0 / 320 / 320 / Shrine
 1 / 320 /   0 / 320 / 320 / Shrine
 2 /   0 / 320 / 640 / 320 / Treasureroom
The result will be that the player will once get a message that he's entered the shrine (assuming he starts in either room 0 or 1). Whenever he enters the treasury he will get a notification. Whenever he leaves the treasury he will get a notification.

And that concludes defining rooms.


Step 3. Building bare rooms
< explination is being worked on >

Step 4. Connecting your rooms
< explination is being worked on >

Step 5. Adding roommasking
< I'm skipping this step to keep things simple. You will not have to do any masking>

Step 7. Placing various objects
< explination is being worked on >

Step 8. Placing enemies
< explination is being worked on >

Step 9. Detailing dungeon conditions
< explination is being worked on >

Step 10. Detailing the start and ending positions
< explination is being worked on >

1093
Feedback / Re: Death of ZFGC
« on: March 02, 2011, 08:13:25 pm »
Reasons for my own lowered activity: working lots, working late, studying and having fun with the girlfriend.
Haven't grown out of fangames too much because it's a hobby. My personal guilty pleasure.

As a response to the first post. I agree that a cooperative project might do the forum some good.
I have been pondering on this one idea for a number of months now, which may or may not spark some interest. I've got an engine with a decent amount of features in it. Gmare is just released and it helps people to work together on a single game (to an extend). How about combining the two? Maybe it'd be fun if I'd give a group the opportunity to build something in Gmare which I'd in turn convert to my engine, as a standalone game. All that is currently present in the engine would be the available as a buildingblock. Just a thought. It'd need a further introduction obviously.

1094
Other Projects / Re: [Demo] Tech demo - Horn of Balance (working title)
« on: February 27, 2011, 08:29:24 pm »
Not a lot of (visible) progress this weekend. I hadn't really planned for there to be any progress, but I opened gamemaker and well.. time flew. As a result more aspects of the item menu have been recoded and the amount of resources has deminished further as well.

I was wondering though. Since the last demo (that I actually made public) not a lot of visible progress has been made. You can find the overview in the startingpost if you're interested. Most of my time has been spend cleaning up coding, working of lessening the amount of resource and fixing glitches. That being said, several fundamentals have been touched and I'm looking for testers. My question is wether or not someone is willing to help me with this. Or is it wiser to just post a new demo? Again, I don't feel there is a lot actually added since the last demo.

Progress (while I'm at it)
590 sprites   --> 428 sprites
157 scripts   --> 155 scripts
111 objects --> 94 objects
72 sounds
22 backgrounds
9 paths --> 8 paths
8 rooms
5 timelines

1095
Other Projects / Re: [Alpha]GMare (Game Maker Alternative Room Editor)
« on: February 27, 2011, 08:53:19 am »
This is getting me excited all over again.
I know I don't have the time to start converting my game right away, but it's itching. I like the simplicity of the thing, in the sense that it looks very inviting to start using. Once there is more documentation, I'll look for time to try it out for real.

1096
Other Projects / Re: [Demo] Tech demo - Horn of Balance (working title)
« on: February 20, 2011, 06:49:21 pm »
Here are two more screenshot just for kicks.
Latest progress btw: finished recoding the textboxes from the ground up and I've added the book of mudora.





My vacation is over once again, so I'm afraid it's back to usual for me for the coming time. The plan was originally to create a new video showing the latest features beforehand, but that would just spoils the surprise. I do invite someone else to do. Let me know if you are intested. If somebody wishes to do some glitch hunting, then be sure to let me know as well.

1097
Zelda Projects / Re: The Legend of Zelda: Threads of Despair
« on: February 16, 2011, 07:48:44 pm »
-I'm missing F1 to show in-game what the controls are.
-Pressing V outside of the house sends the magic meter haywire
-The bow and arrows seem intended to be aimed when you keep the action button pressed. This does not always happen. Sometimes, if I change the characters direction frequently while tapping the action button Link is locked in aim-mode until you shoot. The character's position is also changed a little and (when looking sideways) the arrow is positioned a little lower then the aiming line.
-Rolling towards the hill on the right after the first crossing gets me stuck in the wall.

I'm going to stop here. It's like I suspected. You have indeed build in a lot of things, but you'll need to work out the finer details if you want more attention. Those are my first impressions anyway. Don't take it as criticism.

Edit:
-I managed to push the big block offscreen by continuesly rolling against it.
-In the lower left corner of the lake area rolling southwards messes up Link's movementspeed

1098
Zelda Projects / Re: The Legend of Zelda: Threads of Despair
« on: February 16, 2011, 08:40:55 am »
Seems a shame to quit development. Not getting a lot of response is not surprising if you don't show a lot of activity yourself. It's been a while since your last post. And the response you got to your creation of the topic is decent enough.

I'll try to play it later today, but it looks like there is a lot in it. Perhaps you could work more on the presentation and smoothing out the controls if you want more attention. Some visuals are ugly and well... lots of people will not look past that. On the other hand, people will play it aplenty if you get the little things right. Meaning graphics wise and through controls. The location selection on the map for instance. That just does not look pleasant to handle.

1099
Other Projects / Re: [Demo] Tech demo - Horn of Balance (working title)
« on: February 14, 2011, 10:20:10 am »
An image of Link when he's drunk.

1100
Coding / Re: Programming Q & A Round II
« on: February 11, 2011, 06:31:04 pm »
You just beat me to it. It doesn't work for string comparisons.

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