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Topics - Aero88

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Other Projects / [Demo] Warcraft: The Chains of Command - RTS clone
« on: December 05, 2011, 09:31:16 pm »
WARCRAFT:  The Chains of Command
Warcraft is (c) of Blizzard, but this game has been programed from scratch using GM 8.1 Standard
An AERO GAMES Production

The Chains of Command is actually my fourth attempt at creating a Warcraft fan game.  And I am pleased to say I think I have finally gotten some things right.  Now I won't claim to be the best programmer in the word, but after some hard work I have been able to add almost all the features you might find in a commercial game.  Including...

-Intelligent Motion Planning
-Fully Functional Mini Map
-Control Groups 1-9 (Hold Control and press a number 1-9 to set the control group and then press the same number to recall the selection)
-Sub Group Selections
-Selection tabs in order to select more than 12 units (Toggle open selection tabs using the numpad keys 1-6)
-Units Categorized in Selection based on their priority.
-Land/Air Units
-Fog of War (Toggle on and off using "F" and "G".  "G" toggles only the fog and not the blackness)
-Teams and Ally support
-And More

-This is just a battle engine currently.  No economy or structures yet...  Though there is a peasant that looks like he is ready to work...

-I'll be totally honest.  Most fan games are not perfect and that does include this one unfortunately.  I am a hobby programmer and I have never really looked into programming multiplayer functionality.  Though it would be nice I have no idea how to make it multiplayer so it is grounded to playing vs AI...  Unless there is someone else who knows how/wants to do it.

-As I said earlier I am not the best programmer out there so this game probably isn't as efficient as it could be.  For that reason you will probably need a fast computer to run this if there are lots of units on the map.  I have a 2Ghz Mac Mini that I programmed it on and it works for me just fine.

-Changing you monitors resolution may cause strange effects on the fog of war.  If this happens to you you can fix it by restarting your computer or by leaving the fog of war off.

User Interface
-If you have played an RTS before it is pretty much the same. 
-Use the mouse to select units and execute commands and either the onscreen buttons or the built in hotkeys to issue commands.
-Hold Control and press a number 1-9 to assign selected units to a control group and then press the same number to recall the selection
-Toggle open selection tabs using the numpad keys 1-6
-Toggle Fog of War on and off using "F" and "G".  "G" toggles only the fog and not the blacknes
-Press "R" to reset the game

Screen Shots:

-The Big B of course:  Blizzard for the Warcraft Franchise and of course most all of the sprites I used.
-Aero88: Programming, and sprite editing
-Airslide: The Motion planning extension I used
-TSR:  The Spriters Resource
-Dark Wolf: WC1 Sprites
-Maxim: WC2 Sprites
-Sounds Resource: Sister site to TSR I think.  I got my sound effects from them
-I think thats it...

Download Engine Here

Feedback / Maybe we can learn from this.
« on: June 08, 2011, 11:38:49 pm »
So I was over at MFGG and ran across this topic in which someone was looking for a Zelda Fan Game site.  This obviously peaked my interest as I am a part of this Zelda fan game site.  Some people actually posted a link to ZFGC but he was ultimately discouraged from coming here primarily because there was no search feature for our resources.  I feel a little silly bringing this up because don't do any programming other than GM, but perhaps what we need to bring in more people is simply to modernize the site with features such as the search feature.  Is it worth it?  Maybe.... maybe not.  What do you guys think.


Coding / Fog Of War Example
« on: April 22, 2011, 07:56:00 pm »
Hello again.  I have recently been working on a game that required Fog of War using GM8.  I never coded it before so it was interesting figuring it out.  I feel I finally came up with something that works pretty well and is pretty simple so I thought I would put it up as a resource.


Contains a .gmk for GM8, an executable file, and a read-me file.
You can download it here.

For the more experienced users here I would appreciate it if any of you had a chance to look at it to see where it could be made more efficient.  It really shouldn't take long to look through as there are under 50 lines of code and it is well indented.  Thanks for your time.

Coding / Collision Issue
« on: April 18, 2011, 10:51:50 pm »
Okay so here is my problem.  I am creating a game in in GM in which a bullet bounces off walls.  Sounds simple enough as it should.  I feel silly that I am having issues with this, but for some reason everything I have tried just doesn't quite work right.  The wall object is a simple 32x32 object, and the bullet object is 9x9, both of which with centered origins.  I am using the following code to make the bullet bounce off of the wall.  This is called inside of the bullet object upon colliding with a wall object.

Code: [Select]
//move outside the object
    while place_meeting(x,y,other)
        x += lengthdir_x(1,direction+180)
        y += lengthdir_y(1,direction+180)
    //If Colliding from the top
    if collision_rectangle(bbox_left,bbox_bottom-1,bbox_right,bbox_bottom+1,Solid_Object_Parent,true,true)
        vspeed = -vspeed
    //If Colliding from the bottom
    if collision_rectangle(bbox_left,bbox_top-1,bbox_right,bbox_top+1,Solid_Object_Parent,true,true)
        vspeed = -vspeed
    //If Colliding from the left
    if collision_rectangle(bbox_right-1,bbox_top,bbox_right+1,bbox_bottom,Solid_Object_Parent,true,true)
        hspeed = -hspeed
    //If Colliding from the right
    if collision_rectangle(bbox_left-1,bbox_top,bbox_left+1,bbox_bottom,Solid_Object_Parent,true,true)
        hspeed = -hspeed

What is crazy is that it works almost flawlessly, but if the bullet approaches the wall object from the from the left at a very shallow angle, or from the right side at a shallow angle the bullet does not bounce correctly, and for the life of me I can't figure out why.

I was hopping someone here could help me.  Either by suggesting another way to make the bullet bounce off of the wall object, or by correcting my code.

The code needs to be able to precisely determine if the bullet is approaching from top/bottom or left/right, so that the bullet doesn't act weird when hitting corners.  Thanks!

Coding / Customizable Controls Example
« on: April 04, 2011, 05:07:23 pm »
This Tutorial shows you how to make a game with customizable Controls.  It also shows how to store the controls to a .ini file so that the controls don't have to be reset every time you run the game.  Hope it helps someone. Enjoy!

This was made with GM8 Pro though I do not think you need the registered version to use it.  It is designed in code, and is indented and commented the whole way through.

Graphically it is nothing amazing, but...  It is a tutorial.  Functionally it is pretty good I think.
Download - http://www.zfgc.com/index.php#?action=resources&sa=view&id=226

Graphics / Custom Link
« on: April 01, 2011, 03:40:06 am »
So there I was thinking of what to do when I was struck by a strange urge to try and draw a custom platform style link...  I have never done much with drawing, but none the less I had the sudden urge to try it.  I drew it out on paper and then decided to try to put it into a pixle sprite.  Anyway here it is.  I thought that it wasn't too bad for not doing this type of thing very much.

I actually wanted to try to animate him, but that has not worked very well so far...

Feedback / Error uploading a .JPEG file to my Mario & Luigi Gallery
« on: January 03, 2011, 07:49:42 am »
I got this error when I tried to attach a .JPEG to my Mario & Luigi Gallery.

string(4) "file" array(4) { ["allowed_types"]=> string(11) "gif|jpg|png" ["encrypt_name"]=> string(1) "1" ["max_size"]=> string(3) "100" ["upload_path"]=> string(24) "./files/projects/gallery" } string(94) "A problem was encountered while attempting to move the uploaded file to the final destination."

The file was a .JPEG and was below the max file size at about 35 kb.  I tried multiple times and kept on getting the error.  I also tried to attach the file to this topic in case it would help to debug, but it wouldn't let me attach it here either.  This time giving this error...

"Your attachment couldn't be saved. This might happen because it took too long to upload or the file is bigger than the server will allow.

Please consult your server administrator for more information. "

Funny thing is though that it didn't take long at all for this message to come up...  It was almost instant, so it couldn't have timed out...

Entertainment / No LAN in Starcraft II
« on: December 29, 2010, 02:50:04 am »
WHAT GOT INTO BLIZZARDS HEAD?  Okay other than trying to cut down on piracy...  I just got STARCRAFT II and went right away to set up a local game with a friend only to find out it has none!  That makes me mad!  Only Online crap???  How stupid!

Audio / [Request] Remake this song (It's not very long)
« on: December 23, 2010, 04:30:38 pm »
If you have looked around ZFGC you may have noticed that I am making a Mario Fan Game.  I have had difficulty finding some of the songs I need, but one song in particular that I need is when you start running out of time.  I have not been able to find this anywhere on the internet.  I checked VGMusic and other sites too.  Anyway.  In order for you to know what it is I am looking for I set my gameboy next to the microphone and recorded it, but it has noise and sounds like it is being played from a gameboy.  The song is from the Gameboy Classic Game "Donkey Kong" when you are running out of time in a level.  I don't need an exact recreation of course but something along the lines of this.  Thanks for your time.

Graphics Requests/Archive / [Solved] Make logo for a fellow ZFGC member
« on: December 23, 2010, 03:44:57 am »
Hey guys have a request if there is somebody interested in helping me out.  You see I don't have photo shop or really any idea how to do this so I was hoping that someone here could help me out.  I want a logo for my games which will show when one my games start.  It will simply be the name "AEROGAMES" or "Aero Games".  Spacing and caps I will leave up to what you think looks best.  I was thinking some sort of red gradient for the text with a gold...ish border, and possibly in a 3D text.  I would be happy with the logo itself, but if you were feeling particularly interested in spending more time on it I would like it to fade in and then have a gleam of light run across it from left to right and then the whole logo would flash.  I am not the artist here so these are just basic guidelines based on my limited understanding and ideas.  If you want to mix things up to make it look better that would be okay I guess.  I suppose that if nobody here is interested then I will live, but I figured there wouldn't be any harm in asking.  Thanks for your time!  :)

Other Projects / [DEMO] Mario & Luigi - The Hunt For King Boo
« on: November 25, 2010, 07:27:27 pm »
It was a fine day at the beach when suddenly...  [Story to be Developed]

Join Mario and Luigi in this epic cooperative adventure.
Princess peach has been abducted again, but this time it isn't the King Kupa!  King Boo is taking his shot at the Princess, and both Mario and Luigi are hot on his trail!

-Play as either Mario or Luigi in a cooperative puzzle solving adventure.
-Customizable Player Controls
-Beat each level by getting the key to the door
-Build the level as you play in order to solve each level's puzzle
-Swimming, Flips, Dives, and Handstands line up in your arsenal of moves to save the princess!
-Collect all of Princess Peaches lost items to unlock bonus content (Bonus content is not yet included in the demo)
-And More

Download Demo Here: http://beta.zfgc.com/index.php/projects/downloads/index/18

Title Screen

In Game Menu

MORE SCREENS: http://beta.zfgc.com/index.php/projects/gallery/index/18

OoA/S & LA / [Solved] Tornado Sprite
« on: November 25, 2010, 06:05:38 pm »
Hey Guys I have been looking for a tornado sprite to put in my hyrule castle stage in my Smash Bros game.  If someone has one, finds one, or would be interested in making one that would be awsome.  I have tried to make my own, but I can't seem to get it right.  Anyway, it would need to graphically fit into my Hyrule stage shown below, and of course, credit will be given to the creator of the tornado  Thanks!

Sprite Speks:
-40 to 45 px tall (Actually whatever you want because I can scale the image, but around there would be good.)
-Whatever wideness you need to make it look good.
-I am Not much good at spriting so if it could be animated that would be great!


This is the only pic I could find of the original Smash Bros tornado.

It doesn't have to be exactly the same, but at least it gives you an idea.

Other Projects / [Demo] Super Smash Bros
« on: December 15, 2009, 02:38:41 am »
Hey All!!  It has been a while since I have been n the forum, but I just uploaded my latest project.  Super Smash Bros!!!

Now before you turn away because most Smash Bros remakes don't work very well, I would like to say that a lot of work has gone into making this run smoothly.  I would appreciate your feedback.

Download: Smash Bros

Characters I'm interested in:
-Link (Done)
-Kirby (Just Beginning)
-Battletoads (Near Completion)
-C. Falcon
-Chrono (From Chrono Trigger SNES)
-Magus (Also Chrono Trigger SNES)
-Pikachu (that little annoying runt)

Recent Updates
-Arwing Added to Sector Y
-Controls are now user definable!
-New levels under development!
-Rash (battletoads) is nearly completed!
-(NEW Level) "Wookie Hole" from battletoads.
     Level Characteristics:  Platform moves up and down the Wookie Hole modifying the Gravity felt by the characters.

Recent Screen Shots:

-AI Battle

-Defend Yourself

Thanks and Enjoy!!


Other Projects / [Demo] Orbs of the Sephiroth *some problems fixed*
« on: August 08, 2007, 02:56:21 am »
Orbs of the Sephiroth

Story Line (In development)
     Many years ago in the old country side village of Katash lived many people.  For
many years they flourished.  Everything the village folk needed they had in abundance.  One         
     morning, they woke to find a huge castle at the door step of the peaceful village,
The master of the castle offered the village folk power unceasing if they would but kneel at his
feet.  The village Elder refused, knowing that great power corrupts man.  The Master of the
castle was furious, so furious even, that he cast a spell of sleep over the entire village.
     Tollen, a resident of the town, had been away during this catastrophe, and returned to
find everything that he knew to be in a deep sleep.  The whole of the town echoed with the sound
of his footsteps.  Everything stood as it was, cold, silent, and asleep.  At the far end of Katash
dark clouds loomed about the black castle.  Spiraling upwards full with power.  Evil radiated from the
black stones of the castle.  Even then, Tollen knew that he must enter.  For if he
didn't, everything he knew would be lost forever.

   V1.5 fixes -You now move much faster up and down the stairs!
                 -The falling sound no longer repeats when you are falling!

     Download Orbs of the Sephiroth v1.5.zip
When you download the file, you will be downloading two versions of this demo.  One that is full screen and changes the resolution to 320, 240, and a version that does not change the screen size (tiny screen).  Also with the download comes a "Read Me" file witch gives the controls for the game along with some basic information.

     Screen Shots

The Main Corridor

One of the Orb Rooms

The Save Room

The Winery

All the other stuff you maybe want to know.
    This game demo is basically my version of the Dark Castle series.  If you don't know what that is...  well try it it is fun, but I won't lie to you.  It can be very challenging.  I would highly suggest  though not giving up on the first try.  Give yourself some time to get used to the controls  and how things work in the game.  This game is not as simple as pushing buttons.  It will take good timing, and patience, unless you happen to have a knack for it.  I have had people tell me that it is even harder then the original, but personally I think that it is easier  because you have more health, and don't have the enormously long dizzy spell after you get hurt.  This is a demo, in which you can get 5 of the 8 orbs there will be when the game is completed.  Oh ya, please let me know what you think, even if someone has already said it.  I would be very interested to hear if someone was able to beat the demo, so make sure and tell me how far you were able to get in the game.  I am making this game just for fun, no selling involved, to pass the time while I wait for the 3rd Dark Castle to come out.   Enjoy.


All of the controls are listed in the attached read me file as well, but I thought I should post them here anyway.

            The Mouse - Use the mouse to aim and throw your rocks.  (If you pick up a weapon
                               you will use that weapon instead of throwing rocks.)

                        W - Hold W to go up ladders, and climb ropes and stairs.

                         S - Hold S to duck,and go down ladders, ropes, and stairs.

                         A - Hold A to move left.

                         D - Hold D to move right.

                         E - E is the action key.  Push E to open doors, unlock doors, and get
                               things that hang on the wall,  Also push E to use your shield, Pick
                               up orbs, or heal at the orb stands.

                         C - Push C to pick up items off the floor.

             SpaceBar - Push the SpaceBar to do a high jump.

       S + SpaceBar - Push these keys together to do a low jump

A or D + SpaceBar - push these keys together to do a long jump.

Remember, don't just give up if you can't do it at first.  Keep on trying.  If there is anything you would like to know feel free to ask buy posting them on this site (Preferred), or by emailing me at     zero192837465@yahoo.com

Thanks for looking at my game!!!   


Other Projects / [Completed] Tank Tactics
« on: May 12, 2007, 05:26:53 pm »

      Here is a completed Tank battle game.   Though it is not extremely pleasing graphically, it is very fun and entertaining.  The game was based on the Tank game off of the "Wii play" disc for the Nintendo Wii.  My version of the game however has many more levels, and a battle mode where you can get better weapons to blast away at your friends.  The Tank A.I. is actually quite good I think.  They will try to dodge the bullets you shoot at them, and they will fire at you when you are in sight.

      Anyways, have fun.  it is a pretty cool game if you like the type and can get passed the graphics.  Remember to post your thoughts on the game.  Thanks for looking!!! 

      8)---Aero88--- 8)



- 1 and 2 player modes.                                                   

- Battle Mode to play against you friends

- 36 levels in single player mode.

- 36 separate levels in Multi player mode.

- 4 challenging enemy Tank types

- 12 maps in battle mode, with 4 awesome power ups!

- Simple, but good graphics.

- Everything you need to know is built into the info screen.

- Based on the tank game from the Wii Play disc for the Nintendo Wii.

- Very Entertaining!!!

- No annoying credits at the end of the game!!!

- If you steal my game, it is your conscious at risk not mine!!!

Screen Shots

Single player mode:

Multiplayer Mode

Battle Mode

Zelda Projects / [W.I.P.]The legend of Zelda The Island Onterra
« on: May 01, 2007, 11:27:57 pm »
     Here is a Zelda fan game that I started a while ago.  I posted it on the G.M.C. website, but not many people there like to respond to Zelda fan games.  Because of that, I kind of lost interest in it for a while, but then lo and behold I found this site dedicated to the glorious Zelda series, and the fan games that follow.
     Anyway,  I drew most of the sprites in the game (excluding only the house sprites, and the bomb sprites I think), but some of the sprites I drew are quite similar to Nintedo's.  In this Zelda fan game you are stranded on an island, and of course, you must find a way to rescue the princes, and whoever else.  In this demo you can play up till past the first level.  It is kinda cool I think.
     Please check this game out, and let me know what you think.  Oh, and about the glitches you might find.  Thank you.


 You may need to know

Up-W   Down-S
Left-A   Right-D

Sword-K  Shield-L
Items-O   Talk/Action-I

Menu Screen - Enter

Save - Number 1 (Not numpad 1)


The Entrance to Store Cave

Old Ladies House

Middle of Town

Huston, we have a download link!!!


Thanks for taking a look, and enjoy!!!

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