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Messages - Martijn dh

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1321
Zelda Projects / Re: [Almost Complete]GemsOfMystery
« on: February 19, 2010, 08:17:23 pm »
Playing at and I like it. Here are some random things that come to mind.

1. Mention the buttons to use. It was not very clear. I mean, I know now after some trail and error, but a good game is intuitive or tells you outright. Maybe add a character to tell you stuff.

2. In the chesthouse, when I want to talk to the guy with q I can't read the text because it's gone instantly. Wait..no it's still messed up. I got text right for a second there but then it automaticly moved on.

3. It takes a while to get the sword and I don't see the point. Can't Link have had his allowance or something? Or make him do chores or something. Or make the sword cheaper. That would be far more fun then having to repeat throwing bushes.

4. The cutting the grass has a nice surprise.

5. There are some tiling errors near the doors in the first dungeon.

6. There are some glitches / tiling errors need various transitions.

7. There is a large blue block in the dungeon map (underneath 1F, which probably shouldn't be there). The map has a nice way of appearing though. The rooms look good as well.

8. The shadows underneat the arrows you can collect need to move 1 or two pixels to the right to match the arrows.

9. Hhmm, I've collected bombs but I can use them. :huh:


Beaten the first boss and figured I'd need to get back to the village.

Overall I liked it and I might play more of it again some other day. Don't take the above comments as just negative. That's just how I have come to look zelda fangames (including my own  XD). There are some glitches and such here and there, but this is more then what most even come close to so that's okay. Things like the cutscene are also well done. A little more attention to those small details and it'll be great.

1322
Other Projects / Re: [Demo] Tech demo - Horn of Balance (working title)
« on: February 14, 2010, 03:50:37 pm »
Here is the weekly update:


I've finished the key you need to ram of a pillar. For now anyway.
And as you can see more enemies have been added. It's just modest for now. I'm redoing all creation coding of the enemies in order to implement enemy weaknesses and immunities. Like these cyclopes being weak towards running into them and obviously arrows.

BTW. These enemies will not stay there. It's just for testing. This room will be a puzzle room just to get into the dungeon. I do hope to implement a lot more enemies in the next demo.

1323
Recruitment / Re: [Recruiting] Room designer
« on: February 14, 2010, 08:17:21 am »
Still looking for a designer.

I have been working on the dungeon a lot myself. The plan right now is to have the designer work on either Hyrule Castle, Hyrule Town or the landscape. Whatever meets their fancy. I do have specific plans for the castle (room layout and purpose, just not the content). The overworld positioning is vaguely predetermined (Hyrule in the center, plains below, mountain above. Stuff like that). The town only has a couple of definitive factors (specific house in the upper right corner, inclusion of some houses with specific purposes etc).

1324
Coding / Re: [Request]: Pausing
« on: February 12, 2010, 06:45:11 am »
This is how I did it:
Create a surface of the screen. Turn it into a sprite and create an object in the top left corner of the view using it in the draw event. The depth obviously should be over all other regular objects. Next deactivate all object and you've paused. Reactivate and destroy the temp surface to unpause. All speeds, direction and alarms get saved for you so (to me) it seems like the most efficient methode. I like using a temporary object because of the flexibility, but doing it all in code should work just as well.

Just reactivate the objects the do need during, like a menu object and have the depth over the screenshot.

1325
Audio / [Request] Sound of walking on metal
« on: February 11, 2010, 07:44:27 pm »
Hello everybody,

Today I'm looking for a sound of Link while he's walking on metal.

At first I figured it'd be easy to get it from http://noproblo.dayjo.org/ZeldaSounds/ but I've actually found something not on there. It's been a while since that happened XD. Haven't found it anywhere else either.

Can somebody on here help?
The sound I am looking for can be found here (at 0:22):
http://www.youtube.com/watch?v=BS4B6s8M37s

That's not to say that I'm not open for other suggestions btw.

1326
Other Projects / Re: [Demo] Tech demo - Horn of Balance (working title)
« on: February 06, 2010, 07:05:59 pm »
Already fixed the HUD after posting. I'm not too sure about the character through. It works if the character stays in the center, but not in the other situations, so I'm still pondering on that.

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

Edit:
Tried it out, just to see, and it's okay. The character does however jump if the view is not identical in both locations. I'd have to redesign some rooms to make that happen and that's not really what I'm going for. Maybe I could add in a darkening effect as well making the transition less sudden. Not sure though so I'll try to leave it alone for a bit and ponder on it.

1327
Other Projects / Re: [Demo] Tech demo - Horn of Balance (working title)
« on: February 06, 2010, 06:43:52 pm »
Progress update:

>Adding the ability to pushing and pulling movable objects is basically done, except for the sound and a minor detail in the animations. Sound really isn't my thing so I'll leave that for now. The animation is something to look into. In the original game there is no animation for pulling apparently, so I have to make it myself. Only pulling left and right requires an edit so it shouldn't be TOO much work.

>Since I was working on movable object, I decided to implement them right away. Most notable is that movable objects now interact with floor switches. Meaning the next demo will have more rooms to explore since this was needed to advance.

>I've added in a warp tile. It's not exactly like in the original since I'm not really sure how it was done EXACTLY. But it close enough (for now :)). I'm not too confident about the sound though. I seem to recall sounds can get distorted when used while switching rooms. That'll need testing on computers other then my own.

I've attached some sequential screenshots to show how the warping goes right now.

FrozenFire: if you're reading this. I'll post a demo tomorrow. If you could warp around once or twice I'd appreciate it. Testing it fully can wait for later.

1328
Coding / Re: GM8 Help
« on: February 04, 2010, 09:44:19 pm »
I just use pärents for my objects. There is a parent_solid that I use for the objects parent_Solid_Upper, parent_Solid_Lower, parent_Action_Objects etc. Those in turn hold the actual detailed objects like chests, walls, doors etc. So a collision with parent_solid means a collision with anything. Plus, it saves on events if you use parents to check for collisions instead of lots of smaller objects. You can then use a switch to determine the actual object you hit later on.

For me it's more flexibel then pilling all solids onto one pile, but that's because I'm working with two floors.

1329
Discussion / Re: An up coming zelda game
« on: February 03, 2010, 09:40:53 pm »
Woops. My bad then.
Guess I was still a little pissed at the realestate agent that come over earlier today. Arrogant people really turn my mood sour sometimes. ::)

1330
Discussion / Re: An up coming zelda game
« on: February 03, 2010, 07:28:14 pm »
Now now MC-Link. Be a little kind towards King Tetiro. He knows what he's talking about and is only trying to help. Openly saying you don't care what people say isn't a great way to start off promoting your game.
Wow I never saw this coming. :D. We all started off like this remember martijn. I used to deny all crits and praise. Now I accept it.

I'm not bashing him or anything. Everyone starts out like this, including me. Doesn't mean it can't be said. It's just some advise for the guy.

1331
Discussion / Re: An up coming zelda game
« on: February 03, 2010, 05:21:44 pm »
Now now MC-Link. Be a little kind towards King Tetiro. He knows what he's talking about and is only trying to help. Openly saying you don't care what people say isn't a great way to start off promoting your game.

1332
Other Projects / Re: [Demo] Tech demo - Horn of Balance (working title)
« on: February 02, 2010, 06:54:26 pm »
Yeah, that's true. I'll just leave it out then. There is always time to add it in at a later date anyway.

1333
Other Projects / Re: [Demo] Tech demo - Horn of Balance (working title)
« on: February 01, 2010, 08:22:59 pm »
Just another screenshot to show I'm still making progress:


I've also got a question this time around:
Should Link be able to move blocks (etc) in a sidestepping motion?
Or will pushing ahead and pulling backwards be enough?


It's a little tricky to build, seeing as how the needed sprites of link don't exist yet.
I'm also not really sure if it's needed from a gameplay and/or nostalgic point of view. :huh:

1334
LTTP & FSA / Re: [Request] Alttp sprites of Link moving while pulling
« on: February 01, 2010, 06:07:12 pm »
Jup, that's a bummer that there's simply no animation. Time for my (terrible) editing skills I guess.

Thanks for looking it up. And thanks for the stalfos sprites. Just what I was looking for.

1335
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.

1336
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

1337
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.

1338
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.

1339
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.

1340
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.

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