ZFGC

Projects => Zelda Projects => Topic started by: MG-Zero on December 17, 2006, 03:11:40 pm

Title: [DEMO]Sword of Divination(11/5/2010 Harvest Engine Functioning!)
Post by: MG-Zero on December 17, 2006, 03:11:40 pm
Hyrule, the land of the Gods, home of the Master Sword and the world that the Sacred Realm resides in.  It's here that many battles have taken place, where countless times blood has been shed in the name of the Golden Power.  It's in this world that the Hero's legacy lives on the breath of the Wind and in the Legends deep within its temples.  But this Legend doesn't tell of Hyrule, but a country not far from its borders.  A country that's roamed by humans, dragons and other creatures alike called Doragon.  But unlike Hyrule, this country cannot defend against evil.  It houses no hero to combat the corrupt empire that towers over it.  It's the 10th year since the empire grew evil and only now does a hero show, a dormant hero from the land of the Gods.

HAY!! YOU GUYS CAN SUPPORT ME NOW!!
(http://crystalrook.sitesled.com/promo%20copy.jpg)
[U R L=http://www.zfgc.com/forum/index.php?topic=11797.0][I M G]http://crystalrook.sitesled.com/promo%20copy.jpg[/img][/URL] (Just remove the spaces from URL and IMG

NEW STUFF HERE
2/3/10
Debug dump as requested is added.  For the people it crashed for, run the engine and send me back the debug.dbg file that's created.  I'll pick it apart and see what's going on.  I tried it on a computer at school, and it seems to be caused by resources not loading properly on all machines.

http://crystalrook.sitesled.com/assets/images/sod/Release.rar

1/18/10
I need some testing done.  All I need you to do is walk around, I'm looking for image tearing on
the background and any other graphic bugs.  There's been some major overhauls made on somethings, but you won't really notice them.  WASD to walk, post your specs with your
results.

http://crystalrook.sitesled.com/Release%207.5.rar

Also, I'll note that there are no hitboxes or boundaries in the map running, so you can just
walk through everything.  It's not a glitch.  When you start the exe, you'll see a few seconds of white, then the title screen.  Hit enter to start the map up.

11/10/09
(http://img.photobucket.com/albums/v83/mastergohan/HVSTSod6.png)
New screenshot of the "Seedling Grove."

10/20/09
So uhh..I've made progress.  Lots of progress.  LIKE THIS HARDCORE FINISHED MAP FORMAT.
(http://crystalrook.sitesled.com/assets/images/sod/sodC++5.PNG)
Also, there's a Zelda talking to you.

(http://crystalrook.sitesled.com/assets/images/sod/sodC++6.PNG)
More of the map.

6/11/09
This ones a bit of a milestone, I think.  This is the first ingame screenshot running on the Harvest Engine.  This map was not hardcoded into the game.  It's being read completely from a custom map file format and runs at the full 50fps.
(http://img.photobucket.com/albums/v83/mastergohan/sodC2.png)

6/1/09
I've just finished optimizing the graphics engine and working out the bugs, as such I'm releasing another public build.  You won't see much difference from the last build, but I need to see how performance has improved with my changes.  Anyone who had speed issues before should notice an increase in framerate.  So, on that note, I've added a poll to figure out what to put in the next build.  Please remember to install the VC++ 08 runtime if you haven't already.

http://www.zfgc.com/index.php#?action=games&sa=view&id=113

http://www.microsoft.com/downloads/details.aspx?FamilyID=9B2DA534-3E03-4391-8A4D-074B9F2BC1BF&displaylang=en

known issues:
Player gets a little stuck on collisions.
The engine may crash when filling/emptying the magic meter (shift/enter)
the screen snaps back to the origin when it regains focus or resizes.

Please get back to me on performance.

Credits:
4sword: a good chunk of my walking engine

5/28/09
It looks like my webhost is still down, which means all my screenshots are useless =_= In the market for a new one.  Anyway!
Just finished writing the reader for my custom map format as well as the map editor.  There's not much left to do on the core engine.  All that's left there is to make the maps playable,  and update the AI and the phyiscs.  After that, I'll just have some weapons left to work on and then I can actually get this thing going.
Engine progress: lets say..90%?
overall progress: still lingering at the 2% mark

5/9/09
I've started working on a map editor for myself that I'll of course be releasing with the engine.
It's very primitive at this point and can't do much, but it's coming along.
(http://img.photobucket.com/albums/v83/mastergohan/editor01.png)
4/14/09
Build 5 released!  This should show some progress since the last build, namely the boomerang,
the bombs, audio, and the HUD.  I also need some feedback on how everything looks and runs.
I'm expecting it to run about the same as it did last time, but I'll ask for some details on that
anyway.  As last time, give me your system specs and how well it runs.  Also, any comments on HUD design or anything like that is appreciated.  Controls are in the readme file.

http://crystalrook.sitesled.com/assets/programs/build%205.rar
C++ runtime: http://www.microsoft.com/downloads/details.aspx?FamilyID=9B2DA534-3E03-4391-8A4D-074B9F2BC1BF&displaylang=en

4/10/09
Progress update!!  I've added a bunch of things since the last update:
bombs
boomerang (has a few bugs)
iron boots (only lowers speed, no water based stuff yet)
arrows
window scrolling (almost finished, need to get the HUD moving)
collision detection

I plan on getting some audio in here soon as well (.mid, .ogg and .wav).  I'm thinking..expect
the next build in a month or two?  Yea, that sounds good.  You can all throw apples at me
if I don't release it in time.

3/12/09
I thought you all might like this little blurb...This is one of the few things Link will ever say.
(http://crystalrook.sitesled.com/assets/images/sod/HVSTSod1.PNG)
C+C on the textbox please?  Fancy design on the back of it from SeleneHeart's (from DA) photoshop brushpack.

2/23/09
The first build is now released.  It's just a walking and tiling engine, but I need to see how things are running on other machines.  So, if you're a visual C++ 2008 user, please give this a try.

http://crystalrook.sitesled.com/assets/programs/Sword%20of%20Divination%20build%201.zip
Extract the Harvest Engine folder directly to your c drive.  The exe is in the release folder.
Credit to Hoffy for the tiles used.  Arrow keys to move, press enter to kill the kirby sprite.
You'll also need the C++ runtime, which you can find here: http://www.microsoft.com/downloads/details.aspx?FamilyID=9B2DA534-3E03-4391-8A4D-074B9F2BC1BF&displaylang=en
I'll be including this in future builds.

Please report back to me with your cpu usage, memory usage, about how fast it runs for you, your specs, and any problems/glitches you run into.  Also, your operating system.

2/15/09
Tilesheets are now supported =D
(http://crystalrook.sitesled.com/assets/images/sod/screen14.PNG)
Just using a small lttp sheet to show that it works.  Still have to work that transparency there.  Also, I'm planning on releasing a small test build of the engine.  Once I've gotten some method of limiting the fps that is, heheh.  Expect something soon though.

2/11/09
Figured it's time for an update on the Engine progress.  Everything's going smoothly.
Progress:
Graphics Engine - functional, but needs work still.  .PNG needs support.  I'm open to suggestions for openGL libraries for it =)
Sound Engine - functional, but more than likely going to be rewritten.
Physics Engine - Incomplete, less than 30% finished
AI - complete
Base Entity classes - complete
Player class- functional, 10% complete
base NPC class - complete, testing
basic NPC - 60% complete, testing completed parts
(http://crystalrook.sitesled.com/sodC++.PNG)
Here's a screen...gotta love that kirby, right guys?

12/9/08
C++ development has started.  I got sick of GM.  REALLY sick of it.  The game will be running under the Harvest Engine, an engine I've recently started developing which is coming along nicely.  Screens will be posted when something looks good.

5/8/08
Oh cool, two screenshits.  No, not screenshots, screenshits.  Because they're shitty.  The area that I'm showing is horribly incomplete (due to tiles that have yet to be made, and the area is just huge),  but I haven't shown anything in a month.  So, here is the peak of Windfall Mountain.  Yea, the same Windfall that was in Wind Waker.

(http://crystalrook.sitesled.com/assets/sod/screen11.png)

(http://crystalrook.sitesled.com/assets/sod/screen12.png)
Honestly, I didn't even want to show these yet because they're so early in production.  I'm planning to have the opening of the game start off here, so there will be some things for you to do here.  I'm including in it:
A cave or two with some stuff to do
Brief side quests
Things to actually make your rupees worth getting (shops, minigames, etc)
and some more stuff

5/7/08
No screenshots (yet) but I'm mapping out quite a bit area atm.  That I will have screenshots for you shortly I hope. (oh some update this is, m i rite?)

4/7/08
I've got a new screenie and some gameplay info.
(http://crystalrook.sitesled.com/assets/sod/screen10.PNG)
Yes, I have been spriting my ass off.  Anyway, this is the electromagnetic arrow (the arrow sprite is off the screen already.)
This is an example of the "pairings" you can make.  Certain items can be paired with the forces, essences and entities you find in the
first 3 dungeons.  In this case for example, the force of electromagnetism is being paired with the arrows, giving them the property of
well..electromagnetism.  Physics objects in the room will be attracted or repelled in relation to the arrow's position.  This could be useful to you, say when you get iron boots, giving you the ability to launch yourself across the room.

3/30/08
Oh look, it's a new title screen! In the new resolution!  How awesome!  C+C?
(http://crystalrook.sitesled.com/assets/sod/screen9.PNG)
and I should probably mention that the light in the background slowly pulsates in game.

3/25/08
Lessee, the new resolution will be 320x240, the same that Shadowgazer is using.  I don't have any screenshots currently, but I'm gonna get to work on a new title screen and such.

3/24/08
Considering the last poll was at a standstill, i've done a new one between the two that tied.  If I get no results or another tie within 2 days, I'll make the choice myself.

3/22/08
I've put up a poll for the game's resolution.  The options have the resolution and a game here on ZFGC using that resolutuon for a reference.  I've left an other option as well, if you choose that then please specify in a post.

3/19/08
My hosting is down, so the screenshots all went to !@#$% along with the old demo..Anyway, new webhost for now.

Demo 2
http://www.esnips.com/web/onisephiroth-SoD
the demo and mp3 pack (not really a pack this time..) are both available here.  Extract everything in the rar to a folder, if you choose to use the mp3 pack, extract those to the same folder.

info
First off, it's just a walking demo.  It's just to show the BASIC phyiscs I have working.  It's one room with some stuff you can push around by walking into it and by using force magic.  There's also a treasure chest which I think some of you may find kind of entertaining..

controls
WASD - move
Z - gravity magic
X - electro magic
C - teleportation
E - teleport (after using C)
V - action (open treasure chest)
spacebar - scroll text

changes from last demo
alternate title music.  Either this one or the old one will play, it'll be completely random which one plays when you start.
New cursor engine, follows the mouse perfectly and has different sprites for each spell.
Teleportation magic responds properly every time you use it
Objects like jars and rocks can be moved around by walking into them
Acceleration and Deceleration
Sword was taken out for now, it's not needed nor is it complete >.<

Please report any bugs to me guys, I can't find them all and I know there's going to be quite a bit that I missed. >.>  And please make sure you keep the mouse cursor in the window, i've already gotten complains about people who can't find the cursor for the magic because they don't put the mouse in the game window.
Credits at the bottom

(http://crystalrook.sitesled.com/assets/sod/screen7.PNG)
(http://crystalrook.sitesled.com/assets/sod/screen8.PNG)

3/18/08
The demo is finished, I'm just working out a few kinks.

3/17/08
I'm requesting an assistant physics programmer to solve this current issue I'm having.  I don't think it's more of a physics problem than something else completley bizarre.  Anyway, see this thread for details: http://www.zfgc.com/forum/index.php?topic=24470.0

3/16/08
Progress update: I have NO idea what to do for the next demo to show what I've got going with the current physics.  I'm thinking of just making a simple walking demo with some phys objects you'll be able to play around with a bit.  I'm also having a slight difficulty getting things to be able to be pushed around, once that's out of the way my ass will belong to making the demo room.

3/14/08
WHAT?? THIS IS STILL HERE??? WHAT THE HELL!!!!!!!! ....Yea, anyway, I added a new screenshot and i'm planning a new demo.  Nothing has gotten done since the last update so I need catch up with myself and rewrite some code and fix the physics I added.
(http://crystalrook.sitesled.com/assets/sod/screen5.PNG)

8/9/07
I've uploaded a screenshot of the new cursor engine..well...uhh..you'll only be able to see the sprite i've used.
(http://crystalrook.sitesled.com/assets/sod/screen4.PNG)
it's a bit pixelated but you won't notice that in game since it spins.  There's also different colors for each force, red for grav, blue for electro, green for magic.  They also glow when they first appear.  This room won't be in the final game btw.

8/7/07
wow been a while...I'm releasing a demo today.  It was originally made for Z3 but since we have no idea whats up with that, i'm releasing it now.

demo 1: http://crystalrook.sitesled.com/sword_of_divination_demo1.rar
demo 1 mp3 pack (optional, but I recommend it..plus I need feedback on the music): http://crystalrook.sitesled.com/sodmp3pack.rar
Instructions:  Just extract the mp3s to whatever folder the .exe is in
missing sound file: http://crystalrook.sitesled.com/ancienthero.mp3
Save this in the same folder as the .exe  It'll fix the error you get when opening the game.


info

there are 3 dungeons in this demo showing the basics of the forces of power.  It's pretty shitty physics and the engine still needs some work, but what can I say?  It's the first demo.  I've left some rooms fast and others slow, I want you guys to tell me which you prefer.  I've also updated the cursor engine since I finished the demo, you'll see that in the next demo.  For now you'll have to deal with the slow, annoying, shitty version.

controls:
WASD: move
shift: sword (not really used)
E: Action Button
point cursor: mouse

Forces of power are explained in the game.  Credits will be up soon, I gotta get the names together still

One last thing, the demo is still lttp style...the final game will be ZFGC style

2/4/07
nothing new, i've got a question fer ya.  Would you guys prefer me to continue this in Game Maker or learn openGL and make it in C++?  Keep some things in mind, Game Maker gives everything I need except for well...the power that C++ provides, while C++ will require me to learn openGL and find a sound API, but will also give me time to develop the story and whatnot more.

1/25/07
As i've said before, there will be mp3s for the music as opposed to MIDIs.  I myself didnt make these, I only took MIDIs from vgmusic and whatnot and put em through Fruity Loops.  Anyway, here are 2 samples of what i've come out with.

http://crystalrook.sitesled.com/house.mp3
http://crystalrook.sitesled.com/hyruleoverworld.mp3

1/21/07
New screenshots with the lttp tiles.  See below them for some more gameplay info.

(http://crystalrook.sitesled.com/screen1.PNG)
the opening story.  Kinda plain, might add more later.  Credit to TRW for the text engine and Seleneheart of DA for the textbox design brushes.

(http://crystalrook.sitesled.com/screen2.PNG)
Link's house, second floor.  Also a bit plain, but as you can see by the second bed, he's not living alone :O!

(http://crystalrook.sitesled.com/screen3.PNG)
And part of Hyrule Castle Town, namely the northern part

gameplay
I'm straying a bit from the norm as far as gaining main items goes.  Where in oot you got medallions and in mm you got masks, here you'll get objects related to the gods of hyrule and doragon.  But it'll be a bit different, as each will be made up of multiple items that you will gain throughout the dungeon and then one from the boss to bind them all together.  I'm also allowing some of these items to be used in combat.  For example, one of the forces of power will be the force of electromagnetism.  Creating electromagnetic fields and changing the charge of certain objects could be very useful to you.  In addition, some of the abilities of the items will be able to be bound to weapons, for example the forces of power can be applied to arrows.  In this case, you could bind electromagnetism to it, don your iron boots and fire an arrow and get launched with it.  Of course there are other forces to be used, but of course you'll have to wait until I decide to reveal those.

I will leave you with a teaser of sorts:  Forces, entities, essences and souls.

1/12/07
What type of physics would you like to see?  We have so far..
forces (applied, friction (static and kinetic), weight, net)
acceleration
gravity
momentum
speed and velocity
heat and pressure (still figuring out how to put these to use, but it sounds interesting)

12/23/06
Recently i've become REDICULOUSLY interested in Physics.  I'm not talkin' hl2 physics, i'm talkin' like...real physics.  I'm planning on adding some to the game to enhance the game play.  Things such as friction, inertia, acceleration, forces, gravity, net force, weight etc.  I've got the real-life equations for this stuff, so figuring out how to apply it should be the only tough part.

The fourth legend in the Royal Family's chronicles, passed down through Doragon's people.  Some may even call it a prophecy.  On the night the moon shines red in the light of twilight, when the gale of the desert reaches the plains, and when the smell of ash is in the air, one of the three harbingers of the Gods will show and with him, he will bear with him their false message.  A message that will blanket Doragon in darkness and take over its people.  And when the country reaches its darkest hour that not even the sword forged with divine steel cannot cut through alone, a hero will show also bearing witness of the message of the Gods that will part the darkness and shine the light of the sun on Doragon once again.
----------------------

i'm unsure at the moment of the style, i'm leaning towards editing minish cap sprites a bit.  I'm also not sure if i'm going to do this in GM or challenge myself and go for C++.

edit: and again, i'm unsure at the moment as to whats going on with masks of time and death.  I'm still waiting for my friend to give me the boss designs he made a few years ago so I can get crackin'

edit2: got a title screen goin.  bg made with terraingen and edited w/ photoshop, everything else in photoshop.  gotta do somethin' about that damn green outline though..

edit3: I fixed the transparancy on the text.  Looks sooo much better now.  I've removed the border since it was bothering me, but it'll probably be back later on.

(http://crystalrook.sitesled.com/titlescreen.jpg)

Credits
title theme: DarkeSword
Text Engine: TRW (if someone knows how to fix that transparency problem, please say so)
text box stuff: selene Heart
Sprites and Tiles: ZFGC
I think that's it...
Title: Re: Legend of Zelda: Sword of Divination (woo, it's got a name!!)
Post by: AoDC on December 18, 2006, 04:16:08 am
Nice resolution. The first HD game on ZFGC? :D
Title: Re: Legend of Zelda: Sword of Divination (woo, it\'s got a name!!)
Post by: MG-Zero on December 18, 2006, 04:11:18 pm
=)  If there\'s one thing I like about PSP, it\'s the resolution and therefore I\'m using it
Title: Re: Legend of Zelda: Sword of Divination (woo, it's got a name!!)
Post by: cb43569 on December 18, 2006, 04:38:55 pm
Nice resolution. The first HD game on ZFGC? :D

Third. I have a couple :). Movie Inventor 3, perhaps? And the late Curse of Anubis :P?
Title: Re: Legend of Zelda: Sword of Divination (woo, it's got a name!!)
Post by: Ricky on December 18, 2006, 04:58:31 pm
I like the idea, however you still have few material to comment.
And I like the idea of having a HD game, I never cared about HD, but in this case I'm curious to see how will it turn out.
By the way, I don't like your logo, is it temporary?
Title: Re: Legend of Zelda: Sword of Divination (woo, it's got a name!!)
Post by: Cassyblanca on December 18, 2006, 06:38:20 pm
Hrm, the "Sword of Divination" part has a bit of a crappy outline that you might want to get rid of, but other than that it's great.

This sounds like a pretty good idea, and I hope to see it completed. And I say you should go with C++ on it, it's generally more fun than GM ;P
Title: Re: Legend of Zelda: Sword of Divination (woo, it's got a name!!)
Post by: cb43569 on December 18, 2006, 06:50:30 pm
By the way, I don't like your logo, is it temporary?

I agree :). It totally has to be pixelled. What about the MC beanstalk background :P? It's overused, but still fantastic.
Title: Re: Legend of Zelda: Sword of Divination (woo, it's got a name!!)
Post by: Cassyblanca on December 18, 2006, 06:54:40 pm
Actually, the background he made with Terraingen kicks some major ass :P
Title: Re: Legend of Zelda: Sword of Divination (woo, it's got a name!!)
Post by: cb43569 on December 18, 2006, 07:19:44 pm
Actually, the background he made with Terraingen kicks some major ass :P

I know, but it's just not Zelda! It's not going to work. And the text is ugly, broken transparencies... it just looks crap, IMHO :-\.
Title: Re: Legend of Zelda: Sword of Divination (woo, it's got a name!!)
Post by: MG-Zero on December 18, 2006, 11:28:22 pm
the logo itself is probably not temp, as i said above i'm aware that the transparencies are screwed up.  As for the background, i'm not good at pixel art.  If someone wants to attempt to pixel it, by all means go for it and we'll see how it comes out.
Title: Re: Legend of Zelda: Sword of Divination (some gameplay stuff)
Post by: MG-Zero on December 24, 2006, 12:54:13 am
i've added some info on gameplay.  physics for the win =)
Title: Re: Legend of Zelda: Sword of Divination (new screens)
Post by: MG-Zero on December 30, 2006, 10:20:46 pm
2 new screens, time to bump.
Title: Re: Legend of Zelda: Sword of Divination (new screens)
Post by: Link.57 on December 30, 2006, 10:37:38 pm
The 2 screenshots are not good mapping.

And the resolution is 480*272 ?
Title: Re: Legend of Zelda: Sword of Divination (new screens)
Post by: MG-Zero on December 31, 2006, 04:15:25 am
you know, i hate it when people come in and say THAT SUCKS FIX! and don't offer any advice...

but yes, it's 480X272 =)
Title: Re: Legend of Zelda: Sword of Divination (new screens)
Post by: Joker on December 31, 2006, 04:18:42 am
Well improve your mapping, put a normal resolution and change that Link, because he doesn't fit at all with M'C style. TRy some new things, customs things. Try to make your game interesting between all those fangames.
Title: Re: Legend of Zelda: Sword of Divination (new screens)
Post by: MG-Zero on January 12, 2007, 08:12:09 pm
I figure I might as well ask before this goes to the WIP graveyard, what kind of physics would you guys like to see?  See first post for what I have so far.
Title: Re: Legend of Zelda: Sword of Divination (HAY! Physics question)
Post by: cb43569 on January 12, 2007, 08:52:58 pm
Hmm, psychics... telepathy :D. Oh, wait, you asked for physics, not psychics xD.

Anyway, I don't like the Link. As well as not fitting in with the MC-style town, it's been badly recoloured much darker and uglier... disgusting, !@#$%!
Title: Re: Legend of Zelda: Sword of Divination (HAY! Physics question)
Post by: Alex2539 on January 13, 2007, 07:37:20 am
Interesting that you'd want to add physics to the game. The thing is, I see linear/two-dimensional motion working out fine until you get to gravity. Given the perspective of the game, how much gravity could there really be? Also, since vertical proportion is sort of blown out the window, how are you to decide what's a meter, let alone have something accelerate at 9.8m/s2. The way I see it, is that you could get away with the way things traditionally fall in Zelda games, but then you could add in some side-scrolling bits to really give a proper proportion to both dimensions and then be able to adequately portray gravity.

One fun thing that might be fun to do from a side-scrolling perspective is something with cannons. Right there you have yourself some instant projectile motion!

Oh, and BTW, I'm agreeing with cb in that the LttP link doesn't fit. Use the MC one ;).
Title: Re: Legend of Zelda: Sword of Divination (HAY! Physics question)
Post by: MG-Zero on January 13, 2007, 03:47:01 pm
well at the moment, the only thing i could figure with gravity is weight.  I'll add that side-scrolling thing though =)

as for the sprites, i'm actually probably gonna end up falling back on lttp style.  I just can't work with these minish cap sprites, they're too complex for me haha.  Plus they'll be harder to edit and create customs.
Title: Re: Legend of Zelda: Sword of Divination (HAY! Physics question)
Post by: cb43569 on January 13, 2007, 03:59:00 pm
well at the moment, the only thing i could figure with gravity is weight.  I'll add that side-scrolling thing though =)

as for the sprites, i'm actually probably gonna end up falling back on lttp style.  I just can't work with these minish cap sprites, they're too complex for me haha.  Plus they'll be harder to edit and create customs.

But they look better :'(.
Title: Re: Legend of Zelda: Sword of Divination (HAY! Physics question)
Post by: MG-Zero on January 13, 2007, 04:24:21 pm
yea, thats the downside...they look awesome, but i just can't work with these things.  There also too bright for the theme of the game now that i think about it.

although i am thinking about using mp3s if i can get some good remixes or people willing to help out with em.
Title: Re: Legend of Zelda: Sword of Divination (3 new screens + gameplay info)
Post by: MG-Zero on January 21, 2007, 07:20:52 pm
new stoof for you guys before this thread dies lol.
Title: Re: Legend of Zelda: Sword of Divination (3 new screens + gameplay info)
Post by: Moon_child on January 22, 2007, 11:32:33 am
It would be allot better if you would set the resolution to the GBA resolution.
Title: Re: Legend of Zelda: Sword of Divination (3 new screens + gameplay info)
Post by: Bistian on January 22, 2007, 04:53:55 pm
for the third new Screen :

There is a Ladder,but theres is no Wall to climb !
Title: Re: Legend of Zelda: Sword of Divination (3 new screens + gameplay info)
Post by: MG-Zero on January 23, 2007, 12:25:58 am
...where do you see a ladder? O_o
Title: Re: Legend of Zelda: Sword of Divination (3 new screens + gameplay info)
Post by: Bboy on January 23, 2007, 01:36:49 am
Hey, this looks great! I would change to MC like the others said, lttp doesn't fit this(actually I think FSA style would fit best). How about quantum physics?
Title: Re: Legend of Zelda: Sword of Divination (2 music samples)
Post by: MG-Zero on January 25, 2007, 09:31:52 pm
Quantum Physics could be interesting..i'll have to look it up on wikipedia as i don't know much about it.  As for the sprite style, again, the FSA and MC tiles are too bright for the theme of this but i'm working on making the style look well...lets say lttp 2?
Title: Re: Legend of Zelda: Sword of Divination (k, what'dyou guys want?)
Post by: MG-Zero on February 04, 2007, 09:26:47 pm
hey.  polls up, gimmi some answers guys =)
Title: Re: Legend of Zelda: Sword of Divination (k, what'dyou guys want?)
Post by: cb43569 on February 04, 2007, 09:45:54 pm
I voted for C++. It might take longer to make, but there'll be less limitations, and stuff. And it'll be awesome to see the production move, it'd be like watching Nintendo make a game. Except you're... one person, and not as skilled as some of Nintendo's workers.

Ahem.

Um. Yeah.
Title: Re: Legend of Zelda: Sword of Divination (k, what'dyou guys want?)
Post by: MG-Zero on February 06, 2007, 01:20:51 am
heheh, only been doing C++ for a year and a half, i'm far from close to Nintendo.  I'll run the poll for another week and see what we get.
Title: Re: Legend of Zelda: Sword of Divination (k, what'dyou guys want?)
Post by: TheDarkJay on February 06, 2007, 04:07:50 pm
C++ and OpenGL, it'll give the Linux/Mac users something to be happy about as long as you make it so that it'll run on them OS's (OpenGL works on Windows, Linux, Mac and possibly some others).

If you need help, theirs always people who know C++ you can go to.

Helios and aab (if he's still alive :() are the first ones that come to mind. I could also try to help, though I'm more DirectX than OpenGL, but it's still C++ :P.
Title: Re: Legend of Zelda: Sword of Divination (k, what'dyou guys want?)
Post by: AoDC on February 09, 2007, 02:52:44 am
GameMaker is faster and easier (dev-wise). Seriously, no matter how pro "C++ with GL" is, it's a fan game, not a commerical project.
Title: Re: Legend of Zelda: Sword of Divination (k, what'dyou guys want?)
Post by: MG-Zero on February 10, 2007, 04:15:54 am
oooh yea, gm is killing C++ lol.  I think we have our answer
Title: Re: Legend of Zelda: Sword of Divination (Demo 1 released!)
Post by: MG-Zero on August 08, 2007, 01:24:33 am
Bringing this back up for the demo..
Title: Re: [DEMO]Legend of Zelda: Sword of Divination(Demo 1 released)
Post by: Mandrag on August 08, 2007, 03:21:23 am
Got an error, missing a sound. Game won't load.
Title: Re: [DEMO]Legend of Zelda: Sword of Divination(Demo 1 released)
Post by: MG-Zero on August 08, 2007, 03:02:33 pm
I mentioned that in the first post, just ignore the error.  I'm uploading the missing sound now..
Title: Re: [DEMO]Legend of Zelda: Sword of Divination(WHAT? IT'S STILL HERE??)
Post by: MG-Zero on March 14, 2008, 06:10:50 pm
bumpsity for incoming content announcement..
Title: Re: [DEMO]Legend of Zelda: Sword of Divination(WHAT? IT'S STILL HERE??)
Post by: .TakaM on March 14, 2008, 08:58:52 pm
yay, someones using zfgc style, though I still think using the PSP's resolution is a bit odd.

looking forward to more progress (http://www.zfgc.com/forum/Smileys/takam/smiley.gif)
Title: Re: [DEMO]Legend of Zelda: Sword of Divination(WHAT? IT'S STILL HERE??)
Post by: MG-Zero on March 15, 2008, 02:51:04 am
Yea, I might decide to change the resolution, I don't yet though.
Title: Re: [DEMO]Legend of Zelda: Sword of Divination(Demo 2 Released!)
Post by: MG-Zero on March 19, 2008, 07:59:20 pm
Hey!! Get in here so you can try my fail demo >.<
Title: Re: [DEMO]Legend of Zelda: Sword of Divination(Demo 2 Released!)
Post by: Infinitus on March 19, 2008, 08:09:09 pm
Fix the division by zero problems >.<. It makes it almost unplayable with it poping up every few seconds.
Title: Re: [DEMO]Legend of Zelda: Sword of Divination(Demo 2 Released!)
Post by: Ricky on March 19, 2008, 09:26:20 pm
Too bad I'm having problem opening .exe files. I would try it now if I wasn't having that problem.
Mind putting a screenshot or two? So I know how's it going. :D
Title: Re: [DEMO]Legend of Zelda: Sword of Divination(Demo 2 Released!)
Post by: MG-Zero on March 19, 2008, 11:59:13 pm
Fix the division by zero problems >.<. It makes it almost unplayable with it poping up every few seconds.

eh? what division by 0 problems?  Where are they occuring?

Quote
Mind putting a screenshot or two? So I know how's it going.

yea, i'll get on that =)
Title: Re: [DEMO]Legend of Zelda: Sword of Divination(Demo 2 Released!)
Post by: Infinitus on March 20, 2008, 12:08:36 am
Your physics system by the look of it, its when your using that attraction thing.

Whenever use divide something you should always make 100% sure that neither operands are zero or these things are bound to happen.
Title: Re: [DEMO]Legend of Zelda: Sword of Divination(Demo 2 Released!)
Post by: MG-Zero on March 20, 2008, 02:25:53 am
Oh, I see, I forgot an if somewhere...let me fix that, i'll have it uploaded soon.  Thanks for catching that, I thought I had all those division problems worked out.

EDIT: Should be fixed now.  Screenshots on the way.
Title: Re: [DEMO]Legend of Zelda: Sword of Divination(armageddon error fixed)
Post by: .TakaM on March 21, 2008, 11:58:32 am
here's a quick example of how you can tile with the zfgc tiles
(http://i27.tinypic.com/10x7tde.gif)
they're more versatile than how you're currently using em (http://www.zfgc.com/forum/Smileys/takam/wink.gif)
Title: Re: [DEMO]Legend of Zelda: Sword of Divination(armageddon error fixed)
Post by: MG-Zero on March 22, 2008, 03:11:45 am
wow, that's actually..really neat O_o  Thanks for the tip
Title: Re: [DEMO]Legend of Zelda: Sword of Divination(resolution poll)
Post by: MG-Zero on March 23, 2008, 04:58:23 am
New poll up, looking for a resolution preference.
Title: Re: [DEMO]Legend of Zelda: Sword of Divination(resolution poll)
Post by: Link.57 on March 23, 2008, 11:50:59 am
It's really nice ! Good job man !
Title: Re: [DEMO]Legend of Zelda: Sword of Divination(new title screen)
Post by: MG-Zero on March 31, 2008, 03:05:53 am
Well I put up the new resolution with a new title.  Tell me what you guys think.
Title: Re: [DEMO]Legend of Zelda: Sword of Divination(new title screen feedback please)
Post by: .TakaM on March 31, 2008, 11:09:07 am
wise choice with the new resolution, your old huge resolution would make indoor rooms look bad with all the blank space around that would be caused.
not too big, not too small (http://img.photobucket.com/albums/v358/TakaM/other/64D/tup.gif)
Title: Re: [DEMO]Legend of Zelda: Sword of Divination(new title screen)
Post by: gm112 on March 31, 2008, 11:13:34 am
Well I put up the new resolution with a new title.  Tell me what you guys think.
You're a talented designer, Steve... keep up the good work <3!
wise choice with the new resolution, your old huge resolution would make indoor rooms look bad with all the blank space around that would be caused.
not too big, not too small (http://img.photobucket.com/albums/v358/TakaM/other/64D/tup.gif)
Couldn't say no better, TakaM :D <3
Title: Re: [DEMO]Legend of Zelda: Sword of Divination(new title screen feedback please)
Post by: Xiphirx on April 01, 2008, 03:52:47 am
I personally utterly hate the new title screen and took the liberty and made you a new one
Title: Re: [DEMO]Legend of mobster: Sword of Divination(new title screen feedback pleas
Post by: MG-Zero on April 01, 2008, 07:08:36 pm
Wish I could read that with this word filter >.>
Title: Re: [DEMO]Legend of mobster: Sword of Divination(new title screen feedback please)
Post by: legendarylugi on April 01, 2008, 10:43:48 pm
^Lol, aint that the truth?  :P

BTW, I haven't really checked up on this fan game much, but just checking it over these last few days I've realized this is one of the more awesome ones.
Title: Re: [DEMO]Legend of Zelda: Sword of Divination(new title screen feedback please)
Post by: MG-Zero on April 02, 2008, 03:43:29 am
Thank you, I'm glad you think so =D  Hoping to get some more spells working soon.
Title: Re: [DEMO]Legend of Zelda: Sword of Divination(new screenshot + info)
Post by: MG-Zero on April 07, 2008, 07:06:20 pm
Some gameplay info has been released along with a screenshot.
Title: Re: [DEMO]Legend of Zelda: Sword of Divination(Status update 5/9/08)
Post by: MG-Zero on May 08, 2008, 06:03:39 pm
Bah...boring update is boring.  Keep an eye out for screenshots soon..
Title: Re: [DEMO]Legend of Zelda: Sword of Divination(New Screenshits 5/8/08)
Post by: pichuscute on May 12, 2008, 02:09:05 am
whats this being made with? cuz id be happy to help instead of making my own fan game cuz im horribly out of ideas for a story. i also can work on sprites and have some for this style.
Title: Re: [DEMO]Legend of Zelda: Sword of Divination(New Screenshits 5/8/08)
Post by: MG-Zero on May 12, 2008, 02:11:29 am
It's using Game Maker.  I need help with the sprites like you would not believe XD
Title: Re: [DEMO]Legend of Zelda: Sword of Divination(New Screenshits 5/8/08)
Post by: pichuscute on May 12, 2008, 08:09:46 pm
Yesss. I pretty good with Gamemaker and I'm an ok spriter. I also have a Zelda engine that you could use if you want (not made by me, made by dlbrooks). I mainly just do edits of sprites though. But I'll certainly try to do it if you want me to.  Just no big bosses, lol.
EDIT: I finally made a good story for my fan game that I have been workin on so I'm going to work on that, but we will probably have similar sprites that will be needed, so I'll share all my sprites with you.
Title: Re: [DEMO]Legend of Zelda: Sword of Divination(New Screenshits 5/8/08)
Post by: MG-Zero on May 12, 2008, 11:25:13 pm
alright, sounds good, i'll look forward to working with you =)
Title: Re: [DEMO]Legend of Zelda: Sword of Divination(New Screenshits 5/8/08)
Post by: pichuscute on May 12, 2008, 11:40:27 pm
kool, so wut do u need sprited first? i think im going to finish link's sword slash. also are you using kid link or reg. link??? cuz im using kid link
Title: Re: [DEMO]Legend of Zelda: Sword of Divination(New Screenshits 5/8/08)
Post by: MG-Zero on May 13, 2008, 12:16:48 am
I'm actually using minish cap link for the player sprite, unless by some miracle someone finishes the zfgc style link.  I'm mainly looking for zfgc style tiles right now.
Title: Re: [DEMO]Legend of Zelda: Sword of Divination(New Screenshits 5/8/08)
Post by: pichuscute on May 13, 2008, 12:25:57 am
Well if you want kid link in zfgc then I will be finishing the sprite, eventually,  >:D lol. It'll take awhile tho. Also You can see my fan game in this section.  What tiles do you need? I haven't started on tiles yet.
Title: Re: [DEMO]Legend of Zelda: Sword of Divination(New Screenshits 5/8/08)
Post by: MG-Zero on May 13, 2008, 12:38:09 am
hold on, i'll get a screenshot of what I need currently

EDIT: (http://crystalrook.sitesled.com/assets/sod/needed.PNG)
See how the rock walls kinda just stop?  I need tiles that end the wall, all directions.
Title: Re: [DEMO]Legend of Zelda: Sword of Divination(New Screenshits 5/8/08)
Post by: pichuscute on May 13, 2008, 02:21:05 am
well, crud, lol. that may take me awhile since the rocky walls have a hard design to visualize but i'll try when i get a good amount of time on the computer(tomorrow probly).
Title: Re: [DEMO]Legend of Zelda: Sword of Divination(New Screenshits 5/8/08)
Post by: pichuscute on May 13, 2008, 10:09:32 pm
sorry for duble posting but i made one of the ending parts, check out this tileset.

(http://img338.imageshack.us/img338/263/tilesetub8.png) (http://imageshack.us)
Title: Re: [DEMO]Legend of Zelda: Sword of Divination(New Screenshits 5/8/08)
Post by: MG-Zero on May 14, 2008, 01:04:34 am
that was pretty quick XDD looks good, I think there's hope for this project afterall
Title: Re: [DEMO]Legend of Zelda: Sword of Divination(New Screenshits 5/8/08)
Post by: pichuscute on May 14, 2008, 11:29:39 pm
its quick cuz it was 3 tiles but it took me over an hour to do. idk how long it will be till i do the rest tho, and your game has hope if mine does, and mine does.
Title: Re: [DEMO]Legend of Zelda: Sword of Divination(New Screenshits 5/8/08)
Post by: DeathTailsz on July 11, 2008, 12:51:53 am
I was searching through these archives, even though it's been 14 days since the last post. (But, feedback is feedback.)

I really liked the (3/14/08) screenshot, it was nicely done.
I like the idea of this game, and where it's heading, I hope to see a demo 3.

Can't wait to see more game mechanics put into this game. (Usally the bad looking screenshots, transform into decent, if not, waaaay better maps, kudos!)

Overall: Mapping is pretty good, I know you'll get better. :)
(Control scheme is decent as well as the special effects.)
Tileset looks great with FourSword/MC Link. :D

Hope to see some action!
~Tails
(I think this post makes some sorta sense... xDDD)
Title: Re: [DEMO]Legend of Zelda: Sword of Divination(New Screenshits 5/8/08)
Post by: pichuscute on July 11, 2008, 03:31:47 am
BTW, i think that cliff ending can be flipped to make one other one in a direction. If that makes any sense. :P
Title: Re: [DEMO]Legend of Zelda: Sword of Divination(New Screenshits 5/8/08)
Post by: Wasabi on July 11, 2008, 03:25:25 pm
Is the second demo actually up? all I can see is the mp3 pack :P.
Title: Re: [DEMO]Legend of Zelda: Sword of Divination(New Screenshits 5/8/08)
Post by: DeathTailsz on July 11, 2008, 10:14:26 pm
Maybe, something happened to the download?
Or you used the wrong link/url for it. XD
Title: Re: [DEMO]Legend of Zelda: Sword of Divination(New Screenshits 5/8/08)
Post by: MG-Zero on December 10, 2008, 03:55:25 am
Hmm...it looks like I didn't see those last few posts.  I just realized the demo wasn't up.  I've added it to the archive.  Umm...development in C++ has started, the engine seems to be going decent so far although it's VERY primitive.  Graphics engine is running, sound engine is running, player class is in working order.  I'm working on the map format currently.
Title: Re: [DEMO]Legend of Zelda: Sword of Divination(Now on C++!)
Post by: Rukiri on December 10, 2008, 07:53:41 pm
Good luck with the C++ version, I would have recommended C# but you already started, good luck though 8)
Title: Re: [DEMO]Legend of Zelda: Sword of Divination(New Screenshits 5/8/08)
Post by: Cassyblanca on December 21, 2008, 12:09:06 am
Hmm...it looks like I didn't see those last few posts.  I just realized the demo wasn't up.  I've added it to the archive.  Umm...development in C++ has started, the engine seems to be going decent so far although it's VERY primitive.  Graphics engine is running, sound engine is running, player class is in working order.  I'm working on the map format currently.
Good to hear that you've switched to C++. What graphics library are you using with the project?
Title: Re: [DEMO]Legend of Zelda: Sword of Divination(Now on C++!)
Post by: MG-Zero on December 24, 2008, 05:45:11 pm
I'm using OpenGL, which is working perfectly at the moment.  Sprites and animations are both implemented.
Title: Re: [DEMO]Legend of Zelda: Sword of Divination(Now on C++!)
Post by: Cassyblanca on December 24, 2008, 10:33:46 pm
Are you planning on implementing pixel shaders in the form of GLSL? That would add a nice layer of graphics effects to this project, and would allow you to achieve some interesting visual challenges.
Title: Re: [DEMO]Legend of Zelda: Sword of Divination(Now on C++!)
Post by: MG-Zero on December 24, 2008, 11:33:50 pm
Probably later on, yea.  Right now I'm just working on the core elements, though.
Title: Re: [DEMO]Legend of Zelda: Sword of Divination(Development Update 2/11/09)
Post by: MG-Zero on February 12, 2009, 05:13:35 am
Small update because I can.
Title: Re: [DEMO]Legend of Zelda: Sword of Divination(Development Update 2/11/09)
Post by: pichuscute on February 15, 2009, 01:39:09 am
Kool, forgot about this game. Keep up the work, dude. =)
Title: Re: [DEMO]Legend of Zelda: Sword of Divination(2/23/09 First Build Released)
Post by: MG-Zero on February 24, 2009, 03:18:09 am
Try first build, for great justice!
Title: Re: [DEMO]Legend of Zelda: Sword of Divination(2/23/09 First Build Released)
Post by: Windy on February 24, 2009, 08:16:07 am
All I get is an empty window, i'm guessing that isn't meant to happen.
Title: Re: [DEMO]Legend of Zelda: Sword of Divination(2/23/09 First Build Released)
Post by: gm112 on February 24, 2009, 09:37:01 am
Try first build, for great justice!
WELCOME TO THE WOOORLLD OF TOMORROW.

That guy reminds me of you. I already gave you details on how sexy this thing ran :P.
All I get is an empty window, i'm guessing that isn't meant to happen.
^^I assume your GPU hates OpenGL O_o?
Title: Re: [DEMO]Legend of Zelda: Sword of Divination(2/23/09 First Build Released)
Post by: Moon_child on February 24, 2009, 10:39:25 am
I played the demo, and I can't say much about it. Besides that the animation speed should be faster. Anyway good luck with your project! :)

All I get is an empty window, i'm guessing that isn't meant to happen.
You didn't place it in the root of C ?
Title: Re: [DEMO]Legend of Zelda: Sword of Divination(2/23/09 First Build Released)
Post by: Windy on February 24, 2009, 11:12:03 am
I played the demo, and I can't say much about it. Besides that the animation speed should be faster. Anyway good luck with your project! :)

All I get is an empty window, i'm guessing that isn't meant to happen.
You didn't place it in the root of C ?
no, i didn't, who the hell uses absolute paths >____________________>
Title: Re: [DEMO]Legend of Zelda: Sword of Divination(2/23/09 First Build Released)
Post by: MG-Zero on February 24, 2009, 02:54:48 pm
I needed to get it out quick and it wasn't happy with any other path >_>  I'll be fixing that next build.

Anyway, can you guys give some feedback?  How smooth was it, how was the cpu and mem usage and what are your specs and os?
Title: Re: [DEMO]Legend of Zelda: Sword of Divination(2/23/09 First Build Released)
Post by: AoDC on February 27, 2009, 06:29:37 am
Well after realising it did have to be in C after all...

It might just be my machine being pissed off at the moment but the framerate I got was going from really high to really low. Maybe I have to update my drivers but considering how little is happening it's odd.
Title: Re: [DEMO]Legend of Zelda: Sword of Divination(2/23/09 First Build Released)
Post by: MG-Zero on February 27, 2009, 04:00:04 pm
So you got random jumps of a high and low framerate?  Huh, haven't gotten that one yet.  Can you send over your specs and the program's cpu usage?
Title: Re: [DEMO]Legend of Zelda: Sword of Divination(2/23/09 First Build Released)
Post by: AoDC on March 01, 2009, 09:28:09 am
My machine was definitely the problem. Works fine now.

I found one bug, when you hit an arrow key Link's animation speed increases. When you hit another, it increases, again, and so on. When you let one key go, his speed is lowered, and when you release another, it lowers again.

Good luck.
Title: Re: [DEMO]Legend of Zelda: Sword of Divination(2/23/09 First Build Released)
Post by: MG-Zero on March 01, 2009, 03:57:21 pm
You're talking about walking diagonally, right?  I've been trying to solve that one for quite some time now >_>  On another note, the crashing on pressing enter bug has been fixed (I don't know if anyone here experienced that problem.)

Also, I've added a link to the C++ redistributable package on the first post so everyone can run it now.
Title: Re: [DEMO]Legend of Zelda: Sword of Divination(3/12/09 Link likes pooping)
Post by: MG-Zero on March 13, 2009, 01:07:20 am
Check out my latest addition 8D
Title: Re: [DEMO]Legend of Zelda: Sword of Divination(3/12/09 Link likes pooping)
Post by: gm112 on March 13, 2009, 01:37:31 am
When look at the textbox, the first thing I see is your face, Steve. Then I'm like "oh dear.. fire is going to come out of his eyes.". Good jorb.
Title: Re: [DEMO]Sword of Divination(3/12/09 Link likes pooping)
Post by: MG-Zero on March 13, 2009, 02:01:26 am
..Fire from my eyes?  O_o  I'm a little confused, but ok!
Title: Re: [DEMO]Sword of Divination(3/12/09 cumming in a ice cream cone)
Post by: gm112 on March 13, 2009, 02:16:22 am
..Fire from my eyes?  O_o  I'm a little confused, but ok!
Yes, steve. You're so epic that fire comes out of your eyes.
Title: Re: [DEMO]Sword of Divination(4/10/09 progress update)
Post by: MG-Zero on April 10, 2009, 06:54:53 pm
Check this !@#$% out, I've actually got some items working =D
Title: Re: [DEMO]Sword of Divination(4/14/09 Build 5 released)
Post by: MG-Zero on April 15, 2009, 04:29:40 am
And now you get to see so said items!
Title: Re: [DEMO]Sword of Divination(4/14/09 Build 5 released)
Post by: AoDC on April 15, 2009, 09:55:41 am
- You can walk into black void but of course you know that.
- When throwing a boomerang it seems to create a new Link object.
- Text in text box seems to be too close

GL
Title: Re: [DEMO]Sword of Divination(4/14/09 Build 5 released)
Post by: MG-Zero on April 15, 2009, 12:44:46 pm
Hmm...can you clarify a bit on the last two comments?  What's showing up that looks like it's creating a second link object and what do you mean by the text seems too close?  Like, the letters are too close to each other?
Title: Re: [DEMO]Sword of Divination(4/14/09 Build 5 released)
Post by: AoDC on April 21, 2009, 04:14:34 am
Hmm...can you clarify a bit on the last two comments?  What's showing up that looks like it's creating a second link object and what do you mean by the text seems too close?  Like, the letters are too close to each other?
Sorry for the late reply ;)

Yes the letters are too close to each other to me.

By second link object comment I mean it had another link image behind the boomerang image... or something. It definitely had two different link images at some points and it all started with using the boomerang.
Title: Re: [DEMO]Sword of Divination(4/14/09 Build 5 released)
Post by: gm112 on April 21, 2009, 10:47:54 pm
As always, I'm impressed more and more by each update :P. You're definitely a talented programmer, haha... I can't wait till this is used to produce the fan game already!
Title: Re: [DEMO]Sword of Divination(4/14/09 Build 5 released)
Post by: MG-Zero on April 21, 2009, 10:58:25 pm
Hmm...can you clarify a bit on the last two comments?  What's showing up that looks like it's creating a second link object and what do you mean by the text seems too close?  Like, the letters are too close to each other?
Sorry for the late reply ;)

Yes the letters are too close to each other to me.

By second link object comment I mean it had another link image behind the boomerang image... or something. It definitely had two different link images at some points and it all started with using the boomerang.
Interesting, I never noticed it with the boomerang (and I still don't, which is weird.)  I know it was happening with the walking, and that has been fixed.
Title: Re: [DEMO]Sword of Divination(4/14/09 Build 5 released)
Post by: Xfixium on April 21, 2009, 11:33:06 pm
Did you fix the double Link sprite for 5.0? Because I get 2 Links if I walk diagonally.
Title: Re: [DEMO]Sword of Divination(4/14/09 Build 5 released)
Post by: AoDC on April 22, 2009, 08:22:04 am
Did you fix the double Link sprite for 5.0? Because I get 2 Links if I walk diagonally.
Maybe this is what I saw
Title: Re: [DEMO]Sword of Divination(4/14/09 Build 5 released)
Post by: MG-Zero on April 22, 2009, 12:42:04 pm
Did you fix the double Link sprite for 5.0? Because I get 2 Links if I walk diagonally.

No, I did not.  It will be fixed in the next release.
Title: Re: [DEMO]Sword of Divination(5/9/09 map editor under development)
Post by: MG-Zero on May 09, 2009, 05:06:20 am
small update on first page.  Thanks for PotM, guys =)
Title: Re: [DEMO]Sword of Divination(What do you want in the next build?)
Post by: MG-Zero on June 02, 2009, 01:26:37 am
See the first post, guys.
Title: Re: [BUILD 5.5]Sword of Divination(6/11/09 First in game screenshot!)
Post by: MG-Zero on June 11, 2009, 04:14:59 pm
new screenshot up =D
Title: Re: [BUILD 5.5]Sword of Divination(6/11/09 First in game screenshot!)
Post by: Zaeranos on June 11, 2009, 04:27:01 pm
In the new screenshot I have found several graphic errors. It mostly looks like your tile set is way off. Because most graphic errors look like cutting mistakes. But at the left and right side of the roof the grass shows some colorations. Oh yeah the grass shows a big repeating pattern.

I hope you can do something with it. Keep up the good work.
Title: Re: [BUILD 5.5]Sword of Divination(6/11/09 First in game screenshot!)
Post by: MG-Zero on June 11, 2009, 04:28:06 pm
They're repeating tiles that you're seeing.  Just me being lazy, they'll be less repetitive later on.
Title: Re: [BUILD 5.5]Sword of Divination(6/11/09 First in game screenshot!)
Post by: Zaeranos on June 11, 2009, 04:29:58 pm
Oops I forgot to attach this. I circled the graphic errors.
Title: Re: [BUILD 5.5]Sword of Divination(6/11/09 First in game screenshot!)
Post by: MG-Zero on June 11, 2009, 04:33:40 pm
ohh, that.  It's an error in the tileset being used, not the engine.  I haven't quite finished putting the tileset together yet, and so there's some errors on it.  I didn't find those yet though, thanks.
Title: Re: [BUILD 5.5]Sword of Divination(10/20/09 LOOK GUYS I MADE A ZELDA)
Post by: MG-Zero on October 20, 2009, 10:18:53 pm
I added some new screenshots.
Title: Re: [DEMO]Sword of Divination(11/10/09 new screenshot!)
Post by: MG-Zero on November 11, 2009, 04:00:14 am
Annd another new shot.
Title: Re: [DEMO]Sword of Divination(1/18/10 need some tests)
Post by: MG-Zero on January 18, 2010, 08:42:43 pm
It seems I'm the only one posting on here D=

Help me out guys, I need some testing done.
Title: Re: [DEMO]Sword of Divination(1/18/10 need some tests)
Post by: Cassyblanca on January 18, 2010, 08:46:42 pm
MGZ's like a crazy person, talking to himself :3

I'll check it out in a sec, and let you know what all you suck at <3

---

Just looking through the resources, and I really hope that you aren't using those magic bar meters like that. It'd be best to dynamically draw the bar for the magic meter
Title: Re: [DEMO]Sword of Divination(1/18/10 need some tests)
Post by: Cassyblanca on January 18, 2010, 08:56:51 pm
Wee, here we go.

Unhandled exception at 0x00e88910 in HVSTCORE.exe: 0xC0000005: Access violation.

Windows 7 x64.

Check yer pointers. D:

It keeps happening every frame, though I don't know if it's in rendering or logic.
Title: Re: [DEMO]Sword of Divination(1/18/10 need some tests)
Post by: Zaeranos on January 18, 2010, 09:05:01 pm
I didn't know there was a demo. I'll take a look.
Title: Re: [DEMO]Sword of Divination(1/18/10 need some tests)
Post by: MG-Zero on January 18, 2010, 09:20:22 pm
Quote
Just looking through the resources, and I really hope that you aren't using those magic bar meters like that. It'd be best to dynamically draw the bar for the magic meter

Haha, you caught one of my planned revamps.  Yea, thats a dickishly old system that I implemented which I'm gonna be replacing with just a bar.

Quote
Unhandled exception at 0x00e88910 in HVSTCORE.exe: 0xC0000005: Access violation.

What exactly are you doing to trigger that?
Title: Re: [DEMO]Sword of Divination(1/18/10 need some tests)
Post by: Zaeranos on January 18, 2010, 10:10:55 pm
Wee, here we go.

Unhandled exception at 0x00e88910 in HVSTCORE.exe: 0xC0000005: Access violation.

Windows 7 x64.

Check yer pointers. D:

It keeps happening every frame, though I don't know if it's in rendering or logic.

It is not just you. I got the same error. And I also have windows 7 x64. The error happens as soon as I go from the title screen to the game.
Title: Re: [DEMO]Sword of Divination(1/18/10 need some tests)
Post by: Cassyblanca on January 18, 2010, 10:29:07 pm
Quote
Just looking through the resources, and I really hope that you aren't using those magic bar meters like that. It'd be best to dynamically draw the bar for the magic meter

Haha, you caught one of my planned revamps.  Yea, thats a dickishly old system that I implemented which I'm gonna be replacing with just a bar.

Quote
Unhandled exception at 0x00e88910 in HVSTCORE.exe: 0xC0000005: Access violation.

What exactly are you doing to trigger that?

This:
It is not just you. I got the same error. And I also have windows 7 x64. The error happens as soon as I go from the title screen to the game.


Poor MGZ.
Title: Re: [DEMO]Sword of Divination(1/18/10 need some tests)
Post by: MG-Zero on January 19, 2010, 12:01:09 am
It's one of those errors that doesn't happen on every computer >_> Works on mine, my sister's, my friend's and GM112's.  Anyway, I'll check for pointer errors.

EDIT: uploaded a potential fix
Title: Re: [DEMO]Sword of Divination(1/18/10 need some tests)
Post by: Antidote on January 19, 2010, 01:34:51 pm
Yeah, got quite a bit of tearing here, and it seems you fixed that problem MiN and Niek were having.

Specs:
Windows 7 Ultimate x64
4GB 800MHz(Sad right?) DDR2 ( <.<; )
9800GTX+ 512 GDDR2
Athlon II x2 250 3.0GHz
Biostar TA760G M2+
Title: Re: [DEMO]Sword of Divination(1/18/10 need some tests)
Post by: Zaeranos on January 19, 2010, 05:07:45 pm
It's one of those errors that doesn't happen on every computer >_> Works on mine, my sister's, my friend's and GM112's.  Anyway, I'll check for pointer errors.

EDIT: uploaded a potential fix

Just a quick question:

Is this the link that we need to download the demo from: http://crystalrook.sitesled.com/Release%207.5.rar

Because, if so. Your fix did not work. It only delays the problem by a second or two. I don't know if you have a debug release that generates a log file, that I could send. Because I don't get much of an error message over here.
Title: Re: [DEMO]Sword of Divination(1/18/10 need some tests)
Post by: MG-Zero on January 19, 2010, 11:23:50 pm
It's one of those errors that doesn't happen on every computer >_> Works on mine, my sister's, my friend's and GM112's.  Anyway, I'll check for pointer errors.

EDIT: uploaded a potential fix

Just a quick question:

Is this the link that we need to download the demo from: http://crystalrook.sitesled.com/Release%207.5.rar

Because, if so. Your fix did not work. It only delays the problem by a second or two. I don't know if you have a debug release that generates a log file, that I could send. Because I don't get much of an error message over here.

Well obviously that's another problem >_>  I  removed the code that was causing the problem.

EDIT: Also, I've hunted down the tearing problem.

Title: Re: [DEMO]Sword of Divination(1/18/10 need some tests)
Post by: Antidote on January 21, 2010, 04:48:55 am
Cool, was it a vsync issue?
Title: Re: [DEMO]Sword of Divination(1/18/10 need some tests)
Post by: MG-Zero on January 21, 2010, 03:18:46 pm
Nope, it wasn't tearing in the typical sense.  There was a rounding error in the space between tiles, so when the camera scrolled, there were very small gaps between the tiles which would then be visible.
Title: Re: [DEMO]Sword of Divination(1/18/10 need some tests)
Post by: Antidote on January 21, 2010, 07:01:00 pm
oh, lol at least you fixed it.
Title: Re: [DEMO]Sword of Divination(1/18/10 need some tests)
Post by: Zaeranos on January 23, 2010, 11:23:44 am
Okay, I tried your demo on my laptop. The specs of that are:

Windows XP SP3
Intel Pentium M 1.60 GHz
590 MHZ, 512MB RAM
ATI Mobility Radeon 9600/9700 Series

And it did not like that demo at all. See attachment. I had 100% CPU time constantly and was watching a slideshow, where every 5 seconds (or longer) the frame was updated.

Again no idea why or what the game was doing, because there is no debug file to show to you.
Title: Re: [DEMO]Sword of Divination(1/18/10 need some tests)
Post by: pxl_moon (dotyue) on January 23, 2010, 01:21:10 pm
it chrashed right after the title screen

Windows 7 32-Bit
Intel Pentium D 2,80 GHz
4,00 GB RAM
NVIDIA GeForce 9500 GT
(http://img25.imageshack.us/img25/3875/harvesterror.png)
Code: [Select]
 Problemsignatur:
  Problemereignisname: BEX
  Anwendungsname: HVSTCORE.exe
  Anwendungsversion: 0.0.0.0
  Anwendungszeitstempel: 4b54bdd3
  Fehlermodulname: StackHash_0a9e
  Fehlermodulversion: 0.0.0.0
  Fehlermodulzeitstempel: 00000000
  Ausnahmeoffset: 01608718
  Ausnahmecode: c0000005
  Ausnahmedaten: 00000008
  Betriebsystemversion: 6.1.7600.2.0.0.256.1
  Gebietsschema-ID: 1031
  Zusatzinformation 1: 0a9e
  Zusatzinformation 2: 0a9e372d3b4ad19135b953a78882e789
  Zusatzinformation 3: 0a9e
  Zusatzinformation 4: 0a9e372d3b4ad19135b953a78882e789

edit: works fine in compabilty mode: winxp service pack 3

Title: Re: [DEMO]Sword of Divination(1/18/10 need some tests)
Post by: MG-Zero on January 23, 2010, 05:19:53 pm
A few people are having the crashing issue.  It's gonna be a bit harder to find this one though since it doesn't crash on my computer and I can't see what pointer is causing the crash..I'll hammer that !@#$% out, though!
Title: Re: [DEMO]Sword of Divination(1/18/10 need some tests)
Post by: MG-Zero on January 23, 2010, 05:29:07 pm
Uploading a potential fix, should be up in a few minutes.  The download link will be the same.
Title: Re: [DEMO]Sword of Divination(1/18/10 need some tests)
Post by: Zaeranos on January 23, 2010, 08:04:00 pm
MG, I don't mind test driving your fixes, but the problem is that for me the crash looks the same. If you release a version that creates a debug file. Not only with info that goes wrong, but also with the stuff that goes right.

In that way you can narrow down the part that gives the error and find what is wrong. Like I said, I don't mind testing.
Title: Re: [DEMO]Sword of Divination(1/18/10 need some tests)
Post by: pxl_moon (dotyue) on January 23, 2010, 09:00:44 pm
Uploading a potential fix, should be up in a few minutes.  The download link will be the same.

no crash after fix ;)

it works fine when its a walking level with boomerang and two buttons reacting
Title: Re: [DEMO]Sword of Divination(1/18/10 need some tests)
Post by: MG-Zero on January 24, 2010, 04:02:42 am
MG, I don't mind test driving your fixes, but the problem is that for me the crash looks the same. If you release a version that creates a debug file. Not only with info that goes wrong, but also with the stuff that goes right.

In that way you can narrow down the part that gives the error and find what is wrong. Like I said, I don't mind testing.

..Did you even try running the update?  Dotyue seems to be running fine.

Quote
no crash after fix

it works fine when its a walking level with boomerang and two buttons reacting

Good good, that's what I'm hoping for =)

Anyway, for anyone interested, there seemed to be some memory not initializing properly on the Zelda Entity I was testing on there.
Title: Re: [DEMO]Sword of Divination(1/18/10 need some tests)
Post by: Zaeranos on January 24, 2010, 08:58:36 am
MG, I don't mind test driving your fixes, but the problem is that for me the crash looks the same. If you release a version that creates a debug file. Not only with info that goes wrong, but also with the stuff that goes right.

In that way you can narrow down the part that gives the error and find what is wrong. Like I said, I don't mind testing.

..Did you even try running the update?  Dotyue seems to be running fine.

Not on my PC with windows 7. I am currently at my parents place and I won't be home until tomorrow. I can test then if the problem persists with my PC.

EDIT: the update on my laptop still lags like crazy, but now it takes 4 seconds each frame.
Title: Re: [DEMO]Sword of Divination(1/18/10 need some tests)
Post by: Theforeshadower on January 24, 2010, 09:19:27 am
I have no idea if this has been addressed but um...just look at the screenshot in my attachment.
Title: Re: [DEMO]Sword of Divination(1/18/10 need some tests)
Post by: pxl_moon (dotyue) on January 24, 2010, 09:21:54 am
tested it again and thought it would be fine after it suddenly crashed during pasting the shot into paint... tried to remake the crash and noticed that it happens after the game gets 91~92.000 K in RAM

and a ingame bug: when i use the boomerang while looking down it comes up from the lower part of the level

(http://img46.imageshack.us/img46/4463/harvestcrash2.png)


Code: [Select]
Problemsignatur:
  Problemereignisname: BEX
  Anwendungsname: HVSTCORE.exe
  Anwendungsversion: 0.0.0.0
  Anwendungszeitstempel: 4b5b314d
  Fehlermodulname: StackHash_0a9e
  Fehlermodulversion: 0.0.0.0
  Fehlermodulzeitstempel: 00000000
  Ausnahmeoffset: 00e7ad38
  Ausnahmecode: c0000005
  Ausnahmedaten: 00000008
  Betriebsystemversion: 6.1.7600.2.0.0.256.1
  Gebietsschema-ID: 1031
  Zusatzinformation 1: 0a9e
  Zusatzinformation 2: 0a9e372d3b4ad19135b953a78882e789
  Zusatzinformation 3: 0a9e
  Zusatzinformation 4: 0a9e372d3b4ad19135b953a78882e789
Title: Re: [DEMO]Sword of Divination(1/18/10 need some tests)
Post by: Xfixium on January 24, 2010, 10:27:52 am
I ran past builds fine, however I could not run this build. I press enter at the title screen and it draws the screen and plays music. Right after that it crashes.

Windows XP SP3
1.5Gb RAM
Intel Core 2 Duo T5600
Nvidia GeForce Go 7400
Title: Re: [DEMO]Sword of Divination(1/18/10 need some tests)
Post by: pxl_moon (dotyue) on January 24, 2010, 10:29:35 am
I ran past builds fine, however I could not run this build. I press enter at the title screen and it draws the screen and plays music. Right after that it crashes.

Windows XP SP3
1.5Gb RAM
Intel Core 2 Duo T5600
Nvidia GeForce Go 7400

sounds like what i've had in the build before the fix
Title: Re: [DEMO]Sword of Divination(1/18/10 need some tests)
Post by: MG-Zero on January 24, 2010, 05:41:55 pm
Thanks for the feedback, it really helps hammering out these bugs.

I'm gonna add in that debug dump Niek mentioned, so just hang tight for a bit.
Title: Re: [DEMO]Sword of Divination(1/18/10 need some tests)
Post by: Cassyblanca on January 24, 2010, 05:49:44 pm
You seem to be having a few difficulties, MGZ. :P

Have you switched over to using proper delta timing, vice your FPS capping? If not, that's probably the cause of the overly-high CPU usage.
Title: Re: [DEMO]Sword of Divination(1/18/10 need some tests)
Post by: MG-Zero on January 24, 2010, 07:40:44 pm
That isn't my concern right now, first I want this thing stable.  I'll get to that when these memory issues are done =)
Title: Re: [DEMO]Sword of Divination(1/18/10 need some tests)
Post by: Zaeranos on January 24, 2010, 10:22:08 pm
Okay, I was home a little sooner than I thought. And I tested the latest update.

Well it doesn't crash anymore, but I do get a lot of image tearing. When the screen scrolls I get some image tearing. I can't seem to capture it, because the lines appear and disappear really fast.

The boomerang is really faulty. When I keep the boomerang key pressed and the animation gets to the end, the animation repeats it self and resets the boomerang. Continuously. When throwing down the boomerang appears really far away from link and immediately returns.

Some additional C+C. Link seems to walk very slow. And for the view to scroll Link has to be very far to the side. You should keep the view centered on Link, unless you hit the boundary of the room.

The music also stopped after playing only once, it didn't loop. But I'm not sure if it was supposed to stop or loop.

PS: I saw you use fmodex.dll and ogg-vorbis dll's. I have been searching for a while to find an API for those libraries to properly use them and get the full potential out of them. Did you find them and where?
Title: Re: [DEMO]Sword of Divination(1/18/10 need some tests)
Post by: MG-Zero on January 24, 2010, 11:46:16 pm
Quote
Well it doesn't crash anymore, but I do get a lot of image tearing. When the screen scrolls I get some image tearing. I can't seem to capture it, because the lines appear and disappear really fast.

Fraps it.  As for the dlls, do a google search, both are free to use.
Title: Re: [DEMO]Sword of Divination(1/18/10 need some tests)
Post by: Zaeranos on January 25, 2010, 04:08:34 pm
I have googled, but for FMOD I can't really find a good documentation of the API. I mean something like this: http://java.sun.com/javase/7/docs/api/


ON-TOPIC:

I found a graphical error. I don't know if it is in the map design or that in the rendering something went wrong but see attachment
Title: Re: [DEMO]Sword of Divination(1/18/10 need some tests)
Post by: MG-Zero on January 25, 2010, 07:57:10 pm
Mapping error :P  I have those tiles on a higher layer in the map file.  Nothing on a programming end, just on the map file itself.

Yea, there's no really good docs for fmod...what language are you using it with?
Title: Re: [DEMO]Sword of Divination(1/18/10 need some tests)
Post by: Zaeranos on January 25, 2010, 08:00:55 pm
Mapping error :P  I have those tiles on a higher layer in the map file.  Nothing on a programming end, just on the map file itself.
I thought so.

Yea, there's no really good docs for fmod...what language are you using it with?
C++
Title: Re: [DEMO]Sword of Divination(1/18/10 need some tests)
Post by: MG-Zero on January 25, 2010, 08:31:25 pm
http://www.gamedev.net/reference/articles/article2098.asp

See if that helps.  I could write up a basic tutorial for it as well..
Title: Re: [DEMO]Sword of Divination(2/3/10 debug dump added)
Post by: MG-Zero on February 03, 2010, 08:48:24 pm
Debug dump added as suggested by Niek..
Title: Re: [DEMO]Sword of Divination(2/3/10 debug dump added)
Post by: Xfixium on February 03, 2010, 10:42:18 pm
Hmmm, very weird. I downloaded this thinking it would fail out and dump so much needed debug information. Instead it ran just fine. XD So, I decided to test the old 7.5 version out again, and it failed as usual. You had to of changed something in your new debug version to make it work.
Title: Re: [DEMO]Sword of Divination(2/3/10 debug dump added)
Post by: MG-Zero on February 03, 2010, 11:14:28 pm
O_o But...nothing was changed.  Wat.
Title: Re: [DEMO]Sword of Divination(2/3/10 debug dump added)
Post by: Zaeranos on February 03, 2010, 11:24:58 pm
On my laptop the same problem still occurs. It uses 100% system resources and no movement at all. It is as if it is in an infinte loop. It happens as soon as the game starts. The dbg is attached.
Title: Re: [DEMO]Sword of Divination(2/3/10 debug dump added)
Post by: Xfixium on February 04, 2010, 12:32:02 am
O_o But...nothing was changed.  Wat.

lol That is very VERY odd. I have screen shots of both folders, the first is the new release. The second the previous release.
Title: Re: [DEMO]Sword of Divination(2/3/10 debug dump added)
Post by: MG-Zero on February 04, 2010, 02:07:11 am
On my laptop the same problem still occurs. It uses 100% system resources and no movement at all. It is as if it is in an infinte loop. It happens as soon as the game starts. The dbg is attached.

So what you're telling me is, it's not crashing, it's just hanging? 

Odd...well, it entered the main loop without a problem..so the problem is in there for you.
Title: Re: [DEMO]Sword of Divination(2/3/10 debug dump added)
Post by: Windy on February 04, 2010, 06:09:35 am
Maybe it's video card related?  I know my video card usually tries to limit my fps to 60.  Do you have an code in there that delays the loops execution?
Title: Re: [DEMO]Sword of Divination(2/3/10 debug dump added)
Post by: Cassyblanca on February 04, 2010, 06:57:06 am
Keep in mind that it's going to use more CPU than necessary because he isn't doing delta timing, opting instead to sleep and cap the FPS <.<
Title: Re: [DEMO]Sword of Divination(2/3/10 debug dump added)
Post by: Zaeranos on February 04, 2010, 07:00:18 am
On my laptop the same problem still occurs. It uses 100% system resources and no movement at all. It is as if it is in an infinte loop. It happens as soon as the game starts. The dbg is attached.

So what you're telling me is, it's not crashing, it's just hanging? 

Odd...well, it entered the main loop without a problem..so the problem is in there for you.
Yes, it uses 100% CPU time, when I press the first key. The music keeps playing nice without hiccups. But the rendering/world doesn't get updated. It is like it gets stuck in a infinite loop inside the main game loop.

O_o But...nothing was changed.  Wat.

lol That is very VERY odd. I have screen shots of both folders, the first is the new release. The second the previous release.
Sometimes, by merely observing an error you alter/fix the error itself. If the problem is that some of the resources weren't properly initialized before. Now by adding the statements for the debug, you might have given enough time to let windows properly initialize everything. Although the game may not be multithreaded, windows is.
Title: Re: [DEMO]Sword of Divination(2/3/10 debug dump added)
Post by: TheDarkJay on February 04, 2010, 02:57:50 pm
Keep in mind that it's going to use more CPU than necessary because he isn't doing delta timing, opting instead to sleep and cap the FPS <.<

Well he's half-way there as I understand it...For each iteration you time how long it takes, calculate how much of the 1/xth of a second you have left, and release the CPU for that amount of time. And you also use Delta-timing in order to ensure objects move at the same rate even if the FPS drops below x updates per second.

At least that's how I do things. It means you're using exactly how much CPU you need to use, and if the person's still getting the entire CPU swallowed then you definitely have some performance issues to work out or they have a computer that just can't handle it.

You know, the need to release the cpu is really something books and online tutorials need to actually start mentioning -_- I barely ever see it mentioned except on forums when people are commenting on a person's program XD Kudos for, seemingly, actually doing it ^.^

Anyway, I ran the game with only minor 'flickering' graphical issues, that image 'tearing' you mentioned. It used like 2% of the CPU at most and I could close it fine ^^
Title: Re: [DEMO]Sword of Divination(2/3/10 debug dump added)
Post by: MG-Zero on November 05, 2010, 05:24:33 pm
Because this thread has been dead for quite some time, I'm updating to let everyone know this project is not dead.  The engine has been under heavy development and I'm happy to say that it's reached the point of being functional enough to create a simple game with it!  Basic things are now being implemented that are related to the game itself.

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