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Messages - Nabeshin

Pages: 1 2 [3] 4 5 ... 20
41
Entertainment / Re: New Kirby Game!!
« on: January 30, 2011, 01:58:18 am »
Probably 3DS, given that they just released a console game and prior to that, hadn't since 64. Not to say Kirby Wii wouldn't be awesome and likely, given that we saw trailers for it, this looks more like 3DS-worthy with all the Super Effect powers. And if it was ongoing dev of Kirby Wii, they would've shown off the helpers a bit, this game seems to have a different gimmick w.r.t. the super powers.

42
Entertainment / Re: Japanese 3DS launch titles and Battery Life Announced
« on: January 20, 2011, 04:14:00 am »
That lineup will do very well in the Japanese market. May or may not have been a matter of games not being done, but if not then it was a good marketing decision.

43
Submission Archive / Re: GML Contest #1 - Knighty's Flip-Bit
« on: January 16, 2011, 10:33:35 pm »
I certainly enjoyed it.

; __ ; The ending was really emotional though. Touching.

44
Entertainment / Re: 100 Games, 4 Days
« on: January 07, 2011, 09:45:25 pm »
Metal Storm right now, then Blaster Master. Whee!

45
Entertainment / 100 Games, 4 Days
« on: January 06, 2011, 10:23:11 pm »
http://speeddemosarchive.com/marathon/schedule/

Should make for a good weekend of entertainment.

46
Contests / Re: Game Maker exclusive contest #1
« on: December 28, 2010, 05:25:13 am »
OH DAMN WE STARTED
 XD

47
Contests / Re: Game Maker exclusive contest #1
« on: December 25, 2010, 12:33:52 am »
To clarify: we are allowed to use text? If so, you should probably disallow custom fonts that are made in such a way that they can replicate sprites, since that (while neat) would defeat the purpose of the whole thing.

48
Contests / Re: Game Maker exclusive contest #1
« on: December 24, 2010, 08:47:47 am »
Signing up.

49
Entertainment / Re: oot 3ds footage
« on: November 13, 2010, 11:04:25 pm »
don't say the for the Gamecube, because both disc's containing OOT were freebees with original Gamecube games TWW and Mario Kart DD/Mario Party 8(?)/1080 Avalanche.

But I had to pay for them.  (`ο´)ノ

As a matter of fact (or a matter of opinion), Nintendo SHOULD have sold those two Zelda Gamecube discs, because the only way to get a hold of them (if you didn't get them during the promotion) is through ebay, secondhand shops, etc.  I was lucky enough to find both of them at Gamestops near where I live.
Best part is, the cases for those two say "Not for Resale" right on them. But walk into a Gamestop, and there they are. I chuckle every time.

50
Graphics / Re: My heavy heart (aka MC-style Crystal Switches)
« on: October 28, 2010, 05:17:47 am »
Er... yeah, I know. Like I said, these switches are edited from those. But I don't think the pop-up red/blue walls are there -- I looked through all the dungeons to make sure.

51
Graphics / Re: My heavy heart (aka MC-style Crystal Switches)
« on: October 28, 2010, 02:33:46 am »
Connective pieces and corners and junk so you can make mazes or designs, letters etc.

52
Graphics / My heavy heart (aka MC-style Crystal Switches)
« on: October 27, 2010, 11:00:44 pm »
Let me say before I begin my story, that I haven't played the Oracle games to completion, or at least not to Crown Dungeon.

So when I set out to sprite the crystal switches and related blocks from LttP in an MC style, it seemed like it would be a run-of-the-mill afternoon activity. Little did I know that it would end in tears.

It began simply enough. There's a red crystal switch in Minish Cap, so I swapped out the palette of that, and made it one pixel wider (it was 15 pixels wide, a convention I don't like to follow). Then I appropriated a similar stone square from the cave tileset for the blocks that pop up.

The trouble began when I showed my edits to a friend.

"What do you think?"
"Well, shouldn't it be red rather than orange?"
"Red? Why would it be red?"
"...Because they were red in the other games?"

What a joker, I thought. Those switches were blue and orange, I lived and breathed LttP as a child. I took out my trusty colour-picker to clear this up once and for all.




Well, that certainly does look like red. In fact, it's way over at hue=0. It's purely, unmistakably red.

My heart sank. The world didn't make sense to me any more. I threw myself into my work, repalleting so that I might not have to think about my lost childhood. So here I sit before you now, a broken man. With nothing to distract me, that blood-red switch is a constant presence. It circles my mind, a buzzard waiting to claim its spoils. But at least my torment resulted in this WIP, which I present to you.

R.I.P. Orange switch, 1992-2010. The flag of my soul will forever fly at half-mast.
C+C

53
Zelda Projects / Re: [SCREENS]Ocarina Of Time 2D
« on: October 27, 2010, 06:49:43 pm »
do you have an "ETA" of when this will be done ? ; how many years?
Oh you.

54
Discussion / Re: Legend of Zelda: Dawning Hour
« on: October 12, 2010, 02:27:45 am »
Might even use something very similar for the map / teleport screen =O
Feel free, I'm not assuming any credit for the visual concept and IMO it does look pretty nifty.

55
Discussion / Re: Legend of Zelda: Dawning Hour
« on: October 11, 2010, 10:11:12 pm »
Your description gave me a very vivid picture in my head that I had to draw. So, here you are. Your first fanart, maybe? XD  And just so you know, all deserts resemble sunflowers and pies.

56
Discussion / Re: Legend of Zelda: Dawning Hour
« on: October 11, 2010, 06:36:28 am »
This gives me such a great vibe. Nothing pretentious about the Goddesses, nothing about the Triforce or Ganon -- just a unique and simple premise and some cool mechanics that tie into a core of Zelda gameplay. And you're planning something of a reasonable size, too. I'll be keeping an eye on this.

57
Graphics / Re: I heard you found a cache of diamonds down there...
« on: October 05, 2010, 05:34:40 pm »
Yours is a cutie, yeah. Looks good though.


58
Discussion / Wheels and slopes in 2D
« on: October 04, 2010, 04:09:02 am »
For my own benefit, I wanted to talk this one out. But hopefully it helps other people too.

   
Fig.1, abc - A single wheel.

Here's one wheel heading towards a slope, pretty simple. If it's going very fast (1b), it treats the edge like a platform. The wheel will get air for a bit, and depending on its horizontal speed and its mass, as well as the angle of the slope, it will either clear the slope entirely, or fall onto the slope's surface. When it lands, depending on the game physics, it should either bounce, or continue rolling until it stops.

If the wheel is going slowly instead (1c), it will have little to no airtime when it reaches the edge. It rolls off the edge and immediately down the slope. It accelerates due to gravity as it rolls down the slope, until it reaches the bottom and begins to slow down.




   
Fig.2, abc - Bike trouble.

A bicycle behaves similarly to a single wheel, but by adding extra wheels you start to run into a spriting problem. When a vehicle with a rigid body rolls slowly over the slope's edge, spriting can be awkward. 2b shows how the problem can be avoided with a bicycle, if the slope is angled even as much as 45 degrees - the sprite can be rotated so that it appears to be traversing the edge.

With a more awkward angle (2c) the problem is a little more difficult. A visual solution here has us consider the biker, who must remain safely on top of the bike. The bike stops with the back tire reaching the edge, and the sprite pivots downwards (with the back tire as the pivot point) until the front tire touches the slope. The biker could then safely descend.



For longer objects, the effect is similar. A school bus, for example, drives off the edge. When its back wheel lands on the slope, it pivots on its back wheel until both wheels are against the slope of the surface. Realistically, this isn't very safe for the people inside, but visually it works.

59
Coding / Silly or useless things you've coded
« on: October 01, 2010, 07:27:03 pm »
I haven't picked up Game Maker in a while, but there's really no excuse for this. I sat down today and said, "Alright, I need a script that will count out an amount of time before a key will be able to be re-pressed," and got to work.

Code: [Select]
/* timer()
Depends on: timer_set(seconds)

timer checks to see if the extra amount of time has passed by comparing
global.timeout to the current time. */

time = date_current_time();
if (time >= global.timeout) { return true; }
else { return false; }

Code: [Select]
/* timer_set(seconds)
Depends on: none

timer_set sets global.timeout as the current time with an amount in seconds added to it. */

var amount;
amount = argument0 * 0.00001182; //approximately one second

global.timeout = date_current_time() + amount;

Of course, right after that I remembered that alarms exist.

So basically, this is a topic for stupid coding stories. Let's hear 'em.

60
Entertainment / Re: Legend of Zelda: Skyward Sword
« on: June 20, 2010, 08:06:35 pm »
Yeah, the Master Sword thing is definitely confirmed, I'll scrounge up the source shortly.

As for the timeline, the opinion of the timeline fans is that NoA (who released that statement about there being no timeline) don't know what they're talking about. NoJ and the developers still actively support continuity of some kind, even if they themselves don't know or care what it is.

Edit: http://wii.ign.com/articles/109/1098500p1.html

Quote from: Miyamoto
That mysterious figure in last year's art is the Skyward Sword. People suspected this to be the Master Sword…but spoiler alert, the Skyward Sword becomes the Master Sword. (laughs).

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