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Messages - Theforeshadower

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1
https://drive.google.com/file/d/1glBgdrsFrld_I6UiuGDapE2awxMsw8ny/view?usp=sharing




Found this the other day.  Proves extremely useful and easy to use for swapping colors for tunics, weapons, etc. in Zelda fangames.
Although Pixelated_Pope doesn't exactly say how to implement in a project, the best way I found was to create a Parent Object that has a default palette and necessary variables.

So, put everything you need in a Create Event for a Parent Object.

Next, place palette codes(and script calls) in a Draw Event for the Parent.

If you need to override the defaults or Draw, call event_inherited(); first in the child object, then place code for that specfic object after.
The palettes is completely upto you how you want to layout colors.  They have to be descending per image with addition columns that you want to cycle through.  All you have to do is place colors you want to swap in the same row.

Example:
The infamous black outline on sprites could always be the first color.  If you want to change it to orange, the point 0,0 in the palette sprite would be black then point 1,0 would be your flavor of orange.  If you wanted a green, point 2,0 in the palette sprite would be your flavor of green and so on.

If you have colors you want to keep between palettes, just copy/paste to the next column.
Anyway, credit to Pixelated_Pope at GMC. 
https://forum.yoyogames.com/index.php?threads/retro-palette-swapper.7498/

He claims it is free to use for any type of project.  Don't claim as your own.  Pay the man if you find it useful.  I left the other scripts for tiles, saturation, etc. in the GMZ.


https://drive.google.com/file/d/1glBgdrsFrld_I6UiuGDapE2awxMsw8ny/view?usp=sharing

2
Graphics / Re: Beginner Rigging - Smash Bros. Link Model
« on: November 22, 2017, 07:24:15 pm »



Rigged the Link model from Smash Bros on N64.  Hands are a little goofy but still came out decent.  Has shield and sword.
Again, it is a blend file.

3
Graphics / Beginner Rigging - Adult Link Low Poly OoT Model
« on: November 18, 2017, 06:07:00 am »
In attachments.  Contains the low poly 3d model of Link from Ocarina of Time with my beginner level rigging on it.
I would for someone with more knowledge to fix the rigging a bit so that it poses better without piece protruding through each other.

It is a .blend file(what....I love free software!).



Tried to pose it in a starting to run frame


Anyways, would love to get involvment with this so that ZFGC can have something most(if any) resource website does not have: an archive of working rigged models from the 3d titles!
Credits to tSR for the model, btw.

4
Other Projects / ENGINE 7 - Version 0.1
« on: November 13, 2017, 10:38:54 pm »
ENGINE 7

Mostly Mega Man VII with a touch of older titles as well as some original techniques.  Not Capcom approved.  Done for learning purposes.

Created as an off-shoot of my Zero Engine, I wanted to see just how flexible Zero Engine is.  This is the result.  I spent a few hours on this. 
I really enjoy the direction it is going, so I believe it is time to make a release to let people break it as I am sure there are glitches.



<a href="http://www.youtube.com/watch?v=VIuBYN1FblA" target="_blank">http://www.youtube.com/watch?v=VIuBYN1FblA</a>

Version 0.1 Features:
-Sliding
-Jumping/Falling
-Movement
-Buster Shooting and Charging
(Really neat thing is that it uses vertex shaders)
-Health System
-Damage System
-Wily Fortress System
-Respawn/Death System
-16:9 Resolution (480 x 272)
-remixes by TheLegendofRenegade(does some nice MM Genesis stuff)


CONTROLS:
-Enter to pick a selection
-WASD act as directional keys
-J to fire/charge Buster
-K to jump/slide
-L to force slide if you prefer a separate key
-O to force take 10 damage

POSSIBLE FAQ?

No, I am not changing input anytime soon.  It has zero priority right now as the setup I am running works for me. 
Will be changed to a global changeable input system(running off an ini) later.

No, this is not going to be a perfect Mega Man 7 engine.  I am putting my own little spin on it. 
If it bothers you, go play Mega Man 7 - it's a nice game.

"Why are you doing this like xxxxxxx?" Read the previous statement. :)

"When are you releasing the source?" As soon as I get the code commented in a way that anyone could follow along. 
Right now, it just has basic stuff like "//Jumping !@#$%" or "//reset globals" which just helps me jump around like an index.

CLOSING THOUGHTS:
Go buy some damn Mega Man games to convince Capcom the franchise isn't dead.
I think I have almost bought every NA virtual release I can get. 
Buying used cartridges/discs does nothing except grow a collection.

5
Discussion / Re: Zelda PC fan game from 1997/98
« on: November 12, 2017, 02:37:01 am »

6
Discussion / Re: Zelda PC fan game from 1997/98
« on: November 11, 2017, 04:25:53 pm »

7
Graphics / Re: Some creations Zelda and stuff
« on: October 17, 2017, 02:44:03 pm »
Out of curiosity, do you have any sheets of Link actually animated or just the static standing image?
Everything is looking really great, just wondering if you are doing any animating.

8
Zelda Projects / Re: [Revived] Zelda II - The Adventure of Link
« on: October 13, 2017, 03:40:47 pm »
Nothing to let you nice folks test, but there have been some updates:

-added water to walk in(puts the LTTP splash looking water around Link as he is in the pool of water)
-placed high XP enemies in dungeons on a respawn cooldown
         What this means is that just like Zelda II NES, you cannot farm high XP dungeon enemies unless you leave/re-enter a dungeon
-keys based on enemy kill now implemented
-Guma enemy idea added
            Gumas are the Chewbacca looking guys that threw flails at you in Zelda II NES. 
             My idea that is 100% implemented are the fire ball shooting griffon like enemies that are on Death Mountain in LTTP.
            However, they maintain a movement pattern like Zelda II Gumas and thus spam fireballs to compensate for being slow.

-Stalfos are in the game and almost done.  Their movement is still a little bit funky.  I think I also want to speed them up.
-Darknuts/Ironknuckles are temporarily in the game.  They cause no damage and can only be killed in the Debug room with the Lightning Medallion.

To Do:
-finish laying out some enemies in Parapa
-finish out sandpit enemies
-finish Iron Knuckles(FS/FSA sprites seem to fit better than MC sprites, so might use those instead)
-implement holes to fall into
-implement the falling bridge that were in dungeons in Zelda II NES
-add some NPCs to Saria
-make a cool little mini dungeon for the North Ruins for the Saria statue quest
-work on Keese movement
-implement P bags(or decide to change P bag locations to Heart Pieces - still debating)'
-add Parapa Desert Heart Piece

9
Graphics / Re: Some creations Zelda and stuff
« on: October 05, 2017, 10:49:04 pm »


Threw it through a filter for giggles.  I like the style, I would just like more noise or texture to it.  Just a personal flavor thing.

10
Zelda Projects / Re: Zelda - Ocarina of Time 2D
« on: October 03, 2017, 10:37:37 pm »
Just going to lock this thread.  Original poster can request for it to be reopened.  No reason to publically ask for a demo from a thread almost 6 months old.  Ask the author.

11
Graphics / Re: Some creations Zelda and stuff
« on: October 02, 2017, 03:45:21 am »
You and I should collab on a project sometime. ;)

12
Zelda Projects / Re: [Revived] Zelda II - The Adventure of Link
« on: September 30, 2017, 11:14:13 pm »
UPDATE:
-added more or less the entirety of Rauru NPCs

Uploaded current version:
https://drive.google.com/file/d/0B49_4X0jDFp8MFFfTlVpMUdNWUU/view?usp=sharing

Knock yourselves out.

13


As you can see, fits into any LttP based fan project.
Ganpuru is literally a rip-off of Link to the Past back in 1996/97 and was released on SFC.

14
Zelda Projects / Re: [Revived] Zelda II - The Adventure of Link
« on: September 30, 2017, 12:22:11 am »
UPDATE:
-Parapa now fully functional(doors/blocked doors/locked doors all operate as they should);
-Saria mapped and added to Overworld
-Rauru Interiors mapped and added
-Prostitutes, I mean uh, "nurses" that healed you in original Zelda II replaced with Great Fairy Shrines(screenshot)
-textbox engine completely revamped under the hood
-nearly completed laying out the animated tiles in the current Overworld
-started the AI for Keese

<a href="http://www.youtube.com/watch?v=t91-iEPJ69c" target="_blank">http://www.youtube.com/watch?v=t91-iEPJ69c</a>

15
Zelda Projects / Re: [Revived] Zelda II - The Adventure of Link
« on: September 25, 2017, 10:23:43 pm »
Update:

DOWNLOAD
https://drive.google.com/file/d/0B49_4X0jDFp8WHNqRnRITXhTWTQ/view?usp=sharing

Not flawless my any means, but all of Parapa Palce should now be explorable!
Skipping in-depth notes for now.  Just note:
File 1 does the entire "new game" cycle.
File 2 now skips you straight to the second to last room in Parapa Palalce(right before boss).
File 3 is still debug rooms.

E N J O Y
(I need a nap.)

16
Zelda Projects / Re: [Revived] Zelda II - The Adventure of Link
« on: September 25, 2017, 03:35:29 am »
Update:

-locked doors implemented
-some graphical depth issues in Parapa taken care of
-anti fairies added 100%
-darknut AI started
-enemy layout in Parapa except darknut, stalfos, and mace thrower(forgot the name off the top of my head) complete.
Other three not added since no AI for them yet.
-puzzle doors started
-started mapping out Rauru houses

No download update.

17
Zelda Projects / Re: [Revived] Zelda II - The Adventure of Link
« on: September 21, 2017, 08:45:14 pm »
Update:

Been working on some stuff on my end.
Minor tweaks as needed to code.
Leevers changed a little bit.
Keys have been added.
Horsehead AI has been started.  I am using ARMOS from LTTP as a placeholder.  It's about the size I want Horsehead anyway.

I decided on something a bit different than originally planned.  Horsehead will bounce after you similar to Armos final form but without the ground slamming.  When he hits 50% or less health, he begins to burrow into the ground like Lanmolas.  When he emerges, then he will do a ground slam jump where he is only vulnerable at his back.

Everything is coded upto the burrow state.  Feels pretty solid for a boss even now, but I want a little something extra to differentiate it from Armos.  Everything in the life cycle of the boss is done except the ground slam.  For now, the boss just returns to bouncing until he is hit again until he runs out of health.

18
Feedback / Re: PM Feedback
« on: September 21, 2017, 08:40:50 pm »
No preference.  If you want to take up the challenge of coding it, go for it. :D

19
Zelda Projects / Re: [Revived] Zelda II - The Adventure of Link
« on: September 19, 2017, 01:48:26 am »
https://drive.google.com/file/d/0B49_4X0jDFp8QTkzdzNJdjFhVmc/view?usp=sharing

Updated original post link as well.
-small modifications to enemies
-enemies can hurt you
-added a placement game over screen

Hadn't uploaded anything playable for some time, so I figured I would do so.  Enjoy.
As always, File 1 goes through everything as if it were a final release; File 2 let's you skip the intro; File 3 takes you to the debug rooms.

20
Zelda Projects / Re: [Revived] Zelda II - The Adventure of Link
« on: September 18, 2017, 04:07:56 pm »
Update:

-North Palace fully implemeneted.
-some room flags fixed
-actually implemented more of Parapa(forgot to add room flags ooops)
-more screnshots added to the original post

Next To-Dos:
-npcs for Rauru
-indoors for Rauru
-animated torches
-more water animations
-Keese(bats)
-P Bags(otherwise known as "!@#$% bags" according to AVGN)
-tweaks to enemy AI and behavior
-ability to take damage


"HOUSTON WE HAVE A PROBLEM"
-A bug was found that only occurs in North Palace.  The sub item(inventory item) box in the top right corner is not drawn.  All code has been triple checked.  No idea why this is occurring as the conditions of North Palace are no different than any other room in the game.  There are also no special objects in North Palace. 

EDIT: Nevermind.  I am a buttcheek.  I forgot to set views in the North Palace rooms which the HUD depends on.  *cough*

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