Hello Guest, please login or register.
Did you miss your activation email?
Login with username, password and session length.

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Martijn dh

Pages: 1 ... 54 55 [56] 57 58 ... 77
1101
Other Projects / Re: [Demo] Tech demo - Horn of Balance (working title)
« on: February 27, 2011, 08:29:24 pm »
Not a lot of (visible) progress this weekend. I hadn't really planned for there to be any progress, but I opened gamemaker and well.. time flew. As a result more aspects of the item menu have been recoded and the amount of resources has deminished further as well.

I was wondering though. Since the last demo (that I actually made public) not a lot of visible progress has been made. You can find the overview in the startingpost if you're interested. Most of my time has been spend cleaning up coding, working of lessening the amount of resource and fixing glitches. That being said, several fundamentals have been touched and I'm looking for testers. My question is wether or not someone is willing to help me with this. Or is it wiser to just post a new demo? Again, I don't feel there is a lot actually added since the last demo.

Progress (while I'm at it)
590 sprites   --> 428 sprites
157 scripts   --> 155 scripts
111 objects --> 94 objects
72 sounds
22 backgrounds
9 paths --> 8 paths
8 rooms
5 timelines

1102
Other Projects / Re: [Alpha]GMare (Game Maker Alternative Room Editor)
« on: February 27, 2011, 08:53:19 am »
This is getting me excited all over again.
I know I don't have the time to start converting my game right away, but it's itching. I like the simplicity of the thing, in the sense that it looks very inviting to start using. Once there is more documentation, I'll look for time to try it out for real.

1103
Other Projects / Re: [Demo] Tech demo - Horn of Balance (working title)
« on: February 20, 2011, 06:49:21 pm »
Here are two more screenshot just for kicks.
Latest progress btw: finished recoding the textboxes from the ground up and I've added the book of mudora.





My vacation is over once again, so I'm afraid it's back to usual for me for the coming time. The plan was originally to create a new video showing the latest features beforehand, but that would just spoils the surprise. I do invite someone else to do. Let me know if you are intested. If somebody wishes to do some glitch hunting, then be sure to let me know as well.

1104
Zelda Projects / Re: The Legend of Zelda: Threads of Despair
« on: February 16, 2011, 07:48:44 pm »
-I'm missing F1 to show in-game what the controls are.
-Pressing V outside of the house sends the magic meter haywire
-The bow and arrows seem intended to be aimed when you keep the action button pressed. This does not always happen. Sometimes, if I change the characters direction frequently while tapping the action button Link is locked in aim-mode until you shoot. The character's position is also changed a little and (when looking sideways) the arrow is positioned a little lower then the aiming line.
-Rolling towards the hill on the right after the first crossing gets me stuck in the wall.

I'm going to stop here. It's like I suspected. You have indeed build in a lot of things, but you'll need to work out the finer details if you want more attention. Those are my first impressions anyway. Don't take it as criticism.

Edit:
-I managed to push the big block offscreen by continuesly rolling against it.
-In the lower left corner of the lake area rolling southwards messes up Link's movementspeed

1105
Zelda Projects / Re: The Legend of Zelda: Threads of Despair
« on: February 16, 2011, 08:40:55 am »
Seems a shame to quit development. Not getting a lot of response is not surprising if you don't show a lot of activity yourself. It's been a while since your last post. And the response you got to your creation of the topic is decent enough.

I'll try to play it later today, but it looks like there is a lot in it. Perhaps you could work more on the presentation and smoothing out the controls if you want more attention. Some visuals are ugly and well... lots of people will not look past that. On the other hand, people will play it aplenty if you get the little things right. Meaning graphics wise and through controls. The location selection on the map for instance. That just does not look pleasant to handle.

1106
Other Projects / Re: [Demo] Tech demo - Horn of Balance (working title)
« on: February 14, 2011, 10:20:10 am »
An image of Link when he's drunk.

1107
Coding / Re: Programming Q & A Round II
« on: February 11, 2011, 06:31:04 pm »
You just beat me to it. It doesn't work for string comparisons.

1108
Other Projects / Re: [Demo] Tech demo - Horn of Balance (working title)
« on: February 11, 2011, 06:19:41 pm »
I can change the drawing color so I haven't found a need yet. It's easy enough to add in though.

EDIT:
Reading your comments I made a version C using a temporary 2nd font.

1109
Other Projects / Re: [Demo] Tech demo - Horn of Balance (working title)
« on: February 11, 2011, 01:19:21 pm »
Made some progress over the last couple of days.

The credits screen and startingscreens have been recoded/improved saving some resources in the progress. All text used on those screens is now created using fonts instead of just sprites (I finally discovered font :)). Recoding textboxes is next on my list, but that will take a little longer to get right.

Aside from tiny visual edits I made two (functional) changes to the startingscreen:
1. When entering a new name delete can now shorten a name (where "AB DEF" would previously become "A  DEF", it now becomes "ABDEF").
2. On the option screen you now see the button associated to each action. I'm still pondering on what looks beter though, so I'll post the options for some feedback.

Option A


Option B

1110
Coding / Re: Programming Q & A Round II
« on: February 11, 2011, 12:52:47 pm »
Thank you. I'll look at it in a minute. And what about the AND command?

1111
Coding / Re: Programming Q & A Round II
« on: February 11, 2011, 12:30:46 pm »
No, doesn't seem to work. Condition 1 (x=1) is recognized, but not the rest.
This is the type of anwser I'm looking for though.

1112
Coding / Re: Programming Q & A Round II
« on: February 11, 2011, 10:22:54 am »
Very well. Here is a short (possibly dumb XD) gamemaker question.

Code: [Select]
if (x= 1 or x = 2 or x = 20) {do something};
Can this be written down in a simpler/more elegant manor? In SQL I believe you can check x against the collection {1;2;20} with one command. I'm not sure wether this is possible in other languages though, like in this case gamemaker.

1113
Other Projects / Re: [Demo] Tech demo - Horn of Balance (working title)
« on: February 03, 2011, 07:19:44 pm »
Thanks for the support.
As for helping. I made a request for custom sprites a while back here: http://www.zfgc.com/forum/index.php?topic=37244.msg417513#msg417513
If someone would be able to help with that then I would be most gratefull. Beyond that I'm good right now.

1114
Other Projects / Re: [Demo] Tech demo - Horn of Balance (working title)
« on: February 02, 2011, 09:02:36 pm »
Made a little bit of progress today (I am trying to keep progress going no matter how slowly):
+ The new snake enemy can now be created as any other enemy, but also it can now be dropped from the ceiling. The snake's sprites have been finished and it's just a matter of programming the AI. Although that's the most time consuming aspect for an enemy.

1115
Updates / Re: Board Restructuring
« on: January 26, 2011, 05:48:51 pm »
Changing the concept of PotM again? Seems unnecessary.
Although I would be okay with scrapping the resources from voting, because of the time it takes to include them.

1116
Other Projects / Re: [Demo] Tech demo - Horn of Balance (working title)
« on: January 22, 2011, 08:03:03 pm »
Made some progress today.
Finally finished the floor breaking beneath your feet as you walk over it. The little details made me continuesly put this one off.

1117
Submission Archive / Re: GML Contest #1 - DJvenom's Breaking le Tower
« on: January 16, 2011, 08:14:23 am »
Too bad you're using the draw_sprite command in your game.
It does look impressive though. Nice work.

1118
Contests / Re: Game Maker exclusive contest #1
« on: January 15, 2011, 08:19:20 am »
I will not be entering my work as it is far FAR from finished. All I've got is a fractal generator to pump out grafity-like backgrounds. I HAD planned to use that grapical style, via one big surface, for all graphics in a very basic 1945 styled game, but never got around to starting on the actual gameplay :( Somehow gameplay seemed important in a game.

1119
Other Projects / Re: [Demo] Tech demo - Horn of Balance (working title)
« on: January 09, 2011, 12:59:50 pm »
Progress has been slow lately due to other things playing, but I wanted to let you guys know I'm still working on my game.

I remember someone once asking me how many resources I'm using in my game. Today I figured out a relative easy way to answer that.

I'm currently using:
590 sprites
157 scripts
111 objects
72 sounds
22 backgrounds
9 paths
8 rooms
5 timelines


Update: Here is the progress made in the past weeks.
+ Prevented crashing backwards into transitionobjects, except for warptiles and pitfall
+ Made more coding improvements to the startingscreen to save resources
+ Walking over a fragile floor with sufficient weight now makes the floor break and you will fall through the hole that appears. (No breaking animation yet and the collisions needs tweaking)

1120
Contests / Re: Game Maker exclusive contest #1
« on: December 24, 2010, 05:16:45 pm »
This is an interesting challenge!
One idea comes to mind instantly and I'm wondering if I can make it look good, so count me in as well. :)

Pages: 1 ... 54 55 [56] 57 58 ... 77

Contact Us | Legal | Advertise Here
2013 © ZFGC, All Rights Reserved



Page created in 0.031 seconds with 33 queries.