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 on: October 07, 2018, 08:18:09 pm 
Started by Martijn dh - Last post by Martijn dh
I was on vacation last week so there's not too much progress:
- Still working on Cucco's. They're so much fun to play around with.
- Now also almost fully finished with all the overworld tilesets (finally). This should be the last time I'll ever  need to touch those again; fingers crossed.
- Added a dropbox download link for the demo.
- Made good progress designing the new (placeholder) overworld on paper. I'll likely make implementing those plans the main goal for the next demo, along with trying to improve performance further (as that now has the most votes in the poll).

Periodic progress report:
Code: [Select]
0.21.06 (17 september 2018)
* Made cucco weak to all types of fire

0.21.07 (22 september 2018)
* Made more progress on the cucco's

0.21.08 (6 oktober 2018)
* Made big progress finishing the light and dark overworld tilesets

0.21.09 (7 oktober 2018)
* Added dropbox download for latest demo
* Finished light overworld tileset (incl all animations; excl mountains)
* Made more progress with the dark overworld tileset

 on: October 03, 2018, 06:05:46 pm 
Started by Theforeshadower - Last post by Theforeshadower
Been grinding Mega Man 11 Steam version since release.  Currently on a 1:13:50 1:03:00 57:37 time. 

https://www.twitch.tv/videos/318601548 0:57:37
https://www.twitch.tv/videos/318356673 1:03:00
https://www.twitch.tv/videos/317956295 1:13:50

Warning:contains swearing and rage :<  Really sucks to miss jumps and such. 
Much to improve on.  I am pretty sure I can catch calebhart52 as I now know the boss fights a bit better as well as the Wily fight.


The game overall is good.  However, I don't think it makes a good main Mega Man title.  The plot is completely detached from the ongoing storyline of the main titles(there is definitely loose continuity between all the main titles) and feels very Saturday morning anime.  Again, it is a good title, just not "Mega Man 11" to me.

Anyway, I will continue to grind this out to catch top on leaderboards.  :>

 on: September 30, 2018, 08:15:43 pm 
Started by SpritingBrad - Last post by gaiamegu64
You think you can do diagonal minish cap link sprites? he always felt so incomplete

 on: September 27, 2018, 06:38:07 pm 
Started by Monster World RPG - Last post by Monster World RPG

Since many asked after the last journal entries, here’s a complete list of the new features of the soon to be released new version of the game.

Some word were hidden by * in order to avoid spoiler for people who already ahve to play the game (who had already played i twill easily guess which are the hidden words):
- some custom menus were clunky by not allowing the player to move easily from their respective last entry to the first one or to exit automatically from them unless returning the cursor to their top while now it's possible to move easily and directly between the first and the last and also to exit the menu screen by pressing a cancel key;
- there was a now-fixed big bug concerning in some cases the permanent condition of certain party members not gaining their respective new skills by leveling up;
- you can now switch between g****, g**** and s***** without needing to remove the currently equipped one first;
- healing places/spots now heals even the members out of the active party;
- S****'s trick (skill) "P*****" is now more balanced by costing less MP (Magic Points) than before to be performed;
- some new NPCs are now added in order to give the player hints or guidance into solving some quests involving the search of items/characters or how to pass through certain parts of the game;
- other new NPCs are also added in order to give the player some more details about the story as an extra-feature or simply for cameos purpouse;
- in certain mini-games the graphics were changed and/or the speed was decreased in order to make them easier on the eyes;
- the time limit to complete certain mini-games (the ones which has revealed to be too difficult) is now increased;
- mini-games that required the use of the SHIFT key now use ESC instead to avoid keyboard involuntary misuse issues;
- the countdown background music during the "J**-K**-P* Tournament" is now shortened for taking too much time before completing each match;
- some of the puzzles mechanisms were simplified or more hints are given to solve them;
- some map "traps" were simplified;
- some paths which were unecessary long (sometimes even with dead ends) were shortened;
- just before some "jump & run" sections inside dungeons, new save points were added;
- new reminders to save before attempting areas with chances of sudden "Game Over" were added;
- now there's even an Item Shop inside of the A*** C******m;
- breakable accessories (equipment) now tells how long they last in their description;
- some items which didn’t work like their description advertised now do;
- a gameplay feature called "GP T****s", differently than before, now allows to choose how much to deposit or take;
- when getting extra GP after battles from special equipped items, the game doesn’t stop anymore to display a special message;
- one of the last special weapons you can obtain is not so overpowered as it was before;
- several smaller bugs were fixed, especially in the second half of the game.

Other than this new features, the game will be available for download along with other resources file and a read me with a troubleshootin section which will help people who encounter minor problems in making the game works on their home computer.

Who will downoad the extra “deluxe version” will also get:
- Art Gallery;
- Demos;
- Icons;
- OST;
- Packages;
- Pixel Art;
- Videos;
- WonderBoy - The Sword of Legend (complete game).

All for FREE!!! ;)

This is the last journal entry before the release, so there will be a little periodo of silence in order to proprely complete the “upgrade” and proprely upload and announce the game.
Until then, farewell!!!

 on: September 22, 2018, 01:14:37 pm 
Started by Monster World RPG - Last post by Monster World RPG
An updated version is soon to be released within october and november.
This new version will contain many bug fix and improvements thanks to the numerous feedback we received from players.
Here's a short list of the imprvements:
- improved custom menus;
- improved and faster genes, gears and spells menu;
- new NPCs added in order to give the player some hints;
- mini-games and puzzle simplified when they were too difficult;
- removed some dead end or other unuseful stuff;
- general bug fix;
- other improvements which wil be completey listed in a what's new document along with the new release

There are eleven journal entry about the new release in the game facebook official page which contain even more information and screenshots.

When the new version will be ready this post will be updated for you all.

 on: September 16, 2018, 04:29:12 pm 
Started by Martijn dh - Last post by Martijn dh
(Semi)Weekly progress report:
Code: [Select]
0.21.00 (26 augustus 2018)
* Made progress finishing the overworld tilesets

0.21.01 (8 september 2018)
* Upgraded to GameMaker:Studio2 version 2.15 (and got a massive performance drop as thanks  –.- )
(= fps now tanked from 60+ to about 45)
* Screen size and positioning now saved using global variables (for better performance)
* Switched from default collision functions to the new list collision functions from the latest Gamemaker update (for “simpler” / faster code)
* Cleaned up older collision functions for a little bit better performance

0.21.02 (9 september 2018)
* Dropped back from Gamemaker 2.15 to 2.14, because 2.15 capped the fps to 45 fps regardless of my coding solutions.
* Screen size and positioning now saved using global variables (for better performance)
* Removed various uses of the draw_rectangle functions for better performance

0.21.03 (14 september 2018)
* Keypart of the HUD now always in front of screen transitions while in a dungeon area
* Started work on extra idle animations

0.21.04 (15 september 2018)
* Added dancing idle animation
* Added guitar idle animation

0.21.05 (16 september 2018)
* Tweaked dark world warp animation
* Started work on new “enemies”: Cucco (alive / dead)

 on: September 16, 2018, 01:58:05 am 
Started by chaoazul1 - Last post by chaoazul1
First boss video:


 on: September 11, 2018, 08:53:03 pm 
Started by Martijn dh - Last post by Max.
Awesome. If I can keep ahead of my classwork, I might get a demo together and enter then (I'm doing a semester of java based code school! :D)

 on: September 11, 2018, 07:19:57 pm 
Started by BlackwingE - Last post by BlackwingE
Are you still working on this?

Not at the moment. I've been busy working on my original Android games for over a year now.

 But, I'm not declaring this project dead just yet!

 on: September 11, 2018, 12:55:34 pm 
Started by Martijn dh - Last post by MG-Zero
I reached out to them to tell them their forms are broken, we'll see if they get it corrected.

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