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Messages - OniShounen

Pages: 1 [2]
21
Coding / Re: Coding in Music Zones
« on: October 25, 2014, 05:04:22 am »
How about deactivating the objects while outside the view?
That way it wouldn't be a collision based event, moreso just a if I'm on the same screen as Link kinda deal.

Also, you'd really only need two objects for every "doorway" between two zones.

Or you guys are suggesting the following:
I don't know if you can use ds_grid with GM8.1 Lite, but you could use that to break down your map into chunks.  After that, you can assign them ids, then check the ID of the location where Link is located and play music accordingly.

Code: [Select]
//Create the grid
musicGrid=ds_grid_create(room_width,room_height)
//This part will require some thought.
for(iX=0;iX<=room_width;iX+=1)
  {
  for(iY=0;iY<=room_height;iY+=1)
    {
    ds_grid_set(musicGrid,iX,iY,"bgmForest");
    }
  }

//In Link's step event.
//This bottom part should work in theory, if not some IF THEN ELSE will do, that may give you more control over the fading.
sound_play(ds_grid_get(musicGrid,Link.x,Link.y));


22
Coding / Re: Coding in Music Zones
« on: October 25, 2014, 03:50:08 am »
You can have a few object around all of your map (mainly areas where the terrain changes) like this as well:

Code: [Select]
if(!sound_isplaying(yourBGM))
{
    sound_stop(otherBGM);
    sound_loop(yourBGM);
}

23
Coding / Re: Coding in Music Zones
« on: October 24, 2014, 05:07:49 pm »
If you are using Gamemaker 8.1 standard you could use 3D sounds, I don't know if in studio you have to have professional.

Look through the manual for 3D sounds.

-This is all assuming you are using gamemaker-

24
Zelda Projects / Re: Legend of Zelda:Unamed Quest
« on: October 18, 2014, 01:28:21 pm »
I'm not dead, you guys. I really appreciate the feedback. I'm studying software development in school at the moment; working on my A.S. I think about this game all the time. I really only have a small checklist left to program, but I've had tons going on over the summer, then I started fall classes. I'll be able to post a demo with the whole first dungeon after I finish.


-Edit 10/20-

Alright!
I have three enemies left to finish.
It's possible I will add to the overworld some more.
Finally, I wanted to polish the overall game a bit (loading bar, window icon, I can't find a rip for the enemy decease splat >_>)
THEN IT'S DEMO TIME. I'm so sorry for the delay.

I worked on this game some today, but I ended up having to practice pathfinding for like 3 hours.
Although... I did get it working in an isolated environment. Now I just have to implement it inside this project.

-Edit 10/24-
ONE ENEMY LEFT TO PROGRAM.
Then I'm gonna touch up the overworld. (Depending on how I feel, I may do the loading bars and stuff; but maybe not. I want you guys to play this soon!)
If someone would be kind as to point me to the enemy splat animation (It's like 3 or 5 frames I think), or I'll rip it myself in the next couple of days.


Also, trivia:
I just remembered. The first time I ever played "The Legend of Zelda" or any LoZ game was on a small TV inside an old van my family owned (a Chevy Mark III). Back then I was like 6 I think. I distinctly remember hating this game. I had no idea what I was doing. I wandered around forever without a sword, and since it was inside our van I only got to play it for 30 minutes tops, usually getting frustrated after 5, and just playing Duck Hunt instead.


It looked like this on the inside, the NES was installed on the right.

25
Zelda Projects / Re: Legend of Zelda:Unamed Quest
« on: June 16, 2014, 01:22:15 am »
Yo, yo, yo!

NEW SCREENSHOTS! This project's heart is starting to beat again.


  • I added Link's sword animation (last night)
  • The HUD works!
  • Pressing enter displays the inventory
  • WASD or Directional keys for movement
  • K and L for items (Or Control and Alt)
  • Items despawn after a few seconds or they go off screen
  • There are lots of new items and enemies
  • Other behind the scenes stuff

There will be a new demo soonish

26
Audio / Help! TLoZ NES Sound! (I'm calling you Dayjo!)
« on: April 26, 2014, 01:04:07 am »
I haven't been able to find the sound of the beach on the easternmost part of the map. I tried making one with SFXR but I can't get it to sound as soothing, google turned up nothing, and I remember Dayjo's site from way back.

Would anyone please mind posting a .wav of this sound, or correcting me in my error if I'm mistaken?

27
Zelda Projects / Re: Legend of Zelda:Unamed Quest
« on: March 13, 2012, 11:50:06 pm »
 :huh:

It's almost been one year.
I thought I had deleted the source for this!
Fortunately not, I've updated a bit, anyone care to check it out?

Here's a 4shared link:

http://www.4shared.com/zip/r6u3BpyK/LoZalpha004.html


For those who don't like 4shared, I've also attached the .zip!

28
Entertainment / Re: Something I've wondered about Summoners
« on: April 09, 2011, 06:34:25 am »
There are also games like Magic the Gathering that are entirely (read:mostly) based around summoning.

29
Entertainment / Re: Nintendo 3DS Friend Codes
« on: April 03, 2011, 05:35:52 pm »
(Known previously as blade373737)

Friend Code: 1075 - 0744 - 7896

30
Entertainment / Re: Justin Beiber vs Slipknot
« on: March 26, 2011, 08:30:15 pm »
I think some black metal basslines, and double kicks would have helped.
This definitely isn't what I expected when I clicked this thread though.
Ludacris helped from the original verison!
You're prolly right about the chorus, with a little bit of yelling it was the best part of the song.

Not bad, I'm more of a fan of Bieber than Slipknot (And I like METAL!  >:D)
Heavy>Pop but this wasnt heavy so...

Next Up: The Gun Show vs Lady Gaga!

31
Zelda Projects / Re: Legend of Zelda:Unamed Quest
« on: March 19, 2011, 09:30:30 pm »
Why thank you for that.
I do believe that I'm going to have them on  a timer. I think they take 10 seconds to despawn. After I get home from work I'll play TLoZ again and see how long those things stick around.

32
Zelda Projects / Re: Legend of Zelda:Unamed Quest
« on: March 19, 2011, 08:00:34 pm »
the items don't despawn yet! I need to fix that, maybe tonight or this weekend, I gotta be at work in an hour, and I will be checking on the movement again.

Link is locked to a grid, albeit a strange one.
He doesn't take a final step like he does in TLoZ. I would like to see about implementing that sooner rather than later.


The current build still has some graphical glitches.
Please let me know if anybody finds anything interesting.

edit: yea, the sword being misaligned is one of the graphical glitches for now.

33
Zelda Projects / Re: Legend of Zelda:Unamed Quest
« on: March 19, 2011, 07:27:15 pm »
ha ha yea, i did use a built in fade, i was gonna make it with pixel-y goodness, but spriting is something I easily get sidetracked on.

What are you thoughts for the movement?
As far as I can tell, in TLoZ there are no diagonals. Right now, its only the first key you pressed affects movements. TLoZ seems to be the last key you pressed.

34
Zelda Projects / Re: Legend of Zelda:Unamed Quest
« on: March 19, 2011, 06:03:42 pm »
Sweet, thanks for the help man.

I uploaded the newest build.

It's still on the downloads page of the WIP projects page!
http://beta.zfgc.com/index.php/projects/downloads/index/39

It won't let me delete the old uploads, whats up with that?

The screens have transitions now, and the enemies won't spawn for 1 second after you enter the room.

I'm still planning on making the scrolling views optional, if the enemies have a buffer time before deployment.
Speed-runs are usually done by people who become/are skillful at a certain game, so I figure difficulty vs. speed is a good tradeoff.
With no scrolling screen pauses for instant room navigation, the player is given control of the game roughly 3 seconds faster horizontally and 2 seconds faster vertically. Anyone else have any thoughts on this subject?

35
Zelda Projects / Re: Legend of Zelda:Unamed Quest
« on: March 19, 2011, 03:34:46 am »
okay, um.. let me rephrase a few things.

I don't actually use a bunch of rooms. It's one large room subdivided with a view.
I haven't programed the "scrolling animation" yet. That's more visual for me. Like I said before. I played TLoZ and I honestly prefer no animation, so it doesnt pause for 1/2 a second between rooms. I do plan on adding that feature though, and as for Link's sword animation, I haven't added that either. I will add that though! Thank you.

Oh, I also forgot. Enemies can't move outside the view, plus like between a 12-16 border outside of the sprite itself, so they can't hide from you if you're in the view with them. If you give them a chance to move directly in front of any gap in the walls they will stay there until you return if you leave that area/room/view. That does need to be fixed.

36
Zelda Projects / Re: Legend of Zelda:Unamed Quest
« on: March 19, 2011, 03:22:17 am »
Alright, sorry.
That was something I dont really test to well.

The hearts randomly drop, so I never hit them with the sword, but I did program that functionality.
I just left the 'self' identifier on the wrong variable.

It's fixed now.

@aero88 I really appreciate the feedback! Diagonals actually are not possible in LoZ for the NES. So, I won't be implementing that. Also, right now at this point in the development cycle, I am just working on functionality. I'm going to add little graphical touches as I go along. (If you notice right now, the enemies don't appear from a cloud of smoke like LoZ, either.) AS for the sword bolt, the flashing was just using random RGB values, I colorized it a bit now, but the colors are nothing final.

@theforeshadower I fixed the sword/heart collision now! Lol, I do make silly mistakes sometimes. If you find any more bugs please let me know. Scrolling for me is more of a graphical thing. Plus after playing it on the TLoZ on GBA I have to say not having screen scrolls is cool sometimes. (I may make this feature optional for speed runs and such.) The sword has no animation, in TLoZ it actually slides directly forward maybe a pixel or two and then just vanishes. Also, in TLoZ the sword can be swung that rapidly, I timed them, and I got it pretty close, TLoZ might swing a fraction of a second slower, to be honest. Finally, for the enemies being on the edge of the view, I see that this is a problem. I need to program the enemies to randomly spawn, so when I do that, I'll be keeping them from blocking the hidden side of transitions between rooms.

All in all, thank you guys! 1 bug down! Who knows how many to go!

If you like, download the new alpha!
Hopefully, it's free from critical errors!

37
Zelda Projects / [NEW DEMO 10/30] Legend of Zelda:Unamed Quest
« on: March 18, 2011, 06:31:18 pm »
Finally, the demo is here!

A few tips:
Your shield works! (The boss throws spears. Your puny shield cannot block them!)
WASD and Arrow keys move. K and L are your items, as are control and alt.
Enter is pause, and escape is quit.
There is no saving. [Perma-death, a bug is a feature right?]



There's a cave!

It's a dungeon!

Can I really use all those things?

Click here to view on the wiki.


Hey, I can't upload my demo to the website, forum, or wiki. (It's 2.22mb)

So... here's a mediafire link:
Demo 10/30/14


38
Zelda Projects / Re: Legend of Zelda
« on: March 17, 2011, 05:06:14 pm »
Well I don't really like Zelda Classic.
I'm using GM right now.

I'm actually being a little silly I'm writing the engine.
I've got no story or anything planned for this game so far.

This game is actually more for my personal enjoyment.

This isn't going to be a remake of TLoZ.

Althought, I do want it to be in a similar style though.

39
Zelda Projects / Legend of Zelda
« on: March 14, 2011, 09:52:36 pm »
So far, I have programmed basic movement, and basic collisions.

There are a few instances of pixels not being aligned so far.
Movement is prioritized, but demonstrates an interesting bug. (See if you can figure it out.)

Here's a  few screens, and if anyone wants to run the alpha:

http://s51.photobucket.com/albums/f376/onishounen/LoZ/

EDIT 3.18.11

LOL! So, I just read the forum rules, and apparently I'm supposed to have more than a walking demo.
Uhm.. I fixed that now.
New demo anyone?

WASD Movement. L is for sword!

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