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Topics - Martijn dh

Pages: [1] 2 3
1
Updates / NCFC 2017 dates announced
« on: August 06, 2017, 06:45:00 pm »
Somehow I'm not able to create a new topic in the updates section so I'm placing it here.

The dates for NCFC 2017 have been announced (=october 30th). You can read the post here:
http://forum.nintendocfc.com/showthread.php?tid=544&pid=2199#pid2199

Is anybody else planning to enter?

2
Entertainment / Pong game with GB Zelda(ish?) visuals on steam
« on: July 31, 2016, 11:14:18 am »
This one tickled my funny bone a little because of how obviously it is "inspired" by zelda sprites. Is it just me or is half of it just plain ripped?
http://store.steampowered.com/app/458170/?snr=1_5_9__205

3
Recruitment / Looking for a designer for alttp style dungeons/overworlds
« on: January 24, 2016, 02:44:51 pm »
Thanks for checking out the request:
If anybody feels like working on alttp level designs please send me a PM or reply to this topic. I'm looking for a few people to (help) design the dungeons and overworlds for my fangame. Mainly 'cause I feel like working with a small team again but also because I'd like to speed up the development progress a little.

Check this link if you don't know my project yet:
http://zfgc.com/forum/index.php?topic=33701.0

How does it basically work:
Designs can be made in Gamemaker, paint, on paper, or with whatever other method you prefer. (That way you won't have to concern yourself with all the objects and coding within the actual engine). Send me the results and when we are both happy I'll implement the results it in the actual game. You can work with the tilesets I provide (though I lack overworld tilesets) or with your own creations/additions.

I'll obviously share more information on the game, planned dungeons/areas and so on with those that want to help or learn more.

Finally I do have a few personal preferences held over from previous collaberations:
1. All rooms / area's have to look unique and/or contain unique contents.
(example: 5 simular square rooms in a row with just some enemies is boring)

2. Please respect existing game design choices.
(example: don't design a swamp with the ultimate boss when I asked for a mountain cave acting as a tutorial area)

3. Everything is allowed to change if needed.
(example: sometimes rooms might need to change due to engine mechanics. It might also be that a tough room in the beginning of the game is ultimatly thought to better suited for a later dungeon. Things like that.)

4. No rush.
It's all meant in good fun. The game will get finished eventually anyway. ;)

4
Entertainment / Mario maker (code exchange)
« on: September 25, 2015, 05:19:32 pm »
A topic for myself and those of you that also own the game and want to exchange leveldesigns and/or feedback.
It's not quite Zelda, but design is design and you can never learn too much about what makes games fun.

Levelcodes:
C343-0000-006A-E585
BF73-0000-006A-E282

5
Feedback / April 1
« on: April 01, 2015, 05:59:15 pm »
Nice one.
When will we going back to the regular site?

6
Entertainment / Stop motion video made on the atomic level
« on: April 29, 2013, 04:50:27 pm »
Nothing to complex but just something I came across and found interesting:
<a href="http://www.youtube.com/watch?v=oSCX78-8-q0" target="_blank">http://www.youtube.com/watch?v=oSCX78-8-q0</a>

Here is the making of (which is the more interesting part):
<a href="http://www.youtube.com/watch?v=xA4QWwaweWA" target="_blank">http://www.youtube.com/watch?v=xA4QWwaweWA</a>

7
Recruitment / [Request] Tester and/or gamplay recording
« on: December 21, 2012, 11:02:47 am »
With the holidays coming up I plan to spend more time improving my fangame. For this I need playerinput and though this topic I'd like to invite anybody willing to play (and record) a testversion of my game. Though this I hope to find out what issues others encounter so that I may adress them. I'm talking about getting information on glitches, framerates on different machines and how people experience puzzles and the level of difficulty. More help is always welcome, but I don't want to ask for too much here.
On a final note: we will be working with a testversion of the game so some areas you'll encounter might still need work, though that's kind of the point XD.

Contact me if you are interested. I can produce a testerdemo in about a day.

For those that do not yet know, I'm talking about the following project:
http://zfgc.com/forum/index.php?topic=33701.0

8
Coding / Video explanation on 2d camera logic
« on: December 17, 2012, 08:05:36 pm »
Interesting videos I came across:
<a href="http://www.youtube.com/watch?v=nryuCql2k9A" target="_blank">http://www.youtube.com/watch?v=nryuCql2k9A</a>

<a href="http://www.youtube.com/watch?v=TCIMPYM0AQg" target="_blank">http://www.youtube.com/watch?v=TCIMPYM0AQg</a>

9
Discussion / New project: Guildmaster 1.0
« on: November 03, 2012, 12:57:48 pm »
Zelda fangames are nice and all, but I too want to create something slightly more original every now and then. And here it is. Or at least, here is the concept I have decided on as my fun little secondary project. Not to worry though. Horn of Balance development is not going to discontinue or anything. ;)

Okay, so the concept is browser-like management game where you build a guild across a fantasy land. You hire members, manage stats, buy equipment, upgrade buildings and have you guildmembers perform quests for gold. In the beginning you will only have yourself to earn gold with but the game will be expansive in that I plan to included a LOT of characters to recruit and stuff to unlock/upgrade. It's simple but should be very addicting if you like (micro)management and achievements....like myself XD

The members to recruit can be characters from various media (anime, videogames, movies, whatever). Think along the lines of characters from Final Fantasy, Naruto, Zelda, Warcraft. Whatever floats your boat really. I'll leave it up to you guys to come up with requests while I build the needed mechanics. Maybe I'll introduce some guidelines later on to prevent stormtroopers from fighting alongsides fairies, but who knows. That might be funny in it's own right.

I'll post some images and more details over the next couple of weeks hopefully. For now I'm really interested to learn what you guys think about the concept.

EDIT: Attached some screenshots.

10
Graphics Requests/Archive / [REQUEST] Alttp character animations
« on: August 14, 2012, 06:33:09 am »
Hello all,

It has been a while, but with the new demo just out now might be good time to make another request topic. I'm currentllooking for the following custom animations (in alttp style):
- Link drinking from a bottle
- Link swiping with his bottle to catch stuff (like in OoT)
- Link emptying the contents of a bottle (like in Oot)
- Animations for when Link is idle

For the first three requests I'm looking for animations for all four different directions. MaJoRa's has already once made a character sheet where the character drinks from a bottle so the front view has already been made. There is no need make multiple versions for the various bottle contents like in that sheet.

MaJoRa's character sheet:


The fourth request is free form. I want Link to do funny things if the character is idle long enough. Sleeping, dancing, striking poses, juggling stuff. Whatever you can think off really. Consider it an in-game secret / joke. I'd say have fun with this one if you're interested in helping out my project or like spriting in general. For these animations just the frontal view will be sufficient.


Here is a link to the project where the amations will be incorperated into, for those that are unaware of it.
http://zfgc.com/forum/index.php?topic=33701.0

11
Graphics / Will these fit alttp style?
« on: April 30, 2012, 05:34:27 pm »
Okay, this may be a little silly, but I'm in doubt wether or not the attached item sprites could fit the alttp style/world.
I mean to replace the pendants from the original with a set of rings.

EDIT: The 3rd and 4th attachement is the runner up option I have in mind. Same question. Will these fit?

12
Graphics / Graphics archive - LTTP & FSA
« on: February 19, 2012, 02:48:38 pm »
  ZIP DOWNLOAD:
   http://www.mediafire.com/?co3pqajora50qdp


  INDEX:
If you like gamefonts also check out: http://www.zone38.net/font/

Links left to investigate:
http://z9.invisionfree.com/LOZ_OOT2D_CP/index.php?s=797d0f9514816b1cb54c5d9a1cd26b62&act=SC&c=1
http://zfgc.com/forum/index.php?topic=1354.0
http://brightrain.aerifal.cx/~dermot/mapzelda3.html
http://www.tsgk.captainn.net/
http://zfgc.com/forum/index.php?topic=3113.0
http://zfgc.com/forum/index.php?topic=3183.0
http://zfgc.com/forum/index.php?topic=7122.0
http://zfgc.com/forum/index.php?topic=8149.0
http://zfgc.com/forum/index.php?topic=6147.0
http://zfgc.com/forum/index.php?topic=6773.0
http://zfgc.com/forum/index.php?topic=5626.0
http://zfgc.com/forum/index.php?topic=9186.0
http://www.spriters-resource.com/index.html
http://zfgc.com/forum/index.php?topic=11636.0
http://zfgc.com/forum/index.php?topic=12752.0
http://www.vgmaps.com/Atlas/SuperNES/
http://www.gsarchives.net/index2.php?category=all&system=snes&game=legend_of_zelda_a_link_to_the_past&type=sprites&level0=non-animated
http://zfgc.com/forum/index.php?topic=35626.0
http://zfgc.com/forum/index.php?topic=30772.0
http://zfgc.com/forum/index.php?topic=17370.0
http://zfgc.com/forum/index.php?topic=21092.0
http://zfgc.com/forum/index.php?topic=13576.0
http://zfgc.com/forum/index.php?topic=36443.0
http://zfgc.com/forum/index.php?topic=32651.0
http://zfgc.com/forum/index.php?topic=38630.0
http://zfgc.com/forum/index.php?topic=36017.0
http://zfgc.com/forum/index.php?topic=17131.0
http://zfgc.com/forum/index.php?topic=15419.0
http://zfgc.com/forum/index.php?topic=408.0

13
Coding / Which is more efficient
« on: January 14, 2012, 09:38:07 am »
So the problem is as follows:
My gamemaker game uses two methods of checking for collisions against solids (I'm talking about the rectangular solid objects only right now) and I'm wondering which is better / more efficient. I have a strong hunch that method 1 is faster, but would like to see it confirmed before I spend a couple of days on changing things back. If anybody knows of a method to check the differency myself (get time before and after lines of code?) then that would also help.

Method 1: Default mask checking.
You'd get something like the code below if used (in a larger movement script). The downside to this is that you need to make a lot of masks ahead of time for every single size you want. All dimensions are multiples of 8, but that still means a lot of sprites. 8x8, 16,8, 32x8, 8x16, 8x32, 8x80, 16x16 etc. I've got around 60+ different rectangular sized sprites in use right now and that's only because I often avoid adding new masks when a combination of older masks can do the same. To limit the number of sprites, the filesize, the loading time etc. I do this reluctantly though because less objects, to check collisions against, the better.

Code: [Select]
...

// Set depth
if (creator_id.depth_scale = c_Lower) {argument[4] = obj_Solid_Lower_Floor_Unpassable} else {argument[4] = obj_Solid_Upper_Floor_Unpassable};

// Check collisions against solid masking
argument[3] = script_Check_If_Two_Objects_Collide(id, argument[4], round(New_X_Position+Final_xspeed)-x,round(New_Y_Position+Final_yspeed)-y, true);
if (argument[3]!=0)
{
    // Check if you didn't start in the same object
    if (place_meeting(round(creator_id.creator_id.x + x_correction), round(creator_id.creator_id.y + y_correction - creator_id.height_above_ground), argument[3]) = false)
    {
         // action
    };
};

....


Method 2: Imaginary collisions.
Check out the script below. I give the solid object a width, length, depth and offset. Next I use this code below to check if an enemy or object is colliding with it. The upside is freedom to create any shape you want without problem. Very usefull if you want to cut down on the number of objects in the room. The downside, I suspect, is (far?) less efficient collision checking.

Code: [Select]
// WITH (object you wish to check other collisions against)

// INPUT:
// argument[0] = object to check if it collides with self
// argument[1] = correct self location on the x-axis
// argument[2] = correct self location on the y-axis
// argument[3] = compare depth_scales [true/false] (OPTIONAL)

// SET:
// argument[4] = instance counter
// argument[5] = number of objects to check collision against
// argument[6] = instance you are currently checking collisions against
// argument[7] = indicator to help check for matching depth_scales

// COMMENTS:
// Returns collision object_id or 0


argument[4] = 0;
argument[5] = instance_number(argument[0]);

if (argument[5] > 0)
{
    // check collisions with all objects of the given sort
    for (argument[4]=0; argument[4]<argument[5]; argument[4]+=1)
    {
        argument[6] = instance_find(argument[0], argument[4]);
        argument[7] = false;

        if (argument[3] = true)
        {
            if (depth_scale = argument[6].depth_scale) {argument[7] = true};
        }
        else
        {
            argument[7] = true;
        };

        if (argument[7] = true)
        {
            if (collision_rectangle(argument[6].x + argument[6].border_x - argument[1],
                                    argument[6].y + argument[6].border_y - argument[2],
                                    argument[6].x + argument[6].width - 2*argument[6].border_x - argument[1],
                                    argument[6].y + argument[6].height - 2*argument[6].border_y - argument[2],
                                    id, true, false) > 0)
            {
                return argument[6];
            };
        };
    };
};

return 0;

Anybody have any thoughts on the matter?

14
Feedback / Video embedding
« on: December 26, 2011, 11:10:50 am »
I'm sorry to say I'm a little annoyed by the lack of embedded videos. Or am I missing something?
Assuming the feature is abscent to save traffic, isn't there a midway solution like one video per post or per starting post?

15
Check the attachment for the sprites I am currently working with. I'm not sure how long it has been, but FrozenFire made these for me way back when. I FINALLY got around to actually using them. They are still rough though, meaning I still need to seperate the handle (and possible the head) from the rest of the sprite, but that is my concern.

Why I am posting this topic is because the arm's wave motion doesn't translate well in the actual game. They are used for when the character is swinging around a very large flail, but now that I'm partly done with the programming it is clear that the motions are too gentle. It is not noticable enough so I'm hoping someone here could edit them a little. Making the waving stand out more.

Any takers?

EDIT: When I mention the armswinging I'm talking about the last 8 sprites on the strip (just in case that wasn't clear).

16
Graphics Requests/Archive / [request] custom alttp-styled broken wall
« on: November 04, 2011, 07:15:06 pm »
It's been a while but I have another custom sprite request: broken wall sprites.
They are for a boss fight in the next demo so I'll be adding them to the game as soon as somebody is able to help me.


17
The video below says it all. The Cukeman enemy from alttp has a rather funny animation when hit.
Could someone help me get/find/rip those sprites while it's electric?

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

18
LTTP & FSA / [Solved] Custom magic attack (alttp style)
« on: June 05, 2011, 10:16:19 am »
Hello all,

I have another request for my game: a magic attack to be used with the rod of medu (=stone magic).

With some more work I should be able to release a new demo by the end of next week, but I'm strungling to also be able to include the stone magic. The original plan was to use the magic attack (sound included) from Super Mario World's magikoopa for sprites, but the size was wrong. It should be no larger then 16x16. Also the colors seem really out of place in the style. My editing hasn't helped it much.

I've attached my own attempt at the magic (along with the magic from the ice- and firerod for possible reference). If someone could make me an animation (that DOES fit with the lttp style) to use as stone magic I'd be most gratefull.

19
Updates / The Dungeon Design Contest has started
« on: April 22, 2011, 06:50:53 pm »

The contest has begun!

I missed it?! - That depends. You can still register to enter till the 29th of April
Till when will it run? - The contest will run til the 31st of May or untill all the results have been send in

For more information read click on the header link.


20
Updates / The Dungeon Design Contest will start on April 22nd
« on: April 06, 2011, 05:55:03 pm »
Registration is now open!

As promised there will an upcoming dungeon design competition.

When does it start? - April 22nd
Till when can I enter? - You have to register before the 29th of April to enter
Till when will it run? - The contest will run til the 31st of May or untill all the results have been send in

For more information read the connected topic in the contest section of the forum.

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