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Topics - Colbydude

Pages: [1] 2 3 ... 6
1
Zelda Projects / [OPEN SOURCE] Ocarina of Time 2D: Unity
« on: September 16, 2019, 07:21:54 am »
Hey all,

Long time, no talk. Been recently itching to do some gamedev and practice in Unity some more after a buddy and I participated in the Game Maker's Toolkit Game Jam some odd weeks ago. Figured I'd go back to my roots and try and make something familiar. Which led me too...

Ocarina of Time 2D: Unity
OH BOY ANOTHER OOT2D PROJECT DOOMED TO FAIL

I'll preface this by saying I don't really have any goals with the project, other than to get more comfortable with Unity itself.

Which is why I'm leaving it to be open source. I figure, why not make this a collective effort for anyone wanting a project to heck on?

Currently there are no playable builds, but you're welcome to download the project and run it in Unity yourself. For those willing to contribute, have at it and open some PRs! Or, just play test for bugs (I'm aware of a couple). The GitHub repository is linked below.

I've got a small backlog of items to implement and work on over time. Will write more stories as things come in to play. I do plan on writing out more documentation and setting up better project management on GitHub here soon.

So, here's some brief details on what's in so far:
  • Using Team Dekunutz's OoT2D FSA project as an asset base.
  • Workflow setup to import sprites and animations from Aseprite.
  • Another workflow setup to import tile maps from Tiled.
  • Basic player controller setup with (hopefully simple) animation state management.
  • Link can currently roll, use a sword, pickup/throw objects.

Pretty stuff:


Links:

GitHub Repository: https://github.com/Colbydude/OoT2DUnity
Backlog: https://github.com/Colbydude/OoT2DUnity/projects/1
Bug Reports: https://github.com/Colbydude/OoT2DUnity/issues

Anyway, I'm happy to hear everyone's thoughts and hope to maybe work with a few of you soon. :D

2
<a href="http://www.youtube.com/watch?v=mOv7XvPOwcA" target="_blank">http://www.youtube.com/watch?v=mOv7XvPOwcA</a>

Hey all! So this is the project I've been working on for the past couple weeks. I'm proud to finally announce that I'm launching a YouTube channel with video game metal covers!

First up is the Stone Tower Temple from The Legend of Zelda: Majora's Mask. Let me know what you guys think!

I plan on maintaining a schedule of a new video every two weeks. So, if you want more, hit that subscribe button!

3
This week's Humble Bundle is sponsored by Yoyo Games and they've included GM:S with the Android Export Module!

If you've been itching to get some quick and easy game development done, but couldn't justify the price of GM:S normally, here's your chance!
The bundle includes a bunch of Game Maker-made games with their source code as well!

https://www.humblebundle.com/weekly

And since I'm feeling extra nice and already had a GM:S Pro license, here's one for free for someone!

Show content
HMBL-HBVRZ

Redeem at: https://account.yoyogames.com
[Android Export Module NOT Included]

4
Graphics / Majora's Mask 3D: All Icons
« on: March 19, 2015, 05:53:55 am »
Aaaayyyyyeee.

5
Graphics / Ocarina of Time 3D: All Icons
« on: September 18, 2014, 08:30:40 pm »
Been doing some digging to get some stuff ripped from Ocarina of Time 3D. More sheets to come!

Enjoy.

6
Other Projects / [Completed] Pipe Drain
« on: September 22, 2012, 04:23:36 am »

The city sewers have been filled with a deadly acid.

Your objective is simple: rearrange the jumbled and unusable pipes below the main sewers. Do this by rotating the pipes so the acid can drain.

But why? To save the nonspecific city, obviously. That's not all though, the more pipes you connect, the higher your score. You can also increase your overall score multiplier by completing a chain in less than 15 rotations!

Be careful though, some of the pipes are in bad repair. When rotated, some pipes will crack. They will break when rotated too many times. The harder the difficulty, the more pipes you have to worry about breaking. However with that, the higher the difficulty, the more your multipier automatically increases per level.

Play it at: http://voidteam.net/games/pipedrain/ for mobile, or http://marketjs.com/game/pipedrain for desktops.

This is my first HTML5 game. Enjoy =)

Click here to view on the site.

7
Graphics / [Request] Majora's Mask Mini-Maps and Dungeon Maps
« on: July 02, 2012, 08:19:49 pm »
Just wondering if anyone here had all the mini-map sprites (These types) and the dungeon map sprites (These types) ripped from Majora's Mask already. If not, I could go do it myself. Thought I might be able to save some time and help some other people out if they needed it as well.

8
Entertainment / Nintendo 3DS Friend Codes
« on: March 28, 2011, 03:06:54 am »
Post your Nintendo 3DS Friend Codes here!


Friend Codes:
Board Username | Mii Name | Friend Code
ColbydudeColby0860 - 3251 - 8186
AzkridthAzkridth1547 - 5190 - 2207
GANONSLAY3RDaz4768 - 7429 - 7919
Nintendo Maniac 64N.Maniac643093 - 7079 - 4553
OniShounenJosh1075 - 0744 - 7896
AntidotePhil2234 - 7264 - 5562

9
Coding / Catching Exceptions?
« on: March 13, 2011, 05:58:24 pm »
So I'm having a bit of trouble figuring out how to do this problem for my programming class:
Quote from: P11.14
Write a program that asks the user to input a set of floating-point values. When the user enters a value that is not a number, give the user a second chance to enter the value. After two chances, quit reading input. Add all correctly specified values and print the sum when the user is done entering data. Use exception handling to detect improper inputs.

I'll start up the program enter a few numbers, then give it bad input. For some reason it completely disregards the fact I'm even attempting to give the user a second chance and trying to catch another exception.
So this is the kind of output I'm getting:
Quote
Enter a floating point number: 5
Enter a floating point number: 2.5
Enter a floating point number: s
Bad data: Input needs to be a floating point number! Try again.
Enter a floating point number: Bad data: Input needs to be a floating point number! Try again.
The sum is 7.5

Process completed.

The source for my latest attempt is as follows:
InputFloat.java:
Code: [Select]
import java.io.IOException;
import java.util.ArrayList;
import java.util.Scanner;

public class InputFloat
{
public static void main(String[] args)
{
Scanner in = new Scanner(System.in);
boolean done = false;
ArrayList<Double> data = new ArrayList<Double>();
while(!done)
{
try
{
while (true)
{
System.out.print("Enter a floating point number: ");
if (!in.hasNextDouble())
throw new BadDataException("Input needs to be a floating point number! Try again.");
data.add(in.nextDouble());
}
}
catch (BadDataException exception)
{
System.out.println("Bad data: " + exception.getMessage());
in.close();
}
//----------------
in = new Scanner(System.in);
try
{
while (true)
{
System.out.print("Enter a floating point number: ");
if (!in.hasNextDouble())
throw new BadDataException("Input needs to be a floating point number! Try again.");
data.add(in.nextDouble());
}
}
catch (BadDataException exception)
{
System.out.println("Bad data: " + exception.getMessage());
done = true;
}
}
double sum = 0;
for (double d : data)
sum = sum + d;
System.out.println("The sum is " + sum);
}
}

BadDataException.java:
Code: [Select]
import java.io.IOException;

public class BadDataException extends IOException
{
public BadDataException()
{
}

public BadDataException(String message)
{
super(message);
}
}

I've tried several different approaches and can't seem to make it any further. At this point I'm really not sure what to do. It's probably something simple that I'm overlooking, or perhaps I just don't completely understand how exceptions work. Haha. Any suggestions?

10
Coding / [SOLVED] [Java/C++] Magic Squares
« on: November 23, 2010, 10:55:18 pm »
So I have this project to do:


The thing is, I'm not really sure about how to go about doing it. The thing that confuses me the most I suppose would be going finding out whether or not the amount of values entered is the square of some number efficiently. Also, how to go about organizing the array to test whether or not it's magic, should be a two-dimensional or one-dimensional array. Anybody got any suggestions?

11
Coding / [Solved] Help translating to C#
« on: April 17, 2010, 09:16:28 pm »
I need some help translating this random number generator in C#. Not so much the output and the for loop structure and what not, but basically how the cstdlib, and ctime would translate to C#, and the srand((unsigned)time(0)); Can anyone help me out?

C++ Code:
Code: [Select]
#include <iostream>
#include <cstdlib>
#include <ctime>

using namespace std;

int main()
{
srand((unsigned)time(0));
int n = 0, k = 0;
// Roll 30 Times.
for (k = 0;k < 30;k++)
{
// Get the random number
n = (rand() % 4);
cout << n << endl;
}
return 0;
}

12
Entertainment / Your Top 10 Favorite Bands!
« on: December 11, 2009, 01:50:50 pm »
I'm kinda interested in seeing what some ZFGCers are currently listening to, so post'em!

1. Crush 40 (Sorry Lostprophets, you've been replaced)
2. Lostprophets
3. Linkin Park
4. Foo Fighters
5. Rise Against
6. Protest The Hero
7. Daft Punk
8. Dream Theater
9. The Offspring
10. Symphony X

Your turn.

13
Other Projects / [WIP] Rockman EXE 3 Battle Engine
« on: November 24, 2009, 02:46:50 am »
A little side project I've been working on during my free time.

Current Features:
- Movement
- Buster
- Charge Buster
- Mettaur AI

Coming Soon:
- Working Battle Chip System
- More Enemies
- Several other Battle Chips
- Music and sound
- Styles (Possibly)

Pretty much just got the basics down at the moment. A few things need to be adjusted to correct timings, make things prettier, etc. If anyone would like to make suggestions on what to add to the engine, request specific battle chip additions, or optimize existing code, leave a comment or contact me.

Also, if anyone knows where I can get sound effects from Rockman EXE 3/Megaman Battle Network 3, that'd be great.

Download's here:
http://www.zfgc.com/index.php#?action=games&sa=view&id=141

14
Coding / Working with Windows Forms in C++
« on: October 25, 2009, 04:11:50 am »
So I'm making an application to organize resources for a project I'm working on using the .NET form designer in Visual Studio 2008 or whatever it's called. However, I'm not exactly sure how it works. So I'm making this topic to be like a general question topic for when I may need it.

As for right now, I'm trying to simply just have it bring up another form when I click the button, but I don't know how to reference the other form. This is what I'm trying right now:

Code: [Select]
private: System::Void btnForm2_Click(System::Object^  sender, System::EventArgs^  e)
{
     Form2.Show();
}

(I've also tried Form2->Show(); and Show(Form2); but I have no idea which one to use)
And it says Form2 is an undeclared identifier. So how exactly do I declare it, because shouldn't it already be declared since the Form2.h was created? So yeah help be needed here.

Also some useful information more about how the using the Windows Forms would be great too. =P

15
Discussion / Wanting to learn C#
« on: October 05, 2009, 01:25:24 am »
So I've been wanting to get into C# for a while now, but haven't put much effort into it. I really wanna start using XNA and mess around with it quite a bit. Is there any good websites or tutorials someone could link me to so I could get familiar with it? Or tell me how some of you guys started to learn it and lead me in the right direction.

16
Entertainment / Rock Band Network
« on: July 19, 2009, 05:57:15 am »
Quote from: XNA Creators Club
Today, in Billboard Magazine, game studio Harmonix revealed plans for the Rock Band Network. Essentially, it is a way for independent musicians to convert their music to Rock Band tracks that gamers can purchase and play through the Xbox LIVE Marketplace. What does this have to do with us? Well, it's all built on the same system we designed to make Xbox LIVE Indie Games possible!

What does this mean to you? Currently the Rock Band Network is in a private beta. When it opens later this year, any Creator in the United States who is interested in making tracks for Rock Band Network will need to register at http://creators.rockband.com. In order for those creators to debug and submit tracks, they will require a XNA Creators Club Online Premium membership. So if you’re already a Premium Creator, then you will be all set when it launches later this year! Payments for downloaded tracks will occur through the same process as Xbox LIVE Indie Games, so no need to fill out additional tax information!
 
Creating songs for Rock Band involves a different set of skills and tools than creating an Xbox LIVE Indie Game. When Rock Band Network launches, they will have their own site and forums to handle new challenges a Creator will face when creating Rock Band tracks. Premium Creators interested in creating Rock Band tracks should know that to create a song for Rock Band Network, you’ll need to have the following: 

  • An Xbox 360 with a hard drive
  • A copy of Rock Band 2 (later this year a patch is planned for release that includes Audition Mode and the Rock Band Network store)
  • Rock Band compatible instruments (guitar, bass, drums, microphone)
  • Master tracks to a recording for which they own BOTH the recording and publishing rights
  • A MIDI sequencer/Digital Audio Workstation

The Rock Band Network has another separate but equal set of authoring standards. Everyone should become familiar with those processes and standards unique to Rock Band Network before they start Auditioning, Peer Reviewing and submitting Rock Band Network songs. The Rock Band Network store will go live on Xbox LIVE Marketplace later this year.
 
Any Creator interested in also working with the Rock Band Network should keep an eye on http://creators.rockband.com for more info!

Source: http://creators.xna.com/en-US/news/harmonix

Wow, just wow. I think this is great! I'm pretty pumped for this. This is a chance for some local bands or indie bands to get their music out there. I definitely think this is a great idea. What about you guys?

17
Entertainment / So I got Advent Children Complete
« on: May 04, 2009, 01:43:36 am »
Came in from play-asia Friday. =D

For those who don't know: Advent Children Complete is a Blu-ray and extended version of Final Fantasy VII Advent Children.

Anyways, I think it was definitely worth the money. The quality of the movie was sooooo much better watching it in Blu-ray. A lot of stuff has been added giving Denzel more of a backstory and made it easier to understand for people who've never played the game. Some bits of audio were also changed some for the better some for the worse.
Show content
Not to mention the elongated battle with Sephiroth was wicked awesome. It didn't just end abruptly like in the original, it gave it a worth while and more epic-ish finish.
Also, some visuals were either added or fixed. For example Tsung and Elena have bandages on them instead of being perfectly normal after saving Rufus from falling off the building, or how Reno and Rude have dirt on their clothes from fighting Loz and Yazoo.

And of course the Final Fantasy XIII demo was great as well, kinda short, but great. [spoiler=Paragraph Long Spoiler!]I really like the battle system. You have commands your starting list of actions (Physical, Magic, and Healing are what they seem to be) then you have another set of 5: Attack, Aerial Attack, Magic Spell (Lightning has a fire spell (ironically), and Snow has an ice spell), and kind of special attack. And you have the active time gauge. The bar is split into the 3 segments allowing you to have 3 attacks once the gauge is full, or just 1 when it's 1/3rd of the way full. And different attack will fill up a different number of segments, but in the demo you have 3 attacks that take 1/3, and your special takes the entire gauge (If that didn't make any sense just watch a gameplay video). The graphics and animations are really nice to look at too. The battle music reminds me a lot of Final Fantasy X, having a more upbeat sound and not just kind of a generic RPG battle theme. Plus there's two additional trailers of FF Versus XIII and Agito XIII that are pretty neat.[/spoiler]

That's all I'm gonna say for now though, I don't wanna spoil it too much. I'd definitely recommend picking it up once it hits the US if you have some spare cash, or order from play-asia like I did (the movie has both English and Japanese audio so no worries about that, and Blu-ray discs don't have region locks).

18
Entertainment / Final Fantasy VII hits JPN Playstation Network
« on: April 12, 2009, 12:31:23 am »
Not entirely sure why I recorded this video but here you guys go.

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

So glad this is happening though, been wanting to play through it again since I don't own a copy.

19
Discussion / Need some help with my C++ Project.
« on: March 25, 2009, 10:57:12 pm »
Yeah I'm kinda at a loss on what to do. I'm having trouble trying to figure out where exactly I should check to see if a node with the same ID exists or not. I don't know whether to just do it in the insert_node function or in the read_dailylog function. I think it'd be easier to just do it in insert_node though. Then that's where I run into problem two. I'm not exactly sure on HOW I should check it. I think I may have screwed myself over while initially coding this. I'm probably just over thinking it though. <_<

Any suggestions? Source code attached.

20
Entertainment / DSi hits US April 5th (April 3rd UK)
« on: February 19, 2009, 10:12:16 pm »


Quote from: Kotaku
The latest incarnation of the Nintendo DS, the Nintendo DSi, will be released in the U.S. on April 5 and priced at US$169.99. It is launching in black and new color blue.

The DSi, which has been on sale in Japan since November 2008, has only been available in black and white. The DSi features two 0.3 megapixel cameras, larger screens, a new SD card slot and better speakers. It does not have a Game Boy Advance cartridge slot like the DS or DS Lite.

"Ever since the arrival of the first Game Boy, consumers worldwide have turned to Nintendo for their portable gaming," said Cammie Dunaway, Nintendo of America's executive vice president of Sales & Marketing. "Nintendo DSi builds on Nintendo's commitment to bringing fun and creative entertainment to everyone, and will allow consumers to personalize and share their very own experiences."

The Nintendo DSiWare application will able be available in the U.S. and offers software that can be downloaded using Nintendo DSi Points directly to the portable system much like the Nintendo Wii's WiiWare. DSiWare software starts at 200 points.

Along with the DSi, Nintendo is also releasing popular DS rhythm game Rhythm Heaven on April 5. The game has sold over 1.6 million copies since going on sale in Japan last July.

Source: http://kotaku.com/5155614/nintendo-dsi-dated-for-united-states-new-color-announced

Nintendo: http://www.nintendo.com/whatsnew/detail/Q5D4ti_bPqJO_I0Oup0AMFudaUOLz6C7

Don't even care, pre-ordering and staying up for midnight release.

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