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Messages - Jeod

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Entertainment / Re: Majora's Mask 3DS
« on: November 09, 2014, 01:40:56 am »
My patience will finally be put to the test as I won't have a L-to-levitate code to use on this one.

Feedback / Re: What Can We Do To Get More Life Here?
« on: May 10, 2014, 02:18:05 pm »
All I'm saying is that the atmosphere is intimidating.

Feedback / Re: What Can We Do To Get More Life Here?
« on: May 07, 2014, 12:32:54 am »
Try pushing some things that aren't Zelda more. The saying that there's no such thing as too much Zelda is false, especially when hype is slow to generate due to the amount of sub-par games the forums see. Once in a while you get OoT2D and The Shadowgazer tier, and all others lose their motivation.

This place isn't a corporation, so stop having ridiculously high standards that treat it as such. Push smaller games that are easier for new developers to build, rather than require something that Nintendo would make. There's a reason Mario fan games are abundant, and that's because they're simple to build. What you want to do is lower standards to motivate newcomers, and promote tutoring that pushes them to add new elements to the simple stuff to make it more interesting.

Coding / Re: Small INI issue.
« on: February 05, 2014, 03:20:12 am »
You would either ship the ini file with your executable and encrypt it, or you would need to write the ini file from GM as if it were a text document, save it with the .ini extension, and then read from it.

They're a darker storyline version of final fantasy, and SMTIV is excellent. Atlus is always having sales on the eshop for it. Anyway, if you like religious philosophy mixed with turn-based gameplay final fantasy style, then definitely get it!

Coding / Re: Zelda GBC Engine *NEW 1.2 UPDATE*
« on: January 28, 2014, 01:41:21 am »
Show of hands, who thought this was abandoned? We put text in a few days ago. The text engine is somewhat complex since it uses ascii characters as tags for certain colors. In the image you see green, red, and blue text. What you don't see is the way the text is actually typed in a script.ini file:

{Link} is gone. The Dark Lord [Ganon} will rise again. ]Hyrule} will suffer as [we} suffered!

{ = green text flag
} = white text flag
[ = red text flag
] = blue text flag

These four characters will never be used in any game we create, so we decided to use them as flags. Of course, we will be writing a guide to the text engine so anyone can choose their own characters to use as flags.

So far, the plan is to call text from a script.ini file. Here's an example:

1=Link! You're awake! I found you passed out on the beach, and...oh, I couldn't bear to watch you be hurt again! ;
Line1=0 ;
2=What? How is it possible that I exist? I've always existed, silly! But you know, my memory has been fuzzy lately. ;

1={Link}, m'boy! This peace is what all true warriors strive for! I feel like I've seen that somewhere before. ;

1=Hoot! {Link}, the hero. You must be surprised to be on the shores of ]Koholint} again. Allow me to explain. ;

In the .mfa file, when Link encounters an NPC, the engine will search that NPC for it's name (stored in an alterable string). It will then load all possible text the NPC can say into a string object, in multiple 'paragraphs'. When Link speaks to the NPC, a fastloop will occur which can figure out which paragraph the NPC will say at that time. For example, suppose the game opens with Marin speaking to Link. In the .ini, the variable "Line1" is changed to 1 (a boolean) to show that Marin has said this one-time text. Then, after player is given control, he speaks to Marin again. Now when the fastloop is run, the game checks for if Line1=1, and if it does, select paragraph 2 as the text to be shown.

We won't be releasing a new engine version soon though, since there is a lot to be done besides the text. We hope to have plenty of new goodies for everyone! If you've ever doubted the power of MMF2, hopefully now you can see just how strong it can be.


Did you know that there are 128 ASCII slots and 128 extended ASCII slots? That's a total of 256 possible characters in this text engine! We only have 96 slots used for now though, since there are only 96 characters used in the Oracle games.

Discussion / Re: Triforce powers.
« on: January 09, 2014, 03:35:35 pm »
The goddess stones (fire, love, wind) are the closest you'll get to Triforce superpowers. For Nayru's Love, look to Super Smash Bros's Zelda. She has an attack that is similar to the diamond shield, but it shatters and shards fire in all directions. If you're going for a turn-based rpg, you could adapt that to make shards fall from the sky like a meteor shower. (Increase shard count and damage with completeness of the ToW)

Din's Fire kind of speaks for itself. Farore's Wind does too. There's a lot you can do with wind.

Graphics / Re: OOT2D Map Project - Accepting Community Sprites - Read
« on: December 23, 2013, 10:41:24 pm »
Hey MaJora, I just noticed your map is incomplete. You are missing the throne room, the room Zelda is peeking into when you meet her. She makes you look through the window, at which point I imagine in a 2D version of the game would have the camera pan or fade to the throne room.

At least now you can finally look at that GBC+E source code :P

Coding / Humble Bundle is offering Multimedia Fusion 2 for basically free
« on: December 06, 2013, 07:54:22 pm »

That's a $150 game making software for pretty much free. The deal includes a variety of games as well. If I didn't own the software already, I'd be all over it!

Coding / Re: Enemy facing view, outstretching cone.
« on: December 05, 2013, 03:02:30 am »
There is a way to "cheat":

Have the Zola move toward Link at a speed of 0.  This will set a directional angle that is standard in Game Maker - direction.

Code - move_towards_point(Link.x, Link.y, 0);
or you can drag and drop the Move Towards action and use Link.x Link.y and speed 0.  Of course, the most optimum way if you do not have Link centered(origin no centered) you should do some math to get the center of Link.

Then, you have a check for the angle:
if (direction < 45 || direction >= 315)
      facing = right;  //or whatever your code is to make the zola face right
if (direction >= 45 && direction < 135)

       facing = up;
if (direction >= 135 && direction < 225)
       facing = left;
if (direction >= 225 && direction < 315)
        facing = down;

Now you can put those checks in either the STEP Event or if you only want it to do this when it appears, put it in the creation code after you get the direction variable that way it gets the direction once.

or you could have it keep looking (moving) at Link until it finally shoots.

It's upto you.

I hope this makes sense.  I just spent almost 10 hours changing automotive batteries, tires, and doing oil changes so my brain my be fried a bit.

Better than I did. My last math class was two years ago.

Coding / Re: Enemy facing view, outstretching cone.
« on: December 05, 2013, 02:59:49 am »
Have you tried slope formula?

m = (y1 - y2) / (x1 - x2)

Coding / Re: Enemy facing view, outstretching cone.
« on: December 05, 2013, 02:50:47 am »
In the red and green tiangles, Link.x is always > Link.y.

In the purple and yellow triangles, Link.x is always < Link.y.

Use that as a base. You have two pairs of triangles now. You need to split those two pairs up.

Coding / Re: Enemy facing view, outstretching cone.
« on: December 05, 2013, 02:30:26 am »
I don't get what you're asking. The hitbox is already a triangular view. If Link is above the Zora, or Link.y > Zora.y, then the Zora will face up. But then the code checks if Link.x > Zora.x. If it is, then the Zora will face right.

You don't need to change your code, but you need to check what comes first. Y coordinate should be checked before X.

I like where this is going. What is the level of customization? Can I make my own maps and sprites and put them in the game where the engine will transform them with collision boxes and interaction flags? Also, your answer about removing the masks: clarify for me. Do you mean that the masks will still exist in the compiled game's code, or that they will be removed from the end product altogether? Because I can see the former causing some space issues....don't want a 700 MB file where 500 MB is unused code, right?

Recruitment / Re: [Recruiting] Legend of Zelda 1 Remake, Spriters Needed.
« on: December 04, 2013, 09:38:13 pm »
This looks good! Any new screenshots? The main beef I had with LoZ was the odd control scheme, which made the game far more difficult and, though difficulty is nice, it simply frustrated me to no end. I have never completed that game.

Feedback / Re: ZFGC...what do you love?
« on: December 04, 2013, 09:26:10 pm »
I've always loved the tolerance for many different languages, even smaller ones like MMF and RPGMaker.

About the fan game community, I can't recall a single good fan game that was actually finished. This is why I always pushed the Gameboy Color engines. They were the easiest to work with, had loads of resources and it was very simple to make new (custom) resources. Instead of wishing for new content (2D era is over for Nintendo), the community ought to be working with all we've been given. There is no rule that says we're limited on our imagination.

Re: Gameboy Color, think about it. You're developing fan games made to be played on a PC. You have a mouse now and a keyboard with far more than the few buttons we had for the Gameboy. Add that in with the ease of access, and easy ability to make custom content, and you have a surplus of new gameplay mechanics and story elements you can include. The only lacking thing is imagination.

Discussion / [MASSIVE] Zelda GBC+ Project Resource Dump
« on: December 04, 2013, 02:42:27 am »
I no longer have any time to work on this project, and Doubleteam has pretty much disbanded. Therefore, I am uploading as many resources as I can to this topic from our Dropbox folder. An important note: you will not be able to access the .mfa file without Multimedia Fusion 2, the latest update, and several extensions which can be found here. The project was always meant to be open-source, but very few resources were actually released to the public outside of the .mfa and .exe files. So, here is everything I can upload:

Engine Data Folder - This is the folder we would release in a .zip file each time we updated the engine
Sounds - A .zip file with all the soundbytes used in the current GBC+ Engine. .OGG format.
Engine.ini - An ini file used to keep track of variables in the engine.
Patch Notes - A .txt changelog for each update we released.
ReadMe - A manual for the .mfa file.
GBC+ Engine.mfa - The .mfa file for the engine.

Engine Dev Folder - This is the folder we used for dev files (files not to be released to the public)
Bug List - .txt format bug list.
Bricnic Bugs.doc - A bug list made by a volunteer from the Daily Click website. Bold comments detail possible causes and fixes for the bug.
An image of Link jumping while using the sword. We were working on using items with the Roc's Feather.
To-Do List - Not much, but it's what we would be focusing on in 1.3.0.
Journal.txt - Basically how we spoke to eachother when we weren't on Xfire at the same time.

Graphics - This is a big folder. We had split everything into subfolders, which are .zip files here.
Area 1.2.1.png - The area we would have used for the new 1.2.1 engine release. You can see from the house and shop that we had planned to have NPCs, text, and shopping included in the new release.
Effects.zip - Recolored effects from GBC and LttP. All .gif format.
HUD.zip - Files used for the HUD. You'll find some files in here that show our ambitions for multiplayer functionality.
Items.zip - There are three subfolders: Inventory, Overworld, Quest. Some items have not been recolored yet.
Link.zip - Link's animations. Only Green has all of the animations.
Maps.zip - The maps. Probably our best creations, aside from the engine.
Custom.zip - Includes files for two enemies: Mazaal (incorrectly named Godhan) and Giant Deku Baba.
Marin sprite sheet
Farore.zip - GIF images of Farore, recolored.
Reference.zip - Reference guides we used as we recolored and made custom sprites. The mockups folder has Marin's room--the fairy statue was intended to be used as a save feature, rather than the player having to die to save since he would not be able to push two keys at once to open the save menu in some cases.
Sheets.zip - Has some tilesets and a full sprite sheet for Link. Link's sheet has an added palette set for Four Swords colors.
Spawners.zip - We used these in the .mfa, but they would not be seen in the .exe.
Text stuff - The Excel and Word file show you how we planned to translate Unicode to special symbols.
Tiles and Objects - Random things that Link would interact with in the engine, and thus needed to be active objects--their own image.
Topography.zip - Water animations, portals, and quicksand in gif format.
GBC+ BG Palette - We used this palette for background images.
GBC+ Sprite Palette - We used this palette for sprite images like characters.

NES+ .mfa

Letter to the Staff and Fans:
   This Zelda engine began development in September 2010 when two young minds who met over the internet had a vision. Both were extreme fans of The Legend of Zelda, but perhaps neither fully understood precisely what Shigeru Miyamoto wanted The Legend to be. Two years full of ideas, brainstorming, and hard labor passed to create a close replica of the Gameboy Color engine that The Legend of Zelda games of that era ran on. Myself, along with Link125, Sgamer8t88, and Balloondude2, believed that our project should capture the original feel of those Zelda games and worked to make our engine as close to the original as possible. Just before the second anniversary of our start date, the entire staff of Doubleteam went on a hiatus and the “Zelda GBC+ Engine” became all but abandoned. Now, near the end of the third year, I have come to discover what The Legend of Zelda is meant to be. It is not an art to be recreated and replicated. A Legend such as the vision Shigeru Miyamoto had in 1986 should be continually imagined and expanded on by not only Nintendo, but by the fans who cherish the series so much.
          As stated in his excerpt from Hyrule Historia, Shigeru Miyamoto intends for The Legend to grow with the new technologies of the world, and the adventures in The Legend of Zelda will continue to thrive as long as endearing fans such as us love Hyrule. Therefore I have begun to think about following in Miyamoto’s words. Doubleteam and the Zelda GBC+ Engine may no longer strive to replicate an original masterpiece, but attempt to become a marvelous entertainment value and work of art of its own accord. One of The Legend of Zelda’s strongest points is the power it has to adapt to new possibilities, including motion controls via the Wii. Now, since we have brought The Legend to the PC line, my aim is to consider the new possibilities of gameplay and story to bring Miyamoto’s words even more meaning and proof.

Entertainment / Re: Link to the Past 2
« on: April 18, 2013, 02:01:55 pm »
Interested in the plot myself. This game is in the Decline timeline, between LttP and OoX, and LA occurs after OoX. I hope Nintendo keeps with the darker theme. WW, PH, and ST had a much more comical, cartoon-type theme. At the very least I would think that Link will not have a companion with him for the entire journey.

Graphics / Re: NES Zelda remastered in newer age style.
« on: February 05, 2013, 07:44:52 pm »
Spiritual successor means it has the same theme of adventure into the unknown, but has some new elements too. One could suggest that Link to the Past is a spiritual successor to Zelda NES.

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