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Topics - Martijn dh

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Updates / Project of the Month: July 2010
« on: August 17, 2010, 04:53:12 pm »
Project of the Month: July 2010
The Legend of Zelda: The missing piece

Forum Topic | WIP Page |  Site Page



Language: Game Maker 7.0 pro
First Posted: May 18th, 2010
Last Update: August 16th, 2010

Q: Can you tell us what made you decide on making a Zelda game rather then something else?
A: I played Zelda as a kid and it's something that stuck with me. I'm a really big fan and always had my own ideas that I thought would be cool
in a Zelda game.

Q: Was it hard to get started on this project?
A: Yes, there are so much possibilities you have to choose from: 2d or 3d and what engine to use etc.
Also a year ago I didn't have any knowledge of 3d software so I had allot to learn.

Q: In your topic there is some mention of others having helped. Is this a joined project?
A: Yes, it is a joined project. It did not start out as one but I realized that it was just too much work for one person.
I myself am working on the engine of the game with "logicbricks" and phyton (just basic phyton for now) and mapping/modeling.
Moffett1990 is the story writer. He and I bounce ideas back and forth. He also designs the characters/maps and draws them out.
Wagner is the animator he animated almost everything.

Q: What are some of the things you'd really like to see implemented one day?
A: We want this to look and feel like a Zelda game. So our main goal is to get that done, but we might put some of our own ideas in there.

Q: Can you tell us something about the future of this project, like the release of a demo or the implementation of a story?
A: The demo will be released soon. We got it working now, but it still needs some final fixes.
This game will be released in 4 versions: Windows openGL, Windows non-openGL (for older pc`s), Linux openGL and Linux non-openGL.

Q: Do you have any advise for others who are thinking about building something for themselves?
A: Be patient and don't give up.. Game making comes with allot of trail and error.
Before you start do some research what program is the best for you to use

Recent media:

<a href="http://www.youtube.com/watch?v=Dw4igdqDdCU" target="_blank">http://www.youtube.com/watch?v=Dw4igdqDdCU</a>

<a href="http://www.youtube.com/watch?v=Dsg6705z6Ik" target="_blank">http://www.youtube.com/watch?v=Dsg6705z6Ik</a>

Updates / Nominations - July 2010
« on: July 24, 2010, 05:49:13 pm »
Time to pick a PotM for july.
Since I'm now doing these topics I opted to change the way projects can be nominated. Instead of waiting for people to nominate projects I post a list to choose from. This also eliminates the problem of voting for projects that don't meet the requirements (= there are no signs of progress whatsoever)

The list of suitable projects in this month:

Legend of Zelda - The missing Piece
Ocarina of Time 2D
Tech Demo - Horn of Balance
The Legend of Zelda: Celestial Truth
New search engine
Ikari Sine6
Legend of Zelda; Axis of Shadow

I'll go first and vote for The missing Piece. It has a nice bit of progress. There is more then one person working on it and the model shown is interesting. I for one look forward to more progress on this game.

Project of the Month: June 2010
The Midnaphone

Forum Topic | Site Page


Language: Game Maker 7.0 pro
First Posted: June 2nd, 2010
Last Update: June 16th, 2010


1. What made you start this project?

Just being me, I guess. The Midnaphone is a combination of lots of things I enjoy. Silly game-toys, sound production, making little apps with no real purpose other than a programming exercise to impress people with... that's about all it is. I think the idea came to me when I was recording Midna's voices for my .wav collection and wondering what people might use them for.

2. Who do you see using this program and how?

Honestly I don't expect it to be very popular. Even if I had made it 3 years earlier when Twilight Princess was still fairly new, it's kind of a useless application. I posted it on a forum dedicated to all things Midna and everyone seemed to love it, but still, there weren't many responses and people mostly used it as an annoyance tool, or just because it "sounds cute".

The Midnaphone could easily be converted into an engine that others could use in their own fan-games, just for the speech aspect. I might even be able to support custom sounds. If there's enough interest in that idea then I'd gladly make it happen.

3. How long did the project take for you, with the graphics, sounds and coding?

It's hard to say exactly, because there were things going on in my life that caused some major delays in the project. I can tell you the coding took the least time, probably only a couple days to learn the basics of the .wav format and get my loops working to read/write files, then a few more days to program the interface. That's right, the interface took longer than the file-creation code. There was a long break in between writing those two portions but I'm guessing it would have taken about 10 casual days from start to finish.

The sounds don't really count toward the total time because I already had all of them before starting, and the graphics were developed hand-in-hand with the interface. Paint a little, code a little, it's tireless fun.

4. The visuals look stunning. How did you decide on those and did it require you any special skills to create them?

The idea was to have a small, simple application, so I knew I wanted Midna somewhere on there as well as some menu buttons. Replicating the Wii-Remote HUD from Twilight Princess came to mind very early on, and then I figured, why not make it into a little scene straight from the game? Nearly all of the graphics were ripped from one place or another so I can't take much credit for them, besides making the necessary edits. In the end I think I may have gone a bit overboard in recreating that T.P. look for such a simple little project. In any case, it took me a while to decide whether to redraw the HUD from scratch or try to "rip" the graphics, and I tried a bit of each before coming to the conclusion that my graphical skills weren't quite good enough.

Those graphics came from playing T.P. on an emulator set to dump textures, so they were easy to grab. The problem was, all of the pieces were in different sizes. Even the transparency masks were sized differently than their corresponding buttons. I had to carefully resize and re-align everything, sometimes zooming in and touching them up by the pixel.

The game's font was dumped to 4 nice image sheets that just needed to be cut up, but I also had to measure the width of each character (and how much space should follow before the next character) and feed all those numbers into the text engine. Originally I planned to use two fonts, but doing just one took more than enough time.

I wanted a nice, foresty, bloom-lit scene for the background. That was also in mind from early on - just an idea that never got replaced with anything better. Taking screenshots from Twilight Princess was proving difficult, so I remembered the Hyrule Field overlook from the official Twilight Princess website. Just used a Flash decompiler, realigned and cropped it a bit, and voilà.

Midna's animations also came from that Flash site. Unfortunately she was a motion-JPEG that dumped as individual frames, so I ended up with a very compressed look with none of the actual filesize reduction. Just for her floating, I used a only a third of her original animation (a portion that looped as perfectly as possible - you can still see a slight jump in her hair and hands at one point) and then thinned out the number of frames to another third. Then a bit of smoothing and dithering to help clear up the compression artifacts, topped off with some moving/stretching/vanishing effects done in realtime by Game Maker. So she's only got a ninth of her original animation and it still looks pretty good. That's the kind of size/quality trade-off I think you need to experiment with as an amateur developer.

5. Was it a lot of work to collect all the needed sound effects?

Yes and no. The recording was easy because I connected my Wii's audio cables right into my PC, so it was quick and nearly perfect-sounding. And I found a couple places in Twilight Princess where Midna speaks without any music or background noise, so I just talked to her over and over, recording everything. Cutting and splicing sounds, I'm experienced with. The difficult part was having to make LOTS of recordings to make sure I got every voice sample, especially since the text-box sound effects overlapped with some of the voices.

5. If people like the sounds and wish to use them themselves, where could they find them?

You know the answer to this. I know you know it. So thanks for the cheap plug! My alter ago HelpTheWretched has a collection at http://noproblo.dayjo.org/ZeldaSounds/ with over 4,500 sounds and growing. Go nuts with 'em.

6. Seeing as how you are one of few creators to finish a project completely, is there any advise you can give people just starting?

One thing I can never stress enough: be realistic about your own abilities. If you've got an itch to start a game project, do you really know how to do the things you want to do? If not, do you at least have knowledge of your design tools to be able to figure it out? I don't mean that to be discouraging, but the history of aborted Legend of Zelda projects speaks for its self.

If you're a relative beginner at programming, I think you'll be much more likely to complete something - and improve your skills in the process - by thinking up a simpler mini-game or spin-off project. It may not be grandiose in the end but I think that if you have a solid idea that seems fun and feasible, you'll even get more people interested and appreciating what you're doing.

7. Are there any new projects you are working on currently?

Nope, only old projects that I'm not working on. But knowing me, the next thing I design will probably be something like a pinball layout, or an AMV, or a board game. Who knows? Not I.

Anyone who's been around ZFGC a long time knows I've dropped a lot of examples and engines on the old forums, but I haven't been very involved since the latest move and haven't re-submitted them to the new database. Some of them have become really popular, like the Link Movement script - It's embedded in so many game engines that it wouldn't be fair to redesign it now - and a bunch of the others barely got used by anyone. Maybe I should get my stuff together and repackage those things, what do you think?

I also had a Zelda fan-game demo that I released about 4 years ago and haven't work on ever since. Go to http://noproblo.dayjo.org/ZTS/ if you want to give it a try. I don't feel bad about "giving up" on that project because what's there is a fully-playable game (minus some of the levels and characters I had planned), and also something out of the ordinary and pretty fun to play with a friend. To be honest that's more than most demos ever accomplish, so I was content to put it away until there was a push of interest to get me working on it again, but that never really happened. Even though the response was great, I guess there wasn't much "market" for a 2-player-only game. But if people still try it out and enjoy it for what it is, I'll be happy with that!

Audio / [Request] Sound for breaking a crate (alttp style)
« on: July 11, 2010, 09:00:03 am »
Hello all,

It's been a while since I made any requests but I've got another one. This time I'm looking for a soundeffect I can use for breaking crates/barrels. HelpTheWretched does not seem to have those effects up on his site, so I'd like to ask you guys if you know of any other places where I might find it.

Updates / Nominations - June 2010
« on: June 29, 2010, 10:47:01 am »
The month is almost over and I see no topic yet (:-\) so I'll start one.

I nominate Goodnight's MidnaPhone.
It's finished! The background shows an eye for detail. Beyond that it just generally looks really polished and professional. That, in my oppinion is something everybody should strife for.


I hope this PotM doesn't die a slow death. Making a topic once a month and moving it around to another board should only take mere minutes. Creating the summary and posting an interview can be reserved for when there was sufficient activity during the voting (like at least 5+ votes).

LTTP & FSA / [Solved] ice rod effect from alttp
« on: May 05, 2010, 08:13:02 am »
So I was working on the icerod when, after checking some footage, I realised I was lacking the needed sprites for the magic effect. I'll attach images below to clarify what effects I'm talking about.

Could someone help get me those sprites / animations?
I'm looking for a sprite of the effect against the walls and I'm trying to understand the animation better.

The screenshots were made here (roughly 1:00 in):

Coding / Problems with collisions in Gamemaker
« on: May 01, 2010, 12:02:42 pm »
I'm having problems with the collisions in gamemaker. Two objects start an collision event but I don't see them colliding.

My main question:
Does rotation and/or mirroring of a sprite mess up collisions? In other words: does gamemaker take such things into consideration when checking for a collision?

LTTP & FSA / [Solved] Alttp - part of the dungeon maps
« on: March 14, 2010, 07:20:10 pm »
Hello again,

It has been a while but I've got another request for whoever is interested.
In the attached image you can see the text "level 3" in the upper left corner. I'm looking for the numbers 0, 1, 2 and 4 through 9 to go along with that font. Like always I tend to look for pretty specific things and thus have a very hard time finding it. I'm also questioning weither the higher numbers and 0 are even used in the original game on the map screen. Maybe they are used somewhere else in the game. Anyway. I'd appreciate the help.

There is no color preference, in case it matters. I don't mind editing stuff like that myself.

Audio / [Request] Sound of walking on metal
« on: February 11, 2010, 07:44:27 pm »
Hello everybody,

Today I'm looking for a sound of Link while he's walking on metal.

At first I figured it'd be easy to get it from http://noproblo.dayjo.org/ZeldaSounds/ but I've actually found something not on there. It's been a while since that happened XD. Haven't found it anywhere else either.

Can somebody on here help?
The sound I am looking for can be found here (at 0:22):

That's not to say that I'm not open for other suggestions btw.

LTTP & FSA / [Solved] Alttp sprites of Link moving while pulling
« on: January 30, 2010, 08:17:44 pm »
Hello all,

Today I'm looking for the sprites of Link moving while pulling.

I already have the sprites of him pulling something immovable. And also the sprites of him pushing a moving object. So this will be the finisher.

On a second note. I'm also looking for the sprite of the skeleton enemies while collapsed. I found it here: http://www.gametrailers.com/video/zelda-retrospective-the-legend/14269 at 1:52. Haven't been able to find it anywhere else yet.

Coding / Gamemaker question: drawing only OUTSIDE of a shape
« on: January 21, 2010, 02:34:00 pm »
So the question is as follows:
I want to draw the entire visible screen black (no foreground, just object based) except for a (ecliptic) shape inside. How can this be achieved in an efficient manner?

It's the effect you get when you walk into (or out of) a dungeon in alttp. I've already build it with sprites way back when, but I'm trying to make it more efficient. It's also out of interest because programming the visuals for the lantern later on will also benefit from an efficient solution.

I'm guessing the best bet would be to create a surface outside of the draw event (sized after the screen). Clear it, turn it fully black and finally turn the inner area transparent again. I'm not sure if this is possible or how to do it. Let alone if this is the only/best solution.

Who can help?

LTTP & FSA / [Solved] Another specific Alttp request
« on: January 08, 2010, 05:52:27 pm »
Hello again. Today I have another particular request.

In alttp you have those holes in the walls (check attachment) and I'm looking for the animation of one appearing. I believe you see some ruble falling down as it appears. It does not have to be the same hole as the one below. I'll just fix it up myself. It's the animation I'm looking for.

Who can help?

Recruitment / [Recruiting] Room designer
« on: January 05, 2010, 06:35:35 pm »
[Recruiting]: Room Designer
[Project]: http://www.zfgc.com/forum/index.php?topic=33701.0

Anybody interested in helping design rooms / area's for my project? Please check out the link above if you are not yet familiar with it.

Just to be clear. We are looking for a teamplayer. The overall design will still stay in my hands. So no random designing on your own okay. Unless you are interested in doing conceptwork.

Audio / [request] Two sound effects needed
« on: December 27, 2009, 10:12:42 am »
Hello again. It's been a while since I requested anything but I've hit a little snag.

In the Alttp engine I'm building I want to add the ability to fall through a dodgy floor when you are heavy enough. So I'm looking for two sounds:
1) A creaking/crumbling sound when standing on the floor regulary (indicating danger/secret) (preferably a short sound)
2) A sound to indicate the floor collapsing (as in: you are currently falling through it)

We are talking about a stone floor. If no suitable sound can be found then maybe something associated with wood or metal will do, indicating the foundation.

Obviously I haven't been able to find anything suitable myself.

LTTP & FSA / [Solved] Looking for some help with alttp skeletons
« on: September 29, 2009, 06:55:13 pm »
Hello again. It's a while since I requested anything, but customizing is proving tricky.

1. In the attached fill is what I've currently found of the Stalfos enemies in Alttp. All the needed postures are there but I want to split them into body sprites and head sprites. I've tried doing it myself but they look....  :'(. I'll try again in a week or two, but maybe somebody is willing to help out instead. Or is there someone who already has the separated images. I've looked everywhere for them but all I could find was the whole enemy.

2. And this is the tricky part. I'm looking for a customisation on the lower body so both hands are up like in a robbery. The plan is to have the body run around franticly waiving those hands like that. Think along the lines off people panicking in a funny way. Maybe something like: \o/ Only without the head obviously.

So. Is there anybody who wants to take this challenge?

BTW: the coloring of the enemy is irrelevant. I plan on using different colors for various reasons anyway.

LTTP & FSA / [Solved] Looking for some more Alttp sprites
« on: August 29, 2009, 06:55:40 pm »
Maybe someone can point me directly to some site that has these, but I haven't found it yet.

Anyway. I'm looking for the animation of Link using his shovel, in all 4 directions (Alttp style). I believe there were only two frames per actions but I'm not really sure.

Recruitment / [Recruiting] GML Programmer, Spriter
« on: July 31, 2009, 05:44:37 pm »
We are looking for a GML Programmer and a spriter to help with our project located here:

Everybody is free to work on there own sections at there own pace. As long as you have attendion for detail.

The story and dungeon design are coming along nicely, but you'll have to send me a message if you want details like that beforehand. I don't want to spoil any surprises. The focus right now is to finish the first dungeon. Don't be fooled if you think that's not very ambitous because it includes every bit of needed engine as well as the required storyline. We are looking to make something solid (play the demo and you'll probably understand what I mean). Feel like you want to help then let me know.

Coding / Negative sprites in Gamemaker (round 2)
« on: July 26, 2009, 05:54:39 pm »
I'm sure some of you do this blindfolded. If you could also explain the answers then that would be most appreciated.

In alttp enemies turn negative when hit. That what I want to recreate. The enemy's sprite need to turn negative through it's own draw event. White turns to black etc. But the transparent pieces should stay transparent.

The answer I got in a previous topic turned the the images grayish. Including the parts that were previously transparent.

Coding / Turn current screen into background or other image?
« on: July 04, 2009, 01:50:46 pm »
A Gamemaker question

In my game I want to create a better pause option. Before I did pause by running through all relevant objects, saving there current state and then stopping them. I didn't have pro so it seemed one of few available options. The drawbacks are that it's not efficient, not failprove and a pain to keep up as more objects are added to the game. I just got the pro addition and I'm working on a better sollution. I just haven't been able to get the bit below to work.

The problem:
I want to create a screenshot of the current screen and save it to a background (or object).

The reason for this is that I want to place that screenshot at depth X covering the current screen so that I can still place menu's etc in front of it while being able to deactivate all objects behind. I anybody thinks there is a more efficient/easier way to do something like this than be sure to drop a hint XD

Any help will be appreciated.

Coding / Create a negative colored equivalent of an image
« on: June 05, 2009, 08:41:30 pm »
You know how in alttp the enemies briefly changes colors when they get hit. I'm looking to create a similar effect. Meaning I want the player to see a change in the colors of mu enemy. I'm thinking of three solutions to do this, but none of these is very appealing so I want to use this topic to check if anybody has other options or experience with a similar situation. A little random brainstorming is also always welcome. XD

Option A: Change the sprite of the enemies object to an negative image of itself.
Problem: Can't find any such function so I'm guessing it doesn't exist with gamemaker (yet).

Option B: Use blending to change the enemies sprite.
Problem: Uh, sounds possible but I have no idea how to go about doing this (color-wise). Anybody have any experience with something like this?

Option C: Create separate sprites and simply switch the enemy sprite to one of those.
Problem: It will most defiantly work but it'll take more resources to do it. I also consider it sloppy programming. Every enemy getting hit will have multiple images to change into depending on things like status and facing direction. It will possible also need to be in a couple of colors so that's a lot of extra resources if your talking about a decent to large game. Needless to say any programming solution is far more appealing. Let's call option c the fall-back plan for now.

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