Hello Guest, please login or register.
Did you miss your activation email?
Login with username, password and session length.

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Martijn dh

Pages: 1 ... 71 72 [73] 74
LTTP & FSA / Re: Looking for some more Alttp (style) sprites
« on: April 19, 2009, 02:22:55 pm »
Wait. That IS the one I was looking for. My bad. Thanks again.

LTTP & FSA / Re: Looking for some more Alttp (style) sprites
« on: April 19, 2009, 02:17:24 pm »
It's not what I was looking for, but it is something I can use later on. Thank you.

LTTP & FSA / Re: Looking for some more Alttp (style) sprites
« on: April 19, 2009, 10:45:18 am »
I've updated the requests. After using various screenshots I was able to piece some of my earlier requests together. Only the stuff I can't find is now left.

Well, that didn't work. Fine. Ive posted my progress as demo 0.8 in the startingpost.

Please be so kind as to leave a comment after playing. I'd appreciate user input. Also be sure to mention any and all glitches, should you come across any. Thanks in advance.

It may not show for everybody, but A LOT has been improved. The entire dungeon has been redone to smooth out room-to-room transitions. Right now about 25% of dungeon is finished. Obviously (most) of the transitions have also been redone. I'm still working on some transitions in between floors like the dwindelstairs, of which you'll see the result in the next demo. Finally I made it so that everything present in the game has a depth_scale in order to create the illusion of multiple depths (like in the original). These three things have been a lot of work and if you can't see that....thank you. I'll take it as a compliment that everything looks just right. XD

Other things I've added in this demo:
-Made some changes to movement on the stairs
-Perfected the interaction of your sword/shield vs flying tiles etc.
-Added bubbles/balls/cannonballs/something??
-Added rupees, hearts etc to collect from containers (=pots)
-You can now jump from ledges.

Oh, and before I forget. No flying tiles (can be accessed) in this demo. Sorry, but I'm still working on the rooms you need to get to them. I'll make sure you can play with them again next time.


There are plenty of downloads, but no replies. Too bad. I could really use some player feedback.

Anyway. This weekend I redid the 360 sword swing, worked some more on movement through grass/water and added the ability to poke walls with your sword (see screenshot).

Also I've been trying to improve the dungeon. Check out the screenshot below. How does new situation (lower half) stand against the old situation (upper half)?

LTTP & FSA / [Solved] Looking for some more Alttp (style) sprites
« on: April 13, 2009, 09:17:52 am »
The request have been updated. If you can help please do, because I can really use the help I can get in the spriting department. Most sprites are easy enough to find, it's the specific once that are really scarce.

1) The effect of Link running through shallow water (Custom).
When running normally you see small dust clouds behind link to enforce the idea of running. I'm looking for the equivalent of that while he's in the water. I've looked everywhere and couldn't even find a usefull screenshot.

I could also use a custom equivalent of that while running in the grass, but that isn't as much of a priority as the other requests I'm making.

2) Full sword swing animations.
From facing left/right in the startposition and from facing up.

3) Dungeon carpet (custom sprite needed).
Down below is an example room to give you an instant idea of how and where I want to use it. In the middle of the room there are different colored tiles around the large chest. This is the quick fix I'm using right now but it looks absolutely awful in other rooms, so that isn't going to work.

I'm working with blocks in multiples of 8x8. The example shows a rectangular "carpet". I also want to use other shapes, so I'll need inside and outside bends.

Hopefully a helpful screenshot:

Recruitment / [Reqruiting] Looking for tester(s)
« on: April 11, 2009, 11:17:47 am »
As the title mentions, I'm looking for one or more testers. Depending on your preference it could just be for this one demo or as a more periodic thing. Your choice. I'm looking for constructive feedback on gameplay, glitches, performance and level design.

Below are links to the project (with screenshots etc.) and the download. Be advised though that the demo is not yet finished, which is also why I'm reluctant about posting the download link in the WIP topic.

The current file holds 6 inside rooms. This is not the extent of what I've done, but further rooms are not yet (fully) completed. You know, masking walls adding doors/ stairs etc. In the comming weeks I'll expand on the number of rooms and features so people wanting to test more than just the demo below should make a mentioning in a reply or through a PB/Email.

Some final mentioning.
-The black sqaure immediately inside serves as a test for falling down to another area.
-The character's full sword swing animation will be adjusted in the futher regardless.

WIP topic:

Download (8,48 mb):

I'm looking for one or two testers who can give me some good constructive feedback. I'm interested in comments on glitches (if you can find any), dungeon design and framerate performance. Anybody willing?

Currently I've got a demo with four rooms (that you can access). You can check the first post for an added list of things I've done since the last demo. Obviously these include the thing I am looking to get tested. PB me or post a reply and I'll send you a link and more info.

First of all some news on my progress. I found a new job, am starting another education and am looking for an new apartment. Needless to say I'm a little preoccupied with these things and free time is scarce. Expect a new demo no sooner then the end of the next month. I'm still working on it, but only after the rest has been done.

Now that that's out of the way. I have a question about your preference as a player. Should the contents of pots (and other container) be predetermined or should they (sometimes) be selected randomly? And with random I mean considering the items Link has already collected. So no arrows without a bow etc. Obviously special occasions like a boss fight requires predetermined contents. I hate to get an arrow when the boss demands bombs etc.

Think about it for a second. Predetermining means predictability but strategic placing. Random can be used to only get needed items, which may come of as unrealistic.

Coding / Re: Need some outside tests
« on: March 31, 2009, 08:00:15 am »
I noticed just 3 things.
-You can still do a spiderman against the walls
-When standing next to the right wall while facing left (by doing a backwards jump) I can face right unless I first move left.
-If I stand next to the right wall (while first just walking towards it, facing right and not moving) I can't jump.

LTTP & FSA / Re: [Request] In need of specific Alttp sprites
« on: March 27, 2009, 09:46:30 pm »
Jup. Shouldn't take too much time to work these in as well. Thanks again.

LTTP & FSA / Re: [Request] In need of specific Alttp sprites
« on: March 27, 2009, 09:12:30 pm »
And they're implemented.
I guess the credits will have to wait till next time then. I'm sure I'll need plenty of help before my project is finished.

LTTP & FSA / Re: [Request] In need of specific Alttp sprites
« on: March 27, 2009, 08:46:24 pm »
Okay. That's good to know.

I was already updating my program. Guess I'll just remove you for the credits again if you insist.

LTTP & FSA / Re: [Request] In need of specific Alttp sprites
« on: March 27, 2009, 08:31:02 pm »
Wow. That's really fast. Now I actually feel dumb for not requesting it earlier.
Thanks. I'll be sure to give credit.

LTTP & FSA / Re: [Request] In need of specific Alttp sprites
« on: March 27, 2009, 08:17:06 pm »
*in pursuit*
That would be awesome. I've been looking for months now, so what's a little more waiting :)

LTTP & FSA / Re: [Request] In need of specific Alttp sprites
« on: March 27, 2009, 08:01:09 pm »
I've just updated my last post with the link and timeindication. It one of those small things that really makes a difference when you add them up.

LTTP & FSA / Re: [Request] In need of specific Alttp sprites
« on: March 27, 2009, 07:50:05 pm »
There is.

Check at 4:52

It's just 2 or 3 sprites, but it makes a lot of difference. Maybe someone with ripping skills can get them? I've tried to recreate them but that also requires some good skills and spriting also isn't my speciality.

LTTP & FSA / [SOLVED] In need of specific Alttp sprites
« on: March 27, 2009, 07:44:28 pm »
And with that all the sprites I've requested have been posted. Talk about quick.

Good of you to show the message. I'm assuming this is an error that occurs every time a flying tile hits a wall. That would mean the demo was incomplete and it has already been fixed for the next demo. If I am wrong in my assumption, please let me know.

Thanks for your comments.

Niek: Yes, I stumbled across that function some time ago.
Except during transitions only the instances in the current room are active. I thought about limiting this to the view but that has downsides. An enemy who is (just) outside of the view should still be able to act. For instance a guard shouldn't stop running after you if you don't see him. The guards movement is determined by it's interaction with the walls etc, so in the end all the instances in the room are vital.
Currently the entire dungeon room is 2560x3840 (divided in areas of 320x320 or multiples of that). The gamespeed is 30 f/s. So far this only drops during the transitions (slightly), while playing movies/music and after starting the game several times. Maybe there is still something to be won in the handling of graphics/sound/data, but that's just thinking out loud. First I want to check how the game acts normally.

Kremling: Thanks!

Excellent response. I'm glad you liked it.
The function you found isn't really part of the game. I use that for testing.
The problems with the transitions are probably because every room in the game is an actual separate room in gamemaker. So you have the illusion that all rooms are connected and the bare minimum of objects/background is active at one time. It seemed fine, but clearly isn't so I'm now recreating the entire dungeon in a single room. So far the gamespeed isn't suffering (on my computer at least).

In the demo I'll send you you'll see I'm already making a lot of use of depths. Still, thank you for your willingness to help. I can see if the timing of the sounds can be improved, but other than that there's little I can do.

Pages: 1 ... 71 72 [73] 74

Contact Us | Legal | Advertise Here
2013 © ZFGC, All Rights Reserved

Page created in 0.029 seconds with 32 queries.