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Messages - Martijn dh

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1461
Okay, just send me a PB when you're back and ready.

1462
Great. You're back. Time to formulate some more requests XD Well, I've got an exam tomorrow so it'll probably become tomorrow afternoon.

I figured as much with the beams. A beam now appears when you have the correct sword, full health and when no other beam object is active. I guess I'll change that last condition to "when there is no beam active within the visible screen". Or something along those lines if the sound still sounds okay with multiple beams.

1463
Just a small updating post this time. I'll post pics when I'm off this temperary datalimit.

I've now added a workable "sword beam" to the master sword (when you're at full health). I had to make some concessions on the visuals and the masking so I'm really eager to hear how you guys like it (when I release another demo). Just a question in between though. In the original game: what happened when you used the "beam" into the distance? I've now made it so that it keeps going till it hits something tall enough, but that might be a while in the larger area's. It's more realistic this way but maybe less fun probably. So does anybody know how they compensated it in the original?

Beyond that I'm working on implementing some of Raen's rooms and the surrounding area. So you'll definatly have more to explore next time.

1464
Zelda Projects / Re: The Legend Of Zelda: Scepter Of Distortion
« on: June 19, 2009, 05:37:53 am »
That makes sense. It sounds somewhat like Agraghim (or something) from alttp.

1465
MC Link's Awakening / Re: Project Board Applications
« on: June 18, 2009, 07:32:11 pm »
Okay, I'll be requesting a board. We'll just see what happens XD

1466
Okay, that should be easy enough to fix. I'll get right on it. I've fixed the last problem with the sword poking on containers so you already consider all listed glitches fixed.

Btw, you can all call me Martijn if you want. The letters dh just stand for my last name.

1467
Thanks for the compliments.

I don't own the original game anymore. I'll get it for the Wii again eventually but I find it best to not play and compare for two reasons. One: my self motivation would plummet. So much to do in so little time. XD Not to mention the complexity of the things not yet done. Secondly because I'm not trying to copy the game completly. That's impossible. The goal is to create a game that has solid gameplay on it's own. It'll always be considered a clone, but I look at it as a tribute.

PS: I know about the controls. That's why I moved customizable controls up on the list. Please, feel free to experiment with it and tell me what you feel are better controls. I might also do saving pretty soon to make it so you don't have to reset the controls every time.

Anyway. On to those issues you mentioned.
I can't fix the blurring or the collisions. The blurring is probably computer related and I can't help with that. The collisions are pixel perfect. It just feels inaccurate. I have noticed this before and I might look into it some more when the first dungeon is nearing completion. The same goes for the sword swinging. I noticed it and will look deeper into it when the dungeon is nearly done.

As for now. I'll be glitch hunting these comming days. After that I hope to include some more features again. Here are the glitches I found, have fixed or am working on:
- Respawning keys by exiting the dungeon (fixed)
- Not resetting of conditional doors and pressure plates when exiting the dungeon (fixed)
- Items dissappear but leave shadows behind (fixed)
- Map menu shows incorrect data (fixed)
- The Master Control Tile dissappears because dissappearing items (fixed)
- Items dissappear while in pauze mode (fixed)
- Reviving from death does not yet reset the image of a bottle very if you have that one equipped (fixed)
- Poking a container results in the poking visual and sound (???)

UPDATE: There is no end to the game right now. That room with the torch is as far as you can get. I haven't programmed the lantern yet so there isn't much to do. After we've finished those 4 rooms (one excluded) you'll be able to open the master chest and see a early credits screen which has already been made. Demo's after that will probably have the same goal but each time with slightly more stuff you have to do to get there. The final demo will feature the boss in the final rooms beyond.

1468
Zelda Projects / Re: The Legend Of Zelda: Scepter Of Distortion
« on: June 13, 2009, 03:16:01 pm »
I noticed that the ledge jumping from cliffs wasn't implemented in the previous demo. I don't know if you're planning on doing that.
Good point, i'll get on that. Any jumping sprites around?

http://www.zfgc.com/forum/index.php?topic=33454.330
About halfway on this page are 3 links linking to al kinds of sprites in alttp an minish cap style. There were some jumping animation among those if I'm not mistaking.

1469
MC Link's Awakening / Re: Project Board Applications
« on: June 13, 2009, 02:32:55 pm »
I'm guessing three people on a game without a title or finish date won't cut it XD
I am curious though. Would you be able to restrict the view (of sections) to teammembers only? As a more organised alternative to pb'ing back and forth. That alone would be more than worth it.

1470
As requested the new demo. I'm still working on some small fixes but I figured I'm always working on some small fixes. XD

The largest changes/additions in this in this demo include:
- Another new enemy (the plant thingy)
- Customizable controls
- The game now closes by pressing esc on the game select screen.
- Respawning enemies and pots
- Added a random item generator (only actually used for the grass and the enemies)
- Lot's of other small fixes and changes.

Known issues:
- Walking outside will respawn keys.

1471
Zelda Projects / Re: The Legend Of Zelda: Scepter Of Distortion
« on: June 13, 2009, 12:03:03 pm »
I'm really impressed by the detail you put in at places. Like how you see two groups of dustclouds when rolling down, but three when rolling left or right. One can argue about wether or not this should be the same for all directions, but I personally am impressed that you took the time go into detail like that. Not everybody has the needed attentionspan for those thing, by far.

There are three thing I'd like to note:
1) The screen changing size isn't al that great, but it works. Try and get every area the same size. A suggestion for inside might be to also show the outside a little to fill up space. And by outside, I mean an imitation of the outside with just tiles to save yourself a lot of trouble. Well, don't let this one bother you too much. It's something to think about for the long run.

2) The collisions inside don't look right and I wasn't able to push the downwards wall etc. Maybe someone meantioned something already. I haven't read the whole topic, but it looks like Frozenfire already made some post so I guess you're already aware of this kind of stuff. Somehow the outside collisions seemed fine but I haven't really tested it.

3) The arrows you shoot should dissappear. Maybe give each arrow object a counter variable that diminishes by 1 each step. After x steps the arrow can slowly fade away. This IS important because you now seem to be able to create an indefinate amount of objects. A heated fight with your bow might leave a room filled with arrows, slowing down the game. Another thing you could do is max the amount of arrows in the game by only showing the last x arrows at one time. I personally wouldn't advise it because then you'd also need to consider deactivated arrow objects in some way.

1472
Graphics / Re: Can haz mockupz?
« on: June 10, 2009, 06:13:14 pm »
Okay, that makes sense.

If you're into designing, why not help me with my game and make some concept area's for that. These are inspiring XD

1473
FrozenFire: I'll see if I can't take a look at the screen anyway. We'll need it for the boss fights anyway.

True. btw, I hope you don't need those sprites soon. I've barely had a chance to get started. Though I have figured out what enemies to use as references. I was lucky to find an enemy that uses the exact armor, so I can use that for the sideways and upward directions. The head and feet will be the hardest, but still not too very hard.

UPDATE: All swing animations have now been changed to 7 frames. It's a small difference but I believe it will be enough. I tested the alternatives but setting everything at 6 frames didn't feel right and cancelling an attack midway for a new attack didn't look realistic either.

Sounds much better. When are you planning on releasing a new demo with all of these fixes?

No, I don't need the sprites anytime soon. The dungeon isn't even half finished yet. I can start programming the boss anytime I want but it'll be a while before he can be implemented anyway.

The next demo was planned for this weekend. The inbetween fixes took some time, but I may still make it. There are just a couple of problems left with the respawning enemies / containers that need fixing. Nothing too mayor.

1474
Graphics / Re: Can haz mockupz?
« on: June 09, 2009, 08:09:27 pm »
That bridge looks really good. But again, try and take a more practical look at the area. If a scene "makes sense" it is naturally more appealling. Your bridge for instance connects an upper and a lower plain while it appears to be horizontal. Or were you aiming for stairs.

Looks good, but can be made to look even better.

1475
I had the day off today so I worked on the game a little. Luckely most of these suggestions aren't that hard to look into.

1) Pots can now only be destroy by the slash, the 360 slash, poking and/or running into them with the sword. However, when you poke a container to shreds it uses the normal poking sound and effect. This doesn't appear to be an easy fix so I'll leave like this for now. See for yourself when the next demo is out. If anybody finds it bothersome I'll look at it again.

2+3) The difference in swinging speeds has to do with the lengths of the animations. One is 6 frames, the others 9. I'm looking into it.

FrozenFire: I'll see if I can't take a look at the screen anyway. We'll need it for the boss fights anyway.

UPDATE: All swing animations have now been changed to 7 frames. It's a small difference but I believe it will be enough. I tested the alternatives but setting everything at 6 frames didn't feel right and cancelling an attack midway for a new attack didn't look realistic either.

1476
It's alright. If you find more be sure to let me know. Just keep in mind that it doesn't have to be exactly the same as the original.

The screen shaking is already on my list. I could give it some more priority if you want.
The breaking animation is now 1,5 times as long.
I'll have to give some thought to the sound on the stairs and an additional recovery time after crashing.

1477
The throwing bit is something I've been putting off for ages. It's a lot of work and I want to do it right in one go when I release it. To give some more insight: So far I've got all sprites I need (just need to change the color for the different tunics), the walking with hands up is mostly finished, I've implemented two types of solids (to be able to throw stuff over small ledges but not through walls etc.) and there is a ton of notes with ideas for implementing the rest. I'll probably replace the containers (and other such items) with a dummy object so it can't break while held. All I need to figure out is how to work with different sized containers and different weights (=> gloves) and contain it neatly within one script.

The sounds on the stairs are the same as in the original. If you, or anybody else on the site, can get me some "better" sounds feel free to post them. If I like them I'll add them. Since I know nothing of creating my own sounds, that's the best I can do for you.

1478
Graphics / Re: Can haz mockupz?
« on: June 08, 2009, 06:04:29 pm »
Looks nice. Especially the trees and shading.
Not everything looks functional though, like the chest and stairs.

1479
Updates / Re: ZFGC Weekly
« on: June 08, 2009, 05:53:31 pm »
Letting everybody work on it themselves might work, but not without some coordination. Like Niek said it will probably clutter so it may be better to not make it public. A half finished product won't boost the site's activity as much as a finished product anyway. Anybody not willing to help is just willing to see and they won't react well to something half finished.

Maybe you could release sections. Like problems, requests and/or finished subsystems. Enough to keep the eager busy and it will keep progress far easier to manage.

1480
PS: It seems like the map menu also causes problems when use during a transition etc. That's also been fixed now.

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