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Messages - Martijn dh

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1181
Updates / Re: NCFC 2010 - Uh-Oh Spaghetti-O's
« on: October 10, 2010, 06:27:28 am »
If you're lacking projects then we could add my tech demo. If it helps I mean. However. I would like some help in that case since it's unclear what is required to contribute, I'm pretty busy and my game probably needs some more polish/testing.

1182
Coding / Re: Generic Hand Weapon and discusion about damage done.
« on: October 08, 2010, 08:45:25 pm »
Actually, you bring up a very good point. Something that has to be considered is the depth of objects and Link. At the moment everything is still at a fixed depth, we could use various depth ranges for different aspects of the game, such as Link, surfaces and objects. But this does not work if characters need to walk in front and behind objects. In this case probably -y would be the best choice, although you might want Link to walk over and under bridges as well. I think one would need both things to deal with depth.

Nice source for theory. I could work for this game as well. To bad some off the numbers are quite meaningless to me, or I am not reading it correct. I had hoped some more people would share their thoughts. Alas, this is not the community for sharing.

The way I intend to handle it eventually is to give pretty much all visual objects a depth depending on their y position on the map. Like range 0-10000 is level A and 10001-20000 is level B etc. Link is at y position 200 so his depth becomes 10000 - 200 * 20 - 5 = 405. The depth range 400 - 410 is reserved for him and all other objects at y position 200. While facing down his body is at depth 200, his shield at depth 200 - 3, etc. The shadows obviously fall outside of this set-up. Since the range of level A is max 10000; that will be the depth for all shadows on that level. All backgrounds will be somewhere at 10000+.

1183
Coding / Re: Generic Hand Weapon and discusion about damage done.
« on: October 03, 2010, 10:19:33 am »
The way I'm handling damage right now is as follows (short version):

If the enemy deals damage he does X[1] damage, X[2] magic damage with X[3] standing for effects like electrocute, freeze, poison, burn etc. When an enemy hits Link you get a switch command and you let loose the modifiers stored for each tunic. One variable per type of damage or effect stored in a matrix will be plenty.

When you hit an enemy I also use damage_classes. Check this link again for an example of how alttp did it.
http://www.gamefaqs.com/snes/588436-the-legend-of-zelda-a-link-to-the-past/faqs/39556
Each enemy has a value stored per damage class. You could use negative (or very high) values to indicate status effects.

One thing I can add is that you probably want to add a depth variable to your weapon object. Sometimes you want to hold it in front of Link (= when looking south) and sometimes you want it behind him (=when looking north). You'll eventually realise you don't want to edit it manually. Base it on the depth of Link and gice it something like a +1 or -5 value.

1184
Other Projects / Re: [Demo] Tech demo - Horn of Balance (working title)
« on: October 03, 2010, 10:02:49 am »
If you wish, then I can see about making the controls saveable in version 0.10.1. Do you really intent to play the demo multiple times?

Could you specify where the music fades unexpectedly?

It's probably cause I'm older then you (=childhood memories etc), but I like the feel of the Attlp graphics better then Minish Cap. They're not bad. The GameBoy styled graphics are far worse in that department.

1185
LTTP & FSA / Re: [request] Electrocuted Link
« on: October 01, 2010, 07:32:46 pm »
I'm sure I'll use it in more then one way before then end of the game. But for now, I'm just focusing on the first dungeon.

1186
LTTP & FSA / Re: [request] Electrocuted Link
« on: October 01, 2010, 07:04:29 pm »
I can anwser that already (so you don't get your hopes up too much). Link can only be electrocuted outside. The needed enemy just doesn't fit the dungeon. I'm adding it because I'm working on status effects these days.

1187
LTTP & FSA / Re: [request] Electrocuted Link
« on: October 01, 2010, 06:23:38 pm »
Great! Thanks.
Time for me to get to work then.

1188
LTTP & FSA / [Solved] Electrocuted Link
« on: October 01, 2010, 02:30:24 pm »
Hello all,

It's been a while since I made a general request, but that's fixed now. Although it's more of a request for information at first.
I'm looking for the sprites of Link getting electocuted alttp style (what I already have is attached) and I have two questions.

1. Am I missing any sprites? Possibly other facing directions or parts of the animation?
2. And if so, who can help get the missing images?

Greetings,
Martijn

1189
Other Projects / Re: [Demo] Tech demo - Horn of Balance (working title)
« on: October 01, 2010, 06:15:12 am »
Just a quick response before I head of to work:
1. Controls can be changed. The lay-out works great for me but obviously there are different keyboard settings out there and different preferences. So I added the option to be able to customize the keys. It's a temporary fixs for now till I add in an option to be able to save your custom settings.
2. Never had this problem and never had anybody else give me simular feedback. My first guess would be that it has to do with your machine's performance.
3. Already fixed it in my own version, so you won't have the problem anymore in demo 0.10.1 when that's finished.

1190
Other Projects / Re: [Demo] Tech demo - Horn of Balance (working title)
« on: September 27, 2010, 05:52:05 pm »
Yes! If only every comment was as nice XD

Fixed the first issue by moving the birdstatue up by 4 pixels.
Fixed the second issue by not allowing a grabbing motion while on the stairs.

I'm not going to edit the third situation. You are correct. It is an oversight on my part. But not in the long run. The dungeon is designed around the player having to first find 4 torches to light. That will move the bird statue with the stairs leading down. Once down you find the master key and that will allow you to open the big lock you used to get to this particular room. It looks sloppy right now, seeing a closed door when you walked through an open door. In the end you will not come across this situation though, as the small lock will have to be opened before opening the big lock.


I'll update the demo once more issues have accumulated.

1191
Other Projects / Re: [Demo] Tech demo - Horn of Balance (working title)
« on: September 26, 2010, 08:15:14 pm »
Thanks for the image.

About your comments. It's a little difficult to determine the problems.

Could you post an image of you getting stuck with the statue across the entrance. Does this refer to the movable statue outside? And if so, what did you do to get stuck? Did you pull it or push? I need to be able to recreate it to fully understand the problem.

Could you also post a screenshot with the southern door and it's locked door? I need more information to determine what door you are talking about and wether or not it is glitch/oversight.

1192
Other Projects / Re: [Demo] Tech demo - Horn of Balance (working title)
« on: September 26, 2010, 04:41:08 pm »
Okay then. There is FINALLY a new demo out (v0.10). Like promised. Hope you guys/girls like it. Honestly I forgot what was in the last one so I hope nobody's dissappointed with the progress. Feel free to point out any glitches that need changing. I don't expect it to be perfect XD.

And here is a list of the mayor changes/additions since the last demo:
-Added more rooms
-Added breakable wall (hint: it's near the dungeon map)
-Added alternative chests + Edited the "Opening chest" sequence
-Finished renaming all the scripts
-Redid the overhead display (= less objects used, but the same visuals)
-Added keys from above and in pots
-Changed the jump down sequences
-Added stand alone stairs + accompanied transitions
-Added pushing and pulling objects (v.2)
-Added and implemented push / pull switches (15x)
-Added interaction movable objects and pressure plates
-Added teleportation tile
-Added key on pedestal
-Redid the coding for the cyclops gaurds (+ added a blue / red variant)
-Turned enemy colors variable
-Implemented new system of damaging enemies (+ damage from enemies)
-Changed the underlying health / magic values
-Redid all the existing enemies using a new structure
-Redid the old shielding mechanic
-Updated the dungeon map system
-The fade out screen effect is now draw as part of the HUD
-Added different hurt visuals for enemies
-Added in new blue, red and yellow Stalfos enemies
-Redid the entire character structure
-Added in ice rod, fire rod and rod of medu (no magic attack yet, but you can club enemies with them XD)
-Changed large portions of the pick up + throw mechanics
-Further refined the AI of flying tiles (and other projectile enemies)
-Landing in water will now result in a splash effect
-Added a series of new containers
-Container weight now has small effects on some actions (walking/running/picking up/throwing)
-Added the option for longer and diagonal ledgejumps
-Adjusted/improved getting items from chests
-Created a new digging system
-Added new Pols Voice Enemy
-Recoded/improved all the transitions between rooms
-Recoded large sections of the death sequence
-Added visuals for more tunics and a frozen + stone state
-Redid/simplified the respawn mechanic
-Fixed up a large (!) number of glitches/error/smaller issues

1193
Zelda Projects / Re: [Demo] LoZ: The Awakening of a Shadow
« on: September 26, 2010, 02:12:37 pm »
Tried the demo but I'm afraid to say I'm a little dissappointed.
-The filesize is 35mb. That's ... uuh... massive. Maybe it's the engine you are using that's so big?
-I start the game and it pops up in fullscreen. That makes the game look really ugly as oppossed to the default screen or a multiblication of that.
-The enemy on the left just moved over the pit and got stuck. I appearantly touched it shortly after and it dissappeared.
-Can't move left in or over the pit. Can't move right because of an invisible wall. So I'm stuck on the first screen :huh:
-There are no instruction (like F1 or in the starting post here) so I can't tell if I'm missing things aside from sword swinging and rolling. You're starting post mentions other items so I am probably wrong.
-If I walk left up against a wall and swing my sword the character's facing is changed after the animation. It happens for different directions as well. This isn't an issue while moving.

Don't be discouraged though. I've you work on your presentation then 1/3 of this is fixed instantly.
Another 1/3 is me complaining that there isn't much to do. Your screenshots say otherwise so that may not be an problem for the next demo.
And the last comments are glitches I guess.

Didn't like this demo, but I'll look forward to the next one.


Edit: Right. There is a read me file I missed. Let me check the game out a little further.


Edit2: This is more like it, but I do have a couple more things to mention:
- There were 6 instances where I moved to another screen, got hit before I was able to do anything and got pushed back to the previous screen.
- In the desert, if you bring up the menu, the sand is covering the menu.

1194
Zelda Projects / Re: [Demo] The Legend of Zelda (Remake)
« on: September 26, 2010, 08:16:38 am »
Looks really well done. Walking up to things and burning them automaticly for instance is one of those nicely worked out details.

Two things that I noticed:
- The screen lost focus for a second at the start. Just once and not too noticable. Did you check the option to prevent this?
- When I walk around with the lantern the flame has a delay as opposed to the lantern itself. I haven't played the original so I can't tell if this done deliberate. Looks a little weird seeing the flame outside of the lantern.

1195
Other Projects / Re: [Demo] Tech demo - Horn of Balance (working title)
« on: September 25, 2010, 06:20:32 pm »
Sadly I have to work with what's in front of me (since I'm no good spriting). Any advice on how to make these better with the sprites present?

Edit: How about option nr 3. This one is a middle ground without that one totally smashed pedastal.


1196
Other Projects / Re: [Demo] Tech demo - Horn of Balance (working title)
« on: September 25, 2010, 06:04:43 pm »
Just a quick post to get some feedback. Which of the following two rooms is better looking?


1197
Updates / Re: Nominations - September 2010
« on: September 25, 2010, 09:31:29 am »
I've disqualified the pokemon project from voting due to it getting an unfair amount of outside support.
Further discussion is in the Feedback section so place regard the matter here closed.

1198
Feedback / Re: The new PotM voting suggestion
« on: September 25, 2010, 09:21:33 am »
Now we're talking about the difference members and elite members ::) I think 100 posts far outshoots the original goal which is simply to prevent people from inviting 18 random friends who come, immediatly vote and leave again. Having a 10-post recuirement is more then sufficient. It raises the effort required for outsiders to vote considerably while not for bothering anybody else.

1199
Feedback / Re: The new PotM voting suggestion
« on: September 25, 2010, 07:33:15 am »
You know, the funny thing (and this may just at random, I know) is that there seems to be more voting and also more explaining of own votes now that you don't need to explain yourself. I'm not talking relatively but absolute. Personally I want to see what happens in the next couple of months before going back and forth. That and needing to explain yourself is harder to control for me. I'd have to check each individual vote for present reasoning and that takes time. And if you wish to change your vote (because a new project entered late or whatever) then you'd have to repost your choice(s) or you're messing up the system.

The other suggestion that was posted about people only being allowed to vote after having made at least 10 posts I love. If the option exists to do this then that's a great plan. I may also sightly help with the first section of the post because I see more "older" members taking the time to post what made them come to there choice.

While we're at it: I would also like to keep people from being able to vote for there own project. It's just poor sportsmanship. Votes should be earned.

1200
Updates / Re: Nominations - September 2010
« on: September 24, 2010, 02:59:47 pm »
Yeah, right. The pokemon game just jumped from zero to seventeen votes.
I suspect a serious case of fraud here!

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