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Messages - Martijn dh

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1101
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.

1102
PS: It seems like the map menu also causes problems when use during a transition etc. That's also been fixed now.

1103
[1] Pressing the menu button while Link is walking up or down automatically on the stairs:
Problem: Two stair sounds will play instead of one. Also, Link will sometimes reverse his direction. The menu will also shift up or down after the second sound plays, which seems to only happen when you press the menu button at the very bottom or top of the stairs.
Fix: The easiest fix would be to disable the menu while walking on stairs. The original game does this anyway. Actually, it pauses EVERYTHING in ALL auto transitions, even enemies, and it locks ALL buttons.
Oops, that one slipped through. I already fixed the sword vs stairs.
At first I made it like in the original, locking everything while you were moving on the stairs. After thinking about it for a while I felt that it was unnecessarily unrealistic, so I made it so that enemies etc. continues in realtime. The same also goes for jumping from ledges and during room transitions. For these events I'm using a variable called Link_Status_Special. Glitches like this appear when I forget to lock functions if Link_Status_Special does not have it's default value.

[2] Pressing the sword button while Link is walking up or down automatically on the stairs:
Problem: Two stair sounds will play, Link's sword sound will play but he does not slash his sword and Link will also freeze in place for a short time. After Link freezes, he will either continue walking upward or he will reverse direction.
There may be other keys that have a similar effect as in these first two glitches.
Fix: Obvious. Make sure Link can't do anything in the middle of auto-walking.
Found and fixed. See above.

[3] Poking wall:
Problem: If you're powering up your sword (holding the sword button) and holding a directional key while poking a wall, then if you let off of the sword key while still pressing that directional key into the wall, Link will continue to hold his sword out, poking the wall. His sword will continue to charge up when doing this, even though you are no longer pressing the sword key.
Fix: Not sure how you're coding this so I haven't got much of an idea how to fix it.
However, I did notice that, in the original, poking the wall does not reset your powering up of the sword like you have it do in your game. Instead, the original game pauses the powering up for a short time every time you tap the wall, then it continues to power up. Just in case you want to make it EXACTLY like the original. If not, your way is totally fine.
Hhmm. Interesting. I'll have to look into it, but it doesn't look to complicated to fix. My guess is that releasing the sword button negates charging, but not (yet) poking. I'm using a single variable called Link_Status for all of link's actions. It should be just a matter of adding a new condition to releasing the sword button. "If released while poking do the same as when released while charging", or something similar.
Continuing to charge while poking would cause some small problems I'd need to overcome so I'll leave it as it is.

[4] Spin attack sparks:
Problem: When doing a spin attack underneath a layer (i.e. floor above you) you will see the sword sparks above that layer.
Fix: Should be just a simple depth problem. On an interesting note, I found that the original game actually had a problem with depth in certain areas as well, but usually when swimming in the water. I just seem to stumble upon these minor things for some reason. ^_^
Okay, that shouldn't be too much trouble to fix. This is something left over from creating two walking depths. This is just the kind of stuff I wouldn't find on my own.

[5] Room scrolling:
Problem: If you press the sword or menu key when scrolling/transitioning into another room, BAD BAD things happen.
Fix: Don't let any key work during any auto scroll or walk.
Check point 1 and 2. The sword button has already been fixed. The menu button will be fixed shortly.

Hope that helps! Even with all those glitches, I actually found your tech demo surprisingly solid. A lot of people don't realize just how complex something like this can be. Seriously, this demo is great. I'll continue testing and I'll let you know if I find more glitches. :)
XD


I'll get on these glitches before I release the next demo. This will means some delay, but oh well. At least the next one will be glitch-free (*fingers crossed*)

1104
That sounds really good! I'm also a bit of an perfectionist so we'll get along nicely by the sound of things. ;)

You said you wanted to help in any way. Does that maybe also more like spritework and/or level design?

1105
I'm currently working on respawning enemies/containers, but man ... that's a deceptively large amount of work. Anyway. I'll try and post a new demo tomorrow and I'd appreciate it if some of you could test the demo when it's out to see if I missed any obvious glitches.

1106
Coding / Re: Create a negative colored equivalent of an image
« on: June 06, 2009, 06:10:14 am »
Jup, that's what I was looking for. Thanks.

1107
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.

1108
Zelda Projects / Re: The Legend of Zelda : Chiming Bells
« on: June 05, 2009, 06:24:03 pm »
Mamor or infini please could I use one of your scripts? It would really help. Credit will be given.

If neither of them can help you can have my code. Just be warned that I've seperated it in the button press, button release, some custom events and the step events.

1109
Jup. And thanks again. Since this is a solo project, I really appreciate it when people are able to help like that.

1110
Even though I'm still busy moving, I did manage to work on the controls some more this weekend. There is one new noteworthy change I've made (the rest is just tweaks here and there). Esc only closes the program when you're at the starting screen. In every other situation it acts as the cancel button. The reason for this is the customizable controls. When you're in the procces of changing them the regular cancel button is no longer valid. With this change you can now also cancel in that situation since everything other than numbers, arrows or letters is not usable as a control button.

1111
Thanks. It's more than I had before so I'm gratefull.
I'm currently moving, but I might be able to start implementing these next week or the week after that.

1112
Zelda Projects / Re: The Legend of Zelda : Chiming Bells
« on: May 25, 2009, 06:27:47 pm »
Movement : So you want him to animate even is there's no movement?

Jup

Room transition : I think it's a problem with Gamemaker. I dunno. I'm looking into this.

I just use a single persistent master control object with 4 variables. One per directional button. Pressing a directional button sets the corresponding variable to 1 and releasing it sets it to 0 again. During each step, depending on Link's status, I use these 4 variables to make the character move and show his movement animations. This would be a solution for your problem, it's just the question wether it's worth the effort implementing it. It would also solve the other movement issue above (if you want it changed that is ofcourse).

1113
Zelda Projects / Re: The Legend of Zelda : Chiming Bells
« on: May 25, 2009, 06:14:12 pm »
> The movements system needs a little bit more work. When I stand under/against a wall and am looking left I won't look up again when I want to move in that direction. If you need help with that let me know (= PB/email). It's not hard to fix.
> Personaly I'd make the hud either always (partly) seethrough or make it so you can't walk under it. As in: the borders of the rest of the screen are the actual room borders. A little of both just doesn't seem right.
> I can only equip a C item through the menu. When I equipped and used the skull mask (cool btw) I equipped an ocarina. So now I can't remove my mask until I go back and equip the skullmask again. Maybe make it so you can't change the mask when wearing it, or automaticly unequip it when you want to set another item. I'm not sure how they did it in Majora's Mask, but you could probably copy that or use it as an example.
> I wanna see area names and my current location on the map :'( No serieusly. I do miss the ability to hold a directional button and move a lot faster across to the next menu page. Shouldn't be to hard to implement.
> Please make a background for the item menu (single color rectangle?). If the area is full off activity it gets hard to distinguise on such a small screen.
> Love the implemented ocarina. Well done.
> Moving from room to room with two directions pushed the first of two directional buttons gets negated in the next room.
> I wasn't able to talk to people etc. That supposed to be like that right?
> Maybe close of the left side of the starting room so people won't have a change to !@#$% about it.
Movement Engine - I think I get what your saying. But not fully. Could you re-explain it?
HUD - I still haven't found the function to make ALL the sprites drawn by the HUD see-through.
C Equip - Fair dos. I'll crack onto that
Faster Menu Cursor - Not exactly the highest thing on my list but yeh. I'll see what I can do. No promises.
Item Menu - Fair enough. Just a graphic changes. Easy DONE
Ocarina - Thanks very much. That's my master stroke! :D
Moving from Room to Room - I can't solve that. Sorry. UNSOLVABLE
No Talk - It's the X function. It should work. It works on my comp. NO PROBLEM
Close the left - They'll be a guy blocking it in 2 demos time. PROMISE

As for the dungeon, I got alot done
-All the Chests
-All the puzzles
-All the tiling
-All the rooms
-All the monsters
-ALMOST All the room transitions

And this is what's left
-Boss
-Map and Compass on the Menu
-Boss Door and room transition
-The aftermath

Movement: When the demo starts walk up against the wall. Walk up a pixel or so and then try to move up again. He doesn't do anything. It's functional but just doesn't feel right.
Faster menu: Simply copy your press button events to "regular" button events. And it's fixed, depending on your programming of course. If you want more effecient/less coding then use one custom event which you call from within both button events.
Moving from room to room: Nothing is impossible! There is only highly inefficient. Want some help with this?
No talking: okay, my bad. I didn't know.

1114
Zelda Projects / Re: The Legend of Zelda : Chiming Bells
« on: May 25, 2009, 05:11:01 pm »
4 posts without a reply. Ai. Let's see what I can do about that.

Looks good. But it obviously still needs some work. Maybe spend some more time with a couple of details before you try and create a whole dungeon. It'll save you time in the long run. And please don't take any of the following as criticism. I wouldn't take the time to play and comment if I didn't like it. You already know what's good/finish right?

> The movements system needs a little bit more work. When I stand under/against a wall and am looking left I won't look up again when I want to move in that direction. If you need help with that let me know (= PB/email). It's not hard to fix.
> Personaly I'd make the hud either always (partly) seethrough or make it so you can't walk under it. As in: the borders of the rest of the screen are the actual room borders. A little of both just doesn't seem right.
> I can only equip a C item through the menu. When I equipped and used the skull mask (cool btw) I equipped an ocarina. So now I can't remove my mask until I go back and equip the skullmask again. Maybe make it so you can't change the mask when wearing it, or automaticly unequip it when you want to set another item. I'm not sure how they did it in Majora's Mask, but you could probably copy that or use it as an example.
> I wanna see area names and my current location on the map :'( No serieusly. I do miss the ability to hold a directional button and move a lot faster across to the next menu page. Shouldn't be to hard to implement.
> Please make a background for the item menu (single color rectangle?). If the area is full off activity it gets hard to distinguise on such a small screen.
> Love the implemented ocarina. Well done.
> Moving from room to room with two directions pushed the first of two directional buttons gets negated in the next room.
> I wasn't able to talk to people etc. That supposed to be like that right?
> Maybe close of the left side of the starting room so people won't have a change to !@#$% about it.

That's all the things I could find with just one playthrough. I hope it helps.

1115
As the title mentions. I'm looking for the sprites used when link picks up an item while he's facing south (in Alttp).

I've added the sprite sheet (from spriter resources) that I'm working with. As you can see it's somewhat useless to try and fix the specific sprites. And I haven't found these specific sprites on the other sites I use, thus the request.

Anybody willing to help out?

1116
Okay, time for another lengthy post. :) I'll try and work on every point this weekend. Hopefully that will result in an fixed demo sunday.

This is not supposed to happen, right? It happened quite frequently to me and got pretty annoying. I'm playing on Vista, does that matter in any way?
No, it's not. Vista is pretty hard on games (I couldn't even play this game when I first got it myself) but it is Vista compatible. There is a feature called freeze when the game looses focus. I've enabled that so it may be fixed now. Beyond that, there's little I can do for you.

You should be able to close menus with the keys you use for opening them.
Why didn't I think of this. Excellent suggestion.

It would also be nice if you could pick up things like rupees with your sword.
I was a little hesitant about this. Since the engines are done I just implement it. It isn't that much trouble to remove again when I don't like it.

Pots should have square collision in my opinion. If you were walking against a row of pots you could get stuck between two pots. I mean, you could still move out again, but square collision would be better I think. You couldn't pick up pots either, could you? But you probably plan to add that anyway.
The last responder suggested square object masks. I'd go for almost square, perhaps 14x14 with very slightly rounded corners, since making them slightly easier to walk around is a nice touch. As long as it still feels like you're playing Zelda, why not improve the formula by a little bit? But getting stuck between them (which I didn't know about) and having trouble picking them up are significant problems.

I don't believe you really got stuck as in image over image. I'm that confident in my movement system. But it is true that walking in between two pots can make it feel like so, depending on which movement arrows you're pushing.

I'll go with goodnight's idea on this one. A square mask would not feel right when you walk around a stand alone container. If the current masks are too rounded, I'll try and find something in between.

On a side-note. Picking up containers can be done using different masks that walking collisions. I still haven't found usefull pick up animations for Link (the ones on spriter resource are terrible), so maybe it's time I posted a request on this forum. After I  get those I'm going to make Link able to pick stuff up.

Another thing was no knockback for Link, but same as above, I think.
I'm not really sure what you mean. Knock-back against walls, enemies or something else. I guess I should add knock-back from enemies, but I'm not really sure how it was done in the original. Did it stop your movement every single time you hit an enemy?

Also I found that the 'Royal Shrine' text vanished too quickly to read, if you aren't prepared for it.
No problem. That's an easy fix.

As I recall mentioning (though maybe I didn't), I hadn't studied how/when enemies respawn. I'd suggest respawning them after traveling to a certain number of other rooms, rather than just when changing Game Maker rooms, IF the dungeons are rather large. Walking around through large floors with all the enemies beaten could get boring. A thought just occurred: it would be neat to actually SEE them respawn via some magic power, rather than just being there when you walk in.

Also consider the overworld; most if not all enemies respawn when you change areas.
Can't argue with that. This is somewhat of an hefty order though so it may take some time to implement. As for spawning enemies; I do want to add bones on the floor that turn into skeletons, but thats for the second dungeon.

With "target location" transitions, yes, extending the target just a bit might be the best fix, but he already seems to hit the target location a few pixels farther than expected, so it must be some other kind of bug. It was a one time occurrence for that door, but Link went back and forth a good 8 times or so before I freed him. It was the door between the room just after the 1st key, and the room to the left that's just a horizontal bridge with 3 pots.

If you're using division by frames to control Link's movement during the transition, then perhaps it was a perpetual rounding error. I'm not sure how your walking code works, but if it allows Link to be at a non-integer (x,y) position at any given time, then I'd suggest also rounding off his position before the transition begins.

This just in: I reenacted the bug by dashing at the upper part of the doorway so that Link passes through but still makes the collision noise. Took many tries but I made it work 3 times. Perhaps since Link is supposed to bounce back, the target position ends up getting pulled back a bit.

Also, where the 9 pots are just above that door, sometime in the midst of cutting them up and pressing D (I think) repeatedly to get infinite blue rupees out of one, Link's sword somehow got moved an entire 2 blocks to the left and 1 down. It stayed that way through every movement until quitting.
I haven't been able to recreate this bug but I did find some other really messed up things. For example, releasing your sword while doing a transition gets you stuck. That makes me wander what else I've missed so far.

Anyway. The story about rounding won't work. This routine is a stand alone from normal movement, making it easier to fix. It's just the Link objects moving from A to B with walking animation. The starting location isn't rounded but the speed isn't either. So moving left for A to B should make that in the and B is speed*pixels left of A, because speed/number_of_frames*number_of_frames = speed. If there is a rounding error it's so small it won't matter since movement is at least two pixels farther than needed.

The collision bit might be a reason but I have no idea how you managed to get it. :huh: When falling back through the air Link doesn't react with transition objects. :huh: I'll add in a line negating it, regardless. Let's hope that's the solution. You're a good glitch finder it seems.

The continues rupees is something I already found and fixed myself. At least that's what I thought. What demo where you playing when you got that? I don't suppose you could put something up on youtube or something?

The two sounds are supposed to play simultaneously. If you've got an emulator, try disabling the first 6 sound channels to leave just those two. #8 is the one I mainly hear, and #7 is the one I can't. It's like a quieter version of the beam-shot from the sword.
Sorry, no emulator. I'm using memory and youtube.


Now for some new info:
I'm working on customizable controls, but I'm pretty sure not everybody is going to like the menu. The point was that I wanted one screen to change all your controls, since scrolling looked dreadfull. As you move next to an action the title mentions the button associated to that action. It then switches back and forth to explain which button needs to be pressed to if you want to change the button. It's still in progress but I'm curious for your input.

ENTER, SPACE and ESC are standard buttons for confirm, confirm and cancel. These can't be changed. I'll also an automatic save feature for the controls.






Update:
Nope, didn't finish enough to justify a corrected demo by today (found a new appartment this weekend). I still need to add the "respawning" enemies. The rest is done, including the customizable controls. While I'm at it I'll also work on a global saving system which is completly new for me. And, if someone helps me with my sprite request, I should also be able to do the "pick up and throw" mechanism in about two or three weeks depending on free time. That should be enough for the next demo.

1117
I took me a while but I figured out what was missing. Right before an enemy goes up in smoke you see two slashes across there body. The screenshot below shows exactly that (in my personal version, so don't mind the blue etc). It may need some more work though. Also I have yet to think up a way of inverting the enemy sprites when they get hit. Maybe it's not even possible. Oh well.


1118
PS. One more bit of advice I just remembered: perhaps you should enlarge the object mask of the pots. It seems a bit too easy to "corner-cut" around them - you almost need to be dead-centre to walk in and pick them up.

Well, I started working on this today, but it seems there wasn't much to fix. The easy "corner-cutting" will stay but that will not effect the ability to pick containers up. Moving uses precise sprite. Using the action button only checks the bounding boxes. So there's not much for me to improve. It'll all fall into place.

The issue of dissappearing items has been fixed and I've added another room, pressure plates and conditional doors since my last post. Unless someone specificly requests it I won't release a fixed demo. At least not untill I get a little bit more additions finished. Which will hopefully be in about two or three weeks.

----------------

Update:
Scratch that last bit. I've almost finished the regular cyclops enemy, but it just doesn't feel right yet. I'll probably post a demo tonight. Maybe you've guys got some suggestions.

----------------

2nd Update:
A new demo is now uploaded. The changes aren't too mayor. I'm just looking to get some new features tested. In particular the new enemy, which you can find outside and near the giant chest inside.

If you find anything wrong within the demo or you have other suggestions then be sure to leave a comment. Even if I don't adjust things directly (like the masking of the pots) that doesn't mean I haven't made a note of it for later. ;)

1119
Here you go. It's what I pieced together for my own game

1120
Sorry, but these requests just rub me the wrong way.
Maybe you could think a little longer before posting such useless requests.

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