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Messages - cazallx

Pages: [1] 2 3 ... 5
1
Congratulations, your dead body is worth $7450!

2
Coding / Re: Putting name into the game, when talking to somone, etc.
« on: July 02, 2007, 10:06:15 pm »
it should be
Code: [Select]
message("your name is:" + string(global.name))
He wanted to add a period at the end thus it is
Code: [Select]
message("your name is:" + global.name+".")wait... WTF are you doing stringing a string?
well i made it up on the spot so i did not test it or anything and i did not read his own code.

3
Coding / Re: Putting name into the game, when talking to somone, etc.
« on: July 02, 2007, 09:42:45 pm »
it should be
Code: [Select]
message("your name is:" + string(global.name))

4
Coding / My new movement engine.
« on: July 01, 2007, 08:45:24 pm »
For the first few games i tryed to make i used goodnights movement engine. then i started to want more stuff so i wanted to make my own. i started off with a a basic movement engine with no wall sliding while walking into a diagnal wall and stuff like that. then i added ice sliding. now to day a wanted to redo my engine to out do goodnights. this is what i came up with.

it still not done but i wanted to share it.

i still have to make pushing and the sprites are still not changing but if you cant make that part you should not be making a zelda game.



it has wall sliding, cornercuting, ice sliding.

later i will add in pushing, and sprite changing. also the mask is the same size as the minish caps mask.

5
Coding / Re: GM6 Request Engine or Code for...
« on: July 01, 2007, 06:27:37 pm »
the one made by goodnight is in his sig.

ill get the link in a sec.

edit: http://noproblo.dayjo.org/misc/LinkMovement.zip

6
Coding / Re: [Engine]A Link to the Past Engine
« on: June 27, 2007, 09:19:30 pm »
this is good.

a few things work like !@#$% tho like the cracked floors and the tall grass does not have anything under it when it dies and that looks pretty ugly.
also you should add in the sword tapping aganst walls and bushes.

7
Coding / Re: Low-Heart Alert
« on: June 26, 2007, 08:21:12 pm »
my code should work unless your beep is actualy three beeps at once.
goodnight has beeps that loop perfectly on his sound effects page.

8
Coding / Re: Low-Heart Alert
« on: June 26, 2007, 07:26:07 pm »
if you want send me the source and ill fix it.

9
Coding / Re: Low-Heart Alert
« on: June 26, 2007, 12:39:40 pm »
like this

Code: [Select]
if (global.heart)<=(global.totalheart div 3){
    if !sound_playing {
        sound_play(global.lowheart_S)
    }
}

10
Coding / Re: Pick up and throw help with gm5/gm6
« on: May 11, 2007, 03:42:08 am »
that takes a lot of sprites so if you are good with timelines you could use those.

11
Coding / Re: Swap Tilesets
« on: April 04, 2007, 09:38:14 pm »
Quote
background_replace(ind,fname,transparent,smooth,preload) Same as above but in this case the background with index ind is replaced. The function returns whether it is successful. When the background is currently visible in the room it wil be replaced also.

That is from the manual. Read it, maybe?

Just replace the on with the tiles on it.

12
Coding / Re: GM6 Help. How do you add a trailing effect to an object
« on: April 01, 2007, 05:33:07 pm »
use mits it is the best.

13
Graphics / Re: ZFGC style
« on: April 01, 2007, 10:15:40 am »
oh good. i like this style.

14
Graphics / Re: .TakaM style
« on: April 01, 2007, 09:37:42 am »
you are not a gypsy you cant do that

15
Graphics / Re: .TakaM style
« on: April 01, 2007, 09:35:43 am »
order, order in the court.

now that i got your attention you can continue your pointless fight.

16
Coding / Re: GM6 Help. How do you add a trailing effect to an object
« on: April 01, 2007, 08:56:17 am »
my code does not make things black so its probably somewhere in your code

wait post your draw code i think i know what it is.

17
Coding / Re: GM6 Help. How do you add a trailing effect to an object
« on: April 01, 2007, 08:46:09 am »
i dont see how that could happen.

could you post all your objects code to see if a can see anything that could cause it.

18
Coding / Re: GM6 Help. How do you add a trailing effect to an object
« on: April 01, 2007, 08:31:38 am »
what do you mean?

post your code

19
Graphics / Re: .TakaM style
« on: April 01, 2007, 08:29:07 am »
When .TakaM was all like
ok guys, this may be a shock to some of you, but considering I made around 99% of this set you should be able to accept it.

I'm claiming this entire style for myself and Im looking to sell it once I put it up on my site, you can still help if you'd like, but be warned you won't receive any credit, or pay.
Current Tileset:

Current Palette:
PM ME FOR THE OFFICIAL PALETTE
Current Sprite Sheet:


Mockup:


20
Coding / Re: GM6 Help. How do you add a trailing effect to an object
« on: April 01, 2007, 08:25:52 am »
create code
Code: [Select]
/* Creates twenty variables, 'prev_x[1]' and 'prev_y[1]' through
   'prev_x[10]' and 'prev_y[10]'. The first is the current location
   of the object and each of the others represents a previous "ghost"
   of the object, with number 10 being the latest one (10 steps ago).
*/

for (ii = 1; ii < 10; ii +=1;) {
 prev_x[ii] = 0;
 prev_y[ii] = 0;
}

step when going fast
Code: [Select]
// Update the current object's positions.
prev_x[1] = x;
prev_y[1] = y;

// Update each of the "ghosts".
for (ii = 10; ii > 1; ii -= 1;) {
 prev_x[ii] = prev_x[ii-1];
 prev_y[ii] = prev_y[ii-1];
}

draw
Code: [Select]
// Draw the sprite and its 9 "ghosts" at logical alpha values.
for (ii = 1; ii < 10; ii += 1;) {
 draw_sprite_ext(sprite_index,-1,prev_x[ii],prev_y[ii],1,1,0,c_white,0.5*(10-ii)/10);
}

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