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.

Topics - Mamoruanime

Pages: 1 ... 4 5 [6] 7 8 ... 14
101
Audio / [Request] Touhou Project midi files
« on: August 01, 2009, 08:39:45 am »
Anyone have any of the Touhou Project midis? In particular, Cirno's theme, Alice's theme, and Marisa's theme.

If so, do post

102
Discussion / Blitzmax discussion thread
« on: July 24, 2009, 04:06:41 am »
I basically wanna see who all uses Blitzmax, and try to get some form of a following going on ZFGC. I'm still learning it myself, and I've noticed what made GM so easy to learn was the community gathering around to help one another. I think it'd be great to get that kind of dynamic going for Blitz.

So anyway, if anyone uses blitz, spill teh beanz

103
Entertainment / Ugh what game is this for SNES :(
« on: July 23, 2009, 06:23:22 am »
I don't have any pictures, or anything... The only thing I can really say about it is that it's a mode 7 game that plays out like F-Zero, except instead of racing you're fighting mobs through levels. One level features a SNES controller as a boss :( I can't remember what it is!

It's seriously bothering me, because I played this game when I was like 8 but haven't seen it or heard of it since :x

EDIT:

Nevermind... I actually JUST found it :x It's Hyperzone... Screens uploaded

104
Coding / Radial movement?
« on: July 17, 2009, 06:28:01 am »
This has always bothered me because I've never been too knowledgeable of Sin/Cos/Tan, but bear with me as I try to explain what I'm looking for :p

Lets say there's a turret gun (or something to that effect), and I want it to precalculate it's bullets trajectory based on a point around the radius around it (see diagram).





It needs to precalculate the X and Y position that bullet is going to go to based on it's rotation. I guess where my stumbling block is, is that I feel I need to have one value (0 - 360) to calculate it's movement direction, which should automatically calculate X and Y.

Throws me off D:

106
Entertainment / Harry Pothead and the Order of the Dime Bag
« on: July 17, 2009, 01:16:07 am »
http://news.ninemsn.com.au/entertainment/799358/harry-potter-star-busted-with-dope-farm

Quote
A teenage Harry Potter star is facing jail after police reportedly found cannabis growing in his bedroom.

Jamie Waylett, who has played Hogwarts bully Vincent Crabbe in six films, was allegedly caught with eight bags of marijuana in his car after a police tip-off.

Drug squad officers then raided the 19-year-old's parent's home to allegedly discover ten mature plants in his bedroom.

The dope, which was reportedly growing under hydroponic lights alongside the teen's PlayStation and DJ decks, was valued at about $4100, The Sun reports.

Waylett and a friend riding in his Audi, also 19, were held on suspicion of possession and production of a Class B drug.

If convicted, the offences carry a maximum jail term of five and 14 years.

It's not the first time the London actor has been linked to illegal substances.

In 2006, a video obtained by a British newspaper allegedly showed Waylett snorting cocaine.

He also reportedly bragged about getting high at a Harry Potter premiere and invited strippers back to his flat.

Both teenagers were bailed until July pending further enquiries.

Lol busted with pot.

Anyway, just thought this was interesting, so I shared it :p

107
Entertainment / Finally beat HL2-E2
« on: July 12, 2009, 03:31:26 pm »
Okay so, I know I made my "FINALLY PLAYING HL2" thread like a year ago, but I stopped playing for a while... then played again.

I must say, I'm horribly disappointed about the ending battle. I had almost no ammo, about 6 hunters on me, and 3 striders. I felt like I was playing a one sided battleground on WoW. Either way, I pwnd their asses by throwing !@#$% at the hunters with the grav gun, and almost simultaneously popping all of the striders with the smg.

Okay, so the whole Borealus thing. Half Life 2 e 3 will probably have the portal gun. The whole point of the borealus to begin with is that they have Aperture's portal technology alternative onboard -_-;; I dunno; not particularly looking forward to it.

Either way, game was alright. Didn't do that damned gnome thing tho.

108
Discussion / Discussion on *why we don't finish projects*
« on: July 10, 2009, 09:02:41 am »
I've been thinking about the hundreds of projects here that haven't been completed, or are abandoned... There's a common trend with each of them- They're all ambitious for the developers programming skill level.

I think over the years I've come to realize that 99% of us dev only to challenge ourselves, and not to release something. We may not know immediately that the challenge is the reason we're doing it, but I think it dawns on us later. After we've attempted our biggest challenges, we tend to stop caring about progressing the project further. I've seen so many engines go only as far as the walking system and basic attacks. The accomplishment of making your character work the way it's supposed to is usually an immensely gratifying feat, and I don't believe people are planning their projects well enough to set up milestones and tasks for them to achieve when they do something gratifying, so they just lose interest.

I was looking back at some older projects, like Animal Crossing Neighborhood. That project looked spectacular, but I can see it as a project that I would do just to see if I could make something that looks like AC, instead of devving it to release it. I was reading through it, and it seemed like it was a test of a few things- 3d, networking, and staying true to AC's design. The priorities out of those 3 things seemed to be 3d and AC's design, leaving the networking stages (presumably the final portion of the game) unfinished once the other 2 were completed.

Honestly you could look at any project other than that as well and say the same thing after identifying what the motives were. The mass of Ocarina of Time 2d games aren't devved because someone really wants to make OoT2d. They want to make an engine FOR OoT2d.

Anyway, there are a lot of ideas behind this, and a lot of ways to prevent it. I wanna leave it open for discussion.



109
Afghanis-tan!

Yeah... A Moe Anthropomorphism of AFGHANISTAN of all countries XD

Quote
Characters

    Note that most of the character names are written in Japanese the same way the country they represent is written, only with hiragana instead of katakana. The "-tan" suffix, playing with the "-stan" suffix, present in the names of characters representing Central Asian countries, however, uses katakana. Also note that "Meriken" sounds similar to "american",and "Al-" is present in Al-Queada and Al-Nyaida.

Afghanis-tan (あふがにすタン, Afuganisu-tan?, represents Afghanistan)
    The protagonist of the series, an unfortunate girl surrounded by neighbors with strong personalities. According to her character description "she trips and falls a lot." Her design appears to be based on Sharbat Gula, an Afghanistani woman whose iconic photo appeared on the cover of the June, 1985 issue of National Geographic.

Pakis-tan (ぱきすタン, Pakisu-tan?, represents Pakistan)

    Boastful, and often feels lonely, especially without Kashmir. Likes Afghanis-tan.

Uzbekis-tan (うずべきすタン, Uzubekisu-tan?, represents Uzbekistan)

    Stubborn, and a sore loser. Often quarrels with Pakis-tan. Idolizes "Russia onee-sama".

Tajikis-tan (たじきすタン, Tajikisu-tan?, represents Tajikistan)

    A salt-of-the-earth Edokko type, quick to argue and quick to make up. Has girlish tastes.

Kyrgyzs-tan (きるぎすタン, Kirugisu-tan?, represents Kyrgyzstan)

    Quick-thinking and sharp-tongued. Always riding on a wooden horse.

Turkmenis-tan (とるくめにすタン, Torukumenisu-tan?, represents Turkmenistan)

    A girl with a mysterious personality - one never knows her true thoughts.

Meriken (めりけん, represents the United States?)

    The richest person in the neighborhood. Good in a fight, and never doubts her own sense of justice.

Al-Nyaida (あるにゃいだ, Arunyaida?, represents Al-Qaeda)

    A group of feral cats causing trouble in the neighborhood. Come to live in Afghanis-tan's house while she is out.

Rofl... Al-Nyaida

110
Entertainment / La Edit of K-On.
« on: June 30, 2009, 08:52:31 am »
I'm testing some stuff, so forgive me if this doesn't work (it will be on in a few seconds):
 





111
Entertainment / Do translate please
« on: June 23, 2009, 06:02:54 am »
<a href="http://www.youtube.com/watch?v=QvLsabYiKo0" target="_blank">http://www.youtube.com/watch?v=QvLsabYiKo0</a>

D: need translation

112
Graphics / A familiar hero
« on: June 22, 2009, 07:47:42 am »




Boredom.

113
Entertainment / This is why old sonic was cool :(
« on: June 14, 2009, 09:26:34 am »
<a href="http://www.youtube.com/watch?v=z0Qr0kSXGEg" target="_blank">http://www.youtube.com/watch?v=z0Qr0kSXGEg</a> Check that out. I never knew about it D:... But it just proves that originally they had some kickass ideas :(

114
Entertainment / The Ballad of Gay Tony
« on: June 13, 2009, 11:22:07 am »
I'm really surprised no one else made a thread about this... lol

http://en.wikipedia.org/wiki/Grand_Theft_Auto:_The_Ballad_of_Gay_Tony

<_< yes... the next GTA4 xpac... lol...

I uh... don't know what to say O_O;;

115
Graphics / よろーたん!
« on: June 08, 2009, 03:00:33 pm »
Can't say what she's from, but she's a MOE Anthropomorphism.


ENJOY

116
Entertainment / For people who are cool;
« on: May 22, 2009, 12:50:28 am »
Bamboo Leaf Rhapsody is now everywhere on the net D:!

Even some speedsubs are done for it. Came out earlier today.

117
link: http://tech.uk.msn.com/news/article.aspx?cp-documentid=147416005

Quote
Scientists have unveiled a 47-million-year-old fossil which could be the evolutionary "missing link" between humans and our very distant ancestors.
At a ceremony at the American Museum of Natural History in New York, Ida, a two-foot long lemur-like creature, was shown off to the world.
Discovered in Germany by a team of Norwegian scientists, Ida is 95% complete and believed to be 20 times older than most fossils which help explain human evolution.
Experts are excited because it is a transitional species, with characteristics of both primitive non-human creatures such as lemurs and also those higher up the evolutionary line, such as monkeys apes and humans.
As such it places Ida - or Darwinius masillae to give the specimen its full name - at the very root of anthropoid evolution, when primates were first beginning to develop features that would eventually evolve into our own, it is claimed.
It took a team from the University of Oslo two years to analyse and verify Ida. The specimen was unearthed in the 1980s, but it was only recently that scientists were able to analyse the complete fossil. Previously it had been split in two by private collectors.
The Oslo team concluded that Ida was a female herbivore believed to have died when she was nine months old. Scientists suggest she was overcome by carbon dioxide gas while drinking at the Messel Lake. She sank to the bottom on the waters where the unique conditions preserved her for 47 million years.
Among Ida's features are human-like opposable thumbs. She also has nails as opposed to claws and teeth, much like a monkey. Scientists also noted that her forward-facing eyes are like ours, allowing vision to overlap and allowing the creature to judge distances.
Dr Jerry Hooker, mammalian palaeontologist at the Natural History Museum, said: "The key significance of this new fossil is that it is so complete. While we do know of a few nearly complete early primate skeletons, Darwinius masillae also has fur impressions and the remains of its last meal in its gut. It is also the most complete primate skeleton from Messel itself, and the earlier ones are frustratingly incomplete in one way or another."
"Scientists can therefore now learn a lot more from this new fossil about a very early stage in primate evolution and also reconstruct aspects of its lifestyle."

I personally don't see the resemblance... Looks more like a sloth to me <_<;; It's like that whole "hobbits live on this island and were human's ancestors!", where they just try to slap evolution onto anything. Other than that, I think it's an awesome discovery simply as a new animal.

118
Entertainment / Mark Crilly
« on: May 18, 2009, 02:26:38 pm »
Not sure if anyone knows about him, but he's a manga artist/story writer. He created the Miki Falls series, and has lead a number of other commercial manga projects over the years.

WELL! He's got a pretty sweet tutorial series on youtube; http://www.youtube.com/user/markcrilley

He's not the GREATEST manga artist out there (I have major issues with some of his style at times; but otherwise <3), but he definitely teaches some essentials

119
Graphics / Mammy draws a belmont.
« on: May 13, 2009, 10:43:20 pm »
TIME FOR!

Mammy Draws a Belmont!




DRAWING ANIMATERU


120
Zelda Projects / [DEMO] pureLA Engine and OoTGB
« on: May 12, 2009, 06:01:35 am »
Update:
Source is now available for this project.


I'm going to have to ask that anyone who downloads the source does not use it in their projects (not that you can really *add* it to a project; you have to build the project off of it), and that it's used purely with the intention of adding on to it, and submitting scripts to help finish the engine.

If you have developed something you'd like to make a part of pureLA, please PM me with the following:

-Script Name
-Script Description
-Script Dependencies
-Where the script belongs in the pureLA family
-The name you'd like to be credited under

I do ask that you don't use any code that you've borrowed from another location. Original 'made-by-you' code only. Also, it's required that the script follows the conventions used throughout pureLA. This means- No dependencies outside of the category it falls under (IE octorok map engine scripts can have dependencies through that system, but not other systems), and if possible, single-script objects if objects are needed. This requires almost all script creation to be done with the pureLA engine handy for efficiency and ease-of-integration.


pureLA.zip (54.42 KB)



About pureLA:

Project Head: Mamoruanime

pureLA is a pseudo pipeline engine system using GameMaker 6.1 housing essential scripts needed for any Gameboy Zelda fangame.

Each element to the engine is it's own system, in which everything runs from a host script, and branches out to many other areas of the code, but still running independently of the other individual scripts. This allows you to pick and choose which engines you would like to use for your games.

Individual systems within the pureLA engine avoid using multiple objects to operate. Meaning they need to be initialized, but do not need separate objects to run the scripts. Everything's handled using built in drawing functions and variables.. This increases your fangame's overall speed and filesize. One controller object is all that's needed to run each engine.

The following are the systems used in pureLA along with a brief description:

Octorok Map System (OMS)
External Map Dynamic Loader

Nayru Inventory System (NIS)
Item File Loader and Inventory Management

Din Dialog System (DDS)
Links Awakening Dialog Management

Each system can run independently of the other unless otherwise specified in code. In which case, simply running a system's initialization script will allow the other to run.

-

The main feature of this engine is ORE.

ORE dynamically loads maps created on a 9x9 room grid. This grid is the ONLY room you need in your game. Upon initializing, ORE will load 9 map files, with the player being in the center of the grid.

Q: Why set up the map system this way?
A: Simply put, it's foolish to load a huge room at one time, and it's even more foolish to have a million rooms in gamemaker just to symbolize one area in your game. That causes major filesize issues on your compiled EXE. ORE reduces your filesize by requiring only ONE room with no tiles or object data initially placed. The system loads your rooms for you, and discards them when they're not needed. No more long load times, and no more shoddy transitions from room to room. Everything is near authentic to Links Awakening.

-

The second main system is NIS. NIS handles everything involving inventory. Much like in Links Awakening, and the Oracle series, your items are placed on a grid for you to select from. Selecting an item places it in slot A or slot B. Most inventory and menu systems use multiple objects to represent what's on the screen, but NIS does not. Instead, it uses various arrays and individual scripts to display your inventory, and manage each action the player takes henceforth. Simple scripts such as "AddInvItem(x,y);" make it easy to place an item in your inventory. If a place is not free in the inventory, it moves to the next logical place.

Certain items might have multiple iterations of itself, or possibly different kinds of ammunition. Much like in the GB zelda games, upon selecting these items, a dialog will appear showing the other selectable versions of the item.

Another key feature is that each item is it's own script. One script is needed for each item to operate in the menu, as well as in-game.

-

The DDS system handles dynamic dialog display along with any and all text functions in the game. Typewriter scripts, text effects, and even the ocarina song display scripts are handled through this.

-

The goal for pureLA is to help people easily create their GB zelda fangames without the loss of development quality. The scripts in pureLA are easy enough to use for even the most inexperienced developers to utilize these efficiently.

-


About OoTGB:

Project Head: Mamoruanime, Metallica48423, and DJvenom if he's still interested (lol you still get sources foo)

Ocarina of Time GB is the test-bed for pureLA. It will be used to showcase the functionality of the engine, as well as give players a fun retro gaming experience with one of their favorite Zelda titles.

As apposed to this game being a 1:1 transition from 3d to 2d, it's more of a "re-imagining" of the classic; offering the original storyline and fun as if it were made back in 1994 for the GB.

Development on OoTGB is done simultaneously with pureLA, and will have more frequent demo releases. pureLA will have a release once the pipeline is completed and ready.

Tech demos will be released frequently showcasing general functionality, and game demos will be posted at each milestone in development. Below is a list of preliminary milestones:

- Inside the Deku Tree
- Dodongo's Cavern
- Adulthood

Once these three milestones are reached, the engine will be near complete if not already finished, and OoTGB will be in full exclusive development.

Preliminary technology screens are attached to this thread, as well as a tileset preview. The tileset preview shows how the resources are optimized, and will be released publicly via the Zelda game mass rip project (in the Graphics board)

Feedback, as well as ideas are greatly appreciated.


Preliminary builds and source have been previewed by a select few. Namely DJvenom; who has viewed each preliminary milestone as it's created and offered excellent feedback for each.

Pages: 1 ... 4 5 [6] 7 8 ... 14

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



Page created in 0.093 seconds with 30 queries.

anything