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Messages - DarkerColt

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1
Other Projects / Update 9/1/2015 (Designed Characters) [X]50 views
« on: January 09, 2015, 04:30:42 am »
As promised! This post will be updated in future of the designed characters - Ethan

[X]50 views : Release of the world's (so-far) designed characters:

You: Protagonist | Games 1st enemy, patrols the cavern | Games first intended sub-boss

2
Today I would like to introduce Erebus, a side-scrolling platformer done in a progressive metroidvania style layout. This will be my sole project for the next coming few months, hoping to be complete before my mid-year exams. The game depicts you, cast away into the depths of an expansive cavern. Pitted against the darkness and what lies below. You will have to travel along the caverns to find items to advance to the next area of the game.

[Kickstarter Style] Goals:
[X]50 views : Release of the world's (so-far) designed characters:

You: Protagonist | Games 1st enemy, patrols the cavern | Games first intended sub-boss
______________________________________________________________________________________________________________________________________________________________
[ ]150 views : Secondary Area Screenshots (if completed).
[ ]300 views : Overworld design layout.
[ ]500 views : Release of teaser trailer (zfgc exclusive?)
[ ]750 views : ??? Will make it up as I go (will also take requests!)
(Also each comment will add 10+ views. for feedback purposes)

First Demo Release Data : Coming soon!

Current Screenshots:

3
Graphics / Re: Koh's Sprite Joint
« on: April 15, 2014, 02:30:57 am »
Personally i prefer the lower resolution images (pixelated). But they are all excellent, very jealous of your talent!

4
Discussion / Re: Creating New Cave Content
« on: January 06, 2014, 03:21:33 am »
Closed caves can have minor item upgrades (if you have 3 uprgrades per weapon or so), also could have the "its a secret to everybody," moblin in some of these.

Not as experienced with the original zelda so i will add more to this as I can think of things.

5
Zelda Projects / Majora's Mask 2d [Update #4 Delays]
« on: January 03, 2014, 03:51:37 am »
Hi! This is DarkerColt the sole worker on the Majoras Mask GB project wanting to share with you an example project i am preparing for use in Whitay's Zelda 1 Remake Project: http://zfgc.com/forum/index.php?topic=40835.0.
Please make sure to support this fan game, let me know what you think!
(p.s it is still in progress).

Exe Demo & a Quick screen to download  :P :

http://sandbox.yoyogames.com/games/224548-stalfos-exe/send_download?code=e9200fba50d99b2c86f424a91de9a09ed9ad16c5

6
Recruitment / Re: [Recruiting] Legend of Zelda 1 Remake, Spriters Needed.
« on: December 11, 2013, 05:07:58 am »
This project looks promising! I would like to help but I am definitely not a sound producer or spriter but, if you need help with coding as such (as you noted Enemy AI) i will try my best to muster something up for you!

If you want to have a look at anything I have done i only have my "Majora's Mask GB" project going at the moment:
http://zfgc.com/forum/index.php?topic=40744.0

If i can be of service you can pm me on zfgc or on my youtube user: darkercolt.
Thanks!  XD

7
Zelda Projects / Re: Majora's Mask 2d [Post 2 + Link Forms!]
« on: September 19, 2013, 11:13:13 pm »
Any chance of switching to MC style sprites before you make it too far?
I have posted a poll at the top of the page to see what people would prefer in graphics, if i am to switch the project to MC Style Graphics i will need someone available because i do not have the time nor experience to do so.

8
Zelda Projects / Majora's Mask 2d [Update #4 Delays]
« on: August 17, 2013, 02:56:53 am »
Welcome to my zelda fan game project, Majora's Mask 2d!

*New Content

What i have achieved so far:

Mask + Inventory Menu Coded (items will be added in slowly as they function).
Able to change links form, back & forth.
NPC's with original the in-game text.
*Time system, with Dawn of a new Day!
*Textbox, with border and different coloured text.


Latest Screen-Shots:

9
Zelda Projects / Re: Zelda ALTTP3D [random screen july 18]
« on: July 19, 2013, 08:26:10 am »
I think the grass texture needs to be toned down a bit to keep that cartoony feel
P.S looking forward to this!

10
Discussion / Re: Zelda Multiplayer Project
« on: July 16, 2013, 12:29:29 pm »
Each character will have there own seperate character with seperate inventories, hoping to make it so you can choose a specific look of the character. I have figured out the games storyline, and will be called loz: shadowed sands. Will reply more later got to get to sleep.

11
Discussion / Zelda Multiplayer Project
« on: July 14, 2013, 01:12:33 pm »
Today i am introducing my new Zelda project, i will begin it in the built in mplay function but will hopefully convert it to a 39DLL extension.

I have plans for:
-Hosting and Joining servers over LAN or on-line.
-up to 4 players per game (having standard four sword characters)
-a complete story and game (not a stage selection like four swords)
-several extras or alternate sidequests after completing the game.
-an ini save system, that will save positions in the world.

looking for some input from the forum on what i should change. Thanks!  XD

Example Below of some differences players will see.

12
Zelda Projects / Textbox The Legend of Zelda ALTTP3D
« on: May 09, 2013, 01:51:30 am »
Really like the textbox, reminds me of windwaker and i cherish that game. Maybe make it have a bit of opacity?

13
Hey! all i can say is fabulous project! keep up the awesome work! just one thing with when he link look towards an object make it so those are the objects that can be Z-targeted! will check regularly for more updates!

14
Coding / A Random Level Generator Script (
« on: March 21, 2013, 10:34:38 pm »
Yesterday i posted a topic concerning a splitscreen formula, today i release another script, let me know what you think.

//This is a random object generating script for GML.

//Script by Ethan Behan, credit would be appreciated.

//create event (setting the variables to avoid error):

generate=true
type=0
active=0
room_speed=1000 //so the process is sped up.

//step event:

if generate = true //overall decision for the object to start generating!
{
   if place_free(x,y) and type=0 and active=0 //this checks active and type is not equal to 1 so it does not generate multiple objects in a single place.
   {
   active=1
   }
}
//object generator, the higher the real numerical random number the less chance there will be an object of choice, type 0 must always be free.
if active=1 and type=0
{
   active=0
   type=irandom(3)
   if type=1{type=0;instance_create(x,y,objWall)}
   if type=2{type=0;instance_create(x,y,objwater)}
   if type=3{type=0;}
}
//movement,moving by a 16,16 grid.
if place_free(x+16,y+0) and generate=true
{
x+=16
}
//destroys once the object is out of the room.
if y > room_height
{
   instance_destroy()
}}

//Outside Event: //this is used to scroll down the room

y+=16
x=0
type=0
active=0

//Destroy Event:

room_speed=30 //this is the normal room speed.

//Sript produced by Ethan Behan.

15
Coding / Converging Camera Script - Four Swords Idea (By Me)
« on: March 20, 2013, 12:28:47 am »
Couldn't find anything similar on the forum so heres a resource by me.
Its a script for use in an open world splitscreen four swords game.

//2 player combining views script!

//this script requires both a 1st player and 2nd player but can be extended for up to four player splitscreen games.

//place this on a global object, but this script must be running off the 2nd player and also in the step event.
if instance_exists(2ndPlayer)
{
   //combining views
   if distance_to_object(1stPlayer) > 40
   {
   view_visible[0] = false;
   view_visible[1] = true;
   view_visible[2] = true;
   }
   else
   {
   view_visible[0] = true;
   view_visible[1] = false;
   view_visible[2] = false;
   }
}
else
{
view_visible[0] = true;
view_visible[1] = false;
view_visible[2] = false;
}

//script curtesy of Ethan Behan.
//credit would be appreciated.

//view example:

//set up views like this:
//view0
//view in room: W:160 , H:144
//port on screen: X:80 , W:160 , H:144
//Object Following: 1stPlayer
//Hbor:500 , Vbor:500

//view1
//view in room: W:160 , H:144
//port on screen: X:161 , W:160 , H:144
//Object Following: 1stPlayer
//Hbor:500 , Vbor:500

//view2
//view in room: W:160 , H:144
//port on screen: X:0 , W:160 , H:144
//Object Following: 2ndPlayer

16
Coding / Re: [REQUEST] screen scrolling
« on: February 21, 2013, 03:04:10 am »
Thanks for letting me know :)

17
Zelda Projects / Re: Legend Of Zelda: Hero of Wind
« on: February 20, 2013, 10:02:38 am »
The only thing I would suggest after looking at the screenshots of the sky stuff is making some sort of depth tile to surround the island. It looks a lot like the island is as thing as a piece of paper currently and i don't think that's the case ;).

i know what you mean but i wont focus to much on the world until the programming is done!

18
Zelda Projects / Re: Legend Of Zelda: Hero of Wind
« on: February 20, 2013, 10:01:42 am »
An adventure that takes place in the skies?

Actually no it will mainly take place on the land below, (i dont want to announce to much about the story i have in mind)

19
Coding / Re: [REQUEST] screen scrolling
« on: February 20, 2013, 08:58:55 am »
i have an example of this, if you are still interested let me know! :)

20
Zelda Projects / Re: Legend Of Zelda: Hero of Wind
« on: February 20, 2013, 08:40:31 am »
Lost all project files :'( but the game will still go ahead! looking for anybody willing to help with the game (sprites, tiles and possibly some programming!)

and i had just finished the programming today too :(

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