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Author Topic: [Game] TLOZ: Chaos Rising  (Read 56516 times)

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Zhello

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Re: [Poll]&[Trailer] TLOZ: Chaos Rising
« Reply #20 on: May 24, 2011, 09:27:49 pm »
  • L'homme avec beaucoup de noms.
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Nice trailer  :D, when can one expect a demo from you?

I seen the trailer and I wait for a demo.

You are quite demanding sir :p
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Re: [Poll]&[Trailer] TLOZ: Chaos Rising
« Reply #21 on: May 25, 2011, 05:51:46 am »
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The first demo ( and depending on the speed of progress, perhaps only demo before full release ) will be an actual part of the game itself. It will be the game up to the first dungeon ( and perhaps including, not certain about that yet ).

So that means that when the hostiles development has been done, I only have a few more npc's to place in a town before the demo is ready. 
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Re: [Poll]&[Trailer] TLOZ: Chaos Rising
« Reply #22 on: May 26, 2011, 06:33:43 am »
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Cool) I like the Zelda in GBC style)
why don't use F9 for screenshot? I'm feel, what you cuting it at paint.
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Re:[Trailer] TLOZ: Chaos Rising
« Reply #23 on: June 02, 2011, 09:00:36 am »
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Eh, well, using F9 is the easy way.
For some reason the first thing I think of usually is not the easy way.

Currently working on Octoroc development, they can now walk around and shoot a projectile.
( though the projectile needs a better sprite, this first one I made doesnt look real good, but I don't seem to have the original sprite )
And just solved a problem where Octorocs could walk out of the room.

Things that still have to be done before the Octoroc is done:

making it so that the Octoroc can drown in deep water / can get hit and then fall in a hole / get get hit by a trown rock or other thrown item.

Also still need to decide how much damage each of link's items will do to the Octoroc.

And perhaps change they way they react on the boomerang, I'm not completely satisfied with the current stun effect.

But when all of the above is done and the Octoroc are completely as I want them to be, It will be easier to create most other enemies, as then I will have a prototype enemie.


**edit**

- slighlty changed how the stun / freeze effect look
- coded the reactions (damage) of link's weapons that can be used against the octoroc

**edit2**

after getting hit an octoroc can now drown in deep water / lave or fall in a hole, the octoroc however will not just simply walk to its dead by itself.
« Last Edit: June 03, 2011, 09:18:07 am by Atomicd1 »
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Re: [Trailer] TLOZ: Chaos Rising
« Reply #24 on: July 07, 2011, 08:25:45 pm »
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Well, I'm deffinately not progressing as fast as I had hoped, but here is a small update:

enemies created till now:

Show content
- hardhat beetle;
- moblin ( unarmed, with arrow, with sword );
- octoroc;
- keese;
- rat;
- tektite;
- riverzora;
- bomber;
- piranha;
- snake;
- floorspikes.

Currently working on the:
Show content
Buzz Blob

other enemies planned:

Show content
- zol ( aka gel );
- stalfos ( with and without throwing bones;
- leevers;
- wizzrobe;
- gibdo;
- ghini;
- armos;
- beamos;
- flying flore-tiles;
- water tektite;
- crow;
- blade traps;
- anti-fairy.


Bosses / mini-bosses have not yet been created and are not mentioned in the listing above.

Unfortunately with all the work done till now enemies and other things some small ( and 1 larger ) bugs seem to have slipped into the game which I have not been able to fix till now.

« Last Edit: July 11, 2011, 05:55:58 pm by Atomicd1 »
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Re: [Trailer] TLOZ: Chaos Rising
« Reply #25 on: July 11, 2011, 05:55:01 pm »
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Solved some addition bugs and some of those that I had already noticed.
I currently have two known bugs remaining, a minor one and one that for game experience is a larger problem.

The minor bug is that when you are in one room with lava or deep water in it on the side of the room.
When you have the ability to jump over it into the next room, but in that room land in lava or deep water the game has no coördinates for link to be created after the burn / drowning thingy, as the previous coördinates are from the previous room.
Most likely this bug will turn out to be a none fixable one.
But there are only a few rooms in the game where it can happen and then only when the player choses to cause it.

The larger bug that will result in a less good game is that many enemies have the habit of getting stuck when they get in collision with an object which has
some enemies get stuck on the solid objects, or one of the objects with a solid parent object.
The enemies have been set to move x and y value back to the previous ones on collision with a solid object, but this often does not seem to happen correctly or something else on collison goes wrong in the movement , but I have no clue what it could be or how to fix it at this moment.

This last bug will need fixing before I continue creating new enemies ( or any other progress on the game)
Hopefully I will manage to fix it soon. ( though I have to admit that I doubt that this is realistic )
« Last Edit: July 11, 2011, 05:57:28 pm by Atomicd1 »
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Re: [Trailer] TLOZ: Chaos Rising
« Reply #26 on: July 11, 2011, 09:02:01 pm »
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Excellent eye!
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Re: [Trailer] TLOZ: Chaos Rising
« Reply #27 on: July 12, 2011, 03:43:45 pm »
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Re: the minor bug, it sounds like you could just reset the coordinates every time Link goes through a door to a new room.

Re: the larger bug, are you sure you understand how collisions work in Game Maker? Game Maker does some things on its own when a collision occurs. It sounds like you're doing more work than you need to be, and it's countering the work Game Maker does naturally.
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Re: [Trailer] TLOZ: Chaos Rising
« Reply #28 on: July 12, 2011, 05:07:28 pm »
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Hm, perhaps I should have expressed myself more clear, its not really the collision function of the game I meant with a collision.
Its when place_free(x,y) is not free ( or with other words when there is a place_meeting in stead of a place_free which could be defined a collision )

For example, below is the information taken from the snake object ( which is the enemie that seem most affected with the bug )
I'm going to do another attempt to fix it, but if you see the problem in all of this, help is welcome.

I prefer to make actual progress in place of doing useless attempts to fix things, that last thing tends to irritate me when that happens to often  which usually results in me needing a break from the project

Code: [Select]
Information about object: obj_Snake1
Sprite: sprSnakeR
Solid: false
Visible: true
Depth: 0
Persistent: false
Parent: objHurt2
Mask:

Create Event:

execute code:

HP=2
stunned=0
attacking=0
image_speed=0.2
alarm[0]=10

Alarm Event for alarm 0:

execute code:

if(!global.pause && !stunned  &&!attacking){
switch floor(random(4)){ //Pick a random number, make it an integer, and see what it is
case 0:
direction=360 //Right
sprite_index=sprSnakeR
break;
case 1:
direction=90 //Up
sprite_index=sprSnakeU
break;
case 2:
direction=180 //Left
sprite_index=sprSnakeL
break;
case 3:
direction=270 //Down
sprite_index=sprSnakeD
break;
}
//Set the speed
speed=floor(random(2))

//Reset the alarm
}
alarm[0]=19+random(26)
if(stunned){
    stunned=0
}

Alarm Event for alarm 1:

execute code:

image_alpha=1

Alarm Event for alarm 2:

execute code:

image_blend=c_white

Alarm Event for alarm 3:

execute code:

attacking=0

Step Event:

execute code:

if !place_free(x,y) {speed=0; x=xprevious; y=yprevious}
if(!global.pause){
dif = abs(direction-point_direction(x,y,obj_link.x,obj_link.y))
if dif<5 &&  !stunned && !attacking{
    attacking=1
    speed=3
    alarm[0]=20
    alarm[3]=20
      }
if(speed){
    image_speed=0.2
}
else{
    image_speed=0
}
if place_meeting(x,y,obj_link) && obj_link.usingshield{
    if global.facing="U"{
        sound_play(Bump)
        if(place_free(x,y-5)){
            y-=5
        }
    }
    if global.facing="D"{
        sound_play(Bump)
        if(place_free(x,y+5)){
            y+=5
        }
    }
    if global.facing="R"{
        sound_play(Bump)
        if(place_free(x-5,y)){
            x+=5
        }
    }
    if global.facing="L"{
        sound_play(Bump)
        if(place_free(x+5,y)){
            x-=5
        }
    }
}
if place_meeting(x,y,objFirerod) or place_meeting(x,y,objIcerod) or place_meeting(x,y,objMRod) && image_alpha=1{
    sound_play(EHit)
    HP-=1
    image_alpha=0.75
    alarm[1]=10
    if direction=90{
        if(place_free(x,y+5)){
            y+=5
        }
    }
    if direction=270{
        if(place_free(x,y-5)){
            y-=5
        }
    }
    if direction=360 or direction =0{
        if(place_free(x-5,y)){
            x-=5
        }
    }
    if direction=180{
        if(place_free(x+5,y)){
            x+=5
        }
    }
}
if place_meeting(x,y,objFire) or place_meeting(x,y,objWind)or place_meeting(x,y,Arrow) or place_meeting(x,y,objfirer) or place_meeting(x,y,objHammer)or place_meeting(x,y,objSwordshoot) && image_alpha=1{
    sound_play(EHit)
    HP-=2
    if direction=90{
        if(place_free(x,y+5)){
            y+=5
        }
    }
    if direction=270{
        if(place_free(x,y-5)){
            y-=5
        }
    }
    if direction=360 or direction =0{
        if(place_free(x-5,y)){
            x-=5
        }
    }
    if direction=180{
        if(place_free(x+5,y)){
            x+=5
        }
    }
    image_alpha=0.75
    alarm[1]=10
}
}
if place_meeting(x,y,Explosion) && image_alpha=1{
    sound_play(EHit)
    HP-=3
    if direction=90{
        if(place_free(x,y+5)){
            y+=5
        }
    }
    if direction=270{
        if(place_free(x,y-5)){
            y-=5
        }
    }
    if direction=360 or direction =0{
        if(place_free(x-5,y)){
            x-=5
        }
    }
    if direction=180{
        if(place_free(x+5,y)){
            x+=5
        }
    }
    image_alpha=0.75
    alarm[1]=10
}

if place_meeting(x,y,objicer) && !stunned{
    sound_play(EHit)
    instance_create(self.x,self.y,objChink)
    stunned=1
    speed=0
    image_speed=0
    image_blend=c_blue-150
    alarm[0]=180
    alarm[2]=180
}

if place_meeting(x,y,objBoomerang) && global.boomerlvl=1 && !stunned{
    sound_play(EHit)
    instance_create(self.x,self.y,objChink)
    stunned=1
    speed=0
    image_speed=0
    image_alpha=0.8
    alarm[0]=90
    alarm[1]=90
}

if place_meeting(x,y,objBoomerang) && global.boomerlvl=2 && !stunned{
    sound_play(EHit)
    HP-=1
    instance_create(self.x,self.y,objChink)
    stunned=1
    speed=0
    image_speed=0
    image_alpha=0.7
    alarm[0]=120
    alarm[1]=120
}
if HP<=0{
   instance_change(objEDie,true)
}

execute code:

if place_meeting(x,y,objSword) or place_meeting(x,y,objSwordCharge) && global.swordlvl=1 && image_alpha=1{
    sound_play(EHit)
    HP-=1
    if direction=90{
        if(place_free(x,y+5)){
            y+=5
        }
    }
    if direction=270{
        if(place_free(x,y-5)){
            y-=5
        }
    }
    if direction=360 or direction =0{
        if(place_free(x-5,y)){
            x-=5
        }
    }
    if direction=180{
        if(place_free(x+5,y)){
            x+=5
        }
    }
    image_alpha=0.75
    alarm[1]=10
}

if place_meeting(x,y,objSwordSpin) && global.swordlvl=1 && image_alpha=1{
    sound_play(EHit)
    HP-=2
    if direction=90{
        if(place_free(x,y+5)){
            y+=5
        }
    }
    if direction=270{
        if(place_free(x,y-5)){
            y-=5
        }
    }
    if direction=360 or direction =0{
        if(place_free(x-5,y)){
            x-=5
        }
    }
    if direction=180{
        if(place_free(x+5,y)){
            x+=5
        }
    }
    image_alpha=0.75
    alarm[1]=10
}

if place_meeting(x,y,objSword) && global.swordlvl=2 && image_alpha=1{
    sound_play(EHit)
    HP-=2
    if direction=90{
        if(place_free(x,y+5)){
            y+=5
        }
    }
    if direction=270{
        if(place_free(x,y-5)){
            y-=5
        }
    }
    if direction=360 or direction =0{
        if(place_free(x-5,y)){
            x-=5
        }
    }
    if direction=180{
        if(place_free(x+5,y)){
            x+=5
        }
    }
    image_alpha=0.75
    alarm[1]=10
}

if place_meeting(x,y,objSwordSpin) && global.swordlvl=2 && image_alpha=1{
    sound_play(EHit)
    HP-=4
    if direction=90{
        if(place_free(x,y+5)){
            y+=5
        }
    }
    if direction=270{
        if(place_free(x,y-5)){
            y-=5
        }
    }
    if direction=360 or direction =0{
        if(place_free(x-5,y)){
            x-=5
        }
    }
    if direction=180{
        if(place_free(x+5,y)){
            x+=5
        }
    }
    image_alpha=0.75
    alarm[1]=10
}

if place_meeting(x,y,objSwordCharge) && global.swordlvl=2 && image_alpha=1{
    sound_play(EHit)
    HP-=3
    if direction=90{
        if(place_free(x,y+5)){
            y+=5
        }
    }
    if direction=270{
        if(place_free(x,y-5)){
            y-=5
        }
    }
    if direction=360 or direction =0{
        if(place_free(x-5,y)){
            x-=5
        }
    }
    if direction=180{
        if(place_free(x+5,y)){
            x+=5
        }
    }
    image_alpha=0.75
    alarm[1]=10
}

if place_meeting(x,y,objSwordCharge) && global.swordlvl=3 && image_alpha=1{
    sound_play(EHit)
    HP-=5
    if direction=90{
        if(place_free(x,y+5)){
            y+=5
        }
    }
    if direction=270{
        if(place_free(x,y-5)){
            y-=5
        }
    }
    if direction=360 or direction =0{
        if(place_free(x-5,y)){
            x-=5
        }
    }
    if direction=180{
        if(place_free(x+5,y)){
            x+=5
        }
    }
    image_alpha=0.75
    alarm[1]=10
}

if place_meeting(x,y,objSwordSpin) && global.swordlvl=3 && image_alpha=1{
    sound_play(EHit)
    HP-=7
    if direction=90{
        if(place_free(x,y+5)){
            y+=5
        }
    }
    if direction=270{
        if(place_free(x,y-5)){
            y-=5
        }
    }
    if direction=360 or direction =0{
        if(place_free(x-5,y)){
            x-=5
        }
    }
    if direction=180{
        if(place_free(x+5,y)){
            x+=5
        }
    }
    image_alpha=0.75
    alarm[1]=10
}

if place_meeting(x,y,objSword) && global.swordlvl=3 && image_alpha=1{
    sound_play(EHit)
    HP-=4
    if direction=90{
        if(place_free(x,y+5)){
            y+=5
        }
    }
    if direction=270{
        if(place_free(x,y-5)){
            y-=5
        }
    }
    if direction=360 or direction =0{
        if(place_free(x-5,y)){
            x-=5
        }
    }
    if direction=180{
        if(place_free(x+5,y)){
            x+=5
        }
    }
    image_alpha=0.75
    alarm[1]=10
}

execute code:

if !stunned && image_alpha=1
{
   if direction=90 && place_meeting(x,y-1,objdeepwater) or place_meeting(x,y-1,objlava)or place_meeting(x,y-3,objHole)or place_meeting(x,y-1,objHole2){
       y+=2
       direction=270
            alarm[0]=10
            sprite_index=sprSnakeD
        }
    
    if direction=270 && place_meeting(x,y+1,objdeepwater)or place_meeting(x,y+1,objlava)or place_meeting(x,y+1,objHole)or place_meeting(x,y+1,objHole2) {
          y-=2
          alarm[0]=10
          direction=90
          sprite_index=sprSnakeU
        }
 
    if direction=360 or direction=0 && place_meeting(x+1,y,objdeepwater)or place_meeting(x+1,y,objlava)or place_meeting(x+1,y,objHole)or place_meeting(x+1,y,objHole2){
        x-=2
          alarm[0]=10
          direction=180
          sprite_index=sprSnakeL
        }
  
    if direction=180 && place_meeting(x-1,y,objdeepwater) or place_meeting(x-1,y,objlava)or place_meeting(x-1,y,objHole)or place_meeting(x-1,y,objHole2) {
       x+=2
            alarm[0]=10
            direction=360
            sprite_index=sprSnakeR
        }

}

execute code:

if stunned or image_alpha<=1
{
   if direction=90 && place_meeting(x,y-1,objdeepwater)or place_meeting(x,y-1,objlava) {
         x=other.x
        y=other.y  
          instance_change(objDrown,true)
        }
    
    if direction=270 && place_meeting(x,y+1,objdeepwater) or place_meeting(x,y+1,objlava) {
       x=other.x
        y=other.y  
        instance_change(objDrown,true)
        }
 
    if direction=360 or direction=0 && place_meeting(x+1,y,objdeepwater) or place_meeting(x+1,y,objlava){
      x=other.x
        y=other.y  
   instance_change(objDrown,true)
        }
  
    if direction=180 && place_meeting(x-1,y,objdeepwater) or place_meeting(x-1,y,objlava) {
       x=other.x
        y=other.y  
  instance_change(objDrown,true)
        }


        
        
        if direction=90 && place_meeting(x,y-3,objHole)or place_meeting(x,y-1,objHole2){
           x=other.x
        y=other.y  
        instance_change(objDrop,true)
        }
    
    if direction=270 && place_meeting(x,y+1,objHole)or place_meeting(x,y+1,objHole2) {
       x=other.x
        y=other.y  
           instance_change(objDrop,true)
        }
 
    if direction=360 or direction=0 && place_meeting(x+1,y,objHole)or place_meeting(x+1,y,objHole2){
       x=other.x
        y=other.y  
         instance_change(objDrop,true)
        }
  
    if direction=180 && place_meeting(x-1,y,objHole)or place_meeting(x-1,y,objHole2) {
       x=other.x
        y=other.y  
        instance_change(objDrop,true)
        }
}


 


    

End Step Event:

execute code:

vx = 0 //Set up some placeholders to save space
vw = 160
vy = 32
vh = 158

if (x< vx)
{
x=xprevious
y=yprevious
}

else if ((x+sprite_width) > vx+vw)
{
x=xprevious
y=yprevious
}

else if (y< vy)
{
x=xprevious
y=yprevious
}

else if ((y+sprite_height) > vh)
{
x=xprevious
y=yprevious
}

Collision Event with object objMagic:

execute code:


    sound_play(EHit)
    HP-=2
    if direction=90{
        if(place_free(x,y+5)){
            y+=5
        }
    }
    if direction=270{
        if(place_free(x,y-5)){
            y-=5
        }
    }
    if direction=360 or direction=0{
        if(place_free(x-5,y)){
            x-=5
        }
    }
    if direction=180{
        if(place_free(x+5,y)){
            x+=5
        }
    }
    with other{instance_destroy()}


Logged
Re: [Trailer] TLOZ: Chaos Rising
« Reply #29 on: July 15, 2011, 09:33:59 pm »
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may have fixed the enemie bug by replacing

Code: [Select]
if !place_free(x,y) {speed=0; x=xprevious; y=yprevious}

with

Code: [Select]
if !place_free(x+1,y) && ( direction=360 or direction = 0 ){speed=0; x=xprevious; y=yprevious}
if !place_free(x,y-1) && direction=90 {speed=0; x=xprevious; y=yprevious}
if !place_free(x-1,y) && direction=180 {speed=0; x=xprevious; y=yprevious}
if !place_free(x,y+1) && direction=270 {speed=0; x=xprevious; y=yprevious}

going to test this on some other enemies with collisions on different objects.
Hoping that its the correct solution for this problem, I really want to go make some of the other enemies in place of spending so much time with bug fixing.
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Re: [New Trailer 16 July 2011] TLOZ: Chaos Risin...
« Reply #30 on: July 16, 2011, 01:32:51 pm »
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Because its taking me so long to actually get to the part where I am ready to release a demo, I have decided to release a second trailer.

( Unfortunately I have not yet found a decent screen recorder so the graphics quality is reduced by it. )

<a href="http://www.youtube.com/watch?v=CDpqsgf7Yh0" target="_blank">http://www.youtube.com/watch?v=CDpqsgf7Yh0</a>
« Last Edit: July 16, 2011, 01:36:28 pm by Atomicd1 »
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Re: [Trailer] TLOZ: Chaos Rising
« Reply #31 on: August 17, 2011, 06:19:46 pm »
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hm, 1 month later and according to youtube 32 views, but not a single reply.
Wonder I even took the time to make this trailer.

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Re: [Trailer] TLOZ: Chaos Rising
« Reply #32 on: August 17, 2011, 07:37:50 pm »
  • AKA "Micah DS"
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Lack of audio in a video can dramatically kill it. If you were unable to capture the game's audio along with the video, you should have at least added some music to the video. It doesn't look bad, but it's just so dead without sound. Otherwise I'm pretty sure you would've gotten comments and possibly even more views.
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  • My Music
Re: [Trailer] TLOZ: Chaos Rising
« Reply #33 on: August 17, 2011, 08:10:57 pm »
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whoah , are  you moving to different rooms everytime you go outside the screen?
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Nubcake now uses Purebasic!
Re: [Trailer] TLOZ: Chaos Rising
« Reply #34 on: August 18, 2011, 05:46:36 am »
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Nubcake that is correct. I dont like the use of views, and using lots of small rooms might be more work to make, but while running the game it uses less memory ( even less then deactivating the stuff outside of the room). So I've made a few hundred rooms ( and estimate that an extra 150 up to 250 have to be added for the dungeons.) And it doesnt increase the size of the game itself that much, its currently about 700kb. ( but there is almost 30 mb of external resources, large games kinda need a lot of background )

As for capturing the game's sound, I don't have a microphone, and am not aware of a option that allows me to record the sound directly from the soundcard. Though I guess I could try to add some background sound to a next trailer.

as for other info: I've currently finished the creation of 19 out of 27 different enemies ( bosses and sub-bosses not included in this count )
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Re: [Trailer] TLOZ: Chaos Rising
« Reply #35 on: August 25, 2011, 10:54:38 am »
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doesn't having a lot of rooms complicate things? I remember thinking this was how i was going to handle my game with Game Maker. Wouldn't it be easier to just load stuff instead of having it packed into the executable?
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Nubcake now uses Purebasic!
Re: [Trailer] TLOZ: Chaos Rising
« Reply #36 on: August 25, 2011, 11:03:31 am »
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backgrounds are loaded from external source.
Everything else is in the executable.

And for a lot of rooms complicating things, it only has that effect if you use a lot of different objects for everything, but I'm not using that many different objects. Most things are controlled by parent objects. My room2room engine part existis out of 1 object for the world itself, and then 3 more objects that controll leaving / entering houses and caves.

And that I'm used to working with GM this way might also be a reason that I find it easier then using more external stuff.
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Re: [Trailer] TLOZ: Chaos Rising
« Reply #37 on: August 26, 2011, 08:03:01 am »
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How are you handling collisions? , just out of the question.
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Nubcake now uses Purebasic!
Re: [Trailer] TLOZ: Chaos Rising
« Reply #38 on: August 26, 2011, 04:37:05 pm »
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I dont really use the collision function itself.
I'm using the following 4 statements to see where link & other objects can or can not go and to see if anything specific should happen at such a location.

if place_meeting(x,y,.....)

if !place_meeting(x,y,....)

if !place_free(x,y)

if !place_free(x,y)
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Re: [Trailer] TLOZ: Chaos Rising
« Reply #39 on: November 07, 2011, 06:15:24 pm »
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Well it has certainly been some time since I've posted in here.
yes the project is still alive, no its not going fast at all.
Real life seems to use up a real large amount of my time.

I'm still working on enemie creation, I've created 24 out of 28 normal enemies
After that a few of them also get a stronger version, but that aint that much work.

Enemies still to do:

Wizzrobe
Stalfos
Leevers
Zol

Guess that with current speed that will take the rest of this year, they are not exactly the most easy to create enemies ( except for the zol thingy, that shouldnt be that hard, but I could be mistaken.
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