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Messages - Martijn dh

Pages: 1 ... 63 64 [65] 66 67 ... 77
1281
LTTP & FSA / Re: [Request ice rod effect from alttp]
« on: May 05, 2010, 01:25:08 pm »
Already found that one, but it's incomplete. If you look at the screenshots then you'll see that there is more to it, like a more elaborate animation and some effect when it hits the wall.

Thanks for the suggestion though.

1282
LTTP & FSA / [Solved] ice rod effect from alttp
« on: May 05, 2010, 08:13:02 am »
So I was working on the icerod when, after checking some footage, I realised I was lacking the needed sprites for the magic effect. I'll attach images below to clarify what effects I'm talking about.

Could someone help get me those sprites / animations?
I'm looking for a sprite of the effect against the walls and I'm trying to understand the animation better.

The screenshots were made here (roughly 1:00 in):
http://www.youtube.com/user/DarkShadows59#p/c/A183DABEB3EFC422/24/M0sFMZfxG3g

1283
Thanks. And that is also why it is taking so long for a new demo to come out. I'm not adding all THAT much. I just want to make sure the engine stays solid.

1284
That's the last (couple) rooms. I swear. XD

Edit: The thing is that cannonballs can cross multiple rooms. It gives you more of a feeling that the dungeon is more then just a bunch of random rooms thrown together. Like the moat as well. That's at least what I've been going for with this. Plus, I wanted to add in a puzzle. Just to try it out.

1285
Weekly update:
I WAS finishing Link's animations for the firerod/icerod when I noticed a small glitch in some collisions. It seems rotating and mirroring sprites does not go together with the standard collision event. So...guess all the rotations and mirroring need to be taken out again. Ooh well. There was no mentioning of this issue in the help or on the gmwiki so I figured it wasn't a problem. Right now I'm more then halfway done. Just about a half day worth of work left. After that it's back to working on the rods.

Btw. Here is an old screenshot I came across on the development forum. This room is available in the current demo but you have to use your key on the door in the upper left corner of the dungeon. You can also pass this room in case you where wondering. Is there anybody who figured that all out already?

1286
Coding / Re: Problems with collisions in Gamemaker
« on: May 01, 2010, 06:59:52 pm »
Thanks for the help. I'm not really clear on your answer, but the program shows that the problem is indeed in the rotation. (I'm not really sure if that's what you meant). I've attached the file after some adjustments. You now get a pop up messagebox the moment the two object are supposedly colliding. Looking at that you will see that the red and blue blocks are not visually touching. It is more like the blue box collides with the red block's original position (were it not rotated).

Ooh well. Guess I have a lot of editing to do to take rotations out of my program.

Again, thanks for the help.

1287
Coding / Problems with collisions in Gamemaker
« on: May 01, 2010, 12:02:42 pm »
I'm having problems with the collisions in gamemaker. Two objects start an collision event but I don't see them colliding.

My main question:
Does rotation and/or mirroring of a sprite mess up collisions? In other words: does gamemaker take such things into consideration when checking for a collision?

1288
Updates / Re: Nominations - April 2010
« on: April 28, 2010, 10:43:33 am »
Yes, I vote for Spirit's Quests as well.

I was trying to decide weither or not to nominate another project so there is something to choose, but Spirit's quest has made the most progress this month. It is also the most appealling to me personally and shows a high level of refinement in what is there already.

1289
Okay, thanks.

Also: here is the new gameplay video as made by FrozenFire. I've also put on the first post.

<a href="http://www.youtube.com/watch?v=o9zNPr7te28" target="_blank">http://www.youtube.com/watch?v=o9zNPr7te28</a>

1290
Thanks. Then I should make that an independant object (= controled seperatly from the character's control object).

Who knows what happens when Link's body collides with an enemy while doing his full sword swing?

1291
No progress report just yet (maybe a video one of these days but that's besides the point). No, today I've got a question.

What happens in the original alttp if you do a full sword swing but get hit while doing so? Or do you get hurt with the special effects still continuing? Or is Link invincible while doing that? Maybe it's the enemy that (at that time) gets hurt colliding?

I'm finaly breaking down and rebuilding the character structure so these question come to mind.

1292
LTTP & FSA / Re: Request: ALTTP Fonts
« on: April 19, 2010, 08:52:59 pm »
Check the center at the bottom.

1293
Just another screenshot with a little bit of progress:

1294
Random: There is a topic in the updates section. Try there if you're interested in the z3.

I still won't be participating. Life's pretty busy (from time to time) and what time I do have for myself I'd rather spend on the actual game rather then building a website. I'd have to really put some effort into building a site since I know very little on the matter right now. Maybe next year.

1295
Nope. Hadn't planned on it. I don't really get the whole set up of z3. I'm assuming it's something you have to physically attend and that's kinda hard to do if you're living on another continent.

FrozenFire: Great! There is a list of the added features in the starting post if you want suggestions. We'll talk some more in the weekend.

1296
Ooh right. Skeletons have 0% fat. I completely overlooked that fact.

Btw. I forgot to mention it earlier. IF FrozenFire has the time next week or so (and that's a big if since he's got his own game to work on) then we might have a new video for you guys some time after that. It's been more than a half year since the last one so it's a nice occassion. I can also do it myself, but then there'd be that terrible lag again :'(

1297
I'm still in the middle of my studies for an exam this friday ( :-\ ), but I need a break so I decided to put up a new screenshot of what's been added last week. Namely the blue stalfos.



This blue guys walks around for a short distance turns his head and walks in the new direction. I've been tinkering with his walking routines so he doesn't continuesly try to walk up against walls and such. Maybe he'll need some more AI after that, but it feels right for now. Nothing too complex so far.

When you swing your sword near him he will jump up away from you before continuing to walk on like nothing has happened. The same happens if you run near him, hold out your sword in proximity or try to do a fully sword swing. I considered making him smarter then that, but it's a skeleton so it's credible that's he's lacking a brain.

Now that I'm posting this, I realise the skeleton does not get affected by the grass like Link does (by having grass appear over the feet). :-\ I'll fix stuff like that up if the situation actually happens in the next demo.

Anyway. I'm still planning what to do next (aside from further brushing up some of the latest new features). Chances are that I'll continue on this path and add some more enemies before continuing on with the damage system and redoing the character structure. That last bit needs some more planning anyway.

1298
Discussion / Re: Zelda: Modern Concept
« on: April 09, 2010, 01:34:27 pm »
Somehow these where the first two things that came to mind when I read open world and gun:
A brothel (to turn young link into adult like, possibly also raising his magic meter) and a sidequest called "Grand Theft Epona".


1299
Oops. I was unaware you originally couldn't hurt the head before the body was destroyed. The way I've programmed it is that you can either kill the head or the body first. If you kill the head first then you get the sequence above. Otherwise the head speeds up after you. I'll make the head very hard to kill as opposed to the body to still get a somewhat simular effect like in the original.

Edit: Once the body is gone, the head's current health halves. That should make it even more like the original.

1300
It has been a while since I added something new (because of lots of time spend on coding revision) so here are some screenshots of an new addition. I just spawned a bunch of them after each other, which obviously will not be like in the endresult.


1. "It's raining men."


2. "Is he stretching or something? I don't care what he tells me. That does not look healthy."


3. "Haha. Martijn hasn't allowing you to cross walls yet. Can't get to me can you?"


4. "Darn that Martijn."


5. "And that takes care of them. Now what's that guy doing?"


6. "Hahahahaha. Not a very bright bunch are they?"

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