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Messages - Martijn dh

Pages: 1 ... 60 61 [62] 63 64 ... 77
1221
Graphics / Re: Zelda's Custom Tiles
« on: August 18, 2010, 04:23:16 pm »
Wow. Talk about talent.

1222
Recruitment / Re: [Recruiting] New Zelda game
« on: August 17, 2010, 08:02:21 pm »
Creating a good story and designing some puzzles and dungeons is the fun part. I can help you with those things if you want.

1223
Updates / Project of the Month: July 2010
« on: August 17, 2010, 04:53:12 pm »
Project of the Month: July 2010
The Legend of Zelda: The missing piece


Forum Topic | WIP Page |  Site Page

Developer:
A.k

Team:
A.k
A.k

Language: Game Maker 7.0 pro
First Posted: May 18th, 2010
Last Update: August 16th, 2010




Interview:
Q: Can you tell us what made you decide on making a Zelda game rather then something else?
A: I played Zelda as a kid and it's something that stuck with me. I'm a really big fan and always had my own ideas that I thought would be cool
in a Zelda game.

Q: Was it hard to get started on this project?
A: Yes, there are so much possibilities you have to choose from: 2d or 3d and what engine to use etc.
Also a year ago I didn't have any knowledge of 3d software so I had allot to learn.

Q: In your topic there is some mention of others having helped. Is this a joined project?
A: Yes, it is a joined project. It did not start out as one but I realized that it was just too much work for one person.
I myself am working on the engine of the game with "logicbricks" and phyton (just basic phyton for now) and mapping/modeling.
Moffett1990 is the story writer. He and I bounce ideas back and forth. He also designs the characters/maps and draws them out.
Wagner is the animator he animated almost everything.

Q: What are some of the things you'd really like to see implemented one day?
A: We want this to look and feel like a Zelda game. So our main goal is to get that done, but we might put some of our own ideas in there.

Q: Can you tell us something about the future of this project, like the release of a demo or the implementation of a story?
A: The demo will be released soon. We got it working now, but it still needs some final fixes.
This game will be released in 4 versions: Windows openGL, Windows non-openGL (for older pc`s), Linux openGL and Linux non-openGL.

Q: Do you have any advise for others who are thinking about building something for themselves?
A: Be patient and don't give up.. Game making comes with allot of trail and error.
Before you start do some research what program is the best for you to use


Recent media:


<a href="http://www.youtube.com/watch?v=Dw4igdqDdCU" target="_blank">http://www.youtube.com/watch?v=Dw4igdqDdCU</a>

<a href="http://www.youtube.com/watch?v=Dsg6705z6Ik" target="_blank">http://www.youtube.com/watch?v=Dsg6705z6Ik</a>

1224
Other Projects / Re: [Demo] Tech demo - Horn of Balance (working title)
« on: August 15, 2010, 07:52:17 pm »
This (and last) weekend's progress:
+ Finished reconstructing the digging mechanic
+ Fixed glitch: player can no longer use items while holding something about their head
+ Fixed glitch: items now appear in the correct location after destroying pots
+ Redid animation falling to the next floor
+ Redid animation falling into an endless pit
+ Simplified the current respawn mechanic significantly
+ Fixed a whole bunch of other recent glitches
+ Redid walking on straight stairs
+ Redid walking on standalone stairs

1225
Other Projects / Re: [Demo] Tech demo - Horn of Balance (working title)
« on: August 14, 2010, 08:50:58 pm »
Gedosemo: Please don't spam up the place. Just create a new topic if you have some of your own work you wish to show off (since it is obvious that it's a video you yourself uploaded today). It's rude to do so in someone else's topic without cause.

1226
Other Projects / Re: [Demo] Tech demo - Horn of Balance (working title)
« on: August 14, 2010, 09:51:19 am »
I don't get it. Both are my creations with the exception of the background in the second image. I've made several distinct differences when compared to the original alttp so it's very easy to spot.

1227
Other Projects / Re: [Demo] Tech demo - Horn of Balance (working title)
« on: August 13, 2010, 03:41:21 pm »
I'm good thanks. The program I used to make that youtube video worked well enough.

EDIT: Please ignore what was written here before. I mixed up the months :-\

1228
Other Projects / Re: [Demo] Tech demo - Horn of Balance (working title)
« on: August 13, 2010, 01:01:10 pm »
Neither jumping or throwing are exactly the same as in the original as they are pretty hard to get just right (as the video from gedosemo illustrates). I'm just aiming to improve them in there own right. Edits can also always be made later. The throwing distance however might be something I'll pick up right now. I'll take a look if it's easy to edit.

Sorry Niek, but there are some horrible looking parts to Link right now. It's not finished enough to release it for people. Maybe I can polished some thing up a little in the coming weeks so it's somewhat presentable again for testers (for those interested).

1229
Other Projects / Re: [Demo] Tech demo - Horn of Balance (working title)
« on: August 13, 2010, 05:36:34 am »
Wow, Link has one hell of a throwing arm if I look at the first thing being thrown.

If you're throwing something while walking/running then the throwing distance increases. During that first throw I moved Link slightly before throwing. I'm open for alternative suggestions but this seems to work alright/intuitive once you're actually playing it for a bit.


This has to be the most complete and legitimate looking engine ever made D:

I can't ask for nicer feedback. XD

1230
Other Projects / Re: [Demo] Tech demo - Horn of Balance (working title)
« on: August 12, 2010, 08:17:17 pm »
Well, it's no weekend yet but I was in the mood to post something. I finally bought a decent desktop after some issues recently with the last computer. So I tried running gamemaker and what do you know? I can finally play the game like you all can. At the full 30 fps! Joy!!! Hahaha. I'm not completely happy with how the game plays at 30 fps but maybe it just needs to grow on me.

Anyway. Here's a new gameplay video to show off some of the progress I've been mentioning over the last couple of weeks/months even. I needed to find and install a new screen recorder anyway. It's no editing masterpiece or anything, but at least there's no noticable lag like in my last video. XD

<a href="http://www.youtube.com/watch?v=k6Jv9ZkdzD4" target="_blank">http://www.youtube.com/watch?v=k6Jv9ZkdzD4</a>

1231
Other Projects / Re: [Demo] Tech demo - Horn of Balance (working title)
« on: August 01, 2010, 08:14:41 pm »
Almost forgot the weekly update.
Not much progress this week. I just finished the new digging mechanic. The interaction with tall grass, pots/rock/etc and movable objects still needed to be added after last week. And I've started work on seriously simplifying the respawn mechanics. It's mostly glitch hunting with these things. Rhe further you get the more things are interconnected. Which is fun.

1232
Updates / Re: Nominations - July 2010
« on: August 01, 2010, 02:25:10 pm »
And the winner is: The missing piece.
Congratz to it's creators. I'll send them a short interview shortly.

As for the onlookers. Please take the time to also cast a vote next time. It does not take you a lot of time and most creators can really appreciate the attention.

1233
Graphics / Re: Submit a request(small, please)!
« on: July 31, 2010, 04:59:59 pm »
Yes, thank you. That will work very nicely.

1234
Graphics / Re: Submit a request(small, please)!
« on: July 31, 2010, 07:38:11 am »
Okay, no problem.
Below is the pedestal as a standalone.
I've also attached the statue that is normally standing on it as a seperate sprite. And an (old) screenshot of the two combined. Maybe you'll find that usefull.


1235
Graphics / Re: Submit a request(small, please)!
« on: July 31, 2010, 06:22:51 am »
Nice! Very well. I've got a request or 50 for you.
In the attachment you'll find the background for the first dungeon In my game. On the right side of the lower half is a pedestal. I'm looking for three edits on that pedestal as a result from impacts from above.

1. Having one (or several) small crack(s) in it.
2. Having several severe cracks in it.
3. It being fully shattered. There is just debris left which you may or may not be able to walk through. I'll leave that up to you, though I personally favor the second.

As you can see: it's alttp style.
The game in which it will eventually be used can be found here: http://www.zfgc.com/forum/index.php?topic=33701.0

1236
+ Fixed the glitch where you could grab items while looking in another direction.
+ You can now also ledgejump diagonally.
+ Added variable sized container shadow (during pick-up/carrying/etc)
+ Redid the throwing of containers
+ Redid drawing the digging/terrain surface (more flexible then the old system)
+ Added Pols Voice enemy (just cause I can 8) - still not finished though)


1237
Updates / Re: Nominations - July 2010
« on: July 25, 2010, 06:37:48 am »
Very well, I've shortened the list. Funny thing is, I actually expected people to complain projects would not be on the list instead of the other way around. Ooh wel, it's an experiment so that's another lesson learned.

1238
Updates / Re: Nominations - July 2010
« on: July 24, 2010, 06:27:06 pm »
True. I just listed all project with ANY mention of process in them so people can vote for them too should they realy want to. I'm sure everybody here is smart enough to vote for the project they feel has the best work done.

1239
Updates / Nominations - July 2010
« on: July 24, 2010, 05:49:13 pm »
Time to pick a PotM for july.
Since I'm now doing these topics I opted to change the way projects can be nominated. Instead of waiting for people to nominate projects I post a list to choose from. This also eliminates the problem of voting for projects that don't meet the requirements (= there are no signs of progress whatsoever)

The list of suitable projects in this month:

Legend of Zelda - The missing Piece
Ocarina of Time 2D
Tech Demo - Horn of Balance
The Legend of Zelda: Celestial Truth
New search engine
Surface
Ikari Sine6
Legend of Zelda; Axis of Shadow

I'll go first and vote for The missing Piece. It has a nice bit of progress. There is more then one person working on it and the model shown is interesting. I for one look forward to more progress on this game.

1240
Project of the Month: June 2010
The Midnaphone


Forum Topic | Site Page

Developer:
Goodnight

Language: Game Maker 7.0 pro
First Posted: June 2nd, 2010
Last Update: June 16th, 2010


Interview:

1. What made you start this project?

Just being me, I guess. The Midnaphone is a combination of lots of things I enjoy. Silly game-toys, sound production, making little apps with no real purpose other than a programming exercise to impress people with... that's about all it is. I think the idea came to me when I was recording Midna's voices for my .wav collection and wondering what people might use them for.



2. Who do you see using this program and how?

Honestly I don't expect it to be very popular. Even if I had made it 3 years earlier when Twilight Princess was still fairly new, it's kind of a useless application. I posted it on a forum dedicated to all things Midna and everyone seemed to love it, but still, there weren't many responses and people mostly used it as an annoyance tool, or just because it "sounds cute".

The Midnaphone could easily be converted into an engine that others could use in their own fan-games, just for the speech aspect. I might even be able to support custom sounds. If there's enough interest in that idea then I'd gladly make it happen.



3. How long did the project take for you, with the graphics, sounds and coding?

It's hard to say exactly, because there were things going on in my life that caused some major delays in the project. I can tell you the coding took the least time, probably only a couple days to learn the basics of the .wav format and get my loops working to read/write files, then a few more days to program the interface. That's right, the interface took longer than the file-creation code. There was a long break in between writing those two portions but I'm guessing it would have taken about 10 casual days from start to finish.

The sounds don't really count toward the total time because I already had all of them before starting, and the graphics were developed hand-in-hand with the interface. Paint a little, code a little, it's tireless fun.



4. The visuals look stunning. How did you decide on those and did it require you any special skills to create them?

The idea was to have a small, simple application, so I knew I wanted Midna somewhere on there as well as some menu buttons. Replicating the Wii-Remote HUD from Twilight Princess came to mind very early on, and then I figured, why not make it into a little scene straight from the game? Nearly all of the graphics were ripped from one place or another so I can't take much credit for them, besides making the necessary edits. In the end I think I may have gone a bit overboard in recreating that T.P. look for such a simple little project. In any case, it took me a while to decide whether to redraw the HUD from scratch or try to "rip" the graphics, and I tried a bit of each before coming to the conclusion that my graphical skills weren't quite good enough.

Those graphics came from playing T.P. on an emulator set to dump textures, so they were easy to grab. The problem was, all of the pieces were in different sizes. Even the transparency masks were sized differently than their corresponding buttons. I had to carefully resize and re-align everything, sometimes zooming in and touching them up by the pixel.

The game's font was dumped to 4 nice image sheets that just needed to be cut up, but I also had to measure the width of each character (and how much space should follow before the next character) and feed all those numbers into the text engine. Originally I planned to use two fonts, but doing just one took more than enough time.

I wanted a nice, foresty, bloom-lit scene for the background. That was also in mind from early on - just an idea that never got replaced with anything better. Taking screenshots from Twilight Princess was proving difficult, so I remembered the Hyrule Field overlook from the official Twilight Princess website. Just used a Flash decompiler, realigned and cropped it a bit, and voilà.

Midna's animations also came from that Flash site. Unfortunately she was a motion-JPEG that dumped as individual frames, so I ended up with a very compressed look with none of the actual filesize reduction. Just for her floating, I used a only a third of her original animation (a portion that looped as perfectly as possible - you can still see a slight jump in her hair and hands at one point) and then thinned out the number of frames to another third. Then a bit of smoothing and dithering to help clear up the compression artifacts, topped off with some moving/stretching/vanishing effects done in realtime by Game Maker. So she's only got a ninth of her original animation and it still looks pretty good. That's the kind of size/quality trade-off I think you need to experiment with as an amateur developer.



5. Was it a lot of work to collect all the needed sound effects?

Yes and no. The recording was easy because I connected my Wii's audio cables right into my PC, so it was quick and nearly perfect-sounding. And I found a couple places in Twilight Princess where Midna speaks without any music or background noise, so I just talked to her over and over, recording everything. Cutting and splicing sounds, I'm experienced with. The difficult part was having to make LOTS of recordings to make sure I got every voice sample, especially since the text-box sound effects overlapped with some of the voices.



5. If people like the sounds and wish to use them themselves, where could they find them?

You know the answer to this. I know you know it. So thanks for the cheap plug! My alter ago HelpTheWretched has a collection at http://noproblo.dayjo.org/ZeldaSounds/ with over 4,500 sounds and growing. Go nuts with 'em.



6. Seeing as how you are one of few creators to finish a project completely, is there any advise you can give people just starting?

One thing I can never stress enough: be realistic about your own abilities. If you've got an itch to start a game project, do you really know how to do the things you want to do? If not, do you at least have knowledge of your design tools to be able to figure it out? I don't mean that to be discouraging, but the history of aborted Legend of Zelda projects speaks for its self.

If you're a relative beginner at programming, I think you'll be much more likely to complete something - and improve your skills in the process - by thinking up a simpler mini-game or spin-off project. It may not be grandiose in the end but I think that if you have a solid idea that seems fun and feasible, you'll even get more people interested and appreciating what you're doing.



7. Are there any new projects you are working on currently?

Nope, only old projects that I'm not working on. But knowing me, the next thing I design will probably be something like a pinball layout, or an AMV, or a board game. Who knows? Not I.

Anyone who's been around ZFGC a long time knows I've dropped a lot of examples and engines on the old forums, but I haven't been very involved since the latest move and haven't re-submitted them to the new database. Some of them have become really popular, like the Link Movement script - It's embedded in so many game engines that it wouldn't be fair to redesign it now - and a bunch of the others barely got used by anyone. Maybe I should get my stuff together and repackage those things, what do you think?

I also had a Zelda fan-game demo that I released about 4 years ago and haven't work on ever since. Go to http://noproblo.dayjo.org/ZTS/ if you want to give it a try. I don't feel bad about "giving up" on that project because what's there is a fully-playable game (minus some of the levels and characters I had planned), and also something out of the ordinary and pretty fun to play with a friend. To be honest that's more than most demos ever accomplish, so I was content to put it away until there was a push of interest to get me working on it again, but that never really happened. Even though the response was great, I guess there wasn't much "market" for a 2-player-only game. But if people still try it out and enjoy it for what it is, I'll be happy with that!

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