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Messages - Martijn dh

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1261
Weekly update:
- Redid walking on stairs. Both with and without a container either running or walking.
- Added the rod of medu (= yellow rod) to the item menu, shuffling the existing item order somewhat to do so and implemented it's swing animation.
- I'm about 70% into redoing the walking animations (both with and without a container).
- Worked a little on the area outside of dungeon 1 (= did some concept work). Currently I'm waiting on a mountain tileset to use

Work is progressing nicely. About half of the character's actions are now redone.

1262
Here's one more for the road:
Just finished redoing the delay before you pick up an container. Previously the delay variable would diminish every time you pulled on the object. So it would be possible to pick something up with only a series of small pulls instead off one normal pull. That's no more. You now either pick it up in one go or not at all. I now also take the three weight classes into consideration. The lightest class is picked up almost instantly. The second class has a subtle delay to it before it is picked up. The last class has a very noticable delay.

Dotyue: I don't believe you could pick up enemies in altp either. Except for the chickens maybe and frozen enemies. No matter though. I'll see if I can build it in. Can't say that I'll use it, but at least I will know that I have the option to do so with this engine. Much like with the trees.

1263
Weekly update:
Spend some time on the finer details this weekend. Mainly because I need to spend more and more time studying and this makes it easier to switch in and out.

*Landing in water after crashing into a wall (etc) now produces a splash of water near Link's feet. Finally found a sprite I could use. The same will need to be programmed for jumping from a ledge or falling from the floor above, but that is for another day.

*Crashing up against a wall has now been tweaked to be different based on the container you are carrying. Heavier containers shorten the distance flying backwards.

*Redid the animation/sprites for grabbing, pushing and pulling objects. This one is by far the most timeconsuming of the bunch.

*Ooh, and I've now well passed the 100th unique body sprite for Link (and still counting)

Dotyue: I liked the youtube video. I'll see if I can add picking up stunned enemies and trees.

1264
Updates / Re: Nominations - May 2010
« on: June 01, 2010, 07:46:59 pm »
Tough one this month. From what I did see I liked the MC engine best because it's Zelda and because it did have some constructive activity. Hoping to see more from that one.

1265
Did I miss anything essential or interesting?

picking up fallen enemies

Interesting. What are you thinking? Some special enemies maybe?

I will make it that enemies can be frozen or turned to stone. One or both of these can be picked up and thrown. So that's another thing.

1266
That is indeed an interesting concept. I was personally thinking you'd be able to pick up a chest after it's empty. For fun (just because  XD) or to reveal something underneath.

Being able to pick up a chest while the content is still in it is quit interesting. Though I'd probably use a different colored chest for playability. Instead of an regular escort you'd be able to attack with the object. (Somehow that makes me think a chest with Navi trapped in it >:D). Maybe you need to bring it somewhere but I can also imagine you'd need to break the chest by throwing it against something. Like a specific type of enemy maybe.

1267
Weekly update:
This weekend I'll be working on the pick-up mechanism some more. It needs to be recoded like all of Link's other actions, but I'm also going to expand it so more/any items can be picked up and carried.



Here are the items that I found that you could pick up, I feel you should have been able to pick up and a crate I don't remember where I found. These will be the things I plan on adding as throwable items. Did I miss anything essential or interesting?

Also, I am looking for a sprite for the crates as they shatter upon impact. Using the leaves from the bushes or rocks from the vases just doesn't fit. I don't believe alttp has any suitable sprites I can use. Is there perhaps a MC or FSA sprite that might fit? I'll cross that bridge when I get there, but if anybody could help me out right now then I'd appreciate it. XD

1268
Coding / Re: Menu System with the Controller object.
« on: May 24, 2010, 12:29:31 pm »
Never mind :)

1269
Weekly update:
Well, I skipped last week due to more pressing matters, but I'm aiming for weekly.
I finished redoing the character's regular sword attacks, making several small tweaks to his positioning and sword handling. I believe them to be improvements but I'll leave that up to my testers. FrozenFire: there is a new demo up on the other forum if you want to check it out some time.
I'm still working on the full sword swing. It's presentable, but I'm not fully happy with it yet, so I'll be coming back to it at a later date.
And finally the dashing with sword in hand has been redone. I'm currently finishing up the details like the dust below his feet, the running sounds, ordening the coding and removing obsolete resources.

All in all nice progress, but none of it presentable. Maybe I'll work on the fire and/or icerod next. NotAlphaMan got me the needed sprites so it's possible. I'll have to see what I feel like tackling first. Since it's also quite gradifying to remove newly obsolete resources, knowing you've build something more solid.

1270
Discussion / Re: Post a Screenshot [Possible 56k warning?]
« on: May 16, 2010, 09:17:49 am »
Yeah. The only thing to save more space/memory would be to create a sprite per ... uh sprite and crop that. I will however also be spliting these sprites up later so I can use colorpallets. So that would just be sick to work with.

1271
Discussion / Re: Post a Screenshot [Possible 56k warning?]
« on: May 16, 2010, 08:46:38 am »


This is just for less then of Link's animations (that I've got in my game). :o

1272
LTTP & FSA / Re: [Request] ice rod effect from alttp
« on: May 13, 2010, 05:52:06 am »
Thanks for the effort, but they are clearly different from what is in the screenshots. Not to be an ass or anything, because I do appreciate the help and will use these sprites in time. I'm just very picky on details.

The sprites below are what NotAlphaMan managed to get me.

1273
LTTP & FSA / Re: [Request] ice rod effect from alttp
« on: May 10, 2010, 04:47:31 pm »
Thanks. I'll try it out.
I am however a perfectionist so if anybody finds the original ice effect then I'm all ears.

1274
Weekly update:
Redid the sword charging using the new character structure and I just started on the sword swinging. I'm making it so the character actually keeps the sword in hand, so that's a little of a hazzle. But then again, I don't plan on redoing it a third so I might as well.
Also spend some time trying to recreate the icerod's magic, but... well... I'll try my again next week. XD

1275
LTTP & FSA / Re: [Request] ice rod effect from alttp
« on: May 09, 2010, 05:39:41 am »
Thanks. Do you also know how/where they were used?
I'm guessing the ones below the eyeball are what the boss uses as his breath. I can't really tell where the other one was used though.

1276
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.

1277
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

1278
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.

1279
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.

1280
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?

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