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Messages - shongshui

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1
Other Projects / Re: Alttp - Horn of Balance [demo 15]
« on: September 29, 2013, 04:29:20 pm »
Yes, I am using eight direction character movement, but all other movement sources (such as getting pushed back by enemies) can alter that to any random direction. I'm not sure how this will be a problem, but maybe I'm missing something. What were you talking about?

I was referring to a 360-directional movement, where 0, or 360 refers to right. Given the fact that the problem only occurs when I am moving down, then right, and not up then right, the problem could be that the direction isn't able to reset itself. I have no idea whether or not Lttp uses it, but I am pretty sure that games like MC use it.

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As for the ice. I can adjust it further but feel some sliding is required. If I go out in the winter and start running on ice then I too will keep sliding if I make a hard right/left. More so than in the game because gameplay shouldn't suffer.

Go ahead. You shouldn't try to emulate the game perfectly. If you feel like there is potential for improvement, then by all means do it.

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Other Projects / Re: Alttp - Horn of Balance [demo 15]
« on: September 28, 2013, 10:31:01 pm »
Oh, conveyor belts, thats the word! I suck at descriptions, but anyways, with regards to the update, the movement is much better now. The diagonal movement still exists though, but only when I am trying to move right from moving downwards. Are you using some sort of directional based movement for Link's movement? If so, that could be the problem.

3
Other Projects / Re: Alttp - Horn of Balance [demo 15]
« on: September 25, 2013, 04:54:02 pm »
I've never played MC, but I'll include a new alpha below so you can review what I've cooked up so far.

Yeah, I just played it. There seems to be an issue with the ice movement when you change direction. Like if you move left on the ice then move up, for some reason you will be moving slightly diagonally. Also in Lttp, Link's animation speed increases when he is moving on ice and his speed comes to a complete halt upon entering the ice in normal movement.

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I'm not really sure what you mean by threadmills. Could you post a picture/screenshot/further description?

Perhaps treadmills wasn't the best word, but I don't know of any other. I mean those animated floors, where you stand on it and get tugged in a direction. Like an assembly line in a factory.


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Other Projects / Re: Alttp - Horn of Balance [demo 15]
« on: September 24, 2013, 07:22:28 pm »

...
-sliding on ice
-getting pushed by objects
...


Personally, I absolutely hated the ice movement in Attp. Didn't really feel natural to me and it felt really week in compaqrison to something like MC's ice movement. Is it possible, maybe, to revamp the ice movement to better match the latter?

As for getting pushed by objects, do you mean those blue bouncy balls, or are you referring to objects really pushing you as they move along?

Oh yeah, and I think you forgot being pulled by treadmills (this could be handled by the moving platform engine though).


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Other Projects / Re: Alttp - Horn of Balance [demo 15]
« on: August 01, 2013, 03:42:10 am »
You're welcome  XD.

I guess I will have to see it in action then. The movement of the Lanmola seems very intriguing to me, especially since I've recently gone from trying to emulate the movement patterns of another snake-like boss (Gleerok from MC). I am not entirely sure yet, but my guess is that the boss follows some sort of sinusoidal movement pattern, at least for the sprites, since its shadows seem relatively stable enough.

6
Other Projects / Re: Alttp - Horn of Balance [demo 15]
« on: July 31, 2013, 05:22:13 am »
Hmm, it seems like the game's dungeons are turning out to be very similar in design to the original Lttp. Do you have any ideas in terms of new dungeons, bosses, items planned?


I have to agree with atom here. The sprites for the lanmola look a little off. In the original, the parts of the body appeared to be more closely linked together. In addition, the boss had a sort of 3D-ish feeling to it while this one seems a bit flat, but it may be more helpful to look at a video instead of a single image.

7
The sprite of link shooting an arrow is the same sprite of him using any item if I recall. There wasn't even any sprite of the bow when using it. You could, however, draw the bow sprite (the one you see on the item menu) over link in order to make it look more refined for an oracles style game (in the oracle series, when you use the slingshot or shooter, the same effect is used).

8
I may be the only other person saying this, but I prefer the kid model. It just fits into the world better, and the mix between Toriyama's style and LTTP seems more appropriate to me (probably because they both existed during the early 90s).

9
Zelda Projects / Re: Twilight Legends
« on: February 13, 2013, 11:36:47 pm »
Really like where this is going. You seem to have a pretty solid engine and development team. unfortunately, I won't be able to help, but I definitely wish you guys the best of luck and I am looking forward to see where this project goes.

10
Zelda Projects / Re: [Trailer] tLoZ: Echoes of Aurelia
« on: November 22, 2012, 06:35:29 pm »
I haven't seen something this exciting since KingMob's The Shadowgazer, which he unfortunately decided not to finish. I hope you guys would make something of this project. The game looks very solid from the trailer.



By the way, whats with the ghostly silhouette in the image above?

11
King of Thieves / Re: [Missing design] Day/Night and the Lunar cycle.
« on: October 23, 2012, 03:41:33 am »
Are you guys talkign about lunar cycles, as in the phases of the moon? Well one cycle is about 28 days, but it sounds too long a time to take advantage of.

Anyways, if you guys need to represent the day/night system, might I suggest using the system in Kingmob's ShadowGazer?



If you also want to represent the lunar cycle, you can have a different image of the moon (shown on the bottom) during the 28 days.

12
Coding / Re: Trigger actions with buttons
« on: October 10, 2012, 01:16:55 am »
Use an if statement for keyboard_check().

13
Coding / Re: Great Game Maker Wall Optimization Script
« on: September 30, 2012, 07:40:26 pm »
What part of my comment do you want me to explain?
I've always gone under the assumption that precise collision checking requires more processing power then let's say several checks using just bounding boxes. So, lets say I have about 25 wall objects in my room (all rectangles) and the room dimensions are 320x320. I'm still a little sceptical if using a compounded sprite will improve performance.

Well I've always thought that the less objects the better (If you had a look at my original project you would see  XD). The detailed collision checking is an added plus, but I am not sure what you mean by "unprecise collision checking". I do not understand how gamemaker checks collisions, but most of the time, when I was using it, I just tested collisions using masks. Of course, there is always the possibility of making your own bounding box variables and using that but I cannot say whether or not it is any less precise.

14
Coding / Re: Great Game Maker Wall Optimization Script
« on: September 30, 2012, 04:52:06 pm »
Interesting. I always figured using more objects without detailed collision checking would be more efficient than one huge sprite with detailed collision checking. (Still a little sceptical though).

 :huh:

15
Zelda Projects / Re: [Demo] The Legend of Zelda: Shattered Dimensions
« on: September 17, 2012, 02:42:41 pm »
Well, just about anytime really. It was consistent throughout. It does help a bit when I kill off some of the enemies, though. I am using a 2.1 Ghz laptop.

16
Zelda Projects / Re: [Demo] The Legend of Zelda: Shattered Dimensions
« on: September 17, 2012, 04:48:01 am »
The engine is actually pretty solid, which is saying alot. I did notce some lagging when playing the game, which kind of detracted from the experience some. Also, just my own personal preference, I would rather the screen be smaller rather than fullscreen. I never really got why certain developers go fullscreen with sprite graphics, since they don't really have much to show.

17
Coding / Re: GBA Minish Cap Coding
« on: September 01, 2012, 03:54:51 pm »
Personally I did my code in C because the tutorials were in C. I thought the C not having classes would be challenging too, but then I discovered how to use function pointers. For example, I could have an array of monster structs, iterate through it, and dereference the function pointer to call functions which draw the monsters. Of which, the function pointers could refer to entirely different functions which draw different kinds of monsters. In C++ this would be like having a parent object with children each defining a draw method differently.

You mean a separate function that takes in a struct as a parameter? That sounds fine, but is there also an alternative way for inheritance to work with structs (like can we have a struct inherit properties of a base struct just as we do classes?).


Don't know where you heard that from.. that's just not true. GB/C titles are mostly written in assembler. This is evidenced by code dumps of LADX where references to the toolchain have been found. Also, just look at the odd bugs in the Pokemon games. ;p A high level language would help programmers avoid silly errors like that or unless Nintendo/GameFreak were employing some of the most terrible programmers.


What do you mean by assembler? Is it like a separate language? Do you have a link that can help me learn about it some more? I have gathered most of my knowledge from this site: http://www.loirak.com/gameboy/gbprog.php, which I am planning to learn more from. It does mention assemblers as well, but also encourages you to learn C.

Also does Z80 work just as well for GBC games as GB games?

18
Coding / Re: GBA Minish Cap Coding
« on: September 01, 2012, 03:49:04 am »
For the GBA, you would probably be better off sticking with C rather than C++ itself. But the semantics between C++ <-> C are very different. But I'm just going to save you a paragraphs worth of reading and just leave it at that.


I figured that it would be. I'll probably consult some tutorials if they are available for help, but I just hope that understanding C++ would be a good prerequisite.


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GB.. as in retro GameBoy? You COULD write games for the GB in C, but it'll run very slow. Z80 assembler will be needed in that case.


Very slow in that language? Is that what you mean? As far as I am concerned, GB (more specifically GBC, but not GBA) games are normally programmed in C, and just as long as I can match that quality, then I am fine with it. I am not sure what you mean by the assembler, but since I still have much to learn so I won't bug you.

Oh yeah, just to clarify, I am looking to make a GBC game, and not a classic GB game. Sorry about that.

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Also Dimminish, will you be releasing some form of documentation for your engine? It would be a good idea to maybe start running a tutorial series on this as you go along deving this, haha. Like "Tutorial Series Part 1: Setting up Project", etc...

That would be nice, but I don't think that many apart from people like myself would be interested. And I am only interested because I am lookng into making a specific game for a specific project.

19
Coding / Re: GBA Minish Cap Coding
« on: September 01, 2012, 02:48:16 am »
Hey this is pretty neat! This type of code is actually pretty relevant to my troubles currently. As of yet, currently I am trying to learn how to code games in C++, but am looking to move into programming C for VBA. This code would be really helpful as a starting point to learn from, so it couldn't have come at a better time  XD (but don't worry I won't hardcopy it).

I just wanna ask some questions though, is it possible to write GB games as well using the tonc library? And also how different is it to program C from C++? I know there are certain limitations that C lacks (such as the lack of classes), but I am not entirely sure how different it is.

20
Zelda Projects / Re: Oracle of reason
« on: February 13, 2012, 03:01:01 pm »
Looking at the screens again, I think the sprites for Link and the bushes are a little too bright (probably because they were ripped from a bright sprite sheet, because I remember seeing this  sprite before).  His skin is too white, in comparison to other "white" colours (like the white portion of the peahat sprite) which has a tint of yellow in it.

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