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Messages - Nabeshin

Pages: 1 [2] 3 4 ... 20
21
Other Projects / Re: [Demo] Tech demo - Horn of Balance (working title)
« on: August 29, 2011, 06:49:22 pm »
Some keyboards have key priority issues and object to certain combos of keys. Other keyboards are amazing. XD But yeah, don't worry yourself about this as it's very likely a hardware-specific issue.

22
"A secret project", lol.

Whatever the secrecy, you can't really expect that someone will jump in and play hero. If you're really banking on that, then you need to show off your own work, so that people know that their work will go to good use. And anyway, if this is only a small project, then I can't see anyone undertaking this task just to help you out.

23
Coding / Re: [HTML + Javascript] Need some help finding tutorials
« on: July 31, 2011, 11:41:29 pm »
Ruby <3
PHP <3

Don't fight, programming paradigms! Band together against your common enemy!
(Drag-and-drop website generation  >:D)

24
I really enjoyed Chrono Cross. Maybe more than Trigger.

Of the RPGs mid-90's, it would be hard to argue that Trigger's not one of the best though.

25
Zelda Projects / Re: [Trailer] TLOZ: Chaos Rising
« on: July 12, 2011, 03:43:45 pm »
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.

26
LTTP & FSA / Re: [Request] Custom magic attack (alttp style)
« on: June 12, 2011, 06:50:53 am »
The fourth looks good. Like I said, I just grabbed LttP colours as best I could. Good work.

27
LTTP & FSA / Re: [Request] Custom magic attack (alttp style)
« on: June 11, 2011, 07:19:03 pm »
My attempt, in a couple colours. It's hard to get yellow looking good with the LttP palette, but I think the orange looks alright.

28
Discussion / Re: Moving from Gamemaker - What Next?
« on: May 16, 2011, 04:30:26 am »
Well, for example, there's Multimedia Fusion. I've never used it personally, but I've heard good things.I believe Foreshadower knows a lot about it, you should ask him.

I'm sure there are other tools as well.

29
Discussion / Re: Moving from Gamemaker - What Next?
« on: May 15, 2011, 10:09:14 pm »
Well, is programming alien to you? Because that's the next step  XD

That's not entirely true, haha. There are certainly other options for game making that don't involve coding.
What features do you like about GM? Which ones make you feel boxed in?

30
Graphics / Re: Hows this for tiling
« on: May 04, 2011, 05:52:56 pm »
It looks very good.

In the middle water portion, it looks like you intend to put waterfalls? That might look awkward with the shallow splashy water.

31
Graphics / Re: Zelda's Custom Tiles
« on: May 04, 2011, 05:47:31 pm »
The fork's head needs to be moved up slightly, it doesn't line up with the body of the fork.

And the knife, in the original, has a line that clearly divides the blade and the handle. That doesn't appear on your sprite. With the fork's head moved upwards, there will be more room for that anyway  XD

This is very cool overall, I loved the Tingle game.

32
Coding / Re: Moldorm Script
« on: April 28, 2011, 06:16:17 am »
I should've done more than hint at it, lol. Use paths.


I'll use a recreation of LttP's battle as a model.

Say we have Path_1: that gets created when the player enters the room, and then the Moldorm object follows the path. But what does Moldorm do after he finishes moving over Path_1? It would be boring if he followed the same path again and again.

New addition: Path_2. Path_2 also gets created when the player enters the room. Moldorm follows Path_1, and then Path_2, and repeats them both.

But that's still boring; the paths should be dynamically created as Moldorm moves! Now that's where it gets tricky, because in Game Maker we can't change our path resources while they're in use by the Moldorm object.

Luckily, we have two paths.  XD  Both paths get created when the player enters the room, and then switched back and forth. When one path is in use, the other path gets rewritten, and vice versa.

The head of Moldorm will be using a new path, while one or more of his back segments might be using an old path. Including his head, he has 5 segments in total; let's say as an example that each segment switches paths every 60 frames (random number). The head switches first, and then the next segment, and so on. A segment is switching every 1/5 of the time (5 segments) so there's a segment switching every 12 frames, and that creates the effect that the segments are following one another.

Let's visualize this. All 5 segments start on top of each other. The head moves first; it's set to Path_1. Every 12 frames, another segment gets set to Path_1. After 48 frames, every segment has been set to Path_1. After another 12 frames, the head is set to Path_2. 48 frames after that, every segment has been set to Path_2. That's the time for Path_1 to be rewritten in a semi-random way -- you'll write the algorithm so that it creates the motion that you want it to. Then 12 frames later, the head segment swaps back to Path_1, etc. etc. and 48 frames after that, Path_2 has time to be rewritten, etc. etc. and that cycle continues until it dies or Link dies.


And that's how you'll do it.  ;)  Sounds easy, right?

33
Spirit Tracks was better, but still monotonous. PH was definitely not great, although I enjoyed it.

I believe there's a patch or cheat to use the control pad. Probably a patch.

34
Coding / Re: Moldorm Script
« on: April 27, 2011, 06:00:51 pm »
Moldorm is this dude, correct?


His body parts all follow the same path. ;) You dig?

35
Coding / Re: Objectmix
« on: April 25, 2011, 03:59:40 pm »
So you're using a standard collision event where the Boomerang collides with Monsters_Par? And the problem is that the stars appear over the first monster you've created.

Is the code that creates the stars in the event something similar to this?

Code: [Select]
instance_create(Monsters_Par.x,Monsters_Par.y,objStar)

If so, then a fix would be this:
Code: [Select]
instance_create(other.x,other.y,objStar)

36
Feedback / Re: King of Thieves Revival
« on: March 25, 2011, 12:16:38 am »
Nothing wrong with signing up later and/or tossing in some occasional help, yeah? I'm busy but might poke my head in now and again if allowed. I'm excited to see this project turn out.

37
Coding / Re: Anyone good at html?
« on: February 18, 2011, 10:34:04 pm »
I get this going on in Opera, maximized window, on standard netbook resolution.

38
Different strokes for different folks, I suppose. MM is a game that no one is ever middle-of-the-road about; it seems like you either love it or you hate it. The people who like it are really culty and possessive over it, but on the other hand, a lot of people have definitely given it a first/second try more recently and really found an appreciation for it.

Couple years ago, my girlfriend at the time didn't like MM (she got the disc with the four games, although she had already played OoT). Loved OoT, played the NES Zeldas and Minish Cap as well. She said she felt rushed, which is understandable given what seems like a time limit (I've never felt it but I can see why you would). We compromised, I played through a bit and she watched, and then the game seemed to click for her and she blitzed through the rest on her own. Ever since, she thinks MM is better than OoT and is essentially in the MM cult.

39
This relation is pretty much all I've ever needed to enjoy Tingle.



Anyway, Tingle's amusing. He's not creepy so much as just silly, and the way he's very determined about things is fun. I liked that in Wind Waker, he came across as if he just might be underhanded and wanting Rupees, rather than being fairy-obsessed etc. and I enjoyed Rosy Rupeeland because there was some elaboration on that aspect of his character.

In Rosy Rupeeland, by the way, he's very hetero.  ;)  He doesn't wear the Tingle suit by choice, and often lusts after the ladies.

40
I've always enjoyed Tingle as a character. Can't really see why the dislike exists. (Don't get me wrong, I can see why, but that seems a bit shallow.)

I imported this game from the UK (even looked for it while I was on a trip in London for a week beforehand) and enjoyed the hell out of it. The boss battles were fun and break from the "cloud-fighting" thing. Some of the item collection got a bit tedious but I found myself picking it up every day and being excited to play it until I beat it. I even bothered to get 100% and get the secret bit at the end. Probably the last game I played that I genuinely found funny.

Not sure I understand the current Nintendo hate. (Dislike etc. call it what you will?) I've enjoyed every Nintendo console to date, and haven't really witnessed a change in dynamic. They're certainly marketing to a different crowd than they were with the 64 and Gamecube, and some of their recent games have been a bit bland, but regardless I've never caught myself not having fun.

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