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Messages - Tonydaderp

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1
Other Projects / Re: Alttp - Horn of Balance
« on: June 28, 2019, 09:17:08 pm »
I can't believe its been just shy of three years since i started following this project. Brings me an unexplainable joy to see it still being updated.

2
Other Projects / Re: [DEMO 0.18 NOW OUT] Alttp - Horn of Balance
« on: August 12, 2017, 06:23:24 am »
Hello! Long time no see, Martijn! I see you have made a ton of progress! Looks great! Keep up the great work. Im such a fan.

3
Other Projects / Re: Nether (debug version 0.2.2.5)
« on: August 12, 2017, 06:09:54 am »
Bump! I recently just changed everything instead of starting a new thread!

4
Other Projects / [Demo] Nether (debug version 0.2.2.5)
« on: March 19, 2017, 03:33:58 am »



Hello everyone! I recently just finished a newer debug demo for my game Nether: The Dying Village. I have been working on this project for about seven months, but it is nowhere near completion. It is being made with gamemaker: studio 1.4. I am working on it as much as I can.

A Short Description about Nether: The Dying Village
It is a remake of an unfinished gameboy styled game of the same name. It is a metroidvania platformer, with puzzle elements.








<a href="http://www.youtube.com/watch?v=EjfIx2jjZII" target="_blank">http://www.youtube.com/watch?v=EjfIx2jjZII</a>
<a href="http://www.youtube.com/watch?v=M6hMf89dMrc" target="_blank">http://www.youtube.com/watch?v=M6hMf89dMrc</a>

Plot
So sometime in someplace, Nether's village is slowing dying from an incurable disease. Whenever the villagers try to go to towns and cities to ask for medical help, the guards of the royal palace shoot them dead and then bury them deep underground out of the fear that the disease might spread. Archers are everywhere surrounding the village and nearby escape routes to prevent the villagers from escaping. However, an unsuspecting traveler happens to stop at the village after a long voyage and happens to have a remedy for the disease. He treats Nether, the healthiest and strongest out of all the villagers so he can journey to the dangerous lands where the cure lies deep within.

Controls
Move/grab walls/climb ladders: Arrow keys
Jump/walljump: Z
Use item/interact: X
Roll: C
Menu: Space bar
Options/select option/start game: V

Debug stuff
Press E to slow down the fps
Press Enter to restart game
Press M to reveal work-in-progress minimap

You can change/view the controls by pressing "change controls" in the options screen.
There are currently only two control schemes for keyboard, and two control schemes for gamepad, however, I am yet to add more.

The sound effects are just video games), i am yet to find a way to be able to pay for a composer. (I'm just a really young teen with no allowance) :|

I would really really appreciate it if you gave your feedback, comments or suggestions right here in the comments. It helps me a ton, and of course, makes my game as best as can be. Thank you so much for taking you time and checking my game out! Have a great day!


Latest Version (0.2.2.5)
You can download it right here on itchio:
https://tonydaderp.itch.io/nether-debug-version-022






5
Other Projects / Re: Nether: Village in Peril
« on: December 03, 2016, 12:42:30 am »
Thanks ! I just finished the new tilesets for my game and I am currently redoing the sprites for my game.  :)

6
Other Projects / Re: Nether: Village in Peril
« on: November 29, 2016, 11:04:26 pm »
Lol I know XD

7
Other Projects / Nether: Village in Peril
« on: November 29, 2016, 04:13:10 am »
Hey ZFGC! Long time no see! About a month ago, I quit my Zelda Lttp fangame :'(. I decided it was time to make my own game, with my own characters and graphics. I am using a four colour base colour palette, because I am entering this game into the next Gameboy jam on ITCH and GAMEJOLT. I love this Gameboy style, so I decided to stay with the colour choices. The story and narrative are actually the ones from my old manga project, called NETHER. For this game however, I changed the title to Nether: Village in Peril, because there is already an fps game called NETHER. Even though my game is a four colour, 160 by 144 Gameboy style game, it is a lot more than an actual Gameboy is capable of handling. This project is being developed with Gamemaker: Studio. Here it is! https://youtu.be/b7CDdt1xSxI

8
Graphics / Re: SpritingBrad´s sprites
« on: November 13, 2016, 02:18:32 am »
NICE!

9
I have to say, this new palette looks a little less eye burning... Great job!

10
Recruitment / Re: Zelda:Lttp fangame!
« on: October 31, 2016, 10:47:48 pm »
Yes. I Already knew, but I think it is not the mask's problem, it is the diagonal input because there are some diagonal collision code, and maybe that's what messes up the collision. Also, the bug only happens when you move diagonally, so I will check it out. Thanks!

11
Other Projects / Re: [DEMO 17 out] Alttp - Horn of Balance
« on: October 31, 2016, 12:56:59 am »
Heres the last direction. Thanks for telling me about font_add_sprite and draw_text_ext, it really helped me out.  :)

12
Other Projects / Re: [DEMO 17 out] Alttp - Horn of Balance
« on: October 31, 2016, 12:46:32 am »
Martijn! I got another direction done!!! XD Here u go. Happy Halloween! :)

13
Other Projects / Re: [DEMO 17 out] Alttp - Horn of Balance
« on: October 30, 2016, 01:42:24 am »
martijn asked for it.

14
Other Projects / Re: [DEMO 17 out] Alttp - Horn of Balance
« on: October 30, 2016, 12:31:01 am »
Here!

15
Recruitment / Re: Zelda:Lttp fangame!
« on: October 29, 2016, 03:06:30 am »
Nevermind. I just decided it wasn't a huge deal. Good news: I programmed the corner-sliding in Lttp!
Heres the vid! Sorry for messy background! I don't know how to video edit and I don't have right software.

Edit: whoops, video didn't upload...

16
Recruitment / Re: Zelda:Lttp fangame!
« on: October 28, 2016, 11:23:03 pm »
Thanks, I will look into it. Now, a new problem: Collisions changing sometimes. Don't blah blah blah blah me for not doing careful collision checking, it has nothing to do with the code. The collisions sometimes change by its own. I do not know what is wrong. Plz help as if the collisions are normal, the slide_wall will work(explain later). Here are some photos:
first one is how the collision should be. (80% chance)
second is wrong.(30% chance)
third is wrong.(10% chance)

17
Coding / Re: Lttp pegasus boots dust
« on: October 27, 2016, 10:03:33 pm »
Yes. I'll try it after I tileset the first dungeon!

18
Recruitment / Re: Zelda:Lttp fangame!
« on: October 26, 2016, 10:21:45 pm »
Hmm, I already know how to use font_add_sprite, but i don't know how some letters work. What i mean is that some letters, are slightly sticking into the next letter. How did you manage to do it? :D

19
Coding / Re: Lttp pegasus boots dust
« on: October 26, 2016, 12:37:14 am »
Guys, I might think I've got it... Ill just tell object controller to draw the dust if state == something. I'll try it as soon as I get back. :)

20
Recruitment / Re: Zelda:Lttp fangame!
« on: October 25, 2016, 08:29:32 pm »
Thank you! I looked at return of the font return of ganon before, but it is in black. The font in lttp is blue and white. Thanks tho.

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