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Messages - Sahittam

Pages: 1 2 [3] 4
41
MC & FS / Re: {Request} Minish Cap Color Palette.
« on: January 02, 2010, 07:46:17 pm »
No problem.  XD

43
Other Projects / Re: [Demo] Tech demo - Horn of Balance (working title)
« on: December 28, 2009, 10:23:49 pm »
-The swordbeam vs doorways took me a minute. XD This actually doesn't sound like a problem. The doors do not stop the swordbeam. It's the invisible transition below that stops it. So we are probably talking about a door that does not yet have an actually connection to the next room. Could you describe the location so I can be sure?

No, it's a door between two existing rooms. I've attached pictures. To recreate this, walk through a door, then turn around and shoot a swordbeam, and as soon you can move, go through the doorway again. Then you'll see the swordbeam at the edge of the screen.

-The swordbeam vs containers is a choice of mine. I am using two sprites for the beam. One is a rectangle for hitting walls etc. Vs other things like pots it uses the actual sprite. So there can be freak instances where an object or small enemy is missed by the beam. It wasn't the original plan, but I kinda like it. Makes it a little more realistic and challenging.
Is this what happened in your situation, or am I way of?

Yes, I believe that's what happened.

44
Other Projects / Re: [Demo] Tech demo - Horn of Balance (working title)
« on: December 27, 2009, 11:41:39 pm »
Anybody else have this problem?

No, it works just fine for me.

Now some feedback:

In door in the first attached Screenshot looks like it is open, but it's closed (collision works). I remember it is closed from previous demos.

When you stand right in front of a door to another room and swing your sword the sword beam doesn't "break", but continues flying in the other room.

In screenshot 2 I could walk while the textbox was there. When I opened another chest the textbox did stop me from walking, so it's the problem is only for this chest.

Once, when I shot a swordbeam at two pots standing in a line the swordbeam ignored the first pot and broke the second pot, but a second swordbeam then broke the first pot.

When you walk north with a wall to your right and then additionally press Right, you move north faster than if you had pressed only Up. This of course works in all other directions too. Or at least it seams faster to me.

OK, that's all I could find for now.

45
Zelda Projects / Re: The Legend of Zelda: Mystery of Solarus DX
« on: December 18, 2009, 05:38:42 pm »
I just played through the demo, it was very nice! The intro pictures looked extremely good, the puzzles were well done in my opinion (although fairly easy), and I experienced no bugs, which was very good.

Some little suggestions:

-The guards should have a smaller collision. For example when Link's foot touches the guard's head Link get's hit. The guards should have a square collision and not the entire image.
-When Link picks up something the shadow of the pot/rock/bush are above him. That doesn't look too nice.
-It's okay to call the boss 'Boss' in the german translation, too; all the newer zelda games do that (I don't remember what ALttP did though).
-Ganon should be the 'Diebeskönig' not the 'Räuberkönig'. It basicly both means King of Thieves, but he was called 'Diebeskönig' (or 'König der Diebe', I don't remember) in ALttP.

But all these things are all really minor. It's a really great game so far, and seeing that this was already completed once makes me actually dare to hope that you will do it again. Good Luck to the team!

46
Entertainment / Re: Well Zelda Spirit Tracks is already annoying
« on: December 04, 2009, 11:29:43 pm »
I thought it wasn't out yet? Or do you guys all play the leaked version?

Anyway, I look forward to this game very much, and it's great to hear that the music is going to be better. The music in PH was, ... well you couldn't really call that music.

I also don't mind sneaking, or I even like it, so that's not going to be a problem for me.

Well, I guess I'll see how much I like the game next friday.

47
Discussion / Re: Zelda Future
« on: November 22, 2009, 09:29:42 am »
Wow, the character artwork looks incredibly... professional. As if it was from a Nintendo Zelda game.

48
Coding / Re: Tex-box!
« on: November 20, 2009, 07:42:38 am »
I do (did) it like this:

if (instance_exists(obj_textbox)==false)
{
 ...
}

49
Coding / Re: Tex-box!
« on: November 17, 2009, 08:26:31 pm »
Wow, I thought making own textbox-engine in my game,
but these are much better than I could do. So this makes
my work easier/faster to do.

But who gets the credit if I use those?

Credit goes to Scooternew for both versions; the edits in the second version were done by me.
But somehow the line breaking script in the edited version doesn't work like it should (I just remembered that), so sometimes you have break the lines manually (# means new line).

50
Coding / Re: Tex-box!
« on: November 17, 2009, 04:04:02 pm »
Sorry, I don't really understand you. Could be because English is not my native language. I'll just give you Scooternew's Text-Engine and my edited version. I think there was also a readme of the text-engine, but I can't find it anymore. Just find out how the engine(s) works yourself.

51
Coding / Re: Tex-box!
« on: November 16, 2009, 09:43:55 pm »
Didn't Scooternew write one not long ago with colour change etc?
well the links are most likely dead

I have used Scooternew's Text Engine for my game, and I also changed it a little bit. It doesn't freeze the game, but it's not really what you're looking for, because this engine isn't Zelda-GB-like.

52
Discussion / Re: Capturing the feel of OoT's movement
« on: November 16, 2009, 06:55:58 pm »
I have tested this some time ago in MM, and this is what I found:

If you press Up, Link walks right 'into the screen', directly forward. The camera moves with him, so the distance fom camera to Link is always the same.
If you press Down, Link walks right 'to you', so exactly the opposite direction. The camera moves with him again, to keep the distance the same.
If you press Right or Left, he moves right or left and the Camera stays in the same position, but rotates, so that Link is always in the middle of the screen. Maybe then it moves a little bit forward or backward to keep the distance the same.
So if only left/right was pressed, Link would run in circles.

If I programmed it I would do it this way:

The angle the camera has now is treated as forwards, +90° is left (or right, I don't know), +180° is backwards, and +270° is right (or left).

Then the Control Stick input returns a direction and a speed of movement.
Link is moved in the direction the Control Stick returns + the angle the camera has right now.
The higher the speed, the more he moves in this direction, and also the animation he has is set according to the speed.

Then the camera rotates, so that Link is in the middle of the screen, and then the camera is moved forwards or backwards, so that the distance to Link is always the same.

How the camera reacts to Links movement Up or Down I don't know, but I would do it like this:
If Link's height is changed the camera's up/down angle changes, so that he is always in the middle of the screen, but this angle has only a certain range in which it can move, like +45°/-45° from  the default position. If the angle value would be more/less than that, then the camera moves up or down.
And when Link is on solid ground then the camera is set to the default height.

Of course it's a little bit more complicated than that; in MM if Link has a very high speed he can't turn in just any direction in one frame, but has to slowly change his angle over several frames.

Also I don't know if you could do it like that, I never programmed in 3D, and sorry if I explained some obvious things, but maybe it's some help.

53
Coding / Re: Room changing nice but objLink Aprs on top left conner
« on: November 15, 2009, 06:47:24 pm »
I don't know, what this 'cont' does, but maybe you'd have to do it like this:

Quote
global.cont.x = 1104;
global.cont.y = 624;
objLink.x = global.cont.x;
objLink.y = global.cont.y;

Or even simpler than that:

Quote
objLink.x = 1104;
objLink.y = 624;

54
So... where do I start?
It's cancelled. :'( There you have it. But it died long ago.

Lately, every time I loaded up the gmk I just felt completely overwhelmed. There was just so much in it and it wasn't organized at all; and seeing that just made me lose any motivation I might still have had when I clicked to open the file. So after months of doing barely anything in it I finally decided to officially cancel it.

Why do I even tell you this? Well, it just feels more final to do so, than just forget about it. And somewhere I said, that if I ever cancelled it, I would write about it here. So I'm keeping my promise...

Probably no one cares that this is dead, because you all have forgotten about it; and that is not surprising. After all you don't know anything about the story, the world, the characters, ... and there are so many other things you don't know. And all these things - story, characters - they were there, and they were absolutely brilliant in my opinion. It's a shame that you're never going to see what I have planned.

Or wait, ... are you?

Those ideas I had about the game are just too good to let them die. And that's why I want to restart the project, this time with a team, a new, better engine, and a smaller world. Just not ... now ...

At the moment, I just don't have enough time to do a thing like this. But some day, ... maybe I will ...

In the meantime, I have uploaded the source file of the project as it is now. Check it out on the download page of my project in the Projects section. But look for it in the Scrapped category :'(.

However, I heavily discourage you from using that engine for creating a own game. It's hard to use, has crappy performance, is badly infested by bugs, and: you're not gonna learn anything by using a premade engine!
But you can use it to look up, how I have done things, if you don't get that particular feature of your own engine to work. But please, for your own good, only look at the more advanced stuff. I can't even begin to describe how bad the basics are coded.

Or you could look at it to see some of the things you didn't see in the demo.

Oh yeah, I guess this has to be moved...

Anyway, have fun with the corpse, and thank you all for your support,
Sahittam

PS: The NPC texts and some other things are in German.

55
Entertainment / Re: Zelda Favorites
« on: August 09, 2009, 04:12:46 pm »
1. Majora's Mask
2. The Wind Waker
3. Ocarina of Time
4. Link's Awakening
5. Twilight Princess

56
Zelda Projects / Re: [WIP] [Demo] The Legend of Zelda
« on: August 01, 2009, 09:55:29 pm »
Those screenshots look really nice. The tiling is perfect and the colour of the (high) grass fits in really well. I look forward to playing this!
Also, congratulations for winning Project of the Month, too!

57
Zelda Projects / Re: The Legend of Zelda: Shadowed Prince
« on: August 01, 2009, 09:45:50 pm »
OK, I just downloaded and played the game and I got as far as the 2. Dungeon, but then I couldn't go on (I'll explain later why). The game was really nice, because there was something to do (Dungeons). I also liked that there were many features, like ledge jumping and thrusting your sword against walls when charging for a spin attack.

In the first picture there is a staircase behind the HUD-Button with the Feather. I didn't see it when I got there, so I saved and chose 'Last Location'. I started in a cave I had never seen before with two possible ways to go. One leads to the 2. Dungeon, the other one (after more caves) brought me to the cave in the screenshot again, but this time I entered via the 'hidden' staircase. That's how I found out it was there. It should be clearer for the player that there is an exit.

The second picture: That's as far as I could go. When I exited the room through the north exit, nothing would happen. Maybe you haven't built the room north of this one, but maybe not, because when I wanted to leave the room through the south exit it didn't work either, so maybe you just forgot to add those two portals.

Some other things I noticed:
- Some sounds were too loud in comparison to others.
- Always redoing the puzzles when entering the room a second time was annoying, especially longer ones like the puzzle in the second room of the second Dungeon.
- The rupee and key HUD numbers shouldn't be black in my opinion. I'ts often hard to see.

58
Sorry for gravedigging, especially since this is not an update, but today this project celebrates it's first birthday!

As a birthday present I'll release the Game Maker File of the project as it was exactly one year ago. Check attachments, ... or don't, because it's really not worth downloading.

At this time I still wanted to have a time system like in Majora's Mask, except it would be repeated like in The Shadowgazer, but not only three days, but four weeks, each week another season, which would influence things a lot too. I discarded this idea very soon, for obvious reasons, and went back to a nice normal day/night system with only two states of NPCs.

Soooo, next year I'll release the source code as it is now? Well, maybe a new demo, ... if even that much...

Edit: Removed the useless source file to avoid confusion.

59
OK, I'll comment on some things...


This is not supposed to happen, right? It happened quite frequently to me and got pretty annoying. I'm playing on Vista, does that matter in any way?

I found this game really good, with all the sounds, the original music, and the graphic effects. I especially liked the spin attack. Good was also, that I didn't experience any gameplay bugs. The game really felt like the original LttP.

I have some suggestions though:

You should be able to close menus with the keys you use for opening them.

It would also be nice if you could pick up things like rupees with your sword.

Pots should have square collision in my opinion. If you were walking against a row of pots you could get stuck between two pots. I mean, you could still move out again, but square collision would be better I think. You couldn't pick up pots either, could you? But you probably plan to add that anyway.

Another thing was no knockback for Link, but same as above, I think.

Also I found that the 'Royal Shrine' text vanished too quickly to read, if you aren't prepared for it.

60
Very nice to hear your decision at last.
'The Shadowgazer' will  in my opinion be even more awesome than the Zelda fan game was, and it was by far the best fan game ever created. With completely custom graphics and such this game will be the best game of the century, at least to me.
I can hardly wait to see some screenshots and the new main character!

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