Hello Guest, please login or register.
Did you miss your activation email?
Login with username, password and session length.

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Sahittam

Pages: 1 [2] 3 4
21
Other Projects / Re: [Screens]GMare (Game Maker Alternative Room Editor)
« on: February 07, 2011, 02:52:34 pm »
Wow, that's great. Finally a release!
This seems to be an awesome room editor. I haven't figured out, how to use the created rooms in GM Projects yet (I can't open the example GM project because I only have GM7), but once I do, I'm sure this will make room creating much easier.

I love the features like flood fill tiling, moving tiles around and collisions on different layers.

I found some bugs, too:

When I select Edit Mode Collisions and try to place collisions they always appear at 0,0. I can move them around, but it's still very annoying.

Another, really minor one: When you use the Selection tool for tiles and start a selection at the bottom right corner of the area which you want to select, and then move the mouse to the top left corner, the grid inside the selection is supposed to dissapear. Instead it removes the grid starting at the bottom right corner and moving further right and down.
Hope that wasn't too confusing. I added a screenshot to show what I mean.

22
Coding / Re: Need a bit of help
« on: January 01, 2011, 07:15:43 pm »
Try the gmk I attached. It's in GM7, but it should work in GM8. If not, then you can at least try out the exe and read the code (fully commented; maybe a bit too much). I've done it with surfaces and blend mode bm_subtract.

I hope this is what you wanted. ;)

23
Zelda Projects / Re: The Legend of Zelda - Realm of Shadows
« on: December 16, 2010, 02:52:06 pm »
Yes, I arrived at Lv 3; I just entered Lv 5, actually!

So far my favourite part of the game would be the Water Temple. I don't know why I like it, maybe because the underwater parts add another dimension to the 2D game.

I don't have much time to play right now, but I'll definitely finish this game later.

24
Zelda Projects / Re: The Legend of Zelda - Realm of Shadows
« on: December 09, 2010, 04:25:25 pm »
Thanks! I found it. Now I can finally continue playing.  XD

EDIT: Oh, I just realized that the spanish game guide contains a complete walkthrough. I'll translate it with google if I have more problems.

I liked to find Subrosia, by the way. It was very unexpected.

25
Zelda Projects / Re: The Legend of Zelda - Realm of Shadows
« on: December 08, 2010, 04:21:27 pm »
I played it a bit; I'm in the second dungeon on the second floor, but I'm completely stuck.  :huh:
I've walked around the entire dungeon multiple times, but I can't figure out, where that last key is supposed to be. I need it for the door in the screenshot.

The game is not the best game possible, sure, but it's completed, which is a huge plus, and it's not in ZC.
That's why I play it, and I also like the design of the world map.

I could talk about bugs and so on, but since you don't want to improve the game anymore it's kinda pointless. I'll tell you a few things though, that could help you for future games:

 - Changing the resolution when you enter a new room is terrible, you shouldn't do that anymore (that one boss fight in the pirate village, which leads me to my second point ...)
 - That boss fight is unfair, because you are not warned that it will happen and therefore you don't know that you should save before you enter that portal (the pirate in that cave didn't say anything. is that a bug?). Of course I died, and my last savegame was at least 20 minutes ago.  :'(
 - There is too much pointless backtracking in the game (almost everywhere; luckily the warp rings help a bit)
 - Puzzles should stay cleared, once you complete them.

I also wanted to tell you, that although the quality of this game isn't that of a real Zelda game, I enjoyed it and I would like to continue playing it (if I could find that key  ;)).

Could you please tell me where I can find that key? Or do you have a walkthrough for this game?

EDIT: Hey, I attached the savegame, so you can know exactly where I am.

26
Coding / Re: Zelda Engine
« on: December 06, 2010, 01:16:36 pm »
It works for me (the first version) on Vista 32 bit.

When you slash downwards Links shadow changes color for one frame  :o

And the text isn't supposed to be this huge, right?

But the second version doesn't work for me the way it's supposed to:
Background is blue, all graphics non-transparent and completely white and the text is still huge.
I've attached the debug.log, although I don't know if that's much use.

27
Entertainment / Re: Rant about Spirit Tracks
« on: November 21, 2010, 11:03:00 am »
I never had problems with the flute eighter, but I can see why it would have been nice for some people, if they had included another way to play songs (buttons, etc.).

Just remember that you have to play the songs in the right rhythm and start at the right time. The game never tells you that, and I did it automatically, so I didn't have problems with it, but I read this somewhere in the internet ...

Just listen to the metronome in the background ...

Edit: I LIKED the flute.

28
Zelda Projects / Re: [DEMO] The legend of Zelda 3D Flying Rooster
« on: November 17, 2010, 02:13:55 pm »
Yes, it's very good. You normally don't notice the teleport at all.

When I read your post, I assumed that when Link walks out of the room, the screen would go black and Link would be teleported while the screen is black, but the seamless solution you did is much better.

Oh, and please don't remove the backflip and the side jump. They might not be necessary for completing the game, but neither were they in the 3D Zeldas. But they do give you more options during combat, so they aren't useless.

Show content
About the Lens of Truth. I personally really like that item, but the problem is, that it only shows things that you could theoretically find out by trial and error. I just wanted to point out that problem. Maybe you could make some puzzles that only can completed when you to actually posses the LoT (just a suggestion for something you haven't even done yet).

                                                                                          Also, I find it a bit strange that the LoT is one of the three heroes' weapons. I mean, that thing just doesn't do any damage, so it can't really be considered a weapon.

29
Zelda Projects / Re: The Legend of Zelda : Chiming Bell
« on: November 14, 2010, 04:54:27 pm »
Okay, in the attachment screen, when I go down to the screen below that, I can go right and then up again and I'll end up on the trees. This is easily fixed by adding some trees in the screen below that, too.

Edit: When I'm on the trees I am behind the collision border which surrounds Hyrule. So as long as you don't walk into a room that doesn't exist, you can reach many places.

30
Zelda Projects / Re: The Legend of Zelda : Chiming Bell
« on: November 14, 2010, 04:38:48 pm »
The demo was quite nice. I really like how fast you have progress.

I liked the Chiming Swamp and the area with the Time Temple music from TP best.

But in many areas the world felt too empty. You'd have to add more interactions with the environment (e.g. cuttable bushes) and more decorations (see attachment 1).

One thing which is really unbalanced is the rider, because you can't get hurt while you're on it. So can just roll over the monsters, which die without even having the chance to hurt you. So this makes many fights practically unloseable.

Another a bit bugged problem is the pushback of the monsters when hit. Sometimes they get pushed back in directions which are different from what you expect.
This is probably because the pushback direction is determined by the coordinates of the weapon in relation to the coordinates of the monster (I'm only guessing here). This is fine for ranged weapons, but for the sword I would replace the coordinates of the sword with the coordinates of Link for the calculation.

Oh, another thing: There is one room transition near the Lost Woods (?) which allows you to appear on top of some trees (without collision). This leads to some fun screenshots (see attachments  XD).

31
Coding / Re: Zelda Engine with MC graphics
« on: November 02, 2010, 11:31:48 am »
(also though, this ma have been confusing in that the GM Minish Cap Engine is in Sponsored, but engines should be posted in the Engines board. Ideally the GM Minish Cap Engine will be moved there in some future form. I renamed Templates in case there was any confusion, will change the site accordingly later).

Ah, ok, I didn't know that. Sorry.

32
Coding / Re: Zelda Engine with MC graphics
« on: November 02, 2010, 10:44:19 am »
Okay, I'll try to do that deactivating. I just have to make sure it doesn't cause problems.
Example problem: one collision object is deactivated, a monster is not so far outside the view and still activated, and then it walks to where the collision should be.
Another problem would be when a line of bushes is on fire and a part of the line is outside the view. What should happen? Should the fire stop outside the view? Or should all bushes be permanently activated?
And what if the solution of a puzzle requires you to shoot a switch outside your view with an arrow?

What I'm trying to say is, that there are so many (unexpected) problems, that it will take me some time to find a good solution.

error opening file for writing
 :-\

The Game Files folder has to be in the same directory as the executable. I think that's your problem.

33
Graphics / Re: Zelda's Custom Tiles
« on: October 26, 2010, 07:58:31 pm »
I like it when sprites have shadows on them. The shadow is a part of the sprite that always stays at the same place (normally), so I know how to piece the different frames together and don't have to guess. When everything is in the right place, I remove the shadow.

P.S.: I like the Cobble Race sprites (the second version really is better) and all your other sprites.

34
Coding / Re: Zelda Engine with MC graphics
« on: October 24, 2010, 05:58:39 pm »
wow it is seriously slow , you need to deactivate everything outside the view.

Hm..., I don't like deactivating everything outside the view. It causes so many problems. I'll find other solutions for the speed issue.

35
Coding / Re: Zelda Engine with MC graphics
« on: October 24, 2010, 02:33:27 pm »
I thought you already hadmade it in GM8, because when I open the file with GM7 I get an error due to being made by a newer version.

Hm, weird. I definitely made it in GM7

Your code would also be a lot faster if you used if..else if.. or switch statements. The following makes this very apparant:

(code)

Ok, I'll change that code. I don't know about switch though..., is it faster than if ... else if or is there no difference?

Oh yeah one more thing. Your engine is only usable for people with a Pro version.

Yes, I'm aware of that. That's why GM7 Pro is listed in the requirements (on the Projects WIP Page; Now I've added the requirements to this thread, too).

And another thing which I forgot to answer:
I personally like the diagonal movement for Link, and won't change it.

36
Coding / Re: Zelda Engine with MC graphics
« on: October 24, 2010, 12:02:16 pm »
Thanks for your comments and for liking parts of the engine!  XD

When this engine is finished, it's supposed to be able to create Zelda games very easily (with a help file and a tutorial) and things will be more organized then, with for example a folder ENGINE and a folder GAME. For creating games you would only have to edit things in the GAME folder. But it would of course be nice if the code was understandable, so that you can change things about the engine that you don't like.

I know I should comment my code. I'll try to comment more in the future, but I never normally do it, so I can't promise anything.
And the maps need to be redone, I agree.

The square boundaries with the Lens of Truth is something I have seen before, on another computer (not mine). I already have an idea how to fix this.

About those useless objects: They are normally there to show something. For example the FlyingObjectWithoutAnyPurpose shows that the scrolling room transition creates no graphic bugs with a object that has a lower depth than Link. This is again an issue about not commenting my code. If I did, you would know those object's purposes. Objects like that will be removed later.

Yes, I know the game file is a huge mess, and the engine is coded rather badly, but at least it has almost no bugs, which is also a top priority. I won't change the coding (because it works)(except for adding comments ... I hope), but I should organize things more and make things more easy to understand.

The octorocks are supposed to do that, if you don't like it, you can remove it. (Of course, again, comments would be useful to know what code makes the octorocks do that)

And the invisible collisions: Those are most likely hidden blocks; reveal them with your Lens of Truth.

Now, the slowdown ... sigh. Games I make always are slow on other computers, even the simplest ones (I have 60 fps on my computer). I'm starting to consider to actually change the fps to 30 and doubling every speed/image speed. This would be a lot of work, but maybe it's the right thing to do. Another thing I could change is the fire effect. Maybe I should change it into something simpler.

And if those two lines are the only thing that needs to be changed in GM 8, them I might change to the new Game Maker ...

37
Coding / Zelda Engine with MC graphics
« on: October 23, 2010, 09:25:09 pm »
Version: 0.1.5i

A Zelda Engine in made  Game Maker 7.
Click here and go to [News] for more (detailed) info and explanations, or go to the [Gallery] for Screenshots.

Requirements:
    Game Maker 7 Pro

An explanation for how to use the textbox will follow soon ...

If you have GM 8, please try this out anyway (it's only 1 Mb), and tell me, if it works.
Should the source produce errors in GM 8, you can still download the executable.

Press F2 to see the FPS in the top-left corner. You should have 60 FPS. If you don't, please tell me.

IMPORTANT: The special letters like ?,?,etc. might not work on your computer due to some weirdness with two different ascii codes which I don't really understand.
If it DOESN'T work, please post a comment.
To check if they work, go to a signpost and read it. The second part of the textbox should look like this:




Changes or new features in version 0.1.5i (since 0.1.3):

 - Textbox
 - Bow/LightBow
 - Rupees/Items are now left behing by monsters
 - lightable Torches
 - chests, signposts
 - info boxes
 - Heart Pieces
 - bugfixes/improvements

Things I will (probably) work on next:

 - swimming
 - (finish spin attack)
 - (finish day/night circle)
 - more items
 - more monsters

Current Features:

0.1.5i:
  - walking with corner-cutting
  - moving on ice
  - falling into holes
  - breaking floors that turn into holes
  - light engine
  - rolling (also diagonally)
  - sword
  - shield
  - rollstab
  - charging for spin attack (but the spin attack itself not yet)
  - cuttable bushes
  - HUD
  - 3 different swords
  - 5 different shields
  - lens of truth engine (activate with Q or the Item)
  - Day/Night Engine (unfinished)
  - Blur Effect when the Menu is opened
  - Menu Engine with info boxes done, except for Map Menu, Sub-Menus
  - Item System
  - Bow and Arrow, also Fire Arrow and Bow/LightBow
  - Fire, which burns bushes, etc.
  - Monster/getting hurt/push back engine
  - Octoroks
  - File Select/Save
  - Room transitions
  - Pick up/throw/put down
  - Bombs
  - Textbox
  - Rupees/Items drop
  - lightable Torches
  - chests, signposts
  - Heart Pieces

Controls:

 F1: Show Controls

 X: Roll
 C: Sword
 S: Shield
 D/F/V: Items
 Y/Z + D/F/V: Change the mode of the item on the key
      (change Normal Arrow/Fire Arrow)

 K: Enter Code which is executed immediately
 G: Change Bow/LightBow
 1,2,3,4,5,6,7: Change Life and Magic
 8: Change Sword
 9: Change Shield
 0: Change Room Type
 T: set FPS to 1
 U: set FPS to 10
 I: set FPS to 60 (normal)
 (Q: Lens of Truth on/off)
 (E: Lantern of/off)
 W: view must stay in room on/off
 M: Sword Power +
 N: Sword Power -
 ALT: Example Textbox
 CONTROL: Example Textbox with answer choice
 SHIFT: Example Textbox with number input

If you find any bugs, or have any suggestions, what I should include in this engine, please post something here.

Credits:
  Scooternew for the menu pause. Click.
   and for the base of the textbox.
  Miles07 for many Item Symbols. Click.
  Faceless for Fire/Ice/Light Arrow sprites.

38
Coding / Re: Problems with collisions in Gamemaker
« on: May 01, 2010, 06:47:29 pm »
No, I don't think so. At least it doesn't happen when you only mirror/rotate them in the draw event (I don't know another way to do this anyway). Attached is an example (in GM7) to prove it.

I guess your problem is something else.

It's also logical that way, because the objects are only drawn as rotated, but in the game reallity they aren't.

39
Updates / Re: Nominations - February 2010
« on: February 25, 2010, 05:37:16 pm »
I vote for Horn of Balance, because it already looks more like a (fantastic) game than an engine, because it gets updated very often, and because it's a team project.

40
MC & FS / Re: [Request]: MC Bow Moblin Sprites!
« on: February 25, 2010, 01:36:56 am »
I made the red Moblin sprites [...]

Um, yeah, it's only a recolor, but you really shouldn't claim credit for other people's work.
I made them (only the spear moblin). You can find it in the gmk of my scrapped game, which I uploaded a long time ago. Of course, it's possible that you made the exact same recolor without knowing I did it, but I somehow doubt it.
I mean, I'm not saying this because I want credit (it's a simple recolor), but saying you did something which you didn't do is bad.

Btw, ZFG, there's one color on the moblin's leg that's still blue. Also, when I recolored the spear moblin I made the ??? (I don't know the word right now) on the spear blue, to add a little contrast. Maybe you should do something like that here, too.

Pages: 1 [2] 3 4

Contact Us | Legal | Advertise Here
2013 © ZFGC, All Rights Reserved



Page created in 0.216 seconds with 35 queries.