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Messages - Nubcake

Pages: 1 2 [3] 4 5 6
41
Graphics / Re: Assistance wanted
« on: February 25, 2011, 09:43:49 pm »
that's quite a lot of unseen sprites and even if you get them i doubt they will be good enough.

42
Graphics / MC HUD
« on: February 25, 2011, 09:23:55 pm »
Hi

I've been looking for the MC HUD ( just the  A B and R Button ) but can't find the R button ( it's not the one on spriters resource as it is extended could anyone find it for me or does anyone have it ?

43
Other Projects / Re: [Program]GMare (Game Maker Alternative Room Editor)
« on: February 24, 2011, 06:06:23 pm »
I tried to export to GM8 and i'm not sure what to expect , the tiles don't appear in the room .

44
Coding / Re: Need a bit of help
« on: January 02, 2011, 04:16:49 pm »
An easier way i think would be to create a surface , draw it black then NOT keep drawing it every step.

Create
Code: [Select]
r = 50
s = surface_create(room_width,room_height)
surface_set_target(s)
draw_clear(c_black)
surface_reset_target()

Step
Code: [Select]
surface_set_target(s)
draw_set_blend_mode(bm_subtract)
draw_circle(mouse_x,mouse_y,r,0)
draw_set_blend_mode(bm_normal)
surface_reset_target()

Draw
Code: [Select]
draw_surface(s,0,0)

45
Zelda Projects / Re: Ocarina of Time Re-imagined
« on: December 31, 2010, 05:55:31 pm »
Nice screens.

46
Coding / Re: Pokemon Overworld
« on: December 28, 2010, 06:26:13 pm »
I only run it at 60 fps for quality , so what does that mean ?
How could i mess it up , it's quite similar to yours.

47
Coding / Re: Pokemon Overworld
« on: December 28, 2010, 06:15:25 pm »
I'm still not getting 14 , it still doesn't work when i put movespeed = 2 .

48
Coding / Re: Pokemon Overworld
« on: December 28, 2010, 05:22:23 pm »
I've encountered a problem after extracting parts of your engine and trying them out ; When i hold the combination of left+up,left+down,right+up,right+down or the other way , my character goes of the grid and just keeps on going . What am i doing wrong ?

Slightly Modified.
Code: [Select]
hold_d = keyboard_check(vk_down);
hold_u = keyboard_check(vk_up);
hold_l = keyboard_check(vk_left);
hold_r = keyboard_check(vk_right);

if (hold_r || hold_l || hold_d || hold_u && moveable) moving = 1 else moving = 0




if (x mod 16 == 0 && y mod 16 == 0)
 {
  if hold_r
   {
    movedelay+=1
    direction = 0
    sprite_index = sRight
    image_speed = 1/8
    if movedelay > 4
    {
     x+=movespeed  
     view_xview+=movespeed
    }
   }
  if hold_l
   {
    movedelay+=1
    direction = 180
    sprite_index = sLeft
    image_speed = 1/8
    if movedelay > 4
     {
      x-=movespeed
      view_xview-=movespeed
     }
   }
  if hold_u
   {
    movedelay+=1
    direction=90
    sprite_index = sUp
    image_speed = 1/8
    if movedelay > 4
     {
      y-=movespeed
      view_yview-=movespeed    
     }
   }
  if hold_d
   {
    movedelay+=1
    direction=270
    sprite_index = sDown
    image_speed = 1/8
    if movedelay > 4
     {
      y+=movespeed
      view_yview+=movespeed    
     }
   }
  if !moving
   {
    movedelay = 0
    image_index = 0
   }
 }
else
switch direction
 {
  case 0: x+=movespeed view_xview+=movespeed break;
  case 90: y-=movespeed view_yview-=movespeed break;
  case 180: x-=movespeed view_xview-=movespeed break;
  case 270: y+=movespeed view_yview+=movespeed break;
 }

I noticed the max value of your characters x mod 16 was 14 , mine is 15 , when i drew the text to seen what value of x mod 16 was it was 1 when i went off the grid upwards.

49
Zelda Projects / Re: The Legend of Zelda - Realm of Shadows
« on: December 25, 2010, 04:54:25 pm »
-Always i use 30 FPS in my games. The overworld can´t go with more speed (is a big room)

I don't understand what difference that makes , more fps makes the game look smoother .
there isn't a system in place that deactivates objects outside of a certain threshhold past the view
i'm not sure what you mean by that ,

50
Zelda Projects / Re: The Legend of Zelda - Realm of Shadows
« on: December 25, 2010, 11:56:20 am »
It's not just that there are more detailed explanations like , using a mask and corner cutting implemented , i'm not saying it has to be perfect but these are a few things you could consider ^ _ ^

-Always i use 30 FPS in my games. The overworld can´t go with more speed (is a big room)

I don't understand what difference that makes , more fps makes the game look smoother .

51
Other Projects / Re: [Screens]GMare (Game Maker Alternative Room Editor)
« on: December 23, 2010, 06:56:30 pm »
it would be cool if you could load a room out of code though from this.

52
Other Projects / Re: [Screens]GMare (Game Maker Alternative Room Editor)
« on: December 23, 2010, 05:31:34 pm »
can this program only create rooms ?

53
Zelda Projects / Re: The Legend of Zelda - Realm of Shadows
« on: December 23, 2010, 05:23:19 pm »
Overall i would give it a 2.5/5 reasons are as follows.
  • Collisions Could have been better
  • Graphics could have been improved
  • At 30 FPS the quality is poor , use 60.
  • The English translation could have made more sense but i guess it's not your fault.
  • Mixing Sounds from different versions of Zelda is a bad idea IMO.

54
Graphics / Re: Link's Awakening, in LTTP style
« on: December 22, 2010, 11:06:36 pm »
hey , where are the pillars ?  :)

55
Discussion / Re: Source has decided to start learning C#
« on: December 22, 2010, 08:49:44 pm »
what compiler is best for C ?

56
Coding / Re: Pokemon Overworld
« on: November 28, 2010, 08:13:43 pm »
sorry to bump tis topic but , how do you change the text ?

57
Graphics / Re: Link's Awakening, in LTTP style
« on: November 21, 2010, 10:05:11 am »
where is anglers tunnel ?

58
Graphics / Re: What do you guys think of the HUD and textbox?
« on: November 20, 2010, 09:17:09 am »
i like it

59
OoA/S & LA / Re: [Request] Beamos Flash
« on: November 08, 2010, 07:58:49 pm »
OK :)
It's the same one ! :P try adding the hurt pallete.

60
OoA/S & LA / Re: [Request] Beamos Flash
« on: November 08, 2010, 04:27:16 pm »
No that's not really it , 7.38 pause it http://www.youtube.com/watch?v=8zl_-cUTNsY you'll see i need that :P

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