Looks promising, and I look forward to playing the MM demo you made for the competition.Gerudo Bridge : It's plays a minor part in the story. A dark storm broke the bridge during Link's absence. The dark storm is a sign of evil.
But a lot of your story references don't make sense. Like the Gerudo bridge having been "repaired"...except it hadn't broken yet. :P If this is two years after Majora's Mask, than it's 5 years before what happened with Adult Link (before he rewound time).
Or how Lake Hylia has become a beach resort now that Morpha is gone and the lake is peaceful...only Morpha wasn't ever outside the temple causing problems, and Morpha was never let loose in the temple to begin with (since Ganon is gone)...so wasn't the Lake already peaceful?
Other than a few things like that, this looks great, and I'm really looking forward to it.
> The movements system needs a little bit more work. When I stand under/against a wall and am looking left I won't look up again when I want to move in that direction. If you need help with that let me know (= PB/email). It's not hard to fix.Movement Engine - I think I get what your saying. But not fully. Could you re-explain it?
> Personaly I'd make the hud either always (partly) seethrough or make it so you can't walk under it. As in: the borders of the rest of the screen are the actual room borders. A little of both just doesn't seem right.
> I can only equip a C item through the menu. When I equipped and used the skull mask (cool btw) I equipped an ocarina. So now I can't remove my mask until I go back and equip the skullmask again. Maybe make it so you can't change the mask when wearing it, or automaticly unequip it when you want to set another item. I'm not sure how they did it in Majora's Mask, but you could probably copy that or use it as an example.
> I wanna see area names and my current location on the map :'( No serieusly. I do miss the ability to hold a directional button and move a lot faster across to the next menu page. Shouldn't be to hard to implement.
> Please make a background for the item menu (single color rectangle?). If the area is full off activity it gets hard to distinguise on such a small screen.
> Love the implemented ocarina. Well done.
> Moving from room to room with two directions pushed the first of two directional buttons gets negated in the next room.
> I wasn't able to talk to people etc. That supposed to be like that right?
> Maybe close of the left side of the starting room so people won't have a change to !@#$% about it.
> The movements system needs a little bit more work. When I stand under/against a wall and am looking left I won't look up again when I want to move in that direction. If you need help with that let me know (= PB/email). It's not hard to fix.Movement Engine - I think I get what your saying. But not fully. Could you re-explain it?
> Personaly I'd make the hud either always (partly) seethrough or make it so you can't walk under it. As in: the borders of the rest of the screen are the actual room borders. A little of both just doesn't seem right.
> I can only equip a C item through the menu. When I equipped and used the skull mask (cool btw) I equipped an ocarina. So now I can't remove my mask until I go back and equip the skullmask again. Maybe make it so you can't change the mask when wearing it, or automaticly unequip it when you want to set another item. I'm not sure how they did it in Majora's Mask, but you could probably copy that or use it as an example.
> I wanna see area names and my current location on the map :'( No serieusly. I do miss the ability to hold a directional button and move a lot faster across to the next menu page. Shouldn't be to hard to implement.
> Please make a background for the item menu (single color rectangle?). If the area is full off activity it gets hard to distinguise on such a small screen.
> Love the implemented ocarina. Well done.
> Moving from room to room with two directions pushed the first of two directional buttons gets negated in the next room.
> I wasn't able to talk to people etc. That supposed to be like that right?
> Maybe close of the left side of the starting room so people won't have a change to !@#$% about it.
HUD - I still haven't found the function to make ALL the sprites drawn by the HUD see-through.
C Equip - Fair dos. I'll crack onto that
Faster Menu Cursor - Not exactly the highest thing on my list but yeh. I'll see what I can do. No promises.
Item Menu - Fair enough. Just a graphic changes. Easy DONE
Ocarina - Thanks very much. That's my master stroke! :D
Moving from Room to Room - I can't solve that. Sorry. UNSOLVABLE
No Talk - It's the X function. It should work. It works on my comp. NO PROBLEM
Close the left - They'll be a guy blocking it in 2 demos time. PROMISE
As for the dungeon, I got alot done
-All the Chests
-All the puzzles
-All the tiling
-All the rooms
-All the monsters
-ALMOST All the room transitions
And this is what's left
-Boss
-Map and Compass on the Menu
-Boss Door and room transition
-The aftermath
Movement : So you want him to animate even is there's no movement?
Room transition : I think it's a problem with Gamemaker. I dunno. I'm looking into this.
This game's looking pretty good so far.Thanks guys. To let know you all know, I'll be working on this full-time until June 16th (Last Exam), then I will be working on it less than part-time. Anyway, here's what needs to be done next
It sure sounds interesting, but damn! Remaking Ocarina and Majora's mask!? :o
Im making a sequel yeh. Remaking Ocarina and Majora's Mask would be insane!It sure sounds interesting, but damn! Remaking Ocarina and Majora's mask!? :o
... I don't think he said he was remaking them <_<;;
He's making a sequel to them.
Damn King, I need your dedication.Hee hee. My dedication takes me anywhere. It took me swimming and multigym for nearly a year! Anyway, there's only 30 rooms left to tile before the next tech demo featuring all of hyrule and a big soundtrack (36 tunes in total)
Hee hee. My dedication takes me anywhere. It took me swimming and multigym for nearly a year! Anyway, there's only 30 rooms left to tile before the next tech demo featuring all of hyrule and a big soundtrack (36 tunes in total)
Hee hee. My dedication takes me anywhere. It took me swimming and multigym for nearly a year! Anyway, there's only 30 rooms left to tile before the next tech demo featuring all of hyrule and a big soundtrack (36 tunes in total)
That is a tech demo? I t almost is the complete game. But damn you are really going for it. If the Dev contest was now instead of a few weeks ago, you would have a really big demo to show for or wouldn't you.
Hyrule Castle or Temple of Time?Damn you and your knowledge! You got it right. I've started working on Lake Hylia. I won't be finishing it til this evening/tomorrow. Don't expect the demo tonight.
(http://i330.photobucket.com/albums/l401/Tetiro/ChimingBells/WhereAreWe.png)Fixed for you.
Here's is Link in front of the Temple of time.
Lol that's not a hacksaw. That's a Hookshot
Lol that's not a hacksaw. That's a Hookshot
O_O I'm pretty sure theres already GB hookshot graphics; no need to make new ones
It's tunes from the VGMusic archieves. That's why I can't have sound. They're midis. Eventually I'll convert the music to orgs so that they don't become horrible sounding.I've never heard of such an audio format, would you kindly enlighten me?
It's a minor audio format but most computer can use it with no problems.It's tunes from the VGMusic archieves. That's why I can't have sound. They're midis. Eventually I'll convert the music to orgs so that they don't become horrible sounding.I've never heard of such an audio format, would you kindly enlighten me?
Are you sure you don't mean .ogg? <_<Yeh that'swhat I meant. I got it wrong.
I was joking, I know exactly what it is. But it's .ogg. Not .org. I just get all touchy when people miss spell stuff to do with music and audio :PIt's a minor audio format but most computer can use it with no problems.It's tunes from the VGMusic archieves. That's why I can't have sound. They're midis. Eventually I'll convert the music to orgs so that they don't become horrible sounding.I've never heard of such an audio format, would you kindly enlighten me?
Try something new and hide Heart Pieces in dungeons as well as everywhere else. I don't think Heart Pieces have ever been in dungeons in 2D games except for Minish Cap.8 of the heart pieces will be in the dungeons. Im making sure of that.
___________________________________________
ERROR in
action number 1
of Step Event
for object Link:
Error in code at line 2:
var mapc,i; mapc=0 i=0 for (i=1;i<197;i+=1){if wmp=1{macpc+=1}}if mapc/196>=0.75{for (i=1;i<197;i+=1){wmp=1}}
at position 58: Unknown variable macpc
You seem to have... tried... to implement a prioritized movement system, but got it alllllll wrong <_<;; Link is supposed to prioritize the first direction he's moving, not any direction he tries to move after the first...
Okay, well... For example-I think i may have figure out the solution. I dunno. I'll try tomorrow night
If link is standing still, and you decide to walk left- Left is now your *priority direction*. Link will be facing left now even if you decide to press up or down while you're walking. Any other directional buttons pressed aren't priority. If you stop pressing left, and you're holding up- Up is now your priority direction. Link will face up no matter what direction you press.
hold_u = keyboard_check(vk_up);
hold_d = keyboard_check(vk_down);
hold_l = keyboard_check(vk_left);
hold_r = keyboard_check(vk_right);
if (hold_u && hold_d){
hold_u = 0; hold_d = 0;
}
if (hold_l && hold_r){
hold_l = 0; hold_r = 0;
}
switch (hold_u + hold_d + hold_l + hold_r){
case 0:
is_moving = false; move_f = 0; move_c = 0;
break;
case 1:
is_moving = true; move_f = 1; move_c = 0;
if (hold_u)
direction = 90;
else if (hold_d)
direction = 270;
else if (hold_l)
direction = 180;
else
direction = 0;
break;
case 2:
is_moving = true; move_f = SQRT_TWO;
switch (direction){
case 90:
if (hold_d)
direction = 270;
break;
case 270:
if (hold_u)
direction = 90;
break;
case 180:
if (hold_r)
direction = 0;
break;
case 0:
if (hold_l)
direction = 180;
break;
}
break;
}
I like my prioritized movement code from my previous projects. Its a 10 line long function. <3
Mamor or infini please could I use one of your scripts? It would really help. Credit will be given.Unless you like C++, no :P.
Hey, Infini, can I see so said 10 line of code? =D*randomly grabs some code from a previous project*
// --------------------------------------------------------------------
// Works out the _direction the player should be following based on
// an acceleration vector.
// --------------------------------------------------------------
// xMovement : Movement in x-axis.
// yMovement : Movement in y-axis.
int WorkOutDirection(float xMovement, float yMovement)
{
int retDir = _direction;
switch (true)
{
case xMovement < 0.0f && yMovement != 0.0f: // Left Up/Down
if (_direction == System.Generic.Directions.RIGHT)
retDir = System.Generic.Directions.LEFT;
case xMovement > 0.0f && yMovement != 0.0f: // Right Up/Down
if (_direction == System.Generic.Directions.LEFT)
retDir = System.Generic.Directions.RIGHT;
case xMovement < 0.0f: retDir = System.Generic.Directions.LEFT; // Left
case xMovement > 0.0f: retDir = System.Generic.Directions.RIGHT; // Right
case yMovement < 0.0f: retDir = System.Generic.Directions.UP; // Up
case yMovement > 0.0f: retDir = System.Generic.Directions.DOWN; // Down
}
return retDir;
}
Mamor or infini please could I use one of your scripts? It would really help. Credit will be given.
I've given up trying to do prioritised movement. I even tried 4Sword's code and it still doesn't work.Prioritised movement isn't that difficult :/
image_speed = 0.50;
direction = 270;
move_s = 3;
move_c = 0;
width = sprite_get_width(mask_index);
height = sprite_get_height(mask_index);
is_moving = false;
has_hat = true;
/***************************************************************
PRIORITIZED MOVEMENT SCRIPT
Code Source: www.zfgc.com
Contributors:
- 4Sword: Switch statement based movement checking/correction,
collision based on bounding boxes
- Goodnight: Original movement system concept
IF USED, DO NOT REMOVE THIS CREDIT INFORMATION AND MAKE SURE TO
CREDIT ZFGC (aka. ZELDA FAN GAME CENTRAL) PUBLICALLY SO THAT
THIS CODE IS NOT MISTAKEN FOR YOUR OWN OR CONSIDERED STOLEN.
***************************************************************/
var hold_u, hold_d, hold_l, hold_r, move_f, collobj, overlap;
hold_u = keyboard_check(vk_up);
hold_d = keyboard_check(vk_down);
hold_l = keyboard_check(vk_left);
hold_r = keyboard_check(vk_right);
if (hold_u && hold_d){
hold_u = 0; hold_d = 0;
}
if (hold_l && hold_r){
hold_l = 0; hold_r = 0;
}
switch (hold_u + hold_d + hold_l + hold_r){
case 0:
is_moving = false; move_f = 0; move_c = 0;
break;
case 1:
is_moving = true; move_f = 1; move_c = 0;
if (hold_u)
direction = 90;
else if (hold_d)
direction = 270;
else if (hold_l)
direction = 180;
else
direction = 0;
break;
case 2:
is_moving = true; move_f = SQRT_TWO;
switch (direction){
case 90:
if (hold_d)
direction = 270;
break;
case 270:
if (hold_u)
direction = 90;
break;
case 180:
if (hold_r)
direction = 0;
break;
case 0:
if (hold_l)
direction = 180;
break;
}
break;
}
if (move_f != 0){
move_c += move_s;
while (move_c >= 1){
x += hold_r - hold_l;
if (place_meeting(x,y,objSolid)){
if (hold_u + hold_d == 0){
collobj = instance_place(x,y,objSolid);
overlap = !(bbox_top > collobj.bbox_bottom || bbox_bottom < collobj.bbox_top || (bbox_left + hold_l) > collobj.bbox_right || (bbox_right - hold_r) < collobj.bbox_left);
if (overlap){
move_f = SQRT_TWO;
if (!place_meeting(x,y - 1,objSolid)){
y -= 1;
}
else if (!place_meeting(x,y + 1,objSolid)){
y += 1;
}
else{
x -= hold_r - hold_l;
if (!place_meeting(x,y - height div 2,objSolid)){
y -= 1;
}
else if (!place_meeting(x,y + height div 2,objSolid)){
y += 1;
}
}
}
else{
x -= hold_r - hold_l;
}
}
else{
x -= hold_r - hold_l;
}
}
y += hold_d - hold_u;
if (place_meeting(x,y,objSolid)){
if (hold_l + hold_r == 0){
collobj = instance_place(x,y,objSolid);
overlap = !((bbox_top + hold_u) > collobj.bbox_bottom || (bbox_bottom - hold_d) < collobj.bbox_top || bbox_left > collobj.bbox_right || bbox_right < collobj.bbox_left);
if (overlap){
move_f = SQRT_TWO;
if (!place_meeting(x - 1,y,objSolid)){
x -= 1;
}
else if (!place_meeting(x + 1,y,objSolid)){
x += 1;
}
else{
y -= hold_d - hold_u;
if (!place_meeting(x - width div 2,y,objSolid)){
x -= 1;
}
else if (!place_meeting(x + width div 2,y,objSolid)){
x += 1;
}
}
}
else{
y -= hold_d - hold_u;
}
}
else{
y -= hold_d - hold_u;
}
}
move_c -= move_f;
}
}
nice job with the mapping, i did notice that the flower/grass tile you have on here isnt animated like it should be, i also noticed that near lake hylia when you go right to move to the next area it wont let you. I first noticed it at the entrance. I also happened to stumble upon a piece of heart, i had to hit space a couple of times as if there was text but all i saw was a black box =PI was aware of these but i haven't had the time to fix them.
other than these small things its coming along pretty good keep it up
(http://i330.photobucket.com/albums/l401/Tetiro/ChimingBells/PrincessZelda.png)
Yes that's grass. Can't a room have inside flowers? Besides, this is princess zelda's room. It's gotta look 'pretty'(http://i330.photobucket.com/albums/l401/Tetiro/ChimingBells/PrincessZelda.png)
Does that look like grass inside a bedroom, at the bottom of the screen?
I have to agree with ZoSo. The Zelda sprite doesn't really look that good. I even get the idea that her face looks like a skull. I know the blue knight is the main antagonist, but even Onox wasn't that huge. At least not in the camp during the kidnapping of Din. Compared to the blue knight Zelda and Link look like 5 year old kids. And finally, like I said earlier. The grass in the bedroom looks weird. I can understand that Zelda has flowers in pots in her bedroom, but this looks more like a garden.Zelda sprite doesn't look good - I'll give it another try
I found some more things troubling with that fight. First the things that Mammy already mentioned, although the bobbing should also include left and right.Bobbing - I shall see what can be done.
Second Ganondorf remains in the center of the room. Move him to different places to make it less static.
Third what are those tiles that form a big square. I know from OOT that it is the place where you fall down to the level below and have to climb back up again. But that is rather difficult to do in 2D. It also makes for a very small playing field and a somewhat static gameplay. At this moment the tiles look like decoration on the floor.
I think you should abandon some off the things in OOT, in order to make a better boss fight for your game.
Well good luck with programming and I hope to see a new update soon.
I agree this is looking very good, thumbs up on the temple of time. As for the ganondorf battle, it just looks like a rather boring boss to fight :-X It needs a little more life to it. I agree with niek on making it more of your own battle rather than OOT's.Zoso gets the cookie!!! You've read the manga. I thought that story was really good. And about the OOT fight. Sorry but that was how Ganondorf fought in OOT and I intend to keep it the same.
Edit: Also the swordsmans drum is from the MM manga, unknown swordsman plays the drum and majora dances for 3 days, then dies. The mask is carved from the armor.
Third what are those tiles that form a big square. I know from OOT that it is the place where you fall down to the level below and have to climb back up again. But that is rather difficult to do in 2D. It also makes for a very small playing field and a somewhat static gameplay. At this moment the tiles look like decoration on the floor.Abandon - What should I abandon?
I think you should abandon some off the things in OOT, in order to make a better boss fight for your game.
Third what are those tiles that form a big square. I know from OOT that it is the place where you fall down to the level below and have to climb back up again. But that is rather difficult to do in 2D. It also makes for a very small playing field and a somewhat static gameplay. At this moment the tiles look like decoration on the floor.Abandon - What should I abandon?
I think you should abandon some off the things in OOT, in order to make a better boss fight for your game.
I've got confused. Come someone list me the ways to improve it?
Wow dude you make amazing progress :DAnd with about 2 hours more tonight, expect an 8 puzzle roomed cave to be done. One that requires every item you get from the dungeon.
+1 respect D:
Okay guys here's the situation. Although Im doing progress, I won't be able to be on ZFGC for a while because my router died and we need to get a new one. Im using a libary computer to write this. Here's the order of what's gonna be done
-8 Puzzle Cave
-Improved Ganondorf
-Heart Pieces for all the updated places so far
-Kakariko Village+Heart Pieces+Story
-Death Mountain+Heart Pieces+Story
-Goron City+Heart Pieces+Story
-Dodongo Mines
Awful lot of heart pieces in this demo. Something like 14?
I need to find a sprite sheet of the OOA intro. Anyone mind ripping it for me?(http://www.spriters-resource.com/gameboy/lozoos/oos_intro.png)
Im glad you all enjoy the titlescreen. It took a good length of time to do.I like it, but the running in the field seems just a tad bit too long. If there was a way to shorten that part a bit? Maybe it's just me.
Still, very nice. :)That's a pretty cool title screen you got there. :)
That's pretty cool.The dungeon was short on purpose (Same with the boss). I wanted a dungeon to slowly give the player a feel of a dungeon without much threat.
I never posted this, but after watching the vid awhile back, I was thinking your forest dungeon is pretty short for a dungeon. And the boss could use maybe at least 1 more attack? For some variety, else that seems sort of bland. It'll still be fun, but it could be longer ya know?
Looks great! Keep it up, man!
Yup, you fight Rodrick in the second dungeon.Looks great! Keep it up, man!
Same here, seeing from the pic you posted, does the player fight Roddrick? :huh:
OMG!! Rodrick looks powerfulYup, you fight Rodrick in the second dungeon.Looks great! Keep it up, man!
Same here, seeing from the pic you posted, does the player fight Roddrick? :huh:
Well folks this is what'll be in the next demo (Including what was in Demo 1)
---Story up to the start of the Water Chapter (So you get the Forest Chapter and the Fire Chapter)
-Dodongo Mines
-Second Boss
-95% of Hyrule Market complete
-100% of Kakariko Village complete
-100% of Goron City complete
-Few updates on glitches
-Code clean up
Progress is going well on the second dungeon. 5% is over and done
EDIT : Got a screenshot of Dodongo Mines! See attached
Well not to worry, I'll be returning to Chiming Bells soon to work on it. Sorry for the long wait everyone but you'll find out at z3 hopefully why.
Well not to worry, I'll be returning to Chiming Bells soon to work on it. Sorry for the long wait everyone but you'll find out at z3 hopefully why.
z3's been canceled for now :p
but It doesn't sound like an evil villian name, nor an ancient name...
Does actually. Rodrick is a knight who used to serve under Ganondorf and is now going freelance in terms of evil.but It doesn't sound like an evil villian name, nor an ancient name...
well for me it sounds like some viking or brutal or brutal viking knight ;P
You do know that a single purchase of GM allows for use on any system you have? Also there are far better programs to use than paint.
Just wandering, did you make the skulltula sprite from scratch, or was it edited?
lol
You have a bad habit of this.
Anyway, hope it comes out even better than it was!