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Messages - Rayo

Pages: [1] 2 3 ... 11
1
Graphics / Re: SpritingBrad´s sprites
« on: March 28, 2017, 01:58:20 am »
Looks cool. Looks similar to a Rabitefrom Sword of mana.  :)
Have a look at this if you do the sideview: Rabite(Open mouth), Rabite(Jump)

2
Discussion / Re: Lines of Code
« on: March 18, 2017, 06:00:56 pm »
These are my results for Echoes of Aurelia/Zelda Online engine. (I imported it from GM8 to Game Maker Studio, so I got a lot of errors, but I think that doesn't matter for the count).
The engine has a lot of scripts, so I got almost 3 times more code in there than your project. Instead, the code written on objects is 5 times less.

Quote
Rooms:
   Lines: 2547
   Empty lines: 252
   Characters: 37289

Shaders:
   Lines: 0
   Empty lines: 0
   Characters: 0

Objects:
   Lines: 14299
   Empty lines: 1336
   Characters: 304893

Scripts:
   Lines: 20807
   Empty lines: 1747
   Characters: 451484

Total:
   Lines: 37653
   Empty lines: 3335
   Lines (excluding empty lines): 34318
   Empty lines ratio (empty lines/lines): 0.09
   Characters: 793666
   Characters per line: 21.08
   Characters per line (excluding empty lines): 23.13

3
Graphics / Re: Leduardo's Custom Tiles
« on: March 16, 2017, 06:00:30 pm »
Back in 2012 I've spoken with Leduardo how to do Outset Island in MC style and sent Leduardo my results in a personal message. Before I will lose it I publish it here.

4
Graphics / Re: SpritingBrad´s sprites
« on: March 15, 2017, 07:51:22 pm »
It will probably look better if you fuse your sprite with this Skyward Sword Bokoblin.
(I forgot who was the creator of this sprite, just found it on my computer)

5
Graphics / Re: Leduardo's Custom Tiles
« on: March 03, 2017, 05:59:35 am »
I was just looking for some of Leduardo's sprites and found these.

6
Other Projects / Re: Spritesheet Generator
« on: February 25, 2017, 09:29:34 pm »
Quote
Also, does the program break when there is more than one row of sprites? Or does it calculate the spacing for ALL rows the same? Or is each row calculated separately from the others?
It is only supposed to work for one row.

7
Other Projects / Re: Spritesheet Generator
« on: February 25, 2017, 04:52:22 am »
Quote
If you have a Github link for the source code, maybe some of us can help refine it so that, for example, it can take any file input and output as a specified name.
I just attached the Game Maker file into the start post. I used Game Maker 8.1.

What this program still needs is to move single sprites to their correct position (after the main progress). Depending on a point which is given by the user.
I was not sure how to implement that so I haven't done that yet.

8
Other Projects / Spritesheet Generator
« on: February 24, 2017, 06:51:18 am »
I made this program to help me out while I was importing spritesheets from Spriters Resource to Game Maker.
Goal of this program is to split sprites into a spritesheet of equal horizontal length.

How it works:
First of all, this program looks for vertical lines where the sprite doesn't appear so each of your sprites need to be separated by at least one pixel.
After that it looks for the sprite with the longest horizontal length, splits the sprites, and outputs the result.

How to use:
The first picture shows those sprites which are loaded(They need to be in the same directory as the program and you need to name it "sprite.png").
Background color is not important, you can use whatever you want, even invisible. Just crop and trim the sprite before you start the program.
After that you start the program and voilà you get the second picture as the output.
The program also creates a folder Sprites where single sprites are stored.

Probably you will need to adjust some single sprites later, but the program still does a lot of work for you.

9
Graphics / Re: SpritingBrad´s sprites
« on: February 21, 2017, 06:56:23 pm »
Here is another small edit. I changed the size of the crown again for small tree.
Pine tree still looks a bit weird with that stem.

10
Graphics / Re: SpritingBrad´s sprites
« on: February 21, 2017, 01:29:39 am »
Here is an alternate version of a tall tree with bigger stem.
Edit: And an alternate version of a tall tree with a smaller crown.

11
Graphics / Re: SpritingBrad´s sprites
« on: February 17, 2017, 02:15:40 am »
I like it as well! Nice edit Sinkin!  :)

12
Zelda Projects / Re: [Alpha] Zelda Online
« on: January 29, 2017, 05:31:04 pm »
Here is version 0.19!
A new Submenu has been added. There you can see your quest status and save the game.
Secondly, you can swim now! It caused a lot of bugs first but now it works fine.
But the main challenge on this update was to fix the chat bug. In previous versions only the host was able to receive all messages correctly. Sometimes a message got lost and clients didn't read it, now it has been finally fixed!



Code: [Select]
Changelog 0.19(1st February, 2017):

- Quest Status Submenu added(use the arrows to switch between Submenus)
- Sword Beams have a cooldown now
- Swimming added(Press S to swim faster and W to dive)
- Autosave after first cutscene

- FIXED BUG: Arrows in the menu change items
- FIXED BUG: When Link dies the last heart never goes empty
- FIXED BUG: Peril Beam doesn't work if you have 1 heart
- FIXED BUG: Clients don't get messages sometimes!
- FIXED BUG: Pushing a rock sometimes work if you don't stand next to it
- FIXED BUG: First cutscene reappear

13
Zelda Projects / Re: [W.I.P.] TLoZ: New Beginnings ver. 1.6 (LoZNB)
« on: October 03, 2016, 09:21:53 pm »
<a href="http://www.youtube.com/watch?v=F6Rd78CaiXI" target="_blank">http://www.youtube.com/watch?v=F6Rd78CaiXI</a>
You have a bug to fix at the end, but it was a funny bug. xD

14
Zelda Projects / Re: [Engine Demo] tLoZ: Echoes of Aurelia
« on: October 02, 2016, 10:40:49 pm »
Na, I've seen it. This guy recording probably had a pretty slow pc.
Even the main menu lagged.

15
Zelda Projects / Re: [Alpha] Zelda Online
« on: September 10, 2016, 10:39:11 pm »
Update 0.18 is out and comes with some neat improvements and bugfixes.
I've extended two new fonts, the first font is used for the HUD so that (if you don't use default control keys) the chosen control keys are shown. This font is also used on the ocarina surface. The second font is used to show the location name. Each time you enter a new location in Zeldamon the location name is shown a while(see screenshots). Also, escape button is back again and asks if you want to quit the game and the last resolution is saved if you quit the game.



Code: [Select]
Changelog 0.18(11th September, 2016):

- Custom control keys are showed on HUD if default control keys have been changed
  (Controls can be changed in settings.ini, not implemented ingame yet)
- XBOX controller keys are showed on HUD as well if XBOX controller is plugged in
- Control help added if player is creating new slot
- Zone names are displayed in adventure maps now
- If you press Escape, the game asks if you want to end the game
- Last resolution used is saved now in settings.ini
- Changed background color of game informations
- Better HUD integration during menu gamestate

- FIXED BUG: Ice blocks doesn't melt and just disappears
- FIXED BUG: Crash during title screen if other graphical applications are open
- FIXED BUG: Hearth surface is shown wrong if other graphical applications are open

16
Zelda Projects / Re: [Alpha] Zelda Online
« on: September 04, 2016, 02:05:55 pm »
Quote
Why is Link in the world of Pokémon?
It's an adventure map. Later Zelda Online will only contain adventure maps created by the community. Zelda 1 Remake is also planned.

17
Discussion / Nintendo just removed all fan games on Gamejolt
« on: September 02, 2016, 01:14:49 pm »
Bad news friends, Nintendo is active again and removed almost all fan games on Gamejolt:

Quote
Hi Rayo,

Nintendo of America, Inc. has filed a takedown request under the Digital Millennium Copyright Act (DMCA), 17 USC § 512 (http://www.copyright.gov/title17/92chap5.html#512), for many of the fan games on Game Jolt that infringe on copyrights and trademarks owned by them. Unfortunately, your games Zelda Online is/are among the urls they've submitted to be taken down.

In order to comply with Nintendo's request, we have quickly built out a system to make your game page completely private and accessible by only you. Your game will not be visible to the public but you'll still have access to it.

We believe the public should know what content is being removed from Game Jolt and why. See notice from Nintendo here: https://github.com/gamejolt/dmca/blob/master/2016/2016-09-02-nintendo.md

If you have any questions, let us know by replying to this email. We're happy to help!

Game Jolt

18
Zelda Projects / Re: [Alpha] Zelda Online
« on: September 01, 2016, 11:49:27 pm »
Update 0.17 is out and is a bit bigger than the other updates because I changed a lot in the multiplayer code, fixed bugs etc.
There are also two new features, minimap and an extended chatbox. Names of the clients are shown and you can see the last three messages! On the minimap you can see other players as well.

The minimap is only available in adventure maps. Now this game is ready for this year's NCFC, which starts in 25 days. :)

Code: [Select]
Changelog 0.17:

- Newly created collectables are synchronized in multiplayer
- Chat box remembers 3 last messages and does not close after typed a message
- Chat box can be opened during death animation as well
- Names are displayed after sending a message
- Cheats need a '/' before entering to be activated and are not sent to other players
- Created minimap which is automatically generated after you enter a new room(Only available in adventure maps)
- On the minimap you can see other players as well
- Escape does not close the game anymore

- FIXED BUG: If the host enter or go outside the room the screen turns black for a moment
- FIXED BUG: You can collect two collectables with textbox simultaneously
- FIXED BUG: Since a surface can be errased any time in graphics memory and is not recreated sometimes a surface crash happens
- FIXED BUG: Ocarinabox is drawn weird sometimes(e.g. after entering a new room)
- FIXED BUG: Variable "image_add" not found during spin attack in multiplayer

19
Zelda Projects / Re: [Alpha] Zelda Online
« on: September 01, 2016, 12:21:50 am »
Game Maker Studio already contains good functions to create a multiplayer game. But I've coded the engine in Game Maker 8.1 and used the Http Dll 2 of Maarten Baert. Consider that creating online games is one of the hardest things to do in GM. This is for advanced users only! I would advise you to make a single player game first or you wait until I've finished the level editor feature in Zelda Online.

20
Zelda Projects / Re: [Alpha] Zelda Online
« on: August 31, 2016, 09:44:48 pm »
In Game Maker Language:

Create Event:
Code: [Select]
sprite = sprite_index;
image =  image_index;
palette = 0;

Step Event(Just for testing):
Code: [Select]
if (keyboard_check_pressed(vk_enter)) palette = (palette + 1) mod 4;

Draw Event:
Code: [Select]
draw_sprite_ext(sprite, image + palette * (sprite_get_number(sprite) / 8), x, y, 1, 1, 0, c_white ,1);

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