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 1 
 on: Today at 01:58:20 am 
Started by SpritingBrad - Last post by Rayo
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 
 on: March 26, 2017, 11:08:18 pm 
Started by SpritingBrad - Last post by dotyue
I bring today the Pols Voice! I did the front view only, with the attack animation.

animation does remind me of the majoras mask chuchu i made some time ago.

but its badass looking :D
maybe you want to take a look at a patamon sprite... (taunt 4 http://i.imgur.com/gmHzS.png )

Thanks! I based the animation on the zol animation. I remeber your MM chuchu, it was awesome!

The patamon sprite will be useful to base the movement of the ears of the zol for the side view, thanks!

you might want to look at some other digimon sprites... i looked for the theeth ( since there are top down sprites as well for digimon )

 3 
 on: March 26, 2017, 10:54:53 pm 
Started by SpritingBrad - Last post by SpritingBrad
I bring today the Pols Voice! I did the front view only, with the attack animation.

animation does remind me of the majoras mask chuchu i made some time ago.

but its badass looking :D
maybe you want to take a look at a patamon sprite... (taunt 4 http://i.imgur.com/gmHzS.png )

Thanks! I based the animation on the zol animation. I remeber your MM chuchu, it was awesome!

The patamon sprite will be useful to base the movement of the ears of the zol for the side view, thanks!

 4 
 on: March 26, 2017, 09:41:52 pm 
Started by SpritingBrad - Last post by dotyue
I bring today the Pols Voice! I did the front view only, with the attack animation.

animation does remind me of the majoras mask chuchu i made some time ago.

but its badass looking :D
maybe you want to take a look at a patamon sprite... (taunt 4 http://i.imgur.com/gmHzS.png )

 5 
 on: March 26, 2017, 07:38:50 pm 
Started by Infitek - Last post by RetroRespecter
Is this still being worked on?

 6 
 on: March 26, 2017, 07:37:38 pm 
Started by Martijn dh - Last post by RetroRespecter
Take your time, friend.

 7 
 on: March 26, 2017, 07:12:02 pm 
Started by Martijn dh - Last post by Martijn dh
Still alive XD
Between the new Zelda and the new Gamemaker Studio actual gameplay development has pretty much stopped right now. (Loving both distractions by the way!). I expect I'll need about another month for the conversion to Gamemaker Studio 2. After that I'll finishing up with the new swimming mechanics, connect the new magic maze and tweak the Moldorm bossfight. Once all of that is done I'll see about releasing a new demo for testing.

Code: [Select]
0.18.14 Studio (4 maart 2017)
* Made progress designing new dungeons

0.18.15 Studio (5 maart 2017)
* Made progress designing new dungeons
* Started work on magic maze mechanics

0.18.16 Studio (7 maart 2017)
* Finished added magic maze mechanics

0.18.17 Studio (8 maart 2017)
* Further tuned magic maze mechanics

0.18.18 Studio (17 maart 2017)
* Did some trailruns for conversion to Gamemaker Studio 2

0.18.19 Studio (18 maart 2017)
* Fixed visuals during credits screen for larger screen sizes
* Game longer does trickery with foregrounds for less code in GMS2
* Changed various naming conventions and subscribt for cleaner code in GMS2

0.18.20 Studio (19 maart 2017)
* Switched to GMS2
* Edited code regarding camera usage (and blend mode usage)

0.18.21 Studio (20 maart 2017)
* Started implemented room inherentance tree
* Started defining generic room layers

0.18.22 Studio (24 maart 2017)
* Finished implementing room inherentance tree
* Reorganized the game's macro's

0.18.23 Studio (25 maart 2017)
* Made lots of  progress setting up 3th generation tilesets to take more advantage of GMS2 functions
* Moved various development logs into Gamemaker

0.18.24 Studio (26 maart 2017)
* New dev layers visibility off during default play
* Completely went over all the layers of the titlescreen, gameselect and credits (also cutting now obselete resources)
* Map menu now uses proper gms2 functions for getting room backgrounds
* Fixed shock animation
* Started documenting naming conventions in GMStudio
* Further improved new tilesets

 8 
 on: March 26, 2017, 02:05:28 pm 
Started by SpritingBrad - Last post by SpritingBrad
I bring today the Pols Voice! I did the front view only, with the attack animation.

 9 
 on: March 24, 2017, 03:05:08 pm 
Started by Theforeshadower - Last post by dotyue
look up if you find "Marvelous - another treasure island" graphics... that game is the reason that Eiji Aonuma is leading the zelda projects today

edit: some of those tiles were even reused for navi trackers

 10 
 on: March 24, 2017, 09:38:33 am 
Started by Theforeshadower - Last post by Theforeshadower
Release 2

*added pause system
*created a Dracula X style enemy death system instead of Castlevania II's single awkward flame
*area chaning implemented while keeping state
*experience counter
*hour,minute,second timer
*player level
*heart counter
*whip type

To do:  who knows.  Exams, RISE, and life always happening.  The only major thigns left to do is a text engine with NPCs, actual leveling up, some sub-items, and of course, the glorius day/night engine.

DOWNLOAD
https://drive.google.com/file/d/0B49_4X0jDFp8VG96T3FyNVRQTlU/view?usp=sharing

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