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Messages - ahmio

Pages: 1 2 [3] 4 5 ... 9
41
MC Link's Awakening / Re: A Call for Progress
« on: July 20, 2009, 08:36:45 am »
Its looks like this project needs help :D
Tell me what needs to be added onto the engine, and i'll try to add it...  :o
but, no guaruntees.... i have my own game to worry about after all....  :'(

42
Zelda Projects / Re: [DEMO]The Legend of Zelda : Ocarina of Time 2D
« on: July 19, 2009, 03:59:50 pm »
Hey, Ahimo, when you enter Gohma's lair, does link turn around to face the door that barricades him, then when he hears Gohma, he turns around?

(I've been away, and really don't wanna go through 26 pages of reading.)
.......tried that, but it looks really bad in 2d :(


43
LTTP & FSA / [Solved] Skull kid 2d
« on: July 18, 2009, 10:34:34 am »
well i have this...


now i just need a skull kid to go on it ;)
LTTP style please...
~thanks

44
Zelda Projects / Re: [DEMO]The Legend of Zelda : Ocarina of Time 2D
« on: July 18, 2009, 10:31:36 am »
That screenshot actually took me back :o... best of luck :3
Thanks
10 years.
Guys don't put tons of pressure on him, it'll take forever to get the whole thing done without bugs.

Well not quite; actually if people start with a proper engine first, then develop the game around it the game should stay generally bug free. Most of your actual 'game bugs' would be found during the engines development. The issues that arise later would simply be aesthetics.

Quote
Asking him that question will just give you a horribly estimated number resulting in probably dissapointment. The main thing I see the problem in most of these OOT2D projects is that the creators release it too early with tons of bugs and not much features. I'd at least get done with the Deku Tree before I give a demo out, that would end before the deku tree. So you're always ahead of the demo by a bit, and you only post new demos on major milestones, like the entire Deku Tree, then the entire Hyrule Castle all the way to Zelda, then to Death Mountain, then Dodongos cavern. Big updates are better, because that way people will have time to explore them quite a bit. I guess we're just here to test the glitches anyway.

Well; the issue is mainly that the person developing it sees what they wanted to see initially when they had the idea of developing in the first place. There's usually some mental trigger that tells us "I need to see *insert element* in 2d! I bet I could do it!" and once we end up accomplishing that small element in 2d, we're done with our project mentally. We'll get bored with it beyond that.
ok then...
"I need to see Ganon in 2D"....
its ok if i get bored after that :P

45
Zelda Projects / Re: [DEMO]The Legend of Zelda : Ocarina of Time 2D
« on: July 18, 2009, 10:03:19 am »

try and guess

46
Audio / [request] DEKU TREE BACKGROUND MUSIC...
« on: July 15, 2009, 01:53:59 pm »
I need the deku tree sound from OOT. I need it in the SMALLEST filesize possible...
-Thanks

47
Zelda Projects / Re: [DEMO]The Legend of Zelda : Ocarina of Time 2D
« on: July 14, 2009, 09:01:12 am »
You know you didn't add walls around links house? As in if X was the entrance, and S was the walkable area. This is what you could do.
/----\
|SSS|
|SXS|
|SSS| << Normal walking area, the "patio"
=====
   =
   =
   =

Mhm...
wow. i feel really stupid ;)
Have you actually done anything else on this game since March, as in finishing the first dungeon?
Yes. the first dungeon is DONE!!!!!

48
Zelda Projects / Re: [DEMO]The Legend of Zelda : Ocarina of Time 2D
« on: July 13, 2009, 02:35:53 pm »
THIS WILL NEVER DIE!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
 >:D >:D >:D >:D >:D >:D >:D >:D >:D >:D >:D >:D >:D >:D >:D >:D >:D >:D >:D >:D

But seriously, i got my GM7 pro back. I've fixed about 7 glitches so far. Not bad for 5 minutes :P
I'm also making all resoures external. Smaller file size and faster loading ;)

49
Zelda Projects / Re: [DEMO]The Legend of Zelda : Ocarina of Time 2D
« on: July 07, 2009, 09:07:42 am »
You know that when you dive you can go anywhere right?
You just hold the dive button and go wherever. I posted screenies on your GMC topic.
I got past mido without a shield, and got owned at the deku scrub, which seems just to be one of those turret engines I saw awhile ago.

No offense, but really your engine just feels like a couple of tutorials mashed together.
Your collisions are still bad, rolling gets you past areas, meaning you didn't change the sprite, but you changed the entire object to a rolling object, which obviously has no collision with whatever you used to change maps. Same with holding pots. Rolling is useless, restricting movement and it doesn't increase speed at all, and the origins are off.

My thoughts, possibly a bit rude, but needs a lot of work engine wise...
-Ethelon
No, its all the same object..... that happens because I made it so you can only walk through the door by walking, because the slashing used to sometimes collide with the door. Its an easy fix, and fixed already :P
Let's try and be cool about constructive criticism, guys. There are no insults in criticism.
Sorry, what? There are no insults in any of our posts. It's just the way he put it, it sounds like he's attacking the project, while I'm sure he isn't. :P Just trying to help him better the engine. Because I don't know if you played it, but I did, and it seriously needs alot of work.

1st of. Colisions. This is the first thing to try and perfect when making a zelda fan-game. It's just so important, I kept getting stuck in your demo. I see you're using GM, try and use masks for every place you can collide with instead of just using the object's sprite. Make a mask for Link aswell.

2nd. ORIGINS. Seriously, whenever you use the sword, your character wiggles all over the screen. You quite clearly messed up the sprite's origins. Look at Link when he runs, his shadow goes up and down. Try messing with the origins for a while and get that right, otherwise your game will feel cheap.

3rd. Rolling looks weird, aswell as the animation. Maybe it should animate faster, try using image_speed to fix that.

There are a few more problems but I just can't remember them off the top of my head.

You should try and get these things done before you continue with development. They're big issues. Other than that, it looks like you got something going. ;) I'm not trying to put this project down, just try and make a close-to-perfect engine before you continue on to bigger challenges, because if not, the code will be messy and you'll just abandon the project.

Best of luck!!  :)
I'm working on them


BTW I'm remaking the whole engine to be even better :O

50
Zelda Projects / Re: [DEMO]The Legend of Zelda : Ocarina of Time 2D
« on: June 14, 2009, 05:27:52 pm »
WHAT THE FU--BOOOOOOOOOOOOOOOOOOOOOOOMMMMMMMMMMM!!

Where have you been man!?
Guys, I told you ahmio would come back :P

I agree fully with Jeod's comment!!! BOOOOOOOOOOOOOOOOOOOOOOOOOOOM
I'm sorry. I was overflowed with homework, etc... and my computer is still laggy. At least the sound works :)


51
Zelda Projects / Re: [DEMO]The Legend of Zelda : Ocarina of Time 2D
« on: June 14, 2009, 04:05:31 pm »
....cruzbr....that was quite the limited response.

Anyway, I still am not giving up hope on ahmio. He may have exams and whatnot to deal with. Maybe his computer exploded, who knows.

Quote
Maybe his computer exploded, who knows.

* Xiphirx walks off slowly

...


He was last active April 30, 2009, 03:30:19 AM, that's a loong time ago. Seems pretty busy.

YES!!!!!!!!!!!!!
Work on OoT2d has officially resumed XD !!!!!

52
Zelda Projects / Re: [DEMO]The Legend of Zelda : Ocarina of Time 2D
« on: April 07, 2009, 09:25:43 am »
Thanks guys!
NEW DEMO!!!


I'm sorry to say this, but I can describe your demo in 1 word: HORRIBLE!

I've tried the demo a half dozen times, before I erased it from my harddrive. The reason: I couldn't get to the Deku Tree. My computer crashes once I get to a different area than Kokiri Forest. If I go to the Lost Woods or in a house, the memory usage goes through the roof and there is continuously reading and writing from and to the HD. It literally takes a minute to process a key press at that moment.

I think you have to look over your code.
That's never, ever happened to me...... Has it happened to anyone else ?

Thanks for all the gliches, guys! This will really help :) Yeah, and i won't be giving up any time soon...... :P

53
Zelda Projects / Re: [DEMO]The Legend of Zelda : Ocarina of Time 2D
« on: March 29, 2009, 12:46:43 am »
NEW DEMO!!!

54
Zelda Projects / Re: [DEMO]The Legend of Zelda : Ocarina of Time 2D
« on: March 26, 2009, 09:47:04 am »
since my computer is coming back on friday/saturday, i'll release a demo then.....

55
Zelda Projects / Re: [DEMO]The Legend of Zelda : Ocarina of Time 2D
« on: March 22, 2009, 12:21:37 am »
Just so you know :P
Beta testing will begin tommorow!!!!!
all the people who have been accepted will be notified by PM!!!!!!

56
LTTP & FSA / Re: [REQUEST]LTTP WORDS
« on: March 20, 2009, 01:53:50 pm »
Done.
i need it in the normal LTTP talking font for the A button... :'(

57
Zelda Projects / Re: [DEMO]The Legend of Zelda : Ocarina of Time 2D
« on: March 19, 2009, 08:59:10 pm »

58
Zelda Projects / Re: [DEMO]The Legend of Zelda : Ocarina of Time 2D
« on: March 18, 2009, 03:59:43 pm »

59
Zelda Projects / Re: [DEMO]The Legend of Zelda : Ocarina of Time 2D
« on: March 07, 2009, 02:35:05 pm »
The steeped on tiles aren't as bad as the shadows under the bushes though. There shouldn't be any shadows.
they're just temporary....  :P

60
Zelda Projects / Re: [DEMO]The Legend of Zelda : Ocarina of Time 2D
« on: March 07, 2009, 01:53:30 pm »



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