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Messages - Mamoruanime

Pages: [1] 2 3 ... 289
1
Zelda Projects / Re: [GMS] The Legend of Zelda GBC
« on: June 29, 2020, 03:38:04 am »
I'd still like to see an example of your solution.

Here's a very simple demonstration:
programancer.com/ScrollDemoForTRM.zip

It's very very easy, and even this can be optimized a lot. To break it down-

When the player hits the edge of the screen, it calls scrScrollScreen. scrScrollScreen creates the scroll controller object and makes sure to assign the scroll direction and call the initialization event (event_user(0) is used for this). It also makes sure the player is not able to move for the scroll.

The step event for objScrollController is where the magic happens- it lerps both the cameras position and the player's position, then returns control to the player when the lerp is over and destroys itself.

It should be pretty easy to follow.

2
Zelda Projects / Re: [GMS] The Legend of Zelda GBC
« on: June 28, 2020, 03:25:00 am »
I'm not a big fan of unsolicited advice, but if you want some advice I have a few easy improvements for scrolling and sfx you can implement pretty quickly.

Otherwise it's coming along nicely, good work and nice progress
Let's hear em', Mamo.

Jee!

With sfx, if you want to keep sounds from overlapping (and as a result increasing in dB), do audio_stop_sound(sound) before playing the new one. That'll help spending rupees sound a lot better. Here's a simple script I made and use for everything:

Code: [Select]
///@function scrSound(sound)
///@description Play a sound
///@param sound

if argument0 = noone
{
exit;
}

audio_stop_sound(argument0);
audio_play_sound(argument0,10,false);

This will stop the sound you're trying to play, preventing that overlap without stopping any other sounds in the process.

Also for screen scrolling, if you're not already using lerp, I would suggest doing that- IIRC, screen transitions happen in 16 frames (I could be wrong on the exact number), which Link moving 1 pixel in that direction each frame of the screen transition- its quick, and poppy, and most times people don't even notice Link is scrolling with the screen 1px per frame. It all depends on your code setup, but as long as Link moves 1 pixel per frame of scrolling and the scroll lands evenly on the next coordinate (where lerp() comes in handy), it'll look buttery smooth~

Since I don't know how you're handling scrolling right now, the best I can do is break it down like this- when scrolling, lerp(ScrollStartPos,ScrollEndPos,Time) (end pos being one screen size in whatever direction you're scrolling), and then for Link do lerp(LinkStartPos,LinkEndPos,Time) (end pos being 16 pixels in whatever direction the screen is scrolling). Then your Time value is just an iterator that takes 16 (or however many you want really) frames to go from 0 to 1

3
Zelda Projects / Re: [GMS] The Legend of Zelda GBC
« on: June 26, 2020, 05:23:19 pm »
I'm not a big fan of unsolicited advice, but if you want some advice I have a few easy improvements for scrolling and sfx you can implement pretty quickly.

Otherwise it's coming along nicely, good work and nice progress

4
I smell ZFGC Speedrun competitions in the near future.

Sounds familiar~
*cough Super Metroid Speedrun Competition*

How much of a competition would that REALLY be?  I only know of 2 people that have publicly stated in some form that they are fanatics of Super Metroid. 
One being Travis(Mammy) and the other being Phil(Antidote - I remember watching him speedrun glitch in in like a half hour on his stream or something like that 4 years ago). 

Does anyone else play them repeatedly other than those two?  Not saying every day or every week, but I am sure you two played them enough to know them like the back of your hand.  You may get others to "join" in for fun, but it wouldn't really be a competition unless someone has been holding out on ZFGC since the beginning that they are closet Metroid fans.  :P

Zelda titles are easier to schedule since, duh, this is a Zelda forum.  I would think that based on general posts in the last few years that perhaps Minish Cap would be the one to target for the widest audience, maybe Majora's Mask.  I think Link's Awakening had a site wide appeal at some point as well.

TFS- Super Metroid competition already happened years ago here, which is what it was referencing :P Perhaps a taaaad bit of research on it first? The turnout was pretty good, btw. Even had cpadolph (one of the record holders for SM TAS runs) joining in.

5
I smell ZFGC Speedrun competitions in the near future.

Sounds familiar~
*cough Super Metroid Speedrun Competition*

6
Other Projects / Re: [Demo] Princess K!
« on: March 06, 2015, 01:26:06 am »
Thanks! I'm trying to draw as much inspiration from games like Metroid, Kirby, and Mario I can to make a poppy fluid experience. There are a lot of planned mechanics that should keep it pretty fun as you progress >:D

7
Updates / Re: February activity guess!
« on: March 02, 2015, 01:46:08 am »
6 6 7! THE NEIGHBOR OF THE BEAST.
SACRIFICE. GOES ON ACROSS THE STREET.

8
Other Projects / Re: [Demo] Princess K!
« on: February 22, 2015, 11:27:39 pm »
https://www.patreon.com/creation?hid=1738782&u=283568&alert=3

Updated the demo to have Princess K's proper graphics, and a new debug weapon~

9
Other Projects / Re: [Demo] Princess K!
« on: February 19, 2015, 07:55:07 am »
Haha yeah, I need to write controller support and custom key support. Should be easy enough to do.

I'm also going to go back to the original spec Princess K sprites. I'll just keep the BG's and enemies more simplistic.

10
Good ol' Goddammit Nappa

11
Other Projects / Re: [Demo] Princess K!
« on: February 18, 2015, 01:29:18 am »
Taking Princess K in a new direction! I know that mockup I made was promising, but that style is very very time consuming to create. I scaled it back to a much simpler design.

Information and download~

12
Zelda Projects / Re: I made a thing.
« on: February 14, 2015, 04:10:38 am »
Huehue forgot to turn vsync on, that's why general play is jittery.

13
Zelda Projects / Re: I made a thing.
« on: February 13, 2015, 03:43:58 am »
XD

<3

14
Zelda Projects / Re: I made a thing.
« on: February 13, 2015, 02:08:07 am »
XD I also posted about the jankiness in the original post >:O

I was just goofin around with this and was like "ya know, there should be a thread about stupid stuff in OoT2d games"

Also :3 glad you like the Deku tree

15
Zelda Projects / Re: I made a thing.
« on: February 13, 2015, 12:01:10 am »
Only tears on my VM for me (I run a mac with a Windows virtual machine, so it's hard to test smoothness), but on the other machine I was working with I had no tearing.

Only took about 3 days, maybe 2 or 3 hours per day. Mapping was fairly easy. I'd say the longest part is making sure all of Link's states are in. They're not all there so it's still on-going.

16
Zelda Projects / I made a thing.
« on: February 12, 2015, 06:26:31 am »
Took a couple of days, but I was just goofing around. Enjoy.
https://dl.dropboxusercontent.com/u/29034023/OoTGB.zip

keys:
UP
DOWN
LEFT
RIGHT
A
S

Notes:
Trees by djvenom
Dungeon scrolling is a bit janky. I may or may not fix this later.

17
Entertainment / Re: Clock Town Metalized
« on: February 12, 2015, 12:38:27 am »
I have that guitar :3

18
Zelda Projects / Re: ALttP heck (Play as Saria)
« on: February 10, 2015, 12:03:49 pm »
Word filters are lovely :3

19
Discussion / Re: Things done wrong in every 3d Zelda turned 2d
« on: February 08, 2015, 08:32:42 pm »
@GodsTurf I'm not referring to yours directly :p there have been countless iterations of OoT2d in the past 10 or so years. These are common mistakes/things that feel wrong in each of them.

20
Entertainment / Re: Netflix Developing Live Action Zelda Series
« on: February 08, 2015, 08:30:45 pm »
I haven't found any actual sources on the matter. Everybody reporting in it vaguely says "Netflix says". Thing is my dad works at Nintendo and he told me they'd never make a Zelda the hedgehog for tv again

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