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Messages - DarkHearts

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Graphics / Re: Teh Legend of Zelda: Ocarina of the Past
« on: March 31, 2012, 01:34:29 am »
The mirror shield looks way too far to the side, the deku scrubs look a little off, and Kaepora looks just a tad huuuge xD but most of these look like real gold!

Feedback / Re: Karma System
« on: March 25, 2012, 10:25:07 pm »
I think it's a good idea, depending on how it works. I wasn't around when it was implemented to begin with, and I don't know how the original functioned, if it functioned at all. I do, however think it would be an interesting thing to try, and it would probably improve behavior, as long as it's handled well. However, depending on how it works, say people vote up or down on a post or something, then it might get out of hand on the more controversial topics. On the side, I think it's at least worth a shot, and it sounds like fun.

Entertainment / Re: The Book I'm Writing...
« on: March 24, 2012, 10:59:15 pm »
Wow, been almost a day, with almost fifty views and a few downloads, but no replies :( That makes me sad! You guys should read it and reply! I doubt it was so awful you died... but that would make sense, and if that's the case I'm sorry for complaining xD

Graphics / Re: Zelda's Custom Tiles
« on: March 24, 2012, 07:39:53 pm »
Dude, Xfix, that looks incredible. It took me a second to see the difference, but it's really good. I think it fits quite well with the compact sort of plushy style of MC. Great work!

Graphics / Re: "Open World" Graphics
« on: March 24, 2012, 06:35:24 pm »
I figured that I wouldn't make a new topic, but simply post again in here. From now on this is where I'll post graphics related to Open World, such as these new ones.

The following attached are the idle sprites for: "Player" "Zombie" "Cinder" "Deku Scrub".
While the game isn't zelda based, I figured it would be worth a shot at spriting one in this general "style."
I havn't yet decided how I'm going to do the tiles, whether they'll be completely top down, or in the same "75%" kind of style that I'm working with for these creatures and such.

C+C is always welcome and appreciated, so that I can make my components look better for the finished project :)

Entertainment / The Book I'm Writing...
« on: March 24, 2012, 01:09:45 am »
So, aside from "Open World", which is really just to do while I'm not writing, I'm working on a book. It's the first major writing thing I've ever worked on, though I only really get time on the weekends (highschool's a !@#$% :P). I'm currently about ten chapters in, and I'm proud of the way it's going. Of course, it's just a first draft, but I figure that I can use all the advice I can get. The formatting is a bit off, and some of the spelling and grammar is a bit weird or archaic, but it's definitely legible. I figured I'd post it here, and let you all read the first chapter, to see what you think. It's an ODT document, which should be able to be opened in Word or Textedit or anything like that. If you get around to read it, puhlease leave a comment on it. I'd love to know what you people think about it!

Graphics / HuD for "Open World"
« on: March 21, 2012, 11:24:14 pm »
As I mentioned elsewhere, I'm working on a non-zelda related project, currently known as Open World. While lots of the details of the project are still being worked out, I have a good, strong basis I'm going to work from, with the core attributes already set in stone. Since I'm reading the GML Manual to learn some more about the program, specifically looking for ways to use bitmasks in GM8, the actual coding process has come to a relative halt. Hopefully that resumes shortly, but in the meantime, I've begun working on some graphics for the project. I don't have a photobucket or anything, so I'll post what I have as attachments, but I hope you like it anyways! Feel free to tell me what you think!

Credit to Miles07 for the Minish Cap Style Items, great work by the way, which are being used as placeholders to show positions of spell and equipment icons.


1st Edit: An HuD (2 pics) with the:

Gear Menu: (similar to Terraria's, but it's a drop down menu, so it doesn't obstruct too much of the screen when you don't want it.) Can hold: Weapon, Helm, Armor, Boots, Ring, Trinket.

Tooltip Header: (Blank in these because I don't have a font sprite yet.) Shows the names of things moused over, say the corpse of a zombie, or the dropped sword of a guard.

3 Ability Slots: (One Fire Spell, one Lightning Spell, and one blank. The cursor is used to select the one that is currently bound from the quick bar.) Used to quickly ready spells from your book, using Q and E to cycle through. Right Click to use.

1 Item Slot: (Shows Red Potion.) An item chosen from the inventory can be used easily with the Space Bar.

Exp Bar: Denotes the amount of Experience the player has gained, prior to leveling up.


2nd Edit: The HuD with a demo player sprite. The player is capable of 360 degree turning, and then walking forwards and backwards.

Coding / Re: Switch Statement Key Checks: Help Request!
« on: March 20, 2012, 07:41:48 pm »
Thanks Nabeshin! I just got home from school, so I'll try and test this when I can. What playerstate is intended to do, is be an intiger that denotes the current state of action for the object. I'm using a binary type scaling system, where say:
Base = 0
Walking = 1
Jumping = 2
Attacking = 4
Hurt = 8
etc etc etc, so you can never have duplicates by adding (1+2+3 = 4+2).
So, when you press W, it adds 1 (walking) to the playerstate, indicating that the player is moving, in addition to anything else it's doing. So, if for example, playerstate = 5, your player is moving and attacking.

What concerns me slightly as to your examples is this:

My solution involves the idea that when, for example, A and W are both pressed, you actually just care about W, because pressing the A key adds or subtracts 0 i.e. doesn't do anything. Using this idea, you'll find a lot of your statements become logically equivalent. As a result, the following code performs more or less the exact same function as the code in your first post (except for potential odd behaviour you might have noticed as a result of using bitwise & instead of &&).

For cases other than just 0 and 1, (Base + Walking), say, 1 and 4, (Walking + Jumping) you do care about both keys. I havn't experimented with your code, or read it through too closely yet, but I'm concerned that it wouldn't cover both inputs.

It looks good though, and I'm eager to play around with it, and see what tweaking needs to be done, but it looks solid from what I read briefly. Thanks a bunch, and I'll get back to y'all with any further issues on this subject once I play around some!


What I was trying to find was the word bitmask. That's currently what I'm looking to do, with the playerstate, which means I'm googling and rewriting code atm. Will post later.

Zelda Projects / Re: [Demo] Tech demo - Horn of Balance
« on: March 20, 2012, 01:00:33 am »
Holy cow. This is absolutely incredible! The amount of detail and effort that has gone into this so far is astounding! I read bits and pieces, and your "minor updates" every week or so are massive! The system looks completely sound and as good if not better than the original LTTP engine! The original aspects, like the chain ball miniboss, those pieces of work are just fantastic. I'm just completely blown away by the level of care and determination you seem to have for this. Well done  :)

Zelda Projects / Re: [Demo] ThirdQuest Dungeon Creator
« on: March 20, 2012, 12:37:40 am »
From what I can see, this looks really promising! Hope you manage to see it through to completion!

Coding / Switch Statement Key Checks: Help Request!
« on: March 20, 2012, 12:34:16 am »
Greetings, Hylians! I'm working on a (regretfully non Zelda-related) project that, you guessed it, involves the keyboard, and pressing its keys. Unfortunately, the code I'm working with has some minor issues  :'(

Code: [Select]
// --- Key Controls --- //
if keyboard_check_pressed(vk_anykey){
switch (keyboard_lastkey){
case (ord('A')): {playerstate+=0;break;}// --- Should check single keys pressed, to add the proper playerstate
case (ord('D')): {playerstate+=0;break;}
case (ord('W')): {playerstate+=1;break;}
case (ord('S')): {playerstate+=1;break;}
case (ord('A')) & (ord('D')): {playerstate+=0;break;}// --- Should check double ups of keys pressed, to add the proper playerstate
case (ord('A')) & (ord('W')): {playerstate+=1;break;}
case (ord('A')) & (ord('S')): {playerstate+=1;break;}
case (ord('D')) & (ord('W')): {playerstate+=1;break;}
case (ord('D')) & (ord('S')): {playerstate+=1;break;}
case (ord('W')) & (ord('S')): {playerstate+=1;break;}
if keyboard_check_released(vk_anykey){
switch (keyboard_lastkey){
case (ord('A')): {playerstate-=0;break;}// --- Should check single keys released, to subtract the proper playerstate
case (ord('D')): {playerstate-=0;break;}
case (ord('W')): {playerstate-=1;break;}
case (ord('S')): {playerstate-=1;break;}
case (ord('A')) & (ord('D')): {playerstate-=0;break;}// --- Should check double ups of keys pressed, to subtract the proper playerstate
case (ord('A')) & (ord('W')): {playerstate-=1;break;}
case (ord('A')) & (ord('S')): {playerstate-=1;break;}
case (ord('D')) & (ord('W')): {playerstate-=1;break;}
case (ord('D')) & (ord('S')): {playerstate-=1;break;}
case (ord('W')) & (ord('S')): {playerstate-=1;break;}

Been using that ^^^ (Don't mind the lack of indention and such, my brain works better in chunks, not lines  XD )

Anyways: It works relatively well, except for when you press two keys, and release them one at a time, and suchlike. Unfortunately, GM8 doesn't allow for switch statements that go like this, which would save me the entire issue:

Code: [Select]
// --- Key Controls --- //
switch (keyboard_check_pressed){
case (ord('A')): {playerstate+=0;break;}// --- Should check single keys pressed, to add the proper playerstate
case (ord('D')): {playerstate+=0;break;}
case (ord('W')): {playerstate+=1;break;}
case (ord('S')): {playerstate+=1;break;}

I was wondering if anyone had any idea how to fix this, or better circumvent the issue, as it is an egregious one. Help would be awesome :D

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