Hello Guest, please login or register.
Did you miss your activation email?
Login with username, password and session length.

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Xfixium

Pages: [1] 2 3 ... 33
Other Projects / Re: [Program] GMare (Game Maker Alternative Room Editor)
« on: October 16, 2013, 03:50:03 pm »
Project is on its way to a Beta version. There has been some serious updating the past weekend, and I'm going to try and push it out within the next two weeks. As a reminder GMare supports Game Maker 6 to 8.1. No support for studio version as of this time.


Improvements on the user interface, making it less complex but retain all of the original functionality.
More options for instance editing.
Optimized tile exporting when exporting to a GM project.
A custom script compilier for user data when using binary export, so you don't actually have to write the GML script to read rooms into your project.
A history of recent Objects when creating instances make life a little easier when selecting an object
Merge layers together

New Screens:


Zelda Projects / Re: [SCREENS]Ocarina Of Time 2D FSA
« on: April 27, 2013, 03:07:38 am »
I said at the start of this project that if Team Dekunutz could not complete the game that all source code and resource would be released to the public. Due to requests for the resources, I finally got around to gathering all of them from the pyxosoft private dev forums.

Below is the link to all the resources for Ocarina Of Time 2D FSA. Enclosed is the source that was functioning, not the most recent source that was worked on (As that source was NOT functioning). I also included all the tools that were being used to create this game. You will find the audio and visual files we created as well. I used .cpt files for graphic WIPs, but converted them into .psd files to make life easier for photoshop people. The conversions may not be perfect.


Have fun! This is Team Dekunutz signing off!

Coding / Re: Great Game Maker Wall Optimization Script
« on: September 30, 2012, 05:19:50 pm »
I did something like this when I was working on the GM version of LA. Except I used a tool I created to plot out simple rectangles and triangles. Those then were drawn to a surface and used as a mask that provided the room collision. I BELIEVE it was a more efficient solution (for just one layer at least), although it has been years since then and my memory might be fuzzy. I'm sure there's some trade offs somewhere. It would have to be tested.

Other Projects / Re: [Program] Filter Factory
« on: August 18, 2012, 04:13:16 pm »

Other Projects / Re: [Program] Filter Factory
« on: August 18, 2012, 03:42:13 pm »
I can just revert it to a standard tab control. So put the original at 200%, 300% or 400% for its default size versus the filtered 100% and scale from there?

Other Projects / Re: [Program] Filter Factory
« on: August 18, 2012, 03:15:42 pm »
What would make it more intuitive for you? The zoom was meant for the original to compare the two in the filtered size. I could put zooms for each however.

Other Projects / [Program] Filter Factory
« on: August 18, 2012, 12:22:08 pm »
Title: Filter Factory
Dev Tool: c# VS 2010
Language: English
Requirements: Windows, .net 4.0

Filter Factory is a simple image upscaler, offering up a list of popular filters. It also preserves alpha channels if used correctly on image save.

This is a simple interface built on top of Hawkynt's filter library. (Found here: http://code.google.com/p/2dimagefilter/) He/She also has a binary for his/her library as well but this is an alternative to it. As the binary he/she provides seems to stretch out the image on preview.

Graphics / [MC] Light House WIP free for use
« on: July 24, 2012, 12:47:49 am »
This is a light house I was working on for a project in MC style. It's not quite complete, it was set for day and night time. Feel free to use for whatever, needs a lil TLC. A .png and separate objects in a zipped .psd.

Artwork / Re: King of Thieves Graphics Resource Index
« on: July 07, 2012, 01:46:00 am »
If that's what you were expecting, then you know nothing about RPGMaker tilesets. :/ There is a size limit, and only support 4 frames of animation. They also had to be 8bit. I don't recommend that anyone uses them for this project if you were expecting more.

Artwork / Re: King of Thieves Graphics Resource Index
« on: July 06, 2012, 07:46:11 pm »
Not an issue (and I agree with the nit-picky thing), I just seen that Dark-Hylian had the resources I made on the first post of this topic. I thought you were looking for more of the same. They were made for RPGMaker, which is why I was a little confused on why they were on the first post.

Artwork / Re: King of Thieves Graphics Resource Index
« on: July 06, 2012, 11:29:19 am »
*Facepalm* Seems like someone likes to rub my name out of tilesets. XD Anywho, these sets were made a very long time ago, and were originally for RPGMaker2K/2K3, but if they help out, so be it.


Concept Art / Re: [Submission - Xfixium]Magnetic Gloves
« on: June 30, 2012, 03:15:03 pm »
Sorry MG-Zero, I read the submission rules afterwards. (kinda ass backwards of me) I do have a request though. If anyone posts variants on my submissions, do not remove them from my submission post. I used to do this with Team Dekunutz. We'd keep messing with the sprite till pretty much everyone was satisfied with the end results. I don't have a big ego on my work, and if someone can do it better/make it more interesting, I'd like that progression shown in one single thread. Seems to make the creativity pool come together/the quality higher, and makes everyone involved feel like the work is their own. Because they all helped with input and to build it. Thank you.

Coding / Re: Minish Cap Stuff
« on: June 24, 2012, 10:56:58 pm »
Always liked the MC Engine project. Keep it up, I would like to see you continue the GM version, as I think it would have more value here. But I understand it's probably more convenient to code the C version.

Alternative graphics if you so choose:

Discussion / Re: Post a Screenshot [Possible 56k warning?]
« on: May 02, 2012, 03:02:27 pm »
Both those projects look sexy.

Discussion / Re: Post a Screenshot [Possible 56k warning?]
« on: May 02, 2012, 12:17:03 am »
Glad it can be of some use. It's just easier for me to work with VBA for graphics. Eventually I'll play with the pallets and offer the original colors. It was a lot of fun to see the raw sprites for this game, and go through playing it to the end. It's been awhile, lttp has always been my fave.

I figured I'd update a little on the ZFGCreator project as well. I have been working on it with the free time I have. Wiring up some of the objects at the moment. Trying to make it simple and decently flexible.


Graphics Requests/Archive / Re: Tile roof
« on: April 23, 2012, 12:24:19 am »
I found this some time ago, although I'm not sure where I found it. I'm sure someone here knows. It might be useful.

Graphics Requests/Archive / Re: Menu Sprites. Pop in and try a few!
« on: April 13, 2012, 11:02:42 am »
Could you provide a reference image of the style which you wish to emulate? You said Majora's OOT2D stuff correct.

Graphics Requests/Archive / Re: [MC] Mulldozer enemy rip
« on: April 13, 2012, 10:57:41 am »

Graphics Requests/Archive / Re: Need MC Link using bottle
« on: April 03, 2012, 03:47:14 pm »
Hmm. Are you sure? It may look like it, but I see no actual bottle sprite :s

Ohhhh ok, you wanted the bottle and Link as one compiled sprite? I was under the impression that the bottle would be a separate object depending on the contents.

Pages: [1] 2 3 ... 33

Contact Us | Legal | Advertise Here
2013 © ZFGC, All Rights Reserved

Page created in 0.035 seconds with 20 queries.