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Messages - 4Sword

Pages: [1] 2 3 ... 168
1
King of Thieves / Re: controls question
« on: Yesterday at 06:59:08 am »
I can't quite remember if this is so, nor do I know exactly how the roll code was implemented in King of Thieves - but outside of a cool-down period, one could also have the check to do the talk prior to the roll movement, have it to where if Link wasn't in full-control of his movement talking would not be possible, or check an x/y to an xprevious/yprevious to see if Link is in motion currently (to where Link could be, for example, walking up into the NPC/sign but not having moved compared to the last step).

2
Updates / Re: King of Thieves at NCFC!
« on: August 26, 2015, 03:55:53 pm »
I agree with what Tompel had said. The movement seemed slow, but then again that might be due to screen resolution; e.g., in perceiving more of the available space/distance Link occupies, compared to still objects/walls around him he looks like he is moving slow. It was neat seeing tile work in the demo, and I get that a lot of this is to demonstrate functionality - where polish to stuff would come later. Namely, sprite animations and giving Link a shadow under himself so that he looks a lot less floaty.

The view in Minish Cap does center on Link but if you get to the corner of a room it stops that behavior - as centering the view on Link would have the view trying to draw outside the room or visible area incorrectly.

3
Sprites/Tiles / Re: Hyrule Sewer
« on: August 11, 2015, 04:05:10 pm »
It looks great, just wanted to say though that between doorways/rooms there should be a 16x16 tile "padding"; it makes room transitions look less abrupt.

4
Sprites/Tiles / Re: Hyrule Castle Town
« on: July 28, 2015, 10:36:36 pm »
I don't know how much effort it would take or if it would be necessarily usable due to the resolution of the game, but adding broken elements to the roofs in the poor areas might help to further visual distinguish it as a poor area as well as give visual ques that would make the map seem less "continuously repeating". But otherwise I like all of what has been shown so far outside of some issues of perspective that others had indicated earlier - great work.

5
King of Thieves / Re: There's a something brewing in these parts...
« on: July 06, 2015, 03:25:54 pm »
I don't have screenshots currently, but the effect is most obvious if Link swings his sword directly at the treeline. I believe if you use the tiles for that as you have them, it'll look like the sword goes over the base of the tree and then dips under the middle part oddly (as opposed to how Minish Cap has it, where the leaves of the tree are all in a top layer and the sword goes under it normally. Outside of the sword this might also show for projectile items and possibly Link himself depending on where he is (if going into the tree, or if at the "hop" of his walk animation the tip of his hat might peek under the treeline).

I'll try and get something to you this week about that (busy with work) - but again it's minor. I didn't mean to seemingly detract so much from the quality of your tile-mapping tool achievement which is pretty neat and awesome.

6
King of Thieves / Re: There's a something brewing in these parts...
« on: July 04, 2015, 11:54:00 pm »
looks neat and like it will help those doing tile-work/level-design out (only minor gripe is that the tree entrance and tree layer part tiles aren't quite how Minish Cap had it - i.e., depth could be nit-picky, may look weird in in-game rendering).

7
like the previous posts had indicated, the link is dead; please don't gravedig

8
Updates / Re: Unfortunate news today
« on: May 23, 2015, 01:24:46 am »
that's terrible news, my condolences to his friends and family; may his passing help remind us of the fleeting nature of life and to appreciate the things we may take for granted, and to live on as he did with an enthusiasm and passion for that which one cares about.

9
Updates / Re: Resignation of Administration
« on: May 11, 2015, 04:24:13 pm »
thanks for all the efforts you put into the forum/site; you're a part of the community too so make sure to still visit from time to time

10
Feedback / Re: Timeline Discussion Board
« on: April 30, 2015, 02:57:18 pm »
I'm of the opinion that nothing prevents one currently from posting one or more topics in the Discussion board with this already - there's not that much activity there to compete with and that was the intended purpose of the catch-all development board anyway.

11
Entertainment / Re: Super Smash Bros DLC Fighter Ballot!
« on: April 09, 2015, 11:19:32 pm »
I could honestly see Nintendo having Inkling DLC as a promo offer for buying Splatoon or something brought out later if the sales are struggling - the game is already getting amiibo which is much more love than some moderately well-known Nintendo franchises have already got.

12
Entertainment / Re: Super Smash Bros DLC Fighter Ballot!
« on: April 09, 2015, 09:05:29 pm »
Ray Mk 01 from Custom Robo - former assist trophy which would fit in with games customization options, varied shooter/range fighter
Issac from Golden Sun - former assist trophy that would not be another Fire Emblem swordfighter
Inkling from Splatoon - upcoming colorful Nintendo IP that could use a push to make it a cult-hit

13
Updates / Re: Resources Link
« on: March 18, 2015, 02:18:18 pm »
Not sure if it's intended or not, but the link is only visible on the forum
The forum navigation bar and the site navigation bar, while similar in appearance, have their links built from different sources.

14
HOT DOGS ARE NOW BEING THROWN ONTO THE FIGHTING ARENA GUYS.

MG-ZERO VS VASH
OH MY GOD WHAT IN THE FAGGOTRY IS THIS?! ARE THEY LITERALLY HAVING GAY SEX IN THE MIDDLE OF THE FIGHTING AREA? AND WHAT THE HELL? SUDDENLY USER METALLICA42982384293 RUNS OUT ON TO THE ARENA. OH MY GOD WHAT REALLY IS GOING ON HERE?! HE'S TAKING HIS PANTS OFF! HOLY CRAP. OH NO. OH NO NO NO NO NO NO. THEY ARE MAKING A TRIFORCE OF GAY. THREE MEN IN A FORMATION OF A TRIANGLE, IN THE MIDDLE OF THE ARENA. LET'S SWITCH BACK OVER TO SEE HOW WALLY IS DOING.

>> crowd somehow throwing available hotdogs
>> Vash somehow not having bum-stuffed them beforehand to satisfy phallicical cravings

15
Other Projects / Re: [Released] Magma Pig for Android!
« on: December 03, 2014, 11:05:01 pm »
 I have been playing the game a little bit and I like the concept but for me the most challenging aspect is the control scheme; i.e., with the pig on the left side of the screen, the left side of the screen handling jumping, and needing to often put platforms right in front of the pig - both of my thumbs crowd the left side of the screen and make it difficult to see what I'm doing.

It's like if the jump action was on the bottom-right side of the screen, visibility would improve. Maybe have an update where the controls are inverted from their current layout? (if that isn't in already and I missed it)

Sorry if that sounds nit-picky, but otherwise like I said I enjoyed the concept.

16
Entertainment / Re: Majora's Mask 3DS
« on: November 06, 2014, 05:14:09 am »
I'm excited for this game coming out too, but I still need to get the Nintendo 3DS; I figure I'll wait until either the red or blue translucent 2DS or the New 3DS comes out in North America. But definitely, Majora's Mask is just one of those odd Zelda games that has a world you want to explore and get lost in.

17
Updates / Re: GAME JAM GAMES ARE HERE
« on: September 07, 2014, 12:10:39 am »
I played through a little bit of each of the entered games and really liked how different they were compared to each other; i.e., lots of variety, each one has features that stand out on their own. The green Goron in Goron Diggers is a beast but the concept is well done, I liked the puzzle stuff in March of the Gorons, and Link's Quest... Mamoruanime you done good, I like the platforming but haven't managed to clear much of the game yet.

18
Updates / Re: NCFC 2014 is coming!!
« on: August 26, 2014, 11:02:38 pm »
Glad to hear that the NCFC event is happening this year, it's always fun to see everyone's projects. (I moved the topic here from Community Speak to give it some more visibility too)

19
Zelda Projects / Re: [Pics + Video] TLoZ: The Cursed Mirror
« on: August 21, 2014, 02:54:30 pm »
Are you actually coding this using Game Maker 5? If so I was unaware that people still were using that. Other than that thanks for posting your project and planning to release your game in both Spanish and English.

20
Coding / Re: Can I get some help.
« on: August 07, 2014, 06:28:53 am »
I have no idea the full-scope of what a lot of you said, but in terms of inefficiency - using a for-loop to redraw the HUD every step can be implementationally wasteful and the use of targeted if-conditionals can allow you to make secondary logical assumptions which involve less calculation (as long as the code is commented properly, maintenance should not be too bad). I hope that does not sound argumentative.

The first point I am making is something I haven't taken advantage of until recently, but basically your health and rupees are not always constantly changing (for the most part the player avoids getting damage and is not swimming in boatloads of continuous rupees). Thus, in having a for-loop redraw everything when mostly nothing changes, means that for every step the HUD has to go through the calculations and conditionals to draw the stuff unnecessarily.

Solution: Use Surfaces. While in Game Maker 8, this was a paid feature, in Game Maker Studio Standard Edition, the surface functions are free to use. If your hearts/rupees don't change, you can just redraw the surface. When drawing sprites to the surface, always remember to clear out the surface if you are going to rebuild everything on it, and also to disable interpolation in the Game Options so that the sprites drawn to the surface aren't distorted.

Here is some sample code:
Code: [Select]
//build_hudSurface();
   
var i, j, k;

surface_set_target(hudSurface);

//clears/reinitializes the surface
draw_clear_alpha(c_white, 0);
   
if (heartsFull > 10) {
    if (heartsDraw > 10) {
 
        //draw 1st line of full hearts
        draw_sprite(sprHearts, 4,  0,  0);
        draw_sprite(sprHearts, 4,  8,  0);
        draw_sprite(sprHearts, 4, 16,  0);
        draw_sprite(sprHearts, 4, 24,  0);
        draw_sprite(sprHearts, 4, 32,  0);
        draw_sprite(sprHearts, 4, 40,  0);
        draw_sprite(sprHearts, 4, 48,  0);
        draw_sprite(sprHearts, 4, 56,  0);
        draw_sprite(sprHearts, 4, 64,  0);
        draw_sprite(sprHearts, 4, 72,  0);
   
        //draw 2nd line of empty hearts
        i = (heartsFull - 10) << 3;
        for (j = 0; j < i; j += 8)
            draw_sprite(sprHearts, 5, j, 8);
     
        //draw 2nd line of inactive full hearts
        k = ceil(heartsDraw);
        i = ((k - 10) << 3);
        for (j = 0; j < i; j += 8)
            draw_sprite(sprHearts, 4, j, 8);
     
        //draw 2nd line's active enlarged heart
        k = (k - heartsDraw) * 4;
        draw_sprite(sprHearts, k, j - 8, 8);
    }
    else {
         
        //draw 1st line of empty hearts
        draw_sprite(sprHearts, 5,  0,  0);
        draw_sprite(sprHearts, 5,  8,  0);
        draw_sprite(sprHearts, 5, 16,  0);
        draw_sprite(sprHearts, 5, 24,  0);
        draw_sprite(sprHearts, 5, 32,  0);
        draw_sprite(sprHearts, 5, 40,  0);
        draw_sprite(sprHearts, 5, 48,  0);
        draw_sprite(sprHearts, 5, 56,  0);
        draw_sprite(sprHearts, 5, 64,  0);
        draw_sprite(sprHearts, 5, 72,  0);
   
        //draw 2nd line of empty hearts
        i = (heartsFull - 10) << 3;
        for (j = 0; j < i; j += 8)
            draw_sprite(sprHearts, 5, j, 8);
 
        //draw 1st line of inactive full hearts
        k = ceil(heartsDraw);
        i = (k << 3);
        for (j = 0; j < i; j += 8)
            draw_sprite(sprHearts, 4, j, 0);
     
        //draw 1st line's active enlarged heart
        if (heartsDraw > 0) {
            k = (k - heartsDraw) * 4;
            draw_sprite(sprHearts, k, j - 8, 0);
        }
    }
}
else {

    //draw 1st line of empty hearts
    i = heartsFull << 3;
    for (j = 0; j < i; j += 8)
        draw_sprite(sprHearts, 5, j, 0);
   
    //draw 1st line of inactive full hearts
    k = ceil(heartsDraw);
    i = (k << 3);
    for (j = 0; j < i; j += 8)
        draw_sprite(sprHearts, 4, j, 0);
     
    //draw 1st line's active enlarged heart
    if (heartsDraw > 0) {
        k = (k - heartsDraw) * 4;
        draw_sprite(sprHearts, k, j - 8, 0);
    }
}

draw_sprite(sprRButton, 0, 198, 2);
draw_sprite(sprABButton, 0, 197, 15);
draw_sprite(sprABButton, 1, 173, 15);

surface_reset_target();

Disclaimer 1: The way I coded the demo takes advantage of a lot of "optimizations", but it is by no means completely optimized. It might be possible, for example, to rework the variable for-loops so that they both don't start from the beginning. The fixed drawn positions to the surface and starting for-loop values could be altered so that the draw_surface function used later would require no additional offset calculation.

Disclaimer 2: If I were to change around some of the code, I could have used the surfaces better. In my example demo, any time your hearts change it will rebuild the hearts entirely. Hypothetically, if I were to draw the active heart as a sprite and not a surface - to where I only was drawing empty and inactive full hearts to the surface, I could reduce the amount of surface operations. If, for  example, I added a heart, I could just draw it over the empty heart and if I took away a heart, I could just redraw an empty heart over an inactive full heart. This would make it to where the majority of heart HUD building is just the manipulation of changing one heart instead of rebuilding everything on the surface. Huzzah!

Anyway, I attached .gmx demo which is in the .rar file attached to the post.

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