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Messages - 4Sword

Pages: [1] 2 3 ... 168
1
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.

2
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

3
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.

4
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.

5
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

6
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.

7
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

8
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.

9
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.

10
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.

11
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)

12
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.

13
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.

14
Updates / Re: ZFGC Game Jam '14 - NOW OPEN
« on: August 04, 2014, 12:10:21 am »

Grab a 40, let's get BEEFED
those graphics alone, ahh DJvenom done too good; pours one out for the fallen homies.

15
Feedback / Re: Z.Elda being replaced with Mario?
« on: July 24, 2014, 08:51:27 pm »
adding to what Starforsaken101 said, if you want to disable word censoring:
- http://zfgc.com/forum/index.php?action=profile
- (Modify Profile)-> (Look and Layout) -> check (Leave words uncensored)

16
Coding / Re: What Version of Game Maker Do You Use Most?
« on: July 21, 2014, 11:36:56 pm »
When Game Maker Studio had first come out, it seemed like it had a lot of limitations compared to the free version of Game Maker 8.1, but over a few months to a year it seems like they have eased up on that by making it a lot less to upgrade or offering the low-cost version for free. To be honest, I only found out recently that you can change the look and layout of Game Maker Studio to look like Game Maker 8.1 (the windows aren't black but old-style light gray instead).

But yeah, I am kind of where you are Koh. I have some stuff done in Game Maker 8.1 which I just found easier to keep and work on in Game Maker 8.1 - but I am slowly starting to transition to Game Maker Studio.

17
Updates / Re: new old moderator
« on: July 21, 2014, 04:13:58 pm »
For those who may not know me as 4Sword, I'd also like to indicate that for the last year or longer I had the username of Diminish.

Over the course of ZFGC's existence I have been either in site staff, moderation, or administration on and off for 3 1/2 to 5 years.

Outside of that I really like coding/programming in Game Maker and have made attempts in C/C++ using SDL and Tonc for the GBA.

I'll do whatever I can to help out around here to make ZFGC more enjoyable for everyone.

18
Coding / What Version of Game Maker Do You Use Most?
« on: July 15, 2014, 12:51:41 am »
I am curious about the version of Game Maker that people use now. I am thinking that most people here on ZFGC who use Game Maker are between Game Maker 8 and Game Maker Studio but I am not sure.

19
Feedback / Re: What Can We Do To Get More Life Here?
« on: July 06, 2014, 04:16:12 pm »
Thanks for the replies. And yeah with what you and FrozenFire said earlier, the division of Coding into Beginner and Advanced would be awkward and difficult to enforce. One might have something that they deem to be advanced but done in Game Maker, or a beginner question about starting in C++ might seem weird going in an advanced board.

Other than that, the only division that could be done, I think, would be splitting Coding into Game Maker and Misc. Coding. This would allow infrequent things like web scripting languages like HTML/Javascript/etc. and observed difficult/niche languages like C/C++/C# to share a board keeping the perceived level of activity above non-existent.

I see your concerns about Audio getting drowned out. In some ways by idea is based on the current state of Audio being so low that tutorials and active, somewhat frequent development of audio works are unlikely to happen - this is to say that if Audio ever did get frequent that it would deserve its own space. However, even with Graphics in its current state, I don't think that Audio topics when put into the activity of the Graphics board would go that unnoticed.

Thanks again for your responses.

20
Feedback / Re: What Can We Do To Get More Life Here?
« on: June 20, 2014, 05:52:13 am »
Thanks! Of everything I said, the Graphics/Audio and Requests/Rips boards would be the easiest to implement, providing the quickest return benefit and lowest perceived drawback. The more prominent of those possible drawbacks would be that users may perceive Graphics/Audio to be less active without rips in it - but I do not think this is a modern issue. The majority of rips for 2D games have already been done, or the ones which could be done would need to be redone so that they are developmentally-useful. The lower perceived activity level in Graphics/Audio would also be at the expense of hiding Audio's low activity level while boosting the activity level of Requests/Rips (increasing the Requests boards functionality to include Rips and other different kinds of resources).

I guess a better division of the Coding board that would make sense in terms of current board content and activity levels would actually be Game Maker versus everything else (everything else including C, C++, C#, XNA, Java, HTML, Javascript, BASIC, etc.). This is to say that Game Maker is so monolithic as to support itself in terms of activity level and that we have enough stuff that isn't Game Maker to support having its own board - that low activity board might seem small but at least it would not nearly be as barren. A simple name would be difficult but enforcing this board's division would be extremely simple.

It could look like this:
Quote
Development
 - Zelda Projects
 - Other Projects
 - Graphics/Audio
 - Discussion
 - Recruitment

Resources
 - Requests/Rips
 - Game Maker
 - Misc. Coding

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