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Topics - TheRealMethuselah

Pages: [1] 2
1
Zelda Projects / [GMS] The Legend of Zelda GBC
« on: June 01, 2020, 02:55:57 am »
Been away for a while.

When I started ZFGC in 2003, I never imagined it would still be around 17+ years later, but here we are.

I never did finish my OoT2D game, but I have come a long way with my coding and Game Making skills. I decided to try my hand at something a bit more reasonable.

I'm remaking the Original Legend of Zelda in the style of Game Boy Color - think LoZ meets LA/OoS/OoA. This one will be completed, as it seems fairly simple to do, and I've got most of the engine already prepped and ready to go.



https://youtu.be/FXHzroL6O8I

I've added the ability to play as Zelda, and if you've played the BS-Zelda Japanese versions, you'll recognize the boy and girl. I gave them names, because Nintendo never did.

I named them Justin and Bailey (a little easter egg to an obscure METROID code).



I've tried to take advantage of the OoA/OoS style of Name Registration to add special characters.

 



I've tried to stay true the original spirit of the NES version. Converting a 256x240 resolution down to a 160x144 resolution took a bit of finagling, but I think I kept it close.



I've added a mini-map, as I'd always wondered why they only used little rectangles to show you where you were on the map:


The Sub-menu is more in the style of the Game Boy, but again, keeps the spirit of the original:


I'm adding a third quest with my own levels as well, just to spice things up. But the first two quests will be almost exactly the same as the original.

I've upped the amount of rupees you can carry to 999 from 255, added two bomb upgrades on the overworld for a total of 24 bombs, but other than those minor things, you should enjoy it just as much as the ol' NES version.

In the video, you'll notice I have the entire Overworld completely tiled. Some areas haven't been "animated" yet, but I'm getting to it.


2
Adverts & Recruitment / WoWDesktops.com
« on: July 30, 2008, 11:59:47 pm »
Please visit my new site. http://wowdesktops.com

4
Graphics / Who wants a custom World of Warcraft Wallpaper
« on: June 22, 2008, 11:55:34 pm »
1. A screenshot of your character showing his/her face clearly
2. Name of your character
3. Realm of the character
4. Guild if any
5. Resolution you would like the wallpaper: ie: 1280x800, 1600x1200, etc
6. Color of the background you would like or style
7. Anything special you'd like, quotes, skills, poses etc:
8. Pets or creatures you'd like in the pic with your character
9. Anything else...


Examples: Click to enlarge

Methuselah


Rakomar


Agricolae


Lexia


Aeroine
http://www.barrashomesinc.com/Aeroine.jpg

5
Entertainment / World of Warcraft Private Server
« on: June 09, 2008, 11:09:47 pm »
So, the guys here in Iraq didn't have a lot of choices when it came to internet and playing World of Warcraft... So I created our own little private server.

They can log into my machine and play, I have bots that run the auction houses and I can create my own weapons, items, etc... I can also pretty much do anything in-game, such as modify money, fly without a mount, add any items weapons I want and even go to level 255 (the max is usually 70).

So if there are anythings in the game you'd like to see, or just have me make a little video showcasing some of the things you can do, post it here.

SO FAR: Right-Click ... Save As
Kruul.mp
Stormwind Invasion

6
Coding / Zelda Text Box Engine [Release]
« on: June 01, 2008, 03:19:29 pm »
Tutorial Title - Zelda Text Box Engine (OoT2D Style)
Description - Shows you how to make OoT styled text boxes, using the widescreen method, as well as sound effects.
Game Maker version - GM 7 Pro
File Type - .gmk
Direct Link - textTest.gmk
Executable - textTest.exe
Filesize - 196 KB
Screenshot -


CONTROLS
ENTER - Start a text
CTRL - Fast Display
Spacebar - Next text
F4 - Full Screen Toggle

7
Coding / Zelda Life/Heart Engine [Release]
« on: June 01, 2008, 03:18:23 pm »
Tutorial Title - Zelda Life/Heart Engine (OoT2D Style)
Description - A simple method to emulate the life system of Ocarina of Time.
Game Maker version - GM 7 Pro
File Type - .gmk
Direct Link - heartEngine.gmk
Executable - heartEngine.exe
Filesize - 39 KB
Screenshot -


CONTROLS
Up/Down - Increase/Decrease Life
Spacebar - Double Life (Fairy Fountain 6) Toggle
Pg up/Pg Dn - Increase/Decrease Heart Containers
F4 - Full Screen Toggle

8
Coding / Zelda Register Your Name Engine [Release]
« on: June 01, 2008, 03:17:35 pm »
Tutorial Title - Zelda Register Your Name Engine (OoT2D Style)
Description - This is the engine I made for OoT2D to register your name/player. It uses simple .ini files to store this data for retrieval.
Game Maker version - GM 7 Pro
File Type - .zip
Direct Link - regEngine.zip
Executable - regEngine.exe
Filesize - 366 KB
Includes - Player1.oot
Screenshot -


CONTROLS
Arrow Keys - Cursor
Z - A
X - B
F4 - Full Screen Toggle

Player1.oot is simply an example of what a complete file looks like, you may delete this file if you'd like. It shows you the variables that the engine is looking for.

9
Coding / External Rooms & Objects (GM7)
« on: October 08, 2007, 04:45:57 pm »
Download:
external.zip (11.7KB)

I first create a room then set the size to 16x16 (just to keep it small). In the creation code of the room:



That's all I need to do in the .gmk file, now onto the externals.

The init.txt file contains gml code that is executed.


I have a small sprite with 7 tiles inside

I could have up to 224 tiles inside if I'd like to, as I'm using a sprite based font to tile the room. I use ord('A') as the first character so my sprite based font goes from A-G.

As you can see inside this file, I create a room and execute the code inside of the .txt file


I also set the caption and execute an object file.


Inside the objRoom0.txt file, you can see a long string of A's, etc. with #, my 256x224 pixel room is made up of 16x14 tiles, each represented by a tile in the sprite based font.

When laid out, these lines look like this


And when ran, the .gmk file looks like this.


You can edit this file to use as many layers as you'd like, just draw them in order in the object. You can also use this as a method to create spawn points for objects.

10
Coding / Diablo Style Health Sphere
« on: September 05, 2007, 11:00:40 pm »


Download: Diablo.gmk (90.6 KB)

This example shows you a simple way to use draw_sprite_part to get the Diablo Style Health Sphere effect. You can also use this effect for Mana.

Quote from: ev_draw
{
   ...
   // Draw the life orb.
   draw_sprite_part(sprLifeBall, 0, 0, 100, 100, -health, 270, 290);
   ...
}

11
Graphics / Head-up Display (HUD) graphics
« on: August 18, 2007, 07:45:45 pm »
You can use either GameCube (GCN) or Nintendo64 (N64) styled HUDs with these graphics. Ocarina of Time 2D will include both styles from the options menu.

GUI elements:


GUI circles:
Frames: (320x32 10 frames .png 1.43 KB)


Magic Bar:
Frames: (256x16 2 frames .png 247 bytes)


Clock Timer:
Frame: (16x16 1 frame .gif 135 bytes)


Map Entrance:
Frame: (8x8 1 frame .gif 64 bytes)


GUI Rupee:
Frame: (8x16 1 frame .gif 93 bytes)


GUI Key:
Frame: (8x8 1 frame .gif 66 bytes)


Carrot:
Frames: (32x16 2 frames .png 323 bytes)

12
Graphics / Small & Boss Key
« on: August 18, 2007, 07:41:29 pm »
These are the keys found throughout the dungeons in Hyrule.

The inspiration:


Key frames: (4 frames 16x16 .gif 256 bytes)


Boss Key frames: (4 frames 16x16 .gif 383 bytes)

13
Graphics / Alphabets & Numbers
« on: August 18, 2007, 07:40:46 pm »
All of these can be used as a sprite-based font in GameMaker.

The First alphabet is the normal "Link to the Past" styled text, modified by myself to include special characters.
Alphabet animation (223 frames 8x32 .gif 8.03 KB)


The Second alphabet is the large styled, custom text, made by myself used to display Boss Names.
Large Alphabet frames: (223 frames 32x64 .gif 15.7 KB)


The Third alphabet is the tiny styled, custom text, made by myself used to display the names of locations on the Overworld Map Subscreen.
Map Alphabet frames: (223 frames 8x16 .gif 6.65 KB)


In action: (displaying Kokiri Forest)


The First numbers are the GUI text used to display number of rupees, as well as the number of Gold Skulltulas  on the Quest Status Subscreen.
Small Numbers frames: (10 frames 8x16 .gif 410 bytes)


The Second numbers are the GUI text used to display the number of certain items on both the HUD and the Select Item Subscreen.
Tiny Numbers frames: (10 frames 8x8 .gif 336 bytes)


In action: (displaying number of particular items)

14
Graphics / Small, Medium, Large, and Boss Key Chests
« on: August 18, 2007, 07:39:53 pm »
These are the various chests you will find strewn about in Hyrule.

Small Chest frames (8 frames 128x32 .png 512 bytes)


Small Chest animation (8 frames 16x32 .gif 456 bytes)


Medium Chest frames (10 frames 160x32 .png 664 bytes)


Medium Chest animation (10 frames 16x32 .gif 778 bytes)


Large Chest frames (13 frames 416x64 .png 1.06 KB)


Large Chest animation (13 frames 32x64 .gif 1.68 KB)


Boss Key Chest frames (13 frames 416x64 .png 1.06 KB)


Boss Key Chest animation (13 frames 32x64 .gif 1.70 KB)

15
Graphics / Large Boulder from the Hole of 'Z'
« on: August 18, 2007, 07:39:02 pm »
This is the large boulder from the Hole of z in my Ocarina of Time 2D game...

The inspiration:


Boulder frames (4 frames 128x32 .png 1.56 KB)


Boulder animation (4 frames 32x32 .gif 1.01 KB)


Boulder shadow (1 frame 32x16 .gif 83 bytes)


The boulder shadow uses 25% transparency and is drawn before the boulder is drawn.
Quote from: ev_draw
{
   draw_sprite_ext(sprBoulderShadow, 0, (x + 3), (y + 22), 1, 1, 0, c_white, 0.75);
   draw_sprite(sprBoulder, -1, x, y);
}

In-game the boulders animation or image speed is 1/4 (room_speed=30).
Quote from: ev_create
{
   image_speed = 0.25;
}

In action:

17
Other Discussion / Anyone else here have a Zune?
« on: January 14, 2007, 05:15:12 pm »
I got mine a few days ago and I tell you, I love this thing! I transfered all my DVD's to it and can watch them on the go, I have a nice MOD that allows me to use it as an external Hard Drive which shows up in Windows Explorer.

19
Zelda Projects / OoT2D - The Original by TRM (New Graphics upgrades too)
« on: December 15, 2006, 09:58:58 pm »
I am aware of GM 7.0 and will be converting the game before the release of the Beta, I'm sure some of the newer functions will increase the speed of the game as well.

The game will be hosted at http://trmgames.com

I will be sending Mike 'TSA' Damiani the finished beta for his Speed Testing skills (you can find his speed run at http://speeddemosarchive.com/OcarinaOfTime.html ), it was instrumental in allowing me to make OoT2D as close to the original as possible.

The XML parser has been updated as well, and I still need more languages to be translated. Please download the file at http://barrashomes.com/english.xml and translate to the language of your choice.

You are not permitted to use the SubMenu/Map graphics in your projects.

A lot of the graphics/sprites have been updated, even some of these shown are not reflective of the ones used in the game and have since been updated.


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