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Topics - ZoSo

Pages: [1] 2 3
1
Graphics / Moblin WIP
« on: February 15, 2020, 06:48:55 pm »
Hey everyone, I've been working on spriting out everyones favorite enemy, the Moblin, from BotW, for my project. I wanted to share my progress here. C+C welcome!
Side View Idle

Side View Attack

2
Feedback / When did we get a Llama?
« on: October 01, 2014, 12:10:57 am »
So I just noticed the llama attacking phantom ganon in the header, at first I thought I had a smudge on my screen and thought "Why the hell wont that come off?".  XD

3
Graphics / Some NPC's
« on: July 26, 2014, 07:43:41 pm »
So I figured I'd post some npc's I've been working on for a project.

Everything revolves around the Link sprite, which was made by OSM. The teapot man was a collab between Sinkin and myself. Frog was editted from a sprite that I dont remember. C+C always welcome  :)

4
Entertainment / That legendary blade.... the Master Sword!!
« on: May 21, 2014, 10:14:57 pm »
So Q.K.s topic about his lens of truth project inspired me to post mine - the Master Sword. I"ve been working on this project for a little while now, maybe a month and a half  :-\ Finally have something to show! ha The blade is being made out of 80CRV is what I believe its called, very similar to 5160 spring steel. Its been cut out with an angle grinder and cut-off wheels. It still needs some clean ups on some edges and a little bit of tweaking at the tip, but I finally got it fully cut out today. Hilt will be made from cast aluminum. Will update as progress is made!
Pics:

5
Graphics / Dinolfos Help/ Critique please
« on: November 09, 2013, 07:54:03 pm »

Started this last night. I think the legs are looking pretty good, but once I hit the torso, it went downhill  :-\  Any tips?
References:



6
Graphics Requests/Archive / (request) Dinolfos
« on: October 25, 2013, 01:21:04 am »
Would anyone be able to make a dinolfos in MC style, preferably the size of a moblin. Image for referance.http://zelda.wikia.com/wiki/File:Dinolfos_(Majora's_Mask).png

7
Coding / Trouble with lifting code :(
« on: August 03, 2013, 03:30:45 pm »
Hey everyone, having troubles with my lifting code. Im using GM 7 Pro. When the action buttun is pressed, the lift sprite wont animate until the arrow keys are pressed :huh:
Step
Code: [Select]
// LINK MOVEMENT ENGINE by GOODNIGHT
var fholdd, fholdu, fholdl, fholdr, cc;

// Check keys
holdd=keyboard_check(vk_down)
holdu=keyboard_check(vk_up)
holdl=keyboard_check(vk_left)
holdr=keyboard_check(vk_right)
// Cancel opposing keys
if holdu && holdd {
    holdu=0
    holdd=0
}
if holdl && holdr {
    holdl=0
    holdr=0
}


// This is where you may want to add other conditionals which keep you from moving,
// such as if you are using an item, or you are in a menu.
// Just add the conditions to the end of this next "if" line.
// example:
// if (holdd ||holdu || holdl || holdr) && !usingshield {

if holdd ||holdu || holdl || holdr && global.menuon = false{
    // If you are holding any key, start moving.
    // Change Link's direction if you weren't already moving.
    if !moving {
        if holdd { dir="D" }
        else if holdu { dir="U" }
        if holdl { dir="L" }
        else if holdr { dir="R" }
    }
    moving=1
    // Direction correction:
    // Get the correct sprite when you walk diagonally then release one arrow.
    if (holdd && !holdl && !holdr) { dir="D" }
    else if (holdu && !holdl && !holdr) { dir="U" }
    else if (holdl && !holdd && !holdu) { dir="L" }
    else if (holdr && !holdd && !holdu) { dir="R" }
    // Prevent direction glitches caused by inhuman keypress timing.
    if (holdd && holdl && dir!="D" && dir!="L") { dir="L" }
    else if (holdd && holdr && dir!="D" && dir!="R") { dir="R" }
    else if (holdu && holdl && dir!="U" && dir!="L") { dir="L" }
    else if (holdu && holdr && dir!="U" && dir!="R") { dir="R" }
// Stop moving if no key is held.
} else { moving=0 }

// If Link is attempting to move now,
if moving {
    // "charge up" the number of pixels to move during this step,
    movestep+=movespeed
    // prepare movement variables,
    xstep=0
    ystep=0
    // and start doing the movement.

    while movestep>=1 {

        // Corner-cutting loop. This for-loop determines if Link is blocked by a solid,
        // but is close enough to its edge to cut around it.
        // If so, a "fake hold" variable is set, and the engine acts as if that arrow key is held.
        // Feel free to change the initial "cc" variable for corner sensitivity.
        // Between 4 and 8 is recommended - even less if your solids have curved masks. Use 0 for none.

        fholdd=0; fholdu=0; fholdl=0; fholdr=0;
        for (cc=6; cc>0; cc-=1) {
            if holdu {
                // If you're walking upwards and blocked by a solid...
                if !place_free(x,y-1) {
                    // ...but pressing left or right, release the "up" key.
                    if holdl || holdr { holdu=0 }
                    // ...but close to the left edge, and NOT holding left or right, and not fake-holding either, perform a fake left hold.
                    // And if you are only 1 pixel from the edge, also perform a fake up hold, to move diagonally through the corner.
                    else if place_free(x-cc,y-1) && !(fholdl || fholdr) { fholdl=1; fholdu=place_free(x-1,y-1) }
                    // Same as above, for the right edge.
                    else if place_free(x+cc,y-1) && !(fholdl || fholdr) { fholdr=1; fholdu=place_free(x+1,y-1) }
                }
            // Same thing transposed for the other three directions:
            } else if holdd {
                if !place_free(x,y+1) {
                    if holdl || holdr { holdd=0 }
                    else if place_free(x-cc,y+1) && !(fholdl || fholdr) { fholdl=1; fholdd=place_free(x-1,y+1) }
                    else if place_free(x+cc,y+1) && !(fholdl || fholdr) { fholdr=1; fholdd=place_free(x-1,y+1) }
                }
            }
            if holdl {
                if !place_free(x-1,y) {
                    if holdu || holdd { holdl=0 }
                    else if place_free(x-1,y-cc) && !(fholdu || fholdd) { fholdu=1; fholdl=place_free(x-1,y-1) }
                    else if place_free(x-1,y+cc) && !(fholdu || fholdd) { fholdd=1; fholdl=place_free(x-1,y+1) }
                }
            } else if holdr {
                if !place_free(x+1,y) {
                    if holdu || holdd { holdr=0 }
                    else if place_free(x+1,y-cc) && !(fholdu || fholdd) { fholdu=1; fholdr=place_free(x+1,y-1) }
                    else if place_free(x+1,y+cc) && !(fholdu || fholdd) { fholdd=1; fholdr=place_free(x+1,y+1) }
                }
            }
        }
        // End corner-cutting loop.

        // Determine the number of pixels to move horizontally and vertically (-1, 0, or 1).
        xstep=(holdr || fholdr)-(holdl || fholdl)
        ystep=(holdd || fholdd)-(holdu || fholdu)
        // If you can move hor. and vert. at the same time, do so.
        if place_free(x+xstep,y+ystep) {
            x+=xstep
            y+=ystep
        } else {
            // Otherwise, just move in the direction that you can.
            if place_free(x+xstep,y) { x+=xstep }
            else if place_free(x,y+ystep) { y+=ystep }
        }
        // If you only moved up, down, left, or right, take 1 (pixel) off your movement steps.
        // If you moved diagonally, take the square root of 2 (about 1.41) off your movement steps.
        // Allowing less diagonal movements per step gives the proper 'slowdown' effect.
        if ((holdd || holdu) && (holdl || holdr)) || ((fholdd || fholdu) && (fholdl || fholdr)) { movestep-=sqrt(2) }
        else { movestep-=1 }
    }
   
   

    // Set the right sprite when you are moving.
     
     if moving =1 && shield_equip = 0{
       execute_string('sprite_index=sprLinkRun'+dir)
        image_speed=animspeed
    }
    else if moving =1 && shield_equip = 1{
       execute_string('sprite_index=sprLinkRunHS'+dir)
        image_speed=animspeed
    }
// If Link is not moving this step,
} else if moving = 0 && shield_equip = 0{
    // Set the right standing sprite.
       execute_string('sprite_index=sprLinkRun'+dir)
        image_index=0
        movestep=0
    }
else if moving = 0 && shield_equip = 1{
         execute_string('sprite_index=sprLinkRunHS'+dir)
        image_index=0
        movestep=0
    }
else if lifting = 1{
         execute_string('sprite_index=sprLinkLift'+dir)
         image_speed = animspeed
    }
       


//Footstep SFX
if moving =0 then alarm[0]=2

// Almighty depth leverage technique
depth=-y

// end of Link Movement

//knockback code
if kb = true{               //add code for place_free behind link HERE. if kb=true && place_free
x+=lengthdir_x(5,kb_dir)
y+=lengthdir_y(5,kb_dir)
kb=false
}

//lifting


   
       
    if carrying = 1{
    execute_string('sprite_index=sprLinkCarry'+dir)
    }

          //  if toss=1 {
    //    execute_string("sound_play(Strike"+string(floor(random(3)+1))+")")
      //  sound_play(Toss)
//        carrying=0
  //      global.action=""
    //    image_index=1
     //   attacking=1
      //  a=instance_place(x,y,objPickup)
    //    a.lifted=0
    //    a.tossed=1
    //    a.tossdir=dir
   // }

       
Z Press
Code: [Select]
//Lift
 if (dir="D" && place_meeting(x,y+1,objPickup)) or (dir="U" && place_meeting(x,y-1,objPickup)) or (dir="L" && place_meeting(x-1,y,objPickup)) or (dir="R" && place_meeting(x+1,y,objPickup)){
    LC=1
}
else{
    LC= 0
}

        if dir="D" && LC = 1 && carrying = 0 {
        lifting=1
        }

    else if dir="U" && LC = 1 && carrying = 0{
        lifting=1
        p=instance_place(x,y-1,objPickup)
        if instance_exists(p){
            p.solid=0
            p.lifted=1
        }
    }
    else if dir="L" && LC = 1 && carrying = 0{
        lifting=1
        p=instance_place(x-1,y,objPickup)
        if instance_exists(p){
            p.solid=0
            p.lifted=1
        }
    }
    else if dir="R" && LC = 1 && carrying = 0{
        lifting=1
        }

//Toss
    if carrying = 1 {
        toss = 1
        }

Animation End
Code: [Select]
if lifting = 1 {
    p=instance_place(x,y,objPickup)
    sound_play(Grab)
    lifting=0
    carrying=1
        }

    lifting=0

8
Coding / Knockback?
« on: August 18, 2012, 04:28:54 pm »
I'm trying to add knock back to my engine so that when Link gets hit by an enemy or projectile, he gets pushed back 2 or 3 pixels. I have a terrible excuse for one implemented right now, but it's not accurate at all :/
Right now I only have 1 enemy in my engine, an octorock, and want Link to be pushed back when the rock hits him. I have this code in the rock object to detect what direction it should move:
Code: [Select]
link_pos = point_direction(objOctorok.x,objOctorok.y,objLink.x+1,objLink.y+20)This works great. I was using kind of the same method to figure out which direction Link should be knocked back, but it doesnt take into consideration negative x and y values :/ Help anyone?



9
Graphics / [Help]Bottle Sprite
« on: August 13, 2012, 11:37:59 pm »
Hello all, currently working on a bottle icon in ST style for my project. I'm having difficulty on 2 fronts; 1.) The shape, ST icons are always at an angle and the bottles curves are proving difficult for me and 2.) the reflective sheen on the bottles surface to give it that round appearance. Here is what I currently have, any edits or comments are welcome :)

Edit: Getting closer, but still a long way to go. Any suggestions?

10
Graphics / [Help] Windmill
« on: May 13, 2012, 02:43:16 am »
I'm not much of a spriter, but I've been working on some graphics for my project. I've started tiling Kakariko Village, and need to sprite my buildings.... I've begun the work on the village windmill.
What I want:
http://images.wikia.com/zelda/images/e/e0/Ferris_Wheel.png (image too large for the forum..)
What I have:
I think I have a fairly nice start, but would love to hear C&C.

11
Graphics / Item Circle
« on: April 26, 2012, 03:45:48 pm »

This is an item circle I made for my game, but am not completely happy with it. It was based on early screens of SS. Any advice for making it better/ edits would be appreciated. I'd also like to have ornamental vines wrapping around it, but I cant sprite vines for my life :x Any help would be welcomed. Thanks~

12
Graphics Requests/Archive / [Request]ST style menu icons
« on: April 20, 2012, 03:46:46 pm »
Hey everyone, I'm in need of a few spirit tracks style inventory icons. Here's what I could use right now:
Worn Sword

Hylian Shield

Rupee Shard

Ring Box

Bottle

If someone could try their hand at any of these, it would be greatly appreciated :)

13
Coding / (help)OOT style Octorok
« on: January 01, 2012, 11:46:35 pm »
So I've been working on an oot style octorok that appears out of the water when close enough and hides when too far away or too close, but have run into a snag....
Code: [Select]
//Create
//sets up current state
state = "hide"

//Step
//makes octorok appeaR or hide
if (distance_to_object(objLink)<48){
 state = "jump"}
 if (distance_to_object(objLink)>=48){
 state = "hide"}
 if (distance_to_object(objLink)<16){
 state = "hide"}

//sets up sprite based on octoroks current state
 switch state {
 case "hide": sprite_index=sprite13; break;
 case "jump": sprite_index=sprite12;image_speed=.5; break;
 case "idle": sprite_index=sproctorok;image_speed=.4; break;
 case "shoot":
 }
 
 //change state to idle after jumping up animation ends
 
 if (sprite_index=sprite12 and image_index=5){
  image_speed=0
 state="idle"
 }

Right now I have a problem changing from a jumping up animation to the idle state waiting to shoot. Any thoughts?

14
Graphics Requests/Archive / [Solved] Tree
« on: September 14, 2007, 10:34:32 pm »
Yep, It'd be wonderful if someone could make me a tree like the ones in TP, I'm extremely sick of seeing the lttp and mc trees. Lttp style view, and close to say, MC palette, close to the size of either of the two trees mentioned above.
Reference: http://i50.photobucket.com/albums/f341/rainmaker_44/sampletree.png
Please help

15
Graphics / Anyone still able to rip WW models?
« on: July 17, 2007, 10:06:36 pm »
I remember a few people were doing this, and was just wondering if someone would be able to help me out. So if your still able to, the outside of hyrule castle with it's texture would be appreciated.Thank you

16
Graphics / [Request] help with wood shading
« on: March 23, 2007, 12:15:22 pm »
I'm at a standstill with trying to get a wooden looking texture to a sprite. Here's what I have , and here's what I want it to look like http://i50.photobucket.com/albums/f341/rainmaker_44/woodfallref.jpg
If anyone has anytechniques ect. that I should use, it would be much appreciated.
Many Thanks.

17
Graphics / help making/fixing a sprite
« on: February 20, 2007, 03:38:08 am »
Okay Ive started woring on a TP bokoblin sprite(no, not for a tp 2d), but I cant get it right.

Any ideas to make it look better? Its the head I'm mainly disappointed with.
Sorry I dont have a reference pic, I was using the one out of the TP manual :P
PS: It's Lttp style

18
Graphics / depth problem
« on: February 11, 2007, 02:55:25 am »
I'm having some problems adding some depth shading wise to some tiles.

Ive just uploaded the basic, unfinished tiles(they're supposed to be walls, I havent added the diagnol sides yet.)So, anyone?

19
MC & FS / [MC] MC Zeffa (Blue Bird)
« on: January 31, 2007, 02:14:47 am »
I need Zeppa(think thats his name, dont remember), the bird thats flys you around from MC.
~Thanks

20
Coding / help(GM6):pickup object following character
« on: January 25, 2007, 12:03:00 am »
When I pickup an object and try to run with it, the object cant keep up with the player. Heres the position code in the step event of the pickedup object.

if (held){
    x = object939.x;
    y = object939.y-10+alteration;
    depth = object939.depth-1;
}

Alteration is the direction in which to throw(will probably get around to changing to the global direction). Ive kind of been blowing this off because the pickup/throw works near to perfect, but I'm at the stage to where I need to get it done. Any takers?

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