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Messages - AleX_XelA

Pages: [1] 2 3 ... 30
Graphics / Re: Jabu-Jabu inside tileset
« on: July 22, 2012, 09:51:18 pm »
I don't know where you got the "it was originally made for a heck" information, but this work is aab's :

Link to his photobucket

Graphics / Re: OOT2D Map Project - Complete!
« on: April 22, 2012, 11:07:58 pm »
Nope I do not think you are missing anything for the Shadow Temple's entrance.

I know it is too soon, but you are considering mapping Adult Link's Hyrule right?

Graphics / Re: OOT2D Map Project - Complete!
« on: April 22, 2012, 10:47:53 pm »
Yes well he uploaded it elsewhere anyway…
Some C+C :

Nice job changing the pallet as Master Yoshi did, that's just perfect.
Do you have a problem with your trees' roots? For some reason many of them are not shaded, making them look like the trees are alive and about to walk away :)
Aren't you considering using Master Yoshi's Temple of Time?
The warping zones are not all there (at least the Desert Colossus one).
Isn't there an issue with the entrance to the Shadow Temple, as in the warping zone should be positioned differently?
Jabu Jabu's place doesn't seem to have a main entrance.

Those are the things that got my attention.

Graphics / Re: OOT2D Map Project - Complete!
« on: April 22, 2012, 10:12:59 pm »
One thing that I don't get though, why wouldn't you upload it to MediaFire? Or perhaps gm112 can cook something up for you to upload it in ZFGC. It would be great for the forums if the download link directed to here.

Graphics / Re: Teh Legend of Zelda: Ocarina of the Past
« on: April 21, 2012, 08:32:58 am »
It looks amazing!
IMO, the nose does not quite fit the LttP style, but I have no clue on how you could change that.

Graphics / Re: OOT2D Map Project - Complete!
« on: April 21, 2012, 08:29:48 am »
Amazing job MaJoRa, good to see someone actually commited enough to finish a project.
Now where is Adult Link's world? :P

Coding / Re: Playstation Suite
« on: April 19, 2012, 02:49:18 pm »
Where's the Mac version?

Graphics / Re: Teh Legend of Zelda: Ocarina of the Past
« on: April 19, 2012, 02:48:18 pm »
Amazing job as always Master Yoshi.

Two things though :

1 - I don't think there is enough room for Link to move there.
2 - I don't understand the use of those vines.

Otherwise splendid job. Now please finish that Deku Tree, as I'm sure it will turn out insane :)

EDIT : Oh and I just noticed that the tree trunk on the bottom right of the image is missing a tile on its top right.

Graphics / Re: Teh Legend of Zelda: Ocarina of the Past
« on: April 14, 2012, 12:11:07 pm »
Aren't you missing the small walltullas?

Graphics / Re: Teh Legend of Zelda: Ocarina of the Past
« on: April 09, 2012, 05:33:31 pm »
Nice :) Did you ever work on that Deku Tree on page 1?

Feedback / Re: Two suggestions
« on: April 09, 2012, 10:40:56 am »
Well here's another question : when do you think the new system will be up and running? Is it a matter of weeks? Months?

Sorry for your loss…

Feedback / Two suggestions
« on: April 09, 2012, 10:04:01 am »
1. When attaching an image, make it possible to display it inside the text, using an img tag. Simple to set-up, just put up an upload dialog with a "insert image in your text" button that would copy the full img tag.

2. iPhone (smartphone) theme? As of now I can't modify my profile using my iPhone… I can't "click" on the corresponding tab (iOS Safari doesn't seem to recognize the link) (I want to add a link to my OoT2D style text engine topic in my sig :P)


You could start by using these, they look pretty close to the Paper Mario style : http://spriters-resource.com/custom_edited/zelda/sheet/17558

Updates / Re: New addition to the Mod Team!
« on: April 05, 2012, 04:53:11 pm »
Nice, I hope you'll keep on working on the OoT2D map project though.

Graphics / Re: Teh Legend of Zelda: Ocarina of the Past
« on: April 04, 2012, 05:12:50 pm »
Amazing stuff as always.
MaJoRa, you definitely should update your hyrule market map using this Temple of Time.

Coding / Re: [C - SDL & FMOD] OoT2D Style Text "Engine"
« on: April 02, 2012, 02:51:31 pm »
Nope I am only using SDL and SDL_image to display the graphics.
Well I like learning but it's more fun coding something you enjoy playing with.

Coding / [C - SDL & FMOD] OoT2D Style Text "Engine"
« on: April 02, 2012, 12:06:27 pm »

As I am making my way through a C learning tutorial, I have decided to try and make a functional OoT2D Style Text engine. It works rather well, and is really easy to use.

  • Loading text from external text file : "en.txt" for English, "fr.txt" for French.
  • Auto-checking the number of lines to display, and positioning them correctly. As in if there's only one line to display, it will be written in the middle of the text box and not at the top.
  • Needs a UTF-8 encoded text file to support wide characters (for internationalization). Currently the supported alphabet is the following one :
  • Colors : Red, Blue and Green are supported. See "How to use" to write colored-text.
  • OoT2D style text box, sounds and behavior. Press and hold the space bar to have the text displayed faster ("A" key in OoT). Press the "C" key to skip to the end of the text ("B" key in OoT).

How to use
To trigger the several text dialogs already written in both text files :
  • T - Displays the test dialog, shows the functionality of the "engine". (P for the French version)
  • U, I and O - Parts 1, 2 and 3 of the Navi dialog at the beginning of OoT. (J, K and L for the French version)

Feel free to modify the corresponding text dialogs to test the engine. Just follow these simple rules :
  • Lines should be around 24 characters long.
  • Always input a RETURN at the end of a line.
  • If you wish to create a separation in a single dialog, input ']'. At this point, the engine will display the 'next' blue triangle at the bottom of the text box. (Press SPACE to continue reading)
  • DO NOT change the label of a dialog, as the engine looks for that label to display the text. Just change the text contained between { and }. Make sure there is a RETURN between { and the beginning of the text.
  • Coloring your text is easy, just wrap your text with the proper color code character :
    $Red$, @Blue@ and #Green#. You can embed various colors, but do not forget to close the wrapping in the correct order. Example : @Begin with blue, $red comes in #with a bit of green#, back to red$ and ending with blue.@

It's easy, just copy the examples provided.

About the code
First of all, variables, functions and macros are all in French, deal with it  :P
I am learning C, thus I need to use a C compatible library. The tutorial I am using to learn C uses SDL and FMOD, making the "engine" fully portable (see below for Mac and Windows binaries).
The code is rather noobish, I do not check at all if the functions work well and if the pointers have been initialized properly... However I am rather satisfied with the text displaying function :
Code: C
  1. ecrire("dialog.navi",lttp,ecran,FRENCH, &finish);
It needs the label of the dialog, the alphabet you are using, the general surface of your game (a.k.a screen surface), language, and the finish boolean which will trigger the closing text box sound.

I am not considering this a real engine for various reasons :
First of all, comments are close to nonexistent in the source code, and I guess you will have trouble properly understanding it.
It is not fully functional, as I cannot have an animation behind the text box, I do not yet know how to handle that. For the time being, every time the text box is loaded (every time you press SPACE), it refills the screen with the green color and draws the text box on top of that.
It wouldn't fit in a real game project, certainly things would be coded in a completely different way (resources loading procedure for instance, that would be something completely different).

However it was fun to code and I thought I would share it with you. Plus, with this you could display the entire OoT text dump if that's any fun to you...

HelpTheWretched : for the sounds, Legend of Zelda sound effects by HelpTheWretched.
Kousou Games for the font : Kousou Games font rip.

For some odd reasons, the Mac version behaves better than the Windows version. Meaning it really feels like OoT. Sorry for the long post...

Discussion / Re: Post a Screenshot [Possible 56k warning?]
« on: March 29, 2012, 10:17:52 pm »
That's true, I guess I never took the time to remove the background color of all the GFX assets. Meh next time I'll be careful.

And yes I'll look at your tutorials, OpenGL was the next thing I intended to learn anyway.

Discussion / Re: Post a Screenshot [Possible 56k warning?]
« on: March 29, 2012, 10:11:22 pm »
1.2, 2.0 isn't officially out yet :)

Discussion / Re: Post a Screenshot [Possible 56k warning?]
« on: March 29, 2012, 09:34:00 pm »
Little project I'm working on, as I am learning C.

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