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Messages - Freki

Pages: [1] 2
Zelda Projects / Re: [Demo 13] The Legend of Zelda: Horn of Balance
« on: August 19, 2012, 08:10:01 pm »
Maybe increasing the area of sword attack collision can make it better, I don't know... I just feel it doesn't give you too much reaction time compared to ALttP when an enemy move towards you.

Zelda Projects / Re: [Demo 13] The Legend of Zelda: Horn of Balance
« on: August 19, 2012, 07:04:12 pm »
You're doing a great job in this game, it looks very promising. What needs a change it's the sword attack, in ALttP it is a little bit more easier to hit the enemy.

Graphics / Re: Zelda's Custom Tiles
« on: March 25, 2012, 02:20:36 am »
Yeah smaller it looks a lot better, although it doesn't seems to be on the water, so I made a change using the rocks as reference.

Coding / Re: Moldorm Script
« on: April 28, 2011, 03:25:47 pm »
You can store the head movement in an array, I did this example just using one object.

Create event:
Code: [Select]
for(i=0; i<40; i+=1)
  stepx[i] = x;
  stepy[i] = y;

p1 = 0;
p2 = 8;
p3 = 16;
p4 = 24;
p5 = 32;
p1 is the head, the other parts have a distance (in steps) from the head.

Step event:
Code: [Select]
if(keyboard_check(vk_left)) { x -= 1; }
else if(keyboard_check(vk_right)) { x += 1; };
if(keyboard_check(vk_up)) { y -= 1; }
else if(keyboard_check(vk_down)) { y += 1; };

if(x != xprevious or y != yprevious)
  stepx[p1] = x;
  stepy[p1] = y;
  p1 = ((p1 + 1) mod 40);
  p2 = ((p2 + 1) mod 40);
  p3 = ((p3 + 1) mod 40);
  p4 = ((p4 + 1) mod 40);
  p5 = ((p5 + 1) mod 40);
If the head doesn't move then nothing is stored.

Draw event:
Code: [Select]

Coding / Re: Objectmix
« on: April 25, 2011, 11:49:56 pm »
I recommend you to check all possible collisions at the same time, this is what I would do:

For the boomerang code:
Code: [Select]
objectID = collision_rectangle(x1,y1,x2,y2,Monster_Par,precision,notme);

while(objectID > 0)
  if(objectID.stunned == false)
    newStar = instance_create(x,y,objectStar);
    newStar.FollowObject = objectID;
    objectID.stunned = true;
  objectID = collision_rectangle(x1,y1,x2,y2,Monster_Par,precision,notme);
This will also prevent the creation of multiple star objects, but you need to set the stunned variable in the creation code.

objectStar code:
Code: [Select]
x = FollowObject.x;
y = FollowObject.y;

yeah I hate the collision event x)

Zelda Projects / Re: [Demo] The Legend of Zelda (Remake)
« on: December 24, 2010, 12:16:36 am »
I lost my project, my brother doesn't make a backup of my files when I asked him to install windows 7 in my new pc. At least now I can play any game I want without any errors.

I'll start my engine again, but I'll not continue with this game.

Zelda Projects / Re: [Demo] The Legend of Zelda (Remake)
« on: September 26, 2010, 01:33:13 pm »
- Walls stop projectiles when Link is at higher level of ground.
- When I walk around with the lantern the flame has a delay as opposed to the lantern itself. I haven't played the original so I can't tell if this done deliberate. Looks a little weird seeing the flame outside of the lantern.
- The explosion of one bomb does not set of the explosion of another when they are next to each other.
- Is it correct that Link can't seem to walk through pebbels, that don't even look bigger than his feet?
All of these things are just like in the original, but I should agree that all of them are weird.

- You can't activate certain items while moving, that you should be able to activate. Like the magic rod, shield, and boots.
- Damaging yourself with a bomb can get you through walls.
The item activation will be easy to fix, but the problem of get through walls will be more complicated.

- The screen lost focus for a second at the start. Just once and not too noticable. Did you check the option to prevent this?
Good eyes, it was caused by an old piece of code in the creation event, it's already fixed now, thanks.

You have a bug in which sprite to show when walking.

If you hold down left then press and hold up, then let go of left while pressing right while still holding up, Link's left facing sprite will stay.
I can post screenshots if needed.  I had Link doing the moonwalk across the room.

Same applies to going right as well.
I don't know yet how to fix this, because when I change something it bug other animations.

Thank you all, I will try to fix these things for the next update.

Zelda Projects / Re: [Demo] The Legend of Zelda (Remake)
« on: September 25, 2010, 10:48:25 pm »
Finally I got some time to update this.

- Fixed the lift and throw.
- Bomb and Remote Bomb now blow up stuffs and damage Link.
- Visible obstacles now create a tile when created and destroyed.
- Pegasus Boots improved.
- Small Shield add.
- Same sounds don't play at same time now.

There's also a new demo.

Coding / Re: Platforming Game Movement Trouble
« on: September 25, 2010, 10:27:08 pm »
When you are pressing left your speed goes to -2, then when you are not pressing right the while statement enter in a infinite loop that freezes the game.

Discussion / Re: Looking for Feedback - Crystal System
« on: September 11, 2010, 02:19:57 am »
The level up type crystals are a little bit weird for me, how will I able to increase stats and black magic at same time, for example? In most FF games the stats are increased based on the character job.

Zelda Projects / Re: [Demo] The Legend of Zelda (Remake)
« on: September 07, 2010, 06:22:41 pm »
The items work fine i guess, but why don't the bombs destroy the bushes like the lamp does?

That's because I need to redo a part of my code first, otherwise it will be just a waste of time for me to do the same thing twice. If you put a bomb next to a bush and then try to burn it, you will see that it will not be burned because Link is also colliding with the bomb.

Zelda Projects / [Demo] The Legend of Zelda (Remake)
« on: September 07, 2010, 05:13:55 pm »
I was trying to create something original but then I decided to start with something more simple. My goal it's to remake the 1st The Legend of Zelda using the Minish Cap style, rebuilding the dungeons and including some new features, items and quests to make the game even more fun!

A long, long time ago the World was in an age of Chaos. In the middle of this chaos, in a little kingdom in the land of Hyrule, a legend was being handed down from generation to generation, the legend of the 'Triforce'; golden triangles possessing mystical powers.

One day, an evil army attacked this peaceful little kingdom after he stole the Triforce of Power. This army was led by Ganon, the powerful Prince of Darkness who sought to plunge the World into fear and darkness under his rule. Fearing his wicked rule, Zelda, the princess of this kingdom, split up the Triforce of Wisdom into eight fragments and hid them throughout the realm to save the last remaining Triforce from the clutches of the evil Ganon. At the same time, she commanded her most trustworthy nursemaid, Impa, to secretly escape into the land and go find a man with enough courage to destroy the evil Ganon. Upon hearing this, Ganon grew angry, imprisoned the princess, and sent out a party in search of Impa.

Braving forests and mountains, Impa fled for her life from her pursuers. As she reached the very limit of her energy she found herself surrounded by Ganon's evil henchmen. Cornered! What could she do? ... But wait!

All was not lost. A young lad appeared. He skilfully drove off Ganon's henchmen, and saved Impa from a fate worse than death. His name was Link. During his travels he had come across Impa and Ganon's henchmen. Impa told Link the whole story of the princess Zelda and the evil Ganon. Burning with a sense of justice, Link resolved to save Zelda, but Ganon was a powerful opponent. He held the Triforce of Power. And so, in order to fight off Ganon, Link had to bring the scattered eight fragments of the Triforce of Wisdom together to rebuild the mystical Triangle.

If he couldn't do this, there would be no chance Link could fight his way into Death Mountain where Ganon lived. Can Link really destroy Ganon and save the Princess Zelda? Only your skill can answer that question. Good luck. Use the Triforce wisely.


Engine: 22%
HUD: 0%
AI: 5%
Maps: 1%
Quests: 0%
* Press F1 for help and commands.

Demo v2

Freki, programmer
HelpTheWretched, sounds

Discussion / Re: [Discussion] Animations using Sprites
« on: September 06, 2010, 02:06:36 am »
However Freki's approach to hardcode the frame determination with a selection structure is not something I would do either. This result in that you need to write duplicate code for a lot of situations that you can put in a more general and modular algorithm.

Not really, all you need to do it's use the code in a script, I'm using linkPull() for this:
Code: [Select]
if(global.T_CONTROL == 1)
    case "PULL":
      if(frame mod 64 < 32)
      else if(keyboard_check(global.button[BTN_ACTION]))
        // code that checks if it should continue to pull or just stand and hold the object
        action = "STAND";
        sprite = spr_linkStand;
        frame = 0;

    case "ANY_ACTION":
        action = "PULL";
        sprite = spr_linkPull;
        frame = 0;
So basically I'm just change the action, the sprite that will be used, reset the frame count and execute the script.

This is what I would do for sprite animations if I had to build my engine from scratch. I would provide the algorithm with the following information:

    * The sprites/frames to draw for the animation
    * A list of durations for each frame. When my algorithm is cycle based than the durations are in the number of gamecycles, is my algorithm time based then the duration is the minimum number of milli(/nano)seconds.
    * Indicator of the current frame.

Are you using the word frame to designate a sprite image? Because when I talk about frames I'm talking about the room speed, the frame variable it's already the time/duration. If I understood your algorithm it will probably work but it will use at least the same amount of statements and lines that my code does.

Discussion / Re: [Discussion] Animations using Sprites
« on: September 04, 2010, 01:45:37 pm »
I was using the image_speed of GM for a long time, but I stoped to use it after I realize that it's more easy to program when you can have more control over the things. Here is a example of the pull animation in my engine:

Code: [Select]
/* PULL */
switch(frame mod 64)
  case 0: image = 3 + face * 9; break;
  case 16: image = 4 + face * 9; break;
  case 24: image = 5 + face * 9; break;
  case 32: image = 6 + face * 9; break;
  case 48: image = 7 + face * 9; break;
  case 56: image = 8 + face * 9; break;

frame += 1;

if(frame == 192)
  frame = 0;
  redface = 1;

The "frame mod 64" will make the animation loop 3 times before the red face appear.

Coding / Re: Client/Server Recognition using mplay functions
« on: September 03, 2010, 10:31:09 pm »
Sorry, now that Niek post what the function does, I notice that I have read the wrong line in gm help file, well... !@#$% happens :[

Coding / Re: Client/Server Recognition using mplay functions
« on: September 03, 2010, 02:43:40 pm »
Here is the error, 0 is the first session:
Code: [Select]
if (mplay_session_find() > 0)
Pretty sure that's not the problem.

Did you test it using -1 instead of 0?

Graphics / Re: The Wind Waker rips
« on: September 02, 2010, 11:17:31 pm »
but your Nayru's Pearl seems to be better because the circles are together in the center XD

They're not supposed to be together in the center, but the sides are supposed to touch.  So neither one is entirely accurate.  I do think the pearls in the Minish Cap look better though, and why wouldn't they?  They were made by the graphic artists from an official game.

(I know I'm responding to an old-ish post >.>)

Well, it's just my opinion, the circles touching gives a better look for the pearl, but comparing the three pearls then I agree with you that the originals are better.

Coding / Re: Client/Server Recognition using mplay functions
« on: September 01, 2010, 02:52:29 pm »
Here is the error, 0 is the first session:
Code: [Select]
if (mplay_session_find() > 0)

Zelda Projects / Re: [Demo] Tech demo - Horn of Balance (working title)
« on: August 31, 2010, 12:16:58 am »
I tried to play the demo today but since my pc have a overheating problem, it shutdown before I could finish to play. Could you check the option "Freeze the game when the form loses focus" in your next demo?

Graphics / Re: Zelda's Custom Tiles
« on: August 24, 2010, 12:20:04 am »
Nice sprite, but you must improve the animation of it, the head must move a little up and down, take a look at Hyrule Town to see how is the movement of the NPCs. There is also a problem with the shadow, all characters in MC have a shadow of the same size.

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