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Messages - Alex2539

Pages: 1 [2] 3 4 ... 18
21
Updates / Re: Holiday Event: Community Xmas Tree
« on: December 22, 2006, 09:57:38 pm »
Put it on again and see if it disappears ;)

Indeed. Although yours was quite long. It wouldn't have mattered nearly as much were it on the side of the tree IMO. Ah well, what can you do?
Uhh... move it? That's always feasible :P.

22
Entertainment / Re: How to play the guitar?
« on: December 22, 2006, 09:50:50 pm »
If you're serious about learning to play the guitar, do NOT us tabs at all. Using tabs just makes you memorize finger movements and doesn't actually teach you any sort of skill. They're useful if you just want to quickly learn a song and with programs like Guitar Pro it's easier to write songs, but for learning it's just the easy way out which does nothing but give the illusion of talent.

The best way is to find a real teacher. Either go to some music school or look up an independant teacher. It'll cost money, but it's worth it if you really do want to learn. That way you learn the actual theory behind the music. Some people say "oh, but theory is hard to learn and it's useless". It's not. Theory is hard to swallow at first, which is why it's taught gradually and it can be a lot of work sometimes, but if you know the theory, you can do so much more. If you've ever watched a good guitarist solo live and it sounded different (read better) than odds are it was improvised. When a good guitarist improvises, it sounds good because they know the scales and the techniques. That or they have a fake book. Regardless they know how to string things together. Theory is very useful for making yourself look good.

23
Updates / Re: Holiday Event: Community Xmas Tree
« on: December 22, 2006, 09:39:35 pm »
If it was said, then it was deleted. Regardless, as far as I'm concerned there is no problem. The main thing is that they shouldn't be monstrous. Some things just don't fit well into a 32x32 and that's just the way it is. The blue one next to mine is pretty huge, but it doesn't matter really because it's nice. It's not like all of a sudden there won't be any more room anywhere and all because of a couple extra pixels.

24
Updates / Re: Holiday Event: Community Xmas Tree
« on: December 22, 2006, 08:59:32 pm »
Alex, your breaking the rules D:
I figured it averages out to 32x32 ;P I'll redo it though if it's really so terribly important.

[edit] There, I've gone and cut myself up:


Oh, and I figured that as long as people are going to be nit-picky on sizes, I would be helpful and point out the other ones that are too big:

32x32 is the size inside the red box (not the red border). Blue numbers mean that that particular dimension is ok.

25
Updates / Re: Holiday Event: Community Xmas Tree
« on: December 22, 2006, 04:04:53 am »
Huzzah!




26
Zelda Projects / Re: Zelda 3D, Rise of Evil(EDIT: Demo Five released)
« on: December 07, 2006, 04:31:24 am »
Looks cool. My only suggestion right now is to maybe change the name of Koit island... it sounds way to much like Coitus... which means intercourse.... sexual intercourse....

27
Coding / GM Tutorial: How to solve most problems encountered by newbies!
« on: December 07, 2006, 03:51:24 am »
Most problems can be solved in a very simple, but somehow not so obvious, step: RTFM. In short, RTFM stands for "Read the Freaking Manual". Vulgar, yes, but true. It's a little known fact, but GameMaker has its own built-in help file which covers pretty much every aspect of the program and defines pretty much every command in the GML language. Too often I see a question asked by someone trying to find a snippet of code or a function which is clearly defined this manual.

Rather than wasting both your time and others' by creating such a topic, the first thing you should do is push that little "F1" key or click the button that looks like blue circle with a question mark on the toolbar. Scan through or search the manual for what you need. Sometimes being vague helps.

If you cannot find what you are looking for in the manual, stop and think about what you're trying to do. Think logically about the problem. What is it you want to do? How could it work? Break it down as much as possible. For example, on of the most common request I've seen in the past is a rupee engine. If you take a couple of minutes, you'll realize exactly how obscenely simple such an engine is in any language. Let's break it down now:
What needs to happen? - Numbers need to appear on the screen that show how many rupees we have.
How do you show something on the screen? - You need to draw it.
  - What do you need to draw? - Numbers
    - What are numbers? - Text
      - What have we learned? We need to find a command that draws text on the screen. The text we need to draw consists of numbers.
Now we go into our manual and do a bit of a search. We need to find something to draw some text. So we make a vague search for "draw text". Since everything in the manual is described, odds are a function that draws text will have those words in its description. Looking at the results, we have different possible categories. "Drawing actions" looks promising! We can see there that it's descripting a drag and drop function that draws text on the screen. That could work, but we want to make a complicated engine so we'll want the code for it. Let's keep going. Look through the section until you find a GML function that draws text. It's there, and you ought to find it along with how to use it. Let's keep going:

We can draw numbers now! But how do we get the numbers we want? - We need to record how many rupees we have.
How do we record numbers? - Variables.
  - What kind of variable do we need? - It needs to work with the object drawing the number of rupees as well as the object collecting the ruppees. More than one object means a global variable.
    - Should we use "global.rupees"? - Why not ;)

Alright, so now we need to make two objects. One to get the rupees and one to show the numbers. The one that gets the rupees can be the character if you already have one. The one that draws the number should be one that handles other HUD things like that. Let's continue with the questions:
  - How is the object going to draw the numbers? - With the drawing function we found
    - Where do drawing functions go? - In the draw step.
There we go! Now we know where we have to put our code. So make a new piece of code and put up our draw function.

Assuming you found the same draw code as I did, it's draw_text(x,y,string). Let's ask some more questions.
  - What are those things in the parenthesis? - Parameters. They tell the function what to do.
  - What do they mean?
    - What is x? The horizontal position.
    - What is y? The vertical position.
    - What is "string"? The text we want to show
      - What do the parameters do? They set where and what to draw! Whodathunkit?
Shall we try to make it work now? We've found where to put the code and how to make it work. So do it. One thing you have to be sure is that the the variable exists so make sure that it's set in the collector object at the start.

Does a number show? Is it a zero? If so that means that it's working but you have no rupees.
 - How do you get rupees? - You collect them!
   - How do you collect rupees? - Link touches them.
     - What does "touching" mean in GM? - A collision between two objects.
So we need a collision between the collector and the rupees. It should be simple enough to do. Collisions are so easy that they're their own event.
 - What needs to happen on the collision? - We need to get rupees and the rupees need to disappear so you can't get them twice.
   - Disappear? - Destroy
     - Destroy? - Look in the manual ;)
   - What about adding rupees? - That needs to happen too?
     - What records the rupees? - The variable we set up before.
       - How do you add to a variable? - Simple: variable += amount to add

It's all pretty much laid out and a very basic rupee system should be in place. Try it out and see if it works. If not, we get to have more fun. You get to debug! Debugging is pretty much the same process, except a lot of the time you get an error to go with it. Pay attention to the errors. They will tell you exactly where it's running into the problem. It will give you the object, the event and the line number in the code. Then it'll tell you the problem. Remember that the place it gives isn't necessarily the place that causes the problem, but rather the place that it affects. First, go straight to that line. Using what the error told you, look for the problem. Sometimes there's just a typo or a missing bracket. Sometimes it's more complicated.

Whether you get an error or it's just not working right, you need to ask yourself certain queations, "what is the problem?", "Why is it happening?", "What other objects/scripts affect this?", "Is the problem somewhere else?", "What should happen?", "What isn't happening?", and go through a similar process of questioning and searching to find the answers.

If you looked through the manual and are still totally oblivious to why something doesn't work or how to do anything, leave it alone for a couple hours, or better yet sleep on it. Then, try it again. Sometimes leaving it and trying it again with a fresh mind actually does work wonders.

Finally, when all else fails, come here and ask for help. You should only go to others for the answer as a last resort. At first it might seem like there's just too much you don't know, which is discouraging. But you should let it get to you since it's normal. And true for that matter. At first you don't know much. However, all it takes is the manual as some actual thought. Slowly but surely the questions diminish until the only ones left are because something is so terribly complicated that you need a master to help. Doing is the best way to learn, learn makes you better, being better means making games is easier.

28
Graphics / Re: 3D Tree (LTTP Style)
« on: December 07, 2006, 02:13:29 am »
No offense... but yuck... The trunk should be more than just a cylinder, and curve outwards at the edges, the roots shouldn't look like overturned mayan temples, and the leaves should be more... bulbous? I don't know how to describe it. Look at the sprite and you'll see that it's not just a dome.

29
Graphics / Re: Custom Dark Nut?
« on: December 07, 2006, 02:08:36 am »
It's not really identifiable as being Zelda-ish. That and it's disproportional. The chest is way too big... or the head is too small... I'm not sure... maybe both... The arms are kind of spindly too. He ought to be a little more buff.

Keep working on it. I'm willing to be you can make it much better than that.

30
Entertainment / Re: IQ tests & TV makes you smarter
« on: December 04, 2006, 03:58:46 am »
Television itself has no definitive effect on you (unless you sit really close and bust your eyes). What you watch on TV would have different effects. I'm decently sure that most shows don't do much of anything. However there have been studies into specific shows. For example Sesame Street was found to likely cause short attention spans in children because of how quickly it would change from one scene to another. Then you have commercials, which are specifically designed to make you think a certain way.

Television is so diverse that it's hard to say that it can cause anything specific. Besides laziness... and even then there are those workout shows... which no one watches... ;)

31
Other Discussion / Re: Funny Fortunes!
« on: December 04, 2006, 03:51:35 am »
I've seen a lot of funny ones all due to bad translations. There are some here which are written in French and then very poorly translated to English (Babelfish style!). Next time I go to La Pearl Buffet I'll bring a couple back.

32
Graphics / Re: Title screen TP (in 2D)
« on: November 12, 2006, 10:30:34 pm »
Hello ! Here my title screen TP in 2D :



All is custom but the words "Zelda" and "The Legend of" is not by me.
It's not bad. The main thing I'd say about it would be to AA it ans soften up some of the jagged edges. Also, maybe lighten the gray just a bit so that it stands out more against the black.

33
Graphics / Re: Custom TP monster
« on: November 10, 2006, 03:27:47 am »
The style of LTTP sprites was simple, dull colors with a grey outline and generally minimal shading.
The style of the LTTP game itself was a top-down Adventure.
The two go hand-in-hand and are what comprise the LttP style itself. That sprite is not LttP styled. It might fit in a side-scroller. Actually, I'm more inclined to call it small pixel art :p.


34
See, this is one of the down-sides of reduced activity. Sure I'm passing all my classes and I'm happy with my life, but I miss the cool stuff like this ;).

I played the demo and I must say it rocks! It's a little irksome using a laptop's pad mouse and then trying to catch the moving villagers, but then I hate the pad-mouse as it is and it's not your fault, really. Everything is really well done. The menu system is great, the music is good, the real-sized houses are amusing, but really do work well, and overall I didn't notice any bugs... except one. You made a single mistake which is one I have seen in practically every fan game to come out with so much as a walk demo: the speed of the diagonal walking. Odds are you just set it so that he moves at x speed going left and y speed when going down, then pushing both makes him go in both directions at the same time. While it's technically true that he's just going left and down at the same time, setting both to the same speed while going diagonal is disproportional to his real speed. It can be demonstrated by using vectors. If you haven't done physics and/or don't know what vectors are, it doesn't matter you should understand what I'm saying:

This also goes for anyone else who has made the same, very common, mistake.

Your diagonal speed is made up of two other speeds; your vertical and your horizontal. The diagonal is merely the resultant speed. If you sketch it out, you should get a right triangle. Let's say the speed is 1. You would draw two lines at right angles each measuring one unit. The speed you get from doing both at the same time (moving diagonally) would be the hypotenuse of the triangle (the long side). If you connect the other ends of the liens and complete the triangle, a measurement will quickly show you that the diagonal speed is greater than one. What does this mean? It means that when you push left and down at the same time his speed isn't 1, it's more and therefore too fast. The speed is actually around 1.41421356... (the square root of 2). In order to get that to exactly 1, you need to figure out what the horizontal and vertical speeds need to be. To do that we use the pythagorean theorem:

a2 + b2 = c2
The letters 'a' and 'b' are the straight sides and 'c' is the diagonal one. Taking the square root of a2 + b2 would give you the diagonal side. What we want is to start from c.
a2 + b2 = 1 (since 12 is just 1)
2a2 = 1 (since a and b are equal)
therefore a2 = 0.5 and a = square root of 0.5 (around 0.707106).

Long story short, when both buttons are pressed, instead of going whatever speed you're going, figure out how much you need to change that by taking the square root of half your desired speed. It's a little bit more tedious to do than what you've already got, but it's better (not to mention more realistic) if the character actually does travel at the same speed in every direction.

BTW, I really like that clothing shop you put there. That's something that's cool to see! Will the clothes be purely aesthetic or will there be armors or magic clothes that have effects?

35
Coding / Re: sprite_index()/x,y?
« on: October 28, 2006, 07:02:59 pm »
When you use "sprite_index", all you're doing is changing the sprite used by the object. To draw it in a different part of the screen you need to either move the object itself, or in the draw step use "draw_sprite", with which you can set the coordinates.

36
Feedback / Re: Username modification?(I guess this goes here............)
« on: October 16, 2006, 01:52:37 am »
The way I did it was to only let people make subtle cosmetic changes to their names. That way if they want something small like a capital letter or maybe a certain character, they could get it. I never liked full-out name changes though. The main reason for that being that I could never keep track of who's who after a while... it's very confusing sometimes.

I agree, I think in the case of both requests that were made to me today they seem to be just quick name fixes. As I said I think name changes  should be fine, but need to be approved/denied. (much like 'HostServ' works on IRC).
Until it's "approved" or whatever, isn't there just a "Display Name" field that you can edit? It keeps the login name the same but what's shown is whatever the person wants.

37
Feedback / Re: That message used as the main page...
« on: October 16, 2006, 01:48:50 am »
Then stop going to http://www.zfgc.com and start going to http://www.zfgc.com/forum/index.php?
But I want to go to www.zfgc.com. It's faster for me to type 4 letters then push ctrl+enter than it is to type that whole thing. In fact it's faster to type 4 letter, push ctrl+enter and click the link than to type that. But that's actually not the point. The point is that the message served to inform people what had happened, but given the speed that we move at here, it's pretty much obsolete and now nothing but an irritant. Therefore I request that it be removed.

38
Feedback / Re: Username modification?(I guess this goes here............)
« on: October 16, 2006, 01:36:55 am »
The way I did it was to only let people make subtle cosmetic changes to their names. That way if they want something small like a capital letter or maybe a certain character, they could get it. I never liked full-out name changes though. The main reason for that being that I could never keep track of who's who after a while... it's very confusing sometimes.

39
Feedback / That message used as the main page...
« on: October 15, 2006, 05:49:10 pm »
Isn't it about time that was eliminated? It's kind of annoying to have to click that every time instead of going directly to the forum.

40
Other Discussion / Re: owwwww
« on: September 20, 2006, 01:24:50 am »
If the stinger's actually IN your finger, it was probably a bee. If it makes you feel any better, it probably killed itself in the process.
Wasps' stingers don't tend to come off, so yeah it probably was a bee, and yeah it probably died considering that its ass is ripped off with its stinger. What you failedto mention there is that he probably also has bug innards in his hair now XD.

Anywho, I sympathize with you. I've been stung by wasps plenty (inculding one in the back of my throat) and had a hornet stuck in my shirt. If anyone knows how much it hurts, I do. Now fight the good fight and off any of the little yellow bastards you see... and by "off" I mean "Off!" bug repellant... with a lighter... flamethrower :D.

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