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Messages - Koh

Pages: 1 2 [3] 4 5 ... 47
41
Graphics / Re: Koh's Sprite Joint
« on: August 22, 2014, 06:23:04 pm »
Wanted to try something out.

->

42
Graphics / Re: Koh's Sprite Joint
« on: August 14, 2014, 02:15:19 pm »
So I found a really old backup of World of Chaos DX:  Extended (so old, elemental charging wasn't even added!), and began to derp around in it, updating the graphics with my refined hue-shifting technique.  Behold, how much control the power of color can REALLY have on your works.



43
Updates / Re: ZFGC Game Jam '14 - NOW OPEN
« on: August 02, 2014, 11:36:51 pm »
Well that theme throws pretty much any non-Zelda game concept out of the window, ha ha.  I can't say I'm too surprised though; this IS a Zelda fansite after all.  If I was going to do a last minute entry, it'd have been for a quick little original thing, that could later grow into something else.

44
Entertainment / Midora
« on: July 24, 2014, 11:16:23 am »
Midora has a very Zelda: Minish Cap/Four Swords/Adventures graphical style going on.  Has recently been greenlit.  Perhaps you'll like it.

45
Updates / Re: ZFGC Game Jam '14
« on: July 24, 2014, 11:13:07 am »
Sounds interesting!  I'd want to participate, but I wouldn't be able to use all the time properly, since the next semester starts around the middle of August.  But I'll keep my eye on what goes on here.

46
Entertainment / Heart Forth, Alicia
« on: July 23, 2014, 04:40:40 pm »
http://www.alonsomartin.mx/hfa/

In case no one here has ever heard of it, this is an in development indie game that's looking fantastic.  It's got incredible pixel work, as well as aiming to be a Metroidvania/RPG experience, which totally screams Castlevania:  Symphony of the Night like gameplay.  Something to keep your eyes on.

47
Updates / Re: new old moderator
« on: July 21, 2014, 08:59:30 pm »
Congrats on the reinstating.  Wear the blue tunic with pride.

48
Other Projects / Re: [Released] FlyBug for iOS
« on: July 20, 2014, 11:40:14 pm »
So you guys hopped on the Flappy Bird bandwagon?  Ha ha, I'm just kidding, sort of.  At least you guys actually added some extra things to the actual gameplay.

49
Coding / Re: Returning objects, solids, and Game Maker.
« on: July 20, 2014, 11:37:55 pm »
Are you using a collision event?  If so, that is the problem itself.  When a collision event is called, the object is placed at the position it was at just before the collision.

Instead, to check for collision, you'd want to do a conditional check within the step event like
Code: [Select]
if !place_free(x + hspeed, y + vspeed)
{
  //Collision code here.
}

50
Graphics / Re: Koh's Sprite Joint
« on: July 16, 2014, 04:59:02 pm »
Will be moving onto the running animation next, but here's a quick little showcase thingy.

If you just hi-res the existing frames of an animation, you get this.


Looks fine for the lower res, but for the higher res, it looks jerky.  So what do you do?  You treat those frames as key frames, and create a new frame after each, that transitions to the next key frame.


Ahh, much smoother.

Side by side

51
Coding / Re: What Version of Game Maker Do You Use Most?
« on: July 16, 2014, 02:59:23 am »
I took that offer and have Professional Studio as well, but I actually work in GM 8.1 (the paid edition).  Since I worked in GM 7 for a long while, and GM 8 was basically much of the same with many upgrades and such, it felt right at home.  When I opened Studio, it was almost like looking at a foreign program, so I didn't feel like relearning the interface to make my games, when I can probably get all I need for my projects out of the one I'm accustomed to in GM 8.1.

52
Graphics / Re: A Link between Worlds "Links house" - LTTP Style
« on: July 13, 2014, 07:23:50 pm »
The mask kinda looks like it's just floating over the wall, since there's no shadow being cast.  But it looks good over all.

53
Graphics / Re: Koh's Sprite Joint
« on: July 12, 2014, 12:01:41 pm »
I didn't want to spend too much time on the cliffs, but you get the idea.


54
Graphics / Re: Sinkin's Fancy-Art-Party ~
« on: July 08, 2014, 05:58:24 pm »
I definitely like the painterly effect here~  It really makes me want to see a game done with your painting skill as the sprites.  I'm not much of a critique-er for more realistic art, but the only suggestion I could think of would be to use more hue-shifting to make the colors pop more, like the red-meets-violet of the previous picture.

55
Just digging this up to post the final update.  Since this is no longer being worked on, in favor of working on my original projects,  in addition to still receiving messages about it, I'm releasing the last, and most up-to-date version of the source code.

The code is well documented such that anyone could peruse through, and understand what each block or line of code does.  Many features were not fully implemented, such as the platforming area (ladders weren't implemented), however this engine could still serve as a starting point for many.  The code presented here is by no means the only or best way to handle things.  In fact, handling the graphics could have been done better, through the use of importing, such that when graphics need to be updated, all that would need to happen is the updating of the graphics files themselves.

Nonetheless, I present to you all the final batch of screenshots, and the final download package.  Good luck to any seeking to create a Zelda Fan Game!

Old Video
<a href="http://www.youtube.com/watch?v=FDa7R2BvQd0" target="_blank">http://www.youtube.com/watch?v=FDa7R2BvQd0</a>

Final Screenshots


Final Download Package
Comprehensive Game Boy Zelda Engine:  Final Source Package

56
Graphics / Re: Koh's Sprite Joint
« on: July 06, 2014, 09:35:25 pm »
@Demonlink:  I like that you've went above and beyond to make the animations not just horizontal flips; looks nice!  The only thing that bothers me is all their skin colors.  At first I thought it was just a thing for Red Nayru, but they all look like they got a bad sunburn.  Unless, maybe that's intentional?

These graphics aren't new, and are going to be replaced as mentioned in the previous pages of the thread, but I wanted to try out a sweet program Lexou Duck, on Spriter's Resource, linked me to to capture GIF video, GifCam.



Quite nice indeed.  Thanks for the reference!  I can use this to show how things animate in the world when I get there with my other projects, without having to make a Youtube Video.

57
Graphics / Re: Koh's Sprite Joint
« on: July 03, 2014, 10:03:39 pm »
Definitely trying that as I go back and edit the frames to add the missing things, but not before I get the base of the other directions done.  It'll allow me to have consistent positioning of the tail and such when I go back to add that throughout the directions.  Here's a distraction.



58
Entertainment / Re: The Youtube Topic 2.0
« on: June 29, 2014, 12:22:47 am »
<a href="http://www.youtube.com/watch?v=YPuBeFA6MKs" target="_blank">http://www.youtube.com/watch?v=YPuBeFA6MKs</a>
There are no words.

59
Graphics / Re: Just a little wip
« on: June 24, 2014, 12:25:15 am »
Looks great so far.  Some tiles meet up strangely though, like several cliff faces just crashing into the next cliff headon and ending, instead of joining in properly.

60
Graphics / Re: Koh's Sprite Joint
« on: June 19, 2014, 12:14:46 am »

Experimented with giving double frames of animation for Hi-Res sprites.  I quite like the results~

What's missing from this animation:
-Hair/cheek fur bounciness.
-Tail movement.
-Translucent Shadow.

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