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Messages - Martijn dh

Pages: 1 ... 59 60 [61] 62 63 ... 65
1201
FrozenFire: Today I stumbled across some new errors I've missed, namely objects not stopping when you pauze the game (= press esc). When walking on stairs, jumping from ledges, having items appear and grass break up the pauze mode is not integrated yet. Could you check (this demo or the next) wether or not I missed other objects/actions not pauzing?

As for the general progress so far:
- I'm changing the pick up actions so that you have to grab and pull an object before you pick it up. I'm not really sure how the original played, but I'll continue on this road and let you guys decide how it plays when the next demo's out. The only bother is that it requires me to redo the sprites and timelines. Oh well. Other than that, I'm just making small tweaks and fixes.

1202
MC Link's Awakening / Re: Project Board Applications
« on: June 29, 2009, 08:33:17 pm »
Pyrazor: Could you send me a reply for the PB I send you? That way I at least know you read it.

1203
Coding / Re: Someone help me in GM D:
« on: June 29, 2009, 08:29:11 pm »
Sounds like your code also got messy through irregular goals.

Quality > Quantity

Don't get me wrong. I started just like you and failed on my first attemp at making my own Zelda game. Then I took about 3,5 weeks just to get the movement perfected down to the last pixel. After that I added the item menu and map menu. Then stuff like pauze, text, room transitions and actual rooms. It's not very rewarding in the beginning. To not do flashy stuff like sword swinging, enemies etc. Heck, I've only got a tech demo working. After a while however it's totally worth it.

One last piece of advice:
Try to keep a log of every single variable you use and add 1 or 2 words to mention what it does. Gamemaker doesn't have functions to neatly list your variables. Nor can you search code other than scripts. To my knowledge anyway. I just have the advanced version so I might be missing out XD
When you get further ahead in your project than a list of variables per object is priceless.

1204
I've finished programming the sword beam thing. I could post a new demo of it when I finish the mechanisms for pick stuff up and throwing it. I'm guessing it'll be a good two weeks before that's done though. Picking up and walking with a container is practicly done for a couple of regular objects. Throwing, breaking, hurting enemies and using different weights and sizes will take more time.

Check your mailbox for more info on the subboss.

1205
Coding / Re: Someone help me in GM D:
« on: June 28, 2009, 07:46:35 pm »
I strongly suggest you look up 'switch'. Or check out the example a little down below.

Movement is pretty basic for all games and it kinda bugs me when I'm playing something where it's off. So I'll give you the short version of how I did it. Not that that's the best way, but it works.

First I create one object to store the variables: pressed_first, pressed_second, pressed_third, pressed_fourth. This can be in your character object or some higher control object. Then I add a press button event per directional button in that object. If a direction is being pressed something like this kicks in:

Code: [Select]
if (pressed_first = 0)
{
   pressed_first = [insert direction];
}
elseif (pressed_second = 0)
{
   pressed_second = pressed_first;
   pressed_first = [insert direction];
}
elseif (pressed_third = 0)
{
   pressed_third = pressed_second;
   pressed_second = pressed_first;
   pressed_first = [insert direction];
}
else
{
   pressed_fourth = pressed_third;
   pressed_third = pressed_second;
   pressed_second = pressed_first;
   pressed_first = [insert direction];
}}};

Then I add a release button event for the diretion buttons with something like this:

Code: [Select]
if (pressed_first = [insert direction])
{
   pressed_first = pressed_second;
   pressed_second = pressed_third;
   pressed_third = pressed_fourth;
   pressed_fourth = 0;
}
elseif (pressed_second = [insert direction])
{
   pressed_second = pressed_third;
   pressed_third = pressed_fourth;
   pressed_fourth = 0;
}
elseif (pressed_third = [insert direction])
{
   pressed_third = pressed_fourth;
   pressed_fourth = 0;
}
else
{
   pressed_fourth = 0;
}}};

Now I can do all sorts of things. I'm guessing you want something along the line of the code below. That is for 4 directional movement. If you want 8 then just use a switch(pressed_second) within that one.

Code: [Select]
switch (pressed_first)
{
  case vk_left:
    // move left
    break;
  case vk_up:
    // move up
    break;
  case vk_right:
    // move right
    break;
  case vk_down:
    // move down
    break;
};

Hope it helps.

1206
Coding / Re: Someone help me in GM D:
« on: June 28, 2009, 12:20:02 pm »
Personally I'd rename those scripts of yours so that each starts with the indication that it's a script. You'll have a harder time figuring out what every is later on when it's more than just a handfull. Also consider how you're code will look if you haven't worked on it for two months or so.

Here's you're code with my interpretation of Windy's layout suggestion.

Code: [Select]
//Choose the right sprite with 90 degree movement

if (keyboard_check(vk_right) or (keyboard_check(vk_left) and global.holdu = 1))
{
      global.alreadyholdu = 1;
};

if (keyboard_check(vk_right) or (keyboard_check(vk_left) and global.holdd = 1))
{
      global.alreadyholdd = 1;
};

if (keyboard_check(vk_up) or (keyboard_check(vk_down) and global.holdr = 1))
{
      global.alreadyholdr = 1;
};

if (keyboard_check(vk_up) or (keyboard_check(vk_down) and global.holdl = 1))
{
      global.alreadyholdl = 1;
};

//Choose the right sprite with 180 degree movement
if (global.facing="up" and keyboard_check(vk_down))
{
    global.holdu = 0;
    global.holdd = 1;
    global.facing = "down";
    global.donotgobacktoup = 1;
};

if (global.facing="down" and keyboard_check(vk_up))
{
    global.holdd = 0;
    global.holdu = 1;
    global.facing = "up";
    global.donotgobacktodown = 1;
};

if (global.facing="left" and keyboard_check(vk_right))
{
   global.holdl = 0;
   global.holdr = 1;
   global.facing = "right";
   global.donotgobacktoleft = 1;
};

if (global.facing="right" and keyboard_check(vk_left))
{
  global.holdr = 0;
  global.holdl = 1;
  global.facing = "left";
  global.donotgobacktoright = 1;
};

1207
Coding / Re: Someone help me in GM D:
« on: June 28, 2009, 09:27:17 am »
Try to be VERY strict in your naming and ordering habits.

Example names:
script_Character_Walk
script_Character_Jump
...
sprite_Character_Walking_Left_Green_Tunic
sprite_Character_Walking_Left_Red_Tunic
...
obj_Enemy_Skeleton
obj_Enemy_Bat
parent_Enemy
parent_Enemy_Harmless
...

Or just reference by number if you feel the code will get too lengthy and/or messy. But then I strongly suggest you add comments behind EACH AND EVERY reference.
For example:
script_execute(3); // script_Character_Walk
or
script_execute(3); // Folder: Character > Movement > Walking

Name your folders in a similar fashion. Maybe also add numbers in front of the foldernames if you want to keep control over the order in which they get sorted. Commonly used items up top and others further down the list.


Well, those are my routines. I'm sure not everybody will agree with all it. XD

1208
Zelda Projects / Re: [WIP] Link's Awakening Remastered
« on: June 27, 2009, 04:46:59 pm »
Okay. Not to push a point, but I'll try and explain a bit more.

When you look at your sea you'll can see waves at various depths right? Some seem close by and some look further away. You take that piece of sea and cut it into multiple layers. One with the waves close by. Another with the waves a little bit further away. It may need a little customizing later on but once you've done this you can place these layers behind one another to create the original image again. Only this time move them to the side a different speeds.

Maybe this example will clarify some more. Go sit in a car, train or some other moving object. Now look into the distance and focus your sight at one single point. You will then notice that objects further away and closer than that point seem to move at different speeds before your eyes. That's the effect you'd be recreating.

As for the beach. You could do the same with waves moving up and down. Just a tip but if you then also add a brown area under the waves you'd have the illusion of wet from retracting waves. Search for the intro of FF8 on youtube and you'll know what I mean.

It's not that much work to incorporate, despite the lengthy explanation.

1209
Zelda Projects / Re: [WIP] Link's Awakening Remastered
« on: June 27, 2009, 09:40:09 am »
Looks good!

If you DO want to improve on the visual etc. then I'd suggest three things:
-Use multible layers for the clouds, sea, surf and maybe the trees on the beach. This can create some very nice effects with not THAT much extra effort.
-The girl appears to pop up. Might just be on my computer, but it should be fixable. If not by adjusting the timing, then by having her start outside of the screen and moving in.
-Try and slightly adjust your title text. It's kinda hard to read with the grey letters so close together and against that background color. Maybe use different (colored) letters?

1210
Okay, just send me a PB when you're back and ready.

1211
Great. You're back. Time to formulate some more requests XD Well, I've got an exam tomorrow so it'll probably become tomorrow afternoon.

I figured as much with the beams. A beam now appears when you have the correct sword, full health and when no other beam object is active. I guess I'll change that last condition to "when there is no beam active within the visible screen". Or something along those lines if the sound still sounds okay with multiple beams.

1212
Just a small updating post this time. I'll post pics when I'm off this temperary datalimit.

I've now added a workable "sword beam" to the master sword (when you're at full health). I had to make some concessions on the visuals and the masking so I'm really eager to hear how you guys like it (when I release another demo). Just a question in between though. In the original game: what happened when you used the "beam" into the distance? I've now made it so that it keeps going till it hits something tall enough, but that might be a while in the larger area's. It's more realistic this way but maybe less fun probably. So does anybody know how they compensated it in the original?

Beyond that I'm working on implementing some of Raen's rooms and the surrounding area. So you'll definatly have more to explore next time.

1213
Zelda Projects / Re: The Legend Of Zelda: Scepter Of Distortion
« on: June 19, 2009, 05:37:53 am »
That makes sense. It sounds somewhat like Agraghim (or something) from alttp.

1214
MC Link's Awakening / Re: Project Board Applications
« on: June 18, 2009, 07:32:11 pm »
Okay, I'll be requesting a board. We'll just see what happens XD

1215
Okay, that should be easy enough to fix. I'll get right on it. I've fixed the last problem with the sword poking on containers so you already consider all listed glitches fixed.

Btw, you can all call me Martijn if you want. The letters dh just stand for my last name.

1216
Thanks for the compliments.

I don't own the original game anymore. I'll get it for the Wii again eventually but I find it best to not play and compare for two reasons. One: my self motivation would plummet. So much to do in so little time. XD Not to mention the complexity of the things not yet done. Secondly because I'm not trying to copy the game completly. That's impossible. The goal is to create a game that has solid gameplay on it's own. It'll always be considered a clone, but I look at it as a tribute.

PS: I know about the controls. That's why I moved customizable controls up on the list. Please, feel free to experiment with it and tell me what you feel are better controls. I might also do saving pretty soon to make it so you don't have to reset the controls every time.

Anyway. On to those issues you mentioned.
I can't fix the blurring or the collisions. The blurring is probably computer related and I can't help with that. The collisions are pixel perfect. It just feels inaccurate. I have noticed this before and I might look into it some more when the first dungeon is nearing completion. The same goes for the sword swinging. I noticed it and will look deeper into it when the dungeon is nearly done.

As for now. I'll be glitch hunting these comming days. After that I hope to include some more features again. Here are the glitches I found, have fixed or am working on:
- Respawning keys by exiting the dungeon (fixed)
- Not resetting of conditional doors and pressure plates when exiting the dungeon (fixed)
- Items dissappear but leave shadows behind (fixed)
- Map menu shows incorrect data (fixed)
- The Master Control Tile dissappears because dissappearing items (fixed)
- Items dissappear while in pauze mode (fixed)
- Reviving from death does not yet reset the image of a bottle very if you have that one equipped (fixed)
- Poking a container results in the poking visual and sound (???)

UPDATE: There is no end to the game right now. That room with the torch is as far as you can get. I haven't programmed the lantern yet so there isn't much to do. After we've finished those 4 rooms (one excluded) you'll be able to open the master chest and see a early credits screen which has already been made. Demo's after that will probably have the same goal but each time with slightly more stuff you have to do to get there. The final demo will feature the boss in the final rooms beyond.

1217
Zelda Projects / Re: The Legend Of Zelda: Scepter Of Distortion
« on: June 13, 2009, 03:16:01 pm »
I noticed that the ledge jumping from cliffs wasn't implemented in the previous demo. I don't know if you're planning on doing that.
Good point, i'll get on that. Any jumping sprites around?

http://www.zfgc.com/forum/index.php?topic=33454.330
About halfway on this page are 3 links linking to al kinds of sprites in alttp an minish cap style. There were some jumping animation among those if I'm not mistaking.

1218
MC Link's Awakening / Re: Project Board Applications
« on: June 13, 2009, 02:32:55 pm »
I'm guessing three people on a game without a title or finish date won't cut it XD
I am curious though. Would you be able to restrict the view (of sections) to teammembers only? As a more organised alternative to pb'ing back and forth. That alone would be more than worth it.

1219
As requested the new demo. I'm still working on some small fixes but I figured I'm always working on some small fixes. XD

The largest changes/additions in this in this demo include:
- Another new enemy (the plant thingy)
- Customizable controls
- The game now closes by pressing esc on the game select screen.
- Respawning enemies and pots
- Added a random item generator (only actually used for the grass and the enemies)
- Lot's of other small fixes and changes.

Known issues:
- Walking outside will respawn keys.

1220
Zelda Projects / Re: The Legend Of Zelda: Scepter Of Distortion
« on: June 13, 2009, 12:03:03 pm »
I'm really impressed by the detail you put in at places. Like how you see two groups of dustclouds when rolling down, but three when rolling left or right. One can argue about wether or not this should be the same for all directions, but I personally am impressed that you took the time go into detail like that. Not everybody has the needed attentionspan for those thing, by far.

There are three thing I'd like to note:
1) The screen changing size isn't al that great, but it works. Try and get every area the same size. A suggestion for inside might be to also show the outside a little to fill up space. And by outside, I mean an imitation of the outside with just tiles to save yourself a lot of trouble. Well, don't let this one bother you too much. It's something to think about for the long run.

2) The collisions inside don't look right and I wasn't able to push the downwards wall etc. Maybe someone meantioned something already. I haven't read the whole topic, but it looks like Frozenfire already made some post so I guess you're already aware of this kind of stuff. Somehow the outside collisions seemed fine but I haven't really tested it.

3) The arrows you shoot should dissappear. Maybe give each arrow object a counter variable that diminishes by 1 each step. After x steps the arrow can slowly fade away. This IS important because you now seem to be able to create an indefinate amount of objects. A heated fight with your bow might leave a room filled with arrows, slowing down the game. Another thing you could do is max the amount of arrows in the game by only showing the last x arrows at one time. I personally wouldn't advise it because then you'd also need to consider deactivated arrow objects in some way.

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