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 1 
 on: Yesterday at 05:43:22 pm 
Started by 4Sword - Last post by MG-Zero
yikes :|

If anyone needs an alternative storage location for sprites, make use of the wiki:

http://wiki.zfgc.com/Images

 2 
 on: Yesterday at 04:37:48 pm 
Started by 4Sword - Last post by 4Sword
If any of you had used Photobucket in the past, your old accounts with images may soon change. I recently got emails from them talking about reducing the number of image stored in my account and also that I have exceeded their bandwidth - to where if I did not reduce my usage or pay them a monthly fee that my images would be watermarked or made inaccessible.

My main point is to say that if anyone else uses Photobucket as a free image host (e.g., you have images in a Photobucket account that you link to for a project/game or sprite here), you may want to download them from Photobucket and reupload here or elsewhere. It would be sad to see sprites or spritesheets ruined by watermark or to lose that history. The easiest way to download all images off of Photobucket for me was to download the Photobucket app off of the Android Play store (it gives you an option to mass download entire albums instead of picture by picture).

 3 
 on: Yesterday at 11:11:45 am 
Started by Piks - Last post by SpritingBrad
Understandably, most Zelda fangames are 2D. And if they do use the concept of 3D, it's more like ALTTP's where the concept of multiple floors is simulated. However, I was interested in creating a more thorough recreation of 3D Zelda gameplay.


Here is a proof of concept showing 3 axis gameplay in action.

This method uses no 3D geometry whatsoever to create depth; it's all 2D and will be tile-based. (this is why the shadow abruptly jumps - I'll have to implement a shader for it to act more realistically)
I'm developing this base 3D-gameplay-in-2D engine for a couple of things - one of them is a personal project, but I'm also interested in creating a Zelda engine using this with two potential branches.

Once branch could be OOT-based, where the 3D depth is used less for platforming and more for multiple Dungeon floors and puzzles that can work with an extra axis.

The other branch could be BOTW-based, where jumping is more like how I currently have implemented. Climbing would be a big focus, as well as weapon durability and a scaled-down imitation of the Chemistry System.


This is the potential sprite style for the OOT-engine.

While both branches could exist, I'm not sure if it would be more natural to flesh out one more than the other. I'm still very early in the process, so I'm interested in your guys' thoughts.

This looks very promising! And those sprites are beautiful!


That looks awesome! You could have a climbing mechanic and all sorts in that! I'll tell you what else, if you could rotate it you could even get some Captain Toad Treasure Tracker type thing going on there. Very promising!

That would also be like FEZ, however that would requiere the world to be 3D, rendered with 2D sprites, and he is doing a 2D world.

 4 
 on: Yesterday at 10:20:40 am 
Started by Piks - Last post by Jacob1092
That looks awesome! You could have a climbing mechanic and all sorts in that! I'll tell you what else, if you could rotate it you could even get some Captain Toad Treasure Tracker type thing going on there. Very promising!

 5 
 on: May 22, 2019, 01:53:23 pm 
Started by Piks - Last post by MG-Zero
oh wow, those are some nice looking sprites

 6 
 on: May 22, 2019, 03:41:07 am 
Started by Piks - Last post by Piks
Understandably, most Zelda fangames are 2D. And if they do use the concept of 3D, it's more like ALTTP's where the concept of multiple floors is simulated. However, I was interested in creating a more thorough recreation of 3D Zelda gameplay.


Here is a proof of concept showing 3 axis gameplay in action.

This method uses no 3D geometry whatsoever to create depth; it's all 2D and will be tile-based. (this is why the shadow abruptly jumps - I'll have to implement a shader for it to act more realistically)
I'm developing this base 3D-gameplay-in-2D engine for a couple of things - one of them is a personal project, but I'm also interested in creating a Zelda engine using this with two potential branches.

Once branch could be OOT-based, where the 3D depth is used less for platforming and more for multiple Dungeon floors and puzzles that can work with an extra axis.

The other branch could be BOTW-based, where jumping is more like how I currently have implemented. Climbing would be a big focus, as well as weapon durability and a scaled-down imitation of the Chemistry System.


This is the potential sprite style for the OOT-engine.

While both branches could exist, I'm not sure if it would be more natural to flesh out one more than the other. I'm still very early in the process, so I'm interested in your guys' thoughts.

 7 
 on: May 19, 2019, 07:27:10 pm 
Started by Martijn dh - Last post by Martijn dh
I'm a little worn, so here is just a quick update.

Progress report:
Code: [Select]
0.21.40 (12 mei 2019)
* Fixed text spacing after GML update
* Added transitions to the new overworlds (you can now alk through the whole thing)
* Tweaked overworld tiling
* Connected overworld to some more placeholder dungeons
* Fixed return to Dark World always activating on a delayed timer (=no only after coming directly from the Dark World)
* Added placeholder houses / shops to the new overworld

0.21.41 (17 mei 2019)
* Added and connected placeholder rooms for almost all planned cave areas
* Made some more progress tiling the overworlds

0.21.42 (18 mei 2019)
* Made more progress tiling the overworlds
* Reorganized (and added some more) heart containers
* Altered the contents of some secret chests

0.21.43 (19 mei 2019)
* Added extra customization option to screen transitions
* Added extra customization option for ledge jumping objects
* Made some progress masking area's

 8 
 on: May 15, 2019, 06:14:43 am 
Started by Martijn dh - Last post by FrozenFire
---
If I cut corners then I should be able to produce an unpolished private version in about 5 weeks from now. But honestly, I'd rather not rush it. Maybe you can first record a playthrough of the last demo (= the blue underwater prison dungeon). Seeing gameplay and reactions for just that area is already invaluable (!) to me.
---
While I can produce a testing build in about 5 weeks, it'll likely be around 3 more months till it's been properly finished and tested.

Alright, sounds like I should try for that blue underwater prison dungeon then. XD

I'd like to make a true first play video of that dungeon, since I haven't played it yet (I don't think?), but it might end up being in bits and pieces, since I'll probably only get to play for a little bit each time.
I have to focus on my own game for now, since I'm a bit behind where I wanted to be this week on game dev, due to some unforeseen hindrances (I totally did not spend hours overlooking a simple lack of updating an x position value in my particle system array which in turn made various bugs occur... nope), so I'll probably play a bit in between work this weekend, if I have energy, lol. If not, hopefully next week.

 9 
 on: May 15, 2019, 05:27:08 am 
Started by FrozenFire - Last post by FrozenFire
Looking forward to the update, looks proper nice. Also I like the sound of the "80s roller rink arcade room" thing. I'm into that idea of a very particular and specific set of vibes conveyed in video game form.
Thanks! Yeah, it might not really have that feel just yet, and it could be a while before it gets there, but I'll definitely be working toward that end.


UPDATE VIDEO:

<a href="http://www.youtube.com/watch?v=VgnFjFqybVQ" target="_blank">http://www.youtube.com/watch?v=VgnFjFqybVQ</a>
( Annnd, today I was reminded that I'm bad at commentary. Hopefully it's not too terrible. )

Here's a list of new stuff, since I didn't cover everything in the video, and you might not want to listen to me speaking but still want to know what's new:
  • HP and damage system was added and is fully functional (you just don't die yet)
  • Menu/Inventory/Map screen added. The map only reveals visited screens and shows player position, etc.
    This is all pretty much complete, but the map has to be updated as I create new content, so it's not complete yet, and the options menu does not yet exist.
  • Starter enemy 'Scrubble', was added.
    It's mostly finished, but still in need of some small tweaks and fixes.
  • Sword slash arc was updated to make attacking in the air play better, and to enhance combat in general.
  • Sword LV3 now has shock properties, both visually and functionally.
    It shocks and stuns enemies, though the starter enemies are too weak, so they die too quick to be stunned.
  • Enemy death (explosion) particle system.
    Uses a 2D array and interacts with the environment, bouncing off walls and such.
  • Various smaller yet important tweaks, like a sword attack buffer and probably more stuff I'm forgetting.


NEXT UP:

- Ground Dodge -
After a few tweaks to various things, I'm planning to add a ground-based dodge which will be performed by holding down + right/left and jump.
Long story short is that I was testing a moving ground-based damage type entity and realized I just naturally wanted to dodge roll. Having the aerial dash ability only amplified this desire.
I did actually try to modify the existing aerial dash to accommodate the ground dodge, but I realized the ground dodge needed to act too differently, such as stopping short at ledges, having a special cooldown 'halt' on the player character following the dodge, etc. So it's better to be added as a totally different type of dash/dodge.

- Developer Editor -
After finishing the ground-based dodge, the plan is to implement a developers editor.
Basically, I'm laying down all the tiles in GameMaker's room editor and letting GameMaker handle those via whatever underlying stuff is going on to render only what is needed of tiles, etc., but instances are another story. I could put everything in the room and just use the deactivate/activate functions, but that room startup lag spike would suck, and the activation functions don't cover a lot of other needs I have either, such as spawn timers that count down on dead enemies with each screen transition.
So I've decided I want an editor that I can switch on/off during runtime, adding entities to arrays in a way which assigns groups of things to each 'screen', allowing me to load and unload them and control various aspects of them.

- Future -
Once the editor is in place, I can focus on adding more enemies, making the various items obtainable in the world with the whole 'item get' goodness (can't wait to make my own 'item get' jingle), and I can start really planning out all the mapping in detail, with puzzles, new tiles, etc. Yeah, there's still a lot to do. Not to mention the cut scenes and rotoscoping stuff I want to do.
It's funny. This was supposed to be a small project.  :o  I mean, it is, but the work it requires doesn't make it feel so small, ahaha.

 10 
 on: May 14, 2019, 10:06:41 pm 
Started by FrozenFire - Last post by rogutaru
Looking forward to the update, looks proper nice. Also I like the sound of the "80s roller rink arcade room" thing. I'm into that idea of a very particular and specific set of vibes conveyed in video game form.

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