Hello Guest, please login or register.
Did you miss your activation email?
Login with username, password and session length.

Pages: [1] 2 3 ... 10
 1 
 on: Yesterday at 03:58:52 pm 
Started by Colbydude - Last post by Colbydude
Ideally, yeah. I’d like to take on the full-aesthetic of FSA for a more “modern” looking 2D game. However, at least for now, I’m personally focusing on core game mechanics rather than cosmetics.

If someone would like to take a crack at adding any of those, they’re more than welcome to. :D

 2 
 on: Yesterday at 09:45:32 am 
Started by FrozenFire - Last post by FrozenFire
UPDATE:
  • Reworked the player state machine so it's clean and consistent.
    It wasn't 'terrible' before, but it definitely needed reworking to ensure I'll avoid future headaches and lost time.
  • Reworked the game state machine and added a lot of new game states.
    For e.g. a state for scenes where the character is controlled by a sort of timeline, movies (planning to do a little rotoscoping for key moments of the game, like when you get your sword), menu, etc. - even some dev stuff, like a world editing state.
  • Converted an "impact freeze" effect to a game state.
  • Improved on some fluidity and game feel in player mechanics by allowing some jump and attack buffering in certain states.
  • Various code and asset cleanup, mostly to give more sensible grouping and organization to remain manageable as the project grows.


The huge thing this weekend was not the basic textboxes, actually (that took very little time), but it was properly reworking the player state machine without totally ruining it (I honestly lost all of Friday and nearly half of Saturday because my first attempt did totally ruin it...), and it also took a bit of time planning the game states to allow for complex scenes, for properly pausing in each state, and setting up for everything the game will need in the future.

Next weekend, the plan is to continue work on the text engine, implementing "item get" stuff and to add a possibility for some textboxes to show an image above it, which would be used for showing pictures of the item that the text below says you've obtained. I may also use the picture for character busts later, though I only really have a shopkeeper and a secret Easter egg character, so it's not like this game will have many characters. It's largely a story about a lone character and his spirit sword. Any other characters wouldn't play much of a role.

 3 
 on: Yesterday at 07:41:48 am 
Started by Colbydude - Last post by dotyue
looks promising... i played around in unity some time ago and hope to have some insight here  :)

edit: since it's based on OoT2D FSA, are you adding FSA features later on?

like:
- Advanced Light/Shadow
- Image Texture-Filters
- Sprite Rotating and Resizing (like for jumps)
- Camera zooming ( for example: While Sword charging )

 4 
 on: Yesterday at 07:21:54 am 
Started by Colbydude - Last post by Colbydude
Hey all,

Long time, no talk. Been recently itching to do some gamedev and practice in Unity some more after a buddy and I participated in the Game Maker's Toolkit Game Jam some odd weeks ago. Figured I'd go back to my roots and try and make something familiar. Which led me too...

Ocarina of Time 2D: Unity
OH BOY ANOTHER OOT2D PROJECT DOOMED TO FAIL

I'll preface this by saying I don't really have any goals with the project, other than to get more comfortable with Unity itself.

Which is why I'm leaving it to be open source. I figure, why not make this a collective effort for anyone wanting a project to heck on?

Currently there are no playable builds, but you're welcome to download the project and run it in Unity yourself. For those willing to contribute, have at it and open some PRs! Or, just play test for bugs (I'm aware of a couple). The GitHub repository is linked below.

I've got a small backlog of items to implement and work on over time. Will write more stories as things come in to play. I do plan on writing out more documentation and setting up better project management on GitHub here soon.

So, here's some brief details on what's in so far:
  • Using Team Dekunutz's OoT2D FSA project as an asset base.
  • Workflow setup to import sprites and animations from Aseprite.
  • Another workflow setup to import tile maps from Tiled.
  • Basic player controller setup with (hopefully simple) animation state management.
  • Link can currently roll, use a sword, pickup/throw objects.

Pretty stuff:


Links:

GitHub Repository: https://github.com/Colbydude/OoT2DUnity
Backlog: https://github.com/Colbydude/OoT2DUnity/projects/1
Bug Reports: https://github.com/Colbydude/OoT2DUnity/issues

Anyway, I'm happy to hear everyone's thoughts and hope to maybe work with a few of you soon. :D

 5 
 on: September 15, 2019, 05:21:13 pm 
Started by Martijn dh - Last post by Martijn dh
And here is yet another version:
https://www.mediafire.com/file/m76muxm0dkqlavf/Zelda_0_21_85_public_demo.zip/file

I solved all the latest issues but I sadly also found some new ones:
- You will not be able dive beneath bridges and such in the underwater dungeon (in the left direction)
- You will not be able to exit deep water in some of the exits in the underwater dungeon (in the left direction)

Progress report for the weekend:
Code: [Select]
0.21.85 (15 september 2019)
* Tweaked Murray intro text slighlty
* Fixed issue with the first closed door in the sewers area
* Closed door to fortuneteller house (for now)
* Fixed an unneeded door close sound upon repeat passing through the cave to dungeon 1
* Fixed error when entering B1 of dungeon 1
* Fixed some missing water visuals in underwater prison dungeon
* Fixed deep water object depths

 6 
 on: September 15, 2019, 01:40:37 pm 
Started by Martijn dh - Last post by dotyue
What would be your cut-off time (=time after this post)?
I'm working at the problem already, but maybe I use a quick workaround in the meantime? (I really look forward to seeing the recordings so its no problem at all XD).

EDIT: Solved the creation coding problem. Let me know when you want the demo for recording (if you're still open to that anyway) and I'll see that as my deadline for the day.

I will pm you on Discord for easier communication  ;)

but i will continue my LttP playthrough in about 1 1/2 hour (maybe a bit earlier) and still have 2 Dungeon, a few Items, Ganon and the four Swords Dungeon... so you have enough time and i'll write when i reach the end.

From your earlier post it sounded like you'll release the demo exactly when i have to go to bed  XD

 7 
 on: September 15, 2019, 12:48:28 pm 
Started by Martijn dh - Last post by Martijn dh
What would be your cut-off time (=time after this post)?
I'm working at the problem already, but maybe I use a quick workaround in the meantime? (I really look forward to seeing the recordings so its no problem at all XD).

EDIT: Solved the creation coding problem. Let me know when you want the demo for recording (if you're still open to that anyway) and I'll see that as my deadline for the day.

 8 
 on: September 15, 2019, 12:21:07 pm 
Started by Martijn dh - Last post by dotyue
oh =( that's sad... i looked forward to testing it since i replay LttP before the LA3D Release and it would have been fitting to put it after that  XD

 9 
 on: September 15, 2019, 06:37:27 am 
Started by Martijn dh - Last post by Martijn dh
Here is the updated demo:
https://www.mediafire.com/file/wpir7agyjg94g2t/Zelda_0_21_84_public_demo.zip/file

WARNING: Still an untested (potentially buggy) version

Progress log:
Code: [Select]
0.21.83 (9 september 2019)
* Fixed doorway positioning in underwater dungeon
* Added text to intro cave entrance signpost
* Fixed first bodies of water not displaying in underwater prison
* Fixed sword beams not animating in all directions

0.21.84 (14 september 2019)
* Fixed swimming issue in the final dungeon area
* Fixed chickens (and other enemies) ignoring ledges while walking about

Stuff left before the true demo:
[IN PROGRESS] - Add scene to enter the final dark world dungeon
- Check and edit all enemy placements
[OPTIONAL]- Add NPC's to lightworld town outside area
[OPTIONAL]- Tile/mask/finish fortuneteller house. (= heart piece hint system)
[OPTIONAL]- Fully complete overworld tilesets (=death mountain lightning+custom tiles)
[OPTIONAL]- Finish new enemies: chickens
- Fix fairies getting stuck on friction terrain
- Fix water near final area not working
[NOW IN PROGRESS]- Playtest entire game

====

EDIT: I'll likely release another demo in the next 12 hours because of some more bugs I found while playtesting.

Example: The sewers dungeon can't be explored yet because one of the torches you need to open the first door has the incorrect starting state. Get this. Appearently (since updating) the GM room creation code is triggered AFTER the creation code of SOME objects but not others. So in the sewer area 12 torch objects exist and of those 7 get created before the correct area data is set, while 4 are created after. Like wtf?! You can't make this stuf up XD

 10 
 on: September 11, 2019, 09:22:18 am 
Started by FrozenFire - Last post by FrozenFire
The black sprites used for dodging and recharging stand out somehow. Maybe it's because most of your spritework feels smooth and is without other pure blackness. Using a few frames of a fully white link / tunic instead might be a simple way to get some softer visual indicators. (Check the hair recharge in "Celeste" for an example).
Thanks. I've felt the same ever since I added it, but it's great to get another person's feedback to confirm that it's not just me being strangely picky. You observations and advice should prove helpful. I guess I'll have to reference Celeste (again, lol), but for now I'm leaving it as is, in favor of tackling more of the bigger stuff. So it's going on my "TO FIX" list. ;)

Pages: [1] 2 3 ... 10

Contact Us | Legal | Advertise Here
2013 © ZFGC, All Rights Reserved



Page created in 0.104 seconds with 16 queries.