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 on: Yesterday at 01:14:37 pm 
Started by Monster World RPG - Last post by Monster World RPG
An updated version is soon to be released within october and november.
This new version will contain many bug fix and improvements thanks to the numerous feedback we received from players.
Here's a short list of the imprvements:
- improved custom menus;
- improved and faster genes, gears and spells menu;
- new NPCs added in order to give the player some hints;
- mini-games and puzzle simplified when they were too difficult;
- removed some dead end or other unuseful stuff;
- general bug fix;
- other improvements which wil be completey listed in a what's new document along with the new release

There are eleven journal entry about the new release in the game facebook official page which contain even more information and screenshots.

When the new version will be ready this post will be updated for you all.

 on: September 16, 2018, 04:29:12 pm 
Started by Martijn dh - Last post by Martijn dh
(Semi)Weekly progress report:
Code: [Select]
0.21.00 (26 augustus 2018)
* Made progress finishing the overworld tilesets

0.21.01 (8 september 2018)
* Upgraded to GameMaker:Studio2 version 2.15 (and got a massive performance drop as thanks  –.- )
(= fps now tanked from 60+ to about 45)
* Screen size and positioning now saved using global variables (for better performance)
* Switched from default collision functions to the new list collision functions from the latest Gamemaker update (for “simpler” / faster code)
* Cleaned up older collision functions for a little bit better performance

0.21.02 (9 september 2018)
* Dropped back from Gamemaker 2.15 to 2.14, because 2.15 capped the fps to 45 fps regardless of my coding solutions.
* Screen size and positioning now saved using global variables (for better performance)
* Removed various uses of the draw_rectangle functions for better performance

0.21.03 (14 september 2018)
* Keypart of the HUD now always in front of screen transitions while in a dungeon area
* Started work on extra idle animations

0.21.04 (15 september 2018)
* Added dancing idle animation
* Added guitar idle animation

0.21.05 (16 september 2018)
* Tweaked dark world warp animation
* Started work on new “enemies”: Cucco (alive / dead)

 on: September 16, 2018, 01:58:05 am 
Started by chaoazul1 - Last post by chaoazul1
First boss video:


 on: September 11, 2018, 08:53:03 pm 
Started by Martijn dh - Last post by Max.
Awesome. If I can keep ahead of my classwork, I might get a demo together and enter then (I'm doing a semester of java based code school! :D)

 on: September 11, 2018, 07:19:57 pm 
Started by BlackwingE - Last post by BlackwingE
Are you still working on this?

Not at the moment. I've been busy working on my original Android games for over a year now.

 But, I'm not declaring this project dead just yet!

 on: September 11, 2018, 12:55:34 pm 
Started by Martijn dh - Last post by MG-Zero
I reached out to them to tell them their forms are broken, we'll see if they get it corrected.

 on: September 10, 2018, 12:29:13 am 
Started by Jacob1092 - Last post by Jacob1092
Couple of heavily in progress areas to show.

First is an approximation of Hyrule Castle Town. This is just the blank ground and walls. Initially I had a few buildings in there, but quickly realised if you don't create those sorts of things as objects, collisions and things can't happen. Learning as you go is ever so fun :P I also intend to make another version of this where some of the walls are crumbled and there's a lot less grass. My intent with the game is to set it immediately after BotW. By leaving Castle Town, which will essentially function as the main hub for everything, you can go and quest and do dungeons and stuff, and as the story progresses the town begins to be rebuilt around you. Fun fact; I checked this, and it's approximately a third the size of the entire Minish Cap map. I might have gone slightly overboard, so definitely going to need to throw in a horse at some point!

And then Tarrey Town. This is kind of a mock up in progress. Once I'm ready to build it I'll have to do what I did for Castle Town and strip everything out and put it back in as objects, but I wanted a little practise actually organising where things will be going. Custom stuff like the central fountain and finishing the houses is going to be rather difficult for me, but hey ho. Let me know what you think!

 on: September 09, 2018, 12:50:51 pm 
Started by SpritingBrad - Last post by Max.
Yeah, with no dark lines it's very ephemoral, but that's not necessarily a bad thing. You've made a good choice making the walls blue and floor green to tell them apart, because parsing what's what is most important

 on: September 09, 2018, 02:00:21 am 
Started by SpritingBrad - Last post by gaiamegu64
Kinda hard to make out.

 on: September 09, 2018, 01:26:09 am 
Started by Martijn dh - Last post by Max.
That's probably the main thing, plus it just takes a bit of time to set up a demo. Ideally you want to throw the player into a good vertical slice of gameplay without giving the whole game away for free. I've been working on an indie game for about a year and a half (definitely Zelda inspired), which would probably be a good fit for them, I think they have an indie category. But yeah, maybe if anyone is already signed up they should be informed.

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