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 03:24:35 pm 
Started by SpritingBrad - Last post by SpritingBrad
Spent the afternoon slapping together a Flappy Bird clone using those sky sprites, the effect works really well dude. Nicely done.

https://www.mediafire.com/file/sypvlbd977zv4c8/Flappy+Cucco.exe

The effect looks awesome in action!

I decided to edit Minish Cap Vaati to look more like the Four Swords counterpart, since the design for Vaati in Four Sword and Four Sword adventures is somewhat different from the one in Minish cap. This is the result.

The main problem I found is Vaati Transfigured's sprite sheet in spriters resource isnt really accurate, as the eye is separate form the body, which is a black and blue ball, which in the sprite sheet in SR has the Eye plastered on it. I also found out that the wings on the Vaati Wrath sprite sheet wasn´t accurate either, so I had to recreate some of them. there are 8 frames and the SR sprite sheet had 9 with some that dont even exit in-game.

 2 
 on: Yesterday at 01:17:42 am 
Started by neike60 - Last post by neike60
Little farm:



 3 
 on: July 21, 2019, 08:37:19 pm 
Started by Martijn dh - Last post by Martijn dh
And here is the latest progress report. I had hoped to do a lot more this weekend but I kinda felt drained after encountering another GameMaker issue for the second weekend in a row. Somehow the engine now thinks 176+0,6=176,600006103516 after the latest update (which leads to some visuals stuttering here and there). :-\

Progress report:
Code: [Select]
0.21.66 (19 juli 2019)
* Did some bugbashing and cleaning up in the hammer usage script
* Tweaked enemy placements
* Fixed error interacting with deep water diagonal edges
* Tweaked diving visuals depth
* Tweaked water rock and water flower collision scripting

0.21.67 (21 juli 2019)
* Added second entrance icon to mansion dungeon map
* Added extra type of deep water objects for use inside caves (= user darker shallow water visuals)
* Fixed issues with water objects in the bottom of the prison dungeon
* Tiled and completed shortcut cave to desert
* Tiled and completed shortcut cave to the final area
* Fixed little sound inconsistency when entering the intro cave

Stuff left before releasing an untested demo:
*I'll likely release an untested version when all the non-optional stuff is done and then the real demo when everthing is done and testing.

[IN PROGRESS]- Tile/mask/finish fire temple entrance
- Tile/mask/finish lightworld cave to the desert
- Tile/mask/finish darkworld cave to the swamp
[IN PROGRESS]- Fully mask both overworlds
- Add diggrids to both overworlds
- Add scene to enter the mansion dungeon
- Add scene to enter the final dark world dungeon
[OPTIONAL] - Add character visuals for standing in waterfall
[IN PROGRESS] - Connect the mansion dungeon to the overworld
- Edit the lightworld shop with different items
- Add a new dark world shop
[OPTIONAL] - Add the magic granting devil
- Tile/mask/finish fairy cave
[SCRAPPED] - Add the fairy pond mechanic
- Check all area's introduction texts
- Check and edit all enemy placements
- Add all remaining heart pieces
- Evaluate and update all (secret) chest contents
[OPTIONAL]- Tile/mask/finish witch hut
[OPTIONAL]- Add witch hut potion shop
- Add ability to exchange the mushroom for powder
[OPTIONAL]- Add Link's starting house
[OPTIONAL]- Tile/mask/finish lightworld village house 1. Inn?
[OPTIONAL]- Tile/mask/finish lightworld village house 2. Random NPC house?
[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)
- Add last chest to the dark world overworld
[OPTIONAL] - Add NPC to the dark world town outside area
- Tweak masking of water flower objects
- Tweak collision scripting when jumping into deep water
- Edit overworlds to allow easier deep water exiting everywhere
[NEW]- Fix found issues with moving through deep water terrain
[NEW OPTIONAL]- Finish new enemies: chickens

 4 
 on: July 14, 2019, 04:55:10 pm 
Started by Martijn dh - Last post by Martijn dh
Hello all. I got a little sick last friday so there is less progress then I'd like. Still, we are still moving along.

Progress report:
Code: [Select]
0.21.64 (13 juli 2019)
* Connected mansion dungeon to the new overworld
* Spend ages bughunting only to discover all found issues trace back to a recent GameMaker update that appearenly broke instance variable usage in creation coding. (Well, at least a fixed update was available by the time I discover I figured it out).
* Tweaked lightworld water edges some more.

0.21.65 (14 juli 2019)
* Fixed forum starting post images
* Fixed error when jumping into deepwater and landing in between water maskings
* Enemy sprites / projectiles no longer damage or interact with Link while under water
* Fixed incorrect water overlay sprite on Link when walking in shallow water in caves in the dark world
* Tweaked Ku spawn positioning
* Completed additional visuals for interaction with dark world and poisonous water

Stuff left before releasing an untested demo:
*I'll likely release an untested version when all the non-optional stuff is done and then the real demo when everthing is done and testing.

[IN PROGRESS]- Tile/mask/finish fire temple entrance
- Tile/mask/finish lightworld cave to the desert
- Tile/mask/finish darkworld cave to the swamp
[IN PROGRESS]- Fully mask both overworlds
- Add diggrids to both overworlds
- Add scene to enter the mansion dungeon
- Add scene to enter the final dark world dungeon
[OPTIONAL] - Add character visuals for standing in waterfall
[IN PROGRESS] - Connect the mansion dungeon to the overworld
- Edit the lightworld shop with different items
- Add a new dark world shop
[OPTIONAL] - Add the magic granting devil
- Tile/mask/finish fairy cave
[OPTIONAL] - Add the fairy pond mechanic
- Check all area's introduction texts
- Check and edit all enemy placements
- Add all remaining heart pieces
- Evaluate and update all (secret) chest contents
[NOW OPTIONAL]- Tile/mask/finish witch hut
[NOW OPTIONAL]- Add witch hut potion shop
- Add ability to exchange the mushroom for powder
[OPTIONAL]- Add Link's starting house
[OPTIONAL]- Tile/mask/finish lightworld village house 1. Inn?
[OPTIONAL]- Tile/mask/finish lightworld village house 2. Random NPC house?
[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)
- Add last chest to the dark world overworld
[OPTIONAL] - Add NPC to the dark world town outside area
[DONE] - Make link's spritework dependent on the type of water interacting with (=normal/green/poisonous)
- Tweak masking of water flower objects
- Tweak collision scripting when jumping into deep water
- Edit overworlds to allow easier deep water exiting everywhere
[SCRAPPED]- Have Link only hold his sword out while running when actually started moving
[DONE] - Fix collisions between link and enemy projectiles
[DONE] - Fix error when in character movement script when detecting poisonous water

 5 
 on: July 14, 2019, 02:04:56 am 
Started by SpritingBrad - Last post by Jacob1092
Spent the afternoon slapping together a Flappy Bird clone using those sky sprites, the effect works really well dude. Nicely done.

https://www.mediafire.com/file/sypvlbd977zv4c8/Flappy+Cucco.exe

 6 
 on: July 11, 2019, 02:20:31 pm 
Started by SpritingBrad - Last post by SpritingBrad
I edited the sky to have more clouds and made it in layers to have the clouds be loopable with paralax. The background would be completely static, and only the clouds in front would move. all layers would follow the camera movement.

 7 
 on: July 09, 2019, 06:37:26 pm 
Started by SpritingBrad - Last post by SpritingBrad
I tried my best make the Sky from dark hyrule castle using screenshots form various places, but I still had to fill in the gaps myself the best I could, since I don´t have the actual MC sky BG. from this I then recolored it to make the Twilight Realm Sky.

EDIT: Rayo sent me the actual background which he ripped using an emulator. So here is that background and the edited Twilight Realm.

EDIT 2: I kept messing with the sky and made normal sky too, which fits so well with the mountaintop background from MC. It can also be used for a MC styled Skyloft

 8 
 on: July 07, 2019, 06:51:54 pm 
Started by Martijn dh - Last post by Martijn dh
Hello all. The new demo is progressing little by little. It feels a little like "Two steps forward one step back" but at least my development list is now finally short enough that I'm somewhat comfortable sharing it. I'm doing that so you have an idea of what I'm working with and to provide a new progress indicator now that the overworlds have been finished.
Also check out some newly tiled dungeon entrances in the attachments.

Stuff left before releasing an untested demo:
*I'll likely release an untested version when all the non-optional stuff is done and then the real demo when everthing is done and testing.

[IN PROGRESS]- Tile/mask/finish fire temple entrance
- Tile/mask/finish lightworld cave to the desert
- Tile/mask/finish darkworld cave to the swamp
[IN PROGRESS]- Fully mask both overworlds
- Add diggrids to both overworlds
- Add scene to enter the mansion dungeon
- Add scene to enter the final dark world dungeon
[OPTIONAL] - Add character visuals for standing in waterfall
[IN PROGRESS] - Connect the mansion dungeon to the overworld
- Edit the lightworld shop with different items
- Add a new dark world shop
[OPTIONAL] - Add the magic granting devil
- Tile/mask/finish fairy cave
[OPTIONAL] - Add the fairy pond mechanic
- Check all area's introduction texts
- Check and edit all enemy placements
- Add all remaining heart pieces
- Evaluate and update all (secret) chest contents
- Tile/mask/finish witch hut
- Add witch hut potion shop
- Add ability to exchange the mushroom for powder
[OPTIONAL]- Add Link's starting house
[OPTIONAL]- Tile/mask/finish lightworld village house 1. Inn?
[OPTIONAL]- Tile/mask/finish lightworld village house 2. Random NPC house?
[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)
- Add last chest to the dark world overworld
[OPTIONAL] - Add NPC to the dark world town outside area
- Make link's spritework dependent on the type of water interacting with (=normal/green/poisonous)
- Tweak masking of water flower objects
- Tweak collision scripting when jumping into deep water
- Edit overworlds to allow easier deep water exiting everywhere
[OPTIONAL]- Have Link only hold his sword out while running when actually started moving
- Fix collisions between link and enemy projectiles
- Fix error when in character movement script when detecting poisonous water

Progress made this weekend:
Code: [Select]
0.21.61 (5 juli 2019)
* Added new tree type
* Optimized tree creation coding
* Upgraded to new GML runtime file
* Added extra room to backdoor entrance to the desert palace
* Connected desert palace to the new overworld
* Recolored some overworld tiles
* Reimplemented image_single variables
* Fixed some of the issues with water body edges
* Fixed some tiling depth issues
* Fixed vulture depth issue vs overworld tiling
* Fixed visual oversight to newly added sandpit terrain
* Updated some of the overworld masking
* Worked to remove part of the old overworld GML room

0.21.62 (6 juli 2019)
* Finished tiling medu entrance area
* Added and connected placeholder medu dungeon
* Added additional overworld tiles
* Finished tiling tomb dungeon 1 entrance area
* Connected tomb 1 dungeon to the new overworld
* Fully phased out the old overworld rooms / coding
* Updated intro scene
* Fixed error when flying back from wall crash onto center of new sandpit terrain
* Added some hinttext to the overworld
* Made progress tiling the fire and ice temple entrances

0.21.63 (7 juli 2019)
* Finished ice temple entrance area
* Improved sprite for collectable crystals outside of menu's
* Game's goal switches to crystals after first entering the dark world
* Connected the fire and ice temples to the overworld
* Added 8th crystal to the game
* Added alle remain overworld breakable wall sprite variants + implemented them in the new overworlds

 9 
 on: July 05, 2019, 07:18:59 pm 
Started by SpritingBrad - Last post by Mariotag
It looks neat!

 10 
 on: July 05, 2019, 05:08:52 pm 
Started by SpritingBrad - Last post by SpritingBrad
I made the run animation for Wolf Link's front view. It was a challenge! Tell me what you think!

Pages: [1] 2 3 ... 10

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



Page created in 0.052 seconds with 15 queries.

anything