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Messages - Aero88

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41
Updates / Re: ZFGC Activity
« on: February 06, 2015, 05:07:18 am »
So guys, I was watching our activity last month to see if we would come close to having more posts than December (which was a pretty inactive month.)  We had to break 80 posts.  Not only did we break that, but we also broke the next 2 highest months at 122 posts.  So, I have a challenge for you guys for this month.  Do it again! Only this time, double what December was!  160 posts, can we do it?!

So... Apparently all we need are a few controversial topics to hit that goal.  Only 5 days into february.  I bet we are on track.

Edit:  Also...  We should do another character comp.  Perhaps with a theme such as  Medieval Characters, Characters from a distant galaxy , or perhaps original comic super heroes.  I enjoyed that last character comp, but that was a good long time ago I believe.  Perhaps we want to stick to the roots of ZFGC and go with a unique character from a race in Hyrule?  Or perhaps a new race that might fit into the Zelda Universe.

Just throwing out some ideas.

42
Nothing better than an invalid youtube link.  Very interesting indeed!   XD

43
Coding / Re: Can I get some help.
« on: July 27, 2014, 02:52:24 pm »
I haven't taken any courses or really dug into the inner workings of how much each operation costs, and it sounds like you know what you are talking about so you are probably right.  I had heard that in GML at least the modulus operator is quite taxing though so my answer is based on that assumption.  It is quite likely that in the case of this code the difference in efficiency is quite negligible anyway, but it is interesting to conjecture.   :)

In either case both of these solutions are faster than looping twice to draw the background images and then the hearts.

44
Coding / Re: Can I get some help.
« on: July 27, 2014, 12:46:02 pm »
Where your code is running calculations to determine row, column, and fraction inside of the loop I am not entirely sure that it is faster in the end than using a few if checks.  Even though my code has redundant code, it being an if/else means only 1 of the halves is ever checked in one run of the loop.  Yours does look cleaner, and at first glance it seems it would work in gml.  From what I understand the mod operator is a slow one to calculate though, so running it 20 times per draw event I think would be slower in the end.  I could be wrong though.

45
Coding / Re: Can I get some help.
« on: July 27, 2014, 04:53:26 am »
Alternatively...  and mostly because I feel like giving this a whack, you could do all of this in a single loop without drawing multiple layers (meaning the background and the heart on top).  I am going to use the variables Health_X, and Health_Y to represent the position on the screen of the whole health bar.  I am also assuming a heart sprite called "sprHeart" is a sprite containing 5 images (0-Empty Black Heart, 4-Full Red Heart)

Code: [Select]
//Variables set in the create event
Health_X =  ??        //Enter the x position of health bar here
Health_Y =  ??        //Enter y position here
X_Grid = 6            //How many pixels over the next heart will be drawn
Y_Grid = 6            //How many pixels down the second row of hearts will be drawn
Max_Health = 80       //This would be assuming the player has two rows of 10 hearts with a quarter heart system  Every time the player gets a container heart this would be updated to reflect his current maximum.

//Draw event
Code: [Select]

//Initialize relavent variables
var i, Full_Hearts, Total_Hearts, Fraction;

//Determine which image to draw for the last heart containing health
Full_Hearts = floor(global.life/4);      //Stores the current number of full hearts
Fraction = global.life mod 4;            //Stores the fractional quantity of the last heart (0-3)
Total_Hearts = Max_Health/4              //Stores the total number of hearts the player currently has available

//Draw the players health bar
for (i=0 ; i<Total_Hearts ; i += 1)
{
     //Determine the location to draw the heart
     if i < 9     //Draw first row of hearts
     {
          if i < Full_Hearts     //Draw full hearts
          {
               draw_sprite(sprHeart,4,view_xview[0]+Health_X+i*X_Grid,view_yview[0]+Health_Y);
          }
          else
          {
               if i == Full_Hearts     //Draw fractional heart
               {
                    draw_sprite(sprHeart,Fraction,view_xview[0]+Health_X+i*X_Grid,view_yview[0]+Health_Y);
               }
               else     //draw empty hearts
               {
                    draw_sprite(sprHeart,0,view_xview[0]+Health_X+i*X_Grid,view_yview[0]+Health_Y);
               }
          }
     }
     else     //Draw second row of hearts
     {
          if i < Full_Hearts     //Draw full hearts
          {
               draw_sprite(sprHeart,4,view_xview[0]+Health_X+(i-10)*X_Grid,view_yview[0]+Health_Y+Y_Grid);
          }
          else
          {
               if i == Full_Hearts     //Draw fractional heart
               {
                    draw_sprite(sprHeart,Fraction,view_xview[0]+Health_X+(i-10)*X_Grid,view_yview[0]+Health_Y+Y_Grid);
               }
               else     //draw empty hearts
               {
                    draw_sprite(sprHeart,0,view_xview[0]+Health_X+(i-10)*X_Grid,view_yview[0]+Health_Y+Y_Grid);
               }
          }
     }
}



I guess I can't say for sure, but I think this would be more efficient, but it looks bigger because of all the comments and white space.  This is untested code, but it should work...  If you wanted it to be even more efficient you could update "Full_Hearts", "Fraction", and "Total_Hearts" outside of the draw event (could be updated every time the player is hit for example).

46
Coding / Re: What Version of Game Maker Do You Use Most?
« on: July 21, 2014, 11:45:06 pm »
I am using GM Studio Master Collection...  It is the most expensive piece of software I have ever purchased, but I expect it will pay itself off before too long.  GM studio is leaps and bounds better than its predecessors.  My main project started out on GM 8.1 and I had to update it to run in Studio, but I am very glad that I did.

For the sake of history...  I started back in the GM 6 days but I used GM 5...  Never used 6 and upgraded to 7 when it came out, then followed the progression clear to studio.

47
Other Projects / Re: [Released] FlyBug for iOS
« on: July 21, 2014, 01:07:17 pm »
I tried to look this up through the App store on my iPad with no luck...  Is it only viewable from your link?

48
Zelda Projects / Re: Twilight Legends
« on: January 30, 2014, 02:53:00 am »
Wow...  Just wow!  I am truly amazed every time I look at this topic.  This project is outstanding!

P.S.  I am glad you are sticking with Zelda's roots and control schemes.   XD

Keep up the good work!

49
Coding / Re: What's the Most Efficient Way to Program This?
« on: August 10, 2013, 02:06:48 pm »
I don't see a point in assigning a probability in a 2D array. You can easily make a structure or a class that holds a probability variable inside to go against this.

-List<Weapon>
-Weapon has probability, quality, etc.
-Roll some sort of percentage
-Go through list and choose the one that fits.

Simple. Sort of efficient. Not messy. Not confusing.
Actually, now that I think about it, Game Maker's ds_list functions more like that kind of list.  If I were to make each weapon a ghost object to make use of inheritance, that would work nicely.  The problem is, all objects inherit from an invisible Object superclass, which houses all the default variables objects have in Game Maker.  It just seems less memory intensive to have a few lists/arrays/vectors/etc. that are cross referenced, rather than a bunch of bulky ghost objects floating around, who are just accessed in a ds_ist.

Perhaps you already thought of this, but if you do go with the ghost objects, be sure to deactivate them all and then only activate the one you need when you need it to read data from it.  That way it will reduce the impact of having so many ghost objects around.

50
Coding / Re: What's the Most Efficient Way to Program This?
« on: August 09, 2013, 01:02:16 pm »
What programming language are you using?  I will respond as though you are using Game Maker because that is what I use, but the concepts should be able to be applied to whatever you are using.  Also, I am not entirely sure I am understanding your situation...  But.

It might be a good idea to make your weapon inventory into a list of lists...  By this I mean.

Every time you pick up a new weapon instead of just storing the ID of the weapon to the list, store a list of its attributes to the list.  This could be done in a number of ways and I can't say that I know which would be the most efficient, but what I might try to do is something like this.

Instead of just reserving a spot in the list for the ID of the weapon, you can reserve say...  10 slots in the list for the weapons ID and then its special attributes.  So when you add the newly acquired weapon you will write the ID to the list and then all of its attributes in the same list.  Then when you need to read the information from the list you will have to remember how many slots of data are allotted per weapon and then just loop through and read all the data from the one list.

Alternatively you could store each weapon and its attributes to its own mini list, and then store all the ID's of the different weapon lists to a larger master list.  Then when you need to call the data you can call the correct weapon list from the master list and then read the weapon ID and attributes from that list.  An example of what you might store in you mini list would be...

[ 0] = Weapon ID;

[1] = Level of Polish;
[2] = Sharpness;
[3] = Age of Equipment;
[4] = Fire Attribute;
[5] = Water Attribute;
[6] = Lightening Attribute;

The default value for each of the attributes would be 0.  Then you can store a value anywhere from -1 to 1 indicating that the knife is either completely dull (-1) or as sharp as it could possibly be (1).  Then when you build your equations that determine how much the weapon hurts the enemy, you will need to make sure that each of the attributes are worked into the equation.

This methode is assuming that you have stored somewhere else the base damage or strength of the particular weapon...  However you could also store this information in the above list as well, kind of like this.

[ 0] = Weapon ID;
[1] = Power of Weapon;
[2] = Weapon/Armor Defense
...
...

[3] = Level of Polish;
[4] = Sharpness;
[5] = Age of Equipment;
[6] = Fire Attribute;
[7] = Water Attribute;
[8] = Lightening Attribute;
...
...
...

Not sure if this makes sense, but it would be one way of doing it if I am understanding your problem correctly.  Hope it helped.   ;)


51
Wow!...  No really.  Wow!  The amount of stuff being put into this is jaw droppingly amazing!  Great work.  I am very excited for this progress!

52
Entertainment / Re: Startrek: Into Darkness *Spoilers*
« on: June 03, 2013, 03:53:14 am »
I suppose you are right.  It is definitely a different animal than the series have been.  I am currently going through the next generation for the first time though I am just barely into season 2, I must agree that I really enjoy the thought provoking scientific discussions and events, but really it is much easier to spend time in a series doing that kind of thing since there are so many hours of screen time to work with.  I don't think it could be developed very well in the limited scope of a movie thus as you said many of the movies have been more focused on the action rather than the science.

As far as fitting in the other star trek movies though, I think it does very well.  I could understand though why some die hard fans of the series may be disappointed, but considering that they make movies to make money it wouldn't make much since for them to make a movie that could only be marketed to that limited audience.

As far as being an entertaining film it definitely gets high marks from me.

53
I think that looks really good!  Your work shows promise for sure!   ;)

54
Entertainment / Startrek: Into Darkness *Spoilers*
« on: June 02, 2013, 04:40:57 am »
In case you missed it in the subject line this post contains spoilers so I'll put in another spoiler tag.

Show content
So I went to see the new star trek movie the other day and I was quite impressed.  The original star treks are quite before my time, but I have since gone back to re watch them so I am familiar with the star trek universe including the original series.  This new star trek had quite a few tie ins to the original which I found to be really interesting.  For instance the tribble scene tied in with the original series and of course the whole part about Kirk dieing the save the crew being an exact mirror of Spock's experience.  Some people complain that it was a lame ripoff and un-original while I would contend that in fact it was nothing of the sort. Considering that this show traverses an alternate timeline it was interesting to me to see how Kirk would have indeed been willing to sacrifice his life in much the same way Spock was.  To me it makes sense and I found it to be an extremely enjoyable show.  Perhaps even better the first one in this timeline.  I must say that I have enjoyed Zachary Quinnto's interpretation of Spock as well...  Anyway...  Agree, Disagree, or agree to disagree?

55
Not really a problem of losing data as I do have backups and copies of all my projects.  I was just wondering why everything was disappearing since I apparently didn't read about these particular changes.  It is then mostly just negligence on my part I suppose.

I did notice when looking on the wiki though that the only projects that were moved over were Zelda projects.  are there any "other" projects that will make the transition?  I ask mainly because most of my projects were not Zelda related and thus have not been uploaded to the wiki although they have been removed from zfgc.  Also there are no download links on the wiki.  Am I supposed to go in and re-add download links to any projects of mine in the wiki?

Not really a big deal though.  I mainly use these uploads to easily download and share projects I have made in the past with friends and family when I am away from home.  It was nice to be able to easily find them all here.  That and it is always nice to be able to share them with the online community of course.

I don't recall seeing those particular projects while removing them..in any case, the threads for those projects still exist in the project board.

Yeah.  Like I said earlier the threads are still here, but they are all chuck full of broken links and bad image URLs now.  When I have the time I can re upload stuff and get them up and running again, but in the mean time having topics full of broken links and such gives kind of a bad impression to people visiting the site that don't know what is going on.  That is probably just a minor set back though considering that it is needed for future progress of ZFGC.

Meh...  I'm just babbling now...  Thanks for improving the site.  I'll stop complaining now.   :)

56
Ah...  So that explains part of it...  I only see Zelda projects on that page though so what happened to everything else?  Smash Bros, Warcraft, THe Hunt for King Boo?  Am I just missing them or are they not on the wiki or the site?

57
So I have noticed over the last little while that many of my projects have been removed from the database for some reason.  First my Smash Bros game, and then my Mario & Luigi game, and my Warcraft fan game, and also my LOZ Shattered Dimensions game, and even some tutorials that I uploaded.  Are they all just falling through the cracks as the site is being updated or does Star just hate all my projects   >:D

No really though...  Some of them are quite old, but some of them I still work on when I have the spare time so it would be nice if they were still here for me to update when I felt like it, or had reason to.  All my old topics are still here, but the download pages aren't...

Anybody else have this problem?

Edit:  So after looking into it further...  Every single one of my projects have been removed...  The only thing I could find with my name on it was an old Fog of War tutorial that never really worked because of a site bug that didn't actually let me upload the file correctly...  It must be a conspiracy.   :huh:

58
Zelda Projects / Re: Twilight Legends
« on: May 23, 2013, 08:39:05 pm »
I can't believe I didn't see this project until today...  This really looks cool!  TP is one of my favorite zelda games so the thought of getting more TP is very exciting indeed.   XD

All I know is GM so I can't really help on this, but I sure can applaud and encourage!  I like this a lot!  I hope it really goes far!

59
I was worried about this... I originally had him move twice the speed he moves at now, while slowing down to his current pace when he had the shield out, but having him move faster made him feel "unrealistic", if you understand what I mean? But then again, this is a game and not reality so maybe it would be better... Or perhaps even having "Pegasus Boots" obtainable early on which act as a hold this button to run, similar to the Pokemon game remakes?

Adjusting the speed of Links movement animation can help to make it look more natural when he walks, but I would say it is diffidently worth it in order to move at a more reasonable speed.  The Pegasus boots idea might work, but I am not sure that doing that would really add much to the game because everybody is going to want to always use them anyway, so it may as well just be built into the game to move faster.  Also since people already expect the Pegasus boots to work as an item by itself, because of every other Zelda game they have played, some people might be disappointed when it only makes them walk faster.

If you do the Pegasus boots I would suggest making the base speed faster and then making the Pegasus boots make you move even faster.  Since people like to be able to get around quickly when they need to move across the whole world map, it would be a cool item to have that is just a perk.  It could be a secret item found that is not necessary to beat the game, but something that people like to get anyway if they figure out how?  Anyway...  Nice working getting things fixed so quickly!   ;)

edit:  As a side note I thought I would mention that I like the MC/FSA graphics...  Sorry dl  XD

60
This actually sounds like a really cool idea!  Unfortunately I am not much of a spriter, but I do have some suggestions based on the video.  I really like the color, and immersive feel that those graphics can bring to the LOZ storyline.  Here are a few constructive bits of feedback.

-  Link moves really slow.  He should be moving like 2x faster or even more.  It is hard to play games when you don't feel like you are going anywhere.   :)

-  It seems strange to play the enemy hit sound effect when cutting down grass and bushes.  All it needs is the bush sound effect.  Also some of the sound effects seem too loud and overpowering (The enemy hit sound effect in particular).

-  When entering and leaving a cave it would make more sense to wait to change the music until you actually start in the next room the same way you do when switching between world maps.

-  This one is more of a personal preference, but I always like to be able to bounce rocks back at Octorks with my shield.  Makes me feel more involved in the game.  Obviously the original LOZ didn't do this though so it depends on how closely to the original you want to stick.

Overall I think the looks like a good start, and the things I mentioned are all pretty easy fixes.  Keep up the good work!   ;)

Also.  Welcome to ZFGC!

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