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Messages - Martijn dh

Pages: 1 ... 57 58 [59] 60 61 ... 63
1161
Coding / Negative sprites in Gamemaker (round 2)
« on: July 26, 2009, 05:54:39 pm »
I'm sure some of you do this blindfolded. If you could also explain the answers then that would be most appreciated.

In alttp enemies turn negative when hit. That what I want to recreate. The enemy's sprite need to turn negative through it's own draw event. White turns to black etc. But the transparent pieces should stay transparent.

The answer I got in a previous topic turned the the images grayish. Including the parts that were previously transparent.

1162
Discussion / Re: [Request] LA sprites in ALttP style, please!
« on: July 11, 2009, 08:52:01 pm »
Welcome to the site. It's a kind of haven for Zelda fangames. The lack of anti-Zelda posts alone makes it worthwhile, let alone some of the competent members.

I'd like to give you a tip when making requests, especially when you're new: show some of your progress somewhere. How far along are you engine-wise for instance? You'll get help a lot sooner if you can convince people that the sprites will be used, if not used very well. Or when you present yourself in a skillfull or determined programmer/designer/whatever. Makes sense right?

No negative undertone intended. Just honest advise.

1163
Discussion / Re: Discussion on *why we don't finish projects*
« on: July 10, 2009, 03:05:36 pm »
Kinda true. I personally plan the most difficult things/complex I can think of just to keep myself challenged, but that's the point. I create my challenges. Stopping a project because there is no more to learn is "incorrect" thinking. You can always make it more challenging! There are other factors involved.

1164
Coding / Re: Loading maps with text files in GM7
« on: July 06, 2009, 07:48:03 pm »
I've been looking through the various functions of GML and I'm sorry to say I'm not convinced you can convert text to an object name. You can however use strings in combination with the switch command. Not a pretty sollution but it'll work. Or just use the index numbers for referencing. Sorry, that probably isn't a lot of help.

1165
Contests / Re: Zelda Design Competition #1 - Dungeons
« on: July 05, 2009, 09:24:41 am »
Raen: Be sure to make a sequel to the compition in it's current form! If I wasn't working on my own game so much (ooh and work XD) then I'd definitely have entered.

For the next competition I do suggest some more flexibility with the items at your disposal. Some people want to build around a small amount of items and some around a lot of them. Give people the freedom to indicate a subselection of items they want to use for there dungeon, provided they uphold the other rules. Don't penalise when a puzzle can also be done with an item they didn't want to use. Maybe you'll already take stuff like that into consideration during the judging, I don't know.

Also when two or more people want to build a dungeon around the same item try and add in extra dungeons for that. One dungeon with a short range hookshot and one with a long range for instance. Or both with the hookshot but one with a .... shovel or whatever and the other with a heat resistant tunic. (BTW, I'll bow to the ground for the guy using the shovel). As you said, it's the designing that matters. I'd find it really interesting to see how two people go about the same concept and it'll be easier and fairer to judge. Also you'll still be forcing them to use a unique item (= shovel or tunic). Well maybe a shovel is a bit harsh.

Regardless. Be sure to organise sequels!

1166
Coding / Re: Turn current screen into background or other image?
« on: July 05, 2009, 05:12:59 am »
Okay, so that stuff is usefull for when you want to change the colors to empifice your pause mode.

DJVenom: You can still use it. It saves the screenshot into a background but the surface bit seems more practical now since backgrounds don't have variable depth. The background will either get behind my tiles or infront of my menu's.

Still it's good to know such functions exist. Thanks.

1167
Coding / Re: Turn current screen into background or other image?
« on: July 04, 2009, 06:47:32 pm »
I just can't let this one go just yet. It works but I still don't get half of it.

Here is the code the guy in the other topic suggested:
Quote
s = surface_create(view_wview,view_hview);
surface_set_target(s);
draw_clear_alpha(c_black,0);
screen_redraw();
draw_set_blend_mode_ext(bm_inv_dest_alpha,bm_one);
draw_set_color(c_black);
draw_rectangle(view_xview,view_yview,view_xview+view_wview,view_yview+view_hview,0);
draw_set_blend_mode(bm_normal);
surface_reset_target();
instance_deactivate_all(1);

Here is the code I am using, that seems (?) to work just as well:
Quote
surface_screenshot = surface_create(view_wview[current_view], view_hview[current_view]);
surface_set_target(surface_screenshot);
screen_redraw();
surface_reset_target();
instance_deactivate_all(true);

Both codes looks more efficient then my own concoction since they do not require saving to an external file, changing a sprite's image and they have the option to later empty the used layer. You create a surface, draw the current screen onto it and use it as a replacement image during the drawing event of an object. I get that part.

So what do the lines do between my shorten code and the code above it? What is there added value?

1168
Coding / Re: Turn current screen into background or other image?
« on: July 04, 2009, 05:35:14 pm »
Looks usefull. I don't get it (yet) since I've never before used surfaces, alpha's or draw events, but I'll be sure to take a closer look at it when I have some more time.

1169
Coding / Re: Turn current screen into background or other image?
« on: July 04, 2009, 03:06:24 pm »
Never mind. I figured it out myself.

The pause script is now:
Quote
obj_Master_Control_Tile.Game_Mode = argument[0];
screen_save(temp_directory+'\tempscreen.bmp');
sprite_replace(842,temp_directory+'\tempscreen.bmp',1,false,false,false,false,0,0);
instance_deactivate_all(true);

// (Re)activate all the needed objects
instance_activate_object(parent_Control_Tile);
instance_create(view_xview[view_current], view_yview[view_current], obj_Screenshot);

The unpause script is now:
Quote
obj_Master_Control_Tile.Game_Mode = 0;
with (obj_Screenshot) {instance_destroy()};

// Reactive all instances
instance_activate_all();

Well that's the basis anyway. I left out the gamespecific / boring bits.

1170
Coding / Turn current screen into background or other image?
« on: July 04, 2009, 01:50:46 pm »
A Gamemaker question

Why:
In my game I want to create a better pause option. Before I did pause by running through all relevant objects, saving there current state and then stopping them. I didn't have pro so it seemed one of few available options. The drawbacks are that it's not efficient, not failprove and a pain to keep up as more objects are added to the game. I just got the pro addition and I'm working on a better sollution. I just haven't been able to get the bit below to work.

The problem:
I want to create a screenshot of the current screen and save it to a background (or object).

The reason for this is that I want to place that screenshot at depth X covering the current screen so that I can still place menu's etc in front of it while being able to deactivate all objects behind. I anybody thinks there is a more efficient/easier way to do something like this than be sure to drop a hint XD

Any help will be appreciated.

1171
FrozenFire: Today I stumbled across some new errors I've missed, namely objects not stopping when you pauze the game (= press esc). When walking on stairs, jumping from ledges, having items appear and grass break up the pauze mode is not integrated yet. Could you check (this demo or the next) wether or not I missed other objects/actions not pauzing?

As for the general progress so far:
- I'm changing the pick up actions so that you have to grab and pull an object before you pick it up. I'm not really sure how the original played, but I'll continue on this road and let you guys decide how it plays when the next demo's out. The only bother is that it requires me to redo the sprites and timelines. Oh well. Other than that, I'm just making small tweaks and fixes.

1172
MC Link's Awakening / Re: Project Board Applications
« on: June 29, 2009, 08:33:17 pm »
Pyrazor: Could you send me a reply for the PB I send you? That way I at least know you read it.

1173
Coding / Re: Someone help me in GM D:
« on: June 29, 2009, 08:29:11 pm »
Sounds like your code also got messy through irregular goals.

Quality > Quantity

Don't get me wrong. I started just like you and failed on my first attemp at making my own Zelda game. Then I took about 3,5 weeks just to get the movement perfected down to the last pixel. After that I added the item menu and map menu. Then stuff like pauze, text, room transitions and actual rooms. It's not very rewarding in the beginning. To not do flashy stuff like sword swinging, enemies etc. Heck, I've only got a tech demo working. After a while however it's totally worth it.

One last piece of advice:
Try to keep a log of every single variable you use and add 1 or 2 words to mention what it does. Gamemaker doesn't have functions to neatly list your variables. Nor can you search code other than scripts. To my knowledge anyway. I just have the advanced version so I might be missing out XD
When you get further ahead in your project than a list of variables per object is priceless.

1174
I've finished programming the sword beam thing. I could post a new demo of it when I finish the mechanisms for pick stuff up and throwing it. I'm guessing it'll be a good two weeks before that's done though. Picking up and walking with a container is practicly done for a couple of regular objects. Throwing, breaking, hurting enemies and using different weights and sizes will take more time.

Check your mailbox for more info on the subboss.

1175
Coding / Re: Someone help me in GM D:
« on: June 28, 2009, 07:46:35 pm »
I strongly suggest you look up 'switch'. Or check out the example a little down below.

Movement is pretty basic for all games and it kinda bugs me when I'm playing something where it's off. So I'll give you the short version of how I did it. Not that that's the best way, but it works.

First I create one object to store the variables: pressed_first, pressed_second, pressed_third, pressed_fourth. This can be in your character object or some higher control object. Then I add a press button event per directional button in that object. If a direction is being pressed something like this kicks in:

Code: [Select]
if (pressed_first = 0)
{
   pressed_first = [insert direction];
}
elseif (pressed_second = 0)
{
   pressed_second = pressed_first;
   pressed_first = [insert direction];
}
elseif (pressed_third = 0)
{
   pressed_third = pressed_second;
   pressed_second = pressed_first;
   pressed_first = [insert direction];
}
else
{
   pressed_fourth = pressed_third;
   pressed_third = pressed_second;
   pressed_second = pressed_first;
   pressed_first = [insert direction];
}}};

Then I add a release button event for the diretion buttons with something like this:

Code: [Select]
if (pressed_first = [insert direction])
{
   pressed_first = pressed_second;
   pressed_second = pressed_third;
   pressed_third = pressed_fourth;
   pressed_fourth = 0;
}
elseif (pressed_second = [insert direction])
{
   pressed_second = pressed_third;
   pressed_third = pressed_fourth;
   pressed_fourth = 0;
}
elseif (pressed_third = [insert direction])
{
   pressed_third = pressed_fourth;
   pressed_fourth = 0;
}
else
{
   pressed_fourth = 0;
}}};

Now I can do all sorts of things. I'm guessing you want something along the line of the code below. That is for 4 directional movement. If you want 8 then just use a switch(pressed_second) within that one.

Code: [Select]
switch (pressed_first)
{
  case vk_left:
    // move left
    break;
  case vk_up:
    // move up
    break;
  case vk_right:
    // move right
    break;
  case vk_down:
    // move down
    break;
};

Hope it helps.

1176
Coding / Re: Someone help me in GM D:
« on: June 28, 2009, 12:20:02 pm »
Personally I'd rename those scripts of yours so that each starts with the indication that it's a script. You'll have a harder time figuring out what every is later on when it's more than just a handfull. Also consider how you're code will look if you haven't worked on it for two months or so.

Here's you're code with my interpretation of Windy's layout suggestion.

Code: [Select]
//Choose the right sprite with 90 degree movement

if (keyboard_check(vk_right) or (keyboard_check(vk_left) and global.holdu = 1))
{
      global.alreadyholdu = 1;
};

if (keyboard_check(vk_right) or (keyboard_check(vk_left) and global.holdd = 1))
{
      global.alreadyholdd = 1;
};

if (keyboard_check(vk_up) or (keyboard_check(vk_down) and global.holdr = 1))
{
      global.alreadyholdr = 1;
};

if (keyboard_check(vk_up) or (keyboard_check(vk_down) and global.holdl = 1))
{
      global.alreadyholdl = 1;
};

//Choose the right sprite with 180 degree movement
if (global.facing="up" and keyboard_check(vk_down))
{
    global.holdu = 0;
    global.holdd = 1;
    global.facing = "down";
    global.donotgobacktoup = 1;
};

if (global.facing="down" and keyboard_check(vk_up))
{
    global.holdd = 0;
    global.holdu = 1;
    global.facing = "up";
    global.donotgobacktodown = 1;
};

if (global.facing="left" and keyboard_check(vk_right))
{
   global.holdl = 0;
   global.holdr = 1;
   global.facing = "right";
   global.donotgobacktoleft = 1;
};

if (global.facing="right" and keyboard_check(vk_left))
{
  global.holdr = 0;
  global.holdl = 1;
  global.facing = "left";
  global.donotgobacktoright = 1;
};

1177
Coding / Re: Someone help me in GM D:
« on: June 28, 2009, 09:27:17 am »
Try to be VERY strict in your naming and ordering habits.

Example names:
script_Character_Walk
script_Character_Jump
...
sprite_Character_Walking_Left_Green_Tunic
sprite_Character_Walking_Left_Red_Tunic
...
obj_Enemy_Skeleton
obj_Enemy_Bat
parent_Enemy
parent_Enemy_Harmless
...

Or just reference by number if you feel the code will get too lengthy and/or messy. But then I strongly suggest you add comments behind EACH AND EVERY reference.
For example:
script_execute(3); // script_Character_Walk
or
script_execute(3); // Folder: Character > Movement > Walking

Name your folders in a similar fashion. Maybe also add numbers in front of the foldernames if you want to keep control over the order in which they get sorted. Commonly used items up top and others further down the list.


Well, those are my routines. I'm sure not everybody will agree with all it. XD

1178
Zelda Projects / Re: [WIP] Link's Awakening Remastered
« on: June 27, 2009, 04:46:59 pm »
Okay. Not to push a point, but I'll try and explain a bit more.

When you look at your sea you'll can see waves at various depths right? Some seem close by and some look further away. You take that piece of sea and cut it into multiple layers. One with the waves close by. Another with the waves a little bit further away. It may need a little customizing later on but once you've done this you can place these layers behind one another to create the original image again. Only this time move them to the side a different speeds.

Maybe this example will clarify some more. Go sit in a car, train or some other moving object. Now look into the distance and focus your sight at one single point. You will then notice that objects further away and closer than that point seem to move at different speeds before your eyes. That's the effect you'd be recreating.

As for the beach. You could do the same with waves moving up and down. Just a tip but if you then also add a brown area under the waves you'd have the illusion of wet from retracting waves. Search for the intro of FF8 on youtube and you'll know what I mean.

It's not that much work to incorporate, despite the lengthy explanation.

1179
Zelda Projects / Re: [WIP] Link's Awakening Remastered
« on: June 27, 2009, 09:40:09 am »
Looks good!

If you DO want to improve on the visual etc. then I'd suggest three things:
-Use multible layers for the clouds, sea, surf and maybe the trees on the beach. This can create some very nice effects with not THAT much extra effort.
-The girl appears to pop up. Might just be on my computer, but it should be fixable. If not by adjusting the timing, then by having her start outside of the screen and moving in.
-Try and slightly adjust your title text. It's kinda hard to read with the grey letters so close together and against that background color. Maybe use different (colored) letters?

1180
Okay, just send me a PB when you're back and ready.

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