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Author Topic: The Legend of Zelda : Chiming Bells [First Screenshot of Dodongo Mines]  (Read 51584 times)

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Re: The Legend of Zelda : Chiming Bells
« Reply #80 on: June 06, 2009, 05:31:13 pm »
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The prioritized movement code I showed above has parts of it that are in it for the later parts. Here is what the create and step events look like; as you'll see, I used an object called objSolid which was the parent object of all things you can run into.
Code: [Select]
image_speed = 0.50;
direction = 270;
move_s = 3;
move_c = 0;
width = sprite_get_width(mask_index);
height = sprite_get_height(mask_index);
is_moving = false;
has_hat = true;

Code: [Select]
/***************************************************************
 PRIORITIZED MOVEMENT SCRIPT
 Code Source: www.zfgc.com
 Contributors:
 - 4Sword: Switch statement based movement checking/correction,
     collision based on bounding boxes
 - Goodnight: Original movement system concept
 IF USED, DO NOT REMOVE THIS CREDIT INFORMATION AND MAKE SURE TO
 CREDIT ZFGC (aka. ZELDA FAN GAME CENTRAL) PUBLICALLY SO THAT
 THIS CODE IS NOT MISTAKEN FOR YOUR OWN OR CONSIDERED STOLEN.
***************************************************************/

var hold_u, hold_d, hold_l, hold_r, move_f, collobj, overlap;

hold_u = keyboard_check(vk_up);
hold_d = keyboard_check(vk_down);
hold_l = keyboard_check(vk_left);
hold_r = keyboard_check(vk_right);

if (hold_u && hold_d){
  hold_u = 0; hold_d = 0;
}

if (hold_l && hold_r){
  hold_l = 0; hold_r = 0;
}

switch (hold_u + hold_d + hold_l + hold_r){
  case 0:
    is_moving = false; move_f = 0; move_c = 0;
    break;
  case 1:
    is_moving = true; move_f = 1; move_c = 0;
    if (hold_u)
      direction = 90;
    else if (hold_d)
      direction = 270;
    else if (hold_l)
      direction = 180;
    else
      direction = 0;
    break;
  case 2:
    is_moving = true; move_f = SQRT_TWO;
    switch (direction){
      case 90:
        if (hold_d)
          direction =  270;
        break;
      case 270:
        if (hold_u)
          direction = 90;
        break;
      case 180:
        if (hold_r)
          direction = 0;
        break;
      case 0:
        if (hold_l)
          direction = 180;
        break;  
    }  
    break;
}

if (move_f != 0){
  move_c += move_s;
  while (move_c >= 1){
    x += hold_r - hold_l;
    
    if (place_meeting(x,y,objSolid)){
      if (hold_u + hold_d == 0){
        collobj = instance_place(x,y,objSolid);
        overlap = !(bbox_top > collobj.bbox_bottom || bbox_bottom < collobj.bbox_top || (bbox_left + hold_l) > collobj.bbox_right || (bbox_right - hold_r) < collobj.bbox_left);
        if (overlap){
          move_f = SQRT_TWO;
          if (!place_meeting(x,y - 1,objSolid)){
            y -= 1;
          }
          else if (!place_meeting(x,y + 1,objSolid)){
            y += 1;
          }
          else{  
            x -= hold_r - hold_l;
            if (!place_meeting(x,y - height div 2,objSolid)){
              y -= 1;
            }
            else if (!place_meeting(x,y + height div 2,objSolid)){
              y += 1;
            }
          }
        }
        else{
          x -= hold_r - hold_l;
        }
      }
      else{
        x -= hold_r - hold_l;
      }
    }
    
    y += hold_d - hold_u;
    
    if (place_meeting(x,y,objSolid)){
      if (hold_l + hold_r == 0){
        collobj = instance_place(x,y,objSolid);
        overlap = !((bbox_top + hold_u) > collobj.bbox_bottom || (bbox_bottom - hold_d) < collobj.bbox_top || bbox_left > collobj.bbox_right || bbox_right < collobj.bbox_left);
        if (overlap){
          move_f = SQRT_TWO;
          if (!place_meeting(x - 1,y,objSolid)){
            x -= 1;
          }
          else if (!place_meeting(x + 1,y,objSolid)){
            x += 1;
          }
          else{  
            y -= hold_d - hold_u;
            if (!place_meeting(x - width div 2,y,objSolid)){
              x -= 1;
            }
            else if (!place_meeting(x + width div 2,y,objSolid)){
              x += 1;
            }
          }
        }
        else{
          y -= hold_d - hold_u;
        }
      }
      else{
        y -= hold_d - hold_u;
      }
    }
    
    move_c -= move_f;
  }
}

Oh, and additionally, the SQRT_TWO part is a constant set in the game settings to be the closest decimal approximation that Game Maker allows for the square root of 2 - about 1.4142135620.

« Last Edit: June 06, 2009, 05:33:13 pm by 4Sword »
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King Tetiro

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Re: The Legend of Zelda : Chiming Bells
« Reply #81 on: June 06, 2009, 05:37:16 pm »
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The movement itself isn't the problem it's getting Link to face the same direction. Any ideas?
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King Tetiro

Leader of Phoenix Heart
Re: The Legend of Zelda : Chiming Bells
« Reply #82 on: June 06, 2009, 06:03:35 pm »
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Ignore my last post I've done it!!!!!!

Like I said, it was getting him to face the right direction :D
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rhalifax

Pixelated Tree
Re: The Legend of Zelda : Chiming Bells
« Reply #83 on: June 08, 2009, 01:18:09 pm »
  • I'm here for the Bacon
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nice job with the mapping, i did notice that the flower/grass tile you have on here isnt animated like it should be, i also noticed that near lake hylia when you go right to move to the next area it wont let you. I first noticed it at the entrance. I also happened to stumble upon a piece of heart, i had to hit space a couple of times as if there was text but all i saw was a black box =P

other than these small things its coming along pretty good keep it up
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King Tetiro

Leader of Phoenix Heart
Re: The Legend of Zelda : Chiming Bells
« Reply #84 on: June 08, 2009, 02:18:06 pm »
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nice job with the mapping, i did notice that the flower/grass tile you have on here isnt animated like it should be, i also noticed that near lake hylia when you go right to move to the next area it wont let you. I first noticed it at the entrance. I also happened to stumble upon a piece of heart, i had to hit space a couple of times as if there was text but all i saw was a black box =P

other than these small things its coming along pretty good keep it up
I was aware of these but i haven't had the time to fix them.
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King Tetiro

Leader of Phoenix Heart
Re: The Legend of Zelda : Chiming Bells
« Reply #85 on: June 18, 2009, 09:15:51 pm »
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Okay guys here's the thing. Summer is around. I have much to do. HOWEVER, I will be restarting this game. In conjunction with the other game Im making. I will be working on them this summer together.
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Re: The Legend of Zelda : Chiming Bells
« Reply #86 on: June 18, 2009, 10:00:14 pm »
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hmm this looks really good, IMO you should go for making a fan game and not a sequel to MM.. just keep the maps and change the story :P.
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King Tetiro

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Re: The Legend of Zelda : Chiming Bells
« Reply #87 on: June 18, 2009, 10:05:07 pm »
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Kren. It's not a sequel. It's a fan game of what I think the THIRD game in the Ocarina Trilogy is. So it's a fan-game :D
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Re: The Legend of Zelda : Chiming Bells
« Reply #88 on: July 07, 2009, 09:21:17 pm »
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this game is well thought out I have to say
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King Tetiro

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Re: The Legend of Zelda : Chiming Bells (New scr...
« Reply #89 on: August 29, 2009, 12:18:06 pm »
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Well I can't do anymore on Crystal Blade for a while because my composer is busy so Im back working on Chiming Bells. Isn't that fantastic!!! WOO!!!

EDIT: Im currently working on the last Kokiri Forest scene.
EDIT 2:
I finished the scene. The Great Deku Tree's flashback



Yes that blue guy is the villain
« Last Edit: August 29, 2009, 01:21:26 pm by King Tetiro »
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Re: The Legend of Zelda : Chiming Bells
« Reply #90 on: August 30, 2009, 07:17:32 am »
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"After refusing, he swore that I hadn't" I don't know what comes after that, but for an oath of vengeance the sentence starts a bit strange. And in such a situation seems an oath of vengeance the best dramatic effect/cliché. Well, it only makes me want to see the entire game finished, or at least the rest of that dialogue.

Keep up your good work, and hopefully we get to see another demo soon.
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King Tetiro

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Re: The Legend of Zelda : Chiming Bells
« Reply #91 on: August 30, 2009, 08:03:05 pm »
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The sentence before this screenie is something like 'He demanded the Slab of Forest'
That's why it doesn't make sense.
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King Tetiro

Leader of Phoenix Heart
Re: The Legend of Zelda : Chiming Bells
« Reply #92 on: August 31, 2009, 10:15:10 am »
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I know it's breaking the 2 day rule but I bring a screenshot/mockup



WHy a mock up as well as a screenshot? Because Zelda isn't there atm. I have work to do with her right now. But after Im done she will be there. Yes this also means Hyrule Castle's interior is under progress
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Re: The Legend of Zelda : Chiming Bells
« Reply #93 on: August 31, 2009, 04:19:56 pm »
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Does that look like grass inside a bedroom, at the bottom of the screen?
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King Tetiro

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Re: The Legend of Zelda : Chiming Bells
« Reply #94 on: August 31, 2009, 08:07:34 pm »
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Does that look like grass inside a bedroom, at the bottom of the screen?
Yes that's grass. Can't a room have inside flowers? Besides, this is princess zelda's room. It's gotta look 'pretty'
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King Tetiro

Leader of Phoenix Heart
Re: The Legend of Zelda : Chiming Bells [New Vid...
« Reply #95 on: September 06, 2009, 09:16:01 am »
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People I bring a video. It's the scene where Link and Navi see Zelda

http://www.youtube.com/watch?v=RF2Dx8Gxd2w

Enjoy.
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Re: The Legend of Zelda : Chiming Bells
« Reply #96 on: September 06, 2009, 04:20:50 pm »
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I couldn't even tell that was Zelda, haha. I'm guessing your trying to make her like OOT Zelda? Even so, I would suggest using the oracle Zelda sprite.
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King Tetiro

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Re: The Legend of Zelda : Chiming Bells
« Reply #97 on: September 06, 2009, 04:31:13 pm »
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I'll see what i can do. Im really trying NOT to use the oracle npc sprites
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Re: The Legend of Zelda : Chiming Bells
« Reply #98 on: September 06, 2009, 09:05:59 pm »
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I have to agree with ZoSo. The Zelda sprite doesn't really look that good. I even get the idea that her face looks like a skull. I know the blue knight is the main antagonist, but even Onox wasn't that huge. At least not in the camp during the kidnapping of Din. Compared to the blue knight Zelda and Link look like 5 year old kids. And finally, like I said earlier. The grass in the bedroom looks weird. I can understand that Zelda has flowers in pots in her bedroom, but this looks more like a garden.
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King Tetiro

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Re: The Legend of Zelda : Chiming Bells
« Reply #99 on: September 06, 2009, 09:12:19 pm »
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I have to agree with ZoSo. The Zelda sprite doesn't really look that good. I even get the idea that her face looks like a skull. I know the blue knight is the main antagonist, but even Onox wasn't that huge. At least not in the camp during the kidnapping of Din. Compared to the blue knight Zelda and Link look like 5 year old kids. And finally, like I said earlier. The grass in the bedroom looks weird. I can understand that Zelda has flowers in pots in her bedroom, but this looks more like a garden.
Zelda sprite doesn't look good - I'll give it another try
Blue Knight - Actually Onox was that size. He's based from Onox
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