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  #26    
Old October 17th, 2012, 12:29 AM
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Originally Posted by I'mCatman View Post
We're only using GML as a simple example of Object oriented programming.

Anyway, you want me to do the up-scaling thing for you again Varion? It looked like you had lost that part
I know what to do with that now.
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  #27    
Old October 17th, 2012, 10:27 AM
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I always wanted to create my own Zelda game... I hope you release it soon :D
Lucky (;
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  #28    
Old October 17th, 2012, 01:03 PM
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''Lucky (;''

Not sure what I'm lucky for?
but nyeh.
Release won't be any day now, most likely. Got lots to do.
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  #29    
Old October 18th, 2012, 02:59 AM
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Sword is being done.
Animations and cutting work.

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Anyway, I'm not sure of what use this project really is. It seems outdated in terms of graphical style and therefore perhaps even a few features so only a few would really want to use it. Honestly, I think more people would use a Minish Cap styled engine.
Like I've said in an earlier post, if people wish to change the graphics for the engine they can't. It won't be that hard to do.
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  #30    
Old October 19th, 2012, 05:42 AM
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Originally Posted by Nintendork15 View Post

Sword is being done.
Animations and cutting work.



Like I've said in an earlier post, if people wish to change the graphics for the engine they can't. It won't be that hard to do.
Lol, that can't is supposed to be a can right?
And I have thought of a way of making the sprites recognise one sheet (Making use of the import from strip's selection areas) which includes the animations. So yeah, we should try to sort this out because it'll making graphics swaps much, much easier.
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  #31    
Old October 19th, 2012, 07:21 AM
Nintendork15
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lol, yeah it's a can.
But as of now, I'm fine with the way I'm doing things.
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  #32    
Old November 14th, 2012, 08:45 PM
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Looks pretty good so far! Just so you know though, ZOLE can export entire tilesets from both games, which might be easier for you when it comes to mapping instead of using fan-made maps. :)
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  #33    
Old November 15th, 2012, 03:02 AM
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Originally Posted by Lin View Post
Looks pretty good so far! Just so you know though, ZOLE can export entire tilesets from both games, which might be easier for you when it comes to mapping instead of using fan-made maps.
In the .gmk file I have added the maps of Ages, seasons and Fan Made Hours.
So they have 3 styles to choose from. But I may need to export the dungeon tiles from that, actually.
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  #34    
Old November 15th, 2012, 08:39 AM
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I am super-excited for this. Keep it up!

My only complaints are the top menu would not be transparent because the GBC actually isn't capable of that (to my knowledge..)
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  #35    
Old November 15th, 2012, 09:04 AM
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Originally Posted by Lishy View Post
I am super-excited for this. Keep it up!

My only complaints are the top menu would not be transparent because the GBC actually isn't capable of that (to my knowledge..)
It needs to be transparent, over link can walk under it and you won't see him.
And, it can be change able to anyone who wishes.
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  #36    
Old November 15th, 2012, 09:06 AM
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Originally Posted by Nintendork15 View Post
It needs to be transparent, over link can walk under it and you won't see him.
And, it can be change able to anyone who wishes.
http://www.youtube.com/watch?v=T8WiGoOXgIM

It's not actually part of the "screen" though. The engine should be redone for this slight detail if it's going for accuracy.

Last edited by Lishy; November 15th, 2012 at 12:12 PM.
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  #37    
Old November 15th, 2012, 09:11 AM
Nintendork15
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It's hard to put in with the way I'm doing things.
The HUD bar itself is not an object, it's shown using codes.
So it doesn't and can't have collision data. I know what your saying, but I can't make it 100% to the original.
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  #38    
Old November 15th, 2012, 12:15 PM
Lishy
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Originally Posted by Nintendork15 View Post
It's hard to put in with the way I'm doing things.
The HUD bar itself is not an object, it's shown using codes.
So it doesn't and can't have collision data. I know what your saying, but I can't make it 100% to the original.
Isn't it possible to show the status bar at the top "offscreen"? Because when the player moves between zones and different screens, it will look very weird with it ontop of the player. Furthermore, it might frustrate those going for 8-bit accuracy.
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  #39    
Old November 15th, 2012, 12:35 PM
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That would mean extending the port on screen and camera view, therefore viewing what's gonna be where I've just extended everything.

No matter which way you or I go of thinking about this, the chances of a solution are slim.
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  #40    
Old November 15th, 2012, 12:36 PM
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Chances of solution slim? Huh? I have tons of ideas of how to make something like this work.

Easiest solution: Why don't you just make another view?
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  #41    
Old November 15th, 2012, 01:14 PM
Nintendork15
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Originally Posted by DaSpirit View Post
Chances of solution slim? Huh? I have tons of ideas of how to make something like this work.

Easiest solution: Why don't you just make another view?
I said ''Not matter how he or me thinks of it, chances of solution are slim.''
Never said anything about you.

If I do that, when link goes what would be to the next panel of the map, he'll walk, and the camera will not follow.
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  #42    
Old December 10th, 2012, 12:08 PM
Macronix
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You got any new things/update so far?
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  #43    
Old December 10th, 2012, 03:46 PM
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Quote:
Originally Posted by Nintendork15 View Post
I said ''Not matter how he or me thinks of it, chances of solution are slim.''
Never said anything about you.

If I do that, when link goes what would be to the next panel of the map, he'll walk, and the camera will not follow.
I was wondering why you thought the chances of solution were slim in the first place.

And by adding another view on top of the current one, the camera would still follow Link because the camera is part of the other view.

Or you can make the camera code in the end step event rather than having GameMaker do it for you automatically.

Regardless, it shouldn't matter too much, but I like to see the area fully! >.<
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  #44    
Old February 8th, 2013, 04:19 PM
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Quote:
Originally Posted by KingCharizard View Post
I use C++ and Direct X to develop games. Also your assumption of my skills is wrong and insulting...
I use GameMaker and GML to develop games. Also your assumption of my skills is wrong and insulting...




@OP - Great job on the engine man, can't wait to see a finished product (Might even end up using it myself).
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