Recent Posts

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Game art & music / Re: LOZ- Gameboy Color Style
« Last post by Alter_Hoshi on September 28, 2019, 04:19:56 am »


I'll be cleaning up my sheet a bit more later on, but this is my WIP so far!
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Your projects / Long Steel
« Last post by Starlock on September 27, 2019, 03:07:31 pm »
Hello, everyone. I've finally decided it was time for me to try and do a closed beta of my game, Long Steel.

Long Steel centers around a devious plot by the Wicken Cult to revive the Shaper of Magic, Warlock. The cultist's leader, Vex sets out on his plan to obtain Warlock's ashes, and return him to the Physical Realm. In order to stop him, you must set out on a quest to secure the ashes before Vex is able to get them. Fail to find the ashes before the Wicken do, and the world will plunged into darkness forever.

I've been working on this game in my spare time for the past four years now and I hope that some of you might be interested in helping me test it. I'm looking for all forms of feedback.

There are still some issues that aren't entirely worked out, but I feel that the game in its current iteration is well suited enough to begin proper testing. If anybody is interested please send me a PM with your gmail account. I'm going to be handing out the project via Google Drive. Thanks!


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Game art & music / Re: LOZ- GBA Style
« Last post by Alter_Hoshi on September 25, 2019, 09:30:19 pm »


I wasn't sure what size to make the tiles, so I went with the measurements of a screenshot I found of these tiles, now that I have something to show what I'm currently working on.

Also I realized I said the wrong system, I meant Gameboy Color, my bad ^^'
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Game art & music / Re: LOZ- GBA Style
« Last post by Alter_Hoshi on September 25, 2019, 08:51:18 pm »
I'm not really collaborating with anyone at the moment. I'm just trying to make color variations on tiles, I'm only good at basic spriting to be honest, and hopefully I can scratch together custom pieces soon.
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Game art & music / Re: LOZ- GBA Style
« Last post by CopperKatana on September 25, 2019, 07:31:55 pm »
Welcome. Are you contributing specifically to GregoryMcGregorson's Minish Resource pack?
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Game art & music / LOZ- Gameboy Color Style
« Last post by Alter_Hoshi on September 25, 2019, 06:42:34 pm »
I've started to work on the Link GBA Tilesets to try to get a grasp on how to do them, I'm also adding new design touches to them and create new sets from them, I don't have anything to show yet, but I'll show it once more tiles are made.

Also I'm new here, and trying my best to figure out Solaris and how it works
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Your projects / Re: Zeldo's Challenge - Chapter 1: The Revenge of the Bingo
« Last post by Zeldo on September 24, 2019, 02:31:31 am »
Hello everyone!

Good news for you, my project has been released just now :D

You can download it just here: https://github.com/ZeldoRetro/defi_zeldo_chap_1/releases

Have fun playing this little game and don't hesitate to contact me if you have remarks or if you encounter a bug or something else :P
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Your scripts / Re: [WIP] Ceiling dropping effect (ALTTP)
« Last post by PhoenixII54 on September 23, 2019, 01:57:22 pm »
Sorry for the necropost, but since i will be using MetalZelda's version in a project (the Link's Awakining remake) with some adaptations, i wanted to know if you're okay with us using GPLv3 as a license (with full credits, of course) ?
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Your scripts / Re: Generate map images
« Last post by gmanplays@gmail.com on September 22, 2019, 01:22:14 am »
Whoa, this is mind blowing
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Development / Re: how to make a 'code/password'
« Last post by Max on September 21, 2019, 04:24:42 pm »
Probably a reasonable, simple way to do it is like

Local failed = false
function enemy_1:on_dead()
  if enemy 2 or 3 is dead
    failed = true
  end
end

function enemy_2:on_dead()
  if enemy 3 is dead or enemy 1 is alive
    failed = true
  end
end

function enemy_3:on_dead()
  if enemy 1 and 2 are dead and failed = false
    Open door
  end
end


I don't want to type actual code on my phone, lol. But map:has_entity("enemy_1") will return true if they're around, false of they're dead.

This isn't the most elegant way to do this, but it's simple to understand. Honestly when I started typing I thought it'd be a lot simpler lol. If you wanted to do more than 3 enemies in a certain order, this would get bad though. Then you'd want an array of enemies that checked if each one before it was dead and each one after it was alive probably.
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