Action-RPG Gamekit (WIP)

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Post » Mon Jul 18, 2016 4:24 am

Very nice to see developers studying classic games, learning is huge.
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Post » Sat Aug 27, 2016 4:20 am

Wow! I love Link to the Past! The programming is beyond my ability, my focus is pixel art. Maybe this could help.
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Post » Sat Aug 27, 2016 5:34 am

Any news on this? Will there be a release? I am interested in how you handled the lamp effect.
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Post » Sat Aug 27, 2016 5:53 am

Release should be...'soon', if after implementing most of the major items, the bug fixes before alpha release, etc, once all of the basic features get implemented. Soon in airquotes due to the nature of implementing more major items and bug fixes, which are a bit far off in the future, and I really don't know how much time will get devoted to implementing such.

I took a break from this, due to laziness mostly. Was working on a title animation, so there was a lot of gruntwork with editing multiple frames one by one. I've gotten back to that and the title animation should be done by tonight or tomorrow. Then is the fun stuff I'm looking forward to, which is savedata/savedata naming.
Zelda Gamekit (my project)



Example capxs:

Zelda-Style Inventory

Zelda Health

3-saveslot system

[url=https://www.dropbox.com/s/d4396pwak0oh7q6/ZeldaDialogueSystem.capx?dl=0]Zelda-like Dialogue[
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Post » Sat Aug 27, 2016 1:35 pm

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Zelda Gamekit (my project)



Example capxs:

Zelda-Style Inventory

Zelda Health

3-saveslot system

[url=https://www.dropbox.com/s/d4396pwak0oh7q6/ZeldaDialogueSystem.capx?dl=0]Zelda-like Dialogue[
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Post » Sat Aug 27, 2016 6:30 pm

LaDestitute wrote:Image


Hi LaDestitute, I'm currently building a Zelda-like myself for phones.

I'm having a little bit of trouble implementing these kinds of creatures: http://zeldawiki.org/Hardhat_Beetle

How do you make them move towards your character but not fall off a ledge?

I'm assuming you're using tilemaps for ledges as well??
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Post » Sat Aug 27, 2016 7:31 pm

@MPPlantOfficial So I'm making a side scroller game and I've got enemies that don't fall off "ledges" or platforms. I basically attached or pinned a small sprite to enemy sprites front foot ( or whatever) and the events say if the small sprite is not overlapping with the tilemap, turn the enemy around. Hope that helps!

@LaDestitute Keep up the good work! This looks really cool and would definitely be a great addition to the store! How did you create the spinning triforce pieces into the title screen? Did you record video of ALTTP's intro or did you actually code that stuff?
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Post » Sat Aug 27, 2016 7:41 pm

@heyguy I recorded a gif of the intro from the real game, ripped all the frames from said gif into a folder and then painstakingly edited each frame. It was a lot of boring tedious gruntwork.

@MPPlantOfficial Another solution is to use an invisible border before the ledge with a solid behavior (initially disabled) and having a 'conditional solid' activated or not depending on what overlaps with the border.
Zelda Gamekit (my project)



Example capxs:

Zelda-Style Inventory

Zelda Health

3-saveslot system

[url=https://www.dropbox.com/s/d4396pwak0oh7q6/ZeldaDialogueSystem.capx?dl=0]Zelda-like Dialogue[
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Post » Sun Aug 28, 2016 6:23 pm

LaDestitute wrote:@MPPlantOfficial Another solution is to use an invisible border before the ledge with a solid behavior (initially disabled) and having a 'conditional solid' activated or not depending on what overlaps with the border.


heyguy wrote:@MPPlantOfficial So I'm making a side scroller game and I've got enemies that don't fall off "ledges" or platforms. I basically attached or pinned a small sprite to enemy sprites front foot ( or whatever) and the events say if the small sprite is not overlapping with the tilemap, turn the enemy around. Hope that helps!


Both great solutions. Thanks guys!
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Post » Sun Aug 28, 2016 8:36 pm

Savefile naming is almost fully functional. A couple of characters can be inputted as a test, such as A or B, I just need to event the rest of the english alphabet...so 50 more events to complete, if counting lowercase forms.

Everything else is functioning now, though, such as adding symbols/numbers, backspacing, character count limits (max of six), and switching between lowercase/uppercase.
Zelda Gamekit (my project)



Example capxs:

Zelda-Style Inventory

Zelda Health

3-saveslot system

[url=https://www.dropbox.com/s/d4396pwak0oh7q6/ZeldaDialogueSystem.capx?dl=0]Zelda-like Dialogue[
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