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 Upcoming Game Pics
EDGE
Posted: Oct 29 2007, 06:49 PM


Don't count on me...


Group: Members
Posts: 107
Member No.: 133
Joined: 27-September 06



I just thought of this topic.
A topic in which we post pics of projects/Games we are working on.
I'll Start With an example of how the Topic should be/look like...if you wish to continue if not then it's ok I guess xD
Here is a Game/Project I'm working on, Just a Test Room Don't mind the Level Design.
The Action Circle took me some time to code and I found a way to make it work perfectly, it shows the actions you can do, such as rolling,throwing,etc.
user posted image
Rolling, I'm gonna change the ugly rolling effect later on.
user posted image
So Far I have this since I don't want to spoil all the Gameplay from my game, still I may upload some more pics.
NOTE:The tree I took it from dlbrooks33 engine the rest was custom or edited by me.
Atrius
Posted: Oct 30 2007, 04:54 PM


Fear My Blades


Group: Global Moderators
Posts: 730
Member No.: 41
Joined: 6-February 05



Hmm... Minish Cap tiles with ALTTP characters, I'd always wanted to try that to see how it would look. Not bad, not bad, though the tiles may be a bit too saturated.

I guess this is a good a place as any to post this animated GIF I've been meaning to put up somewhere. I don't really want to say too much about the project, cause it may or may not happen. I'm just experimenting with stuff right now.

user posted image

Whoever can guess the game it's based on gets a free carnivorous parasite infection, WHOOO!


--------------------
Behold, my broken image!
EDGE
Posted: Nov 8 2007, 08:40 PM


Don't count on me...


Group: Members
Posts: 107
Member No.: 133
Joined: 27-September 06



That looks awesome!
I have no idea what game this is based on...specially if it's a RPG kind of game.
EDGE
Posted: Nov 15 2007, 02:05 PM


Don't count on me...


Group: Members
Posts: 107
Member No.: 133
Joined: 27-September 06



Bump!
user posted image user posted image

user posted image user posted image
Gotta fix the sprites and tiles...
mit
Posted: Nov 15 2007, 07:09 PM


KoUsOu_GaMeR


Group: Administrators
Posts: 1,191
Member No.: 43
Joined: 6-February 05



That sure is a lot of heart pieces.


--------------------

..................__..__..____..____.._.._..____..__......__...
.................(..\/..)(_.._)(_.._)(.\/.)(.___)(..)..../__\..
..................)....(.._)(_...)(...)..(..)__)..)(__../(__)\.
.................(_/\/\_)(____).(__).(_/\_)(____)(____)(__)(__)
EDGE
Posted: Nov 15 2007, 08:23 PM


Don't count on me...


Group: Members
Posts: 107
Member No.: 133
Joined: 27-September 06



Just testing a new method of only getting stuff once...
I was sitting in the toil...I got an idea while relaxing so I tried it and it worked.
The heart piece it's only one object placed a lot of itmes in the room.
I made another object call objMain_Control...which makes sure you don't get something more than one time unless you are meant to get it more than once.
I made two scripts one for the heart and one for the control object.
The heart script sets globals to true depending on the id of the heart piece I placed, then the control script has the control codes, which makes sure to destroy an object that you already grabbed.
I created a whole list of variables in the create event of the control object.
global.heartpiece1=0
global.heartpiece2=0
and so on.
so lets say link grabs heart piece with the id 3 then it sets the global.heartpiece1=0 to global.heartpiece1=1...on the script of the control object I wrote something that will work like this.
if global.heartpiece1=1 with id 3 instance destroy(of course not the exactly code).
and the control object is permanent, which will be there and take care of everything...
I started this because my first ever zelda game create with GM had this countless chest opening >.< you could open the chest go to the previous room comeback again and open the chest, therefor I started thinking on an idea to fix this problem and I came up with this.
EDGE
Posted: Dec 6 2007, 10:07 PM


Don't count on me...


Group: Members
Posts: 107
Member No.: 133
Joined: 27-September 06



user posted image user posted image
mit
Posted: Dec 7 2007, 05:51 PM


KoUsOu_GaMeR


Group: Administrators
Posts: 1,191
Member No.: 43
Joined: 6-February 05



Awesome smile.gif

The only thing a little out of place is the top of the HUD, the C buttons look a bit mspaint-y compared to the rest of it. Still, looks very good.


--------------------

..................__..__..____..____.._.._..____..__......__...
.................(..\/..)(_.._)(_.._)(.\/.)(.___)(..)..../__\..
..................)....(.._)(_...)(...)..(..)__)..)(__../(__)\.
.................(_/\/\_)(____).(__).(_/\_)(____)(____)(__)(__)
EDGE
Posted: Dec 7 2007, 11:59 PM


Don't count on me...


Group: Members
Posts: 107
Member No.: 133
Joined: 27-September 06



The "Night" Makes it look that way...
The Shield took some work...having to change it's depth and sprite depending on Link's Position...when climbing,crawling,standing,rolling,swimming and others...I wouldn't be surprised it something is still wrong with it >.<
Also, I need to take a break, I finished the file thingy...you know,adding all the globals so it saves it with the ini method.
And Been editing/Creating tiles and sprites...all I need now is to come up with some level designs and finish the story.
hobopigeon
Posted: Jan 11 2009, 12:32 PM


Forum n00b


Group: Members
Posts: 2
Member No.: 14,108
Joined: 10-January 09



They all look pretty cool.
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