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How would you like your dungeon demos?

One at a time
- 3 (60%)
Two at a time
- 1 (20%)
Three then four
- 1 (20%)

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Author Topic: The Legend of Zelda : Chiming Bell  (Read 42016 times)

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King Tetiro

Leader of Phoenix Heart
Re: The Legend of Zelda : Chiming Bell
« Reply #160 on: November 11, 2010, 06:42:16 pm »
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Doesn't ZREO orchestrate music? Your game is a GB zelda game.
Yeh but let's face it, the chances of finding the spirit tracks, ocarina of time or windwaker in GB styled music is really slim.

Anywho, Im currently working on the whole of Hyrule Castle's interior

you just need somone who can compose gb style

And that is rare to find

team members are always rare to find

So true though I can find programmers and designers easily

EDIT: Almost forgot. Done 33% of Hyrule Castle
« Last Edit: November 11, 2010, 06:48:23 pm by King Tetiro »
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  • Phoenix Heart
Re: The Legend of Zelda : Chiming Bell
« Reply #161 on: November 11, 2010, 06:50:58 pm »
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there's this program that converts midi's to 8-bit wavs.
http://www.geocities.co.jp/SiliconValley-SanJose/8700/P/GsorigE.htm
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I'll add one of these later.

King Tetiro

Leader of Phoenix Heart
Re: The Legend of Zelda : Chiming Bell
« Reply #162 on: November 12, 2010, 07:34:59 pm »
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Much obliged but Im sticking to midis or oggs for music.

Anywho, sorry for the lack of an overworld demo, been busy with uni and Im close to being able to develop games with c++!

Though I'm sticking with gm until I can make the course's game
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  • Phoenix Heart
Re: The Legend of Zelda : Chiming Bell
« Reply #163 on: November 13, 2010, 05:56:10 am »
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I really love this proyect being one of the most complete and detailed sofar, but the final boss bugs me alot since the start..  mostly for how tall he is.. I would like to give my try on spriting him if you allow me. >-<
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King Tetiro

Leader of Phoenix Heart
Re: The Legend of Zelda : Chiming Bell
« Reply #164 on: November 13, 2010, 08:19:44 am »
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I really love this proyect being one of the most complete and detailed sofar, but the final boss bugs me alot since the start..  mostly for how tall he is.. I would like to give my try on spriting him if you allow me. >-<

You mean the blue dragon? Onox's dragon form was bigger but feel free to give spriting him a go
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  • Phoenix Heart
Re: The Legend of Zelda : Chiming Bell
« Reply #165 on: November 13, 2010, 08:27:57 am »
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I think, what Kren means is Roddrick's initial form and not the dragon. Thus the knight.
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King Tetiro

Leader of Phoenix Heart
Re: The Legend of Zelda : Chiming Bell
« Reply #166 on: November 13, 2010, 08:32:43 am »
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Really? He's only 8 pixels higher than Onox's knight form
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Mamoruanime

@Mamoruanime
Re: The Legend of Zelda : Chiming Bell
« Reply #167 on: November 13, 2010, 08:34:19 am »
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Really? He's only 8 pixels higher than Onox's knight form

Onox was pretty huge, especially when you consider that the walls in a dungeon max out typically at 32 pixels high. Too big gives the illusion of him being *taller* than the dungeon (even though you can't see the ceiling)
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Re: The Legend of Zelda : Chiming Bell
« Reply #168 on: November 13, 2010, 08:41:57 am »
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8 pixels in GB style is much. And just like Mammy said Onox is already big. Not to mention that Onox's width height aspect ratio is better balanced. Roddrick always seemed so thin. In GB style the width kinda equals the height with characters. Especially characters that are also used in story settings and not just monsters.
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King Tetiro

Leader of Phoenix Heart
Re: The Legend of Zelda : Chiming Bell
« Reply #169 on: November 13, 2010, 09:09:22 am »
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8 pixels in GB style is much. And just like Mammy said Onox is already big. Not to mention that Onox's width height aspect ratio is better balanced. Roddrick always seemed so thin. In GB style the width kinda equals the height with characters. Especially characters that are also used in story settings and not just monsters.

Fair enough, Kren, if you could try spriting him I'd appreciate it
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King Tetiro

Leader of Phoenix Heart
Re: The Legend of Zelda : Chiming Bell
« Reply #170 on: November 13, 2010, 01:49:21 pm »
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Ladies and gentlemen (Mostly gentlemen), I present the exterior overworld demo!

http://www.box.net/shared/x0od7zdsjl

And for a little treat, you have access to the interiors of Hyrule Castle! Including the courtyard (Leave the castle, go right then up. Enter the door.)

Enjoy!
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King Tetiro

Leader of Phoenix Heart
Re: The Legend of Zelda : Chiming Bell
« Reply #171 on: November 14, 2010, 02:26:26 pm »
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I hope you're all enjoying the overworld demo. Im currently working on the interiors. I have completed the Bell Court



(Complete with the bell symbol :) )
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Mamoruanime

@Mamoruanime
Re: The Legend of Zelda : Chiming Bell
« Reply #172 on: November 14, 2010, 02:38:13 pm »
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Not a bad demo, though you still have some impossible transitions :P

Also Link moves waaaayyyy too fast.

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King Tetiro

Leader of Phoenix Heart
Re: The Legend of Zelda : Chiming Bell
« Reply #173 on: November 14, 2010, 03:06:06 pm »
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Not a bad demo, though you still have some impossible transitions :P

Also Link moves waaaayyyy too fast.



Would you mind locating the impossible transitions? (I'm assuming its the hidden solid problem)

Also, how the hell did you do that?

EDIT: Found it and fixed it. That glitch is no more
« Last Edit: November 14, 2010, 03:12:36 pm by King Tetiro »
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  • Phoenix Heart
Re: The Legend of Zelda : Chiming Bell
« Reply #174 on: November 14, 2010, 03:41:02 pm »
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I am walking over the train traks to cross the water but I end up drowning.  :P
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King Tetiro

Leader of Phoenix Heart
Re: The Legend of Zelda : Chiming Bell
« Reply #175 on: November 14, 2010, 03:42:48 pm »
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I am walking over the train traks to cross the water but I end up drowning.  :P
Yeh Im still considering whether to allow Arn to walk over tracks. At the moment it's turned off.
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  • Phoenix Heart
Re: The Legend of Zelda : Chiming Bell
« Reply #176 on: November 14, 2010, 04:38:48 pm »
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The demo was quite nice. I really like how fast you have progress.

I liked the Chiming Swamp and the area with the Time Temple music from TP best.

But in many areas the world felt too empty. You'd have to add more interactions with the environment (e.g. cuttable bushes) and more decorations (see attachment 1).

One thing which is really unbalanced is the rider, because you can't get hurt while you're on it. So can just roll over the monsters, which die without even having the chance to hurt you. So this makes many fights practically unloseable.

Another a bit bugged problem is the pushback of the monsters when hit. Sometimes they get pushed back in directions which are different from what you expect.
This is probably because the pushback direction is determined by the coordinates of the weapon in relation to the coordinates of the monster (I'm only guessing here). This is fine for ranged weapons, but for the sword I would replace the coordinates of the sword with the coordinates of Link for the calculation.

Oh, another thing: There is one room transition near the Lost Woods (?) which allows you to appear on top of some trees (without collision). This leads to some fun screenshots (see attachments  XD).
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King Tetiro

Leader of Phoenix Heart
Re: The Legend of Zelda : Chiming Bell
« Reply #177 on: November 14, 2010, 04:46:43 pm »
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The demo was quite nice. I really like how fast you have progress.

I liked the Chiming Swamp and the area with the Time Temple music from TP best.

But in many areas the world felt too empty. You'd have to add more interactions with the environment (e.g. cuttable bushes) and more decorations (see attachment 1).

One thing which is really unbalanced is the rider, because you can't get hurt while you're on it. So can just roll over the monsters, which die without even having the chance to hurt you. So this makes many fights practically unloseable.

Another a bit bugged problem is the pushback of the monsters when hit. Sometimes they get pushed back in directions which are different from what you expect.
This is probably because the pushback direction is determined by the coordinates of the weapon in relation to the coordinates of the monster (I'm only guessing here). This is fine for ranged weapons, but for the sword I would replace the coordinates of the sword with the coordinates of Link for the calculation.

Oh, another thing: There is one room transition near the Lost Woods (?) which allows you to appear on top of some trees (without collision). This leads to some fun screenshots (see attachments  XD).

Thanks for the feedback.

Rider - Again, this is like the Arn walking over the tracks. I can turn immortality off (Also, explosions always hit Arn. Rider or not.)
Pushback - It's not perfect. I'm still trying to iron out the problems. Don't worry this glitch is noted down.
Empty World - Death Mountain has been left empty because there would be boulders falling down it. So once interactive it will keep you on your toes.
Wild Woods - Could you screenshot how you did it please?
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  • Phoenix Heart
Re: The Legend of Zelda : Chiming Bell
« Reply #178 on: November 14, 2010, 04:54:27 pm »
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Okay, in the attachment screen, when I go down to the screen below that, I can go right and then up again and I'll end up on the trees. This is easily fixed by adding some trees in the screen below that, too.

Edit: When I'm on the trees I am behind the collision border which surrounds Hyrule. So as long as you don't walk into a room that doesn't exist, you can reach many places.
« Last Edit: November 14, 2010, 04:58:18 pm by Sahittam »
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King Tetiro

Leader of Phoenix Heart
Re: The Legend of Zelda : Chiming Bell
« Reply #179 on: November 14, 2010, 05:03:26 pm »
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Okay, in the attachment screen, when I go down to the screen below that, I can go right and then up again and I'll end up on the trees. This is easily fixed by adding some trees in the screen below that, too.

Edit: When I'm on the trees I am behind the collision border which surrounds Hyrule. So as long as you don't walk into a room that doesn't exist, you can reach many places.

All fixed. I've also given the Rider semi-immortality. Still debating whether to allow creatures with swords to get through the defence of the Rider.

Im also going to turn off Rail+Water=Drown so it's Rail+Water=Bridge

Anything else I need to do? (Also fixed the knockback)
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  • Phoenix Heart
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