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Messages - Max.

Pages: 1 [2] 3 4 ... 48
Music / Re: [Submission] Kokori Forest
« on: July 05, 2016, 03:11:54 am »
I worked quicker this time.

I couldn't find anything in the soundfont to make it sound like birds, though :/
Maybe we can add that on as an additional sound effect track, although I don't know if that'd work or if it'd bog down the processing and stuff.

Music / Re: [Submission] Kokori Forest
« on: July 04, 2016, 01:02:55 am »
Oh thanks! I haven't actually played chrono trigger still but I know how it's a big deal :p

My main concern is if it annoys anyone to listen to it on repeat a million times. I'll try to get to putting it in Minish Cap soundfont in the next couple weeks.

Sprites/Tiles / Re: Gerudo Desert and Fortress
« on: July 04, 2016, 01:01:12 am »
Hahaha, I really thought I could get something done in a couple days, and it's been like weeks. Life's a little more hectic than I thought it was, but I'm happy I had time to sketch some ideas.

For the desert, since we've got the gliders, I thought it might be fun to have shallow canyons running throughout the area. They'd be one tile deep cliffs, instead of the standard two tile cliffs. To get over them, you'd have to use sand gliders. I marked where that would happen with Gs (which also look like 6s) and arrows. The bottom of the little canyons would be kind of dangerous so you wouldn't want to fall in- leever enemies, whatever other desert enemies we have, quicksand, etc. But there's a few areas you can only reach by going through the dangerous canyons. I just remembered that I forgot to hide a vault in here somewhere, but that should be easy too add. Probably near the bottom left corner so it's accessible to teleport to.

So I also sketched an idea for death valley. From the gatehouse (we'll have to put it on Hyrule Field, since we forgot -_- *), you'd have to go through the graveyard, which is where the valley gets its name. The path is a little blocked though, so you have to go through the catacombs and through connected tombs, and snake around through the highlands to reach the Sheikah fortress.

The !@#$% fortress kind of hurt my head to figure out how it would work as far as overworld/separate map, since the player is required to fall into the desert from it, then go back into it through a broken gate or wall or something once the Gerudo attack, but there isn't a ton of room on the overworld here and the angles are weird. After playing around with some different ideas, what I got was you can go out on the rampart from the door up top. That's where Link will battle the Hero's Shade and get knocked into the desert, that little courtyard area. When you're headed back with the gerudo, the wall that's in that courtyard will have been broken through, and you will go through it into the separate map that is inside the fortress.

I also doodled another layout for Gerudo Village, but that was half just for fun and to see what it might look like with aqueducts, and with a more open layout instead of everyone living in a castle. I don't know if I like that any better than what we already have though, so other opinions would be welcome : )

Anyway, glad I finally got to that, maybe I'll finally get back around to actually spriting sometime soon too, lol.

Sprites/Tiles / Re: Earth temple
« on: July 04, 2016, 12:46:08 am »
Pretty great looking, man! I didn't have time to follow through it according to your instructions, but just glancing over it, it's nice looking : )
It might benefit from a darker palette though. Since the mood of the game here is kind of dismal, the Gorons are dying and the violet ore has poisoned their food, maybe a darker tone would work well. The tiles between rooms are very bright, as is the floor. On F1, the walls don't have much contrast, their darkest tones are fairly light.

I really like how you've got different themes for each floor though, that's a very nice design touch. They're distinct but still very much part of the same thing, it works well. Another thing that might add to the atmosphere is on the lower levels, since the mine was poisoned by violet ore, maybe having some purple veins of rock running through the walls.

Anyway, you're really taking off with this, I like it! Keep it up, Brad :D

Entertainment / Re: LoZ:BotW
« on: June 17, 2016, 04:51:17 pm »
When I read about Zelda being open world I was concerned

Seconded, most of the open world games I've played got boring after a little while because all the fluff they filled it with was the same stuff repeated. But the great sea in Wind Waker was an open world back on GameCube, and it wasn't even boring. I think mainly because each island was so different and clearly had some story or mystery behind it, even if you never found out what it was. Like that one island made of cubes, I loved that one.

Maybe they're just keeping things on the down low for now, but from what I've seen its just moblin camp after moblin camp.

Entertainment / Re: LoZ:BotW
« on: June 16, 2016, 04:54:08 pm »
It looks pretty fun, don't get me wrong, but was anyone else unimpressed by the aesthetics? The robot stuff was like, every color of LED all at once. The environment changes look pretty sudden too, like you cross a line and all of a sudden it's snowy.

Probably didn't help that I just played Uncharted 4, which was incredibly gorgeous. But the E3 dudes were like, the graphics are amazing! And I was like, I guess?

Sprites/Tiles / Re: Gerudo Desert and Fortress
« on: June 16, 2016, 03:12:41 am »
It was initially supposed to be accessible from the mountains, but later proposed that some kind of hate be added from the field. Never settled out.

Sprites/Tiles / Re: Gerudo Desert and Fortress
« on: June 15, 2016, 10:48:19 pm »
Dude, this is sick! Awesome. I think the layout will work pretty well- it might even be a good idea to keep the desert empty until we figure out what's going on in death valley so it can expand if it needs to. Also, and you guys can correct me if I'm wrong, but the sheikah fortress is supposed to be at the end of death valley, right? And then somehow from the fortress you get past their wall into the desert. So we'll have to see how that fits in too. You might have to cross most of the desert to get to the gerudo fortress?

In the little canyon area, it would be visually a little better to move the burnable bush down a little further away from the bridge so they're more distinct elements. Ecologically, it seems like the trees should be concentrated a little closer to the oasis, too- but this is a video game so that doesn't really matter XD   But yeah Darklink, those rocks are stellar! The palm tree is a little hard to read as a palm tree, probably because yeah, the trunk is super fat like the other trees, haha.

The oasis, by the way, is a great idea. It makes sense why the gerudo would settle in that particular spot of the desert and be unable to leave. If I were the gerudo, though, I would have arranged my settlement more around the oasis, and probably dug a well... which does give me some ideas.

I'll try and do some sketches later or tomorrow. I don't have a ton of time right now to work on KoT much, work situation is a little shitty and I'm busy looking for a new job, sorry for not being super active, but I also kinda needed a bit of a break from the game, my ideas were getting stagnant, haha. But yeah, I think I've got some ideas about this area I can put on paper soon. Hopefully I won't change too much, :p

Music / [Submission] Kokori Forest
« on: June 15, 2016, 10:29:15 pm »
So also I did something I kinda like for Kokori Forest. It probably sounds pretty familiar, it's just a couple zelda themes moved into a different time signature over a couple chords, lol. But I think it's got a pretty mysterious feel and would work both when the forest is all misty before the dungeon and also after when it's sunnier. When I move this one into the Minish Cap soundfont, the marimba will sound less electronic, too.

The other think I was thinking is that we could do something sort of like the lost woods did in Ocarina of Time- the lost woods bit I've got on here played on strings could parhaps fade in and out depending on Link's actions. So like, when he's near a Kokori Ghost or a Kokori site in the forest, it could fade in, but it'd just be the other two parts otherwise. Anyway.


Fun fact: the bird sounds are just me whistling. I sampled it at like midnight when I was working on this and my roommates were like, "Max! Aren't you in bed!? Why are you whistling!?"

Music / [Submission] Deku Swamp
« on: June 15, 2016, 10:19:45 pm »
So, I also tried something for Deku Swamp. I'm not 100% on it yet, but I'm fairly happy with it and I feel like it can be listened to ad nauseum in the background for a pretty long time. It's got a few intervals from Ooks theme from Twlight Princess, which was fun to work with.


So let me know what you think?

Music / [Submission] Hyrule Field
« on: June 15, 2016, 10:16:49 pm »
So I've been doodling around musically a little in the little spare time I've had and found out when I finally updated the garageband app I have on my tablet there's all these orchestral sounds. So I did some king of thieves music that we could maybe use!

Anyway, Hyrule Field, draft:


Probably obviously, it isn't using the minish cap soundfont yet, I just find it easier to work on my tablet and then set it up with minish cap sounds after I've got the problems in the composition worked out. So anyway, feedback is appreciated! What works, what doesn't, if it feels annoying after five minutes, etc.

Sprites/Tiles / Re: Gerudo Fortress
« on: June 08, 2016, 09:53:09 pm »
Yeah, there was a little extra space in the design so instead of making something unnecessarily big we already had, we made a secret forest entrance from the desert.

It'll probably need to be harder to get to than just walking though, or else the Gerudo wouldn't really be trapped in the desert like they say XD

Sprites/Tiles / Re: Gerudo Fortress
« on: June 04, 2016, 01:40:59 am »
I like the tiles, they seem like they'll work well for the fortress. I think as far as its layout, it's pretty much right now just based on Ocarina of Time, right? I'm partially guessing since we never specify in the wiki that it's a fortress. It'd be worth it to consider how the Gerudo live, and why they live that way. Like, would they live in a big communal building like this, do we want most of this area to be inside? Or do we want a number of ramshackle buildings? And also, do we want the building to be similar to Ocarina of Time, or do we want something more original to set this game apart?

As far as the plot is concerned, anyway, we do know that we need one area to be a prison (Link gets thrown in), and elsewhere in the desert (preferably somewhere hard to get to) is the tower where the fire and ice arrows are.

Anyway, the tiles look awesome! They fit together pretty well and look like they stack well and are versatile. It's interesting how the ladders always take you up on top of the blockier parts of the walls over the pillars, it seems like it makes sense, as far as how the player would move, to not have it like that. One weird thing is that they have a lot of wooden crates, considering how there's not so many trees in the desert, but it does looks good.

As far as the symbol goes, all of the old concept art I can think of used the edited Gerudo symbol. It might also be better to just use a less detailed scrap of cloth with no symbol on it- it'd be easier to edit as blowing in the breeze too.

Good to see this area coming into being, though : )

Sprites/Tiles / Re: NPC Sprites
« on: May 07, 2016, 12:24:02 am »
These are looking great! This might be nitpicking but I think the skin tone of Aladdin should be darker, unless we purposely created an easter egg of Aladdin to be white.
Then shouldn't we also make his clothes the proper colors, as well?

No. This is purely a skin tone issue to avoid people complaining about white washing a clearly arabic character.

To be honest, it'd be sweet if we used varied skin tones for all the characters, rather than having the generic medieval England setting always used in fantasy settings.

Also, the bio for Aladdin says he's 65 years old ( http://wiki.zfgc.com/KOT:Aladdin ), so it might also be reasonable to give him grey hair and/or a beard.

Also unless there's "character speaking" labels above the text boxes, probably most people playing the game won't even know the NPC's name, right?

Sprites/Tiles / Re: KOT Enemy Sprite Topic
« on: April 24, 2016, 06:44:59 pm »
I didn't have any problem reading the colored blur as the axe in motion- I think Link's sword swing is this way, right? That'd probably be a good reference for how Nintendo makes the motion blur of an attack work.

Also, it seems strange to me that the Iron Knuckle is swinging his head around with his attack. Like, usually when you swing a sword or baseball bat or whatever you look at what you're trying to hit, you don't just follow the end of the bald with your eyes. I think when Link attacks, he keeps his head forward in the direction he's attacking, right?

Anyway, overall this dude looks sweet, great job guys! Also, have we considered how the armor falling off will work? Is it like, every hit/magnetic glove use a piece falls off, which would probably be a lot of animations or piecing the enemy together from different objects or something, or are we gonna do like Majora's mask, where each hit you see an animation of some armor getting destroyed, but it all falls off at once, or in two stages? Probably good to lock that down, it looked like there were four or five armor stages back a while ago.

Sprites/Tiles / Re: KOT Enemy Sprite Topic
« on: April 16, 2016, 02:48:16 pm »
They look great! And also dangerous. I'd love to have a section where you have to sneak around like Arkham batman to stealthily take some out.

King of Thieves / Re: Demo 2!
« on: April 16, 2016, 02:45:56 pm »
Haha, so I haven't used my computer a ton recently and when I booted it up for some random stuff, I'm realizing how terrible it's running definitely have some problems, could be malware. My antivirus stuff is prooooobably long expired, I don't think I bought a long subscription when I got my laptop six years ago, it wouldn't surprise me if there's a bunch of viruses floating around now that I think about it.

Any suggestions for fighting them off?

Sprites/Tiles / Re: KOT Enemy Sprite Topic
« on: March 07, 2016, 07:59:45 pm »
Looks pretty sweet, dude! The front view, his mouth looks kinda like a goofy smile with orange lips. Or an octorock kinda mouth. Moving his nose down might help? From the side view though he looks mean. Like his wallet would say bad mother !@#$%.

I looked at the wiki and it does specify that you can knock the helmet off, and also knock all the armor off, using different attacking techniques.

Concept Art / Re: [Submission] Goron Village
« on: March 04, 2016, 10:04:36 pm »
Anyone still alive out there? :)

No, lol. Sorry.

I started working a new job this year and have been super busy, sorry for dropping off the map a little. I'm slowly figuring out how to have free time also, it's taken a minute to adjust though :p
Honestly I think that block I had about Goron village contributed, because I was like, I'll work on Goron Village!.... And didn't make much progress and got a little discouraged, I've even thought about it a bunch recently and can't make what's in my head into a tiled map. I need help XD

King of Thieves / Re: Demo 2!
« on: February 14, 2016, 08:15:14 pm »
Back to testing this!

So yeah, famerate is consistently feeling like I'm walking in slow motion and laggy and stuff.
When there isn't much going on, Update time is in the 4-6 range, draw time in the 190-200 range.
When there's enemies or NPCs, I'm getting Updates in the 9-12 range, and draw times in the 300-450 range.

For CPU and RAM info, check this post, I'm doing everything on the same laptop as the last demo, running everything the same way: http://zfgc.com/forum/index.php?topic=41451.msg450633#msg450633

Anyway, I'm playing around and finding some more interesting stuff. I could easily duplicate the "talking to the man on the bench makes Rumpelstiltskin disappear" thing. Since you can walk around while dialogue boxes are taking place I even went up to see him while still talking to the bench man, and yep, as soon as I finished the dialogue he disappeared in a puff of smoke.

Another issue I noticed is that not only does the left arrow fire the bow, but the right arrow does also.

If you jump off the ledge onto the roof of Ingo's shop (I really like this feature! Although it has this issue.) you find yourself in a state where it seems like no collisions matter. You can walk through anything, although it looks like the higher elevation levels of Hyrule Town are still "above" you, but you can walk under them fine. You don't collide with snakes either. I walked around in a weird circle once and it seemed like some random collision masks or whatever mattered, I could walk many but not all places. I could do a big loop and jump down the same place twice before I ever hit the "ground" level. But everything reset to normal once I jumped off Ingo's Pawn shops's roof.

After I was playing for a while, I heard the wolf howl from Majora's Mask. I don't know if the in game clock turned it to night (no visible effect), or if my fiancee's phone is just somewhere in my room, that's her text notification sound.

Also, I was thinking- I feel like it's a dumb workaround that might just cause more problems, but I could probably get a .ogg file of the Hyrule Town music with one extra beat in it, but I feel like that probably isn't the best idea because it's probably not off by exactly one beat, and it's like a messy duct-tape-and-two-by-fours kind of solution that isn't really fixing any problems exactly.

So I wandered around town checking things out. I found a few tiling/layering issues, I'll try to post some screenshots too.

Just to the left of the woman who's concerned about her cats is a tile that seems to be higher than Link.

In addition to the grass just south of Blind's Vault being above Link, the short little building it's in is all below him, walls and roof.

Then I got stuck in the Postage and Trading Company building, which I figure we'll get sorted out once the second floor is built.

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