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Messages - FrozenFire

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1001
Zelda Projects / Re: The Legend Of Zelda: Scepter Of Distortion
« on: June 13, 2009, 04:29:13 am »
No problem, I can wait. Thanks!

Alright, I've officially added it to my project list.  XD

Also...
Okay, yeah sure. Custom controls is it.
Yay for custom controls! ^_^

I can't think of anything else that I would want to have customizable... hmm, maybe I'll think of something later.

1002
Zelda Projects / Re: The Legend Of Zelda: Scepter Of Distortion
« on: June 12, 2009, 09:36:41 pm »
I'd be happy for you to do the sprites if you like.

Ok, I'll put that on my list. Just know that I do have a few other things to do first, but I will definitely do those for you. ^_^

FrozenFire: I don't suppose you know where link charging and walking sprites are?

Probably in the same sprite sheet as the walking with the bow. How about this, I will fix you up a sheet with Link walking with the bow and with Link walking with a charged sword. I will probably be able to start on it in a couple weeks. so, I can do that as long as you don't need them right away for your next demo or something.

you should go with WASD for movement and the arrow keys for and space/shift for other stuff.

I think he said that he'd get around to fixing up the controls later. The ones in the game are temporary. Or maybe you just meant for the next demo it would be nice to have different controls?

1003
Zelda Projects / Re: The Legend Of Zelda: Scepter Of Distortion
« on: June 12, 2009, 06:25:53 am »
You wouldn't happen to have link walking with the bow sprites. would you?

TSR has the sprites. Here is the link to the sprite sheet:
http://www.spriters-resource.com/gameboy_advance/lozminish/sheet/6369
It's the 5th row from the top. I know the actual bow is missing (looks like Link is holding air), so you'd have to insert the bow yourself. Or, if you don't want to do it yourself and if you aren't in a hurry, I could insert the bow for you and post the sprites here. But first I have another set of sprites that I'm working on for Martijn dh. I'll be glad to help if you need that done though.

Quote
Thanks, sorry about getting stuck in that person :P Will work on it.

No problem. Collisions tend to be problematic within GM games.

Quote
You guys here, giving motivation with all the flaws/bugs you pointed out gives me something to work on. Thanks.

Sure thing! I'm glad you're feeling more motivated. :)

Quote
I don't suppose any of you found the grandma's glasses? :P

Nope, so I'm just gonna have to play it some more. ^_^

1004
Zelda Projects / Re: The Legend Of Zelda: Scepter Of Distortion
« on: June 11, 2009, 07:26:15 am »
Okay yeah well, the story might need some tweaking. But the gameplay? You liked it? That's good. But I am not sure we are going to continue with this game as it's not very popular and we have lost the motivation.

Actually, I was just referring to the screen shots because I can't get the download to work either. Same problem as Niek.

As for motivation. Remember, nothing good comes easy. You'll never complete a game if you only work on it when you feel like it, at least, not a good game anyway. The trick is, think about where the project will be when it's done, visualize the completed game in all it's glory and let that motivate you! Yay for motivation! ^_^

Maybe no one is interested because they can't download the game...?
If you fix the download link, I'll play it and give you some feedback. :)

EDIT:

I figured out what was wrong with the Link. Here is the right one:
http://www.box.net/shared/xnor2vytn3

Also, I played your game and it actually isn't bad, not bad at all! I see real potential. You really shouldn't give this up.

My only problems with it are the sword swinging a tad too slow. Also you can't walk while charging your sword. You can't walk while holding back the bow and the arrows need to use proper alignment coding because they often would hit the wall before actually reaching the wall, so they stop in mid air.

The day/night system is a good start. That transition between the two was done well if you want to avoid a slow darkening to night and a slow light up to day time. The engine seems pretty solid. I did get sorta stuck in a person when trying to talk to them, but besides that, the rolling is nice, the fairy is done pretty well and the control of Link feels pretty good.

My advice, listen to people's criticism and keep working on the project, iron out all the bugs, and you will have a very nice game going. ^_^

1005
Entertainment / Re: Finally playing Twilight Princess
« on: June 11, 2009, 07:02:38 am »
Link is TWW is a kid Link, not an adult Link and he's 12. The trophy for Toon Link in SSBB says so.

Yay, it's official! ... I kinda forgot why it mattered though.

1006
Entertainment / Re: Finally playing Twilight Princess
« on: June 10, 2009, 07:32:50 am »
Link in TP is of the same age as Link in TWW...

?.... really? Adult Link in OoT, yes, but Link is a really young boy in TWW, and it's not just the cell shaded graphics, he is young. Anyway, I agree with the rest of your statement (which I did not quote), but I don't understand where you came up with this. Educate me?

It is not a fact. I have never been able to find an official statement about the exact age of Link in TWW. But it is stated that the Game begins with Link's Birthday and him becoming of age. This 'becoming of age' is something I have always associated (no matter where or what story) with the ages 16 or 17, just before adulthood.

You might want to say that Link is to small for that, but do consider that most people aren't fullgrown at the age of 16. Additionally Tetra's crew had some characters of smaller height than Link. Link is also a lot taller than the 'Killer Bees'. And the size of Link only becomes apparent in villages with other adults. You hardly notices next to a monster.

But like I said, I've never seen an official statement about his age in TWW and it is more of an association.

Hm, that is interesting. I never really noticed that about Tetra's crew and the Killer Bee's before.

1007
FrozenFire: I'll see if I can't take a look at the screen anyway. We'll need it for the boss fights anyway.

True. btw, I hope you don't need those sprites soon. I've barely had a chance to get started. Though I have figured out what enemies to use as references. I was lucky to find an enemy that uses the exact armor, so I can use that for the sideways and upward directions. The head and feet will be the hardest, but still not too very hard.

UPDATE: All swing animations have now been changed to 7 frames. It's a small difference but I believe it will be enough. I tested the alternatives but setting everything at 6 frames didn't feel right and cancelling an attack midway for a new attack didn't look realistic either.

Sounds much better. When are you planning on releasing a new demo with all of these fixes?

1008
Entertainment / Re: Finally playing Twilight Princess
« on: June 09, 2009, 06:59:15 am »
Link in TP is of the same age as Link in TWW...

?.... really? Adult Link in OoT, yes, but Link is a really young boy in TWW, and it's not just the cell shaded graphics, he is young. Anyway, I agree with the rest of your statement (which I did not quote), but I don't understand where you came up with this. Educate me?

1009
Just keep in mind that it doesn't have to be exactly the same as the original.
I'll keep that in mind. I just want to help you make this into a masterpiece. :)

You don't have to make screen shaking a priority, just as long as it gets done some time.
And thanks for fixing the breaking animation.

A few other things I noticed:
[1] When you're charging your sword and you touch a pot with it, it'll shatter the pot. It just feels weird that a simple touch would shatter a pot. Can't you just make it like the grass where only slashes cut it? The way you have it makes the pots feel like they aren't really pots. It almost feels like the pots are so fragile that you should be able to walk into them to break them.
[2] The speed of the slash animation while facing down is perfect, but left, up and right all feel a little slow. Is this just me?
[3] ALttP has it so you don't have to wait for the sword animation to finish completely before slashing again, but yours makes Link wait for the swing to be complete before he can swing again. It kind of makes the player feel like they have less control over Link. I found myself wanting to swing the sword more rapidly at times. Fixing this might help with problem 2 above.

1010
Zelda Projects / Re: The Legend Of Zelda: Scepter Of Distortion
« on: June 09, 2009, 06:11:06 am »
The godesses have been driven mad by the trifroce of power pieces, and link needs to restore there beneveloent emotions...

It still doesn't make sense to me.

Storyline is odd. Why would the goddesses be mad at the Hylians for what Ganon caused? Link defeated him at the end of OoT. Now, it would be another story if, say, instead of the people following the footsteps of the hero, they sought the Triforce of Power for their own gain.

This does though. If the people started to seek the shattered pieces of the Triforce of Power out of greed and a lust for power, then the goddesses would have reason to be angry with the people and so abandon them. But being mad at everyone for what Ganon did just doesn't make sense.

And if some people got a hold of a piece they could become consumed by it and they would transform into a beast-like thing, being a boss that you'd have to defeat in order to obtain the triforce piece. It'd be kinda cool to see a Hylian transform into a beast because of their greed for the power... wait, that sounds a lot like what happened to Ganondorf when he turned in to Ganon... hmm. Maybe that's why I think it sounds good.  :)

Also, at the end of OoT, it shows Ganon being locked away and it doesn't show him overloading the Triforce of Power in the cut scene. And after that it has a tad bit more story that doesn't fit with yours because there is no chaos following immediately afterward. I'm pretty sure the ending credits don't show much "chaos" and stuff but instead show nice little cut scenes of happy peoples (I could be thinking of MM's ending...?)... just saying, you might want to change it up a bit. Somehow, you'd need a little delay before your story starts if you want it to work.

Anyway, the story is a huge part of a game for me. To me, if the story fails, so does the game. Anyway, besides that, the game looks nice! Good luck with it! :)

(And that sucks about your lappy. Very not cool there :()

1011
Graphics / Re: Can haz mockupz?
« on: June 08, 2009, 11:16:55 pm »
i like it! the weird shaped buttons in the HUD bother me though

Yea, I like everything except those HUD buttons. Oh, and the horse is... tiny. Still, heck of a nice mockup! :)

1012
the sound seems slower sounding than normal

I didn't really notice. Though some of Link's actions did seem a tad bit slower than normal (mostly feels perfect though). And the breaking animation for the pots is faster than in the original. I really should play the GBA version instead of just the SNES and see how that one works as well. And the dashing doesn't feel right upon hitting the wall, probably because you haven't implemented the screen shaking yet. It also seems like Link shouldn't be able to recover so fast after hitting the wall, but I need to play the original to see how that one feels.

Just some thoughts. Like I said, I'm a perfectionist. XD

I understand that this is a tech demo, so you'll probably fix all those minor things when you get around to it.

1013
[3] Poking wall:
Problem: If you're powering up your sword (holding the sword button) and holding a directional key while poking a wall, then if you let off of the sword key while still pressing that directional key into the wall, Link will continue to hold his sword out, poking the wall. His sword will continue to charge up when doing this, even though you are no longer pressing the sword key.
Fix: Not sure how you're coding this so I haven't got much of an idea how to fix it.
However, I did notice that, in the original, poking the wall does not reset your powering up of the sword like you have it do in your game. Instead, the original game pauses the powering up for a short time every time you tap the wall, then it continues to power up. Just in case you want to make it EXACTLY like the original. If not, your way is totally fine.
Hhmm. Interesting. I'll have to look into it, but it doesn't look to complicated to fix. My guess is that releasing the sword button negates charging, but not (yet) poking. I'm using a single variable called Link_Status for all of link's actions. It should be just a matter of adding a new condition to releasing the sword button. "If released while poking do the same as when released while charging", or something similar.
Continuing to charge while poking would cause some small problems I'd need to overcome so I'll leave it as it is.


I don't really know anymore what the SNES version of ALttP did with sword poking, but the GBA version cancels the sword charge when the sword is poked against the wall.

The SNES version is the one I was referring to, and it does not cancel the sword charge, it merely pauses it. I didn't know they changed it in the GBA version. Interesting.
I actually like the GBA version better and Martijn dh has already already told me that he's going to keep it so that it cancels the sword charge when you poke a wall, like the GBA one does, which I think makes more sense anyway. That's probably why they changed it in the GBA version. I didn't know if he wanted to make it exactly like the original ALttP or not, but I found that he is keeping it VERY close while improving on a few things as well.

1014
glad to help. btw, I just sent you two messages. I was in a hurry, so that's why I made mistakes... in both of them. lol

1015
So I was just doing a little testing and I already found quite a few glitches. Here are 5 that I've found so far:

[1] Pressing the menu button while Link is walking up or down automatically on the stairs:
Problem: Two stair sounds will play instead of one. Also, Link will sometimes reverse his direction. The menu will also shift up or down after the second sound plays, which seems to only happen when you press the menu button at the very bottom or top of the stairs.
Fix: The easiest fix would be to disable the menu while walking on stairs. The original game does this anyway. Actually, it pauses EVERYTHING in ALL auto transitions, even enemies, and it locks ALL buttons.

[2] Pressing the sword button while Link is walking up or down automatically on the stairs:
Problem: Two stair sounds will play, Link's sword sound will play but he does not slash his sword and Link will also freeze in place for a short time. After Link freezes, he will either continue walking upward or he will reverse direction.
There may be other keys that have a similar effect as in these first two glitches.
Fix: Obvious. Make sure Link can't do anything in the middle of auto-walking.

[3] Poking wall:
Problem: If you're powering up your sword (holding the sword button) and holding a directional key while poking a wall, then if you let off of the sword key while still pressing that directional key into the wall, Link will continue to hold his sword out, poking the wall. His sword will continue to charge up when doing this, even though you are no longer pressing the sword key.
Fix: Not sure how you're coding this so I haven't got much of an idea how to fix it.
However, I did notice that, in the original, poking the wall does not reset your powering up of the sword like you have it do in your game. Instead, the original game pauses the powering up for a short time every time you tap the wall, then it continues to power up. Just in case you want to make it EXACTLY like the original. If not, your way is totally fine.

[4] Spin attack sparks:
Problem: When doing a spin attack underneath a layer (i.e. floor above you) you will see the sword sparks above that layer.
Fix: Should be just a simple depth problem. On an interesting note, I found that the original game actually had a problem with depth in certain areas as well, but usually when swimming in the water. I just seem to stumble upon these minor things for some reason. ^_^

[5] Room scrolling:
Problem: If you press the sword or menu key when scrolling/transitioning into another room, BAD BAD things happen.
Fix: Don't let any key work during any auto scroll or walk.



Hope that helps! Even with all those glitches, I actually found your tech demo surprisingly solid. A lot of people don't realize just how complex something like this can be. Seriously, this demo is great. I'll continue testing and I'll let you know if I find more glitches. :)

1016
You said you wanted to help in any way. Does that maybe also more like spritework and/or level design?

Sure! I won't be able to do much this week because of finals, but after the 12th I will be on summer break and I will have much more free time. :)

I'm actually working on my own Zelda game this summer, but I'm sure I can find time to help with yours as well.

I'd be happy to help out with sprites. Just tell me what you're needing and I'll see what I can do. :)

1017
I'm currently working on respawning enemies/containers, but man ... that's a deceptively large amount of work. Anyway. I'll try and post a new demo tomorrow and I'd appreciate it if some of you could test the demo when it's out to see if I missed any obvious glitches.

I have plenty of patience to REALLY test it hardcore. Also, I'm a perfectionist, which helps. XD

Btw, I will be testing it on WinXP. That said because there are some cases where games only have glitches on a certain OS. When it comes to testing, you can't really overdo it. Seriously though, I've found glitches in about half of the "professional" games (games that are sold) that I've played over the years. I always make it a point to test the heck out of any of my games before I consider them to be completed.

Anyway, this is a great project and I'd love to help out with it any way I can. :)

1018
Graphics / Re: [Custom] Link Charset 16x16 - Using MC Palette
« on: June 06, 2009, 06:19:43 am »
I just wanted to let all know that every update I make from now on will always be posted in the first post.

ALL UPDATED SPRITE SHEETS WILL BE ATTACHED TO THE FIRST POST.

Any feedback is greatly appreciated! ^_^

1019
Zelda Projects / Re: pureLA Engine and OoTGB
« on: June 05, 2009, 09:13:47 pm »
Thanks for the update Mammy!

I hope you get more time to work on this because I have great faith that it's going to be the best GB Zelda engine here on ZFGC, aw heck, the best anywhere! ^_^
I'm never one to use another person's engine because I always like to do things my way from scratch, but your engine is looking so good that even I would use it.

Your project remains my favorite for sure. :)

1020
Discussion / Re: The Legend Of Zelda: The Cane Of Time
« on: June 04, 2009, 06:00:05 am »
I present to you... the Train.

Hyrules newest mothod of Transport. It is powered by mystical crystals found in the crystal mine. It Can transport you between the Towns of Hyrule.



I think the spacing between each of the carts is a tad too much. Maybe if you bring them all closer together? Really though, I'm much too picky when it comes to these things. XD

I'm not really sure that I like the track being elevated either. I dunno. :-\

Anyway, I think the engine is artistic and original, which is good imo. And I like bluish stuff for the tracks and on the front of the engine, which I'm guessing has to do with the crystal powering?

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