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Messages - FrozenFire

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61
Feedback / Re: What Can We Do To Get More Life Here?
« on: June 20, 2014, 08:24:20 am »
I guess a better division of the Coding board that would make sense in terms of current board content and activity levels would actually be Game Maker versus everything else (everything else including C, C++, C#, XNA, Java, HTML, Javascript, BASIC, etc.).

That certainly makes sense. Well, I'm totally down for these changes. Of course, it's obviously not up to me. ;)

62
Graphics / Re: FrozenFire's Custom Zelda Graphics
« on: June 20, 2014, 05:15:14 am »
:D

I really like this.  It could be very cool.  It's classy, retro, and it just works for a Zelda game some reason...I like it a lot.

Thanks! ( also, welcome to ZFGC! :) )

I'm working on various Zelda projects right now, trying to feel out which idea out of about 4 that I want to go with. Whatever route I choose, you can expect more retro. Even if it ends up being 3D. ;)

63
Feedback / Re: What Can We Do To Get More Life Here?
« on: June 20, 2014, 05:04:12 am »
Wow, I love all of those ideas. Especially the stuff about graphics and audio.

Only thing I'm not sure of is how well it would work to have...
Quote
- Beginner/Simple Coding
 - Advanced/Complex Coding

Just because there needs to be clear distinction, and there are times when it's hard for a person to know if their problem is a basic one, or an advanced one. It might be worth it to have separate child boards for Game Maker, C++, RPG Maker, (insert other common ones here), and other. So it'd be more based on division by programming language.

I dunno. I honestly don't even like what I just said. There's got to be a better way to do it so that it's not confusing while remaining simple and efficient.

64
Graphics / Re: FrozenFire's 3D Graphics Dev Den
« on: June 20, 2014, 04:36:51 am »
Wow, almost an entire year of silence here. Didn't realize I took such a long break from 3D modeling. Anyway, made some new stuff.




Believe it or not, doing low poly along with low res actually takes some learning to pull off well. It kind of forces you to do UV mapping and texturing super correctly. If you don't, the pixels will not line up or look consistent in shape and it will screw things up. This kind of thing is less noticeable in textures of higher pixel density.

I should note that both objects are part of the same project, but the texture on the tree is far from complete (I'll probably make a new tree, actually). The tree looks small here, but the pixel density on both Link and the tree are the same, so if you look at the pixel density on the tree, it reveals that it's actually going to be 4 times the height of Link.


I'm now working on giving Link a head, because you simply can't make heroic choices with no head... cuz you'd totally be dead. But yeah, it'll basically look like a 3D version of the Link sprites I added in to the incomplete Link model pic. Except the ears are a little too long in the Link sprites and I might give Link a mouth on the model.

65
Graphics / Re: Spriting project. Help if possible.
« on: June 19, 2014, 09:57:29 pm »
And so it begins!

Hey, just a thought. Since you're converting everything into MC style, you might want to use Zelda wiki to compile lists of all the things you will need, then put the lists in the first post inside of spoilers (to keep it from being a super massive post). For each thing, you would have a status beside it that lets everyone know if it's 1) not started, 2) incomplete, or 3) complete. This is going to get rather massive, and it's pretty much a requirement to have that kind of organization in order to make sure nothing gets missed and also so that things go as fast and smoothly as possible.

They've already got most everything nicely listed here for SS (characters, bosses, enemies, items, etc.):
http://zeldawiki.org/The_Legend_of_Zelda:_Skyward_Sword#Listings
Of course, things like world tiles and various special effects won't be on a wiki. At least, not in the same manner.

Good luck! I'm already doing quite a lot of other stuff so I won't be contributing any sprites at this time.

66
Graphics / Re: Koh's Sprite Joint
« on: June 19, 2014, 01:43:12 am »
Looks pretty nice; very smooth animation. If you could get some mid-body sway and a tad bit of head bob, along with the other things you listed, it'd be even better.

Not the best example running animation, but Google wasn't being nice to me, so it's the best I found:

67
Entertainment / Re: Hyrule Warriors
« on: June 18, 2014, 11:06:29 am »
I feel like this game would be really awesome for a few minutes, but then I'd get bored. The graphical style is pretty cool though.

Holy !@#$%-in-a-zelda-game
Peh, nothing will beat this rack:
(die fairy die, plz)

Proof that there's more to attractiveness than a rack, cuz those N64 fairies are just.... well, lets just say they make me want to just get my upgrade or whatever and then leave as fast as possible.

68
Graphics / Re: FrozenFire's Custom Zelda Graphics
« on: June 17, 2014, 02:13:29 pm »
Yeah, the palette is not finished, and it's a bit tough for me to work in a style with no outlines nor space for shading to ensure sprites remain identifiable no matter what the surroundings; it's definitely a work in progress. I was mainly just testing how things tiled. And the big view was because of me wanting to see lots of tiles at once as part of the test. If made into a game, it will be a more "retro" friendly resolution and ratio.

... dark green-blue or purple trees with green-brown grass, since they wouldn't be getting the requisite amount of sunlight and would be withering.  Which brings me to the next point of detail:  Dead trees, fallen logs, and etc.
It's a forest that thrives off of dark magic, not the sun. It works because its a fantasy world and all. XD But I do agree that it could look more ominous and stuff. Real good feedback. Thanks. :)

69
Graphics / Re: Spriting project. Help if possible.
« on: June 17, 2014, 02:01:51 pm »
Funny, I've been thinking a lot about sprite and tile resources and how awesome it would be to get a mostly complete set of one style to be used by everyone.

The problem is actually first and foremost that we don't even have all the original MC graphics ripped, and a lot of it that we do have is not optimized and it takes some looking around to find what you want, if you can even find it at all. The fact is that there is so much content in MC that it's a massive job to get it all. Ripping and optimizing isn't exactly a fast process, even if you use helpful ripping and optimizing tools (maybe there are better ways these days though?).
Animations in MC are honestly a little overkill, IMO. They really could have done less frames for many animations. Anyway, I guess my thinking is - why try to create new content when we don't even have all the "base" graphics available yet? I mean, it's totally up to you to do this if you want, but I'm just thinking that it will be a waste to re-style the various Zelda graphics into MC style, because there is not enough regular content for someone to make a proper MC style game. It just feels like we'd be skipping an important step.

But anyway, I've actually been thinking a lot about this kind of thing and I'm looking into how it might work to have a simpler graphical style with less animation frames and somewhat dumbed down graphics, like something in between LA/OoS/OoA and MC. If nothing comes of it, then I'm turning back to seeing about doing something with ZFGC style. MC is simply more difficult to do right than the stuff I'm thinking of.

That said, I believe the KoT community project is using MC, so I guess I'm the only one who thinks it's too ambitious to go MC. :P

70
Graphics / FrozenFire's Custom Zelda Graphics (2D)
« on: June 17, 2014, 07:31:23 am »
I figured I'd make a graphics topic for myself, because I don't know if actual games will come out of the stuff I've been making.
I know I'm definitely not the best spriter here, so sorry if you expected better from me for some reason. :P


06 / 16 / 2014

Mock up of "Moonshade Forest"

I've been working with an ultra low-res (4x4 grid) old school style with the idea of creating a game called "Literally a Mini Zelda". (LaMZ..?)
This mock up shows a cursed/haunted forest area. The sun never shines upon it and it's said that an unimaginable darkness lurks within the very deepest part of the forest.

Some sprites meant for a mini game called "Link's Barrel Beatdown"

(Note: The blue background isn't supposed to be water, even though I brainlessly made it look a bit like that with the wavy divider *derps*)
I was also working on this before LaMZ. In fact, I actually started messing with LaMZ because I got a little stuck with Link's Barrel Beatdown. I was trying to keep it simple, but some unforeseen complicated stuff pretty much made me have to rethink the idea. If I went with the original idea, I'd have to take a good amount of time programming some fairly deep physics for strings of ammunition (Deku Seeds) which feed into the "barrel guns". It'd be totally sick, but a nightmare to program, ha ha.

71
Graphics / Re: Koh's Sprite Joint
« on: June 14, 2014, 05:30:53 pm »
Updated Way: 

With the way the source appears to hit him (most noticeable by looking at the pants), the floor shadow feels like it should not go in front of him but behind him. Also, the contrast color difference in the pants is much more extreme than the feet. The feet need more contrast in colors. Same with the purple parts.

A simple method to ensure all shades of colors are consistent is to use layers. To do this, you would use single solid colors (no shades) for the lower layer and then layer the shading over top of that. The shading would simply use black (shadow) and white (highlighting) and make use of alpha blend to get lighter and darker shades. And if you wanted more advanced shading, you could include another layer (above all layers, except maybe not your outlines) which would give a certain tint to all shades and colors. For example, if your character was outside and the sun was shining on him, you would give a tint that seems "sunny", like an ever so slight white-ish yellow tint. If in a cave or outside at night, you'd probably do some slight purple-ish tint. If a full moon was out, you'd do something a little whiter than if in a cave. I'm sure you get the idea; you'd just be trying to simulate the desired environmental lighting.
(I use the free program called "Paint.NET" for most of my graphics and it can do layers, just in case you would like to try this out and you if don't already have something that can do layers.)

I should note that there may be more accurate way to do shading, but this is the best way that I personally know of.

Anyway, the difference from new and old shows some real nice improvement. The perspective and proportions of the character seem much nicer. The image is more detailed and it's sharper, for the most part. Oh, and the spinning Link is cool too. 8)

72
Entertainment / Re: Let's discuss the Zelda Wii U [E3 2014 Trailer]
« on: June 14, 2014, 07:19:29 am »
Yeah, I figured that much, which is why I'm excited about the open world. I meant gameplay as in the parts where the player can move around and do stuff. The world was obviously using the game engine.

Though it was in-engine stuff and the world was the world you'd play in, all I was saying is that it seemed like a specially programmed part for E3. It could end up being a part of the final game though. I'm just wanting to see some player-controlled gameplay, which I'm sure we will get in time.

73
Graphics / Re: ZFGC Style Development
« on: June 13, 2014, 10:05:00 am »
I'm digging this up and stickying it, because it should be stickied.
Awesome! I forgot all about ZFGC style.

There are A LOT of broken images in here, if any of you guys happen to have the missing images PLEEEAASE post them!
And I might add, if anyone has used IMAGESHACK, they fairly recently changed their services and you have to pay, which is why there have been so many broken pics lately. Very sad. It'd really be nice to make sure this kind of thing doesn't happen. We probably lost some pretty nice stuff. :'(

Anyway, I started gathering the graphics we have so far on my own computer so I can more easily see if I can do edits or fill in some blanks and hopefully start adding some stuff that would be helpful (like more Link animations). I started working on editing an old version of the main tree because I liked how it was bigger than the current main tree. It still needs more work because I wasn't thinking to look at the newest tree, then I finally looked after working on it for a bit and I realized the lighting and leaf detail was different and better on the latest tree. But I figured I'd post what I did so far anyway. I actually might have missed a later version of the bigger tree too, so I wanted to be sure I wasn't doing something for no reason as well, lol.

74
Entertainment / Re: Let's discuss the Zelda Wii U [E3 2014 Trailer]
« on: June 13, 2014, 01:52:17 am »
also, people are saying he said it wasn't link because they didn't listen. he said that he never said it was link in the trailer. that was all. unless more has been said now.
Yeah, that's all I read as well. I'm pretty sure you are right. It's pretty common for words to get twisted due to people not listening properly.

The trailer disappointed me in the sense that it looked very much CG. I feel nothing concrete has been revealed about the actual gameplay. I'm sure it'll be good, but I was hoping for a little more hints.
True, it seems like a sort of cutscene that might not even be in the game at all. No actual gameplay. But that's usually how it goes with such early previews. I'd also love to see more, but Nintendo really seems to like to take it slow with the big Zelda titles these days. :-\

Link (or whoever) looks quite feminine so I wouldn't be surprise if it's his sister or something. Or: they'll finally be allowing a female link as well. I personally don't care, but as I understand it plenty of other people do so the option would be commendable.
I'd agree that the face looks feminine enough, but I don't think the body is developed enough to be female. The character appears to be in their upper teens to young adult. The chest is too flat and it doesn't look like any Sheik tricks are being pulled on the clothing.
But I do think it would be cool if they allowed the player to choose male or female. And I wouldn't care if you only got to play as a girl either, so even if it somehow is a girl, it wouldn't matter to me.

So far, the open world seems like something everyone is happy about, which really makes sense. I hope it's truly open, like Skyrim, having the overworld and towns together and only transition when going into dungeons. Making brakes like that in the overworld ruins a bit of that open feel. That's also one thing I liked about WW, how they made the ocean feel connected and they managed the loading well. Even though I found it a bit boring sailing long distances, it was still cool.

75
Zelda Projects / Re: [Game] TLOZ: Chaos Rising
« on: June 13, 2014, 01:30:24 am »
Hey Atom, I finally fired this game up and I gotta say, I tried 3 times and just gave up because I kept on accidentally bombing 2 or more objects at once and the game would crash. Not just on rocks, but also on enemies. I bombed an octorock and a bush at the same time and boom, crash. Very sad, because the game actually looks like it would be very fun and I was even planning on doing a let's play of it and put it on youtube and post it here as well to maybe help it get more attention. I can tell you put a lot of work into this so it's really sad that such a small problem can make all that work pretty much go to waste because it's too broken. Can you please fix it?? :'(

And the movement stopping problem (flagrama noted it in the above post) is not as big of an issue, but it is also pretty annoying and the game experience would be way better if it was fixed. The game probably just needs to check key presses differently. I don't know what your code is, but I do know that using the built in speed will give this kind of problem if you transition rooms. Not sure exactly how you are doing it, but it's always better to just have code constantly asking each step about key presses and use x and y for movement according to the keys being pressed, blah blah blah. If you're using drag and drop, you can still do it so it will work (though d&d is really horrible to work with; a big project will become very cluttered and tough to go through the code because it gets so large and confusing).

If you need help and if you could possibly show the code somehow, I bet I could see the problems to suggest the solutions. I'd offer to fix it myself, but I only have Game Maker Studio now, and I expect you made this with 8.1 or earlier, and things probably changed too much between versions. Whatever the case, I really hope you can at least fix the bomb glitch, because it's really nasty. I'm actually really curious how you even got it to crash from that. It's like it's checking for a destroyed object, expecting it to be there, but it's not. But I don't know how one could write code to make something like that happen unless you get an object id, store it in memory, kill the object, then call on that id after killing the object. That's all I can come up with without seeing the code.

76
Discussion / Re: -The Legend of Zelda: Soulkeepers Lyre- REBORN
« on: June 11, 2014, 04:26:44 pm »
ANNNNNNNND NOW, ladies and gentlemen, I present to you the new look for The Soulkeeper's Lyre!


Just curious, is that just a mockup or a screenshot from a somewhat working engine?

I think the path could use a little more roughness to it. Maybe some bumps and small rocks. Feels like the detail in the trees, plants, and rocks is overkill compared to the simplicity of the path. I love the details in everything though, so it'd be cool to bring up the path to that level of detail. The grass could use just a slight bit more detail in places too, but it seems very nice for the most part. Also, the rocks really need some shadow to fit with the other shadows, and/or maybe a little bit of grass around the bottoms to help it settle in the landscape and not feel like it's popping out too much. Of course, I expect you aren't done with all this yet, so maybe I'm critiquing too much, ha ha. Always been a fan of your art and sprite works.

77
Entertainment / Let's discuss the Zelda Wii U [E3 2014 Trailer]
« on: June 11, 2014, 02:12:52 am »
<a href="http://www.youtube.com/watch?v=XZmxvig1dXE" target="_blank">http://www.youtube.com/watch?v=XZmxvig1dXE</a>

Okay, excuse my language but holy !@#$%! :o I know some people aren't, but I'm okay with the art style. Link isn't wearing the green tunic here, but that doesn't mean it won't be in the game. But in all honestly, I'd be okay if he didn't wear it at any point in this game. He still looks like Link to me. And of course, it could very well be like WW with the outfits changing in-game.

I like how there is a bit of technology going on, sort of steampunk-like. I know this isn't something new to the Zelda franchise, but it seems to be taken to another level with this game. As long as they never go nuts and give link a machine gun or something in the future Zelda games, I'm okay with this kind of stuff. In fact, I think it's pretty cool.

The open world is what really excites me. I've wanted that for a long time. I expect I'll be buying a Wii U because of this game. But I'm going to wait and see if it's really going to be how I think it will be.

My only complaint so far is that the contrast seems a little overkill at times and it's a tad bit hard to look at.

EDIT: Wait, I might be wrong on saying that is Link. tight butthole, I don't know much about Zelda Wii U, but people are saying that Eiji Aonuma actually said it wasn't Link? Maybe they were trolling? I've messed around too much today already though, so I'll check it out later, or someone here can correct me if they want.

78
Audio / Re: Help! TLoZ NES Sound! (I'm calling you Dayjo!)
« on: June 09, 2014, 05:07:38 pm »
I'm posting here because it's not worth making a new topic. Reason being, I was wondering if TLoZ actually had any beach wave SFX at all cuz it's been a while since I played it and Dayjo did not have the rip on his website, but I just checked and yeah, it's in the game and pretty dang loud waves too. So anyway, I went ahead and ripped it as best I could and it's attached (had to zip it because wav is not an accepted attachment format). Unfortunately, the "noise" audio channel is shared with a part of the music and cannot be separated. You'll notice drum clicking in Dayjo's LA rips as well, due to this problem. I was actually able to get rid of the worst of it by doing multiple takes and merging parts together, because the beat hits at different times on different wave cycles.

The reason why I took the time was because I'm actually trying to collect every single sound effect from all Zelda games as a step toward making a massive resource dump that I'm hoping to put together to end most anyone's search for Zelda resources. I know I won't be able to get everything, but I'm targeting MC as top priority and basically figuring out what audio can work with MC style, blah blah blah, that'll be another thread some other day.

So I know I'm likely far too late to help OniShounen, but I did this for my collection anyway so why not share it? That said, LA had 2 different beach wave SFX that fit "enough" with the sound of LoZ and I kind of like the LA one more as it is a little less harsh and stuff (just look for the "LA_Shore" and "LA_Shore_Long" wav files):
http://noproblo.dayjo.org/ZeldaSounds/LA/index.html#Other_Sounds
So anyone wanting wave SFX in LoZ style might want to compare.

79
Other Projects / Re: Alttp - Horn of Balance [demo 16 out now!]
« on: June 09, 2014, 03:25:08 pm »
You plan on making it a series of smaller video's this time?
It really all depends on how my play through goes. I might end up doing a lot of editing (mostly cutting boring footage) and just make a sort of highlights video of my playthrough. But if I can avoid being boring or annoying, I can minimize cutting and I would likely end up making a series if that was the case. For games with puzzle elements and stuff, it's hard not to make it boring for a viewer if I get a little lost or have to back track too much.

80
Other Projects / Re: Alttp - Horn of Balance [demo 16 out now!]
« on: June 09, 2014, 12:30:44 pm »
It feels like ages since I released a demo.

Just wanted to say, I'd like to do a new "Let's Play" with the next demo. That first one I made is SOOOO long and really boring. It wasn't really intended to be casually watched. :P I'd like to make something more interesting and better quality with better commentary. I noticed you linked my LP in the last NCFC booth of yours, but I think it may have done more damage than good, ha ha. Anyway, I'll try to keep an eye on this project so I can do that whenever a new demo rolls around. ;)

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