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Messages - FrozenFire

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981
Zelda Projects / Re: The Legend Of Zelda: Scepter Of Distortion
« on: July 17, 2009, 07:08:47 am »
http://www.zfgc.com/forum/index.php?action=dlattach;topic=34444.0;attach=6192;image
Is that 16x16 tiles? Because it doesn't seem like it.

And for clarification, I mean still water next to grass.

Thanks

Yep, they're 16x16 tiles, but yea, they aren't next to grass. :'(
Sorry, I don't have any way of getting those sprites at the moment, hopefully someone else can help you out there, but maybe you can use those water sprites for something else anyway. XD

982
Zelda Projects / Re: The Legend Of Zelda: Scepter Of Distortion
« on: July 16, 2009, 05:57:54 am »
... I don't have the shore tiles yet, so if you have them, that'd be really useful.

Joed just recently posted them for MG-Zero elsewhere on the forum.
http://www.zfgc.com/forum/index.php?topic=34444.msg384049#msg384049

At least I'm pretty sure this is what you're looking for? Anyway, if they are and you use them, don't forget credit to the proper people. ^_^

983
Discussion / Re: Discussion on *why we don't finish projects*
« on: July 12, 2009, 02:32:03 am »
I agree that planning is important, but a game being in a perpetual state of development is a terrible, terrible idea. By that, I mean spending 3 years planning so it's PERFECT. Nothing will ever be perfect, it's just how things work. Personally, I think that it's more important to finish projects that it is to make it perfect. The trick is finding a balance: You need enough planning to give the game direction and you need to spend enough time to make a good game, but if you spend so much time developing or planning you are ultimately stopping the game from actually being made.

I've seen this problem far too much with indie games here and at other sites. Yes, planning is important, but so is production. If you don't actually release the game in a reasonable time frame, what's the point? People stop caring, including developers themselves at some point. I mean, think about Duke Nukem Forever. It was in development FOREVER, because the developers were being perfectionists and as such it was never, ever released, thus making it's development completely pointless.

Also, as for putting a team together being hard: It really isn't. Teams are the way things are made in the real world, and with good reason. Yes, there's something nice about having total control over everything, but nothing will get done that way or be nearly as high quality. It's just how things are.

I agree, it's just that life for me is so busy that I don't get much chance to work on my game. It's not like I've been working on the game full time during those three years, not at all, in fact I barely got time to spend on it at all with work and college. My free time = sleep time. I've only worked on it during the summers really, and even then I work full time.

I'm not saying people should plan for years and years, that's just stupid and that is planning the wrong way, unless you have no choice because of limited time. A game obviously can't be perfect and there definitely is a balance. I was merely trying to say, plan the game first, don't just take an idea and start making a game without thinking it through. Also, I said that it will be a few more years before my game is done, and that's because it's a long game with tons of content, just like any other Zelda game. If a "real" Zelda game takes Nintendo (and whoever else) around 2-3 years with all pro people working on it and as their actual job, then it kinda puts in to perspective how it could take me so long to make my own Zelda game. It's not because I'm "taking it easy" or anything. I'm just not as fortunate to have as much free time as others do. (I used to though... I miss those days. :'()

The time taken for planning depends on the game's length and complexity etc. If it's a simple asteroids clone, there's not too much planning involved, but if you're trying to make a Zelda clone, you'd better plan waaay more. I think a lot of people don't realize exactly how much is involved in making a Zelda game because they don't plan enough, and then they start in to it prematurely and then realize that it's much harder than they first thought and they quit. If you plan first, you know more of what you're getting in to and it's much more likely that you will finish a project.

984
Discussion / Re: Discussion on *why we don't finish projects*
« on: July 10, 2009, 09:08:12 pm »
That's kinda my point, Windy. You like making engines, your fully capable of it, and you do good work. But when it comes to putting the game together and doing design you hit a wall, like you said. That's where teams become incredibly important: If you have someone in charge on an engine, then someone working on graphics, and then someone designing/mapping or whatever, then you have a great team that (with some discipline) could make an awesome game.

A good team sure is dang hard to set up though. I like to know that things are going to get done, so I always do everything myself, the music, sound effects, graphics, coding, design, etc. I for one DO finish stuff, it just takes forever because I do everything myself.
I have a Zelda game in planning stages. It's been in planning stage for about 3 years off and on, but I'm never giving up on it.
Once the game is planned PROPERLY, I can do everything else so much more efficiently and I will not get stuck and not know what to do next because I'll have it planned in a orderly fashion. This has always worked with any of my completed games in the past. I used to just get all excited and rush in to an idea without much planning, and I would soon get stuck or lose interest, or I would only finish very simple games.

So...

Gotta PLAN and keep it organized. It helps TONS. I'm still excited about my Zelda game, though it'll take me who knows how many more years to finish. I'm not gonna rush in to it without planning EVERYTHING first, because I know I won't get it done, at least I won't get it done as a pro game.

Here's the cool thing about this...
Once the planning is done, the rest goes MUCH smoother and faster and the game comes out super polished, it'll look pro, if you planned properly. Planning is SO important. I keep having idea's that seem good, then I think of a better way to do it, and it all just slowly becomes amazing... at least that's how it is for me. XD

(.... loooooooooooong post ... :o)

EDIT:

Oh, btw, when I said "you" I wasn't talking to Raen, even though I quoted him. It was a universal "you"

___________________________________________________________________________

So, here's a summary of what I said: I think the secret to finishing a game and finishing it good is to plan it all out first, brainstorm, take time to refine idea's. Once you're past the planning, the rest of the project should come along much easier, faster and more pro. The downside is that you have to be a very organized person, or at least learn to be. It all depends on the complexity of your game.
___________________________________________________________________________

985
Other Projects / Re: Zombie Grinder Trailer 1
« on: July 08, 2009, 03:43:33 am »
It's not gonna have any sort of versus. The closest thing to a CTF variant would probably be get past zombies to get item X and return to starting point. Right now the gameplay is going to be objective driven campaigns, and a few "save the uninfected" maps (in the style of Zombies ate my neighbors) as well as survival maps (single player)... At least that's what I personally have planned :P Infini also has tons of ideas, so there will most likely be at least 2x as many gameplay variants ;)

Ok, this sounds great! I'm definitely looking forward to mindlessly shooting up zombies with my friends. XD
Btw, the graphics style is so SO good. 8)

986
Other Projects / Re: Zombie Grinder Trailer 1
« on: July 06, 2009, 12:05:07 am »
About a week into development...

This is a nice trailer and just showing one week into development?! Are you guys planning on having ctf mode and stuff like that? Because just going around shooting up zombies can only be fun for so long. This game is looking amazing though. Oh, and the flamethrower looks dang sweet.  XD

987
Zelda Projects / Re: The Legend Of Zelda: Scepter Of Distortion
« on: July 04, 2009, 07:25:17 am »
No progress updates because there has been no progress made. I may use the sprites if the game continues forward may not. Thanks for them though.

Ok. Just remember, nothing good comes easy. This game really has potential and it'd be a shame to see it get abandoned like so many other games on ZFGC. Either way, your welcome for the sprites. They weren't hard to rip, so don't feel bad if you don't use them. Besides, I can always upload them in to the resources for everyone else to use... ah, I should do that now.

Anyway, good luck on the game and I hope you can continue to make progress on it. :)

988
Zelda Projects / Re: The Legend Of Zelda: Scepter Of Distortion
« on: July 04, 2009, 12:18:30 am »
Hey Cypras, I've attached the sprites to this post. I noticed that your bow is different than the one in the MC. I hope that's not a problem because I ripped the MC ones. I don't know if you want to change from your bow to the original one or not, but I ripped all the necessary sprites if you want to change the bow. I also attached some other sprites with Link without the bow, so you can try to insert your bow if you want.

If you've got problems or if I didn't get you what you need. Just let me know and I'll try to help.

Just to let you know though, I've decided that I should only take on one project to help with. So I'm going to try to just help Martijn with his game, even though I'd love to help out with yours as well, I think it's just a little too much though with all that goes on in life. :( However, I will try my best to finish up any requests you may still have on the bow thing, just to make sure you get what you need. :)

Btw, an update on progress would be nice.  XD

989
FrozenFire: Today I stumbled across some new errors I've missed, namely objects not stopping when you pauze the game (= press esc). When walking on stairs, jumping from ledges, having items appear and grass break up the pauze mode is not integrated yet. Could you check (this demo or the next) wether or not I missed other objects/actions not pauzing?

Sure. How about you post a new demo and I'll test that? Right now though, I'd like to finish up those sprites for you because they're taking me a while, ha ha.

As for the general progress so far:
- I'm changing the pick up actions so that you have to grab and pull an object before you pick it up. I'm not really sure how the original played, but I'll continue on this road and let you guys decide how it plays when the next demo's out. The only bother is that it requires me to redo the sprites and timelines. Oh well. Other than that, I'm just making small tweaks and fixes.

I will be sure to give you feedback when the new demo comes out!  XD


EDIT:

Martijn, I finally finished those sprites. I sent them to you in a message.  :)


990
But that guy is not from the zelda games so maybe he keeps it? who knows :P
If he isnt changing the entire point of the game ofc.

I'm pretty sure he's still gonna keep that guy since it is his own original character. But I was actually more directly replying to this:

... Also, once Spirit Tracks is released, could you tell us whether it is before or after it?

Since it's not a Zelda game anymore, that means Spirit Tracks won't mean a thing or any other Zelda game. Unless I'm mistaken and he is keeping some kind of ties to the Zelda series. But I'm pretty sure the Zelda series will have nothing to do with The Shadowgazer.

Also... is KM even working on this anymore? I haven't seen him around here in a while... ?

991
Zelda Projects / Re: Shadowgazer
« on: June 30, 2009, 01:43:48 pm »
Say, you think you could tell us anything about this guy?

I found him on your project's homepage and caught meh interest.

Also, once Spirit Tracks is released, could you tell us whether it is before or after it?

Look at the link that is five posts above yours (the post by alspal). It is not a Zelda game anymore, but KM has not just dropped the game. It's all explained in the link.

992
Check your mailbox for more info on the subboss.

Got it, and also the message with the sprite sheet. That will help out tons!  XD

993
Zelda Projects / Re: The Legend Of Zelda: Scepter Of Distortion
« on: June 29, 2009, 07:51:43 am »
My advice is, don't try for a 2d remake of any 3d Zelda game. It's one of those cool idea's that would be impressive to see, but it would take too much time and effort to make it a reality as opposed to making a new Zelda game of your own. Also, you won't have as many limits if you're making your own game.

And something I think you should use in the story... The Lost Woods, they are mysterious, magical... within the woods are many paths that lead to many places... oooo, just think what you could do with that huh? Maybe Link could stumble on to a new land through the Lost Woods? You could use the Lost Woods as a sort of gateway to go to many different lands. Maybe Link would have to follow certain secret paths, and maybe he could find scrolls or something that reveal new secret paths to him, leading him to discover new lands or secret groves. The Lost Woods definitely has possibilities to play a main role if you want it to.

EDIT:

Btw, I haven't forgotten about getting those sprites for you. Life just got a little crazy there for a while. I'm still working on some sprites for Martijn, but lately I've been making rapid progress on them, so I should be starting on yours soon if all goes well. I just wanted to let you know.

EDIT x 2 (Oh my!):

Hey Cypras, I just realized that you already have Link walking with a charged sword, he just walks in place. So you've already got the correct sprites, I even checked them in the MC game. The sword doesn't flash like in the MC game, but you could do sparkles or something. It's not like it has to be exactly like the MC style. Anyway, so all I need to do is get the sprites of Link walking with the bow pulled back, which should be simple. ^_^

Also, how is the game coming along? There haven't been any updates for a little while, so I'm just wondering.  :huh:

994
Martijn,

I just sent you a message. Have you figured out the sword beam thing? I own the original, so I can check on that, except I'd have to play pretty far in to the game to get the sword that shoots the beam. I guess I shouldn't delete all of my completed profiles, oops.

Anyway, like I said in the message, I should be getting more done on those sprites tonight, but I kind of need to know more about the movement and attacks for the boss.

995
Zelda Projects / Re: pureLA Engine and OoTGB
« on: June 19, 2009, 08:53:52 pm »
this is looking fair decent. pity it's suffering the burst of he activity to eventual decline disease  :'(

Yea, I check up on it every now and then, but Mammy's just been really busy, like he said. I for one will stick with this project because it's not just decent, this is the perfect gb Zelda engine (or it will be anyway)! imo ^_^

996
Zelda Projects / Re: The Legend Of Zelda: Scepter Of Distortion
« on: June 18, 2009, 08:48:54 am »
Good, but after Link defeats Ganondorf in OoT and while Ganondorf is getting sealed away he says
"blah blah... As long as the Triforce of Power is in my hand... blah blah..."
So Ganondorf still has the Triforce of Power when He's sealed away. I attached a pic to show you, just in case you don't believe me.

So, unless Ganondorf gets out, the Triforce of Power cannot be in the game. Unless you just want to ignore the actual storyline.

I know that, but Ganondorf gets sealed because he rose from the rubble and transformed in to the beast-form Ganon, thanks to the Triforce of Power. The sages and Zelda conjured some spell and sealed him with the Triforce of Power away.

Quote
A story told once, is never told twice in the same way. As events unfold, different paths are taken. In a final fight the Hero of Time clashed with the Dark King, high up in his Dark Tower and defeated him. The Hero freed the Princess and together they escaped the destruction of the Tower.Where once The Dark King would rise from the rubble in a blazing rage, everything stayed quiet.


In that part I already tell that it is a parallel story with a different path taken. Ganondorf never came out of the rubble and never transformed in Ganon. The sages didn't seal him. He was considered to be dead, fallen and crushed underneath the rubble of his tower.

What happened after no one knows. You could make the story that Ganondorf survived and retreated to plan a new strategy. He broke up the Triforce of Power to make the magic in it go wild and cause destruction and chaos.
Another story you can make from it is that, when Ganondorf lost. The Triforce of Power deemed him unworthy and left, leaving Ganondorf crushed under the rubble. But because of Ganondorfs strong will the leaving of the Triforce doesn't go smoothly and it gets shattered and spread across Hyrule.

But to the point. In the first paragraph I say that it started out as OOT, but in a parallel universe or something the ending was different. Ganondorf was never sealed and different events followed.

Ah, ok. That just seems weird to me to have a parallel story when OoT always plays with Ganondorf transforming into Ganon. Yes, there's silence in between the fight with Ganondrof and Ganon, but it's not like there are two game endings, one being after Ganondorf getting crushed under rubble and one being after you defeat Ganon. I just like a game to be finished before another story starts up. BUT, it's still a very creative idea. I'm just really picky when it comes to the story, so don't mind me.  XD

997
Zelda Projects / Re: The Legend Of Zelda: Scepter Of Distortion
« on: June 17, 2009, 10:02:08 pm »
Yes, they are. More things are being tiled, story is going to be worked on, things to be sprited.
Could any of you give us some ideas on what to do with the story?

Well first of all you should have at least a pause of some years between OOT. Then it depends on how much you want to stick to the story you have made, or to the events of OOT.


If you want to stick more to the story you have made:
Quote
A story told once, is never told twice in the same way. As events unfold, different paths are taken. In a final fight the Hero of Time clashed with the Dark King, high up in his Dark Tower and defeated him. The Hero freed the Princess and together they escaped the destruction of the Tower. Where once The Dark King would rise from the rubble in a blazing rage, everything stayed quiet.

Seven years have past and the Dark King was considered to be slain. Even though light had returned to the now rebuild land of Hyrule and peace rained for all those years, Zelda always sensed the lingering presence of darkness. She ordered Impa and the other sages to search for the lost Triforce of Power.

Here begins the story.
Link now lives in the newly build village of Dillocheck, when the village is attacked by monsters. Link fights the monsters and saves the day. A messenger arrives at the village, with an urgent message for Link. He is summoned by Zelda to come to Hyrule castle.

When Link arrives at the castle and speaks with Zelda, she gives Link his new quest. Zelda tells him that this new darkness can only be vanquished when the Triforces of Wisdom, Courage and Power are all united. But they only have the Triforces of Wisdom and Courage. The sages have found out that the Triforce of Power was scattered into 6 pieces after the fall of the Dark King. The sages have gone into hiding, because of the monsters hunting them. Link has to find the sages and find out the location of the Triforce shards, restore the Triforce of Power and unite the three Triforces to fight the new darkness.

I hope you find it usefull.

Good, but after Link defeats Ganondorf in OoT and while Ganondorf is getting sealed away he says
"blah blah... As long as the Triforce of Power is in my hand... blah blah..."
So Ganondorf still has the Triforce of Power when He's sealed away. I attached a pic to show you, just in case you don't believe me.

So, unless Ganondorf gets out, the Triforce of Power cannot be in the game. Unless you just want to ignore the actual storyline.

998
Zelda Projects / Re: The Legend Of Zelda: Scepter Of Distortion
« on: June 16, 2009, 10:40:27 pm »
Does the rest of your team also have a renewed motivation to make the game?

Yea, what happened to your team? Are they still working on this with you?

999
...this is really, really good, one of the best fan games/engine's I've seen, and it's further along and more polish that most fan games get.

I totally agree, and that's why I decided to pitch in and help in any way I could. I think this project has tons of potential.

Also, Martijn dh, I have just finished my final exam and I'm officially on summer break! Yay! XD So I'm actually working on those sprites right now. I just wanted to let you know.

Also, I'm downloading the newest demo. I will see if I can find any other bugs in the game that you haven't already listed.

EDIT:

I just found a glitch. If you dash at a wall, hit it and bounce back then slash your sword right before you touch the ground, Link will remain levitated above his shadow. The more you do this the more levitated Link gets. I attached a pic of what happens when its repeated. You'll notice that Link is really high above his shadow. I'm guessing that you could probably press the menu button and have the same effect? Or possibly another button.
You just need to make sure Link lands back in place of his shadow before he can do anything else because it's stopping him from landing fully.

1000
Zelda Projects / Re: The Legend Of Zelda: Scepter Of Distortion
« on: June 15, 2009, 11:40:33 pm »
Edit: Currently working on ledge jumping, it's going well.

Yay!

btw, I'm officially on summer break now, so I'll get working on those sprites for you after I'm done making some sprites for Martijn dh, and I'm working on those right now.

It sounds like you're really making stuff happen with this game and everyone is giving good feedback. Yay! ^_^

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