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Messages - Whitay

Pages: [1] 2 3 ... 14
1
Graphics / Re: Gunple Gunman's Proof - LTTP Alternative Graphics
« on: April 03, 2017, 01:42:00 am »
Im not very experienced in ripping tiles so im not sure if there is a more correct way to do them, and i have already found a few issues with the extra walls for the green brick place. while using them myself but they mostly work out good in my engine so im sure someone could at least pick some pieces of it to help. Heres what ive gotten so far!

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2
Graphics / Re: Gunple Gunman's Proof - LTTP Alternative Graphics
« on: March 30, 2017, 02:06:19 am »
A few of these tilesets seem pretty nice, the broken down house and the green stone dungeon with the statues expecially. I may use a few of these for dungeon tiles in my game. As i tile if anyone is interested i can post them.

3
Graphics Requests/Archive / Re: LTTP Lightning and Medallion statue
« on: September 28, 2015, 08:08:50 pm »
Thank you.

4
Graphics Requests/Archive / LTTP Lightning and Medallion statue
« on: September 27, 2015, 07:18:20 pm »
Hello, does anybody have the sprites for when you first collect a Medallion, where the lightning strikes the stone tablet and crumbles it? im looking for the lightning and the tablet crumbling.

https://www.youtube.com/watch?v=Wr41rKJRMow
starting at 3:32

5
Zelda Projects / Re: loz:The Sheikah's Apprentice [N64-MOD]
« on: September 05, 2015, 10:18:04 pm »
Wow man, i am very impressed. Usually when posts about mods come out they are usually very early in development but it seems like you have gotten some of the big obstacles out of the way. The content looks great and the dungeons look amazing from what i see. i will be keeping my eye on this. good job and welcome to the forums.

6
Coding / Re: Tileset Actions
« on: September 02, 2015, 01:44:23 am »
Whoops, sorry for not specifying that. game maker 8.1.

7
Coding / Tileset Actions
« on: September 02, 2015, 12:33:10 am »
Hello all, quick question. So i have a bunch of 16x16 tilesets that come together to create a giant cloud layer. I want to use them so if you get to some points in the game that are very high up the clouds are created/shown/whatever. This is an easy task if they were an object, although to either create tons and tons of 16x16 objects or one/a few giant sprites of premade clouds seems like a big data waste. Im wondering if there is an easy way to stretch out the clouds or create a tileset that fades in and out when youre above/below it, or if that is not possible and i will just have to use sprites instead.

8
Recruitment / Possible Paid job, otherwise just some tileset upgrades.
« on: August 31, 2015, 11:20:06 pm »
Copy and pasted from a forum not focused on zelda, just thought i would try it here too.

Hello all. I have been working on a Zelda fan game for a few years now(on and off) and i am getting close to what i expect to be the first open demo of the game. that being said, I want to upgrade the artwork. Up until now, the game has been a mash of sprites from three different 2D Zelda games, as well as a large amount of custom sprites from the Ocarina of Time 2D project. My game has evolved and the graphics need to be all together. This is a large upgrade for my game, and one that will take a while, so I am going to be doing it in chunks.

The first and most important part I need is the tile sets to be upgraded. Its the world of the game and the most important part that needs to look nice. the issue with the tile sets i have now is that they are all just recolored Link To The Past tile sets, and one of the most overused tile sets in fan games. To make mine stand out, I want something that still holds the same shape as the tile set(as i have made a huge map, and to redo the whole game based on a new tile set would be hell compared to making a new tile set based on the old one.) For those of you who either don't know what the tile set looks like, or would like it layed out as a reference for while they create, I have it listed below. The goal is to take the existing template of what i have and just give it a more unique feel to it, by upgrading the shading and the colors. All the tile sets in the game are recolored versions of one another, and i think that will most likely work for the upgraded tile sets too(some like the desert may need a few minor tweaks but i should be able to handle those myself.

Below is a large amount of screenshots to show how far I have come in creating this game, to show that i am serious about creating this and that it isn't just one of millions of Zelda fan games that gets scrapped very easily. I have many things coded such as saving systems, all the weapons and tunics and items you can get, all the heart pieces and triforce pieces, all movement actions(swimming, rolling, etc etc) and a majority of enemies coded in. My last step before i start working on custom boss AI and dungeon design is a graphical overhaul, which is why i am coming to you.

What i mean by upgraded is something along the lines of this(not my tiles, not my art, just an example of something similar im searching for.)
http://img110.xooimage.com/views/7/1/4/wip-4bd71ef.png/

ZELDA TILESET(just the hills. There are lots more smaller details that i would need, but that i can either do myself or request at a later date as i am not worried about them now.):
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EDIT: The screenshots came out a little smaller and more blurry than I imagined. Sorry about that.
SCREENSHOTS(Beware. Large Image)
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For any of you who either would like to help more than just a tileset, want to help in a different area than tilesets(characters, items, animations, etc) or who would like to offer their services in exchange for some form of payment, I am sure we could work out a deal that way. Otherwise all credit will go to the creator and if you have any other additions in exchange for the art i would be happy to work something out.

9
Graphics / Re: Whitay's Spriting Practice.
« on: August 22, 2015, 05:37:34 pm »
Im trying to get more of a LTTP style, but without the color limitations. I would say sorta like the OOT2d ones. Although im not sure of a pallete to use. I always just make custom colors around what fits the sprite.

10
Graphics / Whitay's Spriting Practice.
« on: August 18, 2015, 06:14:31 am »
Hello all. Ive never been the best at spriting, and needing lots of custom spritework for my game has lead me to the conclusion that to get everything uniform and how i want it without paying someone, I will probably have to do it myself. This being said, im not the greatest. So im going to create sprites here in the hopes to learn some of the basics, so im looking for C+C to help me grow as an artist to a point where i can create sprites for my game. As of now i only have a few skyward sword heart containers. Its not much, but its a start. I am sitting down after work and trying my hand at some things.


11
Wow im surprised at the amount of in depth responses ive already gotten. Thanks to everyone so far! I was a little vague in my intro, but i have been doing a bit of studying on dungeons and overworlds, i just wanted to hear other opinions on it. Those articles also look very helpful and i will begin reading them after this post. When i was looking into dungeons they all did seem very linear. And it sort of hit me that while playing through a few zelda games that I knew well, i could speed through the dungeons. But it wasnt like i was skipping anything, it was just the puzzles to get from one linear room to the other had been figured out. So i came across the idea that the dungeons werent neccesarily complicated or confuzing, in fact most were straight forward with no breaks, but it was the puzzles that took the time.

The dungeon design seems more of a trial and error to get a good one. As i do have a theme and a main item and such picked out already, I feel like i just have to learn through doing it to make it. Dungeon design feels like a skill to learn. The overworld one though i am still drawing a blank it. What i have done is recreated the map from the original zelda game, but with LTTP/OOT2D style tilesets, and gave the land a bit more diversity(creating biomes like beach and snow and desert and forest) and it worked great. But then the forest area of the map is a huge empty spot because i dont know how to correctly place things, what and where to add dirt tiles. My idea that i came up with yesterday was to label each biome and get a list of things i wanted in them, and then slowly adding them to the game, although i still feel like its arbitrary. Hopefully those articles will shed some light on this.

Thank you all for the great resources and replies!

12
Hello all. Its been a while since i have posted here, but with summer winding down and school coming closer i have noticed a lot of free time i have spending on a game that I usually am on and off coding. What i have noticed for a big pause in my game is im not really sure where to go. I have a checklist, and the only things on it now are large things. I'm stuck either turning the overworld from a skeleton to populated, or starting dungeon creation. Both of these have gotten me thinking, and i started looking in to how those two are actually done. A few years ago, i assumed overworlds were a lot more simple then they are. I have the skeleton down. I have all the caves and dungeon entrances and water made. But it just feels big and empty and i know randomly placing bushes and enemies would not help. For dungeons, they are very very complex at the core, and not just random rooms looking for keys. So i came here seeking advice to those who have probably studied these two points for their own games or others. Im looking for advice to some very vague questions, or to just start a discussion on what makes an overworld or a dungeon a zelda feeling overworld or dungeon. what does it need to have? how do you populate an overworld so people would enjoy exploring it? How do you know the balance between a dungeon being too linear or too vague?

13
Entertainment / Re: Majora's Mask 3DS
« on: November 09, 2014, 05:29:46 am »
When i was younger i never enjoyed majoras mask, for two main reasons
1. my save somehow got deleted atleast 5-6 times so i never made it past the goron ice temple, which makes it frustrating to play half the game and never seen the end half of the game except on emulators once(cheats get used because levitating >>>)

2. I feel like i was too young to respect what this game is. Looking at it like a zelda game, its sort of the odd one out. But at the same time its very different and innovative so i will give them that. What i didnt want to pay attention to was stories and themes and extras and all of that - i just wanted to kill bosses and beat temples and get cool items. But looking back at some of the themes in majoras mask made me atleast respect the game. It has some thought going into it. There are so many theories and such surrounding the game. Its so unique. Its different. It took a risk and i dont know how much i like playing it, but i do respect it and give it a pretty high place just because it has given me some fun.

Im excited to finally get to play through the whole game now that its updated. I felt the same with oot, in the fact that if they were going to remake such an iconic game putting it on the main console(Wii U) would lead to the ability to truly bring this game to life - full HD graphics and such - as i thought OOT 2D still had lots of graphical errors, while on the Wii U they could fully brush every little detail over.

14
Coding / Re: Coding in Music Zones
« on: October 27, 2014, 12:10:28 am »
Thank you all for the suggestions, I was able to figure it out. It was more of a which conceptual way should i go about this - not so much the coding aspect. Cutting the zones into various rectangles to accuratly cover them and then checking with those rectangular zones made this easier than using objects.

15
Coding / Re: Coding in Music Zones
« on: October 25, 2014, 06:01:25 pm »
I have yet to try that, as i need to get the coords to seperate some levels first. I will be able to test that in a few though and i will let you know. thank you!

16
Coding / Re: Coding in Music Zones
« on: October 25, 2014, 05:32:18 pm »
The issues im trying to see with collisions is just the overuse of random objects and werid shaped sprites because everything is weirdly shaped. and hm. ive never heard about the ds_grid commands, but like Kami above me said about breaking it into grids may be a good idea. that was(depending on how small the grid is) i could get some pretty weird shapes in without creating a single object.

17
Coding / Re: Coding in Music Zones
« on: October 25, 2014, 04:12:19 am »
Alright that map is splittible into a sort of grid, I'm working on a quick example that will actively check the imaginary map "grid" it'll check if it changes different types and if so it will then transition the music. I'll prob have the example done in a bit. The grid size would be fully modifiable with a simple variable change.
This is similar to an idea i had to basically break up the zone into rectangles and check collisions, but i knew someone had an efficient/not badly-rigged together idea. This helps a lot more than just lots of objects checking music(it would not be a few, you would need lots and the collisions would be weird.) because if i ever need to add anything else based on biomes, such as titles or weather effects or enemy spawns or something this sort of is a check one check all.

Thank you much in advance for your help.

18
Coding / Re: Coding in Music Zones
« on: October 24, 2014, 09:00:34 pm »
The view is not locked. Its more like LTTP, where you are in one big area and the camera follows link. The whole overworld is one map, with the view following link. Heres a picture of the level zoomed out from a while ago, as you can see everything is sort of connected and not blocky.
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19
Coding / Re: Coding in Music Zones
« on: October 24, 2014, 07:34:02 pm »
Wow i forgot to specify. Im in game maker 8.1, not studio.

20
Coding / Coding in Music Zones
« on: October 24, 2014, 01:48:20 am »
Hello all, i have a quick question. Basically, my main overworld is large and has different zones from mountains to forests etc. It is one big room. And now im on the step of implementing music and sound in the world, i want to make more than just one overworld theme. I was hoping to get songs for Mountains and then a different for Forest and a different for Desert, and when you walk into a new zone the old music fades out and the new music fades into play. The fading out and fading in can be done with sound_fade(index,value,time) but im more worried about the sound. The map is a bit more than some square zones, and so the only two solutions for checking if you are in a zone is having tons of if link.x > this and link.y < this and link.x < this and having it be very weird and lots of unnessesary x and y checks, or having a sort of border that you collide with, but this would lead to huge objects.

So, is there an easier way to check this and set music for different zones, or is checking tons of x and y the most simple way to go towards this? My map looks something like this, so you could see all the different zones. This is why i dont want to check x and y, so is there an easier way to do this?


Game maker 8/8.1 here.

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