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Messages - Max.

Pages: [1] 2 3 ... 48
1
Updates / Re: NCFC 2018 dates announced
« on: September 11, 2018, 08:53:03 pm »
Awesome. If I can keep ahead of my classwork, I might get a demo together and enter then (I'm doing a semester of java based code school! :D)

2
Graphics / Re: SpritingBrad´s sprites
« on: September 09, 2018, 12:50:51 pm »
Yeah, with no dark lines it's very ephemoral, but that's not necessarily a bad thing. You've made a good choice making the walls blue and floor green to tell them apart, because parsing what's what is most important

3
Updates / Re: NCFC 2018 dates announced
« on: September 09, 2018, 01:26:09 am »
That's probably the main thing, plus it just takes a bit of time to set up a demo. Ideally you want to throw the player into a good vertical slice of gameplay without giving the whole game away for free. I've been working on an indie game for about a year and a half (definitely Zelda inspired), which would probably be a good fit for them, I think they have an indie category. But yeah, maybe if anyone is already signed up they should be informed.

4
Updates / Re: NCFC 2018 dates announced
« on: September 07, 2018, 11:35:05 pm »
I tried to enter last year, and just gave it another shot, but their registration is broken. After you enter all you info, it just can't load the page. I sent an email to the only address I could find last year, but nobody got back to me.

Wonder if they've noticed nobody new is entering, lol

5
Graphics / Re: SpritingBrad´s sprites
« on: July 13, 2018, 02:08:54 pm »
Hahaha, oops, it was 2am after I'd gotten home from working late. Thanks, Brad.

6
Graphics / Re: SpritingBrad´s sprites
« on: July 13, 2018, 06:08:50 am »
I quickly whipped up some stone foundations based on the bottom of King Mob's houses, there's a couple bits of stone to suggest rubble. Creating ruins of the wooden parts of the houses would be more difficult, but maybe you can put some broken planks around to imply that the wooden parts have since fallen down too.

7
Graphics Requests/Archive / Re: Jacob1092's Spritey Type Things
« on: June 21, 2018, 03:56:22 am »
If you're trying to fix Link's side animations, it looks like he's walking backwards now. I'm not a great animator, but perhaps there are too many frames where his foot is moving forward, making it seem slower. The downward walking animations seem like his foot goes forward quicker, and that seems like he's going in the proper direction. Just a guess.

Anyway, good for you for animating things, makes them much more useful for games : ) welcome.

8
Graphics / Re: SpritingBrad´s sprites
« on: June 14, 2018, 03:51:12 am »
I'm on mobile so it's a little blurry, but still easy to understand what it is, everything is laid out well in your work. The shading is great, makes it look really 3D. The angle is off if you're going for the same perspective as Minish Cap's, but the work itself is done well from what I can tell.

9
Zelda Projects / Re: [Screens] The Legend of Zelda: Triforce Saga
« on: May 23, 2018, 05:37:57 pm »
I like that you're using a widescreen format. The lighting effects look great, what are you using to program this?

10
Graphics / Re: SpritingBrad´s sprites
« on: May 16, 2018, 02:30:18 pm »
Looks awesome dude! His sleeves being so long makes me think he's about to transform into the Helmaroc King, haha. Anyway, nice work.

11
Graphics / Re: SpritingBrad´s sprites
« on: December 23, 2017, 10:38:32 pm »
I dig the idea of Majora's Mask mechanics in Breath of the Wild's world, haha. By the way, all your stuff is looking great. I really love Daruk.

12
It's cool to see your project is still coming along, you've been at it for what, a few years? Awesome tenacity!

Regarding the styling of your player character, while I don't think you should change the character just because of complaints, I also admit I was turned off by the style a little bit, mainly because it reminds me of like, iOS or Android games for some reason. Maybe you could like, focus-test a few sketches and see what's appealing? Because of someone doesn't like it, they're likely to speak up, but if people are fine with the style they probably wouldn't say anything and you wouldn't get that feedback unless you sought it out.

13
Feedback / Re: PM Feedback
« on: September 21, 2017, 08:57:26 pm »
Conversational style is way easier to follow through with context and is pretty much the standard for electronic communication now, right?

That said, last PM I got was in 2015 so like, doesn't affect me much, lol

14
Graphics / Re: SpritingBrad´s sprites
« on: June 20, 2017, 11:08:30 am »
Cool project, man. Getting closer and closer to looking like a pine tree.

One thing that still looks odd is how thick the trunk is right up at the top. Maybe if you filled in where you can see the trunk at the top with more branches, you couldn't tell.

Another thing that might help you- the trees in Minish Cap look a lot more like fir or spruce (or honestly hemlock based on where they're growing) trees than pines. If you're basing yours off parts of the trees from Minish Cap, probably use a fir or spruce as a reference instead of a pine. The difference isn't huge, but it might be helpful.

15
Yeah, I realized the swamp water is supposed to slow you down, but due to the lagging,it almost stopped me, haha. It's possible that things were running a liiittle slow for me due to my laptop. I have a pretty good laptop, but this wouldn't be the first time it slowed down trying to play a little game. There's a link in this topic to my computer's specs: http://zfgc.com/forum/index.php?topic=41556.msg452059#msg452059

The weird thing is, I'm a music producer and I don't often get lag even when I'm working on producing a track with lots of software synths and effects.

Thanks for the testing offer, but unfortunately I don't have the time to really help you much. I'm pretty busy, plus like I said, I was pretty frustrated with how long it took just to walk around in your game. It's your choice to set the character's speed as you feel appropriate, I'm just trying to be helpful and as a member of your potential audience, I didn't feel like it was respecting my investment of time. I think as an indie producer, respecting your player's time is one of the most important thing you have to do, since it's so easy for them to just give up and find another game.

 I'll still try and try your game out from time to time to get you feedback since it's great to see stuff actually happening on this website : )

16
Hi! I gave your game a quick shot, I just played for maybe 30-45 minutes, not sure exactly. Have some feedback!:

Pros:
I thought the graphics fit well together and presented a decent aesthetic. There wasn't anything that jumped out to me like, oh wow, that's an amazing map, but I was impressed with how you've got so many minish cap and other game NPCs done in the alttp style, that was a nice touch.

The sword felt really good to use, the range was really nice (I hate how short-range the sword is in ALTTP). I think maybe a heftier sound effect might make it feel more powerful rather than whispy.

Hyrule town felt really full, and the field felt like a field and good to explore, but it wasn't too bare, there was a lot going on.


Cons:
Link moves SO SLOW. This almost made me stop playing after less than five minutes. It felt like a chore to get anywhere and the beginning of your game is like, ALL walking around, that's all you do and it's so slow. When I walked into the main area of the swamp (with the dungeon entrance) the game started lagging a ton and moving  "slowly" through the water was like hardly moving at all.

It's hard to figure out where to go next. I gave up trying to find the haunted forest where the Deku prince went. The king never game me directions so I looked around a little, but the aforementioned lagging made it painful to look around that area. Your maps in the menu look nice and they're beautifully detailed, but since they only show you the immediate area, they aren't super useful for wondering where to go next. Since you walk so slowly, not knowing where to go sucks, since if I guess wrong I waste like two minutes just wandering over here to see what's up.

The dialogue at the intro was long and kind of boring. If you're playing a zelda fangame, you've already played Link's Awakening and you don't need that recapped. If you aren't going to show Link getting picked up by Ralph, then tell it more quickly. Also, if you can leave Link's Awakening out (if it's not relevant to your plot), go ahead. Something like "After Link saved Holodrum and Lybranna, he boarded a raft and traveled across the sea. His raft was destroyed in a thunderstorm, and when all seemed lost, no one other than Ralph, his friend from Lybranna, rescued him. They sailed to Hyrule, where Ralph's sister sat in the royal court" or whatever. You've got way too much in there right now.
- also a technical note, if you press ESC during that intro, the game doesn't close. It waits until the game officially starts to close, which is weird.



More pros because compliment sandwiches are the best way to critique:
I mentioned already, but the minimaps in the menu look great, I love the detail. I relied on them heavily because it was so much quicker to look around an area to see if it was a dead end than to walk (since walking was so slow).

I went a few steps into the trading quest (I gave the tent guy his rope), and I had fun. It was a little obvious, but still made me feel a little clever remembering who needed what by the time I met the postman.

The music and sound effects were nice, in balance level-wise, and all went together pretty well.  I thought it was weird that you use adult link sound effects when he's just traveled from Holodrum where he was clearly pretty young, but aside from that, they were all nice and I liked how many other games they reference.

I really like the tree that wants help finding his leaves. That's just the kind of quirky kooky zelda character/sidequests that I like.



Anyway, keep it up. Make Link go faster!

17
Discussion / Re: [Early Development] Tears of Dragons
« on: April 27, 2017, 03:25:22 am »
I liked it. The combat felt pretty good, like the sword felt pretty impactful, and the auto-targeting of the nearest enemy worked well for me, I liked that, felt like the sword had a generous range. Was the flask item supposed to do anything? I figure not.

Also this happened once, I was maybe swinging at an enemy or something:


___________________________________________
############################################################################################
FATAL ERROR in
action number 1
of Destroy Event
for object objDamagePopup:

Unable to find any instance for object index '100006' name '<undefined>'
at gml_Object_objDamagePopup_Destroy_0
############################################################################################


18
Discussion / Zelda Dungeon Design YouTube Series
« on: September 29, 2016, 03:14:40 am »
So, I came across this YouTube series where this guy is studying the dungeon design of every Zelda game and analyzing it- it's super interesting and probably could be relevant here : )

Boss Keys: http://www.youtube.com/playlist?list=PLc38fcMFcV_ul4D6OChdWhsNsYY3NA5B2


19
Sprites/Tiles / Re: KOT Enemy Sprite Topic
« on: August 05, 2016, 10:02:08 pm »
Didn't we already sprite the Poes at one point? For some reason I remember we had a Poe sprite, maybe it was for Juan the poe, or maybe I just saw somebody had made them independently and I'm mixing it up, lol. Does anyone else remember seeing those before I spend a ton of time looking for something I'm just imagining?

20
Sprites/Tiles / Re: KOT Enemy Sprite Topic
« on: July 28, 2016, 05:03:07 pm »
Looks awesome, Brad! One thing you might consider is having him use his legs to push himself up when he rears back, it looks like he's pulling his neck back now and he doesn't have a neck? It'll probably work fine as is, but a detail to consider. I really like the details on the legs, by the way.

Also, we might not need side facing directions. There have been many Zelda bosses that only face down, we could have this guy just face up or down, and scuttle sideways like a crab. It looks like scuttling sideways is how his legs are animated anyway.

For the battle flow, I think you mean have the weak spot on his thorax, not abdomen. The abdomen is his middle, the thorax is his butt.

One idea I have that might be cool to work in, is to have carbonites in the room comma and you need to activate them so they roll and hit volcanoraxus to stun him. They would also be capable of cleaning out the small spiders.

There might also be some clusters of bomb flowers growing around the battlefield, and detonating them when the boss is near could also stun him to let you run around and get to his thorax.

My main concern with the battle is that between the small spiders, burning carbon web, and the boss itself, it might get difficult to move to dodge his attacks, allowing the player to be easily overwhelmed. It's probably a good idea to keep the small spiders to a minimum, two or three, to avoid that. And to have a large battlefield.

Anyway, you're doing a great job, Brad : )

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