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Topics - MG-Zero

Pages: 1 ... 4 5 [6] 7 8 ... 20
101
Entertainment / Keep forgetting to post my Megaderp pics...
« on: November 13, 2012, 03:04:44 am »
I saw Megadeth the other night, got some sweet pics.










Aaand some videos!
http://www.facebook.com/photo.php?v=10151143207397297&set=vb.599747296&type=3&theater
http://www.facebook.com/photo.php?v=10151143202142297&set=vb.599747296&type=3&theater
<a href="http://www.youtube.com/watch?v=X-g2-kCRe5k" target="_blank">http://www.youtube.com/watch?v=X-g2-kCRe5k</a>
<a href="http://www.youtube.com/watch?v=GxVEzlQee2c" target="_blank">http://www.youtube.com/watch?v=GxVEzlQee2c</a>
<a href="http://www.youtube.com/watch?v=UhskgjDuiQU" target="_blank">http://www.youtube.com/watch?v=UhskgjDuiQU</a>
<a href="http://www.youtube.com/watch?v=0IUsEclO4NM" target="_blank">http://www.youtube.com/watch?v=0IUsEclO4NM</a>
<a href="http://www.youtube.com/watch?v=gSSGL3tVSlE" target="_blank">http://www.youtube.com/watch?v=gSSGL3tVSlE</a>
<a href="http://www.youtube.com/watch?v=koLxgMcXVrU" target="_blank">http://www.youtube.com/watch?v=koLxgMcXVrU</a>
<a href="http://www.youtube.com/watch?v=x-JZLDxr1uQ" target="_blank">http://www.youtube.com/watch?v=x-JZLDxr1uQ</a>

I apologize for the shaky cam and the sound getting muffled from time to time :( My finger kept covering the mic and there were a number of times were people landed ON me
The rest of the pics are here:
http://www.facebook.com/media/set/?set=a.10151142755257297.439272.599747296&type=3

102
Management / A push for artwork
« on: November 08, 2012, 03:26:10 am »
Ok, so with the audit of enemy NPCS, I'd say we have a perfectly good point to really put a push towards artwork.  We need to make sure we have a big enough push to be able to produce the list of enemies we have, so I'd like to see if we can get that rolling.  I've added Sinkin to the list of moderators for this board as he is the art manager.  Are you guys down with starting a bigger push on artwork?

103
Management / We have reached 50 enemies!
« on: October 24, 2012, 01:42:04 am »
That's right, we've reached 50 accepted enemies!  And there's still A LOT left in there to review!  So, we have some choices to make.

1. We can stop right where we are with enemy npcs.
2. We can carry on as normal...
3. We can stop having new suggestions posted and accept/reject whats already posted.

Thoughts from the crew?  Keep in mind a lot of the enemies submitted are not unique (for example, we have many chu chu types).  With this in mind, I'm for either option 2 or 3.

104
Friendly & Neutral / Note to contributors
« on: September 24, 2012, 08:57:54 pm »
Okay the submissions have to adher the following format. This makes it more easier for us to transfer it to the wiki:

Name: <Add your name here>
Age: <Add the age here>
Race: <Add the race here>
Location <Where is the primary location to find him or her or it>
Description: <Something about the looks and behaviour at the least.>




I've noticed that we have quite a surplus of Hylian characters here and very little from other races.  Try to fill in some of the holes and bring out more variety!  That is all! :)


105
Enemy Units / Note to contributors
« on: September 19, 2012, 08:48:00 pm »
Two Things:

First off, from this point forward please use the following format:

Name
Location

Appearance

Behavior (how it acts, player counter measures etc)

attack list
Attack 1:
damage + description

attack 2:
damage + description

attack n:
damage + description

Second, for the love of God PLEASE check your spelling and grammar!  I can't tell you guys how many mistakes I had to fix when moving things from the accepted board to the wiki.  Please check your !@#$% over, it makes us look bad when you use "their" when you should be using "they're" etc.  Equally, you look just as stupid when you add extra letters to things and constantly use terminology such as "This bastards" in your writing.



106
King of Thieves / Art reviewerss Needed
« on: September 12, 2012, 01:58:31 pm »
At the current stage of the project, we would like to formally begin artwork development.  As such, we need 2 reviewers for the art section.  Please post here if interested.  As a director, you will be expected to contribute your own work to the project as well as carefully review submitted work.  You are expected to follow all KoT submission guidelines as well as general forum guidelines.  You will be provided with local mod powers for the art board in order to carry out the approval process.  Further, if you become inactive during peek workflow for up to a week, you will be removed from your position.

gm112 edit: The ability to stay in contact with us and not disappear for months at a time would be nice!

107
Entertainment / WOW. Thanks Ubisoft!
« on: July 31, 2012, 02:17:28 pm »
http://news.ycombinator.com/item?id=4311264

Thank you very much for hiding rootkits as part of your DRM.

108
Enemy Units / [Revise]Wraith
« on: July 10, 2012, 05:49:07 pm »
Name: Wraith
Location: Kokiri Forest and Shiekah Temple

Description: A floating black ball of smoke, wraiths roam around where there are spirits who were forced to leave the world of the living before their time.  They float around looking for things to steal.  Any items that drop, you can be sure they'll go for it!  They especially love rupees and seashells and will actually pursue the player in an attempt to get them to drop some things.  Should you try to hide underwater, they'll actually wait there for you to come back up.  In this case however, the player can swim faster than the wraith can float, so they can escape them this way.

Ram: .5HP, player drops a random amount of rupees (no more than 3 of each rupee type will drop however.  Larger rupees are less likely to drop) and on occasion, a secret seashell.

How to defeat: Arrows are useless as they'll just steal them (this includes fire and ice arrows).  The boomerang they will attempt to steal, but will get pulled in towards the player by it.  This can be good or bad for the player depending on how quickly they can strike back.  The hookshot will take 2 shots to kill it, while the Gerudo sword takes 3 hits and the noble and master sword each take 1.  All other items are useless.

109
Overworld/Locations / [submission]Overworld
« on: July 10, 2012, 03:40:14 pm »
Note, image is not drawn to scale.  This is showing the general layout, it should NOT imply any form of geography.

110
Mini Games / [submission]Dokoi's Cannon Fodder
« on: July 02, 2012, 07:06:16 pm »
I'll kick this board off so people can see how things should be submitted here.

Name: Cannon Fodder
Location: Wherever the circus is
Description: Very similar to the bombchu bowling alley in OoT.  The player launches a projectile to a target through a series of moving obstacles.  The farther the projectile gets, the bigger the prize!  Hit the bulls-eye of the target for a grand prize.  What's the projectile you ask?  The player itself ;) Obstacles include moving walls, giant spike traps, flying explosives, a giant cuu cuu, fireballs, and --- Noko the Immovable.  Certain obstacles will slow down the player, while others will just outright stop the player.  Obstacle combinations are generated randomly and increase in numbers as the player gets farther.  The player will also be able to steer left and right while airborn (yes I know this makes NO sense).  Starting from rest, the player has about 1.5 times the needed speed to reach the bullseye and decelerates slowly.

wood walls: -12.5% speed,
stone walls: complete stop
spike traps: -90% speed
Bombs: +10% speed, -10% speed if player is on fire
giant cuu cuu: -30% speed
fireballs: -5% speed and lights player on fire for 5 seconds.  Time stacks if more than one is hit (i.e. if there are 3 seconds left and another is hit, there are now 8 seconds left)
waterfall: -5% speed, extinguishes fire
Noko: -110% speed (i.e. you get knocked back), will only appear once throughout the course

prizes:
< 30m: 10 rupees
30 - 40m: 20 rupees
41 - 50m: 50 rupees
51m - 100m(end): Bomb bag upgrade
101m(must hit bullseye): heart piece

Cost:
15 rupees

111
Sprites/Tiles / Sprite board open - READ FIRST.
« on: June 30, 2012, 03:30:06 pm »
PLEASE for the love of God, don't post sprites for NPCs or other things that haven't been accepted yet or don't have a visual design yet!  There's a chance you'll be wasting your time, because the npc may or may not make the cut.

Things on the need list thread are priority.  It's short for now, but it can potentially get much larger.

Also, there is a specific format to sprites that we look for.  We will not accept sprites unless they are properly formatted.  To see that format, see the Link sprites:
http://zfgc.com/forum/index.php?topic=39905.0

112
Concept Art / [Submission - Xfixium]Magnetic Gloves
« on: June 30, 2012, 02:52:43 pm »
Moved submission for Xfixium from Blaze's thread.

113
Mini Games / Mini-Games needs list
« on: June 27, 2012, 08:08:14 pm »
Circus games (Boken, Noko and Dokoi for now)
Hunter shop's shooting gallery
Other various games

114
Side Quests / Sidequest Needs List
« on: June 27, 2012, 08:07:07 pm »
Secret Seashells - Seriously, we still have no idea what these are for.  Any ideas?

115
Enemy Units / [Revie]Mole Moth
« on: June 25, 2012, 06:51:40 pm »
Name: Mole Moth
Location: Goron Mountain and Gerudo Desert
Appearance:
They appear to be a very large butterfly, but are actually moths.  Their wings contain a lot of colors, sometimes looking like faces to confuse their targets.  They're a little bit smaller than the player, roughly the size of a Biri in lttp.

Behavior: A very strange moth that can fly around or burrow in the ground.  It's easiest to kill them when they've come to the ground.  Bombs are the most effective.  You can either time a bomb to explode when they come up from the ground, or you can blast them out of the air with one.  It takes 2 bombs to kill them.  In addition, you can downthrust them wack-a-mole style when they pop up from the ground for an instant kill.  The Sea and Wind cogs will knock them out of the air and stun them for 2 seconds with 0 damage.  All other weapons and items are useless. Although they don't do a lot of damage to the player (only half a heart),they'll try to burrow under you and erupt underneath you.  This can make problems if you're trying to stay in one spot or if you're on a narrow path.  Upon exiting the ground, they flap their wings very fast to get the sand off of them.  The player can be slowed down a bit by the sand gust for a split second.  They travel in swarms of 3 to 5.

Attacks:
Sand Gust: 0 damage, pushes the player back.  Immediately follows the Upper thrust.
Upper thrust: .5HP Emerges from the ground and into the air.  You will see their head pop out of the ground for 1 second before this happens.
Dive: .5HP Used to burrow back into the ground, the mole moth will dive at the player or at the ground depending on how close it is to the player.  This will execute 5 seconds after it has been flying around and will go towards the player if they are within a 25 pixel radius (will need adjusting via play testing)

116
Interiors / [work in progress]Hylian Postage and Trading Company
« on: June 21, 2012, 07:30:51 pm »
Description: One of the largest buildings in Hyrule Castle Town.  Comprised of 3 floors, it houses all of the mail for Hyrule Castle Town and majority of the mail for all of Hyrule.  It's easily the most powerful group in Hyrule next to the royal family.  As such, they can get away with A LOT of things and are generally pretty corrupt internally.  It's located just south of the Castle, for the convenience of the royal family of course. 

If you can manage to sneak your way into the higher floors of the building, some treasures may be in store for you.

Map coming soon!

117
Dungeons / [Work-in-progress]Lake Hylia Temple
« on: June 15, 2012, 04:15:36 pm »
Name: Lake Hylia Temple
Description: An ancient temple built long before Ganon's war by an ancient Zora King.  Various other fortifications were built throughout the Zora's civilization, many of which were destroyed over the years.  The temple itself was greatly damaged in Ganon's War and has been reconstructed over the years, although many parts inside are still damaged.  The pressurized system of the temple is maintained by an internal engine that makes its way throughout the entire temple.  The cog is actually part of the core of this engine.  This was done to make it impossible to remove it from the temple, however there is a way to keep the engine running without the cog.

Items at this point:
Boomerang
Hookshot
Flippers
Magnetic Gloves
Forest Cog

Floors:
Floor 1, above ground
Floor B1, submerged level
Floor B2, subterranean level
Floor B3, Grave level (Boss at this level)
Floor b4, Cog Chamber

Puzzle Types:
Changing pressure levels to access different areas (by moving water out of the way or by raising platforms for example)
Time events where pressure becomes too high or low in a room
Use polarity to cross gaps or activate certain switches
Shutting down various systems temporarily using the hookshot or boomerang
Ledge Hanging and Wall running to get through certain areas
Using flippers to traverse water filled areas
Pushing opposite polarity items into/onto a switch

118
Side Quests / [Submission]Thief Hideouts
« on: June 13, 2012, 05:47:14 pm »
Thief hideouts are locations scattered throughout Hyrule where the player may find various treasures.  Most of them are abandoned and now roamed by Moblins.  They each have a main room with a door tightly shut by a lock and key.  Unfortunately for the player, these locks are designed to engage their lock and then have the keyhole removed so it may be hidden in addition to the key.  Both are hidden deep within the maze of the hideout.

These are typically hidden underground or behind a wall and require an explosion (or the Earth Cog, in the case of walls) to reveal them.  The player will know when they've come across one by the texture of the ground.

119
King of Thieves / Engine Update
« on: June 08, 2012, 02:51:12 am »
Just thought I'd fill everyone in on the engine side of things.  GM and I have been hard at work coding this stuff :)

So, you'll see here I have a sprite, followed by the same sprite in another location.  I moved him around with the mouse, so that means that we currently have graphics and input functioning as well as a means of wrapping functionality together for management.  This wrapper is called an Actor, which gets grouped together with other actors in a group called a component.  For example, Bongo Bongo in OoT would be represented by 3 actors grouped as a component: a main body acting as a root actor and 2 hands acting as individual actors.  I don't have much to show you on this except for some code of the base CActor implementation.  Hope this'll hold you guys over for now ;)

120
Cut Submissions / [cut]Hylian Soldiers
« on: June 06, 2012, 03:26:52 pm »
Name: Guard
HP: 2
Attacks:
Tackle - No damage
Stab - .5 HP
The Hylian guard is there simply as an annoyance.  They keep the town clean of filth.  If they see Link in the rich side, they will chase him until they can tackle him, which results in him being jailed in the local guard house or the poor side depending on how far into the rich side you are.  Having a red alert however will cause guards to attack to kill.  Being near the castle itself automatically puts you into a red alert until you leave the area.

Name: Knight
HP: 4
Attacks
Slash - 1HP
The Hylian Knight protects the areas closest to the castle.  They will attack to kill regardless of where they see you.  Stronger, more health and better armor - but also slower to run than the guard.  These are much rarer to come by but will on occasion show up in the lesser rich areas for their patrol or to respond to an emergency.

Should Link attack either of these, available soldiers in the area will come to their aid.  All weapons prove effective against them.

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