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Messages - Gedosemo

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1
Other Projects / Re: [Demo] Tech demo - Horn of Balance
« on: March 06, 2012, 08:13:29 pm »
A french horn chord?

2
Graphics / Re: Teh Legend of Zelda: Ocarina of the Past
« on: February 07, 2011, 09:42:28 pm »
Looks good and cool.

3
Audio / Re: A Link to the Past - Soundfont
« on: February 03, 2011, 04:22:41 pm »
Can you do Wind Waker Link to the past too?
Those midis are in vgmusic.com too.

4
Other Projects / Re: [Demo] Tech demo - Horn of Balance (working title)
« on: February 03, 2011, 03:11:48 pm »
lttp styled sprites.
How would zelda oracle of ages and seasons look like in alttp style?
And then using graphics from it in a fangame that only accepts alttp styles tiles.

5
Other Projects / Re: [Demo] Tech demo - Horn of Balance (working title)
« on: February 02, 2011, 09:12:28 pm »
(I am trying to keep progress going no matter how slowly)
I will give you +reputation because you are alive and still working on the game, regardless how many years it will take to make it.

6
Graphics / Re: OOT2D Map Project
« on: February 02, 2011, 01:31:30 pm »
As for the slightly different colours on my cliff tiles, that's a huge pain in my rectum. That is the result of taking tiles from both the SNES and GBA versions of the rom, ah well, suppose I had better fix it.
The gba version of alttp uses brighter graphics than the snes one.

7
Graphics / Re: OOT2D Map Project
« on: January 22, 2011, 11:49:17 pm »
Make it with dungeon 2's tiles?
Yes, desert palace style.

8
Graphics / Re: OOT2D Map Project
« on: January 21, 2011, 06:30:28 pm »
I would like to see Guerudo Fortress.

9
Graphics / Re: OOT2D Map Project
« on: January 21, 2011, 01:35:32 pm »
Any new progress?

10
Other Projects / Re: Charred Bristle
« on: January 05, 2011, 01:42:13 am »
Looks good and thanks for Sharing Bristles.

11
Zelda Projects / Re: The Legend of Zelda: Threads of Despair
« on: December 12, 2010, 09:22:07 pm »
don't forget to implement wall and tree pushing animations.
They are same.

12
Zelda Projects / Re: The Legend of Zelda - Realm of Shadows
« on: December 02, 2010, 03:03:43 pm »

13
Zelda Projects / Re: The Legend of Zelda - Realm of Shadows
« on: December 01, 2010, 09:54:13 pm »
you can´t play??
I can play the game but first i need to be able to enable vsync in game options.
I will never play games that has no vsync.
And image tearing is disturbing for me.


Yo puedo jugar el juego, pero yo primero tiene que ser capaz de activar vsync en las opciones de juego.
Nunca jugar a juegos que no tiene vsync.
Y la imagen se rompe es inquietante para mí.

14
Zelda Projects / Re: The Legend of Zelda - Realm of Shadows
« on: December 01, 2010, 09:18:41 pm »
Can you enable (Use synchronization to avoid tearing)?

What??
You can download with the link! that server won´t fail! (i think that you are saying that, but don´t understand all)

Did you play?

15
Zelda Projects / Re: The Legend of Zelda - Realm of Shadows
« on: December 01, 2010, 04:20:06 pm »
Can you enable (Use synchronization to avoid tearing)?

16
Graphics / Re: Recreate overworld with another tileset
« on: November 23, 2010, 06:47:32 pm »
Thanks for fast responses.

17
Graphics / Re: Recreate overworld with another tileset
« on: November 23, 2010, 02:36:29 pm »
You cannot inject LttP tiles into a GBC rom and hope you get the desired effect.  Color limitations alone won't work.
This is not a romhack, its only the ground for someones zelda engine.


If you are trying the other method I am thinking about of recreating it in a RAD or even in a language, by the time you have developed the perfect tile-swapping program that replaces tiles on a map image such as something from VGmaps.
I am not a programmer, then i can't develop it.


You could have already manually replaced every tile.
Just re-tile by hand.
Its very time wasting + i am lazy.


But no one is going to do the work for you.
This world is lazy, like a year makes no difference.


Unless of course you had a great engine ready to go or something like that.
Martijn dh does have the best zelda engine so far.
and never forget correct collision pushing and sword poking animations.


You want someone to right a program to where you can basically take the overworld map from vgmaps or wherever and have the program "instantly" replace the OoS/OoA overworld tileset with LttP.
Yes and Resizing alttp tiles to fit similar tiles in ooa/oos.


Your best bet would be to make your OW in GM(are) and replace the tilesets?
I will never try to rebuild the whole overworld from ooa or oos from scratch by looking at a picture in paint and copy what i remember with many mouse clicks here and there, aka recreating the overworld by hand, tile for tile and so-on.

Gamemaker should have a eye if the tileset was randomized and/or mixed/stripped.

18
Graphics / Re: Recreate overworld with another tileset
« on: November 22, 2010, 10:09:06 pm »
The goal is zelda ooa/oos in alttp style.

19
Graphics / Re: Recreate overworld with another tileset
« on: November 22, 2010, 10:02:20 pm »
If this program does not exist, then i hope someone will make it for me and others too.

20
Graphics / Re: Recreate overworld with another tileset
« on: November 22, 2010, 08:29:22 pm »
The logic must have a eye to see red, green and blue values from every pixel within a 16x16 tile and then store it in memory.
And same goes for every tile. And then when the scanning is complete, all the rgb values per pixel within a 16x16 must be still in memory for comparing logics. And comparing logics is used to rebuild the overworld with a custom tileset with same tiles as the original tileset.

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