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Messages - Miragos

Pages: 1 2 [3] 4
41
Discussion / Re: Post a Screenshot [Possible 56k warning?]
« on: February 21, 2010, 03:21:58 am »
I just wanted to show one of my small side projects:

It's going to be a Zelda Classic Tileset using MC colors and graphics, but working with 16 color Palettes. I also shrink 64x64 pixel objects to 48x48 ones. So they fit better with the screen size of ZC.


(Credits to Mr.Z and DarkflameWolf for the PTUX Mountains I recolored and edited a little bit
 Credit to Xfixium for some MC Tiles in the image ;))

42
Entertainment / Re: New ugly Wii RPG
« on: February 20, 2010, 06:22:46 am »
Why is everyone so fascinated with graphics? It's all about the gameplay!

Wrong.

People who say this and believe it are all caught up in the "a tiny penis is still a good penis" mentality.

Sorry, but graphics and gameplay are on the exact same level of "need" in a game. You can have a game that plays absolutely amazing, but the graphics are a photoshopped donkey getting raped by a cartoon character. Nobody would want to play it (except ken <3). On the same effect, you can have a beautiful game and shitty gameplay, and nobody would want to play it. You can't say one supercedes the other, because it's not true. It's all about how you utilize both aspects.

<_< Sorry, it just thuroughly pisses me off when people say graphics don't matter. Visual presentation is 50% of the pie. That's not saying it's all about how many colors you can throw in or how shiney you can make everything; it's about how you present the world you're trying to throw the player into.

So do you mean that the good old Zelda, Mario, Final Fantasy games, etc. are awful games, because of the graphics?
I think that's totally wrong.
If a game has awesome graphics, but has awful gameplay a lot of people will buy it because it looks great. So the people buying it will become disappointed.  
If a game has bad graphics, but awesome gameplay less people will buy it, but there will be a lot of fans.
A successful game needs both good graphics and good gameplay, but it doesn't need good graphics to be a liked and good game.
So the importance of them isn't the same.

Unfortunately there are not enough games having both these days.
Especially the games are too easy.

43
Entertainment / Re: New ugly Wii RPG
« on: February 19, 2010, 11:13:56 pm »
I think  the name of the game is 'Xenoblade'.
At least this is written on the left side of the screenshots of this game.

44
Entertainment / Re: New ugly Wii RPG
« on: February 19, 2010, 11:03:39 pm »
Why is everyone so fascinated with graphics? It's all about the gameplay!
Seconded.
A game has to be fun. It doesn't need awesome graphics.
Furthermore I don't think that the graphics of the Wii are THAT bad.
Sure, those of the Xbox 360 or the PS3 are better, but the graphics of the Wii are good enough for a good game. The game developers just have to use the maximal possible graphics of the Wii. In my opinion there should be more Wii games with good graphics and there should be also more JRPGs and original RPGs.
 

45
Graphics / Re: Zelda Wind Waker Custom Tiles
« on: February 19, 2010, 10:34:27 pm »
Yes, the result looks amazing. Though you could  change the colors of the small thorns a little bit. There is too much contrast between them and the surrounding area, because they are a little bit too orange.


But what about the part I selected? I have no idea what to do.
Any suggestions?


I wouldn't change this part at all, because the sprites in Minish Cap weren't that detailed.
I think it looks good the way it is.

46
Graphics / Re: Zelda Wind Waker Custom Tiles
« on: February 18, 2010, 10:13:15 pm »
Okay. I made a small example picture:


You want to make the Thorned Fairy Island look like the original one, but in MC style, do you? So you have to use a bright color at the top of the small thorns (those at the bottom of my example) and a dark one at the bottom of the thorn.
At the  moment the thorns just don't look like thorns.
But these are only small things you could improve to make the sprite look even better.

And sorry for my bad English.
It's hard to explain something that difficult in a language being not one's mother tongue. ;)

47
Graphics / Re: Zelda Wind Waker Custom Tiles
« on: February 18, 2010, 08:41:31 pm »
The Thorned Fairy Island looks a lot more like MC style with the dark purple outlines.
Nice work. For improving it even more I would suggest to edit the small thorns (those in the middle of your picture reference) a little bit. So that they look more like thorns than small patterns. I would recommend you to use a very bright pink for highlighting them. So the thorns would look more like 3D.

The Whittleton house looks really amazing. However there are also a few things to improve.
First the perspective of the door doesn't fit that well with the perspective of the house.
At the moment the door looks a little bit like tilting forward. So I would recommend you to use less bright colors on top of the door. You could use a little bit darker color on the bottom half of the bright area .
Furthermore you could improve the sprite with using a wooden plate at the entrance instead of a stone plate.

However, these are really awesome sprites. Keep it up. ;)

p.s. Don't double post. ;)

EDIT:
Am I the only one trying to help him improving his work?  :huh:

48
Other Projects / Re: Dungeon Hero (now with online highscores!)
« on: February 17, 2010, 05:38:38 am »
I did read your post. So Mitsu has just the 2nd highest score. ;)

I really like your game.
It uses very simple graphics and simple programming, but I enjoyed playing it.

However you can improve it a lot. Especially the survival mode. I think you could add more enemies to it, because it gets boring.
 
Furthermore I really disliked the solid HUD in the standard game. Maybe you could make it transparent.

But in my opinion it's really not bad.
It's like one of those old Arcade games. ;)

49
Graphics / Re: Zelda Wind Waker Custom Tiles
« on: February 12, 2010, 10:29:20 pm »
They are really not bad. However there is much you could improve. First you used for everything black outlines. In MC black outlines were used at the bottom of sprites, so everyone can see that the sprite is another object. Sometimes they were also use at the top of the sprites to highlight something. However there were never used black outlines on a whole sprite. So you have to fix this. Use a very dark color for the black outlines and after you finished changing the color use black outlines where they are supposed to be, especially the Thorned Fariy Tower needs a little bit of work. Furthermore black outlines were mostly used on enemies and NPCs.
The Wolf Link has too much black outlines.
Don't use black outlines on buildings and other big objects, use instead a nearly black color.


Anyway so all in all they are really nice sprites, though you have to improve them a little bit.


And I agree with Niek.

50
Discussion / Re: Post a Screenshot [Possible 56k warning?]
« on: February 05, 2010, 09:08:44 pm »
Unfortunately, nobody except you can see them move since it's just a screenshot. However they look not bad!  ;)

51
Other Projects / Re: [Screens] Kirby (No Name yet)
« on: January 24, 2010, 06:31:34 pm »
This looks really awesome.
The graphics are looking indeed like MC, but in my opinion they are even better.
I love the trees.  ;)
Also the idea is great.
Keep up the great work!  :)

52
Graphics / Re: Help Request: MC styled Bullbo
« on: January 21, 2010, 03:41:40 am »
Like this the perspective problem isn't fixed and the Bullbo is not long enough.
A Bulblin rider would look odd.
Furthermore the Bullbo is far too fat.
Especially the legs.

The body looks not that good yet, because I was focused on the head.

53
Graphics / Re: Help Request: MC styled Bullbo
« on: January 21, 2010, 02:56:17 am »
Actually I only have to redo the head since the body is in the right perspective.
I used this picture for spriting him:

My problem is the form of the head.
As you can see is thick shading on its forehead.
Whenever I use this shading on the forehead of the Bullbo the perspective gets totally
screwed up.  :(
Another problem is the nose.

@Dark-Hylian:
The sprite isn't finished yet.
I just wanted to solve this perspective problem before continuing.

54
Graphics / Help Request: MC styled Bullbo
« on: January 21, 2010, 02:32:06 am »
A the moment I'm spriting a MC styled version, but I have a big problem with the perspective and I don't know how to solve it. The nose and the perspective of the head are looking odd.  :-\


The lower version is on the sheet, because this early version didn't have horns.

So could somebody help, please?

55
Entertainment / Feshly Picked: Tingle's Rosy Rupeeland
« on: January 20, 2010, 04:26:56 am »
I know that's kind of old, but since there is no topic for discussing about the game I thought I will create one.

First I have to say that I'm really no Tingle fan, but I also don't hate him.
So I bought the game a few days after the release.

In my opinion it's really an awesome game.
It's really a long game with a big overworld and  a few dungeons.
Furthermore in every dungeon is a great boss like in zelda games.
So I really enjoyed playing it, although it's a really challenging and difficult game.

It's really a shame that it wasn't released in the USA.
I think it's definitely  better than Phantom Hourglass.  ;)

So has anyone else played it?

56
Entertainment / Re: Avatar
« on: January 15, 2010, 04:18:40 am »
I saw it a few weeks ago in a very new cinema and I have to say:

This movie is awesome. Definitely the best movie since The Lord of the Rings. ;)
In think it's even better than District 9.
The detail and the 3D effects were just amazing.
The story and the idea are epic.

The size of the big screen was great and this was the first movie I saw without flickering of the screen.  :D

But how do they plan to create a good conversion of this epic experience in a DVD or BD?
So this experience was unique. We will never see this movie with such a great detail and awesome 3D-effects again.  :(


57
Coding / Re: Problems with collision
« on: January 14, 2010, 11:28:45 pm »
1) The code is placed in the octorok object.

2) Yes, I pasted your last improvement of the code in my step event.

3) It walks through everything.

So, what do you have to do with x = xprevious; y = yprevious etc. ?

58
Coding / Re: Problems with collision
« on: January 13, 2010, 11:49:36 pm »
(I know the topic is a few months old, but since I started the topic and the problem isn't solved yet, I will continue using it...)


Code: [Select]
if( place_meeting( x, y, InvisibleWall)
         || place_meeting( x, y, objBush)
         || place_meeting( x, y, objRock)
         || place_meeting( x, y, objPot)
         || place_meeting( x, y, objInvisibleWall)
         || place_meeting( x, y, NoEnemy)
         || place_meeting( x, y, NoEnemyKlein)
         || place_meeting( x, y, objTree)
         || place_meeting( x, y, objPalmTree)
         || place_meeting( x, y, objHouse)
         || place_meeting( x, y, objFountin)
         || place_meeting( x, y, objLink) )
{speed=0}

if ( place_meeting( x, y, objLinkSword) ) {OKTOH -= 1}

If this piece of code is not in an Octorok object but in another the you need to add the following in front of it:
Code: [Select]
var instOkt;
instOkt = instance_position(x,y,objOkt);
And then replace "place_meeting( x, y, obj)", with "instOkt.place_meeting( instOkt.x, instOkt.y, obj)". What you tried to do was to call that function on an object instead of an instance.

GML only has one basic type and that are real values. It does not differentiate between boolean, class, integer, float and chars. They are easily switched. Thus it will not give an compile error when you try to call a function on an object instead of an instance. You need to be very carefull with what you do, because it results in unwanted and erroneous behavior.


This didn't work too. So I gave up in solving this problem, but in the last week I decided to to try to find a solution for my collision problem again.
Could anybody help me, please?

(I didn't start a new topic, because the information in this one could be important for finding a solution.)


59
Graphics / Re: Teh Legend of Zelda: Ocarina of the Past
« on: January 11, 2010, 04:43:42 am »
These sprites are really awesome. I really like the style you're using for NPCs. ;).                                 
They look like more detailed ALttP ones and look awesome  in the ALttP style areas. This project is great. :)

60
Graphics / Re: Help Request: Spriting a MC style Ice Mirror.
« on: January 10, 2010, 05:13:33 am »
This mirror is great! You're awesome in spriting in MC style. I think there's nothing that could be improved. Furthermore the perspective works with MC walls.

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