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Author Topic: OOT 2d++ (Website in construction)  (Read 128089 times)

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Fox The Cave

Re: OOT 2d++
« Reply #100 on: April 17, 2006, 05:08:14 pm »
Wow...wow...I truly am impressed. While I think the resolution should be smaller, this is now probably my favourite OoT2D game out there, and it's by far the most advanced/finished.

You better not quit working on this...!
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Re: OOT 2d++
« Reply #101 on: April 17, 2006, 07:03:35 pm »
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Here we go with another screen of the temple of water, I hope u like it. The chest is bad I know, I'll try to modify it. The final resoltuion we took is 288 by 266. It's gonna stay like this.



Anyway give me ure comments. :)
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"Zelda: The Last Day" (Pause)
D??mo v1.0: [|||||-----] :41%

''The Legend of Zelda : Ocarina of time 2D++'' (Pause)
D??mo 1.0 : [++++++||] = 85%
Re: OOT 2d++
« Reply #102 on: April 17, 2006, 07:25:52 pm »
  • Master Of Disaster
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Here we go with another screen of the temple of water, I hope u like it. The chest is bad I know, I'll try to modify it. The final resoltuion we took is 288 by 266. It's gonna stay like this.



Anyway give me ure comments. :)
Yeah, that resolution isn`t bad! Looks great, as always. Keep it up ^_^
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.TakaM was here
  • Lumeuni
Re: OOT 2d++
« Reply #103 on: April 17, 2006, 07:58:34 pm »
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It would be better to post all the screens on the 1st page people don't wanna scroll many pages to see all the screens!
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Fox

Turnbeutelvergesser since 1988.
Re: OOT 2d++
« Reply #104 on: April 17, 2006, 08:06:04 pm »
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I just noticed that the numbers to display the rupee-ammount are green, even though they're only at 48, what is not the ammount for any full-filled bag of rupees. Still, very nice one, Joker.
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Piers

Re: OOT 2d++
« Reply #105 on: April 17, 2006, 08:12:09 pm »
I just noticed that the numbers to display the rupee-ammount are green, even though they're only at 48, what is not the ammount for any full-filled bag of rupees. Still, very nice one, Joker.
I'm not even going to say anything about this one. Anyway: Looks good.
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Re: OOT 2d++
« Reply #106 on: April 17, 2006, 08:23:29 pm »
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For the rupees, we did that just to make a contrast between the keys and rupees. White and white dosen't look good. When the bag is full the ruppee gonna turn red.

Thank u for ure comments, and H_B, I'll do that tonight ;)
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"Zelda: The Last Day" (Pause)
D??mo v1.0: [|||||-----] :41%

''The Legend of Zelda : Ocarina of time 2D++'' (Pause)
D??mo 1.0 : [++++++||] = 85%
Re: OOT 2d++
« Reply #107 on: April 18, 2006, 12:28:46 am »
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I was wondering something. The way you are drawing the rupees - are you using a sprite and then drawing based on the image index, or using (my favorite) font_add_sprite, and then drawing the rupee sprite as text?

Just wondering.
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Re: OOT 2d++
« Reply #108 on: April 18, 2006, 01:19:27 am »
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I was wondering something. The way you are drawing the rupees - are you using a sprite and then drawing based on the image index, or using (my favorite) font_add_sprite, and then drawing the rupee sprite as text?

Just wondering.
Hes not using GM, he is using flash.
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Re: OOT 2d++
« Reply #109 on: April 18, 2006, 04:00:08 am »
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Yersterday night, i did an animated gif for my game. Those who want to support it, just put it as your ''avatar''.

Here we go :

I know its simple, but I like it a bit....
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"Zelda: The Last Day" (Pause)
D??mo v1.0: [|||||-----] :41%

''The Legend of Zelda : Ocarina of time 2D++'' (Pause)
D??mo 1.0 : [++++++||] = 85%
Re: OOT 2d++
« Reply #110 on: April 18, 2006, 04:57:16 am »
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Oh yeah, that's right. I forgot.
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Re: OOT 2d++
« Reply #111 on: April 18, 2006, 05:07:33 am »
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Oh :( , it sucks when its on avatar, the size is not good. anyway , for Zelda Solarus' Formus, it's the good size so I don't know why it's not here....
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"Zelda: The Last Day" (Pause)
D??mo v1.0: [|||||-----] :41%

''The Legend of Zelda : Ocarina of time 2D++'' (Pause)
D??mo 1.0 : [++++++||] = 85%

Fox The Cave

Re: OOT 2d++
« Reply #112 on: April 18, 2006, 09:26:12 am »
I'm just going to put it in my signature, it'll look good there next to that big ol' SoG banner.
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aab

^ Evolved from a Hobbit
Re: OOT 2d++
« Reply #113 on: April 18, 2006, 11:01:09 am »
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Oh :( , it sucks when its on avatar, the size is not good. anyway , for Zelda Solarus' Formus, it's the good size so I don't know why it's not here....
Yeah..just look at mine, all stretched out.
Quote
I know its simple, but I like it a bit....
I like it to. Its quick and sweet.

Anyway...alot of the comments in this topic have been for and against the legitamate nature of this game.
Most of the comments make no sense though lol eg: "link would be pushing that block" or " a game that changes res (though thats prolly the most effective one so far)". Link would only be pushing if the person programming the game had made him do so. The game could have a changeable resolution, as it could be within a window, and jokers simply cutting out froma  full PrintScreen what he wants us to see.
If anyones gonna say anything else, at least make it not instantly questionable.
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I ♥ Sol
.... I ♥ Sol ? wtf how long has that been there? >_> *rrrrrrrrar*
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Re: OOT 2d++
« Reply #114 on: April 18, 2006, 12:19:25 pm »
  • Master Of Disaster
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Yersterday night, i did an animated gif for my game. Those who want to support it, just put it as your ''avatar''.

Here we go :

I know its simple, but I like it a bit....
Pretty nice and simple! I was also wondering why is this oot2d++? What does the ++ stand for?
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.TakaM was here
  • Lumeuni

Fox

Turnbeutelvergesser since 1988.
Re: OOT 2d++
« Reply #115 on: April 18, 2006, 01:55:12 pm »
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Same here; I thought that would stand for C++ as the language you could program it in, but you're doing it in flash, so I guess not...
Edit: But I guess it's just to differ the version from the others. Like calling it OoT2D Number 13 or something.
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Re: OOT 2d++
« Reply #116 on: April 18, 2006, 03:19:27 pm »
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It seems to fit. In C++ the suffx '++' increases the number by 1 (granted, after it looks at what the value is. so std::cout << hello++; would display the value of hello and then add 1 to it) so it is kinda a short way of saying OoT2D Number *whatever the last one was plus one*

Anyway, this looks good. I don't usually like flash games, though flash movies are cool (GO FOAMY), but this game does look good.
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Fox

Turnbeutelvergesser since 1988.
Re: OOT 2d++
« Reply #117 on: April 18, 2006, 05:17:55 pm »
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It seems to fit. In C++ the suffx '++' increases the number by 1 (granted, after it looks at what the value is. so std::cout << hello++; would display the value of hello and then add 1 to it) so it is kinda a short way of saying OoT2D Number *whatever the last one was plus one*
But it ain't the first OoT2D. :P

Anyway, this looks good. I don't usually like flash games, though flash movies are cool (GO FOAMY), but this game does look good.
D: And what about Homestar Runner?!
:P
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aab

^ Evolved from a Hobbit
Re: OOT 2d++
« Reply #118 on: April 18, 2006, 06:03:55 pm »
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It seems to fit. In C++ the suffx '++' increases the number by 1 (granted, after it looks at what the value is. so std::cout << hello++; would display the value of hello and then add 1 to it) so it is kinda a short way of saying OoT2D Number *whatever the last one was plus one*
But it ain't the first OoT2D. :P
yeh, as OOt2d++ would evaluate to OOt2D lol.
++lastOOt2d or to be all C, *( OOT2Darray+sizeof(OOT2Darray) ), or OOT2Darray[sizeof(OOT2Darray)] (C++ i'd be involving std::list<Oot2dRemake>::iterator's), but they would suck compared to OOt2D++, so i also thought C++ at first when i read the title.
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I ♥ Sol
.... I ♥ Sol ? wtf how long has that been there? >_> *rrrrrrrrar*
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Re: OOT 2d++
« Reply #119 on: April 18, 2006, 06:12:42 pm »
  • (y)(;>.<;)(y)
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O.O A bit too deep.

I may understand that, but how many others here can???

EDIT: Yay! Top Of The Thread Post. Time To To The Top Of The Thread Dance

*a-doo a-doo a-doo-doo-doo*
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