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Messages - Max.

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901
Zelda Projects / Re: LOZ [FAN GAME] Boundless Star Game
« on: August 13, 2011, 05:29:28 pm »
Those Hyrule Goddesses, so irresponsible with their triforce  :P

I'm confused, are you making a movie or a game?

Oh, I watched the video and now I get it. That is filmed incredibly well, and edited really nicely. Acting is a bit awkward, though, and there are a lot of odd pauses when the actors are kinda looking at the camera, presumably to get confirmation from the director to do something because they're confused?

902
Other Projects / Re: [Demo] Tech demo - Horn of Balance (working title)
« on: August 11, 2011, 07:58:00 pm »
Sorry it took a while, I haven't been able to get on the computer since last time until today. Haha, this only took like five minutes, too...



It's the three in the bottom left that are 16x16.
The furthest down out of all the 16x16 ones is my favorite, but you can use whatever you want.

903
Other Projects / Re: [Demo] Tech demo - Horn of Balance (working title)
« on: August 08, 2011, 06:33:14 pm »
It was actually a young boy you turned into a tree, sort of like the deku child from MM, actually. He's the first from the top left.

The middle row is what I came up with, they're all 16 pixels wide, which I'm assuming you're using?
Then the bottom right guy is a skinnier approach, which I could take if you'd like. Also, I could try shortening them so they'd be 16 pix tall, too, but... they wouldn't really be trees anymore, at least, I wouldn't be using the Flute Boy as a reference anymore, because he'd be too big.


904
I might do some other MM specific tiles later if I find a need to for my game. So far all I've mapped, graphically, is clock town, termina field, and Ikana Canyon. And Ikana is nothing like MM, because i've set it in the past when Ikana was flourishing, so none of the stuff I've done will really fit if you're doing a MM 2D or something. I've been thinking about doing those giant stone mushroom things from the north field, though, but I haven't gotten around to it. If I ever do, though, you are welcome to the sprites, if you'd like.



There's the astronomy tower (lol hogwarts is invading my brain...) and the thatched stalls, though.

OH, but one thing, if you're working with RM2K3 or earlier, these are for RMXP, so they're 32x32. Fortunately, they're at a 16x16 resolution, so all that is necessary to make them rm2k3 sized is to stick 'em in paint and shrink them down to 50%.

905
MC & FS / Re: {Request} MC Bombs
« on: August 08, 2011, 04:23:42 pm »
Oh, I thought just the regular sprite was what you wanted. You weren't particularly specific, I'm sorry.

906
Zelda Projects / Re: [Demo] The Mask of Ikana
« on: August 08, 2011, 02:48:43 pm »
Update what?
If you mean this page, yeah, I update it a couple times a week. If you mean the demo, no, not yet. I'm planning on putting a new one out once I finish a bit more of the story. I'm thinking that will be next week, unless I get less time on the computer than I'm planning. If not, then the following week I'm getting to permanently borrow a laptop, so I'll be able to work on this tons more than I do sharing a desktop with 4 other people.

907
Other Projects / Re: [Demo] Tech demo - Horn of Balance (working title)
« on: August 08, 2011, 02:45:07 pm »
What kind of dead plants are you looking to replace the flowers? I don't know if I can do trees, although I could give it a try, but I'd love to try the other plants!

908
Oh yeah, I forgot about battle animations. I've totally abandoned the default battle system so long ago that I forgot it was a thing. I don't work with sprites like that, so I couldn't help you, sorry...

As for clock town, Leduardo has a smashing clock tower, you could talk to him. I've adapted TMC Link's house to become thatched-roof stalls, like are set up in south clock town in MM, and did an astronomer's house.

For some reason I'm just chomping at the bit to share the work I've done. Would you appreciate it?

909
Graphics / Re: Rayo's Sprites
« on: August 06, 2011, 09:28:16 pm »
Ember, mystery, gale, scent, and pegasus, if I'm not mistaken, and we're going from left to right. It all looks smashing, although pretty big, as I imagine it fitting back into TMC, although I guess your game could very well use bigger sprite.
The only things I don't like are the colour of the mystery seed and the gale seed. The mystery seed is so dark you can hardly see the detail that makes it look sort of like a question mark. And the gale seed just doesn't look like a tornado.

910
Zelda Projects / Re: [Demo] The Mask of Ikana
« on: August 06, 2011, 02:57:29 am »
So, I haven't worked all that much this week, 'cause I've had so few hours at work that I declared myself on vacation and haven't spent more than a day or two at home, and most of that was spent sleeping and playing Prince of Persia. But I did map out Ikana City. Um, loosely based on Ikana village of Majora's Mask. I mean, if you squint, you can see the well is in the same place, the castle is right to the right of this map, so it's the same, really, the water wheel references the future one from Majora's Mask, and the heights of things are a similar level. It's just a little bigger, and has a lot more buildings.



I also changed the ability to do the elegy of emptiness from Igos to Kafei, ease of having enough buttons and stuff. Kafei "loses his heart" at some point during the story, metaphorically, and gains the ability to leave his body behind.

Mostly this week's been planning.


One question, though, has anyone played the demo?

911
You use that style stuff for rpg maker? No wonder they call you Crazymugen.

I've done a little bit of Majora's Mask stuff Minish Cap style, which is a lot more conducive to RPG Maker. If you could use that, let me know. Just out of curiosity, what are you doing involving RPG Maker and sprites like the example you gave?

912
MC & FS / Re: {Request} MC Bombs
« on: July 28, 2011, 10:20:06 pm »
http://www.zeldaelements.net/images/games/the_minish_cap/items_and_equipment/bombs.png

Did you try looking for it first, or are you looking for something less obvious?

913
Zelda Projects / Re: [Demo] The Mask of Ikana
« on: July 26, 2011, 06:39:32 am »
So, I put together a new (prettier) area for technical testing of all the items and stuff (almost all programmed! only the optional items left now!).
THE DOWNSIDE:
I've noticed that the HUD is getting a bit lost in the clutter of the town:



Anyone have any ideas? I'm thinking maybe a thicker white line around the buttons, but I can't decide on a white line around the items...


ALSO, I programmed in an elegy of emptiness mechanic. It actually... was really easy. The hardest part was the fact that I only have 4 buttons, not counting the action or menu button, to work with, and making a select item screen was too much work considering its only real purpose would be to allow you to shuffle items around as Igos in order to use the elegy of emptiness at some point. So right now, it works if you press D and Shift at the same time... unfortunately, this means the sword and magnet gloves also go off when you create the heartless Igos...
Does anyone know how to make further use of the keyboard in RPG Maker XP, beyond just the ASDZXspace keys? Like, if I could use F or Q, W, or E?


Nevermind, I should go to sleep before I post things like this, I figured out that Q was totally an option to begin with, I just thought it was already taken for... some reason...
I guess the HUD will get an update... Q button!
Which means more item options for Kafei, since Igos' slots are all taken up by plot-required items, and only three of Kafei's are, leaving two extra. I've got one planned out already, so I guess he'll get two optional items. Perhaps I'll also put in W and give each character an empty bottle, that shouldn't be too hard.



EDIT:

Exciting! It's a cause to stay up too late! It's the quest status menu!
The way this works is like this, when you press Esc or x to go to the save, continue, etc menu it looks like this:



The Q and W are item slots that you can set, HOWEVER.... you have to set them at a specific place. you can't just change them wherever. That's okay, though, because these are only taken up by optional items. No item nessecary to the game/plot is assigned here, only optional ones, such as super bombs, empty bottles, etc.
Pieces of heart are obvious, 4 to a container in this game. They're a bit more common here, since there's only 4 (...6?) dungeons, and no half-hearts. If an enemy hits you, the least it can do is 1 whole heart. So this means there need to be more containers, but less dungeons means they need to be in pieces.
The 4 circles are where the plot-advance-er items go. The elements, medallions, crystals, pendants, whatever. In this game they're keys.
The last two boxes are the sidequest items for each character. Trading sequence, etc.

Any thoughts on the design?

...anyone?



914
Graphics / Re: village MC style
« on: July 26, 2011, 01:28:24 am »
Way to go, this kicks ass now. I really like the wooden post trend going on here, and I think the cone roofs are just wonderful. The big thick posts are fantastic, very much like wind waker, with the exaggeratedly widening perspective at the top, and the spiral grain. The wooden platform is also quite nice, it's a very zelda thing to have random platforms like that in villages that don't particularly serve any purpose. Like that giant tower in Kakario in OOT :P

I'm very excited to see where you take this, you're an excellent spriter.

915
Graphics / Re: village MC style
« on: July 24, 2011, 12:57:28 am »
A picture is a thousand words, although I don't know how simple they are.



I added some little board over the door, because the posts were strange looking.

I also circled the back of the roof, because the perspective looks strange, still, although you made it better since the last one.

Perhaps it's the fact that the sides of the roof go in, and the house looks like it's shaped like this:
___
> <
----

uh, when viewed from the top. Sorry, that little diagram probably doesn't make any sense...

916
Graphics / Re: Boat MC style
« on: July 22, 2011, 11:03:59 pm »
That fence is rockin', but as far as the house goes, Frozen has some good points. I think if you take away the strange perspective of the back of the roof, and put the tops of the posts UNDERNEATH the things they're supporting, you'll be going leaps and bounds in the right direction. I think the stone looks fine, though.

917
Zelda Projects / Re: [Demo] The Mask of Ikana
« on: July 21, 2011, 04:10:53 am »
Thanks for the link, Martijn. I'll be sure to try this out and make a video at some point, but... not yet. Probably when there is more to this game, so there will be more scenes. Right now, it's more like a cutscene than a game, with a little walking around.

Edit:
Slight modifications to HUD, how's it looking?


I also added the magnet gloves for Igos. Right now, my biggest fear is the rupee counter... the only way I can think to make the icon appear is by having 100 different graphics, and depending on how many rupees you have, the program displays the corresponding graphic of the number... but that's a lot of work. Not too hard, but mind-blowingly boring. I can't figure out how to do it any other way with RMXP, though.

Also, the other major change now is this:
during cutscenes, the HUD goes away and letterboxes appear, making it cinema-like. Secondly, during said cutscenes, if there is more than once character who talks, a little speech bubble appears when their text comes up, lasts about a second and a half, then goes away, in order to indicate which character is talking. In these cases, I also had their names written above the text, whenever there could be more than one character talking, but that apparently is not clear enough. I cannot figure out how to make the speech bubble appear and last as long as they're talking...
well, not true, I could do that. But, it would be so much work I don't think it'd be worth it. Let me phrase it this way, I can't think of an efficient way to do that. Perhaps I could if I knew how to script in RGSS, or whatever RPG Maker XP uses, but I don't...


Homegrownpwn, it's more of a prequel.

Just finished termina field, as far as mapping goes. I still need to put in the enemies and treasure and stuff, but that... will probably come in a later phase of the game. I still have a couple items to finish before I make more enemies, and I want to make more enemies before I put any in termina field.

918
Zelda Projects / Re: [Demo] The Mask of Ikana
« on: July 18, 2011, 09:53:07 pm »
Hmm, well, there's a link that I thought I edited into the first post, but I guess I messed it up or something... the internet has told me that if you download the thing on this page, you can play RPG maker games without having RPG maker:
http://www.rpgmakerweb.com/download/run-time-package#xp

Also, I would love to make a video, at least, at some point, but I don't know how to record things that play on my computer. I could hold my camera up to the computer screen? Haha, that would look bad, how do you make a video for this kind of thing?

919
Zelda Projects / Re: [Demo] The Mask of Ikana
« on: July 16, 2011, 05:24:37 am »
So, an opinion kind of post, which do you think sounds more appealing? Or, if you prefer, which is less generic and less likely to make you skip over the game because of the boring generic title? The legend of Zelda:

The Mask of the Gods
or
The Mask of Ikana

They're both fairly relevant, plot-wise, on a symbological level.


Also, since this is going to be a fairly short game, compared to nintendo released Zelda titles, I've made the item system very, very set. When you're Kafei, you have four buttons with which to use items: sword, lantern, jump charm, and extra slot. Same when you're Igos: sword, hammer, Volt Rod/Cane of Ohm (opinions on which?), and another extra slot.
SO,
what should I do with this extra slot?
option 1: Have a prompt in the menu to set this as one of the secondary items, such as a bottle or other non-essential item, such as ones you gain in an unnecessary sidequest. This is probably the most versatile option, although it's slightly awkward, as you could only set the keyboard "d" button, and more importantly, this would take away the "quit game" option in the menu. You'd have to close the program to quit. Which I don't guess is too too bad, but...

option 2: have one more set item for each character. This is easier, doesn't mess with the menu, but... I don't know what item it could be. I would most likely be a nonessential side-quest obtained item, but... I don't know what item it would be for Igos, but my plan, should I go down this option, is to have two large sidequests, one that will work only if you're playing as kafei, that takes place in Clock Town and the other in Ikana, involving Igos. Kafei's involves helping the bomb shop and some stuff, and results in an item that you place, backflip away from, and then it explodes in 9-tile square or so, damaging all nearby enemies or weak walls or something. Kind of a super-bomb. I don't know what I'd do for Igos.

I could also have the super-bomb thing be one of the selectable fourth items from option one. Any ideas?

I really, really appreciate anyone who comments on things like this.

920
Zelda Projects / Re: [Demo] The Mask of Ikana
« on: July 09, 2011, 07:21:21 pm »
So has anybody, especially those without RPG Maker XP, gotten this to work? Any attempts to run it, even those met with failure, are a big favor for me.

Also, lil' question, which do you think sounds cooler for a rod that does electricity: The Volt Rod, or the Cane of Ohm. The second one is kind of an electricity joke, so I prefer it, but it sounds kinda silly. Opinions?

Moffett, I've got you written down for when I make credits a part of the game, which would be... the end. But I will probably do them sooner, so they might be able to be in a demo once there's some story done. Also, if I happen to remove your guards, don't be offended. I might change them, because although I like some aspects of yours, they don't completely fit with the image in my head of Ikana guards, so I might alter them to fit more with the Igos character, so he looks more like he's one of the guards. Ahh, I really need to start calling them soldiers, because in the coding of the dudes, I've been calling them guards, but in the story, they're soldiers.

Masterpaul, what is inc operating mode 7?
as fot the RGSTP thingy, I think downloading the "RTP" file will add the resources needed to run this game to your computer. It should allow you to play any game created with RPG Maker XP, and can be downloaded here: http://www.rpgmakerweb.com/download/run-time-package#xp
What I'll try to do for the next demo, though, is make it so that isn't needed. What downloading that does is adds things like graphics and sound that are default with RMXP to the computer. Hypothetically, though, if I remove all the graphics and sound and stuff that are default and replace them with custom stuff, the game should be able to run without it... the difficult part with be locating all the default graphics...

Retrorespecter... that's hard to say. For a few reasons. 1) It's kind of a surprise? I mean, it's not like Ocarina where you know right at the start it's gannondorf, or TMC, where you're like three minutes into the game and Vaati is like, I'm evil! 2) I mean, there is an antagonist, but depending on whose viewpoint you're looking from, there is no bad guy... or everybody is the bad guy? Characters all make decisions based on their ideas about the world, or their past experience, or on what they hold most dear, and sometimes this seems evil to other characters.

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