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Messages - LTGH

Pages: [1] 2 3 ... 10
1
Zelda Projects / Re: [WIP] LOZ 3D
« on: January 22, 2010, 03:09:30 pm »
Is this project canceled?
I have waited for a new post for months  :(
I mean, it was months ago you mentioned the demo, and im waiting.. and waiting.. and waiting.. but it seems like it just wont happen..

2
Zelda Projects / Re: [DEMO] The legend of Zelda 3D Flying Rooster
« on: January 22, 2010, 03:06:51 pm »
Any news regarding this project?
Im checking it like once every third day, and havent heard anything for a while :p
(i stealth around on these forums alot, about once a day.. for those people who wonder where i came from xD)
But im to busy working on my own stuff.. which is warcraft 3 maps, and since there is other forums for that, i dont really have time to be active here anymore : /

3
Zelda Projects / Re: [DEMO]The Legend of Zelda : Ocarina of Time 2D
« on: November 02, 2009, 10:22:21 pm »
The new look of the game looks pretty darn awesome! :D
I cant wait to see a demo containing those graphics.  :)

4
Zelda Projects / Re: [DEMO]The Legend of Zelda : Ocarina of Time 2D
« on: September 04, 2009, 08:12:00 pm »
Hello, Ahmio, I haven't entered this site for a few months now...I thought project was dead by now, but awesome  XD! You went on progressing, I have tested out the demo...the only little problems are:

-Link's saumersault frame needs to be a little bit faster
-And that you can get stuck in some corners sometimes.

But that's just about it, I can't really complain about anything, nor should I, many users in this and many other sites tried making an OoT 2D but harshly failed.

Keep it on...I know you will progress more  XD

You mean that you didnt notice any other problems then that? O.O You cant have played for long then.
It is a huge amount of bugs in the current beta and was unstable. I think i found about 15-25 bugs in about a half hour :p
But yeah, im surprised that he still makes progress, but sucks that we only geta screenshot or two like every two week.

5
Zelda Projects / Re: [DEMO]The Legend of Zelda : Ocarina of Time 2D
« on: August 17, 2009, 08:50:09 am »
I found one bug/glitch. It's when you swim, if you dive while your in the water and you just keep holding down the button you can pass Mido without a sword and shield. So, you could maybe fix that.  :P
That has been reported atleast 5 times now by different people xD
I made a HUGE list with like 30 bugs. I have linked it a several times but people doesnt check if the bug is reported yet or not :/

6
Zelda Projects / Re: [DEMO]The Legend of Zelda : Ocarina of Time 2D
« on: August 15, 2009, 02:30:50 pm »
That is becouse you played a very old beta of the project, you really cant do that much more.
And cant you get the shield? hmm.. i dont remember myself. Cant you just buy it in the shop? xD

7
But that guy is not from the zelda games so maybe he keeps it? who knows :P
If he isnt changing the entire point of the game ofc.

8
Zelda Projects / Re: [DEMO]The Legend of Zelda : Ocarina of Time 2D
« on: June 30, 2009, 09:18:23 am »
Guys, there is more issues then the ones posted in this page.
I also said that all the stuff you said is already posted a while ago.
This is a quote of one glitch report i made.
I just noticed that when you roll on a door entrence, you just roll over it and can walk behind the walls.
You really should fix that. THIS ONLY WORKS ON SOME PLACES

Also, the stair glitch is not fixed, i can still climb to the side and start climing around on the ground.

And the pathing on links house isnt fixed, i can walk up on the roof.

I noticed that you can walk up on that house with the bridge now. When i jumped down from the path up to the house roof, i rolled out of the edge and jumped all the way to the cliff wall and now im stuck there.

When i walk inside a house (walking downwards) and i dont release the button when i enter, i leave it instantly. Anyoing sometimes, make it so that you have to "re-press" the buttons after you enter a house, with that i mean that you should make link stop walking after entering a house.

Maybe you should make the guards fairys follow them, looks wierd when they doesnt move.

I found the funniest glitch so far! =D When you dive, you can swim out of the water and dive under the ground then start to swim out of the water, i justed dived throgh mido and im going to deku tree without a sword and shield.

The deku stick unit things have pathing but the deku scrubs doesnt, should be reversed if you ask me.

When you hold pots, you can walk through doors, like when you roll.

Yay, you added the rolling stone, make it roll like in OoT and make it bigger so you cant avoid it, you have to run at the right moment, i just walk around it now.

If you use the sword next to a ledge, you will jump down, you even jump down when its a bridge in front of you (the one that is connected to the house). Your pathing should not change when you use a sword.

You can find blure rupees in the gress, isnt that a little to much?
And you find rupees to often.

!@#$%, !@#$% and !@#$% again! I cant move after i open the slingshot chest >_>
Thats why i saved the game and restarted it, and now i can continue, im so smart xD

Why doesnt the game pause when you "pause"?

Whats with that wall you are suppost to climb on? Befor you hit the targets, its a piece of !@#$%, when you walk towards it, you start to climb and stop to climb like 5 times in a second and you cant use your slingshot when standing next to it, anoying when you want to hit the targets.

Try to find a better sound for deku tree, i have to turn of the volume when i enter becouse it sounds so horrible.

If you roll up on one of those creatures in the first room of deku tree, you get stuck on it and you die in like 1 second, that sucks. And then i figured someone else out, you doesnt get invulnerable after you get hitted, you should be that for a short moment.

May i ask why you didnt put in the entire deku tree? :O
I mean the entire deku tree sprite, he is just cutted of on the top.

You really attack to slow, just look at it, its like its 1/2 of the speed when he attacks. I never noticed that befor.

I readed the comments above, i guess im lucky, i can play it without a single problem :p

When you are aiming your slingshot, you can click on another C button to shot and you get a discount on the C spot you clicked on, so if i have slingshot equiped on C-Left and press down C-Left and release C-Right, it will decrease the amount of X in the C-Right spot.

If you try to equip an empty slot in the inventory you get error. So do not press any C-Button in the inventory screen when you havent selected an item.

When you start the game, you should start inside links house.

Quote
-Mido will strafe when I'm not even close to him. (I'm swimming in the lake and watching him block my path)
Mido does that in OoT to, Go and play it and take a look yourself.

9
Zelda Projects / Re: [DEMO]The Legend of Zelda : Ocarina of Time 2D
« on: June 23, 2009, 03:22:22 pm »
And if you dont like it, dont play it : /

Hows he supposed to know if he likes it, if he doesn't play it?
What do you mean? He have to know if he likes it or not if he have played it?

10
Zelda Projects / Re: [WIP] Legend of Zelda fan game
« on: June 23, 2009, 03:21:12 pm »
Maybe make it at the place where you get to see Epona, you know, the spring.
There you will be able to lift objects (stones, optional ofc), battle a few enemies, roll into the gate to test objects, maybe even talk with the girl? Hopefully be able to crawl in the hole, but i guess that wont be in :P, walk in water, and have a look at epona.

Thats more then i expect for a first preview so if you have all that, it would be awesome :P

11
Zelda Projects / Re: [DEMO]The Legend of Zelda : Ocarina of Time 2D
« on: June 23, 2009, 03:13:19 pm »
You know that when you dive you can go anywhere right?
You just hold the dive button and go wherever. I posted screenies on your GMC topic.
I got past mido without a shield, and got owned at the deku scrub, which seems just to be one of those turret engines I saw awhile ago.

No offense, but really your engine just feels like a couple of tutorials mashed together.
Your collisions are still bad, rolling gets you past areas, meaning you didn't change the sprite, but you changed the entire object to a rolling object, which obviously has no collision with whatever you used to change maps. Same with holding pots. Rolling is useless, restricting movement and it doesn't increase speed at all, and the origins are off.

My thoughts, possibly a bit rude, but needs a lot of work engine wise...
-Ethelon

I reported that many, many weeks ago :p
I have an entire list of bugs i found, think its around 20 glitches, it is somewhere in this thread.

And dont you think he knew that you could roll over objects? He just released if for every to test, it was not in a beta stage, not even an alpha stage when he released it, it was just to show the progress.
And if you dont like it, dont play it : /

12
Graphics / Re: [REVIVAL] Koholint LttP Style (Update on First Post)
« on: June 18, 2009, 10:29:16 am »
It is still a little empty.
I think that a little variation with cracks on the floor could fix a part of it, im not sure how it would turn out though.
I might be wrong becouse the most zelda games has this flat ground tile. :P

13
Zelda Projects / Re: [WIP] Legend of Zelda fan game
« on: June 18, 2009, 10:26:39 am »
I would like to have the first town done first becouse there you can do pretty much everything.
Climb, jump, swim, talk, enter houses and such things, that place would be the best becouse you can test pretty much everything there. There may be better places but thats the best i can think of right now.

14
Graphics / Re: [REVIVAL] Koholint LttP Style (Update on First Post)
« on: June 17, 2009, 05:22:09 pm »
I like it =)
The dungeon is a bit empty yes, but in the original game it is that aswell.
But the statues you use, maybe separate them a little? Having them next to each other just looks wierd becouse you cant stand infront of them anyway xP

Maybe you could make a "broken" tile of the ground and place a few randomly to make it look less empty and flat?

Other then that it looks good so far :)

15
Graphics / Re: [REVIVAL] Koholint LttP Style (Update on First Post)
« on: June 15, 2009, 10:39:24 am »
Look at the two trees to the far right on the beach.
to the left of them the beach is messed up. it uses the wrong tile behind them.


16
Graphics / Re: [REVIVAL] Koholint LttP Style (Update on First Post)
« on: June 08, 2009, 11:42:39 am »
LTGH: Yeah, it's up again, and I wouldn't mind some extra hands either :)

Heh. I dont really have time to work on this myself, but im still looking forward to see how it end ups =)
I have other projects to work on currently.

17
When are we getting another demo or something along those lines?

When the time comes. And its impossible to tell when that is.
You just have to wait until it comes. The longer you wait, the more exciting it will get. Or, the more you will expect.

18
There is one thing that i have to say is kinda confusing, read this:
Quote
The Shadowgazer is dead - long live The Shadowgazer!
Its dead and at the same time you say "long live". :p
I suppost you mean "The Shadowgazer isnt dead" or something, otherwise i get a bit dissapointed.

19
Graphics / Re: [REVIVAL] Koholint LttP Style (Update on First Post)
« on: June 03, 2009, 12:14:02 pm »
So the project is up again? awesome :]
Im looking forward to see how it will turn out.

20
So its over then? :(
It really sucks to see that this project never made it through, i really thought that it would turn out to something great.

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