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Messages - fictionaldogs

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21
Graphics / Re: Random Zelda art, original style?
« on: October 11, 2015, 10:29:14 pm »
Cleaned some things up with tiling while I'm still awake and productive. Mockup with new parts:


22
Graphics / Re: Random Zelda art, original style?
« on: October 11, 2015, 08:23:36 pm »
Hey again,

I've heard of that game, and love everything about it, though I've never had the pleasure of trying it out, myself. Good stuff :)

23
Graphics / Re: Random Zelda art, original style?
« on: October 11, 2015, 08:03:30 pm »
Hey again guys, thanks.

@Koh Thank you for the feedback. I am no programmer, nor am I a designer. I don't really know what works, and doesn't work when putting a game together. I edited the HUD quickly to a more OOT style fashion(also dropped some colours to make it stand out more, but I imagine it doesn't make that much of a difference once it is floating over a dynamic background), how's that? Better or worse?


@Spritonic I would love to participate in creating an original game, but one too similar to Zelda would forever be labelled a ripoff. There was a game on Kickstarter that generated a ton of money, with re-drawn Minish Cap graphics. Seriously, it was just in a higher resolution, but everything was in the exact same style(and some of it borderline traced, even the individual brances on the trees), and it got so much hate it was ridiculous.

Read about that game here: http://kotaku.com/midora-is-basically-minish-cap-only-with-a-female-lead-1592389294

Thanks for the comments, guys :)

24
Graphics / fictionaldogs' original sprites, tiles and more!
« on: October 11, 2015, 07:16:23 pm »
Hi! I've decided to make some rather unique looking Zelda tiles/sprites and such, as it might be more interesting for a developer to have a game that doesn't look the same like so, so, so many others.

If anybody wants to use anything, feel free to do so(with credit given if it is made outside of zfgc.com of course).

Or maybe we could even try having a go at making a game together? It's supposed to be similar to LA and ALttP, with more vibrant colous, and a different take on Link while attempting to keep some of that oldschool feel with the random cutoffs as opposed to MC's seamless tiling. Only publishing here because it is no use having game art unless its being used for something :) I can make more directions for sprites such as Link and the example enemy and might be able to animate them myself, if such a thing is requested. Variation can be done via small edits and simple re-colouring, which is what I've had in mind. 18 colours+trans(pink) so far.

Title screen modules:

Super easy to put together a legit Zelda splash screen. Throw in some details and a drop shadow or something and that's it!

Current tileset:

It's kinda messy. I promise I'll fix that in the future! And add much, much more to it...

Current sprites:

Sprites is not my strong suite, but I try damnit! Might animate in the future...

Current HUDS(HUD2 is NES resolution since it is outlined, to allow for more shown on the rest of the screen):


Current mockup, including HUD and some sprites(GBA resolution):


NOTE: Apart from the tileset sheet, there are some stray colours in mockup, sprites and HUD. The palette included in the set has all the singular colours that have been used so far.

25
Overworld/Locations / Re: [SUBMISSION] Overworld concept layout
« on: June 18, 2012, 09:23:29 pm »
Ah sorry for that man. I do mean like the first example you've given there.

26
Overworld/Locations / Re: [SUBMISSION] Overworld concept layout
« on: June 18, 2012, 08:25:35 pm »
New here, yes, but just wish to pop in to say that personally I have always felt like the map being split into squares has always been one of the reason I've liked Zelda. I'm not sure why. I guess it has to do with it giving you a better sense of the area you are in.

27
King of Thieves / Re: Design Document *update 6/4/12*
« on: June 15, 2012, 08:35:56 pm »
Sorry, but I'm not entirely sure what you mean when you say that the info for the dungeons is made with their respected submission. From what I've gathered, you mean that you're pretty much free to do as you please, as long as you keep the items that the player has/should have at the certain point in mind - i.e. I can design a place without having to look up any specifics other than what I just said, meaning that as long as I keep the storyline, acquired items and overworld design in mind I'm free to do as I please for the area I wish to try? Forgive me if I'm confusing, I'm not a native speaker.

28
Overworld/Locations / Re: [Revise]Piers
« on: June 15, 2012, 08:21:55 pm »
Ah, all sounds good then. :) And thanks for the welcome.

29
King of Thieves / Re: Design Document *update 6/4/12*
« on: June 15, 2012, 08:18:02 pm »
Is this document incomplete? It seems like it's cut off after 5.2.

I really wanted to try and do an area such as Lake Hylia and/or a dungeon, but sadly I cannot see any of the information regarding it!

30
Overworld/Locations / Re: [Revise]Piers
« on: June 15, 2012, 08:07:20 pm »
Would be kinda cool as a minigame for sure, and would allow for a heartpiece(or did you prefer container?). Perhaps there could be a fellow with a fishing boat to handle it. Possibly make it  something like this in terms of view; http://i681.photobucket.com/albums/vv177/avaneanime/Fishing1.jpg

But with, y'know, a boat! Just a suggestion.

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