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Messages - Mamoruanime

Pages: 1 [2] 3 4 ... 289
21
Discussion / Re: Things done wrong in every 3d Zelda turned 2d
« on: February 08, 2015, 08:32:42 pm »
@GodsTurf I'm not referring to yours directly :p there have been countless iterations of OoT2d in the past 10 or so years. These are common mistakes/things that feel wrong in each of them.

22
Entertainment / Re: Netflix Developing Live Action Zelda Series
« on: February 08, 2015, 08:30:45 pm »
I haven't found any actual sources on the matter. Everybody reporting in it vaguely says "Netflix says". Thing is my dad works at Nintendo and he told me they'd never make a Zelda the hedgehog for tv again

23
Discussion / Re: Things done wrong in every 3d Zelda turned 2d
« on: February 08, 2015, 11:14:04 am »
The Lens of Truth Sucks in 2d
Everyone adds filters over the screen and makes things disappear. Well that really sucks. The lens works great in 3d because you can look around with it. Ya know, like you're looking through a lens. In 2d, it really sucks as an equipped active item. It should be a passive, always-on setup for 2d games. It doesn't even necessarily have to have a completely revealing effect either.

24
Other Projects / Re: [Released] FlyBug for iOS
« on: February 07, 2015, 07:58:06 pm »
Yeah; newer versions if iOS have kinda killed it XD

I'll work on an update eventually.

25
Updates / Re: ZFGC Activity
« on: February 07, 2015, 12:38:09 am »
So guys, I was watching our activity last month to see if we would come close to having more posts than December (which was a pretty inactive month.)  We had to break 80 posts.  Not only did we break that, but we also broke the next 2 highest months at 122 posts.  So, I have a challenge for you guys for this month.  Do it again! Only this time, double what December was!  160 posts, can we do it?!

So... Apparently all we need are a few controversial topics to hit that goal.  Only 5 days into february.  I bet we are on track.


#pizzagate and why people who like pineapple on their pizza are terrible and feel terrible.

26
Discussion / Re: Things done wrong in every 3d Zelda turned 2d
« on: February 07, 2015, 12:31:45 am »
<3 Cassy gets me~

27
Discussion / Things done wrong in every 3d Zelda turned 2d
« on: February 06, 2015, 11:32:14 pm »
I've decided to make a short list (that I want people to add to FOR THE LOVE OF GOD PLEASE ADD TO THIS LIST) of things that every Ocarina of Time, Majora's Mask, Wind Waker, etc in 2d has done wrong, and ways to solve the problem. It's more of a uh... what to avoid sort of thing, since we've had a new OoT2d crop up yearly here or there by somebody, either in public or private. Please note, this list is just kind of overall observances- of course there are ways to do these things properly. This just observes how they don't fit. These are just things I feel devs get hung up on when trying to make a 2d remake. Focus is on Ocarina of Time.

Identifying why Certain Mechanics Exist
This is important. A lot of times people try to justify having elements in their 2d versions that only exist to progress the 3d version in a way that makes sense only to that version. Don't be afraid to rework things to make sense for your version of the game. This is the basis behind each item in this list, especially the next one.

Trying to Make a 1:1 Conversion from 3d to 2d
This... Isn't possible. You have to make necessary changes and adaptations. Sometimes outright, completely different chunks and mechanics to the games to make it work. A good example is Z targeting in a Link to the Past or Link's Awakening style game. Some plotlines might need to be adapted to make things work.

Epona
Epona may work for ALttP, however in GB games (with a small screen and room size), it doesn't make sense to have her at all. Moosh and that other thing from the OoA/S games worked because they weren't fast travel- instead, they offered new mechanics to progress. Epona doesn't offer much in the way of progression in a 2d lttp/LA environment with the exception of crossing into Gerudo Valley, but even then- you can find other ways to allow the player to cross that bridge without her. Replace the race to get her with an Ingo milk drinking competition or something, and give Link a goddamned Roc's Feather.

Map Size
Often developers will try to make a huge 1:1 overworld. The problem with this is you end up with a lot of unimportant space. There's no real scope from the top down perspective. In Ocarina of Time, you could see things in the distance; know how far you had to go. Not every part of the map had to serve a purpose. In LA or ALttP style, 80% of the rooms on the map serve some form of purpose, or convey progression. A giant over world would feel boring. I feel the trick would be to condense the overworld portions, and rearrange some side quest elements through it to give it more importance.

Trying to Find a Place for EVERY NPC
This just can't work. Kokiri Forest for example has a LOT of NPCs that simply tell you about game mechanics that shouldn't exist in 2d. They could either be removed, or repurposed with different dialog- but keeping the same dialog or trying to replicate the mechanics that don't translate well would be a mistake.

The Adult/Child Link Conundrum
This is one thing that's always bothered me. For aLttP you *can* have an adult link, but he always looks very strange. Link's Awakening however, there's no way to have an adult link. How do you solve this? Well simple- Think of Adult Link Hyrule as a new map; like the Dark World. There are differences in it that allow you to progress certain places you couldn't before. There's no need for crawly holes because in the future they could just simply *not be there*.

So Many Items
The core items are nice, and they make sense. There are some however... that don't need to be brought over. This isn't necessarily a problem with 3d to 2d, but it's a general observation. Bottles for example don't need to exist in a GB port. There are ways to tighten up the item load and eliminate some additional event threads that have a harder time existing in 2d (planting those damned floaty plants for example in OoT). Things like the hover boots are a bit strange, because they can be used, but then the Iron Boots don't really fit in aLttP style. In LA style you could use the iron boots for platformer underwater segments easy. Even then, you can probably figure something out around this whole mechanic.

Making Ledges you Jump Across
No. No no no. Come up with another mechanic that works in 2d. This always feels gross and terrible. It's barely necessary in 3d. In Link's Awakening, there would be a switch to press that extends a bridge if it's 100% necessary to cross.

Ignoring the Established Mechanics of the Style you're Working With
This is the final, probably most important thing. If something doesn't fit in the world you're trying to cram the conversion into, you shouldn't do it. Come up with a more unique way to convey what they tried to convey in 3d. Make something that works for 2d. It can be completely new, or borrowed from the style of game you are working from, but don't take from the 3d version if it's something meant for 3d. Again, those little floaty plants are the best example. You're better off making them create holes in the ground with new grottos to give you the item they'd lead to.


28
Updates / Re: ZFGC Activity
« on: February 02, 2015, 04:27:06 am »
I keep getting a bunch of ZFGC oldbies hitting me up on Twitter and stuff. They should come back too!

29
Other Projects / Re: [Demo] Princess K!
« on: January 28, 2015, 10:41:16 pm »
Sankyuu!

I'm working on the new engine and stuff today. Making things poppy and fun~

30
Other Projects / Re: [Demo] Princess K!
« on: January 13, 2015, 08:31:02 am »
Been revamping this game as mentioned above. Mockup!

Working with more overlays; still using the NES palette, but doing things the NES couldn't have done.

31
Entertainment / Re: OoT child dungeons speedrun
« on: January 13, 2015, 08:29:57 am »
I love how this got a million replies on Facebook but none here yet >_<

*kicks ZFGC a few times until they submit!*

Nice run~

32
Entertainment / Re: Metal Gear Solid V Ground Zeroes PC Version
« on: December 23, 2014, 11:22:16 pm »
Zelda is the best green tunic wearing elf ever~

33
Entertainment / Re: Metal Gear Solid V Ground Zeroes PC Version
« on: December 20, 2014, 06:02:39 am »
Metal Ground Solid Zeroes was alright.

If Metal Gear is such a great guy though I don't understand why he keeps losing his eye and growing old and getting it back and then becoming young again without his eye.

34
Entertainment / RushJet1 hits it out of the park again...
« on: December 01, 2014, 09:07:09 pm »
Holy !@#$%... For those unfamiliar with RushJet1, he upgrades/remakes a lot of Mega Man soundtracks to support VRC6 and he's also worked on 1001 Spike's golden skull tracks.

https://t.co/DGDBmJmrkm I'm in love with everything in this album.

35
Honestly I was kind of surprised people were believing this applied to fan games... Nintendo has always had a very... very strict and firm stance on this. From a legal standpoint, it makes 0 sense to allow derivative works of their IPs to be distributed freely. There was a huge surge of posts on my facebook feed about it and it's just... Ugh... I get that hopes tend to skew reality but disconnecting from the excitement and looking at this rationally it wouldn't make sense. Also there's still no credible sources even on the video stuff, but as far as I can tell it's just an "ok" for people to publish gameplay videos on Nico Nico and draw fan art. Even if there were mention of fan games, there's a low chance it would even affect the west given their stance on emulation and fan games.

I mean the most logical way to break it down is that if Nintendo condoned making fan games using existing assets, they'd condone emulation. They don't. At all. It would make 0 sense for this to cover fan games.

36
Zelda Projects / Re: A Challenge
« on: November 13, 2014, 05:18:04 pm »
I think realistically this could be done using all of the existing Zelda mechanics, with upgrades just being items (akin to 4sword's item system) and be pretty enjoyable~

37
Zelda Projects / Re: A Challenge
« on: November 13, 2014, 03:54:58 pm »
Sword and shield. Using standard Zelda enemy mechanics, it shouldn't be a pain. Buffs would include things like sword projectiles :P More like Zelda in that department, because Zelda mobs are built for close combat vs ranged combat.

38
Zelda Projects / A Challenge
« on: November 12, 2014, 01:43:38 pm »
I haven't seen it done yet, and this seems to be the place where it should be done.

I challenge all of you to make a Binding of Isaac clone using Zelda graphics and items.

GB Zelda is probably the best graphical source since it has tons and tons of items. Seriously though; think about it- Rings instead of trinkets, use items are Zelda items, and bosses can be from the range of bosses in the zelda series. It just works.

If someone makes this I dunno maybe I'll send you some Xbox One launch party/Capcom swag (you know; Resident Evil soundtrack, Dead Rising 3 stuff, a weeaboo pin set, etc etc)

All of the resources are completely readily available too.

39
Entertainment / Re: Majora's Mask 3DS
« on: November 09, 2014, 03:16:32 am »
I really hope they uh...

Well... I mean Majora's Mask was a very rushed title. IIRC the saving system was only the way it was because they had issues testing the regular save/quit system from other Zelda titles, so they introduced the owl statues. I really sincerely hope they got rid of that BS and gave the game the proper flesh-out time that the original lacked. Aonuma is apparently boasting that the game has content that will bring new people in, so I mean... It's worth a go for me. I still may not enjoy it as much as I would other Zelda titles, but Zelda is Zelda.

40
Other Projects / Re: [Demo] Princess K!
« on: November 08, 2014, 09:08:31 am »
Added a ton of new content and mechanics and decided to change up how the game's gonna play out. Less single-screen Bubble Bobble style, more level-to-level Kirby/Yoshi's Island vibe.

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