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Messages - Cypras

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161
Zelda Projects / Re: The Legend Of Zelda: Scepter Of Distortion
« on: June 13, 2009, 10:18:59 pm »
You could use views. It would fix your room size problems.
Yeah, I have. Thanks.
And I have found the jumping sprites, does anyone know where I can find the night sounds? Like the owls etc

162
Zelda Projects / Re: The Legend Of Zelda: Scepter Of Distortion
« on: June 13, 2009, 12:10:55 pm »
I'm really impressed by the detail you put in at places. Like how you see two groups of dustclouds when rolling down, but three when rolling left or right. One can argue about wether or not this should be the same for all directions, but I personally am impressed that you took the time go into detail like that. Not everybody has the needed attentionspan for those thing, by far.

There are three thing I'd like to note:
1) The screen changing size isn't al that great, but it works. Try and get every area the same size. A suggestion for inside might be to also show the outside a little to fill up space. And by outside, I mean an imitation of the outside with just tiles to save yourself a lot of trouble. Well, don't let this one bother you too much. It's something to think about for the long run.

2) The collisions inside don't look right and I wasn't able to push the downwards wall etc. Maybe someone meantioned something already. I haven't read the whole topic, but it looks like Frozenfire already made some post so I guess you're already aware of this kind of stuff. Somehow the outside collisions seemed fine but I haven't really tested it.

3) The arrows you shoot should dissappear. Maybe give each arrow object a counter variable that diminishes by 1 each step. After x steps the arrow can slowly fade away. This IS important because you now seem to be able to create an indefinate amount of objects. A heated fight with your bow might leave a room filled with arrows, slowing down the game. Another thing you could do is max the amount of arrows in the game by only showing the last x arrows at one time. I personally wouldn't advise it because then you'd also need to consider deactivated arrow objects in some way.

Thank you about the detail, that is really important to us.

1) I have actually just fixed the screen size issue. =D I made all the rooms the same size and just used a background colour for smaller rooms than the view size.

2) Yes, that is a work in progress.

3) When the arrow collides with the wall it destroys itself and then draws it onto a surface. Saving the amount of objects in the room to reduce lag also; and there will be a limit on how many arrows you have too. I also just had a go at making the arrows not stick so far out from the places it collides (like it sometimes does), instead now I have it to the arrow goes right into the wall which isn't right either. But yet again, working on it.

Thanks for the comments.

163
Zelda Projects / Re: The Legend Of Zelda: Scepter Of Distortion
« on: June 13, 2009, 11:37:31 am »
I noticed that the ledge jumping from cliffs wasn't implemented in the previous demo. I don't know if you're planning on doing that.
Good point, i'll get on that. Any jumping sprites around?

164
Zelda Projects / Re: The Legend Of Zelda: Scepter Of Distortion
« on: June 13, 2009, 11:00:05 am »
In OOT and TWW it is 5 to 7 minutes I think.
Cool, done. Anything else you can think of I should add/change? I've done the rest.

165
Zelda Projects / Re: The Legend Of Zelda: Scepter Of Distortion
« on: June 13, 2009, 07:10:34 am »
Hmm, just add some new things, or if you want to release it as some tech demo.
I've got an enemy and things, with some more effects etc.

How long in 'our time' do you think day/night should last?

166
Zelda Projects / Re: The Legend Of Zelda: Scepter Of Distortion
« on: June 13, 2009, 06:46:31 am »
No problem, I can wait. Thanks!

Alright, I've officially added it to my project list.  XD

Also...
Okay, yeah sure. Custom controls is it.
Yay for custom controls! ^_^

I can't think of anything else that I would want to have customizable... hmm, maybe I'll think of something later.
Okay, I believe I have fixed all your bugs/suggestions (or i'm very close), do you want to test it? Or will I just add new things?

167
Zelda Projects / Re: The Legend Of Zelda: Scepter Of Distortion
« on: June 13, 2009, 12:52:03 am »
Why not simply let the player map the controls? Like... first and foremost when you create a new file. Kind of like how creating a new file in most modern zelda games prompts the user to select message speed and brightness of the screen.
Okay, yeah sure. Custom controls is it. What other settings would you like to have control over?

168
Zelda Projects / Re: The Legend Of Zelda: Scepter Of Distortion
« on: June 12, 2009, 11:39:11 pm »
I'd be happy for you to do the sprites if you like.

Ok, I'll put that on my list. Just know that I do have a few other things to do first, but I will definitely do those for you. ^_^

FrozenFire: I don't suppose you know where link charging and walking sprites are?

Probably in the same sprite sheet as the walking with the bow. How about this, I will fix you up a sheet with Link walking with the bow and with Link walking with a charged sword. I will probably be able to start on it in a couple weeks. so, I can do that as long as you don't need them right away for your next demo or something.

you should go with WASD for movement and the arrow keys for and space/shift for other stuff.

I think he said that he'd get around to fixing up the controls later. The ones in the game are temporary. Or maybe you just meant for the next demo it would be nice to have different controls?

No problem, I can wait. Thanks!

Yeah the controls are still being discussed on our forum. I have recoded the whole sword attacking and now it is much faster and is more efficent than the last time. I'm still currently going through all your suggestions.

169
Zelda Projects / Re: The Legend Of Zelda: Scepter Of Distortion
« on: June 12, 2009, 08:38:54 am »
Alright, i'll get on that. Hopefully the next version I release will just be the same with all your guys suggestions/bugs fixes.

FrozenFire: I don't suppose you know where link charging and walking sprites are?

170
Zelda Projects / Re: The Legend Of Zelda: Scepter Of Distortion
« on: June 12, 2009, 07:09:56 am »
You wouldn't happen to have link walking with the bow sprites. would you?

TSR has the sprites. Here is the link to the sprite sheet:
http://www.spriters-resource.com/gameboy_advance/lozminish/sheet/6369
It's the 5th row from the top. I know the actual bow is missing (looks like Link is holding air), so you'd have to insert the bow yourself. Or, if you don't want to do it yourself and if you aren't in a hurry, I could insert the bow for you and post the sprites here. But first I have another set of sprites that I'm working on for Martijn dh. I'll be glad to help if you need that done though.

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Thanks, sorry about getting stuck in that person :P Will work on it.

No problem. Collisions tend to be problematic within GM games.

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You guys here, giving motivation with all the flaws/bugs you pointed out gives me something to work on. Thanks.

Sure thing! I'm glad you're feeling more motivated. :)

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I don't suppose any of you found the grandma's glasses? :P

Nope, so I'm just gonna have to play it some more. ^_^

I'd be happy for you to do the sprites if you like.


What would you guys like to see in the next demo?

171
Zelda Projects / Re: The Legend Of Zelda: Scepter Of Distortion
« on: June 12, 2009, 05:12:29 am »
Sorry :P.

Well they are above her in the haystack. There is a bug where if you enter a house and go back outside she will dissappear, but i just fixed that. :P

172
Zelda Projects / Re: The Legend Of Zelda: Scepter Of Distortion
« on: June 12, 2009, 03:56:09 am »
Quote
Actually, I was just referring to the screen shots because I can't get the download to work either. Same problem as Niek.

As for motivation. Remember, nothing good comes easy. You'll never complete a game if you only work on it when you feel like it, at least, not a good game anyway. The trick is, think about where the project will be when it's done, visualize the completed game in all it's glory and let that motivate you! Yay for motivation! ^_^

Maybe no one is interested because they can't download the game...?
If you fix the download link, I'll play it and give you some feedback. Smiley

EDIT:

I figured out what was wrong with the Link. Here is the right one:
http://www.box.net/shared/xnor2vytn3

Also, I played your game and it actually isn't bad, not bad at all! I see real potential. You really shouldn't give this up.

My only problems with it are the sword swinging a tad too slow. Also you can't walk while charging your sword. You can't walk while holding back the bow and the arrows need to use proper alignment coding because they often would hit the wall before actually reaching the wall, so they stop in mid air.

The day/night system is a good start. That transition between the two was done well if you want to avoid a slow darkening to night and a slow light up to day time. The engine seems pretty solid. I did get sorta stuck in a person when trying to talk to them, but besides that, the rolling is nice, the fairy is done pretty well and the control of Link feels pretty good.

My advice, listen to people's criticism and keep working on the project, iron out all the bugs, and you will have a very nice game going. ^_^

Okay, yeah. Sorry about the link, i tried to fix it; but zfgc keeps on adding that stupid http:// infront of it.

That's a good a way of looking at it I suppose, i'm more motivated now knowing people can actually help me with ideas and suggestions on the demo etc. I can fix those things there that you suggested, no problem. You wouldn't happen to have link walking with the bow sprites. would you?

Thanks, sorry about getting stuck in that person :P Will work on it.

Quote
OK. I just downloaded the game by quoting the first post and than copy/paste this link (http://www.box.net/shared/xnor2vytn3) in a new tab.

Am I correct in guessing that the Town Dillocheck is the only area you can go about? Because if not, the roads out of the town don't work.

Here are somethings I like to mention:
1) The controls: The arrow keys don't work, instead I, J, K, and L keys have to be used. For walking.
2) Day time ends in like 20 seconds and night lasts forever.
3) When Link leaves the house he gets approached by a kid that starts to talk to Link. He says that you, mustn't forget Navi and after that there seems to be a conversation between navi and the kid. It is however unclear who says what. In these cases where multiple characters say something it would be nice to have an obvious indication of who's turn it is. By starting with a name (in color preferred) for example.
4) The kid also gives you the assignment to go to his father. But he doesn't say who it is and how to recognize him. The assignment is unclear.
5) Wtf, is with some of the houses? See 1.jpg
6) The window of the game always jumps to the center of the screen when I go in or out of a house. Also the size of the window changes at those times. What is up with that? See 2.jpg
7) I like the charging of the sword. The ring of lights is a really nice touch, but I can't move when I'm charging and still it plays a walking animation.
8 ) In some places the HUD is obscured, like in buildings. Together with the small resolution makes the HUD a bit invisible. I've added an attachment (3.jpg) that shows my desktop with your game.
9) Why press 1 to use the bow?

Well are my comments on the demo. And don't give up on making the game, just because you lack motivation. Maybe it is time you start to focus on different aspects, like just making random sprites (not necessarily for the game) or fantasize on how the story will be. Switch tasks. Or experiment with some technical stuff, which might be valuable for the game or not. But don't stop, because you won't start up again.

PS: I still want to know about the night thingy.

Dillocheck is the only room, yes.

1) Sorry about that, my mistake. Controls are just test controls at the moment.
2) It only lasts like 20seconds, so if you didn't play the demo for long you wouldn't have seen night.
3) Okay, will make the clearly, no problem.
4) Will work on it.
5) Yeah the houses were edited to make them look different from eachother, can you do a better job?
6) Sorry, will work on it.
7) Yet again, will work on it. :P
8 ) Yip, okay.
9) Test controls.

You guys here, giving motivation with all the flaws/bugs you pointed out gives me something to work on. Thanks.

For night, I have used different tilesets and have 2 sub-images in sprites for day and night time. The black fade for the changing of day/night is for the backgrounds and objects to change to their night time images.


I don't suppose any of you found the grandma's glasses? :P

173
Zelda Projects / Re: The Legend Of Zelda: Scepter Of Distortion
« on: June 11, 2009, 04:38:57 am »
Quote
This does though. If the people started to seek the shattered pieces of the Triforce of Power out of greed and a lust for power, then the goddesses would have reason to be angry with the people and so abandon them. But being mad at everyone for what Ganon did just doesn't make sense.

And if some people got a hold of a piece they could become consumed by it and they would transform into a beast-like thing, being a boss that you'd have to defeat in order to obtain the triforce piece. It'd be kinda cool to see a Hylian transform into a beast because of their greed for the power... wait, that sounds a lot like what happened to Ganondorf when he turned in to Ganon... hmm. Maybe that's why I think it sounds good.  Smiley

Also, at the end of OoT, it shows Ganon being locked away and it doesn't show him overloading the Triforce of Power in the cut scene. And after that it has a tad bit more story that doesn't fit with yours because there is no chaos following immediately afterward. I'm pretty sure the ending credits don't show much "chaos" and stuff but instead show nice little cut scenes of happy peoples (I could be thinking of MM's ending...?)... just saying, you might want to change it up a bit. Somehow, you'd need a little delay before your story starts if you want it to work.

Anyway, the story is a huge part of a game for me. To me, if the story fails, so does the game. Anyway, besides that, the game looks nice! Good luck with it! Smiley

(And that sucks about your lappy. Very not cool there)
Okay yeah well, the story might need some tweaking. But the gameplay? You liked it? That's good. But I am not sure we are going to continue with this game as it's not very popular and we have lost the motivation.

174
Zelda Projects / Re: The Legend Of Zelda: Scepter Of Distortion
« on: June 09, 2009, 03:36:28 am »
Sorry about the download, had my laptop stolen recently. It's fixed now though.

175
Zelda Projects / [DEMO]The Legend Of Zelda: Scepter Of Distortion
« on: June 08, 2009, 08:56:19 am »
The Legend of Zelda: The Sceptre of Distortion

Proceeding the events of The Legend of Zelda: The Ocarina of Time,
Ganon has managed to, with his last will before being sealed within
the Seal of Time, overload his Triforce of Power, therefore causing
the world to erupt into chaos, and causing the Triforce of Power to
shatter all across Hyrule.

Now the 3 Hyrulian Godesses are angered, and they have abandoned all
inhabitants of their land. Several Sacred Temples, necessary to
maintaining peace within Hyrule have been disrupted, and their sacred
guardians cursed with Ganon's forbidden seal.

The Lone Hero of Time, Link, must gather the fallen Triforce of Power,
restore the Sacred Temples' tranquillity, permanently banish Ganon,
and restore Hyrule to it's peaceful state.

Unseen obstacles await Link as he ventures into what may be the
most defining moment of his life.




Controls:
- IJKL are move.
- Action Key is A (rolling, lifting, placing, throwing, talking, opening doors)
- Sword is S (You can hold it down and release for spin attack)
- Bow and Arrow is 1

Download
http://www.box.net/shared/xnor2vytn3 - Lastest Version as of 6th June

Bugs
I know there are a few bugs and whatnot, but you may aswell post them if you find any.

VIA Productions Team
- Cypras (Team Leader, Programmer)
- Icey (Main Designer, Map Tiler)
- Sm. (Main Designer, spriter)
- Mega_Virus (Spriters, Ideas)
- Ethelon (Ideas, temple layouts)
- Hedanito (New member)

Update Log
Starting now.

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The reason this has been posted is because motivation has been a bit lost; we are hoping to gain motivation again by your responces. This is not a demo, it's just what we have so far.

Game Maker Phoenix has been a great help in getting this far with the game. Please join the forums and talk about it there, if not here. There is a link in my signature.

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