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Topics - FrozenFire

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Discussion / "MiZM" Zeltroid Game
« on: March 29, 2016, 07:35:24 am »
It took 3 years of letting the concept sit on a shelf, but it looks like this will finally be a game...

Working Title

A Mini Zelda+Metroid-like.
A very tiny love letter to two of my favorite game franchises.


A little dude garbed in green wakes up to find himself on an otherworldly island after being on a ship that was picked up into the sky by a terrible magical storm and dropped there.

After blacking out, our little dude awakes to an eerie silence and a deep feeling of unease. But what's that? Something seems to be calling him from a nearby cavern... a spirit?
"It's dangerous out there. You'll need a blade by your side. And I'm not talking about some cheap wooden crap.. gah, I hate stingy old men and their magical shooting fire."


2019 .:. 04 .:. 06
<a href="http://www.youtube.com/watch?v=zBKRzJlI2GU" target="_blank">http://www.youtube.com/watch?v=zBKRzJlI2GU</a>

2019 .:. 03 .:. 22

.:. MORE .:.
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2019 .:. 04 .:. 10

ORIGINAL POST (from waaay back)
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Okay guys, would you like to see a small Zelda fan game that uses my 12x12 tiles/sprites that are restricted to using the Pico-8 palette?
It'd be graphics like the attached 'sort-of-a-mockup' screen.

I don't really know where I want to take it exactly if I make this a Zelda fan game, but here's what little I do know that I'm wanting to do:
  • I want to 'try' to make it as atmospheric as I can, giving feelings of seclusion, mystery/intrigue, and melancholy epic (if this even makes sense, haha)
  • I want to keep the game small scale, which I understand is very unlike a normal Zelda game, but whatever
  • Link will probably just have a large sword called the 'Luminous Midnight' (sword title subject to change), which is a type of phantom/spirit sword, and he will not acquire any other items like a boomerang, bombs, bow, etc., but the only other possible items to include would be upgrade types - things that do not introduce new gameplay mechanics, and on that note, I'm not even sure I'd want upgrades either, so maybe just get the sword and not get anything else after that at all?
  • The character you get the Luminous Midnight from would be the spirit of a kind-hearted and reformed pirate or some kind of warrior spirit that you interact with in the start of the game
And here's some ideas I'm not settled on at all:
  • The quest would somehow revolve around the sword Link has, maybe having Link seek out certain items to restore the sword's power or to increase its power beyond what it has ever been in order to accomplish some task with the sword's powerful abilities. Possibly Link is seeking to deal out some heroic vengeance on some kind of injustice that has something to do with the pirate/warrior, and possibly the pirate/warrior can't rest until you accomplish it for them (yeah, pretty standard stuff I guess), and of course it just so happens that it's something a hero like yourself can't say no to. So maybe it's saving children who are frozen into statues by some terrible curse, or securing the recipe for the almighty banana smoothie. I dunno, pretty open to ideas here
  • I want to have a sort of "stamina" bar for the sword. Swinging the sword uses a power called 'Spirit Power', which is SP. SP recharges over time
  • The SP bar can be increased in length by acquiring SP containers, giving Link more maximum SP, and there would also be Soul Crystals which would increase sword damage output and it may also increase the speed at which SP is recharged, depending on if it proves necessary
The reason I'm not so set on those last things is because they're more "quest-like", and I have no idea how to make a sort of quest-styled gameplay without it becoming too large scale of a game. So yeah, I'm really not sure what I'm expecting to get by posting this, but I guess my thinking is that maybe someone will say something that will give me the direction I need to have inspiration to make this into something cool.

Entertainment / Sword Art Online II (an MMORPG VR Anime)
« on: June 20, 2014, 08:38:03 pm »
Alrighty, so a second season of Sword Art Online is starting next month! ~omomomomomomommomomo!?!?!?! :o

If you're like me, you loved the first season for the most part, though you didn't care too much for the second arc. But still, it was a mighty good anime, imo. And now we will have Gun Gale Online "Phantom Bullet", serving as the second season.
If - for some reason - you love anime but still don't know about Sword Art Online (a.k.a. "SAO"): It's a virtual reality anime where players get trapped in a MMORPG. I have yet to find any VR anime as intense and epic as this. The . h a c k stuff is just not the same. Though I'm sure some people find the plot of it interesting, it moves too slow for me. And stuff like Log Horizon just didn't catch my interest. There is a reason why SAO made such a big splash in the world of anime. I have high hopes for season 2. As long as they properly follow the light novel, it will be very good.

So yeah, I guess this is the official SAO II topic for ZFGC. :)

You might want to check out these vids if you haven't:

<a href="http://www.youtube.com/watch?v=_r9lluFP2z8" target="_blank">http://www.youtube.com/watch?v=_r9lluFP2z8</a>

<a href="http://www.youtube.com/watch?v=rsIeYSXJT7E" target="_blank">http://www.youtube.com/watch?v=rsIeYSXJT7E</a><a href="http://www.youtube.com/watch?v=dTvL7xpj4TY" target="_blank">http://www.youtube.com/watch?v=dTvL7xpj4TY</a>
<a href="http://www.youtube.com/watch?v=_3qY7-gexOY" target="_blank">http://www.youtube.com/watch?v=_3qY7-gexOY</a><a href="http://www.youtube.com/watch?v=n-uM5Lhvbd8" target="_blank">http://www.youtube.com/watch?v=n-uM5Lhvbd8</a>
These are all so short but it's got me hyped.

Other thoughts:
No, Kirito is not a girl. I won't spoil it, but it's explained very well in the story. Also, Walnut made a humorous comment on a previous topic about the first season being "Ass Art Online" because of the fan service. It's true that it was very obvious about giving the viewer certain points of view just for that reason, and I won't even go into the second arc stuff. But, hey, it's very common in anime, and it's linked in with Japanese culture (i.e. they don't think the exact same was as Americans on "sexuality" and such), and it definitely does not mean the anime is doing it because it is trying to cover up the fact that the plot sucks or something. SAO wasn't without flaw, but it was not all about ass and women. I do have to admit that it did focus a bit too much for my liking with all the women basically falling in love with Kirito, but the VR aspect and game-related details and scenarios are what really made the anime a favorite for me. I expect the same from SAO II, being MMORPG-related stuff as well as boobs and ass. That's just how it is. In the end, I expect to enjoy it very much.

Graphics / FrozenFire's Custom Zelda Graphics (2D)
« on: June 17, 2014, 07:31:23 am »
I figured I'd make a graphics topic for myself, because I don't know if actual games will come out of the stuff I've been making.
I know I'm definitely not the best spriter here, so sorry if you expected better from me for some reason. :P

06 / 16 / 2014

Mock up of "Moonshade Forest"

I've been working with an ultra low-res (4x4 grid) old school style with the idea of creating a game called "Literally a Mini Zelda". (LaMZ..?)
This mock up shows a cursed/haunted forest area. The sun never shines upon it and it's said that an unimaginable darkness lurks within the very deepest part of the forest.

Some sprites meant for a mini game called "Link's Barrel Beatdown"

(Note: The blue background isn't supposed to be water, even though I brainlessly made it look a bit like that with the wavy divider *derps*)
I was also working on this before LaMZ. In fact, I actually started messing with LaMZ because I got a little stuck with Link's Barrel Beatdown. I was trying to keep it simple, but some unforeseen complicated stuff pretty much made me have to rethink the idea. If I went with the original idea, I'd have to take a good amount of time programming some fairly deep physics for strings of ammunition (Deku Seeds) which feed into the "barrel guns". It'd be totally sick, but a nightmare to program, ha ha.

Entertainment / Let's discuss the Zelda Wii U [E3 2014 Trailer]
« on: June 11, 2014, 02:12:52 am »
<a href="http://www.youtube.com/watch?v=XZmxvig1dXE" target="_blank">http://www.youtube.com/watch?v=XZmxvig1dXE</a>

Okay, excuse my language but holy !@#$%! :o I know some people aren't, but I'm okay with the art style. Link isn't wearing the green tunic here, but that doesn't mean it won't be in the game. But in all honestly, I'd be okay if he didn't wear it at any point in this game. He still looks like Link to me. And of course, it could very well be like WW with the outfits changing in-game.

I like how there is a bit of technology going on, sort of steampunk-like. I know this isn't something new to the Zelda franchise, but it seems to be taken to another level with this game. As long as they never go nuts and give link a machine gun or something in the future Zelda games, I'm okay with this kind of stuff. In fact, I think it's pretty cool.

The open world is what really excites me. I've wanted that for a long time. I expect I'll be buying a Wii U because of this game. But I'm going to wait and see if it's really going to be how I think it will be.

My only complaint so far is that the contrast seems a little overkill at times and it's a tad bit hard to look at.

EDIT: Wait, I might be wrong on saying that is Link. tight butthole, I don't know much about Zelda Wii U, but people are saying that Eiji Aonuma actually said it wasn't Link? Maybe they were trolling? I've messed around too much today already though, so I'll check it out later, or someone here can correct me if they want.

I ran across some really interesting info on Zelda and wanted to make a thread dedicated to the more odd and lesser known things about Zelda. If anyone has any other content to contribute, feel free, but please no stupid/troll/fake/joke stuff. If theories are posted, they've got to have some actual game content that gives proof for the theory. This thread is meant to favor proven facts more than theories.

I think it would be cool to see people use some of this info in their fan games, or to at least to get new motivation for their fan games by watching some of these videos. If anyone is like me, this kind of stuff will give you a renewed excitement for Zelda. Whatever the case, I hope that this thread can be a sweet source of inspiration and cool ideas for Zelda fan games.

Note: There is a little overlap of content in these videos, but surprisingly, not much.

Lesser known info about Zelda from Did You Know Gaming:

<a href="http://www.youtube.com/watch?v=6o6VOBZRWPc" target="_blank">http://www.youtube.com/watch?v=6o6VOBZRWPc</a><a href="http://www.youtube.com/watch?v=KnBU1CkcLLE" target="_blank">http://www.youtube.com/watch?v=KnBU1CkcLLE</a>
<a href="http://www.youtube.com/watch?v=q4CtYzyb2xM" target="_blank">http://www.youtube.com/watch?v=q4CtYzyb2xM</a><a href="http://www.youtube.com/watch?v=MBqTZmeSg00" target="_blank">http://www.youtube.com/watch?v=MBqTZmeSg00</a>

Info and theories from The Game Theorists:

Majora's Mask Theories (I found these to be incredibly interesting):
<a href="http://www.youtube.com/watch?v=7S1SVkysIRw" target="_blank">http://www.youtube.com/watch?v=7S1SVkysIRw</a><a href="http://www.youtube.com/watch?v=yFPPKz6Y2hY" target="_blank">http://www.youtube.com/watch?v=yFPPKz6Y2hY</a>
More Theories:
<a href="http://www.youtube.com/watch?v=i1TSpfPFNlE" target="_blank">http://www.youtube.com/watch?v=i1TSpfPFNlE</a><a href="http://www.youtube.com/watch?v=OOX5bZcnyKw" target="_blank">http://www.youtube.com/watch?v=OOX5bZcnyKw</a>

More interesting info from other sources:

<a href="http://www.youtube.com/watch?v=pzb-hSmPo6g" target="_blank">http://www.youtube.com/watch?v=pzb-hSmPo6g</a>
(for the love of all that is intelligent, hot sexy pink, and deliciously luscious, skip to about the 1:34 mark on the following video)
<a href="http://www.youtube.com/watch?v=Op_dns8OFOE" target="_blank">http://www.youtube.com/watch?v=Op_dns8OFOE</a>

Okay, if you guys don't know about this game, it's proving to be quite awesome (I've only played 30 mins though).


To get the soundtrack (completely free, or you can support!):

It's still in beta, but I'd snatch it while it is (@ $7.50) if I were you, because the price will definitely go up.

If you want this game on Steam, go and give it a thumbs up. They definitely deserve it, imo. The only major downside right now is that it doesn't have a good multiplayer just yet (i.e. online multiplayer). It looks like you have to have both players on the same computer, which games almost never do. One person could be on the keyboard and another with a controller, but honestly, it tends to be a major inconvenience and it almost never works to play with friends that way.

Quote from:  Megabyte faq
Will there be an online multiplayer?

We believe an online multiplayer can really make this game better so we are looking into the possibilities to implement an online multiplayer. However, this is not yet decided.

So, if you're willing to take a chance that they will get online multiplayer in the future, you can buy it now, or wait and see if they actually do implement the option later. I expect they will, because this kind of game really needs it, and people are going to continually be asking for it. The Reptile team is a smart group of guys. I'm sure they'll figure it out.

For now, the Adventure Mode is already worth the price, imo.

Entertainment / Frozen's Musical Creations
« on: March 20, 2013, 05:22:58 am »
I don't think many people have heard much of my music and I'm bored so I'm making this thread with a couple links to some guitar stuffz. One electric and one acoustic:

This one is nothing fancy, and it is a tad raw. Also, it's a few years old. Besides that, I think that it's got a pretty cool laid back sort of drive to it. I really haven't made any music lately, which is a real shame, because I've gotten a bit better over the years, and I've learned how to get better sound from my electric guitar as well.

And this one was just a jam based off of a concept. It's about a year or two old. I realize that it is far more unrefined than the above track, but whatever, it has a few nice parts. If I do another acoustic piece, I promise it will be a lot better, because I got rid of my old guitar and replaced it with a Breedlove, and I discovered what I real acoustic should play and sound like.

(I realize that most people post this stuff in resources/audio... but it totally not a resource.. so........ yeah)

Entertainment / Oz The Great And Powerful
« on: March 15, 2013, 04:34:14 am »
Just saw it tonight and it was good. I like how it connected certain things. I recommend it to anyone who likes fantasy/adventure films.

Hey guys,

I've been working on an RPG and it would really help me out if I heard what you like most in an RPG and/or what you don't like in an RPG. I'm asking because ZFGC is going to be the most informed of my game development and some of you may even get in on a beta some time in the future, and I'd like to hear what you guys love/hate about RPGs as I expect most of you are into the kind of RPG I am working on.

I'm just going to list some things about RPGs to help your brain out a bit:
  • Leveling up:
    Do you play RPGs primarily because you like to get stronger, or do you primarily play for story? Do you like leveling up to be more in the weapons/armor or in the characters themselves, etc.?

  • Character development:
    Do you care about it, do you like to control how characters develop to some extent or is it too much hassle, how important is good character development to you and what do you consider to be good character development, etc.?

  • Plot:
    How important is it to you, are there any stupidly cliche things you think should be avoided, etc.?

  • What draws you into the world:
    Realistic graphics, a good plot, something that is very different from the real world (i.e. fantasy) or something that is very similar to the real world, does 3D/2D matter, etc.?

  • Exploration:
    Do you like more linear like Kingdom Hearts so it can be super story-driven, complete freedom like Skyrim, or something in between, is world size or world interactivity more important to you?

  • Weapons/items/magic/techniques:
    Do you want a ton of choices here, love/hate OP weapons, want health-replenishing items or rely on magic or both for healing, etc.?

  • Battle system:
    I already have this set in place as action-based, but feel free to say what you love/hate about battle systems. I'd especially love to hear what you like/hate about action-based battle systems.

  • Weather system/day & night system:
    Do you like any of these, what do you like about them, what do you hate about them?

  • Character personalities:
    Any types you hate, any types you enjoy, what do you expect/like of a lead character, etc.?

  • Why you love/hate RPGs:
    Favorite things, things you'd like to see in an RPG, things you have seen that you love/hate, etc.?

  • Voice acting (almost forgot this one):
    Something more Zelda-style, only cutscenes have full voice work, or a fully voiced game? How much does this matter to you and how much does it make you enjoy the story/characters to have it or not to have it? Like an option to turn it on/off and use subtitles instead?
    (Note: A fully-voiced game is near impossible for an indie game developer, because it takes a good amount of money and a LOT of trained voice actors for it to be done correctly. I have seen a few indie games that tried to do voice acting and it ruined some otherwise pretty good games just because the voice acting was unbearable. Any thoughts on this?)

There are, of course, many other things to consider in an RPG, but that should be good enough to get some ideas flowing. Feedback and thoughts are very much appreciated. And, who knows, perhaps your input will lead me to make this game even more awesome in your eyes than it would be without your input.

Graphics / FrozenFire's 3D Graphics Dev Den
« on: October 26, 2012, 04:44:27 am »

Every once in a while, I do some low poly 3D modeling. So when stuff like that happens, I throw it in this place.

Some day, I hope to use the experience I get in doing this to make a low poly 3D RPG. Because of this, most - if not all - of my work will be low poly and it will tend toward fantasy and RPG style stuff.

Feel free to comment or crit.


_-_ Some low poly and low res Zelda _-_


Trying some hair for the latest head model
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After putting hair on the latest head model, it's become clear that I need to take some more time to think about how I want to do hair, especially since I'm working towards making something that allows a user to create highly-customizable hairstyles. Since this is just yet another step, the entire thing will likely go through some more changes. If you look at previous heads, you can see that things are always changing, but the reason for that is because of what my goal is, which is a type of customization and animation that I have never seen in any video game (it's a bit unorthodox), and that means a lot of trial and error as I figure out what will work best.


New head + testing shading
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With previous heads, I had used eyes that I found on Google, but I had to do that because I sucked so hard at everything 3D, but now I've finally learned enough about proportions, edge flow, UV mapping, and stuff like that, so I no longer need to use other graphics. Yay for less 3D noobishness! Actually, what you see in the above model is basically scaled down graphics from an anime girl's head that I drew a while ago:

Of course, the 2D drawing has some problems and it wasn't completed, but she is serving as a reference for my tests on this new head model I've made.
The model is very low poly, with only 84 tris (this includes the nose, ears, and neck). The resolution of the texture is also very low (and a bit sloppy due to a quick scale-down), but that is temporary; I have found it to be a lot easier to do the tests with a low res texture. I will increase the res in time. Besides, I don't need to increase the res much more anyway, since this model is planned to be used at a pretty far distance for the most part (high res textures at far distances will usually look awful), which is also the reason for the low poly count. And the great thing about having a low poly model is that I already have the basic shape, so I can always create higher poly versions if I need to.

Just to show you a bit of what I mean about distance vs. texture res and poly count:


_-_ OoT/MM Zelda-style Chest WIP _-_
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I have the top part as well, it's just not textured. Also, the top half will swing up from the bottom half when it opens, and Game Maker does not support vertex animation, so I will be keeping the chest model in two parts instead of on one model anyway.... yeah, I know, having no vertex animation is pretty crazy stuff. If only Game Maker got vertex animation and some proper shaders (shaders are at least said to be coming soon). It would make a world of difference.

_-_ Link head WIP/conceptual _-_
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Eyes are not mine; they were found on Google and are temporarily being used for conceptual purposes. The hair was obviously sloppily drawn on. I was trying to get an idea of how things would look. I understand it is extremely sloppy. Actually, I decided to try another head style, so I may not even continue with this one.


VERY early head WIP model
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(DELETED, because of imageshack changing policies and stuff like that; this was one of the pics that was on my imageshack account)

Entertainment / Fairy Tail - An awesome anime tv series
« on: October 24, 2012, 05:17:44 am »
So, I guess Fairy Tail is a slightly dated anime (aired in 2009 I believe), but I just discovered it on Hulu:

It's just got such lively and interesting characters that it's hard not to love it. I'm on episode 12, and it's pretty epic. I see it as a JRPG converted into an anime; at least, it seems like it'd make a really awesome RPG. Anyway, if you haven't seen it, I highly recommend it.

EDIT: Just did some research and found out there are a couple games, not sure if they are any good or not though, and I don't own a PSP (I think they were all PSP games).

Coding / Bones animation in Game Maker 8.1
« on: July 26, 2012, 11:53:02 pm »
Whether you know or not (or care), I've been working on a commercial game. For this game I needed to create a bone animation system and I've gotten the hard part done, which is calculating rotations from any number of bones and points. The next part is to make a bone-based model and to give it animations (not really hard at all but should be very time consuming).

Even though I plan to sell my game, I still plan on releasing an editable of the bones animating code along with a tutorial. That is, if anyone is interested.. ? I'm willing to offer this out because I know how extremely frustrating it has been for me to learn how to do bones animation in Game Maker (REALLY frustrating), and I think people could really use this if they wanted to make a 3D Zelda fan game with Game Maker.

I guess I should show what I've done in my dev test:

(Ignore the horrid shading, low res, and the graphical fighting. These will be remedied when it matters.)

The green joint is the origin point of the model. The red parts are the main set of bones and the cyan bones show that a set of bones can branch off from any joint.

Basically, the only thing this can't do is have circular joint connectivity, which is completely unnecessary anyway. If you wanted to make a human with realistic movements, this would work just fine.

I should note that this bones animation engine is using ONLY the d3d functions. I'm not using external scripts to load in models or anything. The reason why is because I wanted to figure out the basics and make something simple so that people can learn. Also, I just want to test how far I can go with only using game maker's d3d functions. I'm betting it will kill the cpu (because I believe the d3d functions don't use the gpu) and that I'll have to move on to a more efficient method that isn't so hard on the cpu. But still, this should be pretty useful if anyone wants to make a 3d fan game with Game Maker.

Actually, I'm planning on making a model of Link as a test, so that it might serve the community in some way. I'm shooting for Link to be able to walk, run, jump, block with his shield, and swing a sword in various manners. Of course, since I'm using bones, I can easily make link walk or run while blocking with the shield or while swinging his sword and I don't have to have "frames" of animation, like, "run with shield block" and "walk with shield block". Instead, I can simply have "run", "walk", and "shield block", as the legs will do their thing, not caring what the top half of Link is doing (unless I want it to). The animation is actually even more open than that, but I'm sure you get the idea.

Bones animation gives me more freedom to have smooth animations and more realistic movements, depending on how well I set up the bones and how much time I take in rigging it, etc.

If anyone has feedback or questions, feel free to shout out. XD

Discussion / Selling Game Maker games on Steam... wait, WHAT?
« on: February 20, 2012, 08:57:00 am »
(I hope this is the right place to post since it is related to my game developing endeavours, but it's kinda in the gray. Meh, move if you wish, mods.)

So it looks as if it's possible to sell Game Maker games on Steam, natively. O,o WHA?! However, I'll still probably want to code in Monkey, because I'm afraid that Game Maker won't play as well as it should with the Steamworks tools. But does anyone know anything about this? Anyone have any information at all on Game Maker games sold on Steam? I'm super curious about this. If no one knows anything, I'm going to find a way to contact Steam/Steamworks and ask them about it (not sure I'd get a reply though, since they've probably had more than enough inexperienced/lazy Game Maker people asking questions). If I can't use Game Maker, then I'll bite the bullet and go the way of the Monkey (learning a much less visual coding program, being highly motivated by the thought of getting paid). Either way, I'd have to literally work my butt off to get a game on Steam, but it'd be so worth it!

Steamworks website: http://www.steampowered.com/steamworks/

In the mean time, I'm researching like crazy as well as brainstorming for the game that I want to create as my first commercial game.

If anyone has any info at all on selling Game Maker games via Steam, I'm all ears. And I'm sure that there are other people that would like to know as well.


Just found out about Game Maker 9 and that during 2012 all versions of GM will get a "complete rewrite", and they mention supporting Steam:
(guess that's pretty old news, but I've been out of the GM loop for a while, and I thought some other people might not know this stuff either)

Entertainment / In case anyone wants to see my thoughts on Guild Wars 2..
« on: September 06, 2011, 06:48:22 am »
Hey guys, so I'm one of the contributing writers of a blog called Wired Gamers. Honestly it's not the best blog ever but I just put up an interesting post about Guild Wars 2, talking a bit about why I think it's going to set the new standard of MMO gaming. If you wish, you can check it out here:


So, what do you guys think about GW2?

Audio / A Remix of Cave Story's "Access" track
« on: April 20, 2010, 05:33:58 am »
I was looking through some of my music stuff and found my oldish remix of Cave Story's "Access" track, so I decided to finish it. Well, I sort of finished it. I kinda cut it short because I lost interest and I just wanted to get it done.

For those of you that don't know what the original Access sounds like:
<a href="http://www.youtube.com/watch?v=d1ZofJAMWqE" target="_blank">http://www.youtube.com/watch?v=d1ZofJAMWqE</a>

The whole idea in the beginning was to see if I could take the most boring and shortest song in Cave Story and try to remix it into something longer and more interesting, which I guess I did. I planned to have it transition into some kind of rock, but, like I said, I decided to cut it short.

So, if you're a die hard Cave Story fan, or if you're just looking to hear something "different", go ahead and have a listen:

Entertainment / Last Exile - Episode 14
« on: March 19, 2010, 07:00:28 am »
So I just started watching an anime show (on Hulu.com) called Last Exile. I got to ep 14 and got totally taken off guard by something. Well, it's supposed to be a throttle that the guy is using for the aircraft, but it looks very... suggestive.

I'm warning you, don't click the link unless you're ready for dirty thoughts to enter your mind!

It's SO wrong, but it made me LOL. I wonder if it was intentional? I mean, seriously, how can you look at that and not think that? Anyway, sorry, I just had a strangely strong urge to post this. :P

Zelda Projects / [ABANDONED - All data released] Spirit's Quest
« on: March 14, 2010, 01:19:23 am »
You will find the Spirit's Quest project download link in the last post on page 7.

(Note: this title graphic is merely a placeholder)
The Legend of Zelda: Spirit's Quest


Since this is a rather long post, I've made it easier to navigate by letting you jump directly to a section, or sub-section, of your choice. You may also easily jump back to the top of the page by clicking one of the triforce icons (located in the section titles).

Another thing you may notice is that, next to all of the sub-sections listed, there are "last updated" dates. I put them in the sections index so that you may easily find what's been updated lately without having to actually click a link to a section to see if it's been updated or not (as I had it before). To make it even easier to spot new updates, the latest update will be put in bold. Nice huh? ^,^ !




     Name: "The Legend of Zelda: Spirit's Quest"
     Type: Platformer
     Genre: Action, Adventure
     Players: 1 player only
     Graphical Style: 2D, Custom (Link's character style is based off of Cave Story's main character)
     Resolution: 320x240
     Dev Tool: Game Maker 8.0
     Influences: Cave Story, Zelda II, anime, Legend of Princess, many other Zelda games and Zelda-related things.

Total Progress: 2%
(Note: There's no way to tell exact percentage at this point in development. Actually, true percentage is impossible to show, so this will always be a rough estimate.)


     TLoZ: Spirit's Quest once again puts you in the boots of the young hero, Link. However, instead of Link embarking on a quest to save Hyrule or another land from a great evil as he usually does, Link will find himself being forced to fight for his own life (though, ultimately, if Link dies then Hyrule is in danger, no?).

     It all starts when Link is sleeping peacefully in his house (no doubt dreaming of that hottie, Zelda ;p) when he is interrupted by the sudden appearance of a seemingly demented Wizzrobe. After the Wizzrobe introduces himself as Tangle, he tells Link that he wants to play a game with him. As Tangle explains the rules, he reveals that Link must face a dungeon of trials in which Link must pass in order to escape the dungeon. After Tangle expresses the joy he will get out of watching Link fight for his life, Tangle transports Link into an eerie and dimly lit dungeon room. Link has no choice but to "play" Tangle's game if he wants to win his freedom. And so it begins.


     Yep, it's that guy in green again. In this game, Link is a teenager living in a small house within a secluded forest area. So, what's Link's backstory? Why is he living in a secluded forest area? My answer is this: We don't ask why, we don't care why, all we know is that we want to play an epic adventure and stab things!

(Pic N/A) Tangle the Wizzrobe:
     This guy is the big evil of the story. It's clear that there's something terribly wrong with this guy, I mean, even more so than other Wizzrobes.

Sprite, the Fairy (or is it Fairy the Sprite? ...):
     Sprite will join Link on his adventure. To Link's surprise, Sprite will end up being very unlike the nice fairies he's previously known and heard of. Sprite's not like them at all, no way! Sprite is like a powerful ball of magical anger, just waiting to kill! Kill!! KILL!!!

(Pic N/A) Tangle's 5 Bros and 5 Sissys: (To prevent over-spoiling, there will be no pic)
     That's right, there are more Wizzrobes like Tangle, 10 to be exact. Tangle's bros and sissys can't wait to play with Link.

(Pic N/A) Marty the Ghost:
     Marty runs "the shop" in the game. Marty is a ghost, yes, but he's like Casper, he's friendly (sorry if you don't get the reference). He's just there to help you out as much as he can, but hey, he needs to make a profit ya know, so he's going to ask you to pay up! I mean, come on, a ghost can only be so friendly.


     Link will have to run and jump through a massive dungeon, gathering various useful items, fighting many kinds of enemies, solving puzzles, etc. Pretty much what you'd expect from a Zelda... or is it? Actually, though there are plenty of the more-common Zelda elements, there are also some fairly original ones.

     When you first get your fairy, Sprite, she will have the power to heal Link at the cost of magic power. However, her magic does not stop there. As Link progresses on his quest, he will obtain new powers for Sprite to use. Let's just say that, while most fairies can only heal, this fairy will be able to destroy (no more wimpy fairies!). Of course Sprite will also give hints and helps on the quest, as you'd expect.

     The game will be constructed in a way that makes each quest unique. In explaining, Link will have to complete 10 different areas in what is basically a massive dungeon. But, for every new quest, each of the 10 area's will be constructed differently and will contain different treasures. I guess you could say that it's semi-randomly generated, which means that every new quest REALLY is a new quest.

     Also, because of the unique way I'm making the game play out, I'm able to make the gameplay a bit less-linear than Nintendo's official Zelda games. Meaning that you, the player, gets to choose how to play the game (i.e. which areas you want to beat first or save for later, which items you want to have first or save for later, etc).



What's Done?
  • Camera Movement Engine
  • Platform PaC (Physics and Collisions) Engine
    • Acceleration and deceleration/friction (x movement)
    • Jumping and gravity (y movement)
    • Part-pixel movement (e.g. ability to move 1/4 of a pixel at a time)
    • All solid collisions
    • Slope movement
    • Stairways and platforms (these can be jumped up through and landed on, as well as dropped down from)
    • Moving Platforms (these can be jumped up through and landed on, as well as dropped down from)
    • Ice (character slides down slopes and gains momentum, allowing the player to gain a lot of speed, but ice also has a fair loss of movement control)
    • Liquid-type (i.e. any substance Link can swim in)
    • Muck-type (e.g. sinking sand or swampy marshes)
    • Climbable-type
  • Link's Basic Animations and Actions
    • Planning of Link's actions & animations (excluding special animations for certain items which will be added later in the development)
    • Button assignments for using Link's abilities (i.e. item button, action button, button combos for the sword, etc) and inventory as well as the fairy's magic
  • Heads Up Display
    • HUD design and graphics

What's Being Done?
  • Heads Up Display
    • HUD functionality engine (i.e. getting life/magic, losing life/magic, increasing/decreasing heart containers, action button graphic that tells what actions may be taken, etc)

What Comes Next?
  • Link's Basic Animations and Actions
    • Adding Link's animations to the already coded "basic" actions (i.e. walking, jumping, swimming, look up and down, etc)
    • Coding Link's dodging action + Link's animations for that
    • Coding grab/push/pull-type + Link's animations for that
    • Coding pickup-type + Link's animations for that (e.g. a pickup type is like a pot or a bomb flower that you may pick up and carry around)
    • Fix up any sprites of Link that need it (there are definitely a few that need some tlc)

Ok, What Comes After That?

     When all of Link's basic actions and animations are complete, I will add in the item sub-screen and I will begin to add in items. Before I do anything with other items, I will add all of Link's sword and shield actions, as this is his main item (the sword and shield act as one item). After the sword and shield are coded in, I will probably add in Link's fairy and set up her AI a bit. Since the fairy plays an important role, I may add in all of her magic skills before doing Link's items, since her magic will be fairly easy to code compared to Link's items anyway. One way or another, I will work on adding things to the item screen, one by one. Of course, I will probably have to make a couple enemies (probably Keese and Gels) in here to test some items and fairy magic on (oh yeah baby!).

     After I get the items done, I might decide to work on the introduction to the game which leads into the menu. At this point I will probably add in settings (for controls, text speed, whether to allow story skip, etc) and saving. Then I will probably add in the very first story part of the game which leads to the starting point of the actual gameplay. Somewhere in here I will have to begin to think in great detail on how I will go about creating the randomly generated rooms, how they will be saved and loaded, etc (the oober tricky stuff). And that's about as far as I can think without developing the game further. But that's the rough plan on how it will go down. I do have a ton more planned, it's just not all together yet because the game needs to come along further first.


07/19/2011 - First Legit Screenshot: The HUD
That's right, you're no longer looking at a mockup. Therefore, this is my first "real" screenshot. The HUD is totally functional except for the yellow action notifier that pops up when Link is able to do various things (e.g. use, climb, pick up, grab, enter, open, etc). The HP and MP bars have drain and fill animations, the sword and shield "glow" when Link is able to do a special attack/defense move, the counts of HP, MP, keys, rupees, arrows, and bombs, are completely functional, etc.
03/18/2011 - Physics and Collision Test 2
<a href="http://www.youtube.com/watch?v=1Pht1W1s5QE" target="_blank">http://www.youtube.com/watch?v=1Pht1W1s5QE</a>
In this second video update of the Physics and Collisions (PaC) Engine, all known issues have been fixed and more has been added. The PaC now has part-pixel movement for a much better feel and response. Also, ice physics and moving platforms have been added in.

03/11/2011 - Physics and Collision Test
<a href="http://www.youtube.com/watch?v=nfQ-R0FdPIw" target="_blank">http://www.youtube.com/watch?v=nfQ-R0FdPIw</a>
This test shows the basic physics and some slightly more advanced collisions with hills and even stairways that the character may jump up through and land on or drop down from. Still early on in the physics and collisions here though, as there is more to add (i.e. water, moving platforms, and climbable types) and a few small issues to fix.
04/02/2010 - View Movement Test
<a href="http://www.youtube.com/watch?v=DRjZ-3pT56U" target="_blank">http://www.youtube.com/watch?v=DRjZ-3pT56U</a>
This tests out the view's fluidity in it's movements, as well as how it follows and "looks" according to what would be the character's faced direction. This also tests the quake effect and the view's ability to switch the object it follows.


No demos yet. Patience laddy!


     Nothing to give yet. Unfortunately, very little GML will be released until the game is complete or at least near completion. This is to insure quality of the code. Also, I don't want to end up releasing code that get's changed later on because of a change in the game's mechanics or something. But don't worry, I plan to release my source code eventually, and in the form of tutorials and examples so pretty much anyone can pick it up and understand it. This is the plan anyway.


06/27/2011 - A revised HUD mockup.
04/14/2010 - Early design of Tangle.

03/28/2010 - Item/Menu screen design.
03/28/2010 - A HUD mockup.
03/28/2010 - An early palette and tile test.



     I began this project with the intent of doing everything myself, and I still expect to do almost all of the work. However, I decided that if anyone else really wants to help out with the game's development, I should let them. If you want to contribute to the project, please read the following before doing anything:

     Below this sub-section, I have many other sub-sections listed, with each sub-section having to do with an area of development (e.g. programming, sprites, etc) in which I may or may not want help with, depending on what the details say.

     As the project progresses, I will update the details of these sub-sections to make sure that I'm asking for things that I need. So please be sure to check up on the "last updated" date (located in the sections index), because, if it has changed since the last time you saw it, that means that I have either taken out something that I no longer need, or I have added in something new that I need.

     Any help given will earn you a place in the credits, according to how much and what type of help you've given to the project. I'm a firm believer in giving credit where credit is due.

     If you plan to help with coding or any of the graphics, understand that I plan to release most of the code and ALL of the graphics so that anyone can use them to learn from and to use in their own projects. Absolutely no graphic will be made strictly for Spirit's Quest use; I will release all the graphics sometime after the game's completion. This means that, if you help out by making a graphic or by giving code, your work will be released as a resource for anyone to use in whatever way they please. If you wish to be credited for something, make sure to let me know, otherwise I will label it as, "...by (your name). No credit required." If you don't want your work to be given out freely as a resource then don't submit anything to this project, or you can just help out in another area of development besides programming or graphics.


     Sorry programmers, but I plan to code everything myself. However, I will not hesitate to ask for help if I need it. Furthermore, I do plan to release a few of my engine tests in GMK format ( Game Maker 8 ). This means that, if you have Game Maker 8, you can look at the code and offer any suggestions that you may have to make it better. If your suggestion is good, I will make the necessary code adjustments myself and you will be credited accordingly under "code helps".

     When the game is complete, if you wish to port this to another language (a "real" one), feel free to ask me. If I think it's a good idea, I will give you the GMK of the game and I'll offer whatever help necessary to make it happen. (Note to Mamoru: If you still plan on porting this to your Surface Engine, then so do I.)


     I have no specific things to list at this time. Be sure to check up on this for an update every now and then, as I'm sure I'll have something to post here eventually.


     I have no specific things to list at this time. Be sure to check up on this for an update every now and then, as I'm sure I'll have something to post here eventually.


     I currently have no openings for music. For one thing, the project isn't quite at the point where music is needed. Another reason why I don't have any openings is because I already have Darklight helping with music, and I plan on doing some music myself as well. Furthermore, it's best to keep the number of composers at a minimum, for quality consistency reasons as well as a few other reasons. I don't expect I'll ever need another composer for this project, but you never know.


     Usually, most people use ripped sounds from other Zelda games. I might end up doing just that, since making custom sound effects is something I know practically nothing about. If anyone here actually makes sound effects and wants to help out in this area, send a PM my way or make a post in this thread. However, at this point in time, I'm not really concerned about sounds as much as other things like programming and graphics.


     It's greatly appreciated when you play around with any released demos and/or engine tests and give me feedback on your likes, dislikes, what you would change, etc. The same goes for any aspect of the game, whether it is regarding the graphics, gameplay, item functions, the HUD layout, anything. If you don't have any constructive criticism to give, then just letting me know how much you love the project is also appreciated.

     Once I get some demos up, you can try to break any of the demos that I've upload and let me know of any flaws you might find (please be as detailed as possible) so that I can try to fix them and upload a new version with the fixes. I really want solid quality here, so the more testers the better. Thanks in advance testers!

Enemy Ideas:
     One area that I can definitely say is open to suggestion is what enemies the game should have. However, bosses are pretty much figured out at this point in time, so I'm not looking for any boss suggestions. This does not mean I will not be able to use bosses of previous Zelda's as normal enemies. This game is going to need some pretty intense enemies toward the end, so feel free to suggest any enemy of previous Zelda games. I'm not just looking for names of enemies from previous Zelda games but I'd also like to hear how you think the enemy AI should work and maybe even give me some new ideas for actions not seen in previous Zelda's. You could even throw out a design for the enemy if you wish. Lastly, though I'd like to have mostly familiar Zelda enemies, I do want a few original ones, so feel free to throw an original enemy idea at me, just be sure to give good details on it's design (throw me some concept art if you wish) and it's AI. As I said, I'm totally open to any enemy-related suggestions.



FrozenFire - Project Lead, Programmer, Game Design, Graphics, etc.
Darklight - Music.



Mamoruanime (helped me without even knowing it!)
Aero88 (suggested to use parents)

(also some placeholder graphics from Nintendo, i.e. some of the title)




Martijn dh

ZFGC - Thanks for the support guys!
Pixel - This game would not exist without Pixel's game, Cave Story.[/td][/tr][/table][/td][/tr][/table]

Entertainment / The "Real Legend of Zelda" Flash Series
« on: February 08, 2010, 10:23:36 pm »
I'm pretty sure that most of you ZFGCers here have seen these, but I wanted to make sure no one missed out because these are a must-see IMO. The first one does have slow points, but they get much better.

Episode 1:

Episode 2:

Episode 3:

(Not sure when episode 4 is coming, or IF it is.)

And unrelated to the series but still funny (in a sick way):
  A Heart for the Hero

(Note: I apologize if anyone else has posted these. I did a search and nothing turned up.)

Entertainment / Would you like to see some sick drifting (car stuff)?
« on: February 07, 2010, 05:09:48 am »
So I went to the Monster Energy website just for the heck of it and came across the media page. The video that it shows at first is pretty stupid, so I clicked the white DVD labeled "Monster" that is in the bottom left corner (right beside "Panic Room") and found it to be havin some pretty tight (in both ways) drifting! I know good drifting when I see it, and this is great!

If you like racing/drifting/manly stuff, check it out:
Remember, it's not the default vid, you need to click the white DVD to see it.

Note: I wish they would've kept out some of that stupid stuff with the paintball gun and the crap on the end, but the drifting and slow-mo stuff is pro. Enjoy.

Entertainment / CryENGINE 3 [Wicked Sick Video]
« on: January 19, 2010, 07:59:15 am »
<a href="http://www.youtube.com/watch?v=fDay3GOBdtU" target="_blank">http://www.youtube.com/watch?v=fDay3GOBdtU</a>

My favorite part is at 1:08 when he's shooting up the actual cement blocks and they break up. Seriously, how can this not be total win?
I wonder what kind of power this engine is going to require from a PC though? It did say "multi-core" support (of course!). I just hope my PC can handle it (my PC plays Crysis on very high settings with a slightly noticeable slowdown, but on high everything works perfectly).

I just hope they fixed up how things gain more detail when you get closer. On Crysis, even with the graphics on very high some things would still suddenly appear and it kinda ruined the experience for me. If only they would kinda fade things in nice and easy-like. Gosh dang I'm just so demanding! :P

Any thoughts or more info to share about CryENGINE 3?

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