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Messages - Jeod

Pages: 1 [2] 3 4 ... 62
Graphics / Re: NES Zelda remastered in newer age style.
« on: February 02, 2013, 10:03:16 pm »
I would rather see a spiritual successor fangame to the NES Zelda rather than a remake tribute that would be less fun. The big draw to that game was the unknown. Here you are plopped right in the middle of a huge overworld with only a vague intro to tell you what to do. And to top that off, the second quest was completely different.

Entertainment / Re: Just bought a Wii U
« on: November 04, 2012, 04:06:25 am »
<a href="http://www.youtube.com/watch?v=88V9IcwtIeM" target="_blank">http://www.youtube.com/watch?v=88V9IcwtIeM</a>

You might try using some punctuation  :P

Entertainment / Re: Minecraft 1.4.2 now out!
« on: October 29, 2012, 03:18:19 am »
I'm just proud to be confronting Endermen like they're nothing. At the start of the game I shat my pants when I first saw them. Now I'm preparing for my first quest into the Nether.

King of Thieves / Re: [Missing design] Day/Night and the Lunar cycle.
« on: October 23, 2012, 02:30:11 am »
I don't particularly love the idea of an item to check the lunar cycle, and then another item to change it. The two should be merged. Checking it could be L1, and changing it could be L2. Just upgrade the single item. Maybe 'power the Moon Pearl'.

Graphics / Re: OOT sprites in LTTP style
« on: October 17, 2012, 04:58:39 pm »
You know, those square cliff tiles may be just the thing needed to correctly tile (and finish) Koholint Island in a LttP map style. Very nice work, and very creative!

Discussion / Re: The legend of Zelda: Shadow of light
« on: October 11, 2012, 03:06:36 pm »
When I read the title, I think of something completely different from the plot. The title sounds like a reference to how even good intentions can end badly. For that meaning, I think Dark of Light is a more appropriate title. This applies to Link's wish for Demise's curse to end, thus ending the seemingly endless cycle of suffering. Though a good intention, and done for the right reason, it ends in a greater calamity: a new, unexpected foe with unpredictable schemes.

One would expect this game to be far more difficult than the usual Zelda games involving Ganon. Ganon is a predictable enemy. Arkanus is not.

Discussion / Re: The legend of Zelda: Shadow of light
« on: October 09, 2012, 05:56:04 pm »
...so in English, Link's mission is to repel evil from Ganon. And when that happens, the embodiment of evil manifests into another being altogether?

Other Projects / Re: [CANCELLED: DEMO/WIP]World of Chaos Deluxe: Extended
« on: October 04, 2012, 02:38:01 am »
I keep everything I can in dropbox. Autobackups ftw!

Entertainment / Re: If I were to replay A Legend of Zelda game.......
« on: October 02, 2012, 04:56:26 pm »
If you're story driven, play Ages then a linked Seasons game.

Coding / Re: Zelda GBC Engine: Inside Look
« on: September 30, 2012, 06:28:50 pm »
Wow... MMF looks very... visual, in terms of making stuff work. But you can tell that some of the underlaying concepts of programming still exist, just in a very hybrid way. That's a nice shot either way, though. ;p

Yeah, that's why I stressed that it's good for hobbyists but not recommended for anyone wanting to move up to real languages. It's decent if you want to make a quick buck with an android app though. Clickteam's been going big on exporters, including Android and XNA.

Coding / Re: Zelda GBC Engine: Inside Look
« on: September 30, 2012, 06:15:50 pm »
I thought it'd be kinda neat to show people what the insides of the engine look like on a typical day.

You can click on that thumbnail to see the full size. That's the frame editor. It's where we build the world, set up preferences and behaviors for objects, and modify animations. You'll notice the gigantic object list. Most of the objects are detectors: invisible blocks that have their positions set relative to actual game objects such as Link. They create flexibility so it's easier for us to see and program when Link should play a certain animation, or ignore player movement. On the right side of the editor you'll notice three little frames. These are layers, used to organize and order our objects. We put the inventory on the third layer, and simply use some events to switch the activity of layers. (The world is essentially deactivated, or paused, while the inventory layer is active)

This is the event editor. All those little checkboxes are events programmed into the game by us. A condition must occur before an event can happen. For example, you'll see 'Start of Frame' and then a few checkboxes positioning Link and the player mask. Those events will only occur at the very beginning of the frame (a frame is equivalent to a room in Game Maker). You might ask why some conditions are in red while others are in regular color. A red condition indicates a more important flag to check for in a loop. The way MMF works, the executable constantly loops through these conditions looking for events to activate. When it comes across a red condition, it is given more priority over additional conditions under it. This saves time in the looping process. In the picture, you can see that Condition 11's red one is a check for "On ForEach loop". MMF will entirely skip the routine check for this event if that ForEach loop is not activated. It won't even look at the condition under it, or the events associated with it. The result is that MMF loops faster, and events happen closer to realtime.

*MMF is a relatively simple software, and in some cases less complex than Game Maker. I would not recommend jumping straight from MMF to C, or using MMF as a foundation for learning a higher language. The software is simply logic-based. But for a hobbyist like me, this is my go-to for coding fan games when I have no interest in furthering my knowledge of real programming language.

Discussion / Re: [More info coming!] The Legend of Zelda: Time Breaker
« on: September 30, 2012, 12:48:07 am »
I think you should shorten the Fracture of Time's name to just The Fracture. It sounds better, especially since every name these days is "Adjective of Subject"

Discussion / Re: PvP Hylian Knights v Ganon's Tribal Belt
« on: September 29, 2012, 05:09:26 pm »
Interesting concept. I like the idea of two random players becoming 'chosen' by their respective gods, and then forced to duel eachother while they cannot interact with others.

I agree with Jeod, ME1 was kinda, meh.  For me I liked ME2, also ME3 for it's multiplayer, but the single player and it's ending for me was like"Lol what just happend?"

Plus some poeple already owned all 3 of the ME games.  :-\

Exactly this. I can see PS3 users buying it, but for me (Xbox) I already played through them all. I might go for an Assassin's parkour collection though, since those games are worth more to me.

Not worth it unless they redid Mass Effect using 2 or 3's engine. ME1 engine was terrible.

Graphics / Recoloring: Oracle Enemies
« on: September 23, 2012, 02:45:10 am »
I'm recoloring the enemies from the Oracle games to match up with Xfixium's LA LttP palette recolors. Did the Moblin tonight. Was caught off guard when I did it; I never noticed that he looked like a pitbull, but now the head is clear as day. Please rate? (I think it has too much brown)

Graphics / Re: BlazeBigBang's sprite topic
« on: September 23, 2012, 12:04:09 am »
The red is better, it's easier to see his hand split from the sleeve then. I like it :D

Graphics / Re: BlazeBigBang's sprite topic
« on: September 22, 2012, 09:06:23 pm »
I think he knew it was a joke.  :D

Graphics / Re: BlazeBigBang's sprite topic
« on: September 22, 2012, 05:43:12 pm »
I have the feeling that somebody will want to kill me because of me doing this sprite.

Ezio Auditore da Firenze in MC style. Please, don't kill me.

You sick, fat little ****. (Light sarcasm)

Please, for the love of God, do Ezio justice and fix it up before I lose my appetite for the series >.<

Updates / Re: NCFC Is Still On!
« on: September 20, 2012, 05:39:18 pm »
I think a lot of us would benefit greatly if some of you ZFGCers who have entered before got together and made a collaboration FAQ/guide.  :)

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