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Messages - Jeod

Pages: 1 2 [3] 4 5 ... 62
41
Updates / Re: NCFC Is Still On!
« on: September 20, 2012, 04:57:14 pm »
So, how exactly does one 'enter' this event? Can anyone go in and grab a booth, or does your entry need approval? And if so, how would one go abut that? *is new to NCFC entry*

42
Overworld/Locations / Re: [Submission] Forest Maze
« on: September 20, 2012, 04:32:54 pm »
I liked the minigames in the swamp in MM. Shooting range for quiver upgrades, maybe. Use it with a 'swamp tour' system, so as the levels progress Link has to shoot faster targets, from a moving boat.

43
Oh whoops. Forgot them. I'll upload as soon as I get home  >:(

44
I can't compose, it'd be cool to learn how to 'modernize' these gameboy tunes. Anyway like the topic says, I'm requesting this attached 'cave' sound in a remixed form using the attached LttP soundfont.  XD

45
Coding / Re: Zelda GBC Engine *NEW 1.2 UPDATE*
« on: September 18, 2012, 08:57:20 pm »
Thought it'd be the easiest way to use delimiters. A [ is hardly ever used in game text. So the pseudocode would be something like

*A [ appears, meaning begin color code sequence
*Read character after the [, check for b, r, g, w
*If additional characters after the color char, or no color char, default color to white
*If ] after the color char, resume writing text in proper color

In a text file, a line might look like:

Please save [r]Princess Zelda[w]! You're the only one who can help her, [g]Link[w]!

I suppose it's not *true* BBCode, but it's a similar concept.

46
Coding / Re: Zelda GBC Engine *NEW 1.2 UPDATE*
« on: September 17, 2012, 03:29:10 pm »
Update: Text engine's been started on, but we're still brainstorming the best way to do it. We want the whole text idea to be simple code, but we also want the user to be able to easily add text ini files that the engine can read from. Might expand on this later, but the basic idea is to allow for easy text swapping and easy localization of a game using this engine.

  • Each textbox event in the game will have a numerical "flag" associated with it
  • Based on a 'language' option, the game will choose from a series of ini files with acronyms for the language i.e. eng.ini, spa.ini, ger.ini, etc
  • A 'flag' will point to a group in the ini file, and a secondary flag would be determined by performing checks in the game (for example if you have a certain item yet). The secondary flag would then point to a name, and the text associated with it would be the value. Obviously, semicolons and equal signs would be ineligible as text here.
We're also looking into a good way to use colored text. BBCode is a simple thing for the end user to use, but the complexities arise when we try to program this into the engine. (Writing the actual colored text)

By the way, one of my goals here is to have a fully functional recode of 'The Legend of Zelda' NES game up to the end of the first dungeon, just to show what Multimedia Fusion is capable of in terms of Zelda. (If Quest for Power wasn't enough)

47
Graphics / Re: Zelda Items TMC style
« on: September 17, 2012, 03:18:25 pm »
I saved your most recent sheet to my external drive, since Imageshack hates you apparently. Gotta store it somewhere!

48
Graphics / Re: OOT sprites in LTTP style
« on: May 09, 2012, 11:31:36 am »
The lobger arms will make him more flexible if you intend to use him in a Majora's Mask fashion and have him dance.

49
Graphics / Re: OOT sprites in LTTP style
« on: May 08, 2012, 04:01:20 pm »
http://www.youtube.com/watch?v=H0jwxvV37vA

From the sides of the cliff, look near the end of the video. Remember, the statue is missing the left side of its upper body due to erosion. You can see the arm is detached from the shoulder.

50
Graphics / Re: OOT sprites in LTTP style
« on: May 08, 2012, 12:16:16 pm »


Make the mockup a bit bigger, with taller cliffs in the back. The statue will be easier to visualize then.




51
Characters / Re: That Dragonite With The Fancy Top Hat
« on: May 03, 2012, 02:54:13 pm »
So what's the plot? Who will we play as? What's the gameplay like? I'm intrigued.

52
Graphics / Re: Zelda II - Adventure of Link Map Project (aLttP)
« on: April 26, 2012, 02:32:34 pm »
Wouldn't Zelda II work better in the gameboy style? LttP doesn't have any sidescrolling areas, but GBC does. Still looks awesome though! Good luck re-imagining the dungeons :p

53
Graphics / Re: Teh Legend of Zelda: Ocarina of the Past
« on: April 25, 2012, 12:11:21 pm »
I think the nose looks out of place. It seems more like a rock pattern than wood.

54
Graphics / Re: Teh Legend of Zelda: Ocarina of the Past
« on: April 19, 2012, 12:37:26 pm »
I don't see how the vines fit with the true LttP style you're going for, because Link can't climb like in Minish Cap. I replaced them with wooden stairs just to see how it looked.

55
Graphics / Re: Teh Legend of Zelda: Ocarina of the Past
« on: April 14, 2012, 09:45:01 pm »
So where are you going with this Yoshi? If it's for a game of yours, it's not in the OP.  :huh: Right now it looks like you're making sprites and animations to go with MaJora's OoT maps, which in that case is really neat!

56
Discussion / Re: [idea] The Legend (Life) of an Octorok
« on: April 14, 2012, 09:40:04 pm »
Can Octoroks read? xD Most animals use scent or body language. Maybe you can combine Ocarina with Pieces of Heart to create a sort of mating dance.

57
Firstly, instead of importing push, pull, grab, etc to the movement engine, try importing just movement to fleshy's engine. Less things you need to work with then. Just looking at the runtime I can already see a lot of Object Order and Collision issues. The core mechanics (Pushing, Pulling, Movement (minus camera scrolling), Throwing) are not all that different between GBC and LttP styles. I highly suggest you look over the GBC+ engine for some organization ideas. Not only will it make your engine flow easier, it will also make things more organized and easier to find/squash bugs.

Things to look at:

-Use of collision masks
-Qualifiers to group several objects together (HUD)
-Animations and Movement Stoppers (See: GBC+ Lifting, the player can't control movement while Link is lifting something, this is how it is intended in the games too)

58
Discussion / Re: How this menu should look.
« on: April 13, 2012, 11:20:07 pm »
Go with #2, less cramped but has enough in it to not look empty.

59
Discussion / Re: How this menu should look.
« on: April 13, 2012, 09:30:25 pm »
Rule out the bottom two. Bottom right has too much background coloring and bottom left doesn't have enough. I like the first one, really ;)

60
Recruitment / Re: Reving Zelda - Quest for power
« on: April 13, 2012, 09:25:39 pm »
Sure, PM it to me and I'll find some time. It's a busy few weeks though with finals, but I will definitely get back to you.

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