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Topics - Whitay

Pages: 1 [2] 3
21
Alright here is my request. I think it seems pretty simple, but i suck at spriting so i thought i should just ask someone here. In the old zelda games, the bow and arrow was just a button to fire. but in the newer ones you can hold it and move around and such. so what im looking for is some custom animations. So in the newer versions(Minish Cap) there is three animations
1. Drawing an arrow
2. Walking with a drawn arrow
3. Releasing that arrow

Now for the older(LTTP styled) sprites all it is is a few frames of him with a bow and an arrow just kind of appears. so what im looking for is the three animations of drawing the arrows, walking, and releasing, but with the base character sprites of the ones shown below. I do not like the bow sprites given for below, so feel free to edit them any way you please. the base character should stay the same though. keep size of sprite fairly close to what it is. thank you in advance!
-Richie

Okay here are some resourses
The file, with the reference images and such that are needed to complete this request


And here are the originals of the sprite sheets its based off of, and then the full one im using for my game.
http://i58.photobucket.com/albums/g260/LOZ_OOT2D_CP/Characters/YoungLink2.png
http://i105.photobucket.com/albums/m214/secretofmanarules/mclinkcap4fe2.png

22
Hello all. i have been playing an online game(its yugioh) and i just figured out you can customize the looks of some of the HUD and such. so i came here with the hopes that some of you could help me make my game mixed with some cool zelda stuff. not many sprites, and they probably arent that hard. just i cant do them myself. my only request is the sizes stay the same, and it looks clean. so here are the requests

Sword: obvious, making it the master sword.

Rock, Paper, Scissors. this one is a bit different. probably a homage to din, nayru, and farore respectivly. color red blue and green, and each maybe have their emblems or something?


the playing field. this one is a bit different. im not sure exactly what to do with these, but i want it zelda related somehow. if you dont know how the yugioh playing board is, check this out.
http://i280.photobucket.com/albums/kk185/onedraco25/Yu_Gi_Oh_Playmat_Testofdemonic_r-1.png

but yeah its pretty custom, the sizes have to stay the same, but im not sure how i want this. what i was hoping to get is the monster card zones themed after din, the spell and traps zone themed after nayru, and then the rest themed after farore. pretty free range, just hopin to have some fun with this.

okay here are the pictures.
Sword:


Rock Paper scissors card:


The playing field:


playing field transparent:


23

Old Stuffs --- Still applies, but was posted a while ago, so some of the stuff is outdated.---
Hello all, and thank you for checking out this topic. I have been working a decent amount already on a Legend of Zelda 1 Remake, in LTTP/OOT2Dish style. Some progress will be posted below. I have gotten to a point in the game design that it is beginning to be troublesome for me, as i only have a few objects left to code, or i cant find a way to do it better, and i cant just move on to something else as most of it is done. in terms of spriting, i cant sprite myself, and many of the sprites are fillers or just colored blocks, and that is very annoying to me now that most weapons and such are already completed. With programming, things like enemy AI, collisions, and such that i want better but cannot accomplish myself, is also annoying to deal with. also having team members will make this project a lot better!:D so here is what i am asking for

A 2D spriter(s). i already have a style down, and its like the LTTP or most of the OOT2D projects. Most of the spriting would be weapons, menu stuff, and maybe a few enemies and characters. Posting on the request form would be troublesome for the amount of stuff i need, as i want this game to look good and have as many custom sprites possible, to steer away from using LTTP sprites.

Programmer - I know a decent amount of GML, enough to get me pretty far in the engine. but some stuff i just cannot seem to accomplish, and that is where i would like to have a second or third hand in programming to either help me through, or to have someone to consult with and maybe the product could be better than before.
my coding may be a little messy as of right now, since some objects are unfinished and whatnot, but i think i organize decent enough.

I am close to where i am ready to release a Demo 1 for my game. the demo would have all weapons be finished, the overworld atleast skeletoned, and Dungeon one be fully playable. to have that though, i am in need of a few more coding segmants(Better Collisions, Enemy AI) and a pretty hefty amount of sprites. After a base for AI is set down, the rest is a lot easier. and after i can make everything fully playable, the levels can come a lot faster if i already have it done. So now i will give you all a little sneak peak at the project as it is now, to maybe influence some people. WARNING, Pretty Big image!
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EDIT EDIT EDIT:
Alright this is where the new stuff is. Ive spent some time on this engine getting everything pretty solid. All the weapons are coded, items, shields, etc. also all of links core mechanics, from health, swimming, rolling, swordfighting, etc. are also in the game. right now i have a pretty solid base, and the only thing not in the game besides around half the coding for 1/2 enemies is AI. besides that most of the core coding to start cranking out demos actually is there, although i want the demos to be stable and one dungeon at a time. Now for some new stuff though. along with using the overworld and certain details from the old one, i will actually be changing alot. why keep something the same if you can improve on the system now that there is technology to? so what im doing is changing alot. From extra moving mechanics(why use a raft when swimming is more free and can add to extras underwater?) or instead of the stepladder having a hookshot to use in more puzzles/combat? Things like this is what i am fixing. making sure items have good uses, can be used outside of specific areas, etc. also making the overworld more alive, having different tilesets to underground exploration(no more gambling games and "Secrets" more like minidungeons and puzzles! and giving the story an uphaul, because the awfully translated story we got doesnt really do the game good anymore. so what im doing here is a complete overhaul, and i would like some help with it. mostly spriting, as i like to usually code alone, although if you want to help with collisions or AI or something, just ask! Now for some eye candy, here are some screenshots. As you can see there are a lot of filler sprites and big empty spaces, thats because the overworld hasnt gotten anything besides a skeleton.
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24
Graphics Requests/Archive / [REQUEST] A Few LTTP sprites
« on: April 12, 2013, 02:15:21 am »
Hello, ill keep this short as my request is short. i was wondering if anyone could make a few animations for me. What they are is
1) a regular rock wall getting blown up into a Cave entrance, with falling rocks and debris, etc.
2) the four doorways for keys, with an opening animation, like splitting down the middle and swinging open until it is the same as an open doorway

---Here are the base sprites for help---


EDIT: ignore the door. for some reason i thought LTTP didnt have an animation for that. whoops.

25
Coding / Short Coordinate Question
« on: January 31, 2013, 02:29:08 am »
Hello, ill make this short because this whole idea is decently short. so my characters mask is very small, and i am using something like if Link.x = x then blahblah. the whole code is in the spoiler and you can see it there. my question is: is there a way to make something like if link.x is = with a tolerance or giveway of like 3 or something. my code also uses > and < so it gets confuzing as you can see i tried something there to replicate my idea. if anyone has a way to go about this, help would be appreciated.

CODE:
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///////////////DIRECTION(LEFTANDRIGHT)
///////////////
if Link.y = y and (Link.x+3 < x+3 or Link.x-3 < x-3)
{
alarm[1] = true
sprung = true
}

if Link.y = y and (Link.x+3 > x+3 or Link.x-3 > x-3)
{
alarm[4] = true
sprung = true
}
///////////////OTHER DIRECTION(UPANDDOWN)
///////////////
if Link.x = x and Link.y < y
{
alarm[7] = true
sprung = true
}

if Link.x = x and Link.y > y
{
alarm[10] = true
sprung = true
}

26
Graphics / NES Zelda remastered in newer age style.
« on: January 13, 2013, 03:10:17 am »
Hello all, earlier today i dug out my old NES and went around halfway through zelda 1. while doing this the whole time i was thinking what it would be like to either
1. Hi res the graphics, and maybe see what it looks like Depixelized.
2. LTTP/OOT2D graphics to update the game, and make the overworld look sexier.

I went with the second one, and started making the overworld inside of a zelda engine for LTTP i made, and so far it looks like this. What i was here for is first, comments on how the map seems turning out. also i wanted to have a discussion on how some things would have to be changed for the graphics change, since places like secrets and such will probably have to be different. also if you think this is a good idea at all. also i was wondering on if the enemies should be resprited, or using the same shape/size and just shade it in the other style. as of now its more of a discussion, but soon i will start making the actual sprites. if anyone would like to help with this project, you are more then welcome to. now here is what i have so far..

Overworld! about half done is all being shown as of now.
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MAJOR EDIT:
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DONE! well with the skeleton that is. as you can see its very open and the only area with any detail what so ever is the forest. so thats about all im doing for a bit. im also open to ideas to what to add to the enviroment to make it cooler. i was thinking in the mountains at some point to have some clouds floating low or something.
as you can see, it is kind of a mash of edited sprites, mixed in with some LTTP/CustomOot2D stuff. soon i am going to be looking for spriters besides myself to start pumping out some finalized sprites. if you would like to help with that PM me or just post here!
soon i will set it all up into a main one photo to show, but that takes time as it is only built in game maker. NOTE: none of the sprites used in that map are final, they are all fillers until i or someone else completes fully custom ones. some of those sprites are not mine, and are made by other people. full credit to them and i will not be using them for the actual game besides fillers, or some of the tilesets i will probably use.

27
Graphics / Bored, 3D modelling, and way to much obsession with zelda.
« on: January 03, 2013, 08:27:58 pm »
Hello all, ive been playing lots of zelda and thought to come back and visit here again. well im taking an engineering course in my school, and they use a 3D modelling program. so finishing my work early caused me to play around with it, and get decent. so i made some zelda creations and thought i would share just because. well i made Majoras Mask, and Rupees, just messing around with colors and textures and such on the program. well here they are.

Majoras Mask Front View
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Majoras Mask Back View
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Rupees Front View
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Rupees Angled View
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Bow Side View
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Bow Angled View
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Eye of Truth Front View(little triforce on handle too!)
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Eye Of Truth Angled View
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Master Sword Close Up View
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Master Sword Angled View
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Master Sword Full View
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Nintendo 64 Logo!(kinda got bored during class today.. and make this in a little bit. the colors were a !@#$% though.)
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Aperture Science Weighted Storage Cube
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Aperture Science Weighted Companion Cube <3
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Fire Emblem sword i threw together for a friend and to battle my master sword..:D
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Hylian Shield Front(finally got around to making it, i think its one of the best on here)
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Hylian Shield Back
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EDIT:
Hello, in my engineering course we got a sort of fun project of building our very own castles. They have to have certain requirements, so this is far from done, but i just thought i would share it here because it is very heavily zelda based on ganons castle:D

The ganons castle part
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and my WIP castle all together
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V2
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]


Also from making all this zelda stuff, i have learned this program very well for having it a little short of a school year. Many kids in the class and even the teacher are stunned by my work, and the best castle gets printed out in the 3D printer so hopefully i can get my own little ganons castle. i just would like to say thank you to the community and zelda, because you all got me so interested that i ended up excelling very well in that class.

28
Hello all, im in need of a few custom shyguy sprites. what i was going for is some of the shyguys from yoshis story, but with a better style. first off, here is the style and size of the regular red shyguy, as well as the ghost one. this is the style you should use, and the shyguy too.(LOOK AT BOTTOM OF PAGE)

-----Gourmet shyguy-----
-Standing
-Walking
-Jumping
-Ground Pound
-Eating animation(for enemies, so leave it blank)
-Sprinting

-----Plant Shyguy-----
-Walking
-Jumping
-Standing
-Hiding in plant
-Different plant heads?
-maybe a barrel or something(WW XD)

-----Tribal Shyguy-----
-Walking
-Jumping
-Standing
-hiding behind a shield
-stabbing with spear or something.

-----Fire Shyguy. the stand animation is already there.-----
-Walking
-Jumping
-Standing, and doing something where the flames glow huge and blue for a couple frames.
-Getting extingueshed.
-Sprinting, with flames very high, and almost look like hes burning, with a very jerky and unorganized sprint animation.
-----Ghost-----
floating around
being visible, and swinging the scythe.
turning to invisible(well partailly, still need to see him.)
being invisible and floating around
-------------------EXTRAS-----------------
A Transforming sprite, where the shyguy starts to glow or something, gets covered by light, and it bursts out in rays as it changes into something else. like the zelda/shiek transformation from SSBB,
or i was thinking the shyguy takes off his mask to put on another, but right before he fully takes it off something blocks view, like some transformation light or something. all sizes will be up to you, but the normal shyguy should be the one style i said and all other shyguys should be based off that(as it shows in the picture of the yoshis story one)
---------------------HUD buttons.-----------------------
-Z
-X
-C
-V

all same size, different colors and just very cartoony like buttons, and are all connected to eachother by vines or something. this is also kind of free range, since it doesnt have a set design, around 32*32 would be good, but do whatever suits you.
------MASKS-----
a mask for each of the different shyguys, and the mask should very well describe the shyguy. as in the tribal would have all the markings and maybe a spear behind it, the fire would have flames behind it, ect. a little smaller then the HUD buttons, and if those arent made, go as big as 32*32 if you need to.
------------------------------------------------------STUFF YOU NEEED------------------------------------------
STYLE AND BASE SPRITES:

A REFERENCE TO HOW THEY ALL LOOK:

29
Coding / INI file problem
« on: May 26, 2012, 07:23:13 pm »
Hello. so i just wrote a big topic and then my internet died, so i have to rewrite this. if i have to little info just ask because im running low on sleep and trying to remember what i wrote. alright in my game you press the save button, and it saves certain global.variables to the INI.

Code: [Select]
ini_open("SaveGame.ini")
ini_write_real("In Game Variables", "0000000001",variable_global_get(global.hp))
ini_write_real("In Game Variables", "0000000002",variable_global_get(global.maxhp))
ini_write_real("In Game Variables", "0000000003",variable_global_get(global.rownum))
ini_close()
so it saves some variables into the INI. the big random numbers are for an early encrypting process im trying. whenever i open up the INI however, all the values = 0. i think its something with variable_global_get that im doing wrong.. anyone have suggestions?


30
Hello, in my game i have a pushing/pulling code. and its decently long, so im posting it at the end. i have the code where if there is the block(named Push) in front of you, you are allowed to grab it with Z. now if you are grabbing it, you are assigned a place, if you are grabbing it from the left, global.grableft = true and same for the other directions. if you press right while grabbing it from the left, you go right. and ect. now for pulling if you grab it from the left and press left, you go backwards. thats all my code is. for some reason i cannot get this working fluent. im lost on it, so any pointers would be appreciated. also if there is a way to clean up my code for it to be shorter, please tell me. thanks, so what im looking for is a pulling/pushing script that acts like the MM or OOT pulling(im sure the other 3Ds have the same) but on a LTTP style, since i dont like their way of pushing if you hit a wall. thank you once again
-Whitay.

the script:
Code: [Select]
///Checking if we should start grabbing

if collision_point(x,y+6,Push,true,false) and keyboard_check_pressed(ord("Z"))
{
global.cangrab = true
}

if collision_point(x-6,y,Push,true,false) and keyboard_check_pressed(ord("Z"))
{
global.cangrab = true
}

if collision_point(x,y+6,Push,true,false) and keyboard_check_pressed(ord("Z"))
{
global.cangrab = true
}

if collision_point(x,y-6,Push,true,false) and keyboard_check_pressed(ord("Z"))
{
global.cangrab = true
}

if collision_point(x,y,Push,true,false) and keyboard_check_pressed(ord("Z"))
{
global.cangrab = true
}

else
{
global.cangrab = false
}

//////////////////GRABBING//////////////////
if global.cangrab = true
{

if (alarm[6] < 0 or alarm[6] = 0) and (sprite_index = spr_left or sprite_index = spr_leftS) and keyboard_check_pressed(ord("Z"))
{
global.grableft = true
sprite_index = spr_PushL
image_speed = 0
}

if (alarm[6] < 0 or alarm[6] = 0) and (sprite_index = spr_right or sprite_index = spr_rightS) and keyboard_check_pressed(ord("Z"))
{
global.grabright = true
sprite_index = spr_PushR
image_speed = 0
}

if (alarm[6] < 0 or alarm[6] = 0) and (sprite_index = spr_up or sprite_index = spr_upS) and keyboard_check_pressed(ord("Z"))
{
global.grabup = true
sprite_index = spr_PushU
image_speed = 0
}

if (alarm[6] < 0 or alarm[6] = 0)  and (sprite_index = spr_down or sprite_index = spr_downS) and keyboard_check_pressed(ord("Z"))
{
global.grabdown = true
sprite_index = spr_PushD
image_speed = 0
}
//////////////////////PUSHING
if global.grableft = true and keyboard_check_direct(vk_left) and (alarm[6] < 0 or alarm[6] = 0 or alarm[6] = -1) //and keyboard_check_pressed(ord("Z"))
{
global.pushleft = true
sprite_index = spr_PushL
image_speed = 0.3
alarm[6] = 3
}

if global.grabright = true and keyboard_check_direct(vk_right) and (alarm[6] < 0 or alarm[6] = 0 or alarm[6] = -1) //and keyboard_check_pressed(ord("Z"))
{
global.pushright = true
sprite_index = spr_PushR
image_speed = 0.3
alarm[6] = 3
}

if global.grabup = true and keyboard_check_direct(vk_up) and (alarm[6] < 0 or alarm[6] = 0 or alarm[6] = -1) //and keyboard_check_pressed(ord("Z"))
{
global.pushup = true
sprite_index = spr_PushU
image_speed = 0.3
alarm[6] = 3
}

if global.grabdown = true  and keyboard_check_direct(vk_down) and (alarm[6] < 0 or alarm[6] = 0 or alarm[6] = -1)  //and keyboard_check_pressed(ord("Z"))
{
global.pushdown = true
sprite_index = spr_PushD
image_speed = 0.3
alarm[6] = 3
}
///////////////////////////////PULLING
if global.grableft = true and keyboard_check_direct(vk_right) and (alarm[6] < 0 or alarm[6] = 0 or alarm[6] = -1) and keyboard_check_pressed(ord("Z"))
{
global.pullleft = true
sprite_index = spr_PullL
image_speed = 0.3
alarm[6] = 3
}

if global.grabright = true and keyboard_check_direct(vk_left) and (alarm[6] < 0 or alarm[6] = 0 or alarm[6] = -1) and keyboard_check_pressed(ord("Z"))
{
global.pullright = true
sprite_index = spr_PullR
image_speed = 0.3
alarm[6] = 3
}

if global.grabup = true and keyboard_check_direct(vk_down) and (alarm[6] < 0 or alarm[6] = 0 or alarm[6] = -1) and keyboard_check_pressed(ord("Z"))
{
global.pullup = true
sprite_index = spr_PullU
image_speed = 0.3
alarm[6] = 3
}

if global.grabdown = true and keyboard_check_direct(vk_up) and (alarm[6] < 0 or alarm[6] = 0 or alarm[6] = -1) and keyboard_check_pressed(ord("Z"))
{
global.pulldown = true
sprite_index = spr_PullD
image_speed = 0.3
alarm[6] = 3
}
}


///////////////////KEY RELEASES
if keyboard_check_released(vk_left) and global.pushleft = true and keyboard_check_pressed(ord("Z"))
{
global.grableft = true
sprite_index = spr_PushL
image_speed = 0
alarm[6] = -1
}

if keyboard_check_released(vk_right) and global.pushright = true and keyboard_check_pressed(ord("Z"))
{
global.grabright = true
sprite_index = spr_PushR
image_speed = 0
alarm[6] = -1
}

if keyboard_check_released(vk_up) and global.pushup = true and keyboard_check_pressed(ord("Z"))
{
global.grabup = true
sprite_index = spr_PushU
image_speed = 0
alarm[6] = -1
}

if keyboard_check_released(vk_down) and global.pushdown = true and keyboard_check_pressed(ord("Z"))
{
global.grabdown = true
sprite_index = spr_PushD
image_speed = 0
alarm[6] = -1
}
///////////////////////////////////////////
if keyboard_check_released(ord("Z")) and sprite_index = spr_PushL
{
sprite_index = spr_leftS
global.canpull = false
global.grableft = false
global.grabright = false
global.grabup = false
global.grabdown = false
global.pushup = false
global.pushright = false
global.pushleft = false
global.pushdown = false
global.pullup = false
global.pullright = false
global.pullleft = false
global.pulldown = false
alarm[6] = -1
}

if keyboard_check_released(ord("Z")) and sprite_index = spr_PushR
{
sprite_index = spr_rightS
global.canpull = false
global.grableft = false
global.grabright = false
global.grabup = false
global.grabdown = false
global.pushup = false
global.pushright = false
global.pushleft = false
global.pushdown = false
global.pullup = false
global.pullright = false
global.pullleft = false
global.pulldown = false
alarm[6] = -1
}

if keyboard_check_released(ord("Z")) and sprite_index = spr_PushU
{
sprite_index = spr_upS
global.canpull = false
global.grableft = false
global.grabright = false
global.grabup = false
global.grabdown = false
global.pushup = false
global.pushright = false
global.pushleft = false
global.pushdown = false
global.pullup = false
global.pullright = false
global.pullleft = false
global.pulldown = false
alarm[6] = -1
}

if keyboard_check_released(ord("Z")) and sprite_index = spr_PushD
{
sprite_index = spr_downS
global.canpull = false
global.grableft = false
global.grabright = false
global.grabup = false
global.grabdown = false
global.pushup = false
global.pushright = false
global.pushleft = false
global.pushdown = false
global.pullup = false
global.pullright = false
global.pullleft = false
global.pulldown = false
alarm[6] = -1
}

Alarm[5]:
Code: [Select]
////if place is free
if place_free(x+4,y)
{
global.canpull = false
global.cangrab = false
global.canpush = false
}

if place_free(x-4,y)
{
global.canpull = false
global.cangrab = false
global.canpush = false
}

if place_free(x,y+4)
{
global.canpull = false
global.cangrab = false
global.canpush = false
}

if place_free(x,y-4)
{
global.canpull = false
global.cangrab = false
global.canpush = false
}

/////if place isnt free
if !place_free(x+4,y) and sprite_index = spr_right
{
global.canpull = true
global.canpush = true
canroll = false
global.cangrab = true
}

if !place_free(x-4,y) and sprite_index = spr_left
{
global.canpull = true
global.canpush = true
canroll = false
global.cangrab = true
}

if !place_free(x,y+4) and sprite_index = spr_down
{
global.canpull = true
global.canpush = true
canroll = false
global.cangrab = true
}

if !place_free(x,y-4) and sprite_index = spr_up
{
global.canpull = true
canroll = false
global.canpush = true
global.cangrab = true
}
alarm[6]:
Code: [Select]
if sprite_index = spr_PushL and global.pushleft = true
{
x -= 4
sprite_index = spr_PushL
image_speed = 0.3
alarm[6] = 3
}

if sprite_index = spr_PushR and global.pushright = true
{
x += 4
sprite_index = spr_PushR
image_speed = 0.3
alarm[6] = 3
}

if sprite_index = spr_PushU and global.pushup = true
{
y -= 4
sprite_index = spr_PushU
image_speed = 0.3
alarm[6] = 3
}

if sprite_index = spr_PushD and global.pushdown = true
{
y += 4
sprite_index = spr_PushD
image_speed = 0.3
alarm[6] = 3
}
//////////////////////////////////////////////////////////////////
if sprite_index = spr_PullL and global.pullleft = true
{
x += 4
sprite_index = spr_PullL
image_speed = 0.3
alarm[6] = 3
}

if sprite_index = spr_PullR and global.pullright = true
{
x -= 4
sprite_index = spr_PullR
image_speed = 0.3
alarm[6] = 3
}

if sprite_index = spr_PullU and global.pullup = true
{
y += 4
sprite_index = spr_PullU
image_speed = 0.3
alarm[6] = 3
}

if sprite_index = spr_PullD and global.pulldown = true
{
y -= 4
sprite_index = spr_PullD
image_speed = 0.3
alarm[6] = 3
}


my error is half the time i cant even grab it, unless im walking into it. if im walking it glitches up. the whole code isnt working and i have no idea why.

31
Graphics Requests/Archive / a couple LTTP sprites
« on: May 11, 2012, 09:19:57 pm »
Hello, just a quick question. does anyone have the standing in shallow water effect and the standing in deep grass sprites from LTTP? i cant seem to rip them, and i cant find them anywhere. if anyone can rip these or has these, that would be a big help.

32
Discussion / Instrument implimation
« on: May 07, 2012, 02:40:00 am »
Hello, i have been designing a Zelda game for a decent amount of time, and whats starting to bug me is the closeness i feel to OOT2D projects. I'm having that in that kind of style, and the game play is like LTTP with some more features(like rolling and such) and most of the items are OOT like(i have iron boots and hover boots, although they are used in completely different ways.) and i was looking for an instrument to put in my game. but the thing is my mind is stuck on the ocarina playing of OOT. even if i take some random instrument i have a feeling the coding would come out to be something that plays like the ocarina. so i came here to see if someones had some idea sitting around that they feel they would want to use. any ideas? an instrument or how an instrument is played or what it does. i really enjoyed the hero harp from SS, but hated the limited use of it. you did not even get to play, just shake the remote to a beat. oh well. enough rambling. any ideas would be great. i wanted something goddess related. because to open your way to the master sword link has to find 3 pendants to power this instrument to open the door. so something that would maybe be an instrument that could slightly upgrade each time? but what im more looking for is a unique way of playing that instrument.. so its not too restricted, but not confuzingly open either. thank you all,
-Whitay


EDIT: im sorry. this what meant to go into discussion. wrong forum.

33
Graphics Requests/Archive / [Request] 2D twilight princess statue
« on: April 27, 2012, 08:54:07 pm »
Hello, i am in the middle of some coding, and would like to get some sprites in, since im only in need of a couple more coded in segments until i get a demo out, so i want it to start looking nice. i am in the need of some 2d sprites of http://images.wikia.com/zelda/images/3/31/Armos_%28Twilight_Princess%29.png <---- These guys. 2D twilight princess looking armos. what i want with it(its a decent sized request, so try one and im sure others will follow.) is four facing directions(up down left right) and him swinging his hammer in each four directions.( the hammer animation is him stopping, and bringing the hammer like straight down, if youve never seen these guys in TP.) also if you could make a walking animation(they pretty much just hop.. so im guessing if you have the still sprite it would be easy.) that would be great. dimensions im not so strict on. the size of around link from LTTP( around 16*26ish if i remember correctly.) to double that at biggest. it should be in style of the oot 2d stuff(will post some examples below) which is alot like LTTP style. the colorful outlines on the armos should be a deep glowing dark blue and the rest of him seem like stone. thanks to anyone who tries this, it will be greatly appreciated.

STYLE:


once again i would greatly appreciate anyone who tries this request.

34
Hello, in my zelda game there is a weapon that functions like the fire/ice rods from zelda LTTP. so why not use the fire rod sprites as fillers? works well, and then i get a finalized version of this rod, and i dont know why but i just cant put it right on the sprites.. i cant make a strait up and down version of it.. and so i cannot animate it. can anyone help? i need the rod thing thats at the bottom in the poses above.. or just the rod in strait up and down form.. that i can work with.. thanks so much to anyone who helps.

thanks to anyone who can complete this. not sure why.. i just cant get a good sprite looking like the diagonal one..

35
Discussion / How this menu should look.
« on: April 13, 2012, 09:28:38 pm »
hello everybody, i have just finished coding my menu. but i was wondering if it really looked as good as it could be... so im coming here for some opinions. i have four options that i could think of(if you have a good idea, just tell me and ill whip it up) of zelda menus. the menu has all of the used items on one screen, and at first i had the box one, where blue was items, green was equipment, yellow was quest stuff, ECT. also dont mind the sprites, they are all fillers. i actually have a topic asking for some custom ones, so yeah! so which style would you like the most in a zelda fan game, which one would be annoying to look at maybe, or if you have your own mixs or ideas, just say so! here is the four menu sprites.

36
Graphics Requests/Archive / Menu Sprites. Pop in and try a few!
« on: April 12, 2012, 09:55:57 pm »
Hello, i have gotten in a point where now that i know whats going into my menu, i want to make it look decently good, instead of all the filler sprites in there. now i have a lot of mini requests, which are just the small items in the box, and i know the rules say dont ask for alot, so just if you want to help just do one, im just going to have a big checklist until i get this one done.. so thanks in advance! and without further delays, here is my menu.

so this is what i need. ill break it down into requests.

BLUE BOXES.
-Boomerang
-Bomb
-Air Rod(sort of like LTTPS rods, but i want it to look a bit more.. unique.)
-Bow And Arrow, Fire, and Light
-Megaton Hammer
-Butterfly Net
-Light Crystals(tiny crystals made of energy that you throw and do stuff. the image should just be bright crystals. lol

-Dins Might,Nayrus Something,Farores Something(along with the other 2 god attacks, pretty much how OOT had these, but i didnt want to use the same exact ideas. but you can be creative on how to show this one.
-Shiekah eye( a glowing shiekah eye neckalace or something. its used like the magic cape and you see a shiekah eye on the ground following you or something, so a cape or necklace would be great.
-Giants Mask( like from MM, but no copy from that sprite. make it look like it will give you some serious power.
-Mask of Healing(slowly heals you. some mask that is health themed i guess. go where you want with this one.)

-Bottle
////////^^^THESE ARE THE MAIN REQUESTS.^^^////

anything else on the menu that you would like to try would be great, just ask! also ignore the yellow area. if you are doing the other stuff(green) its alot like stuff in older games. we have a
-training sword, needs to be a small wooden sword.
-master sword
-bigass destroyer sword.

-small wood shield, but not a deku shield.
-hylian shield,
-mirror shield.( like black and shiny looking)
then three tunics. (could use a bit more detail.
-boots,
-a pair of flippers, 
-light boots(allows you to walk on energy briges and stuff.. so looks kinda like the hover boots. golden and decorated.




I know this is a pretty big request.. but thank you to anyone who helps out! also it needs to be in the style of the usual OOT2D stuff made my Majora i think his name is.. which if you dont know what style that is and your on here it would take about two seconds to find. xD

thank you all once again.
-Richie

37
Discussion / 3 Magic items, what would be cool?
« on: February 04, 2012, 06:36:53 pm »
okay, just a quick discussion, in my game i have 3 magic goddess inspired powers(alot like the idea of dins fire, nayrus love, or the bombos and ether medallians) and i was on to coding my three, and i was wondering if anyone had any newer ideas(i dont want to go with exact copies, but i want to keep the same general theme, whereas Dins is powerful and hurts people, nayrus i already have, but if anyone wants to give suggestions that would be good, because hers is wisdom or double health or something, and Farores im at a loss. i have no idea how to go through with courage on this one. in OOT it was just a teleporting spell, but i want all 3 of these to be able to be used most anywhere, and actually have a decent purpose(they are given after a big trial, so it should feel accomplished and a good powerup.)

for dins i was thinking something like the cane of Byrna, where something circles around you, but its fire or something, and it slowly spreads out and dissapears, and drains alot of magic power. while as Nayrus is this blueish diamond(like the ones the sages got trapped in during LTTP) that would either block small projectiles, or make damage not hurt as much, or make you invincible to small enemies, or something. while farores i have no idea. i want it to be a kind of strategy skill, like how the magic cape in LTTP could be used as just a defence, or helping attack, or get over spikes, or something. none of these ideas are final, so any magic abilities the crystals grant that you say would be cool and stuff would be a great help!

38
Graphics / Ocarina of Time styled chests, in 2D
« on: February 01, 2012, 11:31:56 pm »
hello all. i got bored, so i decided to make some OOT chests, fitting the size and template of the LTTP chests, and also a boss key. just random spriting i guess. i havent sprited in a while and this isnt my best work, but tell me what you think! how can it be improved? EDIT: added a few more things.
http://i42.tinypic.com/2mos089.png

39
Hello, for my game im looking for a custom tileset that fits near the style of LTTP, and is a green one(like the example) but has slopes, and needs to be more destroyed, like plants growing through the tiles, into the walls, dirt patches, ECT. if anyone would like a try at this that would be great. the regular green temple can be found HERE(http://spriters-resource.com/snes/zeldalinkpast/sheet/7644) and if you want you can edit that one, or start one fresh, but it needs to be in 16*16, with a seperation of one, or any multiple of 16 that makes it easy on me. thank you for anyone who attempts this, credit will be given.

40
Entertainment / Demise.. get owned *spoilers*
« on: January 30, 2012, 08:52:19 pm »
alright. i saw this yesterday and showed it to a friend and i think these are pretty legit.. some asian guy somewhere learned to beat the living !@#$% out of demise, and i think its pretty cool to watch. ones a world record(i think) and hes got a wooden shield.. the other i just think looks cool.
http://www.youtube.com/watch?v=ibxFYAEL24Y
http://www.youtube.com/watch?v=Jv2LpojCNcI

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