Hello Guest, please login or register.
Did you miss your activation email?
Login with username, password and session length.

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Topics - Theforeshadower

Pages: 1 [2] 3 4 ... 36
21
 Project is evolving into a Metroidvania title.

Tiles were pulled from cc-0 license resources on OpenGameArt.  I recolored them to the palette.  The character is 100% my work as is the HUD, door,  and sound effects.

Download link:
Alpha Demo 1 & 2 - Saving, more enemies, forced exploration/progression, death, and bosses!
http://gamejolt.com/games/project-illuminate/199535


###WARNING###
If you are sensitive in any way to the color red, do not run this game.  The entire palette is based on reds.  I might change this to a autumn/gold palette later.
############

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




Concept showcases a few things:
-platformer movement
-double jump system
-floaty gravity (game takes place in an object/facility in space)
-laser weapon
-HUD
-chips system (used for upgrades in regular releases)

The gravity system is a bit different than my previous projects, so looking for feedback on how it feels.

Controls:
Alt+Enter for Fullscreen
Arrow keys left/right to move left/right
Down arrow to crouch
A to jump and double jump
D to fire laser
W to enter menu
S to select a weapon while in the menu
+ increases health by 1 so you can test shield system
- decreases health by 1 so you can test the shield system

S while at a computer to save your game.
S while at a Game Over to restart the game.

The game can now be maximized as well as full-screened.

Again looking for feedback on how the engine feels so far.  Trying to go for a simple retro feel.  Apologies in advance if you don't care for the color palette. :<

Update 8/30/2016
-made the HUD easier to see apart from the rest of the level
-new weapon added
FLAME THROWER
-only in testing phases: Hold F to test flame thrower

Update 8/31/16
-increased resolution(will be adding options in later builds)
-added an enemy type - Wall Spineling
-added enemy behaviors
-added being able to get hurt/take damage
-minor improvements to engine
-work started on a pixelation transition effect

Update 9/1/2016
-more minor improvements in game code
-added pixelation transition(shown at the start of the level/restart of level)
-pausing added
-working menu with inventory added
-fixed some bugs related to taking damage(idle image flickering still unresolved)

Update 9/12/16
Been a while.  Got tied up with work and pleasure(Path of Exile).
-more minor improvements
-qol sound effects added on the door
-some menu sound changes
-added a title screen
-NES-esc pallete washout to black shader coded

(S is the menu selector on the title screen - New and Close only things that function for the moment).


Update 9/27/17
Another lengthy pause between updates:
-fixed two major memory leaks
-removed debug room
-3 rooms now accessible -Start, Save, Side
-added lava pit
-improvements in code for how doors work


Update 10/8/16



-more areas added
-double jump removed(collectable later in the game)
-three enemies added
     -droppers/driplets
     -homing fish? (terrible programmer art)
     -blockers(more or less a progression based enemy)
-more QoL code changes


Still on the table:
-save room just there/doesn't actually save yet
-death , you dont die yet

Update 10/18/2016
Alpha Demo 1

-even more areas added
-added some new enemies
-added a boss!
-added saving!
-added music (credit to ozzed.net)
-forced exploration/progression for shield increases and modules(weapons, double jump)
-you can now die

I believe this project can now be deemed an alpha demo with some nice concepts.  I do apologize about the art - I am not an artist.

Still looking for feedback.

22
Graphics / [WIP] Tileset - LA Styled/Inspired
« on: August 25, 2016, 12:07:37 am »
Still working on my personal project.  As practice for working on the sprites and tilesets, I decided to take a stab at some four color tiles.  They look very Link's Awakening - had Koholint open on the second monitor as a guide.  The tileset might be perceived as a bit too close to LA style to warrant any real full claim to it so I decided to let you guys see the progress.

Feel free to use or modify, just don't claim the base as your own.

23
Graphics / Looking for critique on base animation - Side-scroller
« on: July 08, 2016, 12:24:55 am »
I was going to stick with 32x32 but as I enlarged it two fold, I think I will end up going 64x64 as I can add in more details later.  I put zero stock into my spriting capabilities.  I been itching so hard to make a U.N.Squadron meets Contra type side-scrolling/platformer/shoot'em up for years.  I am not getting any younger and my engines are fully capable of pulling it off.  So, it is time to get the excuse out of the way - sprites.

I am intentionally going for deformed style.  The end result is going to be an homage to SD Gundam/SD Games as the main character is going to be a robotic mech and I decided that a more "cute but badass" style would be appropriate for the genre.

Just looking for ways to improve/tweek the current animations.

24
Entertainment / That time of the year again!
« on: April 08, 2016, 08:26:01 pm »
Legend of Zelda
Zelda II
Link to the Past
Link's Awakening
and maybe Ocarina of Time

All in one sitting LIVE!

www.twitch.tv/inmemorium

Streaming live now!  No emulators either.

25
Discussion / Zelda II Remake/Revamp Public Releases - 008
« on: September 27, 2015, 12:59:10 am »
Just leaving this here for anyone to test out.
001
https://drive.google.com/file/d/0B49_4X0jDFp8VUEtb3NKY3hZUzA/view?usp=sharing
002
https://drive.google.com/file/d/0B49_4X0jDFp8eElmR0tZbTdMN2c/view?usp=sharing
003
https://drive.google.com/file/d/0B49_4X0jDFp8bjN3ZzFRTURSd3M/view?usp=sharing
004
https://drive.google.com/file/d/0B49_4X0jDFp8RDNqOGZFQ2E5eEU/view?usp=sharing
005
https://drive.google.com/file/d/0B49_4X0jDFp8YTdUZ2FoemVsaG8/view?usp=sharing
006a
https://drive.google.com/file/d/0B49_4X0jDFp8dUJ1b3hqUTFITEk/view?usp=sharing
007
https://drive.google.com/file/d/0B49_4X0jDFp8YjlPVjRHZ2djVGM/view?usp=sharing
008
https://drive.google.com/file/d/0B49_4X0jDFp8SEZHbm95dzYwRlE/view?usp=sharing



It's a fully functioning "walk demo", however , it is also much more.
In my ever on-going quest to revamp Zelda II into a more traditional format, I finally decided on what items would replace the spells(since spells replaced items from Zelda to ZeldaII).
Zelda II was never a huge game in itself.  The RPG system just gives a false impression of a larger game.  That said, you'll see a minimum inventory.
Spells to Item Replacement
- Jump : Hookshot  |  Overworld and dungeons from the 2nd one to the Great Palace are being laid out to accommodate hookshot puzzles to replace the now defunct Jump spell
- Life Spell : Bottles  |  Two quests (Missing Mirror and Healing Waters) will now grant an empty bottle each upon completion which will be able to hold a fairy, red potion, or green potion.  Sorry, no Blue Potion - have to keep some sense of difficulty since it is Zelda II.  Fairies replace extra lives as there will be no extra lives.
- Thunder : Thunder Medallion  |  Should be self-explanatory.
- Fire : FireRod  |  Again, self-explanatory.
- Fairy is gone completely.  There will be no need of such a spell in a psuedo 3d world as opposed to the original 2d platforming world of Zelda II.  Instead, new puzzles are being created for an item pulled from LTTP - Cane of Somaria.
- Reflect : Mirror Shield  |  No longer a spell, reflect will be taken care of by a permanent Mirror Shield.
- Shield completely removed.  In order to provide some sense of difficulty in going to an easier gameplay style(LTTP), Shield was removed.
- Spell completely removed.  In the original Zelda II, this did some funky stuff to some enemies and raised a temple that housed the simple-to-get Magic Key.  Now, when conditions are met, a sage reveals the temple.  The temple no longer just has the key, but will be another dungeon.  After defeating the boss of that dungeon, the player will be presented with the Magic Key.

Now, to make it more traditional, other items were changed.
-The Hammer is now a useable weapon as well as being able to break certain rocks.
-The Power Gauntlet can be used to lift certain rocks as well as allow Link to break some tiles.
-A Mystic Branch is now required to find the hidden forest village.  In Zelda II, Link used the Hammer to clear a forest tile to reveal the hidden village.  Now, the player must complete a side-quest to see reveal the hidden village.
-The Boots have been revamped into LTTP Pegasus Boots and will be required to transverse some water tiles to get to the temple in the water.  Can also be used offensively to attack certain planned enemies.
-Flute/Ocarina is remaining the same for the moment.  Still indecisive about adding a warping system that utilizes the Flute similar to LTTP.
-The Cross of Truth will reveal hidden enemies and items in similar fashion to Zelda II's Cross and the Lens of Truth, but will be passive and cost no magic.

Here are the controls for now:
Arrow Keys move Link and control the cursor in the inventory screen.
Press Enter to open/close the inventory screen.  This also pauses the game.
Press A to use an item in the overworld.
Press S to swing your sword.  If in the inventory screen, it selects the item under the cursor.  If in dialogue, goes to next phrase or ends the conversation.
Press D to grab onto a pushable object(such as the block created from the Cane).  Still WIP, but functions.  If by an NPC or readable object, enters dialogue sequence.  If nothing is near-by and you have the boots, allows you to dash.

Life and Magic meters are at full length to give you an idea of how much you will have in the final product should you be able to find all the containers.
Magic Level is set to the maximum to allow you to use the magic items more extensively.

I am happy with how bombs work.  I like to leave the ability of throwing bombs to Link to the Past.  Having a little animation of Link placing the bomb is good enough for me.

Hope you enjoy.  I am open to any suggestions.  I couldn't find any good sprites of the Ether Medallion from LTTP, so I improvised and made my own Thunder Medallion animation using Agahnim's Lightning bolt from LTTP.

26
Graphics Requests/Archive / LTTP Ether Medallion Animations?
« on: September 25, 2015, 06:19:07 pm »
Dug through my own sprites archive.  Looked over the one here at ZFGC.  I also looked around other websites.

I cannot seem to find the specific lightning and ether effects during the animation.  The lightning that surrounds Link looks similar to the one Agahnim uses when he sends a maiden/Zelda to the Darkworld, so I might be able to edit that out.  I still cannot find the lightning strike.


27
Discussion / Ideas for a Zelda based 52 card deck.
« on: August 05, 2015, 04:43:16 pm »
Not making a physical one, but I have something in mind for a 52 card deck (plus Jokers) that uses Zelda characters/monsters/gear for the art work for each card.

Looking for input from you guys for who or what would appear on each card for each suite.
Hearts and Diamonds should be good guys.
Clubs and Spades should be bad guys.
Jokers are a list of misc.

Cards can also be more than 1 character.



Here's what I have so far:

Jokers - Windmill Man, Tingle, Red Lion, Three Goddesses, Error, The Triforce

Ace of Hearts - Zelda
Ace of Diamonds - Link
Ace of Spades - Ganondorf
Ace of Clubs - ???? (Maybe Vaati)

King of Hearts - ????
King of Diamonds - Windfish
King of Spades - ????
King of Clubs - The Nightmare

Queen of Hearts - Impa, Nabooru
Queen of Diamonds - Midna, Saria,
Queen of Spades - Twinrova, Volvagia
Queen of Clubs - Veran, Thunderbird

Jack of Hearts - Navi, Ceila,
Jack of Diamonds - Darunia, Great Deku Tree
Jack of Spades - Agahnim, Phantom Ganon
Jack of Clubs - Dark Link/Shadow Link

10 of Hearts - ????
10 of Diamonds - ????
10 of Spades - ????
10 of Clubs - ????

9 of Hearts - ????
9 of Diamonds - Epona, The Spiritual Stones
9 of Spades - ????
9 of Clubs - ????

8 of Hearts - Happy Mask Salesman
8 of Diamonds - Malon, Milo
8 of Spades - Gold Iron Knuckle, Trinexx
8 of Clubs - Gerudo Thief, Ingo

7 of Hearts - ????
7 of Diamonds - Sahasrahla
7 of Spades - Lizardfols, Silver Iron Knuckle
7 of Clubs - Moldorm, Kholdstare, Vitreous

6 of Hearts - ????
6 of Diamonds - Hookshot
6 of Spades - ????
6 of Clubs - Mothula

5 of Hearts - ????
5 of Diamonds - Red Tunic, Blue Tunic
5 of Spades - Stalfos
5 of Clubs - Darknut

4 of Hearts - ????
4 of Diamonds - ????
4 of Spades - Armos
4 of Clubs - Wizzorb

3 of Hearts - Bottled Fairy, Heart Container
3 of Diamonds - Bombs,
3 of Spades - Tektite
3 of Clubs - Rope, Gel

2 of Hearts - 5 Rupees
2 of Diamonds - Wooden Sword, Old Man
2 of Spades - Octorok
2 of Clubs - Keese

As I said, multiple characters for each if it seems plausible.  Don't want to give too much away about what I am working on.  If the tiers seems off, suggest switching out the characters.  Obviously, Aces are THE main characters and it tiers down from there to !@#$%-tier Octoroks and Keese.

28
Other Projects / Vertical - How Long Can You Survive {Release 1}
« on: July 04, 2015, 09:08:12 am »
Vertical

How Long Can You Survive?

Game available for download at GameJolt
http://gamejolt.com/games/vertical/77535

Vertical is a simple arcade style game. WASD and Arrowkeys to move. I stress and because you can use both simultaneously to move 2 spaces instead of one. This becomes crucial the longer you survive.

This is release 1. Release 1 is the basics of what to expect. It is completely randomized - no playthrough will be the same. As of now, only walls and mines are your hazards.

Release 2, you can expect targeted missiles, seeking enemies, and your own ability to fire lasers.

Thanks for giving this game a shot! Post links to pictures of your best scores! Credit to Rolemusic of freemusicarchive.org Album and license info @ http://freemusicarchive.org/music/Rolemusic/Straw_Fields/

29

The shoes have since been changed to the teal color.
This is what happens when you allow a programmer with no real skills to sprite a run cycle.



I can see the inconsistencies in the arm and leg lengths from frame to frame.  I tried to fix it and spent about 2 hours on this sheet.  The head is also awkward but given the simple style, I could not figure out what to do with it.

I used my pixel editing software for each frame then imported into Game Maker to align the frames and make a nice animated GIF


Now, here is my inspiration material.  I had to record my gameplay footage then break it down frame by frame since I could find no sprite sheets on the net.  There will be some color issues due to the recording software then screen capping frames in VLC.  I also imported each frame into Game Maker so I could align the frames better then exported so I could make a gif later.



It's the protagonist from Project Firestart.  It's a commodore 64 title.  I know nothing about ripping C64 graphics straight from the disks, so this is the best I can present. 

Now, I will show both my work and the inspiration side by side animated and also at 2x sizes.





Due to different browsers and such, they will probably be out of sync.  Each was saved at 15/100 time so feel free to save images if you need better timing.

Anyway, I am still looking for criticism.  The only other frames needed for now are holding a firearm of sorts(idle), crouching, walking up into a door, walking down from a door,firing a firearm,  and a death sequence.  Trying to keep it simple with colors yet still have that retro rotoscoped feel.

Most NPCs will be derived from the protagonist's animations with exceptions for children and elderly people.  Few deviations are planned such as hulking men(guards), skinnier men, and women.  I am trying to get the people animations finished so I can move onto the shadow beings that are the "monsters" for my project.  After that, my time will be dumped into backgrounds/tilesets that give a feeling of a "prerendered" environment circa 1980s as alot of the older side-scrollers for C64 and PC did back then.

Well, alot was in this post.  Hope to hear some suggestions/critiques.

30
Feedback / Nav bars screwed up
« on: April 15, 2015, 07:06:48 pm »
Happens when browsing forum section of website.

Returning to home page, nav bars appear as normal.
Refreshing the page seems to solve the issue.  It occurred for a good 10 minutes though while browsing the forum.

31
Watch on Twitch
http://www.twitch.tv/inmemorium/c/6363139

Watch on Youtube(after it finishes processing)
<a href="http://www.youtube.com/watch?v=4p3KBdfsdTU" target="_blank">http://www.youtube.com/watch?v=4p3KBdfsdTU</a>

Players Choice cartridge and a real SNES with authentic OEM controller used.  No glitches and no saves.  I think 5 fairies were used throughout the course of the playthrough.  Some mistakes were made so it could have been even faster.

This playthrough lacked only 3 full hearts and the Cloak else it would have been 100%(unless 99 bombs and arrows are also included).

Anyway, I had a few people stick with me throughout the entire endeavor from other websites.  They enjoyed the playthrough and I thanked them for sticking with it.

Maybe this can go on the wiki as both our own personal speedrun archive and a "walkthrough"?  :D

32

For some odd reason I can't seem to find it anywhere on the net where it's the crystal animation itself without a maiden in the crystal.  Highly likely I am just missing it somewhere.

33
Entertainment / Set Your Calendars - Friday Feb. 27th
« on: February 16, 2015, 05:13:45 pm »
~LIVE ZELDATHON!~

www.twitch.tv/inmemorium

I will be coming back from taking a break with streams for a couple weeks to do an entire marathon:
Legend of Zelda
Zelda II Adventure of Link
Legend of Zelda Link to the Past
Legend of Zelda Link's Awakening
Legend of Zelda Ocarina of Time

Start time planned is going to be 4PM Eastern Standard Time.  It will start as soon as I hit the power button on the NES and will end when I see the classic "The End" scene of child Link and Zelda in Ocarina of Time.

That's right: no stopping.  All games must be be beaten!  I won't exactly be doing speedruns, but I won't be doing 100% runs either.
The two biggest challenges for me are going to be Legend of Zelda and Link's Awakening as those two are games that I barely play.

Emulation?
Hell no.  I will be using as authentic hardware as I can use.  Even though I own a NES, I will have to opt for a Retron 3 as my NES is not functioning 100%.  LTTP will be played on a real Super Nintendo and Link's Awakening will be played on the Super Gameboy cartridge via the Super Nintendo.  At this time, I have not decided if I will be playing OoT on the N64(version 1.1) or the Gamecube (OoT/Master Quest re-release).

www.twitch.tv/inmemorium

Anyway, tell your friends that are interested in the Zelda franchise!  I appreciate any support I can get!  hope to see you guys there in a couple weeks!

34
Entertainment / My Stream/Youtube - Love to see you guys there! ^_^
« on: January 09, 2015, 02:19:36 am »
http://www.twitch.tv/inmemorium <---  Stream
http://www.youtube.com/user/NerdRage01 <--- Youtube

Usually in the late mornings-evenings Eastern Standard Time.


The stream is a different one than I used to use.  I wanted a fresh start, though I kept the Youtube as some of you are subs there!

I have been streaming daily(or almost) for just over a week now.  I have been having a blast!  I play everything from current competitive games such as Counter-Strike Global Offensive and Dota2 to awesome classics such as Link to the Past and Resident Evil!

Many of you have missed out simply because I forgot to actually try to reach out here with some links.  Let's change that now!

I do not currently have a set-in-stone list of games in any kind of order to beat.  I just pick one and go.  Just doing that, I have gained 15 followers in the short amount of time I have come back!  That's friggin awesome!

Some games that you could have seen and will see in the future when I attempt to beat my speedrun times:

Zelda II Adventure of Link - Best 05:33:07
Legend of Zelda Link to the Past - Best 04:44:43
Resident Evil Director's Cut (psn/ps1) - Best 03:29:xx
Mega Man II (Rockman World II)  Gameboy - Best 00:40:21

As I said, I have been having fun and so far, others seem to have some fun with me!  I hope to see you guys around sometime!  There will most definitely be another attempt at Ocarina of Time with my cousin.  He was not ready the last time, but he keeps talking about it. 

Anyway, see you guys in the chatrooms!



35
<a href="http://www.youtube.com/watch?v=e0C0bFwxtEg" target="_blank">http://www.youtube.com/watch?v=e0C0bFwxtEg</a>

I had a blast playing it on Twitch live!  A few people watched and we had fun.  This was just a personal run as I know that pros can do it in 1:30:00 easily.

I used the save/quit warp ONCE and that caused me to get a 001 games played, else it would show 000.
I post this here as it can also be useful for a guide for playing through most of the game.  I did pass on 11 heart pieces and the shadow cloak thing.

Anyway, hope you guys enjoy the video!

36
Coding / Test this for me.
« on: December 21, 2014, 12:59:32 pm »
Since I know the ins and outs, anyone else care to test my little prototype platformer?
The graphics are not pretty but I never claimed to be a spriter.  I am looking for feed back on the how the movement and physics feel.
https://drive.google.com/file/d/0B49_4X0jDFp8Tk1iOVBaSlVacTQ/view?usp=sharing

Is it smooth?  Is it too strong?  Too soft? or whatever else you might think.

Controls:
 Arrows move
Z jumps (not full on like older Castlevanias/ it builds the longer you hold it)
C shoots green things for fun

There is one bug I have a hard time reproducing and don't quite know how to fix it as it fixes itself if you keep mashing buttons.  Somehow, if you manage to push the right buttons at the precise time when falling near a wall or something, it disables left/right movement.  As I said, if you keep pressing the buttons, it fixes itself.  Not quite sure what the deal is but it's not high on my list yet as far as I have tried, it's hard to reproduce.

Anyways, how does it feel?

On another note: the new GMS .exe is now a win32 self-extract o.0.  Seems new as I never noticed it before.  Hmm.

37
Entertainment / Metal Gear Solid V Ground Zeroes PC Version
« on: December 19, 2014, 10:52:54 pm »
I think it is a great precursor to hopefully an amazing game!  I had fun for the hour or so that it took for the first playthrough.
<a href="http://www.youtube.com/watch?v=5HIXlzc_Lng" target="_blank">http://www.youtube.com/watch?v=5HIXlzc_Lng</a>

38
<a href="http://www.youtube.com/watch?v=MxsfXj2VbAk" target="_blank">http://www.youtube.com/watch?v=MxsfXj2VbAk</a>

Just an experiment of mine.  Maybe some of you will enjoy the playthrough!

MGZero: Ya did it wrong, ya dingus :)

39
Entertainment / STREAMING - Ocarina of Time vs Ocarina of Time
« on: December 06, 2014, 06:02:23 pm »
You read the title correctly!  My cousin and I are side by side and about to race in Ocarina of Time!

We already tested our equipment and should be ready to go soon!

www.twitch.tv/inmemorium

I am on a real n64.  My cousin , Kado, shall be on an emulator.  Let's see who will win!
Share the word with any Zelda fans!

Will be live soon.

40
Graphics / WIP Young Link LTTP -idle/walking-
« on: October 09, 2014, 05:27:48 am »
It's in the attachments.  Basically, I am trying to make a younger Link than the one portrayed in LTTP(teenager before GBA retcon).

The hat feels somewhat off to me.  I tried fiddling with the head to make it smaller but the best that I could achieve was just shortening his ears whih did seem to make the head appear smaller.  Some other stuff was recolored and I tried to add legs where I could.

Left is the original.  Right is my edit of that frame.  It looks pretty smooth in an in-game environment, but still seems off somehow.   :/ 

Pages: 1 [2] 3 4 ... 36

Contact Us | Legal | Advertise Here
2013 © ZFGC, All Rights Reserved



Page created in 0.032 seconds with 33 queries.