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Messages - MaJoRa

Pages: [1] 2 3 ... 33
Zelda Projects / Re: Ura Zelda Restoration Project 2016!! (ARUZ 2016)
« on: April 02, 2018, 10:21:19 pm »
So this is the first time I've seen this. It's definitely looking interesting. Very few ocarina of time modifications out there. Can't wait to see the first completed area, I'll definitely give it a play.

Feedback / Re: What new forum features would you want to see?
« on: February 03, 2017, 03:26:26 pm »
I'd personally like to see a responsive site so that it work's better on mobile. Perhaps then using something like ManifoldJS to make an app for several platforms (http://www.manifoldjs.com/).

More importantly, I'd like to see some nice ajaxness used in a few places to make things like posting new replies much faster, as well as updates etc to posts.

Graphics / Re: MC Sprite Collection
« on: July 21, 2016, 08:26:17 pm »
I haven't actually seen the frozen link sprite elsewhere before, thanks for the post!

Graphics / Re: SpritingBrad´s sprites
« on: January 30, 2016, 11:44:10 am »
This is a really cool project. Do you have plans for the dark world when you're done with the light world?

Graphics / Re: fictionaldogs' original sprites, tiles and more!
« on: January 27, 2016, 11:40:21 am »
So I've been through the entire thread now, and all I have to say is 'Wow'. I love the style, very unique. It's incredibly colourful, and would do incredibly well for a game such as the wind waker or similar. it feels incredibly happy, and your spriting skills are quite impressive.

I like that you've taken inspiration from other games (Minish cap for the house interioirs, lttp for the trees) whilst holding your own style.

Looking at your most recent tilesheet, my main criticism would be with the logs that link walks through. The shading on the horizonal log makes it appear as though you are looking at it from directly above. Whereas the trees and houses imply a slight angle. I'd work on the shading to perfect them.

Discussion / Re: Build a Zelda fangame with HTML5 + Javascript
« on: January 27, 2016, 10:56:41 am »
It's more than possible with Phaser. It's what I'm using for my GetToGohma engine right now. I'm using that combined with Electron to make it a cross platform desktop application (which I'd advise).

You do need to consider mobiles if you are going to have this on a website instead of as an app. On screen buttons work for the most part, however you might find that you are better off creating intuitive touch screen controls for the movement. I've found this to be tediously difficult though.

Concept Art / Re: Interesting castle I found
« on: October 12, 2015, 05:48:41 pm »
That's pretty awesome, quite impressed with the wall structure and everything. Something looks off about the roof - I think it's the shading near where it meets the northern towers.

Where did you find this?

Zelda Projects / Re: [Startup Phase] Project GetToGohma
« on: April 30, 2015, 12:14:58 am »
Yeah it's proving reasonably tough in the startup phase xD.

So a rather large update that's visually rather small this week. I spent most of the time fighting with the Phaser API trying to get a layering system into place (ready for a collision engine). I've successfully done that, and now I have collidable object masks all on the same layer, with the player above visually etc. You'll notice a single example of this with the wooden post (fence sprite) in the screenshot attached.

I guess my goal for next week's update is to get collision working - but I am on holiday over the weekend so I am not sure how much I will get done in this respect - we shall see.

Zelda Projects / Re: [Startup Phase] Project GetToGohma
« on: April 21, 2015, 05:41:58 am »
I have changed the title and hopefully fixed that problem :).

Zelda Projects / Re: [Startup Phase] Project GettoGohma
« on: April 20, 2015, 09:06:03 am »
So the weekly update is small as expected, but I'll post a new screenshot and go through what's happened.

I've re-factored a lot of the lower level code to do with multiple inheritance. This has effected the walking code etc in a positive way.

I've added the animations in for walking, and I've corrected a bug I found in my prioritised walking engine. I'm currently toying over whether to do rolling or gameobjects next - I think I might go with gameobjects (flowers, wodden posts etc) as they're easier at this stage.

Graphics / Re: I drew some houses!
« on: April 17, 2015, 02:10:00 pm »
I think these look rather good - but I would like to agree with Archaith. I also think that there needs to be shading below window bays - as all the other shadows imply a light coming from the north, and this implies light coming from the south.

Updates / Re: Menu Standardization
« on: April 15, 2015, 08:34:47 pm »
I have refreshed and it has now worked - that should have been task number one. Don't I feel silly :P.

Discussion / Re: Game Design Survey: Choosing Perspective
« on: April 15, 2015, 05:49:49 pm »
I love the idea, but you talk about this limitation of replaying the same game over and over. That doesn't have to be the case. You could have it so that the players only meet at small points throughout the game. Give them entirely separate backgrounds and stories. The game would then be about thier path / desires / story until the ending where it comes together. Meaning the game would be 90% different with each character. It could be that when you play as x you only meet character y on a few occasions etc (because the storylines dont cross).

Updates / Re: Menu Standardization
« on: April 15, 2015, 05:42:20 pm »
It would appear that this has broken it on the Kokiri theme.

Graphics / Re: OOT2D Map Project - Accepting Community Sprites - Read
« on: April 13, 2015, 11:49:00 pm »
Hi all, I just thought I'd respond to some of the comments made whilst I was gone.

Hopeseeker - Theres no new work on this project to be shown, but the project isn't dead. I'll be working on little things here and there - but it is true to say this is no longer my primary focus. The next logical step is indoors, starting with the Kokiri Houses and the Deku Tree dungeon.

Jeod - You're right. I am missing that, I'll get around to it at a later date.

Leduardo - I've been keeping an eye on that project, it's rather awesome. Though when I played the demo it was too unstable to get anywhere :(

Zelda Projects / [Startup Phase] Project GetToGohma
« on: April 13, 2015, 10:26:46 pm »
Hey ZFGC, it's been a while since I posted anything worth noting here. I've been busy with my life furthering my career and moving onto a boat. Now things have settled however and I've been finding myself with free time in the evenings.

I've been looking at Oot2d project attempts over the years, always envious of people who tried, and yet disappointed by the number of people who failed. I know that this is because most people are one man, or a team of people who grow old and lose time before the project can ever be completed. I've decided to take a different approach. My goal is simple, to complete the Deku Tree dungeon and everything leading up to (and including) the final boss battle.

Heres a list of things I will be making
HUD Engine
 - Heart display
 - Rupee display
 - Key display
 - Boss key display
 - Item holder display
 - Action button display
 - B Button display
 - C buttons display
 - Navi display

Player Engine
 - Walking (prioritised)
 - Rolling
 - Jumping
 - Climbing
 - Falling
 - Death
 - Pushing
 - Pulling
 - Crawling
 - Sword swinging
 - 360 sword swing
 - Deku nut throwing
 - Deku Stick swinging
 - Firing slingshot
 - Hurt animation

 - Deku baba
 - Deku scrub
 - Skultula
 - Gold Skultula
 - Keese
 - Gohma Larva
 - Queen Gohma

Navi Engine
 - Following
 - Lock on
 - Random movements when bored
 - Hey listen notification

General Game things
 - Begging cutscene
 - Shop engine
 - Bushes
 - Rocks
 - Moveable blocks
 - Switches
 - Chests
 - Gossip stones
 - First Deku tree cutscene
 - Final Deku tree cutscene
 - Sword chest
 - Saving
 - Signs
 - NPC's
 - Rolling boulder
 - Loading engine

Pause Engine
 - Item selection
 - Map

I'm posting here at a (very) early stage of this development. My hope is that people here can tell me if I have missed anything off my list that would be important. I plan on using my map project (and yes I know that I do not have a map of the Deku Tree yet). At this stage I have absolutely no plans to go passed Gohma and the end of the Deku Tree.

The game is being developed in Typescript as a html5 app. I have only a single screenshot of my develoment so far.

Here I have the following complete:
 - Loading engine
 - Heart display
 - Rupee display
 - Walking (prioritised)

It's a very short list I know - but I hope to add to it rather quickly. I'll be posting a small update once a week, and I do not expect to finish this any time soon. A realistic date would be new year 2016 (so don't get your hopes up for anything worth looking at next week). I will not be accepting help on this project for the reason that I am spending little time on it as is, and do not have time to manage other developers right now.

Hopefully that will set some realistic expectations and be enough to get this ball rolling. I'll see you all next week with my first update.

Graphics / Re: OOT2D Map Project - Accepting Community Sprites - Read
« on: December 23, 2013, 07:47:25 pm »
It doesn't have to be separated, but bear in mind slower machines will have trouble loading such a large image. In fact editing it takes a rather hefty computer. I'd split it if I used it in a game.

Zelda Projects / Project: Document Zelda
« on: November 25, 2013, 08:01:00 am »
Hey guys,

It's been a while since I posted any Zelda related projects (its amazing how busy life can get you). I have however recently found myself with a batch of this stuff people call free time, and this is the result.

Project Document Zelda is exactly what its name implies - a project to document Zelda games. I will however be doing this in a way which I do not think has been done before - an interactive and fun way!

Interactive Inventory
The first job of mine was to document the items and equipment of The Legend of Zelda. I decided to do this by creating an interactive inventory system (based off the one in the original game). You can find this here:

It has two visual modes (Hires and Retro), uses only official artwork and / or sprites - and its fully responsive (will work on mobile devices as well as desktop computers / laptops and tablets.

You can see some screenshots of this below:

This is the first in line of a series of web apps that I will be creating to help document this game. Once I feel I have completed the first game I will move on to the next game.

I would love feedback on how I can make this app better, any details I may have wrong (or missed out), or what I can create next.


Graphics / Re: OOT2D Map Project - Accepting Community Sprites - Read
« on: September 09, 2013, 09:21:06 pm »
Hi Sabooru. You can find the latest version of my map project here:

You have permission to use my map in your game - with credit of course. I'd also appreciate it if you sent me some details of the project when it progresses. I've always wanted to see this used in a game.

Graphics / Re: ALTTP Styled Sprites - Colorful
« on: August 13, 2013, 08:49:12 pm »
Let me start by saying that is one of the best sails for the king of red lions I have ever seen sprited. I much prefer the version without the black outlines.

I'm very impressed with a lot of the other sprites in this thread, I don't have time to go over them all as I am in a bit of a rush, so I'll review the Octorok as its the most recent.

The water effects seem very good, they replicate the style that alttp used and so it fits in quite nicely.

The shading of the Octorok is very true to the wind waker style. However I'm not entirely certain that such a large open area fits too well in alttp. I think you should try and include the pattern on the head of the octorok (seen here: http://www.zeldauniverse.net/images/games/tww/enemies/octorok.png) as it breaks the sprite up a little bit and I think that would fit better with the lttp style.

I'd love to see more, so keep posting.

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