[url=http://www.zfgc.com/forum/index.php?topic=38573.0][IMG]http://i330.photobucket.com/albums/l401/Tetiro/Chiming_Bells_Banner.png[/IMG][/url]
Nice! Looks promising.
Is this supposed to be a mix of ALTTP and GB sprites? ;)
Wow, this has gone through some pretty major changes since I last visited. Looks pretty awesome man!
(guess you won't be needing that midi of the Spirit Tracks final boss theme now... :P )
Over 10 days have passed and the progress has ground to a halt. I really need to kick my composer up the ass.Don't kick him, please. Show patience and have mercy.
Apart from the music, the demo is raring to go!
I liked the game but I do have a couple of (small) issues. Maybe you can fix them before the contest.
1. The blue letters at the intro- and deathscreen are a little hard to read. Maybe you could change the colors to green or yellow.
2. The suicide button. Is that a testerfunction left in by accident?
3. In Hyrule town the lady in the house in the upper right corner (with the four holes) is possessed or something. At first she seemed fine, but when I enter some time later her soundeffect appeared to loop endlessly which resembled some kind of monster roaring. Some after that, when I entered again, she flickering between normal and transparant. That's once messed up woman.
4. When I reached the boss in the Forest Temple I kept running out of arrows to hurt him. 30 arrows did not appear to be enough and I could not get any additional arrows from the bushes surrounding me.
I played the game, too, so here we go ... :
1. I like how the game feels, somehow. It controls very nice, and although there were some issues (no collision for NPCs and enemies don't push you back, when they hit you), they didn't bother me that much, for some reason.
2. That NPC with the weird sound effect is the Happy Mask Salesman (I think). That bug happened to me too.
3. The suicide button is especially dangerous, because when you use it (D) in the menu to switch to the other menu screen, you die as well, as soon as you close the menu!
4. The mini games were a little bit too easy in my opinion? I got a perfect score in the shooting gallery and the rhythm game on the first try. Of course, you don't need to change that if you think the difficulty is just right.
In the shooting gallery you can also use the very cheap tactic of standing in one spot with auto-fire and just wait, till the target flies to it's doom. Maybe you should limit the number of available bolts?
But what I really liked about the food-throwing and rhythm games is that their difficulty went up as time progressed. That was nice attention to detail.
5. That boss fight ...Show contentYou have to shoot him while he moves, right. Because when you shoot him while he's standing, he still appears to get hurt (flashes red), so I used all my arrows on him while he was standing, cause I thought it would damage him. So naturally I ran out of arrows real fast. Maybe change it so that he doesn't flash red when he's not moving and hit?
6. Maybe 2 minutes is a bit too long for the auction?
7. Saving didn't work for me. When I said save an error popped up: 'Error loading file for writing' or something. I pressed Ignore and the game went on like normal, but it hadn't saved. That could be because my computer is from Germany (That has messed up the save features for other GM games in the past already), or it could be a general problem.
8. What I really, really, really loved was the day-night cycle of the NPCs. They move around town, get to their houses at night and lock their doors at certain times ... I thought that was very well done. Although one thing that would have been nice is to know during what time the doors would be unlocked. Maybe have a textbox that says 'Come back at sunrise' or something when you try to open a locked door.
9. The Controls. Maybe I missed it, but it doesn't tell you anywhere what the controls are?
I had to find out on my own that P opens the menu. Also, I think that the menu button should be closer to the other buttons.
10. I also liked that there I could do many sidequests. I gotShow content9 heart pieces, one bolt bag upgrade, a bottle, access to soup ... did I miss anything?
11. That dungeon was a bit short. It's okay for a first dungeon, but you should make the others longer.
That's about it, I think. Phew, long post.
1. Based on the fact that NPCs move, I though collisions would be too buggy. As for enemies, I always found it annoying.
4. Perhaps I should limit the number of bolts to the size of the bolt bag? Or maybe 99? I think I'll be leaving the difficulty of the rhythm game the same as it's just for fun.
6. It's only 30 secs longer than the Wind Waker auction
7. I can happily say that this isn't the game. The saving works perfectly on my end. It maybe be your computer
9. To be fair, in the old games they never told you the controls. But I see your point.
I played the game, too, so here we go ... :
1. I like how the game feels, somehow. It controls very nice, and although there were some issues (no collision for NPCs and enemies don't push you back, when they hit you), they didn't bother me that much, for some reason.
2. That NPC with the weird sound effect is the Happy Mask Salesman (I think). That bug happened to me too.
3. The suicide button is especially dangerous, because when you use it (D) in the menu to switch to the other menu screen, you die as well, as soon as you close the menu!
4. The mini games were a little bit too easy in my opinion? I got a perfect score in the shooting gallery and the rhythm game on the first try. Of course, you don't need to change that if you think the difficulty is just right.
In the shooting gallery you can also use the very cheap tactic of standing in one spot with auto-fire and just wait, till the target flies to it's doom. Maybe you should limit the number of available bolts?
But what I really liked about the food-throwing and rhythm games is that their difficulty went up as time progressed. That was nice attention to detail.
5. That boss fight ...Show contentYou have to shoot him while he moves, right. Because when you shoot him while he's standing, he still appears to get hurt (flashes red), so I used all my arrows on him while he was standing, cause I thought it would damage him. So naturally I ran out of arrows real fast. Maybe change it so that he doesn't flash red when he's not moving and hit?
6. Maybe 2 minutes is a bit too long for the auction?
7. Saving didn't work for me. When I said save an error popped up: 'Error loading file for writing' or something. I pressed Ignore and the game went on like normal, but it hadn't saved. That could be because my computer is from Germany (That has messed up the save features for other GM games in the past already), or it could be a general problem.
8. What I really, really, really loved was the day-night cycle of the NPCs. They move around town, get to their houses at night and lock their doors at certain times ... I thought that was very well done. Although one thing that would have been nice is to know during what time the doors would be unlocked. Maybe have a textbox that says 'Come back at sunrise' or something when you try to open a locked door.
9. The Controls. Maybe I missed it, but it doesn't tell you anywhere what the controls are?
I had to find out on my own that P opens the menu. Also, I think that the menu button should be closer to the other buttons.
10. I also liked that there I could do many sidequests. I gotShow content9 heart pieces, one bolt bag upgrade, a bottle, access to soup ... did I miss anything?
11. That dungeon was a bit short. It's okay for a first dungeon, but you should make the others longer.
That's about it, I think. Phew, long post.
Just 5 more days. You can wait right?
- There seem to be a few tiling problems, like below the hill near the stream in South Hyrule Field.
- You can walk on some areas of water. I'm assuming this is do to not placing markers or whatever you call them correctly.
- When you walk over tall grass, it doesn't look like you're walking in the tall grass like it should.
- The town is way too crowded visually. The pipes (?) hanging above the town, all the balloons, fireworks, people, etc.
- The controls aren't listed anywhere, and I ended up hitting both suicide buttons (D and L) going through keys and figuring out what was what. Not to mention, P as pause is really annoying.
- The day/night cycle goes way too fast IMO.
- The ZREO music doesn't fit the game at all, and I don't like how it loops constantly through the day/night. You should have it switch to something calm, or even just crows and other animal sounds like in OoT.
As for things I liked...Well, it's not a lot, but:
- The day/night cycle looked nice.
- There's a lot of interactivity and dynamic-ness to the game, kind of like Majora's Mask, and I really like that.
- The engine seems to work smoothly and without problems.
For now, I'd give it a 2/5. When the bugs are fixed, a 3/5, as most of my "complaints" aren't bugs, but rather things I just find unfitting.
... 7. Saving didn't work for me. When I said save an error popped up: 'Error loading file for writing' or something. I pressed Ignore and the game went on like normal, but it hadn't saved. That could be because my computer is from Germany (That has messed up the save features for other GM games in the past already), or it could be a general problem. ...
7. I can happily say that this isn't the game. The saving works perfectly on my end. It maybe be your computer
That sucks for me. Guess I have find a solution myself. Especially in the finished game that would be fatal.
... 7. Saving didn't work for me. When I said save an error popped up: 'Error loading file for writing' or something. I pressed Ignore and the game went on like normal, but it hadn't saved. That could be because my computer is from Germany (That has messed up the save features for other GM games in the past already), or it could be a general problem. ...7. I can happily say that this isn't the game. The saving works perfectly on my end. It maybe be your computer
That sucks for me. Guess I have find a solution myself. Especially in the finished game that would be fatal.
Actually, I got the same problem as Sahittam. I'm afraid that you're mistaken King T, unless someone else other than you has been able to save successfully, I believe you may have an actual coding problem.
I have a theory about what might be wrong:
I noticed that there is no "save" file that comes with the game, and the error says that there is a problem opening/loading the save file. Perhaps you are asking in the code to open a file that isn't existing? It would work for you if you already had the save file existing on your computer, but it wouldn't work for anyone else if they did not have that file existing. You need to first ask if there is a save file, and if not it needs to create one before it can write to it.
If this is not the problem, then I'm not sure what it is, but saving to files works fine with other gm games on my computer, so it is definitely a problem with your code.
Anyway, I have got to agree with TDWP FTW (whatever "TDWP" stands for) that the interactivity in the game is amazing! Definitely gives a bit of that good MM feeling. Seriously, well done on that! I don't think the town was too crowded, having all that stuff gave the correct atmosphere that it was a festival and all. I liked that.
I did find the constant voice clips to be a little bit too much. In my opinion, you don't need people to make a noise EVERY time the text box refreshes. Swinging the sword is fun, but hitting enemies is a bit too difficult because the sword is not quite long enough and/or the enemies need to bounce back or act more like they've been hurt when hit. It may also help to have some kind of "hit" particle effect come from where the sword hits the enemy. This would especially help on those spider things (?) where you can only damage them from the front. I wasn't even sure if the sword was hitting them most of the time and it finally made sense after a few of my hits only landed on their face (..and I said "Ha! In your face!). You should at least have a "ding" sound like the sword is hitting armor or something for the hits that do no damage.
The last thing that sort of bothered me is the movement; it needs some dynamics. Whether I'm going down a stairway, swimming in water, or running in a field, my speed is constant. If I were you, I'd focus on fixing this up before anything else (after the saving issue of course) as it will make the game feel much more professional and more polished.
In the end, I'm very impressed! I actually enjoyed playing this and I plan on playing it thoroughly once the save issue is fixed. Good work King T, keep it up!
I found a bug/glitch:
Here I am scrolling through the menu. WhenI get out, Link dies.
I found a bug/glitch:
Here I am scrolling through the menu. WhenI get out, Link dies.
Hold on that makes no sense. I removed all Killing Link functions by the Controller Object
Ok could someone please test this Killing Link bug in the NCFC demo? Im getting worried now
Ok could someone please test this Killing Link bug in the NCFC demo? Im getting worried now
Apparently I did not have the latest demo, sorry for worrying you King. There is no death key now, though you're still missing the "Save Files" folder with the latest demo.
EDIT:
I just noticed that it creates the "Save Files" folder now though right after loading. But there is an error where the dark gray loading background does not go away to reveal the menu until you press a key or something. So you can't see what file you're choosing, though you can hear the sounds play when you press keys.
... there is an error where the dark gray loading background does not go away to reveal the menu until you press a key or something. So you can't see what file you're choosing, though you can hear the sounds play when you press keys.
*Slams head on table*
Could you screenshot this problem please?
Tetiro! I had about an hour of free time today on a desktop and I got a chance to play chiming Bells, so I thought I'd tell you what I thought.
Warning readers, possible spoilers if you haven't played.
It was pretty fun, with a few frustrating parts. I got some of the way through the first dungeon, but got stuck because I used up my thirty cross bolt shots trying to hit those damn keese! I think you may already know that this is a major problem, because when you only have two items, you can't progress through the game and its puzzles without any ammo in one of them. So at that point I gave up.
I think the biggest problem, though, was the fact that you didn't include any directions. I had no idea what buttons to press to do stuff. I still never figured out which of the zxc buttons did what. I mean, z was sword, but sometimes it was also equivalent to the a button of Nintendo consoles? Also, I felt kinda lucky that I happened to notice that P was the menu button, otherwise I woulda been messed up, but it never explained which button was to SET items from the menu, so I just had to try them all a few times. Also, I didn't happen across the save menu until I'd given up on the game without crossbow ammo, and only accidentally discovered the full screen mode. Which was very important, because it was really hard for me to see the game because the graphics are very small.
I think that as far as priorities go, having a list of which button does what is above a list of allusions.
Also, Hyrule town has so many houses! It was frustrating when Zelda would be like, let's go to this bar! And run off, and I had to search through every building in town to find the bar. Also, when I was looking for the bombs, that was REALLY frusturating. I looked through every house in town twice, and couldn't find them. Eventually, I started doing the mail for that guy I guess I lived with, I didn't know if he was my uncle or my dad or my lover or what, and he sent me on these inane quests to deliver letters he could have himself, because he actually knew who and where these people were! Especially Marco, he was like, deliver a letter to Marco, and I'm like, who the hell is Marco!? After Marco, I gave up on that mail guy because I didn't like him anymore because I didn't know who Marco was, so I checked every building in town again, and I only happened across his house again because I forgot where he lived, and then he gave me the bombs and explained he was a mailman. Who was just too lazy to do his job!
Haha, so those were my only problems with the game. A few minor things that didn't bother me are the long awkward pauses in some cutscenes, when I started pressing the x button or trying to move around, but really Zelda or Chia was just pausing or something. And it was weird at first when Chia was like, how the hell are you? Mostly because I think you meant to say, Who the hell are you? And second because that's the first swearing I've seen in a Zelda game. Bit odd, but I didn't mind.
Also, if you lay down a bomb and then go into a house, I dunno if it's everywhere, but it worked for the Kokorok guy's shop, the hissing of the fuse will continue indefinitely. Nd you'll walk around for a while with the sound of a bomb fuse and no bomb, and it'll only stop if you explode a different bomb.
Everything else was done really well though. You've picked you're own graphical style and stuck to it, and it goes very well, and it pretty consistent. Some of the water I didn't know was water, so I fell in, but I could swim! So it was cool. Except for Link can only swim in SOME water...?
The dungeon was VErY nice, it had a good Zelda feel to it. Somehow felt more like a 3d game layout... But I liked it. It was challenging enough for a first dungeon, but not in a WTF way, just in a, I think I know what to do, and it's a little difficult. It was good, is my point.
Also, the plot is turning out pretty nice. Also, Im really digging the sound effects!
Anyway, it's looking good. I hope you feel better!
EDIT: Today I bring you a screenshot. Of Frozen Peaks
(http://beta.zfgc.com/index.php/projects/gallery/view/167/)
EDIT: I'm going to publish the current To Do list before I resume work on the Frozen Peaks and the Creation of the Triforce story-Improve the Bell Chamber's visuals (Not exactly high on my priority list as I designed the chamber that way)- Floor depth has been implemented. Case Closed-Redesign the HUD (I shall be working on this today)- I've altered the HUD to show the button controls. Case Closed
-Add smoke from chimneys (This isn't a glitch or bug. I feel like it would make the game more realistic :) )
-Stop the characters making noise every box of text (I shall be asking someone to aid me in this. Stay tuned)-Make the shooting game harder by limiting number of Bolts?- Reduced the time limit by 20 seconds. You will now have to be alot faster. Case Closed
-Highlight times the houses are open
-Provide a readme file on the controls
-Replace Splash and Grass Sound Effects?
-Create Puddle and Grass Visual Effects? (I haven't forgotten about this TDWP :P I'm still trying to find the sprites and work out how to do this)
-Prioritise the Movement (Martijn expect a PM soon)
-Implement knockback on enemies (I SHALL NOT BE DOING THIS to Link as well. As in future dungeons you will be fighting enemies on small bridges, knockback would be VERY annoying)
-Provide the NPC's names. What will happen is when you move close to a NPC, their name will appear so you know who is who
-Possibly provide a guidance system? (Expect a discussion topic soon)-Implement the X button's visual effects- You can now tell what can be interacted with. Case Closed
If anyone knows of anymore quirks or bugs, please post here or PM me
(The Highlighted quirk/bug is the one I'm fixing)
EDIT: Today I bring you a screenshot. Of Frozen Peaks
(http://beta.zfgc.com/index.php/projects/gallery/view/167/)
There's something about snow in the 2d Zelda games; I just love it. The 3D ones, not so much. Don't know why. Anyway, looks pretty good, though it feels a bit plain. Perhaps snowed on bushes or rocks? I don't know how you've got the world mapped out, but I also think it would be awesome to have a frozen lake and some frozen water falls as a part of the Frozen Peaks.
EDIT: I'm going to publish the current To Do list before I resume work on the Frozen Peaks and the Creation of the Triforce story-Improve the Bell Chamber's visuals (Not exactly high on my priority list as I designed the chamber that way)- Floor depth has been implemented. Case Closed-Redesign the HUD (I shall be working on this today)- I've altered the HUD to show the button controls. Case Closed
-Add smoke from chimneys (This isn't a glitch or bug. I feel like it would make the game more realistic :) )
-Stop the characters making noise every box of text (I shall be asking someone to aid me in this. Stay tuned)-Make the shooting game harder by limiting number of Bolts?- Reduced the time limit by 20 seconds. You will now have to be alot faster. Case Closed
-Highlight times the houses are open
-Provide a readme file on the controls
-Replace Splash and Grass Sound Effects?
-Create Puddle and Grass Visual Effects? (I haven't forgotten about this TDWP :P I'm still trying to find the sprites and work out how to do this)
-Prioritise the Movement (Martijn expect a PM soon)
-Implement knockback on enemies (I SHALL NOT BE DOING THIS to Link as well. As in future dungeons you will be fighting enemies on small bridges, knockback would be VERY annoying)
-Provide the NPC's names. What will happen is when you move close to a NPC, their name will appear so you know who is who
-Possibly provide a guidance system? (Expect a discussion topic soon)-Implement the X button's visual effects- You can now tell what can be interacted with. Case Closed
If anyone knows of anymore quirks or bugs, please post here or PM me
(The Highlighted quirk/bug is the one I'm fixing)
Main things I like:
Smoke from chimneys is a very good idea. Details like that can make all the difference between an engaging game and a boring lifeless one.
NPC names when approached?! In my opinion, that's something a lot of past Zelda games could've used. I'm not sure if SS will do that or not. Anyway, imo, VERY cool and useful addition to the game. I like that a lot.
Good stuff King T, good stuff. ;3
EDIT: Today I bring you a screenshot. Of Frozen Peaks
(http://beta.zfgc.com/index.php/projects/gallery/view/167/)
There's something about snow in the 2d Zelda games; I just love it. The 3D ones, not so much. Don't know why. Anyway, looks pretty good, though it feels a bit plain. Perhaps snowed on bushes or rocks? I don't know how you've got the world mapped out, but I also think it would be awesome to have a frozen lake and some frozen water falls as a part of the Frozen Peaks.
EDIT: I'm going to publish the current To Do list before I resume work on the Frozen Peaks and the Creation of the Triforce story-Improve the Bell Chamber's visuals (Not exactly high on my priority list as I designed the chamber that way)- Floor depth has been implemented. Case Closed-Redesign the HUD (I shall be working on this today)- I've altered the HUD to show the button controls. Case Closed
-Add smoke from chimneys (This isn't a glitch or bug. I feel like it would make the game more realistic :) )
-Stop the characters making noise every box of text (I shall be asking someone to aid me in this. Stay tuned)-Make the shooting game harder by limiting number of Bolts?- Reduced the time limit by 20 seconds. You will now have to be alot faster. Case Closed
-Highlight times the houses are open
-Provide a readme file on the controls
-Replace Splash and Grass Sound Effects?
-Create Puddle and Grass Visual Effects? (I haven't forgotten about this TDWP :P I'm still trying to find the sprites and work out how to do this)
-Prioritise the Movement (Martijn expect a PM soon)
-Implement knockback on enemies (I SHALL NOT BE DOING THIS to Link as well. As in future dungeons you will be fighting enemies on small bridges, knockback would be VERY annoying)
-Provide the NPC's names. What will happen is when you move close to a NPC, their name will appear so you know who is who
-Possibly provide a guidance system? (Expect a discussion topic soon)-Implement the X button's visual effects- You can now tell what can be interacted with. Case Closed
If anyone knows of anymore quirks or bugs, please post here or PM me
(The Highlighted quirk/bug is the one I'm fixing)
Main things I like:
Smoke from chimneys is a very good idea. Details like that can make all the difference between an engaging game and a boring lifeless one.
NPC names when approached?! In my opinion, that's something a lot of past Zelda games could've used. I'm not sure if SS will do that or not. Anyway, imo, VERY cool and useful addition to the game. I like that a lot.
Good stuff King T, good stuff. ;3
You can incudle their name in text(colored), for example, what I did was put So and So: then what he/she is going to say, but what was suggested above is good too.
Another nice thing to do is make the water transparent, so the player can see what is under water, if you can dive in game, you can pick-up or press swtiches under water. :p
edit:
-Implement knockback on enemies (I SHALL NOT BE DOING THIS to Link as well. As in future dungeons you will be fighting enemies on small bridges, knockback would be VERY annoying)
Add knockback but it will only take affect if the player is hit really really hard or up to a certain amount of times. For example, if an armored gurard hits Link 3-4 times, Link will get knocked back a bit. something like that xD.
Here you go. As per request the grass and water visuals that sometimes overlap Link.
You are celebrating the anniversary in style, my man!Yes sir I am! This whole game will celebrate and boy do I have plans for this!
If you are helped with just dungeon design in the form of scetches and rough descriptions then I could take a look at the designing for you. That would be something I could do in the train so it shouldn't take any time away from anything else.
Let me know exactly what you want and I'll see what I can come up with. What I meant with my earlier comment was that I will not be going as far as to tile the actual rooms.
---Chorus---
Oh, Chiming Bells
Sound your story
Hear all the music that they ring
Goddesses tell
Heroes glory
Feel the chimes of the bells within
---Verse #1---
Legends of time
About the bells
Made by Gods, they say...
Come, let it chime
Spirits will tell
They will give you the way...
The concept here is intriguing, however, the graphics suffer from a major clash here. You should either go full custom, or full LTTP style, but there are major perspective issues blending both. Also, Link looks fairly strange from the side. Perhaps extending his hat and extending his hair would resolve this. But other than these, you're coming along nicely so far ;).
Yikes, he's just suggesting. But I am in agreement with him, specifically pointing to the textbox and the Link sprite. The proportions are way off... like, Link is significantly smaller than the doors! Not only that, but the objects seem to be as well.. not to mention, they don't seem to mesh well with the LTTP style as they're too cartoony. To be honest, you should look into doing something about the PC and NPC sprites. They're almost small enough to be lines. But hey, it's like you said, it's your project. I'm leaving it to you to take my C+C into consideration or not.The concept here is intriguing, however, the graphics suffer from a major clash here. You should either go full custom, or full LTTP style, but there are major perspective issues blending both. Also, Link looks fairly strange from the side. Perhaps extending his hat and extending his hair would resolve this. But other than these, you're coming along nicely so far ;).
I'm not changing the graphics style. I like it and not only that but other people like it. The majority stands. It remains
Yikes, he's just suggesting. But I am in agreement with him, specifically pointing to the textbox and the Link sprite. The proportions are way off... like, Link is significantly smaller than the doors! Not only that, but the objects seem to be as well.. not to mention, they don't seem to mesh well with the LTTP style as they're too cartoony. To be honest, you should look into doing something about the PC and NPC sprites. They're almost small enough to be lines. But hey, it's like you said, it's your project. I'm leaving it to you to take my C+C into consideration or not.The concept here is intriguing, however, the graphics suffer from a major clash here. You should either go full custom, or full LTTP style, but there are major perspective issues blending both. Also, Link looks fairly strange from the side. Perhaps extending his hat and extending his hair would resolve this. But other than these, you're coming along nicely so far ;).
I'm not changing the graphics style. I like it and not only that but other people like it. The majority stands. It remains
Oh, of course it does. :) It could use a tad bit of tweaking, then it would really mesh together fairly nicely.Yikes, he's just suggesting. But I am in agreement with him, specifically pointing to the textbox and the Link sprite. The proportions are way off... like, Link is significantly smaller than the doors! Not only that, but the objects seem to be as well.. not to mention, they don't seem to mesh well with the LTTP style as they're too cartoony. To be honest, you should look into doing something about the PC and NPC sprites. They're almost small enough to be lines. But hey, it's like you said, it's your project. I'm leaving it to you to take my C+C into consideration or not.The concept here is intriguing, however, the graphics suffer from a major clash here. You should either go full custom, or full LTTP style, but there are major perspective issues blending both. Also, Link looks fairly strange from the side. Perhaps extending his hat and extending his hair would resolve this. But other than these, you're coming along nicely so far ;).
I'm not changing the graphics style. I like it and not only that but other people like it. The majority stands. It remains
Sorry didn't mean to snap. But I suppose I could have a look at the graphics. But I dunno, it kinda of works though. You have to admit. It does work.
---Chorus---
Oh, Chiming Bells
Sound your story
Hear all the music that they ring
Goddesses tell
Heroes glory
Feel the chimes of the bells within
---Verse #1---
Legends of time
About the bells
Made by Gods, they say...
Come, let it chime
Spirits will tell
They will give you the way...
---Verse #2---
Spirit who sings
an ancient song
Lost in the histories
Bells, make your ring
They chime along
Hear, they play memories
[url=http://www.zfgc.com/forum/index.php?topic=38573.0][IMG]http://i330.photobucket.com/albums/l401/Tetiro/Chiming_Bells_Banner.png[/IMG][/url]
(http://i330.photobucket.com/albums/l401/Tetiro/Chiming_Bells_Banner.png) (http://www.zfgc.com/forum/index.php?topic=38573.0)The only complaint I have is the color for "Chiming Bells".... that blue is just way too... I don't know.. dark? Make it a lighter shade or switch the font back to the original white. The colors are clashing which make the "Chiming Bells" part kind of hard to read.
(http://i330.photobucket.com/albums/l401/Tetiro/Chiming_Bells_Banner.png) (http://www.zfgc.com/forum/index.php?topic=38573.0)The only complaint I have is the color for "Chiming Bells".... that blue is just way too... I don't know.. dark? Make it a lighter shade or switch the font back to the original white. The colors are clashing which make the "Chiming Bells" part kind of hard to read.
Other than that, the banner is actually pretty cool! I like the NES-esque skyline with the dithering shading, the bell behind the Z, the triforce and those standing in front of it. It's absolutely nice!
Last night I played your demo and... well, it's great!! I really liked the fact of including characters of others zeldas and the way you made those sprites.
I've to recognize I got lost in the town XD (it was giant) but seriously I liked a lot.
Now I would like to suggest something. Perhaps when Link gets hurt he should move to back. That's my suggestion XD
Well, that's all.
Best of lucks on your proyect, sir!!
Really looking forward to the next trailer/demo :D
Love the art style! Must of taken quite a while to get right.
Ps:
Cool. Didn't know that you were a moderator now!
I would've implemented knockback on Link however one of the future dungeons has a thin platform to cross whilst enemies patrol. Putting knockback would be just mean.Ummm... you're right. That means a lot of damage.
I would've implemented knockback on Link however one of the future dungeons has a thin platform to cross whilst enemies patrol. Putting knockback would be just mean.Ummm... you're right. That means a lot of damage.
I made a similar room and... well, I had to made a "god mode" to try that cave XD so your decision about knockback is absolutely understandable.
Hope to see more progress soon sir
Skyward sword refrence?
:D
..
Hmm I feel like making progress on some sort of zelda game, but dont want to start anew..
I know! I'll continue on my MC Engine V2!
For obvious reasons im not gonna add a link here. this is King Tetiro's topic :D
Dude, it sounds great and I think that will be a very long game.
How many hours will take us to finish the entire game?
Ufff... It took me a lot of time considering I got lost in the town hahaha.Dude, it sounds great and I think that will be a very long game.
How many hours will take us to finish the entire game?
I have no idea. How long did it take you to beat the Wind Chapter? (If you didnt beat it, how long have you played it for?)
Ufff... It took me a lot of time considering I got lost in the town hahaha.Dude, it sounds great and I think that will be a very long game.
How many hours will take us to finish the entire game?
I have no idea. How long did it take you to beat the Wind Chapter? (If you didnt beat it, how long have you played it for?)
BTW, are you going to include optional missions or something like "helping people"?? I think that would be fantastic.
Well, that's all. Greetings dude!!
There are 20+ sidequests in the game. Does that count?Holly Crap!! That's such a lot of fun!!!
Assuming it takes you 1 hour and 30 mins for each chapter, there's at least 10 hours and 30 mins worth of gameplay. Excluding sidequests, collecting and best equipment
There are 20+ sidequests in the game. Does that count?Holly Crap!! That's such a lot of fun!!!
Assuming it takes you 1 hour and 30 mins for each chapter, there's at least 10 hours and 30 mins worth of gameplay. Excluding sidequests, collecting and best equipment
I think my game won't take you so much time to finish
RUSL:
The ancestors of the Hylians created the temple... Signs of their civilization-
-ancient, but very sophisticated--are everywhere.
About that whole technological thing in Hyrule. Hyrule use to have great technology prior skyward sword. It may had technology far exceeding or own even. The master-sword seems to be partly mechanical, Fi seems to talk like a highly sophiscicated robot, her movement is ultra smooth. The robot civilization also very interesting and highly sophisticated.
However something happened and all this knowledge was completely lost. The most modern thing coming out of the age of Link is Groose'es train (which is really just trains, and a few clog-works and beetles flying machine).
This knowledghe has been nearly lost. In TP however we return to skyloft "maybe?" However if it is the same skyloft its more highly evolved, and only god knows where did those freaky birds come from. Skyloft possibly evolved into the castle in the skies but hardly none of this knowledge was shared with Hyrule it self.
Hyrule in TP did develop cannons and clockworks, but nothing even comparing to what existed prior to skyward sword.QuoteRUSL:
The ancestors of the Hylians created the temple... Signs of their civilization-
-ancient, but very sophisticated--are everywhere.
Dont go adding fully functioning robots and stuff like that. :P Thats my theory :P xD
Looks nice, however, the snowfall overlay seems way too crowded IMO. You should try having another layer for the snowfall with decreased opacity, so it doesn't cover up that much of the game.
Ah, so it is a blizzard. In that case, it looks fine, but I figured it was just regular snowfall.
Fi's race are being furthered extended in this game as Chia and Osca are both of the same species as Fi.
Fi's race are being furthered extended in this game as Chia and Osca are both of the same species as Fi.
Phi and Giraham are both connected to swords. They are highly sophisticated robots/computers/andriods. Phi does not feel feelings through out nearly the whole game, she also says stuff like "database" and "files". Her speech ;is very similar of how our modern fiction portrays androids of the future).Near the very end of the game you learn that Giraham is too the same type of android like Phi, both connected two swords (Phi master sword, Giraham the dark mastersword). They are both;shape-shifters, Phi can decrease size (appear out of nothing practically) and Giraham's real appearance is completely different, which suggests the use of out of this world" nano-technology. We do learn that both can learn emotions if enough time is given. (highlight spoiler alert)The two new members of the speices you mention may contradict your whole story, unless they belong to swords/items/ or were made to serve a function. They would had to been created prior skyward sword, since there definitely;far beyond steam technology and even our technology. Unless the gods had visited;the earth one more time :P
Your screenshot look stunning. One thing I should mention, by steam-age/industrial age, I bet they would had figured out how to make more efficient/ economical chairs and tables. Malls tend to be quite modern in materials used etc. Keep that in mind :P
(http://i39.tinypic.com/15zqc9d.png) :P
I've implemented the followingDude, the entrance to the Frozen Shrine looks very nice. As always XD
-Goriyas with Boomerangs!
-Ice Slipping!
I've implemented the followingDude, the entrance to the Frozen Shrine looks very nice. As always XD
-Goriyas with Boomerangs!
-Ice Slipping!
About the slipping... personally I hate it because that makes very hard any dungeon and... I've to recognize but I'm not good with the ice floor XD
Goriyas with Boomerangs!? I really would like to see them.
Very good job sir!
There's only going to be a few annoying ice moments. A miniboss fight, an optional boss fight (Fire Chapter), an ice room and a boss fight. Oh and the occasional ice blocks you walk on.You're a monster hahaha. Undoubtedly I'm going to die a lot of times with that boss XD
There's only going to be a few annoying ice moments. A miniboss fight, an optional boss fight (Fire Chapter), an ice room and a boss fight. Oh and the occasional ice blocks you walk on.You're a monster hahaha. Undoubtedly I'm going to die a lot of times with that boss XD
About the Allusions. Could you put one of Richard or the Ghost from Link's Awakening??
Played your demo, must say I enjoyed it. Criticisms:
:: Do something about those trees, the put everything off balance, in scale (change them back to normal size).
:: Gather more sounds for you characters, especially your guide... it gets tiring hearing the same sounds all over again.
:: Zelda sounds a bit spoilt (not sure if its intentional or not)
:: I really like your npc designs.. however link and a few other npc look paper thin when facing up or down. (They dont match the perspective, you should be able to see the top of the top of there heads)
(http://i41.tinypic.com/j8o1uv.png)
Blue background is the original sprite, red is the edited one
:: Link looks apsolutly weird from the side, well he looks like Hermes or a blond kid icarus (without the wings on his back)
(http://3.bp.blogspot.com/_Tv32h9EYK3w/TNF58gdpE0I/AAAAAAAAAvw/Xjl70aufdGY/s1600/hermes+gods+interpreter.jpg)
:: Those balloons should definitely go pop when you swing your sword at them :P
:: The festival fireworks should stop after Zelda gets kidnapped. Its just seems out of place that they just continue, and why doesnt anyone care for her?
:: Whats up with all those chests in peoples homes?
I hope Im helping out. :-)
The perspective scenario : This is the eye of the beholder. ALL HUMANOID NPCs use the same template. What has happened is that on some sprites, the highlighting of the "top of head" is unnoticeable due to the amount of detail on the sprite. I will focus on this after the Water Chapter is done in terms of progress. This CASE IS STILL OPEN.
The perspective scenario : This is the eye of the beholder. ALL HUMANOID NPCs use the same template. What has happened is that on some sprites, the highlighting of the "top of head" is unnoticeable due to the amount of detail on the sprite. I will focus on this after the Water Chapter is done in terms of progress. This CASE IS STILL OPEN.
Lol, truthuly telling it only struck me with link, none of the other npc bothered me, its probably because link has a hat, and im used to it being quite puffy in other games. Links hat just needs to be more visible. Its not really important, just a small asthetic change, so leave that till last :P. :P
God your game has such an awsome GB/GBC zelda games vibe. Its amazing.
May I have the honor of redesigning the chimney bell sanctuary?
(http://i43.tinypic.com/21dg3yt.png)
I would want to add some statues in the bell sanctuary at the side, of the characters in your sig. I presume there sages? But Im not sure if they would fit.
The red lights represent the bell, while, the blue represent the sound they make :P
I was thinking that the sanctuary belongs to chia/created with chia, so it would be pretty high tech (sharing some of same technology as her). The lights form an image of a bell and its sound. The bell are the two red circle. (The smallest circle is the top of a bell, the largest it base). The blue lights represent the the sound that radiates from them when there dinged. Also the largest Blur square is where Chia stands when you first meet her.
Not sure if there actually lights, they just illuminate. You could say that the way the blue lights are formed are also a throwback to skyward sword (the way the time gate forms, actually inspired me, to do something with glowing elements. And the path leading to the central platform is a throwback to spirit tracks :P (Shapes of the railway).
Where in the room did the chiming bells rest?
Having lilypads under the lights would give an really magical/sweet feeling :P
Check this out, :P (look closely at the doors :P)
(http://i40.tinypic.com/25tf75x.png)
Now with my goddess statues :P
(http://i44.tinypic.com/zxwuxd.png)
(http://i39.tinypic.com/33a4as9.png)
(http://i43.tinypic.com/21dg3yt.png)
I would want to add some statues in the bell sanctuary at the sides, of the characters in your sig. I presume there sages? But Im not sure if they would fit. Some of statues would have missing elements.
The red lights represent the bell, while, the blue represent the sound they make :P
The forest overylay? You mean the leafs that go over? right? :P
Howling Woods? Is the woods at the beggining right??
k :-)
What program do you use for mapping?
http://tilemap.co.uk/mappy.php or http://tilemapeditor.com/screenshots.php or http://www.mapeditor.org/2011/04/tiled-qt-061-released.html ?
I wuldnt mind doing the howling woods :P In your style :P I just use one of the above programs, it would allow you to easily edit them :P
:-)
(http://i40.tinypic.com/fteecw.png)
Here's some wide key blocks :P You can edit the colors. :P the middle one is the big boss one. :P Gonna do a few more.
I had some more prpblems, mainly to do with the fighting system.
:: When link gets hit, he doesnt fall back - enemies just keep on taking off health, without giving the main character a break.
:: Is it just me or can link walk over enemies?
:: When link attacks... enemies dont fall back. Same issue, the just keep on damaging link.
:: Another one is to do with the holes, link seems to be falling to early inside. His shadow is only touching the hole, and he falls down. (Perhaps implement a drag, like in lttp)? Also he re-spawns when you can still hear him falling.
If you're looking for some music composition, I can make one for you, if you're interested in !
If you want to listen my work, just try it :
http://code.google.com/p/zildo/downloads/list
Good luck for your project !
What kind of music are you using? MIDI or MP3 based?