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Messages - King Mob

Pages: 1 ... 10 11 [12]
221
Awsome game, but Minish Cap does NOT fit horseback riding, It looks wayyy to bright and colourful for a battle like that to take place. Maybe it should be darker, But ONLY on the overworld. In villages etc it should be normal colours. Just add a transparent layer on top of the overworld and it could look better. Experiment with things! Otherwise i look forward to it!!
Nah, I'm not trying to recreate the look of Twilight Princess, so I don't think it needs making any darker. The idea behind the game - entering people's nightmares - gives it the scope to be 'dark' (most over-used adjective in the English language?) but I'm more interested in capturing the creepy/quirky mix of Majora's Mask. I think that game proved you could do 'dark' without using clich??s, and you could still retain the series' barking mad sense of humour. So I'm not going to worry about it looking too cartoony. It's kinda what I'm aiming for.

I guess I enjoyed this so much because it's so rare to see a game with so much attention to detail. I can't stand games sloppily thrown together, especially fan games, where almost all graphics and sounds are provided for you. Especially collision - collision is something I've got down to the nitty gritty perfection in my game (no, not trying to brag lol) and yours seems really good to. I'm just glad to see someone who holds their game development to the same standards as I (Yes, I'd ask you to help sprite for my game, but I'm not going to annoy the hell out of you right now).

The worst part of this game is that my game has recurrent themes of sleep. And I don't want to be caught copying.

And I'm just wondering, which sprites were custom in your demo?
Thanks. I've played the demo of your project. Very slick. Looks promising. The topic doesn't give much away though - do you want to PM me the outline of your story so we can see if we could avoid any similarities? Not that I'm worried about copying, but it might be good for both of us to know we're taking the whole 'sleeping' theme in different directions...  ;)
As for the sprites, there are actually very few custom graphics in the demo itself - couple of subtle edits, but nothing I would claim as mine. So just the items icons, I think... All the custom stuff is under wraps for now.

222
This game looks great, I am quite fond of the style. Your first dungeon idea sounds quite original, and looks good so far. Your tech demo ran fine on my computer and I did not encounter the glitch in question. So will the next demo feature some of the first dungeon?
Yeah, it will. The next demo will be a big one. Remember how long it took to get to the Dragon Roost dungeon in WW? If I don't change the plot I've got written, there's about as much storytelling and build-up as that. :P This will be the first dungeon and the demo will end once you've defeated the boss. I don't intend releasing another demo after that, just the final product. But, hey, that could all change...

I think this is one of the most professionally done Zelda games I've ever seen. Perfect collision, movement is top notch, the effects, tiling, graphics, sounds (though a few are lacking)...are all amazing. The textbox looked really cool. You now have me hooked as a fan of a fantastic game. Keep up the good work. I recommend to anyone who wants to make a fan game to look at this and see how it should be done.

To add, I was wondering if I could have the rain background that you used. I've been looking all over for one so smooth, but I only found one with four frames. (Yours looks incredibly smooth).

Also, if there are any custom sprites, did you sprite them?
Actually, the rain isn't an background. Each raindrop is an individual object. I was never satisfied with using an overlay, didn't look good enough to me. So I went down this route, with each raindrop having a random (to a point) lifespan, at the end of which it would turn into a splashing object, destroy itself and create another one. I assumed that using that many objects in addition to everything else in the game field might slow the game down, but whaddya know? Worked perfectly. Could be done with particles too, I guess...

Anyway, thanks, man! And yeah, I'm doing all my own custom spriting and tiling.

223
Sigh... It pains me to show this...
Here are the errors from your tech demo.







Ah, crap. This happening to anyone else?
I'm gonna stick my neck out and say it looks like an issue with your graphics card, cb43569. There were no problems on the cards I've tested it with (64MB up to 512MB) but, to the best of my knowledge, they were all ATI Radeon. I used to have an Nvidia 256MB card and had some problems with Game Maker. I suspected it was a driver problem, but I upgraded before ever sorting it out... Have you got the latest drivers? You can get them here.
If it's not the drivers, I don't know what I can do about it, mate...  :(

But thanks for your kind words. And thanks to everyone for your support and encouragement - it's appreciated. I took a break from the project last week (we don't get much sunshine in the UK so we have to make the most of it!) but picked up where I left off yesterday. Those whose PMs I haven't replied to yet - sorry, I'll get round to it shortly.  ;D

Work has started on building the first dungeon:


As you can see it's a lava dungeon. Got the bones of 10 rooms built so far, the rest are sketched out on paper. The idea behind this dungeon is that it's a temple being dug up by a bunch of archaeologist-types: conveyor belts and pulleys move excavated rock round the temple which Link can hitch a ride on, using the dungeon's signature item - the boomerang - to stop/start, change direction etc. The dig has woken the temple's guardian which is terrorising the local inhabitants, so it's up to Link to venture inside, rescue the trapped archaeologists and slay the monster. So, business as usual.

Another update soon...

Cheers,

KM

Edit:
I've put the demo on a second host as some people seem to be having trouble downloading it...
Mirror 1
Mirror 2

224
Great demo, though I agree that the bomb explosion should be a tad higher. Also, the boomerang should be movement sensitive, not just based upon where you're facing so you can throw it diagnally
Actually, diagonally throwing the boomerang is on my list of things to do. I seem to have overlooked it rushing the demo out...!
As for the bomb thing: I can't see it myself, sorry. It looks just right to me...  :-\
Thanks for your comments anyway!

Dude the demo was awesome, all the items and mechanics of the game seem just right. I cant wait til you get some enemies in there and some sound effects maybe  :)
Thanks! This was just intended as a technical demo really, the plan is to do a full demo of the first portion of the game next, from the opening scene right up to the end of the first dungeon. And if I stick to the story I've plotted out, that's a fair bit.

225
Maybe not, but it's a Zelda game. You don't have a guy running around with a sword usually. Or floating around with a giant leaf. Or going into people's dreams.
Okaaay, but there's a difference between having to suspend disbelief because fantastical things are happening, and having to because things aren't behaving realistically.

226
I was a little disconcerted when all of a sudden link gets thrown back by rolling into stuff, there's no sound effect.
I'm sure you noticed there were no sound effects at all.  ;)

You can't pick up bushes
You're right, you can't. You can't pick up bushes in every Zelda game, and this is one of the ones in which you can't. You have to cut them, and until you get your sword, certain areas remain blocked off by bushes. It only really applies to the very beginning of the game.

You can only get knocked back when you whilst right next to it.
That's completely intentional. Took me ages to get that right!  :P Idea was: you don't have the same force coming out of a roll as you do going in. Try it in OOT/MM. That's what I was aiming for.

The bomb explosion is below where it should be, might wanna mess with some origins there. Though after further inspection I can only replicate this by placing one in front then waiting for it to blow up.
Not sure I know what you mean, are you talking about being thrown by the explosion? If you're just talking about the origin of the explosion itself, I disagree, I think it's just right.

Needs SFX
Yep, I'm on it.

Can't blow up the bomb with the sword, I dunno if you can in other games I just remember being able to do it.
You can't. You can, however set off bomb flowers with your sword, and that will be reproduced in this game.

I personally don't feel that the boomerang should be able to travel (back) through trees.
Does in the other 2D games, but if your solution is for it to find an alternate path, I could always give that a go.


Cool, I can't download the demo... >_<; Anybody wanna send me via mail or anyhting? :)
It's on its way.  ;D

227
Could I PLEASE have some of the sprites ripped from MC (like the bombs, moving trees, and the effect that appears when the boomerang hits something)?
MC Bombs:


Clang effect ripped  from Four Swords:

Both are 32 x 32 strips.

The shaking tree is just the tree top sprite being rotated in GM.

It looks AWESOME and the demo plays very very well.
I hope you finish it.
Thanks, I fully intend to.   :D

228
But believe me they will steal it anyway if I was you I would have the sprites jpg files. Because when they try to rip your sprites then they will have it really hard.
I don't really care about people 'stealing' my sprites, but - for the record - I'd rather not see them used in anything else until my project is finished and has been out some time.
And I know I can't do anything about someone ripping sprites from screenshots, but if you take the example of the horse, I don't see what use 2 animation frames out of 68 is to anyone... So I just won't be showing any more than that.

229
Really nice engine you have there nicely coded but I really hoped you could ride on Epona in the demo.  :'(
Sorry, but even though that part of the engine is complete I won't be including it in any demo because a) it's one of the things that is most unique anout this fangame and I want it saved for release, b) people have already announced their intention to steal my sprites so I'm limiting what I make available, that includes the horse I'm afraid, and c) I said a while back I hadn't finished the up/down animations - and that's still the case!

230
Zelda Projects / Re: The Legend of Zelda: The Shadowgazer
« on: June 15, 2006, 11:09:49 am »
Okay, I finally finished the demo. Get it here.

It's just a one room technical demo, but save the stuff I've taken out, it's a pretty complete demonstration of the engine.
Controls are:

Direction keys plus
X = sword
S = shield
Z = context-sensitive action
A = assigned item
Enter = for the purposes of this demo toggles between the two available assignable items

Any questions, comments, technical issues, bug reports etc. would be most welcome.

Cheers

231
Zelda Projects / Re: The Legend of Zelda: The Shadowgazer
« on: June 14, 2006, 05:17:35 pm »
I like the logo in your sig. May I ask where you managed to get the font in which you wrote "The Shadowgazer" in? It's called "American Unical"? I can't find it anywhere :(.
I don't know about "American Unical" but there's a freeware version knocking about called Celtic. Want me to email it to you at the address in your profile?

232
Zelda Projects / Re: The Legend of Zelda: The Shadowgazer
« on: June 12, 2006, 04:33:47 pm »
Off topic: Can I have your sprites?
Since you asked so nicely - no.  ;D

233
Zelda Projects / Re: Legend of Zelda: The Ring of Light
« on: June 09, 2006, 04:58:33 pm »
I remember this too. Looks good and plays well. Couple of collision issues but I'm sure you'll work those out - keep up the good work.

-Tetra's sprite and movements aren't perfect (If anyone wants to help, feel free!)
If you want you could use this Tetra sprite:

I did it ages ago, just for the practice (she doesn't appear in my game) but I could always finish it at some point.

Not sure if it's feminine enough though...

234
Zelda Projects / Re: The Legend of Zelda: The Shadowgazer
« on: June 09, 2006, 03:37:21 pm »
Looks interesting. Mockups defintiely are easy on the eyes. What are you using to develop this?
They're not mock-ups, that's the game running in the two rooms I've built. That you assumed they must be mock-ups I'll take as a compliment... I think...  :P

Is that epona a rip from minish cap or is it custom? And what program are you making this with?
It's a 100% custom sprite. I've completed all the animations for walking and galloping left and right, but there's just a static sprite for going up and down at either speed at the moment. Anyone who's every tried seriously to sprite a horse will tell you what a chore animating it can be...!
And I'm using Game Maker 6.1 (registered.)

235
Zelda Projects / Re: The Legend of Zelda: The Shadowgazer
« on: June 08, 2006, 07:21:29 pm »
Thanks for your kind words, guys - they're very much appreciated.  ;D

236
Zelda Projects / Re: The Legend of Zelda: The Shadowgazer
« on: June 08, 2006, 06:27:21 pm »
Aww! Epona looks so cute!

Not too My Little Pony?  :P
Had trouble super-deforming the horse without making it look too cute...





And who says it's Epona?  ;)

237
Zelda Projects / Re: The Legend of Zelda: The Shadowgazer
« on: June 08, 2006, 06:10:18 pm »
Oh my !@#$% !@#$% !@#$% !@#$% !@#$% !@#$% !@#$% !@#$% !@#$% !@#$% !@#$% !@#$% !@#$% !@#$% !@#$% !@#$% !@#$% !@#$% !@#$% !@#$% !@#$% !@#$% !@#$% !@#$% god! That's amazing!

Blimey!

238

A creeping fear stalks the land of Hyrule. Its people tormented by terrible nightmares, this once peaceful kingdom is slowing slipping into chaos and misrule. With their dreams haunted by a desperate plea for help, a boy named Link and a princess named Zelda find themselves mysteriously drawn to a dark tower on a forgotten island. There they discover the terrifying true nature of the kingdom's curse...
Can Link harness the dark power of the Shadowgazer to awaken the hero within and bring Hyrule back into the light?

Downloads:
Get them from The Shadowgazer mini site, or simply get them from the links below:
Technical Demo | Mirror
Playable Demo | Mirror
z3 2007 Trailer
Maren Boss Video
NCFC 2008 Video

Screens:










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

Other videos:
<a href="http://www.youtube.com/watch?v=Abl6ANbYZok" target="_blank">http://www.youtube.com/watch?v=Abl6ANbYZok</a>

Updates:
15/6/2006 - Demo available
26/6/2006 - Progress update
4/7/2006 - Day/night cycle
2/9/2006 - Dungeon update
2/10/2006 - Concept art sketches
30/10/2006 - Progress update
17/12/2006 - Cucco attack video
21/2/2007 - The Maren
27/7/2007 - z3 video trailer
6/8/2007 - z3 demo out
17/10/2007 - Introducing Noon
24/2/2008 - A bunch of new screens
3/6/2008 - Maren boss video
16/10/2008 - NCFC preview

So here's my project, been working on it for about 18 months now and it's nearly at a stage where I can knock some of the elements together into a respectable demo. Engine-wise Link can pretty much do everything you would expect him to, menus and displays are all working, I have a story plotted, designs drawn, a lot of custom sprites and tiles made, but there's still a ton of work to do before I can call it a 'game' - building more than a couple of rooms might be a start! But right now I'm focused on completing a demo. I've already decided what elements I'm putting in - and what I'm leaving out - so it's just a case of ironing out the bugs.

Obviously I'm using a lot of the familiar stuff from Zelda but I've come up with what I hope you'll think is an original take on the Zelda formula, and I've tried to give it a true Zelda feel. I've even decided where it might fit in the timeline: some time after WW.. How's that for vague? :P

This game will revolve around the themes of sleep, and dreams and nightmares, but it also recycles one of the major themes of the Zelda games: two different versions of the same world, where Link's actions in one will affect the other, like the light/dark world of LTTP and the present/future of OOT.
There's the 'real' waking world, and there's the dreamlike/nightmarish sleeping world (haven't quite figured out what to call it yet) which Link can reach at any time by climbing into a bed and going to sleep.
I've not explored all the gameplay possibilities yet but at its simplest it'll be along the lines of, for example, an NPC's worst fear exists in the sleeping world and Link will conquer it, curing them of their nightmare in the waking world. So Link is playing at Sandman in this game, turning bad dreams into good ones. That's the idea anyway... And because it's so easy to reach the sleeping world, I expect players will be jumping between the two quite frequently. The sort of dynamic I'm going for is like going in and out of the shadow world in FSA, so hopefully it'll be quite fast-paced.

As you can see from the screens, one of the things I've borrowed from TP is horseback combat. I've devised a control system, where you can move the horse and at the same time turn Link in the saddle and attack either side or to the rear (with bow and sword.) It's only like running left or right and angling your gun up and down in, say, Metroid, but it works a treat. And as you can see from the spurs icons Link can dig his heels in to go faster.

So, yeah, demo on the way, and I'll be updating quite frequently, so let me know what you think...

Cheers,

KM

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