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Messages - King Mob

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41
Entertainment / Re: American comics discussion thread.
« on: November 27, 2007, 09:51:00 am »
I used to devour comics as a kid but I don't read that many any more, and I certainly no longer read them for the characters - I know it's the way the industry works but I just got tired of the constant conveyor belt of writers and the regularity with which they kill off/resurrect/reboot characters when they can't think of decent ideas. I really only read superhero comics by my favourite writers nowadays.

But I agree Marvel characters are generally better than DC.

I read Ultimate Spider-Man when it first began about 5 years ago, because it was written by Brian Michael Bendis, whose own Powers was recommended to me, and really enjoyed that. For those who don't know, the Ultimate series is a reboot of major Marvel characters, outside established continuity, and brought right up-to-date. It went off the boil after a couple of years and I gave up, but its origin arc really shows up how inadequate the first Spider-Man movie was (never bothered with the other two. :P)

Grant Morrison is the man. His own stuff (The Invisibles, The Filth etc.) is his best. Mind-bending stuff, more amazing ideas per page than most comics have in their lifetimes. But he's also one of comics' most prolific writers, and he does plenty of work for the big guns, the last thing I read being Seven Soldiers of Victory for DC.

I think Batman grows old quite quickly, and I don't know how anyone could do anything fresh with him, but Morrison's writing the main Batman series at the moment, so I think I'll pick that up when it's collected.

Superman is an odd one. In most writer's hands he's really dull. Too powerful and too perfect to do anything interesting with. But Grant Morrison knows how to write him. 'Epic' is not the word. In comparison, all other superheroes are pissing in the wind. I recommend picking up Morrison's run on All-Star Superman (the All-Stars are DC's less iconoclastic answer to Marvel's Ultimate series) since it's the best comic I've read for a couple of years.

I used to love X-Men, but the only X-book I've read in years is Grant Morrison's run on New X-Men, which began about 5 years ago. Absolutely stunning stuff - brought the series back to its core premise but convincingly advanced it for the 21st century (and Marvel have displayed considerable cowardice in backtracking on everything Morrison did, presumably to capitalise on the popularity of the movies, cartoon, toys etc.) Strangely, the comics that got me into X-Men weren't the '90s stuff, which I actually never liked (Age of Apocalypse, in particular, but also - Gambit, ferchrissakes) but reading re-printed collections of the earlier comics from the '70s and '80s. Years ahead of its time.

Also, fans of Wolverine should pick up Frank Miller and Chris Claremont's Wolverine mini-series. A friend of mine lent it to me and I have to say, even though it's, I dunno, 25 years old and quite tame by today's standards, he's never been cooler than in this book. It's the story that first introduced the idea that he once lived in Japan and studied the way of the samurai.

Also - and if you read comics this shouldn't need to be said - but even if you've never read a comic in your life, read this:

Read it before it gets turned into a crappy film. The single best comic/graphic novel/whatever you need to call it, of all time. In fact, it's one of the best things of all time... If I started on this it would just result in a 1000-word gush. :P Alan Moore is a legend.

If we're talking American comics, and not just Superhero comics, I also used to read Jaime Hernandez' half of Love & Rockets but I've not picked it up in a while. Cool stuff.

42
I am so impressed with this project, and the demo i downloaded (one thing though, the place where you start, like the souther tree stump, when i tried to return my computer froze. dunno if that was merely my computer or ther game...). anyways, i was so impressed that i registered an account on this forum just to tell you so!
Thanks! Don't know why it's locking up when you go back to the forest clearing - it's obviously not supposed to, so it goes without saying it's not happening to me. :P Does it happen every time?

43
Other Projects / Re: NiGHTS First Level Remake
« on: November 26, 2007, 10:19:22 am »
Being a huge NiGHTS fan, I'm very much interested in this - not that I'll be able to help with the coding unfortunately. :P So I wish you the best of luck.

It would be good to explain how the game works for those who haven't played the original before, because it's deceptively simple, and judging from numerous comments about what they expect from the imminent sequel, people just don't *get* it. I imagine it would be a less daunting prospect if people knew it wasn't a true 3D game, and they wouldn't be trying to simulate 3D flight. It works on a 2D plane, i.e. you fly up and down the screen, scrolling from left to right, but the linear 'path' NiGHTS follows might twist and turn and wrap around the modelled 3D environment. The best explanation I can come up with is to think of the camera as being mounted on the side of a track like you see in athletics TV coverage. :P

One thing I'm curious to see how the hell you're going to pull off is the acrobatics and aerial stunts. Is it documented what control combos do what? I imagine it would be quite difficult to work out all the permutations yourself...

But, really, I would love to see this succeed. XD

44
Coding / Re: GM6 Mask Change Help.
« on: November 08, 2007, 04:22:26 pm »
Okay, I see what you mean.

Are you using 100% custom graphics or something? If not, I'm assuming the crawling sprites are customs. If they're based on an established style, are they really twice the size of the standing sprite?

Because of the top-down view and the way depth is simulated in Zelda games, Link's mask should occupy the area of the ground he's standing on, and his feet should be planted squarely in the middle of the mask - as I'm quite sure you have it.

But 8 x 8 for that area seems too small to me - I forget what I use but I know it's bigger than that. And 16 x 16 seems too big because, if he's crawling facing down, for example, he might occupy 16 pixels head-to-foot but the mask wouldn't change in horizontal size. Link hasn't grown sideways, so you'd find him colliding with objects he's nowhere near.

The easiest solution, and what I would do, is not to switch the mask size at all. Increase the mask sprite's size to maybe 10 x 10 or 12 x 12 (although Link's mask should really be the same/similar rectangular proportions as his shadow to account for depth-of-field but that's your call) and use it for both standing and crawling.

If you feel it doesn't look right, another solution would be to, upon whatever keypress changes from standing to crawling, check for collisions in the area the bigger mask will occupy and if there are any, have the Link object 'push' away from those points a pixel at a time until there is no collision* and it fits nicely, then complete the mask change.

*If the mask must be 16 x 16 it can't collide with more than two 16 x 16 walls at a time and should never get stuck.

It does sound like you're making life difficult for yourself though... :P

45
Coding / Re: GM6 Mask Change Help.
« on: November 08, 2007, 03:26:59 pm »
Can you tell us what type of game this is for? Side-scroller? Top-down Zelda? It would help give us a clearer picture of how the mask is supposed to behave.

46
I have got a menu system, yes. There's been a set of menu screens since before the first demo but some of the layouts aren't finalised and still use placeholder graphics, so I took them out of both demos. I'm not sure how necessary it is to have the menu screens completely finished until I'm 100% sure of what's going to be in the game and what's not. I'm pretty much fixed on the number of items so that screen is up and working - if a little ugly - but the Quest Status screen will probably change over time. And deciding how I'm going to represent the map is proving difficult since it's going to be so huge, on account of there being a massive sea in the middle of it. I may try something like the Twilight Princess map where you have a high-level overview of the different provinces (in this case joined by shipping routes) which you can highlight and zoom in for a closer look.

47
Zelda Projects / Re: [WIP] The Legend of Zelda: Rising Spirits
« on: November 05, 2007, 04:23:28 pm »
I remember this project. I thought it looked great. But you've changed... well, everything about it...! I don't know how well it plays, obviously, but I much preferred the original concept. :( There doesn't seem to be anything original about this one. Shame...

48
What are you currently working on in Shadowgazer? Anything specific, or are you just working on polishing the existing code in general?
Nothing to report, really...

I think I'm pretty much done trying to optimise any of the code that might be responsible for the slowdown some people have been experiencing. I've spent a lot of time on it and I don't really know if it's making any difference. I have a few more things to experiment with but then I want to draw a line under it because it's stopping me moving the project forward.

Most of the work I have been doing has been conceptual, really. As I've said before, some of the sections that follow are quite text-heavy because I've got a lot of backstory to tell, and I've been writing the dialogue for that. But I've also been working on the life stories for the NPCs in the harbour, and whether or not they're part of the bigger nightmare-ridding-of quest, or they're just giving advice, or whether they're part of the trading sequence (of which there are three - one for each ship, or rather they're errands for the captain of each ship.)

So there really hasn't been much progress in terms of playable code, but having done the planning I'll be able to just get on and 'do' it. :P

49
I'm not really comfortable with comparisons to OOT2D, regardless of whose OOT2D you're talking about. I'm not interested in creating that kind of hype at any stage of this project's development. I'm not TRM, or Dampe for that matter, and haven't been and won't be spending the best part of half a decade shouting about my project from every available rooftop when all I have to show for it is a walking demo, nor will I be faking my death if I ever lose interest. ::) You might think I'm being harsh, but when people do take an interest your project, I feel it's only right to be honest with them about how much - or how little - you've actually done. Of course, the luxury I have that yer OOT2D wannabes don't, is that I can make this game as long or as short as I like. I could bring the end forward and make it a 1 dungeon game if I did get sick of it. I won't :P but you take my point - I'm not interested in hyping anything I can't promise I'll ever deliver. I would rather quietly get on with making a decent game than become a minor internet celebrity. If you're looking for a new TRM, keep looking. XD

This game pasted OOT2D. But if  TRM were to post the final version now, OOT2D will be the champion.
No reflection on how good or bad I think my own game is, but I fail to see why 2D remakes are still considered the Holy Grail of Zelda fan gaming...

That or we'd have to wait years for the final version.
It is gonna take years to complete this project. You have to understand that.

And if I stop, I stop. End of story. I have no intention of stopping, though. ;)

Preferably, pictures of you with the prize [when it arrives]. We want to see the face of the almighty King Mob.
There isn't going to be a prize. I respectfully declined it on the basis that FedEx-ing a 2' x 3' x ?' Mario Kart carboard store display to the UK would cost the organisers a small fortune, but also because I would rather not have a 2' x 3' x ?' Mario Kart carboard store display clogging up my home...! :P

50
You won NCFC. No surprises there, you're a god among men. Keep it up you sly devil you.
Did I?!? Heh. XD
Thanks, man. I signed up for NCFC when it was first announced and when the date was changed I found out I was going to be away for virtually the entire event. So I worked to get my booth done anyway and hoped to dip in and out when I could. Didn't get much chance in the end... Still, I'm very pleased. There looks to be some good stuff there too. I really should sign up to the forum when I have a second and thank them, shouldn't I? :P

51
You may be interested, you may not, but The Shadowgazer has a booth at the NCFC, along with a few other games from ZFGC.

52
Thanks, guys.
I really like the design

reminds me of a combination of



and



thats not a bad thing
Who's that supposed to be in the first pic? Voldo from Soul Calibur? If it is, they're similar in some respects, yeah, though at no stage did I go quite as far as to have a bare-arsed body suit or a horned codpiece! :P And I tried to steer clear of making him look like NiGHTS when I decided he'd be jester-like but, when reworking it again and again, the straitjacket arms started to widen and I decided I liked it... I don't mind people making that association - I love that game.

Looks great King, but one thing, do the proportions seem a little too realistic for the MC style?  The MC style always seems to me to have short legs and arms in concept art.
Yeah, maybe... I did try to shorten the legs a little - they're still not quite realistic proportions - but the arms were definitely meant to be long, thin and spidery, because he's always be flailing them round. Thing is, it really didn't go with his character making him short and super-deformed, but the sprites will compensate somewhat and he'll be more in proportion to the rest of the characters.

Sorry but jesus christ. Get off the forums. Go work at Nintendo. That's !@#$% amazing.
Blimey, thanks! I'll get my coat. XD

SPOILERS NOON IS ZELDA IN THE END OF THE GAME LOL
lol, rumbled!

Let me state for the record, Noon and Zelda are NOT the same person!





Or are they...?

No, they're not. :P

Well, you have made all for this game right? How much time have you spent in this amazing project? also, Noon is really cool, how did you learned to sprite/draw/code?
I guess I have spent a hell of a lot of time on it over a couple of years, but it's really not that much per week, say. I do play less games than I used to and I spend that kind of time working on this, but I don't let it get in the way of anything else. It's important to take breaks  and come back to it with fresh eyes. It allows you to be more self-critical, for one thing. And I've always been able to draw quite naturally. Learned more from comics than I ever did in school. ;)

ps: still hope for a custom game after that, pls start brainstorming already if you havent done it yet ;P
Oh, I have plenty of ideas, just not the time. Maybe I'll do something with them in the future, or during a break from this project - but this is my priority.

53
Update time. :P First of all, I've uploaded a fine-tuned version of the last demo, now christened the NCFC Demo, since that is now only a week off.
Get it here if you want it. It's just the same as the last but with a couple of niggling things removed - in particular that whole stopping-dead-when-changing-rooms thing, but most obviously I've shaved quite a lot off the filesize by compressing the WAVs and it's now a more acceptable 4MB. Also, I toyed with diagonal rolling but I pulled it out. It doesn't look right at the moment and I need to work out why...

There is also something those of you who are having slowdown issues might want to try... The / and * keys on the keypad now switch between a 'frameskip' mode, where the screen draw rate adjusts itself if the room speed drops. To counteract it the room *should* remain at 60fps - it just won't refresh that many frames per second. Try it. I dunno, you'll probably just jerk all over the map and it'll be totally unplayable, but it might keep things constant for at least one of you...! :P

Anyway, the real reason for today's update is to give you a first glimpse of Noon, the Sheikah shaman who created the Shadowgazer and originally defeated the Maren long ago. More of his backstory will be revealed in time but he's basically your guide and mentor through the game, and even though his physical body died long ago, his consciousness is doomed to walk the nightmare realm forever, though he can contact Link in the waking world via the Shadowgazer.

    

Designing him has been probably the hardest thing I've done so far in this project. It was important to get him right since he's such a key character and presence, and I must have done literally dozens and dozens of concept sketches before even getting close to this. That might be a story for another update, but I'm posting it now since he's going to be revealed in some art for my NCFC booth next week anyway.

The idea came from throwing everything I'd come up with so far away and taking a second look at Sheik from OOT. The skin tight costume... Pretty fruity. S & M, almost? :P So I began brainstorming from this point. So he's been a prisoner in the nightmare realm for an eternity with nothing for company but mankind's darkest thoughts... That would send a man pretty crazy, and he'd probably act a little creepy, so it came to me that I should make him jester-like, with long floppy sleeves reminiscent of a straitjacket, but also with some *ahem* bondage gimp overtones. What you see above is very much a toned-down version of that idea. Toned down partly to fit in with the WW style the game uses, but also toned down cause some of it was pretty out there... Yeah, I think I'll save some of those sketches for a rainy day. XD

Thoughts? Like him? I finally do, and I began spriting him a couple of days ago - as you might be able to see from my PI.

Anyway...
well I tested the demo again (and with my slow comp took around 15 mins to get to octoroks) and no, link wasn't flashing when i rolled through it. same deal with the pellets. and I didn't test this, but if you swing your sword at the pellets, does it destroy them or whack them back or hurt you? cause on wind waker you can knock them back by swinging your sword too.
Can't reproduce that I'm afraid. I can walk through the octos when flashing, which I knew about and need to look at, but roll, no. I bounce off every time, and in every scenario. Sorry.

Cheers,

KM

54
Looking forward to it!
Played the demo again and found out you could go to bed, and then at night Links grandma stood there, because Link was sleeping in her bed. Thats just ... oh well I would need a dictionary to express that  :-*
They all do that actually, except for the innkeepers whose bed is permanently occupied.

And if you wanted to hear what each of them had to say when they found you sleeping in their beds... Well, it would be 1 hour 30 minutes of your life that you'd never get back... :P

and then, Ive got a stupid question: will Link be able to pick up the chicken in the final version of the game?  XD thats so cheeky to ask ... sorry.
Yes, you will be able to interact with chickens in the finished game. I just haven't worked out how they're going to behave when you throw them yet, or more specifically, when they land... What happens when you throw them against a wall? What happens when they land on something? What happens when you throw them against a wall at point blank range and they land on you?! Just need to get my head round it all.

55
Hey-just a suggestion- Could I help you make some backstories for the NPC's?  :huh:
Thanks, but I've got it covered. :) If you like doing that sort of thing, there's a need for it in the Community Project... XD

Also, is the game set to be always on top of other windows? O_o
Yes, it is. It doesn't have to be, if people find that annoying. I don't remember why I did that, to be honest! :P

Hmm... to put the game in full screen and/or double the resolution would be nice
You can. The + and - keys on the keypad switch between windowed and fullscreen modes. But there will be more options in the finished game.

Okaaay, regarding the movement speed. Some people think it's too slow, and some people are having issues running the demo at full speed anyway. One is confusing the other, I think.
I personally don't think Link's walking speed is too slow - I certainly don't think it's slow enough for hawthorneluke to say it's "killing" him! :P Which makes me think something's up... Is it really painfully slow? Or just a little slower than you'd like it to be? How does it compare to the trailer, or (accounting for the slight dip in framerate from running FRAPS) is it too slow in that? If it's definitely not a performance issue, I will try to increase Link's walking speed to match that of MC or LTTP - on my computer - and see what that feels like. Bear with me on this, I want to get it sorted once and for all.
For the people who are getting serious lag in the village and possibly the trail, I am trying to optimise the code, but I'm not making much headway and don't hold much hope of improving things significantly. I'll admit I'm not the most efficient coder in the world in the first place, but there's a lot going on in those rooms, and a lot of stuff which is changing as the clock ticks by. I've certainly never seen any rooms that busy or complex in any other GM Zelda game. But I am doing my best to improve it...

1. I encountered a bug that caused the Octorock's pellets to go right through me without damaging me, and for him to just keep bombarding me with pellets.
Hmm. Never seen that. And I've tested it pretty thoroughly. The octoroks are programmed to keep bombarding you if you stay in their line of sight and don't move out of their way, but the rocks obviously shouldn't be going right through you. :P Can you reproduce it? I can't I'm afraid.

I noticed you could just roll straight through octoroks without getting hurt if you time it right.
Really? Is Link flashing (invincible for a few seconds after being hurt) at the time - that's the only circumstance I can think of when something like that could happen. But I'll take steps to ensure it doesn't happen in any circumstances.

I'm putting my booth together for NCFC at the moment, and it will have an more polished version of the last demo, plus a first look at the Shadowgazer himself (finally settled on a design, and finished a piece of concept art that really captures his character!) so I'll update a little before that.

56
Thanks for the comments, guys. It's always good to know I'm on the right track with this. XD As far as an update goes, well, I've been bogged down in trying to optimise it for older computers in time for the NCFC - and it's not going fantastically well!

I did finally get round to compressing all the sounds, which has reduced the filesize down to 4MB (!) from 10MB, so that's good, I guess. But I don't know what more I can do, to be honest. I'm pulling out unnecessary step/draw events - particularly concerning the day/night engine - and using a single all-encompassing controller object; tiling some of the trees that don't need to be objects; stuff like that, but I really don't know if it's making much difference. And that's quite demoralising...

But I have sorted out a couple of things: as previously reported, the problem of sometimes stopping dead when you enter a new room has been eliminated, and I've added diagonal rolling, though I'm not happy with it. Looks weird. Might not be a permanent feature...

But the rest of the work has been more or less conceptual. Writing backstories for the harbour's NPCs, and completing that area is the next sort of milestone for me. I'm also enjoying writing the dialogue for the cut scenes that follow - in particular the villain's grand entrance which comes just after you get the sword and the story begins in earnest. He's got some killer lines already. Real juicy stuff! Heh. :P

Some of you may recall I said I had finally settled on a design I liked for the Sheikah shaman who essentialy 'is' the Shadowgazer. Well, now I've decided I don't like it! :P I'm on the right track but it needs tweaking, and it's important I get him of all things right. I've set myself a deadline to finish a piece of artwork featuring him in time for my NCFC booth. And then there'll be no going back on the design!

Speaking of which - cheeky !@#$%, I know - if any kind soul wants to hook me up with some hosting for the event, I'd be eternally grateful...! XD

Hyrule Town - I think it shouldn't be a Port Town I think it should work like TP, have various parts of a town (North, East etc) and the West side could be what was the main part in the demo.

Basically i don't think the port should be the main part, it should just be a small part of what is the town.
It was originally going to be split into two rooms with a regular town area being the room you'd enter from the gates, and the harbour would be to the north of that, but I realised I really don't need it to be any bigger. In terms of having buildings for NPCs and their side-quests, there's enough there already. I don't think I could justify adding any more. For example, during the evening the cafe is going to be a meeting place for all the sailors, so that's going to be full of gameplay opportunities. The fish market will have a regular gaggle of customers (and at the moment is going to have an auction mini-game, provided I can get my head round it.) The Port Authority building has several functions, the main one being a waiting room for passengers. So it's all going to be very busy, and I don't see any benefit in spreading it out over two large rooms. If you're thinking it would give me scope to add more content, remember, there are two other ports in the game... ;)

Also, the castle is going to be in the room off to the east, but that might have been obvious - it has to be somewhere in "Castle Town", right...? :P

This is absolutely incredible!
I love the three day cycle system, although I only played through two of the days. I'm guessing we're going to have to go to Calatia and grab Parcel Guy's mail at some point?
Thanks, and yeah, you just might...!

Well, keep going, can't say I found anything worth pointing out, would really like to see some new items, the screens and trailer looks nice =D
Thank you, I do intend adding a new item or two, but they need to be unique and imaginative - and I haven't come up with anything decent yet! However, I can promise you will be using all of the familiar items in brand new ways... ;)

Wow, that's really awesome, KM! I luv'd the demo! This game is the best Zelda fan game so far! Can't wait for more. :3
Thanks. Glad to hear you finally played it! :P

Nice demo! Any chance of being able to choose your controls at some point in development?
Yeah, there's a few people have asked for this. I'll add it when I do the name entry screens and all that stuff.

Cheers!

57
Other Discussion / Re: Happy Talk Like A Pirate Day!
« on: September 19, 2007, 09:37:45 am »
Avast, ye mutinous dogs!! Spam ahoy! It barely be half past ten in the morn, and I be merry on rum! Rot me for a scurvy bilge rat else! Arrr, wi' a curse!

58
Other Discussion / Re: English question (telling your opinion?)
« on: September 07, 2007, 02:21:08 pm »
"I think your art is good." is perfectly fine, but if you wanted to use the word 'find' you would need to say "I find your art to be good" - though that is needlessly formal. :P You could simply say "I find your art [whatever]" if you are using words that imply your engagement, such as 'interesting', or 'boring' etc.

And, yeah, it would be "I found that you helped me very much" or, less awkwardly, "I find/found you to be very helpful."

59
Wow, I'm sorry.  :-[ I didn't mean to create such a whop la about the whole un-matching language thing.  I really didn't think it was a big deal, just a simple suggestion.
Don't worry about it, mate, it's not a big deal at all. :) I just find it strange how the smallest, most innocuous things get singled out for criticism, like individual lines of dialogue or a sound effect. Probably a result of having to show our games in such piecemeal chunks - you guys don't have much else to go on! I was just reiterating that I have to make the game as best I can, and not worry about individuals' personal preferences. If everything had to please everyone it would never get done!

60
yes, since the shift to 3d when making games became a cut and paste click and play operation
does anyone here realize we call it "degeneration of language"?
its degeneration not "modern"
id like to think theres a fine line between poor language and acceptable dialogue
the examples you used are acceptable, and not just poor language...
using the word "like" in the previous conjunction is a helper for when you are at a loss of words
in other words, you cant express yourself well enough, without using the word "like", and it would halt your flow of speech
its the lowest form of linguistics, and sadly very common...
You know what I love about your posts? I must read each one at least twice and I never quite get the point you're making. :P Are you just expressing your dismay at the general debasement of the Queen's English - or are you saying I write lazy dialogue? 'Cause if it's the latter, I take exception. Yes, it represents a "degeneration of language", but it's not me punctuating my sentences with the word "like" all the time - it's the character. Many people speak in that fashion, and that over-excited boy in the village does and will continue to do so. It suits his personality.

And I use the word "modern" because Aero88 was paraphrasing the whole line, which is actually (I think! XD) 'I'd be all, like, "I got your back, Link!"', and that expression probably only entered the lexicon of popular culture in the last decade or so.

This may sound a little pompous, so I apologise in advance, but whilst I welcome your suggestions I'm not making this game to anyone's specification but my own, so I'm not going to concern myself if any of you don't like individual lines of dialogue, or particular sound effects (Nyoru! :P) I have to make the game as best as I can.

Nice demo! I enjoyed playing it. Although I highly recommand you to switch over to extern resources! The loading time is not that long now but it will only get longer and longer when you keep making progress with your game. You might want to encrypt your sprites since you ofcourse don't like it to see other people stealing your sprites. Although it's a bit pointless since people always can rip stuff but it would make it harder for them. But besides this you also could add the bump sound when you roll against something solid, like Nintendo did with Minish Cap.
Thank you, glad you enjoyed it. I will probably need to switch some things over to external resources at some point, but I've made a half-assed start on the tedious task of compressing all the WAVs, and after only doing two (the day and the night ambient effects) I've managed to shave 3MB off the filesize! So I think I can get the filesize down a considerable amount yet! :P In fact that demo will probably weigh in at under 3MB once I finally get round to it... And I plan on adding that bumping sound effect, yeah, but when I've tried it in the past it just seemed odd, like it occurs too soon after the rolling sound effect. I need to play with the timing a bit. ;)

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