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Messages - Whitay

Pages: 1 2 [3] 4 5 ... 14
41
Other Projects / Re: [WIP]Metroid Coven - Top-down Metroid
« on: January 13, 2014, 06:02:23 pm »
I remember playing this years ago or something.. Cant believe its still going! Good luck on this!

42
Other Projects / Re: Alttp - Horn of Balance [demo 16 out now!]
« on: January 12, 2014, 07:48:06 pm »
I liked the smooth style better actually, although it somewhat clashes it does make it look alot better and less pixel like. i like the newer one

43
Discussion / Re: Triforce powers.
« on: January 10, 2014, 12:14:15 am »
I may stray away from the triforce, as it seems way too complicated as i could just put something like a dins fire type thing. so im probably going to do that, i have started coding my idea with the crystals now to see how it turns out
EDIT: So ive got this item coded in, and minus a bunch of filler sprites got this finished pretty quickly, may add some more complexity to the item. heres how it works.

You first activate it by throwing a crystal at the ground, thus creating the shield of them you see around you, of four(may be more or less, im not sure.) now any enemy that hits these crystals or projectiles or something will bounce off of it, and get hurt.(im not sure if that should break one of your crystals or not.) now if you press the button it is assigned to, you will grab one of the crystals and throw it forward. what it does is still in progress, as i want to think of something unique then just explosion or something. The less crystals circling Link the less magic it will consume, and this shield consumes lots of magic. But when the shield has less, obviously the window of you getting hit is bigger. Thats all i have for now on this item

Screenies:

44
Discussion / Re: Triforce powers.
« on: January 09, 2014, 10:09:47 pm »
Thats actually a really cool idea,  i may try to do something like that. How is the idea of the crystals though? In general

45
Discussion / Re: Triforce powers.
« on: January 09, 2014, 05:03:15 pm »
There was an attack idea i had where it was kinda like nayrus love, where you had various crystals floating around you and acting like a byrna/magic armor/whatever, although if you press the button again, it would allow link to grab a crystal and throw it. Im wondering if i should do something like that, i love the idea and could think of some cool gameplay things, although im not sure how getting the triforfe buffs this up or what it has to do with goddesses

46
Discussion / Re: Triforce powers.
« on: January 09, 2014, 04:30:27 am »
Well my thoughts was since you(until the very end) dont even have a full piece, it wouldnt be that overpowered, and it wouldnt be that hard to throw some story around why that is. my main concern is how it would look in game, and what sort of attacking power this would grant(like a dins fire sort of thing.) lots of MP wasted, cool attack. it doesnt have to be the triforce though. in all honesty im just trying to make a unique item of any kind that is optional, ranging from a dins fire to a magic armor(WW version) to who knows what.

47
Discussion / Triforce powers.
« on: January 09, 2014, 03:48:05 am »
Alright, so im trying to figure out a sort of optional superpower weapon(dins fire, bombos medallions, etc etc.) and i came with an idea. so in my game you have to go collect the pieces of the triforce, and i was wondering how a weapon that got better the more pieces of the triforce you have. I want to do that beca use it would stay balanced throughout the game, it always changes dungeon to dungeon, and lets be honest we have always wanted to use the triforce in one day. My idea was to have link face the camera and do that hand cross thing that they always do to show the triforce.. and thats where i fall off. im trying to think of something cool to happen afterwards that would do some damage, but i cant think of anything. what sort of power would you expect to see from the triforce? what would this power look like? how would the more pieces add to the power?

48
Graphics / Re: Practicing Spriting.
« on: January 08, 2014, 11:54:54 pm »
Bump. I made The ocarina pad from OOT, although i made it a little more ornamental. i dont really like the ocarina portion. it was based off of the beta pad and then this drawing:
Drawing:
Show content

New Sprite:

49
Other Projects / Re: Alttp - Horn of Balance [demo 16 out now!]
« on: January 07, 2014, 12:18:58 am »
I feel like it should just stay that way, as otherwise the light also may be too limited when in complex built rooms. You have gotten very far and made a really cool system for the lights here, and i feel like any more would just be wayy to much for the result of something like that small of a detail.

50
Discussion / Re: Creating New Cave Content
« on: January 06, 2014, 04:09:37 am »
Im trying to make it more on the fun side, so discovering caves are more fun instead of every room being some random oh heres rupees whatever. adding variety is alot more fun and trying to give the player something to explore. My idea is sidequests or such to add, as the only one in the whole game was take a piece of paper to a different cave. i started thinking of having 2 main sidequests, one would get you a pamphlet or something to gain the final sword upgrade, while a second maybe gets you access to something very helpful also, like a heart container locater hint giver something. im not sure how to go about this though and make it more than running into caves and such. one way was maybe having the quests be like oh you want (insert trade object?) go kill 10 moblins outside and ill help you out. but then this would get repetitive.. mostly im looking for something to give interest in exploring my game, as thats what zelda has been based on.

51
Discussion / Creating New Cave Content
« on: January 06, 2014, 12:40:28 am »
Hello all. As some of you may know, i am creating a zelda one remake sort of project. one part ive ran into trouble with is in the overworld i have almost the same amount of caves(give or take a few. its not exact.) instead of houses and towns, because well thats how the setting is. where whats left of the population is hidden in caves. but i have lots and lots. ill post a list of areas and what i have and you will see i dont have anything thats not like the sword locations and such. So what im asking is for some ideas on what to add to those caves, as i do not want to have every cave be a random shop or some gambling cave or something. i want every area to have 1 shop(maybe two depending on the size of the area) and other then that im stuck. My inspiration is like a link between worlds, where there were all these mini puzzles for rupees. But i also need more ideas then having 30+ puzzles. So why i have come to you is to ask, what would you want to see/would be good for gameplay to have? 10 hidden Heart Containers will have to be spread into these caves. More will probably be in the mountains

List: Caves(Open) are just random caves you stumble on. Caves(Closed) are hidden caves that you have to bomb the way into. and then Extras are passages like under graves, a few buildings left on the surface, etc.

Show content
------------------GRASSLAND------------------
-Caves(Open) - 4
   -Shop
   -Telling of Lost Woods
   -xxx
   -xxx
-Caves(Closed) - 1
   -xxx
-Extras
   -Sword Grave
-------------------FOREST--------------------
-Caves(Open) - 5   
   -Beginner Sword
   -Shop
   -xxx
   -xxx
   -xxx

-Caves(Closed) -  2   
   -xxx
   -xxx
-----------------------DESERT------------
-Caves(Closed) - 3
   -xxx
   -xxx
   -xxx
---------------------BEACH--------------
-Caves(Closed) - 3
   -xxx
   -xxx
   -xxx
---------------------SNOW-----------------
Cave(Closed) - 1
        -Shop
-Extras
   -Big Deal

------------------MOUNTAINS------------------
-Caves(Open) - 5
   - Sword Area
   - Old Man sidequest
   -Shop
   -Shop
   -xxx

-Caves(Closed) - 8
   -xxx
   -xxx
   -xxx
   -xxx
   -xxx
   -xxx
   -xxx
   -xxx

-Extras
   -Sword Location
   -Big Deal

52
Other Projects / Re: Alttp - Horn of Balance [demo 16 out now!]
« on: January 05, 2014, 10:44:02 pm »
Really love how the lighting turned out, looks very nice and more realistic. Care to give a little insight on how the system works?

53
Graphics / Re: Some creations Zelda
« on: January 05, 2014, 07:33:37 pm »
Those sprites all look awesome, but that master sword is wayyy to big.

54
Bump:
Been a bit slow with being on break and wanting to just sort of relax, but still have made some big progress. fixed lots and lots of glitches, got some more enemies in(Redeads and LikeLikes:D) and finally got around to coding in a minimap sort of thing. this is where i want suggestions, do you prefer the style i have setup(crude metroid style) or something closer to Link to the past(where it has a sort of tileset to it?)
Screenies:
This is partially what the menu will look like. The map sprite is a placeholder, but if i keep that style not much will change, just making it look neat and adding objects to show the differences in each area. the pink will be the sort of clouded out areas, and various tingles will sell you map upgrades which will show the location of the dungeons in each area. im thinking of using the LTTP tilesets to make the map more detailed. But i also want to stay with zelda ones theme of an unguided exploration. what do you guys think?

55
Graphics / Re: Zelda's Custom Tiles
« on: December 28, 2013, 04:58:47 pm »
Looks very good so far. How much do you have left to do?

56
Graphics / Re: Practicing Spriting.
« on: December 27, 2013, 08:10:55 pm »
Bump, added some more directions that i will do for the redead.

57
Zelda Projects / Re: [Demo] TLOZ: Chaos Rising
« on: December 25, 2013, 09:57:46 pm »
I could probably help you out by playing through the game a few times if you need more opinions.

58
Graphics / Re: Practicing Spriting.
« on: December 25, 2013, 05:37:12 pm »
Ahh i see what you mean, i was struggling with perspective a bit so soon i will give that a try and see how it looks!

59
Graphics / Re: Practicing Spriting.
« on: December 25, 2013, 01:25:14 am »
What do you mean by not jagged? Like full blocks or still cut in half but not cut at an exact line. But thank you!

60
Graphics / Re: Practicing Spriting.
« on: December 24, 2013, 06:33:03 pm »
Bump, i added a new project from me, tell me what you think!

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