(http://i22.photobucket.com/albums/b301/kousou2/Screenshot1.png) Link checks his hair is okay by gazing at his reflection | (http://i22.photobucket.com/albums/b301/kousou2/Screenshot2.png) Link fails to seduce this subrosian |
(http://i22.photobucket.com/albums/b301/kousou2/Screenshot3.gif) Link resists the urge to jump in and cook | (http://i22.photobucket.com/albums/b301/kousou2/Screenshot4.png) Link disapproves of free range hens and ensures the cuccos are locked up, their entire life |
(http://i22.photobucket.com/albums/b301/kousou2/Screenshot5.png) Link's not doing anything dirty in the grass | (http://i22.photobucket.com/albums/b301/kousou2/Screenshot6.png) Link's so cold his balls have gone blue |
[url=http://www.kousougames.co.uk/games/LoZ_-_Just_Beginning.php][img]http://img.photobucket.com/albums/v698/AtriusV/Just%20Zelda%20game/JZgame_banner.png[/img][/url]
Created by Kousou Games (http://www.kousougames.co.uk). Programming was all done by Atrius, although in the older screenshots, the "lighting engine" was made by GearGOD. Level Design was lead by mitxela, emkay and Atrius designed areas too. Storyboarding and most of the scripting was by mitxela | (http://i22.photobucket.com/albums/b301/kousou2/JZTriforceSmall.png) The JZ logo, the only graphic not made/ripped by us |
Title Screen Main Zelda theme, sequenced/arranged by mitxela. Outside area "Doodle" Sequenced by mitxela. Dungeon Music Based off "Level 6: Face Shrine" from Link's Awakening. Sequenced by Teck (Don Brislan) and FireMario (syo_axenn@hotmail.com). Arranged by mitxela. | Boss - phase 1 "Tower of flames" from Zelda: Four Swords Adventures. Sequenced by Andy Smith. Boss - phase 2 "Puppet Gannon #3 - Snake Form" from Zelda: Wind Waker. Sequenced by Jordan D. Boss - phase 3 Sequenced by mitxela. Based on a work by Dave Phaneuf. |
Also, a special signature will be awarded to the first person to work out how to get the compass (you can prove you got it by posting a screenshot of the map).
Good job Kleaver, but I'm sorry, someone has already claimed the prize for getting the compass first. Hmm... For the boss I'm guessing you're having trouble dodging his attack, you need to use an item to do it. The boss phases were chosen specifically to make it so you need every item you get to beat it.
Sorry Kleaver, I was the one who got the prize.
Secondly, I still don't like the name "Shuriken"-bomb. I mean, Zelda is not a Ninja-game or something lol. Just go with... Sticker-Bomb, Grabbler-Bomb, Sting-Bomb, Spike-Bomb or something. (The CD-i-reference made me laugh though. Classic).I also thought that Zelda doesn't have much to do with ninja stuff, but that item is just awesome. :D
What I want to know is how you did the water reflectionI think the game draws an inverted image of Link (only Link is reflected) under the actual image of Link and with higher depth so that it looks like it is behind the particle effects of the water and behind the soil.
The water reflections are a bit more complex than just drawing Link again upside-down at a higher depth, just open your ini file and set "_WaterDistortionsEnabled" to 1 and see, so yeah, the ripples are more complex than particle effects as well XD:D Does that mean you use a code to activate the blur, rather than using another image for the blurred sprite?
ORNooo! Anything else but that. Seriously, it kills the gameboy-mood.
just keep every thing GB style, but edding more depth in color.
Yeah I guess your right about that, but it was just a sugestion (bad sugestion, but still a sugestion)ORNooo! Anything else but that. Seriously, it kills the gameboy-mood.
just keep every thing GB style, but edding more depth in color.
Hey uhh how do you kill those dongodos thingies? >.<
You throw the bombs at them when they have their mouths open. Right before they spit fire. Of course, it needs to actually make it into their mouths.Fixed for great justice. Sorry, I'm a grammar nut, and that bugged me.
Yay I figured out how to get the compass! :DAww man... How'd you get there? :-[
(http://img.photobucket.com/albums/v314/MetalRidley/yaycompass.png)
I haven't beaten it yet, but it is really good quality. I like this game.
good work dude keep on i really like it however those special effects don't fit with gb styleWell yes, as we said, you can turn them off.
Aww man... How'd you get there? :-[Well several people have done it now, so it's quite possible, keep trying!
so about how long until you think theres enough for demo 2. I don't want you to set a date that you can't live up too, I just want an estimested guess :D.Demo 2? Yikes... A long way, possibly the next release will be the entire game. We don't have much else to show, see, as this was just to show off the engine and stuff that's in it, the only other things to show off are levels and so on, so the next thing we'll release will probably be another trailer.
I expect you to use at least 2 or 3 more years to finish it.Yeah, take as long as you need. BUT if you are going to take 1 or more years to complete, we'd all like if you'd release a 50% demo. So we don't get bored XD
Nah, not all of us like that. I prefer to wait without such demo. Playing 50% of the game and then having to wait a long time for the rest is not they way I like it for 2 reasons. 1. if the first 50% is good it makes the waiting for the remaining part look like a longer period. 2. There is no fun in only playing 50% of a game.Actually, I meant when they're 50% finished with the game, that they release a demo (that doesn't have to contain the finished 50%), just up to the first dungeon. I agree with you that it isn't fun to play 50% of a game and having to wait another year for the other half.
Nah, not all of us like that. I prefer to wait without such demo. Playing 50% of the game and then having to wait a long time for the rest is not they way I like it...
being able to have window sizes to choose from would be nice Look at me, I'm invisible! (i bet you already can and i just missed it >_<)Heh, yeah, hit F4 and there's an option called Window Scale, it'll go up to 4X. Don't worry when it doesn't change immediately, it does when you close the menu.
Hylian Lemon, I hope you aren't just trying to walk around his attacks, you'll never beat him like that ;)Lol, I was just kind of running/jumping around in circles and trying to get a shot in every once in a while, but the eye always opened when I was above him. Gaaahh. >.<
(http://i22.photobucket.com/albums/b301/kousou2/TitleRight.png) Credits (http://i22.photobucket.com/albums/b301/kousou2/TitleLeft.png)
Created by Kousou Games (http://www.kousougames.co.uk).
Programming was all done by Atrius, although in the older screenshots, the "lighting engine" was made by GearGOD.
Level Design was lead by mitxela, emkay and Atrius designed areas too.
Storyboarding and most of the scripting was by mitxela
I've actually already fixed that music bug since the release of the demo, thanks anyway though.
I'm not sure I understand what your point is about the enemies.
We're not looking for testers right now, we'll decide how we want to handle that when the time comes. In addition the difference between dying and not is the video, if you die you don't get it, and it tells you try again without dying. Shouldn't of been hard for a professional to die once and figure it out really ;)
In addition, the sword is effect is all right, however, the section of the screen seems to move or tear apart a bit.The screen distortion is the effect. If you go into the graphics options you can change the grid size it uses to see it more clearly, probably will slow down on the most detailed depending on your computer.
See I knew that long before you even posted this post.I do believe we announced it several times anyway.
See I knew that long before you even posted this post. I just didn't want to beat the game again since they are few things that annoy me, no offense.LOL if you don't want to play through a game again because there are a "few things that annoy you" then you can't be a very good tester can you?