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Messages - masterpaul

Pages: [1] 2 3 4
1
Overworld/Locations / Re: [submission]Overworld
« on: July 30, 2012, 03:15:24 pm »
What are the dimensions? Perhaps I cold start sketching out everything on a grid in detail (down to individual rocks)? More georgraphical features etc.

2
Overworld/Locations / Re: [submission]Overworld
« on: July 24, 2012, 09:53:14 pm »
Perhaps we should figure out the dimensions, andstart sketching out the overworld in more detail?

3
World Design / Re: Recruiting people for the Celestial Clock
« on: July 24, 2012, 09:52:27 pm »
Maybe the whole dungeon should be on clogs, rotating rooms.

E.g Inorder to progress to a chest you may have to rotate the rooms staircase so that it is alligned with the path in the room next door. The whole room/rooms rotate :P

4
Zelda Projects / Re: The Legend of Zelda: Path of Revelation
« on: July 03, 2012, 10:56:56 pm »
...and the demo is here!

Download: http://dl.dropbox.com/u/64934954/The%20Legend%20of%20Zelda%20Path%20of%20Revelation.zip





Features:

 - Improved name registration, similar to TLoZ.  Left and Right moves your selection through the characters (Up and Down don't do anything, so you have to scroll through the list)
 - Advanced seasons.  Early, Mid, and Late variants of each of the 4 main seasons.  For example, early spring, mid spring, late spring, early summer, mid summer, etc.
 - Removed shading overlay.  It just made everything darker and uglier, and it still looks great without it, so I figured I'd just remove it.
 - Improved menu aesthetics (Both the file select and inventory menus)

The next thing I need to do is finish the Equipment and Map menus, and then I'll probably work on finishing the remaining items and adding the equipment.

Your demo needs an mirror, your link is out due to over traffic :-)

5
Overworld/Locations / Re: [REVISE] Overworld concept layout
« on: July 03, 2012, 12:49:30 am »
Just some points
You can't possibly consider using rivers for any guidelines. A river can change course  after a single storm. After a hundred years, two hundreds years, the river may be flowing completely differently to a different place.

Voclanoes and death mountains, they have the potential to completely dissapear overnight and grow 500 m in one eruption. Volcanoes are also located on a path, which is parrelal to tectonic ridge. Where a active volcano used to be in one game does not mean that's where its'going to be in an other.

Cities in medevil times changed, grew got destroyed and rebuilt all over again, so never does hyrule castle and town have to be the same.

The desert issue, why does an area become a desert so suddenly? Probably due to limitations back then. Those limitations don't apply to as now. What I propose perhaps is to to a mountain ridge or something like that. Seperating fields from desert. Windwaker did mention that hyrule was sorrounded by tall mountains.


6
Overworld/Locations / Re: [SUBMISSION] Overworld concept layout
« on: June 26, 2012, 03:08:15 pm »
I thought in TP Death Mountain was to the west of Hyrule Castle.


In TP wii the whole world was mirrored for right handed gamers, however the world in TP gamecube is the same.

7
Zelda Projects / Re: [Screens] tLoZ: Echoes of Aurelia
« on: June 23, 2012, 11:39:10 pm »
Impressive

8
Overworld/Locations / Re: [REJECTED] Overworld concept layout
« on: June 23, 2012, 11:08:29 pm »
Hm, judging from the placement of areas this layout seems to ignore Nintendo's official geography of Hyrule. For one Death Mountain and it's mine/city in OoT and TP (If I recall correctly Goron Mountain is the new name for Death Mountain) was to the west of Hyrule Castle/Castle Town and at the foot of it was Kakariko Village. Gerudo Desert in OoT and TP was close to Lake Hylia on the eastern side of Hyrule. Kokiri Forest was to the southwest of Hyrule in OoT. I'll try and make Zora's Domain somewhere near Death Mountain, like in OoT. I say Hyrule Field should surround Hyrule Castle and it's town. From there rejoin the remaining areas.

If we want KoT to look official as possible, we must try to use Nintendo's official geography of Hyrule as to our advantage. The way it is right now, I feel mixed, it can work, but it won't feel like the same official Hyrule. I'm going to decline this one. Sorry if this message came off harsh. =(

  • ~ Shane

Well in Oot hyrule is in the corner.In TP hyrule kingdon got expanded by the northen plains, which weren't part of hyrule before. We ended up having snowpeak mountains and a few other mountains,.

However we don't know what's behind death mountain, behind the dessert, its a whole new plain, free for our imagination, but it should follow geographical rules.

E.g why is there a desert next to blush green plains? Is it because the height cocentration of salt and other minerals in the water or is it because there's a mountain range blocking rain clouds?

9
Overworld/Locations / Re: [SUBMISSION] Overworld concept layout
« on: June 23, 2012, 01:13:26 am »
Can anyone quickly debrief me, I just finished handing in my uni work?

10
Dungeons / Re: [New Design]Forest Temple
« on: June 23, 2012, 01:08:36 am »
That's a pretty epic concept.

11
Dungeons / Re: [Work-in-progress]Lake Hylia Temple
« on: June 23, 2012, 01:05:10 am »
Like the idea with ice, ice also takes more space then water, so perhaps some areas are unreachable unless frozen. Also you might be required to freeze water inorder to push an object, or place an object in a specific area on the ice, where if the ice was defrozen it could fall on a switch (or create a platform)

12
Level Design / Re: Level Design
« on: December 29, 2011, 11:58:45 pm »
Everyone opinion is welcome :P since were not really making any progress, since everyone mysteriously vaporised :P

13
Zelda Projects / Re: Mask of the Gods
« on: December 29, 2011, 11:57:28 pm »
About the text box... make it completly transparent, so it does not appear, this way you will have only the letters appearing (hopefully with the small flashing box at the bottem)

So once you have this,
You create a picture of a textbox, this allows you to make the design really complicated if you would like to, etc.

Then before the "display message" command, you create a "show picture" comand, you possition it directly under the text. After the message ends, you have a nother comand "delete/hide picture'; which would delete that textbox from view :P

14
Graphics / Re: My Graphics:
« on: December 26, 2011, 02:01:22 am »
Nah there enough trees :P The goal of this tileset was to give more options to users :P Ye its that peculiar time, xD I guess that's why i named this tileset "twisted forest" :P

15
Graphics / New forest Graphics add-on (Lttp)
« on: December 25, 2011, 06:31:40 pm »


This is a tileset that you add to an existing tile-set. To make your forest richer and more dynamic. Let me know if Im missing something.

16
Graphics / My Graphics:
« on: December 24, 2011, 10:52:38 pm »
 A decorative flower, for the scenery. (i think its Lttp)



An ancient column:



And a goddess statue:



17
Graphics Requests/Archive / Re: [Request] Destroy my stone tile!
« on: December 24, 2011, 10:50:58 pm »

Something like this?

18
Graphics Requests/Archive / Re: [Request] Destroy my stone tile!
« on: December 24, 2011, 09:53:05 pm »
How destroyed you want to be?

19
Zelda Projects / Re: [DEMO] The Legend of Zelda : Chiming Bells
« on: December 24, 2011, 06:47:38 pm »
Thanks for the mention in the credits! :-)

Just made this for forest areas:


More incoming :P

Edit:

 :P

20
Level Design / Re: Level Design
« on: December 23, 2011, 09:49:33 pm »
Thanks for the oerworld... :-)

Can we have some imput guys on hyrule town?

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