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Messages - masterpaul

Pages: 1 2 [3] 4
41
Zelda Projects / Re: Mask of the Gods
« on: October 03, 2011, 04:03:19 am »
I like it, I also had a look at in in rmxp, good work :P Instead of using the typic textbox, make it display only the text, and then add a text box by showing a picture :P





I think this may look nicer :P  Use one colour palette. Its gonna look better in the end :P

42
Zelda Projects / Re: [Demo] The Mask of Ikana
« on: July 04, 2011, 01:32:37 pm »
RGSTP Standard not found.

Anyway ever thought of inc operating mode 7 into the game?

43
Zelda Projects / Re: [DEMO] The legend of Zelda 3D Flying Rooster
« on: July 04, 2011, 01:08:39 pm »
No problem, you can comment here freely your feedback.

And this for others:
<a href="http://www.youtube.com/watch?v=_BdEppi19og" target="_blank">http://www.youtube.com/watch?v=_BdEppi19og</a>

It looks like the sword has no weight. Link just swings it like it is made out of paper. Maybe if you made him lean forward?

44
Discussion / Re: Unity Experiments
« on: June 28, 2011, 04:21:52 pm »
The animating will be heck for me since, I never done it before.

So I started a new project: FPS: Made in Athens.
I realized that indie unity doesnt really allow you to use shadows so I thought to perhaps build them into the level :P Im keeping far away building geometry simple, and the close geometry quite detailed (Anything thats directly infront of the player)

This stage is in really early betta, like super beta, I would call it delta even.
Built in light (Not complete):




The level:



What you guys think?
Ill post some concept images later on.





45
Discussion / Unity Experiments
« on: June 26, 2011, 01:58:42 am »
Done some experiments in unity:

http://p-olak.deviantart.com/gallery/31032431#

Its really easy to port sketchup models into unity, a one click thing (it takes in both white and blue sides of faces). This is simply groundbreaking, sketchup models into unity, there's a huge library available on 3d warehouse, also its sketchup the easiest thing ever!

What you guys think?
Perhaps we could come up with a few basic engines?

46
Zelda Projects / Re: [DEMO] The legend of Zelda 3D Flying Rooster
« on: June 24, 2011, 10:51:55 pm »
^ Yes, and animating things is another problem.
Sometimes I first draw on paper coordinates and sketch what would it look like, Spider and Deku Scrub for example. About dungeons, I am really afraid how difficult those will be. Doing Goron mines was already time consuming Not hard and it doesn't look good, although it isn't finished.

The problem is time. I spent too much testing what things look like. Last two hours I was making Links animations for body, shield on back, lantern etc. when slashing. And still I am not satisfied on those. When I test things I usually drag up playing until I have killed all Octorocs and cut all bushes :P
Remember, this will take long time before it is finished. But I have no intention to let this die even if it takes years.

Making this as a team would solve the time problem, but who is stupid enough to team up with me :D Any volunteers?

Would modular components work? I mean, instead of drawing each thing again, just draw a few walls and put them into different combinations? This could work for most of the dungeon. Also using textures done in photoshop is that viable?

47
Zelda Projects / Re: [DEMO] The legend of Zelda 3D Flying Rooster
« on: June 24, 2011, 08:28:18 pm »
"Real models" I mean models, which are made with programs like anim8r or Sketch Up. In this game all drawn are made with Game Maker's d3d_draw_ commands. Here is example:
Code: [Select]
//Kuva
d3d_draw_cylinder(3,4.5,3,-3,2,-3,sprite_get_texture(tex_littlethings,7),2,1,0,4)

//Sytytyslanka
d3d_draw_cylinder(-.25,-.25,0,+.25,+.25,-lanka+4.5,global.tex_ruukku,.1,.1,1,global.step)
//Pommi itse
d3d_draw_cone(2.5,-2.5,-3,-2.5,2.5,-3.25,sprite_get_texture(tex_littlethings,3),1,1,0,global.step)
d3d_draw_cone(4,-4,0,-4,4,-8,sprite_get_texture(tex_littlethings,4),1,1,0,global.step)
d3d_draw_cone(2.5,2.5,3,-2.5,-2.5,3.25,sprite_get_texture(tex_littlethings,3),1,1,0,global.step)
d3d_draw_cone(4,4,0,-4,-4,8,sprite_get_texture(tex_littlethings,4),1,1,0,global.step)
This is creates Powder Keg. d3d_draw_ commands gives just basic shapes, like ellipsoids, cones, blocks. Look closely: Link is made from chunky ellipsoid as head and hat, body and limbs are cones.

Usually doing this would make character look awful, but I am trying proof Game Maker can make relative nice 3D graphics within its limits. That's why I don't use U3D, Ogre or other 3D engines made for Game Maker.

So its a lot of trail and error to get things to look right? How long does it takes to model? And what happens when u get to architecturally complex dungeons?

What you've done is incredible.

48
Zelda Projects / Re: [DEMO] The legend of Zelda 3D Flying Rooster
« on: June 23, 2011, 10:10:15 pm »
Thanks everyone.
Masterpaul, I don't know how to import Sketchup models to Game maker and also I try make this game without real models. That way is hard and rocky, result won't the finest. But I am doing it because of principle :P

Tero Hannula

No real models? what u mean?

49
Zelda Projects / Re: [DEMO] The legend of Zelda 3D Flying Rooster
« on: June 23, 2011, 08:31:00 pm »
Im very good at sketch-up, so if you u can implement sketchup ill help u out.

50
Game Design / Battle System
« on: June 15, 2011, 12:24:42 am »
Just an idea, since im not doing anything in this group. How about using the mouse? right click to use ur sword etc. Aim the bow with your mouse. Using the strengths of the pc to our advantage.



51
Game Design / Re: ATTN: Items Group: Items Brainstorm
« on: June 12, 2011, 09:56:32 pm »
Basicly I think we should think out of the box, not necessarly using Items that have been used in previous games, and not necessarly using items from previous games exactly the same way. In order to make this game more interesting and more fun, and to separate it from the other zelda games.

E.g. Rocs feather... jump and jump, jump over holes and moving obsticles... great! :P Now how about jumping from one building to other building and over small ledges?

How about a magic staff esque item. That can stop and magically fix items of age, and power objects? So lets say theres a golden sun like puzzle that these power must be powered by this staff after shorting them out. Or one of the gates mechanism out of hyrule castle has been destroyed and you must fix it with this rod, inorder to go through it. In battles this rod could disable enemies... like stone statues... or power up ancient statues, that may aid you in battles and other tasks.

Just some ideas for you guys to consider. :P

52
I ment his color scheme doesn't quite suite the rest of the style, he looks kinda pile and flat.

53
Like it, but link looks out of pace, he looks flat compared to everything else. You need to add black outlines an change the palate slightly

54
Game Design / Re: Graphical Presentation - What style to use?
« on: April 10, 2011, 10:24:57 pm »
Guys I know this is gonna be a lot of work but listen.

We should change the resolution of our graphics. Make them a higher resolution... you know so our game can look nice full screen.

55
Entertainment / Re: Why didnt they break this out at the Conference?!
« on: June 05, 2009, 09:58:16 am »
Theres a very good chance this game i will use motion plus. According to Miyamoto.

So 1-1 swod fight YAY! ???

56
Graphics / Re: [REVIVAL] Koholint LttP Style (Update on First Post)
« on: June 03, 2009, 08:31:19 pm »
Graphics I found for this Game. Really Good.

Everything is pretty much already done for us. All animations, all monsters etc. And there are even awsome graphics for the overword!

Chipsets:

http://www.megafileupload.com/en/file/108007/ChipSet-rar.html

Sprites:

http://www.megaupload.com/?d=GHSJFY31

Animations:

http://www.megaupload.com/?d=ZJS5CPD2

57
MC Link's Awakening / Graphics I found for this Game. Really Good
« on: June 03, 2009, 08:30:39 pm »
Graphics I found for this Game. Really Good.

Everything is pretty much already done for us. All animations, all monsters etc. And there are even awsome graphics for the overword!

Chipsets:

http://www.megafileupload.com/en/file/108007/ChipSet-rar.html

Sprites:

http://www.megaupload.com/?d=GHSJFY31

Animations:

http://www.megaupload.com/?d=ZJS5CPD2

58
Graphics / Re: [REVIVAL] Koholint LttP Style (Update on First Post)
« on: June 03, 2009, 07:12:53 pm »
Well the original Lttp style is i must say boring. So i would use some form of an upgrade/edited veron of them.

59
Graphics / Re: [REVIVAL] Koholint LttP Style (Update on First Post)
« on: June 03, 2009, 12:58:29 pm »
http://www.megafileupload.com/en/file/108007/ChipSet-rar.html

Found these super nice graphics u can use for koholint island.

60
Discussion / Re: The Legend Of Zelda: The Cane Of Time
« on: June 03, 2009, 12:42:28 pm »
I present to you... the Train.

Hyrules newest mothod of Transport. It is powered by mystical crystals found in the crystal mine. It Can transport you between the Towns of Hyrule.


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