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Messages - Miles07

Pages: 1 ... 3 4 [5] 6 7 ... 28
81
Graphics / Re: MC Sprite Collection
« on: August 27, 2016, 05:02:03 pm »
Quote
But where's the sword?
Followers -> Items -> Sword

It's better to have the sword separate from Link so the sword can be on another depth layer than Link.
And yes the sword is positioned a bit weird -.-
Also, so you can have multiple sword sprites.

82
Graphics / Re: Zelda 1 Bosses in MC style
« on: August 25, 2016, 09:18:59 pm »
Well, Pepeztyle did do a good job at making decent sprites of these in an artstyle heavily inspired by Minish Cap...

...

They need a little editing colourwise, but other than that they fit Minish Cap perfectly. :)

The primary issue with Pepeztyle's work is just that: the palette is too deep for Minish Cap style. So you'd have to mess with the coloration, the palette depth, the "texture" of the sprites... and that's if, of course, you can reach Pepez` and he(/she?) gives you permission to edit them.

Pepez`'s Ganon sheet is one that I've been looking forward to for a long time, and he's been giving teasers in the "credits" box for a few of his submissions. That being said, I doubt that that sheet will end up being anything close to a passable Minish Cap Ganon. So while your sprite sheet, SpritingBrad, is actually closer to something likely what a Minish Cap Ganon would/should look like, one can still tell that it's a recolored Oracle Ganon with a few MC elements pasted on...
Can we create a new thread / collaboration to improve that Ganon sheet? I think it'd be worth the effort, as it's the furthest progress I've seen across the entire internet to making a MC Ganon.

83
Entertainment / Re: AM2R is Amazing!
« on: August 20, 2016, 08:27:02 am »
Somebody said the 4 magical characters.
AM2R is a YES. If you've ever played any Metroid game, sit down and play this one. Especially if you've played Metroid 2 for the Game Boy.
To clarify, the last demo they had before the 1.0 release stopped at what is known as "Area 4", a.k.a the 3rd-to-last area in the original game. This means that Omega Metroids and the Queen herself were both kept hidden from almost everyone, except for a few select playtesters, until the release of the game. This also means that
Show content
4 areas
were also not previously played by anyone with the demos.

And yes, the game is awesome. Go find it, download it, and give it a try. DoctorM64 has spent the better part of a decade coding this game in his spare time. It is a beacon to fangamers everywhere, on how persistence, support, determination, and a little bit of publicity can help make a little endeavor become large enough to gain the attention of the big AAA companies.
Yes, Nintendo DID respond to AM2R... by sending a DMCA to some websites that were hosting the download.
Props to you, DoctorM64.

84
Sprites/Tiles / Re: KOT Enemy Sprite Topic
« on: August 07, 2016, 06:16:11 am »
Looks more like a Stal-Poe...

85
Zelda Projects / Re: Zelda Online
« on: August 02, 2016, 07:07:57 am »
Wow, what an ambitions project! This looks like it's meant to be some sort of MC version of the popular Zelda Classic engine, complete with level designer and FS-style multiplayer.

@Brad: It doesn't look like it's meant to be very Mario Maker-y... THAT would take a lot of programming expertise, as the engine would have to flip several switches on the fly to make everything work between each version. (But if you want to chat about how that could be done...)

86
Sprites/Tiles / Re: KOT Enemy Sprite Topic
« on: July 27, 2016, 11:20:02 pm »
Maybe you could have it where the "Fire Spray" animation has its eyes flashing red (like fire)? That would give it a good effect.
Loving the anims, Brad!

87
Sprites/Tiles / Re: KOT Enemy Sprite Topic
« on: July 01, 2016, 07:08:02 pm »
Sounds a lot like Gohma. (Thinking of Inside the Deku Tree from OoT, for example.)

88
Entertainment / Re: LoZ:BotW
« on: June 25, 2016, 03:30:33 am »
The main thing of that treehouse was "you can find weapons to use, they break".

Which seems irritating to me. I don't wanna fight Gohma and have my damn weapon break during the battle and be like !@#$% wtf do i do.

Isn't that the whole idea? To, well, dive in and just deal with stuff when it happens and you either die cause you suck or you do something about it and pull it off which should feel pretty awesome. Or, you plan, gear, up and go in with your well planned out strategy. They're not going to just have everything break all the time and leave you with nothing to fight a boss with. But, this time, they also seem to be adding in a hard mode in the sense that you can dive into fights way out of your league (or maybe not depending on your skill level) if you want to give yourself a challenge.

It actually seems more realistic than other weapon "durability" mechanics seen in the Zelda series.
  • In Zelda 1, arrows, once fired, are spent forever. You can't pick them up again, despite the fact that in the real world, arrows are reusable.
  • In addition, Zelda 1 has the Magical Shield that can be eaten by Like Likes. Not exactly durability-related, but the fact that it's an item that can go away with use (i.e. unsuccessful use against a Like Like, ya scrub) still makes this warrant a mention.
  • In Ocarina of Time, Deku Sticks on fire can be saved in they are Put Away before they burn down. Um, I'm pretty sure that if Link tried placing something burning into his pack, he'd not last much longer on his adventure.
  • Also in Ocarina of Time, the Giant's Knife can deal a certain number of hits before breaking. And then, it has to be reforged. Same with the Razor Sword in Majora's Mask. Okay, that makes more sense. Where was the problem there?
  • Twilight Princess was the first game, I believe, where Link could pick up arrows that were already shot, but only if certain conditions were met. Like, if an arrow was shot into a tree. That makes absolute sense.
  • Skyward Sword make shield durability a big thing. An added strategy-based mechanic includes the elemental aspect of shields, with wooden shields being susceptible to fire but not electricity and magin, iron shields conduct electricity but don't burn, and magical shields repel both but are considerably weaker. Then there's the reward for fighting through the Boss Rush mode: the unbreakable - but still metal? - Hylian Shield.

I'm guessing the developers are going to be smart enough to avoid putting you into situations where a weapon is required and there's no way out unless you have a weapon, but wait if you don't have a weapon there's one dinky little one right over there. It'd technically be weaker than other weapons you could find/steal/appropriate from baddies, but it'd still be a weapon. (PRO TIP: the infinite bombs you can make with the Shiekah Slate also qualify...)

So basically, Nintendo is taking a mechanic prevalent to Minecraft and applying it to Zelda, and that's not a good thing? Yeah, in Minecraft you can break your super-enchanted Diamond Sword even whilst you are fighting against the Ender Dragon (or multiple!) and suddenly you're left without a weapon. Whoops.
Same idea with Zelda, even though you can likely still find (or steal?) another weapon when needed.

89
Entertainment / Re: LoZ:BotW
« on: June 21, 2016, 07:48:12 pm »

90
Sprites/Tiles / Re: Link animations (using cogs)
« on: June 19, 2016, 12:48:44 am »
Not to be nitpicky, but I'm of the opinion that the wave would look better as a perfect circle.

91
Entertainment / Re: LoZ:BotW
« on: June 16, 2016, 12:56:59 am »
Far Cry Primal meets Zelda... I am going to spam the Hylia out of my Wolf Link amiibo.

92
Sprites/Tiles / Re: Gerudo Fortress
« on: June 03, 2016, 11:46:29 pm »
I see the pre-edited version of the Gerudo symbol on that red banner. Are we going to keep the older design, or switch to the newer one?

93
Sprites/Tiles / Re: KOT Enemy Sprite Topic
« on: May 14, 2016, 06:41:48 pm »
I think that we're coming up with a bunch of enemies that all use the MC Darknut body as a base, and we should probably move away from that.

94
Sprites/Tiles / Re: NPC Sprites
« on: May 08, 2016, 01:07:37 am »
... rather than having the generic medieval England setting always used in fantasy settings.

I blame Japan's love of feudal and medieval Europe for this. Zelda, Fire Emblem, Final Fantasy...

95
Sprites/Tiles / Re: NPC Sprites
« on: May 06, 2016, 12:11:15 am »
BTW who made the monkey sprite?

96
Sprites/Tiles / Re: NPC Sprites
« on: May 04, 2016, 11:35:39 pm »
These are looking great! This might be nitpicking but I think the skin tone of Aladdin should be darker, unless we purposely created an easter egg of Aladdin to be white.
Then shouldn't we also make his clothes the proper colors, as well?

97
Sprites/Tiles / Re: KOT Enemy Sprite Topic
« on: April 24, 2016, 10:46:34 pm »
Did a little bit of research... I might have made a mistake.

I didn't have any problem reading the colored blur as the axe in motion- I think Link's sword swing is this way, right? That'd probably be a good reference for how Nintendo makes the motion blur of an attack work.

Also, it seems strange to me that the Iron Knuckle is swinging his head around with his attack. Like, usually when you swing a sword or baseball bat or whatever you look at what you're trying to hit, you don't just follow the end of the bald with your eyes. I think when Link attacks, he keeps his head forward in the direction he's attacking, right?

1. Yes, Link's sword does have a bit of a motion blur when he swings it. Also when he's using the Spin Blade technique. HOWEVER, as far as I have been able to observe, none of the large grunt enemies (Darknuts, Keatons, Moblins) use motion blurs for their attacks. In fact, only Link's sword swing has an effect even remotely resembling a motion blur, with the one exception (maybe) of the Darknut's stab-and-twist attack.

2. Well, kinda. See attached image. From the one angle we can tell (facing south), he actually seems to keep his eyes on his target. But he does turn his head.

My suggestion though (and I know this is a bit of a pain, so it's up to you if you want to do it) is to have the blur throughout most of the swing animation instead of just 2 frames.  Otherwise it's gonna look like a blip instead of a smooth blur

I'd suggest this, but then again, there is no motion blur found in a bunch of MC-styled foes. However, the Iron Knuckle's insta-kill-if-you-are-doing-a-3-heart-run axe attack can be made an exception. As a general animation rule of thumb, a one-frame motion blur is supposed to basically resemble a very fast motion since you have to flatten every tween into one frame. For the Iron Knuckle we want an attack that connotes more strength than speed, right? So if the motion blur were spread out to two, three, maybe four frames, that would do it.

98
Sprites/Tiles / Re: KOT Enemy Sprite Topic
« on: April 24, 2016, 05:20:25 am »
As hard as it may seem...I think I can't help but mention it, even though it would require an interesting task.

I am of the opinion that the attack animations really need "motion blurs" on the axe-heads.

The sideways attack animation bring it to light that the motion is sketchy. I know Iron Knuckles are supposed to be strong, strong enough to lift their heavy axes. So why is it that they can swing it with relative ease based on where they are holding the pole/arm? Simple physics: it would be highly inefficient. And yes, it IS something that would look strange if the whole thing was animated right now.
Unless a visual cue was given that this axe is being swung with great force. Which, currently, it isn't.
So I have to suggest the "motion blur" effect in some of the animation frames. It would alleviate the problem.

99
Sprites/Tiles / Re: KOT Enemy Sprite Topic
« on: April 22, 2016, 10:30:25 pm »
<a href="http://www.youtube.com/watch?v=KEOnC-a2DlY" target="_blank">http://www.youtube.com/watch?v=KEOnC-a2DlY</a>
I knew that the iron knuckles loose their armour. It just wasn't in OoT but Majoras mask.
The theory discussion could therefore change into "are the Iron Knuckles in Termina Gerudo? or ghosts (because of Ikana's curse)?" but let's stay away from that.

On topic: do we want to mimic Majora's Mask's Iron Knuckles, then, by using two stages in an Iron Knuckle battle? Or could that be used just for the sake of the Miniboss in the Zora region's dungeon?

100
Sprites/Tiles / Re: Iron Knuckles ARE Gerudo
« on: April 22, 2016, 06:41:22 am »
Have a look: https://www.youtube.com/watch?v=DBokaaRPco8

Are we also going to include a "blocking" animation for the Iron Knuckle? Because they can block with their axes.

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