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Messages - King Tetiro

Pages: 1 [2] 3 4 ... 173
21
Graphics / Re: OOT sprites in LTTP style
« on: May 20, 2012, 10:13:24 pm »
Not too shabby. Keep up the good work!

22
Characters / Re: That Dragonite With The Fancy Top Hat
« on: May 09, 2012, 09:06:19 am »
Well are rumours that Dragonite is heading for Celadon City. Apparently it's heading to the Department Store for the watch.

I shall let you know what he is up to later this week.

23
Characters / Re: That Dragonite With The Fancy Top Hat
« on: May 04, 2012, 02:46:13 pm »
(PM'd Starフォセーキン before posting to confirm if it's original and he confirmed it's originality :D)
Response from Star : "Wow, that is AWESOME! XD. Yes, you have my full approval of originality"

I don't mean to go off-topic, but I'm a girl btw.

Opps my apologies Star. Now excuse whilst I go into the hole of embarrassed. I shall change it right now

24
Characters / That Dragonite With The Fancy Top Hat
« on: May 03, 2012, 07:59:47 am »

That Dragonite With The Fancy Top Hat



Rumours have spoken of a Dragonite who sails the seas of the Pokemon world wearing a monocle, a royal red tie and has a fancy top hat. Rumours also say that it walks around with a cane exploring the Pokemon world on cruise liners. Apparently it inherited a vast fortune from the passing of its trainer. Many trainers have been left baffled by the Dragonite with a simple question. "Why does it wear a top hat?"

There have been cases where trainers have tried to catch the Dragonite with the fancy top hat. There was a stupid kid with a pikachu from Pallet Town who tried to catch it. Dragonite just hit the trainer over the head with the cane, gave the trainer a coin and walked off. It was seen leaving Johto on the SS. Aqua heading for Kanto. Apparently it's looking for a 24k gold pocket watch.

(PM'd Starフォセーキン before posting to confirm if it's original and she confirmed it's originality :D)
Response from Star : "Wow, that is AWESOME! XD. Yes, you have my full approval of originality"


25
Holy shitballs that is the best Deku Tree in LTTP style I have ever seen O_O.
Tho really, recoloring the leaves to match the rest could work...but this does make it stand out a little more. still, fantastic job!

I have to ask...why are there two LTTP/OoT tiling projects going on at the same time? :D

That's what I'm confused about. Wouldn't it be better if they both joined forces to make one project?

26
Graphics / Re: Teh Legend of Zelda: Ocarina of the Past
« on: April 09, 2012, 12:34:03 pm »
Another piece of art from Master Yoshi. Bravo!

27
Graphics / Re: Teh Legend of Zelda: Ocarina of the Past
« on: March 26, 2012, 04:56:36 pm »
Damn. Sleep time.

I dunno. Something about the temple bothers me. Maybe it's because it's brown? Hmm...

28
Graphics / Re: Zelda's Custom Tiles
« on: March 18, 2012, 04:15:35 pm »
Hey Leduardo, I have one more quirk but maybe it's me. Could you try using a brighter colour of red? Just for comparison. Maybe it's just me but the red seems to dark..

29
Graphics / Re: Zelda's Custom Tiles
« on: March 16, 2012, 08:26:23 pm »
Looks good as a start, I would add more black lines to it~

That's it! I knew something was lacking from the sprites. They're still good though

30
Graphics / Re: Teh Legend of Zelda: Ocarina of the Past
« on: March 14, 2012, 09:17:14 pm »
Trying to break away from a basic recolor of the official Link sprite, with a more custom look to my Young Link. I'm satisfied...

You can't have a young link and an adult link in the same point of time. It'll cause a paradox! :O

Nice work btw

31
Updates / Re: Moderation Change
« on: March 14, 2012, 09:12:26 pm »
Thank you. There are things, old and new, I'd to like to implement.

There are three words about Xfixium's manager acquiring I'd like to say.

About. Bloody. Time.

Congrats man!

32
Other Projects / Re: [Demo] Tech demo - Horn of Balance
« on: March 10, 2012, 09:57:16 am »
He offered to help me out about a month ago. Probably because he couldn't stand the bad quality of my own videos. XD

Haha I was talking about the skull companion I helped you sprite :P

33
Other Projects / Re: [Demo] Tech demo - Horn of Balance
« on: March 10, 2012, 09:40:53 am »
Aces, when did you add the companion?

34
Zelda Projects / Re: [DEMO] The Legend of Zelda : Chiming Bells
« on: March 10, 2012, 08:47:32 am »
It also got delayed because both of my composers quit. I'll be hunting for new ones after uni.

35
Zelda Projects / Re: [DEMO] The Legend of Zelda : Chiming Bells
« on: March 09, 2012, 10:20:43 am »
This project isn't dead! But I am in my final year of university so I've had no choice but to cut down the number of non-uni projects. Legena - The New Dawn is the only non-uni project I'm working on and even that hasn't seen much progress for nearly 2 weeks.

I will be back on this near the end of May hopefully

36
Discussion / Re: Selling Game Maker games on Steam... wait, WHAT?
« on: February 21, 2012, 07:51:40 pm »
I know alot of C++ inside out
Why is a #define better than a const?
Explain stack unwinding.
What is difference between malloc/free and new/delete?
What is an anonymous namespace?
What is polymorphism?
What is template metaprogramming?
What is the mutable keyword used for?
What is a functor?
What is a dangling pointer?
What does RAII refer to?
What executes faster: ++i or i++, where i is an integer variable?
What is an example of when a destructor is NOT called at the end of scope?
Explain the difference between a struct and a class.
What is name mangling in C++?


Hope you can answer all of then then :3. Those are all very basic C++ interview questions.

I'm going to wrap this topic up as it's now being more directed at me and frankly I get enough programming questions at university. I can answer them but I NEVER said I would ever become an employee in a development team. Check the previous post. Never once have I. Right now I'm focusing on my university course and honing my c++ skills. Only and only when I feel confident that I can impress all I try to impress will I seek a job in the c++ department. Til then, I am following other aspects of game development. I may not even go into game development. I can't predict the future.

And on that note, I'm leaving the topic to prevent any further topic about me. If I wanted a topic about me, I'd have made one in the community section :P

37
Discussion / Re: Selling Game Maker games on Steam... wait, WHAT?
« on: February 21, 2012, 07:31:50 pm »
Simply put; game development is one of the most elitist industries around, unless you know assembly, or c++ inside and out you won't have a chance of getting a professional job.

Game Maker, despite its good ability to entice newcomers to programming and development of games games, it has many many flaws. It's completely impractical for performance critical code or low-level code, it's very very limiting, it teaches bad habits and design methodologies, not to mention the actual engine is proprietary and will not be made available any-time soon. It will never be taken seriously by the industry.

Yeh I won't argue with the points you pointed out. I still believe though that GM should be taken more seriously. Even if it's half seriously. Still can't complain, I know how to make games in c++ and GM so I'll be fine.

I know alot of C++ inside out, just not a few things (I've actually made a few games with it. But they all have performance issues) . Once I know these things, I'll make the official jump.

38
Discussion / Re: Selling Game Maker games on Steam... wait, WHAT?
« on: February 21, 2012, 07:13:09 pm »
Also bare in mind if you go to a game development company and say your first published game was made in gamemaker, you will be laughed out the door lol.

Would people really pay for crap made in game maker?

Hell i was surprised when that RPGMaker looking game call of chthululululu sold on steam.
Its amazing what people will throw their money at.

I would switch to C++ but there are things I still can't do. I'll be trying to solve those this summer.

What I don't understand is why the still slandering of game maker? It's got future porting to iOS/Android (Out this year), stuff on PSN, Steam?, HTML5 and all that. It's been praised by BAFTA and used to help the winners of the young developer awards build their game. Game Maker does so much yet people still shoot it down.

Especially as there's worse software. Torque for a start.

39
Other Projects / [Request Feedback] Legena : The New Dawn
« on: February 21, 2012, 06:59:56 pm »
Howdy folks, Tetiro's back in the W.I.P section.

Project New Dawn


Background
Normally I'd provide you guys with a demo spilling with content so much it would break the box I am bringing it in with and a topic that was sparkly and shiny. But not this time. Why? Well, there's a few questions/queries regarding GM Studio which are giving me a headache so we're just making a Feedback Demo topic. Now you may ask why Project New Dawn would need information on GM Studio? Well it's because me and my gang of team members are developing our first commercial project after years and years of practice and what better way to start than to produce a game for Android/iOS devices eh?

But like I said before, this topic will only be for feedback demos. This is because well...it's kinda hard to produce actual content demos for the game when GM Studio isn't even out yet. So I'll be producing an official demo topic later in the year so I'm making a casual feedback topic for now hence why it's not a formal topic. So what's the point in this topic? Well like I said, it's for mobile phones and developing games for phones means you have only the touchscreen to control. Which is difficult. Not impossible but difficult.

(Feedback Demos = A feedback demo is supplied with a list of things we want feedback on)

Information and Controls
I'm guessing you're bored of the background of the project and want stuff to do with the actual game now? Well here's the information

Category: Turn Based Role Playing Game
File Size: Under 3MB
GM Version: GM8.0 (To be GM Studio in the future)
Vista Compatible: Unknown (Someone clarify)
Changes Screen Resolution: You have fullscreen and normal screen. The screen resolution will be dependant on whether there is an "I" at the end of the version number. "I" means iPad (512x384). If it doesn't, it's at 480x320 as of V0.08+

Now I assume you want to know how to control the game? Well, here's the control layout.

(I apologise for the very small writing. I will improve it within the week. Hopefully.)

Current Content
  • Ingame Menu System 90% complete (Abilities section is left to completion. In the version after the Battle system)
  • Areas to explore
  • Object Interaction and talking (Such as NPCs, Loot, etc)
  • Fully 8-Bit graphics (No we're not being lazy. We actually followed the rules to 8-Bit. And apart from transparency, our colour palette is only 15 colours. Are we dedicated or what?)
  • Mouse Controls (Though on the mobile phone, it's touchscreen)
  • Character Movement
  • Buying/Selling
  • Sounds
  • Battle Engine 90% complete (Game Over can't occur and the Player HP can go less than 0)

What do we need feedback on?
As the point of the topic, we need feedback on stuff. It's not like the usual topics here where you just state bugs, say if you loved it or not and so on. We have some things we'd like to know. So we'd appreciate a reply if you try the most recent feedback demo and answer our questions.

  • Apart from there not being a Game Over and the Player HP can be less than 0, are there any bugs?
  • What did you think of the Battle Engine?
  • Do you think that the Battle Interface is easy to use?
  • For enemies up to level 10, do you think the difficulty level is right?

By answering these questions GMC, we can produce a finer quality game. So please give feedback. Though before you try the demos, there's a few things you need to know.

  • The game IS intended for mobile phones with touchscreen. So any complaints on the mouse button not being the right idea for the project will be ignored. As if the game is sold on computers, we will make the controls suitable for computer
  • The graphics and audio style is 8 Bit. This was done as it suited the style of the project. Therefore you will find stuff you may think is a graphical error. It was done to keep in tone with the 8-Bit ruling. Though if in doubt, please post a screenshot circling the supposed error
  • We've done our research in the manner of polls and other tools on the graphics and audio style, the game itself and whether a commercial RPG would be bought on the mobile phone. The results were positive
  • We've got our ears wide open to feedback. Some will be ignored. Though almost all of it will be taken note of. We do have our reasons if we choose to ignore the feedback and we will explain our reasons. After all, this is a feedback topic.

Feedback Demos
Without a further ado, here's the feedback demos. I will be keeping an archieve of the feedback demos. Any struck through I have removed.

Demo V0.05 (Added 24/01/2012) - Contains Ingame Menu System, Object Interaction, Mouse Input and Character Movement
Demo V0.07 (Added 29/01/2012) - Adds the Buying/Selling Engine. Plus an update to the Heads Up Display
Demo V0.08.I (Added 05/02/2012) - Demonstrates the game in the iPad dimensions. Analog Movement Control has been improved
Demo V0.09 (Added 09/02/2012) - Sound Effects have now been added [Found fault. Forgot to add the Text file to this version. Easy fix. Just download a previous version and copy the Text file]
Demo V0.15 (Added 17/02/2012) - The Battle Engine at 90% completion (Game Over and Player HP being less than 0 left to sort). Also feedback from TheUltimate has started being used

What's to Come?
There's still a long way to go. Though fortunately regarding the actual battle gameplay, I have no worries of that. But here's what will be in future feedback demos which we will need feedback on.
  • Saving and Loading (UI Design)
  • Battle Engine (Game Over and Player going no lower than 0 left to sort)
  • Music (Due to MP3 queries that YYG need to answer, this has to be put on the back burner)

How can we support the game?
Well we'd love to see you following our Twitter Account
Feedback is heavily needed to make sure the quality is great!

40
Discussion / Re: Selling Game Maker games on Steam... wait, WHAT?
« on: February 21, 2012, 06:52:12 pm »
Quote
I still don't get why people care about what a game is developed in?
They don't intrinsically. It's just that the majority of games made in gamemaker are complete !@#$%.

I really wouldn't get your hopes up though guys, steam is notoriously restrictive over what they allow into the store, your only real way as an indie is to already have an large established community around the game - as most indie games on steam have.

Send a message to the steamworks support team, and they will give you a brief overview of the TRC they require before releasing games on steam.

Which is a shame. Let's find out. I'm going to bring Legena back to ZFGC but this time round I've given it the same love I gave Chiming Bells but even more this time.

I agree with Infini on this actually. That's why I'm focusing on the game itself for now. If the game's well loved, THEN I'll annoy Steam lol

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