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Messages - Rayo

Pages: 1 2 3 [4] 5 6 ... 11
« on: September 03, 2014, 03:41:40 pm »

You should have named the game Shovel Link!! :D
@Kren Wow, looks like a really cool bossfight! Maybe you can do the game playable and release it later? It's sad that it is not on the list.

Updates / Re: ZFGC Game Jam '14 - NOW OPEN
« on: September 01, 2014, 08:18:11 pm »
Hey can the person who has one the first prize get Hyrule Historia instead of the statue if he want the book rather then the first prize?

Zelda Projects / Re: [Engine Demo] tLoZ: Echoes of Aurelia
« on: August 23, 2014, 04:25:31 pm »
New link, Gonken needs to update the main post:

okay, good to know your opinions. Right now I am working with Martijn on a game for the game jam, but next month I will continue on EoA. We will probably get some supporters who want to help on coding/design.

Zelda Projects / Re: [Engine Demo] tLoZ: Echoes of Aurelia
« on: July 22, 2014, 06:32:05 pm »
Echoes of Aurelia is looking for dungeon designers!
If you haven't read it, read it two posts over my post.

So I fixed and updated all what you have said except to make the night more blueish - It takes a while since I'm still trying to do a smooth transition.
Also, the game checks your system language after the first start and the default language is your system language.

Zelda Projects / Re: The Legend of Zelda A Hero`s Destiny
« on: July 22, 2014, 02:39:00 am »
Good, when we can expect a demo?

Zelda Projects / Re: [Engine Demo] tLoZ: Echoes of Aurelia
« on: July 18, 2014, 04:58:21 pm »
Oh, you both have mentioned a lot. So where should I start...hmm first of all I will give you both a karma boost :)

I will fix the text. And as for the octoroks they actually don't spit rocks, but water.
The fact, that it is possible to throw back their projectiles with a shield is a bit illogical and should be fixed, that's right. Shooting themselves as well. :P

First I find a french lets play of our demo and now a translator. I just need these phrases translated to be finished:
(The translation should be not longer than "choose a language")

mainmenu_start=Press Enter
mainmenu_head1=choose a file
mainmenu_head2=choose a language
mainmenu_head3=copy a file
mainmenu_head4=erase a file
mainmenu_head5=copy to where
mainmenu_head6=enter a name

I'm going to fix all what you have said. We have just decided to make the night more blueish - This will be so awesome :)
I'm planning to check the system language as default language when someone plays the game for the first time. Maybe I do little Java configuration program to set up keyboard/sound settings and so on.

Zelda Projects / Re: [Engine Demo] tLoZ: Echoes of Aurelia
« on: July 17, 2014, 03:54:29 pm »
I've fixed and reuploaded all what you have said, instead of:

DER kleine Schild: DAS kleine Schild:

Zelda Projects / Re: [Engine Demo] tLoZ: Echoes of Aurelia
« on: July 16, 2014, 04:28:07 pm »
I gave Elfin a light source. Plus, I found out why the shield/bomb/obstacle bug happened. If yout get hurt while holding your sword and your sword is charged then it happens.
With this information I fixed the bug and reuploaded the engine demo.
I also fixed the bug that allows Link to cut all when he is holding his sword, he just can stab destroyable obstacles now and hurt enemies.

Zelda Projects / Re: [Engine Demo] tLoZ: Echoes of Aurelia
« on: July 15, 2014, 10:32:35 pm »
I got the first bug too, just with bombs. But it's hard to fix it because I don't know what the player needs to do in order that this bug cames.
And I would give the fairy a lightsource but Elfin is actually an enchanted butterfly and not a fairy. I just thought Elfin was a fairy and coded a fairy. :P
Anyway, I will discuss with Gonken if we should give Elfin a lightsource. In the original demo you will receive the lantern before the first night so it won't be that dark.

Zelda Projects / Re: [Engine Demo] tLoZ: Echoes of Aurelia
« on: July 15, 2014, 04:45:24 pm »
fixed, taking screenshots is F9 by the way ;)

Zelda Projects / Re: [Engine Demo] tLoZ: Echoes of Aurelia
« on: July 15, 2014, 02:52:41 am »
Might you switch around the item set on X to make the sword set to X instead? In GC era Zelda games you would have the items set to X & Y which were closer to the locations of Y and B on an Xbox controller. Not to mention, X is the standard attack button on nearly all Xbox action games.

You are the second who have asked me that. So I did it. Probably it is better so. But not only that, there are some more improvements:

Quote from: Facebook (https://www.facebook.com/echoesofaureliaofficial)
Congratulations Germany, you've cup!
For this reason, there is an improved version of our engine demo including better bomb handling, a moving camera in cutscenes, much more intelligent octoroks, the ability to stab with your sword and the support of all foreign accents/umlauts etc...featuring the German translation of the demo.

So here is the link. Actually the same link as above, but I will post it again :D

The player will be able to create his character, he/she will also be able to are female. Maybe I will also let the player be another species, but I will rethink that another time. An attraction that makes this game playable more times will be the skill system. Everytime you replay this game the player will find new abilities and unlock new ones - which change sometimes the appearance of the player.

If you play Co-Op it probably goes on forever. And the player's and the cooperative player's goal is to kill the all bosses of the game. As for the animation, I did these 2 new variants (The first is the old one):


Hey, everybody I am working on a terraria/starbound-like game called Cave Combat. Mainly I introduce my game here to look for some facebook followers, so that this game have some more people who see the news. So if you like Terraria or Starbound or just fighting in a random generated world please follow this game on facebook.

First off, to see the full development, check out Facebook.
I've started this game a while ago in Java. As an avid Terraria fan I decided to make a game pretty much in the same setting focused on fighting each other in different modes: Simple, Co-Op, Team etc. At the beginning you and the other players start in the surface of the world and then go deeper and deeper, improving your armor, learning new abilities and fighting bosses until just one player or team survives.


Idea Scribbles:


External Codes:
So you don't need to ask how I did x and y...

Accidental Noise Library: http://accidentalnoise.sourceforge.net/
Joise: https://github.com/codetaylor/Joise
Water Physics: http://w-shadow.com/blog/2009/09/01/simple-fluid-simulation/
Lighting: http://bit.ly/1nfMA16
Particles: http://frums.nl/index/showpost/13/
Sprite Batch: http://slick.ninjacave.com/forum/viewtopic.php?p=26686#p26686

Graphics / Re: Zelda's Custom Tiles
« on: May 27, 2014, 03:31:34 pm »
I would code Zelda 1 in MC Style using the Echoes of Aurelia engine if I had the sprites of the bosses from Zelda 1 after the engine is good enough.

Zelda Projects / Re: The Legend of Zelda A Hero`s Destiny
« on: May 26, 2014, 02:32:24 am »
Hmm. You said you were almost done though. Also, remaking anything from scratch is generally a bad idea in software development. At least it is before you have an already finished product.

Is there any other reasons you would rather start over in this new engine? Would this engine be significantly easier to work with compared to what you have now? Would it be able to do something such as cutting down the time you take to make something from several days to only a couple hours?

Personally I think you should finish the game with its current engine and use the new engine for a future project, or maybe for a second release of the game if you really want to remake it in that engine. Especially if your main concern is time you can commit to the development of the game. If you don't have time to finish it in its current state then how will you find time to remake it entirely?

It isn't a new engine.. I gave him the old engine from my Time Walker project since it is also a mix of Sahittams Engine and Sahittams Game. The code inside the engine is as unclear as the code from Sahittams engine but has a lot of content. Anyway, I wish you good luck using this engine. ;)

Zelda Projects / Re: [Engine Demo] tLoZ: Echoes of Aurelia
« on: January 04, 2014, 10:36:33 am »
The whole game can be played with your XBox 360 controller now, just connect it before you have started the game. Have a try, here are the controls:

Zelda Projects / Re: [Trailer] tLoZ: Echoes of Aurelia
« on: January 01, 2014, 10:27:56 pm »
Happy new year!
Today we bring you a playable demo of our engine - ready to play!

Go here to grab it! (Bugs will be fixed over time, but link will be the same):

     ~*~ GAME CONTROLS ~*~

Keyboard:                                   Xbox 360 Controller:

Arrows:   Move player                   Main Stick:     Move player
W:         Interact, Roll, Accept       A:                 Interact, Roll, Accept
S:          Use Sword                      X:                Use Sword
A:          Use primary item              Y:                Use primary item
D:          Use secondary item          B:                Use secondary item
E:          Call Elfin                         Left Trigger:  Call Elfin
F:          Shield                            Right Trigger: Shield

1:          Hide HUD
2:          Save Progress
3-9:       Debug Commands

F1:        Open command console
F5:        Resolution 336x240
F6:        Resolution 672x480
F7:        Fullscreen
F9:        Screenshot
F11:       Restart Game
Esc/F12: Quit Game

          ~*~ SCREENS ~*~

Zelda Projects / Re: [Trailer] tLoZ: Echoes of Aurelia
« on: October 27, 2013, 05:44:31 pm »
Sadly, we won't get finished until NCFC 2013 in November. I don't think that we will participate this year.
I just can assure you that I would abandon this game. And the reasons for the slow progress have already been written.

Good games need time.

I think you wanted to say that you won't abandon the game. ;)

lol, of course I mean I won't abandon this game. Did I frighten somebody?  :huh:
Sorry for my typo. And yeah, I will discuss with Gonken about a Tech Demo, he is working on a test map anyway. Meanwhile, here a new screen:

Zelda Projects / Re: [Trailer] tLoZ: Echoes of Aurelia
« on: October 20, 2013, 04:34:31 pm »
Sadly, we won't get finished until NCFC 2013 in November. I don't think that we will participate this year.
I just can assure you that I won't abandon this game. And the reasons for the slow progress have already been written.

Good games need time.

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