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Messages - King Tetiro

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81
Discussion / Re: [Need help] Development tools for my university work
« on: December 22, 2011, 10:16:51 am »
Ok folks! I now need only one more game development software to research. So something like Game Maker, Construct or RPG Maker would be brilliant!

82
Zelda Projects / Re: [DEMO] The Legend of Zelda : Chiming Bells
« on: December 22, 2011, 10:06:43 am »
Played your demo, must say I enjoyed it. Criticisms:

:: Do something about those trees, the put everything off balance, in scale (change them back to normal size).

:: Gather more sounds for you characters, especially your guide... it gets tiring hearing the same sounds all over again.

:: Zelda sounds a bit spoilt (not sure if its intentional or not)

:: I really like your npc designs.. however link and a few other npc look paper thin when facing up or down. (They dont match the perspective, you should be able to see the top of the top of there heads)

Great to hear you enjoyed it!

The tree conumdrum : I shrunk the trees down because I didn't like the height of the trees in LttP. They were 3x the height of a house. 2x is the max I normally see in the UK against a 1 storey building. This is my choice so it stays. Plus the majority of the trees have been laid in the game. No point in changing the sprites now. Plus they're in a part of my tile sheet which makes it impossible to change them without having to start the whole tiling from scratch. I am forcing this CASE CLOSED.

More Sounds scenario : You have to remember I am having to store tons of sounds. We're near to 200 before the end of the Water Chapter! But when I work on the Sacred Chapter, I shall try to address this problem. Til then, CASE CLOSED.

The perspective scenario : This is the eye of the beholder. ALL HUMANOID NPCs use the same template. What has happened is that on some sprites, the highlighting of the "top of head" is unnoticeable due to the amount of detail on the sprite. I will focus on this after the Water Chapter is done in terms of progress. This CASE IS STILL OPEN.

Zelda : She's not spoilt really. So why have I done it so she is? You'll have to find out.

Im poking my composers to get a move on! I'm actually getting bored of waiting lol


Blue background is the original sprite, red is the edited one

:: Link looks apsolutly weird from the side, well he looks like Hermes or a blond kid icarus (without the wings on his back)


:: Those balloons should definitely go pop when you swing your sword at them :P

:: The festival fireworks should stop after Zelda gets kidnapped. Its just seems out of place that they just continue, and why doesnt anyone care for her?

:: Whats up with all those chests in peoples homes?
I hope Im helping out. :-)

*cough cough* Link's design



Balloons going pop? BRILLIANT IDEA! Tetiro is on the case! Well done paul!

Fireworks after zelda gets kidnapped : Gets explained in the next scene I'm programming. Don't worry there is an actual reason. All part of the story

Chests in peoples home : Ah you found one of my secret allusions. A reference to the fact none of the NPCs care if you ever go into their homes, take their stuff or smash it either. Bravo! Have a cookie

83
Zelda Projects / Re: The Legend of Zelda: Path of Revelation
« on: December 21, 2011, 09:37:08 pm »
It's a shame to see one of my rivals end their project. Just means I need ass-whoop martijn in the league of best fan game then

Hold your horses there  :)

Personally I considered this project like the polar opposite to my own. In the sense that this game focuses a lot on graphical aspects (which got praise) whereas I focus heavily on the engine aspects. So I never really considered us rivals because that would not do any game justice. That being said I always liked the screenshots shown here.

If I may be so arogant as to give a bit of advice: I do not think it is wise to build a fangame solely for the praise, because that will run dry. Take it from someone who has been at it for a longer time: the more you add, the more people will take for granted. Well, in my case anyway because it looks a lot like the original. But I believe it is also true for fangames in general, if not all games. What you really need to finish a project is a strong drive from within. Like considering it a personal challenge, a hobby to tinker around with it or just taking pleasure from being able to build whatever you want to build.

I don't have horses. How about dogs? *Holds the dogs*

Good to know my post did it's purpose and brought martijn in on this scenario. Well actually martijn, all three of our projects rival

TWDP > Graphics focus
Martijn > Engine focus
Tetiro > Half and half focus and Story focus

And it's good to have rivalry as I think of our projects rivalry as friendly rivalry. That's why I give critism on both projects to aid in improving them :) I agree with martijn, the screenshots are always pretty. Even with that damn button part of the HUD bugging me lmao :P

Quote
If I may be so arogant as to give a bit of advice: I do not think it is wise to build a fangame solely for the praise, because that will run dry. Take it from someone who has been at it for a longer time: the more you add, the more people will take for granted. Well, in my case anyway because it looks a lot like the original. But I believe it is also true for fangames in general, if not all games. What you really need to finish a project is a strong drive from within. Like considering it a personal challenge, a hobby to tinker around with it or just taking pleasure from being able to build whatever you want to build.

I 100% agree. This is why I just keep on going and only when I myself realise a project is a bad idea do I start a new one. That's why I stopped Chiming Bells in 2009 and started it again in 2011 (And now look how badass it is)

lol if you gonna go with KT's idea for dogs, should should also have some item that lets you talk to them.  For example, they can give hints, mainly in towns.

Haha I was pulling martijn's leg. He told me to hold my horses :P

84
Zelda Projects / Re: The Legend of Zelda: Path of Revelation
« on: December 21, 2011, 08:24:50 pm »
It's a shame to see one of my rivals end their project. Just means I need ass-whoop martijn in the league of best fan game then

Hold your horses there  :)

Personally I considered this project like the polar opposite to my own. In the sense that this game focuses a lot on graphical aspects (which got praise) whereas I focus heavily on the engine aspects. So I never really considered us rivals because that would not do any game justice. That being said I always liked the screenshots shown here.

If I may be so arogant as to give a bit of advice: I do not think it is wise to build a fangame solely for the praise, because that will run dry. Take it from someone who has been at it for a longer time: the more you add, the more people will take for granted. Well, in my case anyway because it looks a lot like the original. But I believe it is also true for fangames in general, if not all games. What you really need to finish a project is a strong drive from within. Like considering it a personal challenge, a hobby to tinker around with it or just taking pleasure from being able to build whatever you want to build.

I don't have horses. How about dogs? *Holds the dogs*

Good to know my post did it's purpose and brought martijn in on this scenario. Well actually martijn, all three of our projects rival

TWDP > Graphics focus
Martijn > Engine focus
Tetiro > Half and half focus and Story focus

And it's good to have rivalry as I think of our projects rivalry as friendly rivalry. That's why I give critism on both projects to aid in improving them :) I agree with martijn, the screenshots are always pretty. Even with that damn button part of the HUD bugging me lmao :P

Quote
If I may be so arogant as to give a bit of advice: I do not think it is wise to build a fangame solely for the praise, because that will run dry. Take it from someone who has been at it for a longer time: the more you add, the more people will take for granted. Well, in my case anyway because it looks a lot like the original. But I believe it is also true for fangames in general, if not all games. What you really need to finish a project is a strong drive from within. Like considering it a personal challenge, a hobby to tinker around with it or just taking pleasure from being able to build whatever you want to build.

I 100% agree. This is why I just keep on going and only when I myself realise a project is a bad idea do I start a new one. That's why I stopped Chiming Bells in 2009 and started it again in 2011 (And now look how badass it is)

85
Discussion / Re: [Need help] Development tools for my university work
« on: December 21, 2011, 08:16:29 pm »
If you're going to go the route of OpenGL, there are really two suggestions, depending on what you're interested in. I'd personally go with OpenGL 3, because I'm cool like that, but OpenGL 2.x will still give you access to the fixed-function pipeline.

If you need a learning resource for it, I recommend Beginning OpenGLĀ® Game Programming, Second Edition (ISBN 978-1-59863-528-7) by Luke Benstead.

Cheers man, I'll give it a shot tomorrow!

Any other suggestions guys?

86
Discussion / Re: [Need help] Development tools for my university work
« on: December 21, 2011, 07:14:02 pm »
Does anyone know which OpenGL I should use? I am so confused by OpenGL's website. Same goes for SDL and SMFL.

87
Entertainment / Re: Zelda Timeline Leaked
« on: December 21, 2011, 04:19:41 pm »
Can't take Phantom Hourglass or Spirit Tracks seriously since both were like playing with baby toys.

Other than that, though, idk. I guess it's good?

I completely agree with PH and ST. That's why I set CB after them. To make that timeline serious again lol
(Though you may have noticed mention of the Hero of Twilight in CB. Wondering how come? Wait and see lol)

It does work actually. All aspects of the timeline fit like a jigsaw and make sense.

88
Zelda Projects / Re: [DEMO] The Legend of Zelda : Chiming Bells
« on: December 21, 2011, 04:04:18 pm »
There's only going to be a few annoying ice moments. A miniboss fight, an optional boss fight (Fire Chapter), an ice room and a boss fight. Oh and the occasional ice blocks you walk on.
You're a monster hahaha. Undoubtedly I'm going to die a lot of times with that boss XD

About the Allusions. Could you put one of Richard or the Ghost from Link's Awakening??

Haha dont jump to conclusions. For all you know, only part of the boss room could be in ice. Be patient :P
If I were you, I'd be more worried about the Freezards :P

Not for the Water Chapter. However like the Water Chapter, the Fire Chapter will be open to allusion suggestions after the Water Chapter is released.

A bit of sad news. Due to a save file code !@#$% up by me, your Wind Chapter files will no longer work with the Water Chapter update onwards. However I hope that by me expanding the code in the Water Chapter you won't have to lose progress again.

Sorry folks about this :(

On the plus side however, I can confirm I have got plans for post-completion content :o

89
Entertainment / Zelda Timeline Leaked
« on: December 21, 2011, 03:42:18 pm »
Well it's official. We now have an answer to the zelda timeline

http://www.officialnintendomagazine.co.uk/33844/zelda-timeline-leaked/

I am so glad this was how the timeline went. Because I had made the Chiming Bells timeline very similar to that! Just rather than "Link fails" split, it was called "split c". For once, one of my timeline predictions was 99% right! (100% if you ignore the title of the 3rd split)

So what do you think of the timeline? Do you think this the real deal? Or do you think Nintendo have the secret timeline still to come?

Whilst I wait for music from my composers, I'll be writing out my facts and theories onto how I made my timeline. Based on the fact that this timeline matches mine, they should be on the same page in terms of reasons.

90
Zelda Projects / Re: [DEMO] The Legend of Zelda : Chiming Bells
« on: December 21, 2011, 02:58:50 pm »
I've implemented the following
-Goriyas with Boomerangs!
-Ice Slipping!
Dude, the entrance to the Frozen Shrine looks very nice. As always  XD

About the slipping... personally I hate it because that makes very hard any dungeon and... I've to recognize but I'm not good with the ice floor XD

Goriyas with Boomerangs!? I really would like to see them.
Very good job sir!

Well I wouldn't worry about the ice floors. They only appear in the Frozen Peaks and the Frozen Shrine. And in the Frozen Shrine, you only walk on it a few times. For once an ice dungeon that doesnt have too many ice floors. There's only going to be a few annoying ice moments. A miniboss fight, an optional boss fight (Fire Chapter), an ice room and a boss fight. Oh and the occasional ice blocks you walk on.

Thanks for the compliment on the shrine entrance :)

Yup! The Goriyas with Boomerangs are back! But this time, the boomerangs have blades attached. Mwahaha :P

Speaking of Chiming Bells...



The screenshot I show today confirms the resuming progress of the project! And what better way than the Frozen Shrine in progress! Man so much done in 1 day! More screenshots on the way!

(Allusion #44) - A statue of Queen Ruto will be in the Frozen Shrine. A reference to Ruto the sage.
(Allusion #45) - A statue of Queen Rutela will also be in the Frozen Shrine. A reference to Rutela from Twilight Princess.

Also, martijn has finished the dungeon design and most of it has been tiled and programmed. Got a bit of a way to go. Not to mention the story scenes. This time, the dungeon plays a part of the story.

91
What "bad guy"?
Does this mean that there's going to be a unique bad guy in this story?
Hahaha... not, absolutely not. This "bad guy" is the tipical wizard/witch/dark lord/etc who wants to awake/revive/bring back/or something like that to the evilest character (known as Ganon/Ganondorf/Vaati/Bellum).

Aw shame. Sucks to hear. Would've been awesome to have another unique bad guy in a fan game on ZFGC

92
Zelda Projects / Re: The Legend of Zelda: Path of Revelation
« on: December 21, 2011, 02:39:05 pm »
If you don't enjoy it then it is better to quit.
I totally agree with you!!

I think you're experimenting the tipical symptoms of ummmm... lack of ideas when you've come a long way in your project.
But, seriously, I think it would be a shame to see your project being one more of the long list of the unfinished Zelda fan games.
Perhaps you could take a few days or weeks, refresh your ideas and, then, get back to the work dude.
That's my advice

I agree with newbie (jokes :P), take a few days or even a week off and I'm sure you'll be full of ideas. It would be a shame to see it on the unfinished pile. I took mine off the pile because I started to have great ideas. And now it's awesome! The best games come from time

93
What "bad guy"?

Does this mean that there's going to be a unique bad guy in this story?

94
Zelda Projects / Re: The Legend of Zelda: Path of Revelation
« on: December 21, 2011, 01:53:44 pm »
Quote
Chiming Bells: My main "enemy."  I don't know if King Tetiro felt the same, but I felt as if I was competing with his game, even after NCFC.  I'd go to the Game Maker Community and see people praising his game, whereas they had disliked mine a while back.  Of course, he deserves the praise.  He's been faithful to his game, and has developed his much further than mine.  He has a story, NPCs, actual game content, etc.

Well I like to think of us as rival rather than enemies. Helps us compete to better each other lol It's the same with Horn of Balance. Thanks for the praise TWDP! I will always see it through til the very end! Ironically, the story has only just started. It's getting more interesting as the chapters progress.

Quote
Too bad. You have decided that. But on this forum the feedback has always been little. Even after almost a year of being away it has not changed. I know that Tetiro has been working on Chimming Bells for a long time. He even had other projects beside that from which he learned a lot. And Horn of Balance has been here ever since I joined this forum. You should also consider that no feedback means that no one has anything to complain.

Yup it's true. I've had alot of experience in the game development progress. Next may marks 8/9 years of game development to my calculations. Bit strange I get alot of feedback from this forum. Weird.

It's a shame to see one of my rivals end their project. Just means I need ass-whoop martijn in the league of best fan game then

95
Zelda Projects / Re: [DEMO] The Legend of Zelda : Chiming Bells
« on: December 19, 2011, 05:52:57 pm »
Howdy folks, I bring lovely news! My composers are back in business and martijn is working on the dungeon design (I think)

So providing things carry on at this rate of progress, We'll have the Water Chapter done by the end of January at most.

I've implemented the following
-Goriyas with Boomerangs!
-Ice Slipping!
-Music for the Frozen Peaks. Oh my!
-32/40 allusions for the Water Chapter! Wowsa!
-And more!

Could someone reply to this so I don't make a 4th post in a row lol. Hopefully the Water Chapter shall live up to expectations!

96
Discussion / Re: [Need help] Development tools for my university work
« on: December 19, 2011, 04:50:29 pm »
You should go with a language you feel confident in. If you are going to use a language you have never used before, than it is commended for learning something new. However it will require you to put a !@#$% load of work to get familiar with the syntax and supporting facilities.

I know you have worked with C# before, so I would suggest that. But it is your choice. But if it is a university final project, you probably are probably going to be mostly judged on the design of your engine.

Actually I used C++ :P Cheers for the advice. I'm currently doing a research phase and will be trying out a few development tools and such. So I'm trying new software and languages. However it is most likely I will be used C++ for my actual product I develop

97
Discussion / Re: [Need help] Development tools for my university work
« on: December 19, 2011, 03:39:05 pm »
Construct is basically an alternative to GameMaker. It's actually pretty neat with a built in event system, some reckon it to be better but I've not used either enough to say :P
That shall be the software I try tomorrow! Btw, out of the following

FreeBASIC, Visual Basic, DarkBASIC, Blitz, C#, and Java

Which do you think would be best to test and try out with the idea of developing a game in mind? (It's part of my project)

98
Discussion / Re: [Need help] Development tools for my university work
« on: December 17, 2011, 07:12:17 pm »
Could you tell me which of them are programming languages and which aren't?
Do you intend to do any of the work for this?

FreeBASIC, Visual Basic, DarkBASIC, Blitz, C#, and Java are all programming languages. Construct seems to be an engine. Everything below those is a library for C++ (a few having bindings for other languages).

I do actually. This is my final year of uni after all lol. Ok I shall give some of these a go.

99
Discussion / Re: [Need help] Development tools for my university work
« on: December 17, 2011, 01:07:49 pm »
FreeBASIC
VisualBASIC
DarkBasic
Blitz
C#
Java
Construct

For Graphics if using a programming language:
OpenGL
DirectX
SDL
SFML

And Audio if using programming language:
OpenAL
FMOD
SFML

Could you tell me which of them are programming languages and which aren't?

100
Discussion / [Need help] Development tools for my university work
« on: December 17, 2011, 09:09:08 am »
Ok folks, here's the thing. For my final year uni project, I'm developing a turn based rpg engine. But I need to research different development tools/kits to make it look like I haven't picked one already.

I already have 3
C++ and Allegro
Game Maker 8
RPG Maker (Only if it's free)

Can people chuck my way suggestions for development kits/tools which are free to use?
Thanks in advance

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