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Messages - Koh

Pages: 1 [2] 3 4 ... 47
21
Graphics / Re: Koh's Sprite Joint
« on: April 24, 2015, 09:56:41 pm »
Best dust off the cobwebs one more time before final exams begin.

So, we're going to let players choose between a boxy or rounded style with hi-res HUD frames and text.


http://i.imgur.com/5qG7dXz.png

http://i.imgur.com/d6glFBO.png

Some mugshots.


22
Discussion / Re: Game Design Survey: Choosing Perspective
« on: April 16, 2015, 11:47:27 am »
The one thing I don't want to do is having a select screen pop up so you can experience all the characters point of view at the same point in time.  This style of game story telling makes the game feel disconnected to me, because instead of continuously experiencing the plot from someone's perspective, you're jumping all around bits and pieces from different character perspectives, and the flow is destroyed.

But I have read the posts so far, and there are some interesting notions presented.  Thanks for the replies so far guys, and to any future ones.

23
Discussion / Re: Game Design Survey: Choosing Perspective
« on: April 15, 2015, 05:43:03 pm »
I could see the worry in that regard, lol.  But we wouldn't have you playing as a character that gets shafted somehow before the game comes to a close.

24
Discussion / Game Design Survey: Choosing Perspective
« on: April 15, 2015, 04:31:19 pm »
This is mostly a public opinion survey about a game design aspect my game development partner and I have thought would be a great implementation for most of our games.

So, the idea we want to work with is that at the start of the game, the player gets to choose whose perspective they wish to follow of the main characters.   In other words, they choose who they want to play as, and only directly control that character through the whole game, as well as experiencing the story from that character's perspective.  So this means, for example, when the party members split up for whatever reasons over the course of the game, the player gets to experience what the other characters were up to at that point in time, if they play the game as a different character.

We feel this would add an extra great layer of replayability, as well as giving all the characters a chance to shine in their own right.  But I can also see the skepticism some people would have about playing through the whole game again, and experiencing like 70% of the same content again just for the sake of the above.  What are your thoughts?   This survey will help us think about this design choice more.

25
Graphics / Re: Koh's Sprite Joint
« on: March 23, 2015, 07:46:12 pm »
Been  a long while since I've posted anything.  Random stuff.





26
Graphics / Re: Koh's Sprite Joint
« on: February 07, 2015, 11:47:55 pm »
Lemme just say I really love this bite-sized sprite thing.  Simplistic and retro at the same time.  And then the res-lift modernizes them, but still keeps it pixel-ish.



It's impossible to put any shading on sprites that small with outlines, lol.  And I hate outline-less sprites, because they blend in with the background XD.  I'm sure tiles at this size would be no problem to shade though.

27
Other Projects / Re: [Released] Kram Keep
« on: February 07, 2015, 03:04:57 am »
Recorded the whole thing in a no death run =).
<a href="http://www.youtube.com/watch?v=_dVExsBI-wE" target="_blank">http://www.youtube.com/watch?v=_dVExsBI-wE</a>

28
Discussion / Re: Things done wrong in every 3d Zelda turned 2d
« on: February 07, 2015, 12:56:53 am »
(Edit: By the way, those are a bunch of very good points).

This is less "3D to 2D mistake" and more "something everybody seems to do wrong/forget about when developing a fan game":

Zelda is about the goddamn dungeons and puzzles.
Too many people focus on "Add All The Items!" (here's looking at you, Community Project \o/), among other things, and never even get past a bland walking demo in an empty, uneventful area. Zelda is, and always has been, first and foremost about the dungeons - creative puzzles that have to be solved to progress. The dungeons don't exist so that the player can use the bombs to blow a hole through something - bombs exist because they add a puzzle element for the dungeons. Follow an agile system - design the dungeons, and implement support for items as they are needed in your dungeons.
Actually, Zelda is more about the exploration.  Miyamoto himself said the idea was spawned because he liked to explore nearby caves in his childhood. 

With that said, the fangames tend to fall into this trap a lot...

Overly Linear Gameplay Experience
There's nothing wrong with wanting to tell a good story, and it's something you should be doing if you're going to have a story anyway.  But there is a problem when the story gets in the way of actually exploring the world around you.  "Can't go here until you talk to this person, can't go there until you deliver this item to this guy." Zelda 1, A Link to the Past and A Link Between the Worlds are perfect examples of having a story (albeit a minimal one for the former two), while still allowing the player to have choices on where they can go next, and putting down a few roadblocks here and there.

29
Other Projects / Re: [Released] Kram Keep
« on: February 05, 2015, 08:41:17 pm »
Just gave it a whirl.  I love the graphics, and also the physics feel pretty smooth.  If anything, I'd say I wish there were more poses for the different actions, like when the character throws the daggers, instead of him just standing there XD.  But knowing how  Ludum Dare works, I can forgive that.  If you plan on continuing this, though, that's where I'd start.  More animations and smoother animations =).

30
Graphics / Re: Koh's Sprite Joint
« on: January 31, 2015, 03:14:13 pm »
You know, that scaling technique, and working within the old pixels rules for that old revamp thing is actually extremely useful for making hi-res/HD versions of sprites.  It ensures you keep the same general proportions as the original, while also adding more detail.

I took that updated version of Koh's old sprite and did a lil test.



You pick the dimension that matters, which in this case was Height, and try to match up to the scaled vertical dimension while you work on fixing it up.  The dimension that doesn't matter, in this case width, is free to either stay where it is, or be shrunken.  In this case, it was shrunken by a pixel on both sides to make him less fat and more tall.

With this setup, not only are the sprites hi-ressed, but they also stay within the collision boxes of the original.  Man!  If I had known this years ago when I was actually working on the 2012 version of World of Chaos, it'd have saved me a lot of time and made this whole thing so much easier xD.

31
Graphics / Re: Koh's Sprite Joint
« on: December 11, 2014, 02:56:18 am »
I starting having too much fun with this.



Now I'm curious how it'd turn out if LTTP had a remastered port with a graphics setting for this, lol.

32
http://nintendoeverything.com/nintendo-ips-can-officially-be-used-for-fan-projects-endorsement-scheme-announced-for-japan/

Link to the article.  Fan projects that are well received can potentially be endorsed by Nintendo.  This spells great news for fangame creators.  I could easily jump in on this and make that high quality Zelda 1 remake I've always envisioned, and actually have it officially recognized.

33
Graphics / Re: Another wip project
« on: October 22, 2014, 07:13:51 pm »
Looks quite good I say.  I approve of the brown hair change too.  Link always looked better this way.

34
Graphics / Re: Koh's Sprite Joint
« on: October 12, 2014, 05:48:04 pm »
It's been a while since I've sprited.  I kinda felt like doing the rest of the walking for Link today, as well as preparing his alternate colors.  I was just updating the default poses btw, so there's no jumping or swimming or any of that.  I don't even have those graphics.  Holding items is missing currently.



It all look good?  This is free to use, naturally, as it's fan material.  Just give credit where it's due, please.

35
Graphics / Re: Koh's Sprite Joint
« on: September 28, 2014, 10:52:51 pm »
If I smoked, ha ha.  But thanks for the compliment~

Just a little quicky I did this morning.

->->

Personally, I'd just replace the 32x32 clusters with tree tiles that take up a 32x32 space, and are layered atop one another.  The clusters of small shrubs are fine, but that's just what I'd do for a better overall visual.  But, since I just took the existing tiles and updated them....

36
Graphics / Re: Koh's Sprite Joint
« on: September 25, 2014, 03:57:24 pm »
Sprite I made for my 9th anniversary on another set of forums.  Zelda was what brought me there, so I figured I'd make a my own sprite for the occasion.


37
Graphics / Re: Koh's Sprite Joint
« on: September 20, 2014, 07:35:19 pm »

Proof of Concept Mock HUD.  Imitates the flat color + white highlight style in the menu boxes, given a drop shadow.  GB Screen is TINY.  WonderSwan has the same height, but is at least Widescreen with its 224x144 size.

38
Updates / Re: GAME JAM WINNERS!!
« on: September 13, 2014, 05:19:49 pm »
I tried Goron Diggers and found it quite interesting.  It's like a DDR racing game.  Sort of makes me think of those rhythm based games that have been coming out recently, like Rhythm Hunter Harmo Knight.  Congratulations to all the winners.

39
Graphics / Re: Koh's Sprite Joint
« on: September 08, 2014, 11:20:46 am »


Just practicing less aggressive, but still noticeable shifting on tiles.  A Link to the Past's flat colors were used, while I  made my own highlights and shades.  Why is Zelda always my default experimental route? 

40
Graphics / Re: Koh's Sprite Joint
« on: September 02, 2014, 12:45:34 am »
Nah, I don't know anything about rom hecking, and I'd rather devote that kind of time to my own stuff, ha ha.

Finally redid Koh's midres sprite.


Now I've more space to show things like the bent knees.  So I can try doing the better walking animation from this new version.  Also, the animations aren't simply flipped, so his battle stance will look different facing left.

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