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Messages - DeathTailsz

Pages: [1] 2 3 ... 9
1
Zelda Projects / Re: [DEMO] The legend of Zelda 3D Flying Rooster
« on: June 25, 2011, 07:07:24 pm »
I won't make spin attack, I tested it couple days ago, it didn't look good and felt overpowered.
Spin attack has always been over powered. In Majora's Mask if you grab the Great Fairy buff for the spin attack you can kill the first boss in three hits by spin attacking by just rotating the control stick and mashing B. (Can also be done without but you'll have to stun him)

Annyywwaayyss, I like the deku scrub and the overall artistic theme of the game. Very unique imo. :D

2
Entertainment / Re: Ocarina of Time 3D
« on: June 25, 2011, 05:27:49 pm »
It looks very pretty and lively, and as has already been stated, if you go for a while with 3D, and then swithch it off, the differnce is really surprising.

I can imagine the flying glowing worm particles in the Kokiri Forest flying out of the screen.

3
Entertainment / Re: TF2 is now free
« on: June 25, 2011, 05:26:18 pm »
I launch the game once it's updated, play for 30 seconds and it crashes, taking the TF2 files with it

Saaaaaaay what?

Hasn't happened to me as of yet... Now I'm scared to play TF2 now. :(

4
Entertainment / Re: TF2 is now free
« on: June 24, 2011, 07:33:16 pm »
I love this game so much, and I'm quite happy it's free. I mean, I've owned it for a while, but now I can easily suck other people into it.
Gee, it's like playing an MMORPG... Except better... (Because people will get into TF2 faster.. xD)

Spy check!

5
Entertainment / Re: should I be sad when ocarina of time ends?
« on: June 23, 2011, 06:58:28 pm »
Majora's Mask 3D

I would strangle myself for this.

Why would you do that? :p It might look good on the 3DS, who knows.

One word: MOON.
The already creep moon coming out of your 3DS screen? I'd have nightmares for lifeeeee. XD

6
Entertainment / Re: should I be sad when ocarina of time ends?
« on: June 23, 2011, 07:54:09 am »
Majora's Mask 3D

I would strangle myself for this.

7
Other Projects / Re: [Demo] Zombie Grinder
« on: June 12, 2011, 06:32:29 am »
I love the flying giblets of the dead zombies in the video... :P

8
Some enemies and containers can turned to stone

Can I expect myself yelling "Man, that guys looks stoned."?
I'ma downloading it as we speak. Edit my post afterwards. :D

Oh, and I love what you did with the first page, looks purdy.

Edit:
Best animation for a magic ability ever. I wanna play SMW now...
[spoiler=Already Known Issue]
I think the above is a known issue (He's floating on top of objects)[/spoiler]

I have a question: Is the beam-thing that comes from the sword delete itself after leaving the view or hitting an object? In long rooms you can hear the sound playing consistently until it destroys itself.

9
Graphics / Re: [Request] sprites for my zelda game
« on: February 05, 2011, 02:24:32 am »
I personally like the Wizzrobe from Wind Waker...
Although I did like the Black Mage appearance of them too.

You have some amazing spriting talent.. Wish I had some of that.

10
Other Projects / Re: [Screens] Mario & Luigi - The Hunt For King Boo
« on: February 02, 2011, 09:01:37 am »
This reminds me of the time I used to play Donkey Kong (The 'extension' to the original NES game) on the first Gameboy.
I can't wait to see more.

11
Entertainment / Re: Final Fantasy XIII
« on: March 11, 2010, 08:07:59 pm »
Give me a good old FF game where you can do anything in nearly any order until you had to go to the progression dungeon to move on with the storyline. Like in FF5 where you can go to Tule before the Wind Shrine; or FF7 where the Chocobo Farm was optional, or Fort Condor first time, or the Gold Saucer for most of the game; or FF9 where the Chocobo missions are optional, or the frog hunting.... You get the idea. We need semi-linearity here once more!

I agree with both of you on that one.   Some variety of what we can do instead of going down a straight path. xD

12
Entertainment / Re: Alice in Wonderland
« on: March 11, 2010, 09:40:13 am »
Dear god the water droplet...  That hurt my eyes in 3D....

Anyways, I thought the movie was stunning...
Thank god I don't look at trailers anymore.   Too much spoilers and it ruins the movie/game(?).

...Anyone else feel like they were going cross-eyed when they looked into the water droplet when Alice first enters Wonderland?

13
Entertainment / Re: Final Fantasy XIII
« on: March 11, 2010, 09:28:09 am »
My soul died out of how much win and effort was put in compared to 12.   12 was such a failbomb.

Character designs are cool.
I love how Sazh carries around a baby Chocobo, and that his Crystal-Genesis is a chocobo feather.
Hope isn't much of a Hopeful person, is he?
Vanille has some screws loose.  She also has a cutsy/british voice actor.

The Battle system is directed by the same guy who did FFX, which is cool.
Music is very well done.
I like the in-game dialogue.

I like the ability to shift classes during combat at any time.
The only thing I wish is that it could be Tales of Symphonia styled Co-op/3/4/Live/PSNetwork multiplayer.  It would have worked in FF12 aswell.

I like the fact that it isn't 12, x100.

Also, people don't know how to except FF13 on the Xbox360.   Some guy said that "Because it's multiplatform it's going to suck".

Excuuuuse me for not being rich enough to own a PS3/Xbox360 at the same time. :S  I believe Square made a good decision to make it multiplatform, that way I don't have to miss out on it like I did with FF9 and FF10.

I also got a laugh at this comment, "Just to keep tradition, I'm going to play it on the Playstation 3, were it originally came from."
Someone didn't do there research. xD


14
Entertainment / Re: Call of Duty: Modern Warfare 2
« on: November 18, 2009, 01:34:32 am »
Never been a fan of the CoD series either, but, the multiplayer is actually the only thing I like.

My decision stands at "Rental" then actually buying the game.
Or if you have a friend that has it, go over there and play it. (Like me. xD)

15
Other Projects / Re: EarthBound Online [Screens]
« on: November 16, 2009, 05:46:52 pm »
Beyond fail, pun intended. D:

Whatever suits you, though. Might help people see what you're working on if you make larger screenshots. And fix that URL closing tag on the last picture

I was expecting that. xD

Well, since the power is out at my school, I got the day off to update everything, so, yeah, just have to reupload the pictures and be off.

Thanks for the comment, I think BYOND is fairly easy for me to use.

Edit: Okay, new screenshots up.

Edit 2: More...  Ellaborate first post with more color, glow, and freaking huge update information I gathered.

Also, the ß (Beta) sign beside the v# mean [Beta], just in case you didn't know.

16
Other Projects / EarthBound Online [Screens]
« on: November 16, 2009, 07:01:22 am »
Earthßound Online
By DeathTailsz, and Bloody M

Created with: BYOND

Progress
v0.8ß
 - When grabbing/dropping items while the Inventory is on, it automatically refreshes instead of leaving "Ghost Text"
 - Equiping an item causes a "E" to appear on the top-right of the icon.
 - Equiping/Unequiping a Gun weapon causes the BASH verb to change to the SHOOT verb.
 - Double clicking an item will popup a bio for it.
 - Privacy and Music options have been added to the OPTIONS verb
 - Depending on which gun you hold influences the bullet type
 - Refined Bat and Broken Bat equipment added
 - Added some house tiles and created a house area.
 - Max XP (The experience you need to get before you level up) is now enduced by your stats, if you get 1, 1, 1, 1, 1, 1 + stats, you'll have an easier time leveling up then getting 3, 3, 3, 3, 3, 3. (Balancing issues be gone!)

v0.6ß
 - Added roads
 - Added costal islands
 - Added PSI Guns
 - Added Backpack animation for when the inventory is open.
 - Modified the island, adding hills and what not.
 - Mods cannot BAN, heck, GHOST, or SHUTDOWN the world.

v0.5ß
 - Sketched out the main island
 - Added so that you attack those right INFRONT of you, instead of AROUND you
 - Added a WHOLE WACK OF OUTSIDE tiles
 - Added the Island
 - Earthßound font. (Orange Kid font)
 - ADMIN commands for Administrators
 - Promote Moderator verb and Dismiss Moderator verb to the ADMIN tab.
 
[spoiler=Previous Updates]v0.4ß
 - Added PK Fire α
 - AI now moves around mindlessly and attacks if you in it's view.
 - Level up protocol
 - Added PK Fire sprite
 - Added "Favourite Thing?", "Food?" and "Which Character?" to the character creation protocol
 - Creates an external file for characters, deleting this file outside of the game will enable people to use that same character name. (Host side only)
 - Creating a new character now searches the external character folder for that same name, (Not case sensitive)
 - Choosing the class now pops up a little information upon the class.
 - Depending on class type, some stats will be negated 1, or plus 1.  (HP is +4 and PP is +2, these are the only exceptations.)
 - Custom layout

v0.1ß
 - Two classes
 - Two character sprites
 - A ßeta area.
 - Bash verb.[/spoiler]

Credits:
 - Tailsz (Myself) for being the main coder and founder of EßO, also the animator, iconist and sub-spriter.
 - Bloody Hell Masquerade for the PSI Gun sprites (Glocks and Shotgun), and for his premission to modify them and adding shade to them, some PSI requests, and my super-debugger. (He misses NOTHING)

Since this is a [Screens], I'll post 2 screenshots per month of progress, maybe some inbetween.  I might add "11/16/09" or whatever date to the 4 screenshots then "11~12/16/09 Screenshots" to the spoiler caption if the screenshots exceed a row. (So, 2 ~ 5 per spoiler caption.)

Gallery (Updated: 11/16/09)

17
Other Projects / [Completed] Enter the Gauntlet
« on: November 16, 2009, 06:37:29 am »
Enter the Gauntlet by Deathtailsz
Created in Qbasic

Basically two fights, one without items, one with items.
All this code is made from the ground up by me as a school project

It may be open source, but please give credit if you actually use this code for your own "Gauntlet" or "Turnbased" games.

WARNING: Use DOSBox if your using Vista, it perfectly works on XP on it's own.

Instructions to load the game:
1. Drag the TAILSZAD.bas onto Qbasic.exe
2. Press F5 when everything is loaded
3. Make sure CAPS are on
4. Easteregg at the begining song
(Screw uploading somewhere else, when there's a upload option here. xD)
Download: http://www.zfgc.com/index.php?action=games&sa=getdownload&id=477

18
Small update folks.
Since I have .wav files and .mid/i files, I want to use both of them, but I don't want to incress the game.exe file size. (Dear god that'd be terrible if it got over 20mbs due to music and the loading times were about 4mins)

So, here's the update:
- .mid and .wav files are external, the game is automatically set to .mid music, but, you can change the music score to .wav, or to none (Yay, I can listen to different music, sweet!)
- Story change, I'm currently making the dream area (OMG, foreshadowing for a future dungeon!)
which involves Link going through part of it, with a sword and stuff, and (Spoilers alert, please do not spoil it for yourself if your looking for a "Plot twist.")
Show content
touches one of the Moon Shards and is engulfed by darkness.

I should have screenshots later tonight, if not, afternoon tomorrow.

Edit: No absolute paths, since I know how to set short paths. (Usually uses the .\ stuff, so it finds the music file under where the game is, then goes into the file music, then plays the file.)

19
I ran your demo and it looks really good, but I found two glitches, besides the earlier mentioned glitch of the HUD.

- 1.png shows Link partially over above the wall. Something went wrong with the door I think.
- 2.png shows Link standing on a house. Also a collision detection error.

About the HUD. It would have been nice if you added a preview or mock-up. The message box boundary looks good, but as 3.png shows the text is difficult visible, due to the game shining through. The text box needs a monocolor (semitransparent) background. In this case black or dark grey would be the best.

Also the item of the sword looks really strange in the upper right corner and is difficult to see. If you lay a button that shows which key to press behind the sword it would be better. Any other buttons used would also be nice to show.

The itembox I don't know. I need to see an item in it.
Oh, thanks for finding these. o.o
1. I've noticed this a few times, I'll try and fix it.
2. Oh, wow, I didn't realize this one, either.
3. I'll try and create a semitrans box, but, for now it will be a solid black colour.

Oh, that was a test for the menu system for your items... (Although, there was no background for it yet, since most of the HUD is green, I'm currently sketching out the menu for your main items, equipment and so on.)

Anyways, the maps are sorta being redesigned, so the current village will be remodeled.

20
Coding / Re: Link Ice-Based Movement
« on: July 19, 2009, 02:18:04 am »
Well, I believe their is a function on GM (A drag and drop one.) which is Friction, I came across it in a few tutorials at Yoyogames.com by Mark Overmars, when the character stops moving, he/she slides a little bit on the floor, if I remember. Setting it to just 2 doesn't matter, cause it'll make you slide -2 aswell.

The code that could slow retract speed is if(speed < 2) speed = min(2,speed+0.4), but this is for accelerating, instead of deaccelerating, so you'd just have to flip a few things around to get it to gradulally slow down, I use to have this script in one of my games, but I don't remember which ones, sadly.

I believe it was Friction that handled this, but, you can also make Gravity do this aswell. (Highly unrecommended, but it's worth a shot.)

Edit:  You could also use that "Able to change direction" variable to your advantage, since when Link is slipping on ice, and you suddenly go down or up, he stays in that same frame for a second then changes direction.

Edit2: Slight mistake on my part.

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