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Messages - TDWP FTW

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101
Zelda Projects / Re: The Legend of Zelda: Threads of Despair
« on: December 12, 2010, 01:50:10 pm »
Few things-

-Night time looks bad. You can much better achieve the "illusion" of night time by not using a transparent black overlay. Slight hue-shifting plus a layer of "night time only" tiles can do wonders.
-Some tiles are improperly used. The trees for example look odd when their canopy's touch.
-Bomb's explosion animation seems really fast.
Night time is definitely something I need to work on.  For the trees, I'm not even using tiles for them.  It does look bad, and I'll agree.  The bomb explosion seemed fine to me, but I'll length it if needed.

102
Zelda Projects / Re: The Legend of Zelda: Threads of Despair
« on: December 12, 2010, 01:28:57 pm »
I'm going to be switching over to more custom sprites once development progresses.  I could do it now, but there's no need when the full game isn't even near complete.  I'm sticking to LTTP style, or around there, because I don't like Minish Cap style (Too bright of colors), and I don't want to do GB style (I do like GB style though).

I guess you could say I'm going for OoT2D style graphics, even though they're based off of LTTP sprites.  I was thinking about switching to Majora's OoT2D sprites (I'm already using his rolling sprites for my game...Which reminds me, I need to add him into the credits), but they're very similar to the ones I'm using currently.

If there was a sprite sheet that had the OoT2D color palette, and was more modern based (Like Twilight Princess), I'd definitely switch to that.  I'm also hoping to switch my tileset(s) too.  I'm using LTTP rips, and they're too bland I guess.  I'm not really a big graphics !@#$%, but I do want my game to look nice. 

Anyway, this game has been in production since the beginning of the month...I just forgot to post it here (I've posted it on the GMC, and another forum).  I haven't been here in ages, but I figured I'd get more feedback here, seeing as it's more oriented to Zelda fan games.

The next demo I release will be the last until the full game is complete.  I'm hoping to have the engine itself complete by then, meaning all items will work (However, not all of them will be in the demo), and it will hopefully be more polished (Sword collision mask, pause menus, etc.).  I'm not sure when this demo will be out, but it would be awesome to release it on New Year's Eve... XD

I do have a private tester (Yes, only one), so if anyone else is looking to test after the next demo is out, contact me at Catcwe316@comcast.net.  I really only need maybe 2 or 3 more testers, so send in your "applications" while you can.

103
Zelda Projects / The Legend of Zelda: Path of Revelation [SOURCE]
« on: December 12, 2010, 10:29:22 am »
NO LONGER BEING WORKED ON AS OF SEPTEMBER 7TH, 2012!

Welp, it was inevitable, but I've stopped working on TLoZ: Path of Revelation for good.  I'd much rather spend my time focusing on my own original games (I've been working on a platformer, and a puzzle game lately, both of which are pretty promising IMO) rather than a fangame that could be shutdown at any moment.

So, I'm releasing the source to the game...

http://www.mediafire.com/?ai2utxpl9ki1r0b

It's a Game Maker 8.1 file, and let me warn you ahead of time.  It. Is. A. Clusterfuck.  The game is so unorganized and sloppy, with sprites, objects, etc. just out of place and whatnot.

Do whatever you like with it, and if you continue it, please give credit where credit is due, including the credits I've given to people in the opening post.


Winner of "Best of Zelda" for NCFC 2011!
Last update: 7/2/2012, 9:27 PM EST

Introduction

The Legend of Zelda: Path of Revelation is a Zelda fan game that aims to introduce modern game mechanics into the classic 3/4 top down style of TLoZ: ALttP.  The game centers around a sacred area known as the Path of Revelation, which the Sages use to
"choose" the next Hero when one is needed.  I don't want to reveal too much of the story, so I can't explain much more.

The game will feature 11 dungeons, 3 of which are sort of "training" dungeons, and essentially side-quests that the inhabitants of areas near them give you.  The remaining 8 are full dungeons which will be quite large in size, and revolve around a specific elemental theme, and a main puzzle.  For instance, the earth temple (The actual name will be "Sandstone Alcove") has a main puzzle dealing with cracked floors, kind of like some areas in Pokemon games.

And last but not least, the game will have a lot of interactivity between NPCs, and the land (Which is a new region known as Caleron) itself.  For instance, an NPC might give you a sidequest that you can only complete in a certain season, or during certain weather.  This also means that there will be terrain changes for certain seasons, and during certain weather.  Of course, there will be more in-depth NPC interactivity not related to seasons/weather, like NPCs getting into arguments with one another, and affecting sidequests they may give you, or say if they run a shop, the prices may go up due to the shop owner's anger.

Screenshots






Videos

None yet

Download

Demo Information

File Size: 73.3 MB
Vista Compatible: Yes
Changes Screen Resolution: No

Updates

  • Improved name registration, similar to TLoZ.  Left and Right moves your selection through the characters (Up and Down don't do anything, so you have to scroll through the list)
  • Advanced seasons.  Early, Mid, and Late variants of each of the 4 main seasons.  For example, early spring, mid spring, late spring, early summer, mid summer, etc.
  • Removed shading overlay.  It just made everything darker and uglier, and it still looks great without it, so I figured I'd just remove it.
  • Improved menu aesthetics (Both the file select and inventory menus)

Controls

Arrow Keys - Move Link/Epona, move through menu selections, aim the bow/hookshot
Z - Action/Talk/Read/Play Gemshorn/Get on Epona/Reel Fish/Get on King of Red Lions
X - Sword/Close Gemshorn box/Get off Epona/Scroll to end of text/Get off King of Red Lions
A,S,D - Use Items/Select items from inventory/Play Gemshorn
Enter - Pause/Inventory
Q - Go to the pause menu to the left
E - Go to the pause menu to the right
Ctrl - Hide/Unhide shading overlay
1,2,3,4,5,6 - Change weather (1 = Rain, 2 = Snow, 3 = Sunny, 4 = Overcast, 5 = Foggy, 6 = Thunderstorm)
Mouse wheel - Increase/Decrease Time
-/+ - Cycle through seasons
Spacebar - Pause/Resume time flow
F4 - Fullscreen

Current Features

  • Time/Day System
  • Seasons
  • Weather
  • HUD
  • Text Engine
  • Instrument/Songs
  • Inventory
  • Map
  • Quest Status
  • Name Entry/File Select
  • Saving/Loading
  • Epona
  • Boat (Only in the Fishing Hole for now)
  • 1 Dungeon (Patierna Shrine)

Items:

  • Deku Nuts
  • Slingshot
  • Bombs
  • Boomerang
  • Gemshorn of Sorrow
  • Bow & Arrows
  • Fire Arrows
  • Bomb Arrows
  • Rod of Growth
  • Megaton Hammer
  • Hookshot
  • Cyclone Vase
  • Lens of Truth
  • Fishing Rod
  • Shade Cloak
  • Bottles
  • Pictobox

Equipment:

  • Old Sword

Bugs/Glitches

None yet

Credits

Myself - All of the engine so far, except what's listed below.
Lukearentz - Typewriter Text Engine
Xander - Link sprites
Darklink - Epona sprites
Calvein - Tree sprites
TRM - Item sprites for HUD
Muzzle - Hearts script
xot - Desaturation script
Takam - Water/Cabin/misc tiles
SuperMarioMaster91 - NPC/Misc. sprites

Words from the developer:
*This will be edited with comments pertaining to the project that don't belong in the other sections*

Nothing is here...

104
Coding / Re: Remember the Hookshot example?
« on: June 20, 2008, 04:30:16 pm »
I'm not sure, but I remember he had that 3D Zelda engine.  It had a hookshot in it, but it didn't work right from what I remember from trying it.

105
Coding / Re: Remember the Hookshot example?
« on: June 19, 2008, 10:44:55 pm »
Wow, that's the first time anyone has ever asked for a thing I've made in the past.  BTW, I just joined again, since I just saw this today will looking for sprites.  I don't remember making a hookshot example, though.

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