Hello Guest, please login or register.
Did you miss your activation email?
Login with username, password and session length.

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - MaJoRa

Pages: 1 [2] 3 4 ... 33
21
Zelda Projects / [Startup Phase] Project GetToGohma
« on: April 13, 2015, 10:26:46 pm »
Hey ZFGC, it's been a while since I posted anything worth noting here. I've been busy with my life furthering my career and moving onto a boat. Now things have settled however and I've been finding myself with free time in the evenings.

I've been looking at Oot2d project attempts over the years, always envious of people who tried, and yet disappointed by the number of people who failed. I know that this is because most people are one man, or a team of people who grow old and lose time before the project can ever be completed. I've decided to take a different approach. My goal is simple, to complete the Deku Tree dungeon and everything leading up to (and including) the final boss battle.

Heres a list of things I will be making
HUD Engine
 - Heart display
 - Rupee display
 - Key display
 - Boss key display
 - Item holder display
 - Action button display
 - B Button display
 - C buttons display
 - Navi display

Player Engine
 - Walking (prioritised)
 - Rolling
 - Jumping
 - Climbing
 - Falling
 - Death
 - Pushing
 - Pulling
 - Crawling
 - Sword swinging
 - 360 sword swing
 - Deku nut throwing
 - Deku Stick swinging
 - Firing slingshot
 - Hurt animation

Enemies
 - Deku baba
 - Deku scrub
 - Skultula
 - Gold Skultula
 - Keese
 - Gohma Larva
 - Queen Gohma

Navi Engine
 - Following
 - Lock on
 - Random movements when bored
 - Hey listen notification

General Game things
 - Begging cutscene
 - Shop engine
 - Bushes
 - Rocks
 - Moveable blocks
 - Switches
 - Chests
 - Gossip stones
 - First Deku tree cutscene
 - Final Deku tree cutscene
 - Sword chest
 - Saving
 - Signs
 - NPC's
 - Rolling boulder
 - Loading engine

Pause Engine
 - Item selection
 - Map


I'm posting here at a (very) early stage of this development. My hope is that people here can tell me if I have missed anything off my list that would be important. I plan on using my map project (and yes I know that I do not have a map of the Deku Tree yet). At this stage I have absolutely no plans to go passed Gohma and the end of the Deku Tree.

The game is being developed in Typescript as a html5 app. I have only a single screenshot of my develoment so far.


Here I have the following complete:
 - Loading engine
 - Heart display
 - Rupee display
 - Walking (prioritised)

It's a very short list I know - but I hope to add to it rather quickly. I'll be posting a small update once a week, and I do not expect to finish this any time soon. A realistic date would be new year 2016 (so don't get your hopes up for anything worth looking at next week). I will not be accepting help on this project for the reason that I am spending little time on it as is, and do not have time to manage other developers right now.

Hopefully that will set some realistic expectations and be enough to get this ball rolling. I'll see you all next week with my first update.

22
Graphics / Re: OOT2D Map Project - Accepting Community Sprites - Read
« on: December 23, 2013, 07:47:25 pm »
It doesn't have to be separated, but bear in mind slower machines will have trouble loading such a large image. In fact editing it takes a rather hefty computer. I'd split it if I used it in a game.

23
Zelda Projects / Project: Document Zelda
« on: November 25, 2013, 08:01:00 am »
Hey guys,

It's been a while since I posted any Zelda related projects (its amazing how busy life can get you). I have however recently found myself with a batch of this stuff people call free time, and this is the result.

Project Document Zelda is exactly what its name implies - a project to document Zelda games. I will however be doing this in a way which I do not think has been done before - an interactive and fun way!


Interactive Inventory
The first job of mine was to document the items and equipment of The Legend of Zelda. I decided to do this by creating an interactive inventory system (based off the one in the original game). You can find this here:
http://documentzelda.azurewebsites.net/TheLegendOfZelda/

It has two visual modes (Hires and Retro), uses only official artwork and / or sprites - and its fully responsive (will work on mobile devices as well as desktop computers / laptops and tablets.

You can see some screenshots of this below:






This is the first in line of a series of web apps that I will be creating to help document this game. Once I feel I have completed the first game I will move on to the next game.

I would love feedback on how I can make this app better, any details I may have wrong (or missed out), or what I can create next.

Thanks,
MaJoRa

24
Graphics / Re: OOT2D Map Project - Accepting Community Sprites - Read
« on: September 09, 2013, 09:21:06 pm »
Hi Sabooru. You can find the latest version of my map project here:
http://filesmelt.com/dl/ootoverworld1.png

You have permission to use my map in your game - with credit of course. I'd also appreciate it if you sent me some details of the project when it progresses. I've always wanted to see this used in a game.

25
Graphics / Re: ALTTP Styled Sprites - Colorful
« on: August 13, 2013, 08:49:12 pm »
Let me start by saying that is one of the best sails for the king of red lions I have ever seen sprited. I much prefer the version without the black outlines.

I'm very impressed with a lot of the other sprites in this thread, I don't have time to go over them all as I am in a bit of a rush, so I'll review the Octorok as its the most recent.

The water effects seem very good, they replicate the style that alttp used and so it fits in quite nicely.

The shading of the Octorok is very true to the wind waker style. However I'm not entirely certain that such a large open area fits too well in alttp. I think you should try and include the pattern on the head of the octorok (seen here: http://www.zeldauniverse.net/images/games/tww/enemies/octorok.png) as it breaks the sprite up a little bit and I think that would fit better with the lttp style.

I'd love to see more, so keep posting.

26
Entertainment / Re: Sword Art Online
« on: July 30, 2013, 07:02:05 am »
I'd just like to say that I have seen this entire series - and its AMAZING! To all who haven't watched it, watch it!

27
I'm really loving Ganons castle... I could just imagine it as one of the pictograph awards in the Wind Waker! Excellent job on it. The mask is also pretty cool (I love the detail), and I quite like the hylian shield oto.

Basically, amazing work all round, I'd love to see more.

28
Entertainment / Re: Game Theory: Link saves Mario in Majora's Mask
« on: May 09, 2013, 07:14:33 am »
Brilliant theory, I love it! Though I think we're going to have to find more evidence, the shape alone isn't enough! I wonder if we can find rooms that are really similar in both dungeons?

29
Entertainment / Re: Is This Really Necessary?
« on: May 07, 2013, 10:38:32 pm »
No
You might be able to see all of them, but you can only FOCUS on one.  Think about looking at your laptop screen with a jug of juice on the edge of your peripheral vision.  You can't read any of the letters on the label or much less see it in focus.  It's there, but unless you give your attention to it, you can't actually make heads or tails of what it says.

Not being able to read what it says does not mean you don't take information in. If that were the case we could all drive with the side of our vision chopped off and it wouldn't matter... He is able to move his head and focus on the different areas of each screen, giving him a wider field of vision like you would have in real life. Usually you would have to push additional buttons to move the perspective of the view.

I don't think this is worth it financially as a gaming rig (its quite overkill), but as a simulator I think its a pretty good setup.

30
Graphics / Re: Animation warm-up! It's Link, and he's running!
« on: May 03, 2013, 04:17:27 am »
The second one looks a lot better. It seems less stuttery on my screen. The hair is also a lot nicer, much truer to Zelda 3 than the previous (which looked more like Ocarina of Time).

31
Entertainment / Re: Stop motion video made on the atomic level
« on: April 30, 2013, 08:34:24 am »
This is so cool. I'm going to have to buy myself one of these machines....

32
Graphics / Re: For anybody who's interested in seeing my latest works
« on: April 25, 2013, 06:57:07 am »
Looks awesome man, so much attention to detail! Shows some real skill.

33
Entertainment / Re: Link to the Past 2
« on: April 17, 2013, 07:56:08 pm »
I cant wait! But I'm nnoyed now. I now have to purchase a 3DS, damn you Nintendo!

its worth it.. (well, for me it was :P)

also, totally just watched that in the 3d mode with eyes crossed.

Unfortunately for me, I cannot see in 3D (not without forcing my eyes and causing a massive headache). I'll have the 3ds without seeing any of its benefits.

34
Entertainment / Re: Link to the Past 2
« on: April 17, 2013, 06:02:51 pm »
I cant wait! But I'm nnoyed now. I now have to purchase a 3DS, damn you Nintendo!

35
Coding / Windows 8 Typescript easy UDP lib
« on: March 11, 2013, 03:51:12 pm »
Hey guys, something I was working on for my dissertation. I needed a nice and easy UDP library for the Windows 8 JS libraries. To clear things up, I know you can already use UDP in the Windows 8 libs. This is a simple wrapper to make my life a hell of a lot easier.

For those of you unaware of what typescript is, its a wrapper library for Javascript by Microsoft. Basically it makes life a hell of a lot easier by making your javascript code mode scaleable. All typescript code compiles to pure javascript, and you may use pure javascript in typescript. You can get it here:
http://www.typescriptlang.org/


Here is the library itself:
Code: [Select]
module Connection {
    export class UDPSocket {
        // The socket
        socket: Windows.Networking.Sockets.DatagramSocket = null;
        connected: bool = false;
        port: string;

        constructor(port: string) {
            this.port = port;
            this.socket = new Windows.Networking.Sockets.DatagramSocket();
        }

        /* Binds to the port set in the constructor */
        bind() {
            var This: any = this;
            (<any>this.socket).bindServiceNameAsync(this.port).done(function () {
                This.connected = true;
            }, null);
        }

        broadcast(message: string) {
            // No need to set port because broadcasts are supposed to go to all.
            this.send("255.255.255.255", message);
        };

        send(address: string, message: string) {
            // If we are not connected yet, wait until we are.
            if (this.connected == false) setTimeout(function () { this.broadcast(address, message); }, 1);

            var Host: Windows.Networking.HostName = new Windows.Networking.HostName(address);
            this.socket.getOutputStreamAsync(Host, this.port).done(function (stream) {
                var writer: Windows.Storage.Streams.DataWriter = new Windows.Storage.Streams.DataWriter(stream);
                writer.writeString(message);
                writer.storeAsync().done(function () { });
            });
        };

        addMessageListener(func: any) {
            (<any>this.socket).addEventListener("messagereceived", function (arg: any) {
                var messageLength: number = arg.getDataReader().unconsumedBufferLength;
                var message: string = arg.getDataReader().readString(messageLength);
                console.log(message);
            });
        }
    };
}

Create a file called connection.ts and paste this into it.

Below is an example of the usage:
Code: [Select]
        /*
            Example usage of lib
        */
        var UDP: Connection.UDPSocket = new Connection.UDPSocket("22112");

        /* Example of dealing with an incoming message */
        UDP.addMessageListener(function (message: string, arg: any) {
            console.log(message);
        });

        UDP.bind();
        UDP.broadcast("Why hello there!");


If any of you fancy playing with it, give it a go and let me know if you find any bugs / issues or have suggestions.

NOTE: You must add all messagelisteners before you bind the socket, NOT after. Failure to do this will result in an exception.

36
Updates / Re: Staff Promotions!
« on: March 11, 2013, 09:06:57 am »
Congrats to all!

37
Updates / Re: Announcing ZFGC's first "heck-A-Thon" for this weekend!
« on: March 01, 2013, 07:59:32 pm »
I'll be here this Sunday to lend a hand if we're setting up with PHPBB instead. Let me know what everyone elses plans are and I'm in :D

Such a shame that Vanilla ignored us...

38
Updates / Re: Announcing ZFGC's first "heck-A-Thon" for this weekend!
« on: February 21, 2013, 02:51:26 pm »
I will be online from 9pm UK time on Friday night. Earlier if I can get home from work in time. I plan on being online fro most of the weekend when I am not sleeping, going to the toilet or eating.

This is going to be much fun :D. The idea is that by the time the weekend is over, zfgc 3.0 will be aside from the theming, implementation complete :P.

See you all on irc!

39
Graphics Requests/Archive / Re: Need Zelda TP Styled 2D Sprites
« on: February 17, 2013, 11:08:46 am »
I moved your topic to the graphics requests board where it belongs.

I have some sprites that might be of help, take a look at the following:


and a mockup of it in use:


It isn't much, and I don't have time to improve upon it (this was made a long long time ago). But hopefully useful.

40
Graphics / MOVED: Need Zelda TP Styled 2D Sprites
« on: February 17, 2013, 11:03:59 am »

Pages: 1 [2] 3 4 ... 33

Contact Us | Legal | Advertise Here
2013 © ZFGC, All Rights Reserved



Page created in 0.062 seconds with 32 queries.

anything