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61
Graphics / Re: Zelda's Custom Tiles
« on: July 07, 2011, 01:21:01 am »
Anyone know a sprite to use as base for Skywardsword bird?
It may be a bit small, but maybe a chocobo sprite?

62
Zelda Projects / Re: [DEMO] The legend of Zelda 3D Flying Rooster
« on: July 04, 2011, 04:31:26 pm »
No problem, you can comment here freely your feedback.

And this for others:
------

It looks like the sword has no weight. ink just swings it like it is made out of paper. Maybe if you made him lean forward?
Yes, his body needs some kind of motion.

63
Zelda Projects / Re: [DEMO] The legend of Zelda 3D Flying Rooster
« on: June 25, 2011, 07:34:43 pm »
When you stand in front of a wall and throw a bomb, the bomb doesn't move forward because there's a wall in the way, so it lands in the same place as Link. He then can't move until the bomb explodes.

64
Zelda Projects / Re: [DEMO] The legend of Zelda 3D Flying Rooster
« on: June 25, 2011, 12:05:53 am »
Any volunteers?
I want to help, but I'm not too experienced in 3D for programming and mathematics. I'm also enjoying not being busy (not that I'm not doing any work, but too much is not great) this summer. I'm also going on vacation in two days and don't want to do anything during that time (plus I won't have my computer with me as I only have a desktop). I think my vacation lasts a little more than a week. When I get back (or the rest of the day and tomorrow), I can probably help a little bit with modeling (modeling being coding the drawing of shapes and sending you the code), though not much else. I am good at visualizing things and noticing how they can be reduced into simple shapes.

65
Graphics / Re: Zelda sprites
« on: June 24, 2011, 06:13:00 pm »
If the beetle is grabbed in Link's left hand, he should spin in that direction, which is counter-clockwise. You have him spinning clockwise.

66
Zelda Projects / Re: [DEMO] The legend of Zelda 3D Flying Rooster
« on: June 23, 2011, 11:00:59 pm »
Thanks everyone.
Masterpaul, I don't know how to import Sketchup models to Game maker and also I try make this game without real models. That way is hard and rocky, result won't the finest. But I am doing it because of principle :P

Tero Hannula

No real models? what u mean?
It's made with Game Maker. You can import models into a GM game or you can create them in-game with organic shapes. Drandula doesn't want to import models.

67
Graphics / Re: Zelda Titelscreen
« on: June 22, 2011, 04:10:34 pm »
It's just a font with a gradient and outer glow.

68
Graphics / Re: Zelda Titelscreen
« on: June 21, 2011, 08:29:20 pm »

69
Graphics Requests/Archive / Need Help with Rips
« on: June 16, 2011, 07:58:55 pm »
I've found various collections of rips from Four Swords adventures and have managed to piece together a few sprites from the 8*8 tile sets in which the sprites are stored, but I'm having a little trouble knowing what palette is correct for the sprite (the same sprite is repeated in many palettes).

1) Blade Trap - I'm pretty sure the palette is the one on the right, but I still don't really know.

2) Keese - There are two blue palettes that are only a little bit different and since all the videos I could find of the keeses were somewhat blurry, I can't tell which one is the right one.

3) River Zora - I actually don't have any palette problems with the few sprites I've pieced together of the zoras, but the bottom eight pixels of the large zora sprites may be switched and I don't know which top goes on which bottom.

3) Random Objects - The only problem I have here is the palette of the cannonball sprites. I found footage of them being shown on the TV screen, but these are the ones shown on the GBA screen and are a bit different, so I still don't know what palette is right.

70
Software Engineering / Re: Requirements Due Date: 6/15
« on: June 10, 2011, 03:26:37 am »
I changed it in my original post, but yes something to that effect.

71
Software Engineering / Re: Requirements Due Date: 6/15
« on: June 10, 2011, 02:20:43 am »
I wasn't saying path finding. I said roaming and path following. Roaming would move around randomly (with no specific goal) and path following wouldn't have to find a path because we would set one to it, though you are right that they probably aren't for the basic engine.

72
Software Engineering / Re: Requirements Due Date: 6/15
« on: June 10, 2011, 01:34:59 am »
The system should include basic movement functions such as roll, pick up/throw, jumping off ledges, and stairs.
The system should include dialogue among signs and NPCs.
The system should include simple room transitions.
The system should include a variety of NPC types such as stationary, roaming, and path following.
EDIT: The system should include stationary NPCs.

73
Feedback / Re: Maybe we can learn from this.
« on: June 09, 2011, 03:22:30 am »
Yes, and then when you open the resource and click back, you are taken back to the first page.

From the same topic:
Quote from: Char
zfgc is horribly disorganized to me for resources. you need to sift through the entire collection of sprites to find stuff, theres no filters and stuff like we have on mfgg. :/

74
Entertainment / Re: My new project.
« on: June 08, 2011, 03:35:24 am »
I'd suggest making the icons for the different games more obvious. I didn't notice them at first.

75
Software Engineering / Re: Requirements Due Date: 6/15
« on: June 08, 2011, 02:25:04 am »
The player shall have the ability to move via the keyboard.
The player shall have the ability to use a sword.
The player shall have the ability to set items and tools to one or more keys whether or not the sword is an interchangeable item.

76
Software Engineering / Re: POLL: Language
« on: June 08, 2011, 02:21:42 am »
I chose Game Maker because it's the only thing I know, but when school starts, I'll be taking computer science and learn Java and C++. If GM is chosen, I'll be able to help out a lot. If C++ or Java, I'll be able to help a bit in the future.

77
Graphics / Re: Terminians
« on: June 06, 2011, 05:07:27 pm »
The Zora looks a bit fatter than Zoras have been before. They have always been really thin, and this one looks about average. Other than that, it's perfect. Heep up the good work!

78
LTTP & FSA / Re: [Request] Custom magic attack (alttp style)
« on: June 05, 2011, 04:14:12 pm »
Since it's a weapon that turns things to stone and is called the Rod of Medu, there is a clear reference to Medusa, so maybe you could do something with snakes. The rod it self at least could be a snake or have a snake coiled around it.

79
Graphics / Re: The Legend Of Zelda :The Flute Of Elements
« on: June 05, 2011, 04:07:48 pm »
Though you did just say you're not good at coding, and chainlike arms would require more coding.

EDIT:I don't think the big octos really use their legs anyway, so they wouldn't require much animation. The reason for chain legs would be for easier animation, but if there is very little of that it would be easier to animate sprites.

80
Graphics / Re: The Legend Of Zelda :The Flute Of Elements
« on: June 04, 2011, 05:00:19 pm »
I tried some line art for the tentacles. I'm not good at shading or animating large sprites, so it's about all I could do.

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