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.

Topics - King Tetiro

Pages: 1 [2] 3 4 ... 13
21
Audio / [Request] Firework Explosion sound effect
« on: September 04, 2011, 12:41:34 pm »
If you've read martijn's Horn of Balance or the NCFC topic, you'd have seen me and martijn discussing bring the zelda crown from back to ZFGC. Now whilst martijn's working on Horn of Balance, I'm working on Chiming Bells.

But I'm stuck. I need a firework explosion.

Why? Because at the beginning of the game, Hyrule is celebrating the Hero of Spirits (Spirit Tracks)'s adventure. And I've implemented fireworks.

I treid dayjo's website for Majora's Mask firework sound effects but he doesn't have them.

Could someone provide me with such a sound effect or a custom made sound effect? Credit is given as usual. I'd prefer it in .wav

Thanks for your help

22
Entertainment / Best Zelda Scenes?
« on: August 31, 2011, 05:55:42 pm »
Today's topic is about the scenes in the zelda franchise.

Let's remember the best scenes that occured. Like when the Great Deku told the tale of the Triforce. Or when Hyrule was flooded by the Triforce.

Let's hear your favourite/best scenes.

Mine is when Midna destroyed the Mirror of Twilight. It had great emotion buried into the scene.

23
Entertainment / Zelda Timeline
« on: August 29, 2011, 10:29:12 am »
Today's topic isn't what you think. I picked up the Official Nintendo Magazine today and was reading it to find their version of the Zelda Timeline. Now I think it's pretty sturdy so far but of course it's far from the final timeline.

Oracle Timeline
OOA/OOS -> LA?
It states in the magazine that the ending of OOA/OOS which has Link sailing off looks familiar to the LA intro. There could be a linking here.

The Four Sword Timeline
MC -> FS -> FSA
Pretty standard. It was obvious that these 3 came together

Toon Link Timeline
WW -> PH -> ST
Again pretty standard

"Main" Timeline
SS -> OOT -> MM -> TP
Another standard linkage

Link to the Past Timeline
LTTP -> LA
If you read the prologue of LA in the manual, it states that LA follows on from LTTP. Who else never knew that?

NES Timeline
LOZ -> AOL
I never knew that AOL took place a few years after LOZ. Huh

//---End of the Official Nintendo Magazine's theory---//

Now I have noticed a few things about this timeline theory. If LA is indeed a sequel to OOA/OOS, then the Oracle and Link to the Past Timeline come together link so. I'll call it the Link to the Oracle Timeline.

LTTP -> OOA/OOS -> LA

Not to mention that although Link "kills" Ganondorf in TP, Link has "killed" Ganondorf/Ganon tons of times so obviously Ganondorf/Ganon always has survived except for WW. So in this scenario, the Toon Link and "Main" Timeline come together.

SS -> OOT -> MM -> TP -> WW -> PH -> ST

My final noticing is that in FSA, you fight Ganon. This MUST mean that the Four Sword Timeline MUST come after SS as Skyward Sword introduces Ganondorf but the Four Sword Timeline must come before the events that occurred in WW.

SS -> ... -> MC -> FS -> FSA -> ... -> WW

This also means that the Link To The Oracle follows these rules as you fight Twinrova and Ganon. However it is never stated which game Twinrova officially dies in.

SS -> OOT + MM??? -> LTTP -> OOA/OOS - > LA -> OOT + MM??? -> TP -> WW -> PH -> ST

And that where my observations on the Official Nintendo Magazine's version of the timeline end.

Let's hear what you guys think of their timeline

24
If you've ever played LTTP, you'll know that if you jump into water without the flippers you'll make a splash and drown.

I've been looking for that splash but I'm having no luck finding it.
Can anyone help me find it? I've tried spriters resource

EDIT: Could someone also find me the bush leaves that appear when Link cuts a bush?

25
Discussion / Discussion : Steam Zelda?
« on: August 19, 2011, 07:58:15 pm »
I've been playing Zelda all day and feel like making a smaller Zelda fan game. Something to work on during my final university year when I have nothing to do.

Now I had a thought. Zelda has always been known for it's primitive technology and we love it for it so making Zelda futuristic would be dum. But what about steam technology? Now thinking about it seems dum but when you look at some steampunk art like this

http://fc03.deviantart.net/fs71/i/2010/273/5/a/steam_link_by_daltair-d2zt1wl.jpg
http://fc09.deviantart.net/fs71/i/2011/054/6/6/clockwork_zelda_by_spi_ritual_ity-d36uyno.jpg
http://fc04.deviantart.net/fs71/i/2011/059/e/1/steampunk_zelda_cast_sketch_2_by_spi_ritual_ity-d3anp7p.jpg

It does seem like having a steam powered Hyrule could work. But of course not as technology advanced as the art in the links. Now we all know that Phantom Hourglass and Spirit Tracks failed to make this happen as it was purely for transport. But I think it could be redeemed.

What are your thoughts on a Steam Zelda?

26
Coding / [GM8]Having problems programming slopes
« on: August 06, 2011, 04:57:56 pm »
Howdy folks, let's start off with my code.

Code: [Select]
for(i = abs(argument0); i > 0; i = i - 1)
{
    if (i < 0)
        i = 0;
    dis = sign(argument0) * i;
   
    if (!place_meeting(x + dis, y, BckSObj))
    {
        x = x + dis;
        mving = 1;
        break;
    }
    if (!place_meeting(x + dis, y - i, BckSObj))
    {
        y = y - (i / 2);
        mving = 1;
    }
    if (!place_meeting(x + dis, y + i, BckSObj))
    {
        y = y + (i / 2);
        mving = 1;
    }
}

Now this normally works with slopes in my 2.5D engine however now it's in a side scroller engine and now it work won't. Could someone help me fix this?

For notice, the BckSObjs are ALWAYS at co-ordinates that a multiple of 16 and it's mask sprite has the points of origin 0,0.

The character has his points of origin at the bottom middle of the mask_sprite.

I'd really appreciate the help.

27
Discussion / I need some information on the NES and SNES consoles
« on: August 03, 2011, 09:24:24 am »
For my final university year project, I hope to make a game that is almost exactly like it was developed for the NES or SNES (most likely NES)

So I need to know how something.

With 8x8 pixels being a block, that was the max number of blocks for the NES
Same question for the SNES

I'd really appreciate it if someone could find out for me.

Also, does anyone how many music tracks you can have in a NES/SNES game?
Same for sound effects.

I'd really appreciate it if someone could find this out for me too.

28
Entertainment / Did anyone else know about this?
« on: July 04, 2011, 07:28:18 pm »
The main theme of the trailers played reverse is the main Zelda theme?

<a href="http://www.youtube.com/watch?v=rZwbchA4Hw4" target="_blank">http://www.youtube.com/watch?v=rZwbchA4Hw4</a>

Who else knew this?

I personally think it's freaking awesome!

29
Recruitment / [PAID] Looking for some to help with character arts
« on: July 02, 2011, 10:23:35 am »
Hey guys! I actually have work for you guys which is paid work!

I'm currently having a spat with my character artist so just incase I fire him, I need to find another character artist. What I need is an artist who can replicate this style of character art



That's the only requirement for this work. Though I may need to see some proof. We are going professional with our games. There are 17 character arts left and 9 of them are edits.

If you feel that you can help, please post your fee for each piece of art. One price for original art and one for edit please. It'll allow me to work numbers out.

30
Entertainment / Ocarina of Time 3D : Having fishing problems
« on: June 18, 2011, 07:36:12 am »
I've been fishing for the 20 pounder for an hour today and 3 hours yesterday and everytime I get him hooked and fighting, halfway along the line he just F****** lets go. I'm getting immensly pissed off about it. I swear it wasn't this hard with the original.

Does anyone know any techniques on how to catch this son of a !@#$% because I actually want to move on in the game with other sidequests.

31
Coding / [HTML + Javascript] Need some help finding tutorials
« on: June 11, 2011, 01:49:25 pm »
Hey guys, I'm in need of help. I've just spent two hours trying to find a tutorial on this and have had NO LUCK. Seriously, 2 hours on this and I'm to the point of going insane over it. Lemme explain the purpose for it first.

As we know, if you load an image into Java or C++, you can modify the image if you wish. I want to do this so I can write my custom font onto the image and then it display on the webpage (Hence HTML).

However, I can't find anything about the following things.

-Editing the image
or
-Displaying the image

I know these are the most simplist things but I can't find them on the net and I feel embarrassed writing this topic.
So whilst you all help me find tutorials or the codes I need to be able to edit the image and display it on a webpage, I'm going to crawl into the Hole of Shame and stay there.

32
Graphics / I require feedback on custom tiles
« on: May 14, 2011, 10:14:31 am »
If you remember, I used to have an indie series which died here. But I've been reworking on it for a couple of months. I'm a little stuck though. Cliff tiles have never been my good point so I require feedback.

A little note about the black lines because I know someone would mention it. They're part of the style so don't give critism on that. You actually need to see the game itself to understand the black lines

Any feedback on the cliffs (Graphics nearest the bottom) would be appreciated

33
Entertainment / Something I've wondered about Summoners
« on: April 08, 2011, 04:51:17 pm »
We all know that there are summoners in the Final Fantasy franchise

My wonder is this. Are there any other franchises that also have people who can summon creatures?

I'm just wondering

34
Discussion / C++ - What consoles actually use it?
« on: April 07, 2011, 01:06:15 pm »
I can never find anything about game development with C++ in terms of what consoles use it?

So out of the following consoles, which ones use C++?

Wii
3DS
PSP
Playstation 3
Xbox 360

I'd appreciate the help. If anyone can provide a link to the DevKits (Doesnt even matter if it costs money) I'd REALLY appreciate it

35
Discussion / The Animation Debate [Coding Debate]
« on: April 07, 2011, 06:57:58 am »
Today folks, I have a little debate whilst I'm bored and out of doing game development.

Today's debate is animation. Both 2d and 3d. From research, I've found that regarding of being 2d or 3d, there are two ways that the graphics can be animated

-Per Part Rotations
-Frame By Frame

Per Part Rotation is where you have the rotate parts like arms and legs to make animations. For example to make an arm move, you rotate the arm parts

Frame by Frame is when...
2d - bog standard spriting animations
3d - a 3d version of spriting animations

If there are any others, lemme know

The question being, which is better for...
2D?
3D?

Let the debate begin!

36
Discussion / [Request] GIF Animator
« on: April 05, 2011, 10:37:20 am »
Hey dudes, I need help once again.

For my graphics portfolio I have to have an animated mock up and I've got all of the images ready for animating.
However, I haven't got a program to turn the PNGs into an animated GIF

Does anyone know a good free gif animator? My only request is that it can make GIFs are 30 fps

I really appreciate it if someone could tell me of one or offer to help me ASAP. I want to finish my graphics portfolio this week

37
Discussion / Explosions
« on: February 20, 2011, 09:39:20 pm »
Howdy folks, Tetiro's got a little problem. Explosions

Not the triggering though. This time it's down to the graphics. Now I know you're thinking why isn't this in the graphics. Im more working on the theory of it. Little bit of explanation.

The player will chuck a gunpowder bomb and once it hits the floor, BOOM! So it's a grenade of sorts.
Can someone explain in theory how the gunpowder bomb would look like and work in a game?

I did think about multiple fireballs of different sizes to create a random explosion. I dunno though

38
Discussion / I need some help finding a formula
« on: February 12, 2011, 08:16:05 pm »
I've been considering side scrolling platformer styles for games today and alot of it can easily be converted. Now you may think that this belongs to the gaming part of the development forums but hear me out.

There's this formula (I can't remember the name of it) which I'm looking for. Here's what it does.

Up close to an object, its for this example 100m high in the eye of the viewer. However at a certain distance it could be 50m high in the eyes of the viewer. I'm currently trying to think of a way to draw what I mean.

This formula tells you the height/width of an object at distances. Think of how objects increase/decrease in size based on how far you are away from the object.

If anyone can tell me what this formula is called I'd really appreciate it.

39
Coding / [C++] Collision Checker Bug
« on: November 30, 2010, 08:25:47 pm »
I constructed a collision checker for it basing it off another person's code. Now here's the thing, it should technically work. Below is the code

Code: [Select]
bool checkCollision(BITMAP* spra, BITMAP* sprb, int ax, int ay, int bx, int by)
{
int trns=makecol(255,0,255);
int x,y;
if (spra == NULL || sprb == NULL)
return false;

if (min( ax+(spra->w % 2), bx+(sprb->w % 2) )<=max(ax-(spra->w % 2),bx-(sprb->w % 2) )
||min( ay+(spra->h % 2), by+(sprb->h % 2) )<=max(ay-(spra->h % 2),by-(sprb->h % 2) ) )
return false;

for(x=max(ax-(spra->w % 2),bx-(sprb->w % 2) );x<min( ax+(spra->w % 2), bx+(sprb->w % 2) );x++)
{

for(y=max(ay-(spra->h % 2),by-(sprb->h % 2) );y<min( ay+(spra->h % 2), by+(sprb->h % 2) );y++)
{

if (getpixel(spra,x-ax,y-ay) != trns && getpixel(sprb,x-bx,y-by) != trns)
return true;

}

}

return false;
}


Now I've looked over the code and I can't work it out. I know that the sprites exist. If anyone can help me fix this I'd appreciate it.

EDIT: Almost forgot

ax,ay = Object A's co-ordinates
bx,by = Object B's co-ordinates
trns = Magenta (Transparency)

This is meant to be perfect pixel collision (box bounding doesnt suit me)

The % keeps the division integers

40
Entertainment / Rant about Spirit Tracks
« on: November 21, 2010, 09:58:12 am »
I have been playing ST again and I've decided to give up. Why? because of that damn flute! Seriously, what was wrong with the arrow buttons?

Damnit Nintendo, I knew there was a reason I didnt put Spirit Tracks as my fave game. Because you had to screw it up by being "Oh let's put another mother *&$^"%$ &%^£ of a feature!"

Does anyone else those stupid song of restoration bits?

Ninty, STOP ADDING HARDWARE FEATURES TO A ZELDA GAME!! Argh!

Rant over

Pages: 1 [2] 3 4 ... 13

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



Page created in 0.057 seconds with 33 queries.

anything