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Topics - TDWP FTW

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1
Other Projects / [APP] Emergency Alert System Generator
« on: April 15, 2012, 10:36:57 pm »
Emergency Alert System Generator
 
 
 

 
 
Introduction:
 
I'm sure most of you have seen, or at least heard of Emergency Alert System broadcasts.  It's a system used to send alerts over TV, radio, and other forms of communication for things like tornado warnings, presidential messages, or most of the time, just tests to make sure the system is running when the time is needed.
 
I got bored today, and after watching a mock EAS broadcast that admittedly creeped me the heck out at first, I decided to make a little app so I could generate my own.
 
Anyways, this program allows you to generate realistic looking EAS broadcasts.  You can type in the name of the threat (Default is Tornado), type of threat (Default is Warning), group that issued the alert (Default is National Weather Service), and the message that scrolls along.
 
This is not to be used as an actual broadcasting tool, and it is just for fun.  I am not responsible for anything that results from you using this program.
 
Controls:
 
Space (Hold) - Static Effect
Enter (Hold) - Blank/mute broadcast
F4 - Toggle windowed/fullscreen mode
F9 - Screenshot
 
Screenshot:
 

 
Download:
 
http://www.mediafire.com/?a8lw923ovbvokn1
 
Credits:
 
- MoaCube for their Film Grain Example
- parabolix for his EAS warning tone
- Jace for his continuous static sound

2
Other Projects / Desertion
« on: November 20, 2011, 07:40:13 am »

Description:

Desertion is a survival/exploration game that takes place on a large, uninhabited island full of lush forests, murky swamps, and much more.  Survive, explore, farm, and conquer anything thrown at you with a wide arsenal of weapons, tools, supplies, and everything you need to survive.

Screenshots:




Download:

None yet

Closing:

This is my first serious, original project.  I've done all of the graphics myself, all of the programming, etc.  I plan on selling the game (When it's finished of course), as pay-what-you-want.  There will be a free trial version where you're limited to 15 minutes, and some areas on the island are closed off.

Other:

For those wondering more about the game, it's going to be sort of like Lost in Blue (Survival game for Nintendo DS), but with some RPG elements thrown in, such as leveling, stats, and more.  Leveling will allow you to access more parts of the island, as the island is going to be pretty big.  Stats will include things like Fishing, Firemaking, and other survival-related attributes that you can increase.

Back to the island...There are going to be over 50 unique "area themes."  For instance, forests, swamp, mountains, deserts, etc.  I've always dreamed of a game that has all different kinds of geographical areas like that, and of course, there will be some original/made-up ones too.

3
LTTP & FSA / [Solved] .TakaM's huge treehouse
« on: October 25, 2011, 08:09:54 am »
Hey, I was wondering if anyone had .TakaM's huge treehouse background/tiles laying around?  I sent .TakaM an e-mail to see if he still had them, but he doesn't, and suggested I should ask to see if anyone has it still.

So please, if you have it, I'd appreciate it if you could upload it for me.  If you want, I'll screencap the e-mail for proof of his permission.

BTW, this is what it looks like: http://photobucket.com/albums/af3/zelda_rth/Sheets/BigTree.png?t=1248866887

That version is just way too low-quality (Blurry edges, color-loss, etc.), or I'd just use it.

4
Graphics / [REQ] LTTP-Styled Dead Tree
« on: October 18, 2011, 11:22:57 pm »
So while adding new custom trees (The ones by Calvein) into my game, I got to editing ones for winter, and realized how weird trees with white leaves look.  Not to mention, foliage is supposed to be dead in winter.

Sooooo, I was wondering if someone could make an LTTP-styled dead tree, with the same tree base and all.  One that would look nice in winter.  Credit will be given of course.

5
Discussion / Good/Bad Items.
« on: October 18, 2011, 06:38:29 am »
So I've been working on adding the rest of the items in my Zelda game, and I've already changed up a lot of the items since I first started the game.  Here's the complete list of items I have in the game/planned:

  • Slingshot - Allows the player to fire Deku Seeds quickly.
  • Bombs - Bombs that can be used to reveal secret passages, blow up obstacles, and be used as a weapon.
  • Boomerang - Allows the player hit switches behind walls, as well as paralyze enemies for a short period of time.
  • Bow and Arrow - Allows the player shoot arrow precisely with a new aiming feature.
  • Megaton Hammer - Used to smash down certain objects to allow entry, as well as on hard objects and enemies.
  • Anchor - Allows the play sink into water and possibly find a secret passage, item, etc.  Also allows Link to activate stuck switches that require a lot of weight to activate.
  • Ice Shards - Freezes nearby enemies, and makes ice cubes in water that can be jump on, or pushed.
  • Rod of Growth - Allows the player grow foliage from a Rockvine Plant patch which can be used to reach certain areas or activate certain things.
  • Cyclone Vase - Allows the player to blow and suck air from a vase, pushing or pulling objects and enemies.
  • Lens of Truth - Shows hidden objects, as well as allowing the player to slightly see in the dark.
  • Shade Cloak - Conceals the player in a cloak that lets them blend in with the shadows and not be seen be enemies, as well as allowing entry into certain areas.
  • Deku Nuts - Paralyzes enemies for a short period of time.
  • Gemshorn of Sorrow - Allows the player to play from 12 different songs, each with their own action, such as changing the seasons or weather.
  • Fire Arrows - Burning arrows that can be used as a weapon, or to burn certain objects.
  • Bomb Arrows - Arrows with bombs attached at the end, allowing the player to cause an explosion from a distance.
  • Empty Bottle 1 - Allows the player to store 7 different items, from potions to fairies.
  • Empty Bottle 2 - Allows the player to store 7 different items, from potions to fairies.
  • Hookshot - Allows the player to cross certain obstacles, granted there's a hookshot-able object
  • Fishing Rod - Take a break and go fishing!  You can catch a number of different fish, as well as certain items like rupees.
  • Pictobox - A basic camera that the player can use to take pictures and save them to their computer.  3 different upgrades are available for it...Old Pictobox (The regular Pictobox that you first get...Black & white photos), Color Pictobox (Color photos), and the Upgraded Pictobox, which the player can use to take "high quality" photos to use in in-game contests and whatnot.

So that's 20 items total.  The bold ones are items you get from dungeons, and ones in italics are completely new items to the Zelda series.  Now, my main point of creating this topic is...What do you look for in items?

Do you want them to have major uses outside of dungeons?  Do you want them to have a significant use in dungeons besides the one you get a certain item in?  How much originality is needed?

Things like that are what I need to know.  I've been struggling with sticking to a definite item list, so if you could give your feedback on the items I've listed, I'd appreciate it.

6
Hey everyone!  Now that the engine for Threads of Despair is nearing completion, I can start focusing on the actual game (Story, locations, etc.) itself.

Most of the stuff I plan on doing HAS been planned out, but I'm not the greatest with sprites/tiles and music, so I'm looking to "hire" a few people to help me with it.

Requirements:

Spriters:

Must be able to sprite in LTTP style (I'm using LTTP rips and custom LTTP-style tilesets/sprites ATM).  Color palette doesn't really apply, as I can re-color to my liking.

Composers:

Must be able to compose with emotion.  If I ask for a track that gives off a creepy, mysterious feel, I want to be creeped out.  :p

Tilers:

Now, what I mean by tilers is people to make tilesets, not mapping.  The requirements are the same as the spriters category


I'm not sure if that sounded as too wanting, but it's better to ask for the best than the worst.  Anyway, post here or PM me if you are interested in joining the ToD team.  :D

7
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...

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