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Messages - Dark-Hylian

Pages: 1 [2] 3 4 ... 18
21
Game Design / Re: ATTN: Items Group: Items Brainstorm
« on: November 08, 2011, 09:58:43 pm »
MG, sure thang. I'm a tad busy, but I'll dish out my 2 cents whenever I have them, and you'd probably be more useful in the dungeon design.

@ Max: I know what you mean, especially the money bit; also I find it a bit funny, but in the game I'm helping with, the goal is to have each item be universally useful, and not limited to a dungeon, which is something to consider. But anyways. I don't like the idea of three methods of wall-bashing. In the game I'm working on, there are two, one of which is bombs, the other is a replacement melee (used instead of sword and shield) item, and two is definitely enough. The cloak however,  should be something like, there are places where its meant to be used, and perhaps have it not drain magic power while you're in say, a shadowy corner. The presence of these spots in the overworld would indicate some use that it would have, ie, sneaking past gerudos or guards as you say. I like the idea of not completely invisible, but either way, if you bump into an enemy, they should be able to like, react.

Chests should definitely have a "Total Money Contained" system, where you could take as much as you could hold out; this might even allow for mutliple objects from one chest, if people wanted to go there (which is not something I'd look for in a zelda game, but isn't out of the question."

Also, have there been any Equipment such as tunics or boots suggested?

22
Game Design / Re: ATTN: Items Group: Items Brainstorm
« on: November 08, 2011, 03:06:11 am »
On the topic of the Shadow Cloak, you could do something along the lines of a "Mask of Truth" + "Invisible Cloak" type of ordeal. Have it be a, inverts illusions, makes you invisible, but makes other traps, otherwise undetectable, such as certain enemies, a threat. If there were a ghosty-esque enemy, just for example, that you could only see, and would only attack you while you wore it, but you had to wear it to get through a tricky, illusion filled dungeon, that might present an interesting challenge. (Wow, I just now actually read that bit, DoNotFeed xD, great minds think alike, no?)

The goron drill appeals to me, but that would mean you'd either end up with a Pkmn Mystery Dungeon esque, "Imma dig holes through all this dirt" or it would feel incredibly limited in use, imo.

I think the bow should definitely be a core item, perhaps no slingshot, but definitely the bow. I wouldn't do a, "We're gonna have Fire Arrows, Ice Arrows, Light Arrows, Normal Arrows, A Slingshot, a Slingshot that shoots Deku Nuts, whatever. I'd personally do 3 arrow types, and screw the slingshot. Ie, Normal, Fire, Ice, what have you.

I have so many good ideas that I'm currently using for someone elses Zelda fan game, and I wish I could divulge here, the Maks of Lies being one of them, but you'd already mentioned something like that, and I would love to give you all the details, but I'm under confidence. I'll keep an eye on this more closely, I just skimmed it a minute ago, and see if I get any ideas.

Oh, and hey, I'm back!

23
Audio / Re: Majoras Mask Remix (WIP)
« on: November 05, 2011, 05:21:06 pm »
While this doesn't ring any Zelda bells to me at the moment, it's still incredible. If it's going to be a Majora's Theme remix, ie, this one http://www.youtube.com/watch?v=IQ_BQX88g0k then I suggest some creepy symbol-esque noises, and whatever that demonic cowbell sounding thing is. That's about all I can offer xD music composition isn't really my forte.

24
Feedback / Re: King of Thieves Revival
« on: March 21, 2011, 11:37:10 pm »
I would like to volunteer my services xD I've been inactive for a huge chunk of time, due to sickness and travels, but my computer's been rebooted, Dawning Hour is back underway, and all hell has officially broken loose, and then been dealt with. Anyways, I'd like to offer my support in the Conceptual Art department, as well as the Organization of Game Design. I have plenty of ideas, and have already acquainted myself with the previous King of Thieves thread. If this indeed in Minish Cap style, I can maybe be useful in the spriting area also. If you'd like ma halp, feel free to lemme know =)

25
Zelda Projects / Re: Legend of Zelda: Mirror of Stars
« on: January 28, 2011, 04:18:34 am »
Those screens aren't from a demo or anything, just from the engine in quick, test so and so rooms. Coding's been going decently, and I'm working out one or two more things before I begin work on the miniboss, boss, and dungeon quirks for the first dungeon, and then comes a demo =) The demo's currently planned for some time in march, so I can have all of my spring break to finish working on it, and will include all of the first dungeon, and probably some of death mountain.

On the other hand, story is complete, got most of the quest details sorted, and everything else. Could use some music and sprites if people feel like it, but it's going well enough as is that it's not a big deal. Alright =) I'll check back in here when I have something to post!

26
Coding / [Help Req] Why the hell...?
« on: January 21, 2011, 08:47:54 pm »
     In a small project of mine, I'm attempting to code a side scrolling shooterific game for a friend. I've coded to the best of my ability, but... the code seems to have incredible issues with my choice of arrangement.

     In the code below, state doesn't change for anything except ducking, in which it changes properly. All of ducking works fine, save that you can still jump while doing it, which is a byproduct of the .state not changing. Likewise, the jump sprite is displayed for 1/32 of a second when you do jump, but the state doesn't change. While you walk, it doesn't set the sprite, and for the life of me, I can't figure out why. It's probably some dumb mistake with if else statements that I missed, but I'm completely stumped. Would any of you care to take a shot at it?

Player Step Event
Code: [Select]
if paused=false
{
// --------------- JUMPING ----------------
gravity_direction = 270;// Sets the direction of the pull of gravity. 270 = down.
//
if place_free(x,y+1)//
    {
    gravity = 0.5;// set gravity to .5
    }
else //otherwise
    {
    gravity = 0;// set gravity to 0
    }

//  ------- JUMP SPEED --------
if vspeed > 10
    {
    vspeed = 10;
    }
//
// -------- JUMP KEY ---------
//
if keyboard_check(vk_up) and !place_free(x,y+1) and state = 0 // If you're pressing down, and not busy...
    {
    state = 1; // State = 1
    jumping = true; // And jumping = true
    vspeed = -6;
    }
else // Otherwise...
    {
    state = 0;// You're not busy
    jumping = false;// You're not jumping.
    }//
if state = 0
{
jumping = false;
}
//
if jumping = true // If you are jumping...
    {   
        if facing = 90 // and if you're facing Right...
            {
            sprite_index = sprPlayerJumpR; //Sprite = jump Right
            }
        else if facing = 180 // Otherwise if you're facing Left...
            {
            sprite_index = sprPlayerJumpL; // Sprite = jump Left
            }
}

//
// --------------- MOVING RIGHT AND LEFT ----------------
//
if keyboard_check(vk_right) and place_free(x+4,y)// If you're pressing Right, and there's nothing to your right...
    {
    x += 4; // Move to the right some.
    facing = 90; // Facing becomes Right.
    moving = true; // And you start moving.
    }
else // Otherwise...
    {
    moving=false; // You're not moving.
    }
    //
if keyboard_check(vk_left) and place_free(x-4,y)// If you're pressing Left, and there's nothing to your Left...
    {
    x -= 4; //Move Left.
    facing = 180; //Facing becomes Left.
    moving = true; // And you start moving.
    }
else // Otherwise...
    {
    moving = false; // You're not moving.
    }
    //
if moving = true and state = 0 // If you're facing Right, and Moving, see above ^^^, and not busy...
    {
        if facing = 90 // If you're facing Right...
            {   
            sprite_index=sprPlayerWalkR; // Show the walking Right sprite.
            }
        else if facing = 180 // But if you're facing Left...
            {
            sprite_index=sprPlayerStandL; // Show that you're standing Left.
            }
}
if moving = false and state = 0 //Otherwise ^^^^^^^^ if you're not moving, and not busy (ie, jumping or crouching)...
    {
        if facing = 90 //And if you're facing Right...
            {
            sprite_index = sprPlayerStandR; // Sprite = standing right.
            }
        else if facing = 180 //Otherwise if you're facing Left...
            {
            sprite_index = sprPlayerStandL; // Sprite = standing left.
            }
}
//
// --------------- DUCKING -----------------
//
if keyboard_check(vk_down) and state = 0 // If you're pressing down, and not busy...
    {
    state = 2; // State = 2
    ducking = true; // And ducking = true
    }
else // Otherwise...
    {
    state = 0;// You're not busy
    ducking = false;// You're not ducking.
    }//
if state = 0
    {
    ducking = false;// State = not busy
    }
//
if ducking = true // If you are ducking...
    {   
        if facing = 90 // and if you're facing Right...
            {
            sprite_index = sprPlayerDuckR; //Sprite = duck Right
            }
        else if facing = 180 // Otherwise if you're facing Left...
            {
            sprite_index = sprPlayerDuckL; // Sprite = duck Left
            }
}
}// --- Paused }

Collision w/ objFloor

Code: [Select]
if vspeed >=0
{
vspeed=0
}

if vspeed=0
{
jumping=false;
}

27
Graphics / Re: My first drawing...
« on: January 10, 2011, 02:31:37 am »
It does have one, but it's not very functional / specific in its directions. The only thing that throws me is the fact that when I rotate my tablet, it doesn't rotate the picture on screen xD Currently working on artwurk for my Zelda game with it =)

28
Graphics / My first drawing...
« on: January 09, 2011, 11:54:48 pm »


^^^^ it's kinda big actually, i think you have to click it.

AAAANYWAYS. I have paint. I have a computer. I have a tablet. I decided to try drawing something. While I'm decent at drawing with pencil and paper, I grossly underestimated how annoying computers are. This took me about an hour and a half, with paper and a pen, it would probably have taken about five minutes. However, I think it has a certain look to it that you can only get on the computer, don't you agree? Sigh, well, the first of probably many to come, it was fun practice and all.

(the mouth / nose suck balls, I got bored xD)

Whachootink!?

29
Other Projects / Re: [Screens] Mario & Luigi - The Hunt For King Boo
« on: January 09, 2011, 11:45:17 pm »
This looks like a really great game. From the screenshots you seem to know what you're doing, and from the looks of things, the demo should be lots of fun! I eagerly await it =)

30
Graphics / Re: [SOLVED][Help wif Candle!] MC style
« on: December 09, 2010, 07:22:16 pm »
DJ, I did x.x lol. Yeah, anyways, thanks xD

31
Graphics / [SOLVED][Help wif Candle!] MC style
« on: December 08, 2010, 10:58:57 pm »
Anyone feel like making the fire on this candle better? I absolutely cannot think straight right now, and I can't get it right. If you could, that'd be a big help =)

Stupidity Edit: Nvm... I found fire for it. Thanks x.x

32
Zelda Projects / Re: Legend of Zelda: Mirror of Stars
« on: December 07, 2010, 11:42:22 pm »
PROGRESS

Enemy Progress:

Bubbles: 80%
            They currently follow you as planned, sprite properly, die properly, and should harm you properly. When you get withing range they'll follow you until you get far enough away, you move faster than they do. Current issues are with depth, as to where Link is.

Bubbles Following You!



Keese: 80%
          They currently move correctly, and are thoroughly irritating and random. Sprites are PROBABLY placeholders, but there's a chance I'll be lazy and not change them. They sprite correctly, die correctly, and should harm you correctly. Current issues are with the depth, as to where Link is.

Keeses Flying About!




Current Order of Things:

Currently, I've been working on completely, and utterly, and totally, and any other words that describe the meaning of completely, laying out the overworld. The overworld consists of 81 "rooms" currently, which are arranged into 9 larger "areas". I've mapped these all out, and am working vigorously to tile them all out. I've completed this quite time consuming task for 15 rooms now, (and have a need for more graph paper). Thus, the schedule looks something like...


Total Overworld Tiling and Object Placeholders - 10%

VVVVVVV

Code HuD and Menu Stuff - 0%

VVVVVVV

Plan Everything in Dungeon 1

VVVVVVV

Total Dungeon 1 Tiling and Object Placeholders

VVVVVVV

Code Enemies Through Dungeon 1

VVVVVVV

Etc.

The goal is to make a fully functioning environment, before plopping Link in it and seeing if it all works together cohesively. However, every enemy, object and other is tested against Link in a testing program, so it should all work fine before being implemented.

33
Zelda Projects / Legend of Zelda: Mirror of Stars
« on: December 07, 2010, 11:41:32 pm »
Any and all stuff here, will soon be moved to "there" -----> http://www.wix.com/darkhylian/dawning-hour
Thank you very very much =)



A Star fell from Heaven...
A Golden Star.

The Princess took in the Star...
And the Star took her in.

Now the Star is passed down...
From Queen to Daughter.

   Now, a new Star has fallen.
An evil begins its hunt for the Light, and a Hero must arise to battle it, and protect the Light.
While the evil lurks on the edges of the world, searching and searching, the Hero must find the Key to the Heavens, and ascend to do battle with the great foe.
His quest will take him to the stars and back, as he completes his own hunt to save the Light of Hyrule.

This is the Dawning Hour.
 

The game begins with a meteorite plummeting to the earth. An evil power (the main bad guy of the game) appears, along with the fallen star, and disperses into the night, loosing an evil cackle. Elsewhere, Princess Zelda, asleep in her castle, tosses and turns in nightmare. The next day, she sends for her friend Link, who lives with his Uncle and Aunt in the Forest Town. Princess Zelda warns Link of her Nightmare, and tells him of an Ancient Prophecy. Link then sets out to stop the evil.

Alright, so. Dawning Hour/Mirror of Stars has 3 real dungeons (and a boss filled last "dungeon"), with one or two more not relevant to the game.


Goron Solarium:

Area:Death Mountain

Item: Bombs

Miniboss: Flare Dancer - A spirit of fire that splits into three smaller entities, and prefers to run, rather than fight.

Boss: Embodied Inferno: Pyral - A demonic spirit of fire that flits between the shadow and the light. Strike before he does!

Rewards: First Key Fragment
   Celestial Compass Map
              Sun's Song - Changes the day to night, and night to day.
              2 Heart Pieces
              1 Heart Container

Description: The Gorons in Death Mountain, whom Link encounters shortly after leaving home, have a temple to the sun at the top of their mountain home. It is a rather dangerous place to go since, recently, evil monsters and the like have started filling it, and lava veins have reopened in it. There are rooms that are quite dark, but more frequently, there are rooms full of painfully bright sunlight. Most of the enemies in this dungeon thrive of heat and fire, or high altitudes. The bombs are quite necessary to traverse this elegent, but hostile environment.


Starpoint Vista:

Area: Lake Hylia

Item: Bow 'n' Arrows

Miniboss:

Boss: Midnight Phantom: Stellum - A magician of starlight and ice. You fight this shrouded menace on the top of the tower, beneath the darkened sky.

Rewards: Second Key Fragment    
              Song of the Stars
              2 Heart Pieces
              1 Heart Container

Description: Located in the middle of a misty lake, and only spoken of in rumors and fables, lies a tower. This tower was once a shrine to the heavens, and used to observe the stars and skies above. The tower itself is serene and quiet, shining and resplendant through its mist covering, and reaching up into the cool night. However, enemies of darkness have pervaded the sanctum, and now the gleaming spire casts a shadow of doom on the lake around it. Inside is most likely going to be slick and elegant, with many curves and slopes. Basic color schemes should run along the lines of white, light blue, dark blue, and silver. Most of the enemies inside the hidden tower are icy and cold in nature, or just more accustomed to the darkness.


Tempest Pillar        

Area: Field

Item: Switch Boots

Miniboss: None?

Boss: Hero's Spirit - The skeletal remains of an Ancient Hero, he wears rusty armor and weilds a polished sword.

Rewards: Third Key Fragment
   Access to the Celestial Diorama
              4 Heart Pieces
              Song of the Skies

Description: A tall pillar of old, old stone reaches to the sky, and higher. Inside this tower, unreachable by most, and invisable to more, ancient protectors lie in wait for any who dare face its challenges. Not much of the evil influence has intruded here, leaving just the sheer force of protectors placed by a higher power to defend the way to the heavens. Inside, you'll find skeletons and statues galore, as well as, in the open air segments, birds and bats and the like. Many windy areas exist, and massive pits, so changing of weight is greatly required to get through this dangerous fortress alive.


Celestial Diorama:

Area: Space

Item: None

Minibosses: Celestial Hero-Guard - Equivalent to a Darknut, this spectral knight is a valorous opponent.                    
                 Celestial Flare Dancer - A spirit of fire that splits into three smaller entities, and prefers to run, rather than fight.                
                 Celestial Airrobe - A great magician of air and winds.

Boss: The Darkness Within

*This boss will equate to about the most coding for anything in the game, save Link himself. This boss will no doubt be a pain in the ass, and a victory rush when you finally do manage to overcome the terror that lies inside your own heart.

Rewards: You win!
              Replay Mode!
 
Description: Deep in the heart of Space itself, floats a churning, twisting, gold temple. Like a planetarium, it holds areas representative of Earth, Fire, Air and Water. Here you will face great challenges, and then proceed to seal away the Darkness forever. Careful though, watch your step! If you fall off here, there's no getting back up. However, this may be one of the most peaceful scenes you will ever see, despite the very ominous and impending danger. The soft glow of the stars fill the pure black, and the gold reflects in their light, as you spin, high above the earth. Take your pick of the rings to enter, and fight the four precursors to the finale, the fight of Destiny.

                          

The Map





The Land of Hyrule consists of five major areas. Each area is home to a focal point, or city. Through use of the Celestial Compass, Link can warp between these points, once he has unlocked them.


The Forest: In the bottom right-hand corner of the map, there is a dense forest. This is Link's hometown, and is one of two areas of Hyrule that doesn't have a dungeon relevant to the storyline.
The Desert: In the bottom left-hand corner of the map, there is a sandy wasteland. This is home to the fierce Gerudo tribes, and their capitol. This is one of two areas of Hyrule that doesn't have a dungeon relevant to the storyline.
The Field: In the center of the map, there is an expanse of field. A star recently landed here, and has caused some upheaval. In the north is Hyrule Town. This area is home to the Sky Dungeon.
The Mountains: In the top right-hand corner of the map, there are tall mountains. The tallest of these is Death Mountain, under which live the Gorons. This area is home to the Sun Dungeon.
The Lake: In the top left-hand corner of the map is a vast lake. Many rumors and legends are associated with this lake, and of a mysterious tower in the middle. This area is home to the Star Dungeon.



The Items

This game includes a few items, not as many as either ALTTP or Minish Cap, but hopefully enough to make it enjoyable. Some of these are included in the following.


Bombs: these explosives are strong enough to shatter rock and blow open doors!
Hero's Bow: this bow shoots arrows with deadly accuracy!
Switch Boots: these boots allow Link to cling to magnetic surfaces and become heavier, or, become as light as a feather and even walk on water!
Celestial Compass: this handy naviagational device allows Link to open portals to places he's been!




What's Unique


Minigames: there will be at least two minigames, one of which involves fishing!
Bunches of Graphics: I plan on spriting / tiling about 75% of the graphics!
Sidequests: there will be a bunch of these, if I get around to them, to make up for lacking in dungeonness.  These come absolute last, the plot, and the epic come first.


Current Credits:

ZFGC Community Project - coding help =)
King Mob - sprites
SinkinDevil - sprites
Miragos - sprites
Nabeshin - Teh Fanart Map!
Anyone else who's influenced this game as of yet =)

34
Coding / Re: Tile-Based Collisions and Leveling
« on: November 19, 2010, 09:27:48 pm »
What I meant Niek, is that I will follow the engine either way, and use it, but what I've coded isn't grounded in MC. It's custom coding for custom stuff really. Like my keese coding, it's completely different from the ones used in the real MC. I don't know what use you would have for it. If I doo code something useful to the project, (Something actually in MC, which is what this project is, right?) I'll definitely post it here. I don't want you to halt the code, I was suggesting an ease of use method, which you all are free to ignore, and I won't feel bad at all. It's just more work for people who use it, they aren't all working to recreat MC exactly, thus modifications would be made. Anywho, like I said, when I do something generic, like text or something, that fits MC, I'll post it.

35
Discussion / Re: Legend of Zelda: Dawning Hour
« on: November 19, 2010, 05:09:51 am »
I've been working on the coding as of late (so this might actually move out of concepts x.x), and I've just about finished reformating all of my enemies. Two of which are pollished (figuratively, their sprites are currently placeholders, and lacking in that department), and ready for unveiling. Their coding is of my own design, after what I thought would be fun to fight in a Zelda game. Enjoy.

Keese:

They have a random response generator, which, depending on what they're doing, will switch their direction randomly. This will also come into effect if it runs into a wall or other solid object. These are placable everywhere, and will all work fine (tried and tested  XD), so you'll be sure to see some of these bad boys around. Credit to King Mob for the sprites =)

Bubbles:

These guys are little devils. I hated them in the MM/OOT games, they drove me bonkers for some reason. Well, thanks to Sinkindevil's sprites, I've replicated some of my own. I have yet to add the smoke effects, as I said, the graphics aren't permanent. However, these guys will float around a bit, until you get close, then they'll follow you for a ways, until you get far enough from them (they are slower than you, and it's not thaaat hard, but in a 320 x 240 room they stay on you quite a bit).

The blue bricks are instant death for the enemies, thus me pulling some of the bubbles into it.

As well, I'm working on adapting my coding style, fitting most everything into a movable, easy to replicate package, in case *cough* a new *cough* and editted version of the ZFGC MC engine comes out, like it has before. This'll make my progress very much less set-backable, and much more move forwardable.


36
Coding / Re: Tile-Based Collisions and Leveling
« on: November 19, 2010, 03:35:27 am »
If I might make a request, and this may not be the place, but could you kind of... airlock the code? It's probably not the best way to put it, but I've been coding a lot based off of your engine, and while it's not majorly effecting the code done on Link himself, it's quite drastically effecting the scripts he uses, and even making some of his code into a completely new script to be called upon. I guess what I'm saying, is, if you add, I don't know, pushing, could you consider doing it as an almost completely seperate entity to the base code, as opposed to me having to go and either re-write my code on top of what you guys have done, or trying to add your changes to what I have so far? I love the work you guys have put into it, and if I ever do anything that is useful to this project I will definitely see if you guys can use it, and in no way want to be judgemental, but I'v done this probably 5 times now xD

With each new rearrangement of your code, I feel like I have to re-write my(mixed with your) code just to add the one new feature you've installed, which is a pain in the ass xD

Also: Related to this post!

I've actually begun to program this in my own way, which is, now I see, not as efficient as yours, with level changing collisions at the end of each bridge etc, which let you jump off stairs, or projectiles collide with the right walls. I see how you do it, and I like it, and am eager to see how you implement stuff like ledge jumping with these levels, or projectiles and collisions.

Sincerely, and thanks again,
Dark

37
Recruitment / Re: Small Projects
« on: November 18, 2010, 10:46:33 pm »
What style and possibly. I have actually solved one of my major coding problems, and can now work on my own project, as well as exam week xD, but if you need anything small done (boxes, possibly a signpost, or wall lamp or something not too big), then yes, I can probably help you.

38
Recruitment / Re: Small Projects
« on: November 18, 2010, 09:56:56 pm »
Alright, I can do that really easily, for the Down and Up at least. I don't like lttp style much, but I have the walking. Make for aiming now. The bone one may take a while longer, but they won't all be too hard.

39
Recruitment / Re: Small Projects
« on: November 18, 2010, 08:35:27 pm »
Sounds like fun, one question. Can I mirror the Left and Right sprites? Also, on the sprite sheet of the LTTP stalfos, the walking down animation has two of the same image, I'm going to leave that how it is xD The Bows are going to be Link Bow edits, you can change the colors if you want I guess, and I'll include:

Walking with Bow
Standing Aim
Standing Fire

Sound like a plan?

40
Recruitment / Small Projects
« on: November 17, 2010, 11:09:31 pm »
<-- has a bored.

I am relatively adept at spriting in Minish Cap style, and would like something or other to do. This includes spriting (not so much tiling) something from something. I'm great with people NPCs, fairly good at objects, etc. If you have something you want done, or something of that sort, I'll see about spriting it. I'm accepting pretty much anything from any Zelda games, so have at me.

Conditions:

1. It not be too immense, ie, "A OOT Ghoma Spritesheet...". That's a little much. A standing sprite of Ghoma, not so huge, can prolly do.

2. You provide a decent(ish, i know they're hard to come by) screenshot or other artform of said thing.

3. You recognize me as the spriter.

That will be all.

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