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Messages - Dark-Hylian

Pages: 1 2 [3] 4 5 ... 18
41
Discussion / Re: Legend of Zelda: Dawning Hour
« on: October 11, 2010, 11:14:37 pm »
I like! I'm considering adding one more dungeon, or changing the current incarnation at least, but yeah, Nabeshin, just like that. I like the Animal Crossing type look to it. A few more mountains in the top right, and a big crater / lowlandy place around the lake and it matches my sketch map perfectly =)

Edit: Might even use something very similar for the map / teleport screen =O

42
Discussion / Re: Legend of Zelda: Dawning Hour
« on: October 11, 2010, 07:22:45 pm »
I had the plan from a previous zelda idea, with both iron boots and hover boots, so why not combine em? The magnetic part was, yes, influenced by you, but it will do much more than just stick =) FISSURE, I will probably end up changing the title, but right now, since it's about an eclipse, the Dawning Hour seems to fit. Thank you guys =) I will post something as soon as I have something worth posting!

43
Discussion / Legend of Zelda: Dawning Hour
« on: October 11, 2010, 01:33:45 am »
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 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:
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

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

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

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!
 
                           

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
Anyone else who's influenced this game as of yet =)

44
Other Projects / Re: [Demo] Tech demo - Horn of Balance (working title)
« on: October 01, 2010, 12:51:29 am »
Having not downloaded it myself, I would assume that your first and largest point is invalid. In the first post, it says you can press F1 and change the controls, though I havn't tested this out. Again, I havn't downloaded the demo, so I can't say for sure, but the wobbling might just be you. The latest video looks fine... Not to be all negative, this looks fantastic so far. I only wish I had enough time on my hands to even attempt to make something this great. Keep it up =)

45
Graphics / Re: Zelda's Custom Tiles
« on: August 25, 2010, 09:46:10 pm »
Looks pretty good, but I'd fix the feet, they dont look MC style, and the face. He doesn't seem that red in the picture, more of a dark tan. Otherwise, it's pretty well done.

46
MC & FS / Re: [Request] Lens Of Truth/Lamp/Lantern Sprite
« on: August 24, 2010, 09:59:40 pm »
http://www.spriters-resource.com/custom_edited/zelda/sheet/23202

Have at you! Hope it helps, theres most definitely something for you on that.

47
Graphics / Re: Hello :)
« on: July 30, 2010, 05:37:39 am »
That Trinexx there is quite sexy. I think you should do all of lttp, or like... high def LA or MC, that'd be quite epic. Keep up the spectacular and visually epic work.

48
Zelda Projects / Re: Legend of Zelda: Half-Light Oculus
« on: July 29, 2010, 08:45:30 pm »
These are just the first drafts of rooms, and the outside room, South East Castle Town, is "under construction". Once I'm able to impliment NPCs and the like, things will liven up a little. I do plan on putting more into the house, it seemed a little bare to me as well. The title screen is really a peice of crap ^.^'> I put it together in about 15 minutes, but thank you anyways =) I'm hoping to find someone artisticlike to do a better one for me or something. Thanks for the comment, I'm actually fixing as I speak.

49
Zelda Projects / Re: Legend of Zelda: Half-Light Oculus
« on: July 29, 2010, 08:01:26 pm »
Reserved for all of the Screenies to come. =P:
-----------------------------------------------------------------------------------------

The current title screen, complete with fading PRESS START (Space) button.

Current HuD (The hearts are crappy, something in the code screwed up.)

Running against a wall. See! It works!

Supposed to be reading a sign. Butttt the text box doesn't show up on pictures or something. Odd.

Inside the house we were just outside. The room swapping is clunky and looks a little ugly, but it still works well.

Rollin' rollin' rollin'. Anywho, that works.


A revamped house! Hope there's not too much pointless crap in there.


South Castle Town, with two guards!


Our newest addition to South Castle Town, the gate's not done, but here's the roof for it!


Total Overview of South East Castle Town. Yeah yeah, I know. I'll fix the grass.


Total Overview of South Castle Town. I know, grass again. Not finished yet either.


50
Graphics / Re: Hello :)
« on: July 29, 2010, 07:46:06 pm »
Dang. I'm impressed, thoroughly so. The link looks great, btw.

51
Zelda Projects / Legend of Zelda: Half-Light Oculus
« on: July 29, 2010, 04:01:02 am »
Firstly and foremostly. This game, Half-Light Oculus, was never designed to be a two dimensional game. I was planning to create this game in 3d, using Unity3D, and either Twilight Princess models, or waiting until Skyward Sword models would be released. Thus, there won't be as much of the flashy, complex good stuff, that it might have had in 3D. Rest assured, I plan on "remaking", or making the actual version in 3d in the near to distant future. Without further adieu, Half-Light Oculus.
-----------------------------------------------------------------------------------------


In the land known as Hyrule, the land created and blessed by the Goddesses, winds of a Great Evil are stirring. Slowly, monsters have crept into the land, and rumors of a mysterious and powerful figure being sighted have arose, but most of the civilization remains blissfully unaware. However, a boy dressed in forest green, and a princess of the Royal Family hatch a plan to counter the forces of evil. But, as they quest for an artifact of immense power, they realize that they may be in over their heads.

The Half-Light Oculus

The Half-Light Oculus is a powerful relic, from the days when Ganon attempted to conquer Hyrule. Supposedly, its mystic, and so far, unknown powers can transcend time itself. When this item, a small, roughly palm sized device, similar to a compass and a magnifying glass, is discovered by the duo, they begin to unravel its abilities. As time goes on, and as Zelda is able to research it more thoroughly, it is revealed to have the ability to locate the Triforce, the sacred golden power of the goddesses.

As time progresses further, after finding the "key" to unlocking the mysterious device's full potential, the true powers of the Oculus become apparent. The object gains energy from combat, when Link fights monsters (or perhaps by some passive medium as well, standing in the shadows / light for a while), and this energy can be released to stop time. This time stopped is relatively brief, ranging from one to five seconds, but that time can be crucial in solving the timed puzzles, or in low health situations.

The Items

Well, at the core of every good Zelda game, right next to the great plot and the beautiful music, are the items and devices that the hero has at his disposal. While I won't go into too much detail, as I want there to be some surprise, I'll give you a taste of what's to come.

Slingshot: This weapon is a Zelda classic, ever since Ocarina of Time. Shooting nuts at foes from afar, it's the first of several long range weapons. This weapon will be upgradable in a manner similar to the Fire and Ice arrows.

Bow and Arrow: This weapon is another Zelda necessity, having been in every Zelda game to date. This weapon is a powerful projectile thrower, and can be upgraded in ammo capacity and is given a variety of different shots.

Pegasus Boots: One of my favorite items ever since A Link to the Past, I was looking forward to using these, with a significant variation from ALTTP and MC's usage. These boots let you cover distances much faster, and combined with the Oculus's time stop, these wreak havoc against enemies. I guarantee these will be fun to use.

Gearfists: An original item, these metal gloves give enhanced strength, at a cost. They require you to put away your sword and shield, but provide just as much in return. You can swing powerful, rock crushing blows, and block even the strongest sword slash with these indestructible gauntlets. They will also have other uses.


The Geography

While I have several detailed maps on hand in person, I won't be able to upload them for a while, so I'll give you a description of the geography and terrain.

The Forest: In the bottom right of the map, there's a dense, dark forest. The trees grow so close together that there's no light from above, making the forest seem as if it's in permanant night. However, a variety of glowing plants and bugs have established a home in this serene forest. But, the villagers of the forest are scared to leave the light of their small towns, as monsters and beasts have been known to claim wanderers.

The Desert: In the bottom left of the map, a windy, harsh desert stretches as far as the eye can see. Supposedly, the Gerudo live out in the blistering wastes, although nobody has seen them in quite some time. The sandy expanses have been known to claim more than a few foolish travelers.

The Mountains: In the top right of the map, a mountain range forms the corner of the world. Deep under these mountains live the Gorons, a race of rock eaters. They don't welcome travelers as warmly as they used to, as hard times have befallen them recently. The mountains in which they live are a twisting maze, unless you know the way. However, the view from the tops of said peaks is absolutely stunning.

The Coast: In the top left of the map, a cove, and the coast give way to the Great Ocean. Zoras are supposed to live out somewhere under the misty waves, but nobody has heard tell of them since the first of the monsters began to creep into the land. A coastal town resides peacefully next to the large, almost lake-like bay, connected to the sea.


The Bad Guy...(dun dun dun!!!!)

While I can't tell you too much about this guy, I can assure you that he's badass. He's managed to infiltrate Hyrule Castle, obtain the Triforce of Power, and even without, is capable of summoning evil creatures and doing other crazy beast magic. You don't get to see much of him at all until after the 3rd dungeon, when he.... Well, I'll leave that part of the plot up for grabs.

I can't guarantee you will like him, making a good bad guy is sooo hard, but I'll do my best.



The Challenges Ahead
This game will have almost 100% original dungeons, bosses, and scenarios. I hope to give a fresh, but at the same time nostalgic feel, like a real Zelda game.

Dungeon 1: Deep Forest Tangle
Description: Basically, it's an open air dungeon, the roof being tall trees, the floor being the    
                 gray rock and roots. It's peaceful, but with danger lurking in every shadow.
Miniboss: Enraged Scrub
Item: Slingshot
Boss: Luminescent Insect: Vespis (A giant, glowing wasp).

Dungeon 2: Glimmering Caverns
Description: Basically it's a peaceful series of caves, that lead you towards a Goron high
                 security prison.
Miniboss: ????* (Note, this means I won't tell you, it has been planned).
Item: Bomb Bag
Boss: ???? A giant... that's all I'll say.

Dungeon 3: Abandoned Aquatic Mine
Description: Basically it's a high techish metal and stone mine, underwater! Similar to Great
                 Bay Temple, and the Goron Mines.
Miniboss: ????
Item: ????
Boss: ???? (I want this one to be a surprise, I really love this boss >=))

Dungeon 4: Sealed Crypt
Description: An underground, sheikah and monster protected graveyard, housing the dead of
                 the Royal Family. Evil got inside, and is using it to awaken the dead therein.
Miniboss: Phantom Specter (an epic shiekah ghost =))
Item: ????
Boss: ????

Dungeon 5: Skyreach Cathedral
Description: A cathedral building that reaches up even to the clouds, with a top nestled  
                 amongst them. Layed out like TP's Temple of Time.
Miniboss: Hero's Spirit
Item: Gearfists
Boss: ????

Dungeon 6: Temple of Blazing Winds
Description: ???? (I wanna keep you guessing, giving too much away isn't fun.)
Miniboss: Volta and Armor
Item: ????
Boss: ????

Dungeon 7: ????
Description: ????
Miniboss: ????
Item: ????
Boss: ????

Final Dungeon: Darkened Hyrule Castle
Description: Hyrule Castle, infested with the most evils of evils.
Miniboss: ????
Miniboss: Darknut Leader
Miniboss: ????
Item: None
Boss: .... Self explanatory ^^^^^


Progress

Walking - 100%
Rolling - 90% (Gotta get it to work properly with room changing, then done.)
Menu - 90% (Graphics, then done, have the code for the Item selects and all).
Hearts HuD - 90% (graphics are f**ked up, gotta fix that, then done.)
Rupees HuD 100% (and you can gain them!)
Talking/Signs 60% (gotta fix how much text goes on each pane of chat.)
NPC facing and talking - 100% ^^^
Ledge Jumping - 90% (working on a peice of code for extended jumping... its hard to explain)
Swimming - 50% (working in my own dive / dashes, so.)
Falling in Holes - 90% (working on room changing, see below)
Room Changing - 80% (see below)
Precise Room Changing - 5% (Precise not working too well xD)


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***Note, this is just the basic plan for 3d, since I'm converting to 2d, this information is subject to change and I don't want any complaining, got it? Good.***


No screens as of yet, but I will most likely end up making a progress sheet, and I'll tell you all when I've finished anything important. Right now I have the ZFGC's MC project and all it's effects and glories, a good deal of the Slingshot stuff done, sprites, engine, etc. I have a menu/inventory engine that works wonders, but nothing to do with it yet. I have hearts and rupees outside of ZFGC's work, I like mine better thank you very much, and I have text and talking. I'll let you know when I have more than that =)

Comments, critiques and other meaningful conversational tidbits go down there.
VVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVV

Thank you and have a nice day =)

52
MC & FS / Re: [Request]: "Legend of" ZELDA
« on: July 27, 2010, 09:39:50 pm »
THANKY!!!! Muchly appreciated =)

53
MC & FS / [Solved] "Legend of" ZELDA
« on: July 27, 2010, 07:47:21 pm »
Does anyone have the legend of ZELDA from the Minish Cap's title screen, but without the Minish Cap writing and the bird? If so, that would be remarkably helpful, I'm attempting to put together a title screen so that I might be able to produce a demo of my game in time, and this is just one thing I'd like to knock off the list. If anyone could help, that'd be remarkable.

54
Coding / Re: [June 2010] Stable Releases
« on: July 21, 2010, 04:02:11 am »
I have a little image / siggy banner for this, as was mentioned up a few replies ago. Mirby did one, and I've done another. I don't like the text much, but there's 3 of the images. So....

55
Coding / Re: Feature List
« on: July 21, 2010, 02:18:13 am »
[REQUEST]!! - Lift and Throw

Basically, the lifting and throwing mechanisms from MC. I forget of you can simply place things in front of you, (that'd be amazing, but if it's not in MC, and you don't want to do it, that's just fine), but anyways.

objLink, as we'll call him, is standing in front of an object. When the player presses the "Action Button", or S as it is the in MCCP, objLink reaches forward, and the object is moved to above objLink's head. Now, the object is removed from the spot where it was, so objLink could stand there, and not have it be there, yada yada.

Now, when objLink presses the S button again, he will (THIS IS OPTIONAL, SEE ABOVE) place the object above his head down, right in front of him, if space is avaliable. Elsewise, the object will break, and whatever happens when the object breaks, shall occur.

However, if objLink is moving, (and this is the importanter part), and the S button is pressed, objLink will throw the object forward, whereupon it collides with: a wall, another object, an enemy, a pit, or the floor, it will break.

If anyone would be willing to code this, that would be a major major help. I can probably provide an example video from MC, but that'd take a while, so you'd have to be patient.

Thanks in advance =)

56
Graphics / Re: MC Mice/Rats
« on: July 01, 2010, 10:16:45 pm »
Whoah, is that 8x8? Those things look tiny. They also look a lot like the ALTTP rats.

57
Coding / Re: [June 2010] Stable Releases: Minish Cap Style engine
« on: June 29, 2010, 08:41:54 pm »
I think this is a fabulous idea. However if we're making one big "collaboration" of engines, I would suggest adding what I'd call an "airlock" feature. Said feature would allow for optional use / non-use of the engines, for people who want a modified engine. I wish I had something to contribute, but as of now, I can just say that I've played MC against the latest MCCP engine, and everything except the rolling into a hole seems accurate. Awesome work =)

58
Entertainment / Re: Legend of Zelda: Skyward Sword
« on: June 21, 2010, 07:00:54 am »
Personally (and i'm popping in a little late here) I think the game itself "looks" really good as of now. The controls and everything looks fluid, but...

1. The graphics aren't that great, imo. I never much liked the WW style, but it looks like they mishmashed TP and WW graphics. The dark areas aren't dark, and the bright areas are... painful.

2. The game and the controls and their "Ease of Use and the big obnoxious HuD, they look like something you might see in Mario Party Wiix29!!

3. The plot ilooks stale. Practically a TP/OOT/LTTP mixandmashup. Floating cities. Check. Seperate "light" and "evil" worlds. Check. Transportation through both by "Master Sword". Check.

All in all, it looks relatively fun, and no doubt I'll get it. However, in my opinion, Zelda's real time ended with Majora's Mask. WW was kiddy fun, TP was "not zelda like" fun, and MC was altogether too short, (who the hell thought up a multiplayer zelda game for the gameboy!?!?!) and I'm not even going to comment on the two DS games.

Like people have said, trailer to complete project improvements are assured. I think it looks like a fun game, but not whatsoever zelda like in comparison to anything before it.

Yeah yeah, insert yelling mob here about how it's too early to make any judgements.

59
Graphics / Re: Zelda's Custom Tiles
« on: June 11, 2010, 04:12:04 pm »
Well that makes absolutely no sense. If you were to make custom "Zelda Kart" sprites, why would you not make them usable for others or even yourself? Anyways, I think you should anyways, if you want to of course, but not filling out the sprites with all of the animations. (Kind of like taking MC Links walking animation and leaving out three or four sprites =/) ---- Just my two cents

60
Graphics / Re: Zelda's Custom Tiles
« on: June 11, 2010, 02:39:12 am »
You going to make them with all of the animations? Or just keep em as they are?

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