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Messages - pxl_moon (dotyue)

Pages: 1 [2] 3 4 ... 97
21
Zelda Projects / Re: [Screens] Zelda: The Golden Kingdom ORPG Server
« on: December 17, 2017, 05:50:38 am »
I saw this a while back. I must say a lot of the sprites used are from here and other places. I see a fountain I made back in 2012 in this map: http://trollparty.org/zelda/Screens/Hyrule.jpg
Are you making sure to give credit to everyone who made the sprites, while also asking for permission to use their work? (I don´t really care if you use that fountain tight butthole, I am saying in regards to everyone else)
The project looks good, though I'm not a fan of mixing alttp sprites with Minish cap sprites.

same here, i just skipped through the files after your post and saw several sprites that i know of, including several of KingMob, BadBill and some of my own without even really trying
and yes, i'm not a fan of mixing sprites either, so i didn't took a second glance apart from the posts that came up on the recent posts list...

22
Graphics / Re: I still do pixel art, but not as much
« on: December 03, 2017, 11:32:31 am »
the tree seems to be in another perspective, maybe change the shading/shadows a little?

23
Graphics / Re: Some creations Zelda and stuff
« on: October 05, 2017, 07:20:58 am »
i really like your simple yet detailed style of zelda, it's not easy to come up with somthing like this...

( but i would add some kind of animated random wave into the water, maybe simliar to lttp )

24
Zelda Projects / Re: [Revived] Zelda II - The Adventure of Link
« on: September 09, 2017, 06:07:01 pm »
Interesting how you have the areas as actual zones, aLttP style. I guess that means you'd be scrapping the entire idea of random battles, then?

they could be done in Chrono Trigger styled Encounters... ( Monsters Jump in from Bushes etc. )

25
Graphics / Re: SpritingBrad´s sprites
« on: April 10, 2017, 10:38:12 pm »
nice looking =)
when i remember right, only the head spawners and the eyes are left for that gooey stuff ^^

26
Graphics / Re: SpritingBrad´s sprites
« on: April 10, 2017, 07:40:32 am »
nice idea! i can't wait to see, if that method works with the walls or if you find another solution

27
Graphics / Re: Pols Voice MC style
« on: March 26, 2017, 11:08:18 pm »
I bring today the Pols Voice! I did the front view only, with the attack animation.

animation does remind me of the majoras mask chuchu i made some time ago.

but its badass looking :D
maybe you want to take a look at a patamon sprite... (taunt 4 http://i.imgur.com/gmHzS.png )

Thanks! I based the animation on the zol animation. I remeber your MM chuchu, it was awesome!

The patamon sprite will be useful to base the movement of the ears of the zol for the side view, thanks!

you might want to look at some other digimon sprites... i looked for the theeth ( since there are top down sprites as well for digimon )

28
Graphics / Re: Pols Voice MC style
« on: March 26, 2017, 09:41:52 pm »
I bring today the Pols Voice! I did the front view only, with the attack animation.

animation does remind me of the majoras mask chuchu i made some time ago.

but its badass looking :D
maybe you want to take a look at a patamon sprite... (taunt 4 http://i.imgur.com/gmHzS.png )

29
Graphics / Re: Gunple Gunman's Proof - LTTP Alternative Graphics
« on: March 24, 2017, 03:05:08 pm »
look up if you find "Marvelous - another treasure island" graphics... that game is the reason that Eiji Aonuma is leading the zelda projects today

edit: some of those tiles were even reused for navi trackers

30
Graphics / Re: Some creations Zelda and stuff
« on: February 17, 2017, 08:26:44 am »
looks really nice, even if its a different kind of wall...

the only thing standing out to me are the outer walls... they stand above the south wall, or is that wall "on the ground"? in that case you should us another color or just the ground till the blackness

31
Graphics / Re: SpritingBrad´s sprites
« on: February 16, 2017, 09:44:08 pm »
Your spriting skills are getting better, great to see! Just made a quick edit of your Link sprite. Do what ever you want with it.
Divine Spriting Skills like ever Sinkin =)

32
Zelda Projects / Re: [DEMO 0.18 NOW OUT] Alttp - Horn of Balance
« on: January 25, 2017, 10:32:40 pm »
Sorry, didn't mean to push or rush
no sweat, just answered your question so that you know what to expect the following days

33
Zelda Projects / Re: [DEMO 0.18 NOW OUT] Alttp - Horn of Balance
« on: January 24, 2017, 09:52:28 pm »
PS: Did you reach the new boss in the new cave? It's not too difficult is it?

i've got no time to test this week (Late Shift) but the beginning stuff had no game breaking errors till now

34
Zelda Projects / Re: [DEMO 0.18 NOW OUT] Alttp - Horn of Balance
« on: January 24, 2017, 07:06:56 am »
 XD

35
Zelda Projects / Re: [DEMO 0.18 NOW OUT] Alttp - Horn of Balance
« on: January 22, 2017, 06:12:13 pm »
 XD yay new bugs :D

- Name Select Screen Selection is behind the words and background (attachment)
- fullscreen is better, yet not perfect (attachment 18.09vs18.00 )

36
Graphics / Re: Wolf Link MC Style
« on: January 20, 2017, 11:33:01 pm »
I made my attempt of Wolf Link. I only did the front view.
What do you think?

That was my try of a wolf link...

37
Entertainment / Re: Just wait on price drop on the Switch, IMO
« on: January 19, 2017, 05:38:06 pm »
Kinda mad that the special edition in aus doesn't get the console carry case. Still preordered it though cause I'm an idiot with few other financial obligations.

same in europe... we get the sword and soundtrack though, so its not "that" bad

38
Zelda Projects / Re: [DEMO 0.18 NOW OUT] Alttp - Horn of Balance
« on: January 18, 2017, 09:43:28 am »
I believe that's simular to the original. Those are the rookies, which are meant to be simplier then the regular soldiers. In the final game, they'll be placed before you'll encounter the tougher soldiers.

Thats what i've thought =)

Quote
Also, I fixed the cave issues on my end (along with doing some tweaks to enemy properties). I was thinking I should release a new demo a.s.a.p. but considering the amount of feedback I think it's best if I take my time and release a more robust update by the end of the weekend. That'll give me a chance to also add the new boss somehow as well. (Also, it's late for me and work starts early).

Thanks for the feedback so far. I'm loving it.

Take your time, its "just" the boomerang issue which is annoying


A Feature Suggestion: Since the Fire of The Firerod and the Lamp collide with Bushes... could we have the feature to burn them?

39
Zelda Projects / Re: [DEMO 0.18 NOW OUT] Alttp - Horn of Balance
« on: January 17, 2017, 08:21:26 pm »
 the keyboard functions like the typing and the control changing is cool and should be there for pc, but its still the fangame of a snes game. i see no reason to use keys "only" once and don't  have any form of action button used ingame used for the menu... if the ingame controls for menu and item menu are used for the menu too, then its more consistend

visual hinting is a thing most zelda games use, if an enemy is immun to something or is attacking should be indicated.

XD same fatal error boomeranging a red lance soldier

edit: btw. i really like the wolf sound when night comes =)

edit2: Royal Tombs, the Green Soldier with Dagger(?) and small shield ignores the player... i don't know if that because its an older dungeon of yours or he is a weak version... also the flying blue jelly(?) are killed instantly when hit with a bow instead of splitting in two

edit3: "that" thing (attachment) can only be killed when its "together" with its other part and only by the sword. but its immun to the sword beam of the L-2 Sword found in the same dungeon?

40
Zelda Projects / Re: [DEMO 0.18 NOW OUT] Alttp - Horn of Balance
« on: January 17, 2017, 07:40:40 pm »
Thanks for testing XD. I should have all the glitches fixed by the weekend.

Editing the buttons is probably no issue. I'll try it out.

The enemy responses to the boomerang is a matter of me not comparing to the original. Stunning all soldiers makes sense since their all human so I'll add that. The buzzblob stopping to electrify when stunned I'll have to think about. You don't feel it's more logical this way?

the thing with the buttons is just, that it shouldn't use more than the original don't you think? can be used any of them as long as the amount of buttons doesn't reach a certain point... its useless to use buttons one time and then never again anyways right?

how should a player fight the buzzblob? i always stunned them so i can attack... they don't even indicate in their graphics that they electrify when they are stunned, they just hurt D:
too me the logic is either they stop "buzzing" when stunned or just can't be stunned.

the post of PendulumSwing is exactly what i've talked about too ;)

also. fatal error (seems to be the same)
normal shield, attacking a bush while boomerang is still flying
Quote
___________________________________________
############################################################################################
FATAL ERROR in
action number 1
of  Step Event2
for object parent_Character_Sprite_Detached:

Variable parent_Character_Sprite_Detached.condition2(100242, -2147483648) not set before reading it.
at gml_Script_scr_Char_Collisions_Detached
############################################################################################
--------------------------------------------------------------------------------------------
stack frame is
gml_Script_scr_Char_Collisions_Detached (line 0)
gml_Object_parent_Character_Sprite_Detached_Step_2

edit: a suggestion... since the player can farm rupees in front of the store very fast, maybe put a timer of some sort to the bushes and grass? so that it  doesnt instant respawn when leaving and entering the screen?

`(took me 3 ingame days to shop every item)

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