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Messages - Theforeshadower

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Other Projects / Re: Alttp - Horn of Balance
« on: May 09, 2021, 01:58:42 pm »
Looking good.  I am curious to how you faked mode 7.  I know I ended up just putting the map on either a plane/cube then putting it at an angle to the camera similar to an appearance as mode 7.

Other Projects / [Finished] Dungeon Hordes
« on: September 22, 2020, 01:40:12 am »

PLAY IT IN YOUR BROWSER HERE: https://mplode.itch.io/dungeon-hordes

You have found yourself trapped in a strange dungeon.  You hear a voice booming as you look around: ENTERTAIN ME, YOU PLEBEIAN!  HOW LONG CAN YOU SURVIVE THE HORDES OF MY DUNGEON!?

Roam around the dungeon, using your wits, points, and keys to survive as long as possible.  Multiple weapons to purchase, increase your health, increase your speed, and so on.


WASD to move
Shift to buy an item from a pedestal or to open a door (requires a key)
ESC to pause

Almost all art except the mouse icon are CC-0(public domain) assets takes from itch.io or OpenGameArt.  Music is also CC-0 taken from OpenGameArt.
Created with Unity 2020.1.4f.  Built with WebGL.

Other Projects / [Finished] Worker 31 - Just Another Friday
« on: April 23, 2020, 05:14:41 am »

PLAY AT: https://mplode.itch.io/worker-31-just-another-friday
Runs right in the web broswer.

You are Worker 31.  Your job is to help maintain the sewer systems for the city.  On this particular Friday, you happened to have a little accident.  You were swept away into a current in the water flow system.
When you wake up, you hear water splashing behind you.  You look around and see a flashing PC just up in front of you.  Can you make it back alive?


WASD movement.  K to activate PCs.   L to jump.

This was created as an original game for a final for a university game design class. 
Credit to:
Adam Saltsman for the original artwork(I modified some) - https://adamatomic.itch.io/
Ansimuz for the title screen dude - https://ansimuz.itch.io
All music was created by me in Fl Studio.
All sound effects created by BFXR.


Zelda Projects / Re: [Revived] Zelda II - The Adventure of Link
« on: April 07, 2020, 05:53:50 pm »
I still have it.  Haven't had any messages from Big N about it.  Just some more important stuff came up, but expect some updates in the coming weeks. :)

This project was so cool, shame that dont go further, it was pretty amazing to recreate de Adventure of link in a link to the past play mode.
Just on a long break.  So much stuff going on.  I still have the GMS project and code so it isn't gone.  Life just comes in waves and this wave was a big one.

Other Projects / Re: [Finished] Mega Man III Gameboy - Dustman Stage
« on: April 07, 2020, 08:04:55 am »
Interesting.  Creating the WebGL output from Unity always breaks something that works great in the in-editor runner.  It's been a headache.

Other Projects / [Finished] Mega Man III Gameboy - Dustman Stage
« on: April 06, 2020, 05:08:05 am »

Mega Man III (UNITY)
One of the required courses for a game design class was a retro project of anything dating back roughly 1995 or earlier.  We had to have a partner.  My partner wanted to do something Mega Man related but he had virtually little coding experience.  I suggested Mega Man on Gameboy.  He wanted a charged buster and some flair so we settled on Mega Man III.

We then chose Dustman as the level we were to recreate.  I coded everything involving Mega Man, the HUD, everything not Dustman(title,game over, etc), and probably a good 60% of everything else since I had to clean up after my partner.

Anyway, it was a treat.

It runs in your web browser:

WASD or Arrow Keys
Z or K to fire a weapon
X or L to jump/slide

Enter is Start/Pause

Not everything is there nor was everything supposed to be there.  For a 95% grade, we just needed to implement 1 full level with everything more or less working except a boss.  The extra 5% is anything above that: weapons, bosses, titles, etc.  I think we nailed it.

Zelda Projects / Re: FINISHED - BS Zelda Mini Dungeon(WebGL/Unity)
« on: March 09, 2020, 03:36:20 am »
BS Zelda tiles and movement.  Only answer I have for that.

Zelda Projects / FINISHED - BS Zelda Mini Dungeon(WebGL/Unity)
« on: March 08, 2020, 11:58:45 pm »

Was created as the final book based project for a game design class.  The original used custom graphics and no sound.  We are allowed to make any changes we want after all the book work is completed(in fact, only doing the book work gives you a 85%).  I made the dungeon layout myself.  Something simple, yet fun.

I decided to make some changes to the graphics and such.  Was a lot of work since the original tiles were laid out without any semblance of order.  So, I had to redo collisions and grapple collisions as well as my own tile sheet layouts.  The game uses an original tile engine - not the built-in Unity Tile Engine.  Was fun writing a tile engine.

The only book enemy was the Stalfos.  I coded the Darknuts and boss.  The UI is also quite a bit different from the book stuff.  There were no control indicators/icons and the health was HUGE.

Here's the link to run it in your browser:

Z Sword
X Grappler once you get it
Arrow Keys move

The game isn't perfect, but it isn't supposed to be.  The class is a 200 level class focusing on the prototyping process of game design.  Next semester, my old butt goes into the more fine tuning of game development.

Other Projects / Infinite Yoshi
« on: February 18, 2020, 09:58:04 pm »


Runs in your web browser.  Make sure you have webgl enabled.
Was made for a class assignment.  Really getting into Unity now.

Code is probably a mess but I think I am getting the hang of it.

Anyways, it's an infinite jumper.  Use your mouse to control Yoshi.
Press space for the first jump.


Graphics / Re: Custom Link 3D Model - Final Project for a 200 level course
« on: December 11, 2019, 12:31:22 am »

Contains 2 low poly FBX
High Poly OBJ
Maya file with rigging in the kneeling pose. Controls are all there so it isn't hard to pose it.  Just grab a control and let loose.

Graphics / Custom Link 3D Model - Final Project for a 200 level course
« on: November 18, 2019, 02:44:59 pm »

https://imgur.com/a/XTTfwPx - Complete Gallery
Been posting updates on the ZFGC Discord - https://discord.gg/GtQB78Q

This is due on Dec 11 2019, so I have plenty of time.

We are using a combination of zbrush, maya, and Unity(or however way we want to display the model in an environment other than Maya/zbrush).
So far, I am still using zBrush at this point.  I was going to try my hand at the Zelda II Link from concept art but I am not confident enough with
the lack of turn around sheets for him.

I found this one on pininterest/devianart which looks like a nice turn around sheet for Link based on the Oracle series(to me anyway).
I am sure I have put a good 8 hours into this.  We have not had any real zBrush training or teaching.  They showed us a few things and
told us to just "do it".  We were taught a good deal of Maya so the idea is to learn zbrush ourselves to see how we handle it then do all the
fine tuning and texturing in Maya.

The biggest factors for grading are going to be rigging and pose from what I understand.  Anyway, this is sitting at around 120k polygon count right now.
The upper half of the body is the largest impact right now.  I feel that once I have blocks out the way I want, I will be doing more with textures and UVs to
simulate the same look with a much lower poly count.

Graphics / Re: Useful Info
« on: January 04, 2019, 02:34:06 pm »
Updated this a bit.

Entertainment / Mega Man 11 PC Normal Any% Speedrun Grinding
« on: October 03, 2018, 06:05:46 pm »
Been grinding Mega Man 11 Steam version since release.  Currently on a 1:13:50 1:03:00 57:37 time. 

https://www.twitch.tv/videos/318601548 0:57:37
https://www.twitch.tv/videos/318356673 1:03:00
https://www.twitch.tv/videos/317956295 1:13:50

Warning:contains swearing and rage :<  Really sucks to miss jumps and such. 
Much to improve on.  I am pretty sure I can catch calebhart52 as I now know the boss fights a bit better as well as the Wily fight.


The game overall is good.  However, I don't think it makes a good main Mega Man title.  The plot is completely detached from the ongoing storyline of the main titles(there is definitely loose continuity between all the main titles) and feels very Saturday morning anime.  Again, it is a good title, just not "Mega Man 11" to me.

Anyway, I will continue to grind this out to catch top on leaderboards.  :>

Updates / Re: NCFC 2018 dates announced
« on: August 30, 2018, 08:30:51 pm »
I am hoping to get Zelda II back into development.  My goal for NCFC would be to have Parapa completely well rounded and feeling like a real dungeon.

Entertainment / Link to the Past Randomizer Streaming
« on: April 27, 2018, 01:05:24 am »

Started streaming again.  Hit a count of 9 viewers which is awesome as I haven't streamed in a year and they were all returnees except one new guy!
I will be swapping back and forth between Terror from the Deep and LTTP Randos every night.

Guys are welcome to come hangout anytime!

Zelda Projects / Re: [Revived] Zelda II - The Adventure of Link
« on: January 05, 2018, 02:36:16 am »
I still have it.  Haven't had any messages from Big N about it.  Just some more important stuff came up, but expect some updates in the coming weeks. :)


Found this the other day.  Proves extremely useful and easy to use for swapping colors for tunics, weapons, etc. in Zelda fangames.
Although Pixelated_Pope doesn't exactly say how to implement in a project, the best way I found was to create a Parent Object that has a default palette and necessary variables.

So, put everything you need in a Create Event for a Parent Object.

Next, place palette codes(and script calls) in a Draw Event for the Parent.

If you need to override the defaults or Draw, call event_inherited(); first in the child object, then place code for that specfic object after.
The palettes is completely upto you how you want to layout colors.  They have to be descending per image with addition columns that you want to cycle through.  All you have to do is place colors you want to swap in the same row.

The infamous black outline on sprites could always be the first color.  If you want to change it to orange, the point 0,0 in the palette sprite would be black then point 1,0 would be your flavor of orange.  If you wanted a green, point 2,0 in the palette sprite would be your flavor of green and so on.

If you have colors you want to keep between palettes, just copy/paste to the next column.
Anyway, credit to Pixelated_Pope at GMC. 

He claims it is free to use for any type of project.  Don't claim as your own.  Pay the man if you find it useful.  I left the other scripts for tiles, saturation, etc. in the GMZ.


Graphics / Re: Beginner Rigging - Smash Bros. Link Model
« on: November 22, 2017, 07:24:15 pm »

Rigged the Link model from Smash Bros on N64.  Hands are a little goofy but still came out decent.  Has shield and sword.
Again, it is a blend file.

Graphics / Beginner Rigging - Adult Link Low Poly OoT Model
« on: November 18, 2017, 06:07:00 am »
In attachments.  Contains the low poly 3d model of Link from Ocarina of Time with my beginner level rigging on it.
I would for someone with more knowledge to fix the rigging a bit so that it poses better without piece protruding through each other.

It is a .blend file(what....I love free software!).

Tried to pose it in a starting to run frame

Anyways, would love to get involvment with this so that ZFGC can have something most(if any) resource website does not have: an archive of working rigged models from the 3d titles!
Credits to tSR for the model, btw.

Other Projects / ENGINE 7 - Version 0.1
« on: November 13, 2017, 10:38:54 pm »

Mostly Mega Man VII with a touch of older titles as well as some original techniques.  Not Capcom approved.  Done for learning purposes.

Created as an off-shoot of my Zero Engine, I wanted to see just how flexible Zero Engine is.  This is the result.  I spent a few hours on this. 
I really enjoy the direction it is going, so I believe it is time to make a release to let people break it as I am sure there are glitches.

<a href="http://www.youtube.com/watch?v=VIuBYN1FblA" target="_blank">http://www.youtube.com/watch?v=VIuBYN1FblA</a>

Version 0.1 Features:
-Buster Shooting and Charging
(Really neat thing is that it uses vertex shaders)
-Health System
-Damage System
-Wily Fortress System
-Respawn/Death System
-16:9 Resolution (480 x 272)
-remixes by TheLegendofRenegade(does some nice MM Genesis stuff)

-Enter to pick a selection
-WASD act as directional keys
-J to fire/charge Buster
-K to jump/slide
-L to force slide if you prefer a separate key
-O to force take 10 damage


No, I am not changing input anytime soon.  It has zero priority right now as the setup I am running works for me. 
Will be changed to a global changeable input system(running off an ini) later.

No, this is not going to be a perfect Mega Man 7 engine.  I am putting my own little spin on it. 
If it bothers you, go play Mega Man 7 - it's a nice game.

"Why are you doing this like xxxxxxx?" Read the previous statement. :)

"When are you releasing the source?" As soon as I get the code commented in a way that anyone could follow along. 
Right now, it just has basic stuff like "//Jumping !@#$%" or "//reset globals" which just helps me jump around like an index.

Go buy some damn Mega Man games to convince Capcom the franchise isn't dead.
I think I have almost bought every NA virtual release I can get. 
Buying used cartridges/discs does nothing except grow a collection.

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