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Poll

how many temples should be in game

10
- 1 (12.5%)
12
- 1 (12.5%)
14
- 0 (0%)
16
- 2 (25%)
18
- 0 (0%)
20
- 1 (12.5%)
22
- 3 (37.5%)

Total Members Voted: 7


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Author Topic: rpg maker 2003 zelda  (Read 18656 times)

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TDWP FTW

Forstride Productions
Re: rpg maker 2003 zelda
« Reply #20 on: October 09, 2011, 10:08:40 pm »
  • Forstride Productions
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No offense, but that looks pretty bad.  Mainly the tiling.  You seem to be using the wrong tiles from grass, as the ones in the first screenshot are tall grass from LTTP, and the one in your latest screenshot...I don't even know what that is...

Also, the battle sprites don't fit at all, and you didn't remove the background on Link's sprite (Why is he Goron Tunic Link, when his portrait is normal Link?).

You should definitely polish up the game before you release the demo.
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Re: rpg maker 2003 zelda
« Reply #21 on: October 09, 2011, 10:17:01 pm »
  • vaati is awsome
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No offense, but that looks pretty bad.  Mainly the tiling.  You seem to be using the wrong tiles from grass, as the ones in the first screenshot are tall grass from LTTP, and the one in your latest screenshot...I don't even know what that is...

Also, the battle sprites don't fit at all, and you didn't remove the background on Link's sprite (Why is he Goron Tunic Link, when his portrait is normal Link?).

You should definitely polish up the game before you release the demo.
i ment to put tall grass
i said in my first post i need help with battle sprites
and you try to find a normal green link battle graphic
p.s. i aggree with you on the grass on my latest screen shot
EDIT i fixed the grass but i can't fix the battle sprites you want to help with that
« Last Edit: October 09, 2011, 10:41:43 pm by ocarinaplayer »
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Re: rpg maker 2003 zelda
« Reply #22 on: October 09, 2011, 11:36:50 pm »
  • vaati is awsome
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fixed glitches and background that homegrownpwn mentioned and grass tiles
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Re: rpg maker 2003 zelda
« Reply #23 on: October 10, 2011, 12:10:53 am »
  • vaati is awsome
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once again post your email and i'll mail you demos plese i want people to play this
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Re: rpg maker 2003 zelda
« Reply #24 on: October 10, 2011, 12:04:58 pm »
  • vaati is awsome
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more screen shots
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Re: rpg maker 2003 zelda
« Reply #25 on: October 10, 2011, 12:48:37 pm »
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If you liked to improve your Mapping, you can still look at yourself different projects
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  • Kevthedarkness.de.tl
Re: rpg maker 2003 zelda
« Reply #26 on: October 10, 2011, 07:47:02 pm »
  • It's just Max.
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Especially if you want other people on the Internet to play this, you're gonna have to do something about the graphics. I don't know how much time you're willing to invest, but turning the red tunic sprites green is not difficult. Either open it in paint and use the bucket tool, or download gimp (which is free), and use the color exchange tool to change the red to green. Also, I think it would be a great idea for you to play a Zelda game that uses the tiles you're using, either Minish cap and LTTP, or else some fan games, and take time to learn how the tiles you're using fit together. Or just look at some screen shots. But things like three fourths of a tree do not look good and are distracting, and I'm not entirely sure why you used what appears to be the corner of a cliff or something as grass.

Personally, I would also recommend ditching the RTP graphics for the most part, too, but again, that depends on how much time you're willing to put into this. If you're just doing a little game for fun for yourself, and you don't expect anybody else to play it besides maybe your friends, then you can go ahead with what you're doing. But if you want people on the Internet to help you with graphics and stuff, it might be a good idea to study other games, particularly their graphical style. If this is your first game, though, I bet you'll definitely learn a lot, but I wouldn't start with a game as ambitious as this sounds, it will be a little boring. Starting games should be small and easy to finish, I've learned from experience, you'll learn more that way and have more freedom.

Also, I've worked with rm2k3 for more years than I care to count, so if you have any questions pertaining to that, I can probably help. But what on earth do you mean about those clock town sprites? If not building clock town in 2d (such as Minish cap) sprites, what do you mean by 2d Majora's mask sprites?
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Re: rpg maker 2003 zelda
« Reply #27 on: October 10, 2011, 09:14:53 pm »
  • vaati is awsome
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green link is back

p.s. does anyone bother to awnser the poll
« Last Edit: October 10, 2011, 09:24:57 pm by ocarinaplayer »
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Re: rpg maker 2003 zelda
« Reply #28 on: October 10, 2011, 09:33:44 pm »
  • vaati is awsome
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Especially if you want other people on the Internet to play this, you're gonna have to do something about the graphics. I don't know how much time you're willing to invest, but turning the red tunic sprites green is not difficult. Either open it in paint and use the bucket tool, or download gimp (which is free), and use the color exchange tool to change the red to green. Also, I think it would be a great idea for you to play a Zelda game that uses the tiles you're using, either Minish cap and LTTP, or else some fan games, and take time to learn how the tiles you're using fit together. Or just look at some screen shots. But things like three fourths of a tree do not look good and are distracting, and I'm not entirely sure why you used what appears to be the corner of a cliff or something as grass.

Personally, I would also recommend ditching the RTP graphics for the most part, too, but again, that depends on how much time you're willing to put into this. If you're just doing a little game for fun for yourself, and you don't expect anybody else to play it besides maybe your friends, then you can go ahead with what you're doing. But if you want people on the Internet to help you with graphics and stuff, it might be a good idea to study other games, particularly their graphical style. If this is your first game, though, I bet you'll definitely learn a lot, but I wouldn't start with a game as ambitious as this sounds, it will be a little boring. Starting games should be small and easy to finish, I've learned from experience, you'll learn more that way and have more freedom.

Also, I've worked with rm2k3 for more years than I care to count, so if you have any questions pertaining to that, I can probably help. But what on earth do you mean about those clock town sprites? If not building clock town in 2d (such as Minish cap) sprites, what do you mean by 2d Majora's mask sprites?


i'll awnser that with this
for the tiles and 3/4 of a tree i've spent all day fixing i have to many maps with rtp graphics to change them link is in his green tunic now and for the clock town thing i ment chipsets and the reson i want to put clock town chips in the game is i want to make an area in the game that's identicly to clock town and possibly put a temple there i hope that awnsers everything
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Re: rpg maker 2003 zelda
« Reply #29 on: October 10, 2011, 10:01:16 pm »
  • vaati is awsome
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and another screenshot
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Re: rpg maker 2003 zelda
« Reply #30 on: October 10, 2011, 11:43:38 pm »
  • It's just Max.
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It's fine if you don't want to change anything, I'm just making suggestions that I think might help your game. If you think they won't help or aren't worth the trouble, I respect that, it's your game, after all  :)

I still don't understand what you mean by a clock town chipset. Obviously, you can't create something identical to clock town, as it's in 3D, so there is no clock town chipset. I've made a couple chipsets that I've used to recreate clock town, or an interpretation thereof, but these were just modified tiles from different games. Is that what you're looking for? I might be able to help your request better if you used punctuation, it's very difficult to read your sentences.

As for your poll, you should create exactly the number of dungeons that suit your game's plot, where they can all be unique and fun without becoming redundant. And if you're sticking to standard Zelda format, you're also limited by the number of items you can program. My opinion is that twenty seems a tad lofty.
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Re: rpg maker 2003 zelda
« Reply #31 on: October 11, 2011, 12:06:35 am »
  • vaati is awsome
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It's fine if you don't want to change anything, I'm just making suggestions that I think might help your game. If you think they won't help or aren't worth the trouble, I respect that, it's your game, after all  :)

I still don't understand what you mean by a clock town chipset. Obviously, you can't create something identical to clock town, as it's in 3D, so there is no clock town chipset. I've made a couple chipsets that I've used to recreate clock town, or an interpretation thereof, but these were just modified tiles from different games. Is that what you're looking for? I might be able to help your request better if you used punctuation, it's very difficult to read your sentences.

As for your poll, you should create exactly the number of dungeons that suit your game's plot, where they can all be unique and fun without becoming redundant. And if you're sticking to standard Zelda format, you're also limited by the number of items you can program. My opinion is that twenty seems a tad lofty.
i ment modified chipsets sorry for the confusion and as for temples i want the poll to stay i will be making secret temples as for the items if you get an item you get a new skill move
ex. bow and arrow=bow skill
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Re: rpg maker 2003 zelda
« Reply #32 on: October 11, 2011, 01:26:19 am »
  • It's just Max.
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For clock town, you should make your own chipset.

http://kentona.rpgmaker.net/resources/chipset.png

Hopefully, if you've been working with 2k3 for a while, you know what each of the sections does. I would recommend using the tan colored building from this chipset:
http://www.majhost.com/gallery/Zeypher/RM2k/Chipsets/clocktownish3.2-2.bmp
And stacking it on top of itself to make higher walls. The wooden roof can also work as wooden floors, which looks nice. I compiled those tiles when I was making something like clock town in 2k3, hopefully you can use some of those. But a really accurate 2d clock town just isn't possible in rpg maker 2k3 for a few reasons, firstly, the limitations of the amount of tiles you can use on a chipset, and also, the fact that in a three diminutional game, you can go all the way around the clock tower and up levels and stuff, which doesn't translate south clock town very well into 2d. You can for sure get a map that has a very good feel of clock town, though.
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Re: rpg maker 2003 zelda
« Reply #33 on: October 12, 2011, 10:34:31 am »
  • vaati is awsome
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more of storyline for game


continue this from the first part of the story i posted

each of them encounter nightmare link gets nightmare to tell some of his plan to get stronger by eating off of the dreams and desires of people killing thse people in the process link encounters malon on a path she says that she just saw nightmare link and malon go to clocktown (witch is now a large city) however when they get there they find the city completely deserted they find nightmare killing more citizens link and malon try to stop him but nightmare easly beats them saying that he was only using a fraction of his power and that the more dreams he feeds on the stronger he gets leaving the town nightmare says that if link is ready to dye him and his team will come to goponga swamp link and the others say that they should train the team knows that once they fight nightmare will waste no time to rule the world vaati then awakes and says that if they collect the four elements that were yous'ed to defeat him they would have a chance
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Re: rpg maker 2003 zelda
« Reply #34 on: October 24, 2011, 12:44:02 am »
  • vaati is awsome
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why did no one posted any comments while i was on vaction :'(
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TDWP FTW

Forstride Productions
Re: rpg maker 2003 zelda
« Reply #35 on: October 24, 2011, 04:11:10 am »
  • Forstride Productions
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why did no one posted any comments while i was on vaction :'(
What's there to post about?  You don't have a demo, your opening post isn't formatted nice, and the game itself looks very...Not good.  Most RPG Maker Zelda games tend to be unpolished, as people can use it without having to do much work, and it definitely seems like you're taking advantage of the easiness of it.
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Sinkin

Team Dekunutz
Re: rpg maker 2003 zelda
« Reply #36 on: October 24, 2011, 08:09:55 pm »
  • Idk
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About the poll that you have, don't you consider that over ten temples would be too much? I don't know how much experience you have in making games but in my opinion, just to start, make three or four temples to begin with to see how much work it is.
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Re: rpg maker 2003 zelda
« Reply #37 on: October 25, 2011, 01:46:00 pm »
  • It's just Max.
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Well, I kinda disagree with Skindevil, because I'm sure you could easily make too many temples, but the part where three or four would become lots of work is making them really good, and challenging. Like having puzzles you have to think really hard about. Look at Martijn's demo dungeon, it's a demo but look how few people have completed it. I've never played it, but it must be a really freaking good dungeon.
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Re: rpg maker 2003 zelda
« Reply #38 on: October 25, 2011, 05:50:48 pm »
  • vaati is awsome
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a downlad link i hope will work
http://uploading.com/files/6b96f56e/Project1.lzh/
if you like the game demo tell me if you don't like the game tell me witout insulting me als the beta dugeon in the demo is not close to done i have nt put int puzzles to the dugeon so when you get to the dugeon just find the mini boss and boss i promise i'll make the dungeons challenging


p.s. sucky trailer

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Re: rpg maker 2003 zelda
« Reply #39 on: November 12, 2011, 02:50:30 am »
  • vaati is awsome
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after a month of work i managed to get a lot of work done and found a way to easly fit 20 dungeons THE REALM OF MEMORIES the realm is in a hidden area find the area and you will activate what's simmilar to second quest with a complately new storyline and once second quest is activated you cannot deactivate it second quest will feture fammiliar areas as seen below
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