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Topics - Koh

Pages: 1 2 [3] 4 5 ... 11
41
Entertainment / Outdated Games That Deserve Remakes?
« on: December 11, 2012, 08:28:09 pm »
Just name a few.  Good games you feel would be even more awesome given a facelift and bonus content.

For me, I definitely have a relatively large list, but I'll list a few:

Crystalis (NES)
-Very good Zelda-like Adventure/RPG on the NES.  Its graphics were way ahead of its time, and the gameplay was really fun.  Had a lot of "Where the hell do I go!?" points in the game, but despite that, it's very enjoyable, and I would have loved to see an enhanced SNES remake for it or something.

Final Fantasies 5 and 6 (SNES, PS1, GBA)
-Do I need to say it?  All these have gotten were direct ports (with mild additions to the GBA versions), not enhanced 2D remakes and addons like Final Fantasies 1, 2 and 4.  This needs to be resolved.

Startropics 1 and 2 (NES)
-These are great Zelda-like games.  The first one could've done without the gridsnapping, like the 2nd one had; free movement.  Otherwise, the soundtracks are really great and the games are fun.  But, they're stuck on the NES, which means emulator only (unless you want to get an overpriced NES copy, or a beat down used copy).

Willow (NES)
-Another Zelda-Like Adventure/RPG on the NES.  Another graphical boom at the time.  The game suffered from a LOT, and I mean a LOOOOOOT of repeating screen designs, but overall it was enjoyable, as was the soundtrack.

42
Zelda Projects / [Game Maker 8 Pro]Comprehensive Gameboy Zelda Engine
« on: November 14, 2012, 10:25:16 pm »
Just digging this up to post the final update.  Since this is no longer being worked on, in favor of working on my original projects,  in addition to still receiving messages about it, I'm releasing the last, and most up-to-date version of the source code.

The code is well documented such that anyone could peruse through, and understand what each block or line of code does.  Many features were not fully implemented, such as the platforming area (ladders weren't implemented), however this engine could still serve as a starting point for many.  The code presented here is by no means the only or best way to handle things.  In fact, handling the graphics could have been done better, through the use of importing, such that when graphics need to be updated, all that would need to happen is the updating of the graphics files themselves.

Nonetheless, I present to you all the final batch of screenshots, and the final download package.  Good luck to any seeking to create a Zelda Fan Game!

Old Video
<a href="http://www.youtube.com/watch?v=FDa7R2BvQd0" target="_blank">http://www.youtube.com/watch?v=FDa7R2BvQd0</a>

Final Screenshots


Final Download Package
Comprehensive Game Boy Zelda Engine:  Final Source Package

43
Coding / My Dynamic Textbox Engine
« on: October 30, 2012, 12:15:18 am »
Just wanted to show what I'll probably be using in my games I make.  It took a while to get things running smoothly, but I like the result.

Version 2
<a href="http://www.youtube.com/watch?v=raxsdGCEzpE" target="_blank">http://www.youtube.com/watch?v=raxsdGCEzpE</a>

44
Entertainment / Dragon Quest X
« on: October 11, 2012, 09:06:34 pm »
I'm not necessarily excited for this, since I hardly play my Wii anymore (and we're likely not getting the Wii version anyway, but the Wii U version), and I don't wanna buy a whole system for one game :P.

Wii
<a href="http://www.youtube.com/watch?v=6stPPT4c31U" target="_blank">http://www.youtube.com/watch?v=6stPPT4c31U</a>

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

Yes it is an MMO.  Does that automatically make it bad?  No.  What the is up with people assuming so?  Just wait to PLAY FOR YOURSELF before you make such assumptions.

45
Entertainment / Peta Gets Pokemon?
« on: October 08, 2012, 10:28:58 pm »
http://features.peta.org/Pokemon-black-and-white-parody/?utm_campaign=1012+Pokemon+Parody+Game+Facebook+Promo

I'm laughing so hard right now!  You know, technically they are right; Pokemon is just organized dog fights, but.....

46
Entertainment / Clones.
« on: October 06, 2012, 06:13:25 pm »
How do you feel about these?

inb4:  Scifi clones are the best!  My clones can do things so I don't have to.

I mean clones of video games.  Like for example, everyone knows Super Mario Brothers came first, but a lot of similar platformers came out soon after, such as the Great Giana Sisters on the Commodore 64.  Another example is the Legend of Zelda, and then another game that came later Golden Axe Warrior on the Sega Master System.  Do you give them a chance?  Why or why not?  For those who don't, why not find out of it's a GOOD clone or not?  You'll never know until you try.  For those who do, what about the game attracted you to do so?

I always give them a chance.  Just because Mario or Zelda came first, that doesn't mean other games that follow a similar setup can't be just as good.  Being first doesn't automatically make something better.  We all know this from people yelling first when they post.  That post usually gets hammered, and not praised for being first.  Why should it be any different for video games?  Sure, the first sort of "sets the stage" for future games, but that doesn't mean it can't have it's share of flaws.

DISCUSSION!  I COMMAND YOU TO COMMENCE!

47
Coding / Great Game Maker Wall Optimization Script
« on: September 28, 2012, 11:22:01 am »
After reading about how to optimize Game Maker games to make them run faster, I decided to try out one method mentioned before, to combine all of the Wall objects into one sprite using a surface, then deleting them all, and creating one big wall, it worked out TREMENDOUSLY.  So I thought it would be useful for me to share my script with everyone.  It's not hard to do of course, but it could save time, and I recommend using it with every game that's bound to have a lot of Wall objects.  You call this script in the Room Creation Code. 

Code: [Select]
var; wallsurface=0; w=0;  //Variables for the Surface on which all the wall sprites will be put on, and the New Wall object that will be made.
wallsurface=surface_create(room_width,room_height+1);  //Prepare a surface as big as the room, adding an extra pixel vertically so we can have transparency.

surface_set_target(wallsurface);  //Prepare to draw on the surface.
draw_clear(c_white);  //Clear the entire surface with the desired transparent color.
with objWall{  //With all of the walls in the room...
    if object_index==objWall{  //If it's not inheriting from anything (you may want to handle slopes with their own combined slope object, for example...
        draw_sprite(sprite_index,-1,x,y);  //Draw their sprite on the surface at their location.
        instance_destroy();  //Then delete theirself.
    }
}
if sprite_exists(global.wallopsprite){sprite_delete(global.wallopsprite);}  //If there was a combined wall surface sprite made before, get rid of it.  This is crucial you store this, as these will build up if you don't get rid of them, and can crash the game.
global.wallopsprite=sprite_create_from_surface(wallsurface,0,0,surface_get_width(wallsurface),surface_get_height(wallsurface),true,false,0,0);  //Make a new sprite from the surface made of all the Wall objects.
w=instance_create(0,0,objWall);  //Make a brand new Wall object at the top left of the room;
w.sprite_index=global.wallopsprite;  //Set its sprite to the sprite made from the surface.
w.mask_index=w.sprite_index;  //Set its mask to its sprite.
surface_free(wallsurface);  //Free up the memory from that surface.
surface_reset_target();  //Reset the drawing location.
It's not much, but it's  effect on a game with a lot of Wall objects like my game is TREMENDOUS.  I have no lag whatsoever now.  You are all free to use this :).

48
Entertainment / The Rainbow Sponge
« on: September 22, 2012, 09:13:09 pm »
Who has heard of it XD?

<a href="http://www.youtube.com/watch?v=RXPIA58lYiE" target="_blank">http://www.youtube.com/watch?v=RXPIA58lYiE</a>

49
Entertainment / Overleveling vs Underleveling
« on: September 19, 2012, 10:44:05 am »
Now I always overlevel.  Underleveling is so overrated.  It does NOT.  I repeat.  It does NOT add a challenge to the game.  All it does it drag out the fights unnecessarily.  Because 60% of the time in the battle will be used to spam healing spells and/or potions, instead of actually fighting.  That's not skill, and that's not a challenge, that's just a waste of time.

50
Entertainment / Games That Just Dump You in the World.
« on: September 09, 2012, 12:21:00 pm »
How do you feel about these kinds of games? Obvious examples of this type of game are the first two Zelda games, the first Metroid, the first Final Fantasy, etc.

I definitely prefer this method actually. The story can still be present without it roadblocking you into single areas. And also, this lets you travel all over, find out where you can and can't go at the moment, and use your MIND. Because you have to THINK about which route you need to take to move on. Any game that railroads you the entire game doesn't require thinking about this, because they tell you exactly where to go, or lock you in that general direction where the other paths are blocked off by something ridiculous, like a sleeping old man. Why not just go around the old !@#$%?

51
Entertainment / Pokemon Should Do This!
« on: September 07, 2012, 10:51:39 pm »
Okay, so a lot of people really aren't understanding why I'm really starting to dislike the route Pokemon is undertaking.  But after I give them my thorough explanation and solution, then they understand why I feel the way I do.  So let's break this into 2 sections:  The what and why, and the solution.

The What and Why
Pokemon Black and White.  Let's open this paragraph with a fragment sentence.  Overall the games are DECENT, but why aren't they amazing?  Here's the problem...historically, and innovatively speaking, Pokemon Gold/Silver/Crystal were the best games of the series.  Why?  They brought MANY staples to the series that still exist in almost all the games today.  Breeding, day/night cycle, communication tools, two regions in one game with 16 badges to get total, improved engines, etc.  It was mind-blowing when these games first came out, and sold a ton of copies, all for good reason.  The design of the world was done in a way that made the games open for exploration and easy to branch off and make your own path after certain points of the games, therefore making the games non-linear after that point of the games was reached, which is after Goldenrod City, by the way.

Pokemon Ruby, Sapphire and Emerald come out years later and introduce a few more elements to the series, while, for some reason no one knows, dropping the day/night cycle for these games.  That was a dumb move.  What could possibly have went wrong?  Who knows.  But ultimately, it wasn't there, so the Pokemon World on these games (as well as FireRed and LeafGreen) were trapped in a forever-daytime dimension.  Easy to overcome, but why the heck was such a feature able to be put on a system that has LESS processing power and memory, and not the newer one?  Sense, it makes none.  Continuing on, these games also stripped a bit of the player's choices in which directions they could take when exploring.   While they had a couple, it wasn't as open as it was during the Johto games.  This marked the start of the Hand Holding Era, I like to call it.  Sinnoh followed suit.

Pokemon Diamond, Pearl and Platinum were then released years after that, bringing back Day/Night that should've been there since the beginning, and introducing a small number of staples as well as the usual engine improvements.  However, these games were the TRUE start of the Hand Holding Era.  Not once in these games are you able to branch off and pick which route you want to take.  You constantly have to follow the path they set out for you.  HOWEVER, the map wasn't designed in such a way to make you feel like you are, because of all the twists and turns.  This is a good mask, and better than Black and White for that, but still...doesn't change the fact that you still couldn't do anything off the beaten path.

So finally Black and White came out after those.  These are the worst in the Hand Holding Era.  Why is that?  It's not because of the story, which these games are actually the most plot-driven of the series.  It's because of it's extreme linearity.  What compelled the games to take such a nosedive in this regard?  So the Kanto games allowed you to branch off after going through the Rock Tunnel to get to Lavender Town...The Johto/Kanto games allowed you to pick after Goldenrod, and subsequently in Kanto, you could go pretty much anywhere you wanted right off the bat, Hoenn cut it down to a minimal choice, and then Sinnoh set the solid stone path of traversing while Black and White followed suit.  Apparently, Black and White 2 do the same exact thing.  What's with the downward spiral?  Isn't Pokemon supposed to be about EXPLORING THE WORLD, while looking for partner creatures and collecting badges to become a Pokemon master?  Pokemon Black and White feature a relatively small map compared to the rest, which gives you the illusion of a circle at first.  But in actuality, you only get to travel around one side before you beat the game the first time, effectively making the path to the Pokemon League more or less a straight line.  A STRAIGHT LINE.  After the  Johto games, the exploration factor deteriorated while the story factor exponentially increased.  Why can't both go up?  Why should you have to sacrifice one for the other?  And this is where my proposal comes.

The Proposal (Solution)
So what could possibly add to fix the games now that they chose this route?  Ultimately, if things continue the exact same way, nothing.  There's nothing you can ADD to this to fix it.  But there're somethings you can CHANGE.  And here's what they are:

Gym Order:  Why make it an order?  This is the first problem of the games, in which it's tackled completely wrong.  What they need to do here, is instead of making the region setup so you HAVE to do Gyms in a certain order, why not make it so you can get to every Gym of the game right from the start?  But how would this work, some might ask?  It's really not hard to grasp.  Each Gym basically ranks up in levels of the Pokemon the higher you climb.  So that should've put a spark in their minds that the Gym Leader's power should be determined by the number of badges you have.  This way, people have freedom to take on any gym they want in any order they want.  So for example, everyone knows that on Pokemon Red, Blue, Green, Yellow, FireRed and LeafGreen that you battle Brock, then Misty, then Lt. Surge.  But why not let people choose to go after Misty first, who's team's levels would be tailored to the number of badges you have, then backtrack to Brock, who would at this point be stronger than Misty, and then Surge?  Or even Surge, then an even stronger Brock?  This would allow for many different combinations, which would effectively change how the entire game is played, and would also offer a ton of replay value. 

Cutscene Driven Events:  So nullifying the starting scenes, since you wouldn't have any badges at that point, all cutscenes should be based on how many badges you have.  In just about every game, something will happen to the plot after you get to the next gym and clear it.  So instead of locking the player in that area until they get their grubby mitts on that badge, why not make the same events trigger in a different location based on the number of badges?  For example, on Black and White, Cheren wants to challenge you right after each gym to see how strong you are.  That can be done at anytime, with him coming off screen from whatever location you're at to where you're standing, and then you'd do your little encounter there.  Team Plasma is supposed to stir up drama near the Gym as soon as you leave?  Why not make it happen right outside the Gym you decided to do next, instead of a specific location?  See, there's no reason to barricade the players in like that.  Everything would be based on the number of badges you have, and the difficulty would be scaled to that.

HM Badge Requirements:  This should be gotten rid of entirely.  If you find a Hidden Machine, you shouldn't have to have some badge to be able to use it, you should just be able to use it.  How does the program know you have the badge or not anyway, and who keeps track of that?  Why are you allowed to use it in battle, but not on the overworld?  This concept never made sense, and it still doesn't.  If you find or receive a Hidden Machine, you should be able to use it right away to explore more areas.

Random Trainers:  Unlike the cutscenes, these guys should have their teams scaled base on the average level of your current party.  This way, not only are you able to go to what would be considered the "end area" of the game and still be alright, but also would make it easier to find a trainer to train your full Level 1 Party without having to battle some random wild Pokemon first.

---
So does this all make sense?  It should...it's not cryptic.  Who else agrees with all of this?

52
Other Projects / [CANCELLED: DEMO/WIP]World of Chaos Deluxe: Extended
« on: August 15, 2012, 01:29:25 am »
World of Chaos Deluxe Extended
by Dominic 'TamerKoh' 'Dlbrooks33' Brooks

Story
The world is living in fear, because demons known as the Chaos Elementals, that each have power with a specific natural element, have begun terrorizing the world and creating mass destruction.  Many warriors from around the world have fallen attempting to fight the threat to peace.

However, Koh's village is home to descendants of a special group of warriors that each have something they naturally excel at during battle, that only they can do.  For Koh, this was the ability to use his sword like a boomerang, and have it return to him like none other, and is able to charge elements into his blade as he acquires those powers.  Normally, before anyone can leave the village, they must undergo the Village Trial at a minimum age of 15, which will determine if they've kept up their training and can handle themselves in the outside world.  However, due to this threat, and how the elders noticed Koh's constantly increasing level of skill with his unique technique, they decided to send him through it early (he's 12 years old in this game).  He flies through the test with ease, and they deem him strong enough to use his technique to stop the Chaos Elementals.

Instead of traveling all over the world by foot, since that would take a long time, the elders have decided to allow Koh to use the Teleporters to navigate to the lairs of all the Chaos Elementals directly.  However, due to the chaos Elementals' power, the teleporter is only able to send Koh to either just inside the front door, or in the general vicinity of the areas.  From there on out, Koh is on his own, and has the world resting on his shoulders.  A heavy burden for a 12 year old, but he'll be alright!  And so, his journey starts in the lair of the nearest Chaos Elemental, King Fritz, Lord of the Slimes, who controls the element of Water.

Info
Anyone who's played World of Chaos or World of Chaos DX, both my first games I completed, this will be right up your alley!  I've been working on this for the past week now, and I'm basically updating my old game to be much more playable and full of new content.  I won't say much more other than all of the maps are being redone, the engine is being heavily updated, and all of the enemy AI are being improved.  For now, have a preview.

<a href="http://www.youtube.com/watch?v=g5QTl9CiIis" target="_blank">http://www.youtube.com/watch?v=g5QTl9CiIis</a>

And also have a small demo you can try out!  The demo is over when you defeat the first boss, as the next content is still being developed.  Make sure you put the game in it's own folder.
World of Chaos Deluxe:  Extended - Demo Download
The following download is for those who wish to hear higher quality music in-game.  After downloading it, extract it into the game's folder and the mp3s will be loaded in as soon as you start the game.
World of Chaos Deluxe:  Extended - Enhanced Music Pack Download

Below is a video showing changes, updates and additions based on feedback received and my own plans.
<a href="http://www.youtube.com/watch?v=KrFWBrevZl0" target="_blank">http://www.youtube.com/watch?v=KrFWBrevZl0</a>

Here's a preview of the upcoming Zone, the Sand Tower.
<a href="http://www.youtube.com/watch?v=20zsyhJtVYc" target="_blank">http://www.youtube.com/watch?v=20zsyhJtVYc</a>

And with that, have a new video, which shows the boss fight at the Sand Tower.  Of course I made him a bit stronger since the video, since this was my "underachiever" test file, meaning I completely ignored all the optional routes in favor of the lowest stats to try and balance enemies. 
<a href="http://www.youtube.com/watch?v=q26pWe5Jeys" target="_blank">http://www.youtube.com/watch?v=q26pWe5Jeys</a>

Below is a video showcasing the elemental charging system, with the element of Water.  Also a couple of other changes and updates~
<a href="http://www.youtube.com/watch?v=Gml4QJyDF6g" target="_blank">http://www.youtube.com/watch?v=Gml4QJyDF6g</a>

Here is a new video to showcase the Wind Element.  As you can see, not every elemental charge will be a pure-offensive based charge attack.
<a href="http://www.youtube.com/watch?v=51TtrGQtrXk" target="_blank">http://www.youtube.com/watch?v=51TtrGQtrXk</a>

Another elemental showoff...you'll be starting with this element.  As you can see, Fire is pretty random with it's projectiles, so it's not super reliable.  But as with all the other charges, damage is boosted higher than the slash attack, so it could be useful just a bit, but not as much as the later elements.
<a href="http://www.youtube.com/watch?v=swDTJjtU5Zg" target="_blank">http://www.youtube.com/watch?v=swDTJjtU5Zg</a>

Well although many things are still incomplete and are being worked on, I decided to go ahead and make a new video to show what's happening, to keep you all updated.  It's pretty much self-explanatory :).
<a href="http://www.youtube.com/watch?v=4_KG6KodM_U" target="_blank">http://www.youtube.com/watch?v=4_KG6KodM_U</a>

Controls
Arrow Keys - Movement
Z - Jump and Confirm (Menus)
X - Slash and Cancel (Menus)
C - Toss Sword
Enter - Pause Game
F2 - Restart the Game

53
Graphics / You Know You're Bored When...
« on: May 20, 2012, 01:10:51 pm »
You enhance the GB tiles randomly like this .




http://i132.photobucket.com/albums/q2/dlbr...ncedGBStuff.png

Free to use with credit!

54
Coding / A Link to the Past Engine
« on: March 05, 2012, 07:04:52 pm »
I've recovered the old files, and am re-releasing this for public use.  Remember this is very old, so the code you see within is most likely not as efficient as it could be with a few glitches here and there.  I've even recorded a video to show how this works.  The GMK is to be used with Game Maker 7 Pro or higher.

<a href="http://www.youtube.com/watch?v=IExK7CokEos" target="_blank">http://www.youtube.com/watch?v=IExK7CokEos</a>

Game Maker 7 File:  http://www.box.com/s/o8lcjytth54dp8j00ny9
Stand Alone Executeable:  http://www.box.com/s/rc2o5egk4jlmdzf3n1aa

55

(Old screenshot is old.)

I.  Information
I think it's about time I got into game development mode again.  And before I jump headlong into the idea I mentioned before, which I saved away, I'd like to first kick things off by remaking my first game I completed back in 2007, World of Chaos DX, which will re-envision the game the way I had intended it to be, had I the spriting and coding skills then that I do now.  For those who wish to play it, see the "History" section.

II.  History
Way back in 2006, I nabbed the Pro Edition of Game Maker 7, and decided to go full on into making my first game.  After learning a few tricks and shoving some ideas out, with the use of my newbie coding and spriting, World of Chaos was born!  The game features 4 zones, 4 bosses, and 2 difficulty settings.  This old version still exists, and is available for download to play.

Download:  World of Chaos Complete
Controls
Escape: Exit the Game
F2: Restart the game
F4: Full Screen/Windowed Mode
Arrow Keys: Move Koh
Z: Jump
X: Slash Attack (NEVER use this...)
C: Toss the Sword

After obtaining new knowledge in coding a year later, as well as some more spriting practice, I decided to fix up a few things and give the game a graphical update.  This was then released as World of Chaos DX, or World of Chaos Deluxe.  The controls are the same as the above, and the download is below.

Download:  World of Chaos Deluxe

III.  Plans
So we have those.  That's fine.  But they really aren't all what I wanted them to be, but were the best of my ability back then.  So what plans do I have in store for this version?  Well, to bullet a few points...
  • More Zones:  The game is far too short.  And I've had ideas for other zones, but didn't have the skill to implement them in the past.  To name a few more, we have The Forest, The Mountains, The Sea, The Sky, and more.
  • New and Improved Engine and Physics:  Absolutely necessary.
  • Currency System and Shops: Well, it's nice to actually be able to restore your health without waiting on a random potion drop, and to be able to buy upgrades.
  • More Enemy Types and Improved AI - Pretty self explanatory.  The types of enemies were lacking.
  • Additional Difficulty Options:  Self explanatory.  Only Normal and Hard were selectable, but I do want to add Easy and Insane.
  • Improved Graphics:  Working on that now actually.  Here's an example sheet, as well as my avatar:

  • Useful Slash:  As noted above, the Slash attack was basically useless due to the limited range.  I do plan to actually make it worth using it, and might even make it a 1-2-3 slash attack.
  • Pause Screen/Status Splash:  Did you notice there wasn't a pause button on the old versions?  Whoops, my bad.  But when I do implement one in this version, it'll actually give you a full status summary, like damage output range, and other stats.
IV.  Conclusion
I'd just like to say thanks to all who supported me in the past, and I'm proud to show you that you can have something new and fresh to look forward to if you liked the older versions.  For those who haven't, give Deluxe a try, and if you have any comments or anything, I'd really like to hear them :).

56
Graphics / High Quality Newfirst Graphics
« on: December 10, 2011, 04:15:46 pm »
Self explanatory title.  A little something I'm doing on the side.  Doubling the dimensions of the existing sprites below and adding more detail, without appending additional colors to the palette.  All sprites and tiles are free to use, with credit of course.  More to come at a later point in time.

HQ Newfirst Sprites



HQ Newfirst HUD and Items

57
Zelda Projects / [Screenshots/Old Demo]Ode to Zelda Advance
« on: September 11, 2010, 11:27:28 pm »

HISTORY
I started making this years ago.  It's literally so close to being done that all I have to do is the final boss, ending sequence, and credits.  However, at one point, the game kept giving me an unexpected error upon every attempt of a test.  Soon after, my laptop crashed, and I had all but forgotten that I had a backup on one of the online file-sharing sites.  So because of that incident, I had to stop working on it through the lack of a computer.  Then, as a reminder that it was one of my attempted projects, I posted it in my list of scrapped games and engines.  I found it yesterday on one of the file-sharing sites I use as a back-up and found out that this one doesn't give the unexpected error.  So, still so close to the goal, I decided I'll finish this up to add to my list of completed games ;).

INFO
About the Whole Game...
This game is an enhanced remake of what was once an online arcade game called "Ode to Zelda."  It featured a small world that used edited "The Legend of Zelda: A Link to the Past" sprites.  Believe it or not, you could probably clear the whole game in under 2 hours.

About Heart Containers...
You can obtain a total of 16 heart containers, all of which are acquired in a certain order.  Feel like you missed some?  Kill all the enemies on the screen for any heart container availible there to appear.

About Magic Containers...
These, unlike Heart Containers, aren't required to be obtained in order, however, they are hidden in various places.  Blast all rocks and pound all stakes to find them all!

About Sword Upgrades...
The first upgrade of the sword (Iron Sword) is hidden in a cave.  The last upgrade of the sword (Master Sword) is hidden on the overworld.

About the Controls...
Here is a list of the in-game controls:
Z:  Use Sword.
X:  Use selected item.
Enter:  Open Inventory/Pause the game.
Ctrl:  Take a screenshot (These seem to be in PNG format, but are actually in BMP format, so before uploading them somewhere, save them as a proper PNG image file).

SCREENSHOTS


VIDEOS (Old)
<a href="http://www.youtube.com/watch?v=j_JYlh-XrRc" target="_blank">http://www.youtube.com/watch?v=j_JYlh-XrRc</a> <a href="http://www.youtube.com/watch?v=Ramps85RJS8" target="_blank">http://www.youtube.com/watch?v=Ramps85RJS8</a> <a href="http://www.youtube.com/watch?v=EYIDS3Q5J4w" target="_blank">http://www.youtube.com/watch?v=EYIDS3Q5J4w</a> <a href="http://www.youtube.com/watch?v=BfX637iIGQI" target="_blank">http://www.youtube.com/watch?v=BfX637iIGQI</a> <a href="http://www.youtube.com/watch?v=wnzbcxt5VgU" target="_blank">http://www.youtube.com/watch?v=wnzbcxt5VgU</a> <a href="http://www.youtube.com/watch?v=VecgrgxKVTw" target="_blank">http://www.youtube.com/watch?v=VecgrgxKVTw</a> <a href="http://www.youtube.com/watch?v=1DvOccaHob8" target="_blank">http://www.youtube.com/watch?v=1DvOccaHob8</a>

DOWNLOAD
Old to Zelda GB Download

SYSTEM REQUIREMENTS
Windows XP or later.
256 MB of RAM.

For 'An unexpected error occured while running the game.' recipients...
Check THIS and THIS on that situation.  I already unchecked all Preload boxes, and this game doesn't use MP3's.


YOUR PART
Since the game is near completion, I would like to hear any suggestions, ideas for Ganon, and feedback.  Enjoy the game ;)!

58
Zelda Projects / [DEMO]Ode to Zelda Advance
« on: October 12, 2009, 11:51:23 pm »
History
Remember how I had the old version like 2 years ago, that I was almost done with, but ended up having an unexpected error problem?  Well now, I'm going to do it again, and this time, with a lot more to explore and obtain.

Info
This is to be a remake of that online arcade game "Ode to Zelda," as seen on Jack Games' Online Arcade, that features an enhanced engine, graphics, overworld, equipment, and more!

Development Tool
Game Maker 7: Pro Edition

Story
N/A

Screenshots


System Requirements
-Windows 98 or Later.
-256 MB of RAM.

Current Features
-Movement
-Rolling
-Falling in Holes
-Bushes and Tall Grass
-Slash, Charge, Tap, Spin, Hurricane Spin, and Thrust attacks
-View Movement and Screen Transitions
-Heads Up Display (HUD)
-Sound & Voice Effects

Downloads
-Engine Test #1:

Credits
-Programmer
     Dominic Brooks (Koh/Dlbrooks33/Dlbrooks34)
-Music
     VGMusic.com [MIDI][/indent]
     Z.R.E.O Team [MP3][/indent]
-Sounds
     HelpTheWretched [Zelda Sound Collection]
-Graphics
     Nintendo [Originals]
     Spriter's-Resource [Source]
     PureZC [Source]
     Dominic Brooks (Koh/Dlbrooks33/Dlbrooks34) [Recolors/Edits]

Disclaimer
"The Legend of Zelda," characters, and other aspects of the series are under copyright of Nintendo.  This game is NOT in any way endorsed or sold for profit and is merely a fan game.

59
Coding / Distortion in Game Maker?
« on: February 19, 2009, 02:51:48 am »
I know it's possible, but how in the world does one go about doing it?  I thought it was easy to find out, but...

60
Info
For some reason, I just have a good feeling I need to do this.  It was like attracted to me ever since I recolored the GB Link the way I did, so well, I guess I'm gonna try and remake the whole game =).  I started 10/26/08, so theres not A LOT in yet, but there is enough =).

Checklist
Movement - DONE!
HUD & Restoration - DONE!
Menu and Equip - ¼ DONE!
Warps - DONE!
Charge, Tap, Spin, & Hurricane Spin - DONE!
Destroyable Bushes & Random Items - DONE!
Lantern - DONE!
Boomerang and Magic Boomerang - DONE!

Screenshots


Controls
Z: Z Button; Equip to Z
X: X Button; Equip to X
Enter/Return: Open/Close Menu
Ctrl/Control: Take Screenshot (Saves as LOZ - LTTPA - the number it is at (starting at 0))
Testing Keys
Q-Upgrade Boomerang

Demos
Engine Test Demo #1
Source Code (REQUIRES GAME MAKER 7 PRO EDITION!)

Credits
Evile (PureZC): Overworld Colors & some tiles.
Migokalle (PureZC): Bush colors (not using the bush in the screen above)

Comments/Suggestions are welcomed and apprciated ;).

Disclaimer
I do not own the title of "The Legend of Zelda," and this game is in no way sold for profit.  It is a simple fan game and hopefully great remake of an old SNES/GBA game.

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