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Messages - MaJoRa

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That's pretty darn impressive, I won't get to playing it until later but the screen shots alone are quite cool to see.

How long did it take you?

Zelda Projects / Re: [GMS] The Legend of Zelda GBC
« on: June 02, 2020, 04:52:58 pm »
I bet having it keep the animation frame as you transition from screen to screen would be a real pain in the ass depending how built it.

Zelda Projects / Re: [GMS] The Legend of Zelda GBC
« on: June 01, 2020, 11:56:32 am »
What are you developing it in? What platforms do you plan to release it for, and will you be animating things like the sea / water etc (I know you said some things are yet to be animated but curious as to what they are).

Well damn, this looks incredible! I can't even criticize it. Very well done.

Graphics / Re: Moblin WIP
« on: February 23, 2020, 01:14:32 pm »
It looks awesome, but something about it felt off when first looking at it. I think it's because of the perceived angle of the camera on the sprite. It looks like it would fit in perfectly with a side-scrolling game, but not a top down. You should try making some tweaks so fix that. Specifically I think it's above the arm joints and his back. I think that needs to be slightly 'higher' and have some shading so it looks 'longer' from this perspective and like it extends to his second arm.

Zelda Projects / Re: Ura Zelda Restoration Project 2016!! (ARUZ 2016)
« on: April 02, 2018, 10:21:19 pm »
So this is the first time I've seen this. It's definitely looking interesting. Very few ocarina of time modifications out there. Can't wait to see the first completed area, I'll definitely give it a play.

Feedback / Re: What new forum features would you want to see?
« on: February 03, 2017, 03:26:26 pm »
I'd personally like to see a responsive site so that it work's better on mobile. Perhaps then using something like ManifoldJS to make an app for several platforms (http://www.manifoldjs.com/).

More importantly, I'd like to see some nice ajaxness used in a few places to make things like posting new replies much faster, as well as updates etc to posts.

Graphics / Re: MC Sprite Collection
« on: July 21, 2016, 08:26:17 pm »
I haven't actually seen the frozen link sprite elsewhere before, thanks for the post!

Graphics / Re: SpritingBrad´s sprites
« on: January 30, 2016, 11:44:10 am »
This is a really cool project. Do you have plans for the dark world when you're done with the light world?

Graphics / Re: fictionaldogs' original sprites, tiles and more!
« on: January 27, 2016, 11:40:21 am »
So I've been through the entire thread now, and all I have to say is 'Wow'. I love the style, very unique. It's incredibly colourful, and would do incredibly well for a game such as the wind waker or similar. it feels incredibly happy, and your spriting skills are quite impressive.

I like that you've taken inspiration from other games (Minish cap for the house interioirs, lttp for the trees) whilst holding your own style.

Looking at your most recent tilesheet, my main criticism would be with the logs that link walks through. The shading on the horizonal log makes it appear as though you are looking at it from directly above. Whereas the trees and houses imply a slight angle. I'd work on the shading to perfect them.

Discussion / Re: Build a Zelda fangame with HTML5 + Javascript
« on: January 27, 2016, 10:56:41 am »
It's more than possible with Phaser. It's what I'm using for my GetToGohma engine right now. I'm using that combined with Electron to make it a cross platform desktop application (which I'd advise).

You do need to consider mobiles if you are going to have this on a website instead of as an app. On screen buttons work for the most part, however you might find that you are better off creating intuitive touch screen controls for the movement. I've found this to be tediously difficult though.

Concept Art / Re: Interesting castle I found
« on: October 12, 2015, 05:48:41 pm »
That's pretty awesome, quite impressed with the wall structure and everything. Something looks off about the roof - I think it's the shading near where it meets the northern towers.

Where did you find this?

Zelda Projects / Re: [Startup Phase] Project GetToGohma
« on: April 30, 2015, 12:14:58 am »
Yeah it's proving reasonably tough in the startup phase xD.

So a rather large update that's visually rather small this week. I spent most of the time fighting with the Phaser API trying to get a layering system into place (ready for a collision engine). I've successfully done that, and now I have collidable object masks all on the same layer, with the player above visually etc. You'll notice a single example of this with the wooden post (fence sprite) in the screenshot attached.

I guess my goal for next week's update is to get collision working - but I am on holiday over the weekend so I am not sure how much I will get done in this respect - we shall see.

Zelda Projects / Re: [Startup Phase] Project GetToGohma
« on: April 21, 2015, 05:41:58 am »
I have changed the title and hopefully fixed that problem :).

Zelda Projects / Re: [Startup Phase] Project GettoGohma
« on: April 20, 2015, 09:06:03 am »
So the weekly update is small as expected, but I'll post a new screenshot and go through what's happened.

I've re-factored a lot of the lower level code to do with multiple inheritance. This has effected the walking code etc in a positive way.

I've added the animations in for walking, and I've corrected a bug I found in my prioritised walking engine. I'm currently toying over whether to do rolling or gameobjects next - I think I might go with gameobjects (flowers, wodden posts etc) as they're easier at this stage.

Graphics / Re: I drew some houses!
« on: April 17, 2015, 02:10:00 pm »
I think these look rather good - but I would like to agree with Archaith. I also think that there needs to be shading below window bays - as all the other shadows imply a light coming from the north, and this implies light coming from the south.

Updates / Re: Menu Standardization
« on: April 15, 2015, 08:34:47 pm »
I have refreshed and it has now worked - that should have been task number one. Don't I feel silly :P.

Discussion / Re: Game Design Survey: Choosing Perspective
« on: April 15, 2015, 05:49:49 pm »
I love the idea, but you talk about this limitation of replaying the same game over and over. That doesn't have to be the case. You could have it so that the players only meet at small points throughout the game. Give them entirely separate backgrounds and stories. The game would then be about thier path / desires / story until the ending where it comes together. Meaning the game would be 90% different with each character. It could be that when you play as x you only meet character y on a few occasions etc (because the storylines dont cross).

Updates / Re: Menu Standardization
« on: April 15, 2015, 05:42:20 pm »
It would appear that this has broken it on the Kokiri theme.

Graphics / Re: OOT2D Map Project - Accepting Community Sprites - Read
« on: April 13, 2015, 11:49:00 pm »
Hi all, I just thought I'd respond to some of the comments made whilst I was gone.

Hopeseeker - Theres no new work on this project to be shown, but the project isn't dead. I'll be working on little things here and there - but it is true to say this is no longer my primary focus. The next logical step is indoors, starting with the Kokiri Houses and the Deku Tree dungeon.

Jeod - You're right. I am missing that, I'll get around to it at a later date.

Leduardo - I've been keeping an eye on that project, it's rather awesome. Though when I played the demo it was too unstable to get anywhere :(

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