Hello Guest, please login or register.
Did you miss your activation email?
Login with username, password and session length.

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Max.

Pages: 1 ... 45 46 [47] 48
921
Zelda Projects / Re: [Demo] The Mask of Ikana
« on: July 03, 2011, 05:30:13 pm »
Well, I found RGSS102E.dll for the computer. Aren't people handy. I'll definitely put that in the next demo, in the mean time, I can provide it here, I suppose.

Link: http://www.mediafire.com/?373zcd9r4hgvdic

I'll go in and add that to the first post, too. Thanks for finding this problem for me, Martijn.



Sorry guys if there's any more problems, I won't be able to fix them right away. I'm going out of town... out of civilization, really, for a week but I can start fixing stuff next saturday or sunday. Please tell me if anyone has any other problems.

922
I'm only speaking from memory, but I don't think you could talk to Cukemen. I think you could kill them, though, but as I remember, you couldn't walk into them without getting hurt, they just wouldn't electrify you. The way the buzz blobs worked was if you stabbed them, you'd go all electricy, and the screen would do that getting zapped thing, but the buzz blob wouldn't change. Probably because it's own defenses wouldn't electrify it, that would be a bad tactic.

923
Zelda Projects / Mask of the Gods
« on: July 03, 2011, 03:27:13 am »
The Legend of Zelda: Mask of the Gods


Yeah, the previous subtitle was "The Mask of Ikana", but I think "Mask of the Gods" sounds better.


The focus on this game is more storytelling and visuals, although I've tried to create gameplay as top-notch as I can manage.
The story is set in pre-Link Termina, probably a hundred years or more. It follows two characters, whose plots weave in and out of each other, eventually uniting at the end to conquer their enemy. A character called Kafei, who is most likely the ancestor of the one Link met (you know how characters seem to be continuously reborn through the ages, like Malon or Tingle), and Igos du Ikana, the same one we've met in Majora's Mask. Termina is peaceful on the surface, but age-old rivalries based on theological views between the Clock Towners and Ikanans spill over commonly, causing their dislike for one another to escalate. This tale begins on the night of a carnival, when Kafei is celebrating before he leaves town to visit his uncle, Igos is enjoying the festival with other soldiers of Ikana, and a mysterious, troubled stranger arrives from a faraway, war-torn land to take in the sights and stories of a country heading down the path his knows only too well. The game's story will be darker than most zelda games, sort of following Majora's mask, however it will probably be darker than that. Obviously, Igos is dead by the time Link meets him, so he must not live happily ever after.




Gameplay wise, almost all of the systems are in place. Health and the action battle system are done, along with three enemies and all weapons, except for the optional ones. Also, the characters learn abilities through the story: for example, Kafei is thought to tight-rope walk to gain entrace to the first dungeon.

Systems to complete still are a rupee counter in the corner, and the optional weapons/tools (bottles, bombs, etc...). There are three weapons/tools/abilities for each character so far and one shared ability planned for the second to last dungeon, which may seem small, but so is this game. There are four dungeons Kafei and Igos go through individually, and two, perhaps two and a half, that they conquer together. Kafei's dungeons will be based slightly more on agility and puzzles, and Igos' more toward fighting and magic.

The demo now is Act One of the game, and then a technical demo.

Anyway, if you play this, have fun, and expect more soon.


____________________________________________________________________________________________________________________
____________________________________________________________________________________________________________________



Screenshots:

Newer screens:










Older screens:








menu screen as it is now. from left to right, the icons with zeroes are magic beans, poe souls, and magic potions (returning from the oracle games).

Link to Screenshot Gallery (includes older screens)

http://www.majhost.com/cgi-bin/gallery.cgi?f=95208


________________________________________________________________________________________________________
________________________________________________________________________________________________________

Trailer:
<a href="http://www.youtube.com/watch?v=edtwW_KR_u4" target="_blank">http://www.youtube.com/watch?v=edtwW_KR_u4</a>

Teaser Trailer...
except, it really gives away a lot, that's a whole bunch of the demo :p ...

________________________________________________________________________________________________________
________________________________________________________________________________________________________


Demo Update - posted 10-26-2011
DOWNLOAD ME!

Complete Act 1, with everyplace you should be able to go at the moment finished.
There are no glitches that I'm aware of, but I'm sure people can find some if they were to put their minds to it, haha.

The furthest you can get here is to where Kafei and Igos split up. After that, you'll be taken to a technical demo, as usual.


----------------
Glitches/Stuff
----------------
There are a couple wierd things, that I don't know how to fix at the moment:

-Don't, during a cutscene, just repeatedly rapid-fire on the spacebar. It won't make things go faster, and during my testing, caused the game to freeze a couple times (once it sent a NPC into a wall and froze him there, freezing the whole game)

-A couple times during playtesting, I arbitrarily warped into the adjacent room in the direction I was walking (right)... No idea.



Technical demo features:
Weapons/Enemies system
All main items:
-Hammer
-Magnet Gloves
-Volt Rod
-Ember Seeds (now finished, I think...)
-Jump Charm
-Elegy of Emptiness Mechanic - removed for repairs
All the map features that require use of the items
  (i.e. torches to light, pots to smash, ropes to ropewalk, etc.)
3 types of enemies, that kind of need to be reprogrammed...




__________________________________________________________________________________________________________________________
__________________________________________________________________________________________________________________________


Progress of the whole game, in terms of what I'm working on at the moment, more things get added as I start more without finishing other things:

Clock Town:
Carnival of Time: 10/10
Non-Carnival: 6/10

Termina Field: 9/10

Ikana Canyon, and Valley: 9/10
Ikana City:
  -map 10/10
  -population 1/10
  -stores and stuff, 1/20

Ikana Castle:
  -As far as the plot goes now - 10/10
  -Further than the plot takes us - 1/10

Plot Progress: 3/10

HUD: 9/10 (only rupees left)
... but as far as the rupee display goes, I know EXACTLY how far I am... 10/100. Or 1/10, if you prefer reduced fractions...
The rupee system is being rethought as to avoid being such a pain.





924
Feedback / Posting a game?
« on: July 03, 2011, 01:37:32 am »
So, I've been working on a zelda fangame, like the rest of you guys, and, I wanted to put it on this website so people could critique what I have so far, or even use it as a resource if anyone thought it was good enough. So I went to the projects section, and I can't post a topic like the other people with games have done. Why is this? I mean, if I'm not allowed to post a game then I don't quite understand how this website works...

Sorry guys, I just wasn't reading carefully enough the outside of the board, or description of the whatever. I guess you post it somewhere else, and that elsewhere creates the topic. Sorry, I was being a little dull. Nevermind.

925
Recruitment / Re: [PAID] Looking for some to help with character arts
« on: July 02, 2011, 04:33:54 pm »
I'm pretty sure I can help out, and can also work for a reasonable price/cheap  :D
I don't actually know what a reasonable price is, though, but I can surely work in that art style and stuff.

926
Discussion / Re: Web Browser Engine
« on: June 29, 2011, 04:26:49 am »
This is way cool, man. I don't know much about coding and stuff, but I think putting the higher levels a lighter shade was brilliant, you can just use one colour and the z-axis will shade the graphics for you according to height. I mean, that probably won't be as important when the graphics have advanced beyond yellow and white blocks, but still, very clever. What exactly are you planning to do with this, if I may ask?

927
Dude, so I spent those ten minutes and... things didn't work out the way I thought. The program (gimp) rated each pixel to be recoloured on "luminosity" and... that's not the same as "what hue is closest?"

Anyway, that didn't work because I took the alttp palette and made it into a gimp palette to try to convert it. I didn't do it the way I planned because, well, two things.

1) TMC palette you have here isn't the same colours as the tiles you need recoloured, you're going to need a palette of the colors used in YOUR tiles. The ones you have aren't the same as the ones in the palette.

2) Even if TMC palette you have WAS correct for your tiles, the way you'd have to do it is select each of the, I dunno, couple hundred? colours in TMC palette, and then find which of the haphazardly organized ALTTP palette colours you thought was closest. This would take hours, I think.

So yeah, I thought I could do this in a few minutes, but, no. You'll have to do it yourself.

928
Discussion / Re: Moving from RPG maker to Game Maker?
« on: June 25, 2011, 07:10:24 am »
So with game maker's learning curve, how long would it take for a quick learner to make a decent zelda game. I'm not really interested in continuing to code computer games for the rest of my life or anything, I just always did RPG maker to make zelda games when I was a kid and these past months I've wanted to do it one more time. I've been working on rpg maker XP, and so far I've put in systems where you can effectively use a lantern, megaton hammer, roc's feather, tightrope walk, and climb ledges, just with the rmxp event commands. I have a sword system that will hypothetically work, but I haven't tested it yet since I reworked it so I could put in the hammer and lantern and stuff. So I'd say as far as all the technical coding and stuff, I'm like 60-75% done, and it'll just be copy and paste kinda stuff while I make the game's maps and cutscenes and enemies and stuff. So I don't know if it's worth investing the time to learn how to use game maker.

One question I've thought of, though, is how easy is it in game maker to make cutscenes? I'm most focused on the storytelling part of the game. I like kingdom hearts a lot because you kind of just watch it, it's more like a movie. I don't want it to just be a movie, obviously, but, I do want a lot of cutscenes and stuff, is that practical on game maker? 'cause I can do it in a flash on rmxp.

929
I use gimp, which is like off-brand photoshop, and there's a tool on there where you can switch one colour for another. If you got me all the tiles you wanted recoloured and their palette, and ALTTP's palette, I could do it in like ten minutes. It wouldn't work unless the palette for the minish cap graphics you have is exactly the same as the palette used in the minish cap tiles you have, though.

930
Graphics / Re: Zelda Titelscreen
« on: June 22, 2011, 08:07:50 pm »
SinkinDevil, how did you get the word "Zelda"? Did you use the font or did you just take it from a different logo?

931
Graphics / Re: Terminians and other guys
« on: June 22, 2011, 08:01:00 pm »
So, I'm having some problems with the side view of this fellow. Does anybody have any advice?


Also, the side view of this guy is kind of wierd:



And this is a goron elder, I guess, but... I don't like him either. Not a very good day for spriting for me...



Does anybody have any ideas how to improve these?

932
Graphics / Re: Terminians
« on: June 22, 2011, 04:58:13 pm »
I edited the zora a tad, to give him a more buff stature. Zoras have been fat, though: king zora, the drummer in the Indigo-gos, that little zora in Clock Town's milk bar. But yeah, the one I want to use, I want to be warrior-like.


and swimming



Gonna try to edit up some gorons next. I think I need an elder. There's always a goron elder.

933
Graphics / Re: Zelda Titelscreen
« on: June 22, 2011, 03:12:15 am »
Something like this?



I edited it a little bit, I wanted zelda to stand out less, so I blurred the edges and added a bit of a shadow.
I didn't add the lord of the gerudo part because it took effort. And I felt weird writing lord of the gerudos because I'm pretty sure Gerudo is like moose or pokemon, in that it's plural already.

934
Discussion / Moving from RPG maker to Game Maker?
« on: June 18, 2011, 05:15:21 am »
Hey, does anybody know how easy it is to switch from working on RPG maker to working on game maker? I've been using RPG maker for seven or eight years, so I'm hesitant to switch, because I feel like I just want to make one game, and then I'll be busy with other things, and I don't know it switching programs is an undertaking that would be worth it. Is game maker easy enough to make a custom game without too much coding knowledge since everybody seems to have zelda engines?

935
Graphics / Re: Zelda's Custom Tiles
« on: June 11, 2011, 03:15:21 am »
It's nice, but his beak it way too round, or short. Also, the lack of pupil makes him look a little demonic, but that might just be impossible to fix with his size.

936
Graphics / Re: Zelda's Custom Tiles
« on: June 10, 2011, 04:06:51 am »
I made this from your edit of the shopkeeper's house:



(the tiles are 32x32 and only this wide because I made it as a tileset for rpg maker xp, but they're easy to shrink down.)

Is it cool if I use this edit of your edit?

937
Graphics / Re: Terminians
« on: June 06, 2011, 04:15:06 am »
And now a zora! The head is based off King Mob's zora, but the body is entirely custom. I think it fits a bit more with minish cap dudes than the one I based the head on.


The zora in my game are supposed to be pretty warlike, so I was thinking about doing river zora, but there weren't any river zora in Majora's Mask, so I didn't know. I figured that other people could use a sea zora sprite more, anyway.

Also, I finished the king of Ikana, who I've placed before Igos, but they've both got the wierd tassels watermelon crown thing going on.



Any advice on these  guys?

938
Graphics / Re: Terminians
« on: June 04, 2011, 10:23:57 pm »
Happy Mask Salesman done now. I got a bit lazy on the backpack, it's almost the exact same as the one from the goron salesman, just without the goron symbol.

Kafei and Link are there for size comparison.

What do you think?

939
Graphics / Re: Terminians
« on: June 02, 2011, 07:43:13 am »
Thanks for the Happy Mask Salesman references, Leduardo. You're right about the hair, but I don't think I'll do teeth, as none of the other Minish Cap characters have any. Also, I have no idea how I'd do teeth.

Also, does anyone know where I can find a base for minish cap characters that is a little bit taller? Perhaps with legs?

But, as I've been putting the happy mask salesman off for a while, I've been practicing other people. Practicing other people also involved re-doing Kafei. I think this is the final Kafei that I'll use, as I'm pretty happy with him.



also, I'm starting to work on this different king of Ikana, as this game is set before majora's mask so it's not Igos, although I guess since this is just a sprite, it could be Igos, but I dunno. I based him off a moblin. I'm not quite sure what I'm going to base Keeta off, but I plan to do him, too. Perhaps also a moblin, just bigger, it's just going to be obnoxious to do side view, because their necks aren't people-like...


anyway, anybody is welcome to use them.

critique?


940
Graphics / Re: Terminians
« on: May 26, 2011, 03:04:28 am »
Thanks guys.
edits to the Garo, made him slightly shorter, and added a shadow:

I put the kafei sprite and an unfinished other character sprite, for size, in there, as they will be the two playable characters in my game, the plot switches back and forth between them.

also, I started work on the happy mask salesman. Not sure about his backpack... or his body, I guess. I based him off the dream-shop guy (where you dream a battle) in minish cap, and that guy has no walking animations, so I may change his body for a more useable one.


any advice here?

Pages: 1 ... 45 46 [47] 48

Contact Us | Legal | Advertise Here
2013 © ZFGC, All Rights Reserved



Page created in 0.027 seconds with 35 queries.