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Messages - Max.

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61
Music / Re: [Submission] Hyrule Town or Field maybe
« on: December 04, 2015, 04:14:02 pm »
So, this is potentially at a finished level? I think it'd be sweet if maybe a couple other people put in on a loop in the background of what they were doing and tested to see if it drove them crazy after 15 minutes. My main worry is that it's too short, the loop is about 18 seconds long. I could try to add in a third melody section if it feels to repetitive and aggravating. If this is Hyrule Town, the player could potentially be spending a ton of time running around since it's the busiest and sidequest-iest area and they need to keep coming back, so I figure if the music gets annoying here of all places, that'd be the worst.


So I think the City in the Sky thing was more like a glitch than an intentional way to change the day/night, particularly since it's super impractical :p A sleeping mechanism seems like it'd work well. Let's make another topic about that.

62
Music / Re: [Submission] Hyrule Town or Field maybe
« on: December 02, 2015, 04:31:24 pm »
So, I don't think this is quite done yet, I'm gonna try adding a little more but it's a start to get the feel for what it'll sound like with the MC Soundfont.


So hey, are we going to have different music during the day/night for some areas? I feel like we should, at least for the Field and Town. Or we could just have a general "night sounds" track that plays at night, like crickets and occasional violin or something, like Twilight Princess.

Which reminds me of another thing- as it stands, there's no way for the player to change from day to night. Most games where there's day and night (OoT, MM, WW) have a song to switch back and forth, which I appreciated immensely. I don't remember if Twilight Princess had that or not. But I feel like we should.

63
Music / Re: [Submission] Hyrule Town or Field maybe
« on: December 02, 2015, 04:20:32 am »
Sweet. I'm trying to use FL Studio for the first time since high school and it's hilarious. Just angrily demanding things from the program like, where is your timeline! Do you even have one of those? What is this step sequencer nonsense!? Why can't you be more like Ableton!?

But it feels super awesome to be using the soundfonts from Minish Cap :D Especially because the garageband app I use for most of my recording only has like four virtual instruments that aren't just synths.

64
Music / Re: [Submission] Hyrule Town or Field maybe
« on: December 01, 2015, 03:51:52 pm »
Sweet. I used to use FL Studio, which I might still have on my computer. I have Ableton Live somewhere around here too. I did this in the GarageBand app on my tablet, so I don't think I have an .ogg export option, I'll look into that :/

I didn't know if anyone would notice, but the main melody line with this theme is actually from Wind Waker / Minish Cap's intro theme, just moved from a minor key into major. Then combined with melody parts from Twilight Princess's Hyrule Town theme. Anyway, it seems like Hyrule Town has a different theme in every game, but I was trying to get this one to still feel familiar. I think where I failed was it's pretty much straight-up happy, and our Hyrule Town is more conflicted :/

(Btw, something that's actually really interesting- if you look at many different themes from Zelda games, lots start with a two and a half step down interval, like Bb to F.)


So yeah, I'll see what other software I can use to try and get something into .ogg, and see if I can use that soundfont when you send it my way :D

65
King of Thieves / Re: NCFC Demo!
« on: December 01, 2015, 04:02:53 am »
Quotes from my roommate playtesting this tonight. She's never played video games before really.

I keep shooting the dog in the face and he don't care. You need to fix that.

I can shoot through a house, but I can't shoot a dog? You need to fix this.

This old man is hard to pick pocket. Maybe if I shoot him in the face.

I'm gonna cut this old !@#$%. Hahaha. I'm killing him so bad.

Woah! I can walk around the table.

If I walk up behind the box can I pick pocket it?


Just so we know what an uninformed player's opinion is.

66
Music / [Submission] Hyrule Town
« on: December 01, 2015, 01:37:00 am »
So, this is one of my first tries at more orchestral or instrumental songwriting, but I wanted to play with some stuff and try video game composition. I'd really love to hear some feedback on this, probably more for my own learning- I don't know if I'll learn enough to get anything good enough for the game, or if I even have software to produce music that'll work. Or what format we need.

But anyway, I did a melody aiming for the feel of Hyrule Town or Field:

https://soundcloud.com/max-mraz/hyrule-town


What do you guys think?

67
Sprites/Tiles / Re: Hyrule Town Interiors
« on: December 01, 2015, 01:32:20 am »
Vaulting as in regular vaulting, like jumping over a low wall. Link does acquire a pole as an item in the third dungeon, but that is for dancing ; )

68
Sprites/Tiles / Re: Hyrule Town Interiors
« on: December 01, 2015, 12:56:47 am »
Cool. Do you have the sprites for vaulting? I remember doing them once a long time ago but I don't think I made a sheet. I totally forgot about that as a thief skill, it's another thing that hasn't really been worked into the designs. I figure it'll just be over particular walls?

I've got a tiny bit more to add to Goron Mountain, yeah. Shouldn't take long. I can work in a narrow ledge or two to strafe along, also, going along with thief techniques. I'll see if I can knock that out tonight.

69
Sprites/Tiles / Re: Hyrule Town Interiors
« on: November 30, 2015, 06:38:35 pm »
Okay, it looks like there was actually a good bit less climbing and thieving than I'd kind of assumed : /
So I did a quick diagram, which is attached. The red arrows indicate the climbing places (I didn't mark places where you can go from roof to roof across planks because that is obvious and isn't really climbing anyway), and they're kinda few. So I added yellow question marks and arrows where it looks like you SHOULD be able to climb, but don't seem to be able to.

The yellow arrows are also kind of suggestions to allow climbing in those areas. I was thinking there could be some crumbling walls where the yellow down arrows are, which would allow Link to jump from the higher levels to the slums. Where there's a horizontal yellow arrow across the narrow western street, I was thinking hookshot. There's question marks around the market in the slums, because maybe the tents should be connected with ropes and hanging lanterns, so you could get around on them. Also in the bottom left corner, it seems like something should be going on there.



Anyway, most of that might not be possible at this late stage in the town's development, I dunno.

As far as sprites, I thought we're just using the regular ladder/wall climbing animation from Minish Cap for climbing. Do you need those?

As for defining tightrope walking, I tried to hammer it out in this topic but it wasn't ever settled:
http://zfgc.com/forum/index.php?topic=41371.0

"Rope walking- along clothes lines, etc. basically just treats these objects as bridges that you can traverse linearly from their endpoints, but Link moves slower and with a balancing animation."


That topic also mentions walking along narrow ledges (which we've definitely neglected in our design thus far), and moving which hanging below something (also neglected). We can make another topic to hammer out the thief skills, which I think we should.


And last side note, what format does the music need to be? I've always been a singer/songwriter, but this last week I've been tinkering around with like, orchestral arranging with the idea to try stuff out for the game.

70
Sprites/Tiles / Re: Hyrule Town Interiors
« on: November 30, 2015, 05:19:24 am »
It'd be sweet to show off some of our thief skills, probably via pickpocketing (like the last demo) and some climbing stuff, maybe the tutorial area on the roofs? It's set up for climbing on boxes, climbing up walls, and tightrope walking. Perhaps a semivaluable rupee or sidequest item or something could be at the end of the roof above the bread-selling stall. Also, if it'd help, I can go through the town map and mark out how I was thinking all the climbing places would work out when I designed it, if some aren't obvious.

If hiding in a barrel is programmed, that'd be one to include also :D

It'd also be cool if there were some goal for the demo. If not a sidequest, perhaps a very simple goal with a couple NPCs exclusive to the demo? Someone (Farin, Anton, random NPC) instructs Link to steal something from the nicer part of town. Perhaps he'd need to collect some items to get it? I don't know if that's beyond the scope of what you're thinking for this, probably is :p

Anyway, how'd you solve the music dilemma? What was the music dilemma, haha?

71
Sprites/Tiles / Re: Hyrule Town Interiors
« on: November 29, 2015, 04:57:23 pm »
Woo! Is demo 2 going to have any of town's puzzles/sidequests? Or climbing areas?

72
King of Thieves / Re: Goals for next release
« on: November 24, 2015, 02:59:42 am »
That particular question was actually based off something Miles mentioned- solving a puzzle would allow you to get to part of the map you couldnt previously see/know was there. It's a pretty specific situation and not something Im really worried about,just thought I'd ask : )

73
King of Thieves / Re: Goals for next release
« on: November 23, 2015, 02:37:22 pm »
Sweet! Is it a two way thing, like if you spawn outside the box, you can't scroll into it? What happens if it's possible to walk out of the box, or should that never be allowed to happen? Once they're set, are they permanent, or could you do something to expand on the area of a map you're able to view?

74
Concept Art / Re: [Submission] Goron Village
« on: November 19, 2015, 04:10:04 am »
So Goron village is dragging its feet a little in coming together, I'm having a hard time finding a great way to work in the quest where you have to do maintenance on the wrestling arena. Some of that might need to be rethought a little for this to work. I'm starting to think it might be a good idea to have two maps, one the surface, one the bottom of the gorge, which is where the supports for the arena would be- the bottom area would be mostly dedicated to the quest of fixing the arena.

So I was hoping to get this knocked out of the way today, but I'm running out of energy and creativity for the day. So anyway, I figured I'd share some of the concepts I've been working on, perhaps get some feedback on what seems to be working better. I'm more partial to the two more detailed, uncolored ones, but they've got some problems and I think I need to come at this from a fresh perspective.

It'd be stellar if anyone else has ideas about how to work Goron Village best in our 2D game, addressing the requirements set forth by the plot.


75
Bosses / [Submission] Mushaboom, replacement Forest Temple Boss
« on: November 17, 2015, 11:01:30 pm »
So, our accepted Forest Temple boss (Forestos) doesn't fit with the swamp/forest's plot, since we decided there was a mushroom monster causing the fog and spores and everything. So I figured I'd make a boss that's sort of based on the mechanics of Forestos, but is fungal based and fits with the story we have now.



Name: Mushaboom
Location: Forest Temple Boss

Description:
Mushaboom looks like the decaying body of a dinosaur or rhinoceros, taken over by the fungi growing throughout it (Kind of like an undead Bulbasaur/Rhyhorn mix). Growing out of its back is a mushroom (a dorsal mushroom) which is its weak point. Mushaboom moved into the decaying remains of the Deku Tree after it'd been uprooted in a war with Ganondorf. It is the source of the poison mushrooms and the dangerous mist that's been pervading the Forest and Swamp as of late.

--

Battle flow:
The battle will mainly consist of dodging its attacks until you can get on top of the mushrooms that it grows throughout the field, then you hookshot around until you can get on its back, and attack its mushroom.

When Link enters the boss room, Mushaboom is burrowed in the ground, and you can only see the mushroom growing out of its back. The only thing to do in the room is attack the mushroom, which will cause Mushaboom to shake and rise out of the ground, raising Link up. Link jumps off and the battle begins.

Mushaboom’s first attack is Spore Spit; it shoots spores around the room which grow up into mushrooms. Once it’s spit the spores, it stomps around the room and will charge at Link if it sees him.

In order to get to Mushaboom’s weak spot (the mushroom on its back), Link will have to stand in the space where a spore landed. When it grows into a mushroom, Link will be carried up on top of it. While Mushaboom is stomping around the room, Link can hookshot from mushroom to mushroom to get close to Mushaboom. When in range, Link can hookshot to Mushaboom’s dorsal mushroom and get pulled onto its back. There, you can wail on it with your sword. After 3-5 seconds of beating up Mushaboom’s mushroom, it’ll roar and Link will jump off automatically. Mushaboom will then return to the Spore Spit phase and the cycle will start over.

If Link doesn’t get carried up with a growing Mushroom, or if the mushrooms crumble before he gets to Mushaboom, he’ll have to avoid Mushaboom, who stomps around the mushroom grove and will charge at Link if it sees him. After the mushrooms turn grey and crumble, Mushaboom will use its “Shark Attack!” attack until Link can hit the dorsal mushroom with his boomerang.

--

Attacks:
Spore Spit – Mushaboom spits fungal spores around the room in a kind of random grid pattern. If any hit Link, he takes .25 damage and is briefly frozen. Once the spores hit -either Link or the ground- they’ll grow into a mushroom after about 3 seconds. The mushrooms last about 20 seconds before they turn grey and crumble into dust.
If Link is standing on a spot where a spore has landed when it grows into a mushroom, he’ll be carried up on top of it as it grows. When on top of mushrooms, Link can hookshot from one to another.

Charge! – While stomping amongst the mushrooms, if Mushaboom sees Link, it will charge at him. If Mushaboom hits Link, it’ll toss Link up in the air and deal 1 damage.

Shark Attack! – After the mushrooms die, Mushaboom will treat the ground like water and dive down, with just its mushroom sticking out. It’ll move around the room quickly, looking for Link. If Link gets hit by the mushroom, Mushaboom will pop out of the ground, tossing Link up in the air and dealing 1 damage. The Shark Attack! attack can be stopped by hitting the dorsal mushroom with the boomerang.

--

Notes:

Once Mushaboom’s health has been largely depleted, instead of stomping around the room amongst the mushrooms, he’ll go straight to the Shark Attack! Attack, which is faster and more difficult to avoid.

While Mushaboom is in the “Charge!” phase, if Link hits it with his boomerang, it’ll stop for a few seconds to try and figure out what hit it.

Usually, Link will have to do the whole climbing on top of mushrooms and hookshotting to Mushaboom’s back cycle three or four times to do enough damage to kill it.

76
Sprites/Tiles / Re: Hyrule Town Interiors
« on: November 17, 2015, 09:40:42 pm »
Steve, could you post the tileset?

77
King of Thieves / Re: Priority List
« on: November 17, 2015, 12:34:00 am »
Yes! I'm working on the Goron Mountain layout today because that's at the top and is a blocker, which is, I assume, the highest priority? And I'll move onto interiors after that.


Also, something to figure out where it lies in priority: dialogue? We've got like 30 NPCs in Hyrule town, so someone or people will have to write their dialogue, and presumably what they say will change based on where you are in the game (so, world's current events), if you've done any sidequests related to them, probably time of day, etc. I figure the best way to organize that would be a bombers notebook of sorts for us to use. Each entry would have who it's about, then their dialogues and what triggers each dialogue. It'd also be a good place to keep track of where the NPCs who move around go.

But yeah, dialogue should be written at some point. And I like the priority list.

78
Sprites/Tiles / Re: menu select mockup
« on: November 16, 2015, 08:41:14 pm »
Added a little more just to see what it'd look like. The A in Zelda is pretty messed up because I did this in a hurry figuring we probably wouldn't go with the Seasons logo. Same for why the "king of thieves" font is pretty weird. Just figuring out how things would look.

Also added different colored buttons to see if they'd also look good over this. I figure it'll start out on the bottom of the tall screen and scroll up (the guy on a cliff is a different layer so he could parallax. Same with the sky, don't know if we'd want that.), so the bottom part (castle, dude on cliff) wouldn't be visible anymore, then the title could appear. Pressing start, the title would slide away and the buttons would slide onto the screen.

79
Sprites/Tiles / Re: menu select mockup
« on: November 16, 2015, 07:59:28 pm »
Do you think it'd look good with some ruin-ish Gerudo castle thing?

Also, I made it taller in case, like the Oracle Games, we wanted to scroll up to the title in the sky.

80
Sprites/Tiles / Re: menu select mockup
« on: November 16, 2015, 05:14:18 pm »
Quote
Quote
Would it be easy so when you select a file, that box gets bigger and shows the character sprite and stuff like what sword they have or number of hearts? That's never really super important information, it's just fun. Low priority for sure, but it's one of those touches that makes the game more professional and stuff.

Yup! That's the idea actually.  I just don't currently have all the sprites needed to make a mockup for that.

What sprites do you still need?

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