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 1 
 on: Today at 04:38:48 pm 
Started by Monster World RPG - Last post by Monster World RPG
Hi,
it’s Massimo here, author of Monster World RPG and member of the game developer duo known as “MAX TEAM”.
After a few months since the release of our well-received fan-videogame “Monster World RPG”, I’m here to give you some info.
Me and Fernando, the programmer of the game, are already working on the release, scheduled to happen within the next year, of the enanched version of our game, a “fixed” version created thanks to the beloved feedbacks many players send to us during the last months.
Usually it is me who "follow" directly our advertising activities on the social networks and so I take this chance to thanks our supporters again and also to give a special thanks to Fernando who, in thoose many years of developing the game, went through the “boring”part of development (a.k.a. “programming”) while I was doing the creative part by writing the story and debugging the game again and again (a.k.a. “play the game”).
If he did not decided to take over the project along with me sometihng like 10 years ago, today there won’t be any “Monster World RPG” for you to play.
As you probably know, I originally write the whole story (with minor differences from its final version) and had created the first demo of the game after I had ripped and customized many sprites from the original series of games from which our own took inspiration.
I believe setting the story, make the storyboard, debugging (again and again) and advertising the game it is an important work: but when you are into videogame creation, if there’s nobody which do the “programming thing”, there is nothing to release to the public!!!).
Fernando is also a skilled artist - he draw almost 99% of the original facesets in the game: remember to visit his deviantart page here:
https://fcm-nilesnake.deviantart.com/?rnrd=22935
More info about our game development history will come in a soon-to be interview by our n° 1 fan X-Buster, developer of another Monster World inspired game - link:
https://rpgmaker.net/games/3850/
Thanks again for your support to everybody.

 2 
 on: Today at 01:44:19 pm 
Started by neike60 - Last post by TomPel
You've really imroved these past years. The colors are awesome and I like the simple style.

 3 
 on: Today at 07:44:18 am 
Started by MG-Zero - Last post by LorentzChronon
for server updates? xD
definitely

 4 
 on: Yesterday at 06:13:03 pm 
Started by MG-Zero - Last post by MG-Zero
for server updates? xD

 5 
 on: Yesterday at 06:07:00 am 
Started by Theforeshadower - Last post by Theforeshadower
In attachments.  Contains the low poly 3d model of Link from Ocarina of Time with my beginner level rigging on it.
I would for someone with more knowledge to fix the rigging a bit so that it poses better without piece protruding through each other.

It is a .blend file(what....I love free software!).



Tried to pose it in a starting to run frame


Anyways, would love to get involvment with this so that ZFGC can have something most(if any) resource website does not have: an archive of working rigged models from the 3d titles!
Credits to tSR for the model, btw.

 6 
 on: Yesterday at 04:10:39 am 
Started by MG-Zero - Last post by LorentzChronon
EXCITED

 7 
 on: November 17, 2017, 09:55:43 pm 
Started by MG-Zero - Last post by MG-Zero
We'll have some downtime for server updates on 11/21 at 12AM EST.  Should only be a few minutes

 8 
 on: November 16, 2017, 05:07:20 pm 
Started by SpritingBrad - Last post by SpritingBrad
I fixed the face of the zora and added a shine to all the heads.
I also finished the side view, using King Mob's Zora and the Goron for the arms.

 9 
 on: November 14, 2017, 07:58:13 pm 
Started by SpritingBrad - Last post by SpritingBrad
I did the side view of the Generic Zora from OoT (Which I think looks even better than the front view tight butthole. I LOVE IT xD!)

Tell me what you think :D!

 10 
 on: November 13, 2017, 10:38:54 pm 
Started by Theforeshadower - Last post by Theforeshadower
ENGINE 7

Mostly Mega Man VII with a touch of older titles as well as some original techniques.  Not Capcom approved.  Done for learning purposes.

Created as an off-shoot of my Zero Engine, I wanted to see just how flexible Zero Engine is.  This is the result.  I spent a few hours on this. 
I really enjoy the direction it is going, so I believe it is time to make a release to let people break it as I am sure there are glitches.



<a href="http://www.youtube.com/watch?v=VIuBYN1FblA" target="_blank">http://www.youtube.com/watch?v=VIuBYN1FblA</a>

Version 0.1 Features:
-Sliding
-Jumping/Falling
-Movement
-Buster Shooting and Charging
(Really neat thing is that it uses vertex shaders)
-Health System
-Damage System
-Wily Fortress System
-Respawn/Death System
-16:9 Resolution (480 x 272)
-remixes by TheLegendofRenegade(does some nice MM Genesis stuff)


CONTROLS:
-Enter to pick a selection
-WASD act as directional keys
-J to fire/charge Buster
-K to jump/slide
-L to force slide if you prefer a separate key
-O to force take 10 damage

POSSIBLE FAQ?

No, I am not changing input anytime soon.  It has zero priority right now as the setup I am running works for me. 
Will be changed to a global changeable input system(running off an ini) later.

No, this is not going to be a perfect Mega Man 7 engine.  I am putting my own little spin on it. 
If it bothers you, go play Mega Man 7 - it's a nice game.

"Why are you doing this like xxxxxxx?" Read the previous statement. :)

"When are you releasing the source?" As soon as I get the code commented in a way that anyone could follow along. 
Right now, it just has basic stuff like "//Jumping !@#$%" or "//reset globals" which just helps me jump around like an index.

CLOSING THOUGHTS:
Go buy some damn Mega Man games to convince Capcom the franchise isn't dead.
I think I have almost bought every NA virtual release I can get. 
Buying used cartridges/discs does nothing except grow a collection.

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