Oh my !@#$% !@#$% !@#$% !@#$% !@#$% !@#$% !@#$% !@#$% !@#$% !@#$% !@#$% !@#$% !@#$% !@#$% !@#$% !@#$% !@#$% !@#$% !@#$% !@#$% !@#$% !@#$% !@#$% !@#$% god! That's amazing!
Aww! Epona looks so cute!
I actually don't like MC Graphics, but I will definately play/beat this game.
I actually don't like MC Graphics, but I will definately play/beat this game.
;D i think you have to proove it at your z3 boothcamp
I actually don't like MC Graphics, but I will definately play/beat this game.
;D i think you have to proove it at your z3 boothcamp
What?
Looks interesting. Mockups defintiely are easy on the eyes. What are you using to develop this?I wouldn't accuse someone of mockups.
everything looks good man. Is that epona a rip from minish cap or is it custom? And what program are you making this with?
Looks interesting. Mockups defintiely are easy on the eyes. What are you using to develop this?They're not mock-ups, that's the game running in the two rooms I've built. That you assumed they must be mock-ups I'll take as a compliment... I think... :P
Is that epona a rip from minish cap or is it custom? And what program are you making this with?It's a 100% custom sprite. I've completed all the animations for walking and galloping left and right, but there's just a static sprite for going up and down at either speed at the moment. Anyone who's every tried seriously to sprite a horse will tell you what a chore animating it can be...!
Off topic: Can I have your sprites?Since you asked so nicely - no. ;D
Oh my f*cking f*cking f*cking f*cking f*cking f*cking f*cking f*cking f*cking f*cking f*cking f*cking f*cking f*cking f*cking f*cking f*cking f*cking f*cking f*cking f*cking f*cking f*cking f*cking god! That's amazing!
Looks interesting. Mockups defintiely are easy on the eyes. What are you using to develop this?They're not mock-ups, that's the game running in the two rooms I've built. That you assumed they must be mock-ups I'll take as a compliment... I think... :P
Ok, I'll just steal them from screenshots and demos. ;DOff topic: Can I have your sprites?Since you asked so nicely - no. ;D
I like the logo in your sig. May I ask where you managed to get the font in which you wrote "The Shadowgazer" in? It's called "American Unical"? I can't find it anywhere :(.I don't know about "American Unical" but there's a freeware version knocking about called Celtic. Want me to email it to you at the address in your profile?
Wow, this game looks awesome! Ypu're really good at MC spriting, keep it up! I can't wait for a demo or something :DMe neither, for the sprites ;D
BTW: Could you PM me the link for the font as well?
Really nice engine you have there nicely coded but I really hoped you could ride on Epona in the demo. :'(Sorry, but even though that part of the engine is complete I won't be including it in any demo because a) it's one of the things that is most unique anout this fangame and I want it saved for release, b) people have already announced their intention to steal my sprites so I'm limiting what I make available, that includes the horse I'm afraid, and c) I said a while back I hadn't finished the up/down animations - and that's still the case!
But believe me they will steal it anyway if I was you I would have the sprites jpg files. Because when they try to rip your sprites then they will have it really hard.I don't really care about people 'stealing' my sprites, but - for the record - I'd rather not see them used in anything else until my project is finished and has been out some time.
Could I PLEASE have some of the sprites ripped from MC (like the bombs, moving trees, and the effect that appears when the boomerang hits something)?But believe me they will steal it anyway if I was you I would have the sprites jpg files. Because when they try to rip your sprites then they will have it really hard.I don't really care about people 'stealing' my sprites, but - for the record - I'd rather not see them used in anything else until my project is finished and has been out some time.
And I know I can't do anything about someone ripping sprites from screenshots, but if you take the example of the horse, I don't see what use 2 animation frames out of 68 is to anyone... So I just won't be showing any more than that.
Could I PLEASE have some of the sprites ripped from MC (like the bombs, moving trees, and the effect that appears when the boomerang hits something)?MC Bombs:
It looks AWESOME and the demo plays very very well.Thanks, I fully intend to. :D
I hope you finish it.
I was a little disconcerted when all of a sudden link gets thrown back by rolling into stuff, there's no sound effect.I'm sure you noticed there were no sound effects at all. ;)
You can't pick up bushesYou're right, you can't. You can't pick up bushes in every Zelda game, and this is one of the ones in which you can't. You have to cut them, and until you get your sword, certain areas remain blocked off by bushes. It only really applies to the very beginning of the game.
You can only get knocked back when you whilst right next to it.That's completely intentional. Took me ages to get that right! :P Idea was: you don't have the same force coming out of a roll as you do going in. Try it in OOT/MM. That's what I was aiming for.
The bomb explosion is below where it should be, might wanna mess with some origins there. Though after further inspection I can only replicate this by placing one in front then waiting for it to blow up.Not sure I know what you mean, are you talking about being thrown by the explosion? If you're just talking about the origin of the explosion itself, I disagree, I think it's just right.
Needs SFXYep, I'm on it.
Can't blow up the bomb with the sword, I dunno if you can in other games I just remember being able to do it.You can't. You can, however set off bomb flowers with your sword, and that will be reproduced in this game.
I personally don't feel that the boomerang should be able to travel (back) through trees.Does in the other 2D games, but if your solution is for it to find an alternate path, I could always give that a go.
Cool, I can't download the demo... >_<; Anybody wanna send me via mail or anyhting? :)It's on its way. ;D
That's completely intentional. Took me ages to get that right! :-p Idea was: you don't have the same force coming out of a roll as you do going in. Try it in OOT/MM. That's what I was aiming for.Maybe not, but it's a Zelda game. You don't have a guy running around with a sword usually. Or floating around with a giant leaf. Or going into people's dreams.
Maybe not, but it's a Zelda game. You don't have a guy running around with a sword usually. Or floating around with a giant leaf. Or going into people's dreams.Okaaay, but there's a difference between having to suspend disbelief because fantastical things are happening, and having to because things aren't behaving realistically.
Great demo, though I agree that the bomb explosion should be a tad higher. Also, the boomerang should be movement sensitive, not just based upon where you're facing so you can throw it diagnallyActually, diagonally throwing the boomerang is on my list of things to do. I seem to have overlooked it rushing the demo out...!
Dude the demo was awesome, all the items and mechanics of the game seem just right. I cant wait til you get some enemies in there and some sound effects maybe :)Thanks! This was just intended as a technical demo really, the plan is to do a full demo of the first portion of the game next, from the opening scene right up to the end of the first dungeon. And if I stick to the story I've plotted out, that's a fair bit.
Thanks, that's all I wanted anyway.Could I PLEASE have some of the sprites ripped from MC (like the bombs, moving trees, and the effect that appears when the boomerang hits something)?MC Bombs:
(http://img137.imageshack.us/img137/3673/bomb7kl.png)
Clang effect ripped from Four Swords:
(http://img222.imageshack.us/img222/508/clang5lg.png)
Both are 32 x 32 strips.
The shaking tree is just the tree top sprite being rotated in GM.It looks AWESOME and the demo plays very very well.Thanks, I fully intend to. :D
I hope you finish it.
is it only one map or something becuase i read the signs and they say to hyrule castle are those parts included in the demo
OMG! What happened there!
Sigh... It pains me to show this...
Here are the errors from your tech demo.
(http://i3.tinypic.com/15n8189.png)
(http://i3.tinypic.com/15n9dn8.png)
(http://i3.tinypic.com/15nab7m.png)
(http://i3.tinypic.com/15nabk9.png)
(http://i3.tinypic.com/15nabur.png)
Sigh... It pains me to show this...
Here are the errors from your tech demo.
(http://i3.tinypic.com/15n8189.png)
(http://i3.tinypic.com/15n9dn8.png)
(http://i3.tinypic.com/15nab7m.png)
(http://i3.tinypic.com/15nabk9.png)
(http://i3.tinypic.com/15nabur.png)
Ah, crap. This happening to anyone else?
I'm gonna stick my neck out and say it looks like an issue with your graphics card, cb43569. There were no problems on the cards I've tested it with (64MB up to 512MB) but, to the best of my knowledge, they were all ATI Radeon. I used to have an Nvidia 256MB card and had some problems with Game Maker. I suspected it was a driver problem, but I upgraded before ever sorting it out... Have you got the latest drivers? You can get them here (http://www.nvidia.com/content/drivers/drivers.asp).
If it's not the drivers, I don't know what I can do about it, mate... :(
This game looks great, I am quite fond of the style. Your first dungeon idea sounds quite original, and looks good so far. Your tech demo ran fine on my computer and I did not encounter the glitch in question. So will the next demo feature some of the first dungeon?Yeah, it will. The next demo will be a big one. Remember how long it took to get to the Dragon Roost dungeon in WW? If I don't change the plot I've got written, there's about as much storytelling and build-up as that. :P This will be the first dungeon and the demo will end once you've defeated the boss. I don't intend releasing another demo after that, just the final product. But, hey, that could all change...
I think this is one of the most professionally done Zelda games I've ever seen. Perfect collision, movement is top notch, the effects, tiling, graphics, sounds (though a few are lacking)...are all amazing. The textbox looked really cool. You now have me hooked as a fan of a fantastic game. Keep up the good work. I recommend to anyone who wants to make a fan game to look at this and see how it should be done.Actually, the rain isn't an background. Each raindrop is an individual object. I was never satisfied with using an overlay, didn't look good enough to me. So I went down this route, with each raindrop having a random (to a point) lifespan, at the end of which it would turn into a splashing object, destroy itself and create another one. I assumed that using that many objects in addition to everything else in the game field might slow the game down, but whaddya know? Worked perfectly. Could be done with particles too, I guess...
To add, I was wondering if I could have the rain background that you used. I've been looking all over for one so smooth, but I only found one with four frames. (Yours looks incredibly smooth).
Also, if there are any custom sprites, did you sprite them?
I actually don't like MC Graphics, but I will definately play/beat this game.
Awsome game, but Minish Cap does NOT fit horseback riding, It looks wayyy to bright and colourful for a battle like that to take place. Maybe it should be darker, But ONLY on the overworld. In villages etc it should be normal colours. Just add a transparent layer on top of the overworld and it could look better. Experiment with things! Otherwise i look forward to it!!Nah, I'm not trying to recreate the look of Twilight Princess, so I don't think it needs making any darker. The idea behind the game - entering people's nightmares - gives it the scope to be 'dark' (most over-used adjective in the English language?) but I'm more interested in capturing the creepy/quirky mix of Majora's Mask. I think that game proved you could do 'dark' without using clich??s, and you could still retain the series' barking mad sense of humour. So I'm not going to worry about it looking too cartoony. It's kinda what I'm aiming for.
I guess I enjoyed this so much because it's so rare to see a game with so much attention to detail. I can't stand games sloppily thrown together, especially fan games, where almost all graphics and sounds are provided for you. Especially collision - collision is something I've got down to the nitty gritty perfection in my game (no, not trying to brag lol) and yours seems really good to. I'm just glad to see someone who holds their game development to the same standards as I (Yes, I'd ask you to help sprite for my game, but I'm not going to annoy the hell out of you right now).Thanks. I've played the demo of your project. Very slick. Looks promising. The topic doesn't give much away though - do you want to PM me the outline of your story so we can see if we could avoid any similarities? Not that I'm worried about copying, but it might be good for both of us to know we're taking the whole 'sleeping' theme in different directions... ;)
The worst part of this game is that my game has recurrent themes of sleep. And I don't want to be caught copying.
And I'm just wondering, which sprites were custom in your demo?
Eh, since I'm a big fan of MC, I can tell that you just used the graveyard tiles for "night" (recoloring a few things like the grass, bushes, flowers, etc.) so to me, it just looks like a spooky-ish graveyard place rather than nightime.Sure, but I always assumed that the stuff in the graveyard was designed to look like it was set at night... But I agree, and I don't think it's right for this purpose. I think it's the way to go, but maybe it should be more blue than purple:
i tried demo1, and it was pretty goodWe do? Sorry, I have no idea what you mean by that.
the game ticks too slow, increase gamespeed
crashing into things works, but we both know its not a linear motion
Since its night shouldn't link get a bit darker? (Bright green in the middle of the night dosen't look right)
Good work, as always. Are you going to enter this in Z3?Thanks. I've thought about it a lot, and I've decided I won't be entering z3, sadly. I don't have the time or, given the tight deadline, the inclination to prepare another demo just for the sake of showing something nobody's seen before. My intention to release the opening part of the game as the demo proper still stands, and for now, that's not gonna change.
I like the new blue colours, it looks perfect. I think Link and the stones should keep their day-time look, however.
Although, please try to optimize the code, it's runs slower on other computers...
EDIT AGAIN: I just played the demo its good but link was a little slow on this comp but it didnt lock up he just moved slow (my comp is crap so thats probably the problem) btw do you have your ingame menus done?Seems to be a few people saying the demo's running slowly on their computers. :-\ I'll see what I can do to optimise the code for the next demo, but I have a feeling any slowdown is due to the sheer number of objects and tiles in that room. I'll experiment with a few things, but I can't promise any huge improvement...
Since its night shouldn't link get a bit darker? (Bright green in the middle of the night dosen't look right)Nah, I'm just trying to create an atmosphere, not simulate realistic lighting. It's a stylistic decision rather than a technical one. All the character sprites will retain their original colours, as they did in the graveyard in MC.
...n_____n....tears of joy, for possible the best original fangame ever. If and when you finish it, you should submit it to Nintendo, and see if they'd publish with your name on it.I hope you are kidding...
That's a fantastic Lizalfos :). I wish my sprites were as good as that.
WoW Lizalfos sprite rox my sox off XD you should make a Support banner!You should I would def put it in my sig!
Thanks. I've played the demo of your project. Very slick. Looks promising. The topic doesn't give much away though - do you want to PM me the outline of your story so we can see if we could avoid any similarities? Not that I'm worried about copying, but it might be good for both of us to know we're taking the whole 'sleeping' theme in different directions...Thanks. I don't really have anything more than you. Maybe a few more things, but the room is just the view size.
As for the sprites, there are actually very few custom graphics in the demo itself - couple of subtle edits, but nothing I would claim as mine. So just the items icons, I think... All the custom stuff is under wraps for now.
I am desperately awaiting the next update after having seen it's empty space at Z3. I hope this game pulls through the hardest production stage of all: Step 2: The Main Game Loop.I'll take your word for it... :D
There's the 'real' waking world, and there's the dreamlike/nightmarish sleeping world (haven't quite figured out what to call it yet) which Link can reach at any time by climbing into a bed and going to sleep.Good - because there is a difference in story, here. In my game, you'll be able to hop into people's dreams - and each dream will present a different area to explore, maybe a dungeon, or maybe a room. As I may have said in this topic before, a town I'm planning on making is one in which everything is backwards - even the controls!
Sorry guys, time for a long overdue update...
Just some screens of my work on the lava dungeon:
(http://img234.imageshack.us/img234/7650/screen05aj0.png)
(http://img91.imageshack.us/img91/1644/screen06qt2.png)
(http://img54.imageshack.us/img54/6746/screen07ot5.png)
Since starting the first dungeon the enormity of the project has really hit me. All the work I'd done so far, like building the engine, was fun because I was doing something new all the time. But it'll always raise a smile from now on when I see someone sprite something in a single forward-facing pose and ask for credit if used. Like it's of any use in a game without a full set of animations... With the amount of custom mobs I wanted to put in the first dungeon it's just taking ages to animate them - and it's not the most exciting thing to do. So I'm mixing it up a bit, if I get bored with something I'll move on to something else, then when I'm bored of that I'll go back to the other. Keeps me sane but as a consequence nothing is getting finished! Although I did finally complete the up and down animations for the horse, so I guess that's something...!
Not annoying, but still taking up a lot of my time, is the actual design of the dungeon. Trying to make it flow properly without making it a linear progression of rooms, logical stuff like getting the exchange of keys and locked doors right, and thinking up puzzles - it's fun to do but it's constantly evolving. I had it all sketched out on paper, but that's way out of date, and I've just chopped off a whole wing of the dungeon that was just pointless padding. And at the back of my mind is the thought that I've got several more dungeons to do so I'd better not pour all my ideas into this first one...
So I'm keeping busy, but there's just not much to show for it at the moment. Getting the engine together was like the first obstacle, it's at a stage now when I'm starting to climb the next - transferring all the ideas I have on paper into pixels... So maybe that's what I show you in my next update, some scans from my sketchbook...
Later,
KM
The Game looks SICK!!!!! Its like a real zelda game.ITS SO Eye-gasmic.
any idea of when you'll release a demo?
There's already a tech demo. Mob's probably gonna release a full demo in a month or something around that. The 1st demo will go as far as Dragon Roost Island was on Wind Waker, around the same amount of gameplay time, he says. That's 20-30mins gameplay, so I don't really care how long it takes... me wants that demo!!Whoa there! It certainly won't be ready one month from now! I was thinking more like one year! There's an absolute ton of stuff still to do for the demo, and I was/am working toward getting it all done by the next z3 - assuming that occurs on a similar date next year... Sorry to disappoint, but it's a long way off yet, mate. Thanks for your continued support though. That goes for everyone. ;D
There's already a tech demo. Mob's probably gonna release a full demo in a month or something around that. The 1st demo will go as far as Dragon Roost Island was on Wind Waker, around the same amount of gameplay time, he says. That's 20-30mins gameplay, so I don't really care how long it takes... me wants that demo!!Whoa there! It certainly won't be ready one month from now! I was thinking more like one year! There's an absolute ton of stuff still to do for the demo, and I was/am working toward getting it all done by the next z3 - assuming that occurs on a similar date next year... Sorry to disappoint, but it's a long way off yet, mate. Thanks for your continued support though. That goes for everyone. ;D
And I would be very surprised if you could even speed-run that much of WW in 20-30 minutes! :o
That portion of the game is pretty lengthy... Maybe you're overlooking some stuff. There's a fair bit of running about on Outset, the journey on Tetra's ship, all the sneaking around in the Forsaken Fortress, exploring Windfall, sailing to Dragon Roost island, getting into the dungeon, and then actually completing it... Nah, that takes longer than half an hour, particularly if you're doing it for the first time.
But I think it's a good like-for-like comparison: there will be a couple of villages to explore, a mini-dungeon like the Forsaken Fortress, some travelling... It's fair to say there will be a lot to see and do before you get into the first proper keys 'n' boss dungeon. On your first time through, exploring everywhere and talking to everyone, my best estimate says it'll be more like an hour's gameplay. I want to release something substantial, not little bits here and there, and something that's genuinely representative of the finished game.
Edit:
Freakish coincidence - The Hylia (http://www.thehylia.com/index.php?subaction=showfull&id=1157599168&archive=&start_from=&ucat=&) today posted the first part of a WW speed-run, and it takes 22 mins to leave Outset for the first time... :D
Wow just started to pay attention to this and boy am I impressed. Very nintendo-ish so much like how nintendo would do it, only prblem is that incase yo havent noticed only the early games and TP have people titles you should have an item title, something that lets you enter the dreams, unless the shadowgazer is an item. Also in most Zelda games there is somesort of transformation, fairy human, hylian bunny, the different masks of MM, big small, young teen, Hylian Wolf, so maybe Link takes on a certain form when he enters dreams?There's no transformation in this game, no. But I can confirm that the Shadowgazer is an item - it's the thing in my avatar - but to complicate matters, it's also a person... ;)
It looks too good to be true, especialy the story (although it reminds me somewhat of LA).Well, lost of people use dream-related stories for games/movies/books/fiction :P
When will there be a demo?He said maybe in a year.
Best Zora I've seen, same for the lizalfos, too bad you did em in MC style. ;DYeah, I know what you mean, but it's intentional. When I did the sketch I had a long lizard-like snout in mind, but when I was spriting it I experimented with a few things. I brought the ridge on the skull forward to make it look more dinosaur-like and decided I preferred it that way, and I don't know about you guys but it always looked to me like the velociraptors in Jurassic Park had evil smiles on their faces :P so I tried slapping a grin on his face for the hell of it and bang, I'd nailed it! I'm really pleased with that one actually...
But the lizalfos looks kinda like he's smiling.
In my never ending quest to find something wrong with this game, I've finally done it - speed. Nothing big, but when Link is moving diagonally, the speed in the direction he isn't facing should be diminished. For example, if Link is moving up right and facing up, he should move up at normal speed, and his speed to the right should be lessened. This isn't a huge deal, but it is something I feel really makes the whole movement smoother and have that Zelda "feel" - otherwise it seems to generic and jerky, and it makes sense if you think about it.Wow. I've played every Zelda there is and I never noticed that. Capcom never noticed it either - check The Minish Cap.
If you cancel the game, I will hunt you down and throttle you in your sleep, then throw your dead body into an incinerator and... oops, sorry. Didn't mean to ramble on like that ;D!I don't sleep. That's when the nightmares come...
I see those sketches and man - I admire you, I really do. Awesome. But there's one thing really, REALLY bugging me. You're so frickin talented, your game (or demo, anyway) feels so real when I play it, it makes me wonder...Heh, this project is enough of a time-sink as it is! Do you want me chained to my computer?! Nah, I could't devote the time needed for something like that. This is just a hobby, you know, and I don't want to spend any more time on it than I already do. Besides, I like Minish Cap style!
... why don't you go for a whole custom style? Gee, I know you got what it takes, damn. Seeing these sketches, seeing that Lizalfos and Zora, I mean what the hell. Your project would be a 11/10 if it had custom style, really...
Hm, well. Still stunning, I can just repeat myself. Yet I'd appreciate an answer on why you don't go for a custom style. :3
Kame's right. I'll take this opportunity to remove all doubt as to my intentions for the demo.When will there be a demo?He said it maybe in a year.
this game looks super sexy and i hope you dont plan to make it so long that you dont finish it.Hmmm. I'm assuming you're a Bob as in Robert and not Roberta, right? Then I'll pass if it's all the same to you...
and if you ever finish this ill like suck your DICK or something >_>.
Oh, and by the way - the Zora is still very much a WIP. I'm confident the body can be made smaller, or at the very least cleaned up. Not convinced about the colours either. The MC palette clearly wasn't chosen with Zoras in mind, but I'm not gonna let that restrict me. And I'm really struggling with doing a front-facing view. I don't want to dis anyone's spriting skills, but I've never seen a forward-facing custom Zora that really looked like, y'know... a Zora. It's a tough one.Gotta agree with ya there. Zoras are really hard. Probably the best way to study 'em would be get a snapshot from a ROM when they're facing forwards.
There are seperate objects for Link walking, walking carrying something, walking with the shield, walking with the bow poised - probably more that I can't recall off the top of my head, plus at least one I don't want to reveal ;) - and I honestly don't know if I can be bothered to go back and change all the code...! We'll see, but it would be right at the bottom of the list of things to do. Nice try, though. Must do better!Wow, you use separate objects? That might become a real stab the ass later on. Er, didn't mean to use such violent expressions. <_<
There have been a few comments about the walking speed - some suggesting I change it, some saying it's just right, and I want to explain why this, and some of the other things, are the way they are. Put simply: it's what feels right when I'm doing it.Yeah, like I said, the walking speed is slow, but any faster, and it'd be unrealistically fast. People don't actually walk very fast, I think they had the walking speed down-pat in OOT. Fast enough, but not really fast.
I'm not trying to improve on the mechanics of Zelda but equally I'm not gonna let myself get bogged down trying to create a carbon copy of the engine. Plus I'm still learning GML so I'm just trying to build it up from scratch as naturally as possible. In the end it has to play well in its own right, above playing like a Zelda clone, in my opinion. But we'll see how things develop. This game has evolved so much since I started it...
You just whet my appetite for the next Z3 100% more! :P Can't wait to see what you'll have ready when the tiem comes. and I really like your plans for releasing the game slowly. Way too many projects just rush out demos and suffer because of it. I do hope, though, that in the event that you do scrap this game, you would kinda clean it up a bit and release whatever you'd got. But then if you do that, hotpiebob won't suck your DICK. ;) LOLKame's right. I'll take this opportunity to remove all doubt as to my intentions for the demo.When will there be a demo?He said it maybe in a year.
Assuming the next z3 takes place roughly the same time next year, i.e. August 2007, you can expect it then.
I think this gives me enough time to get done everything I have planned. If the next z3 occurs much sooner than that, say it becomes a six-monthly thing, it will probably have to wait until the following one. But as of recently I am working on stuff in the sequence they appear in the game. That means I'm working on tiling, spriting and populating the starting area, and when that's done I'll move onto its neighbouring rooms, and keep branching out that way. This is so that even if I don't quite get everything finished in time - and I fully intend to! - the demo can be played all the way up to whatever point it is complete.
Having said that, if I find myself completing it ahead of schedule, you'll still have to wait until z3 to play it! And I wouldn't be adding any more to it than I've previously stated. The end of the first dungeon is a good place to leave it. After that there will be no further demo. Just the finished game.
There are separate objects for Link walking, walking carrying something, walking with the shield, walking with the bow poised - probably more that I can't recall off the top of my headin there you say you use separate objects for all his actions. but i also know that, making my own games with game maker, that you have managed to make the room follow all those around. but i need to know how to do this! i have been making 1 single object which is link to follow and separate ones only for the swords and stationary objects. how do you do it? do you make the main one the pearent and then all the others have that the pearent and have the room follow the pearent? ??? i dunno, but it is annoying the hell out of me and forcing me to make scripts 200 lines long (so i just made up that number, but you get the idea). I am making cloud of darkness and seeing your game, i think i need to almost rebuild my whole system of movement and actions so far (at least it's not even a quarter of what is planned).
That was really dissappointing. All that was in the demo was walking around and 2 items.
Where are the enemies? Where are the room transitions? Where is the inventory?
Who's to say those screenshots arent mockups? You really need to add all the features you boast about having into your demos, as the demo you DID post had nothing special about it. It didnt even have a chat system.
Add some more content t your games before you release them, and don't tell people about features you claim to exist but only have a screenshot of.
I'd like to see you do even this.
That was really dissappointing. All that was in the demo was walking around and 2 items.LMAO. In need of some attention are we?
Where are the enemies? Where are the room transitions? Where is the inventory?
Who's to say those screenshots arent mockups? You really need to add all the features you boast about having into your demos, as the demo you DID post had nothing special about it. It didnt even have a chat system.
Add some more content t your games before you release them, and don't tell people about features you claim to exist but only have a screenshot of.
That was really dissappointing. All that was in the demo was walking around and 2 items.Well, considering most walking demos I've seen don't have any items other than the sword, I'd say the demo is doing pretty well so far. Also, a child could not have made that demo. Mob has put incredible work into it - everything in it is seamless, it even has things that the Capcom developers left out of the Minish Cap.
Where are the enemies? Where are the room transitions? Where is the inventory?
Who's to say those screenshots arent mockups? You really need to add all the features you boast about having into your demos, as the demo you DID post had nothing special about it. It didnt even have a chat system.
Add some more content to your games before you release them, and don't tell people about features you claim to exist but only have a screenshot of.
LMAO. In need of some attention are we?Sharp, dude. ;)
Considering you're only on your fifth post, I should be annoyed at you thinking you can tell me what I can or can't do, saying I'm 'boasting', and implying that my project is fake.
Instead I'll just point out the irony in a) trash-talking my game and then stealing the idea, and b) that most of your criticisms could be levelled at your own demo. And I'll politely ask you to stay the hell out of my thread in future, thanks. ;D
For the people who don't think I suck, I'm happy to report progress is going well, and I'm only being quiet at the moment as I'm pretty much avoiding the internet altogether until TP arrives and I can play it spoiler-free. Thanks, for your faith in me, see you on the other side of December 8th. ;)Heh. See ya then. Hope to see some kind of updates again, eh? Text, most likely. And god for you about avoiding TP spoilers, I'd do the same. Games are so much less imersing and fantastic when you've heard so much about 'em.
That was really dissappointing. All that was in the demo was walking around and 2 items.
Where are the enemies? Where are the room transitions? Where is the inventory?
Who's to say those screenshots aren't mockups? You really need to add all the features you boast about having into your demos, as the demo you DID post had nothing special about it. It didn't even have a chat system.
Add some more content t your games before you release them, and don't tell people about features you claim to exist but only have a screenshot of.
That was really dissappointing. All that was in the demo was walking around and 2 items.@King Mob: Unbelievble that stupid miserable *censor* people like this live in the world.
Where are the enemies? Where are the room transitions? Where is the inventory?
Who's to say those screenshots arent mockups? You really need to add all the features you boast about having into your demos, as the demo you DID post had nothing special about it. It didnt even have a chat system.
Add some more content t your games before you release them, and don't tell people about features you claim to exist but only have a screenshot of.
All I saw in that demo was a basic walkaround demo that a child could make. There was no inventory ande if this was posted on the GMC everyone would say it sucks.Saying this alone proves your stupidity. Compared to nearly every other Zelda game, this one is the most fluid one I've seen. It is smooth and has perfect collision, and nice details such as rain that looks smooth and perfect tiling. You should spend less time talking about other people's games and working on your own; god knows you need it.
Did you sprite these cucoos?Nope, they're regular cuccos from The Minish Cap.
I thought the cucoo thing was funny, like from OOT. The only thing I think you should add is some kind of indicator that you've gone past the breaking point. Like a screech from the cucoo, or something not just the game "freezes".There is. The cucco crows exactly like in OOT when the game freezes - you still having trouble with the sound? :P
I noticed some serious slowdown when all the cucoos flew onscreen.That can be attributed to the compression of the video, it all goes a bit blurry and choppy when anything is moving sufficiently fast. Plus running Fraps always seems to degrade performance... I've toned the number of cuccos down quite a bit anyway (!) and there is no slowdown at all.
Finally - just wondering, from a structural point of view - have you made rooms connected, or separate? Like all of Hyrule Field is one massive room, or each area is split up? Or, like is Kakariko actually the same room, GM6-wise?There are separate rooms but some of them, like Hyrule Field and Kakariko Village, are fairly huge. If you mean is something massive and open like Hyrule Field made up of small connected rooms, no, that wouldn't really faciliate the horseback combat - you're moving pretty fast and you and your opponents need plenty of room to manoeuver. There are some big ass rooms.
Also, to lessen the volume, are you using the sound_volume function, or using a DLL (FMOD, SAudio, etc.) to lessen the volume? Again, just wondering.I've built a sound controller object that handles everything but spot effects. It uses the simple sound_volume functions, but it's pretty robust, all the music and ambient effects ebb and flow nice and seamlessly during room transitions. I haven't felt the need to use a DLL, since it's been exhaustively tested (because the clock has a huge effect on it) and it works perfectly as it is. The code's pretty simple, but thorough enough to make it appear sophisticated. ;)
FINALLY, what did you use to record the sound? Just a regular mic?
nice clip, just curious about a few things, firstly how come all the chimneys are blocked off? and how come the hay roofs cover so much of the doors?
also, I think you went a bit overboard with the chickens, so much its passed the point of overwhelming and impressive to being just too much
Wow Awsome clip Those areas will be in the game correct?Yeah, they will. I'm still working on them so they'll be subject to change, like I'll probably act on Scooter's suggestion to make a longer path to the graveyard, but they're in the game and they're part of the starting area.
nice clip, just curious about a few things, firstly how come all the chimneys are blocked off?Just haven't finished them. Not decided what they're going to look like yet, that's all. I'll probably keep tinkering with the buildings for a while yet...
how come the hay roofs cover so much of the doors?I didn't like how the door was incorporated into the original roof anyway, but I based the edits on a style of thatched roof that's common in the UK (common in the more picturesque parts of country anyway!) It's meant to overhang like a small porch, and from that angle of elevation you wouldn't be able to see much of the door, no. But I went for that style in particular as there's a sequence in the game where I'm trying to get the player to return to a certain place in the village without delay, so I came up with with a situation where it will be absolutley pissing down with rain and all the villagers are sheltering under their porches, conveniently blocking their front doors - just a more interesting way of steering the player to where you need them to go than confusing them with a load of locked houses. There's a grand plan behind every little thing... :P
also, I think you went a bit overboard with the chickens, so much its passed the point of overwhelming and impressive to being just too muchThat was kinda the point of posting the clip. I totally underestimated how many chickens would be generated, and I just thought it was pretty funny. There are a lot fewer now, believe me. ;D
Will there be an item that allows you to go in between worlds freely later in the game? Usually that happens...but the only thing I could think of is like...a portable bed, which is kinda lame. Or maybe some kind of lens that allows you to see into the dream world...like the Lens of Truth in OoT. Just curious what all you plan to do with this.I don't know about that, I haven't thought that far ahead yet. I don't think there will be a need for it, but that's one of the things I won't know until I can see how the game plays. There is a point when you're involuntarily put in the nightmare realm through being knocked unconscious, so there could easily be more than one way to go in there. The Shadowgazer isn't the 'key' to the nightmare realm - the idea is that everybody goes there when they dream - wearing it round your neck just allows you to remain lucid when you're there. So I could definitely explore more possibilities than having to search for a bed every time, because basically you just need to fall asleep... Hypnosis? Drugs???
Holy ****! You've made excellence, King Mob :). Now I seriously can't wait for a demo :P! You seem to have perfected your engine, almost. The tiling is awesome, the sound effects are used brilliantly, and the tiling is fantastic ^-^. Oh wait, I complimented the same thing twice.He's a moblin, get him!
You are my king ^-^.
Great video.
Hypnosis? Drugs???Hehe. You might as well make it Zelda like, as in certain types of plants or grass you can lay on the groud and light with your lantern and the smoke will make you fall asleep. Or contextual things, such as (don't use this) you get a massage and fall asleep. Or you go to the local diner and the heavy meal makes you fall asleep.
QuoteHypnosis? Drugs???Hehe. You might as well make it Zelda like, as in certain types of plants or grass you can lay on the groud and light with your lantern and the smoke will make you fall asleep. Or contextual things, such as (don't use this) you get a massage and fall asleep. Or you go to the local diner and the heavy meal makes you fall asleep.
I'd like to see some interesting things happen depend on where you sleep. For example, if you sleep in a lake, after 10 secondsin the dream world you'll either a) game over for drowning in the real world, or b) automatically wake up because you are drowning. Or, you get waken up and suddenly while you are questing in the dream world, you are taken back into the real world. Like if a train flies by and its loud noise wakes Link. These are the things I'm interested in seeing.
Maybe Link should have insomnia?Why? That would make it harder to go to sleep. ::)
Maybe Link should have insomnia?Why? That would make it harder to go to sleep. ::)
Isn't the point to make Link go to sleep? :PMaybe Link should have insomnia?Why? That would make it harder to go to sleep. ::)
Exactly! :P
Maybe at item that warps you too the nearest bed?
Maybe at item that warps you too the nearest bed?
Yeah, yeah, we all know your eternal dream <_<.
Great video, will the cucco's swim like in OoT. I just found that out yesterday at Zora's river, they like flap their wings in the water and swim, though they can't hurt you while swimming they swoop down and peck your head, though they almost always miss. Also maybe use some darker tones for that graveyard, unless there is a darker version in the dream realm and that version is just an ordinary graveyard.Holy ****! You've made excellence, King Mob :). Now I seriously can't wait for a demo :P! You seem to have perfected your engine, almost. The tiling is awesome, the sound effects are used brilliantly, and the tiling is fantastic ^-^. Oh wait, I complimented the same thing twice.He's a moblin, get him!
You are my king ^-^.
Great video.
Ok I'm just going to ignore those previous comments. But an item that can warp u to the nearest bed in Zelda The Shadowgazer would be very helpful. Also possibly you could put in a meter that shows how tired Link is. When it gets full you can go to sleep wherever you are and after that the bar resets again. It could be based on how many enemies you kill or something. Anywayz just ideas that I've been having. Good luck with ur game King Mob, it looks fantastic!
Will there be an item that allows you to go in between worlds freely later in the game? Usually that happens...but the only thing I could think of is like...a portable bed, which is kinda lame.
Have some sort of thing representing a warp point, perhaps a special kind of bed or hammock (if outside) that you could use a pillow on, and perhaps later on you could get a better item, such as a sleeping bag(OoA).
Magic (aka Sleeping Powder)
Special Areas that cause him to go to sleep
I could add something along those lines. I had thought of giving you the ability to make camp fires in certain conditions, or more likely just light existing ones. The idea would be that you'd bed down and sleep in front of the fire. But the trouble with that is it's essentially the same as searching for a bed: you'd still only be entering the nightmare realm in predetermined places, and you'd still need to hunt them down. Still, it adds a little variety I suppose. And until you find the lamp to light the fire, those areas would remain inaccessible to you in the nightmare realm.QuoteHypnosis? Drugs???Hehe. You might as well make it Zelda like, as in certain types of plants or grass you can lay on the groud and light with your lantern and the smoke will make you fall asleep.
Or contextual things, such as (don't use this) you get a massage and fall asleep. Or you go to the local diner and the heavy meal makes you fall asleep.Way ahead of you, Scooter, though not a massage, no. ;D Same principal as speaking to (was it Anju's?) granny in Majora's Mask: she'd tell you a really long story and you'd fall asleep. Basically it was a way of getting time to pass quickly, but that could easily be adapted and there should be plenty of variations.
Hmm...Maybe the power of Dreams could be endowed in the Shadowgazer which gives Link the ability to freely warp to the Dream Realm or something. Maybe at item that warps you too the nearest bed?I see a lot of you have suggested this, but having an object that lets you travel between realms at will is only something I'd consider if the gameplay demanded it. I personally like the idea of being restricted as to where you can enter the nightmare realm, at least to begin with. It naturally lends itself to puzzles, and would allow for very different routes round the two versions of the map. And I think it's an interesting dynamic we've not seen before in Zelda. All the other games with alternate worlds have either one single portal, or several that you can freely move between, or have an object that moves you between worlds wherever you happen to be. In this one, wherever you roam in the nightmare realm, whether you return to your sleeping body or you wake/are woken by some other means, you'll return to the point at which you left, i.e. the bed you were sleeping in.
I actually like yues idea about falling asleep every 10 minutes or so, that way you have to keep on task before being sucked into the dream world. Then after mabye the third dungeon or so the effect gets trapped into an item that you can use whenever you want.Personally, I think that would be really annoying. Imagine being dragged against your will back and forth in time every 10 minutes in OOT... You'd get nothing done - it would totally disrupt the flow of the gameplay. Not in this game, I'm afraid...
Hey I'm not sure if anyone noticed but King Mob, in your demo you cannot shoot your boomerang in any direction except the one you are facing and you have shadow problems on Link (the one I noticed was using the shield and facing down and walking up)I've since added diagonal throwing to the boomerang, and the issue with the shadow has been tightened up a bit.
I'd say i have only one criticism so far, and that would have to be the shadows located under characters being one static colour.I'm just emulating what they did in The Minish Cap.
Great video, will the cucco's swim like in OoT. I just found that out yesterday at Zora's river, they like flap their wings in the water and swim, though they can't hurt you while swimming they swoop down and peck your head, though they almost always miss.I guess I'll have to do something about this! But I reckon you'd be able to avoid a cucco attack by diving underwater till they've gone... :P
It should be more like something with the Shadowgazer playing Navi...where it gives you a sign that you're needed in the nightmare world, whenever that might be...and you can choose either to let it warp you to an inn (or some other way to engage in sleep), or you can tell it to go away if you're in the middle of getting a heart piece or something. That way it has the same effect of progressing the story...but it's a lot less demanding. The idea of not being able to control when you're sent to sleep, and just hoping you're not in the middle of something else when sunset comes...that seems pretty aggravating.You're not actually far off the mark here. I don't want to reveal too much of the story at this stage, but you do have a Navi/KoRL/Midna-type guide throughout the game. Basically, there's a guy who has been trapped in the nightmare realm for thousands of years - he's the one who defeated the nightmare creatures the first time they set their sights on Hyrule. He made the Shadowgazer as a kind of totem to protect his sleeping body while his spirit was fighting in this other realm. Though he was successful, he never found his way back, and his physical body aged and died long ago. The essence of his spirit is still contained within the Shadowgazer, and he teaches Link how to come and go between the two worlds, but only once he's proven himself. Before that it's pretty much the story that dictates your movement between the two.
Ok: When you warp to the dream world, will you appear in the same "position" as you currently are in the waking world?Absolutely. If you go to sleep in a bed, in a house, you'll 'warp' to that spot in the nightmare realm. You'll see a ghostly after-image of your body in the bed, and you can go off and explore.
Where did you get the Wii's browser? I can't find it anywhere!You can download it in the virtual console shop.
unless you sleep walkOk: When you warp to the dream world, will you appear in the same "position" as you currently are in the waking world?Absolutely. If you go to sleep in a bed, in a house, you'll 'warp' to that spot in the nightmare realm. You'll see a ghostly after-image of your body in the bed, and you can go off and explore.
But to return you'll need to go back to your body. You will then warp back to the bedroom in the waking world. If, for some reason, you are woken abruptly by a clock-based event back in the waking world, you will also warp back to the bedroom you went to sleep in, regardless of where you are in the nightmare realm.
You're asleep, remember. Your spirit can only return to where your body is. ;)
This game sounds cooler and cooler. Here's a suggestion (just a suggestion):
Link has a fatigue thing going, where he NEEDS to sleep or he gets sluggish, and eventually passes out/drops on the spot at the first chance he gets. Of course this would need to be countered by an adrenaline-style rush where if you are in a combat situation, you don't fall to sleep but are left more drained afterwards and more likely to fall asleep on a rock.
I really like your idea KM, I think this may be the best project here. And I'm deducting the story and I'm guessing something about Sheikah? From both your sig and your avy. Like I said before this is very Nintendo-esque.Yes, it is. I couldn't tell you any more about the guy who 'is' the Shadowgazer if I wanted to, since there's stuff about him I haven't settled on (I can't even come up with a design for him that I don't absolutely hate) but he's definitely a Sheikah. The 'Shadow Folk' play a big part in my game... ;D
someone should try kill link wilst he's in the nightmare relmThere will be perils back in the waking world that can unexpectedly bring you out of your sleep, yes. But these will be few and far between for the same reason I'm not including a fatigue meter.
Yeah, but the logistics of this are a nightmare in themselves. I also think it would be pretty frustrating not to be able to find your body. Although I guess I would probably mark it on the map anyway...You're asleep, remember. Your spirit can only return to where your body is. ;)unless you sleep walk
also will the bad guy be like the nightmares in LAA little. I didn't want to ditch that concept, but I'm mixing them with elements of the Poe design, adding plenty my own touches. Hopefully the nightmares will look pretty unique.
also will the bad guy be like the nightmares in LAThere was only 1 Nightmare in LA yet he transformed a few times.
>:( Hey I got the joke dude. It just would be really bad to have Freddy Krueger in a Zelda game (...im jus sayin...) :(what are you talking about? haven't you seen kingmob's announcement that this game will have freddy krueger in it?
>:( Hey I got the joke dude. It just would be really bad to have Freddy Krueger in a Zelda game (...im jus sayin...) :(what are you talking about? haven't you seen kingmob's announcement that this game will have freddy krueger in it?
i think the demo needs new music the Oot overworld one doesn't match
A bomb? You fail.
Anyway, I also was thinknig of Freddy Krueger for some reason :)
A couple of questions:
1) Will you be able to communicate with other people who are asleep? For instance, if you went to the nightmare world, you could find NPCs who are sleeping in the real world? This could make for some interesting quests...
2) How will the horse work? Do you have to hold down a button and press in a direction to face it? Or can you only turn while holding two keys at once?
That video was the best game preview ever. It was so smooth it isn't funny.Blimey! Thanks. ;D
1) Will you be able to communicate with other people who are asleep? For instance, if you went to the nightmare world, you could find NPCs who are sleeping in the real world? This could make for some interesting quests...1) That's the idea, yes.
2) How will the horse work? Do you have to hold down a button and press in a direction to face it? Or can you only turn while holding two keys at once?
He'll probably do it like the horse racing mini-game in FSA. If you haven't played that, then... you're missing a lot of fun!It was initially based on that, yeah. The diagonal movements are similarly shallow, and biased on the direction you're facing, and the context-sensitive 'Z' button makes you dig your heels in and go faster.
http://savefile.com/files/346466i did say the u tube vid.
:P
I know you have said that you should have this ready for z3 assuming that it is around the same time as last year. With it being May 18th, do you think you will have it ready or will you just release early August?
Anyway, I must ask...are you still working on a demo for Z3 or are you putting this on hold until ZFGCCP is finished?Well, I've not worked on The Shadowgazer in over a month now, as I've been doing stuff for the Community Project, so basically, even if z3 was in August as I'd originally planned for, I'd be behind schedule. So I'm afraid the full demo release is still not set in stone. It will be done and released as originally planned, but it may not be quite as soon as August, and it certainly won't be as soon as May 18th!
Mob, your character design is masterful. If you ever have some free time to put together some tips, suggestions, or anything on character design, I'd love to see them.
Z3 can't come fast enough.
Mob, your character design is masterful. If you ever have some free time to put together some tips, suggestions, or anything on character design, I'd love to see them.Why, thank you. ;D And it's not a bad idea - I think the other tips and tutorials people have posted are very valuable. I've got a ton of crap I've not posted yet, including boss concepts, plus I've recently been doing a lot of character designs for the Community Project that haven't been widely seen. So I could have a go, if people thought it would be of any use...? Thanks for the suggestion.
I like the maren. The faces/masks remind me of the masks worn by doctors in the Black Plague. Was that intentional? Either way, good job on the design!It wasn't intentional, no... Maybe subconsciously, I dunno. But do I know exactly what you're talking about! ;D Good spot.
:,( I can't play the demo. The Loading bar goes almost to the end but then the loading window disappers? Can someone help me with this. I want to play it! It looks so awesome!I have no idea what's going on there, mate, sorry. :( What does it do? Lock up? Are there any error messages? I don't know why I ask, since I wouldn't have a clue how to fix it... ??? But, the next demo release isn't far off, if that's any consolation...!
15 minutes pure gameplay of the beginning? sounds like you're the tp of the fangame "industry"
Wow, um, whats wrong with you?15 minutes pure gameplay of the beginning? sounds like you're the tp of the fangame "industry"
TP sucked...
Mod Edit: Can you please add more content to your posts? Thanks.
Not on this occasion.
Wow, um, whats wrong with you?Geez, ever hear of an opinion?
What? I only meant that I'm looking forward to seeing this at Z3, is all.Mob, your character design is masterful. If you ever have some free time to put together some tips, suggestions, or anything on character design, I'd love to see them.
Z3 can't come fast enough.
hell no... dont you want to see bugfree demos?
Wow, um, whats wrong with you?15 minutes pure gameplay of the beginning? sounds like you're the tp of the fangame "industry"
TP sucked...
Mod Edit: Can you please add more content to your posts? Thanks.
Not on this occasion.
I wouldn't expect any more KM, a taster is better, it doesn't reveal anything important.
Wow, um, whats wrong with you?15 minutes pure gameplay of the beginning? sounds like you're the tp of the fangame "industry"
TP sucked...
Mod Edit: Can you please add more content to your posts? Thanks.
Not on this occasion.
I wouldn't expect any more KM, a taster is better, it doesn't reveal anything important.
Nothing's wrong with me... I just don't think comparing King Mob and the fangame "industry" with Twilight Princess and the Zelda series is fair.
Twilight Princess was a horrible entry into the series. Of course, tp could have been a typo of top or tip, or any other number of words, but I won't miss a chance to bash TP if I see one.
No, there are no error messages, it just won't start... I'll try something, 'cause I want to play this game so badly! Oh, and I'm looking forward for the next demo! ^o^:,( I can't play the demo. The Loading bar goes almost to the end but then the loading window disappers? Can someone help me with this. I want to play it! It looks so awesome!I have no idea what's going on there, mate, sorry. :( What does it do? Lock up? Are there any error messages? I don't know why I ask, since I wouldn't have a clue how to fix it... ??? But, the next demo release isn't far off, if that's any consolation...!
and btw: why do i get the feeling that you feel like flaming every of my posts?Must have something to do with our equivalent post counts...
THISis going to be the best at Z3, except if something else happens.
What I'm amazed at is your Dungeon Concepts and your artwork you've shown.
Very good stuff here. I wish I can get SOMETHING done in my Action-RPG...
But this, this is just excellent.
The Maren, interesting name, and backstory. You said something about a person trapped
in the nightmare world in long post earlier, is the shaman who used the "Shadowgazer"
to seal the Maren at first the one trapped in there, guiding Link? Just a guess.
Again, wow, just wow. This game is just that, wow.
You said something about a person trapped in the nightmare world in long post earlier, is the shaman who used the "Shadowgazer" to seal the Maren at first the one trapped in there, guiding Link? Just a guess.Yep. Link's guide in the nightmare realm, and the Sheikah who originally defeated the Maren are one and the same person.
So is this going to be the boss for every dungeon, that would be boring...I've never said that. They may all be in the thrall of the Maren, but each dungeon boss will be unique.
I like the Maren design, its very original. They look really minish cap-like and kinda like mosquitos lol.Thanks. Interesting you should say that. ;) When I was designing those guys I came up with an image of them clasping their hands round their victim's head and lifting them off the ground, and a long insect-like proboscis or tongue or something being inserted into the back of the head. Rather than sucking anything out, I imagined it would be 'injecting' nightmares directly into the victim's brain. I thought that was pretty nasty! I dunno if it'll work out yet, or if I could adequately illustrate that with sprites, but I still like the idea...
pretty evil idea for a zelda game in mc style... but good luck ;P
pretty evil idea for a zelda game in mc style... but good luck ;P
Graphics don't define a game's style... have you ever seen MC-style TP sprites? They pwn and don't look "kiddie" or "cartoonish". You just have to have some creativity to make it work :).
So the boss design would be kind of like in twilight princess where every boss has twilit at the beginning. Not to say you should put nightmare or something at the beggining of a bosses name but just to say that they all are controlled by the Maren, yet are unique.You said something about a person trapped in the nightmare world in long post earlier, is the shaman who used the "Shadowgazer" to seal the Maren at first the one trapped in there, guiding Link? Just a guess.Yep. Link's guide in the nightmare realm, and the Sheikah who originally defeated the Maren are one and the same person.So is this going to be the boss for every dungeon, that would be boring...I've never said that. They may all be in the thrall of the Maren, but each dungeon boss will be unique.I like the Maren design, its very original. They look really minish cap-like and kinda like mosquitos lol.Thanks. Interesting you should say that. ;) When I was designing those guys I came up with an image of them clasping their hands round their victim's head and lifting them off the ground, and a long insect-like proboscis or tongue or something being inserted into the back of the head. Rather than sucking anything out, I imagined it would be 'injecting' nightmares directly into the victim's brain. I thought that was pretty nasty! I dunno if it'll work out yet, or if I could adequately illustrate that with sprites, but I still like the idea...
Regarding z3, progress is going well, I think I can get everything I want done in time for mid-May. Still a ton of spriting and tiling to do on one of the areas, which I'm spending all my fan gaming time on - much to the dismay of my ZFGCCP colleagues, I'm sure, but I feel I need to prioritise this right now. There will be a big splurge of new screens, art, and info (not all relating to the demo) in my z3 booth, and that's what I'm concentrating on right now. ;D
like in twilight princess where every boss has twilit at the beginning.You spoil game for me! >=0
Regarding z3, progress is going well, I think I can get everything I want done in time for mid-May. Still a ton of spriting and tiling to do on one of the areas, which I'm spending all my fan gaming time on - much to the dismay of my ZFGCCP colleagues, I'm sure, but I feel I need to prioritise this right now. There will be a big splurge of new screens, art, and info (not all relating to the demo) in my z3 booth, and that's what I'm concentrating on right now. ;DOh NOES!!! How could you start a community project and devote all your time to this one? There's hardly any progress without you helping :(
So the boss design would be kind of like in twilight princess where every boss has twilit at the beginning. Not to say you should put nightmare or something at the beggining of a bosses name but just to say that they all are controlled by the Maren, yet are unique.Yeah, it's similar to that. There's no physical evidence of the Maren's presence or anything, but the bosses will need to be cured of their nightmares just like everyone else. It's just that in their case it involves being repeatedly jabbed in the face with a sword...
So far is the playing area going to be bigger than minish cap?Not sure I can answer that. It feels less claustrophobic than MC, and there are more big open spaces, so possibly, but it's honestly too early to say.
Oh NOES!!! How could you start a community project and devote all your time to this one? There's hardly any progress without you helping :(Heh. It's not that I've stopped work on the community project - I haven't - it's just that I've got a crapload of spriting for my own project to do before the z3 deadline. I know that's one area in which we're lacking at the moment, but I really can't afford to spend all my time spriting. I'd go crazy. So I'll be taking a back seat in that area of ZFGCCP until after z3. Besides, ZFGC style is so contentious, I can't seem to do anything right...! :P
nah, just kiddin! continue the good work KM. ;D
So the boss design would be kind of like in twilight princess where every boss has twilit at the beginning. Not to say you should put nightmare or something at the beggining of a bosses name but just to say that they all are controlled by the Maren, yet are unique.Yeah, it's similar to that. There's no physical evidence of the Maren's presence or anything, but the bosses will need to be cured of their nightmares just like everyone else. It's just that in their case it involves being repeatedly jabbed in the face with a sword...
Not necessarily. Each boss has its own place in the story. Some are evil creatures bending to the Maren's will, and at least one is a not-evil creature who's just woken from a nightmare in a seriously bad mood. :PSounds like you have it organised =P.
But the Maren don't discriminate between good and evil. They feed off fear and just want to infect everyone and everything with their nightmares. So that might involve helping the odd person who at first would appear to be an enemy... ;)
So that might involve helping the odd person who at first would appear to be an enemy... ;)
So that might involve helping the odd person who at first would appear to be an enemy... ;)
Hmm. When I read that I immediately thought of [TP SPOILER]the Twili in the Twilight Palace, who look like the Twilight Guardian enemies, but are actually NPCs[/TP SPOILER] :P.
So that might involve helping the odd person who at first would appear to be an enemy... ;)
Hmm. When I read that I immediately thought of [TP SPOILER]the Twili in the Twilight Palace, who look like the Twilight Guardian enemies, but are actually NPCs[/TP SPOILER] :P.
Well not really cb, the tracery on them is green as opposed to red. That kind of gives it away, ne? I think King Mob means something a little less obvious XD
nice job! I'm not really into the wavy tentacle-like smoke thing at the bottom, but it looks really good.They'e not tentacles actually, they're supposed to be the torn/slashed edges of the cloak. I may be able to make that more obvious when I sprite and animate it...
It looks brilliant ;D! I just liked the one I pointed out because of that hand, it's creepy, yet very Zelda-ish, for some reason :P.Thanks. They'll still have hands, but most of the time they're hidden inside their cloaks.
If I were you, Mob, I'd move the whole ripping thing down.. at least for the most part. it's currently very unvaried, which makes it look more natural, like tentacles. And the lock and chain looks fantastic, but it's not at all clear what the chain is resting on, which makes it look a bit odd as well. It looks as though it's just wrapped around him, which would make it very hard to move.Dude, it's just a concept. It's just supposed to show what it could look like. >_>
He said it was the final design - the previous sketches were concept art. And I'm trying to encourage him and hopefully help his game to be as good as it can. I know I critique things a lot, but I know from experience that scrutinous critique is extremely helpful.
Yeah, but it's the final artwork. It's what the sprite'll be based on.
You're awesome, KM! The story and the design and everything in your game is so awesome! I have a question though, when's the next demo coming out? I wonder if it'll work for me... Anyways, keep up the great work! ;)
What an interesting idea... The boss, if you made a dungeon, could have Link travel back and forth, pushing the boss out of the Dream World in order to even hurt it. Then Link would beat it up until it got back to the dream world. Then repeat until dead. It could be a fight in the Dream World to destroy it's dreamy half, and then in the real world, a fight to destroy it's physical form. Just my ideas that might help you out with your work.That's an interesting idea, and it seems to fit with the story concept. The Maren are powerless in the waking world so it could concievably be the case that Link has to drag a boss out of the nightmare world to damage it somehow. Might work best with the final boss actually, but I need to make sense of how it would all happen. Thanks for the suggestion, guys. XD
Okay, one quickie non-money-shot screen of what I'm working on right this moment. :PMaybe you should make an NPC that you've stolen the bed from go to sleep on the floor - or complain to you the next day or somthing just t add a little realism and make the characters seem more like actual people. Majora's Mask did a good job of that.
(http://img295.imageshack.us/img295/5499/bedsmg1.png)
Just MC tiles, but it'll give you an idea of how the beds work. It's night time, so the mother of this NPC house has gone to bed. Her kid wants to go to bed, only Link is playing at Goldilocks, so she can't. Similarly, if Link got out of that bed he couldn't jump into bed with her mum. When day breaks they go downstairs and outside respectively. It's a pain in the arse to test clock-based routine stuff like this but it seems to be working so far...
Maybe you should make an NPC that you've stolen the bed from go to sleep on the floor - or complain to you the next day or somthing just t add a little realism and make the characters seem more like actual people. Majora's Mask did a good job of that.If you got out of bed and spoke to that girl, she'd complain to you there and then. Different people will say different things depending on their personality. Hopefully some of them should be quite funny. And yeah, there's the possibility of them reacting differently, like going to sleep on the floor, but also some could just wake you up. I want to add a lot of variety.
I hate to be the crit dude, but some of the sprites dont match well, such as link, maybe tone the brightness on his sprite down a tad, it just doesnt blend. The rest looks great though.Thats the Link used in MC.
Similarly, if Link got out of that bed he couldn't jump into bed with her mum.:'(
(http://img295.imageshack.us/img295/5499/bedsmg1.png)
It's obvious you've just copied that L shaped pattern across the floor over and overAnd why is that a bad thing? Tiled floorboards are laid in repetetive patterns. In my opinion it looks far better than placing them randomly.
Is Link in the bed MC sprites, or did you sprite Link's face eyeing the other person, and the little "bump" in the bed that represents Link's body under the sheets?Like Bboy says, it's just an edit from the opening cinema of The Minish Cap.
1-How's the game going alongGood, thanks. It feels like a game now, you can actually play it and get a sense of the story and structure, and that you're heading out on an adventure. It just stops quite abruptly, that's all! :P There's a huge hole between the two finished segments, which I had planned to have filled by August but, as is always the case with these things, I didn't give myself enough time. I really feel like I need a break too, and that would only delay it further, but I don't want to promise stuff and deliver nothing. So the demo that will be available at z3 is something of a compromise.
2-Which Zelda Game is it more linked to if anyLinked to? In terms of similarities or whether it follows on from anything story-wise?
3-What's left to do before demo timeNothing. It's all done, and an executable created and tested to within an inch of its life. I could be adding stuff all the way up to the day of z3, but I don't want to start anything I couldn't finish in time. There are little graphical touches I could be adding but, as I said above, I could do with a break.
4-(Offtopic a Bit)-When's z3?Don't actually know. Not ideal, but as I say, I'm done and ready to go. :P
That's all there is in that demo. It was released over a year ago and that's pretty much all I'd done at that point. The second demo will be out sometime soon.
Thanks. I've got two segments that are for all intents and purposes finished. The prologue, which is the next demo, and the first dungeon, which is almost complete (no boss!) I'll be working on joining the two together next.
By the way, wich program are you using? Game Maker 7?
I vote King Mob posts his project and screws z3. Seriously, when the hell is it, we've been waiting since March or something, maybe longer.I'm considering this. I'm rather bored waiting for this whole z3 fiasco myself. I want to move on, but I feel I'm holding myself back for this very reason... Expect a decision in the next few days. ;)
The trailer is great, but riding on Epona looks weird - like the animation seems to be MUCH too slow. Otherwise, amazing.
Great job King Mob! Everything in this game looks so smooth, eventhough I'm certain that the slow speed of the animations is due to the video FPS and not the game itself. I have been waiting for an update like this in quite long time, so keep up the good work and may the demo rule them all!Thanks, and yes, running FRAPS slows the game down quite visibly, and as Scooter said, it makes Epona look like she's running too slowly. But it might be worth pointing out that you may not have noticed there are two sets of animations: one for galloping and one for just slowly trotting along - that might be confusing the eye a little.
Holy !@#$% !@#$%, please tell me that demo will run on Vista or I shall eat you and your children >_____<;Well, as you suggested, I've recompiled it using the GM Converter tool to make it Vista compatible, and done the same with the old tech demo, but I can't test either myself.
Can I ask you a question. I know this may have been answered already but I haven't been on the forums much.Pretty sure I answered those questions for you just a few pages back... Yes, yes I did (http://www.zfgc.com/index.php?topic=3937.msg196077#msg196077). :P
When's the next demo and what will it have?
The updated tech demo works brilliantly on Vista! And since my Vista laptop is much faster than my slow Win2000 desktop, it also runs a lot faster and smoother in my case :P. Keep up the good work!That's good to know, thanks. XD
I also love that you've given Zelda a real personality.Thank you. Since I've decided to set this game after WW I wanted to make it clear this Zelda was a descendant of Tetra and not the sad, tragic Zelda of TP. So she's going to be a feisty and headstrong tomboy, but I'm also making her a little less serious - not quite gained her characteristic wisdom yet, and she doesn't really want the responsibility that comes with being a member of the Royal family. She and Link will grow up quite a bit during the story, I hope.
Oh and where did you get those WW sound effects they'd be very useful for WWA.I'm hooking my MP3 player up to the TV and recording them from there. They're not great quality heard on their own, but with everything else that's going on in the background it doesn't seem to matter. I'll make a more complete set and make them available for other people to use.
I was wondering, could you change it so you can roll as diagonally as you can walk? Not really important, but still.I could, yes. It might look a bit odd, but I can't think of anything it would cause problems with... I'll give it a go and see how it turns out.
I don't know how important having diagonal rolling movement is, (As was suggested earlier) but it would've been nice to have a separate button do that. As Link seems to roll instead of interact with objects sometimes.Really? If you look at the old tech demo, the context-sensitive Z button would only change if you were stood still and in contact with an interactive object - if you were moving the roll attack action would always get priority. It was suggested that I change that so that the object's action would get the priority, as otherwise it would be annoying opening doors and trying to talk to people. So I did change it, and I was pretty sure I'd covered everything. If you're still rolling when you think you should be doing something else, could you tell me what the circumstances are? I can't find any myself... One thing I am already planning to do is enlarge the 'triggers' for interacting with objects, so that might help in sorting this problem out.
Could I make you a hud? The game looks great and you custom work isHmmm... It wouldn't really require much change to the code, but I'm not a fan of slapping fancy 3D-style HUDs on 2D games as they tend to obscure parts of the playing area. It's not a problem in a 3D environment where the camera POV is always changing, but in my opinion, in 2D, the very simplest HUDs work better. I might think about stylising it eventually, but it will be some way down the line.exceptionalgodly, but I'm not too fond of the hud... But changing it drastically would result in needing to change up code I assume, so maybe not...
I had some pretty insane lag in the middle of the first town, was this because of the uncompressed audio? Probably not, so I don't know.
so far I have one problem. and that's with the damn speed of my computer. I'm guessing I was getting 5-15 fps most of the time.Ugh. I don't quite know what I can do about this. I suspect the audio isn't playing a part, but I'm curious, Soulrivers - do you mention the village because it gives you the most lag? What about Kakariko Trail (the one with the octos?) Using debug mode on my computer (i.e. the one I'm using to develop this) I was noticing a slight dip of 1 or 2 frames in certain areas of Kakariko Trail, but nothing in the village. This was backed up by the other, older, computer I have access to. It ran a little slower generally, but the dip in framerate was definitely more noticeable in the trail. Those two are certainly the busiest rooms.
Really? If you look at the old tech demo, the context-sensitive Z button would only change if you were stood still and in contact with an interactive object - if you were moving the roll attack action would always get priority. It was suggested that I change that so that the object's action would get the priority, as otherwise it would be annoying opening doors and trying to talk to people. So I did change it, and I was pretty sure I'd covered everything. If you're still rolling when you think you should be doing something else, could you tell me what the circumstances are? I can't find any myself... One thing I am already planning to do is enlarge the 'triggers' for interacting with objects, so that might help in sorting this problem out.
I only get lag inside the village, not on the trail. My computer specs are as follows.
512 mb RAM
1,6 gHz processor
Geforce 3 Ti graphics card
I can run most older 3D games just fine, so I have no clue why this would lag.
good mechanics.. when you enter a new map you have to retrigger movement keys
edit - oh, I remembered one other complaint I had, which applies to most Zelda fangames. When you leave a room/area and go to a new one, if you were holding down the arrow key, you still stop and have to let go and press it again. Please fix this, it gets super annoying.You're telling me! I've tried everything I can think of to fix it but it's always been there. It doesn't always happen though, does it, so it's nothing to do with the code, which is so simple there's no scope for it to behave abnormally. Like you say, it happens in most Zelda fan games ('most' being developed in Game Maker, I would presume) so it would appear to be a quirk of GM that when you go to a different room it sometimes ignores any keys being held upon creation of the new room, prompting you to press them again. Why it doesn't always happen, I don't know. If anyone's had this problem and overcome it, I'd be grateful to know how. XD
I love the boat did you really make that customThanks. Yes, it is custom. It's not quite finished, but I finally like it (been through several incarnations... :P)
I only get lag inside the village, not on the trail.This is the problem with GM, I find. A room that runs slow on one computer is fine on another. Like I say, I was having the reverse problem on my old computer. Running the village is actually less intensive than the trail, so there seems to be no rhyme or reason to it. Well, I guess I've found a threshold. I won't be making any rooms more densely populated than the village or the trail!
Oh... I forgot to say... I love the night and day system. You should add enemies that only come out in the night. Good luck.Thanks, I'm going to. ;)
I love the boat did you really make that customThanks. Yes, it is custom. It's not quite finished, but I finally like it (been through several incarnations... :P)
Oh, so it's a keyboard checking error? Well, that really sucks. I figured it was simply a variable issue and that changing the variable for Link's movement to global would fix it.good mechanics.. when you enter a new map you have to retrigger movement keysedit - oh, I remembered one other complaint I had, which applies to most Zelda fangames. When you leave a room/area and go to a new one, if you were holding down the arrow key, you still stop and have to let go and press it again. Please fix this, it gets super annoying.You're telling me! I've tried everything I can think of to fix it but it's always been there. It doesn't always happen though, does it, so it's nothing to do with the code, which is so simple there's no scope for it to behave abnormally. Like you say, it happens in most Zelda fan games ('most' being developed in Game Maker, I would presume) so it would appear to be a quirk of GM that when you go to a different room it sometimes ignores any keys being held upon creation of the new room, prompting you to press them again. Why it doesn't always happen, I don't know. If anyone's had this problem and overcome it, I'd be grateful to know how. XD
edit - just thought of something. Sicne you said it does keep the key press sometimes, it must be an issue of either when or how it checks. possibly changing the check from/to a begin/end/standard step event would have an effect on this? I don't know, but it's worth a try, and amybe the observation itself will give you some bright ideas. The game is so brilliantly coded it'd be a shame to see it released with this very annoying bug still in it.Yeah, I've tried shifting the keyboard checks around the Step events, even putting additional ones in the Create event and destroying Link and creating a new one when he's 'arrived' in the new room. The checks are always the same too. It just seems it sometimes forgets about any keys that were being pressed upon exiting the previous room!
As for the boats idea.. I think it sounds fantastic.Great way of creating dynamic changing environments with a cyclical pattern without the irritability that Majora's Mask had. Are you planning to make separate sprites for the other boats though, eventually? Becaus eI think they'd look better that way. Nothing major, just change figurehead maybe.I do intend them to have different figureheads, yes. Plus the sails, when unfurled, would have different emblems on them. Just not designed them yet. Din's Fire would retain the dragon/serpent figurehead they all currently have, but my ideas for the other two are either a hawk or owl, and a most likely a wolf - so, familiar Zelda motifs. I'm going to try and stylise them quite heavily. I'm looking at the carvings on Native American totem poles and Viking longships, but it's not quite coming together at the moment...
Well this way is pretty bad from a programming standpoint but you could always save in an ini file whether the player is pressing the key before they go into the next room. That way, when entering the next room you check the ini file and just continue Link's movement until the key is released.edit - just thought of something. Sicne you said it does keep the key press sometimes, it must be an issue of either when or how it checks. possibly changing the check from/to a begin/end/standard step event would have an effect on this? I don't know, but it's worth a try, and amybe the observation itself will give you some bright ideas. The game is so brilliantly coded it'd be a shame to see it released with this very annoying bug still in it.Yeah, I've tried shifting the keyboard checks around the Step events, even putting additional ones in the Create event and destroying Link and creating a new one when he's 'arrived' in the new room. The checks are always the same too. It just seems it sometimes forgets about any keys that were being pressed upon exiting the previous room!
Well this way is pretty bad from a programming standpoint. Why couldn't you just use a global variable?Well this way is pretty bad from a programming standpoint but you could always save in an ini file whether the player is pressing the key before they go into the next room. That way, when entering the next room you check the ini file and just continue Link's movement until the key is released.edit - just thought of something. Sicne you said it does keep the key press sometimes, it must be an issue of either when or how it checks. possibly changing the check from/to a begin/end/standard step event would have an effect on this? I don't know, but it's worth a try, and amybe the observation itself will give you some bright ideas. The game is so brilliantly coded it'd be a shame to see it released with this very annoying bug still in it.Yeah, I've tried shifting the keyboard checks around the Step events, even putting additional ones in the Create event and destroying Link and creating a new one when he's 'arrived' in the new room. The checks are always the same too. It just seems it sometimes forgets about any keys that were being pressed upon exiting the previous room!
So:
Player is pressing up when going into next room.
Ini file is written, saying the player is pressing up.
Ini file is read.
The game continues moving Link up until the key is released.
Problems I can see is if the player stops pressing up inbetween room switches, which would make Link move up even though the button has not been pressed.
Are the puddles in Hyrule Castle Town your own sprites? They add really nice atmosphere to the place. And the birds?The puddles are from the swamp area in The Minish Cap, but the gulls are mine.
Screenies look nice, but what in the world is making this file size so huge O.o. Are you using MP3's?The music is MIDI actually, but the sound effects are WAVs and, as I've explained, bump up the filesize considerably. This is a hangover from the project's very beginnings and I do intend to work on a solution to this.
Anyway, to slightly fix the room-to room vs key bugs, simply put the movement code in the Room start event of Link.Pretty sure I've tried that already. Was a while back...
Regarding the problem with key detection when switching rooms.Thanks, Atrius, I've not used that before. I will give it a go!
keyboard_check_direct works even after room switches. It doesn't have a pressed or released variant and still detects key presses when the game window isn't in focus (Which reminds me of another GM quirk, hold down a direction switch to a different window, release it, then switch back to the game)
It's your best bet for a sure solution though ;)
Your rock has a huge arc and it has to land exactly on the enemy - which I guess is all right, but in the original MC, it was a really quick, linear type throw, which would hit anything in its path.Yes, but the way I've done it makes the thrown object travel in a more realistic arc, with proper gravity, not just in a straight line diagonally down - something I've never liked, visually speaking. Neither do I like the idea of rocks or pots smashing against something it would realistically sail right over, like the octos. I prefer mine. :P
Just a few suggestions though. Make Link able to push rocks and pick up bushes.I'm not going to make it so you can lift bushes - you'll need to cut them. I've got quite a bit of backstory to get through before the quest begins and I don't want players wandering all over the map from the outset, so I'm blocking a couple of paths with bushes. I could just get all the storytelling out of the way at the very beginning, but it would be overly long and I'm trying to break it up with gameplay and tutorial-like areas (hence the octos for practicing shield deflections on.) Once you've got your sword, which you'll get shortly after talking to Zelda, the map would be opened up slightly, with areas blocked off by bushes now accessible. Besides, once you can cut bushes, when would you ever go through the hassle of lifting and throwing them? :P You can't lift bushes in every Zelda, and this is one in which you can't. As for rocks - my pushable rocks/blocks are different to the ones you can lift and throw. Just my personal preferences, I guess.
It's frustrating, because many of the things I'm implementing in my engine (but will be a while before I turn into an actual game) you've already done here - such as doors that you press a key to open (rather than just run inside), a textbox system that works like yours, the room transition (just the room getting bright and then dark again), music getting quiet when you get items or talk to people...I guess that shows the ingenuity on your part (and I'll be viewed as a thief of your ideas when/if I release my work :( ).Haha I was thinking the same thing, I had a lot of the same ideas too. I thought I was the first one to do 'sliding' when you run into an edge a little offset (at least in a fan game) a while back, but it seems to have caught on now. Actually, I have suspicions that Nintendo stole some of my ideas to use in Phantom Hourglass (at least writing on the map and using the grappling hook as a tightrope) :P
And the screen resolution... is it equal to TMC's?Nope, it's far bigger.
Just a quick question... Do you have any intentions of porting this over to NDS or GBA? I assume you would need to change the resolution of the screen in order to.Not gonna happen. It's not a case of "porting" it over so much as starting it again from scratch in another (proper) language. Besides...
The GBA's screen resolution is too small for either the horseback battles to be at all playable, or for some of the boss battles I have planned. Since it's never going to be played on a handheld, I'd prefer to use a ratio closer to that of the SNES, and one that you could play fullscreen without distortion. So 320 x 240 seemed about right. It was literally that arbitrary, but I don't really see any reason to change it now, especially since I've tiled so many rooms to fit that resolution.And the screen resolution... is it equal to TMC's?Nope, it's far bigger.
I forgot to say that the only thing I disliked is the resolution. I guess it's needed for the horseback battles, but if it's possible for it to be changed, please change it to the GBA resolution.
This. Game. Is. Freaking. AWESOME!Wouldn't like to say. It took me longer than I'd anticipated to get this far and I don't want to over-promise and under-deliver. I want to revert to my original plan for the next playable release, which is everything up to and including the first dungeon - and that's still quite a bit of work, even having finished the dungeon itself some time ago. I don't plan on releasing the dungeon as a stand-alone demo, I want it experienced in context.
When do you expect we'll see the fire temple?
,;Sk;,
I had a problem with the resolution when making the game fullscreen - so just a suggestion for the final product, give options on aspect ratios and screen sizes and all that, because I really want to play in full screen.I'll make more options available from the title screen.
I liked the demo but it seemed really fast. You get the Shadowgazer too suddenly and then your kind of like "ok I have it, now what?"Aha, but you only know what the Shadowgazer is because you've been reading this topic! It's introduced as an innocuous, superstitious trinket that Zelda can use to watch over Link. That's why the game refers to it as "Zelda's dreamcatcher" - she knows it's magical but has no idea of its significance, and Link certainly doesn't, she just gave it to him as a token of their friendship. There's only one person alive who knows what its true purpose is, and they will be mightily pissed when they learn Zelda's just given it away... ;)
You did a good job with the rocks and such (could you PM me as to how you were able to arch the rocks, I wanted to do the same thing in my game but with a special type of arrow).Will do.
As far as play, it didn't seem (so far) that there was much purpose to the night/day system except that people were in different places. Of course this will be useful later on right. In your demo the day faded nicely to night but your demo had "The ship Din's Fire has left for Calatia..." so I'm wondering if we'll ever see the nice fade?The passing of day and night is absolutely central as it will dictate when the NPCs sleep i.e. when you can save them from their nightmare. I don't want to give too much about how that translates into gameplay just yet, but yeah, there is a point to it. :P And the fade at the beginning? Call it a camera trick. It's an illusion, used just for carefully orchestrated cinematics. Trying to get the tilesets to fade between eachother during play is unfeasibly demanding (both on the system and on me!) An instantaneous switch is easy. Think about it: if it faded in real time, I'd need to show the boat pulling out of the harbour, for example - things like that, that are just too impractical; and it would be a ridiculous amount of work to have NPCs adhere to timelines where they stop what they're doing, walk inside their house and go upstairs and get into bed, all following the clock. Having that nice cut-off point where they're either awake or asleep is just cleaner and infinitely easier to work on. The idea of using the Port Authority announcer to cover the switch just fortuitously fell into my lap. The day and night stuff is all about the gameplay not graphical niceties... ;)
Just tried this and it worked like a charm. Thanks, Atrius! So simple... It does beg the question why does Game Maker decide to cancel the key press only sometimes, since there's clearly nothing wrong with the code?! :PRegarding the problem with key detection when switching rooms.Thanks, Atrius, I've not used that before. I will give it a go!
keyboard_check_direct works even after room switches. It doesn't have a pressed or released variant and still detects key presses when the game window isn't in focus (Which reminds me of another GM quirk, hold down a direction switch to a different window, release it, then switch back to the game)
It's your best bet for a sure solution though ;)
hey mob i just played your demo and great work with your custom sprite but two little things that would make is look nicer in that haven ( hyrule castle town? )... the sitting seagulls could make sometimes a move like streching their wings or something like that and the flags on the custom houses could wave in the wind.The flags are definitely on the list of things to do, and I do want the seagulls to be more interactive. Like maybe they fly off when you roll into their perches or something. And I might have them snatch fish out of the water - when I put fish in there! Thanks for the suggestion.
*Kame dances around*Just tried this and it worked like a charm. Thanks, Atrius! So simple... It does beg the question why does Game Maker decide to cancel the key press only sometimes, since there's clearly nothing wrong with the code?! :PRegarding the problem with key detection when switching rooms.Thanks, Atrius, I've not used that before. I will give it a go!
keyboard_check_direct works even after room switches. It doesn't have a pressed or released variant and still detects key presses when the game window isn't in focus (Which reminds me of another GM quirk, hold down a direction switch to a different window, release it, then switch back to the game)
It's your best bet for a sure solution though ;)
1 -Every time you enter a new room, you have to let go of your directional key and push it again to continue moving. (It is not a big deal, but it would be nice if you didn't have to. In the original Nintendo titles you just kept moving from screen to screen.)He fixed this. ^^
In Link's house, I stood to the right of the table, facing it, and accidentily tried to roll into the table. The whole game froze and I had to close it. Wierd glitch. But so random you probably don't need to worry about it too much.Hm... Was that a one-off? I can't reproduce the error, I'm afraid.
3 -*SPOILER... kind of* -Some of the dialog in the game didn't quite seem to fit in with normal legend of Zelda dialog. For example, in the town after you get your shield, one of the kids in the town say something close to "We could be like, I'll cover your back.". To me at least it doesn't seem to fit. Talking like that (in real life) is more of a recent development , and the Zelda series is staged in kind of a "old world" setting, so that kind of dialog seems a little out of place.Not really. There's a precedent for this kind of anachronistic use of language. Some characters talk in an olde worlde kind of English, but some - especially children - seem to talk in a much more modern fashion, particularly in the games made since the shift to 3D.
what lava? OoHe's referring to the screenshots on the first page.
And King Mob are you planning on having another demo ready by the NCFC?No, I don't think so. I know I've got a couple of months but I don't think I'd be able to add anything substantial in that time. I'd maybe aim for releasing something at the proposed Winter z3, but I won't make any promises.
Maybe just a more polished version of this demo?
King mob, I think that your game is the best fan game ever! Never mind the other fangames, this one rocks!
What is, then? Twinsen, maybe. Yeah, that'd be it for me. But..King mob, I think that your game is the best fan game ever! Never mind the other fangames, this one rocks!
Whoa, a little rash there! I've seen better. It's the best Zelda fangame, yes, but not the best fangame.
3 -*SPOILER... kind of* -Some of the dialog in the game didn't quite seem to fit in with normal legend of Zelda dialog. For example, in the town after you get your shield, one of the kids in the town say something close to "We could be like, I'll cover your back.". To me at least it doesn't seem to fit. Talking like that (in real life) is more of a recent development , and the Zelda series is staged in kind of a "old world" setting, so that kind of dialog seems a little out of place.Not really. There's a precedent for this kind of anachronistic use of language. Some characters talk in an olde worlde kind of English, but some - especially children - seem to talk in a much more modern fashion, particularly in the games made since the shift to 3D.
Some examples:See what I mean?
- The lantern guy in Faron Woods says "I mean, gimme a break"
- Talo uses phrases like "Way to spoil everything by telling your dad."
- Tetra tells her pirates to "Quit goofing off"
- The Indigo-Gos say things like "I'm all, like, "Hey, where's Mikau?"", "That melody's bogus, man!"
- The scarecrow in OOT refers to Link as "dude" and says "You rock!! I'm blown away!"
And while we're at it, Ooccoo says "Now, bon voyage, you two!"
I'm not even gonna point out what's up with that... :P
And I'm working on this regularly, yes. I took a break of about a month during June/July but I'm back into it now, fleshing out the harbour area. Which I'm really enjoying, since it's really pushing my imagination. XD
3 -*SPOILER... kind of* -Some of the dialog in the game didn't quite seem to fit in with normal legend of Zelda dialog. For example, in the town after you get your shield, one of the kids in the town say something close to "We could be like, I'll cover your back.". To me at least it doesn't seem to fit. Talking like that (in real life) is more of a recent development , and the Zelda series is staged in kind of a "old world" setting, so that kind of dialog seems a little out of place.Not really. There's a precedent for this kind of anachronistic use of language. Some characters talk in an olde worlde kind of English, but some - especially children - seem to talk in a much more modern fashion, particularly in the games made since the shift to 3D.
Some examples:See what I mean?
- The lantern guy in Faron Woods says "I mean, gimme a break"
- Talo uses phrases like "Way to spoil everything by telling your dad."
- Tetra tells her pirates to "Quit goofing off"
- The Indigo-Gos say things like "I'm all, like, "Hey, where's Mikau?"", "That melody's bogus, man!"
- The scarecrow in OOT refers to Link as "dude" and says "You rock!! I'm blown away!"
And while we're at it, Ooccoo says "Now, bon voyage, you two!"
I'm not even gonna point out what's up with that... :P
And I'm working on this regularly, yes. I took a break of about a month during June/July but I'm back into it now, fleshing out the harbour area. Which I'm really enjoying, since it's really pushing my imagination. XD
I do see your point. Hm.... For some reason though, that particular line doesn't quite seem to fit with me. Apparently I am the only one who feels that way, so don't worry about it. I'm glad that you are still actively working on it. I can't wait to see more!
yes, since the shift to 3d when making games became a cut and paste click and play operationYou know what I love about your posts? I must read each one at least twice and I never quite get the point you're making. :P Are you just expressing your dismay at the general debasement of the Queen's English - or are you saying I write lazy dialogue? 'Cause if it's the latter, I take exception. Yes, it represents a "degeneration of language", but it's not me punctuating my sentences with the word "like" all the time - it's the character. Many people speak in that fashion, and that over-excited boy in the village does and will continue to do so. It suits his personality.
does anyone here realize we call it "degeneration of language"?
its degeneration not "modern"
id like to think theres a fine line between poor language and acceptable dialogue
the examples you used are acceptable, and not just poor language...
using the word "like" in the previous conjunction is a helper for when you are at a loss of words
in other words, you cant express yourself well enough, without using the word "like", and it would halt your flow of speech
its the lowest form of linguistics, and sadly very common...
Nice demo! I enjoyed playing it. Although I highly recommand you to switch over to extern resources! The loading time is not that long now but it will only get longer and longer when you keep making progress with your game. You might want to encrypt your sprites since you ofcourse don't like it to see other people stealing your sprites. Although it's a bit pointless since people always can rip stuff but it would make it harder for them. But besides this you also could add the bump sound when you roll against something solid, like Nintendo did with Minish Cap.Thank you, glad you enjoyed it. I will probably need to switch some things over to external resources at some point, but I've made a half-assed start on the tedious task of compressing all the WAVs, and after only doing two (the day and the night ambient effects) I've managed to shave 3MB off the filesize! So I think I can get the filesize down a considerable amount yet! :P In fact that demo will probably weigh in at under 3MB once I finally get round to it... And I plan on adding that bumping sound effect, yeah, but when I've tried it in the past it just seemed odd, like it occurs too soon after the rolling sound effect. I need to play with the timing a bit. ;)
Wow, I'm sorry. :-[ I didn't mean to create such a whop la about the whole un-matching language thing. I really didn't think it was a big deal, just a simple suggestion. If you don't want to change it, it doesn't matter to me. I like your game either way. Keep on doing it how you want to. It has worked very well so far, just whatever you do, don't drop the project. XD
Wow, I'm sorry. :-[ I didn't mean to create such a whop la about the whole un-matching language thing. I really didn't think it was a big deal, just a simple suggestion.Don't worry about it, mate, it's not a big deal at all. :) I just find it strange how the smallest, most innocuous things get singled out for criticism, like individual lines of dialogue or a sound effect. Probably a result of having to show our games in such piecemeal chunks - you guys don't have much else to go on! I was just reiterating that I have to make the game as best I can, and not worry about individuals' personal preferences. If everything had to please everyone it would never get done!
@king: i would gladly see a indie game after that, even in comic look it would be shine brighter than the game from binary phoenix
I played your demo KM, and I must say, the beginnin surpasses all Zelda games I have played, and I am a huge Zelda fan, however there is one thing I'd like to address which in it's own rigth isn't even a flaw.Eh... I've always wanted to do a port as my main town as well. I don't think the Hyrule Town is going to be ALL port, but I'd imagine King Mob would give most of it a sea feel. Besides, this way it's more original.
Hyrule Town - I think it shouldn't be a Port Town I think it should work like TP, have various parts of a town (North, East etc) and the West side could be what was the main part in the demo.
Basically i don't think the port should be the main part, it should just be a small part of what is the town.
Just my opinion though.
Hyrule Town - I think it shouldn't be a Port Town I think it should work like TP, have various parts of a town (North, East etc) and the West side could be what was the main part in the demo.It was originally going to be split into two rooms with a regular town area being the room you'd enter from the gates, and the harbour would be to the north of that, but I realised I really don't need it to be any bigger. In terms of having buildings for NPCs and their side-quests, there's enough there already. I don't think I could justify adding any more. For example, during the evening the cafe is going to be a meeting place for all the sailors, so that's going to be full of gameplay opportunities. The fish market will have a regular gaggle of customers (and at the moment is going to have an auction mini-game, provided I can get my head round it.) The Port Authority building has several functions, the main one being a waiting room for passengers. So it's all going to be very busy, and I don't see any benefit in spreading it out over two large rooms. If you're thinking it would give me scope to add more content, remember, there are two other ports in the game... ;)
Basically i don't think the port should be the main part, it should just be a small part of what is the town.
This is absolutely incredible!Thanks, and yeah, you just might...!
I love the three day cycle system, although I only played through two of the days. I'm guessing we're going to have to go to Calatia and grab Parcel Guy's mail at some point?
Well, keep going, can't say I found anything worth pointing out, would really like to see some new items, the screens and trailer looks nice =DThank you, I do intend adding a new item or two, but they need to be unique and imaginative - and I haven't come up with anything decent yet! However, I can promise you will be using all of the familiar items in brand new ways... ;)
Wow, that's really awesome, KM! I luv'd the demo! This game is the best Zelda fan game so far! Can't wait for more. :3Thanks. Glad to hear you finally played it! :P
Nice demo! Any chance of being able to choose your controls at some point in development?Yeah, there's a few people have asked for this. I'll add it when I do the name entry screens and all that stuff.
But the rest of the work has been more or less conceptual. Writing backstories for the harbour's NPCs, and completing that area is the next sort of milestone for me. I'm also enjoying writing the dialogue for the cut scenes that follow - in particular the villain's grand entrance which comes just after you get the sword and the story begins in earnest. He's got some killer lines already. Real juicy stuff! Heh. :POoh... that sort of stuff must be so fun. Those are the kind of activities that would make a Zelda fan game worth making.
One major one is how slow you move around and well not just link, but everything it seems. Why?! D:
Hey-just a suggestion- Could I help you make some backstories for the NPC's? :huh:Thanks, but I've got it covered. :) If you like doing that sort of thing, there's a need for it in the Community Project... XD
Also, is the game set to be always on top of other windows? O_oYes, it is. It doesn't have to be, if people find that annoying. I don't remember why I did that, to be honest! :P
Hmm... to put the game in full screen and/or double the resolution would be niceYou can. The + and - keys on the keypad switch between windowed and fullscreen modes. But there will be more options in the finished game.
1. I encountered a bug that caused the Octorock's pellets to go right through me without damaging me, and for him to just keep bombarding me with pellets.Hmm. Never seen that. And I've tested it pretty thoroughly. The octoroks are programmed to keep bombarding you if you stay in their line of sight and don't move out of their way, but the rocks obviously shouldn't be going right through you. :P Can you reproduce it? I can't I'm afraid.
I noticed you could just roll straight through octoroks without getting hurt if you time it right.Really? Is Link flashing (invincible for a few seconds after being hurt) at the time - that's the only circumstance I can think of when something like that could happen. But I'll take steps to ensure it doesn't happen in any circumstances.
Looking forward to it!They all do that actually, except for the innkeepers whose bed is permanently occupied.
Played the demo again and found out you could go to bed, and then at night Links grandma stood there, because Link was sleeping in her bed. Thats just ... oh well I would need a dictionary to express that :-*
and then, Ive got a stupid question: will Link be able to pick up the chicken in the final version of the game? XD thats so cheeky to ask ... sorry.Yes, you will be able to interact with chickens in the finished game. I just haven't worked out how they're going to behave when you throw them yet, or more specifically, when they land... What happens when you throw them against a wall? What happens when they land on something? What happens when you throw them against a wall at point blank range and they land on you?! Just need to get my head round it all.
well I tested the demo again (and with my slow comp took around 15 mins to get to octoroks) and no, link wasn't flashing when i rolled through it. same deal with the pellets. and I didn't test this, but if you swing your sword at the pellets, does it destroy them or whack them back or hurt you? cause on wind waker you can knock them back by swinging your sword too.Can't reproduce that I'm afraid. I can walk through the octos when flashing, which I knew about and need to look at, but roll, no. I bounce off every time, and in every scenario. Sorry.
Update time. :P First of all, I've uploaded a fine-tuned version of the last demo, now christened the NCFC Demo, since that is now only a week off.He looks awesome! you once again did a great job.
Get it here (http://www.zfgc.com/users/kingmob/ShadowgazerNCFCDemo.zip) if you want it. It's just the same as the last but with a couple of niggling things removed - in particular that whole stopping-dead-when-changing-rooms thing, but most obviously I've shaved quite a lot off the filesize by compressing the WAVs and it's now a more acceptable 4MB. Also, I toyed with diagonal rolling but I pulled it out. It doesn't look right at the moment and I need to work out why...
There is also something those of you who are having slowdown issues might want to try... The / and * keys on the keypad now switch between a 'frameskip' mode, where the screen draw rate adjusts itself if the room speed drops. To counteract it the room *should* remain at 60fps - it just won't refresh that many frames per second. Try it. I dunno, you'll probably just jerk all over the map and it'll be totally unplayable, but it might keep things constant for at least one of you...! :P
Anyway, the real reason for today's update is to give you a first glimpse of Noon, the Sheikah shaman who created the Shadowgazer and originally defeated the Maren long ago. More of his backstory will be revealed in time but he's basically your guide and mentor through the game, and even though his physical body died long ago, his consciousness is doomed to walk the nightmare realm forever, though he can contact Link in the waking world via the Shadowgazer.(http://img84.imageshack.us/img84/2156/noonhy1.png) (http://img152.imageshack.us/img152/2936/noonconceptseq9.gif)
Designing him has been probably the hardest thing I've done so far in this project. It was important to get him right since he's such a key character and presence, and I must have done literally dozens and dozens of concept sketches before even getting close to this. That might be a story for another update, but I'm posting it now since he's going to be revealed in some art for my NCFC booth next week anyway.
The idea came from throwing everything I'd come up with so far away and taking a second look at Sheik from OOT. The skin tight costume... Pretty fruity. S & M, almost? :P So I began brainstorming from this point. So he's been a prisoner in the nightmare realm for an eternity with nothing for company but mankind's darkest thoughts... That would send a man pretty crazy, and he'd probably act a little creepy, so it came to me that I should make him jester-like, with long floppy sleeves reminiscent of a straitjacket, but also with some *ahem* bondage gimp overtones. What you see above is very much a toned-down version of that idea. Toned down partly to fit in with the WW style the game uses, but also toned down cause some of it was pretty out there... Yeah, I think I'll save some of those sketches for a rainy day. XD
Thoughts? Like him? I finally do, and I began spriting him a couple of days ago - as you might be able to see from my PI.
Anyway...well I tested the demo again (and with my slow comp took around 15 mins to get to octoroks) and no, link wasn't flashing when i rolled through it. same deal with the pellets. and I didn't test this, but if you swing your sword at the pellets, does it destroy them or whack them back or hurt you? cause on wind waker you can knock them back by swinging your sword too.Can't reproduce that I'm afraid. I can walk through the octos when flashing, which I knew about and need to look at, but roll, no. I bounce off every time, and in every scenario. Sorry.
Cheers,
KM
SPOILERS NOON IS ZELDA IN THE END OF THE GAME LOLMAN U RUINED TEH ENTIRE GAME!!!11!!!1 LOL
Was the first thing I thought of when I saw him. But seriously, its a VERY awesome design. Very proffesional looking. I love the bell hat thing and how he wears it all emo, very creative dawg.
(http://img84.imageshack.us/img84/2156/noonhy1.png)Sorry but jesus christ. Get off the forums. Go work at Nintendo. That's !@#$% amazing.
Well, you have made all for this game right? How much time have you spent in this amazing project? also, Noon is really cool, how did you learned to sprite/draw/code?
I really like the designWho's that supposed to be in the first pic? Voldo from Soul Calibur? If it is, they're similar in some respects, yeah, though at no stage did I go quite as far as to have a bare-arsed body suit or a horned codpiece! :P And I tried to steer clear of making him look like NiGHTS when I decided he'd be jester-like but, when reworking it again and again, the straitjacket arms started to widen and I decided I liked it... I don't mind people making that association - I love that game.
reminds me of a combination of
(http://www.cf-network.com/cfan/IMG/jpg/cosplay_voldo.jpg)
and
(http://www.videogamechat.net/pics/156-iecvmhcvmd.jpg)
thats not a bad thing
Looks great King, but one thing, do the proportions seem a little too realistic for the MC style? The MC style always seems to me to have short legs and arms in concept art.Yeah, maybe... I did try to shorten the legs a little - they're still not quite realistic proportions - but the arms were definitely meant to be long, thin and spidery, because he's always be flailing them round. Thing is, it really didn't go with his character making him short and super-deformed, but the sprites will compensate somewhat and he'll be more in proportion to the rest of the characters.
Sorry but jesus christ. Get off the forums. Go work at Nintendo. That's !@#$% amazing.Blimey, thanks! I'll get my coat. XD
SPOILERS NOON IS ZELDA IN THE END OF THE GAME LOLlol, rumbled!
Well, you have made all for this game right? How much time have you spent in this amazing project? also, Noon is really cool, how did you learned to sprite/draw/code?I guess I have spent a hell of a lot of time on it over a couple of years, but it's really not that much per week, say. I do play less games than I used to and I spend that kind of time working on this, but I don't let it get in the way of anything else. It's important to take breaks and come back to it with fresh eyes. It allows you to be more self-critical, for one thing. And I've always been able to draw quite naturally. Learned more from comics than I ever did in school. ;)
ps: still hope for a custom game after that, pls start brainstorming already if you havent done it yet ;POh, I have plenty of ideas, just not the time. Maybe I'll do something with them in the future, or during a break from this project - but this is my priority.
(http://img84.imageshack.us/img84/2156/noonhy1.png)You do know how awesome you are, don't you? Who am I kidding, of course you do.
Increase your FPS. These demos always run so slow it ain't funny.
...
Get it here (http://www.zfgc.com/users/kingmob/ShadowgazerNCFCDemo.zip) if you want it. ...
You won NCFC. No surprises there, you're a god among men. Keep it up you sly devil you.Did I?!? Heh. XD
Shadowgazer is the reason I signed up here, nice job King Mob
Shadowgazer is the reason I signed up here, nice job King Mob
lol, me too :P
It already has.Absolutely
this game pasted OOT2D. But if Turtle were to grandfather the final version now, OOT2D will be the champion.
This game pasted OOT2D. But if TRM were to post the final version now, OOT2D will be the champion.No reflection on how good or bad I think my own game is, but I fail to see why 2D remakes are still considered the Holy Grail of Zelda fan gaming...
That or we'd have to wait years for the final version.It is gonna take years to complete this project. You have to understand that.
Preferably, pictures of you with the prize [when it arrives]. We want to see the face of the almighty King Mob.There isn't going to be a prize. I respectfully declined it on the basis that FedEx-ing a 2' x 3' x ?' Mario Kart carboard store display to the UK would cost the organisers a small fortune, but also because I would rather not have a 2' x 3' x ?' Mario Kart carboard store display clogging up my home...! :P
That or we'd have to wait years for the final version.It is gonna take years to complete this project. You have to understand that.
And if I stop, I stop. End of story. I have no intention of stopping, though. ;)
What are you currently working on in Shadowgazer? Anything specific, or are you just working on polishing the existing code in general?Nothing to report, really...
I may try something like the Twilight Princess map where you have a high-level overview of the different provinces (in this case joined by shipping routes) which you can highlight and zoom in for a closer look....Bare my children. You should be working at Nintendo =X.
What is this game being made on?
This game does not work anything Windows OS under Windows 2000.I dont think it's supposed to :P its a GM game
This game does not work on any other Windows OS under Windows 2000.
I am so impressed with this project, and the demo i downloaded (one thing though, the place where you start, like the souther tree stump, when i tried to return my computer froze. dunno if that was merely my computer or ther game...). anyways, i was so impressed that i registered an account on this forum just to tell you so!Thanks! Don't know why it's locking up when you go back to the forest clearing - it's obviously not supposed to, so it goes without saying it's not happening to me. :P Does it happen every time?
Hey Mob, any estimate as to when the next demo will be completed? Where are you at with it right now.Wouldn't like to say. If I've learned one thing from this it's that you can't accurately predict how long it's gonna take to do anything - you just can't account for the problems you'll come up against, or the periods when you just don't want to be working on it. But as I've said in my last few posts, I've been doing a lot of conceptual work on the stuff that happens between the end of the last demo and the first dungeon. So, basically, the stuff that joins the two completed sections together. Having pretty much completed that, it's now a case of just getting on and ploughing through it.
any chance you can change the +/- on the keypad to something else? cuz laptops dont have keypads. maybe just change it to the normal = and - keys.Screen resolution options will eventually appear in the title screen options. I'm also going to add customisable keys.
also i dont know if this is a bug or not. But in the demo when i go up or down stairs, quite often it throws me back into the stairs right as im exiting, and i end up back where i came from. could just be me though...Yeah, this is something I failed to pick up when I released the tweaked demo for NCFC. In solving the previous demo's key check errors, I inadvertently created another. :P It's already sorted though.
Also, i get the feeling that the 3 ships coming in and out of town, are merely there for the sake of the cycle.Well, they kind of are there to facilitate the three-day cycle, but they also serve a more integral purpose in that they are the only way to reach the other two of the three provinces on the map, and your journeys in them push the story along on more than one occasion.
seen as how all the characters revolve around these three ships i think they should have a fairly big role in the game somehow or another.
i dont know, i'm just worried that they dont really have a role. but you're probably way ahead of me.
Just to ask did you make the sprites of the archers (boblinkins) and the boars? Is there anywhere to download them? :huh:The boar rider sprites are my own, but I won't be making the complete sheets available until the game is finished.
<_< ^_^ >_<
Update time. :P First of all, I've uploaded a fine-tuned version of the last demo, now christened the NCFC Demo, since that is now only a week off.(http://img252.imageshack.us/img252/1953/nooncg7.gif) Behold my sprited version of Noon (from the waist down)
Get it here (http://www.zfgc.com/users/kingmob/ShadowgazerNCFCDemo.zip) if you want it. It's just the same as the last but with a couple of niggling things removed - in particular that whole stopping-dead-when-changing-rooms thing, but most obviously I've shaved quite a lot off the filesize by compressing the WAVs and it's now a more acceptable 4MB. Also, I toyed with diagonal rolling but I pulled it out. It doesn't look right at the moment and I need to work out why...
There is also something those of you who are having slowdown issues might want to try... The / and * keys on the keypad now switch between a 'frameskip' mode, where the screen draw rate adjusts itself if the room speed drops. To counteract it the room *should* remain at 60fps - it just won't refresh that many frames per second. Try it. I dunno, you'll probably just jerk all over the map and it'll be totally unplayable, but it might keep things constant for at least one of you...! :P
Anyway, the real reason for today's update is to give you a first glimpse of Noon, the Sheikah shaman who created the Shadowgazer and originally defeated the Maren long ago. More of his backstory will be revealed in time but he's basically your guide and mentor through the game, and even though his physical body died long ago, his consciousness is doomed to walk the nightmare realm forever, though he can contact Link in the waking world via the Shadowgazer.(http://img84.imageshack.us/img84/2156/noonhy1.png) (http://img152.imageshack.us/img152/2936/noonconceptseq9.gif)
Designing him has been probably the hardest thing I've done so far in this project. It was important to get him right since he's such a key character and presence, and I must have done literally dozens and dozens of concept sketches before even getting close to this. That might be a story for another update, but I'm posting it now since he's going to be revealed in some art for my NCFC booth next week anyway.
The idea came from throwing everything I'd come up with so far away and taking a second look at Sheik from OOT. The skin tight costume... Pretty fruity. S & M, almost? :P So I began brainstorming from this point. So he's been a prisoner in the nightmare realm for an eternity with nothing for company but mankind's darkest thoughts... That would send a man pretty crazy, and he'd probably act a little creepy, so it came to me that I should make him jester-like, with long floppy sleeves reminiscent of a straitjacket, but also with some *ahem* bondage gimp overtones. What you see above is very much a toned-down version of that idea. Toned down partly to fit in with the WW style the game uses, but also toned down cause some of it was pretty out there... Yeah, I think I'll save some of those sketches for a rainy day. XD
Thoughts? Like him? I finally do, and I began spriting him a couple of days ago - as you might be able to see from my PI.
Anyway...well I tested the demo again (and with my slow comp took around 15 mins to get to octoroks) and no, link wasn't flashing when i rolled through it. same deal with the pellets. and I didn't test this, but if you swing your sword at the pellets, does it destroy them or whack them back or hurt you? cause on wind waker you can knock them back by swinging your sword too.Can't reproduce that I'm afraid. I can walk through the octos when flashing, which I knew about and need to look at, but roll, no. I bounce off every time, and in every scenario. Sorry.
Cheers,
KM
chibi~~!
I know what you mean... I think :huh:You don't have the slightest clue, do you?
I'm curious though what the Marens are going to look like?This is a old sketch of the final concept:
That said, it's possible I may need the services of a composer (or composers) at some point down the line, but I don't think that will be for a very long time.interesting... I would like to do it, it just depends on how busy I am.
simply excellent. so did you use gamemaker do make this?Take a look at the topic symbol. :p
When are you going to update again? I know that you are busy, just trying to keep this thread alive too, sothat you don't have to gravedig when you eventually want to post something newSurely to god that wouldn't qualifiy as gravedigging, but yeah, I suppose an update is long overdue. :P
I found a glitch.Yeah, I know about that. :P There were other ways of doing it like planting a bomb and having the blast throw you past the postie, but I've sorted them all out now.
When the postman is talking to the other person (about the package), a chicken came up behind me. When I turned around, I rolled into the chicken, and naturally, bounced back - but I bounced back behind the two people, before I was supposed to be able to leave. I forgot to printscreen it, but I guess it's no huge deal to fix.
Furthermore, there is a problem when I go into full screen:No idea what's going on there... It doesn't do that for me. :huh: I'll be making more resolution options available for the finished game anyway.
This is what it's supposed to look like:
(http://img253.imageshack.us/img253/5017/correctrz9.png)
And this is what actually shows up in full screen (I shrunk it back down to post it here):
(http://img136.imageshack.us/img136/518/incorrectxs7.png)
Part of the screen gets chopped off.
I see there's going to be a fishing rod. Could you give us more details on that?I prefer to wait and see the surprise than getting the details right now =)
New screens look nice =D
Btw, according to your first post, about the new screens, one might wonder if you've noticed that we have gone to 2008, not 2007 ;)
At which point will the next demo be released? After the first dungeon? At the end of the beggining 3 dungeons?
Screens look great, especially the gale boomerang, and the astronomers place. Could there be a space dungeon?
I wonder if Shadowgazer will be in the Award Ceremony?
Ahh the new screens look so good >.<Really, this is one of the first fan-games that feels like a real Zelda game.
A Lakeside Observatory? Genius. You've captured the essence of Zelda so well. Well done. You're still the king, King Mob.
Ahh the new screens look so good >.<Really, this is one of the first fan-games that feels like a real Zelda game.
A Lakeside Observatory? Genius. You've captured the essence of Zelda so well. Well done. You're still the king, King Mob.
I support:
[IMG]http://i194.photobucket.com/albums/z105/Zeroexe001/sguserbar.png[/IMG]
The z3 trailer STILL gives me chills >_<
I support:
[url=http://www.zfgc.com/forum/index.php?topic=3937.0][IMG]http://i194.photobucket.com/albums/z105/Zeroexe001/sguserbar.png[/img][/url]
Now you just click on it to get to this topic!
KM haven't posted for awhile now.Settle down, King Mob doesn't post in this topic all that often, mainly because he has other stuff to do... like working on this game :P. It's called priorities, my good man.
Do you guys know anything?
BTW I refreshed the userbar alittle:Code: [Select]I support:
Now you just click on it to get to this topic!
[url=http://www.zfgc.com/forum/index.php?topic=3937.0][IMG]http://i194.photobucket.com/albums/z105/Zeroexe001/sguserbar.png[/img][/url]
KM haven't posted for awhile now.The best thing for a game creator to do is not be distracted or influenced by fan comments.
Do you guys know anything?
WOAH!Of course it will look just as awesome when you've downloaded a demo! The screens where taken while he was playing his game....
The screenies look amazing. I just hope that when I download it it's as awesome as it looks.
Keep up this amazing work.
:D
whens the big update coming king mob? really looking forward to it!
New screens look nice =DOh yeah. Heh. Changed. XD
Btw, according to your first post, about the new screens, one might wonder if you've noticed that we have gone to 2008, not 2007 ;)
Wow, I love the attention to detail. I love the little lighting post thing on the dock of Lake Hylia.It's actually a bell, but never mind...! :P
Anyway if you die in the ''Nightmare world'' will it be game-over or will you just wake up? :huh:Hmmm... I don't think I've really thought about that. I think I'd just assumed normal rules apply, but they don't have to necessarily.
whens the big update coming king mob? really looking forward to it!I'm working on it, which is why I've not been here much. Spriting the Maren boss, or more specifically, animating it, is proving tricky and I had to start over at one point because it just didn't look like what I had in my head. But it's getting there.
Now I'm even more intrigued.Wow, I love the attention to detail. I love the little lighting post thing on the dock of Lake Hylia.It's actually a bell, but never mind...! :P
Hi, just joined and wanted to leave some feed back on the demos.Actually, I have reason to believe that the cause of that problem is actually your keyboard. See, from my research I have deduced that for some reason older keyboards can't always capture more than 2 or keypresses at a time. It also has to do with the method the program that you are using uses to retrieve the keypresses. At any rate, if you are using an old "analog" keyboard, it might be worth a try to switch to a newer USB keyboard. I've tried it, and it seems to work for me. Although I also need to buy a USB hub for my awesome 2-Saitek-Cyborg-Evo joystick, x52 flight controller, double-Xbox controller+double wiimote&accessories + 2 usb gamepad control setup.
Not sure if anyone else has noticed, but when you hold the z or s buttons you cant move up and left at the same time.
Everything else is great though, keep up the good work!
And other thing what makes me see red is when I go stairs, sometimes I will go back because for mistake I press up key when view gets black. That isn't really bug, so I didn't find any bugs in demo and that is very good thing.I've already fixed this. It was an unexpected side effect of solving an earlier problem. Didn't spot it before I released the last demo, but like I say it will be fixed in future releases.
I've just checked the demo again to see. Its unlikely to be key presses, I've just checked a few combinations and I can use at least 4 or 5 if there is even a limit on mine. I think its probably the game itself as I noticed that certain key combinations restrict different things, now that I checked more thoroughly I could try making a list of these.It doesn't happen for me... I would have picked up on something like that in any case.
Edit: it seems to only be a problem when z or s are used in conjunction with other keys.
I forgot about that. Regardless, after what King Mob said I was just willing to blame Vista :P.Yes, let's all blame Vista. It's worse than malware!
no.horse riding (and all stuff king mob has put in himself) should be saved for the full release
^^^Yeah, and not only that, but we have to eventually get to see some of his original features in one of the demos, even if it's something small like a fleeting trip to the Nightmare world.Heh...I completely forgot about that. XD
Quote from: Kylink nostril=topic=3937.msg265292#msg265292 date=1204405433Wow, I love the attention to detail. I love the little lighting post thing on the dock of Lake Hylia.It's actually a bell, but never mind...! :P
hey K_M how is the maren animations working out until now? still working on that?
O Gawd!!! He hasnt been active since the 7th :'(. I hope hes working on it still. KM we still support u.........Yeah, I'm still here. Just not been active since I'm trying to avoid posting too many "still working on the next update" posts. But I am. Still working on it. :P Won't be long now. Couple of weeks maybe, depends how much time I can sink into it.
I do have one question King mob.Just a case of swapping tilesets using the background_assign command. Nothing clever. ;)
How did you ever get that night effect to work!?
Very much so. XDQuote from: King Mob nostril=topic=3937.msg272590#msg272590 date=1206350903It's actually a bell, but never mind...! :P
If it's any consolation, I knew it was a bell. It reminds me of the one at the Laundry Pool in Majora's Mask...and I assume that was intentional. XD
Kind of a gravedig but I thought I would tell you something I found out after poking around on the server statistics.Blimey. I've never really googled it until now but it appears it's been featured on a couple of the bigger Zelda fan sites. Slow news days, probably. :P
~2.6% of search engine phrases that linked people to this site are to do with this game :). I guess I should thank you.
Kind of a gravedig but I thought I would tell you something I found out after poking around on the server statistics.The new OoT2D? Yes!
~2.6% of search engine phrases that linked people to this site are to do with this game :). I guess I should thank you.
No thank you! It appears I'm already getting slagged off, being confused with Dampe. :(Kind of a gravedig but I thought I would tell you something I found out after poking around on the server statistics.The new OoT2D? Yes!
~2.6% of search engine phrases that linked people to this site are to do with this game :). I guess I should thank you.
You should see some of the search-engine query statistics, people get directed to this site from some pretty wierd ones.:P
Some of my favorite;
sex proxy
prudential financial
idominican.safe
adult ipod videos
marijuana facts
suck my hard nipples
samus is hot
system error & h8007007e
gym teacher girl
stomach aches
gym teacher !@#$% girl
Haha, it's all part of the publicity my good man. You can't expect to make something like this and not have people interested in it xD.No thank you! It appears I'm already getting slagged off, being confused with Dampe. :(Kind of a gravedig but I thought I would tell you something I found out after poking around on the server statistics.The new OoT2D? Yes!
~2.6% of search engine phrases that linked people to this site are to do with this game :). I guess I should thank you.
And anyway, I'm not exactly sure it's something to be proud of:You should see some of the search-engine query statistics, people get directed to this site from some pretty wierd ones.:P
Some of my favorite;
sex proxy
prudential financial
idominican.safe
adult ipod videos
marijuana facts
suck my hard nipples
samus is hot
system error & h8007007e
gym teacher girl
stomach aches
gym teacher !@#$% girl
It's interesting to compare this game's development with that of other games.
With almost all other fan games here, you get to the topic and see a laundry list of things the game will have and possibly a screenshot. The topic's creator will post multiple times in it daily answering questions and talking about what he's doing. Yet he always manages to cancel his game or not get anything done.
With this game, King Mob avoids the trap of being all talk and no work, and I respect that. Also, Nintendo doesn't release weekly demos of their Zelda games - they'll maybe have a couple of gameplay demos and leave the rest shrouded in mystery for the eager player to find out when he or she gets the game. I think King Mob is doing a good job of that by not releasing too many demos or showing too many screenshots.
Actually, I think it might be better not to post until he updates, as it will give other people on this board a chance to showcase their games.
I'm sure his demo will be out soon.
(http://img91.imageshack.us/img91/1644/screen06qt2.png)
... Are those supposed to be flames in the doorway? If so, that doesn't really make logical sense :P.
Actually, I think it might be better not to post until he updates, as it will give other people on this board a chance to showcase their games.
I'm sure his demo will be out soon.
awesome! i just signed up today.. i also played your demo(not z3, couldn't download.. :'() and its awesome! cant wait for u to finish the game, or atleast add lake hyilia.. ;)
hey man everytime i goto download the z3 game it dont show the download button! :'( can you just post the download button plz?Still works for me, but here's a link anyway (http://www.zfgc.com/users/kingmob/ShadowgazerNCFCDemo.zip).
Hey king mob, any progress?Let's let King Mob make the updates when he feels like it. We don't want to keep bumping this one. Or...as Scooternew put it:
Actually, I think it might be better not to post until he updates, as it will give other people on this board a chance to showcase their games.
I'm sure his demo will be out soon.
Think about it. If Link is standing upright next to the flames, and the flames are lit in an oblique direction, it'll look odd because fire usually burns upwards due to hot air rising and all that. Of course, it might just be the flames being "blown" in that direction.(http://img91.imageshack.us/img91/1644/screen06qt2.png)
... Are those supposed to be flames in the doorway? If so, that doesn't really make logical sense :P.
Why doesn't it make sense?
I think it's supposed to be like spikes in front of/in the doorway, except it's just flames.
If you've played four swords (not adventures) you'd know they're actually in the game.Oh, well, I have played Four Swords once or twice, and obviously I forgot about that graphical feature :P.
Figured out the music.
Puppet Ganon, Snake form.
What is this?
(http://img206.imageshack.us/img206/2196/marenbindhj0.png)
That wasn't in the video.
I noticed that there seemed to be no sound when each "tentacle" came out of the ground. That seemed kind unfitting. Also, when Link swings his sword and attacks the Maren, the same four "hi-yahs" play in the exact same order, which might get slightly annoying. They are supposed to be more random.Yeah, there will be some effects for the tentacles coming out - once I decide what they should sound like. The sounds were kinda rushed, just to get this video done and out there...
One more thing - are all these Maren battles going to be essentially the same, are they going to be different, more challenging later on, requiring different items, etc.?They will evolve as you progress and certain additional attacks/defenses will require the rest of your arsenal, yes.
Odd suggestion; and I'm not sure if this has been mentioned before (I'm not going through 40+ pages to find out XD)I wasn't going to directly reference previous games, no. But I am putting in little easter eggs as I go, and the Maren share certain characteristics with the nightmares in Link's Awakening, so... Yeah, I just might sneak something like that in there. XD
Have you considered perhaps making a boss force you to revisit Koholint (or small parts of it)? After seeing that video... for some reason I just envision one of the Maren bosses making an appearance in one of the dungeons forcing you to walk through a very dark and nightmarish Koholint Island to chase him down and finally battle him in mabe village or something (or maybe him forcing you to start out at mabe village, then you fight him up in the windfish egg, since its only a few rooms away from Mabe Village anyway :P)
I dunno, for some reason thats sticking in my head pretty hard :P
What is this?It's from an introductory cutscene. Just explains that the room you fight in was a binding circle which Noon used to imprison each Maren.
(http://img206.imageshack.us/img206/2196/marenbindhj0.png)
That wasn't in the video.
I have one question though, how long does it take to load?On my computer the executable, containing absolutely everything I've done so far, loads in 10-11 seconds.
I wasn't going to directly reference previous games, no. But I am putting in little easter eggs as I go, and the Maren share certain characteristics with the nightmares in Link's Awakening, so... Yeah, I just might sneak something like that in there. XD
A slain Maren drops the Nightmare Locket it wears round its neck. These lockets contain the tortured soul of the Maren, and can be taken to Noon for him to 'exorcise' (since the Maren were not always evil ;)) essentially turning a bad dream into a good one, and releasing it into the world again. That's the final stage of cleansing an area of nightmares.
A slain Maren drops the Nightmare Locket it wears round its neck. These lockets contain the tortured soul of the Maren, and can be taken to Noon for him to 'exorcise' (since the Maren were not always evil ;)) essentially turning a bad dream into a good one, and releasing it into the world again. That's the final stage of cleansing an area of nightmares.
Wait, so will you be able to visit the dream world of these "good Marens" after you've cleansed an area? And what do these good Marens look like? Or are you keeping that hush-hush for now?
Hell, I'd buy it if you tried to sell it as a fangame.
Hell, I'd buy it if you tried to sell it as a fangame.
Well he don't legally can ::) .
The Maren is a really good idea. The battle is not too long for an ennemi that you have to fight again and again. Pretty cool attacks, and incredible animations, like always!
Overall, very amazing though. I'd definitely buy this if it officially came out - Hell, I'd buy it if you tried to sell it as a fangame.I guess in that sense it's kind of a shame it's made in Game Maker, because Nintendo wouldn't be able to emulate it on WiiWare or something. Of course, I'm not complaining, because if we can play it on PCs, that's good too.
Overall, very amazing though. I'd definitely buy this if it officially came out - Hell, I'd buy it if you tried to sell it as a fangame.I guess in that sense it's kind of a shame it's made in Game Maker, because Nintendo wouldn't be able to emulate it on WiiWare or something. Of course, I'm not complaining, because if we can play it on PCs, that's good too.
Hell, I'd buy it if you tried to sell it as a fangame.
Well he don't legally can ::) .
The Maren is a really good idea. The battle is not too long for an ennemi that you have to fight again and again. Pretty cool attacks, and incredible animations, like always!
i cant wait til you finish this in 3 years!XD wtf? don't doubt every fan game because of one person.
He can always do that but still Nintendo will close the place , remember Chrono Trigger remake, It was closed for no reason at all, Again I find this game really impressive I would suggest to change into an original game but since this is so advanced I reccommend to continue with Zelda, but I am sure that this is just your first project from many others you have.Overall, very amazing though. I'd definitely buy this if it officially came out - Hell, I'd buy it if you tried to sell it as a fangame.I guess in that sense it's kind of a shame it's made in Game Maker, because Nintendo wouldn't be able to emulate it on WiiWare or something. Of course, I'm not complaining, because if we can play it on PCs, that's good too.Hell, I'd buy it if you tried to sell it as a fangame.
Well he don't legally can ::) .
The Maren is a really good idea. The battle is not too long for an ennemi that you have to fight again and again. Pretty cool attacks, and incredible animations, like always!
lol To the both of you, I know he can't sell it... but, the quality is amazing enough that I would actually buy it if it was ever sold.
Actually, in theory, he could always make it so you had to buy a membership for a site (Or something.) and then have the game come as a perk with it... that would probably be legal if you never explicitly say you are paying for the game.
Of course, no one wants to be, "That guy." The person who just has to ruin the fun of playing a free game by making it pay for play.
nice boss video.. you really need to orchestrate the music thoughactually, i think that the boss is more original than anything nintendo has done with 2d bosses
boss gameplay felt nintendoish, and thats a good thing imo :)
Really? Minish Cap had some great bosses. The giant Octorok, the giant Chu-Chu, the Gyorgs... they were all pretty well done. I think this Maren thing was alright too, but the fight itself was perhaps a little too straightforward compared to Nintendo standards. Though, considering it's only an early boss fight (from what I understand) I'm sure there will at least be better things to come :).nice boss video.. you really need to orchestrate the music thoughactually, i think that the boss is more original than anything nintendo has done with 2d bosses
boss gameplay felt nintendoish, and thats a good thing imo :)
Whoa, this game really looks like a professional Zelda game. How do you do it? XD *thumbs up*He does something that very few ZFGCers are willing to do anymore. He actually WORKS on his project with his OWN stuff, rather than relying on everybody else's engines, and if there's something he's not sure of how to accomplish, he experiments until he starts catching on to how to solve it, or he searches for information and finds a way and LEARNS for future endeavors that require the same thing to be accomplished.
I love you <3 so true, people should start learning this.Whoa, this game really looks like a professional Zelda game. How do you do it? XD *thumbs up*He does something that very few ZFGCers are willing to do anymore. He actually WORKS on his project with his OWN stuff, rather than relying on everybody else's engines, and if there's something he's not sure of how to accomplish, he experiments until he starts catching on to how to solve it, or he searches for information and finds a way and LEARNS for future endeavors that require the same thing to be accomplished.
I guess that's why there's really no fan games anymore. We've all learned this lesson :/Whoa, this game really looks like a professional Zelda game. How do you do it? XD *thumbs up*He does something that very few ZFGCers are willing to do anymore. He actually WORKS on his project with his OWN stuff, rather than relying on everybody else's engines, and if there's something he's not sure of how to accomplish, he experiments until he starts catching on to how to solve it, or he searches for information and finds a way and LEARNS for future endeavors that require the same thing to be accomplished.
You know, now that I think about it, the Maren DO sound kind of like the idea of the Nightmares taken further and expanded upon. In fact, the name "Maren" reminds me of the girl "Marin" from LA. Is that just coincidence, or did you derive some of your inspiration from there?No connection, though Maren also happens to be a girls' name. :P I got the name when doing some research into the origin of the word 'nightmare' and came across this (http://cyan.blogspot.com/2006/10/henry-fuseli.html), which suggests to me it's a variant of 'Mara' (http://en.wikipedia.org/wiki/Mara_%28folklore%29).
Yeah, I've kind of painted myself into a corner there, story-wise. With all the convolluted backstory I think I'm going to have to show the Maren's world before it was the nightmare realm and they became evil. Whether or not the nightmare realm returns to that state at the end of the game, I haven't got that far...A slain Maren drops the Nightmare Locket it wears round its neck. These lockets contain the tortured soul of the Maren, and can be taken to Noon for him to 'exorcise' (since the Maren were not always evil ;)) essentially turning a bad dream into a good one, and releasing it into the world again. That's the final stage of cleansing an area of nightmares.
Wait, so will you be able to visit the dream world of these "good Marens" after you've cleansed an area? And what do these good Marens look like? Or are you keeping that hush-hush for now?
i think he actually means that when you "banish" the night"mare'n" then the shadow like draem maybe full with spooky ghosts turns into a flowerpower green meadow with white rabbits... ( not rabbids... that would still be a nightmare ;P )
think of it like the lttp dark world and when you banish him it turs to the end of lttp ( so the scenes after you kill ganon )
The chains on the bottom of the level. Maybe it was done on purpose, but I got the feeling that the platform was hanging and wasn't attached to the ground at all... from the looks of it, the chains are going down, towards the ground. Was it done on purpose?Nah, I'm just being lazy. It's the same art as the chains along the top, just haven't been bothered to re-sprite them at a slightly different angle. But it doesn't look right as it is, I agree.
If I make a a game, I never make a fan game. I want it to be an idea of my own. My graphics, my engine etc.I guess that's why there's really no fan games anymore. We've all learned this lesson :/Whoa, this game really looks like a professional Zelda game. How do you do it? XD *thumbs up*He does something that very few ZFGCers are willing to do anymore. He actually WORKS on his project with his OWN stuff, rather than relying on everybody else's engines, and if there's something he's not sure of how to accomplish, he experiments until he starts catching on to how to solve it, or he searches for information and finds a way and LEARNS for future endeavors that require the same thing to be accomplished.
Whoa, this game really looks like a professional Zelda game. How do you do it? XD *thumbs up*He does something that very few ZFGCers are willing to do anymore. He actually WORKS on his project with his OWN stuff, rather than relying on everybody else's engines, and if there's something he's not sure of how to accomplish, he experiments until he starts catching on to how to solve it, or he searches for information and finds a way and LEARNS for future endeavors that require the same thing to be accomplished.
awesome! i just signed up today.. i also played your demo(not z3, couldn't download.. :'() and its awesome! cant wait for u to finish the game, or atleast add lake hyilia.. ;)hey man everytime i goto download the z3 game it dont show the download button! :'( can you just post the download button plz?Still works for me, but here's a link anyway (http://www.zfgc.com/users/kingmob/ShadowgazerNCFCDemo.zip).
BTW, the NCFC demo superseded the z3 demo - it's the same but with a few little tweaks, so you might be getting confused and thinking they're 2 different demos. They're not. :P
WOW what an amazing game!! :o
This game will be amazing when it's done !
did you make all the sprites ?
because I love them !
And the tiles and the maps and the people just amazing !!!!! :o
But still so #$%^%&^*& COOL !!!!!
Tell me are there anyZoras, gorons, sheikas, kokiris, ritos or other races in that game ?
Thanks, so who is the main person planing the game ?This game? well King Mob is planning the game, and uhh, King mob is also making those great sprites.
And who is the one making those great sprites ? :huh: :huh:
...I'm pretty sure Sheikah is in. Maybe you could let KingMob answer the questions... :-\But still so #$%^%&^*& COOL !!!!!
Tell me are there anyZoras, gorons, sheikas, kokiris, ritos or other races in that game ?
There are Gorons, but no Zoras, Sheika, Kokiri or Rito. There are two new races, however; the Piccori and the Wind Tribe.
But I think the majority of the main races are going to make an appearance in the Shadowgazer; Zoras and Sheika are already confirmed.
When woul another Demo be updated ?
I can't Wait !
And you rag on me for being an !@#$%.When woul another Demo be updated ?
I can't Wait !
How old are you?
Why are you a [ b ] !@#$%?
When woul another Demo be updated ?
I can't Wait !
How old are you?
Why are you a [ b ] !@#$%?
And you rag on me for being an !@#$%.When woul another Demo be updated ?
I can't Wait !
How old are you?
Why are you a [ b ] !@#$%?
Standard /zfgc/
Back on topic, does this boss have multiple forms you fight throughout the game?
When woul another Demo be updated ?
I can't Wait !
Man I wish I had some of those sprites !How can a sprite look realistic? XD And real thing? this is the real thing...
They are so reallystic ! XD
Can't Wait for the real Thing !!!!
sorry i accidentally sent the comment twice
How can we critic something so beautiful? You've conquered every obstacle that amateur game developers face, except the time it takes to make the game. But we'll all wait years for this game if we have to.You took the words right out of my mouth.
I like your style King Mob, you don't have to tell everyone when the next thing will come out because everyone will think your a failure if you don't make it. Again, once in a while, it's good to have something to look forward to.
Has any one seen King Mob ? he hasn't post in here for a LONG while...
When you shall stop to post in this topic asking useless questions? Just e-mail or PM him if you want informations.Agreed. Do you want him to make the game or spend all of his time wooing over the crowd with updates?
I'm very excited! I have been waiting for this game...when do you think it will be finished??When its done!
I'll update whenever I have something I want to share
Yeah, I don't want to lock this topic because occasionally questions get brought up for which others might have input, but I'd appreciate it if people didn't keep asking when this will be finished. A cursory glance through the opening post will tell you this is a long-term thing. It's taken ages to get this far and it will be ages before it's finished.HE SPEAKS!!!! It seems that he agrees with Vandavil as well, in my opinion. I agree with both of them. If you don't have something helpful or useful to say, THEN DON'T SAY ANYTHING!!!
I'll update whenever I have something I want to share, don't worry about that. ;)
I'll update whenever I have something I want to share, don't worry about that. ;)
Yeah, I don't want to lock this topic because occasionally questions get brought up for which others might have input, but I'd appreciate it if people didn't keep asking when this will be finished.
Please do not gravedig. they allready said to wait for the next update.
/me remembers to install the Win Maximum Expandinator 3000 Mk. II into the topic and readies the Scepter of Ulimate Pwnage for King MobWhat point did this have?
Because this game deserves it.
And what point did this have? There is a report button.Please do not gravedig. they allready said to wait for the next update.
That wasn't a gravedig. Please don't rent-a-mod -_-
Please do not gravedig. they allready said to wait for the next update.That goes for you too.
cant wait for the next update/demo but take your time King Mob, your game is going to be AMAZING, just keep doing what your doing and all will be well. one question, are you still using goodnights/mitxellas movement engine? i want to know because im using that same engine and there is an annoying bug that i cant fix and its when you walk upwards into a diagonal area in the level, it makes you move much faster than normal. also when your walking along side a vertical or horizontal area and try to move in a diagonal direction you slow down. i noticed you havent fixed this in your latest playable demo and was wondering if you knew about and/or fixed it and if so can you tell me how you did it please?(or even better, send me your basic movement engine) this bothers me because i, like you, am a perfectionist.It's okay if you post this, but try and ask someone in discussion. Chances are you will get the answer much quicker.
anyway, thanks in advance for any help and keep up the AMAZING work
And what point did this have? There is a report button.Please do not gravedig. they allready said to wait for the next update.
That wasn't a gravedig. Please don't rent-a-mod -_-
And what point did this have? There is a report button.Please do not gravedig. they allready said to wait for the next update.
That wasn't a gravedig. Please don't rent-a-mod -_-
Why would I report when I'm a mod?
Now you're just rent-a-modding too... majorly.
Like 4Sword said, how was I supposed to know you are a mod? I'm not someone who knows every person by every screen name they ever had and I'm sorry "Pyro" if I didn't look down at your sig to see what games you were playing to recognize you. And even if I did, I couldn't know you were a mod.And what point did this have? There is a report button.Please do not gravedig. they allready said to wait for the next update.
That wasn't a gravedig. Please don't rent-a-mod -_-
Why would I report when I'm a mod?
Now you're just rent-a-modding too... majorly.
This is what ZFGC should be all about.This.
Seriously Kingmob, excellent job. I can't believe you're working on this all on your own.
This is what ZFGC should be all about.Quoted again for truth.
Seriously Kingmob, excellent job. I can't believe you're working on this all on your own.
Can you upload that video on youtube?He already said it'll be up by the 21st. >___>
This is what ZFGC should be all about.
Seriously Kingmob, excellent job. I can't believe you're working on this all on your own.
Do you think we'll see a demo within say... a year's time?Here's an estimate: Shut up and just !@#$% wait. Would you rather a quality game release, or periodic garbage demos?
Someone asked your % total progress for the whole thing in the other topic, an estimate please?
Sticky'd
This is probably the only project that I think is deserving of being sticky'd.
Hey King,
Please email me when ou have a chance. I would love to chat with you about a couple of things.
-Kenny
/lurkWTF are you talking about? :o
I'm assuming kcarvalho is Kenny Carvalho. A google surch turns up http://www.linkedin.com/in/kcarvalho - a la art recruiter for Blizzard and owner of parasytic moon; the website of the latter hasn't been updated for 3 years, as far as I can tell, however it's preumably still alive as it's listed as a current job.
So, poaching for blizzard or parasytic moon (assuming my random searching is correct), more likely than Nintendo D-pad :p.
WTF are you talking about?Read the whole topic before commenting. It makes perfect sense if you read the post 3 posts before hand.
there float decompiled .gm6 from your game arround the internet :'( . What are going to do on that.
There is a decompiled .gm6 from (of?) your game floating around the internet :'(. What are you going to do about that?there float decompiled .gm6 from your game arround the internet :'( . What are going to do on that.
... What?
there float decompiled .gm6 from your game arround the internet :'( . What are going to do on that.
PS: GREAT GAME.
there float decompiled .gm6 from your game arround the internet :'( . What are going to do on that.What can I do? Find out who's downloading it and kill their firstborn? I can't do a damn thing.
check out GM Obfuscator
Don't see how that's too possible though O_o
Could make the code look neater and give more "normal" names instead of a ton of weird characters, but it's still going to be near impossible for a human to comprehend what on earth's going on without them spending their life trying to work out what's what if it's a game of this scale.
I heard that's possible to put a GM exe file into C+.That statement makes no sense.
how would you think will a gml exe run inside a c++ file ..... That is impossible.
how would you think will a gml exe run inside a c++ file ..... That is impossible.
Possible but a retarded idea none the less.how would you think will a gml exe run inside a c++ file ..... That is impossible.
It IS possible.
www.enigma-dev.org
Wait a few months for it to finish.
Possible but a retarded idea none the less.how would you think will a gml exe run inside a c++ file ..... That is impossible.
It IS possible.
www.enigma-dev.org
Wait a few months for it to finish.
Quote from: hawthorneluke on Yesterday at 23:33:12
Don't see how that's too possible though O_o
Could make the code look neater and give more "normal" names instead of a ton of weird characters, but it's still going to be near impossible for a human to comprehend what on earth's going on without them spending their life trying to work out what's what if it's a game of this scale.
lol, not really. Try doing some dissassebly some time, all you get are memory addresses Look at me, I'm invisible!, not even wierd characters. Its not really that hard to comprehend, you just go through it logically and work out what is going on, then to make it easier do mass find+replace's to turn the variable names into something more logical. You quickly build up a picture of what the code is doing normally.
Simply put, your programs are never going to be safe, especially if you choose to use something like GM, which dosen't even precompile code u_u. The best you can hope for is just to put off those who are just curious, anyone who knows what they are doing will be able to get access to the source with enough effort.
how would you think will a gml exe run inside a c++ file ..... That is impossible.
It IS possible.
www.enigma-dev.org
Wait a few months for it to finish.
Hard decision there, it ain't everyday you get this opportunity.Except he'll kinda get paid for his work. You know, instead of getting no money at all.
Personally i think you should go with the Zelda version as making it into a original game would result in changing styles and a LOT of spriting since you can't use the MC style (yada, yada, copyright Nintendo stuff), massive recoding and needing to make up new names for Zelda as an example.
However it is still your Choice, Do what you think is the best.
That he gets paid is uncertain. Is I read it. He got an offer that he accepted, but in the end the deal was called off. He put work in it to make it an original title and a Zelda fan game. Now he needs to make a decision:You're over-complicating it.
1) Make an original title, that he might be able to sell, if he finds a publisher. He owns everthing of the game. He doesn't have a legacy to build on and has to create a new cast for a number of the main and extra characters he used from the Zelda legacy. Also sprites and tiles coming from Nintendo games can't be used anymore. And sprites and tiles custom made by others can't be used.
Advantage: You can get money for it.
Disadvantage: It is a lot of work and you need brilliant concept that isn't to Zelda-ish.
2) Make it the Zelda fan game as originally intended. He won't be able to make money of it, but he can still use it in his resume for job applications. With a lot of luck Nintendo might publish it and give you a small portion of royalties (I seriously doubt this will happen). On the other hand he can use a lot of sprites and tiles from the Zelda games and use the Zelda legacy to build his story on.
Advantage: A legacy to use and less work in making tiles and sprites.
Disadvantage: You most likely can't make money of it.
So the choice is King Mobs. Making money requires work and you still have to sell it to a publisher. (Publisher still includes on line webgame sites and the likes). But work has been done on both versions already.
Too bad that deal didn't work out for you, because it could've been a entry pass to the game industry. However if it worked out I think it would be marked as a zelda clone. I think you should just continue your Zelda fangame. And once you're finished with it start a real original game. And if it's real good, who knows what it might bring you. :)
Hey guys, long time no see. Got some news.
First thing is, contrary to what you may have heard, I haven't taken The Shadowgazer to another board. ZFGC has been a good home to this game and I wasn't gonna just abandon it without an explanation.
So what has been going on? A couple of ex/current ZFGCers know but I've put off making it common knowledge until I actually knew the situation myself.
Some time ago I was approached by the owner of a development studio who wanted to see if I was open to the idea of turning The Shadowgazer into an original IP for a potential DS/PSP/mobile release. After some deliberation, and having checked the guy's credentials, I agreed. Basically, I'd be stupid to pass an opportunity like that up, right? :P Well, as I say, that was some time ago and only recently has it turned out that it's NOT gonna happen now.
Without going into why (out of professional courtesy) the resulting situation is that I've been working on turning The Shadowgazer into an original game for months now and The Legend of Zelda: The Shadowgazer as-was has been all but abandoned.
Which leaves me with a decision to make: do I press on with turning the game into my own, original, intellectual property, or do I pick up where I left off, making my little Zelda fan game? There's a lot for me to consider there and I really don't know at this stage which way it could go.
So yeah, just thought I'd let you know what's been going on. I appreciate there's little in the way of details there but I'll update again when I make my decision. Feel free to coax me one way or the other... ;)
Cheers,
KM
Go with the original IP decision. Seriously. A fan game won't bring you bread to your house (you do it because you like doing it, not for the money).
Like you said, you'd be stupid to let this chance pass you by. If anything, someone can heck your original version into a Zelda themed version. It can happen. Just look at the thriving romhacking community... And some of them probably do simple graphic hacks just for their own amusement. So go with the original IP... someone else will make sure we get "Zelda" Shadowgazer.
Not much to say than:
Go for broke with the original game.
Not only does it open better doors(IMO) than a zelda game, but you could always port it to say LIVE and try to make a few buck off of it(or some other indy publishing whatever).
My opinoin doesn't matter, but if I had your skills, I'd make the original idea.
Note: Before I hear ,"GM CANNOT BE PORTED TO XBOX LIVE!!!"... STFU lol.
I was meaning as in recoding using XNA and C# :p
Dunno if you've decided yet, but I vote for Zelda! Seems way too much work went into it to be dropped.Amen to that.
Second'dDunno if you've decided yet, but I vote for Zelda! Seems way too much work went into it to be dropped.Amen to that.
What is the progress of your Zelda Game? XDAre you serious?
I want to know if you coded or found a engine for this game. I want to see how you did it cause it looks sweet :)
Is this even still in production? I havent heard anything about it in a long time.You should sort of read the posts.
I'll prepare an 'official statement' (lol) to greet visitors to the Shadowgazer website and my YouTube channel, and try and mitigate any backlash with the promise that The Shadowgazer will be back, better than before.
Don't know where its new home will be yet - my own domain, most likely - but I'll let you guys know as soon as it has one.
I understand the concerns about the amount of work this will now mean, but I wouldn't say I've found there to be a lot of work I'd already done that has gone to waste - I'll need to adapt a lot of the custom sprite work, sure, but the engine will pretty much stay as is. Music, on the other hand, don't know what I'm gonna do about that yet...! :P
Okay, guys, I've made my decision. Sorry to keep you hanging on.
I have decided to turn The Shadowgazer into an original game. That means The Legend of Zelda: The Shadowgazer is no more.
I know this won't be popular with everyone and, believe me, it wasn't a particularly easy decision to make, but what started as a little love letter to my favourite game series has become quite an involved hobby, and as much as I want to see someone actually finish a full-length Zelda fan game, I'd be crazy not to do something more with mine - particularly given the kind of interest it has attracted lately...
That, and the fact that I'm genuinely more enthused about a new game than I've ever been about the fan game. :D
I understand the concerns about the amount of work this will now mean, but I wouldn't say I've found there to be a lot of work I'd already done that has gone to waste - I'll need to adapt a lot of the custom sprite work, sure, but the engine will pretty much stay as is. Music, on the other hand, don't know what I'm gonna do about that yet...! :P
I'll prepare an 'official statement' (lol) to greet visitors to the Shadowgazer website and my YouTube channel, and try and mitigate any backlash with the promise that The Shadowgazer will be back, better than before.
Don't know where its new home will be yet - my own domain, most likely - but I'll let you guys know as soon as it has one. And I want to thank you guys for your support over the years - I don't think anyone who hasn't attempted something like this would understand how much feedback and support is needed just to keep you motivated, and I probably would have given up a long time ago if I had kept it to myself. I think sometimes people underestimate that. So, thanks again. :D
See you around.
KM
But aside from that: how in the world are you going to create an original, good looking protagonist who fits into this story better than Link does?I can't promise I've come up with as iconic a character as Link :P but he should pretty interesting. Unlike Link he's a character rather than a cipher for the player, he has a name (i.e. you won't be able to re-name him) and he will have a big speaking part. Plus, he already fits in better than Link because I've been streamlining the story and he's become much more a part of events and less the only kid who can do anything about them. I've also merged some of the main players' roles. For example, Zelda and Impa have become one character and consequently there is no damsel in distress anymore. So it's already much tighter because I don't feel I have to shoehorn all the familiar Zelda motifs in. If you like what you already know, you should like where I'm taking it...
Secondly: a tiny little wish of mine: please don't make it too dark please? Nice and happy colours at day-time, and dark-purple colour in the dream realm.The mood will be the same. Majora's Mask was always the mood I wanted to capture, and I'm still going for that slightly creepy, darkly whimsical mood. Toon Link, however, is no longer an influence on the art style...
Are you still going to post updates in this topic about the IP or will the topic be canned as well? Because of what I understand is that you are going to move with the entire project.I'll start a new topic here, sure.
I'm just curious as to how you're gonna translate all the Zelda-esque enemies to an original style without people saying "Hey, I'm playing Zelda with different graphics!"Well, I think there's gonna have to be an element of that - it's almost unavoidable. I can superficially change them (for example, the octoroks have become spitting toads which get around by hopping) but the enemies in 2D Zeldas pretty much cover all the attack types and movement patterns in the book and coming up with entirely new ones might be tricky. But I'm certainly going to try.
Why not release the source of the original Shadowgazer to see if someone can continue with what you have? It's an absolute shame to see what's there now just up and end as what it is and turn into something entirely differentBecause I don't want somebody making a game with a virtually identical premise? Nah, I plan on releasing all the Zelda assets (ripped/custom sprites and tilesets) though, which will no doubt help in your rip project. ;)
It might sound a bit selfish, but you really had some wicked custom sprite work in your game. It would be sad if those that are going to be replaced or changed, due to being to much Zelda-ish, got wasted. Are you going to release that work to ZFGC resources at one time or another (maybe after you finished the IP), for others to use?See above. :)
:P at least make a compilation build of what you have so far (like... save files with each key moment in the game that you want to show)
:P at least make a compilation build of what you have so far (like... save files with each key moment in the game that you want to show)Not gonna happen :P. It was made in game maker, there's a decompiler for GM executables. KM would be pretty much releasing his source code and all his resources if he did that. As well as spoiling parts of the story for the new one. No, much better idea if he just releases the resources like he said, and not the game.
:P at least make a compilation build of what you have so far (like... save files with each key moment in the game that you want to show)Not gonna happen :P. It was made in game maker, there's a decompiler for GM executables. KM would be pretty much releasing his source code and all his resources if he did that. As well as spoiling parts of the story for the new one. No, much better idea if he just releases the resources like he said, and not the game.
Admittedly, I myself am a little bummed that the fangame was dropped. I'm a little more excited for the original game, though, so yeah. :Pwho doesn't? IMO King mob is allowed to do what he wants with his code and sprites.. after all it is His game.
The Shadowgazer is dead - long live The Shadowgazer!Its dead and at the same time you say "long live". :p
When are we getting another demo or something along those lines?
I have a suggestion for King Mob. I think what he should do is develop it so it can be played online or on a site. Then he could make ad revenue from ads on the site, then he could possibly have in game micro transactions. (sell special items in the game for like 50 cents, or so maybe you can go to newer locations in the game.) I think it would be very successful due to the publicity it has got around the net already. And maybe you could get a site to sponsor it for you with a lump sum. Just a suggestion, but you may have a better idea.
Say, you think you could tell us anything about this guy?
(http://img44.imageshack.us/img44/4963/blueevilguy.png)
I found him on your project's homepage and caught meh interest.
Also, once Spirit Tracks is released, could you tell us whether it is before or after it?
But that guy is not from the zelda games so maybe he keeps it? who knows :P
If he isnt changing the entire point of the game ofc.
... Also, once Spirit Tracks is released, could you tell us whether it is before or after it?
Also... is KM even working on this anymore? I haven't seen him around here in a while... ?
Ok, anybody, this is BAD.Buy him a new computer.
I refered the demo to some people, so that they could see waht it was like before KM removed it (If he was going to). Then, this one guys downloaded, the ONLY guy who downloaded it so far, and he got a virus the broke the !@#$% outta his computer. Now, the internet doesn't work on it. Hes REALLY pissed off at me now, and sais he has ALOT of viruses on his computer. I downloaded it this morning, yet I got no viruses whatsoever.
Wtf is going on? (Sorry if I swore alot, I just am really mad at myself because his computer now doesnt work with internet. He said the game froze and then he couldnt close it and now whenever the internet goes up it sais it has a severe error.) :'(
There HAS to be something else I can do, I scanned it, there are NO viruses. I don't even have the money, and I don't even know him in real life...Ok, anybody, this is BAD.
I refered the demo to some people, so that they could see waht it was like before KM removed it (If he was going to). Then, this one guys downloaded, the ONLY guy who downloaded it so far, and he got a virus the broke the !@#$% outta his computer. Now, the internet doesn't work on it. Hes REALLY pissed off at me now, and sais he has ALOT of viruses on his computer. I downloaded it this morning, yet I got no viruses whatsoever.
Wtf is going on? (Sorry if I swore alot, I just am really mad at myself because his computer now doesnt work with internet. He said the game froze and then he couldnt close it and now whenever the internet goes up it sais it has a severe error.) :'(
Buy him a new computer.
Whaa? Why the hell do you even care then?? Seriously, it was his responsability when he downloaded the file. I doubt it was that file's fault though.Buy him a new computer.There HAS to be something else I can do, I scanned it, there are NO viruses. I don't even have the money, and I don't even know him in real life...
There HAS to be something else I can do, I scanned it, there are NO viruses. I don't even have the money, and I don't even know him in real life...Ok, anybody, this is BAD.
I refered the demo to some people, so that they could see waht it was like before KM removed it (If he was going to). Then, this one guys downloaded, the ONLY guy who downloaded it so far, and he got a virus the broke the !@#$% outta his computer. Now, the internet doesn't work on it. Hes REALLY pissed off at me now, and sais he has ALOT of viruses on his computer. I downloaded it this morning, yet I got no viruses whatsoever.
Wtf is going on? (Sorry if I swore alot, I just am really mad at myself because his computer now doesnt work with internet. He said the game froze and then he couldnt close it and now whenever the internet goes up it sais it has a severe error.) :'(
Buy him a new computer.
Ok, anybody, this is BAD.
I refered the demo to some people, so that they could see waht it was like before KM removed it (If he was going to). Then, this one guys downloaded, the ONLY guy who downloaded it so far, and he got a virus the broke the !@#$% outta his computer. Now, the internet doesn't work on it. Hes REALLY pissed off at me now, and sais he has ALOT of viruses on his computer. I downloaded it this morning, yet I got no viruses whatsoever.
Wtf is going on? (Sorry if I swore alot, I just am really mad at myself because his computer now doesnt work with internet. He said the game froze and then he couldnt close it and now whenever the internet goes up it sais it has a severe error.) :'(
....Why do I get the feeling King Mobs deciscion of making this into an original game instead of a Zelda fangame has slowed the progress down to a halt? 5 steps forward and 7 steps back...