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Messages - Wasabi

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61
King of Thieves / Re: Engine Update
« on: July 02, 2012, 01:57:02 pm »
Well yeah, being able to select 'blocks' of tiles in multiples of 8 both for width and height is pretty much what we need :P Take a look at gamemaker's or RPGMaker's for an example of what I mean, but I think it's fairly standard features to have in a map editor.

62
Cheers Diminish. I'll probably move on to the next dungeon now, so hopefully we'll have a set within a few weeks for that :)
Dark, You forgot to rip the webs.
The webs are actually objects, not tiles, so no I didn't :P I didn't rip any objects purposely, they can be ripped later or done by someone else. Not sure if we'll need them for this project but for the sake of completeness I'll probably do them soon anyway.

63
Zelda Projects / Re: [Screens] The Legend of Zelda: Spirit's Quest
« on: June 30, 2012, 12:50:55 pm »
Except, if I included DarkLight's forest theme (can't remember), you should ask him about using that. I'm pretty sure he had the understanding that anything related to the Spirit's Quest project was going to be released to the public in the end.
It's not included from what I can tell, but I wouldn't be terribly worried. I knew it was going to be released at some point, and I'm probably going to be using it as a demo on my site anyway :P. I'll have a download on offer there.
Sad to hear the project's abandoned, but it's great to see you're not letting anything go to waste and releasing all of it :)

64
Dungeons / Re: [New Design]Forest Temple
« on: June 30, 2012, 12:40:19 pm »
Finally finished ripping the tiles (http://zfgc.com/forum/index.php?topic=39680) so I'll probably start laying out the dungeon over the next couple of days.

65
So here's my first rip. I decided if you want something done, you have to do it yourself :P:

66
King of Thieves / Re: Engine Update
« on: June 30, 2012, 08:17:34 am »
8x8 pixel tiles please. That's what MC uses and allows for so much more variation. However, the editor should allow you to select blocks of 4 tiles in 16x16, as around half of the tiles appear in a configuration like this. Only about half, though.
I'm almost done with the Deepwood Shrine tileset so you'll see what I mean then.

67
Dungeons / Re: [New Design]Forest Temple
« on: June 28, 2012, 10:57:33 am »
That's fine, I'm almost done with the tileset, so I'll probably start making a layout soon. Anyone can contribute though :)

68
Overworld/Locations / Re: [REVISE] Overworld concept layout
« on: June 27, 2012, 03:51:56 am »
I also like this one more. Having the water sources spread like that makes it more interesting, and the valley surrounding the mountain makes more sense since you have to travel through it to get to the mountain.

69
Graphics / Re: Zelda's Custom Tiles
« on: June 26, 2012, 07:54:16 am »
Wow, that boat is amazing. All it needs is animations, if you're up to it :D

70
Artwork / Re: King of Thieves Graphics Resource Index
« on: June 26, 2012, 04:13:17 am »
The maps I posted are separated in top and bottom rips.
Sorry I didn't take the time to download them (I'm mostly focusing on the indoor dungeons atm) but that's good to hear. Although I'm guessing we'll probably have to rip the animated tiles :P

71
Artwork / Re: King of Thieves Graphics Resource Index
« on: June 26, 2012, 03:46:01 am »
Just so you guys are aware, I've re-ripped the entire forest temple from MC because all the tilesets I've found are incomplete or just not good :P I'm in the process of building a tileset from it.
Also, if people would rip them in layers that would help :P

Also I'll note that the tiles are actually 8x8, but the majority are alligned in 16x16 groups of four. There are exceptions though, especially when it comes to the small mossy/green patches in the dungeon.

72
Dungeons / Re: [New Design]Forest Temple
« on: June 23, 2012, 12:03:49 pm »
No worries. I'll start ripping the tiles and stuff from the dungeon then :), because we want all the resources ripped nicely :P

73
Dungeons / Re: [New Design]Forest Temple
« on: June 23, 2012, 09:59:55 am »
No worries :) Feel free to add rooms and stuff though, that's a bare bones layout of the dungeon flow, although it's probably where all the main rooms will be located. I did miss out some rooms on corners and stuff, and there could be key door treasure rooms off the side in a couple of places. As for the tower, I'll probably actually whip it up in minecraft since I can display the 3Dness that I can't seem to translate into 2D drawings and words XD

74
Dungeons / Re: [New Design]Forest Temple
« on: June 23, 2012, 09:31:56 am »
That'd be awesome, Shane. I actually started compiling a tileset for the dungeon that I was going to use:

It's mostly just two of Xfixium's tilesets with some extra tiles I pulled out of the MC forest dungeon. Hardly complete, though :P
Also, that pillar room was envisioned slightly differently :P I'll have to upload a concept of more like what I think it should be like.

75
Cut / Re: [Submission] Shields
« on: June 21, 2012, 05:27:26 am »
Why not use the mirror shield design from wind waker? Personally I think that looks really nice.

76
Dungeons / Re: [New Design]Forest Temple
« on: June 20, 2012, 08:27:46 am »
I'll look over this when my laptop and I are having sme quality time together.
No worries :)
At this moment I find this Temple more coherent than Blaze's. Although am I right in assuming that this is a stone tower that sinks into the ground.
Yeah, not the entire dungeon though, only a central pillar in the centre room that is made of crumbling segments stacked on each other. This is the part that you grapple onto and pull out supporting 'keystones' and cause the segments to crumble, so the solid top segment falls a floor lower each time. Also, 2F will probably have rooms that are partly outside.
And just in case it's not clear, the part marked 'hookshot barrier' is something like a pit that link can only get across once he gets the hookshot.

77
Overworld/Locations / Re: [SUBMISSION] Overworld concept layout
« on: June 19, 2012, 05:03:33 am »
Personally I like the view to scroll, it makes areas feel larger and flows better. Not sure what you mean by LTTP splitting it into squares - afaik it was just split into areas like MC, at least that's what my memory is telling me.

78
Dungeons / Re: [New Design]Forest Temple
« on: June 17, 2012, 12:31:14 pm »
No response? Is the design not clear enough?

79
Dungeons / [New Design]Forest Temple
« on: June 16, 2012, 04:39:31 pm »
This is a bare bones layout to a new design I'm proposing for the forest temple. That is, apart from the basic progression through the dungeon there are no specifics on enemies or puzzles and keys. As such, at the moment the design is very linear, which probably could be changed a little with some key doors. Personally, I'm thinking there needs to be a little side path to get the Big Key, which could be behind a locked door to a short sequence of rooms.
I hope I've explained the main mechanic of the dungeon well enough :P

http://loopyluke.com/zfgccp/Forest%20Temple.png

Show content

80
Overworld/Locations / Re: [SUBMISSION] Overworld concept layout
« on: June 14, 2012, 01:56:51 pm »
I've uploaded the original Minish Cap map that I dug up off my backup hard drive, for size/design reference.

http://loopyluke.com/zfgccp/LegendOfZelda-MinishCap-Hyrule.png

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