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Messages - Zaeranos

Pages: 1 ... 125 126 [127]
2521
Graphics / Re: [WIP] Mabe Village LttP Style
« on: February 17, 2009, 05:11:13 pm »
OK, I'm working on the phone booth. It is rather simple, because I can reuse your Marin house as a template.

2522
Graphics / Re: [WIP] Mabe Village LttP Style
« on: February 17, 2009, 01:45:39 pm »
Oh yes, I found another small error. You have used a cliff where Link can jump off, but in LA Link cant jump of that particular cliff.

Which part of the map are you working on now?

2523
What about the programmer? XD Here I am:p

New Demo Completed Too.

Of course a programmer shouldn't be forgotten. Well programmed gameplay can most of the time save shoddy graphics, but very good graphics can never save shoddy programming. Your demo looks really nice and movement is very smooth as well. The graphics are really nice. Too bad you get stuck once you fall in the water and you have to start the demo anew.

But is it right that the chest opens, by just approaching it? And afterwards it closes again as if nothing happened. The camera still needs some work, because it still goes through walls. But I really like the progress. It was a nice play.

2524
Graphics / Re: [WIP] Mabe Village LttP Style
« on: February 17, 2009, 12:40:24 pm »
In the northern house I'm missing 2 windows. You've put in the right window, but the middle and the left are missing. As well in LA Link should walk to the right to get of the cliff, but in you're screen he is also possible to leave the screen downwards, by bypassing to the left.

Is this because of the rescaling or just a small change of something you didn't like in LA? For the rest it looks good. I would like to give it a try to help with making a map (good practice for myself), but I can't make any promises. How are the dimensions measured in tiles?

2525
Zelda Projects / Re: The legend of Zelda Online
« on: February 16, 2009, 05:01:37 pm »
Hmm Link is on the minimap, but the map itself isn't. You still don't know where you're going and where to find the others  XD  ;)

No the sword animation looks good (at least that one frame). The magic bars is also nice, don't you ever change that. It is sleek, straight to the point and has no distracting frivolities. Some people try to make the HUD a piece of art, while it is often to distracting.

By the way, will you have multiple levels for the sword or is there just one sword?

2526
Zelda Projects / Re: The Legend Of Zelda: Celestial Truth
« on: February 14, 2009, 08:11:23 am »
That's to bad. It seems like a nice game. I always backup my files, by burning them to a disc. Too bad.

2527
Graphics / Re: Best way to convert game intro to new style?
« on: February 13, 2009, 06:27:22 pm »
I have checked the intro of LA. I assume you mean the intro where Link's ship is hit by lightning. All the objects in screen are background images or sprites and I have counted them. Below you will find a list:

  • Single Color Background (2x)
  • Clouds (2x)
  • Rain Foreground
  • Lightning (7x)
  • Link (2x picture, 1x sprite)
  • Seas (3x)
  • Boat silhouette
  • Beach
  • Marin
  • Koholint Island with Windfish Egg
  • Title: Legend of Zelda Link's Awakening (ALttP style)

In total you have to draw over 23 sprites. Some are animated and some are static. After this you just have to animate the sprites. I think your estimate of 1000+ frames is unlikely.

2528
Graphics / Re: Best way to convert game intro to new style?
« on: February 12, 2009, 10:21:24 pm »
Those are two options, or you could take the intro screens in Paint or something equivalent and paint the complete thing over in ALttP color pallet. Like Mamoruanime said, the style is the same, but you might want to some color.

2529
Zelda Projects / Re: [WIP] LOZ 3D
« on: February 11, 2009, 07:32:19 am »
The model looks really nice, but I don't know so much about the textures. The skin looks pretty red to me as if he is blushing all over or has just run for a 100 miles, without epona and pegasus boots. In contrast the hair looks rather pale.

But that can be also a trick of vision, because the model is displayed in a gray background and without much lighting effects. Could you upload a picture of your model in an environment, like hyrule field or Castle Town. Doesn't need to be from the game a mock up would do.

2530
Other Projects / Re: [Alpha]Map Editor
« on: February 10, 2009, 07:45:44 pm »
Are you sure that installing XNA 3.0 framework is the only thing it requires, because I'm running it under Vista and it won't start. I get the following error message:
Quote
MapIt has stopped working

A problem caused the program to stop working correctly. Windows will close the program and notify you if a solution is available.

'[Close Programme]'
I'm pretty sure that the xna 2.0 framework is the only thing, i'll have to try it out on my laptop later as that has vista on it.

Is it XNA 2.0 or 3.0?

2531
Zelda Projects / Re: The legend of Zelda Online
« on: February 09, 2009, 06:13:10 pm »
Well about the levels. You could make a town, with all the shops. And in the town make a portal to every level, which you use to transport a party. The levels might be selected from a map. You could make the levels only accessible if everyone in the party is capable of traversing it. You could make a number of versions for every number of the size of a party.

Or you could make the levels modular. Having hundreds of rooms which you can connect in a row and adept the level to the lowest member of your party or the size of your party.

But I'm wondering the problem of on-line games is to keep it interesting. Is this game a MMO, then you need a story that always continues. If it is something like Four Swords but an on line coop. Then you would have a finite story, but once its over the game is done. As an on line element would actually Lengthen it. What are your thoughts about that.

2532
Other Projects / Re: [Alpha]Map Editor
« on: February 09, 2009, 04:32:36 pm »
Are you sure that installing XNA 3.0 framework is the only thing it requires, because I'm running it under Vista and it won't start. I get the following error message:
Quote
MapIt has stopped working

A problem caused the program to stop working correctly. Windows will close the program and notify you if a solution is available.

'[Close Programme]'

2533
Zelda Projects / Re: The legend of Zelda Online
« on: February 09, 2009, 02:12:40 pm »
It looks really nice, but I'm not sure if you want to make an on-line adventure with a Zelda theme or a Zelda game which goes on-line. How are you going to build the levels. Will they adept to the number of people playing, or could you complete a puzzle with minimal 2 players and it doesn't change if your with more?

The inventory menu looks really great, but 4 tabs with 27 items each? Or am I missing something?

2534
Zelda Projects / Re: The Legend Of Zelda: Celestial Truth
« on: February 09, 2009, 01:51:57 pm »
Pichuscute are you still working on this, because I could give you some pointers. I could help you with a story, but more as an advisory role, because I don't have the time to work on it fulltime and I have my own projects to think about.

Before I can give you a good story, I would like to know more about the concept and what kind of dungeon rhythm you plan on using. You can still use the legend part of your first post. But here is maybe a usable plot start:

----------------

Link's grandfather is the keeper of the ceremonial sword, which is used every year in the festival. But his grandfather is to ill this year to bring the sword to Hyrule Castle and as Link has come of age, his grandfather asks Link to take the sword. Link goes to the festival and gives the ceremonial sword to the ceremony master. The grand ceremony begins and the King arrives, with next to him princess Zelda and his sinister adviser [Ganon or someone else]. After the grand ceremony Link gets the ceremonial sword back and returns to home. [You can let Link go home immediatly or have a distraction on his way].

When Link returns home, he see that his village has been attacked and that those who didn't go to Hyrule Castle were cleaning up the mess. Speaking with the villagers he hears that his grandfather, even in his ill state tried to fend off the attackers (monsters according to the villagers, Moblins according to his grandfather [grandpa has some inside knowledge]) and is now dying. Link goes to his grandfather and he hears the story of the old heroes and how he is a descendant from a group of Hylians who always guarded the Golden Power. Link is one of the two last members of this group. His grandfather then tells him that the coming off moblins is a sure sign that the evil shadow is returning once more. His last wish is for Link to search out the other final member of the guardians and protect the Golden Power from the evil. Link can find the last member [Zelda] somewhere in Hyrule Castle. His grandfather then dies.

Link goes to Hyrule Castle and sneaks around until he finds Zelda. She tells him that the ceremonial sword is not only a sword, but also the key to the sword of evils bane. She then sets Link on a quest for through the dungeons.

----------------

blah blah blah. I know it has a inspiration from ALttP and MC, so sue me. For more stories I need to know what you want to collect exactly. Spiritual stones? Triforce Parts? Also are you using two worlds and how are these worlds separated?

Some advice about the graphics. If you want to make a story in the Style of ALttP/TP then I don't think MC style will suite the game. Minish Cap has a relative brightly colored Pallet, which makes for some lighter stories, with a bit of humor and fun, like the Minish Cap, Wind Waker and the Oracle Series. For a somewhat darker story I would suggest you take the ALttP style. Or at least the color pallet. It allows for a more darker setting.

About extra weapons. I would first get the red line of your story complete and the themes of the dungeons before making a choice on which. You can better choose weapons based on the puzzles in the dungeons and overworld, instead of building your dungeons around them.

About your fairies, I have always like the OOT simplicity and you OOT version has a but to much detail and to little. But I shouldn't worry about that just yet.

I hope to see a demo soon, if your still working on it.


Well, if anyone wants to tell a better story, i would change it, im horrible at making up stories and stuff so if you have a different, better idea than post it and i might use it instead.  The story is supposed to be like Lttp/TP because I'm not very original, too.
u need a better story? (good the story was borring,no offence cause i just liked the style)
read my story for my report(get an idea of the setting and the begginning)its written really strange for a reason...
you will have to add the ocarina of time idea for temples tho(i  was only aloud to write so much)

Link a courageous young child, lives in the Hidden Village. He lives in the Hidden Village, in the south-east, because the Hidden Village is safe. Link is very young but one day he wants to become a knight. Link likes to wear a green tunic, a long green hat, white pants, brown boots and brown gloves.A courageous young boy named Link lived in the Hidden Village.
     Link had to go to the castle to deliver a sword but a mysterious man appeared in the castle and this turned out to be an adventure. Link's grandpa told Link to deliver a sword to the king. Link's grandpa also gave Link a wooden shield to protect Link on his journey. As Link was walking to the castle he saw a mysterious man ride out of the castle on his horse. He seemed to be chasing a white horse. Unfortunately link could not see who was on the white horse because they were too far away. Link quickly ran after the people only to find himself useless. He tripped in to the mud, Link got up and set out to find..? Something in the direction of where the horse was going. This is the beginning of Links adventure to the castle.
   Link headed to the Temple of Time to complete the quest to find the people on the white horse. Link finally reached the Temple of Time but the door was locked.He then noticed the white horse in front of a cave. Link knew if he went in there he would find the courage within himself to open the door. Link heard a young girl call out for a person named Impa. There was a thud. Link quickly ran down to help. Grabbing the sword (he was supposed to deliver)  and his shield, he quickly struck the giant monster with his sword. Link got a good look at the monster. A giant spider, Armogohma. Link knew Armogohma was different from a Gohama but the one thing they had in commons was their weak point which is their giant eye. Armogohma was tunned for a moment. Link got a chance to look a round , he saw a girl dressed in  princess clothes and a shieka lying on the ground. While Link wasn't looking the giant spider attacked Link. Link knew he had a quest and he must finish it.
    Link was trying to defeat Armogohma so he could save the princess, but little did Link know he was the one who was going to save the land. Impa weakly told Link to attack Armogohma's smaller eyes to stun him. Link did what she said to do, Armogohma was stunned. Link quickly jumped on Armogohma and with all his might slammed his sword into Armogohma giant eye. A horrible screech filled the air, and Armogohma was dead. The screech made the cave start to crumble. Impa told link to follow Celda. That must be the princess. In a few moments they were outside like magic. The mysterious man was outside to meet Celda and Link. Celda told like to run into the Temple of Time and she would keep Ganondorf busy. Link didn't move. Link told Celda that he would protect her. Celda yelled at Link, GO! Ganondorf headed to attack Link with this broad sword. Link knew that Ganondorf was evil by his blood red hair, dark armor, and dark green-brown face. Celda pushed Link into the Temple of Time. The doors quickly closed. Link tried to get out and help Celda, but the doors were stuck. He looked around the temple. He could see another door farther down. Armogohma was defeated by Link and he also saved the princess.
     Link journeys through the Temple of Time looking for something to defeat Gannondorf with. Link finally got to the Door of Time. Something on Links hand started glowing. A gold triangle. Triangles above the Door of Time started glowing too, but there were three of them, Power, Wisdom, and Courage. The Tri-force. The Door of Time started shaking, it was open. There it was, the bane of all evil, the Master Sword. Link knows that if he pulls it, he will go ahead 7 years in to the future. Link doesn't need to go into the future but maybe if he pulled it from the other side he could stay the same. Link approached the Master Sword. In that instance seven people appeared. The Seven Sages. Rauru, the Sage of Light, Saria the Sage of Forest, Darunia Sage of Fire, Ruto the Sage of Water, Nabooru Sage of Spirit, and Impa the Sage of Shadow. Link noticed one was missing, Celda. Rauru told Link to pull the sword and what to do afterward. Challenge Ganondorf. Link grabbed the handle of the sword. The bane of evil within his hands, all he had to do was pull. LInk pulled it. A giant flash filled the room. Rauru said it was time. Another flash and Link appeared in front of a tall chained door way, except it was unlocked. In a moment the door opened.  Link saw Ganondorf. The room was large there was a giant throne with Celda chained to the triforce. The Temple of Time was the resting place for the master sword. The sword that would kill Ganondorf.
     It was time for Link to finish his quest and return home. Ganondorf, sitting on Celda's throne, got up. He laughed an evil laugh. Ganondorf wondered if Link could defeat him. Ganondorf laughed again. Link could hear him more clearly now, Courage cannot defeat power. Ganondorf muttered something. Ganondorf approached Link, Link grabbed his sword and Ganondorf grabbed his own quickly striking at link hitting him in the face. Link tried to attack but every time Ganondorf would block it. Link quickly jumped behind Ganondorf's back but Ganondorf was one step ahead of him and struck him in the stomach. There had to be a way to kill him. Link thought of the idea to wait for Ganondorf to attack and he dodged it, he could hurt him. Ganondorf quickly charged forward and Link quickly dodged. It was time. Link stabbed his sword with all his might into Ganondorf. It was over. Celda was magically released from her chains. Link told Celda that it was only a shadow of Ganondorf, and the real one has a true form.
     After defeating Shadow Ganondorf, Link returned home happy as ever. Link exited the castle but he realized he had to return the sword. Link forgot where the temple was. Out of nowhere a fairy appeared. The fairy was a blue ball with wings. The fairy greeted Link by saying hi. Link was very surprised to see a fairy because he thought they lived in the lost forest. The fairy told link her name, Navi. Navi also told Link to follow her. After a few minutes they were at the Temple of Time. Link walked into the temple but the sages were not there. Link asked Navi were they were. Navi told Link that they don't usually stay in their human form. Link pushed his sword into the Pedestal of Time. Link walked home to the hidden village. All the villagers were there to greet Link. The villagers asked Link were he had been. Link chuckled. Link was back home. His adventure was over, Or was it?

Skullkid_rules. A nice story, but it reads more like a fan fiction instead of a fan game. Except the first paragraph. That doesn't read at all. Your using about four sentences to tell the same thing over and over again. That Link lives in the Hidden Village. For the rest it is a good story.

2535
Discussion / Re: The Legend of Zelda: Valley of the Deluge
« on: January 31, 2009, 02:28:25 pm »
Nice idea, but I have to put some question marks to how you go from the world you are creating to the world that is wind waker. Obviously you need a couple of mountains spread over the world that will later become Outset, Windfall, Dragonroost, Forest Haven and all the other islands. This will be difficult because you will need to create a very large world, which also seems logically coherent. My advice would be that, although the guy isn't the Hero of Time, he does go to dungeons to let parts of the land get raised in high spires (in the end or during the game), which become the great islands from Wind Waker.

With a clock in the game you need someone who can point you in the right direction, like Navi in OOT, Tatl in MM, King of Red Lions in WW and Midna in TP. But as he is not the real Hero he probably doesn't get a guide. But knowing from your story he is insane. Give him a split personality or voices in his head that nag him coincidentally to the right directions. Because it is frustrating to play for 72 hours and then only have done 1 or 2 dungeons because the hints sunk with the flood and you have to start over again. But then again it has been a long time since someone post here, that it is hard to see if the project is still active.

Hey KirbyLore you here tooo :P....anyways this is a cool story....it perfectly fits between OoT and TP!

You mean between OOT and WW.

2536
Discussion / Re: Zelda Future
« on: January 31, 2009, 12:11:20 pm »
Oh I can think of a lot of situations where you might need a second context button. But these situations can also be altered to work with one context sensitive button. My advice is just that don't be afraid to add an extra button if necessary, because it is often easier than rewriting the core of your game. But if you have to add a dozen, well then maybe something is wrong with the core of your game. A situation that might not be so easy is swimming. I don't know if you would want to let Link swim through the muck, but you would have the swim context and the dive context. Although you probably couldn't use any weapon or sword while swimming, you could use the sword button for the backup context button.

Still with the buttons I think it is to large. The sword icon takes up the half of the button, unless you want the sword upgrades to be twice as big. You will end up with a very short prickstick for the beamsword animation or a huge swing for the upgrades. The same goes for the word 'Action'. You probably won't use a word that is any longer, which leaves a lot of open space. I know you want to distinguish the word from the button letter, but my advice would be to use a different font. Or maybe even a sprite, as the number of states is rather limited and small.
It is out of proportion with the rest of the screen. The hearts and the magic bar, as well as Link look really tiny compared with the buttons, especially because the buttons are connected without open spaces and look as one large object.




Oh yeah with pots you might want an additional context button.

2537
Discussion / Re: Legend of Zelda: Legacy of Darkness
« on: January 31, 2009, 11:32:05 am »
Sorry for grave digging, but I have some suggestions and questions. I love making stories so I could help you in that department, although programming the stories in the game is another matter, because I have no knowledge about that. Maybe you could teach me that. But before I could help you I have to know some more about the central theme and a bit of the gameplay you are trying to incorporate. The only thing I know now is that it involves stealth and sneaking. So for me to help with the story I need to now the following:

- Special theme which influences the gameplay (OOT -> Ocarina and Time traveling; MM -> masks and ocarina; Wind Waker -> wind and sailing; TP -> Twilight Realms and wolf transformations)
- Dungeon rhythm (ALttP -> 3:1:7:1; OOT -> 3:5:1; MM -> 4:1; LA -> 8:1)
- How many areas do you plan and how many differences in themes.

For the style you can use, I would suggest you choose ALttP. MC always had more brighter colors than ALttP, which allows for a more happier and comedian game. Deducing from you intro and explanation, your game is more darker. ALttP has a more darker an more menacing looking color pallet.

But on a side note I liked the forms of MC always better, but unless you can make MC sprites in the ALttP color pallet, I would still suggest you take ALttP.

2538
Discussion / Re: The Legend of Zelda: The Hyrulean Isles
« on: January 31, 2009, 10:34:46 am »
Nice idea and it looks good, but the fact that Outset Island is in the depths of poverty doesn't seem to connect with the rest of the story. 1) Darunto offers him food and drink before handing him an assignment to bring a letter. 2) Link has to search materials for a boat and suddenly there is a boat already, why couldn't he have borrowed that boat if it was only to deliver a message. Zelda might not be all about realism, but its story logic was always sound. Although story logic might not be much of a matter in the middle, but they are pretty serious when it comes to introduction and endings. The more the part is story driven the more the story logic matters. There are two ways I can think of to work around this problem.

1) My advice dump the 'depths of poverty' and make it a regular village. The people might live off the land and because the land is in a bad shape they are at the beginning of a harsh time. This would account for the elder still be able to offer food and drinks. For the readily available boat you can say that it requires a sail or an engine key (read mystical stone or something) and the craftsman lost it the (creepy) woods during a dare. Link has to retrieve this before he can use the boat.

2) Second advice is to keep the 'depths of poverty' and the elder won't offer food and drink (because he has nothing to offer and people poverty know the meaning of sharing, but also know not to waste food and drink on frivolity) and just gives Link the assignment. For the boat Link still has to search for materials, but in the end won't find anything (or you will have to use it in the game). Defeated goes back, to find the tragedy. On the note of the craftsman, the craftsman mentions of a rumor/legend of a mystical boat being hidden somewhere beneath the island. On the note it says that from his house (or any other) there is a tunnel leading deep in the island. If you don't want to do the tunnel from a house you could also make Link search for it on the island. Instead of giving him a sword to start out with he gets bombs and has to blast a hole in a mountain wall. The sword he will find somewhere halfway down the cave towards the mystical boat and in the mean time he will have to use the bombs and avoid minor enemies like keese and chuchu's.The bigger beasts might come later in the cave.

You see the story logic is more coherent. If you think about the bomb option in the second solution, but see a problem of limited numbers. Then you could also use bomb flowers or that he finds in the forest not materials but a power bracelet, which allows him to pick up bomb flowers. Any solution is right as long as Link can't enter the cave before the moblin attack.

Keep up the good work and I hope to be able to play a demo soon.

2539
Discussion / Re: Zelda Future
« on: January 31, 2009, 09:17:34 am »
A Zelda set in the future. It sounds as if  it has a lot of potential for going really right and for going horribly wrong. The Legend of Zelda series has always had a medieval setting and to suddenly thrust it in a setting that is even futuristic for us could ruin the Zelda charm completely if done wrong. Nonetheless Nintendo themselves have been bringing in a technological revolution in the Zelda series, even if it is a small bit.
In Twilight Princess they introduced the spinner which has a look of a construction from many gears. Even the constructions in the Sky Palace where you have to use the double clawshot has an air of technological. In the Phantom Hourglass Nintendo went even further and introduced a Steamboat. Steam power is really something of the Industrial Revolution and it could have been disastrous for the medieval charm. I was pleased to see that it fitted so well.

Letting Zelda take place in the future is a great idea, but can also be disastrous. I wish you all the luck with making this game.

About your HUD. I like the hearts and the Magic Bar, but I wonder how you will show rupees (if your still using rupees in the future). With the buttons I have to put some question marks. The form is nice and it has a more futuristic feel, but they are also really big. And because they are one connected surface objects and (ranged) attacking enemies can be obscured or even hidden. This means that you should be careful with designing your world. Or you could do two possible things: 1) make the buttons a bit transparent, or 2) make the buttons smaller with possibly some open space between them.

From your button interface I can deduce that the X will be used for the sword (only the sword?), C for an additional weapon/item (only an additional weapon/item?) and Z for context sensitive actions. Personally I prefer to have 2 weapon/item buttons, but 1 can also work. Look at ALttP, that one had also 1 weapon/item button and it is my all time favorite Zelda title. But what worries me more is that you have only 1 context sensitive action button. This will require you to be carefull that you don't make conflicting context actions on one object. This is not impossible but it does limit your abilities and possibilities for puzzles. You could make X or C a backup context sensitive buttons, but you risk interfering with the sword and weapon/item actions of those buttons. What I find useful is to make a separate button for the shield and let that be a context sensitive action button. Something similar is done in the Wind Waker.

Here is some advice and things to think about. I hope you find it usefull and keep up the good work.

2540
Other Projects / Re: [Alpha]Map Editor
« on: January 31, 2009, 08:04:43 am »
Your project sounds promising. But I have to agree that the user interface is a bit confusing. Also an additional 'help -> Contents', which explains the functionality of your program couldn't hurt.

Secondly I must say that the only 'Object' I could find in your program was the Octorock. Could this be right? If so, how do you add other objects? Do I have to dump picture files in a map somewhere, or do I also have to add a description of it in one of the XML files?

From your discussion up here I can formulate that your map will be in saved in an XML format, but my question is then:"Can these maps be used in tools (such as GameMaker) to create rooms and playing fields, or does it require from me that I have to write my own game engine that can read your maps?" I have been looking for something besides Photoshop which would allow me to make maps really easy, which I can then use in GameMaker for the rooms.

PS: During my try out, I got an "UnhandledException" when I removed one Octorock. When I pressed continue all my Octorocks where gone.

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