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Messages - pxl_moon (dotyue)

Pages: 1 2 3 [4] 5 6 ... 97
61
Graphics / Re: MC Overworld Tiles Re-imagined
« on: August 30, 2016, 10:21:33 pm »
So I have always though that Minish cap had weird cliffs. Now, don´t get me wrong, I LOVE Minish cap´s style, and the cliffs are actually really good. But I always thought the perspective was a bit off, like the sides and back are short and the front is way to long.

Well, when i look at your "correction" it looks like the LttP Topdown View, but Minish Cap ist more like a rotation to the front, simliar to the GameBoy Zelda Style. So it was fine like that, even if your "correction" ist good as its own style combination

62
Graphics / Re: Zelda 1 Bosses in MC style
« on: August 28, 2016, 12:53:32 pm »
Looks good SpritingBrad, just a Suggestion: Golden Armor and Silver Skull or vise versa

63
Other Projects / Re: Miyamori
« on: August 23, 2016, 09:26:46 am »
nice to see a good non-zelda game in here =)
the pixelart ist stunning, the artwork professional and i hope you part is as good...

definitly post your kickstarter here when you're ready!

64
Graphics / Re: Looking for critique on base animation - Side-scroller
« on: July 08, 2016, 06:36:45 am »
the animations looks good, but should he be "walking"? i would think that in a contra-like game the character has to somewhat "run"

65
Other Projects / Re: FreeRide [on hold]
« on: July 05, 2016, 08:58:47 am »
nice artstyle! =) good luck continuing  8)

66
Entertainment / Re: LoZ:BotW
« on: June 25, 2016, 04:35:46 am »
well, when i read those posts about durability of weapons i just think that we are talking here (and only have seen) cheap stuff from lowlevel enemies and placed somewhere in the woods... but i'm 100% sure that "special" weapons like/including the master sword and the hylian shield exist which don't break and maybe can be even reforged like in the 2D Zeldas (L-1/2/3/4) to do more damage.
And I'm guessing too, that the kind of weapon matters against the enemy you're facing... we've seen so far a spear, hammer, axe, sword, firerod and club

67
Entertainment / Re: LoZ:BotW
« on: June 24, 2016, 04:23:00 am »
Nothing about what they showed felt like a real Zelda title.  Sure, you had Link and a HUD and stuff, but where was the dungeon expo?  Where were the awesome puzzles?  Where were some concept item usage?  All you got was crafting(every other rpg since Minecraft/Elder Scrolls), weapon inventory other than main sword(I know they been playing with this since Wind Waker but I never felt it belonged in a Zelda title), and some gimmick surfboard on your shield stuff.

didn't that count?

<a href="http://www.youtube.com/watch?v=k4FMrndVpWs" target="_blank">http://www.youtube.com/watch?v=k4FMrndVpWs</a>

i mean they only showed the starting area, but for that its a pretty good start

68
Graphics / Re: SpritingBrad´s sprites
« on: June 24, 2016, 04:16:18 am »
don't really know if i should like those mc Monsters or not... but the snap Dragon insteadly reminds me of the pseudo-3d style from an older yoshis Island game or donkey kong country

69
Entertainment / Re: LoZ:BotW
« on: June 21, 2016, 04:26:45 am »
Game looks nice enough. I'm happy i don't have to deal with waggling my hand to attack FU SS! NEVER FORGET!!

Better Forget! and wait for SS HD ;-) w/o timey winey wiggely waggeling controls

70
Entertainment / Re: LoZ:BotW
« on: June 17, 2016, 06:02:42 pm »
well there's just the "start area" in the e3 demo, i don't believe that ist just 2%... but at least its ensured that there are around 3-4 big Areas around the area which should contain at least more than moblins to fight... ( i still wait to see actual Settlements, the game title lets me fear to see endless nature )

71
Entertainment / Re: LoZ:BotW
« on: June 17, 2016, 02:48:39 am »
you could be right:


72
Entertainment / Re: LoZ:BotW
« on: June 15, 2016, 12:37:54 pm »
 XD and did someone notice that the lamp of "the old man" looks like the one i made for the KoT Lizardos?

anyways... best of e3 for what i've seen (too much remakes/remasters going on )

game looks soooo goooooooood.. I am ready to play the elder scrolls Zelda edition.

You mean: The Elder Sword - Hyrule ;-)

Unfortunately I didn't see anything but the tail end of the live stream for the demo

Go to youtube, didnt see the livestream at all! (timezones and stuff)




73
Sprites/Tiles / Re: Gerudo Fortress
« on: June 04, 2016, 04:35:06 am »
as i saw the wind fortress entrances i thought that you maybe want to exchange them with gerudo symbols... here a link with hyrule writing systems (gerudo is somewhere in the middle) http://www.glitterberri.com/hyrule-historia/writing-systems-of-hyrule/

74
Updates / Re: Happy 10 Years on SMF, ZFGC!
« on: May 31, 2016, 04:17:01 am »
Demo 4 out yet?
Yep, it's just $89.99 + The Season pass for the full game.

And it's not even the full game
Don't worry, another 10 years and it will be! The FF15 dev cycle! I can laugh about it now because it has an actual release date!

But FFversus13/FF15 just has Demo 2 out!

75
Graphics / Re: SpritingBrad´s sprites
« on: May 21, 2016, 07:53:47 pm »
edit: just a small mockup i took from lets play ph screenshots to point out the difference

It looks good, but how would we tile this areas? There are very narrow walls and taller walls.
(See attachment)

since they are a puzzle element:
- you could just "leave them be", for better viewing of the player and use a two tile straight wall on them
- you could make the new walls on them and have a small change in floor tiles

or the best solution, since you don't have a ds pen to guide the boomerang: redesign the puzzle for mc-controls

honestly, its your choice, only reason i point out that the walls needs changing is your telling us "PH Dungeon in MC Style" which its not until it's in mc style ;)
you do great sprites and tiles, without the "it's mc style" saying it would be more than fine and you can do what you want with your sprites

edit: btw whats up all those empty tiles? there ARE tiles beneath the fires of them (see attachment)

76
Graphics / Re: SpritingBrad´s sprites
« on: May 21, 2016, 01:49:22 pm »
XD looks really nice, but sadly its not really mc-style since its out of perspective... looks more like a game boy mc recolor
I actually edited the walls of those caves from MC that you enter with the mole mitts. I don´t think how it is "Out of perspective" :/
I think it looks like a GB recolor because of how the layout actually is, but that is how the actual PH layout was, I just tiled the map editing Existing Mc tiles.
Glad you liked it! ;)

Well just look at the other indoor maps, like for example the mc firetemple ( http://www.vgmaps.com/Atlas/GBA/LegendOfZelda-MinishCap-CaveOfFlames.png)
while your "mole cave" has the straight walls like " |____| " the other mc indoors have " \_______/ " kind of perspective like in lttp but just a little different.
Thats why it looks like a gbc recolor where the perspective is upfront.

"If" you want to change it, just make the walls 2x tall (like 2/3 of the long walls) and add cornerwalls. The rest looks fine from what i see, the "new walls" would change the map a bit, but thats almost always given when converting to other styles.


edit: just a small mockup i took from lets play ph screenshots to point out the difference

77
Graphics / Re: SpritingBrad´s sprites
« on: May 21, 2016, 12:01:30 pm »
 XD looks really nice, but sadly its not really mc-style since its out of perspective... looks more like a game boy mc recolor

78
Sprites/Tiles / Re: NPC Sprites
« on: May 08, 2016, 05:39:09 am »
... rather than having the generic medieval England setting always used in fantasy settings.

I blame Japan's love of feudal and medieval Europe for this. Zelda, Fire Emblem, Final Fantasy...

For Japan, the West is as Exotic as for us is the East...
But if one, wants to have something new you have to do it yourself ;)

79
well, it certainly looks like an gbc Zelda... but when you want some critics then you should make it that the aspect ratio doesn't strech in fullscreen.

80
Sprites/Tiles / Re: KOT Enemy Sprite Topic
« on: April 24, 2016, 07:19:32 pm »
but it all falls off at once, or in two stages? Probably good to lock that down, it looked like there were four or five armor stages back a while ago.

since his helm won't fall off there are max. 3 Stages:

- Full Armor
- Chopped Horns
- Chopped Horns + Undergarment

in MM were Full and Chopped + Underg.

My new Version only had those two differences since the bulky head looks strange with the old body when there are no shoulderpads

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