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Messages - Martijn dh

Pages: 1 ... 59 60 [61] 62 63 ... 77
1201
Zelda Projects / Re: [Demo] The Legend of Zelda (Remake)
« on: September 26, 2010, 08:16:38 am »
Looks really well done. Walking up to things and burning them automaticly for instance is one of those nicely worked out details.

Two things that I noticed:
- The screen lost focus for a second at the start. Just once and not too noticable. Did you check the option to prevent this?
- When I walk around with the lantern the flame has a delay as opposed to the lantern itself. I haven't played the original so I can't tell if this done deliberate. Looks a little weird seeing the flame outside of the lantern.

1202
Other Projects / Re: [Demo] Tech demo - Horn of Balance (working title)
« on: September 25, 2010, 06:20:32 pm »
Sadly I have to work with what's in front of me (since I'm no good spriting). Any advice on how to make these better with the sprites present?

Edit: How about option nr 3. This one is a middle ground without that one totally smashed pedastal.


1203
Other Projects / Re: [Demo] Tech demo - Horn of Balance (working title)
« on: September 25, 2010, 06:04:43 pm »
Just a quick post to get some feedback. Which of the following two rooms is better looking?


1204
Updates / Re: Nominations - September 2010
« on: September 25, 2010, 09:31:29 am »
I've disqualified the pokemon project from voting due to it getting an unfair amount of outside support.
Further discussion is in the Feedback section so place regard the matter here closed.

1205
Feedback / Re: The new PotM voting suggestion
« on: September 25, 2010, 09:21:33 am »
Now we're talking about the difference members and elite members ::) I think 100 posts far outshoots the original goal which is simply to prevent people from inviting 18 random friends who come, immediatly vote and leave again. Having a 10-post recuirement is more then sufficient. It raises the effort required for outsiders to vote considerably while not for bothering anybody else.

1206
Feedback / Re: The new PotM voting suggestion
« on: September 25, 2010, 07:33:15 am »
You know, the funny thing (and this may just at random, I know) is that there seems to be more voting and also more explaining of own votes now that you don't need to explain yourself. I'm not talking relatively but absolute. Personally I want to see what happens in the next couple of months before going back and forth. That and needing to explain yourself is harder to control for me. I'd have to check each individual vote for present reasoning and that takes time. And if you wish to change your vote (because a new project entered late or whatever) then you'd have to repost your choice(s) or you're messing up the system.

The other suggestion that was posted about people only being allowed to vote after having made at least 10 posts I love. If the option exists to do this then that's a great plan. I may also sightly help with the first section of the post because I see more "older" members taking the time to post what made them come to there choice.

While we're at it: I would also like to keep people from being able to vote for there own project. It's just poor sportsmanship. Votes should be earned.

1207
Updates / Re: Nominations - September 2010
« on: September 24, 2010, 02:59:47 pm »
Yeah, right. The pokemon game just jumped from zero to seventeen votes.
I suspect a serious case of fraud here!

1208
Updates / Re: Nominations - September 2010
« on: September 24, 2010, 02:24:54 pm »
Theforeshadower: I'm unsure what'll happen if I remove one of the voting options somewhere in between so I'd like to just keep the topic in the poll. We could agree that it won't be moved to sponsored if voted for should you have objections.

1209
Updates / Re: Nominations - September 2010
« on: September 23, 2010, 09:22:33 pm »
That's a nice list of projects this month (and there are even some more topics I was in conflict about).
It's a tough call because there is definatly something to choose again, but I think I'll go with the Sonic game.
It's not really my type of gameplay, but I really appreciate the development side of things.

1210
Updates / Nominations - September 2010
« on: September 23, 2010, 08:29:56 pm »
Let's go over the latest rules first. (Since I'm not going to override 4Sword's info topic I'll just post them here)

Updated rules:
- Projects to vote for will still be pre-selected as usual. Your project will be pre-selected if it has shown some form of relevant progress during the current month. Think along the lines of a new demo, screenshot, video etc.

- Normally selection only applies to the projects in the topics: Sponsored, Completed, WIP, WIP other and Concepts. We now expand the range to also include projects from Templates, Graphics and Audio. The projects also need to have shown some form of relevant progress. There are added rules for them though: they will need to contain more then just one sound/picture or template (whichever applies). It may not be a request topic. Basicly the aim is to only nominate continued projects.

- You now have the option to vote in the poll. (If one is not yet present when you read this, then one will be added shortly). Posting a comment explaining why you voted for one project over another is no longer needed, but it is still highly encouraged. I will obviously do creator's good to read some friendly feedback, but it will also make the difference in case of a tie. If there is a tie and no relevant comments are present then I'll have to favor one over the other personally and I'd rather avoid that.

- Every project to get votes in a month will have earned a place in the Sponsored section for the month that follows. If a project does not get any votes during month then it will not be in Sponsored in the following month. This also happens if the project was not nominated due to lack of progress. The project with the most votes is crowned Project of the Month. The creator will receive a message from me in regard to a short interview and the creation of a PotM topic.

- You all gets the option to vote for multiple projects a month (if they so please). As each voted project moves to Sponsored you could use your votes for moving various interested topics as a sign of support. Or you could vote for just that one topic you really favour for PotM. And if you're always torn up between multiple topic then this is the sollution for that too. Just vote for both. Just remember that each vote hold equal weight. If for you vote for more projects, but really only favor one in particular for PotM then you can always add a comment and explain. It'll make a difference in the case of a tie or it could convice others to vote for your favourite as well.


This month's nominations:
Tech demo - Horn of Balance
Ode to Zelda GB
The Legend of Zelda (Remake)
The Legend of Zelda: Black Crown
Pokemon MMORPG - PokemonCraft
Surface
The Myth of Heroa
[Alpha] Map Editor 0.7a
Sonic X-treme GM8
Final Fantasy ~no name~
The Legend of Zelda: The Awakening of a Shadow
OOT2D Map Project
Zelda Custom Tiles

1211
Other Projects / Re: [Demo] Tech demo - Horn of Balance (working title)
« on: September 12, 2010, 06:08:36 pm »
Just added some small tweaks today:
+ Items after digging now move along a little arch instead of appearing just up and down . This change excludes the hearts.
+ Further tweaked the AI for the Pol’s Voice enemy
+ Added digging in shallow water
+ Further tweaked the implementation of sounds while walking through grass or water

Also: two post above this one is a reply from someone willing to help. I do respond to these kind of offers since I welcome help. Sadly though they hardly ever lead anywhere. Actually helping is often a bridge too far I suppose.

1212
Other Projects / Re: [Demo] Tech demo - Horn of Balance (working title)
« on: September 08, 2010, 06:48:58 pm »
Sadly, my vacation is at an end again :'( So progress will drop a little in favor of work and studying. No worries though, progress has been good lately so there shouldn't be a problem to post a demo before the end of the month (it'll just be a matter of how much I can polish it before then).

Here is last week's progress:
+ There are now no more movement sounds or moving visuals if you are on special terrain (like grass) while getting hurt and pushing a directional button
+ Redid the death animation
+ Split up all of the character’s sprites to be able to use colorpallets
+ Added more tunics / changed the present tunics
+ The color of Link’s hands now changes depending on what gloves he is wearing
+ Added a pallet for being frozen and being turned to stone
+ Fixed up character head on the dungeon map (it now changes colors along with Link)
+ Redid the continue screen
+ Integrated the older terrain effects over Link’s feet into the new character structure.
+ Changed the sounds and visuals a little while pushing/pulling a movable object around in high grass.
+ Implemented constants for item recognition
+ Grouped together all the collectable items

1213
Updates / Project of the Month - September 2010
« on: September 01, 2010, 06:09:00 pm »
Project of the Month: September 2010
OOT2D Map Project


Forum Topic

Developer:
MaJoRa

Language: ---
First Posted: 22 June, 2010
Last Update: 09 October, 2010



Interview:

What made you first want to start undertaking a large mapping project like this?
I never actually intended to make a map this large, I started by just making the Kokiri Forest area because when TRM was around his screenshots of the area made no sense, all the houses had south facing doors and this didn't seem possible to me. After my first attempt at the area, I realised it wasn't. I had several attempts at this location and only actually hit my final version of it about a month ago, several years after I started. It was actually Alex_Xela who encouraged me to create other areas which had not been done yet, for example the Lake Hylia area which I created next, was thanks to the screenshots provided by this member. I suppose I owe a thanks to Alex_Xela for this project going beyond the first area. After this I just felt like I needed to link to two areas, in came Hyrule Field and my project had begun. I started making areas one at a time after this.


What were some of the hardest parts to get right and why?
Hyrule Field was by far the hardest part to get right, for the simple reason that the area is so big, and there are so many open spaces. In LTTP there are not many open spaces and the areas always seem busy. I had to shrink the field and make it seem busy, whilst still keeping it large enough to travel along with Epona, and to fit Lon Lon ranch in. As you may have noticed I had to resize the field to fit the ranch later on.

Another hard part to get right was the way the map fits together. In LTTP they failed at making their map fit together, purposefully having cliffs that go nowhere or just change at a different section of the map. According to the initial maps of OOT, they failed at this too. There were overlaps and obvious errors. I have been trying to make the entire map fit together perfectly whilst still resembling the areas we all remember playing. This is very difficult to do.


Are there more locations from OoT you intend to map, aside from the overworld?
Yes, and no. After the overworld I will have no project, so I will need to move on to something else, but what that might be I do not know yet. I have always fancied the idea of mapping the Deku Tree, as well as Zoras Domain. Of course when you get into mapping the dungeons you have to start planning for all of the things that move etc, and it becomes significantly more complicated. I would need to load up a ROM and be playing it as I mapped it, so I will have to work that one out nearer the time.


Do you have any further plans for your work in the future? Like turning it into a game either with or without someone else's engine?
This is an interesting question, I could program my own game engine and actually make a game out of this yes, and I would hate for such a huge project to simply go to waste. At the same time though this was never my plan for the project, it was simply just fun. If I finish the project and get bored then who knows? I find the very reason I have got so far with this project is because I look at it in modules, one area at a time. If I start planning ahead then I create expectations for myself, and probably wont meet them. So for now, I will just be finishing the overworld, but its a big world and I have plenty of spare time, so we shall see.

Of course in the mean time it is an open project, and I welcome anyone that might wish to use the maps as part of their project, or change parts of it to improve it. Of course I am determined to keep the original entirely custom with mine or Nintendo's sprites, so I won't be changing sprites in it for other peoples. If anyone created an engine to play this map I would love to see it.

1214
Updates / Re: Nominations - August 2010
« on: September 01, 2010, 04:56:39 pm »
The votes are in then. Horn of Balance won this month.
Horn of Balance and Majora's Mask remake got votes and so both will make there way into the sponsored section for the coming month. I'll leave the Missing Piece where it is for now as these new rules got announced only halfway in the month.

The next round of voting will start somewhere around the 20th. I'll then also explain what the rest of the changes to the voting for PotM will be.

1215
Other Projects / Re: [Demo] Tech demo - Horn of Balance (working title)
« on: August 31, 2010, 07:05:57 am »
I apparently already decided to enable that function somewhere along the way, since it's on in my latest version. No problems there then.

1216
Other Projects / Re: [Demo] Tech demo - Horn of Balance (working title)
« on: August 29, 2010, 07:27:30 pm »
Here is this weekend's progress:
+ Walking from room to room with the fade out/in effect has been fully redone
+ The sword beam is now enabled to fly over warp tiles
+ Warping has been fully redone (and now with a subtle fade-effect)
+ Removed all of the old transition objects and previous references
+ Warping does not reload the room if that is your target.
+ Removed the last of character’s old visual objects

1217
MC & FS / Re: [Request] Lens of truth
« on: August 29, 2010, 01:34:56 pm »
There is a lens in that game. So if you are really looking for a sprite of the lens in gba style then I suggest you request the lens that was actually in a gba game. Or you could google "Link's Awakening". Maybe that'll turn something up.

1218
MC & FS / Re: [Request] Lens of truth
« on: August 29, 2010, 05:20:03 am »
Just ask for the lens of truth from Link´s Awakening instead.

1219
Other Projects / Re: [Demo] Tech demo - Horn of Balance (working title)
« on: August 28, 2010, 07:09:49 pm »
that's just a thing of leveldesign

if your level1 and level2 for warping is simliar then you can put link into the same place... thats what they did in the original and if there is a wall he stucks into the "portal" and jumps right back

I've edited it so you can also warp to another room on the same floor. And warptile A does not have to be positioned at the same location as warptile B. It is not like in the original but it does make things a whole lot simpler to design. So it's a tradeoff. You'll get used to it. If you're talking about warping between worlds then I'll probably just copy the original. There is a more direct link between origin and target there.

1220
Other Projects / Re: [Demo] Tech demo - Horn of Balance (working title)
« on: August 28, 2010, 03:55:24 pm »
You mean the transition between fade in/out. I can try to work with that.
As for Link staying visible. It's easy to do, but you'd see him jump from location to location and that's nasty. The HUD always stays on top because it's position is nicely fixed.

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