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Messages - Shane

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1
Entertainment / Re: LoZ:BotW
« on: June 26, 2016, 03:12:18 pm »
Also note that durability also depends whether you use your item correctly. A fire rod (it can be found in the demo) will break if you use it as a physical item. Chopping down a tree with a non-axe item will make your item break quickly too. So it's a matter of your actions too that determine the durability of your items which I like. I wouldn't mind a punching attack to knock items out of monsters hands or something. Usually the game provides you with items when a puzzle demands it, so I imagine boss battles will be the same. That or you will NOT be locked in with the boss and no weapon, and can freely leave (refilling the bosses health too perhaps). That'd be something for Nintendo to consider.

Also as for dungeons, there were trials which act as mini-dungeons (optional minus the first four). I am calling it: the Temple of Time is a dungeon... looks too important not to be one. If not, then aw well. Anyone noticed the Temple of Time has the Song of Time slowed down and fragmented? Pretty cool.

Also the voice might definitely be Zelda's as you can hear Zelda's Lullaby in a cutscene with the voice. It's piano only, slow and fragmented too.

2
Graphics / Re: SpritingBrad´s sprites
« on: June 23, 2016, 12:16:38 am »
As someone who actually enjoyed Phantom Hourglass (though I enjoyed Spirit Tracks even more), I love your recreations of some of the maps. They look pretty nice as does everything else you have posted lately.

3
Entertainment / Re: LoZ:BotW
« on: June 21, 2016, 07:29:04 pm »
my body is ready
my body is reggie 8)

4
Entertainment / Re: LoZ:BotW
« on: June 19, 2016, 02:03:51 pm »
you could be right:

[img]
It could also be referring to Skyward Sword's Sand Sea, which is more ancient than Wind Waker's. :P And there are SS references since Hylia herself is referenced and a statue is seen within the Temple of Time. Also I don't feel Korok is enough proof to back up the timeline placement just yet either. No one has countered any of these points:
  • How can the Triforce's wish be undone?
  • How can an ocean dry out within a 100 years?
  • Why did Sheikah technology suddenly pop up?
  • Why has some land formations dramatically changed? It appears Hyrule Castle is no longer surrounded by a lake.
There's probably more, but honestly, post Wind Waker never made much sense when I first heard about it. Korok are Kokiri right? Who's to say they evolved in other timelines too for different reasons? Heck, they disappeared in the Child and Decline timelines and in A Link Between Worlds you see Koroks in paintings and in Twilight Princess HD you see Rito stone carvings along Hyrule Castle's walls (these were new additions). So honestly, I don't think it's post-Wind Waker... anywhere is still a huge possibility. Maybe this time it's up to our interpretations as to where it sits, I'd like that more personally.

In any case, the new Zelda is amazing. The graphics look better than Wii U to me honestly. Also we ARE going to see villagers and whatnot. They took them out for demo and spoiler-free purposes. ;)

5
Graphics / Re: fictionaldogs' original sprites, tiles and more!
« on: December 31, 2015, 11:21:49 am »
I like the original style you've got going; really great aesthetics. I do think the treetops are a bit weird in comparison to the amount of shading and detail on your other sprites. But I do like the direction of the graphics nonetheless... really awesome, keep it up!

6
Graphics / Re: SpritingBrad´s sprites
« on: December 31, 2015, 06:54:56 am »
You definitely got something going with this graphical conversion! While I still prefer how aLttP originally looked, this is pretty neat and looks legit. But I wonder if the fence maze mini-game is possible? It looks impossible from a gameplay perspective!

Also Nintendo has already sprited 2x2 rocks that you can lift which can be seen in Four Swords. I pointed this out because the current ones might look great for the giant rocks seen in the Great Swamp and at the entrance of the Ice Cavern near Lake Hylia. Also why not replace the Dark World portals with the blue dungeon portals seen in the Minish Cap? I think that makes sense.

All in all, so far so good. A Link Between Worlds is one of my favorite Zeldas, and this project has me interested! Good luck with the project. =)

7
Music / Re: [Submission] Hyrule Town or Field maybe
« on: December 06, 2015, 09:52:46 am »
Sounds really official and catchy! I'm getting vibes from Twilight Princess and Minish Cap. It feels like being in a huge busy town to be sure. I don't think it would work well for a field though. It lacks an adventure feel to it, so maybe compose another song for the field instead. I also agree with what Darklink said, I think that should do the trick.

8
Entertainment / Re: Welp, I just nearly !@#$% my pants
« on: November 18, 2015, 06:29:44 am »
I think he's neat. I instantly hoped we get the FFVII remake on Nintendo NX.

9
Graphics / Shane's Spriting Spree - Character Sprite
« on: November 12, 2015, 11:04:42 am »
^Late, but noted. Not sure if I will go that direction given how many other sets of dungeon walls I have to tackle. I might stick to the typical Gameboy Zelda dungeon graphics.

Anyway, more spriting practice. I drew a character from my fan game.

I'm having trouble with the body and legs unfortunately. I drew this ground up, trial and error and referenced various spriting techniques the Gameboy Zelda cutscenes did. Not sure if I will use this in-game or otherwise merely spriting practice. Any tips and help would be wonderful.

10
Zelda Projects / Re: [Engine Demo] tLoZ: Echoes of Aurelia
« on: October 22, 2015, 02:01:25 pm »
Yeah, but I don't think this warrants a conversation. Auto-correct just kinda did a thing.

11
Zelda Projects / Re: [Engine Demo] tLoZ: Echoes of Aurelia
« on: October 22, 2015, 03:40:26 am »
The thread has been achieved on the PureZC forums due to being in a sub-forum that was in need of achieving. I think only members can access it. That said, there has been less activity there.

There are some new things on their Facebook page, but even that hasn't been active for a while now.

12
Graphics / Re: Random Zelda art, original style?
« on: October 12, 2015, 02:39:08 am »
I like your environment tiles, especially the temple tiles. But I feel the Link, NPCs and HUD could really use some work. It looks like you got multiple styles going on.

13
Graphics / Shane's Spriting Spree - New GBZ Walls WIP
« on: September 13, 2015, 10:36:49 am »
Wasn't too fond of the Gameboy Zelda wall proportions, so I am going to make my own dungeon walls with A Link to the Past wall proportions. The style is meant to fairly simple and minimal at best, but I'm not sure how to implement corner pillars or doors. Hmm. Well anyway, here is what I have so far:


14
Sprites/Tiles / Re: Forest dungeon Tiles
« on: August 16, 2015, 08:56:54 am »
Thanks, Max. Bummer you couldn't get ZC to work. It's real fun to work with.

OT: I really like the variety you have here. Fungi has always been my favorite thing to add to Forest Temples. Say, what about poisonous fungi? Going near them might distort your view or harm you, or something along those lines. The sinister (as described) mushroom could have potential having more dangerous properties. But I don't know if the engine is already coded or not, just some food for thought I suppose.

I definitely like the glowing mushroom idea, and the mushrooms that bounce you to higher places.

15
Sprites/Tiles / Re: Forest dungeon Tiles
« on: August 15, 2015, 02:20:25 am »
[off-topic]That's my screen from PureZC! lol[/off-topic]

Here's some sprite sheets of the mushrooms: http://www.spriters-resource.com/resources/sheets/6/6431.gif
Also, on the top left, more mushrooms?: http://www.spriters-resource.com/resources/sheets/6/6540.gif

16
Sprites/Tiles / Re: Forest dungeon Tiles
« on: August 14, 2015, 05:00:37 am »
Yeah, I think it could work, given we make proper outward and inward corner tiles for it. We also need to make it elevation and surface friendly too so we can stack them up, have higher elevation and we can place things like water and pits next next to the walls. We also need to consider if we are planning to use the circular tree interiors for other things too, if so, then we might have some slight issues here perhaps. A lot of work either way...

Also for the record, if people want to stay with the original walls, go ahead. I like them myself (given a few nitpicks here and there). But the MC tree wall tiles were just some food for thought if you will.

17
Sprites/Tiles / Re: Forest dungeon Tiles
« on: August 13, 2015, 04:07:36 am »
Some general critique:
  • The walls could use some slight improvement. The "wooden frames" shouldn't blend in with the other wood it's framing, it looks confusing to say the least. Perhaps darken the wood that's not meant to act as frames?
  • In TMC, the giant leaves were placed on the edges of the entire dungeon map, just a little note to consider.
  • Perhaps it's just me, but it feels weird that we're seeing a tree-like dungeon with wooden walls and stone flooring.
It's a start, so let's keep going with it. Personally would like to see the circular Minish Cap trees get turned into a fall fledged dungeon set, but not sure if it's possible. I might fiddle around with a few graphics myself actually.

18
Graphics / Shane's Spriting Spree - Tower of Hylia WIP 2
« on: August 06, 2015, 06:42:22 am »


Hm... Like so?

19
Graphics / Shane's Spriting Spree - Tower of Hylia WIP
« on: August 05, 2015, 11:17:54 am »


WIP.

20
Concept Art / Re: [Submission] Castle Interior
« on: August 05, 2015, 05:27:18 am »
I don't feel like the prison being in a secret location seems too realistic. It should be heavily guarded and in plain sight, and perhaps downstairs even? I don't know the details exactly, but this sounds more like an actual castle prison system to me.

Otherwise, everything else is great! It looks like it could be a good castle.

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