Good luck redesigning it, shouldn't be that hard as you can keep most of your engine as it stays in the same style.
But recreating every sprite, it sounds nice, but is a lot of work.
With large projects it seems a better idea not to do to much unnecessary work, as there already is enough to be done.
Maybe I sound crazy, but isn't Link one of the last things you finish in a game? Why is it posted in the middle? Ah well, I must be crazy.
I just have to ask ; what is the rhombus thing at the bottom of the screen in one of your ss's ?What exactly are you refering to? Which screenshot?
it's in another thread somewhere , it is a rhombus with a 6 above it , what is that ? :huh:Oh right now I'm with you! The clock from MM. Yeh don't worry that's gone now.
i've only played it once , i'm not sure if it was a different version if you have any ?
I just have to ask ; what is the rhombus thing at the bottom of the screen in one of your ss's ?I think it's like the click at the bottom of MM showing the time of the day
Interesting that the three bosses are of different sizes. The first one is actually of the size of a normal enemy. The level of detail and the styles are also a bit different.Well it seemed stupid to create a new sized enemy for the Deku Scrub. So the first is an edit of my deku scrub sprite (Which I made from scratch :) ). The second is an edit of the miniboss from LA. And the third is a boss made from scratch. The size of the boss depends on the boss itself. The next one is the same size as Rodrick (No bigger than 36 pixels)
You definitely should make more bosses starting from scratch, its the best one out of the 3.The 4th is technically custom. It's an edit of Rodrick. The antagonist I made from scratch.
I like the puppet, but its a big size XD make it smaller and if its in your gmk, scale the image a bit. other then that its good!I wanted the puppet to be the first huge boss of the game. Especially by the end of the game, the bosses are enormous!
Wow 5 bosses finished in a single dayWOOOW!!!! GREAT!!!!
(http://i330.photobucket.com/albums/l401/Tetiro/ChimingBells/BossScreenshots2.png)
Left : Spectre Clone : Phantom Rodrick (Yes I know it's not an original boss however it is relevant to the story)
Middle : Gigantual Rupee Construct : Biagro (There is finally a rupee boss. This one is relevant to the dungeon)
Right : Mischievious Stalfo : Gismor
The last bosses are Rodrick's stages. Then apart from a final touch to the Dodongo enemy, a demo release!
-Rodri (Pending Name Phase)That's the most intimidating boss name ever.
-Rodri (Pending Name Phase)That's the most intimidating boss name ever.
-Rodri (Pending Name Phase)That's the most intimidating boss name ever.
Pending Name Phase is Dragon phase.
Phantom stage will be done in an hour. It's pretty much a copy and paste with an edit of code.
Swordsman stage isn't too hard either. Just a simple boss really.
Dragon stage is the second hardest I'll be doing. This will take a whole day to do.
EDIT: Almost done Rodrick (Phantom)
Corrupt Rodri is the hardest one of the lot.
-Rodri (Pending Name Phase)That's the most intimidating boss name ever.
Pending Name Phase is Dragon phase.
Phantom stage will be done in an hour. It's pretty much a copy and paste with an edit of code.
Swordsman stage isn't too hard either. Just a simple boss really.
Dragon stage is the second hardest I'll be doing. This will take a whole day to do.
EDIT: Almost done Rodrick (Phantom)
Corrupt Rodri is the hardest one of the lot.
Isn't he already corrupt? If he's already evil, and then becomes "corrupt", does that then mean that he's become good? >_o?
But I'm reasonably positive corrupt politicians, city officials, etc are evil :P I don't see the difference and it seems a bit redundant D:
time for the final boss screenshots I'm showing.
The final boss is a secret boss so Im not showing it
Apologies for the double post, time for the final boss screenshots I'm showing.The dragon looks good. And the spheres on the legs actually look round. It is something that I was missing from the 3rd bosses limb spheres, because they looked flat. That ruppee boss is weird though, it kind of makes me think of the Tingle game.
(http://i330.photobucket.com/albums/l401/Tetiro/ChimingBells/BossScreenshots3.png)
All of them are Rodrick
The final boss is a secret boss so Im not showing it
3rd Boss - You're seeing him when he's stamped the ground. He's actually quite limbleApologies for the double post, time for the final boss screenshots I'm showing.The dragon looks good. And the spheres on the legs actually look round. It is something that I was missing from the 3rd bosses limb spheres, because they looked flat. That ruppee boss is weird though, it kind of makes me think of the Tingle game.
(http://i330.photobucket.com/albums/l401/Tetiro/ChimingBells/BossScreenshots3.png)
All of them are Rodrick
The final boss is a secret boss so Im not showing it
Going to tell us anything about that fancy sword? Or at least what the Spring Launcher does?
Yes. That's what I'm curious about at the moment/
Okay dudes, we have a tie on da poll! I need someone to make the final vote!Flare dancer Flare dancer Flare dancer Flare dancer Flare dancer Flare dancer Flare dancer Flare dancer........................................
Okay guys, you voted for it, you got it!OHMYGODOHMYGODOHMYGODOHMYGODOHMYGODOHMYGOD!!! AWESOME!!
http://www.box.net/shared/x2mzehpx5f
The secret option is all the enemies minus Iron Knuckle and Flare Dancer but you have access to every item in the game. And the beta functions
A > Change Sub Item
Q > Increase hp by 1/4 heart
W > Increase maximum hp by 1 heart
E > Change Tunic
Okay guys, you voted for it, you got it!OHMYGODOHMYGODOHMYGODOHMYGODOHMYGODOHMYGOD!!! AWESOME!!
http://www.box.net/shared/x2mzehpx5f
The secret option is all the enemies minus Iron Knuckle and Flare Dancer but you have access to every item in the game. And the beta functions
A > Change Sub Item
Q > Increase hp by 1/4 heart
W > Increase maximum hp by 1 heart
E > Change Tunic
Where to start??Okay guys, you voted for it, you got it!OHMYGODOHMYGODOHMYGODOHMYGODOHMYGODOHMYGOD!!! AWESOME!!
http://www.box.net/shared/x2mzehpx5f
The secret option is all the enemies minus Iron Knuckle and Flare Dancer but you have access to every item in the game. And the beta functions
A > Change Sub Item
Q > Increase hp by 1/4 heart
W > Increase maximum hp by 1 heart
E > Change Tunic
Please lemme know what you think of the enemies after beating them all
Beamos - Thanks! The Beamos can be killed. Chuck a bomb at it!Where to start??Okay guys, you voted for it, you got it!OHMYGODOHMYGODOHMYGODOHMYGODOHMYGODOHMYGOD!!! AWESOME!!
http://www.box.net/shared/x2mzehpx5f
The secret option is all the enemies minus Iron Knuckle and Flare Dancer but you have access to every item in the game. And the beta functions
A > Change Sub Item
Q > Increase hp by 1/4 heart
W > Increase maximum hp by 1 heart
E > Change Tunic
Please lemme know what you think of the enemies after beating them all
Well. i like the idea of a beamos on a tower- ingenious!
Redead- awesome sprite.. but, they should move towards link (if it can see him) , rather than just moving randomly.
Poe- again awesome, but can you kill him??
Rider- it's the spinner- but it dosn't slow down!
other items! XD
Gravity boots. I was wandering how you were going to do that.. it's better than i thought!
Soooooooo many others...
like the "haired" link!
Cool. Tried the bomb trick.. WORKED!!Beamos - Thanks! The Beamos can be killed. Chuck a bomb at it!Where to start??Okay guys, you voted for it, you got it!OHMYGODOHMYGODOHMYGODOHMYGODOHMYGODOHMYGOD!!! AWESOME!!
http://www.box.net/shared/x2mzehpx5f
The secret option is all the enemies minus Iron Knuckle and Flare Dancer but you have access to every item in the game. And the beta functions
A > Change Sub Item
Q > Increase hp by 1/4 heart
W > Increase maximum hp by 1 heart
E > Change Tunic
Please lemme know what you think of the enemies after beating them all
Well. i like the idea of a beamos on a tower- ingenious!
Redead- awesome sprite.. but, they should move towards link (if it can see him) , rather than just moving randomly.
Poe- again awesome, but can you kill him??
Rider- it's the spinner- but it dosn't slow down!
other items! XD
Gravity boots. I was wandering how you were going to do that.. it's better than i thought!
Soooooooo many others...
like the "haired" link!
Redead - I shall see what I can do!
Poe - Don't fight it head on. Try fighting it when it's moving away from you. It turns invisible once it sees you!
Rider - Yup! Though the spinner returns put in possession of the Mischievious Stalfo, Gismor!
Gravity Boots - Pretty simple! It's going to be used to cross gaps!
Keep the feedback coming!
Bomb Throwing - It's inspired by Skyward Sword. They roll it. Im throwing themCool. Tried the bomb trick.. WORKED!!Beamos - Thanks! The Beamos can be killed. Chuck a bomb at it!Where to start??Okay guys, you voted for it, you got it!OHMYGODOHMYGODOHMYGODOHMYGODOHMYGODOHMYGOD!!! AWESOME!!
http://www.box.net/shared/x2mzehpx5f
The secret option is all the enemies minus Iron Knuckle and Flare Dancer but you have access to every item in the game. And the beta functions
A > Change Sub Item
Q > Increase hp by 1/4 heart
W > Increase maximum hp by 1 heart
E > Change Tunic
Please lemme know what you think of the enemies after beating them all
Well. i like the idea of a beamos on a tower- ingenious!
Redead- awesome sprite.. but, they should move towards link (if it can see him) , rather than just moving randomly.
Poe- again awesome, but can you kill him??
Rider- it's the spinner- but it dosn't slow down!
other items! XD
Gravity boots. I was wandering how you were going to do that.. it's better than i thought!
Soooooooo many others...
like the "haired" link!
Redead - I shall see what I can do!
Poe - Don't fight it head on. Try fighting it when it's moving away from you. It turns invisible once it sees you!
Rider - Yup! Though the spinner returns put in possession of the Mischievious Stalfo, Gismor!
Gravity Boots - Pretty simple! It's going to be used to cross gaps!
Keep the feedback coming!
i like the way you THROW the bomb, rather than just setting it.
The Roc's feather thing that looks like a scissor lift... you jump to quickly, not to much air time..
Oooh..Bomb Throwing - It's inspired by Skyward Sword. They roll it. Im throwing themCool. Tried the bomb trick.. WORKED!!Beamos - Thanks! The Beamos can be killed. Chuck a bomb at it!Where to start??Okay guys, you voted for it, you got it!OHMYGODOHMYGODOHMYGODOHMYGODOHMYGODOHMYGOD!!! AWESOME!!
http://www.box.net/shared/x2mzehpx5f
The secret option is all the enemies minus Iron Knuckle and Flare Dancer but you have access to every item in the game. And the beta functions
A > Change Sub Item
Q > Increase hp by 1/4 heart
W > Increase maximum hp by 1 heart
E > Change Tunic
Please lemme know what you think of the enemies after beating them all
Well. i like the idea of a beamos on a tower- ingenious!
Redead- awesome sprite.. but, they should move towards link (if it can see him) , rather than just moving randomly.
Poe- again awesome, but can you kill him??
Rider- it's the spinner- but it dosn't slow down!
other items! XD
Gravity boots. I was wandering how you were going to do that.. it's better than i thought!
Soooooooo many others...
like the "haired" link!
Redead - I shall see what I can do!
Poe - Don't fight it head on. Try fighting it when it's moving away from you. It turns invisible once it sees you!
Rider - Yup! Though the spinner returns put in possession of the Mischievious Stalfo, Gismor!
Gravity Boots - Pretty simple! It's going to be used to cross gaps!
Keep the feedback coming!
i like the way you THROW the bomb, rather than just setting it.
The Roc's feather thing that looks like a scissor lift... you jump to quickly, not to much air time..
Spring - It's not like the Roc's Feather. It's to launch Link in the air to hit buttons, flying enemies (Going to rework keese later so you they can be aerial for this reason) and another hidden reason.
Found a MAJOR bug: Heaven forbid you're firing the wing shot when you get stunned by a Redead.
Some other bugs/changes:
From the enemy demo- (Yes, I am aware this is a demo to show off the enemies, and that everything to do with Link isn't finished, but I'm going to give my two cents about everything in it anyways. I'll put the stuff actually about enemies up top.)
*Dodongos won't use their fire attacks unless you're trying to get them to do it. Taking more than a step or two away from them will make them stop charging. The attack itself is pretty useless since I have to actually try to get hit by it due to how slow it is to charge up.
*You can get stunned mid-spring launcher jump by the Redead.
*Here's a movement bug: Don't really know how to explain what happens, so here's how to replicate it to see for yourself: The easiest way is to start walking left, then hold up to start moving NW. While moving NW, hold right, nothing will change. Let go of left. Now you're going NE like you should be, but you're still face left, making you walk backwards.
*The rider sound is REALLY loud compared to everything else
*Rider has no drawbacks besides not being able to use weapons.
*Dune Bow needs some sort of delay between shots instead of firing as fast as you can hit the button. I can write a code to empty the entire quiver in just a second or two
*Wing Shot needs a slower firing rate. It's a machine gun right now.
*Spring launcher jump is awkwardly fast.
From the menu demo-
*Press down on the bomb bag on the screen with the tunics causes the cursor to select a non-existent item and disappear forever
*Same thing happens when you press up on the chain tunic
*Might want to change the graphic for the cursor that indicates you have an item equip, I thought my cursor was on the spring launcher when it started
*Need a way to move across the map screen faster. Need it. I don't think anyone wants to have to scroll across the entire map to get to the next screen. Perhaps some L/R equivalent that moves you to the next screen in that direction
---
Everything else, however, is absurdly AWESOME. Three thumbs up!
Menu seems incredibly buggy; the cursor totally went outta focus and got stuck on the screen with the tunicsYeh that error I had no idea about but it's been fixed once I knew about it.
O-o You are an absurdly fast programmer! Awesome!Menu seems incredibly buggy; the cursor totally went outta focus and got stuck on the screen with the tunicsYeh that error I had no idea about but it's been fixed once I knew about it.
I found the error you spoke of subter. Im going to fix it now
O-o You are an absurdly fast programmer! Awesome!Menu seems incredibly buggy; the cursor totally went outta focus and got stuck on the screen with the tunicsYeh that error I had no idea about but it's been fixed once I knew about it.
I found the error you spoke of subter. Im going to fix it now
None that I can find. Though pressing Z to assign a weapon to X is kind of awkward.Yeh that's a pretty simple edit. I can fix that in a min or two.
So achievements 16 and 18. What do they do exactly?
Ah, so that's what those things are under the tunics.None that I can find. Though pressing Z to assign a weapon to X is kind of awkward.Yeh that's a pretty simple edit. I can fix that in a min or two.
So achievements 16 and 18. What do they do exactly?
Achievements 16 and 18 are for getting the Bell Shards (3 shards for 16 and 6 for 18)
There's only 5 achievements you get during the main story.
Well under the tunics is your sword, the bomb bag, quiver and heart pieces of course. And the things under the are the Bell Shards (What you collect in the game)Ah, so that's what those things are under the tunics.None that I can find. Though pressing Z to assign a weapon to X is kind of awkward.Yeh that's a pretty simple edit. I can fix that in a min or two.
So achievements 16 and 18. What do they do exactly?
Achievements 16 and 18 are for getting the Bell Shards (3 shards for 16 and 6 for 18)
There's only 5 achievements you get during the main story.
Pfft, you know what I mean. "Tunics" is just easier to type than "chiming sword, bomb bag, quiver, and heart piece counter"Well under the tunics is your sword, the bomb bag, quiver and heart pieces of course. And the things under the are the Bell Shards (What you collect in the game)Ah, so that's what those things are under the tunics.None that I can find. Though pressing Z to assign a weapon to X is kind of awkward.Yeh that's a pretty simple edit. I can fix that in a min or two.
So achievements 16 and 18. What do they do exactly?
Achievements 16 and 18 are for getting the Bell Shards (3 shards for 16 and 6 for 18)
There's only 5 achievements you get during the main story.
Pfft, you know what I mean. "Tunics" is just easier to type than "chiming sword, bomb bag, quiver, and heart piece counter"Well under the tunics is your sword, the bomb bag, quiver and heart pieces of course. And the things under the are the Bell Shards (What you collect in the game)Ah, so that's what those things are under the tunics.None that I can find. Though pressing Z to assign a weapon to X is kind of awkward.Yeh that's a pretty simple edit. I can fix that in a min or two.
So achievements 16 and 18. What do they do exactly?
Achievements 16 and 18 are for getting the Bell Shards (3 shards for 16 and 6 for 18)
There's only 5 achievements you get during the main story.
cool!Pfft, you know what I mean. "Tunics" is just easier to type than "chiming sword, bomb bag, quiver, and heart piece counter"Well under the tunics is your sword, the bomb bag, quiver and heart pieces of course. And the things under the are the Bell Shards (What you collect in the game)Ah, so that's what those things are under the tunics.None that I can find. Though pressing Z to assign a weapon to X is kind of awkward.Yeh that's a pretty simple edit. I can fix that in a min or two.
So achievements 16 and 18. What do they do exactly?
Achievements 16 and 18 are for getting the Bell Shards (3 shards for 16 and 6 for 18)
There's only 5 achievements you get during the main story.
I know lol. Well I think all the glitches are fixed now
- Looks nice, plays decently. I also liked playing with all the items. :P One item did error out for me. The bombs, I threw one and it said some error about unknown variable "ch".
- I see you have a few tunics in mind, that will be interesting. :)
- The movement is good, but when you go into another room in a diagonal (holding down both directions), it cuts off that movement in the next room, and goes in a linear direction. I also faced the movement just stopping (On a previously held key) occasionally when entering another room. I'm also not too much of a fan of the fast diagonals. However, not a big deal.
- There are at least 2 places where the entrance to another room is hidden by the HUD. Attached an image.
- The design for the castle with the swords is very nicely done. Overall the designs are well done.
Keep up the good work!
Movement = There's nothing I can really do about it. It's to do with GM. Though I will see if I can beat it. Any help with this fix I'd appreciate
QuoteMovement = There's nothing I can really do about it. It's to do with GM. Though I will see if I can beat it. Any help with this fix I'd appreciate
Are you using direct key checks? keyboard_check_direct. May solve your issues.
Love it, but shouldn't the flowers be like grass, solid and cuttable?It's a work in progress. They come in Misc part of the schedule
Awesome. you should have enemies that climb on the train and you need to use gravity boots to climb on too and kill them. it could be an acheivment!Love it, but shouldn't the flowers be like grass, solid and cuttable?It's a work in progress. They come in Misc part of the schedule
EDIT: Done about 20% of the tracks. I have gotten to the switch point.
Im having a protect the load and besides, you have a giant bow at the back of the train which you can use (Unlimited ammo) and it'll replace the cannonAwesome. you should have enemies that climb on the train and you need to use gravity boots to climb on too and kill them. it could be an acheivment!Love it, but shouldn't the flowers be like grass, solid and cuttable?It's a work in progress. They come in Misc part of the schedule
EDIT: Done about 20% of the tracks. I have gotten to the switch point.
The only thing I can really think of that you must must must must must fix that's always bugged the crap outta me is that enemies need to get knocked back when you hit them. It completely ruins the GB feel when you swing and they just stand their ground :XTrue. they are all acting like LikeLikes from LA.
The only thing I can really think of that you must must must must must fix that's always bugged the crap outta me is that enemies need to get knocked back when you hit them. It completely ruins the GB feel when you swing and they just stand their ground :XNotice that the enemies aren't 100% complete. I haven't forgotten about it. Don't worry it'll be there
The Floor Master will be the only one not to get flown backThe only thing I can really think of that you must must must must must fix that's always bugged the crap outta me is that enemies need to get knocked back when you hit them. It completely ruins the GB feel when you swing and they just stand their ground :XTrue. they are all acting like LikeLikes from LA.
Tried the overworld demo.
- I must say that the screen is rather high. The game seems to be made for a widescreen monitor put on its side.
- I hate the diagonal movement, it is freaking fast and with Link having already a pretty fast isothetic movement the diagonal becomes even faster.
- When swimming in water the game becomes unresponsive to the controls, I assume this because Link is drowning and not swimming.
- Your game could use some corner cutting, because it is freaking annoying when I get stuck behind a single pixel.
- When I get stuck, Link goes into the pushing animation. If I released the key the pushing sprite remains, although it is no longer animated.
- When trying to leave castle town the game gets stuck.
- Your collision detection with water could use some work.
Niek is pretty much right though; the movement is way off if you're going for 1:1 to the GB. As for screen size, it's true that your w/h is the same, but your room size is 16 pixels too big.ive wandered about that.
Corner cutting is when you make Link move automatically to avoid obstacles; usually within 8 pixels of the edges of the colliding object.
Niek is pretty much right though; the movement is way off if you're going for 1:1 to the GB. As for screen size, it's true that your w/h is the same, but your room size is 16 pixels too big.
Corner cutting is when you make Link move automatically to avoid obstacles; usually within 8 pixels of the edges of the colliding object.
There's nothing wrong with your screensize; but you have a HUD that takes up 16 horizontal pixels of that realestate that you shouldn't be using for mapping. The tops of your rooms should disappear :POh right I'm with you now. Well now we have a problem. Either I start the whole overworld again to fix this error or I continue and you guys bite the bullet.
But Im stuck on pit/water collisions. Can someone help me with this one?With pit water collision I do a position meeting, where the center of Link's feet are. If meeting then with a pit, move Link to the center of the tile. And with water move him to the center of the row in vertical move and column with horizontal. Then make an adjustment for corners of the water.
But Im stuck on pit/water collisions. Can someone help me with this one?With pit water collision I do a position meeting, where the center of Link's feet are. If meeting then with a pit, move Link to the center of the tile. And with water move him to the center of the row in vertical move and column with horizontal. Then make an adjustment for corners of the water.
Oh wait, when Link is drowning it is the same as a pit. He shifts to the center of the tile. Swimming however is what I described above. And for corners you need to check the tiles in the other direction. For example when you move in the water vertically you check the tile to the left and the right if they are also water. If one of them is not, for example the right, you move Link to the other side, the left, until he is far enough away from the other tile. If both are not water the move Link to the center of the tile.
Are you going to change the room transitions?
so do you have pro?seems pretty obvious (no offense)
Forgot to say I've finished the corner cutting I think.the guard followed him fine?
Also, 85 of the 136 overworld rooms have been tiled and in some cases railed(For train). Yup, that means in another 51 rooms a full overworld demo will be released. Well actually 2. One of exploring it by foot and second by train. After these demos have been released, I will be taking a break. Just so I can design the npcs, dungeons,etc.
EDIT: I tried modifying the redeads to follow the player but now they're way too tough. So they've been set back to simple move enemies but with stun.
EDIT: 93/136 done.
Forgot to say I've finished the corner cutting I think.the guard followed him fine?
Also, 85 of the 136 overworld rooms have been tiled and in some cases railed(For train). Yup, that means in another 51 rooms a full overworld demo will be released. Well actually 2. One of exploring it by foot and second by train. After these demos have been released, I will be taking a break. Just so I can design the npcs, dungeons,etc.
EDIT: I tried modifying the redeads to follow the player but now they're way too tough. So they've been set back to simple move enemies but with stun.
EDIT: 93/136 done.
the brown one.
this one.
also, when redeaded, your sword stays there.
Nothing, it's just you should make the redraw either still-) scream-) walk at link like the guard-) run into him and hurt him-) still.
Nothing, it's just you should make the redraw either still-) scream-) walk at link like the guard-) run into him and hurt him-) still.
I tried that and it made the redead way too hard. They just keep stunning.
Nothing, it's just you should make the redraw either still-) scream-) walk at link like the guard-) run into him and hurt him-) still.
I tried that and it made the redead way too hard. They just keep stunning.
Is it on a timer? I'm sure you've seen the screenshot from my game if the redeads and -gibdos- they worked perfectly!Nothing, it's just you should make the redraw either still-) scream-) walk at link like the guard-) run into him and hurt him-) still.
I tried that and it made the redead way too hard. They just keep stunning.
Okay dudes, Im giving the train demo now!i like it, but the switching train tracks thing doesn't seem to work.
http://www.box.net/shared/l1u9dnfgq8
Simple controls.
Z - Switch points (When a lever appears on the screen, press Z to change the rail points)
X - Fire an arrow
Only another 12 rooms and I'll be releasing the by foot overworld demo. Im hoping you enjoy the train overworld demo (Btw, I've implemented the hitting an enemy knockback function you all wanted!)
No offense KT, but the train looks really small and at a weird perspective. Especially because the locomotive has a different perspective from its carts.
No offense KT, but the train looks really small and at a weird perspective. Especially because the locomotive has a different perspective from its carts.
I will argue about the size because Im keeping the style true. All of Link's forms have been 16x16. No matter what!
Though in regards to the perspective, which directions are causing trouble?
IMO the train should be 2 tiles high at least and each car should be 2 or 3 in length. It'll look better, and you can even keep your track size prolly.Hmm...may take a bit of time but in theory it's possible. Could you guys bite the bullet until I can get it ready for prototype bashing?
I'd suggest doing something like this:
(I don't really like the palette, but I used the one you had on your original train. It's a rough idea anyway.)
you just need sprites of the other sides
Yeah they look alright :P Though I wouldn't have them facing the camera directly. Gotta have room for Link to be visible (if that's what you're doing)
The front and back view have perspective issues... You want to tilt the front view downwards, and the back view upwards...
I'm probably looking at this wrong though...
I don't think it really gets any simpler than that :P
I don't think it really gets any simpler than that :PAgreed, but I can make a complexer explanation. See the train as a block. The way you have up and down direction is looking straight at one side, either the back or the front. You need to shift your view a bit up, so you can see both the back/front and the top of the block.
Nope, that didn't help. Thanks anyway Niek. I think I'm going to have to ask someone to fix the problemI don't think it really gets any simpler than that :PAgreed, but I can make a complexer explanation. See the train as a block. The way you have up and down direction is looking straight at one side, either the back or the front. You need to shift your view a bit up, so you can see both the back/front and the top of the block.
Eh, maybe something like the attached?
I attempted the front of the train (outlined in red)
Oh, Xfixium beat me to it [/ninjad] :(
No... The perspective needs to be fix just like how we did it with the front :PDang. Can someone help me out again?
No... The perspective needs to be fix just like how we did it with the front :PDang. Can someone help me out again?
No... The perspective needs to be fix just like how we did it with the front :PDang. Can someone help me out again?
sure thing:
http://en.wikipedia.org/wiki/Perspective_(graphical)
http://mathforum.org/sum95/math_and/perspective/perspect.html
http://www.olejarz.com/arted/perspective/
Doesn't ZREO orchestrate music? Your game is a GB zelda game.Yeh but let's face it, the chances of finding the spirit tracks, ocarina of time or windwaker in GB styled music is really slim.
Doesn't ZREO orchestrate music? Your game is a GB zelda game.Yeh but let's face it, the chances of finding the spirit tracks, ocarina of time or windwaker in GB styled music is really slim.
Anywho, Im currently working on the whole of Hyrule Castle's interior
Doesn't ZREO orchestrate music? Your game is a GB zelda game.Yeh but let's face it, the chances of finding the spirit tracks, ocarina of time or windwaker in GB styled music is really slim.
Anywho, Im currently working on the whole of Hyrule Castle's interior
you just need somone who can compose gb style
Doesn't ZREO orchestrate music? Your game is a GB zelda game.Yeh but let's face it, the chances of finding the spirit tracks, ocarina of time or windwaker in GB styled music is really slim.
Anywho, Im currently working on the whole of Hyrule Castle's interior
you just need somone who can compose gb style
And that is rare to find
Doesn't ZREO orchestrate music? Your game is a GB zelda game.Yeh but let's face it, the chances of finding the spirit tracks, ocarina of time or windwaker in GB styled music is really slim.
Anywho, Im currently working on the whole of Hyrule Castle's interior
you just need somone who can compose gb style
And that is rare to find
team members are always rare to find
I really love this proyect being one of the most complete and detailed sofar, but the final boss bugs me alot since the start.. mostly for how tall he is.. I would like to give my try on spriting him if you allow me. >-<
Really? He's only 8 pixels higher than Onox's knight form
8 pixels in GB style is much. And just like Mammy said Onox is already big. Not to mention that Onox's width height aspect ratio is better balanced. Roddrick always seemed so thin. In GB style the width kinda equals the height with characters. Especially characters that are also used in story settings and not just monsters.
Not a bad demo, though you still have some impossible transitions :P
Also Link moves waaaayyyy too fast.
I am walking over the train traks to cross the water but I end up drowning. :PYeh Im still considering whether to allow Arn to walk over tracks. At the moment it's turned off.
The demo was quite nice. I really like how fast you have progress.
I liked the Chiming Swamp and the area with the Time Temple music from TP best.
But in many areas the world felt too empty. You'd have to add more interactions with the environment (e.g. cuttable bushes) and more decorations (see attachment 1).
One thing which is really unbalanced is the rider, because you can't get hurt while you're on it. So can just roll over the monsters, which die without even having the chance to hurt you. So this makes many fights practically unloseable.
Another a bit bugged problem is the pushback of the monsters when hit. Sometimes they get pushed back in directions which are different from what you expect.
This is probably because the pushback direction is determined by the coordinates of the weapon in relation to the coordinates of the monster (I'm only guessing here). This is fine for ranged weapons, but for the sword I would replace the coordinates of the sword with the coordinates of Link for the calculation.
Oh, another thing: There is one room transition near the Lost Woods (?) which allows you to appear on top of some trees (without collision). This leads to some fun screenshots (see attachments XD).
Okay, in the attachment screen, when I go down to the screen below that, I can go right and then up again and I'll end up on the trees. This is easily fixed by adding some trees in the screen below that, too.
Edit: When I'm on the trees I am behind the collision border which surrounds Hyrule. So as long as you don't walk into a room that doesn't exist, you can reach many places.
Little note guys, after the 6th of December, I will assume there are no more glitches.
Little note guys, after the 6th of December, I will assume there are no more glitches.
>_o why would you ever assume there are no glitches? It's much better practice to assume there are billions of glitches, and be prepared to fix em'
What mammy said, and it shouldn't be dependent at all on the stage you are at. There will always be bugs.Little note guys, after the 6th of December, I will assume there are no more glitches.
>_o why would you ever assume there are no glitches? It's much better practice to assume there are billions of glitches, and be prepared to fix em'
Just wandering, KT, how did you get your game into sponsored if your game isn't PoTM- yet.
Is it because of the progress, or because the admins think your game deserves a special place in sponsored? XD
... While i'm at it, whats those 2 "credits" at the bottom of my info?
The attached.
OOhhhh, i think i sense an overworld interior demo! Have you started work on/The attached.
Hmm...not sure though sadly we need to return on topic
Nearly finished tiling Goron City. 80% done.
EDIT: Overworld Interior - 88%
Im going to repost the scheduleYup! i should make a scedule like that.. i've been pretty much doing things as i go along- coding-> a little area made -> more coding -> a little bit more made .. etc.
Overworld Interior
\/
Textboxes,Hidden Chests,NPCs
\/
Sidequests and Minigames
\/
Titlescreen, Intro, Saving and Loading
\/
Wild Woods + Storyline
\/
Dusty Cavern + Storyline
\/
Unknown Ruins + Storyline
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Royal Tomb + Storyline
\/
Ruined Castyle + Storyline
\/
Land of the Dead + Storyline
\/Show contentTower of the Gods + Storyline\/
HUD Finishing
\/
Menu Finishing
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Secrets + Achievements
\/
Final Chapter
\/
Glitch Ironing
\/
Final Release
Hope this solves your query