Hello Guest, please login or register.
Did you miss your activation email?
Login with username, password and session length.

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Theforeshadower

Pages: [1] 2 3 ... 171
1
Graphics / Re: Some creations Zelda and stuff
« on: Yesterday at 02:44:03 pm »
Out of curiosity, do you have any sheets of Link actually animated or just the static standing image?
Everything is looking really great, just wondering if you are doing any animating.

2
Zelda Projects / Re: [Revived] Zelda II - The Adventure of Link
« on: October 13, 2017, 03:40:47 pm »
Nothing to let you nice folks test, but there have been some updates:

-added water to walk in(puts the LTTP splash looking water around Link as he is in the pool of water)
-placed high XP enemies in dungeons on a respawn cooldown
         What this means is that just like Zelda II NES, you cannot farm high XP dungeon enemies unless you leave/re-enter a dungeon
-keys based on enemy kill now implemented
-Guma enemy idea added
            Gumas are the Chewbacca looking guys that threw flails at you in Zelda II NES. 
             My idea that is 100% implemented are the fire ball shooting griffon like enemies that are on Death Mountain in LTTP.
            However, they maintain a movement pattern like Zelda II Gumas and thus spam fireballs to compensate for being slow.

-Stalfos are in the game and almost done.  Their movement is still a little bit funky.  I think I also want to speed them up.
-Darknuts/Ironknuckles are temporarily in the game.  They cause no damage and can only be killed in the Debug room with the Lightning Medallion.

To Do:
-finish laying out some enemies in Parapa
-finish out sandpit enemies
-finish Iron Knuckles(FS/FSA sprites seem to fit better than MC sprites, so might use those instead)
-implement holes to fall into
-implement the falling bridge that were in dungeons in Zelda II NES
-add some NPCs to Saria
-make a cool little mini dungeon for the North Ruins for the Saria statue quest
-work on Keese movement
-implement P bags(or decide to change P bag locations to Heart Pieces - still debating)'
-add Parapa Desert Heart Piece

3
Graphics / Re: Some creations Zelda and stuff
« on: October 05, 2017, 10:49:04 pm »


Threw it through a filter for giggles.  I like the style, I would just like more noise or texture to it.  Just a personal flavor thing.

4
Zelda Projects / Re: Zelda - Ocarina of Time 2D
« on: October 03, 2017, 10:37:37 pm »
Just going to lock this thread.  Original poster can request for it to be reopened.  No reason to publically ask for a demo from a thread almost 6 months old.  Ask the author.

5
Graphics / Re: Some creations Zelda and stuff
« on: October 02, 2017, 03:45:21 am »
You and I should collab on a project sometime. ;)

6
Zelda Projects / Re: [Revived] Zelda II - The Adventure of Link
« on: September 30, 2017, 11:14:13 pm »
UPDATE:
-added more or less the entirety of Rauru NPCs

Uploaded current version:
https://drive.google.com/file/d/0B49_4X0jDFp8MFFfTlVpMUdNWUU/view?usp=sharing

Knock yourselves out.

7


As you can see, fits into any LttP based fan project.
Ganpuru is literally a rip-off of Link to the Past back in 1996/97 and was released on SFC.

8
Zelda Projects / Re: [Revived] Zelda II - The Adventure of Link
« on: September 30, 2017, 12:22:11 am »
UPDATE:
-Parapa now fully functional(doors/blocked doors/locked doors all operate as they should);
-Saria mapped and added to Overworld
-Rauru Interiors mapped and added
-Prostitutes, I mean uh, "nurses" that healed you in original Zelda II replaced with Great Fairy Shrines(screenshot)
-textbox engine completely revamped under the hood
-nearly completed laying out the animated tiles in the current Overworld
-started the AI for Keese

<a href="http://www.youtube.com/watch?v=t91-iEPJ69c" target="_blank">http://www.youtube.com/watch?v=t91-iEPJ69c</a>

9
Zelda Projects / Re: [Revived] Zelda II - The Adventure of Link
« on: September 25, 2017, 10:23:43 pm »
Update:

DOWNLOAD
https://drive.google.com/file/d/0B49_4X0jDFp8WHNqRnRITXhTWTQ/view?usp=sharing

Not flawless my any means, but all of Parapa Palce should now be explorable!
Skipping in-depth notes for now.  Just note:
File 1 does the entire "new game" cycle.
File 2 now skips you straight to the second to last room in Parapa Palalce(right before boss).
File 3 is still debug rooms.

E N J O Y
(I need a nap.)

10
Zelda Projects / Re: [Revived] Zelda II - The Adventure of Link
« on: September 25, 2017, 03:35:29 am »
Update:

-locked doors implemented
-some graphical depth issues in Parapa taken care of
-anti fairies added 100%
-darknut AI started
-enemy layout in Parapa except darknut, stalfos, and mace thrower(forgot the name off the top of my head) complete.
Other three not added since no AI for them yet.
-puzzle doors started
-started mapping out Rauru houses

No download update.

11
Zelda Projects / Re: [Revived] Zelda II - The Adventure of Link
« on: September 21, 2017, 08:45:14 pm »
Update:

Been working on some stuff on my end.
Minor tweaks as needed to code.
Leevers changed a little bit.
Keys have been added.
Horsehead AI has been started.  I am using ARMOS from LTTP as a placeholder.  It's about the size I want Horsehead anyway.

I decided on something a bit different than originally planned.  Horsehead will bounce after you similar to Armos final form but without the ground slamming.  When he hits 50% or less health, he begins to burrow into the ground like Lanmolas.  When he emerges, then he will do a ground slam jump where he is only vulnerable at his back.

Everything is coded upto the burrow state.  Feels pretty solid for a boss even now, but I want a little something extra to differentiate it from Armos.  Everything in the life cycle of the boss is done except the ground slam.  For now, the boss just returns to bouncing until he is hit again until he runs out of health.

12
Feedback / Re: PM Feedback
« on: September 21, 2017, 08:40:50 pm »
No preference.  If you want to take up the challenge of coding it, go for it. :D

13
Zelda Projects / Re: [Revived] Zelda II - The Adventure of Link
« on: September 19, 2017, 01:48:26 am »
https://drive.google.com/file/d/0B49_4X0jDFp8QTkzdzNJdjFhVmc/view?usp=sharing

Updated original post link as well.
-small modifications to enemies
-enemies can hurt you
-added a placement game over screen

Hadn't uploaded anything playable for some time, so I figured I would do so.  Enjoy.
As always, File 1 goes through everything as if it were a final release; File 2 let's you skip the intro; File 3 takes you to the debug rooms.

14
Zelda Projects / Re: [Revived] Zelda II - The Adventure of Link
« on: September 18, 2017, 04:07:56 pm »
Update:

-North Palace fully implemeneted.
-some room flags fixed
-actually implemented more of Parapa(forgot to add room flags ooops)
-more screnshots added to the original post

Next To-Dos:
-npcs for Rauru
-indoors for Rauru
-animated torches
-more water animations
-Keese(bats)
-P Bags(otherwise known as "!@#$% bags" according to AVGN)
-tweaks to enemy AI and behavior
-ability to take damage


"HOUSTON WE HAVE A PROBLEM"
-A bug was found that only occurs in North Palace.  The sub item(inventory item) box in the top right corner is not drawn.  All code has been triple checked.  No idea why this is occurring as the conditions of North Palace are no different than any other room in the game.  There are also no special objects in North Palace. 

EDIT: Nevermind.  I am a buttcheek.  I forgot to set views in the North Palace rooms which the HUD depends on.  *cough*

15
Zelda Projects / Re: [Revived] Zelda II - The Adventure of Link
« on: September 16, 2017, 09:40:20 am »
Update:

-added a video of game in current state to original post.
-Leevers added but not finished
-North Palace added
-intro cutscenes added/changed
-more intro dialogue added

Youtube direct link:
https://www.youtube.com/watch?v=5JBpTk1TMGM&feature=youtu.be

16
Zelda Projects / Re: [Revived] Zelda II - The Adventure of Link
« on: September 14, 2017, 01:58:09 pm »
Ooh and nice going btw. Where are you finding the time for all this progress?

Went back to college fulltime.  When I get done with homework and in-between games with the online squad, I tab back into Zelda II and do whatever I can.  :)

17
Zelda Projects / Re: [Revived] Zelda II - The Adventure of Link
« on: September 14, 2017, 12:03:28 pm »
Daily Update:

Nothing to upload, but, Parapa Palace nearly finished.  Just the final corridor, boss room, and pedestal room left.

I will attach a picture of the current enemy AI I am attempting to work on.  Custom edit for placeholder sprite.  If anyone is interested in trying to sprite, I would like a sword pulled back as if it is about to strike, then a lung forward with sword extended and shield off to the side similar to when Link is swinging his sword.

The idea is to use the same AI as the Darknuts/Ironknuckles(or whatever they were called in Minish Cap) for the Ironknuckles.  Stay defensive then lunge at the player.  The back will be the sweet spot.

I am also working on some Chus, Moblins, Octoroks, etc to begin filling the world.  Since Mazura is going to be a pain in the ass to sprite https://zelda.gamepedia.com/File:TAoL_Horsehead.png , I figured it would be a great time to begin bringing my Hyrule to life. 

As far as Mazura is concerned, the boss AI that is planned is going to be similar to Ganon's AI at the end of LTTP.  The dungeon item is the Eternal Lantern, so it would be best to incorporate it.  Use the lantern on some lightable torches, blind Mazura to reveal a weak spot, rinse and repeat.  Mazura would use sand spit or some kind of whirlwind to blow out the torches.

The only other idea to keep it even closer to LTTP bosses would be similar to the Armos boss fight in LTTP.  Have Mazura bounce around for a bit, then jump slam which exposes his back.  To incorporate the Eternal Lantern, could require the player to light the torches which would force Mazura to perform the leap slam.

Anyway, the focus is now to start getting some enemies and NPCs in before we worry about a huge task like Mazura.

18
Zelda Projects / Re: [Revived] Zelda II - The Adventure of Link
« on: September 13, 2017, 07:22:38 am »
https://drive.google.com/file/d/0B49_4X0jDFp8blhRcWpPQnFNeW8/view?usp=sharing

Daily update.
Another huge chunk of Parapa Palace mapped and accessible in-game.
Added a slowing effect to being in the quicksand.

Next daily should have Parapa finished.

19
Zelda Projects / Re: [Revived] Zelda II - The Adventure of Link
« on: September 12, 2017, 07:38:08 am »
https://drive.google.com/file/d/0B49_4X0jDFp8WGhOQ0NSYy0zS2M/view?usp=sharing

Added some screens to main post.
Half of Parapa added and accessible to test.
I lied, I added an enemy although it deals no damage nor can you kill it.

20
Zelda Projects / Re: [Revived] Zelda II - The Adventure of Link
« on: September 11, 2017, 06:12:16 am »
Daily update:
https://drive.google.com/file/d/0B49_4X0jDFp8cVZiUUhqUW91ODQ/view?usp=sharing

Overworld zones added, cave to Parapa added and accessible.  Parapa Desert accessible.  Small changes made.

Next, another town, North Palace, and start of Parapa Palace.
Once, everything is protoype mapped through Parapa Palace, we will being the exciting journey of adding AI.

Pages: [1] 2 3 ... 171

Contact Us | Legal | Advertise Here
2013 © ZFGC, All Rights Reserved



Page created in 0.036 seconds with 14 queries.

anything