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Messages - NasiDe

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Zelda Projects / Re: Legend of Zelda:Unamed Quest
« on: October 25, 2014, 06:31:58 am »
Spriter's Resource Zelda Overworld Enemy Sprites

I think the bottom row at the far right? I can't be sure since I haven't played in ages and there's so many.

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Zelda Projects / Re: [New Demo!!] Legend Of Zelda: The Last Oracle
« on: October 02, 2014, 08:02:25 pm »
Thanks for playing guy! and NesiDe, I appreciate the review! Ive been having a lot of issues with collision pertaining mostly to the fact that getting hit from certain enemies will knock you back constantly, pushing Link through walls and such. For the next demo I took out the knock-back all together for now. This should erase the constantly bouncing off enemies problem.

No worries, I was glad to help out! Occasionally worried I might've actually been going on about too much actually.

That change in collision and knockback sounds good. It was familiar from the original Zelda II (for Link at least) but it might fix some problems. Looking forward to see how that helps.

The slime enemy sprites are from Maple story lol. I could'nt find a good slime sprite that fit the 32x32 style of the game so I just used them. I will be updating most of the sprites with my own custom in the future.

The Link sprites are by gregarlink10 on deviant art. His page can be found here. http://gregarlink10.deviantart.com/
Ive contacted him multiple times with no reply. :P However the sheet does say its free to use so credit to him for epicness!

Ah, alright then! That explains it a bit. It seems like it works out pretty well. They do heavily remind me of the original enemies from  The Adventure of Link and it's really great to hear that they'll be new sprite and tiles. I can't wait to see how it looks in the final product!

As for Gregarlink10, it looks like the last thing before his art upload today was at around Sept. 16. Unless you've been trying since way before then, it might explain the lack of response. Glad to hear that about the free to use part though. As for credits, it might be a good idea to have the original sources and credits listed in the original post so we know who they are from there.

The shield still doesn't do anything right now. The 'I' button has been changed to interact with objects instead of highlighting an item you cannot use yet.  I'm thinking of maybe using 'E' in the full version for the shield. I will decide once I code the action into the game. As of right now his shield is just decoration lol

The change to action does sound like a good idea. Grouping the shield to the movement section might be a little odd though. Ease of access while movement is good to keep in mind (unless you can't do that?). Since it's an 'action' of sorts, maybe it'd be good to map it to either U or the left bracket since it's on either side of the other action buttons and keeping movement and the weapon and item actions quick to access would be good. Just my thoughts at least. ;)

I fixed the enemy/elevator problem by adding boundaries for the Red Daria and Slimes. They cannot move under an elevator anymore. 'I was having trouble with this myself.'

Right now I am spriting the first boss from Zelda 2 for the end of the Palace.

HorseHead

I was attempting to sprite Link myself for the sake of original material. But unfortunately the outcome was quite terrible :p as you can see http://i85.photobucket.com/albums/k66/sirbrownie/Public%20Viewing/Sprite%20Art%20Viewing/enemys.png
Alright that's good to hear! Glad to know that will be kept from happening now.

Oh, Horsehead looks like they're coming along really well. I like how their position has changed slightly to match the change in armor based on the art style. Their weapon is also a lot more apparent, which is really great.

I think your Link sprites look pretty great! It feels like they match the tone and feel of the other enemies there. Hm, could we perhaps see a side by side version between the two versions of his sprites sometime? I'd like to see how they look in comparison in the environment.

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Zelda Projects / Re: [New Demo!!] Legend Of Zelda: The Last Oracle
« on: October 01, 2014, 07:07:05 am »
Alrighty, jumping in to check this one out myself. The screenshots looked pretty nice and I enjoyed seeing the video demos. Still, might wanna update the link at the beginning to the newest demo. Went for that first before realizing there was a newer one. Took me a moment to catch onto the style of music, but it's pretty nice. They're pretty cool redone versions of the Zelda songs.

Are the blobs enemies original to Zelda II, Chuchus, or what are they? I noticed they weren't listed.


Before you mentioned that you're pulling sprites and tiles from different games. Are you thinking of eventually replacing them and finding someone to help out? Wondering mostly because some of the art styles don't mesh or match together so well. Seeing Link's field sprite next to the rock pile is a little jarring. However all of the animations for Link- his jumping, slashing, and especially his side jumping -look fantastic. I love all that. The visuals of the enemies are really great too. There's a strong learning curve behind how to fight some of them and that's pretty nice.

By the way, when the skulls (bubbles?) hit you, Link doesn'y flinch at all like with other enemies. I'm not sure if that's good or bad, considering they could appear in pretty tight spots... and one glitched through the walls on me in the palace. Started hurting me through them.


The controls were a little difficult. At first, I didn't expect not all of wasd to be used rather than just a and d and originally thought w would be jump, especially since it's the 'up' button in the field map. It does make sense to me now since it affects the direction weapons go.

I'm not sure if the shield really works or if it's actually supposed to do anything. It's listed on the button controls but I don't see it do anything or protect Link from even the Deku's attacks. Also if you hit items with the boomerang you actually lose them completely if you boomerang them off the screen (the boomerang isn't shown coming back either) or they fall just in front of you instead of automatically getting collected and you can't pick them up with your sword either. That feels a little weird. But it's really satisfying to see this slight effect where the items gravitate in towards Link when he walks close to them.

I also didn't really get that you have to mouse over to press continue or quit or if there even was a menu. It might be good to add a readme including controls in a zipped folder. When I got in, I didn't really know what to do. I could only guess based on earlier posts and what was shown in the battle screen.

In the east town after the cave, you couldn't leave from the right side of town. Is this intentional?


I'm a little curious how precise you have to be when getting in caves. It felt like you had to walk right in perfectly. Might be good to have it so there's some leeway so that the player 'slides' in towards the entrance of the cave when the head up to it. Not forced inward of course but if they walk in that direction.


Even though enemies can fall into holes, for some reason I couldn't hit them into the holes. If you get in battle with a cluster of enemies, they can keep on bouncing you. You do have some invulnerability for a short time but if they keep bouncing you you can get hurt in that time. Maybe make Link invulnerable until he actually hits the ground? It also really sucks that enemies can bounce off object and back into Link to hurt him. If they're too close to something, I just can't attack and then can just continue whaling on me.

Getting one heart makes the sound of many heart recoveries when you don't have full health. It gives me the impression I was recovering a lot more at once than I was. Had to look back up at the hearts to recognize that I wasn't. I like how when you do continue you have less rupees than when you started with; that's pretty fair. Although when I do.. the boomerang continues to come back and since Link isn't there it just continues to hover in place.

I got stuck at the second elevator in the palace. I went down it and a Daria was straight below. I tried the boomerang at first, but that missed and so I tried going down. The elevator got stuck on the enemy and wouldn't go anywhere and Link was partially stuck in a wall now. I started to hit the enemy again and the elevator crept down until it went all the way. Got hurt in the process but I got down. The enemy seemed to have gotten stuck in the process though.


Aaaand that's it! That was pretty fun and cool!  It wasn't too frustrating, more of just me being picky and noticing a lot. XP It was really, really nice and fun. For some reason, I thought the logo for the game had first appeared around the time that the Valley of the Flood hoax was going around before Skyward Sword. That's weird. XP

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Also, the new screenshots look pretty great! I can't wait to see how each of the items works in the game and discover each of the locations shown. Also pretty nice to see some upcoming NPCs.

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Zelda Projects / Re: [Engine Demo] tLoZ: Echoes of Aurelia
« on: September 26, 2014, 01:46:48 pm »
I'd kept checking on this project every few months or so for a long time now, eager to watch this project progress. I always thought it looked really nice and couldn't wait to see more. I just played the demo a couple days ago and holy cow, it was really beautiful. I loved playing it a lot. I did have to download it on some out of date browser that's not one of the major ones to download it though. Chrome thought it was really dangerous.

I'm replaying it again just now to get a second fresh experience. It's so nice to see that background image for the title screen. It's really beautiful and matches the feel of the game so well. It's almost like it was painted. The small design for each file in the selection screen is cute and pretty. I also really love the animation shown when copying files.

For some reason, you can't place bombs when you're standing standing against a wall of some sort; the only option you have with bombs is to throw them.

It'd be so cool to see a full-fledged clock as part of the final game's GUI. It's really beautiful and I like seeing how things change as time passes. By the way, is the time supposed to continue progressing while you're in the menu or when there is text? I'm not entirely sure if it changing during text, but I can see it during the menu.

It's really cool to see all the things I can cut down. There's the usual grass, small bushes.. But then I can cut these trees! The cut down stumps look really great and natural! Also, it's great to see the heart flowers from Skyward Sword! It's fantastic to see a place where hearts can grow indefinitely. I love how easy it is to cut everything! It feels so good here. Also, it's really cool that even the slingshot seeds interact with the bombs!

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Unless the game is the top window the music won't loop. Whenever it reaches the end where it should loop, it just stops; it's done this while I was typing now. When you're on the pause menu, the music won't even start back up until you leave the pause menu.

It might be good to either completely automatically pause the music when the window isn't on top or make absolutely sure the music loops do work when on a lower window. I noticed the game itself pauses but the music does not when this is done. This happens in every location.

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Big edit plus...

Would it possibly be a good idea to create a wiki page for the game on ZeldaWiki since it has its own fan game section? I noticed before that The Shadowgazer had one way back and it felt like it was way further back in development than this.

Also, at some point will we be able to download the entire soundtrack for the game?

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