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Messages - Fallenstar

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I just can't get enough of these graphics. They are so nostalgic, so perfect!

I really hope the controls are as tight as on the GBC :)
I dunno if the controls are as good as on the LA but now you can see some of playability on the trailer.

Sirs, as I posted a few days ago, finally the trailer is available on the first post so check it and please letme know your comments.

Now, about the game, I'm thinking to use this icon for the .exe

What do you think?? Which one you propose??

 I've just seen the trailer and... well. I'd feel a little bit boring repeating myself. That's great. Possibly the biggest example of style i've ever seen from a fangame. You may find a cartridge with it and believe it is an original game from Nintendo. That trailer was the best christmas present I could wish for, as a zelda fan and a fangame developer myself.
And I personally love the idea of using LA's chest as the icon for the *exe. It just does fit, i cannot find a rational reason for this statement. XD

Just some little things:
 at 0:37 Link falls into an hole. When he comes back at the entrance of the room... it seems a bit fast, i'd probably add its "hurt" animation (the one with flashy red-yellow colors).
 aaand at 1:04... the jump animation is shown. I may suggest to increase the number of frames and its speed (for example doubling the times the player turns around in air during the somersault), so it may become more fluid!
 at the end the saxophone is showed! IT looks good (is it an edit from the flute of Oracle series, right? :P), but i'd suggest putting some transition from night to day, not just the backened screen. It would give importance to the timeshift and so on.
 and, finally, i've seen you did not use the "shifting screen transition" when going from an area to an adjacent one: I mean, that effect that goes on with GB games... you went for a fading. That's not necessarily bad, but i guess it feels a little strange. I can't say how much the "original" experience alters my judgement metre. I can only say i (personally) feel uneasy with it.

 Basically i'm giving only graphics tips, but just for being constructively critical. And, by the way, i'm just nitpicking some minor issues... and being very meticolous.
I renew my praise for Midnight Radiance, and i quote myself from youtube:
"[Midnight Radiance] makes me feel nostalgic even if it is not a game i've played. And that's not just about graphics."

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Zelda Projects / Re: [Video] TLoZ, The Midnight Radiance
« on: December 18, 2011, 02:00:03 pm »
Well, that's just the beginning. The old wise man needs to see if you can use something like a sword and nothing better than a stick XD

About the game, I've been adding some enemies and designing the first dungeon.
For the forest area I wanted to do something like "evil mushroom" or something like that so... there are the screenshots


As you can see, the first time you go to the forest you just will be equiped with the stick. Later you'll get the Wooden Sword.
I've to point out the Stick can't destroy the bushes.

And that's all, folks (as Bugs Bunny used to say). Greetings!!!

As always, great maps. The stick factor sounds really good to me, original and zelda-ish!
Also, that forest screen is great, again! Those killer mushrooms are just lovely. Their sprite is also very well done and fully Link's Awakening styled! And it is really difficult to give this feeling to sprites, so double compliments. I'm repetitive, I know, but graphically-wise your project shows incredible coherence and style!

Then we have a dungeon, with Tail Cave graphics... I'd just say that... some palette customization may be great there, just to remove a deep connession with Tail Cave, but that's not really a downside. :3
I guess it's linked with the graveyard and Tompel's house, right? I see a cabin with a key... and the dungeon, and the term "Skull Key". So is it a mausoleum or something like that? Just supposing.  XD

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Zelda Projects / Re: [Video] TLoZ, The Midnight Radiance
« on: December 06, 2011, 12:30:16 am »
One last thing: why did you choice a Saxophone? It sounds a bit un-zelda-ish to me, to be honest. But I guess you have your motivations. I like the "core mechanic" of day/night changing. :D
Because I play saxophone and I wanted to put a personal touch on the game XD[/i]

Yay, i thought something like that! Then I'm with you. For me it's even more complicated, I play the piano and... how could I make Link a piano player?! XD
I pretty much understand your choice, and i personally think that it's always great to put some personality in fan-games! It's your world, so why not. :)

Well.. Ganondorf has a church organ. I think that pianos might also appear, but surely not in the role of central instrument. XD
You're lucky, a saxophone is rather more easy to put. :D

Well, i'm looking forward this project! ;D
Good luck!

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Zelda Projects / Re: [Video] TLoZ, The Midnight Radiance
« on: December 04, 2011, 11:41:17 pm »
I'm really impressed, i have to say!
I'm emotionally linked to Link's Awakening, that was my first videogame and still my favourite one.
Now, i'm always happy when I discover GBC-styled projects, but... there's one thing that bothers me: their lack of GBC feeling. Unfitting colors, elements from GBA games... they all make them so unnatural.

But, surprisingly, your screenshots just amazed me: your mapping, your color choice... everything makes me feel nostalgic, as everything looks so original, Zelda-like.
There are obviously adds that couldn't be made with GBC: your message box, the shadows in the forest, the fading effect behind the menu. I have to say, I pretty much like them, as they somehow manage to fit and not to disturb me. That's just that fading effect which works a bit less, it is too "unlikely" within the rest of neat, decise graphics.
That's just my personal point of view about graphics.

Then, about the story: i personally think that storyline should be made before the game (sometimes before making graphic choices), yet I think you 'll manage to make it good from now. Just don't go too far with maps and development, this may force you to adjust storyline because of graphics, which may result even well, but also a total disaster. I experienced that, trust me. XD

One last thing: why did you choice a Saxophone? It sounds a bit un-zelda-ish to me, to be honest. But I guess you have your motivations. I like the "core mechanic" of day/night changing. :D

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Recruitment / Re: [for hire] Mapper / pixel artist
« on: June 14, 2011, 10:50:02 pm »
Oh my god, thanks everyone! That's so flattering! I got many proposals recently. I'm so sorry i can't handle them at the moment, my life is a bit busy this week (i'm having my FCE exams and a piano performance... XD).

But, nonetheless, i wanted to tell you that i'm not ignoring you. I'd like to take some time for the "choice". I hope you'll understand that... ;D

By the way, i can already tell you that i may put before Zelda projects and GBC/Minish cap styled projects in particular. It might won't be the case, but still... i just felt like saying that. :3

I'm sorry to keep you waiting! ^ ^"

P.s.: If there are shorter graphic requests, such as NPCs and characters, feel free to ask me!

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Recruitment / [for hire] Mapper / pixel artist
« on: June 12, 2011, 07:44:14 pm »
General information about me
Hi everyone! I've been "lurking" on this forum for three years... But now i'd like to contribute, somehow! So... I'm mainly a mapper and pixel artist for 2D games. I follow a pokémon project and i'm a great fan of the Zelda franchise as well! So i thought... why not? Let's see if someone needs some help out of there. ;D
I'm italian, so my english may be terrible. Excuse me for that!   :-[

Infos about my work and skills:
-i've never worked with Game maker, so i'm not able to use that program anyhow
-i build maps by using Rpgmaker (two-three mapping layers then);
-i use photoshop for light effects and color edits, while paint is used for pixel-art tiles;
-if GBC style is my goal, i try to follow as strictly as possible standards, still adding my touch

I'd like to show you two maps i made by using and editing Link's Awakening tiles.

This one, as you can see, is a swamp environment. In the North-western part there's some dungeon-like structure.


This is a cemetery location. I did it with a mini-boss space (the skull-like ground) and a mausoleum-like dungeon entrance. ;D


Now there's a location from my pokémon game which is heavily Zelda-inspired. Just to showcase some pixel-art skills (even if i'm not that amazing... sorry! XD).

That's all, for now! But i don't have something finished i'd like to show you for now.
I hope to bring you something more! By the way, I just wanted to tell you that i'd love to partecipate some GBC-styled or Minish Cap-like projects. So, if you think i can help, speaking of graphics... feel free to contact me!

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