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Messages - Sahittam

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61
Graphics / Re: 2d Zelda Game Graphic Rip Project
« on: May 03, 2009, 11:40:25 am »
I don't know if this helps, because it's not a perfect rip, but these are the water tiles I have.


62
Zelda Projects / Re: [Demo] The Legend of Zelda <Name not chosen yet>
« on: April 24, 2009, 04:22:01 pm »
I don't know why, but I just had a really strong desire to update, so I guess I will,... even though I don't have that many new things done... I'll just tell you things I've planned or implemented before...

Like I've said I started making the first dungeon,... but after mapping three rooms I got bored and did a few other things... I'll do the dungeon later, when I need it...

Anyway, here's a screenshot; looks familiar?


(Yay! Finally a screenshot that looks different from the rest!)

Yes, the first dungeon is the Forest Temple from Ocarina of Time, but since we're several hundred years later, the Temple is partly caved in, and instead of some rooms, there will be forest areas, like this one:



Some of you might have noticed that in Link's house time stopped. Like in Ocarina of Time. I've decided to stop time in interiors and villages, so that NPCs can have a daily routine, and that they don't appear or vanish when you're standing right next to them. I think you understand that I don't want to script every NPCs walking pattern. Another advantage of this time system is that I can block some areas at night (or day) without the NPCs throwing you out of their houses.

Also I would like to ask something:
The Hyrule Castle Town tiles made for the last Community Project are absolutely amazing! They  produce just the right atmosphere for the Hyrule Castle Town I have in mind, so I would like to ask if I could use them.
I could of course use Minish Cap houses, but I think these are much better!

[...] pressing c twice cancels the sword slash animation and start it again. I think you should do that you pressing it several times does nothing.

I think it is just right the way it is. It's like it is in Minish Cap, try it out! And if there are no slowdowns, then the sword animation will be almost finished, before you can press C again.

63
Feedback / Re: Rupees.
« on: April 15, 2009, 01:40:52 pm »

64
Zelda Projects / Re: [Demo] The Legend of Zelda <Name not chosen yet>
« on: April 08, 2009, 08:00:30 pm »
Of course you may ask... but I'm not going to reveal those things, not in near future.  :P
And anyway my intention is not to make a game different from the rest, but simply produce a game I'd like to play.
I'm not making this game to impress anyone with all the unique features it has, I'm making it only because I like developing it, and I thought the people here might like to see it...

65
Zelda Projects / Re: [Demo] The Legend of Zelda <Name not chosen yet>
« on: March 25, 2009, 04:53:23 pm »
Thank you all for your replies! They're really encouraging. :D

66
Zelda Projects / Re: [Demo] The Legend of Zelda <Name not chosen yet>
« on: March 24, 2009, 09:26:45 pm »
So, it's time for the first update!

During the last week I have been working much on the overworld and on a sidequest, which includes a stealth mission. Some screens:





In those screenshots the monsters you have to sneak past haven't been placed yet, but I've started programming them already. You can move those crates and pots around to expand your cover locations, but the monsters had better not see you doing so. Also, making sound (e.g. when rolling) isn't advisable as well, if you don't want to be caught. Of course, this is a rather easy stealth mission, since it is availible very early in the game, so you won't have to do it the perfect way, with shifting all crates and so on.

After I will have completed that, I will start working on the first dungeon, so the next update will be about that, I guess.

Oh, and I'll try to update each month at least once, and I'll never cancel it without telling it here, so you can be quite sure I'll still be working on it if I don't post something for a while.

67
I think you should do what you like most. I'm confident that you will make the right decision, and I'm sure it will be a great game, whichever way you choose.

I wonder what would happen to Gorons and Zoras in an original version though.

68
Zelda Projects / Re: [Demo] The Legend of Zelda <Name not chosen yet>
« on: March 17, 2009, 01:50:39 pm »
That was nice, but what up with those rupees?  Could you not use the MC ones?

Ok, I will do that.

As for a name, I propose: "The lampshade of real significance"  :P

Hehe, tell me, did you read the picture frames in the house?  XD

69
Zelda Projects / Re: [Demo] The Legend of Zelda <Name not chosen yet>
« on: March 15, 2009, 10:44:47 am »
Like, you'd hit "x" temporarily and disable the controls for about .5 seconds. Because I would walk around and the pickup animation wouldn't finish on time. If you play your demo, you'd see what I mean ;-).

Ah, yes, now I see what you mean and I've fixed it right away. Thank you for pointing this out.

One thing I noticed was when you got on the right angle to an octorok, you only have to swing your sword once, it gets hit twice and dies. you probably need a slight delay in there.

Weird, actually that can't happen... Just for this problem I have programmed that an attack can only hit a monster once. Then they will ignore each other... Maybe you pressed C several times or you were doing a spin attack?

Edit: I tried it too, and think you pressed C two times. If you do that it may look like the octoroc was hit twice with one attack when it really are two. But I agree, there should be more delay there.

70
Zelda Projects / Re: [Demo] The Legend of Zelda <Name not chosen yet>
« on: March 15, 2009, 08:32:33 am »
Thank you all for your nice comments. :)

It's really nice for a demo. The only problem I had with it is the huge slow down with the outside map. Oh, and when Link picks up jars try to put in a .5 second delay with disabling the controls.

Do you mean after he picked it up? Yes, I could do that.

What was this made in? It looks really good :3

This was made in Game Maker 7.

It kind of looks like it was made in Game Maker, but I wasn't sure. Anyway, you could probably fix the slow-down in the game speed by deactivating objects in the area outside the view + a little buffer room - assuming that you used Game Maker.

Well, I'm doing that already! And it is still slow! But I don't consider this a real problem for the finished game because when this will be finished (in about 10 years) there will be much faster computers around. It is a problem for demos though... I'll see what I can do about it.

Demo looks awesome very smooth and such. I'm looking forward to seeing how this comes along. I wish you luck in attaining that illustrious position of having completed a Zelda fan game.

Thank you, and I'm confident that I will finish this (even if it will take 20 years), simply because I don't have the intention to stop this, and because it is fun to create it.

So, yeah, see you all in 10 years :P.

71

--THIS PROJECT HAS BEEN CANCELED--







Here are some screenshots of the game:









This is my Zelda Fangame. It hasn't got a name yet, but that's only because I haven't found a name that really fits yet and because I don't want to give it a name just that it has one.
The Story takes place a very long time after Ocarina of Time but before the Great Flood.
I won't tell you much of the story I've planned but here are some infos:
  - Ganon/Ganondorf won't be the main villain in this Game.
  - Link is living with his father in a house near the village of Katmeit in the northwest of   Hyrule. (His mother died when he was about 5 years old.)
  - Hyrule won't be the only place you visit in this game.
  - If everything goes as I have planned the game will feature 6 dungeons plus one final one, but my story allows me to finish the game after only 3 dungeons if it gets too much. That would take away some of the best gameplay, but at least it would be a finished game.

Edit: Sorry, it are 6 normal dungeons not 7. With the final dungeon it will be 7.

I'm planning to fill the world with many NPCs, sidequests, things to do and discover to make it feel alive, and a certain system that each ingame-day will be different. During the storyline some things will happen that have a major effect on the world, for example a city getting destroyed (won't happen in the game).

Here is a technical demo of my game, it contains 5 rooms, a few enemies, sword (no shield), 4 Items and bottles,swimming, pushing/pulling, and a few other things I can't remember at the moment. Not all things are finished (for example the AI of Keatons) but I will change them in time. Please give me feedback. I'd really appreciate it!

Download Demo

Controls are:

X: action (like roll)
C: sword
D/F/V: items
Enter: open/close inventory screen
S: Shield (not in this demo)
F1: Show Game Information
F4: Full Screen/Windowed
F9: Screenshot
Esc: End Game/Close Game Information

(I suggest that you place your index finger on C and also use it for D, F and V; your middle finger on X and also use it for S; your ring finger on Z and also use it for A (both of those keys won't do anything yet))

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