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Author Topic: The Legend of Zelda: The Shadowgazer is dead - long live The Shadowgazer!  (Read 386480 times)

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pxl_moon (dotyue)

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Re: [Demo] The Legend of Zelda: The Shadowgazer ...
« Reply #480 on: August 30, 2007, 04:44:20 am »
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Wow, I'm sorry.  :-[ I didn't mean to create such a whop la about the whole un-matching language thing.  I really didn't think it was a big deal, just a simple suggestion.  If you don't want to change it, it doesn't matter to me.  I like your game either way.  Keep on doing it how you want to.  It has worked very well so far, just whatever you do, don't drop the project.   XD

From he planig i development until now i would think that he doesnt stop from such comments... he hears gladly things he could do better but if he wants somthing else he wouldnt care about comments... its his game after all

@king: i would gladly see a indie game after that, even in comic look it would be shine brighter than the game from binary phoenix
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Re: [Demo] The Legend of Zelda: The Shadowgazer ...
« Reply #481 on: August 30, 2007, 07:42:36 am »
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Wow, I'm sorry.  :-[ I didn't mean to create such a whop la about the whole un-matching language thing.  I really didn't think it was a big deal, just a simple suggestion.
Don't worry about it, mate, it's not a big deal at all. :) I just find it strange how the smallest, most innocuous things get singled out for criticism, like individual lines of dialogue or a sound effect. Probably a result of having to show our games in such piecemeal chunks - you guys don't have much else to go on! I was just reiterating that I have to make the game as best I can, and not worry about individuals' personal preferences. If everything had to please everyone it would never get done!
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uma

Re: [Demo] The Legend of Zelda: The Shadowgazer ...
« Reply #482 on: September 09, 2007, 01:06:50 am »
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@king: i would gladly see a indie game after that, even in comic look it would be shine brighter than the game from binary phoenix

Oh shi-

I'm glad some else here thinks that game isn't the shiz. Thank you!
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Re: [Demo] The Legend of Zelda: The Shadowgazer ...
« Reply #483 on: September 27, 2007, 06:11:00 pm »
I played your demo KM, and I must say, the beginnin surpasses all Zelda games I have played, and I am a huge Zelda fan, however there is one thing I'd like to address which in it's own rigth isn't even a flaw.

Hyrule Town - I think it shouldn't be a Port Town I think it should work like TP, have various parts of a town (North, East etc) and the West side could be what was the main part in the demo.

Basically i don't think the port should be the main part, it should just be a small part of what is the town.

Just my opinion though.
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Thokas

Re: [Demo] The Legend of Zelda: The Shadowgazer ...
« Reply #484 on: October 02, 2007, 06:09:31 pm »
This is absolutely incredible!
I love the three day cycle system, although I only played through two of the days. I'm guessing we're going to have to go to Calatia and grab Parcel Guy's mail at some point?
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Re: [Demo] The Legend of Zelda: The Shadowgazer ...
« Reply #485 on: October 02, 2007, 08:12:57 pm »
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This is great, loved the demo =D
A Zelda-fan game that doesn't have weird graphical glitches, or where you get stuck at pixels =P
I played the whole demo tough, kinda sad when I found out it was so short =( I wanted to play more =/

Well, keep going, can't say I found anything worth pointing out, would really like to see some new items, the screens and trailer looks nice =D <--- Nice list.
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Re: [Demo] The Legend of Zelda: The Shadowgazer ...
« Reply #486 on: October 03, 2007, 11:42:21 am »
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Wow, that's really awesome, KM! I luv'd the demo! This game is the best Zelda fan game so far! Can't wait for more. :3
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Re: [Demo] The Legend of Zelda: The Shadowgazer ...
« Reply #487 on: October 06, 2007, 05:54:10 pm »
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Nice demo! Any chance of being able to choose your controls at some point in development?
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Re: [Demo] The Legend of Zelda: The Shadowgazer ...
« Reply #488 on: October 07, 2007, 03:05:10 am »
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wow King Mob 10/10
there is absolutely nothing wrong with the game, it holds a brilliant zelda feel,
keep it up man
I beat the demo then the guy said to go back and see my friends so i did only because i was so caught up in the great experience then I realized that this demo had a day night engine
best project i've seen so far and can't wait for the next demo.
keep it up.
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Nox

Re: [Demo] The Legend of Zelda: The Shadowgazer ...
« Reply #489 on: October 07, 2007, 05:43:57 pm »
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yay! Ran across your game some days ago at youtube, and it just knocked me off my feet;)
I really wish you good luck, patience and all for working on this game and comleting it! Because it's really good, I've never seen such a promising title.
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Re: [Demo] The Legend of Zelda: The Shadowgazer ...
« Reply #490 on: October 07, 2007, 06:12:51 pm »
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Very promesing game, looking very professional, good story, nice graphics, no buggs (as far as i see) this is looking really briliant keep it up, i loved both the demo and the trailer. ^_^ 10/10
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Hoffy

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Re: [Demo] The Legend of Zelda: The Shadowgazer ...
« Reply #491 on: October 07, 2007, 09:16:21 pm »
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I played your demo KM, and I must say, the beginnin surpasses all Zelda games I have played, and I am a huge Zelda fan, however there is one thing I'd like to address which in it's own rigth isn't even a flaw.

Hyrule Town - I think it shouldn't be a Port Town I think it should work like TP, have various parts of a town (North, East etc) and the West side could be what was the main part in the demo.

Basically i don't think the port should be the main part, it should just be a small part of what is the town.

Just my opinion though.
Eh... I've always wanted to do a port as my main town as well. I don't think the Hyrule Town is going to be ALL port, but I'd imagine King Mob would give most of it a sea feel. Besides, this way it's more original.
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Hoffy.
Re: [Demo] The Legend of Zelda: The Shadowgazer ...
« Reply #492 on: October 08, 2007, 03:14:17 am »
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I just played the demo.
i mean wow
obviously u deserve some kinda award
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Re: [Demo] The Legend of Zelda: The Shadowgazer ...
« Reply #493 on: October 08, 2007, 09:34:29 am »
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Thanks for the comments, guys. It's always good to know I'm on the right track with this. XD As far as an update goes, well, I've been bogged down in trying to optimise it for older computers in time for the NCFC - and it's not going fantastically well!

I did finally get round to compressing all the sounds, which has reduced the filesize down to 4MB (!) from 10MB, so that's good, I guess. But I don't know what more I can do, to be honest. I'm pulling out unnecessary step/draw events - particularly concerning the day/night engine - and using a single all-encompassing controller object; tiling some of the trees that don't need to be objects; stuff like that, but I really don't know if it's making much difference. And that's quite demoralising...

But I have sorted out a couple of things: as previously reported, the problem of sometimes stopping dead when you enter a new room has been eliminated, and I've added diagonal rolling, though I'm not happy with it. Looks weird. Might not be a permanent feature...

But the rest of the work has been more or less conceptual. Writing backstories for the harbour's NPCs, and completing that area is the next sort of milestone for me. I'm also enjoying writing the dialogue for the cut scenes that follow - in particular the villain's grand entrance which comes just after you get the sword and the story begins in earnest. He's got some killer lines already. Real juicy stuff! Heh. :P

Some of you may recall I said I had finally settled on a design I liked for the Sheikah shaman who essentialy 'is' the Shadowgazer. Well, now I've decided I don't like it! :P I'm on the right track but it needs tweaking, and it's important I get him of all things right. I've set myself a deadline to finish a piece of artwork featuring him in time for my NCFC booth. And then there'll be no going back on the design!

Speaking of which - cheeky !@#$%, I know - if any kind soul wants to hook me up with some hosting for the event, I'd be eternally grateful...! XD

Hyrule Town - I think it shouldn't be a Port Town I think it should work like TP, have various parts of a town (North, East etc) and the West side could be what was the main part in the demo.

Basically i don't think the port should be the main part, it should just be a small part of what is the town.
It was originally going to be split into two rooms with a regular town area being the room you'd enter from the gates, and the harbour would be to the north of that, but I realised I really don't need it to be any bigger. In terms of having buildings for NPCs and their side-quests, there's enough there already. I don't think I could justify adding any more. For example, during the evening the cafe is going to be a meeting place for all the sailors, so that's going to be full of gameplay opportunities. The fish market will have a regular gaggle of customers (and at the moment is going to have an auction mini-game, provided I can get my head round it.) The Port Authority building has several functions, the main one being a waiting room for passengers. So it's all going to be very busy, and I don't see any benefit in spreading it out over two large rooms. If you're thinking it would give me scope to add more content, remember, there are two other ports in the game... ;)

Also, the castle is going to be in the room off to the east, but that might have been obvious - it has to be somewhere in "Castle Town", right...? :P

This is absolutely incredible!
I love the three day cycle system, although I only played through two of the days. I'm guessing we're going to have to go to Calatia and grab Parcel Guy's mail at some point?
Thanks, and yeah, you just might...!

Well, keep going, can't say I found anything worth pointing out, would really like to see some new items, the screens and trailer looks nice =D
Thank you, I do intend adding a new item or two, but they need to be unique and imaginative - and I haven't come up with anything decent yet! However, I can promise you will be using all of the familiar items in brand new ways... ;)

Wow, that's really awesome, KM! I luv'd the demo! This game is the best Zelda fan game so far! Can't wait for more. :3
Thanks. Glad to hear you finally played it! :P

Nice demo! Any chance of being able to choose your controls at some point in development?
Yeah, there's a few people have asked for this. I'll add it when I do the name entry screens and all that stuff.

Cheers!
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Re: [Demo] The Legend of Zelda: The Shadowgazer ...
« Reply #494 on: October 08, 2007, 06:04:34 pm »
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Nice demo, I like the day and night system. realy good work. But I miss the Sword, hoping to see it in next demo. :)
And finaly, you should fix the link running left/right animation, its shaking.  :-\
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Hoffy

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Re: [Demo] The Legend of Zelda: The Shadowgazer ...
« Reply #495 on: October 08, 2007, 10:59:21 pm »
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But the rest of the work has been more or less conceptual. Writing backstories for the harbour's NPCs, and completing that area is the next sort of milestone for me. I'm also enjoying writing the dialogue for the cut scenes that follow - in particular the villain's grand entrance which comes just after you get the sword and the story begins in earnest. He's got some killer lines already. Real juicy stuff! Heh. :P
Ooh... that sort of stuff must be so fun. Those are the kind of activities that would make a Zelda fan game worth making.
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Hoffy.

Malon

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Re: [Demo] The Legend of Zelda: The Shadowgazer ...
« Reply #496 on: October 12, 2007, 08:18:41 pm »
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Hey-just a suggestion- Could I help you make some backstories for the NPC's?  :huh:
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Re: [Demo] The Legend of Zelda: The Shadowgazer ...
« Reply #497 on: October 12, 2007, 10:40:37 pm »
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Amazing looking game ^^
I'm playing the z3 demo right now and I'll be updating my thoughts on it.

First of all, it's obviously great, but I've quickly found some annoyances though.
One major one is how slow you move around and well not just link, but everything it seems. Why?! D:

Another is that I didn't realise you had to press X to open or try to open doors at first >_<
If you're walking into a door way, generally you're trying to enter it, so I'm not too sure if the need of a button to open a door is there. My brain didn't think so at least at first, but then again, I guess just walking into a door and having a message come up saying it's locked also seems weird...

I was just about to say how it'd be great to have the text all appear at once if you press Z again or something, but then I just found that you can press X to do that, but having two different keys to make the text advance in two different ways does seem sort of weird :P

Also, is the game set to be always on top of other windows? O_o

Fantastic text engine by the way ^^

Hmm... to put the game in full screen and/or double the resolution would be nice

If you make it so you have the hyrule field music and the remixed version played when you're near an enemy from oot set up to play the same as it does in oot (hyrule field music normally but the other enemy music played when near enemies) that would be awesome :D lol

Links movement speed is killing me D:

Ah thats the end... well it's nice to see a demo thats more story and content based rather than just based on a few action engines or whatever
and especially when it looks as awesome as this does.
Keep up the great work! ^^
« Last Edit: October 13, 2007, 12:09:31 am by hawthorneluke »
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Thokas

Re: [Demo] The Legend of Zelda: The Shadowgazer ...
« Reply #498 on: October 14, 2007, 12:15:36 am »
One major one is how slow you move around and well not just link, but everything it seems. Why?! D:

It ran perfectly for me. Maybe you're one of the people who is having performance issues?
I think we should all post our system specifications and whatnot. Might help somehow.
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Re: [Demo] The Legend of Zelda: The Shadowgazer ...
« Reply #499 on: October 14, 2007, 12:41:49 am »
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no lol, it wasn't lag
it was links movement speed, but also the general speed of how people etc move in the game didn't seem fast enough, although on some stuff it was fine of course

1gig of ram
amd 3500+
ati x850xt pe 256mb
XP

so no way in hell should such a game lag anyway (and like i said, it didn't, so it's not a question of lag)
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