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Messages - MG-Zero

Pages: 1 2 [3] 4 5 ... 192
41
Sprites/Tiles / Re: KOT Enemy Sprite Topic
« on: May 14, 2016, 09:54:04 pm »
fyi, NPCs need to go through a submission and approval phase for their behavior, health etc before spriting them

42
King of Thieves / Re: Goals for next release
« on: May 09, 2016, 04:00:14 am »
Finished Roc's Cape tonight.  That was a pretty interesting one to do!  Hookshot starts tomorrow!

43
Sprites/Tiles / Re: NPC Sprites
« on: May 05, 2016, 04:50:39 pm »
These are looking great! This might be nitpicking but I think the skin tone of Aladdin should be darker, unless we purposely created an easter egg of Aladdin to be white.
Then shouldn't we also make his clothes the proper colors, as well?

No. This is purely a skin tone issue to avoid people complaining about white washing a clearly arabic character.

Yyyeep.  We all know it'll happen too!

44
Sprites/Tiles / Re: KOT Enemy Sprite Topic
« on: April 24, 2016, 06:45:16 pm »
Looks really nice!  My suggestion though (and I know this is a bit of a pain, so it's up to you if you want to do it) is to have the blur throughout most of the swing animation instead of just 2 frames.  Otherwise it's gonna look like a blip instead of a smooth blur

45
King of Thieves / Re: [UPDATE 7/2/15]Code Release
« on: April 24, 2016, 01:58:26 pm »
1.6 is outta here!

46
King of Thieves / Re: Goals for next release
« on: April 24, 2016, 01:38:21 pm »
Let me go through the articles quick and see what I can find for you.  I know we established the location of a good amount of enemies, but they might not have ever made it to the wiki.

47
King of Thieves / Re: Goals for next release
« on: April 24, 2016, 12:57:57 pm »
Is it not ready?  I looked at the sprites briefly and thought it was.  I can swap it for something else.

EDIT: I'll switch it with the Darknut since that appears to be ready

48
King of Thieves / Re: Goals for next release
« on: April 24, 2016, 02:26:57 am »
1.7 goals announced.  1.6 will be out by the end of the month.

49
Sprites/Tiles / Re: KOT Enemy Sprite Topic
« on: April 22, 2016, 07:02:23 pm »
Dude that's freakin' sexy.  The range is better as well!

50
Sprites/Tiles / Re: KOT Enemy Sprite Topic
« on: April 22, 2016, 02:41:32 pm »
sounds like a good title to me, lmfao

51
Sprites/Tiles / Re: KOT Enemy Sprite Topic
« on: April 22, 2016, 02:05:53 pm »
Quote
i would suggest that she has some stance showing that she is about to attack an "heavy energy" attack (maybe shading her blue or giving lite bolt effects around the body) . when she swings after that there will be several "lightning balls" along the swing which the player can reflect.

Totes agree, an indication of some sort is definitely necessary.

52
Sprites/Tiles / Re: KOT Enemy Sprite Topic
« on: April 22, 2016, 01:16:09 pm »
Quote
Lightning Attack (< where does it come from? an axe swing/slam or extra?)

I don't think we ever established it.  We can reuse the axe swing animation to save some work.

53
Sprites/Tiles / Re: KOT Enemy Sprite Topic
« on: April 22, 2016, 03:17:55 am »
Keep the Gerudo base on the side and we'll reuse it later for the Gerudo themselves.

That sounds like I got to make a few more variations (on a theme) of Gerudos, huh?
So be it.

You can hold off on that tight butthole.  We're a ways off from the Gerudo part of the game

54
Sprites/Tiles / Re: KOT Enemy Sprite Topic
« on: April 22, 2016, 01:13:43 am »
Quote
Perhaps what should have happened was a new topic be created for the discussion, development, and the submission of individual enemies?

http://zfgc.com/forum/index.php?topic=39636.0

Quote
That would by itself be enough to establish, without explicit dialogue, that all the Iron Knuckles in this game are really Gerudo.

We don't want this.  As Dot Yue said in his first post, it doesn't make sense to have a Gerudo in the Water Temple.

In any case, SpritingBrad already made quite a fancy lookin' helmet so that shouldn't be too bad to incorporate.  Keep the Gerudo base on the side and we'll reuse it later for the Gerudo themselves.

EDIT: I'd also like to add that you guys are doing a fantastic job and the sprite looks great

55
Sprites/Tiles / Re: KOT Enemy Sprite Topic
« on: April 21, 2016, 06:48:20 pm »
Good point of having the generic sprite!

And just to clarify - The armor WILL come off, but the helmet will remain.  So keep the unarmored version you have now, just stick the helmet on it :)

56
Sprites/Tiles / Re: KOT Enemy Sprite Topic
« on: April 21, 2016, 06:03:17 pm »
Yea, this seems like the path of least resistance here

57
Sprites/Tiles / Re: KOT Enemy Sprite Topic
« on: April 21, 2016, 06:01:20 pm »
The armor is fantastic and Spritingbrad did a great job on it.  The underarmor looks great as well.  The head is the only thing that would need to change, but I don't know what to change it to..hrum.  Maybe we can just keep the helmet on and leave it as the only part of the armor that doesn't fall off?

58
Sprites/Tiles / Re: KOT Enemy Sprite Topic
« on: April 21, 2016, 05:14:31 pm »
That's more speculation than anything and the Iron Knuckle has existed in Zelda since before the Gerudo were a thing.  In the future please don't make an assumption like this.  The Wiki documents have final say in character/npc background and design.

59
Sprites/Tiles / Re: KOT Enemy Sprite Topic
« on: April 21, 2016, 04:06:50 pm »
Quote
Background Story is that a Iron Knuckle is nothing more than a Gerudo in a Heavy Armor, which can be seen when "the armor is gone"

Wait wut O_o I'm not going to put an axe on anything (pun intended), but when was that established?

60
King of Thieves / Re: Demo 2!
« on: April 16, 2016, 03:49:28 pm »
Yea, get yourself a copy of Malware Bytes Anti-malware.  It's free and basically kills everything.  That should have you running nice and clean :)

https://www.malwarebytes.org/

If all else fails, a reformat will always take care of it (last resort, of course)

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