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 1 
 on: Today at 03:35:29 am 
Started by Theforeshadower - Last post by Theforeshadower
Update:

-locked doors implemented
-some graphical depth issues in Parapa taken care of
-anti fairies added 100%
-darknut AI started
-enemy layout in Parapa except darknut, stalfos, and mace thrower(forgot the name off the top of my head) complete.
Other three not added since no AI for them yet.
-puzzle doors started
-started mapping out Rauru houses

No download update.

 2 
 on: September 23, 2017, 10:52:17 am 
Started by MG-Zero - Last post by SpritingBrad
I say conversation style would be best

 3 
 on: September 22, 2017, 08:26:57 pm 
Started by Monster World RPG - Last post by Monster World RPG
I would like to share with you this very complete review of the game by XBuster (author of "Monster World Legends"):
https://rpgmaker.net/games/10013/reviews/5767/

 4 
 on: September 22, 2017, 06:22:51 pm 
Started by MG-Zero - Last post by Vash
Couldn't figure out why I wasn't able to vote - realized I wasn't logged in. :(

Lol - last message I received was 04-03-2013, first was 11-03-2007 - just for some fun facts.

Anyway - voted for conversation style.

 5 
 on: September 22, 2017, 12:55:24 pm 
Started by MG-Zero - Last post by MG-Zero
Bringing in more activity is a hopeful goal of the new version :)

Don't get super excited yet though, we're still ways off from even a demoable version

 6 
 on: September 22, 2017, 08:17:37 am 
Started by MG-Zero - Last post by Mariotag
Oh? :P Hopefully said new forum version will be more active.
I've no preference really, and I don't think I've had a PM here before anyway.
If it ain't broke, don't fix it?

 7 
 on: September 21, 2017, 11:46:51 pm 
Started by MG-Zero - Last post by MG-Zero
I will most definitely be coding up the desired solution, it's for a future forum version ;)

 8 
 on: September 21, 2017, 08:57:26 pm 
Started by MG-Zero - Last post by Max.
Conversational style is way easier to follow through with context and is pretty much the standard for electronic communication now, right?

That said, last PM I got was in 2015 so like, doesn't affect me much, lol

 9 
 on: September 21, 2017, 08:45:14 pm 
Started by Theforeshadower - Last post by Theforeshadower
Update:

Been working on some stuff on my end.
Minor tweaks as needed to code.
Leevers changed a little bit.
Keys have been added.
Horsehead AI has been started.  I am using ARMOS from LTTP as a placeholder.  It's about the size I want Horsehead anyway.

I decided on something a bit different than originally planned.  Horsehead will bounce after you similar to Armos final form but without the ground slamming.  When he hits 50% or less health, he begins to burrow into the ground like Lanmolas.  When he emerges, then he will do a ground slam jump where he is only vulnerable at his back.

Everything is coded upto the burrow state.  Feels pretty solid for a boss even now, but I want a little something extra to differentiate it from Armos.  Everything in the life cycle of the boss is done except the ground slam.  For now, the boss just returns to bouncing until he is hit again until he runs out of health.

 10 
 on: September 21, 2017, 08:40:50 pm 
Started by MG-Zero - Last post by Theforeshadower
No preference.  If you want to take up the challenge of coding it, go for it. :D

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