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Messages - ffomega25

Pages: [1] 2 3 4
1
Zelda Projects / Re: The Legend of Zelda: Book of Mudora
« on: February 10, 2016, 11:42:34 pm »
Hey man! It's good to see you are still working on your project.  You may recall I once made you a title screen a long time ago for your game.  Seems like eons ago xD

2
The site looks really nice :) I do like the color scheme.  However I think the font (the actual text, not the banners) is too small (as I have poor vision and it kind of hurts my eyes to read it).  Other than not being able to reply to any current, or make any new posts.  The site looks great!! ^_^

3
Asking questions is not assuming anything...that's why they are questions :)

I only asked because there was once mention of it on the PZE site by a few of the members as well as by the site operators about how they had to be careful how far they went with content to avoid Nintendo's "cease and desist", like what happened with the 3D fan remake of Chrono Trigger

4
I'm just wondering:

The site for both the Project Zelda Engine as well as RPG RPG Revolution are down.

Was this project halted due to legal issues? Was the site removed due to some unforseen circumstance?  I hope no trouble has befallen the PZE team.

Silent Resident: What happened? :(

5
Coding / thegaminguniverse.com...dead?
« on: May 07, 2011, 05:36:52 am »
Hi,

Does anyone know what happened to Open Zelda and its home, thegaminguniverse.com?  It's been a very long time (I'd have to say almost a year now) since the site went down and I was wondering if anyone knew of what's going on.

Open Zelda was supposed to have been overhauled in its version 7 release, but it seems the project had been scrapped (just my observations)  Is the Gaming Universe domain dead? or is the creator(s) of Open Zelda currently working on a new domain?  As of right now, the creator of Open Legends of Zelda, Luke, is the only one with an open source of custom Zelda creation similar to OZ.

Anyway, just curious.  If anyone has any news on this, please let me know

Thanks :)

6
Coding / ZT3 All Data Gone
« on: October 12, 2009, 09:25:36 am »
Hey all...I have a very strange request now...I have been away from production of the Triforce Trials and I need this community's help.

Last year I had a bad family issue and my free time has cleared up a bit.  This means that I am able to start working (slowly) on the Triforce trials again.  However, the hard drive and backup locations I had all my data from the game have been lost.  I am currently looking for anyone who has anything that is directly related to my project as everything is gone.

Please help me out people.  I found a website back in 2005 that said my game (ZT3) was at that time one of the most anticipated.  The engine runs on Multimedia Fusion 1.5 and is in zip format.  I have not scrapped the idea to make it....only the data (which is my hard drive's fault).  I decided to continue production from open Zelda instead, as there is more room to work with and a lot of the scripts I need to use are easy to find if I need them.

I'm begging anyone who might know where my engine is:

PLEASE HELP ME T____T

7
Graphics / Re: **Update** S.S. Hyrule
« on: November 05, 2007, 06:21:13 am »
See if this is any better:



Because, for one, it isn't blurry on my screen.  Two, it's probably my image host.

Anyway, tweaked the perspective on the sail, thanks to Delko.

8
Graphics / Re: **Update** S.S. Hyrule
« on: November 02, 2007, 01:21:50 am »

sail should be shaped like this:


say...thanks!!!  I'll give credit!!!

9
Graphics / Re: **Update** S.S. Hyrule
« on: November 01, 2007, 07:28:16 pm »
Quote
Oh god no... It's .JPG! o_o
Don't ever use that with sprites, .PNG is a lot better and saves the quality.

Actually, I used Paint Shop Pro, and if you rght-click on it it's in.gif format.

Quote
That's the ship from FF5 with some edits. Its not LTTP style, its FFV style. >.<

...and I never even played FFV, so I can say for sure that tha's not the ship from FFV.  Also, most of the edit on the ship's design is of my own design.  I may have taken some elements from other sources, but on the whole it's mine.

10
Graphics / **Update** S.S. Hyrule
« on: November 01, 2007, 05:07:48 pm »
Tell me what you think:



C & C, please.

11
Graphics / Re: Zelda Resource List
« on: November 01, 2007, 04:50:27 am »
I didn't see my LttP Ship in there

12
Coding / Movement over ice
« on: July 08, 2007, 04:55:55 am »
Can anyone tell me how to utilize Benito's movement engine so that Link will 'slide' accross ice?  Thanks

13
Graphics / Re: kdb424's Sprite Topic
« on: June 03, 2007, 04:00:42 pm »
TP Link from earler, in poses. More to come!


 XD XD XD
kdb424, you don't know how long I've been waiting for someone to make underwater swimming animations for Link.  Thanks!!  Credit will be given.
 XD XD XD

I also think I'll use the mine tileset you have:




Thanks again!!!

14
Coding / Re: Shooting Problem in Multimedia Fusion
« on: May 18, 2007, 02:31:51 am »
havnt used TGF or anything of the sort for a while, but maybe you can replace the moving arrow with a non moving arrow object.

I don't think I ever released a movement engine.. unless as part of a different example :P.

But yeah what Naz says is about right, use create object and then set the arrow to the direction Link is facing when you shoot, then have some events like:

If the arrows direction = up then set its Y position to its current Y position - 2

You'd need an event like this for up, down, left and right assuming they are the only directions the arrow ever moves in.
Actually, what i wound up doing was taking both ideas and combining it to create the right effect.

So, thanks to you Benito and to you MG-Zero!!! 8)

15
Coding / Re: Shooting Problem in Multimedia Fusion
« on: April 18, 2007, 11:27:01 pm »
So, what you're saying is:

The moving arrow is shot.  When it collides with an object, replace the "shot" arrow with one that doesn't move?

That might work.  I'll try that.

16
Coding / Shooting Problem in Multimedia Fusion
« on: April 18, 2007, 03:33:39 am »
This problem is for all those who know Multimedia Fusion 1.5.  I am using Benito's movement engine with some minor tweaks in it, a speed counter to control Link's speed in three different intervals, Benito's Camera Engine revamped to accomodate one object instead of several to represent the same effect he accomplished with "different room size and camera stays in bounds".

I have the following objects:

Arrow
Link
**Obsticle object(s)
Chests/NPCs
Enemies (with their own movement properties)
Animation Counter
(to control Link's movements instead of creating seperate Link objects for one action).

**Walls with a qualifier so that I can tell other obsticles like chests and enemies to act as walls for the arrow).

Here's what I want my program to do:

When Link's Arrows are in the item slot, and Link presses the button associated with it, Link will shoot an arrow.  If the arrow collides with the walls, chests, enemies, etc.  the arrow will stop.  I am using the "shoot object" even in the even editor, but the object, when "shot" just keeps going.  I've tried the following things to help correct the problem(my biggest problem addressed are in red):

(1) I tried to separate the arrow into 4 different objects (one for each direction) and give them each a path movement.  When the path was at its end, the arrow would stop and be destroyed.  if it hit anything, it would stop and be destroyed.  I thought that it was too much code and too many objects were being used to handle one item.

(2) I tried to use trigonometry, but I don't know too much about it and decided to forget that option.

(3) I never had any luck with alterable values in my game; it always slowed the game down really bad.  So, I don't use them.

If anyone has a solution to my problem, please respond.  Credit is always given!

Thanks!




17
Recruitment / Recruitment for Tiles
« on: March 20, 2007, 07:50:12 am »
Would anybody be interested in making some tilesets for some key locations in my game?  I need about 5 alltogether:

1 from Hyrule (LttP-Light)
1 from Hyrule (LttP-Dark)
1 from Parallel World (The newest Zelda 3 heck for SNES).

All I need is 2 more with the following graphics:

Tree-like tiles
Houses
Rocks
Water
Bush-like tiles

The 2 tilesets I'll need are for the Moon and the pat5h of the Heavens.  If anyone wants to do these, please contact me or reply to this msg.

P.S.:  I'm also looking for some Minish Cap tiles recolored with LttP palletes.

Thanks!!!

18
Graphics / Re: various shrines of deceit graphics
« on: March 01, 2007, 03:00:21 am »
Hey, .TakeM, I'd like to use your work in my game, the Triforce Trials.

Maybe you could tell me where I could find some custom tilesets for overworld maps (I'm going to use a customized light and dark world tileset from LttP.  I also think I might have one more from Parallel Worlds.  That's 3.  I'd like to find about three more if you know where I could go to get them.  They need to be in LttP-style, not in ZC, MC, or GB style.  Once, I saw some great things from your demos of Shrines of Deceit, as well as stuff from when the game was originally called Path of the Sages.  Benito and aab have some great stuff, too, and I have asked both of them for use of their tiles (aab made an awesome tileset of Jabu-Jabu's belly in LttP).

Anyway, do you know where I could get some more LttP-styled tilesets?

19
Graphics / Re: LttP-Style Link Dive
« on: February 27, 2007, 07:52:49 pm »
Thanks for all your comments!!  I think I'll give it a crack one more time...and then leave it, since I'm only using it for a second in my game.

After, ppl are welcome to make changes however they wish (just give credit :P)

20
Graphics / Re: LttP-Style Link Dive
« on: February 26, 2007, 05:59:25 pm »
Here's the old:


...and here's version 2:


Whaddya think??

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