ZFGC

Projects => Zelda Projects => Topic started by: King Mob on June 08, 2006, 06:07:27 pm

Title: The Legend of Zelda: The Shadowgazer is dead - long live The Shadowgazer!
Post by: King Mob on June 08, 2006, 06:07:27 pm
(http://img129.imageshack.us/img129/1435/z3logoaq1.png)
A creeping fear stalks the land of Hyrule. Its people tormented by terrible nightmares, this once peaceful kingdom is slowing slipping into chaos and misrule. With their dreams haunted by a desperate plea for help, a boy named Link and a princess named Zelda find themselves mysteriously drawn to a dark tower on a forgotten island. There they discover the terrifying true nature of the kingdom's curse...
Can Link harness the dark power of the Shadowgazer to awaken the hero within and bring Hyrule back into the light?

Downloads:
Get them from The Shadowgazer mini site (http://www.zfgc.com/users/kingmob/index.html), or simply get them from the links below:
Technical Demo (http://www.zfgc.com/users/kingmob/ShadowgazerDemo.zip) | Mirror (http://www.savefile.com/files/22835)
Playable Demo (http://www.zfgc.com/users/kingmob/ShadowgazerNCFCDemo.zip) | Mirror (http://www.savefile.com/files/861940)
z3 2007 Trailer (http://www.zfgc.com/users/kingmob/ShadowgazerTrailer.zip)
Maren Boss Video (http://www.zfgc.com/users/kingmob/NightmareBossBattleVideo.zip)
NCFC 2008 Video (http://www.zfgc.com/users/kingmob/ShadowgazerMontage.zip)

Screens:
(http://img195.imageshack.us/img195/6650/screen018bk.png) (http://img264.imageshack.us/img264/3444/screen023id.png)

(http://img89.imageshack.us/img89/6965/screen03ip1.png) (http://img234.imageshack.us/img234/7650/screen05aj0.png)

(http://img91.imageshack.us/img91/1644/screen06qt2.png) (http://img54.imageshack.us/img54/6746/screen07ot5.png)

(http://img264.imageshack.us/img264/2973/z31td6.png) (http://img264.imageshack.us/img264/1526/z32nt9.png)

(http://img264.imageshack.us/img264/7657/z33ey4.png) (http://img267.imageshack.us/img267/9922/screen08zz6.png)

Trailer:
http://www.youtube.com/watch?v=waHFSZSLKFk

Other videos:
http://www.youtube.com/watch?v=Abl6ANbYZok

Updates:
15/6/2006 - Demo available (http://www.zfgc.com/forum/index.php?topic=3937.msg53144#msg53144)
26/6/2006 - Progress update (http://www.zfgc.com/forum/index.php?topic=3937.msg60154#msg60154)
4/7/2006 - Day/night cycle (http://www.zfgc.com/forum/index.php?topic=3937.msg64177#msg64177)
2/9/2006 - Dungeon update (http://www.zfgc.com/forum/index.php?topic=3937.msg90692#msg90692)
2/10/2006 - Concept art sketches (http://www.zfgc.com/forum/index.php?topic=3937.msg99470#msg99470)
30/10/2006 - Progress update (http://www.zfgc.com/forum/index.php?topic=3937.msg110452#msg110452)
17/12/2006 - Cucco attack video (http://www.zfgc.com/forum/index.php?topic=3937.msg125455#msg125455)
21/2/2007 - The Maren (http://www.zfgc.com/forum/index.php?topic=3937.msg149063#msg149063)
27/7/2007 - z3 video trailer (http://www.zfgc.com/forum/index.php?topic=3937.msg206702#msg206702)
6/8/2007 - z3 demo out (http://www.zfgc.com/forum/index.php?topic=3937.msg210550#msg210550)
17/10/2007 - Introducing Noon (http://www.zfgc.com/forum/index.php?topic=3937.msg233106#msg233106)
24/2/2008 - A bunch of new screens (http://www.zfgc.com/forum/index.php?topic=3937.msg263300#msg263300)
3/6/2008 - Maren boss video (http://www.zfgc.com/forum/index.php?topic=3937.msg309776#msg309776)
16/10/2008 - NCFC preview (http://www.zfgc.com/forum/index.php?topic=3937.msg355198;topicseen#msg355198)

So here's my project, been working on it for about 18 months now and it's nearly at a stage where I can knock some of the elements together into a respectable demo. Engine-wise Link can pretty much do everything you would expect him to, menus and displays are all working, I have a story plotted, designs drawn, a lot of custom sprites and tiles made, but there's still a ton of work to do before I can call it a 'game' - building more than a couple of rooms might be a start! But right now I'm focused on completing a demo. I've already decided what elements I'm putting in - and what I'm leaving out - so it's just a case of ironing out the bugs.

Obviously I'm using a lot of the familiar stuff from Zelda but I've come up with what I hope you'll think is an original take on the Zelda formula, and I've tried to give it a true Zelda feel. I've even decided where it might fit in the timeline: some time after WW.. How's that for vague? :P

This game will revolve around the themes of sleep, and dreams and nightmares, but it also recycles one of the major themes of the Zelda games: two different versions of the same world, where Link's actions in one will affect the other, like the light/dark world of LTTP and the present/future of OOT.
There's the 'real' waking world, and there's the dreamlike/nightmarish sleeping world (haven't quite figured out what to call it yet) which Link can reach at any time by climbing into a bed and going to sleep.
I've not explored all the gameplay possibilities yet but at its simplest it'll be along the lines of, for example, an NPC's worst fear exists in the sleeping world and Link will conquer it, curing them of their nightmare in the waking world. So Link is playing at Sandman in this game, turning bad dreams into good ones. That's the idea anyway... And because it's so easy to reach the sleeping world, I expect players will be jumping between the two quite frequently. The sort of dynamic I'm going for is like going in and out of the shadow world in FSA, so hopefully it'll be quite fast-paced.

As you can see from the screens, one of the things I've borrowed from TP is horseback combat. I've devised a control system, where you can move the horse and at the same time turn Link in the saddle and attack either side or to the rear (with bow and sword.) It's only like running left or right and angling your gun up and down in, say, Metroid, but it works a treat. And as you can see from the spurs icons Link can dig his heels in to go faster.

So, yeah, demo on the way, and I'll be updating quite frequently, so let me know what you think...

Cheers,

KM
Title: Re: The Legend of Zelda: The Shadowgazer
Post by: King Mob on June 08, 2006, 06:10:18 pm
Oh my !@#$% !@#$% !@#$% !@#$% !@#$% !@#$% !@#$% !@#$% !@#$% !@#$% !@#$% !@#$% !@#$% !@#$% !@#$% !@#$% !@#$% !@#$% !@#$% !@#$% !@#$% !@#$% !@#$% !@#$% god! That's amazing!

Blimey!
Title: Re: The Legend of Zelda: The Shadowgazer
Post by: King Tetiro on June 08, 2006, 06:11:26 pm
I can't wait for another demo
Title: Re: The Legend of Zelda: The Shadowgazer
Post by: Link94 on June 08, 2006, 06:16:21 pm
Cool minish cap graphics  ;D Looks sweet cant wait for the demo
Title: Re: The Legend of Zelda: The Shadowgazer
Post by: uma on June 08, 2006, 06:20:38 pm
Aww! Epona looks so cute!

>_>

<_<

I mean... yeah. Kick@$$.
Title: Re: The Legend of Zelda: The Shadowgazer
Post by: King Mob on June 08, 2006, 06:27:21 pm
Aww! Epona looks so cute!

Not too My Little Pony?  :P
Had trouble super-deforming the horse without making it look too cute...





And who says it's Epona?  ;)
Title: Re: The Legend of Zelda: The Shadowgazer
Post by: TomPel on June 08, 2006, 06:28:35 pm
I love how this looks! The story is very unique. I hope it's technically as good as it looks
Title: Re: The Legend of Zelda: The Shadowgazer
Post by: pxl_moon (dotyue) on June 08, 2006, 06:38:30 pm
 :o i thought that your sprites will be good... but these are !@#$% awesome ( and who know me know that i dont say that to every sprite )
Title: Re: The Legend of Zelda: The Shadowgazer
Post by: Fox on June 08, 2006, 06:41:59 pm
Wow, I was so waiting for this to come. Good looking game, I look forward to more stuff leaking through. :)
Title: Re: The Legend of Zelda: The Shadowgazer
Post by: TheRealMethuselah on June 08, 2006, 06:50:18 pm
Very good looking screenshots... good luck!
Title: Re: The Legend of Zelda: The Shadowgazer
Post by: King Mob on June 08, 2006, 07:21:29 pm
Thanks for your kind words, guys - they're very much appreciated.  ;D
Title: Re: The Legend of Zelda: The Shadowgazer
Post by: Moon_child on June 08, 2006, 07:35:35 pm
WoW.... if the game is really as good as the screens shows that I'm completely stunned.
Title: Re: The Legend of Zelda: The Shadowgazer
Post by: PoeFacedKilla on June 08, 2006, 09:01:14 pm
I actually don't like MC Graphics, but I will definately play/beat this game.
Title: Re: The Legend of Zelda: The Shadowgazer
Post by: pxl_moon (dotyue) on June 08, 2006, 09:10:35 pm
I actually don't like MC Graphics, but I will definately play/beat this game.

 ;D i think you have to proove it at your z3 boothcamp
Title: Re: The Legend of Zelda: The Shadowgazer
Post by: PoeFacedKilla on June 08, 2006, 09:13:41 pm
I actually don't like MC Graphics, but I will definately play/beat this game.

 ;D i think you have to proove it at your z3 boothcamp

What?
Title: Re: The Legend of Zelda: The Shadowgazer
Post by: pxl_moon (dotyue) on June 08, 2006, 09:30:48 pm
I actually don't like MC Graphics, but I will definately play/beat this game.

 ;D i think you have to proove it at your z3 boothcamp

What?

oh... i didnt read it right... i tired, its late ^^;; sry... i understand that you want to beat that game in game making... ehm... *runs*
Title: Re: The Legend of Zelda: The Shadowgazer
Post by: MaJoRa on June 08, 2006, 10:59:54 pm
If i were you i would listen up, because i have never seen fan screenshots and said this about a game. If the gameplay in this game is as good as it looks, it is 100% AMAZING! I would definately play this game when it comes out, and if you could sell it, i would even buy it, GREAT WORK so far, im hooked already, and ive only seen a few screenshots!
Title: Re: The Legend of Zelda: The Shadowgazer
Post by: tofuu on June 08, 2006, 11:04:56 pm
everything looks good man. Is that epona a rip from minish cap or is it custom? And what program are you making this with?
Title: Re: The Legend of Zelda: The Shadowgazer
Post by: Scooternew on June 09, 2006, 12:10:14 am
Looks interesting. Mockups defintiely are easy on the eyes. What are you using to develop this?
Title: Re: The Legend of Zelda: The Shadowgazer
Post by: Piers on June 09, 2006, 12:37:29 am
Its looks ok, better then most fan games, but I don't know what everyone finds so amazing. Its great and all but its not glorious. Develope a game with x20 sized bosses and amazing lava effects and I will praise your name.

Looks interesting. Mockups defintiely are easy on the eyes. What are you using to develop this?
I wouldn't accuse someone of mockups.
Title: Re: The Legend of Zelda: The Shadowgazer
Post by: King Tetiro on June 09, 2006, 05:42:58 am
These ones are too good for mock-ups IMO
Title: Re: The Legend of Zelda: The Shadowgazer
Post by: pxl_moon (dotyue) on June 09, 2006, 05:54:38 am
everything looks good man. Is that epona a rip from minish cap or is it custom? And what program are you making this with?

there is not such a epona in a zelda game, when then this could be "maybe" an bigger size version of the tmc epona...
Title: Re: The Legend of Zelda: The Shadowgazer
Post by: Kleaver on June 09, 2006, 01:24:28 pm
Wow, looking really sharp! I like it. Good luck with it ^_^
Title: Re: The Legend of Zelda: The Shadowgazer
Post by: King Mob on June 09, 2006, 03:37:21 pm
Looks interesting. Mockups defintiely are easy on the eyes. What are you using to develop this?
They're not mock-ups, that's the game running in the two rooms I've built. That you assumed they must be mock-ups I'll take as a compliment... I think...  :P

Is that epona a rip from minish cap or is it custom? And what program are you making this with?
It's a 100% custom sprite. I've completed all the animations for walking and galloping left and right, but there's just a static sprite for going up and down at either speed at the moment. Anyone who's every tried seriously to sprite a horse will tell you what a chore animating it can be...!
And I'm using Game Maker 6.1 (registered.)
Title: Re: The Legend of Zelda: The Shadowgazer
Post by: dylan623 on June 11, 2006, 10:26:31 pm
The reason it's amazing is because it's in MC-style.
Off topic: Can I have your sprites?
Title: Re: The Legend of Zelda: The Shadowgazer
Post by: King Mob on June 12, 2006, 04:33:47 pm
Off topic: Can I have your sprites?
Since you asked so nicely - no.  ;D
Title: Re: The Legend of Zelda: The Shadowgazer
Post by: cb43569 on June 12, 2006, 04:52:49 pm
Oh my f*cking f*cking f*cking f*cking f*cking f*cking f*cking f*cking f*cking f*cking f*cking f*cking f*cking f*cking f*cking f*cking f*cking f*cking f*cking f*cking f*cking f*cking f*cking f*cking god! That's amazing!

I somehow manage with fading vision,
to say the same thing, as that's how I feel.

Then I fall into my dead faint,
in dreams to reel and reel.


Yes, I wrote that poem right now for this amazing looking game :). Can't wait to play it!

[EDIT]
Looks interesting. Mockups defintiely are easy on the eyes. What are you using to develop this?
They're not mock-ups, that's the game running in the two rooms I've built. That you assumed they must be mock-ups I'll take as a compliment... I think...  :P

He probably assumed they were mockups because this game is in the Early Production & Ideas board.

[EDIT2]
I like the logo in your sig. May I ask where you managed to get the font in which you wrote "The Shadowgazer" in? It's called "American Unical"? I can't find it anywhere :(.
Title: Re: The Legend of Zelda: The Shadowgazer
Post by: AleX_XelA on June 12, 2006, 05:23:26 pm
This game kicks ass! I'm looking forward to a demo or trailer! That epona is really great, and the story is nice too. Keep it up!
Title: Re: The Legend of Zelda: The Shadowgazer
Post by: dylan623 on June 13, 2006, 06:27:13 pm
Off topic: Can I have your sprites?
Since you asked so nicely - no.  ;D
Ok, I'll just steal them from screenshots and demos. ;D
Title: Re: The Legend of Zelda: The Shadowgazer
Post by: King Mob on June 14, 2006, 05:17:35 pm
I like the logo in your sig. May I ask where you managed to get the font in which you wrote "The Shadowgazer" in? It's called "American Unical"? I can't find it anywhere :(.
I don't know about "American Unical" but there's a freeware version knocking about called Celtic. Want me to email it to you at the address in your profile?
Title: Re: The Legend of Zelda: The Shadowgazer
Post by: Chaotic_Death on June 14, 2006, 06:21:19 pm
Wow, this game looks awesome!  Ypu're really good at MC spriting, keep it up!  I can't wait for a demo or something :D

BTW: Could you PM me the link for the font as well?
Title: Re: The Legend of Zelda: The Shadowgazer
Post by: dylan623 on June 14, 2006, 06:23:49 pm
Wow, this game looks awesome!  Ypu're really good at MC spriting, keep it up!  I can't wait for a demo or something :D

BTW: Could you PM me the link for the font as well?
Me neither, for the sprites ;D
Title: Re: The Legend of Zelda: The Shadowgazer
Post by: Chaotic_Death on June 14, 2006, 06:26:14 pm
Ahh, nevermind about the font.  I found something on Google.

Here's American Unicial:
http://www.gis.net/~dansmith/fonts/celtic/american.zip

And Celtic:
http://www.gis.net/~dansmith/fonts/celtic/celtic.zip

They're both basically the same, just different names.
Title: Re: The Legend of Zelda: The Shadowgazer
Post by: King Mob on June 15, 2006, 11:09:49 am
Okay, I finally finished the demo. Get it here (http://www.savefile.com/files/22835).

It's just a one room technical demo, but save the stuff I've taken out, it's a pretty complete demonstration of the engine.
Controls are:

Direction keys plus
X = sword
S = shield
Z = context-sensitive action
A = assigned item
Enter = for the purposes of this demo toggles between the two available assignable items

Any questions, comments, technical issues, bug reports etc. would be most welcome.

Cheers
Title: Re: The Legend of Zelda: The Shadowgazer (15/6/2006 Demo available)
Post by: King Tetiro on June 15, 2006, 12:08:21 pm
YOUR AMAZING! THAT'S ALL I CAN SAY!
Title: Re: The Legend of Zelda: The Shadowgazer (15/6/2006 Demo available)
Post by: Moon_child on June 15, 2006, 12:26:55 pm
Really nice engine you have there nicely coded but I really hoped you could ride on Epona in the demo.  :'(
Title: Re: The Legend of Zelda: The Shadowgazer (15/6/2006 Demo available)
Post by: King Mob on June 15, 2006, 12:34:15 pm
Really nice engine you have there nicely coded but I really hoped you could ride on Epona in the demo.  :'(
Sorry, but even though that part of the engine is complete I won't be including it in any demo because a) it's one of the things that is most unique anout this fangame and I want it saved for release, b) people have already announced their intention to steal my sprites so I'm limiting what I make available, that includes the horse I'm afraid, and c) I said a while back I hadn't finished the up/down animations - and that's still the case!
Title: Re: The Legend of Zelda: The Shadowgazer (15/6/2006 Demo available)
Post by: Moon_child on June 15, 2006, 12:41:22 pm
Ah I see well if somebody steals your sprites here you can do something about it. But believe me they will steal it anyway if I was you I would have the sprites jpg files. Because when they try to rip your sprites then they will have it really hard. You simply can't just secure your sprites because we live in a !@#$% up world where everybody has to steal. Well I really wish you good luck I didn't see such proffesional Zelda fangame in ages. And please don't become one off them.
Title: Re: The Legend of Zelda: The Shadowgazer (15/6/2006 Demo available)
Post by: King Mob on June 15, 2006, 01:02:24 pm
But believe me they will steal it anyway if I was you I would have the sprites jpg files. Because when they try to rip your sprites then they will have it really hard.
I don't really care about people 'stealing' my sprites, but - for the record - I'd rather not see them used in anything else until my project is finished and has been out some time.
And I know I can't do anything about someone ripping sprites from screenshots, but if you take the example of the horse, I don't see what use 2 animation frames out of 68 is to anyone... So I just won't be showing any more than that.
Title: Re: The Legend of Zelda: The Shadowgazer (15/6/2006 Demo available)
Post by: dylan623 on June 15, 2006, 06:22:56 pm
But believe me they will steal it anyway if I was you I would have the sprites jpg files. Because when they try to rip your sprites then they will have it really hard.
I don't really care about people 'stealing' my sprites, but - for the record - I'd rather not see them used in anything else until my project is finished and has been out some time.
And I know I can't do anything about someone ripping sprites from screenshots, but if you take the example of the horse, I don't see what use 2 animation frames out of 68 is to anyone... So I just won't be showing any more than that.
Could I PLEASE have some of the sprites ripped from MC (like the bombs, moving trees, and the effect that appears when the boomerang hits something)?
Title: Re: The Legend of Zelda: The Shadowgazer (15/6/2006 Demo available)
Post by: Streblo on June 15, 2006, 07:10:45 pm
It looks AWESOME and the demo plays very very well.
I hope you finish it.
Title: Re: The Legend of Zelda: The Shadowgazer (15/6/2006 Demo available)
Post by: King Mob on June 16, 2006, 10:26:48 am
Could I PLEASE have some of the sprites ripped from MC (like the bombs, moving trees, and the effect that appears when the boomerang hits something)?
MC Bombs:
(http://img137.imageshack.us/img137/3673/bomb7kl.png)

Clang effect ripped  from Four Swords:
(http://img222.imageshack.us/img222/508/clang5lg.png)
Both are 32 x 32 strips.

The shaking tree is just the tree top sprite being rotated in GM.

It looks AWESOME and the demo plays very very well.
I hope you finish it.
Thanks, I fully intend to.   :D
Title: Re: The Legend of Zelda: The Shadowgazer (15/6/2006 Demo available)
Post by: Benito on June 16, 2006, 01:47:39 pm
Hehehe very nice indeed, liked the little touch added with the shaking trees :D and as someone said, pitty about the no epona but makes sence not to make it playable untill the final release. Good luck with the project :D.
Title: Re: The Legend of Zelda: The Shadowgazer (15/6/2006 Demo available)
Post by: Ben on June 16, 2006, 02:04:30 pm
Hmm, I'll be pernickity. I couldn't find too much wrong with it ;) But I wasn't looking that hard.

I was a little disconcerted when all of a sudden link gets thrown back by rolling into stuff, there's no sound effect.
You can't pick up bushes
You can only get knocked back when you whilst right next to it.
The bomb explosion is below where it should be, might wanna mess with some origins there. Though after further inspection I can only replicate this by placing one in front then waiting for it to blow up.
Needs SFX
The music gets a little strong for hyrule field half way through.
Can't blow up the bomb with the sword, I dunno if you can in other games I just remember being able to do it.
I personally don't feel that the boomerang should be able to travel (back) through trees.


I didn't check the basics, though I did get the slightest inkling that something was going wrong with the sword engine, not too sure though.
Title: Re: The Legend of Zelda: The Shadowgazer (15/6/2006 Demo available)
Post by: araknidude on June 16, 2006, 02:28:43 pm
Dylan, I hope you don't intend to steal any of this dude's sprites because there are more than enough people in this topic willing to vouch for King Mob.

And, sprite-stealing is serious business. Not cool, either. ZFGC - Serious Business.
Title: Re: The Legend of Zelda: The Shadowgazer (15/6/2006 Demo available)
Post by: Fox on June 16, 2006, 02:38:29 pm
Amen.

Cool, I can't download the demo... >_<; Anybody wanna send me via mail or anyhting? :)
Title: Re: The Legend of Zelda: The Shadowgazer (15/6/2006 Demo available)
Post by: King Mob on June 16, 2006, 02:48:57 pm
I was a little disconcerted when all of a sudden link gets thrown back by rolling into stuff, there's no sound effect.
I'm sure you noticed there were no sound effects at all.  ;)

You can't pick up bushes
You're right, you can't. You can't pick up bushes in every Zelda game, and this is one of the ones in which you can't. You have to cut them, and until you get your sword, certain areas remain blocked off by bushes. It only really applies to the very beginning of the game.

You can only get knocked back when you whilst right next to it.
That's completely intentional. Took me ages to get that right!  :P Idea was: you don't have the same force coming out of a roll as you do going in. Try it in OOT/MM. That's what I was aiming for.

The bomb explosion is below where it should be, might wanna mess with some origins there. Though after further inspection I can only replicate this by placing one in front then waiting for it to blow up.
Not sure I know what you mean, are you talking about being thrown by the explosion? If you're just talking about the origin of the explosion itself, I disagree, I think it's just right.

Needs SFX
Yep, I'm on it.

Can't blow up the bomb with the sword, I dunno if you can in other games I just remember being able to do it.
You can't. You can, however set off bomb flowers with your sword, and that will be reproduced in this game.

I personally don't feel that the boomerang should be able to travel (back) through trees.
Does in the other 2D games, but if your solution is for it to find an alternate path, I could always give that a go.


Cool, I can't download the demo... >_<; Anybody wanna send me via mail or anyhting? :)
It's on its way.  ;D
Title: Re: The Legend of Zelda: The Shadowgazer (15/6/2006 Demo available)
Post by: Ben on June 16, 2006, 02:51:40 pm
Quote
That's completely intentional. Took me ages to get that right!  :-p Idea was: you don't have the same force coming out of a roll as you do going in. Try it in OOT/MM. That's what I was aiming for.
Maybe not, but it's a Zelda game. You don't have a guy running around with a sword usually. Or floating around with a giant leaf. Or going into people's dreams.
And still it shouldn't have taken you that long, just have a "rollstart_x" and a "rollstart_y" and check if they're the same a x and y when it stops.
Title: Re: The Legend of Zelda: The Shadowgazer (15/6/2006 Demo available)
Post by: Fox on June 16, 2006, 03:02:27 pm
Thanks for sending me! :) I wonder if it is just me or if Link runs really slow...

The demo is very good otherwise, a "real" demo will be awesome!

I noticed... how did you make it when the explosion collides with Link, he's like bouncing exactly away from the explosion? I never get it working....
Title: Re: The Legend of Zelda: The Shadowgazer (15/6/2006 Demo available)
Post by: King Mob on June 16, 2006, 03:02:56 pm
Maybe not, but it's a Zelda game. You don't have a guy running around with a sword usually. Or floating around with a giant leaf. Or going into people's dreams.
Okaaay, but there's a difference between having to suspend disbelief because fantastical things are happening, and having to because things aren't behaving realistically.
Title: Re: The Legend of Zelda: The Shadowgazer (15/6/2006 Demo available)
Post by: Ice_Dragon on June 16, 2006, 03:53:12 pm
Meh. Can't download the demo. Can somone E-Mail it too me or send it too me on MSN? My E-Mail is iceydragon@gmail.com incase I stopped you seeing it :P
Title: Re: The Legend of Zelda: The Shadowgazer (15/6/2006 Demo available)
Post by: Sir Cyrus on June 16, 2006, 04:15:42 pm
Great demo, though I agree that the bomb explosion should be a tad higher. Also, the boomerang should be movement sensitive, not just based upon where you're facing so you can throw it diagnally. Other than that, this is a very impressive demo! I loved the rain effects and the water was great! I especially loved how throwing rocks into water made that splash effect, nice touch!
Title: Re: The Legend of Zelda: The Shadowgazer (15/6/2006 Demo available)
Post by: tofuu on June 16, 2006, 04:41:59 pm
Dude the demo was awesome, all the items and mechanics of the game seem just right. I cant wait til you get some enemies in there and some sound effects maybe  :)
Title: Re: The Legend of Zelda: The Shadowgazer (15/6/2006 Demo available)
Post by: King Mob on June 16, 2006, 04:49:06 pm
Great demo, though I agree that the bomb explosion should be a tad higher. Also, the boomerang should be movement sensitive, not just based upon where you're facing so you can throw it diagnally
Actually, diagonally throwing the boomerang is on my list of things to do. I seem to have overlooked it rushing the demo out...!
As for the bomb thing: I can't see it myself, sorry. It looks just right to me...  :-\
Thanks for your comments anyway!

Dude the demo was awesome, all the items and mechanics of the game seem just right. I cant wait til you get some enemies in there and some sound effects maybe  :)
Thanks! This was just intended as a technical demo really, the plan is to do a full demo of the first portion of the game next, from the opening scene right up to the end of the first dungeon. And if I stick to the story I've plotted out, that's a fair bit.
Title: Re: The Legend of Zelda: The Shadowgazer (15/6/2006 Demo available)
Post by: Soulja on June 16, 2006, 04:58:24 pm
The game looks sweet! Can you please email the demo to me, too? JoeE0091@aol.com
Title: Re: The Legend of Zelda: The Shadowgazer (15/6/2006 Demo available)
Post by: Retro on June 16, 2006, 05:04:59 pm
Not working for me, anybody want to email it to MU_Soccer@hotmail.com?
Title: Re: The Legend of Zelda: The Shadowgazer (15/6/2006 Demo available)
Post by: Moon_child on June 16, 2006, 05:22:50 pm
If you need a good host for the demo/demo's upload it here
http://www.rocketsoft.gm-school.uni.cc/RSUpload.php (http://www.rocketsoft.gm-school.uni.cc/RSUpload.php)
no registering no pop-ups - no waiting time - Hotlinking allowed - fast downloading
Title: Re: The Legend of Zelda: The Shadowgazer (15/6/2006 Demo available)
Post by: dylan623 on June 17, 2006, 02:01:51 am
Could I PLEASE have some of the sprites ripped from MC (like the bombs, moving trees, and the effect that appears when the boomerang hits something)?
MC Bombs:
(http://img137.imageshack.us/img137/3673/bomb7kl.png)

Clang effect ripped  from Four Swords:
(http://img222.imageshack.us/img222/508/clang5lg.png)
Both are 32 x 32 strips.

The shaking tree is just the tree top sprite being rotated in GM.

It looks AWESOME and the demo plays very very well.
I hope you finish it.
Thanks, I fully intend to.   :D
Thanks, that's all I wanted anyway.
Title: Re: The Legend of Zelda: The Shadowgazer (15/6/2006 Demo available)
Post by: cb43569 on June 22, 2006, 11:50:05 am
Wow, I still think this is amazing.
There are quite a few graphic glitches in the demo, but that might just be my PC, here are my system specifications:

Windows 2000 Professional
32MB NVidia TnT2 Model 64 Pro
Dunno what the sound card is
800MHz processor
26GB hard disk, 3GB free

By "graphic glitches" I mean that the tiles and sprites are disappearing. I've had grass in the middle of the water, missing bits of cliff, no Link (only his shadow), missing tree tiles. But they reappear a few fractions of a second later.

But the engine is still awesome and very smooth. You might like to include the button for the sword in the HUD, though, and make the bomb cause less damage to Link.

Apart from that, it's truly amazing to the last line of code, with an engine rivalling anything on ZFGC. This game is the inspiration for me to continue my projects (LoZ: DP will rise again (with a new name :P)!).
Title: Re: The Legend of Zelda: The Shadowgazer (15/6/2006 Demo available)
Post by: BLK LINK on June 23, 2006, 05:46:32 pm
I cant download the demo  :'( please anyone can re'upload it on the new uplod site given and put here pls.
Title: Re: The Legend of Zelda: The Shadowgazer (15/6/2006 Demo available)
Post by: FireStone on June 24, 2006, 06:39:42 am
Thats another something thats sweet!
Title: Re: The Legend of Zelda: The Shadowgazer (15/6/2006 Demo available)
Post by: coopmaster on June 25, 2006, 02:16:43 am
is it only one map or something becuase i read the signs and they say to hyrule castle are those parts included in the demo
Title: Re: The Legend of Zelda: The Shadowgazer (15/6/2006 Demo available)
Post by: Ice_Dragon on June 25, 2006, 09:30:18 am
is it only one map or something becuase i read the signs and they say to hyrule castle are those parts included in the demo

Nah its a one map technical demo, or at least thats what Mob said :P
Title: Re: The Legend of Zelda: The Shadowgazer (15/6/2006 Demo available)
Post by: cb43569 on June 25, 2006, 05:07:08 pm
Sigh... It pains me to show this...
Here are the errors from your tech demo.

(http://i3.tinypic.com/15n8189.png)
(http://i3.tinypic.com/15n9dn8.png)
(http://i3.tinypic.com/15nab7m.png)
(http://i3.tinypic.com/15nabk9.png)
(http://i3.tinypic.com/15nabur.png)
Title: Re: The Legend of Zelda: The Shadowgazer (15/6/2006 Demo available)
Post by: King Tetiro on June 25, 2006, 05:09:45 pm
OMG! What happened there!
Title: Re: The Legend of Zelda: The Shadowgazer (15/6/2006 Demo available)
Post by: cb43569 on June 26, 2006, 01:30:08 pm
OMG! What happened there!

Beats the crap out of me. I have more pictures but I don't want to post them right now. Link even disappeared once. I could only see his shadow...
Title: Re: The Legend of Zelda: The Shadowgazer (15/6/2006 Demo available)
Post by: zero koll on June 26, 2006, 02:36:36 pm
i com to this topic... ...thank??s gud!?!






cant read of the luck ive got to come here to download this... ...demo!
Title: Re: The Legend of Zelda: The Shadowgazer (15/6/2006 Demo available)
Post by: King Mob on June 26, 2006, 06:30:35 pm
Sigh... It pains me to show this...
Here are the errors from your tech demo.

(http://i3.tinypic.com/15n8189.png)
(http://i3.tinypic.com/15n9dn8.png)
(http://i3.tinypic.com/15nab7m.png)
(http://i3.tinypic.com/15nabk9.png)
(http://i3.tinypic.com/15nabur.png)

Ah, crap. This happening to anyone else?
I'm gonna stick my neck out and say it looks like an issue with your graphics card, cb43569. There were no problems on the cards I've tested it with (64MB up to 512MB) but, to the best of my knowledge, they were all ATI Radeon. I used to have an Nvidia 256MB card and had some problems with Game Maker. I suspected it was a driver problem, but I upgraded before ever sorting it out... Have you got the latest drivers? You can get them here (http://www.nvidia.com/content/drivers/drivers.asp).
If it's not the drivers, I don't know what I can do about it, mate...  :(

But thanks for your kind words. And thanks to everyone for your support and encouragement - it's appreciated. I took a break from the project last week (we don't get much sunshine in the UK so we have to make the most of it!) but picked up where I left off yesterday. Those whose PMs I haven't replied to yet - sorry, I'll get round to it shortly.  ;D

Work has started on building the first dungeon:
(http://img352.imageshack.us/img352/7365/screen043rd.png)

As you can see it's a lava dungeon. Got the bones of 10 rooms built so far, the rest are sketched out on paper. The idea behind this dungeon is that it's a temple being dug up by a bunch of archaeologist-types: conveyor belts and pulleys move excavated rock round the temple which Link can hitch a ride on, using the dungeon's signature item - the boomerang - to stop/start, change direction etc. The dig has woken the temple's guardian which is terrorising the local inhabitants, so it's up to Link to venture inside, rescue the trapped archaeologists and slay the monster. So, business as usual.

Another update soon...

Cheers,

KM

Edit:
I've put the demo on a second host as some people seem to be having trouble downloading it...
Mirror 1 (http://www.savefile.com/files/22835)
Mirror 2 (http://www.4shared.com/file/2775335/7d8d2b81/shadowgazerdemo.html)
Title: Re: The Legend of Zelda: The Shadowgazer (15/6/2006 Demo available)
Post by: cb43569 on June 26, 2006, 07:44:40 pm
Sigh... It pains me to show this...
Here are the errors from your tech demo.

(http://i3.tinypic.com/15n8189.png)
(http://i3.tinypic.com/15n9dn8.png)
(http://i3.tinypic.com/15nab7m.png)
(http://i3.tinypic.com/15nabk9.png)
(http://i3.tinypic.com/15nabur.png)

Ah, crap. This happening to anyone else?
I'm gonna stick my neck out and say it looks like an issue with your graphics card, cb43569. There were no problems on the cards I've tested it with (64MB up to 512MB) but, to the best of my knowledge, they were all ATI Radeon. I used to have an Nvidia 256MB card and had some problems with Game Maker. I suspected it was a driver problem, but I upgraded before ever sorting it out... Have you got the latest drivers? You can get them here (http://www.nvidia.com/content/drivers/drivers.asp).
If it's not the drivers, I don't know what I can do about it, mate...  :(

I don't think it's the drivers, since I've got the latest that work with my PC. I have a suspicion it's my processor speed, but I don't think so. I've never had any other problems with GameMaker.
The first dungeon looks great, good luck with it!
Title: Re: The Legend of Zelda: The Shadowgazer (26/6/2006 Update)
Post by: Uppy on June 27, 2006, 07:07:06 pm
Woah your screenshots are amazing! can't wait for a more comprehensive demo and the final product, of course.
Title: Re: The Legend of Zelda: The Shadowgazer (26/6/2006 Update)
Post by: thenoblesheep on June 28, 2006, 11:38:45 pm
 This game looks great, I am quite fond of the style. Your first dungeon idea sounds quite original, and looks good so far. Your tech demo ran fine on my computer and I did not encounter the glitch in question. So will the next demo feature some of the first dungeon?
Title: Re: The Legend of Zelda: The Shadowgazer (26/6/2006 Update)
Post by: MadMonkey on June 28, 2006, 11:57:19 pm
all i can say is wow. this has to be one os the smoothest demos i have played in a while.
i found no problems with it, and am looking forward to see more of this!
good luck, and keep it up
Title: Re: The Legend of Zelda: The Shadowgazer (26/6/2006 Update)
Post by: A Storm in the Desert on June 29, 2006, 04:17:34 pm
This is looking VERY sweet. I just played the tech demo, and am most impressed by your work! It's probably just my computer's specs, but Link seemed slow. I'm fairly sure that it's my computer that's slow.
Title: Re: The Legend of Zelda: The Shadowgazer (26/6/2006 Update)
Post by: Scooternew on June 29, 2006, 05:02:49 pm
I think this is one of the most professionally done Zelda games I've ever seen. Perfect collision, movement is top notch, the effects, tiling, graphics, sounds (though a few are lacking)...are all amazing. The textbox looked really cool. You now have me hooked as a fan of a fantastic game. Keep up the good work. I recommend to anyone who wants to make a fan game to look at this and see how it should be done.

To add, I was wondering if I could have the rain background that you used. I've been looking all over for one so smooth, but I only found one with four frames. (Yours looks incredibly smooth).

Also, if there are any custom sprites, did you sprite them?
Title: Re: The Legend of Zelda: The Shadowgazer (26/6/2006 Update)
Post by: King Mob on June 30, 2006, 05:29:35 pm
This game looks great, I am quite fond of the style. Your first dungeon idea sounds quite original, and looks good so far. Your tech demo ran fine on my computer and I did not encounter the glitch in question. So will the next demo feature some of the first dungeon?
Yeah, it will. The next demo will be a big one. Remember how long it took to get to the Dragon Roost dungeon in WW? If I don't change the plot I've got written, there's about as much storytelling and build-up as that. :P This will be the first dungeon and the demo will end once you've defeated the boss. I don't intend releasing another demo after that, just the final product. But, hey, that could all change...

I think this is one of the most professionally done Zelda games I've ever seen. Perfect collision, movement is top notch, the effects, tiling, graphics, sounds (though a few are lacking)...are all amazing. The textbox looked really cool. You now have me hooked as a fan of a fantastic game. Keep up the good work. I recommend to anyone who wants to make a fan game to look at this and see how it should be done.

To add, I was wondering if I could have the rain background that you used. I've been looking all over for one so smooth, but I only found one with four frames. (Yours looks incredibly smooth).

Also, if there are any custom sprites, did you sprite them?
Actually, the rain isn't an background. Each raindrop is an individual object. I was never satisfied with using an overlay, didn't look good enough to me. So I went down this route, with each raindrop having a random (to a point) lifespan, at the end of which it would turn into a splashing object, destroy itself and create another one. I assumed that using that many objects in addition to everything else in the game field might slow the game down, but whaddya know? Worked perfectly. Could be done with particles too, I guess...

Anyway, thanks, man! And yeah, I'm doing all my own custom spriting and tiling.
Title: Re: The Legend of Zelda: The Shadowgazer (26/6/2006 Update)
Post by: Scooternew on June 30, 2006, 07:32:41 pm
Yes, it can be done with particles too. I see you're using Game Maker, especially because of the loading screen. That many objects shouldn't cause lag as long as they are destroyed. Anyway, are those the LTTP sprites or your own? Either way, if it's raining, I suggest you have some kind of either A). fog overlay or simplay draw a rectangle over the screen with an image alpha of 0.5 or so to give the impression of darkness. Lightning would help too.

I guess I enjoyed this so much because it's so rare to see a game with so much attention to detail. I can't stand games sloppily thrown together, especially fan games, where almost all graphics and sounds are provided for you. Especially collision - collision is something I've got down to the nitty gritty perfection in my game (no, not trying to brag lol) and yours seems really good to. I'm just glad to see someone who holds their game development to the same standards as I (Yes, I'd ask you to help sprite for my game, but I'm not going to annoy the hell out of you right now).

The worst part of this game is that my game has recurrent themes of sleep. And I don't want to be caught copying.

And I'm just wondering, which sprites were custom in your demo?
Title: Re: The Legend of Zelda: The Shadowgazer (26/6/2006 Update)
Post by: ZaC-UK on June 30, 2006, 09:58:25 pm
Awsome game, but Minish Cap does NOT fit horseback riding, It looks wayyy to bright and colourful for a battle like that to take place. Maybe it should be darker, But ONLY on the overworld. In villages etc it should be normal colours. Just add a transparent layer on top of the overworld and it could look better. Experiment with things! Otherwise i look forward to it!!
Title: Re: The Legend of Zelda: The Shadowgazer (26/6/2006 Update)
Post by: Delko on July 01, 2006, 01:55:19 am
The quality of the graphics is really good, especially that banner in your sig. Good Job
Title: Re: The Legend of Zelda: The Shadowgazer
Post by: Hoodlum4hire on July 01, 2006, 04:02:44 am
I actually don't like MC Graphics, but I will definately play/beat this game.

I've never been particularly fond of MC graphics either but youve done a great job on the custom stuff, well done! ;)
Title: Re: The Legend of Zelda: The Shadowgazer (26/6/2006 Update)
Post by: King Mob on July 04, 2006, 05:37:13 pm
Awsome game, but Minish Cap does NOT fit horseback riding, It looks wayyy to bright and colourful for a battle like that to take place. Maybe it should be darker, But ONLY on the overworld. In villages etc it should be normal colours. Just add a transparent layer on top of the overworld and it could look better. Experiment with things! Otherwise i look forward to it!!
Nah, I'm not trying to recreate the look of Twilight Princess, so I don't think it needs making any darker. The idea behind the game - entering people's nightmares - gives it the scope to be 'dark' (most over-used adjective in the English language?) but I'm more interested in capturing the creepy/quirky mix of Majora's Mask. I think that game proved you could do 'dark' without using clich??s, and you could still retain the series' barking mad sense of humour. So I'm not going to worry about it looking too cartoony. It's kinda what I'm aiming for.

I guess I enjoyed this so much because it's so rare to see a game with so much attention to detail. I can't stand games sloppily thrown together, especially fan games, where almost all graphics and sounds are provided for you. Especially collision - collision is something I've got down to the nitty gritty perfection in my game (no, not trying to brag lol) and yours seems really good to. I'm just glad to see someone who holds their game development to the same standards as I (Yes, I'd ask you to help sprite for my game, but I'm not going to annoy the hell out of you right now).

The worst part of this game is that my game has recurrent themes of sleep. And I don't want to be caught copying.

And I'm just wondering, which sprites were custom in your demo?
Thanks. I've played the demo of your project. Very slick. Looks promising. The topic doesn't give much away though - do you want to PM me the outline of your story so we can see if we could avoid any similarities? Not that I'm worried about copying, but it might be good for both of us to know we're taking the whole 'sleeping' theme in different directions...  ;)
As for the sprites, there are actually very few custom graphics in the demo itself - couple of subtle edits, but nothing I would claim as mine. So just the items icons, I think... All the custom stuff is under wraps for now.
Title: Re: The Legend of Zelda: The Shadowgazer (26/6/2006 Update)
Post by: King Mob on July 04, 2006, 08:50:46 pm
This week's update is just a few words about what I've been working on this week, and a little insight into how I'm developing some of the gameplay concepts.
Work is continuing on the first dungeon. Still building the rooms, but I've just coded some overlays and floating ember particles to try and make the place look hot-like-a-volcano-hot.
I've also been experimenting with how I'm going to show the difference between day and night. I didn't just want to darken the room. I think it only makes things look murky, and I wanted to keep the colourful look of MC, so I tried re-colouring a sample screen. Just a mock-up, but here are the results:
Day:
(http://img327.imageshack.us/img327/9532/day9as.png)
Night:
(http://img341.imageshack.us/img341/2219/night6bq.png)

My game probably makes more use of its day/night cycle than most - makes sense if the game revolves around sleep - so I'm trying to make it look pretty unique.
I've decided to give every NPC their own unique sleeping patterns, because I was worried it would make for a linear playing experience if everyone went about their business during the day and slept during the night. I thought it would remove any need to go into the nightmare world during the day. So I figured if I put, for example, a bar in the game it would need a barman who would work evenings and sleep during the day, plus it would need patrons... So you should be able to go into the nightmare world whenever you wanted and there would still be something to do.
But that led me to thinking "If these people were being plagued by such bad nightmares all the time, why would they ever want to go to sleep?! Surely they'd want to stay awake as long as they could!?" So I came up with the idea of using a rotating, Majora's Mask-style, three day sequence, basically just placing key NPCs in certain places at certain times - giving them more of a 'life' beyond on/off sleeping. Nothing disastrous is gonna happen at the end of these three days though - no moons fall from the sky, the sequence just starts over. You'll be able to keep track of where people are and at what times, and what their sleeping habits are, using a Bomber's Notebook-style planner.

As ever, your comments would be welcome!
Cheers,

KM
Title: Re: The Legend of Zelda: The Shadowgazer (4/7/2006 Update: Day/night cycle)
Post by: Sophist on July 04, 2006, 09:27:56 pm
i tried demo1, and it was pretty good
the game ticks too slow, increase gamespeed
crashing into things works, but we both know its not a linear motion

i guess you will be or already have added sounds(?)

you definitely have something going here...
ill try demo2 tomorrow and post again
Title: Re: The Legend of Zelda: The Shadowgazer (4/7/2006 Update: Day/night cycle)
Post by: Chaotic_Death on July 05, 2006, 05:04:35 pm
Eh, since I'm a big fan of MC, I can tell that you just used the graveyard tiles for "night" (recoloring a few things like the grass, bushes, flowers, etc.) so to me, it just looks like a spooky-ish graveyard place rather than nightime.
Title: Re: The Legend of Zelda: The Shadowgazer (4/7/2006 Update: Day/night cycle)
Post by: cb43569 on July 06, 2006, 05:30:19 pm
Good job, I like those nighttime screens ;). Keep going and this will be just as famous as OOT2D was before TRM disappeared ( no offense, Daniel! ).
Title: Re: The Legend of Zelda: The Shadowgazer (4/7/2006 Update: Day/night cycle)
Post by: King Mob on July 06, 2006, 05:49:02 pm
Eh, since I'm a big fan of MC, I can tell that you just used the graveyard tiles for "night" (recoloring a few things like the grass, bushes, flowers, etc.) so to me, it just looks like a spooky-ish graveyard place rather than nightime.
Sure, but I always assumed that the stuff in the graveyard was designed to look like it was set at night... But I agree, and I don't think it's right for this purpose. I think it's the way to go, but maybe it should be more blue than purple:
(http://img280.imageshack.us/img280/1678/night5or.png)
That work any better?

i tried demo1, and it was pretty good
the game ticks too slow, increase gamespeed
crashing into things works, but we both know its not a linear motion
We do? Sorry, I have no idea what you mean by that.
Still, faint praise from the brains behind "the best zelda engine there is"? I must be doing something right! :P
Title: Re: The Legend of Zelda: The Shadowgazer (4/7/2006 Update: Day/night cycle)
Post by: Chaotic_Death on July 06, 2006, 05:51:13 pm
The blue color looks much better, IMO n__n
Keep it up!
Title: Re: The Legend of Zelda: The Shadowgazer (4/7/2006 Update: Day/night cycle)
Post by: Piers on July 06, 2006, 09:46:21 pm
Since its night shouldn't link get a bit darker? (Bright green in the middle of the night dosen't look right)

Title: Re: The Legend of Zelda: The Shadowgazer (4/7/2006 Update: Day/night cycle)
Post by: rhalifax on July 07, 2006, 12:23:09 am
so beautiful must eat it wait I mean play it!
its perfect so so clean lookins and matches i'm in awe

excuse me I'm speechless.

EDIT: Downloading the demo to try it out but with dial up (as of now) its pretty crappy speed. Anyways, I was thinking that since you're basing it on dreams and nightmares you could have something along the lines of sages or something that need to be awaken to stop the evil from taking over, and with each sage you have to enter their dreams/nightmares and defeat the monster that put them in their slumber. And each sages dream could be like a dungeon.

EDIT AGAIN: I just played the demo its good but link was a little slow on this comp but it didnt lock up he just moved slow (my comp is crap so thats probably the problem) btw do you have your ingame menus done?
Title: Re: The Legend of Zelda: The Shadowgazer (4/7/2006 Update: Day/night cycle)
Post by: zero koll on July 07, 2006, 11:26:35 am
Since its night shouldn't link get a bit darker? (Bright green in the middle of the night dosen't look right)



Yeah and the stones... :o
Title: Re: The Legend of Zelda: The Shadowgazer (4/7/2006 Update: Day/night cycle)
Post by: cb43569 on July 17, 2006, 09:48:41 am
Good work, as always. Are you going to enter this in Z3?
I like the new blue colours, it looks perfect. I think Link and the stones should keep their day-time look, however.
Although, please try to optimize the code, it's runs slower on other computers...
Title: Re: The Legend of Zelda: The Shadowgazer (20/7/2006 Update)
Post by: King Mob on July 20, 2006, 09:08:35 pm
Good work, as always. Are you going to enter this in Z3?
I like the new blue colours, it looks perfect. I think Link and the stones should keep their day-time look, however.
Although, please try to optimize the code, it's runs slower on other computers...
Thanks. I've thought about it a lot, and I've decided I won't be entering z3, sadly. I don't have the time or, given the tight deadline, the inclination to prepare another demo just for the sake of showing something nobody's seen before. My intention to release the opening part of the game as the demo proper still stands, and for now, that's not gonna change.
I don't want to give the impression that I'm down on the whole thing, but it's just too short notice for me to take part. Just one of those things, I guess. But The Shadowgazer will be there at the next one. With a vengeance. ;D

EDIT AGAIN: I just played the demo its good but link was a little slow on this comp but it didnt lock up he just moved slow (my comp is crap so thats probably the problem) btw do you have your ingame menus done?
Seems to be a few people saying the demo's running slowly on their computers. :-\ I'll see what I can do to optimise the code for the next demo, but I have a feeling any slowdown is due to the sheer number of objects and tiles in that room. I'll experiment with a few things, but I can't promise any huge improvement...
And, yes, I have my menu subscreens done now. Still using a few placeholder graphics, but the layout is pretty much finalised.

Since its night shouldn't link get a bit darker? (Bright green in the middle of the night dosen't look right)
Nah, I'm just trying to create an atmosphere, not simulate realistic lighting. It's a stylistic decision rather than a technical one. All the character sprites will retain their original colours, as they did in the graveyard in MC.

On that subject, the clock has been fully integrated now. Each 12 hour period lasts roughly 5 mins, though the timings will change when I can get more of a feel for how the gameplay flows. And I've not quite decided how the transition between day and night should happen. At the moment the change is instantaneous, but this is obviously a temporary measure.

That was me being sidetracked though - work on the first dungeon is still the main focus. At the moment I'm spriting and animating some of the mobs. For example, the Lizalfos:
(http://img504.imageshack.us/img504/2032/lizalfosxa9.gif)
Still a WIP, and as they're based on the Lizalfos from TP, they probably won't stay nekkid. :P

Not much of an update, I know, but it's slow going at the moment and there's really not much more to show!
Title: Re: The Legend of Zelda: The Shadowgazer (20/7/2006 Update)
Post by: rhalifax on July 20, 2006, 11:30:24 pm
it looks really good I like the sprite!  ;D

I can't wait until the next demo too!
Title: Re: The Legend of Zelda: The Shadowgazer (20/7/2006 Update)
Post by: Moon_child on July 20, 2006, 11:42:38 pm
WoW Lizalfos sprite rox my sox off XD you should make a Support banner!
Title: Re: The Legend of Zelda: The Shadowgazer (20/7/2006 Update)
Post by: jackofalltrades on July 21, 2006, 12:24:33 am
...n_____n....tears of joy, for possible the best original fangame ever. If and when you finish it, you should submit it to Nintendo, and see if they'd publish with your name on it.
Title: Re: The Legend of Zelda: The Shadowgazer (20/7/2006 Update)
Post by: Moon_child on July 21, 2006, 02:11:52 am
...n_____n....tears of joy, for possible the best original fangame ever. If and when you finish it, you should submit it to Nintendo, and see if they'd publish with your name on it.
I hope you are kidding...
Title: Re: The Legend of Zelda: The Shadowgazer (20/7/2006 Update)
Post by: jackofalltrades on July 21, 2006, 02:21:52 am
Eh, it'd be cool.
Title: Re: The Legend of Zelda: The Shadowgazer (20/7/2006 Update)
Post by: cb43569 on July 26, 2006, 02:02:06 pm
That's a fantastic Lizalfos :). I wish my sprites were as good as that.
Title: Re: The Legend of Zelda: The Shadowgazer (20/7/2006 Update)
Post by: rhalifax on July 26, 2006, 07:00:23 pm
That's a fantastic Lizalfos :). I wish my sprites were as good as that.

me too :'(

WoW Lizalfos sprite rox my sox off XD you should make a Support banner!
You should I would def put it in my sig!
Title: Re: The Legend of Zelda: The Shadowgazer (20/7/2006 Update)
Post by: Scooternew on July 28, 2006, 03:56:48 am
Where did you learn to sprite? Man, if I could sprite like that, my game 'd me moving twice as quickly.
Title: Re: The Legend of Zelda: The Shadowgazer (20/7/2006 Update)
Post by: Solarrain4 on July 29, 2006, 02:16:49 am
Holy $#!???... I can't wait for the demo! Keep up the good work, and don't let your efforts go to waste ;)
Title: Re: The Legend of Zelda: The Shadowgazer (20/7/2006 Update)
Post by: Scooternew on July 29, 2006, 05:47:47 am
Quote
Thanks. I've played the demo of your project. Very slick. Looks promising. The topic doesn't give much away though - do you want to PM me the outline of your story so we can see if we could avoid any similarities? Not that I'm worried about copying, but it might be good for both of us to know we're taking the whole 'sleeping' theme in different directions... 
As for the sprites, there are actually very few custom graphics in the demo itself - couple of subtle edits, but nothing I would claim as mine. So just the items icons, I think... All the custom stuff is under wraps for now.
Thanks. I don't really have anything more than you. Maybe a few more things, but the room is just the view size.

The outline of my story is extremely vague as of now, but I'll see if I can clean it up and PM it to you soon. I was going to have it where you can enter people'ss dreams, but not only nightmares. For example, each dream might be a different area to explore, and nightmares would typically be only dungeons. But, you'd have to explore each dream quickly, for if the person wakes up and you're still in the dream, it's a game over. And, you can't start exploring dreams until you get a certain item, of which I'm not quite sure I want it to be yet. But, I'm planning to make the whole idea complex, for example, there are dreams inside of dreams.

As for your custom sprites, I know that there weren't really any in this demo, but from seeing screenshots, and that banner in your sig (which honestly looks like it was made by Nintendo - really, it looks like it were made by Nintendo's artists, not exaggerating at all) - really gives the impression you are a fantastic artist. Who knows, maybe someday we'll be able to collaborate.

I personally like the bluer tiles for nighttime, and it shouldn't be hard to do it. All you have to do is draw a translucent rectangle on the screen to show it getting darker, and then when it becomes actual night, you can just replace the morning background with the night background tiles, as long as they are organized the same way in the background resource.

Good luck. It'll definitely be interesting to see how this develops. You seem devoted and one of the few intelligent users of Game Maker here, so I have faith that what you want done you can pull off. Keep it up, don't quit, and keep makin' me happy, lol.
Title: Re: The Legend of Zelda: The Shadowgazer (20/7/2006 Update)
Post by: AoDC on July 29, 2006, 08:24:25 am
That demo, although small, was the most detailed I have EVER seen. Also, Mirror 2 is down :/
Title: Re: The Legend of Zelda: The Shadowgazer (20/7/2006 Update)
Post by: le sans visage on July 29, 2006, 12:14:53 pm
It's looking really nice. Certainly the best fangame I've ever seen at ZFGC... or anywhere for that matter.
Title: Re: The Legend of Zelda: The Shadowgazer (20/7/2006 Update)
Post by: ttimebomb on August 02, 2006, 11:52:08 pm
this game is ridiculously crazy!!!!!
awesome theme idea aswell!!!
no kidding if you had posted on this site saying you were a member of nintendo i might have believed you!
Title: Re: The Legend of Zelda: The Shadowgazer (20/7/2006 Update)
Post by: wild8900 on August 06, 2006, 09:56:57 am
One of the few games that looks promising.
I like how you added those small details like the shaking tree.
I definitely hope you keep interest in this.
Title: Re: The Legend of Zelda: The Shadowgazer (20/7/2006 Update)
Post by: ttimebomb on August 06, 2006, 03:07:14 pm
i think this guy was secretly hired by nintendo or something... why... but why?
looks incredible!
Title: Re: The Legend of Zelda: The Shadowgazer (20/7/2006 Update)
Post by: cb43569 on August 14, 2006, 02:44:04 pm
I am desperately awaiting the next update after having seen it's empty space at Z3. I hope this game pulls through the hardest production stage of all: Step 2: The Main Game Loop.
Title: Re: The Legend of Zelda: The Shadowgazer (20/7/2006 Update)
Post by: King Mob on August 14, 2006, 05:13:15 pm
I am desperately awaiting the next update after having seen it's empty space at Z3. I hope this game pulls through the hardest production stage of all: Step 2: The Main Game Loop.
I'll take your word for it...  :D
Actually, I'm looking forward to your step 2 - when it starts to resemble a game, and not an aimless interactive animation, which is what it feels like at the moment. I'm still spriting/animating for the first dungeon and it's slow going, but I'll post an update soon. I might let myself get sidetracked again and start working on something more interesting to show you...
Title: Re: The Legend of Zelda: The Shadowgazer
Post by: Scooternew on August 14, 2006, 10:45:45 pm
Being able to sprite for your OWN game is a great fortune. I wish I had the same.
Title: Re: The Legend of Zelda: The Shadowgazer
Post by: cb43569 on August 20, 2006, 12:10:16 pm
All you need is practice :). Start with small things and work up from it. Study the human body then sprite it. If you're drawing the face, leave in the spaces for the hair. Hands don't have to be advanced five-finger objects, just draw a skin-coloured blob.

Anyway, King Mob, pleaser of souls, everybody begs for an update. If we don't get an update, we will start a petition asking for an update.

I think I'm gonna faint with the next update (but don't delay the update just so I won't faint!).
Title: Re: The Legend of Zelda: The Shadowgazer
Post by: W2link1 on August 27, 2006, 11:00:56 pm
Wow! This is an amazing looking game. I played the demo, and I even loved that, although its not much. i will play and beat this game for sure. And by the way, I fyou ever need ideas for anymore of the story, i'm here to help. And I can also help with boss and enimes ideas. And again, this is amazing!
Title: Re: The Legend of Zelda: The Shadowgazer
Post by: Obsequious Eye on August 30, 2006, 08:49:22 pm
Extremely well done so far! I can't wait to see the next demo, and see how the plotline develops (heh, I'm a huge fan of plotlines in games - they make you think a lot more)
Title: Re: The Legend of Zelda: The Shadowgazer
Post by: Link.57 on August 31, 2006, 10:32:59 am
Screenshots are very nice.
Title: Re: The Legend of Zelda: The Shadowgazer
Post by: Scooternew on September 01, 2006, 12:50:17 am
Quote
There's the 'real' waking world, and there's the dreamlike/nightmarish sleeping world (haven't quite figured out what to call it yet) which Link can reach at any time by climbing into a bed and going to sleep.
Good - because there is a difference in story, here. In my game, you'll be able to hop into people's dreams - and each dream will present a different area to explore, maybe a dungeon, or maybe a room. As I may have said in this topic before, a town I'm planning on making is one in which everything is backwards - even the controls!

Anyway, come back! You've been very inactive lately. I just want to see what is going on with this game.
Title: Re: The Legend of Zelda: The Shadowgazer (2/9/2006 - Update)
Post by: King Mob on September 02, 2006, 12:45:17 pm
Sorry guys, time for a long overdue update...
Just some screens of my work on the lava dungeon:
(http://img234.imageshack.us/img234/7650/screen05aj0.png)

(http://img91.imageshack.us/img91/1644/screen06qt2.png)

(http://img54.imageshack.us/img54/6746/screen07ot5.png)
Since starting the first dungeon the enormity of the project has really hit me. All the work I'd done so far, like building the engine, was fun because I was doing something new all the time. But it'll always raise a smile from now on when I see someone sprite something in a single forward-facing pose and ask for credit if used. Like it's of any use in a game without a full set of animations...  With the amount of custom mobs I wanted to put in the first dungeon it's just taking ages to animate them - and it's not the most exciting thing to do. So I'm mixing it up a bit, if I get bored with something I'll move on to something else, then when I'm bored of that I'll go back to the other. Keeps me sane but as a consequence nothing is getting finished! Although I did finally complete the up and down animations for the horse, so I guess that's something...!

Not annoying, but still taking up a lot of my time, is the actual design of the dungeon. Trying to make it flow properly without making it  a linear progression of rooms, logical stuff like getting the exchange of keys and locked doors right, and thinking up puzzles - it's fun to do but it's constantly evolving. I had it all sketched out on paper, but that's way out of date, and I've just chopped off a whole wing of the dungeon that was just pointless padding. And at the back of my mind is the thought that I've got several more dungeons to do so I'd better not pour all my ideas into this first one...

So I'm keeping busy, but there's just not much to show for it at the moment. Getting the engine together was like the first obstacle, it's at a stage now when I'm starting to climb the next - transferring all the ideas I have on paper into pixels... So maybe that's what I show you in my next update, some scans from my sketchbook...

Later,

KM
Title: Re: The Legend of Zelda: The Shadowgazer (2/9/2006 - Update)
Post by: rhalifax on September 02, 2006, 02:04:50 pm
Sorry guys, time for a long overdue update...
Just some screens of my work on the lava dungeon:
(http://img234.imageshack.us/img234/7650/screen05aj0.png)

(http://img91.imageshack.us/img91/1644/screen06qt2.png)

(http://img54.imageshack.us/img54/6746/screen07ot5.png)
Since starting the first dungeon the enormity of the project has really hit me. All the work I'd done so far, like building the engine, was fun because I was doing something new all the time. But it'll always raise a smile from now on when I see someone sprite something in a single forward-facing pose and ask for credit if used. Like it's of any use in a game without a full set of animations...  With the amount of custom mobs I wanted to put in the first dungeon it's just taking ages to animate them - and it's not the most exciting thing to do. So I'm mixing it up a bit, if I get bored with something I'll move on to something else, then when I'm bored of that I'll go back to the other. Keeps me sane but as a consequence nothing is getting finished! Although I did finally complete the up and down animations for the horse, so I guess that's something...!

Not annoying, but still taking up a lot of my time, is the actual design of the dungeon. Trying to make it flow properly without making it  a linear progression of rooms, logical stuff like getting the exchange of keys and locked doors right, and thinking up puzzles - it's fun to do but it's constantly evolving. I had it all sketched out on paper, but that's way out of date, and I've just chopped off a whole wing of the dungeon that was just pointless padding. And at the back of my mind is the thought that I've got several more dungeons to do so I'd better not pour all my ideas into this first one...

So I'm keeping busy, but there's just not much to show for it at the moment. Getting the engine together was like the first obstacle, it's at a stage now when I'm starting to climb the next - transferring all the ideas I have on paper into pixels... So maybe that's what I show you in my next update, some scans from my sketchbook...

Later,

KM

that is completely Bad@$$ dude, so glad you showed us some progress I kinda felt like I was hung dry =P I like the screenies though rock on. I can't wait until you release some more screenies and possibly a demo, keep up the superb work!
Title: Re: The Legend of Zelda: The Shadowgazer (2/9/2006 - Update)
Post by: cb43569 on September 04, 2006, 03:17:06 pm
WOW!! YAY!! Fantastic! The lava dungeon looks great, I like the tiny details, like the little geysers with the puff of smoke. It's really good, it's really Zelda. If somebody told me that was a beta area from MC, I would totally believe it.

Great work man, keep it coming ;).
Title: Re: The Legend of Zelda: The Shadowgazer (2/9/2006 - Update)
Post by: hotpiebob on September 04, 2006, 05:56:39 pm
The Game looks SICK!!!!! Its like a real zelda game.ITS SO Eye-gasmic.
any idea of when you'll release a demo?
Title: Re: The Legend of Zelda: The Shadowgazer (2/9/2006 - Update)
Post by: cb43569 on September 06, 2006, 12:09:37 pm
The Game looks SICK!!!!! Its like a real zelda game.ITS SO Eye-gasmic.
any idea of when you'll release a demo?

There's already a tech demo. Mob's probably gonna release a full demo in a month or something around that. The 1st demo will go as far as Dragon Roost Island was on Wind Waker, around the same amount of gameplay time, he says. That's 20-30mins gameplay, so I don't really care how long it takes... me wants that demo!!
Title: Re: The Legend of Zelda: The Shadowgazer (2/9/2006 - Update)
Post by: King Mob on September 06, 2006, 06:06:36 pm
There's already a tech demo. Mob's probably gonna release a full demo in a month or something around that. The 1st demo will go as far as Dragon Roost Island was on Wind Waker, around the same amount of gameplay time, he says. That's 20-30mins gameplay, so I don't really care how long it takes... me wants that demo!!
Whoa there! It certainly won't be ready one month from now! I was thinking more like one year! There's an absolute ton of stuff still to do for the demo, and I was/am working toward getting it all done by the next z3 - assuming that occurs on a similar date next year... Sorry to disappoint, but it's a long way off yet, mate. Thanks for your continued support though. That goes for everyone.  ;D

And I would be very surprised if you could even speed-run that much of WW in 20-30 minutes!  :o
That portion of the game is pretty lengthy... Maybe you're overlooking some stuff. There's a fair bit of running about on Outset, the journey on Tetra's ship, all the sneaking around in the Forsaken Fortress, exploring Windfall, sailing to Dragon Roost island, getting into the dungeon, and then actually completing it... Nah, that takes longer than half an hour, particularly if you're doing it for the first time.
But I think it's a good like-for-like comparison: there will be a couple of villages to explore, a mini-dungeon like the Forsaken Fortress, some travelling... It's fair to say there will be a lot to see and do before you get into the first proper keys 'n' boss dungeon. On your first time through, exploring everywhere and talking to everyone, my best estimate says it'll be more like an hour's gameplay. I want to release something substantial, not little bits here and there, and something that's genuinely representative of the finished game.

Edit:
Freakish coincidence - The Hylia (http://www.thehylia.com/index.php?subaction=showfull&id=1157599168&archive=&start_from=&ucat=&) today posted the first part of a WW speed-run, and it takes 22 mins to leave Outset for the first time...  :D
Title: Re: The Legend of Zelda: The Shadowgazer (2/9/2006 - Update)
Post by: Faldomar on September 06, 2006, 11:55:53 pm
This game's sprites are amazing, so is the game's engine, I also like all the snapshots of the night system and the first dungeon! The only thing I would say to change is maybe the moving speed of Link. It felt a bit slow compared to Minish Cap. And my game was playing super smooth, so it's not my computer. :P
Title: Re: The Legend of Zelda: The Shadowgazer (2/9/2006 - Update)
Post by: Scooternew on September 07, 2006, 01:04:10 am
What I'm pretty impressed with is the collision - you've seem to got it correct for the most part. What I am more impressed with is detail. Everything is tiled correctly - the way the tree shakes, or the sprites, or how the shadow sticks in the right place, or how the rain is smooth. These things. It's the details I like. Not the engine - ecause the engine isn't so spectacular, but rather how you implement it.
Title: Re: The Legend of Zelda: The Shadowgazer (2/9/2006 - Update)
Post by: cb43569 on September 16, 2006, 11:45:48 am
There's already a tech demo. Mob's probably gonna release a full demo in a month or something around that. The 1st demo will go as far as Dragon Roost Island was on Wind Waker, around the same amount of gameplay time, he says. That's 20-30mins gameplay, so I don't really care how long it takes... me wants that demo!!
Whoa there! It certainly won't be ready one month from now! I was thinking more like one year! There's an absolute ton of stuff still to do for the demo, and I was/am working toward getting it all done by the next z3 - assuming that occurs on a similar date next year... Sorry to disappoint, but it's a long way off yet, mate. Thanks for your continued support though. That goes for everyone.  ;D

And I would be very surprised if you could even speed-run that much of WW in 20-30 minutes!  :o
That portion of the game is pretty lengthy... Maybe you're overlooking some stuff. There's a fair bit of running about on Outset, the journey on Tetra's ship, all the sneaking around in the Forsaken Fortress, exploring Windfall, sailing to Dragon Roost island, getting into the dungeon, and then actually completing it... Nah, that takes longer than half an hour, particularly if you're doing it for the first time.
But I think it's a good like-for-like comparison: there will be a couple of villages to explore, a mini-dungeon like the Forsaken Fortress, some travelling... It's fair to say there will be a lot to see and do before you get into the first proper keys 'n' boss dungeon. On your first time through, exploring everywhere and talking to everyone, my best estimate says it'll be more like an hour's gameplay. I want to release something substantial, not little bits here and there, and something that's genuinely representative of the finished game.

Edit:
Freakish coincidence - The Hylia (http://www.thehylia.com/index.php?subaction=showfull&id=1157599168&archive=&start_from=&ucat=&) today posted the first part of a WW speed-run, and it takes 22 mins to leave Outset for the first time...  :D

Oh, doh, forgot about the Forsaken Fortress. And Windfall... there's so much to do on Windfall... that's defintely OVER 1 hour, or 1 and a half hours...

Obviously that'll take longer... sorry, man :P.
Title: Re: The Legend of Zelda: The Shadowgazer (2/9/2006 - Update)
Post by: Bboy on September 16, 2006, 03:03:50 pm
Wow just started to pay attention to this and boy am I impressed. Very nintendo-ish so much like how nintendo would do it, only prblem is that incase yo havent noticed only the early games and TP have people titles you should have an item title, something that lets you enter the dreams, unless the shadowgazer is an item. Also in most Zelda games there is somesort of transformation, fairy human, hylian bunny, the different masks of MM, big small, young teen, Hylian Wolf, so maybe Link takes on a certain form when he enters dreams?
Title: Re: The Legend of Zelda: The Shadowgazer (2/9/2006 - Update)
Post by: ttimebomb on September 16, 2006, 06:31:33 pm
This is so cool!!!!

But i was really disapointed when i could not ride the horse in the demo.... :( oh well...

I cant wait till the full version comes out of you're game! It's really cool! ;D
Title: Re: The Legend of Zelda: The Shadowgazer (2/9/2006 - Update)
Post by: TomPel on September 16, 2006, 07:54:33 pm
I also like the details that are put into this! And the graphics are amazing! Seriously, can't wait to see more from this ^_^
Title: Re: The Legend of Zelda: The Shadowgazer (2/9/2006 - Update)
Post by: Kevin-1990 on September 17, 2006, 10:42:45 am
Wow the game is really becoming very nice!. cant wait for the next demo.
Verz nice job keep going :D
Title: Re: The Legend of Zelda: The Shadowgazer (2/10/2006 - Update w/ sketches)
Post by: King Mob on October 02, 2006, 02:20:09 pm
Quick update: started spriting/tiling the starting area, Kakariko Village. Lot of work to be done there, but as it's where the game begins, it make sense to get it done first. Basing them on the houses from Minish Cap but adding custom roofs which will enable me to extend the houses to any size.
Also doing a lot of conceptual drawings, so I thought I'd show you some stuff from my sketchbook. As always, the best stuff is under wraps but it'll give you some idea of how I work.  :D
(http://img103.imageshack.us/img103/7515/sketches01va6.png)
(http://img103.imageshack.us/img103/3803/sketches02ip7.png)

Wow just started to pay attention to this and boy am I impressed. Very nintendo-ish so much like how nintendo would do it, only prblem is that incase yo havent noticed only the early games and TP have people titles you should have an item title, something that lets you enter the dreams, unless the shadowgazer is an item. Also in most Zelda games there is somesort of transformation, fairy human, hylian bunny, the different masks of MM, big small, young teen, Hylian Wolf, so maybe Link takes on a certain form when he enters dreams?
There's no transformation in this game, no. But I can confirm that the Shadowgazer is an item - it's the thing in my avatar - but to complicate matters, it's also a person...  ;)
Title: Re: The Legend of Zelda: The Shadowgazer (2/10/2006 - Update w/ sketches)
Post by: TomPel on October 02, 2006, 02:33:52 pm
Wow, looks very nice! Awesome drawings
Title: Re: The Legend of Zelda: The Shadowgazer (2/10/2006 - Update w/ sketches)
Post by: .TakaM on October 02, 2006, 02:35:47 pm
nice work, good to see someone else doing concept sketches first  :)
Title: Re: The Legend of Zelda: The Shadowgazer (2/10/2006 - Update w/ sketches)
Post by: AleX_XelA on October 02, 2006, 02:40:13 pm
OMFG! Dude, now that I see it, you really master game designing, doing sketches and basic the sprites off of them is the correct way of doing it! I mean wow, that palm tree is just wow! (eventhough it's not finished, as I can see the brown part lacks some shading).

For other fellow developers, this is the way to go, just look at Ark 22 made by Srehpog, it has tons of pages dedicated to concept art and tiling, which were then used in the actual game, the background part of the game is essential.

Anyhow, having these qualities, I must await a pixel perfect, non-glitched, and just a plain Nintendo-like quality (if not better, seeing how I loathed LTTP's walking engine >_>), from you :D

Just keep up the good work, I really hope to see this game at the next z3!
Title: Re: The Legend of Zelda: The Shadowgazer (2/10/2006 - Update w/ sketches)
Post by: hotpiebob on October 02, 2006, 03:16:49 pm
this game looks super sexy and i hope you dont plan to make it so long that you dont finish it.
and if you ever finish this ill like suck your DICK or something >_>.

oh by the way the sketches look awesome and so do the sprites.
Title: Re: The Legend of Zelda: The Shadowgazer (2/10/2006 - Update w/ sketches)
Post by: Scooternew on October 02, 2006, 07:18:28 pm
I like the way you edit the topic title with the date of the latest update and what is included in it - it is useful and helps people keep track of the game.

Anyway, I'll be watching this very closely. The design is really important, and I'm glad to see you've been doing that.

Keeps looking better and better.
Title: Re: The Legend of Zelda: The Shadowgazer (2/10/2006 - Update w/ sketches)
Post by: King Tetiro on October 02, 2006, 07:21:11 pm
GODSMACKED! That is awesome!
Title: Re: The Legend of Zelda: The Shadowgazer (2/10/2006 - Update w/ sketches)
Post by: Bboy on October 02, 2006, 11:03:05 pm
Best Zora I've seen, same for the lizalfos, too bad you did em in MC style. ;D

But the lizalfos looks kinda like he's smiling.

You are going around the sprites like me, but a little different, I do, realistic, cartoony but realistic position, sprite drawn out, sprite :D.  Yea for concept art! ;D :dancin:
Title: Re: The Legend of Zelda: The Shadowgazer (2/10/2006 - Update w/ sketches)
Post by: Diminish on October 02, 2006, 11:21:54 pm
I love this project.  For me, I am sold on the artwork alone, and the game itself is very well done also.  Maybe someday you can turn that talent into a true profession.  Well until then, but seriously, this project is very good and I hope that the community gives it the respect it deserves.
Title: Re: The Legend of Zelda: The Shadowgazer (2/10/2006 - Update w/ sketches)
Post by: Scooternew on October 04, 2006, 03:56:34 am
In my never ending quest to find something wrong with this game, I've finally done it - speed. Nothing big, but when Link is moving diagonally, the speed in the direction he isn't facing should be diminished. For example, if Link is moving up right and facing up, he should move up at normal speed, and his speed to the right should be lessened. This isn't a huge deal, but it is something I feel really makes the whole movement smoother and have that Zelda "feel" - otherwise it seems to generic and jerky, and it makes sense if you think about it.
Title: Re: The Legend of Zelda: The Shadowgazer (2/10/2006 - Update w/ sketches)
Post by: pxl_moon (dotyue) on October 04, 2006, 09:49:27 am
nice sketches... i see it very often, good sprites = conpet arts before that... sadly that i cant draw very nice T_T

well i'm looking forward to the deku baba as a sprite...
Title: Re: The Legend of Zelda: The Shadowgazer (2/10/2006 - Update w/ sketches)
Post by: cb43569 on October 04, 2006, 11:01:08 am
Yes, very nice "Conpet" art (I pick on people's spelling, yue, I cannot help it :().
Anyway, very well done, it looks absoloutely amazing, this game is up there with Twilight Princess and Phantom Hourglass. Seriously.
If you cancel the game, I will hunt you down and throttle you in your sleep, then throw your dead body into an incinerator and... oops, sorry. Didn't mean to ramble on like that ;D!
Title: Re: The Legend of Zelda: The Shadowgazer (2/10/2006 - Update w/ sketches)
Post by: Deku_stick on October 04, 2006, 12:26:40 pm
wow i realy like that concept art
Title: Re: The Legend of Zelda: The Shadowgazer (2/10/2006 - Update w/ sketches)
Post by: Kame on October 04, 2006, 03:20:31 pm
Well, Mob, you've definitely got me sold. Although mostly not on the game. Like others, I love your attention to detail. And you're very realistic about your game. You said you expect it to be a year before your next demo, eh? Fair enough. :P In any case, congrats on the demo you already have. I really, really, like the wlaking speed. At first I was thinking "this is way too slow", but when you actually start moving around, you notice it gets you places just as fast as walking in OoT does. I like the story, although the whole dream world concept is overworked, I've never seen it successfully implemented into a game before.

Also, some critique on your lava screens:
I love love love the smoke effect. The steam from the geyser could definitely look more realistic though, but given your dedicated attention to detail I'm sure it will by the time it's done. Also, I know that while the color is accurate, the very light-yellow of the lava screens looks somewhat out of place in an otherwise formidable-looking type of dungeon. I would suggest you make it slightly more orange, not to the point of unrealism, but enough to fix this.
Title: Re: The Legend of Zelda: The Shadowgazer (2/10/2006 - Update w/ sketches)
Post by: Fox on October 04, 2006, 06:11:13 pm
I see those sketches and man - I admire you, I really do. Awesome. But there's one thing really, REALLY bugging me. You're so frickin talented, your game (or demo, anyway) feels so real when I play it, it makes me wonder...

... why don't you go for a whole custom style? Gee, I know you got what it takes, damn. Seeing these sketches, seeing that Lizalfos and Zora, I mean what the hell. Your project would be a 11/10 if it had custom style, really...

Hm, well. Still stunning, I can just repeat myself. Yet I'd appreciate an answer on why you don't go for a custom style. :3
Title: Re: The Legend of Zelda: The Shadowgazer (2/10/2006 - Update w/ sketches)
Post by: MyNameLawl on October 04, 2006, 06:24:37 pm
It looks too good to be true, especialy the story (although it reminds me somewhat of LA).
Title: Re: The Legend of Zelda: The Shadowgazer (2/10/2006 - Update w/ sketches)
Post by: Kame on October 05, 2006, 10:55:38 am
It looks too good to be true, especialy the story (although it reminds me somewhat of LA).
Well, lost of people use dream-related stories for games/movies/books/fiction :P
Title: Re: The Legend of Zelda: The Shadowgazer (2/10/2006 - Update w/ sketches)
Post by: King Tetiro on October 05, 2006, 10:57:05 am
When will there be a demo?
Title: Re: The Legend of Zelda: The Shadowgazer (2/10/2006 - Update w/ sketches)
Post by: Kame on October 05, 2006, 12:03:28 pm
When will there be a demo?
He said maybe in a year.
Title: Re: The Legend of Zelda: The Shadowgazer (2/10/2006 - Update w/ sketches)
Post by: King Mob on October 05, 2006, 05:24:21 pm
Best Zora I've seen, same for the lizalfos, too bad you did em in MC style. ;D

But the lizalfos looks kinda like he's smiling.
Yeah, I know what you mean, but it's intentional. When I did the sketch I had a long lizard-like snout in mind, but when I was spriting it I experimented with a few things. I brought the ridge on the skull forward to make it look more dinosaur-like and decided I preferred it that way, and I don't know about you guys but it always looked to me like the velociraptors in Jurassic Park had evil smiles on their faces :P so I tried slapping a grin on his face for the hell of it and bang, I'd nailed it! I'm really pleased with that one actually...
Oh, and by the way - the Zora is still very much a WIP. I'm confident the body can be made smaller, or at the very least cleaned up. Not convinced about the colours either. The MC palette clearly wasn't chosen with Zoras in mind, but I'm not gonna let that restrict me. And I'm really struggling with doing a front-facing view. I don't want to dis anyone's spriting skills, but I've never seen a forward-facing custom Zora that really looked like, y'know... a Zora. It's a tough one.

In my never ending quest to find something wrong with this game, I've finally done it - speed. Nothing big, but when Link is moving diagonally, the speed in the direction he isn't facing should be diminished. For example, if Link is moving up right and facing up, he should move up at normal speed, and his speed to the right should be lessened. This isn't a huge deal, but it is something I feel really makes the whole movement smoother and have that Zelda "feel" - otherwise it seems to generic and jerky, and it makes sense if you think about it.
Wow. I've played every Zelda there is and I never noticed that. Capcom never noticed it either - check The Minish Cap.
Makes sense though, and I could change it I guess, but I don't know if I can be arsed! There are seperate objects for Link walking, walking carrying something, walking with the shield, walking with the bow poised - probably more that I can't recall off the top of my head, plus at least one I don't want to reveal ;) - and I honestly don't know if I can be bothered to go back and change all the code...! We'll see, but it would be right at the bottom of the list of things to do. Nice try, though. Must do better!
There have been a few comments about the walking speed - some suggesting I change it, some saying it's just right, and I want to explain why this, and some of the other things, are the way they are. Put simply: it's what feels right when I'm doing it.
I'm not trying to improve on the mechanics of Zelda but equally I'm not gonna let myself get bogged down trying to create a carbon copy of the engine. Plus I'm still learning GML so I'm just trying to build it up from scratch as naturally as possible. In the end it has to play well in its own right, above playing like a Zelda clone, in my opinion. But we'll see how things develop. This game has evolved so much since I started it...

If you cancel the game, I will hunt you down and throttle you in your sleep, then throw your dead body into an incinerator and... oops, sorry. Didn't mean to ramble on like that ;D!
I don't sleep. That's when the nightmares come...

I see those sketches and man - I admire you, I really do. Awesome. But there's one thing really, REALLY bugging me. You're so frickin talented, your game (or demo, anyway) feels so real when I play it, it makes me wonder...

... why don't you go for a whole custom style? Gee, I know you got what it takes, damn. Seeing these sketches, seeing that Lizalfos and Zora, I mean what the hell. Your project would be a 11/10 if it had custom style, really...

Hm, well. Still stunning, I can just repeat myself. Yet I'd appreciate an answer on why you don't go for a custom style. :3
Heh, this project is enough of a time-sink as it is! Do you want me chained to my computer?! Nah, I could't devote the time needed for something like that. This is just a hobby, you know, and I don't want to spend any more time on it than I already do. Besides, I like Minish Cap style!
Maybe I'll do something 100% my own creation after this... Maybe I'll never want to do anything like this again! Who knows? But thanks for the compliments.

When will there be a demo?
He said it maybe in a year.
Kame's right. I'll take this opportunity to remove all doubt as to my intentions for the demo.
Assuming the next z3 takes place roughly the same time next year, i.e. August 2007, you can expect it then.
I think this gives me enough time to get done everything I have planned. If the next z3 occurs much sooner than that, say it becomes a six-monthly thing, it will probably have to wait until the following one. But as of recently I am working on stuff in the sequence they appear in the game. That means I'm working on tiling, spriting and populating the starting area, and when that's done I'll move onto its neighbouring rooms, and keep branching out that way. This is so that even if I don't quite get everything finished in time - and I fully intend to! - the demo can be played all the way up to whatever point it is complete.
Having said that, if I find myself completing it ahead of schedule, you'll still have to wait until z3 to play it! And I wouldn't be adding any more to it than I've previously stated. The end of the first dungeon is a good place to leave it. After that there will be no further demo. Just the finished game.

this game looks super sexy and i hope you dont plan to make it so long that you dont finish it.
and if you ever finish this ill like suck your DICK or something >_>.
Hmmm. I'm assuming you're a Bob as in Robert and not Roberta, right? Then I'll pass if it's all the same to you...

Although, you know, I guess the inside of a man's mouth must feel pretty similar to the inside of a woman's mouth...

JOKING.

Cheers all!
Title: Re: The Legend of Zelda: The Shadowgazer (2/10/2006 - Update w/ sketches)
Post by: Kame on October 05, 2006, 07:52:52 pm
Oh, and by the way - the Zora is still very much a WIP. I'm confident the body can be made smaller, or at the very least cleaned up. Not convinced about the colours either. The MC palette clearly wasn't chosen with Zoras in mind, but I'm not gonna let that restrict me. And I'm really struggling with doing a front-facing view. I don't want to dis anyone's spriting skills, but I've never seen a forward-facing custom Zora that really looked like, y'know... a Zora. It's a tough one.
Gotta agree with ya there. Zoras are really hard. Probably the best way to study 'em would be get a snapshot from a ROM when they're facing forwards.

There are seperate objects for Link walking, walking carrying something, walking with the shield, walking with the bow poised - probably more that I can't recall off the top of my head, plus at least one I don't want to reveal ;) - and I honestly don't know if I can be bothered to go back and change all the code...! We'll see, but it would be right at the bottom of the list of things to do. Nice try, though. Must do better!
Wow, you use separate objects? That might become a real stab the ass later on. Er, didn't mean to use such violent expressions. <_<

There have been a few comments about the walking speed - some suggesting I change it, some saying it's just right, and I want to explain why this, and some of the other things, are the way they are. Put simply: it's what feels right when I'm doing it.
I'm not trying to improve on the mechanics of Zelda but equally I'm not gonna let myself get bogged down trying to create a carbon copy of the engine. Plus I'm still learning GML so I'm just trying to build it up from scratch as naturally as possible. In the end it has to play well in its own right, above playing like a Zelda clone, in my opinion. But we'll see how things develop. This game has evolved so much since I started it...
Yeah, like I said, the walking speed is slow, but any faster, and it'd be unrealistically fast. People don't actually walk very fast, I think they had the walking speed down-pat in OOT. Fast enough, but not really fast.

When will there be a demo?
He said it maybe in a year.
Kame's right. I'll take this opportunity to remove all doubt as to my intentions for the demo.
Assuming the next z3 takes place roughly the same time next year, i.e. August 2007, you can expect it then.
I think this gives me enough time to get done everything I have planned. If the next z3 occurs much sooner than that, say it becomes a six-monthly thing, it will probably have to wait until the following one. But as of recently I am working on stuff in the sequence they appear in the game. That means I'm working on tiling, spriting and populating the starting area, and when that's done I'll move onto its neighbouring rooms, and keep branching out that way. This is so that even if I don't quite get everything finished in time - and I fully intend to! - the demo can be played all the way up to whatever point it is complete.
Having said that, if I find myself completing it ahead of schedule, you'll still have to wait until z3 to play it! And I wouldn't be adding any more to it than I've previously stated. The end of the first dungeon is a good place to leave it. After that there will be no further demo. Just the finished game.
You just whet my appetite for the next Z3 100% more! :P Can't wait to see what you'll have ready when the tiem comes. and I really like your plans for releasing the game slowly. Way too many projects just rush out demos and suffer because of it. I do hope, though, that in the event that you do scrap this game, you would kinda clean it up a bit and release whatever you'd got. But then if you do that, hotpiebob won't suck your DICK. ;) LOL
Title: Re: The Legend of Zelda: The Shadowgazer (2/10/2006 - Update w/ sketches)
Post by: Moon_child on October 05, 2006, 09:17:47 pm
Your fangame has the quality most fangames had on the old ZFGC!
Title: Re: The Legend of Zelda: The Shadowgazer (2/10/2006 - Update w/ sketches)
Post by: A Storm in the Desert on October 06, 2006, 08:42:56 am
This game has been holding my attention since I first saw the topic, and I'm most impressed with the direction I see it taking. Also, as others have mentioned, it's good to see people doing sketches before making sprites; hats off to you King Mob.
Title: Re: The Legend of Zelda: The Shadowgazer (2/10/2006 - Update w/ sketches)
Post by: cb43569 on October 06, 2006, 12:08:04 pm
Still cannot wait... z3 will be magical next year, just you wait, and don't think I'm just talking about The Shadowgazer...
Oh, and about the walking speed... could you please modify your tech demo to show the FPS, if it's at 40 and it's at that walking speed, then maybe a slight increase is neccesary. If I'm getting slowdown, at, say, 20fps, no speedup required.
Title: Re: The Legend of Zelda: The Shadowgazer (2/10/2006 - Update w/ sketches)
Post by: OOTz-Hooz on October 25, 2006, 01:43:02 pm
Oh man! This really looks great. The demo is like playing TMC again - phantastic! I'm looking forward to new screens, or even movies of horsecombat e.g.

Please continue! This really rocks. ;)
Title: Re: The Legend of Zelda: The Shadowgazer (2/10/2006 - Update w/ sketches)
Post by: cb43569 on October 25, 2006, 01:54:00 pm
We all want more updates, but they're just not coming. King Mob, please... if you update, I'll... um. Give you screenshots and demos of my game, The World's Chance 1 week earlier :P?
Title: Re: The Legend of Zelda: The Shadowgazer (30/10/2006 - Update)
Post by: King Mob on October 30, 2006, 06:24:38 pm
Righto, since cb43569 is waging a surreal blackmail campaign against me via PM  ;D I thought I'd better appease him by explaining the lack of updates recently and let you all know that, following this update, I'll probably be taking the game underground for a while, possibly even until the demo's finished. I've been working hard and it's going really well, it feels like it's finally coming together as a game, but it's going so well I feel like I really want to keep it under wraps now until nearer release...

Until OOTz-Hooz gravedug this topic with his first (and last!) post (don't worry - I think you got away with it!) it was languishing on page 2, where, with the demo so far away, it should probably stay. So yeah, keeping your interest will be difficult with such a long wait, so I feel this should be the last update for a while. I want to get my head down and finish the demo and deliver it at z3 with maximum impact.

So what have I been working on? The opening area is virtually built - a few tiles missing but essentially it's all there - and I'm populating it with NPCs at the moment. It's all been integrated with the clock so that the tilesets swap nicely between their day and night versions, lights come on and go off and smoke comes out of the chimneys at certain times, and the NPCs appear in different places and say different things throughout the three day cycle. So far so good.

Mainly though, I've been working on adding the sound. Concentrating most of my effort on a robust music/ambient sounds engine that can do whatever I want it to, whenever I want. There's a lot to get my head round since it's all connected to the passing of time. Stuff like: does the music fade as the sun sets and does that volume remain constant when passing between two rooms with different themes? Does the dawn fanfare play when the day breaks and you're outside, but not inside? Does the birdsong fade out to crickets chirping at the right time, and do they both they fade when you enter a building? Can it accommodate cinematics? A ton of crap to think about, but I reckon I've done it. I certainly haven't encountered any bugs yet, but it's a pain in the arse to test because it's tied to the clock, which I can't speed up for testing purposes and be sure of an accurate picture of how it'll behave... But it appears to be working seamlessly!  ;)

So that's all I have to report. It may not sound like much, but it feels to me like I've overcome a great hurdle. I'll still be here at the forums of course, and I'll be posting more concept sketches (since I may not end up using them) but if you're really that desperate to know what's going on, feel free to drop me a PM from time to time.

Cheers!
Title: Re: The Legend of Zelda: The Shadowgazer (30/10/2006 - Update)
Post by: cb43569 on October 30, 2006, 07:33:53 pm
Sounds alright ;D. Good enough for the blackmailing on this game... now, what can I use to blackmail Hyrule_boy about MM2D :P...

Anyway, I can't really wait. The timing thing with the day/night engine and the NPCs at certain times sounds pretty good. In my opinion, a day/night system was one of the only things missing from MC :).
Title: Re: The Legend of Zelda: The Shadowgazer (30/10/2006 - Update)
Post by: ZFGC Guy on November 02, 2006, 02:02:37 pm
I dont have much to say... that looks great!

Hurry up already!  ;D
Title: Re: The Legend of Zelda: The Shadowgazer (30/10/2006 - Update)
Post by: MyNameLawl on November 09, 2006, 09:14:09 pm
The demo needs more, but the game looks great so far. :)
Title: Re: The Legend of Zelda: The Shadowgazer (30/10/2006 - Update)
Post by: Wasabi on November 10, 2006, 01:00:28 pm
You have somehow managed to do something I have always had trouble with in my games:
Quote
There are separate objects for Link walking, walking carrying something, walking with the shield, walking with the bow poised - probably more that I can't recall off the top of my head
in there you say you use separate objects for all his actions. but i also know that, making my own games with game maker, that you have managed to make the room follow all those around. but i need to know how to do this! i have been making 1 single object which is link to follow and separate ones only for the swords and stationary objects. how do you do it? do you make the main one the pearent and then all the others have that the pearent and have the room follow the pearent?  ??? i dunno, but it is annoying the hell out of me and forcing me to make scripts 200 lines long (so i just made up that number, but you get the idea). I am making cloud of darkness and seeing your game, i think i need to almost rebuild my whole system of movement and actions so far (at least it's not even a quarter of what is planned).

Oh, are you using game maker?... you might not know what the hell i'm talking about if u don't and use some other game making program like the games factory.

By the way, really wicked game so far  8) can't wait for you to finish it.

P.S. one last thing, if you don't mind, could you PM me and give me links to the sites you got the ripped MC sprites from? not your custom ones, i just need a few more things to put in my game, like the bomb placed with smoke and the explosion of the bomb, and i am missing the lava tileset from my collection too. or please make a zip with all your MC sprites in (apart from your custom ones) and send it to me?
Only if you don't mind giving them to me!  ;)
Title: Re: The Legend of Zelda: The Shadowgazer (30/10/2006 - Update)
Post by: cb43569 on November 10, 2006, 01:11:21 pm
Hey, Blue Chu Jelly! TilesNet (http://www.speedsurf.to/zeldamt/) :P.
Title: Re: The Legend of Zelda: The Shadowgazer (30/10/2006 - Update)
Post by: Leif-Ericson on November 11, 2006, 08:48:10 pm
That was really dissappointing. All that was in the demo was walking around and 2 items.

Where are the enemies? Where are the room transitions? Where is the inventory?

Who's to say those screenshots arent mockups? You really need to add all the features you boast about having into your demos, as the demo you DID post had nothing special about it. It didnt even have a chat system.

Add some more content t your games before you release them, and don't tell people about features you claim to exist but only have a screenshot of.
Title: Re: The Legend of Zelda: The Shadowgazer (30/10/2006 - Update)
Post by: Bboy on November 11, 2006, 10:08:12 pm
Hey, don't be so quick to jump on someone, just because they could have been lying, why would they be. I'd like to see you do even this. He doesn't have to release anything. Why would he lie, seeing that you only have 4 posts, you are not gonna make many friends here putting people down like that.
Title: Re: The Legend of Zelda: The Shadowgazer (30/10/2006 - Update)
Post by: uma on November 12, 2006, 04:11:40 am
That was really dissappointing. All that was in the demo was walking around and 2 items.

Where are the enemies? Where are the room transitions? Where is the inventory?

Who's to say those screenshots arent mockups? You really need to add all the features you boast about having into your demos, as the demo you DID post had nothing special about it. It didnt even have a chat system.

Add some more content t your games before you release them, and don't tell people about features you claim to exist but only have a screenshot of.

*Shakes his head* Why allow a user to have such incredible, fresh systems before a real demo? The way I see it, he's keeping them under wraps so when a person plays the game, the systems will be new. If he allowed a demo, there wouldn't be any suprise! At all! Now we don't want that, do we? :(

You gotta have faith, man!
Title: Re: The Legend of Zelda: The Shadowgazer (30/10/2006 - Update)
Post by: Leif-Ericson on November 12, 2006, 06:55:35 am
I'd like to see you do even this.

You're on. Expect a new game from me that has all these features, except I will make it so you enter peoples thoughts. Thanks for the game idea Bboy!
Title: Re: The Legend of Zelda: The Shadowgazer (30/10/2006 - Update)
Post by: King Tetiro on November 12, 2006, 06:57:55 am
Let's not have a fight okay? We'll leave that for Link and the enemies he fights to do okay?
Title: Re: The Legend of Zelda: The Shadowgazer (30/10/2006 - Update)
Post by: King Mob on November 12, 2006, 04:44:28 pm
That was really dissappointing. All that was in the demo was walking around and 2 items.

Where are the enemies? Where are the room transitions? Where is the inventory?

Who's to say those screenshots arent mockups? You really need to add all the features you boast about having into your demos, as the demo you DID post had nothing special about it. It didnt even have a chat system.

Add some more content t your games before you release them, and don't tell people about features you claim to exist but only have a screenshot of.
LMAO. In need of some attention are we?

Considering you're only on your fifth post, I should be annoyed at you thinking you can tell me what I can or can't do, saying I'm 'boasting', and implying that my project is fake.
Instead I'll just point out the irony in a) trash-talking my game and then stealing the idea, and b) that most of your criticisms could be levelled at your own demo. And I'll politely ask you to stay the hell out of my thread in future, thanks.  ;D

For the people who don't think I suck, I'm happy to report progress is going well, and I'm only being quiet at the moment as I'm pretty much avoiding the internet altogether until TP arrives and I can play it spoiler-free. Thanks, for your faith in me, see you on the other side of December 8th.  ;)
Title: Re: The Legend of Zelda: The Shadowgazer (30/10/2006 - Update)
Post by: Leif-Ericson on November 13, 2006, 09:13:46 pm
Well if you are doing so much work on the game, prove it. All I saw in that demo was a basic walkaround demo that a child could make. There was no inventory ande if this was posted on the GMC everyone would say it sucks.

It's a good start, but you seriously need to add more content.
Title: Re: The Legend of Zelda: The Shadowgazer (30/10/2006 - Update)
Post by: Bboy on November 17, 2006, 02:28:50 am
Maybe he doesn't have to or want to prove it.

Maybe he is a child.

You start off with no inventory in every game

Maybe no one cares what GMC would say.

STHU, god I think like KM said you just want attention and want to look like you are a regular.
Title: Re: The Legend of Zelda: The Shadowgazer (30/10/2006 - Update)
Post by: Kame on November 17, 2006, 05:46:44 pm
That was really dissappointing. All that was in the demo was walking around and 2 items.

Where are the enemies? Where are the room transitions? Where is the inventory?

Who's to say those screenshots arent mockups? You really need to add all the features you boast about having into your demos, as the demo you DID post had nothing special about it. It didnt even have a chat system.

Add some more content to your games before you release them, and don't tell people about features you claim to exist but only have a screenshot of.
Well, considering most walking demos I've seen don't have any items other than the sword, I'd say the demo is doing pretty well so far. Also, a child could not have made that demo. Mob has put incredible work into it - everything in it is seamless, it even has things that the Capcom developers left out of the Minish Cap.

Also, it would be absolutely, fatally terrible if games only had screenshots and descriptions of things that they have already released. NOBODY would be interested at all, there would be nothing to make people want to download it. If you only included things in the demo in the description and screens, then Mob wouldn't even be able to tell the basic game plot. Besides which, when further demos come out, we will be able to see the features he has told us about, and expect more from future demos.

Also, just as he could be lying about what he has done, his demos could be fake, too. They could be stolen. ;) I'm sorry, but you've just gotta trust the developer. I do. He's proven how well he can code, and I wouldn't doubt that he can do/has done any of the things he's told us about.

Also, just one thing more - as fellow game developers, I bet the fellows at the GMC would also be impressed by how thorough the demo is for a walking demo. I doubt they would say it sucks, they can appreciate the hard work Mob's put into it.

LMAO. In need of some attention are we?

Considering you're only on your fifth post, I should be annoyed at you thinking you can tell me what I can or can't do, saying I'm 'boasting', and implying that my project is fake.
Instead I'll just point out the irony in a) trash-talking my game and then stealing the idea, and b) that most of your criticisms could be levelled at your own demo. And I'll politely ask you to stay the hell out of my thread in future, thanks.  ;D
Sharp, dude. ;)

For the people who don't think I suck, I'm happy to report progress is going well, and I'm only being quiet at the moment as I'm pretty much avoiding the internet altogether until TP arrives and I can play it spoiler-free. Thanks, for your faith in me, see you on the other side of December 8th.  ;)
Heh. See ya then. Hope to see some kind of updates again, eh? Text, most likely. And god for you about avoiding TP spoilers, I'd do the same. Games are so much less imersing and fantastic when you've heard so much about 'em.
Title: Re: The Legend of Zelda: The Shadowgazer (30/10/2006 - Update)
Post by: Wasabi on November 18, 2006, 08:44:22 am
Quote
That was really dissappointing. All that was in the demo was walking around and 2 items.

Where are the enemies? Where are the room transitions? Where is the inventory?

Who's to say those screenshots aren't mockups? You really need to add all the features you boast about having into your demos, as the demo you DID post had nothing special about it. It didn't even have a chat system.

Add some more content t your games before you release them, and don't tell people about features you claim to exist but only have a screenshot of.


look, you seem to be pissing of quite a few people (including me) who are supporting this game and others who are interested in it. I'd like to see you make a walking engine that well, I've been using GM for nearly 4 years now and even my game, Cloud of Darkness hasn't got a movement engine that good. where's your game? I'd like to see your engine before you heck other people out about their games.  :P and most people don't want criticism, just people to politely point out any faults or bugs so they can correct them.
Also, if you have read other posts, people want to rip out his hard work of new added features to use in their own games, (you wouldn't want that now, would you?) so of course he wouldn't put them in a demo.
so i advise you not to go throwing criticism at games that claim things but don't have them in demos. >:(
Title: Re: The Legend of Zelda: The Shadowgazer (30/10/2006 - Update)
Post by: Moon_child on November 18, 2006, 10:55:15 am
That was really dissappointing. All that was in the demo was walking around and 2 items.

Where are the enemies? Where are the room transitions? Where is the inventory?

Who's to say those screenshots arent mockups? You really need to add all the features you boast about having into your demos, as the demo you DID post had nothing special about it. It didnt even have a chat system.

Add some more content t your games before you release them, and don't tell people about features you claim to exist but only have a screenshot of.
@King Mob: Unbelievble that stupid miserable *censor* people like this live in the world.
Title: Re: The Legend of Zelda: The Shadowgazer (30/10/2006 - Update)
Post by: Scooternew on November 19, 2006, 01:21:31 am
Quote
All I saw in that demo was a basic walkaround demo that a child could make. There was no inventory ande if this was posted on the GMC everyone would say it sucks.
Saying this alone proves your stupidity. Compared to nearly every other Zelda game, this one is the most fluid one I've seen. It is smooth and has perfect collision, and nice details such as rain that looks smooth and perfect tiling. You should spend less time talking about other people's games and working on your own; god knows you need it.
Title: Re: The Legend of Zelda: The Shadowgazer (30/10/2006 - Update)
Post by: Mathazzar on December 07, 2006, 12:42:33 am
Guys, if you need a composer to score your game, I would love to do it. Check out my topic here for some samples of my work! :)

http://www.zfgc.com/forum/index.php?topic=11086.msg122233#new
Title: Re: The Legend of Zelda: The Shadowgazer (17/12/2006 - Small video update)
Post by: King Mob on December 17, 2006, 09:17:58 pm
I was originally just going to post a few words assuring you guys I hadn't stopped work on The Shadowgazer even though I've been trying to set up a new community project, but I thought I'd share this with you. Made me laugh anyway. :P

I took a break last week to play Twilight Princess, but had done a lot of work the week before. Coming back to it yesterday I realised I'd completely forgetten what the last thing I was working on was... So I ran the game to get back up to speed and it suddenly came back to me:
Download clip (http://savefile.com/files/346466)
I remember now, it was late and I thought "I'll tone it down tomorrow." Obviously never got round to it...!

You get a little glimpse of Kakariko Village and the graveyard, and you can see I'm adding sound effects, even though the volume levels need optimising...

And Mathazzar, thanks for your offer - check your PMs. ;)
Title: Re: The Legend of Zelda: The Shadowgazer (17/12/2006 - Small video update)
Post by: Scooternew on December 17, 2006, 10:20:07 pm
Did you sprite these cucoos?

I thought the cucoo thing was funny, like from OOT. The only thing I think you should add is some kind of indicator that you've gone past the breaking point. Like a screech from the cucoo, or something not just the game "freezes".

Great looking village - you've done a great job tiling. The graveyard looked too "happy". Maybe you should make a path that connects to the graveyard that has the happy feel of Kakariko at the beginning and it begins to rain and get dark at the end, so it's already like that when you enter. Either way, keep it up.

I noticed some serious slowdown when all the cucoos flew onscreen.

Finally - just wondering, from a structural point of view - have you made rooms connected, or separate? Like all of Hyrule Field is one massive room, or each area is split up? Or, like is Kakariko actually the same room, GM6-wise?

Also, to lessen the volume, are you using the sound_volume function, or using a DLL (FMOD, SAudio, etc.) to lessen the volume? Again, just wondering.

FINALLY, what did you use to record the sound? Just a regular mic?
Title: Re: The Legend of Zelda: The Shadowgazer (17/12/2006 - Small video update)
Post by: King Mob on December 17, 2006, 11:08:56 pm
Did you sprite these cucoos?
Nope, they're regular cuccos from The Minish Cap.

I thought the cucoo thing was funny, like from OOT. The only thing I think you should add is some kind of indicator that you've gone past the breaking point. Like a screech from the cucoo, or something not just the game "freezes".
There is. The cucco crows exactly like in OOT when the game freezes - you still having trouble with the sound?  :P

I noticed some serious slowdown when all the cucoos flew onscreen.
That can be attributed to the compression of the video, it all goes a bit blurry and choppy when anything is moving sufficiently fast. Plus running Fraps always seems to degrade performance... I've toned the number of cuccos down quite a bit anyway (!) and there is no slowdown at all.

Finally - just wondering, from a structural point of view - have you made rooms connected, or separate? Like all of Hyrule Field is one massive room, or each area is split up? Or, like is Kakariko actually the same room, GM6-wise?
There are separate rooms but some of them, like Hyrule Field and Kakariko Village, are fairly huge. If you mean is something massive and open like Hyrule Field made up of small connected rooms, no, that wouldn't really faciliate the horseback combat - you're moving pretty fast and you and your opponents need plenty of room to manoeuver. There are some big ass rooms.

Also, to lessen the volume, are you using the sound_volume function, or using a DLL (FMOD, SAudio, etc.) to lessen the volume? Again, just wondering.

FINALLY, what did you use to record the sound? Just a regular mic?
I've built a sound controller object that handles everything but spot effects. It uses the simple sound_volume functions, but it's pretty robust, all the music and ambient effects ebb and flow nice and seamlessly during room transitions. I haven't felt the need to use a DLL, since it's been exhaustively tested (because the clock has a huge effect on it) and it works perfectly as it is. The code's pretty simple, but thorough enough to make it appear sophisticated.  ;)

To record the Wind Waker sound effects I just hook my MP3 player up to the TV. It has a line in socket and can record with real-time WAV encoding. Not the greatest quality, but good enough for my purposes.
Title: Re: The Legend of Zelda: The Shadowgazer (17/12/2006 - Small video update)
Post by: Link94 on December 18, 2006, 01:26:42 am
Wow Awsome clip Those areas will be in the game correct?
Title: Re: The Legend of Zelda: The Shadowgazer (17/12/2006 - Small video update)
Post by: .TakaM on December 18, 2006, 02:01:40 am
nice clip, just curious about a few things, firstly how come all the chimneys are blocked off? and how come the hay roofs cover so much of the doors?

also, I think you went a bit overboard with the chickens, so much its passed the point of overwhelming and impressive to being just too much
Title: Re: The Legend of Zelda: The Shadowgazer (17/12/2006 - Small video update)
Post by: uma on December 18, 2006, 02:35:07 am
nice clip, just curious about a few things, firstly how come all the chimneys are blocked off? and how come the hay roofs cover so much of the doors?

also, I think you went a bit overboard with the chickens, so much its passed the point of overwhelming and impressive to being just too much

I'm assuming it adds perspective to the whole deal... I think its a nice addition.

As for the chimenies... maybe something to do with a part of the game? Just a guess.
Title: Re: The Legend of Zelda: The Shadowgazer (17/12/2006 - Small video update)
Post by: Zerolink on December 18, 2006, 03:48:47 am
Haven't checked out the demo or clip...cause I'm just too darn lazy, but the concept of the game seems pretty sweet. I like the new take on the two worlds, could have some interesting puzzle designs, especially if you put more of a town emphasis on the game...since that's where a lot of the people, and therefore fears, will be. Will there be an item that allows you to go in between worlds freely later in the game? Usually that happens...but the only thing I could think of is like...a portable bed, which is kinda lame. Or maybe some kind of lens that allows you to see into the dream world...like the Lens of Truth in OoT. Just curious what all you plan to do with this.

And I like the screens...look pretty professional, the HUD and all. Good job, dude. Keep it up...don't let TP distract you TOO much :p
Title: Re: The Legend of Zelda: The Shadowgazer (17/12/2006 - Small video update)
Post by: King Mob on December 18, 2006, 06:07:26 pm
Wow Awsome clip Those areas will be in the game correct?
Yeah, they will. I'm still working on them so they'll be subject to change, like I'll probably act on Scooter's suggestion to make a longer path to the graveyard, but they're in the game and they're part of the starting area.

nice clip, just curious about a few things, firstly how come all the chimneys are blocked off?
Just haven't finished them. Not decided what they're going to look like yet, that's all. I'll probably keep tinkering with the buildings for a while yet...

how come the hay roofs cover so much of the doors?
I didn't like how the door was incorporated into the original roof anyway, but I based the edits on a style of thatched roof that's common in the UK (common in the more picturesque parts of country anyway!) It's meant to overhang like a small porch, and from that angle of elevation you wouldn't be able to see much of the door, no. But I went for that style in particular as there's a sequence in the game where I'm trying to get the player to return to a certain place in the village without delay, so I came up with with a situation where it will be absolutley pissing down with rain and all the villagers are sheltering under their porches, conveniently blocking their front doors - just a more interesting way of steering the player to where you need them to go than confusing them with a load of locked houses. There's a grand plan behind every little thing... :P

also, I think you went a bit overboard with the chickens, so much its passed the point of overwhelming and impressive to being just too much
That was kinda the point of posting the clip. I totally underestimated how many chickens would be generated, and I just thought it was pretty funny. There are a lot fewer now, believe me.  ;D

Will there be an item that allows you to go in between worlds freely later in the game? Usually that happens...but the only thing I could think of is like...a portable bed, which is kinda lame. Or maybe some kind of lens that allows you to see into the dream world...like the Lens of Truth in OoT. Just curious what all you plan to do with this.
I don't know about that, I haven't thought that far ahead yet. I don't think there will be a need for it, but that's one of the things I won't know until I can see how the game plays. There is a point when you're involuntarily put in the nightmare realm through being knocked unconscious, so there could easily be more than one way to go in there. The Shadowgazer isn't the 'key' to the nightmare realm - the idea is that everybody goes there when they dream - wearing it round your neck just allows you to remain lucid when you're there. So I could definitely explore more possibilities than having to search for a bed every time, because basically you just need to fall asleep... Hypnosis? Drugs???
Title: Re: The Legend of Zelda: The Shadowgazer (17/12/2006 - Small video update)
Post by: cb43569 on December 18, 2006, 06:43:19 pm
Holy ****! You've made excellence, King Mob :). Now I seriously can't wait for a demo :P! You seem to have perfected your engine, almost. The tiling is awesome, the sound effects are used brilliantly, and the tiling is fantastic ^-^. Oh wait, I complimented the same thing twice.

You are my king ^-^.

Great video.
Title: Re: The Legend of Zelda: The Shadowgazer (17/12/2006 - Small video update)
Post by: TCGamer on December 18, 2006, 07:23:10 pm
This will be the greatest Zelda fan game I've ever seen! Please release a demo soon! The only game I can see to be better than this is TRM's OOT2D.
Title: Re: The Legend of Zelda: The Shadowgazer (17/12/2006 - Small video update)
Post by: Moon_child on December 18, 2006, 08:20:02 pm
I uploaded your video on Youtube so more people can see it and faster!
http://www.youtube.com/watch?v=Dn4AhmTFeCg
Title: Re: The Legend of Zelda: The Shadowgazer (17/12/2006 - Small video update)
Post by: DarkWyrm69 on December 18, 2006, 08:21:47 pm
WOW! thats really good
Title: Re: The Legend of Zelda: The Shadowgazer (17/12/2006 - Small video update)
Post by: Scooternew on December 19, 2006, 01:15:26 am
Doh, my story revolves around nightmares...but I guess not anymore, because it would be too similar to this...and I don't want to be accused of copying.
Title: Re: The Legend of Zelda: The Shadowgazer (17/12/2006 - Small video update)
Post by: Bboy on December 19, 2006, 02:10:23 am
Great video, will the cucco's swim like in OoT. I just found that out yesterday at Zora's river, they like flap their wings in the water and swim, though they can't hurt you while  swimming they swoop down and peck your head, though they almost always miss. Also maybe use some darker tones for that graveyard, unless there is a darker version in the dream realm and that version is just an ordinary graveyard.

Holy ****! You've made excellence, King Mob :). Now I seriously can't wait for a demo :P! You seem to have perfected your engine, almost. The tiling is awesome, the sound effects are used brilliantly, and the tiling is fantastic ^-^. Oh wait, I complimented the same thing twice.

You are my king ^-^.

Great video.
He's a moblin, get him!
Title: Re: The Legend of Zelda: The Shadowgazer (17/12/2006 - Small video update)
Post by: GieVeNT on December 19, 2006, 11:54:42 pm
Hey I'm not sure if anyone noticed but King Mob, in your demo you cannot shoot your boomerang in any direction except the one you are facing and you have shadow problems on Link (the one I noticed was using the shield and facing down and walking up)

The savefile link for the video is down and youtube doesn't work for me (odd because youtube usually does)
Title: Re: The Legend of Zelda: The Shadowgazer (17/12/2006 - Small video update)
Post by: Wasabi on December 20, 2006, 09:19:26 am
my guess for sounds is that you used kakario village, wind waker rolling, and OOT sword and cuccos. Just got the other graveyard ones from somewhere else, i suppose.
Title: Re: The Legend of Zelda: The Shadowgazer (17/12/2006 - Small video update)
Post by: Scooternew on December 20, 2006, 11:57:25 pm
Quote
Hypnosis? Drugs???
Hehe. You might as well make it Zelda like, as in certain types of plants or grass you can lay on the groud and light with your lantern and the smoke will make you fall asleep. Or contextual things, such as (don't use this) you get a massage and fall asleep. Or you go to the local diner and the heavy meal makes you fall asleep.

I'd like to see some interesting things happen depend on where you sleep. For example, if you sleep in a lake, after 10 secondsin the dream world you'll either a) game over for drowning in the real world, or b) automatically wake up because you are drowning. Or, you get waken up and suddenly while you are questing in the dream world, you are taken back into the real world. Like if a train flies by and its loud noise wakes Link. These are the things I'm interested in seeing.
Title: Re: The Legend of Zelda: The Shadowgazer (17/12/2006 - Small video update)
Post by: pxl_moon (dotyue) on December 21, 2006, 12:06:18 am
Quote
Hypnosis? Drugs???
Hehe. You might as well make it Zelda like, as in certain types of plants or grass you can lay on the groud and light with your lantern and the smoke will make you fall asleep. Or contextual things, such as (don't use this) you get a massage and fall asleep. Or you go to the local diner and the heavy meal makes you fall asleep.

I'd like to see some interesting things happen depend on where you sleep. For example, if you sleep in a lake, after 10 secondsin the dream world you'll either a) game over for drowning in the real world, or b) automatically wake up because you are drowning. Or, you get waken up and suddenly while you are questing in the dream world, you are taken back into the real world. Like if a train flies by and its loud noise wakes Link. These are the things I'm interested in seeing.

yes there are really many things possible... just watch the nightmare on elm street movies, the people there have a real problem of being awake...

a few possibilitys:

- different places in the world where you can take a nap ( f.e. Lonlon ranch, links house, hotel in hyrule city, the house of a lady ( see zelda 2 ;) ) )

- The Evil Guy after the first encounter makes a spell on you which  lets you sleep after every 10 minutes

- Zelda or Malon as second player which comes in the real world everywhere with you and makes you sleep or awakes you with a hammer :P so you are unattackable while entering / leaving worlds

- that item in your avatar ( king mobs ) using it makes a effect like the mirror in lttp ^^

Title: Re: The Legend of Zelda: The Shadowgazer (17/12/2006 - Small video update)
Post by: ZoSo on December 21, 2006, 12:32:05 am
I actually like yues idea about falling asleep every 10 minutes or so, that way you have to keep on task before being sucked into the dream world. Then after mabye the third dungeon or so the effect gets trapped into an item that you can use whenever you want.
Title: Re: The Legend of Zelda: The Shadowgazer (17/12/2006 - Small video update)
Post by: MyNameLawl on December 21, 2006, 05:46:21 am
Add hyper reality.
Title: Re: The Legend of Zelda: The Shadowgazer (17/12/2006 - Small video update)
Post by: Kame on December 22, 2006, 06:03:43 pm
I'd say maybe an energy meter. Once you use too much energy (which should go down at a rate enough to ensure that you fall asleep in maybe two days at most or whatever) or utilize an item making you go to sleep, you will. Although contextual ways of going to sleep would be nifty, too. Although, since going to sleep is crucial to the game, there should definitely be a way to go to sleep on purpose.

Trailer is great, btw. I'm thrilled to see you using some sounds from the Wind waker, it had amazing sound effects.
Title: Re: The Legend of Zelda: The Shadowgazer (17/12/2006 - Small video update)
Post by: MyNameLawl on December 23, 2006, 02:03:44 am
Maybe Link should have insomnia?
Title: Re: The Legend of Zelda: The Shadowgazer (17/12/2006 - Small video update)
Post by: Kame on December 23, 2006, 03:18:15 am
Maybe Link should have insomnia?
Why? That would make it harder to go to sleep. ::)
Title: Re: The Legend of Zelda: The Shadowgazer (17/12/2006 - Small video update)
Post by: Bboy on December 23, 2006, 03:35:15 am
The best thing would be for him to fall asleep at certain times, like anytime at night or after enough time has passed, then he gets like some type of item that at certain spots you can fall asleep anytime. Kinda like the Rod of Seasons in OoS, you changed seasons automaticly, but to really do anything you had to use the rod at a stump.
Title: Re: The Legend of Zelda: The Shadowgazer (17/12/2006 - Small video update)
Post by: MyNameLawl on December 23, 2006, 04:43:09 am
Maybe Link should have insomnia?
Why? That would make it harder to go to sleep. ::)

Exactly!  :P
Title: Re: The Legend of Zelda: The Shadowgazer (17/12/2006 - Small video update)
Post by: Kame on December 23, 2006, 05:53:19 am
Maybe Link should have insomnia?
Why? That would make it harder to go to sleep. ::)

Exactly!  :P
Isn't the point to make Link go to sleep? :P

EDIT: I'm thinking you should go traditional Zelda and use some type of scattered "warp" points to send Link to sleep, and then later in the game you get an item that lets you do it any time.
Title: Re: The Legend of Zelda: The Shadowgazer (17/12/2006 - Small video update)
Post by: ACCloud on December 23, 2006, 09:31:49 am
Hmm...Maybe the power of Dreams could be endowed in the Shadowgazer which gives Link the ability to freely warp to the Dream Realm or something. Maybe at item that warps you too the nearest bed?
Title: Re: The Legend of Zelda: The Shadowgazer (17/12/2006 - Small video update)
Post by: cb43569 on December 23, 2006, 10:19:11 am
Maybe at item that warps you too the nearest bed?

Yeah, yeah, we all know your eternal dream <_<.
Title: Re: The Legend of Zelda: The Shadowgazer (17/12/2006 - Small video update)
Post by: uma on December 23, 2006, 06:25:42 pm
Maybe at item that warps you too the nearest bed?

Yeah, yeah, we all know your eternal dream <_<.

Oh snaps! Buuuuuuuurn!

Uh... sorry.
Title: Re: The Legend of Zelda: The Shadowgazer (17/12/2006 - Small video update)
Post by: Mitsu on December 23, 2006, 06:31:14 pm
Great video, will the cucco's swim like in OoT. I just found that out yesterday at Zora's river, they like flap their wings in the water and swim, though they can't hurt you while  swimming they swoop down and peck your head, though they almost always miss. Also maybe use some darker tones for that graveyard, unless there is a darker version in the dream realm and that version is just an ordinary graveyard.

Holy ****! You've made excellence, King Mob :). Now I seriously can't wait for a demo :P! You seem to have perfected your engine, almost. The tiling is awesome, the sound effects are used brilliantly, and the tiling is fantastic ^-^. Oh wait, I complimented the same thing twice.

You are my king ^-^.

Great video.
He's a moblin, get him!

actually, i think king mob refers to the dc comic the invisibles.
Title: Re: The Legend of Zelda: The Shadowgazer (17/12/2006 - Small video update)
Post by: ACCloud on December 23, 2006, 09:35:06 pm
Ok I'm just going to ignore those previous comments. But an item that can warp u to the nearest bed in Zelda The Shadowgazer would be very helpful. Also possibly you could put in a meter that shows how tired Link is. When it gets full you can go to sleep wherever you are and after that the bar resets again. It could be based on how many enemies you kill or something. Anywayz just ideas that I've been having. Good luck with ur game King Mob, it looks fantastic!
Title: Re: The Legend of Zelda: The Shadowgazer (17/12/2006 - Small video update)
Post by: Zerolink on December 24, 2006, 04:28:02 am
Ok I'm just going to ignore those previous comments. But an item that can warp u to the nearest bed in Zelda The Shadowgazer would be very helpful. Also possibly you could put in a meter that shows how tired Link is. When it gets full you can go to sleep wherever you are and after that the bar resets again. It could be based on how many enemies you kill or something. Anywayz just ideas that I've been having. Good luck with ur game King Mob, it looks fantastic!

Basing it on how many enemies you kill would make the game too heck-and-slash. I mean if you needed to go into the dream world, and you had just used the power...you'd be going on a mad enemy hunt to try and raise it back up, wasting a lot of adventuring time. Good to be able to stay on track in Zelda.
Title: Re: The Legend of Zelda: The Shadowgazer (17/12/2006 - Small video update)
Post by: ACCloud on December 24, 2006, 10:37:10 am
True, true. Well maybe it could be based on how many steps u've taken??? Oh well... :jellytime:
Title: Re: The Legend of Zelda: The Shadowgazer (17/12/2006 - Small video update)
Post by: Windy on December 24, 2006, 12:44:30 pm
I'd say i have only one criticism so far, and that would have to be the shadows located under characters being one static colour.  As for the dream thing, there's quite a few ways you could go about it.

Have some sort of thing representing a warp point, perhaps a special kind of bed or hammock (if outside) that you could use a pillow on, and perhaps later on you could get a better item, such as a sleeping bag(OoA).

Magic (aka Sleeping Powder)

Special Areas that cause him to go to sleep

Title: Re: The Legend of Zelda: The Shadowgazer (17/12/2006 - Small video update)
Post by: ZoSo on December 24, 2006, 06:49:32 pm
Just hit me, Poppy's!(ala wizard of OZ)
Title: Re: The Legend of Zelda: The Shadowgazer (17/12/2006 - Small video update)
Post by: cuff on December 25, 2006, 08:26:45 am
 ;) luv the epona sprite.
its a million times better than fsa's sprite,
its to bad my graphics card is  crap >:( but it looks good)
Title: Re: The Legend of Zelda: The Shadowgazer (17/12/2006 - Small video update)
Post by: Faceless on December 25, 2006, 07:37:15 pm
The simplest and (imo) most obvious solution is to have an Inn at each region.
Eventually the player could even gain the ability to warp between them.

To expand upon the idea, you could implement a system where, for whatever reason (nightmares entering the world is an example), Link must return to an Inn at a certain time each day, and is warped there instantly via a screen blackout. Enough time would have to be given for the player to traverse far enough for the system not to become annoying, but little enough that it imposes a pressure on the player, sort of like how in MM you would rush to meet your objectives within the timeframe.

You would (of course) have the option to retire to bed early, heralding the next day, and triggering any quest related happenings. Additionally, you could add a little cutscene upon the discovery of a new Inn where the day turns to night, and Link turns in for the night, giving you the ability to control the flow of the quest's progression more logically, and adding more diversity than you (the player) having to find a bed after you have progressed to a certain quest checkpoint every time.
Title: Re: The Legend of Zelda: The Shadowgazer (17/12/2006 - Small video update)
Post by: Zerolink on December 26, 2006, 05:39:49 am
That's more plausible, but still pretty inconvenient. Saying that you have to get everything done before the day is over so you can make it to the inn and do the nightmare part that's next in your quest is pretty linear. It means that not only are you forced to rush so you can reach a certain point so your trip to the nightmare world isn't wasted, it also means that you pretty much spend the same amount of time in each world. I would assume the nightmare world would be triggered by certain events that make you need to go into it...not just like in MM where you had to reset the three-day clock so you didn't get squished by a giant space rock.

It should be more like something with the Shadowgazer playing Navi...where it gives you a sign that you're needed in the nightmare world, whenever that might be...and you can choose either to let it warp you to an inn (or some other way to engage in sleep), or you can tell it to go away if you're in the middle of getting a heart piece or something. That way it has the same effect of progressing the story...but it's a lot less demanding. The idea of not being able to control when you're sent to sleep, and just hoping you're not in the middle of something else when sunset comes...that seems pretty aggravating.
Title: Re: The Legend of Zelda: The Shadowgazer (17/12/2006 - Small video update)
Post by: King Mob on December 27, 2006, 06:32:52 pm
Thanks for the renewed interest lately, there are some good suggestions here. I want to let you in on some of the things I've already decided on and not told you about yet, and give you some reasons why a couple of the suggestions you've made might not work alongside them.

And if I start to sound cryptic, it's probably deliberate... :P

There will be warp points, but not many. Possibly as few as three, even! This is a small part of a much bigger gameplay element I want to keep secret for now (I really want you to be surprised by it when you come across it in the demo. ;))

What I'm going for with the overworld, in the normal waking world at least, is pretty much the usual Zelda formula. There will be plenty of room to explore either on foot or horseback, but the greatest distances will be covered with my top secret gameplay element, making yer standard warping rank some way down the list of travel options... ;) Exploring every inch on foot would, as ever, be the best way of uncovering all the secrets but it would probably slow your main quest down as there are some fairly huge rooms already...

The nightmare world, on the other hand, will be a much more dangerous place, and navigating it will be much harder. You'll be far more restricted in where you can freely go. Even though it's exactly the same size, you'll hopefully feel that the nightmare realm is oppressive and more claustrophobic, and that you really only have the safety to explore in the waking world. But this means there will be plenty of places for you to enter it. At the moment, these 'portals' will be beds, but there will be points at which story events take over and you are sent there involuntarily.

By the way, when I've said in the past "finding a bed", I'm speaking broadly. There was always gonna be other places you can curl up and go to sleep other than the obvious.

Will there be an item that allows you to go in between worlds freely later in the game? Usually that happens...but the only thing I could think of is like...a portable bed, which is kinda lame.
Have some sort of thing representing a warp point, perhaps a special kind of bed or hammock (if outside) that you could use a pillow on, and perhaps later on you could get a better item, such as a sleeping bag(OoA).

Magic (aka Sleeping Powder)

Special Areas that cause him to go to sleep
Quote
Hypnosis? Drugs???
Hehe. You might as well make it Zelda like, as in certain types of plants or grass you can lay on the groud and light with your lantern and the smoke will make you fall asleep.
I could add something along those lines. I had thought of giving you the ability to make camp fires in certain conditions, or more likely just light existing ones. The idea would be that you'd bed down and sleep in front of the fire. But the trouble with that is it's essentially the same as searching for a bed: you'd still only be entering the nightmare realm in predetermined places, and you'd still need to hunt them down. Still, it adds a little variety I suppose. And until you find the lamp to light the fire, those areas would remain inaccessible to you in the nightmare realm.

Another possibility would be to give you the equipment to set up camp where you choose, only it would be kept in your horse's saddlebag. On one hand you'd be restricted to only camping down in places where your horse could go, but on the other hand you'd be able to sleep in big open-air places miles from any settlement. Typically though, these areas would be swarming with enemies, so I guess you'd need to clear the area first to avoid being woken up with a nasty surprise...!

Or contextual things, such as (don't use this) you get a massage and fall asleep. Or you go to the local diner and the heavy meal makes you fall asleep.
Way ahead of you, Scooter, though not a massage, no.  ;D Same principal as speaking to (was it Anju's?) granny in Majora's Mask: she'd tell you a really long story and you'd fall asleep. Basically it was a way of getting time to pass quickly, but that could easily be adapted and there should be plenty of variations.

Hmm...Maybe the power of Dreams could be endowed in the Shadowgazer which gives Link the ability to freely warp to the Dream Realm or something. Maybe at item that warps you too the nearest bed?
I see a lot of you have suggested this, but having an object that lets you travel between realms at will is only something I'd consider if the gameplay demanded it. I personally like the idea of being restricted as to where you can enter the nightmare realm, at least to begin with. It naturally lends itself to puzzles, and would allow for very different routes round the two versions of the map. And I think it's an interesting dynamic we've not seen before in Zelda. All the other games with alternate worlds have either one single portal, or several that you can freely move between, or have an object that moves you between worlds wherever you happen to be. In this one, wherever you roam in the nightmare realm, whether you return to your sleeping body or you wake/are woken by some other means, you'll return to the point at which you left, i.e. the bed you were sleeping in.

I actually like yues idea about falling asleep every 10 minutes or so, that way you have to keep on task before being sucked into the dream world. Then after mabye the third dungeon or so the effect gets trapped into an item that you can use whenever you want.
Personally, I think that would be really annoying. Imagine being dragged against your will back and forth in time every 10 minutes in OOT... You'd get nothing done - it would totally disrupt the flow of the gameplay. Not in this game, I'm afraid...

And I also discounted the idea of a 'tiredness' meter very early on for this same reason.

Hey I'm not sure if anyone noticed but King Mob, in your demo you cannot shoot your boomerang in any direction except the one you are facing and you have shadow problems on Link (the one I noticed was using the shield and facing down and walking up)
I've since added diagonal throwing to the boomerang, and the issue with the shadow has been tightened up a bit.

I'd say i have only one criticism so far, and that would have to be the shadows located under characters being one static colour.
I'm just emulating what they did in The Minish Cap.

Great video, will the cucco's swim like in OoT. I just found that out yesterday at Zora's river, they like flap their wings in the water and swim, though they can't hurt you while  swimming they swoop down and peck your head, though they almost always miss.
I guess I'll have to do something about this! But I reckon you'd be able to avoid a cucco attack by diving underwater till they've gone...  :P

It should be more like something with the Shadowgazer playing Navi...where it gives you a sign that you're needed in the nightmare world, whenever that might be...and you can choose either to let it warp you to an inn (or some other way to engage in sleep), or you can tell it to go away if you're in the middle of getting a heart piece or something. That way it has the same effect of progressing the story...but it's a lot less demanding. The idea of not being able to control when you're sent to sleep, and just hoping you're not in the middle of something else when sunset comes...that seems pretty aggravating.
You're not actually far off the mark here. I don't want to reveal too much of the story at this stage, but you do have a Navi/KoRL/Midna-type guide throughout the game. Basically, there's a guy who has been trapped in the nightmare realm for thousands of years - he's the one who defeated the nightmare creatures the first time they set their sights on Hyrule. He made the Shadowgazer as a kind of totem to protect his sleeping body while his spirit was fighting in this other realm. Though he was successful, he never found his way back, and his physical body aged and died long ago. The essence of his spirit is still contained within the Shadowgazer, and he teaches Link how to come and go between the two worlds, but only once he's proven himself. Before that it's pretty much the story that dictates your movement between the two.

Wow. That was an epic post... If you have any more questions, please, keep 'em coming!
Title: Re: The Legend of Zelda: The Shadowgazer (17/12/2006 - Small video update)
Post by: Scooternew on December 27, 2006, 06:47:13 pm
Ok: When you warp to the dream world, will you appear in the same "position" as you currently are in the waking world?
Title: Re: The Legend of Zelda: The Shadowgazer (17/12/2006 - Small video update)
Post by: King Mob on December 27, 2006, 07:22:24 pm
Ok: When you warp to the dream world, will you appear in the same "position" as you currently are in the waking world?
Absolutely. If you go to sleep in a bed, in a house, you'll 'warp' to that spot in the nightmare realm. You'll see a ghostly after-image of your body in the bed, and you can go off and explore.

But to return you'll need to go back to your body. You will then warp back to the bedroom in the waking world. If, for some reason, you are woken abruptly by a clock-based event back in the waking world, you will also warp back to the bedroom you went to sleep in, regardless of where you are in the nightmare realm.

You're asleep, remember. Your spirit can only return to where your body is.  ;)
Title: Re: The Legend of Zelda: The Shadowgazer (17/12/2006 - Small video update)
Post by: Scooternew on December 27, 2006, 08:41:57 pm
Hmm. Ok, it seemed farfetched at first to automatically be able to control your dream and wake up in the nightmare realm at the same exact spot, but thinking about what the Shadowgazer actually does, it makes perfect sense now.
Title: Re: The Legend of Zelda: The Shadowgazer (17/12/2006 - Small video update)
Post by: cb43569 on December 27, 2006, 08:44:26 pm
The game continues to sound better and better! Keep at it!

(posting from my Wii!)
Title: Re: The Legend of Zelda: The Shadowgazer (17/12/2006 - Small video update)
Post by: Scooternew on December 27, 2006, 08:46:03 pm
Where did you get the Wii's browser? I can't find it anywhere!
Title: Re: The Legend of Zelda: The Shadowgazer (17/12/2006 - Small video update)
Post by: Moon_child on December 27, 2006, 08:58:44 pm
Where did you get the Wii's browser? I can't find it anywhere!
You can download it in the virtual console shop.


p.s sorry for going off-topic King Mob!
Title: Re: The Legend of Zelda: The Shadowgazer (17/12/2006 - Small video update)
Post by: TheDarkJay on December 27, 2006, 08:59:45 pm
This game sounds cooler and cooler. Here's a suggestion (just a suggestion):

Link has a fatigue thing going, where he NEEDS to sleep or he gets sluggish, and eventually passes out/drops on the spot at the first chance he gets. Of course this would need to be countered by an adrenaline-style rush where if you are in a combat situation, you don't fall to sleep but are left more drained afterwards and more likely to fall asleep on a rock.
Title: Re: The Legend of Zelda: The Shadowgazer (17/12/2006 - Small video update)
Post by: cuff on December 28, 2006, 02:43:26 am
Ok: When you warp to the dream world, will you appear in the same "position" as you currently are in the waking world?
Absolutely. If you go to sleep in a bed, in a house, you'll 'warp' to that spot in the nightmare realm. You'll see a ghostly after-image of your body in the bed, and you can go off and explore.

But to return you'll need to go back to your body. You will then warp back to the bedroom in the waking world. If, for some reason, you are woken abruptly by a clock-based event back in the waking world, you will also warp back to the bedroom you went to sleep in, regardless of where you are in the nightmare realm.

You're asleep, remember. Your spirit can only return to where your body is.  ;)
unless you sleep walk
Title: Re: The Legend of Zelda: The Shadowgazer (17/12/2006 - Small video update)
Post by: Mitsu on December 28, 2006, 03:19:42 am
This game sounds cooler and cooler. Here's a suggestion (just a suggestion):

Link has a fatigue thing going, where he NEEDS to sleep or he gets sluggish, and eventually passes out/drops on the spot at the first chance he gets. Of course this would need to be countered by an adrenaline-style rush where if you are in a combat situation, you don't fall to sleep but are left more drained afterwards and more likely to fall asleep on a rock.

king mob already said he wasn't going to do something like that in the huge post a little ways above yours.
Title: Re: The Legend of Zelda: The Shadowgazer (17/12/2006 - Small video update)
Post by: cuff on December 28, 2006, 03:25:52 am
also will the bad guy be like the nightmares in LA
Title: Re: The Legend of Zelda: The Shadowgazer (17/12/2006 - Small video update)
Post by: Bboy on December 28, 2006, 03:26:22 am
I really like your idea KM, I think this may be the best project here. And I'm deducting the story and I'm guessing something about Sheikah? From both your sig and your avy. Like I said before this is very Nintendo-esque.
Title: Re: The Legend of Zelda: The Shadowgazer (17/12/2006 - Small video update)
Post by: cuff on December 28, 2006, 08:15:30 am
someone should try kill link wilst he's in the nightmare relm
Title: Re: The Legend of Zelda: The Shadowgazer (17/12/2006 - Small video update)
Post by: King Mob on December 28, 2006, 11:05:02 am
I really like your idea KM, I think this may be the best project here. And I'm deducting the story and I'm guessing something about Sheikah? From both your sig and your avy. Like I said before this is very Nintendo-esque.
Yes, it is. I couldn't tell you any more about the guy who 'is' the Shadowgazer if I wanted to, since there's stuff about him I haven't settled on (I can't even come up with a design for him that I don't absolutely hate) but he's definitely a Sheikah. The 'Shadow Folk' play a big part in my game...  ;D

someone should try kill link wilst he's in the nightmare relm
There will be perils back in the waking world that can unexpectedly bring you out of your sleep, yes. But these will be few and far between for the same reason I'm not including a fatigue meter.

You're asleep, remember. Your spirit can only return to where your body is.  ;)
unless you sleep walk
Yeah, but the logistics of this are a nightmare in themselves. I also think it would be pretty frustrating not to be able to find your body. Although I guess I would probably mark it on the map anyway...

also will the bad guy be like the nightmares in LA
A little. I didn't want to ditch that concept, but I'm mixing them with elements of the Poe design, adding plenty my own touches. Hopefully the nightmares will look pretty unique.

As for the bad guy, I'm not telling you anything about him yet...  ;)
Title: Re: The Legend of Zelda: The Shadowgazer (17/12/2006 - Small video update)
Post by: cb43569 on December 28, 2006, 12:01:54 pm
...is the bad guy either Vaati or Aghanhim? If so, you stole my idea :(.

(Posting from Wii... again!)
Title: Re: The Legend of Zelda: The Shadowgazer (17/12/2006 - Small video update)
Post by: Zerolink on December 28, 2006, 02:26:16 pm
Well you stole Nintendo's idea, so deal with it :p

Um...just one story question: Have you figured out how and WHY the 'Nightmare World' is being taken over by whatever evil force you're planning on using? I mean Twilight Realm and Dark World are understood...but an alternate world in people's sleep? That doesn't seem as easy to explain. Unless...the bad guy is Freddy Krueger! It all makes sense now! :p
Title: Re: The Legend of Zelda: The Shadowgazer (17/12/2006 - Small video update)
Post by: Moon_child on December 28, 2006, 06:11:14 pm
also will the bad guy be like the nightmares in LA
There was only 1 Nightmare in LA yet he transformed a few times.
Title: Re: The Legend of Zelda: The Shadowgazer (17/12/2006 - Small video update)
Post by: DarkWyrm69 on December 28, 2006, 07:17:53 pm
Freddy Krueger would totally ruin the game...
Title: Re: The Legend of Zelda: The Shadowgazer (17/12/2006 - Small video update)
Post by: Bboy on December 28, 2006, 10:48:42 pm
You did catch the joke in  ZL's post right?
Title: Re: The Legend of Zelda: The Shadowgazer (17/12/2006 - Small video update)
Post by: Zerolink on December 29, 2006, 04:43:34 am
I sure hope so...cause he's not gonna make it far on this board if he can't even catch obvious sarcasm like that.
Title: Re: The Legend of Zelda: The Shadowgazer (17/12/2006 - Small video update)
Post by: DarkWyrm69 on December 29, 2006, 01:03:21 pm
 >:( Hey I got the joke dude. It just would be really bad to have Freddy Krueger in a Zelda game (...im jus sayin...) :(
Title: Re: The Legend of Zelda: The Shadowgazer (17/12/2006 - Small video update)
Post by: .TakaM on December 29, 2006, 01:40:04 pm
>:( Hey I got the joke dude. It just would be really bad to have Freddy Krueger in a Zelda game (...im jus sayin...) :(
what are you talking about? haven't you seen kingmob's announcement that this game will have freddy krueger in it?
Title: Re: The Legend of Zelda: The Shadowgazer (17/12/2006 - Small video update)
Post by: cb43569 on December 29, 2006, 03:36:03 pm
>:( Hey I got the joke dude. It just would be really bad to have Freddy Krueger in a Zelda game (...im jus sayin...) :(
what are you talking about? haven't you seen kingmob's announcement that this game will have freddy krueger in it?

I did, it's on page -1, also known as Minus Page <_<.

Anyway, keep it up, King Mob :D.
Title: Re: The Legend of Zelda: The Shadowgazer (17/12/2006 - Small video update)
Post by: Wasabi on December 30, 2006, 01:52:42 pm
Heh... :) time for me to rethink my story for my game and come up with something a little better... and not similar to this one! ;)
Progress is going well by the looks of it. Your shadow problems are nothing compared to mine!
Title: Re: The Legend of Zelda: The Shadowgazer (17/12/2006 - Small video update)
Post by: Moon_child on January 02, 2007, 10:01:23 pm
Good too hear you appreciated it that I uploaded your small video update on Youtube.  :-X
Title: Re: The Legend of Zelda: The Shadowgazer (17/12/2006 - Small video update)
Post by: Colbydude on January 05, 2007, 12:23:40 am
Hey where did you get your sprites from because you basically have what I need (such as Link swinging the sword,bombs, and grass cutting animation) I swear I'll give credit if you ripped them...
Title: Re: The Legend of Zelda: The Shadowgazer (17/12/2006 - Small video update)
Post by: cuff on January 05, 2007, 12:53:20 am
i think the demo needs new music the Oot overworld one doesn't match
Title: Re: The Legend of Zelda: The Shadowgazer (17/12/2006 - Small video update)
Post by: pxl_moon (dotyue) on January 05, 2007, 01:04:00 am
i think the demo needs new music the Oot overworld one doesn't match

i think its a placeholder for now
Title: Re: The Legend of Zelda: The Shadowgazer (17/12/2006 - Small video update)
Post by: Solarrain4 on January 06, 2007, 10:31:08 pm
The tech demo f**king kicks @$$. 'Nuff said.
Title: Re: The Legend of Zelda: The Shadowgazer (17/12/2006 - Small video update)
Post by: Kevin-1990 on January 07, 2007, 12:51:42 am
lol I loved the video.
just watched it.
loved it :)
Title: Re: The Legend of Zelda: The Shadowgazer (17/12/2006 - Small video update)
Post by: Bboy on January 08, 2007, 01:48:43 am
KM, I know you have those boar riding dudes from TP in this game, you know they are called Bublins right?
Title: Re: The Legend of Zelda: The Shadowgazer (17/12/2006 - Small video update)
Post by: AoDC on January 09, 2007, 04:50:08 am
That video was the best game preview ever. It was so smooth it isn't funny.
Title: Re: The Legend of Zelda: The Shadowgazer (17/12/2006 - Small video update)
Post by: Sir Cyrus on January 09, 2007, 07:15:52 pm
A bomb? You fail.
Anyway, I also was thinknig of Freddy Krueger for some reason :)
A couple of questions:
1) Will you be able to communicate with other people who are asleep? For instance, if you went to the nightmare world, you could find NPCs who are sleeping in the real world? This could make for some interesting quests...
2) How will the horse work? Do you have to hold down a button and press in a direction to face it? Or can you only turn while holding two keys at once?
Title: Re: The Legend of Zelda: The Shadowgazer (17/12/2006 - Small video update)
Post by: cb43569 on January 10, 2007, 09:53:44 am
A bomb? You fail.
Anyway, I also was thinknig of Freddy Krueger for some reason :)
A couple of questions:
1) Will you be able to communicate with other people who are asleep? For instance, if you went to the nightmare world, you could find NPCs who are sleeping in the real world? This could make for some interesting quests...
2) How will the horse work? Do you have to hold down a button and press in a direction to face it? Or can you only turn while holding two keys at once?


He'll probably do it like the horse racing mini-game in FSA. If you haven't played that, then... you're missing a lot of fun!
Title: Re: The Legend of Zelda: The Shadowgazer (17/12/2006 - Small video update)
Post by: King Mob on January 10, 2007, 10:26:55 am
That video was the best game preview ever. It was so smooth it isn't funny.
Blimey! Thanks.  ;D

1) Will you be able to communicate with other people who are asleep? For instance, if you went to the nightmare world, you could find NPCs who are sleeping in the real world? This could make for some interesting quests...
2) How will the horse work? Do you have to hold down a button and press in a direction to face it? Or can you only turn while holding two keys at once?
1) That's the idea, yes.
2) It's difficult to describe - and probably more difficult to envisage - but it works similar to the way prioritised key presses determine the direction Link faces when moving on foot. Imagine pressing the left key to move the horse. This commits you to travelling left. Still holding left, you can then press up, down or right, to change the direction Link faces in the saddle, whilst continuing to move left. To stop the horse you'd release the left key as you would expect. But if at this point you're still holding the up key, for example, the horse would then turn to go up. This may sound like you can only travel in four directions, but you do still move diagonally when holding combinations of vertical and horizontal keys.

He'll probably do it like the horse racing mini-game in FSA. If you haven't played that, then... you're missing a lot of fun!
It was initially based on that, yeah. The diagonal movements are similarly shallow, and biased on the direction you're facing, and the context-sensitive 'Z' button makes you dig your heels in and go faster.
Title: Re: The Legend of Zelda: The Shadowgazer (17/12/2006 - Small video update)
Post by: cuff on January 10, 2007, 10:56:30 am
er can someone give me a link to the u tube vid because i dont wanna look thru 17 pages for it
Title: Re: The Legend of Zelda: The Shadowgazer (17/12/2006 - Small video update)
Post by: AoDC on January 10, 2007, 11:08:52 am
http://savefile.com/files/346466

:P
Title: Re: The Legend of Zelda: The Shadowgazer (17/12/2006 - Small video update)
Post by: Sophist on January 10, 2007, 11:40:27 am
looks ok, but is there really any dynamics in the game?
except for sword vs chicken
Title: Re: The Legend of Zelda: The Shadowgazer (17/12/2006 - Small video update)
Post by: Sir Cyrus on January 10, 2007, 12:05:45 pm
Yeah, that's what I thought. I could imagine that working pretty well. I honestly think you should give us a demo, though the only difference in this one should be that there's an extra bush or something. I'd honestly love that.
Title: Re: The Legend of Zelda: The Shadowgazer (17/12/2006 - Small video update)
Post by: cuff on January 10, 2007, 11:58:37 pm
http://savefile.com/files/346466

:P
i did say the u tube vid.
Title: Re: The Legend of Zelda: The Shadowgazer (17/12/2006 - Small video update)
Post by: Zerolink on January 11, 2007, 01:42:51 am
You could have found it by now...
Title: Re: The Legend of Zelda: The Shadowgazer (17/12/2006 - Small video update)
Post by: cuff on January 11, 2007, 02:44:58 am
found it
i think you shiuld have a different tileset its a little light for kakariko and again music isn't really MC
Title: Re: The Legend of Zelda: The Shadowgazer (17/12/2006 - Small video update)
Post by: Diminish on January 13, 2007, 02:06:04 am
Hey, I have not kept up with this project for a while, but I now got into it again, and it has progressed nicely.  Definitely one of the best ZFGC has seen in a long time.  Thank you for making something good about this place. 
Title: Re: The Legend of Zelda: The Shadowgazer (17/12/2006 - Small video update)
Post by: Hoffy on January 15, 2007, 12:35:31 am
Hmm, only just saw this project. How unobservant of me :D.

I tried the demo, and I have to say, it's really quite a decent piece of work you've got going. The animations were smooth, the gameplay was pretty well done for the most part, but it's still capable for a little more flexibility. One aspect I really liked was the rocking of the trees when Link rolled into them... that little kid has one tough head.

I'm also extremely impressed with the unique gameplay elements you plan to throw in. The one thing you never see with fan games nowadays is the inclusion of a new and exciting gameplay element -- like finding a bed so you can fall asleep and travel to a parallel dimension in which you need to cure someone of their nightmares. That's a really interesting concept, and something worthy of the creative minds at Nintendo. I was really proud to see you've got something like that coming. Sort of reminds me of Minish Cap.

One thing I did have a problem with the demo however was the screen resolution. It's just a little too big, and  that largeness causes a sense of unnaturalness. Perhaps if you could apply a screen resolution the same as Minish Cap, it would make the game feel slightly more Zelda-ish.

Anyway, yeah, I'll watch the trailer now and then be off... But I'll keep a close watch on this game from now on. Good luck, Mr. Mob.
Title: Re: The Legend of Zelda: The Shadowgazer (17/12/2006 - Small video update)
Post by: GieVeNT on February 14, 2007, 09:02:03 pm
I know you have said that you should have this ready for z3 assuming that it is around the same time as last year.  With it being May 18th, do you think you will have it ready or will you just release early August?
Title: Re: The Legend of Zelda: The Shadowgazer (17/12/2006 - Small video update)
Post by: Sir Cyrus on February 21, 2007, 01:30:43 pm
Man, I just keep playing this demo. You really have to play it over and over to appreciate how perfect it is. Prioritised movement, shielding, rolling, picking up/throwing, rain effects, heart system...I only just discovered throwing rocks into the water makes a nice splash effect :)
Anyway, I must ask...are you still working on a demo for Z3 or are you putting this on hold until ZFGCCP is finished?
Title: Re: The Legend of Zelda: The Shadowgazer (17/12/2006 - Small video update)
Post by: pxl_moon (dotyue) on February 21, 2007, 03:21:57 pm
he will let us know when he has updates which are worth to show
Title: Re: The Legend of Zelda: The Shadowgazer (21/2/2007 - Update: The Maren)
Post by: King Mob on February 21, 2007, 05:52:42 pm
I guess I'm overdue for an update, and since people have raised questions about The Shadowgazer appearing at z3, I'll happily oblige.  ;D

Below are some of the brainstorming sketches done when I was trying to design the nightmares. They take on a sort of spectre-like appearance when you first catch sight of one, but revert to a shapeless black wraith form when moving at speed or attacking (similar to their counterparts in Link's Awakening.) The locket round their neck contains their essence, rather like a Poe's soul, which needs to be 'purified' to turn the nightmare into a good dream.
(http://img101.imageshack.us/img101/6558/marengb0.gif)
They've also got a name now: they're called the Maren. I'm giving the Sheikah a little backstory, making them a shamanistic people who could commune with spirits whilst dreaming, and rather like the native American indians believed, they discovered they weren't all friendly...! The Maren, the manifestation of nightmares, drove the Sheikah to madness and the brink of self-destruction. They were defeated by a single shaman, under the protection of magical totem: a dreamcatcher called the Shadowgazer.

The final design is amongst there somewhere, but I'll leave you to guess what it is... :P I haven't started spriting them yet, and probably won't need to for a while.

I know you have said that you should have this ready for z3 assuming that it is around the same time as last year.  With it being May 18th, do you think you will have it ready or will you just release early August?
Anyway, I must ask...are you still working on a demo for Z3 or are you putting this on hold until ZFGCCP is finished?
Well, I've not worked on The Shadowgazer in over a month now, as I've been doing stuff for the Community Project, so basically, even if z3 was in August as I'd originally planned for, I'd be behind schedule. So I'm afraid the full demo release is still not set in stone. It will be done and released as originally planned, but it may not be quite as soon as August, and it certainly won't be as soon as May 18th!

What I will do, for everyone who's continuing to support me, is put something playable together for this coming z3. What form this will take I don't know yet. It could be the first dungeon in isolation, or it could be the prologue...

But I will still be working on this simultaneously with ZFGCCP. So I'll have a think and let you know.  ;D
Title: Re: The Legend of Zelda: The Shadowgazer (21/2/2007 - Update: The Maren)
Post by: Sir Cyrus on February 21, 2007, 06:03:34 pm
Yay.
I bet the right-middle black one is the final :)
Title: Re: The Legend of Zelda: The Shadowgazer (21/2/2007 - Update: The Maren)
Post by: Obsequious Eye on February 22, 2007, 11:45:52 pm
I like the maren. The faces/masks remind me of the masks worn by doctors in the Black Plague. Was that intentional? Either way, good job on the design!
Title: Re: The Legend of Zelda: The Shadowgazer (21/2/2007 - Update: The Maren)
Post by: Moldrill on February 23, 2007, 12:44:20 am
The coolest is on the bottom row farest to the right...then go left 1. Thats him man. Definately
Title: Re: The Legend of Zelda: The Shadowgazer (21/2/2007 - Update: The Maren)
Post by: pxl_moon (dotyue) on February 23, 2007, 09:33:27 am
i would have a name for the main enemy ( like ganon, vaati etc. )

Mr. Sandman ;)
Title: Re: The Legend of Zelda: The Shadowgazer (21/2/2007 - Update: The Maren)
Post by: Feather on February 23, 2007, 04:09:08 pm
:,( I can't play the demo. The Loading bar goes almost to the end but then the loading window disappers? Can someone help me with this. I want to play it! It looks so awesome!
Title: Re: The Legend of Zelda: The Shadowgazer (21/2/2007 - Update: The Maren)
Post by: Kame on February 26, 2007, 02:44:51 pm
Mob, your character design is masterful. If you ever have some free time to put together some tips, suggestions, or anything on character design, I'd love to see them.

Z3 can't come fast enough.
Title: Re: The Legend of Zelda: The Shadowgazer (21/2/2007 - Update: The Maren)
Post by: pxl_moon (dotyue) on February 26, 2007, 03:49:25 pm
Mob, your character design is masterful. If you ever have some free time to put together some tips, suggestions, or anything on character design, I'd love to see them.

Z3 can't come fast enough.

hell no... dont you want to see bugfree demos?
Title: Re: The Legend of Zelda: The Shadowgazer (21/2/2007 - Update: The Maren)
Post by: King Mob on February 26, 2007, 03:56:39 pm
Mob, your character design is masterful. If you ever have some free time to put together some tips, suggestions, or anything on character design, I'd love to see them.
Why, thank you. ;D And it's not a bad idea - I think the other tips and tutorials people have posted are very valuable. I've got a ton of crap I've not posted yet, including boss concepts, plus I've recently been doing a lot of character designs for the Community Project that haven't been widely seen. So I could have a go, if people thought it would be of any use...? Thanks for the suggestion.

I like the maren. The faces/masks remind me of the masks worn by doctors in the Black Plague. Was that intentional? Either way, good job on the design!
It wasn't intentional, no... Maybe subconsciously, I dunno. But do I know exactly what you're talking about!  ;D Good spot.

:,( I can't play the demo. The Loading bar goes almost to the end but then the loading window disappers? Can someone help me with this. I want to play it! It looks so awesome!
I have no idea what's going on there, mate, sorry. :( What does it do? Lock up? Are there any error messages? I don't know why I ask, since I wouldn't have a clue how to fix it... ??? But, the next demo release isn't far off, if that's any consolation...!

Speaking of which, I've decided what I'll be showing for z3. It's what I'll refer to as the 'prologue': the very opening of the actual game, which will be roughly about 15 mins of gameplay depending on how thorough an explorer you are. ;) Much longer if you want to experience all the effects the day/night cycle have on Hyrule's inhabitants... If that's how you really want to spend your time! :P

It stops way short of the first dungeon, and even though that's virtually finished, the gap between the two segments is gaping wide. It's intended really just as a taster, since I wanted to put something together for z3 but the remaining amount of time I'd planned for has effectively just been halved, making my original plan impossible. Like I said in my previous post, it's just a nod of thanks to the people who've been supporting me - I will still be putting the intended demo together for as close to August as I can. I'll just post that here when it's finished.

Plus, if time is on my side, I'll be knocking up a short video too, which will demonstrate stuff that happens further in than the prologue goes. Dungeon, horseback-combat etc. the sort of stuff I've only shown in screenshots so far.

Cheers!
Title: Re: The Legend of Zelda: The Shadowgazer (21/2/2007 - Update: The Maren)
Post by: pxl_moon (dotyue) on February 26, 2007, 04:05:22 pm
15 minutes pure gameplay of the beginning? sounds like you're the tp of the fangame "industry"
Title: Re: The Legend of Zelda: The Shadowgazer (21/2/2007 - Update: The Maren)
Post by: Sir Cyrus on February 26, 2007, 08:46:07 pm
Wow, can't wait for z3!
Title: Re: The Legend of Zelda: The Shadowgazer (21/2/2007 - Update: The Maren)
Post by: Faceless on February 26, 2007, 08:54:32 pm
15 minutes pure gameplay of the beginning? sounds like you're the tp of the fangame "industry"

TP sucked...

Mod Edit: Can you please add more content to your posts? Thanks.

Not on this occasion.
Title: Re: The Legend of Zelda: The Shadowgazer (21/2/2007 - Update: The Maren)
Post by: Bboy on February 27, 2007, 12:23:02 am
15 minutes pure gameplay of the beginning? sounds like you're the tp of the fangame "industry"

TP sucked...

Mod Edit: Can you please add more content to your posts? Thanks.

Not on this occasion.
Wow, um, whats wrong with you?

I wouldn't expect any more KM, a taster is better, it doesn't reveal anything important.
Title: Re: The Legend of Zelda: The Shadowgazer (21/2/2007 - Update: The Maren)
Post by: Dumb_Ass on February 27, 2007, 12:42:13 am
Wow, um, whats wrong with you?
Geez, ever hear of an opinion?
Title: Re: The Legend of Zelda: The Shadowgazer (21/2/2007 - Update: The Maren)
Post by: Kame on February 27, 2007, 12:48:49 am
Mob, your character design is masterful. If you ever have some free time to put together some tips, suggestions, or anything on character design, I'd love to see them.

Z3 can't come fast enough.

hell no... dont you want to see bugfree demos?
What? I only meant that I'm looking forward to seeing this at Z3, is all.
Title: Re: The Legend of Zelda: The Shadowgazer (21/2/2007 - Update: The Maren)
Post by: Faceless on February 27, 2007, 04:24:30 am
15 minutes pure gameplay of the beginning? sounds like you're the tp of the fangame "industry"

TP sucked...

Mod Edit: Can you please add more content to your posts? Thanks.

Not on this occasion.
Wow, um, whats wrong with you?

I wouldn't expect any more KM, a taster is better, it doesn't reveal anything important.

Nothing's wrong with me... I just don't think comparing King Mob and the fangame "industry" with Twilight Princess and the Zelda series is fair.
Twilight Princess was a horrible entry into the series. Of course, tp could have been a typo of top or tip, or any other number of words, but I won't miss a chance to bash TP if I see one.
Title: Re: The Legend of Zelda: The Shadowgazer (21/2/2007 - Update: The Maren)
Post by: Dumb_Ass on February 27, 2007, 04:27:06 am
I hate TP too, I'm with ya.
Title: Re: The Legend of Zelda: The Shadowgazer (21/2/2007 - Update: The Maren)
Post by: Hoffy on February 27, 2007, 06:27:09 am
Yeah, err... Nothing to do with the topic fellas.

I like your concept art, King Mob. It's very creative and other-worldly. I look forward to seeing what more you come up with.
Title: Re: The Legend of Zelda: The Shadowgazer (21/2/2007 - Update: The Maren)
Post by: pxl_moon (dotyue) on February 27, 2007, 10:21:20 am
15 minutes pure gameplay of the beginning? sounds like you're the tp of the fangame "industry"

TP sucked...

Mod Edit: Can you please add more content to your posts? Thanks.

Not on this occasion.
Wow, um, whats wrong with you?

I wouldn't expect any more KM, a taster is better, it doesn't reveal anything important.

Nothing's wrong with me... I just don't think comparing King Mob and the fangame "industry" with Twilight Princess and the Zelda series is fair.
Twilight Princess was a horrible entry into the series. Of course, tp could have been a typo of top or tip, or any other number of words, but I won't miss a chance to bash TP if I see one.

how you find the end result of the games twilight princess has nothing to do with that TP was the most promising zelda game at e3 and it had a big demo to show and when you look at the other demos then is 15 minutes just like a tp:

- it is a BIG demo to a promising zelda game
- the game brings new ideas for a fangame
- the graphics are nice and solid


and btw: why do i get the feeling that you feel like flaming every of my posts?
Title: Re: The Legend of Zelda: The Shadowgazer (21/2/2007 - Update: The Maren)
Post by: Feather on February 27, 2007, 05:19:20 pm
:,( I can't play the demo. The Loading bar goes almost to the end but then the loading window disappers? Can someone help me with this. I want to play it! It looks so awesome!
I have no idea what's going on there, mate, sorry. :( What does it do? Lock up? Are there any error messages? I don't know why I ask, since I wouldn't have a clue how to fix it... ??? But, the next demo release isn't far off, if that's any consolation...!
No, there are no error messages, it just won't start... I'll try something, 'cause I want to play this game so badly! Oh, and I'm looking forward for the next demo! ^o^
Title: Re: The Legend of Zelda: The Shadowgazer (21/2/2007 - Update: The Maren)
Post by: Faceless on February 27, 2007, 06:36:58 pm
and btw: why do i get the feeling that you feel like flaming every of my posts?
Must have something to do with our equivalent post counts...
Anywho, I think KM already knows this is the only fangame (of any series) I'm interested in, and if he didn't, he does now.
Title: Re: The Legend of Zelda: The Shadowgazer (21/2/2007 - Update: The Maren)
Post by: Jetstorm4 on February 28, 2007, 02:51:08 am
THISis going to be the best at Z3, except if something else happens.
What I'm amazed at is your Dungeon Concepts and your artwork you've shown.
Very good stuff here. I wish I can get SOMETHING done in my Action-RPG...
But this, this is just excellent.

The Maren, interesting name, and backstory. You said something about a person trapped
in the nightmare world in long post earlier, is the shaman who used the "Shadowgazer"
to seal the Maren at first the one trapped in there, guiding Link? Just a guess.

Again, wow, just wow. This game is just that, wow.
Title: Re: The Legend of Zelda: The Shadowgazer (21/2/2007 - Update: The Maren)
Post by: pxl_moon (dotyue) on February 28, 2007, 09:05:43 am
THISis going to be the best at Z3, except if something else happens.
What I'm amazed at is your Dungeon Concepts and your artwork you've shown.
Very good stuff here. I wish I can get SOMETHING done in my Action-RPG...
But this, this is just excellent.

The Maren, interesting name, and backstory. You said something about a person trapped
in the nightmare world in long post earlier, is the shaman who used the "Shadowgazer"
to seal the Maren at first the one trapped in there, guiding Link? Just a guess.

Again, wow, just wow. This game is just that, wow.

well the name is buildet from Nachtmahr / Nightmare it seems. Because of the dream world and as enemy it is a good choice i think
Title: Re: The Legend of Zelda: The Shadowgazer (21/2/2007 - Update: The Maren)
Post by: Bboy on February 28, 2007, 03:38:39 pm
So is this going to be the boss for every dungeon, that would be boring...
Title: Re: The Legend of Zelda: The Shadowgazer (21/2/2007 - Update: The Maren)
Post by: cb43569 on February 28, 2007, 03:54:09 pm
For the fire of Din, that is pwnsome :o! Hey, personally, my favourite is the one above the bottom-rightmost one. No, seriously, that one rocks.
Title: Re: The Legend of Zelda: The Shadowgazer (21/2/2007 - Update: The Maren)
Post by: Kylink on March 04, 2007, 04:59:13 pm
Wow, excellent job here. I can't wait until my programming expertise is up enough to compete with the design of a game like this. Thanks for putting in the effort, it really makes the game shine.

I like the Maren design, its very original. They look really minish cap-like and kinda like mosquitos lol.
Title: Re: The Legend of Zelda: The Shadowgazer (21/2/2007 - Update: The Maren)
Post by: King Mob on March 14, 2007, 01:55:04 pm
You said something about a person trapped in the nightmare world in long post earlier, is the shaman who used the "Shadowgazer" to seal the Maren at first the one trapped in there, guiding Link? Just a guess.
Yep. Link's guide in the nightmare realm, and the Sheikah who originally defeated the Maren are one and the same person.

So is this going to be the boss for every dungeon, that would be boring...
I've never said that. They may all be in the thrall of the Maren, but each dungeon boss will be unique.

I like the Maren design, its very original. They look really minish cap-like and kinda like mosquitos lol.
Thanks. Interesting you should say that. ;) When I was designing those guys I came up with an image of them clasping their hands round their victim's head and lifting them off the ground, and a long insect-like proboscis or tongue or something being inserted into the back of the head. Rather than sucking anything out, I imagined it would be 'injecting' nightmares directly into the victim's brain. I thought that was pretty nasty! I dunno if it'll work out yet, or if I could adequately illustrate that with sprites, but I still like the idea...

Regarding z3, progress is going well, I think I can get everything I want done in time for mid-May. Still a ton of spriting and tiling to do on one of the areas, which I'm spending all my fan gaming time on - much to the dismay of my ZFGCCP colleagues, I'm sure, but I feel I need to prioritise this right now. There will be a big splurge of new screens, art, and info (not all relating to the demo) in my z3 booth, and that's what I'm concentrating on right now. ;D
Title: Re: The Legend of Zelda: The Shadowgazer (21/2/2007 - Update: The Maren)
Post by: pxl_moon (dotyue) on March 14, 2007, 06:13:41 pm
pretty evil idea for a zelda game in mc style... but good luck ;P
Title: Re: The Legend of Zelda: The Shadowgazer (21/2/2007 - Update: The Maren)
Post by: cb43569 on March 14, 2007, 06:51:25 pm
pretty evil idea for a zelda game in mc style... but good luck ;P

Graphics don't define a game's style... have you ever seen MC-style TP sprites? They pwn and don't look "kiddie" or "cartoonish". You just have to have some creativity to make it work :).
Title: Re: The Legend of Zelda: The Shadowgazer (21/2/2007 - Update: The Maren)
Post by: pxl_moon (dotyue) on March 14, 2007, 07:02:33 pm
pretty evil idea for a zelda game in mc style... but good luck ;P

Graphics don't define a game's style... have you ever seen MC-style TP sprites? They pwn and don't look "kiddie" or "cartoonish". You just have to have some creativity to make it work :).

creativity doesnt mean that its not a evil idea for a bright and cartoonish style...

AND tp-sprites in mc still look like mc sprites what means they look "cartoonish" and "kiddie"
Title: Re: The Legend of Zelda: The Shadowgazer (21/2/2007 - Update: The Maren)
Post by: Kylink on March 15, 2007, 02:24:10 am
You said something about a person trapped in the nightmare world in long post earlier, is the shaman who used the "Shadowgazer" to seal the Maren at first the one trapped in there, guiding Link? Just a guess.
Yep. Link's guide in the nightmare realm, and the Sheikah who originally defeated the Maren are one and the same person.

So is this going to be the boss for every dungeon, that would be boring...
I've never said that. They may all be in the thrall of the Maren, but each dungeon boss will be unique.

I like the Maren design, its very original. They look really minish cap-like and kinda like mosquitos lol.
Thanks. Interesting you should say that. ;) When I was designing those guys I came up with an image of them clasping their hands round their victim's head and lifting them off the ground, and a long insect-like proboscis or tongue or something being inserted into the back of the head. Rather than sucking anything out, I imagined it would be 'injecting' nightmares directly into the victim's brain. I thought that was pretty nasty! I dunno if it'll work out yet, or if I could adequately illustrate that with sprites, but I still like the idea...

Regarding z3, progress is going well, I think I can get everything I want done in time for mid-May. Still a ton of spriting and tiling to do on one of the areas, which I'm spending all my fan gaming time on - much to the dismay of my ZFGCCP colleagues, I'm sure, but I feel I need to prioritise this right now. There will be a big splurge of new screens, art, and info (not all relating to the demo) in my z3 booth, and that's what I'm concentrating on right now. ;D

So the boss design would be kind of like in twilight princess where every boss has twilit at the beginning. Not to say you should put nightmare or something at the beggining of a bosses name but just to say that they all are controlled by the Maren, yet are unique.

So far is the playing area going to be bigger than minish cap?
Title: Re: The Legend of Zelda: The Shadowgazer (21/2/2007 - Update: The Maren)
Post by: Kame on March 15, 2007, 02:29:10 am
like in twilight princess where every boss has twilit at the beginning.
You spoil game for me! >=0
Title: Re: The Legend of Zelda: The Shadowgazer (21/2/2007 - Update: The Maren)
Post by: Wasabi on March 15, 2007, 06:05:43 am
Regarding z3, progress is going well, I think I can get everything I want done in time for mid-May. Still a ton of spriting and tiling to do on one of the areas, which I'm spending all my fan gaming time on - much to the dismay of my ZFGCCP colleagues, I'm sure, but I feel I need to prioritise this right now. There will be a big splurge of new screens, art, and info (not all relating to the demo) in my z3 booth, and that's what I'm concentrating on right now. ;D
Oh NOES!!! How could you start a community project and devote all your time to this one? There's hardly any progress without you helping  :(

nah, just kiddin! continue the good work KM. ;D
Title: Re: The Legend of Zelda: The Shadowgazer (21/2/2007 - Update: The Maren)
Post by: King Mob on March 15, 2007, 08:23:30 am
So the boss design would be kind of like in twilight princess where every boss has twilit at the beginning. Not to say you should put nightmare or something at the beggining of a bosses name but just to say that they all are controlled by the Maren, yet are unique.
Yeah, it's similar to that. There's no physical evidence of the Maren's presence or anything, but the bosses will need to be cured of their nightmares just like everyone else. It's just that in their case it involves being repeatedly jabbed in the face with a sword...

So far is the playing area going to be bigger than minish cap?
Not sure I can answer that. It feels less claustrophobic than MC, and there are more big open spaces, so possibly, but it's honestly too early to say.

Oh NOES!!! How could you start a community project and devote all your time to this one? There's hardly any progress without you helping  :(

nah, just kiddin! continue the good work KM. ;D
Heh. It's not that I've stopped work on the community project - I haven't - it's just that I've got a crapload of spriting for my own project to do before the z3 deadline. I know that's one area in which we're lacking at the moment, but I really can't afford to spend all my time spriting. I'd go crazy. So I'll be taking a back seat in that area of ZFGCCP until after z3. Besides, ZFGC style is so contentious, I can't seem to do anything right...! :P
Title: Re: The Legend of Zelda: The Shadowgazer (21/2/2007 - Update: The Maren)
Post by: cb43569 on March 15, 2007, 10:11:03 am
So the boss design would be kind of like in twilight princess where every boss has twilit at the beginning. Not to say you should put nightmare or something at the beggining of a bosses name but just to say that they all are controlled by the Maren, yet are unique.
Yeah, it's similar to that. There's no physical evidence of the Maren's presence or anything, but the bosses will need to be cured of their nightmares just like everyone else. It's just that in their case it involves being repeatedly jabbed in the face with a sword...

"Cured of their nightmares"...? So, in other words, the bosses aren't exactly giant evil creatures, but more... possessed or something? Forced?

That's what it sounds like when you say it in that context...
Title: Re: The Legend of Zelda: The Shadowgazer (21/2/2007 - Update: The Maren)
Post by: King Mob on March 15, 2007, 10:56:35 am
Not necessarily. Each boss has its own place in the story. Some are evil creatures bending to the Maren's will, and at least one is a not-evil creature who's just woken from a nightmare in a seriously bad mood. :P

But the Maren don't discriminate between good and evil. They feed off fear and just want to infect everyone and everything with their nightmares. So that might involve helping the odd person who at first would appear to be an enemy... ;)
Title: Re: The Legend of Zelda: The Shadowgazer (21/2/2007 - Update: The Maren)
Post by: AoDC on March 15, 2007, 11:06:17 am
Not necessarily. Each boss has its own place in the story. Some are evil creatures bending to the Maren's will, and at least one is a not-evil creature who's just woken from a nightmare in a seriously bad mood. :P

But the Maren don't discriminate between good and evil. They feed off fear and just want to infect everyone and everything with their nightmares. So that might involve helping the odd person who at first would appear to be an enemy... ;)
Sounds like you have it organised =P.
Title: Re: The Legend of Zelda: The Shadowgazer (21/2/2007 - Update: The Maren)
Post by: cb43569 on March 15, 2007, 11:07:09 am
So that might involve helping the odd person who at first would appear to be an enemy... ;)

Hmm. When I read that I immediately thought of [TP SPOILER]the Twili in the Twilight Palace, who look like the Twilight Guardian enemies, but are actually NPCs[/TP SPOILER] :P.
Title: Re: The Legend of Zelda: The Shadowgazer (21/2/2007 - Update: The Maren)
Post by: A Storm in the Desert on March 15, 2007, 01:02:09 pm
So that might involve helping the odd person who at first would appear to be an enemy... ;)

Hmm. When I read that I immediately thought of [TP SPOILER]the Twili in the Twilight Palace, who look like the Twilight Guardian enemies, but are actually NPCs[/TP SPOILER] :P.

Well not really cb, the tracery on them is green as opposed to red. That kind of gives it away, ne? I think King Mob means something a little less obvious XD
Title: Re: The Legend of Zelda: The Shadowgazer (21/2/2007 - Update: The Maren)
Post by: pxl_moon (dotyue) on March 15, 2007, 02:00:25 pm
!@#$% at the community project... i want to see you finish this project ! ^^ it has better ideas as any other zelda fangame anyways
Title: Re: The Legend of Zelda: The Shadowgazer (21/2/2007 - Update: The Maren)
Post by: cb43569 on March 15, 2007, 02:22:20 pm
So that might involve helping the odd person who at first would appear to be an enemy... ;)

Hmm. When I read that I immediately thought of [TP SPOILER]the Twili in the Twilight Palace, who look like the Twilight Guardian enemies, but are actually NPCs[/TP SPOILER] :P.

Well not really cb, the tracery on them is green as opposed to red. That kind of gives it away, ne? I think King Mob means something a little less obvious XD

What tracery? WTF are you talkin' about O.o?
Title: Re: The Legend of Zelda: The Shadowgazer (21/2/2007 - Update: The Maren)
Post by: King Mob on March 15, 2007, 11:13:48 pm
To help things get back on topic :P here's a new sketch of the final design for the Maren, though a masked variant, like the one pointed out by Sir Cyrus and cb43569, will also be used.
(http://img478.imageshack.us/img478/7637/marenfinalan5.gif)
Nobody guessed correctly, so I hope my choice isn't too unpopular...!? ???
Title: Re: The Legend of Zelda: The Shadowgazer (21/2/2007 - Update: The Maren)
Post by: Bboy on March 16, 2007, 12:51:01 am
Ahh, I love it, best one yet! XD
Title: Re: The Legend of Zelda: The Shadowgazer (21/2/2007 - Update: The Maren)
Post by: Kylink on March 16, 2007, 03:38:29 am
nice job! I'm not really into the wavy tentacle-like smoke thing at the bottom, but it looks really good.
Title: Re: The Legend of Zelda: The Shadowgazer (21/2/2007 - Update: The Maren)
Post by: Zoru on March 16, 2007, 04:06:46 am
Nice job...but damn, that one with the chain and lock looks similar to an enemy I designed for my game. :(
Title: Re: The Legend of Zelda: The Shadowgazer (21/2/2007 - Update: The Maren)
Post by: cb43569 on March 16, 2007, 08:33:41 am
It looks brilliant ;D! I just liked the one I pointed out because of that hand, it's creepy, yet very Zelda-ish, for some reason :P.
Title: Re: The Legend of Zelda: The Shadowgazer (21/2/2007 - Update: The Maren)
Post by: King Mob on March 16, 2007, 10:12:00 am
nice job! I'm not really into the wavy tentacle-like smoke thing at the bottom, but it looks really good.
They'e not tentacles actually, they're supposed to be the torn/slashed edges of the cloak. I may be able to make that more obvious when I sprite and animate it...

It looks brilliant ;D! I just liked the one I pointed out because of that hand, it's creepy, yet very Zelda-ish, for some reason :P.
Thanks. They'll still have hands, but most of the time they're hidden inside their cloaks.
Title: Re: The Legend of Zelda: The Shadowgazer (21/2/2007 - Update: The Maren)
Post by: Kame on March 16, 2007, 02:14:59 pm
If I were you, Mob, I'd move the whole ripping thing down.. at least for the most part. it's currently very unvaried, which makes it look more natural, like tentacles. And the lock and chain looks fantastic, but it's not at all clear what the chain is resting on, which makes it look a bit odd as well. It looks as though it's just wrapped around him, which would make it very hard to move.
Title: Re: The Legend of Zelda: The Shadowgazer (21/2/2007 - Update: The Maren)
Post by: TomPel on March 16, 2007, 02:39:51 pm
If I were you, Mob, I'd move the whole ripping thing down.. at least for the most part. it's currently very unvaried, which makes it look more natural, like tentacles. And the lock and chain looks fantastic, but it's not at all clear what the chain is resting on, which makes it look a bit odd as well. It looks as though it's just wrapped around him, which would make it very hard to move.
Dude, it's just a concept. It's just supposed to show what it could look like. >_>
Anyways, lovin' the art! :)
Title: Re: The Legend of Zelda: The Shadowgazer (21/2/2007 - Update: The Maren)
Post by: Kame on March 16, 2007, 02:56:25 pm
He said it was the final design - the previous sketches were concept art. And I'm trying to encourage him and hopefully help his game to be as good as it can. I know I critique things a lot, but I know from experience that scrutinous critique is extremely helpful.
Title: Re: The Legend of Zelda: The Shadowgazer (21/2/2007 - Update: The Maren)
Post by: pxl_moon (dotyue) on March 16, 2007, 02:59:29 pm
He said it was the final design - the previous sketches were concept art. And I'm trying to encourage him and hopefully help his game to be as good as it can. I know I critique things a lot, but I know from experience that scrutinous critique is extremely helpful.

its still an artwork and doesnt display the look of the sprite 1:1
Title: Re: The Legend of Zelda: The Shadowgazer (21/2/2007 - Update: The Maren)
Post by: Kame on March 16, 2007, 03:03:06 pm
Yeah, but it's the final artwork. It's what the sprite'll be based on.
Title: Re: The Legend of Zelda: The Shadowgazer (21/2/2007 - Update: The Maren)
Post by: pxl_moon (dotyue) on March 16, 2007, 03:21:24 pm
Yeah, but it's the final artwork. It's what the sprite'll be based on.

stop argumenting, its like he decides it should look like... you did state your opinion before so just leave it to king mob now
Title: Re: The Legend of Zelda: The Shadowgazer (21/2/2007 - Update: The Maren)
Post by: Solarrain4 on March 16, 2007, 08:19:53 pm
The Maren looks very good. If I could sprite characters and not just HUD's, I'd do it for you. But I suck at chara spriting, so...
Title: Re: The Legend of Zelda: The Shadowgazer (21/2/2007 - Update: The Maren)
Post by: Feather on March 16, 2007, 09:30:14 pm
You're awesome, KM! The story and the design and everything in your game is so awesome! I have a question though, when's the next demo coming out? I wonder if it'll work for me... Anyways, keep up the great work!  ;)
Title: Re: The Legend of Zelda: The Shadowgazer (21/2/2007 - Update: The Maren)
Post by: pxl_moon (dotyue) on March 16, 2007, 11:15:53 pm
You're awesome, KM! The story and the design and everything in your game is so awesome! I have a question though, when's the next demo coming out? I wonder if it'll work for me... Anyways, keep up the great work!  ;)

read the topic... hes working on a z3 demo which has the beginning of the game, means: z3 is a demo
Title: Re: The Legend of Zelda: The Shadowgazer (21/2/2007 - Update: The Maren)
Post by: Sophist on March 16, 2007, 11:28:24 pm
the swords reach is abit too long
music should stop when deactivating program and it doesnt loop
i like the bounce back from rolling and the grass fx
flawless animations.. good good :P
you should make grass stack with player so it looks more that hes standing in it
good luck :)
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (21/2/2007 - Update: The Maren)
Post by: DS The Not-So-Brave on April 07, 2007, 12:02:48 pm
I was just thinking... How about some bit where Link sorta drifts off into a daydream, and is half-in the dream-world. So to speak.
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (21/2/2007 - Update: The Maren)
Post by: Bboy on April 07, 2007, 02:51:50 pm
What do you mean, like he is in two worlds at once? That would make for an interesting boss fight. I'm not sure if it would work well, but if the screen is divided in half, one Link is in the real world, and another is in dream.
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (21/2/2007 - Update: The Maren)
Post by: Sir Cyrus on April 10, 2007, 01:21:48 am
I like the boss idea thing there Bboy, but it'd get a tad annoying. Like that A Nightmare on Elm Street game for the NES where you'd fall asleep then wake up every other minute...
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (21/2/2007 - Update: The Maren)
Post by: Bboy on April 10, 2007, 01:48:25 am
I meant like a one time thing.
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (21/2/2007 - Update: The Maren)
Post by: BM on April 10, 2007, 04:13:39 pm
That could be a cool dungeon. Maybe if Link stayed awake for a long time he would pass out and go into his subconscious. It could be like the Main Dungeon Concept in PH, but instead of having to find more items, you would have to expand your imagination throughout the game, then the dungeon would have new parts randomly added to it based on what you've been doing lately. Well, that's my two cents, if it helped in anyway.
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (21/2/2007 - Update: The Maren)
Post by: haln on April 11, 2007, 01:36:47 am
Hello!

What an interesting idea... The boss, if you made a dungeon, could have Link travel back and forth, pushing the boss out of the Dream World in order to even hurt it. Then Link would beat it up until it got back to the dream world. Then repeat until dead. It could be a fight in the Dream World to destroy it's dreamy half, and then in the real world, a fight to destroy it's physical form. Just my ideas that might help you out with your work.
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (21/2/2007 - Update: The Maren)
Post by: Scooternew on April 11, 2007, 03:20:16 am
Half awake/asleep is awesome. Like you are able to be in both worlds at once. You can see a shadow of the dream world in the wake world or something.
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (21/2/2007 - Update: The Maren)
Post by: Wasabi on April 11, 2007, 06:18:53 am
I like that idea. it would be really interesting having to fight a boss that way, and not the usual use-an-item-on-the-gem idea (or similar). mabye he could just fade into the dreamworld after a certain amount of time, and if he gets hit in the real world it would bring him back from the dream. link's shadow, in the real world, could be sleeping (the boss has a shadow of itself too), and he dreams of the boss without armour (or something like that), as an easier way to destroy it. anyway I like that idea, ds the not so brave and bboy. now to see if KM likes it.
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (21/2/2007 - Update: The Maren)
Post by: Sir Cyrus on April 14, 2007, 05:21:26 pm
That's what I thought Bboy mean, blue_chu_Jelly. It'd get annoying.
But yeah, maybe half-awake half-asleep split screen could work, or a boss that can travel from world to world, though that'd be a tad smelly.
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (21/2/2007 - Update: The Maren)
Post by: 2awesome4apossum on April 14, 2007, 07:27:07 pm
Nice screens.  I'm going to have to try this demo out.  I look forward to the z3 booth. :)
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (21/2/2007 - Update: The Maren)
Post by: .TakaM on April 16, 2007, 10:13:00 am
post some new screens or something KM

or something :P
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (21/2/2007 - Update: The Maren)
Post by: Sir Cyrus on April 16, 2007, 12:10:05 pm
Yes, please do.
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (21/2/2007 - Update: The Maren)
Post by: King Mob on April 16, 2007, 01:04:26 pm
New stuff coming soon, I promise! I'm working like crazy to finish spriting and tiling the last area of the z3 demo, with a vague deadline of mid-May (is it still planned for May 13th? Anyone know?) and if I don't get it done and have to take it out, some of what goes earlier won't make sense. So that's my priority. Not panicking just yet, but I desperately want to get everything I've planned finished in time. Plus I'm ironing out any rough edges, trying to make every last detail look perfect.

And .TakaM - before the weekend, I give you my word. ;)

What an interesting idea... The boss, if you made a dungeon, could have Link travel back and forth, pushing the boss out of the Dream World in order to even hurt it. Then Link would beat it up until it got back to the dream world. Then repeat until dead. It could be a fight in the Dream World to destroy it's dreamy half, and then in the real world, a fight to destroy it's physical form. Just my ideas that might help you out with your work.
That's an interesting idea, and it seems to fit with the story concept. The Maren are powerless in the waking world so it could concievably be the case that Link has to drag a boss out of the nightmare world to damage it somehow. Might work best with the final boss actually, but I need to make sense of how it would all happen. Thanks for the suggestion, guys. XD
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (21/2/2007 - Update: The Maren)
Post by: .TakaM on April 16, 2007, 03:28:26 pm
awesome :)

what about one screenshot for the meantime (http://www.zfgc.com/Smileys/takam/cool.gif)?
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (21/2/2007 - Update: The Maren)
Post by: Sir Cyrus on April 16, 2007, 03:54:10 pm
Even if it's just the last screenshot with Link an inch or so to the left, I'd love it :)
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (21/2/2007 - Update: The Maren)
Post by: King Mob on April 16, 2007, 09:44:36 pm
Okay, one quickie non-money-shot screen of what I'm working on right this moment. :P
(http://img295.imageshack.us/img295/5499/bedsmg1.png)
Just MC tiles, but it'll give you an idea of how the beds work. It's night time, so the mother of this NPC house has gone to bed. Her kid wants to go to bed, only Link is playing at Goldilocks, so she can't. Similarly, if Link got out of that bed he couldn't jump into bed with her mum. When day breaks they go downstairs and outside respectively. It's a pain in the arse to test clock-based routine stuff like this but it seems to be working so far...
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (21/2/2007 - Update: The Maren)
Post by: Darunia on April 16, 2007, 10:18:53 pm
Your tiling is really excellent, KM.  :D I hated making floors with MC tiles. I love how the beds look with people inside, really realistic. Keep the good job.  :)
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (21/2/2007 - Update: The Maren)
Post by: Obsequious Eye on April 17, 2007, 01:06:22 am
Okay, one quickie non-money-shot screen of what I'm working on right this moment. :P
(http://img295.imageshack.us/img295/5499/bedsmg1.png)
Just MC tiles, but it'll give you an idea of how the beds work. It's night time, so the mother of this NPC house has gone to bed. Her kid wants to go to bed, only Link is playing at Goldilocks, so she can't. Similarly, if Link got out of that bed he couldn't jump into bed with her mum. When day breaks they go downstairs and outside respectively. It's a pain in the arse to test clock-based routine stuff like this but it seems to be working so far...
Maybe you should make an NPC that you've stolen the bed from go to sleep on the floor - or complain to you the next day or somthing just t add a little realism and make the characters seem more like actual people. Majora's Mask did a good job of that.

And that screenshot looks very well done. Like darunia said, I hate MC floor tiles, but you did a good job with them. Can't wait to see this game at z3.
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (21/2/2007 - Update: The Maren)
Post by: King Mob on April 17, 2007, 06:47:21 am
Maybe you should make an NPC that you've stolen the bed from go to sleep on the floor - or complain to you the next day or somthing just t add a little realism and make the characters seem more like actual people. Majora's Mask did a good job of that.
If you got out of bed and spoke to that girl, she'd complain to you there and then. Different people will say different things depending on their personality. Hopefully some of them should be quite funny. And yeah, there's the possibility of them reacting differently, like going to sleep on the floor, but also some could just wake you up. I want to add a lot of variety.
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (21/2/2007 - Update: The Maren)
Post by: Pedlya on April 17, 2007, 07:18:54 am
I hate to be the crit dude, but some of the sprites dont match well, such as link, maybe tone the brightness on his sprite down a tad, it just doesnt blend. The rest looks great though.
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (21/2/2007 - Update: The Maren)
Post by: Wasabi on April 17, 2007, 09:01:49 am
aaargh, time based stuff + testing = boredom. it takes sooo long to get it to work right. I love games with this in but hate testing my own with time based thingos.
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (21/2/2007 - Update: The Maren)
Post by: Bboy on April 17, 2007, 01:24:06 pm
I hate to be the crit dude, but some of the sprites dont match well, such as link, maybe tone the brightness on his sprite down a tad, it just doesnt blend. The rest looks great though.
Thats the Link used in MC.
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (21/2/2007 - Update: The Maren)
Post by: Scooternew on April 18, 2007, 01:32:52 am
Is Link in the bed MC sprites, or did you sprite Link's face eyeing the other person, and the little "bump" in the bed that represents Link's body under the sheets?

Very nice tiling (how do you do it...), except the position of the bed Link is in is really weird...almost the center of the room.
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (21/2/2007 - Update: The Maren)
Post by: Bboy on April 18, 2007, 01:34:10 am
I'm pretty sure that in the beggining, when you return to your house to sleep, or when you play the nightmare game, there is that position at some point. I'm not entirely sure.
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (21/2/2007 - Update: The Maren)
Post by: Sir Cyrus on April 18, 2007, 06:31:52 pm
Similarly, if Link got out of that bed he couldn't jump into bed with her mum.
:'(

Anyway, looks awesome. I want it. Now.
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (21/2/2007 - Update: The Maren)
Post by: Faceless on April 18, 2007, 07:45:56 pm
(http://img295.imageshack.us/img295/5499/bedsmg1.png)

The room looks very big, and largely empty. Furthermore, the floor tiling is really repetitive. It's obvious you've just copied that L shaped pattern across the floor over and over. The two beds seem to be in fairly arbitrary positions too. It's rare for beds to be in the middle of rooms, almost invariably, the headboard rests against a wall, and it's common for single beds to be wedged into a corner.
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (21/2/2007 - Update: The Maren)
Post by: King Mob on April 18, 2007, 09:50:13 pm
I might reduce the room size, yeah, there are some others that feel quite empty, but the beds are in the centre of the room because if you consider the alternative, where strictly speaking all the furniture should sit against the back wall, the top half looks cluttered whilst the bottom looks even more empty. And in gameplay terms they're really the centrepiece of the bedrooms - they're the reason you go in there in the first place, so I want them to be as accessible as possible.

It's obvious you've just copied that L shaped pattern across the floor over and over
And why is that a bad thing? Tiled floorboards are laid in repetetive patterns. In my opinion it looks far better than placing them randomly.

Is Link in the bed MC sprites, or did you sprite Link's face eyeing the other person, and the little "bump" in the bed that represents Link's body under the sheets?
Like Bboy says, it's just an edit from the opening cinema of The Minish Cap.
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (21/2/2007 - Update: The Maren)
Post by: Sir Cyrus on April 19, 2007, 03:23:52 pm
Yeah, wood is repetitive. If he spread it out randomly, it wouldn't look natural.
Ironic, really...
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (21/2/2007 - Update: The Maren)
Post by: Chrismonster on April 20, 2007, 05:13:01 am
This is looking great! XD

The flooe tiles look really good. Got one question, is ther eno furniture you can put on the bottom of the room? >:( Maybe if you edited some of the other furniture.

The game looks awesome, and seems to have alot of features that will make the gameplay fantastic!
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (21/2/2007 - Update: The Maren)
Post by: Sir Cyrus on April 27, 2007, 04:18:23 pm
Well, there's the table...
Still, two pots in the bottom-left corner never killed anyone.
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (21/2/2007 - Update: The Maren)
Post by: King Mob on April 27, 2007, 04:21:29 pm
I'm gonna do some custom plants or something to fill out those bottom corners. :P Trouble is all the furniture is designed to hug the back wall...

And, I'm definitely gonna shrink the rooms a little. I'll post an updated shot once I've done it - see what you guys think.
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (21/2/2007 - Update: The Maren)
Post by: Sir Cyrus on May 01, 2007, 09:10:56 pm
Yay, fun. Keep at it, this is the most promising game here (by far).
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (21/2/2007 - Update: The Maren)
Post by: King Mob on May 02, 2007, 09:33:36 am
BEFORE:
(http://img295.imageshack.us/img295/5499/bedsmg1.png)

AFTER:
(http://img172.imageshack.us/img172/7356/beds2en3.png)
Better, no?

Just spent 3 hours re-tiling all the interiors, so it had better be...! :P
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (21/2/2007 - Update: The Maren)
Post by: Darunia on May 02, 2007, 10:04:15 am
Yeah, it looks better. Sometimes making it smaller just jaggs it up but this is not the case.  :)
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (21/2/2007 - Update: The Maren)
Post by: Feather on May 02, 2007, 01:34:11 pm
Ah, that's way better KM!
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (21/2/2007 - Update: The Maren)
Post by: Wasabi on May 03, 2007, 06:20:57 am
much better, there was just too much space not doing anything.
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (21/2/2007 - Update: The Maren)
Post by: Feather on May 04, 2007, 12:08:26 pm
Btw, KM, I finally got to play the demo. It was cool, looking forward for the next one! :D
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (21/2/2007 - Update: The Maren)
Post by: cuff on June 26, 2007, 09:34:42 am
i haven't bin on the forum for about a year. :-[
have there been any new demos or stuff(it would take yonks to look through all those pages)
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (21/2/2007 - Update: The Maren)
Post by: King Mob on June 26, 2007, 10:18:44 am
There's a new demo ready to go, plus a trailer, new screens, art and info but they won't be posted until z3. Whenever that is...  :P
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (21/2/2007 - Update: The Maren)
Post by: AleX_XelA on June 26, 2007, 01:29:32 pm
Well King Mob, you could always post the trailer, and keep the demo for z3, that's the ideal way of doing it (and that's how commercial developers do).
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (21/2/2007 - Update: The Maren)
Post by: GieVeNT on July 01, 2007, 08:32:30 pm
This is my most anticipated project. I'm really excited to do a good 2 run throughs of the demo and make sure I've tried everything. Can you tell us whether we will get to use the Shadowgazer or have a sick horseback battle?
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (21/2/2007 - Update: The Maren)
Post by: King Mob on July 02, 2007, 11:20:42 am
Neither, I'm afraid.

Link isn't taught the secrets of the Shadowgazer until he clears the first dungeon and learns what is required of him. You get the ability to go to the nightmare realm round about the same time Link learns to control the wind in The Wind Waker, so that won't be a feature of the z3 demo I'm afraid, since it's only the very beginning of the game. To be honest I'm not at a point where the nightmare realm is a fully formed concept. I'm working through the game in order and there's other stuff I need to tackle before that. I have ideas about how it should look, but they're all in my head at the moment. When I get them down on paper I'll post them as an update because it will be a looong time before they're turned into pixels.

Similar thing applies to Epona. The path to the ranch where you get her is blocked and can only be accessed with the item from dungeon no. 2 - which ain't in the demo either. I don't want you riding all over the map on horseback right from the start! Besides, it's something I want to reserve for the finished product. But, with the extra time we've been given, I've been able to put together a video trailer for z3 which features stuff not included in the demo, including some horse-riding.

What the z3 demo will do, however, is introduce you to a new (old to me, new to you :P) concept, and something absolutely core to the gameplay, that ties together things like the passing of time and the day and night cycle, sleeping routines and a three day rotating sequence - all stuff I've made cryptic references to in the past - into something quite original. ;)

So there should still be stuff worth looking forward to! :P
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (21/2/2007 - Update: The Maren)
Post by: King Tetiro on July 02, 2007, 11:26:12 am
Hey King Mob, I have a few questions

1-How's the game going along

2-Which Zelda Game is it more linked to if any

3-What's left to do before demo time

4-(Offtopic a Bit)-When's z3?
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (21/2/2007 - Update: The Maren)
Post by: King Mob on July 02, 2007, 01:39:57 pm
1-How's the game going along
Good, thanks. It feels like a game now, you can actually play it and get a sense of the story and structure, and that you're heading out on an adventure. It just stops quite abruptly, that's all! :P There's a huge hole between the two finished segments, which I had planned to have filled by August but, as is always the case with these things, I didn't give myself enough time. I really feel like I need a break too, and that would only delay it further, but I don't want to promise stuff and deliver nothing. So the demo that will be available at z3 is something of a compromise.

It's the opening segment of the game and is either very short or very long, depending on how much interest you have in the game world I'm creating...! In trying to put an average playing time on it, for your first run through, I'd say there's about 10 - 15 minutes gameplay, but you could easily waste an hour before you've seen and heard everything I've coded for the game's inhabitants. Whether or not you'll feel like it was worth an hour of your time afterwards, I can't say, but I put a lot of time into making those characters as 'alive' as I could. There's not much to 'do' but it will certainly set the scene, and hopefully you'll be dying to know what happens next...

2-Which Zelda Game is it more linked to if any
Linked to? In terms of similarities or whether it follows on from anything story-wise?
Well, it takes place after The Wind Waker. I'm trying to sidestep the restrictions of timeline continuity and that game pretty much wipes the slate clean by burying everthing that had gone before beneath the waves. ;)

As far as similarities go, I guess it would be A Link to the Past because, at their core, they both revolve around the dual world concept. But it's most influenced by Majora's Mask, in terms of the depth of characterisation and interaction with the NPCs, and once the curse of the nightmares spreads the deeper you get into the game, the mood and feel should hopefully be similarly creepy and trippy. Plus it has a rotating three day cycle, the specifics of which will be revealed in the z3 demo.

3-What's left to do before demo time
Nothing. It's all done, and an executable created and tested to within an inch of its life. I could be adding stuff all the way up to the day of z3, but I don't want to start anything I couldn't finish in time. There are little graphical touches I could be adding but, as I said above, I could do with a break.

4-(Offtopic a Bit)-When's z3?
Don't actually know. Not ideal, but as I say, I'm done and ready to go. :P
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (21/2/2007 - Update: The Maren)
Post by: MadCucco on July 03, 2007, 02:57:09 am
Hey King Mob, I downloaded a mirror of the game (the first one), and the only thing I can do is walk, chop some bushes, use the items (and all that stuff), but I can´t get to any place! There´s no one to talk to! Is the demo just that or am I missing something?

By the way, you´re game looks really promising. Wich point of the game have you reached in development? At what dungeon or something?
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (21/2/2007 - Update: The Maren)
Post by: King Mob on July 03, 2007, 08:16:33 am
That's all there is in that demo. It was released over a year ago and that's pretty much all I'd done at that point. The second demo will be out sometime soon.

Thanks. I've got two segments that are for all intents and purposes finished. The prologue, which is the next demo, and the first dungeon, which is almost complete (no boss!) I'll be working on joining the two together next.
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (21/2/2007 - Update: The Maren)
Post by: King Tetiro on July 03, 2007, 09:19:01 am
This game has taken you years and it must be really good!
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (21/2/2007 - Update: The Maren)
Post by: ursername180 on July 03, 2007, 02:29:32 pm
Hi! It's my first post here! I have been keeping track of this project for quite some time now. Just wanted to say can't wait and keep up the good work!
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (21/2/2007 - Update: The Maren)
Post by: MadCucco on July 04, 2007, 12:07:35 am
That's all there is in that demo. It was released over a year ago and that's pretty much all I'd done at that point. The second demo will be out sometime soon.

Thanks. I've got two segments that are for all intents and purposes finished. The prologue, which is the next demo, and the first dungeon, which is almost complete (no boss!) I'll be working on joining the two together next.

That´s great, and much more given that you´re working alone. I don´t have the patience to look at all the additions made in the past pages, but I´ll surely look forward to that second demo.
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (21/2/2007 - Update: The Maren)
Post by: TCGamer on July 04, 2007, 08:54:21 am
Awesome. I can't wait for the new demo at z3. Let's hope z3 will be before 20 July, I will be on holiday for three weeks after 20 July. And if you ever need someone to tile maps, I'll be your man. I love to tile Zelda settings.
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (21/2/2007 - Update: The Maren)
Post by: Kylink on July 04, 2007, 07:24:53 pm
can't wait for z3!
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (21/2/2007 - Update: The Maren)
Post by: MadCucco on July 06, 2007, 02:40:51 am
By the way, wich program are you using? Game Maker 7?
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (21/2/2007 - Update: The Maren)
Post by: cb43569 on July 16, 2007, 09:30:56 pm
By the way, wich program are you using? Game Maker 7?

It's Game Maker, but I have no idea what version. Mm, quick way to find out if it's 7 or not.

/me tries to run it.

Me has Vista.

Cb edit: Clearly 6.
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (21/2/2007 - Update: The Maren)
Post by: GieVeNT on July 20, 2007, 10:58:13 am
I vote King Mob posts his project and screws z3. Seriously, when the hell is it, we've been waiting since March or something, maybe longer.
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (21/2/2007 - Update: The Maren)
Post by: cuff on July 20, 2007, 11:46:09 am
i vote the same, but i somehow find it unlikely to happen
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (21/2/2007 - Update: The Maren)
Post by: cb43569 on July 20, 2007, 02:37:39 pm
I call that King Mob recompiles the tech demo in 7 NAO because I want to play it again, but I has Vista. Hmm, Mark has an online service which decompiles 5 and 6 EXEs and recompiles them with an updated runner that's compatible with Vista, maybe you could do that?

... or I can, if you take to long XD
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (21/2/2007 - Update: The Maren)
Post by: Vandavil on July 21, 2007, 12:10:14 am
yeah, there is a program that does that... it's somewhere on YoYo...
-Sk
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (21/2/2007 - Update: The Maren)
Post by: cb43569 on July 22, 2007, 04:13:37 pm
Yeah, yeah, I know.
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (21/2/2007 - Update: The Maren)
Post by: King Mob on July 23, 2007, 04:16:47 pm
I vote King Mob posts his project and screws z3. Seriously, when the hell is it, we've been waiting since March or something, maybe longer.
I'm considering this. I'm rather bored waiting for this whole z3 fiasco myself. I want to move on, but I feel I'm holding myself back for this very reason... Expect a decision in the next few days.  ;)
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (27/7/2007 - Update: video trail
Post by: King Mob on July 27, 2007, 05:46:51 pm
Decided against the above. But I might change my mind again. :P But by way of a compromise, I'm posting the trailer that I'd intended to accompany the z3 demo.
http://www.youtube.com/watch?v=waHFSZSLKFk
Hope you enjoy. XD

A full, uncompressed version will be available at z3.

If it ever fuckin' happens...
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (27/7/2007 - Update: video trail
Post by: pablo on July 27, 2007, 09:31:58 pm
 :o
..you are god..
this is the best zelda fan game o_O
look very profesional :o :o XD
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (27/7/2007 - Update: video trail
Post by: REV2K7 on July 27, 2007, 10:00:38 pm
will this work on vista ?
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (27/7/2007 - Update: video trailer)
Post by: Jetstorm4 on July 27, 2007, 10:50:30 pm
I LOVE U!!!
No, seriously! this looks like the most in-depth Zelda Fan Game I've seen!!!
Awesome Job Mob!!!
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (27/7/2007 - Update: video trailer)
Post by: Wasabi on July 28, 2007, 03:39:48 am
Total awesomeness. This is the best - zelda - fan - game - ever. If z3 isn't within a week please please please please release the demo!
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (27/7/2007 - Update: video trailer)
Post by: Scooternew on July 28, 2007, 04:48:05 am
Haven't had a chance to post...

The trailer is great, but riding on Epona looks weird - like the animation seems to be MUCH too slow. Otherwise, amazing.
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (27/7/2007 - Update: video trailer)
Post by: AleX_XelA on July 28, 2007, 08:14:12 am
Great job King Mob! Everything in this game looks so smooth, eventhough I'm certain that the slow speed of the animations is due to the video FPS and not the game itself. I have been waiting for an update like this in quite long time, so keep up the good work and may the demo rule them all!
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (27/7/2007 - Update: video trailer)
Post by: TomPel on July 28, 2007, 08:53:15 am
Damn man, looks damn nice. So professional and detailed.
You got some skills.
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (27/7/2007 - Update: video trailer)
Post by: cb43569 on July 28, 2007, 01:05:51 pm
Holy !@#$% !@#$%, please tell me that demo will run on Vista or I shall eat you and your children >_____<;
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (27/7/2007 - Update: video trail
Post by: HyruleArchiveProductions on July 28, 2007, 01:37:50 pm
by the looks of it, you have some very good programming/spriting skills!
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (27/7/2007 - Update: video trailer)
Post by: Kevin-1990 on July 28, 2007, 03:43:08 pm
Wow I just saw the movie

FREAKING AWESOME
everything look so great and nice fittings, no misplaced stuff, nice sounds effects, you got the whole bunch
WOW!
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (27/7/2007 - Update: video trailer)
Post by: uma on July 28, 2007, 10:10:26 pm
Duuuuuude! This is will totally win Z3.

Amazing. Simply amazing.
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (27/7/2007 - Update: video trail
Post by: Colbydude on July 28, 2007, 11:14:04 pm
DUUUUUUUUUUUUUUUUUUUUUUUUDE That's freakin amazing! I wanna play NOW!
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (27/7/2007 - Update: video trailer)
Post by: King Mob on July 29, 2007, 01:33:55 pm
The trailer is great, but riding on Epona looks weird - like the animation seems to be MUCH too slow. Otherwise, amazing.
Great job King Mob! Everything in this game looks so smooth, eventhough I'm certain that the slow speed of the animations is due to the video FPS and not the game itself. I have been waiting for an update like this in quite long time, so keep up the good work and may the demo rule them all!
Thanks, and yes, running FRAPS slows the game down quite visibly, and as Scooter said, it makes Epona look like she's running too slowly. But it might be worth pointing out that you may not have noticed there are two sets of animations: one for galloping and one for just slowly trotting along - that might be confusing the eye a little.

Holy !@#$% !@#$%, please tell me that demo will run on Vista or I shall eat you and your children >_____<;
Well, as you suggested, I've recompiled it using the GM Converter tool to make it Vista compatible, and done the same with the old tech demo, but I can't test either myself.
Can you check whether the old demo now works? Here's the link (http://www.savefile.com/files/22835). Cheers. XD

It still works on XP, so I'm assuming there are no backwards-compatibility problems...? Don't know much about it myself...

And thanks for the comments - as I said before I'm feeling a little distant from the whole thing because I'd expected z3 to have happened by now and to be working toward the next milestone, but it feels like I'm on hold, waiting for something. Feedback, probably. I'd like to know I'm on the right track! :P I'm working on the game all the time, and would post updates more frequently, but I feel they have to wait. The demo has to come next. I may wait for z3, I may not - it's becoming less and less relevant to me.

Maybe I could introduce you to The Shadowgazer himself in the meantime... I've finally come up with a design I like and I'm working on some artwork and sprites at the moment.
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (27/7/2007 - Update: video trailer)
Post by: King Tetiro on July 29, 2007, 01:44:41 pm
Can I ask you a question. I know this may have been answered already but I haven't been on the forums much.

When's the next demo and what will it have?
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (27/7/2007 - Update: video trailer)
Post by: cb43569 on July 29, 2007, 02:08:39 pm
The updated tech demo works brilliantly on Vista! And since my Vista laptop is much faster than my slow Win2000 desktop, it also runs a lot faster and smoother in my case :P. Keep up the good work!
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (27/7/2007 - Update: video trailer)
Post by: King Mob on July 29, 2007, 02:21:23 pm
Can I ask you a question. I know this may have been answered already but I haven't been on the forums much.

When's the next demo and what will it have?
Pretty sure I answered those questions for you just a few pages back... Yes, yes I did (http://www.zfgc.com/index.php?topic=3937.msg196077#msg196077). :P

The updated tech demo works brilliantly on Vista! And since my Vista laptop is much faster than my slow Win2000 desktop, it also runs a lot faster and smoother in my case :P. Keep up the good work!
That's good to know, thanks. XD
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (27/7/2007 - Update: video trailer)
Post by: AleX_XelA on July 29, 2007, 02:54:55 pm
Well King Mob, we can't really provide any good feedback if you don't give us a demo to try out :P Seriously, I don't think you should mind z3, if it hasn't happened today, it won't happen tomorrow. The earlier you release the demo, the earlier you'll have feedback and the faster you will be done with your game. It all depends on how you schedule the whole thing.

BTW, I would love to see what the Shadowgazer looks like!
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (27/7/2007 - Update: video trailer)
Post by: King Mob on July 29, 2007, 03:04:34 pm
Heh, I know, that's what I'm saying. XD I feel like z3 being constantly delayed is holding everything up. So like I say I may just forget about it and release the demo shortly anyway. You never know, by the time z3 actually happens, I may have a bigger demo to release!

But in the meantime I'll get on and finish the artwork and sprites for the next update...
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (27/7/2007 - Update: video trailer)
Post by: Goomdaddy on July 30, 2007, 12:55:58 am
The trailer is awsome. I can't wait untill this comes out. The only thing I didn't like was the music, but I can live with that.
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (27/7/2007 - Update: video trailer)
Post by: Bboy on July 31, 2007, 04:02:46 am
King Mob, you are a god! This looks incredible. Can't wait to play the demo.
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (27/7/2007 - Update: video trail
Post by: Feather on July 31, 2007, 11:11:38 am
Saw the newest trailer. Gotta say, this looks awesome. Liek omg.
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (27/7/2007 - Update: video trailer)
Post by: Hoffy on August 01, 2007, 08:55:45 am
Trailer looked pretty good. I was disappointed it wasn't a cinematic trailer, and rather, a gameplay trailer, but it did show off a lot of the great work you've been doing over the last few months/years. Looks awesome, Mobby, don't let us down!
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (6/8/2007 - Update: z3 Demo out)
Post by: King Mob on August 06, 2007, 06:31:23 pm
Alright, the so-called 'z3' demo's up.  XD

New screens:
(http://img264.imageshack.us/img264/2973/z31td6.png) (http://img264.imageshack.us/img264/1526/z32nt9.png)

(http://img264.imageshack.us/img264/7657/z33ey4.png) (http://img267.imageshack.us/img267/9922/screen08zz6.png)
z3 Demo: DOWNLOAD (http://www.savefile.com/files/861940)
z3 Trailer: DOWNLOAD (http://www.savefile.com/files/843622)

Controls:
Direction keys plus
X = sword (not used in this demo)
S = shield
Z = context-sensitive action
A = assigned item (not used in this demo)
+ / - on keypad = toggles between windowed and fullscreen modes

Please note this is not an early release of the demo I'd intended for completion in August this year. This demo was originally concieved as just being a taster, released pretty much for the hell of showing something at z3, which should have been back in May. That deadline passed and there's still not been a z3, and as a result I've not been able to get back into it. But I no longer care about z3 - I just want this demo out there. It's the prologue and as such there's not much to do beyond a bit of exploration and conversation, but it *is* the actual game - so expect to start out item-less!

For those of you who have been following this project (I thank you XD) this demo will introduce you for the first time to a concept I've previously only made cryptic references to, revolving around the passing of time, and the comings and goings of the passengers and crew of three ships in the sea ports of Hyrule. Yes, we're on the Great Sea again. This game is loosely set some vague number of centuries after The Wind Waker, and the water has begun to recede and three new provinces have been established. Travel between them, however, is still only possible by sailboat. There are three ships (named Din's Fire, Farore's Wind and, yep, Nayru's Love) that sail around Hyrule on a continuous round-trip journey that takes three days, i.e. a day in each port, travelling through the night. Each ship will dock in all of the three sea ports over the course of the rotating three-day cycle - think of them as following each other in a circle (or triangle :P) round the map.

When Link boards one of the ships for the first time, he is mistaken for the new trainee cabin boy and is told to report to the captain, who issues him with his Cabin Boy's Handbook. Similar to the Bombers' Notebook in that it is used to keep track of each of the crew and passengers' routines (with space for anybody else he might meet along the way) it ticks them off when you've cured them of their particular nightmare.

Whilst all this sailing is a crafty way of making the map seem huge, like you have to cross oceans and visit far-off lands to complete your quest, it's primarily a nice, tidy way of imposing a repeating three-day sequence onto the game without the Groundhog Day-style repetition of Majora's Mask. You're not doomed to repeat the same three days over and over, it's just that each ship rolls in to port once every three days, and when they do, the crew and passengers have a big influence on the lives and routines of the locals, thus tailoring the gameplay to that specific day.

Hope I've explained that properly.  :P

Harbour Concept Art:
(http://img177.imageshack.us/img177/4007/harbourxj7.gif)

Between the original z3 deadline and now, I couldn't realistically get all the additional stuff I wanted to include done in time, so the harbour of Hyrule Town is for the most part empty. You'll see the ships in this demo, and get a feel for how it all works, but you won't see much evidence of the passengers and crew, I'm afraid... And you might find some of the NPCs that do appear in the game mysteriously disappear at certain times. This is because they are affected by clock-based conditions that I haven't coded yet - not because I've forgotten about them! For example, you'll meet a guy in Kakariko Village (known to me only as 'Parcel Guy') who you won't be able to find anywhere on the third day. He will ultimately be found in Hyrule Castle Town yelling at the Postman for not delivering his mail. But the Post Office hasn't been completed as yet... So, just be mindful of stuff like that. But experiment - though the demo effectively ends when you reach the harbour (since there's nothing further to do) you can go back to Kakariko Village and observe a little of the lives of its inhabitants over the three day cycle. If you've got nothing better to do, that is... ;)

What else? Oh yeah, there's currently no way into either the windmill or the gravedigger's hut. So I wouldn't waste your time looking for one, if I were you. Same goes for the Lost Woods and Lake Hylia. Though they're signposted I've not got round to completing them yet.

And no, you don't get a sword in this demo. It stops short of the sequence in the story where you first get a sword. If you really want to heck up some bushes, you can always go back and play the technical demo again, which can be found here (http://www.savefile.com/files/22835).

The file weighs in at a hefty 10Mb because there's a load of uncompressed sound effects in there. I will work on reducing this before the next demo. There are some effects missing because I didn't think it would be a good idea making the file any bigger at this stage...

So, like I said, this demo's meant as a little taster. I've still got a lot of work to do to join up the two segments I've finished: this opening segment, and the first (virtually finished) dungeon. When I've done that much, I will release it as another demo, finished to as high a standard as I can. I'm happy with the quality of everything apart from Hyrule Town harbour - it's just unfinished and a little unpolished right now. Hopefully it evokes the right atmosphere though. There's still the odd thing I need to get done elsewhere, but the rest of it should be representative of the finished product.

I hope you enjoy the demo.

KM
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (6/8/2007 - Update: z3 Demo out)
Post by: Kame on August 06, 2007, 07:02:12 pm
YES!

*rushes to download*

EDIT: By far the best Zelda fangame I've ever played. The cinematics are excellent, better even than any of the Nintendo 2D titles, because of the superb attention to detail. I also love that you've given Zelda a real personality.
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (6/8/2007 - Update: z3 Demo out)
Post by: TheRealDragonboy on August 06, 2007, 07:06:10 pm
Whow, this is one of the best zelda fan games I've ever played! It's soo detailed that even your roof is an object O_o

Great work man! :D
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (6/8/2007 - Update: z3 Demo out)
Post by: Colbydude on August 06, 2007, 07:16:23 pm
OMFG!!!!! That was the best fan games I've ever played!!!!!! You're amazing, this will so pwn at z3. Oh and where did you get those WW sound effects they'd be very useful for WWA.
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (6/8/2007 - Update: z3 Demo out)
Post by: TomPel on August 06, 2007, 08:05:39 pm
Great work dude, very detailed and looks stunning. I really love all the little details.
Also, the concept seems to work great.
I'll just lift my hat for you, for you seem to have created something special here.
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (6/8/2007 - Update: z3 Demo out)
Post by: Soulrivers on August 06, 2007, 11:01:19 pm
Pretty damn good. Very detailed and smooth looking. There were some minor things and bugs I noticed that can be tweaked, but I trust those will come eventually. Also I had some pretty insane lag in the middle of the first town, was this because of the uncompressed audio? Probably not, so I don't know.
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (6/8/2007 - Update: z3 Demo out)
Post by: Mandrag on August 07, 2007, 12:47:28 am
Needless to say, great demo. But there have been one or two things that kind of bugged me. I was wondering, could you change it so you can roll as diagonally as you can walk? Not really important, but still.
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (6/8/2007 - Update: z3 Demo out)
Post by: OriZak on August 07, 2007, 01:11:20 am
Heh, I liked it. It always ran slower for me in bigger areas, which is why I never really liked your tech demo because I almost thought it was supposed to be that slow. Because of that (I think) the movement controls would seem kind of sticky sometimes, but it was fine when it was running up to speed. I loved the Castle Town even though you can't really do anything; the custom art is really good.
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (6/8/2007 - Update: z3 Demo out)
Post by: Xfixium on August 07, 2007, 02:12:24 am
Though there really is no meat and potatoes to the demo, it was still a very nice peek at the game. The custom art work fit in well with the Minish style and added to the overall feel of the game. There's depth behind the characters in the game which I enjoyed, and the idea behind the dream catcher is superb. I don't know how important having diagonal rolling movement is, (As was suggested earlier) but it would've been nice to have a separate button do that. As Link seems to roll instead of interact with objects sometimes. It'll be interesting to see what you do with this title in the future. It's a very promising title.
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (6/8/2007 - Update: z3 Demo out)
Post by: uma on August 07, 2007, 04:46:36 am
Yo, King, I was wondering...

Could I make you a hud? The game looks great and you custom work is exceptional godly, but I'm not too fond of the hud... But changing it drastically would result in needing to change up code I assume, so maybe not...
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (6/8/2007 - Update: z3 Demo out)
Post by: Wasabi on August 07, 2007, 07:39:14 am
so far I have one problem. and that's with the damn speed of my computer. I'm guessing I was getting 5-15 fps most of the time.
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (6/8/2007 - Update: z3 Demo out)
Post by: AoDC on August 07, 2007, 07:41:20 am
....Another mirror please... I get server busy messages =(

Edit: Got it. Bad host >_>.

Edit2: Brilliant? Wow. Makes me look at my game and see what I did wrong. Your game was so stunning in perfection it had be gasping at every movie I made. Good work!
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (6/8/2007 - Update: z3 Demo out)
Post by: Feather on August 07, 2007, 11:44:30 am
Heh. Downloading it now. I'll edit once I've played it. Can't wait. *shakes* ><

EDIT: As I excepted, GM 6 or 7 games don't run well on my comp. There's no error messages, the same deal like with the last demo, but the last demo worked after a few days, so I think I'll get to play this someday. :3
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (6/8/2007 - Update: z3 Demo out)
Post by: King Mob on August 07, 2007, 11:52:27 am
I also love that you've given Zelda a real personality.
Thank you. Since I've decided to set this game after WW I wanted to make it clear this Zelda was a descendant of Tetra and not the sad, tragic Zelda of TP. So she's going to be a feisty and headstrong tomboy, but I'm also making her a little less serious - not quite gained her characteristic wisdom yet, and she doesn't really want the responsibility that comes with being a member of the Royal family. She and Link will grow up quite a bit during the story, I hope.

Oh and where did you get those WW sound effects they'd be very useful for WWA.
I'm hooking my MP3 player up to the TV and recording them from there. They're not great quality heard on their own, but with everything else that's going on in the background it doesn't seem to matter. I'll make a more complete set and make them available for other people to use.

I was wondering, could you change it so you can roll as diagonally as you can walk? Not really important, but still.
I could, yes. It might look a bit odd, but I can't think of anything it would cause problems with... I'll give it a go and see how it turns out.

I don't know how important having diagonal rolling movement is, (As was suggested earlier) but it would've been nice to have a separate button do that. As Link seems to roll instead of interact with objects sometimes.
Really? If you look at the old tech demo, the context-sensitive Z button would only change if you were stood still and in contact with an interactive object - if you were moving the roll attack action would always get priority. It was suggested that I change that so that the object's action would get the priority, as otherwise it would be annoying opening doors and trying to talk to people. So I did change it, and I was pretty sure I'd covered everything. If you're still rolling when you think you should be doing something else, could you tell me what the circumstances are? I can't find any myself... One thing I am already planning to do is enlarge the 'triggers' for interacting with objects, so that might help in sorting this problem out.

Could I make you a hud? The game looks great and you custom work is exceptional godly, but I'm not too fond of the hud... But changing it drastically would result in needing to change up code I assume, so maybe not...
Hmmm... It wouldn't really require much change to the code, but I'm not a fan of slapping fancy 3D-style HUDs on 2D games as they tend to obscure parts of the playing area. It's not a problem in a 3D environment where the camera POV is always changing, but in my opinion, in 2D, the very simplest HUDs work better. I might think about stylising it eventually, but it will be some way down the line.

I had some pretty insane lag in the middle of the first town, was this because of the uncompressed audio? Probably not, so I don't know.
so far I have one problem. and that's with the damn speed of my computer. I'm guessing I was getting 5-15 fps most of the time.
Ugh. I don't quite know what I can do about this. I suspect the audio isn't playing a part, but I'm curious, Soulrivers - do you mention the village because it gives you the most lag? What about Kakariko Trail (the one with the octos?) Using debug mode on my computer (i.e. the one I'm using to develop this) I was noticing a slight dip of 1 or 2 frames in certain areas of Kakariko Trail, but nothing in the village. This was backed up by the other, older, computer I have access to. It ran a little slower generally, but the dip in framerate was definitely more noticeable in the trail. Those two are certainly the busiest rooms.

But the thing is, it *should* be more stable than the tech demo. For everyone. After reports of slowdown on the tech demo - and considering, since adding the day/night engine, most seemingly passive objects are now doing stuff - I tried optimising the code as much as I could. Now, anything that leaves the view (albeit with a buffer) is deactivated and only reactivated as they re-enter. So, for example, in Kakariko Trail, the number of objects active at any point in time is far, far less than there was in the tech demo version: from memory, just shy of 2000 down to between 300 - 500 at a time.

Like I say, I don't know what I can do about it. It may just be a problem inherent with putting that amount of detail into each room. If it's any consolation, I guarantee we'll all have upgraded to much faster machines by the time I've finished this game anyway, I'm sure. :P

Thanks for the comments and suggestions, guys. They're always appreciated. XD If you could elaborate on any bugs you say you've found, I'd be grateful. Cheers!
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (6/8/2007 - Update: z3 Demo out)
Post by: ursername180 on August 07, 2007, 12:02:35 pm
2ND POST!

To be honest. I love you. I love this whole project and I'm about to play the demo. It looks VERY VERY official and I'm hoping the demo will be the icing on the cake so far.

Hope you go well!
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (6/8/2007 - Update: z3 Demo out)
Post by: Xfixium on August 07, 2007, 03:05:38 pm
Quote
Really? If you look at the old tech demo, the context-sensitive Z button would only change if you were stood still and in contact with an interactive object - if you were moving the roll attack action would always get priority. It was suggested that I change that so that the object's action would get the priority, as otherwise it would be annoying opening doors and trying to talk to people. So I did change it, and I was pretty sure I'd covered everything. If you're still rolling when you think you should be doing something else, could you tell me what the circumstances are? I can't find any myself... One thing I am already planning to do is enlarge the 'triggers' for interacting with objects, so that might help in sorting this problem out.

Very true, this is the behavior, it's just something I'll have to get used to. As I find myself trying to do things before the action is allowed. A suggestion I also forgot to mention is maybe have the default control buttons not on the num pad. As some people (*coughmecough*) have laptops without them XD
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (6/8/2007 - Update: z3 Demo out)
Post by: Scooternew on August 07, 2007, 03:33:38 pm
You already know I'm a huge fan of your work, and I don't have to write long, detailed paragraphs to explain how insanely badass-ely beyond awesome this is.

I will post though as soon as I get home with some comments and suggestions. Nothing much, though - this is God's doing.
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (6/8/2007 - Update: z3 Demo out)
Post by: Sophist on August 07, 2007, 04:09:41 pm
not bad
good mechanics.. when you enter a new map you have to retrigger movement keys
i liked the bump into tree feature.. howd you do it? sprite?
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (6/8/2007 - Update: z3 Demo out)
Post by: Eater on August 07, 2007, 04:14:45 pm
I played the recent demo, and although it took a few minutes to load up, after that it worked fine.  And you seem to have filled the game rather than making it bland, and most of the characters actually seem to have personality.  I hope to see this game when(and if?) it's finished.
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (6/8/2007 - Update: z3 Demo out)
Post by: uma on August 07, 2007, 05:07:55 pm
KM: I'm not talking about 3d, just some changes here and there... Nothing extremely complex.
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (6/8/2007 - Update: z3 Demo out)
Post by: Goomdaddy on August 07, 2007, 07:41:04 pm
The demo is a bit short but it looks great. This is the best Zelda demo I have ever seen. I hope you finish. I am also glad to see that this game is made in gamemaker.
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (6/8/2007 - Update: z3 Demo out)
Post by: Kame on August 07, 2007, 09:45:47 pm
Oh yeah, Mob, about the hud.. I agree. It's just that yours is quite sparse and without style. If you look at the ones in LTTP and MC, you'll see that they're both nice and bunched up, and also have a nice style of arrangement, like having the semicircle of buttons in MC.

And, I think the actions were too sensitive location-wise. I often found myself standing next to a rock, trying to pick it up, and thinking I could (being used to MC) and finding I had to move up some even though it appeared as though from that position Link would be able to pick it up.

edit - oh, I remembered one other complaint I had, which applies to most Zelda fangames. When you leave a room/area and go to a new one, if you were holding down the arrow key, you still stop and have to let go and press it again. Please fix this, it gets super annoying.
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (6/8/2007 - Update: z3 Demo out)
Post by: Kevin-1990 on August 07, 2007, 10:22:22 pm
WOOOOOOOOW FREAKING AWESOME TOWN screenie.
damn this is the best mc games I've seen.
very nice mate!
I love the boat did you really make that custom
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (6/8/2007 - Update: z3 Demo out)
Post by: Soulrivers on August 07, 2007, 11:34:23 pm
I only get lag inside the village, not on the trail. My computer specs are as follows.

512 mb RAM
1,6 gHz processor
Geforce 3 Ti graphics card

I can run most older 3D games just fine, so I have no clue why this would lag.
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (6/8/2007 - Update: z3 Demo out)
Post by: Goomdaddy on August 08, 2007, 03:17:28 am
Oh... I forgot to say... I love the night and day system. You should add enemies that only come out in the night. Good luck.
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (6/8/2007 - Update: z3 Demo out)
Post by: Wasabi on August 08, 2007, 08:48:00 am
I only get lag inside the village, not on the trail. My computer specs are as follows.

512 mb RAM
1,6 gHz processor
Geforce 3 Ti graphics card

I can run most older 3D games just fine, so I have no clue why this would lag.

lol... I'm not really surprised about my slow speed...
256mb ram
500mhz processor (not even 1ghz)
no idea of the graphics card.

hopefully I'll have a new laptop by the start of next year.
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (6/8/2007 - Update: z3 Demo out)
Post by: King Mob on August 08, 2007, 08:52:26 am
good mechanics.. when you enter a new map you have to retrigger movement keys
edit - oh, I remembered one other complaint I had, which applies to most Zelda fangames. When you leave a room/area and go to a new one, if you were holding down the arrow key, you still stop and have to let go and press it again. Please fix this, it gets super annoying.
You're telling me! I've tried everything I can think of to fix it but it's always been there. It doesn't always happen though, does it, so it's nothing to do with the code, which is so simple there's no scope for it to behave abnormally. Like you say, it happens in most Zelda fan games ('most' being developed in Game Maker, I would presume) so it would appear to be a quirk of GM that when you go to a different room it sometimes ignores any keys being held upon creation of the new room, prompting you to press them again. Why it doesn't always happen, I don't know. If anyone's had this problem and overcome it, I'd be grateful to know how. XD

I love the boat did you really make that custom
Thanks. Yes, it is custom. It's not quite finished, but I finally like it (been through several incarnations... :P)
I'd be interested to know what you guys think of the 3 day boat cycle concept - I don't think anyone's commented on it yet. Good idea? Bad? Sound overly complicated?

I only get lag inside the village, not on the trail.
This is the problem with GM, I find. A room that runs slow on one computer is fine on another. Like I say, I was having the reverse problem on my old computer. Running the village is actually less intensive than the trail, so there seems to be no rhyme or reason to it. Well, I guess I've found a threshold. I won't be making any rooms more densely populated than the village or the trail!

Oh... I forgot to say... I love the night and day system. You should add enemies that only come out in the night. Good luck.
Thanks, I'm going to. ;)
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (6/8/2007 - Update: z3 Demo out)
Post by: Kevin-1990 on August 08, 2007, 09:29:17 am
I love the boat did you really make that custom
Thanks. Yes, it is custom. It's not quite finished, but I finally like it (been through several incarnations... :P)
I'd be interested to know what you guys think of the 3 day boat cycle concept - I don't think anyone's commented on it yet. Good idea? Bad? Sound overly complicated[/quote]

the baot looks awesome.
very nice done, this is an whole new kind of minish cam style.
the same style but awesome new stuff
I cant say something else then
very very awesome!
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (6/8/2007 - Update: z3 Demo out)
Post by: Kame on August 09, 2007, 12:36:17 am
good mechanics.. when you enter a new map you have to retrigger movement keys
edit - oh, I remembered one other complaint I had, which applies to most Zelda fangames. When you leave a room/area and go to a new one, if you were holding down the arrow key, you still stop and have to let go and press it again. Please fix this, it gets super annoying.
You're telling me! I've tried everything I can think of to fix it but it's always been there. It doesn't always happen though, does it, so it's nothing to do with the code, which is so simple there's no scope for it to behave abnormally. Like you say, it happens in most Zelda fan games ('most' being developed in Game Maker, I would presume) so it would appear to be a quirk of GM that when you go to a different room it sometimes ignores any keys being held upon creation of the new room, prompting you to press them again. Why it doesn't always happen, I don't know. If anyone's had this problem and overcome it, I'd be grateful to know how. XD
Oh, so it's a keyboard checking error? Well, that really sucks. I figured it was simply a variable issue and that changing the variable for Link's movement to global would fix it.

edit - just thought of something. Since you said it does keep the key press sometimes, it must be an issue of either when or how it checks. possibly changing the check from/to a begin/end/standard step event would have an effect on this? I don't know, but it's worth a try, and amybe the observation itself will give you some bright ideas. The game is so brilliantly coded it'd be a shame to see it released with this very annoying bug still in it.

As for the boats idea.. I think it sounds fantastic.Great way of creating dynamic changing environments with a cyclical pattern without the irritability that Majora's Mask had. Are you planning to make separate sprites for the other boats though, eventually? Becaus eI think they'd look better that way. Nothing major, just change figurehead maybe.
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (6/8/2007 - Update: z3 Demo out)
Post by: King Mob on August 09, 2007, 09:14:26 am
edit - just thought of something. Sicne you said it does keep the key press sometimes, it must be an issue of either when or how it checks. possibly changing the check from/to a begin/end/standard step event would have an effect on this? I don't know, but it's worth a try, and amybe the observation itself will give you some bright ideas. The game is so brilliantly coded it'd be a shame to see it released with this very annoying bug still in it.
Yeah, I've tried shifting the keyboard checks around the Step events, even putting additional ones in the Create event and destroying Link and creating a new one when he's 'arrived' in the new room. The checks are always the same too. It just seems it sometimes forgets about any keys that were being pressed upon exiting the previous room!

As for the boats idea.. I think it sounds fantastic.Great way of creating dynamic changing environments with a cyclical pattern without the irritability that Majora's Mask had. Are you planning to make separate sprites for the other boats though, eventually? Becaus eI think they'd look better that way. Nothing major, just change figurehead maybe.
I do intend them to have different figureheads, yes. Plus the sails, when unfurled, would have different emblems on them. Just not designed them yet. Din's Fire would retain the dragon/serpent figurehead they all currently have, but my ideas for the other two are either a hawk or owl, and a most likely a wolf - so, familiar Zelda motifs. I'm going to try and stylise them quite heavily. I'm looking at the carvings on Native American totem poles and Viking longships, but it's not quite coming together at the moment...
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (6/8/2007 - Update: z3 Demo out)
Post by: Scooternew on August 09, 2007, 03:28:33 pm
I'd suggest trying to make sure it's alwyas fast on all areas on all computers. Maybe you could give options of disabling certain effects, or using OGG sounds and loading them externally. Or, try delta timing - which is generally an awesome way to keep speed up.

As for the key problem, I haven't tried this (since I haven't made a multiple room engine yet), but you could call Link's step event from the room creation event (in the room editor), or you could check for keyboard presses (direct).
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (6/8/2007 - Update: z3 Demo out)
Post by: Piers on August 09, 2007, 05:08:53 pm
edit - just thought of something. Sicne you said it does keep the key press sometimes, it must be an issue of either when or how it checks. possibly changing the check from/to a begin/end/standard step event would have an effect on this? I don't know, but it's worth a try, and amybe the observation itself will give you some bright ideas. The game is so brilliantly coded it'd be a shame to see it released with this very annoying bug still in it.
Yeah, I've tried shifting the keyboard checks around the Step events, even putting additional ones in the Create event and destroying Link and creating a new one when he's 'arrived' in the new room. The checks are always the same too. It just seems it sometimes forgets about any keys that were being pressed upon exiting the previous room!
Well this way is pretty bad from a programming standpoint but you could always save in an ini file whether the player is pressing the key before they go into the next room. That way, when entering the next room you check the ini file and just continue Link's movement until the key is released.

 So:

 Player is pressing up when going into next room.
 Ini file is written, saying the player is pressing up.
 Ini file is read.
 The game continues moving Link up until the key is released.

 Problems I can see is if the player stops pressing up inbetween room switches, which would make Link move up even though the button has not been pressed.
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (6/8/2007 - Update: z3 Demo out)
Post by: Kame on August 09, 2007, 05:28:23 pm
edit - just thought of something. Sicne you said it does keep the key press sometimes, it must be an issue of either when or how it checks. possibly changing the check from/to a begin/end/standard step event would have an effect on this? I don't know, but it's worth a try, and amybe the observation itself will give you some bright ideas. The game is so brilliantly coded it'd be a shame to see it released with this very annoying bug still in it.
Yeah, I've tried shifting the keyboard checks around the Step events, even putting additional ones in the Create event and destroying Link and creating a new one when he's 'arrived' in the new room. The checks are always the same too. It just seems it sometimes forgets about any keys that were being pressed upon exiting the previous room!
Well this way is pretty bad from a programming standpoint but you could always save in an ini file whether the player is pressing the key before they go into the next room. That way, when entering the next room you check the ini file and just continue Link's movement until the key is released.

 So:

 Player is pressing up when going into next room.
 Ini file is written, saying the player is pressing up.
 Ini file is read.
 The game continues moving Link up until the key is released.

 Problems I can see is if the player stops pressing up inbetween room switches, which would make Link move up even though the button has not been pressed.
Well this way is pretty bad from a programming standpoint. Why couldn't you just use a global variable?
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (6/8/2007 - Update: z3 Demo out)
Post by: Scooternew on August 09, 2007, 05:49:07 pm
Are the puddles in Hyrule Castle Town your own sprites? They add really nice atmosphere to the place. And the birds?
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (6/8/2007 - Update: z3 Demo out)
Post by: Windy on August 09, 2007, 06:15:12 pm
I believe those puddles are from one of those areas where you go minish, i could be wrong though
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (6/8/2007 - Update: z3 Demo out)
Post by: Atrius on August 09, 2007, 06:41:25 pm
Regarding the problem with key detection when switching rooms.

keyboard_check_direct works even after room switches.  It doesn't have a pressed or released variant and still detects key presses when the game window isn't in focus (Which reminds me of another GM quirk, hold down a direction switch to a different window, release it, then switch back to the game)
It's your best bet for a sure solution though ;)
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (6/8/2007 - Update: z3 Demo out)
Post by: Scooternew on August 10, 2007, 03:55:11 am
It's frustrating, because many of the things I'm implementing in my engine (but will be a while before I turn into an actual game) you've already done here - such as doors that you press a key to open (rather than just run inside), a textbox system that works like yours, the room transition (just the room getting bright and then dark again), music getting quiet when you get items or talk to people...I guess that shows the ingenuity on your part (and I'll be viewed as a thief of your ideas when/if I release my work :( ).

But it's already been established that your engine runs way too slow in parts on worse computers, so just work on that now. A few other inconsistencies are picking up rocks (the rocks don't really follow Link's movement, picking them up or just running around), and aiming rocks is much too hard. Your rock has a huge arc and it has to land exactly on the enemy - which I guess is all right, but in the original MC, it was a really quick, linear type throw, which would hit anything in its path. Also, I'd suggest sacking your filetype of music and using high quality OGG's, loading externally. I mentioned that before, but this is more of a review post. And the continuing running after you start a new room,  as mentioned before, can be slightly annoying. There really aren't other bugs, though - this is rock solid.

Just a few suggestions though. Make Link able to push rocks and pick up bushes. Also, when you hit enemies with your shield, you should bounce backward, not get hit. I'm sure these are all things you know though, so I'll leave the work to what I'm sure will be a beautiful next demo up to you.
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (6/8/2007 - Update: z3 Demo out)
Post by: Koh on August 10, 2007, 05:22:32 am
Screenies look nice, but what in the world is making this file size so huge O.o.  Are you using MP3's?  Anyway, to slightly fix the room-to room vs key bugs, simply put the movement code in the Room start event of Link.
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (6/8/2007 - Update: z3 Demo out)
Post by: King Mob on August 10, 2007, 09:36:18 am
Are the puddles in Hyrule Castle Town your own sprites? They add really nice atmosphere to the place. And the birds?
The puddles are from the swamp area in The Minish Cap, but the gulls are mine.

Screenies look nice, but what in the world is making this file size so huge O.o.  Are you using MP3's?
The music is MIDI actually, but the sound effects are WAVs and, as I've explained, bump up the filesize considerably. This is a hangover from the project's very beginnings and I do intend to work on a solution to this.

Anyway, to slightly fix the room-to room vs key bugs, simply put the movement code in the Room start event of Link.
Pretty sure I've tried that already. Was a while back...

Regarding the problem with key detection when switching rooms.

keyboard_check_direct works even after room switches.  It doesn't have a pressed or released variant and still detects key presses when the game window isn't in focus (Which reminds me of another GM quirk, hold down a direction switch to a different window, release it, then switch back to the game)
It's your best bet for a sure solution though ;)
Thanks, Atrius, I've not used that before. I will give it a go!

Your rock has a huge arc and it has to land exactly on the enemy - which I guess is all right, but in the original MC, it was a really quick, linear type throw, which would hit anything in its path.
Yes, but the way I've done it makes the thrown object travel in a more realistic arc, with proper gravity, not just in a straight line diagonally down - something I've never liked, visually speaking. Neither do I like the idea of rocks or pots smashing against something it would realistically sail right over, like the octos. I prefer mine. :P

Just a few suggestions though. Make Link able to push rocks and pick up bushes.
I'm not going to make it so you can lift bushes - you'll need to cut them. I've got quite a bit of backstory to get through before the quest begins and I don't want players wandering all over the map from the outset, so I'm blocking a couple of paths with bushes. I could just get all the storytelling out of the way at the very beginning, but it would be overly long and I'm trying to break it up with gameplay and tutorial-like areas (hence the octos for practicing shield deflections on.) Once you've got your sword, which you'll get shortly after talking to Zelda, the map would be opened up slightly, with areas blocked off by bushes now accessible. Besides, once you can cut bushes, when would you ever go through the hassle of lifting and throwing them? :P You can't lift bushes in every Zelda, and this is one in which you can't. As for rocks - my pushable rocks/blocks are different to the ones you can lift and throw. Just my personal preferences, I guess.
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (6/8/2007 - Update: z3 Demo out)
Post by: Wasabi on August 10, 2007, 09:45:44 am
link doesn't have any way to chop the bush stalk off anyway to lift it, so what's the point? you couldn't pick up bushes in wind waker. that didn't matter. and the story is much more important than lifting bushes :p .
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (6/8/2007 - Update: z3 Demo out)
Post by: ursername180 on August 10, 2007, 12:16:02 pm
Nice. Loved the demo.

Just a quick question... Do you have any intentions of porting this over to NDS or GBA? I assume you would need to change the resolution of the screen in order to.
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (6/8/2007 - Update: z3 Demo out)
Post by: TCGamer on August 10, 2007, 01:37:29 pm
Amazing! You have put a lot of work in this! I can't wait to see more.
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (6/8/2007 - Update: z3 Demo out)
Post by: Scooternew on August 10, 2007, 03:10:17 pm
I had a problem with the resolution when making the game fullscreen - so just a suggestion for the final product, give options on aspect ratios and screen sizes and all that, because I really want to play in full screen. And I really love the attention to detail you've put into the music volume - such as it getting quiet when you get an item, the music fading out at night. It's really great.
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (6/8/2007 - Update: z3 Demo out)
Post by: King Tetiro on August 10, 2007, 05:32:58 pm
HOORAY! I will play this now and enjoy it! I will also reply telling you of any bugs!
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (6/8/2007 - Update: z3 Demo out)
Post by: Gaveno on August 10, 2007, 06:37:54 pm
Very impressive demo. There wasn't a lot of gameplay but I can tell you put a lot of work into it. You pay very good attention to fine detail.
-Gavin
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (6/8/2007 - Update: z3 Demo out)
Post by: OriZak on August 10, 2007, 10:27:46 pm
It's frustrating, because many of the things I'm implementing in my engine (but will be a while before I turn into an actual game) you've already done here - such as doors that you press a key to open (rather than just run inside), a textbox system that works like yours, the room transition (just the room getting bright and then dark again), music getting quiet when you get items or talk to people...I guess that shows the ingenuity on your part (and I'll be viewed as a thief of your ideas when/if I release my work :( ).
Haha I was thinking the same thing, I had a lot of the same ideas too. I thought I was the first one to do 'sliding' when you run into an edge a little offset (at least in a fan game) a while back, but it seems to have caught on now. Actually, I have suspicions that Nintendo stole some of my ideas to use in Phantom Hourglass (at least writing on the map and using the grappling hook as a tightrope) :P
Oh well, I'm just going to come up with more then.
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (6/8/2007 - Update: z3 Demo out)
Post by: Vandavil on August 11, 2007, 01:42:59 am
This. Game. Is. Freaking. AWESOME!
When do you expect we'll see the fire temple?
,;Sk;,
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (6/8/2007 - Update: z3 Demo out)
Post by: King Tetiro on August 11, 2007, 11:22:03 am
There was nothing wrong with the demo in fact, it was the best!
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (6/8/2007 - Update: z3 Demo out)
Post by: Hoffy on August 11, 2007, 11:52:00 pm
The demo was wonderful. You've conveyed an amazing sense of culture into the game, and I most definitely look forward to seeing this game completed. Don't ever, ever give up! It almost makes me want to start my own game... but that's a little hard without talent.

Err, the only issues I had was with Link's walking speed... but I'm pretty sure that's more my fault than yours, because the demo did run a little bit slow on my PC. And the screen resolution... is it equal to TMC's?

Excellent demo all around. Loved it. Keep going.
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (6/8/2007 - Update: z3 Demo out)
Post by: TCGamer on August 12, 2007, 09:12:45 am
And the screen resolution... is it equal to TMC's?
Nope, it's far bigger.

I forgot to say that the only thing I disliked is the resolution. I guess it's needed for the horseback battles, but if it's possible for it to be changed, please change it to the GBA resolution.
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (6/8/2007 - Update: z3 Demo out)
Post by: GieVeNT on August 12, 2007, 05:07:21 pm
I liked the demo but it seemed really fast. You get the Shadowgazer too suddenly and then your kind of like "ok I have it, now what?" You did a good job with the rocks and such (could you PM me as to how you were able to arch the rocks, I wanted to do the same thing in my game but with a special type of arrow). As far as play, it didn't seem (so far) that there was much purpose to the night/day system except that people were in different places. Of course this will be useful later on right. In your demo the day faded nicely to night but your demo had "The ship Din's Fire has left for Calatia..." so I'm wondering if we'll ever see the nice fade?
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (6/8/2007 - Update: z3 Demo out)
Post by: King Mob on August 12, 2007, 09:58:20 pm
Just a quick question... Do you have any intentions of porting this over to NDS or GBA? I assume you would need to change the resolution of the screen in order to.
Not gonna happen. It's not a case of "porting" it over so much as starting it again from scratch in another (proper) language. Besides...
And the screen resolution... is it equal to TMC's?
Nope, it's far bigger.

I forgot to say that the only thing I disliked is the resolution. I guess it's needed for the horseback battles, but if it's possible for it to be changed, please change it to the GBA resolution.
The GBA's screen resolution is too small for either the horseback battles to be at all playable, or for some of the boss battles I have planned. Since it's never going to be played on a handheld, I'd prefer to use a ratio closer to that of the SNES, and one that you could play fullscreen without distortion. So 320 x 240 seemed about right. It was literally that arbitrary, but I don't really see any reason to change it now, especially since I've tiled so many rooms to fit that resolution.

This. Game. Is. Freaking. AWESOME!
When do you expect we'll see the fire temple?
,;Sk;,
Wouldn't like to say. It took me longer than I'd anticipated to get this far and I don't want to over-promise and under-deliver. I want to revert to my original plan for the next playable release, which is everything up to and including the first dungeon - and that's still quite a bit of work, even having finished the dungeon itself some time ago. I don't plan on releasing the dungeon as a stand-alone demo, I want it experienced in context.

I had a problem with the resolution when making the game fullscreen - so just a suggestion for the final product, give options on aspect ratios and screen sizes and all that, because I really want to play in full screen.
I'll make more options available from the title screen.

I liked the demo but it seemed really fast. You get the Shadowgazer too suddenly and then your kind of like "ok I have it, now what?"
Aha, but you only know what the Shadowgazer is because you've been reading this topic! It's introduced as an innocuous, superstitious trinket that Zelda can use to watch over Link. That's why the game refers to it as "Zelda's dreamcatcher" - she knows it's magical but has no idea of its significance, and Link certainly doesn't, she just gave it to him as a token of their friendship. There's only one person alive who knows what its true purpose is, and they will be mightily pissed when they learn Zelda's just given it away... ;)

You did a good job with the rocks and such (could you PM me as to how you were able to arch the rocks, I wanted to do the same thing in my game but with a special type of arrow).
Will do.

As far as play, it didn't seem (so far) that there was much purpose to the night/day system except that people were in different places. Of course this will be useful later on right. In your demo the day faded nicely to night but your demo had "The ship Din's Fire has left for Calatia..." so I'm wondering if we'll ever see the nice fade?
The passing of day and night is absolutely central as it will dictate when the NPCs sleep i.e. when you can save them from their nightmare. I don't want to give too much about how that translates into gameplay just yet, but yeah, there is a point to it. :P And the fade at the beginning? Call it a camera trick. It's an illusion, used just for carefully orchestrated cinematics. Trying to get the tilesets to fade between eachother during play is unfeasibly demanding (both on the system and on me!) An instantaneous switch is easy. Think about it: if it faded in real time, I'd need to show the boat pulling out of the harbour, for example - things like that, that are just too impractical; and it would be a ridiculous amount of work to have NPCs adhere to timelines where they stop what they're doing, walk inside their house and go upstairs and get into bed, all following the clock. Having that nice cut-off point where they're either awake or asleep is just cleaner and infinitely easier to work on. The idea of using the Port Authority announcer to cover the switch just fortuitously fell into my lap. The day and night stuff is all about the gameplay not graphical niceties...  ;)
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (6/8/2007 - Update: z3 Demo out)
Post by: Wasabi on August 13, 2007, 12:29:11 am
i agree, it's fine how it is.
fading day and night and making everything work to schedule would be hell to code...
keep it as it is.
although I'm sure you weren't going to change it anyway ;) .
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (6/8/2007 - Update: z3 Demo out)
Post by: pxl_moon (dotyue) on August 13, 2007, 05:52:38 am
hey mob i just played your demo and great work with your custom sprite but two little things that would make is look nicer in that haven ( hyrule castle town? )... the sitting seagulls could make sometimes a move like streching their wings or something like that and the flags on the custom houses could wave in the wind.

another thing is that in small areas like the haven and inner rooms the movment of link seems fine, but in the big areas he is slow


but great work man ^^
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (6/8/2007 - Update: z3 Demo out)
Post by: King Mob on August 13, 2007, 08:31:38 am
Regarding the problem with key detection when switching rooms.

keyboard_check_direct works even after room switches.  It doesn't have a pressed or released variant and still detects key presses when the game window isn't in focus (Which reminds me of another GM quirk, hold down a direction switch to a different window, release it, then switch back to the game)
It's your best bet for a sure solution though ;)
Thanks, Atrius, I've not used that before. I will give it a go!
Just tried this and it worked like a charm. Thanks, Atrius! So simple... It does beg the question why does Game Maker decide to cancel the key press only sometimes, since there's clearly nothing wrong with the code?! :P

hey mob i just played your demo and great work with your custom sprite but two little things that would make is look nicer in that haven ( hyrule castle town? )... the sitting seagulls could make sometimes a move like streching their wings or something like that and the flags on the custom houses could wave in the wind.
The flags are definitely on the list of things to do, and I do want the seagulls to be more interactive. Like maybe they fly off when you roll into their perches or something. And I might have them snatch fish out of the water - when I put fish in there! Thanks for the suggestion.
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (6/8/2007 - Update: z3 Demo out)
Post by: Bboy on August 13, 2007, 04:41:04 pm
*downloading*

The screens look awesome KM.

EDIT: This is the most impressive demo I've ever played. Man KM, you put a lot of detail into it. Those are some gorgeous graphics. This definately equals a Nintendo game from what I can tell so far.
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (6/8/2007 - Update: z3 Demo out)
Post by: Kame on August 13, 2007, 10:08:46 pm
Regarding the problem with key detection when switching rooms.

keyboard_check_direct works even after room switches.  It doesn't have a pressed or released variant and still detects key presses when the game window isn't in focus (Which reminds me of another GM quirk, hold down a direction switch to a different window, release it, then switch back to the game)
It's your best bet for a sure solution though ;)
Thanks, Atrius, I've not used that before. I will give it a go!
Just tried this and it worked like a charm. Thanks, Atrius! So simple... It does beg the question why does Game Maker decide to cancel the key press only sometimes, since there's clearly nothing wrong with the code?! :P
*Kame dances around*
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (6/8/2007 - Update: z3 Demo out)
Post by: Devy on August 13, 2007, 11:07:20 pm
:drool: st the screens very nice omg!
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (6/8/2007 - Update: z3 Demo out)
Post by: Hammer Bro. Mike on August 16, 2007, 02:06:03 am
I loved the demo! I want more! :D
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (6/8/2007 - Update: z3 Demo out)
Post by: Aero88 on August 16, 2007, 03:19:16 am
WOW!!!  I tried it and, like everybody else said, it is truly amassing.  It is the best fan game I have ever seen.  I do have some critiques though not very big ones., if you don't mind.

   1 -Every time you enter a new room, you have to let go of your directional key and push it again to continue moving.  (It is not a big deal, but it would be nice if you didn't have to.  In the original Nintendo titles you just kept moving from screen to screen.)
    EDIT:Sorry, I just realizes this was in another post. glad it was fixed!

   2 -Of course there should be a sword charge spin attack.  (I don't know if you have already fixed this but in the tech. demo there wasn't a sword charge that I knew of.  Maybe you have other plans for it.  I'll leave it up to you.)

   3 -*SPOILER... kind of*  -Some of the dialog in the game didn't quite seem to fit in with normal legend of Zelda dialog.  For example, in the town after you get your shield, one of the kids in the town say something close to "We could be like, I'll cover your back.".  To me at least it doesn't seem to fit.  Talking like that (in real life) is more of a recent development , and the Zelda series is staged in kind of a "old world" setting, so that kind of dialog seems a little out of place.

Like I said none of the things I noticed were really a big deal.  Since you seem to have all of the big things under control, I thought that I would comment on the smaller things that I noticed.  It really is excellent though.  I really hope that this game doesn't get dropped like most other ZFG's do.  It is a big project, but it is really awesome. 
     Um...  If you don't mind my asking. when could we expect  to be able to try a little more of the game.  Are you still working on it gung ho, or is it just kind of now and then?  I can't say it enough.  I REALLY LIKE THIS PROJECT!!! :)
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (6/8/2007 - Update: z3 Demo out)
Post by: Kame on August 16, 2007, 03:25:01 am
   1 -Every time you enter a new room, you have to let go of your directional key and push it again to continue moving.  (It is not a big deal, but it would be nice if you didn't have to.  In the original Nintendo titles you just kept moving from screen to screen.)
He fixed this. ^^
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (6/8/2007 - Update: z3 Demo out)
Post by: Bboy on August 16, 2007, 03:58:05 am
In Link's house, I stood to the right of the table, facing it, and accidentily tried to roll into the table. The whole game froze and I had to close it. Wierd glitch. But so random you probably don't need to worry about it too much.
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (6/8/2007 - Update: z3 Demo out)
Post by: King Mob on August 16, 2007, 09:57:09 am
In Link's house, I stood to the right of the table, facing it, and accidentily tried to roll into the table. The whole game froze and I had to close it. Wierd glitch. But so random you probably don't need to worry about it too much.
Hm... Was that a one-off? I can't reproduce the error, I'm afraid.

3 -*SPOILER... kind of*  -Some of the dialog in the game didn't quite seem to fit in with normal legend of Zelda dialog.  For example, in the town after you get your shield, one of the kids in the town say something close to "We could be like, I'll cover your back.".  To me at least it doesn't seem to fit.  Talking like that (in real life) is more of a recent development , and the Zelda series is staged in kind of a "old world" setting, so that kind of dialog seems a little out of place.
Not really. There's a precedent for this kind of anachronistic use of language. Some characters talk in an olde worlde kind of English, but some - especially children - seem to talk in a much more modern fashion, particularly in the games made since the shift to 3D.

Some examples:
See what I mean?

And while we're at it, Ooccoo says "Now, bon voyage, you two!"

I'm not even gonna point out what's up with that... :P

And I'm working on this regularly, yes. I took a break of about a month during June/July but I'm back into it now, fleshing out the harbour area. Which I'm really enjoying, since it's really pushing my imagination. XD
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (6/8/2007 - Update: z3 Demo out)
Post by: Vandavil on August 16, 2007, 10:14:26 am
Yes.
Progress.
Can you tell us what is going to be in the next demo...
,;Sk;,
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (6/8/2007 - Update: z3 Demo out)
Post by: Koh on August 16, 2007, 02:15:19 pm
I played it, great demo! and I didn't have any lag whatsoeva :D.
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (6/8/2007 - Update: z3 Demo out)
Post by: Eater on August 16, 2007, 07:47:06 pm
I agree on the dialogue(sp?).  I feel it somehow gives the characters a little more personality, rather than the cliche' old language stuff.
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (6/8/2007 - Update: z3 Demo out)
Post by: Beavercanoe on August 17, 2007, 04:42:44 pm
HOLY !@#$% that looks good! I never really liked Minish Cap's graphics compared to LTTP (too bright...), but you made 'em look good! That lava looks sweet!

Keep it up!!!
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (6/8/2007 - Update: z3 Demo out)
Post by: pxl_moon (dotyue) on August 18, 2007, 12:08:03 am
what lava? Oo
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (6/8/2007 - Update: z3 Demo out)
Post by: Bboy on August 18, 2007, 02:24:35 am
Screenshot lava.
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (6/8/2007 - Update: z3 Demo out)
Post by: Retro on August 18, 2007, 02:33:26 am
what lava? Oo
He's referring to the screenshots on the first page.

And King Mob are you planning on having another demo ready by the NCFC?

Maybe just a more polished version of this demo?
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (6/8/2007 - Update: z3 Demo out)
Post by: King Mob on August 18, 2007, 09:05:07 am
And King Mob are you planning on having another demo ready by the NCFC?

Maybe just a more polished version of this demo?
No, I don't think so. I know I've got a couple of months but I don't think I'd be able to add anything substantial in that time. I'd maybe aim for releasing something at the proposed Winter z3, but I won't make any promises.
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (6/8/2007 - Update: z3 Demo out)
Post by: King Tetiro on August 19, 2007, 02:03:26 pm
King mob, I think that your game is the best fan game ever! Never mind the other fangames, this one rocks!
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (6/8/2007 - Update: z3 Demo out)
Post by: cb43569 on August 19, 2007, 03:53:52 pm
King mob, I think that your game is the best fan game ever! Never mind the other fangames, this one rocks!

Whoa, a little rash there! I've seen better. It's the best Zelda fangame, yes, but not the best fangame.
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (6/8/2007 - Update: z3 Demo out)
Post by: Kleaver on August 19, 2007, 05:25:48 pm
I just watched the trailer...really good stuff man. Really nice :)

Especially the ending. Because it was lagging overall...
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (6/8/2007 - Update: z3 Demo out)
Post by: Kame on August 20, 2007, 12:02:35 am
King mob, I think that your game is the best fan game ever! Never mind the other fangames, this one rocks!

Whoa, a little rash there! I've seen better. It's the best Zelda fangame, yes, but not the best fangame.
What is, then? Twinsen, maybe. Yeah, that'd be it for me. But..
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (6/8/2007 - Update: z3 Demo out)
Post by: Aero88 on August 20, 2007, 01:10:26 am
3 -*SPOILER... kind of*  -Some of the dialog in the game didn't quite seem to fit in with normal legend of Zelda dialog.  For example, in the town after you get your shield, one of the kids in the town say something close to "We could be like, I'll cover your back.".  To me at least it doesn't seem to fit.  Talking like that (in real life) is more of a recent development , and the Zelda series is staged in kind of a "old world" setting, so that kind of dialog seems a little out of place.
Not really. There's a precedent for this kind of anachronistic use of language. Some characters talk in an olde worlde kind of English, but some - especially children - seem to talk in a much more modern fashion, particularly in the games made since the shift to 3D.

Some examples:
  • The lantern guy in Faron Woods says "I mean, gimme a break"
  • Talo uses phrases like "Way to spoil everything by telling your dad."
  • Tetra tells her pirates to "Quit goofing off"
  • The Indigo-Gos say things like "I'm all, like, "Hey, where's Mikau?"", "That melody's bogus, man!"
  • The scarecrow in OOT refers to Link as "dude" and says "You rock!! I'm blown away!"
See what I mean?

And while we're at it, Ooccoo says "Now, bon voyage, you two!"

I'm not even gonna point out what's up with that... :P

And I'm working on this regularly, yes. I took a break of about a month during June/July but I'm back into it now, fleshing out the harbour area. Which I'm really enjoying, since it's really pushing my imagination. XD

I do see your point.  Hm....  For some reason though, that particular line doesn't quite seem to fit with me.  Apparently I am the only one who feels that way, so don't worry about it.  I'm glad that you are still actively working on it.  I can't wait to see more!
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (6/8/2007 - Update: z3 Demo out)
Post by: Nyoru on August 24, 2007, 11:25:09 pm
omg that look so nice but i dont really lkike the sound link do when he throw something ^^''
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (6/8/2007 - Update: z3 Demo out)
Post by: rhalifax on August 26, 2007, 03:45:38 am
man i remember seeing this when I used to frequently visit.

damn. it looks wonderful.
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (6/8/2007 - Update: z3 Demo out)
Post by: Sophist on August 26, 2007, 10:24:29 am
3 -*SPOILER... kind of*  -Some of the dialog in the game didn't quite seem to fit in with normal legend of Zelda dialog.  For example, in the town after you get your shield, one of the kids in the town say something close to "We could be like, I'll cover your back.".  To me at least it doesn't seem to fit.  Talking like that (in real life) is more of a recent development , and the Zelda series is staged in kind of a "old world" setting, so that kind of dialog seems a little out of place.
Not really. There's a precedent for this kind of anachronistic use of language. Some characters talk in an olde worlde kind of English, but some - especially children - seem to talk in a much more modern fashion, particularly in the games made since the shift to 3D.

Some examples:
  • The lantern guy in Faron Woods says "I mean, gimme a break"
  • Talo uses phrases like "Way to spoil everything by telling your dad."
  • Tetra tells her pirates to "Quit goofing off"
  • The Indigo-Gos say things like "I'm all, like, "Hey, where's Mikau?"", "That melody's bogus, man!"
  • The scarecrow in OOT refers to Link as "dude" and says "You rock!! I'm blown away!"
See what I mean?

And while we're at it, Ooccoo says "Now, bon voyage, you two!"

I'm not even gonna point out what's up with that... :P

And I'm working on this regularly, yes. I took a break of about a month during June/July but I'm back into it now, fleshing out the harbour area. Which I'm really enjoying, since it's really pushing my imagination. XD

I do see your point.  Hm....  For some reason though, that particular line doesn't quite seem to fit with me.  Apparently I am the only one who feels that way, so don't worry about it.  I'm glad that you are still actively working on it.  I can't wait to see more!

yes, since the shift to 3d when making games became a cut and paste click and play operation
does anyone here realize we call it "degeneration of language"?
its degeneration not "modern"
id like to think theres a fine line between poor language and acceptable dialogue
the examples you used are acceptable, and not just poor language...
using the word "like" in the previous conjunction is a helper for when you are at a loss of words
in other words, you cant express yourself well enough, without using the word "like", and it would halt your flow of speech
its the lowest form of linguistics, and sadly very common...
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (6/8/2007 - Update: z3 Demo out)
Post by: Moon_child on August 26, 2007, 12:15:14 pm
Nice demo! I enjoyed playing it. Although I highly recommand you to switch over to extern resources! The loading time is not that long now but it will only get longer and longer when you keep making progress with your game. You might want to encrypt your sprites since you ofcourse don't like it to see other people stealing your sprites. Although it's a bit pointless since people always can rip stuff but it would make it harder for them. But besides this you also could add the bump sound when you roll against something solid, like Nintendo did with Minish Cap.
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (6/8/2007 - Update: z3 Demo out)
Post by: King Mob on August 28, 2007, 07:55:18 am
yes, since the shift to 3d when making games became a cut and paste click and play operation
does anyone here realize we call it "degeneration of language"?
its degeneration not "modern"
id like to think theres a fine line between poor language and acceptable dialogue
the examples you used are acceptable, and not just poor language...
using the word "like" in the previous conjunction is a helper for when you are at a loss of words
in other words, you cant express yourself well enough, without using the word "like", and it would halt your flow of speech
its the lowest form of linguistics, and sadly very common...
You know what I love about your posts? I must read each one at least twice and I never quite get the point you're making. :P Are you just expressing your dismay at the general debasement of the Queen's English - or are you saying I write lazy dialogue? 'Cause if it's the latter, I take exception. Yes, it represents a "degeneration of language", but it's not me punctuating my sentences with the word "like" all the time - it's the character. Many people speak in that fashion, and that over-excited boy in the village does and will continue to do so. It suits his personality.

And I use the word "modern" because Aero88 was paraphrasing the whole line, which is actually (I think! XD) 'I'd be all, like, "I got your back, Link!"', and that expression probably only entered the lexicon of popular culture in the last decade or so.

This may sound a little pompous, so I apologise in advance, but whilst I welcome your suggestions I'm not making this game to anyone's specification but my own, so I'm not going to concern myself if any of you don't like individual lines of dialogue, or particular sound effects (Nyoru! :P) I have to make the game as best as I can.

Nice demo! I enjoyed playing it. Although I highly recommand you to switch over to extern resources! The loading time is not that long now but it will only get longer and longer when you keep making progress with your game. You might want to encrypt your sprites since you ofcourse don't like it to see other people stealing your sprites. Although it's a bit pointless since people always can rip stuff but it would make it harder for them. But besides this you also could add the bump sound when you roll against something solid, like Nintendo did with Minish Cap.
Thank you, glad you enjoyed it. I will probably need to switch some things over to external resources at some point, but I've made a half-assed start on the tedious task of compressing all the WAVs, and after only doing two (the day and the night ambient effects) I've managed to shave 3MB off the filesize! So I think I can get the filesize down a considerable amount yet! :P In fact that demo will probably weigh in at under 3MB once I finally get round to it... And I plan on adding that bumping sound effect, yeah, but when I've tried it in the past it just seemed odd, like it occurs too soon after the rolling sound effect. I need to play with the timing a bit. ;)
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (6/8/2007 - Update: z3 Demo out)
Post by: Malon on August 28, 2007, 04:35:17 pm
Wow. This game is the best fangame I have ever played. The file size was so big, I had to stick in my flash drive and save it there. :P
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (6/8/2007 - Update: z3 Demo out)
Post by: Sophist on August 29, 2007, 09:14:57 pm
to answer your question - dismay both in general and in the game...
"Many people speak in that fashion, and that over-excited boy in the village does and will continue to do so. It suits his personality."
Maybe it does suit his personality, i still dont like it
And maybe its a cliche, but i have always fancied older and/or more mature english
anyhow as you say its made at your own accord :), just like mine is
and good luck with that

as for the filesize.. welcome to the club :)
im happy to see you have something going here
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (6/8/2007 - Update: z3 Demo out)
Post by: Aero88 on August 30, 2007, 04:14:51 am
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
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (6/8/2007 - Update: z3 Demo out)
Post by: pxl_moon (dotyue) on August 30, 2007, 04:44:20 am
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
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (6/8/2007 - Update: z3 Demo out)
Post by: King Mob on August 30, 2007, 07:42:36 am
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!
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (6/8/2007 - Update: z3 Demo out)
Post by: uma on September 09, 2007, 01:06:50 am
@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!
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (6/8/2007 - Update: z3 Demo out)
Post by: HF Link 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.
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (6/8/2007 - Update: z3 Demo out)
Post by: Thokas 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?
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (6/8/2007 - Update: z3 Demo out)
Post by: wildex999 on October 02, 2007, 08:12:57 pm
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.
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (6/8/2007 - Update: z3 Demo out)
Post by: Feather on October 03, 2007, 11:42:21 am
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
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (6/8/2007 - Update: z3 Demo out)
Post by: Kylink on October 06, 2007, 05:54:10 pm
Nice demo! Any chance of being able to choose your controls at some point in development?
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (6/8/2007 - Update: z3 Demo out)
Post by: wigwas_7 on October 07, 2007, 03:05:10 am
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.
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (6/8/2007 - Update: z3 Demo out)
Post by: Nox on October 07, 2007, 05:43:57 pm
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.
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (6/8/2007 - Update: z3 Demo out)
Post by: Norlem on October 07, 2007, 06:12:51 pm
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
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (6/8/2007 - Update: z3 Demo out)
Post by: Hoffy on October 07, 2007, 09:16:21 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.
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.
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (6/8/2007 - Update: z3 Demo out)
Post by: cuff on October 08, 2007, 03:14:17 am
I just played the demo.
i mean wow
obviously u deserve some kinda award
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (6/8/2007 - Update: z3 Demo out)
Post by: King Mob on October 08, 2007, 09:34:29 am
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!
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (6/8/2007 - Update: z3 Demo out)
Post by: zelda fan gamer on October 08, 2007, 06:04:34 pm
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.  :-\
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (6/8/2007 - Update: z3 Demo out)
Post by: Hoffy on October 08, 2007, 10:59:21 pm
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.
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (6/8/2007 - Update: z3 Demo out)
Post by: Malon on October 12, 2007, 08:18:41 pm
Hey-just a suggestion- Could I help you make some backstories for the NPC's?  :huh:
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (6/8/2007 - Update: z3 Demo out)
Post by: hawthorneluke on October 12, 2007, 10:40:37 pm
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! ^^
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (6/8/2007 - Update: z3 Demo out)
Post by: Thokas 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.
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (6/8/2007 - Update: z3 Demo out)
Post by: hawthorneluke on October 14, 2007, 12:41:49 am
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)
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (6/8/2007 - Update: z3 Demo out)
Post by: Mitsu on October 14, 2007, 02:09:44 am
i agree with hawthorneluke, the movements are kind of slow.  though the animation is so smooth!!  and i love the little details like the octorocks in the barrel like fish, and link messing up the bed when he gets out.
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (6/8/2007 - Update: z3 Demo out)
Post by: Thokas on October 15, 2007, 03:40:46 pm
I think he moves just fine. And yeah, I doubt it was lag. My specs are similar to yours.
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (6/8/2007 - Update: z3 Demo out)
Post by: legendarylugi on October 15, 2007, 11:22:50 pm
Okay, I just played the demo, and I'd say so far it's definitely on the right track.  :) It's definitely  a step up from most fangame demos I've seen.

HOWEVER, I encountered some things that could use polishing, IMO.

1. I encountered a bug that caused the Octorock's pellets to go right through me without damaging me, and for him to just keep bombarding me with pellets.

Basically, I just stood there, and the Octorock was standing facing me and shooting pellet after pellet...not randomly like he normally would. He was, at regular intervals of about half a second, shooting them without stopping or turning to leave. And the pellets went through without harming me...but my shield would not deflect them back. It was only corrected once I took a few steps away from where I had been standing, I think it was once I got out of the path of where the pellets where coming from. Then the Octorock's behavior instantly went back to normal, and the collision with the pellets worked normally again. I have NO idea what triggered it. But I had only been playing the game for a few minutes when it happened. I had gone to Castle Town and come back, and it happened on the way back. So it's probably not something that's hard to trigger again, since it happened after only a few minutes of being around the Octorocks. I haven't tried to trigger it again, though.

2. The way you worked out picking things up, it doesn't pick it up unless you are lined up just right (in fact, sometimes it rolls). The same goes for getting into a bed and several other actions. Maybe it's just my opinion, but I think that it would play more smoothly if you didn't have to be lined up quite as well to perform context sensitive actions. I often found I tried to perform one, but then had to stop and move over a few steps and try it again. This isn't good, especially if you have to do some of these things on the fly, like picking up a vase to use against an enemy.


EDIT: Oh, I see you've already been made aware of this...nevermind. Plus, I think what I posted was innaccurate. I don't think the problem of rolling when you mean to perform a context sensitive action applies to picking things up. I guess I need to go back and check, to make sure what I said was accurate.
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (6/8/2007 - Update: z3 Demo out)
Post by: Wasabi on October 16, 2007, 07:18:08 am
I noticed you could just roll straight through octoroks without getting hurt if you time it right.
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (6/8/2007 - Update: z3 Demo out)
Post by: King Mob on October 16, 2007, 08:23:58 am
Hey-just a suggestion- Could I help you make some backstories for the NPC's?  :huh:
Thanks, but I've got it covered. :) If you like doing that sort of thing, there's a need for it in the Community Project... XD

Also, is the game set to be always on top of other windows? O_o
Yes, it is. It doesn't have to be, if people find that annoying. I don't remember why I did that, to be honest! :P

Hmm... to put the game in full screen and/or double the resolution would be nice
You can. The + and - keys on the keypad switch between windowed and fullscreen modes. But there will be more options in the finished game.

Okaaay, regarding the movement speed. Some people think it's too slow, and some people are having issues running the demo at full speed anyway. One is confusing the other, I think.
I personally don't think Link's walking speed is too slow - I certainly don't think it's slow enough for hawthorneluke to say it's "killing" him! :P Which makes me think something's up... Is it really painfully slow? Or just a little slower than you'd like it to be? How does it compare to the trailer, or (accounting for the slight dip in framerate from running FRAPS) is it too slow in that? If it's definitely not a performance issue, I will try to increase Link's walking speed to match that of MC or LTTP - on my computer - and see what that feels like. Bear with me on this, I want to get it sorted once and for all.
For the people who are getting serious lag in the village and possibly the trail, I am trying to optimise the code, but I'm not making much headway and don't hold much hope of improving things significantly. I'll admit I'm not the most efficient coder in the world in the first place, but there's a lot going on in those rooms, and a lot of stuff which is changing as the clock ticks by. I've certainly never seen any rooms that busy or complex in any other GM Zelda game. But I am doing my best to improve it...

1. I encountered a bug that caused the Octorock's pellets to go right through me without damaging me, and for him to just keep bombarding me with pellets.
Hmm. Never seen that. And I've tested it pretty thoroughly. The octoroks are programmed to keep bombarding you if you stay in their line of sight and don't move out of their way, but the rocks obviously shouldn't be going right through you. :P Can you reproduce it? I can't I'm afraid.

I noticed you could just roll straight through octoroks without getting hurt if you time it right.
Really? Is Link flashing (invincible for a few seconds after being hurt) at the time - that's the only circumstance I can think of when something like that could happen. But I'll take steps to ensure it doesn't happen in any circumstances.

I'm putting my booth together for NCFC at the moment, and it will have an more polished version of the last demo, plus a first look at the Shadowgazer himself (finally settled on a design, and finished a piece of concept art that really captures his character!) so I'll update a little before that.
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (6/8/2007 - Update: z3 Demo out)
Post by: Nox on October 16, 2007, 09:15:11 am
Looking forward to it!
Played the demo again and found out you could go to bed, and then at night Links grandma stood there, because Link was sleeping in her bed. Thats just ... oh well I would need a dictionary to express that  :-*
and then, Ive got a stupid question: will Link be able to pick up the chicken in the final version of the game?  XD thats so cheeky to ask ... sorry.
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (6/8/2007 - Update: z3 Demo out)
Post by: King Mob on October 16, 2007, 09:51:09 am
Looking forward to it!
Played the demo again and found out you could go to bed, and then at night Links grandma stood there, because Link was sleeping in her bed. Thats just ... oh well I would need a dictionary to express that  :-*
They all do that actually, except for the innkeepers whose bed is permanently occupied.

And if you wanted to hear what each of them had to say when they found you sleeping in their beds... Well, it would be 1 hour 30 minutes of your life that you'd never get back... :P

and then, Ive got a stupid question: will Link be able to pick up the chicken in the final version of the game?  XD thats so cheeky to ask ... sorry.
Yes, you will be able to interact with chickens in the finished game. I just haven't worked out how they're going to behave when you throw them yet, or more specifically, when they land... What happens when you throw them against a wall? What happens when they land on something? What happens when you throw them against a wall at point blank range and they land on you?! Just need to get my head round it all.
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (6/8/2007 - Update: z3 Demo out)
Post by: hawthorneluke on October 16, 2007, 10:06:32 am
haha yeah, i was over exaggerating a bit when i said it was killing me :P

but its definitely not performance problems, just used fraps and got a solid 30fps
i couldnt exactly compare it, but his movement speed did seem faster and perfectly fine in the trailer though... but then again it could just be because i was watching short clips and not playing it myself trying to get from A to B as after playing the demo, then watching the trailer, the speeds did seem the same, but after a while the trailer speed seemed ok like i said >_< lol

and thanks for the full screen tip, i thought some of the stuff i said about might actually exist, but i thought i'd comment on it just incase anyway ^^;

as for always being on top, well it's not that bad, but i guess it just being normal would work out better, for me anyway
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (6/8/2007 - Update: z3 Demo out)
Post by: Wasabi on October 17, 2007, 07:10:10 am
well I tested the demo again (and with my slow comp took around 15 mins to get to octoroks) and no, link wasn't flashing when i rolled through it. same deal with the pellets. and I didn't test this, but if you swing your sword at the pellets, does it destroy them or whack them back or hurt you? cause on wind waker you can knock them back by swinging your sword too.
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (17/10/2007 - Introducing Noon)
Post by: King Mob on October 17, 2007, 10:59:11 pm
Update time. :P First of all, I've uploaded a fine-tuned version of the last demo, now christened the NCFC Demo, since that is now only a week off.
Get it here (http://www.zfgc.com/users/kingmob/ShadowgazerNCFCDemo.zip) if you want it. It's just the same as the last but with a couple of niggling things removed - in particular that whole stopping-dead-when-changing-rooms thing, but most obviously I've shaved quite a lot off the filesize by compressing the WAVs and it's now a more acceptable 4MB. Also, I toyed with diagonal rolling but I pulled it out. It doesn't look right at the moment and I need to work out why...

There is also something those of you who are having slowdown issues might want to try... The / and * keys on the keypad now switch between a 'frameskip' mode, where the screen draw rate adjusts itself if the room speed drops. To counteract it the room *should* remain at 60fps - it just won't refresh that many frames per second. Try it. I dunno, you'll probably just jerk all over the map and it'll be totally unplayable, but it might keep things constant for at least one of you...! :P

Anyway, the real reason for today's update is to give you a first glimpse of Noon, the Sheikah shaman who created the Shadowgazer and originally defeated the Maren long ago. More of his backstory will be revealed in time but he's basically your guide and mentor through the game, and even though his physical body died long ago, his consciousness is doomed to walk the nightmare realm forever, though he can contact Link in the waking world via the Shadowgazer.

(http://img84.imageshack.us/img84/2156/noonhy1.png)     (http://img152.imageshack.us/img152/2936/noonconceptseq9.gif)

Designing him has been probably the hardest thing I've done so far in this project. It was important to get him right since he's such a key character and presence, and I must have done literally dozens and dozens of concept sketches before even getting close to this. That might be a story for another update, but I'm posting it now since he's going to be revealed in some art for my NCFC booth next week anyway.

The idea came from throwing everything I'd come up with so far away and taking a second look at Sheik from OOT. The skin tight costume... Pretty fruity. S & M, almost? :P So I began brainstorming from this point. So he's been a prisoner in the nightmare realm for an eternity with nothing for company but mankind's darkest thoughts... That would send a man pretty crazy, and he'd probably act a little creepy, so it came to me that I should make him jester-like, with long floppy sleeves reminiscent of a straitjacket, but also with some *ahem* bondage gimp overtones. What you see above is very much a toned-down version of that idea. Toned down partly to fit in with the WW style the game uses, but also toned down cause some of it was pretty out there... Yeah, I think I'll save some of those sketches for a rainy day. XD

Thoughts? Like him? I finally do, and I began spriting him a couple of days ago - as you might be able to see from my PI.

Anyway...
well I tested the demo again (and with my slow comp took around 15 mins to get to octoroks) and no, link wasn't flashing when i rolled through it. same deal with the pellets. and I didn't test this, but if you swing your sword at the pellets, does it destroy them or whack them back or hurt you? cause on wind waker you can knock them back by swinging your sword too.
Can't reproduce that I'm afraid. I can walk through the octos when flashing, which I knew about and need to look at, but roll, no. I bounce off every time, and in every scenario. Sorry.

Cheers,

KM
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (17/10/2007 - Introducing Noon)
Post by: W2link1 on October 17, 2007, 11:15:18 pm
Wow, King Mob, u never stop supriseing me. This guy looks awesome. 11/10. Great Work as always.
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (17/10/2007 - Introducing Noon)
Post by: hawthorneluke on October 17, 2007, 11:39:40 pm
haha, i really like his poses and that mask on his face
and that clean, coloured work is amazing O_o

im glad you're putting so much effort not only into the gameplay but the story as well :D
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (17/10/2007 - Introducing Noon)
Post by: Moon_child on October 17, 2007, 11:49:26 pm
Update time. :P First of all, I've uploaded a fine-tuned version of the last demo, now christened the NCFC Demo, since that is now only a week off.
Get it here (http://www.zfgc.com/users/kingmob/ShadowgazerNCFCDemo.zip) if you want it. It's just the same as the last but with a couple of niggling things removed - in particular that whole stopping-dead-when-changing-rooms thing, but most obviously I've shaved quite a lot off the filesize by compressing the WAVs and it's now a more acceptable 4MB. Also, I toyed with diagonal rolling but I pulled it out. It doesn't look right at the moment and I need to work out why...

There is also something those of you who are having slowdown issues might want to try... The / and * keys on the keypad now switch between a 'frameskip' mode, where the screen draw rate adjusts itself if the room speed drops. To counteract it the room *should* remain at 60fps - it just won't refresh that many frames per second. Try it. I dunno, you'll probably just jerk all over the map and it'll be totally unplayable, but it might keep things constant for at least one of you...! :P

Anyway, the real reason for today's update is to give you a first glimpse of Noon, the Sheikah shaman who created the Shadowgazer and originally defeated the Maren long ago. More of his backstory will be revealed in time but he's basically your guide and mentor through the game, and even though his physical body died long ago, his consciousness is doomed to walk the nightmare realm forever, though he can contact Link in the waking world via the Shadowgazer.

(http://img84.imageshack.us/img84/2156/noonhy1.png)     (http://img152.imageshack.us/img152/2936/noonconceptseq9.gif)

Designing him has been probably the hardest thing I've done so far in this project. It was important to get him right since he's such a key character and presence, and I must have done literally dozens and dozens of concept sketches before even getting close to this. That might be a story for another update, but I'm posting it now since he's going to be revealed in some art for my NCFC booth next week anyway.

The idea came from throwing everything I'd come up with so far away and taking a second look at Sheik from OOT. The skin tight costume... Pretty fruity. S & M, almost? :P So I began brainstorming from this point. So he's been a prisoner in the nightmare realm for an eternity with nothing for company but mankind's darkest thoughts... That would send a man pretty crazy, and he'd probably act a little creepy, so it came to me that I should make him jester-like, with long floppy sleeves reminiscent of a straitjacket, but also with some *ahem* bondage gimp overtones. What you see above is very much a toned-down version of that idea. Toned down partly to fit in with the WW style the game uses, but also toned down cause some of it was pretty out there... Yeah, I think I'll save some of those sketches for a rainy day. XD

Thoughts? Like him? I finally do, and I began spriting him a couple of days ago - as you might be able to see from my PI.

Anyway...
well I tested the demo again (and with my slow comp took around 15 mins to get to octoroks) and no, link wasn't flashing when i rolled through it. same deal with the pellets. and I didn't test this, but if you swing your sword at the pellets, does it destroy them or whack them back or hurt you? cause on wind waker you can knock them back by swinging your sword too.
Can't reproduce that I'm afraid. I can walk through the octos when flashing, which I knew about and need to look at, but roll, no. I bounce off every time, and in every scenario. Sorry.

Cheers,

KM
He looks awesome! you once again did a great job.
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (17/10/2007 - Introducing Noon)
Post by: Retro on October 18, 2007, 12:06:28 am
Looks great King, but one thing, do the proportions seem a little too realistic for the MC style?  The MC style always seems to me to have short legs and arms in concept art.
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (17/10/2007 - Introducing Noon)
Post by: uma on October 18, 2007, 12:56:51 am
SPOILERS NOON IS ZELDA IN THE END OF THE GAME LOL

Was the first thing I thought of when I saw him. But seriously, its a VERY awesome design. Very proffesional looking. I love the bell hat thing and how he wears it all emo, very creative dawg.
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (17/10/2007 - Introducing Noon)
Post by: Bboy on October 18, 2007, 01:43:31 am
SPOILERS NOON IS ZELDA IN THE END OF THE GAME LOL

Was the first thing I thought of when I saw him. But seriously, its a VERY awesome design. Very proffesional looking. I love the bell hat thing and how he wears it all emo, very creative dawg.
MAN U RUINED TEH ENTIRE GAME!!!11!!!1 LOL

Crazy awesome art KM.
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (17/10/2007 - Introducing Noon)
Post by: AoDC on October 18, 2007, 02:11:28 am
(http://img84.imageshack.us/img84/2156/noonhy1.png)
Sorry but jesus christ. Get off the forums. Go work at Nintendo. That's !@#$% amazing.
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (17/10/2007 - Introducing Noon)
Post by: Clams on October 18, 2007, 02:53:31 am
I really like the design

reminds me of a combination of

(http://www.cf-network.com/cfan/IMG/jpg/cosplay_voldo.jpg)

and

(http://www.videogamechat.net/pics/156-iecvmhcvmd.jpg)

thats not a bad thing
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (17/10/2007 - Introducing Noon)
Post by: Kren on October 18, 2007, 03:27:56 am
Well, you have made all for this game right? How much time have you spent in this amazing project? also, Noon is really cool, how did you learned to sprite/draw/code?
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (17/10/2007 - Introducing Noon)
Post by: pxl_moon (dotyue) on October 18, 2007, 03:38:29 am
Well, you have made all for this game right? How much time have you spent in this amazing project? also, Noon is really cool, how did you learned to sprite/draw/code?

Draw = Sprite... maybe at home and NOT on the computer all the time ;)

good work KM, with your skill is this the only project here that could survive until finishing.

- your spriter cant leave, you do it yourself
- your artwork designer cant leave, you do it yourself
- your coder cant leave, you do it yourself

omfg! your music composer could leave!!!oneone uh... wait... there are already enough songs that you could use ;)

*loading 4mbdemo*

bye KM

ps: still hope for a custom game after that, pls start brainstorming already if you havent done it yet ;P
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (17/10/2007 - Introducing Noon)
Post by: King Mob on October 18, 2007, 08:12:16 am
Thanks, guys.
I really like the design

reminds me of a combination of

(http://www.cf-network.com/cfan/IMG/jpg/cosplay_voldo.jpg)

and

(http://www.videogamechat.net/pics/156-iecvmhcvmd.jpg)

thats not a bad thing
Who's that supposed to be in the first pic? Voldo from Soul Calibur? If it is, they're similar in some respects, yeah, though at no stage did I go quite as far as to have a bare-arsed body suit or a horned codpiece! :P And I tried to steer clear of making him look like NiGHTS when I decided he'd be jester-like but, when reworking it again and again, the straitjacket arms started to widen and I decided I liked it... I don't mind people making that association - I love that game.

Looks great King, but one thing, do the proportions seem a little too realistic for the MC style?  The MC style always seems to me to have short legs and arms in concept art.
Yeah, maybe... I did try to shorten the legs a little - they're still not quite realistic proportions - but the arms were definitely meant to be long, thin and spidery, because he's always be flailing them round. Thing is, it really didn't go with his character making him short and super-deformed, but the sprites will compensate somewhat and he'll be more in proportion to the rest of the characters.

Sorry but jesus christ. Get off the forums. Go work at Nintendo. That's !@#$% amazing.
Blimey, thanks! I'll get my coat. XD

SPOILERS NOON IS ZELDA IN THE END OF THE GAME LOL
lol, rumbled!

Let me state for the record, Noon and Zelda are NOT the same person!





Or are they...?

No, they're not. :P

Well, you have made all for this game right? How much time have you spent in this amazing project? also, Noon is really cool, how did you learned to sprite/draw/code?
I guess I have spent a hell of a lot of time on it over a couple of years, but it's really not that much per week, say. I do play less games than I used to and I spend that kind of time working on this, but I don't let it get in the way of anything else. It's important to take breaks  and come back to it with fresh eyes. It allows you to be more self-critical, for one thing. And I've always been able to draw quite naturally. Learned more from comics than I ever did in school. ;)

ps: still hope for a custom game after that, pls start brainstorming already if you havent done it yet ;P
Oh, I have plenty of ideas, just not the time. Maybe I'll do something with them in the future, or during a break from this project - but this is my priority.
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (17/10/2007 - Introducing Noon)
Post by: .TakaM on October 18, 2007, 08:23:57 am
god damn KM, make sure you keep all this for a portfolio one day, you could get a great job in game design (http://www.zfgc.com/forum/Smileys/takam/wink.gif)
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (17/10/2007 - Introducing Noon)
Post by: Hoffy on October 18, 2007, 09:05:21 am
(http://img84.imageshack.us/img84/2156/noonhy1.png)
You do know how awesome you are, don't you? Who am I kidding, of course you do.

Not only did you draw and render him well, but he looks so creative and so suited to Zelda. It's just so amazing how well you've managed to capture the essence of Zelda in this fan game. Nintendo would be insane not to steal this fan game and release it for profit.

But seriously, you can draw, code, sprite, write and create. You're an inspiration, and I'm jealous.
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (17/10/2007 - Introducing Noon)
Post by: Nox on October 18, 2007, 09:58:44 am
You heard that already many many times, but: you're brilliant...
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (17/10/2007 - Introducing Noon)
Post by: wildex999 on October 18, 2007, 10:32:10 am
Now THAT one I liked, but... whats with Zelda games and masks?
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (17/10/2007 - Introducing Noon)
Post by: Kren on October 19, 2007, 01:37:36 am
somehow, I see noon as Vaati, red left eye, same color scheme, your avatar even reveals an eye :p, I find that character somewhat like sheik in OoT, he suddenly appears telling you important stuff, and then disappears from the scene.
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (17/10/2007 - Introducing Noon)
Post by: artillery on October 20, 2007, 04:56:40 am
Just played the demo and OMG. Best fan game ever made/ever will be made. You my friend you are one talented son of a...
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (17/10/2007 - Introducing Noon)
Post by: Giverny on October 20, 2007, 05:09:19 am
Increase your FPS. These demos always run so slow it ain't funny.
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (17/10/2007 - Introducing Noon)
Post by: King Tetiro on October 20, 2007, 06:54:28 am
OMG King Mob!!! You have outdone yourself!!!!
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (17/10/2007 - Introducing Noon)
Post by: pxl_moon (dotyue) on October 20, 2007, 01:36:47 pm
Increase your FPS. These demos always run so slow it ain't funny.

his new demo runs fine... ^^
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (17/10/2007 - Introducing Noon)
Post by: Giverny on October 20, 2007, 04:44:16 pm
The link on the front page seems to be the same demo that has always been there.
Hey, King Mob gets FTP access?
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (17/10/2007 - Introducing Noon)
Post by: pxl_moon (dotyue) on October 20, 2007, 05:39:24 pm
if you would read what he writes you would know it... its demo1 but speed is fixed ;)
...
Get it here (http://www.zfgc.com/users/kingmob/ShadowgazerNCFCDemo.zip) if you want it. ...
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (17/10/2007 - Introducing Noon)
Post by: Thokas on October 20, 2007, 07:20:11 pm
Noon looks incredible.
And I just noticed the bed thing too, it's pretty funny seeing what people have to say about you sleeping in their beds!
Haha, the look on Link's face when Zelda talks to him through her dream catcher. Priceless  :P
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (17/10/2007 - Introducing Noon)
Post by: Busternaut on October 21, 2007, 04:31:46 am
man you rock...I'm surprised at how well you sprite, etc, and Noon looks like it could actually be in a Zelda guy(his ambiguousness reminds me of sheik.)
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (17/10/2007 - Introducing Noon)
Post by: Darklink45 on October 21, 2007, 05:11:53 am
i just played the demo OMG! i want to play it again 8)
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (17/10/2007 - Introducing Noon)
Post by: King Mob on October 24, 2007, 07:27:18 am
You may be interested, you may not, but The Shadowgazer has a booth at the NCFC (http://ncfc.taloncrossing.com/), along with a few other games from ZFGC.
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (17/10/2007 - Introducing Noon)
Post by: King Tetiro on October 24, 2007, 07:40:49 am
OMG!!! Is this for real!!! I love it!!!
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (17/10/2007 - Introducing Noon)
Post by: AoDC on October 29, 2007, 02:52:53 am
You won NCFC. No surprises there, you're a god among men. Keep it up you sly devil you.
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (17/10/2007 - Introducing Noon)
Post by: Mamoruanime on October 29, 2007, 05:06:23 am
Marry me and have my babies. seriously.

lol


I really like Noon's design ^_^ in the full color pic his head kinda throws me off a bit (I cant seem to match up the proportions to the rest of his body o.0), but good god man. Thats like A++ AND a star next to your name grade work lol I think you should barge into Ninty and be like "HEY BITCHES, FIRE YOUR ARTISTS, KING MOB IS TAKIN OVER!"
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (17/10/2007 - Introducing Noon)
Post by: King Mob on October 29, 2007, 08:32:17 am
You won NCFC. No surprises there, you're a god among men. Keep it up you sly devil you.
Did I?!? Heh. XD
Thanks, man. I signed up for NCFC when it was first announced and when the date was changed I found out I was going to be away for virtually the entire event. So I worked to get my booth done anyway and hoped to dip in and out when I could. Didn't get much chance in the end... Still, I'm very pleased. There looks to be some good stuff there too. I really should sign up to the forum when I have a second and thank them, shouldn't I? :P
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (17/10/2007 - Introducing Noon)
Post by: AoDC on October 29, 2007, 10:59:51 am
Preferably, pictures of you with the prize [when it arrives]. We want to see the face of the almighty King Mob.
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (17/10/2007 - Introducing Noon)
Post by: ARKiVE on October 30, 2007, 03:36:59 am
Wow! This game (so far) is amazing. I just hope the story is better than official zelda games ha!
Shadowgazer is the reason I signed up here, nice job King Mob
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (17/10/2007 - Introducing Noon)
Post by: Nox on October 30, 2007, 04:44:51 pm
Shadowgazer is the reason I signed up here, nice job King Mob

lol, me too :P
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (17/10/2007 - Introducing Noon)
Post by: Vandavil on October 30, 2007, 07:54:43 pm
Shadowgazer is the reason I signed up here, nice job King Mob

lol, me too :P

Could The Shadowgazer be replacing OoT2D?
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (17/10/2007 - Introducing Noon)
Post by: Scooternew on October 30, 2007, 08:40:38 pm
It already has.
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (17/10/2007 - Introducing Noon)
Post by: GieVeNT on October 30, 2007, 09:06:32 pm
It already has.
Absolutely
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (17/10/2007 - Introducing Noon)
Post by: hawthorneluke on October 31, 2007, 03:23:18 pm
I just hope it doesn't follow in it's footsteps all the way to the end then :P
Well, so far it hasn't :D
Title: Re: [Demo] the Legend of pumpkin: the Shadowgazer (17/10/2007 - Introducing Noon)
Post by: legendarylugi on October 31, 2007, 05:07:10 pm
Mamoruanime, I had the same thought about Noon. But I think my head is SUPPOSED to be this way, stylistically. But yes, I can't figure in the proportions of the head in relation to the body either. Like, what he would look like if he turned my head to the left (our left) a little bit. But I like it how he looks.
Title: Re: [fake] the Legend of pumpkin: the Shadowgazer (17/10/2007 - Introducing Noon)
Post by: King Tetiro on October 31, 2007, 05:26:20 pm
This game pasted OOT2D. But if  TRM were to post the final version now, OOT2D will be the champion.
Title: Re: [fake] the Legend of pumpkin: the Shadowgazer (17/10/2007 - Introducing Noon
Post by: Porkchop on October 31, 2007, 05:27:44 pm
this game pasted OOT2D. But if  Turtle were to grandfather the final version now, OOT2D will be the champion.

That or we'd have to wait years for the final version.

Anyways, I love this game and the demo so much, great job Mobby, keep it up!
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (17/10/2007 - Introducing Noon)
Post by: King Mob on November 01, 2007, 10:30:40 am
I'm not really comfortable with comparisons to OOT2D, regardless of whose OOT2D you're talking about. I'm not interested in creating that kind of hype at any stage of this project's development. I'm not TRM, or Dampe for that matter, and haven't been and won't be spending the best part of half a decade shouting about my project from every available rooftop when all I have to show for it is a walking demo, nor will I be faking my death if I ever lose interest. ::) You might think I'm being harsh, but when people do take an interest your project, I feel it's only right to be honest with them about how much - or how little - you've actually done. Of course, the luxury I have that yer OOT2D wannabes don't, is that I can make this game as long or as short as I like. I could bring the end forward and make it a 1 dungeon game if I did get sick of it. I won't :P but you take my point - I'm not interested in hyping anything I can't promise I'll ever deliver. I would rather quietly get on with making a decent game than become a minor internet celebrity. If you're looking for a new TRM, keep looking. XD

This game pasted OOT2D. But if  TRM were to post the final version now, OOT2D will be the champion.
No reflection on how good or bad I think my own game is, but I fail to see why 2D remakes are still considered the Holy Grail of Zelda fan gaming...

That or we'd have to wait years for the final version.
It is gonna take years to complete this project. You have to understand that.

And if I stop, I stop. End of story. I have no intention of stopping, though. ;)

Preferably, pictures of you with the prize [when it arrives]. We want to see the face of the almighty King Mob.
There isn't going to be a prize. I respectfully declined it on the basis that FedEx-ing a 2' x 3' x ?' Mario Kart carboard store display to the UK would cost the organisers a small fortune, but also because I would rather not have a 2' x 3' x ?' Mario Kart carboard store display clogging up my home...! :P
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (17/10/2007 - Introducing Noon)
Post by: legendarylugi on November 01, 2007, 04:58:26 pm
^^^I agree, I don't understand people's obsession with OoT2D projects. Most of them never get off the ground, and besides, there is rarely any originality to them.

The only one I've seen that seems worthwhile is OoT2D+...the plus meaning additional sidequests via an added "Know-It-All notebook". It is the only OoT2D I've seen to make real progress. He's releasing a demo soon containing the entire Kokori Forest section of the game, all the way up to having beaten Inside the Deku Tree with the possibility of even including a small portion of Hyrule Field. He already has a working Ocarina (or at least partly working, from the trailors), and is finishing Epona. But apart from that, I have almost never seen an OoT2D that was both worthwhile and somewhat original.



But that is off-topic, so anyways...



What are you currently working on in Shadowgazer? Anything specific, or are you just working on polishing the existing code in general?
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (17/10/2007 - Introducing Noon)
Post by: Porkchop on November 01, 2007, 05:12:23 pm
That or we'd have to wait years for the final version.
It is gonna take years to complete this project. You have to understand that.

And if I stop, I stop. End of story. I have no intention of stopping, though. ;)

Oh sorry, don't take that the wrong way xP I was saying, if TRM took over, we would have to wait years after he said he would release it ;)

Don't worry, I'll wait patiently for this game.
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (17/10/2007 - Introducing Noon)
Post by: King Tetiro on November 01, 2007, 05:14:53 pm
I didnt mean they are the holy grail, I just like TRM's. Anyway, yours rock and he would only beat you by 1 point.
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (17/10/2007 - Introducing Noon)
Post by: legendarylugi on November 01, 2007, 05:18:16 pm
^^^Shadowgazer beats any OoT2D by a mile.  :P
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (17/10/2007 - Introducing Noon)
Post by: wildex999 on November 01, 2007, 07:04:22 pm
I haven't really tried OoT2D, but I would say this game would most likely beat a remake, as this has a new story ;)
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (17/10/2007 - Introducing Noon)
Post by: GieVeNT on November 01, 2007, 07:54:48 pm
I played the OoT2d+ (the demo is at Zelda Solarus)
It wasn't worth while.
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (17/10/2007 - Introducing Noon)
Post by: Master J on November 01, 2007, 08:32:13 pm
You got to be kidding me!  8) An astounding phenomenon, let us be friends.
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (17/10/2007 - Introducing Noon)
Post by: King Mob on November 02, 2007, 03:15:42 pm
What are you currently working on in Shadowgazer? Anything specific, or are you just working on polishing the existing code in general?
Nothing to report, really...

I think I'm pretty much done trying to optimise any of the code that might be responsible for the slowdown some people have been experiencing. I've spent a lot of time on it and I don't really know if it's making any difference. I have a few more things to experiment with but then I want to draw a line under it because it's stopping me moving the project forward.

Most of the work I have been doing has been conceptual, really. As I've said before, some of the sections that follow are quite text-heavy because I've got a lot of backstory to tell, and I've been writing the dialogue for that. But I've also been working on the life stories for the NPCs in the harbour, and whether or not they're part of the bigger nightmare-ridding-of quest, or they're just giving advice, or whether they're part of the trading sequence (of which there are three - one for each ship, or rather they're errands for the captain of each ship.)

So there really hasn't been much progress in terms of playable code, but having done the planning I'll be able to just get on and 'do' it. :P
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (17/10/2007 - Introducing Noon)
Post by: Kame on November 05, 2007, 04:52:08 pm
Just wondering whether you've implemented some sort of pause/inventory/status menu yet. I sent the demo to a friend who basically sang its praises, but when he asked where the start menu was I suddenly realised there wasn't one. If you haven't, are you planning to?
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (17/10/2007 - Introducing Noon)
Post by: King Mob on November 06, 2007, 09:04:22 am
I have got a menu system, yes. There's been a set of menu screens since before the first demo but some of the layouts aren't finalised and still use placeholder graphics, so I took them out of both demos. I'm not sure how necessary it is to have the menu screens completely finished until I'm 100% sure of what's going to be in the game and what's not. I'm pretty much fixed on the number of items so that screen is up and working - if a little ugly - but the Quest Status screen will probably change over time. And deciding how I'm going to represent the map is proving difficult since it's going to be so huge, on account of there being a massive sea in the middle of it. I may try something like the Twilight Princess map where you have a high-level overview of the different provinces (in this case joined by shipping routes) which you can highlight and zoom in for a closer look.
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (17/10/2007 - Introducing Noon)
Post by: Master J on November 06, 2007, 05:51:29 pm
By the way, I never really played this game because their is a dead link.
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (17/10/2007 - Introducing Noon)
Post by: AoDC on November 09, 2007, 02:56:01 am
I may try something like the Twilight Princess map where you have a high-level overview of the different provinces (in this case joined by shipping routes) which you can highlight and zoom in for a closer look.
...Bare my children. You should be working at Nintendo =X.
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (17/10/2007 - Introducing Noon)
Post by: Kasc on November 12, 2007, 11:22:26 pm
What is this game being made on?
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (17/10/2007 - Introducing Noon)
Post by: Moldrill on November 12, 2007, 11:25:35 pm
What is this game being made on?

A computer.
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (17/10/2007 - Introducing Noon)
Post by: Master J on November 15, 2007, 05:49:25 pm
This game does not work on any other Windows OS under Windows 2000.
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (17/10/2007 - Introducing Noon)
Post by: Mamoruanime on November 15, 2007, 06:04:49 pm
This game does not work anything Windows OS under Windows 2000.
I dont think it's supposed to :P its a GM game
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (17/10/2007 - Introducing Noon)
Post by: Master J on November 16, 2007, 04:00:29 pm
That's why Game Maker is so horrible, also because is inefficient.
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (17/10/2007 - Introducing Noon)
Post by: legendarylugi on November 16, 2007, 05:53:21 pm
So you're saying it sucks because it creates NEW games that don't run on 10 year old operating systems? Wow, what flawless logic.  ::) You have such an incredible argument. In fact, why don't we just make every new piece of software that ever comes out compatible with the Atari? Because that surely won't hault technological progress at all.

...Wow, that came off much ruder than I meant to.  :-[ Sorry, I don't know where that came from. But my point was just that there's really no logical reason to make new software compatable with such old OSs. I mean, I understand making them compatable with semi-recent ones, because people shouldn't just become obsolete every few months, otherwise noone would be able to do anything with their computers. But, making them for under Windows 2000? I just don't see the merit in that. New software compatable with Windows 98, 95, etc., would defeat the purpose.
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (17/10/2007 - Introducing Noon)
Post by: hawthorneluke on November 16, 2007, 06:24:11 pm
it may suck compared to industrial standards
but then again, who the hell can create such games as easy and fast using industrial standards?
not that many people compared to the amount that can using gm :/
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (17/10/2007 - Introducing Noon)
Post by: pxl_moon (dotyue) on November 17, 2007, 12:56:48 pm
no fighting over the system things here... thats the shadowgazer topic and i really think that he owns 90% of all fangames here just by doing GOOD graphics AND a GOOD gm engine alone... thats hard work enough for one person and i think he would even make it in c++ if he could, but because he cant ( what i think ) he does this in gm and his game is so under the limits of gm and thats why the comment:

This game does not work on any other Windows OS under Windows 2000.

and the following comments are not just offtopic, no... they're senseless.
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (17/10/2007 - Introducing Noon)
Post by: Bboy on November 23, 2007, 02:08:04 am
Congrats on getting best in show KM. Shadowgazer certainly derserves.
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (17/10/2007 - Introducing Noon)
Post by: cshawns on November 23, 2007, 09:48:54 pm
I am so impressed with this project, and the demo i downloaded (one thing though, the place where you start, like the souther tree stump, when i tried to return my computer froze. dunno if that was merely my computer or ther game...). anyways, i was so impressed that i registered an account on this forum just to tell you so!

in the finished project i hope you have lots of secret things. thast not what MAKES zelda. but it does make it substantially funner (more fun).

you have my best wishes! and i'm even praying to God that you can make it through to the end of this project!
I cant help but wonder if you have some new Items,that havent been seen before.

i cant help but keep saying it. this is the most impressive zelda related thing outside of nintendo's actual development.
and i love the ideas, thay're great, and Noon, brilliant. i love his design, i hope that the game version lives up to the sketch. haha

keep your eye on nintendo baby... they might just have thier eye on you and the shadowgazer....

oh and...
Dark! Narow! Scary! Familiar!
hehe brilliant i tell you! Brilliant!!!
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (17/10/2007 - Introducing Noon)
Post by: King Mob on November 26, 2007, 10:24:07 am
I am so impressed with this project, and the demo i downloaded (one thing though, the place where you start, like the souther tree stump, when i tried to return my computer froze. dunno if that was merely my computer or ther game...). anyways, i was so impressed that i registered an account on this forum just to tell you so!
Thanks! Don't know why it's locking up when you go back to the forest clearing - it's obviously not supposed to, so it goes without saying it's not happening to me. :P Does it happen every time?
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (17/10/2007 - Introducing Noon)
Post by: GieVeNT on November 26, 2007, 09:16:37 pm
Hey Mob, any estimate as to when the next demo will be completed? Where are you at with it right now.
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (17/10/2007 - Introducing Noon)
Post by: cshawns on December 07, 2007, 03:30:12 am
"Controls:
Direction keys plus
X = sword (not used in this demo)
S = shield
Z = context-sensitive action
A = assigned item (not used in this demo)
+ / - on keypad = toggles between windowed and fullscreen modes"

any chance you can change the +/- on the keypad to something else? cuz laptops dont have keypads. maybe just change it to the normal = and - keys.

also i dont know if this is a bug or not. But in the demo when i go up or down stairs, quite often it throws me back into the stairs right as im exiting, and i end up back where i came from. could just be me though...


Also, i get the feeling that the 3 ships coming in and out of town, are merely there for the sake of the cycle.
seen as how all the characters revolve around these three ships i think they should have a fairly big role in the game somehow or another.
i dont know, i'm just worried that they dont really have a role. but you're probably way ahead of me.

things i hope you implement/possible suggestions:
-the shovel, and digging secret things up.
-mini games. like the game where you choose 1 of 3 chests. or there game where you choose 3 of many chests (both alttp), theres also the game where you choose one of 2 chests several times in order to get to the last chest (Oot) and many more games but i like those ones the most cuz i *cough* love chests... heh
-something like the lense of truth? maybe? that would be cool. say you're in nightmare land, u turn this lense on, and u see what it looks like in normal land. eh? pretty sweet.
-in OoT there were the magic beans... it would be cool if you had something that you could put somewhere either in "nightmareland" (hey, u have no name for it yet!) or in normal land - and in the opposite place its something different that helps you out or merely gives u a heart piece or rupees or something.
-different tunic?
-each item is used outside of dungeons to gather secret things or do sidequests, at least a few times.
-i dont blame u if u dont impliment this but... music? somehow maybe... - i kinda think it would be cool on a keyboard cuz u could make each note the letter that it is on the keyboard, and hold Shift to make it a 'sharp' (this could make for a really cool stream of sidequests if you dont have a place for it in the main quest and if you want to put the work into it. heck i would write the songs for you. though i know thats not the hard part haha...)
-u should have an item thats an axe... and u have to cut down trees to get somewhere (crazy 1am thoughts). and i trust that u already have plans to use the hammer?
-1 or 2 "collection" sidequests - like the gold bugs or the figurines or the masks i guess. haha stuff that just takes up time. i saw on a sign in the demo "fishing hole?" i trust thats for fishin'? good stuff. if you do the fishing thing try to build on it, make it bigger and better... u know so people can keep doing it without getting sick of it.
-bottles and fairies
-the pictobox i always found pretty lame... but its something u could do...
im sure i've got more.

please dont take this as pretencious on my part, these are just ideas tht im throwing at you because you may like one of them and it might actually help the game
peace!
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (17/10/2007 - Introducing Noon)
Post by: triforceofdeath on December 09, 2007, 02:07:41 pm
This is great. The amount of detail is incredible.

Just to ask did you make the sprites of the archers (boblinkins) and the boars? Is there anywhere to download them?  :huh:

GOOD LUCK  ;)
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (17/10/2007 - Introducing Noon)
Post by: King Mob on December 10, 2007, 09:31:45 am
Hey Mob, any estimate as to when the next demo will be completed? Where are you at with it right now.
Wouldn't like to say. If I've learned one thing from this it's that you can't accurately predict how long it's gonna take to do anything - you just can't account for the problems you'll come up against, or the periods when you just don't want to be working on it. But as I've said in my last few posts, I've been doing a lot of conceptual work on the stuff that happens between the end of the last demo and the first dungeon. So, basically, the stuff that joins the two completed sections together. Having pretty much completed that, it's now a case of just getting on and ploughing through it.

So not much has really been done in terms of anything playable in the last few months. In fact, I don't recall last time I even tinkered with it... :P But I know exactly where I'm going to start, and it will be the basis for quite a big update, though I doubt you'll see it until early in the new year...

any chance you can change the +/- on the keypad to something else? cuz laptops dont have keypads. maybe just change it to the normal = and - keys.
Screen resolution options will eventually appear in the title screen options. I'm also going to add customisable keys.

also i dont know if this is a bug or not. But in the demo when i go up or down stairs, quite often it throws me back into the stairs right as im exiting, and i end up back where i came from. could just be me though...
Yeah, this is something I failed to pick up when I released the tweaked demo for NCFC. In solving the previous demo's key check errors, I inadvertently created another. :P It's already sorted though.

Also, i get the feeling that the 3 ships coming in and out of town, are merely there for the sake of the cycle.
seen as how all the characters revolve around these three ships i think they should have a fairly big role in the game somehow or another.
i dont know, i'm just worried that they dont really have a role. but you're probably way ahead of me.
Well, they kind of are there to facilitate the three-day cycle, but they also serve a more integral purpose in that they are the only way to reach the other two of the three provinces on the map, and your journeys in them push the story along on more than one occasion.

As for your list... If you expect me to comment on it, you're basically asking me for a rundown of some of the stuff that is or isn't in the game, and I'm not gonna do that, because I want people to play this game as they would any other, and not know exactly what they're supposed to do and what items or rewards they're going to get. XD

But I will say there won't be a shovel in this game. Personally, I think there are more fun ways of uncovering secrets than upturning every square on a map. :P

And and I may as well say now there will be no musical instrument either. There's just no room for one. I'd be putting one in for the sake of it.

Just to ask did you make the sprites of the archers (boblinkins) and the boars? Is there anywhere to download them?  :huh:
The boar rider sprites are my own, but I won't be making the complete sheets available until the game is finished.
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (17/10/2007 - Introducing Noon)
Post by: cshawns on December 10, 2007, 09:56:40 am
haha no i didnt want you to run down the list. that was merely for your sake, its always good to have extra ideas you can turn to, even if you don use them, it could spark an idea that you will use, and hey, thats even better than using someone elses idea.

btw. the shovels awesome.

though i think i just like digging.... XD

i'll miss the shovel :'(
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (17/10/2007 - Introducing Noon)
Post by: Mamoruanime on December 10, 2007, 10:02:18 am
lol the shovel was pretty !@#$%... back in the day....

But I got annoyed trying to find that damned ocarina every time I played alttp... The only thing I've tried to keep in mind is "Middle Left." XD

Though... <_< I dont think the shovel should come back. at all. lol

I still think this is looking good Mob ^_^ and I'm actually glad you havent set a deadline for a demo, you summed up my thoughts on that stuff quite well in your previous post :P (actually thats 100% of the reason I disliked working as a programmer professionally >_< too much stress to meet impossible deadlines)
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (17/10/2007 - Introducing Noon)
Post by: .TakaM on December 10, 2007, 10:43:49 am
<_< ^_^ >_<
(http://i2.tinypic.com/6pt6w5x.png)
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (17/10/2007 - Introducing Noon)
Post by: sunshine92 on December 10, 2007, 03:58:33 pm
ok. whoa. this game is awesome, and to think, a fan made a near-nintendo-quality zelda game. i think its amazing, dude, i mean, graphics, dialogue, story, it all fits. if you would like any help with this project, let me know, okay? it would be a great honor to help out with something like this. if you need some dialogue or concept or just get stuck, e-mail me and we can collaborate. bellamy67211@yahoo.com

and again, congrats!  XD
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (17/10/2007 - Introducing Noon)
Post by: cshawns on December 10, 2007, 09:09:51 pm
haha i love how tight the zelda community is! everyone wants to hep everyone. its great
makes me kinda emotional :'(
heh

anyways. something i noticed in the trailer, link seems to throw quite a long distance... i havent played a 2d zelda in a while, but it seems like quite a long distance for it. just wondering if thats something you'll change, or if thats the way its supposed to be.
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (17/10/2007 - Introducing Noon)
Post by: LegacyoftheOracles on December 11, 2007, 12:58:43 am
Update time. :P First of all, I've uploaded a fine-tuned version of the last demo, now christened the NCFC Demo, since that is now only a week off.
Get it here (http://www.zfgc.com/users/kingmob/ShadowgazerNCFCDemo.zip) if you want it. It's just the same as the last but with a couple of niggling things removed - in particular that whole stopping-dead-when-changing-rooms thing, but most obviously I've shaved quite a lot off the filesize by compressing the WAVs and it's now a more acceptable 4MB. Also, I toyed with diagonal rolling but I pulled it out. It doesn't look right at the moment and I need to work out why...

There is also something those of you who are having slowdown issues might want to try... The / and * keys on the keypad now switch between a 'frameskip' mode, where the screen draw rate adjusts itself if the room speed drops. To counteract it the room *should* remain at 60fps - it just won't refresh that many frames per second. Try it. I dunno, you'll probably just jerk all over the map and it'll be totally unplayable, but it might keep things constant for at least one of you...! :P

Anyway, the real reason for today's update is to give you a first glimpse of Noon, the Sheikah shaman who created the Shadowgazer and originally defeated the Maren long ago. More of his backstory will be revealed in time but he's basically your guide and mentor through the game, and even though his physical body died long ago, his consciousness is doomed to walk the nightmare realm forever, though he can contact Link in the waking world via the Shadowgazer.

(http://img84.imageshack.us/img84/2156/noonhy1.png)     (http://img152.imageshack.us/img152/2936/noonconceptseq9.gif)

Designing him has been probably the hardest thing I've done so far in this project. It was important to get him right since he's such a key character and presence, and I must have done literally dozens and dozens of concept sketches before even getting close to this. That might be a story for another update, but I'm posting it now since he's going to be revealed in some art for my NCFC booth next week anyway.

The idea came from throwing everything I'd come up with so far away and taking a second look at Sheik from OOT. The skin tight costume... Pretty fruity. S & M, almost? :P So I began brainstorming from this point. So he's been a prisoner in the nightmare realm for an eternity with nothing for company but mankind's darkest thoughts... That would send a man pretty crazy, and he'd probably act a little creepy, so it came to me that I should make him jester-like, with long floppy sleeves reminiscent of a straitjacket, but also with some *ahem* bondage gimp overtones. What you see above is very much a toned-down version of that idea. Toned down partly to fit in with the WW style the game uses, but also toned down cause some of it was pretty out there... Yeah, I think I'll save some of those sketches for a rainy day. XD

Thoughts? Like him? I finally do, and I began spriting him a couple of days ago - as you might be able to see from my PI.

Anyway...
well I tested the demo again (and with my slow comp took around 15 mins to get to octoroks) and no, link wasn't flashing when i rolled through it. same deal with the pellets. and I didn't test this, but if you swing your sword at the pellets, does it destroy them or whack them back or hurt you? cause on wind waker you can knock them back by swinging your sword too.
Can't reproduce that I'm afraid. I can walk through the octos when flashing, which I knew about and need to look at, but roll, no. I bounce off every time, and in every scenario. Sorry.

Cheers,

KM
(http://img252.imageshack.us/img252/1953/nooncg7.gif) Behold my sprited version of Noon (from the waist down)
It was just too good to wait for a sprite to be made so I made my own.
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (17/10/2007 - Introducing Noon)
Post by: cshawns on December 11, 2007, 01:17:58 am
hahaha you're awesome. :D
though its not really MC style  :P
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (17/10/2007 - Introducing Noon)
Post by: LegacyoftheOracles on December 11, 2007, 01:19:02 am
what do you mean not MC Style :huh:
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (17/10/2007 - Introducing Noon)
Post by: cshawns on December 11, 2007, 02:12:54 am
it doesnt look so much like it would fit in with the Minish cap sprites XD
though i know its intention wasn't that haha

on third glance it does kinda suit. maybe it confused me because of its 'never before seen-ness'
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (17/10/2007 - Introducing Noon)
Post by: Vandavil on December 11, 2007, 02:17:16 am
Well, Noon is already sprited, his face was finished Two months ago. :P

The face of it is from KM's PI.
The body should be more minish-cap like, have a look at some of the guards from MC, or maybe just some of the screenshots. ;)
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (17/10/2007 - Introducing Noon)
Post by: Wasabi on December 11, 2007, 05:58:32 am
that's where he got the face.

and he said from the waist down anyway.
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (17/10/2007 - Introducing Noon)
Post by: Malon on December 11, 2007, 12:17:48 pm
@LegacyofTheOracles: Yours looks to fat to be noon. XD
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (17/10/2007 - Introducing Noon)
Post by: LegacyoftheOracles on December 11, 2007, 07:44:59 pm
MC style as far as I can gather is supposed to be chibi
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (17/10/2007 - Introducing Noon)
Post by: pxl_moon (dotyue) on December 11, 2007, 08:51:22 pm
(http://www.turnoffyourtv.com/programsratings/tvstupid04/dudecar3.jpg)

Quote
chibi~~!

yes it is supposed to ^^ ( and i cant help myself thinking of "dude wheres my car" right now ^^ )
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (17/10/2007 - Introducing Noon)
Post by: SubrosianDimitri on December 12, 2007, 02:13:19 am
I know what you mean... I think :huh:
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (17/10/2007 - Introducing Noon)
Post by: LegacyoftheOracles on December 17, 2007, 08:56:14 am
I know what you mean... I think :huh:
You don't have the slightest clue, do you?
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (17/10/2007 - Introducing Noon)
Post by: Mamoruanime on December 17, 2007, 09:34:16 am
I understand if you two (Subrosian and LotO) are siblings or something living in the same house, but please refrain from having your own sub-conversation banter in threads when you can more than likely turn around and discuss whats on your mind o.0 it kinda hijacks the thread a bit from the original poster

Thank you :D
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (17/10/2007 - Introducing Noon)
Post by: TwilightMystics on December 31, 2007, 09:24:31 pm
Hello there, I'm new to this site but I've followed it recently here and I really am looking forward to this project. To be more
specific I would like to cooperate in developing this game. I have to say I'm totally new at making games myself, I am an artist, I draw 3D and real looking characters, also I draw a sort of selfmade cartoon style. Drawing on the computer is still hard to do (though I'm practising with Corel Draw 12, and I have a tablet and I do not have a scanner yet :( ), another speciality of me is making boxarts.

You know the covers of games and dvd's etc. You can see my page over here: http://www.vgboxart.com/author/twilightmystics/
But now I'm drawing Link for this game (if you don't mind) and remodeled Noon, I'm curious though what the Marens are going to look like?
But please answer to my question if you would like help with art (your artwork looks sweet anyways) and maybe promoting?
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (17/10/2007 - Introducing Noon)
Post by: mingomgap on January 02, 2008, 07:02:52 pm
I too want to help you have less work
Whether we want to make a version
In Spanish, meaning that the game asked for the language and the player chooses to your liking
By doubts you notice that I have the game maker 6 pro XD
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (17/10/2007 - Introducing Noon)
Post by: Neat Username on January 02, 2008, 08:36:18 pm
I'm also new here, but I'm not going to offer you help (I'd probably hurt the game more than improve it).  I just wanted to say that you're doing a great job; I look forward to seeing how this game turns out.

Also, you might want to apply for a job at Nintendo.
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (17/10/2007 - Introducing Noon)
Post by: King Mob on January 06, 2008, 01:39:04 pm
Thank you for the numerous offers of help - interest is always appreciated - but I'll be working alone on this project.

I want to work through this at my own pace, however slow that may be at times. For example, I've not even looked at the game for weeks now, everything's in my head, and work probably won't start again for another week... At times like that I really don't want to have to answer to anyone's expectations but my own. I hope you understand.

That said, it's possible I may need the services of a composer (or composers) at some point down the line, but I don't think that will be for a very long time.

As far as how the project is going at the moment, like I said, I've had a bit of a break but I know from where I'll be starting again so I'll make it the basis of the next update, which I guess will be at the end of this month.

Edit:
I'm curious though what the Marens are going to look like?
This is a old sketch of the final concept:
(http://img478.imageshack.us/img478/7637/marenfinalan5.gif)
More details here (http://www.zfgc.com/forum/index.php?topic=3937.msg149063#msg149063). I haven't finalised the colours yet, but I have begun spriting them. They've sort of grown in stature too, and have gone from being slightly taller than a human to boss-sized. More about their evolution at a later date... ;)

Cheers.
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (17/10/2007 - Introducing Noon)
Post by: Wasabi on January 06, 2008, 10:56:22 pm
Quote
That said, it's possible I may need the services of a composer (or composers) at some point down the line, but I don't think that will be for a very long time.
interesting... I would like to do it, it just depends on how busy I am.
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (17/10/2007 - Introducing Noon)
Post by: legendarylugi on January 07, 2008, 02:43:29 am
I would be interested in helping compose (at least a little) when the time comes. tight butthole I'm rather inexperienced, but what I lack in formal musical knowledge I make up for with creativity and passion. I do like to compose and change songs, but I don't know much in the way of music theory (though I am learning, now).
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (17/10/2007 - Introducing Noon)
Post by: cshawns on January 08, 2008, 04:28:54 am
I as well would love to help compose. actually if i did anything for the game, what i could do best is probably compose music. Though i've never used any sort of MIDI music program... so im inexperienced in that sense.

sooo im not gonna offer help. though if i end up whipping up some zelda style MIDI tunes i'll be sure to send them to you.
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (17/10/2007 - Introducing Noon)
Post by: LinkintheTwilight6676 on January 09, 2008, 12:18:15 am
Hey KM!  I came across your game not too long ago and after seeing your ideas, playing the demo, noticing how long you have been working on it etc. I really am impressed with your success!  I have never, ever seen such a dedicated Zelda fan... having spent over three years? on this project.  I hope you see it through to the end and it is as successful as you hope it to be.  As for the artwork on the ideas you have, I am even more amazed.  The Maren look simply astonishing, it's almost unreal!  And all the other stuff you've cleverly linked together from all of the other games... I'm absolutely hooked... hooked!  Job very well done and keep up the excellent work!  Can't wait for more info, screens, demos etc.!
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (17/10/2007 - Introducing Noon)
Post by: Balrog on January 09, 2008, 02:45:39 am
I really love this game. It's so very well done.

It shows the greatness that one person can achieve, which is both good and bad.

It is amazing, for one person, but this has been going on for 3 years (correct me if I'm wrong). it's a shame that more has not come from this faster. To me it really shows the power of working in a group.

I love this so much, but I feel as though it is in a sort of way a brilliant waste (just so n00bs don't misunderstand me: I LOVE THIS GAME (there are people who needed that)).

I would love to see you open your door to a team.

Someone as creative as you KM should be able to express their creativity more often.

anyway I hope that the project is progressing nicely and that I am misjudging the completeness of this project.
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (17/10/2007 - Introducing Noon)
Post by: pxl_moon (dotyue) on January 09, 2008, 05:06:31 pm
just a notice: KM's Shadowgazer becomes what TRM's OoT2d was at the older zfgc, a project which leads people from guest status to zfgc posts ^^

gz KM
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (17/10/2007 - Introducing Noon)
Post by: legendarylugi on January 09, 2008, 06:16:59 pm
^^^Lol, yue, I'm not sure comparing ShadowGazer to OoT2D is actually a compliment. Lol.  :P

Red_Penguin, he's doing fine on his own.  :P He's made plenty of progress, tons more than most other fangames get to. Most fangames never even get past a walking demo, if that. But King Mob's ShadowGazer already has a demo of the entire early portion of the game, including the village, Castle Town, etc.

Now I almost feel bad for offering to help compose a little...because it seems everybody is crowding King Mob to get in on his project (which is very presumptious of them), and I just added one more to deal with.  :-[
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (17/10/2007 - Introducing Noon)
Post by: cshawns on January 10, 2008, 01:38:09 am
I think that if KM had a team... the game would not be nearly as good as it is.
sometimes when you have a team doing something(anything) everyon will add thier own toughts and ideas and it really ends up great. But somtimes when you have a team working on something... the original vision dissapears, and I think that might have happened here if he had a team. It would have been a good game still, but not nearly as solid... as this is turning out.

But if only he had a team to do exactly what he said!
it would be so great to get this game sooner.
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (17/10/2007 - Introducing Noon)
Post by: Scooternew on January 10, 2008, 11:34:58 pm
I found a glitch.

When the postman is talking to the other person (about the package), a chicken came up behind me. When I turned around, I rolled into the chicken, and naturally, bounced back - but I bounced back behind the two people, before I was supposed to be able to leave. I forgot to printscreen it, but I guess it's no huge deal to fix.

Furthermore, there is a problem when I go into full screen:

This is what it's supposed to look like:

(http://img253.imageshack.us/img253/5017/correctrz9.png)

And this is what actually shows up in full screen (I shrunk it back down to post it here):

(http://img136.imageshack.us/img136/518/incorrectxs7.png)

Part of the screen gets chopped off.
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (17/10/2007 - Introducing Noon)
Post by: Malon on February 09, 2008, 09:32:41 pm
Can we expect some new content?
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (17/10/2007 - Introducing Noon)
Post by: Triskiller on February 10, 2008, 08:48:45 pm
This is looking to be a really good game, can't wait. Love the story, love the graphics, love the setting, love... everything! :D
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (17/10/2007 - Introducing Noon)
Post by: Faldomar on February 12, 2008, 04:37:43 am
Noon is absolutely amazing looking, awesome job once again King Mob!
You really SHOULD work for Nintendo, your art looks amazing. :)
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (17/10/2007 - Introducing Noon)
Post by: Salvakiya22 on February 14, 2008, 11:51:11 pm
simply excellent. so did you use gamemaker do make this?
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (17/10/2007 - Introducing Noon)
Post by: Soulrivers on February 15, 2008, 01:34:03 am
simply excellent. so did you use gamemaker do make this?
Take a look at the topic symbol. :p
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (17/10/2007 - Introducing Noon)
Post by: Triskiller on February 21, 2008, 08:21:07 pm
When are you going to update again? I know that you are busy, just trying to keep this thread alive too, sothat you don't have to gravedig when you eventually want to post something new
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (24/2/2008 - new screens)
Post by: King Mob on February 24, 2008, 12:17:06 am
When are you going to update again? I know that you are busy, just trying to keep this thread alive too, sothat you don't have to gravedig when you eventually want to post something new
Surely to god that wouldn't qualifiy as gravedigging, but yeah, I suppose an update is long overdue. :P

What I'd hoped to update with (Maren boss battle information and video) is taking forever. I'm pleased with what I've done so far but animating it is slow going. I want to have the Maren 'swim' around in the air like a squid, flexing its cloak like tentacles and it's just not happening, so bear with me on that one.

The other stuff I've been working on is populating the overworld with all the conceptual stuff I'd been doing before Christmas. So I guess I could show you some screens of one of those areas, namely Lake Hylia:
(http://img149.imageshack.us/img149/7310/lakehylia1ya2.png) (http://img149.imageshack.us/img149/2465/lakehylia2tp0.png)

(http://img149.imageshack.us/img149/8722/lakehylia3mj3.png) (http://img149.imageshack.us/img149/8266/lakehylia4zz3.png)

(http://img149.imageshack.us/img149/5242/lakehylia5jp8.png)
Not that exciting I guess, but there might be a couple of things in amongst that lot that might intrigue...

And as usual, thanks for the kind words, guys. Biiig update coming soon, I promise. ;)

I found a glitch.

When the postman is talking to the other person (about the package), a chicken came up behind me. When I turned around, I rolled into the chicken, and naturally, bounced back - but I bounced back behind the two people, before I was supposed to be able to leave. I forgot to printscreen it, but I guess it's no huge deal to fix.
Yeah, I know about that. :P There were other ways of doing it like planting a bomb and having the blast throw you past the postie, but I've sorted them all out now.

Furthermore, there is a problem when I go into full screen:

This is what it's supposed to look like:

(http://img253.imageshack.us/img253/5017/correctrz9.png)

And this is what actually shows up in full screen (I shrunk it back down to post it here):

(http://img136.imageshack.us/img136/518/incorrectxs7.png)

Part of the screen gets chopped off.
No idea what's going on there... It doesn't do that for me. :huh: I'll be making more resolution options available for the finished game anyway.

Cheers,

KM
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (24/2/2008 - new screens)
Post by: Malon on February 24, 2008, 12:29:21 am
Oh my GOD! Those are great! Good luck with this! You know you should really make an MC spriting tutorial. It would help noobs like me out. A LOT.
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (24/2/2008 - new screens)
Post by: Wasabi on February 24, 2008, 12:37:48 am
Nice KM! I love it. I've been waiting for an update for ages.
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (24/2/2008 - new screens)
Post by: Balrog on February 24, 2008, 12:38:59 am
I like the new screens a lot
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (24/2/2008 - new screens)
Post by: Jetstorm4 on February 24, 2008, 12:55:22 am
Is that a fishing rod I see there?

Excellent, can't wait to see the Maren Boss
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (24/2/2008 - new screens)
Post by: Sophist on February 24, 2008, 02:28:12 am
wow thats some hefty stuff
fishing would make this numero uno :)
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (24/2/2008 - new screens)
Post by: Soulrivers on February 24, 2008, 10:12:44 pm
I must say your tiling is some of the best I've seen as far as fan games go. No 16x16 space is left untouched in your maps, the detail is truly amazing.

Should I comment on anything, it would be that the item space is a bit unclear. Perhaps a transparent background to the item picture would be in its place?

I'll be waiting for more updates.
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (24/2/2008 - new screens)
Post by: Kleaver on February 24, 2008, 11:56:50 pm
I just noticed this game is f-ing brilliant. The demo is very very good :D

One thing though, the boxes need less semi-transparancy  ::)
I would love to tile for this game too, since tiling is something I CAN do  XD
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (24/2/2008 - new screens)
Post by: Vash on February 25, 2008, 12:00:10 am
It makes me want to play it even more now, the screen shots look amazing. I was so hoping there was much more in the demo when I first played it during NCFC, I tinkered for maybe 30 minutes hoping there was something I was just plain ass missing. :( There wasn't, but none the less, keep up the work its looking great.
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (24/2/2008 - new screens)
Post by: Scooternew on February 25, 2008, 02:25:27 am
I think you should update tomorrow for my birthday :D.
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (24/2/2008 - new screens)
Post by: Neat Username on February 25, 2008, 03:35:46 am
I see there's going to be a fishing rod.  Could you give us more details on that?
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (24/2/2008 - new screens)
Post by: Kren on February 25, 2008, 03:57:48 am
I see there's going to be a fishing rod.  Could you give us more details on that?
I prefer to wait and see the surprise than getting the details right now =)
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (24/2/2008 - new screens)
Post by: Nox on February 25, 2008, 07:03:52 pm
Beautiful ... so beautiful.
It surprises me every time how you manage to make a sreen full of colored pixels look so alive  :)
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (24/2/2008 - new screens)
Post by: paito on February 25, 2008, 07:48:46 pm
That's why I don't like very much MC style, It's difficult to use. Looks very good, all the details are great.

Luck and I really like to see this finished someday. :D
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (24/2/2008 - new screens)
Post by: Moon_child on February 29, 2008, 12:31:48 am
Those new screens are awesome!
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (24/2/2008 - new screens)
Post by: King Tetiro on February 29, 2008, 06:53:20 am
Like I said at the beginning of your making King Mob, OMG!!! These screenshots rock!!! All you need now is horse racing and you have a zelda game!!!!
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (24/2/2008 - new screens)
Post by: Solarrain4 on February 29, 2008, 02:00:20 pm
Man, it's been a while since I've checked this out...

The game still looks like it's gonna be kick@$$. I love the new screens. Keep it up!
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (24/2/2008 - new screens)
Post by: wildex999 on February 29, 2008, 02:54:15 pm
New screens look nice =D
Btw, according to your first post, about the new screens, one might wonder if you've noticed that we have gone to 2008, not 2007 ;)
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (24/2/2008 - new screens)
Post by: pxl_moon (dotyue) on March 01, 2008, 10:14:56 am
New screens look nice =D
Btw, according to your first post, about the new screens, one might wonder if you've noticed that we have gone to 2008, not 2007 ;)

rofl yeah, maybe 07 was such a good year for him, he just wanne have it again ^^
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (24/2/2008 - new screens)
Post by: Hylian Lemon on March 01, 2008, 01:47:58 pm
It's probably been said before, but this is definitely one of the most (if not the most) promising projects here. New screens look great.
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (24/2/2008 - new screens)
Post by: Kylink on March 01, 2008, 09:03:53 pm
Wow, I love the attention to detail. I love the little lighting post thing on the dock of Lake Hylia.
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (24/2/2008 - new screens)
Post by: Vandavil on March 01, 2008, 09:14:27 pm
At which point will the next demo be released? After the first dungeon? At the end of the beggining 3 dungeons?

Screens look great, especially the gale boomerang, and the astronomers place. Could there be a space dungeon?
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (24/2/2008 - new screens)
Post by: King Tetiro on March 01, 2008, 09:26:04 pm
At which point will the next demo be released? After the first dungeon? At the end of the beggining 3 dungeons?

Screens look great, especially the gale boomerang, and the astronomers place. Could there be a space dungeon?

I highly doubt it. City in the Sky could be in it
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (24/2/2008 - new screens)
Post by: 2detens on March 01, 2008, 09:27:48 pm
43 pages ... haha ...

It looks very interesting but can you sum up in the first post all things, whit many screens, for idlers like me? XD
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (24/2/2008 - new screens)
Post by: King Tetiro on March 02, 2008, 06:39:45 am
I wonder if Shadowgazer will be in the Award Ceremony?

ANYWAY, keep the good work up King Mob, your game now owns ZFGC!!!
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (24/2/2008 - new screens)
Post by: Vandavil on March 02, 2008, 07:00:31 am
I wonder if Shadowgazer will be in the Award Ceremony?

That isn't blatant advertising, now is it?

Why not PM KM and ask him?

and 2detens, the game basically is summed up in the first post. You just didn't read it. Plus, 99% of the posts are just 'Z0MG I CANTZ BELEIV TH@ AN AWESUM FAN GAME IZ BEING MADE!!!!111ONE1'
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (24/2/2008 - new screens)
Post by: FrozenFire on March 02, 2008, 11:50:53 am
I just played the demo... I'm speechless... wait, I'm talking, so I'm not speechless... you get what I mean.

I know that a TON of planning goes in to a project like this and it looks like you're really on top of things.  I thoroughly enjoyed it and I can't wait to see more progress.
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (24/2/2008 - new screens)
Post by: 2detens on March 02, 2008, 12:33:38 pm
Okay i'm sorry i didn't watch the links "updates" XD (i did'nt konw the definition of "upgrade"...)

Really good project, i'll nothnig learn to you then i say that i like your project ^^'
Particulary the boat and Noon

I don't know if i'll test the Demo, I prefere play to the finished games =p

Good luck to continue ^^
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (24/2/2008 - new screens)
Post by: cheesepie on March 04, 2008, 09:49:54 pm
wow holy cow! unbelevable! cool screens
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (24/2/2008 - new screens)
Post by: ZeroEXE on March 15, 2008, 01:39:32 pm
(I know I am late to say this.)
Wow, this game is brilliant, in fact, the coolest Zelda fan-game I've ever seen! XD
And your spriting skills are so !#&%$ great!!!

Anyway if you die in the ''Nightmare world'' will it be game-over or will you just wake up? :huh:
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (24/2/2008 - new screens)
Post by: Hoffy on March 15, 2008, 11:14:05 pm
Ahh the new screens look so good >.<

A Lakeside Observatory? Genius. You've captured the essence of Zelda so well. Well done. You're still the king, King Mob.
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (24/2/2008 - new screens)
Post by: Lindgren on March 15, 2008, 11:15:31 pm
Ahh the new screens look so good >.<

A Lakeside Observatory? Genius. You've captured the essence of Zelda so well. Well done. You're still the king, King Mob.
Really, this is one of the first fan-games that feels like a real Zelda game.
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (24/2/2008 - new screens)
Post by: ZeroEXE on March 16, 2008, 06:58:13 am
Ahh the new screens look so good >.<

A Lakeside Observatory? Genius. You've captured the essence of Zelda so well. Well done. You're still the king, King Mob.
Really, this is one of the first fan-games that feels like a real Zelda game.

No doubt, its a masterpiece!

BTW, the lakeside lab looks great! :D
Did you sprite it?
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (24/2/2008 - new screens)
Post by: AoDC on March 16, 2008, 07:03:23 am
The z3 trailer STILL gives me chills >_<
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (24/2/2008 - new screens)
Post by: ZeroEXE on March 16, 2008, 07:17:37 am
Hey all ShadowGazer fans!
(http://i194.photobucket.com/albums/z105/Zeroexe001/sguserbar.png)

Code: [Select]
I support:
[IMG]http://i194.photobucket.com/albums/z105/Zeroexe001/sguserbar.png[/IMG]

Quote
The z3 trailer STILL gives me chills >_<

Is that a good or bad thing?
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (24/2/2008 - new screens)
Post by: SlimmyG on March 16, 2008, 10:49:21 am
my lord this is really really starting to look amazing.
cant wait to see the next update.. or finished thing... *hint*
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (24/2/2008 - new screens)
Post by: ZeroEXE on March 16, 2008, 02:43:59 pm
KM haven't posted for awhile now.
Do you guys know anything?

BTW I refreshed the userbar alittle:
Code: [Select]
I support:
[url=http://www.zfgc.com/forum/index.php?topic=3937.0][IMG]http://i194.photobucket.com/albums/z105/Zeroexe001/sguserbar.png[/img][/url]
Now you just click on it to get to this topic!
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (24/2/2008 - new screens)
Post by: Hoffy on March 17, 2008, 12:35:54 am
KM haven't posted for awhile now.
Do you guys know anything?

BTW I refreshed the userbar alittle:
Code: [Select]
I support:
[url=http://www.zfgc.com/forum/index.php?topic=3937.0][IMG]http://i194.photobucket.com/albums/z105/Zeroexe001/sguserbar.png[/img][/url]
Now you just click on it to get to this topic!
Settle down, King Mob doesn't post in this topic all that often, mainly because he has other stuff to do... like working on this game :P. It's called priorities, my good man.
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (24/2/2008 - new screens)
Post by: Ryan on March 17, 2008, 02:11:15 am
WOAH!
The screenies look amazing. I just hope that when I download it it's as awesome as it looks.

Keep up this amazing work.
:D
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (24/2/2008 - new screens)
Post by: AoDC on March 17, 2008, 04:34:15 am
KM haven't posted for awhile now.
Do you guys know anything?
The best thing for a game creator to do is not be distracted or influenced by fan comments.
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (24/2/2008 - new screens)
Post by: Moon_child on March 17, 2008, 12:03:10 pm
WOAH!
The screenies look amazing. I just hope that when I download it it's as awesome as it looks.

Keep up this amazing work.
:D
Of course it will look just as awesome when you've downloaded a demo! The screens where taken while he was playing his game....
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (24/2/2008 - new screens)
Post by: Triskiller on March 17, 2008, 04:23:33 pm
whens the big update coming king mob? really looking forward to it!
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (24/2/2008 - new screens)
Post by: Eldergoron on March 17, 2008, 05:30:15 pm
Wow this game is really really great. It must be so tiring to do all that work alone lol. But honestly, if I hadn't know it was a fangame I would have assumed nintendo was making it its so good. I liked the little details in the demo best, like the little seagulls flying across the screen. And your spriting was top class.
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (24/2/2008 - new screens)
Post by: jackofalltrades on March 19, 2008, 11:40:39 pm
whens the big update coming king mob? really looking forward to it!

Same
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (24/2/2008 - new screens)
Post by: King Mob on March 24, 2008, 09:28:23 am
New screens look nice =D
Btw, according to your first post, about the new screens, one might wonder if you've noticed that we have gone to 2008, not 2007 ;)
Oh yeah. Heh. Changed.  XD

Wow, I love the attention to detail. I love the little lighting post thing on the dock of Lake Hylia.
It's actually a bell, but never mind...! :P

Anyway if you die in the ''Nightmare world'' will it be game-over or will you just wake up? :huh:
Hmmm... I don't think I've really thought about that. I think I'd just assumed normal rules apply, but they don't have to necessarily.

whens the big update coming king mob? really looking forward to it!
I'm working on it, which is why I've not been here much. Spriting the Maren boss, or more specifically, animating it, is proving tricky and I had to start over at one point because it just didn't look like what I had in my head. But it's getting there.
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (24/2/2008 - new screens)
Post by: Wasabi on March 24, 2008, 09:46:49 am
Wow, I love the attention to detail. I love the little lighting post thing on the dock of Lake Hylia.
It's actually a bell, but never mind...! :P
Now I'm even more intrigued.
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (24/2/2008 - new screens)
Post by: Drandula on March 24, 2008, 03:08:26 pm
This is so amazing! First Zelda fangame what I am really waiting! You are great spriter, coder and you have develop great story for this game. I played demo and now I really want play full version, even it takes months, or years ;)

In demo, rolling attacks sound effect sucks, and it makes me see red, because I use it for moving faster (Link runs so slow >< ) so I hear repeatly same irritating sound effect, so please, change it for better.
And other thing what makes me see red is when I go stairs, sometimes I will go back because for mistake I press up key when view gets black. That isn't really bug, so I didn't find any bugs in demo and that is very good thing.

I wanted somekind transformation to Link in other world, but as you said, no transformations  :'(
Still this is the best Zelda fangame ever! And this looks like Nintendo´s Zelda game :3 Go working to Nintendo  XD

I am waiting for next demo...

~Drandula
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (24/2/2008 - new screens)
Post by: Deviant_Discordian on March 26, 2008, 07:34:55 am
Hi, just joined and wanted to leave some feed back on the demos.
Not sure if anyone else has noticed, but when you hold the z or s buttons you cant move up and left at the same time.
Everything else is great though, keep up the good work!
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (24/2/2008 - new screens)
Post by: trelantana on March 26, 2008, 09:22:55 am
Hi, just joined and wanted to leave some feed back on the demos.
Not sure if anyone else has noticed, but when you hold the z or s buttons you cant move up and left at the same time.
Everything else is great though, keep up the good work!
Actually, I have reason to believe that the cause of that problem is actually your keyboard.  See, from my research I have deduced that for some reason older keyboards can't always capture more than 2 or keypresses at a time.  It also has to do with the method the program that you are using uses to retrieve the keypresses.  At any rate, if you are using an old "analog" keyboard, it might be worth a try to switch to a newer USB keyboard.  I've tried it, and it seems to work for me.  Although I also need to buy a USB hub for my awesome 2-Saitek-Cyborg-Evo joystick, x52 flight controller, double-Xbox controller+double wiimote&accessories + 2 usb gamepad control setup.

The crazy thing is that I actually have a set of games that I NEED all that stuff for (at the same time, too.  It's CRAZY!).
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (24/2/2008 - new screens)
Post by: Deviant_Discordian on March 26, 2008, 09:39:56 am
I've just checked the demo again to see. Its unlikely to be key presses, I've just checked a few combinations and I can use at least 4 or 5 if there is even a limit on mine. I think its probably the game itself as I noticed that certain key combinations restrict different things, now that I checked more thoroughly I could try making a list of these.

Edit: it seems to only be a problem when z or s are used in conjunction with other keys.
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (24/2/2008 - new screens)
Post by: King Mob on March 26, 2008, 10:22:51 am
And other thing what makes me see red is when I go stairs, sometimes I will go back because for mistake I press up key when view gets black. That isn't really bug, so I didn't find any bugs in demo and that is very good thing.
I've already fixed this. It was an unexpected side effect of solving an earlier problem. Didn't spot it before I released the last demo, but like I say it will be fixed in future releases.

I've just checked the demo again to see. Its unlikely to be key presses, I've just checked a few combinations and I can use at least 4 or 5 if there is even a limit on mine. I think its probably the game itself as I noticed that certain key combinations restrict different things, now that I checked more thoroughly I could try making a list of these.

Edit: it seems to only be a problem when z or s are used in conjunction with other keys.
It doesn't happen for me... I would have picked up on something like that in any case.
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (24/2/2008 - new screens)
Post by: Mamoruanime on March 26, 2008, 10:30:05 am
Devient- keep in mind that on most keyboards you can use 2 to 3 directional buttons at once, but if you press the ascii keys it will cancel out your other keystrokes. I was just running into this issue an hour ago on my metroid speedrun (-_- before my "Unmountable Boot Volume" problem); I could only press Right and S but not W with it, but if I could press S, D, Right and Up together :P
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (24/2/2008 - new screens)
Post by: Deviant_Discordian on March 26, 2008, 10:34:16 am
I forgot about that. Regardless, after what King Mob said I was just willing to blame Vista :P.
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (24/2/2008 - new screens)
Post by: trelantana on March 26, 2008, 06:08:41 pm
I forgot about that. Regardless, after what King Mob said I was just willing to blame Vista :P.
Yes, let's all blame Vista.  It's worse than malware!

Anyway, yes, it's your keyboard.  I just went and got my USB keyboard from my other computer, and it seems to work fine with the game now.
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (24/2/2008 - new screens)
Post by: Zelda Fan Game Central on March 27, 2008, 10:38:32 pm
WOW  it looks like a real nintendo game you should be very produ of yourself I know I would. when will their be horse riding in the demo  :huh: /?
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (24/2/2008 - new screens)
Post by: woodzypunk on March 28, 2008, 07:31:53 am
no.horse riding (and all stuff king mob has put in himself) should be saved for the full release
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (24/2/2008 - new screens)
Post by: Vandavil on March 28, 2008, 10:48:55 am
no.horse riding (and all stuff king mob has put in himself) should be saved for the full release

That'd be a bit hard, that would mean the receiving of the horse, and the other stuff, would have to be held up until the final release... say if you get the horse at the start of the game, then KM would have to go back there and re-program a lot of things.
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (24/2/2008 - new screens)
Post by: legendarylugi on March 28, 2008, 05:17:18 pm
^^^Yeah, and not only that, but we have to eventually get to see some of his original features in one of the demos, even if it's something small like a fleeting trip to the Nightmare world.
Title: Re: [Demo] around Legend of mobster: around Shadowgazer (24/2/2008 - new screens
Post by: ZeroEXE on March 29, 2008, 11:33:07 am
BTW, KM here is some other SFX you could use:
http://noproblo.dayjo.org/ZeldaSounds/
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (24/2/2008 - new screens)
Post by: Kylink on March 29, 2008, 02:22:04 pm
^^^Yeah, and not only that, but we have to eventually get to see some of his original features in one of the demos, even if it's something small like a fleeting trip to the Nightmare world.
Heh...I completely forgot about that.  XD
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (24/2/2008 - new screens)
Post by: Caela on March 31, 2008, 10:25:11 pm
I really think this game is a great success even if only the demo is available. Truth is it actually saved me from trashing my PC for a mac. At least until I get a good windows emulator for my mac. All the great Zelda games get made into comic in Japan and I'd love to make a comic of Shadowgazer. ;)
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (24/2/2008 - new screens)
Post by: Xiphirx on April 01, 2008, 02:28:14 am
I do have one question King mob.
How did you ever get that night effect to work!?
Title: Re: [Demo] around Legend of mobster: around Shadowgazer (24/2/2008 - new screens)
Post by: legendarylugi on April 01, 2008, 10:52:21 pm
Quote from: King Mob nostril=topic=3937.msg272590#msg272590 date=1206350903
Quote from: Kylink nostril=topic=3937.msg265292#msg265292 date=1204405433
Wow, I love the attention to detail. I love the little lighting post thing on the dock of Lake Hylia.
It's actually a bell, but never mind...! :P

If it's any consolation, I knew it was a bell. It reminds me of the one at the Laundry Pool in Majora's Mask...and I assume that was intentional.  XD
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (24/2/2008 - new screens)
Post by: rhalifax on April 08, 2008, 07:37:05 pm
still lookin good =]
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (24/2/2008 - new screens)
Post by: SaintJimmy on April 08, 2008, 10:31:28 pm
This is looking really awesome ;D good job ;D
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (24/2/2008 - new screens)
Post by: kirkking2000 on April 13, 2008, 08:40:23 pm
thats quite an impressive demo youve got there. good style, good charecters, got some story in it, good job!
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (24/2/2008 - new screens)
Post by: Giverny on April 15, 2008, 01:17:12 am
The new screens are great!
Dwnloading demo now. :P


~LynkW
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (24/2/2008 - new screens)
Post by: Zero Beat on April 15, 2008, 02:31:07 am
This game looks really cool. Hope you finish it.
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (24/2/2008 - new screens)
Post by: Triskiller on April 21, 2008, 06:20:46 pm
I'm still really excited about the update ~!
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (24/2/2008 - new screens)
Post by: Infinitus on April 25, 2008, 11:20:15 am
Kind of a gravedig but I thought I would tell you something I found out after poking around on the server statistics.

~2.6% of search engine phrases that linked people to this site are to do with this game :). I guess I should thank you.
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (24/2/2008 - new screens)
Post by: pichuscute on April 27, 2008, 04:44:47 pm
THIS GAME IS AMAZING, I LOVE THE DEMO AND CANT WAIT FOR U TO FINISH
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (24/2/2008 - new screens)
Post by: pxl_moon (dotyue) on April 27, 2008, 07:57:45 pm
hey K_M how is the maren animations working out until now? still working on that?
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (24/2/2008 - new screens)
Post by: Kylink on April 27, 2008, 08:29:10 pm
I like how half of the new members only go to this topic, lol.
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (24/2/2008 - new screens)
Post by: pichuscute on April 29, 2008, 10:37:33 pm
O Gawd!!! He hasnt been active since the 7th :'(. I hope hes working on it still. KM we still support u.........
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (24/2/2008 - new screens)
Post by: King Mob on May 02, 2008, 09:16:09 am
hey K_M how is the maren animations working out until now? still working on that?
O Gawd!!! He hasnt been active since the 7th :'(. I hope hes working on it still. KM we still support u.........
Yeah, I'm still here. Just not been active since I'm trying to avoid posting too many "still working on the next update" posts. But I am. Still working on it. :P Won't be long now. Couple of weeks maybe, depends how much time I can sink into it.

It's taking a while because it's a new type of boss, designed by me, in its own arena in the nightmare world, which I created, so absolutely everything has be done from scratch, and that's a lot of custom spriting! And as I've said before animating what I have in my head  (creepy shape-shifting black liquid/gas wraith) is proving tricky. But all that's left to do, animation-wise, is its damaged/death animations - although I don't know what I'm going to do with those yet...

I do have one question King mob.
How did you ever get that night effect to work!?
Just a case of swapping tilesets using the background_assign command. Nothing clever. ;)

Quote from: King Mob nostril=topic=3937.msg272590#msg272590 date=1206350903
It's actually a bell, but never mind...! :P

If it's any consolation, I knew it was a bell. It reminds me of the one at the Laundry Pool in Majora's Mask...and I assume that was intentional.  XD
Very much so. XD

Kind of a gravedig but I thought I would tell you something I found out after poking around on the server statistics.

~2.6% of search engine phrases that linked people to this site are to do with this game :). I guess I should thank you.
Blimey. I've never really googled it until now but it appears it's been featured on a couple of the bigger Zelda fan sites. Slow news days, probably. :P
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (24/2/2008 - new screens)
Post by: Hoffy on May 02, 2008, 10:00:18 am
Kind of a gravedig but I thought I would tell you something I found out after poking around on the server statistics.

~2.6% of search engine phrases that linked people to this site are to do with this game :). I guess I should thank you.
The new OoT2D? Yes!

We should feature it on the front page, like how OoT2D was. Screw unfairness and all that.
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (24/2/2008 - new screens)
Post by: King Mob on May 02, 2008, 10:15:18 am
Kind of a gravedig but I thought I would tell you something I found out after poking around on the server statistics.

~2.6% of search engine phrases that linked people to this site are to do with this game :). I guess I should thank you.
The new OoT2D? Yes!
No thank you! It appears I'm already getting slagged off, being confused with Dampe. :(

And anyway, I'm not exactly sure it's something to be proud of:
You should see some of the search-engine query statistics, people get directed to this site from some pretty wierd ones.

Some of my favorite;
sex proxy
prudential financial
idominican.safe
adult ipod videos
marijuana facts
suck my hard nipples
samus is hot
system error & h8007007e
gym teacher girl
stomach aches
gym teacher !@#$% girl
:P
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (24/2/2008 - new screens)
Post by: Hoffy on May 02, 2008, 10:20:57 am
Kind of a gravedig but I thought I would tell you something I found out after poking around on the server statistics.

~2.6% of search engine phrases that linked people to this site are to do with this game :). I guess I should thank you.
The new OoT2D? Yes!
No thank you! It appears I'm already getting slagged off, being confused with Dampe. :(

And anyway, I'm not exactly sure it's something to be proud of:
You should see some of the search-engine query statistics, people get directed to this site from some pretty wierd ones.

Some of my favorite;
sex proxy
prudential financial
idominican.safe
adult ipod videos
marijuana facts
suck my hard nipples
samus is hot
system error & h8007007e
gym teacher girl
stomach aches
gym teacher !@#$% girl
:P
Haha, it's all part of the publicity my good man. You can't expect to make something like this and not have people interested in it xD.

Heh, just keep working and get the demo out, and then work some more :P.
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (24/2/2008 - new screens)
Post by: pxl_moon (dotyue) on May 03, 2008, 08:14:15 pm
hoffy i said before that this has a better potential as oot2d but now its official ;P
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (24/2/2008 - new screens)
Post by: Oni_Link on May 04, 2008, 11:18:19 pm
Ah I hope he updates soon I'm freakin dying here!
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (24/2/2008 - new screens)
Post by: Kylink on May 04, 2008, 11:29:16 pm
You know it's kind of funny. With most fan-games it is like updates happen, and thinks look cool and stuff but...with this, it's like an update comes and people just eat it up. Good job, man...again.

I have a question though, are enemies in the nightmare world actual new enemies, or are they redesigns of existing enemies? Example, in LttP, there were birds in the light world and flying eye things in the dark world. And in TP, there were rats in the normal areas, and black things in the twilight area. I would like original enemies, but just redesigns are cool too.

By the way, I'm not asking if I can help, but I can't remember if you are doing this completely by yourself or is anyone helping you at all?
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (24/2/2008 - new screens)
Post by: Scooternew on May 05, 2008, 02:49:05 pm
It's interesting to compare this game's development with that of other games.

With almost all other fan games here, you get to the topic and see a laundry list of things the game will have and possibly a screenshot. The topic's creator will post multiple times in it daily answering questions and talking about what he's doing. Yet he always manages to cancel his game or not get anything done.

With this game, King Mob avoids the trap of being all talk and no work, and I respect that. Also, Nintendo doesn't release weekly demos of their Zelda games - they'll maybe have a couple of gameplay demos and leave the rest shrouded in mystery for the eager player to find out when he or she gets the game. I think King Mob is doing a good job of that by not releasing too many demos or showing too many screenshots.
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (24/2/2008 - new screens)
Post by: pxl_moon (dotyue) on May 05, 2008, 07:24:48 pm
It's interesting to compare this game's development with that of other games.

With almost all other fan games here, you get to the topic and see a laundry list of things the game will have and possibly a screenshot. The topic's creator will post multiple times in it daily answering questions and talking about what he's doing. Yet he always manages to cancel his game or not get anything done.

With this game, King Mob avoids the trap of being all talk and no work, and I respect that. Also, Nintendo doesn't release weekly demos of their Zelda games - they'll maybe have a couple of gameplay demos and leave the rest shrouded in mystery for the eager player to find out when he or she gets the game. I think King Mob is doing a good job of that by not releasing too many demos or showing too many screenshots.

well he said the next demo has dungeon 1.. and with completely custom enemies of this quality it takes a long time...
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (24/2/2008 - new screens)
Post by: Mirby on May 05, 2008, 07:57:38 pm
I'll have to check this out sometime. looks great.

also, unless I'm mistaken, this is reply # 700! now to wait for reply # 776...
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (24/2/2008 - new screens)
Post by: Xiphirx on May 06, 2008, 05:43:07 am
Tileset swapping....
(I'm dum)

BTW lol at the search queries. Stop talking about that $^&# guys ;)
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (24/2/2008 - new screens)
Post by: HelmarocKing on May 15, 2008, 06:11:50 pm
:o

Dude.
This. Is. FRACKING AMAZING! Yeah! Woo!
I'm a frequent member on other sites, FYI, so please don't just think of me as a stoopid noob, because even if I am, at least I'm an experienced stoopid noob. ;)

Anyway, first things first, praise! And there's a hell of a lot of it! The graphics are amazing. Everything just looks fantastic. I cannot wait to see a full world drawn by you. Plus, your concept art is also amazing. Love it. The NPCs are a big thing that has been bugging me about Zelda games lately. You have fixed that, my friend. You have made it almost perfect. Then the story. I like it a lot. Like, a LOT. Noon sounds like an awsome character. And the dream world is very innovative; good job! I'm sure there is more, but I think I'll move on to the more important stuff.

Criticism! OMG! :O Okay. First, Link lags a lot in large areas. Any way to fix that? It's really bugging me. :\ Then, Link has trouble picking stuff up. If you stand in front of something, you have to be aligned almost perfectly with it, and there cannot be something next to it. Next, I noticed that if your standing left or right, Octorock's rocks do not interact with your shield except at the exact right position. Like, the rock phased through half of Link's body. o_O And... I think that's all the criticism I have. Not a lot, really. Great job! Can't wait for more!

EDIT: Forgot my other criticism! The controls. Sorry, but the button choices suck. :/ I would suggest something more along the lines of... A = Sword, S = Roll, Talk, Lift, D = Item. You know, something where there are lots of buttons that can easily be reached, and all of the most frequently used buttons are right there. Hope that helps. XD Just keep in mind that my criticism is me trying to help you; I absolutely love it so far!
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (24/2/2008 - new screens)
Post by: Scooternew on May 15, 2008, 08:28:47 pm
Haven't played the demo in a while, so I decided to replay it.

One thing that irked me was that it was really hard to hit octoroks with thrown rocks - I think that you should make the collision box slightly bigger for rocks that are thrown, just so it's easier to hit stuff.

As usual, I await the next demo with deep intent. Your game really is becoming a "sine qua non" of ZFGC.
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (24/2/2008 - new screens)
Post by: cshawns on May 29, 2008, 05:20:23 pm
*bump*

i came across the demo among all the crap on my desktop. so i played it. i was reminded of how good this is. i'm stoked for the next update. keep goin KM.
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (24/2/2008 - new screens)
Post by: Scooternew on May 29, 2008, 08:58:53 pm
Actually, I think it might be better not to post until he updates, as it will give other people on this board a chance to showcase their games.

I'm sure his demo will be out soon.
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (24/2/2008 - new screens)
Post by: Shawn on May 31, 2008, 01:57:01 am
This is hot stuff. <3
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (24/2/2008 - new screens)
Post by: audioworm333 on May 31, 2008, 06:20:43 pm
awesome! i just signed up today.. i also played your demo(not z3, couldn't download..  :'() and its awesome! cant wait for u to finish the game, or atleast add lake hyilia..  ;)
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (24/2/2008 - new screens)
Post by: Giverny on May 31, 2008, 06:24:12 pm
Actually, I think it might be better not to post until he updates, as it will give other people on this board a chance to showcase their games.

I'm sure his demo will be out soon.
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (24/2/2008 - new screens)
Post by: audioworm333 on May 31, 2008, 08:35:54 pm
hey man everytime i goto download the z3 game it dont show the download button!  :'( can you just post the download button plz?
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (24/2/2008 - new screens)
Post by: Hoffy on May 31, 2008, 10:25:33 pm
(http://img91.imageshack.us/img91/1644/screen06qt2.png)
... Are those supposed to be flames in the doorway? If so, that doesn't really make logical sense :P.
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (24/2/2008 - new screens)
Post by: Vash on May 31, 2008, 10:52:49 pm
(http://img91.imageshack.us/img91/1644/screen06qt2.png)
... Are those supposed to be flames in the doorway? If so, that doesn't really make logical sense :P.

Why doesn't it make sense?

I think it's supposed to be like spikes in front of/in the doorway, except it's just flames.
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (24/2/2008 - new screens)
Post by: Wasabi on May 31, 2008, 11:57:54 pm
If you've played four swords (not adventures) you'd know they're actually in the game.
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (24/2/2008 - new screens)
Post by: pichuscute on June 01, 2008, 03:17:06 am
Actually, I think it might be better not to post until he updates, as it will give other people on this board a chance to showcase their games.

I'm sure his demo will be out soon.
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (24/2/2008 - new screens)
Post by: King Mob on June 01, 2008, 10:21:32 am
awesome! i just signed up today.. i also played your demo(not z3, couldn't download..  :'() and its awesome! cant wait for u to finish the game, or atleast add lake hyilia..  ;)
hey man everytime i goto download the z3 game it dont show the download button!  :'( can you just post the download button plz?
Still works for me, but here's a link anyway (http://www.zfgc.com/users/kingmob/ShadowgazerNCFCDemo.zip).

BTW, the NCFC demo superseded the z3 demo - it's the same but with a few little tweaks, so you might be getting confused and thinking they're 2 different demos. They're not. :P
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (24/2/2008 - new screens)
Post by: King Tetiro on June 01, 2008, 12:31:04 pm
Hey king mob, any progress?
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (24/2/2008 - new screens)
Post by: Kylink on June 01, 2008, 09:13:56 pm
Hey king mob, any progress?
Let's let King Mob make the updates when he feels like it. We don't want to keep bumping this one. Or...as Scooternew put it:

Actually, I think it might be better not to post until he updates, as it will give other people on this board a chance to showcase their games.

I'm sure his demo will be out soon.
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (24/2/2008 - new screens)
Post by: Hoffy on June 02, 2008, 08:34:24 am
(http://img91.imageshack.us/img91/1644/screen06qt2.png)
... Are those supposed to be flames in the doorway? If so, that doesn't really make logical sense :P.

Why doesn't it make sense?

I think it's supposed to be like spikes in front of/in the doorway, except it's just flames.
Think about it. If Link is standing upright next to the flames, and the flames are lit in an oblique direction, it'll look odd because fire usually burns upwards due to hot air rising and all that. Of course, it might just be the flames being "blown" in that direction.

If you've played four swords (not adventures) you'd know they're actually in the game.
Oh, well, I have played Four Swords once or twice, and obviously I forgot about that graphical feature :P.
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (24/2/2008 - new screens)
Post by: .TakaM on June 02, 2008, 09:35:22 am
the flames are merely going with the perspective of the doors/walls, hof.
It's the best solution really (http://www.zfgc.com/forum/Smileys/takam/tongue.gif)
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (3/6/2008 - Maren boss video)
Post by: King Mob on June 03, 2008, 01:50:40 pm
I've finally finished the segment I've been working on - the Maren boss battle - so I guess it's update time. XD

http://www.youtube.com/watch?v=Abl6ANbYZok
Download (http://www.zfgc.com/users/kingmob/NightmareBossBattleVideo.zip) (640 x 480)

I first introduced the Maren over a year ago, but they weren't a fully-formed concept. Since then I've pretty much nailed it down and begun to put them in the game. My original intention was that whenever you were in the nightmare realm and you 'solved' a person's particular nightmare, the Maren responsible would be revealed right there and then, and you'd have to fight it wherever you happened to be. I quite liked the simplicity of that but I was worried they'd just be like glorified Poes and I really wanted them to be more intimidating. But if I made them any bigger it might be problematic if, say, the room was quite small or there was a lot of obstacles in it, and if I made them any tougher than the Poes in OOT or TP they'd be more like mini-bosses and having to kill them over and over would just become a chore...

So I came up with the idea of having one Maren per area (using the example of the places you've seen in the last demo, there would be one Maren plaguing Castle Town, one for Kakariko Village, one for Lon Lon ranch, and maybe one for whichever ship happened to be in port) and that Maren would be responsible for all the bad dreams in its vicinity.

Once you've helped all the inhabitants of a particular area and the parasitic Maren no longer has any hosts, a portal opens up that goes right to the heart of the nightmare (basically its lair - once a binding circle where Noon imprisoned it all those centuries ago) where you have to kill the weakened Maren once and for all. It would be more like a mini-boss battle, but obviously there would be far fewer of them, and I might contrive some !@#$% about them all sharing a kind of hive mind and learning from your previous battles, adjusting their attacks according to your expanding arsenal - just to keep you on your toes! :P

(http://img206.imageshack.us/img206/2196/marenbindhj0.png) (http://img208.imageshack.us/img208/2042/marenbattlelw2.png)

A slain Maren drops the Nightmare Locket it wears round its neck. These lockets contain the tortured soul of the Maren, and can be taken to Noon for him to 'exorcise' (since the Maren were not always evil ;)) essentially turning a bad dream into a good one, and releasing it into the world again. That's the final stage of cleansing an area of nightmares.

I'm posting a video now that I'm (for the most part) satisfied with the animation. As I've said before I've been trying to get it to 'swim' around in the air in short, fluid bursts like a squid, with the pointed edges of its cloak flexing like tentacles, and as you can see it's virtually there now. Since the majority of the sprite is flat black I really have no excuse not to make the animation as good as I can. :P And the 'ink' it squirts fills Link's head with nightmares and temporarily disorientates him. What that means for the player is the controls are reversed - which is why you'll see me stumbling all over the place at certain points!

Other things you may notice from the new video are the small changes and tweaks I've been making to the engine. Diagonal rolling has been introduced; walking speed has been increased (for the last time :P); Link now flashes red when hurt; you can throw the boomerang diagonally now, and also charge it to release a whirlwind and blow things away; stuff like that. There's other stuff I've done based on suggestions, like increase the size of the triggers for picking up objects, but nothing particularly evident from the video.

Hope you enjoy.

KM
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (24/2/2008 - new screens)
Post by: Infinitus on June 03, 2008, 01:56:40 pm
Very, very nice King Mob. That really is on par with professionally designed games. Good job.
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (3/6/2008 - Maren boss video)
Post by: Scooternew on June 03, 2008, 03:24:00 pm
This is absolutely beautiful. I'm speechless.

A few things I want to comment on.

I noticed that there seemed to be no sound when each "tentacle" came out of the ground. That seemed kind unfitting. Also, when Link swings his sword and attacks the Maren, the same four "hi-yahs" play in the exact same order, which might get slightly annoying. They are supposed to be more random.

Other than that, I think you're just missing some sound effects, but all the tiny additions - diagonal rolling, charging the boomerang, etc. - make this game great.

Oh, yeah, the graphics are Nintendo quality. Don't know how you do it.

Is the entire battle fought the same way? And where is the music in the background from? One more thing - are all these Maren battles going to be essentially the same, are they going to be different, more challenging later on, requiring different items, etc.?

Also, any idea when your next demo will come out? We anxiously await it.
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (3/6/2008 - Maren boss video)
Post by: SlimmyG on June 03, 2008, 03:53:31 pm
This is easily the most impressive fan project i have ever seen, and its really looking amazing.
Good work KM, will we be seeing a demo anytime in the near or not so near future?
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (3/6/2008 - Maren boss video)
Post by: Mamoruanime on June 03, 2008, 06:37:47 pm
Odd suggestion; and I'm not sure if this has been mentioned before (I'm not going through 40+ pages to find out XD)

Have you considered perhaps making a boss force you to revisit Koholint (or small parts of it)? After seeing that video... for some reason I just envision one of the Maren bosses making an appearance in one of the dungeons forcing you to walk through a very dark and nightmarish Koholint Island to chase him down and finally battle him in mabe village or something (or maybe him forcing you to start out at mabe village, then you fight him up in the windfish egg, since its only a few rooms away from Mabe Village anyway :P)

I dunno, for some reason thats sticking in my head pretty hard :P
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (3/6/2008 - Maren boss video)
Post by: pichuscute on June 03, 2008, 08:15:00 pm
Oh dang, this game is awesome.  It makes me wanna quit my fan game, but I won't.   The animation is awesome, the only thing its missing is a few sound effects. It looks really fun, though.
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (3/6/2008 - Maren boss video)
Post by: TomPel on June 03, 2008, 08:18:45 pm
Well, I'll just my lift my hat for you.
Amazing job with everything. Animations, sprites, programming etc. Seriously, great job!
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (3/6/2008 - Maren boss video)
Post by: Scooternew on June 04, 2008, 12:51:06 am
Figured out the music.

Puppet Ganon, Snake form.

What is this?

(http://img206.imageshack.us/img206/2196/marenbindhj0.png)

That wasn't in the video.
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (3/6/2008 - Maren boss video)
Post by: Xiphirx on June 04, 2008, 01:02:15 am
Figured out the music.

Puppet Ganon, Snake form.

What is this?

(http://img206.imageshack.us/img206/2196/marenbindhj0.png)

That wasn't in the video.

This.

I seriously can't believe you did this in Game Maker.

I have one question though, how long does it take to load?
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (3/6/2008 - Maren boss video)
Post by: A Storm in the Desert on June 04, 2008, 07:06:23 am
King Mob, I return momentarily to goggle in amazement at the fantastic work you've been doing with this game. I hope progress continues and the game sees the beautiful release it should. I hope you're keeping plenty of backups :P
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (3/6/2008 - Maren boss video)
Post by: Wasabi on June 04, 2008, 08:45:01 am
Love the video, glad to see that the maren sprites turned out well.
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (3/6/2008 - Maren boss video)
Post by: King Mob on June 04, 2008, 01:24:25 pm
I noticed that there seemed to be no sound when each "tentacle" came out of the ground. That seemed kind unfitting. Also, when Link swings his sword and attacks the Maren, the same four "hi-yahs" play in the exact same order, which might get slightly annoying. They are supposed to be more random.
Yeah, there will be some effects for the tentacles coming out - once I decide what they should sound like. The sounds were kinda rushed, just to get this video done and out there...
And Link's little yelps are meant to be like the 4-hit combo he does in Wind Waker.

One more thing - are all these Maren battles going to be essentially the same, are they going to be different, more challenging later on, requiring different items, etc.?
They will evolve as you progress and certain additional attacks/defenses will require the rest of your arsenal, yes.

Odd suggestion; and I'm not sure if this has been mentioned before (I'm not going through 40+ pages to find out XD)

Have you considered perhaps making a boss force you to revisit Koholint (or small parts of it)? After seeing that video... for some reason I just envision one of the Maren bosses making an appearance in one of the dungeons forcing you to walk through a very dark and nightmarish Koholint Island to chase him down and finally battle him in mabe village or something (or maybe him forcing you to start out at mabe village, then you fight him up in the windfish egg, since its only a few rooms away from Mabe Village anyway :P)

I dunno, for some reason thats sticking in my head pretty hard :P
I wasn't going to directly reference previous games, no. But I am putting in little easter eggs as I go, and the Maren share certain characteristics with the nightmares in Link's Awakening, so... Yeah, I just might sneak something like that in there. XD

What is this?

(http://img206.imageshack.us/img206/2196/marenbindhj0.png)

That wasn't in the video.
It's from an introductory cutscene. Just explains that the room you fight in was a binding circle which Noon used to imprison each Maren.

I have one question though, how long does it take to load?
On my computer the executable, containing absolutely everything I've done so far, loads in 10-11 seconds.

Thanks for the kind words, guys. And the next demo will arrive when it arrives. I wouldn't like to say just how much longer it's gonna be. :P
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (3/6/2008 - Maren boss video)
Post by: AoDC on June 04, 2008, 02:04:40 pm
This game is.... it's.... so.... perfect.... that video blew my mind. It's beyond anything I've seen over the internet, especially in GM.

You deserve so much more attention then you get now.
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (3/6/2008 - Maren boss video)
Post by: Balrog on June 04, 2008, 03:20:42 pm
Looks very nice. I can't wait to play it.
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (3/6/2008 - Maren boss video)
Post by: legendarylugi on June 04, 2008, 10:36:00 pm
 :o
What an impressive second demo.  XD I haven't played it yet, but the video makes it look very promising.

I really don't know what else to say. It just looks REALLY good so far. I haven't seen another fan-game of this caliber. Of course, after I play the demo I'll probably have some slight critiques.

I wasn't going to directly reference previous games, no. But I am putting in little easter eggs as I go, and the Maren share certain characteristics with the nightmares in Link's Awakening, so... Yeah, I just might sneak something like that in there. XD

You know, now that I think about it, the Maren DO sound kind of like the idea of the Nightmares taken further and expanded upon. In fact, the name "Maren" reminds me of the girl "Marin" from LA. Is that just coincidence, or did you derive some of your inspiration from there?

Nothing wrong with that though.  :)

A slain Maren drops the Nightmare Locket it wears round its neck. These lockets contain the tortured soul of the Maren, and can be taken to Noon for him to 'exorcise' (since the Maren were not always evil ;)) essentially turning a bad dream into a good one, and releasing it into the world again. That's the final stage of cleansing an area of nightmares.

Wait, so will you be able to visit the dream world of these "good Marens" after you've cleansed an area? And what do these good Marens look like? Or are you keeping that hush-hush for now?
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (3/6/2008 - Maren boss video)
Post by: Hoffy on June 05, 2008, 08:53:43 am
Eh, I suppose the video was okay.

/me is actually really impressed.
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (3/6/2008 - Maren boss video)
Post by: pxl_moon (dotyue) on June 05, 2008, 07:11:54 pm

A slain Maren drops the Nightmare Locket it wears round its neck. These lockets contain the tortured soul of the Maren, and can be taken to Noon for him to 'exorcise' (since the Maren were not always evil ;)) essentially turning a bad dream into a good one, and releasing it into the world again. That's the final stage of cleansing an area of nightmares.

Wait, so will you be able to visit the dream world of these "good Marens" after you've cleansed an area? And what do these good Marens look like? Or are you keeping that hush-hush for now?

i think he actually means that when you "banish" the night"mare'n" then the shadow like draem maybe full with spooky ghosts turns into a flowerpower green meadow with white rabbits... ( not rabbids... that would still be a nightmare ;P )

think of it like the lttp dark world and when you banish him it turs to the end of lttp ( so the scenes after you kill ganon )
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (3/6/2008 - Maren boss video)
Post by: Kylink on June 05, 2008, 07:55:25 pm
Great video, seriously, professional quality. A few concerns though:

-I'm sure the music/sound might be changed later on, it's just not nintendo quality in that area right now.
-I would say that you should only have to slash at the Maren when he falls down about 4-6 times instead of the 20+ times now. It just drags on the battle, when it shouldn't have to.

This is my opinion though, just trying to help this game become the best fan game ever. (Really close though...maybe it IS the best fan game ever).
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (3/6/2008 - Maren boss video)
Post by: Piers on June 05, 2008, 08:14:33 pm
 Two very minor problems with the game:

 1) The black flash at the end of the fight - Not that it is a huge deal, but the effects in the 3d Zelda games would look much cooler. The last strike with the sword is held in place for about a second, I think there is even a bit of slowmo before the slash hits it but that might be imagining things, then the screen flashes white and continues on with the cut scene. Again, very minor, but much more... epic in my opinion.

 2) The chains on the bottom of the level. Maybe it was done on purpose, but I got the feeling that the platform was hanging and wasn't attached to the ground at all... from the looks of it, the chains are going down, towards the ground. Was it done on purpose?


 Overall, very amazing though. I'd definitely buy this if it officially came out - Hell, I'd buy it if you tried to sell it as a fangame.
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (3/6/2008 - Maren boss video)
Post by: MemoreX on June 06, 2008, 08:23:15 pm
Hell, I'd buy it if you tried to sell it as a fangame.

Well he don't legally can ::) .

The Maren is a really good idea. The battle is not too long for an ennemi that you have to fight again and again. Pretty cool attacks, and incredible animations, like always!

Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (3/6/2008 - Maren boss video)
Post by: CrystalAngel04 on June 06, 2008, 08:29:43 pm
That video is just unbelievable. Also the concept of how you fight the boss is rather original with having to create the beam before slicing at him. Very professional quality please keep this up, we are all rooting for you to finish!
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (3/6/2008 - Maren boss video)
Post by: Kren on June 06, 2008, 08:32:16 pm
Hell, I'd buy it if you tried to sell it as a fangame.

Well he don't legally can ::) .

The Maren is a really good idea. The battle is not too long for an ennemi that you have to fight again and again. Pretty cool attacks, and incredible animations, like always!



hmm my only concern is that the maren boss might be to repetitive after a while :/ since they will have the same phyisical appeareance from what I have understand, but knowing you each battle will be original and unique in its own way.
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (3/6/2008 - Maren boss video)
Post by: Diminish on June 06, 2008, 11:54:12 pm
I am not going to break into all the technical things but I am really impressed by the progress you have made on this project.  Quite frankly, it makes me feel inadequate.  I am really, really impressed, and the Maren battle concepts themselves are reason enough to pay attention.  And all the other things even more so.  My attention-level is bankrupt.  Well done.
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (3/6/2008 - Maren boss video)
Post by: Hoffy on June 07, 2008, 01:07:35 am
Overall, very amazing though. I'd definitely buy this if it officially came out - Hell, I'd buy it if you tried to sell it as a fangame.
I guess in that sense it's kind of a shame it's made in Game Maker, because Nintendo wouldn't be able to emulate it on WiiWare or something. Of course, I'm not complaining, because if we can play it on PCs, that's good too.
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (3/6/2008 - Maren boss video)
Post by: cshawns on June 07, 2008, 02:41:41 am
brilliant.
this will tide me over for a few months. maybe.

the only thing that i have to complain about, that no one has brought up yet...

When you slash the maren, the scream that it does.... doesnt strike me as how the maren should sound... just my opinion though.

isnt that the sound of Volvagia from OOT? especially the scream afterwards... but i guess those sounds have been recycled... im pretty sure the Like Likes made the same sound when you hit them in OOT... lol
probably more too... never really payed attention to that before...

anyways
good job
Keep it up
i cant wait til you finish this in 3 years!
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (3/6/2008 - Maren boss video)
Post by: Piers on June 07, 2008, 02:47:40 am
Overall, very amazing though. I'd definitely buy this if it officially came out - Hell, I'd buy it if you tried to sell it as a fangame.
I guess in that sense it's kind of a shame it's made in Game Maker, because Nintendo wouldn't be able to emulate it on WiiWare or something. Of course, I'm not complaining, because if we can play it on PCs, that's good too.

Hell, I'd buy it if you tried to sell it as a fangame.

Well he don't legally can ::) .

The Maren is a really good idea. The battle is not too long for an ennemi that you have to fight again and again. Pretty cool attacks, and incredible animations, like always!



 lol To the both of you, I know he can't sell it... but, the quality is amazing enough that I would actually buy it if it was ever sold.

 Actually, in theory, he could always make it so you had to buy a membership for a site (Or something.) and then have the game come as a perk with it... that would probably be legal if you never explicitly say you are paying for the game.
 
 Of course, no one wants to be, "That guy." The person who just has to ruin the fun of playing a free game by making it pay for play.
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (3/6/2008 - Maren boss video)
Post by: Oni_Link on June 07, 2008, 02:52:05 am
i cant wait til you finish this in 3 years!
XD wtf? don't doubt every fan game because of one person.
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (3/6/2008 - Maren boss video)
Post by: Kren on June 07, 2008, 02:52:35 am
Overall, very amazing though. I'd definitely buy this if it officially came out - Hell, I'd buy it if you tried to sell it as a fangame.
I guess in that sense it's kind of a shame it's made in Game Maker, because Nintendo wouldn't be able to emulate it on WiiWare or something. Of course, I'm not complaining, because if we can play it on PCs, that's good too.

Hell, I'd buy it if you tried to sell it as a fangame.

Well he don't legally can ::) .

The Maren is a really good idea. The battle is not too long for an ennemi that you have to fight again and again. Pretty cool attacks, and incredible animations, like always!



 lol To the both of you, I know he can't sell it... but, the quality is amazing enough that I would actually buy it if it was ever sold.

 Actually, in theory, he could always make it so you had to buy a membership for a site (Or something.) and then have the game come as a perk with it... that would probably be legal if you never explicitly say you are paying for the game.
 
 Of course, no one wants to be, "That guy." The person who just has to ruin the fun of playing a free game by making it pay for play.
He can always do that but still Nintendo will close the place , remember Chrono Trigger remake, It was closed for no reason at all, Again I find this game really impressive I would  suggest to change into an original game but since this is so advanced I reccommend to continue with Zelda, but I am sure that this is just your first project from many others you have.

Perhaps you should not show many screenshots :P? that way people will not get ruined from the gaming experience, is somewhat like reading spoilers from a book you are about to read, probably just my opinion.

EDIT: erm he means 3 years with good quality, :P so yeah in this case 3 years is good.
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (3/6/2008 - Maren boss video)
Post by: Scooternew on June 07, 2008, 03:25:40 am
The youtube video you posted is low quality. You should post the high quality version. Just  add &fmt=18 after the URL link.
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (3/6/2008 - Maren boss video)
Post by: UknownXL on June 07, 2008, 06:44:50 pm
 Wow, I played the demo. It was amazing. I got to give you guys props. It felt like playing a real zelda game, which I have never encountered from a fan game. Very inspirational. I cant wait to see the finished version. Keep up the good work.
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (3/6/2008 - Maren boss video)
Post by: Sophist on June 07, 2008, 09:58:12 pm
nice boss video.. you really need to orchestrate the music though
boss gameplay felt nintendoish, and thats a good thing imo :)
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (3/6/2008 - Maren boss video)
Post by: pichuscute on June 08, 2008, 04:14:31 am
nice boss video.. you really need to orchestrate the music though
boss gameplay felt nintendoish, and thats a good thing imo :)

actually, i think that the boss is more original than anything nintendo has done with 2d bosses
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (3/6/2008 - Maren boss video)
Post by: Hoffy on June 08, 2008, 04:20:51 am
nice boss video.. you really need to orchestrate the music though
boss gameplay felt nintendoish, and thats a good thing imo :)

actually, i think that the boss is more original than anything nintendo has done with 2d bosses
Really? Minish Cap had some great bosses. The giant Octorok, the giant Chu-Chu, the Gyorgs... they were all pretty well done. I think this Maren thing was alright too, but the fight itself was perhaps a little too straightforward compared to Nintendo standards. Though, considering it's only an early boss fight (from what I understand) I'm sure there will at least be better things to come :).
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (3/6/2008 - Maren boss video)
Post by: Mamoruanime on June 09, 2008, 06:17:50 am
O_O Almost every zelda boss battle is "too straightforward" lol but; I think the Maren battle is very up to par with Nintendo standards :P It's entertaining to watch too, which is a plus
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (3/6/2008 - Maren boss video)
Post by: bertfallen on June 09, 2008, 09:47:27 am
Played the demo, and I loved it. Seriously, I'm looking forward to this.

Off topic, Mammy whats your Avatar from?
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (3/6/2008 - Maren boss video)
Post by: zelda fan gamer on June 09, 2008, 01:54:57 pm
WOW!! this is awesome. ;) I have no words to describe what I feel now, your artistic skills is impressive and so profesional. good luck with it though.:)
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (3/6/2008 - Maren boss video)
Post by: Feather on June 09, 2008, 02:03:12 pm
Whoa, this game really looks like a professional Zelda game. How do you do it? XD *thumbs up*
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (3/6/2008 - Maren boss video)
Post by: Cassyblanca on June 10, 2008, 04:32:12 am
Whoa, this game really looks like a professional Zelda game. How do you do it? XD *thumbs up*
He does something that very few ZFGCers are willing to do anymore. He actually WORKS on his project with his OWN stuff, rather than relying on everybody else's engines, and if there's something he's not sure of how to accomplish, he experiments until he starts catching on to how to solve it, or he searches for information and finds a way and LEARNS for future endeavors that require the same thing to be accomplished.
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (3/6/2008 - Maren boss video)
Post by: Kren on June 10, 2008, 04:35:23 am
Whoa, this game really looks like a professional Zelda game. How do you do it? XD *thumbs up*
He does something that very few ZFGCers are willing to do anymore. He actually WORKS on his project with his OWN stuff, rather than relying on everybody else's engines, and if there's something he's not sure of how to accomplish, he experiments until he starts catching on to how to solve it, or he searches for information and finds a way and LEARNS for future endeavors that require the same thing to be accomplished.
I love you <3 so true, people should start learning this.
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (3/6/2008 - Maren boss video)
Post by: Hoffy on June 10, 2008, 07:08:21 am
Whoa, this game really looks like a professional Zelda game. How do you do it? XD *thumbs up*
He does something that very few ZFGCers are willing to do anymore. He actually WORKS on his project with his OWN stuff, rather than relying on everybody else's engines, and if there's something he's not sure of how to accomplish, he experiments until he starts catching on to how to solve it, or he searches for information and finds a way and LEARNS for future endeavors that require the same thing to be accomplished.
I guess that's why there's really no fan games anymore. We've all learned this lesson :/
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (3/6/2008 - Maren boss video)
Post by: King Mob on June 11, 2008, 08:30:20 am
You know, now that I think about it, the Maren DO sound kind of like the idea of the Nightmares taken further and expanded upon. In fact, the name "Maren" reminds me of the girl "Marin" from LA. Is that just coincidence, or did you derive some of your inspiration from there?
No connection, though Maren also happens to be a girls' name. :P I got the name when doing some research into the origin of the word 'nightmare' and came across this (http://cyan.blogspot.com/2006/10/henry-fuseli.html), which suggests to me it's a variant of 'Mara' (http://en.wikipedia.org/wiki/Mara_%28folklore%29).


A slain Maren drops the Nightmare Locket it wears round its neck. These lockets contain the tortured soul of the Maren, and can be taken to Noon for him to 'exorcise' (since the Maren were not always evil ;)) essentially turning a bad dream into a good one, and releasing it into the world again. That's the final stage of cleansing an area of nightmares.

Wait, so will you be able to visit the dream world of these "good Marens" after you've cleansed an area? And what do these good Marens look like? Or are you keeping that hush-hush for now?

i think he actually means that when you "banish" the night"mare'n" then the shadow like draem maybe full with spooky ghosts turns into a flowerpower green meadow with white rabbits... ( not rabbids... that would still be a nightmare ;P )

think of it like the lttp dark world and when you banish him it turs to the end of lttp ( so the scenes after you kill ganon )
Yeah, I've kind of painted myself into a corner there, story-wise. With all the convolluted backstory I think I'm going to have to show the Maren's world before it was the nightmare realm and they became evil. Whether or not the nightmare realm returns to that state at the end of the game, I haven't got that far...

The chains on the bottom of the level. Maybe it was done on purpose, but I got the feeling that the platform was hanging and wasn't attached to the ground at all... from the looks of it, the chains are going down, towards the ground. Was it done on purpose?
Nah, I'm just being lazy. It's the same art as the chains along the top, just haven't been bothered to re-sprite them at a slightly different angle. But it doesn't look right as it is, I agree.
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (3/6/2008 - Maren boss video)
Post by: Ness on June 11, 2008, 02:05:36 pm
Good job, the boss fight was pretty cool.
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (3/6/2008 - Maren boss video)
Post by: Dantztron 3030 on June 11, 2008, 06:32:17 pm
That boss fight is incredible! Top-notch work as always.
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (3/6/2008 - Maren boss video)
Post by: Feather on June 13, 2008, 02:48:29 pm
Whoa, this game really looks like a professional Zelda game. How do you do it? XD *thumbs up*
He does something that very few ZFGCers are willing to do anymore. He actually WORKS on his project with his OWN stuff, rather than relying on everybody else's engines, and if there's something he's not sure of how to accomplish, he experiments until he starts catching on to how to solve it, or he searches for information and finds a way and LEARNS for future endeavors that require the same thing to be accomplished.
I guess that's why there's really no fan games anymore. We've all learned this lesson :/
If I make a a game, I never make a fan game. I want it to be an idea of my own. My graphics, my engine etc.
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (3/6/2008 - Maren boss video)
Post by: Mirby on June 13, 2008, 06:57:23 pm
I see what you mean. But you can't deny that King Mob has skill. (Still waiting for reply #776 so I can get reply #777!)
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (3/6/2008 - Maren boss video)
Post by: Xiphirx on June 13, 2008, 08:04:44 pm
Whoa, this game really looks like a professional Zelda game. How do you do it? XD *thumbs up*
He does something that very few ZFGCers are willing to do anymore. He actually WORKS on his project with his OWN stuff, rather than relying on everybody else's engines, and if there's something he's not sure of how to accomplish, he experiments until he starts catching on to how to solve it, or he searches for information and finds a way and LEARNS for future endeavors that require the same thing to be accomplished.

This.

It's what I did.
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (24/2/2008 - new screens)
Post by: audioworm333 on June 15, 2008, 12:33:52 am
awesome! i just signed up today.. i also played your demo(not z3, couldn't download..  :'() and its awesome! cant wait for u to finish the game, or atleast add lake hyilia..  ;)
hey man everytime i goto download the z3 game it dont show the download button!  :'( can you just post the download button plz?
Still works for me, but here's a link anyway (http://www.zfgc.com/users/kingmob/ShadowgazerNCFCDemo.zip).

BTW, the NCFC demo superseded the z3 demo - it's the same but with a few little tweaks, so you might be getting confused and thinking they're 2 different demos. They're not. :P

thanks for that link!
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (3/6/2008 - Maren boss video)
Post by: Ahruon on June 16, 2008, 06:58:16 pm
WOW what an amazing game!! :o
This game will be amazing when it's done !
did you make all the sprites ?
because I love them !
And the tiles and the maps and the people just amazing !!!!! :o
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (3/6/2008 - Maren boss video)
Post by: HelmarocKing on June 17, 2008, 12:38:04 pm
WOW what an amazing game!! :o
This game will be amazing when it's done !
did you make all the sprites ?
because I love them !
And the tiles and the maps and the people just amazing !!!!! :o


Nope, the sprites are from the Minish Cap. A lot of the sprites, however, were edited of self made because they never appeared in Minish Cap, like the ships in Castle Town and the Windmill.
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (3/6/2008 - Maren boss video)
Post by: Ahruon on June 17, 2008, 05:33:25 pm
But still so #$%^%&^*& COOL !!!!!
Tell me are there anyZoras, gorons, sheikas, kokiris, ritos or other races in that game ?
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (3/6/2008 - Maren boss video)
Post by: Jeod on June 17, 2008, 06:46:56 pm
The shadows on the crystals are still there when the Maren boss is killed. That been fixed?
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (3/6/2008 - Maren boss video)
Post by: HelmarocKing on June 17, 2008, 09:16:28 pm
But still so #$%^%&^*& COOL !!!!!
Tell me are there anyZoras, gorons, sheikas, kokiris, ritos or other races in that game ?


There are Gorons, but no Zoras, Sheika, Kokiri or Rito. There are two new races, however; the Piccori and the Wind Tribe.

But I think the majority of the main races are going to make an appearance in the Shadowgazer; Zoras and Sheika are already confirmed.
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (3/6/2008 - Maren boss video)
Post by: Ahruon on June 18, 2008, 08:50:52 pm
Thanks, so who is the main person planing the game ?
And who is the one making those great sprites ? :huh: :huh:
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (3/6/2008 - Maren boss video)
Post by: Kren on June 19, 2008, 02:27:10 am
Thanks, so who is the main person planing the game ?
And who is the one making those great sprites ? :huh: :huh:

This game? well King Mob is planning the game, and uhh, King mob is also making those great sprites.
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (3/6/2008 - Maren boss video)
Post by: Kylink on June 19, 2008, 03:14:10 am
But still so #$%^%&^*& COOL !!!!!
Tell me are there anyZoras, gorons, sheikas, kokiris, ritos or other races in that game ?


There are Gorons, but no Zoras, Sheika, Kokiri or Rito. There are two new races, however; the Piccori and the Wind Tribe.

But I think the majority of the main races are going to make an appearance in the Shadowgazer; Zoras and Sheika are already confirmed.
...I'm pretty sure Sheikah is in. Maybe you could let KingMob answer the questions... :-\
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (3/6/2008 - Maren boss video)
Post by: Q.K. on June 19, 2008, 08:02:58 am
Sorry, this is off topic...
Is that really Ahruon? As in, the amazing pixel artist? haha. I haven't heard anything from him in ages, so I was curious...
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (3/6/2008 - Maren boss video)
Post by: Ahruon on June 19, 2008, 05:43:38 pm
... he...no... I know him but he usually doesn't hang out in many forums...
Sorry to disappoint you... :(
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (3/6/2008 - Maren boss video)
Post by: Mirby on June 19, 2008, 07:59:53 pm
I can't wait for the next update of this!
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (3/6/2008 - Maren boss video)
Post by: Hammer Bro. Mike on June 19, 2008, 08:24:25 pm
That boss fight was cool. That's a really creative idea though. This game is looking pretty awesome each time there's a new update on it.
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (3/6/2008 - Maren boss video)
Post by: bertfallen on June 19, 2008, 08:27:07 pm
MetaKirby your post was useless and you was breaking the double post rule and so thus was removed, next time modify your post instead of double posting...
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (3/6/2008 - Maren boss video)
Post by: Mirby on June 19, 2008, 08:29:54 pm
NOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO! Meh, I was almost lucky. I should've waited for reply #776 to get it. Now I don't know the next time I'll have a chance to get reply #777 again. Who knows; maybe in my impatience I lost my chance! *cries* Oh, well. That's life. But this game does look good! I'll try for reply #888 then.
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (3/6/2008 - Maren boss video)
Post by: Ahruon on June 20, 2008, 04:00:02 pm
When woul another Demo be updated ?
I can't Wait !
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (3/6/2008 - Maren boss video)
Post by: Xiphirx on June 20, 2008, 11:53:53 pm
When woul another Demo be updated ?
I can't Wait !


How old are you?

Why are you a [ b ] !@#$%?
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (3/6/2008 - Maren boss video)
Post by: Cassyblanca on June 21, 2008, 01:27:03 am
When woul another Demo be updated ?
I can't Wait !


How old are you?

Why are you a [ b ] !@#$%?
And you rag on me for being an !@#$%.
Standard /zfgc/
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (3/6/2008 - Maren boss video)
Post by: Dantztron 3030 on June 21, 2008, 08:58:51 pm
When woul another Demo be updated ?
I can't Wait !


How old are you?

Why are you a [ b ] !@#$%?

When woul another Demo be updated ?
I can't Wait !


How old are you?

Why are you a [ b ] !@#$%?
And you rag on me for being an !@#$%.
Standard /zfgc/

Christ, both of you chill out! Why is there so much negativity here?

Let's stop this now, thanks.
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (3/6/2008 - Maren boss video)
Post by: Mirby on June 21, 2008, 09:39:26 pm
Back on topic, does this boss have multiple forms you fight throughout the game?
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (3/6/2008 - Maren boss video)
Post by: HelmarocKing on June 24, 2008, 12:02:22 am
Back on topic, does this boss have multiple forms you fight throughout the game?

If I remember correctly, each battle will be a little more complex, building off of whatever item you last obtained. So the first one is just "stun, hackslash repeat", while the last one will be like "destroy crystals, knock back attack, pull off armor, weaken, stun, hackslash repeat" or something. Get me?
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (3/6/2008 - Maren boss video)
Post by: Mirby on June 24, 2008, 06:08:09 pm
Oh, sounds epic. Very epic.
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (3/6/2008 - Maren boss video)
Post by: Sophist on June 25, 2008, 10:46:12 pm
When woul another Demo be updated ?
I can't Wait !


when the author is done with it.. which could be anytime really since he isnt really saying anything
and i still want you to sprite for me :@
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (3/6/2008 - Maren boss video)
Post by: Moon_child on June 29, 2008, 07:49:07 pm
The new video is awesome! the boss fight looks very zelda-like!
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (3/6/2008 - Maren boss video)
Post by: Mirby on June 29, 2008, 07:55:53 pm
This will turn out to be an awesome game. Also, REPLY #789! SEQUENCE! w00t!
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (3/6/2008 - Maren boss video)
Post by: Ahruon on June 29, 2008, 09:38:57 pm
Man I wish I had some of those sprites !
They are so reallystic ! XD
Can't Wait for the real Thing !!!!
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (3/6/2008 - Maren boss video)
Post by: Moon_child on July 03, 2008, 02:35:14 pm
Man I wish I had some of those sprites !
They are so reallystic ! XD
Can't Wait for the real Thing !!!!

How can a sprite look realistic? XD And real thing? this is the real thing...
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (3/6/2008 - Maren boss video)
Post by: A Storm in the Desert on July 04, 2008, 03:21:34 am
He means that they're in perfect MC style, authentic and whatnot.

EDIT: Keep up the brilliant work King Mob, I'm waiting on your next update :D
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (3/6/2008 - Maren boss video)
Post by: sedowood on July 07, 2008, 03:24:53 am
hi this my first comment/reply ever on any website and would like to say this game rocks even though its not done yet keep up the work king mob
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (3/6/2008 - Maren boss video)
Post by: darklink99 on July 07, 2008, 03:50:49 am
This looks awesome!!! I thought Minish Cap kicked ass but this  :o 8)...  >:D I have always wanted to play as a evil looking link.
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (3/6/2008 - Maren boss video)
Post by: sedowood on July 07, 2008, 04:59:18 am
i still cant wait for next update i hope it comes soon and i hope its another demo still keep up the awsome work king mob
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (3/6/2008 - Maren boss video)
Post by: sedowood on July 07, 2008, 05:02:03 am
hey king mob can you give us a hint on when the next update will be i cant wait
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (3/6/2008 - Maren boss video)
Post by: Vandavil on July 07, 2008, 07:14:32 am
Sedowood, I know you're not used to the whole 'internet' thing, but please read the rules, and don't post twice in a row in 3 minuets.
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (3/6/2008 - Maren boss video)
Post by: sedowood on July 07, 2008, 07:31:49 am
sorry i accidentally sent the comment twice
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (3/6/2008 - Maren boss video)
Post by: Porkchop on July 07, 2008, 05:02:12 pm
sorry i accidentally sent the comment twice

How could you send it twice? It's two different messages.
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (3/6/2008 - Maren boss video)
Post by: Domo on July 07, 2008, 05:09:58 pm
Eh, it's fine, but in the future try not to post twice in a row unless you have a significant update.  Anyway, I'm sure he'll post an update soon enough.  Creating something great takes time.
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (3/6/2008 - Maren boss video)
Post by: sedowood on July 08, 2008, 08:17:05 am
woops sorry guys i though i sent the comment twice i forgot i sent 2 comments sorry guys
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (3/6/2008 - Maren boss video)
Post by: DeathTailsz on July 11, 2008, 01:58:32 am
This game only has one word to nearly describe it.
Effort.

You've token a lot of time into this game, and it shows, this will probably be, a great Zelda clone. (Not the storyline, just the basic physics, and stuff like that.)

I can't wait for the final version of this game.

Overall: Good use of graphics, Zelda Physics, and many more!

~Tails~
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (3/6/2008 - Maren boss video)
Post by: GieVeNT on July 11, 2008, 04:33:27 pm
How can we critic something so beautiful? You've conquered every obstacle that amateur game developers face, except the time it takes to make the game. But we'll all wait years for this game if we have to.

I like your style King Mob, you don't have to tell everyone when the next thing will come out because everyone will think your a failure if you don't make it. Again, once in a while, it's good to have something to look forward to.
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (3/6/2008 - Maren boss video)
Post by: Ahruon on July 11, 2008, 09:54:37 pm
Has any one seen King Mob ? he hasn't post in here for a LONG while...
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (3/6/2008 - Maren boss video)
Post by: DeathTailsz on July 11, 2008, 10:36:02 pm
How can we critic something so beautiful? You've conquered every obstacle that amateur game developers face, except the time it takes to make the game. But we'll all wait years for this game if we have to.

I like your style King Mob, you don't have to tell everyone when the next thing will come out because everyone will think your a failure if you don't make it. Again, once in a while, it's good to have something to look forward to.
You took the words right out of my mouth.

He hasn't been on for awhile, too...  (Probably working on other stuff irl.)
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (3/6/2008 - Maren boss video)
Post by: Vandavil on July 12, 2008, 01:07:43 am
Has any one seen King Mob ? he hasn't post in here for a LONG while...

He's update before the last one was in febuary, just let him work on the game and when there's a new update, check back and then comment on it, just give other projects a chance to 'woo' us untilt here's an update, kay?
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (3/6/2008 - Maren boss video)
Post by: Ahruon on July 12, 2008, 04:57:47 pm
Ok... so then what do you think he's next move will be ?
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (3/6/2008 - Maren boss video)
Post by: Xavier on July 12, 2008, 05:04:00 pm
When you shall stop to post in this topic asking useless questions? Just e-mail or PM him if you want informations.
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (3/6/2008 - Maren boss video)
Post by: Kylink on July 12, 2008, 05:32:52 pm
When you shall stop to post in this topic asking useless questions? Just e-mail or PM him if you want informations.
Agreed. Do you want him to make the game or spend all of his time wooing over the crowd with updates?
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (3/6/2008 - Maren boss video)
Post by: Mirby on July 13, 2008, 07:53:59 pm
Harsh, but effective. He's trying to work on this game (he doesn't even contribute to the CP anymore, or so I hear) and he can't if he's being bugged with stupid questions that have probably been answered 10 times already in the 54 pages previous to this one. According to the topic title, the last update was in March, and I'm sure that he's been working on it intently since then. Think about this: a great game is not made in a month. He's been working on this for quite a while (exact time plz) and the quality from that kind of dedication shows. Keep bugging him and that quality will probably degrade ever so slightly until he gets fed up with all the n00bs and this potentially great success will end up like 99% of the projects here: failed and forgotten. You don't want to be the cause of that, do you? guess I ended up with the harsh argument in the end as well. oops
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (3/6/2008 - Maren boss video)
Post by: GieVeNT on July 14, 2008, 01:21:39 am
True, but a little word of hope would be nice. We need his ideas for CP also.
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (3/6/2008 - Maren boss video)
Post by: Aero88 on July 14, 2008, 02:40:52 am
Wow!  Well it has been quite awhile since I've been here, and I am quite pleased to see that this project is still active.  Just had to say like 99.99% of the people who have posted.  This is simply suburb.  The best Zelda fan game.  And it is proof to that fact that even in it's incomplete form it has won competitions and been attached to. . . somewhat awkward Google searches.  A fan game of this quality deserves recognition as does the mastermind behind it.  You would certainly be an asset to Nintendo should they (and they should) offer a job and heaven forbid let you make a little profit off of it.  Good quality work.  Keep it up KM!

Hey just a idea it may be an interesting idea to throw a King Mob in as a main boss to a dungeon.  Kind of a signature to your game.  But I would guess that by now you probably already have the bosses planned.  Well whatever you do will be good I'm sure.
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (3/6/2008 - Maren boss video)
Post by: uma on July 14, 2008, 03:55:50 am
It's good to see this is still being worked on, after all this was one of the most promising projects on zfgc.

Good Job, KM.
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (3/6/2008 - Maren boss video)
Post by: Gendron01 on July 18, 2008, 06:04:16 pm
I'm very excited!  I have been waiting for this game...when do you think it will be finished??
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (3/6/2008 - Maren boss video)
Post by: Hoffy on July 19, 2008, 06:51:54 am
I'm very excited!  I have been waiting for this game...when do you think it will be finished??
When its done!

I miss that smilie :(.
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (3/6/2008 - Maren boss video)
Post by: Vandavil on July 19, 2008, 07:57:38 am
Okay then, the next person to post after this post who is not Kingmob should be shot. Read this if you want to post:

1. Posting here stops production of other hopeful fangames
2. "When will you finish/update this" Will be answered next time he updates, that's all he ever comes to do, and reply to posts after updates.
3. "I like this game" KM has had enough of these lovely comments, wait for the next update, and post in other places, such as other fan games, or completely different boards
4. KM won't answer or try to solve any questions/concerns/problems you have until he next updates, until then, look around for other fan games and the like.
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (3/6/2008 - Maren boss video)
Post by: King Mob on July 19, 2008, 12:15:57 pm
Yeah, I don't want to lock this topic because occasionally questions get brought up for which others might have input, but I'd appreciate it if people didn't keep asking when this will be finished. A cursory glance through the opening post will tell you this is a long-term thing. It's taken ages to get this far and it will be ages before it's finished.

I'll update whenever I have something I want to share, don't worry about that.  ;)
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (3/6/2008 - Maren boss video)
Post by: King Tetiro on July 19, 2008, 12:48:10 pm
Got any new updates? Something like

"First dungeon has been completed" or "New screenshot" etc etc

If not, that's fine :D
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (3/6/2008 - Maren boss video)
Post by: Xavier on July 19, 2008, 03:47:47 pm
Laigonaz:

Quote
I'll update whenever I have something I want to share
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (3/6/2008 - Maren boss video)
Post by: Ahruon on July 19, 2008, 04:23:52 pm
Well it's a realive to hear... or read his words again, now Im a bit more happy XD
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (3/6/2008 - Maren boss video)
Post by: Mirby on July 19, 2008, 08:15:08 pm
Yeah, I don't want to lock this topic because occasionally questions get brought up for which others might have input, but I'd appreciate it if people didn't keep asking when this will be finished. A cursory glance through the opening post will tell you this is a long-term thing. It's taken ages to get this far and it will be ages before it's finished.

I'll update whenever I have something I want to share, don't worry about that.  ;)
HE SPEAKS!!!! It seems that he agrees with Vandavil as well, in my opinion. I agree with both of them. If you don't have something helpful or useful to say, THEN DON'T SAY ANYTHING!!!
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (3/6/2008 - Maren boss video)
Post by: pxl_moon (dotyue) on July 20, 2008, 05:34:22 pm
I'll update whenever I have something I want to share, don't worry about that.  ;)

do you tell us too when its dead? nothing to wish but its possible
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (3/6/2008 - Maren boss video)
Post by: Scooternew on July 21, 2008, 02:20:17 am
I found an error - when you press left and right at the same time while moving with your shield, Link stops moving, but the animation of him moving keeps playing.

Out of curiosity, is the room speed 60 or 30 in your game? Seems like a smoother 60 to me, though I can't tell.
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (3/6/2008 - Maren boss video)
Post by: Ahruon on July 22, 2008, 03:53:36 pm
Hey your right !!!
What is up with that !? :huh:
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (3/6/2008 - Maren boss video)
Post by: BB92 on August 02, 2008, 08:41:05 pm
so, is this still active? hope it is. btw, what page is the demo?
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (3/6/2008 - Maren boss video)
Post by: Tokos on August 02, 2008, 08:45:21 pm
yep still active, demo page 1
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (3/6/2008 - Maren boss video)
Post by: Ahruon on August 03, 2008, 12:27:51 am
If we want this  game to be the best we should at least post something in here  :-\
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (3/6/2008 - Maren boss video)
Post by: sedowood on August 03, 2008, 12:39:08 am
i still wounder when this game will get a new update but remember he said he would update whenever he has something to upadate
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (3/6/2008 - Maren boss video)
Post by: Xavier on August 03, 2008, 01:13:31 am
Quote
Yeah, I don't want to lock this topic because occasionally questions get brought up for which others might have input, but I'd appreciate it if people didn't keep asking when this will be finished.
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (3/6/2008 - Maren boss video)
Post by: Ahruon on August 03, 2008, 02:49:59 am
Well that's awfully espesific...
I guess we have to wait until he updates  :(
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (3/6/2008 - Maren boss video)
Post by: ALTTP Fan on August 20, 2008, 04:20:36 am
cant wait for the next update/demo but take your time King Mob, your game is going to be AMAZING, just keep doing what your doing and all will be well. one question, are you still using goodnights/mitxellas movement engine? i want to know because im using that same engine and there is an annoying bug that i cant fix and its when you walk upwards into a diagonal area in the level, it makes you move much faster than normal. also when your walking along side a vertical or horizontal area and try to move in a diagonal direction you slow down. i noticed you havent fixed this in your latest playable demo and was wondering if you knew about and/or fixed it and if so can you tell me how you did it please?(or even better, send me your basic movement engine) this bothers me because i, like you, am a perfectionist.
anyway, thanks in advance for any help and keep up the AMAZING work
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (3/6/2008 - Maren boss video)
Post by: zelda fan gamer on August 20, 2008, 01:14:09 pm
Please do not gravedig. they allready said to wait for the next update.
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (3/6/2008 - Maren boss video)
Post by: Porkchop on August 20, 2008, 04:20:47 pm
Please do not gravedig. they allready said to wait for the next update.

That wasn't a gravedig. Please don't rent-a-mod -_-
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (3/6/2008 - Maren boss video)
Post by: Mirby on August 20, 2008, 06:42:33 pm
/me remembers to install the Win Maximum Expandinator 3000 Mk. II into the topic and readies the Scepter of Ulimate Pwnage for King Mob

Because this game deserves it.
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (3/6/2008 - Maren boss video)
Post by: Kylink on August 20, 2008, 06:51:55 pm
/me remembers to install the Win Maximum Expandinator 3000 Mk. II into the topic and readies the Scepter of Ulimate Pwnage for King Mob

Because this game deserves it.
What point did this have?

Please do not gravedig. they allready said to wait for the next update.

That wasn't a gravedig. Please don't rent-a-mod -_-
And what point did this have? There is a report button.

Please do not gravedig. they allready said to wait for the next update.
That goes for you too.

cant wait for the next update/demo but take your time King Mob, your game is going to be AMAZING, just keep doing what your doing and all will be well. one question, are you still using goodnights/mitxellas movement engine? i want to know because im using that same engine and there is an annoying bug that i cant fix and its when you walk upwards into a diagonal area in the level, it makes you move much faster than normal. also when your walking along side a vertical or horizontal area and try to move in a diagonal direction you slow down. i noticed you havent fixed this in your latest playable demo and was wondering if you knew about and/or fixed it and if so can you tell me how you did it please?(or even better, send me your basic movement engine) this bothers me because i, like you, am a perfectionist.
anyway, thanks in advance for any help and keep up the AMAZING work
It's okay if you post this, but try and ask someone in discussion. Chances are you will get the answer much quicker.
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (3/6/2008 - Maren boss video)
Post by: Mirby on August 20, 2008, 06:56:52 pm
The point? Hype that may or may not be wanted. Anyways, you guys seem to be acting like we can't talk about this game anymore until he posts something. Better we talk about it and keep it up at the top of page 1 then forget about it and let it fall to page 3 or 4. It is epic already, and if you read another post of mine in another topic, you'd understand the Scepter thing. Anyways, let's start talking about relevant stuff and stop spamming up his topic with posts about DON'T POST THAT because you're being slightly hypocritical when you say that, for your post is that way as well.
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (3/6/2008 - Maren boss video)
Post by: Porkchop on August 20, 2008, 07:15:13 pm
Please do not gravedig. they allready said to wait for the next update.

That wasn't a gravedig. Please don't rent-a-mod -_-
And what point did this have? There is a report button.

Why would I report when I'm a mod?

Now you're just rent-a-modding too... majorly.
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (3/6/2008 - Maren boss video)
Post by: Diminish on August 20, 2008, 07:24:27 pm
Please do not gravedig. they allready said to wait for the next update.

That wasn't a gravedig. Please don't rent-a-mod -_-
And what point did this have? There is a report button.

Why would I report when I'm a mod?

Now you're just rent-a-modding too... majorly.

You're a hidden moderator and because this information isn't so open to everyone, acting so brazenly is only going to lead to problems.  Anyway, I wish this project had another update because I like this project, but I can be patient enough to wait for it. 

Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (3/6/2008 - Maren boss video)
Post by: Mirby on August 20, 2008, 07:30:03 pm
True. I figured out that Zidane was a mod when he was going to lock a topic but CA beat him to it, and mods can lock topics. Also, I can't wait for the next update either. Regardless, it won't surpass the max WP capacity, because I know it will be full of much MUCH win.
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (3/6/2008 - Maren boss video)
Post by: Kylink on August 20, 2008, 07:33:13 pm
*Sigh* I just don't think we all need to pay attention to the topic with 56 pages already when there are quality games on this board that only get one post every few days. No one will forget about Shadowgazer, even if no one posts here and I'm sure it wouldn't matter if we did or not it wouldn't affect the completion of the game at all. Yes, it's golly good to put a bunch of compliments on here but when they are from the same people over and over, it gets annoying. Even worse are the same people who ask over and over for an update.

Please do not gravedig. they allready said to wait for the next update.

That wasn't a gravedig. Please don't rent-a-mod -_-
And what point did this have? There is a report button.

Why would I report when I'm a mod?

Now you're just rent-a-modding too... majorly.
Like 4Sword said, how was I supposed to know you are a mod? I'm not someone who knows every person by every screen name they ever had and I'm sorry "Pyro" if I didn't look down at your sig to see what games you were playing to recognize you. And even if I did, I couldn't know you were a mod.

I just wanted to say, that why can't we all just wait for another update before we put so much. If you were to look at the amount of posts for Skeme KOS, you would see that was his first post and maybe notice that it had relevance. If someones first post is on this topic, than be my guest. If someone keeps posting useless stuff, than that doesn't matter.

I'm sorry if I'm being to presumptious or uppity, but honestly, we have quality games on the forum that could be noticed instead of just paying attention to this one. And with that I'm done, do whatever you want, it's not my topic.
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (3/6/2008 - Maren boss video)
Post by: King Mob on August 20, 2008, 07:57:53 pm
http://www.zfgc.com/users/kingmob/index.html (http://www.zfgc.com/users/kingmob/index.html)

Edit:
Unlocked! XD
A new video will be previewed here in advance of the NCFC and the re-opening of the site. Next couple of days...
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (16/10/2008 - NCFC preview)
Post by: King Mob on October 16, 2008, 01:31:11 pm
Long-overdue update time.  XD

Here's a new video (http://www.zfgc.com/users/kingmob/ShadowgazerMontage.zip) ahead of the NCFC next week. 4 minutes long, 25MB, if you don't want to download it, it will be YouTubed in time for the 21st. As usual, capturing the video with Fraps affects the frame rate in the larger rooms like Lake Hylia, but I didn't think it was so bad I had to leave those shots out.

So, the stuff you see in the video are glimpses of the concepts I've been talking about for ages. You see a bit of the ship travelling from one port to the next; a journey from the waking world to the nightmare world, how it works and a general idea of what it looks like (I appreciate the skies are a bit empty - they'll ultimately be filled with distant floating chunks of landscape); plus how I've reworked some stuff for 2D (Freezzards!). There's a quick look at a frozen ice dungeon, which I've done a bit of work on because a few months back it looked like I'd be switching the first two dungeons round, but I've since decided against that - just thought you might like to know it exists!

I also wanted to show what the observatory revealed in some screens a while back was for. It has other purposes, related to the overall story, but primarily it's a replacement for the figurine gallery from the Wind Waker. As you travel the overworld you'll find books containing mysterious sets of numbers, which turn out to be astronomical coordinates. So you go to the observatory telescope and check the coordinates and you get to *name* your newly-discovered constellation. There's one for every NPC in the game, just like the figurine gallery, and it if you're stuck you can consult the star chart and it will give cryptic hints as to what might rid them of their nightmare.

I think that's about the size of it, and I know I'm not posting anything playable but there's nothing I can take out and put into a neat self-contained demo that wouldn't be utterly pointless, and I don't really want to have to do that anyway...

So, hope you enjoy.

Cheers,

KM

Edit: A thousand thank yous to HelpTheWretched, without whom this video would be significantly quieter. ;) Cheers, man.
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (16/10/2008 - NCFC preview)
Post by: Darunia on October 16, 2008, 02:19:12 pm
That trailer was amazing!  :D Well worth the download, took only 1 min :P.

I can see you've put lots of effort into this, congrats on that. Your custom sprites look great and sometimes I have trouble telling if they are custom-made. I loved the boat and that sailor NPC. Looks a bit like Popeye :P.

This game is well worth the wait. Good luck and keep up the good work.

Edit: Oh and while I'm at it, I see there's no sound when you 'continue' on dialog boxes. You see what I mean?
Never mind, I just didn't hear it. :P

Oh and, there should be a sound when you throw a boomerang, I think.
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (16/10/2008 - NCFC preview)
Post by: Nabeshin on October 16, 2008, 06:04:16 pm
Sexy.
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (16/10/2008 - NCFC preview)
Post by: ZoSo on October 16, 2008, 08:20:23 pm
Beautiful. I especially like when you go into the nightmare realm, sexy.
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (16/10/2008 - NCFC preview)
Post by: Clams on October 16, 2008, 08:47:44 pm

The viewing circle for the telescope foreground could use a rim or border and it would be cool if you could see the moon from Majora's mask.

Very Sexy
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (16/10/2008 - NCFC preview)
Post by: Hammer Bro. Mike on October 16, 2008, 08:50:46 pm
That was awesome and I really liked the telescope thing. This game looks like it could be official, lol.
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (16/10/2008 - NCFC preview)
Post by: Porkchop on October 16, 2008, 09:00:49 pm
This is what ZFGC should be all about.

Seriously Kingmob, excellent job. I can't believe you're working on this all on your own.
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (16/10/2008 - NCFC preview)
Post by: Infinitus on October 16, 2008, 09:28:06 pm
This is what ZFGC should be all about.

Seriously Kingmob, excellent job. I can't believe you're working on this all on your own.
This.

Wish I had your artistic talent.
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (16/10/2008 - NCFC preview)
Post by: pichuscute on October 16, 2008, 09:44:20 pm
I can't believe how good everything in that video looked. You're freakin amazing. Nintendo wishes they had your talent. I can't wait to play this.
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (16/10/2008 - NCFC preview)
Post by: Wasabi on October 16, 2008, 09:48:56 pm
If this isn't official, I don't know what is. That was truly wonderful.
I don't think you'll have any trouble convincing people to download the video rather than wait till it's youtubed :P.
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (16/10/2008 - NCFC preview)
Post by: Cassyblanca on October 17, 2008, 01:12:36 am
This is what ZFGC should be all about.

Seriously Kingmob, excellent job. I can't believe you're working on this all on your own.
Quoted again for truth.
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (16/10/2008 - NCFC preview)
Post by: GieVeNT on October 17, 2008, 01:56:38 am
That video was amazing...
This kills any 2d game that Nintendo has done
(GieVenT runs away from riot of angry ZFGCers.)
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (16/10/2008 - NCFC preview)
Post by: Ahruon on October 17, 2008, 05:09:36 pm
Awesome !
I loved the astronomer's house, and that guy in the ship in the lookout !
Just remarkable, I see you made a lot of this stuff all by your self, and the gorons !
They were awesome !!!!!
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (16/10/2008 - NCFC preview)
Post by: Xiphirx on October 17, 2008, 07:44:30 pm
Can you upload that video on youtube?
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (16/10/2008 - NCFC preview)
Post by: Nabeshin on October 17, 2008, 10:08:06 pm
Can you upload that video on youtube?
He already said it'll be up by the 21st. >___>
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (16/10/2008 - NCFC preview)
Post by: InvaderLupus on October 18, 2008, 06:55:47 pm
This is what ZFGC should be all about.

Seriously Kingmob, excellent job. I can't believe you're working on this all on your own.

so true. Seriously, this is the kind of game everyone dreams of creating. This is the kind of game we've all wanted to see ever since ZFGC started over five years ago. I can't wait until this is finished.
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (16/10/2008 - NCFC preview)
Post by: Ahruon on October 18, 2008, 07:06:04 pm
I have a question.
Will you be able to collect something in this game ?
You know, like in the OoT, you had to collect Gold Skulltualas, and in Twilight Princes, you had to collect golden bugs, what will you collect in this game ?
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (16/10/2008 - NCFC preview)
Post by: Jeod on October 18, 2008, 09:51:36 pm
Star constellations. Like figurines.
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (16/10/2008 - NCFC preview)
Post by: Scooternew on October 19, 2008, 03:25:45 am
I mean, no comments are necessary from me. Same high quality, as usual. Wish he'd work on ZFGCCP with us, but you know how it goes :D.

From the boss fight with the Maren, I'm a bit worried that the game will be too easy - but that's just preconceived notions. I'm hoping for some difficulty after Minish Cap was disappointingly easy.

Out of curiosity, what is your profession? Are you a graphic designer for some company or something? I mean, that's what I'd assume from watching this video and your other videos.

Can't wait for the 21st.
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (16/10/2008 - NCFC preview)
Post by: Ahruon on October 19, 2008, 08:45:10 pm
I think he's a graphic designer, because of the design of most of the characters and houses of his game, I assume
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (16/10/2008 - NCFC preview)
Post by: Ahruon on October 19, 2008, 10:49:26 pm
And recolorer,spriter,map-maker etc.
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (16/10/2008 - NCFC preview)
Post by: Feather on October 20, 2008, 04:24:00 pm
Nice.
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (16/10/2008 - NCFC preview)
Post by: Scooternew on October 21, 2008, 04:36:33 am
I'm a bit confused. KM, are you releasing a new demo for NCFC? Cuz I don't see a new one up - unless you just haven't gotten to it yet.
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (16/10/2008 - NCFC preview)
Post by: King Tetiro on October 21, 2008, 05:05:14 am
He doesn't have one and I doubt he'll win. The first day booths some are freaking awesome.
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (16/10/2008 - NCFC preview)
Post by: Hoffy on October 21, 2008, 07:11:21 am
Nintendo are gonna come knocking on your door sooner or later, and when they do, you'll end up either very rich or very poor :P.

Every new look into this game gets me excited, I'm astounded at how creative you are. The constellations thing is a nice new touch, and unique in it's own right, but still Zelda-esque. And I loved what I saw of the dream world... even if it is another "two worlds" concept for the Zelda series, I loved the idea of this hero wandering around in people's nightmares, saving them. I expect Link will be known as the "Hero of Dreams" here :P.

It pains me to think that the development for this game will take so long. I'm sure when it's over The Legend of Zelda: The Shadowgazer will be a worldwide internet phenomenon, and perhaps more than that.
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (16/10/2008 - NCFC preview)
Post by: King Tetiro on October 21, 2008, 08:20:10 am
Hoffy, there already is a game with the Hero of Dreams. It's one of the best ZClassic quests there will ever be.
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (16/10/2008 - NCFC preview)
Post by: EDGE on October 21, 2008, 03:54:35 pm
The demo was great, I just have a few questions.
1-Are you planning on adding joystick/joypad support?
2-Will there be some patch or alternative file to have the text show in different languages?(not needed tho, but my mom was playing the demo today and her English it's worst than mine so she couldn't understand anything...I'm not saying that you need to add this just for my mom xD but it would be a nice thing to add so even more people can enjoy this awesome game).
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (16/10/2008 - NCFC preview)
Post by: Ahruon on October 21, 2008, 06:59:46 pm
I think this game will be known in every corner in the Internet, people will ask you how you did it and how long it took to change from a nightmare to a dream come true...
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (16/10/2008 - NCFC preview)
Post by: GieVeNT on October 25, 2008, 01:32:45 am
Do you think we'll see a demo within say... a year's time?
Someone asked your % total progress for the whole thing in the other topic, an estimate please?
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (16/10/2008 - NCFC preview)
Post by: Cassyblanca on October 25, 2008, 02:06:58 am
Do you think we'll see a demo within say... a year's time?
Someone asked your % total progress for the whole thing in the other topic, an estimate please?
Here's an estimate: Shut up and just !@#$% wait. Would you rather a quality game release, or periodic garbage demos?
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (16/10/2008 - NCFC preview)
Post by: GieVeNT on October 25, 2008, 02:55:30 am
Sheesh, I was just asking.

(I know this is probably spam)
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (16/10/2008 - NCFC preview)
Post by: Eleo on October 25, 2008, 05:54:20 pm
Just found this forum (so, yes I'm slow  XD)
But I loved the minish cap style so naturally I am extremely impressed by the effort you are putting into the art of this game. When you released the new trailer I almost started crying from mental zelda excitement overload. (like this....  )

\;(>_<);/

Haha, anyway, I just hope you will continue too feel inspired and work along your pace to make the great game this will be. I don't know nothin bout you but this SHEER ESTHETIC PERFECTION you´ve made and for that , I love you man !  ;) wooh, marry me! or finish the game! or both! haha ^____^
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (16/10/2008 - NCFC preview)
Post by: Infinitus on October 25, 2008, 09:56:12 pm
Sticky'd

This is probably the only project that I think is deserving of being sticky'd.
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (16/10/2008 - NCFC preview)
Post by: Xiphirx on October 25, 2008, 11:41:54 pm
Sticky'd

This is probably the only project that I think is deserving of being sticky'd.

QFT

Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (16/10/2008 - NCFC preview)
Post by: Moon_child on October 27, 2008, 11:10:20 am
I just saw the new trailer. And it's even looking better then the last time! If I didn't knew better I would think Nintendo was making it.
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (16/10/2008 - NCFC preview)
Post by: kcarvalho on October 28, 2008, 05:30:05 am
Hey King,

Please email me when ou have a chance.  I would love to chat with you about a couple of things.

-Kenny
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (16/10/2008 - NCFC preview)
Post by: D-Pad on October 31, 2008, 04:27:54 pm
Hey King,

Please email me when ou have a chance.  I would love to chat with you about a couple of things.

-Kenny

"Post: 1"

It's Reggie! Do it, man!

In all seriousness, this game is looking absolutely awesome! Don't stop! You can't stop!
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (16/10/2008 - NCFC preview)
Post by: dainbramage on November 01, 2008, 08:51:26 am
/lurk

I'm assuming kcarvalho is Kenny Carvalho. A google surch turns up http://www.linkedin.com/in/kcarvalho - a la art recruiter for Blizzard and owner of parasytic moon; the website of the latter hasn't been updated for 3 years, as far as I can tell, however it's preumably still alive as it's listed as a current job.

So, poaching for blizzard or parasytic moon (assuming my random searching is correct), more likely than Nintendo D-pad :p.


On topic, I've been paying attention to this for ~6ish months now, and it's looking awesome. Hopefully we'll get too see it completed, keep up the good work!
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (16/10/2008 - NCFC preview)
Post by: Moon_child on November 03, 2008, 10:18:58 pm
/lurk

I'm assuming kcarvalho is Kenny Carvalho. A google surch turns up http://www.linkedin.com/in/kcarvalho - a la art recruiter for Blizzard and owner of parasytic moon; the website of the latter hasn't been updated for 3 years, as far as I can tell, however it's preumably still alive as it's listed as a current job.

So, poaching for blizzard or parasytic moon (assuming my random searching is correct), more likely than Nintendo D-pad :p.
WTF are you talking about? :o
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (16/10/2008 - NCFC preview)
Post by: Infinitus on November 04, 2008, 12:45:23 am
Quote
WTF are you talking about?
Read the whole topic before commenting. It makes perfect sense if you read the post 3 posts before hand.
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (16/10/2008 - NCFC preview)
Post by: Omeron on November 07, 2008, 05:06:08 pm
 Let's just hope that Nintendo doesn't hire a psycho assasin to run you over with a car, like they did with Dampe (the one who got his OOT2D 95 % done).

 Just kidding, or am I? xD
 
So sorry about the (horrible) joke I posted earlier (really ,was it a joke?) *Shut up shadow "me".*

 Well anyway.... Ahem, this game sure has a lot of potential. Even if you only accomplished half of what you've been telling us it would still be woth playing (but I wouldn't be too excited about it though). I can't exactly comment your coding since I've only tried GM a couple of times and have yet to learn that language (isn't Norwegian, German and English enough for you?)*gah stop interrupting* (choking myself to kill the other "me"). Well I think that you're simply one among the best game makers who's not employed by either Nintendo, Sony, Microsoft or similar companies.

 Please do not spoil too much of the story ok?

 Anyway, will monsters drop special items like in Wind Waker?
 Is the villain original and someone I can truly think of as "evil" (like Ganon)?
 Will you include the gerudos, or the kokiris?
 
 And simply out of curioity: have you ever considered implementing the Gossip stones, as warp stones, or siply "gossip stones" (although the latter isn't neccesary since you have the constellation collecting)?

 Lots of questions there, but you don't have to answer if you find them "not worth answering".

 Ah! One more question "editing post". Are you confident that the story will be able to stand tall among the other brilliant "real" Zelda games (just asking, since if you don't consider the story good, well.. how can any other do?)?

 But this project is something I found a week ago since I was rather bored and bursting with ideas I wanted to express and searched the net for tips on game making, then I stumbled across (thank God!) your game's website. At first I wondered what crappy game I had stumbled acroos (although I was very surprised to see such good art for a fan game), then I watched the youtube movies and played the demos... You have heard it a lot lately, but it doesn't make it less true: your game is among the best fanmade games ever created (or under developement)! So don't fail, and don't get run over by a car ok(hire a bodyguard or something)?

 Wah! "Editing again"  xD Will you make side quests that doesn't centre around nightmares? Like: finding the man's (from the demo) mail. Please do so o.o (if you do = me => forever grateful).

Merged your posts, please don't double post ~Darklight
Editing again: sorry for double posting o.o
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (16/10/2008 - NCFC preview)
Post by: Woodpig on November 11, 2008, 08:44:32 pm
I was sceptical at first but now, after seeing (and testing) what you can do, I'm just surprised Nintendo hasn't hired you yet. Seriously. This game could be friggin classic.

Please make sure you stay true to the original at all times though, and make sure this game does not affect the other games in the series what so ever.

Like, for one thing, it would be devastating to play a great Zelda game just to find out that Zelda is infact a tiny lesbian who touches herself at night...

Good luck in the development! 
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (16/10/2008 - NCFC preview)
Post by: Jeod on December 02, 2008, 03:54:44 am
One of the posters here is an imposter...can you guess which is a spy for Nintendo?
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (16/10/2008 - NCFC preview)
Post by: joshyboy on December 02, 2008, 08:57:07 am
Would you like to tell us?
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (16/10/2008 - NCFC preview)
Post by: Xiphirx on December 02, 2008, 08:34:27 pm
Lol Guests are registering here just for this game. This game brought so mugh hype! :)
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (16/10/2008 - NCFC preview)
Post by: Ahruon on December 05, 2008, 10:19:51 pm
those that mean i'm a spy ?
Thats the only reason I join
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (16/10/2008 - NCFC preview)
Post by: Eleo on December 06, 2008, 03:11:14 pm
haha, yes this game was the core reason I joined the zfgc forum too. ^^
But I'm not a spy duh, just a very nerdy gal with zelda as my one true love, urr hobby I mean! hehe  :)
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (16/10/2008 - NCFC preview)
Post by: hacker013 on December 06, 2008, 07:45:51 pm
there float decompiled .gm6 from your game arround the internet :'( . What are going to do on that.

PS: GREAT GAME.
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (16/10/2008 - NCFC preview)
Post by: Porkchop on December 06, 2008, 07:46:50 pm
there float decompiled .gm6 from your game arround the internet :'( . What are going to do on that.

... What?
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (16/10/2008 - NCFC preview)
Post by: dainbramage on December 06, 2008, 09:21:23 pm
there float decompiled .gm6 from your game arround the internet :'( . What are going to do on that.

... What?
There is a decompiled .gm6 from (of?) your game floating around the internet :'(. What are you going to do about that?

That's my guess, at any rate.

---

Xiphirx is right!
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (16/10/2008 - NCFC preview)
Post by: Xiphirx on December 06, 2008, 09:31:11 pm
there float decompiled .gm6 from your game arround the internet :'( . What are going to do on that.

PS: GREAT GAME.

It would also be nice of you to tell King Mob (VIA PM) where you found the decompiled file.
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (16/10/2008 - NCFC preview)
Post by: Aliento on December 06, 2008, 09:32:35 pm
decompiling a gm executable isn't hard at all. it's the first result on google.
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (16/10/2008 - NCFC preview)
Post by: Mirby on December 06, 2008, 10:26:03 pm
Really? Now I just need to get Luigi's Quest off my old Compaq, do that, and Voila! Luigi's Quest will continue! YEAH! Also, great work as usual King Mob....
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (16/10/2008 - NCFC preview)
Post by: King Mob on December 07, 2008, 10:47:17 pm
there float decompiled .gm6 from your game arround the internet :'( . What are going to do on that.
What can I do? Find out who's downloading it and kill their firstborn? I can't do a damn thing.

Besides, they don't have a .gm6 of "my game", they have a .gm6 of a not-optimised 2 year old demo and if they haven't got the dedication to make an engine of their own they won't have the dedication to make all the stuff that demo doesn't contain. So nobody's actually going to do anything with it, are they?

Also, what's all this talk of Nintendo spies? Lay off the crack, eh? Don't want any dumb rumours starting...
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (16/10/2008 - NCFC preview)
Post by: hacker013 on December 08, 2008, 05:33:16 pm
When you to release a new demo?
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (16/10/2008 - NCFC preview)
Post by: hawthorneluke on December 09, 2008, 10:47:03 am
check out GM Obfuscator
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (16/10/2008 - NCFC preview)
Post by: hacker013 on December 09, 2008, 01:57:00 pm
check out GM Obfuscator

the newest version of de gm decompiler has a kind of "deobfuscator" :'(
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (16/10/2008 - NCFC preview)
Post by: hawthorneluke on December 09, 2008, 02:33:12 pm
Don't see how that's too possible though O_o

Could make the code look neater and give more "normal" names instead of a ton of weird characters, but it's still going to be near impossible for a human to comprehend what on earth's going on without them spending their life trying to work out what's what if it's a game of this scale.

Or it seems that way according to my logic anyway >_< lol
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (16/10/2008 - NCFC preview)
Post by: Infinitus on December 09, 2008, 05:19:26 pm
Don't see how that's too possible though O_o

Could make the code look neater and give more "normal" names instead of a ton of weird characters, but it's still going to be near impossible for a human to comprehend what on earth's going on without them spending their life trying to work out what's what if it's a game of this scale.

lol, not really. Try doing some dissassebly some time, all you get are memory addresses :P, not even wierd characters. Its not really that hard to comprehend, you just go through it logically and work out what is going on, then to make it easier do mass find+replace's to turn the variable names into something more logical. You quickly build up a picture of what the code is doing normally.

Simply put, your programs are never going to be safe, especially if you choose to use something like GM, which dosen't even precompile code u_u. The best you can hope for is just to put off those who are just curious, anyone who knows what they are doing will be able to get access to the source with enough effort.
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (16/10/2008 - NCFC preview)
Post by: paito on December 09, 2008, 05:36:07 pm
I heard that's possible to put a GM exe file into C+.
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (16/10/2008 - NCFC preview)
Post by: Infinitus on December 09, 2008, 05:39:58 pm
I heard that's possible to put a GM exe file into C+.
That statement makes no sense.
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (16/10/2008 - NCFC preview)
Post by: paito on December 09, 2008, 05:57:44 pm
Lol (I'm not very good explaining)
When I read in others forums about this program, some people said that it's possible to take a GM file and made a new exe with C++. I don't know it's possible but sounds good. I would be much more safer that make it with GM.
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (16/10/2008 - NCFC preview)
Post by: hacker013 on December 09, 2008, 06:22:10 pm
how would you think will a gml exe run inside a c++ file ..... That is impossible.
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (16/10/2008 - NCFC preview)
Post by: paito on December 09, 2008, 06:28:45 pm
how would you think will a gml exe run inside a c++ file ..... That is impossible.

Then my mistake. Again, I didn't knew that was impossible.
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (16/10/2008 - NCFC preview)
Post by: Xiphirx on December 09, 2008, 08:54:35 pm
how would you think will a gml exe run inside a c++ file ..... That is impossible.

It IS possible.

www.enigma-dev.org

Wait a few months for it to finish.
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (16/10/2008 - NCFC preview)
Post by: Infinitus on December 09, 2008, 10:14:52 pm
how would you think will a gml exe run inside a c++ file ..... That is impossible.

It IS possible.

www.enigma-dev.org

Wait a few months for it to finish.
Possible but a retarded idea none the less.
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (16/10/2008 - NCFC preview)
Post by: Xiphirx on December 09, 2008, 11:38:47 pm
how would you think will a gml exe run inside a c++ file ..... That is impossible.

It IS possible.

www.enigma-dev.org

Wait a few months for it to finish.
Possible but a retarded idea none the less.

Meh. At least it makes GM games a LOT more efficient.
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (16/10/2008 - NCFC preview)
Post by: hawthorneluke on December 10, 2008, 12:27:13 am
Quote
Quote from: hawthorneluke on Yesterday at 23:33:12
Don't see how that's too possible though O_o

Could make the code look neater and give more "normal" names instead of a ton of weird characters, but it's still going to be near impossible for a human to comprehend what on earth's going on without them spending their life trying to work out what's what if it's a game of this scale.

lol, not really. Try doing some dissassebly some time, all you get are memory addresses Look at me, I'm invisible!, not even wierd characters. Its not really that hard to comprehend, you just go through it logically and work out what is going on, then to make it easier do mass find+replace's to turn the variable names into something more logical. You quickly build up a picture of what the code is doing normally.

Simply put, your programs are never going to be safe, especially if you choose to use something like GM, which dosen't even precompile code u_u. The best you can hope for is just to put off those who are just curious, anyone who knows what they are doing will be able to get access to the source with enough effort.

>_<
Well, like everyone says I guess that's always the case with everything, but I'm sure you can put off a hell of a lot of people for quite a long time though at least :/
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (16/10/2008 - NCFC preview)
Post by: hacker013 on December 10, 2008, 07:19:23 am
how would you think will a gml exe run inside a c++ file ..... That is impossible.

It IS possible.

www.enigma-dev.org

Wait a few months for it to finish.

then you get a native c++ file with the Game Maker framework. I said run a gm exe inside a c++ exe is Impossible. You can malloc the size of the gm exe and then jump to that part to execute but then is the game already outside memory of c++ exe and it's then still readeble.
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (16/10/2008 - NCFC preview)
Post by: Vandavil on December 10, 2008, 07:32:38 am
(http://i389.photobucket.com/albums/oo339/Vandavil/Offtopic.jpg)
>__>

move unrelated posts to discussion, and lock for no spam posts until KM has an update?
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (17/03/2009 - update)
Post by: King Mob on March 17, 2009, 11:42:13 pm

Hey guys, long time no see. Got some news.

First thing is, contrary to what you may have heard, I haven't taken The Shadowgazer to another board. ZFGC has been a good home to this game and I wasn't gonna just abandon it without an explanation.

So what has been going on? A couple of ex/current ZFGCers know but I've put off making it common knowledge until I actually knew the situation myself.

Some time ago I was approached by the owner of a development studio who wanted to see if I was open to the idea of turning The Shadowgazer into an original IP for a potential DS/PSP/mobile release. After some deliberation, and having checked the guy's credentials, I agreed. Basically, I'd be stupid to pass an opportunity like that up, right? :P Well, as I say, that was some time ago and only recently has it turned out that it's NOT gonna happen now.

Without going into why (out of professional courtesy) the resulting situation is that I've been working on turning The Shadowgazer into an original game for months now and The Legend of Zelda: The Shadowgazer as-was has been all but abandoned.

Which leaves me with a decision to make: do I press on with turning the game into my own, original, intellectual property, or do I pick up where I left off, making my little Zelda fan game? There's a lot for me to consider there and I really don't know at this stage which way it could go.

So yeah, just thought I'd let you know what's been going on. I appreciate there's little in the way of details there but I'll update again when I make my decision. Feel free to coax me one way or the other... ;)

Cheers,

KM
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (17/03/2009 - update)
Post by: Source on March 18, 2009, 12:09:11 am
Uh... follow your heart?

But seriously, that's a doozy of a decision. I'm sure a lot of people here (myself included) would rather see the fan game completed. Then again, it's not every day an actual developer approaches you with such an offer.

If I were you, I would consider the offer, but first I would ensure that I would maintain ownership over the whole shebang, otherwise... well, you see where I'm going with this. :P Basically, if this is the case, take the deal, if not, continue the fangame.

On a minor note, remember how a lot of people said something along the lines of Nintendo noticing this and taking it over in pages passed? This is kind of like that.

Ironic and quite funny, no?

EDIT: Disregard that, I suck !@#$%.

Go with the fan game, man. You've already come this far. You can work on the original IP later.
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (17/03/2009 - update)
Post by: Xiphirx on March 18, 2009, 12:19:18 am
I say keep it as a Zelda fan game.
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (17/03/2009 - update)
Post by: Hammer Bro. Mike on March 18, 2009, 12:24:07 am
Yeah, it does seem pretty awesome as a Zelda game. I say keep it as one. ;)
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (17/03/2009 - update)
Post by: Zaeranos on March 18, 2009, 12:34:58 am
Do want you feel like is best to do. You have a great game going here, but remember that a part this greatness is build on a path of legacy that Nintendo has paved for you, which you seem to walk perfectly. If you are going to make it in to your own original title, you will have to create that legacy and prove yourself with this game. Also you run the risk of the game being accused as to Zelda-ish.

But mostly you have to do what you like best. Because thing ain't worth doing in you can't enjoy it. Making a game has to be fun above all else. Keep up your good work.
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (17/03/2009 - update)
Post by: GieVeNT on March 18, 2009, 01:13:22 am
That sucks, sorry King Mob.
I say keep it a Zelda game, a lot of the hype came from that.

EDIT: You could make money from an original game... but I don't think an original would be as  good as Shadowgazer was.
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (17/03/2009 - update)
Post by: Hoffy on March 18, 2009, 05:32:14 am
I personally think you should continue with the original IP.

Though a Zelda fan game would be very, very cool too.
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (17/03/2009 - update)
Post by: Wasabi on March 18, 2009, 06:11:17 am
I always thought of it as a zelda game, like others have said, and I'd really like to see it as a fangame. But that's just my selfish opinion, if I got offered something like that I probably wouldn't pass it up :D
I suppose the worst thing about this is once you choose one, you can't do the other as well.
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (17/03/2009 - update)
Post by: Windy on March 18, 2009, 10:00:22 am
I would say that most people are biased towards the zelda version as that's the only version they've seen.  I would suggest posting a few screenshots of the new one so people can see would they could be potentially missing out on :P
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (17/03/2009 - update)
Post by: Starforsaken101 on March 18, 2009, 11:32:08 am
I don't have that much time to type, but keep it original. If you can show something off as original, and it's this awesome, then do it.
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (17/03/2009 - update)
Post by: gm112 on March 18, 2009, 01:15:43 pm
Why not just do both? It's your game after all, why not finish the Zelda version first, and then finish the "original" adaptation of it?
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (17/03/2009 - update)
Post by: Sahittam on March 18, 2009, 06:08:50 pm
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.
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (17/03/2009 - update)
Post by: pichuscute on March 18, 2009, 09:15:24 pm
Keep the fan game or just follow whichever you would most want to do, either way, it'll be great.
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (17/03/2009 - update)
Post by: SlimmyG on March 18, 2009, 10:50:34 pm
Ultimately it is fully your decision: You do what you want to do with it. I'd prefer it if you finished it as a Zelda game, but if your heart isn't going to be in it as a Zelda game then you have to do it the way you want.

Out of interest, If you do carry it on as a Zelda game, could you show us what you were doing to it as your own IP?
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (17/03/2009 - update)
Post by: Niamh on March 20, 2009, 07:54:16 pm
I would be very sad if the Zelda game wasn't completed. However I've just been hoping to get a demo with swordplay. All the game play vids are so appealing. I also can't really see a shadow gazer game without Zelda in it. I am biased towards the Zelda game and I've been patiently waiting for this game to be completed. "Let him take his time, it'll just make it better in quality when it finally does come out," is what I've been telling myself. You can go ahead and make your Shadow Gazer minus the Zelda, but I ask that you at least finish this Zelda game before you start that or come back to it when you're done with the one you've been thinking of making. It's just a shame when people give up on things after losing interest.
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (17/03/2009 - update)
Post by: Zaeranos on March 21, 2009, 01:05:50 pm
Niamh, he didn't lose interest in making this game. He is just thinking if he should paste the trademark name 'Legend of Zelda' on it. If he does, it is a Zelda game and has many basic things to draw upon. But if he doesn't this title will be completely original and all the intellectual properties will belong to him.

I do agree with you that I would love to see a demo with swordsplay in it with Link, preferably a dungeon or something with a final boss. But ultimately that decision will be King Mob's.
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (17/03/2009 - update)
Post by: Vandavil on March 21, 2009, 11:35:34 pm
Do you still have the Zelda version of the shadowgazer? All the stuff you were up to when you left with zelda stuff? If so I think a latest demo of that game and a demo of the new non-zelda game, to help people with their choice.

If you no longer have the zelda file, then go with whatever you are closest too in terms of music and graphics and gameplay. If most of your graphics, music, and basic gameplay (ie. items and that) are all still Zelda, go for Zelda. If they're mostly this new project, go for the new project.

Most people believe this project to be able to 'save' ZFGC. If you go with the un-Zeldarised project you could maybe donate some of your programming and etc. to the community project in order to help with a new fantastic zfgc project. ;) No pressure either way, though, I reckon either way you go this game will still be fantastic.
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (17/03/2009 - update)
Post by: S-Cpu on March 22, 2009, 12:03:25 pm
Hard decision there, it ain't everyday you get this opportunity.
Personally i think you should go with the Zelda version as making it into a original game would result in changing styles and a LOT of spriting since you can't use the MC style (yada, yada, copyright Nintendo stuff), massive recoding and needing to make up new names for Zelda as an example.
However it is still your Choice, Do what you think is the best.
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (17/03/2009 - update)
Post by: Hoffy on March 24, 2009, 07:11:37 am
Hard decision there, it ain't everyday you get this opportunity.
Personally i think you should go with the Zelda version as making it into a original game would result in changing styles and a LOT of spriting since you can't use the MC style (yada, yada, copyright Nintendo stuff), massive recoding and needing to make up new names for Zelda as an example.
However it is still your Choice, Do what you think is the best.
Except he'll kinda get paid for his work. You know, instead of getting no money at all.
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (17/03/2009 - update)
Post by: Zaeranos on March 24, 2009, 08:44:18 am
That he gets paid is uncertain. Is I read it. He got an offer that he accepted, but in the end the deal was called off. He put work in it to make it an original title and a Zelda fan game. Now he needs to make a decision:

1) Make an original title, that he might be able to sell, if he finds a publisher. He owns everthing of the game. He doesn't have a legacy to build on and has to create a new cast for a number of the main and extra characters he used from the Zelda legacy. Also sprites and tiles coming from Nintendo games can't be used anymore. And sprites and tiles custom made by others can't be used.
Advantage: You can get money for it.
Disadvantage: It is a lot of work and you need brilliant concept that isn't to Zelda-ish.

2) Make it the Zelda fan game as originally intended. He won't be able to make money of it, but he can still use it in his resume for job applications. With a lot of luck Nintendo might publish it and give you a small portion of royalties (I seriously doubt this will happen). On the other hand he can use a lot of sprites and tiles from the Zelda games and use the Zelda legacy to build his story on.
Advantage: A legacy to use and less work in making tiles and sprites.
Disadvantage: You most likely can't make money of it.

So the choice is King Mobs. Making money requires work and you still have to sell it to a publisher. (Publisher still includes on line webgame sites and the likes). But work has been done on both versions already.
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (17/03/2009 - update)
Post by: Hoffy on March 24, 2009, 10:25:29 am
That he gets paid is uncertain. Is I read it. He got an offer that he accepted, but in the end the deal was called off. He put work in it to make it an original title and a Zelda fan game. Now he needs to make a decision:

1) Make an original title, that he might be able to sell, if he finds a publisher. He owns everthing of the game. He doesn't have a legacy to build on and has to create a new cast for a number of the main and extra characters he used from the Zelda legacy. Also sprites and tiles coming from Nintendo games can't be used anymore. And sprites and tiles custom made by others can't be used.
Advantage: You can get money for it.
Disadvantage: It is a lot of work and you need brilliant concept that isn't to Zelda-ish.

2) Make it the Zelda fan game as originally intended. He won't be able to make money of it, but he can still use it in his resume for job applications. With a lot of luck Nintendo might publish it and give you a small portion of royalties (I seriously doubt this will happen). On the other hand he can use a lot of sprites and tiles from the Zelda games and use the Zelda legacy to build his story on.
Advantage: A legacy to use and less work in making tiles and sprites.
Disadvantage: You most likely can't make money of it.

So the choice is King Mobs. Making money requires work and you still have to sell it to a publisher. (Publisher still includes on line webgame sites and the likes). But work has been done on both versions already.
You're over-complicating it.

Advantage for Original Game: Possible profits, an excellent addition to King Mob's portfolio, when job-seeking.
Disadvantage for Original Game: A lot of work, true, but either way King Mob is still putting in hard work to get a great result. If it's not Zelda-ish, then that's good too, original content is excellent.
Advantage of Zelda fan game: It'll appetise the Zelda fan gaming community, and it's a great addition to the King Mob's portfolio, when job-seeking.
Disadvantage of Zelda fan game: No profit.

Basically, King Mob won't be losing anything from making an original game, except it's (a lot) more work. A Zelda fan game will get him nowhere, apart from the pleasing of the internet for a couple of hours. An original concept, with original content (which King Mob is obviously completely capable of) would benefit him in every way.
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (17/03/2009 - update)
Post by: gm112 on March 24, 2009, 10:27:46 am
Or he could just do both >__>.. do whichever first, then complete the other. I honestly see no point in discontinuing the Zelda version as it's been in development for what... almost 3 years now? I don't think all of that time spent on this should be gone to waste, and as for an "original game" I think that idea is fuckin awesome at the same time.
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (17/03/2009 - update)
Post by: Moon_child on March 24, 2009, 10:50:11 am

Hey guys, long time no see. Got some news.

First thing is, contrary to what you may have heard, I haven't taken The Shadowgazer to another board. ZFGC has been a good home to this game and I wasn't gonna just abandon it without an explanation.

So what has been going on? A couple of ex/current ZFGCers know but I've put off making it common knowledge until I actually knew the situation myself.

Some time ago I was approached by the owner of a development studio who wanted to see if I was open to the idea of turning The Shadowgazer into an original IP for a potential DS/PSP/mobile release. After some deliberation, and having checked the guy's credentials, I agreed. Basically, I'd be stupid to pass an opportunity like that up, right? :P Well, as I say, that was some time ago and only recently has it turned out that it's NOT gonna happen now.

Without going into why (out of professional courtesy) the resulting situation is that I've been working on turning The Shadowgazer into an original game for months now and The Legend of Zelda: The Shadowgazer as-was has been all but abandoned.

Which leaves me with a decision to make: do I press on with turning the game into my own, original, intellectual property, or do I pick up where I left off, making my little Zelda fan game? There's a lot for me to consider there and I really don't know at this stage which way it could go.

So yeah, just thought I'd let you know what's been going on. I appreciate there's little in the way of details there but I'll update again when I make my decision. Feel free to coax me one way or the other... ;)

Cheers,

KM
Too bad that deal didn't work out for you, because it could've been a entry pass to the game industry. However if it worked out I think it would be marked as a zelda clone. I think you should just continue your Zelda fangame. And once you're finished with it start a real original game. And if it's real good, who knows what it might bring you. :)
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (17/03/2009 - update)
Post by: Jeod on March 25, 2009, 01:48:52 am
"The Shadowgazer Chronicles, inspired by the Legend of Zelda: Shadowgazer!"
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (17/03/2009 - update)
Post by: King Mob on March 25, 2009, 06:50:41 pm
I won't be doing both. It will be one or the other.

Nice to be able to gauge what you all think though, thanks. I'll let you know what I decide soon.
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (17/03/2009 - update)
Post by: Garoth Moulinoski on March 27, 2009, 02:36:29 am
Go with the original IP decision. Seriously. A fan game won't bring you bread to your house (you do it because you like doing it, not for the money).

Like you said, you'd be stupid to let this chance pass you by. If anything, someone can heck your original version into a Zelda themed version. It can happen. Just look at the thriving romhacking community... And some of them probably do simple graphic hacks just for their own amusement. So go with the original IP... someone else will make sure we get "Zelda" Shadowgazer.
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (17/03/2009 - update)
Post by: Vandavil on March 27, 2009, 10:15:19 am
Go with the original IP decision. Seriously. A fan game won't bring you bread to your house (you do it because you like doing it, not for the money).

Like you said, you'd be stupid to let this chance pass you by. If anything, someone can heck your original version into a Zelda themed version. It can happen. Just look at the thriving romhacking community... And some of them probably do simple graphic hacks just for their own amusement. So go with the original IP... someone else will make sure we get "Zelda" Shadowgazer.

He took the chance, but then it turned out it was never going to happen, so he's asking himself whether to go for a fan game or stick with the Zelda.

Just remember, if you go with the original, it'd be of great assistance if you gave some sprites and coding to the community project.
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (17/03/2009 - update)
Post by: lklk111 on March 27, 2009, 10:02:29 pm
The "Zelda"????  :huh:
lol, someone is gonna have to explain to me what that means :P
Anyways, If you do the Fan Game, who knows what could happen, Lots of people are waiting for this, it might open up doors for you in the gaming world.
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (17/03/2009 - update)
Post by: Theforeshadower on March 27, 2009, 10:20:14 pm
Not much to say than:

Go for broke with the original game.
Not only does it open better doors(IMO) than a zelda game, but you could always port it to say LIVE and try to make a few buck off of it(or some other indy publishing whatever).

My opinoin doesn't matter, but if I had your skills, I'd make the original idea.

Note: Before I hear ,"GM CANNOT BE PORTED TO XBOX LIVE!!!"... STFU lol.
I was meaning as in recoding using XNA and C# :p
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (17/03/2009 - update)
Post by: Xiphirx on March 27, 2009, 10:35:31 pm
Not much to say than:

Go for broke with the original game.
Not only does it open better doors(IMO) than a zelda game, but you could always port it to say LIVE and try to make a few buck off of it(or some other indy publishing whatever).

My opinoin doesn't matter, but if I had your skills, I'd make the original idea.

Note: Before I hear ,"GM CANNOT BE PORTED TO XBOX LIVE!!!"... STFU lol.
I was meaning as in recoding using XNA and C# :p

GM CANNOT BE PORTED TO X-- wait er...

Well, you COULD make it indie but that would take most of the elements away to make it non-Zelda right?
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (17/03/2009 - update)
Post by: Mirby on March 28, 2009, 07:49:30 pm
Lots of good games could be accused of being Zelda-ish. I think you should follow your heart, and mind, with this decision. If you feel you've invested too much time into making a Zelda game, keep it as a Zelda game. If you feel that you could do more with this as an IP, do that. It's your choice, and whatever the outcome, I wish you luck.
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (17/03/2009 - update)
Post by: UknownXL on March 29, 2009, 02:26:59 am
I personally think you should make an original game out of this. Who is to say a game is a zelda clone or not. Your capable of getting your own personalized graphics, and changing some things around to fit your design. I think it would be worth it if you created a original title. Just replace the sprites you have with different ones. Thats what I did when I created my game the guardian. I wanted a zelda game, but I new that I couldnt make any money off of it so I made a completely different game that brought a zelda-ish feel to it. And I made around 5,000 off of the project. Im sure yours could do better though. But my game was only 1 dungeon and it had 1 mini boss and a main boss.
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (17/03/2009 - update)
Post by: L176 on April 04, 2009, 01:02:19 pm
Waiting for the decision. I know it's hard to make since it could have a great effect on ur future. I am backing the zelda fan game idea more (I have been awed ever since I saw those trailers for the first time).
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (17/03/2009 - update)
Post by: Nitramtj on April 05, 2009, 12:24:50 am
I think the original game is a great way to go but it must have as much quality as the Zelda game would. I'm particularly thinking of the music since the Zelda series has a great selection of melodies to choose from while if you make your own content from scratch it might be harder to match the standard. Although seeing your work so far, I think you can meet it.

So basically I'm for whichever choice will have more quality.
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (17/03/2009 - update)
Post by: The gold chuchu on April 05, 2009, 12:38:09 am
King Mod, I really wanted to see TLoZ:The Shadowgazer out and about but, alas, you must
move on to bigger and better things now and....oh screw it, I'm talking to you like I'm your
farther or something! XD

I think you should continue this project bro, screw the cash! You put alot of thought into
this project, and time! Don't throw it all away just yet!(Basically, don't be like me with my projects...) And plus, a Zelda themed Fangame(without the Zelda) just seems silly.

But who am I to tell you what to do, the answer will revile itself in time young grasshopper.


Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (17/03/2009 - update)
Post by: xero on April 05, 2009, 01:04:36 am
My only advice is to do what you want to do. Don't focus too much on what a community wants and expects from you. Too many projects don't get completed because they focus too much on what a community wants rather than what they personally want. This community has seen what you are able to accomplish, and it would be a shame to see such talent go to waste.

No matter which option you choose, you will still have the continual support from everyone at this community.
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (17/03/2009 - update)
Post by: legendarylugi on April 05, 2009, 07:00:14 am
Heres the way I see it: No matter how many of us give our opinion on this, we can't possibly know the subtleties of this situation well enough to really know what you should do. The only one who can do that is you, since you're the one who knows this project.

Having said that, I'd still like to give my opinion.  :P

With an original game, the problem is that you've already developed this game as a Zelda game. All of the gameplay is based on Zelda, much of the artwork, etc. The foundation of it has been based on Zelda. If you chose to make it an original work, just avoiding looking like a Zelda clone might require so much extra work that you pretty much have to rebuild from the ground up...which might actually be totally worth it to start something of your own.

If you keep the fangame (LoZ: ShadowGazer), you'd have the satisfaction of finishing a game, but there would be no profits.

The original work might still give you the satisfaction of finishing a game, but you could actually take it somewhere.

One final thing, though...whatever you do, do what you WANT to do with it. The last thing you want to do is make a decision that will take the art from the game, and the passion that you've put into developing it. If changing it into an original game would hurt your ability to appreciate the process, to enjoy making the game, and be satisfied when it's done, don't do it. The same goes for the fangame: if simply making a Zelda fangame isn't enough anymore, and you'd be more fullfilled with an original work, go with that.

So what I'm saying is, maybe don't make the choice on the money aspect, make it based on which would fulfill you more. If money isn't a factor, which would you rather do: something completely your own or an individual spin on a well-loved franchise? And that's a hard question.
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (17/03/2009 - update)
Post by: AoDC on April 05, 2009, 02:56:55 pm
Dunno if you've decided yet, but I vote for Zelda! Seems way too much work went into it to be dropped.
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (17/03/2009 - update)
Post by: TomPel on April 05, 2009, 03:18:24 pm
Dunno if you've decided yet, but I vote for Zelda! Seems way too much work went into it to be dropped.
Amen to that.
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (17/03/2009 - update)
Post by: ZoSo on April 05, 2009, 05:26:28 pm
Dunno if you've decided yet, but I vote for Zelda! Seems way too much work went into it to be dropped.
Amen to that.
Second'd
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (17/03/2009 - update)
Post by: Janet Merai on April 08, 2009, 06:05:47 pm
This is quite a difficult question to answer and I know what it is like :3

You began this game as a fan-game because Zelda is a known and successful franchise, no doubt about that.

However, once things get into more "professional" hands like being paid to make a game or make money off an original creation, THAT is awesome... however the problem is not many go that far.

But to be honest with you, go back with your fan-game, creating your own stuff may put you off temporarily and go with your original plans.
If your original plans DO fail as a fan-game, you know that it wasn't meant to be and you can simply turn it into your own title and have the game finished with some graphical changes :)

Since you do not know where to turn, keep turning in your original direction, yes a professional career is awesome and rewarding but sometimes you need to keep your original pace to keep your ideas intact.

Hell, sometimes when I am drawing or thinking of what to do next, I try the unthinkable and silliest ways to do it, but in the end I have a lot to show for it and I have more roads and possibilities to explore, just let your mind do the wandering, not others :3

I am the founder and creator of Unicorns Lair on this fan-game site and I just wanted to tell you, go in the direction you are comfortable with most because in the end, whether original or fan-based, you will have game development experience regardless, that and its a comfort zone you can tackle later too.

I wish you luck and hope things get better for you :3

~Janet Merai
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (17/03/2009 - update)
Post by: Sinkin on April 09, 2009, 06:38:24 pm
What is the progress of your Zelda Game? XD

How do i do so the item box is at the same place all the time? im using game maker 7.0 pro
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (17/03/2009 - update)
Post by: alspal on April 19, 2009, 03:28:35 am
What is the progress of your Zelda Game? XD
Are you serious?

Pro tip: Read posts that would come before your reply.
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (17/03/2009 - update)
Post by: kuroki on April 22, 2009, 05:53:46 pm
I've just read all the 64 pages of this topic!!  :D

Amazing job!
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (17/03/2009 - update)
Post by: Zeldapsycho on April 23, 2009, 09:22:17 pm
I want to know if you coded or found a engine for this game. I want to see how you did it cause it looks sweet :)
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (17/03/2009 - update)
Post by: Xiphirx on April 23, 2009, 09:46:19 pm
I want to know if you coded or found a engine for this game. I want to see how you did it cause it looks sweet :)

Coded.
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (17/03/2009 - update)
Post by: UknownXL on April 28, 2009, 10:24:22 pm
Is this even still in production? I havent heard anything about it in a long time.
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (17/03/2009 - update)
Post by: Zeldapsycho on April 29, 2009, 11:26:13 pm
Does the demo work for Macs. That would be nice if it did. But don't stop just to make a mac version. keep going it is awesome.
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (17/03/2009 - update)
Post by: Hoffy on April 30, 2009, 12:42:20 pm
Is this even still in production? I havent heard anything about it in a long time.
You should sort of read the posts.

http://www.zfgc.com/forum/index.php?topic=3937.msg376274#msg376274

And then...

http://www.zfgc.com/forum/index.php?topic=3937.msg376797#msg376797

Maybe we should lock this thread again >_>?
Title: Re: [Demo] The Legend of Zelda: The Shadowgazer (17/03/2009 - update)
Post by: Zaeranos on May 01, 2009, 06:48:23 am
Actually I've been wondering if King Mob has decided to make an IP of it or continue with the Zelda Fangame. Because it has been a while since he asked our opinions.
Title: The Legend of Zelda: The Shadowgazer is dead - long live The Shadowgazer!
Post by: King Mob on May 11, 2009, 07:48:04 am
Okay, guys, I've made my decision. Sorry to keep you hanging on.

I have decided to turn The Shadowgazer into an original game. That means The Legend of Zelda: The Shadowgazer is no more.

I know this won't be popular with everyone and, believe me, it wasn't a particularly easy decision to make, but what started as a little love letter to my favourite game series has become quite an involved hobby, and as much as I want to see someone actually finish a full-length Zelda fan game, I'd be crazy not to do something more with mine - particularly given the kind of interest it has attracted lately...

That, and the fact that I'm genuinely more enthused about a new game than I've ever been about the fan game. :D

I understand the concerns about the amount of work this will now mean, but I wouldn't say I've found there to be a lot of work I'd already done that has gone to waste - I'll need to adapt a lot of the custom sprite work, sure, but the engine will pretty much stay as is. Music, on the other hand, don't know what I'm gonna do about that yet...! :P

I'll prepare an 'official statement' (lol) to greet visitors to the Shadowgazer website and my YouTube channel, and try and mitigate any backlash with the promise that The Shadowgazer will be back, better than before.

Don't know where its new home will be yet - my own domain, most likely - but I'll let you guys know as soon as it has one. And I want to thank you guys for your support over the years - I don't think anyone who hasn't attempted something like this would understand how much feedback and support is needed just to keep you motivated, and I probably would have given up a long time ago if I had kept it to myself. I think sometimes people underestimate that. So, thanks again. :D

See you around.

KM
Title: Re: The Legend of Zelda: The Shadowgazer is dead - long live The Shadowgazer!
Post by: Hoffy on May 11, 2009, 08:51:28 am
Good for you! An original game is a much better idea. Can't wait to see some screenshots.
Title: Re: The Legend of Zelda: The Shadowgazer is dead - long live The Shadowgazer!
Post by: Omeron on May 11, 2009, 08:58:59 am
aw noez! "The Link fanboy inside me dies of a heart attack" >.< But still... looks sooo amazing(already gotten over the loss of a actually good looking fan made zelda game :'( )! Well just need to be more patient and wait for the (hopefully) even better and finished Shadowgazer. I'm going to notify all the gamingsites of this game when it's finished so look forward to thouands of downloads  XD

 But aside from that: how in the world are you going to create an original, good looking protagonist who fits into this story better than Link does?

 Secondly: a tiny little wish of mine: please don't make it too dark please? Nice and happy colours at day-time, and dark-purple colour in the dream realm.  

 A tiny question: what are you going to do about the monsters (except those which are already originals)? Oo
Title: Re: The Legend of Zelda: The Shadowgazer is dead - long live The Shadowgazer!
Post by: Wasabi on May 11, 2009, 10:11:04 am
Good for you KM :D. Although I would have liked to see the fangame get finished, the chance to turn it into an original IP is really too rare to pass up. I'd love to know where this goes in the next few months, so keep us all informed ;).
And if it's not a closed development agreement, screens of the new game would be great.
It makes me feel all good inside when I realize that this site has done something good for once. Hope it all goes well for you.
Title: Re: The Legend of Zelda: The Shadowgazer is dead - long live The Shadowgazer!
Post by: King Tetiro on May 11, 2009, 10:27:22 am
It's such a loss but such a gain too. I hope that the many fan-games here can recover everyone's losses.
Title: Re: The Legend of Zelda: The Shadowgazer is dead - long live The Shadowgazer!
Post by: Clearness on May 11, 2009, 11:20:44 am
Whatever will work for you works for your fanbase in most cases, but I'd imagine it'd take quite a skilled artist to make original and good looking graphics to 1up MC's style.
Title: Re: The Legend of Zelda: The Shadowgazer is dead - long live The Shadowgazer!
Post by: TomPel on May 11, 2009, 11:38:13 am
Well, great to see that you made a decision. If you have the motivation to finish the game, I'm sure it'll be a big success.
And if you need a composer, I'd be glad to help. I have the talent and the equipment for that. :P
Title: Re: The Legend of Zelda: The Shadowgazer is dead - long live The Shadowgazer!
Post by: Wasabi on May 11, 2009, 12:37:58 pm
Forgot to mention I could help with music, knew I left something out :P
Title: Re: The Legend of Zelda: The Shadowgazer is dead - long live The Shadowgazer!
Post by: Sahittam on May 11, 2009, 12:52:05 pm
Very nice to hear your decision at last.
'The Shadowgazer' will  in my opinion be even more awesome than the Zelda fan game was, and it was by far the best fan game ever created. With completely custom graphics and such this game will be the best game of the century, at least to me.
I can hardly wait to see some screenshots and the new main character!
Title: Re: The Legend of Zelda: The Shadowgazer is dead - long live The Shadowgazer!
Post by: Mirby on May 11, 2009, 03:40:28 pm
Good choice, my man! As you stated previously, I'm sure, you'll have much more freedom as an IP instead of the restrictions of a fan game. I know this'll turn out great. Plus, you get to make money, which is always good, and no dealing with copyright infringement! I look forward to future updates on The Shadowgazer. It actually sounds more awesome just like that, no restraints, pure freedom! YEAH!
Title: Re: The Legend of Zelda: The Shadowgazer is dead - long live The Shadowgazer!
Post by: Zaeranos on May 11, 2009, 04:02:43 pm
A part of me is sad, to see the Zelda fan game stop, but another part gets really excited and is impatient to see some of the new stuff of the IP.

I'll prepare an 'official statement' (lol) to greet visitors to the Shadowgazer website and my YouTube channel, and try and mitigate any backlash with the promise that The Shadowgazer will be back, better than before.

Don't know where its new home will be yet - my own domain, most likely - but I'll let you guys know as soon as it has one.

Are you still going to post updates in this topic about the IP or will the topic be canned as well? Because of what I understand is that you are going to move with the entire project.

I understand the concerns about the amount of work this will now mean, but I wouldn't say I've found there to be a lot of work I'd already done that has gone to waste - I'll need to adapt a lot of the custom sprite work, sure, but the engine will pretty much stay as is. Music, on the other hand, don't know what I'm gonna do about that yet...! :P

It might sound a bit selfish, but you really had some wicked custom sprite work in your game. It would be sad if those that are going to be replaced or changed, due to being to much Zelda-ish, got wasted. Are you going to release that work to ZFGC resources at one time or another (maybe after you finished the IP), for others to use?


I wish you good luck and all the best in your new venture.
Title: Re: The Legend of Zelda: The Shadowgazer is dead - long live The Shadowgazer!
Post by: DJvenom on May 11, 2009, 04:09:29 pm
Row Row FIGHT THE POWAH!

I'm just curious as to how you're gonna translate all the Zelda-esque enemies to an original style without people saying "Hey, I'm playing Zelda with different graphics!"

Best of luck, King Mob, I know you can do it!
Title: Re: The Legend of Zelda: The Shadowgazer is dead - long live The Shadowgazer!
Post by: Mirby on May 11, 2009, 04:14:37 pm
I've seen people say that about other games, DJ. He doesn't need to worry about that claim. But I also look forward to the enemy, and Link, transformation from licensed characters to new original characters.
Title: Re: The Legend of Zelda: The Shadowgazer is dead - long live The Shadowgazer!
Post by: Dantztron 3030 on May 11, 2009, 04:16:18 pm
Hell yes! I was hoping you'd make this decision. Best of luck :D
Title: Re: The Legend of Zelda: The Shadowgazer is dead - long live The Shadowgazer!
Post by: Mamoruanime on May 11, 2009, 05:22:44 pm
Okay, guys, I've made my decision. Sorry to keep you hanging on.

I have decided to turn The Shadowgazer into an original game. That means The Legend of Zelda: The Shadowgazer is no more.

I know this won't be popular with everyone and, believe me, it wasn't a particularly easy decision to make, but what started as a little love letter to my favourite game series has become quite an involved hobby, and as much as I want to see someone actually finish a full-length Zelda fan game, I'd be crazy not to do something more with mine - particularly given the kind of interest it has attracted lately...

That, and the fact that I'm genuinely more enthused about a new game than I've ever been about the fan game. :D

I understand the concerns about the amount of work this will now mean, but I wouldn't say I've found there to be a lot of work I'd already done that has gone to waste - I'll need to adapt a lot of the custom sprite work, sure, but the engine will pretty much stay as is. Music, on the other hand, don't know what I'm gonna do about that yet...! :P

I'll prepare an 'official statement' (lol) to greet visitors to the Shadowgazer website and my YouTube channel, and try and mitigate any backlash with the promise that The Shadowgazer will be back, better than before.

Don't know where its new home will be yet - my own domain, most likely - but I'll let you guys know as soon as it has one. And I want to thank you guys for your support over the years - I don't think anyone who hasn't attempted something like this would understand how much feedback and support is needed just to keep you motivated, and I probably would have given up a long time ago if I had kept it to myself. I think sometimes people underestimate that. So, thanks again. :D

See you around.

KM

Why not release the source of the original Shadowgazer to see if someone can continue with what you have? It's an absolute shame to see what's there now just up and end as what it is and turn into something entirely different
Title: Re: The Legend of Zelda: The Shadowgazer is dead - long live The Shadowgazer!
Post by: King Mob on May 11, 2009, 06:30:05 pm
Cheers, guys. Thanks for understanding why I want to do this. XD

Things are progressing quite nicely, so I'll try and put some screens or something together soon.

But aside from that: how in the world are you going to create an original, good looking protagonist who fits into this story better than Link does?
I can't promise I've come up with as iconic a character as Link :P but he should pretty interesting. Unlike Link he's a character rather than a cipher for the player, he has a name (i.e. you won't be able to re-name him) and he will have a big speaking part. Plus, he already fits in better than Link because I've been streamlining the story and he's become much more a part of events and less the only kid who can do anything about them. I've also merged some of the main players' roles. For example, Zelda and Impa have become one character and consequently there is no damsel in distress anymore. So it's already much tighter because I don't feel I have to shoehorn all the familiar Zelda motifs in. If you like what you already know, you should like where I'm taking it...

Secondly: a tiny little wish of mine: please don't make it too dark please? Nice and happy colours at day-time, and dark-purple colour in the dream realm. 
The mood will be the same. Majora's Mask was always the mood I wanted to capture, and I'm still going for that slightly creepy, darkly whimsical mood. Toon Link, however, is no longer an influence on the art style...

Are you still going to post updates in this topic about the IP or will the topic be canned as well? Because of what I understand is that you are going to move with the entire project.
I'll start a new topic here, sure.

I'm just curious as to how you're gonna translate all the Zelda-esque enemies to an original style without people saying "Hey, I'm playing Zelda with different graphics!"
Well, I think there's gonna have to be an element of that - it's almost unavoidable. I can superficially change them (for example, the octoroks have become spitting toads which get around by hopping) but the enemies in 2D Zeldas pretty much cover all the attack types and movement patterns in the book and coming up with entirely new ones might be tricky. But I'm certainly going to try.

Why not release the source of the original Shadowgazer to see if someone can continue with what you have? It's an absolute shame to see what's there now just up and end as what it is and turn into something entirely different
Because I don't want somebody making a game with a virtually identical premise? Nah, I plan on releasing all the Zelda assets (ripped/custom sprites and tilesets) though, which will no doubt help in your rip project. ;)

It might sound a bit selfish, but you really had some wicked custom sprite work in your game. It would be sad if those that are going to be replaced or changed, due to being to much Zelda-ish, got wasted. Are you going to release that work to ZFGC resources at one time or another (maybe after you finished the IP), for others to use?
See above. :)
Title: Re: The Legend of Zelda: The Shadowgazer is dead - long live The Shadowgazer!
Post by: Mirby on May 11, 2009, 06:34:30 pm
What are the frogs called, by chance? Do they have a name, and are you willing to release it? Or the character's new name?
Title: Re: The Legend of Zelda: The Shadowgazer is dead - long live The Shadowgazer!
Post by: Omeron on May 11, 2009, 06:45:30 pm
Quite relieved, thanks to your answer  XD (but indeed I didn't expect you to make someone as good as Link, but as long as you make a charcter that fits into the setting better than Link, which you said you would, I'm happy).

But considering the fact that it's no longer a zelda-fan-game you might consider changing the game's webpage xD And glad that you aren't going to change the mood (whew), as I would probably consider to forget about this game if you did (mood is that which sets the tone, and I don't like too dark games, but that's just me XD).

Well something which must definitely change is the NPCs. And the chickens could be changed into... rabbits(?) "just to keep it original" XD

Well I'll look forward to the first screenies of your renewed game.
Title: Re: The Legend of Zelda: The Shadowgazer is dead - long live The Shadowgazer!
Post by: Mirby on May 11, 2009, 06:47:54 pm
How about... ducks? Although rabbits does sound funny. As long as they don't throw plungers, this is an IP now.
Title: Re: The Legend of Zelda: The Shadowgazer is dead - long live The Shadowgazer!
Post by: Mamoruanime on May 11, 2009, 08:07:50 pm
:P at least make a compilation build of what you have so far (like... save files with each key moment in the game that you want to show)
Title: Re: The Legend of Zelda: The Shadowgazer is dead - long live The Shadowgazer!
Post by: Mirby on May 11, 2009, 08:08:51 pm
Like hackers and translators do with save states? To show important moments?
Title: Re: The Legend of Zelda: The Shadowgazer is dead - long live The Shadowgazer!
Post by: Zaeranos on May 11, 2009, 08:36:38 pm
:P at least make a compilation build of what you have so far (like... save files with each key moment in the game that you want to show)

As if. The story is still intact and much of the source code is still usable and will be used in his IP. If he would give what you ask he would give away everything. And if it all is known before the game is finished than the game won't be fun to play. No he can keep that, at least until the game is finished. I'm happy for graphic and sound assest he created, that will be discarded now.
Title: Re: The Legend of Zelda: The Shadowgazer is dead - long live The Shadowgazer!
Post by: Wasabi on May 11, 2009, 10:58:03 pm
:P at least make a compilation build of what you have so far (like... save files with each key moment in the game that you want to show)
Not gonna happen :P. It was made in game maker, there's a decompiler for GM executables. KM would be pretty much releasing his source code and all his resources if he did that. As well as spoiling parts of the story for the new one. No, much better idea if he just releases the resources like he said, and not the game.
Title: Re: The Legend of Zelda: The Shadowgazer is dead - long live The Shadowgazer!
Post by: Mamoruanime on May 12, 2009, 12:06:49 am
:P at least make a compilation build of what you have so far (like... save files with each key moment in the game that you want to show)
Not gonna happen :P. It was made in game maker, there's a decompiler for GM executables. KM would be pretty much releasing his source code and all his resources if he did that. As well as spoiling parts of the story for the new one. No, much better idea if he just releases the resources like he said, and not the game.

Isn't there that tool that secures your GM exes though?

Not to mention, if he shows core elements, he can remove unused ones on the build :p
Title: Re: The Legend of Zelda: The Shadowgazer is dead - long live The Shadowgazer!
Post by: Cralag on May 16, 2009, 10:24:07 pm
I am depressed... I just find this awesome Zelda Fangame... And I find out that it's not being continued. :'(
Title: Re: The Legend of Zelda: The Shadowgazer is dead - long live The Shadowgazer!
Post by: Starforsaken101 on May 16, 2009, 11:34:53 pm
What's there to be depressed about? This guy is making this into an ORIGINAL game! C'mon!
Title: Re: The Legend of Zelda: The Shadowgazer is dead - long live The Shadowgazer!
Post by: Source on May 17, 2009, 01:06:09 am
Admittedly, I myself am a little bummed that the fangame was dropped. I'm a little more excited for the original game, though, so yeah. :P
Title: Re: The Legend of Zelda: The Shadowgazer is dead - long live The Shadowgazer!
Post by: Kren on May 17, 2009, 02:49:37 am
Admittedly, I myself am a little bummed that the fangame was dropped. I'm a little more excited for the original game, though, so yeah. :P
who doesn't? IMO King mob is allowed to do what he wants with his code and sprites.. after all it is His game.
Title: Re: The Legend of Zelda: The Shadowgazer is dead - long live The Shadowgazer!
Post by: Source on May 17, 2009, 03:45:07 am
I never refuted that fact, now did I?

By the way, your post count is the current year.
Title: Re: The Legend of Zelda: The Shadowgazer is dead - long live The Shadowgazer!
Post by: FrozenFire on May 25, 2009, 06:51:43 am
IMOA, your game has the most potential. Even though you're changing it up, I'm sure it will come out simply amazing. Your work is pro! :o
Title: Re: The Legend of Zelda: The Shadowgazer is dead - long live The Shadowgazer!
Post by: UknownXL on May 31, 2009, 05:07:22 am
I am very excited to see that you decided to go ahead and make a original title. ShadowGazer was very unique and I think the idea needed to be original so it could really shine. I look forward to your work and hope to see some screens or something soon. If your looking for an artist or need a hand im more than willing to help. Im a payed artist/animator and I have been designing games for years now. Although they are only in flash, but I can easily create sprite sheets. Just a thought. If you need any help feel free to give me a shout. My email is mpvile@prodigy.net
I created an original title also that was inspired by zelda that you might want to take a look at. Its nothing as great as your game but I designed it by myself.
http://www.newgrounds.com/portal/view/488828
Title: Re: The Legend of Zelda: The Shadowgazer is dead - long live The Shadowgazer!
Post by: Raen on May 31, 2009, 10:37:30 pm
Just want to say I'm looking forward to whatever you do. The quality of your game is amazing; whatever your original IP turns out as, it'll be awesome.

I have quite a bit of faith, but here's hoping that the level design is up to par with your engine/story/graphics. 
Title: Re: The Legend of Zelda: The Shadowgazer is dead - long live The Shadowgazer!
Post by: LTGH on June 03, 2009, 12:20:35 pm
There is one thing that i have to say is kinda confusing, read this:
Quote
The Shadowgazer is dead - long live The Shadowgazer!
Its dead and at the same time you say "long live". :p
I suppost you mean "The Shadowgazer isnt dead" or something, otherwise i get a bit dissapointed.
Title: Re: The Legend of Zelda: The Shadowgazer is dead - long live The Shadowgazer!
Post by: Xavier on June 03, 2009, 12:56:39 pm
The Legend of Zelda is dead, The Shadowgazer is alive.
Title: Re: The Legend of Zelda: The Shadowgazer is dead - long live The Shadowgazer!
Post by: Nyfer on June 07, 2009, 06:35:10 pm
When are we getting another demo or something along those lines?
Title: Re: The Legend of Zelda: The Shadowgazer is dead - long live The Shadowgazer!
Post by: LTGH on June 08, 2009, 11:39:16 am
When are we getting another demo or something along those lines?

When the time comes. And its impossible to tell when that is.
You just have to wait until it comes. The longer you wait, the more exciting it will get. Or, the more you will expect.
Title: Re: The Legend of Zelda: The Shadowgazer is dead - long live The Shadowgazer!
Post by: rhalifax on June 08, 2009, 07:57:33 pm
im curious on what you do with it now that itll be its own game
Title: Re: The Legend of Zelda: The Shadowgazer is dead - long live The Shadowgazer!
Post by: lklk111 on June 18, 2009, 12:38:44 pm
 Ok, Ok...Lemme get this strait...
Im not reading the whole topic, so one of you ppl is gonna have to tell me whats going on ;)
Is KM going to finish LOZ the shadowgazer or is he going to do that other option?
Title: Re: The Legend of Zelda: The Shadowgazer is dead - long live The Shadowgazer!
Post by: alspal on June 18, 2009, 02:02:26 pm
read this
http://www.zfgc.com/forum/index.php?topic=3937.msg381625#msg381625
Title: Re: The Legend of Zelda: The Shadowgazer is dead - long live The Shadowgazer!
Post by: UknownXL on June 18, 2009, 06:05:48 pm
I have a suggestion for King Mob. I think what he should do is develop it so it can be played online or on a site. Then he could make ad revenue from ads on the site, then he could possibly have in game micro transactions. (sell special items in the game for like 50 cents, or so maybe you can go to newer locations in the game.) I think it would be very successful due to the publicity it has got around the net already. And maybe you could get a site to sponsor it for you with a lump sum. Just a suggestion, but you may have a better idea.
Title: Re: The Legend of Zelda: The Shadowgazer is dead - long live The Shadowgazer!
Post by: Ethelon on June 19, 2009, 11:22:30 pm
I have a suggestion for King Mob. I think what he should do is develop it so it can be played online or on a site. Then he could make ad revenue from ads on the site, then he could possibly have in game micro transactions. (sell special items in the game for like 50 cents, or so maybe you can go to newer locations in the game.) I think it would be very successful due to the publicity it has got around the net already. And maybe you could get a site to sponsor it for you with a lump sum. Just a suggestion, but you may have a better idea.

Nope, can't make money off of a copyrighted game.
Title: Re: The Legend of Zelda: The Shadowgazer is dead - long live The Shadowgazer!
Post by: Mirby on June 19, 2009, 11:24:51 pm
Which is one of the reasons, I'm sure, he converted it to an IP. It's why I changed all the (copyrighted) characters and music from Relics of Nature's Fury into completely original characters. So I could sell it, make a profit, etc.
Title: Re: The Legend of Zelda: The Shadowgazer is dead - long live The Shadowgazer!
Post by: lklk111 on June 28, 2009, 08:22:12 pm
  It sucks that hes not making the zelda game, because that looked really awesome, but I bet KM will come out with an awesome original game when/if he finishes :P
One question, though, KingMob. Are you going to keep the story, and custom enemies/things and just put in new characters? Or are you going to do something completely different?
Title: Shadowgazer
Post by: erimgard on June 30, 2009, 08:07:00 am
Say, you think you could tell us anything about this guy?
(http://img44.imageshack.us/img44/4963/blueevilguy.png)
I found him on your project's homepage and caught meh interest.

Also, once Spirit Tracks is released, could you tell us whether it is before or after it?
Title: Re: Shadowgazer
Post by: FrozenFire on June 30, 2009, 01:43:48 pm
Say, you think you could tell us anything about this guy?
(http://img44.imageshack.us/img44/4963/blueevilguy.png)
I found him on your project's homepage and caught meh interest.

Also, once Spirit Tracks is released, could you tell us whether it is before or after it?

Look at the link that is five posts above yours (the post by alspal). It is not a Zelda game anymore, but KM has not just dropped the game. It's all explained in the link.
Title: Re: The Legend of Zelda: The Shadowgazer is dead - long live The Shadowgazer!
Post by: LTGH on July 01, 2009, 09:29:55 am
But that guy is not from the zelda games so maybe he keeps it? who knows :P
If he isnt changing the entire point of the game ofc.
Title: Re: The Legend of Zelda: The Shadowgazer is dead - long live The Shadowgazer!
Post by: FrozenFire on July 01, 2009, 10:22:15 pm
But that guy is not from the zelda games so maybe he keeps it? who knows :P
If he isnt changing the entire point of the game ofc.

I'm pretty sure he's still gonna keep that guy since it is his own original character. But I was actually more directly replying to this:

... Also, once Spirit Tracks is released, could you tell us whether it is before or after it?

Since it's not a Zelda game anymore, that means Spirit Tracks won't mean a thing or any other Zelda game. Unless I'm mistaken and he is keeping some kind of ties to the Zelda series. But I'm pretty sure the Zelda series will have nothing to do with The Shadowgazer.

Also... is KM even working on this anymore? I haven't seen him around here in a while... ?
Title: Re: The Legend of Zelda: The Shadowgazer is dead - long live The Shadowgazer!
Post by: hotpiebob on July 02, 2009, 08:42:41 pm
Good luck with the change dude. Im still gonna look forward to playing it.
Title: Re: The Legend of Zelda: The Shadowgazer is dead - long live The Shadowgazer!
Post by: Kren on July 03, 2009, 12:29:54 am
Quote
Also... is KM even working on this anymore? I haven't seen him around here in a while... ?

KM tends to dissapear and return in 2-3 months <.< with progress.
Title: Re: The Legend of Zelda: The Shadowgazer is dead - long live The Shadowgazer!
Post by: lklk111 on July 08, 2009, 02:51:54 pm
  Ok, anybody, this is BAD.
I refered the demo to some people, so that they could see waht it was like before KM removed it (If he was going to). Then, this one guys downloaded, the ONLY guy who downloaded it so far, and he got a virus the broke the !@#$% outta his computer. Now, the internet doesn't work on it. Hes REALLY pissed off at me now, and sais he has ALOT of viruses on his computer. I downloaded it this morning, yet I got no viruses whatsoever.
Wtf is going on? (Sorry if I swore alot, I just am really mad at myself because his computer now doesnt work with internet. He said the game froze and then he couldnt close it and now whenever the internet goes up it sais it has a severe error.) :'(
Title: Re: The Legend of Zelda: The Shadowgazer is dead - long live The Shadowgazer!
Post by: Darunia on July 08, 2009, 03:03:28 pm
  Ok, anybody, this is BAD.
I refered the demo to some people, so that they could see waht it was like before KM removed it (If he was going to). Then, this one guys downloaded, the ONLY guy who downloaded it so far, and he got a virus the broke the !@#$% outta his computer. Now, the internet doesn't work on it. Hes REALLY pissed off at me now, and sais he has ALOT of viruses on his computer. I downloaded it this morning, yet I got no viruses whatsoever.
Wtf is going on? (Sorry if I swore alot, I just am really mad at myself because his computer now doesnt work with internet. He said the game froze and then he couldnt close it and now whenever the internet goes up it sais it has a severe error.) :'(
Buy him a new computer.
Title: Re: The Legend of Zelda: The Shadowgazer is dead - long live The Shadowgazer!
Post by: lklk111 on July 08, 2009, 03:09:16 pm
  Ok, anybody, this is BAD.
I refered the demo to some people, so that they could see waht it was like before KM removed it (If he was going to). Then, this one guys downloaded, the ONLY guy who downloaded it so far, and he got a virus the broke the !@#$% outta his computer. Now, the internet doesn't work on it. Hes REALLY pissed off at me now, and sais he has ALOT of viruses on his computer. I downloaded it this morning, yet I got no viruses whatsoever.
Wtf is going on? (Sorry if I swore alot, I just am really mad at myself because his computer now doesnt work with internet. He said the game froze and then he couldnt close it and now whenever the internet goes up it sais it has a severe error.) :'(
 
Buy him a new computer.
There HAS to be something else I can do, I scanned it, there are NO viruses. I don't even have the money, and I don't even know him in real life...
Title: Re: The Legend of Zelda: The Shadowgazer is dead - long live The Shadowgazer!
Post by: Darunia on July 08, 2009, 03:20:27 pm
Buy him a new computer.
There HAS to be something else I can do, I scanned it, there are NO viruses. I don't even have the money, and I don't even know him in real life...
Whaa? Why the hell do you even care then?? Seriously, it was his responsability when he downloaded the file. I doubt it was that file's fault though.

On another note, I was all hyped about this, but seeing it turn into an original game is also a good thing. At least you can get some moolah outta it. ;P
Title: Re: The Legend of Zelda: The Shadowgazer is dead - long live The Shadowgazer!
Post by: Zaeranos on July 08, 2009, 03:26:24 pm
  Ok, anybody, this is BAD.
I refered the demo to some people, so that they could see waht it was like before KM removed it (If he was going to). Then, this one guys downloaded, the ONLY guy who downloaded it so far, and he got a virus the broke the !@#$% outta his computer. Now, the internet doesn't work on it. Hes REALLY pissed off at me now, and sais he has ALOT of viruses on his computer. I downloaded it this morning, yet I got no viruses whatsoever.
Wtf is going on? (Sorry if I swore alot, I just am really mad at myself because his computer now doesnt work with internet. He said the game froze and then he couldnt close it and now whenever the internet goes up it sais it has a severe error.) :'(
 

Buy him a new computer.
There HAS to be something else I can do, I scanned it, there are NO viruses. I don't even have the money, and I don't even know him in real life...

If something like that happend, then he had a lot of trash on his computer to begin with. It isn't your fault, nor the demo's fault. It is probably the fact that he downloaded something that caused an cascading effect on his computer. I suggest that the guy seriously uses virusscanners and anti-(spy/ad/mal)ware programs. If that doesn't work he should take his PC to an expert or format HDD('s).
Title: Re: The Legend of Zelda: The Shadowgazer is dead - long live The Shadowgazer!
Post by: Mamoruanime on July 09, 2009, 11:43:17 pm
  Ok, anybody, this is BAD.
I refered the demo to some people, so that they could see waht it was like before KM removed it (If he was going to). Then, this one guys downloaded, the ONLY guy who downloaded it so far, and he got a virus the broke the !@#$% outta his computer. Now, the internet doesn't work on it. Hes REALLY pissed off at me now, and sais he has ALOT of viruses on his computer. I downloaded it this morning, yet I got no viruses whatsoever.
Wtf is going on? (Sorry if I swore alot, I just am really mad at myself because his computer now doesnt work with internet. He said the game froze and then he couldnt close it and now whenever the internet goes up it sais it has a severe error.) :'(

Didn't happen to me on any of the 3 computers I use. Your friend just has bad browsing habits.
Title: Re: The Legend of Zelda: The Shadowgazer is dead - long live The Shadowgazer!
Post by: Jeod on July 10, 2009, 12:53:07 am
I'm pretty sure the guy already had the virus and just needs an excuse to cover up the fact that pr0n did this.
Title: Re: The Legend of Zelda: The Shadowgazer is dead - long live The Shadowgazer!
Post by: lklk111 on July 10, 2009, 01:12:39 pm
  Lol  ;)
He fixed it, anyways. It wasnt anything about the game, he downloaded too much junk.
Title: Re: The Legend of Zelda: The Shadowgazer is dead - long live The Shadowgazer!
Post by: Eleo on August 30, 2009, 06:10:01 am
....Why do I get the feeling King Mobs deciscion of making this into an original game instead of a Zelda fangame has slowed the progress down to a halt? 5 steps forward and 7 steps back...
After all the only thing of his work that can be used in an original game is the core story and perhaps some of the game engine. All Zelda MC graphics, all plans for Hyrule places in the game, subplots, goron-zora-sheika raced NPC's... Zelda inspired menus and items.

I honestly hope he ha saved all the Zelda progress should he ever feel like going back to that. After all, for me the thrill of the shadowgazer was how well the story seemed to fit in the Zelda universe and, above all, how AWESOME King Mobs skill in spriting new graphics in Minish Cap style. Without the graphics it might feel... well different I suppose. I long to see some progress report on this in some months time so we'll finally know how much that has been changed.
Title: Re: The Legend of Zelda: The Shadowgazer is dead - long live The Shadowgazer!
Post by: Mamoruanime on August 30, 2009, 07:58:10 am
....Why do I get the feeling King Mobs deciscion of making this into an original game instead of a Zelda fangame has slowed the progress down to a halt? 5 steps forward and 7 steps back...

Can't really agree with this statement... Fact is, making your own IP is at least 100 steps forward, and it's also more involved than making a fan game. With it being his own IP now, theres a few circumstantial things that may cause him to not be able to post new information. It may seem as if it's come to a halt, but it could be in full development under an NDA.

His workload has also immensely grown, since now he needs to create his own multimedia resources, instead of reusing/editing existing ones.
Title: Re: The Legend of Zelda: The Shadowgazer is dead - long live The Shadowgazer!
Post by: Starforsaken101 on August 30, 2009, 03:21:29 pm
I agree with Mammy, and was going to post this earlier but I was a tad too irritated at what you said too make something worthwhile come out of my mouth. So yeah, how is making an original game several steps down from a fan game? First off, you get kudos for making your own original story, characters, and anything in the game. Second, you're not using pre-made graphics. Making an original is 100000 times more badass if you pull it off properly, and I bet KingMob will pull it off.
Title: Re: The Legend of Zelda: The Shadowgazer is dead - long live The Shadowgazer!
Post by: TomPel on August 30, 2009, 05:12:02 pm
I think Eleo meant that KingMob had so much progress with his Zelda-game that turning it into an original game meant that he lost much progress, and so took a few steps back.
Title: Re: The Legend of Zelda: The Shadowgazer is dead - long live The Shadowgazer!
Post by: Moffett1990 on September 08, 2009, 09:00:39 am
Hi I'm new on this site and I have been keeping an eye on this game for a while and
I just found out today that you weren't going to continue this game  :'(
I was really looking forward to it .......So did you release your custom sprites yet I would like to use them in my Zelda game ? another question I have is have you started the new game I want to see it ..I know its going to be awesome
Title: Re: The Legend of Zelda: The Shadowgazer is dead - long live The Shadowgazer!
Post by: TheHacker on September 13, 2009, 01:12:23 am
Why did this die it was looking great,hey dude does sprites u used can u pass me them i want people,building,etc that are in the majora's mask
Title: Re: The Legend of Zelda: The Shadowgazer is dead - long live The Shadowgazer!
Post by: Diminish on September 13, 2009, 03:10:50 am
King Mob hasn't been active in months, so asking him questions isn't going to be helpful since he is not here to answer them. As for the sprites he made, they're his not yours and unless he specifically states otherwise that is how it'll be - I wouldn't mind having the privilege of having them in stuff I'm working on, but it is his choice.

Because of his absence though, this topic is going to be locked.

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