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Messages - Ethelon

Pages: 1 ... 6 7 [8] 9 10
141
Zelda Projects / Re: [SCREENS]Ocarina Of Time 2D
« on: December 05, 2009, 05:47:15 pm »
DANG IT.
I went to sleep too early, whatever.

looks nice, but maybe you could recolor the clothes, when you compare link to him, it looks sort of wierd. Maybe recoloring it to match link's clothes.

EDIT:
And mammy, if you can't use any of his tiling programs at the moment, you could try doing something like this:
http://i48.tinypic.com/23liayu.png

Numbering off events and triggers. That's what I have for the deku tree so far. I used inkscape for that, if you can't use that either, then Idk =/

142
Zelda Projects / Re: [SCREENS]Ocarina Of Time 2D
« on: December 03, 2009, 11:13:27 pm »
^^ Well to add to that.
The long answer would be...:

We WANT to finish it, but realistically there is a high probability of failing. I believe we have the ability, but it's whether we can stick to the project long enough and not get lazy about it. So I'd rather not say we definitely will, as other OoT2D makers have said, but rather that we want to, but it might not get done. No promises because we don't wanna let you down, but if we fail, there's still that open source that'll get released for zfgc (up to gohma).

143
Zelda Projects / Re: [SCREENS]Ocarina Of Time 2D
« on: December 02, 2009, 01:43:01 am »
Haha, sorry bout that.

144
Zelda Projects / Re: [SCREENS]Ocarina Of Time 2D
« on: December 02, 2009, 01:01:56 am »
I dunno, it's not final yet. Xf did the hue blending, so I'm not sure how he wanted it.

145
Zelda Projects / Re: [SCREENS]Ocarina Of Time 2D
« on: December 02, 2009, 12:32:24 am »
So I worked on the item menu, and x added the cool hue. This is a pic of it in-game:

146
Zelda Projects / Re: [SCREENS]Ocarina Of Time 2D
« on: November 30, 2009, 12:29:00 am »
^^ alrite then.
Animating gohma's gonna be tough though.

147
Zelda Projects / Re: [SCREENS]Ocarina Of Time 2D
« on: November 29, 2009, 11:26:27 pm »
Wow that is awesome.
Isn't there like a 2 tail/arms tho?:
http://www.youtube.com/watch?v=dRTLXQMPn84

Check out when it shows Gohma Parasitic Armored Arachnid. She raises em, so she has like two "arms" and two "feet/tails" o.o

148
Discussion / Re: Making a game after the Oot ?
« on: November 27, 2009, 01:42:08 am »
Two people still isn't much for a game of this caliber. When you look at it, you don't have an advantage over nintendo, you have a disadvantage, because nintendo had huge numbers of people working on the games, and it's their job to work on it. Not to be discouraging, but it's a huge task. You're gonna have to be looking at over 10 years work (i estimate) if it's only u and a partner, (And we all know the world is gonna end in 2012 lol...). You should try to figure out the scope of your game, and if you can stick to it for that long. Even so, things change, and many people who say they'll stick to it, stop in a couple months.

Mhm...
And actually, if each women were to bear lets say.... quadruplets, then you would have 36 babies in 9 months =D

149
Zelda Projects / Re: [SCREENS]Ocarina Of Time 2D
« on: November 26, 2009, 07:14:48 pm »
^^ for the most part that's similar to our second choice, just reversed. Except the L and R are different.

Yeah, joypad compatability. You could always just use joy2key though. I think that'd be easier, we wouldn't have to really do anything to add it in, haha.

I also got my graphics tablet, so that might help for stuff... maybe slideshow cutscenes? =D

150
Zelda Projects / Re: [SCREENS]Ocarina Of Time 2D
« on: November 26, 2009, 06:48:13 am »
For Config 2, L-R is Q-E, and start is Enter.
I prefer this one because if you look at the IJKL format (WASD shaped), it fits right above the "A and B" buttons, so it allows for easy access when you're in fights. A problem I have with using Shift as a key is that sticky keys sometimes wont turn off, even if u tell it to turn off, it's wierd, but happens on my desktop, and I've heard of other people complain about it before too.

151
Other Projects / Re: [Completed] Doodle Warrior
« on: November 26, 2009, 02:36:37 am »
It was fun to play with but yeah, i got that error thing too. I also noticed you used a couple zelda sounds.

152
Zelda Projects / Re: [Demo] The Legend of Zelda: Shadow Dreams
« on: November 23, 2009, 11:23:42 pm »
Sorry for the offtopic reply.
Yeah, and you can check out that game (shadowgazer) in the same subforum here, it's stickied. I just got done reading the entire topic again o.o , 3ish hours?

I'll edit after I play the game

EDIT:
Yeah, I think the storyline is sort of like the shadowgazer one.
I didn't really get far, because it didn't hold my attention for a long time (sorry), but I found a glitch. During the cutscene, if you press down, you move maps, but you still can't  move. You can switch between those 2 maps throughout the cutscene.

Yeah, I guess you have an okay engine. Keep working on it though.

153
Zelda Projects / Re: [Screens]Ocarina Of Time 2D
« on: November 23, 2009, 01:56:09 am »
Haha thanks..
I finished the lon lon ranch outside =D.
I actually finished it earlier, but then I realized I needed to move it a couple tiles down and to the left, but since it was in ORE, I had to retile it all. =/
Now I pretty much have to do the hyrule castle walls and the lake hylia entrance, which require custom tiles.

154
Zelda Projects / Re: [Screens]Ocarina Of Time 2D
« on: November 22, 2009, 10:27:07 pm »
Yeah, the reason rocks and other similar objects aren't there is just because I have an exe, with that console that lets me goto different rooms, but because the room for hyrule field isn't complete yet (neither is the .bin), there are no objects in the room, so what you're seeing is just tiles.

I also put in that nifty overhead bridge cuz it looks cool =D

Thanks for the comments

155
Zelda Projects / Re: [Screens]Ocarina Of Time 2D
« on: November 21, 2009, 10:16:16 pm »
^^ Haha nice.
Yeah it's next to the gerudo place, the entrance in hyrule field.

156
Zelda Projects / Re: [Screens]Ocarina Of Time 2D
« on: November 21, 2009, 09:57:00 pm »
Uh no, not lost woods o.O

I'm working Hyrule Field btw, so it's somewhere in hyrule field. It's not someplace obscure either.

157
Zelda Projects / Re: [Screens]Ocarina Of Time 2D
« on: November 21, 2009, 08:58:08 pm »
Guess where this is o.O





=D

158
Zelda Projects / Re: [Screens]Ocarina Of Time 2D
« on: November 21, 2009, 06:36:50 pm »
It's big, but like he said, the behavior needs to be tweaked. Navi won't be flying aroudn like she normally does. She'll probably only come out sometimes, so it's okay. If you watch some FSA videos, you'll see how it works. =D
Yeah, navi's awesome here, good job guys.

Oh, a little update of my own I guess?
I finished the top left corner of hyrule field and the gerudo entrance (xf, the screens are on pyxosoft), I'm probably gonna go for the actual castle entrance now.

159
Zelda Projects / Re: [Screens]Ocarina Of Time 2D
« on: November 18, 2009, 04:57:21 am »
At the moment, he's decided to stay with GM, because the open source is more usable for other people, and it'll save time that would be spent coding the Hybrid.

160
Zelda Projects / Re: [Screens]Ocarina Of Time 2D
« on: November 16, 2009, 02:24:30 am »
WHOA, I've been gone from this forum for months and months, I thought it was dying, good to see some activity.

This is totally amazing, the effects make the lttp sprites look much better.

A couple things, There should be 5 rupees behind the shop, you can walk back there, it should block the view of link though, so it's a secret for the pros =D.
I'm not sure how you're gonna do the ztargetting talking, but you should add the capability of targetting at nowhere, and then doing manuevers like backflipping.etc Backstepping (targetting and moving backwards) should be faster than forward rolling. I watched a bunch of those speed videos of OoT =D.

And for the last thing, I think you should regulate who gets to use it, not overly protective, but just so newbies don't go off claiming they made it, or people really screw around with it and totally disgrace it o.o, but putting it out there for average skilled people: people that might not be able to do it, but can learn from it and try, and putting it for experts who could probably really benefit from it.

EDIT:
After reading up to page 12 =D of the topic, it seems like you're planning to go ahead of dungeon 1 as well as release it for open source. If this is the case I'd like to be part of this o.o

Background (yay):
After our I guess failed Scepter of Distortion with Cypras, I was looking to make an oot2d, but without decent dedicated spriters, we both gave up. After a buncha months, I came back here, mainly because I wanted to see if there were any helpful resources here again, I found this. I tiled kokiri forest in Minish Cap, but that's about when we quit doing oot2d as well. I think I could help in designing maps (tiling them), and possibly spriting some tiles (<< I'm not much of a pixel spriter, but I've been improving IMO).

According to what I've read, Mam is starting to do dodongo cavern designs, if he wants some help, I could help with that.

At this time I just finished reading the entire topic, I think I can best help because I own 2 books for OoT, showing detailed maps and positions, one is focused more on maps and the map design (that'll help alot), and the other shows more secrets, more detailed information, that might help with secret heart pieces.etc I think I'm pretty good with tiling anyway.

So if I could help, that'd be great.
I have msn and aim.. yep.
Thanks
-Ethelon

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