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Messages - Kienamaru

Pages: 1 ... 3 4 [5] 6 7 ... 19
81
Discussion / Re: Mythos: Shadow Of Liimina
« on: January 23, 2013, 10:23:00 am »
I would consider Mythos of Vitin, but two things are stopping me.

1- I don't like the thought of series of person: shadow of place (when put together)
2- If the series expands beyond two games then I'll be using a new main character more than likely.


Now on to bad news.

My household has lost another source of income so I'll probably be here even less than before.

82
Discussion / Re: (Untitled) LoZ Side Scrolling Beat-em up idea
« on: January 18, 2013, 02:25:40 am »
Hmm... That would likely be some variation of the combat system. I can decide if I want SoL to have a classic FSA system or one more like Xenonia 2. (a fun iPhone rpg I played a demo of. The combat impressed me)

83
Discussion / Re: (Untitled) LoZ Side Scrolling Beat-em up idea
« on: January 17, 2013, 07:36:59 pm »
That's not the case gm. I lack the resources to progress my ideas further. I still write but SoL is my main focus.

84
Discussion / (Untitled) LoZ Side Scrolling Beat-em up idea
« on: January 17, 2013, 10:57:13 am »
So I started playing Scott Pilgrim yesterday, and it inspired me to create a Zelda game that played sort of like it. I have fun with the game and I think it would be great for characters and worlds from all over Zelda to come together and fight in 2-4 player action. I don't intend on a story, it's more just a pick up and have fun game.

I'll probably add some stuff to this idea at random obscure times, as it is really just here so I don't forget.

Characters

Link
Zelda/Sheik
Ganondorf

Young Link/Oni Link
Skull Kid Majora
Kafei

Vaati

Wolf Link/Midna
Zant

Ghirahim- (All form)

I figure each era could be separated into worlds. Like mario does with 1-1, 1-2 etc. But maybe only go to 4 or 5 for each.

Worlds

1- Old Hyrule (OoT Era)
2- Holodrum
3- Labrynna
4- Termina
5- New Hyrule (TP Era)
6- The Surface (SS Era)

85
Mini Games / Re: [Submission] Treasure Chest Guesser
« on: January 17, 2013, 09:07:24 am »
I think you should have both. They could be in different towns.

86
Discussion / Re: Zelda game styles?
« on: January 17, 2013, 01:01:39 am »
I'm a fan of horseback riding. If I had to go secondary I'd use sailing but why not do this instead? USE BOTH!!!

You have maybe for (lets just say the game takes place in Hyrule) Hyrule, a horse that you can ride to get to and from places quickly enough. But then at maybe a midway point the game forces you to go out to sea to find the next region. (Let's say Holodrum) You end up doing some seafaring somewhat like WW where you sail a pretty vast sea to get to the next place. Once there, you might find yourself in a large new land that you can explore on foot until you can buy another horse. It would give the world a massive sense of realism. Like, why be restricted to one place when you can have multiple? You could even dot the sea with islands to explore.

87
Graphics / Re: Zelda Items TMC style
« on: January 17, 2013, 12:51:46 am »
These all look really good to me, but I was wondering one thing. I know nothing of spriting, but why are all of the Sword crookedly off center with the handles?

88
Graphics / Re: NES Zelda remastered in newer age style.
« on: January 17, 2013, 12:33:23 am »
You're not wrong, that's why I died every time I beat a dungeon. The game was freaking easy but I didn't want to risk doing all those dungeons again.

And yes, pause and save would be excellent.

89
Graphics / Re: NES Zelda remastered in newer age style.
« on: January 16, 2013, 11:36:12 pm »
Be sure to implement a free save system, I got pissed when I did four dungeons and my game froze. From then on I just used a strategy guide and intentionally died after every boss.

90
Mini Games / Re: [Submission] KoT Hero Mode / Forgotten Underground
« on: January 16, 2013, 06:40:07 am »
This idea isn't bad itself but the rewards are out of order in my opinion. The Double Defense should honestly be the first reward. It could pass as the second, but why the third? After beating the hardest challenge in the game three times, you don't really need double defense anymore... So it becomes pointless.

91
Mini Games / [Submission] Hookshot Grabbing Game
« on: January 16, 2013, 06:19:12 am »
A minigame that could teach you to master the hookshot. I was thinking of something along these lines...

You are in a room, and on the other side of a counter. You are free to move around on your side. On the opposite end is a whack a mole type thing, but instead of moles appearing to be wacked, Small Tectites are jumping from one random hole to another. What you have to do is time your hookshot to catch them out of the air, and then throw them into a large hole on your side to score. There are multiple types of tectites, each with higher values, movement rates, and rarities.

You are given a time limit to do this.
 
Scoring
Red Tectite- 1 Point
Blue Tectite- 3 Points
Gold Tectite- 10 Points

Difficulties could include.

Easy
Time Limit- 90 Seconds
Score to beat- 60 points
Cost to play- 20 Rupees
Reward- 30 Rupees. New records could net 40 Rupees.

Medium
Time Limit- 75 Seconds
Score to Beat- 65 Points
Cost to Play- 30 Rupees
Reward- 40 Rupees. New records could net 50.

Hard
Time Limit- 60 Seconds
Score to beat- 70 Points
Cost to Play- 50 Rupees
Reward- 60 Rupees. New records could net 75. This could also result in a hookshot upgrade if that was planned.
Notes

2 Golden Tectites will appear per session. They move faster than Blue, and stay in the air for slightly longer. Before they leap from a hole there is a small sparkle.
Blue Tectites will appear almost just as often as Red, and will move slightly faster.
Red Tectites are the fodder of the bunch. They will leap out, and will never land directly inside of a hole. They will land on top and burrow in, giving the lesser player a chance to grab them.

The only way to beat hard would be to actually snag both of the gold tectites, and to overlook the red ones while aiming for the blue ones.

I would recommend scattering the holes either semi randomly or having 3 lines of them vertically on opposite sides of the room.

92
King of Thieves / Re: [Missing design] Day/Night and the Lunar cycle.
« on: January 16, 2013, 05:55:42 am »
Just a thought on manipulating the days.

Why not add a Skyward Sword type of feel where you can sleep until sun up or sundown? Although instead of Link being disrespectful and sleeping in people's homes, you have to either find a tent outside of town, or pay a few rupees to stay at an inn?

As for the amount of time, I think MM did it a bit too quickly. I know 1 minute was near an hour but that was only with slowed time. I would personally like something more like 2 minutes was one hour. That gives a bit more time, so it doesn't just have the lighting changing rapidly enough for the player to just sit there and say man... the sun is moving so fast! (I did in OoT, watching the moon move through the sky at a blistering rate.)

As for the events that skip time automatically, there could be a prompt that asks, "Are you ready?" or something. Every other game (aside of MM) does it in the series even though the time shifts back to normal afterwards in some cases.

93
King of Thieves / Re: [Missing design] Item: Bottle
« on: January 16, 2013, 05:41:41 am »
Hoping this isn't necroposting, but yeah, I think that 6 bottles is a bit excessive. Majora's Mask did that and you never needed to fill them all. Will there be no milk on this game? I didn't see it mentioned. Strange that all of the healing items are full heals.

94
Mini Games / [Submission] Treasure Chest Guesser
« on: January 16, 2013, 05:37:17 am »
Plain and simple like the old days.

There will be a number of chests each containing a different and maybe random amount of rupees.

There would be 3 difficulties each with varying chest amounts, which increase your chances of winning big while decreasing your odds. They all have a different cost to play.

Easy
Cost to play- 15 Rupees
# Of chests- 3
Prizes- 2 chests have between 5 and 20 rupees. One chest always has between 30 & 50.

Medium
Cost to play- 20 Rupees
# of chests- 5
Prizes- 2 chests always have 10-20 rupees, 2 chests have 25, one chest has 50-100 rupees.

Hard
Cost to Play- 50 Rupees
# of chests- 7
Prizes- 3 chests always have 30- 40 rupees. 2 Chests have 50, 1 chest has 100, and 1 chest has a Heart Piece. (After the heart piece this chest contains 50-200 rupees.

This could easily be modified to have any number of items if heart pieces aren't your fancy. It could also be modified for well, different costs, or there could even be multiple versions.

It's set up so that you have the same chance of breaking even as you do of losing a profit. You also have that smaller chance of getting slightly more than you paid to play, and a really slim chance to win more than double your pay.

95
Graphics / Re: Starforsaken101's Artwork Topic
« on: January 16, 2013, 05:15:24 am »
I like imaginary friend. I would share some art but all of my art is writing... I'll watch you on DA though, when I find myself there.

Would you perhaps be interested in helping out with Shadow of Liimina's concept art?

96
Graphics / Re: NES Zelda remastered in newer age style.
« on: January 16, 2013, 05:12:44 am »
This is interesting, in the same fashion that I found the Oracle game remastery projects interesting. I beat all the console Zelda's and I can say that the confusion caused by the graphics on the overworld was insane. The game would actually be playable with better graphics and scaling.

97
Discussion / Re: Im new! A java programmer looking to make a zelda mmo.
« on: January 15, 2013, 02:56:41 am »
I'm just the idea man, I've got ideas for everyone.

Message me back about them and I can try something else if none of those work. I'd like to work on races and classes.

98
Discussion / Re: Im new! A java programmer looking to make a zelda mmo.
« on: January 15, 2013, 01:22:57 am »
I messaged you regarding your game. Another idea just came to me as well.  About the war concept. One area could be ravaged lands. Volcanic, deserts, etc that are void of minerals and good resources. That could be another reason for invading.

99
Discussion / Re: The legend of Zelda: Time collapse (Temporary name)
« on: January 15, 2013, 01:13:49 am »
It looks pretty good an well thought out, only reason I don't know if i want to use it because I'm not sure it supports MC sprites.

Anyway, have you had anyone sprite Tonae for you?

100
Discussion / Re: The legend of Zelda: Time collapse (Temporary name)
« on: January 14, 2013, 12:11:18 am »
I have. What of it?

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