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Messages - Max.

Pages: [1] 2 3 ... 47
1
Graphics / Re: SpritingBrad´s sprites
« on: May 16, 2018, 02:30:18 pm »
Looks awesome dude! His sleeves being so long makes me think he's about to transform into the Helmaroc King, haha. Anyway, nice work.

2
Graphics / Re: SpritingBrad´s sprites
« on: December 23, 2017, 10:38:32 pm »
I dig the idea of Majora's Mask mechanics in Breath of the Wild's world, haha. By the way, all your stuff is looking great. I really love Daruk.

3
It's cool to see your project is still coming along, you've been at it for what, a few years? Awesome tenacity!

Regarding the styling of your player character, while I don't think you should change the character just because of complaints, I also admit I was turned off by the style a little bit, mainly because it reminds me of like, iOS or Android games for some reason. Maybe you could like, focus-test a few sketches and see what's appealing? Because of someone doesn't like it, they're likely to speak up, but if people are fine with the style they probably wouldn't say anything and you wouldn't get that feedback unless you sought it out.

4
Feedback / Re: PM Feedback
« on: September 21, 2017, 08:57:26 pm »
Conversational style is way easier to follow through with context and is pretty much the standard for electronic communication now, right?

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

5
Graphics / Re: SpritingBrad´s sprites
« on: June 20, 2017, 11:08:30 am »
Cool project, man. Getting closer and closer to looking like a pine tree.

One thing that still looks odd is how thick the trunk is right up at the top. Maybe if you filled in where you can see the trunk at the top with more branches, you couldn't tell.

Another thing that might help you- the trees in Minish Cap look a lot more like fir or spruce (or honestly hemlock based on where they're growing) trees than pines. If you're basing yours off parts of the trees from Minish Cap, probably use a fir or spruce as a reference instead of a pine. The difference isn't huge, but it might be helpful.

6
Yeah, I realized the swamp water is supposed to slow you down, but due to the lagging,it almost stopped me, haha. It's possible that things were running a liiittle slow for me due to my laptop. I have a pretty good laptop, but this wouldn't be the first time it slowed down trying to play a little game. There's a link in this topic to my computer's specs: http://zfgc.com/forum/index.php?topic=41556.msg452059#msg452059

The weird thing is, I'm a music producer and I don't often get lag even when I'm working on producing a track with lots of software synths and effects.

Thanks for the testing offer, but unfortunately I don't have the time to really help you much. I'm pretty busy, plus like I said, I was pretty frustrated with how long it took just to walk around in your game. It's your choice to set the character's speed as you feel appropriate, I'm just trying to be helpful and as a member of your potential audience, I didn't feel like it was respecting my investment of time. I think as an indie producer, respecting your player's time is one of the most important thing you have to do, since it's so easy for them to just give up and find another game.

 I'll still try and try your game out from time to time to get you feedback since it's great to see stuff actually happening on this website : )

7
Hi! I gave your game a quick shot, I just played for maybe 30-45 minutes, not sure exactly. Have some feedback!:

Pros:
I thought the graphics fit well together and presented a decent aesthetic. There wasn't anything that jumped out to me like, oh wow, that's an amazing map, but I was impressed with how you've got so many minish cap and other game NPCs done in the alttp style, that was a nice touch.

The sword felt really good to use, the range was really nice (I hate how short-range the sword is in ALTTP). I think maybe a heftier sound effect might make it feel more powerful rather than whispy.

Hyrule town felt really full, and the field felt like a field and good to explore, but it wasn't too bare, there was a lot going on.


Cons:
Link moves SO SLOW. This almost made me stop playing after less than five minutes. It felt like a chore to get anywhere and the beginning of your game is like, ALL walking around, that's all you do and it's so slow. When I walked into the main area of the swamp (with the dungeon entrance) the game started lagging a ton and moving  "slowly" through the water was like hardly moving at all.

It's hard to figure out where to go next. I gave up trying to find the haunted forest where the Deku prince went. The king never game me directions so I looked around a little, but the aforementioned lagging made it painful to look around that area. Your maps in the menu look nice and they're beautifully detailed, but since they only show you the immediate area, they aren't super useful for wondering where to go next. Since you walk so slowly, not knowing where to go sucks, since if I guess wrong I waste like two minutes just wandering over here to see what's up.

The dialogue at the intro was long and kind of boring. If you're playing a zelda fangame, you've already played Link's Awakening and you don't need that recapped. If you aren't going to show Link getting picked up by Ralph, then tell it more quickly. Also, if you can leave Link's Awakening out (if it's not relevant to your plot), go ahead. Something like "After Link saved Holodrum and Lybranna, he boarded a raft and traveled across the sea. His raft was destroyed in a thunderstorm, and when all seemed lost, no one other than Ralph, his friend from Lybranna, rescued him. They sailed to Hyrule, where Ralph's sister sat in the royal court" or whatever. You've got way too much in there right now.
- also a technical note, if you press ESC during that intro, the game doesn't close. It waits until the game officially starts to close, which is weird.



More pros because compliment sandwiches are the best way to critique:
I mentioned already, but the minimaps in the menu look great, I love the detail. I relied on them heavily because it was so much quicker to look around an area to see if it was a dead end than to walk (since walking was so slow).

I went a few steps into the trading quest (I gave the tent guy his rope), and I had fun. It was a little obvious, but still made me feel a little clever remembering who needed what by the time I met the postman.

The music and sound effects were nice, in balance level-wise, and all went together pretty well.  I thought it was weird that you use adult link sound effects when he's just traveled from Holodrum where he was clearly pretty young, but aside from that, they were all nice and I liked how many other games they reference.

I really like the tree that wants help finding his leaves. That's just the kind of quirky kooky zelda character/sidequests that I like.



Anyway, keep it up. Make Link go faster!

8
Discussion / Re: [Early Development] Tears of Dragons
« on: April 27, 2017, 03:25:22 am »
I liked it. The combat felt pretty good, like the sword felt pretty impactful, and the auto-targeting of the nearest enemy worked well for me, I liked that, felt like the sword had a generous range. Was the flask item supposed to do anything? I figure not.

Also this happened once, I was maybe swinging at an enemy or something:


___________________________________________
############################################################################################
FATAL ERROR in
action number 1
of Destroy Event
for object objDamagePopup:

Unable to find any instance for object index '100006' name '<undefined>'
at gml_Object_objDamagePopup_Destroy_0
############################################################################################


9
Discussion / Zelda Dungeon Design YouTube Series
« on: September 29, 2016, 03:14:40 am »
So, I came across this YouTube series where this guy is studying the dungeon design of every Zelda game and analyzing it- it's super interesting and probably could be relevant here : )

Boss Keys: http://www.youtube.com/playlist?list=PLc38fcMFcV_ul4D6OChdWhsNsYY3NA5B2


10
Sprites/Tiles / Re: KOT Enemy Sprite Topic
« on: August 05, 2016, 10:02:08 pm »
Didn't we already sprite the Poes at one point? For some reason I remember we had a Poe sprite, maybe it was for Juan the poe, or maybe I just saw somebody had made them independently and I'm mixing it up, lol. Does anyone else remember seeing those before I spend a ton of time looking for something I'm just imagining?

11
Sprites/Tiles / Re: KOT Enemy Sprite Topic
« on: July 28, 2016, 05:03:07 pm »
Looks awesome, Brad! One thing you might consider is having him use his legs to push himself up when he rears back, it looks like he's pulling his neck back now and he doesn't have a neck? It'll probably work fine as is, but a detail to consider. I really like the details on the legs, by the way.

Also, we might not need side facing directions. There have been many Zelda bosses that only face down, we could have this guy just face up or down, and scuttle sideways like a crab. It looks like scuttling sideways is how his legs are animated anyway.

For the battle flow, I think you mean have the weak spot on his thorax, not abdomen. The abdomen is his middle, the thorax is his butt.

One idea I have that might be cool to work in, is to have carbonites in the room comma and you need to activate them so they roll and hit volcanoraxus to stun him. They would also be capable of cleaning out the small spiders.

There might also be some clusters of bomb flowers growing around the battlefield, and detonating them when the boss is near could also stun him to let you run around and get to his thorax.

My main concern with the battle is that between the small spiders, burning carbon web, and the boss itself, it might get difficult to move to dodge his attacks, allowing the player to be easily overwhelmed. It's probably a good idea to keep the small spiders to a minimum, two or three, to avoid that. And to have a large battlefield.

Anyway, you're doing a great job, Brad : )

12
Music / Re: [Submission] Kokori Forest
« on: July 05, 2016, 03:11:54 am »
I worked quicker this time.


I couldn't find anything in the soundfont to make it sound like birds, though :/
Maybe we can add that on as an additional sound effect track, although I don't know if that'd work or if it'd bog down the processing and stuff.

13
Music / Re: [Submission] Kokori Forest
« on: July 04, 2016, 01:02:55 am »
Oh thanks! I haven't actually played chrono trigger still but I know how it's a big deal :p

My main concern is if it annoys anyone to listen to it on repeat a million times. I'll try to get to putting it in Minish Cap soundfont in the next couple weeks.

14
Sprites/Tiles / Re: Gerudo Desert and Fortress
« on: July 04, 2016, 01:01:12 am »
Hahaha, I really thought I could get something done in a couple days, and it's been like weeks. Life's a little more hectic than I thought it was, but I'm happy I had time to sketch some ideas.

For the desert, since we've got the gliders, I thought it might be fun to have shallow canyons running throughout the area. They'd be one tile deep cliffs, instead of the standard two tile cliffs. To get over them, you'd have to use sand gliders. I marked where that would happen with Gs (which also look like 6s) and arrows. The bottom of the little canyons would be kind of dangerous so you wouldn't want to fall in- leever enemies, whatever other desert enemies we have, quicksand, etc. But there's a few areas you can only reach by going through the dangerous canyons. I just remembered that I forgot to hide a vault in here somewhere, but that should be easy too add. Probably near the bottom left corner so it's accessible to teleport to.



So I also sketched an idea for death valley. From the gatehouse (we'll have to put it on Hyrule Field, since we forgot -_- *), you'd have to go through the graveyard, which is where the valley gets its name. The path is a little blocked though, so you have to go through the catacombs and through connected tombs, and snake around through the highlands to reach the Sheikah fortress.

The !@#$% fortress kind of hurt my head to figure out how it would work as far as overworld/separate map, since the player is required to fall into the desert from it, then go back into it through a broken gate or wall or something once the Gerudo attack, but there isn't a ton of room on the overworld here and the angles are weird. After playing around with some different ideas, what I got was you can go out on the rampart from the door up top. That's where Link will battle the Hero's Shade and get knocked into the desert, that little courtyard area. When you're headed back with the gerudo, the wall that's in that courtyard will have been broken through, and you will go through it into the separate map that is inside the fortress.


I also doodled another layout for Gerudo Village, but that was half just for fun and to see what it might look like with aqueducts, and with a more open layout instead of everyone living in a castle. I don't know if I like that any better than what we already have though, so other opinions would be welcome : )

Anyway, glad I finally got to that, maybe I'll finally get back around to actually spriting sometime soon too, lol.


15
Sprites/Tiles / Re: Earth temple
« on: July 04, 2016, 12:46:08 am »
Pretty great looking, man! I didn't have time to follow through it according to your instructions, but just glancing over it, it's nice looking : )
It might benefit from a darker palette though. Since the mood of the game here is kind of dismal, the Gorons are dying and the violet ore has poisoned their food, maybe a darker tone would work well. The tiles between rooms are very bright, as is the floor. On F1, the walls don't have much contrast, their darkest tones are fairly light.

I really like how you've got different themes for each floor though, that's a very nice design touch. They're distinct but still very much part of the same thing, it works well. Another thing that might add to the atmosphere is on the lower levels, since the mine was poisoned by violet ore, maybe having some purple veins of rock running through the walls.

Anyway, you're really taking off with this, I like it! Keep it up, Brad :D

16
Entertainment / Re: LoZ:BotW
« on: June 17, 2016, 04:51:17 pm »
Quote
When I read about Zelda being open world I was concerned

Seconded, most of the open world games I've played got boring after a little while because all the fluff they filled it with was the same stuff repeated. But the great sea in Wind Waker was an open world back on GameCube, and it wasn't even boring. I think mainly because each island was so different and clearly had some story or mystery behind it, even if you never found out what it was. Like that one island made of cubes, I loved that one.


Maybe they're just keeping things on the down low for now, but from what I've seen its just moblin camp after moblin camp.

17
Entertainment / Re: LoZ:BotW
« on: June 16, 2016, 04:54:08 pm »
It looks pretty fun, don't get me wrong, but was anyone else unimpressed by the aesthetics? The robot stuff was like, every color of LED all at once. The environment changes look pretty sudden too, like you cross a line and all of a sudden it's snowy.

Probably didn't help that I just played Uncharted 4, which was incredibly gorgeous. But the E3 dudes were like, the graphics are amazing! And I was like, I guess?

18
Sprites/Tiles / Re: Gerudo Desert and Fortress
« on: June 16, 2016, 03:12:41 am »
It was initially supposed to be accessible from the mountains, but later proposed that some kind of hate be added from the field. Never settled out.

19
Sprites/Tiles / Re: Gerudo Desert and Fortress
« on: June 15, 2016, 10:48:19 pm »
Dude, this is sick! Awesome. I think the layout will work pretty well- it might even be a good idea to keep the desert empty until we figure out what's going on in death valley so it can expand if it needs to. Also, and you guys can correct me if I'm wrong, but the sheikah fortress is supposed to be at the end of death valley, right? And then somehow from the fortress you get past their wall into the desert. So we'll have to see how that fits in too. You might have to cross most of the desert to get to the gerudo fortress?

In the little canyon area, it would be visually a little better to move the burnable bush down a little further away from the bridge so they're more distinct elements. Ecologically, it seems like the trees should be concentrated a little closer to the oasis, too- but this is a video game so that doesn't really matter XD   But yeah Darklink, those rocks are stellar! The palm tree is a little hard to read as a palm tree, probably because yeah, the trunk is super fat like the other trees, haha.

The oasis, by the way, is a great idea. It makes sense why the gerudo would settle in that particular spot of the desert and be unable to leave. If I were the gerudo, though, I would have arranged my settlement more around the oasis, and probably dug a well... which does give me some ideas.

I'll try and do some sketches later or tomorrow. I don't have a ton of time right now to work on KoT much, work situation is a little shitty and I'm busy looking for a new job, sorry for not being super active, but I also kinda needed a bit of a break from the game, my ideas were getting stagnant, haha. But yeah, I think I've got some ideas about this area I can put on paper soon. Hopefully I won't change too much, :p





20
Music / [Submission] Kokori Forest
« on: June 15, 2016, 10:29:15 pm »
So also I did something I kinda like for Kokori Forest. It probably sounds pretty familiar, it's just a couple zelda themes moved into a different time signature over a couple chords, lol. But I think it's got a pretty mysterious feel and would work both when the forest is all misty before the dungeon and also after when it's sunnier. When I move this one into the Minish Cap soundfont, the marimba will sound less electronic, too.

The other think I was thinking is that we could do something sort of like the lost woods did in Ocarina of Time- the lost woods bit I've got on here played on strings could parhaps fade in and out depending on Link's actions. So like, when he's near a Kokori Ghost or a Kokori site in the forest, it could fade in, but it'd just be the other two parts otherwise. Anyway.

https://soundcloud.com/max-mraz/kokori-forest


Fun fact: the bird sounds are just me whistling. I sampled it at like midnight when I was working on this and my roommates were like, "Max! Aren't you in bed!? Why are you whistling!?"

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