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Messages - 4Sword

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1
Updates / Happy 10 Years on SMF, ZFGC!
« on: April 02, 2016, 12:22:37 am »
It went by without much fanfare, but I wanted to throw it out there that 10 years ago on April 1st, 2006, Zelda Fan Game Central started back up after that period of time after Gamers Advanced / DSRevolution and ZFGC-X Invisionfree variants. Been a funky ride since then but surprised many of us are still here. Congratulations on making it that far with us all, and onward to the years ahead.

2
Zelda Projects / Re: [DEMO]The Legend of Zelda : Ocarina of Time 2D
« on: January 10, 2016, 05:51:16 am »
I'd say that if you really want to use this topic that it would be fine since you are the topic creator. If you would find it easier though to start a new topic so you don't have to go back and clean up broken image links or would prefer to start fresh given the large amount of year difference - then we can delete the more recent posts in this topic and lock it.

It's difficult to gauge interest in this project's revival when forgetting what it looks like. I think I remember looking at your project topic in the past or reviewing it though and seeing the contributor list it looks like it had some work. I think it'd be cool to see the project started again.

3
Graphics / Re: SpritonicĀ“s sprites
« on: December 21, 2015, 08:34:25 pm »
It looks really neat; whenever I look at the official Minish Cap game areas involving grass I always think it's muddy/dirty/dying, nice to see that someone can make the grass look clean/lively.

4
Entertainment / Re: Welp, I just nearly !@#$% my pants
« on: November 16, 2015, 10:31:23 pm »
It might just be how they zoomed in (from a distance it'd look decent) or how for the trailer that might indicate something that hasn't fully been polished up.

Anyway, it is awesome that other franchises are being let into Smash.  Personally, I would love to see Son Goku or Piccolo from the Dragon Ball universe make an appearance. I see Ryu is in Smash - that is a nice choice.

You're trolling right, right? Well at least it wouldn't be Daisy or Bandana Dee.

Otherwise I like Smash, I play the 3DS version more though because Smash Run stays fun.


5
Zelda Projects / Re: [DEMO 17 out] Alttp - Horn of Balance
« on: November 16, 2015, 08:35:05 am »
I just wanted to say that at the time of me posting this, this project will have received 1000 replies and will have had 99,889 views (111 views short of 100,000) - and all things considered it is one of the most frequently and consistently updated projects in ZFGC's recent history. Keep up the good work!

6
Entertainment / Re: Welp, I just nearly !@#$% my pants
« on: November 13, 2015, 01:44:59 am »
I like the stage and its transformations but I can't help but feel like it's just a bad character add. Now don't get me wrong sure FF7 was a nice game and Cloud is iconic but this is another swordsman in Smash that looks like it plays like an Ike clone. I could at least appreciate Ryu when he got added due to the role as a fighting game representative that gives "legitimacy" to Smash and that his moves were unique. 

It's like Nintendo doesn't know how to celebrate it's own history or promote itself anymore. I'll probqbly still buy though for that stage though.

7
Zelda Projects / Re: [Engine Demo] tLoZ: Echoes of Aurelia
« on: October 15, 2015, 06:41:37 pm »
Has this been cancelled?

Whoa dude! Massive gravedigg you did! This topic is like a year old!
Please post on a topic that isn't older than 14 days. You will get in trouble!
please do not rent-a-mod, but instead if you feel a rule violation has occurred use the "Report to moderator" functionality in the post.

That being said (and technically your observation on gravedigging is correct), I think the inquiry into the project status is okay given that Rayo, someone who had worked on the project has been active within the last month of time (and I think this project is really cool). I can't check to see if if the ZC forums topic on the project is up-to-date right now, but I would recommend checking there if you are able as well.

8
Zelda Projects / Re: [Completed] The Legend of Zelda - Untitled
« on: October 06, 2015, 05:50:11 am »
I feel bad that I did not see this sooner, or if I did my memory eludes me. I really, really loved the dungeon design and like others in this topic have said the spirit cloak was really done well in terms of its mechanics. You also put a lot of effort into the detail work on sounds, animations, etc. which was nice. Thank you for creating something truly wonderful.

Haha, if I could ever get back into active development - I hope to use a ghost-like mechanic and monster possession similar to yours. If I do so I intend to give you full credit. Wow. Thank you again for all the effort and time you put into this project.

9
King of Thieves / Re: larger screen
« on: September 05, 2015, 03:11:27 pm »
damn that resolution is wonderfully pixel-crispy

10
Updates / Re: King of Thieves at NCFC!
« on: September 03, 2015, 04:15:57 pm »
it really depends on the game's screen resolution you're going with; pixels tend to look nicer if they are integer scaled, for example 240x160 up-scaled into 480x320, 720x480, or possibly even 960x640.

11
Coding / Re: Tileset Actions
« on: September 02, 2015, 03:46:39 am »
http://gamemaker.info/en/manual/405_08_tiles

I would be surprised if you couldn't use these tile functions with some controller object that monitors Link's depth - to where you would have use the functions for layers to apply alpha blending for all tiles in a layer, and to then change the layers depth.

12
King of Thieves / Re: controls question
« on: August 30, 2015, 06:59:08 am »
I can't quite remember if this is so, nor do I know exactly how the roll code was implemented in King of Thieves - but outside of a cool-down period, one could also have the check to do the talk prior to the roll movement, have it to where if Link wasn't in full-control of his movement talking would not be possible, or check an x/y to an xprevious/yprevious to see if Link is in motion currently (to where Link could be, for example, walking up into the NPC/sign but not having moved compared to the last step).

13
Updates / Re: King of Thieves at NCFC!
« on: August 26, 2015, 03:55:53 pm »
I agree with what Tompel had said. The movement seemed slow, but then again that might be due to screen resolution; e.g., in perceiving more of the available space/distance Link occupies, compared to still objects/walls around him he looks like he is moving slow. It was neat seeing tile work in the demo, and I get that a lot of this is to demonstrate functionality - where polish to stuff would come later. Namely, sprite animations and giving Link a shadow under himself so that he looks a lot less floaty.

The view in Minish Cap does center on Link but if you get to the corner of a room it stops that behavior - as centering the view on Link would have the view trying to draw outside the room or visible area incorrectly.

14
King of Thieves / Re: There's a something brewing in these parts...
« on: July 06, 2015, 03:25:54 pm »
I don't have screenshots currently, but the effect is most obvious if Link swings his sword directly at the treeline. I believe if you use the tiles for that as you have them, it'll look like the sword goes over the base of the tree and then dips under the middle part oddly (as opposed to how Minish Cap has it, where the leaves of the tree are all in a top layer and the sword goes under it normally. Outside of the sword this might also show for projectile items and possibly Link himself depending on where he is (if going into the tree, or if at the "hop" of his walk animation the tip of his hat might peek under the treeline).

I'll try and get something to you this week about that (busy with work) - but again it's minor. I didn't mean to seemingly detract so much from the quality of your tile-mapping tool achievement which is pretty neat and awesome.

15
King of Thieves / Re: There's a something brewing in these parts...
« on: July 04, 2015, 11:54:00 pm »
looks neat and like it will help those doing tile-work/level-design out (only minor gripe is that the tree entrance and tree layer part tiles aren't quite how Minish Cap had it - i.e., depth could be nit-picky, may look weird in in-game rendering).

16
like the previous posts had indicated, the link is dead; please don't gravedig

17
Updates / Re: Unfortunate news today
« on: May 23, 2015, 01:24:46 am »
that's terrible news, my condolences to his friends and family; may his passing help remind us of the fleeting nature of life and to appreciate the things we may take for granted, and to live on as he did with an enthusiasm and passion for that which one cares about.

18
Updates / Re: Resignation of Administration
« on: May 11, 2015, 04:24:13 pm »
thanks for all the efforts you put into the forum/site; you're a part of the community too so make sure to still visit from time to time

19
Feedback / Re: Timeline Discussion Board
« on: April 30, 2015, 02:57:18 pm »
I'm of the opinion that nothing prevents one currently from posting one or more topics in the Discussion board with this already - there's not that much activity there to compete with and that was the intended purpose of the catch-all development board anyway.

20
Entertainment / Re: Super Smash Bros DLC Fighter Ballot!
« on: April 09, 2015, 11:19:32 pm »
I could honestly see Nintendo having Inkling DLC as a promo offer for buying Splatoon or something brought out later if the sales are struggling - the game is already getting amiibo which is much more love than some moderately well-known Nintendo franchises have already got.

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