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 on: Today at 06:31:15 am 
Started by FrozenFire - Last post by FrozenFire
Thanks for the praise and the offer to test. I bet I'll take you up on that later. :)

I figure I should also mention that I've been making music for someone else's game off and on over the past few months and it's back to 'on' again, plus I picked up some more hours at work this week, so that's got me a bit behind on where I wanted to be with my game, but I might be able to catch up on progress tomorrow.

Actually, the game that I'm making music for is what the developer referred to as a "ZelTroidVania" when he pitched it to me a few months back when asking me to do music for it, which seems fitting, though possibly slightly redundant, :P so I'll likely post about the game in the Entertainment section later, since it's a game other Zelda fans might enjoy. Of course, I'll wait until I get the okay to share more about the game, since I'm just the music guy. Well, I did work on the music looping and fade handling code, so I guess I'm a 'music guy+' or something, but whatever.

 on: Yesterday at 11:24:37 pm 
Started by Martijn dh - Last post by Martijn dh
Update report after some time off from work and home improvement:

Code: [Select]
0.21.27 (9 maart 2019)
* Fixed issue of some rolling pins no longer drawn while still partly on the screen
* Made some more progress on the new overworlds

0.21.28 (10 maart 2019)
* Made some more progress on the new overworlds

0.21.29 (19 maart 2019)
* Fixed saving issue due to new randomization function
* Cleaned up some coding concerning enemy interaction with some terrain objects
* Fully implemented mirror warping between light and dark world (incl return warp if the target is not an open space)
* Fixed visual issue with the shield during warp effects

0.21.30 (20 maart 2019)
* Edited original cloud tiles
* Added variables to allow turning on/off full dungeons for later on
* Finished mountain placeholder dungeon
* Standardized dungeon goal collection scenes
* Added quake medallion to the overworld
* Tweaked new mirror warping sequences
* Fully finished + connected tall mountains area

0.21.31 (21 maart 2019)
* Lots more tiling progress on the new overworlds
* Tweaked new mirror warping sequences
* Fixed interaction hookshot and action objects
* Added pull interaction between hookshot and wooden poles
* Made it so blue warp tiles only activate several steps after warping onto them
* Adjusted hookshot stretch lengths

0.21.32 (22 maart 2019)
* Made more progress tiling and masking the new overworlds
* Tweaked various things concerning the mirror warp between worlds
* Warp tiles now spawn at depth above tall grass
* Cleaned up coding behind how chest contents are stored
* Fully masked and connected the LW and DW forest overworld areas
* Fixed visual issue when finding an important chest item
* Connected the LW and DW forest dungeons
* Fixed cukeman talk area masking being visible

0.21.33 (23 maart 2019)
* Made more progress tiling and masking the new overworlds
* Connected duo towers dungeon to overworld
* Made it possible to have one dungeon be divided into a LW and DW section

0.21.34 (24 maart 2019)
* Made more progress tiling the new overworlds

 on: March 23, 2019, 09:47:51 am 
Started by FrozenFire - Last post by Martijn dh
It looks great so far.
Let me know whenever you need help testing etc. It's the least I can do.

 on: March 22, 2019, 08:56:46 pm 
Started by FrozenFire - Last post by FrozenFire
Hey! XD Good to see you around, and thanks for the comment.

BTW, I'm expecting to be updating this thread with progress about once a week. Hoping I can keep up the momentum.

 on: March 22, 2019, 02:22:55 pm 
Started by FrozenFire - Last post by dotyue
nice to see this one again... \o/

( you even got me out of my lurk xD )

 on: March 22, 2019, 02:17:33 pm 
Started by FrozenFire - Last post by FrozenFire
Wow, it's been 3 years.... 3 Y E A R S... and this topic was still on the first page in the discussion sub-forum. The activity here truly is no joke. XD
So anyway, I'm reviving this because I decided I needed to make something smaller scale before continuing on my far bigger game project, and this is one of the game projects that I always felt a little more passion for than all my other small scale ideas and doodles.


I don't know if this game will belong in the "Zelda" or "Other" projects section just yet, as I'm still not sure if I'm truly making this a Zelda fan game or if I'm just going to make it open for the player to see him as Link or not. Secondly, it's still very early in development (spent 2-3 weeks of my free time on it so far), so it might not warrant a project topic just yet. I could give a demo, but it's literally just 3 playable screens where you can do nothing but jump around.


[ NOTE that the gif timing makes the gameplay look a little sped up from the real thing ]

I obviously ditched the Pico-8 palette. I also updated the main character a little to give him a tad bit more height and to be more readable.
And of course, my previous mock-up is now actual in-game stuff ("I'm a real bo-.. er, game!"), etc. etc.


Still the same, but a more fleshed out concept; now I have a good idea of where I want to go with this. The plan is to make a very tiny love letter to Zelda and Metroid.
The world is currently planned to be 7x7, so just 49 screens. The only item planned is a sword made of spirit/phantom energy, but there are some upgrades for it. For e.g., a "dash slash" which can be used on enemies, to bridge gaps, and to maneuver around better. I want all upgrades to be very usable, not just something to use on an obstacle and to set aside until you come across another obstacle again.

So you'll pretty much get a sword, explore, fight stuff, get upgrades to reach new places, etc. - very typical Metroid-like, except with a sword. Other people have done this kind of game many times before, I know, but I haven't, and I really want to make my own. Plus, I think it'll end up unique enough to stand on its own as a tiny-yet-enjoyable experience. That's the hope, anyway.


I'm coding the game in GML, using GameMaker Studio 2. I programmed a movement engine which properly handles sub-pixel movements and also avoids staircasing movements via an alternating ratio-based x y movement loop. I've also got things like a jumping grace period, etc. - technical and UX stuff like that. Aside from those things, I've really only done a bit of graphics and animation work, implemented screen transitioning, and I've tweaked the various variables with physics to get it feeling mostly good, and I'll be tweaking that further soon™.

The next step is to work on the player character's sword, starting with the basic attack. I haven't done anything in this area yet, so I'll have to draw the sword and the attacking animations, figure out a good sword reach, etc.

I'll leave it at that for now. Any thoughts are certainly welcome. :)

 on: March 22, 2019, 12:56:16 pm 
Started by 4Sword - Last post by FrozenFire
Woah. Was not expecting this at all. Looks awesome, visually speaking, but the gameplay is really different for Zelda, so I feel a bit weird about it. So, basically the same feels as you guys, I guess. I'm pretty sure I'll pick it up some day though.
Funny. I haven't played my Switch since I beat BotW waaaay back when, and now I'm only thinking about picking my Switch up again with the remake of Link's Awakening and this. :P

 on: March 22, 2019, 10:24:51 am 
Started by Martijn dh - Last post by Martijn dh
Just a little update
Check the attached image for the progress on the dark version of the overworld.

 on: March 21, 2019, 12:05:14 am 
Started by 4Sword - Last post by Domo
I never got around to playing the original Crypt of the Necrodancer, so I'm not sure how I feel about the gameplay.  I agree that the art style is very evocation of some of the work done here in the past.  Very interesting to see Nintendo allowing a third party indie dev take the reigns on one of their primary franchises, spin-off or otherwise.  Sure, they've let other studios do things in the past like Ubisoft's Mario + Rabbids or Team Ninja's Other M -- and of course the three Capcom Zelda games --  but letting an indie go wild with one of their babies sets a precedence that pretty interesting to think about.

 on: March 20, 2019, 09:53:31 pm 
Started by 4Sword - Last post by 4Sword

<a href="http://www.youtube.com/watch?v=oYd_pph6RnI" target="_blank">http://www.youtube.com/watch?v=oYd_pph6RnI</a>

I don't know if I am fan of the style of the gameplay but I'm hyped about new Zelda 2D art. It kind of reminds me of the ZFGC sprite style attempted a few years ago but with additional polish.

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