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 1 
 on: April 18, 2019, 08:35:51 am 
Started by FrozenFire - Last post by FrozenFire
This looks great so far man! Looking forward to playing this!
Thanks! Hopefully the game shapes up to be something you'll like.


PROGRESS!


( The framerate suffered a bit more than I'd like.. I need to experiment a bit more with gif captures )
Please ignore the weird tile stuff going on. It's a test room and it's currently like that because of my strange way of testing out my tiles and experimenting.

New stuff:
  • Developer menu.
    Not really a part of the game, but it's going to make things far nicer for me, moving forward.
  • Chargeable attack for greater range and damage.
  • Leveled up charge attack which shoots a ball of magical destruction.
    Of course, it's got some force behind it, so who's to say it couldn't also be used to flip an otherwise out of range switch or something?
  • Blue and red rings which cut the damage taken.
    An 'as obvious as I can make it' reference to the original Zelda.
As far as the shock sword attribute goes, I've decided it'll be a leveled up version of the original sword. That's actually one of the reasons why I changed the sword color to purple instead of red, because the cyan lightning type stuff should look better over purple. Also, the blade is a kind of spirit/soul energy, so purple seems more fitting.

Lastly, I'm experimenting with some 80's 'retro wave' (no better word for it comes to mind) elements. I don't want to make it cyberpunk though. I have a certain vision that's a bit hard to explain because it's largely influenced by experiences years ago at arcade rooms and a roller rink, having to do with colors, dim lighting which increases the contrast between the room and the arcade machines, contributing a special atmosphere, and Sweet Tarts and stuff.
So that all probably sounds a bit weird, but my hope is that those influences will make for a nice otherworldly design and atmosphere. I am trying for something alien, much like Metroid, but also magical, so that's kind of why I'm thinking this should work, if I can pull it off.

 2 
 on: April 16, 2019, 01:47:34 am 
Started by Aeranima - Last post by Jared
Came back to check this out. Loving the progress! If you ever need a beta tester I'm down for it.

 3 
 on: April 13, 2019, 07:31:04 pm 
Started by FrozenFire - Last post by SpritingBrad
This looks great so far man! Looking forward to playing this!

 4 
 on: April 13, 2019, 09:41:55 am 
Started by FrozenFire - Last post by FrozenFire
Well, the dash ability and stuff turned out to be worth a new post, imo, so here we go!
First, the new vid featuring the aerial dash ( and the Spirit Block chain destruction, which I plan to use as a timed action puzzle once or twice ):

<a href="http://www.youtube.com/watch?v=tdjLE_9De1Q" target="_blank">http://www.youtube.com/watch?v=tdjLE_9De1Q</a>

The movement is 4.2x more fun with the dashing ability and it feels pretty fluid, so I'm happy with it. The dash can be leveled up to allow three dashes before landing. In the video I had it maxed, though I think I only ever used two dashes consecutively. It's possible two dashes will be the max in the end, if I feel three is too OP.

I almost went with dashing being restricted to left and right only, because at first I had 4-directional dashing, but no matter what I did with the x momentum, it felt weird when dashing up or down, so I cut out the up and down dashing, but then it just felt limiting, and not a good kind of limiting - like a frustrating "I can't control this how I want to" kind of limit.
So I fired up Celeste - the queen of dashing mechanics - and realized 'oh yeah' that game has 8-directional dashes, so I figured I should put in the extra effort and try 8 directions, and I'm very glad I did.

It probably doesn't look all that special in the video, but it feels great, and I'll improve the animation aspect more later, so it'll look better too.



I've been focusing on programming all of the abilities so that's why I haven't done more work on the map and thus the scenery has remained the same across these updates. I want to lay down all the abilities first, so I can playtest them a bit to know if I really want them or not, then - when I have all the abilities set - I can design the map based on those. It just makes sense to do it this way, since I'm shooting for a Metroid-like progression.

As far as the next ability goes: I'm currently trying to decide on something about the sword, because I have another sword concept that I really liked, being the 'shock' type.
Here's a pic showing the concept for my current sword and the shock sword below it:



I like the idea of shocking things to stun them, using electricity to power stuff, etc., but then that leaves me thinking about how many types should the sword have, if any, and what would the current sword be. I'm playing with an idea, calling the current sword type the Rose Blood, perhaps making it siphon HP, but I can't help but think that maybe I just need to change the normal sword color and particles and just make it a basic starting sword. I just really like how it looks, so I wanted to keep it.

All that said, it's possible I'm going too far and I just need to prevent myself from giving in to the feature creep. I am still planning on making this a pretty small scale game. So I'll be thinking on it.

 5 
 on: April 12, 2019, 02:20:55 am 
Started by shadowlink360 - Last post by FrozenFire
i really need to know a good easy to use game making program thats completely free :(
Hmm, the best thing I can think to recommend then is Scratch:
https://scratch.mit.edu/

But, instead of it being the thing you'd make your Zelda game in, it'd be more of a thing to help ease you into getting the hang of how games are made, then maybe something like Godot wouldn't be so difficult, and you could then move on to making the game.
Adding to what Jacob said, the unfortunate truth is that most games do take a bit of knowledge and effort to create, and 2D overhead Zelda-style games are certainly not among the easiest and least complex. So, at the very least, it will take a somewhat complicated game creating program to make what you want, as a simpler one - such as Scratch - won't have all the features needed to create it.

But I do urge you to move forward; few good things in this life come easy. If you have passion, don't let it go to waste. Don't miss the opportunity to make something you love. It'll be worth it all in the end if you don't give up.  :)

 6 
 on: April 11, 2019, 12:56:49 am 
Started by shadowlink360 - Last post by Jacob1092
I'm afraid what you're looking for is quite impossible, there are no easy to use game making programs if you haven't put in the time and effort it requires for them to become easy. Tutorials, tutorials, tutorials!

As for my project, here's a very brief gif of Link opening a chest and finding a Korok in a test area;


 7 
 on: April 10, 2019, 08:27:14 pm 
Started by Aeranima - Last post by Aeranima
Thanks guys for your kind words. I will post areas soon. Keep an eye on the topic for once they arrive!

 8 
 on: April 10, 2019, 06:33:45 pm 
Started by shadowlink360 - Last post by shadowlink360
so i tried gamemaker and godot and none of them are working for me ;-; so i really need to know a good easy to use game making program thats completely free :(

 9 
 on: April 10, 2019, 06:18:32 pm 
Started by shadowlink360 - Last post by shadowlink360
Thanks! :D

 10 
 on: April 10, 2019, 12:22:48 pm 
Started by Aeranima - Last post by FrozenFire
Oh wow, yeah, this is looking fantastic!
And, man, that animated title gif is so good. :o

I like the vision, concepts, story - everything.

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