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Messages - Koh

Pages: [1] 2 3 ... 45
1
Graphics / Re: Another wip project
« on: October 22, 2014, 07:13:51 pm »
Looks quite good I say.  I approve of the brown hair change too.  Link always looked better this way.

2
Graphics / Re: Koh's Sprite Joint
« on: October 12, 2014, 05:48:04 pm »
It's been a while since I've sprited.  I kinda felt like doing the rest of the walking for Link today, as well as preparing his alternate colors.  I was just updating the default poses btw, so there's no jumping or swimming or any of that.  I don't even have those graphics.  Holding items is missing currently.



It all look good?  This is free to use, naturally, as it's fan material.  Just give credit where it's due, please.

3
Graphics / Re: Koh's Sprite Joint
« on: September 28, 2014, 10:52:51 pm »
If I smoked, ha ha.  But thanks for the compliment~

Just a little quicky I did this morning.

->->

Personally, I'd just replace the 32x32 clusters with tree tiles that take up a 32x32 space, and are layered atop one another.  The clusters of small shrubs are fine, but that's just what I'd do for a better overall visual.  But, since I just took the existing tiles and updated them....

4
Graphics / Re: Koh's Sprite Joint
« on: September 25, 2014, 03:57:24 pm »
Sprite I made for my 9th anniversary on another set of forums.  Zelda was what brought me there, so I figured I'd make a my own sprite for the occasion.


5
Graphics / Re: Koh's Sprite Joint
« on: September 20, 2014, 07:35:19 pm »

Proof of Concept Mock HUD.  Imitates the flat color + white highlight style in the menu boxes, given a drop shadow.  GB Screen is TINY.  WonderSwan has the same height, but is at least Widescreen with its 224x144 size.

6
Updates / Re: GAME JAM WINNERS!!
« on: September 13, 2014, 05:19:49 pm »
I tried Goron Diggers and found it quite interesting.  It's like a DDR racing game.  Sort of makes me think of those rhythm based games that have been coming out recently, like Rhythm Hunter Harmo Knight.  Congratulations to all the winners.

7
Graphics / Re: Koh's Sprite Joint
« on: September 08, 2014, 11:20:46 am »


Just practicing less aggressive, but still noticeable shifting on tiles.  A Link to the Past's flat colors were used, while I  made my own highlights and shades.  Why is Zelda always my default experimental route? 

8
Graphics / Re: Koh's Sprite Joint
« on: September 02, 2014, 12:45:34 am »
Nah, I don't know anything about rom hecking, and I'd rather devote that kind of time to my own stuff, ha ha.

Finally redid Koh's midres sprite.


Now I've more space to show things like the bent knees.  So I can try doing the better walking animation from this new version.  Also, the animations aren't simply flipped, so his battle stance will look different facing left.

9
Graphics / Re: Koh's Sprite Joint
« on: August 22, 2014, 06:23:04 pm »
Wanted to try something out.

->

10
Graphics / Re: Koh's Sprite Joint
« on: August 14, 2014, 02:15:19 pm »
So I found a really old backup of World of Chaos DX:  Extended (so old, elemental charging wasn't even added!), and began to derp around in it, updating the graphics with my refined hue-shifting technique.  Behold, how much control the power of color can REALLY have on your works.



11
Updates / Re: ZFGC Game Jam '14 - NOW OPEN
« on: August 02, 2014, 11:36:51 pm »
Well that theme throws pretty much any non-Zelda game concept out of the window, ha ha.  I can't say I'm too surprised though; this IS a Zelda fansite after all.  If I was going to do a last minute entry, it'd have been for a quick little original thing, that could later grow into something else.

12
Entertainment / Midora
« on: July 24, 2014, 11:16:23 am »
Midora has a very Zelda: Minish Cap/Four Swords/Adventures graphical style going on.  Has recently been greenlit.  Perhaps you'll like it.

13
Updates / Re: ZFGC Game Jam '14
« on: July 24, 2014, 11:13:07 am »
Sounds interesting!  I'd want to participate, but I wouldn't be able to use all the time properly, since the next semester starts around the middle of August.  But I'll keep my eye on what goes on here.

14
Entertainment / Heart Forth, Alicia
« on: July 23, 2014, 04:40:40 pm »
http://www.alonsomartin.mx/hfa/

In case no one here has ever heard of it, this is an in development indie game that's looking fantastic.  It's got incredible pixel work, as well as aiming to be a Metroidvania/RPG experience, which totally screams Castlevania:  Symphony of the Night like gameplay.  Something to keep your eyes on.

15
Updates / Re: new old moderator
« on: July 21, 2014, 08:59:30 pm »
Congrats on the reinstating.  Wear the blue tunic with pride.

16
Other Projects / Re: [Released] FlyBug for iOS
« on: July 20, 2014, 11:40:14 pm »
So you guys hopped on the Flappy Bird bandwagon?  Ha ha, I'm just kidding, sort of.  At least you guys actually added some extra things to the actual gameplay.

17
Coding / Re: Returning objects, solids, and Game Maker.
« on: July 20, 2014, 11:37:55 pm »
Are you using a collision event?  If so, that is the problem itself.  When a collision event is called, the object is placed at the position it was at just before the collision.

Instead, to check for collision, you'd want to do a conditional check within the step event like
Code: [Select]
if !place_free(x + hspeed, y + vspeed)
{
  //Collision code here.
}

18
Graphics / Re: Koh's Sprite Joint
« on: July 16, 2014, 04:59:02 pm »
Will be moving onto the running animation next, but here's a quick little showcase thingy.

If you just hi-res the existing frames of an animation, you get this.


Looks fine for the lower res, but for the higher res, it looks jerky.  So what do you do?  You treat those frames as key frames, and create a new frame after each, that transitions to the next key frame.


Ahh, much smoother.

Side by side

19
Coding / Re: What Version of Game Maker Do You Use Most?
« on: July 16, 2014, 02:59:23 am »
I took that offer and have Professional Studio as well, but I actually work in GM 8.1 (the paid edition).  Since I worked in GM 7 for a long while, and GM 8 was basically much of the same with many upgrades and such, it felt right at home.  When I opened Studio, it was almost like looking at a foreign program, so I didn't feel like relearning the interface to make my games, when I can probably get all I need for my projects out of the one I'm accustomed to in GM 8.1.

20
Graphics / Re: A Link between Worlds "Links house" - LTTP Style
« on: July 13, 2014, 07:23:50 pm »
The mask kinda looks like it's just floating over the wall, since there's no shadow being cast.  But it looks good over all.

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