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Topics - Theforeshadower

Pages: [1] 2 3 ... 34
1
Graphics / WIP Young Link LTTP -idle/walking-
« on: October 09, 2014, 05:27:48 am »
It's in the attachments.  Basically, I am trying to make a younger Link than the one portrayed in LTTP(teenager before GBA retcon).

The hat feels somewhat off to me.  I tried fiddling with the head to make it smaller but the best that I could achieve was just shortening his ears whih did seem to make the head appear smaller.  Some other stuff was recolored and I tried to add legs where I could.

Left is the original.  Right is my edit of that frame.  It looks pretty smooth in an in-game environment, but still seems off somehow.   :/ 

2
Discussion / What would you like to see?
« on: October 01, 2014, 10:51:42 pm »
Kind of having "writer's block" in terms of programming and the creative process right now.  I 100% blame it on the fact that a game I play quite a bit is nearing the end of the ranked season, so I have been dumping 3 or 4 hours a day into that.

So, I thought it might be a cool idea to try to program some of your ideas!

:D

Since this is a Zelda forum, I would like it to stay Zelda related.  Preferably keep it within graphical specifications of the 2D Zeldas as I think my sprite skills are horrible.  Other than that, no limitations!

Depending on amount of requests and time frame, I'll compile a nice list together soon and get to work on it.  I plan on actually documenting the entire process.  Even if it is never completed, I will release full source code and all documentation.  I'll try to make sure I comment code as I go as well.  xD

3
Entertainment / 2 Man Let's Play coming soon
« on: September 14, 2014, 09:36:20 pm »
My cousin is going to be moving in early October.  On days when he is not looking for a job, him and I are going to be doing 2 man Let's Play videos.

I am asking what would you guys like to see?  We have plans for a few co-op games to start with, but we will end up doing head-to-head games such as Ocarina of Time, Final Fantasy 7, and Megaman.

Currently on our list in probably order:
-Diablo 1 (ps1)
-Baldur's Gate : Dark Alliance (ps2)
-Dungeon Siege III (xbox360)
-Perfect Dark (n64)
-Goleneye (n64)
-Resident Evil 2 (psOne Classic digital vs n64 - you bet I got a copy)
-Super Mario Bros. 3 (nes)

Some games I would like to get my hands on as I have only 1 copy or none:
Ocarina of Time - have n64 version, trying to get GCN version as well or another n64(I have 2 n64s)
Super Mario World - SNES
Baldur's Gate : Dark Alliance 2 - ps2/xbox and expensive
Sonic1 and 2 - Genesis ( I have 1 as well as  2 Genesis )
Secret of Mana - SNES
Link to the Past - Promotional GCN version( or I would have to get another SNES xD)
Gameboy Player with Disc (this is so we can do a SuperBoy Link's Awakening vs GCn GBA Player with Link's Awakening)


As I said, looking for suggestions.  These videos will be done for fun and humor.  Probably next paycheck, going to get a nice Logitech webcam as the one I have claims 30fps but looks more like 5fps. >_>

4
Discussion / [Concept Demo] LoZ:A Link to the Past - Gameboy
« on: July 28, 2014, 07:00:13 am »
Download Link:
http://twindrills.com/uploads/lttp_gb.zip
Thank you, Infinitus.


I still consider this a concept/tech demo.  I don't feel that it deserves a true thread in Zelda Projects yet.  I am posting this thread as to get outside testing since I know the ins and outs of my code.

Known issues before you post:
The IceRod projectile hangs on objects much more easily than the FireRod.  <-- Looking into this.
The Hookshot hangs when fired directly next to the edge of the view and towards that edge.  <-- Looking into this.
An enemy can bounce you out of view which in turn causes a scroll.  <-- Looking into this.
Don't try to go to the throne room, it doesn't exist.  You'll just get stuck in a wall.

There is no save features.  Just press Enter to get pass the Select screen.

Controls:

Arrows move Link and the Inventory selector in the Menu.
Enter opens the menu(acts as Start)
Z swings the sword, opens objects, continues text.
X uses an item if one is quipped and sets an item to X if you are in the Menu
H lowers your health
Y increases your health
L unlocks all icons for the menu and gives some goodies and will change various statuses of quests which can change music in several areas(can be used as often as you like)

Items currently finished in this concept stage:
Sword and Sword Spinning
Bow
Boomerang
Hookshot
Bombs
FireRod
IceRod
Bombos Medallion
Ether Medallion  WARNING:  IT FLASHES THE SCREEN!!!!!!!!!!!!!!!!
Lantern
Flute
Text System
Chests
Cutscenes
Transitions
Game Over
Changes in music, npcs, and chests based upon global values.
Base Enemy ( hope you can find it )
Hyrule Castle Mapped(feel free to explore it though not all collisions in place)

So far with my testing, I haven't encountered any game crashes anymore.  Feel free to find any glitches.  I am looking for sprites for enemies, better medallion effects, and better music.

Download Link:
http://twindrills.com/uploads/lttp_gb.zip
Thank you, Infinitus.

5
Graphics / If any of you spriters get bored sometime...
« on: July 23, 2014, 05:25:09 am »
I could use any LTTP npcs, enemies, and bosses redone into Link's Awakening style.  This isn't a full request.  Just leaving an open thread in case anyone gets bored that enjoys spriting.

Keep them either greenscale or grayscale  (4 colors max).  I will handle the palette changes later.  As of now, I have been using LA sprites for placeholders with a few personal edits.
Credit always given.

I don't have a comprehensive list as of yet, but I will add anything anyone submits as "finished".
Link's

LINK ANIMATIONS
  • All base sprites such as walking, sword, etc.  are being used directly from Link's Awakening - finished
  • Bombos Medallion - finished
  • Ether Medallion
  • Quake Medallion
  • Flute - finished
  • Shovel
  • Praying

INVENTORY ITEMS(not the icons, just the sprites for when Link uses them)ALL MENU ICONS ARE FINISHED
  • All Sword - finished
  • Hookshot - finished
  • Bow - finished
  • Boomerang - finished
  • Bombs - finished
  • Lantern - finished
  • Flute - finished
  • Bombos Medallion - finished

6
Coding / Can I get some help.
« on: July 21, 2014, 05:25:30 am »
Maybe it's the stress, but my heart drawing code isn't working 100%. 

Code: [Select]
var i, ii;var fraction;var modValue;
fraction = global.life div 4;
modValue = global.life mod 4;
draw_set_font(font0);
for (i = 0; i < global.hearts ; i += 1)
{
    draw_text(view_xview+32,view_yview,global.life);
    draw_text(view_xview+32,view_yview+16,global.life mod 4)
   
    if (i <= 9)
        draw_sprite(sprHeart,0,x+92+(6*(i+1)),y+2);
    if (i > 9)
        draw_sprite(sprHeart,0,x+92+(6*(i-9)),y+9);
}

for (ii = 0; ii < fraction ; ii += 1)
{
    if (ii <= 9)
        draw_sprite(sprHeart,4,x+92+(6*(ii+1)),y+2);
    if (ii > 9)
        draw_sprite(sprHeart,4,x+92+(6*(ii-9)),y+9);
}

if (round(global.life / 4) <= 10) //(fraction <= 10)
    if (modValue > 0)
        draw_sprite(sprHeart,modValue,x+92+(6*fraction),y+2);
    else
        draw_sprite(sprHeart,4,x+92+(6*fraction),y+2);
else
    if (modValue > 0)
        draw_sprite(sprHeart,modValue,x+92+(6*fraction),y+9);

The code has been changed a few times but yields the same results.  The last heart before life is 0 is getting drawn in the wrong place as is the current heart if you are about to increase to the next heart.

Unable to post screenshots at this moment.

Been screwing with this for an hour now.  Maybe someone who hasn't stared at it can see the problem.


I will also add that sprite fonts aren't working for me.  I am quite sure I have them set up correctly, but all I am getting drawn is a black block the size of the sprite instead of the proper image.

7
Coding / Returning objects, solids, and Game Maker.
« on: July 20, 2014, 10:53:28 pm »
I was adding a boomerang to LTTP Gameboy in Game Maker Studio when I hit a wall. The movement engine is a heavily modified versionof Goodnight's engine.  It makes use of solid objects.

Now, when you use the boomerange or have Zelda following you, the get stuck on any wall object.  I tried several ways to return the boomerang from move_toward to directly changing x and y values.  Either way I try, the boomerang  still gets stuck on any solid object between it and Link.

Just wondering what I can do.  I also tired setting the boomerang's collision mask to nothing which did not work either.

8
Feedback / Forums load funny on Firefox for Android
« on: July 11, 2014, 06:51:19 am »
Font sizes are out of whack.  Some buttons used for fonts while making apost are oversized.  Al the text near the bottom of ever page is huge.

If i can figure out how to take a screenshot, I will.  Nothing breaking, just irritating me a little. 
Firefox has been updated as of a week ago.

9
Coding / Game engine resources?
« on: July 10, 2014, 03:34:42 am »
Been trying to code my own lightweight basic 2D game engine with SFML.net.  I've seen a few websites about 2d game engines but they usually go way beyond the scope of what I want early on.

I have only two source files thus far.  It's in C# in case you could not tell.

PROGRAM.cs
Code: [Select]
/*
 * Created by SharpDevelop.
 * User: owner
 * Date: 7/8/2014
 * Time: 3:58 AM
 *
 * To change this template use Tools | Options | Coding | Edit Standard Headers.
 */
using System;

namespace HyruleEngine
{
class Program
{
public static void Main(string[] args)
{
Console.WriteLine("This is the Hyrule Engine Version 0.0.0.1");
Console.WriteLine("Features in this release: Basic engine functions.");

// TODO: Implement Functionality Here

Console.Write("Press any key to continue . . . ");
Console.ReadKey(true);


GameCore app = new GameCore();
app.Run();



}
}
}

GameCore.cs
Code: [Select]
/*
 * Created by Michael Jeffries
 * User: owner
 * Date: 7/8/2014
 * Time: 4:27 AM
 *
 * To change this template use Tools | Options | Coding | Edit Standard Headers.
 */
using System;
using SFML;
using SFML.Audio;
using SFML.Graphics;
using SFML.Window;

namespace HyruleEngine
{
/// <summary>
/// Description of GameCore.
/// </summary>
public class GameCore
{
RenderWindow window;
bool gameRunning;
Music musicLoop;
Music musicStart;

public GameCore()
{


}
protected void Init()
{
//Game Initialization code goes here
window = new RenderWindow(new VideoMode(400, 224), "Hyrule Engine");//setting up our basic resolution for our game window
window.SetFramerateLimit(30);//Setting a base frame rate of 30
musicStart = new Music("Resources/Music/lttpOverworldStart.ogg");//test music
musicLoop = new Music("Resources/Music/lttpOverworldLoop.ogg");//blam
musicStart.Play();//playing the test muic
gameRunning = true;//bool for the game loop


}
public void Run()
{

Init();


//main loop
while (gameRunning == true)
{
if (Keyboard.IsKeyPressed(Keyboard.Key.Escape))
{
window.Close();
}
if ((musicStart.Status == 0) && (musicLoop.Status == 0))
{
musicLoop.Play();
musicLoop.Loop = true;
}



window.Clear(Color.Blue);

window.Display();
}
}



}
}


I hope I am on the right track.  What I am aiming for is a simple engine that runs via states: Title, File Select, Game, End/Game Over.  I want drawable objects that draw themselves.  When I worked with XNA, that's how I handled objects that were drawn/active.

I do need to work more on SFML as well.  The damn documentation for .net is skimpy at best.  Been trying to correlate the normal C++ docs to the .net docs.

Anyway, if anyone has any resources , I'd appreciate it.  I should mention that the engine runs fine as is right now so I haven't broken anything yet.

10
Graphics / Just a little wip
« on: June 22, 2014, 07:07:48 am »
Posting via phone.
Been wanting to get the coding juices flowing again. Figured I would start with something fun .

Not perfect but it is the current Lightworld map.  Pain trying to get detail into 160x128 areas.   Hyrule Castle complete through Sanctuary as fa as collisions and layout. Well, I'll just wait til a nice demo is ready before I spill the beans. 

Enjoy.

11
Entertainment / Shin Megami/Persona/Digital Devil/whatever - are they good?
« on: February 04, 2014, 11:54:28 pm »
Wanting to know from you,ZFGC, if those games are actually good.  i have never played, nor watched any of them.  I had a buddy that wouldn't stop talking about Persona 3 and how badly he wanted it for PSP rerelease back in the day.

I recently stumbled upon an eBay store that is selling a truck load of legit "never been opened" games.  I have already received my Megaman Anniversary Collection which was in fact new so I am sure it's legit.  Anyway, I keep seeing various Devil Saga games from as old as Saga and Saga II for PS2 to the current ones for PS3 and 3DS.

They range in price from about $12.99-$24.99 + shipping depending on how new.  I was wondering if the old PS2 games were any good.  I love RPGs if you didn't know.

So, are they worth getting?

12
Entertainment / [Job Posting] Riot Games looking for Design Analyst
« on: January 16, 2014, 02:07:53 am »
http://www.riotgames.com/careers/design-analyst

I know some of you have or are obtaining degrees in CSE and such.  Just relaying this new job posting as it could really be a great opportunity.

13
Graphics / Pixlr - A browser base graphics editor
« on: December 06, 2013, 01:03:08 am »
I have had this on my on my Chrome apps for quite some time.

http://pixlr.com/editor/

It functions very well for my needs.  I think it will replace Paint.net for me(I can't stand standard Paint that comes with Windows 7)for when I need some basic stuff done.

It has layers, filters, brushes, and all sorts of goodies.  you can save to your computer as well.  Anyway, just sharing this tidbit.  Oh, and it's free.

14
Coding / [Java] Syntax errors?
« on: November 10, 2013, 09:26:44 am »
I been following a great game tutorial on Java(before you hiss, it gets ported to Android in the end).  However , I hit a part where my IDE (Eclipse just as the writer uses) is giving me syntax errors.

Here's the code:
Code: [Select]
public void moveRight()
{
speedX = 6;
}

public void moveLeft()
{
speedX = -6;
}

public void stop()
{
speedX = 0;
}

public void jump()
{
if(jumped == false)
{
speedY = -15;
jumped = true;
}
}

And there are errors on moveLeft moveRight and stop:
Multiple markers at this line
   - Syntax error on token "void", @
    expected
   - Syntax error on token(s), misplaced
    construct(s)

And on jump
Multiple markers at this line
   - Syntax error, insert "EnumBody" to complete BlockStatement
   - Syntax error on token "void", @ expected
   - Syntax error, insert "enum Identifier" to complete
    EnumHeaderName

All my code looks like the tutorial code, so I don't get why I am getting errors.  My IDE is slightly different as it is Eclipse that is bundled with ADT but it's still Eclipse just with the Android Tools built in instead of having to manually add them.

Anyway, was wondering if anyone here might know the issue?  If you need the full code:

StartingClass.java
Code: [Select]
package kiloboltgame;

import java.applet.Applet;
import java.awt.Color;
import java.awt.Frame;
import java.awt.Graphics;
import java.awt.Image;
import java.awt.event.KeyEvent;
import java.awt.event.KeyListener;
import java.net.URL;


public class StartingClass extends Applet implements Runnable, KeyListener
{

private Robot robot;
private Image image,character;
private Graphics second;
private URL base;

@Override
public void init()
{

setSize(800, 480);
setBackground(Color.BLACK);
setFocusable(true);
addKeyListener(this);
Frame frame = (Frame)this.getParent().getParent();
frame.setTitle("Q-Bot Alpha");
try
{
base = getDocumentBase();

}
catch(Exception e)
{
//handle exception
}

}

@Override
public void start()
{
robot = new Robot();
Thread thread = new Thread(this);
thread.start();
}

@Override
public void stop()
{
 

}

@Override
public void destroy()
{
 

}

@Override
public void run()
{
while(true)
{
repaint();

try
{
Thread.sleep(17);
}
catch(InterruptedException e)
{
e.printStackTrace();
}
}
// TODO Auto-generated method stub

}

@Override
public void update(Graphics g)
{
if(image == null)
{
image = createImage(this.getWidth(),this.getHeight());
second = image.getGraphics();
}

second.setColor(getBackground());
second.fillRect(0, 0, getWidth(), getHeight());
second.setColor(getForeground());
paint(second);


g.drawImage(image,0,0,this);
}

@Override
public void paint(Graphics g)
{
g.drawImage(character,  robot.getCenterX()-61, robot.getCenterY()-63,this);
}

@Override
public void keyPressed(KeyEvent e)
{
// TODO Auto-generated method stub
switch(e.getKeyCode())
{
case KeyEvent.VK_UP:
System.out.println("Move Up");

break;
case KeyEvent.VK_DOWN:
System.out.println("Move Down");
break;
case KeyEvent.VK_LEFT:
{
System.out.println("Move Left");
robot.moveLeft();
break;
}
case KeyEvent.VK_RIGHT:
{
System.out.println("Move Right");
robot.moveRight();
break;
}
case KeyEvent.VK_SPACE:
{
System.out.println("Jump");
robot.jump();
break;
}

}

}

@Override
public void keyReleased(KeyEvent e)
{
// TODO Auto-generated method stub
switch(e.getKeyCode())
{
case KeyEvent.VK_UP:
break;
case KeyEvent.VK_DOWN:
break;
case KeyEvent.VK_LEFT:
break;
case KeyEvent.VK_RIGHT:
break;
case KeyEvent.VK_SPACE:
break;

}


}

@Override
public void keyTyped(KeyEvent e)
{
// TODO Auto-generated method stub

}
}

Robot.java
Code: [Select]
package kiloboltgame;

import java.awt.Graphics;

public class Robot
{
private int centerX = 100;
private int centerY = 382;
private boolean jumped = false;

private int speedX = 0;
private int speedY = 1;

public void update()
{
//moves the character
if(speedX < 0)
{
centerX += speedX;
}
else if (speedX == 0)
{
System.out.println("do not scroll");
}
else
{
if(centerX <= 150)
{
centerX += speedX;

}
else
{
System.out.println("scrolling");
}
}

//Y position
if(centerY +speedY >= 382)
{
centerY = 382;
}
else
{
centerY += speedY;
}

//Jumping
if(jumped == true)
{
speedY+=1;

if(centerY + speedY >= 382)
{
centerY = 382;
speedY = 0;
jumped = false;
}
}

//x prevention
if(centerX + speedX <= 60)
{
centerX = 61;

}


public void moveRight()
{
speedX = 6;
}

public void moveLeft()
{
speedX = -6;
}

public void stop()
{
speedX = 0;
}

public void jump()
{
if(jumped == false)
{
speedY = -15;
jumped = true;
}
}



}

public int getCenterX() {
return centerX;
}

public int getCenterY() {
return centerY;
}

public boolean isJumped() {
return jumped;
}

public int getSpeedX() {
return speedX;
}

public int getSpeedY() {
return speedY;
}

public void setCenterX(int centerX) {
this.centerX = centerX;
}

public void setCenterY(int centerY) {
this.centerY = centerY;
}

public void setJumped(boolean jumped) {
this.jumped = jumped;
}

public void setSpeedX(int speedX) {
this.speedX = speedX;
}

public void setSpeedY(int speedY) {
this.speedY = speedY;
}
}


15
Graphics Requests/Archive / {Request} LttP Complete Bomb Sequence
« on: November 04, 2013, 06:27:16 am »
Shocked I cannot find this anywhere.  I found a single frame of the bomb(couldn't even find that until I visited ol' tSGK).  That's it.  No explosion or turning color.

Need it for QoC.

16
Coding / Text Box Woes
« on: November 02, 2013, 09:51:19 am »
Decided to program a sprite font text box system that works around GM 8 Lite's limits.  GM8 Lite doesn't let you use the built in sprite_font functions.  Anyway, instead of boring you with details, I'll tell you the system works.

However, I am trying to add an automatic "-" addition when you reach the edge of the box and are currently in a word.  It's not going very well.  I've come close a few times but then screw it all up.

Code: [Select]
//In child object, have a begin step that contains your completeText ie string
if active == true && paused == false
{
completeCharcount = string_length(completeText);
if timer = 0
{
if (currentCharcount <= (completeCharcount))
{
    if string_char_at(completeText,currentCharcount) != " " // && charperline > 0
    {
        //sound_play(sndTextAppear);
        currentWord += string_char_at(completeText,currentCharcount);
            //drawn_text += string_char_at(completeText,currentCharcount);
        charperline -= 1;currentCharcount += 1;
    }
    else if string_char_at(completeText,currentCharcount) == " "
    {
        if wordCharcount <= string_length(currentWord)
        {

            if string_length(currentWord) >= charperline
            {
                //drawn_text += "#";
                if charperline > 0
                {
                    drawn_text += string_char_at(currentWord,wordCharcount);charperline -= 1;
                    wordCharcount += 1;
                    //charperline -= 1;
                }
                else
                {
                    drawn_text += "-";
                    charperline = 24;
                }
               
               
                sound_play(sndTextAppear);
            }
            else if  string_length(currentWord) < charperline
            {
               
                drawn_text += string_char_at(currentWord,wordCharcount);
                wordCharcount += 1;
                sound_play(sndTextAppear);
            }
        }
        else if wordCharcount > string_length(currentWord)
        {
            charperline -= wordCharcount;
            drawn_text += " ";
            currentCharcount += 1;
            wordCharcount = 1;
            //charperline -= 1;
            currentWord = "";
            sound_play(sndTextAppear);
        }
     
    }
   
    if string_length(drawn_text) >= 71
    {
        drawn_text = string_copy(drawn_text,24,48);
    }
}
else
{
    finished = true;
}
timer = 30;
}
else
{
    timer -= response;
}
}

Also tried this:
Code: [Select]
    if string_char_at(completeText,currentCharcount) != "^"  && frac(currentCharcount/24) != 0
    {
        sound_play(sndTextAppear);
        //currentWord += string_char_at(completeText,currentCharcount);
        drawn_text += string_char_at(completeText,currentCharcount);
       
        currentCharcount += 1;
    }
    else if frac(currentCharcount/24) == 0
    {
        if string_char_at(completeText,currentCharcount-1) != " " //&& string_char_at(completeText,currentCharcount-1) != " "
        {
            sound_play(sndTextAppear);
             drawn_text += "-";
        }
        else if string_char_at(completeText,currentCharcount) == " " || string_char_at(completeText,currentCharcount) == "-"
        {
            sound_play(sndTextAppear);
            //currentWord += string_char_at(completeText,currentCharcount);
            drawn_text += string_char_at(completeText,currentCharcount);
       
            currentCharcount += 1;
        }
    }
This one just !@#$% stops at the 24th character.  Doesnt even make !@#$% sense why it would just stop.  Been at this for 2 hours at this point, so I am a little steamed.


I reused the parsing code of my rpg textbox engine from a couple years ago.  You won't be able to directly use this as that code is in a parent object, while the child object holds the actual text. 

I uploaded a couple pictures of different results I have gotten.  This system is only to allow 24 characters per line, which works fine.  What isn't working is that if you are currently in a word and near the end, at the 24th character on the line, add a "-" to the drawn_text.  The system is adding it at weird spots that I know is my fault but I can't find it.

The code I posted is all that deals with getting the drawn text string.  You don't need anything else as the rest of the code is just activating the box and drawing the box and text which works fine.  If you think you can figure it out, let me know.  The previous system just added a "#" which is a newline in Game Maker when you reached a word that was too big.  That won't work with hard-coded spritefont :/

Eventually, I need to add YES/NO questions and pausing/continuing(already did once before in the old Quest of Courage).  Right now, I just want to get damn hyphens to work.  I'd rather have hyphens than newlines if possible.  Just a design choice of mine.

17
Graphics Requests/Archive / [Request] LttP End Credits Screen
« on: October 25, 2013, 12:31:15 am »
Searched everywhere.  Maybe I missed it.  Mainly looking for the moving clouds, but even a clean screenshot without the actual credits in the way would be nice.

:D

18
Graphics / Need some critique
« on: October 20, 2013, 04:20:20 am »
Check attachment.
or



The far left is the original image.  It is of the hero from Sword of Mana(Seiken Densetsu/Final Fantasy Adventure remake).

Since, I am feeling strongly toward having my Zelda II project be closer in style to the Mana franchise, I started to edit some stuff.  I am going for a combination of Mana meets Link to the Past.

The clothes/colors might look odd but I am going for the original artwork(the adult/darker art) than what was in the manual for Zelda II.  Link has some serious long hair going on in the oiginal art.  it goes to almost the middle of his back and it's brown.  That is where I think most of the work is needed:  the face/head.

Anyway, I wonder how you guys feel on the stances.
From the left:
Stance based on original SoM hero.
Stance with smaller arms, but larger legs.
Stance with small arms and legs.
Stand with large arms and large legs.

I made the mirror stances with the arms and legs because the original stance looks a little off when using LttP standards of outlining everything.  Anyway, any ideas?

19
Discussion / Link of the Imprisoning War
« on: October 18, 2013, 06:33:34 am »
This was a submission to an old Character Competition. It was turned down as an entry.  However, I felt it would be nice for some people other than a few close friends to appreciate it.  I been told numerous times that it is actually pretty good considering I wrote it in a few hours and that I should really think about turning it into a fan game.

https://docs.google.com/file/d/0B49_4X0jDFp8N0xudXFhb0gtX00/edit?usp=sharing

It might be an exhausting read, I don't know.  I reread it and enjoyed it as a short story.  It is a "this could have happened" for the Imprisoning War since a real hero is never found for the Master Sword per the original background story for LttP.

Anyway, maybe some of you will enjoy it.  There are grammatical errors due to this being written at like 3am during an test week in college some time ago.  xD

20
Entertainment / Zelda PC fan game from 1997/98
« on: October 17, 2013, 05:28:28 am »
Spent over 2 hours using Google trying to find it.  If any of you know what I am talking about, this was how the game played out:

Made in Klik n PLay
You started out in the Lost Woods.
You had to head to the castle to get the Master Sword(Almost Heros plays in the background via midi file)
You then had to find the 5 Flute(ocarina) songs
The main villain was the Dark Knight
The game ends with Link playing the flute to open a portal to go to another world/dimension(where the Dark Knight went)but a popup chat says "Huh?  Nothing happened."   and the game closes.

It had a good 40+ screens of 640x480 and could be freely traveled to and from.
The sprites were 256color versions of LttP

I cannot remember the guy's name but it was on the titlescreen along with Copyright 1997(could be 98 but sure it said 97).


Just longing for some nostalgia.  It was the first fan game I had ever played other than Mega Man fan games.  Yes, I go back as far as the 90s with my fan gaming.  Most sprites on the net were hand made as emulators were semi-new and all ran in DOS mode so ripping sprites always came out funny.

Anyway, if anyone knows what I am talking about, let me know if you have it or can find it.  SHould just be called "Zelda PC" or "Zelda PC Demo".  I ran over the wayback machine on dekutree.com and zeldapower.com going back all the way to 2000,but turned nothing up(those and zelda64.com were the Zelda sites back then).  Couldn't find it.

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