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877569 Posts in 32868 Topics- by 24309 Members - Latest Member: Thomas Hiatt

May 19, 2013, 09:12:06 PM
TIGSource ForumsDeveloperFeedbackWIP LoZ fangame
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Author Topic: WIP LoZ fangame  (Read 75958 times)
battlerager
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« Reply #30 on: July 24, 2009, 09:14:21 AM »

Hahahha some of those gametrailers comments are pure gold (Or horrible, depending how you look at it)

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I wish you would have done an fps version of Ocarina of Time, rather than making a low-quality 3d game. Try something that looks good as well as is playable.

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cool concept, but you really should not use sprites, and instead of using polygons, use voxels. that would be awesome.

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fn awesome....all we need is music and twilight princes graphics!!!!!!! but great job

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how can you play this thing,sorry but even for retro its crap....

also why tf are you proposing every game to be made in freaking fps.zelda is fine as it is.what is next final fantasy fps?


Hahhaha I'll stop here.
Also I mostly agree with moi. It's indeed pretty sad that there are lots of games deserving some attention and don't get it, but a well-known franchise and some nostalgia is something really powerful.


Also this is really fun, Radix. Hahah didn't think hitting enemies with the projectiles could be any harder than in the original game!
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stranno
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« Reply #31 on: July 24, 2009, 09:27:57 AM »

Ummm Voxel was a great idea implemented on the evolution of BUILD engine (DN3D), in games like Shadow Warrior or Blood ... but this game doesnt need them coz boxes are already 3D arent they? those boxes are not heights like an standar raycaster i guess
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« Reply #32 on: July 24, 2009, 03:25:36 PM »

Hahahah, very cool idea! I can't wait to see how the overworld will play like.
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TOOGAM
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« Reply #33 on: August 01, 2009, 07:15:35 AM »

Nice going.
I hope you weren't planning on manually making the other levels by dragging tiles into an editor or anything like that.  The format of the levels within the cartridge has been documented ( http://tril.tunes.org/work.html ), so that process could be automated.  (That'd be even better because it would allow any custom levels to be easily imported into the engine you're using.)
Can this thing hold loading all the levels at once?  I didn't realize how all of the levels fit together so perfectly within a grid until I saw a multi-level map showing the shapes fixed within a rectangle.  It's kind of neat to be able to make one small modification: adding a single door to one part of the level, and have the result of being inside another one of the levels.  But I realize that if Standard Waiver provides some sort of (memory or other) limits, you may not be able to load 4-5 levels all at once.
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Eclipse
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« Reply #34 on: August 02, 2009, 03:20:32 AM »

What I am about to say is not against radix and his awesome project but is more a commentary about the state of videogame culture nowadays:
This nostalgia shit gets way too much attention. I'm kind of bored of half the videogame news these days being about a mario or a zelda or a metroid or any rehashing of an old boring NES license. Fuckt he NES generation.
There are tons of great projects being thrown out around these forums and the only thing that manages to create a huge (well deserved) hype is this , chosen just because it resonates with some kind of manchild nostalgia .

Keep it up radix, your project is awesome.

agreed, original ideas doens't get covered at all, but if you made a wacky thing using a nes game.. bang!
Nothing verus the project, it looks ace, but it's a sad thing that if it was a random 8bittish dungeon with original monsters it wouldn't take all that coverage at all
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moi
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« Reply #35 on: August 02, 2009, 10:26:10 AM »

Yeah but my comment came out a bit harsh though... Concerned
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lelebęcülo
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« Reply #36 on: August 03, 2009, 05:46:31 AM »

Yeah, but you're right. The reason people are interested in this is exactly the reason I'm interested in making it. The artisticle value of playing a classic from a different perspective is a pretty distant second.

Eclipse: I dunno, 8bit Killer got pretty good coverage. But again, I think it's a nostalgia thing even if it doesn't adapt a specific game.

Yeah I considered that, but your concern is misplaced: the game isn't really that big. Plus if I did want to automate it there'd be easier ways. But I am considering making an editor since adding puzzles is a little tedious. And to clear up some of the misinformation that's being scraped from blog to blog: Standard Waiver is a game I made in Construct for LD14; and I'm free to mess with it so any limitations are either of Construct or me, not SW.


Status update:
I just want to let you guys know that if I disappear in the next few days or so it's not because I'm staging a suicide.
Some cop tried to shake down my landlord or something and as a result we've been kicked out with only one week's notice. I recently put my savings into setting up a new office, and my business plan for the first few months kind of relied on the super-cheap rent we had at that place, so right now I'm selling everything to try and raise enough money for the deposit on a new apartment (which since I'm in China will only be a few hundred bucks, but this happened at a really bad time).

So, yeah, if I vanish it's probably because I'm a homeless couch surfer.
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Spincut
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« Reply #37 on: August 03, 2009, 02:42:51 PM »

I hope you find a new apartment quickly, Radix! I played the demo and it's looking very promising.
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Radix
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« Reply #38 on: August 08, 2009, 07:51:21 PM »

Update: Crisis over, we managed to find a place last-second. And it's actually a pretty cool apartment.

Hey, check out the view:

My phone camera sucks but that tall black building looks like Combine technology.

Now I'm itching to make some fucking games.
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« Reply #39 on: August 08, 2009, 08:00:15 PM »

Now I'm itching to make some fucking games.
For the compo?
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Radix
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« Reply #40 on: August 08, 2009, 08:43:08 PM »

Now I'm itching to make some fucking games.
For the compo?
That's a good idea, if I can think of something I can do in one day.
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Droqen
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« Reply #41 on: August 09, 2009, 06:34:40 AM »

This is awesome!

I don't think the sword's reach should be increased; I think the only real problem is that people equate FPS Melee with 'Press yourself up against the enemy and then press the button' because there's no such thing as a touch-damage enemy in FPS ;p

It'll take some getting used to, certainly, but I really like it as it is now.

---> Are enemy behaviours the same as in the original, or as close to it as possible?
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Eclipse
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« Reply #42 on: August 09, 2009, 10:13:16 AM »

Radix you're a super cool dude, best luck with issuing your problems, i want to play your games!  Beer!
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Radix
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« Reply #43 on: August 09, 2009, 08:09:21 PM »

Thanks, man. Apart from the movers breaking just about everything I own, especially the stuff I wanted to send to the office, and usual money worries it's sorted now. I have an idea for the compo which I'm going to start on momentarily.

It'll take some getting used to, certainly, but I really like it as it is now.
Yeah, I'd tend to agree, but I want to give all the criticism a fair go.

---> Are enemy behaviours the same as in the original, or as close to it as possible?
My basic philosophy is that I'm free to play around a little with anything perspective/direction-based like the way items work, the way you move, and enemy behaviours. Everything else I want to remake pretty closely if I can.
I also don't want this to be a crappy game where enemies just dumbly wander around so you can easily pick them off from the door with your sword beam for the whole game. Where I do change stuff to keep things challenging I'll try to use behaviours from the second quest or other Zelda games when appropriate.
In this demo, the Keese are fairly faithful, while the Stalfos wander around until struck, then they chase you.
Hope that answers the question.
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« Reply #44 on: September 18, 2009, 02:49:07 AM »

hi radix.

-- the few ones who posted negative criticism here did not say anything of worth --


-- and first off, Radix, great work. --


I'll give you a little test report:

- First, when I double click the exe file, the popping up window is not maximized which ain't fun, because on top of all, as long as this app runs (I got XP64, but I guess it's the same on others wins), I can't use the mouse anymore to move the win cursor outside the app window, seems like this app takes control over the mouse IRQ in quite some brutally exclusive fashion which is not useful. People expect a program to leave their mouse alone, as long as their cursor is not hovering above the app window.

- Then, I hope this is not only my problem, but I don't think it is:
Turning the mouse in some directions will make Link look directly into the face of a wall, even if I am in the middle of the room. I think it's really super that you, Radix, thought of the wish of really most people to steer their character with their mouse, where the direction they're looking in equals the direction they then walk in by pressing the W key, by standard.
My mouse is totally normally configured, in all other games, I got no problems with accuracy or stuff. In this app, sadly, I can't steer properly with my mouse, it randomly gives me graphical errors - I will still try to reconfigure my nvidia card with the win panel, maybe that could have lead to the symptom I describe here, maybe not. Will edit this if I got new testing info [greeedy on playing metroid and zelda 3d, even in low quality, better than oblivion and morrowwind together...]

- You gotta really heighten the tolerance of position: I really tried
to stab those dark blue bats, I mean they are old friends, uhm, enemies of us all .-) ... -- BUT this was made AWsomely hard because you gotta very precisely hit the bats. OK this is surely normal, this app being a conversion to 3D. But I died after some 2 minutes, also because of the graph error described above.

- One positive remark (of which there will follow a lot more):
The doors are well-made, unlike another guy here commented. I mean I see a black tunnel and go into it, that is the natural instinct of any man .-)
-- and I come out in the next room.

- So, now the inevitable remark on quality: On the old Amiga, we had "softening", I learned to do it once on Deluxe Paint 2 and 3 - it's a much more cpu-saving method to smooth the edges of any graphics than the nowadays totally decadently used "Anti-Aliasing" or "Anisotropic Filtering": NO CPU or RAM is used AT ALL: You JUST REALLY simply "soften" those ugly steps by PRE-RENDERING (!) between two and ten layers of surrounding VERY thin lines around the shape of the graph, which then, to the outer direction, fade into the background colour. I did it some 15 years ago with a phrase written in some nice font: a one-pixel outline with a little darker colour than the font has, and repeat that some times. You get a totally soft font, or any graphic. For that, NO one needs ANY kinda high resolutions, which just slow down the framerate. That would be a simple and MEGA effective way of getting away the big pixels. You would just need to maybe double the resolution to be able to succesfully apply such a a softening filter.

- So, all muttering is finished, now to the really good remarks of mine:

MAN! You make DREAMS come true! It is the IDEA that counts.

HOW did you do that? Did you take the info from the original game and transform that into 3d? Ingenious!

Now: The main style and concept of the app is MEGA well done.

I just want to say that if you would work really a lot on the usability (the user-friendlyness, also meaning the compatibility with any kind of mouse and other pc configurations) as well as on the graphical quality of that Zelda "mod", man, that is WHAT ALL PEOPLE WANT, and SURELY not windwaker or ocarina of time ( I heard twilight princess wasn't that bad, but it's too much comically done, probably, and all folks have only a PC and DO NOT WANT any kinda consoles - that was different when the NES was new, even the following SNES came out much later when all was already different, also the MOOD people THEMSELVES were in!!!).

- Personal remark: I refuse iso-view-games. I ONLY play 1st or maybe some good 3rd perspective games. OK on the old NES, there were some mega well done sidescrollers, and also games viewed from above, of which for me, Zelda 1 was the ONLY really "good" one, meaning it gives STILL pleasure to the freak as well as the total noob-casual gamer. EVRYone can use it, and that IS an advantage. Bill Gates STOLE windows from Macintosh, where he worked before, and Win is a very easily usable, therefore "good" product, it's just not Gates who invented it, he is just the world0's most successful conman.

But the principle holds: Easyness. Usability. Compatibility. When a proggy works, however, whereever it's installed, and any idiot can use it, THEN it is a good, because tolerant program.

You completely already follow this principle. I myself have never really learned to program except some C (and pascal .-), but I would like to see you form so much this little app that something GRAND would come out -

Parallel ideas:

I mean, lots of people ask themselves if they don't wanna finally do some Zelda-Totalmod for let's say Oblivion, at best playable in multiplayer
in the LAN. Oh well: Of course, then in the Oblivion-Mod like that, the trees, for example, could surely not be arranged in a straight line like in the original Zelda. There are lots of possibilities for good re-takes here.
All could just be in a Zelda-like style, including quests, but also, it would be mabye better to really stick to the layout of the original Zelda
map numbers one and two, meaning when you finish Zelda Original all is in
a different place. Or begin with the map number two, as did some people
who did that Zelda for PC which is TOTALLY unnecessary because there are LOTS of emulators for NES.

I return to your approach stating that your way is the most Zelda-authentic, the most original way of finally getting Zelda on its feet for our future.

Intresting analogy here is also that just until this or last year, most Morrowind fans said it was impossible to mod Morrowind into a multiplayer mode, now there are even two or even more mods with which evryone CAN successfully and almost totally bug-freely do that.

Stay a pioneer and buccaneer, Radix! You are the root of the root!  Noir
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