This post has been edited by T-bone6: 09 December 2006 - 08:05 AM
The Legend of Zelda The Inquest
#31
Posted 09 December 2006 - 08:05 AM
#32
Posted 08 April 2007 - 07:21 AM
#34
Posted 09 April 2007 - 05:58 AM
I also added doors that actually work similar to the old NES and Snes ones. Whereas if you have a key you can open one of any of the doors. Opening a door removes one key.
I'm pretty pleased with how this game is coming and certainly how its turning out graphically. Hopefully I can get some extra help when i want to start perfecting the sword and boomerang. But for now, I'll continue doing my own thing working on fixing up the levels and overall mechanics of the game.
#35
Posted 09 April 2007 - 06:41 PM
<phthalocyanine> they make experiences.
<Nadir> demos, more like
<Nadir> a glimpse into what could have been if mzx wasn't such a bore to work with
<Nadir> actually, i'm being unfair
<Nadir> i would have made mzx games if it was capable of running on more than 20 computers worldwide in 1998
<Nadir> >:D
<%Alice> functor
<%nooodl> i hear C++ has a thing called functors and they're completely different from Haskell functors...
<rorirover> the result is the most horrid thing in C++, it's basically black magic and it transforms any code you're writing into some eldritch monstrosity
#36
Posted 10 April 2007 - 12:36 AM
#38
Posted 10 April 2007 - 02:57 PM
<img src="http://img223.imageshack.us/img223/2655/quakemarinepz1.gif" border="0" class="linked-sig-image" />
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"There is only one basic human right, the right to do as you damn well please. And with it comes the only basic human duty, the duty to take the consequences."
- P.J. O'Rourke
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"Of all tyrannies, a tyranny sincerely exercised for the good of its victims may be the most oppressive. It would be better to live under robber barons than under omnipotent moral busybodies. The robber baron's cruelty may sometimes sleep, his cupidity may at some point be satiated; but those who torment us for our own good torment us without end, for they do so with the approval of their own conscience."
- C.S. Lewis
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This week, on LANCER PONDERS:
<lolilover> I notice alot of Japanese fiction involving kemono-mimi characters always has the main character saving an innocent animal and then the animal returns as a girl to reward him for his kindness.
<lolilover> Well there's a cat that is always wandering around in my backyard. Should I feed it in the hopes that one day a catgirl will show up at my door?
#40
Posted 12 April 2007 - 09:41 AM
I've gone back to work on the color scheme for a room which in turn will effect the entire game's overall appearance. Reading some of your older comments it seems like you guys had some issues with the floor and wall calling. I've decided to come up with a couple of alternative images so that you guys can vote which one would suite this game best, and which one looks the most impressive out of the four here:

The last image, I've changed the actually graphics of some of the objects in the room. I may use this "cell-shading" type of effect on most of the game. But even though it helps bring out the objects, I think it kind of dumbs everything down a bit and makes it look cartoon. I'm not sure... and thats why I've decided to once again return here again to ask for you guys to lend me your visual skills.
#41
Posted 12 April 2007 - 11:24 AM
I would say the upper left image looks best, because the black outline on the walls makes the room seem more unnatural, and with a darker floor, the boxes around the other objects' chars are harder to notice. This causes the overall room's grpahics to seem a bit better.
Even if you don't do that, I wouldn't suggest going for the cel schading look, either. It makes some things stand out more than others, and if you did that with some, you would have to do that with pretty much all of it to have it look nicer.
#42
Posted 12 April 2007 - 01:41 PM
It definately looks the best.
This post has been edited by Micah: 12 April 2007 - 01:42 PM
#43
Posted 12 April 2007 - 10:51 PM
so yeah, second image looks good. oh, and lemmee know what you're in need of with the sword engine and i'll see what i can get done in my spare time =)
<pyro1588> "welcome to australia, can i help you find what you're looking for?"
<Tox> pyro1588, I'm giving you the most reproachful of glares right now.
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Go show those nutty Koreans what us crazy Europeans are made of pirate.gif pirate.gif pirate.gif - Saike
<exophase> The old Commodore strategy of, "Go friggin' bankrupt!"
<wervyn> Go away! I'm writing the same engine I always do!
#44
Posted 13 April 2007 - 01:22 AM

<Malwyn> Yes, yes. Don't worry I'd rather masturbate with broken glass than ask you for help again. :(
#45
Posted 13 April 2007 - 01:49 AM
#48
Posted 13 April 2007 - 06:19 AM
#49
Posted 14 April 2007 - 12:03 AM
Pyro1588, on Apr 12 2007, 05:51 PM, said:
so yeah, second image looks good. oh, and lemmee know what you're in need of with the sword engine and i'll see what i can get done in my spare time =)
Good to see you back! I'll let you know if / when I need any help. Trying to get link and the enemies to act accordingly to the sword's actions is a little tricky, so in due time I may need your help there once again.
I'm actually surprised not many of you choose the brighter floors. I also noticed that one of the darker browns was a little off and a bit too green, so I've done what Es suggested and added a bit more red and damn does it look a hell of a lot better.
#50
Posted 21 April 2007 - 04:55 AM

I'm currently working on the enemies since they need some serious work. Its almost impossible to get a shot on them, without em ripping your face off. I also added various types of rupees that have different values.
Green Rupee = 1 Rupee
Blue (cyan) Rupee = 5 Rupees
Red Rupee = 20 Rupees
Yellow Rupee = 50 Rupees
I'm also working on the menu system and communication system, for interactions with other people and for when accessing other items.
This post has been edited by T-bone6: 21 April 2007 - 04:59 AM
#51
Posted 21 April 2007 - 05:06 AM
#52
Posted 21 April 2007 - 06:57 AM
#53
Posted 21 April 2007 - 10:07 AM
At this moment, I'm currently having some troubles with bombtype detection. Its pretty odd for me to ask such a simple question... but ah... how do I tell what bomb type the player is currently set to, in robotics? I couldn't find any counters, nor conditions in the help file. Perhaps there should be a counter. It be really awesome if we could change the players bombtype (low/hi) in robotics. Thus avoiding the use of the insert key for changing up bomb types. Plus, say we wanted to display in a HUD what current bomb type we were using, then we'd need a feature like that.
This post has been edited by T-bone6: 21 April 2007 - 10:10 AM
#54
Posted 22 April 2007 - 07:02 PM
T-bone6, on Apr 20 2007, 11:55 PM, said:
Green Rupee = 1 Rupee
Blue (cyan) Rupee = 5 Rupees
Red Rupee = 20 Rupees
Yellow Rupee = 50 Rupees
In the actual zelda games, wasn't the yellow rupee worth 10 while the purple rupee was worth 50?
#55
Posted 22 April 2007 - 09:16 PM
#56
Posted 23 April 2007 - 03:16 AM
I just decided to replace the purple rupees with yellow rupees, since I don't have the color purple in any of the game's palettes.
#57
Posted 23 April 2007 - 06:42 AM

koji: SCRUMTRELLESCENT!
#58
Posted 23 April 2007 - 09:25 PM
CHEZZY, on Apr 23 2007, 01:42 AM, said:
I know that in the zelda for the gamecube and the one for the wii there is also an orange one for 100 and a silver one for 200.
EDIT: Now that I think of it, there actually was an orange rupee in ocarina of time too.
This post has been edited by SmartRutter: 23 April 2007 - 09:27 PM
#59
Posted 24 April 2007 - 01:01 AM
SmartRutter, on Apr 24 2007, 07:25 AM, said:
CHEZZY, on Apr 23 2007, 01:42 AM, said:
I know that in the zelda for the gamecube and the one for the wii there is also an orange one for 100 and a silver one for 200.
EDIT: Now that I think of it, there actually was an orange rupee in ocarina of time too.
You forgot Majora's Mask
>=(

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