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Messages - Stormfruit

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Your projects / Re: iOS port
« on: September 19, 2017, 08:45:07 pm »
Glad we finally have a Modern iOS port working. :) Kinda makes me want to see if I can get the Android port running again.


Actually, I'd be very interested in an Android port! I currently only have a Galaxy Note 10.1 since my sister's borrowing my laptop, so that'd be really useful.

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General discussion / Re: Zelda Fan Games
« on: March 20, 2017, 10:07:54 am »
Yoooooo

I'd actually been looking for a bunch of these, but had given up hope due to removed or infinitely looping links! Thanks a bunch for sharing these! ;D

3
General discussion / Re: Interesting features
« on: November 10, 2016, 07:59:46 pm »
I mentioned chests that run away and hold traps, but I never mentioned a killer chest. It would be hilarious to have to knock out the chest in order to open it. I am not sure if I mentioned this. Sometimes there are hordes of enemies that surround and attack a player or allies. Normally all exits close until the enemies are defeated or there is no way to get past the foes. I first encountered this a long time ago when playing Pokemon Mystery Dungeon. The same type of trap occurs in Swords Art Online anime. I cannot recall the name of the trap type.


The killer chests actually would make a great trap. Also, they're usually called mimics. :D


And the second trap you mentioned is called a monster house; they're very common in roguelike games, but the doors usually only close if you stumble upon one in normal Zelda games.

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General discussion / Re: Interesting features
« on: November 10, 2016, 05:13:00 am »
If I may add, there's also sidequests (of which most Zelda games have a huge lack), motion-detecting projectile launchers (like flying pots and spear traps), hero/ally control transfer (for ally-specific gameplay segments, like in Majora's Mask and Wind Waker), nodes for resource gathering, and random mini dungeon discovery/detection while traveling the world map (Dragon Quest Monster: Joker had this with random unmarked islands that always had new treasure)

5
Actually, while reading and rereading the posts here, that one game called Undertale suddenly came to mind. With the jump mechanic fixed and the movement in that and 2D Zelda games being the same, this engine would be perfect for more games like it.


I mean, we could replicate the mechanics used, right? :O

6
Your projects / Re: Zelda: Book of Mudora
« on: October 05, 2016, 03:34:00 am »
I did have the dog food, but I managed to finish the trade sequence regardless. I actually made some more progress after the last post. Still don't have enough alchemy stones, though; I only have 50-something.


Also, I just found another bug; after beating the miniboss in the last(?) dungeon and getting the Light Bow, the game keeps crashing every time I try to go downstairs.

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Your projects / Re: Zelda: Book of Mudora
« on: October 03, 2016, 04:31:14 am »
Thanks for letting me know; I was worried something went wrong xD But the bartender kept saying something along the lines of "You deserve a gift!" every time I talked to him with the amount I had now; it's pretty misleading.
I actually don't have the boomerang yet. Where do you get it? And do you never get the better one if you go to her without it?


Also I just remembered something: Is Kazuto's apprentice part of the item trade chain? He has a thought bubble above his head, but I don't know what to give him.


EDIT: Never mind, just got the first boomerang :D

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Your projects / Re: Zelda: Book of Mudora
« on: September 18, 2016, 06:56:18 pm »
Heya! I've been playing the full release for a few days now and I think I've found a few bugs.

What exactly are the bartender in Kakariko and the Great Fairy near Lon Lon Ranch supposed to reward you with when you collect enough Alchemy Stones and Goddess Plumes? For some reason, neither gave me anything after collecting a bunch of them. I got the first three pages of the book and just beat the Big Poe in the sewers, then remembered those two while looking for the area with the giant chest. I also have the Hylian's Shield, a bomb bag, and the Gold Bracelet at this point.


Also, I kinda stumbled upon a way to get across the large bridge in Septum Heights before it gets fixed xD; You need to move the two floor tiles that are closest together, farther apart; they still make a small, but traversable walkway. I hope going across that didn't break the game.

And the Goron kid's ghost wasn't supposed to vanish before you finish the Mausoleum, was he? He was with me when I started going through it, but when I saved and quit to do some stuff, then started it back up and got a bomb bag awhile later, he was no longer there when I went back in, and never reappeared even after I beat the boss. Do you need to take him somewhere after beating that wannabe grim reaper?


Update 1: The Death Mountain Great Fairy gave me a bomb bag when I talked to her, but I haven't collected 50 ambers yet. I'm starting to think I broke something o.O;

Update 2: Now I'm sure something's broken. Just reset when I got stuck in a wall after jumping from a cliff, then went to the Kakariko bartender again. He still hasn't given me anything. How many alchemy stones do I need for this?

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Development / Re: Tile Sizes
« on: May 25, 2016, 09:04:10 am »
Ah, ok. The tiles won't be enlarged to scale with the 16x16 ones, will they? And will the engine support larger sprites in the future, then?

I am a bit confused. Is not Link and the sprite from Children of Solarus bigger than 16x16 pixels?

Nope, the hero and all the friendly npc sprites are 16x16.

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Development / Tile Sizes
« on: May 25, 2016, 07:57:48 am »
Does Solarus already support large (32+x32+) tiles? I have a WIP grasslands set with that size and was thinking of continuing on it.

11
General discussion / Re: Making Font Resources and Template
« on: May 24, 2016, 03:27:24 am »
The gbdfed link doesn't work

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Zelda Mystery of Solarus DX / Re: D-Pad Mishap
« on: May 19, 2016, 02:14:54 pm »
Ah, ok. Hopefully that's fixed soon :D I have a workaround for it until then.

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Zelda Mystery of Solarus DX / Re: D-Pad Mishap
« on: May 19, 2016, 02:04:57 pm »
Does it affect all controllers or just the older ones? I'm using one of the latter.

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Zelda Mystery of Solarus DX / Re: D-Pad Mishap
« on: May 19, 2016, 01:32:47 pm »
I was running it normally. I think I have the 1.10.3 version of the game also.

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Zelda Mystery of Solarus DX / D-Pad Mishap
« on: May 19, 2016, 12:17:32 pm »
I tried to assign the movement controls to my controller's D-pad, but for some reason that only works in the subscreen menus; I can't move my character around at all unless I assign the movement to my analog stick. Can anybody help me with this? :o

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