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Messages - marioman

#601
At least give it a shot, marioman. An Essence is only 16 x 16 pixels, and doesn't have many colours. You could easily doodle something in Paint and there really isn't much space to mess it up. If you draw the general shape, that's already more than halfway there.



I wish I could.  I am absolutely swamped with non-project things, and I am lucky to get a post in here and there.  (Trust me - I have verified Murphy's Law multiple times in the past week alone.)  Taking the time to try and learn spriting and figure out the Oo* art style would be more than I could handle at this time.  Sorry.
#602
BTW, marioman, why don't you do some sprites? Are you good at that sort of thing? I already asked about the Essences, didn't I? That can't be too hard...



Sorry, I have no sprite/art skills.  I think that I failed pre-school finger painting five years in a row.



I do have a question.  Why are you just modifying a boss from another game?  I thought that you wanted original bosses.  I modified boss like that would be immediately spotted.  Unless it were a boss from another Zelda game.  Otherwise, I would say that you would probably want to start from scratch.



Good job on Level 1 RT 55J.
#603
Wow!  Kirby's Dream Land 2!  Zelda and Kirby, a very unlikely combination.  (Outside of SSB.)  I would say that it is way too recognizable.  Sorry.
#604
As far as I remember, there weren't mini-bosses in Zelda II, so even if we did resort to adapting the Zelda II bosses, we still wouldn't have enough. We'd have to design some original sprites anyway, and if we have to find a good sprite-maker, we may as well to get them to do more original designs.



Basically, because of the attempt to fool people, I'm hesitant to use recognizeable bosses. Even though Seasons has the bosses from the original Zelda, that to me isn't reason enough to necessarily use all old bosses here. Then there's perspective and size issues. So Zelda II can't answer our boss issue. Not totally, and not preferably.




No problem - not all of my ideas have to be good.  I just try to come up with ideas that follow the patterns that have been set by the other games.



The sprites in Seasons for the Zelda 1 bosses are not exact translations from the original game.  As a matter of fact, some of them are slightly unrecognizable.  Also, there are two new bosses (Medelock and Mothula) in Seasons that make up for the fact that there are only six bosses in Zelda 1.  I thought that some new bosses could still be added in addition of the Zelda 2 bosses - especially mini-bosses. (I believe that all of the mini-bosses in Seasons are new because Zelda 1 didn't have many mini-bosses either.)



As I said before, it is just an idea.
#605
I would say that it wouldn't be as hard as you would think.  Some of the bosses such as the fire bird and the ghost guy (I don't know their names) are already almost front-view anyways.  The others would be a little more work, but I would imagine that it would not be that much more.



As for where they appear, the ghost guy could be in the crypt level, the snake could be in the hourglass, one of the knights could be in the Light Temple, the Minotaur could be in the beach (as in Zelda 2), etc.  They would fit fairly well.



I do not know if the fire bird from the Great Palace would be considered a good boss since it is so close to the end of Zelda 2.  However, I could see it being used in the ice level.  I would just recommend against using Dark Link because he is the final boss.
#606
Did you read the Wikipedia article that I posted?  It completely explains what was going on with the Oracle series.



My mistake - The Oracle of Seasons has all six of the Zelda 1 bosses in it.  (Ages is the one that would have been the Zelda 1 parallel.  Zelda 1 is about the Triforce of Wisdom.)



I was thinking that (following the pattern here) since Zelda 2 was about the Triforce of Courage, the courage game would have been the one to have the Zelda 2 bosses in it.



Anyway, it is just a thought.  I figure that it would be less work than starting on boss designs from scratch.  At least the basic design would be complete - just the spriting would be left.  It would also fit the pattern.
#607
One question about the bosses.  Since this would have been the courage-themed game of the Triforce Trilogy, wouldn't that mean that the bosses would have been based off of Zelda 2?  I would think that using the Zelda 2 bosses would reduce the time necessary to complete the project.
#608
I didn't mean give a list of the sidequests.  I was just saying that we could say that there is an incentive for completing all of the sidequests.  (An extra boss, connectivity with the other games, an item, etc.)  I figure that you are going to give a description of the game, so I was just making a suggestion for that.



The medallion switcher seems too generic.  The switchers in the other games have more than one part.  (The different songs for the Harp of Ages, and the different gems for the Rod of Seasons.)  I guess we would need a part that brings daylight and one that brings darkness.  Maybe that will trigger some ideas.
#609
Here is a continuation of my recent idea list:



Maybe we should build up the side quests by saying that there were x-many (50?) quests, and you get something special for completing them all.  Again, that would just reinforce the courage element of the game.



Another thing.  Wasn't the name of the Vampire Crypt going to be changed to something more Zelda-esque?
#610
VGMaps Social Board / RE:
February 07, 2007, 07:28:17 PM
I'm here.
#611
Just a few things:



Here is an interesting article:



http://en.wikipedia.org/wiki/The_Legend_of_Zelda:_The_Triforce_Trilogy



I hate to keep bringing up the name, but here is an interesting piece of info:



The titles Fruit of the Mysterious Tree: Chapter of Earth and Fruit of the Mysterious Tree: Chapter of Time and Space were used in Japan, while the North American and European versions were renamed Oracle of Seasons and Oracle of Ages, respectively.



The Japanese name would have probably been something like Mysterious Tree: Chapter of Sun and Moon.  (Therefore leading to Oracle of Days, but that's another issue.)



Also, I don't know if you are going to provide a Photoshopped picture of the cartridge for "authenticity", but if you do, the label should be GREEN.



Lastly, what about the day/night switcher being a lantern?  Just an idea.



Nice to see the overworld map progressing.  IMO, that is the most interesting part of the Oracle games.
#612
I see the new announcement at the top of the page.  So we are going with Oracle of Hours?  Just wondering.
#613
Map Gab / RE: Mega Man 8 (PSX)
January 31, 2007, 01:17:17 PM
JonLeung Said:
*hands marioman some blue and white pompoms*

Ah, thanks.  I needed those.  *Shakes pompoms like crazy*
#614
Map Gab / RE: Mega Man 8 (PSX)
January 30, 2007, 06:07:23 PM
3 down, 11 to go.  Keep it up!
#615
Map Requests / RE: Mega Man Maps
January 29, 2007, 05:25:27 AM
Update 1/29/07:



Yay!  I can finally edit posts again.  I added some new info and updated the status of Mega Man 8.



I found a two Mega Man Board maps at this site.  



http://www.angelfire.com/comics/nesteassprites/rockboard.html



I would think that this would be an easy rip.



We still have Mega Man & Bass and Mega Man X3 as our leaders in the race to completion.  It is strange that they haven't been finished up yet.