Jump to content

Kargaroc

Member
  • Posts

    183
  • Joined

  • Last visited

  • Days Won

    1

Kargaroc last won the day on July 25 2013

Kargaroc had the most liked content!

About Kargaroc

  • Birthday 10/02/1993

Profile Information

  • Gender
    Male

Other

  • Flag
    (Undefined)

Kargaroc's Achievements

Collaborator

Collaborator (7/14)

  • Conversation Starter
  • First Post
  • Collaborator
  • Reacting Well
  • Week One Done

Recent Badges

37

Reputation

  1. Holy crap something NEW to get hyped about in OoT hacking! Exciting! It's kinda just been stagnating since that one thing happened. I actually like how it isn't based off of any Zelda 64 beta stuff, or whatnot. I suspect there'll be stuff inspired by it but it seems original.
  2. Of course all the file formats are completely different. >.< I don't have a tool that can extract SARC files currently either.
  3. I really hope Epona's not the only method of getting around :/
  4. I've been saying this for years but no one would ever take me seriously! Either way, this is really impressive! Obviously needs polishing but considering you got this far this fast is stunning!
  5. LordNed of the TCRF IRC got the .exe hidden in the Pikmin files working. I followed their instructions and took a picture. I've never seen it dip below 60fps. I don't know much else other than it's very buggy and has loads of debug options. Also really hard to control, with a really backwards control scheme. I'd keep an eye on http://tcrf.net/Pikmin though as of right now it's not been updated yet.
  6. How did you even manage to extract the files from the ROM?
  7. ROM hacking and game development in general are very similar and share lots of things, like the effort required to make content. What happened in the mid 1990s for game devs is happening now for ROM hackers. I could make an entire post about this, but it's half out of the scope for this thread.
  8. Or what about the tons of embedded youtube videos on TCRF? My first thought would be moving them to someplace like Archive.org.
  9. https://dl.dropboxusercontent.com/u/16672629/ootroomwtf.png okay... I found this while browsing the maps in the Debug ROM. Considering how much scrutiny this game has gotten I simply refuse to believe that this hadn't been found before, and therefore must be a bug in SceneNavi, hence why I'm posting this here. I don't know how this could've happened though.
  10. All those speedruns... they'll never be the same after hearing that chicken sound...
  11. Maybe it'll be the Triforce! *shot* I bet it's part of the level geometry I have to say wow! I know in the actual game this kind of stuff was simulated by just having one big texture for the contents of the entire shelf It does look like a quite small room though, so that's good
  12. This is really impressive!
  13. I don't think we have to go that far. I think that we shouldn't have minibosses after every floor. Having a miniboss room every floor lessens the amount of rooms we can use for puzzles. Also, it imposes a segregated design because each segment would be kinda like a minidungeon, with it's own boss. Also, is a segmented design even the best way to go? The last dungeon wasn't like that in ALTTP... Also, I wrote a small roadmap, showing what needs to get done, design wise. " Decide on basic dungeon asthetics. The graphical style (Zelda 64/Mario 64) is already known.Finalize basic layout for dungeon. How will the player be able to move around the dungeon?Design basic/rough layout of the individual floorsDesign puzzles based on the basic layoutTweak the layout based on the puzzlesFinalize individial layoutsDesign layout for enemies and non-puzzle actors. Abruptly stop when about 65% done.Implement the dungeon with instructions from my Alpha Dungeon Design document "
  14. http://zeldawiki.org/Spectacle_Island
  15. The 7 floor layout, with 6 of them being their own elements, and the warp points being at the ends of each segment would probably result in a very linear dungeon. I don't know about that... Also, there's a 32 map limit I believe. That would impose a 4 room limit to each segment, and with each one needing an entrance and "miniboss" room that brings it down to 2 per segment. The segments would have to be more closely interlinked somehow. Maybe the portals between floors shouldn't be the only method of moving around the dungeon?
×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use.