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Everything posted by Librarian
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Glad to have you back. Yeah, it's been very sparse lately. I've heard the Discord community is much more active though. As well as the Zelda64 forums.
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Good idea. I think it's great to combine items like lives and points into a single item, makes things a whole lot easier to balance. Reminds me of what Link Between Worlds did with the stamina and magic meter.
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Cool, looking forward to seeing what you've been able to do with those paint mechanics.
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Wow, interesting art style in that first pic. The style almost reminds me of that new yoshi game on the switch. Really cool!
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Cool!
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Wow! Looks amazing! I especially love the radial shading on those trees. Everything looks so three dimensional. And the colour pallet is just fantastic!
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Awesome! Pics?
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Awesome! I guess people have probably been making those autorun levels in mario world as well. haha Just add widescreen and it's practically mario maker now!
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Nice! I didn't even know sprites couldn't interact with platforms, etc. I'm sure tons of new gameplay opportunities have been created now. Awesome work! You're making great progress!
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Long time lurker? Awesome. You may actually have joined earlier than me. I believe I joined mid 2012. Maybe you recognise my old name! A new OoT modding project would be awesome. Not many people do them anymore, I think many of the old modders have moved onto making their own games in game engines like Unity. Would be nice to see something big in the OoT engine again.
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There aren't that many users on the forum right now, unfortunately. You may be waiting a while to get a proper answer from a modder. You could try asking on the GCN Discuss page instead. It's much more active there! https://discordapp.com/invite/WCAyrf
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Aha! Well, welcome to the GCN anyways, Cybertron!
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Heya! This site isn't very busy righty now but there are still long time users who visit the site from time to time. Average we get maybe 2 posts per week (very slow haha). All posts are welcome to increase activity! If you have any recommendations on Mario 64 hacks, feel free to make a topic! The GCN is totally open to games outside Zelda. I know kaze Emanuar is doing awesome work right now, any other suggestions you may have? We have a discord which is usually much more busy than the main website, you should be able to join here: https://discordapp.com/invite/j7ZtHB I recognise the name Armos but I think it's been a while. Were you here during the Ura Project days?
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Lol, totally. I'd actually really like to see the homepage focus more on new content like it used to: https://web.archive.org/web/20140111011719/https://www.the-gcn.com/
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Hey guys. Just making this thread to notify anyone interested in the Pokemon Style Monster Game I've been developing recently. I've been developing it in UnrealEngine4. The gameplay features elements similar to Pokemon, Pikmin and Zelda. This is not a fangame. Though I don't have a name for the project yet (suggestions welcome)! Basically, the idea is to create a Pokemon style game that is as similar to the original Pokemon Anime in gameplay as possible. This seems like a really tough challenge but I've been making some good progress recently. I'm just using royalty free assets for now but I've had some experience working in blender and should be capable of creating most of the assets for the game (help would be very much appreciated.) Programming is all done in the Node based programmer in UE4. Your monsters would follow you as you explore the open world environment. Battles are in real time similar to Pikmin and are engaged by aggrevating wild monsters and can be left by leaving the battle radius of the wild monster (movement of player character remains even in battle(also like pikmin)). So far I've been able to program the most basic gameplay features as follows: UI that displays: Follower names, health and moves. Player health. Items set to quick actions on controller. Cool down indicator at top of screen. Combat: wild monster health displayed above monster. Follower(allied/party) monsters can be "hotswapped", basically meaning you can press a button and switch them out at any time during or not during battle. Quest log menu: Party manager menu: party members can be set to one of three available follower slots. I could theoretically have hundreds of monsters following you at once (like pikmin) Item manager menu: map potions/status modifying items to the Z/X keyboard or Left/Right d-pad buttons. Map of area: Sorry about low res images, I'm limited to 500kb per post. I've made sure to program these features so that they are all very easily expandable. It is currently possible to infinitely add new monsters to your party and to the wild. Infinitely add new moves, items and quests. The game has full Keyboard/Mouse and Gamepad support. Future features I'd like to include would be: -Complex battle system that closely emulates the style of the Pokemon anime. -Art style that closely emulates the e3 demo of BoTW with a little more of a pastel style 90's anime colour scheme. -Dialog system -Trainer battles -Save + menu system -Cutscene system -Monster mounts (gives you extra movement abilities like being able to fly similar to Skyrim's dragon mount) -Abilities system similar to BoTW's Runes (allow you to manipulate world) also similar to HM's in Pokemon I have the first prototype (Prototype1.4) completed. Though my poor Australian internet limits my ability to upload it. Same with any videos. I can try to get a video out though if anyone is really interested. Any suggestions are more than welcome! Concepts and ideas are greatly appreciated.
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Do you know much about programming for procedural generation? I'm interested in learning about it myself. Though I have no projects currently that would use it. Seems like it could be useful later.
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Mark Brown's level design toolkit videos are great! I know what you mean. As a dev, It can be really hard to tell when it is and isn't okay to have sections that are underdeveloped. Often times it sections that you may think are interesting can be really boring to actually play through.
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Sounds pleasant.
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Cool. Well, I didn't know about this at least.
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Sounds like a cool concept. Though the programming hurdles would be intense. It would be amazing if this could be pulled off of course. Games like Rust and maybe Spore have tried similar things but are never able to really pull off the full scale and dynamic required to keep things interesting. Good luck if you plan on developing this. I can attest that Unreal engine is also a great choice for an engine.
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Baldric Mod for 1.0 and debug (Final for now)
Librarian replied to originallink's topic in Modifications
Wow. I never even noticed adult link didn't have that sash! That must have been an oversight by the dev's. OoT3D has the sash included on the new link model. Haha. -
Cool. Thanks Sairugoth!
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Thank you, Zeth! I'd love to get into OoT hacking and help out the activity with the website. I'm in University for Industrial design right now, so there are tonnes of project management skills that are transferrable to game development and I'd love to spearhead a video game project of my own. It's just a shame I'm super busy with other creative project right now. At the least, I'll try to stay up to date with the latest project other members are working.