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Spire

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Everything posted by Spire

  1. Not sarcasm, I think the design is atrocious. HOWEVER, this is apparently being targeted towards kids so they can't break the hinges when flailing their handheld after catching a shiny Ponyta in Pokémon X and Y, hence the simultaneous release with the new Pokémon games. Basically, the 2DS was made for Pokémon X/Y. So we shouldn't really be concerned. I mean, c'mon... Remember the GBA Micro? No one cared, but Nintendo did it anyway. And to note! I'm not complaining at all. This just corroborates my claim in the "what Nintendo should do" thread about how they can experiment with stuff like this without really suffering. If it fails, the 3DS and Pokémon will still back up the flop. Nintendo is playing it safe because they can.
  2. There is only one problem with the 2DS: IT CANNOT FOLD. What were you thinking Nintendo?? Yet another indicator that Nintendo is losing the hardware battle this generation. Let's see what sales say come October.
  3. Continue...? 10 9 8 7 6 5 4 3 2 1 0 GAME OVER ... Insert coin(s) to play.
  4. Hmm.. To lower poly count and improve the OoT feel, I would make the stairs into textured ramps that appear as stairs, and either: lower the checkered tile platform so that it has no ledges (runs with the ground) OR space it further from the ground so the ledges stand out. Also, the hallways could benefit from having nice, vaulted ceilings instead of being low-hanging rectangle corridors. Yeah, looks like you're getting some lag from each stair being individual (in that winding staircase room). While I understand the desire for this effect, most staircases in OoT are handled as ramps for a reason. Great start though! I am excited to see how this gets refined.
  5. You should manually triangulate then. That has fixed this exact same problem for me before. Corner to corner, it's a simple task, but it can be time-consuming depending on the complexity of your map.
  6. They should have called it the Nintendo U, not the Wii U. I bet it would have sold better. Nintendo should not rebrand themselves as "Wii". The Wii sold so well because Nintendo created a message (and a price tag!) that spoke to the average consumer. This same consumer struggles in identifying what a "Wii U" is and as such, opts to keep their Wii instead of replace it with some doohicky add-on. Then there's the gamers who haven't bought one for one reason or another. I don't own one. Maybe part of me actually wants Nintendo to compete graphically with Micro$oft and Sony. Maybe competition is attractive, and in falling behind by some accord, Nintendo has lost interest. Or maybe I just don't play games anymore... The last console I bought was the Ouya. I have played it for zero minutes. However! With this being said, Nintendo made so much bank off the Wii, and continues to with the 3DS, that they can more than afford to fail with the Wii U. Hell, they could fail another two consoles and still be in decent shape. Just because one console doesn't work (ehem... hello Virtual Boy) doesn't mean they're out of the race. Nintendo is playing it safe. The Wii U was an experiment, not a revolution. The Wii, like it or not, was a revolution. This was just a step up, not the next big thing. They're playing it slow and safe. I wouldn't expect to see Nintendo franchises on other consoles for at least a decade, and that's if they continue to fail in every way, with returns worse every year. That ain't gonna happen.
  7. Did you manually triangulate the surfaces?
  8. Well, except for the highly detailed kitchenware Your work is shaping up to be great Jason.
  9. Lake Hylia sounds fantastic with the OoT soundfont! By fantastic, I mean perfect.
  10. Complex themes and dark stories? Aside from Majora's Mask, the series is relatively lighthearted. Most of the complexity comes from fans overanalyzing and arguing about moot points; what is presented in game is rather mundane. Zelda is a fantasy series about a lot of duality and triality, classic mythological motifs that build the backbone of Zelda history. Its stories are not complex because we're following a vessel of a protagonist, not an actual character with a defined personality. Each game is more or less a romp through a fantasy world where you fight monsters, explore temples, solve puzzles, and earn treasure. As an added bonus, you get to fulfill some kind of story. You couldn't write a lengthy novel based on a Zelda game because there's not enough narrative resonance or dialog to compose a worthwhile story. I recall reading a novelization of OoT back in '99. Sure, it was exciting because I got to read Zelda in book form, but even in my youth I recognized it was kind of shoddy, and the pacing rather repetitive. For this reason, I believe Zelda is best presented in the video game format. I once fancied the idea of a movie, but the TV show and the varied manga adaptations all lack something crucial: human input. Plus, they give Link a voice, so he says things I wouldn't want him to say, which is bothersome. And they break lore.
  11. My god. That is the most brilliant thing I've seen with Zelda modding. Of all things, firing the hookshot in midair is top tier. Imagine the possibilities!
  12. It's nice when a bug squishes, only because it feels more realistic. I honestly don't think any enemy should bleed, because it's a fantasy video game world where anything goes. However, if even the subtlest gore was added to the deaths of most foes, depending on how fearsome or docile the foe is, it might make the player (especially a young person) feel either satisfaction or guilt. Some enemies just don't look all that threatening, particularly in post-N64 games. If they bled and cowered when you slashed them, it could easily illicit an emotional response, and not a good one. What I'm trying to say is—blood adds a level of realism to violence, and if your point as a developer is to inform your audience of why not to act violently, then it could help prove your point. Otherwise, you could end up attracting the goregamer crowd to your corruption of a kid-friendly fantasy game. Notice how Nintendo dialed back the violence between TP and SS to retreat from T to E+? By taking Zelda into that darker aesthetic with a fair amount of blood, you're alienating some people. I dunno man, your PSN gamertag is "GoreProducer". Seems you just like blood. I like when blood is used as a theme. We've got enough violence in this world, it's nice to escape that into friendly fantasy video game worlds every now and then. The games that try to emulate as much of reality as possible seem to lose their 'game' quality and become simulators of some sort. I'm happy that Zelda isn't a simulator; SS's swordplay was the closest form of anything-simulation the series has ever had.
  13. Yo Secant, I want to see more of that hall. It looks so nice and brooding. Yo Bobbo, awesome chasmic shadow room.
  14. I prefer selective use of blood, not overt. The Legend of Zelda contains, but does not focus on violence. There is quite a lot of it, but the dispatching of foes is but a type of obstacle like other puzzles in-game. Most enemies are animals, but some are plants, and plants don't bleed blood. All Deku foes and Leevers should not bleed red blood. Green is very appropriate. Ever cut open a cactus? Full of green-pulp water. Blood is a biological substance that exists in animals. It is thought of commonly as a physical life source. Without it, you die. I've grown really, really sick of how much gritty, bloody Zelda fan art is out there. I think such excessive amounts would dilute the importance of seeing blood. Everyone remembers the blood in the Bottom of the Well and the Shadow Temple for a reason. As an aesthetic, it was used to emphasize the purpose, the history, and the atmosphere of these particularly dark places, rendering them the most fearsome of all locations in Ocarina of Time. I don't have a clear memory of where and when blood has been used in the series besides the aforementioned, so I will suggest what I deem fitting: Dead Hand could have benefited by spurting blood with every slash, given its gruesome appearance. Gibdos don't need blood because mummies are dried up. The ReDead are shrunken and are also perhaps devoid of blood. Maybe that's why they, like the Gibdos, gnaw on your head. For brain blood. Censoring Ganon's blood with a green tint was pretty lame. Moblins in Skyward Sword: pot-belly giants whose guts could have been sliced open, and while maybe not spraying blood, could have at least shown thick layers of fat. I believe blood should be used sparingly in Zelda to emphasize that which is most likely to project, or be contaminated by the substance. Gore is just not necessary in Zelda. There is enough violence as-is.
  15. Hobbies are meant to be pursued when you've extra time. If the forces are calling you, you must fulfill such summons. Good journeys to you Airikita.
  16. Jason, while she has not mentioned joining the effort, you should talk to Sakura. She is perhaps the most learned individual in this community about custom actors. I can draw animationless models. Anything, really.
  17. Thanks! I need to update this thread... Been a long while.
  18. Alright then, so every time you go to the Quest Subscreen and move the cursor to the Triforce (we'd need some assembly so this could be done), the game freezes or crashes.
  19. Blue warps should be used to travel between the floors and should be found in "mini boss rooms", most, if not all of which are unpopulated. Bazinga!
  20. I think that could be improved if the towers tapered a bit more, forming obelisks instead. The presence of four towers is concerning though. A tower containing light signifies something important, especially when cornering the very entrance. As such, I would suggest remaking this in a hexagon shape to accommodate for the six core elements. Each orb of light could reflect the colors thereof, being yellow, green, red, blue, orange, and purple.
  21. Hey Porto, wanna know something? Your artwork is extremely professional. It's quite obvious, but you could find great success in working on games, or even pixel cartoons!
  22. As for music, we should simply use the Chamber of the Sages theme. The chamber is literally part of the Temple of Light and that's what plays. There's no reason not to. The only alternative should be the Temple of Time. I honestly think a custom piece of music would hurt the believability of this mod. Here's a mockup of the Hourglass Prism. I've been informed by Sakura that this custom actor is [most likely] doable. Textures are not final by any means. If we are going with the Prism structure of the dungeon (two mirrored pyramids), with 7 levels: three upper, three lower, and the Chamber of the Sages in the center, then the outlying six floors should be devoted to the six sage elements. 4F: Light 3F: Forest 2F: Fire 1F: Entrance & Chamber of the Sages B1: Water B2: Spirit B3: Shadow This way, the Prism is a gradient of the six sacred elements from Light (the peak) to Shadow (the nadir). Incidentally, Water is the floor right beneath the Chamber of Sages, where sacred fountains pour into the darkness below. This is similar in structure to Ganon's Castle. As such, this "Beta" Temple of Light could be a predecessor in concept to his castle. With the sage medallions represented, we could justify why this dungeon was cut in favor of Ganon's Castle. The concept of this layout could have been appropriated into the final OoT dungeon midway during development, which is why this was never finished. We could give the impression that Nintendo intended the final dungeon to be the Temple of Light during Beta developoment, but opted for Ganon's Castle instead. I know my hourglass may look too refined for a "Zelda 64" looking component. Just wanted to share what I made. And again, this hourglass prism would require two characteristics: Pushability with Golden Gauntlets When light is shone in its core, it refracts the light in four directions.
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