Popular Games & Releases!
Post:Super Mario RPG: The Seven Sages (v1.7.0)
Post: C Division's Zelda: Courage, Power, and Wisdom FULL GAME v2.0 (Fixed Link!)
DEMO: Donkey Kong Country Web Engine
Download: C Division's Cyderian Chronicles DEMO v1.0
Download: K'oss v0.7
Download: The Legend of Zelda: Link's Daibouken Feature Demo v1.2b
Saturday, December 8, 2007
Friday, November 2, 2007
Dracky are speedy and weak and overall simple. You can find them very early on in the game, which is actually a good thing because the max level of a Dracky is high (LV 50). The vareity of interesting and potentially powerful moves may be ignored by the unintimidating look and lack of rarity.
- Max Level - 50
- Level Up Ease - B-15, C-20
- HP Rank - 150
- MP Rank- 320
- STR Rank - 140
- DEX Rank- 90
- AGI Rank - 200
- INT Rank- 80
- LV 5: Bite
- LV 10: Antidote
- LV 15: Fury Flight
- LV 20: Tail Wind
- LV 25: AntidoteAll
- LV 30: Feather Fest
- LV 35: Charge Up
- LV 40: WindBeast
- LV 50: Fierce Chrage Up
Tuesday, October 30, 2007
As you would expect, Slime is the most basic of basic when it comes to the monsters in Monster Tamers. At least at first glance he is. Small, weak, and frankly unintimidating, Slime doesn't get much love from serious Monster Tamers. However, the small guy has some tricks up his sleeve that may keep you from just giving it to your little sister. If you can endure having a weakling in your party for long enough to get him to his highest level, you'll be rewarded with one of the most powerful moves in the game. It's up to you to decide if it's worth it or not.
- Max Level - 40
- Level Up Ease - B-10, C-20
- HP Rank - 200
- MP Rank- 270
- STR Rank - 120
- DEX Rank- 100
- AGI Rank - 150
- INT Rank- 90
- LV 5: Gelly Glob
- LV 10: Firebal
- LV 15: Gel spell
- LV 20: Buck Up
- LV 25: Firebane
- LV 35: Radiant
- LV 40: MegaMagic
Guidance Arrow: (Only appears in "Garden")
This arrow points the player in the right direction towards the portal. Most useful when you want to speed through a dungeon. However, if you go the "right way" you will surely miss out on treasure, other Monster Tamers, and possibly side-quests.
Blue Screen Map: (Appears in "Garden" and "Castle")
The Blue Screen Map pretty much shows where you are in relation to the screen, and not the entire map. In it's basic form, it's quite useless. It'll show you where important characters or other things are on the map. However, you can upgrade it to the point where it shows invisible items, ghosts, and even hidden portals.
Overlay Map: (Only appears in "Garden")
This on-screen map is incredibly useful when finding the right way to go. Because the Gardens are often filled with twists and turns, the overlay map, combined with he aide of the pointer arrow, can really make things easier. That is why you must find the dungeon map before you can use it, unlike the other two. Each dungeon has its own map, so you'll have to get used to finding them.
Friday, October 26, 2007
Obviously, none of these things will affect the over all game, but that doesn't mean you won't find your fair share of secrets through decoration. Secret portals are unpredictable things, and sprucing up your place my land one in your midst... Rare recipes can also be found on parchments that happened to be hidden in a doll... In other words, there are some benefits to buying the decorations aside from aesthetics.
Gee, doesn't that look (slightly) better?
It seems like more and more that Dragon Quest Monsters is influencing my own game as I continue to work on this project. To put it simply, the guys at Square-Enix got it right. Of course, I have made enough of my own modifications to their formula to give SPRPG: MT enough of its own feel to be unique. That being said, I'd like to establish a post dedicated to how the Dungeons will be set up in this game.
- There will be 3 types of Dungeons in this game: Boss, Secondary, and Extra
- There are 2 parts to a Dungeon
- Boss and Secondary Dungeons will have 2 parts most of the time, Extra will only have one
Secondary Dungeons are dungeons that correspond with a side quest. They are not important to completing the game and do not necessarily effect the story. However, some secondary dungeons will be used to continue a "branch" of the story that may no longer be important. In addition to involving side quests, secondary dungeons are a good way to find more monsters and monster recipes.
Extra Dungeons can also be called "Secret Dungeons." These dungeons are short, boss-less, and only have one part to them. They end with finding a rare treasure or recipe. Access to an extra dungeon is a reward in of itself. However, although there may be a pot of gold at the ends of these rainbows, getting there may not be a walk in the park. Some of the common monsters you find in random battles may be "boss level" in other dungeons. Although you may be at a point in the game to unlock an Extra Dungeon, it is not a guarantee that you will survive in it.
The Garden tends to be the easier of the two but not by much. The focus of the Garden part of a Dungeon is to find a portal to get to the Castle part. Dragon Quest Monsters fans will be familiar with this type of layout although it is not completely the same. This part is a compilation of a bunch of mini-maps with simple shapes. This results in a slight maze like experience because finding the portal may boil down to guessing the right path.
The Castle is the more traditional type of dungeon, complete with it's own fair share of obstacles to slow you down on the quest to face your doom with a boss. They will be pretty standard for RPG fans, but what makes them special is the focus on the Field Magic System. The Field Magic system is basically the eqivilent to using the tools in Zelda to solve a dungeon. However, Field Magic is not used in battle, limitless in uses, and leveled up through story progress. Basic Field Magic will open doors, push rocks, lift boulders, and blow up stuff. The more advanced kind do some pretty interesting tings as well. Golden Sun fans will find this system familiar.
- Current Area Map
- Toggle ON/OFF
- 100% accurate placement of Hero and other events, updated to the game tick
- Upgradeable through Add-Ons
- Treasure Box Detector
- Ghost Detector
- Invisible Treasure Detector
- Field Magic System
- Interact with the dungeon to progress
- Lift, Push, Pull, Explode and more to objects in your way.
- Hold down "Shift" to utilize the magic quickly
Thursday, October 25, 2007
[UPDATE] After about an afternoon of work, I was able to transfer the site to a new host. You can still access it by going to udivision.blogspot.com. However, udivision.3host.biz is also an option.
Wednesday, October 24, 2007
Update #2: 10/24/07
It's been too long, and I wish I had more to say. However, some big changes are happening with Monster Tamers. First of all, and probably most importantly, the current story will be removed. This may seem a bit odd to get rid of the story, but I think overall this will be better for the game. Instead of going for a story-driven game, I have opted out for a mechanic-driven game. As much as I would have liked to have made this a deep game, I don't see myself getting too far in game like that. For completion's sake, it's better that I stick with something simple. That new simple plot is yet to be decided on, but it shouldn't be too hard to think up.
This simplification of Monster Tamers also applies to dungeons. For those of you who have played the original Dragon Warrior Monsters, you'll know what I mean by "simple dungeons." Without pictures, this is a bit hard to explain. Basically, you get to the dungeon by going through a portal. All of the portals are found in the main castle, which is your HQ, and more portals are unlocked through story progression and secrets. This way you can focus more and amassing your horde of monsters both rare and powerful without being bogged down with story elements.
Update #1: 9/9/07
So far, we are looking at exactly 16 Monsters that are possible to make, and about 14 of those you can fight. Generally, the number of monsters you can make will be higher that those you actually fight. That is because of the "Monster Essence" system. In other words, I may never fight a SpotSlime but if I use extract essences from a Slime and an Antbear I can make one, providing I have the recipe.
I've also been fooling around the difficulty of the enemies. I've realized that once you get four monsters in your party (I was able to do so in about one hour of playing) the battle get rather easy. This is because the max number of monsters you can fight is 3, so when you have 3 monsters plus yourself, you have the speed advantage. I decided to combat this with simply raising the enemies hit points, in stead of fooling around with ATK and PDEF. Of course, I also adjusted the speed to make sure they get to attack before they die.
Coming Soon... Go to Downloads.com to
get a free RPG Maker XP Trail!
WinMugen-- The famous fighting
game maker. This version allows it to run much better on Windows XP than
Version -- FINAL
Mugen Character Maker (MCM)--
A very useful tool if you want to get into making characters as opposed to just
downloading other people's creations.
Version -- mcm20b-dev35
Wave Bossa's Creations;
Wave Bossa, AKA I Division, is a dedicated member of the ICU Gigasoft
team. Thanks to recent surge of interest in his incredible, but
controversial, Mugen Character K'oss, he has created his own development
blog and promises more news and updates. In order to learn more
about his creations and see videos of his characters in action, just
follow the links to his site.
Welcome to U Division's Official Website!
What is U Division?
U Division is a part of the ICU Gigasoft game-making team. We create
games based on the "RPG Maker 2003" and "RPG Maker XP" software from
Enterbrian. The software belongs to them, but it allows us to make
games for free.
Are U Division Games Free? Please tell me they are!!!
Repeat, ALL U DIVISION GAMES ARE FREE. This is more of a hobby if
anything, so we do not seek to make a profit out of it. That is a
double edged sword, because at the same time there is no money to provide
the extra "motivation" to complete a game.
Um... do you have any completed games?
Do not worry, we plan on completing our current projects for you to play, or
at least arrive at the state where we can produce demos of our product.
Hey, how do I play these games?
In order to play the RPG Maker 2003 games, you will need to install "RPG
Maker 2003" on your computer. Sites such as
"RPG RPG Revolution" offer this
program, you can order it online.
What about RPG Maker XP?
That's the beauty of XP, you don't need to install anything but the game!
Tuesday, September 18, 2007
Well, here's a video that's been late to being added to the site. This was made by C-Division, so give him the props, not me.
Monday, September 3, 2007
Of course, U Division simply doesn't import scripts and leave it at that. In addition to using this script, I've made some slight tweaks here and there to make it more unique for the game. Here a a list of features that are labeled with "Default RTAB" or "U Division Mod."
Battle Zoom "Default RTAB"
This neat feature does a little and a lot at the same time. Although it only zooms in and out on the selected targets, it also adds a more dynamic feel to the often static Battle Scene. This alone was one of the main reasons for using the RTAB.
Combinations Attacks "Default RTAB"
This feature is one of the coolest the RTAB has to offer. It may be a little hard to see in this animated GIF, but the Slime chooses "Gelly Glob" and the Hero chooses "Jab" which results in a powerful move called "Slime Slash." In addition to Tamer and Monster combos, there are Monster and Monster combos. For instance, get your Slime and Spotslime to use the trademark family skill Gelly Glob and the result will be the most powerful Slime-only attack in the game, "Gelly Flood."
Saturday, September 1, 2007
(This post will change frequently as more information is revealed. Updates will be noted and a permanent link to this post can be found on the left frame. This will be were most general info on the game can be found.)
Title: Super Pocket RPG: Monster Tamers
Author: U Division Games
Date Started: June 10th, 2007
Players: 1 Player
"In the center of the continent of Arpsi, there has always been a land referred to as the Promised Land. However, like an oasis in the middle of a desert, the Promised Land has always been surrounded by the most powerful monsters. The closer to the Promised Land, the more fearsome the creatures of the wild. The kingdoms of the continent have always lived in fear of the great power. That was, until now. Thanks to the much advancement in Magic, Alchemy, and increasing military strength, it will not be long before each kingdom tries its hand at claiming the place first. However, simply having the forces of the entire continent rush into a bloody fight would make it necessary for the Promised Land to be divvied up accordingly. So, eliminating the threat beforehand has become the new plan of action. The East and West sides of Arpsi have forged their own alliances and it is only a matter of time before war between the kingdoms, and eventually war for the Promised Land."
"In order to fight that war, the Kingdoms need warriors. Only humans with special blood can use Alchemy, and therefore, can tame Monsters. You are part of one such family, the Makyar Clan. With your father already a General in the Dalmoss army and the first draft wave already happening, it will not be soon before you must be drafted into the war yourself. But thanks to your Makyar Blood, you will join the ranks of the most powerful military unit, the Monster Tamers."
(These will get their own separate pages but for now their info can be found here.)
- A lot of different monsters to fight and tame. 90+!
- The ability to roam the world from the beginning of the game, giving access to hard monster early on
- Your monster can learn moves during battle by getting hit by the given move. This is decided by monster family.
- A journal that keeps track of you Main Quest, Secondary Quest, and all of the Side-Quests making it easy to figure out exactly how much of the game you've beaten.
- The player can trade monsters with other tamers in the game to diversify the line-up.
- The hero fights side by side with his monsters in order to tame them.
- Bestiary add-on that you can download from the site.
Taming – Despite what you’d think, you don’t actually tame wild monsters. You only tame the monsters you create from their Essence. These are taken from the monster during battle, by using the technique of Extracting. There are many different ways to tame a monster, but as a Warrior Tamer your expertise lies in raising them for battle. A fully tamed monster is one at its’ highest level possible.
Extracting – During Battle, attack a monster with the skill “Extract” and it will begin flashing purple if the skill is successful. Once it is in that condition, the monster will continue to drop Essences until it either is killed or if the Extract wears off. NOTICE: You can Extract from just about any monster, but you can only create those whose recipe have.. However, you can still sell the Essences of monsters you cannot create.
Monster Essences – Monster Essences are material that can be Extracted from a Monster. These are used in order to create new monsters. In addition to this, Monster Essences can also be used as healing items, trade goods, quest items, and in rare cases, equipment.
Monster Material – In addition to monster Essences, certain Materials are needed to create certain monsters. Unlike Essences, these can be purchased from stores.
Monstrous Alchemy – In order to create a monster from its Essences, Monstrous Alchemy is used by the top Monster Alchemist. Depending on which monster, multiple Essences may be needed or different.
Monstrous Alchemy – Tools – There is special tools needed in order to perform Monstrous Alchemy. They are not used up in the process and can be purchased as well. They are the "Transmutation Stone" and "Transmutation Shard."
Thursday, August 30, 2007
Friday, August 17, 2007
Also, we here at U Division realize that some of you might actually want to know what we are working on when we say "we're working on project X." Well, I promise that we'll introduce a series of exponentially more detailed updates that deal specifically with what we're working on. Instead of "I worked a little on Zelda," it would be "I've begun converting the the first dungeon to Minish Cap graphics and have been implementing the Neo Bouken Battle System." Be on the lookout for more posts in the upcoming weeks.
Monday, July 16, 2007
Monday, July 9, 2007
From our sister site WaveBossa:
Get the first complete version of the MUGEN character whose been changing the community!
Another release so soon after 0.6. Now it's 0.7.
Link: Download K'oss v 0.7
Friday, June 15, 2007
In addition to changing the code, I've also opted to simplify the whole RPG element. Much like the game, Super Paper Mario, the focus will be more on puzzle solving then RPG. Don't worry, you'll still get to fight and level up and all of that, but you'll find yourself more concerned with figuring out the answer to a difficult puzzle. Gaining levels will only increase your stats slightly, if at all, but you will gain levels frequently. In fact, you only need to defeat 3 monsters in the first dungeon to get to level 2.
More Bouken Battle System Information:
Here is a shot of the "Status Screen."
As you can see, Link is pretty weak. But more importantly, it is best that I explain the meaning behind the stats.
Power: (ATK) Link's strength rating.
Dexterity: (DEF) Link's defense rating.
Wisdom: (INT) The more wise you are, the more efficient your spells are.
Courage: (SPEED) The more courageous you are, the better chance you have of landing a blow.
HP and MP are pretty self-explanatory. And Rupees are currency.
Damage = [(LINK ATK * COMBO)/2] - ENEMY DEF
Note: The Combo default is 2. As in, if you don't pull off a combo, the algorithm looks like this: Damage =LINK ATK - ENEMY DEF.
Damage = (LINK ATK*2) - ENEMY DEF
Note: In other words, it's two times Link's ATK minus the enemies defense. Obviously, this can be one of your most powerful weapons. But unlike the sword, it is ammo based.
Small/Big Arrow Attack
Damage = LINK ATK
Note: The arrows pierce defense. When enemies start getting higher DEF, the Arrow can be more useful. But equipping the bow does not raise your attack much, if at all. However, bows that require Big Arrow's do raise your attack more, but still not as much as a Bomb or Sword.
Magic Cane/Gust Cannon Attack
Damage = 0
Note: This two psuedo-weapons don't actually deal damage. Instead, they slow down your opponent or fade them away. Both weapons raise your SPEED a lot, so it's harder to get hit while trying to inflict such a status condition on your opponent.
Monday, May 21, 2007
Sunday, May 20, 2007
Yes, today is Sunday. Don't rub it in my face. But, even if I did update two days late I still updated. Here is last weeks Friday media for the upcoming game "Super Mario RPG: The Seven Sages."
Mario Bros. EX Mini-Game
Friday, May 11, 2007
Song: "Pump It" by the Black Eyed Peas
And now for a random GIF I made:
Monday, May 7, 2007
Friday, April 27, 2007
Super Mario RPG: The Seven Sages (Trailer 1)
Monday, April 23, 2007
That's right! Fresh of the... presses? Anyways, give these two songs a download if you want to sample some of the album "Testing 3, 2, 1."
Monday, April 16, 2007
Thursday, April 12, 2007
Much like the "U Di-Videos" project, the U Di-DJ allows site goers to sample U Division' s original, game-related music. Thanks to the services of www.4shared.com, you will be able to play the music from the website or download it to your computer.
"Game Making Tips"
Pretty self-explanatory, but might as well go into more depth. I am no expert, but I think I'm familiar enough with RPG Maker (at least 2003 for that matter) to share some of my knowledge of the subject. There are some useful things I've discovered that I think would be helpful for beginners to know.
It hasn't been said when the first issue of either of these productions will be posted, but rumor has it that U Division just downloaded FL Studio demo 7...
Saturday, April 7, 2007
Wednesday, April 4, 2007
But continuing this project means I have to get rid of some stuff to increase my chances of finishing it.
-Only Mario and Luigi can fight (Sorry, no Bowser, Geno, or Yoshi)
...Actually, that's about it. Without those dudes in the Battle System, it allows for an easier way to do "Bros. Combos" and less coding/spriting. Given what I had, it would be a stretch to incorporate those extra characters.
Monday, April 2, 2007
It has come to my attention that a file is missing from the Demo. A "water1.png" as it were. This was a very bad oversight from U Division, accidentally using an RTP animation file and not adding it to the Daibouken folder. My bad. For those of you unable to complete the Demo, just follow these steps.
1. Download water1.png
2. Put the file in the "Battle" folder of the Demo Folder
3. Play the game.
If you are too lazy to do that, you can just give Demo v1.2b a download that comes complete with the update.
Saturday, March 31, 2007
Friday, March 30, 2007
Thursday, March 29, 2007
1:Link surrounded by... hay?
2:To find treasure, one must play hopscotch over water.
3:Don't stay underwater too long! Just look at how much your HP dropped!
4:The Slvr Sword! Can't wait to forge it into the Rzr!
5:Everyone knows Chain Chomps float over water.
6:A random Hylian Guard watches link solve the puzzle.
7:Yeah, we get it. Link's got hops.
8:Ah! The room radiates when a treasure is found.
9:Another pic showing off the uses of the Arbot's Bow.
10:Wait... you can pull stones now? Blasphemy!
11: And finallly, hit that switch!
Wednesday, March 28, 2007
I'm pretty much finished with it now, but I think it wouldn't hurt to fix a couple of things and maybe make it a little longer. Basically, each day of this "party" I will release a certain piece of media for the game. Here's a list to clarify:
Thursday - All Screenshots released
Friday - A video of the entire Demo (If you don't want to spoil the Demo, don't watch)
Saturday - The Demo itself is released.
Now to answer the questions that are bound to be raised.
- HUD Display
- Weapon Change and the use of 4 different Weapons (Wooden Sword, Bombs, Slvr Sword, Arbot's Bow)
- Pulling (Forgot that you could only push stones in the last one)
- Fixed Glitches
- Pretty much 100% Minish Cap graphics
- About 6-10 minutes of gameplay
- Humorous and helpful NPCs to further explain features
I don't see any mention of the Bouken Battle System on that list. Does that mean I still can't fight monsters yet?
- Yes and no. True, there is no Bouken Battle System on the v1.2, but that doesn't mean you can't fight monsters. Just like in any Zelda game, sometimes you need to use your weapon to indirectly kill a monster. I don't want to give too much away or it'll ruin a nice surprise in the new demo.
I haven't played Demo v1.0. Should I even bother?
- No, you shouldn't. V1.2 is better in every way. If you're really that eager, give v1.0 a download but it'd be a better idea to just wait for the bigger, better and badder Demo v1.2.
I've played Demo v1.0. It was great and all but should I even bother with the v1.2 after experiencing the first?
- You definitely need to try out the second even if you've fiddled around with the first. I wont lie and say there is a groundbreaking difference, but v1.2 does offer a but look at what direction Daibouken is headed in. It's shaping up to be more Zelda-y so I suggest you take a look.
- Well, correct me if I am wrong... but are YOU ASKING ME FOR A CHALLEEEENGE!!! Okay, HomeStar Runner reference aside, v1.2 doesn't add much in the difficulty department so far. But, I will say it is harder. One of the major reasons is that you can actually die. Yes, now that the HUD system is up, you can see your HP. Those monsters that bump you take about 1 HP, and the the things with blades on them that move from side to side do a bit more, about 4 HP.
What happened to Demo v1.1?
- I had originally planned to release v1.1 when the site passed 5,000 hits. It was going to be more of a glitch fix then anything. Basically, to further polish off the the first demo without adding to much content. I decided it wasn't a big enough leap, and, instead, did not release it.
What happened to all of the character art you promised?
- Well... I never really got around to that. Maybe during summer.
Saturday, March 24, 2007
So now you have all three: I Division's (Wave Bossa) Creations, C Division Works, and U Division Games!
Friday, March 23, 2007
Here's a list of what to expect so far:
-All features from Demo 1.0
-New Minish Cap graphics
-HUD display system
-Ability to change and use different weapons for puzzle solving
I'll keep you posted on this new demo as I get more work done in it. It's surprising I've done anything on Daibouken seeing as how it's spring break. That just shows how dedicated I am.
Monday, March 19, 2007
Tuesday, March 13, 2007
Our last attempt: Samuris Bros 2: The Boys are Back?
This was a parody of the very first game we ever made. It stunk just as badly. Notice, we did not know how to spell "Samurai."
However, we do plan on trying our best. We want to make a game that focuses on plot and has a good story. A good solid RPG without too many ambitious bells and whistles. Something solid, worth playing, and likely to be finished. We want to avoid the lame cliches that we use too much in other projects. Simply put, we want to do it BIG. More details should be out by the end of March.
Sunday, March 11, 2007
...and I have yet to even think about quitting. That's a good sign for someone notorious of starting but never finishing his projects. The fire of working on the Zelda game has not died out in the least. Especially since this the first time I've ever gotten close to finishing any of the major systems of the game. The CMS and CBS are looking better each time I work on them, and, to my surprise, I can actually see an end in sight. I've already done about 90% of the unique coding, the rest is copy, pasting, and slight alteration.
To celebrate Daibouken's birthday, I'll try to whip up something special... You'll see.
Friday, March 9, 2007
Wow. Now doesn't that look really nice? This is the future of Daibouken. Yes, for some reason I had started off Daibouken using a Minish Link but Link to the Past tilesets. To be honest, this was all becuase of availablility. I thought that to use the Minish Cap sprites, I'd have to make the chipsests myself. That's what I had to do for Mario, and look what happened to him. It's been a year since I started Daibouken. In that time, lots more Minish Cap CharaSets and ChipSets have been made. I'm sure there is a sufficent amount of them, although I must admit LttP had more.
So, I will now officially announc that Daibouken will be fully Minish Cap now. Actually, the Weapon Icons will still be Ocarina of Time/ Majora's Mask. Simply put, Minish looks much richer and detailed and actually fits with the version of Link I'm using. You'll be seeing Minish Screenshots from now on.
Thursday, March 8, 2007
Wednesday, March 7, 2007
Thanks to a mistake pointed out to me by the C Division, no where on this site can you download his Mugen creation, Tuss. Oops, my bad. I had made the changes to the Mugen Page, but had not uploaded the newer version that included Tuss. After a month, this was finally pointed out as I said. I guess now that Tuss is having his true induction into the team, he deserves a neat video as well. Expect the video to be put on U-Tube later.
Tuesday, March 6, 2007
Bouken Battle System: 70% Complete.
Sunday, March 4, 2007
Ha ha ha, boy I am I clever. Well, actually that's not true seeing as how it took me forever to realize that there wasn't a web page of the site that'd give the link to all of our Youtube.com videos: Also, notice the head frame and left frame of the site have been updated to match the recent... updates. For those of you who are just accessing the blog and not the web page, the link is right here:
Finally, the other two members have begun to pull their weight around here. First off, we have the smash hit Fifa 07 music video by the C Division. The song is "The Second Coming" and it shows off some crazily cool moves. Every one who watches it once usually ends up watching it 3 more times because it's that good.
Secondly, we have the long quite I Division who promises some sort of developer blog for the internet phenomenon, "K'oss." Seriously folks, a quick search of Youtube for "K'oss" and "Mugen" will find you some vids of various people pitting there own creations against the fiery beast.
Expect a link to the C Division's music video and I Division's Blog in the near future.
Saturday, March 3, 2007
[Edit: Fixed some minor grammatical errors]
Friday, March 2, 2007
Well, although it arrived late, it still arrived. The first Friday Media piece is none other than Link... shielding. Having just finished transforming raw sprites into beautiful animation, I celebrated by making this small GIF with a cool GIF making program.
I can now officially say that the shielding feature of the Bouken Battle System is 100% done.
Tuesday, February 27, 2007
As a side note: I've decided to make things a little more formal about the videos. Most likely, I'll implement a "Friday Media" day where I release a piece of media (screenshot, video, music, character art, etc) instead of the scattered stuff throughout the week.
Speaking of character art, look forward to a big batch of my sketches after March 26.
Monday, February 26, 2007
Ever since I started the ambitious idea of the Bouken Battle System, I knew that I'd someday have to face the task of creating a boss. Like in any other Zelda game, the boss is not usually defeated by hacking and slashing. Often times you need a special weapon, or a certain combination of actions before he is vulnerable to damage. With those thoughts in mind, yesterday I started work on the programming of the first boss. I don't want to give much away yet, but let's just say it's coming along really nicely. There's a bit of puzzle involved with it, but the majority is, of course, fighting. But one thing you'll find fighting (and beating) this boss in Daibouken that you wont' find in any other Zelda: the satisfaction of knowing that fighting all the monsters before him actually made you stronger!
Wednesday, February 21, 2007
Here's the first of the "Feature Video" series U Division has decided to do. Not quite a trailer, but worthy enough to be Youtubed.
You may be wondering why I moved Link around during this video. Well, it wouldn't be real-time if you could only stand when you changed it... right?
Just in case you didn't catch Daibouken's earlier Youtube.com debuts:
Tuesday, February 20, 2007
By going golden I mean getting 50+ (53 as of now) downloads. I don't know whether that's a good number or not but it doesn't seem that bad. Hopefully, this will be the standard in which I am to judge other demo releases by. In all honesty, I haven't done too much on Zelda recently. Aside from some work on the Dungeon Map, I haven't as much as touched the game. However, I work in cycles and once I tire of drawing, writing, playing Twilight Princess or Madden Wii, I may just go back and pick up good ol' Daibouken.
Well, if you haven't already done so:
Download the Demo
Thursday, February 15, 2007
Naruto Shippuuden Opening 10
Tuesday, February 13, 2007
...is the Current Dungeon Map. But it's there anyways. You can find out which floor and room you currently occupy after finding the in the dungeon. The black lines represent doors that require a Small Key, and the green box means a floor-changing staircase.
As far as coding goes, it's really not that hard to do so I might as well put it in there anyways.