bluemagebrilly
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| Personal Info | |
| Gender: | male |
| Age: | 21 |
| Consoles Owned: | PS2, PS3, Nintendo 64, Wii U, Xbox 360, 3Ds, Dreamcast, Wii, PS1 |
| Video Games Played: | Dota, Nintendo, Lots of stuff. |
| Interests: | Games, spells, youtube?, lots of things. |
| Date Signed Up: | 12/03/2011 |
| Last Login: | 1/14/2016 |
| Location: | Magic Land |
| FunnyJunk Career Stats | |
| Comment Ranking: | #88 |
| Highest Comment Rank: | #88 |
| Comment Thumbs: | 49513 |
| Content Level Progress: | 6.77% (4/59) Level 0 Content: Untouched account → Level 1 Content: New Here |
| Comment Level Progress: | 52.6% (526/1000) Level 338 Comments: Practically Famous → Level 339 Comments: Practically Famous |
| Subscribers: | 4 |
| Total Comments Made: | 9284 |
| FJ Points: | 38845 |
Hey there. I'm just your regular guy, playing games and using any spell used against me. I run a Youtube channel at Youtube.com/BlueMagicReviews but I have stopped uploading to it due to technical difficulties. Need a better video editor, you know? Anyways! Thanks for stopping by, but I'm confused why you're here. I don't even post content on this site.
latest user's comments
| #10 - Eh, it's less the art style I was talking about and more so th… | 01/11/2016 on Every anime love confession... | +1 |
| #18 - I'm too lazy to bother with that sort of stuff~ All the game e… [+] (1 new reply) | 01/10/2016 on Dungeon Meshi | 0 |
| #19 -
kinginthenorth (01/10/2016) [-] I got some pretty basic programming from school, so i get most of the stuff when it comes to coding. I'd be able to make the game, just not model, design, write, etc. Atleast not without sufficient time. 100 levels would give a lot of room for progression. 20 bosses all in all then. But it'd be a pretty hefty goal to set it to have 100 full fledged floors instantly. Generation would make it easier. Maybe it generates on entry and saves it until completed? Then you'd be able to do scouting and prepare ahead. Tactics! Depth! The town would be pretty basic though. Mostly for supplies and gear. I think actually thriving in the dungeon would take a higher level player though. Or some specialization. Otherwise it'd be a bit too easy. Co-op seems neat to implement, but everything's got to work well before that. It would work with the idea of needing specialization. First person gives better immersion. Also a tactical layer of being aware of what's around you. Maybe certain awareness levels reveal things, kinda like Divinity. I do things thoroughly. If i start something, it better get finished. | ||
| #16 - Haha, I don't know anything about making games themselves. Onl… [+] (3 new replies) | 01/10/2016 on Dungeon Meshi | 0 |
| #17 -
kinginthenorth (01/10/2016) [-] I might look into game engines to develop on. Unity engine is probably the easiest one, since even Subnautica is made in it. And Subnautica is quite an extensive game. A boss every 5 levels huh. That could give a steady point of reference. Wouldn't it be neat if bosses on a deeper level moved around, just like they (sort of) do in this manga? It'd certainly keep people on their toes. That'd really motivate the players to make a map and keep track. Maybe even make strategies to go around difficult bosses! Creating the house would take secondary priority to actually making the dungeon. I'll refuse to do anything else until the dungeon is perfect. I do believe a town should be set up as a sort of base thing though. Also camps in the dungeon. I'll agree on the diablo-esque perspective. That'd just be boring. First person is just so much more interesting to work with anyway. Why am i gettin an eerie feeling from this #18 -
bluemagebrilly (01/10/2016) [-] I'm too lazy to bother with that sort of stuff~ All the game engine things kinda go over my head just a little bit. Best I've been able to do is mess around with the demo of RPG maker and that didn't go far. A boss every 5 levels early on, but the later ones could move around between floors or be even deeper down, maybe certain types of floors longer in terms of number of floors but might have smaller rooms. Stuff like that. Having a town would be the most important over having a house, though the dungeon would take top priority, yeah. Most of the time you'd probably camp in the dungeon, similar to Darkest Dungeon, but you'd have to head back with some kind of item or spell. First person would be best, I think. While it would also be difficult... I think it'd work out the best. I dunno, why are you? <(' '<); #19 -
kinginthenorth (01/10/2016) [-] I got some pretty basic programming from school, so i get most of the stuff when it comes to coding. I'd be able to make the game, just not model, design, write, etc. Atleast not without sufficient time. 100 levels would give a lot of room for progression. 20 bosses all in all then. But it'd be a pretty hefty goal to set it to have 100 full fledged floors instantly. Generation would make it easier. Maybe it generates on entry and saves it until completed? Then you'd be able to do scouting and prepare ahead. Tactics! Depth! The town would be pretty basic though. Mostly for supplies and gear. I think actually thriving in the dungeon would take a higher level player though. Or some specialization. Otherwise it'd be a bit too easy. Co-op seems neat to implement, but everything's got to work well before that. It would work with the idea of needing specialization. First person gives better immersion. Also a tactical layer of being aware of what's around you. Maybe certain awareness levels reveal things, kinda like Divinity. I do things thoroughly. If i start something, it better get finished. | ||
| #14 - Yeah, that's the major issue. I think that Recettear: An Item … [+] (5 new replies) | 01/10/2016 on Dungeon Meshi | 0 |
| #15 -
kinginthenorth (01/10/2016) [-] Y'know if i knew anything about game development at all, i'd probably start developing it. It's incredibly easy to learn coding once you've learned one language. Sounds like a fine project to make. But there'd be so many design choices to make. Procedurally generate dungeons or make them hand-by-hand? Generating dungeons gives multiple dungeons, but it'd prove challenging to design every piece to fit everything. And then there's designing the dungeon itself. Environment types? Size? DnD monsters? Give the options to makey your own dungeon? (Which would be extremely difficult to do properly). And then there's the goal of completing the dungeon. What does completing the dungeon give? Gear for a next dungeon, etc. ? How would the combat work? 3rd person, Diablo-esque, first person (would help immersion!)? Man, i wish i had the motivation to start the project. I'd definitely see it through to the end, but so many decisions to make that all affect the game. #16 -
bluemagebrilly (01/10/2016) [-] Haha, I don't know anything about making games themselves. Only thing I'm good at is writing, and even that I don't feel like I'm too good at. Like, writing all that down and figuring out how things work would be pretty simple, I feel. Working out the story of the dungeon, what you get for it, what kind of environment it has... I've been thinking about those things for awhile now. Like, the first part of the dungeon would be something simple. It'd be like 3-4 floors of nothing but basic monsters you'd expect out of an RPG. Slimes, kobolds, ect. Nothing with a real 'mind' to it. Just magical beasts. It'd probably have a basic stone setting with a few small caves here and there. Then the 5th floor would be a boss. Kobold King, or something. A boss that respawns itself after the room is empty through the dungeon's magic. Next floor would have a 'forest' setting. Something you'd expect on the outside. Fairies would probably appear there and could act as guides through the woods, while the main monsters would all be animals. Stuff like that, y'know? Of course there'd be lots of side rooms and what not for the first few floors for extra bits of loot and fighting, but anyways... I dunno how the dungeon making would be done, but definitely nothing like "Create your own dungeon." Create your own house, maybe. Own guild hall, maybe. But the dungeon would be under the power of the dungeon. Maybe sort of a random placement for the extra rooms, but overall the floors stay the same shape until you get further down, so it's easy to get back to where you were before. Combat... Nothing top down, I think. First or third person, sure, but top down dungeon things are a bit overdone and usually get boring. At least in my experience. Maybe something similar to Skyrim in terms of the overall basic combat system, two hands and what not... But the game could start as a top down 2D thing as a base to see if anyone even likes the idea. But nothing like Diablo or Gauntlet, I think. ... And lots of other stuff! I should probably write my ideas down somewhere, but like you I don't have the motivation to start the project. I've got no connections with anyone that could start the project either. I don't know any game makers. #17 -
kinginthenorth (01/10/2016) [-] I might look into game engines to develop on. Unity engine is probably the easiest one, since even Subnautica is made in it. And Subnautica is quite an extensive game. A boss every 5 levels huh. That could give a steady point of reference. Wouldn't it be neat if bosses on a deeper level moved around, just like they (sort of) do in this manga? It'd certainly keep people on their toes. That'd really motivate the players to make a map and keep track. Maybe even make strategies to go around difficult bosses! Creating the house would take secondary priority to actually making the dungeon. I'll refuse to do anything else until the dungeon is perfect. I do believe a town should be set up as a sort of base thing though. Also camps in the dungeon. I'll agree on the diablo-esque perspective. That'd just be boring. First person is just so much more interesting to work with anyway. Why am i gettin an eerie feeling from this #18 -
bluemagebrilly (01/10/2016) [-] I'm too lazy to bother with that sort of stuff~ All the game engine things kinda go over my head just a little bit. Best I've been able to do is mess around with the demo of RPG maker and that didn't go far. A boss every 5 levels early on, but the later ones could move around between floors or be even deeper down, maybe certain types of floors longer in terms of number of floors but might have smaller rooms. Stuff like that. Having a town would be the most important over having a house, though the dungeon would take top priority, yeah. Most of the time you'd probably camp in the dungeon, similar to Darkest Dungeon, but you'd have to head back with some kind of item or spell. First person would be best, I think. While it would also be difficult... I think it'd work out the best. I dunno, why are you? <(' '<); #19 -
kinginthenorth (01/10/2016) [-] I got some pretty basic programming from school, so i get most of the stuff when it comes to coding. I'd be able to make the game, just not model, design, write, etc. Atleast not without sufficient time. 100 levels would give a lot of room for progression. 20 bosses all in all then. But it'd be a pretty hefty goal to set it to have 100 full fledged floors instantly. Generation would make it easier. Maybe it generates on entry and saves it until completed? Then you'd be able to do scouting and prepare ahead. Tactics! Depth! The town would be pretty basic though. Mostly for supplies and gear. I think actually thriving in the dungeon would take a higher level player though. Or some specialization. Otherwise it'd be a bit too easy. Co-op seems neat to implement, but everything's got to work well before that. It would work with the idea of needing specialization. First person gives better immersion. Also a tactical layer of being aware of what's around you. Maybe certain awareness levels reveal things, kinda like Divinity. I do things thoroughly. If i start something, it better get finished. | ||
| #6 - Picture | 01/10/2016 on Anime Food Porn Compilation... | 0 |
| #11 - It's a shame there's not really a game out there, a good one a… [+] (8 new replies) | 01/10/2016 on Dungeon Meshi | +1 |
| Well there's some games out there but none of them aren't that great. Either they try to do too many things at once and do it badly or they don't do everything. However, a dungeoneering game where you had the option to get supplies from the dungeon itself (albeit with great skill) would be incredibly interesting. #14 -
bluemagebrilly (01/10/2016) [-] Yeah, that's the major issue. I think that Recettear: An Item Shop's Tale might be the only one close to what I'm looking for. Like, I mostly just want a game that takes the idea anime has had for awhile. A tower, or a huge dungeon, with lots of floors that people have to explore and get through. The anime always takes it a dumb way or doesn't explore it completely... But having a game around that idea would be interesting. Having guilds and all that... Doing jobs for people with monsters appearing in the world the longer the dungeon is there, or something. Nothin' like that has really been done. #15 -
kinginthenorth (01/10/2016) [-] Y'know if i knew anything about game development at all, i'd probably start developing it. It's incredibly easy to learn coding once you've learned one language. Sounds like a fine project to make. But there'd be so many design choices to make. Procedurally generate dungeons or make them hand-by-hand? Generating dungeons gives multiple dungeons, but it'd prove challenging to design every piece to fit everything. And then there's designing the dungeon itself. Environment types? Size? DnD monsters? Give the options to makey your own dungeon? (Which would be extremely difficult to do properly). And then there's the goal of completing the dungeon. What does completing the dungeon give? Gear for a next dungeon, etc. ? How would the combat work? 3rd person, Diablo-esque, first person (would help immersion!)? Man, i wish i had the motivation to start the project. I'd definitely see it through to the end, but so many decisions to make that all affect the game. #16 -
bluemagebrilly (01/10/2016) [-] Haha, I don't know anything about making games themselves. Only thing I'm good at is writing, and even that I don't feel like I'm too good at. Like, writing all that down and figuring out how things work would be pretty simple, I feel. Working out the story of the dungeon, what you get for it, what kind of environment it has... I've been thinking about those things for awhile now. Like, the first part of the dungeon would be something simple. It'd be like 3-4 floors of nothing but basic monsters you'd expect out of an RPG. Slimes, kobolds, ect. Nothing with a real 'mind' to it. Just magical beasts. It'd probably have a basic stone setting with a few small caves here and there. Then the 5th floor would be a boss. Kobold King, or something. A boss that respawns itself after the room is empty through the dungeon's magic. Next floor would have a 'forest' setting. Something you'd expect on the outside. Fairies would probably appear there and could act as guides through the woods, while the main monsters would all be animals. Stuff like that, y'know? Of course there'd be lots of side rooms and what not for the first few floors for extra bits of loot and fighting, but anyways... I dunno how the dungeon making would be done, but definitely nothing like "Create your own dungeon." Create your own house, maybe. Own guild hall, maybe. But the dungeon would be under the power of the dungeon. Maybe sort of a random placement for the extra rooms, but overall the floors stay the same shape until you get further down, so it's easy to get back to where you were before. Combat... Nothing top down, I think. First or third person, sure, but top down dungeon things are a bit overdone and usually get boring. At least in my experience. Maybe something similar to Skyrim in terms of the overall basic combat system, two hands and what not... But the game could start as a top down 2D thing as a base to see if anyone even likes the idea. But nothing like Diablo or Gauntlet, I think. ... And lots of other stuff! I should probably write my ideas down somewhere, but like you I don't have the motivation to start the project. I've got no connections with anyone that could start the project either. I don't know any game makers. #17 -
kinginthenorth (01/10/2016) [-] I might look into game engines to develop on. Unity engine is probably the easiest one, since even Subnautica is made in it. And Subnautica is quite an extensive game. A boss every 5 levels huh. That could give a steady point of reference. Wouldn't it be neat if bosses on a deeper level moved around, just like they (sort of) do in this manga? It'd certainly keep people on their toes. That'd really motivate the players to make a map and keep track. Maybe even make strategies to go around difficult bosses! Creating the house would take secondary priority to actually making the dungeon. I'll refuse to do anything else until the dungeon is perfect. I do believe a town should be set up as a sort of base thing though. Also camps in the dungeon. I'll agree on the diablo-esque perspective. That'd just be boring. First person is just so much more interesting to work with anyway. Why am i gettin an eerie feeling from this #18 -
bluemagebrilly (01/10/2016) [-] I'm too lazy to bother with that sort of stuff~ All the game engine things kinda go over my head just a little bit. Best I've been able to do is mess around with the demo of RPG maker and that didn't go far. A boss every 5 levels early on, but the later ones could move around between floors or be even deeper down, maybe certain types of floors longer in terms of number of floors but might have smaller rooms. Stuff like that. Having a town would be the most important over having a house, though the dungeon would take top priority, yeah. Most of the time you'd probably camp in the dungeon, similar to Darkest Dungeon, but you'd have to head back with some kind of item or spell. First person would be best, I think. While it would also be difficult... I think it'd work out the best. I dunno, why are you? <(' '<); #19 -
kinginthenorth (01/10/2016) [-] I got some pretty basic programming from school, so i get most of the stuff when it comes to coding. I'd be able to make the game, just not model, design, write, etc. Atleast not without sufficient time. 100 levels would give a lot of room for progression. 20 bosses all in all then. But it'd be a pretty hefty goal to set it to have 100 full fledged floors instantly. Generation would make it easier. Maybe it generates on entry and saves it until completed? Then you'd be able to do scouting and prepare ahead. Tactics! Depth! The town would be pretty basic though. Mostly for supplies and gear. I think actually thriving in the dungeon would take a higher level player though. Or some specialization. Otherwise it'd be a bit too easy. Co-op seems neat to implement, but everything's got to work well before that. It would work with the idea of needing specialization. First person gives better immersion. Also a tactical layer of being aware of what's around you. Maybe certain awareness levels reveal things, kinda like Divinity. I do things thoroughly. If i start something, it better get finished. | ||
| #8 - Because everyone loves a true hero. | 01/10/2016 on Undertale Comp. YAMsgarden | +4 |
| #22 - So a light red? [+] (4 new replies) | 01/10/2016 on Mom's cleaning laptop | +90 |
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| #1 - And a Bottle of Milk ? That's a huge bounty. How man… | 01/10/2016 on WANTED | +5 |
| #1 - Steam spoiled that awhile ago, but I guess not everyone has St… | 01/10/2016 on Anime Cosplay Compilation... | 0 |
| #3 - Would have been better if Rubick won, but oh well. [+] (1 new reply) | 01/10/2016 on INTENSIFIES | +7 |
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| #3 - I was expecting nothing but Soma clips. ... I'm sure … [+] (3 new replies) | 01/10/2016 on Anime Food Porn Compilation... | +4 |
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| #2 - A lot of the older anime had that style and it kinda just kept… [+] (8 new replies) | 01/10/2016 on Every anime love confession... | +18 |
| #27 -
anon (01/11/2016) [-] Well, to be completely fair, that's not what they said in that scene. I think Inuyasha said something between the lines of "I like how you smell".... #34 -
bluemagebrilly (01/11/2016) [-] Ranma 1/2 is still one of my top shows, if only for the comedy. But the idea behind it is something that has yet to be done again, even if the romance wasn't too good. It was the martial arts and the drama behind Ranma turning into a girl that really got my attention. It's just a shame there wasn't really any "serious" arcs revolved around Ranma dealing with being a girl, excluding the whole mother thing. To be honest, excluding the mother thing, Ranma's girl form was just treated as part of the joke or a fighting asset after awhile. After the initial shock wore off, at least. Meh! That's what stories are for, though! There are some great fan made stories out there that really expand the world, although most of them pass Akane off as a violent maniac. Which she is, but y'know. I don't really like the 'bash' stories where she's treated like dirt but still acts violently. I like it better when she gets a clue. But anyways... It'd be nice to see another show / manga like Ranma pop up. A show focused around fighting, potentially, where the MC turns back and forth between a guy and girl now and then. Usually turning the MC into a girl in comedy ones only lasts for like an episode or two. Poor(?) Ranma was stuck with it his whole life! #11 -
anon (01/11/2016) [-] .. Your...really wrong, that was Rumiko Takahashi's style of animation, and it was actually pretty unique. she did a few shows that got popular though. Every era of anime has its own version of "generic anime artstyle". Though the eyes vary depending on the mangaka who drew it. #10 -
bluemagebrilly (01/11/2016) [-] Eh, it's less the art style I was talking about and more so the ideas behind it. Let's go with Tsundere, for instance. The classic Tsundere is someone who is very violent but shows a lot of signs of actually liking the MC. The classic line of "You idiot!", y'know? A lot of the older ones did that. Some anime ideas have stepped away from that as the years pasted. Making MCs either too amazing to be punched like that, or simply making the angry female tsundere a joke character or one that is simply ignored. Like Tornado or whatever her name is in One Punch Man. While she's, by no means, a romantic interest with Saitama or anything, she's still a classic arrogant Tsundere character. She was just ignored and called a child by Saitama instead of getting a hit off, or something. There are probably other examples of this too... Maybe that Knight one where the MC starts the harem route, without his own choice, but then ends up picking only one girl and sticking to her on like episode 4-5 or something. It was a nice change of pace. On the other hand, Ushio and Tora which was remade recently has the classic useless, yet still loved female character that insults and hurts the MC without warning. But she's nice 40% of the time, so it does kind of balance out. Unlike post-Ukyo Akane who was cruel and loud 90% of the time. That got old real fast! | ||
| #1 - Yeah, that seems about right. | 01/10/2016 on rubick.exe | +3 |
| #6 - I don't really know what you mean by a 'common story' thing, b… [+] (1 new reply) | 01/10/2016 on Link | +2 |
| #3 - I know they have manga out there for them, I think I actually … [+] (4 new replies) | 01/10/2016 on Link | 0 |
| #4 -
raion (01/10/2016) [-] Well the games in general don't really share a common story. Sometimes a few games have a tied story like Wind Waker, Phantom Hourglass and Spirit Tracks so a real canon doesn't exist. www.youtube.com/watch?v=EIYb8Ft6soU There are all infos; Manga isn't canon, what happened to ocarina is unknown in game but i think the explanation from the manga is ok to count it in. #6 -
bluemagebrilly (01/10/2016) [-] I don't really know what you mean by a 'common story' thing, but some / most of the games are linked to at least one other game in the series. Ocarina of Time -> Majora's Mask. A Link to the Past -> A Link between Worlds. Oracle of Seasons, Ages, and Link's Awakening are all the same Link as well, and I believe it's said that A Link to the Past's Link is the one who takes part in all those adventures... Then there's an obvious Link, heh, between games with Minish Cap and the Four Swords games. But anyways... I think it's more likely Link just put it in a pocket and forgot about it, rather than Ganondorf taking it thinking it was the Ocarina of Time. The reason behind that... The Ocarina of Time is why he was chasing Zelda. If he thought he had it, then he wouldn't have chased after her, giving Link time to head to the Temple of Time. If Ganondorf had the Ocarina of Time himself, he'd head straight for the Temple of Time to see if he could get it open, regardless of if he didn't have the other keys. Ultimately, he'd fail for several reasons... But Link would either meet him there, or by then Ganondorf would have realized there was no real magic in the Ocarina and go hunt Link down again. Now, he could just go straight for Zelda instead of bothering with Link, since it was his mistake to think the Fairy Ocarina was the one he was looking for, but... He's kind of the type to get revenge on people. Even when he's the one at fault. So it'd be too clustered in an actual story setting for that to be the canon idea, I think. I'll stick to Link just shoving it in his pocket and forgetting about it. Hell, could just say Ganondorf's attack that sent him on his rear broke the Ocarina because it was in his back pocket. A bit more dramatic, but more likely too. The thing wasn't really that magical. Fuck i screwed up wrong link (pun not intended) Here's the right one zelda.wikia.com/wiki/Fairy_Ocarina | ||
| #123 - Picture | 01/10/2016 on Heres a strange thing | 0 |
| #7 - I think it would be interesting as well to have something like… | 01/10/2016 on Zelink (The Legend of SS... | +1 |
| #10 - Picture | 01/10/2016 on Rock vs pop fan | 0 |
| #35 - Picture [+] (2 new replies) | 01/10/2016 on Genos can't shitpost | +14 |
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| #18 - I used to be called "Ninja" in High School because I… | 01/10/2016 on toast | +1 |
| #136 - I don't see it happening. His attitude towards the whole thing… | 01/10/2016 on OPM Theory | 0 |
| #1 - Said it on a similar post, but it's a shame you can't just swi… [+] (6 new replies) | 01/10/2016 on Link | 0 |
| #3 -
bluemagebrilly (01/10/2016) [-] So they're not really canon. #4 -
raion (01/10/2016) [-] Well the games in general don't really share a common story. Sometimes a few games have a tied story like Wind Waker, Phantom Hourglass and Spirit Tracks so a real canon doesn't exist. www.youtube.com/watch?v=EIYb8Ft6soU There are all infos; Manga isn't canon, what happened to ocarina is unknown in game but i think the explanation from the manga is ok to count it in. #6 -
bluemagebrilly (01/10/2016) [-] I don't really know what you mean by a 'common story' thing, but some / most of the games are linked to at least one other game in the series. Ocarina of Time -> Majora's Mask. A Link to the Past -> A Link between Worlds. Oracle of Seasons, Ages, and Link's Awakening are all the same Link as well, and I believe it's said that A Link to the Past's Link is the one who takes part in all those adventures... Then there's an obvious Link, heh, between games with Minish Cap and the Four Swords games. But anyways... I think it's more likely Link just put it in a pocket and forgot about it, rather than Ganondorf taking it thinking it was the Ocarina of Time. The reason behind that... The Ocarina of Time is why he was chasing Zelda. If he thought he had it, then he wouldn't have chased after her, giving Link time to head to the Temple of Time. If Ganondorf had the Ocarina of Time himself, he'd head straight for the Temple of Time to see if he could get it open, regardless of if he didn't have the other keys. Ultimately, he'd fail for several reasons... But Link would either meet him there, or by then Ganondorf would have realized there was no real magic in the Ocarina and go hunt Link down again. Now, he could just go straight for Zelda instead of bothering with Link, since it was his mistake to think the Fairy Ocarina was the one he was looking for, but... He's kind of the type to get revenge on people. Even when he's the one at fault. So it'd be too clustered in an actual story setting for that to be the canon idea, I think. I'll stick to Link just shoving it in his pocket and forgetting about it. Hell, could just say Ganondorf's attack that sent him on his rear broke the Ocarina because it was in his back pocket. A bit more dramatic, but more likely too. The thing wasn't really that magical. Fuck i screwed up wrong link (pun not intended) Here's the right one zelda.wikia.com/wiki/Fairy_Ocarina | ||
| #3 - I think it would have been neat to actually see or play throug… [+] (2 new replies) | 01/10/2016 on Zelink (The Legend of SS... | +2 |
| #6 -
anon (01/10/2016) [-] I think a good game would be one where Link and Zelda team up, and you get to control them both. Kind of like how she was with him in Spirit tracks, but you'd actually get to control her, switch between them and stuff. During dungeons they would split up some times to solve different puzzles, Links would be more mechanical, using all the tools at his disposal, Zelda's could be more about magic puzzles... Or something...it'd be pretty cool I think. #7 -
bluemagebrilly (01/10/2016) [-] I think it would be interesting as well to have something like that, but at the same time... It would be difficult. The switching between characters in Wind Waker wasn't really received well, since it was rather tedious, so having every dungeon like that with Zelda + Link teamed up would cause a negative reaction. On the other hand, they could make it so the two always move together like they're linked together by something. A red string of fate, perhaps, since Japan likes those sort of old stories... But that would make an interesting combination, similar to Ice Climbers from Smash I bet, where they'd be pulled together and do combination attacks. But they could also go a Tri Force Hero or Four Sword path and make it a co-op game. I don't think that would do too well, however, on a big scale adventure. You'd pretty much have to have someone around willing to play Zelda or Link whenever you felt like playing. The only other idea that comes to mind is switching between the characters at points in the story, or at "rest" points, to either put one character through one part of the dungeon and then use the other one to unlock the rest of the way for them, basically completing 50% of a dungeon with one character on their own... Or the characters could do completely different dungeons with different end results that, ultimately, lead to a combined effort to stop Ganondorf. Although Link would always deal the final blow, due to the Master Sword and all. Zelda would probably have a more supportive role at that point. But meh, who knows? I'm not a game designer, I'm sure they could think of something that works and is interesting enough to keep people playing. | ||
| #4 - Banning is up to the mods and admin on rule breakers or, poten… | 01/10/2016 on Dear admin | 0 |
Anonymous comments allowed.
49 comments displayed.
**** off and leave mai waifu alone fag CAN'T WAKE UP
I hope that happens soon.
I personally enjoyed the comic quite a lot.
I personally enjoyed the comic quite a lot.
Join the club my friend.
But how are you doing this day?
But how are you doing this day?
Neutral. Could be better could be worse.
Busy with being lazy.
Busy with being lazy.

