Glad you're along for the ride,
so put on your happy face and let's get to it.
Not exact matches
This is not about «
putting on a
happy face» and denying
so - called «negative» emotions.)
Idu darling, thanks < 3 It makes me very
happy the story
put a big smile
on your
face:) But I think you can refrain from your cat catches rabbits — how good your cat is already
so proud with catching the biggest mice!
I'm
so happy to hear that I
put a smile
on your
face - what a great thing to say, thanks x Anna
I tried with heels that I just got from H&M and the blouse:) I was
so happy and
put a smile
on my
face after tried
on and must say big thanks once again.
So, while enthusiastic drivers might be
happier behind the wheel of a Mazda6 Tourer or BMW 3 Series Touring, families are likely to prefer the bigger and smoother - riding Mondeo — but it's still capable of
putting a smile
on the driver's
face.
- Link doesn't have much of a character in this game - they wanted players to relate to Link and play as themselves - Link's
face doesn't have much expression in this game, and that was done
on purpose - for Zelda games, the devs always try to make the player feel like Link - that was pushed even moreso for this entry - everytime a Zelda releases, Aonuma watches fan feedback and considers that for the future - the items Link uses to solve are always going to be important - regardless of the tech that Nintendo provides, exploration in the series is important - Link's growth through who he meets is also an important element of the franchise - Aonuma thought about Zelda freedom when considering Breath of the Wild, and was brought back to the days of the original Zelda - this was a big point of inspiration for Breath of the Wild - with Ocarina of Time 3D, Nintendo wanted to really utilize the 3D and had a desire to let players enjoy Ocarina of Time outside - the goal with A Link to the Past was creating more depth - Aonuma used to think that getting lost in a 3D world wasn't okay - this lead Aonuma to
putting in tons of hints and guiding players - he has since changed that idea and convinced himself that it's okay to get lost - the first two years of development the devs created a game where just running around was fun - climbing is very important, because players can climb high and see destinations they want to visit - you can place your own markers to decide where you want to go - when the devs create a Zelda title, they consider not using the name Link - since they don't have anything else to go with, they choose Link - the name Link doesn't hold much value, since the player is the one creating the journey - when Nintendo first created Link, they wanted a character that is literally the link between people - that is why his name is Link - to think that the Zelda series has been around
so long that there are all sorts of urban legends and myths makes Miyamoto really
happy
How do I manage this at this point (he had an emotional affair when I was pregnant with our first child) and still
put on a
happy face when I feel
so hurt and alone?
I wish I had my video camera handy to capture it, his
face lit up when he walked in the front door and saw the garland
on the stairs (yes, I
put it back up after the little fiasco with Jack) and he saw the mantel all decorated, the dining room table was all festive... he was
SO happy!