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Projects => Zelda Projects => Topic started by: Atom on September 28, 2010, 06:40:47 pm

Title: [Game] TLOZ: Chaos Rising
Post by: Atom on September 28, 2010, 06:40:47 pm
After all these years the time has finally come: TLOZ Chaos Rising has been completed.


The Legend of Zelda: Chaos Rising


(http://img.photobucket.com/albums/v668/atomicd1/TLOZ%20CR/TLOZ%20Cinal/02-26-2014195437.png) (http://smg.photobucket.com/user/atomicd1/media/TLOZ%20CR/TLOZ%20Cinal/02-26-2014195437.png.html)



The Story


This game does not start where one of the existing games end, it takes place a great time after any known time of Hyrule. Its story is like none before. Its not about good and evil, not about who will rule. This time you have to save existence itself.

Ages ago the Triforce weakened from granting all contradictive wishes, a golden world, a dark world, to rule over all, to rule for all. This weakened the triforces main function.
A function unknown to the Hylians and other races. The Triforce was not only there to grant the wishes of those that touched it or to counsel them in difficult times.
It had to protect the creation of the goddesses from that what had been before, the Chaos inside.

It twisted the lands and the minds of great man. War came not only to Hyrule but also to other regions. At the end of this war a hero emerged, but this time he did not fight alone. Together with seven powerful warriors they managed to banish the Chaos Forces back to where they came from. However at great cost.
The world was dying and the Triforce of Power missing after it had granted one last wish to reshape the world.
Now a great many ages later the new seal that was meant to protect the new worlds for as long as possible is about to fail.



The Worlds


Air
Existing out of some islands floating in an endless air environment the Air World is the home of those of the Hylian race that survived. They founded a small village on one of the southern islands.

Rock
One of the Worlds was made out of the mountains and the core of the old world. A place of both great heat is the home of both the Goron and the Subrosian tribes.

Water
Out of the Oceans and a few isles the aquatic world was born. Home to several kinds of creatures, including Zora's and Fairies.

Forest
In the image of the Sacred Forest a new world was created , home to the animal kingdom.

Sacred Realm
Created from the Temple of Seasons after the seasons were undone by chaos and the remainders of the old Sacred Realm the core of the combined worlds was formed. Allowing Travel to all other worlds a small trading outpost was build. Unfortunately the connection to the other wolds was lost in time.



In-game screenshots:


(http://img.photobucket.com/albums/v668/atomicd1/TLOZ%20CR/TLOZ%20Cinal/02-26-2014195119.png) (http://smg.photobucket.com/user/atomicd1/media/TLOZ%20CR/TLOZ%20Cinal/02-26-2014195119.png.html)(http://img.photobucket.com/albums/v668/atomicd1/TLOZ%20CR/TLOZ%20Cinal/02-26-2014195026.png) (http://smg.photobucket.com/user/atomicd1/media/TLOZ%20CR/TLOZ%20Cinal/02-26-2014195026.png.html)(http://img.photobucket.com/albums/v668/atomicd1/TLOZ%20CR/TLOZ%20Cinal/02-26-2014195059.png) (http://smg.photobucket.com/user/atomicd1/media/TLOZ%20CR/TLOZ%20Cinal/02-26-2014195059.png.html)(http://img.photobucket.com/albums/v668/atomicd1/TLOZ%20CR/TLOZ%20Cinal/02-26-2014194819.png) (http://smg.photobucket.com/user/atomicd1/media/TLOZ%20CR/TLOZ%20Cinal/02-26-2014194819.png.html)
(http://img.photobucket.com/albums/v668/atomicd1/TLOZ%20CR/TLOZ%20Cinal/02-26-2014194854.png) (http://smg.photobucket.com/user/atomicd1/media/TLOZ%20CR/TLOZ%20Cinal/02-26-2014194854.png.html)(http://img.photobucket.com/albums/v668/atomicd1/TLOZ%20CR/TLOZ%20Cinal/02-26-2014194951.png) (http://smg.photobucket.com/user/atomicd1/media/TLOZ%20CR/TLOZ%20Cinal/02-26-2014194951.png.html)(http://img.photobucket.com/albums/v668/atomicd1/TLOZ%20CR/TLOZ%20Cinal/02-26-2014194539.png) (http://smg.photobucket.com/user/atomicd1/media/TLOZ%20CR/TLOZ%20Cinal/02-26-2014194539.png.html)(http://img.photobucket.com/albums/v668/atomicd1/TLOZ%20CR/TLOZ%20Cinal/02-26-2014194747.png) (http://smg.photobucket.com/user/atomicd1/media/TLOZ%20CR/TLOZ%20Cinal/02-26-2014194747.png.html)



Trailers:


http://www.youtube.com/watch?v=DuR8CVnfKRMhttp://www.youtube.com/watch?v=CDpqsgf7Yh0http://www.youtube.com/watch?v=iUKfVLtpBtU



Demo


The Demo from NCFC 2013 is available at:
 http://www.mediafire.com/download/eysqhn9m218m5hi/TLOZ%2520Chaos%2520Rising%2520Demo.rar (http://www.mediafire.com/download/eysqhn9m218m5hi/TLOZ%2520Chaos%2520Rising%2520Demo.rar)



Download the game


And not to forget, a link to the full game:
http://www.mediafire.com/download/urmgkj9sj17g955/TLOZ_-_Chaos_Rising.rar (http://www.mediafire.com/download/urmgkj9sj17g955/TLOZ_-_Chaos_Rising.rar)
There are 2 .exe's in this file: One with all the room transitions active and one with less room transitions for pc's having trouble with the normal version.

Version 1.1. https://www.mediafire.com/?ku9ifuz1oc08u27 ( solves the bomb issue crashing the game)

Download the maps


To be considered a major spoiler, but available to those whom have a problem with playing a zelda game without a map.
There are 2 different versions: one with the full completed maps and one that shows the zones, but where the rooms are blanc. You can use it to draw your own map.

http://www.mediafire.com/download/8txg7gfxv1r99aw/Draw_your_own_maps_Map_Pack.rar (http://www.mediafire.com/download/8txg7gfxv1r99aw/Draw_your_own_maps_Map_Pack.rar)

http://www.mediafire.com/download/1iagmn795sgch4j/Completed_Map_Pack.rar (http://www.mediafire.com/download/1iagmn795sgch4j/Completed_Map_Pack.rar)


Game Controls:


movement: arrow keys
using item 1: Z
using item 2: X
open the menu window: Enter
switch between menu windows: Space
opening the save game menu: Esc
while swimming use Z to dive
while in a dungeon Shift can be used to hide the keys
usage of numpad 1 - 2 -3 scales the rooms from 100% - 150% - 200% of standard game scale.
use R to reset a room when link is stuck ( does not reset health / items )
use T to make a screenshot and save it into the screenshot directory



Credits


AtomicD1: gamedesign / programming / storyline / alpha-testing
Hawky: beta-testing
GoodNight: for the walking engine for Link
Nintendo: for the original Zelda Series, the sounds, original music and original Zelda sprites used.
Zelda Orchestrated: for several of the background music pieces used

No Copyright infringement has been intented.
All sprites / names / music from the Legend of Zelda Series are property of Nintendo.
Howevert the story, mapdesign and the game-engine for this fan-game do belong to the creator of this fangame.
This project is a fan-project and has never been / will never be about making profit.



One last note:

Please use the spoiler function when posting something about the content of this game.
Lets give everyone a chance to discover things on their own.
Title: Re: [SCREENS] TLOZ: Chaos Rising
Post by: 2awesome4apossum on September 28, 2010, 08:25:24 pm
Looks sharp -- but that shot of a dungeon looks a bit plain.  It's all apart of the "style," though, so it works.  I hope you make some good progress!
Title: Re: [SCREENS] TLOZ: Chaos Rising
Post by: Atom on September 29, 2010, 04:42:53 pm
eh, that is not a shot of a dungeon.
Its something else.

But your right, it did need a bit more work.
Here is an update of the current status of that room.

old version:

(http://img.photobucket.com/albums/v668/atomicd1/TLOZ%20CR/naamloos2.jpg)

new version:

(http://img.photobucket.com/albums/v668/atomicd1/TLOZ%20CR/naamloos4-1.jpg)

______________________________________________________________________________________________________________
Currently changing something so that when you save your game ( while death occurs or just while playing, ) it will not save link's current room and coordinates, but the ones of the room in which you should start after continuing the game at a later time or continuing after death.
Title: Re: [SCREENS] TLOZ: Chaos Rising
Post by: 2awesome4apossum on September 30, 2010, 03:44:16 pm
Much better!
Title: Re: [SCREENS] TLOZ: Chaos Rising
Post by: Dr. Strange on September 30, 2010, 06:53:59 pm
The font seems like the same font from another project I've seen! Kind of neat that you're working on this. I wish you good luck, sir.
Title: Re: [SCREENS] TLOZ: Chaos Rising
Post by: Atom on October 01, 2010, 09:05:38 pm
With the massive amount of notes and drawings which I have made I should be able to do this without needing too much luck.
But good luck never hurts I guess. As with something like this there always is something that doesn't work out as planned.

I also used this font a few years ago in an engine that became a complete failure.
I believe its also a good match compared with dllbrooks font
Title: Re: [TRAILER] TLOZ: Chaos Rising
Post by: Atom on October 01, 2010, 10:32:58 pm
Sorry for doubleposting, but there is a small update.
I've just completed the redoing the saving part that controlls in which room you will continue your game after quitting or death.


--------------------------------------------------------------------------------------------------------

3 October 2010: I don't feel like tripple posting so I'll just edit this one.
A small trailer this month. There most likely won't be a lot of updates this month as I have to go through 280+ rooms to add boundaries to prevent walking where you are not supposed to walk.

http://www.youtube.com/watch?v=c8CikoBmdH0

Somehow the image quality seems to get reduced when the video gets uploaded to youtube.
Title: Re: [Trailer] TLOZ: Chaos Rising
Post by: Atom on October 16, 2010, 11:25:10 am
October 16th

Just a small update as my current work is not really something that I can show easily.

Half of the world now has its border objects, bushes / holes / rocks and such have also been implemented in that area.

the water based world now has refill objects which you can only get while diving.
you can now fall down a small waterfall, but not swim up again.
bushes no longer ignite when thrown against each other
fixed a bug in which the water and forest based world transporters used each others destination coordinates

----------------------------------------------------------------------------------------------------------------------

Octorber 17th

now almost 75% of the 301 overworld rooms have their border objects.
also just implemented the drowning in lava effect for link.
Title: Re: [Trailer] TLOZ: Chaos Rising
Post by: Atom on October 31, 2010, 10:19:03 am
small update:

Done placing the boundary objects on all 301 rooms which together form the entire world map.

Also just finished creating the backgrounds for the 47 houses.

Next will be the creation of the cave backgrounds.

after that I will place the boundary objects in the house an cave rooms.
Title: Re: [Trailer] TLOZ: Chaos Rising
Post by: Atom on November 08, 2010, 06:12:25 pm
First update for this month:

the cave backgrounds now also have been created.

Current work: upgrading the GM 6.1 chaos rising engine to a GM 8.0 version.
Unfortunately there are some incompatible parts which will take some time to fix.

For instance: GM 6.1 uses

Code: [Select]
global.bg_background=background_add('Bgd_Overworld\lucht\lucht38.bmp', false, false, false);
In GM 8 this should be:

Code: [Select]
global.bg_background=background_add('Bgd_Overworld\lucht\lucht38.bmp', false, false);
With other words: I have 301 rooms with room creation settings that need fixing before I can look for other changed or incompatible functions.

UPDATE: fixed the 301 room creation event settings and am now testing to see it more has to be fixed
UPDATE: found new bug when jumping down a waterfall you now appear back at were you last were on solid ground ( in the same room ). have to think about how to fix this one.
UPDATE: no other movement bugs found in link. Weapons and usage of other objects also seems to be without problems.
Update: fixed the waterfall jumping bug, no other bugs found at current time so I will start implementing the cave and house rooms.
Title: Re: [Trailer] TLOZ: Chaos Rising
Post by: Atom on November 12, 2010, 10:26:28 pm
new screenshot:

(http://img.photobucket.com/albums/v668/atomicd1/TLOZ%20CR/1.png)
Title: Re: [Trailer] TLOZ: Chaos Rising
Post by: Kleaver on November 12, 2010, 11:50:49 pm
Why the hell has nobody posted here?  :P

Looks interesting. You story seems a bit...vague-ish though :D Lots of unexplained stuff that kind of comes out of nowhere.
Cool little trailer too, but a true GB styled game needs a sliding screen!
Title: Re: [Trailer] TLOZ: Chaos Rising
Post by: Zaeranos on November 13, 2010, 06:49:57 am
The story seems nice. I personally do not like GB style that much, way too small for me. The last screen I don't like. The room is either too large or to empty. Probably both.
Title: Re: [Trailer] TLOZ: Chaos Rising
Post by: Atom on November 13, 2010, 10:02:45 am
Why the hell has nobody posted here?  :P

Looks interesting. You story seems a bit...vague-ish though :D Lots of unexplained stuff that kind of comes out of nowhere.
Cool little trailer too, but a true GB styled game needs a sliding screen!

The unexplained stuff is part of the game, to save the present you will have to learn more about the past.

The sliding screen would need a view that separates the map parts that are made in 1 room. This game has been made so that each background has its own room, preventing the long loading times when a new large background would have to be loaded.
I currently have over 400 rooms and I still have to develop the dungeons.

@Niek: your right something is missing in this shot, in the original plans the room also has 3 bottles in it, it appears that I forgot to actually place them in the room.
Title: Re: [Trailer] TLOZ: Chaos Rising
Post by: Atom on November 13, 2010, 07:12:06 pm
Todays screenshot:

(http://img.photobucket.com/albums/v668/atomicd1/TLOZ%20CR/1-1.jpg)
Title: Re: [Trailer] TLOZ: Chaos Rising
Post by: Brutus on November 14, 2010, 01:47:56 am
Is your profile pic of the first dungeon or something?
Title: Re:[Poll]- [Trailer] TLOZ: Chaos Rising
Post by: Atom on November 17, 2010, 06:33:02 pm
It is a dungeon, though it is not the first one.

Am wondering If I should add a room transition effect to this game.
Current engine deletes the old background when going into a new room, when using transitions I cant do that.
Meaning 400kb extra memory usage for each room entered / re-entered.
Title: Re:[Trailer] TLOZ: Chaos Rising
Post by: Atom on November 19, 2010, 08:51:14 pm
With 5 votes in favor of adding room transition effects and 0 against its clear what to do next.
This weekend room transitions will be added into the game.

things to do this weekend:

+ add room transitions effect to the room2room engine;
+ finish creation of the goto / leave house & cave room object and place it at all required locations;
+ test everything to see if there are any new bugs.

estimated game creation progress after this weekend: between 30 and 35%.

estimated release date of next trailer: Christmas 2010 => due to real life time management problem delayed till unknown date.
Title: Re: [Poll]&[Trailer] TLOZ: Chaos Rising
Post by: Atom on May 23, 2011, 09:13:52 pm
Good, seem to have everything back on track and have resumed working on this project once again.
And I now I have a new PC ( now 3 weeks old ), it should work without having certain not-properly-working hardware problems.

current phase of the project: finished the things mentioned in the November post.
currently working on monster development. ( using existing images mostly, so its a coding job mostly )

Title: Re: [Poll]&[Trailer] TLOZ: Chaos Rising
Post by: RetroRespecter on May 24, 2011, 07:46:00 pm
I seen the trailer and I wait for a demo.
Title: Re: [Poll]&[Trailer] TLOZ: Chaos Rising
Post by: Zhello on May 24, 2011, 09:27:49 pm
Nice trailer  :D, when can one expect a demo from you?

I seen the trailer and I wait for a demo.

You are quite demanding sir :p
Title: Re: [Poll]&[Trailer] TLOZ: Chaos Rising
Post by: Atom on May 25, 2011, 05:51:46 am
The first demo ( and depending on the speed of progress, perhaps only demo before full release ) will be an actual part of the game itself. It will be the game up to the first dungeon ( and perhaps including, not certain about that yet ).

So that means that when the hostiles development has been done, I only have a few more npc's to place in a town before the demo is ready. 
Title: Re: [Poll]&[Trailer] TLOZ: Chaos Rising
Post by: Link6768 on May 26, 2011, 06:33:43 am
Cool) I like the Zelda in GBC style)
why don't use F9 for screenshot? I'm feel, what you cuting it at paint.
Title: Re:[Trailer] TLOZ: Chaos Rising
Post by: Atom on June 02, 2011, 09:00:36 am
Eh, well, using F9 is the easy way.
For some reason the first thing I think of usually is not the easy way.

Currently working on Octoroc development, they can now walk around and shoot a projectile.
( though the projectile needs a better sprite, this first one I made doesnt look real good, but I don't seem to have the original sprite )
And just solved a problem where Octorocs could walk out of the room.

Things that still have to be done before the Octoroc is done:

making it so that the Octoroc can drown in deep water / can get hit and then fall in a hole / get get hit by a trown rock or other thrown item.

Also still need to decide how much damage each of link's items will do to the Octoroc.

And perhaps change they way they react on the boomerang, I'm not completely satisfied with the current stun effect.

But when all of the above is done and the Octoroc are completely as I want them to be, It will be easier to create most other enemies, as then I will have a prototype enemie.


**edit**

- slighlty changed how the stun / freeze effect look
- coded the reactions (damage) of link's weapons that can be used against the octoroc

**edit2**

after getting hit an octoroc can now drown in deep water / lave or fall in a hole, the octoroc however will not just simply walk to its dead by itself.
Title: Re: [Trailer] TLOZ: Chaos Rising
Post by: Atom on July 07, 2011, 08:25:45 pm
Well, I'm deffinately not progressing as fast as I had hoped, but here is a small update:

enemies created till now:

Show content
- hardhat beetle;
- moblin ( unarmed, with arrow, with sword );
- octoroc;
- keese;
- rat;
- tektite;
- riverzora;
- bomber;
- piranha;
- snake;
- floorspikes.

Currently working on the:
Show content
Buzz Blob

other enemies planned:

Show content
- zol ( aka gel );
- stalfos ( with and without throwing bones;
- leevers;
- wizzrobe;
- gibdo;
- ghini;
- armos;
- beamos;
- flying flore-tiles;
- water tektite;
- crow;
- blade traps;
- anti-fairy.


Bosses / mini-bosses have not yet been created and are not mentioned in the listing above.

Unfortunately with all the work done till now enemies and other things some small ( and 1 larger ) bugs seem to have slipped into the game which I have not been able to fix till now.

Title: Re: [Trailer] TLOZ: Chaos Rising
Post by: Atom on July 11, 2011, 05:55:01 pm
Solved some addition bugs and some of those that I had already noticed.
I currently have two known bugs remaining, a minor one and one that for game experience is a larger problem.

The minor bug is that when you are in one room with lava or deep water in it on the side of the room.
When you have the ability to jump over it into the next room, but in that room land in lava or deep water the game has no coördinates for link to be created after the burn / drowning thingy, as the previous coördinates are from the previous room.
Most likely this bug will turn out to be a none fixable one.
But there are only a few rooms in the game where it can happen and then only when the player choses to cause it.

The larger bug that will result in a less good game is that many enemies have the habit of getting stuck when they get in collision with an object which has
some enemies get stuck on the solid objects, or one of the objects with a solid parent object.
The enemies have been set to move x and y value back to the previous ones on collision with a solid object, but this often does not seem to happen correctly or something else on collison goes wrong in the movement , but I have no clue what it could be or how to fix it at this moment.

This last bug will need fixing before I continue creating new enemies ( or any other progress on the game)
Hopefully I will manage to fix it soon. ( though I have to admit that I doubt that this is realistic )
Title: Re: [Trailer] TLOZ: Chaos Rising
Post by: RetroRespecter on July 11, 2011, 09:02:01 pm
Excellent eye!
Title: Re: [Trailer] TLOZ: Chaos Rising
Post by: Nabeshin on July 12, 2011, 03:43:45 pm
Re: the minor bug, it sounds like you could just reset the coordinates every time Link goes through a door to a new room.

Re: the larger bug, are you sure you understand how collisions work in Game Maker? Game Maker does some things on its own when a collision occurs. It sounds like you're doing more work than you need to be, and it's countering the work Game Maker does naturally.
Title: Re: [Trailer] TLOZ: Chaos Rising
Post by: Atom on July 12, 2011, 05:07:28 pm
Hm, perhaps I should have expressed myself more clear, its not really the collision function of the game I meant with a collision.
Its when place_free(x,y) is not free ( or with other words when there is a place_meeting in stead of a place_free which could be defined a collision )

For example, below is the information taken from the snake object ( which is the enemie that seem most affected with the bug )
I'm going to do another attempt to fix it, but if you see the problem in all of this, help is welcome.

I prefer to make actual progress in place of doing useless attempts to fix things, that last thing tends to irritate me when that happens to often  which usually results in me needing a break from the project

Code: [Select]
Information about object: obj_Snake1
Sprite: sprSnakeR
Solid: false
Visible: true
Depth: 0
Persistent: false
Parent: objHurt2
Mask:

Create Event:

execute code:

HP=2
stunned=0
attacking=0
image_speed=0.2
alarm[0]=10

Alarm Event for alarm 0:

execute code:

if(!global.pause && !stunned  &&!attacking){
switch floor(random(4)){ //Pick a random number, make it an integer, and see what it is
case 0:
direction=360 //Right
sprite_index=sprSnakeR
break;
case 1:
direction=90 //Up
sprite_index=sprSnakeU
break;
case 2:
direction=180 //Left
sprite_index=sprSnakeL
break;
case 3:
direction=270 //Down
sprite_index=sprSnakeD
break;
}
//Set the speed
speed=floor(random(2))

//Reset the alarm
}
alarm[0]=19+random(26)
if(stunned){
    stunned=0
}

Alarm Event for alarm 1:

execute code:

image_alpha=1

Alarm Event for alarm 2:

execute code:

image_blend=c_white

Alarm Event for alarm 3:

execute code:

attacking=0

Step Event:

execute code:

if !place_free(x,y) {speed=0; x=xprevious; y=yprevious}
if(!global.pause){
dif = abs(direction-point_direction(x,y,obj_link.x,obj_link.y))
if dif<5 &&  !stunned && !attacking{
    attacking=1
    speed=3
    alarm[0]=20
    alarm[3]=20
      }
if(speed){
    image_speed=0.2
}
else{
    image_speed=0
}
if place_meeting(x,y,obj_link) && obj_link.usingshield{
    if global.facing="U"{
        sound_play(Bump)
        if(place_free(x,y-5)){
            y-=5
        }
    }
    if global.facing="D"{
        sound_play(Bump)
        if(place_free(x,y+5)){
            y+=5
        }
    }
    if global.facing="R"{
        sound_play(Bump)
        if(place_free(x-5,y)){
            x+=5
        }
    }
    if global.facing="L"{
        sound_play(Bump)
        if(place_free(x+5,y)){
            x-=5
        }
    }
}
if place_meeting(x,y,objFirerod) or place_meeting(x,y,objIcerod) or place_meeting(x,y,objMRod) && image_alpha=1{
    sound_play(EHit)
    HP-=1
    image_alpha=0.75
    alarm[1]=10
    if direction=90{
        if(place_free(x,y+5)){
            y+=5
        }
    }
    if direction=270{
        if(place_free(x,y-5)){
            y-=5
        }
    }
    if direction=360 or direction =0{
        if(place_free(x-5,y)){
            x-=5
        }
    }
    if direction=180{
        if(place_free(x+5,y)){
            x+=5
        }
    }
}
if place_meeting(x,y,objFire) or place_meeting(x,y,objWind)or place_meeting(x,y,Arrow) or place_meeting(x,y,objfirer) or place_meeting(x,y,objHammer)or place_meeting(x,y,objSwordshoot) && image_alpha=1{
    sound_play(EHit)
    HP-=2
    if direction=90{
        if(place_free(x,y+5)){
            y+=5
        }
    }
    if direction=270{
        if(place_free(x,y-5)){
            y-=5
        }
    }
    if direction=360 or direction =0{
        if(place_free(x-5,y)){
            x-=5
        }
    }
    if direction=180{
        if(place_free(x+5,y)){
            x+=5
        }
    }
    image_alpha=0.75
    alarm[1]=10
}
}
if place_meeting(x,y,Explosion) && image_alpha=1{
    sound_play(EHit)
    HP-=3
    if direction=90{
        if(place_free(x,y+5)){
            y+=5
        }
    }
    if direction=270{
        if(place_free(x,y-5)){
            y-=5
        }
    }
    if direction=360 or direction =0{
        if(place_free(x-5,y)){
            x-=5
        }
    }
    if direction=180{
        if(place_free(x+5,y)){
            x+=5
        }
    }
    image_alpha=0.75
    alarm[1]=10
}

if place_meeting(x,y,objicer) && !stunned{
    sound_play(EHit)
    instance_create(self.x,self.y,objChink)
    stunned=1
    speed=0
    image_speed=0
    image_blend=c_blue-150
    alarm[0]=180
    alarm[2]=180
}

if place_meeting(x,y,objBoomerang) && global.boomerlvl=1 && !stunned{
    sound_play(EHit)
    instance_create(self.x,self.y,objChink)
    stunned=1
    speed=0
    image_speed=0
    image_alpha=0.8
    alarm[0]=90
    alarm[1]=90
}

if place_meeting(x,y,objBoomerang) && global.boomerlvl=2 && !stunned{
    sound_play(EHit)
    HP-=1
    instance_create(self.x,self.y,objChink)
    stunned=1
    speed=0
    image_speed=0
    image_alpha=0.7
    alarm[0]=120
    alarm[1]=120
}
if HP<=0{
   instance_change(objEDie,true)
}

execute code:

if place_meeting(x,y,objSword) or place_meeting(x,y,objSwordCharge) && global.swordlvl=1 && image_alpha=1{
    sound_play(EHit)
    HP-=1
    if direction=90{
        if(place_free(x,y+5)){
            y+=5
        }
    }
    if direction=270{
        if(place_free(x,y-5)){
            y-=5
        }
    }
    if direction=360 or direction =0{
        if(place_free(x-5,y)){
            x-=5
        }
    }
    if direction=180{
        if(place_free(x+5,y)){
            x+=5
        }
    }
    image_alpha=0.75
    alarm[1]=10
}

if place_meeting(x,y,objSwordSpin) && global.swordlvl=1 && image_alpha=1{
    sound_play(EHit)
    HP-=2
    if direction=90{
        if(place_free(x,y+5)){
            y+=5
        }
    }
    if direction=270{
        if(place_free(x,y-5)){
            y-=5
        }
    }
    if direction=360 or direction =0{
        if(place_free(x-5,y)){
            x-=5
        }
    }
    if direction=180{
        if(place_free(x+5,y)){
            x+=5
        }
    }
    image_alpha=0.75
    alarm[1]=10
}

if place_meeting(x,y,objSword) && global.swordlvl=2 && image_alpha=1{
    sound_play(EHit)
    HP-=2
    if direction=90{
        if(place_free(x,y+5)){
            y+=5
        }
    }
    if direction=270{
        if(place_free(x,y-5)){
            y-=5
        }
    }
    if direction=360 or direction =0{
        if(place_free(x-5,y)){
            x-=5
        }
    }
    if direction=180{
        if(place_free(x+5,y)){
            x+=5
        }
    }
    image_alpha=0.75
    alarm[1]=10
}

if place_meeting(x,y,objSwordSpin) && global.swordlvl=2 && image_alpha=1{
    sound_play(EHit)
    HP-=4
    if direction=90{
        if(place_free(x,y+5)){
            y+=5
        }
    }
    if direction=270{
        if(place_free(x,y-5)){
            y-=5
        }
    }
    if direction=360 or direction =0{
        if(place_free(x-5,y)){
            x-=5
        }
    }
    if direction=180{
        if(place_free(x+5,y)){
            x+=5
        }
    }
    image_alpha=0.75
    alarm[1]=10
}

if place_meeting(x,y,objSwordCharge) && global.swordlvl=2 && image_alpha=1{
    sound_play(EHit)
    HP-=3
    if direction=90{
        if(place_free(x,y+5)){
            y+=5
        }
    }
    if direction=270{
        if(place_free(x,y-5)){
            y-=5
        }
    }
    if direction=360 or direction =0{
        if(place_free(x-5,y)){
            x-=5
        }
    }
    if direction=180{
        if(place_free(x+5,y)){
            x+=5
        }
    }
    image_alpha=0.75
    alarm[1]=10
}

if place_meeting(x,y,objSwordCharge) && global.swordlvl=3 && image_alpha=1{
    sound_play(EHit)
    HP-=5
    if direction=90{
        if(place_free(x,y+5)){
            y+=5
        }
    }
    if direction=270{
        if(place_free(x,y-5)){
            y-=5
        }
    }
    if direction=360 or direction =0{
        if(place_free(x-5,y)){
            x-=5
        }
    }
    if direction=180{
        if(place_free(x+5,y)){
            x+=5
        }
    }
    image_alpha=0.75
    alarm[1]=10
}

if place_meeting(x,y,objSwordSpin) && global.swordlvl=3 && image_alpha=1{
    sound_play(EHit)
    HP-=7
    if direction=90{
        if(place_free(x,y+5)){
            y+=5
        }
    }
    if direction=270{
        if(place_free(x,y-5)){
            y-=5
        }
    }
    if direction=360 or direction =0{
        if(place_free(x-5,y)){
            x-=5
        }
    }
    if direction=180{
        if(place_free(x+5,y)){
            x+=5
        }
    }
    image_alpha=0.75
    alarm[1]=10
}

if place_meeting(x,y,objSword) && global.swordlvl=3 && image_alpha=1{
    sound_play(EHit)
    HP-=4
    if direction=90{
        if(place_free(x,y+5)){
            y+=5
        }
    }
    if direction=270{
        if(place_free(x,y-5)){
            y-=5
        }
    }
    if direction=360 or direction =0{
        if(place_free(x-5,y)){
            x-=5
        }
    }
    if direction=180{
        if(place_free(x+5,y)){
            x+=5
        }
    }
    image_alpha=0.75
    alarm[1]=10
}

execute code:

if !stunned && image_alpha=1
{
   if direction=90 && place_meeting(x,y-1,objdeepwater) or place_meeting(x,y-1,objlava)or place_meeting(x,y-3,objHole)or place_meeting(x,y-1,objHole2){
       y+=2
       direction=270
            alarm[0]=10
            sprite_index=sprSnakeD
        }
    
    if direction=270 && place_meeting(x,y+1,objdeepwater)or place_meeting(x,y+1,objlava)or place_meeting(x,y+1,objHole)or place_meeting(x,y+1,objHole2) {
          y-=2
          alarm[0]=10
          direction=90
          sprite_index=sprSnakeU
        }
 
    if direction=360 or direction=0 && place_meeting(x+1,y,objdeepwater)or place_meeting(x+1,y,objlava)or place_meeting(x+1,y,objHole)or place_meeting(x+1,y,objHole2){
        x-=2
          alarm[0]=10
          direction=180
          sprite_index=sprSnakeL
        }
  
    if direction=180 && place_meeting(x-1,y,objdeepwater) or place_meeting(x-1,y,objlava)or place_meeting(x-1,y,objHole)or place_meeting(x-1,y,objHole2) {
       x+=2
            alarm[0]=10
            direction=360
            sprite_index=sprSnakeR
        }

}

execute code:

if stunned or image_alpha<=1
{
   if direction=90 && place_meeting(x,y-1,objdeepwater)or place_meeting(x,y-1,objlava) {
         x=other.x
        y=other.y  
          instance_change(objDrown,true)
        }
    
    if direction=270 && place_meeting(x,y+1,objdeepwater) or place_meeting(x,y+1,objlava) {
       x=other.x
        y=other.y  
        instance_change(objDrown,true)
        }
 
    if direction=360 or direction=0 && place_meeting(x+1,y,objdeepwater) or place_meeting(x+1,y,objlava){
      x=other.x
        y=other.y  
   instance_change(objDrown,true)
        }
  
    if direction=180 && place_meeting(x-1,y,objdeepwater) or place_meeting(x-1,y,objlava) {
       x=other.x
        y=other.y  
  instance_change(objDrown,true)
        }


        
        
        if direction=90 && place_meeting(x,y-3,objHole)or place_meeting(x,y-1,objHole2){
           x=other.x
        y=other.y  
        instance_change(objDrop,true)
        }
    
    if direction=270 && place_meeting(x,y+1,objHole)or place_meeting(x,y+1,objHole2) {
       x=other.x
        y=other.y  
           instance_change(objDrop,true)
        }
 
    if direction=360 or direction=0 && place_meeting(x+1,y,objHole)or place_meeting(x+1,y,objHole2){
       x=other.x
        y=other.y  
         instance_change(objDrop,true)
        }
  
    if direction=180 && place_meeting(x-1,y,objHole)or place_meeting(x-1,y,objHole2) {
       x=other.x
        y=other.y  
        instance_change(objDrop,true)
        }
}


 


    

End Step Event:

execute code:

vx = 0 //Set up some placeholders to save space
vw = 160
vy = 32
vh = 158

if (x< vx)
{
x=xprevious
y=yprevious
}

else if ((x+sprite_width) > vx+vw)
{
x=xprevious
y=yprevious
}

else if (y< vy)
{
x=xprevious
y=yprevious
}

else if ((y+sprite_height) > vh)
{
x=xprevious
y=yprevious
}

Collision Event with object objMagic:

execute code:


    sound_play(EHit)
    HP-=2
    if direction=90{
        if(place_free(x,y+5)){
            y+=5
        }
    }
    if direction=270{
        if(place_free(x,y-5)){
            y-=5
        }
    }
    if direction=360 or direction=0{
        if(place_free(x-5,y)){
            x-=5
        }
    }
    if direction=180{
        if(place_free(x+5,y)){
            x+=5
        }
    }
    with other{instance_destroy()}


Title: Re: [Trailer] TLOZ: Chaos Rising
Post by: Atom on July 15, 2011, 09:33:59 pm
may have fixed the enemie bug by replacing

Code: [Select]
if !place_free(x,y) {speed=0; x=xprevious; y=yprevious}

with

Code: [Select]
if !place_free(x+1,y) && ( direction=360 or direction = 0 ){speed=0; x=xprevious; y=yprevious}
if !place_free(x,y-1) && direction=90 {speed=0; x=xprevious; y=yprevious}
if !place_free(x-1,y) && direction=180 {speed=0; x=xprevious; y=yprevious}
if !place_free(x,y+1) && direction=270 {speed=0; x=xprevious; y=yprevious}

going to test this on some other enemies with collisions on different objects.
Hoping that its the correct solution for this problem, I really want to go make some of the other enemies in place of spending so much time with bug fixing.
Title: Re: [New Trailer 16 July 2011] TLOZ: Chaos Rising
Post by: Atom on July 16, 2011, 01:32:51 pm
Because its taking me so long to actually get to the part where I am ready to release a demo, I have decided to release a second trailer.

( Unfortunately I have not yet found a decent screen recorder so the graphics quality is reduced by it. )

http://www.youtube.com/watch?v=CDpqsgf7Yh0
Title: Re: [Trailer] TLOZ: Chaos Rising
Post by: Atom on August 17, 2011, 06:19:46 pm
hm, 1 month later and according to youtube 32 views, but not a single reply.
Wonder I even took the time to make this trailer.

Title: Re: [Trailer] TLOZ: Chaos Rising
Post by: FrozenFire on August 17, 2011, 07:37:50 pm
Lack of audio in a video can dramatically kill it. If you were unable to capture the game's audio along with the video, you should have at least added some music to the video. It doesn't look bad, but it's just so dead without sound. Otherwise I'm pretty sure you would've gotten comments and possibly even more views.
Title: Re: [Trailer] TLOZ: Chaos Rising
Post by: Nubcake on August 17, 2011, 08:10:57 pm
whoah , are  you moving to different rooms everytime you go outside the screen?
Title: Re: [Trailer] TLOZ: Chaos Rising
Post by: Atom on August 18, 2011, 05:46:36 am
Nubcake that is correct. I dont like the use of views, and using lots of small rooms might be more work to make, but while running the game it uses less memory ( even less then deactivating the stuff outside of the room). So I've made a few hundred rooms ( and estimate that an extra 150 up to 250 have to be added for the dungeons.) And it doesnt increase the size of the game itself that much, its currently about 700kb. ( but there is almost 30 mb of external resources, large games kinda need a lot of background )

As for capturing the game's sound, I don't have a microphone, and am not aware of a option that allows me to record the sound directly from the soundcard. Though I guess I could try to add some background sound to a next trailer.

as for other info: I've currently finished the creation of 19 out of 27 different enemies ( bosses and sub-bosses not included in this count )
Title: Re: [Trailer] TLOZ: Chaos Rising
Post by: Nubcake on August 25, 2011, 10:54:38 am
doesn't having a lot of rooms complicate things? I remember thinking this was how i was going to handle my game with Game Maker. Wouldn't it be easier to just load stuff instead of having it packed into the executable?
Title: Re: [Trailer] TLOZ: Chaos Rising
Post by: Atom on August 25, 2011, 11:03:31 am
backgrounds are loaded from external source.
Everything else is in the executable.

And for a lot of rooms complicating things, it only has that effect if you use a lot of different objects for everything, but I'm not using that many different objects. Most things are controlled by parent objects. My room2room engine part existis out of 1 object for the world itself, and then 3 more objects that controll leaving / entering houses and caves.

And that I'm used to working with GM this way might also be a reason that I find it easier then using more external stuff.
Title: Re: [Trailer] TLOZ: Chaos Rising
Post by: Nubcake on August 26, 2011, 08:03:01 am
How are you handling collisions? , just out of the question.
Title: Re: [Trailer] TLOZ: Chaos Rising
Post by: Atom on August 26, 2011, 04:37:05 pm
I dont really use the collision function itself.
I'm using the following 4 statements to see where link & other objects can or can not go and to see if anything specific should happen at such a location.

if place_meeting(x,y,.....)

if !place_meeting(x,y,....)

if !place_free(x,y)

if !place_free(x,y)
Title: Re: [Trailer] TLOZ: Chaos Rising
Post by: Atom on November 07, 2011, 06:15:24 pm
Well it has certainly been some time since I've posted in here.
yes the project is still alive, no its not going fast at all.
Real life seems to use up a real large amount of my time.

I'm still working on enemie creation, I've created 24 out of 28 normal enemies
After that a few of them also get a stronger version, but that aint that much work.

Enemies still to do:

Wizzrobe
Stalfos
Leevers
Zol

Guess that with current speed that will take the rest of this year, they are not exactly the most easy to create enemies ( except for the zol thingy, that shouldnt be that hard, but I could be mistaken.
Title: Re: [Trailer] TLOZ: Chaos Rising
Post by: Atom on December 30, 2011, 09:50:54 pm
I've spend several weeks debugging stuff and have created all the basic enemies now.
Just need to debugg the improved stalfos and I'm done with this part of the game design.
1 more day to go, with some luck I might start the next year working on the next part of the game.

On other things, even as the engine now almost has everything needed to make a game and that the overworld has been done, except for the enemie and npc placement it will still take me a very long time to finish the project. I simply dont have that much time to work on this as I would like to, but a week only has 7 days of 24 hours, and most of that time seems to be filled with other things.

So I am wondering, should I release the open source engine of this game when the stalfos is done?
I would not include the backgrounds to prevent people to claim Chaos Rising as their game, but I would not mind other people using the engine as an example / base for their game.

1 note: credits are not yet included, there are some things in it that were (partially) done by others like I'm using GoodNights movement for Link, but as this project has been here for several years I dont really remember whom else to credit for a few things.
Title: Re: [Engine released] TLOZ: Chaos Rising
Post by: Atom on March 04, 2012, 07:40:39 pm
Good, its been a long time since I've posted anything in here.
And there has been some progress:

the basic enemies have been completed;
I have started working on the dungeons. For a few dungeons the backgrounds have been completed.
at current speed TLOZ: CR will not be completed during 2012, but might be ready early 2013.
amount of rooms from overworld, houses, caves and dungeons will be 692 + rooms from movies / startup menu.

Special note, I have decided not to create a demo. Making a special demo area takes time and this project already seems to take all the short moments of time that I got. However, I have decided to release the engine. Hoping that it can be usefull to others, but also hoping that it won't be used to create a Chaos Rising clone before it is even finished. (For that reason the backgrounds and rooms have almost all been removed )

Its not perfect so if you find any bugs I would appriciate to hear them so I can improve my game.
To use the engine you will need a registered version of gamemaker 8.1 or at least thats what I'm using.
Have fun checking out the engine,

( yes I know it looks kinda messy and that the credits are not all complete )
Title: Re: [Engine released] TLOZ: Chaos Rising
Post by: Atom on March 09, 2012, 06:50:41 am
Wonder what I have to do here to get some more replies in this topic.
Uploaded the engine 5 days ago, its only been downloaded 4 times, 1 other then me voted and got 0 replies.
(download link in the post above this one when logged in. )

Progress update: I'm almost done working on the dungeon backgrounds.
Should be able to finish the last dungeon during the next weekend.
After that its time to actually create the dungeonrooms in gamemaker and then to put in the solid items that limit movement in the rooms, thats gonna take some time though. making a few hundred rooms doesnt go that fast.
Title: Re: [Engine released] TLOZ: Chaos Rising
Post by: RetroRespecter on March 09, 2012, 09:43:12 pm
These forums aren't as active as they used to be because nobody has finished a LoZ game in ages.
Title: Re: [Engine released] TLOZ: Chaos Rising
Post by: Atom on March 09, 2012, 11:24:41 pm
well, I can understand that people have given up hope that a game will actually be finished because of the high amount of fangames that haven't been completed. But I do intend to finish this one. There are hundreds of hours in it, the main engine is done, almost all backgrounds are done.
I've done to much to just give up. It will take time, but if I keep working in this without pausing it, it shouldn't take more then a year time to finish things.

to do list:


The hardest part will be making the bosses and minibosses, but considering what already has been completed I think the hardest part of making the game is done.
Title: Re: [Engine released] TLOZ: Chaos Rising
Post by: Atom on March 17, 2012, 02:17:26 pm
ok, the dungeon background file has been completed and separated into 281 dungeon rooms.

Also converted all the other bmp backgrounds to png backgrounds ( and changed the scrips for loading them )

next: adding dungeon rooms to the gamefile and start adding the solid objects to them.
Title: Re: [Engine released] TLOZ: Chaos Rising
Post by: Atom on April 11, 2012, 05:11:24 pm
ok, while I'm not certain if this project has any followers here is a small update:

all rooms for the dungeons have been created, and load the proper background;

solids(wall function, but also stuff like bottles ) have been placed in the dungeonrooms;

all dungeonchests now work with a total of 1 object, depending on the room its in it checks to see if it has been opened or what is supposed to be inside;

all keys / chaoskeys have been created;

I have created several kinds of doors ( ofcourse each door object checks in which dungeon it is and on which side of the room to see which image it should have. There are doors that close while entering the room so you cant walk back and doors that only close after you leave the door space. doors can open by killing all enemies or using one of several kind of switches

edit: I forgot to say, collecting keys / opening chests / unlocking doors is also completed for saving and loading your game progress.
Title: Re: [Engine released] TLOZ: Chaos Rising
Post by: Zaeranos on April 11, 2012, 05:39:26 pm
From the video and screens your seems alright. Personally, I'm not such a big fan of the GB graphics style. I did attempt to run your latest demo. However it requires GM8.1 Pro edition and I only have Lite. I won't be able to comment beyond the screens. My suggestion is you either create an EXE or make it Lite compatible.
Title: Re: [Engine released] TLOZ: Chaos Rising
Post by: RetroRespecter on April 12, 2012, 02:22:06 am
I also happen to be following your game to the bitter end.
Title: Re: [Engine released] TLOZ: Chaos Rising
Post by: Atom on April 28, 2012, 09:46:57 pm
Niek that is because its not a real demo, its the entire engine open source ( or at least what was the entire engine at that moment I've done a lot of work on this game since then ) I fear that you will have to wait till its done before you can use it if you don't have pro.

oh and you forgot a word in your message I believe you tried to say that you dont really like the gb style but in stead you said your a big fan of it.

Good to hear that RetroRespecter, having fun making the game may be the most important thing, Its also good to hear that someone might actually play it when its done.

Still working on the dungeons at the moment. I things go as I hope then after this weekend the only things left to do for the dungeons are the mini bosses and normal bosses. ( and bug testing them ) Thats deffinatley gonna take me a month or even 2.

But when the dungeons are finally completely done the game will have progressed to about 70% completion. After that its mostly typing some message texts and placing npc's and enemies in houses / world roms. So I'm expecting to progress faster when I continue with that part of the game.

1 other note: I just added an addition function to the game.
Numlock keys 1 to 3 now allow for resizing the room 100 - 150- 200 % of the standard gameplay screensize )
Title: Re: [Engine released] TLOZ: Chaos Rising
Post by: Zaeranos on April 29, 2012, 07:45:14 am
Thanks, for noticing. I fixed it now. And yes I don't like GB graphics at all.
Title: Re: [Engine released] TLOZ: Chaos Rising
Post by: Atom on April 29, 2012, 08:52:31 am
well, guess that means your not going to play this when its done.
But if you dont like the style it wouldnt be logic to play it.
Shame that you will miss out on a fan game that will be completed some day, but perhaps more will follow.
Title: Re: [Engine released] TLOZ: Chaos Rising
Post by: Zaeranos on April 29, 2012, 10:31:04 am
I haven't said that. I just don't like the graphics style. That doens't mean I won't play it. Because gameplay and story could be done very well. It just means that the rest will have to do better, due to the infavorable graphics style with me.
Title: Re: [Engine released] TLOZ: Chaos Rising
Post by: Starforsaken101 on April 29, 2012, 12:49:39 pm
Personally, I think this project shows a lot of promise and I can't wait to try it out. I think the GB-style is nice and nostalgic.
Title: Re: [Engine released] TLOZ: Chaos Rising
Post by: Atom on August 17, 2012, 05:59:23 pm
Well, I havent been here for some time, and to be honest not much has been done at the project since then. You could say that I have taken a summer break. However work on this project has now been resumed. So for those who micht have been wondering, yes its still alive.
Current work: programming dungeon bosses and mini-bosses.
Title: Re: [Engine released] TLOZ: Chaos Rising
Post by: Atom on August 24, 2012, 12:55:36 pm
A small question, though not small of importance to the game.
In the first original GB zelda game ( links awakening ) there were a few bosses that if you did not bring enough supplies were hard to beat because there were no supplies in those rooms ( like with facade ).

In Chaos Rising I currently have a few bosses that need to be taken out with bombs/arrows but which do not have a lot of supplies in the room and don't drop the items either. Should I keep it this way or should I make a change so that those who come unprepared also can finish it.

I think it might be less fun if you get to a room and dont have the needed supplies and you get killed, but I also don't think that I should make it that easy buy just placing a lot of supplies in a room. Could make it spawn some supplies at certain moments, but would like to hear some oppinions.
Title: Re: [Engine released] TLOZ: Chaos Rising
Post by: RetroRespecter on August 26, 2012, 01:02:27 pm
Have them spawn at occasions.
Title: Re: [Engine released] TLOZ: Chaos Rising
Post by: Koh on August 27, 2012, 09:22:10 pm
Man, looking at those screenshots takes me way back.  I'm surprised someone is still working with my old garbage GB Zelda Engine...you've probably come across a lot of the glitches and incompletions by now.  I still wish you the best of luck on it!
Title: Re: [Engine released] TLOZ: Chaos Rising
Post by: xtremeexe on August 29, 2012, 04:13:45 am
The retro feeling in this is just great! I think it doesn't matter if the game development goes slow, as long as you are moving forward, good luck!!
Title: Re: [Engine released] TLOZ: Chaos Rising
Post by: Atom on August 30, 2012, 01:05:17 pm
Dlbrooks33, lets say there isn't a lot of your original engine in it anymore.
The base for this engine was the first version of your engine, so it already wasn't the most complete version when I started, and except for the link object there isn't a lot remaining of the things you made. I had to make a lot of additional things for it and remove the parts that I didn't need or that just didn't work as I needed them to do. But still, it certainly did help me make a start with it, its a lot easier to start with something that you can study a bit then starting with nothing at all.

I guess I'm going to follow TetroRespecter's comments on this one and add a spawn function. Not with a high spawn rate, but enough to make it possible to finish of a boss while you are low on resources.

Thank you for the positive comment xtremeexe, making something like this is a lot of work and not that easy. Its great to read some positive comments when having trouble coding some stuff, having some support makes it easier to keep making progress.

Reading this makes feel like I would like to do some work on it immidiately, unfortunately I am at the office and not at home right now.
Title: Re: [Engine released] TLOZ: Chaos Rising
Post by: RetroRespecter on August 30, 2012, 07:24:02 pm
Any chance of us seeing any Rocs in the game?
Title: Re: [Engine released] TLOZ: Chaos Rising
Post by: Atom on August 31, 2012, 11:13:01 am
Show content
The large roc that you had to beat on that tower dungeon in Links Awakening will not make an appearence in this game, however you will encounter the bird guy with his flute at a certain point in the game.
Title: Re: [Engine released] TLOZ: Chaos Rising
Post by: Atom on December 15, 2012, 11:46:05 am
I have been thinking, this game is named Chaos Rising, the endboss will be a manifestation of Chaos itself.
The question is how does Chaos look. I'm actually rather bad at spriting, so suggestions / examples for how chaos could look are appriciated.
Title: Re: [Engine released] TLOZ: Chaos Rising
Post by: Atom on January 13, 2013, 03:21:01 pm
I am beginning to see why I dont have any other objects that exist out of 2 objects that have to work as one, having 2 objects to work together as one mini-boss wile both of them have a movement part in it seems to be a problem for me. I've posted something in the coding section, if anyone has some extra time, please do look at it.
Title: Re: [Engine released] TLOZ: Chaos Rising
Post by: RetroRespecter on January 15, 2013, 06:53:54 pm
Uh oh! Is that a creativity block that I am seeing?  :o
Title: Re: [Engine released] TLOZ: Chaos Rising
Post by: Atom on January 15, 2013, 08:50:33 pm
Only a small one, it seems to affect some part of the game development, currently that means I am unable to make less complex scripts( I do have an idea about the end-boss by now). I'm currently thinking in a to difficult way about scripts, forgetting about easy solutions. Lucky for me Martijn does not have that problem, so it seems to have been solved.

Progress still continues.
Title: Re:[New Trailer Feb2013] TLOZ: Chaos Rising
Post by: Atom on February 09, 2013, 11:23:57 pm
Its been almost 3/4 year that I have actually shown something here in stead of the ' few short message updates' that I have posted during that time so I have decided that it is time for a small trailer. Warning, if can be considered a spoiler as this enemy will appear in game.

http://www.youtube.com/watch?v=iUKfVLtpBtU

Sorry for the lack of sound, but I still dont have a microphone to record the ingame sound together with the video.

Note: This place is not yet 100% completed ( as for instance it is still missing a few text messages ).
Title: Re:[New Trailer Feb2013] TLOZ: Chaos Rising
Post by: thestig on February 09, 2013, 11:28:04 pm
Its been almost 3/4 year that I have actually shown something here in stead of the ' few short message updates' that I have posted during that time so I have decided that it is time for a small trailer. Warning, if can be considered a spoiler as this enemy will appear in game.

http://www.youtube.com/watch?v=iUKfVLtpBtU

Sorry for the lack of sound, but I still dont have a microphone to record the ingame sound together with the video.

Note: This place is not yet 100% completed ( as for instance it is still missing a few text messages ).
You may be the second person on this forum to actually complete a fan game! haha. Keep on going man because I like what you have so far.

Though you should add more variety to the enemy. He seemed to be too sluggish with his actions and very low variety in what he does in general. If that makes sense? Make him faster and maybe make him have more attacks?
Title: Re: [Engine released] TLOZ: Chaos Rising
Post by: Atom on February 10, 2013, 09:20:09 am
Thank you for the reply, replies like this one make one want to make more progress .

Well, I could make him a bit faster, but making him have more attacks might not be that good an idea. This trailer was made during a test of serveral things, so I had a lot more health then when you actually have to face him. You meet this one rather early in game.

But I'm always open for suggestions to improve the game, so every idea is appriciated.


------------------------------------
* edit: increased its speed with 20%
Title: Re: [Engine released] TLOZ: Chaos Rising
Post by: Antidote on February 10, 2013, 05:45:58 pm
Looks like you have a solid engine :D. Keep up the good work man!
Title: Re: [Engine released] TLOZ: Chaos Rising
Post by: Atom on March 01, 2013, 09:19:03 pm
Small update for those who have been wondering about the progress off the last 2 weeks:

Haven't made anything new, been improving some boss AI's to make them a bit harder and fixed a few bugs that some of them seemed to have when a fight lasted longer then a few minutes. Goal for this weekend: finish creation of the dungeon 6 miniboss.

Title: Re: [Feb 2013 Trailer] TLOZ: Chaos Rising
Post by: Atom on March 28, 2013, 08:26:02 pm
I'm currently working on a small change, meaning replacing one dungeon boss with something that fits the storyline better.
For this I have a request. I am wondering if anyone has ( or is willing to make me, as I am not that good at gb spriting ) the lttp helmasaur into a gb style helmasaur. I would prefer it to be blue, but if anyone has a gb version I can do the color swap myself.

http://www.spriters-resource.com/snes/zeldalinkpast/sheet/7645

for a view of the lttp version.
Title: Re: [Feb 2013 Trailer] TLOZ: Chaos Rising
Post by: Atom on April 29, 2013, 05:44:35 pm
Well, its been another month without any progress. I kinda took another small break.
I seem to do that rather often when things don't work as I want them to do.
I've done one small thing last weekend, and would like to hear some comments on this.
As I'm not one of the best spriters I would like to hear some suggestions to improve if you think its needed.
One with helmet, one without, legs and tail have not yet been added.
Title: Re:TLOZ: Chaos Rising
Post by: Atom on June 29, 2013, 09:50:30 am
As I'm nearly done with the dungeon bosses / minibosses creation part of this game I thought it might be time for a new screenshot.


The Corrupted Fairy Queen performing an attack:
(http://img.photobucket.com/albums/v668/atomicd1/TLOZ%20CR/screenshot102.png) (http://smg.photobucket.com/user/atomicd1/media/TLOZ%20CR/screenshot102.png.html)
Title: Re: [Feb 2013 Trailer] TLOZ: Chaos Rising
Post by: Atom on July 21, 2013, 08:00:58 pm
Well, these last few weeks I've been slowly workingon the endboss of Chaos Rising. All other bosses and minibosses have been completed.  ( yes slowly, its way to good weather here in NL to be at the pc that much )
Like almost every endboss it has multiple shapes, some are now done, some are not yet.
Attached is one of the shapes I am currently working on, but I am wondering what would be a good way to animate its wings?
( of course other comments about the sprite are good too, and yes I know it has rather small feet, but then its not really that much of a walking enemy )
Title: Re: [Feb 2013 Trailer] TLOZ: Chaos Rising
Post by: Atom on July 29, 2013, 07:40:15 pm
Good news, while there was no reply I managed to make that animation.
I can now inform you all that this part of the game design is done.
All Bosses and Mini-Bosses have been completed. For the next 1 or 2 weeks I am going to bug test and fix a few things from other parts of the game in which I noticed a few things. Then after that its time to bring the village people / village animals into the game.
Title: Re: [Feb 2013 Trailer] TLOZ: Chaos Rising
Post by: RetroRespecter on July 30, 2013, 05:38:41 pm
Does that mean that you're close to being finished?
Title: Re: [Feb 2013 Trailer] TLOZ: Chaos Rising
Post by: Atom on July 30, 2013, 06:39:45 pm
well, I guess that depends on your definition of close to being finished.
That I have finished work on the end boss does not mean everything to the end boss has been done.
I split this project into several parts and some of them are done:

storyline design: done
world design: done
dungeon design: done
engine including things like movement, menu's, enemies and others: done

create villagers / animals: in progress
add the mini games: to do
add the few remaining other world objects: to do
Background music (controll object): to do
decide on proper amount of enemies in rooms and place them: to do
add some cinematics: to do
bugtesting and fixing: to do

Title: Re: [Feb 2013 Trailer] TLOZ: Chaos Rising
Post by: Atom on August 05, 2013, 07:55:38 pm
Done a lot of bug checks, unfortunately also found a certain amount of bugs in the smaller enemies.
The rest seems to be working almost without any bugs. ( or at least none that I have noticed during these checks ) As I consider it very important to have the enemies working perfectly I'm may be investing one more week in this debugging then i had planned. Better have a small delay then one of the most important parts of the game filled with bugs. And, when they are all debugged that means that the debugging at the end of this project will go a lot faster.
Title: Re: [Feb 2013 Trailer] TLOZ: Chaos Rising
Post by: Atom on August 18, 2013, 11:39:01 am
Well it has been 1.5 weeks again since the previous post.
I have just fixed the last bug that was on my list.
I have adjusted all 31 normal enemy classes ( from which some have several difficulty classes ).
Further more I have also made a slight adjustment to when link himself gets hit, the time duration of the hit ( the flashing ) has been increased by 50%, the bouncing away from the enemy has been increased by 20%.

I am considering making some changes to the drop chance scripts, but not certain about that yet.
For now my next priority will be the villagers.
Title: Re: [Feb 2013 Trailer] TLOZ: Chaos Rising
Post by: Atom on August 27, 2013, 04:47:53 pm
time for another small progress report:

I have finished creating an idex of how many friendly npc's (villagers and others inside the village and the roaming ones ) this game will have. The total amount as planned at this moment is 92.
I also have gathered and recolored a certain amount of sprites so I now have enough for all of them. Ofcourse some of the like those of the zora's will be used multiple times for different characters.

Next: making a few objects ( I don't want 92 objects for this but 1 also wont work ) and placing them at the proper locations, then its time to give them something to say and their other functions for those that have them.( that includes making a few of the mini games, but not the cinematics yet. )

estimation: finish this part something like near the end of september.
Title: Re: [Feb 2013 Trailer] TLOZ: Chaos Rising
Post by: RetroRespecter on August 29, 2013, 12:34:32 am
92, eh? Here's hoping that you get help for that one.
Title: Re: [Feb 2013 Trailer] TLOZ: Chaos Rising
Post by: Atom on September 08, 2013, 12:54:07 pm
Help?, no there is no need for help with this, the npc's are indeed a lot of work, but its easy work.
( It helps when you actually plan out every part of the game before you start working on it. )
If I had to depend on help this project would never have gotten this far, have had some help with a few engine parts, but thats almost all the help I've received. I prefer to do things by myself.
When one works with a team one has to keep in mind that they also might have ideas, now I have full controll over what has to be done. I can change anything I want to.
For instance there no longer are 92 npc's. I decided that I had to add 3 more.
But all 95 are now placed on their proper locations.
Though most of them don't have anything to say yet.
Title: Re: [Feb 2013 Trailer] TLOZ: Chaos Rising
Post by: Atom on September 15, 2013, 04:13:22 pm
Just a small update this week:

- the 20 item trading npc's have been completed.
- the npc that upgrades your bombbags and quivers has been completed.
Title: TLOZ: Chaos Rising
Post by: Atom on September 22, 2013, 02:20:53 pm
Again just a small update this week. Today was the only day that I managed to find time to do something with this project. I felt like doing something different then just typing texts for the villagers so this is the update for today:

- replaced the potion system. Previously you could just buy potions like in the original GB Zelda games;
     - you can now only buy a potion when you have an empty bottle;
     - added the function to collect bottles;
     - adjusted the menu to now also show empty bottles and not only the potions;
- collectable items like hearth pieces are now almost all of them placed at their locations;
- made an adjustment to collecting dungeon boss defeat hearths, you can no longer leave the room before you have collected the hearth. Previously you could walk out without the hearth forcing you to play the entire game with less health then you are supposed to have.

I expect to have a lot more time for it during the next 2 weeks.

Title: Re: [Feb 2013 Trailer] TLOZ: Chaos Rising
Post by: Atom on September 24, 2013, 03:34:41 pm
As announced I do have more time for this project at the moment , so I have an extra update:

-  all shops are now functioning
-  started working on one of the mini games
Title: Re: [Feb 2013 Trailer] TLOZ: Chaos Rising
Post by: Atom on September 27, 2013, 09:57:08 pm
hm, why is it always that when things seem to go at a good speed and I am actually making good progress something has to happen to screw things up.

I have 3 chest objects to handle all the chests in the game. All 3 of them have the same kind of codes.
2 of the objects work perfecty. I have checked the variables countless amounts of times now but the third chest object ( the one that is for the world chests ) seems not to execute its create events, it however does do its other events using the same variables. So now when you re-enter a room a open chest will look like a closed one again. Even more strange if I put the create code in the step event, then it does work.
( but I prefer to use the create event to save memory usage as the code only needs to be executed once )
Perhaps a good nights sleep will help me see a way to fix this problem.
Title: Re: [Feb 2013 Trailer] TLOZ: Chaos Rising
Post by: Martijn dh on September 28, 2013, 06:22:38 am
I believe the create event will be skipped if you also add a create event in the roomobject.
A parent's create event will also not be executed unless you reference it in the child's create event.
Title: Re: [Feb 2013 Trailer] TLOZ: Chaos Rising
Post by: Atom on September 28, 2013, 08:28:19 am
It is not using parent object scrips :(

I am not certain what you mean with the roomobject.
If you mean the room in which the other objects are placed ( which is more or less itself an object ) that would not be correct. All my rooms have codes in their create event. And it does not seem to bother any other objects.
That or perhaps you mean the right click option and then creation code but I do not use that part. ( perhaps I could see if that works )

Solved it more or less.
the create event code is now in alarm[0]
a new create event code is now alarm[0]=1 ( that create event code for some strange reason does work )
so 1/30 of a second you get to see the wrong image if the chest has been previously opened then it changes to the correct one. Its not perfect but it works.
Title: Re: [Feb 2013 Trailer] TLOZ: Chaos Rising
Post by: Theforeshadower on September 28, 2013, 10:55:35 am
Martin is talking about that neat little Hold Control and right-click an object while in the room editor.  It brings up Creation event that only runs for that specific instance of the object you clicked on.

Very useful, IMO.  I use it for room changing collision objects(or objRoomFlags as I like to call them).  I only have one object in my current project that can change rooms.  However, I can reuse it as I set variables in that special Creation code I told you about at the beginning.  So, when Link touches any objRoomFlag object, the variables I set in that Creation code kick in:

Hold control and Right-click on object in room editor:
roomVariable = rm_house1;
newX = 234;
newY = 80;
cameraX = 90;
cameraY = 50;

The above is just random numbers, but I use those names.
Then when Link touches that specific instance of objRoomFlag:
var objTransitionOverlay;
global.linkX = newX;
global.linkY = newY;
global.cameraX = cameraX;
global.cameraY = cameraY;
objTransitionOverlay = instance_create(view_xview,view_yview,objTransition);
objTransitionOverlay.roomVariable = roomVariable; //the room we want tot go to after the fade out


Anyway, just giving an example.  Pretty useful as you can reuse one object many times without duplicating it or writing more scripts and such.  Another way is you can have one NPC object in the entire game.  You go to that creation code and you can set behaviors for each individual instance in the room.  You can have signs, people, animals, etc. all made from one object without making duplicates with individual code.

I opened someone's project here in ZFGC not too long ago and they had 100s of duplicate objects like that.  I run 8GB of Ram and Game Maker took 700megs and once I ran the game, the game itself took over a gigabyte.

Those instances add up overtime.  :/  That and 30megabyte images...jesus...

Sorry for going a bit off-topic.  :P
Title: Re: [Feb 2013 Trailer] TLOZ: Chaos Rising
Post by: Martijn dh on September 28, 2013, 11:55:27 am
Solved it more or less.
the create event code is now in alarm[0]
a new create event code is now alarm[0]=1 ( that create event code for some strange reason does work )
so 1/30 of a second you get to see the wrong image if the chest has been previously opened then it changes to the correct one. Its not perfect but it works.

Could you post the coding in alarm[0]? I've gotten interested in this problem.
Title: Re: [Feb 2013 Trailer] TLOZ: Chaos Rising
Post by: Atom on September 28, 2013, 01:58:14 pm
Martijn, I can do better, I will send you a link where you can download a file with this thing.
The object with the problem is objWchest , you can find it in Objects=>Overworld Objects=>House Objects. If you need to find a room it is in: Rooms=> Houses and caves=>air=> room565.

@Theforeshadower. Yes that is the rightclick think I spoke of ( that I do not use )
I guess I could do with less objects that way. But having more objects makes it easier for me to work with a project like this one ( and while running the game as far as it is now it only uses 140 meg. ( slowly increasing for the more rooms you visit because of the background system. )
Though the only item that has a lot of copies is the npc object, I have solved other things in a different way with only a few objects recquired for things like room2room movement.


Currently working on a small event scene.
Title: Re: [Feb 2013 Trailer] TLOZ: Chaos Rising
Post by: Atom on September 29, 2013, 09:34:11 pm
update: scene 1 done, paused work on the others for a short while as Martijn found a way for me to remove the small memory leak I have because of the current background system. So now I am adjusting the background codes in all the rooms. At the same time I am making a change in the way the continue room after death / save and quit works.
All rooms used to have a global that pointed to the room to go to. But that could result in being send to a room you had never been in before. The new system has a few fixed rooms where you can start(continue) and checks which one of them you visited last.
Title: Re: [Feb 2013 Trailer] TLOZ: Chaos Rising
Post by: Atom on October 06, 2013, 01:50:27 pm
Its time again for an update:

-adjusted all the background codes to end the memory leak problem;
-adjusted the continue system so it now takes you back to one of the starting rooms, depending on which one you visited last;
-implemented the main storyline;
-implemented the secondairy storylines;
-currently 51 of the now 93 npc's are completely done.

If NCFC is still up for November 15th this year I think I will be ready to participate with a demo up to and including dungeon 1.

Yes, as you may assume through the updates that is only a very small part of what I have completed at the moment. But I am not going to be able to finish the game before that date. Or at least not in a way that I have time to test and debug everything.

Things still to do:

- critter movement;
- texts for the remaining npc's;
- end of game + credits scene;
- implement background music;
- place the normal enemies in the world / dungeon / cave rooms;
- play through the entire game, noting bugs, things that are to easy or to difficult, and spelling errors;
- fix the things found during the play through test;
- find myself a beta tester;
- wait while the betatester plays the game and reports his/her findings;
- last fixes.
Title: Re: [Feb 2013 Trailer] TLOZ: Chaos Rising
Post by: Atom on October 17, 2013, 04:42:27 pm
Had a problem logging in on zfgc last sunday so it is not really a weekly update this time:

Critter movement done ;
remaining npc texts done;

currently selecting background music.
Title: Re: [Feb 2013 Trailer] TLOZ: Chaos Rising
Post by: RetroRespecter on October 17, 2013, 06:28:14 pm
If I said it once, then I'll say it again, "Man you work fast!"
Title: Re: [Feb 2013 Trailer] TLOZ: Chaos Rising
Post by: Atom on October 19, 2013, 10:22:28 pm
 XD Well, seeing how things all fit together as the progress has gotten this far inspires me to use as much time as I can find on the things I still have to do.

Last Tuesday I was still working on a selection for the background music.
Now I have the full selection, edited a few of them to cut off the silence at the end so you get a better loop effect and have the background sounds working for all the outdoor areas and the caves.

_______________________________________________________________________________________________________________

And it feels like the right time for something new:
The voting shows there are both those who would like to explore and make their own maps as well as those who who prefer to just have the full file.

I will not yet give away the full map files but the draw your own map set is now available for download.
It contains the empty world and the dungeon maps that one could print to draw upon.
The file with the houses and caves will only be available in the completed map set as it would be impossible to draw those in at their proper location.

Draw your own map pack download: http://www.mediafire.com/download/8txg7gfxv1r99aw/Draw_your_own_maps_Map_Pack.rar (http://www.mediafire.com/download/8txg7gfxv1r99aw/Draw_your_own_maps_Map_Pack.rar)

You can't actually do anything with it yet, but it gives one an idea how large the world and dungeons are.
each white colored part on the map resembles an in-game room.



Title: Re: [Feb 2013 Trailer] TLOZ: Chaos Rising
Post by: Atom on October 27, 2013, 07:58:11 pm
Its been a full week again, time for an update:

background sounds for houses, dungeons and a few other places are now also implemented;
end of game scene done;
credits done;
airworld outside enemies placed in their rooms;
mazerealm outside enemies placed in their rooms;
dungeon1 enemeis placed in their rooms;
dungeon1 test run completed;
adjusted low on health sound volume so you can still hear dungeon1 background sound;
increased the volume of the bossfight and miniboss fight sounds;
increased the movement speed of Tektites while they are jumping;
fixed a bug in dungeon1 boss that made it possible to kill it without taking care of the smaller ones.

Title: Re: [Feb 2013 Trailer] TLOZ: Chaos Rising
Post by: Atom on November 02, 2013, 02:41:48 pm
All cave enemies have been placed;
dungeon 2 enemies have been placed;
made an adjustment to the Goponga enemie;
added 3 additional types of enemies to the game, including the Red Bari;

http://www.youtube.com/watch?v=epXNKFI9BnQ
Title: Re: [Feb 2013 Trailer] TLOZ: Chaos Rising
Post by: Atom on November 09, 2013, 07:55:12 pm
Not much to report this time:

added another 2 enemies to the game, 1 new type and 1 more advanced version of an existing enemie;
done some testing for bugs and fixed a few minor ones;
uploaded demo to ncfc ( will also be released here during ncfc ) and with that completed the booth;
Title: Re: [Feb 2013 Trailer] TLOZ: Chaos Rising
Post by: Atom on November 16, 2013, 12:20:34 pm
This weeks progress:

- placed the remaining dungeon enemies;
- started alpha testing the game;

adjustments made / bugs located and fixed:
- 2 spelling errors;
- fixed a bug where you could walk through several npc's;
- fixed a bug that sometimes resulted in an error when starting scene 1;
- added a clue about the dungeon 1 mini boss;
- added a gate to prevent early access to dungeon 1;
- fixed a bug where 1 npc would talk with you when you press space without standing next to it;
- increased the volume of the dungeon 2 background music;
- fixed a bug in the spark enemie movement;
- changed the text of the second dungeon boss;
- fixed a bug where some objects in dungeon 3 did not have a solid state;
- fixed saving and loading of getting the bracelet;
- when you get a bow you now also get some arrows;
- when you get the seedsatchel you now also get some seeds;
- fixed an error in the text message about getting the flippers;
- fixed an error when one npc's would not speak to you;

extra update:

- decreased goron village background volume a bit;
- fixed a bug regarding saving collectiong Hearth pieces;
- fixed a bug where you could not reach everthing in one certain room because of 1 solid object that should not have been there;
- increased the HP of the IronMask enemie;
- fixed the dungeon chest settings for one chest in dungeon 6 that would not open;
- increased Helmasaur health;
- fixed the dungeon 6 2nd miniboss encounter text;
- fixed peahat so it can no longer look like it flys behind shallow water.
Title: Re: [Feb 2013 Trailer] TLOZ: Chaos Rising
Post by: RetroRespecter on November 17, 2013, 01:31:25 pm
Will we be seeing you at this year's NCFC?
Title: Re: [Feb 2013 Trailer] TLOZ: Chaos Rising
Post by: Atom on November 17, 2013, 03:41:00 pm
Yes, you will. A demo up to and including dungeon 1 has already been uploaded for it.
It is the easy part of the game, the difficulty definitely increases when you get further in the game
But I am not yet ready to release the full game.
I don't have the skills to make it perfect, but I do want it to be as good as I can get it before I release the game. I am almost done with the first alpha run through the game. Currenly I have found 47 things that I had to adjust/fix.

One or two more runs and then I might have to find me a beta-tester. Already have one, but she doesn't have time before the end of december. So perhaps I will let another person do a first beta test and let her do the test after I have fixed things that might be found during the first beta test.




Title: Re: [Feb 2013 Trailer] TLOZ: Chaos Rising
Post by: Atom on November 24, 2013, 04:43:27 pm
Finished the first alpha run through the game. In total I have made 57 adjustments to the game.
Going to take a one week break now before I go for a second alpha testing run through the game.
NCFC starts tomorrow and I want to have some time to check out those projects.

That also means that sometime during the next few days I will also release the demo that will be available at NCFC here at ZFGC.
Title: Re: [Feb 2013 Trailer] TLOZ: Chaos Rising
Post by: 4Sword on November 25, 2013, 09:55:45 am
I haven't been able to play the new demo yet but just want to say thanks for representing ZFGC and congratulations on entering your project into this year's NCFC event. I'm a little shocked that no Four Swords, Four Swords Adventures, or Minish Cap game made a showing - but I was happy to see a Zelda GB game make an appearance.
Title: Re: [Demo] TLOZ: Chaos Rising
Post by: Atom on November 25, 2013, 06:01:27 pm
Thanks, and I hope that you will find the time to play the demo.

And for those who do not attend NCFC and those who are unable to download it at NCFC, here is a link to the demo:
http://www.mediafire.com/download/eysqhn9m218m5hi/TLOZ%2520Chaos%2520Rising%2520Demo.rar (http://www.mediafire.com/download/eysqhn9m218m5hi/TLOZ%2520Chaos%2520Rising%2520Demo.rar)
Title: Re: [Demo] TLOZ: Chaos Rising
Post by: Zhello on November 26, 2013, 07:45:15 pm
I was able to play the demo today, I am very impressed with the work you put into for your Zelda game, Atom  XD
Title: Re: [Demo] TLOZ: Chaos Rising
Post by: Atom on November 27, 2013, 06:50:07 am
Thank you for you comments. I am glad you liked the demo.
I have indeed spend a lot of time working on this project, and I will put more time in it before it is completely done. But I enjoy making this game, so spending a lot of time on it is no problem for me.
I just want to make this game as good as I can make it.
Title: Re: [Demo] TLOZ: Chaos Rising
Post by: Atom on December 12, 2013, 06:14:54 pm
Just a minor update this time, simply because at this stage of creation there is not that much to say.
Currently playing a second alpha text run through the game, about half way with it right now.
This alpha run results till now: 1 bug fixed + 1 minor visual adjustment ( moved 1 switch 2 pixels down for better visual results )
Beta run expected to start december 20th.
Title: Re: [Demo] TLOZ: Chaos Rising
Post by: Atom on December 19, 2013, 06:57:40 pm
Alpha run 2 completed, its now ready for beta testing.
1 betatester will soon start, if anyone else wants to participate, I am willing to accept a second beta tester.

(The first 1 is my sister, perhaps it might be good to have a more neutral person to do a second beta test so that I get to know all bugs / get suggestions /an estimated play time from someone whom has not already seen me play certain parts of the game.)
Title: Re: [Demo] TLOZ: Chaos Rising
Post by: Atom on December 24, 2013, 09:18:55 pm
Beta testing has started ( only one beta tester though ), up to and including dungeon one has been tested.
I have received a small list with suggestions  differing from spelling errors to decreasing the movement speed of a mob and stopping bombs from going off while the menu screen is up. 12 adjustments have been made.
Title: Re: [Demo] TLOZ: Chaos Rising
Post by: Martijn dh on December 25, 2013, 07:25:33 am
Send me a demo and suggestions on what you want to have tested, and I'll see if and how I can help in the next couple of days.
Title: Re: [Demo] TLOZ: Chaos Rising
Post by: Atom on December 25, 2013, 10:07:57 am
Thank you for the offer. You should just have received a link forthe beta download.
Title: Re: [Demo] TLOZ: Chaos Rising
Post by: Whitay on December 25, 2013, 09:57:46 pm
I could probably help you out by playing through the game a few times if you need more opinions.
Title: Re: [Demo] TLOZ: Chaos Rising
Post by: Atom on December 26, 2013, 06:36:03 pm
well, I do not know how far martijn will get in a few days time. So yes, I can use your help with this.
Having 3 ( or 2 ) people play the entire game and report bugs / suggestions is exactly what I need at this point.
I may not be able to fix everything, but I am going to fix a lot. ( or at least that is if there is a lot that needs fixing )

next 2 things planned at this moment:

- make it so that link actually holds a weapon when he finds one
- check the holes. They do not always properly place link at the proper position after falling in one.
Title: Re: [Demo] TLOZ: Chaos Rising
Post by: Atom on January 04, 2014, 06:04:19 pm
This weeks progress, not that much as due to the holidays there were no bug reports:

- fixed one spelling error;
- link now properly holds an item above his head when he finds one, using one or 2 hands depending on the item found;
- fixed holes, they now seem to place link back at the proper location and fixed a bug where you could walk over large holes by walking on the bottem line of the hole object;
- reduced the distance link can get pushed by enemies by 1 pixel.
Title: Re: [Demo] TLOZ: Chaos Rising
Post by: Atom on February 05, 2014, 05:45:12 pm
It has been a full month again since last update I would estimate the overall progress to be at 99.8%.
The beta tester has arrived at the end of game boss dungeon area.
Almost all bugs found by her have already been fixed, hoping to release the game by the end of this month.

@ mods: When the game is done do I post it in this topic or is this topic to be archived so that the finished game can have it's own new topic?
Title: Re: [Demo] TLOZ: Chaos Rising
Post by: RetroRespecter on February 05, 2014, 10:59:02 pm
I can't wait to play it.
Title: Re: [Demo] TLOZ: Chaos Rising
Post by: Atom on February 14, 2014, 06:15:14 pm
Good news, the beta tester has finished testing.
I have 3 more bugs to fix and then I will play the game a final time to check if everything is ok.
So, I guess I will be releasing the game just before the end of this month.
Title: Re: [Demo] TLOZ: Chaos Rising
Post by: Atom on February 24, 2014, 06:42:21 am
Almost done with the final test run, then I have to finish a readme-file, no time to work on it today, so release will be either the 26th or the 27th.
Title: [Game] TLOZ: Chaos Rising
Post by: Atom on February 26, 2014, 07:35:21 pm
After all these years the time has finally come: TLOZ Chaos Rising has been completed.


The Legend of Zelda: Chaos Rising


(http://img.photobucket.com/albums/v668/atomicd1/TLOZ%20CR/TLOZ%20Cinal/02-26-2014195437.png) (http://smg.photobucket.com/user/atomicd1/media/TLOZ%20CR/TLOZ%20Cinal/02-26-2014195437.png.html)



The Story


This game does not start where one of the existing games end, it takes place a great time after any known time of Hyrule. Its story is like none before. Its not about good and evil, not about who will rule. This time you have to save existence itself.

Ages ago the Triforce weakened from granting all contradictive wishes, a golden world, a dark world, to rule over all, to rule for all. This weakened the triforces main function.
A function unknown to the Hylians and other races. The Triforce was not only there to grant the wishes of those that touched it or to counsel them in difficult times.
It had to protect the creation of the goddesses from that what had been before, the Chaos inside.

It twisted the lands and the minds of great man. War came not only to Hyrule but also to other regions. At the end of this war a hero emerged, but this time he did not fight alone. Together with seven powerful warriors they managed to banish the Chaos Forces back to where they came from. However at great cost.
The world was dying and the Triforce of Power missing after it had granted one last wish to reshape the world.
Now a great many ages later the new seal that was meant to protect the new worlds for as long as possible is about to fail.



The Worlds


Air
Existing out of some islands floating in an endless air environment the Air World is the home of those of the Hylian race that survived. They founded a small village on one of the southern islands.

Rock
One of the Worlds was made out of the mountains and the core of the old world. A place of both great heat is the home of both the Goron and the Subrosian tribes.

Water
Out of the Oceans and a few isles the aquatic world was born. Home to several kinds of creatures, including Zora's and Fairies.

Forest
In the image of the Sacred Forest a new world was created , home to the animal kingdom.

Sacred Realm
Created from the Temple of Seasons after the seasons were undone by chaos and the remainders of the old Sacred Realm the core of the combined worlds was formed. Allowing Travel to all other worlds a small trading outpost was build. Unfortunately the connection to the other wolds was lost in time.



In-game screenshots:


(http://img.photobucket.com/albums/v668/atomicd1/TLOZ%20CR/TLOZ%20Cinal/02-26-2014195119.png) (http://smg.photobucket.com/user/atomicd1/media/TLOZ%20CR/TLOZ%20Cinal/02-26-2014195119.png.html)(http://img.photobucket.com/albums/v668/atomicd1/TLOZ%20CR/TLOZ%20Cinal/02-26-2014195026.png) (http://smg.photobucket.com/user/atomicd1/media/TLOZ%20CR/TLOZ%20Cinal/02-26-2014195026.png.html)(http://img.photobucket.com/albums/v668/atomicd1/TLOZ%20CR/TLOZ%20Cinal/02-26-2014195059.png) (http://smg.photobucket.com/user/atomicd1/media/TLOZ%20CR/TLOZ%20Cinal/02-26-2014195059.png.html)(http://img.photobucket.com/albums/v668/atomicd1/TLOZ%20CR/TLOZ%20Cinal/02-26-2014194819.png) (http://smg.photobucket.com/user/atomicd1/media/TLOZ%20CR/TLOZ%20Cinal/02-26-2014194819.png.html)
(http://img.photobucket.com/albums/v668/atomicd1/TLOZ%20CR/TLOZ%20Cinal/02-26-2014194854.png) (http://smg.photobucket.com/user/atomicd1/media/TLOZ%20CR/TLOZ%20Cinal/02-26-2014194854.png.html)(http://img.photobucket.com/albums/v668/atomicd1/TLOZ%20CR/TLOZ%20Cinal/02-26-2014194951.png) (http://smg.photobucket.com/user/atomicd1/media/TLOZ%20CR/TLOZ%20Cinal/02-26-2014194951.png.html)(http://img.photobucket.com/albums/v668/atomicd1/TLOZ%20CR/TLOZ%20Cinal/02-26-2014194539.png) (http://smg.photobucket.com/user/atomicd1/media/TLOZ%20CR/TLOZ%20Cinal/02-26-2014194539.png.html)(http://img.photobucket.com/albums/v668/atomicd1/TLOZ%20CR/TLOZ%20Cinal/02-26-2014194747.png) (http://smg.photobucket.com/user/atomicd1/media/TLOZ%20CR/TLOZ%20Cinal/02-26-2014194747.png.html)



Trailers:


http://www.youtube.com/watch?v=DuR8CVnfKRMhttp://www.youtube.com/watch?v=CDpqsgf7Yh0http://www.youtube.com/watch?v=iUKfVLtpBtU



Demo


The Demo from NCFC 2013 is available at:
 http://www.mediafire.com/download/eysqhn9m218m5hi/TLOZ%2520Chaos%2520Rising%2520Demo.rar (http://www.mediafire.com/download/eysqhn9m218m5hi/TLOZ%2520Chaos%2520Rising%2520Demo.rar)



Download the game


And not to forget, a link to the game:
http://www.mediafire.com/download/urmgkj9sj17g955/TLOZ_-_Chaos_Rising.rar (http://www.mediafire.com/download/urmgkj9sj17g955/TLOZ_-_Chaos_Rising.rar)
There are 2 .exe's in this file: One with all the room transitions active and one with less room transitions for pc's having trouble with the normal version.



Download the maps


To be considered a major spoiler, but available to those whom have a problem with playing a zelda game without a map.
There are 2 different versions: one with the full completed maps and one that shows the zones, but where the rooms are blanc. You can use it to draw your own map.

http://www.mediafire.com/download/8txg7gfxv1r99aw/Draw_your_own_maps_Map_Pack.rar (http://www.mediafire.com/download/8txg7gfxv1r99aw/Draw_your_own_maps_Map_Pack.rar)

http://www.mediafire.com/download/1iagmn795sgch4j/Completed_Map_Pack.rar (http://www.mediafire.com/download/1iagmn795sgch4j/Completed_Map_Pack.rar)


Game Controls:


movement: arrow keys
using item 1: Z
using item 2: X
open the menu window: Enter
switch between menu windows: Space
opening the save game menu: Esc
while swimming use Z to dive
while in a dungeon Shift can be used to hide the keys
usage of numpad 1 - 2 -3 scales the rooms from 100% - 150% - 200% of standard game scale.
use R to reset a room when link is stuck ( does not reset health / items )
use T to make a screenshot and save it into the screenshot directory



Credits


AtomicD1: gamedesign / programming / storyline / alpha-testing
Hawky: beta-testing
GoodNight: for the walking engine for Link
Nintendo: for the original Zelda Series, the sounds, original music and original Zelda sprites used.
Zelda Orchestrated: for several of the background music pieces used

No Copyright infringement has been intented.
All sprites / names / music from the Legend of Zelda Series are property of Nintendo.
Howevert the story, mapdesign and the game-engine for this fan-game do belong to the creator of this fangame.
This project is a fan-project and has never been / will never be about making profit.



One last note:

Please use the spoiler function when posting something about the content of this game.
Lets give everyone a chance to discover things on their own.
Title: Re: [Game] TLOZ: Chaos Rising
Post by: MG-Zero on February 27, 2014, 09:03:40 pm
Dude! Congrats!  I'm sure with all the hard work this feels incredible for you!
Title: Re: [Game] TLOZ: Chaos Rising
Post by: Starforsaken101 on February 27, 2014, 09:04:54 pm
Mega grats!! This is a fantastic accomplishment and great to put on a resume for work! *applauds*!!!!
Title: Re: [Game] TLOZ: Chaos Rising
Post by: Walnut on February 27, 2014, 09:35:05 pm
Just wanted to say congrats on actually finishing this

You are the few and the proud
Title: Re: [Game] TLOZ: Chaos Rising
Post by: Atom on March 02, 2014, 07:16:49 pm
Thanks all, it indeed does feel good having finished this fangame.
At the other side working on this has been a lot of fun for me.
Sure there were some moments I considered it less fun, but most of the time I really enjoyed it. and that is over now.

I will have to find me a new challenge soon. Most likely not a new Zelda fangame, as I have already made one it would be less a challenge now and it is challenging myself to do something for which I do not yet have the skills that I like the most. Perhaps I will create some other kind of game. Or do something completely else, I am not sure yet.
In either case I will be here watching the other projects.
Title: Re: [Game] TLOZ: Chaos Rising
Post by: MG-Zero on April 06, 2014, 04:50:29 pm
I'm just gonna post in here because I don't know if anyone has noticed (somehow) BUT WE'VE FEATURED THE !@#$% OUT OF THIS GAME FOR THIS QUARTER. GO PLAY IT!!!
Title: Re: [Game] TLOZ: Chaos Rising
Post by: Mirby on April 07, 2014, 11:35:51 am
YES DO WHAT HE SAID AND PLAY THIS

And also read the stuff about it on the Wiki (http://wiki.zfgc.com/Chaos_Rising) cause there's cool stuff there too.
Title: Re: [Game] TLOZ: Chaos Rising
Post by: Atom on April 07, 2014, 04:09:17 pm
and don't forget to comment here :D
I like comments. 
Title: Re: [Game] TLOZ: Chaos Rising
Post by: RetroRespecter on April 13, 2014, 01:07:10 am
This should be in the "Completed" Section
Title: Re: [Game] TLOZ: Chaos Rising
Post by: flagrama on May 02, 2014, 02:55:31 am
So I just spent maybe an hour or two playing this game. I enjoyed what I played of it so far. Made it to the end of the first dungeon but didn't beat it. I lost to the boss and decided to come here and make some comments on the game. I took some notes on some various things I ran into or noticed while playing. I have them split into three sections.

The first is the smallest, yet the hardest one to actually get people to notice so even though there are only a few they all mean a whole lot in terms of game design. These are the things that stood out and that I liked:

This second list was the things I absolutely did not like about the game, along with a few bugs I seemed to run into.

This last list are just some things I thought felt weird. Basically they are things I don't really agree with yet I find to be perfectly valid design choices. Most of this comes from playing the Oracle games on my 3DS a lot lately.

So, now that I've posted all these words about your game I definitely want to say Congratulations on finishing your game. It's nice to see someone have their hard work pay off for them.

I hope none of what I said discourages you in any way. Those are basically by exact thoughts at different points playing your game. Your first dungeon boss seemed to be fairly creative at least going by Zelda games. I don't think I've fought a boss with that kind of gimmick before. Though I do think the constraint of the room size due to being similar to the GameBoy games hurt a bit, but it isn't bad. If others are like that I'll definitely enjoy playing the game some more. I'm planning to do so at some point. If I ever manage to beat it I'm sure I'll have some more comments to give you.

Again, good job on finishing this. It's pretty exciting to see a finished game here.
Title: Re: [Game] TLOZ: Chaos Rising
Post by: FrozenFire on June 13, 2014, 01:30:24 am
Hey Atom, I finally fired this game up and I gotta say, I tried 3 times and just gave up because I kept on accidentally bombing 2 or more objects at once and the game would crash. Not just on rocks, but also on enemies. I bombed an octorock and a bush at the same time and boom, crash. Very sad, because the game actually looks like it would be very fun and I was even planning on doing a let's play of it and put it on youtube and post it here as well to maybe help it get more attention. I can tell you put a lot of work into this so it's really sad that such a small problem can make all that work pretty much go to waste because it's too broken. Can you please fix it?? :'(

And the movement stopping problem (flagrama noted it in the above post) is not as big of an issue, but it is also pretty annoying and the game experience would be way better if it was fixed. The game probably just needs to check key presses differently. I don't know what your code is, but I do know that using the built in speed will give this kind of problem if you transition rooms. Not sure exactly how you are doing it, but it's always better to just have code constantly asking each step about key presses and use x and y for movement according to the keys being pressed, blah blah blah. If you're using drag and drop, you can still do it so it will work (though d&d is really horrible to work with; a big project will become very cluttered and tough to go through the code because it gets so large and confusing).

If you need help and if you could possibly show the code somehow, I bet I could see the problems to suggest the solutions. I'd offer to fix it myself, but I only have Game Maker Studio now, and I expect you made this with 8.1 or earlier, and things probably changed too much between versions. Whatever the case, I really hope you can at least fix the bomb glitch, because it's really nasty. I'm actually really curious how you even got it to crash from that. It's like it's checking for a destroyed object, expecting it to be there, but it's not. But I don't know how one could write code to make something like that happen unless you get an object id, store it in memory, kill the object, then call on that id after killing the object. That's all I can come up with without seeing the code.
Title: Re: [Game] TLOZ: Chaos Rising
Post by: flagrama on June 13, 2014, 02:10:00 am
Hey Atom, I finally fired this game up and I gotta say, I tried 3 times and just gave up because I kept on accidentally bombing 2 or more objects at once and the game would crash. Not just on rocks, but also on enemies. I bombed an octorock and a bush at the same time and boom, crash. Very sad, because the game actually looks like it would be very fun and I was even planning on doing a let's play of it and put it on youtube and post it here as well to maybe help it get more attention. I can tell you put a lot of work into this so it's really sad that such a small problem can make all that work pretty much go to waste because it's too broken. Can you please fix it?? :'(
I made it all the way through the first dungeon then started playing through the second but I keep on hitting this bug partway through and it makes it pretty frustrating to try and play. If you could fix that I would love to give this game another shot.
Title: Re: [Game] TLOZ: Chaos Rising
Post by: AimesGames on June 20, 2014, 05:55:24 am
I like it.
Though, I do have a few issues that I hope that will be put in as an option.

The option to full screen.  No I do not mean full screen where it only shows the game...I want the game's screen to be full, not a tiny little block.  It really bugs me.

The name registration was a bit slow moving with the arrow keys.  It does not move right away when you press one of the arrow keys.  It'll lag.  It took too long to get to the 'OK' button.  I also didn't really like the music choice for the name registration...I don't care if it's not the traditional file select song, but I feel like it just does not fit.  And the scrolling text sound is very loud.

Anyways, those are my cons.

The pros, excellent Zelda engine.  It reminds me of the 'menu-engine' which I know you've didn't use because of the differences between them!  I love the Zelda transition screen effect, it's nice.  The mapping is decent.  The NPCs were great.  The game-play is like every traditional Zelda game, I like it.


4.5/5 --- There are a few things that I can't handle, but it doesn't make it near a bad game. ^_^ It's pretty good and solid on top of the cons.  :)
Title: Re: [Game] TLOZ: Chaos Rising
Post by: AimesGames on June 25, 2014, 11:51:07 pm
Bug:

I got stuck on one of the pits up in the sky land, place. ;/ :huh:
Title: Re: [Game] TLOZ: Chaos Rising
Post by: valga on June 29, 2014, 04:35:04 pm
good job man! no bugs so far, only one thing, could you add the option quit without saving, you know sometimes i'd like to look around and waste items, in search for hidden stuff and then quit without saving that "progress", so please add that feature, oh about the quit part could you make it leave the game and not return to the title screen, i mean the only way to end the game is through task manager
Title: Re: [Game] TLOZ: Chaos Rising
Post by: Atom on November 15, 2015, 08:56:02 pm
Its been over a year since my last visit, but life has been very busy for me. Still is actually, but I thought I'd say hi. Made a small change to the bombs, might fix the problems people had, though not sure as I never had the bug myself so its hard to test it. 

To exit the game one can use esc in the start screen of the game

to resize you can use keys 1 2 3 or 1 2 3 on the keypad

https://www.mediafire.com/?ku9ifuz1oc08u27
Title: Re: [Game] TLOZ: Chaos Rising
Post by: Zhello on November 15, 2015, 09:37:45 pm
Its been over a year since my last visit, but life has been very busy for me. Still is actually, but I thought I'd say hi. Made a small change to the bombs, might fix the problems people had, though not sure as I never had the bug myself so its hard to test it. 

To exit the game one can use esc in the start screen of the game

to resize you can use keys 1 2 3 or 1 2 3 on the keypad

https://www.mediafire.com/?ku9ifuz1oc08u27

Welcome back. I'm sort of in the same boat too, but I at times get some good amount of free time to work on my game, I just never post bring it up on discussion board.

But good to see another great project back, other than the usual lttp/mc designs lol :D

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