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Author Topic: [W.I.P.] TLoZ: New Beginnings ver. 1.7 (LoZNB)  (Read 129246 times)

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Re: [W.I.P.]TLoZ: The Adventure of Link/ Engine ...
« Reply #220 on: December 09, 2012, 01:27:10 am »
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That dungeon itself looks more dangerous that the enemies that respawn.
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Re: [W.I.P.]TLoZ: The Adventure of Link/ Engine ...
« Reply #221 on: December 11, 2012, 06:59:14 am »
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That dungeon itself looks more dangerous that the enemies that respawn.

Thanks lol, after this I will be working on more dungeon layouts (Was drawing some dungeon map ideas for other dungeons in game).
Plus I will add some explanation in detail of the other items I've added, but didn't bring into light yet.  XD
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http://zfgc.com/forum/index.php?topic=34986.0
1.6 Demo -
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Re: [W.I.P.]TLoZ: The Adventure of Link/ Engine ...
« Reply #222 on: July 01, 2013, 12:44:30 pm »
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Hello all, it has been a while since I posted due to being busy.

Anyway I would like to inform you there will be a demo somewhere within August so keep a look out for that.

What will the demo include:

Features Dungeon 2, The Forgotten Palace (Palace of Olden Times)
More info about this on main post update box.

Friendlies
Roga
A Garo covered in Black who will assist you inside the dungeon, he was responsible in your rescue from the kidnappers that took the Princess.

Dorian
An ally to Roga, he is currently undercover inside the dungeon, and will aid you in enabling Sol Generators found side the old Palace and assist you in combat.


The Prize:: Garo Boomerang

Enemies:
All variations- means they are different in stats and or woc(weapon of choice)

Stalfos, bats(All variations)
bats(All variations)
Poes(Sappers)
Spiders
Garos(All Variations)
Lost Ones(Like ReDeads, however, the move about aimlessly)

Main Enemies
Mini Boss: Falric & Marwyn
The duo can be fought a second time if you are trying to triggered Tyranos event. But the stats will be a bit higher and they will hit harder.

Optional Boss: Tyranos(defeating him may trigger boss skip, however, he is only triggered)
The reason for this is if Link goes to fight the boss, Tyranos is defeated by Roga, if the other way around, Link may only deliver a killing blow to Exile to rescue the princess.


Boss: The Exile
Abilities:
Quote
Wind Slash- Wipes up a wind slash that moves directly towards you, can be destroy with the whirlwind attack, however if it hits you, you will be sent flying into dangerous parts of the room.

Blocking- Blocks every attack you throw at him if you are close, however, constant hits can down him for a few seconds.

Suicidal Garos- Summons 1-2 garos to fight, and or those appearing with bosses next to you.

Recovery- Able to recover from injuries within seconds of being countered.

Big Bomb- If you take too love to defeat him, Exile will vanish revealing a bomb capable of detonating the whole room, instantly killing you in the process, to prevent this you have to be quick with your attacks and defeat him, otherwise the whole room will collapses with you inside.

Other information:
I need to finalize everything before the demo can be launched.
« Last Edit: July 01, 2013, 12:50:50 pm by Zhello »
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The Legend of Zelda - New Beginnings

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1.6 Demo -
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Re: [W.I.P.]TLoZ: The Adventure of Link/ Engine ...
« Reply #223 on: July 03, 2013, 01:14:47 am »
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This demo will be hard. I just know it.
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Re: [W.I.P.] TLoZ: New Beginnings ver. 1.2
« Reply #224 on: May 24, 2014, 12:52:57 am »
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Very nice use of the clock engine. Though im having trouble putting it into my game that im trying to start. Good job though love the game so far!
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Re: [W.I.P.] TLoZ: New Beginnings ver. 1.2
« Reply #225 on: June 10, 2014, 06:21:37 pm »
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Very nice use of the clock engine. Though im having trouble putting it into my game that im trying to start. Good job though love the game so far!

Thank you, however, the real functions for the clock has been disabled, I left it with it's default 3 day cycle on repeat to easily test some events I set in-game, for testing purposes.
Also which version of Goodnight's clock are you using, and the issue of putting it in game? If you have means of making appear like I have it, you have to make a few adjustments to the clock code itself, also putting it on repeat, you have to change up the code a bit.
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The Legend of Zelda - New Beginnings

http://zfgc.com/forum/index.php?topic=34986.0
1.6 Demo -
https://www.dropbox.com/s/56km0iadaras56g/LoZNB%20Game%20Folder.rar?dl=0


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Re: The Legend of Zelda:The Fusion Gate/ AKA TMT...
« Reply #226 on: June 19, 2014, 09:18:02 pm »
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The menu looks alright, but the HUD is not going to work. No matter how much you shift it around. The icons of the buttons are way to big and just obstruct the view. I also think that a mini map in a 2D game does not fit. In 3D games the minimap is used for navigation, because it is possbile to get lost when the camera turns around in all the action. In a 2D game you can´t get lost, because the view is fixed and up will always be up. Thus it only obstructs the view, especially when it is completely opaque like yours.


I disagree.  I honestly liked the old HUD better.  It was nice and it just shaped up.  I think the HUD was never a problem to begin with, it was nicely shaped. ^_^
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Re: The Legend of Zelda:The Fusion Gate/ AKA TMT...
« Reply #227 on: June 30, 2014, 07:05:40 pm »
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The menu looks alright, but the HUD is not going to work. No matter how much you shift it around. The icons of the buttons are way to big and just obstruct the view. I also think that a mini map in a 2D game does not fit. In 3D games the minimap is used for navigation, because it is possbile to get lost when the camera turns around in all the action. In a 2D game you can´t get lost, because the view is fixed and up will always be up. Thus it only obstructs the view, especially when it is completely opaque like yours.


I disagree.  I honestly liked the old HUD better.  It was nice and it just shaped up.  I think the HUD was never a problem to begin with, it was nicely shaped. ^_^

If you look at the recent videos I've made, there is a new HUD. At the time when I modified both engines and put them together, I had to pick which HUD to use; like which HUD object to display/use in game.
Plus the new HUD was easier to add/remove coding o the point I made it mimic how LTTP had that drag down menu. dlbrooks33 had the code already there, but I modified it whenever I felt like adding or changing something.
The recent HUD had been updated and a secondary meter was added under the fatigue meter, it represents the energy Link gets from collecting Sol Fragments.


This is a random video I made in the past showing you what it use to look like, vs now, which I haven't posted any screens of it on wiki yet.
<a href="http://www.youtube.com/watch?v=l9NAt49aNVs" target="_blank">http://www.youtube.com/watch?v=l9NAt49aNVs</a>
« Last Edit: June 30, 2014, 07:09:20 pm by Zhello »
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The Legend of Zelda - New Beginnings

http://zfgc.com/forum/index.php?topic=34986.0
1.6 Demo -
https://www.dropbox.com/s/56km0iadaras56g/LoZNB%20Game%20Folder.rar?dl=0


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Re: The Legend of Zelda:The Fusion Gate/ AKA TMT...
« Reply #228 on: August 24, 2014, 10:58:55 am »
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The menu looks alright, but the HUD is not going to work. No matter how much you shift it around. The icons of the buttons are way to big and just obstruct the view. I also think that a mini map in a 2D game does not fit. In 3D games the minimap is used for navigation, because it is possbile to get lost when the camera turns around in all the action. In a 2D game you can´t get lost, because the view is fixed and up will always be up. Thus it only obstructs the view, especially when it is completely opaque like yours.


I disagree.  I honestly liked the old HUD better.  It was nice and it just shaped up.  I think the HUD was never a problem to begin with, it was nicely shaped. ^_^

If you look at the recent videos I've made, there is a new HUD. At the time when I modified both engines and put them together, I had to pick which HUD to use; like which HUD object to display/use in game.
Plus the new HUD was easier to add/remove coding o the point I made it mimic how LTTP had that drag down menu. dlbrooks33 had the code already there, but I modified it whenever I felt like adding or changing something.
The recent HUD had been updated and a secondary meter was added under the fatigue meter, it represents the energy Link gets from collecting Sol Fragments.


This is a random video I made in the past showing you what it use to look like, vs now, which I haven't posted any screens of it on wiki yet.
<a href="http://www.youtube.com/watch?v=l9NAt49aNVs" target="_blank">http://www.youtube.com/watch?v=l9NAt49aNVs</a>


Oh.  No, I thought new HUD was the new one. xD I mean, I thought the old version was the "new hud", and that the old one was in the videos.  I was like, "Whaatttt! It looks great guys."  Anyways, I am glad  I found this game on here again because I couldn't find it on Zelda projects.  Then I come back here and find it.  Confusion.  Anyways, it looks amazinggggg.  Like, my favorite project so far.  It looks so good. ^,- I can't wait for a demo!!
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Re: [W.I.P.] TLoZ: New Beginnings ver. 1.4
« Reply #229 on: March 31, 2016, 04:06:32 pm »
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It's end of march and I am impatient  :P
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Re: [W.I.P.] TLoZ: New Beginnings ver. 1.4
« Reply #230 on: April 01, 2016, 05:06:06 pm »
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It's end of march and I am impatient  :P

It will be here by the end of today, I am at work still.  ;)
But for the heads up if anyone doesn't know 1.5 is major updates from previous version, mainly from what I observed from others playing the game I was able to make some fixes found by the Youtubers who played the game. Was kinda hard to determine some issues due to little feedback but the things found out in dungeon 1 had been fixed (For the random guy who said hero mode Blind was overpowered, it isn't that hard if you move fast and be watchful of a lurking shadow xD).
The second dungeon will be will be playable for test/feedback purpose since the overall story of the dungeon had changed.

Also if you were stuck on dungeon 1, someone did a speed run completeing the dungeon 100%, finding Ralts and doing Hero Mode: <a href="http://www.youtube.com/watch?v=qZ-5LYqqbro" target="_blank">http://www.youtube.com/watch?v=qZ-5LYqqbro</a>
« Last Edit: April 01, 2016, 05:14:02 pm by Zhello »
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The Legend of Zelda - New Beginnings

http://zfgc.com/forum/index.php?topic=34986.0
1.6 Demo -
https://www.dropbox.com/s/56km0iadaras56g/LoZNB%20Game%20Folder.rar?dl=0


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Re: [W.I.P.] TLoZ: New Beginnings ver. 1.4
« Reply #231 on: April 01, 2016, 05:23:02 pm »
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Maybe because the thread is in "Discussion" and no one posted in this since to 2014 so I had to pull it up again :D

I will give it a try for sure. :)
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Re: [W.I.P.] TLoZ: New Beginnings ver. 1.4
« Reply #232 on: April 02, 2016, 11:53:38 am »
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Maybe because the thread is in "Discussion" and no one posted in this since to 2014 so I had to pull it up again :D

I will give it a try for sure. :)

Yeah I tried to get it on project section sometime ago instead of making a new thread there.
There's going to be a bit of a delay to April 4 on Monday, was doing a few test runs and stress tests just now and the game crashes during the bandit dungeon. So I'll have to experiment and see what is causing the crash.

EDIT:

Turns out the problem was the room for the dungeon itself. What I need was reduced objects in the room and kinda reduced the room a bit, breaking it into other sections instead of it being a huge map on it's own. Now that this is out of the way just having the game tester try it out once again to see if everything is alright, he's going to make another video about it.
I had some spare time so I re-created the boss too, I figured he was way to easy to be an end-demo boss, so I made him harder.

Keep an eye out on May 14, 2016.
« Last Edit: May 02, 2016, 06:34:05 pm by Zhello »
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The Legend of Zelda - New Beginnings

http://zfgc.com/forum/index.php?topic=34986.0
1.6 Demo -
https://www.dropbox.com/s/56km0iadaras56g/LoZNB%20Game%20Folder.rar?dl=0


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Re: [W.I.P.] TLoZ: New Beginnings ver. 1.4
« Reply #233 on: April 02, 2016, 12:15:37 pm »
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Take your time. No haste.
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Re: [W.I.P.] TLoZ: New Beginnings ver. 1.4
« Reply #234 on: October 03, 2016, 01:53:14 am »
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For those that tried the demo out this time around during ncfc, big thanks, mainly for those who had to endure the optional boss in cave, if going for the good ending for the side-quest :D.

The next demo will be expanded upon, ocean areas have been will be open and this time I will unblock 3 dungeons and 3 sub-dungeons that had been blocked off for those who found the transportation boat, as well has hero mode various of some enemies, the Deku Mask, Epona missions, and make the dungeons a bit easier, some enemies will still have their high level of diffculty though ;).

As for the demo, depending on the ending, it does effect future progress in-game and quests. As for the 2 errors, ally dying fast during dasum fight/not harming dasum and knocking enemies off screen, those have been change and the fix is under testing.

I'll make some time to update forum thread this time around for I haven't been keeping updates on there for sometime now.
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The Legend of Zelda - New Beginnings

http://zfgc.com/forum/index.php?topic=34986.0
1.6 Demo -
https://www.dropbox.com/s/56km0iadaras56g/LoZNB%20Game%20Folder.rar?dl=0


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Re: [W.I.P.] TLoZ: New Beginnings ver. 1.6 (LoZN...
« Reply #235 on: October 03, 2016, 09:21:53 pm »
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<a href="http://www.youtube.com/watch?v=F6Rd78CaiXI" target="_blank">http://www.youtube.com/watch?v=F6Rd78CaiXI</a>
You have a bug to fix at the end, but it was a funny bug. xD
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Re: [W.I.P.] TLoZ: New Beginnings ver. 1.6 (LoZN...
« Reply #236 on: October 04, 2016, 02:15:06 am »
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<a href="http://www.youtube.com/watch?v=F6Rd78CaiXI" target="_blank">http://www.youtube.com/watch?v=F6Rd78CaiXI</a>
You have a bug to fix at the end, but it was a funny bug. xD

Dang, forgot about that one.That happens if you are almost dead, taking damage while doing a whirlwind attack causes that.

But at the same time I don't think he would have made it pass that cave when the Goron attacks on phase 2 :D, this boss can easily be avoided by not talking to the blue haired kid or acting like you seen nothing, which results in a bad ending to the quest.

But ya whirlwind attack when taking a killing blow causes that, this I will fix.

EDIT:

I realized 54:50, when he is in the lake area, the bridge's real sprite isn't showing, he's using the buggy .exe, the older one >_< instead of replacing it with the new link on the ncfc booth.
« Last Edit: October 04, 2016, 03:19:34 am by Zhello »
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The Legend of Zelda - New Beginnings

http://zfgc.com/forum/index.php?topic=34986.0
1.6 Demo -
https://www.dropbox.com/s/56km0iadaras56g/LoZNB%20Game%20Folder.rar?dl=0


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Re: [W.I.P.] TLoZ: New Beginnings ver. 1.6 (LoZN...
« Reply #237 on: November 04, 2016, 03:27:46 am »
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    Just a small update!

    As for the past few days, I have been working on trying to add Epona into the game, along with areas where she can be used and or called (not all areas because most events take place overseas). Moves the movement is in place, I'll work on weapon use on horseback too  8)

    Due to this I will have Epona usable on the main land of where some of Link's adventure take place, as for overseas events, members of the Fokka and or Ray Wingfield can be called to fly Link over to a nearby city and or area.

    Expect another expanded demo in a few weeks ;). This one will extend the game into the desert province known as Soli'Dad Province, and the dungeon for that zone has been upgraded heavily compared to the old video about it. Possible Water Tower dungeon too for I am working on the water level mechanic for that dungeon specifically.

    So in short:

    • Epona movement, if successful and working, will add some sort of weapon use.
    • For areas that Epona isn't available, player can contact Ray Wingfield to transport the player to a nearby location. (Like how Kaepora Gaebora flies Link from Death mountain, back to the village.)
    • Demo including Dungeon 2 - The Forgotten Palace (Former Soli'Dad City).
    • Water Mechanics for Dungeon 3 - The Aquatic Tower (Water Tower). Expect loads and loads of death traps :D
    [/list]
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    The Legend of Zelda - New Beginnings

    http://zfgc.com/forum/index.php?topic=34986.0
    1.6 Demo -
    https://www.dropbox.com/s/56km0iadaras56g/LoZNB%20Game%20Folder.rar?dl=0


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    Re: [W.I.P.] TLoZ: New Beginnings ver. 1.6 (LoZN...
    « Reply #238 on: February 24, 2017, 08:13:26 pm »
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    So been a while since I posted, I made a lot of updates but never made them known.
    I began working on Epona and another companion that can be summoned while at sea.

    As can see Epona is still early in development and it's still buggy, Link's partner still using a sword and whatnot when disabled lol.
    The Epona sprites have been slightly worked on, need to sprite using a sword and a bow on horseback.

    <a href="http://www.youtube.com/watch?v=sD99HugxcZs" target="_blank">http://www.youtube.com/watch?v=sD99HugxcZs</a>
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    The Legend of Zelda - New Beginnings

    http://zfgc.com/forum/index.php?topic=34986.0
    1.6 Demo -
    https://www.dropbox.com/s/56km0iadaras56g/LoZNB%20Game%20Folder.rar?dl=0


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    Re: [W.I.P.] TLoZ: New Beginnings ver. 1.6 (LoZN...
    « Reply #239 on: March 06, 2017, 12:13:41 am »
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    It's been a while since I posted as well, so we are both on the same boat. Concerning Epona, I have one question: Will she be earned?
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