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Projects => Zelda Projects => Topic started by: TDWP FTW on December 12, 2010, 10:29:22 am

Title: The Legend of Zelda: Path of Revelation [SOURCE]
Post by: TDWP FTW on December 12, 2010, 10:29:22 am
NO LONGER BEING WORKED ON AS OF SEPTEMBER 7TH, 2012!

Welp, it was inevitable, but I've stopped working on TLoZ: Path of Revelation for good.  I'd much rather spend my time focusing on my own original games (I've been working on a platformer, and a puzzle game lately, both of which are pretty promising IMO) rather than a fangame that could be shutdown at any moment.

So, I'm releasing the source to the game...

http://www.mediafire.com/?ai2utxpl9ki1r0b (http://www.mediafire.com/?ai2utxpl9ki1r0b)

It's a Game Maker 8.1 file, and let me warn you ahead of time.  It. Is. A. Clusterfuck.  The game is so unorganized and sloppy, with sprites, objects, etc. just out of place and whatnot.

Do whatever you like with it, and if you continue it, please give credit where credit is due, including the credits I've given to people in the opening post.

(http://img43.imageshack.us/img43/2082/logosxq.png)

Winner of "Best of Zelda" for NCFC 2011!
Last update: 7/2/2012, 9:27 PM EST

Introduction

The Legend of Zelda: Path of Revelation is a Zelda fan game that aims to introduce modern game mechanics into the classic 3/4 top down style of TLoZ: ALttP.  The game centers around a sacred area known as the Path of Revelation, which the Sages use to
"choose" the next Hero when one is needed.  I don't want to reveal too much of the story, so I can't explain much more.

The game will feature 11 dungeons, 3 of which are sort of "training" dungeons, and essentially side-quests that the inhabitants of areas near them give you.  The remaining 8 are full dungeons which will be quite large in size, and revolve around a specific elemental theme, and a main puzzle.  For instance, the earth temple (The actual name will be "Sandstone Alcove") has a main puzzle dealing with cracked floors, kind of like some areas in Pokemon games.

And last but not least, the game will have a lot of interactivity between NPCs, and the land (Which is a new region known as Caleron) itself.  For instance, an NPC might give you a sidequest that you can only complete in a certain season, or during certain weather.  This also means that there will be terrain changes for certain seasons, and during certain weather.  Of course, there will be more in-depth NPC interactivity not related to seasons/weather, like NPCs getting into arguments with one another, and affecting sidequests they may give you, or say if they run a shop, the prices may go up due to the shop owner's anger.

Screenshots

(http://img696.imageshack.us/img696/9534/screenshot100uf.png) (http://i.imgur.com/XF6bE.png) (http://i.imgur.com/n08fs.png)

(http://img52.imageshack.us/img52/9793/screenshot101eg.png) (http://i.imgur.com/wiOST.png) (http://img202.imageshack.us/img202/4640/screenshot107n.png)

(http://i.imgur.com/YYNRa.png) (http://i.imgur.com/0qo1y.png) (http://img535.imageshack.us/img535/2989/screenshot102l.png)

Videos

None yet

Download

Demo Information

File Size: 73.3 MB
Vista Compatible: Yes
Changes Screen Resolution: No

Updates


Controls

Arrow Keys - Move Link/Epona, move through menu selections, aim the bow/hookshot
Z - Action/Talk/Read/Play Gemshorn/Get on Epona/Reel Fish/Get on King of Red Lions
X - Sword/Close Gemshorn box/Get off Epona/Scroll to end of text/Get off King of Red Lions
A,S,D - Use Items/Select items from inventory/Play Gemshorn
Enter - Pause/Inventory
Q - Go to the pause menu to the left
E - Go to the pause menu to the right
Ctrl - Hide/Unhide shading overlay
1,2,3,4,5,6 - Change weather (1 = Rain, 2 = Snow, 3 = Sunny, 4 = Overcast, 5 = Foggy, 6 = Thunderstorm)
Mouse wheel - Increase/Decrease Time
-/+ - Cycle through seasons
Spacebar - Pause/Resume time flow
F4 - Fullscreen

Current Features


Items:


Equipment:


Bugs/Glitches

None yet

Credits

Myself - All of the engine so far, except what's listed below.
Lukearentz - Typewriter Text Engine (http://gmc.yoyogames.com/index.php?showtopic=352624)
Xander - Link sprites (http://www.wiizelda.net/images/alttp/sprite1.png)
Darklink - Epona sprites
Calvein - Tree sprites
TRM - Item sprites for HUD
Muzzle - Hearts script
xot - Desaturation script
Takam - Water/Cabin/misc tiles
SuperMarioMaster91 - NPC/Misc. sprites

Words from the developer:
*This will be edited with comments pertaining to the project that don't belong in the other sections*

Nothing is here...
Title: Re: The Legend of Zelda: Threads of Despair
Post by: King Tetiro on December 12, 2010, 12:05:20 pm
I will say this firstly before trying it (Cleaning the house for the xmas tree)

Those custom graphics need serious updating. They're not LTTP styled. Can one of the more experienced LTTP spriters here explain how to do the style.

Though it defo is a great start especially to have made a demo. The prologue is simple but effective, loving that.
Title: Re: The Legend of Zelda: Threads of Despair
Post by: TDWP FTW on December 12, 2010, 01:28:57 pm
I'm going to be switching over to more custom sprites once development progresses.  I could do it now, but there's no need when the full game isn't even near complete.  I'm sticking to LTTP style, or around there, because I don't like Minish Cap style (Too bright of colors), and I don't want to do GB style (I do like GB style though).

I guess you could say I'm going for OoT2D style graphics, even though they're based off of LTTP sprites.  I was thinking about switching to Majora's OoT2D sprites (I'm already using his rolling sprites for my game...Which reminds me, I need to add him into the credits), but they're very similar to the ones I'm using currently.

If there was a sprite sheet that had the OoT2D color palette, and was more modern based (Like Twilight Princess), I'd definitely switch to that.  I'm also hoping to switch my tileset(s) too.  I'm using LTTP rips, and they're too bland I guess.  I'm not really a big graphics !@#$%, but I do want my game to look nice. 

Anyway, this game has been in production since the beginning of the month...I just forgot to post it here (I've posted it on the GMC, and another forum).  I haven't been here in ages, but I figured I'd get more feedback here, seeing as it's more oriented to Zelda fan games.

The next demo I release will be the last until the full game is complete.  I'm hoping to have the engine itself complete by then, meaning all items will work (However, not all of them will be in the demo), and it will hopefully be more polished (Sword collision mask, pause menus, etc.).  I'm not sure when this demo will be out, but it would be awesome to release it on New Year's Eve... XD

I do have a private tester (Yes, only one), so if anyone else is looking to test after the next demo is out, contact me at Catcwe316@comcast.net.  I really only need maybe 2 or 3 more testers, so send in your "applications" while you can.
Title: Re: The Legend of Zelda: Threads of Despair
Post by: Mamoruanime on December 12, 2010, 01:44:19 pm
Few things-

-Night time looks bad. You can much better achieve the "illusion" of night time by not using a transparent black overlay. Slight hue-shifting plus a layer of "night time only" tiles can do wonders.
-Some tiles are improperly used. The trees for example look odd when their canopy's touch.
-Bomb's explosion animation seems really fast.
Title: Re: The Legend of Zelda: Threads of Despair
Post by: TDWP FTW on December 12, 2010, 01:50:10 pm
Few things-

-Night time looks bad. You can much better achieve the "illusion" of night time by not using a transparent black overlay. Slight hue-shifting plus a layer of "night time only" tiles can do wonders.
-Some tiles are improperly used. The trees for example look odd when their canopy's touch.
-Bomb's explosion animation seems really fast.
Night time is definitely something I need to work on.  For the trees, I'm not even using tiles for them.  It does look bad, and I'll agree.  The bomb explosion seemed fine to me, but I'll length it if needed.
Title: Re: The Legend of Zelda: Threads of Despair
Post by: Gedosemo on December 12, 2010, 09:22:07 pm
don't forget to implement wall and tree pushing animations.
They are same.
Title: Re: The Legend of Zelda: Threads of Despair
Post by: TDWP FTW on December 13, 2010, 03:40:02 am
don't forget to implement wall and tree pushing animations.
They are same.
Kind of random, but yeah, I do plan on implementing pushing/pulling, as well as lifting.  Not sure why I'd need to show the pushing/pulling animation for trees, no other games do AFAIK.
Title: Re: The Legend of Zelda: Threads of Despair
Post by: Kleaver on January 13, 2011, 10:56:33 am
All the links are broken. But then I guess this topic hasn't been updated in a while.
Title: Re: The Legend of Zelda: Threads of Despair
Post by: TDWP FTW on February 16, 2011, 06:35:47 am
Well, I sort of updated it today.  Nothing new was really added since the last update, but I fixed up a few things.  I fixed the links in the first post, and added new screenshots and a new video (Test 3).  I don't know if I'm going to continue development with those.  No one really seemed interested at all, and it's pointless to continue working when no one is going to play it.  :/
Title: Re: The Legend of Zelda: Threads of Despair
Post by: Martijn dh on February 16, 2011, 08:40:55 am
Seems a shame to quit development. Not getting a lot of response is not surprising if you don't show a lot of activity yourself. It's been a while since your last post. And the response you got to your creation of the topic is decent enough.

I'll try to play it later today, but it looks like there is a lot in it. Perhaps you could work more on the presentation and smoothing out the controls if you want more attention. Some visuals are ugly and well... lots of people will not look past that. On the other hand, people will play it aplenty if you get the little things right. Meaning graphics wise and through controls. The location selection on the map for instance. That just does not look pleasant to handle.
Title: Re: The Legend of Zelda: Threads of Despair
Post by: Martijn dh on February 16, 2011, 07:48:44 pm
-I'm missing F1 to show in-game what the controls are.
-Pressing V outside of the house sends the magic meter haywire
-The bow and arrows seem intended to be aimed when you keep the action button pressed. This does not always happen. Sometimes, if I change the characters direction frequently while tapping the action button Link is locked in aim-mode until you shoot. The character's position is also changed a little and (when looking sideways) the arrow is positioned a little lower then the aiming line.
-Rolling towards the hill on the right after the first crossing gets me stuck in the wall.

I'm going to stop here. It's like I suspected. You have indeed build in a lot of things, but you'll need to work out the finer details if you want more attention. Those are my first impressions anyway. Don't take it as criticism.

Edit:
-I managed to push the big block offscreen by continuesly rolling against it.
-In the lower left corner of the lake area rolling southwards messes up Link's movementspeed
Title: Re: The Legend of Zelda: Threads of Despair
Post by: TDWP FTW on April 03, 2011, 01:45:47 am
BIIIIIIIIIIIIIIIIIIIIIIIG UPDATE!

Well, not THAT big, but hey, Threads of Despair is back from the grave!

Check the first topic for things I've added/fixed/changed, and of course for the demo link.
Title: Re: The Legend of Zelda: Threads of Despair
Post by: TDWP FTW on April 06, 2011, 05:45:23 pm
Well, the Patierna Shrine demo is finally here!

The demo includes a dungeon (Patierna Shrine), a few new items, and much, much more!

Check the first post for info on the update.
Title: Re: The Legend of Zelda: Threads of Despair
Post by: TDWP FTW on April 08, 2011, 06:33:17 pm
Made another update today.  Includes: Kodrec Grove, player's house (Within Kodrec Grove), Kodrec Town, Caleron Field, and High-Grass Meadow.  Also changed a few things, such as the house in Patierna Hill (It now belongs to a character named Garzo, who will be in an intro cinematic once I stop being lazy and make it), room transitions, etc.

The next update will feature Epona, Epona's Song, Faltron Farm, Castle Town, and Esport Mountain.  FYI: Once the 3 pre-temple dungeons (There's still 8 temples after those) are made, and you can play the storyline up until then, there won't be any more demos until the game is finished.  I'll release screenshots and possibly videos during that time, but no new demos.
Title: Re: The Legend of Zelda: Threads of Despair
Post by: Martijn dh on April 09, 2011, 07:43:15 am
Some parts look very nice, other parts don't. I've downloaded it, but haven't played it yet because I'm busy. The following is therefore just based off the video. Just small comments on things I noticed.

- When going to the first dungeon we see Link passing a guy on a walkway eventhough there is water all around. My first question would be: why doesn't Link just swim around him. Maybe you do no intend to let the player have a swimming ability at this time yet in the final version, although you do seem to need the ability in the dungeon. I suggest blocking the water to the next screen.
- I suggest making the boss float up less high when you fight him. Players generally want to clearly see the boss that they are fighting.
- One thing you can do to give the boss more depth is to give him a tell when he is about to attack. If his attack is unblockable, fast or heavy hitting then the player will need to be mindfull of this boss' action and you introduce more strategy. Giving the boss more attacks, like him swooping down for you (after his tell), would achieve the same thing.
- The text in the intro is fragmented over multible lines and the cut of point per line seems sporadic. Sometimes there are 4 lines of text. Sometimes 5 or 6. The colored ring thingy should be shown for one or two seconds longer. Now it's just a flash before it's gone. Look at it from the players point of view: the very first thing they see from your game is an unrefined intro. It sets the tone for the rest of the game and it's so easy to avoid with just a little bit of extra work.
Title: Re: The Legend of Zelda: Threads of Despair
Post by: TDWP FTW on April 09, 2011, 10:36:52 pm
Yeah, most of that has been improved upon since I made the video, except for the boss height and the "notification" of when he's about to attack.  I'm most likely going to revamp the Shrine dungeon when I revamp the rest of the swamp (See below).

As for swimming around the person before the shrine, the room has a border of solid markers, so technically they can't get around.  I get what you mean though.  I made most of the rooms so far have nice borders, but that was after I made the swamp rooms.  I'll go back and "revamp" them once I work on more fine details.

I'm going to make a new video today, since I've improved upon A LOT since the last one.

Also: Re-download the current demo before trying it.  I had to fix a few things since I last uploaded it.

EDIT: Had to fix some more stuff.  I'll uploading the demo at 7:45 PM EST (2 minutes) so you don't download an old version.

EDIT 2: Okay, uploaded it.  Download away!
Title: Re: The Legend of Zelda: Threads of Despair
Post by: Drew200 on April 25, 2011, 04:14:33 pm
Re-edit the links :(
Title: Re: The Legend of Zelda: Threads of Despair
Post by: TDWP FTW on May 16, 2011, 04:01:29 am
Alrighty, my month or so long break is over, and work has continued on the game.  I fixed the links in the OP, and uploaded a new demo.  Nothing new is really added, but yeah.  The next major update will change a lot.  Patierna Shrine will be the Forest Temple, and I'm going to redo it completely for the most part.  It will be longer, actually challenging, and have a better boss (It's going to be the moth still, but it will have more than one attack, etc.).  After that, I won't put out any updates until the final game is finished, but I'll post screenshots from time to time.

Expect the update to come around late June/early July or so.  :D
Title: Re: The Legend of Zelda: Threads of Despair
Post by: TDWP FTW on May 30, 2011, 04:01:49 pm
Quick little news update:

 - I've been working on adding the rest of the weapons, except for the Magic Beans.  I might just remove them and add something else in their place, as they don't really fit in well.

 - I'm going to be revamping NPCs, as well as the text engine.  I'm just going to go back to using Lukearent'z typewriter engine, as it worked so nicely for the game.  As for the NPCs, I'm going to redo them completely, and add the ones from the swamp, up to Kodrec Town.

 - I plan on leaving the shrine the same for the most part, as I'm going to make it into a "tutorial dungeon."  There will be a little spirit who follows you around in the dungeon, and he'll instruct you on how to play the game (Controls, attacks, etc.).  I want players to be immersed in action quickly into the game, rather than have some big cutscene (Although there will be a few cutscenes before the dungeon), or just bits of gameplay that only add to the story.
Title: Re: The Legend of Zelda: Threads of Despair
Post by: RetroRespecter on May 31, 2011, 03:01:07 pm
I look forward to seeing these updates in action.
Title: Re: The Legend of Zelda: Threads of Despair
Post by: TDWP FTW on June 03, 2011, 01:09:34 pm
I look forward to seeing these updates in action.
Thanks!

Few little updates while I'm at it:

 - Lukearentz's typewriter text is back in place, and I've reworked most of the dialog so far.

 - I've been working on the story, and adding NPCs and whatnot.  It's shaping up pretty nicely IMO, so I'm hoping to have the first part of the game, up to the end of the first dungeon complete by the end of June (Maybe earlier if I work harder.  :p).

 - I'm going to add file deleting/copying (Maybe just deleting, not sure).
Title: Re: The Legend of Zelda: Threads of Despair
Post by: TDWP FTW on July 15, 2011, 09:00:18 pm
And once again, Threads of Despair isn't dead anymore.  I started working on it again, so I figured I'd post some screenshots...

(http://img836.imageshack.us/img836/2420/screenshot389.png)
Spring
(http://img155.imageshack.us/img155/8828/screenshot391.png)
Summer
(http://img688.imageshack.us/img688/1603/screenshot395.png)
Autumn
(http://img221.imageshack.us/img221/2817/screenshot394.png)
Winter

The area in those screenshots is the Sacred Stream, which is where the Flooded Caverns dungeon is located.

That's right, seasons are back!  I felt as though the game was lacking without them.  They were intended to be a pretty important part of the game (Not the most important, but still).

Also, here's the names/types of dungeons you'll go through in order:

Treeroot Grotto (Swamp/Forest) - A sunken garden that lies beneath a cursed swamp
Esport Mine (Fire) - A fiery mine surrounded by pools of lava
Flooded Caverns (Water) - Caverns used for rituals that were overrun by water
Icicle Peaks (Ice) - An icy fortress in the middle of a frozen wasteland
Skyshore Palace (Wind) - A tower as high as the heavens on top a floating cloud
Sandstone Alcove (Earth) - Hidden training grounds inside a mountain surrounded by a desert
Temple of Light (Light) - The sacred temple acting as the 'sister' to the Temple of Time
Caleron City Sewers/Castle (Shadow) - Damp sewers leading to Caleron Castle which has been enveloped in darkness

I don't know when I'm going to release the next update, but it should hopefully be soon.
Title: Re: The Legend of Zelda: Threads of Despair
Post by: TDWP FTW on July 18, 2011, 09:49:06 pm
New update has been released!  See the first post of the topic for more info.

Summary:

 - Added seasons back in.
 - Fixed up graphical bugs.
 - Added 2 new areas (2 parts of Tranit Trail, which is a semi-long trail that Link has to take to get to Tranit Town, a snowy town in northeast Caleron).
 - Added the option to hide/unhide the info box (Weather, day/time, season) and time meter by pressing Shift.  It starts off hidden by default.

Here are some new screenshots as well:

(http://img30.imageshack.us/img30/5169/screenshot100oh.png)
Next to the cabin on Tranit Trail during summer
(http://img24.imageshack.us/img24/239/screenshot101r.png)
In the Sacred Stream during spring
(http://img143.imageshack.us/img143/8475/screenshot102x.png)
In front of the Water Treatment Facility in Kodrec Town during autumn
(http://img803.imageshack.us/img803/1733/screenshot103k.png)
Kodrec Grove during winter
Title: Re: The Legend of Zelda: Threads of Despair
Post by: TDWP FTW on July 20, 2011, 06:30:04 pm
Well, I've been making some more progress.  Mapped out quite a few more areas, added some NPCs to Kodrec Town (Including a drunk guy in the bar.  XD), and tweaked some stuff.

To celebrate, here's a comparison image from when I first started making the game (On the left), to what it's like now (On the right):

(http://img809.imageshack.us/img809/7555/compared.png)
Title: Re: The Legend of Zelda: Threads of Despair
Post by: King Tetiro on July 20, 2011, 06:34:22 pm
Im not a fan of the buttons and the time parts of the hud. It feels cluttered
Title: Re: The Legend of Zelda: Threads of Despair
Post by: TDWP FTW on July 20, 2011, 06:36:13 pm
Im not a fan of the buttons and the time parts of the hud. It feels cluttered
You can press Shift to hide/unhide the time meter and info box at the bottom.  As for the HUD buttons, I personally like them a lot, however, I know a lot of people don't, but oh well.

EDIT: Here's what it looks like when they're hidden:

(http://img832.imageshack.us/img832/5024/screenshot100p.png)
Title: Re: The Legend of Zelda: Threads of Despair
Post by: King Tetiro on July 20, 2011, 07:34:42 pm
Im not a fan of the buttons and the time parts of the hud. It feels cluttered
You can press Shift to hide/unhide the time meter and info box at the bottom.  As for the HUD buttons, I personally like them a lot, however, I know a lot of people don't, but oh well.

EDIT: Here's what it looks like when they're hidden:

(http://img832.imageshack.us/img832/5024/screenshot100p.png)

That makes it a little better. The reason people don't like the buttons is because they don't match the sprite style.
Title: Re: The Legend of Zelda: Threads of Despair
Post by: TDWP FTW on July 20, 2011, 07:58:55 pm
In what way don't they match?  Palette, shape, etc.?

I'm liking the feedback, and I'd appreciate more if possible.  Not just from one person.  Sadly, since the site is pretty dead, I doubt I'll get much.
Title: Re: The Legend of Zelda: Threads of Despair
Post by: King Tetiro on July 20, 2011, 10:01:38 pm
In what way don't they match?  Palette, shape, etc.?

I'm liking the feedback, and I'd appreciate more if possible.  Not just from one person.  Sadly, since the site is pretty dead, I doubt I'll get much.

Actually colour and shading. Go look at Tompel's button hud in Crystal of Gidna topic.
Title: Re: The Legend of Zelda: Threads of Despair
Post by: TDWP FTW on July 20, 2011, 10:40:33 pm
In what way don't they match?  Palette, shape, etc.?

I'm liking the feedback, and I'd appreciate more if possible.  Not just from one person.  Sadly, since the site is pretty dead, I doubt I'll get much.

Actually colour and shading. Go look at Tompel's button hud in Crystal of Gidna topic.
I see...IDK, I personally think it looks good, but I guess I could try some other style out.

Also, Takam was the one who made the buttons seen in CoG FYI.

EDIT: Here's what I came up with:

(http://img856.imageshack.us/img856/1626/screenshot100d.png)

It's not very different from the original, as I just shaded it a little better, and trimmed the edges a little.
Title: Re: The Legend of Zelda: Threads of Despair
Post by: FrozenFire on July 21, 2011, 07:31:08 am
EDIT: Here's what I came up with:

(http://img856.imageshack.us/img856/1626/screenshot100d.png)

It's not very different from the original, as I just shaded it a little better, and trimmed the edges a little.

There are a few things I've noticed that might make the buttons feel out of place:

1) The hearts and magic bar have white outlines while the buttons have black
2) The buttons have depth and the hearts and magic bar are flat. While I understand the idea in this, it seems like you could figure out another way to say "these are button-bound items"
3) The items don't look like they are sitting on top of the buttons, so it's kinda weird in that aspect as well

I'm definitely not educated in graphics design, but I do like to think that I have an okay eye for details. I think the white outlines vs. the black outlines is probably the thing that mostly makes this feel a little off; like they don't match. I pretty much feel like the button outlining is "heavy". You should first try a lighter outline for the buttons IMHO.
If it helps, I always try to think of the HUD as something that needs to be balanced. Right now, the right side feels heavy to me; the weight on the right needs to be lessened or more weight needs to be added to the left. If that makes any sense to you (it's probably just my own weird way of seeing things, lol).

Just my unprofessional thoughts(... wait, that didn't come out right... but I'll leave it in there because someone might get the funny XD). Hope I helped in some way. Btw, the game looks good and pretty interesting. Nice work thus far. ^_^
Title: Re: The Legend of Zelda: Threads of Despair
Post by: Drandula on July 21, 2011, 07:44:53 am
(http://img97.imageshack.us/img97/4545/outlined.png)
Title: Re: The Legend of Zelda: Threads of Despair
Post by: FrozenFire on July 21, 2011, 08:01:41 am
(http://img97.imageshack.us/img97/4545/outlined.png)

After seeing Drandula's contribution, I think it might be worth a try to keep the white outlines on the hearts and magic bar, but ADD a dark outline around them to match up with the items. I'd whip up a quick screen, but I gotta go to bed (it's late where I am) and get ready for another long day of work. :/
Title: Re: The Legend of Zelda: Threads of Despair
Post by: TDWP FTW on July 21, 2011, 01:08:17 pm
(http://img146.imageshack.us/img146/8646/screenshot100fi.png)

I added a little shadow-like border to the hearts and magic meter, and I think it looks a lot better.  Only downside is that the upgraded magic meter doesn't line-up with the hearts anymore.
Title: Re: The Legend of Zelda: Threads of Despair
Post by: FrozenFire on July 21, 2011, 05:29:14 pm
Oh yeah! Much better. Good work. ^_^
Title: Re: The Legend of Zelda: Threads of Despair
Post by: . on July 21, 2011, 05:34:01 pm
(http://img146.imageshack.us/img146/8646/screenshot100fi.png)

I added a little shadow-like border to the hearts and magic meter, and I think it looks a lot better.  Only downside is that the upgraded magic meter doesn't line-up with the hearts anymore.
You could make the magic meter longer.
Title: Re: The Legend of Zelda: Threads of Despair
Post by: TDWP FTW on July 21, 2011, 08:13:10 pm
You could make the magic meter longer.
True, but then the values would be messed up.  It's 50 for the normal magic meter, and 100 for the upgraded one.  Although, extending it should only require me to increase the max amount by 9 or so.
Title: Re: The Legend of Zelda: Threads of Despair
Post by: . on July 21, 2011, 10:24:21 pm
You wouldn't have to do that. The same amount of magic would just take up more space. For example, if the max MP is 100 and the length of the bar is 200, 1 MP would take up 2 pixels.
Title: Re: The Legend of Zelda: Threads of Despair
Post by: TDWP FTW on July 21, 2011, 11:49:33 pm
The magic meter is a separate sprite, not using GM's healthbars...I updated it anyways:

(http://img15.imageshack.us/img15/4025/screenshot100u.png)
Title: Re: The Legend of Zelda: Threads of Despair
Post by: TDWP FTW on October 12, 2011, 03:35:42 am
Made some small updates today:

 - Added a toggle for the shading overlay (Ctrl)
 - Changed up the text box a bit (Increase margin)
 - Fixed up song notes/names in the Stats subscreen (For the most part)
 - Added the cinematic effect when reading/talking to someone

(http://img411.imageshack.us/img411/8698/screenshot100h.png)

Download (http://www.mediafire.com/?7hck9h23i1b421n)
Title: Re: The Legend of Zelda: Threads of Despair
Post by: TDWP FTW on October 14, 2011, 01:27:37 am
Sorry, for the double post, but I have some updates/news.

First off, Threads of Despair has been entered into the NCFC for this year.  Please be sure to vote if you like it!

Second, made some updates today:

 - Removed NPCs for the time being...Except for the drunk guy in the bar.
 - Made the drunk guy in the bar say something different for each hour.  There will be quite a few "dynamic" NPCs throughout the game.
 - Added sun rays for when it's sunny.  Looks nice, and makes the world more "alive."
 - Edited the snowfall animation to look nicer.
 - Added constant fog to Kodrec Grove and the part of Tranit Trail with the cabin/lakefront.
 - Fixed up galloping sounds for Epona.

(http://nintendocfc.com/uploads/userbooths/4/screen_3.png)

That's about it.  You can download the update here: Download (http://nintendocfc.com/uploads/userbooths/4/The%20Legend%20of%20Zelda%20-%20Threads%20of%20Despair.zip)
Title: Re: The Legend of Zelda: Threads of Despair
Post by: Moffett1990 on October 14, 2011, 05:36:00 am
This game looks pretty good
Title: Re: The Legend of Zelda: Threads of Despair
Post by: TDWP FTW on October 14, 2011, 08:17:42 pm
This game looks pretty good
Thanks!  Be sure to try the demo, as I've updated it today.  You can find the updated link in the first post.
Title: Re: The Legend of Zelda: Threads of Despair
Post by: Theforeshadower on October 14, 2011, 08:57:14 pm
Constructive criticism:
You have way too many items on your HUD.  You shouldn't need that many.  It's so distracting to look at your screenshots because my eyes get immediately drawn to the cluster-!@#$% (pardon my French) of item buttons.  If you still think you need that many, you should try to rearrange them because it looks ugly right now.

Also, you may want to switch up you daytime indicator on the bottom of the screen.  Going back to what I said about your item cluster, it takes up quite a bit of space on screen.  For a suggestion, a simple timer/digital clock would suffice.  Or try something smaller like Majora's Mask.
Title: Re: The Legend of Zelda: Threads of Despair
Post by: Max. on October 14, 2011, 09:15:05 pm
I agree with the HUD thing a bit, but I think it would be fixed if you just took the little weather widget thingy off. I mean, I'm the kind of person who disables that thing on my desktop, because I don't really care about something to tell me about the weather, I'll know what it is when I go outside. And if I'm link, I'm already outside, so I know the weather. Also, the forecast thing is interesting, but really incongruous with the Zelda universe. Since there are no meteorologists or anything...
And if you made the bar on which the sun progresses as little, widely spaced dots or transparent or something, that would help too.

My opinion is that the weather and stuff should be moved to the menu. Like in pokemon, there was a clock and calendar in gold and silver at least, but it wasn't on the screen, you looked at your poke gear to ascertain this info. I think that could work well.

I think is is especially important because your maps and the overlays you have really are beautiful, so distracting from them is worse.
Title: Re: The Legend of Zelda: Threads of Despair
Post by: TDWP FTW on October 14, 2011, 09:22:01 pm
You can hide the time bar/day/season/weather parts of the HUD by pressing Shift.  Please read the thread (It's even in the opening post) before commenting.  This is what it looks like with it toggled off:

(http://img683.imageshack.us/img683/2512/screenshot101n.png)

As for the item buttons, they're fine to me, and everyone else that's played.  The only complaints I've got were about the time meter/day/season/weather thing, and I fixed that by allowing the player to toggle it on/off.

The HUD is perfect IMO, and the only thing I'd consider changing are the sprites for the day/time/season/weather indicator.
Title: Re: The Legend of Zelda: Threads of Despair
Post by: FrozenFire on October 15, 2011, 05:52:23 am
I still think the HUD buttons would look better if the items were raised up a couple pixels so they would look like they were resting more on top of the buttons as opposed to looking like they were "falling off" the buttons. That is the only thing that looks wrong to me.

Here, I've fooled with that last screen to show you what I mean:

(http://www.zfgc.com/forum/index.php?action=dlattach;topic=37358.0;attach=9987;image)
vs the original look:
(http://img683.imageshack.us/img683/2512/screenshot101n.png)

It's a very minor difference, but I believe, though it's small, it makes it look far better. That is only my opinion though, but if everyone else agrees I think you should change it. Just my advice. The overlays are looking superb though, nice work.
Title: Re: The Legend of Zelda: Threads of Despair
Post by: TDWP FTW on October 15, 2011, 06:20:15 am
Yeah, that definitely looks nicer.  I'll go ahead and change that now.

I'm reworking the first dungeon right now.  Making it longer, more challenging, etc.  Also working on some enemies, like Tektites and Stalfos (They'll come out in the field at night, like in OoT).

And yeah, the overlays...I've been working on improving the atmosphere in the game.  I actually reused the time coloring overlay from my Animal Crossing Clock thing I made a few weeks ago, and it looks a lot better than just cyan, nothing, orange, and dark blue/purple.

I was messing around with blend modes earlier today, and I found some that looked nice, but then at other times, or other locations, other seasons, etc...It looked pretty bad.  So I just stuck to the original way I had it.  I might use some for the Shade Cloak, when I fully finish it.  Speaking of which, I should probably finish the rest of the items for the NCFC 2011 demo.

EDIT: Here's the improved HUD items and one of the new rooms in the first dungeon...

(http://img17.imageshack.us/img17/1955/screenshot100xc.png)

It's sort of like at the bottom of a shaft that leads up to part of the island the shrine is under, and there's water, and of course, weather that shows through the hole.  I'm gonna add fog to some of the rooms, to give it more of a musty, damp, and cold feeling.

EDIT2:

(http://nintendocfc.com/uploads/userbooths/4/screen_9.png)

Fishing!  That's right, I've added a fishing rod into the game!  It replaces the Luminode, as it was pretty much pointless, and looked like crap.  Currently, you can cast your line anywhere, but of course, it'll only actually work in water.  So stand on the shore of a body of water, look out to the water, and use C to cast your line.

I haven't added any type of reeling system or anything, so for now, it just gives you a heart (Healing heart, not heart container or anything), one rupee, 3 hearts, 3 rupees, a "fish" which doesn't show up or anything yet, and is the most common catch, or 50 rupees, which is the rarest catch.

I'll be adding in a reeling system where you just press Z and X to reel it in, and then it'll show what you caught above you.  Also, going to add a boat rental thing at the lake, which I'm going to expand.  I've had a functional boat in the game for a while now, but never had a use for it, except testing and whatnot.  I got bored one day, and decided to add it, so hey, it finally has a use now.

There will be different kinds of fish you can catch, along with some rare things, like a Piece of Heart, a special lure like in OoT/TP, and a few other neat little things.  You'll then be able to sell your biggest fish for rupees, and even get another Piece of Heart if it's really big.
Title: Re: The Legend of Zelda: Threads of Despair
Post by: Zhello on October 16, 2011, 02:33:07 am
Dunno if this was mention before, but what you can do for the HUD buttons.  Have only 3 items set and have a random key press which shifts the first 3 slots with the other one. So an example:

1st 3 slots have 3 random items, but you wanna use your bombs that was previously set to the other 3 slots(2nd), press a key and the next 3 slots are brought on screen, while the other 3 remain transparent, behind the 3 slots in use.  That way you have more room on screen if you wanna add something else up there.
Title: Re: The Legend of Zelda: Threads of Despair
Post by: FrozenFire on October 16, 2011, 03:30:35 am
In my opinion, it looks fine now. The only thing I had a problem with was when the items were too low on the buttons and now they are raised up and it looks very nice.

My only crit is on the text that tells the time of day and all that; it is not very consistent looking, and that makes it messy and hard to read. As a general rule, your lower case letters should be about 3/4 the height of your capital letters. Look at these letters: H doagpuceb D. The main bodies of the letters in between the capital ones are all keeping within roughly a 3/4 height of the capital letters. With most fonts, there is a certain level of uniformity that must be maintained, otherwise it will feel like multiple fonts put into one, which is not good in this case. See how the mid lines match up for these: aesaek. If you look at your font, there does not seem to be enough uniformity, and uniformity is important because it makes text easier for the brain to process faster which makes for an easier and nicer read, and that is exactly how it should be, right?

I've attached my own font to show you what I've come up with for my project. I know your font style is a bit larger and it's a different style, but I'm hoping that seeing mine might help show what I mean about "uniformity" and "consistency". The "f" is the only letter that really breaks away from the consistencies because I didn't like the horizontal line raised up to be in line with the others, but that is the only exception, as you should be able to see for yourself.

Anyway, besides your font, I rather like the HUD now.

EDIT:

Oooops, I just realized that the "g", "p", and "q", are messed up. I need to extend the "looped" parts down one pixel. Anyway, I'm sure you get the idea. ;P
.. and my "i" and "j" need fixing too, ha ha... well, thanks for helping me by having a messy font which allowed me to look at my font a little closer! *pathetic laugh*
Title: Re: The Legend of Zelda: Threads of Despair
Post by: TDWP FTW on October 16, 2011, 04:52:31 am
The text on the time/season/day thing are actually sprites.  And yes, I know they look like !@#$%, and it's hard to make text look good when it's so small.  I'll try my best to make it look better though.  I've made the time meter/season/weather stuff hidden by default, and I think I'll have it so you have to "unlock" the feature later on, as it can be useful when waiting for events and stuff.

Also, new screenshot of fishing and the "new" textbox design:

(http://img43.imageshack.us/img43/5254/screenshot100a.png)

I added reeling, and it's just holding Z.  Kind of boring, but it's not supposed to be anything extravagant.

All I have left to finish for the demo is the textbox not working for some things (It'll keep looping the text, and I've been trying to find out why, since the main code for it is correct from looking at it), the intro backgrounds, and some stuff in the Sunken Grotto dungeon.

EDIT: New new textbox design, as seen in the screenshot.  Added a shadow to the text, made the textbox border square, instead of a rounded rectangle, and added a transparency gradient to it.  It looks sexy as hell IMO.  Also, fixed up some fishing stuff, such as wallfishing (Term my friend/beta tester used when testing out fishing), reeling, and the item "display" after you catch it.

EDIT2:  Fixed wallfishing for good, added a "time limit" to rolling, so you can't just keep pressing Z, made a new Gemshorn HUD box thing to match the new textbox, as well as new icons for key presses in it, made Link's sprite change to him playing the Gemshorn while playing, as well as having the cinematic effect appear, and edited the shading overlay a bit.  I made it more "warm" and just more awesome in general.  Here's a comparison of the old vs. the new:

(http://img214.imageshack.us/img214/9544/compareeq.png)
Title: Re: The Legend of Zelda: Threads of Despair
Post by: TDWP FTW on October 18, 2011, 02:11:43 am
Little update:

 - Added the Rod of Growth.  Use it on dirt mounds to summon a vine from it that will lift you to the dirt mound with the hole in it in that area.  There's only one right now, and it's in the Desert Entrance.
 - Fixed up the intro cinematic.  You can't rapidly press Z to skip through it.  You can however, press X to skip to the end of the current message.  Going to add images later on, and slow it down a bit or something.
 - Added some new fish sprites for different weights, as well as a rare golden fish that will be used in the Fishing Hole to get a prize when I add it.
 - Some HUD changes.  Made the season/day/time thing look decent.  Also changed up some other icons in the inventory and whatnot to prepare for future items.

That's about it I think.  Just trying to get all of the items finished before NCFC.  Doubt I'll be able to, but I'll work my hardest to try and get that done.

EDIT: Another update

 - Added bottles.  You can get water from water sources, and that's it currently.  I still have to add using whatever is in the bottle, or dumping it (Like water and bugs).
 - Added a new function for the growth rod.  Certain mounds will create a stalk of vine at it's "sister" mound (Each dirt mound has another mound it corresponds with), and you can use the hookshot on it.
 - Added new custom trees.  They're different custom trees by Calvein, but the look a lot better than the old ones.  Spring trees have cherry blossoms, summer trees are normal, fall trees have different colored leaves, and I want to do dead trees for winter, but I need a sprite.

(http://img707.imageshack.us/img707/8724/screenshot102b.png)
Title: Re: The Legend of Zelda: Threads of Despair
Post by: RetroRespecter on October 19, 2011, 03:46:47 pm
You are truly making progress. This will be done in no time whatsoever!
Title: Re: The Legend of Zelda: Threads of Despair
Post by: TDWP FTW on October 19, 2011, 05:52:38 pm
You are truly making progress. This will be done in no time whatsoever!
Thanks!  Even though I've been making progress, this won't be done for a looooooong time.  I've barely even scratched the surface on the story, as well as gameplay in general.

I've just been working on completing the engine, such as items, polishing up existing things (Like with the textbox and whatnot), and making the game's atmosphere dark, yet "relaxed" at the same time.

I only have 3 items left to add, which are the Anchor, Cyclone Vase, and Ice Shards, and then I'm going to redo the Shade Cloak.  After that, I'm not sure what I'll work on...Probably either NPCs or mapping out the rest of the areas in the game.  I think I'll just put a poll.

EDIT: Apparently I can't add a poll...
Title: Re: The Legend of Zelda: Threads of Despair
Post by: Max. on October 19, 2011, 10:01:43 pm
Despite your lack of a poll, I vote mapping! Also, those autumn trees look killer, do you have a screen with the spring ones? They sound like they could be nice too. I'd really like to say I could help you with the winter trees, but I don't think I have time...

Also, how far does your demo go, or is one available right now? I couldn't tell from the first post.

Edit: I got mixed up, I totally thought I was in the Fusion Gate topic with this question, haha. Your demo is pretty clearly marked.
Title: Re: The Legend of Zelda: Threads of Despair
Post by: TDWP FTW on October 20, 2011, 04:30:32 am
Well, kind of big update today.

 - Readded music!  Now using some tracks from ZREO (Zelda Re-Orchestrated for those who don't know).
 - Added some sound effects for certain items
 - Added walking/swimming sound
 - Made some changes to the swamp areas
 - Made some changes to the forest overlay
 - Fog is now it's own weather effect, so it can occur outside of the forest/lakefront trail.  Also, using a custom fog animation I found somewhere (Think it's by .TakaM, not sure).
 - Reduced Link's speed by one.  It feels nicer, but if people think it's too slow, I'll change it back.
 - Added the Cyclone Vase, which doesn't really have a use yet, but you can blow air around.
 - Changed up the Lens of Truth and Shade Cloak overlays

Here's some screenshots as well:

(http://img207.imageshack.us/img207/6852/pictobox10.png)
(http://img265.imageshack.us/img265/9841/screenshot100og.png)
(http://img266.imageshack.us/img266/2880/screenshot101pu.png)
(http://img194.imageshack.us/img194/5026/screenshot102qy.png)

And of course, the download:

http://www.mediafire.com/?678jmn1lqb2u0ts (http://www.mediafire.com/?678jmn1lqb2u0ts)

There's also a download in the opening post for the .exe only, for future updates without new music, or if you need to redownload it for some reason.

I have to use mediafire now as the music files (Which are loaded externally) take up a bit of space, and NCFC's hosting has a max of 10MB.  Anyway, enjoy the update!  I'm going to make one more update before NCFC, which will hopefully have the rest of the items (Anchor and Ice Shards) added, and maybe...Just maybe, a few more areas.

EDIT: I decided to make another comparison pic from when I first started making the game, up until now.  I've included two separate points in between as well.

(http://img692.imageshack.us/img692/4763/tloztod2.png)

It makes me kind of proud I guess.  It's cool to look back on when it was so early in development, seeing how much it sucked then.  XD
Title: Re: The Legend of Zelda: Threads of Despair
Post by: FrozenFire on October 21, 2011, 10:21:45 am
Played some of the latest demo (the one you posted in your item thread).

Ultimately, I really think this is looking good, but I do have some thoughts and criticisms:

1.) I love the graphics for the most part. The overworld design is really nice and I like the light of the campfire by the sleeping dude. There are some very cool graphical touches you've got going on in this and some great atmosphere. Well done on that! However, I did find myself taking off that overlay (using ctrl) most of the time; it seemed to take away a bit too much of the definition in some of the graphics.

2.) Because I somehow missed the sign at the beginning (blind moment), I struggled a bit to figure out where I needed to go in the game and I ended up going the completely wrong direction to get the sword. Instead, I found the Deku Nuts and it told me to "go back" to this one guy, which was kind of funny because I didn't talk to him yet. Maybe instead of saying "go back to (name of guy)", just say "take them to (name of guy)". That way it doesn't matter if you've talked with him or not, the text will work either way. It's always good to keep that kind of stuff in mind when doing NPC (Non-Playable Character) text.

3.) I found the collisions to be a little irritating having the "sticky wall" problem, which is a fairly common mistake in game maker games. The movement of Link should be updated. If you press both up and right and you collide with a solid upward, Link should still move to the right if there is nothing there, however, Link stops completely. This NEEDS to be fixed. The game would benefit GREATLY from having proper collisions and movement. I can't think of any right now, but there are a lot of examples on how to do proper movement.

4.) I found it a bit weird that you can only swing your sword when standing still. Is that intentional?

5.) Link should not be able to do a roll when up against a wall, or he should at least smash into it and bounce backward a little bit, otherwise it doesn't feel right. Perhaps you just haven't gotten around to polishing this up?

6.) As I explored the world, I found quite a lot of places that I could go to freely, which is awesome. It gives the player a good feeling of freedom to explore. However, there were places that I felt blocked me off when I should've been able to pass freely. It gave the world a less open feel and it kind of ruined it a bit for me; it made the world feel less engaging. Perhaps you can allow for Link to pass at the edge of a screen no matter what and not just in certain places? I really think that the game would benefit from that being changed.

Anyway, I didn't get much of a chance to play it for very long, so I'll have to play it some more later. Well done so far!


EDIT:
On a complete side note, I realized that your sig picture's link is messed up. When I hover over the pic I see the web address as: http://"http://www.zfgc.com/forum/index.php?topic=37358.0"
So it looks like you might have some unnecessary text in there. Just thought you'd like to know.
Title: Re: The Legend of Zelda: Threads of Despair
Post by: TDWP FTW on October 21, 2011, 04:39:18 pm
1) Yeah, that's why I included the feature.  I personally love the shading overlay, but it still looks great without it IMO.

2) I'm going to be polishing up the first part of the actual game (As in the story and whatnot) a lot today and tomorrow before NCFC.  There's going to be an intro cutscene with Link and his uncle (AKA the lazy swordsman in the Patierna Outskirts...Since I'm using Link's uncle's sprite from LTTP, I might as well make him Link's uncle in this), leading up to the start of the game.  Garzo will then shout to you from down at his house, and the view will pan down to him, etc.  I plan on making the Deku Nuts not "activate-able" until you talk to Garzo for the first time.

3) Yes, I know.  It shouldn't be too hard to implement, but right now, I've just had it as "speed = 0" for when Link collides with a solid object.

4) Sort of.  I can change it so you can walk, and then swing the sword.  The way I had it checked if Link wasn't moving before doing all the sword stuff.  So I changed it.

5) Yeah, I have to fix the rolling sound playing even if he can't roll (Like when he's up against a wall).  I'll fix it then, along with the nicer collisions, as the rolling/collision checking will be the same pretty much.

6) Hmm...That shouldn't be too hard.  I have it like that in Caleron Field, where it just uses Link's current X or Y coordinate (Depending on which way he's going) and then sets the opposite value to whatever else I have it as.  This also reminds me of the "invisible barriers" thing my friend keeps mentioning.  I should probably add actual borders to as many areas as I can, rather than having blank space where the player thinks they can walk.

I'm going to be doing a ton of polishing today, along with bug fixes if my friend finds any.  Tomorrow, I'll make the starting cutscene with Link and his uncle, and make it so the first part of the game is playable and lasts at least 20 minutes up until the end of the first dungeon (That's average time, right?).

Also, I made another comparison image for the hell of it:

(http://img143.imageshack.us/img143/3905/screenshot101b.png)

The area in the "new" screenshot is the Fishing Hole, which is below Kodrec Grove.  If you go to the area of it where the little stream with the walking bridge is, you'll see a clearing that leads down into another area (With a path surrounded by bushes).  Cut the bushes, go down to the Fishing Hut, and then walk through the backdoor, and BAM, gorgeous Fishing Hole.

It's my favorite area in the game personally (Although I like to group it with the Kodrec Grove in general, as they're all pretty much a part of each other).  Currently, you can only go on the boat (Which will have the KORL sprite until I find another boat sprite), fishing, etc.  I'm going to add the Fishing Hole owner NPC eventually, and you'll be able to rent time in the fishing hole (Advantages will be getting to use the boat, catching fish faster than normal, etc.), as well as show her fish you've caught for prizes.

EDIT:

Ok, so I've fixed everything except for 2 and 6.  Gonna start working on the 'start-of-the-game' stuff now.

EDIT2:

I added a few things today, not gonna upload until tomorrow night (Before the NCFC deadline) though...

 - Spin Attack!  When you use the sword, continue holding X and your sword will start glowing.  Release X to perform the powerful spin attack.
 - Rolling Jab.  After rolling, quickly press X to perform a jab.  This isn't exactly useful, but it makes it look nicer than just swinging the sword.
 - Water splashing sounds.  It felt boring without them, so I added them...Yep...

That's about it.  I've been thinking of adding a fairy into the game, that follows Link around, and points out certain things of interest by flying over to them and blinking.  It won't talk or anything, just fly around.  What do you guys think?

EDIT3 (Someone post already so I don't have to keep editing this post for updates):

 - New HUD!  Compare the old (Left) to the new (Right):

(http://img841.imageshack.us/img841/3033/screenshot100yc.png)

So basically it's like OoT/MM/Other games, where you just press the buttons to use the item shown.  You can only have 3 out now, as seen, but you don't have to switch them to another button (Like what used to be C).  It's also a lot slimmer, so it takes up less room.

I'm basically trying to clear up the HUD so there's more of the actual game shown, like people have been suggesting.  The hearts take up a lot of space as well, but I can't change those, as there's not really anywhere else to put them.  Then again, when the game is complete, you aren't going to have a lot of hearts until further in the game, and by then, you'll most likely have seen what every area has to offer.

And of course, for taking nice screenshots, it's best to use the Pictobox, as there's no HUD in the images, and I've removed the small white border (It was supposed to be like printing paper, but it looked stupid in the long run).

So all I have left to do before NCFC 2011 is bug test.  A close friend of mine who's been sort of my "private" beta tester since I started working on the game back in December is going to be helping me, and I'm sure he's going to find something I should change.
Title: Re: The Legend of Zelda: Threads of Despair
Post by: Max. on October 27, 2011, 04:04:43 pm
Haha, I almost dislike how gorgeous you've made the fishing hole, because I don't like the fishing mini games very much. Luckily your entire game is beautiful. Do you plan on uploading a new video anytime soon? I think it was Threads of Despair, that once long ago I watched a video, and I didn't like it of much, because it seemed just like wandering around, but now you're game is so beautiful.

As far as the new button thing, awesome. I think it's a great improvement, especially because the old system seems a little confusing? I'm confused anyway. But it looks way more streamlined now, I'm digging it. Also, back when you changed the default of the little meteorology widget from default visible to default hidden, that completely changed everything about it, and now I like it tons. It went from a weird, confusing thing that I'd want to hide, to a pretty awesome neat feature I'd pull up sometimes.

But in regards to the fairy... No! Personally, I hate when fairies are in 2D games, I don't see the point. I mean, since there's no Z Targeting. But if you just want some way to convey information about points of interest, I think you could use those points yourself, such as many games do when you walk up to a wall and it says, this wall looks weak. Or even what Navi did sometimes, with, there are steel beams over the door. Maybe I needed a text confirmation in case the graphics were small or I couldn't tell for some reason, but my character could see it for himself, and then just communicate it via text, I didn't need anybody elses help to see that they're steels beams.
Title: Re: The Legend of Zelda: Threads of Despair
Post by: joelsandberg on October 27, 2011, 05:30:19 pm
I have to say that I LOVE the custom graphics, makes me Zelda nostalgic. However the game freezes whenever I select my save file in the start menu.
Title: Re: The Legend of Zelda: Threads of Despair
Post by: Kleaver on October 27, 2011, 08:55:19 pm
You know, this looks really good  XD
Title: Re: The Legend of Zelda: Threads of Despair
Post by: TDWP FTW on October 27, 2011, 11:03:45 pm
Thanks for the comments!  @joelsandberg: Hmm...Are you selecting an old save from an old version of the game?  That'll typically cause errors, as I just use GM's saving/loading system (I used to use INI loading/saving, but I decided to scrap it), and when new objects and whatnot are added into the game, it'll mess up when trying to load an old save from an old version.

Anyway, I have a few announcements to make:

 - First off, I'm changing the name of the game!  The new name is "The Legend of Zelda: Path of Revelation."  The name ties deeply into the main part of the new story, which won't be revealed anytime soon.

 - I've been working on some new areas that you won't see until later in the game.  I've added the entrance to the Skyshore Palace dungeon, which is basically a floating tower/castle off the peninsula of Altrude Town.  I've also added the entrance to the Loftwood Temple dungeon, which is the giant tree thing.  Here's the bottom area inside the forest:

(http://img40.imageshack.us/img40/2006/loftwoodtemple.png)

Also, here's the new title screen, a screenshot of the top of the tree that the Loftwood Temple is in, and the entrance to the Skyshore Palace (Using this one I found from Four Swords Adventures rips):

(http://img155.imageshack.us/img155/1755/screenshot102g.png)

(http://img337.imageshack.us/img337/7807/screenshot100ar.png)

(http://img88.imageshack.us/img88/5930/screenshot101xq.png)
Title: Re: The Legend of Zelda: Threads of Despair
Post by: RetroRespecter on October 28, 2011, 12:40:20 am
Whoa! Looks like Threads of Despair has ben cancelled. I am not to saddened. All that remains is the topic name to fit.
Title: Re: The Legend of Zelda: Threads of Despair
Post by: TDWP FTW on October 28, 2011, 12:56:27 am
Not really cancelled.  Just changing the name.  :p  I'm waiting until NCFC 2011 is over tomorrow to officially change it and whatnot, as to not cause confusion.
Title: Re: The Legend of Zelda: Threads of Despair
Post by: FrozenFire on October 28, 2011, 02:02:35 am
...I'm changing the name of the game!  The new name is "The Legend of Zelda: Path of Revelation."

Honestly, I didn't really like the name "Threads of Despair" that much, so I really like the name change. ;3

Also, THE HUD IS BEAUTIFUL! Seriously! And I love the new time indicator; it's far superior to your previous bulky one.
You've done very well with this game so far and I'm am extremely impressed. WELL DONE!

I've gotta say, TDWP FTW... FTW! XD
Title: Re: The Legend of Zelda: Threads of Despair
Post by: TDWP FTW on October 28, 2011, 02:30:07 am
Yeah, the name just seemed...Weird.  The story I had was pretty stupid, and I changed it based on a story I had thought up a while back during development.  See, the story I HAD was from years ago, when I was originally going to make a completely top down (Not just 3/4, completely) Zelda game with the same name and story, so I just pulled it from that.

Also, I redid the title screen again, and...

(http://img641.imageshack.us/img641/483/screenshot100k.png)

When you press Enter, there's a flash of lightning, which I thought would be neat, since it's raining and all.
Title: Re: The Legend of Zelda: Threads of Despair
Post by: FrozenFire on October 28, 2011, 03:42:31 am
...
Also, I redid the title screen again, and...

(http://img641.imageshack.us/img641/483/screenshot100k.png)

When you press Enter, there's a flash of lightning, which I thought would be neat, since it's raining and all.

Wow, you deserve an award, sir. I haven't seen anyone use graphics design and graphical effects like you do. At least not in any Zelda fan game that I've played (and I've played roughly 40, lol).
Rain and flashes of lightning can really draw a person into a game if used correctly. Personally, I love RPGs that make proper use of having rain/thunder/lightning to create such an awesome atmosphere and a grabbing plot. If you can properly use atmosphere to reflect character's emotions and situations (or to create situations), then your story will be something that people will love and remember as one of those good RPG stories. Your game may even become a "legend" of Zelda among Zelda fans (..probably failed at the pun I just tried to tell). I think you've got what it takes. Beautiful game. It's currently my favorite Zelda fan game, just to let you know. Which is really saying something because there are some amazing Zelda fan games in the works right now. Everyone has done very well and ZFGC is totally taking the trophy for best Zelda at NCFC this year. :P
Title: Re: The Legend of Zelda: Path of Revelation
Post by: TDWP FTW on October 28, 2011, 04:13:07 am
When you say ZFGC is taking the trophy for NCFC, what do you mean?  All but 3 of the games are by people from ZFGC, and we're pretty much all friendly rivals as well.  Honestly, I'm rooting for King Tetiro and Chiming Bell, as he's been able to create a smooth engine (For the most part), add in a decent story from the looks of it, and have a full demo up to the end of his first dungeon by now.

Also, thanks for the kind words and support.  I'm not going to give up on this game, and I definitely want to, and plan on finishing it.  A lot of Zelda fan game creators that people seem to love usually stop not even half-way through, for whatever reason(s) they have.  A lot of people seem to like my game, and I feel like if I ever stopped completely, I'd be letting down the fans, the community, and myself.

EDIT: Left out some other stuff I wanted to say...It's almost surprising that people really like my game as much as they do.  When I look at other fan games, for instance, Crystal of Gidna, I just think "Wow, there's no way I'll ever be able to make my game as good or even better as it."  I constantly try to improve my game, whether it be minor things like different kinds of plants in areas, rather than just bushes and tall grass, or major things, like new gameplay mechanics, items, etc.

IDK, I guess since I'm always working on it, testing it, etc., I get too used to the game, and it starts to feel dull to me, so I go and add something new.  I mean, there's no limit to how much I can improve, and there will always be room for improvement, as no fan game is pefect, especially not mine.  Like, when I look at my HUD, it looks boring to me, and I feel as though I could do so much better, but then I go and get feedback, and people love it.  It's just hard to come to a half-way point between fans liking something, and then liking something myself.

EDIT2: Forgot to mention, the lightning flash is also in-game.  I added a new weather effect for storms, where it gets a bit darker than it does during rain (Actually, it doesn't get any darker during rain, as I just picture that rain as rain showers), and there's flashes of lightning/thunder.  I also added rain sounds, so it loops when it's raining or storming.  I'm not sure what other weather effects I should add, as I've pretty much added all the main ones (Rainy, Stormy, Snowy, Sunny, Cloudy, Foggy).  I love improving the atmosphere of the game as much as possible, so if anyone else has some global weather suggestions (As opposed to things like sandstorms which I will be adding to the Dustbird Desert), feel free to list them, and I'll try my best to add them.

EDIT3: Lol.  I just keep thinking of more things I want to say.  The graphical design/effects thing you mentioned...I try not to limit myself to 16/32-bit limitations, or rather, I don't try to limit myself to common 2D game mechanics/gameplay.  If I actually knew how to use 3D, or even a better programming language, it'd probably still be the same as it is now, just in 3D and whatnot.  I prefer 2D games as well, as I feel more emotion, atmosphere, and feeling can be put into a 2D game, as opposed to a 3D game.  I just think 2D games look a lot nicer as well.  Sadly, the current generation of gaming is all about 3D, and it's rare to find good 2D games, as developers that DO make 2D games are typically either indie developers (Not that that's bad, as there are a ton of great 2D games), or developers that make shovelware.
Title: Re: The Legend of Zelda: Path of Revelation
Post by: Nubcake on October 28, 2011, 12:54:38 pm
Those new screens look cool :)
Title: Re: The Legend of Zelda: Path of Revelation
Post by: TDWP FTW on October 29, 2011, 04:05:49 am
 :o :o :o :o :o :o :o

I won Best of Zelda at NCFC 2011!  I'm honored, and I'm surprised I won tight butthole.  Congrats to everyone else who entered in NCFC, cause you're all winners in spirit.    ;)
Title: Re: The Legend of Zelda: Path of Revelation
Post by: King Tetiro on October 29, 2011, 11:16:10 am
:o :o :o :o :o :o :o

I won Best of Zelda at NCFC 2011!  I'm honored, and I'm surprised I won tight butthole.  Congrats to everyone else who entered in NCFC, cause you're all winners in spirit.    ;)

That is so bloody cheesy you could make a cheesecake out of it.

Here's something I don't understand. How come your game wasn't reviewed? I would've done it but my cold got even worse.
Title: Re: The Legend of Zelda: Path of Revelation
Post by: TDWP FTW on October 29, 2011, 06:00:25 pm
Lol.  I'm not sure why no one reviewed it.  DJYoshiman said it might have something to do with the fact that it's a tech demo, but you can still give tech demos actual reviews.

EDIT: Well, I spent today polishing the game, along with adding some enemies/creatures.  Some of the things I added include Cuccos, Wizzrobes, and Beamos.  I also added proper "hurt" animations along with push-back when you get damaged.  Gonna add a bunch of other enemies tomorrow, then add the remaining four items (Four instead of two, since Bomb/Fire Arrows are being moved to equipment...The other two are Magic Powder and the Shovel, from, LTTP), and the rest of the equipment.  Once that's done, I'll release the final demo, and there won't be another one until early next year or so.

I'm going to be taking a 2 month break next month and during December, to relax, but mainly since there's quite a few games coming out then, including MW3, which I'll be playing the hell out of.  :D
Title: Re: The Legend of Zelda: Path of Revelation
Post by: RetroRespecter on October 31, 2011, 07:05:11 pm
Winning an award at The Nintendo Community Fangame Convention 2011 should be more than enough motivation to continue this work.  :)
Title: Re: The Legend of Zelda: Path of Revelation
Post by: TDWP FTW on October 31, 2011, 11:43:21 pm
It definitely is.  I'm almost finished with equipment BTW.  In addition to the arrow and sword types, you'll be able to select which pictobox upgrade you want to use in the Equipment menu as well.  Just in case people want to take the grainy black and white photos after they've unlocked the other two upgrades and whatnot.

Then I'll just need to add the Anchor, Ice Shards, Magic Powder, and Shovel, which shouldn't be too hard.  Expect the demo Friday or so (Possibly sooner, maybe even later).
Title: Re: The Legend of Zelda: Path of Revelation
Post by: RetroRespecter on November 01, 2011, 04:58:33 pm
Why would Link need an Anchor anyway?
Title: Re: The Legend of Zelda: Path of Revelation
Post by: TDWP FTW on November 01, 2011, 06:37:06 pm
Why would Link need an Anchor anyway?
It's an item-equivalent to the Iron Boots.  My friend had the idea for it, and I thought it was pretty original.  You find it outside the Sunken Grotto (The water temple in my game), and use it to get into the temple, as well as puzzles inside of it.

EDIT:  Decided to make new snow and rain overlays, as well as add in a sand storm overlay I found on here, since there's nothing else to do at 6 AM.  XD

(http://img204.imageshack.us/img204/2882/screenshot103n.png)

(http://img37.imageshack.us/img37/5002/screenshot101q.png)

(http://img577.imageshack.us/img577/1324/screenshot102y.png)

The snow-fall looks really good IMO, as it's somewhat slow, and has a relaxed feel to it.  The rain is meh, and I probably could've done better, so I'll do another version later (It's 6 AM, and I need to get to sleep.  :p).  I also need to add droplets splashing like the LTTP rain overlay has (I might just go back to that if I can find an animation that has the correct frames, as the one I was using was pretty weird).

As for the sandstorm effect, it's not going to be in that area of the desert (I just put it there for testing, since it's the only area of the desert I have mapped out so far).  It'll be in the Mirage Maze, which is basically like the Lost Woods, but more complex, and in the desert.  It's a somewhat optional area, as you only go there if you get "lost" in the desert, which is going to be pretty big.
Title: Re: The Legend of Zelda: Path of Revelation
Post by: TC Gamer on November 03, 2011, 12:09:28 pm
Heeeellooooo, that looks good!
Title: Re: The Legend of Zelda: Path of Revelation
Post by: TDWP FTW on November 04, 2011, 06:54:58 pm
Heeeellooooo, that looks good!
Thanks!

Just a little update about the update.  I'm probably not going to have it done until next week, as I got kind of busy with other stuff this week, and I'm hanging out with some friends over the weekend, and going to the MW3 midnight launch Monday night and probably playing all day Tuesday.

I polished up the rain (Added random rain drop splashes), finished adding the two items (Magic Powder and Shovel), and now I just have to add the rest of the equipment.
Title: Re: The Legend of Zelda: Path of Revelation
Post by: Nubcake on November 04, 2011, 07:08:37 pm
I like that snowy screenshot !
Title: Re: The Legend of Zelda: Path of Revelation
Post by: Koh on November 20, 2011, 05:03:45 pm
I'd like to start by saying the trailer looks amazing :).  There are a few issues that I'd like to point out, that'll hopefully help you get them resolved:
-Several of Link's animations are not aligned properly.
-When Items are "released" from a destroyed bush, they should bounce a little, and for an added effect, you could even make them fly off slightly away from Link, due to the force applied to the destroyed bush.
-Some of the items could be revamped a little to fit the LTTP style a little better :).
That is all, keep on improving.
Title: Re: The Legend of Zelda: Path of Revelation
Post by: FelipeD on November 26, 2011, 11:34:07 pm
Dude... The trailer looks great so I downloaded the demo to try the game.
I've to point out that I agree with dlbrooks33 about the Link's sprites but just that.
Once I've tried the game I'll post my comments
Greetings!!
Title: Re: The Legend of Zelda: Path of Revelation
Post by: TDWP FTW on November 27, 2011, 12:22:12 am
The trailer has somewhat old footage FYI.  The HUD has changed since then, graphics have improved slightly, etc.  I recommend either basing your judgement on the screenshots (It's usually better to do the opposite, but the footage in the trailer is quite old, from before the big NCFC update I made), or on the game itself of course.

As for Link's animations...Which ones?  I've noticed a few, and might've fixed them recently (The latest demo is quite old, and I won't be uploading a new one for a while).  I have to redo Link's right/left walking animation (It's cut short a few frames, and looks really jumpy), so yeah...

As for items being released from bushes/weeds, that's a cool idea.  Should be simple to do as well, so I'll try to implement it.  As for items being revamped, which ones?  Do you mean the icons, or the items in general?  If so, I'm not trying to make the gameplay fit LTTP.  I don't want to stay within the "limitations" of 2D, as there are many ways to work around it like I'm doing (For instance, the bow aiming, which was never in any 2D Zelda game).  The icons however, are either by TRM, or edits of his icons.  They look nice IMO, so I won't be changing them.

BTW, progress won't resume on the game until early next year.  I've been enjoying this break, and I've been able to gather some great ideas for the game as well.  I've started working on a little side project (http://'http://www.zfgc.com/forum/index.php?topic=38693.0') (Well, it's not that little anymore, as I've been putting a ton of effort into it) so I don't get rusty using GM, and for fun of course.  I've also been enjoy a lot of great games that have come out recently, specifically MW3 and SM3DL.  Not to mention, I'm going to be getting Mario Kart 7 at launch, and Skyrim for Christmas, so I'll be busy with those too.  :p
Title: Re: The Legend of Zelda: Path of Revelation
Post by: TDWP FTW on December 15, 2011, 04:55:05 am
Hey guys, I made a little update today.  I uploaded the latest version of the game, which contains quite a few changes:

 - High grass now waves (Animation)
 - Knockback from enemies has been removed
 - Sacred Stream no longer has exclusive grass/foliage coloring
 - New rain/snow overlay
 - New colors for autumn (Not as orange now)
 - Cuccos!  The AI for them is kind of wonky at the moment, but I'll be polishing it more eventually.
 - A few bugfixes.
 - A bunch of other stuff I can't really remember...

Download here (http://www.mediafire.com/?efgq71d46po8swb)
Title: Re: The Legend of Zelda: Path of Revelation
Post by: RetroRespecter on December 15, 2011, 06:01:38 pm
I just downloaded it.
Title: Re: The Legend of Zelda: Path of Revelation
Post by: TDWP FTW on December 16, 2011, 12:07:26 pm
I just downloaded it.
That's...Nice...?  Would be nice if you could give some feedback.

Anyway, I've been messing around with color schemes for autumn, as I just can't get it to look how I want it...Until now:

(http://img256.imageshack.us/img256/4315/screenshot100v.png)

I'm trying to make the colors sort of like this one Zelda mockup (http://img291.imageshack.us/img291/6431/mocktbjp4.png) I saw a while back.  I loved the color scheme in it, as it was sort of dark, yet relaxing, like how autumn is in real life.

In other news, I've been fine tuning certain parts of the engine, as well as some sprites.  It probably feels like I'm getting nothing done with the game, but between this and my other game, which I've put most of my focus on lately, it's as much as I can do.  And on top of that, it's kind of hard coming back and working on the game after a few months.  I forget what and where certain things are, what I need to add/fix/remove and whatnot.

I don't want to make any promises, but I'll try to get another demo out sometime in January, hopefully with the rest of the areas in the game mapped out.
Title: Re: The Legend of Zelda: Path of Revelation
Post by: RetroRespecter on December 16, 2011, 07:01:03 pm
I just downloaded it.
That's...Nice...?  Would be nice if you could give some feedback.

You want feedback? Then I will give it to you.

When a Deku Baba knocked me back in the Hidden Path, I was stuck between the trees!
Title: Re: The Legend of Zelda: Path of Revelation
Post by: Zaeranos on December 16, 2011, 08:22:35 pm
He I tried the demo. It seems a potential good game. But there are a great number of things I found wrong, but these are the ones you should look at first:

1) Set up a decent movement mechanism with corner cutting and surface checking.

2) Lay down on the overlays and filters. It looks as if I am in a constant fog and the squinting of my eyes is tiring.

3) Graphics layering. Know what goes under Link and what goes over Link.


A minor annoyance I got, was in the attachement. I always get stuck in that door. No matter how long I wait before appraching it.
Title: Re: The Legend of Zelda: Path of Revelation
Post by: TDWP FTW on December 17, 2011, 12:05:17 am
@RetroRespecter: I didn't remove knockback properly (There were some lines of code that weren't removed, even though I did before...Must not have saved or something), but it's gone now.

@Niek:

1) Set up a decent movement mechanism with corner cutting and surface checking.

Corner cutting as in, you can slide along walls and rounded surfaces?  I have that.

Surface checking? 


2) Lay down on the overlays and filters. It looks as if I am in a constant fog and the squinting of my eyes is tiring.

Yeah, I know.  The only way I could do it better is if I had the maps...mapped out.  Most of the scenery in the game are objects, such as trees, bushes, etc.  It wouldn't look as bad if there was some way to do a multiply blending (Like how in Photoshop or Paint.NET, you can select that for the layer).  But since there isn't, it makes it look foggy.

3) Graphics layering. Know what goes under Link and what goes over Link.

The graphics are layered...Mind pointing out the example(s) you're referring to?[/b[

A minor annoyance I got, was in the attachement. I always get stuck in that door. No matter how long I wait before appraching it.

I'm going to be redoing this dungeon completely, and that puzzle won't be in the revision.
Title: Re: The Legend of Zelda: Path of Revelation
Post by: Zaeranos on December 17, 2011, 08:14:49 pm
1) Set up a decent movement mechanism with corner cutting and surface checking.

Corner cutting as in, you can slide along walls and rounded surfaces?  I have that.

Surface checking? 

See 1.png for lack of corner cutting. I am occasionally stuck behind objects. Surface checking see 3.png and with the invisible walls and doors you end up in 4.png.

3) Graphics layering. Know what goes under Link and what goes over Link.

The graphics are layered...Mind pointing out the example(s) you're referring to?
See attachement 2.png and 5.png
Title: Re: The Legend of Zelda: Path of Revelation
Post by: TDWP FTW on December 17, 2011, 10:44:06 pm
Ah, okay.  Corner cutting would be somewhat difficult to implement for me, but I'll try to look into it.

As for 3 and 4, I'm not sure why it did that.  It's never happened to me before...Maybe I messed something up in the code by accident.

2 is a problem I've know about, and I keep forgetting about it.  I tiled the house pretty awkwardly, but I'll get to that eventually.

5...I only see a problem with the one log being under the tree, so I'll remove that.
Title: Re: The Legend of Zelda: Path of Revelation
Post by: RetroRespecter on December 18, 2011, 03:47:57 am
Did you upload the demo with these fixes?
Title: Re: The Legend of Zelda: Path of Revelation
Post by: TDWP FTW on December 18, 2011, 04:11:34 am
Did you upload the demo with these fixes?
No, I didn't.  I've been busy with my other game today.
Title: Re: The Legend of Zelda: Path of Revelation
Post by: TDWP FTW on December 21, 2011, 10:17:23 am
Well, I have some bad news...

I think I'm going to stop development...For good...

Over the past year, I've focused so much on this game, only to have a handful of people even acknowledge it.  It's as if no one wants to give feedback, criticism, or even play the game, and it's been like that since I started working on it last year.

I see other fan games getting all kinds of attention.  People actually giving feedback, suggesting ideas, etc.  It honestly makes me sad to see how bad my game gets ignored.  Even after I won Best of Zelda in this years NCFC...I also see other fan games and just think "Wow, that looks so amazing.  How am I ever going to top that?"  The way I see it, developers within the fan game community have to try and make their game the best of the best.  I mean, who wouldn't?

After NCFC this year, I took a break to go work on other games...Original games.  I felt confident that no one would be able to make a better, or more "professional" fan game than I have.  Boy, was I wrong.  I planned on coming back after a week, but it turned into a much longer period of absence.  During this time, a few new fan games started progressing more, and even some new ones popped up.  Chiming Bells...The Midnight Radiance...Horn of Balance...

Chiming Bells: My main "enemy."  I don't know if King Tetiro felt the same, but I felt as if I was competing with his game, even after NCFC.  I'd go to the Game Maker Community and see people praising his game, whereas they had disliked mine a while back.  Of course, he deserves the praise.  He's been faithful to his game, and has developed his much further than mine.  He has a story, NPCs, actual game content, etc.

I started feeling like my fan game was dead.  So, I decided to start a new, original project.  I've always been pressured to create something original rather than a fan game.  And I must say, I have more freedom, a larger creative window, etc.

I've spent most of my time the past few weeks working on a new game of mine called Desertion.  I doubt that'll ever been completed either, but oh well...I've just lost my enthusiasm for game development in general, and it's only going to keep decreasing.

I'm not going to release the source, but I'll answer any questions regarding the story of the game, what I was going to add to the game, development, etc.
Title: Re: The Legend of Zelda: Path of Revelation
Post by: Antoligy on December 21, 2011, 11:25:32 am
Well, I have some bad news...

I think I'm going to stop development...For good...

Over the past year, I've focused so much on this game, only to have a handful of people even acknowledge it.  It's as if no one wants to give feedback, criticism, or even play the game, and it's been like that since I started working on it last year.

I see other fan games getting all kinds of attention.  People actually giving feedback, suggesting ideas, etc.  It honestly makes me sad to see how bad my game gets ignored.  Even after I won Best of Zelda in this years NCFC...I also see other fan games and just think "Wow, that looks so amazing.  How am I ever going to top that?"  The way I see it, developers within the fan game community have to try and make their game the best of the best.  I mean, who wouldn't?

After NCFC this year, I took a break to go work on other games...Original games.  I felt confident that no one would be able to make a better, or more "professional" fan game than I have.  Boy, was I wrong.  I planned on coming back after a week, but it turned into a much longer period of absence.  During this time, a few new fan games started progressing more, and even some new ones popped up.  Chiming Bells...The Midnight Radiance...Horn of Balance...

Chiming Bells: My main "enemy."  I don't know if King Tetiro felt the same, but I felt as if I was competing with his game, even after NCFC.  I'd go to the Game Maker Community and see people praising his game, whereas they had disliked mine a while back.  Of course, he deserves the praise.  He's been faithful to his game, and has developed his much further than mine.  He has a story, NPCs, actual game content, etc.

I started feeling like my fan game was dead.  So, I decided to start a new, original project.  I've always been pressured to create something original rather than a fan game.  And I must say, I have more freedom, a larger creative window, etc.

I've spent most of my time the past few weeks working on a new game of mine called Desertion.  I doubt that'll ever been completed either, but oh well...I've just lost my enthusiasm for game development in general, and it's only going to keep decreasing.

I'm not going to release the source, but I'll answer any questions regarding the story of the game, what I was going to add to the game, development, etc.
So, when's the next update coming out?
Title: Re: The Legend of Zelda: Path of Revelation
Post by: Zaeranos on December 21, 2011, 12:51:40 pm
Too bad. You have decided that. But on this forum the feedback has always been little. Even after almost a year of being away it has not changed. I know that Tetiro has been working on Chimming Bells for a long time. He even had other projects beside that from which he learned a lot. And Horn of Balance has been here ever since I joined this forum. You should also consider that no feedback means that no one has anything to complain.

Do not despair. Your project has a lot of potential but that does mean you need a lot of patience and hard work even when no one appreciates it. Do know that if you love creating it and enjoy the game yourself others will notice it and enjoy it. You should make a game because you enjoy it and not to get adolation.

If you don't enjoy it then it is better to quit.
Title: Re: The Legend of Zelda: Path of Revelation
Post by: TDWP FTW on December 21, 2011, 01:07:21 pm
Do not despair.
Haha, I get it...Cause my game was originally called Thre- *shot*

But thanks for the words.  I'll consider re-evaluating my choice, but IDK.

I pretty much worked on this every day from December 2nd of last year, till June, just grinding development...It just burned me out, and I wanted to stop many times before this.  But I kept doing it, mainly for myself.  I tried to convince myself that I didn't care if no one liked the game, but in reality, I did care.

The main thing that's holding me back is programming.  I've been more interested in design as of the past few months, so I'll end up spending a while day touching up sprites, adding small details to areas in the game to make them look nicer, etc., rather than working on the actual, functioning part of the game.  It feels like a chore to code, and if I'm not enjoying the main part of development, it's pointless to keep grinding development.
Title: Re: The Legend of Zelda: Path of Revelation
Post by: King Tetiro on December 21, 2011, 01:53:44 pm
Quote
Chiming Bells: My main "enemy."  I don't know if King Tetiro felt the same, but I felt as if I was competing with his game, even after NCFC.  I'd go to the Game Maker Community and see people praising his game, whereas they had disliked mine a while back.  Of course, he deserves the praise.  He's been faithful to his game, and has developed his much further than mine.  He has a story, NPCs, actual game content, etc.

Well I like to think of us as rival rather than enemies. Helps us compete to better each other lol It's the same with Horn of Balance. Thanks for the praise TWDP! I will always see it through til the very end! Ironically, the story has only just started. It's getting more interesting as the chapters progress.

Quote
Too bad. You have decided that. But on this forum the feedback has always been little. Even after almost a year of being away it has not changed. I know that Tetiro has been working on Chimming Bells for a long time. He even had other projects beside that from which he learned a lot. And Horn of Balance has been here ever since I joined this forum. You should also consider that no feedback means that no one has anything to complain.

Yup it's true. I've had alot of experience in the game development progress. Next may marks 8/9 years of game development to my calculations. Bit strange I get alot of feedback from this forum. Weird.

It's a shame to see one of my rivals end their project. Just means I need ass-whoop martijn in the league of best fan game then
Title: Re: The Legend of Zelda: Path of Revelation
Post by: FelipeD on December 21, 2011, 02:29:56 pm
If you don't enjoy it then it is better to quit.
I totally agree with you!!

I think you're experimenting the tipical symptoms of ummmm... lack of ideas when you've come a long way in your project.
But, seriously, I think it would be a shame to see your project being one more of the long list of the unfinished Zelda fan games.
Perhaps you could take a few days or weeks, refresh your ideas and, then, get back to the work dude.
That's my advice
Title: Re: The Legend of Zelda: Path of Revelation
Post by: King Tetiro on December 21, 2011, 02:39:05 pm
If you don't enjoy it then it is better to quit.
I totally agree with you!!

I think you're experimenting the tipical symptoms of ummmm... lack of ideas when you've come a long way in your project.
But, seriously, I think it would be a shame to see your project being one more of the long list of the unfinished Zelda fan games.
Perhaps you could take a few days or weeks, refresh your ideas and, then, get back to the work dude.
That's my advice

I agree with newbie (jokes :P), take a few days or even a week off and I'm sure you'll be full of ideas. It would be a shame to see it on the unfinished pile. I took mine off the pile because I started to have great ideas. And now it's awesome! The best games come from time
Title: Re: The Legend of Zelda: Path of Revelation
Post by: Martijn dh on December 21, 2011, 08:08:37 pm
It's a shame to see one of my rivals end their project. Just means I need ass-whoop martijn in the league of best fan game then

Hold your horses there  :)

Personally I considered this project like the polar opposite to my own. In the sense that this game focuses a lot on graphical aspects (which got praise) whereas I focus heavily on the engine aspects. So I never really considered us rivals because that would not do any game justice. That being said I always liked the screenshots shown here.

If I may be so arogant as to give a bit of advice: I do not think it is wise to build a fangame solely for the praise, because that will run dry. Take it from someone who has been at it for a longer time: the more you add, the more people will take for granted. Well, in my case anyway because it looks a lot like the original. But I believe it is also true for fangames in general, if not all games. What you really need to finish a project is a strong drive from within. Like considering it a personal challenge, a hobby to tinker around with it or just taking pleasure from being able to build whatever you want to build.
Title: Re: The Legend of Zelda: Path of Revelation
Post by: King Tetiro on December 21, 2011, 08:24:50 pm
It's a shame to see one of my rivals end their project. Just means I need ass-whoop martijn in the league of best fan game then

Hold your horses there  :)

Personally I considered this project like the polar opposite to my own. In the sense that this game focuses a lot on graphical aspects (which got praise) whereas I focus heavily on the engine aspects. So I never really considered us rivals because that would not do any game justice. That being said I always liked the screenshots shown here.

If I may be so arogant as to give a bit of advice: I do not think it is wise to build a fangame solely for the praise, because that will run dry. Take it from someone who has been at it for a longer time: the more you add, the more people will take for granted. Well, in my case anyway because it looks a lot like the original. But I believe it is also true for fangames in general, if not all games. What you really need to finish a project is a strong drive from within. Like considering it a personal challenge, a hobby to tinker around with it or just taking pleasure from being able to build whatever you want to build.

I don't have horses. How about dogs? *Holds the dogs*

Good to know my post did it's purpose and brought martijn in on this scenario. Well actually martijn, all three of our projects rival

TWDP > Graphics focus
Martijn > Engine focus
Tetiro > Half and half focus and Story focus

And it's good to have rivalry as I think of our projects rivalry as friendly rivalry. That's why I give critism on both projects to aid in improving them :) I agree with martijn, the screenshots are always pretty. Even with that damn button part of the HUD bugging me lmao :P

Quote
If I may be so arogant as to give a bit of advice: I do not think it is wise to build a fangame solely for the praise, because that will run dry. Take it from someone who has been at it for a longer time: the more you add, the more people will take for granted. Well, in my case anyway because it looks a lot like the original. But I believe it is also true for fangames in general, if not all games. What you really need to finish a project is a strong drive from within. Like considering it a personal challenge, a hobby to tinker around with it or just taking pleasure from being able to build whatever you want to build.

I 100% agree. This is why I just keep on going and only when I myself realise a project is a bad idea do I start a new one. That's why I stopped Chiming Bells in 2009 and started it again in 2011 (And now look how badass it is)
Title: Re: The Legend of Zelda: Path of Revelation
Post by: Zhello on December 21, 2011, 09:23:13 pm
It's a shame to see one of my rivals end their project. Just means I need ass-whoop martijn in the league of best fan game then

Hold your horses there  :)

Personally I considered this project like the polar opposite to my own. In the sense that this game focuses a lot on graphical aspects (which got praise) whereas I focus heavily on the engine aspects. So I never really considered us rivals because that would not do any game justice. That being said I always liked the screenshots shown here.

If I may be so arogant as to give a bit of advice: I do not think it is wise to build a fangame solely for the praise, because that will run dry. Take it from someone who has been at it for a longer time: the more you add, the more people will take for granted. Well, in my case anyway because it looks a lot like the original. But I believe it is also true for fangames in general, if not all games. What you really need to finish a project is a strong drive from within. Like considering it a personal challenge, a hobby to tinker around with it or just taking pleasure from being able to build whatever you want to build.

I don't have horses. How about dogs? *Holds the dogs*

Good to know my post did it's purpose and brought martijn in on this scenario. Well actually martijn, all three of our projects rival

TWDP > Graphics focus
Martijn > Engine focus
Tetiro > Half and half focus and Story focus

And it's good to have rivalry as I think of our projects rivalry as friendly rivalry. That's why I give critism on both projects to aid in improving them :) I agree with martijn, the screenshots are always pretty. Even with that damn button part of the HUD bugging me lmao :P

Quote
If I may be so arogant as to give a bit of advice: I do not think it is wise to build a fangame solely for the praise, because that will run dry. Take it from someone who has been at it for a longer time: the more you add, the more people will take for granted. Well, in my case anyway because it looks a lot like the original. But I believe it is also true for fangames in general, if not all games. What you really need to finish a project is a strong drive from within. Like considering it a personal challenge, a hobby to tinker around with it or just taking pleasure from being able to build whatever you want to build.

I 100% agree. This is why I just keep on going and only when I myself realise a project is a bad idea do I start a new one. That's why I stopped Chiming Bells in 2009 and started it again in 2011 (And now look how badass it is)

lol if you gonna go with KT's idea for dogs, should should also have some item that lets you talk to them.  For example, they can give hints, mainly in towns.
Title: Re: The Legend of Zelda: Path of Revelation
Post by: King Tetiro on December 21, 2011, 09:37:08 pm
It's a shame to see one of my rivals end their project. Just means I need ass-whoop martijn in the league of best fan game then

Hold your horses there  :)

Personally I considered this project like the polar opposite to my own. In the sense that this game focuses a lot on graphical aspects (which got praise) whereas I focus heavily on the engine aspects. So I never really considered us rivals because that would not do any game justice. That being said I always liked the screenshots shown here.

If I may be so arogant as to give a bit of advice: I do not think it is wise to build a fangame solely for the praise, because that will run dry. Take it from someone who has been at it for a longer time: the more you add, the more people will take for granted. Well, in my case anyway because it looks a lot like the original. But I believe it is also true for fangames in general, if not all games. What you really need to finish a project is a strong drive from within. Like considering it a personal challenge, a hobby to tinker around with it or just taking pleasure from being able to build whatever you want to build.

I don't have horses. How about dogs? *Holds the dogs*

Good to know my post did it's purpose and brought martijn in on this scenario. Well actually martijn, all three of our projects rival

TWDP > Graphics focus
Martijn > Engine focus
Tetiro > Half and half focus and Story focus

And it's good to have rivalry as I think of our projects rivalry as friendly rivalry. That's why I give critism on both projects to aid in improving them :) I agree with martijn, the screenshots are always pretty. Even with that damn button part of the HUD bugging me lmao :P

Quote
If I may be so arogant as to give a bit of advice: I do not think it is wise to build a fangame solely for the praise, because that will run dry. Take it from someone who has been at it for a longer time: the more you add, the more people will take for granted. Well, in my case anyway because it looks a lot like the original. But I believe it is also true for fangames in general, if not all games. What you really need to finish a project is a strong drive from within. Like considering it a personal challenge, a hobby to tinker around with it or just taking pleasure from being able to build whatever you want to build.

I 100% agree. This is why I just keep on going and only when I myself realise a project is a bad idea do I start a new one. That's why I stopped Chiming Bells in 2009 and started it again in 2011 (And now look how badass it is)

lol if you gonna go with KT's idea for dogs, should should also have some item that lets you talk to them.  For example, they can give hints, mainly in towns.

Haha I was pulling martijn's leg. He told me to hold my horses :P
Title: Re: The Legend of Zelda: Path of Revelation
Post by: Max. on December 21, 2011, 10:30:51 pm
Haha, I love the arbitrary posts here about dogs and the 'next update'.

Anyway, although I'm kinda at the opposite end of the spectrum as you guys, with a low-profile, mediocre game that NCFC just hated, I've gotta agree with Titero and Martijn. You've gotta make your game for yoursef. If working on parts of your game isn't fun, then don't. I mean, it is admirable to do parts you don't really want to in order to have an impressive product, but if working on your game as a whole isn't fun, then it's pointless.

Although I would be sad to see Path of Revelation go, this is the Internet. The effect it would have on my life isn't too much, it's YOUR time that would change. For that reason, you have to make a game for yoursef. Others' praise is nice, and their critique essential, but their involvement can't be what keeps you going. I'll be happy if I finish my game and nobody plays it (which will probably happen, haha). If you don't have that kind of mindset, then continuing your game would be hell.

My advice is like theirs, take a break, or at least work on a different part of your game. If the coding is killing you, rework the story, design maps, play other games for inspiration. That's what I did, I was pretty discouraged after NCFC and the terrible reviews I received, and took a break for about a month, then started thinking about the story and reworking parts, then went in and reworked a bunch of things that got the worst reviews. Now I'm just about back to working on it like I was before.

Also, if you don't want to work on your game anymore, but are still interested in design, Darkhylian has gone MIA from the Game Design team of King of Thieves. Not that I dont expect to ever hear from him again, or am abandoning him, but I'd welcome you aboard.
Title: Re: The Legend of Zelda: Path of Revelation
Post by: masterpaul on December 22, 2011, 09:44:26 am
Your game is good, however i did notice a few things:

:: It rains for ever, I go inside houses it still rains.

:: Interiors are definitely too large... Links house is the size of a dungeon. You can get lost there, its should be a screen max, same with a lot of other interiors. They are like big barren deserts.

:: I started the demo having no idea what to do, nothing tells you which direction you should go, I was lost.

:: Overlaying bugs

:: Palate mess up :P (different tones of black)

:: Screen transitioning takes too much time

:: It would be awesome if the lights were animated in the forests.

:: Overly its a pretty good.
Title: Re: The Legend of Zelda: Path of Revelation
Post by: TDWP FTW on January 03, 2012, 04:34:16 pm
-snip-
- That's been fixed for a while, but I never uploaded the latest version with it.

 - Yeah, I know.  I really don't know how I'm going to do Link's house, but I'll try to make the other interiors more proportionate to their size in the overworld.

 - It's just a tech demo for the most part.  I have yet to add a tutorial type thing near the beginning of the game, along with proper NPCs and whatnot.  That's going to come a bit later.

 - The shading overlay is kind of weird, but there's not really much I can do about it.

 - Yes, I've tried to fix most of the graphics with that, so if there's other tiles or sprites with the dark black (As opposed to the normal dark grey that traditional LTTP sprites use), let me know which ones if you can.

 - Well, I had to sacrifice speed for a visually appealing transition.  It used to just be an instant jump, but that looked ugly.

 - I didn't make the forest overlay, and I CBA to try fiddling with it.

 - Thanks!
Title: Re: The Legend of Zelda: Path of Revelation
Post by: NeoTalon on January 21, 2012, 07:54:19 am
Why not  make an option, to use Y instead of Z, for european PCs-  :)
Title: Re: The Legend of Zelda: Path of Revelation
Post by: Max. on January 21, 2012, 07:14:24 pm
What's the difference between european and American PCs?
Title: Re: The Legend of Zelda: Path of Revelation
Post by: Zaeranos on January 21, 2012, 07:36:37 pm
That depends on which country of Europe you are in. The layout of the keys might be different, but that is all over the world. Some parts of Europe uses the QWERTY (green) layout, some parts the QWERTZ (red) layout and again others the AZERTY (blue) layout. In the Netherlands we have dropped the Dutch layout and use the QWERTY layout (US International). See http://en.wikipedia.org/wiki/Keyboard_layout

(http://upload.wikimedia.org/wikipedia/commons/7/7b/Latin_keyboard_layouts_by_country_in_Europe_map.PNG)
Title: Re: The Legend of Zelda: Path of Revelation
Post by: TDWP FTW on February 21, 2012, 03:38:22 pm
So...I've been thinking of starting up development again.  Problem is, I have no idea where I left off...XD

I don't know what bugs I had to fix, what features I was working on, etc.  So if I do start working on it again, it'll be a while before I get back in gear.
Title: Re: The Legend of Zelda: Path of Revelation
Post by: Kevin-1990 on February 21, 2012, 05:09:11 pm
I say yeah! go for it.
Title: Re: The Legend of Zelda: Path of Revelation
Post by: RetroRespecter on February 22, 2012, 03:18:18 am
You have my support.  XD
Title: Re: The Legend of Zelda: Path of Revelation
Post by: ProfessorNevara on February 23, 2012, 01:31:36 am
It looks absolutely amazing, it seems as if you have a decent idea over what it is that you want.
I'll download this and take a look at it in a bit, I wish you luck with this project.
Title: Re: The Legend of Zelda: Path of Revelation
Post by: TDWP FTW on April 14, 2012, 07:01:27 pm
Hey guys, just a tiny update, sort of...I've been planning on starting up development again this summer.  I haven't really used Game Maker much since I stopped development, so I'm going to try to get the feel of it again before I start working on the game again.

Can't really say when any new updates will come, but they'll be coming...Gotta have something for NCFC this year.  ;D
Title: Re: The Legend of Zelda: Path of Revelation
Post by: thestig on April 16, 2012, 08:46:41 am
Woo hoo! Do it! This project looks really awesome and I like your art direction especially. :)
Title: Re: The Legend of Zelda: Path of Revelation
Post by: TDWP FTW on April 23, 2012, 12:03:00 am
I've decided to add 8 more seasons, to make it feel more realistic, and because it gives me more options for seasonal events, and it looks nicer with more variety.  Each main season will have an early, normal, and late "version."

Early Spring = Blueish grass, snow is melted, trees have few leaves.
Mid Spring = Current Spring in the game, trees have pink flowers.
Late Spring = Less saturated lime green, sort of a mix between mid summer and mid spring, trees have white flowers.

Early Summer = Current Summer in the game.
Mid Summer = Slightly more yellow grass.
Late Summer = Saturated yellow-green grass, closer to the current autumn colors, but more saturated.

Early Autumn = Current Autumn, but a bit more green.
Mid Autumn = Slightly more orange trees, duller grass.
Late Autumn = Vibrant orange/red/brown trees, brown grass.

Early Winter = No snow yet, trees have very few leaves, brown grass.
Mid Winter = Current winter, but with dead trees.
Late Winter = Most snow has melted, blueish-gray grass.

Here's a screenshot of Late Summer:

(http://i.imgur.com/2ArFT.png)
Title: Re: The Legend of Zelda: Path of Revelation
Post by: Theforeshadower on April 23, 2012, 12:06:51 am
Wow.  That looks awesome.  Wish I had that skill :/
Title: Re: The Legend of Zelda: Path of Revelation
Post by: TDWP FTW on April 23, 2012, 02:03:30 am
Alright, got the new seasons done:

(http://i.imgur.com/SeMcf.png) (http://i.imgur.com/rNwer.png) (http://i.imgur.com/QguF1.png)

(http://i.imgur.com/ByCV1.png) (http://i.imgur.com/vasZA.png) (http://i.imgur.com/zhQSH.png)

(http://i.imgur.com/ECb1z.png) (http://i.imgur.com/Gt0N5.png) (http://i.imgur.com/M5U7L.png)

(http://i.imgur.com/iaLfq.png) (http://i.imgur.com/0FJeN.png) (http://i.imgur.com/8wXZ3.png)

From top to bottom, it's spring, summer, fall, and winter, and from left to right, it's early, mid, and late variations of each season.
Title: Re: The Legend of Zelda: Path of Revelation
Post by: Aero88 on April 23, 2012, 02:24:04 am
Looks really good!  But I am wondering about one thing.  Don't trees loose there leaves in the fall rather than late winter as you have now?

edit:  Also the trees with the buds should come before the tree has full leaves no?  I really like this though.  I am just nit picking in an effort to help.
Title: Re: The Legend of Zelda: Path of Revelation
Post by: RetroRespecter on April 23, 2012, 04:32:27 am
The season are in effect? I'm playing it.
Title: Re: The Legend of Zelda: Path of Revelation
Post by: TDWP FTW on April 23, 2012, 04:21:48 pm
The season are in effect? I'm playing it.
Not yet.  The latest demo that's available is back from August last year or whenever NCFC was.  :P

EDIT: Here's a gif with the finished seasons:

(http://i.imgur.com/BbGhv.gif)
Title: Re: The Legend of Zelda: Path of Revelation
Post by: Max. on April 23, 2012, 09:31:29 pm
That's pretty awesome, VERY in depth. A couple things don't make sense to me, like that it starts snowing before the trees loose their leaves... And branches. Or that the sunlight is more slanted in summer than it autumn, and that trees bud before their leaves take place, but it's just a couple little things like that. Well, the times when the trees loose their leaves is kinda a big head scratch to me, because when Im from the leave fall during... Fall, but if that's the way you want it, go for it!

Are the seasons a big aspect of path of revelation, or is this all just to have super nice ambience?
Title: Re: The Legend of Zelda: Path of Revelation
Post by: TDWP FTW on April 23, 2012, 11:22:51 pm
That's pretty awesome, VERY in depth. A couple things don't make sense to me, like that it starts snowing before the trees loose their leaves... And branches. Or that the sunlight is more slanted in summer than it autumn, and that trees bud before their leaves take place, but it's just a couple little things like that. Well, the times when the trees loose their leaves is kinda a big head scratch to me, because when Im from the leave fall during... Fall, but if that's the way you want it, go for it!

Are the seasons a big aspect of path of revelation, or is this all just to have super nice ambience?
Yeah.  I'm going to sort all that out when I stop being lazy.  :P  The godrays being more "slanted" in summer than autumn is just because I set the time to different hours for the screenshots.  The angle changes based on the time of day, with the sun rising in the east, and setting in the west, like in real life.

As for the seasons playing a big part in the game, they have a minor importance, and there will be seasonal events, but they're mainly just for aesthetics/ambiance.  I feel as though aesthetics/ambiance are two of the most important aspects of games (Behind environment/level design and how the game feels, flows, etc. when playing), so I really want to make the atmosphere of the game feel perfect.
Title: Re: The Legend of Zelda: Path of Revelation
Post by: RetroRespecter on April 24, 2012, 12:33:46 am
I'm just thrilled that the 4 seasons are being added! I'm sure there is a specific reason for it, though.
Title: Re: The Legend of Zelda: Path of Revelation
Post by: Aero88 on April 24, 2012, 12:53:26 am
Yeah.  I'm going to sort all that out when I stop being lazy.  :P  The godrays being more "slanted" in summer than autumn is just because I set the time to different hours for the screenshots.  The angle changes based on the time of day, with the sun rising in the east, and setting in the west, like in real life.

As for the seasons playing a big part in the game, they have a minor importance, and there will be seasonal events, but they're mainly just for aesthetics/ambiance.  I feel as though aesthetics/ambiance are two of the most important aspects of games (Behind environment/level design and how the game feels, flows, etc. when playing), so I really want to make the atmosphere of the game feel perfect.

That sounds like a really good thing you got going there.  I love it!  Even if they played no part at all it would still be an awesome effect!
Title: Re: The Legend of Zelda: Path of Revelation
Post by: TDWP FTW on July 01, 2012, 07:15:29 am
Releasing a new demo tomorrow!

Here's a teaser screenshot, although it's nothing new (Just thought it looked cool.  :P):

(http://i.imgur.com/N1p3n.png)

I'm going to be adding a proper name registration system (Where you use the arrow keys to select the letters and whatnot), as well the extended seasons of course.  There are also numerous bug fixes, although I probably didn't get a few of the ones I needed to, as I haven't worked on this in a long time.
Title: Re: The Legend of Zelda: Path of Revelation
Post by: TDWP FTW on July 03, 2012, 01:31:47 am
...and the demo is here!

Download: http://dl.dropbox.com/u/64934954/The%20Legend%20of%20Zelda%20Path%20of%20Revelation.zip (http://dl.dropbox.com/u/64934954/The%20Legend%20of%20Zelda%20Path%20of%20Revelation.zip)

(http://i.imgur.com/VqsHM.png)

(http://i.imgur.com/oJ4SZ.png)

Features:

 - Improved name registration, similar to TLoZ.  Left and Right moves your selection through the characters (Up and Down don't do anything, so you have to scroll through the list)
 - Advanced seasons.  Early, Mid, and Late variants of each of the 4 main seasons.  For example, early spring, mid spring, late spring, early summer, mid summer, etc.
 - Removed shading overlay.  It just made everything darker and uglier, and it still looks great without it, so I figured I'd just remove it.
 - Improved menu aesthetics (Both the file select and inventory menus)

The next thing I need to do is finish the Equipment and Map menus, and then I'll probably work on finishing the remaining items and adding the equipment.
Title: Re: The Legend of Zelda: Path of Revelation
Post by: Kami on July 03, 2012, 01:33:45 am
Is that the deku tree I see?
Title: Re: The Legend of Zelda: Path of Revelation
Post by: TDWP FTW on July 03, 2012, 01:52:51 am
Is that the deku tree I see?
Nope.  It's the 4th dungeon.  It's an "abandoned" treehouse called the Loftwood Tree, where the Korok race (The ones in Wind Waker) previously lived...Until they were driven out by the creature who took it over.  I don't want to spoil anymore of that part of the story, but that's the gist of it.
Title: Re: The Legend of Zelda: Path of Revelation
Post by: thestig on July 03, 2012, 03:53:15 pm
Damn you took my godray suggestion quite literally! But it looks sexy with your particular art style. :) Loved the demo, by the way!
Title: Re: The Legend of Zelda: Path of Revelation
Post by: masterpaul on July 03, 2012, 10:56:56 pm
...and the demo is here!

Download: http://dl.dropbox.com/u/64934954/The%20Legend%20of%20Zelda%20Path%20of%20Revelation.zip (http://dl.dropbox.com/u/64934954/The%20Legend%20of%20Zelda%20Path%20of%20Revelation.zip)

(http://i.imgur.com/VqsHM.png)

(http://i.imgur.com/oJ4SZ.png)

Features:

 - Improved name registration, similar to TLoZ.  Left and Right moves your selection through the characters (Up and Down don't do anything, so you have to scroll through the list)
 - Advanced seasons.  Early, Mid, and Late variants of each of the 4 main seasons.  For example, early spring, mid spring, late spring, early summer, mid summer, etc.
 - Removed shading overlay.  It just made everything darker and uglier, and it still looks great without it, so I figured I'd just remove it.
 - Improved menu aesthetics (Both the file select and inventory menus)

The next thing I need to do is finish the Equipment and Map menus, and then I'll probably work on finishing the remaining items and adding the equipment.

Your demo needs an mirror, your link is out due to over traffic :-)
Title: Re: The Legend of Zelda: Path of Revelation
Post by: TDWP FTW on September 07, 2012, 01:36:33 pm
Welp, it was inevitable, but I've stopped working on TLoZ: Path of Revelation for good.  I'd much rather spend my time focusing on my own original games (I've been working on a platformer, and a puzzle game lately, both of which are pretty promising IMO) rather than a fangame that could be shutdown at any moment.

So, I'm releasing the source to the game...

http://www.mediafire.com/?ai2utxpl9ki1r0b (http://www.mediafire.com/?ai2utxpl9ki1r0b)

It's a Game Maker 8.1 file, and let me warn you ahead of time.  It. Is. A. Clusterfuck.  The game is so unorganized and sloppy, with sprites, objects, etc. just out of place and whatnot.

Do whatever you like with it, and if you continue it, please give credit where credit is due, including the credits I've given to people in the opening post.
Title: Re: The Legend of Zelda: Path of Revelation [SOURCE]
Post by: thestig on September 07, 2012, 01:39:09 pm
Ah that's a pity. The project showed a lot of promise and was really unique for what it was worth. Though I do hope that good things come out of your future endeavors with focusing in on custom-bound games. ;p Hopefully this move is for the better.
Title: Re: The Legend of Zelda: Path of Revelation [SOURCE]
Post by: Xavier on September 08, 2012, 10:18:25 pm
oh well..too bad you're giving up on this project but I understand where you are coming from. Maybe you will get more benefit from working on original games and we can't really disagree with your decision so good luck!
Title: Re: The Legend of Zelda: Path of Revelation [SOURCE]
Post by: Martijn dh on September 09, 2012, 06:15:12 am
I downloaded the project because I was interested to find out how you handled the seasonal changes.
Are you looking for friendly feedback or advise? There are some things that instantly caught my eye that could be handled more efficiently.
Title: Re: The Legend of Zelda: Path of Revelation [SOURCE]
Post by: Kami on September 09, 2012, 01:15:40 pm
Heh, it worked, but after murdring my CPU and RAM. So Maybe you should have used Clean Memory DLL to eliminate excess data, and clean up the memory it uses.
Title: Ini and Argument errors?
Post by: Erfwermjem on May 21, 2013, 07:04:01 pm
Can't seem to run the game correctly. I'm fairly new to Game Maker, so I'm not sure if it's me. Though I am sure that I'm getting error messages when I try to play. Here are the error messages:

___________________________________________
ERROR in
action number 1
of Create Event
for object objLoadScreen:

INI files must be located in the same directory as the program

___________________________________________
ERROR in
action number 1
of Create Event
for object objLoadScreen:

Trying to read from undefined INI file

___________________________________________
ERROR in
action number 1
of Create Event
for object objLoadScreen:

Trying to read from undefined INI file

___________________________________________
ERROR in
action number 1
of Create Event
for object objLoadScreen:

Trying to read from undefined INI file

___________________________________________
ERROR in
action number 4
of Key Press Event for Z-key Key
for object objLoadCursorControl:

Error in code at line 6:
           if global.name1 = ""
                             ^
at position 28: Cannot compare arguments.
_________
I don't have any .ini files. I understand you're not working on the game anymore, but it seems really fun. Any help would be awesome.

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