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General => Projects => Archive => MC Link's Awakening => Topic started by: 4Sword on March 15, 2009, 05:48:07 pm

Title: Community Project's Game
Post by: 4Sword on March 15, 2009, 05:48:07 pm
I am putting this poll up to see what everyone wants to do. So yeah, opinions on this would be good. We are going to do an open source, Game Maker engine as the other part of the project as well.
Title: Re: Community Project's Game
Post by: Starforsaken101 on March 15, 2009, 05:55:15 pm
I would like to see Link's Awakening. I really enjoyed that game quite a bit. Maybe revamp it with better color sprites and whatnot? :)
Title: Re: Community Project's Game
Post by: Kren on March 15, 2009, 06:00:33 pm
I though that Jeod's Poll  had that function >_>.
Title: Re: Community Project's Game
Post by: Jeod on March 15, 2009, 06:02:35 pm
This seems to be a more specific poll.
Title: Re: Community Project's Game
Post by: Source on March 15, 2009, 06:13:36 pm
Yeah, I'm leaning toward Link's Awakening, simply because it would be easier than the others.
Title: Re: Community Project's Game
Post by: Smooth on March 15, 2009, 06:25:16 pm
I voted Majoras Mask, love the sidequests in that game ^^
Title: Re: Community Project's Game
Post by: SlimmyG on March 15, 2009, 06:29:58 pm
I'm voting Majoras Mask. It was an amazing game and Id love to see it in 2d.
Title: Re: Community Project's Game
Post by: 4Sword on March 15, 2009, 06:48:08 pm
I still haven't decided but I am between Link's Awakening, Oracle of Ages, and Majora's Mask. I haven't really played Link's Awakening extensively but others have hope in it, Oracle of Ages would seem a little easier than Seasons due to tile work I'd think, and Majora's Mask has its 3D challenges but I do not think that it is totally impossible.
Title: Re: Community Project's Game
Post by: Starforsaken101 on March 15, 2009, 06:56:00 pm
I still haven't decided but I am between Link's Awakening, Oracle of Ages, and Majora's Mask. I haven't really played Link's Awakening extensively but others have hope in it, Oracle of Ages would seem a little easier than Seasons due to tile work I'd think, and Majora's Mask has its 3D challenges but I do not think that it is totally impossible.

Actually, Majora's Mask would be interesting to see as well. I'm not taking back my vote on Link's Awakening, though. However, we've seen so much OoT attempts in 2D that maybe Majora's Mask would be cool to see as well.
Title: Re: Community Project's Game
Post by: 4Sword on March 15, 2009, 07:03:29 pm
You know, I never thought of it that way. Because there have been many OoT2D attempts here it is odd to think that Majora's Mask would be that much different in terms of implementing it in 2D. Also, in regard to tile work, I would think that it would have less than Oracle of Ages and Seasons as Ages involved significant time travel and Seasons had well seasons. Majora's Mask time travel involved just days. Link's transformations wouldn't be that bad either - most of the masks don't do much and the transformations cannot do everything.

I guess my vote goes for Majora's Mask then. If it gets to be too much and too many challenges present itself, because the engine is separate, it is not as if changing the game would be that difficult either. Majora's Mask seems like something good to attempt - there have been some MC themed Majora's Mask work made over the years too that I have on my old computer.
Title: Re: Community Project's Game
Post by: SlimmyG on March 15, 2009, 07:06:57 pm
Link's transformations wouldn't be that bad either - most of the masks don't do much and the transformations cannot do everything.

The Deku Mask - Easy. All he does is spin and shoot bubbles. even the flying out of the plants wouldn't be too hard.

Zora - Harder because of the swimming. The Fins would be just like boomerangs.

Goron - Punching & rolling, both doable.

Fierce Deity - again easy, just make him do more damage and shoot beams our of his sword.

Giant Link - make him huge.

The rest of the masks dont do anything.

Title: Re: Community Project's Game
Post by: Jeod on March 15, 2009, 07:08:36 pm
Deku Link also hops on water. But that's probably easier than the Zora. How would you do the Reef bit where you have to kill the eels?
Title: Re: Community Project's Game
Post by: SlimmyG on March 15, 2009, 07:12:47 pm
Just make it three layers. As in the 3d games, make the B buttons dive. So on each layer have a darker area where you press B to go to the layer below.


The stone tower would be the hard bit.
Title: Re: Community Project's Game
Post by: Porkchop on March 15, 2009, 07:14:25 pm
I voted for something else.

Remaking Link to the Past in another form of graphics would be pretty neat. Either Custom or Minish Cap would be cool to see, though I'm actually leaning towards Link's Awakening.
Title: Re: Community Project's Game
Post by: D-Pad on March 15, 2009, 07:29:02 pm
I voted Link's Awakening. Besides being my favorite Zelda title to date, I think it would be easiest to start and actually complete.

Well that or the original Zelda game.  XD
Title: Re: Community Project's Game
Post by: Xiphirx on March 15, 2009, 08:30:48 pm
I would have voted for something else, but I chose not to to try and let everyone participate by remaking a simple game, Links Awakening.
Title: Re: Community Project's Game
Post by: Wasabi on March 15, 2009, 09:16:31 pm
OoS ftw ;)
Title: Re: Community Project's Game
Post by: King Tetiro on March 15, 2009, 09:23:10 pm
Majora's Mask. Unlike OOT I think MM is doable. Of course there would have to be changes to some of the gameplay. But it's definitly doable. My only concern is the Snowhead temple.
Title: Re: Community Project's Game
Post by: Kren on March 15, 2009, 09:35:26 pm
I don't understand.. why is OoT harder than MM? MM has plenty of events and many of actions since each day each npc do something different, while in OoT the only thing that change is the future and present but the future is just a edit of the present map >_>.
Title: Re: Community Project's Game
Post by: SlimmyG on March 15, 2009, 09:37:25 pm
Majora's Mask. Unlike OOT I think MM is doable. Of course there would have to be changes to some of the gameplay. But it's definitly doable. My only concern is the Snowhead temple.

Why Snowhead? I cant think of anything that would cause much of a problem...
Title: Re: Community Project's Game
Post by: MG-Zero on March 15, 2009, 09:58:37 pm
Majora's Mask. Unlike OOT I think MM is doable. Of course there would have to be changes to some of the gameplay. But it's definitly doable. My only concern is the Snowhead temple.

Why Snowhead? I cant think of anything that would cause much of a problem...

The giant center room.
Title: Re: Community Project's Game
Post by: 4Sword on March 15, 2009, 10:10:36 pm
I found some old stuff on my old computer. Some of it is good, some of it is bad, but it's food for thought anyway:

Wind Waker:
http://i8.photobucket.com/albums/a13/4Sword/wwl1.jpg
http://i8.photobucket.com/albums/a13/4Sword/ww-tiles.gif
http://i8.photobucket.com/albums/a13/4Sword/sailllll-1.gif
http://i8.photobucket.com/albums/a13/4Sword/kotrl-talk.gif
http://i8.photobucket.com/albums/a13/4Sword/kotrl-still.gif
http://i8.photobucket.com/albums/a13/4Sword/kotrl-fs-rudder.gif
http://i8.photobucket.com/albums/a13/4Sword/korl2.png
http://i8.photobucket.com/albums/a13/4Sword/FS-waves.gif
http://i8.photobucket.com/albums/a13/4Sword/GreatSea.png
http://i8.photobucket.com/albums/a13/4Sword/betawwsprites.gif
http://i8.photobucket.com/albums/a13/4Sword/c327a4c2.png

Majora's Mask:
http://i8.photobucket.com/albums/a13/4Sword/GBAstyle3.png
http://i8.photobucket.com/albums/a13/4Sword/attack.jpg
http://i8.photobucket.com/albums/a13/4Sword/FsDekuLink.gif
http://i8.photobucket.com/albums/a13/4Sword/clocktower.jpg
http://i8.photobucket.com/albums/a13/4Sword/clocktower4ff.png
http://i8.photobucket.com/albums/a13/4Sword/dekulinkfs.png
http://i8.photobucket.com/albums/a13/4Sword/fdlink.jpg
http://i8.photobucket.com/albums/a13/4Sword/oni-link_slash.jpg
http://i8.photobucket.com/albums/a13/4Sword/swim.jpg

Other/Both:
http://i8.photobucket.com/albums/a13/4Sword/Epona2-1.gif
http://i8.photobucket.com/albums/a13/4Sword/EponaStartStop3.gif
http://i8.photobucket.com/albums/a13/4Sword/MCstyleButtons.png
http://i8.photobucket.com/albums/a13/4Sword/SemiSheet2.png
http://i8.photobucket.com/albums/a13/4Sword/ZeldaCel2copy.png
Title: Re: Community Project's Game
Post by: Hammer Bro. Mike on March 15, 2009, 10:54:39 pm
I would say Majora's Mask but my second choice would be The Legend of Zelda. It would be cool to see it redone but with extra stuff put in as well.
Title: Re: Community Project's Game
Post by: NickAVV on March 15, 2009, 11:20:34 pm
I would go with Link's Awakening, seeing as it's a small and probably doable game, and we already have a fairly focused and exciting group effort to remake it's maps in LTTP graphics.
Title: Re: Community Project's Game
Post by: Zaeranos on March 16, 2009, 12:33:27 am
Sorry guys, but I choose Wind Waker. I think the game is more fun. Most of the 3D stuff can be worked around and the great ocean, if the islands are to far apart then pull them closer together.
Title: Re: Community Project's Game
Post by: legendarylugi on March 16, 2009, 12:39:52 am
I say Majora's Mask.

As has been said, most of the aspects relying on 3D can be worked around (for instance, deku flowers and falling off ledges could involve scaling and layers to simulate going higher or lower), and those that can't be worked around can be replaced by something that works in 2D.

If that's too hard (and it very well may be), then my second choice would be Oracle of Seasons.


EDIT: The more I think about it, the more I realize that Majora's Mask might be far too ambitious, a bit pie in the sky.

The game really does rely on its 3 dimensions far more than OoT did. Most of the dungeons use it extensively as the basis for many puzzles, especially Snowhead and Stone Tower (both very reliant on 3 dimensions.

And while I'm sure there are ways to work around those things, it might be more trouble than it's worth, trying to figure out how to simulate the same scenarios those puzzles were built in. I just want this thing to succeed, and I'm not sure MM is that doable.

I could easily be wrong, though. Perhaps they will be easier to figure out than I anticipate, since 2D games have been finding ways to mimic 3-dimensional gameplay since forever...who knows, maybe more of the work is done for us than I realize. After all, even the 2D Zelda games are not truly "top-down", it's more "3-quarter view", allowing multiple tiers and levels to the same room, staircases, etc.

Summary: I really have no clue either way how doable it is, I apparently just like to watch myself type.  :P
Title: Re: Community Project's Game
Post by: Nabeshin on March 16, 2009, 12:55:56 am
In terms of ease from 3D -> 2D, OoT is the easiest.  Barring that, MM, and since that's what's on the poll, it's my pick.

Plus, OoT2D projects are all over the place.  MM2D is more unique, albeit only slightly.
Title: Re: Community Project's Game
Post by: legendarylugi on March 16, 2009, 01:29:48 am
Well, despite my somewhat unneccessary rant, I still say Majora's Mask.
Title: Re: Community Project's Game
Post by: Jeod on March 16, 2009, 01:32:39 am
Nice to see everyone finally discussing more on this. Hopefully it'll lift off once the polls are done.
Title: Re: Community Project's Game
Post by: Infinitus on March 16, 2009, 01:46:09 am
Links Awakening. Its the most practical of the ones suggested.
Title: Re: Community Project's Game
Post by: Jeod on March 16, 2009, 01:50:55 am
You guys can use my Koholint maps if you end up with LA. If you do LttP style of course.
Title: Re: Community Project's Game
Post by: Sprite Collector on March 16, 2009, 01:54:18 am
I would LOVE to see Wind Waker in GB style. :] Just saying..
Title: Re: Community Project's Game
Post by: 4Sword on March 16, 2009, 01:56:53 am
Yeah, I changed my vote to Link's Awakening. I also changed the poll so that others could change their votes if they wanted to. The community project would have the greatest chance of getting done if it were a 2D revamp other than a 3D conversion. Because the community project is going to be a Minish Cap engine and a game though, it is not as if others could not attempt Majora's Mask with the open source engine on their own (or on a team if they properly organized).
Title: Re: Community Project's Game
Post by: Jeod on March 16, 2009, 01:58:00 am
Oh, MC eh? Use Xfixium's builds.
Title: Re: Community Project's Game
Post by: gm112 on March 16, 2009, 03:43:20 am
I think that if you guys do a 3D -> 2D transition, you should try to focus on making the game "how it would be" if it were made for the SNES, initially instead of attempting to convert some 3D elements to 2D. That's just me, though :S. Is GML the decided language? Even though I hate GML, I'm happy to contribute.
Title: Re: Community Project's Game
Post by: Source on March 16, 2009, 03:55:12 am
I agree with the above. Too many 3D-to-2D attempts fail because of some 3D element that the creator can't dumb down into 2D. If it can't be done, find a way around it.
Title: Re: Community Project's Game
Post by: MG-Zero on March 16, 2009, 04:17:36 am
There's a reason OoT2D always fails, so any 3D-2D conversions need to be carefully planned. 
The stone tower as I've said is one that will be difficult, unless you work with the shadows or something.
Title: Re: Community Project's Game
Post by: legendarylugi on March 16, 2009, 04:34:39 am
I agree with the above. Too many 3D-to-2D attempts fail because of some 3D element that the creator can't dumb down into 2D. If it can't be done, find a way around it.

Or, to be more precise, if it can't be dumbed down, replace it with something workable.  :P

I think I already said that, buried somewhere in my little rant.
Title: Re: Community Project's Game
Post by: Source on March 16, 2009, 04:47:50 am
The stone tower as I've said is one that will be difficult, unless you work with the shadows or something.

How would it be difficult? The only thing I can imagine being difficult about the Stone Tower is the block puzzle. Everything else can be solved with a viable 2D work-around, e.g. the hookshot points could be replaced with ramps.
Title: Re: Community Project's Game
Post by: gm112 on March 16, 2009, 05:02:31 am
The stone tower as I've said is one that will be difficult, unless you work with the shadows or something.
For the hookshot parts, you could have an overview of the current level you're on, and have the hookshot spots appear really transparent on whichever area they're under if they are under anything.
Title: Re: Community Project's Game
Post by: King Tetiro on March 16, 2009, 06:11:20 am
Why don't instead of that huge puzzle with all the statues make small puzzles with statues? And each puzzle is a floor. After 4, that would bring us to the Stone Tower Temple.

And as for Snowhead, I think we can solve it now. The reason I was conconcerned was because of the fairy in the wall and how we would reach it. Here's the solution.
On every floor of the giant center room anything except the platform and the walls are pits so when Deku Link finishes flying in the top floor, he falls into a pit which then falls into another pit on the 2nd floor and so on eventually on the floor with the fairy there is a platform sticking which Deku Link lands on.

Im still sticking with Majora's Mask BTW
Title: Re: Community Project's Game
Post by: Deku_stick on March 16, 2009, 07:00:34 am
I cant decide between MM and LA but either way I think MC style wouldt be the best choice (or maybe zfgc style....)
Title: Re: Community Project's Game
Post by: Hoffy on March 16, 2009, 07:04:51 am
I personally still want Ocarina of Time.

Majora's Mask would be next on my list.

Preferably not Wind Waker. Sailing wouldn't work in 2D.
Title: Re: Community Project's Game
Post by: Xfixium on March 16, 2009, 08:39:39 am
I personally still want Ocarina of Time.

Majora's Mask would be next on my list.

Preferably not Wind Waker. Sailing wouldn't work in 2D.

For the most part I'm with you Hoffy. If there's any game where pretty much everyone knows the game, it would be Oot. I know most people here get a sour taste in their mouth from just seeing the Oot2D acronym. However, it would be this site's personal triumph if it were to create at least half of that game. *shrugs* Personally, I haven't played MM. So I would not be any help there.
Title: Re: Community Project's Game
Post by: Moldrill on March 16, 2009, 11:02:02 am
you guys should totally remake link's awakening. ok bye again
Title: Re: Community Project's Game
Post by: Mamoruanime on March 16, 2009, 12:11:20 pm
I personally still want Ocarina of Time.

Majora's Mask would be next on my list.

Preferably not Wind Waker. Sailing wouldn't work in 2D.

o.0 Sailing would be the easiest transition to 2d.. It'd be just as boring as in 3d though <_< you'd have to downsize the map considerably...

Either way, OoT2d and MM2d are preferred to me.
Title: Re: Community Project's Game
Post by: pichuscute on March 16, 2009, 07:19:11 pm
A regular 2d community project has already failed (a really great one, I might add), I don't know how something like Oot2d or MM2d is supposed to actually be finished when our other community project failed.
I would say we need something more simple, such as Link's Awakening (though, I was never any good at that game), that we don't need to sprite as much for. If we are remaking, though, we can't precisely remake, because that would be boring. Gotta add or change some things to it to make it atleast a little original.
BTW, if it is made with GML (which is annoying as hell to work with, even if it is easy), I may be able to help a little. I'm very unreliable,though, and haven't done much with GM in awhile.
Title: Re: Community Project's Game
Post by: D-Pad on March 16, 2009, 07:44:31 pm
It's a close fight between my two favorite Zelda games. :'( It only hurts a little.

Again, I agree we start simple with Link's Awakening. Everything is already laid out for us (the game was already in 2D), all we have to do is rebuild and/or add-on. If or when we do finish it then we take that experience and try something a little more difficult. Right?
Title: Re: Community Project's Game
Post by: Jeod on March 16, 2009, 09:00:35 pm
Quote
In terms of games, shall we narrow it down to Seasons, Ages, Link's Awakening, and Majora's Mask?

Seasons
This game would be pretty simple to do, even in MC style. The only problem might be the seasons changing, which requires more tiles and even some customs. Another flaw would be that this game would seem worthless without an Ages remake to go with it.

Ages
This game has two overworlds to deal with while Seasons has 5. The only flaw I can spot would be the game would seem worthless without Seasons to go with it.

Link's Awakening
This would be a game of choice to remake if we were to shoot for 2D. It's simple, and we already have some maps in LttP style for it. I see no flaws here except it might be too easy.

^^From GDU. Just my thoughts, no responses yet. A fresh post made a few minutes ago.
Title: Re: Community Project's Game
Post by: legendarylugi on March 16, 2009, 10:04:24 pm
A regular 2d community project has already failed (a really great one, I might add), I don't know how something like Oot2d or MM2d is supposed to actually be finished when our other community project failed.

How so? With the "King of Thieves" game, we had to come up with everything, including any original game-mechanics (tight-rope, magic carpet, pick-pocketing), from scratch. In fact, to be honest, I think our inability to solidify the gameplay was what killed it. Pick-pocketing, etc., became a back and forth that never ended, because there was always "one more idea" that could make it better. And to an extent, there wasn't really anyone to "cut the crap" and make the final decision.

MM2d or OoT2d would actually be easier, because the story from beginning to end, the basic style, and all the gameplay mechanics are already pretty much laid out for us. MM2d or OoT2D are only hard because, as has been mentioned, people are unwilling to compromise certain 3d features. They try to make things exactly as they were in the original, when it's all but impossible to do. They want the Forest Temple to have the twisty hallway, they want Gohma to drop down from the ceiling when you look up at her. If they would learn to compromise a little, they wouldn't actually be any harder than an ordinary fan-game.

I miss the old Community Project, though, to be honest. Maybe if we just started over, cleared out all the old threads, and just distilled the key points of the original idea (theive's gang, Ganondorf in disguise, pick-pocketing and magic carpet, rich and poor side of town, rival thief, a few other things), it might be feasable again. The problem was the idea got too bloated. Ideas were flying every which way until it became cluttered, with noone to say "no more", but the original concept is still rock-solid, I think.
Title: Re: Community Project's Game
Post by: Starforsaken101 on March 16, 2009, 10:22:45 pm
Might I suggest a few things if you guys actually go on with this community project?

DOCUMENT STUFF. Seriously, documenting helps a lot. Simple software engineering practices make a huge difference.

Also, use subversion control (SVN). I would recommend www.assembla.com (http://www.assembla.com) as it is quite simple to manage around.

Don't code before you know your architecture and design.

It's boring stuff, but helps a lot.

And I still stand by Link's Awakening.
Title: Re: Community Project's Game
Post by: Jeod on March 16, 2009, 10:29:26 pm
Why does documenting need to be so fancy? Just set up a small site server to upload and download community project things.
Title: Re: Community Project's Game
Post by: Starforsaken101 on March 16, 2009, 10:38:45 pm
Why does documenting need to be so fancy? Just set up a small site server to upload and download community project things.

Oh Jeod, you have no idea. <-- that was not meant to be mean.

It doesn't have to be "fancy", it just needs to be organized. Assembla is perfect for this (if you went to go see what it's about, you'd notice). Documenting allows you guys to stay organized. You don't want somebody off doing something completely "off" and not related to the design of the game.

I'm just giving some advice; I've dealt with big school projects, and currently am handling a huge project (a strategy turn-based game). Trust me, at first I thought documenting and being fancy was just dumb, but it really isn't. Stay organized.
Title: Re: Community Project's Game
Post by: Zaeranos on March 16, 2009, 10:47:08 pm
Because if it isn't so fancy, everyone would be making their own thing. Resulting in clashing with both programming an graphics. Then there has to be made a work around, which results in dirty and glitching code. If no decent work around can be found, someones work is useless and has to be redone. No one wants to do useless work and that person would easily lose motivation and dedication, go his own path.

Well documented concepts keeps everyone clear to the end result and in the same line. A quote from my machine learning book:

Quote
... A recent source is Vapnik 1995 where he writes, "Nothing is more practical than a good theory", which is as true in machine learning as in any other branch...

The same goes for game development.
Title: Re: Community Project's Game
Post by: Starforsaken101 on March 16, 2009, 10:50:51 pm
Because if it isn't so fancy, everyone would be making their own thing. Resulting in clashing with both programming an graphics. Then there has to be made a work around, which results in dirty and glitching code. If no decent work around can be found, someones work is useless and has to be redone. No one wants to do useless work and that person would easily lose motivation and dedication, go his own path.

Well documented concepts keeps everyone clear to the end result and in the same line. A quote from my machine learning book:

Quote
... A recent source is Vapnik 1995 where he writes, "Nothing is more practical than a good theory", which is as true in machine learning as in any other branch...

The same goes for game development.

That's pretty much what I wanted to say, but I was in a bit of a rush for supper. Game development has just as much software engineering concepts involved as any other big software system.
Title: Re: Community Project's Game
Post by: Infinitus on March 16, 2009, 10:55:43 pm
Just an FYI, assembla is now fee-based. It's no longer free.

However if people really wish to use subversioning control, I can setup a server for it.
Title: Re: Community Project's Game
Post by: Jeod on March 16, 2009, 11:07:05 pm
I'm just trying to get my computer to be able to run server stuff. I have Apache 2.2, anyone wanna tell me how to use it? (PM please, don't wanna go off-topic)
Title: Re: Community Project's Game
Post by: Starforsaken101 on March 16, 2009, 11:08:41 pm
Just an FYI, assembla is now fee-based. It's no longer free.

However if people really wish to use subversioning control, I can setup a server for it.

FYI, that's not true. I've been using it for a while, for free.

EDIT: Just so we don't go too off-topic, I wanted to raise another point about the game. I think Link's Awakening would be a better choice than Majora's Mask 2D. Think about it this way; you've got most of the tile sets and whatnot since Link's Awakening is already in 2D. To make it more interesting, add maybe a Minish Cap style twist to it, I don't know.

You guys haven't done a community project in a long time, thus having a little less experience with handling such a large project. Majora's Mask will be freaking large, guys.
Title: Re: Community Project's Game
Post by: Infinitus on March 16, 2009, 11:14:48 pm
Just an FYI, assembla is now fee-based. It's no longer free.

However if people really wish to use subversioning control, I can setup a server for it.

FYI, that's not true. I've been using it for a while, for free.
Really? I'd been using it for a few months a while back. They sent several emails to me and a few people I've worked with, that they were no longer going to be offering a free service and users would have to upgrade. I guess they must have reverted that or something. I'll go have a look.

EDIT: Huh, looks like they restored the free plan. My mistake.
Title: Re: Community Project's Game
Post by: Jeod on March 16, 2009, 11:25:30 pm
How exactly does Assembla work? I looked at the site and couldn't get much info about the interface.
Title: Re: Community Project's Game
Post by: Hammer Bro. Mike on March 16, 2009, 11:37:15 pm
What's wrong with remaking the first Zelda. It doesn't seem that hard to do either and like I said before, you could always add extra things to it and expand the storyline a bit, I dunno.
Title: Re: Community Project's Game
Post by: Theforeshadower on March 16, 2009, 11:42:27 pm
None of the above.

Zelda II: Adventure of Link

I'd give it a 3d face lift like what they did with Castlevania for the PSP.
Possibly have someone rip models from SSB or something.

No one really touches z2 and it would be nice to see something different for once.
Plus, you can "fix" some of the things that were criticized with it and/or add new features.

It's a basic sidescroller with rpg elements that would be somewhat simple to code and work together with other fangame coders.

The only main stepping stone would be getting a 3d modeler.
Title: Re: Community Project's Game
Post by: Starforsaken101 on March 16, 2009, 11:42:39 pm
Just an FYI, assembla is now fee-based. It's no longer free.

However if people really wish to use subversioning control, I can setup a server for it.

FYI, that's not true. I've been using it for a while, for free.
Really? I'd been using it for a few months a while back. They sent several emails to me and a few people I've worked with, that they were no longer going to be offering a free service and users would have to upgrade. I guess they must have reverted that or something. I'll go have a look.

EDIT: Huh, looks like they restored the free plan. My mistake.

:)

Quote
How exactly does Assembla work? I looked at the site and couldn't get much info about the interface.

Assembla itself is mainly used for organizing. You can create Tickets: tickets point out what has to be done. You can assign them to team members, or out in the open, and designate priorities to these tasks.

There is also SVN Control on there. It basically acts as a repository where you can update your code, and commit. I'm not sure if this is Java exclusive, though. I use it with Eclipse.

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What's wrong with remaking the first Zelda. It doesn't seem that hard to do either and like I said before, you could always add extra things to it and expand the storyline a bit, I dunno.

I don't see anything wrong with it either, but Link's Awakening (personally) seems a bit more interesting.
Title: Re: Community Project's Game
Post by: pichuscute on March 17, 2009, 12:52:21 am
A regular 2d community project has already failed (a really great one, I might add), I don't know how something like Oot2d or MM2d is supposed to actually be finished when our other community project failed.

How so? With the "King of Thieves" game, we had to come up with everything, including any original game-mechanics (tight-rope, magic carpet, pick-pocketing), from scratch. In fact, to be honest, I think our inability to solidify the gameplay was what killed it. Pick-pocketing, etc., became a back and forth that never ended, because there was always "one more idea" that could make it better. And to an extent, there wasn't really anyone to "cut the crap" and make the final decision.

MM2d or OoT2d would actually be easier, because the story from beginning to end, the basic style, and all the gameplay mechanics are already pretty much laid out for us. MM2d or OoT2D are only hard because, as has been mentioned, people are unwilling to compromise certain 3d features. They try to make things exactly as they were in the original, when it's all but impossible to do. They want the Forest Temple to have the twisty hallway, they want Gohma to drop down from the ceiling when you look up at her. If they would learn to compromise a little, they wouldn't actually be any harder than an ordinary fan-game.

I miss the old Community Project, though, to be honest. Maybe if we just started over, cleared out all the old threads, and just distilled the key points of the original idea (theive's gang, Ganondorf in disguise, pick-pocketing and magic carpet, rich and poor side of town, rival thief, a few other things), it might be feasable again. The problem was the idea got too bloated. Ideas were flying every which way until it became cluttered, with noone to say "no more", but the original concept is still rock-solid, I think.
I agree with everything you said. It's not that OoT2d or MM2d would be harder, it's just that we will probably have the same indecision problemswe had before (and lack of spriters?). I miss the oldproject, too. If we could just get someone to organize it well, and take charge (and get the staff to support it better), we could get it finished.
Title: Re: Community Project's Game
Post by: Pyrazor on March 17, 2009, 01:01:19 am
First, using Assembla with GameMaker (assuming you mean Assembla SVNs) would be near pointless since GameMaker sources are one file so you can't particularly version them.

Second, Assembla is free if files are kept public which is fine if its open source (last I checked anyway).
Title: Re: Community Project's Game
Post by: Starforsaken101 on March 17, 2009, 02:07:36 am
First, using Assembla with GameMaker (assuming you mean Assembla SVNs) would be near pointless since GameMaker sources are one file so you can't particularly version them.

Second, Assembla is free if files are kept public which is fine if its open source (last I checked anyway).

I'm sorry, I keep forgetting you guys don't use Java. We don't use like, GameMaker, in university :P. Was just giving some good tips. You could always use Assembla for the ticketing. It's great with keeping track of who's doing what :).

Assembla's free in general...I don't know. We've had no problems so far with our project.

Do what you guys want. I'm just saying through experience that you're going to need some sort of way, other than a forum, to keep track of who's doing what, and what exactly needs to be done.
Title: Re: Community Project's Game
Post by: legendarylugi on March 17, 2009, 03:04:40 am
None of the above.

Zelda II: Adventure of Link

I'd give it a 3d face lift like what they did with Castlevania for the PSP.
Possibly have someone rip models from SSB or something.

No one really touches z2 and it would be nice to see something different for once.
Plus, you can "fix" some of the things that were criticized with it and/or add new features.

It's a basic sidescroller with rpg elements that would be somewhat simple to code and work together with other fangame coders.

The only main stepping stone would be getting a 3d modeler.

Not really. I'm an experienced 3d modeler, I've been doing it for years. I'm no programmer (beyond GML), but I can whip up some good models. I'd actually say that's one of the smaller hurdles.

Having said that, I really don't think that would work as a community project...like, at all. You'd have one overworked modeler and a few of the more skilled C programmers.

Plus, I think you underestimate the hurdles of programming a 3d game.

It is a pretty epic idea though.

EDIT: Oh, are you saying keep it a side-scroller, just with 3d models? That's definitely more feasible than what I thought you were saying, but I still stand by everything I said before. Not really a viable Community Project.
Title: Re: Community Project's Game
Post by: Wasabi on March 17, 2009, 05:52:53 am
http://www.assembla.com/flows/flow/ZFGC_Community_Project
Title: Re: Community Project's Game
Post by: Starforsaken101 on March 17, 2009, 12:22:27 pm
http://www.assembla.com/flows/flow/ZFGC_Community_Project

Oh wow you guys actually took my advice! I'm kind of surprised here.

Nice job on the organizing so far.

EDIT: I am now watching the group, and I guess you guys now know my real name.
Title: Re: Community Project's Game
Post by: Infinitus on March 17, 2009, 12:28:51 pm
http://www.assembla.com/flows/flow/ZFGC_Community_Project
Oh wow you guys actually took my advice! I'm kind of surprised here.
BTW thats the old assembla :P. Was created a year and a bit back. Not sure how active it is atm.
Title: Re: Community Project's Game
Post by: Moon_child on March 17, 2009, 12:56:32 pm
None of the above.

Zelda II: Adventure of Link

I'd give it a 3d face lift like what they did with Castlevania for the PSP.
Possibly have someone rip models from SSB or something.

No one really touches z2 and it would be nice to see something different for once.
Plus, you can "fix" some of the things that were criticized with it and/or add new features.

It's a basic sidescroller with rpg elements that would be somewhat simple to code and work together with other fangame coders.

The only main stepping stone would be getting a 3d modeler.
Lol while we are at it why don't we remake the crappy CDI Zelda as well?
Title: Re: Community Project's Game
Post by: Windy on March 17, 2009, 01:00:19 pm
I also created a wiki for it to have a centralised space to store information.  Needless to say that didn't quite work out either.
Title: Re: Community Project's Game
Post by: Zaeranos on March 17, 2009, 02:56:30 pm
I was just thinking and the most remarks said here is that the project would be to big to do and not feasible. So my thought was, why don't we just start of with making 1 dungeon. A dungeon contains action, exploration and puzzle elements. We can create a new dungeon or recreate a dungeon from one of the existing games.

When we create just one dungeon, we are doing most of the basic game code. And when it is finished we at least have something and we can always choose to continue on it, by adding other dungeons and maybe eventually an overworld.
Title: Re: Community Project's Game
Post by: Wasabi on March 17, 2009, 09:39:11 pm
http://www.assembla.com/flows/flow/ZFGC_Community_Project

Oh wow you guys actually took my advice! I'm kind of surprised here.

Nice job on the organizing so far.
We made that last year actually :P, we'll have to clear it out if we want to use it for the new one. But I'm more than willing to promote some people to project leaders so they can organize things once we get started.
EDIT: I am now watching the group, and I guess you guys now know my real name.
We could have looked on your deviantart if we wanted to know anyway :P
Title: Re: Community Project's Game
Post by: Starforsaken101 on March 17, 2009, 10:01:19 pm
http://www.assembla.com/flows/flow/ZFGC_Community_Project

Oh wow you guys actually took my advice! I'm kind of surprised here.

Nice job on the organizing so far.
We made that last year actually :P, we'll have to clear it out if we want to use it for the new one. But I'm more than willing to promote some people to project leaders so they can organize things once we get started.
EDIT: I am now watching the group, and I guess you guys now know my real name.
We could have looked on your deviantart if we wanted to know anyway :P

I don't think I have my real name on there either. Meh, oh well. Hahaha.

Let me know what happens with the Assembla account.
Title: Re: Community Project's Game
Post by: Hoffy on March 18, 2009, 05:37:59 am
None of the above.

Zelda II: Adventure of Link

I'd give it a 3d face lift like what they did with Castlevania for the PSP.
Possibly have someone rip models from SSB or something.

No one really touches z2 and it would be nice to see something different for once.
Plus, you can "fix" some of the things that were criticized with it and/or add new features.

It's a basic sidescroller with rpg elements that would be somewhat simple to code and work together with other fangame coders.

The only main stepping stone would be getting a 3d modeler.
You, my good sir, are officially insane.

Actually I'd like to see Zelda II remade as well. Just don't think we should do it.

None of the above.

Zelda II: Adventure of Link

I'd give it a 3d face lift like what they did with Castlevania for the PSP.
Possibly have someone rip models from SSB or something.

No one really touches z2 and it would be nice to see something different for once.
Plus, you can "fix" some of the things that were criticized with it and/or add new features.

It's a basic sidescroller with rpg elements that would be somewhat simple to code and work together with other fangame coders.

The only main stepping stone would be getting a 3d modeler.
Lol while we are at it why don't we remake the crappy CDI Zelda as well?
Oh now that's just too far. Zelda II was a good game, and the CD-i games were downright hilarious, and deserve to exist for that soul purpose.

"I'm so hungry, I could eat an octorok!"

Still supporting OoT2D or MM2D.
Title: Re: Community Project's Game
Post by: Jeod on March 18, 2009, 03:50:18 pm
On another thought away from the Zelda gameplay style, how about Fire Emblem styled Zelda?
Title: Re: Community Project's Game
Post by: Zaeranos on March 18, 2009, 04:03:58 pm
Are we going to make a decision or do we continue to debate until no one is interested anymore?
Title: Re: Community Project's Game
Post by: SlimmyG on March 18, 2009, 05:28:55 pm
Are we going to make a decision or do we continue to debate until no one is interested anymore?

^ this.

Indecision is at least PART of what killed the last one. I'm sure there was a poll going somewhere, why not give that a date for people to vote by if they haven't already then do it?
Title: Re: Community Project's Game
Post by: 4Sword on March 18, 2009, 05:36:24 pm
Equating the "indecision" in this poll and the indecision in the previous community project is a leap in logic. The old community project's indecision was based on development tasks not development onset. Ultimately though, if this poll remains close and looks like it will be that way, the choice is going to go to the project that would be the easiest to do - currently that project being Link's Awakening. The likelihood is that we will be doing Link's Awakening.
Title: Re: Community Project's Game
Post by: MG-Zero on March 18, 2009, 06:51:24 pm
Link's Awakening sounds Ideal and within our range of capability.  Do an easy game first, then work towards a bigger one afterwards.
Title: Re: Community Project's Game
Post by: 4Sword on March 18, 2009, 08:23:53 pm
Indeed, it would be the easiest to go with - there are some good resources that we can use to make the project as well. While doing Link's Awakening may not be some people's first choice, with an open source engine, people would be able to make their own attempts at something different.
Title: Re: Community Project's Game
Post by: Zaeranos on March 18, 2009, 08:27:12 pm
OK, now the choice would be. Do we do it in MC, ALttP, Oracle or LADX style.
Title: Re: Community Project's Game
Post by: 4Sword on March 18, 2009, 08:31:59 pm
The style is going to be Minish Cap due to it being modern - the engine for the community project itself is going to use Minish Cap graphics, so the game itself which relies partly on the engine will also be using Minish Cap graphics.
Title: Re: Community Project's Game
Post by: Jeod on March 19, 2009, 12:58:57 am
I voted something else. The NES Zelda (First one) would be easy to recreate. If LA takes a nosedive then this would be my second option.
Title: Re: Community Project's Game
Post by: sjegtp on March 19, 2009, 01:55:36 am
I voted something else. The NES Zelda (First one) would be easy to recreate. If LA takes a nosedive then this would be my second option.
The problem of doing NES Zelda is that uhm... The NES Zelda is so plain, it's just the dungeons and a world map with enemies and a few items. If we take NES Zelda it would be better to remake it adding stuff to the game, like making bigger and more complex dungeons with more modern puzzles and a decent overworld map.
Title: Re: Community Project's Game
Post by: Jeod on March 19, 2009, 01:58:12 am
Yes, but that's where the project becomes ours and not just a remake of an older game.
Title: Re: Community Project's Game
Post by: 4Sword on March 19, 2009, 02:19:57 am
The original NES would arguably be the easiest to do, but like sjegtp said, it would be the plainest. Having a Minish Cap based engine though working with a game based on the original Legend of Zelda game though could be a mismatch in terms of what the engine offers to what the game would feature. The most difficult part would be creating multiple world pieces that did not seem overly repetitive even though the original was due to its primitive graphics. If Link's Awakening gets to be too much somehow though, because the Minish Cap engine is separate, stopping the Link's Awakening one and moving to something else if needed would not be hard to do.
Title: Re: Community Project's Game
Post by: D-Pad on March 19, 2009, 04:04:43 pm
Okay... So... Let's consider it a tie between Majora's Mask and Link's Awakening. Now what? What's next?
Title: Re: Community Project's Game
Post by: 4Sword on March 19, 2009, 04:14:37 pm
As I previously stated in this topic, if it is close, the project that will be done will be the one which is the easiest to do. This means that if Link's Awakening is down by one or two votes, has the same amount of votes as Majora's Mask, or is above Majora's Mask by one or two votes that Link's Awakening will be the one that is done.
Title: Re: Community Project's Game
Post by: D-Pad on March 19, 2009, 04:18:23 pm
Sorry, that's not what I meant. I was suggesting we go ahead and call it a tie and move on to the next phase. :P
Title: Re: Community Project's Game
Post by: 4Sword on March 19, 2009, 04:34:01 pm
Well your wording did seem a little implicative that a tie would lead to either a new or unknown result. My use of the word "close" to include a tie as well may have also been a little unclear; when the results are tied, they are as close as they can be because the displacement between them is zero (typically, closeness indicates being displaced by some small value).

But anyway, yeah, this poll has been open long enough - it's going to be Link's Awakening. Thanks to everyone who voted. For the people that wanted to do Majora's Mask, nothing is stopping you from attempting parts of it yourself, and once there is a functional Minish Cap engine, you'll have something else to work with to that end.

But yeah, if any of that got lost in the wall of text, we are going to do Link's Awakening. I have to think about how the Minish Cap engine for it is going to be coordinated though so the next phase might not happen instantly.
Title: Re: Community Project's Game
Post by: legendarylugi on March 22, 2009, 07:49:02 pm
Come on people, don't just stop posting the moment we decide what game to do.
Title: Re: Community Project's Game
Post by: 4Sword on March 22, 2009, 07:52:30 pm
In case no one saw it, I posted a topic in the News/Updates board which is looking for those familiar with programming/scripting in Game Maker. I have already made the boards for this Community Project as child boards of this section, they are just hidden to non-staff as well.
Title: Re: Community Project's Game
Post by: Jeod on March 27, 2009, 01:20:04 am
Well here's my progress so far on Koholint LttP. Credit to Niek, too. I appreciate his work and probably would've given up if not for him.

http://img410.imageshack.us/img410/4729/koholint.png

Now, since LttP and MC tiles are the same size (16x16) I can convert the map pretty easily. Just point me to the tileset to use. Also, I'd need to know what format it needs to be in for use in Game Maker. (Should bushes be cut? Doors opened? Does it need to be gridded like MaJora's maps?)
Title: Re: Community Project's Game
Post by: D-Pad on March 27, 2009, 02:09:42 am
Animated objects (which include doors, bushes, etc) are usually loaded into Game Maker seperately from the background images as sprites.

Once loaded into Game Maker, background images can also be used as "tiles" by checking an option on the background's option panel. This allows the background to be used as a tileset in the room editor. It is not neccessary to draw grid lines on the tile image or space out the individual tiles as long as the tiles are an equal length apart on the image. Backgrounds can only have one frame, so no animations.
Title: Re: Community Project's Game
Post by: Jeod on March 27, 2009, 02:10:57 am
So, cut bushes, leave doors open?
Title: Re: Community Project's Game
Post by: Xfixium on March 27, 2009, 02:12:28 am
Yup. You got it Jeod.
Title: Re: Community Project's Game
Post by: Jeod on April 02, 2009, 10:01:50 pm
Well I seem to recall the game was (correct me if I'm wrong) Link's Awakening Advance. I know there's behind-the-scenes work and all, but why a lack of updates for what's happening?
Title: Re: Community Project's Game
Post by: 4Sword on April 02, 2009, 10:08:43 pm
This is not going to be rushed to the point of abortion and those working on it have real lives and schoolwork. The beginning of the engine is not that difficult to implement so long as it is done right. When it is sunny outside that is where I would rather be instead of here all the time.
Title: Re: Community Project's Game
Post by: Jeod on April 02, 2009, 10:23:22 pm
This is not going to be rushed to the point of abortion and those working on it have real lives and schoolwork. The beginning of the engine is not that difficult to implement so long as it is done right. When it is sunny outside that is where I would rather be instead of here all the time.

I wasn't saying anything to that point. I was just wondering why there hasn't been anything about what the staff is working on.
Title: Re: Community Project's Game
Post by: 4Sword on April 02, 2009, 10:32:19 pm
Essentially there isn't going to be updates on the progress of the beginnings of the engine because the scope of initial work is limited.
Title: Re: Community Project's Game
Post by: Jeod on April 02, 2009, 10:51:33 pm
Ok, all I knew before was that the staff was doing something. Didn't know what.
Title: Re: Community Project's Game
Post by: Zaeranos on April 04, 2009, 07:19:38 pm
Just wondering are we allowed to start mapping Koholinth in MC style. Or is it still to early? Or won't it be necessary?
Title: Re: Community Project's Game
Post by: 4Sword on April 04, 2009, 07:24:32 pm
Meh, I guess I can just unhide the Link's Awakening MC board so that people can start doing that while the engine gets worked on a bit. Essentially though I wouldn't want the mapping to get too far ahead of the actual development of the game's engine.
Title: Re: Community Project's Game
Post by: Miles07 on April 04, 2009, 07:40:36 pm
Just for a "rough draft". The map could always be modified as development goes on.
Title: Re: Community Project's Game
Post by: Jeod on April 04, 2009, 07:47:46 pm
Sweet. Any way to export what Xfixium has already finished?
Title: Re: Community Project's Game
Post by: 4Sword on April 04, 2009, 07:55:10 pm
There is a way but that is really Xfixium's decision to do or not.
Title: Re: Community Project's Game
Post by: Xfixium on April 04, 2009, 09:46:32 pm
My suggestion is to start fresh. A new perspective and style. I'm more interested in seeing what the community can do. Rather than bending things to my style. Also, the way I did the overworld in the past, is not how I would suggest going about it this time. I would rather do it with a bunch of small rooms, with custom transitions.
Title: Re: Community Project's Game
Post by: Mirby on April 25, 2009, 06:29:24 pm
Ironically, I've been thinking about making a MC LA. Looks like I don't have to. Sweet!

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