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Messages - Theforeshadower

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Zelda Projects / Re: [Revived] Zelda II - The Adventure of Link
« on: September 12, 2017, 07:38:08 am »

Added some screens to main post.
Half of Parapa added and accessible to test.
I lied, I added an enemy although it deals no damage nor can you kill it.

Zelda Projects / Re: [Revived] Zelda II - The Adventure of Link
« on: September 11, 2017, 06:12:16 am »
Daily update:

Overworld zones added, cave to Parapa added and accessible.  Parapa Desert accessible.  Small changes made.

Next, another town, North Palace, and start of Parapa Palace.
Once, everything is protoype mapped through Parapa Palace, we will being the exciting journey of adding AI.

Zelda Projects / Re: [Revived] Zelda II - The Adventure of Link
« on: September 10, 2017, 05:11:20 am »
Changed download link.  All starting areas implemented except a town and 2 caves.  You can test the cool LttP circle room transition by going into the 50exp forest.  You have to alt-f4 though.

Music changing added.  Some animated tiles added in some zones for testing.  Sage 1 will open the way to Parapa, but the cave is not yet in the game.

File 1 does full introduction.
File 2 takes you straight to overworld.
File 3 is Debug/Testing room.

Zelda Projects / Re: [Revived] Zelda II - The Adventure of Link
« on: September 09, 2017, 08:46:15 pm »
Mixing the two and even sprinkling in some caged fights from Minish Cap.
Some areas will have continued random spawners.
Some areas will always have default spawn locations.
Other areas(heart pieces, qide quests, exp pouches, etc) will seem like a normal area until you get to the trigger point.  Then it starts a caged match similar to what Minish Cap did.

Zelda Projects / Re: [Revived] Zelda II - The Adventure of Link
« on: September 09, 2017, 01:10:49 pm »

First of all, spectacular undertaking. I've had a similar design in mind for something like this, but only in txt file format. (Though collecting the sprites for the items wouldn't be difficult for me to do, since I have the Minish Cap style item project...) I do agree, that refitting the original game to fit more of the style of the rest of the games in the series would be awesome to do and get used to. I'd like to help, if I can.

(Once my antivirus releases the exe file I downloaded from your Google Drive link, I'll actually try it out and play it.)
It's funny you mention a text file.  I actually wrote a 30+ page game design document on this almost six years ago now that I have kept on my Google Drive all these years.

As I have added quite a bit on my end the past day or so, I realize that the biggest hurdle other than completely revamping dungeons is going to be taking the massive, yet empty overworld into a more complete filled layout.  Don't be surprised if the overworld goes through some serious changes quite a few times.  I may have mapped it all in LttP, LA-LTTP(LA tiles redone into LttP style by ZFGCers), Minish Cap, and even Seiken Densetsu 3, yet, my new approach is to zone out each section similar to how LttP zoned out each part of it's overworld.

It gives me more freedom to do what I want instead of going 1:1 conversion and having giant empty areas.

Anyway, the work I have done on my end is the entire starting area is mapped out and in-game.  Some tiles aren't quite exact, but each area is 90% or so solidified.  Rauru is nice and small.  No other NPCs used yet, but I have pulled the first Sage from the debug room and placed him in town.  He opens the cave to Parapa Desert correctly.

The plan is to get everything mapped out and transitioning properly to have everything before the cave to Moruge Swamp.  Once that is all set(including Parapa Palace), I will start implementing actual AI into enemies so a nice demo can be put together for NCFC. 

Zelda Projects / [Revived] Zelda II - The Adventure of Link
« on: September 08, 2017, 04:34:21 am »
Zelda II
The Adventure of Link

Obviously, not endorsed in anyway by Nintendo.  Created for learning purposes.  No infringment intended.  Buy Zelda games from Nintendo.
This project is a full remake/conversion of Zelda II on NES into a game that mimics Link to the Past yet maintains enough of the original material.
Both music and graphics will be used and inspired by Link to the Past.  Spells are replaced by inventory items.  Extra quests are introduced along with some small character stories to create a larger experience that was lacking in the original.
Combat is going to be Link to the Past styled but the rpg system will remain in effect.  There is a change to how leveling works:the different stats influence how much exp is required per level up overall.  This allows a different approach to leveling other than flat values in the original.  Making a choice now has consequences of a larger amount of exp needed.

<a href="http://www.youtube.com/watch?v=5JBpTk1TMGM" target="_blank">http://www.youtube.com/watch?v=5JBpTk1TMGM</a><a href="http://www.youtube.com/watch?v=t91-iEPJ69c" target="_blank">http://www.youtube.com/watch?v=t91-iEPJ69c</a>


What can be done right now in the current release?
Quite a bit:  if you create a file in slot 1, you get to view the temporary introduction cutscene.  After the intro, you get to mess around in the first zone of the overworld.  Nothing much to do there.  You can also explore the overworld map and Parapa Palace.  File 2 allows you to skip straight to Parapa Palace boss fight.
If you create a file 3, you are taken directly into the debug zone.  There, you can mess with collectibles, talk to some sages, return a crystal to a pedestal, open every item chest in the game, mess with quite a few items(after you get them from chests), and even kill some innocent gels.

Controls: arrow keys move, A uses the equipped item, S continues dialogue or swings the sword or selects an item in the menu, D is the Pegasus Boots or the action button(open,talk,etc), Enter is the start/menu button.

If anyone is willing to help in the art department, that would be pretty cool.  The intro cutscenes need to be redone to follow the general plot of Legend of Zelda and the backstory to Zelda II.  Eventually, bosses will need to be done.  Most of the enemies needed are already available from Link to the Past.  Some music could be done as well.  Would like to get some Zelda II tracks that sound more like Link to the Past.

Anyway, hope you guys enjoy.  This is what, attempt #5 at this?

Updates / Re: Downtime 6/3/17
« on: May 31, 2017, 02:13:20 pm »


Fixed your post for you.  Looks good, just make sure you give credit to people that made the custom graphics.  I see several sprites that belong to people here at ZFGC(albeit it from years ago) that should be credited.

Zelda Projects / Re: [DEMO 0.18 NOW OUT] Alttp - Horn of Balance
« on: May 14, 2017, 10:56:55 pm »
Toss it to me.  I'll break, erm, test it on my stream.

Discussion / Re: [Early Development] Tears of Dragons
« on: May 09, 2017, 09:48:39 pm »
-Game/Project has a name
-Has a working title screen
-about a dozen fixes on enemy AI (weird double sounds, attacking while dead, etc: things such as that are fixed)
-COMBO SYSTEM!!!!  Yay!  You can now double swing if you land the first sword swing on an enemy(this was actually quite a bit of work)
-reworked the damage popup system


Discussion / Re: [Early Development] Tears of Dragons
« on: April 29, 2017, 10:34:02 pm »
-various bug fixes(including the crash bug)
-changed tileset to a cc0 tileset
-added collision checking while in battle
-greatly improved enemy aggro when in battle(enemies now group up on you much easier/faster)
-enemies can now attack you and deal damage to you based on touching you or actually hitting you with the spin attack
-game over can now be triggered by running out of HP
-more improvements to sword detection
-WIP dynamic menu I to open, L to close


Discussion / Re: [Early Development] Tears of Dragons
« on: April 27, 2017, 03:56:48 am »
Seems similar-ish to Secret of Mana. That's all I really have to say on it.
That's a compliment.  Though, as I expand on combos in battle, it might end of feeling closer to Sword of Mana/Kingdom Hearts Chain of Memories.  I expect the attacking part of battle to speed up once I implement combos.

I liked it. The combat felt pretty good, like the sword felt pretty impactful, and the auto-targeting of the nearest enemy worked well for me, I liked that, felt like the sword had a generous range. Was the flask item supposed to do anything? I figure not.

Also this happened once, I was maybe swinging at an enemy or something:

action number 1
of Destroy Event
for object objDamagePopup:

Unable to find any instance for object index '100006' name '<undefined>'
at gml_Object_objDamagePopup_Destroy_0

Yeah, no flask stuff yet.  It's just there for show.  There will end up being a spell menu as well.  I am thinking that a maximum of five equippable spells is plenty - I am even leaning more toward only three.

I have not been able to reproduce your crash.  I have fixed some bugs here and there that I find on my end, so maybe it is fixed.  MIght have something to do with hitting an enemy when they are dead.  This has been fixed on my end but not in newest uploaded version.

I will be working on the sword range even more.  If the enemy gets too close, the sword no longer works.  Might just make a collision with player while they are in attack animation if the enemy is in your face.  Right now, the system checks based on the sword swipe sprite, not the player.  WIll look into it.

-changed some tunes and added CT Guardia Forest for regular music
-added HP and MP
-implemented HP/MP bars and numbers on battle HUD
-added collision(only works on enemies and your regular movement, not battle movement)
-added some tiles from Chrono Trigger and removed the repeating background
-various small fixes


Zelda Projects / Re: Zelda - Ocarina of Time 2D
« on: April 26, 2017, 10:40:01 pm »
um oot 2D was shut down by nintendo you can still get a download but i dont think you can re-open it up

Unless you are talking about a Ocarina of Time 2D I have never heard of, none of them were ever giving a C&D letter.
TRM simply just stopped working on his version and kept claiming he was working on it.
dampe faked his own death to stop working on it(amongst other problems we probably never heard)
Team Dekunutz may have made an official announcement about their version but I don't recall it.  Xfinium stepped down as leader in 2013 and it just seemed to disappear after that.

There are some other notables that I honestly forgot the names of.  I think was being worked on by daz123 and another by ahimo?  Both either stated they moved on to other work or just simply stopped updating their old threads.

If there was another project that was truthfully shut down by Nintendo, I would love a credible link and not a rumor.

On topic:
Are these old screens or new stuff?  Looks great either way!

Discussion / Re: [Early Development] Tears of Dragons
« on: April 25, 2017, 07:53:08 pm »
I can only assume the glitch was because you attempted to swing sword before it was completely out.  That glitch has been fixed.
-added dynamic music transition for battles
-added selectable command system
-added a working game over state
-added a single spell - Lighting 1

Discussion / [Early Development] Tears of Dragons
« on: April 25, 2017, 02:13:16 am »
Current State Screenshot:

WASD - directional movement
K - swing sword
T - triggers game over
Q/E - cycles through command menu
I/L - opens/closes a dynamic menu background

Current iteration:
-features some generic baddies
-can aggro all enemies if you wanted to
-camera/targetting focuses closest enemy
-enemies can be killed
-you cannot be hurt
-"dynamic" camera
-can move while in combat(cannot run away though)
-dynamic music
-command menu system
-game over
-full movement while in battle
-some basic corner cutting and collision system
-HP/MP with related bars/numbers on battle HUD
-combo system in combat(only 2 hit combos for the moment)

Excuse the Chrono Trigger art.  Couldn't make anything of my own, so I stole, erm "borrowed" some art.  Also, using FF7 and OoT Sound effects for the moment.  Just looking for feedback on the basic concept. 

I guess the idea I am working toward would be a LttP x Crisis Core FF7 x Chrono Trigger x Kingdom Hearts combat system?  Won't really feel that way until further iterations.
Let me know what you guys think.

Newest to oldest:

Other Projects / Re: [COMPLETE] R.I.S.E - Robotic Interception Suit
« on: April 15, 2017, 08:51:13 pm »
If anyone is curious, the game scored a flawless 100%.  :)

Seems corny to say, but this is more or less the end result of what began for me roughly a decade ago with my start with ZFGC and almost two decades ago when I found Klik n Play(the forerunner to The Games Factory which is the forerunner to Clickteam's FUSION) in 1998. 

Nice to see a pay off and finalized project after all these years even if it just a 8 minute game.

Other Projects / Re: [COMPLETE] R.I.S.E - Robotic Interception Suit
« on: April 14, 2017, 03:46:23 pm »
Complete!  Project is finished.  We tried our best to find all the bugs we could.  I did pretty much everything that deals with the game itself:
-art(finding cc0 and then editing everything) except the robot and some sfx
-audio editing/creation

Feels good to have a project finished.  Anyway, check the Git!  It contains an exe for the final release AS WELL AS an apk to install on anyone device that installs from apk.

Recruitment / Re: I need helpers
« on: April 07, 2017, 04:34:01 pm »
Stuff was posted that was wrong here...

I'll say this:  you do well in basic geomtry and story problems involving algebra, you will do well if you decide to learn to code fangames.  Logic and problem solving are good foundation blocks.

Other Projects / Re: R.I.S.E - Robotic Interception Suit Escort
« on: April 07, 2017, 01:58:38 am »

Game is almost ready for BETA stage!  Make sure to check original post for where to download!

The game now goes through a complete life cycle IF you get a game over. 
There's only 2 waves coded with 12 missiles each, so plan accordingly to get a gameover(5 misses).
There is highscore name input should you get a highscore.
Bunch of bug fixes.
All missile types implemented for testing.
Health now displayed on HUD.
Bonus score screen between waves.

I am looking for ANY input to this project now.  Our group needs to collect data at this time for the project requirements.  We are looking for stuff like 0-5 how did you enjoy the different aspects(0 bad 5 best), things you would like improved, things that seem off(other than obvious programmer art),etc.

We have tried showcasing the game to various people in real life via APK and Android, but all we get is "you made this? this is cool" responses.

Coding / SOURCE CODE - Ocarina of Time LTTP and ZELDA II LTTP
« on: April 06, 2017, 03:00:02 pm »
Ocarina of Time
Zelda II

They were both created with Game Maker Studio Profressional Version 1.4.  I never bothered to check if anything that actually uses the pro edition is required.  I know Zelda II uses surfaces which require Standard(not free). 

The code is probably a mess.  I did use or modify Goodnight's movement code.  Other than that, the code is mine.  Feel free to use as you want PROVIDED it is for the purpose of fan gaming.  Both projects should give you a nice starting point.

OoT LTTP has tunic swapping, day/night engine, some items unique to OoT, etc.
Zelda II has dialogue system, quest system(progresses as you find the required item), "original" items, pick ups, monsters, dark rooms, etc.

Both have combat, heart engine, movement, etc.

If you have questions, I will try to answer them.  Just felt like after all this time that they should be released so that maybe someone can find something to do with the code.


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