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Author Topic: The Project Zelda Engine (aka Zelda Starter Kit)! [with Screenshots & video!]  (Read 116703 times)

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The Project Zelda Engine (aka Zelda Starter Kit)...
« on: July 17, 2012, 01:23:38 pm »
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Project Zelda Engine: The Zelda Starter Kit
A Zelda game creator - it lets you create your own nostalgic Zelda games!
If you liked and loved the Project Zelda Engine, please support Nintendo and the official Zelda games! Thanks!


Recruitment: For those of you that ever wanted to be a part of the team - Here's your chance!
The PZE Team is in much need of Ruby Scripters, and XAS ABS Eventers, but not so much on Mappers or Artists.
If you have any experience with XAS ABS that is a plus as well.
We really do need talented scripters, and these postions are almost a guaranteed position on the team, but the level of scripting has to be a great understanding as it is pretty complex, so please understand that we can not accept basic and newly begining scripters, unless they really have a firm grasp on the ruby system.


Release Date: 1 January 2011
Platform: RPG Maker XP
Current Version: Update Patch #2 Project Zelda Engine
Release Date for Update Patch #1: Saturday 1 January 2011
Release Date for Update Patch #2: Sunday 16 January 2011
Release Date for Update Patch #3: Thursday 22 September 2011
Release Date for Update Patch #4: Planned for Summer 2014 - Autumn 2014, as a new Action Battle System, the XAS, is being implemented to it


The Official Website for all the latest news and features about the upcoming new version (aka Update Patch 4) of Project Zelda Engine:
http://projectzeldaengine.freeforums.net/

And here a nice video by the user Chakanevil about the upcoming Update Patch 4's promising features!
Best viewed in 480p!
<a href="http://www.youtube.com/watch?v=zEwEV-rDEZg" target="_blank">http://www.youtube.com/watch?v=zEwEV-rDEZg</a>

The News Feed
 THE UPDATE PATCH #4 IS COMING SOON!
The Update Patch 4 brings a completely revamped battle system to the Project Zelda engine, for the best experience and very high performance.

 THE UPDATE PATCH #3 HAS BEEN RELEASED!
The Update Patch #3 for Project Zelda Engine brings several major new changes / additions to the game:
  • Faster Title Screen! Now, when you start the game, the animated Intro with the triforce, that plays in the game's Main Title Screen, will load much faster than before and now it will be shown almost instantly! (before the Patch, the Title Screen was terribly slow - often took about 5-10 seconds to load! The Update Patch 3 comes to correct this!)
  • Optimized Weapons and Items, Optimized Inventory Menu! Now, all the weapons, items and the way the Inventory Menu work, will change. They will receive revamps and will be optimized to work with system entries and scripts instead of so many switches and variables! (before the Patch, the Inventory Menu and its weapons were terribly slow due to the usage of so many switches and variables, that, as result, slows down the game! The Update Patch 3 comes to correct this!)
  • The Hermes Message Script has been updated to version 0.4! The new version 0.4 has greatly been improved, revamped and optimized, and it has become an extremely fast script that no longer affects the Engine's performance! (Sadly, Hermes 0.3 caused major slowdowns to Project Zelda Engine, as it has been reported by players. But we finally dealt with this issue!) several optimizations and will change a bit the way it functions, with the primary goal to run faster! The way the font effects such as the "drop shadows", etc, work, will be optimized! And much more! Project Zelda Engine will no longer have any frame-rate hits and game slowdowns with Hermes 0.4!
  • Fix for the Script is Hanging error! People will no longer be facing that infamous error when they try to start the game!
  • Cuccos have been added to the Kakariko Village! (The Cuccos are chicken-like creatures and can be found mainly in farms or villages in the Zelda game franchise.) The Cuccos, much like any normal chickens, will attempt to run away from Link if he gets too close! Why don't try and catch 'em? Don't forget to talk to Anju the famous Cucco Lady who returns from Legend of Zelda: Ocarina of Time to Project Zelda Engine's Kakariko Village, for rewards!
  • In extension to above, the old and outdated NPC events in the Character Database, (including the Cucco events), have been updated!
  • The 4-tile big heavy white rocks (lift-able if you wear the gloves) now have an snow-covered version of themselves (for Winter season).
  • The ground flowers now have a better frozen version of themselves (for Winter season). Also renamed the Flower Autotiles.
  • Give the Kakariko house windows (the ones that light during the night time) their own spites instead of using tilesets. This allows them to match with every tileset swaps made to the Kakariko Village through seasons.
  • Better Ice/freeze graphics for the enemies when they are being frozen by the spells, Ice Rod or the Ice Arrows! The ice, now, shines!
  • The Song of Time, Inverted Song of Time and Double Song of Time have their effects re-arranged, to match their roles as in the Legend of Zelda: Majora's Mask for Nintendo 64 platform.
  • Fixed portions of the stone/paved roads that previously were diggeable and now are no longer diggeable with the shovel. This includes the paved house entrances.
  • New items/weapons in the Item Inventory (Item Menu)! More info about those item names will be announced later.
  • Updates for the scripts. Optimizations and new features added to them.
  • Fix for the Lens of Truth (item)! Now, the "Eye of Truth" effect's image .png file has been properly resized to fit game's screen.
  • Fix for the Hookshot (weapon)! Link can no longer swing his sword when he is being projected towards to the object/location the Hookshot latched on!
  • Fixed some tile Passability errors, especially for the Pegasus Boots (item)! Those Passability Errors found in the tilesets, can eventually cause Link to get permanently stuck on cliff-sides while dashing with his boots!
  • The Pegasus Boots (Item) will not longer "ghostwalk" though closed doors.
  • The Bombs (Weapon) will now also have the "S" key mapped for the Bomb Placement function.
  • The wild grass is no longer cut-able with the Normal Hammer. Only the Megaton Hammer can destroy it, due to its incredibly high weight force.
  • Fixed an Ocarina bug, where you are able to play a song you haven't learned yet! (Place all the notes of a song on the notebar, then press the Cancel key, and the song is played as "successful" even if you don't know that song/haven't learned to play it!)
  • Pegasus Boots: turned off a forgotten "Through = ON" command for when leaving the current map to go to another map by dashing with the Pegasus Boots, causing Link to ghost-walk through all the buildings and stuff.
  • Updated all the white small rocks to include to them the missing auto-self switches B and C to the "Reset Enemies/Events" pages. This is vital for the respawn of the rocks every time the player enters the map.
  • The Boomerang and the Hookshot are now able to pick up small items such as rupees and hearts!
  • Improved Loading Screen with a more clear and better logo.
  • Better and more beautiful graphics for the Song of Healing.
  • More reliable Auto-Font Install script! By Night_Runner!
  • All the Font Files have been synchronized!
  • The Boomerang and the Hookshot are now able to pick up small items such as rupees and hearts!
  • Better and more beautiful graphics for the Song of Healing.
  • Bug Fix: Falling in the ground pits during the storm, will no longer reset the Storm's background music!.
  • [/size]



Quote
   THE UPDATE PATCH #2 HAS BEEN RELEASED!
The Update Patch 2, for Project Zelda Engine, fixed almost all of the bugs and problems that are found in old Project Zelda Engine in the past 3 years, making the Project Zelda Engine almost perfect! The Update Patch 2 features:
  • Fix for Invisible text Bug in the Input Character Name Screen, at the beginning of the game, where you are asked to give Link a name. (Technical bug). (A big thanks to Night Runner for his help to fix it )
  • Fix for Animation Priority Bug for the Ocarina's songs, on the maps. (Graphic bug). (Again, thanks to Night Runner for his help to fix it)
  • Fix for Ice Rod Bug (Weapon), which does not freezes the foes. (Eventing bug).
  • Fix for Auto-Font install script's failure. Script is removed, players now have to manually install any fonts for their game.)
  • New Item/Weapon added to Project Zelda Engine: The Magic Powder, which, actually, is the upgrade for the Mysterious Mushroom, and has several uses in the game. It can even be used as a weapon, however, it does not kills the enemies by any normal means; it just transforms them into something different which can be fatal for the monster's health. The Magic Powder, also, can lift curses from various innocent people, or can make them to regain their original status/form they somehow lost it - by force or accidentally-. This item, also is vital for Link to be able to upgrade his Magic Meter (much like as does in Legend of Zelda: A Link to the Past), which makes this item far from being useless in-game!
  • Improvements for HUD: HUD will receive further improvements.
  • Added Door Zoom, a feature from Legend of Zelda: A Link to the Past has been added to Project Zelda Engine.
  • Added house interiors for all the houses of Kakariko Village.
  • The Weather System and the Day/Night System have been revamped, so they no longer apply any rain/snow/day/night effects inside the interiors of the houses (that's the meant of a house having roofs! To protect it from rain and snow!)
  • Others: An ancient monolith (a stone tablet with the ancient Hylian Language's hieroglyphics carved on it) has been added to the Kakariko Graveyard's area, and can only be read with the Book of Mudora. This is the opportunity for the players to playtest the Book of Mudora and see how this book works.[/size]
Quote
   THE UPDATE PATCH #1 HAS BEEN RELEASED!
The Update Patch 1 is, actually, our unreleased work on the Project Zelda Engine we done to it for over 3 whole years, in a private level! This patch is the biggest patch ever applied in the game's history. All the most notable features of the Project Zelda Engine are listed bellow.

====================================================
        Info about Project Zelda Engine
====================================================
The Project Zelda Engine (aka Zelda Starter Kit), is a game-creating tool for RPG Maker XP (and therefore it needs RPG Maker XP to run) that allows the gamers to set and create their own Zelda games.
Every gamer who loved the Nintendo's famous and popular game franchise, The Legend of Zelda game series, now has a chance to create a custom Zelda game and share it with us, the gaming community! For this, the Project Zelda Engine Developing team works unstoppably on it to improve the engine as much as possible, ensuring that the gamer will have a full and complete set for the creation of his Zelda games. The team keeps updating and improving the Project Zelda Engine as much as possible, and a brand new features have been added to it, as well as items and weapons that open the path for the ultimate Zelda game development!

====================================================
        History of the Project Zelda Engine
====================================================
The Project Zelda Engine exists for more than 4 years. It has changed hands many times and 3 different developing teams worked on it so far, and people, (from artists and eventers to scripters), from many countries worldwide and from all around the world, united their powers and worked together for the ultimate goal of making this Engine to be better and even better over time. With the dawn of the new year 2011, the current Project Zelda Engine Developing Team (this is our team, which is the 2nd PZE's history) has released the updated version Project Zelda Engine called "Updated Project Zelda Engine", a term used to classify it from the older versions of the same engine that can still be found on the net - The updated version we are sharing with you, is just the continuation of the excellent job done by Mastermind and his team. Our team may not be the same team as Mastermind's but the goal does not changes. It remains the same and catholic: a much better and faster and complete engine for you, the gamer to have, for the creation of zelda games, and of course, we will keep working on it to give it as more features (inspired from official Zelda games) as possible.

====================================================
        Features of the Project Zelda Engine
====================================================
  • Animated Intro / Main Title Screen
  • Zelda-styled File Save/Load Game Screen (with 3 File Slots)
  • Zelda-styled Character Name Input Screen
  • Automated Credits (they Scroll Up)
  • Zelda-styled Action Battle System
    ====================================================
            Zelda-styled Action Battle System
    ====================================================
    The Project Zelda Engine also comes with a complete Action Battle System, which lets Link to use any weapons seen in the Zelda games, such as swords, bows, bombs, hookshots, boomerangs, magic, etc, on the foes, stunning or killing them!
  • Sword slashing
  • Sword charge and spin
  • Horse Riding
    ====================================================
            Epona the Horse returns!
    ====================================================
    Who said that our dear hero, Link, must be always on foot in the vast lands of Hyrule? Epona the Horse returns for him!
    Link now is able to ride Epona and run faster than usual. Epona not only helps Link to get from one place to another fast, but also she aids him in his adventure!

  • Fairy Guardian (Partner/Advisor)
    ====================================================
            Navi the Fairy now partnerships Link!
    ====================================================
    Finally, our dear Link, also, is no longer alone in his adventures! A reliable partner who had helped him at the past, has finally returned! Link's friend, Navi the Fairy, will act again as his guardian fairy, and she will aid him and offer valuable advices often during his adventures, which Link may -and probably will- need! Navi is Link's trustworthy partner!
    ---Navi the Fairy (advisor/helper)

  • Zelda styled Pixel-based Movement
    ====================================================
            Zelda styled Pixel-based Movement!
    ====================================================
    The Project Zelda Engine comes with a complete Zelda-styled pixel-based movement, which allows everybody to move in a very natural way!
  • Zelda styled 8-Directional Movement
    ====================================================
            Zelda styled 8-Directional movement!
    ====================================================
    The Project Zelda Engine comes with a complete directional movement which allows everybody to move in all 8 directions - from vertical (up and down), and horizontal (left and right), to diagonal (up left and down right, and up right to down left)!
  • Jumping over ledges
  • Pick up stuff
    ====================================================
            Pick up stuff
    ====================================================
    Link can pick up stuff such as jars, rocks, shrubs and bombs, and throw them away! You can use anything you pick up as weapon! Throw rocks or jars at the monsters and kill them!
  • Detailed Health Meter
    ====================================================
            Zelda-styled Health/Life Meter
    ====================================================
    Can there be a Zelda game without the Heart-like health meter that shows Link's total and current health as hearts?
    Not only it shows Link's Health as hearts, but also, since one of the latest updates, the Project Zelda Engine has a full and detailed Health meter, which allows 1 single heart to be divided by 4! If you lose health or being injured by a monster, find small Recovery Hearts to recover your health!

  • Expandable Magic Meter
    ====================================================
            Detailed and expandable Magic/Mana Meter with detailed Magic Points
    ====================================================
    The Project Zelda Engine comes with a very capable Magic Meter, which can be upgraded and become double or triple in size!
    The Magic Meter displays Link's magic in real time, and it can be drained quickly if Link uses magic-consuming items! Find Magic Jars to replenish your Magic Meter!

  • 4 Seasons in the game's World
    ====================================================
            The Four Seasons has been added: Summer, Autumn, Winter and Spring!
    ====================================================
    Another new feature/element from the Zelda games, and especially, Legend of Zelda: Oracle of Seasons, has now been added to the updated Project Zelda Engine: the Circle of Seasons! Take your Rod of Seasons, which is a new weapon added to the game, stand on a runed tree stump, and use it to change the region's current season to the one of the 4 seasons you desire: Summer, Autumn, Winter and Spring as you desire! Having the control of all the seasons of the year, is a brand new experience which allows Link to manage the elements of the game and benefit from them: The seasons can greatly influence a region, village, or zone! They may open Link's paths to new areas and zones that previously were not accessible! Blocks or obstacles that exist in a certain season, blocking the player's way, may cease or be obsolete in another season!
    For example, during the Autumn season, the trees lose their leaves, which fall to the ground holes and cover them, allowing Link to pass and get into previously inaccessible areas of the world map!

  • Full Day/Night Cycle in game's World
    ====================================================
            Zelda-styled Day/Night Cycle has been added! Its automatic!
    ====================================================
    In addition to the Seasons system, one more feature seen in the official Legend of Zelda game series, has now been added to the Project Zelda Engine: the 24-Hours-based automated Day/Night Cycle! The Day/Night cycle is an automated system that gives you the opportunity to enjoy the amazing, beautiful and colorful transitions from sunset to night and from night to morning and day and in general see your game's world changing from day to night! This gives the game's world a completely new immersion, living breath and a brand new experience, by watching NPCs doing their everyday schedules, the house windows to emit warm light to the darkest outdoors, listen to the mother nature, and hear the village chickens doing "Kikiriiiiiiiiiiiiiiiiiiiiiiiiiikouuuuuuuuuuu" as they welcome the dawn of a new day, and even the wolf's growl as the dusk succeeds the sunset, and see the beautiful fairies flying under the moon's light. The Day/Night Cycle also gives you the opportunity to create time-of-day-based events in your game, like specific items or enemies to appear only at night, house doors to be locked certain times of a day etc. To not mention that the Day/Night system works in harmony with the Weather system and the Seasons system of Project Zelda Engine, and their combination gives the nature an ever bigger variety of daytime/nighttime colors for you to use in your Zelda game!
    [/spoiler]
  • Zelda-styled Swimming
    ====================================================
            Zelda-styled Swimming!
    ====================================================
    In the Project Zelda, Link now is able to swim in deep water bodies! From large lakes, to rivers and ponds, Link can swim and dive in the deep water, allowing him to explore and discover new areas that -normally- are unreachable without swimming! When Link is given the flippers, will be able to swim and discover new lands in the other side of a lake, and be able to cross rivers as well!
  • Zelda styled Inventory and Menus
  • Zelda-styled Items/Weapons/Equipment
    ====================================================
            Zelda-styled Items/Weapons/Equipment!
    ====================================================
    All the items / Weapons / Equipment you will find in the Project Zelda Engine, so far, are the following:
    *Boomerang - Link throws it and it always come back! It is used to stun enemies, retrieve items, and trigger switches. Some weak enemies can be instantly defeated if hit by the Boomerang and in some cases, the Boomerang is capable of cutting down objects. However, it is more commonly used to retrieve items that are out of Link's reach or to solve puzzles. The Boomerang can be upgraded to the Magical Boomerang later in the game.
    *Bow & Arrows: Using arrows as ammunition, the bow can be used as the main ranged weapon to attack enemies, hit switches, and on occasion, trigger special events. In many cases, Link starts out carrying a limited number of arrows, later expanded upon as the game progresses through several quiver upgrades. The bow is a weapon capable of using magic-infused types of arrows, such as the Light Arrow, Ice Arrow and the Fire Arrow, all of which are shot from the bow as if normal arrows. However, the Bow will not function without a constant supply of arrows, which are replenishable items that are, thankfully, found quite abundantly in both the overworlds and the dungeons in the game.
    *Fire Arrows: The Fire Arrows are normal arrows just infused with the power of fire, causing the spot it hits to burst into flame. This attribute makes it quite useful for lighting torches and dealing significant damage to ice enemies, among other things. They consume Link's Magic Meter, so they must be used sparingly.
    *Ice Arrows: The Ice Arrows are normal arrows just infused with the power of Ice, allowing them to freeze many enemies and make ice platforms across the water. They deplete Link's Magic Meter, so they must be used sparingly.
    *Hookshot: The Hookshot, (and its upgrade, the Longshot), is a complex machine consisting of a chain and hook. When it is being used, the chain extends sending a large hook, which is attached to the chain, flying through the air. If the hook latches onto certain objects, the person using it (in this case, Link) is projected towards that object (rather than the chain returning to its original position). The Hookshot also can be used to transport Link to special surfaces or pads, such as Treasure Chests, by pulling him towards them. It can also be used to pull items towards Link. The Hookshot can also be used as a weapon, which usually does a minimal amount of damage or stuns the enemy.
    *Bombs: The Bombs are powerful explosives that Link can use to destroy obstacles blocking his path or to damage enemies. The bombs are also very useful for the opening of collapsed cave entrances. They cannot function underwater, as it would extinguish their fuses. Their appearance is that of metallic orbs filled with explosive powder with a long fuse. Bomb Bags are needed in order to safely carry Bombs.
    *Power Bracelets (Passive Item) (Without them, Link's bare hands are pretty weak, and thus, he can't lift really big and heavy rocks, well-rooted shrubs, or any other obstacles too heavy for a single human to lift. There are some upgrades for the Power Bracelets that can be acquired later in the game: the Power Gloves which have twice the power of the bracelets, and the legendary Titan's Mitt which have triple the power of the bracelets! Those upgrades are more powerful than the Power Bracelets, and therefore, can lift even bigger and heavier obstacles, that may weigh whole megatons!!! Note: the effects of the Power Bracelets and its upgrades, the Power Gloves and Titan's Mitt, are passive, indicating that there is no need for Link to assign them in the keyboard / joystick or to equip them as weapons so to benefit from their effects. Link benefits from their effects automatically.
    *Flippers (Passive Item) (Swimming System has been added to the game, and Link gets drowned if he attempts to swim without flippers) Upgrades for the Flippers are the Zora's Flippers, a masterpiece of the Zora tribe, that allow additional 50% faster swimming speed. Note: the Flippers' and Zora Flippers' effects are passive, indicating that there is no need for Link to assign them in the keyboard / joystick or to equip them as weapons so to benefit from their effects. Link benefits from their effects automatically.
    *Rod of Seasons (This magic rod may not be used as a weapon to harm the foes, however, it has been imbued with the mystical powers of the Four Spirits of Seasons, which allows Link to change the seasons at his desire!. Get on a tree stump and swing the rod to change the region's current season to a different season: Summer, Autumn, Winter, or Spring! Every season can be very unique and represent different climate elements that affect a zone or a region! Use it to open seemingly closed paths in a map!)
    *Book of Mudora (This legendary book has many valuable data registered to it about the history and geography of Hyrule. It allows Link to translate from Ancient Hylian language to English (or any other) Language as well. - Note: Fonts for the Ancient Hylian Language can be found in the updated Project Zelda Engine's Fonts Folder.)
    *Pegasus Boots (Those special boots allow you to run very fast. When you hit an obstacle while running, you may hit it with great force. This severe amount of force can eventually destabilize unstable obstacles found on Link's way, pass through cracked floor tiles right before they collapse (due to Link's weight) to the abyss, or even break weak doors! When you bounce off walls, you'll stumble backwards a fixed distance. Also to note that if there are any items placed on unreachable spots for Link, i.e. a Book on a tall Bookshelf, you can simply dash onto the shelf to make the book fall down. Also, any bushes or signposts caught on Link's way while dashing, will be destroyed. The Pegasus Boots took their name from the fastest horse of the ancient world, the legendary Pegasus, the winged horse. The boots, however, are even faster than Epona, Link's horse, but they totally lack any maneuverability. So be careful where you are dash with those...)
    *Lens of Truth (These Lens, which have been passed down from the Sheikah Tribe, are the hold for the mysterious Eye of Truth, which can see anything that has a fake form, in its true form. The Lens of Truth allow Link to not be fooled by any tricks or magic illusions in his path: the invisible items become visible, the illusions and transformed obstacles appear in their true forms, and the hidden secrets are revealed! Finally, thanks to the Lens of Truth, Link can "see" things that normally are not visible to the naked human eye.)
    *Fire Rod (This magical rod has almost the same burning effects as the bow's Fire Arrows. It can burn monsters, bushes, signposts, or other obstacles, lit torches, and damage certain bosses. But the Fire Rod's fireballs are slower than the Fire Arrows, however, the rod has 100% hit accuracy, which is much more than the arrows' 65-85% hit accuracy)
    *Ice Rod (This magical rod has almost the same freezing effects as the bow's Ice Arrows. It can freeze monsters or other obstacles and damage certain bosses. But the Ice Rod's ice-balls are slower than the Ice Arrows, however, the rod has 100% hit accuracy, which is much more than the arrows' 65-85% hit accuracy)
    *Rock's Feather (A magic feather from a legendary bird, the famous Roc, which, when equipped, affects Link's total weight. It actually makes Link to be weightless and very light, such as a bird itself! Less weight not only allows Link to jump higher and higher on air, but also, it allows him to jump over ground holes, walk over fragile bridges or cracked floor tiles that were about to break and collapse if Link was planning to walk over them with his normal weight. Who said that the light feathers are useless?)
    *Mysterious Mushroom (The Mushroom is one of the few acquirable items Link cannot actually use on himself; the toadstool is either given to and used by someone else, sold, or traded as part of a trading sequence. There are rumors that the specific Mushroom is one of the most rare mushrooms found in the vast land of Hyrule, and very valuable as ingredient for the Magic Powder...
    *Magic Powder The Magic Powder, actually, is the upgrade for the Mysterious Mushroom, and has several uses in the game. It can even be used as a weapon, however, it does not kills the enemies by any normal means; it just transforms them into something different and this may be fatal for the monster's health and life. The Magic Powder can, also, lift curses from innocent people who have been doomed by the Evil, and let them regain their original health status or restore to their original form. Do not mention that the specific item is vital for Link to be able to upgrade his Magic Meter (much like as it does in Legend of Zelda: A Link to the Past)! The Magic Powder is far from being useless in the game!
    *Shovel (A very useful tool that functions in-game much like as it does in real life: it can be used to dig the ground for buried items or treasures, or even to uncover long-lost ground passages! Use it to find any buried Rupees and other valuable items underneath the soil!  You never know what may lay hidden under your feet! The shovel, also, is pretty useful for the removal of snow piles during the Winter times, or to clean the path of any dirt piles that may block Link's way.)
    *Horse Call (As its name reveals, this special horseshoe-looking flute calls Epona, the Link's horse! It has similar effects to the Epona's Song for the Ocarina, as seen in Legend of Zelda: Majora's Mask and Ocarina of Time. however, the flute has been inspired from Legend of Zelda: Twilight Princess, and obviously calls your horse in a lot faster basis than that ocarina with its song does! Plus, unlike Ocarina, the flute does not requires any notes to be remembered and played by the player, making it very handy and a time saver! - Cannot be used in dungeons.)
    *Megaton Hammer (An upgrade to the normal Hammer that comes with old Project Zelda Engine, is available now in updated Project Zelda Engine: the legendary Megaton Hammer! What it does: In addition to the effects of the normal Hammer, the Megaton Hammer, not only can stomp with greater force any posts that block your way, which can open up new passages, but also, it can press rusted floor switches the normal Hammer can't! Interestingly, due to its weight, the Megaton Hammer's stomps can shake the ground, causing real land earthquakes. The Megaton Hammer replaces the normal Hammer when it is obtained, in the same way the Power Bracelets are being replaced by their upgrade, the Power Gloves.)
    *Hammer: The Hammer serves many purposes as both a tool and a weapon. In both dungeons and the overworld it can remove obstacles from Link's path, allowing him to pass into otherwise inaccessible areas. As a weapon it is useful in dispatching enemies, however, its very poor range makes it a not so good option to use against several types of enemies.
    *Lantern: This item typically serves the purpose of illuminating dark areas and lighting unlit Torches at the expense of steady consumption of its energy source, in this case Link's Magic Meter until it is completely depleted, whereby the lantern ceases to work.
    *Ocarina: The Ocarina is a wind instrument, often made of clay or wood, played with a whistle mouthpiece. In various cases, Link uses his ocarina to accomplish many tasks by playing certain songs. The Ocarina can be played with the A and yellow C-buttons and it is capable of playing any songs in the game, including songs that are exclusive to flutes or other musical instruments. In Project Zelda Engine, there are over 21 different songs for the ocarina to play with.
    Additional features: The Ocarina's notes on the notebar, will flash and a "successful" sound will be played every time a song was played successfully, notifying the player that he played the song correctly/successfully.
    The Ocarina also, features the "Clear/Reset Notes" key/button. By pressing it, the player resets/clears the notebar of any notes currently on it, letting the player to try again from beginning, on a clear notebar!

  • List of Ocarina Songs (21 songs so far!)
    ====================================================
            List of Ocarina Songs (21 songs have been added to Project Zelda Engine so far!)
    ====================================================
    The Project Zelda Engine has various musical instruments, for which the player can use to learn and play songs! Also, the engine comes with a set of over 21 pre-made songs taken by Nintendo's Legend of Zelda game series for you to play! There are over 21+ ocarina songs to play with your ocarina! Unbelievable? Believe it!

    The list with the 21 Ocarina Songs and what they do (Effects):
    *Zelda's Lullaby:  Activates secret pathways or triggers special events in the game's world!
    *Saria's Song:  Contact with your fairy guardian.
    *Song of Time:  Does nothing at the moment.
    *Song of Storms:  Changes temporarily the weather to a strong storm.
    *Sun's Song:  Changes time of day from Day to Night and vise verse.
    *Epona's Song:  You can now call Epona the Horse and ride it! Note: it doesn't works in dungeons and interiors. Only outdoor.
    *Song of Double Time: Doubles the duration of the Day and Night in-game by slowing the Time Flow's Speed, opposed to the default (but high) Time Flow's Speed. The day in the game's world will become longer, and the same applies for night as well. Play the song again to undo/reverse the changes done to Time Flow's speed. - PENDING CORRECTION. UPDATE PATCH #3: The Song of Time, Song of Double Time and Inverted Song of Time will have their effects re-arranged.
    *Inverted Song of Time: Does nothing at the moment. - PENDING CORRECTION. UPDATE PATCH #3: The Song of Time, Song of Double Time and Inverted Song of Time will have their effects re-arranged.
    *Song of Healing: Does nothing at the moment. But you can use it in your story's plot, i.e. to heal and lift curses from innocent people!
    *Song of Soaring: It registers your current location in the game's world and soars you back to it anytime you play the song again! Note: it doesn't works in dungeons. Only outdoors.
    *Prelude of Light: Teleportation Song. You can edit the teleportation destination of this song. Note: it doesn't works in dungeons. Only outdoors
    *Minuet of Forest: Teleportation Song. You can edit the teleportation destination of this song. Note: it doesn't works in dungeons. Only outdoors
    *Bolero of Fire: Teleportation Song. You can edit the teleportation destination of this song. Note: it doesn't works in dungeons. Only outdoors
    *Serenade of Water: Teleportation Song. You can edit the teleportation destination of this song. Note: it doesn't works in dungeons. Only outdoors
    *Nocturne of Shadow: Teleportation Song. You can edit the teleportation destination of this song. Note: it doesn't works in dungeons. Only outdoors
    *Requiem of Spirit: Teleportation Song. You can edit the teleportation destination of this song. Note: it doesn't works in dungeons. Only outdoors
    *Sonata of Awakening: Does nothing at the moment.
    *Goron's Lullaby: Does nothing at the moment.
    *New Wave Bossa Nova: Does nothing at the moment.
    *Elegy of Emptiness: Does nothing at the moment. I am thinking to to give this song a similar behavior as it does has in LoZ: Majora's Mask, but it will be difficult... That's why I haven't created the Cane of Somaria as well... It is hard to make those in Project Zelda...
    *Oath to Order: Does nothing at the moment.
    *Customizable and expandable Loot Table
    ====================================================
            Detailed, Customizable and expandable Loot Table for anything!
    ====================================================
    The Expanded Loot Table (list of items that can drop as loot for killing monsters, cutting shrubs, or breaking jars, etc!), has been added to Project Zelda Engine, along with the RNG System! The RNG means Random Number Generator and most people may already know what it is. The RNG decides the drop rate % chance of an item. The higher a drop rate is, the more often an item will be dropped for killing the monsters. This, in combination with the expanded Loot Table allows more different items to drop per monster, completely random!
    You can make a single shrub to drop even 10 different items! Or a Monster to drop 20 different items after you kill it! You can adjust their RNG and Loot Table in their respective events.
    Example of RNG and Loot Table: Lets say, we give a shrub the following Loot Table: Green Rupee, Blue Rupee, Yellow Rupee, Red Rupee, Arrow Supply, Bomb Supply, Heart Recovery, Small Fairy, Small Magic Jar, Big Magic Jar, and a Beetle (small bug-like creature that does not hurts Link). And then set the RNG for it: give 25% drop chance for Green Rupee, 10% drop chance for Blue Rupee, 5% drop chance for Yellow Rupee, 2% drop chance for Red Rupee, 2% drop chance for Arrow supply, 1% drop chance for bomb supply, 15% drop drop chance for Heart recovery, 1% drop chance for a Small Fairy, 5% drop chance for Small Magic Jar, 1% drop chance for Big Magic Jar, 1% drop chance for beetle, to be dropped, when the shrub/bush is cut or the monster is killed!
    [/spoiler]
  • Zelda-styled HUD on the game's screen
    ====================================================
            Zelda-styled HUD on the game's screen!
    ====================================================
    *The rupee/ammo capsThe Project Zelda Engine comes with a Zelda-styled HUD which displays the Rupees and amount of ammo for bow / bombs / etc you have on the game's screen!
    Also, when you reach the maximum amount of Rupees, Bombs, and Arrows you can carry, the numbers in the HUD on the screen turn green! The Green color indicates that you can't hold more of them, unless you get better and bigger bags to hold your rupees and ammo!

    *The Wallet upgradesSeveral Legend of Zelda Games may not allow more than a 3-digit number of rupees to hold! But in Project Zelda Engine, you are allowed to hold up to... 9.999 Rupees! Amazing, heh? You will start the game with a basic but poor Rupee Wallet. Later in the game, by finding upgrades for your Rupee Wallet, the maximum Rupees Link is allowed to hold, will increase! (From the 99 Rupees up to 9.999 Rupees).

    *The Side-Quest Collection Bag: We all remember the Secret Seashells in the Legend of Zelda: Link's Awakening for the Game Boy console, right? These seashells, were the side-quest items of an completely optional Side Quest that was NOT necessary so to complete the main story of the game. The side-quests are here primarily for fun; optional for you to finish, but available anytime, and they grant you nice rewards that can make the whole game a lot easier. The quest items are well hidden all over in the game's overworld and by obtaining all of them, you can unlock special rewards, or stronger weapons, or other features that may help you in your main adventure!
     Similar Side-quests are featured in several Zelda games, such as in the Legend of Zelda: Minish Cap for Game Boy Advance console and the quest items here were called (Kinstones. Also in the Legend of Zelda: Ocarina of Time, the side-quest items were called (Golden Skulltulla Coins, coins that you collect by finding the well-hidden cursed spiders who drop the coins as soon as they are defeated).
    A game that needs you to collect special items, is cooler, don't you agree? Heh, that inspired me to added a Quest Item Bag in Project Zelda Engine: Now players can use this Quest Item Bag to collect special quest Items, that you can name them whatever you like: Golden Skulltullas, Special Coins, Hidden Emblems, Secret Seashells[/b], Kinstones, or whatever you like) and you can set that by collecting a X amount of Quest Items, new upgrades, areas, skills, zones, or weapons, or spells, etc, will be unlocked! Or you can even bid the main story's progress to the Quest Item Bag: You can't advance in the game if you don't have collected X Quest Items, etc! Do whatever you want with the Quest Item Bag!

    [/spoiler]
  • Advanced Message System
    ====================================================
            Hermes: the Advanced Message System
    ====================================================
    The Project Zelda Engine comes with a very advanced and capable Message system, which allows you to create any types and kinds of messages for your Zelda games! From classic-styled messages as seen in Legend of Zelda: A Link to the Past, to modern message boxes as seen in Legend of Zelda: Ocarina of Time and Legend of Zelda: Twilight Princess! Having an advanced message system in your game, allows you to create a brand new experience for the story lovers and... bookworm gamers!
    [/spoiler]
  • Automated Font Installer (Installs the fonts to your PC automatically)
  • More than eight [8] Zelda Fonts to use
  • Music Resume Script
    ====================================================
            The Music Resume script allows music management!!
    ====================================================
    The Music Resume script allows the game to memorize and resume music from where it has been stopped playing. The Project Zelda Engine now is capable to memorize and play the previous music backgrounds which is very helpful especially if in cutscenes and cinematics!
    [/spoiler]
  • Dark Rooms and Latern
    ====================================================
            The Lantern now lits Dark Rooms!
    ====================================================
    A recurring item from the Legend of Zelda game series has been returned in Project Zelda Engine: the Lantern! Do you have trouble seeing your very own nose in a dark room? With the Lantern in your possession, even the darkest dungeon will never be a bother for you, anymore!
    [/spoiler]
  • Door Zoom
    ====================================================
            The Door Zoom from Link to the Past returns!
    ====================================================
    A feature from Legend of Zelda: A Link to the Past has been added to Project Zelda Engine! When Link enters or exits a house/dungeon, the camera will "zoom" to him!
    [/spoiler]
  • Tileset Swap Script
    ====================================================
            Make a map to change tilesets temporarily or permanently, while playing!
    ====================================================
    Don't you like seeing your actions affecting a region or a map? Don't you find that the player's positive actions such as killing an evil villain (who cursed and withered a forest), to cause the forest to be restored back to its former healthy status, etc to be a very immerse experience? The Project Zelda Engine, thanks to the Tileset Swap Script, allows you to change a map's tileset permanently or temporarily with the use of events! Now you are able to notice immediate changes to the map such as climate and season changes, flora/appearance changes, and more!
    [/spoiler]
    =====================================================================
            * * * DOWNLOAD  LINKS * * *
    =====================================================================
    The updated Project Zelda Engine (aka Starter Zelda Kit), due to having a lot better quality of pictures, and also better audio format, has a bigger file size (about 115MB). It can be downloaded from:NEWEST VERSION:
    *(Project Zelda Engine - patched with the Update Patch 3 - released on Thursday 22 September 2011)
    http://www.mediafire.com/?d7ud1f275bacn90 (Mediafire)
    http://www.megaupload.com/?d=68YQ3DJ1 (Megaupload - Note: the website has been shut down by the USA government)
    OLDER VERSIONS:
    *(Project Zelda Engine - patched with the Update Patch 2 - released on Sunday 16 January 2011)
    http://www.mediafire.com/?jksddzjwx3t7sc0 (Mediafire)
    http://www.megaupload.com/?d=40HMMLA7 (Megaupload - Note: the website has been shut down by the USA government)
    *(Project Zelda Engine - patched with the Update Patch 1 - released on Saturday 1 January 2011)
    http://www.mediafire.com/?rjou0alkaknb87l (Mediafire)
    http://www.megaupload.com/?d=ANS2AHA7 (Megaupload - Note: the website has been shut down by the USA government)
    =====================================================================

    ====================================================
            Technical Support and Credits
    ====================================================
  • Technical Support
    ====================================================
            Technical Support
    ====================================================
    Don't feel hesitate to report to us any issues you may find in the Project Zelda Engine (you never know what will happen), so I can fix them.
    Give me details (the specific location/map where the bug occurs - the nature of the bug, and under which conditions the bug happened in your game. The more info you give us as possible, the better! . We are here to help you!
    [/spoiler]
  • Credits
    ====================================================
            Credits
    ====================================================
    We are very glad to update the "Project Zelda Engine - the Zelda Starter Kit" for the gaming community to finally have its opportunity to create their own personal Zelda games, tthat can be used for personal entertainment and for nostalgic purposes, and let the Zelda fans have a complete game-making tool to play with, in their free time! We, the Project Zelda Engine's Development team, claim no credits over the "Project Zelda Engine - the Zelda Starter Kit" besides the community's work on it and material/spiritual contribution to it, which belongs to their corresponding creators. The titles and trademarks, however, belong to their respective companies and authors: All the credits for the creation and original development of the "Project Zelda Engine - The Zelda Starter Kit" go to Mastermind, and his developing team. All the credits for the RPG Maker XP go to Enterbrain which has all the rights for it reserved. And all the credits for the Legend of Zelda go to Nintendo Co., Ltd. (The name "Zelda", of course, is not a protected name, because it existed long before the birth of the game of same name. But the Zelda game's logo, characters, story, music, graphics, etc, all belong to Nintendo and only. The ideas of the Zelda games are protected as well. Its an "Intellectual property" of Nintendo which has all the rights reserved.). And, last, all the extra  sprites, graphics or sound files that are from the net, are credited to their creators / authors. If someone would like to see his name listed in the credits list, for the contribution of his materials to the Project Zelda Engine, please, feel free to give me a notification and I will gladly add your credits as soon as possible!
    And about the current Project Zelda Engine's developing team, we really don't want any credits at all, besides our own work and contribution to it, such as the scripts and graphics we make for it which are credited to us.
    [/spoiler]
  • Disclaimer
    ====================================================
            Disclaimer
    ====================================================
    The Zelda Starter Kit is not available for commercial use. If someone makes a working game of which the development is based on "Project Zelda Engine - The Zelda Starter Kit", and releases/sells their work then they are the one(s) held responsible. We are not responsible for what the other gamers do with their finished content, and shall we remind that the "Project Zelda Engine - The Zelda Starter Kit" will always and only remains free and available for personal use, and it is always intended to be an engine created for personal entertainment and for nostalgic purposes. Nothing else. It could not be treated as a product for public distribution and/or paysites. All rights for the Zelda titles, Zelda trademarks and Zelda content, etc, are reserved by/belong to Nintendo, whilst all the rights for the RPG Maker XP are reserved by/belong to Enterbrain.
    [/spoiler]
    ====================================================
            Gallery of Project Zelda Engine
    ====================================================
  • Pictures Gallery [spoiler= View Spoilers]
    ====================================================
            Pictures Gallery of the Project Zelda Engine
    ====================================================
    Link riding Epona the Horse

    The Item Menu (still in development)

    Using the the Rod of Seasons to call Autumn (Fall)

    Using the the Rod of Seasons to call Winter

    Using the the Rod of Seasons to call Spring

    Using the the Rod of Seasons to call Summer

    Link using the Shovel

    Link using the Lens of Truth

    Link using the Ice Rod on shrubs

    Link opening the Book of Mudora

    Link playing Sun's Song with his Ocarina

    Link holding a bomb

    Link dashing with Pegasus Boots

    Link examining the Mysterious Mushroom he found

    A nice set of maps that can inspire you to create your own world. You may find familiar some of the maps below, as they are inspired or influenced by certain Zelda games.
    House Interiors, as seen in Legend of Zelda: A Link to the Past

    The Hyrule Castle as seen in Legend of Zelda: Ocarina of Time

    The Temple of Time as seen in Legend of Zelda: Ocarina of Time (Just the building)

    The Kakariko Village as seen in Legend of Zelda: Ocarina of Time

    The Kakariko Village, as seen in Legend of Zelda: Ocarina of Time

    The Kakariko Graveyard as seen in Legend of Zelda: Ocarina of Time

    The Kokiri Forest as seen in Legend of Zelda: Ocarina of Time
« Last Edit: November 24, 2015, 01:10:12 pm by SilentResident »
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Re: The Project Zelda Engine (aka Zelda Starter ...
« Reply #1 on: July 17, 2012, 01:28:40 pm »
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Now, excuse me, I have delayed alot the posting of Project Zelda Engine to the ZFGC.Com forum, so here are our latest news in the next couple of posts so we make sure at least that you don't miss them!


As our team is going well with the development of Project Zelda Engine and the intergration of it and its scripts in XASABS, in the meantime we are proud to show you some samples of the Clock Town, the town from LoZ: Majora's Mask!
Credits to PZE team for the efforts to create a 2D version of the Clock Town!


















NOTE: The clock is real and it rotates through the Maximusmaxy's Time System script.
« Last Edit: July 17, 2012, 01:32:58 pm by SilentResident »
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Re: The Project Zelda Engine (aka Zelda Starter ...
« Reply #2 on: July 17, 2012, 01:29:55 pm »
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I am glad to share some info about the upcoming Update Patch 4's features and improvements.

As you see, a new button is added to the HUD, which shows Link's possible and available interactions with objects or NPCs in the game's world, or possible actions with certain weapons.



Also there are some good comparison pictures between the Old PZE (up to Update Patch 3) and the new Project Zelda Engine of Update Patch 4, and especially improvements over weapons:

The UP4 brings the use of bombs to a brand new level - throw as many bombs against your foes as you want, without facing any limitations to how many bombs you can use at a time! Also the UP4 allows you to pick up the bombs you dropped, to throw them over long distances if you want!


Improvements made to the Hookshot and Longshot as well - now those 2 weapons finally have a chain properly displayed between the hook and the base of the weapon! Also the weapon in UP4 is now much faster and has no longer those performance issues it had in the old Project Zelda Engine!


Is pointless to remind you that in the UP4, the new menus are much more customizable, fully scripted, can have as many items as you want, as many screens as you like, and the cursor is fully animated now!
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Re: The Project Zelda Engine (aka Zelda Starter ...
« Reply #3 on: July 17, 2012, 01:31:11 pm »
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Also I could like to inform you that someone in the forums requested that we let the weapons that use ammo, (ammo is the ammunition - i.e. how many arrows there are for the Bow, etc), to have their ammo counters visible in the Menus. Max is done and here is the very pleasing result:

I admit, that's a nice idea! :) I like the overall appearance of the Inventory menu with the ammo counters displayed!

We also changed the position of the ammo counters on the HUD's C-arrow buttons so they let room for the weapon type icons to be displayed:



We also revamped the whole appearance of System Windowskin + System Font used in PZE.
Now it is much closer to the 3D Zelda games!
The System Windowskin and System Font is used when the message is not a dialog with a NPC - for example typical system messages such as "You got 100 rupees!" or "You have no magic left. Watch your Magic Meter", and more:
Here is an example picture of a system message that asks us to tell the Bomber kid in East Clock Town, the secret password to the Bomber's hideout:


Enjoy!
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Re: The Project Zelda Engine (aka Zelda Starter ...
« Reply #4 on: July 17, 2012, 01:35:14 pm »
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Again, to note you with the following post: with more samples of our ongoing work on the PZE:


The Shop script is now completed. Its awesome and very simple in use, and has so many customization - beyond your imagination - you can even have every item display a unique description message or refer to the Item/Armor/Weapon Database's description on that item, you can set easily the conditions of the item (i.e. needs Arrow Quiver so to be able to purchase Arrows from shops, or Bomb Bag for purchasing bombs, etc). You can format the looking of the messages and much more!
Just navigate with the cursor on the items and select them to purchase them :) :


The HUD from now will be much more neutral and realistic. Simple, more clear, and fits both 2D and 3D-styled games.


Also we are done with the Tunics system - it is awesome with the full meaning of the word ''awesome''. Literally, it is automated and there is nothing from the part of the gamer that needs to be done:



Enjoy!
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Re: The Project Zelda Engine (aka Zelda Starter ...
« Reply #5 on: July 17, 2012, 01:39:09 pm »
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And here are the latest news, which have been released at 15 July 2012:

We made progress on the engine and we proudly accomplished many new achievements on the Engine.

I am totally impressed with the nice work the Team has done so far.

--------------------------------
 20+ Bugs fixed!
We corrected over 20+ bugs, both visual and technical bugs, and now anything, at least anything we playtested so far, works perfectly.
Bugs we addressed include the weapon ones, such as Bomb Explosion Pushback glitch, Bow Animation Loop glitch, and more.
and also the "Night of X Day" message is now set to be displayed ONLY when the Clock Mode is set to Majora's Mask Mode.

--------------------------------
 File Display Screen is now complete!
Also we are giving the finishing touches to the File Display Screen and the result is simple, yet beautiful:


--------------------------------
 Animation tones unaffected by Screen Color Tones
Also, thanks to a new script, the animations (any animations we want to) can now be placed onto a special Layer which keeps them unaffected by any Screen Color Tone changes on a map or cutscene! This is handy for the Ocarina songs which can look pretty ugly if played during the nighttime, etc.


--------------------------------
 Displaying Music Notes in Menu
We created a very simple way of displaying the Music Notes for your songs in the Quest Status Screen.
As you see, the notebar in Quest Status Screen will display the notes you put in the Description Field for that particular Song in Items Database:



For example the Goron's Lullaby consists of the following notes in the following sequence:  A, Right, Left. A, Right, Left, Right, A. And so, we put in the Song's description field: ARLARLRA and the notes will be displayed in the menu! Enjoy! :)

--------------------------------
Automated Season Indicator!
We also, finally, are done with the Season Change mechanism.
Now, Link is fully animated when he spins the rod of Seasons around him, and also the Seasoned Tree Stump works like charm so you shouldn't stuck at it when you climb it!
Also we added a much better Season Indicatorin UP4, which is alot better than it was in the previous version of PZE: its fully scripted, and uses a Picture Zoom feature as it emerges in your screen for a few seconds, before it goes away. :)

Now the Season Indicator will be displayed in the following cases:
-when the player starts game.
-when the player changes a season.

We could set it to be displayed as player transfers from one map to another, but we found it to be too annoying and tiring. Enjoy!

--------------------------------
The Bomb Flower!
Guess what we added to the PZE!
The famous Bomb Flowers which firstly have been introduced in the Legend of Zelda: Ocarina of Time and since then made their appearance in various Zelda titles, return today to the Project Zelda Engine!

As soon as you pick it up, you have a limited time to carry it with you and drop it before it explodes in your hands. Isn't awesome? :)

--------------------------------
Walk while holding a Shield!
Another new feature we implemented to the Project Zelda Engine is Link's ability to walk while holding shield to protect himself!
So far, he was unable to walk with a shield in his hand. But thanks to Night Runner's awesome work, now Link can walk around while he holds the shield to defend himself from enemy attacks!

I am pretty sure the Zelda gamers prefer Link to be able to walk arround with his shield than standing idle in his place when he is attacked!

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

We worked a little further on the Bomb Flowers and now they feature a Growth Stage!:


The Bomb Flowers will regrow back to their original stage a few seconds after their previous bomb has been exploded, so you can re-use the same flowers as many times as you want. You can blow off a whole map! :) Very simple.
You can place as many Bomb Flowers on a map if you want, without any negative impacts to the game's performance!

Really I like those strange flowers! Zelda games that had Bomb Flowers were pretty funny! Ninty and Shigeru Miyamoto are my most favorite game creators!

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

I am sorry if posting many posts in a row was a violation of any rules, I really needed to cover the lost ground due to our delay to post our team's progress on Project Zelda Engine, to the ZFGC.com forums ;)

Any criticism is welcomed.

Stay tuned for more news soon! :)
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Re: The Project Zelda Engine (aka Zelda Starter ...
« Reply #6 on: July 17, 2012, 01:47:03 pm »
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As long as is something new on the post, there is no problem with a lot of posts. So, basically, with this we can make our own Zelda Game?
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Re: The Project Zelda Engine (aka Zelda Starter ...
« Reply #7 on: July 17, 2012, 01:52:07 pm »
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As long as is something new on the post, there is no problem with a lot of posts. So, basically, with this we can make our own Zelda Game?

Exactly! The only reason we, a team of 8 gamers, decided to develop the Project Zelda Engine, is for  you who desire to make his own Zelda fan games, without having to go through coding or scripting at all.

The Project Zelda Engine offers you some graphics, a battle system, the weapons, the menus, the inventory, the title screen, the tilesets, and some map exaples of memorable places such as Kakariko Village and Clock Town, for you to start with! ;)



And here a nice video by the user Chakanevil!

Best viewed in 480p!

<a href="http://www.youtube.com/watch?v=zEwEV-rDEZg" target="_blank">http://www.youtube.com/watch?v=zEwEV-rDEZg</a>

The video now is a little old as the engine has been improved further since then, but it still gives you an idea of how the Engine works.

Enjoy! :D
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Re: The Project Zelda Engine (aka Zelda Starter ...
« Reply #8 on: July 17, 2012, 01:54:41 pm »
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VERY impressive. This will help A LOT in the community.
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Re: The Project Zelda Engine (aka Zelda Starter ...
« Reply #9 on: July 17, 2012, 02:11:51 pm »
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I am happy to hear such kind words from you. It encourages us.


You know, we were working for over 7 years on the engine, but we kept our work out of public - I admit it, we worked hard for years on it and now we publish it and see your reactions to it! :)


7 years... Since Mastermind and his team stopped working on it... Well, that's lots of years!

Note that the Project Zelda Engine was, is and always will be an absolutely free game-creation Engine to use. (We hate the Paysites, this belongs to Nintendo and the gaming community!)
« Last Edit: July 17, 2012, 02:13:56 pm by SilentResident »
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Re: The Project Zelda Engine (aka Zelda Starter ...
« Reply #10 on: July 17, 2012, 02:22:59 pm »
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Wow!  This is absolutely stunning!  The amount of content it this is mind blowing!  I have never seen anything like this.  Amazing work!  I could go on and on!  It takes a lot of dedication to build any fan game, but the amount of dedication it must have taken to make all this is out of this world!  You and your team should be very proud!  I think this will go very far, and I hope it goes even further!  Keep it up.  :)

edit:  Just curious.  You said that your team has been working on this project for 7 years (Which is an amazing feat by itself), but do you know how long Mastermind's team work with the project before that?
« Last Edit: July 17, 2012, 02:30:29 pm by Aero88 »
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Starforsaken101

Wake the Beast
Re: The Project Zelda Engine (aka Zelda Starter ...
« Reply #11 on: July 17, 2012, 02:24:18 pm »
  • www.mouffers.com
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This is absolutely exceptional work! :| blown away.
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  • Starforsaken101's DeviantART
Re: The Project Zelda Engine (aka Zelda Starter ...
« Reply #12 on: July 17, 2012, 02:49:10 pm »
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Mastermind was the creator of the Project Zelda Engine. Certainly, creating an engine could take a lot of time, passion and effort!
This could have taken him and his team alot of time.

I wish I find Mastermind and tell him that his Engine didn't died 7 years ago... that there are devoted Zelda fans like me and my team, who continued his project and kept it alive - we made it better and even better all those seven years...


Hehe, I posted the Project Zelda Engine on more than one forums. Hope this catches Mastermind's eye someday! Its my only hope of contacting him, as he left me no forms of contact. :D

Without Mastermind and his team, the PZE couldn't here, today! Of course the PZE has changed alot all those years so I am not sure if will still he recognize it anymore.  :)
« Last Edit: July 17, 2012, 02:55:18 pm by SilentResident »
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Create, Share and Play your own Zelda 2D games with the Updated Project Zelda Engine!
The official website here: projectzeldaengine.freeforums.net
Download it here: www.rpgrevolution.com
Download it here: www.rmrk.net
Download it here: www.rmxpunlimited.net
Download it here: www.creationasylum.net
Download it here: www.zfgc.com

Twilight Alchemist

State Alchemist
Re: The Project Zelda Engine (aka Zelda Starter ...
« Reply #13 on: July 17, 2012, 03:50:58 pm »
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Hello, it looks awsome! But there is an error:
Script 'FmodEx*' line 735: NoMethodError occurred!
undifined method `chr' for nil:NilClass


^ This is the Error :'(
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(>'.')> <('.')> <('.'<) <(  )>
"Oh! The Rock of Death, my mortal enemy! I'll deal with you later rock." Later "Oh! Rock of Death! We meet again. Well this time things will go differently, cause I'm not five years old any more, AND THERE IS NO BANANA!" - ???
My PZE account: http://zeldaengine.net/user-112.html
If you're going to be Mr. FMA over here,
Shadow of Termina spriter
http://zfgc.com/forum/index.php?topic=39913.0
Re: The Project Zelda Engine (aka Zelda Starter ...
« Reply #14 on: July 17, 2012, 03:58:45 pm »
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what were you messing with?
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Twilight Alchemist

State Alchemist
Re: The Project Zelda Engine (aka Zelda Starter ...
« Reply #15 on: July 17, 2012, 04:27:56 pm »
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what were you messing with?

Nothing! I went like this:
I looked at all the folders (didn't change/touch anything)
then I clicked the game.
It then gave this error.
Help?
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(>'.')> <('.')> <('.'<) <(  )>
"Oh! The Rock of Death, my mortal enemy! I'll deal with you later rock." Later "Oh! Rock of Death! We meet again. Well this time things will go differently, cause I'm not five years old any more, AND THERE IS NO BANANA!" - ???
My PZE account: http://zeldaengine.net/user-112.html
If you're going to be Mr. FMA over here,
Shadow of Termina spriter
http://zfgc.com/forum/index.php?topic=39913.0
Re: The Project Zelda Engine (aka Zelda Starter ...
« Reply #16 on: July 17, 2012, 04:57:42 pm »
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Ahhh you are trying to play the old PZE (Update Patch 3 or earlier versions!)

Unfortunately, as I stated above, the old PZE came with numerous bugs and a terrible engine with poorly written scripting. You have been of those few unlucky players who get one of those bugs: the FMOdEx.

Thats why our Developing Team worked hard all those years to give you a absolutely new Project Zelda Engine (Update Patch 4), which is 100% stable, has no crashes, and it is based on a capable and promising Battle Engine, the XAS Action Battle System. :)


The Project Zelda Engine Update Patch 4 works perfectly and you can play this instead. You wont have any problems!:
Download Link to PZE UP4
http://www.mediafire.com/?bb1lj3g10t2vyal

Many players already tried this (still in early stage) Update Patch 4 and everyone loved it! ;)

Enjoy! :)
« Last Edit: July 17, 2012, 06:26:15 pm by SilentResident »
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Create, Share and Play your own Zelda 2D games with the Updated Project Zelda Engine!
The official website here: projectzeldaengine.freeforums.net
Download it here: www.rpgrevolution.com
Download it here: www.rmrk.net
Download it here: www.rmxpunlimited.net
Download it here: www.creationasylum.net
Download it here: www.zfgc.com
Re: The Project Zelda Engine (aka Zelda Starter ...
« Reply #17 on: July 17, 2012, 06:56:28 pm »
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I got a mail asking if there are any visual differences for the Ocarina's songs between the old PZE (Update Patch 3 and older) and the new PZE (Update Patch 4)!


A picture comparison says it all! :)
Here, the Sun's Song's light effect can now (in UP4) pierce through the dark night rather than being mere a layer (UP3):
« Last Edit: July 17, 2012, 07:06:02 pm by SilentResident »
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Create, Share and Play your own Zelda 2D games with the Updated Project Zelda Engine!
The official website here: projectzeldaengine.freeforums.net
Download it here: www.rpgrevolution.com
Download it here: www.rmrk.net
Download it here: www.rmxpunlimited.net
Download it here: www.creationasylum.net
Download it here: www.zfgc.com
Re: The Project Zelda Engine (aka Zelda Starter ...
« Reply #18 on: July 17, 2012, 07:04:50 pm »
  • It's the grineer
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We actually need to have RPG Maker to use the program, rigtht?
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Re: The Project Zelda Engine (aka Zelda Starter ...
« Reply #19 on: July 17, 2012, 07:09:05 pm »
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We actually need to have RPG Maker to use the program, rigtht?

Yes, the PZE runs on it.

You will need this program if you want to edit/create a game. But you won't need this program to play them.

Everyone can play the games without a need to install RPG Maker in their computers at all.
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Create, Share and Play your own Zelda 2D games with the Updated Project Zelda Engine!
The official website here: projectzeldaengine.freeforums.net
Download it here: www.rpgrevolution.com
Download it here: www.rmrk.net
Download it here: www.rmxpunlimited.net
Download it here: www.creationasylum.net
Download it here: www.zfgc.com
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