ZFGC

Projects => Zelda Projects => Topic started by: King Tetiro on September 04, 2011, 01:47:52 pm

Title: [DEMO] The Legend of Zelda : Chiming Bells
Post by: King Tetiro on September 04, 2011, 01:47:52 pm

The Legend of Zelda : Chiming Bells

Celebrating 25 years of the Legend of Zelda, The Legend of Zelda : Chiming Bells is back in progress! And we're going to try and bring the Zelda crown back to ZFGC from NCFC 2011!

Chiming Bells is set after Spirit Tracks and follows the story of how the next hero became the Hero of Bells and who he and Chia, protector of the Chiming Bell rose up to fight Rodrick, Hyrule's greatest swordsman as he attempts to use the Chiming Bell to his will to bring himself great glory. Although Rodrick knows the legend of the boy in Green Clothes and has hidden the bell whilst he deals with Link and Chia. Will they be able to stop Rodrick before the bell strikes three times?

Unlike previous attempts on this fan game, the content in terms of the story and dungeons has been cut down but the lost dungeons have been replaced with many sidequests and things to do.

Point of the Project
To celebrate the 25 wonderful years of Nintendo's fantastic franchise, The Legend of Zelda! To create a fan game as a tribute to Miyamoto and the The Legend of Zelda series. To show Miyamoto how much the fans of Zelda adore the franchise. And wish for another 25 glorious years of the The Legend of Zelda franchise!

(A note to Nintendo, this project is in no way claiming any ownership to The Legend of Zelda series or anything within it. This project is purely in regards to celebrating the 25 wonderful years of The Legend of Zelda and nothing more. It will be forever freeware to the entire community. Should Nintendo wish for this project to be ceased, I will have no quarrels with such and thus end the project. We hope Nintendo will never choose this option and let us celebrate the 25 years with a fan game based on tributing the franchise.)

Chapters
Wind Chapter : The Legend begins! When Link explores the Festival of Spirits, he has no idea that he'll run into the passage of fate and must save Zelda and the Chiming Bell from Rodrick, greatest Knight of Hyrule. He later meets the rude Chia who becomes his companion as they set out to the Howling Woods. [Current demo contains this chapter]

Water Chapter : After acquiring the Wind Crystal, Chia and Link head off to the Frozen Peaks to acquire the Water Crystal. However they must scale the blizzards and shatter the ice blockages. But during their efforts to gain the Water Crystal, they meet two new allies. The gerudo warrior Rodri who knew the Royal Family and Kiehs, a mysterious Shiekah.

Fire Chapter : With the Wind and Water Crystals at their disposal, Link and Chia swiftly head to the Magma Cliff to collect the Fire Crystal. However with the knowledge that Rodrick knows their plan, they move with caution as Rodrick will no doubt try to stop them. What's more concerning is that Chia thinks Link is going mad. For he says he keeps hearing someone sing.

Earth Chapter : With only one Crystal left, Chia and Link head to it's known location. However Rodrick seems uninterested in their endevours to grab the Earth Crystal. Perhaps he knows something they do not? For in this chapter of their mission, things are not what they seem. For Chia realises Link was hearing someone sing. And Chia may have figured out who it is.

Knight Chapter : Acquiring all four Crystals was no simple task, for now they must confront Rodrick to save Zelda. When they travel to the Sky, they are met by the person who was singing to Link and confirms Chia's theory on who was singing it. Chia realised only one person had the knowledge to perform such a song lost to time. For the singer was the oldest companion.

Royal Chapter : (The details of this chapter contain spoilers. Until the Knight Chapter's completion, this chapter is left blank)

Sacred Chapter : (The details of this chapter contain spoilers. Until the Royal Chapter's completion, this chapter is left blank)

Features
Allusions : To celebrate 25 years of Zelda, there are many allusions to the previous Zelda games. See if you can spot them all.
The Days of Hyrule : The Day of Din,Nayru and Farore always have different things going on. From collectables being available to a sidequest beginning.

Screenshots

(http://beta.zfgc.com/index.php/projects/gallery/view/152/)
The Hero of Bells and Princess Zelda meet for the first time.
(Allusion #1. Look at the decorations. The objects hanging from the string are only coloured with 6 colours. The colours of the six sages)

(http://beta.zfgc.com/index.php/projects/gallery/view/153/)
Rodrick deals with Link for the first time. But of course dealing with the residents of Hyrule Market beforehand.
(Allusion #2. The stage Link and Zelda are standing on is used by one of the Composer Brothers to tell the story of the Spirit Tracks)

(http://beta.zfgc.com/index.php/projects/gallery/view/154/)
Link meets a rude Chia for the first time.
(Allusion #3. Chia speaks using Midna's sound effects and her design is slightly inspired by Phi)

(http://beta.zfgc.com/index.php/projects/gallery/view/155/)
A demonstration of the Days of the Goddess.
Top 2 images. On the Day of Din, a goron merchant will appear in Hyrule Town to sell you bombs.
Bottom 2 images. On the Day of Nayru in the Hyrule Sewers, a Piece of Heart will appear.

Already Available Upon Demo Release
Pretty much everything before and after the Forest Shrine dungeon without going into the Frozen Shrine dungeon storyline.

On the To Do List
Kick the musical composers up the backside for being late

Downloads
Demo 1 (http://www.zfgc.com/chimingbells/Chiming%20Bell.zip)

Screenshots and Art
To the Deviantart! (http://chimingbells.deviantart.com/)

Awards
Best Zelda of NCFC 2009

Support

(http://i330.photobucket.com/albums/l401/Tetiro/Chiming_Bells_Banner.png) (http://www.zfgc.com/forum/index.php?topic=38573.0)

Show your support to the tribute to 25 years of Zelda

Code: [Select]
[url=http://www.zfgc.com/forum/index.php?topic=38573.0][IMG]http://i330.photobucket.com/albums/l401/Tetiro/Chiming_Bells_Banner.png[/IMG][/url]
Credit and Copyright
Nintendo retains full copyright of the Zelda concept, art, etc. Pretty much everything!
Z.R.E.O own the music you will hear ingame so please visit them at www.zreomusic.com
Dayjo owns the sound effects. So visit his website at http://noproblo.dayjo.org/ZeldaSounds/
And I got the sprites I didn't sprite from Spriters Resource. Please visit them at http://www.spriters-resource.com/
Also got a Ganon sprite from Master Yoshi. Kudos to him for making an epic sprite.
Not to mention game4ce for ripping the Skyward Sword trailer music and making the lyrics to the Song of Bells
And who could forget Martijn for designing the Frozen Shrine, helping me with programming and generally being awesome! A true Goron Brother
Then there's Sir masterpaul, the architect of making things prettier


Title: Re: The Legend of Zelda : Chiming Bells
Post by: Kleaver on September 04, 2011, 02:04:49 pm
Nice! Looks promising.

Is this supposed to be a mix of ALTTP and GB sprites?  ;)
Title: Re: The Legend of Zelda : Chiming Bells
Post by: King Tetiro on September 04, 2011, 02:07:53 pm
Nice! Looks promising.

Is this supposed to be a mix of ALTTP and GB sprites?  ;)

Nope it's a mix of ALTTP and custom sprite

And thanks! I will try not to let you down!

EDIT: Currently working on the nit bits. Then we're off to the Howling Woods! Home of the Koroks!
Title: Re: The Legend of Zelda : Chiming Bells
Post by: Kren on September 04, 2011, 08:43:42 pm
oh wow this does look promising! I must congratz in making a great graphic style!
Title: Re: The Legend of Zelda : Chiming Bells
Post by: King Tetiro on September 04, 2011, 11:16:35 pm
Thanks everyone for the positive feedback!
I'm heading to bed tomorrow but tomorrow morning, Link will be entering the Korok Village and by the end of this week another minigame will be on the list.

EDIT: Change of plans, looks like Link will be taking on the Forest Shrine dungeon.
Title: Re: The Legend of Zelda : Chiming Bells
Post by: King Tetiro on September 08, 2011, 03:39:31 pm
I bring epic news, I've got the dungeon 90% done. Just got another scene left to program and 2 parts of the HUD to update.

To think, I spent less than a month on it and I've already got a dungeon almost done
Title: Re: The Legend of Zelda : Chiming Bells
Post by: RetroRespecter on September 08, 2011, 03:55:20 pm
I got my eye on this. I hope this doesn't let down.
Title: Re: The Legend of Zelda : Chiming Bells
Post by: King Tetiro on September 08, 2011, 06:58:10 pm
Looks like Chiming Bell will be in the NCFC for sure now.

(http://beta.zfgc.com/index.php/projects/gallery/view/156/)

The Great Fairy of Wind. It also marks the completion of the Forest Shrine dungeon.

(Allusion #4. The Great Fairy of Wind is a descendant of the Great Dragonfly Fairy from Minish Cap)
(Allusion #5. The character to the left of Link is Sarina. A tribute to Saria. Both of whom are friends to Link)
Title: Re: The Legend of Zelda : Chiming Bells
Post by: King Tetiro on September 10, 2011, 10:32:18 am
Quite alot of the Demo 1 is done now. I have a few rooms left to make, a few sidequests left to update. Few items here and there. But enough about progress. Screenshot time!

(http://beta.zfgc.com/index.php/projects/gallery/view/157/)

Today's screenshot shows the Shooting Gallery mini game. With a twist! Not only do you have to shoot the target, you have to deal with the raised walls.

My composer is now making all the ZREO tracks loopable. Get ready for some orchestra zelda goodness!
Title: Re: The Legend of Zelda : Chiming Bells
Post by: Mirby on September 10, 2011, 01:24:16 pm
Wow, this has gone through some pretty major changes since I last visited. Looks pretty awesome man!

(guess you won't be needing that midi of the Spirit Tracks final boss theme now... :P )
Title: Re: The Legend of Zelda : Chiming Bells
Post by: King Tetiro on September 10, 2011, 05:49:38 pm
Wow, this has gone through some pretty major changes since I last visited. Looks pretty awesome man!

(guess you won't be needing that midi of the Spirit Tracks final boss theme now... :P )

Thanks once again for the positive feedback.

Below is a list of what's left to finish in the demo
-Add the Wall Shatter Effect - DONE
-Add the Target Break Effect - May have to make a graphical request. Hmm.
-Add the Dead Man Volley trail Effect
-Update the Compass Engine - DONE
-Create the Korok Palace - DONE
-Update the Sarina programming - DONE
-Update the Trading Sidequests - DONE
-Program the Composer Mini Game - DONE
-Finish implementing the Collection placing - DONE

-Create the title screen, saving and loading engine
Title: Re: The Legend of Zelda : Chiming Bells
Post by: King Tetiro on September 12, 2011, 02:05:43 pm
Today marks the last gameplay screenshot as of right now. The next ones will be of the saving, loading and titlescreen.

(http://beta.zfgc.com/index.php/projects/gallery/view/158/)

The Composer Minigame

(Allusion #6 - The music they are playing is Linebeck's Theme. From Phantom Hourglass)
(Allusion #7 - The house the game is in is called the Symphony House. A reference to Nintendo's Zelda Symphony to celebrate 25 years)

EDIT: Here's the final checklist

-Saving Engine - DONE
-Loading Engine - DONE
-Titlescreen - DONE
-Graphical Glitch - DONE
-DMV Trail
-Finalise scenes 7-20 - DONE

EDIT: How about a prologue screenshot? (You'll recognise Master Yoshi's Ganon. Credits is given of course)

(http://beta.zfgc.com/index.php/projects/gallery/view/159/)

The prologue of Link.

(Allusions #8,9 and 10 - References to the Hero of Time, Winds and Twilight. Aka, Link from Ocarina of Time, Wind Waker and Twilight Princess)"

EDIT 2: This is the last few things left to do.

-Update the music tracks
-DMV Trail
-Upload

I've counted how many Allusions there are in the game right now. We have up to 40 now.
Title: Re: The Legend of Zelda : Chiming Bells
Post by: King Tetiro on September 23, 2011, 12:15:37 pm
Over 10 days have passed and the progress has ground to a halt. I really need to kick my composer up the ass.

Apart from the music, the demo is raring to go!
Title: Re: The Legend of Zelda : Chiming Bells
Post by: RetroRespecter on September 23, 2011, 10:29:17 pm
Over 10 days have passed and the progress has ground to a halt. I really need to kick my composer up the ass.

Apart from the music, the demo is raring to go!
Don't kick him, please. Show patience and have mercy.
Title: Re: The Legend of Zelda : Chiming Bells
Post by: King Tetiro on October 11, 2011, 09:03:15 am
Hey just letting everyone know the project is far from dead. I've had alot on my plate. Family matters, my own matters and even friend matters. Don't worry there's only 1 bug left to fix and I'll be fixing it on thursday and then hold on tight because Link's coming out to play
Title: Re: The Legend of Zelda : Chiming Bells
Post by: RetroRespecter on October 11, 2011, 01:43:32 pm
 XD
Title: Re: The Legend of Zelda : Chiming Bells
Post by: FrozenFire on October 11, 2011, 08:22:38 pm
Dang, King T, this is looking a lot better than I remembered! Nice work, I look forward to trying out a demo.
Title: Re: [DEMO] The Legend of Zelda : Chiming Bells
Post by: King Tetiro on October 15, 2011, 10:12:25 am
Ladies and gentlemen, it is here. Demo 1 has finally arrived!

Demo 1 (http://www.host-a.net/u/Tetiro/Chiming%20Bell.zip)

Hopefully everyone will enjoy the game. I'd appreciate feedback!
Title: Re: [DEMO] The Legend of Zelda : Chiming Bells
Post by: Martijn dh on October 15, 2011, 04:22:15 pm
I liked the game but I do have a couple of (small) issues. Maybe you can fix them before the contest.

1. The blue letters at the intro- and deathscreen are a little hard to read. Maybe you could change the colors to green or yellow.
2. The suicide button. Is that a testerfunction left in by accident?
3. In Hyrule town the lady in the house in the upper right corner (with the four holes) is possessed or something. At first she seemed fine, but when I enter some time later her soundeffect appeared to loop endlessly which resembled some kind of monster roaring. Some after that, when I entered again, she flickering between normal and transparant. That's once messed up woman.
4. When I reached the boss in the Forest Temple I kept running out of arrows to hurt him. 30 arrows did not appear to be enough and I could not get any additional arrows from the bushes surrounding me.
Title: Re: [DEMO] The Legend of Zelda : Chiming Bells
Post by: King Tetiro on October 15, 2011, 04:43:45 pm
I liked the game but I do have a couple of (small) issues. Maybe you can fix them before the contest.

1. The blue letters at the intro- and deathscreen are a little hard to read. Maybe you could change the colors to green or yellow.
2. The suicide button. Is that a testerfunction left in by accident?
3. In Hyrule town the lady in the house in the upper right corner (with the four holes) is possessed or something. At first she seemed fine, but when I enter some time later her soundeffect appeared to loop endlessly which resembled some kind of monster roaring. Some after that, when I entered again, she flickering between normal and transparant. That's once messed up woman.
4. When I reached the boss in the Forest Temple I kept running out of arrows to hurt him. 30 arrows did not appear to be enough and I could not get any additional arrows from the bushes surrounding me.

1. It shall be done. I have a free day tomorrow
2. Ah. I knew I had forgotten something. Well spotted LOL
3. Weird. I shall investigate. Is it the left side of the town or the right part?
4. I shall fix these before the contest if it's such a problem. Though bear in mind I did this on purpose to reflect a fault in Link to the Past regarding Trinex. If you ran out of magic, you were screwed. Perhaps this was 1 allusion too much.

Martijn, I shall tell you how to beat the boss. Also I have realised another small error. Save before the boss people! Not during as I forgot to set a few variables which resets the bosses when you save. Which will make it hard to use that save file again. I will have these errors fixed asap

I was expecting a few errors. That's why I released the demo here and at Zreo so I can get them out before the contest
Title: Re: [DEMO] The Legend of Zelda : Chiming Bells
Post by: Sahittam on October 15, 2011, 07:38:09 pm
I played the game, too, so here we go ... :

1. I like how the game feels, somehow. It controls very nice, and although there were some issues (no collision for NPCs and enemies don't push you back, when they hit you), they didn't bother me that much, for some reason.

2. That NPC with the weird sound effect is the Happy Mask Salesman (I think). That bug happened to me too.

3. The suicide button is especially dangerous, because when you use it (D) in the menu to switch to the other menu screen, you die as well, as soon as you close the menu!

4. The mini games were a little bit too easy in my opinion? I got a perfect score in the shooting gallery and the rhythm game on the first try. Of course, you don't need to change that if you think the difficulty is just right.
In the shooting gallery you can also use the very cheap tactic of standing in one spot with auto-fire and just wait, till the target flies to it's doom. Maybe you should limit the number of available bolts?
But what I really liked about the food-throwing and rhythm games is that their difficulty went up as time progressed. That was nice attention to detail.

5. That boss fight ...
Show content
You have to shoot him while he moves, right. Because when you shoot him while he's standing, he still appears to get hurt (flashes red), so I used all my arrows on him while he was standing, cause I thought it would damage him. So naturally I ran out of arrows real fast. Maybe change it so that he doesn't flash red when he's not moving and hit?

6. Maybe 2 minutes is a bit too long for the auction?

7. Saving didn't work for me. When I said save an error popped up: 'Error loading file for writing' or something. I pressed Ignore and the game went on like normal, but it hadn't saved. That could be because my computer is from Germany (That has messed up the save features for other GM games in the past already), or it could be a general problem.

8. What I really, really, really loved was the day-night cycle of the NPCs. They move around town, get to their houses at night and lock their doors at certain times ... I thought that was very well done. Although one thing that would have been nice is to know during what time the doors would be unlocked. Maybe have a textbox that says 'Come back at sunrise' or something when you try to open a locked door.

9. The Controls. Maybe I missed it, but it doesn't tell you anywhere what the controls are?
I had to find out on my own that P opens the menu. Also, I think that the menu button should be closer to the other buttons.

10. I also liked that there I could do many sidequests. I got
Show content
9 heart pieces, one bolt bag upgrade, a bottle, access to soup ... did I miss anything?

11. That dungeon was a bit short. It's okay for a first dungeon, but you should make the others longer.

That's about it, I think. Phew, long post.
Title: Re: [DEMO] The Legend of Zelda : Chiming Bells
Post by: King Tetiro on October 15, 2011, 07:58:30 pm
I played the game, too, so here we go ... :

1. I like how the game feels, somehow. It controls very nice, and although there were some issues (no collision for NPCs and enemies don't push you back, when they hit you), they didn't bother me that much, for some reason.

2. That NPC with the weird sound effect is the Happy Mask Salesman (I think). That bug happened to me too.

3. The suicide button is especially dangerous, because when you use it (D) in the menu to switch to the other menu screen, you die as well, as soon as you close the menu!

4. The mini games were a little bit too easy in my opinion? I got a perfect score in the shooting gallery and the rhythm game on the first try. Of course, you don't need to change that if you think the difficulty is just right.
In the shooting gallery you can also use the very cheap tactic of standing in one spot with auto-fire and just wait, till the target flies to it's doom. Maybe you should limit the number of available bolts?
But what I really liked about the food-throwing and rhythm games is that their difficulty went up as time progressed. That was nice attention to detail.

5. That boss fight ...
Show content
You have to shoot him while he moves, right. Because when you shoot him while he's standing, he still appears to get hurt (flashes red), so I used all my arrows on him while he was standing, cause I thought it would damage him. So naturally I ran out of arrows real fast. Maybe change it so that he doesn't flash red when he's not moving and hit?

6. Maybe 2 minutes is a bit too long for the auction?

7. Saving didn't work for me. When I said save an error popped up: 'Error loading file for writing' or something. I pressed Ignore and the game went on like normal, but it hadn't saved. That could be because my computer is from Germany (That has messed up the save features for other GM games in the past already), or it could be a general problem.

8. What I really, really, really loved was the day-night cycle of the NPCs. They move around town, get to their houses at night and lock their doors at certain times ... I thought that was very well done. Although one thing that would have been nice is to know during what time the doors would be unlocked. Maybe have a textbox that says 'Come back at sunrise' or something when you try to open a locked door.

9. The Controls. Maybe I missed it, but it doesn't tell you anywhere what the controls are?
I had to find out on my own that P opens the menu. Also, I think that the menu button should be closer to the other buttons.

10. I also liked that there I could do many sidequests. I got
Show content
9 heart pieces, one bolt bag upgrade, a bottle, access to soup ... did I miss anything?

11. That dungeon was a bit short. It's okay for a first dungeon, but you should make the others longer.

That's about it, I think. Phew, long post.

1. Based on the fact that NPCs move, I though collisions would be too buggy. As for enemies, I always found it annoying.

2. I shall be looking deeply into this error

3. Yeh don't worry this will be fixed

4. Perhaps I should limit the number of bolts to the size of the bolt bag? Or maybe 99? I think I'll be leaving the difficulty of the rhythm game the same as it's just for fun.

5. Ah in that case I will defo be sorting it out

6. It's only 30 secs longer than the Wind Waker auction

7. I can happily say that this isn't the game. The saving works perfectly on my end. It maybe be your computer

8. I shall be looking into that for demo #2

9. To be fair, in the old games they never told you the controls. But I see your point.

10. I will need to check.

11. The other dungeons will be alot longer. They gain an extra room for each dungeon. The second dungeon will have two floors.

Title: Re: [DEMO] The Legend of Zelda : Chiming Bells
Post by: Sahittam on October 15, 2011, 08:17:29 pm
1. Based on the fact that NPCs move, I though collisions would be too buggy. As for enemies, I always found it annoying.

Yes, I thought the NPCs moving might be a reason for that, and I think it's okay.

4. Perhaps I should limit the number of bolts to the size of the bolt bag? Or maybe 99? I think I'll be leaving the difficulty of the rhythm game the same as it's just for fun.

Just a suggestion, but maybe limit = (number of targets)*1.5? And maybe rounded up to a nice number.

6. It's only 30 secs longer than the Wind Waker auction

Oh, I didn't remember it to be that long.  :o So I guess 2 min are good.

7. I can happily say that this isn't the game. The saving works perfectly on my end. It maybe be your computer

That sucks for me. Guess I have find a solution myself. Especially in the finished game that would be fatal.

9. To be fair, in the old games they never told you the controls. But I see your point.

You should maybe put it into the first post of this topic and into the F1 help screen.
Title: Re: [DEMO] The Legend of Zelda : Chiming Bells
Post by: Zhello on October 16, 2011, 02:29:47 am
Ah I thought you were gonna release when NCFC started XD, anyway great demo :D
Title: Re: [DEMO] The Legend of Zelda : Chiming Bells
Post by: King Tetiro on October 17, 2011, 02:15:55 pm
I played the game, too, so here we go ... :

1. I like how the game feels, somehow. It controls very nice, and although there were some issues (no collision for NPCs and enemies don't push you back, when they hit you), they didn't bother me that much, for some reason.

2. That NPC with the weird sound effect is the Happy Mask Salesman (I think). That bug happened to me too.

3. The suicide button is especially dangerous, because when you use it (D) in the menu to switch to the other menu screen, you die as well, as soon as you close the menu!

4. The mini games were a little bit too easy in my opinion? I got a perfect score in the shooting gallery and the rhythm game on the first try. Of course, you don't need to change that if you think the difficulty is just right.
In the shooting gallery you can also use the very cheap tactic of standing in one spot with auto-fire and just wait, till the target flies to it's doom. Maybe you should limit the number of available bolts?
But what I really liked about the food-throwing and rhythm games is that their difficulty went up as time progressed. That was nice attention to detail.

5. That boss fight ...
Show content
You have to shoot him while he moves, right. Because when you shoot him while he's standing, he still appears to get hurt (flashes red), so I used all my arrows on him while he was standing, cause I thought it would damage him. So naturally I ran out of arrows real fast. Maybe change it so that he doesn't flash red when he's not moving and hit?

6. Maybe 2 minutes is a bit too long for the auction?

7. Saving didn't work for me. When I said save an error popped up: 'Error loading file for writing' or something. I pressed Ignore and the game went on like normal, but it hadn't saved. That could be because my computer is from Germany (That has messed up the save features for other GM games in the past already), or it could be a general problem.

8. What I really, really, really loved was the day-night cycle of the NPCs. They move around town, get to their houses at night and lock their doors at certain times ... I thought that was very well done. Although one thing that would have been nice is to know during what time the doors would be unlocked. Maybe have a textbox that says 'Come back at sunrise' or something when you try to open a locked door.

9. The Controls. Maybe I missed it, but it doesn't tell you anywhere what the controls are?
I had to find out on my own that P opens the menu. Also, I think that the menu button should be closer to the other buttons.

10. I also liked that there I could do many sidequests. I got
Show content
9 heart pieces, one bolt bag upgrade, a bottle, access to soup ... did I miss anything?

11. That dungeon was a bit short. It's okay for a first dungeon, but you should make the others longer.

That's about it, I think. Phew, long post.

The following numbered issues have been fixed and are in the NCFC demo are

3, 5, 5+ (The saving during miniboss and boss fights. Til NCFC. Don't do it)

I will be fixing when I get back to my flat

2 (Can tell me what day and time the problem is, what story items you have, what items you gave him and what he's given you), 4 and 9 (Will be providing a readme file)

As of NCFC demo currently:
-The boss will no longer flash when you shoot an arrow it anytime during the fight. Only when you've stunned/hurt it
-Saving is safe in boss and mini boss battles (You can save safely already but you can't beat the boss if you do save it. Hard to explain)
-Suicide button. DELETED!
-Small bugs fixed

I'd also like every player of this game to give me three ratings. One now before bugs are fixed so I know how badly the bugs ruin the gameplay, one which is your thoughts of how well the game would be if the bugs are fixed and another rating when you play the game at NCFC when all the bugs are actually fixed. I'd REALLY appreciate it.

I'd like the first two ratings before NCFC. It's on a 1-5 / 5 rating system please

FINAL THING on this post. Would people like attached in the NCFC demo a file listing all the Allusions to the other zelda games or would you just like clues?
Title: Re: [DEMO] The Legend of Zelda : Chiming Bells
Post by: Martijn dh on October 17, 2011, 06:21:45 pm
Just 5 more days. You can wait right?
Title: Re: [DEMO] The Legend of Zelda : Chiming Bells
Post by: King Tetiro on October 17, 2011, 06:34:44 pm
Just 5 more days. You can wait right?

Well not really for the first two ratings as when you play the NCFC, the first two ratings will be subconsciously affected by you playing the NCFC demo.
Title: Re: [DEMO] The Legend of Zelda : Chiming Bells
Post by: TDWP FTW on October 17, 2011, 06:55:43 pm
 - There seem to be a few tiling problems, like below the hill near the stream in South Hyrule Field.
 - You can walk on some areas of water.  I'm assuming this is do to not placing markers or whatever you call them correctly.
 - When you walk over tall grass, it doesn't look like you're walking in the tall grass like it should.
 - The town is way too crowded visually.  The pipes (?) hanging above the town, all the balloons, fireworks, people, etc.
 - The controls aren't listed anywhere, and I ended up hitting both suicide buttons (D and L) going through keys and figuring out what was what.  Not to mention, P as pause is really annoying.
 - The day/night cycle goes way too fast IMO.
 - The ZREO music doesn't fit the game at all, and I don't like how it loops constantly through the day/night.  You should have it switch to something calm, or even just crows and other animal sounds like in OoT.

As for things I liked...Well, it's not a lot, but:

 - The day/night cycle looked nice.
 - There's a lot of interactivity and dynamic-ness to the game, kind of like Majora's Mask, and I really like that.
 - The engine seems to work smoothly and without problems.

For now, I'd give it a 2/5.  When the bugs are fixed, a 3/5, as most of my "complaints" aren't bugs, but rather things I just find unfitting.
Title: Re: [DEMO] The Legend of Zelda : Chiming Bells
Post by: King Tetiro on October 17, 2011, 07:16:33 pm
- There seem to be a few tiling problems, like below the hill near the stream in South Hyrule Field.
 - You can walk on some areas of water.  I'm assuming this is do to not placing markers or whatever you call them correctly.
 - When you walk over tall grass, it doesn't look like you're walking in the tall grass like it should.
 - The town is way too crowded visually.  The pipes (?) hanging above the town, all the balloons, fireworks, people, etc.
 - The controls aren't listed anywhere, and I ended up hitting both suicide buttons (D and L) going through keys and figuring out what was what.  Not to mention, P as pause is really annoying.
 - The day/night cycle goes way too fast IMO.
 - The ZREO music doesn't fit the game at all, and I don't like how it loops constantly through the day/night.  You should have it switch to something calm, or even just crows and other animal sounds like in OoT.

As for things I liked...Well, it's not a lot, but:

 - The day/night cycle looked nice.
 - There's a lot of interactivity and dynamic-ness to the game, kind of like Majora's Mask, and I really like that.
 - The engine seems to work smoothly and without problems.

For now, I'd give it a 2/5.  When the bugs are fixed, a 3/5, as most of my "complaints" aren't bugs, but rather things I just find unfitting.

Please note graphical problems may just be down to my graphics style. Though I will look into them.

Tiling problems? Mind giving me a screenshot?
Water? Screenshots again?
Grass Walking : I'll give you that but I'm still deciding that
Town Visiual : Actually I won't be changing that. It's meant to be like that. It is a TOWN after all :P
Suicide button : Is L a suicide button? It shouldn't be. I'll look into it
Day/Night : Only in Hyrule Field. It's slow everywhere else. Won't be changed
ZREO : I can only provide what ZREO has. I really wanted to have their music plus my composer is busy. Sorry but this will remain.

Appreciate the feedback and rating! Was expecting it a little higher but can't complain lol
Title: Re: [DEMO] The Legend of Zelda : Chiming Bells
Post by: King Tetiro on October 19, 2011, 07:59:26 am
Ok guys I've fixed all the big bugs and now I want to know. Which stuff wasn't bugs but what bugged you in the game?

EDIT: Other than Link in shallow water and grass needs a splash/grass effect around Link's feet. I can't find the sprites for it in LTTP
Title: Re: [DEMO] The Legend of Zelda : Chiming Bells
Post by: RetroRespecter on October 19, 2011, 03:50:49 pm
I'm already loving it.
Title: Re: [DEMO] The Legend of Zelda : Chiming Bells
Post by: King Tetiro on October 20, 2011, 08:35:34 am
I'm already planning the next demo's content.

I'm going to use this chance to say that the Great Deku Tree's Creation of Hyrule tale returns told by Chia. Along with her tale on the Bells of Hyrule
Title: Re: [DEMO] The Legend of Zelda : Chiming Bells
Post by: FrozenFire on October 22, 2011, 01:40:12 am
... 7. Saving didn't work for me. When I said save an error popped up: 'Error loading file for writing' or something. I pressed Ignore and the game went on like normal, but it hadn't saved. That could be because my computer is from Germany (That has messed up the save features for other GM games in the past already), or it could be a general problem. ...
7. I can happily say that this isn't the game. The saving works perfectly on my end. It maybe be your computer

That sucks for me. Guess I have find a solution myself. Especially in the finished game that would be fatal.

Actually, I got the same problem as Sahittam. I'm afraid that you're mistaken King T, unless someone else other than you has been able to save successfully, I believe you may have an actual coding problem.

I have a theory about what might be wrong:
I noticed that there is no "save" file that comes with the game, and the error says that there is a problem opening/loading the save file. Perhaps you are asking in the code to open a file that isn't existing? It would work for you if you already had the save file existing on your computer, but it wouldn't work for anyone else if they did not have that file existing. You need to first ask if there is a save file, and if not it needs to create one before it can write to it.
If this is not the problem, then I'm not sure what it is, but saving to files works fine with other gm games on my computer, so it is definitely a problem with your code.

Anyway, I have got to agree with TDWP FTW (whatever "TDWP" stands for) that the interactivity in the game is amazing! Definitely gives a bit of that good MM feeling. Seriously, well done on that! I don't think the town was too crowded, having all that stuff gave the correct atmosphere that it was a festival and all. I liked that.

I did find the constant voice clips to be a little bit too much. In my opinion, you don't need people to make a noise EVERY time the text box refreshes. Swinging the sword is fun, but hitting enemies is a bit too difficult because the sword is not quite long enough and/or the enemies need to bounce back or act more like they've been hurt when hit. It may also help to have some kind of "hit" particle effect come from where the sword hits the enemy. This would especially help on those spider things (?) where you can only damage them from the front. I wasn't even sure if the sword was hitting them most of the time and it finally made sense after a few of my hits only landed on their face (..and I said "Ha! In your face!). You should at least have a "ding" sound like the sword is hitting armor or something for the hits that do no damage.

The last thing that sort of bothered me is the movement; it needs some dynamics. Whether I'm going down a stairway, swimming in water, or running in a field, my speed is constant. If I were you, I'd focus on fixing this up before anything else (after the saving issue of course) as it will make the game feel much more professional and more polished.

In the end, I'm very impressed! I actually enjoyed playing this and I plan on playing it thoroughly once the save issue is fixed. Good work King T, keep it up!
Title: Re: [DEMO] The Legend of Zelda : Chiming Bells
Post by: King Tetiro on October 22, 2011, 07:08:48 am
... 7. Saving didn't work for me. When I said save an error popped up: 'Error loading file for writing' or something. I pressed Ignore and the game went on like normal, but it hadn't saved. That could be because my computer is from Germany (That has messed up the save features for other GM games in the past already), or it could be a general problem. ...
7. I can happily say that this isn't the game. The saving works perfectly on my end. It maybe be your computer

That sucks for me. Guess I have find a solution myself. Especially in the finished game that would be fatal.

Actually, I got the same problem as Sahittam. I'm afraid that you're mistaken King T, unless someone else other than you has been able to save successfully, I believe you may have an actual coding problem.

I have a theory about what might be wrong:
I noticed that there is no "save" file that comes with the game, and the error says that there is a problem opening/loading the save file. Perhaps you are asking in the code to open a file that isn't existing? It would work for you if you already had the save file existing on your computer, but it wouldn't work for anyone else if they did not have that file existing. You need to first ask if there is a save file, and if not it needs to create one before it can write to it.
If this is not the problem, then I'm not sure what it is, but saving to files works fine with other gm games on my computer, so it is definitely a problem with your code.

Anyway, I have got to agree with TDWP FTW (whatever "TDWP" stands for) that the interactivity in the game is amazing! Definitely gives a bit of that good MM feeling. Seriously, well done on that! I don't think the town was too crowded, having all that stuff gave the correct atmosphere that it was a festival and all. I liked that.

I did find the constant voice clips to be a little bit too much. In my opinion, you don't need people to make a noise EVERY time the text box refreshes. Swinging the sword is fun, but hitting enemies is a bit too difficult because the sword is not quite long enough and/or the enemies need to bounce back or act more like they've been hurt when hit. It may also help to have some kind of "hit" particle effect come from where the sword hits the enemy. This would especially help on those spider things (?) where you can only damage them from the front. I wasn't even sure if the sword was hitting them most of the time and it finally made sense after a few of my hits only landed on their face (..and I said "Ha! In your face!). You should at least have a "ding" sound like the sword is hitting armor or something for the hits that do no damage.

The last thing that sort of bothered me is the movement; it needs some dynamics. Whether I'm going down a stairway, swimming in water, or running in a field, my speed is constant. If I were you, I'd focus on fixing this up before anything else (after the saving issue of course) as it will make the game feel much more professional and more polished.

In the end, I'm very impressed! I actually enjoyed playing this and I plan on playing it thoroughly once the save issue is fixed. Good work King T, keep it up!

Ok seriously someone record this error as I'm having no problems over here! I have saved to all three slots and not a single error.

Good to know people didn't find the town too crowded and enjoyed the liveliness

I will implement a new hitting system in Demo 2 when it comes round. I'm too unwell to fix errors. Same with the movement

Sorry but until I feel better, I won't be fixing errors. My head hurts and I am bringing up gunk in my throat so am not feeling well enough. Sorry guys.

EDIT: Thanks to some help from Sahittam, we located the Saving Error source and I've fixed it by putting a ton of barriers.
Title: Re: [DEMO] The Legend of Zelda : Chiming Bells
Post by: RetroRespecter on October 23, 2011, 03:40:35 am
I found a bug/glitch:

Here I am scrolling through the menu. WhenI get out, Link dies.
Title: Re: [DEMO] The Legend of Zelda : Chiming Bells
Post by: King Tetiro on October 23, 2011, 07:16:31 am
I found a bug/glitch:

Here I am scrolling through the menu. WhenI get out, Link dies.

Hold on that makes no sense. I removed all Killing Link functions by the Controller Object


If you've played any of the demos and liked it, please like the game here
http://www.nintendocfc.com/booths.html#zelda
Title: Re: [DEMO] The Legend of Zelda : Chiming Bells
Post by: FrozenFire on October 24, 2011, 06:14:22 am
EVERYONE, HERE IS THE SUPER SIMPLE FIX FOR THE SAVING ISSUE:
All you need to do is create a folder named "Save Files" in the game folder. King T simply forgot to add it with the game. Chiming Bells could not save because the path for the file was non-existent. As I said, super simple fix. ;3

I found a bug/glitch:

Here I am scrolling through the menu. WhenI get out, Link dies.

Hold on that makes no sense. I removed all Killing Link functions by the Controller Object

I just sent you a message that says this but whatever: I believe I have the latest demo, and if you press the "D" key, Link still dies. Also, if you use "D" to scroll through in the menu, Link will die immediately upon exiting the menu, so either you should change the kill key or remove it for demos. Unless you have already released a new demo I missed which has this fixed.
Title: Re: [DEMO] The Legend of Zelda : Chiming Bells
Post by: King Tetiro on October 24, 2011, 09:18:52 am
Ok could someone please test this Killing Link bug in the NCFC demo? Im getting worried now
Title: Re: [DEMO] The Legend of Zelda : Chiming Bells
Post by: FrozenFire on October 25, 2011, 12:14:27 am
Ok could someone please test this Killing Link bug in the NCFC demo? Im getting worried now

Apparently I did not have the latest demo, sorry for worrying you King. There is no death key now, though you're still missing the "Save Files" folder with the latest demo.


EDIT:

I just noticed that it creates the "Save Files" folder now though right after loading. But there is an error where the dark gray loading background does not go away to reveal the menu until you press a key or something. So you can't see what file you're choosing, though you can hear the sounds play when you press keys.
Title: Re: [DEMO] The Legend of Zelda : Chiming Bells
Post by: King Tetiro on October 25, 2011, 02:13:53 am
Ok could someone please test this Killing Link bug in the NCFC demo? Im getting worried now

Apparently I did not have the latest demo, sorry for worrying you King. There is no death key now, though you're still missing the "Save Files" folder with the latest demo.


EDIT:

I just noticed that it creates the "Save Files" folder now though right after loading. But there is an error where the dark gray loading background does not go away to reveal the menu until you press a key or something. So you can't see what file you're choosing, though you can hear the sounds play when you press keys.

*Slams head on table*

Could you screenshot this problem please?
Title: Re: [DEMO] The Legend of Zelda : Chiming Bells
Post by: FrozenFire on October 25, 2011, 05:04:05 am
... there is an error where the dark gray loading background does not go away to reveal the menu until you press a key or something. So you can't see what file you're choosing, though you can hear the sounds play when you press keys.

*Slams head on table*

Could you screenshot this problem please?

It's not much of a screenshot, it's just blank. I've attached it anyway.

I tested it multiple times and it only happened about 1 out of every 4 tries (tested it roughly 12 times). :/ I believe that the only problem you have is for it to somehow skip the fade process/animation, because the dark gray background just stays in place after the bell ringing intro fades out. I'm not sure if I just pressed keys to skip through it at the right time or what, but it seems hard to get it to happen, but it does sometimes. Not exactly sure what's going on, but I know that everything must be there in the background and I just can't see it because I can hear the music and I can hear sound effects when I move to select a file, etc. The blank screen doesn't stay like that though. The blank screen will disappear once I've blindly selected my save file. I'm pretty sure this is because you have the code tell the "dark gray blank" to do a fade out animation at that time.

Conclusion:
I believe there is a way to skip past the "fade in" animation after the bell intro's fade out, which leaves the screen looking blank. But there is no need to slam your head. Though I haven't even seen your code, I'm pretty sure you'll see the problem if you just look in your code for a a key press that skips through the intro while also skipping the activation of the fade animation. No big deal.
Title: Re: [DEMO] The Legend of Zelda : Chiming Bells
Post by: King Tetiro on October 25, 2011, 07:12:18 am
Ok I've tried a fix for it but I'm unsure if it'll work. Only time will tell because I'm not uploading another demo fix until I feel better.
Title: Re: [DEMO] The Legend of Zelda : Chiming Bells
Post by: Max. on October 27, 2011, 04:14:04 am
Tetiro! I had about an hour of free time today on a desktop and I got a chance to play chiming Bells, so I thought I'd tell you what I thought.

Warning readers, possible spoilers if you haven't played.

It was pretty fun, with a few frustrating parts. I got some of the way through the first dungeon, but got stuck because I used up my thirty cross bolt shots trying to hit those damn keese! I think you may already know that this is a major problem, because when you only have two items, you can't progress through the game and its puzzles without any ammo in one of them. So at that point I gave up.

I think the biggest problem, though, was the fact that you didn't include any directions. I had no idea what buttons to press to do stuff. I still never figured out which of the zxc buttons did what. I mean, z was sword, but sometimes it was also equivalent to the a button of Nintendo consoles? Also, I felt kinda lucky that I happened to notice that P was the menu button, otherwise I woulda been messed up, but it never explained which button was to SET items from the menu, so I just had to try them all a few times. Also, I didn't happen across the save menu until I'd given up on the game without crossbow ammo, and only accidentally discovered the full screen mode. Which was very important, because it was really hard for me to see the game because the graphics are very small.

I think that as far as priorities go, having a list of which button does what is above a list of allusions.

Also, Hyrule town has so many houses! It was frustrating when Zelda would be like, let's go to this bar! And run off, and I had to search through every building in town to find the bar. Also, when I was looking for the bombs, that was REALLY frusturating. I looked through every house in town twice, and couldn't find them. Eventually, I started doing the mail for that guy I guess I lived with, I didn't know if he was my uncle or my dad or my lover or what, and he sent me on these inane quests to deliver letters he could have himself, because he actually knew who and where these people were! Especially Marco, he was like, deliver a letter to Marco, and I'm like, who the hell is Marco!? After Marco, I gave up on that mail guy because I didn't like him anymore because I didn't know who Marco was, so I checked every building in town again, and I only happened across his house again because I forgot where he lived, and then he gave me the bombs and explained he was a mailman. Who was just too lazy to do his job!

Haha, so those were my only problems with the game. A few minor things that didn't bother me are the long awkward pauses in some cutscenes, when I started pressing the x button or trying to move around, but really Zelda or Chia was just pausing or something. And it was weird at first when Chia was like, how the hell are you? Mostly because I think you meant to say, Who the hell are you? And second because that's the first swearing I've seen in a Zelda game. Bit odd, but I didn't mind.

Also, if you lay down a bomb and then go into a house, I dunno if it's everywhere, but it worked for the Kokorok guy's shop, the hissing of the fuse will continue indefinitely. Nd you'll walk around for a while with the sound of a bomb fuse and no bomb, and it'll only stop if you explode a different bomb.

Everything else was done really well though. You've picked you're own graphical style and stuck to it, and it goes very well, and it pretty consistent. Some of the water I didn't know was water, so I fell in, but I could swim! So it was cool. Except for Link can only swim in SOME water...?
The dungeon was VErY nice, it had a good Zelda feel to it. Somehow felt more like a 3d game layout... But I liked it. It was challenging enough for a first dungeon, but not in a WTF way, just in a, I think I know what to do, and it's a little difficult. It was good, is my point.

Also, the plot is turning out pretty nice. Also, Im really digging the sound effects!
Anyway, it's looking good. I hope you feel better!
Title: Re: [DEMO] The Legend of Zelda : Chiming Bells
Post by: King Tetiro on October 27, 2011, 11:11:19 am
Tetiro! I had about an hour of free time today on a desktop and I got a chance to play chiming Bells, so I thought I'd tell you what I thought.

Warning readers, possible spoilers if you haven't played.

It was pretty fun, with a few frustrating parts. I got some of the way through the first dungeon, but got stuck because I used up my thirty cross bolt shots trying to hit those damn keese! I think you may already know that this is a major problem, because when you only have two items, you can't progress through the game and its puzzles without any ammo in one of them. So at that point I gave up.

I think the biggest problem, though, was the fact that you didn't include any directions. I had no idea what buttons to press to do stuff. I still never figured out which of the zxc buttons did what. I mean, z was sword, but sometimes it was also equivalent to the a button of Nintendo consoles? Also, I felt kinda lucky that I happened to notice that P was the menu button, otherwise I woulda been messed up, but it never explained which button was to SET items from the menu, so I just had to try them all a few times. Also, I didn't happen across the save menu until I'd given up on the game without crossbow ammo, and only accidentally discovered the full screen mode. Which was very important, because it was really hard for me to see the game because the graphics are very small.

I think that as far as priorities go, having a list of which button does what is above a list of allusions.

Also, Hyrule town has so many houses! It was frustrating when Zelda would be like, let's go to this bar! And run off, and I had to search through every building in town to find the bar. Also, when I was looking for the bombs, that was REALLY frusturating. I looked through every house in town twice, and couldn't find them. Eventually, I started doing the mail for that guy I guess I lived with, I didn't know if he was my uncle or my dad or my lover or what, and he sent me on these inane quests to deliver letters he could have himself, because he actually knew who and where these people were! Especially Marco, he was like, deliver a letter to Marco, and I'm like, who the hell is Marco!? After Marco, I gave up on that mail guy because I didn't like him anymore because I didn't know who Marco was, so I checked every building in town again, and I only happened across his house again because I forgot where he lived, and then he gave me the bombs and explained he was a mailman. Who was just too lazy to do his job!

Haha, so those were my only problems with the game. A few minor things that didn't bother me are the long awkward pauses in some cutscenes, when I started pressing the x button or trying to move around, but really Zelda or Chia was just pausing or something. And it was weird at first when Chia was like, how the hell are you? Mostly because I think you meant to say, Who the hell are you? And second because that's the first swearing I've seen in a Zelda game. Bit odd, but I didn't mind.

Also, if you lay down a bomb and then go into a house, I dunno if it's everywhere, but it worked for the Kokorok guy's shop, the hissing of the fuse will continue indefinitely. Nd you'll walk around for a while with the sound of a bomb fuse and no bomb, and it'll only stop if you explode a different bomb.

Everything else was done really well though. You've picked you're own graphical style and stuck to it, and it goes very well, and it pretty consistent. Some of the water I didn't know was water, so I fell in, but I could swim! So it was cool. Except for Link can only swim in SOME water...?
The dungeon was VErY nice, it had a good Zelda feel to it. Somehow felt more like a 3d game layout... But I liked it. It was challenging enough for a first dungeon, but not in a WTF way, just in a, I think I know what to do, and it's a little difficult. It was good, is my point.

Also, the plot is turning out pretty nice. Also, Im really digging the sound effects!
Anyway, it's looking good. I hope you feel better!

I appreciate the long report, I will consider all possible improvements in Chapter 2

Yes I admit the running out of crossbow bolts is a pain. I will be trying to make bolts appear more often.

Again, I admit the directions thing I could improve. It shall be solved. Same for the buttons

The long awkward pauses were done on purpose. Trust me, I had this debate with TDWP during the NCFC zelda fight night

I have a plan to fix this problem. Trust me, if the plan works, finding a specific house will be made much less painful

And the mailman is Link's father. His name is Arn. (Taken from the Valiant comics where Link has a father named Arn). And the mailman being lazy was my little joke in comparrison to the standard Zelda postman

Chia says How? I'll fix that. And yes, Chia swears. Chia isn't your typical companion. She's not a fan of Link at the beginning. She has a temper and she isn't afraid to show it. By the end of Frozen Shrine however she becomes your typical positive companion. You see I wanted Chia to be unique. Rather than being Link's friend at the beginning, I wanted to show their friendship grow.

I am fully aware of this bomb glitch and I shall be seeing into this.

The rule for water is the light blue is a puddle depth. The medium blue you can swim in. The dark blue you will drown in. I thought the layout of the Forest Shrine was well done. The next dungeon will be more advanced in terms of it's puzzles

I am glad to hear you enjoy the plot. It will be a great feat once done.
Title: Re: [DEMO] The Legend of Zelda : Chiming Bells
Post by: King Tetiro on October 29, 2011, 09:26:44 pm
Okay peeps, here's how Chapter 2's bug fix is gonna go down. TDWP and Martijn, I'm banning you from giving feedback for now as with the fight night script and martijn's review on Chiming Bells, I know what you didn't like about the game and what needs to be improved from you guys so there's no need for you to take part in this.

I'd like everyone to try out the NCFC Chiming Bells demo if they haven't done so already and tell me what they didn't like about the game and what bugs they spotted?

This way, I can produce a refined list of the quirks and bugs to fix them by the Chapter 2 demo.

EDIT: Today I bring you a screenshot. Of Frozen Peaks

(http://beta.zfgc.com/index.php/projects/gallery/view/167/)

EDIT: I'm going to publish the current To Do list before I resume work on the Frozen Peaks and the Creation of the Triforce story

-Improve the Bell Chamber's visuals (Not exactly high on my priority list as I designed the chamber that way) - Floor depth has been implemented. Case Closed
-Redesign the HUD (I shall be working on this today) - I've altered the HUD to show the button controls. Case Closed
-Add smoke from chimneys (This isn't a glitch or bug. I feel like it would make the game more realistic :) )
-Stop the characters making noise every box of text (I shall be asking someone to aid me in this. Stay tuned)
-Make the shooting game harder by limiting number of Bolts? - Reduced the time limit by 20 seconds. You will now have to be alot faster. Case Closed
-Highlight times the houses are open
-Provide a readme file on the controls
-Replace Splash and Grass Sound Effects?
-Create Puddle and Grass Visual Effects? (I haven't forgotten about this TDWP :P I'm still trying to find the sprites and work out how to do this)
-Prioritise the Movement (Martijn expect a PM soon)
-Implement knockback on enemies (I SHALL NOT BE DOING THIS to Link as well. As in future dungeons you will be fighting enemies on small bridges, knockback would be VERY annoying)
-Provide the NPC's names. What will happen is when you move close to a NPC, their name will appear so you know who is who
-Possibly provide a guidance system? (Expect a discussion topic soon)
-Implement the X button's visual effects - You can now tell what can be interacted with. Case Closed

If anyone knows of anymore quirks or bugs, please post here or PM me

(The Highlighted quirk/bug is the one I'm fixing)
Title: Re: [DEMO] The Legend of Zelda : Chiming Bells
Post by: King Tetiro on November 02, 2011, 10:09:57 am
I bring glorious news, last week I sent a message to game4ce on youtube due to his talents as writing lyrics (Dont get the wrong idea here. I needed a poem like thing for the Chiming Bell) and he got back! Looks like the Chiming Bell will have a poem like thing for it!

I'm also working on the bug fixes. Expect a sparkly screenshot soon!
Title: Re: [DEMO] The Legend of Zelda : Chiming Bells
Post by: FrozenFire on November 02, 2011, 11:54:39 pm

EDIT: Today I bring you a screenshot. Of Frozen Peaks

(http://beta.zfgc.com/index.php/projects/gallery/view/167/)

There's something about snow in the 2d Zelda games; I just love it. The 3D ones, not so much. Don't know why. Anyway, looks pretty good, though it feels a bit plain. Perhaps snowed on bushes or rocks? I don't know how you've got the world mapped out, but I also think it would be awesome to have a frozen lake and some frozen water falls as a part of the Frozen Peaks.


EDIT: I'm going to publish the current To Do list before I resume work on the Frozen Peaks and the Creation of the Triforce story

-Improve the Bell Chamber's visuals (Not exactly high on my priority list as I designed the chamber that way) - Floor depth has been implemented. Case Closed
-Redesign the HUD (I shall be working on this today) - I've altered the HUD to show the button controls. Case Closed
-Add smoke from chimneys (This isn't a glitch or bug. I feel like it would make the game more realistic :) )
-Stop the characters making noise every box of text (I shall be asking someone to aid me in this. Stay tuned)
-Make the shooting game harder by limiting number of Bolts? - Reduced the time limit by 20 seconds. You will now have to be alot faster. Case Closed
-Highlight times the houses are open
-Provide a readme file on the controls
-Replace Splash and Grass Sound Effects?
-Create Puddle and Grass Visual Effects? (I haven't forgotten about this TDWP :P I'm still trying to find the sprites and work out how to do this)
-Prioritise the Movement (Martijn expect a PM soon)
-Implement knockback on enemies (I SHALL NOT BE DOING THIS to Link as well. As in future dungeons you will be fighting enemies on small bridges, knockback would be VERY annoying)
-Provide the NPC's names. What will happen is when you move close to a NPC, their name will appear so you know who is who
-Possibly provide a guidance system? (Expect a discussion topic soon)
-Implement the X button's visual effects - You can now tell what can be interacted with. Case Closed

If anyone knows of anymore quirks or bugs, please post here or PM me

(The Highlighted quirk/bug is the one I'm fixing)

Main things I like:
Smoke from chimneys is a very good idea. Details like that can make all the difference between an engaging game and a boring lifeless one.
NPC names when approached?! In my opinion, that's something a lot of past Zelda games could've used. I'm not sure if SS will do that or not. Anyway, imo, VERY cool and useful addition to the game. I like that a lot.

Good stuff King T, good stuff. ;3
Title: Re: [DEMO] The Legend of Zelda : Chiming Bells
Post by: Zhello on November 03, 2011, 12:09:11 am

EDIT: Today I bring you a screenshot. Of Frozen Peaks

(http://beta.zfgc.com/index.php/projects/gallery/view/167/)

There's something about snow in the 2d Zelda games; I just love it. The 3D ones, not so much. Don't know why. Anyway, looks pretty good, though it feels a bit plain. Perhaps snowed on bushes or rocks? I don't know how you've got the world mapped out, but I also think it would be awesome to have a frozen lake and some frozen water falls as a part of the Frozen Peaks.


EDIT: I'm going to publish the current To Do list before I resume work on the Frozen Peaks and the Creation of the Triforce story

-Improve the Bell Chamber's visuals (Not exactly high on my priority list as I designed the chamber that way) - Floor depth has been implemented. Case Closed
-Redesign the HUD (I shall be working on this today) - I've altered the HUD to show the button controls. Case Closed
-Add smoke from chimneys (This isn't a glitch or bug. I feel like it would make the game more realistic :) )
-Stop the characters making noise every box of text (I shall be asking someone to aid me in this. Stay tuned)
-Make the shooting game harder by limiting number of Bolts? - Reduced the time limit by 20 seconds. You will now have to be alot faster. Case Closed
-Highlight times the houses are open
-Provide a readme file on the controls
-Replace Splash and Grass Sound Effects?
-Create Puddle and Grass Visual Effects? (I haven't forgotten about this TDWP :P I'm still trying to find the sprites and work out how to do this)
-Prioritise the Movement (Martijn expect a PM soon)
-Implement knockback on enemies (I SHALL NOT BE DOING THIS to Link as well. As in future dungeons you will be fighting enemies on small bridges, knockback would be VERY annoying)
-Provide the NPC's names. What will happen is when you move close to a NPC, their name will appear so you know who is who
-Possibly provide a guidance system? (Expect a discussion topic soon)
-Implement the X button's visual effects - You can now tell what can be interacted with. Case Closed

If anyone knows of anymore quirks or bugs, please post here or PM me

(The Highlighted quirk/bug is the one I'm fixing)

Main things I like:
Smoke from chimneys is a very good idea. Details like that can make all the difference between an engaging game and a boring lifeless one.
NPC names when approached?! In my opinion, that's something a lot of past Zelda games could've used. I'm not sure if SS will do that or not. Anyway, imo, VERY cool and useful addition to the game. I like that a lot.

Good stuff King T, good stuff. ;3

You can incudle their name in text(colored), for example, what I did was put So and So: then what he/she is going to say, but what was suggested above is good too.

Another nice thing to do is make the water transparent, so the player can see what is under water, if you can dive in game, you can pick-up or press swtiches under water. :p

edit:
-Implement knockback on enemies (I SHALL NOT BE DOING THIS to Link as well. As in future dungeons you will be fighting enemies on small bridges, knockback would be VERY annoying)

Add knockback but it will only take affect if the player is hit really really hard or up to a certain amount of times.  For example, if an armored gurard hits Link 3-4 times, Link will get knocked back a bit. something like that xD.
Title: Re: [DEMO] The Legend of Zelda : Chiming Bells
Post by: King Tetiro on November 03, 2011, 09:13:07 am

EDIT: Today I bring you a screenshot. Of Frozen Peaks

(http://beta.zfgc.com/index.php/projects/gallery/view/167/)

There's something about snow in the 2d Zelda games; I just love it. The 3D ones, not so much. Don't know why. Anyway, looks pretty good, though it feels a bit plain. Perhaps snowed on bushes or rocks? I don't know how you've got the world mapped out, but I also think it would be awesome to have a frozen lake and some frozen water falls as a part of the Frozen Peaks.


EDIT: I'm going to publish the current To Do list before I resume work on the Frozen Peaks and the Creation of the Triforce story

-Improve the Bell Chamber's visuals (Not exactly high on my priority list as I designed the chamber that way) - Floor depth has been implemented. Case Closed
-Redesign the HUD (I shall be working on this today) - I've altered the HUD to show the button controls. Case Closed
-Add smoke from chimneys (This isn't a glitch or bug. I feel like it would make the game more realistic :) )
-Stop the characters making noise every box of text (I shall be asking someone to aid me in this. Stay tuned)
-Make the shooting game harder by limiting number of Bolts? - Reduced the time limit by 20 seconds. You will now have to be alot faster. Case Closed
-Highlight times the houses are open
-Provide a readme file on the controls
-Replace Splash and Grass Sound Effects?
-Create Puddle and Grass Visual Effects? (I haven't forgotten about this TDWP :P I'm still trying to find the sprites and work out how to do this)
-Prioritise the Movement (Martijn expect a PM soon)
-Implement knockback on enemies (I SHALL NOT BE DOING THIS to Link as well. As in future dungeons you will be fighting enemies on small bridges, knockback would be VERY annoying)
-Provide the NPC's names. What will happen is when you move close to a NPC, their name will appear so you know who is who
-Possibly provide a guidance system? (Expect a discussion topic soon)
-Implement the X button's visual effects - You can now tell what can be interacted with. Case Closed

If anyone knows of anymore quirks or bugs, please post here or PM me

(The Highlighted quirk/bug is the one I'm fixing)

Main things I like:
Smoke from chimneys is a very good idea. Details like that can make all the difference between an engaging game and a boring lifeless one.
NPC names when approached?! In my opinion, that's something a lot of past Zelda games could've used. I'm not sure if SS will do that or not. Anyway, imo, VERY cool and useful addition to the game. I like that a lot.

Good stuff King T, good stuff. ;3

You can incudle their name in text(colored), for example, what I did was put So and So: then what he/she is going to say, but what was suggested above is good too.

Another nice thing to do is make the water transparent, so the player can see what is under water, if you can dive in game, you can pick-up or press swtiches under water. :p

edit:
-Implement knockback on enemies (I SHALL NOT BE DOING THIS to Link as well. As in future dungeons you will be fighting enemies on small bridges, knockback would be VERY annoying)

Add knockback but it will only take affect if the player is hit really really hard or up to a certain amount of times.  For example, if an armored gurard hits Link 3-4 times, Link will get knocked back a bit. something like that xD.

Yes, the Frozen Peaks aren't finished just yet. There's going to be pretty stuff happening during the night. Plus regarding the Frozen Lake, you'll see it soon enough. It's actually relevant to the second dungeon.

I've almost finished the NPC Name engine. It's working almost perfectly! Just got a few tiny kinks left to get out of the armour so to speak.
I'll be working on the Chimney Steam after the NPC Name Engine. Then you'll get a lovely screenshot of the improved HUD, NPC Name Engine and the Chimney Steam.

I will be using the underwater goodies idea in the Frozen Shrine. Not all of the shrine is frozen you know...

Based on the fact that the harder enemies don't appear until at least Chapter 3, that's not a problem.

EDIT:
-Improve the Bell Chamber's visuals - Floor depth has been implemented. Case Closed
-Redesign the HUD - I've altered the HUD to show the button controls. Case Closed
-Add smoke from chimneys - Hyrule Market and Hyrule Town now have smoke from chimneys at night. Case Close
-Stop the characters making noise every box of text
-Make the shooting game harder by limiting number of Bolts? - Reduced the time limit by 20 seconds. You will now have to be alot faster. Case Closed
-Highlight times the houses are open - You now tell what day and when during the day the house is unlocked. Case Closed
-Provide a readme file on the controls
-Replace Splash and Grass Sound Effects?
-Create Puddle and Grass Visual Effects?
-Prioritise the Movement - Thanks to martijn, we now have Prioritised Movement. Case Closed.
-Implement knockback on enemies - You can now knockback enemies and even into pits and water. Case Closed
-Provide the NPC's names. What will happen is when you move close to a NPC, their name will appear so you know who is who - You will now be able to know who is who when you walk near them. Case Closed
-Possibly provide a guidance system? - Upon reflection, a guidance system would make the game far too easy. So such a system won't be implemented. Case Closed
-Implement the X button's visual effects - You can now tell what can be interacted with. Case Closed
-Create a clock to show the time - With the clock you can now memorise what happens when. Case Closed
Title: Re: [DEMO] The Legend of Zelda : Chiming Bells
Post by: Martijn dh on November 04, 2011, 11:04:22 am
Here you go. As per request the grass and water visuals that sometimes overlap Link.
Title: Re: [DEMO] The Legend of Zelda : Chiming Bells
Post by: King Tetiro on November 04, 2011, 11:09:34 am
Here you go. As per request the grass and water visuals that sometimes overlap Link.

Thanks alot martijn. Query though. What's with the gmspr?

I'm soaring through all the bugs and quirks people! Expect a new screenshot soon!
Title: Re: [DEMO] The Legend of Zelda : Chiming Bells
Post by: Martijn dh on November 04, 2011, 11:12:07 am
You're making your game in gamemaker right?
These are gamemaker sprites so you can create new sprites in your program and load them in directly. You'll probably want to edit the anchoring though.
Title: Re: [DEMO] The Legend of Zelda : Chiming Bells
Post by: King Tetiro on November 04, 2011, 12:44:31 pm
Cheer begears Martijn! You've been doing me a great service. Credit shall be given!

Update on the checklist

-Improve the Bell Chamber's visuals - Floor depth has been implemented. Case Closed
-Redesign the HUD - I've altered the HUD to show the button controls. Case Closed
-Add smoke from chimneys - Hyrule Market and Hyrule Town now have smoke from chimneys at night. Case Close
-Stop the characters making noise every box of text
-Make the shooting game harder by limiting number of Bolts? - Reduced the time limit by 20 seconds. You will now have to be alot faster. Case Closed
-Highlight times the houses are open - You now tell what day and when during the day the house is unlocked. Case Closed
-Provide a readme file on the controls
-Replace Splash and Grass Sound Effects? - Unless Dayjo provides new sound effects, this problem will never be fixed. Case Closed
-Create Puddle and Grass Visual Effects? - Thanks to martijn, this has now been finally done. Case Closed.
-Prioritise the Movement - Thanks to martijn, we now have Prioritised Movement. Case Closed.
-Implement knockback on enemies - You can now knockback enemies and even into pits and water. Case Closed
-Provide the NPC's names. What will happen is when you move close to a NPC, their name will appear so you know who is who - You will now be able to know who is who when you walk near them. Case Closed
-Possibly provide a guidance system? - Upon reflection, a guidance system would make the game far too easy. So such a system won't be implemented. Case Closed
-Implement the X button's visual effects - You can now tell what can be interacted with. Case Closed
-Create a clock to show the time - With the clock you can now memorise what happens when. Case Closed

With the last bits on the checklist as low priority, I can finally resume work on the game. Below is a screenshot of the improved game

(http://beta.zfgc.com/index.php/projects/gallery/view/168/)

EDIT: Upon reflecting today, I decided to alter the Creation of the Triforce told by Chia to reflect the fact it's been countless centuries since the Deku Tree Sprout told Chia the story
Title: Re: [DEMO] The Legend of Zelda : Chiming Bells - Creation of the Triforce
Post by: King Tetiro on November 05, 2011, 05:19:08 pm
Apologies for a double post, but this screenshot deserves it's own post. May I preset 3 Allusions and the Creation of the Triforce!

(http://beta.zfgc.com/index.php/projects/gallery/view/169/)

Allusion #41 - The story about the Creation of the Triforce is told by Chia who learnt the story from the Deku Tree Sprout Link and Saria saved in Ocarina of Time
Allusion #42-43 - The Sacred Realm is based off the Sacred Realm in Ocarina of Time and Link to the Past combined
Title: Re: [DEMO] The Legend of Zelda : Chiming Bells
Post by: RetroRespecter on November 08, 2011, 01:36:50 am
You are celebrating the anniversary in style, my man!
Title: Re: [DEMO] The Legend of Zelda : Chiming Bells
Post by: King Tetiro on November 08, 2011, 08:51:21 am
You are celebrating the anniversary in style, my man!
Yes sir I am! This whole game will celebrate and boy do I have plans for this!

I'm currently working on the storyline as unlike the previous chapter, I go straight into the story as you leave the Howling Woods. I'm currently working on the scene where Link and Arn talk about what could chip away Ice.

Then it's off to the Blacksmith to make the Legendary Megaton Hammer! But the hammer doesn't just chip away ice! Rather than having a push engine, Link will be using the Hammer to whack the blocks all over the place!

But I do have an announcement. I will be looking for dungeon designers for this project. Now the first dungeon is done, it's time make stronger and tougher dungeons!

EDIT: I'm currently looking for Allusion/Reference suggestions for Chiming Bells. Please contribute anyone who can

Click here for topic (http://www.zfgc.com/forum/index.php?topic=38639.0)
Title: Re: [DEMO] The Legend of Zelda : Chiming Bells
Post by: King Tetiro on November 12, 2011, 06:41:50 pm
Ok everyone, I'm taking a little break from Chiming Bells. I need some time to reflect and gather ideas. Plus I need to learn how to design dungeons that are more challenging.

Don't worry there will still be a flow of updates. But more towards the concept art of the 7 main characters.

Title: Re: [DEMO] The Legend of Zelda : Chiming Bells
Post by: Martijn dh on November 13, 2011, 01:51:00 am
If you are helped with just dungeon design in the form of scetches and rough descriptions then I could take a look at the designing for you. That would be something I could do in the train so it shouldn't take any time away from anything else.
Title: Re: [DEMO] The Legend of Zelda : Chiming Bells
Post by: King Tetiro on November 13, 2011, 08:12:19 am
If you are helped with just dungeon design in the form of scetches and rough descriptions then I could take a look at the designing for you. That would be something I could do in the train so it shouldn't take any time away from anything else.

Actually it's more towards the puzzle designing. Designing the layout is easy. Just not the puzzles
Title: Re: [DEMO] The Legend of Zelda : Chiming Bells
Post by: Martijn dh on November 13, 2011, 08:54:38 am
Let me know exactly what you want and I'll see what I can come up with. What I meant with my earlier comment was that I will not be going as far as to tile the actual rooms.
Title: Re: [DEMO] The Legend of Zelda : Chiming Bells
Post by: King Tetiro on November 13, 2011, 09:14:26 am
Let me know exactly what you want and I'll see what I can come up with. What I meant with my earlier comment was that I will not be going as far as to tile the actual rooms.

Haha based on the fact I haven't made the tiles yet, that would be difficult :P

What I like to see is Ice Block puzzles, puzzles that require you to call Spirits (spirits can do anything you wish them to), and having to use the Clawshot after the miniboss.

Don't forget about the Crossbow and Bombs. They can be used as well. Though prefer to see Ice, Spirit and Clawshot puzzles.
Title: Re: [DEMO] The Legend of Zelda : Chiming Bells
Post by: King Tetiro on November 14, 2011, 01:17:35 pm
Ok peeps, thanks to martijn being kind and designing me an Ice dungeon, we are back in business! Whilst he's working on that, I've musted up the energy even with my flu to start work on the Mountain Pass

(http://beta.zfgc.com/index.php/projects/gallery/view/170/)

And Scrapper the robot from Skyward Sword is allusion #53. He's also kinda adorable lol
Working on the cat that chases the Picori. Working on the graphics for the cat
Title: Re: [DEMO] The Legend of Zelda : Chiming Bells - Sing Song Time!
Post by: King Tetiro on November 17, 2011, 01:12:10 pm
I've been working my bottocks off and we now have gotten up to the point where Link gains the Megaton Hammer. Next scene will have Link meeting Kiehs!

Also, it's time for a bit of a sing song. You remember game4ce in the credits for the Skyward Sword trailer music? Well he also does lyrics and I asked him to do lyrics about Chiming Bells for the trailer music. And we have gotten some lyrics so you can sing along to Skyward Sword!

http://www.youtube.com/watch?v=kUkL5D82_Zs

Quote from: Chiming Bells Lyrics
---Chorus---
Oh, Chiming Bells
Sound your story
Hear all the music that they ring

Goddesses tell
Heroes glory
Feel the chimes of the bells within

---Verse #1---
Legends of time
About the bells
Made by Gods, they say...

Come, let it chime
Spirits will tell
They will give you the way...

There will be more lyrics! (And yes, this was one of the many surprises I had planned for Chiming Bells)

I'm taking a very short break from Chiming Bells. It's only until my composer has time to convert some ZREO mp3s to .oggs. He been very busy. Until he does, Kiehs' introduction scene can't be made as it requires a music track. Don't worry it shouldn't be long :)

In other news, during this break, I will be spending my time storming through Skyward Sword to find stuff I will reference in Chiming Bells. So even whilst I'm having a break I shall be working towards the completion of Chapter 2.

Also, I'm going to uploading some coloured sketches of the main cast of characters (7 characters in total) in Chiming Bells. So stay tuned!

EDIT: About to send martijn the new feature concept of the Clawshot so he knows when designing the rest of the Frozen Shrine but thought "Hey, may as well show the peeps" So here it is.

(http://i330.photobucket.com/albums/l401/Tetiro/ClawshotDiagram.png)
Title: Re: [DEMO] The Legend of Zelda : Chiming Bells
Post by: Koh on November 20, 2011, 04:57:39 pm
The concept here is intriguing, however, the graphics suffer from a major clash here.  You should either go full custom, or full LTTP style, but there are major perspective issues blending both.  Also, Link looks fairly strange from the side.  Perhaps extending his hat and extending his hair would resolve this.  But other than these, you're coming along nicely so far ;).
Title: Re: [DEMO] The Legend of Zelda : Chiming Bells
Post by: King Tetiro on November 22, 2011, 09:48:50 am
The concept here is intriguing, however, the graphics suffer from a major clash here.  You should either go full custom, or full LTTP style, but there are major perspective issues blending both.  Also, Link looks fairly strange from the side.  Perhaps extending his hat and extending his hair would resolve this.  But other than these, you're coming along nicely so far ;).

I'm not changing the graphics style. I like it and not only that but other people like it. The majority stands. It remains

Regarding the progress of the project, it's come to a stand still but DON'T WORRY! I shall be asking my composer to convert the music I need so we can progress later this week!

In regards to the chapter's development, I'd say we're 40% there already!
Title: Re: [DEMO] The Legend of Zelda : Chiming Bells
Post by: thestig on November 22, 2011, 09:59:49 am
The concept here is intriguing, however, the graphics suffer from a major clash here.  You should either go full custom, or full LTTP style, but there are major perspective issues blending both.  Also, Link looks fairly strange from the side.  Perhaps extending his hat and extending his hair would resolve this.  But other than these, you're coming along nicely so far ;).

I'm not changing the graphics style. I like it and not only that but other people like it. The majority stands. It remains
Yikes, he's just suggesting. But I am in agreement with him, specifically pointing to the textbox and the Link sprite. The proportions are way off... like, Link is significantly smaller than the doors! Not only that, but the objects seem to be as well.. not to mention, they don't seem to mesh well with the LTTP style as they're too cartoony. To be honest, you should look into doing something about the PC and NPC sprites. They're almost small enough to be lines. But hey, it's like you said, it's your project. I'm leaving it to you to take my C+C into consideration or not.
Title: Re: [DEMO] The Legend of Zelda : Chiming Bells
Post by: King Tetiro on November 22, 2011, 10:05:33 am
The concept here is intriguing, however, the graphics suffer from a major clash here.  You should either go full custom, or full LTTP style, but there are major perspective issues blending both.  Also, Link looks fairly strange from the side.  Perhaps extending his hat and extending his hair would resolve this.  But other than these, you're coming along nicely so far ;).

I'm not changing the graphics style. I like it and not only that but other people like it. The majority stands. It remains
Yikes, he's just suggesting. But I am in agreement with him, specifically pointing to the textbox and the Link sprite. The proportions are way off... like, Link is significantly smaller than the doors! Not only that, but the objects seem to be as well.. not to mention, they don't seem to mesh well with the LTTP style as they're too cartoony. To be honest, you should look into doing something about the PC and NPC sprites. They're almost small enough to be lines. But hey, it's like you said, it's your project. I'm leaving it to you to take my C+C into consideration or not.

Sorry didn't mean to snap. But I suppose I could have a look at the graphics. But I dunno, it kinda of works though. You have to admit. It does work.
Title: Re: [DEMO] The Legend of Zelda : Chiming Bells
Post by: thestig on November 22, 2011, 10:27:11 am
The concept here is intriguing, however, the graphics suffer from a major clash here.  You should either go full custom, or full LTTP style, but there are major perspective issues blending both.  Also, Link looks fairly strange from the side.  Perhaps extending his hat and extending his hair would resolve this.  But other than these, you're coming along nicely so far ;).

I'm not changing the graphics style. I like it and not only that but other people like it. The majority stands. It remains
Yikes, he's just suggesting. But I am in agreement with him, specifically pointing to the textbox and the Link sprite. The proportions are way off... like, Link is significantly smaller than the doors! Not only that, but the objects seem to be as well.. not to mention, they don't seem to mesh well with the LTTP style as they're too cartoony. To be honest, you should look into doing something about the PC and NPC sprites. They're almost small enough to be lines. But hey, it's like you said, it's your project. I'm leaving it to you to take my C+C into consideration or not.

Sorry didn't mean to snap. But I suppose I could have a look at the graphics. But I dunno, it kinda of works though. You have to admit. It does work.
Oh, of course it does. :) It could use a tad bit of tweaking, then it would really mesh together fairly nicely.
Title: Re: [DEMO] The Legend of Zelda : Chiming Bells
Post by: King Tetiro on November 22, 2011, 11:18:52 am
I'll look into it, but sadly this game is on hold until I catch up with uni work. My uni work is so tough I'm on the verge of crying like a little girl
Title: Re: [DEMO] The Legend of Zelda : Chiming Bells - Concept Sketches Time!
Post by: King Tetiro on November 22, 2011, 08:14:03 pm
I apologise for a very sudden post but I bring a sketch dump! Behold! The designs for the 7 main characters in Chiming Bells

(http://i330.photobucket.com/albums/l401/Tetiro/ChimingBells/Link_Sketch.jpg)(http://i330.photobucket.com/albums/l401/Tetiro/ChimingBells/Zelda_Sketch.jpg)
(http://i330.photobucket.com/albums/l401/Tetiro/ChimingBells/Chia_Sketch.jpg)(http://i330.photobucket.com/albums/l401/Tetiro/ChimingBells/Rodrick_Sketch.jpg)
(http://i330.photobucket.com/albums/l401/Tetiro/ChimingBells/King_Daphnes_Sketch.jpg)(http://i330.photobucket.com/albums/l401/Tetiro/ChimingBells/Rodri_Sketch.jpg)
(http://i330.photobucket.com/albums/l401/Tetiro/ChimingBells/Osca_Sketch.jpg)

I hope you all enjoy the designs of the main cast! Enjoy folks!
(Just remember, I'm no artist)
Title: Re: [DEMO] The Legend of Zelda : Chiming Bells - "Song of Bells" lyrics!
Post by: King Tetiro on November 25, 2011, 05:01:11 pm
Ladies and gentleman! The Song of Bells is now complete! It's time for a song time!

http://www.youtube.com/watch?v=kUkL5D82_Zs

Quote
---Chorus---
Oh, Chiming Bells
Sound your story
Hear all the music that they ring

Goddesses tell
Heroes glory
Feel the chimes of the bells within

---Verse #1---
Legends of time
About the bells
Made by Gods, they say...

Come, let it chime
Spirits will tell
They will give you the way...

---Verse #2---
Spirit who sings
an ancient song
Lost in the histories

Bells, make your ring
They chime along
Hear, they play memories

You will be hearing it in the story of Chiming Bells starting from the Water Chapter so stay tuned!
Title: Re: [DEMO] The Legend of Zelda : Chiming Bells
Post by: King Tetiro on November 27, 2011, 12:29:27 pm
Yuck a fourth post. I hate quaddriple posting but it's an update on the topic. (Could someone post after this to break my posting streak lol)

But I've finally constructed a support banner. Haven't done one in years

(http://i330.photobucket.com/albums/l401/Tetiro/Chiming_Bells_Banner.png) (http://www.zfgc.com/forum/index.php?topic=38573.0)

Show your support to the tribute to 25 years of Zelda

Code: [Select]
[url=http://www.zfgc.com/forum/index.php?topic=38573.0][IMG]http://i330.photobucket.com/albums/l401/Tetiro/Chiming_Bells_Banner.png[/IMG][/url]
Title: Re: [DEMO] The Legend of Zelda : Chiming Bells
Post by: thestig on November 27, 2011, 12:59:32 pm
(http://i330.photobucket.com/albums/l401/Tetiro/Chiming_Bells_Banner.png) (http://www.zfgc.com/forum/index.php?topic=38573.0)
The only complaint I have is the color for "Chiming Bells".... that blue is just way too... I don't know.. dark? Make it a lighter shade or switch the font back to the original white. The colors are clashing which make the "Chiming Bells" part kind of hard to read.

Other than that, the banner is actually pretty cool! I like the NES-esque skyline with the dithering shading, the bell behind the Z, the triforce and those standing in front of it. It's absolutely nice!
Title: Re: [DEMO] The Legend of Zelda : Chiming Bells
Post by: King Tetiro on November 27, 2011, 01:40:30 pm
(http://i330.photobucket.com/albums/l401/Tetiro/Chiming_Bells_Banner.png) (http://www.zfgc.com/forum/index.php?topic=38573.0)
The only complaint I have is the color for "Chiming Bells".... that blue is just way too... I don't know.. dark? Make it a lighter shade or switch the font back to the original white. The colors are clashing which make the "Chiming Bells" part kind of hard to read.

Other than that, the banner is actually pretty cool! I like the NES-esque skyline with the dithering shading, the bell behind the Z, the triforce and those standing in front of it. It's absolutely nice!

Actually the reason I haven't changed the colour yet is it's my little joke. The colour of the letters depends on the game's progress. Look below

Wind Chapter done = Blue (Water)
Water Chapter done = Red (Fire)
Fire Chapter done = Purple (Earth)
Earth Chapter done = Light Blue (Knight)
Knight Chapter done = Bronze (King)
King Chapter done = Gold (Sacred)
Sacred Chapter done = White/Platinum (The original colour)

I think that explains the colour thing so be patient :P

Btw, there is now a deviantart account purely for Chiming Bells!

http://chimingbells.deviantart.com/
Title: Re: [DEMO] The Legend of Zelda : Chiming Bells
Post by: FelipeD on November 29, 2011, 01:45:39 pm
Last night I played your demo and... well, it's great!! I really liked the fact of including characters of others zeldas and the way you made those sprites.
I've to recognize I got lost in the town XD (it was giant) but seriously I liked a lot.

Now I would like to suggest something. Perhaps when Link gets hurt he should move to back. That's my suggestion  XD

Well, that's all.
Best of lucks on your proyect, sir!!
Title: Re: [DEMO] The Legend of Zelda : Chiming Bells
Post by: King Tetiro on November 29, 2011, 02:57:50 pm
Last night I played your demo and... well, it's great!! I really liked the fact of including characters of others zeldas and the way you made those sprites.
I've to recognize I got lost in the town XD (it was giant) but seriously I liked a lot.

Now I would like to suggest something. Perhaps when Link gets hurt he should move to back. That's my suggestion  XD

Well, that's all.
Best of lucks on your proyect, sir!!

Good to hear you enjoyed it that much! And there are plenty of allusions and characters to come! There are 80 allusions in total in the Water Chapter! Good to hear you like the graphics too!
Haha I know the giant is big. After all it is a town :D

I would've implemented knockback on Link however one of the future dungeons has a thin platform to cross whilst enemies patrol. Putting knockback would be just mean.

Thanks I hope yours does well as well!
Title: Re: [DEMO] The Legend of Zelda : Chiming Bells
Post by: The Boy on November 29, 2011, 04:53:48 pm
Really looking forward to the next trailer/demo :D
Love the art style! Must of taken quite a while to get right.

Ps:
Cool. Didn't know that you were a moderator now!
Title: Re: [DEMO] The Legend of Zelda : Chiming Bells
Post by: King Tetiro on November 29, 2011, 11:25:05 pm
Really looking forward to the next trailer/demo :D
Love the art style! Must of taken quite a while to get right.

Ps:
Cool. Didn't know that you were a moderator now!

I hope to get the Water Chapter done by Febuary/March. Unsure depending on university work progress. This could be a while though.

Thanks! It took a while to get right :)
Yeh I'm a moderator now! It's good to be helping ZFGC.

Ladies and gents, below is a spoiler button. If you click this button, you will glimpse into the very far future of the project. This sighting of the future was planned a while back and you wont see it for a while. But it's coming. You may be confused as to why and how. All will be explain in the future.

Show content
http://chimingbells.deviantart.com/#/d4hp09a
Title: Re: [DEMO] The Legend of Zelda : Chiming Bells
Post by: FelipeD on November 30, 2011, 12:44:30 pm
I would've implemented knockback on Link however one of the future dungeons has a thin platform to cross whilst enemies patrol. Putting knockback would be just mean.
Ummm... you're right. That means a lot of damage.
I made a similar room and... well, I had to made a "god mode" to try that cave  XD so your decision about knockback is absolutely understandable.

Hope to see more progress soon sir
Title: Re: [DEMO] The Legend of Zelda : Chiming Bells
Post by: King Tetiro on November 30, 2011, 04:37:06 pm
I would've implemented knockback on Link however one of the future dungeons has a thin platform to cross whilst enemies patrol. Putting knockback would be just mean.
Ummm... you're right. That means a lot of damage.
I made a similar room and... well, I had to made a "god mode" to try that cave  XD so your decision about knockback is absolutely understandable.

Hope to see more progress soon sir

Exactly. From where I saw things in design, a thin platform and knockback is a clear WTF Moment (A WTF Moment is when you find something you have to do only for the game's lack of gameplay functionality to make you screw up tons of times. For example, in Skyward Sword, the enemies at the beginning deal a heart damage and unless you've had practice with the wii motionplus already made things VERY hard. Ironically WTF is what I said when I first died due to this. Hence it's term. a WTF Moment)

I hope to have some progress done in the weekend. Finally can be at ease after friday as I will be handing in an assignment.

I also need to give my music converter a nice kick up the backside. Just so he gets his gears turning again.

(Made a new avatar yesterday. Pretty huh?)
Title: Re: [DEMO] The Legend of Zelda : Chiming Bells
Post by: The Boy on December 02, 2011, 04:51:06 pm
Skyward sword refrence?
Title: Re: [DEMO] The Legend of Zelda : Chiming Bells
Post by: King Tetiro on December 02, 2011, 10:16:49 pm
Skyward sword refrence?


Correct! Nothing like a Skyward Sword reference! A future reference (The Knight Chapter)

I hopefully will be working on the game again this weekend :D
Title: Re: [DEMO] The Legend of Zelda : Chiming Bells
Post by: The Boy on December 05, 2011, 05:11:05 pm
:D
..
Hmm I feel like making progress on some sort of zelda game, but dont want to start anew..
I know! I'll continue on my MC Engine V2!
For obvious reasons im not gonna add a link here. this is King Tetiro's topic :D
Title: Re: [DEMO] The Legend of Zelda : Chiming Bells
Post by: King Tetiro on December 05, 2011, 05:28:54 pm
:D
..
Hmm I feel like making progress on some sort of zelda game, but dont want to start anew..
I know! I'll continue on my MC Engine V2!
For obvious reasons im not gonna add a link here. this is King Tetiro's topic :D

Ah good to know my project motivated you to develop your engine :D

Btw folks, I have updated the first post to contain a summary of the Chapters. It's spoiler minor and the last two chapters have been left blank for they are nothing but spoilers

Wind Chapter : The Legend begins! When Link explores the Festival of Spirits, he has no idea that he'll run into the passage of fate and must save Zelda and the Chiming Bell from Rodrick, greatest Knight of Hyrule. He later meets the rude Chia who becomes his companion as they set out to the Howling Woods. [Current demo contains this chapter]

Water Chapter : After acquiring the Wind Crystal, Chia and Link head off to the Frozen Peaks to acquire the Water Crystal. However they must scale the blizzards and shatter the ice blockages. But during their efforts to gain the Water Crystal, they meet two new allies. The gerudo warrior Rodri who knew the Royal Family and Kiehs, a mysterious Shiekah.

Fire Chapter : With the Wind and Water Crystals at their disposal, Link and Chia swiftly head to the Magma Cliff to collect the Fire Crystal. However with the knowledge that Rodrick knows their plan, they move with caution as Rodrick will no doubt try to stop them. What's more concerning is that Chia thinks Link is going mad. For he says he keeps hearing someone sing.

Earth Chapter : With only one Crystal left, Chia and Link head to it's known location. However Rodrick seems uninterested in their endevours to grab the Earth Crystal. Perhaps he knows something they do not? For in this chapter of their mission, things are not what they seem. For Chia realises Link was hearing someone sing. And Chia may have figured out who it is.

Knight Chapter : Acquiring all four Crystals was no simple task, for now they must confront Rodrick to save Zelda. When they travel to the Sky, they are met by the person who was singing to Link and confirms Chia's theory on who was singing it. Chia realised only one person had the knowledge to perform such a song lost to time. For the singer was the oldest companion.

Royal Chapter : (The details of this chapter contain spoilers. Until the Knight Chapter's completion, this chapter is left blank)

Sacred Chapter : (The details of this chapter contain spoilers. Until the Royal Chapter's completion, this chapter is left blank)
Title: Re: [DEMO] The Legend of Zelda : Chiming Bells
Post by: FelipeD on December 05, 2011, 05:45:14 pm
Dude, it sounds great and I think that will be a very long game.
How many hours will take us to finish the entire game?
Title: Re: [DEMO] The Legend of Zelda : Chiming Bells
Post by: King Tetiro on December 05, 2011, 05:49:11 pm
Dude, it sounds great and I think that will be a very long game.
How many hours will take us to finish the entire game?

I have no idea. How long did it take you to beat the Wind Chapter? (If you didnt beat it, how long have you played it for?)
Title: Re: [DEMO] The Legend of Zelda : Chiming Bells
Post by: FelipeD on December 05, 2011, 06:24:10 pm
Dude, it sounds great and I think that will be a very long game.
How many hours will take us to finish the entire game?

I have no idea. How long did it take you to beat the Wind Chapter? (If you didnt beat it, how long have you played it for?)
Ufff... It took me a lot of time considering I got lost in the town hahaha.
BTW, are you going to include optional missions or something like "helping people"?? I think that would be fantastic.
Well, that's all. Greetings dude!!
Title: Re: [DEMO] The Legend of Zelda : Chiming Bells
Post by: King Tetiro on December 05, 2011, 06:29:19 pm
Dude, it sounds great and I think that will be a very long game.
How many hours will take us to finish the entire game?

I have no idea. How long did it take you to beat the Wind Chapter? (If you didnt beat it, how long have you played it for?)
Ufff... It took me a lot of time considering I got lost in the town hahaha.
BTW, are you going to include optional missions or something like "helping people"?? I think that would be fantastic.
Well, that's all. Greetings dude!!

There are 20+ sidequests in the game. Does that count?
Assuming it takes you 1 hour and 30 mins for each chapter, there's at least 10 hours and 30 mins worth of gameplay. Excluding sidequests, collecting and best equipment
Title: Re: [DEMO] The Legend of Zelda : Chiming Bells
Post by: FelipeD on December 05, 2011, 09:43:43 pm
There are 20+ sidequests in the game. Does that count?
Assuming it takes you 1 hour and 30 mins for each chapter, there's at least 10 hours and 30 mins worth of gameplay. Excluding sidequests, collecting and best equipment
Holly Crap!! That's such a lot of fun!!!
I think my game won't take you so much time to finish
Title: Re: [DEMO] The Legend of Zelda : Chiming Bells [Poll Time]
Post by: King Tetiro on December 06, 2011, 09:29:00 am
There are 20+ sidequests in the game. Does that count?
Assuming it takes you 1 hour and 30 mins for each chapter, there's at least 10 hours and 30 mins worth of gameplay. Excluding sidequests, collecting and best equipment
Holly Crap!! That's such a lot of fun!!!
I think my game won't take you so much time to finish

Actually 6 of them are already completable in the game.

Alright folks, here's the situation. My composer is being a lazy jelly (Too tired+ill to think of a swear word) and I'm in no fit state to program. So once again, Chiming Bells is on hold. HOWEVER! This is an opportunity. You see I need to practice my writing skills so here's what I'm thinking.

A STRATEGY GUIDE!

So I've set up a poll to find out if you guys would like that. The poll lasts for 7 days. Hopefully by then my composer will be less of a lazy jelly.
Title: Re: [DEMO] The Legend of Zelda : Chiming Bells
Post by: masterpaul on December 11, 2011, 11:37:23 pm
About that whole technological thing in Hyrule. Hyrule use to have great technology prior skyward sword. It may had technology far exceeding or own even. The master-sword seems to be partly mechanical, Fi seems to talk like a highly sophiscicated robot, her movement is ultra smooth. The robot civilization also very interesting and highly sophisticated.

However something happened and all this knowledge was completely lost. The most modern thing coming out of the age of Link is Groose'es train (which is really just trains, and a few clog-works and beetles flying machine).

This knowledghe has been nearly lost. In TP however we return to skyloft "maybe?" However if it is the same skyloft its more highly evolved, and only god knows where did those freaky birds come from. Skyloft possibly evolved into the castle in the skies but hardly none of this knowledge was shared with Hyrule it self.

Hyrule in TP did develop cannons and clockworks, but nothing even comparing to what existed prior to skyward sword.

Quote
RUSL:
The ancestors of the Hylians created the temple... Signs of their civilization-
-ancient, but very sophisticated--are everywhere.

Dont go adding fully functioning robots and stuff like that. :P Thats my theory :P xD
Title: Re: [DEMO] The Legend of Zelda : Chiming Bells
Post by: King Tetiro on December 12, 2011, 12:23:09 pm
About that whole technological thing in Hyrule. Hyrule use to have great technology prior skyward sword. It may had technology far exceeding or own even. The master-sword seems to be partly mechanical, Fi seems to talk like a highly sophiscicated robot, her movement is ultra smooth. The robot civilization also very interesting and highly sophisticated.

However something happened and all this knowledge was completely lost. The most modern thing coming out of the age of Link is Groose'es train (which is really just trains, and a few clog-works and beetles flying machine).

This knowledghe has been nearly lost. In TP however we return to skyloft "maybe?" However if it is the same skyloft its more highly evolved, and only god knows where did those freaky birds come from. Skyloft possibly evolved into the castle in the skies but hardly none of this knowledge was shared with Hyrule it self.

Hyrule in TP did develop cannons and clockworks, but nothing even comparing to what existed prior to skyward sword.

Quote
RUSL:
The ancestors of the Hylians created the temple... Signs of their civilization-
-ancient, but very sophisticated--are everywhere.

Dont go adding fully functioning robots and stuff like that. :P Thats my theory :P xD

The design of my Hyrule is that technology is now pushing forward. Hylians are now living with every race in harmony. Koroks are embracing their new life. Yetis are civilised people who are bringing new ways to sell goods. Gorons are become very advanced in technology (You will see in the Fire Chapter) And the Garos are keeping their old ways. But are bringing new traps to Hyrule to protect their fortress.

Fi's race are being furthered extended in this game as Chia and Osca are both of the same species as Fi.

Hyrule is going into the age of steam. That is how advanced I'm making Hyrule now. Always best to have a limit. The Age of Steam is that limit. Any further and it a bit over the top.

Funny you should mention City in the Sky and Skyloft. They return in the Knight Chapter. Along with Cloud Tops.

I did noticed TP and SS kind of conflicted each other so I plan on making a small Goron Museum of the Goron technology.

Anyway folks, I bring a screenshot! May I present, the Frozen Capital!

(http://beta.zfgc.com/index.php/projects/gallery/view/176/)

Home to the Yetis! Also home to the biggest commercial area in Hyrule! Yes there's a shopping mall but with the hyrule twist of course.
Title: Re: [DEMO] The Legend of Zelda : Chiming Bells
Post by: TDWP FTW on December 12, 2011, 08:02:19 pm
Looks nice, however, the snowfall overlay seems way too crowded IMO.  You should try having another layer for the snowfall with decreased opacity, so it doesn't cover up that much of the game.
Title: Re: [DEMO] The Legend of Zelda : Chiming Bells
Post by: King Tetiro on December 12, 2011, 08:05:49 pm
Looks nice, however, the snowfall overlay seems way too crowded IMO.  You should try having another layer for the snowfall with decreased opacity, so it doesn't cover up that much of the game.

Sorry TDWP, I shall be doing no such thing. It's part of the story. Eventually the blizzard will lessen.Just be patient :P

(This is a tip to ZFGCers. Dont jump to conclusions :P Or you will FAIL at this game. )
Title: Re: [DEMO] The Legend of Zelda : Chiming Bells
Post by: TDWP FTW on December 12, 2011, 09:30:08 pm
Ah, so it is a blizzard.  In that case, it looks fine, but I figured it was just regular snowfall.
Title: Re: [DEMO] The Legend of Zelda : Chiming Bells
Post by: King Tetiro on December 12, 2011, 09:33:17 pm
Ah, so it is a blizzard.  In that case, it looks fine, but I figured it was just regular snowfall.

Haha nah. There's nothing regular with this game. Though as you climb the mountain it does change from a casual snowfall to a powerful blizzard.
Title: Re: [DEMO] The Legend of Zelda : Chiming Bells
Post by: King Tetiro on December 13, 2011, 12:41:23 pm
Today's screenshot is a quiet one. In terms of the activity in the screenshot. Here we have the Frozen Mall

(http://beta.zfgc.com/index.php/projects/gallery/view/177)

Notice something wrong? There's no people! Only a Chain Chomp? Why? Because as you complete sidequests, more of the shops open up and more people appear. You know what they say. Points mean prizes!

(Allusion #62 - Chain Chomps can be found throughout the Frozen Capital. These come from Link's Awakening)

Title: Re: [DEMO] The Legend of Zelda : Chiming Bells
Post by: Nova Thief on December 13, 2011, 06:39:24 pm
Looks great. Are you going to add anything kind of sneaking segment like the courtyard in Oot and the Forsaken Fortress in Wind Waker.
Title: Re: [DEMO] The Legend of Zelda : Chiming Bells
Post by: FelipeD on December 13, 2011, 10:00:22 pm
Dude, sadly I hadn't seen the screenshots. I say sadly because are awesome, specially the first one.
Plz just keep working like this, dude. I'm sure this will be such a good game
Greetings, sir!!
Title: Re: [DEMO] The Legend of Zelda : Chiming Bells
Post by: masterpaul on December 14, 2011, 05:38:22 am




Fi's race are being furthered extended in this game as Chia and Osca are both of the same species as Fi.



Phi and Giraham are both connected to swords. They are highly sophisticated robots/computers/andriods.  Phi does not feel feelings through out nearly the whole game, she also says stuff like "database" and "files". Her speech ;is very similar of how our modern fiction portrays androids of the future).Near the very end of the game you learn that Giraham is too the same type of android like Phi, both connected two swords (Phi master sword, Giraham the dark mastersword). They are both;shape-shifters, Phi can decrease size (appear out of nothing practically) and Giraham's real appearance is completely different, which suggests the use of  out of this world" nano-technology. We do learn that both can learn emotions if enough time is given. (highlight spoiler alert)The two new members of the speices you mention may contradict your whole story, unless they belong to swords/items/ or were made to serve a function. They would had to  been created prior skyward sword, since there definitely;far beyond steam technology and even our technology. Unless the gods had visited;the earth one more time :P

Your screenshot look stunning. One thing I should mention, by steam-age/industrial age, I bet they would had figured out how to make more efficient/ economical chairs and tables. Malls tend to be quite modern in materials used etc. Keep that in mind :P

(http://i39.tinypic.com/15zqc9d.png) :P
Title: Re: [DEMO] The Legend of Zelda : Chiming Bells
Post by: King Tetiro on December 14, 2011, 08:06:14 am




Fi's race are being furthered extended in this game as Chia and Osca are both of the same species as Fi.



Phi and Giraham are both connected to swords. They are highly sophisticated robots/computers/andriods.  Phi does not feel feelings through out nearly the whole game, she also says stuff like "database" and "files". Her speech ;is very similar of how our modern fiction portrays androids of the future).Near the very end of the game you learn that Giraham is too the same type of android like Phi, both connected two swords (Phi master sword, Giraham the dark mastersword). They are both;shape-shifters, Phi can decrease size (appear out of nothing practically) and Giraham's real appearance is completely different, which suggests the use of  out of this world" nano-technology. We do learn that both can learn emotions if enough time is given. (highlight spoiler alert)The two new members of the speices you mention may contradict your whole story, unless they belong to swords/items/ or were made to serve a function. They would had to  been created prior skyward sword, since there definitely;far beyond steam technology and even our technology. Unless the gods had visited;the earth one more time :P

Your screenshot look stunning. One thing I should mention, by steam-age/industrial age, I bet they would had figured out how to make more efficient/ economical chairs and tables. Malls tend to be quite modern in materials used etc. Keep that in mind :P

(http://i39.tinypic.com/15zqc9d.png) :P

Ah so you worked out that Chia and Osca have items as well huh? Chia is the Chiming Bell and Osca is the Calling Bell. And yes, the items were made prior to Skyward Sword. The Goddesses made the Chiming Bell to recover the Triforce and Chia's function is to protect the Bell. Osca has already completed his function however wasn't required to sleep. (His function is a spoiler). However unlike Phi, Chia and Osca have a proper personality and free will (explained near the end of the Water Chapter)

I can't talk any more about Chia and Osca or it will spoil the story.

Good point actually. They would have had more economic tables. The chairs I'll leave be but I'll see what I can do about the tables.

And there wont be a sneaking part like Ocarina of Time or Wind Waker. But there may be something similar in the Royal Chapter.


I'm currently working on the 3rd store in the Frozen Mall that you can unlock in the Water Chapter. The Mall is starting to liven up a bit now

Also, the Water Chapter introduces the first optional boss. Gotta love sidequests :)
Title: Re: [DEMO] The Legend of Zelda : Chiming Bells
Post by: King Tetiro on December 17, 2011, 09:05:25 am
A new screenshot today! This one is of the Frozen Shrine on the outside. We will be in the shrine very soon providing martijn gets the dungeon done. And my damn composers hurry up.

(http://fc01.deviantart.net/fs70/f/2011/349/0/7/the_legend_of_zelda___chiming_bells__screenshot_16_by_chimingbells-d4j5vks.png)


(Allusion #55 - Outside the Frozen Shrine is frozen formation shaped like the Four Sword. The sword of the Four Sword trilogy)
(Allusion #56 - There is another frozen formation but this one is in the shape of the Phantom Hourglass)
Title: Re: [DEMO] The Legend of Zelda : Chiming Bells
Post by: King Tetiro on December 19, 2011, 05:52:57 pm
Howdy folks, I bring lovely news! My composers are back in business and martijn is working on the dungeon design (I think)

So providing things carry on at this rate of progress, We'll have the Water Chapter done by the end of January at most.

I've implemented the following
-Goriyas with Boomerangs!
-Ice Slipping!
-Music for the Frozen Peaks. Oh my!
-32/40 allusions for the Water Chapter! Wowsa!
-And more!

Could someone reply to this so I don't make a 4th post in a row lol. Hopefully the Water Chapter shall live up to expectations!
Title: Re: [DEMO] The Legend of Zelda : Chiming Bells
Post by: FelipeD on December 21, 2011, 02:42:47 pm
I've implemented the following
-Goriyas with Boomerangs!
-Ice Slipping!
Dude, the entrance to the Frozen Shrine looks very nice. As always  XD

About the slipping... personally I hate it because that makes very hard any dungeon and... I've to recognize but I'm not good with the ice floor XD

Goriyas with Boomerangs!? I really would like to see them.
Very good job sir!
Title: Re: [DEMO] The Legend of Zelda : Chiming Bells
Post by: King Tetiro on December 21, 2011, 02:58:50 pm
I've implemented the following
-Goriyas with Boomerangs!
-Ice Slipping!
Dude, the entrance to the Frozen Shrine looks very nice. As always  XD

About the slipping... personally I hate it because that makes very hard any dungeon and... I've to recognize but I'm not good with the ice floor XD

Goriyas with Boomerangs!? I really would like to see them.
Very good job sir!

Well I wouldn't worry about the ice floors. They only appear in the Frozen Peaks and the Frozen Shrine. And in the Frozen Shrine, you only walk on it a few times. For once an ice dungeon that doesnt have too many ice floors. There's only going to be a few annoying ice moments. A miniboss fight, an optional boss fight (Fire Chapter), an ice room and a boss fight. Oh and the occasional ice blocks you walk on.

Thanks for the compliment on the shrine entrance :)

Yup! The Goriyas with Boomerangs are back! But this time, the boomerangs have blades attached. Mwahaha :P

Speaking of Chiming Bells...

(http://fc06.deviantart.net/fs71/f/2011/354/3/c/the_legend_of_zelda___chiming_bells__screenshot_17_by_chimingbells-d4jomyr.png)

The screenshot I show today confirms the resuming progress of the project! And what better way than the Frozen Shrine in progress! Man so much done in 1 day! More screenshots on the way!

(Allusion #44) - A statue of Queen Ruto will be in the Frozen Shrine. A reference to Ruto the sage.
(Allusion #45) - A statue of Queen Rutela will also be in the Frozen Shrine. A reference to Rutela from Twilight Princess.

Also, martijn has finished the dungeon design and most of it has been tiled and programmed. Got a bit of a way to go. Not to mention the story scenes. This time, the dungeon plays a part of the story.
Title: Re: [DEMO] The Legend of Zelda : Chiming Bells
Post by: FelipeD on December 21, 2011, 03:55:55 pm
There's only going to be a few annoying ice moments. A miniboss fight, an optional boss fight (Fire Chapter), an ice room and a boss fight. Oh and the occasional ice blocks you walk on.
You're a monster hahaha. Undoubtedly I'm going to die a lot of times with that boss XD

About the Allusions. Could you put one of Richard or the Ghost from Link's Awakening??
Title: Re: [DEMO] The Legend of Zelda : Chiming Bells
Post by: King Tetiro on December 21, 2011, 04:04:18 pm
There's only going to be a few annoying ice moments. A miniboss fight, an optional boss fight (Fire Chapter), an ice room and a boss fight. Oh and the occasional ice blocks you walk on.
You're a monster hahaha. Undoubtedly I'm going to die a lot of times with that boss XD

About the Allusions. Could you put one of Richard or the Ghost from Link's Awakening??

Haha dont jump to conclusions. For all you know, only part of the boss room could be in ice. Be patient :P
If I were you, I'd be more worried about the Freezards :P

Not for the Water Chapter. However like the Water Chapter, the Fire Chapter will be open to allusion suggestions after the Water Chapter is released.

A bit of sad news. Due to a save file code !@#$% up by me, your Wind Chapter files will no longer work with the Water Chapter update onwards. However I hope that by me expanding the code in the Water Chapter you won't have to lose progress again.

Sorry folks about this :(

On the plus side however, I can confirm I have got plans for post-completion content :o
Title: Re: [DEMO] The Legend of Zelda : Chiming Bells
Post by: masterpaul on December 22, 2011, 09:50:24 am
Played your demo, must say I enjoyed it. Criticisms:

:: Do something about those trees, the put everything off balance, in scale (change them back to normal size).

:: Gather more sounds for you characters, especially your guide... it gets tiring hearing the same sounds all over again.

:: Zelda sounds a bit spoilt (not sure if its intentional or not)

:: I really like your npc designs.. however link and a few other npc look paper thin when facing up or down. (They dont match the perspective, you should be able to see the top of the top of there heads, links hat should definitely be rounded)

(http://i41.tinypic.com/j8o1uv.png)
Blue background is the original sprite, red is the edited one

:: Link looks apsolutly weird from the side, well he looks like Hermes or a blond kid icarus (without the wings on his back)
(http://3.bp.blogspot.com/_Tv32h9EYK3w/TNF58gdpE0I/AAAAAAAAAvw/Xjl70aufdGY/s1600/hermes+gods+interpreter.jpg)

:: Those balloons should definitely go pop when you swing your sword at them :P

:: The festival fireworks should stop after Zelda gets kidnapped. Its just seems out of place that they just continue, and why doesnt anyone care for her?

:: Whats up with all those chests in peoples homes?
I hope Im helping out. :-)
Title: Re: [DEMO] The Legend of Zelda : Chiming Bells
Post by: King Tetiro on December 22, 2011, 10:06:43 am
Played your demo, must say I enjoyed it. Criticisms:

:: Do something about those trees, the put everything off balance, in scale (change them back to normal size).

:: Gather more sounds for you characters, especially your guide... it gets tiring hearing the same sounds all over again.

:: Zelda sounds a bit spoilt (not sure if its intentional or not)

:: I really like your npc designs.. however link and a few other npc look paper thin when facing up or down. (They dont match the perspective, you should be able to see the top of the top of there heads)

Great to hear you enjoyed it!

The tree conumdrum : I shrunk the trees down because I didn't like the height of the trees in LttP. They were 3x the height of a house. 2x is the max I normally see in the UK against a 1 storey building. This is my choice so it stays. Plus the majority of the trees have been laid in the game. No point in changing the sprites now. Plus they're in a part of my tile sheet which makes it impossible to change them without having to start the whole tiling from scratch. I am forcing this CASE CLOSED.

More Sounds scenario : You have to remember I am having to store tons of sounds. We're near to 200 before the end of the Water Chapter! But when I work on the Sacred Chapter, I shall try to address this problem. Til then, CASE CLOSED.

The perspective scenario : This is the eye of the beholder. ALL HUMANOID NPCs use the same template. What has happened is that on some sprites, the highlighting of the "top of head" is unnoticeable due to the amount of detail on the sprite. I will focus on this after the Water Chapter is done in terms of progress. This CASE IS STILL OPEN.

Zelda : She's not spoilt really. So why have I done it so she is? You'll have to find out.

Im poking my composers to get a move on! I'm actually getting bored of waiting lol

(http://i41.tinypic.com/j8o1uv.png)
Blue background is the original sprite, red is the edited one

:: Link looks apsolutly weird from the side, well he looks like Hermes or a blond kid icarus (without the wings on his back)
(http://3.bp.blogspot.com/_Tv32h9EYK3w/TNF58gdpE0I/AAAAAAAAAvw/Xjl70aufdGY/s1600/hermes+gods+interpreter.jpg)

:: Those balloons should definitely go pop when you swing your sword at them :P

:: The festival fireworks should stop after Zelda gets kidnapped. Its just seems out of place that they just continue, and why doesnt anyone care for her?

:: Whats up with all those chests in peoples homes?
I hope Im helping out. :-)

*cough cough* Link's design

(http://fc08.deviantart.net/fs71/f/2011/339/1/a/the_legend_of_zelda___chiming_bells___link_sketch_by_chimingbells-d4i8dnl.jpg)

Balloons going pop? BRILLIANT IDEA! Tetiro is on the case! Well done paul!

Fireworks after zelda gets kidnapped : Gets explained in the next scene I'm programming. Don't worry there is an actual reason. All part of the story

Chests in peoples home : Ah you found one of my secret allusions. A reference to the fact none of the NPCs care if you ever go into their homes, take their stuff or smash it either. Bravo! Have a cookie
Title: Re: [DEMO] The Legend of Zelda : Chiming Bells
Post by: masterpaul on December 22, 2011, 10:19:28 am



The perspective scenario : This is the eye of the beholder. ALL HUMANOID NPCs use the same template. What has happened is that on some sprites, the highlighting of the "top of head" is unnoticeable due to the amount of detail on the sprite. I will focus on this after the Water Chapter is done in terms of progress. This CASE IS STILL OPEN.


Lol, truthuly telling it only struck me with link, none of the other npc bothered me, its probably because link has a hat, and im used to it being quite puffy in other games.  Links hat just needs to be more visible. Its not really important, just a small asthetic change, so leave that till last :P. :P

God your game has such an awsome GB/GBC zelda games vibe. Its amazing.

May I have the honor of redesigning  the chimney bell sanctuary? If you won't like  my proposition, dont add it :P
Title: Re: [DEMO] The Legend of Zelda : Chiming Bells
Post by: King Tetiro on December 22, 2011, 10:22:51 am



The perspective scenario : This is the eye of the beholder. ALL HUMANOID NPCs use the same template. What has happened is that on some sprites, the highlighting of the "top of head" is unnoticeable due to the amount of detail on the sprite. I will focus on this after the Water Chapter is done in terms of progress. This CASE IS STILL OPEN.


Lol, truthuly telling it only struck me with link, none of the other npc bothered me, its probably because link has a hat, and im used to it being quite puffy in other games.  Links hat just needs to be more visible. Its not really important, just a small asthetic change, so leave that till last :P. :P

God your game has such an awsome GB/GBC zelda games vibe. Its amazing.

May I have the honor of redesigning  the chimney bell sanctuary?

If it's just Link then.... TETIRO IS ON THE CASE! I shall see what I can do

The game has a vibe from all games but I was worried the GB and GBC were being left out. Glad they're not :D

If you can do a grander bell sanctuary, be my guest!
Title: Re: [DEMO] The Legend of Zelda : Chiming Bells
Post by: masterpaul on December 22, 2011, 01:24:17 pm
(http://i43.tinypic.com/21dg3yt.png)
I would want to add some statues in the bell sanctuary at the sides, of the characters in your sig. I presume there sages? But Im not sure if they would fit. Some of statues would have missing elements. 

The red lights represent the bell, while, the blue represent the sound they make :P
Title: Re: [DEMO] The Legend of Zelda : Chiming Bells
Post by: King Tetiro on December 22, 2011, 01:27:32 pm
(http://i43.tinypic.com/21dg3yt.png)
I would want to add some statues in the bell sanctuary at the side, of the characters in your sig. I presume there sages? But Im not sure if they would fit.

The red lights represent the bell, while, the blue represent the sound they make :P

The characters in the sig are the main characters of the story.

Could you reexplain the lights. I'm confused.
Title: Re: [DEMO] The Legend of Zelda : Chiming Bells
Post by: masterpaul on December 22, 2011, 01:39:12 pm
I was thinking that the sanctuary belongs to chia/created with chia, so it would be pretty high tech (sharing some of same technology as her). The lights form an image of a bell and its sound. The bell are the two red circle. (The smallest circle is the top of a bell, the largest it base). The blue lights represent the the sound that radiates from them when there dinged. Also the largest Blur square is where Chia stands when you first meet her.

Not sure if there actually lights, they just illuminate. You could say that the way the blue lights are formed are also a throwback to skyward sword (the way the time gate forms, actually inspired me, to do something with glowing elements. And the path leading to the central platform is a throwback to spirit tracks :P (Shapes of the railway).

Where in the room did the chiming bells rest?
Title: Re: [DEMO] The Legend of Zelda : Chiming Bells
Post by: King Tetiro on December 22, 2011, 02:09:24 pm
I was thinking that the sanctuary belongs to chia/created with chia, so it would be pretty high tech (sharing some of same technology as her). The lights form an image of a bell and its sound. The bell are the two red circle. (The smallest circle is the top of a bell, the largest it base). The blue lights represent the the sound that radiates from them when there dinged. Also the largest Blur square is where Chia stands when you first meet her.

Not sure if there actually lights, they just illuminate. You could say that the way the blue lights are formed are also a throwback to skyward sword (the way the time gate forms, actually inspired me, to do something with glowing elements. And the path leading to the central platform is a throwback to spirit tracks :P (Shapes of the railway).

Where in the room did the chiming bells rest?

Im sure it looks like a bell, but I cant see it lol

I like the blue though :) That I will be implemented along with the grass

The Chiming Bell and the Calling Bell lie in the top left and right corners of the red platform
Title: Re: [DEMO] The Legend of Zelda : Chiming Bells
Post by: Arcaith on December 22, 2011, 02:14:55 pm
I believe he means it's the view of a bell from the top, the larger circle being the lip of the bell's base, and the smaller circle being the narrower top of the bell, where it would join onto whatever swings it.
Title: Re: [DEMO] The Legend of Zelda : Chiming Bells
Post by: King Tetiro on December 22, 2011, 02:35:02 pm
Oh right I see! Well I'm implementing the lights. Because it looks pretty! Expect a new screenshot soon!
Title: Re: [DEMO] The Legend of Zelda : Chiming Bells
Post by: masterpaul on December 22, 2011, 02:41:22 pm
Dont worry Ill finish the map and send it to you :P Youll just copy and paste :P
Title: Re: [DEMO] The Legend of Zelda : Chiming Bells
Post by: King Tetiro on December 22, 2011, 03:06:27 pm
Kabaam! Using paul's idea and what I have already

(http://fc09.deviantart.net/fs70/f/2011/356/9/c/the_legend_of_zelda___chiming_bells__screenshot_18_by_chimingbells-d4juu0v.png)

(Still thinking about putting lilypads under the yellow lights. Thoughts?
Title: Re: [DEMO] The Legend of Zelda : Chiming Bells
Post by: masterpaul on December 22, 2011, 04:20:17 pm
Having lilypads under the lights would give an really magical/sweet feeling :-)

Check this out, :P (look closely at the doors :P)
(http://i40.tinypic.com/25tf75x.png)

Now with my freshly made goddess statues :P
(http://i44.tinypic.com/zxwuxd.png)

(http://i39.tinypic.com/33a4as9.png)
Title: Re: [DEMO] The Legend of Zelda : Chiming Bells
Post by: King Tetiro on December 22, 2011, 04:23:27 pm
Having lilypads under the lights would give an really magical/sweet feeling :P

Check this out, :P (look closely at the doors :P)
(http://i40.tinypic.com/25tf75x.png)

Now with my goddess statues :P
(http://i44.tinypic.com/zxwuxd.png)

(http://i39.tinypic.com/33a4as9.png)

How the hell did you make that statue?

I like the idea of the doorway. I'll be nicking that idea :P
Title: Re: [DEMO] The Legend of Zelda : Chiming Bells
Post by: masterpaul on December 22, 2011, 04:30:13 pm


How the hell did you make that statue?

I like the idea of the doorway. I'll be nicking that idea :P
[/quote]

Ha ha now that I look at it, Im wondering myself, I analyzed the Venus fairy from LTTP, but still, Im wondering how I did it xD

You can nick the the whole room if you want :P and just paste it in the game. I dont mind :P I adore your game, and I will gladly help/contribute with some stuff :P
Title: Re: [DEMO] The Legend of Zelda : Chiming Bells
Post by: Zaeranos on December 22, 2011, 04:30:58 pm
(http://i43.tinypic.com/21dg3yt.png)
I would want to add some statues in the bell sanctuary at the sides, of the characters in your sig. I presume there sages? But Im not sure if they would fit. Some of statues would have missing elements. 

The red lights represent the bell, while, the blue represent the sound they make :P

THe picture on the floor looks more like a sun to me. With the blue dot in the middle being the core, the blue lines the rays and the red circles being the sun's aura's. I like that room. But like paul says it could add some statues. But only to the left and right, because it still is a straight path between the doors. I assume this is a sanctuary and not a dungeon. (Been away too long to keep up with things).

@masterpaul: I would use the three goddess statues in the last room, which is most often the important room. In this room I would place some smaller statues.
Title: Re: [DEMO] The Legend of Zelda : Chiming Bells
Post by: King Tetiro on December 22, 2011, 04:36:04 pm
I'll be nicking that statue lol. It needs a bit of tweaking but it's pretty damn good!

I'll be nicking the ideas. Not the room. I need to make it CB style.

Well what you could do is take the forest overlay from this and make 16 x 16 tiles of it?

http://spriters-resource.com/snes/zeldalinkpast/sheet/28735

I'd really appreciate it. It would be nice to improve the Howling Woods area.
Title: Re: [DEMO] The Legend of Zelda : Chiming Bells
Post by: masterpaul on December 22, 2011, 08:57:53 pm
The forest overylay? You mean the leafs that go over? right? :P

Howling Woods? Is the woods at the beggining right??
Title: Re: [DEMO] The Legend of Zelda : Chiming Bells
Post by: King Tetiro on December 22, 2011, 09:09:10 pm
The forest overylay? You mean the leafs that go over? right? :P

Howling Woods? Is the woods at the beggining right??

Actually nevermind. I managed to do it myself! Hoozah! I didn't use it for the Howling Woods. Instead, I put it in the Forest Shrine to make the dungeon harder.
Title: Re: [DEMO] The Legend of Zelda : Chiming Bells
Post by: masterpaul on December 23, 2011, 12:59:00 pm
k :-)
What program do you use for mapping?

http://tilemap.co.uk/mappy.php or http://tilemapeditor.com/screenshots.php or http://www.mapeditor.org/2011/04/tiled-qt-061-released.html ?

I wuldnt mind doing the howling woods :P In your style :P I just use one of the above programs, it would allow you to easily edit them :P
Title: Re: [DEMO] The Legend of Zelda : Chiming Bells
Post by: King Tetiro on December 23, 2011, 01:02:10 pm
k :-)
What program do you use for mapping?

http://tilemap.co.uk/mappy.php or http://tilemapeditor.com/screenshots.php or http://www.mapeditor.org/2011/04/tiled-qt-061-released.html ?

I wuldnt mind doing the howling woods :P In your style :P I just use one of the above programs, it would allow you to easily edit them :P

I use GM's internal room editor. Actually I've started improving the Howling Woods myself. We'll be there soon enough.

Title: Re: [DEMO] The Legend of Zelda : Chiming Bells
Post by: masterpaul on December 23, 2011, 02:51:18 pm
:-)

(http://i40.tinypic.com/fteecw.png)

(http://i41.tinypic.com/5ckms8.png)

Here's some wide key blocks :P You can edit the colors. :P the middle one is the big boss one, and the last one is a new boss key block :P Gonna do a few more.

I had some more prpblems, mainly to do with the fighting system.
:: When link gets hit, he doesnt fall back - enemies just keep on taking off health, without giving the main character a break.

:: Is it just me or can link walk over enemies?

:: When link attacks... enemies dont fall back. Same issue, the just keep on damaging link.

:: Another one is to do with the holes, link seems to be falling to early inside. His shadow is only touching the hole, and he falls down. (Perhaps implement a drag, like in lttp)? Also he re-spawns when you can still hear him falling.
Title: Re: [DEMO] The Legend of Zelda : Chiming Bells
Post by: King Tetiro on December 23, 2011, 03:13:41 pm
:-)

(http://i40.tinypic.com/fteecw.png)

Here's some wide key blocks :P You can edit the colors. :P the middle one is the big boss one. :P Gonna do a few more.

I had some more prpblems, mainly to do with the fighting system.
:: When link gets hit, he doesnt fall back - enemies just keep on taking off health, without giving the main character a break.

:: Is it just me or can link walk over enemies?

:: When link attacks... enemies dont fall back. Same issue, the just keep on damaging link.

:: Another one is to do with the holes, link seems to be falling to early inside. His shadow is only touching the hole, and he falls down. (Perhaps implement a drag, like in lttp)? Also he re-spawns when you can still hear him falling.

I like the wide key blocks. I'll be sure to use it! Cheers man. Ok let's go through the crits.

Why no fall back Link? :( -> I won't be changing this. I have explained the reason for this much earlier in the topic. CASE CLOSED

Why no fall back enemies? :( -> They do as of the Water Chapter. I made sure of that. CASE CLOSED

Link scream then fall -> Tetiro is on the case!

Dragging -> If someone can produce some code that can do this for me, I shall chuck it in!

EDIT: Updated the credits section and working on the pit falling. Martijn and masterpaul, go check the credits section at the beginning of the topic

Also, could anyone not credited yet who should've been let me know? I dont want people missing out on being credited again
Title: Re: [DEMO] The Legend of Zelda : Chiming Bells
Post by: masterpaul on December 24, 2011, 06:47:38 pm
Thanks for the mention in the credits! :-)

Just made this for forest areas:
(http://i42.tinypic.com/24l3g39.png)

More incoming :P

Edit:
(http://i40.tinypic.com/1znn9sk.png)
 :P
Title: Re: [DEMO] The Legend of Zelda : Chiming Bells
Post by: tchegito on December 27, 2011, 09:16:08 am
If you're looking for some music composition, I can make one for you, if you're interested in !

If you want to listen my work, just try it :
http://code.google.com/p/zildo/downloads/list

Good luck for your project !
Title: Re: [DEMO] The Legend of Zelda : Chiming Bells
Post by: King Tetiro on December 27, 2011, 09:47:38 am
If you're looking for some music composition, I can make one for you, if you're interested in !

If you want to listen my work, just try it :
http://code.google.com/p/zildo/downloads/list

Good luck for your project !

Do you have a .zip file of just the music?

Taking a few days off to work on university work. Hopefully I will have the composers making tracks right? Luckily I'm waiting for only 2 tracks (1 from each composer) so it's not so bad.

After the few days off, I'll be working on the scene writing to flesh out the scenes.

So Im still active folks. Just been watching The Batman series. Why? Because it's badass.


Btw, are there any composers about? tchegito gave me an idea to look for even more composers. It's time to make a team for Chiming Bells
Title: Re: [DEMO] The Legend of Zelda : Chiming Bells
Post by: Arcaith on December 28, 2011, 10:41:23 am
What kind of music are you using? MIDI or MP3 based?
Title: Re: [DEMO] The Legend of Zelda : Chiming Bells
Post by: King Tetiro on December 28, 2011, 11:00:55 am
What kind of music are you using? MIDI or MP3 based?

Im using the music from Zreomusic.com (MP3), getting composers to make intro and looping files out of them and have them save it as .ogg (OGG)
Title: Re: [DEMO] The Legend of Zelda : Chiming Bells
Post by: King Tetiro on December 30, 2011, 09:13:28 pm
Alright folks, I'm focusing on the storyline. I have no choice but to skip a scene and return to it later if I'm to keep on schedule.

Right, as of this point, Chiming Bells is back on the working pile. My break is over!
Title: Re: [DEMO] The Legend of Zelda : Chiming Bells
Post by: King Tetiro on January 01, 2012, 04:50:36 pm
I've been working on the story scenes. Done alot already today. Doing even more later tonight. There's another 8 story scenes, 4 enemy scenes and 7 optional scenes left to work on. Overall, this is what's left on my to do list


Then when all of that's done, the Water Chapter will be ready. I will be posting more screenshots soon!
Title: Re: [DEMO] The Legend of Zelda : Chiming Bells
Post by: GenericCola on February 20, 2012, 02:16:48 am
Is this project still going?  :huh:
I sure hope so! I'm new here, and so far all I've seen is dead project after dead project...
Title: Re: [DEMO] The Legend of Zelda : Chiming Bells
Post by: King Tetiro on March 09, 2012, 10:20:43 am
This project isn't dead! But I am in my final year of university so I've had no choice but to cut down the number of non-uni projects. Legena - The New Dawn is the only non-uni project I'm working on and even that hasn't seen much progress for nearly 2 weeks.

I will be back on this near the end of May hopefully
Title: Re: [DEMO] The Legend of Zelda : Chiming Bells
Post by: Atom on March 09, 2012, 06:40:14 pm
oh well, thats only 3 months, thats not that a long time to not work on something. I've had time shortages that lasted a lot longer. 1 of them about 4 times that long. I'm just glad to see that this project isn't dead. There already are way to many dead projects out here.
Title: Re: [DEMO] The Legend of Zelda : Chiming Bells
Post by: King Tetiro on March 10, 2012, 08:47:32 am
It also got delayed because both of my composers quit. I'll be hunting for new ones after uni.
Title: Re: [DEMO] The Legend of Zelda : Chiming Bells
Post by: Kren on March 26, 2012, 08:00:22 pm
Are you still working on this? I remember this game and how awesome it looked like P:
Title: Re: [DEMO] The Legend of Zelda : Chiming Bells
Post by: Twilight Alchemist on June 25, 2012, 09:59:58 pm
I am sorry for grave digging, but I just wanted to let you know that the download doesn't work anymore.  :'(
If you could get it to work again, I would appreciate it greatly.
Again, I am sorry for grave digging, but I just wanted to let you know.
Title: Re: [DEMO] The Legend of Zelda : Chiming Bells
Post by: King Tetiro on February 17, 2014, 09:38:21 pm
Hey guys, I'm writing to let you know the game died. I didn't lose interest in it. My laptop that held all the data perished and the data was lost. I thought I could find it on my memory sticks but I couldn't. I tried to rebuild it but life and uni got in the way. But I sit here, thinking about what it taught me. It taught me how the environment in a game is what makes it great.

In fact, even now I use the lessons learnt from this fangame in my first professional indie game, Legena  : Union Tides which I will be bringing back here.

Will I rebuild Chiming Bells or make another fangame? Maybe one day. But only when I feel I could bring a quality even higher than what I did for Chiming Bells? But first, I'd quite like to make a Zelda-like indie game before returning.

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