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Projects => Zelda Projects => Topic started by: Rayo on August 01, 2016, 02:40:54 pm

Title: [Alpha] Zelda Online
Post by: Rayo on August 01, 2016, 02:40:54 pm
(http://rayo.bplaced.net/zelda-online/title.png)


Zelda Online is my new project including multiplayer features like Four Swords.
Goal of this project is to create a multiplayer game in which each of you can interact together, solve puzzles etc. The maps in which you play will be created by the community or yourself(see section "Level Editor").



Features
- Host/Join a game(Each player has a name and a colored tunic, no player limit)
- Website (http://rayo.bplaced.net/zelda-online/index.php) showing hosted games(If you have nodody to play with)
- Ingame chat(Press "C" to open console. Remembers the last three messages sent)
- Zelda gameplay a lá Minish Cap
- 10+ items(Not all finished, see "Progress" section)
- Enemies and NPC's(Work in progress, as well)
- Level Editor(Not included yet, see "Level Editor" section)
- XBox 360 Controller support(Needs to be plugged in before the game starts)



Screenshots
Not all pictures are up to date and yes, the skull is a bug!
(http://rayo.bplaced.net/zelda-online/pictures/screen1.png) (http://rayo.bplaced.net/zelda-online/pictures/screen2.png) (http://rayo.bplaced.net/zelda-online/pictures/screen3.png)
(http://rayo.bplaced.net/zelda-online/pictures/screen4.png) (http://rayo.bplaced.net/zelda-online/pictures/screen5.png) (http://rayo.bplaced.net/zelda-online/pictures/screen6.png)



Videos
Let's Play by SpritingBrad(Spanisch Commentary). Click here (https://www.youtube.com/watch?v=WtFjPr0dKSo&index=1&list=PLoqgKPd6J75RTrqx4tvkrLGMaj88aS_JV) to see the full playlist.
http://www.youtube.com/watch?v=WtFjPr0dKSohttp://www.youtube.com/watch?v=NAfSDjIicTUhttp://www.youtube.com/watch?v=TXQ6mXPU8O8



Progress
Multiplayer features:
- Player synchronization(Works)
- Obstacle synchronization(WIP)
- NPC synchronization(WIP)
- Chat(Sometimes a message will not be sent if you send a message while the chat is fading out)
- Website(Works, hosted games are shown. Bug: Sometimes dead hosts are shown)
- Lobby browser ingame(Not implemented yet)
- Level editor(Works, not available yet)


ItemNameSingleplayerMultiplayer
(http://i.imgur.com/a32BE1J.png)BombsCan be lifted, exploding after some seconds. Can be put into inventory if not thrown.Works
(http://i.imgur.com/3viQyVp.png)Frostfire BoomerangTurns water to ice, damages enemies(freezing only working against chuchus)Not visible
(http://i.imgur.com/xfBqTb7.png)BottleCatch/Release water and drink potionsWorks
(http://i.imgur.com/LyckhCC.png)BraceletLift heavy thingsWorks
(http://i.imgur.com/w4o38XD.png)Cane of SomariaCreate/Remove a blockNot visible
(http://i.imgur.com/YCzsHXn.png)Roc's capeJump, no, FLY!Works
(http://i.imgur.com/p790H3P.png)HammerStrong attack weaponWorks
(http://i.imgur.com/2bORo4z.png)LampBring light into darknessWorks
(http://i.imgur.com/dHom5tQ.png)MagnetglovesBe attracted by magnet objectsWorks
(http://i.imgur.com/ap7BLMM.png)OcarinaPlay a songWorks
(http://i.imgur.com/njebWQM.png)Pegasus BootsMove fast, fast double tap on a direction to useWorks
(http://i.imgur.com/J6gEXiK.png)ShieldDeflect attacksWorks
(http://i.imgur.com/tZ3PlGy.png)SlingshotSlingshot not visible, fires a deku nutNot visible
(http://i.imgur.com/5ZXohHT.png)SwordAttack weaponWorks
(http://i.imgur.com/RFW0fsw.png)TelescopeSee furtherNot needed



Level Editor
The level editor won't be included at first but it is planned and partly implemented.
You will create your own level with Tiled (http://www.mapeditor.org/), a common map editor. You can use each tileset you want, but will be limited to these objects:
(http://i.imgur.com/PYmNXGS.png)
Of course there will be more objects, but currently there are no more. :P
After the map is done you can convert your map with the help of a tool in a .lvl file. This file is readed by Game Maker and you can play with your friends in your own map.
A more detailed explanation how this will work will come when I introduce level editor.



Download
The game can be downloaded from the official website (http://rayo.bplaced.net/zelda-online/index.php).
Each time you start the game the game will check if it is up to date and inform you if you need to update the game. The game saves automatically after entering a new room.
If you have nobody to play look at the official website, there you find all games which are currently hosted. Since there are not much level editor maps yet you will play in Aurelia (http://zfgc.com/forum/index.php?topic=39656.0).
Not all multiplayer features are included, but it is enough for the first release.



Links
- Website: http://rayo.bplaced.net/zelda-online
- Facebook: https://www.facebook.com/ZeldaOnlineGame



FAQ
Help! Nobody can join my game.
Make sure that the host set up a new firewall rule for this game. Furthermore, the host must forward his port. An alternative way is the use of tools like Hamachi.
There is a detailed thread about how to make sure that other people can join your game. Click here (http://rayo.bplaced.net/zelda-online/forum/index.php?topic=7.msg16#new) to see it.
Are there official servers?
Currently, no. Every now and then I am hosting a server but I don't want to run the game the whole time. Especially because this game is still in alpha status and a lot of errors occur so that the server would crash.
Can I play this game offline?
Yes, you don't need internet to play in Singleplayer mode. And of course, nobody will join your game.
I have a fast computer but the game still runs slow. What to do?
Sometimes there is a leak of memory or another problem due to other applications. Restart Windows.
Will there be a MAC or Linux version of the game?
No, this game was supposed to be Windows-only. But if you use Wine (https://www.winehq.org/) you could play it on Linux.
Are Ip-Addresses saved if I play the game?
Your IP-adress is saved and showed temporarily on the main page of the website so that other users can see that you are playing and join your game. If you quit the game your IP-adress is deleted from the database and not showed anymore. EDIT: Not anymore! (Website is private now/password protected and the game will not connect to the website)


Credits
Nintendo(the Legend of Zelda franchise, various sprites and sounds from various official Zelda titles)
Ruven Wegner(Title and menu music, Youtube (https://www.youtube.com/channel/UCoYbsEfC4kIGl9LX6dehYYQ/featured))
EoA Team: Rayo(Coding), Gonken(various sprites), InvertedMean(Music and sound)
Title: Re: Zelda Online
Post by: SpritingBrad on August 01, 2016, 03:05:04 pm
WOW DUDE! nice to see you are back with a new project! And sounds awesome too!
So this is a four sword Mario maker type game? That´s really cool :D
So we will play in Aurelia?! The entire overworld or just a small section?

Also, the sprites on the two screens are from Pokemon or something? I have seen them before and they are clearly not MC style :3

Also can you change art-styles? What I mean is, have a menu where you can change withing all different art-styles of all 2d zelda games:
-Zelda 1, Zelda 2? (Maybe make platforming levels too?), The Oracle Games, A Link To The Past... etc. (Like in Mario maker, where you can change from 8-bit Mario to the rest of the 2D Mario Art-styles)

Anyways, It´s great to see you guys back with a new project, I´m hyped! :D
Title: Re: Zelda Online
Post by: Rayo on August 01, 2016, 03:24:55 pm
Currently it is only me who is doing this project. Every now and then I have improved the engine of Echoes of Aurelia and someday I wanted to implement multiplayer features. :)
Exactly it is some kind of Four Sword Mario Maker game. As long the level editor is not implemented all maps from Echoes of Aurelia will be playable.
You will be able to create a teleporter which teleports you to the various maps of the unfinished game.
The tileset on #screen 1 & 2 are from Pokémon. The map was created in Tiled and loaded by Game Maker. Theoretically you can use each tileset you want, this Pokémon tileset was similar to the MC tileset so I chose it. And no, it won't be possible to change art-styles.
Title: Re: Zelda Online
Post by: SpritingBrad on August 01, 2016, 04:11:37 pm
Currently it is only me who is doing this project. Every now and then I have improved the engine of Echoes of Aurelia and someday I wanted to implement multiplayer features. :)
Exactly it is some kind of Four Sword Mario Maker game. As long the level editor is not implemented all maps from Echoes of Aurelia will be playable.
You will be able to create a teleporter which teleports you to the various maps of the unfinished game.
The tileset on #screen 1 & 2 are from Pokémon. The map was created in Tiled and loaded by Game Maker. Theoretically you can use each tileset you want, this Pokémon tileset was similar to the MC tileset so I chose it. And no, it won't be possible to change art-styles.

Only you?! Wow, that´s impressive!

Quote from: Rayo
Theoretically you can use each tileset you want
Any tileset? Wow, thats very cool!
But if you use, lets say, OOA tiles, would the MC link stand out? Or can you change the sprites for characters too?
Title: Re: Zelda Online
Post by: Rayo on August 01, 2016, 04:25:48 pm
Quote
But if you use, lets say, OOA tiles, would the MC link stand out? Or can you change the sprites for characters too?
It would stand out.
But it is way too much work to change the sprites for characters since MC has items which are not present in OoA and backwards.
A lot of sprites would be needed and I won't do those. Furthermore, the animation time is different in each zelda title.
But I have seen you have redone the AlttP map in MC style. You could use this map and it won't stand out. ;P
Title: Re: Zelda Online
Post by: SpritingBrad on August 01, 2016, 06:07:47 pm
Quote
But if you use, lets say, OOA tiles, would the MC link stand out? Or can you change the sprites for characters too?
It would stand out.
But it is way too much work to change the sprites for characters since MC has items which are not present in OoA and backwards.
A lot of sprites would be needed and I won't do those. Furthermore, the animation time is different in each zelda title.
But I have seen you have redone the AlttP map in MC style. You could use this map and it won't stand out. ;P

Good point XD
Title: Re: Zelda Online
Post by: Rayo on August 02, 2016, 12:25:37 am
Three new screens showing the tile screen, the chat box and an incomplete miniboss.

(http://www2.pic-upload.de/img/31353856/EoAScreenshot38.png) (http://www2.pic-upload.de/img/31353902/EoAScreenshot39.png) (http://www2.pic-upload.de/img/31353905/EoAScreenshot40.png)
Title: Re: Zelda Online
Post by: Miles07 on August 02, 2016, 07:07:57 am
Wow, what an ambitions project! This looks like it's meant to be some sort of MC version of the popular Zelda Classic engine, complete with level designer and FS-style multiplayer.

@Brad: It doesn't look like it's meant to be very Mario Maker-y... THAT would take a lot of programming expertise, as the engine would have to flip several switches on the fly to make everything work between each version. (But if you want to chat about how that could be done...)
Title: Re: [Alpha] Zelda Online
Post by: Rayo on August 03, 2016, 02:23:02 pm
The game can be downloaded now from the official website. Have fun! A lot of time has been spend to do this.
More updates are comming, feedback is always welcomed! :D

Don't forget to forward a port if you are hosting a game, so that other players can join your game as well. I will also try to visit some of you if you are hosting a game.
Not all multiplayer features are included, but it is enough for the first release.
Title: Re: [Alpha] Zelda Online
Post by: SpritingBrad on August 03, 2016, 09:55:15 pm
The game can be downloaded now from the official website. Have fun! A lot of time has been spend to do this.
More updates are comming, feedback is always welcomed! :D

Don't forget to forward a port if you are hosting a game, so that other players can join your game as well. I will also try to visit some of you if you are hosting a game.
Not all multiplayer features are included, but it is enough for the first release.
Dude this is AWESOME! I am currently playing through all of the teleportation "Levels" while recording it for my spanish youtube channel :3 (To show my friends the game)
I have like three videos done of 20 mins each and I barely scratched the surface XD it is really a lot of fun, Thanks dude! :D
Title: Re: [Alpha] Zelda Online
Post by: Rayo on August 03, 2016, 10:16:22 pm
Quote
Dude this is AWESOME! I am currently playing through all of the teleportation "Levels" while recording it for my spanish youtube channel :3 (To show my friends the game)
I have like three videos done of 20 mins each and I barely scratched the surface XD it is really a lot of fun, Thanks dude! :D

Thank you very much! I have seen your Spanish IP on the website and assumed you was playing this game. I also tried to join your server but it seems that you need to forward the port first.
If you want to record some multiplayer gameplay: If you see me hosting "Host: Rayo" join my game(I am currently hosting a game in the background).
Title: Re: [Alpha] Zelda Online
Post by: SpritingBrad on August 03, 2016, 10:21:02 pm
Quote
Dude this is AWESOME! I am currently playing through all of the teleportation "Levels" while recording it for my spanish youtube channel :3 (To show my friends the game)
I have like three videos done of 20 mins each and I barely scratched the surface XD it is really a lot of fun, Thanks dude! :D

Thank you very much! I have seen your Spanish IP on the website and assumed you was playing this game. I also tried to join your server but it seems that you need to forward the port first.
If you want to record some multiplayer gameplay: If you see me hosting "Host: Rayo" join my game(I am currently hosting a game in the background).

Forward my Port? (not sure how exactly XD) Edit: I Found out how XD

Also, is there an in-game chat? If it is a Multiplayer game, there HAS to be one.
Title: Re: [Alpha] Zelda Online
Post by: Rayo on August 03, 2016, 10:24:55 pm
Quote
Also, is there an in-game chat? If it is a Multiplayer game, there HAS to be one.
If you press "C" a command box will appear. This is the chat box(And also the place where you can input cheats).
Title: Re: [Alpha] Zelda Online
Post by: SpritingBrad on August 03, 2016, 10:27:06 pm
Quote
Also, is there an in-game chat? If it is a Multiplayer game, there HAS to be one.
If you press "C" a command box will appear. This is the chat box(And also the place where you can input cheats).

Ah ok.

So I Downloaded the update and this comes up:

Show content
___________________________________________
ERROR in
action number 1
of Create Event
for object obj_master:

Error defining an external function.

What do I do?
Title: Re: [Alpha] Zelda Online
Post by: Rayo on August 03, 2016, 10:28:11 pm
Replace the old .exe with the new one and it will work.
Title: Re: [Alpha] Zelda Online
Post by: SpritingBrad on August 03, 2016, 10:42:51 pm
Replace the old .exe with the new one and it will work.

Ah ok, I will do it tomorrow :)

Also, while playing, link bugged out a couple of times, like when he entered one of the caves and then attempted to come out, he will walk out, then in automatically and then then game would crash. Also in some unfinished maps, link walked on water and in mid air, I think he turned into a god there xD I was laughing all the way.
Title: Re: [Alpha] Zelda Online
Post by: Rayo on August 03, 2016, 11:00:06 pm
Replace the old .exe with the new one and it will work.

Ah ok, I will do it tomorrow :)

Also, while playing, link bugged out a couple of times, like when he entered one of the caves and then attempted to come out, he will walk out, then in automatically and then then game would crash. Also in some unfinished maps, link walked on water and in mid air, I think he turned into a god there xD I was laughing all the way.

Ok, I have just noticed: Once you leave the ice cave the game can not be played anymore. I will fix that right now.
There is indeed a cheat called "godmode on/off": You are invinsible. Another cheat "noclip on/off" let you go through walls and walk over water(If you always want to have god feeling)
Title: Re: [Alpha] Zelda Online
Post by: SpritingBrad on August 04, 2016, 09:21:19 am
Replace the old .exe with the new one and it will work.

Ah ok, I will do it tomorrow :)

Also, while playing, link bugged out a couple of times, like when he entered one of the caves and then attempted to come out, he will walk out, then in automatically and then then game would crash. Also in some unfinished maps, link walked on water and in mid air, I think he turned into a god there xD I was laughing all the way.

Ok, I have just noticed: Once you leave the ice cave the game can not be played anymore. I will fix that right now.
There is indeed a cheat called "godmode on/off": You are invinsible. Another cheat "noclip on/off" let you go through walls and walk over water(If you always want to have god feeling)

Godmode? wow I didn´t know that! (You should put the list of cheats to try them out ;))
I updated the game too.
Title: Re: [Alpha] Zelda Online
Post by: Rayo on August 04, 2016, 11:57:14 am
Quote
You should put the list of cheats to try them out
Available cheats are written in cheats.txt. After you have entered a correct cheat in the command box a sound should play as confirmation.
Title: Re: [Alpha] Zelda Online
Post by: SpritingBrad on August 04, 2016, 01:04:14 pm
Quote
You should put the list of cheats to try them out
Available cheats are written in cheats.txt. After you have entered a correct cheat in the command box a sound should play as confirmation.

Aaaah ok, going to try them out now ;)
Title: Re: [Alpha] Zelda Online
Post by: SpritingBrad on August 04, 2016, 08:22:27 pm
So I recorded a couple of videos (6 to be precise, but the sixth is not up yet) of me playing Zelda Online, to show my friends and to record any bugs or errors that I found. I also recorded me playing with Rayo, which was a lot of fun!
Here is a playlist (it has spanish commentary on top): https://www.youtube.com/watch?v=WtFjPr0dKSo&list=PLoqgKPd6J75RTrqx4tvkrLGMaj88aS_JV
I personally like this project, it has a lot of potential and It can bring a lot of people together.
Title: Re: [Alpha] Zelda Online
Post by: Rayo on August 04, 2016, 09:38:29 pm
Quote
So I recorded a couple of videos (6 to be precise, but the sixth is not up yet) of me playing Zelda Online, to show my friends and to record any bugs or errors that I found. I also recorded me playing with Rayo, which was a lot of fun!
Here is a playlist (it has spanish commentary on top): https://www.youtube.com/watch?v=WtFjPr0dKSo&list=PLoqgKPd6J75RTrqx4tvkrLGMaj88aS_JV
I personally like this project, it has a lot of potential and It can bring a lot of people together.

I've added the playlist to the website of the game and 3 of your videos to the main post of this thread.
Thank you again for recording this gameplay scenes. Finally some multiplayer video footage. :)
Title: Re: [Alpha] Zelda Online
Post by: RetroRespecter on August 04, 2016, 09:57:26 pm
This looks promising. I will be keeping an eye on it.
Title: Re: [Alpha] Zelda Online
Post by: SpritingBrad on August 04, 2016, 10:06:39 pm
Quote
So I recorded a couple of videos (6 to be precise, but the sixth is not up yet) of me playing Zelda Online, to show my friends and to record any bugs or errors that I found. I also recorded me playing with Rayo, which was a lot of fun!
Here is a playlist (it has spanish commentary on top): https://www.youtube.com/watch?v=WtFjPr0dKSo&list=PLoqgKPd6J75RTrqx4tvkrLGMaj88aS_JV
I personally like this project, it has a lot of potential and It can bring a lot of people together.

I've added the playlist to the website of the game and 3 of your videos to the main post of this thread.
Thank you again for recording this gameplay scenes. Finally some multiplayer video footage. :)

Wow dude, I feel important xD
I recorded it to show my friends and now, it's official footage of the game! (I think I have to consider to change my Youtube channel to english, or even both english and spanish? XD maybe add subtitles, that would be a good idea.)
But -thanks man, it means a lot :) :D
Title: Re: [Alpha] Zelda Online
Post by: Rayo on August 04, 2016, 10:14:28 pm
Quote
Wow dude, I feel important xD
I recorded it to show my friends and now, it's official footage of the game! (I think I have to consider to change my Youtube channel to english, or even both english and spanish? XD maybe add subtitles, that would be a good idea.)

Pls no XD Most important is that people watch that you have fun during the videos and watch some gameplay.
I didn't ask you if I can use this for official but currently I have no other videos to show. I hope it's ok for you. :)
Title: Re: [Alpha] Zelda Online
Post by: SpritingBrad on August 04, 2016, 10:15:52 pm
Quote
Wow dude, I feel important xD
I recorded it to show my friends and now, it's official footage of the game! (I think I have to consider to change my Youtube channel to english, or even both english and spanish? XD maybe add subtitles, that would be a good idea.)

Pls no XD Most important is that people see that you have fun during the videos.
I didn't ask you if I can use this for official but currently I have no other videos to show. I hope it's ok for you. :)
If it's ok?
Dude, I am honored! XD
Title: Re: [Alpha] Zelda Online
Post by: Antidote on August 05, 2016, 01:04:08 am
Looks interesting, any plans on releasing a Linux version? I'm basically completely on Linux and OS X now, but I'd definitely like to check this out.
Title: Re: [Alpha] Zelda Online
Post by: Rayo on August 05, 2016, 01:28:37 am
Quote
Looks interesting, any plans on releasing a Linux version? I'm basically completely on Linux and OS X now, but I'd definitely like to check this out.
Sorry, there won't be a linux version. Game Maker 8.1 builds are only windows compatible. :-\
Title: Re: [Alpha] Zelda Online
Post by: Darklink45 on August 05, 2016, 05:10:39 am
This looks really awesome, seems like a great use of the engine you had for EoA.
I'll try out the game :)
Title: Re: [Alpha] Zelda Online
Post by: Starforsaken101 on August 05, 2016, 01:39:04 pm
This is really cool, Rayo!
Title: Re: [Alpha] Zelda Online
Post by: Rayo on August 08, 2016, 06:06:32 am
New update, no multiplayer features, but fixes.

Code: [Select]
Changelog 0.14:

- Version number is shown in windows title
- If the website is currently offline, a message is displayed in the title screen
- Added music to Lonely Peak, Cave of Ice, Volcane, Drowning Desert, Desert Ruins and Quiet Mists
- Bushes and rocks in Volcane and Drowning Desert can be lifted/destroyed
- The telescope is unequipped during warp
- Ice blocks are sliding on ice if pushed
- Ice velocity reduced

- FIXED BUG: Some triggers in Skyforest Shrine caused a crash
- FIXED BUG: Moving platforms did'nt stop during cutscene/menu
- FIXED BUG: Music loops after the miniboss
- FIXED BUG: Lights and followers are showed in rooms where players doesn't exist
- FIXED BUG: Light size is far too big sometimes
- FIXED BUG: Fairy moves away during cutscenes
Title: Re: [Alpha] Zelda Online
Post by: Rayo on August 19, 2016, 02:39:48 pm
Update 0.15 has just been released. Now instances are deactivated if they are not in your field of view so the game runs faster.
Minor bugs have been fixed as well. It doesn't matter if you enter an IP with whitespaces to connect to another player.

Code: [Select]
Changelog 0.15:

- IP accepts whitespaces if entered
- Port is always converted into a real number
- Last error message is logged in game_errors.log
- Corrected depth of other players in multiplayer
- Collectible synchronization works, but not deletion
- Better chuchu/dekuscrub hurt animation
- Better Performance: Activate/Deactivate instances
- Own nickname isn't shown anymore
- You can't go outside the map anymore
- Hide HUD disabled

- FIXED BUG: Lamp light radius increasing if rapidly clicked
- FIXED BUG: If you teleport enemies can attack you
- FIXED BUG: If other players lift something not always the correct object is drawn
Title: Re: [Alpha] Zelda Online
Post by: Rayo on August 24, 2016, 08:03:18 pm
Update 0.16 includes the possibility to load custom adventure maps! Later, those maps will be created by the community.
I created the first adventure map: Zeldamon (Yes, it's a Zelda/Pokemon Crossover). Based on this adventure map I will progress to improve the way you create adventure maps.

Code: [Select]
Changelog 0.16:

- Adventure maps can be loaded by pressing "M"
  (In the website you can download the first adventure map "Zeldamon")
- Zeldamon content: Full Kanto Overworld with collisions, water and some grass
- Multiplayer and Save/Load in adventure maps work as well
- Game Name and Version are shown in website

And now? Some screens about the adventure map!

(http://i.imgur.com/JIIwdtL.png) (http://i.imgur.com/9wbiWKJ.png) (http://i.imgur.com/2kAcgPA.png)

I will probably place friendly Zelda NPC's in cities and monsters in routes. There will be several bosses to defeat in each arena.
After you beat a boss or you perform a condition you will be rewarded with a new item to proceed the game. Goal will be to defeat Ganon in the Pokemon League. If you have suggestions write them down here.
Title: Re: [Alpha] Zelda Online
Post by: Rayo on August 30, 2016, 08:12:01 am
So I've tried to code a minimap which is automatically generated after you enter a new room. I tried to use the same colors as OoT 2D.
The face is probably too big, I think I will use the dungeon minimap face from Minish Cap.

(https://scontent-fra3-1.xx.fbcdn.net/v/t1.0-9/14095733_1269228499754108_7471913250048085293_n.png?oh=eadd718760874e1a08835c40aaadb14b&oe=5845BD97) (https://scontent-fra3-1.xx.fbcdn.net/v/t1.0-9/14192706_1269228496420775_952278104748385_n.png?oh=d86e7e1e6bfe959e80895563aeea902a&oe=5882B303) (https://scontent-fra3-1.xx.fbcdn.net/v/t1.0-9/14184355_1269228503087441_2209761380453116338_n.png?oh=03369f070f2255cb59fdfc645251781e&oe=58503EB8)
(https://scontent-fra3-1.xx.fbcdn.net/v/t1.0-9/14100472_1269228603087431_5953674977252512664_n.png?oh=4061b200450c1c06a7cd76b8003869e9&oe=5852C250) (https://scontent-fra3-1.xx.fbcdn.net/v/t1.0-9/14192782_1269228573087434_6677377397429902426_n.png?oh=a425e1b0f4bc2f29bee3bf676322ad04&oe=5856716F) (https://scontent-fra3-1.xx.fbcdn.net/v/t1.0-9/14141615_1269228579754100_2675093293010052784_n.png?oh=cdd155f5ffce225faefad46903391078&oe=5847177F)
Title: Re: [Alpha] Zelda Online
Post by: SpritingBrad on August 30, 2016, 09:32:38 am
So I've tried to code a minimap which is automatically generated after you enter a new room. I tried to use the same colors as OoT 2D.
The face is probably too big, I think I will use the dungeon minimap face from Minish Cap.

(https://scontent-fra3-1.xx.fbcdn.net/v/t1.0-9/14095733_1269228499754108_7471913250048085293_n.png?oh=eadd718760874e1a08835c40aaadb14b&oe=5845BD97) (https://scontent-fra3-1.xx.fbcdn.net/v/t1.0-9/14192706_1269228496420775_952278104748385_n.png?oh=d86e7e1e6bfe959e80895563aeea902a&oe=5882B303) (https://scontent-fra3-1.xx.fbcdn.net/v/t1.0-9/14184355_1269228503087441_2209761380453116338_n.png?oh=03369f070f2255cb59fdfc645251781e&oe=58503EB8)
(https://scontent-fra3-1.xx.fbcdn.net/v/t1.0-9/14100472_1269228603087431_5953674977252512664_n.png?oh=4061b200450c1c06a7cd76b8003869e9&oe=5852C250) (https://scontent-fra3-1.xx.fbcdn.net/v/t1.0-9/14192782_1269228573087434_6677377397429902426_n.png?oh=a425e1b0f4bc2f29bee3bf676322ad04&oe=5856716F) (https://scontent-fra3-1.xx.fbcdn.net/v/t1.0-9/14141615_1269228579754100_2675093293010052784_n.png?oh=cdd155f5ffce225faefad46903391078&oe=5847177F)

That´s actually really cool!
But, what if a map is huge? Would the map fit the entire screen?
Title: Re: [Alpha] Zelda Online
Post by: Rayo on August 30, 2016, 09:48:13 am
Quote
But, what if a map is huge? Would the map fit the entire screen?
In this case I will only draw a part of the surface. Eventually save the surface as a sprite and updating it every time Link moves.
Minimap will be optional, just made it because if was a fun challenge. But it serves perfectly as dungeon map. XD
Title: Re: [Alpha] Zelda Online
Post by: SuperShyGuy on August 30, 2016, 11:12:53 pm
Hey Rayo, I have a question, how were you able to make each link have a different sprite?
Title: Re: [Alpha] Zelda Online
Post by: Rayo on August 31, 2016, 12:39:34 am
Quote
Hey Rayo, I have a question, how were you able to make each link have a different sprite?
Oh, that was pretty easy. But you need a large stylesheet. I've already posted the sheets I used in the MC Sprite Collection (http://zfgc.com/forum/index.php?topic=41580.0) thread.
So we have a variable called palette, this variable should contain our color. image is our current sub-image in the sprite sheet and sprite our sprite sheet. The formula:

Code: [Select]
image + palette * (sprite_get_number(sprite) / 8)
sprite_get_number(x) returns the number of sub-images in a sprite. I've divided by 8 because the palette can contain 8 values: 0(Green), 1(Red), 2(Blue), 3(Purple), 4(Damage1), 5(Damage2), 6(Damage3) and 7(Damage4).
During multiplayer I am just sending those variables so that the other clients know the sprite, image and palette.
Title: Re: [Alpha] Zelda Online
Post by: SuperShyGuy on August 31, 2016, 07:49:27 pm
Wow, that helped alot, but how do I create the variable?
Title: Re: [Alpha] Zelda Online
Post by: Rayo on August 31, 2016, 09:44:48 pm
In Game Maker Language:

Create Event:
Code: [Select]
sprite = sprite_index;
image =  image_index;
palette = 0;

Step Event(Just for testing):
Code: [Select]
if (keyboard_check_pressed(vk_enter)) palette = (palette + 1) mod 4;

Draw Event:
Code: [Select]
draw_sprite_ext(sprite, image + palette * (sprite_get_number(sprite) / 8), x, y, 1, 1, 0, c_white ,1);
Title: Re: [Alpha] Zelda Online
Post by: SuperShyGuy on August 31, 2016, 11:10:46 pm
This going to be my last question, how do you do that with an online multiplayer engine? :huh:
Title: Re: [Alpha] Zelda Online
Post by: Rayo on September 01, 2016, 12:21:50 am
Game Maker Studio already contains good functions to create a multiplayer game. But I've coded the engine in Game Maker 8.1 and used the Http Dll 2 (http://www.maartenbaert.be/game-maker-dlls/http-dll-2/) of Maarten Baert. Consider that creating online games is one of the hardest things to do in GM. This is for advanced users only! I would advise you to make a single player game first or you wait until I've finished the level editor feature in Zelda Online.
Title: Re: [Alpha] Zelda Online
Post by: SuperShyGuy on September 01, 2016, 09:15:59 pm
If i'm correct, it has to do with many scripts and an object called obj_local_player and obj_remote_player
Title: Re: [Alpha] Zelda Online
Post by: Rayo on September 01, 2016, 11:49:27 pm
Update 0.17 is out and is a bit bigger than the other updates because I changed a lot in the multiplayer code, fixed bugs etc.
There are also two new features, minimap and an extended chatbox. Names of the clients are shown and you can see the last three messages! On the minimap you can see other players as well.
(http://i.imgur.com/gZI4h3I.png) (http://i.imgur.com/4e4OGU6.png)
The minimap is only available in adventure maps. Now this game is ready for this year's NCFC (http://www.nintendocfc.com/), which starts in 25 days. :)

Code: [Select]
Changelog 0.17:

- Newly created collectables are synchronized in multiplayer
- Chat box remembers 3 last messages and does not close after typed a message
- Chat box can be opened during death animation as well
- Names are displayed after sending a message
- Cheats need a '/' before entering to be activated and are not sent to other players
- Created minimap which is automatically generated after you enter a new room(Only available in adventure maps)
- On the minimap you can see other players as well
- Escape does not close the game anymore

- FIXED BUG: If the host enter or go outside the room the screen turns black for a moment
- FIXED BUG: You can collect two collectables with textbox simultaneously
- FIXED BUG: Since a surface can be errased any time in graphics memory and is not recreated sometimes a surface crash happens
- FIXED BUG: Ocarinabox is drawn weird sometimes(e.g. after entering a new room)
- FIXED BUG: Variable "image_add" not found during spin attack in multiplayer
Title: Re: [Alpha] Zelda Online
Post by: SuperShyGuy on September 02, 2016, 08:18:01 pm
Sorry for asking all those questions :P
Title: Re: [Alpha] Zelda Online
Post by: RetroRespecter on September 04, 2016, 02:16:27 am
Why is Link in the world of Pokémon?
Title: Re: [Alpha] Zelda Online
Post by: FISSURE on September 04, 2016, 03:28:56 am
Why is Link in the world of Pokémon?
He fell asleep for too long in the Temple of Time.
Title: Re: [Alpha] Zelda Online
Post by: Rayo on September 04, 2016, 02:05:55 pm
Quote
Why is Link in the world of Pokémon?
It's an adventure map. Later Zelda Online will only contain adventure maps created by the community. Zelda 1 Remake is also planned.
Title: Re: [Alpha] Zelda Online
Post by: RetroRespecter on September 05, 2016, 03:15:33 pm
That sounds like something to look for.
Title: Re: [Alpha] Zelda Online
Post by: Rayo on September 10, 2016, 10:39:11 pm
Update 0.18 is out and comes with some neat improvements and bugfixes.
I've extended two new fonts, the first font is used for the HUD so that (if you don't use default control keys) the chosen control keys are shown. This font is also used on the ocarina surface. The second font is used to show the location name. Each time you enter a new location in Zeldamon the location name is shown a while(see screenshots). Also, escape button is back again and asks if you want to quit the game and the last resolution is saved if you quit the game.

(http://i.imgur.com/ubiTRQz.png) (http://i.imgur.com/UC47ZGC.png) (http://i.imgur.com/MEtppcM.png)

Code: [Select]
Changelog 0.18(11th September, 2016):

- Custom control keys are showed on HUD if default control keys have been changed
  (Controls can be changed in settings.ini, not implemented ingame yet)
- XBOX controller keys are showed on HUD as well if XBOX controller is plugged in
- Control help added if player is creating new slot
- Zone names are displayed in adventure maps now
- If you press Escape, the game asks if you want to end the game
- Last resolution used is saved now in settings.ini
- Changed background color of game informations
- Better HUD integration during menu gamestate

- FIXED BUG: Ice blocks doesn't melt and just disappears
- FIXED BUG: Crash during title screen if other graphical applications are open
- FIXED BUG: Hearth surface is shown wrong if other graphical applications are open
Title: Re: [Alpha] Zelda Online
Post by: Zhello on September 10, 2016, 11:52:57 pm
Update 0.18 is out and comes with some neat improvements and bugfixes.
I've extended two new fonts, the first font is used for the HUD in order to (if you don't use default control keys) the chosen control keys are shown. This font is also used on the ocarina surface. The second font is used to show the location name. Each time you enter a new location in Zeldamon the location name is shown a while(see screenshots). Also, escape button is back again and asks if you want to quit the game and the last resolution is saved if you quit the game.

(http://i.imgur.com/ubiTRQz.png) (http://i.imgur.com/UC47ZGC.png) (http://i.imgur.com/MEtppcM.png)

Code: [Select]
Changelog 0.18(11th September, 2016):

- Custom control keys are showed on HUD if default control keys have been changed
  (Controls can be changed in settings.ini, not implemented ingame yet)
- XBOX controller keys are showed on HUD as well if XBOX controller is plugged in
- Control help added if player is creating new slot
- Zone names are displayed in adventure maps now
- If you press Escape, the game asks if you want to end the game
- Last resolution used is saved now in settings.ini
- Changed background color of game informations
- Better HUD integration during menu gamestate

- FIXED BUG: Ice blocks doesn't melt and just disappears
- FIXED BUG: Crash during title screen if other graphical applications are open
- FIXED BUG: Hearth surface is shown wrong if other graphical applications are open

Nice, those tiles look so clean and crisp. They blend in so well :)
Title: Re: [Alpha] Zelda Online
Post by: Rayo on January 29, 2017, 05:31:04 pm
Here is version 0.19!
A new Submenu has been added. There you can see your quest status and save the game.
Secondly, you can swim now! It caused a lot of bugs first but now it works fine.
But the main challenge on this update was to fix the chat bug. In previous versions only the host was able to receive all messages correctly. Sometimes a message got lost and clients didn't read it, now it has been finally fixed!

(https://scontent-fra3-1.xx.fbcdn.net/v/t1.0-9/16299182_1428503060493317_4981333634113975988_n.png?oh=a4bc5463c464b153a8bc8de526e537cc&oe=59142595) (https://scontent-fra3-1.xx.fbcdn.net/v/t1.0-9/16266117_1430963966913893_6296887150138900013_n.png?oh=ca7c5f6644b42ae2d4fea72dcf822288&oe=5918EF00)

Code: [Select]
Changelog 0.19(1st February, 2017):

- Quest Status Submenu added(use the arrows to switch between Submenus)
- Sword Beams have a cooldown now
- Swimming added(Press S to swim faster and W to dive)
- Autosave after first cutscene

- FIXED BUG: Arrows in the menu change items
- FIXED BUG: When Link dies the last heart never goes empty
- FIXED BUG: Peril Beam doesn't work if you have 1 heart
- FIXED BUG: Clients don't get messages sometimes!
- FIXED BUG: Pushing a rock sometimes work if you don't stand next to it
- FIXED BUG: First cutscene reappear

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