ZFGC

Projects => Zelda Projects => Topic started by: mit on September 05, 2007, 08:01:01 pm

Title: [DEMO] Zelda: Just Beginning
Post by: mit on September 05, 2007, 08:01:01 pm


Kousou Games Presents
(http://i22.photobucket.com/albums/b301/kousou2/TitleTop.png)
The demo has finally arrived.

Windows XP Version: Download (http://www.kousougames.co.uk/data/downloads/counter.php?file=LoZbeginning_prequal) (6.07 mb Zipped).
Windows Vista Version: Download (http://www.kousougames.co.uk/data/downloads/counter.php?file=LoZbeginning_prequal_gm7) (6.50 mb Zipped).


Press F1 to open the settings menu, F4 to go straight to graphics settings, and F3 for controls (supports joypads).


(http://i22.photobucket.com/albums/b301/kousou2/TitleRight.png) About (http://i22.photobucket.com/albums/b301/kousou2/TitleLeft.png)

The demo has one dungeon, with puzzles, bosses and bad guys, most of the engine is complete and about half of the items are in there. The dungeon won't be in the final game, this is a sort of "prequel" to the main game. There's a special reward for completing it without dying, which I think you'll all like :D Also, a special signature will be awarded to the first person to work out how to get the compass (you can prove you got it by posting a screenshot of the map).

We're offering cameos to the people of the zelda fan site Just Zelda (http://justzelda.com/), so if you want one, you'll have to join there.

We don't want to spoil the story too much for everyone, but the game, as the name might suggest, is meant to be the first in the Zelda timeline. You start off as a farmboy wanting to prove to everyone his courage, but as you set off on an adventure you soon discover the truth about the recent battles in the east. And it becomes clear to you that although a war is on the horizon, the chaos is just beginning... and the only one who can save the day is you.

(http://i22.photobucket.com/albums/b301/kousou2/TitleRight.png) Screenshot Gallery (http://i22.photobucket.com/albums/b301/kousou2/TitleLeft.png)

(http://i22.photobucket.com/albums/b301/kousou2/Screenshot1.png)
Link checks his hair is okay by
gazing at his reflection
(http://i22.photobucket.com/albums/b301/kousou2/Screenshot2.png)
Link fails to seduce this subrosian
(http://i22.photobucket.com/albums/b301/kousou2/Screenshot3.gif)
Link resists the urge to jump in and
cook
(http://i22.photobucket.com/albums/b301/kousou2/Screenshot4.png)
Link disapproves of free range hens
and ensures the cuccos are locked
up, their entire life
(http://i22.photobucket.com/albums/b301/kousou2/Screenshot5.png)
Link's not doing anything dirty in
the grass
(http://i22.photobucket.com/albums/b301/kousou2/Screenshot6.png)
Link's so cold his balls have gone
blue

(http://i22.photobucket.com/albums/b301/kousou2/TitleRight.png) Support Us! (http://i22.photobucket.com/albums/b301/kousou2/TitleLeft.png)

You can put this in your signature. We'll update it the meter as the game progresses.

(http://img.photobucket.com/albums/v698/AtriusV/Just%20Zelda%20game/JZgame_banner.png) (http://www.kousougames.co.uk/games/LoZ_-_Just_Beginning.php)
Code: [Select]
[url=http://www.kousougames.co.uk/games/LoZ_-_Just_Beginning.php][img]http://img.photobucket.com/albums/v698/AtriusV/Just%20Zelda%20game/JZgame_banner.png[/img][/url]

(http://i22.photobucket.com/albums/b301/kousou2/TitleRight.png) Credits (http://i22.photobucket.com/albums/b301/kousou2/TitleLeft.png)

Created by Kousou Games (http://www.kousougames.co.uk).

Programming
was all done by Atrius, although in the older screenshots, the "lighting engine" was made by GearGOD.

Level Design was lead by mitxela, emkay and Atrius designed areas too.

Storyboarding and most of the scripting was by mitxela


(http://i22.photobucket.com/albums/b301/kousou2/JZTriforceSmall.png)
The JZ logo, the only graphic
not made/ripped by us


Music
Title Screen
Main Zelda theme, sequenced/arranged by mitxela.

Outside area
"Doodle" Sequenced by mitxela.

Dungeon Music
Based off "Level 6: Face Shrine" from Link's Awakening.
Sequenced by Teck (Don Brislan) and FireMario (syo_axenn@hotmail.com).
Arranged by mitxela.
Boss - phase 1
"Tower of flames" from Zelda: Four Swords Adventures.
Sequenced by Andy Smith.

Boss - phase 2
"Puppet Gannon #3 - Snake Form" from Zelda: Wind Waker.
Sequenced by Jordan D.

Boss - phase 3
Sequenced by mitxela. Based on a work by Dave Phaneuf.

Sound Effects nearly all came from HelpTheWretched's collection (http://noproblo.dayjo.org/ZeldaSounds/).

And of course credit to nintendo for all the graphics, music, story, idea, inspiration, etc. that we 'stole.'
Title: Re: [DEMO] Zelda: Just Beginning
Post by: Scooternew on September 05, 2007, 08:52:13 pm
I'm about to start playing - and this is a game I've been wanting to play for a long time. So far, the screens look great, and I can tell you've put work into this. Keep it up!
Title: Re: [DEMO] Zelda: Just Beginning
Post by: Kleaver on September 05, 2007, 09:25:47 pm
Christ! This is good, the subtle effects like the water really make it good. Awesome! Awesome stuff :P

Seeing stuff like this makes me think about how crappy my games are XD
Title: Re: [DEMO] Zelda: Just Beginning
Post by: mit on September 05, 2007, 09:31:34 pm
Thanks n__n

There're options in the ini file to turn effects off if you want, in case people want a "true GB" feeling. But most people probably want the effects :)
Title: Re: [DEMO] Zelda: Just Beginning
Post by: Kleaver on September 05, 2007, 09:35:07 pm
Yeah man, those effects are awesome. The Dodongos are hard though. And the boss too...you aren't giving enough hearts though  :-\

Great game man, you gotta let me in on this  XD
Title: Re: [DEMO] Zelda: Just Beginning
Post by: sjegtp on September 05, 2007, 10:14:35 pm
This game is fantastic! :D
One of the best games I ever played from ZFGC.
The music is impressive, the visual effects are very good and the gameplay is excelent.
Congratulations!
Title: Re: [DEMO] Zelda: Just Beginning
Post by: Atrius on September 05, 2007, 10:45:15 pm
Kleaver, If we're giving you a 'prize' for beating it without dying there's got to be some challenge to it  ;)  As for the dodongos, have you tried provoking them?

Thanks for the good reviews Kleaver, and sjegtp!  Hope you enjoy it Scooternew.


I'm sorry you can't try it Sol, it would be impossible to convert it to GM 5.3 now as it uses surfaces for several things.

Ah... We'd completely forgotten about that part of GM 7's EULA, if required we'll take down the link for the Vista compatible version.



There are a few settings that I didn't manage to put in the menus quite yet, if you want to change them you can do so by opening the .ini file the game creates in a text editor.

Here's a description of the settings:
Graphics

In the in-game menu

_Fullscreen = Whether the game should run in full screen mode, (0=false 1=true, default 0)
_SetDisplayResolution = Whether the game should set the screens resolution (0=false 1=true, default 0 only applies if full screen is enable) Sets it to 320x240 since thats the closest commonly supported resolution to the games resolution, the game will then be centered on the screen at 1X scale.
_WindowScale = The scale of the game window if not in full screen mode (1 through 4, default 1)
_ScreenDistortionsEnable = Whether distortion effects should be used (0=false 1=true, default 1)
_ScreenDistortionsGrid = The size of the distortion effects grid, and therefore the effects quality (2 4 8 16 32, default 16, suggested 8 )  The lower the grid size the better the quality, you can quickly ruin performance during a distortion effect by increasing this though.  Although 32 is an option, it's so bad you can't set it to 32 using the in-game menu.

Not in the in-game menu

_AdvancedParticlesEnabled = Whether to use the advanced fire & explosion effects.  If this is disabled they'll revert to GB style except for the fire on the title screen. (0=false 1=true, default 1)
_WaterAdvancedEnabled = Whether to use the advanced water system.  If this is disable water will revert to GB style (0=false 1=true, default 1)
_WaterDistortionsEnabled = This one is difficult to explain...  Basically with it enabled reflections and things seen below water will appear more blurred where there are ripples (0=false 1=true, default 0)
_WaterReflectionsEnabled= Whether water reflections are enabled (0=false 1=true, default 1) In this demo the only thing that will be reflected is the player.

Audio

None of these are in an in-game menu

_MusicVolume = The volume of music in the game (0-1 default .9) Applies for the title screen as well.
_HeadphonesSoundPanning = While I was testing the game with headphones it seemed that sounds were panned to the left & right too extremely, with this enabled panning is dampened a bit.  (0=false 1=true, default 0)
_MusicReverb = Whether to apply a slight reverb effect to the music, the music is all midi format so I was looking for a way to 'enhance' it just a bit (0=false 1=true, default 1)
Title: Re: [DEMO] Zelda: Just Beginning
Post by: Kleaver on September 05, 2007, 11:01:40 pm
On another note:
(http://img.photobucket.com/albums/v413/Kleaver/igotcompasslol.png)

Also, that last boss battle phase is IMPOSSIBLE, simply impossible.  :-\
Title: Re: [DEMO] Zelda: Just Beginning
Post by: .TakaM on September 05, 2007, 11:57:16 pm
holy !@#$% a competent zelda engine.
really impressive stuff, I've only played for a few minutes, but everything seems very professional and polished.

only thing I'm not really feeling is the fact that it's in gameboy style, I'll assume this is because it's the easiest/simplest style, and you don't want to risk a more detailed style to slow down or perhaps cease development.
if that's the case, I can understand.. but I think you've gotten to a point where your engine is so polished, that the graphics really don't live up to it.

Still, at least you've handled GB as one should without shitty re-colours etc (http://www.zfgc.com/Smileys/takam/tongue.gif)

I look forward to seeing what comes from this (http://www.zfgc.com/Smileys/takam/smiley.gif)
Title: Re: [DEMO] Zelda: Just Beginning
Post by: Atrius on September 06, 2007, 12:15:02 am
Good job Kleaver, but I'm sorry, someone has already claimed the prize for getting the compass first.  Hmm... For the boss I'm guessing you're having trouble dodging his attack, you need to use an item to do it.  The boss phases were chosen specifically to make it so you need every item you get to beat it.


Glad you're impressed .TakaM.  You've guessed the exact reason for why we chose that style, ahh... but you might not like some of the visual effects we're experimenting with.  Luckily they can nearly all be disabled because we knew some people wouldn't.  Some of them aren't in the options menu yet, so you'll need to edit the .ini settings file the game creates directly.  I explained all of the settings a few posts up.
Title: Re: [DEMO] Zelda: Just Beginning
Post by: Kleaver on September 06, 2007, 12:21:26 am
That's not possible Atrius.  XD
Also, a special signature will be awarded to the first person to work out how to get the compass (you can prove you got it by posting a screenshot of the map).

And I know you need the Roc's Feather to dodge his attacks, but even so, you only have 3 hearts - providing you did not lose anything in the first 2 phases of the boss. And there is no way to regain any hearts. It's just a shame. A demo should not be that hard.

But the effects are still great. Engine could still use tweaking at some points :P But it looks very solid, very little glitches.
Title: Re: [DEMO] Zelda: Just Beginning
Post by: Vandavil on September 06, 2007, 07:33:39 am
Sorry kleavs, but Laigonaz beat you to the chase D:
Anyway, I've been waiting for this for a long time, and no disappointment.
Title: Re: [DEMO] Zelda: Just Beginning
Post by: moree on September 06, 2007, 09:35:03 am
The boss is great! :)

How much lives does the final form has? I hit him 4 time.. or was it 3..

edit: never mind, I played out the demo XD
It was great!

And the best part is: I have the feeling that I realy gained something here (and that's a good thing)
My hands are still shaking though :D

Job wel done I say! :)
Title: Re: [DEMO] Zelda: Just Beginning
Post by: Fox on September 06, 2007, 09:56:19 am
Aww, heck no. The boss-fight is just... wow.

Anyway, yeah. Just tried the game again, and it's, with one word, magnificent. Though there are probably a lot of similar words to describe it. Though the GB-style-with-special-effects is weird at first, I got used to it pretty quickly and it's not all THAT weird after all. The gameplay is fun, pretty much. My only complaint would have been that the key assignment is bad, but as it would appear, that can be modified - thanks to the .ini-file which is a splendid idea too.

This is a game that makes it worth visiting the developement-boards. Good job!
Title: Re: [DEMO] Zelda: Just Beginning
Post by: Koh on September 06, 2007, 10:12:38 am
Well done :D.  I've waited long for this, and I've finally got to play;.  All that work you guys put into it paid off.  I want to learn from this ;).  Best Zelda engine I've seen so far.  You know were rivals now, because you invaded the GB area XD.  j/k.  Nice job.  Still didn't finish though.
Title: Re: [DEMO] Zelda: Just Beginning
Post by: Fox on September 06, 2007, 12:16:01 pm
Oh, two more things. Firstly, there's a problem with the music. When I left the dungeon and rapidly entered it again, the overworld-music played and didn't stop, even though I was still in the dungeon. You need to work on that. 8D

Secondly, I still don't like the name "Shuriken"-bomb. I mean, Zelda is not a Ninja-game or something lol. Just go with... Sticker-Bomb, Grabbler-Bomb, Sting-Bomb, Spike-Bomb or something. (The CD-i-reference made me laugh though. Classic).
Title: Re: [DEMO] Zelda: Just Beginning
Post by: King Tetiro on September 06, 2007, 12:32:25 pm
Good job Kleaver, but I'm sorry, someone has already claimed the prize for getting the compass first.  Hmm... For the boss I'm guessing you're having trouble dodging his attack, you need to use an item to do it.  The boss phases were chosen specifically to make it so you need every item you get to beat it.

Sorry Kleaver, I was the one who got the prize.
Title: Re: [DEMO] Zelda: Just Beginning
Post by: TCGamer on September 06, 2007, 02:47:00 pm
Unbelievable good. It almost makes me stop my GB fangame, but I won't because mine is real GB, and this is only the graphics style GB. Anyway, everything is polished to the max. Wonderful, I can't wait to see more.
Title: Re: [DEMO] Zelda: Just Beginning
Post by: King Tetiro on September 06, 2007, 03:57:58 pm
I give this game a 10/10
Title: Re: [DEMO] Zelda: Just Beginning
Post by: Atrius on September 06, 2007, 05:34:27 pm
Kleaver, sorry ZFGC.com wasn't the only place we posted this game, so yeah you can blame Laigonaz for stealing your prize.  Anyway, I've still got quite a few things on my list I want to do, but I want to make sure I'm not missing anything so what specifically do you think still needs tweaked in the engine? 

moree, glad it left you with that feeling, I was a little worried the ending might have disappointed people a bit, especially if they didn't get the ending for beating it without dying.

Fox, thanks for pointing out the glitch with the music, I've taken care of it  XD  I hope you aren't trying to change the controls by editing the .ini file itself the in-game menu is much easier (hit F3) Thanks for the compliments, and I'm happy you enjoyed the game so much.  We'll consider changing the name from shuriken-bombs, but no promises.

sirkildar, dlbrooks33, TCGamer, and Laigonaz, thanks for the compliments, and I'm glad you enjoyed the game.
Title: Re: [DEMO] Zelda: Just Beginning
Post by: sjegtp on September 06, 2007, 07:14:39 pm
Secondly, I still don't like the name "Shuriken"-bomb. I mean, Zelda is not a Ninja-game or something lol. Just go with... Sticker-Bomb, Grabbler-Bomb, Sting-Bomb, Spike-Bomb or something. (The CD-i-reference made me laugh though. Classic).
I also thought that Zelda doesn't have much to do with ninja stuff, but that item is just awesome. :D
Title: Re: [DEMO] Zelda: Just Beginning
Post by: Koh on September 06, 2007, 07:15:07 pm
Oh Atrius, I jsut remebered a bug.  Well its technically not a bug, but I noticed you don't have link standing centered when facing up.  He had that sprite on Link's Awakening.  I took the time to rip it and recolor it for your game (it was from the black and white version).  Please use, it would make it look better, as in keeping the game center aspect from him.  Good Luck with this btw, I want to really learn from this.

(http://i132.photobucket.com/albums/q2/dlbrooks34/GBLinkCU.png)
Title: Re: [DEMO] Zelda: Just Beginning
Post by: Atrius on September 06, 2007, 08:31:25 pm
Thanks dlbrooks, I got all of my sprites for Link directly from the OoS file data, and it doesn't have that sprite.  Strangely it did have the one like it for facing down even though it doesn't seem to use it.
Title: Re: [DEMO] Zelda: Just Beginning
Post by: Koh on September 06, 2007, 08:56:58 pm
your welcome :D.  I just beat the game both ways.  Nice endings.  So how many dungeons do you plan to have in this game?  And will you do what they did with the A Link to the Past GBA game, that when you beat both games (or in this case, when you beat this game) you unlock a secret dungeon with a different ending?
Title: Re: [DEMO] Zelda: Just Beginning
Post by: mit on September 06, 2007, 09:08:37 pm
Not sure about the secret dungeon, but I suppose it won't spoil too much to reveal the dungeons:

There are six dungeons, split into the first four, and then the last two, in order: Forest, Subrosia, Lake Hylia, Death Mountain, Gerudo's valley and I won't say where the last is for fear of spoiling the storyline. Also, the castle will be a 'final' dungeon after you've collected all the... I'm not saying any more  :P

And thanks for the support guys   :D
Title: Re: [DEMO] Zelda: Just Beginning
Post by: Colbydude on September 07, 2007, 12:26:53 am
Wow dude this is VERY nice, I'm just absolutely loving the use of the particle effects. I really wanna see this game finished.
Title: Re: [DEMO] Zelda: Just Beginning
Post by: King Tetiro on September 07, 2007, 11:59:38 am
What I want to know is how you did the water reflection
Title: Re: [DEMO] Zelda: Just Beginning
Post by: sjegtp on September 07, 2007, 12:22:14 pm
What I want to know is how you did the water reflection
I think the game draws an inverted image of Link (only Link is reflected) under the actual image of Link and with higher depth so that it looks like it is behind the particle effects of the water and behind the soil.

PS: Haha, I found a bug in the water reflexion! The sword isn't reflected when you use it above the water.
Title: Re: [DEMO] Zelda: Just Beginning
Post by: King Tetiro on September 07, 2007, 12:27:03 pm
Good thing I asked then.
Title: Re: [DEMO] Zelda: Just Beginning
Post by: sjegtp on September 07, 2007, 02:17:03 pm
BTW: Just a little question: How do you save the game in that demo?
Title: Re: [DEMO] Zelda: Just Beginning
Post by: mit on September 07, 2007, 05:37:36 pm
No, none of the items are reflected in the water yet  ;) We just put those two pools in to show you all what we'd been working on. If you're lucky, Atrius will release the reflection code as an example.

And you can't save in the demo, we didn't think it was long enough to be worth adding that.
Title: Re: [DEMO] Zelda: Just Beginning
Post by: moree on September 07, 2007, 05:42:49 pm
yeah your right :)

cause IF you could save, then beating the game without dieing is much easyer.
And it's much beter this way ;)

bout the reflection code:

great XD I wonder how it's done...
Title: Re: [DEMO] Zelda: Just Beginning
Post by: Atrius on September 07, 2007, 06:52:44 pm
The water reflections are a bit more complex than just drawing Link again upside-down at a higher depth, just open your ini file and set "_WaterDistortionsEnabled" to 1 and see, so yeah, the ripples are more complex than particle effects as well XD

I'm hoping to keep the more complex features I've made unique to this game at least until the full thing is released, so don't get your hopes up too much for an example being released any time soon.
Title: Re: [DEMO] Zelda: Just Beginning
Post by: Koh on September 07, 2007, 06:58:27 pm
none the less, you all have done some outstanding work, and I'm proud of it :D.
Title: Re: [DEMO] Zelda: Just Beginning
Post by: SlimmyG on September 07, 2007, 07:12:10 pm
This is fantastic.
The best zelda fan game I've played.
The dodongos got alot easier when i realised you can make them open their mouths easily...
Title: Re: [DEMO] Zelda: Just Beginning
Post by: sjegtp on September 07, 2007, 07:13:20 pm
The water reflections are a bit more complex than just drawing Link again upside-down at a higher depth, just open your ini file and set "_WaterDistortionsEnabled" to 1 and see, so yeah, the ripples are more complex than particle effects as well XD
:D Does that mean you use a code to activate the blur, rather than using another image for the blurred sprite?
Yeah, that is a little more complex...

But what impressed me most was that you guys made a game in GM with complex engines and animations without the game becoming slow (as it happens with many games made in GM here).
Title: Re: [DEMO] Zelda: Just Beginning
Post by: Sophist on September 07, 2007, 07:37:12 pm
not bad!
alot of "cool" stuff that dont belong in GB but its very nice
at any rate i see alot of problems, but its just a demo right
good luck with this :)
Title: Re: [DEMO] Zelda: Just Beginning
Post by: Atrius on September 07, 2007, 10:25:01 pm
Glad you enjoyed it SlimmyG

sjegtp, the distortion of your reflection, and the ground under the water is actually directly related to the ripples, so yeah, it's a bit complex :)

Gonzo, a lot of the non-GB stuff can be disabled if you want, you'll have to edit the games .ini file.  (1= on, 0= off)
_ScreenDistortionsEnable = Effect when you do a sword spin, a bomb explodes or while the 2nd boss phase is appearing.
_AdvancedParticlesEnabled = Fire, and Explosion particle effects, if disabled they'll revert to GB style (Does not apply for fire on title screen)
_WaterAdvancedEnabled = Whether to use the advanced water system instead of GB style water.

What are the problems you see?  I do have a list of things I still want to improve, but it'd be nice to know I'm not missing anything.
Title: Re: [DEMO] Zelda: Just Beginning
Post by: Sophist on September 07, 2007, 10:54:49 pm
try my game and you wont find any bugs
i was just being picky :) sorry
ie. killing an enemy should be alittle better
i didnt really like the "flow" in sword swinging, i could have sworn my was faster (speed)
lets face it, neither of us have to "emulate" GB (or MC for that matter)

a list:
i commend you on lift/throw, alot better than mine :) though i have another key for short-throw (and its a 16-pixel throw)
rolling is at a constant speed and has a delay at the end
i have acceleration based rolling (ie. 4 - 2 - 1) and no delay at the end
(this poses a problem with crumbling floors because then the player could just roll past it because rolls are instant
but i have a "unsafe area" system which disables re-rolling when you are on it)

i like the picking up sword ordeal...
i really dont like how the sword works... it should have alot more flow, and faster reaction
nice 360 effect :)
ie. makes the game seem faster and more demanding
it also makes it seem abit too synthetic :)
very nice water, though it seems to demand some cpu and could be a killer in larger maps

woah.. 45 degrees rolling.. thats insane, why didnt i think of that!

the map scrolling is awesome, but it stops at some point in the scrolling (on this comp) as if youre initializing alot during the scrolling sequence (bug)
i have such a system too, but its constant speed and i dont always use it.. my maps are sort of messy :)

destroying bushes and grass could have more mechanics in them, especially randomness
drop rate too high
enemies pushed way too far when damaged (look at how i did it and see if you like it)

player is sometimes moved/translated too far into a map after mapchange

no invulnerability for a short duration after falling in a pit, also the player seems to get damaged WHEN he falls
classic zelda is damage after respawn + invulnerability for 8-16 ticks depending on your gamespeed

enemies cant be made fall down in a pit, ie. if you hit them and they are translated onto a pit section they should fall down and die

it also would be nice if you just upped the screensize
not the gamesize, just have the game at 2x zoom with no blur... its just too small imo

bottom line is you have something good going, and as for the bugs im pretty sure id classify them as incomplete features
Title: Re: [DEMO] Zelda: Just Beginning
Post by: uma on September 08, 2007, 01:57:30 am
Dodongo's huh? OH BOY! I CAN'T WAIT TO BOMB SOME DODONGOS!!!!!1

*Tries*

Edit: YES! You used that when you equip bombs!!! YES!!!
Title: Re: [DEMO] Zelda: Just Beginning
Post by: Atrius on September 08, 2007, 05:00:02 am
Heh, glad you enjoyed that joke Uma.


Thats a pretty big list, Gonzo, so letsee...

killing an enemy should be alittle better
That's already on my list, I'm not quite satisfied with how enemies die right now either.

i didnt really like the "flow" in sword swinging... it should have alot more flow, and faster reaction
Mmm... Right, in this game when you use an item or whatever you have to wait to stop before you can hit the key to do it again, but that's not quite how it should be.  *adds to the list*

rolling is at a constant speed and has a delay at the end
i have acceleration based rolling (ie. 4 - 2 - 1) and no delay at the end

Think of the delay afterwards as a recovery time to get balanced on your feet again after rolling, it's also to slow you down just a bit if you try traveling by rolling repeatedly.   I'll try adding a bit of friction to it to see if I like how it feels.

nice 360 effect :)
ie. makes the game seem faster and more demanding
it also makes it seem abit too synthetic :)

I'm not entirely sure what you mean by 'a bit too synthetic'

very nice water, though it seems to demand some cpu and could be a killer in larger maps
Could, I've got a few ideas for optimizations to deal with that though, that and you can disable it, and use normal GB water if it's still slowing the game down too much.  The option isn't in the menu yet, but the setting is in the .ini file.

the map scrolling is awesome, but it stops at some point in the scrolling (on this comp) as if youre initializing alot during the scrolling sequence (bug)
Not entirely sure what you're referring to, sounds like a loading time to me though, thats not really a bug, not much I can do about it if it is from loading.

destroying bushes and grass could have more mechanics in them, especially randomness
Yeah... I realized I accidentally made it so the leaf particles only spin counter-clockwise, there's a couple other settings I might want to tweak for them too. *adds to the list*

drop rate too high
Mmm... Yes, I suppose it is.  *adds to the list*

enemies pushed way too far when damaged (look at how i did it and see if you like it)
Seems like a personal preference.  I kinda like how powerful it makes your attacks feel in this.  Yours actually seems really bad to me, they don't get pushed away at all, in fact right after I hit one it walked into me and hurt me when I still couldn't move from swinging my sword.

player is sometimes moved/translated too far into a map after mapchange
Actually the transitions in this game are seamless in that you don't lose control of Link while they're happening, if it seems he moved too far into the map it was because you walked that far in while the transition was occurring.

no invulnerability for a short duration after falling in a pit, also the player seems to get damaged WHEN he falls
classic zelda is damage after respawn + invulnerability for 8-16 ticks depending on your gamespeed

Hmm... I could have sworn you did have invulnerability for a short while afterwards... Could be just during the short while that you can't move afterwards though *adds to list*  As for when you get damadged, I checked and it seems right to me, it's on the respawn not the fall.

enemies cant be made fall down in a pit, ie. if you hit them and they are translated onto a pit section they should fall down and die
Ah, I think I know why the enemy deaths don't feel right now, not exactly that, but it is related. *adds to list*

it also would be nice if you just upped the screensize
not the gamesize, just have the game at 2x zoom with no blur... its just too small imo

We told you to hit F4 for graphics options, among them are settings for full screen, and scaling the size of the window up.  Sorry but GM just does it's window scaling with a 'blur' but if you set the game to full screen and set the option so it sets your display resolution it won't have to scale it.


Thank you for all the suggestions, I really appreciate it!

Oh and

try my game and you wont find any bugs
Ah, getting a little cocky aren't we?  Assuming you mean Tower of Gonzo, I did find several.  I'll post them  in it's topic though.

Title: Re: [DEMO] Zelda: Just Beginning
Post by: Sophist on September 08, 2007, 10:24:41 am
haha yea sorry dunno why i wrote that at 2:00 in the night
anyways you may be right about my enemy pushback thing

anyhow about the "synthetic" its supposed to be under the normal-sword-attack.. it just seems so robotic, maybe its just GB? i dunno

"Actually the transitions in this game are seamless in that you don't lose control of Link while they're happening, if it seems he moved too far into the map it was because you walked that far in while the transition was occurring."
thats actually a genius idea, yet again :)
again why didnt i do that :P

and yes about your rolling you should try tamper with it... it might have seemed too fast
but its well cool that you even have it in GB :)
Title: Re: [DEMO] Zelda: Just Beginning
Post by: mit on September 08, 2007, 11:27:50 am
It's hard to decide whether to make the rolling like in OoT or like in MC. In OoT of course repeatedly rolling slightly increased your speed, but I don't know if that would work in GB... At the moment rolling doesn't really have a purpose, there are no boxes you can smash by rolling into... yet.
Title: Re: [DEMO] Zelda: Just Beginning
Post by: Kleaver on September 08, 2007, 01:06:53 pm
You know, you made me start playing Oracle of Seasons again. Maybe I'm finally gonna finish it this time :P
Title: Re: [DEMO] Zelda: Just Beginning
Post by: moree on September 08, 2007, 02:06:43 pm
Altough rolling doesn't do anything, I like it already XD

notice that: when rolling against the wall, the icon (grab, roll) says: "pain"

It's realy funny :D
Title: Re: [DEMO] Zelda: Just Beginning
Post by: mit on September 08, 2007, 04:36:52 pm
Heheh, yeah, there are several other things it says too, if you look out for them. ;)
Title: Re: [DEMO] Zelda: Just Beginning
Post by: TanukiMario on September 08, 2007, 06:03:15 pm
Ahhh I'm already stuck in the game.  :-X

Someone help?  :'(
(http://img250.imageshack.us/img250/9331/ohnoesstuckhy2.png)
Title: Re: [DEMO] Zelda: Just Beginning
Post by: mit on September 08, 2007, 06:04:34 pm
Yeah, that's where you get the compass... There's a clue in the room :P You don't need to get it to complete the demo though.
Title: Re: [DEMO] Zelda: Just Beginning
Post by: paito on September 08, 2007, 07:12:06 pm
Wow..Very good demo, really!..I die a few times with the bosses, but was really fun..The effects are just PERFECT..
Title: Re: [DEMO] Zelda: Just Beginning
Post by: Moon_child on September 08, 2007, 07:34:30 pm
Wow... is all what comes up in my mind by playing mind. You created neat effects, the gameplay is really smooth but the only thing is bugs me that all the effects and the screen resolution just don't fit in a simple style as GB style. It would fit more if the game was MC style or ALTTP style. This is definitely one of the best Zelda demo's I have ever played. But I highly recommend you to use a other style and of course extern resources. But most important of all, Keep up the good work! Looking forward to see more of this game.
Title: Re: [DEMO] Zelda: Just Beginning
Post by: moree on September 08, 2007, 08:20:18 pm
yeah, the style could be changed..
But actualy I don't care wether he uses GB sprites/tiles or not.

May I suggest just keeping it this way, and upgrading here and there when you feel like it.
OR
just keep every thing GB style, but edding more depth in color.

But as I just sayed before: I don't care wether you use GB sprites/tiles or not.
Title: Re: [DEMO] Zelda: Just Beginning
Post by: TomPel on September 08, 2007, 08:32:26 pm
OR
just keep every thing GB style, but edding more depth in color.
Nooo! Anything else but that. Seriously, it kills the gameboy-mood.
But as for the demo, I seriously enjoyed it. The boss was just awesome, not too hard when I got the hang of it.
And the little details, very nice! 
Keep it up guys, I loved every second of the demo ;P.
Title: Re: [DEMO] Zelda: Just Beginning
Post by: moree on September 08, 2007, 08:54:14 pm
OR
just keep every thing GB style, but edding more depth in color.
Nooo! Anything else but that. Seriously, it kills the gameboy-mood.
Yeah I guess your right about that, but it was just a sugestion (bad sugestion, but still a sugestion)

I had a question though.

after beating the game without dieing and geting the "extra"
I came to the feeling that you have most of the maps already complete :o
Or are you planning to make MORE maps :o :o
no prob with me though.

do you have any idea what the % is of all  maps together?
Title: Re: [DEMO] Zelda: Just Beginning
Post by: TanukiMario on September 09, 2007, 01:00:53 am
Hey uhh how do you kill those dongodos thingies? >.<
Title: Re: [DEMO] Zelda: Just Beginning
Post by: uma on September 09, 2007, 01:03:25 am
Hey uhh how do you kill those dongodos thingies? >.<

OH BOY! I CAN'T WAIT TO BOMB SOME DODONGOS!!!!

You throw the bombs at them when they have there mouths open. Right before they spit fire. Of course, it needs to actually make it into there mouths.

Btw, do you get to eat an octorock in this game at any time? I'M SO HUNGRY I COULD EAT AN OCTOROCK!!!!
Title: Re: [DEMO] Zelda: Just Beginning
Post by: Obsequious Eye on September 09, 2007, 04:30:31 am
Good demo. Haven;t beaten the boss yet (I refuse to keep playing if I die, so I start over...), but so far, it seems to work flawlessly. The effects were pretty neat, too, but I do have a small complaint about the rolling. As I think has been said before, it seems to slow down a bit too much at the end. Otherwise, very nice engine. (I lol'd when I equipped the shuriken bombs).

You throw the bombs at them when they have their mouths open. Right before they spit fire. Of course, it needs to actually make it into their mouths.
Fixed for great justice. Sorry, I'm a grammar nut, and that bugged me.
Title: Re: [DEMO] Zelda: Just Beginning
Post by: mit on September 09, 2007, 11:20:55 am
Heh, you should beat it with dying too, it's still a funny ending.

And Hyrule_boy, we added the option to turn all the effects off just for you. If you turn everything off, other than the resolution, it should be just about perfect GB style.

Moree, we haven't done all the maps, the trailer shows just about all we've done  ;) The overworld is about 30% complete, and the dungeons about 20%...
Title: Re: [DEMO] Zelda: Just Beginning
Post by: King Tetiro on September 09, 2007, 11:25:38 am
Good for you mit. This game rocks!
Title: Re: [DEMO] Zelda: Just Beginning
Post by: moree on September 09, 2007, 11:47:35 am
This is going to be a great big game... or a big great game...
either way, its going to be big, and realy great! XD

keep up the good work ;)
Title: Re: [DEMO] Zelda: Just Beginning
Post by: Norlem on September 09, 2007, 09:13:30 pm
Amazing, i love the visual effects, i cant find any flaws except i found one that if your hearts are at zero you can move to another room and still be alive but when you go back inside, dead ^^
Title: Re: [DEMO] Zelda: Just Beginning
Post by: OriZak on September 09, 2007, 10:08:43 pm
Yay I figured out how to get the compass! :D
(http://img.photobucket.com/albums/v314/MetalRidley/yaycompass.png)

I haven't beaten it yet, but it is really good quality. I like this game.
Title: Re: [DEMO] Zelda: Just Beginning
Post by: Atrius on September 09, 2007, 10:59:24 pm
Good job OriZak, but someone's already claimed the prize


Ack... I know exactly why that is, Norlem, *fixes immediately*  XD


I'd actually hoped people would beat it without getting the bonus first so they notice the change in the ending better.


For anyone interested in turning off most of the non-GB effects, open the ini file the game creates and change the value for the following settings to zero:
_ScreenDistortionsEnable  the effect when you do a spin attack, or a bomb explodes
_AdvancedParticlesEnabled  specifically fire & explosions
_WaterAdvancedEnabled

I doubt we'll be converting to a different style at this point though.


As for externalizing the resources, I've been working on a system for that which will make things easier on me so I don't have to worry as much about accidentally loading something in more than once, or discarding it when it's still being used.  I don't like having to include a lot of extra files with the game, so I'm working on making it so we don't have to as well.  Actually theres already a very dumbed down version of the system in this demo, but it's only used for the bonus you get for beating it without dying.
Title: Re: [DEMO] Zelda: Just Beginning
Post by: Scooternew on September 09, 2007, 11:28:00 pm
The bonus was really cool :). I also got the compass, but forgot to printscreen.
Title: Re: [DEMO] Zelda: Just Beginning
Post by: OriZak on September 10, 2007, 01:58:31 am
Bah oh well, at least I have the satisfaction of figuring it out (unlike sjetp's old avatar >:( ).

I don't know if it's just me, but I found some of the tiles to be confusing height-wise. For example in the boss door room, I couldn't really tell that I could hookshot across and in the compass room I didn't know I could jump down from where the chest was.
Title: Re: [DEMO] Zelda: Just Beginning
Post by: mit on September 10, 2007, 03:19:38 pm
Yeah, I know what you mean about the depth, and in the final thing we'll probably make the lower tiles darker, it's just that the bit before the boss was, as Atrius put it, insanely hard to program. Because normally, the rocks in the pit would deflect the hookshot, and so on.
Title: Re: [DEMO] Zelda: Just Beginning
Post by: TanukiMario on September 10, 2007, 11:45:45 pm
Yay I figured out how to get the compass! :D
(http://img.photobucket.com/albums/v314/MetalRidley/yaycompass.png)

I haven't beaten it yet, but it is really good quality. I like this game.
Aww man... How'd you get there?  :-[
Title: Re: [DEMO] Zelda: Just Beginning
Post by: Koh on September 11, 2007, 02:37:53 am
so about how long until you think theres enough for demo 2.  I don't want you to set a date that you can't live up too, I just want an estimested guess :D.
Title: Re: [DEMO] Zelda: Just Beginning
Post by: Deku_stick on September 11, 2007, 06:24:03 am
good work dude keep on i really like it however those special effects don't fit with gb style
Title: Re: [DEMO] Zelda: Just Beginning
Post by: mit on September 11, 2007, 05:31:26 pm
good work dude keep on i really like it however those special effects don't fit with gb style
Well yes, as we said, you can turn them off.

Aww man... How'd you get there?  :-[
Well several people have done it now, so it's quite possible, keep trying!

so about how long until you think theres enough for demo 2.  I don't want you to set a date that you can't live up too, I just want an estimested guess :D.
Demo 2? Yikes... A long way, possibly the next release will be the entire game. We don't have much else to show, see, as this was just to show off the engine and stuff that's in it, the only other things to show off are levels and so on, so the next thing we'll release will probably be another trailer.
Title: Re: [DEMO] Zelda: Just Beginning
Post by: Koh on September 11, 2007, 06:43:44 pm
O.o, thats deep.  I wish you the best of luck, and 1 last thing.  Do you plan to make 2 different downloads? (MIDI version and MP3 Version)
Title: Re: [DEMO] Zelda: Just Beginning
Post by: mit on September 11, 2007, 08:00:35 pm
Not really, the music's in midi format, so I don't see why we'd need to. We don't have any higher quality versions of it... although I suppose I could ask someone with FL studio to improve it... but it'd make the download many many times bigger.

The only reason there may be two downloads is if the codec used on the regular sounds isn't compatible with someone's PC. It's used to compress the WAV files but so far it seems no one's had any problems.


Oh, and don't be expecting this game to be finished like in a few months, oh no, aside from us having school and so on, we've been working on this demo for over a year (alright, we started again from scratch twice, and took way too many 'breaks'). It'll probably take us quite a while to finish, being realistic about it.
Title: Re: [DEMO] Zelda: Just Beginning
Post by: Atom on September 11, 2007, 10:17:30 pm
Take all the time you need, others also do so. If that means that it will one day be finished you can even take years to create it.
I expect you to use at least 2 or 3 more years to finish it.

As from how I see it, starting from scratch at certain times is the only way to get a decent game. ( One first has to do something so he can realise it is not what he is looking for.)
Title: Re: [DEMO] Zelda: Just Beginning
Post by: TCGamer on September 12, 2007, 05:39:23 am
Quote
I expect you to use at least 2 or 3 more years to finish it.
Yeah, take as long as you need. BUT if you are going to take 1 or more years to complete, we'd all like if you'd release a 50% demo. So we don't get bored  XD
Title: Re: [DEMO] Zelda: Just Beginning
Post by: Atom on September 12, 2007, 11:53:56 am
Nah, not all of us like that. I prefer to wait without such demo. Playing 50% of the game and then having to wait a long time for the rest is not they way I like it for 2 reasons. 1. if the first 50% is good it makes the waiting for the remaining part look like a longer period. 2. There is no fun in only playing 50% of a game.
Title: Re: [DEMO] Zelda: Just Beginning
Post by: TCGamer on September 12, 2007, 03:21:47 pm
Nah, not all of us like that. I prefer to wait without such demo. Playing 50% of the game and then having to wait a long time for the rest is not they way I like it for 2 reasons. 1. if the first 50% is good it makes the waiting for the remaining part look like a longer period. 2. There is no fun in only playing 50% of a game.
Actually, I meant when they're 50% finished with the game, that they release a demo (that doesn't have to contain the finished 50%), just up to the first dungeon. I agree with you that it isn't fun to play 50% of a game and having to wait another year for the other half.
Title: Re: [DEMO] Zelda: Just Beginning
Post by: Atrius on September 12, 2007, 08:42:20 pm
Quote from: Atomicd1
Nah, not all of us like that. I prefer to wait without such demo. Playing 50% of the game and then having to wait a long time for the rest is not they way I like it...

Yeah, I don't particularly like demos like that either, especially when a new one comes out with more of the game, and you have to play through the old stuff to get to the new parts.  I doubt we'll release a demo like that, but I can't really say we won't release another one at all before the game is done.  We don't have any plans to right now though.


Eh, just for the fun of it since everyones given pretty positive reactions so far, here's a beta screen shot of how I first tested the particle effects for the title screen and Dodogo's flames.
(http://img.photobucket.com/albums/v698/AtriusV/Just%20Zelda%20game/FlamingLink.png)
Eh, dumb action button, trying to give helpful suggestions.
Title: Re: [DEMO] Zelda: Just Beginning
Post by: Koh on September 13, 2007, 01:55:19 am
that looks as if it is effected like the pegasus boots.  Try adding smoke for rolling like that :D.
Title: Re: [DEMO] Zelda: Just Beginning
Post by: King Tetiro on September 13, 2007, 06:00:43 pm
Atrius, you have outdone yourself yet again. Keep going and this could be better than zelda itself (The ones nintendo make, not the fan ones)
Title: Re: [DEMO] Zelda: Just Beginning
Post by: Solarrain4 on September 27, 2007, 09:47:53 pm
I've been intending to write music for this for a long time. I never got to it yet.

And as a "Kousou Gamer" (if you will), I need to come up with an idea soon >_<

But yeah, this demo PWNS ^_^
Title: Re: [DEMO] Zelda: Just Beginning
Post by: hawthorneluke on October 22, 2007, 10:17:38 pm
The background warping (when you do a spin attack or a bomb goes off) is great :P

This seems like a very nice game, on both the programming and design sides :D
(the story at the start of the demo and the switching to the bombs sound was great XD)

Hopefully I'll find time to play more of it as I really want to ^^
Title: Re: [DEMO] Zelda: Just Beginning
Post by: CappyDee on October 26, 2007, 04:28:58 am
I really cannot wait to bomb some Dodongos, keeping an eye on this.
Title: Re: [DEMO] Zelda: Just Beginning
Post by: hawthorneluke on October 26, 2007, 01:51:07 pm
when i got the chance to do so, i ran out of bombs >_<
Title: Re: [DEMO] Zelda: Just Beginning
Post by: Hylian Lemon on October 27, 2007, 01:20:33 am
I was getting mad at the dodongos for opening their mouths in the wrong direction, but then I hit them with my sword and everything was happy.

The intro was amusing, the effects were really cool, and everything seemed pretty solid. A couple of rooms had me stumped until I tried different things with the items. Of course, one of those times was just because I didn't realize I could jump over two squares with the feather.

I didn't get to the end of the demo...the arrow form of the boss was insane, following me around like that. o.O

Edit: Of course! The music was really great, too.
Title: Re: [DEMO] Zelda: Just Beginning
Post by: hawthorneluke on October 30, 2007, 12:10:44 am
jesus christ, how the hell do you beat the second form of the last boss? O_o lol
all these fan games insiting on me playing in a window the size of a pin head though get's quite annoying >_<
being able to have window sizes to choose from would be nice :P (i bet you already can and i just missed it >_<)

and if that's the first dungeon, this game's going to be hard o_o
trying such nuts ideas to get the compass would usually be over the top in other zelda games, but not this one lol
Title: Re: [DEMO] Zelda: Just Beginning
Post by: Atrius on October 30, 2007, 02:44:35 am
Hawthorneluke, the second form of the boss is pretty tricky, he's one of my favorites from Links Awakening.  The three phases of the boss were chosen specifically so you'd have to use EVERY item you got so try everything you have.

The demo isn't actually a part of the game, so it isn't the first dungeon.  The first boss will be quite a bit easier.

Quote
being able to have window sizes to choose from would be nice Look at me, I'm invisible! (i bet you already can and i just missed it >_<)
Heh, yeah, hit F4 and there's an option called Window Scale, it'll go up to 4X.  Don't worry when it doesn't change immediately, it does when you close the menu.


Hylian Lemon, I hope you aren't just trying to walk around his attacks, you'll never beat him like that  ;)
Title: Re: [DEMO] Zelda: Just Beginning
Post by: hawthorneluke on October 30, 2007, 03:37:34 am
I guess i'll be giving that another shot then, from the start again >_< lol
i'm pretty sure i did try all items on anything i thought would make a difference (weird monster in the walls, mouth open or closed, thing on end of thing spinning around and the actual greenish balls of that arm itself)
but, i guess not O_o lol

also, i'm not too sure how you've done the background warping effects, which is a rare thing. makes things interesting :P
if i had to guess i'd say you'd have to use a surface and then just warp that in whatever way, but actuall getting that surface with the proper stuff drawn on seems like the problem. actually drawing the whole game, including tiles to a surface then drawing that to the screen would work, but seems unlikely, so i guess you just draw the screen to a surface before any other draw events that would draw all other objects, so you then have the background part to warp, warp it in what ever way and then draw it back in the exact same location, then continue with drawing all other objects?
but i'm far from certain lol
Title: Re: [DEMO] Zelda: Just Beginning
Post by: The Berryster on October 30, 2007, 07:27:38 pm
It's great! I like the screen-size thing alot, I hate it when I'm squinting my eye's to see. The only thing I would recomend is that you upgrade the sprites a little- such as making his shoes brown, the rest of his hat green, etc. I especially like the reflection in the water. And the ripples. The're really cool. The background warping is really cool, though I have no idea how you did it.
Title: Re: [DEMO] Zelda: Just Beginning
Post by: Hylian Lemon on October 30, 2007, 10:02:35 pm
Hylian Lemon, I hope you aren't just trying to walk around his attacks, you'll never beat him like that  ;)
Lol, I was just kind of running/jumping around in circles and trying to get a shot in every once in a while, but the eye always opened when I was above him. Gaaahh. >.<
Title: Re: [DEMO] Zelda: Just Beginning
Post by: Master J on November 01, 2007, 08:23:48 pm
Looks good, this is my first official Zelda fan game that I’m actually about to play since the resurrection of ZFGC.

Edit: The effects are mind blowing, especially for someone who has not expected all this from Game Maker. Just one question, are you working with Atrius on this game?
Title: Re: [DEMO] Zelda: Just Beginning
Post by: Atrius on November 01, 2007, 10:11:52 pm
Hawethorneluke, I suppose the demo's been out long enough it won't hurt to go ahead and say you need the hookshot for that part of the boss.
I had to nearly completely re-code that warping effect 4 times to add optimizations before it was working fast enough for me to feel comfortable including it, you've got the basic idea of how it works though.

Berryster, I've never really been fond of recolored GB sprites myself.  They tend to stand out from the rest of the graphics too much.  Actually this game has an option to disable it's special fire/water effects and revert to the GB ones for people that prefer a more true classic GB style, though it's kinda hidden in the demo since we wanted everyone to at least try them out for now.  I'm glad you enjoy them though.

Master J, :'(

Quote
(http://i22.photobucket.com/albums/b301/kousou2/TitleRight.png) Credits (http://i22.photobucket.com/albums/b301/kousou2/TitleLeft.png)

Created by Kousou Games (http://www.kousougames.co.uk).

Programming was all done by Atrius, although in the older screenshots, the "lighting engine" was made by GearGOD.

Level Design was lead by mitxela, emkay and Atrius designed areas too.

Storyboarding and most of the scripting was by mitxela
Title: Re: [DEMO] Zelda: Just Beginning
Post by: Master J on November 13, 2007, 05:44:37 pm
Okay, first of all, this game is average difficulty setting because every enemy and bosses are from Link's Awakening, Oracle of Ages and Oracle of Seasons. Second of all, when you are at the entrance of the cave, leave out of the cave and quickly as humanly possible head back in. The music from outside will play inside the cave instead of the cave music. I recommend allowing me to be the tester of this game since I am truly a professional. In addition, what’s the difference between completing the game without dying and dying, I just beat the game without dying and had a video extracted.
Title: Re: [DEMO] Zelda: Just Beginning
Post by: Atrius on November 13, 2007, 06:31:18 pm
I've actually already fixed that music bug since the release of the demo, thanks anyway though.

I'm not sure I understand what your point is about the enemies.



We're not looking for testers right now, we'll decide how we want to handle that when the time comes.  In addition the difference between dying and not is the video, if you die you don't get it, and it tells you try again without dying.  Shouldn't of been hard for a professional to die once and figure it out really ;)
Title: Re: [DEMO] Zelda: Just Beginning
Post by: mit on November 13, 2007, 09:48:23 pm
There's also another glitch that's in there, as in a proper one with an abort/ignore box, EDGE pointed out the other day. Can you find it?

And about the difficulty, we were aiming at having it mediumish because this is just a demo to show off - in the real thing, the first dungeons are easier, and the later dungeons harder.
Title: Re: [DEMO] Zelda: Just Beginning
Post by: EDGE on November 13, 2007, 10:01:36 pm
Even know you already know this, this Demo it's awesome!
I like how you threw in there some cool effects when doing a sword spin or walking in the water.
Can't wait for the next demo!
Title: Re: [DEMO] Zelda: Just Beginning
Post by: Master J on November 14, 2007, 01:03:48 pm
I've actually already fixed that music bug since the release of the demo, thanks anyway though.

I'm not sure I understand what your point is about the enemies.



We're not looking for testers right now, we'll decide how we want to handle that when the time comes.  In addition the difference between dying and not is the video, if you die you don't get it, and it tells you try again without dying.  Shouldn't of been hard for a professional to die once and figure it out really ;)

See I knew that long before you even posted this post. I just didn't want to beat the game again since they are few things that annoy me, no offense.

Edit: In addition, the sword is effect is all right, however, the section of the screen seems to move or tear apart a bit.
Title: Re: [DEMO] Zelda: Just Beginning
Post by: mit on November 17, 2007, 07:11:17 pm
Quote
In addition, the sword is effect is all right, however, the section of the screen seems to move or tear apart a bit.
The screen distortion is the effect. If you go into the graphics options you can change the grid size it uses to see it more clearly, probably will slow down on the most detailed depending on your computer.

Quote
See I knew that long before you even posted this post.
I do believe we announced it several times anyway.


Oh, and if you're interested, a glitch that you missed (or found but haven't said yet) is if you throw a shuriken bomb at a bush and pick the bush up, gives a GM error message.
Title: Re: [DEMO] Zelda: Just Beginning
Post by: master K on November 17, 2007, 07:25:45 pm
See I knew that long before you even posted this post. I just didn't want to beat the game again since they are few things that annoy me, no offense.
LOL if you don't want to play through a game again because there are a "few things that annoy you" then you can't be a very good tester can you?

There are four of us, and we are all perfectly capable of testing our own game. Of course we welcome to critique and bug reports from players- as long as they aren't a complete pillock about it.
Title: Re: [DEMO] Zelda: Just Beginning
Post by: Mirby on February 14, 2008, 07:43:58 pm
Sounds good. Captions for the screenies are interesting. But I'll check it out later.
Title: Re: [DEMO] Zelda: Just Beginning
Post by: mit on February 15, 2008, 04:20:54 pm
Lol, captions for the screenies were jokes >_>

As the comments above say, the gameplay, the visual effects and the music are the highlights.

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