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Author Topic: [DEMO] Zelda: Just Beginning  (Read 27130 times)

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Re: [DEMO] Zelda: Just Beginning
« Reply #20 on: September 06, 2007, 07:14:39 pm »
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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
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Re: [DEMO] Zelda: Just Beginning
« Reply #21 on: September 06, 2007, 07:15:07 pm »
  • Tamer Koh
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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.

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Re: [DEMO] Zelda: Just Beginning
« Reply #22 on: September 06, 2007, 08:31:25 pm »
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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.
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Re: [DEMO] Zelda: Just Beginning
« Reply #23 on: September 06, 2007, 08:56:58 pm »
  • Tamer Koh
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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?
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mit

Re: [DEMO] Zelda: Just Beginning
« Reply #24 on: September 06, 2007, 09:08:37 pm »
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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
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Re: [DEMO] Zelda: Just Beginning
« Reply #25 on: September 07, 2007, 12:26:53 am »
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Wow dude this is VERY nice, I'm just absolutely loving the use of the particle effects. I really wanna see this game finished.
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Re: [DEMO] Zelda: Just Beginning
« Reply #26 on: September 07, 2007, 11:59:38 am »
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What I want to know is how you did the water reflection
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Re: [DEMO] Zelda: Just Beginning
« Reply #27 on: September 07, 2007, 12:22:14 pm »
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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.
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Re: [DEMO] Zelda: Just Beginning
« Reply #28 on: September 07, 2007, 12:27:03 pm »
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Good thing I asked then.
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Re: [DEMO] Zelda: Just Beginning
« Reply #29 on: September 07, 2007, 02:17:03 pm »
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BTW: Just a little question: How do you save the game in that demo?
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Re: [DEMO] Zelda: Just Beginning
« Reply #30 on: September 07, 2007, 05:37:36 pm »
  • QBASIC programmer since age 4. Take that, world.
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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.
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Re: [DEMO] Zelda: Just Beginning
« Reply #31 on: September 07, 2007, 05:42:49 pm »
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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...
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Re: [DEMO] Zelda: Just Beginning
« Reply #32 on: September 07, 2007, 06:52:44 pm »
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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.
« Last Edit: September 07, 2007, 07:00:29 pm by Atrius »
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Re: [DEMO] Zelda: Just Beginning
« Reply #33 on: September 07, 2007, 06:58:27 pm »
  • Tamer Koh
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none the less, you all have done some outstanding work, and I'm proud of it :D.
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Re: [DEMO] Zelda: Just Beginning
« Reply #34 on: September 07, 2007, 07:12:10 pm »
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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...
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Re: [DEMO] Zelda: Just Beginning
« Reply #35 on: September 07, 2007, 07:13:20 pm »
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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).
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Re: [DEMO] Zelda: Just Beginning
« Reply #36 on: September 07, 2007, 07:37:12 pm »
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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 :)
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Re: [DEMO] Zelda: Just Beginning
« Reply #37 on: September 07, 2007, 10:25:01 pm »
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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.
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Re: [DEMO] Zelda: Just Beginning
« Reply #38 on: September 07, 2007, 10:54:49 pm »
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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
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Re: [DEMO] Zelda: Just Beginning
« Reply #39 on: September 08, 2007, 01:57:30 am »
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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!!!
« Last Edit: September 08, 2007, 02:07:09 am by uma »
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