ZFGC

Projects => Zelda Projects => Topic started by: Drandula on July 02, 2009, 08:57:25 am

Title: [DEAD] The legend of Zelda 3D Flying Rooster
Post by: Drandula on July 02, 2009, 08:57:25 am
(http://fc05.deviantart.net/fs70/f/2010/072/f/f/Zelda_signature_by_RetroWolf.gif) (http://www.zfgc.com/forum/index.php?topic=34555.0)
The legend of  Zelda  Flying Rooster
-

This game is made by Drandula
Thanks Nintendo for Zelda series


~Drandula~
Title: Re: Zelda
Post by: King Tetiro on July 02, 2009, 09:33:13 am
OMFG!!!! Dude, I bow to u. This looks like it can go far! I shall help u when i think of a story.
(Mind teaching d3d sometime please?)
Title: Re: Zelda
Post by: SlimmyG on July 02, 2009, 09:41:14 am
My god. That looks truly fantastic. the Z and X buttons look better in the video. In terms of the story, it should be more side-questy then major-ganon-storyline-y if its only going to be 3 dungeons. Why not have it seomthing like: Link's sister (or any kind of relative) falls ill and he has to get some kind of artifact to cure said relative, and he can only get that by completing dungeons.
Title: Re: Zelda
Post by: King Tetiro on July 02, 2009, 09:45:25 am
My god. That looks truly fantastic. the Z and X buttons look better in the video. In terms of the story, it should be more side-questy then major-ganon-storyline-y if its only going to be 3 dungeons. Why not have it seomthing like: Link's sister (or any kind of relative) falls ill and he has to get some kind of artifact to cure said relative, and he can only get that by completing dungeons.
U been playing Final Fantasy Echoes of Time?
Title: Re: Zelda
Post by: SlimmyG on July 02, 2009, 10:10:39 am
My god. That looks truly fantastic. the Z and X buttons look better in the video. In terms of the story, it should be more side-questy then major-ganon-storyline-y if its only going to be 3 dungeons. Why not have it seomthing like: Link's sister (or any kind of relative) falls ill and he has to get some kind of artifact to cure said relative, and he can only get that by completing dungeons.
U been playing Final Fantasy Echoes of Time?

No, but I want to. lol.
Title: Re: Zelda
Post by: King Tetiro on July 02, 2009, 10:15:32 am
Go play Final Fantasy 4 : The After Years. AWESOME game! Another 3 chapters coming out next friday :D

Back on topic. I think this will go far
Title: Re: Zelda
Post by: Drandula on August 02, 2009, 09:04:24 pm
I am Baa~ck!

Sorry, I havent been making this game for long time, lot
things to do, you know.

But games idea is start being more clear now and you got
two transformation :)
(http://fc01.deviantart.com/fs49/f/2009/214/5/4/Linkin_kolme_muotoa_by_RetroWolf.png)

And you use least once this "Flying Rooster" Thing.
(http://fc00.deviantart.com/fs49/f/2009/206/2/8/Some_concept_by_RetroWolf.jpg)

So be happy with these, I have to continue making game :)

~Drandula~
Title: Re: Zelda
Post by: King Tetiro on August 02, 2009, 09:11:58 pm
You must teach me to make models like that! Im amazed!
Title: Re: Zelda
Post by: Darunia on August 02, 2009, 09:13:17 pm
You must teach me to make models like that! Im amazed!
Models like what dude? O_o
Title: Re: Zelda
Post by: King Tetiro on August 02, 2009, 09:21:05 pm
You must teach me to make models like that! Im amazed!
Models like what dude? O_o
Nvm, anyways well done mate.
Title: Re: Zelda
Post by: Drandula on September 19, 2009, 04:49:37 pm
Yeah, had been frozen now for month or two.
But I think this will be die, even I sometimes
add something new and make it better.

Oh yeah, playable graphic demo:
http://www.yoyogames.com/games/show/97059
Title: Re: Zelda
Post by: Mamoruanime on September 19, 2009, 08:09:43 pm
Yeah, had been frozen now for month or two.
But I think this will be die, even I sometimes
add something new and make it better.

Oh yeah, playable graphic demo:
http://www.yoyogames.com/games/show/97059

Very nice project

It'd be a shame to let it die though :s have you considered releasing the source to someone you trust to help it progress?

Title: Re: Zelda
Post by: Drandula on September 19, 2009, 09:03:23 pm
Yeah, I have tought but I dont know anyone in Internet who I can trust and know Game Maker, so releasing source to another one, blah :/
Title: Re: Zelda
Post by: Mamoruanime on September 19, 2009, 09:51:40 pm
Actually there's quite a few talented GM coders here. Biggest thing however is that they don't really broadcast their skills anymore :(
Title: Re: Zelda
Post by: Downsider on September 19, 2009, 10:20:20 pm
Go ahead and release the models, dunno if they're ripped from a Zelda game on the DS or whatnot (Never liked the control scheme; didn't play it much; thus don't know what they look like), but it'd be a great use for the community.
Title: Re: Zelda
Post by: Drandula on September 22, 2009, 10:14:12 pm
I have some good and bad news, good news first.

I have source for all of you! I call it Open source Zelda:
http://www.mediafire.com/download.php?mdvytn2moxx

Its somehow commented and you can remove givecredit text
from hud object (draw-event, the last pieces of code)

And bad news, I ripped off Deku and Goron and some other
things that you havent seen graphic demo. Oh yeah, it has
pretty messy code, sorry for all.

~Drandula~
Title: Re: Zelda Flying Rooster, its 3D
Post by: GieVeNT on September 27, 2009, 02:31:28 am
Wow it's very good. I've tried 3d in GM before back when phantom hourglass came out. But I couldn't figure out how to animate him. Too bad it's done, it really had great potential.
Title: Re: Zelda Flying Rooster, its 3D
Post by: Drandula on September 27, 2009, 03:23:53 am
Im getting more motivated now :) (gaining great feedback elsewhere)
New screenies:
http://fc06.deviantart.com/fs50/f/2009/269/e/0/The_legend_of_Zelda_Screenshot_by_drandula.gif

I will udpate the first post, and can someone move this in WIP?
Title: Re: [3D] The legend of Zelda, Flying Rooster
Post by: Bludleef on September 27, 2009, 05:50:55 am
Amazing work there! Keep it up  ;)
Title: Re: [3D] The legend of Zelda, Flying Rooster
Post by: TomPel on September 27, 2009, 06:51:03 pm
Ahh, loving the new screenshots. Good luck with this one! The animations and gameplay seem to be very professional.
Oh, and Bludleef:
I will udpate the first post, and can someone move this in WIP?
Title: Re: [3D] The legend of Zelda, Flying Rooster
Post by: djjeep on September 28, 2009, 03:30:23 pm
It's the first time i see your projet and sincerely , i love this engine . I would like to ust it to remake my game .

I hope the engine will have all i need , really , fantastic .
Title: Re: [3D] The legend of Zelda, Flying Rooster
Post by: Drandula on October 18, 2009, 06:51:18 am
Sorry for no updating :s

Life get in the way of progress, and I couldnt
do so much this. I have been making inventory,
it is much harder to do than I thought, and also
I have done some other things too. I dunno
how much I have made since last demo :< I should
do the progress diary. Oh, first enemy, octoroc has
made, and also bombs are done. Explosion is bad :I

I tried making Zora, but that was horrible, and also
took lot of my time, so I cut it off. But should I
replace demo with newer one, because of that
resolution :I

Too much work, too little time.

~Drandula~

Edit.
I want know how heavy is this in your computers, so play this and tell your avarage fps. This is incomplete, and only purpose is test fps. If slow computer, look out 400 pot square.
http://www.yoyogames.com/games/show/100162
Title: Re: [3D] The legend of Zelda, Flying Rooster
Post by: cheesepie on October 23, 2009, 11:07:40 pm
Can i compliment u that this has one of the biggest patentials games here!!!
If you would like i can get a deku face sprite and a goron face sprite because those
didn't look that good ahaha. when r u going to work on sword engine, i would love to help out whith this project in any way!!!!
Title: Re: [3D] The legend of Zelda, Flying Rooster
Post by: Drandula on October 24, 2009, 01:11:03 am
Okay then, give your best shot:
http://fc09.deviantart.com/fs50/f/2009/296/6/c/Face_textures_by_RetroWolf.jpg
I used touchpad :P
Even if pictures are good/bad, they are also
textures for ellipsoids. That is pretty noticeable thing.

I am sick at now, so I am taking break.

~Drandula~
Title: Re: [3D] The legend of Zelda, Flying Rooster
Post by: Mamoruanime on October 24, 2009, 07:48:37 am
Sorry for no updating :s

Life get in the way of progress, and I couldnt
do so much this. I have been making inventory,
it is much harder to do than I thought, and also
I have done some other things too. I dunno
how much I have made since last demo :< I should
do the progress diary. Oh, first enemy, octoroc has
made, and also bombs are done. Explosion is bad :I

I tried making Zora, but that was horrible, and also
took lot of my time, so I cut it off. But should I
replace demo with newer one, because of that
resolution :I

Too much work, too little time.

~Drandula~

Edit.
I want know how heavy is this in your computers, so play this and tell your avarage fps. This is incomplete, and only purpose is test fps. If slow computer, look out 400 pot square.
http://www.yoyogames.com/games/show/100162

In a couple of instances the FPS dropped down to ~15/20, however most of it ran at a steady 30 for me.
Title: Re: [3D] The legend of Zelda, Flying Rooster
Post by: cheesepie on October 24, 2009, 01:21:11 pm
Here we go :)

[imgzoom]http://media.strategywiki.org/images/d/de/Zelda_OOT_Goronmask.jpg[/imgzoom]
[imgzoom]http://www.zeldaelements.net/games_main/6/artwork/masks/dekuscrub.png[/imgzoom]

and just in case
[imgzoom]http://media.strategywiki.org/images/3/38/Zelda_OOT_Zoramask.jpg[/imgzoom]

Are these ok or do u want me to draw some?
Title: Re: [3D] The legend of Zelda, Flying Rooster
Post by: Drandula on October 24, 2009, 04:55:24 pm
Ohhh, you meant those masks in hud :P
I thought textures or transformations ^^"
I thought I would later make those better.

And I want keep graphics as much as original
I can.
Title: Re: Zelda
Post by: FrozenFire on October 27, 2009, 06:26:26 am
Actually there's quite a few talented GM coders here. Biggest thing however is that they don't really broadcast their skills anymore :(
The guy that's used GM since GM 1 raises hand... halfway...

Seriously, this is pretty cool for GM. Looks like you really know how to work around GM's 3D limitations. I have to admit, I once tried to make a Zelda game in 3D and failed. My goal was to make the mouse movements determine Link's sword slashes. In order to do that, I had to make a bones model. I got a simple bones animation working with an arm (3 joints) using length_dir functions. I had the formula pretty much perfected, but my brother deleted it on accident. I tried again and couldn't get the formula right. The math kills! I was a tad bit lucky the first time around.

So, with that said. THIS IS A GREAT ACCOMPLISHMENT!! YAY!!


EDIT:
Oh, the first video is really choppy. I advise everyone to watch the second video before commenting. 30 fps, ahh, my eyes no longer hurt.
EDITx2:
To ^: Watch the "new" movies (why even keep the old choppy vid? I'd take it out)
EDITx3 (omg!):
Just played the demo. This has amazing potential!! I'd fool around with it and add more items and actions for Link if I had the time. For now it will stay on my hd until I get a chance to have some fun with it (I try not to get sidetracked from my own project though, lol). Btw, that CleanMem.dll is very nice to have for 3D GM projects.
EDITx4!!!:
Just wanted to comment on the newest vid with the sexy HUD! The rupee on the HUD is soooo nice! And the text update is also lookin stylish. Really though, that is one sexy rupee! And the hearts and the button thingys. Did I mention that the rupee looks totally nice? Good stuff!


(Omg, I attached my 2nd attempt at a bones model, just so you guys can see what I was talking about. HOLY ****! My code is a mess! And why didn't I do code for all those keys?! Sorry, it was a long time ago. Just look at the code to see what keys do what, but, mind you, the 2nd time failed miserably. Oh and it's gm6) (EDIT: Oh, since this isn't my topic, please don't comment here about it. If you want to tell me how much it sucks, send me a pm or something. I just wanted to show wth I was talking about. ^_^)
Title: Re: [DEMO] The legend of Zelda 3D Flying Rooster
Post by: 4Sword on November 02, 2009, 05:11:20 am
In case no one has noticed, this project has indeed won Project of the Month for the month of October. Also, I felt a little bad for not posting in it at all yet, so I thought I'd do so now. But yeah, this project is really cool, keep up the good work!
Title: Re: [DEMO] The legend of Zelda 3D Flying Rooster
Post by: Drandula on November 02, 2009, 05:02:06 pm
Thanks :)

But I most stop working with this for some time, because my sickness went worser than I thought. I have now pretty bad middle ear infection and pneumonia. And these are with little possiblity aftereffect of Swin Flu (havent tested, but maybe) :I And I am at hospital right now.

~Drandula~

And here is pic of me in hospital:
http://drandula.deviantart.com/art/In-the-hospital-142280713

Edit. So it seems like I get home at friday, if everything goes well. I am still waiting test results, did I have swine flu.

Edit.2 I didnt get home at Friday :/ My CRP results didnt drop as expected, so I am here
oer weekend. Also test results of Swine Flu were negative. Also, it wasnt pneumonia. What the hell then it was when CRP were almost 200?
Title: Re: [DEMO] The legend of Zelda 3D Flying Rooster
Post by: Zhello on November 07, 2009, 02:06:19 am
dude your game is ridiculously sick :D
Title: Re: [DEMO] The legend of Zelda 3D Flying Rooster
Post by: Drandula on November 07, 2009, 03:48:51 am
Thanks :)

I have some questions.

1. Should shield be used as normal item(LA), or should it have own button (OoT/MM)?

2. Is Z-target necessary? You have two fairies in game :3

3. Should I draw the transforming animations?

~Drandula~
Title: Re: [DEMO] The legend of Zelda 3D Flying Rooster
Post by: Mamoruanime on November 07, 2009, 04:39:26 am
Thanks :)

I have some questions.

1. Should shield be used as normal item(LA), or would it how own button (OoT/MM)?

2. Is Z-target necessary? You have two fairies in game :3

3. Should I draw the transforming animations?

~Drandula~

1) LA style; it's always just been a nice way to lower the total amount of buttons used in-game.
2) Not at all in a 2d game.
3) Yar; well to an extent. I would suggest making the model *implode* (make all parts move into the center of the object). While it's doing this, draw some white lines going out in all directions from the center (think an astrisk, where the part where the lines intersect is the middle of the object), as well as a glow over that. Once all of the parts hit the center, make a cloud POOF over Link to show his new form.
Title: Re: [DEMO] The legend of Zelda 3D Flying Rooster
Post by: Zaeranos on November 07, 2009, 09:04:48 am
Thanks :)

I have some questions.

1. Should shield be used as normal item(LA), or should it have own button (OoT/MM)?

2. Is Z-target necessary? You have two fairies in game :3

3. Should I draw the transforming animations?

~Drandula~

1) My preference has always been that the sword and the shield have their own buttons. With the shield button acting as a backup/2nd context button. I always like to use both the sword and shield in a fight and having to switch items to the buttons, because some enemy requires another item is really bothersome.

2) This depends. If Link is only capable of facing and traveling in 8 directions and enemies will only attack from those 8 directions it is probably not necessary. But do Link and the enemies have a freedom of movement in any angle on the circle, than it probably is better to have targetting. Because hitting a moving target with the boomerang or an arrow is rather difficult.

3) Jup, like Mammy said. This also gives players the time to switch their mindset, to the new form. Which is probably needed early in the game. You could even do it so, that an enemy thats to close, gets hurt or knocked back by the force of the transformation.
Title: Re: [DEMO] The legend of Zelda 3D Flying Rooster
Post by: Drandula on November 07, 2009, 11:01:33 am
These what I have thought, after your reply

About 1.
This would add another button if like OoT. But could I do here
compromise, it would have own button, but also use C buttons,
if you want. I have now changeable buttons, so you can choose
in options where buttons are. So you can move Shield button to
like O if you dont want it in the way and use C buttons instead.

About 2.
This again would add another button for playing, but yes, it would be
good in targetting enemies with bow and hookshot. You can move
with keyboard only 8-diagonal.

About 3.
I meant it drawing, not using 3D, 2D.
That I would draw animation Link transforming, because my Link looks
crappy in closelook.
You know when you transform in MM? It gives closelook animation Link
transforming, with you can skip pressing again.

I am rethinking controllers, so are these fine?:
Arrow keys, Basic movement
Z, Z-target of course :D
X, Action button
C, Sword
S, Shield
A,W,D as C buttons
I have Fujitsu Siemens Amilo Ui 3520, and it has very small keyboard T^T
I dunno, are those controllers bad for bigger keyboard, to me it feels just
fine. I also make the game with this minilaptop, so my avarage fps in big room,
is about 20-25 and in 400 pot 6-8. Because of this I wanted know your
avarage fps.


But here I want ask, would it be fun to use Wii Remote,
because I thought doing Wii Remote as useable controller :D
You can play with Wiimote (sideways) or with Nunchuk. Sideways you cant
use all C-buttons :I But here I want ask again, should I use Wiimotes accerelation
sensors? Like Mote+Nuncha you could use it as sword. Or Sideways it would use
secondary item.

Oh and with Nuncha joystick you can move freely 360o and walk.

But what do you think about these and also answer my questions.

~Drandula~
Title: Re: [DEMO] The legend of Zelda 3D Flying Rooster
Post by: Mamoruanime on November 07, 2009, 11:08:16 am
These what I have thought, after your reply

About 1.
This would add another button if like OoT. But could I do here
compromise, it would have own button, but also use C buttons,
if you want. I have now changeable buttons, so you can choose
in options where buttons are. So you can move Shield button to
like O if you dont want it in the way and use C buttons instead.

About 2.
This again would add another button for playing, but yes, it would be
good in targetting enemies with bow and hookshot. You can move
with keyboard only 8-diagonal.

About 3.
I meant it drawing, not using 3D, 2D. You know when you
transform in MM? It gives closelook animation Link transforming,
with you can skip pressing again.

I am rethinking controllers, so are these fine?:
Arrow keys, Basic movement
Z, Z-target of course :D
X, Action button
C, Sword
S, Shield
A,W,D as C buttons
I have Fujitsu Siemens Amilo Ui 3520, and it has very small keyboard T^T
I dunno, are those controllers bad for bigger keyboard, to me it feels just
fine. I also make the game with this minilaptop, so my avarage fps in big room,
is about 20-25 and in 400 pot 6-8. Because of this I wanted know your
avarage fps.


But here I want ask, would it be fun to use Wii Remote,
because I thought doing Wii Remote as useable controller :D
You can play with Wiimote (sideways) or with Nunchuk. Sideways you cant
use all C-buttons :I But here I want ask again, should I use Wiimotes accerelation
sensors? Like Mote+Nuncha you could use it as sword. Or Sideways it would use
secondary item.

Oh and with Nuncha joystick you can move freely 360o and walk.

But what do you think about these and also answer my questions.

~Drandula~

About 1: That'd be neat

About 2: Dunno about that-- Part of the charm of the first few zelda games is having to throw your boomer in 8 directions, but move strategically to make it hit something. Hookshot should just be a press-and-hold weapon, allowing you to turn and angle like the seed cannon in Oracles.

About 3: Ick; I wouldn't break the gameplay flow that way...
Title: Re: [DEMO] The legend of Zelda 3D Flying Rooster
Post by: Zaeranos on November 07, 2009, 02:24:10 pm
1) Seconded :D It's a good idea.

2) Well like I said, if all the movements of Link and enemies are only in 8 directions and targets very slow or stationary, it probably isn't needed. But if you are work with 360o of freedom (and probably have moving targets) it would be necessary, or you would continuously be chasing targets.

3) You mean like a cutscene. It could be good looking, but from experience with MM I think that the first three times it was great to see this, but after that I wished they did it with a puff of smoke. A cutscenes are mostly meant to progress the story; to tell something new. With MM they also used it for the transformations and it kind of broke the gameflow.


I would remove 1 c button. So you have 2 buttons reserved for special items. I can't remember fighting an enemy (besides bosses) where I had to use more than 1 special item.

About the Wiimote. Unlike many others on this forum, I have always liked the waggle control. But from personal experience I know it can also be damn tricky to use motionsensing controls. It will be a challenge, so if you think your up for it and in the mood for it, by all means try.
Title: Re: [DEMO] The legend of Zelda 3D Flying Rooster
Post by: FrozenFire on November 10, 2009, 11:53:23 pm
I just realized how simple the model is for Link!

I can't believe you made Link look as good as he does with that few of shapes! Wait... didn't you say you ripped these off of someone else?... maybe I misread that. Either way, very nice.

THOUGHTS ABOUT Z-TARGETING:
The only other thing I have to say is that I want Z-targeting. I also want to see that attack where Link rolls around the enemy and attacks it from behind (well, it'd be cool). It would open the way for more strategic fighting I think. Either way, Z-targeting is a nice thing to have, especially if you're going to have lizalfos or bosses like a three-headed dragon, then Z-targeting would be pretty much required imo.

Oh, I liked the new banner so much that I added it to my own sig. ^_^
Title: Re: [DEMO] The legend of Zelda 3D Flying Rooster
Post by: Drandula on November 11, 2009, 06:59:35 am
No I didn't rip them. I made them to show off to my little brother, you dont need
advanced modelling to make it look good :P You just need some creativity :)
So where did you read that? Maybe I just wrote it so badly, you misread it ^^
Also thanks for Djjeep for new Links textures :) I'm waiting him redoing
other textures too.

Yeah, I noticed how hard its without Z-targetting to hit enemy with a pot :o
Btw, its fun to do chain-reaction. Enemy dies when you throw pot/rock/bush
into it. And it explodes when dies :D And enemies dies if hits explosion, do you
what it means? Another explosion :D But really, in game they wont explode, just
dies.

Rolling behind, like in Wind Waker :o Lets if I can do it *Adds it to 'have to do' list*

Thanks :)
Title: Re: Zelda
Post by: FrozenFire on November 11, 2009, 07:24:29 am
No I didn't rip them. I made them to show off to my little brother, you dont need
advanced modelling to make it look good :P You just need some creativity :)
So where did you read that? Maybe I just wrote it so badly, you misread it ^^
Just found what I read to get that idea (quoted below):
... I ripped off Deku and Goron and some other
things that you havent seen graphic demo...
Obviously you wrote it just fine. I just have a terrible memory and/or I read it so fast that I missed what you actually said, lol.  XD

Rolling behind, like in Wind Waker :o Lets if I can do it *Adds it to 'have to do' list*
Nice! ^_^
Title: Re: [DEMO] The legend of Zelda 3D Flying Rooster
Post by: Drandula on November 11, 2009, 08:40:13 am
Quote
... I ripped off Deku and Goron and some other
things that you havent seen graphic demo...
Ohhh, that. Here I meant I deleted Deku and Goron from
OSZelda, also some other things what weren't important.
But no problem then, I hope others didn't misread it :P

By the way, I will add ZFGC logo in start, so I want to
know, which one is better? (Look attachment). And what
modifications should I add there? That logo took me an hour :I.
Title: Re: [DEMO] The legend of Zelda 3D Flying Rooster
Post by: King Tetiro on November 11, 2009, 08:59:59 am
Here's a good question. Your textures are very accurate. How do you figure out how big the textures have to be to fill the model? Also, how do you find out where stuff like eyes go on the texture?
Title: Re: [DEMO] The legend of Zelda 3D Flying Rooster
Post by: Drandula on November 11, 2009, 09:52:57 am
Textures width and height should be 2^n. Width don't need to be same as height.
With 2^n I mean number that can be any of:
Code: [Select]
2, 4, 8, 16, 32, 64, 128, 256, 512, 1024, 2048, etc.
Eyes normally are in center of texture, but by testing you
find where they goes. Testing everytime you change something
may took lot of time :/
Title: Re: [DEMO] The legend of Zelda 3D Flying Rooster
Post by: King Tetiro on November 11, 2009, 09:57:30 am
Textures width and height should be 2^n. Width don't need to be same as height.
With 2^n I mean number that can be any of:
Code: [Select]
2, 4, 8, 16, 32, 64, 128, 256, 512, 1024, 2048, etc.
Eyes normally are in center of texture, but by testing you
find where they goes. Testing everytime you change something
may took lot of time :/
Too make things easy for me to understand, mind going through how you did the torso texture for me?
Title: Re: [DEMO] The legend of Zelda 3D Flying Rooster
Post by: Mamoruanime on November 11, 2009, 09:47:02 pm
Textures width and height should be 2^n. Width don't need to be same as height.
With 2^n I mean number that can be any of:
Code: [Select]
2, 4, 8, 16, 32, 64, 128, 256, 512, 1024, 2048, etc.
Eyes normally are in center of texture, but by testing you
find where they goes. Testing everytime you change something
may took lot of time :/
Too make things easy for me to understand, mind going through how you did the torso texture for me?

He used basic geometries for every part of the model.... the texture's almost always going to center on each part. It's not difficult :x
Title: Re: [DEMO] The legend of Zelda 3D Flying Rooster
Post by: FrozenFire on November 11, 2009, 10:17:49 pm
By the way, I will add ZFGC logo in start, so I want to
know, which one is better? (Look attachment). And what
modifications should I add there? That logo took me an hour :I.

I like the one on the left better. Is the ZFGC cube going to spin? If so, then I REALLY like the one on the left.  :)

EDIT:
Also, are you planning on using some lighting instead of just fog effects? Light would make that ZFGC cube look totally sick! My advice, if possible, is to at least put some kind of texture on it to make it not look so plain.

EDIT (Again. I'm making a habit of this):
Wait... are there textures on them? I noticed a little bit of shading? Anyway, the letters just seem a little plain and/or bright on the eyes.
Title: Re: [DEMO] The legend of Zelda 3D Flying Rooster
Post by: Drandula on November 11, 2009, 10:55:24 pm
It spins :) And I like left too, but I made another opinion.
I made logo, because I liked starting logo in start of
Crystal of Gidna demo :P

I have thought using lights, but I have never used them
so I dunno what to do ^^" And it uses textures, but
textures are just one color.  But they are easy to change :)

By the way, you can download that logo here:
http://www.zfgc.com/index.php#?action=resources&sa=view&id=163

~Drandula~
Title: Re: [DEMO] The legend of Zelda 3D Flying Rooster
Post by: DJvenom on November 13, 2009, 06:24:15 pm
(http://www.yoroshii.org/link_ww.png)
Title: Re: [DEMO] The legend of Zelda 3D Flying Rooster
Post by: FrozenFire on November 13, 2009, 10:11:23 pm
(http://www.yoroshii.org/link_ww.png)

Oh, heck yea!

It spins :) And I like left too, but I made another opinion.
I made logo, because I liked starting logo in start of
Crystal of Gidna demo :P

I have thought using lights, but I have never used them
so I dunno what to do ^^" And it uses textures, but
textures are just one color.  But they are easy to change :)

By the way, you can download that logo here:
http://www.zfgc.com/index.php#?action=resources&sa=view&id=163

~Drandula~

Yay! It does spin! And the fade in and out makes it totally sick!! :o My only advice is to replace the textures with some more interesting ones.

I was just fooling around a bit and I made an example for you. To make a long story short, my GM7 doesn't let me save :'( so all I can do is attach the texture. Just replace the old one with this and you'll see what I mean by "more interesting". It gives it a crate-like look, which you might not want, but just anything besides the plain color would be great! ^_^
Title: Re: [DEMO] The legend of Zelda 3D Flying Rooster
Post by: FrozenFire on November 13, 2009, 10:47:07 pm
Aha! Sorry for the double post, but I had to so I could attach the example (because I just fixed my GM7 problem).

Anyway, I just replaced the plain textures with my own, that's all. And it's just an example, so obviously it's not good enough to keep, though it is better than being plain. It's just to give you an idea of what I mean by adding a texture.

I'm thinking that a shiny looking texture would be nice or just add some kind of shading around the edges of the letters. You really don't need lighting effects if you don't want to have to learn how to do that.

EDIT:
Btw drandula, have you seen the thread about ZFGC logos?
ZFGC Logos! Yay! (http://www.zfgc.com/forum/index.php?topic=1994.0)
Title: Re: [DEMO] The legend of Zelda 3D Flying Rooster
Post by: Drandula on November 14, 2009, 12:34:56 am
I tested it already with gif you sent.

And I saw the topic about ZFGC logo, so I changed little
my logo. I added lighting, but I have problems with
Z's /  Its totally black :I Lightnings doesnt work with
it, and I had problems also with whole logo, but I fix'd
them. I just can't solve that Z (used vertexs). I should just rotate
block there :/
Rotated block, looks just fine.

But we should talk about FR project here, not logo :/

~Drandula~
Title: Re: [DEMO] The legend of Zelda 3D Flying Rooster
Post by: FrozenFire on November 14, 2009, 12:58:54 am
I tested it already with gif you sent.

And I saw the topic about ZFGC logo, so I changed little
my logo. I added lighting, but I have problems with
Z's /  Its totally black :I Lightnings doesnt work with
it, and I had problems also with whole logo, but I fix'd
them. I just can't solve that Z. I should just rotate
block there :/

But we should talk about FR project here, not logo :/

~Drandula~

Wow, fast!

About the problems with the Z:
The light isn't working most likely because the light only works on the "face" of whatever you're drawing. For example, if you were to draw a simple wall, there is a face and a backside. The light must be hitting the face to work, but if it hits the backside it will only show black.
In this case, I agree that you should use a rotated block because it would be pretty difficult to figure out how to draw the vertex shape correctly (actually, I'm not even sure if lighting works with vertex shapes in GM..?).
Anyway, the new one looks good!

And this is part of the Flying Rooster game, so it's on topic. ^_^

One more thing: I always set culling to false in my 3D projects because it can help make the game go much faster.

A little info about culling, if you don't know:
Quote from: Game Maker Help
A triangle has a front and a back side. The front side is defined to be the side where the vertices are defined in counter-clockwise order. Normally both sides are drawn. But if you make a closed shape this is a waste because the back side of the triangle can never be seen. In this case you can switch on backface culling. This saves about half the amount of drawing time but it leaves you with the task of defining your polygons in the right way. The following function exists:

d3d_set_culling(cull) Indicates to start backface culling (true) or stop backface culling (false).

FPS was good for me in your demo but it's still a good idea anyway. XD


EDIT:
I Just realized that culling might not work so well with some of your models... hmm. You may be able to set it for specific models instead of setting it for everything.


*waits a couple weeks*

EDIT AGAIN (lol):
Just wondering if anything has been going down with this project as of late???
It's been a while with no updates whatsoever.
Title: Re: [DEMO] The legend of Zelda 3D Flying Rooster
Post by: Wasabi on December 01, 2009, 01:34:40 am
I don't think I've commented on this before, but I have to say this is one of the best 3D games I've seen come out of game maker. 30fps all the way, except at the 400 pots part where it dropped to around 20-25.
Title: Re: [DEMO] The legend of Zelda 3D Flying Rooster
Post by: Drandula on December 01, 2009, 03:35:19 am
Thanks Darklight :)

To reply FrozenFires latest edit. I have been busy studying,
because being almost month sick wasn't good for my stydies.
But lately I have tried change code for Options and I have been
doing other little things. Also fixed some bugs with shield.
So no major updates, which I didn't necessary to mention about.

But you can help me redoing textures :)

~Drandula~
Title: Re: [DEMO] The legend of Zelda 3D Flying Rooster
Post by: FrozenFire on December 01, 2009, 06:42:45 am
Thanks Darklight :)

To reply FrozenFires latest edit. I have been busy studying,
because being almost month sick wasn't good for my stydies.
But lately I have tried change code for Options and I have been
doing other little things. Also fixed some bugs with shield.
So no major updates, which I didn't necessary to mention about.

But you can help me redoing textures :)

~Drandula~

Ah, I totally understand about having school and getting sick. I've got finals right now and I need to finish 4-5 papers (can't remember exact number).

As far as textures go, I'm not extremely skilled in graphics, though I am working at increasing my skills as a spriter so I'd love to help if I can.
I should be able to help out a little after finals are over (december 10th), but I have already promised to help out other people with lots of other things. Still, I think I can handle doing a few textures for you.

It really depends on what you mean by "redoing textures" though.
What textures do you need?

EDIT:
NM, found the topic where you requested textures. ^_^
Title: Re: [DEMO] The legend of Zelda 3D Flying Rooster
Post by: FrozenFire on December 04, 2009, 08:51:01 am
Yes, I know I know, double post. BUT, drandula, I wanted to make sure you saw the screenie I've attached.

I was just seeing how those WW texture rips would look, so I changed the rock texture and started on the pathways. Obviously the grass and a few other things need changing as you said in your texture request post (http://www.zfgc.com/forum/index.php?topic=35401.0).

Anyway, let me know what you think and I will make the corner paths match the WW style and I will begin on the grass and some other stuff if you want.
Title: Re: [DEMO] The legend of Zelda 3D Flying Rooster
Post by: Drandula on December 06, 2009, 10:43:14 am
^Ok

I was thinking, are Deku and Goron Link necessary, because
I can't develop any good idea which includes those two,
also doing three Links makes things lot harder.

Say your opinion, should I remove Deku and Goron from the
game?

~Drandula~
Title: Re: [DEMO] The legend of Zelda 3D Flying Rooster
Post by: Mamoruanime on December 06, 2009, 10:52:16 am
^Ok

I was thinking, are Deku and Goron Link necessary, because
I can't develop any good idea which includes those two,
also doing three Links makes things lot harder.

Say your opinion, should I remove Deku and Goron from the
game?

~Drandula~

I would focus on developing normal Link first. Leave the code in for the other two, but disable their functionality for now. I think you have a winner, and it'd suck to get overwhelmed with side features :p
Title: Re: [DEMO] The legend of Zelda 3D Flying Rooster
Post by: Corniune on December 06, 2009, 10:55:01 am
I don't hang around these forums are lot, but dang; this is the best fangame I've seen come out of them. : o

You HAFTA finish it!
Title: Re: [DEMO] The legend of Zelda 3D Flying Rooster
Post by: SlimmyG on December 06, 2009, 12:10:26 pm
^Ok

I was thinking, are Deku and Goron Link necessary, because
I can't develop any good idea which includes those two,
also doing three Links makes things lot harder.

Say your opinion, should I remove Deku and Goron from the
game?

~Drandula~

As much as Id love for them to be in there, if they're not going to fit well you should take them out. Maybe save them for a sequel?
 :P
Title: Re: [DEMO] The legend of Zelda 3D Flying Rooster
Post by: FrozenFire on December 06, 2009, 10:45:32 pm
^Ok

I was thinking, are Deku and Goron Link necessary, because
I can't develop any good idea which includes those two,
also doing three Links makes things lot harder.

Say your opinion, should I remove Deku and Goron from the
game?

~Drandula~

I would focus on developing normal Link first. Leave the code in for the other two, but disable their functionality for now. I think you have a winner, and it'd suck to get overwhelmed with side features :p

I completely agree with everything Mamoruanime said. Don't worry about the other two, for now just focus on developing Link's engine. Btw, the shield looks good! :)
Title: Re: [DEMO] The legend of Zelda 3D Flying Rooster
Post by: DJvenom on December 15, 2009, 04:57:15 am
the jars, rocks, and bombs should all be 2d for style :D
Title: Re: [DEMO] The legend of Zelda 3D Flying Rooster
Post by: Drandula on December 17, 2009, 12:47:06 am
^ I had thought that some weeks ago, just haven't remembered make it. So I quickly made some code, in options you can choose use 2D or 3D items. This makes game little faster, I tested it in 400 pot area, where I have normally without lines 6-7fps (dhu I got slow computer, you get about 20 here) And using 2D images it runs in 10-11fps. So the lightest options are run with 2D images and no Toon-lines, also changing roundness is available, but not recommended. It may fasten game little bit, but game starts look horrible :S (Yeah, changeable how much and when drops roundness)

Most of time I'm redoing my old code, like Rupee drawing code, horrible amount of lines. Later I noticed, using ellipsoid(small roundness) looks almost same, so its only one line now. And other little things I have changed from code.

Now I don't feel up to write more, I'm going sleep.
Title: Re: [DEMO] The legend of Zelda 3D Flying Rooster
Post by: LTGH on January 22, 2010, 03:06:51 pm
Any news regarding this project?
Im checking it like once every third day, and havent heard anything for a while :p
(i stealth around on these forums alot, about once a day.. for those people who wonder where i came from xD)
But im to busy working on my own stuff.. which is warcraft 3 maps, and since there is other forums for that, i dont really have time to be active here anymore : /
Title: Re: [DEMO] The legend of Zelda 3D Flying Rooster
Post by: Drandula on March 05, 2010, 10:53:42 am
Sorry guys I haven't updated this for long time.
Its because I was officially in break making this. But yesterday
I started making this again by making hookshoot. From screens you
can see what it looks like:
(http://gms.facepaw.net/index.php?act=attach&type=post&id=2535)
One little detail, that gray block in hkshoot rotates when shooting with it.

~Drandula~

ps. Gorons are going to drown in this game.
Title: Re: [DEMO] The legend of Zelda 3D Flying Rooster
Post by: Zaeranos on March 05, 2010, 12:18:11 pm
It's alive! IT'S ALIVE!!!!!!!!!



Nice to see you working on it again. Love to see the hookshot in action.
Title: Re: [DEMO] The legend of Zelda 3D Flying Rooster
Post by: GieVeNT on March 05, 2010, 01:58:14 pm
Stunning. This game is incredible. The graphics style of choice you've gone with is great.
Word of advice, if you plan on making a full game, keep it short , otherwise you'll overwork yourself and never finish it.

Can't wait to try out some items. The last demo was fun.
Title: Re: [DEMO] The legend of Zelda 3D Flying Rooster
Post by: FrozenFire on March 05, 2010, 03:01:38 pm
Hey drandula! Great to see you're back and working on this again! I was sad because I thought you abandoned it; I should have had more faith in you. *slaps self-face*

The hookshot looks great btw!
Title: Re: [DEMO] The legend of Zelda 3D Flying Rooster
Post by: rhalifax on March 05, 2010, 04:10:58 pm
this just keeps looking better and better! =] keep it up!
Title: Re: [DEMO] The legend of Zelda 3D Flying Rooster
Post by: Janet Merai on March 05, 2010, 07:12:36 pm
Looks good so far :3

Keep it up!
Title: Re: [DEMO] The legend of Zelda 3D Flying Rooster
Post by: DJvenom on March 05, 2010, 08:47:47 pm
It's back! :D!!!!!!
Title: Re: [DEMO] The legend of Zelda 3D Flying Rooster
Post by: Drandula on March 05, 2010, 10:43:31 pm
Thank you guys :)

So I'm back working this. Still I haven't made the story and
that bugs me alot. I want make it dramatic and deep story,
but I have no ideas :I
Hookshoots main purpose isn't ready, but killing Octorocs or
picking up pot/rocks is done. I don't think its that hard, I
have imagined already what kind of code I need

So I think tomorrow its already done.

GieVeNT; Hylian, Goron, Zora and Deku. Four temples and
final temple. That is my goal for now. But I need the story T^T

FrozenFire , Haha when did I say this project is dead?

Btw, shooting Octorocs with hookshoot is fun ^__^

 (\(\
 (. .) ~Drandula
o(" "
Title: Re: [DEMO] The legend of Zelda 3D Flying Rooster
Post by: Ethelon on March 05, 2010, 11:18:46 pm
Holy crap that looks amazing.

Is there anyway to always antialias the edges? It'd just look smoother (though that'd probably slow down the fps alot).
Title: Re: [DEMO] The legend of Zelda 3D Flying Rooster
Post by: Drandula on March 05, 2010, 11:36:49 pm
^ Thank you :)
Okay you mean this kind of thing, right? :
http://www.tuxmachines.org/images/openoffice_31_antialias.png

I don't know how to that by myself. But I found surface fix for 3D
So it enables to blur game etc. So blurring a little should do same thing,
right?

I can test it immediatly.

~Drandula~
Title: Re: [DEMO] The legend of Zelda 3D Flying Rooster
Post by: FrozenFire on March 05, 2010, 11:55:10 pm
I agree that anti-aliasing would be nice (or the blurring if it works for the same effect). Still, if it drops the FPS too much, I'd personally rather have less "look" and more "play". Even as it is, it still looks really great, especially when keeping in mind that this is Game Maker's 3D.
Title: Re: [DEMO] The legend of Zelda 3D Flying Rooster
Post by: Drandula on March 06, 2010, 12:02:28 am
http://fc09.deviantart.net/fs70/f/2010/064/b/c/Blur_test_by_RetroWolf.png
Nah, it didn't exactly give effect I wanted. Also for some reason hud items are transparent now.
Oh, yes. My Fps were going slowly.

Frozenfire, I have made many options for game, so with crappy computer you can just turn lowest possible setting etc. I haven't made any options menu yet, but changing one value I can turn off toonlines or make some 3D objects to only sprites. Also you can change shapes roundness, but this isn't recommended.

Also now hookshoot is working somehow, but it does have some bugs I need fix.

~Drandula~
Title: Re: [DEMO] The legend of Zelda 3D Flying Rooster
Post by: FrozenFire on March 06, 2010, 12:32:16 am
http://fc09.deviantart.net/fs70/f/2010/064/b/c/Blur_test_by_RetroWolf.png
Nah, it didn't exactly give effect I wanted. Also for some reason hud items are transparent now.
Oh, yes. My Fps were going slowly.

Frozenfire, I have made many options for game, so with crappy computer you can just turn lowest possible setting etc. I haven't made any options menu yet, but changing one value I can turn off toonlines or make some 3D objects to only sprites. Also you can change shapes roundness, but this isn't recommended.

Also now hookshoot is working somehow, but it does have some bugs I need fix.

~Drandula~

About the blur: That effect reminds me of the lighting effects in Twilight Princess. I think it's better without it, but you might be able to use that as an effect in a certain situation? Unless it just kills FPS, as it seems to do from your comment. Probably best just to scrap it. Maybe there's another way you will find to anti-alias, but I wouldn't worry about it too much.

About the FPS issue: My computer could easily handle it (I got a very nice new one during the time you were gone), but some people are still burdened with slower computers (and my heart is saddened for them :'().
It's great that you have so many compatibility options. It could even mean playing this on my laptop (used to be my fast computer but is now my slow computer)! XD
Title: Re: [DEMO] The legend of Zelda 3D Flying Rooster
Post by: Ethelon on March 06, 2010, 01:31:47 am
Hmm, I agree that you should "scrap" it if it drops the fps too low, but I think that image blurred it way TOO much. So if there could be a less intense edge blur, that'd be pretty sweet. If anything, it could be part of some high settings option.

I can't wait for a new demo. Will the hookshot work both ways? (1 that doesnt change the view while targetting, the other that goes FPS style).
Title: Re: [DEMO] The legend of Zelda 3D Flying Rooster
Post by: Wasabi on March 06, 2010, 10:00:35 am
Antialiasing is drawing the textures and polygons at 2x, 4x, 8x etc the size and then scaling the resulting image down with a smooth scaling algorithm.
You can always force it in the graphics card options if you'd like. I wouldn't reccommend trying to make a similar effect with blurring though, because antialiasing is usually handled by the graphics card/processor and not the actual game.
Title: Re: [DEMO] The legend of Zelda 3D Flying Rooster
Post by: Mamoruanime on March 06, 2010, 10:07:18 am
I'm pretty sure he's using shaders, so it should be handled by the gfx card anyway and not via software.

I think the effect is a bit too much though. It'd be nice for like OoS or something in the summer, but I think as a constant thing it's a bit bad. Should add some form of rim lighting though, since that's pretty sweet :p
Title: Re: [DEMO] The legend of Zelda 3D Flying Rooster
Post by: Ethelon on March 06, 2010, 06:53:30 pm
Mm, you could actually increase the blur and use it for cutscenes, like when Link is dazed and looks around.etc Just a thought... I'm sure that'd look pretty cool.

The shadows of the trees are bugging me though =/
Title: Re: [DEMO] The legend of Zelda 3D Flying Rooster
Post by: FrozenFire on March 06, 2010, 07:04:27 pm
Btw, drandula, I was just wondering if you might have a new demo on the way? XD
At least a new video would be nice. I'd really like to see that hookshot in action. ;p
Title: Re: [DEMO] The legend of Zelda 3D Flying Rooster
Post by: Drandula on March 07, 2010, 12:38:31 am
Nah, no demo for a while. I feel it doesn't have enough stuff :I
But here is video, playing around in test room:
http://www.youtube.com/watch?v=9OTkKpTs36I
You can run when using hookshoot, but I will change that. You stay
still (if not Z-targetting) so its easier to aim. And should it be like OoT?
Going First person?

Quote
The shadows of the trees are bugging me though =/
I'm so used to them, I can't see whats wrong with them :\

~Drandula~
Title: Re: [DEMO] The legend of Zelda 3D Flying Rooster
Post by: FrozenFire on March 07, 2010, 02:02:47 am
First, WOW!!!!! THIS IS THE BEST ZELDA PROJECT EVER!!!!! I love how the bombs have a lit fuse. I also love both the bomb explosion and the enemy "poof" explosion as well. Targeting looks amazing, the octorocks look even better than they previously did. There is just so much good stuff to say about this! IMO, this is hands down the most wicked-sick Zelda project on ZFGC.

... should it be like OoT?
Going First person?

No, not for this style. It would be very unnecessary and it wouldn't really fit with the design of the game; it's great how it is.

Of course there was that one time I noticed the hookshot tip going through the sign, and it looked wrong. I'm sure you're working on the hookshot still, and I know that the hookshot will work amazingly once you are done, but I figured I'd point it out anyway.

Oh, I also like how the fairy moves. So great, keep it up drandula!! :D
Title: Re: [DEMO] The legend of Zelda 3D Flying Rooster
Post by: Zaeranos on March 07, 2010, 07:45:26 am
That really looks good. But, I have some remarks to make.

- When you throw a bomb against an enemy the enemy gets destroyed, before the explosion. Some how this does not seem right.
- When Z-targetting, the fairy moves to the target after the lock. I think you should have the fairy move to the enemy before. Because then you know want you are going to lock on.
- Like you already said you can move and turn with the hookshot out.
- FF said this as well. But I think the collisions between objects and the hookshot point seem off. You don't notice this with big objects like trees, but the sign it looks really weird. Then again Nintendo always solved this by destroying the sign instead of being pulled towards it.
- You should really think about what you can do with the hookshot. There are things that you can grab (like stones) or can pull towards that just don't seem right.

Well, keep up the good work.
Title: Re: [DEMO] The legend of Zelda 3D Flying Rooster
Post by: pxl_moon (dotyue) on March 07, 2010, 08:41:14 am
- You should really think about what you can do with the hookshot. There are things that you can grab (like stones) or can pull towards that just don't seem right.

in original zelda the hookshot behaves for stones just like here for the tree or th e sign but what also doesn't seem to be right is that it doesn't grab rupees ( /items) to link.
Title: Re: [DEMO] The legend of Zelda 3D Flying Rooster
Post by: Ethelon on March 07, 2010, 10:41:33 pm
@FF
I think he means like when you use the hookshot and you're not z targetting, it goes 1st person. I think that's a better approach.

As for the shadows, It just looked wierd when the shadows overlapped.
Title: Re: [DEMO] The legend of Zelda 3D Flying Rooster
Post by: FrozenFire on March 08, 2010, 02:38:20 am
@FF
I think he means like when you use the hookshot and you're not z targetting, it goes 1st person. I think that's a better approach.

If he does go first person, he'd have to change his level/model designs because of what the player would be allowed to see. It adds a whole other aspect of the world. If he just keeps the world design as is but goes first person, it wouldn't look right, imo (e.g. the tree's would all be the same height and it would seem a little strange, also he'd need to have background scenery, etc).
After visualizing it in my head, I just think it would be better to stay in the same overhead 3rd person view, z-targeting or not.

As for the shadows, It just looked wierd when the shadows overlapped.

I agree, the shadows do look a little weird when they overlap. But it doesn't bother me so much.

I also agree with all of the things Niek pointed out.
Title: Re: [DEMO] The legend of Zelda 3D Flying Rooster
Post by: DJvenom on March 08, 2010, 03:05:06 am
I came up with a method in GM to not have the shadows look off when overlapping, but I don't think it would translate to 3d as easily, as it uses offscreen surface buffers :P
Title: Re: [DEMO] The legend of Zelda 3D Flying Rooster
Post by: Dark-Hylian on March 08, 2010, 03:07:41 am
That really looks good. But, I have some remarks to make.

- When you throw a bomb against an enemy the enemy gets destroyed, before the explosion. Some how this does not seem right.


It works the same in MC, and TP if I'm not mistaken... throwing stuff at people is supposed to hurt them.
Title: Re: [DEMO] The legend of Zelda 3D Flying Rooster
Post by: Aero88 on March 08, 2010, 03:11:51 am
After visualizing it in my head, I just think it would be better to stay in the same overhead 3rd person view, z-targeting or not.

Hmm...  As much as I often agree with you.  I have to say that I i would really like to see it first person as much as possible.  I agree that it would add extra levels of difficulty, but if it were possible to do I think it would be superb.  Having said that It will be  awesome either way.  I just love first person zelda games.  (Nintendo needs to make a handheld first person) IMO.
Title: Re: [DEMO] The legend of Zelda 3D Flying Rooster
Post by: DJvenom on March 08, 2010, 03:14:06 am
As for the bomb killing the octorok if you hit him with it, I'd say it should only stun him, as you probably pulled the bomb out to blow him up.
Title: Re: [DEMO] The legend of Zelda 3D Flying Rooster
Post by: Drandula on March 08, 2010, 04:20:18 am
Now bomb explodes right away when throw it at octoroc.
Rupees/ items are pickable with hookshoot.
Hookshoot won't go through sign.
Hookshooting rock will pull Link towards rock.
You can't turn when shooting with hookshoot.
Hookshoot stuns octoroc instead of killing it.

http://fc01.deviantart.net/fs70/f/2010/066/e/e/More_screens_by_RetroWolf.png

Left is worst possible graphical setting.
Toonlines off, shapes roundness dropped also rocks etc. are sprites.
That rock is made using touchpad :P There is many placeholders in
graphics, which should be changed


Right one, testing hookshoot aim without Z-targetting.
With Z-targetting its same as in video.
This targetting gives more accurate shooting than still camera.

Still I prefer hookshoot+octoroc=dead than just stunned :/

~Drandula~
Title: Re: [DEMO] The legend of Zelda 3D Flying Rooster
Post by: Ethelon on March 08, 2010, 04:50:01 am
Those just look too amazing ><

I thought for rocks, when you hookshot them, your hookshot just hits em, sparks fly, and it retracts quickly. Same effect for hookshotting water.

This is looking great, and really smooth so far. Good job.

I can't wait to see rolling implemented =D
Title: Re: [DEMO] The legend of Zelda 3D Flying Rooster
Post by: Drandula on March 08, 2010, 09:29:09 pm
Those just look too amazing ><
...
This is looking great, and really smooth so far. Good job.
Thank you :)

Quote
I thought for rocks, when you hookshot them, your hookshot just hits em, sparks fly, and it retracts quickly. Same effect for hookshotting water.
That would be best opinion.

Quote
I can't wait to see rolling implemented =D
Ermmmm... I didn't understand ^^"

~Drandula~
Title: Re: [DEMO] The legend of Zelda 3D Flying Rooster
Post by: Aero88 on March 08, 2010, 10:30:45 pm
Quote
I can't wait to see rolling implemented =D
Ermmmm... I didn't understand ^^"

I think he ment character rolling.  As in, link rolls to move faster.  XD
Title: Re: [DEMO] The legend of Zelda 3D Flying Rooster
Post by: Drandula on March 11, 2010, 03:46:24 pm
Mmh... It's pretty hard to do, but not impossible.
I need remake Links shapes rotations etc. so they
rotate right, but biggest problem I see in back. It should
be curve (\ when rolling but because its basic shape
its just straight /\ and that won't look good.

Maybe breaking it in two pieces... Like two small cones and
one ellipsoid so it wont look it got in two pieces. then it can
be rotated.


~Drandula~
Title: Re: [DEMO] The legend of Zelda 3D Flying Rooster
Post by: hawthorneluke on March 12, 2010, 02:28:51 am
Quote
I can't wait to see rolling implemented =D
Ermmmm... I didn't understand ^^"
I think he ment character rolling.  As in, link rolls to move faster.  XD

I doubt rolling would be implemented to just make link move faster. Why not just allow him to run faster instead of having the player constantly tap a button? >_<
More like, to smash into stuff such as boxes to break them or trees to drop something from them as well as getting out of an enemy's/bosses attack's way

Game looks great btw though :D
Title: Re: [DEMO] The legend of Zelda 3D Flying Rooster
Post by: Aero88 on March 13, 2010, 04:15:05 am
Quote
I can't wait to see rolling implemented =D
Ermmmm... I didn't understand ^^"
I think he ment character rolling.  As in, link rolls to move faster.  XD

I doubt rolling would be implemented to just make link move faster. Why not just allow him to run faster instead of having the player constantly tap a button? >_<
More like, to smash into stuff such as boxes to break them or trees to drop something from them as well as getting out of an enemy's/bosses attack's way

Game looks great btw though :D

Point taken.  That would be much better.  I was simply trying to clarify what it was that was rolling.
Title: Re: [DEMO] The legend of Zelda 3D Flying Rooster
Post by: Drandula on March 13, 2010, 07:04:21 am
I understand it already, I have played most of Zelda games.
Simply I was just too tired (stupid) to understand what he ment with rolling :P

But just moments ago I made up this kind of background story:
- - -
In time of Hyrule there have been four legendary heroes, who saved the land of Huryle from the evil. Those four had power compared to goddessess, or as another legend says, they were gods itself. Each one seemed resemble the parts of Triforce; Power, Wisdom and Courage. But one of them was different. She had power of Time itself.

After the evil was defeated, the four legendary heroes disappeared. Most of the people of Hyrule say the heroes went back to the Heavens they came from. Others think the legend is just a fairytale to tell the children. And some believe that the four godlike heroes are still among them.

But what really happened..?

Fourth one, who possessed most powerful element, Time itself, had betrayed other ones and sealed them in flows of time. Power of these three other ones were granted by Din, Naury and Farore, who saw Fourth had turned to evil and sealed her away.

Thus goddessess couldn't bring three Heroes back, they made powerful item which will remind everyone about those three Heroes and gave power of those three legendary ones to this item. Item, which people shall remember as Triforce!

As legend is told by people, legend changes as people, but memory of Four legendary hero still exists in the Triforce. Whoever obtains it, can see true legend of Four heroes.

- - -
I really don't know much about Zelda's legends or history.
But I feel this story is so full of glichés and so are another ideas I had for this story :I

Edit. Oh yeah, I haven't slept at night when I wrote this. Sooo tired... Gotta sleep and look at that again.

~Drandula~
Title: Re: [DEMO] The legend of Zelda 3D Flying Rooster
Post by: Zaeranos on March 13, 2010, 04:25:28 pm
Actually the story began rather good, with those four heroes. Although four is not the number I would chose. More an odd number like 3, 5 or 7. But then you had to drop in this part:

Quote
As for Fourth one... She were sealed in item, which three Goddessess made.  Goddessess, Din, Naury and Farore couldn't perish Fourth one, because Fourth one exists as long as time runs in this world. Thus this item cannot be destroyed, but power of Fourth one still exists and can be used by anyone, who use this item. This item is possessed by Huryles Royal and this item is named as Ocarina of Time!
It completely ruined the story. Especially the Ocarina of Time part. It so much looks like you want to let your story hook up with OOT and MM. Don't do that. Look at other Zelda stories for inspiration, but don't go and tie in your story with them.

Oh yes, I don't want to offense you. But maybe it is time for you to get a refresher course in English. I know it is not your native language, which is plain obvious from your story. But the mistakes make your story hard to read. First of all use the words "the" and "a/an" a lot more. Making a story enjoyable is not only content, but also having a good presentation. Just a little example of improvement:

Original:
Quote
But after evil being defeated four legendary heroes disappeared. People of Huryle say they went back to Heavens, someones thinks legend is just fairytale, but there is also people who believes those four god-like  heroes are still with us.
Improved:
Quote
After the evil was defeated, the four legendary heroes disappeared. Most of the people of Hyrule say the heroes went back to the Heavens they came from. Others think the legend is just a fairytale to tell the children. And some believe that the four godlike heroes are still among them.


PS: On the rolling part. I don't know exactly how you create the body of Link, but for the rolling animation you could use and ellipsoid with a texture, instead of twisting and turning Link's body. Considering the graphical style you are using it probably won't look bad at all. It would be similar to the goron rolling in MM.
Title: Re: [DEMO] The legend of Zelda 3D Flying Rooster
Post by: Drandula on March 14, 2010, 04:55:21 am
Thank you. That part, I'll delete that. Fourth one shall be antagonist and won't be sealed in Ocarina of Time. This Also I wanted four heroes, because heroes also resembles Huryles species, Seikah/Hylian (Which one :s), Zora, Goron and Deku. Time, Wisdom, Power and Courage.

My english sucks, I know -___-" (got 6 in school, 4 worst 10 best)
So don't you mind if I replace my text with your improved text :3
Also I'm already joining English courses. Btw, I have been learning english about 9 years :D
About half of my life :D


About rolling, ellipsoid as rolling Link would look awful. That's why I'm trying to animate it even its much harder. Need play with transformations, lengthdirs and rebuild structure of Link model etc. Ellipsoid is last opinion for rolling.

~Drandula~

Edit. By the way, would it be nice if in game you can by thing to bow, that you are out of arrows, it uses rupees to shoot arrows. Like in first Zelda :P
Title: Re: [DEMO] The legend of Zelda 3D Flying Rooster
Post by: Zaeranos on March 14, 2010, 08:02:43 am
My english sucks, I know -___-" (got 6 in school, 4 worst 10 best)
So don't you mind if I replace my text with your improved text :3

No problem.

Also I'm already joining English courses. Btw, I have been learning english about 9 years :D
About half of my life :D

English isn't my native language either, but if found it useful to watch movies spoken in English and without the dutch subtitles, watching English fansubs, reading English books. Just using it in every day live could improve ones English drastically.

Edit. By the way, would it be nice if in game you can by thing to bow, that you are out of arrows, it uses rupees to shoot arrows. Like in first Zelda :P
Using ruppees as arrows was more a choice because of the limitation of the hardware, then an actual gameplay decision. You could do it if you want to, but I doubt it will add anything special to the game. Especially when ruppees are in abundance like in TP.
Title: Re: [DEMO] The legend of Zelda 3D Flying Rooster
Post by: Drandula on March 19, 2010, 02:42:02 pm
So I tried make rolling... Failed miserably -__-"
I somehow messed up my code etc. So Link was acting weird and I dunno why. But luckily I always make many backups.

I just did something stupid, but now rolling works. It still doesn't look as I wanted and that is irritating ><
Also now fairy goes to targetting object before targetting it, so you know what you are going to target at. But new bug appeared, sometimes you can't target object even fairy is ready for targetting. Trying to polish that bug off.

This project is going slooowlyyy... I should make up a team. *Roosteeers!*

Niek, I often use english forums, watch english dubbed/subbed movies, just randomly talk english with my little brothers etc.

I want feedback about background story, thank you.
Title: Re: [DEMO] The legend of Zelda 3D Flying Rooster
Post by: Eleo on March 20, 2010, 06:58:03 am
If I understand correctly, drandula's native language is finnish, and since learning finnish is like beating yourself with a deku stick for seven years (seriously, grammar-wise it's probably WORSE than learning latin, or so my finnish friends tell me) it is totally OK that english is hard. Umm, yeah I don't mean it in a bad way I just mean... going from finninsh to english... it's hard cause the language center in your brain is filled to the brim with your own language... which is hard. Right?

Anyhoo, the backgroud story.

I find the idea of pre-historical heroes sealed away somewhere in the time/space of Hyrule interesting. I imagine you are going to let the hero of the game have a reason to find these pre-heroes, either to fight a newly risen evil or just because, well, it's the neighborly thing to do. That idea gets a thumbs up.

If you want to have the heroes sealed and hidden in TIME, having the Ocarina of Time reappear as a means to travel more freely between timeperiods, not as much as adult/child timelines as in OoT, but perhaps as in several different timeperiods, like in the SNES game Chrono Trigger, it would be interesting, and certainly an excitingly new touch to the series. However, remember that it wold mean a helluva lot more work for you, making different timeperiod-versions of every map in the game.

Now to the parts I feel... dubious about. The triforce and the "time" thingie.

New takes on the Zelda story is of course commendable, but I feel that tampering with the whole concept of how the Triforce came into being is a bit too much - I just think it would be more fun if you built your story without changing anything already stated many times in the games, cause Zelda fanatics tend to flinch and feel uncomfortable about those things (I do.)
The triforce was left behind after the goddesses left their newly created world.

The other thing is about making four heroes, a female which is related to time... Basically, even if I might get hammered about this later, MANY - not all but enough, zelda fans think that the "goddess of time" mentioned in majoras mask is Nayuru, the goddesses of wisdom who brought the spirit of law to the world. Many perceive this as "She made time move" and she made the laws of physics, gravity, etc. Separating the power (triforce) "Wisdom" with the concept of "time" craves a helluva good motivation for it...

Maybe instead of betrayal, an accident (or a last curse from the evil they fought) sent them flying through the dimensions, and Link goes on a mission from Zelda/old wise man/deku tree/ whoever is knowledgable about this - in order to find and rescue them cause the prehistorical evil (Worse than Ganon! Oh my!) has risen again and only they know how to stop it.. Maybe the evil is what corrupted Ganondorfs heart... a chaos god.. wait, now I'm losing it!

About the idea of the fourth evil heroine: Basically, I've read fanfics, and such, portraying female bad guys in Zelda, and... well, they suck. As a female zelda gamer, it's extremely awkward when people create lame female characters. Basically, because a "good girl" doesn't need any complex character and is therefore easy to create, but an antagonistic girl or woman needs something more. It's not that I think you're incapable of creating characters, but I'm just saying that it's HARD. creating the technical part of a game is hard, and your work looks good. But beautiful games with bad stories are always a bit sad to play, cause you feel like, "if only this character said that instead"

I guess it'd be more fun if you created a totally evil unworldy chaos-thing that cursed the three heroes, or even more dramaturgically interesting, CORRUPTED them. Maybe Link and Zelda could un-corrupt Ganondorf and team up in the ending battle.... ^^
Or if such a being corrupted whoever betrayed the three heroes and when Link meets this fourth person he/she is filled with regret and desperation...

Anyway, just DON'T mx in the riforce in a weird way, and please, don't seperate time&wisdom.
Maybe tte fourth "betrayer person" wasn't a hero, maybe it was a friend/family/royal person suddenly overtaken by dark powers...

Well yeah... I'm just saying... umm, yeah good luck. ^_^
Title: Re: [DEMO] The legend of Zelda 3D Flying Rooster
Post by: OSM on March 23, 2010, 08:37:00 pm
This is extremely impressive, I'm loving everything I'm seeing. I hope to see great things come out of this.
Title: Re: [DEMO] The legend of Zelda 3D Flying Rooster
Post by: Sinkin on March 24, 2010, 02:15:09 pm
Offtopic; OSM! Welcome back!  :D
Title: Re: [DEMO] The legend of Zelda 3D Flying Rooster
Post by: Drandula on March 28, 2010, 11:26:02 pm
Í had few important exams in last days, so I haven't done anything. But as writing, I have been rethinking the backstory:
- - -

In time of Hyrule there have been four legendary heroes, who saved the land of Huryle from the evil. Those four had power compared to goddessess, or as another legend says, they were gods itself. Each one seemed resemble the parts of Triforce; Power, Wisdom and Courage. But one of them was different, because she didn't resemble Goddessess. Her power were granted by people of Huryle.

After the evil was defeated, the four legendary heroes disappeared. Most of the people of Hyrule say the heroes went back to the Heavens they came from. Others think the legend is just a fairytale to tell the children. And some believe that the four godlike heroes are still among them.

But what really happened..?

Fourth one, had betrayed other ones and sealed them in flows of time. Power of these three other ones were granted by Din, Naury and Farore, who saw Fourth had turned to evil and sealed her in statue. This seal shall not break, unless Fourth one has pure heart once again.
Thus goddessess couldn't bring three other Heroes back, they made powerful items which will remind everyone about those three Heroes.

Still items true meaning have been forgotten by holders and items doesn't have their original powers...

As legend is told by people, legend changes as people, but memory of Four legendary hero still exists. Its out there, the true legend of Four Heroes.


I'll edit that later. But you see, no Triforce nor Ocarina of Time. I thought using those were bad idea from beginning, but I wanted see reaction. Eleo had good point, but uncorrupt Ganondorf was too much :s But new ideas are welcome :)

Again I'm writing on night, and I'm so tired >_< Gotta go sleep and reread my own text.
Ps. I got my driving license last Monday and last Thursday I got a car. Nissan Micra -95


~Drandula~
Title: Re: [DEMO] The legend of Zelda 3D Flying Rooster
Post by: Eleo on March 29, 2010, 06:37:45 am
Thumbs up for changed background story!

Haha, yes leave ganondorf alone, those thoughts of mine were mainly just my inner fangirl squeeling ^^

Congrats for getting your license! And a car! Yowsa! ^__^

Btw, it's still a while before you'll start working with dialogue scripts and such, but if you want to, I'd LOVE to help you with all text-related things, grammar checks, dialogue brainstorming, anything.

I speak/write english(quite) and swedish(totally) fluently and love reading and writing so if you want to use me give me a holler!
Title: Re: [DEMO] The legend of Zelda 3D Flying Rooster
Post by: Drandula on April 11, 2010, 08:32:12 pm
Btw, it's still a while before you'll start working with dialogue scripts and such, but if you want to, I'd LOVE to help you with all text-related things, grammar checks, dialogue brainstorming, anything.
Oh, that would be neat :) You can help me anytime :D

Then... PERKELE! Laptop crashed, which had project in it D:< I cannot start up Windows, and boot menu is only accessable. This laptop did have problems with fan and overheated several times. But I don't exactly know what happened, because some of my little brothers used it when I was driving back home.

Good news are, that I have project also in my memory card, but I cannot test how old it is. Reason for this is because laptop had only memory card slot, which is built-in.

So basically, this is frozen until I get new memory card reader. And my money went for my car equipments, (DVD-player and Navigator :P)

~Drandula~
Title: Re: [DEMO] The legend of Zelda 3D Flying Rooster
Post by: Mirby on April 11, 2010, 11:54:32 pm
 :(

That really sucks... How sad... I hope your computer woes resolve themselves in a positive manner!
Title: Re: [DEMO] The legend of Zelda 3D Flying Rooster
Post by: Drandula on April 14, 2010, 08:09:44 pm
:(

That really sucks... How sad... I hope your computer woes resolve themselves in a positive manner!
I dunno can it be fixed :/
finally I can read that memory card. I used my Navigator as memory card reader :D
Backup isn't that old, but I need make rolling again.
But really this sucks :I Thank heavens I still got my backup.
Title: Re: [DEMO] The legend of Zelda 3D Flying Rooster
Post by: Mirby on April 14, 2010, 09:22:38 pm
I had a backup for a mario game I was making years ago... sadly it was before I completely redid the game... At least yours is relatively recent, right?
Title: Re: [DEMO] The legend of Zelda 3D Flying Rooster
Post by: Drandula on April 14, 2010, 09:43:40 pm
That backup had been made after video, so its pretty recent. Other backups were from last year :s
Title: Re: [DEMO] The legend of Zelda 3D Flying Rooster
Post by: Random on April 15, 2010, 12:24:39 am
Few. I almost thought this project was scrapped. We were talking about your game in the Z3 topic. Are you going to submit a demo?
Title: Re: [DEMO] The legend of Zelda 3D Flying Rooster
Post by: Drandula on April 27, 2010, 02:25:47 pm
Got laptop back~ Tough it still has fan problem, so sudden shut downs are problem :I
What is Z3 ^^"
Title: Re: [DEMO] The legend of Zelda 3D Flying Rooster
Post by: Zaeranos on April 27, 2010, 03:34:41 pm
Read this: http://www.zfgc.com/forum/index.php?topic=35972.0
Title: Re: [DEMO] The legend of Zelda 3D Flying Rooster
Post by: Random on April 27, 2010, 06:20:46 pm
Now that you know, will you enter?
Title: Re: [DEMO] The legend of Zelda 3D Flying Rooster
Post by: Drandula on May 07, 2010, 01:22:20 pm
I don't think I will enter.

Sorry being busy, I haven't got time for doing anything important for game engine itself. But I have been thinking story etc.

I used some paint skills and made sketch up Goron Mines, check attachment. Edit. I added textures to sketch, check second attachment. Used MS Paint :D

~Drandula~

Ps. Daamn, I'm really slow! Almost year of development and only this much done.
Title: Re: [DEMO] The legend of Zelda 3D Flying Rooster
Post by: Eleo on May 08, 2010, 07:11:18 pm
Good to see your computer is alive and that the project is moving, even if it's slow progress right now. If you want any feedback or text-help or such, feel free to PM me and I'll lend you a hand! :)
Title: Re: [DEMO] The legend of Zelda 3D Flying Rooster
Post by: Drandula on November 03, 2010, 03:17:12 pm
Oh hell, I haven't worked on this for ages.
I had't counted what things I have done in past half year, but here things what I have done today:
 - Fixed bug with targeting, the problem was fairy goes to nearest enemy and stays above same enemy even it isn't nearest anymore. You couldn't target enemy because targeting enemy had to be nearest one and have fairy above it.
 - Meaningless IF's deleted and reduced use of IF's.
 - Backstory needs its final touch.
 - First boss design.
 - I decided finally what items there is.
 - Octorocs behavior is now different.  It wanders around until sees Link, red one keep shooting and following Link until dies or Link gets away, blue one shoots once and escapes. Blue one has double hp to red one.
 - Sounds added
 - Hookshoot fixed,  when targetting and shooting f.ex. sign, Link moved slowly to the target and hook went off.
 - Hookshoot stays better on target.  Before there was always gap when shooting in long ranges.
etc.

Tero Hannula

I'm going 10.1.2011 to the army.
Title: Re: [DEMO] The legend of Zelda 3D Flying Rooster
Post by: TomPel on November 03, 2010, 06:24:26 pm
Great to see you've made some progress!
Many of my friends are also going to the army 10.1. Where are you going to serve the time? Vekarajärvi?
Title: Re: [DEMO] The legend of Zelda 3D Flying Rooster
Post by: Drandula on November 04, 2010, 05:40:17 am
TomPel, have you made any progress lately? Because I am waiting for some updates :3
-

In game, there is no masks or ocarina, I decided few days ago leave ocarina. I was about bring masks back, but I didn't see any use for them.
There is 9 items +4 bottles +fire/ice/light arrows.
Three of items, bottles and ice arrows aren't needed to complete the game.
Time is after OoT and MM. The Great Deku Tree has grown old already, so it takes hundreds years after OoT/MM.
Atleast one longer sidequest.

Still I haven't made that damn sword >__< How I can call this game Zelda, if there is no sword?
It isn't hard to make, but I always end up doing something else.


Quote
Many of my friends are also going to the army 10.1. Where are you going to serve the time? Vekarajärvi?
No, I am going to Sodankylä. I haven't decided yet will I stay there half or full year. More likely full year, because it gives time think my future plans.
Title: Re: [DEMO] The legend of Zelda 3D Flying Rooster
Post by: Drandula on November 04, 2010, 06:40:03 pm
http://www.youtube.com/watch?v=0B9u3dw-JkY
Today, I made the Powder Keg.
Title: Re: [DEMO] The legend of Zelda 3D Flying Rooster
Post by: Bludleef on November 05, 2010, 02:25:29 am
Nicely done Drandula you never cease to amaze me with this project!  XD
Title: Re: [DEMO] The legend of Zelda 3D Flying Rooster
Post by: Subterfuge on November 05, 2010, 02:29:17 am
I will simply repeat my comment from the youtube video:

Boom
Title: Re: [DEMO] The legend of Zelda 3D Flying Rooster
Post by: Drandula on November 05, 2010, 02:16:27 pm
Yup, boom. Now normal bomb is like a firecracker :D
Yesterday I started and today finished the inventory, next one is Equipment and then Quest menu.
http://img31.imageshack.us/img31/8076/screenshot100bz.png

And here is the menu screen from the demo you can play:
http://img186.imageshack.us/img186/8611/oldmenu.png

I hadn't made before any menu code at all, so I made whole inventory in two days.
That includes changing items too.

Tero Hannula
Title: Re: [DEMO] The legend of Zelda 3D Flying Rooster
Post by: DJvenom on November 05, 2010, 03:42:50 pm
I really like the style of the kegs! If you'd like, once I get home this evening, I can re-vector all those menu items :)
Title: Re: [DEMO] The legend of Zelda 3D Flying Rooster
Post by: Drandula on November 05, 2010, 04:31:03 pm
Well, I made items with flash and that Menu background.
Title: Re: [DEMO] The legend of Zelda 3D Flying Rooster
Post by: Zaeranos on November 05, 2010, 06:17:09 pm
I like the inventory screen, but why is the red potion transparant (can see the bottom of the bottle) and the green and blue potions not.
Title: Re: [DEMO] The legend of Zelda 3D Flying Rooster
Post by: Drandula on November 06, 2010, 10:02:26 am
I thought red potion is more like juice than soup. It isn't big thing.

(http://img151.imageshack.us/img151/3152/screenshot112u.png)
Spider does not have any attack code or anything yet.

I first tried make flying skull, but it failed. I made it by primitive triangles. It had 56 triangles which all I wrote in Game Maker and when I looked it, it looked about the same as paper sketch. But few triangles were off their positions, because wrong numbers. I was too lazy to fix and I just deleted the enemy.
Title: Re: [DEMO] The legend of Zelda 3D Flying Rooster
Post by: King Tetiro on November 06, 2010, 10:05:27 am
I dont like the skull on the back of the spider. Looks too daft for the style.

Btw, why the deku nuts in the inventory?
Title: Re: [DEMO] The legend of Zelda 3D Flying Rooster
Post by: Drandula on November 06, 2010, 04:39:42 pm
I dont like the skull on the back of the spider. Looks too daft for the style.
Textures are just placeholders which are made with MsPaint. I am going to redo them later.

Quote
Btw, why the deku nuts in the inventory?
What do you mean?
Title: Re: [DEMO] The legend of Zelda 3D Flying Rooster
Post by: King Tetiro on November 06, 2010, 05:00:10 pm
I dont like the skull on the back of the spider. Looks too daft for the style.
Textures are just placeholders which are made with MsPaint. I am going to redo them later.

Quote
Btw, why the deku nuts in the inventory?
What do you mean?
Fair enough

Why have you decided to have deku nuts in the game?
Title: Re: [DEMO] The legend of Zelda 3D Flying Rooster
Post by: DJvenom on November 06, 2010, 05:27:25 pm
I'm gonna say for stunning enemies.
Title: Re: [DEMO] The legend of Zelda 3D Flying Rooster
Post by: King Tetiro on November 06, 2010, 05:34:36 pm
I'm gonna say for stunning enemies.

I know but how many people actually use them?
Title: Re: [DEMO] The legend of Zelda 3D Flying Rooster
Post by: DJvenom on November 06, 2010, 05:39:07 pm
He may be adding mobs that are unbeatable without stunning them? I used them a lot when I was collecting deku sticks, also fighting Gohma
Title: Re: [DEMO] The legend of Zelda 3D Flying Rooster
Post by: Brutus on November 06, 2010, 06:05:12 pm
deku nuts are very important for speedruns, i beat queen gohma in about 5 seconds with deku nuts and sticks. they're also incredibly useful for stalfos/lizalfos. in the MM woodfall temple for the giant lizalfo you can beat him in about a second using the stun-> ztarget-> deku stick+a. he dies in one hit.     
Title: Re: [DEMO] The legend of Zelda 3D Flying Rooster
Post by: Drandula on November 06, 2010, 06:48:33 pm
Are you nuts? Deku Nuts are really useful.

Deku Nuts only purpose is stunning enemies. Boomerang can also do this (and can also steal items from enemies), but Deku Nuts can stun large groups of enemies at once. Boomerang also must hit enemy correctly, when Deku Nuts just need to be used and around you all enemies stun. Also using Nuts is fast, you can immediately throw another one. Boomerang must fly back to you.

Deku Nuts aren't important thing and you don't really need them for beating game. They just makes it easier.
Title: Re: [DEMO] The legend of Zelda 3D Flying Rooster
Post by: Mamoruanime on November 06, 2010, 07:12:21 pm
To settle this;
(http://img215.imageshack.us/img215/1589/nutsa.png)
Title: Re: [DEMO] The legend of Zelda 3D Flying Rooster
Post by: Sinkin on November 06, 2010, 07:14:57 pm
To settle this;
(http://img215.imageshack.us/img215/1589/nutsa.png)


HUR HUR!
Title: Re: [DEMO] The legend of Zelda 3D Flying Rooster
Post by: King Tetiro on November 06, 2010, 07:29:33 pm
To settle this;
(http://img215.imageshack.us/img215/1589/nutsa.png)


HUR HUR!

Wow that does settle the argument lol
Title: Re: [DEMO] The legend of Zelda 3D Flying Rooster
Post by: Xiphirx on November 07, 2010, 01:56:53 am
That screen looks amazing, I must play 8|
Title: Re: [DEMO] The legend of Zelda 3D Flying Rooster
Post by: Drandula on November 09, 2010, 09:53:01 pm
I just noticed, in past week I have done more than in months (or more likely in half year) :'D

I added new poll about textbox, how do you want it?
- Like normal in Zelda games, game freezes until you have listened everything and so on.

- Or you can run away while someone is talking to you, this means you don't have to listen everything.
But game does not pause, and for example enemy can attack you. Well normally you won't talk anybody when fighting enemies.

The last one is easier to code (I have already done it in Pandaman). I can make the normal way too, but then there is two options, easier and harder way. Easier is just freezing game and showing textbox, no ingame animations can be seen. Harder way is making for every friggin moving object its code for stopping movement and action until textbox have been read.

If you have another idea, I can think about that too.

Tero Hannula

Edit. V Back in topic please, we stopped fighting about dekunuts already.
Title: Re: [DEMO] The legend of Zelda 3D Flying Rooster
Post by: MG-Zero on November 09, 2010, 09:55:32 pm
deku nuts are very important for speedruns, i beat queen gohma in about 5 seconds with deku nuts and sticks. 

You don't need either of those, I can beat Gohma in about 3 seconds with just the slingshot and sword >_>
Title: Re: [DEMO] The legend of Zelda 3D Flying Rooster
Post by: Brutus on November 10, 2010, 04:30:23 am
For the textboxes, one suggestion I have is to make the text scroll about three times as fast as it does in the normal game; it takes up alot of time to go through long tedious sequences
Title: Re: [DEMO] The legend of Zelda 3D Flying Rooster
Post by: Drandula on November 10, 2010, 04:43:22 pm
^ I have done C -key as skip button. So hitting C will show all text all once and pressing it again closes/pop ups next textbox.
Hitting repeatly C will skip pretty quickly even longest texts.

http://www.youtube.com/watch?v=M5LjmGeaZBs

- Bombs will cause you fly back if too close.
- Textbox first version ready.
- Hookshoot can be aimed and shot with mouse.
And other small things done. Mostly I use my time recoding things.

When I code, usually I make raw code which works, but it is ugly.
Then I start thinking how I reduce the length and make it better etc.

Tero Hannula
Title: Re: [DEMO] The legend of Zelda 3D Flying Rooster
Post by: cheesepie on November 10, 2010, 05:27:28 pm
That video is amazing :D
Title: Re: [DEMO] The legend of Zelda 3D Flying Rooster
Post by: Xiphirx on November 10, 2010, 06:01:06 pm
Dangerous plants D;

Video looks totally awesome, I love the style D:
Title: Re: [DEMO] The legend of Zelda 3D Flying Rooster
Post by: Drandula on November 11, 2010, 04:20:04 pm
^ Haha, no. That part just showed you leave down everything pickable you have hands on when you get blasted.

Glitches hided in spoiler, don't open if you want to try find them later by yourself.

Show content
By the way, because blastwaves cause you fly back, glitching is possible. Actually, I found one already:

http://img839.imageshack.us/img839/8999/screenshot431t.png

I blasted Link top of sign with a bomb, then I used Powder Keg to blast Link top of tree. Second time doing that, I blasted myself too far away and got trapped.

I can make video about that too. Although this is my game and I could easily fix this, I think leave this be. Because in game, Powder Kegs are expensive. And they cause massive damage, 8 hearts (=one row). So you gotta have more than 8 hearts to stay alive from that.
Title: Re: [DEMO] The legend of Zelda 3D Flying Rooster
Post by: pxl_moon (dotyue) on November 11, 2010, 04:22:17 pm
yeah what would be a zelda game without glitches? xD
Title: Re: [DEMO] The legend of Zelda 3D Flying Rooster
Post by: Drandula on November 11, 2010, 07:40:26 pm
^ True :)

I will hide the glitches in spoiler tags if you want to find them yourselves later.
Show content
Glitch update, it is easier just put Powder Keg, then with bomb blast yourself top of Powder Keg. Move in edge of wanted direction and wait. Boom! Link is on top of trees.

Before I made the video (or in video), Link couldn't get on top of anything. I recoded falling and some other things which made being top of sign possible. But this caused one bug: I can't place pickable objects above anything. They fall through to z=0 point. This means for ex. bombs will fall through sign/trees if they thrown above them.

With short poll, it seems you want traditional textbox (7-2). Well then, I have to code some more :/
Title: Re: [DEMO] The legend of Zelda 3D Flying Rooster
Post by: Drandula on November 12, 2010, 02:47:13 am
Quote
But this caused one bug: I can't place pickable objects above anything. They fall through to z=0 point. This means for ex. bombs will fall through sign/trees if they thrown above them
Fixed. There was a flaw in code, problems with collisions. I fixed it, but then another appeared when tried pile objects. They got launched in the air without stop. This was again another problem with collision which I fixed too. Now Link can pile multiple objects above each other.

Glitch spoiler tag:
Show content
And this just makes another glitch. You can pile some bushes (three, one is stopper to not miss the top), then blast Link above second bush. Put the bomb on top of third bush, there bomb can blast Link above the invisible blocks (16 height), but not above the trees (22 height). But with another bomb you can bomb yourself above the trees. So it takes just 3 hearts to get there. http://img179.imageshack.us/img179/2818/screenshot448.png

Spoiler-tags should be better, you can't use [img ] or [s ] etc.
Poll is open till Monday, then I make the textbox as poll says. Poll result is now 7-4.
I again modified the backstory, but you didn't even know the previous version  :P

Sorry about double-post ^^"

Edit. I changed way Octorocs die when they hit explosion. They fly and spin their way, which is pretty amusing :3
Title: Re: [DEMO] The legend of Zelda 3D Flying Rooster
Post by: Xiphirx on November 12, 2010, 06:41:24 am
It's perfectly fine to double post just as long as you're updating your topic with new content :)
Title: Re: [DEMO] The legend of Zelda 3D Flying Rooster
Post by: Drandula on November 13, 2010, 02:19:31 am
I have scrapped many Backstory ideas :| Sometimes ideas have been really absurd, sometimes trying assemble together fans speculation and sometimes about Tetraforce. Once I rethought Termina and masks thing. One idea was having two Triforces, because of two timelines. That led me think having multibly Triforces, just from different times. All those ideas are scrapped.

Now I have came back to idea having heroes:
- - - - -
This is but a one legend among others, which the people spoke of...

Long ago, there was three Heroes, who saved the Land from the Great Evil.
These three Heroes were thought being blessed by the Goddesses as they could slay Evil, what none of Brave Knights of the Land could do.
Before Heroes came, the Evil had took over the Land and placed curse upon it; Floods, Infernos, Insects and Diseases.

Three Heroes came like out of nowhere and disappeared after fierce battle.
Some of people believed heroes went back to the Heavens where they came from.
Others believed they are still wandering among them, waiting for new evil.
As time passed, the legend became a fairytale to tell children and then it was completely forgotten.

But in the end, what really happened to the three heroes?

As powerful as Heroes were, they couldn't slay the Evil, but they decided use Ancient magic to seal Evil for good.
Keys of seal were heroes themselves and only few knew this. These people built three temples to keep seal parts safe, so none could lay hands on them at once.

But...
When people forgot the Heroes and legend, temples were left empty. Anymore none took care of seal, which caused weakening of it. Like a hole, more it weakened, more powerful minions of Evil could get out of the seal.

And it is just a matter of time until the Great Evil will break out.

- - - - -

First idea of heroes was about 4 heroes, and one would betray. That one is scrapped too.
But what are your thoughts about this newer one?
Title: Re: [DEMO] The legend of Zelda 3D Flying Rooster
Post by: Drandula on November 14, 2010, 03:08:32 am
I want some opinions about backstory, thank you.

- Link is able to target nothing. This way he can look at one direction and move.
- Link is able to do backflip as targets. I might remove this, because not necessary
- Link is able to do sidejump as targets. I might remove this, because not necessary.
- Some minor bugs fixed.
- Plans of Lost Woods in paper.

I haven't done any maps which are in game, if we don't count Goron Mines, which is still working in progress.
Title: Re: [DEMO] The legend of Zelda 3D Flying Rooster
Post by: Martijn dh on November 14, 2010, 09:54:41 am
The story is good enough. It has a clear threatening problem and goal for the main character, with backstory to try and justify it. There are three things that come to mind though:
-Three hero's coming out of nowhere is enough explenation for the intro. If you intend to use these guys for more then just the intro text, then it might be smart if you elaberate on there origins a little (for yourself). Are they for instance man, goron, zora and deku? Where did they come from? Aren't there still (old) characters who still know of them and why? These are a couple of things you could think of if you wish to flesh out your story a little.
-The concept of four hero's not being strong enough then the big bad is okay, but you'd have to be consistent in that the main hero shouldn't be able to fully beat the big bad either. Why can one guy do what four legendary hero's could not? Two other options are that your current hero has discovered a new means or weapon the old heross could never not have had or known of. Or you could edit the story a little so the heros had more or less beaten the evil, but something was going against them and they had to resort to sealing as a last ditch attempt.
-This is more my way of thinking when I read your story. People maintain the temples to keep the seal save. People lose fate in their cause as the memory get's watered down over time, so they eventually no longer go to the temples. After a while the seals inside the temples are beginning to weaken, rips appear and evil beings come out (to explain monsters inside the temples)? The main character needs to close the rips per temple while each individually grows larger. This would explain why the threat increases even though the main character is fixing the problem. The remaining rips get bigger while the character was busy diminishing their numbers. The opposite to me would feel less of an accomplishment. Why is the villain still a threat (or even able to escape) if the main character was able to reimpower the original seal more or less completely?
Title: Re: [DEMO] The legend of Zelda 3D Flying Rooster
Post by: Drandula on November 14, 2010, 05:03:02 pm
Thanks for great observation and answer :)
Show content
- I thought three heroes origins are Hylian, Goron and Sheikh. There is information scattered everywhere, but none knows whole legend and someones have false information. Elders are most trustable information source.

- Heroes had three main weapons, Megaton Hammer, Lens of Truth and Fire Arrows. Link will get all of those and also Light Arrows (And maybe sacred sword). Also in the final battle Evil hasn't completely broke the seal, but he is stretching out.

- Good point, and I have no answer.
Title: Re: [DEMO] The legend of Zelda 3D Flying Rooster
Post by: Drandula on November 16, 2010, 07:45:58 am
Lost Woods, it has sixteen rooms which looks alike. So you gotta listen the sound or
Show content
use Lens of Truth. Lens of Truth will show arrows in ground and arrows leads to the temple.

I thought it would be annoying to make every single Lost Woods room separately in Game Maker, so I thought making making only one room. Then I rethought it, because it would be big place and maybe cause performance issues is slower computers.

So I end up making only one of the sixteen room which loops all the time, and one object, which calculates which room Link is in. Every room aren't exactly same, so same object will show or remove objects from sight depending which "room" Link is.
In attachment you see the Lost Woods form, it looks simply. But I have planned in paper, which route goes where. This means going up can lead you down. There is also six additional rooms.

And screenshot shows, what basic Lost Woods room looks like.

Edit. Oh, and poll results (9-5) makes traditional textbox as winner.
Title: Re: [DEMO] The legend of Zelda 3D Flying Rooster
Post by: Drandula on November 17, 2010, 04:30:51 am
Lost Woods works like it should work, attachment for video. Every room looks exactly same, because this video I had just made the room changing. The Rupee count shows, which room Link is in.

But, here is little annoying bug, which I show on the video. If Link walks along the wall, he won't move, but room changes (look rupee count).

Edit. Changing Lost_Woods_control's Step -event to End_Step -event fixed the problem. Moving Link to another side of room and changing room number was there.
Title: Re: [DEMO] The legend of Zelda 3D Flying Rooster
Post by: Mamoruanime on November 17, 2010, 04:33:54 am
That's actually really sweet ;3
Title: Re: [DEMO] The legend of Zelda 3D Flying Rooster
Post by: Sahittam on November 17, 2010, 02:13:55 pm
Yes, it's very good. You normally don't notice the teleport at all.

When I read your post, I assumed that when Link walks out of the room, the screen would go black and Link would be teleported while the screen is black, but the seamless solution you did is much better.

Oh, and please don't remove the backflip and the side jump. They might not be necessary for completing the game, but neither were they in the 3D Zeldas. But they do give you more options during combat, so they aren't useless.

Show content
About the Lens of Truth. I personally really like that item, but the problem is, that it only shows things that you could theoretically find out by trial and error. I just wanted to point out that problem. Maybe you could make some puzzles that only can completed when you to actually posses the LoT (just a suggestion for something you haven't even done yet).

                                                                                          Also, I find it a bit strange that the LoT is one of the three heroes' weapons. I mean, that thing just doesn't do any damage, so it can't really be considered a weapon.
Title: Re: [DEMO] The legend of Zelda 3D Flying Rooster
Post by: Drandula on November 18, 2010, 01:05:42 am
Thanks :) Screen blackening and fading out every time you leave room would have been annoying. You can see when Link is teleporting by fairy (slightly from its movement), and if you roll, dust will disappear.

Backflip and sidejump, they don't affect gameplay much, but with right timed backflip you can jump above Octorocs rocks.
Using these jumps is a bit harder, because you don't just press down to do backflip, but you must walk another direction from the target. Sidejumps are as fast as rolling, Link normal speed is 1.5 while rolling/sidejump is 1.75, which means minute walk can be rolled about in 50 seconds.

Answer for Sahittam:
Show content
Lens of truth shows the invisible objects and shows truth behind the walls. The three weapons of heroes were their main weapons, they had of course another weapons. In their battle with the Evil, evil used sometimes multiply attacks, and with LoT they saw which attack was real. Also sometimes Evil tried hide himself.

Show content
But I thought the Lens of Truth has this ability too: If you can't see it, it isn't there and vice versa. So you see giant gap, where you can't walk from and trying makes you fall. But when you use LoT, you see the bridge where you can walk.

Basic idea how the game starts and first dungeon:
Show content
In very beginning of the game, you go to the Great Deku Tree (haha, very original...). The Great Deku Tree isn't same as in Ocarina of Time, but he is the sprout, who has grown bigger now. Deku Trees grow quickly in size, you remember how Deku Tree Sprout just sprang out in Ocarina of Time? But this takes place after
Deku Tree says King Octoroc is for some reason suddenly attacked him, although Deku Tree and King Octo used to be friends.
You go to inside, but you can't walk forward, because there is web in front of ya.

Show content
You go to outside talk with Great Deku Tree, who thinks maybe someone had turn King Octo to do this. King Octo is only king of octorocs and because there is spiders someone else helping him. To burn webs Deku Tree suggests find somekind source of fire. This means Lantern.

Show content
You try find this from Kokiri Forest, but all kokiri says same. They don't need lantern, because they have fairies which brings light in dark. But one kokiri says, not long ago one fairless kokiri went to the Lost Woods search for friend. she thinks this kokiri had Lantern with him. Also some kokiris says, only fairies know how to get out of the Lost Woods, without one you will get lost forever.

Show content
So you go to the Lost Woods, and listen call for help. Finally you find the boy, who says you can have the lantern if you lead him out of the forest. After you lead him out to the Kokiri Forest, boy disappears. You get the lantern and you can go to the Deku Tree. Lantern is Magic Lantern, but you can't use it without magic, but Deku Tree grants you magic power when you talk with him.

Show content
Now you can go to the dungeon etc. And boss battle is of course with King Octo. King Octo is giantsize version of normal Octoroc, who has crown and web in back. King Octo attacks you with rocks and rushing against you. You need avoid Kings rushing, which causes him rush to the wall. King Octo will be unconscious for while, and you can burn the web. You gotta burn web more than once.

Show content
But sometimes it isn't good go burning web, because King Octo has bad eating habit and weak butt, which makes him fart sometimes while unconscious (Deku Tree and King Octo were friends, they had lot of fun with fart humor :P ).

Show content
When web is burnt you can hit him in the butt and you need few strikes and he is done. King Octo escapes leaving Full heart behind.

Show content
The Deku Tree is saved, unlike in OoT, and Deku Tree says Link should go to Huryle seek, who is behind this. He also says little secret, that Kokiris don't actually die outside the forest, they just get older (and of course dieing of oldness eventually, if they stay there for rest of their live).

Oh hell, this was long post o__o"

Tero Hannula
Title: Re: [DEMO] The legend of Zelda 3D Flying Rooster
Post by: Brutus on November 18, 2010, 01:45:42 am
How long do you have to serve in the army in finland, and will you continue working on this project once you get back?
Title: Re: [DEMO] The legend of Zelda 3D Flying Rooster
Post by: Mamoruanime on November 18, 2010, 01:47:26 am
How long do you have to serve in the army in finland

I don't remember him saying he was in the army and putting this project on hold. Just that he was joining in 2011
Title: Re: [DEMO] The legend of Zelda 3D Flying Rooster
Post by: Brutus on November 18, 2010, 02:19:13 am
How long do you have to serve in the army in finland

I don't remember him saying he was in the army and putting this project on hold. Just that he was joining in 2011
Everybody over the age of 18 in finland is required to serve in the military, although I think you know this and you're just trying to argue
(http://www.zfgc.com/forum/Themes/midnight/images/warnpmod.gif)

 *** Don't remove warnings, you are on your last straw - Xiphirx ***
(http://www.zfgc.com/forum/Themes/midnight/images/warnpmod.gif) Removed warning, and trying to start an argument
Title: Re: [DEMO] The legend of Zelda 3D Flying Rooster
Post by: Drandula on November 18, 2010, 02:22:37 am
^ Every man over 18 have to serve in the military(if there is no really good excuse), women can also serve in the army, but they don't have to.

I am joining 10. January 2011, the shortest time is half year but if army feels right place, I'll stay there longer.

Yes, I am going to continue this project after that. I wanna this be one of those fangames, which will be finished.

Edit. Normally I would have went there at summer, but because of studies I moved start of my serving time by half year. But back in topic please.

Edit2. And of course there is the holidays,
Title: Re: [DEMO] The legend of Zelda 3D Flying Rooster
Post by: Mamoruanime on November 18, 2010, 02:23:29 am
How long do you have to serve in the army in finland

I don't remember him saying he was in the army and putting this project on hold. Just that he was joining in 2011
Everybody over the age of 18 in finland is required to serve in the military, although I think you know this and you're just trying to argue
No no no I said he's not in the military as in not currently in the military. I'm aware of the required enlistment. He said it's not going to be an issue until 2011, so I wasn't sure why you were asking as if he were already in.
Title: Re: [DEMO] The legend of Zelda 3D Flying Rooster
Post by: Drandula on November 18, 2010, 05:45:39 am
By the way, can someone correct my grammar errors from background story?
Here is the background story again:

This is but one legend among others, which the people speak of...

Long ago, there were three Heroes, who saved the Land from a Great Evil.
These three Heroes were thought to be blessed by the Goddesses as they could slay Evil, that none of the Brave Knights of the Land could.
Before the Heroes came, the Evil had taken over the Land and placed a curse upon it including; Floods, Infernos, Insects and Diseases.

Three Heroes came out of nowhere and disappeared after the fierce battle.
Some people believed then Heroes went back to the Heavens where they came from.
Others believed they are still wandering among them, waiting for a new evil.
As time passed, the legend became a fairytale to tell children and soon it was completely forgotten.

But in the end, what really happened to the three heroes?

As powerful as the Heroes were, they couldn't slay the Evil so they decided use Ancient magic to seal away the Evil for good.
The keys to the seal were the Heroes themselves and very few knew this. These few quickly built three temples to keep the parts of the seal safe, so none could lay hands on them.

But...
When people forgot the Heroes and legend, temples were left empty. Nobody took care of the pieces of the seal, which caused the seal to weaken. This created a hole and Evil minions began to escape. As the seal weakened more it allowed the more powerful the Evil minions to get out of the as well.

Now it is just a matter of time until the Great Evil will break out!

-   -   -   -   -
[Grammar above edited and corrected by Bludleef as requested by member]

In spoilers I tell the plot of the game, glitches, or just other mentions. So if you don't want ruin your game experience, don't read them.



Show content
After insects in Deku Tree, there is flood in Goron Mines, fire in Deku Palace and plagues in Huryle Town.
Yup, same things what happened in the legend, but not in such massive scale.
Link gotta help all of them, then starts the journey for three seal keys. After that is the final dungeon, which is Evil's old fortress before being sealed and final battle with the Evil.
Oh hell, this is expanding again awfully lot.

Show content
And you probably guessed, who that fairless Kokiri lost in Lost Woods was.
His remaining can be found from Lost Woods.

Edit. Thanks Bludleef :)
Title: Re: [DEMO] The legend of Zelda 3D Flying Rooster
Post by: DJvenom on November 18, 2010, 07:26:07 am
Sounding good so far :D
Title: Re: [DEMO] The legend of Zelda 3D Flying Rooster
Post by: Drandula on November 27, 2010, 11:09:56 pm
Sorry that I haven't updated lately in week, I haven't made anything. That's because I have graduation party in next week, so I have been little busy preparing for it.

I am sketching pictures for story, and in attachment is first picture. Its made with MSPaint :P
Three heroes do not look a like, but in story I want they be unknown. Also Evil doesn't look like that in the game (I am still thinking its outlook).

Because I didn't know how lights work, and I thought using them in dungeons, I started testing it with my Animation Engine (http://www.zfgc.com/forum/index.php?topic=36480.0). Result was Blockker (Check attachment)
With Blockker I also tested another thing; obj_player draws itself and all the blocks in room. So only one drawing event used for every block
is this faster? I mean, does this use less power of computer.

Tero Hannula
Title: Re: [DEMO] The legend of Zelda 3D Flying Rooster
Post by: The Boy on November 28, 2010, 12:07:57 pm
heh. like the scetch- looks like that WW intro i would like more if you could skip it (it's quite long Lol):D
Title: Re: [DEMO] The legend of Zelda 3D Flying Rooster
Post by: Scrappersa on December 02, 2010, 11:07:04 am
This looks like an extremely original concept for a Zelda fan game. I am super impressed and cannot wait to play the demo. I've been replaying Ocarina of Time over the past two weeks and one of the things that I realized that makes it such an incredible game is that every weapon that you get really matters. And each time I get a new weapon, I feel excitement that I get to use this new thing that is necessary to the rest of the game. I hope that you can somehow implement that into the game. I feel like this is what the newer Zelda games have missed out on. Not only traditional Zelda weapons, but some new ones that haven't been in any Zelda games before. It looks visually stunning and the engine that you've created in Game Maker seems very nice. Your work is very beautiful.
Title: Re: [DEMO] The legend of Zelda 3D Flying Rooster
Post by: Eleo on December 05, 2010, 09:20:07 am
That sketch is ruddy awesome! More like that! :D

I made a second edit to the text to get a more Nintendo-esque feeling and some more grammatical flow, use it if you like.

"This is but one of the legends of which the people speak...

A long, long time ago, a Land was saved from a Great Evil by three Heroes.
These three Heroes were thought to have beeen blessed by the Goddesses, as they could slay the Evil that none of the Brave Knights of the Land had succeeded in vanquishing.
Before the Heroes came, the Evil had taken over the Land and placed a curse upon it, plaguing it with floods, fires, insects and diseases.

The three Heroes seemed to come out of nowhere, and disappeared after the fierce battle.
Some people believed then that the Heroes went back to the Heavens from which they might have come.
Others believed that they are still wandering among them, waiting for a new evil to rise.
As time passed, the legend of the people became a fairytale to the children, and as more time passed, it slowly sunk into oblivion.

But what really happened to the three heroes?

As powerful as the Heroes were, they couldn't slay the Evil, so they decided to use an Ancient Magic to seal away the Evil for good.
The keys to the seal were the Heroes themselves, and very few people got to know about this. On these few were placed the task to protect the seal, and they built three temples to keep the parts of the seal safe, so that none could lay hands on them.

However...
When people forgot the Heroes and the legend, the temples were left empty. Nobody guarded and cared for the keys to the seal, which caused the seal to begin to weaken. Slowly the darkness started to creep back into the Land from the world behind the seal, and with each passing year the horrors which escaped into the Land became greater.

Now, it is just a matter of time until the Great Evil itself will break out..."
Title: Re: [DEMO] The legend of Zelda 3D Flying Rooster
Post by: Moffett1990 on December 06, 2010, 02:41:50 pm
amazing ......
Title: Re: [DEMO] The legend of Zelda 3D Flying Rooster
Post by: Drandula on January 10, 2011, 09:24:46 am
I am sorry, I couldn't finish demo as I wanted. So ended up doing demo without any part of story, it is like previous demos.
I didn't include anything new, what you didn't see in latest video.

http://www.yoyogames.com/games/159441-the-legend-of-zelda-3d-flying-rooster-demo
http://www.mediafire.com/?fxwqazqcns98miy

I am going now because of conscription, project will start again in half year.

Tero Hannula
Title: Re: [DEMO] The legend of Zelda 3D Flying Rooster
Post by: TomPel on January 10, 2011, 11:53:37 am
Wow, loved every second of it! Great job. ^^
And good luck with the conscription.
Title: Re: [DEMO] The legend of Zelda 3D Flying Rooster
Post by: Leduardo on January 10, 2011, 08:17:01 pm
Nice job!!!!!!!!!!!!!!!!!!!!!!!!!
Title: Re: [DEMO] The legend of Zelda 3D Flying Rooster
Post by: Aero88 on January 10, 2011, 08:59:45 pm
You do some good work.  Great job!  Good luck with life.
Title: Re: [DEMO] The legend of Zelda 3D Flying Rooster
Post by: Drandula on June 21, 2011, 06:04:59 pm
Reviving this old dusty topic

I am back, less than 20 days left and my time serving for the military is over. Unless my application for AUK goes through, as I said in Mug Shot topic.

So what I have been up lately? Well, for project not much. Most of time relearning my old code and rewriting some parts. Last night I made basic sword attack and some random stuff. There are lot of plans on paper just waiting for be done :I Everyone knows unit circle from maths, right? Well I studied it little more and made unit ball. With that thing I can make joints like knees or Deku Baba's body.

What you would say, if I form a team? It's just this is !@#$% big project for one man: Two years have passed and I haven't finished freaking basic engine D:< Well, there is few pro's when making this alone. I just don't know how to work in team, because I haven't been in any team before when making games. But is anyone interested? :)

Tero Hannula
Title: Re: [DEMO] The legend of Zelda 3D Flying Rooster
Post by: Moffett1990 on June 21, 2011, 06:39:12 pm
Your Back !!!!! and I am but what all do u need help on im not good with codes really just story and design
EDIT: I love the deku !
Title: Re: [DEMO] The legend of Zelda 3D Flying Rooster
Post by: The Boy on June 22, 2011, 03:58:04 pm
Yay! You're back! Deku lookin' good!
Title: Re: [DEMO] The legend of Zelda 3D Flying Rooster
Post by: RetroRespecter on June 22, 2011, 05:42:02 pm
A 3-D Zelda game? I look forward to it.
Title: Re: [DEMO] The legend of Zelda 3D Flying Rooster
Post by: masterpaul on June 23, 2011, 08:31:00 pm
Im very good at sketch-up, so if you u can implement sketchup ill help u out.
Title: Re: [DEMO] The legend of Zelda 3D Flying Rooster
Post by: DarkMelon on June 23, 2011, 09:15:16 pm
Aw, sweet this looks awesome! Keep up the great work.
Title: Re: [DEMO] The legend of Zelda 3D Flying Rooster
Post by: Drandula on June 23, 2011, 09:27:41 pm
Thanks everyone.

Moffett1990, we can talk about story and design if you want help me with it. I got basic story-line which have to be etc. But fresh ideas are welcome :)

Masterpaul, I don't know how to import Sketchup models to Game maker and also I try make this game without real models. That way is hard and rocky, result won't the finest. But I am doing it because of principle :P

Tero Hannula
Title: Re: [DEMO] The legend of Zelda 3D Flying Rooster
Post by: masterpaul on June 23, 2011, 10:10:15 pm
Thanks everyone.
Masterpaul, I don't know how to import Sketchup models to Game maker and also I try make this game without real models. That way is hard and rocky, result won't the finest. But I am doing it because of principle :P

Tero Hannula

No real models? what u mean?
Title: Re: [DEMO] The legend of Zelda 3D Flying Rooster
Post by: Moffett1990 on June 23, 2011, 10:10:15 pm
ok cool just pm me and we can talk
Title: Re: [DEMO] The legend of Zelda 3D Flying Rooster
Post by: . on June 23, 2011, 11:00:59 pm
Thanks everyone.
Masterpaul, I don't know how to import Sketchup models to Game maker and also I try make this game without real models. That way is hard and rocky, result won't the finest. But I am doing it because of principle :P

Tero Hannula

No real models? what u mean?
It's made with Game Maker. You can import models into a GM game or you can create them in-game with organic shapes. Drandula doesn't want to import models.
Title: Re: [DEMO] The legend of Zelda 3D Flying Rooster
Post by: Drandula on June 23, 2011, 11:33:25 pm
"Real models" I mean models, which are made with programs like anim8r or Sketch Up. In this game all drawn are made with Game Maker's d3d_draw_ commands. Here is example:
Code: [Select]
//Kuva
d3d_draw_cylinder(3,4.5,3,-3,2,-3,sprite_get_texture(tex_littlethings,7),2,1,0,4)

//Sytytyslanka
d3d_draw_cylinder(-.25,-.25,0,+.25,+.25,-lanka+4.5,global.tex_ruukku,.1,.1,1,global.step)
//Pommi itse
d3d_draw_cone(2.5,-2.5,-3,-2.5,2.5,-3.25,sprite_get_texture(tex_littlethings,3),1,1,0,global.step)
d3d_draw_cone(4,-4,0,-4,4,-8,sprite_get_texture(tex_littlethings,4),1,1,0,global.step)
d3d_draw_cone(2.5,2.5,3,-2.5,-2.5,3.25,sprite_get_texture(tex_littlethings,3),1,1,0,global.step)
d3d_draw_cone(4,4,0,-4,-4,8,sprite_get_texture(tex_littlethings,4),1,1,0,global.step)
This is creates Powder Keg. d3d_draw_ commands gives just basic shapes, like ellipsoids, cones, blocks. Look closely: Link is made from chunky ellipsoid as head and hat, body and limbs are cones.

Usually doing this would make character look awful, but I am trying proof Game Maker can make relative nice 3D graphics within its limits. That's why I don't use U3D, Ogre or other 3D engines made for Game Maker.
Title: Re: [DEMO] The legend of Zelda 3D Flying Rooster
Post by: King Tetiro on June 24, 2011, 06:15:51 am
Here's a question then. How do you do the black lining on the models?
Title: Re: [DEMO] The legend of Zelda 3D Flying Rooster
Post by: FrozenFire on June 24, 2011, 08:30:31 am
First I've got to say, WELCOME BACK DRANDULA!  XD Glad to see you around again.

When you talked about joints, I've gotta ask, are you thinking about making some sort of bone animation with multiple joints? Or did I misinterpret that? That would be impressive.
Anyway, good luck. I'll be sure to find time to check up on this.

Btw, I might have said it before but I absolutely love this project. :3
Title: Re: [DEMO] The legend of Zelda 3D Flying Rooster
Post by: Drandula on June 24, 2011, 11:45:54 am
King Tetiro, basically its done by redrawing shapes again as black, slightly bigger and y1 y2 change places. For Powder Keg the code looks like this:
Code: [Select]
draw_set_color(c_black)
//Sytytyslanka
d3d_draw_cylinder(-.35,.35,0,.35,-.35,-lanka+4.6,global.tex_ruukku,.1,.1,1,global.step)
//Itse pommi
d3d_draw_cone(2.7,2.7,-2.8,-2.7,-2.7,-3.35,sprite_get_texture(tex_littlethings,3),1,1,0,global.step)
d3d_draw_cone(4.2,4.2,0,-4.2,-4.2,-8.2,sprite_get_texture(tex_littlethings,4),1,1,0,global.step)
d3d_draw_cone(2.7,-2.7,2.8,-2.7,2.7,3.35,sprite_get_texture(tex_littlethings,3),1,1,0,global.step)
d3d_draw_cone(4.2,-4.2,0,-4.2,4.2,8.2,sprite_get_texture(tex_littlethings,4),1,1,0,global.step)

draw_set_color(c_white)

Frozen炎, Good to see you too :) Well I don't know how explain it, so attachment will show how it looks like. (Try press Space and move mouse)

Thanks :)

E.
 - Fixed minor bug with shield. While moving towards flying projectile, it sometimes hit link even though shield was equipped.
 - Fixed bug with sword. You could do backflip and slash and it made infinity sword -__-
 - Sword will slash back if button is pressed again. One slash you have to wait 1/3seconds,  two slashes you have ti wait 2/3seconds before you can slash again.
 - Now shield in back protects from projectiles.
 - Killing enemies with sword is fun >:D

Link can run normally while swinging his sword. It feels more fluently like that.
Title: Re: [DEMO] The legend of Zelda 3D Flying Rooster
Post by: masterpaul on June 24, 2011, 08:28:18 pm
"Real models" I mean models, which are made with programs like anim8r or Sketch Up. In this game all drawn are made with Game Maker's d3d_draw_ commands. Here is example:
Code: [Select]
//Kuva
d3d_draw_cylinder(3,4.5,3,-3,2,-3,sprite_get_texture(tex_littlethings,7),2,1,0,4)

//Sytytyslanka
d3d_draw_cylinder(-.25,-.25,0,+.25,+.25,-lanka+4.5,global.tex_ruukku,.1,.1,1,global.step)
//Pommi itse
d3d_draw_cone(2.5,-2.5,-3,-2.5,2.5,-3.25,sprite_get_texture(tex_littlethings,3),1,1,0,global.step)
d3d_draw_cone(4,-4,0,-4,4,-8,sprite_get_texture(tex_littlethings,4),1,1,0,global.step)
d3d_draw_cone(2.5,2.5,3,-2.5,-2.5,3.25,sprite_get_texture(tex_littlethings,3),1,1,0,global.step)
d3d_draw_cone(4,4,0,-4,-4,8,sprite_get_texture(tex_littlethings,4),1,1,0,global.step)
This is creates Powder Keg. d3d_draw_ commands gives just basic shapes, like ellipsoids, cones, blocks. Look closely: Link is made from chunky ellipsoid as head and hat, body and limbs are cones.

Usually doing this would make character look awful, but I am trying proof Game Maker can make relative nice 3D graphics within its limits. That's why I don't use U3D, Ogre or other 3D engines made for Game Maker.

So its a lot of trail and error to get things to look right? How long does it takes to model? And what happens when u get to architecturally complex dungeons?

What you've done is incredible.
Title: Re: [DEMO] The legend of Zelda 3D Flying Rooster
Post by: Drandula on June 24, 2011, 10:23:15 pm
^ Yes, and animating things is another problem.
Sometimes I first draw on paper coordinates and sketch what would it look like, Spider and Deku Scrub for example. About dungeons, I am really afraid how difficult those will be. Doing Goron mines was already time consuming Not hard and it doesn't look good, although it isn't finished.

The problem is time. I spent too much testing what things look like. Last two hours I was making Links animations for body, shield on back, lantern etc. when slashing. And still I am not satisfied on those. When I test things I usually drag up playing until I have killed all Octorocs and cut all bushes :P
Remember, this will take long time before it is finished. But I have no intention to let this die even if it takes years.

Making this as a team would solve the time problem, but who is stupid enough to team up with me :D Any volunteers?
Title: Re: [DEMO] The legend of Zelda 3D Flying Rooster
Post by: masterpaul on June 24, 2011, 10:51:55 pm
^ Yes, and animating things is another problem.
Sometimes I first draw on paper coordinates and sketch what would it look like, Spider and Deku Scrub for example. About dungeons, I am really afraid how difficult those will be. Doing Goron mines was already time consuming Not hard and it doesn't look good, although it isn't finished.

The problem is time. I spent too much testing what things look like. Last two hours I was making Links animations for body, shield on back, lantern etc. when slashing. And still I am not satisfied on those. When I test things I usually drag up playing until I have killed all Octorocs and cut all bushes :P
Remember, this will take long time before it is finished. But I have no intention to let this die even if it takes years.

Making this as a team would solve the time problem, but who is stupid enough to team up with me :D Any volunteers?

Would modular components work? I mean, instead of drawing each thing again, just draw a few walls and put them into different combinations? This could work for most of the dungeon. Also using textures done in photoshop is that viable?
Title: Re: [DEMO] The legend of Zelda 3D Flying Rooster
Post by: . on June 25, 2011, 12:05:53 am
Any volunteers?
I want to help, but I'm not too experienced in 3D for programming and mathematics. I'm also enjoying not being busy (not that I'm not doing any work, but too much is not great) this summer. I'm also going on vacation in two days and don't want to do anything during that time (plus I won't have my computer with me as I only have a desktop). I think my vacation lasts a little more than a week. When I get back (or the rest of the day and tomorrow), I can probably help a little bit with modeling (modeling being coding the drawing of shapes and sending you the code), though not much else. I am good at visualizing things and noticing how they can be reduced into simple shapes.
Title: Re: [DEMO] The legend of Zelda 3D Flying Rooster
Post by: FrozenFire on June 25, 2011, 06:40:05 am
...
Frozen炎, Good to see you too :) Well I don't know how explain it, so attachment will show how it looks like. (Try press Space and move mouse)

Thanks :)
...

Ah, I've done this before, only I can't tell if you've accomplished what I couldn't.
I'm not sure I can explain because it's very complex, but let's take a human arm for example: We have the shoulder joint (joint 1), the elbow joint (joint 2), and the wrist joint (joint 3). Let's say you rotate joint 3 90 degrees (forgetting about what axis, just to keep it simple), then you rotate joint 1 30 degrees. When joint 1 is rotated, it must also rotate joint 3. But you can't simply rotate joint 3 the same amount as joint 1, because it's 3 dimensions. If joint 2 was rotated at all, then you have to take that into account as well, but you can't just add on the rotations of joint 1 and 2 to joint 3. That easily works in 2 dimensions but not 3. That was my problem. Sorry I can't explain any better.

All it really means is that you have to have certain "frames", so to speak, in which you store all of the rotation values for the joints. The movements wouldn't be like true bones; you would have to do every movement, joint by joint, instead of the bones working for you.

If I confused you at all, just forget it. That's just the way I went about bones animation and I failed. I actually got it to work successfully with up to 3 joints a couple years ago, but then my brother accidentally deleted the game maker file when he wiped his hdd (back when I didn't have my own pc) and I could never remember how I did it (I got it to work by trying things without really thinking, so I got lucky).

So that little story of mine is why I was wondering if you succeeded in an actual bones animation and not just joints with points. ;3 Either way, very cool.
Title: Re: [DEMO] The legend of Zelda 3D Flying Rooster
Post by: Drandula on June 25, 2011, 06:06:52 pm
Masterpaul, of course I would do dungeons from parts.
I didn't say anything about textures, but there is no limit how those are made. Also most of textures are in textures folder, so it is easy to make skins for this game :D

Jimn346, when I have finally pleased with engine, I will need help doing Kokiri houses, the Great Deku Tree and other static objects.

Frozen炎, I didn't understand anything ^^" 

 
I have made Jump attack and accidently combo for it.
I won't make spin attack, I tested it couple days ago, it didn't look good and felt overpowered.
Title: Re: [DEMO] The legend of Zelda 3D Flying Rooster
Post by: DeathTailsz on June 25, 2011, 07:07:24 pm
I won't make spin attack, I tested it couple days ago, it didn't look good and felt overpowered.
Spin attack has always been over powered. In Majora's Mask if you grab the Great Fairy buff for the spin attack you can kill the first boss in three hits by spin attacking by just rotating the control stick and mashing B. (Can also be done without but you'll have to stun him)

Annyywwaayyss, I like the deku scrub and the overall artistic theme of the game. Very unique imo. :D
Title: Re: [DEMO] The legend of Zelda 3D Flying Rooster
Post by: . on June 25, 2011, 07:34:43 pm
When you stand in front of a wall and throw a bomb, the bomb doesn't move forward because there's a wall in the way, so it lands in the same place as Link. He then can't move until the bomb explodes.
Title: Re: [DEMO] The legend of Zelda 3D Flying Rooster
Post by: Drandula on June 25, 2011, 07:59:38 pm
^ Just pick it up again XD
Title: Re: [DEMO] The legend of Zelda 3D Flying Rooster
Post by: Moffett1990 on June 25, 2011, 10:12:02 pm
so will there be another demo or video showing the dekus and the sword anytime soon ?
Title: Re: [DEMO] The legend of Zelda 3D Flying Rooster
Post by: FrozenFire on June 25, 2011, 10:34:44 pm
...

Frozen炎, I didn't understand anything ^^"  

...

Ha ha, yeah I'm sorry, I did terrible at explaining because it's pretty complex and I'm not great at explaining things in the first place. I've attached an old editable GM6 of a failed model of Link that might show you what I mean. I must warn you that it is extremely flawed and incomplete, but maybe it will help me explain this better.
Here are the keys and what they (are supposed to) do:
-  W, A, S, and D move from the shoulder joints
-  F and H move from the elbow joint (only moves for right arm because the left arm was unnecessary until the formula was worked out)
-  I, J, K, and L move from center body mass (i.e. rotates entire body except for parts not programmed yet)
-  + and - raise and lower entire model
-  Left and Right arrow keys change the model's faced direction

I was just trying to explain that, instead of just letting the program know where to start the next limb or connected part of a model, it also let's it know how it should be rotated according to to positions and rotations of all other previous links before it. That's the best way I can think to describe it.

Anyway, the truth is that I just couldn't wrap my head around it and I still can't unfortunately. You are extremely smart and talented and you're doing amazing work on this project. I still can hardly believe what you've done with game maker already. I really hope you are able to acquire a team that is able to work together efficiently. ^_^
Title: Re: [DEMO] The legend of Zelda 3D Flying Rooster
Post by: Drandula on June 25, 2011, 11:48:41 pm
Oh, I remember this example! *Once upon time little Game Maker user downloaded an example, which was total nonsense to little GM user. The end.*

But now, from the example, I learned something new. I didn't know you can put d3d_transform_add_translation() before rotations, this is just... Mindblowing.
I will study this for new possibilities. Thank you :)
Title: Re: [DEMO] The legend of Zelda 3D Flying Rooster
Post by: FrozenFire on June 26, 2011, 03:40:00 am
I didn't think anyone could learn much of anything from flawed code, but your welcome. Glad it has opened up new possibilities to you. :)

Btw, I just noticed the Deku you made in a previous post! REALLY NICE! And I'm looking forward to a new demo to be released with the sword that you've spoken of. I really want to kill things with the sword. Very badly. ;3  And jump attack?! Can anyone say WIN?

As for the spin attack: The animation alone looks bad in the N64 games, but it's the swirling wind-like texture that actually makes it feel more smooth. I studied it a while ago and found that to be interesting. It's a pretty simple wind-like texture (colored blue or red) that trails behind/with Link's sword in a sort of a half donut shape that expands away from Link as it disappears. Anyway, I'm sure it is tricky to get it to look right, but I bet you could figure it out if you just take a look at how Link is animated in OoT (64 version, don't know about 3DS) or MM. Although, with the camera perspective of your game, you might want to look at one of the DS Zelda games to see how they do a spin animation. But it is up to you if you just want to drop the spin attack. The project won't suffer much without it imo.
Title: Re: [DEMO] The legend of Zelda 3D Flying Rooster
Post by: Drandula on July 01, 2011, 03:09:26 pm
One another week behind in the army, one more week left (expect if Colonel accepts my application for AUK)

Frozen炎, now I understand little bit more about transformations, Thanks :)
I won't release public demo before I have made something with story related in the game (At this rate you have to wait another year  ::) ).
By the way, Moffett1990 was interested help me with the story, is anyone else interested?

...
This isn't related with my comment; Three fastest replies wins.
Title: Re: [DEMO] The legend of Zelda 3D Flying Rooster
Post by: WolfPupLink on July 01, 2011, 06:05:30 pm
I would like to help you out with it just tell me what items and whatnot you will be using and I think I can help out with whatever you need. My E-MAIL is codytustison@yahoo.com this is my public E-MAIL address. :)
Title: Re: [DEMO] The legend of Zelda 3D Flying Rooster
Post by: Moffett1990 on July 01, 2011, 08:01:46 pm
I am still interested lol and three fastest replies to what wins?
Title: Re: [DEMO] The legend of Zelda 3D Flying Rooster
Post by: Aero88 on July 02, 2011, 03:05:34 am
What did I win?  What did I win?
Title: Re: [DEMO] The legend of Zelda 3D Flying Rooster
Post by: Drandula on July 02, 2011, 06:43:16 pm
Sorry WolfPupLink, I won't let you be one of the winners, but I have contacted you via e-mail.

Aero88 and Moffett1990, you have won something, but I'll let you know when we have third winner.

E. This is taking longer than I thought. Oh well, this would speed up the things: I'll let winners test the sword.
Title: Re: [DEMO] The legend of Zelda 3D Flying Rooster
Post by: Moffett1990 on July 02, 2011, 11:20:17 pm
Cool !
Title: Re: [DEMO] The legend of Zelda 3D Flying Rooster
Post by: FrozenFire on July 03, 2011, 12:00:03 am
... By the way, Moffett1990 was interested help me with the story, is anyone else interested?

Do you mean help out with the story as well? Or help out with something else?
I don't think I could help much with anything else besides story and planning out how the game plays according to the story (i.e. where Link goes, what items he finds, what items he needs to get past certain things and enter new areas, people he needs to talk to, side quests, sub-plot side quests, etc)
I think I've made up enough Zelda stories (among other RPG stories) to have some good ideas and experience.

I'm afraid that's the only thing I can help with at this time though. Though possibly some testing as well. Speaking of...

... I'll let winners test the sword.

I REALLLLLLY WANT!  XD
Title: Re: [DEMO] The legend of Zelda 3D Flying Rooster
Post by: Drandula on July 03, 2011, 12:47:35 am
Congratulations, we have third winner. I'll send you PM's. I just sent PM's.

Frozen炎, yes I meant the story. But any other help is also accepted :)
Title: Re: [DEMO] The legend of Zelda 3D Flying Rooster
Post by: Aero88 on July 03, 2011, 03:32:33 am
This is awesome.  Thanks!
Title: Re: [DEMO] The legend of Zelda 3D Flying Rooster
Post by: Drandula on July 03, 2011, 04:25:04 am
No problem, you can comment here freely your feedback.

And this for others:
http://www.youtube.com/watch?v=_BdEppi19og
Title: Re: [DEMO] The legend of Zelda 3D Flying Rooster
Post by: Xiphirx on July 03, 2011, 06:02:43 am
That has to be the greatest thing I have ever seen come out from a Zelda fan game. You're really amazing :)
Title: Re: [DEMO] The legend of Zelda 3D Flying Rooster
Post by: Martijn dh on July 03, 2011, 06:57:14 am
Looks amazing. I was kinda missing the sound effects as those go a long way in the making it beter, but I'm sure you've already got that covered.
Title: Re: [DEMO] The legend of Zelda 3D Flying Rooster
Post by: FrozenFire on July 04, 2011, 08:33:53 am
The demo you gave me is beautiful! You have great attention to detail, from the swinging of the lantern while walking to the flash hits of the sword. Obviously, the sword is still being worked on, so I didn't expect it to be really great, but it certainly wasn't bad. It did feel a little non-responsive though. But, as I said, I know it's still in the works. Honestly though, I haven't enjoyed a fan game this much, EVER. And it's still barely even begun! GREAT WORK!

Ok, as for the story, I have some questions:
Are you wanting to keep the story you have in the first post, or do you want something new? I think the idea of the story is good, but it definitely needs some refining. I'm also a little lost as to what you're thinking with the story. I mean, do you already know where you want to go with the 3 heroes? Also, do you want to figure out a way to work on the story in the background a little bit so we can avoid spoilers? It looks to me like you already are keeping some details out of the story because you don't want to give it away. Of course I can't help out unless I know where you would like the story to go. Maybe you'd like to send Moffett1990 and I a PM with the details and which direction you want the story to go?

This project seriously deserves a great story, so it would be really good if we were all on the same page so that we could work on it together.

Perhaps Moffett1990 would like to focus more on the actual story/plot and I could focus more on the world layout to go along with the story? Just throwing my thoughts out there, trying to get the ball rolling, so to speak.
Title: Re: [DEMO] The legend of Zelda 3D Flying Rooster
Post by: masterpaul on July 04, 2011, 01:08:39 pm
No problem, you can comment here freely your feedback.

And this for others:
http://www.youtube.com/watch?v=_BdEppi19og

It looks like the sword has no weight. Link just swings it like it is made out of paper. Maybe if you made him lean forward?
Title: Re: [DEMO] The legend of Zelda 3D Flying Rooster
Post by: . on July 04, 2011, 04:31:26 pm
No problem, you can comment here freely your feedback.

And this for others:
------

It looks like the sword has no weight. ink just swings it like it is made out of paper. Maybe if you made him lean forward?
Yes, his body needs some kind of motion.
Title: Re: [DEMO] The legend of Zelda 3D Flying Rooster
Post by: Drandula on July 09, 2011, 01:58:00 pm
Jimn465 and Masterpaul, the body does rotate with the body, you just can't see it from video.
But making Link lean forward is really hard task, and practically I would need recode Link's drawing script.

Thanks for feedback Frozen炎 I reduced time for sword slashes. I also sent you PM about story.

My application for AUK didn't go through, which is good news for you and bad news for me.
Title: Re: [DEMO] The legend of Zelda 3D Flying Rooster
Post by: Moffett1990 on July 12, 2011, 12:04:41 am
its pretty cool i think the animation could look better maybe by making the other arm move instead of it being on his side when he swings the sword and maybe some time of forward lean idk.... I wouldnt even be able to get it as good as u did so good job
Title: Re: [DEMO] The legend of Zelda 3D Flying Rooster
Post by: . on July 12, 2011, 05:17:38 pm
Yes, he needs to balance himself with his other arm!
Title: Re: [DEMO] The legend of Zelda 3D Flying Rooster
Post by: FrozenFire on July 12, 2011, 11:24:35 pm
I got your PM with the story. I like your ideas on story and design. I have a few technical questions about world design that I will PM you later, when I get a chance. I plan to take the story you have and I will begin to design a concept world based off of it. I'm really excited about this! :3 I'm working a ton until Saturday. So I will probably do some work on the world design this weekend, depending on how my own project comes along.

Btw, for some reason, the sword feels fine to me when I play the demo you gave me. I guess it seems fine when running, but perhaps it's not good for standing still? All I know is that the motion feels fine when playing, just maybe not while watching someone play.
Title: Re: [DEMO] The legend of Zelda 3D Flying Rooster
Post by: rshoel on September 24, 2011, 11:35:17 pm
The only problem i got when im making 3d games is to make a animation for my models :L i can make quite good models if i want to but i cant get it how to make animations for them easly, anyknow know any good program for gmmod models?
Title: Re: [DEMO] The legend of Zelda 3D Flying Rooster
Post by: FrozenFire on September 27, 2011, 09:31:50 pm
... I have a few technical questions about world design that I will PM you later, when I get a chance. I plan to take the story you have and I will begin to design a concept world based off of it. ...

@ Drandula: I'm quoting myself because I have not gotten around to doing this. D: One problem I have is the concept world picture you gave me; it is very small and I can't exactly understand what I'm looking at. But it appears as if you have a very complete part of the world, and I feel that I can't do anything because I want to be sure that whatever I make works with what you already have.

I've decided to give my project a bit of a rest with the goal of entering NCFC next year instead of this year, meaning that I can actually help with this. I'm on break right now so I have to get back to work, but I will send you a message later (within 24 hours) with questions of grid size, room size, world size, and other questions, mainly about the world's dimensions and scale you would like. I'm still very excited about this project and I would very much love to help.

EDIT:
Sent that message to you Drandula. Hopefully I worded things so you can understand all my questions.
Title: Re: [DEMO] The legend of Zelda 3D Flying Rooster
Post by: FrozenFire on September 30, 2011, 04:36:34 am
(double post because, even though this message is more directed at Drandula, it's also an update on the project, showing things are being done)

@ Drandula: I got that final message from you and, now that I think all the needed questions are answered, I've begun to work on the story and world design. Btw, after seeing that Blockker3D video, I can see that you've already got the basics figured out for the z value, and the animation of the character looks good too. For a second I forgot exactly how talented of a programmer you were. I will send you a message with progress when I've got a good amount of work done, or if I run into any more questions that need answering before progressing further.
Title: Re: [DEMO] The legend of Zelda 3D Flying Rooster
Post by: FrozenFire on October 19, 2011, 07:03:44 am
Sorry for the TRIPLE post, but I sent Drandula a message quite a while ago and I wanted to be sure he knew about it. I'm waiting for your reply Drandula; I can't really make any more progress it until you do. :(

As you'll see in the message, I got the layout of Hyrule done, but I just can't take the design any further unless I'm on the exact same page as you are with the story. I don't have enough information and I don't know what parts of the story are set in stone and what is okay to change.

(Note: I will not make a 4th post, no matter what. I didn't even realize this was a triple post. D: Sorry. In my defense, I felt it was very necessary and that it is in the project's best interest as I'm only trying to help Drandula out and I'm pretty sure he just missed the message somehow.)
Title: Re: [DEAD] The legend of Zelda 3D Flying Rooster
Post by: DarkAceZ on February 23, 2013, 12:02:55 pm
I'mma bump it because it's the best Zelda (or even 3D) game I've seen in Game Maker.

If Drandula has stopped making it, maybe some of us could find someone else who would be happy to start it up again?
What has been made so far is just simply amazing, and I'd hate to see it sit around and die. I, (like many others) think that I can really see this going somewhere huge if we could attach some story and add a few more things to the engine.

http://gmc.yoyogames.com/index.php?showtopic=474399&st=0
If anyone else has Game Maker and is interested in messing around with his 3D example...
Title: Re: [DEAD] The legend of Zelda 3D Flying Rooster
Post by: Starforsaken101 on February 23, 2013, 12:49:41 pm
You don't have to bump a 2 year old topic...why not simply make a new one and ask in there.
Title: Re: [DEAD] The legend of Zelda 3D Flying Rooster
Post by: 4Sword on February 23, 2013, 01:46:55 pm
I'mma bump it because it's the best Zelda (or even 3D) game I've seen in Game Maker.

If Drandula has stopped making it, maybe some of us could find someone else who would be happy to start it up again?
What has been made so far is just simply amazing, and I'd hate to see it sit around and die. I, (like many others) think that I can really see this going somewhere huge if we could attach some story and add a few more things to the engine.

http://gmc.yoyogames.com/index.php?showtopic=474399&st=0
If anyone else has Game Maker and is interested in messing around with his 3D example...

I thought I would mention it too because I didn't see it clearly in this topic, but Drandula actually released the source to Flying Rooster in another topic. This is to say that if someone else wanted to start it up again they probably could although they should give him credit for his work on the base engine. The topic with the source code is here: http://zfgc.com/forum/index.php?topic=38910.0 (it seems different from the source links that you provided)
Title: Re: [DEAD] The legend of Zelda 3D Flying Rooster
Post by: jdbye on February 23, 2013, 03:40:18 pm
I'mma bump it because it's the best Zelda (or even 3D) game I've seen in Game Maker.

If Drandula has stopped making it, maybe some of us could find someone else who would be happy to start it up again?
What has been made so far is just simply amazing, and I'd hate to see it sit around and die. I, (like many others) think that I can really see this going somewhere huge if we could attach some story and add a few more things to the engine.

http://gmc.yoyogames.com/index.php?showtopic=474399&st=0
If anyone else has Game Maker and is interested in messing around with his 3D example...
I agree, it looks impressive for a Zelda game. But realize that one person making a complete 3D zelda game is an impossible task. This would need a large team to even have any chance of being completed, even if someone decided to continue the project, and to this day I don't know of a single full-length Zelda fangame that has been finished. That said, if a Zelda fangame is ever finished it should be this one.

Edit: Actually there are a couple completed fangames (Return of the Hylian and its siblings) but they are not full length AFAIK.
Title: Re: [DEAD] The legend of Zelda 3D Flying Rooster
Post by: DarkAceZ on February 23, 2013, 04:30:05 pm
The topic with the source code is here: http://zfgc.com/forum/index.php?topic=38910.0 (it seems different from the source links that you provided)
Hmm, I actually didn't see that topic, but I did already get the source link from the GMC.

Edit: Actually there are a couple completed fangames (Return of the Hylian and its siblings) but they are not full length AFAIK.
Nor are they 3D. This is what makes this one so special. I prefer the 3D Zelda games over the RPG styled ones by far. (but they're are still fun.)

But realize that one person making a complete 3D zelda game is an impossible task. This would need a large team to even have any chance of being completed
Lets start looking, then!
Title: Re: [DEAD] The legend of Zelda 3D Flying Rooster
Post by: FrozenFire on February 24, 2013, 08:27:29 am
Hey, I know this is dead, but I realized that I sent this color-coded map to Drandula right as he stopped making the game and no one has seen it but him. I was helping him a bit back then and this was my proposed world layout for Flying Rooster:

(http://img836.imageshack.us/img836/8634/frmapv3.png)
Note: The little cave symbols mean it is a tunnel access between the two areas; open breaks between areas simply mean you hit the edge of an area and go directly to the next area. Pretty simple to understand.
PLEASE also note that the Deku Community and the Deku's Great Library are part of Drandula's story and the idea of having a Deku community comes from Drandula's mind, not mine. So if you get inspired by it to have a Deku community in your own fan game, let it be known that it was first from Drandula's great mind... let it never be said that Frozen didn't give credit like a bawws!
Oh, on that last note: If you like the map and want to use it for your own game, feel free to just chop off the Great Library and Deku Community and use the rest of the map as is or modify it to your hearts content. If it isn't obvious, I based the map off of OoT and TP. And no credit is necessary.



I figured that I should post the map here since there has been some small talk of continuing the project and there have also been some links to the source posted already, so I wanted to post this in case someone wanted to use it, but I didn't want to revive yet another dead thread (i.e. where the source code link is) with this so I figured it would be best to put it here.

Also, Drandula had sent me more in-depth maps on the forest, but the link he gave me back then is now dead and I wouldn't post those here now anyway without asking him first because I never like to give anything out without the author's permission, even though I highly doubt he'd care, it's up to him to tell me if he cares or not (that's just how I do things). I do still have the beginning story and walkthrough in a message from Drandula, so if someone ends up wanting to be true to the original project, they can ask me for it and I'll see if I can ask Drandula if it's okay to give out and maybe even if he has any other resources or documentation that he never released that he could also give out.


With all that said, if someone does revive the Flying Rooster project or even just uses Drandula's source code, I think it would be proper to at least attempt to notify him and to most-definitely credit him, whether you are able to contact him or not. He might lurk on the forums every now and then, I dunno, and I'm not sure if he'll get a PM if you send it.
Title: Re: [DEAD] The legend of Zelda 3D Flying Rooster
Post by: Drandula on February 24, 2013, 07:52:33 pm
I am here.
Title: Re: [DEAD] The legend of Zelda 3D Flying Rooster
Post by: thestig on February 24, 2013, 11:21:31 pm
Its nice to see you come around here, Drandula. Welcome back :D ...and interesting picture O_o
Title: Re: [DEAD] The legend of Zelda 3D Flying Rooster
Post by: DarkAceZ on February 25, 2013, 01:20:21 am
Hey, I know this is dead, but I realized that I sent this color-coded map to Drandula right as he stopped making the game and no one has seen it but him.
Yay, I actually saw your posts and hoped that you had some information for us!

I am here.
Oh wow... Who, did you draw all that??
Awesome to see that you're still around though, Drandula!

In a bit I'm going to try to get this dead thing a bit more people.
Title: Re: [DEAD] The legend of Zelda 3D Flying Rooster
Post by: Drandula on February 26, 2013, 12:01:01 am
I still get e-mail notifications from replies in this topic.
The picture shows my paperwork for Flying Rooster, which I still hold with me. I may have lost some of them and this is all I can find right now.

So, if you want relive this project, I am fine with that. Frozen炎, I apologize that I did never answer you. You can send the information you have in this topic if you and others want it, but I ask you to add spoiler tags. It would be honor for myself to see you taking this project in your hands.

I can help you with this, but I will not continue it personally. My life have changed since beginning of this project and I show no interest returning what I used to be.

Tero Hannula

ps. There will be mention of this project in this documentary: https://www.facebook.com/ItsDangerousToGoAloneMovie
Title: Re: [DEAD] The legend of Zelda 3D Flying Rooster
Post by: Antidote on February 26, 2013, 03:00:16 am
It's good to see you're still around Dan :D
and LOL @ email notifications

Contact Us | Legal | Advertise Here
2013 © ZFGC, All Rights Reserved