ZFGC

Projects => Zelda Projects => Topic started by: Sahittam on March 14, 2009, 11:08:49 pm

Title: [Canceled] The Legend of Zelda <you will never know the name>
Post by: Sahittam on March 14, 2009, 11:08:49 pm

--THIS PROJECT HAS BEEN CANCELED--





(http://img26.imageshack.us/img26/706/titlei.png)

Here are some screenshots of the game:

(http://img509.imageshack.us/img509/2082/screenshot119.png)

(http://img166.imageshack.us/img166/8671/screenshot122.png)

(http://img166.imageshack.us/img166/871/screenshot125.png)

(http://img166.imageshack.us/img166/7785/screenshot127.png)

This is my Zelda Fangame. It hasn't got a name yet, but that's only because I haven't found a name that really fits yet and because I don't want to give it a name just that it has one.
The Story takes place a very long time after Ocarina of Time but before the Great Flood.
I won't tell you much of the story I've planned but here are some infos:
  - Ganon/Ganondorf won't be the main villain in this Game.
  - Link is living with his father in a house near the village of Katmeit in the northwest of   Hyrule. (His mother died when he was about 5 years old.)
  - Hyrule won't be the only place you visit in this game.
  - If everything goes as I have planned the game will feature 6 dungeons plus one final one, but my story allows me to finish the game after only 3 dungeons if it gets too much. That would take away some of the best gameplay, but at least it would be a finished game.

Edit: Sorry, it are 6 normal dungeons not 7. With the final dungeon it will be 7.

I'm planning to fill the world with many NPCs, sidequests, things to do and discover to make it feel alive, and a certain system that each ingame-day will be different. During the storyline some things will happen that have a major effect on the world, for example a city getting destroyed (won't happen in the game).

Here is a technical demo of my game, it contains 5 rooms, a few enemies, sword (no shield), 4 Items and bottles,swimming, pushing/pulling, and a few other things I can't remember at the moment. Not all things are finished (for example the AI of Keatons) but I will change them in time. Please give me feedback. I'd really appreciate it!

Download Demo (http://www.zfgc.com/index.php?action=games&sa=getdownload&id=359)

Controls are:

X: action (like roll)
C: sword
D/F/V: items
Enter: open/close inventory screen
S: Shield (not in this demo)
F1: Show Game Information
F4: Full Screen/Windowed
F9: Screenshot
Esc: End Game/Close Game Information

(I suggest that you place your index finger on C and also use it for D, F and V; your middle finger on X and also use it for S; your ring finger on Z and also use it for A (both of those keys won't do anything yet))
Title: Re: [Demo] The Legend of Zelda <Name not chosen yet>
Post by: 4Sword on March 14, 2009, 11:25:17 pm
This is a really nice demo; the bow/arrow and bomb handing were done really well. The smoke effects for rolling and the chimney were also pretty neat to see. It was a little painful to walk outside and have everything slow down though, but beyond that, nice job.
Title: Re: [Demo] The Legend of Zelda <Name not chosen yet>
Post by: gm112 on March 15, 2009, 02:04:47 am
It's really nice for a demo. The only problem I had with it is the huge slow down with the outside map. Oh, and when Link picks up jars try to put in a .5 second delay with disabling the controls.
Title: Re: [Demo] The Legend of Zelda <Name not chosen yet>
Post by: Xiphirx on March 15, 2009, 06:03:00 am
What was this made in? It looks really good :3
Title: Re: [Demo] The Legend of Zelda <Name not chosen yet>
Post by: Vash on March 15, 2009, 06:26:43 am
Downloading now... it will take me a million hours do to super slow internet... but I'll fix up my reply later. :p just wanted to comment so you knew I was looking.

Yeah, I'm also curious as to what it is made in...
Title: Re: [Demo] The Legend of Zelda <Name not chosen yet>
Post by: 4Sword on March 15, 2009, 06:29:06 am
It kind of looks like it was made in Game Maker, but I wasn't sure. Anyway, you could probably fix the slow-down in the game speed by deactivating objects in the area outside the view + a little buffer room - assuming that you used Game Maker.
Title: Re: [Demo] The Legend of Zelda <Name not chosen yet>
Post by: Mamoruanime on March 15, 2009, 06:32:58 am
It's definitely GM, given the slowdown in the overworld (issue with having a one room overworld).

Looks like a good fangame though ^_^ good work
Title: Re: [Demo] The Legend of Zelda <Name not chosen yet>
Post by: FictitiousSpoon on March 15, 2009, 06:53:38 am
Demo looks awesome very smooth and such. I'm looking forward to seeing how this comes along. I wish you luck in attaining that illustrious position of having completed a Zelda fan game.
Title: Re: [Demo] The Legend of Zelda <Name not chosen yet>
Post by: Sahittam on March 15, 2009, 08:32:33 am
Thank you all for your nice comments. :)

It's really nice for a demo. The only problem I had with it is the huge slow down with the outside map. Oh, and when Link picks up jars try to put in a .5 second delay with disabling the controls.

Do you mean after he picked it up? Yes, I could do that.

What was this made in? It looks really good :3

This was made in Game Maker 7.

It kind of looks like it was made in Game Maker, but I wasn't sure. Anyway, you could probably fix the slow-down in the game speed by deactivating objects in the area outside the view + a little buffer room - assuming that you used Game Maker.

Well, I'm doing that already! And it is still slow! But I don't consider this a real problem for the finished game because when this will be finished (in about 10 years) there will be much faster computers around. It is a problem for demos though... I'll see what I can do about it.

Demo looks awesome very smooth and such. I'm looking forward to seeing how this comes along. I wish you luck in attaining that illustrious position of having completed a Zelda fan game.

Thank you, and I'm confident that I will finish this (even if it will take 20 years), simply because I don't have the intention to stop this, and because it is fun to create it.

So, yeah, see you all in 10 years :P.
Title: Re: [Demo] The Legend of Zelda <Name not chosen yet>
Post by: gm112 on March 15, 2009, 10:15:26 am
Do you mean after he picked it up? Yes, I could do that.
Like, you'd hit "x" temporarily and disable the controls for about .5 seconds. Because I would walk around and the pickup animation wouldn't finish on time. If you play your demo, you'd see what I mean ;-).
Title: Re: [Demo] The Legend of Zelda <Name not chosen yet>
Post by: Wasabi on March 15, 2009, 10:34:52 am
This runs quite nicely actually. And what are you guys complaining about slowdown for? It didn't miss a beat for me.
One thing I noticed was when you got on the right angle to an octorok, you only have to swing your sword once, it gets hit twice and dies. you probably need a slight delay in there.
Title: Re: [Demo] The Legend of Zelda <Name not chosen yet>
Post by: Sahittam on March 15, 2009, 10:44:47 am
Like, you'd hit "x" temporarily and disable the controls for about .5 seconds. Because I would walk around and the pickup animation wouldn't finish on time. If you play your demo, you'd see what I mean ;-).

Ah, yes, now I see what you mean and I've fixed it right away. Thank you for pointing this out.

One thing I noticed was when you got on the right angle to an octorok, you only have to swing your sword once, it gets hit twice and dies. you probably need a slight delay in there.

Weird, actually that can't happen... Just for this problem I have programmed that an attack can only hit a monster once. Then they will ignore each other... Maybe you pressed C several times or you were doing a spin attack?

Edit: I tried it too, and think you pressed C two times. If you do that it may look like the octoroc was hit twice with one attack when it really are two. But I agree, there should be more delay there.
Title: Re: [Demo] The Legend of Zelda <Name not chosen yet>
Post by: Mitsu on March 15, 2009, 01:27:14 pm
That was nice, but what up with those rupees?  Could you not use the MC ones?
Title: Re: [Demo] The Legend of Zelda <Name not chosen yet>
Post by: Xfixium on March 15, 2009, 05:03:57 pm
I agree, the original rupees look better and fit well with the style. The ones you used are kinda plain. Overall this is a very nice game. I like the feel of Link's movement and you seemed to get it down with the speed. Very nice overall. I did experience the same slow down outside of the house.
Title: Re: [Demo] The Legend of Zelda <Name not chosen yet>
Post by: LTGH on March 15, 2009, 09:07:48 pm
This is awesome. Makes me wanna make my own zelda game, may start with that as fast as im done with my current project. Keep it up!
Title: Re: [Demo] The Legend of Zelda <Name not chosen yet>
Post by: SlimmyG on March 15, 2009, 09:59:02 pm
Wow, I really like this. I found Link to be a bit slow, and the boomerang to be a bit slow, and (As other have said) a slowdown outside, but otherwise this is really really good.
Title: Re: [Demo] The Legend of Zelda <Name not chosen yet>
Post by: Broojo02 on March 15, 2009, 10:38:39 pm
I have less than 512mb of RAM so the game goes reaally slowly outside but aside from that it is a solid release and I like the daylight system.

As for a name, I propose: "The lampshade of real significance"  :P
Title: Re: [Demo] The Legend of Zelda <Name not chosen yet>
Post by: Sahittam on March 17, 2009, 01:50:39 pm
That was nice, but what up with those rupees?  Could you not use the MC ones?

Ok, I will do that.

As for a name, I propose: "The lampshade of real significance"  :P

Hehe, tell me, did you read the picture frames in the house?  XD
Title: Re: [Demo] The Legend of Zelda <Name not chosen yet>
Post by: Broojo02 on March 17, 2009, 05:27:03 pm
As for a name, I propose: "The lampshade of real significance"  :P

Hehe, tell me, did you read the picture frames in the house?  XD
[/quote]

Lol, I just did XD
Title: Re: [Demo] The Legend of Zelda <Name not chosen yet>
Post by: Source on March 17, 2009, 08:27:12 pm
Quite nice. I do have a few problems with it, though.

For one, tiling issues abound:
(http://img22.imageshack.us/img22/9218/tiling1.png)(http://img17.imageshack.us/img17/2492/tiling2.png)(http://img15.imageshack.us/img15/1165/tiling3.png)

That's distracting.

Also, like everyone else said, the massive slowdown in the overworld is annoying. I had to close out a lot of programs I had open for it to be bearable. Also, it slows down even more when there is more than one enemy on screen.

And on a more minor note, you don't have to hyphenate location names. Hylia-Lake is the same as Hylia Lake.

Other than that, excellent demo.
Title: Re: [Demo] The Legend of Zelda <Name not chosen yet>
Post by: LTGH on March 17, 2009, 09:06:31 pm
Source, that doesnt happen to me. The boundings is perfect for me.
:O
Title: Re: [Demo] The Legend of Zelda <Name not chosen yet>
Post by: Wasabi on March 17, 2009, 09:50:21 pm
Doesn't happen to me either, but I remember I had trouble with the text engine in the old CP doing something similar on my laptop.

Also, the overworld doesn't slow down dammnit :P
Title: Re: [Demo] The Legend of Zelda <Name not chosen yet>
Post by: LTGH on March 17, 2009, 10:13:39 pm
I wonder what everyone means with overworld slows down ;O
Its exactly the same as inside the house >..< Atleast theres nothing different for me, i think :o
Title: Re: [Demo] The Legend of Zelda <Name not chosen yet>
Post by: Broojo02 on March 17, 2009, 11:32:22 pm
I noticed a few graphical errors and lines in my game, I think the worse PC you have the more glitches and slowdown you get.

This game is a secret plot to get us to buy better computers  8)
Title: Re: [Demo] The Legend of Zelda <Name not chosen yet>
Post by: Sahittam on March 24, 2009, 09:26:45 pm
So, it's time for the first update!

During the last week I have been working much on the overworld and on a sidequest, which includes a stealth mission. Some screens:

(http://img266.imageshack.us/img266/9256/screenshot116.png)

(http://img266.imageshack.us/img266/6216/screenshot117.png)

In those screenshots the monsters you have to sneak past haven't been placed yet, but I've started programming them already. You can move those crates and pots around to expand your cover locations, but the monsters had better not see you doing so. Also, making sound (e.g. when rolling) isn't advisable as well, if you don't want to be caught. Of course, this is a rather easy stealth mission, since it is availible very early in the game, so you won't have to do it the perfect way, with shifting all crates and so on.

After I will have completed that, I will start working on the first dungeon, so the next update will be about that, I guess.

Oh, and I'll try to update each month at least once, and I'll never cancel it without telling it here, so you can be quite sure I'll still be working on it if I don't post something for a while.
Title: Re: [Demo] The Legend of Zelda <Name not chosen yet>
Post by: Xiphirx on March 24, 2009, 10:43:18 pm
So, it's time for the first update!

During the last week I have been working much on the overworld and on a sidequest, which includes a stealth mission. Some screens:

(http://img266.imageshack.us/img266/9256/screenshot116.png)

(http://img266.imageshack.us/img266/6216/screenshot117.png)

In those screenshots the monsters you have to sneak past haven't been placed yet, but I've started programming them already. You can move those crates and pots around to expand your cover locations, but the monsters had better not see you doing so. Also, making sound (e.g. when rolling) isn't advisable as well, if you don't want to be caught. Of course, this is a rather easy stealth mission, since it is availible very early in the game, so you won't have to do it the perfect way, with shifting all crates and so on.

After I will have completed that, I will start working on the first dungeon, so the next update will be about that, I guess.

Oh, and I'll try to update each month at least once, and I'll never cancel it without telling it here, so you can be quite sure I'll still be working on it if I don't post something for a while.

Nice :3 This looks really good.
Title: Re: [Demo] The Legend of Zelda <Name not chosen yet>
Post by: cheesepie on March 24, 2009, 10:43:47 pm
wowy looks amazing
Title: Re: [Demo] The Legend of Zelda <Name not chosen yet>
Post by: Sahittam on March 25, 2009, 04:53:23 pm
Thank you all for your replies! They're really encouraging. :D
Title: Re: [Demo] The Legend of Zelda <Name not chosen yet>
Post by: Janet Merai on April 08, 2009, 05:54:53 pm
Apart from this game having shiny graphics, bells and whistles and stuff... may I ask what makes this game different from the rest?

No offense intended, I am just curios :3
Title: Re: [Demo] The Legend of Zelda <Name not chosen yet>
Post by: Sahittam on April 08, 2009, 08:00:30 pm
Of course you may ask... but I'm not going to reveal those things, not in near future.  :P
And anyway my intention is not to make a game different from the rest, but simply produce a game I'd like to play.
I'm not making this game to impress anyone with all the unique features it has, I'm making it only because I like developing it, and I thought the people here might like to see it...
Title: Re: [Demo] The Legend of Zelda <Name not chosen yet>
Post by: Janet Merai on April 08, 2009, 09:43:36 pm
That makes sense there :3

As long as what you are doing is making you happy is all that matters, I wish you luck on your progress and future development :)
Title: Re: [Demo] The Legend of Zelda <Name not chosen yet>
Post by: Moon_child on April 12, 2009, 10:41:40 am
A great demo and one of the most complete engines I've seen here in years. The big slowdown that most people experience has something to do with the enemies. Because after I killed all the enemies in a single room, my fps raised a lot. A quick side note about the engine itself! pressing c twice cancels the sword slash animation and start it again. I think you should do that you pressing it several times does nothing.
Title: Re: [Demo] The Legend of Zelda <Name not chosen yet>
Post by: Sahittam on April 24, 2009, 04:22:01 pm
I don't know why, but I just had a really strong desire to update, so I guess I will,... even though I don't have that many new things done... I'll just tell you things I've planned or implemented before...

Like I've said I started making the first dungeon,... but after mapping three rooms I got bored and did a few other things... I'll do the dungeon later, when I need it...

Anyway, here's a screenshot; looks familiar?

(http://img93.imageshack.us/img93/1962/screenshot1162.png)
(Yay! Finally a screenshot that looks different from the rest!)

Yes, the first dungeon is the Forest Temple from Ocarina of Time, but since we're several hundred years later, the Temple is partly caved in, and instead of some rooms, there will be forest areas, like this one:

(http://img111.imageshack.us/img111/6132/screenshot101.png)

Some of you might have noticed that in Link's house time stopped. Like in Ocarina of Time. I've decided to stop time in interiors and villages, so that NPCs can have a daily routine, and that they don't appear or vanish when you're standing right next to them. I think you understand that I don't want to script every NPCs walking pattern. Another advantage of this time system is that I can block some areas at night (or day) without the NPCs throwing you out of their houses.

Also I would like to ask something:
The Hyrule Castle Town tiles made for the last Community Project are absolutely amazing! They  produce just the right atmosphere for the Hyrule Castle Town I have in mind, so I would like to ask if I could use them.
I could of course use Minish Cap houses, but I think these are much better!

[...] pressing c twice cancels the sword slash animation and start it again. I think you should do that you pressing it several times does nothing.

I think it is just right the way it is. It's like it is in Minish Cap, try it out! And if there are no slowdowns, then the sword animation will be almost finished, before you can press C again.
Title: Re: [Demo] The Legend of Zelda <Name not chosen yet>
Post by: pichuscute on April 26, 2009, 09:52:16 pm
It should be fine to use those tiles. It is the community project after all.
Anyway, those screenies look awesome. Keep making this game. =)
Title: Re: [Demo] The Legend of Zelda <Name not chosen yet>
Post by: Sahittam on May 24, 2009, 11:21:19 am
Sorry for gravedigging, especially since this is not an update, but today this project celebrates it's first birthday!

As a birthday present I'll release the Game Maker File of the project as it was exactly one year ago. Check attachments, ... or don't, because it's really not worth downloading.

At this time I still wanted to have a time system like in Majora's Mask, except it would be repeated like in The Shadowgazer, but not only three days, but four weeks, each week another season, which would influence things a lot too. I discarded this idea very soon, for obvious reasons, and went back to a nice normal day/night system with only two states of NPCs.

Soooo, next year I'll release the source code as it is now? Well, maybe a new demo, ... if even that much...

Edit: Removed the useless source file to avoid confusion.
Title: [Canceled] The Legend of Zelda <You will never know the name>
Post by: Sahittam on October 30, 2009, 10:23:25 pm
So... where do I start?
It's cancelled. :'( There you have it. But it died long ago.

Lately, every time I loaded up the gmk I just felt completely overwhelmed. There was just so much in it and it wasn't organized at all; and seeing that just made me lose any motivation I might still have had when I clicked to open the file. So after months of doing barely anything in it I finally decided to officially cancel it.

Why do I even tell you this? Well, it just feels more final to do so, than just forget about it. And somewhere I said, that if I ever cancelled it, I would write about it here. So I'm keeping my promise...

Probably no one cares that this is dead, because you all have forgotten about it; and that is not surprising. After all you don't know anything about the story, the world, the characters, ... and there are so many other things you don't know. And all these things - story, characters - they were there, and they were absolutely brilliant in my opinion. It's a shame that you're never going to see what I have planned.

Or wait, ... are you?

Those ideas I had about the game are just too good to let them die. And that's why I want to restart the project, this time with a team, a new, better engine, and a smaller world. Just not ... now ...

At the moment, I just don't have enough time to do a thing like this. But some day, ... maybe I will ...

In the meantime, I have uploaded the source file of the project as it is now. Check it out on the download page of my project in the Projects section. But look for it in the Scrapped category :'(.

However, I heavily discourage you from using that engine for creating a own game. It's hard to use, has crappy performance, is badly infested by bugs, and: you're not gonna learn anything by using a premade engine!
But you can use it to look up, how I have done things, if you don't get that particular feature of your own engine to work. But please, for your own good, only look at the more advanced stuff. I can't even begin to describe how bad the basics are coded.

Or you could look at it to see some of the things you didn't see in the demo.

Oh yeah, I guess this has to be moved...

Anyway, have fun with the corpse, and thank you all for your support,
Sahittam

PS: The NPC texts and some other things are in German.

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