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Projects => Zelda Projects => Topic started by: King Tetiro on May 03, 2009, 11:51:06 am

Title: The Legend of Zelda : Chiming Bells [First Screenshot of Dodongo Mines]
Post by: King Tetiro on May 03, 2009, 11:51:06 am
The Legend of Zelda : Chiming Bells

(http://i330.photobucket.com/albums/l401/Tetiro/ChimingBells/HyruleMap.png)
Chiming Bells is a fan-game based on Nintendo's Legend of Zelda series. This project is to make another Ocarina game. Previous Ocarina games were Legend of Zelda : Ocarina of Time and Legend of Zelda : Majora's Mask. It's story follows Hyrule at the time of peace.

Demos
Tech v1.6 (http://www.box.net/shared/9vki0l2qlo)

Let's Play the Dungeons
Forest Temple (Version 1) (http://www.youtube.com/watch?v=ZbcbgVcaJ9A)

Screenshots
(http://i330.photobucket.com/albums/l401/Tetiro/ChimingBells/GreatDekuTree.png)(http://i330.photobucket.com/albums/l401/Tetiro/ChimingBells/TitlescreenPart3.png)(http://i330.photobucket.com/albums/l401/Tetiro/ChimingBells/PrincessZelda.png)
(http://i330.photobucket.com/albums/l401/Tetiro/ChimingBells/ArgoianLink.png)(http://i330.photobucket.com/albums/l401/Tetiro/ChimingBells/MirrorShield.png)(http://i330.photobucket.com/albums/l401/Tetiro/ChimingBells/DodongoMines.png)

Videos
Navi Test 1 (http://www.youtube.com/watch?v=gZZl68c8WEE&feature=channel_page)
Ganondorf Battle (http://www.youtube.com/watch?v=2k2NSko9ESk)

The Story
Hyrule is setting. 2 years have passed since the events of Majora's Mask'. Link is sitting on Hyrule Field near Lon Lon Ranch with Malon.
Malon:'Hyrule has been so peaceful for so long. Haven't you ever wondered...will it last?'
*Link looks at Malon*
Malon:'Hee hee! I'm just joking. I guess things are best the way they are.'
*Malon gets up*
Malon:'Well I'm off to bed. Tomorrow will be a long day. Come on Epona.'
*Malon walks back to the ranch with Epona at her side. A short while after, Link starts walking back to the Kokiri Forest. When Link gets to the Kokiri Forest, he notices that it is too quiet.*
*Start of the game*

Characters
Navi : Link's companion through the events of Ocarina of Time. After they beat Ganondorf, Navi left Link to find her love who went missing on the night the Great Deku Tree was cursed.
Rodrick : The main antagonist. He's a Hylian warrior who wears lightning armour. He carries a dark sword given to him by Ganondorf himself. Though for some reason he turned to the darkness for his calling.

New Locations!
Argothor City! : In the center of Death Mountain lies a new city. Descendants of the species that were of Volvagia have taken residence. Although they have no intentions of burning Hyrule like Volvagia.
Grave Tunnels! : Little do the Kakarians know that the dead have been making a city under Kakariko. It somehow connects to the well.
Cloud Tops! : Like Minish Cap, the city is in the clouds. But this time it's home to a race of birds. The Ritos return!

New Items!
Deity Sword! : A powerful sword bound by the Goddesses. It has remained within the Royal Family for centuries
Wingshot! : With the technology of flight and the power of a hookshot, you can now fire dagger like feathers at high speeds.
Gravity Boots! : Magnetic Boots that stick to certain metals allowing you to cross pits, lava and other threats!
Bomb Launcher! : Using the power of springs, bombs can be flung across obstacles!
Argo Mask! : Transforms into Argo Link. Magic Ability : Breath
Stalfo Mask! : Transforms into Stalfo Link. Magic Ability : Walk through walls.
Rito Mask! : Transforms into Rito Link. Magic Ability : Flight.

Dungeons!
Forest Temple! : Bow : Mutated Deku Baba. Mosaba
Dodongo Mines! : Bombs : The Blue Knight. Rodrick
Bottom of the Lake : Hookshot : Giant Mutated Fish : Skaron
Mountain Caverns : Bomb Launcher : Skeletal Dragon Construct. Volvagia
Hyrule Dungeons : Gravity Boots : The Blue Knight. Rodrick
Spirit Temple : Mirror Shield : Chief Iron Knuckle. Gorton.
Shadow Temple : Skull Hammer : Phantom Shadow Beast. Bongo Bongo
Cloud Shrine : Wingshot : Gigantual Dragon. Agarok.
The Bell Tower : Light Arrows : The Blue Knight. Rodrick

This game is ZFGC exclusive. To MEMBERS only

Disclaimer
This fan-game is non-profitable and always will be. It is also not affiliated with Nintendo in any way. All the resources remain property of Nintendo. Why? Because Nintendo rock that's why!
Title: Re: The Legend of Zelda : Return to the Mask
Post by: King Tetiro on May 04, 2009, 06:25:09 pm
I am on fire today! I have done the following.
-Link and Stalfo Link.
-Sword and Shields,Lens of Truth,Bottles,Hookshot,Skull Hammer(Without effect),Bomb Launcher and the Gravity Boots.
-HUD engine 100% WOOT

I still need to do

-Menus and a Map
-Argoian Link, Rito Link and ??? Link
-Ocarina of Time, Bow and the Magic Arrows, Carrying, Bombs slot and the Wingshot
-All the songs (5/10!!!!)
-Dying, Pit falling and swimming(Hylian Link only)

Here's the tech screenshot
(http://i330.photobucket.com/albums/l401/Tetiro/ChimingBells/Hookshot.png)

Im currently working on getting all the overworld tiles ready. Then Im going to construct Hyrule field.
Title: Re: [WIP]The Legend of Zelda : Return to the Mask
Post by: King Tetiro on May 06, 2009, 04:48:59 am
I added a demo and 3 more screenshots to the topic. Check them both out.
Title: Re: [WIP]The Legend of Zelda : Return to the Mask
Post by: King Tetiro on May 07, 2009, 01:00:12 am
Hey guys! It's my 18th!!! WOOT!!! And so I've decided to release another screenshot (Expect a better demo on the 7th/8th) This screenshot shows my map system (Dungeons and small worlds will be simple images whilst the world map is interactive.)

(http://i330.photobucket.com/albums/l401/Tetiro/ChimingBells/WorldMap.png)
Title: Re: [WIP]The Legend of Zelda : Return to the Mask
Post by: pichuscute on May 07, 2009, 07:23:17 pm
Oooh, so your making a fan game from that? Looks promising to me. Good Luck. =)
Title: Re: [WIP]The Legend of Zelda : Return to the Mask
Post by: King Tetiro on May 07, 2009, 07:46:57 pm
Yep Im working on this from May-June. Putting it on hold to do a Demo of Crystal Blade. Just alternating between them.
Title: Re: [WIP]The Legend of Zelda : Return to the Mask
Post by: legendarylugi on May 07, 2009, 10:23:59 pm
Looks promising, and I look forward to playing the MM demo you made for the competition.



But a lot of your story references don't make sense. Like the Gerudo bridge having been "repaired"...except it hadn't broken yet.  :P If this is two years after Majora's Mask, than it's 5 years before what happened with Adult Link (before he rewound time).

Or how Lake Hylia has become a beach resort now that Morpha is gone and the lake is peaceful...only Morpha wasn't ever outside the temple causing problems, and Morpha was never let loose in the temple to begin with (since Ganon is gone)...so wasn't the Lake already peaceful?


Other than a few things like that, this looks great, and I'm really looking forward to it.
Title: Re: [WIP]The Legend of Zelda : Return to the Mask
Post by: Mamoruanime on May 07, 2009, 10:26:55 pm
It seems interesting, and you're on the right track, but there are some major issues that will cause problems in the long run for players.

First is the prioritized movement. You have none :p... Link will abruptly change his facing direction if you press another direction key while moving. The idea is that if you're walking down, and hit left or right, you always face down. You'll see how this becomes an issue for combat.

Secondly is the scrolling system... I have a big beef with zelda games that don't use the traditional screen slide while moving rooms. The fact that I got stuck behind a wall in the next room from the room transition system being off kinda bugs me :P
Title: Re: [WIP]The Legend of Zelda : Return to the Mask
Post by: kirkking2000 on May 07, 2009, 11:14:51 pm
I haven't actually played it, but from reading everything, it looks like it has a lot of promise and potential. Good job on everything so far,and good luck as well.
Title: Re: [WIP]The Legend of Zelda : Return to the Mask
Post by: King Tetiro on May 08, 2009, 08:32:48 am
Looks promising, and I look forward to playing the MM demo you made for the competition.



But a lot of your story references don't make sense. Like the Gerudo bridge having been "repaired"...except it hadn't broken yet.  :P If this is two years after Majora's Mask, than it's 5 years before what happened with Adult Link (before he rewound time).

Or how Lake Hylia has become a beach resort now that Morpha is gone and the lake is peaceful...only Morpha wasn't ever outside the temple causing problems, and Morpha was never let loose in the temple to begin with (since Ganon is gone)...so wasn't the Lake already peaceful?

Other than a few things like that, this looks great, and I'm really looking forward to it.
Gerudo Bridge : It's plays a minor part in the story. A dark storm broke the bridge during Link's absence. The dark storm is a sign of evil.
Morpha : I didn't think. I'll change that.
Few other things : Please PM me them.

Prioritized Movement : Won't be hard to solve. Thanks for telling me this.
Room Transition : I'll look into this. I will try and solve this.
Stuck : Please get stuck again and screenshot it.

I'll solve these bugs.
Title: Re: [WIP]The Legend of Zelda : Return to the Mask
Post by: King Tetiro on May 09, 2009, 06:53:57 pm
The prioritised movement has been done. You will now face the most recent arrow key.
Also, I've finished doing the world mini map.

(http://i330.photobucket.com/albums/l401/Tetiro/ChimingBells/FinalWorldMap.png)

Working on room transitions next.

See if you can find the locations.

Kokiri Forest
Lost Woods
Death Mountain
Zora's Domain
Zora's River
Lake Hylia
Death Mountain Crater
Hyrule Market
Hyrule Castle
Gerudo Valley
Gerudo River
Gerudo Fortress
Haunted Wasteland
Desert Colossus
Kakariko Village
Lon Lon Ranch
Title: Re: [WIP]The Legend of Zelda : Return to the Mask
Post by: Clearness on May 10, 2009, 05:34:29 am
Hello Tetiro, Clearness here from 'Squeebs'
This game is looking pretty fine and dandy, especially digging the OoA/OoS styled tiles and such.  I wish the best of luck to come throughout this project.
Title: Re: [WIP]The Legend of Zelda : Return to the Mask
Post by: King Tetiro on May 10, 2009, 07:45:39 am
Thanks. Last night I worked really hard on doing the Argoian Link. All that's left is to draw another sprite and Argoian is done.

EDIT: Here's the latest screenshot

(http://i330.photobucket.com/albums/l401/Tetiro/ChimingBells/ArgoianLink.png)
Title: Re: [WIP]The Legend of Zelda : Return to the Mask
Post by: MaJoRa on May 10, 2009, 01:43:36 pm
After looking through this seems like it could have a lot of potential, I have yet to download anything or see your MM game. Although the storyline has minor glitches it seems very good, as do your ideas for transformations, so I will keep an eye on this topic.
Title: Re: [WIP]The Legend of Zelda : Return to the Mask
Post by: King Tetiro on May 10, 2009, 01:58:18 pm
As a little bonus, here's the current order for the masks and their abilities (Each shard,soul or feather gets you a new ability when you redeem it)(0 Consumption requires you to be in the form)

==Stalfo==
(0)=Don't get attacked by Stalfos
(1)=Invisibility
(2)=Walk over Spikes
(3)=0 MP consumption

==Argoian==
(0)=Walk over Lava
(1)=Breath Attack
(2)=Long Claw Attack
(3)=0 Bomb Consumption

==Rito==
(0)=Don't get attacked by bird forms
(1)=Fly
(2)=Wing Fling (Produces a wingshot piece when you attack)
(3)=0 Arrow Consumption
Title: Re: [WIP]The Legend of Zelda : Return to the Mask
Post by: King Tetiro on May 11, 2009, 08:30:32 pm
The download link will now take you to tech demo v0.70. It contains extra
-2 Menus
-Stalfo and Argo Link
-Vista support!
-All the bow and arrows 100%
-Bomb and Arrow count (When equipped)
-Full World Map (Until the Demo 1)
-Basic Prioritized Movement

Enjoy it folks!
Title: Re: [WIP]The Legend of Zelda : Return to the Mask
Post by: Clearness on May 11, 2009, 08:36:12 pm
Hey its not bad, I like it!  Enemies would be cool.
Title: Re: [WIP]The Legend of Zelda : Return to the Mask
Post by: King Tetiro on May 11, 2009, 08:55:08 pm
You haven't got long. All I need to do is
-Textboxes and Options <-Easy
-Shop Engine <-Medium
-Bomb and Carrying <-Medium
-Raining <-Easy
-Rito Link <-Easy
-The last Menu <-Medium
Title: Re: [WIP]The Legend of Zelda : Return to the Mask
Post by: Zaeranos on May 11, 2009, 09:06:30 pm
The screens look good. I don't know if I can say the same about the map. Everything on the right side of the map (Death Mountain, Kakariko Village, Zora's Domain, Zora's River, Kokiri Forest and Lost Woods) are really tiny areas compaired to the areas in the middle and left of the map (Hyrule Field, Lake Hylia, Lon Lon Ranch, Castle Town, Gerudo Valley and Desert). It might be my imagination, but those areas look really cramped.

It isn't a bad thing, if the game hardly takes place in these areas. To me Castle Town, Lon Lon Ranch and Lake Hylia are the prominent areas of the game.
Title: Re: [WIP]The Legend of Zelda : Return to the Mask
Post by: King Tetiro on May 11, 2009, 09:31:05 pm
Kakariko Village and the Zora River have only a small need in the game. Death Mountain is quite big.

Kakariko Village : To go to Death Mountain and the Stalfo City
Zora's Domain : Just for access to Level 3. (To get permission to enter)
Title: Re: The Legend of Zelda : Return to the Mask
Post by: King Tetiro on May 14, 2009, 06:20:28 pm
I've started to write the story and the plot. I've updated the topic giving you 3 characters. I'll try to update the character database as I go through the story.
Title: Re: The Legend of Zelda : Chimming Bells
Post by: King Tetiro on May 17, 2009, 09:56:28 am
Okay guys, a brand new tech demo has been added. Here's what new

-Rito Link
-The last menu
-Saria, Deku Tree and 2 Kokiris

Enjoy it folks!

EDIT: For the next tech demo (THE LAST TECH DEMO), I am going to allow you to explore the Forest Temple. It will not have any puzzles but it'll give you a feel of the dungeon.
Title: Re: The Legend of Zelda : Chiming Bells
Post by: King Tetiro on May 25, 2009, 12:59:51 pm
Hey guys I bring news!

I'll been working very hard today on the Forest Temple. The next demo will have a fully working Forest Temple. Expect a new screenshot in the next hour

EDIT: Here as promised. Some new screenshots
(http://i330.photobucket.com/albums/l401/Tetiro/ChimingBells/ForestTemple.png)(http://i330.photobucket.com/albums/l401/Tetiro/ChimingBells/BowandtheirEyes.png)
Title: Re: The Legend of Zelda : Chiming Bells
Post by: Martijn dh on May 25, 2009, 05:11:01 pm
4 posts without a reply. Ai. Let's see what I can do about that.

Looks good. But it obviously still needs some work. Maybe spend some more time with a couple of details before you try and create a whole dungeon. It'll save you time in the long run. And please don't take any of the following as criticism. I wouldn't take the time to play and comment if I didn't like it. You already know what's good/finish right?

> The movements system needs a little bit more work. When I stand under/against a wall and am looking left I won't look up again when I want to move in that direction. If you need help with that let me know (= PB/email). It's not hard to fix.
> Personaly I'd make the hud either always (partly) seethrough or make it so you can't walk under it. As in: the borders of the rest of the screen are the actual room borders. A little of both just doesn't seem right.
> I can only equip a C item through the menu. When I equipped and used the skull mask (cool btw) I equipped an ocarina. So now I can't remove my mask until I go back and equip the skullmask again. Maybe make it so you can't change the mask when wearing it, or automaticly unequip it when you want to set another item. I'm not sure how they did it in Majora's Mask, but you could probably copy that or use it as an example.
> I wanna see area names and my current location on the map :'( No serieusly. I do miss the ability to hold a directional button and move a lot faster across to the next menu page. Shouldn't be to hard to implement.
> Please make a background for the item menu (single color rectangle?). If the area is full off activity it gets hard to distinguise on such a small screen.
> Love the implemented ocarina. Well done.
> Moving from room to room with two directions pushed the first of two directional buttons gets negated in the next room.
> I wasn't able to talk to people etc. That supposed to be like that right?
> Maybe close of the left side of the starting room so people won't have a change to !@#$% about it.

That's all the things I could find with just one playthrough. I hope it helps.
Title: Re: The Legend of Zelda : Chiming Bells
Post by: King Tetiro on May 25, 2009, 05:37:05 pm
> The movements system needs a little bit more work. When I stand under/against a wall and am looking left I won't look up again when I want to move in that direction. If you need help with that let me know (= PB/email). It's not hard to fix.
> Personaly I'd make the hud either always (partly) seethrough or make it so you can't walk under it. As in: the borders of the rest of the screen are the actual room borders. A little of both just doesn't seem right.
> I can only equip a C item through the menu. When I equipped and used the skull mask (cool btw) I equipped an ocarina. So now I can't remove my mask until I go back and equip the skullmask again. Maybe make it so you can't change the mask when wearing it, or automaticly unequip it when you want to set another item. I'm not sure how they did it in Majora's Mask, but you could probably copy that or use it as an example.
> I wanna see area names and my current location on the map :'( No serieusly. I do miss the ability to hold a directional button and move a lot faster across to the next menu page. Shouldn't be to hard to implement.
> Please make a background for the item menu (single color rectangle?). If the area is full off activity it gets hard to distinguise on such a small screen.
> Love the implemented ocarina. Well done.
> Moving from room to room with two directions pushed the first of two directional buttons gets negated in the next room.
> I wasn't able to talk to people etc. That supposed to be like that right?
> Maybe close of the left side of the starting room so people won't have a change to !@#$% about it.
Movement Engine - I think I get what your saying. But not fully. Could you re-explain it?
HUD - I still haven't found the function to make ALL the sprites drawn by the HUD see-through.
C Equip - Fair dos. I'll crack onto that
Faster Menu Cursor - Not exactly the highest thing on my list but yeh. I'll see what I can do. No promises. DONE
Item Menu - Fair enough. Just a graphic changes. Easy DONE
Moving from Room to Room - I can't solve that. Sorry. UNSOLVABLE
No Talk - It's the X function. It should work. It works on my comp. NO PROBLEM
Close the left - They'll be a guy blocking it in 2 demos time. PROMISE

Ocarina - Thanks very much. That's my master stroke! :D
As for the dungeon, I got alot done
-All the Chests
-All the puzzles
-All the tiling
-All the rooms
-All the monsters
-ALMOST All the room transitions

And this is what's left
-Boss
-Map and Compass on the Menu
-Boss Door and room transition
-The aftermath
Title: Re: The Legend of Zelda : Chiming Bells
Post by: Martijn dh on May 25, 2009, 06:14:12 pm
> The movements system needs a little bit more work. When I stand under/against a wall and am looking left I won't look up again when I want to move in that direction. If you need help with that let me know (= PB/email). It's not hard to fix.
> Personaly I'd make the hud either always (partly) seethrough or make it so you can't walk under it. As in: the borders of the rest of the screen are the actual room borders. A little of both just doesn't seem right.
> I can only equip a C item through the menu. When I equipped and used the skull mask (cool btw) I equipped an ocarina. So now I can't remove my mask until I go back and equip the skullmask again. Maybe make it so you can't change the mask when wearing it, or automaticly unequip it when you want to set another item. I'm not sure how they did it in Majora's Mask, but you could probably copy that or use it as an example.
> I wanna see area names and my current location on the map :'( No serieusly. I do miss the ability to hold a directional button and move a lot faster across to the next menu page. Shouldn't be to hard to implement.
> Please make a background for the item menu (single color rectangle?). If the area is full off activity it gets hard to distinguise on such a small screen.
> Love the implemented ocarina. Well done.
> Moving from room to room with two directions pushed the first of two directional buttons gets negated in the next room.
> I wasn't able to talk to people etc. That supposed to be like that right?
> Maybe close of the left side of the starting room so people won't have a change to !@#$% about it.
Movement Engine - I think I get what your saying. But not fully. Could you re-explain it?
HUD - I still haven't found the function to make ALL the sprites drawn by the HUD see-through.
C Equip - Fair dos. I'll crack onto that
Faster Menu Cursor - Not exactly the highest thing on my list but yeh. I'll see what I can do. No promises.
Item Menu - Fair enough. Just a graphic changes. Easy DONE
Ocarina - Thanks very much. That's my master stroke! :D
Moving from Room to Room - I can't solve that. Sorry. UNSOLVABLE
No Talk - It's the X function. It should work. It works on my comp. NO PROBLEM
Close the left - They'll be a guy blocking it in 2 demos time. PROMISE

As for the dungeon, I got alot done
-All the Chests
-All the puzzles
-All the tiling
-All the rooms
-All the monsters
-ALMOST All the room transitions

And this is what's left
-Boss
-Map and Compass on the Menu
-Boss Door and room transition
-The aftermath

Movement: When the demo starts walk up against the wall. Walk up a pixel or so and then try to move up again. He doesn't do anything. It's functional but just doesn't feel right.
Faster menu: Simply copy your press button events to "regular" button events. And it's fixed, depending on your programming of course. If you want more effecient/less coding then use one custom event which you call from within both button events.
Moving from room to room: Nothing is impossible! There is only highly inefficient. Want some help with this?
No talking: okay, my bad. I didn't know.
Title: Re: The Legend of Zelda : Chiming Bells
Post by: King Tetiro on May 25, 2009, 06:21:09 pm
Movement : So you want him to animate even is there's no movement?
Faster Menu : I've done it.
Room transition : I think it's a problem with Gamemaker. I dunno. I'm looking into this.
Talking : That's fine. We all make mistakes.

Anyways, I'm continuing the Forest Temple. You should have a fully working temple by the end of the week.
Title: Re: The Legend of Zelda : Chiming Bells
Post by: Martijn dh on May 25, 2009, 06:27:47 pm
Movement : So you want him to animate even is there's no movement?

Jup

Room transition : I think it's a problem with Gamemaker. I dunno. I'm looking into this.

I just use a single persistent master control object with 4 variables. One per directional button. Pressing a directional button sets the corresponding variable to 1 and releasing it sets it to 0 again. During each step, depending on Link's status, I use these 4 variables to make the character move and show his movement animations. This would be a solution for your problem, it's just the question wether it's worth the effort implementing it. It would also solve the other movement issue above (if you want it changed that is ofcourse).
Title: Re: The Legend of Zelda : Chiming Bells
Post by: King Tetiro on May 25, 2009, 06:57:38 pm
I don't think I'll implement this right now. It's not worth it Atm. Movement will be done later as well.
Title: Re: The Legend of Zelda : Chiming Bells
Post by: King Tetiro on May 26, 2009, 02:55:07 pm
The last bit of the Forest Temple.
Triple Headed Plant. Mosababa

(http://i330.photobucket.com/albums/l401/Tetiro/ChimingBells/Mosababa.png)

And with that, the technical demo has been updated! Enjoy the whole Forest Temple folks. The only thing not done is the Key counting.

EDIT: There is a key that rests on green blocks in the Forest Temple. Just walk towards it. The green blocks are water. I just haven't got the sprites again.

EDIT: Hey folks! I've done my first video! Has a look (No sound... :'( )
http://www.youtube.com/watch?v=gZZl68c8WEE
Title: Re: The Legend of Zelda : Chiming Bells
Post by: StSpider on May 27, 2009, 08:58:14 am
This game's looking pretty good so far.
Title: Re: The Legend of Zelda : Chiming Bells
Post by: King Tetiro on May 27, 2009, 11:41:25 am
This game's looking pretty good so far.
Thanks guys. To let know you all know, I'll be working on this full-time until June 16th (Last Exam), then I will be working on it less than part-time. Anyway, here's what needs to be done next

-Scenes
-Saving
-Titlescreen
-Hyrule Field <-THIS IS NEXT :O So the file size will be getting alot bigger.
-Finish Kokiri Forest
-More enemies (About 1/2 more)
Title: Re: The Legend of Zelda : Chiming Bells
Post by: King Tetiro on May 27, 2009, 06:40:05 pm
I sorta told a lie in my last post. Im not doing Hyrule Field....IM DOING THE WHOLE ******* LAND OF HYRULE!!!! And here's the proof!

(http://i330.photobucket.com/albums/l401/Tetiro/ChimingBells/GerudoRiver.png)

Remember that Gerudo Valley's river connected to Lake Hylia? This is Gerudo River. And you get to swim along it. One of the new areas of Hyrule. Below are the provinces in Hyrule.

-Hyrule Province [Hyrule Field,Kakariko Village,Lon Lon Ranch]
-Kokiri Province [Kokiri Forest,Lost Woods]
-Hylian Province [Hyrule Market,Temple of Time,Hyrule Castle]
-Goron Province [Death Mountain,Goron City]
-Zora Province [Zora's River,Zora's Domain,Lake Hylia] (The only province which is in two places]
-Gerudo Province [Gerudo Valley,Gerudo River,Gerudo Fortress,Haunted Wasteland,Desert Coloussus]

However, there are 3 provinces that you have to find. The first is easy but the other 2 require work

Stalfo Province [Catacomb Tunnels]
Argo Province [Death Mountain Crater]
Rito Province [Cloud Tops]

Enjoy this big update folks!

EDIT: I completed tiling the Gerudo Province

http://www.youtube.com/watch?v=nvaFnyg67iw

EDIT 2 : I've stopped for tonight but here's what's been done (TILING)

-Hyrule Province [Hyrule Field=50%,Kakariko Village=100%,Lon Lon Ranch=100%]
-Kokiri Province [Kokiri Forest=100%,Lost Woods=100%]
-Hylian Province [Hyrule Market=50%,Temple of Time,Hyrule Castle]
-Goron Province [Death Mountain=100%,Goron City=100%]
-Zora Province [Zora's River,Zora's Domain,Lake Hylia] (The only province which is in two places]
-Gerudo Province [Gerudo Valley=100%,Gerudo River=100%,Gerudo Fortress=100%,Haunted Wasteland=100%,Desert Coloussus=100%]
Title: Re: The Legend of Zelda : Chiming Bells
Post by: King Tetiro on May 29, 2009, 03:47:42 pm
I have been on very high form these 2 days. I've done 65% of the Hyrule Tiling (Excluding Dungeons)

-Hyrule Province [Hyrule Field=50%,Kakariko Village=100%,Lon Lon Ranch=100%]
-Kokiri Province [Kokiri Forest=100%,Lost Woods=100%]
-Hylian Province [Hyrule Market=100%,Temple of Time=100%,Hyrule Castle=100%]
-Goron Province [Death Mountain=100%,Goron City=100%]
-Zora Province [Zora's River,Zora's Domain,Lake Hylia] (The only province which is in two places]
-Gerudo Province [Gerudo Valley=100%,Gerudo River=100%,Gerudo Fortress=100%,Haunted Wasteland=100%,Desert Coloussus=100%]

Though progress will be slowing to a halt until after June 5th. Exams and !@#$%.
Title: Re: The Legend of Zelda : Chiming Bells
Post by: Moon_child on May 30, 2009, 09:18:42 am
It sure sounds interesting, but damn! Remaking Ocarina and Majora's mask!? :o
Title: Re: The Legend of Zelda : Chiming Bells
Post by: Mamoruanime on May 30, 2009, 09:20:21 am
It sure sounds interesting, but damn! Remaking Ocarina and Majora's mask!? :o

... I don't think he said he was remaking them <_<;;

He's making a sequel to them.
Title: Re: The Legend of Zelda : Chiming Bells
Post by: King Tetiro on May 30, 2009, 09:21:20 am
It sure sounds interesting, but damn! Remaking Ocarina and Majora's mask!? :o

... I don't think he said he was remaking them <_<;;

He's making a sequel to them.
Im making a sequel yeh. Remaking Ocarina and Majora's Mask would be insane!

I've done Death Mountain Crater. Im currently working on Zora's Domain

EDIT: I've completed Zora's River and nearly halfway on Zora's Domain. After that, I only have 50% of Hyrule Field and Lake Hylia to tile.

-Hyrule Province [Hyrule Field=50%,Kakariko Village=100%,Lon Lon Ranch=100%]
-Kokiri Province [Kokiri Forest=100%,Lost Woods=100%]
-Hylian Province [Hyrule Market=100%,Temple of Time=100%,Hyrule Castle=100%]
-Goron Province [Death Mountain=100%,Goron City=100%]
-Zora Province [Zora's River=100%,Zora's Domain=40%,Lake Hylia] (The only province which is in two places]
-Gerudo Province [Gerudo Valley=100%,Gerudo River=100%,Gerudo Fortress=100%,Haunted Wasteland=100%,Desert Coloussus=100%]
Title: Re: The Legend of Zelda : Chiming Bells
Post by: Xiphirx on May 31, 2009, 05:35:38 am
Damn King, I need your dedication.
Title: Re: The Legend of Zelda : Chiming Bells
Post by: King Tetiro on May 31, 2009, 06:15:42 am
Damn King, I need your dedication.
Hee hee. My dedication takes me anywhere. It took me swimming and multigym for nearly a year! Anyway, there's only 30 rooms left to tile before the next tech demo featuring all of hyrule and a big soundtrack (36 tunes in total)

-Hyrule Province [Hyrule Field=72%,Kakariko Village=100%,Lon Lon Ranch=100%]
-Kokiri Province [Kokiri Forest=100%,Lost Woods=100%]
-Hylian Province [Hyrule Market=100%,Temple of Time=100%,Hyrule Castle=100%]
-Goron Province [Death Mountain=100%,Goron City=100%]
-Zora Province [Zora's River=100%,Zora's Domain=100%,Lake Hylia] (The only province which is in two places]
-Gerudo Province [Gerudo Valley=100%,Gerudo River=100%,Gerudo Fortress=100%,Haunted Wasteland=100%,Desert Coloussus=100%]
Title: Re: The Legend of Zelda : Chiming Bells
Post by: Zaeranos on May 31, 2009, 07:46:00 am
Hee hee. My dedication takes me anywhere. It took me swimming and multigym for nearly a year! Anyway, there's only 30 rooms left to tile before the next tech demo featuring all of hyrule and a big soundtrack (36 tunes in total)


That is a tech demo? I t almost is the complete game. But damn you are really going for it. If the Dev contest was now instead of a few weeks ago, you would have a really big demo to show for or wouldn't you.
Title: Re: The Legend of Zelda : Chiming Bells
Post by: King Tetiro on May 31, 2009, 07:51:51 am
Hee hee. My dedication takes me anywhere. It took me swimming and multigym for nearly a year! Anyway, there's only 30 rooms left to tile before the next tech demo featuring all of hyrule and a big soundtrack (36 tunes in total)


That is a tech demo? I t almost is the complete game. But damn you are really going for it. If the Dev contest was now instead of a few weeks ago, you would have a really big demo to show for or wouldn't you.

Lol but as it doesn't have any storyline yet it remains tech demo. I am really going for it. MAN I LOVE GB STYLE! And yeh, if the Dev contest was now, I'd have a huge demo.

BTW, new status update

-Hyrule Province [Hyrule Field=100%,Kakariko Village=100%,Lon Lon Ranch=100%]
-Kokiri Province [Kokiri Forest=100%,Lost Woods=100%]
-Hylian Province [Hyrule Market=100%,Temple of Time=100%,Hyrule Castle=100%]
-Goron Province [Death Mountain=100%,Goron City=100%]
-Zora Province [Zora's River=100%,Zora's Domain=100%,Lake Hylia] (The only province which is in two places]
-Gerudo Province [Gerudo Valley=100%,Gerudo River=100%,Gerudo Fortress=100%,Haunted Wasteland=100%,Desert Coloussus=100%]


Only Lake Hylia to go!!! 15 rooms left!

Edit: A quick note. There are no house internals yet. They get added as the storyline progress. Eg, Kokiri Forest's houses will be done first (1st Demo.)
Title: Re: The Legend of Zelda : Chiming Bells
Post by: Zaeranos on May 31, 2009, 08:24:23 am
In 3 hours you've got those rooms tiled as well? To bad the movies you've created for your game only contain visuals and no sound. I'd love to hear a sample of your soundtrack.
Title: Re: The Legend of Zelda : Chiming Bells
Post by: King Tetiro on May 31, 2009, 09:57:38 am
It's tunes from the VGMusic archieves. That's why I can't have sound. They're midis. Eventually I'll convert the music to orgs so that they don't become horrible sounding.

3 hours. Actually, 1 hour. 2 hours I was browsing the net. Here's another screenshot

(http://i330.photobucket.com/albums/l401/Tetiro/ChimingBells/WhereAreWe.png)

Where is Link located in Hyrule?
Title: Re: The Legend of Zelda : Chiming Bells
Post by: Zaeranos on May 31, 2009, 10:09:45 am
Hyrule Castle or Temple of Time?
Title: Re: The Legend of Zelda : Chiming Bells
Post by: King Tetiro on May 31, 2009, 10:15:27 am
Hyrule Castle or Temple of Time?
Damn you and your knowledge! You got it right. I've started working on Lake Hylia. I won't be finishing it til this evening/tomorrow. Don't expect the demo tonight.
Title: Re: The Legend of Zelda : Chiming Bells
Post by: DJvenom on May 31, 2009, 10:19:17 am
(http://i330.photobucket.com/albums/l401/Tetiro/ChimingBells/WhereAreWe.png)

Here's is Link in front of the Temple of time.
Fixed for you.
Title: Re: The Legend of Zelda : Chiming Bells
Post by: Mamoruanime on May 31, 2009, 10:21:32 am
O_o;;; why does Link have a heck saw equipped?
Title: Re: The Legend of Zelda : Chiming Bells
Post by: King Tetiro on May 31, 2009, 10:22:07 am
Lol that's not a hacksaw. That's a Hookshot
Title: Re: The Legend of Zelda : Chiming Bells
Post by: Mamoruanime on May 31, 2009, 10:24:15 am
Lol that's not a hacksaw. That's a Hookshot

O_O I'm pretty sure theres already GB hookshot graphics; no need to make new ones
Title: Re: The Legend of Zelda : Chiming Bells
Post by: King Tetiro on May 31, 2009, 10:28:49 am
Lol that's not a hacksaw. That's a Hookshot

O_O I'm pretty sure theres already GB hookshot graphics; no need to make new ones

I want it to be the OOT hookshot. I'll try to improve the graphics then
Title: Re: The Legend of Zelda : Chiming Bells
Post by: Wasabi on May 31, 2009, 11:08:39 am
It's tunes from the VGMusic archieves. That's why I can't have sound. They're midis. Eventually I'll convert the music to orgs so that they don't become horrible sounding.
I've never heard of such an audio format, would you kindly enlighten me?
Title: Re: The Legend of Zelda : Chiming Bells
Post by: King Tetiro on May 31, 2009, 11:23:25 am
It's tunes from the VGMusic archieves. That's why I can't have sound. They're midis. Eventually I'll convert the music to orgs so that they don't become horrible sounding.
I've never heard of such an audio format, would you kindly enlighten me?
It's a minor audio format but most computer can use it with no problems.
Title: Re: The Legend of Zelda : Chiming Bells
Post by: Mamoruanime on May 31, 2009, 11:26:13 am
Are you sure you don't mean .ogg? <_<
Title: Re: The Legend of Zelda : Chiming Bells
Post by: King Tetiro on May 31, 2009, 11:29:01 am
Are you sure you don't mean .ogg? <_<
Yeh that'swhat I meant. I got it wrong.

12 rooms to go.
Title: Re: The Legend of Zelda : Chiming Bells
Post by: Wasabi on May 31, 2009, 12:03:35 pm
It's tunes from the VGMusic archieves. That's why I can't have sound. They're midis. Eventually I'll convert the music to orgs so that they don't become horrible sounding.
I've never heard of such an audio format, would you kindly enlighten me?
It's a minor audio format but most computer can use it with no problems.
I was joking, I know exactly what it is. But it's .ogg. Not .org. I just get all touchy when people miss spell stuff to do with music and audio :P
Title: Re: The Legend of Zelda : Chiming Bells
Post by: King Tetiro on May 31, 2009, 04:05:21 pm
I hope to get another 3 rooms done now.

EDIT: Only 5 more rooms to go. Expect a demo tomorrow!
Title: Re: The Legend of Zelda : Chiming Bells
Post by: King Tetiro on June 01, 2009, 08:00:51 am
As promised, I've completed Lake Hylia and I've updated the download link. You can now explore Hyrule! Have fun!

EDIT: Now that Hyrule has been tiled, it's time to work on the first proper demo. Here's what to expect
-Saving and Loading (Plus validation checks)
-Kokiri Forest Internals and completed Kokiri NPCs
-Storyline
-Title Screen
-And more!

Firstly I must come up with 36 heart piece locations
Title: Re: The Legend of Zelda : Chiming Bells
Post by: Jeod on June 01, 2009, 01:58:15 pm
Try something new and hide Heart Pieces in dungeons as well as everywhere else. I don't think Heart Pieces have ever been in dungeons in 2D games except for Minish Cap.
Title: Re: The Legend of Zelda : Chiming Bells
Post by: King Tetiro on June 01, 2009, 02:03:32 pm
Try something new and hide Heart Pieces in dungeons as well as everywhere else. I don't think Heart Pieces have ever been in dungeons in 2D games except for Minish Cap.
8 of the heart pieces will be in the dungeons. Im making sure of that.
Title: Re: The Legend of Zelda : Chiming Bells
Post by: Colbydude on June 02, 2009, 02:34:45 am
Just tried to play the new tech demo, and got this error


Quote
___________________________________________
ERROR in
action number 1
of  Step Event
for object Link:

Error in code at line 2:
   var mapc,i; mapc=0 i=0 for (i=1;i<197;i+=1){if wmp=1{macpc+=1}}if mapc/196>=0.75{for (i=1;i<197;i+=1){wmp=1}}

at position 58: Unknown variable macpc

I think you typo'd, but it could be because I'm on Windows 7, I dunno.
Title: Re: The Legend of Zelda : Chiming Bells
Post by: King Tetiro on June 02, 2009, 05:54:49 am
Yeh I spotted that error last night. Im gonna repost the demo. I apologise to you all.

EDIT: The demo has been fixed and reposted. As an apology, I've added 3 heart pieces.
Title: Re: The Legend of Zelda : Chiming Bells
Post by: King Tetiro on June 04, 2009, 07:38:48 am
I've started working on a proper demo this time. Here's what I've got to do.

-Kokiri Forest Shop
-Scenes
-Saving and Loading
-Titlescreen

=Completed Scenes=
3=The Great Deku Tree's Words

=Scenes to do=
1=Prologue
2=Trouble in the Forest / The Forest's Calling
4=Saria's in trouble!
5=The Blue Knight
Title: Re: The Legend of Zelda : Chiming Bells
Post by: Mamoruanime on June 04, 2009, 09:28:43 pm
You seem to have... tried... to implement a prioritized movement system, but got it alllllll wrong <_<;; Link is supposed to prioritize the first direction he's moving, not any direction he tries to move after the first...
Title: Re: The Legend of Zelda : Chiming Bells
Post by: King Tetiro on June 04, 2009, 09:32:53 pm
You seem to have... tried... to implement a prioritized movement system, but got it alllllll wrong <_<;; Link is supposed to prioritize the first direction he's moving, not any direction he tries to move after the first...

Please help me mamor! Im really at a loss here now.
Title: Re: The Legend of Zelda : Chiming Bells
Post by: Mamoruanime on June 04, 2009, 09:35:11 pm
Okay, well... For example-

If link is standing still, and you decide to walk left- Left is now your *priority direction*. Link will be facing left now even if you decide to press up or down while you're walking. Any other directional buttons pressed aren't priority. If you stop pressing left, and you're holding up- Up is now your priority direction. Link will face up no matter what direction you press.
Title: Re: The Legend of Zelda : Chiming Bells
Post by: King Tetiro on June 04, 2009, 09:47:45 pm
Okay, well... For example-

If link is standing still, and you decide to walk left- Left is now your *priority direction*. Link will be facing left now even if you decide to press up or down while you're walking. Any other directional buttons pressed aren't priority. If you stop pressing left, and you're holding up- Up is now your priority direction. Link will face up no matter what direction you press.
I think i may have figure out the solution. I dunno. I'll try tomorrow night
Title: Re: The Legend of Zelda : Chiming Bells
Post by: 4Sword on June 04, 2009, 10:01:33 pm
Priority movement isn't that hard to implement. In fact, currently I am finishing up a revision to Goodnight's movement engine which has more efficient code - although, I am not sure how necessary it is to Gameboy Zelda collisions, it's more Minish Cap ish. I'm a little embarrassed because at first I was scoffing at the for loops in it when it turns out a simplified form of them was essential to the damn thing, lol.

If you don't get it figured out, chances are I'll be able to help you then.
Edit: lol, it seems I was able to get a working system without the for loops I praised above, woot.
Title: Re: The Legend of Zelda : Chiming Bells
Post by: Mamoruanime on June 05, 2009, 12:00:48 am
O_O why would you need for loops for your prioritized movement? XD Seems overcomplicated to me :s
Title: Re: The Legend of Zelda : Chiming Bells
Post by: 4Sword on June 05, 2009, 12:08:55 am
Well, it is more for the corner cutting with collisions but as I figured out with my last edit, I was able to do the corner cutting without the for-loop which was for that in Goodnight's original engine. Otherwise, the prioritized movement for directions looks similar to something like this:
Code: [Select]
hold_u = keyboard_check(vk_up);
hold_d = keyboard_check(vk_down);
hold_l = keyboard_check(vk_left);
hold_r = keyboard_check(vk_right);

if (hold_u && hold_d){
  hold_u = 0; hold_d = 0;
}

if (hold_l && hold_r){
  hold_l = 0; hold_r = 0;
}

switch (hold_u + hold_d + hold_l + hold_r){
  case 0:
    is_moving = false; move_f = 0; move_c = 0;
    break;
  case 1:
    is_moving = true; move_f = 1; move_c = 0;
    if (hold_u)
      direction = 90;
    else if (hold_d)
      direction = 270;
    else if (hold_l)
      direction = 180;
    else
      direction = 0;
    break;
  case 2:
    is_moving = true; move_f = SQRT_TWO;
    switch (direction){
      case 90:
        if (hold_d)
          direction =  270;
        break;
      case 270:
        if (hold_u)
          direction = 90;
        break;
      case 180:
        if (hold_r)
          direction = 0;
        break;
      case 0:
        if (hold_l)
          direction = 180;
        break; 
    }   
    break;
}
Title: Re: The Legend of Zelda : Chiming Bells
Post by: Infinitus on June 05, 2009, 12:34:19 am
I like my prioritized movement code from my previous projects. Its a 10 line long function.  <3
Title: Re: The Legend of Zelda : Chiming Bells
Post by: Mamoruanime on June 05, 2009, 01:06:44 am
I like my prioritized movement code from my previous projects. Its a 10 line long function.  <3

I think that's just about what mine's at; I can't remember though :s... I'm not on a PC that will let me open my source to check lol...

I would almost assume give King Tetiro my movement system, but it would involve him rewriting some of what he has now to adapt to it.
Title: Re: The Legend of Zelda : Chiming Bells
Post by: King Tetiro on June 05, 2009, 03:21:41 pm
Mamor or infini please could I use one of your scripts? It would really help. Credit will be given.
Title: Re: The Legend of Zelda : Chiming Bells
Post by: Infinitus on June 05, 2009, 04:21:47 pm
Mamor or infini please could I use one of your scripts? It would really help. Credit will be given.
Unless you like C++, no :P.
Title: Re: The Legend of Zelda : Chiming Bells
Post by: MG-Zero on June 05, 2009, 04:53:32 pm
Hey, Infini, can I see so said 10 line of code? =D
Title: Re: The Legend of Zelda : Chiming Bells
Post by: Infinitus on June 05, 2009, 05:38:35 pm
Hey, Infini, can I see so said 10 line of code? =D
*randomly grabs some code from a previous project*

lol FusionScript, been a while since I saw that. And yes, closer to 18 lines not counting whitespace and comments :P.

Code: [Select]
// --------------------------------------------------------------------
//  Works out the _direction the player should be following based on
//  an acceleration vector.
// --------------------------------------------------------------
//  xMovement : Movement in x-axis.
//  yMovement : Movement in y-axis.

int WorkOutDirection(float xMovement, float yMovement)
{
int retDir = _direction;

switch (true)
{
case xMovement < 0.0f && yMovement != 0.0f:   // Left Up/Down
if (_direction == System.Generic.Directions.RIGHT)
retDir = System.Generic.Directions.LEFT;
case xMovement > 0.0f && yMovement != 0.0f:   // Right Up/Down
if (_direction == System.Generic.Directions.LEFT)
retDir = System.Generic.Directions.RIGHT;
case xMovement < 0.0f: retDir = System.Generic.Directions.LEFT;      // Left
case xMovement > 0.0f: retDir = System.Generic.Directions.RIGHT;   // Right
case yMovement < 0.0f: retDir = System.Generic.Directions.UP;        // Up
case yMovement > 0.0f: retDir = System.Generic.Directions.DOWN;      // Down
}

return retDir;
}
Title: Re: The Legend of Zelda : Chiming Bells
Post by: Martijn dh on June 05, 2009, 06:24:03 pm
Mamor or infini please could I use one of your scripts? It would really help. Credit will be given.

If neither of them can help you can have my code. Just be warned that I've seperated it in the button press, button release, some custom events and the step events.
Title: Re: The Legend of Zelda : Chiming Bells
Post by: King Tetiro on June 06, 2009, 02:56:31 pm
I'll figure this out eventually. I may use a form of 4Sword's (If i do I will credit  you)

No progress has been made lately due to my exams.
Title: Re: The Legend of Zelda : Chiming Bells
Post by: ZFG on June 06, 2009, 03:09:10 pm
Holy !@#$% dude! This is way past awesome! Though, I'm not used to such small screens.  :P
Title: Re: The Legend of Zelda : Chiming Bells
Post by: King Tetiro on June 06, 2009, 04:26:05 pm
I've given up trying to do prioritised movement. I even tried 4Sword's code and it still doesn't work.
Title: Re: The Legend of Zelda : Chiming Bells
Post by: Windy on June 06, 2009, 04:49:32 pm
I've given up trying to do prioritised movement. I even tried 4Sword's code and it still doesn't work.
Prioritised movement isn't that difficult :/
If you can't do it you're going to have even more trouble later on with harder pieces of code.
Title: Re: The Legend of Zelda : Chiming Bells
Post by: 4Sword on June 06, 2009, 05:31:13 pm
The prioritized movement code I showed above has parts of it that are in it for the later parts. Here is what the create and step events look like; as you'll see, I used an object called objSolid which was the parent object of all things you can run into.
Code: [Select]
image_speed = 0.50;
direction = 270;
move_s = 3;
move_c = 0;
width = sprite_get_width(mask_index);
height = sprite_get_height(mask_index);
is_moving = false;
has_hat = true;

Code: [Select]
/***************************************************************
 PRIORITIZED MOVEMENT SCRIPT
 Code Source: www.zfgc.com
 Contributors:
 - 4Sword: Switch statement based movement checking/correction,
     collision based on bounding boxes
 - Goodnight: Original movement system concept
 IF USED, DO NOT REMOVE THIS CREDIT INFORMATION AND MAKE SURE TO
 CREDIT ZFGC (aka. ZELDA FAN GAME CENTRAL) PUBLICALLY SO THAT
 THIS CODE IS NOT MISTAKEN FOR YOUR OWN OR CONSIDERED STOLEN.
***************************************************************/

var hold_u, hold_d, hold_l, hold_r, move_f, collobj, overlap;

hold_u = keyboard_check(vk_up);
hold_d = keyboard_check(vk_down);
hold_l = keyboard_check(vk_left);
hold_r = keyboard_check(vk_right);

if (hold_u && hold_d){
  hold_u = 0; hold_d = 0;
}

if (hold_l && hold_r){
  hold_l = 0; hold_r = 0;
}

switch (hold_u + hold_d + hold_l + hold_r){
  case 0:
    is_moving = false; move_f = 0; move_c = 0;
    break;
  case 1:
    is_moving = true; move_f = 1; move_c = 0;
    if (hold_u)
      direction = 90;
    else if (hold_d)
      direction = 270;
    else if (hold_l)
      direction = 180;
    else
      direction = 0;
    break;
  case 2:
    is_moving = true; move_f = SQRT_TWO;
    switch (direction){
      case 90:
        if (hold_d)
          direction =  270;
        break;
      case 270:
        if (hold_u)
          direction = 90;
        break;
      case 180:
        if (hold_r)
          direction = 0;
        break;
      case 0:
        if (hold_l)
          direction = 180;
        break;  
    }  
    break;
}

if (move_f != 0){
  move_c += move_s;
  while (move_c >= 1){
    x += hold_r - hold_l;
    
    if (place_meeting(x,y,objSolid)){
      if (hold_u + hold_d == 0){
        collobj = instance_place(x,y,objSolid);
        overlap = !(bbox_top > collobj.bbox_bottom || bbox_bottom < collobj.bbox_top || (bbox_left + hold_l) > collobj.bbox_right || (bbox_right - hold_r) < collobj.bbox_left);
        if (overlap){
          move_f = SQRT_TWO;
          if (!place_meeting(x,y - 1,objSolid)){
            y -= 1;
          }
          else if (!place_meeting(x,y + 1,objSolid)){
            y += 1;
          }
          else{  
            x -= hold_r - hold_l;
            if (!place_meeting(x,y - height div 2,objSolid)){
              y -= 1;
            }
            else if (!place_meeting(x,y + height div 2,objSolid)){
              y += 1;
            }
          }
        }
        else{
          x -= hold_r - hold_l;
        }
      }
      else{
        x -= hold_r - hold_l;
      }
    }
    
    y += hold_d - hold_u;
    
    if (place_meeting(x,y,objSolid)){
      if (hold_l + hold_r == 0){
        collobj = instance_place(x,y,objSolid);
        overlap = !((bbox_top + hold_u) > collobj.bbox_bottom || (bbox_bottom - hold_d) < collobj.bbox_top || bbox_left > collobj.bbox_right || bbox_right < collobj.bbox_left);
        if (overlap){
          move_f = SQRT_TWO;
          if (!place_meeting(x - 1,y,objSolid)){
            x -= 1;
          }
          else if (!place_meeting(x + 1,y,objSolid)){
            x += 1;
          }
          else{  
            y -= hold_d - hold_u;
            if (!place_meeting(x - width div 2,y,objSolid)){
              x -= 1;
            }
            else if (!place_meeting(x + width div 2,y,objSolid)){
              x += 1;
            }
          }
        }
        else{
          y -= hold_d - hold_u;
        }
      }
      else{
        y -= hold_d - hold_u;
      }
    }
    
    move_c -= move_f;
  }
}

Oh, and additionally, the SQRT_TWO part is a constant set in the game settings to be the closest decimal approximation that Game Maker allows for the square root of 2 - about 1.4142135620.

Title: Re: The Legend of Zelda : Chiming Bells
Post by: King Tetiro on June 06, 2009, 05:37:16 pm
The movement itself isn't the problem it's getting Link to face the same direction. Any ideas?
Title: Re: The Legend of Zelda : Chiming Bells
Post by: King Tetiro on June 06, 2009, 06:03:35 pm
Ignore my last post I've done it!!!!!!

Like I said, it was getting him to face the right direction :D
Title: Re: The Legend of Zelda : Chiming Bells
Post by: rhalifax on June 08, 2009, 01:18:09 pm
nice job with the mapping, i did notice that the flower/grass tile you have on here isnt animated like it should be, i also noticed that near lake hylia when you go right to move to the next area it wont let you. I first noticed it at the entrance. I also happened to stumble upon a piece of heart, i had to hit space a couple of times as if there was text but all i saw was a black box =P

other than these small things its coming along pretty good keep it up
Title: Re: The Legend of Zelda : Chiming Bells
Post by: King Tetiro on June 08, 2009, 02:18:06 pm
nice job with the mapping, i did notice that the flower/grass tile you have on here isnt animated like it should be, i also noticed that near lake hylia when you go right to move to the next area it wont let you. I first noticed it at the entrance. I also happened to stumble upon a piece of heart, i had to hit space a couple of times as if there was text but all i saw was a black box =P

other than these small things its coming along pretty good keep it up
I was aware of these but i haven't had the time to fix them.
Title: Re: The Legend of Zelda : Chiming Bells
Post by: King Tetiro on June 18, 2009, 09:15:51 pm
Okay guys here's the thing. Summer is around. I have much to do. HOWEVER, I will be restarting this game. In conjunction with the other game Im making. I will be working on them this summer together.
Title: Re: The Legend of Zelda : Chiming Bells
Post by: Kren on June 18, 2009, 10:00:14 pm
hmm this looks really good, IMO you should go for making a fan game and not a sequel to MM.. just keep the maps and change the story :P.
Title: Re: The Legend of Zelda : Chiming Bells
Post by: King Tetiro on June 18, 2009, 10:05:07 pm
Kren. It's not a sequel. It's a fan game of what I think the THIRD game in the Ocarina Trilogy is. So it's a fan-game :D
Title: Re: The Legend of Zelda : Chiming Bells
Post by: Nyfer on July 07, 2009, 09:21:17 pm
this game is well thought out I have to say
Title: Re: The Legend of Zelda : Chiming Bells (New screenie)
Post by: King Tetiro on August 29, 2009, 12:18:06 pm
Well I can't do anymore on Crystal Blade for a while because my composer is busy so Im back working on Chiming Bells. Isn't that fantastic!!! WOO!!!

EDIT: Im currently working on the last Kokiri Forest scene.
EDIT 2:
I finished the scene. The Great Deku Tree's flashback

(http://i330.photobucket.com/albums/l401/Tetiro/ChimingBells/GreatDekuTreeFlashback.png)

Yes that blue guy is the villain
Title: Re: The Legend of Zelda : Chiming Bells
Post by: Zaeranos on August 30, 2009, 07:17:32 am
"After refusing, he swore that I hadn't" I don't know what comes after that, but for an oath of vengeance the sentence starts a bit strange. And in such a situation seems an oath of vengeance the best dramatic effect/cliché. Well, it only makes me want to see the entire game finished, or at least the rest of that dialogue.

Keep up your good work, and hopefully we get to see another demo soon.
Title: Re: The Legend of Zelda : Chiming Bells
Post by: King Tetiro on August 30, 2009, 08:03:05 pm
The sentence before this screenie is something like 'He demanded the Slab of Forest'
That's why it doesn't make sense.
Title: Re: The Legend of Zelda : Chiming Bells
Post by: King Tetiro on August 31, 2009, 10:15:10 am
I know it's breaking the 2 day rule but I bring a screenshot/mockup

(http://i330.photobucket.com/albums/l401/Tetiro/ChimingBells/PrincessZelda.png)

WHy a mock up as well as a screenshot? Because Zelda isn't there atm. I have work to do with her right now. But after Im done she will be there. Yes this also means Hyrule Castle's interior is under progress
Title: Re: The Legend of Zelda : Chiming Bells
Post by: Zaeranos on August 31, 2009, 04:19:56 pm
(http://i330.photobucket.com/albums/l401/Tetiro/ChimingBells/PrincessZelda.png)

Does that look like grass inside a bedroom, at the bottom of the screen?
Title: Re: The Legend of Zelda : Chiming Bells
Post by: King Tetiro on August 31, 2009, 08:07:34 pm
(http://i330.photobucket.com/albums/l401/Tetiro/ChimingBells/PrincessZelda.png)

Does that look like grass inside a bedroom, at the bottom of the screen?
Yes that's grass. Can't a room have inside flowers? Besides, this is princess zelda's room. It's gotta look 'pretty'
Title: Re: The Legend of Zelda : Chiming Bells [New Video]
Post by: King Tetiro on September 06, 2009, 09:16:01 am
People I bring a video. It's the scene where Link and Navi see Zelda

http://www.youtube.com/watch?v=RF2Dx8Gxd2w

Enjoy.
Title: Re: The Legend of Zelda : Chiming Bells
Post by: ZoSo on September 06, 2009, 04:20:50 pm
I couldn't even tell that was Zelda, haha. I'm guessing your trying to make her like OOT Zelda? Even so, I would suggest using the oracle Zelda sprite.
Title: Re: The Legend of Zelda : Chiming Bells
Post by: King Tetiro on September 06, 2009, 04:31:13 pm
I'll see what i can do. Im really trying NOT to use the oracle npc sprites
Title: Re: The Legend of Zelda : Chiming Bells
Post by: Zaeranos on September 06, 2009, 09:05:59 pm
I have to agree with ZoSo. The Zelda sprite doesn't really look that good. I even get the idea that her face looks like a skull. I know the blue knight is the main antagonist, but even Onox wasn't that huge. At least not in the camp during the kidnapping of Din. Compared to the blue knight Zelda and Link look like 5 year old kids. And finally, like I said earlier. The grass in the bedroom looks weird. I can understand that Zelda has flowers in pots in her bedroom, but this looks more like a garden.
Title: Re: The Legend of Zelda : Chiming Bells
Post by: King Tetiro on September 06, 2009, 09:12:19 pm
I have to agree with ZoSo. The Zelda sprite doesn't really look that good. I even get the idea that her face looks like a skull. I know the blue knight is the main antagonist, but even Onox wasn't that huge. At least not in the camp during the kidnapping of Din. Compared to the blue knight Zelda and Link look like 5 year old kids. And finally, like I said earlier. The grass in the bedroom looks weird. I can understand that Zelda has flowers in pots in her bedroom, but this looks more like a garden.
Zelda sprite doesn't look good - I'll give it another try
Blue Knight - Actually Onox was that size. He's based from Onox
Title: Re: The Legend of Zelda : Chiming Bells
Post by: King Tetiro on September 14, 2009, 04:03:25 pm
I can't seem to get Zelda correct right now so Im leaving her as she is but when I can get it right, I'll change it. Anyway, I have fully completed 1 of the minigames! You can now shoot at targets in the Hyrule Market shooting gallery.
EDIT:
Last night I also completed the Bomb Game. There's only 1 thing left to go for Hyrule Market. The shop and then I think I've completed Hyrule Market for the whole game!
Title: Re: The Legend of Zelda : Chiming Bells
Post by: King Tetiro on December 09, 2009, 08:36:42 pm
Yo guys! (Wait yo? WTF?) Chiming Bells will be worked on this week. Im working on the Temple of Time which is a side quest. Instead of being able to pull the Master Sword, there will be a magical barrier to prevent you (Put up by Princess Zelda after beating Ganon in Ocarina of Time). But there will be a difference in the room. 4 altars. Each one has an optional boss (Each one assumes that the Zelda Timeline isn't split. Yes that means old bosses)
Title: Re: The Legend of Zelda : Chiming Bells
Post by: King Tetiro on December 15, 2009, 01:13:35 pm
With the temple of time underway, Im needing a screenshot of the master sword altar. Not the stone it's stuck into, the stand. Can someone give me a shot of it?
BTW, the 4 bosses in the temple of time are (In order of appearance). And for extra, I've listed the item that represents them.
-Majora - Swordsman's Drum (Cookie to whoever works out why it's not the Majora's Mask)
-Veran - Harp of Ages
-Dethl - Flute/Ocarina (The red Ocarina)
-Ganondorf (Well duh! He is sealed there) - Ocarina of Time

EDIT: A brand new screenshot hot from a furnace. The 1 of 2 rooms in the Temple of Time
(http://i330.photobucket.com/albums/l401/Tetiro/ChimingBells/TempleOfTime.png)
Title: Re: The Legend of Zelda : Chiming Bells [Boss Video!]
Post by: King Tetiro on December 16, 2009, 09:58:25 am
Okay guys, here's the first of the 4 optional bosses in the game. I started with the one most people remember. The OOT Ganondorf battle. Enjoy

http://www.youtube.com/watch?v=2k2NSko9ESk
Title: Re: The Legend of Zelda : Chiming Bells [New Boss Video]
Post by: Mamoruanime on December 16, 2009, 11:53:00 am
Nice boss video

Few critiques if I may-

When Ganondorf is floating, I suggest having him "bob" a bit up and down. Just have him go up one pixel, back to his original position, down one pixel, then to his original position to give the appearance of hovering. Also give him a solid shadow below his position as well to help the effect.

Also his ball he volleys is far too small; I'd almost go with beams that are more similar to Aganhim's blue beams in lttp, except more "GBified".

Otherwise, looks awesome so far, good work.
Title: Re: The Legend of Zelda : Chiming Bells [New Boss Video]
Post by: King Tetiro on December 16, 2009, 12:05:14 pm
I shall do those now. Bobbing up and down last. Shadow first. Then sprites.
Title: Re: The Legend of Zelda : Chiming Bells [New Boss Video]
Post by: Zaeranos on December 16, 2009, 04:28:48 pm
I found some more things troubling with that fight. First the things that Mammy already mentioned, although the bobbing should also include left and right.

Second Ganondorf remains in the center of the room. Move him to different places to make it less static.

Third what are those tiles that form a big square. I know from OOT that it is the place where you fall down to the level below and have to climb back up again. But that is rather difficult to do in 2D. It also makes for a very small playing field and a somewhat static gameplay. At this moment the tiles look like decoration on the floor.

I think you should abandon some off the things in OOT, in order to make a better boss fight for your game.

Well good luck with programming and I hope to see a new update soon.
Title: Re: The Legend of Zelda : Chiming Bells [New Boss Video]
Post by: King Tetiro on December 16, 2009, 04:33:50 pm
I found some more things troubling with that fight. First the things that Mammy already mentioned, although the bobbing should also include left and right.

Second Ganondorf remains in the center of the room. Move him to different places to make it less static.

Third what are those tiles that form a big square. I know from OOT that it is the place where you fall down to the level below and have to climb back up again. But that is rather difficult to do in 2D. It also makes for a very small playing field and a somewhat static gameplay. At this moment the tiles look like decoration on the floor.

I think you should abandon some off the things in OOT, in order to make a better boss fight for your game.

Well good luck with programming and I hope to see a new update soon.
Bobbing - I shall see what can be done.
Moving - Agreed. I shall see what I can do.
Abandon - What should I abandon?

EDIT: Im currently working on the heart pieces based on the places that get updated in the demo. That's Hyrule Field, Kakariko Village, Hyrule Market, Temple of Time, Goron City, etc.
Title: Re: The Legend of Zelda : Chiming Bells [New Boss Video]
Post by: ZoSo on December 16, 2009, 04:58:06 pm
I agree this is looking very good, thumbs up on the temple of time. As for the ganondorf battle, it just looks like a rather boring boss to fight :-X It needs a little more life to it. I agree with niek on making it more of your own battle rather than OOT's.
Edit: Also the swordsmans drum is from the MM manga, unknown swordsman plays the drum and majora dances for 3 days, then dies. The mask is carved from the armor.
Title: Re: The Legend of Zelda : Chiming Bells [New Boss Video]
Post by: King Tetiro on December 16, 2009, 05:20:58 pm
I agree this is looking very good, thumbs up on the temple of time. As for the ganondorf battle, it just looks like a rather boring boss to fight :-X It needs a little more life to it. I agree with niek on making it more of your own battle rather than OOT's.
Edit: Also the swordsmans drum is from the MM manga, unknown swordsman plays the drum and majora dances for 3 days, then dies. The mask is carved from the armor.
Zoso gets the cookie!!! You've read the manga. I thought that story was really good. And about the OOT fight. Sorry but that was how Ganondorf fought in OOT and I intend to keep it the same.
Title: Re: The Legend of Zelda : Chiming Bells [New Boss Video]
Post by: Zaeranos on December 16, 2009, 05:31:05 pm
Third what are those tiles that form a big square. I know from OOT that it is the place where you fall down to the level below and have to climb back up again. But that is rather difficult to do in 2D. It also makes for a very small playing field and a somewhat static gameplay. At this moment the tiles look like decoration on the floor.

I think you should abandon some off the things in OOT, in order to make a better boss fight for your game.
Abandon - What should I abandon?
[/quote]

You should abandon the 3D concepts. From the demo it looked like those special tiles were something you should step on, because you would fall down. The tiles themselves look like floor decorations if you ask me.

If you intended them to be wholes that you fall through to the lower level. Then I would say abandon this, because that does not work well in 2D. Also you don't get to jump to the area on the side, because you don't have a Roc's feather (if I recall correctly). Thus you don't get to the pots with arrows and hearts in the corners.
Title: Re: The Legend of Zelda : Chiming Bells [New Boss Video]
Post by: King Tetiro on December 16, 2009, 05:56:18 pm
Third what are those tiles that form a big square. I know from OOT that it is the place where you fall down to the level below and have to climb back up again. But that is rather difficult to do in 2D. It also makes for a very small playing field and a somewhat static gameplay. At this moment the tiles look like decoration on the floor.

I think you should abandon some off the things in OOT, in order to make a better boss fight for your game.
Abandon - What should I abandon?

You should abandon the 3D concepts. From the demo it looked like those special tiles were something you should step on, because you would fall down. The tiles themselves look like floor decorations if you ask me.

If you intended them to be wholes that you fall through to the lower level. Then I would say abandon this, because that does not work well in 2D. Also you don't get to jump to the area on the side, because you don't have a Roc's feather (if I recall correctly). Thus you don't get to the pots with arrows and hearts in the corners.
[/quote]
Erm..the tiles are floor decorations. Maybe I should make pits?
Title: Re: The Legend of Zelda : Chiming Bells [New Boss Video]
Post by: Zaeranos on December 16, 2009, 06:04:29 pm
Nope, from the demo it just looked like it was a pit, because of how you go no further then the edge of the inner square.

Making pits though, could make it a more difficult fight. But the priority should be on getting the movement of Ganondorf done.
Title: Re: The Legend of Zelda : Chiming Bells [New Boss Video]
Post by: King Tetiro on December 16, 2009, 06:25:54 pm
I've got confused. Come someone list me the ways to improve it?
Title: Re: The Legend of Zelda : Chiming Bells [New Boss Video]
Post by: Zaeranos on December 16, 2009, 06:53:02 pm
I've got confused. Come someone list me the ways to improve it?

1) Adding a shadow to Ganondorf.

2) Make the floating of Ganon bobbing Up/Down/Left/Right

3) Make Ganon's energy ball, more like Aganhim's. Means bigger, clearer and a tail. Also have Ganon hit them back.

4) Move Ganon around the room.

5) Oh yeah have some nice animations for hitting him, with an energy ball, the light arrow and when he is on the floor.

Did I miss something?
Title: Re: The Legend of Zelda : Chiming Bells [New Boss Video]
Post by: King Tetiro on December 16, 2009, 09:08:27 pm
Okay guys, a little peek at what I've done in the last couple of hours. The Mirror Shield's return!!
(http://i330.photobucket.com/albums/l401/Tetiro/ChimingBells/MirrorShield.png)
After I've completed the cave, I'll go back to Ganondorf. Please keep sending me suggestions on how to improve Ganondorf.
Title: Re: The Legend of Zelda : Chiming Bells [New Boss Video]
Post by: Xiphirx on December 16, 2009, 09:16:03 pm
Wow dude you make amazing progress :D

+1 respect D:
Title: Re: The Legend of Zelda : Chiming Bells [New Boss Video]
Post by: King Tetiro on December 16, 2009, 09:32:01 pm
Wow dude you make amazing progress :D

+1 respect D:
And with about 2 hours more tonight, expect an 8 puzzle roomed cave to be done. One that requires every item you get from the dungeon.
EDIT: Decided to stop for tonight. 7/8 puzzle cave done, Ganondorf 90% done, 2+ heart pieces and some item programming isn't bad for a day huh?
Title: Re: The Legend of Zelda : Chiming Bells [New Boss Video]
Post by: King Tetiro on December 17, 2009, 01:36:13 pm
Okay guys here's the situation. Although Im doing progress, I won't be able to be on ZFGC for a while because my router died and we need to get a new one. Im using a libary computer  to write this. Here's the order of what's gonna be done
-8 Puzzle Cave
-Improved Ganondorf
-Heart Pieces for all the updated places so far
-Kakariko Village+Heart Pieces+Story
-Death Mountain+Heart Pieces+Story
-Goron City+Heart Pieces+Story
-Dodongo Mines

Awful lot of heart pieces in this demo. Something like 14?
Title: Re: The Legend of Zelda : Chiming Bells [New Boss Video]
Post by: Jetstorm4 on December 17, 2009, 02:12:38 pm
Okay guys here's the situation. Although Im doing progress, I won't be able to be on ZFGC for a while because my router died and we need to get a new one. Im using a libary computer  to write this. Here's the order of what's gonna be done
-8 Puzzle Cave
-Improved Ganondorf
-Heart Pieces for all the updated places so far
-Kakariko Village+Heart Pieces+Story
-Death Mountain+Heart Pieces+Story
-Goron City+Heart Pieces+Story
-Dodongo Mines

Awful lot of heart pieces in this demo. Something like 14?

Wow, sounds good to me! Good luck :]
looking at this now, I know this'll be great
Title: Re: The Legend of Zelda : Chiming Bells [New Boss Video]
Post by: Zhello on December 18, 2009, 04:21:42 am
Nice man, ill try demo and keep up the good work  XD
Title: Re: The Legend of Zelda : Chiming Bells [New Boss Video]
Post by: King Tetiro on December 21, 2009, 08:17:51 pm
IM BACK!!! And here's what's been going down in ye Hyrule
-8 Puzzle Cave
-Finished Ganondorf
-Some Heart Pieces
-Kakariko Village+Heart Pieces+Story
-Goron City in progress
-Finished Navi
-Work on Veran
-Rodrick sprites (The main villain :) )
-Titlescreen + logo!!!
Title: Re: The Legend of Zelda : Chiming Bells [Titlescreen glimpse]
Post by: King Tetiro on December 21, 2009, 08:48:08 pm
Look at this. This is part 3 of the titlescreen. There are 3 parts. First part with the bell swinging, second part with Link riding Epona and the third with them near Hyrule Castle

(http://i330.photobucket.com/albums/l401/Tetiro/ChimingBells/TitlescreenPart3.png)
Title: Re: The Legend of Zelda : Chiming Bells [New Boss Video]
Post by: Zaeranos on December 21, 2009, 10:11:43 pm
OoS/OoA anyone  :P

Looks really good. Also a nice logo. Can't wait for a playable demo.
Title: Re: The Legend of Zelda : Chiming Bells [New Boss Video]
Post by: King Tetiro on December 21, 2009, 10:36:12 pm
I need to find a sprite sheet of the OOA intro. Anyone mind ripping it for me?
Title: Re: The Legend of Zelda : Chiming Bells [New Boss Video]
Post by: Zhello on December 21, 2009, 10:45:09 pm
Hey since your making a game too I found these for you.

I think this can be of good use.  I found it while making skull kid of my own. XD
Title: Re: The Legend of Zelda : Chiming Bells [New Boss Video]
Post by: Theforeshadower on December 21, 2009, 10:48:31 pm
I need to find a sprite sheet of the OOA intro. Anyone mind ripping it for me?
(http://www.spriters-resource.com/gameboy/lozoos/oos_intro.png)
http://www.spriters-resource.com/gameboy/lozoos/oos_intro.png
This?
Title: Re: The Legend of Zelda : Chiming Bells [New Boss Video]
Post by: King Tetiro on December 21, 2009, 11:25:50 pm
Sorry that's the one I currently have. I mean the other one.
Title: Re: The Legend of Zelda : Chiming Bells [New Boss Video]
Post by: King Tetiro on December 23, 2009, 11:41:03 pm
Alright dudes I bring a fruit! It's the titlescreen animated. You can't play the game, I just want feedback on the titlescreen animation. Its taken me many days to get right. If you want it fullscreen, press F4 before the bell stops chiming. Or you get the Zelda logo which takes up the view.
Title: Re: The Legend of Zelda : Chiming Bells [New Boss Video]
Post by: Sinkin on December 24, 2009, 01:30:11 pm
That's a pretty cool title screen you got there.  :)
Title: Re: The Legend of Zelda : Chiming Bells [New Boss Video]
Post by: FrozenFire on December 24, 2009, 02:22:31 pm
I like it, but the running in the field seems just a tad bit too long. If there was a way to shorten that part a bit? Maybe it's just me.

Still, very nice. :)
Title: Re: The Legend of Zelda : Chiming Bells [New Boss Video]
Post by: King Tetiro on December 24, 2009, 05:56:40 pm
Quote
I like it, but the running in the field seems just a tad bit too long. If there was a way to shorten that part a bit? Maybe it's just me.

Still, very nice. :)
That's a pretty cool title screen you got there.  :)
Im glad you all enjoy the titlescreen. It took a good length of time to do.
Title: Re: The Legend of Zelda : Chiming Bells [New Boss Video]
Post by: Zhello on December 27, 2009, 07:13:33 pm
Wonderful lol keep up good work KT. XD
Title: Re: The Legend of Zelda : Chiming Bells [New Boss Video]
Post by: King Tetiro on December 27, 2009, 08:24:52 pm
For next January, Im going to try and complete Goron City. Wish me luck as in effect I have to complete it in 2 weeks
Title: Re: The Legend of Zelda : Chiming Bells [New Boss Video]
Post by: pxl_moon (dotyue) on January 05, 2010, 07:16:17 pm
just tried your tech demo 1.6 don't know if you have fixed it until now but i have a freeze when using the chest

(http://img81.imageshack.us/img81/6963/cbbug.png)

I'm on win7
Title: Re: The Legend of Zelda : Chiming Bells [New Boss Video]
Post by: King Tetiro on March 29, 2010, 03:29:45 pm
Sorry for the lack of responce dot. Did you download the text file? It only will do that if you haven't downloaded the text file.

I haven't forgotten about the game peeps! Im currently having a few design problems. I shall be making a topic in due time for some help with designs

EDIT: I thought I still had to do Kakariko Village. Seems before I put the game on hold I finished the village. SWEET.... To Death Mountain then! The Goron City! Then to the next dungeon!!!
Title: Re: The Legend of Zelda : Chiming Bells [New Boss Video]
Post by: King Tetiro on April 02, 2010, 07:59:58 pm
Right Im currently programming Goron City! It should be done within a few days. Then I'll do the Goron City scenes and then the dungeon!
Title: Re: The Legend of Zelda : Chiming Bells [New Boss Video]
Post by: King Tetiro on April 04, 2010, 12:26:58 pm
I just found a screenshot overdue for it's release!

During your saving the Gorons, Rodrick intrudes Kakariko Village to demanding Impa to give him the Slab of Shadow.

We're heading into the mines now! Woot! A demo is close!
Title: Re: The Legend of Zelda : Chiming Bells [New Boss Video]
Post by: FrozenFire on April 04, 2010, 04:01:49 pm
I remember playing a tech demo of this a while ago. I'll have to try out your next demo and see what it's like now. I'm looking forward to it!
Title: Re: The Legend of Zelda : Chiming Bells [First Screenshot of Dodongo Mines]
Post by: King Tetiro on April 04, 2010, 07:08:21 pm
Well folks this is what'll be in the next demo (Including what was in Demo 1)
---Story up to the start of the Water Chapter (So you get the Forest Chapter and the Fire Chapter)
-Dodongo Mines
-Second Boss
-95% of Hyrule Market complete
-100% of Kakariko Village complete
-100% of Goron City complete
-Few updates on glitches
-Code clean up

Progress is going well on the second dungeon. 5% is over and done
EDIT : Got a screenshot of Dodongo Mines! See attached
Title: Re: The Legend of Zelda : Chiming Bells [First Screenshot of Dodongo Mines]
Post by: Ethelon on April 05, 2010, 01:28:22 am
That's pretty cool.

I never posted this, but after watching the vid awhile back, I was thinking your forest dungeon is pretty short for a dungeon. And the boss could use maybe at least 1 more attack? For some variety, else that seems sort of bland. It'll still be fun, but it could be longer ya know?
Title: Re: The Legend of Zelda : Chiming Bells [First Screenshot of Dodongo Mines]
Post by: King Tetiro on April 05, 2010, 11:09:05 am
That's pretty cool.

I never posted this, but after watching the vid awhile back, I was thinking your forest dungeon is pretty short for a dungeon. And the boss could use maybe at least 1 more attack? For some variety, else that seems sort of bland. It'll still be fun, but it could be longer ya know?
The dungeon was short on purpose (Same with the boss). I wanted a dungeon to slowly give the player a feel of a dungeon without much threat.
Title: Re: The Legend of Zelda : Chiming Bells [First Screenshot of Rodrick!!!]
Post by: King Tetiro on April 08, 2010, 10:43:08 pm
Rodrick has been sighted in the Dodongo Mines!
Title: Re: The Legend of Zelda : Chiming Bells [First Screenshot of Dodongo Mines]
Post by: Mirby on April 08, 2010, 11:14:08 pm
Looks great! Keep it up, man!
Title: Re: The Legend of Zelda : Chiming Bells [First Screenshot of Dodongo Mines]
Post by: Zhello on April 09, 2010, 02:20:20 am
Looks great! Keep it up, man!

Same here, seeing from the pic you posted, does the player fight Roddrick?  :huh:
Title: Re: The Legend of Zelda : Chiming Bells [First Screenshot of Dodongo Mines]
Post by: King Tetiro on April 09, 2010, 08:39:00 am
Looks great! Keep it up, man!

Same here, seeing from the pic you posted, does the player fight Roddrick?  :huh:
Yup, you fight Rodrick in the second dungeon.
Title: Re: The Legend of Zelda : Chiming Bells [First Screenshot of Dodongo Mines]
Post by: King Tetiro on May 15, 2010, 08:32:33 am
Well guys it's back to business with this. Due to some technically problems, every game Im developing minus this one is on hold. Meaning Im working on this again
Title: Re: The Legend of Zelda : Chiming Bells [First Screenshot of Dodongo Mines]
Post by: fed on May 15, 2010, 06:28:17 pm
Looks great! Keep it up, man!

Same here, seeing from the pic you posted, does the player fight Roddrick?  :huh:
Yup, you fight Rodrick in the second dungeon.
OMG!! Rodrick looks powerful

Well, I never posted this proyect and I've to say this is fantastic. I really like the GBC style ^^
Be sure I'll follow this topic
Title: Re: The Legend of Zelda : Chiming Bells [First Screenshot of Dodongo Mines]
Post by: Lanzz on June 13, 2010, 04:11:55 pm
Well folks this is what'll be in the next demo (Including what was in Demo 1)
---Story up to the start of the Water Chapter (So you get the Forest Chapter and the Fire Chapter)
-Dodongo Mines
-Second Boss
-95% of Hyrule Market complete
-100% of Kakariko Village complete
-100% of Goron City complete
-Few updates on glitches
-Code clean up

Progress is going well on the second dungeon. 5% is over and done
EDIT : Got a screenshot of Dodongo Mines! See attached

Great, how many percent to go before the final release?

Can't wait to see it final result...... :)
Title: Re: The Legend of Zelda : Chiming Bells [First Screenshot of Dodongo Mines]
Post by: LOZMinishRod on August 01, 2010, 10:13:51 pm
I ran out of arrows while fighting the forest temple boss... I tried to just die, but I couldn't...

BTW, I really like this project, but I really hate the name Rodrick. I mean, it's a nice name, but It doesn't sound like an evil villian name, nor an ancient name...
Title: Re: The Legend of Zelda : Chiming Bells [First Screenshot of Dodongo Mines]
Post by: King Tetiro on August 01, 2010, 11:12:54 pm
Well not to worry, I'll be returning to Chiming Bells soon to work on it. Sorry for the long wait everyone but you'll find out at z3 hopefully why.
Title: Re: The Legend of Zelda : Chiming Bells [First Screenshot of Dodongo Mines]
Post by: Mamoruanime on August 01, 2010, 11:15:14 pm
Well not to worry, I'll be returning to Chiming Bells soon to work on it. Sorry for the long wait everyone but you'll find out at z3 hopefully why.

z3's been canceled for now :p
Title: Re: The Legend of Zelda : Chiming Bells [First Screenshot of Dodongo Mines]
Post by: King Tetiro on August 01, 2010, 11:24:53 pm
Well not to worry, I'll be returning to Chiming Bells soon to work on it. Sorry for the long wait everyone but you'll find out at z3 hopefully why.

z3's been canceled for now :p

*Smacks head on table.*

Okay then I'll post it when it's ready then.
Title: Re: The Legend of Zelda : Chiming Bells [First Screenshot of Dodongo Mines]
Post by: pxl_moon (dotyue) on August 02, 2010, 03:14:09 am
but It doesn't sound like an evil villian name, nor an ancient name...

well for me it sounds like some viking or brutal or brutal viking knight ;P
Title: Re: The Legend of Zelda : Chiming Bells [First Screenshot of Dodongo Mines]
Post by: King Tetiro on August 02, 2010, 09:14:23 am
but It doesn't sound like an evil villian name, nor an ancient name...

well for me it sounds like some viking or brutal or brutal viking knight ;P
Does actually. Rodrick is a knight who used to serve under Ganondorf and is now going freelance in terms of evil.
Title: Re: The Legend of Zelda : Chiming Bells [First Screenshot of Dodongo Mines]
Post by: requiem on September 21, 2010, 07:53:57 pm
Is this game still going? It's one of the best looking projects I've seen here.
Title: Re: The Legend of Zelda : Chiming Bells [First Screenshot of Dodongo Mines]
Post by: King Tetiro on September 25, 2010, 10:59:42 am
Well tight butthole if I could work on it now, I would. However I have a new laptop and I'm waiting for a problem Im having with Paint to be solved and my student finance to purchase a license for GM on this laptop.

It's definitly not dead!!!! I've just but it on a break to work on indie projects.
Star Travellers - Currently on hold. Lost contact with music composer. And it was so close to a demo release!
Chronicles of Mythia : The Balanced Blade - Stuck like Chiming Bells
Fault in Human - Currently designing
Title: Re: The Legend of Zelda : Chiming Bells [First Screenshot of Dodongo Mines]
Post by: requiem on September 25, 2010, 08:19:09 pm
You do know that a single purchase of GM allows for use on any system you have? Also there are far better programs to use than paint.
Title: Re: The Legend of Zelda : Chiming Bells [First Screenshot of Dodongo Mines]
Post by: pxl_moon (dotyue) on September 27, 2010, 07:23:21 am
You do know that a single purchase of GM allows for use on any system you have? Also there are far better programs to use than paint.

but paint is THE choice of spriters
Title: Re: The Legend of Zelda : Chiming Bells [First Screenshot of Dodongo Mines]
Post by: Mirby on September 27, 2010, 07:35:01 am
I love paint for spriting.

GIMP and Paint.NET are awesome too. And free!
Title: Re: The Legend of Zelda : Chiming Bells [First Screenshot of Dodongo Mines]
Post by: The Boy on October 04, 2010, 04:20:17 pm
Just wandering, did you make the skulltula sprite from scratch, or was it edited?
Title: Re: The Legend of Zelda : Chiming Bells [First Screenshot of Dodongo Mines]
Post by: King Tetiro on October 05, 2010, 03:50:40 pm
Just wandering, did you make the skulltula sprite from scratch, or was it edited?

From scratch. And thanks for posting.

I have an announcement. I'm going to remake the project from scratch. Keeping with the GB style, I'm gonna try and make almost all the sprites and tiles from scratch! YEH!!! You heard! Excluding the titlescreen. So what's the changes exactly?

-More refined story
-Less ambitious = More chance to complete (A few less dungeons but better)
-Better dungeons
-Unique weapons
-Much more refined depth system
-Better side quests
-Better mini games
-Law system
-Maybe more?

Anywho, so for now, the game is cancelled until I finish redesigning. Thanks for all the support! It will return!
Title: Re: The Legend of Zelda : Chiming Bells [First Screenshot of Dodongo Mines]
Post by: Theforeshadower on October 05, 2010, 07:57:13 pm
lol

You have a bad habit of this.

Anyway, hope it comes out even better than it was!
Title: Re: The Legend of Zelda : Chiming Bells [First Screenshot of Dodongo Mines]
Post by: King Tetiro on October 05, 2010, 09:14:12 pm
lol

You have a bad habit of this.

Anyway, hope it comes out even better than it was!

Well to be fair most of the times is I'm too ambitious, trying to do 3D, too buggy/code crowded or I wanted to improve the game. I haven't given up Mythia. That's still going. I'm currently learning C++, respriting and redesigning the game though I'll probably wait until the end of the uni course before making it. Star Travellers has been put on hold due to my composer being offline for so f****** long. As for Fault in Human, that's actually in work.

I'm just having a major remake. Mainly cause although I'm skilled at programming, I'm now learning effiency.
Title: Re: The Legend of Zelda : Chiming Bells [First Screenshot of Dodongo Mines]
Post by: King Tetiro on October 10, 2010, 02:01:03 am
I'm going to close this topic and start a new one in the concept section. To keep within rules

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