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Author Topic: [Revived] Zelda II - The Adventure of Link  (Read 1313 times)

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Re: [Revived] Zelda II - The Adventure of Link
« Reply #20 on: September 25, 2017, 10:23:43 pm »
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Update:

DOWNLOAD
https://drive.google.com/file/d/0B49_4X0jDFp8WHNqRnRITXhTWTQ/view?usp=sharing

Not flawless my any means, but all of Parapa Palce should now be explorable!
Skipping in-depth notes for now.  Just note:
File 1 does the entire "new game" cycle.
File 2 now skips you straight to the second to last room in Parapa Palalce(right before boss).
File 3 is still debug rooms.

E N J O Y
(I need a nap.)
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Re: [Revived] Zelda II - The Adventure of Link
« Reply #21 on: September 30, 2017, 12:22:11 am »
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UPDATE:
-Parapa now fully functional(doors/blocked doors/locked doors all operate as they should);
-Saria mapped and added to Overworld
-Rauru Interiors mapped and added
-Prostitutes, I mean uh, "nurses" that healed you in original Zelda II replaced with Great Fairy Shrines(screenshot)
-textbox engine completely revamped under the hood
-nearly completed laying out the animated tiles in the current Overworld
-started the AI for Keese

<a href="http://www.youtube.com/watch?v=t91-iEPJ69c" target="_blank">http://www.youtube.com/watch?v=t91-iEPJ69c</a>
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Re: [Revived] Zelda II - The Adventure of Link
« Reply #22 on: September 30, 2017, 11:14:13 pm »
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UPDATE:
-added more or less the entirety of Rauru NPCs

Uploaded current version:
https://drive.google.com/file/d/0B49_4X0jDFp8MFFfTlVpMUdNWUU/view?usp=sharing

Knock yourselves out.
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Re: [Revived] Zelda II - The Adventure of Link
« Reply #23 on: October 13, 2017, 03:40:47 pm »
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Nothing to let you nice folks test, but there have been some updates:

-added water to walk in(puts the LTTP splash looking water around Link as he is in the pool of water)
-placed high XP enemies in dungeons on a respawn cooldown
         What this means is that just like Zelda II NES, you cannot farm high XP dungeon enemies unless you leave/re-enter a dungeon
-keys based on enemy kill now implemented
-Guma enemy idea added
            Gumas are the Chewbacca looking guys that threw flails at you in Zelda II NES. 
             My idea that is 100% implemented are the fire ball shooting griffon like enemies that are on Death Mountain in LTTP.
            However, they maintain a movement pattern like Zelda II Gumas and thus spam fireballs to compensate for being slow.

-Stalfos are in the game and almost done.  Their movement is still a little bit funky.  I think I also want to speed them up.
-Darknuts/Ironknuckles are temporarily in the game.  They cause no damage and can only be killed in the Debug room with the Lightning Medallion.

To Do:
-finish laying out some enemies in Parapa
-finish out sandpit enemies
-finish Iron Knuckles(FS/FSA sprites seem to fit better than MC sprites, so might use those instead)
-implement holes to fall into
-implement the falling bridge that were in dungeons in Zelda II NES
-add some NPCs to Saria
-make a cool little mini dungeon for the North Ruins for the Saria statue quest
-work on Keese movement
-implement P bags(or decide to change P bag locations to Heart Pieces - still debating)'
-add Parapa Desert Heart Piece
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