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Author Topic: [DEMO] DM: ToG (MC Style WIP)  (Read 38696 times)

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[DEMO] DM: ToG (MC Style WIP)
« on: June 29, 2006, 01:56:15 pm »
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DM is an advanced zelda 2D engine, and is made to be able to run and create zelda games/worlds
Tower of Gonzo (temporary name) is a zelda fan game made on top of that engine
I am making the world on top of my engine to show features, possibilities and trueness to the zelda style.
Several improvements are noticable due to the fact that this is after all a win32 computer game!
Im aiming for it to be a full fledged zelda game with lots of dungeons, enemies, quests and I already have ~30 working items!









Status:
Three dungeons, the first dungeon is a mini dungeon, a town and a rather large world
The third dungeon is still under construction (sand temple)

Download:
Download latest build (~28mb)
Status: Playable up to the Temple of Sand Full changelog

Download latest music pack (~153mb) (MUSIC pack)
Unpack it into data\mods\ToG

Playing the game:
Since people wont read the readme file, which is written for a goddamn reason, here is the ultimate guide to start this game
1. Run reg.bat
2. Start DM.exe
woah!

I DONT NEED TESTERS ANYMORE!
if you find a bug ill be happy to know it, and if you have any suggestions... post them too
its not like a grumpy fart, i take everything and everyone into account!
« Last Edit: December 24, 2007, 10:30:32 pm by TomPel »
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Re: Zelda classic 2D engine DM: ToG
« Reply #1 on: June 29, 2006, 02:47:39 pm »
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That was pretty neat but I didn't like it that you mixed GB sprites with alttp sprites! And you may want to post some screens because people don't really like to download without having seen some screens.
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Re: Zelda classic 2D engine DM: ToG
« Reply #2 on: June 29, 2006, 02:51:52 pm »
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Yes, please post a few screenshots.
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Re: Zelda classic 2D engine DM: ToG
« Reply #3 on: June 29, 2006, 04:02:59 pm »
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i know my game has mixed graphics, i take what i find
and i dont worry too much, dont you think it fits in?
anyways, my game IS NOT a zelda game clone, i dont try to reproduce something else, just to do a high level classic 2d style
your comment has been noted though.

sorry i will post some screens right away

didnt mean to sound all high and mighty when i said my game is "that good"
anyways
i looked at some other projects and im amazed and of course, happy :)
greets to all you other programmers!

heres some old screens that doesnt do my game any justice:
http://dm.fwsnet.net/b54screen1.PNG from build 54, shows one of the items you can get
http://www.dm.fwsnet.net/b33screen2.bmp (its a .BMP from b33.. which is many months ago)

i also want to add that my game doesnt have all the content it should have
and im talking about content that demonstrates this engines possibilities
this is in some cases because of the limited graphics i have
and since this engine is still under development it has a high priority than scripting

please dont post any walkthrough, help is ok though
for the start which will probably change later you have to go and try push the block
when you fail you will be able to get training from your father
« Last Edit: July 09, 2006, 07:32:39 pm by Gonzo »
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Re: Zelda classic 2D engine DM: ToG
« Reply #4 on: June 29, 2006, 09:02:05 pm »
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There are enough GB houses you can use instead of alttp houses ;) anyway what did you use to make this? C++?
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Re: Zelda classic 2D engine DM: ToG
« Reply #5 on: June 29, 2006, 10:17:24 pm »
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could you list the features please?
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Re: Zelda classic 2D engine DM: ToG
« Reply #6 on: June 29, 2006, 10:33:03 pm »
Hey Gonzo, this is Kurt just so you know (haven't seen you on these forums)

I'm also part of this project (storyline writer, character design), and we also have a spriter who is working on a complete custom tileset for the game.  The storyline is in quite early stages, but we already have a large idea of what the game will be.

Some of the features are

- Hearts and Rupees system
- Moving talkable NPC's
- AI enemies
- Mid-sized overworld
- A lot of items (in the overworld .exe)

I am not programming this and I'm very sure there is a lot more then I just mentioned, but I'll have to confirm that with Gonzo.  The project is progressing at a very nice rate.
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Re: Zelda classic 2D engine DM: ToG
« Reply #7 on: June 30, 2006, 11:34:50 am »
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features?
well aside from the fact that you can do pretty much anything at this point, nothing.
on the other hand i still need to write alot of script to automate stuff
and there are still features i want to add
like unit invisibility, player electrified, ...
pretty much everything that you can find in a zelda classic

the rate this thing is progressing is in my opinion too slow
but compared to most of these other projects... its a rocket ;)
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Re: Zelda classic 2D engine DM: ToG
« Reply #8 on: June 30, 2006, 04:10:09 pm »
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we also have a spriter who is working on a complete custom tileset

<3 custom tilesets

^_^
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Comix

Re: Zelda classic 2D engine DM: ToG
« Reply #9 on: June 30, 2006, 05:17:32 pm »
I'll check with the others to see if I can post some examples of what some of the characters will be like.  Vaati will be in this game also ^^ (bigger role then you might expect)

Another thing is that this game takes place more or less a hundred years from WW, on a large island quite south of the great sea.  WW pasts and information will have a large part of this game. 
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Re: Zelda classic 2D engine DM: ToG
« Reply #10 on: July 02, 2006, 09:10:34 pm »
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build 60 has been out for a while so i thought id post this just to show theres some major stuff coming up

02.07.06, build 65
* Fixed pushing bugs
* Multibarrier checking
* Bricktouching now works on larger bricks
* Statics wont die when game is paused
* Frame events not triggered on pause
* Unit hit/stun sounds scriptable
* Shield can interact with particles
* Main character spritesize is now customizable
* Player cannot be hurt by particles when falling or drowning
* Zoras and placing enemies randomly on a tilespace
* Improved several textures, added flowers and leaves to town map
* Level change swimming glitch fixed

01.07.06, build 62
* Units can be pushed into water or a pit
* Running when slowed now gives you more speed as intended
* Invisible units, cannot be hit with items
* Water units (cannot drown)
* Fixed AI issue with immobile units
* You can now hit a particle with a close range weapon
* Several additions to particles, such as Redirect
* Demon sword converted to script
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Re: Zelda classic 2D engine DM: ToG
« Reply #11 on: July 03, 2006, 08:16:29 pm »
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03.07.06, build 66
* Movie playback
* The first intro movie
* Fixed boss fight bug
* Fixed zora pushbacks
* Added an overworld level
* Added sorcerers to the mountain cave

02.07.06, build 65
* Fixed pushing bugs
* Multibarrier checking
* Bricktouching now works on larger bricks
* Statics wont die when game is paused
* Frame events not triggered on pause
* Unit hit/stun sounds scriptable
* Shield can interact with particles
* Main character spritesize is now customizable
* Player cannot be hurt by particles when falling or drowning
* Zoras and placing enemies randomly on a tilespace
* Improved several textures, added flowers and leaves to town map
* Level change swimming glitch fixed

super huge release :)
everyone download and play test
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Re: DM: Classic 2D engine (+ToG) Build 68
« Reply #12 on: July 06, 2006, 08:18:38 pm »
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released b68
06.07.06, build 68
* Player is now pushed away from an enemy (that deals damage) on touch
* Fixed broken music in a certain situation
* Grass now uses the leaf animation
* Drown/dive effect duration slightly increased
* Diving and dive event
* Zoras can now be stunned as intended
* Fairies now come out delayed to avoid getting hit with a weapon instantly

05.07.06, build 67
* Mass bomb sequences now dont explode instantly
* Shield bounce sound
* Boomerang and arrow doesnt disappear when entering water
* Main character will visually receive the boomerang when it returns
* Fixed maps with random placement of units, they will no longer be able to spawn over another
* Decreased shake strength of hammer
* Optimized DM drawer engine, should run alot faster now

huge maintenance fixes
still one remaining feature... that drops can drown in water and fall into pits
also added diving :)

added screenshots to main post
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Hikij

Re: DM: Classic 2D engine (+ToG) Build 68
« Reply #13 on: July 06, 2006, 08:57:10 pm »
What did you make this in? It looks cool.
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Re: DM: Classic 2D engine (+ToG) Build 68
« Reply #14 on: July 06, 2006, 09:11:20 pm »
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vb6 hardcore :)
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rhalifax

Pixelated Tree
Re: DM: Classic 2D engine (+ToG) Build 68
« Reply #15 on: July 07, 2006, 01:10:20 am »
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I wanted to dl it but with my connection it would take forever but I'll get it tomarrow.

Looking at the screens thought they actually dont look bad with the LA and LttP mix together. BTW if you need help designing a HUD and Menus I can help if you would like to see some of my past HUD and Menu designs PM me and I can show you some of my past work.

I'll play it as soon as I can get it.
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Re: DM: Classic 2D engine (+ToG) Build 68
« Reply #16 on: July 07, 2006, 04:27:17 am »
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alright, i actually need menu and interface
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Re: DM: Classic 2D engine (+ToG) Build 68
« Reply #17 on: July 07, 2006, 03:27:31 pm »
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soon to come release:

07.07.06, build 69
* Water units now drown when dieing
* Items spawned over water now drown
  Items spawned over a pit now disappear
* Using hookshot while getting touched by an enemy wont move the player
* Fixed runjump allowed re-run
* Diving now lets you evade particles and bomb shocks
* You can no longer hit invisible units with ranged items
* Rewrote code for close combat items vs bricks
* Fixed sorcerer disappearing when stunned

still going strong with the maintenance and feature additions
yay
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rhalifax

Pixelated Tree
Re: DM: Classic 2D engine (+ToG) Build 68
« Reply #18 on: July 07, 2006, 07:16:52 pm »
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Double Poster  :P

Alright I'll find my menu and HUD tomarrow and PM them to you ASAP to show you my work.

Downloading the game right now I'll tell you what I think in a few.

EDIT: Downloaded it ran reg.bat and then DM but it only plays the intro. Did I miss a step?
« Last Edit: July 07, 2006, 07:50:29 pm by hbrandinewm »
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Re: DM: Classic 2D engine (+ToG) Build 68
« Reply #19 on: July 07, 2006, 07:55:13 pm »
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hmm...
it should let you in the game
you have directx7 or later installed?
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