Thanks, as for your question, I'm going to try and keep as much of the game intact as possible. (Please ignore the first screen shot, it was a test room from when it was started) however, keep it more 2D minded. That means things that have been tried and true for 2D games will take presence over more complicated 3D aspects.I'm happy to hear you're not implanting the lock on battle system. Because I've seen some OOT2d remakes with it, and it just never felt right.
Example: The battle system with lock on features that was presented in the 3D version, will not be translated to the 2D version. Why? Because that would be over complicating a system that has been tried and true for many years. Navi will still exist, and there will be lock on targets for long distance conversation and similar tasks, just not the actual combat aspects.
This is just my opinion, of course, I am open to suggestions.
While I would love to see an original game from you Xfixium (your LA remake was looking excellent too) I know you have the talent and work ethic to make it at least up to the first boss like you have planned.
Looking forward to more
edit-
I can't get your tiling program to work, but here is my old kakariko for anyone who's interested in tiling it.
It has a ton of nooby tiling errors, but it's still an accurate recreation, it makes for a useful guide basically.
I actually have a feeling OOT2D can be done now. With the WWs and TPs, OOT doesn't seem like that big of a project anymore. I'm sure it is though and I wish you good luck.
I'm happy to hear you're not implanting the lock on battle system. Because I've seen some OOT2d remakes with it, and it just never felt right.
:( Ugh, I don't feel so well...
...Anyways, as good-looking as the game is, I just can't accept another OoT2D on my, "OMG, this game is going to rule" list, as I've seen so many attempts, and so many fails. (With exception of GB OoT and Dampe's OoT)
So, I really can't say anything good except the nagging feel of disappointment...
Sorry, I just can't be positive with another OoT2D... Been too disappointed to much. :(
middle one
.. explain yourself? I didn't understood that question.. I prefer the middle one due to not being extremely dark nor extremely light.middle one
BTW, language?
middle one
BTW, language?
.. explain yourself? I didn't understood that question.. I prefer the middle one due to not being extremely dark nor extremely light.middle one
BTW, language?
middle one
BTW, language?
Initially English, however all the strings are in an external file, so technically they could be translated to other languages. Looks like the majority of people like the middle one.
.. explain yourself? I didn't understood that question.. I prefer the middle one due to not being extremely dark nor extremely light.middle one
BTW, language?
Heh, he inserted his opinion about the lightness by quoting you. Kinda lazy but it works. lol
I meant programming language sorry, but that is good to know anyway Smiley.
but you also need to lighten up link, he's the same darkness in all three pics
Man... it's xfixium ;)Does it matter? My opinion, wouldn't change, even if it was TRM.
You already know my opinion about this project dude, you're doing awesome. Keep it up!
Man... it's xfixium ;)Oh ok. My opinion wouldn't change, even if it was TRM.
You already know my opinion about this project dude, you're doing awesome. Keep it up!
I'd definitely go with the third one, but you also need to lighten up link, he's the same darkness in all three picsAgree, I would lighten up all of the objects in the room.
You think Dampe was doing a good job, so no one cares what you think.Man... it's xfixium ;)Does it matter? My opinion, wouldn't change, even if it was TRM.
You already know my opinion about this project dude, you're doing awesome. Keep it up!
That's pretty rude.You think Dampe was doing a good job, so no one cares what you think.Man... it's xfixium ;)Does it matter? My opinion, wouldn't change, even if it was TRM.
You already know my opinion about this project dude, you're doing awesome. Keep it up!
I have already said that the tests where for the actual environment, not the objects in the room. It's pretty obvious that I would change the values of the objects to match the voted background change. ::)Oh yeah...this is why you are the one making a game and not me.
Can't really say when a demo is coming. Currently I'm finishing a newer version of Ocarina Room Editor. Where you can just export rooms directly to Game Maker projects. Just been pre-occupied. (Curse you Rock Band) Lately I've been thinking of taking a different direction with everything visually. Thanks for the offer!i think you should change the graphics style to lttp. It looks kinda wierd, but not ugly. its because OoT was pretty much Lttp in 3D.
Can't really say when a demo is coming. Currently I'm finishing a newer version of Ocarina Room Editor. Where you can just export rooms directly to Game Maker projects. Just been pre-occupied. (Curse you Rock Band) Lately I've been thinking of taking a different direction with everything visually. Thanks for the offer!
i think you should change the graphics style to lttp. It looks kinda wierd, but not ugly. its because OoT was pretty much Lttp in 3D.
thats great to hear your working on your room editor to export directly to GM, I was gonna ask you about that in my previous post. its so much better to use than GMs room editor. what kind of look are you thinking of going in may i ask? i actually think it looks ok right now although personally i like the darker ALTTP palette or a colour scheme even darker than that(kinda like twilight princess) also i think your kokiri forest would be a lot better flipped vertically(upside down) so that the kokiri sword is north because at the moment it doesnt look right being south of the map. i will edit this post later to give an example
Ocarina Room Editor:It works on Vista!
Download: http://www.pyxosoft.com/downloads/ocarina_room_editor.zip
Requirements: .net 2.0 (Plus, not tested on Vista)
Ocarina Room Editor creates .oref files. This is the current Kokiri Forest .oref file:
Download:http://www.pyxosoft.com/downloads/Kokiri.zip
Ocarina Room Editor 2.0 Beta:
IF USED FOR PERSONAL PROJECTS PLEASE BACKUP PROJECTS BEFORE USING!!!!!!!!!!
Download: http://www.pyxosoft.com/downloads/ocarina_room_editor_200.zip
Requirements: .net 2.0 (Plus, not tested on Vista)
Technical Data:
Resolution: 336 X 240
Dev Tool: Game Maker 7.0
Style: Four Swords Adventure
Looks too good to be on the Game maker 7...What's that supposed to mean? This could be made even in GM 5.3A!
Looks too good to be on the Game maker 7...
Could you please tell me where to get those tiles or tilesets? PLEASE! :'(
Could you please tell me where to get those tiles or tilesets? PLEASE! :'(
Its just ALTTP tiles with a FSA filter applied on top ...
:o you know, you put every others OoT2D to shame lol, awesome.I have to agree with Venyux. This is fantastic
Damn...
My Kokiri Forest looks so plain...
...
...
BACK TO THE ROOM EDITOR! XD
Update: Working on the visuals still. Changed some minor things, the clouds look more like FSA style. Working on the Epona sprites. Almost finished with the custom Deku Tree sprite. Just gotta add shadows, and finalize some details.
Edit: The day | night timer is not operational yet.
Officially, screen added.
Thank you. Out of the 2, which one seems more appropriate? I do like the darker one myself. Only because the Great Deku Tree seems older with those colors. However, it may be too dark.
Working on the Epona sprites.
I think the darker one suits the best for the dead deku tree. The lighter one you should use for when he is still alive.
I know that FSA has Epona in the game and Link is also riding him. Couldn't you rip those for your game.
Holy crap that is one nice Deku Tree :oI agree :O
Are you going to use a sound dimming system for when you're too far away from the correct path? (I did one AGES ago for my old lttppure)
The shadow in the middle looks off in comparison to the area. There is shadow in the middle but no forest above. Or is something you have to see in motion?
I noticed they taper it to make it appear as if it's swaying in the wind, and they apply it differently from the overlays- more like just a polygon over what's drawn that moves, and in varying locations
If you ask me I think the shadows and sunlight are inverted. In other words: That what is shadow should be a bright patch of sunlight coming through the leafs. The sunlight should be shadows from the trees, that separate the various area's.
At least that is how I think about it. And when the shadows come from the sides, you can make them bigger to make it darker. You can also make a bridge with a shadow from one end to another.
I realized what I had to do awhile ago. I thought just taking the original texture and tiling it like normal would be the way. It is not, whether it's done inverted or not. It needs to be edited slightly, which is where I'm at right now. I'm going to match the attached image. Which should correct everything.
looking great so far! makes other oot2d attempts look what they are...rubbish lol
thats a really nice deku tree sprite you made btw
did you make that rolling boulder in the kokiri blade area yourself or did you get it elsewhere?
if you dont mind, could i have it? i have many alttp custom sprites that ive made myself (been working on them for about 2-3 yrs on & off) so if you want to use any just ask and i'll send you a sprite sheet with what i have so far.
keep it up
Quotelooking great so far! makes other oot2d attempts look what they are...rubbish lol
thats a really nice deku tree sprite you made btw
did you make that rolling boulder in the kokiri blade area yourself or did you get it elsewhere?
if you dont mind, could i have it? i have many alttp custom sprites that ive made myself (been working on them for about 2-3 yrs on & off) so if you want to use any just ask and i'll send you a sprite sheet with what i have so far.
keep it up
Sorry I overlooked this post. The rolling boulder is an edit of .Takam's. Which was found in zfgc's resource section. I wouldn't mind seeing what you got sprite wise. :) The more options the better. If I use them, realize they will be released to the public on all major oot2d releases. Is that ok with you?
Hmm...About the only thing I don't like about it now is that it appears as if it'd be too repetitive on larger rooms. I would almost suggest just having the original texture as a sprite, and make a controller object that draws it at certain points using alpha blending. That way instead of it repeating, it'd appear more natural and scattered.
mind you that works a lot better than before.
Just out of curiosity, what are your computer specs and how long does it take to load the game?
I see that at least a majority if not all of your Kokiri forest is mapped out. That being said, what's the likelihood that we may see a graphical demo, or perhaps even a video of gameplay in the near future?
Also, I'm a big proprietor on the "use cave tiles for the deku tree interior" thing; honestly I think it'd look amazing with a filter applied. That way you don't have to worry about using sub-par tilesets (including my old Deku Tree interior tiles) for such a beautiful project D:
I would be very willing to make a super detailed entrance ala FSA if you'd like. (Kinda like how in FSA they have some hand-drawn larger tiles that add additional detail)
I should also note that in the event that you have the engine completed, and you no longer feel the drive to continue the project, I would totally finish it if you passed the torch D:
Just out of curiosity, what are your computer specs and how long does it take to load the game?
Zelda is always Zelda, so with Zelda fangames it's always the little things that stand out.
The day-to-night counter behind the rupees is subtle. I never would have thought to put one there, but it turns out to be the perfect placement. It looks very cool.
The minimap is fantastic. I read your interview, but the screens are what really does it justice. Very good idea there.
If I'm getting excited about a minimap, I can't imagine how good the actual game will be.
I believe he's using Gmare for his rooms, which actually makes things load super quickly.
One thing that may optimize your room loading speeds would be separating sections of rooms that load only when they're a tile away from being on the screen. I've found with purela anyway that it worked beautifully; literally no load time. Not sure if you're doing that already
but if you could force the game to not attempt to draw the tiles if they're not near the screen, it'd make things run extra smoothly.
seems more like slowdown from just the general resources. In which case, I would almost suggest having gmare also compile other resources into bin files as well (images, etc)
It looks good, that is true. But I wonder if it is also good looking when all the items are added to it. I don't know if you also want to use that as the equipment screen, but the area where Link is presented in his current getup is large compared to Link in the game. Just wondering how you are going to solve that.
It looks good, that is true. But I wonder if it is also good looking when all the items are added to it. I don't know if you also want to use that as the equipment screen, but the area where Link is presented in his current getup is large compared to Link in the game. Just wondering how you are going to solve that.
I think with the items added to it, it will definitely make it look better. I have no worries there. Your correct, it is the equipment menu prototype, and I agree the space for Link is a concern. I may crop it shorter to be more appealing spatially. If necessary, I may do some creative filler. I'm just wondering if this is the correct style, or if it should be closer to the original.
Maybe this has already been answered, but I don't feel like looking through 10 pages.
Why did you pick MC Link? It totally does not match the style.
lol honestly, that's the only way I like MC Link.
Worked great in FSA
Maybe this has already been answered, but I don't feel like looking through 10 pages.
Why did you pick MC/FSA Link? It totally does not match the style. I know you want the game in FSA style but meh. It doesn't look that good imo.
Maybe this has already been answered, but I don't feel like looking through 10 pages.
Why did you pick MC/FSA Link? It totally does not match the style. I know you want the game in FSA style but meh. It doesn't look that good imo.
id have to dissagree as i think this is looking GREAT. i prefer pure ALTTP style myself but this style looks real nice imo
Quotelol honestly, that's the only way I like MC Link.
Worked great in FSA
I agree with mammy it defiantly great. I know you wouldnt want these but my friend made these a while back XD XD XD
You dont have to use them but if you want you can :D
(http://uirpg.com/resources/pics/721.png)
The entrance looks a little bit weird. My first thought was that it looked a bit like a cave entrance and not a temples. It could use some finishing touches.
Just a thought. If you group together the pillars and windows on the left and right side a little more the difference in perspective with the rest of the room (=6 pillars) might become less appearent.
New update. I haven't been doing much graphically. Just cleaning up the code I have already to share with the people who have said they would help out. Going to upload that soonish. I'm getting the Temple Of Time tileset together. I already have a WIP made in my image editor. Almost done with it. The filter will most likely be lighter in the finished product. I need to edit the entrance and it'll be finalized.
What is done in my image editor so far:
Have any ideas on how your going to get the water temple's multiple floors to work? I really would like to see a clever way of getting it done.
Funny you say that, I gave that same suggestion but then deleted it out of my post. Mine went something like:Have any ideas on how your going to get the water temple's multiple floors to work? I really would like to see a clever way of getting it done.
I would assume he's going to do that the same way that lttp handles multiple floors in a room :p
You could completely rebuild the Water Temple using lttp's existing engine simply by having multiple maps with multiple modes (flooded/not flooded) for each one. Easy Peasy
perfect kokiri house *-*
mido's house correct?
If you want to get that timer operational, there should be a copy of my Majora's Mask clock engine somewhere on these boards. You'd just have to remove the day limitations and change the speed, which is easy since the code is all commented. Come to think of it, the clock's frame in your screenshots looks an awful lot like the one I drew.
Some other old examples I made could be easily upgraded for a newer GM with better coding. You mentioned having certain items or characters work with targeting - that was the 2nd ever thing I made with GM. It included a dynamically updating order for multiple targets based on distance & priority, and an optional feature that makes Link's movement curve around the target, but that part would have to be re-written to work with your movement code.
Also, this is the same thing I said to TRM many years ago: I think the shading on the Temple of Time's teleport pad is backwards, because there's a big light source coming from the door.
DJvenom sends a request-- lol
He was hoping you'd change his name in the credits page from DjVenom to DJvenom
This is great, it's turning into a community effort Smiley
Also, I'd be happy to remake some music in looping form, if you need. I'm getting a nice $800 orchestral soundbank in the next week or two, so it should sound nice. I'd give me good practice learning how to use it too.
Are you working on the game in the same order it plays or are you doing different bits here and there?
Sure, lets see what you got.Ehh I think it looked better going the other way but I guess if it's for realism.
On a side note, corrected the shadow on the Temple Of Time. I know it fits the light source, but does it look good? (Please ignore the window light WIP)
you could always use this: http://gmc.yoyogames.com/index.php?showtopic=120034&hl=QuoteThis is great, it's turning into a community effort Smiley
Also, I'd be happy to remake some music in looping form, if you need. I'm getting a nice $800 orchestral soundbank in the next week or two, so it should sound nice. I'd give me good practice learning how to use it too.
Yeah, tell me about it. Probably should be the community project. It makes sense when you consider the site's origin. :P Awesome! I could use great music. I have experimented with .mp3 support for GM, and it seems to suck. I have seen a .dll for FMOD. That may be the answer for higher quality non-midi tracks.
In lieu of not being able to get GMare to work (Emo-Kid? Where!?!) I've been getting some map stuff together as a preliminary.
you could always use this: http://gmc.yoyogames.com/index.php?showtopic=120034&hl=
It supports ogg vorbis (which I prefer over mp3 anyway, better quality for lower bitrates), looping, pitch shifting, seeking, panning, volume etc.
In lieu of not being able to get GMare to work (:(!) I've been getting some map stuff together as a preliminary.
w00t.
Also; I've found some of my old stuff lurking on the forum--
(http://www.zfgc.com/forum/gallery/1969_31_01_08_4_13_47.gif) might come in handy for the Fire Temple :P
Actually; I found a lot more too... including my Octoroks XD
Nah :P Fire Temple from OoT... Unfinished tileset though; I may go through and finish it exclusively for Xfixium thanks to all of his help with the Octorok Mapping System via ORE.You mean Dodongos Cavern? That doesn't look like the Fire Temple.
Sweetness. Resources are a good thing. As for dev news, I've been using my old movement code as a place holder. I wasn't ever satisfied with it. I'm going to look into the ZFGC MC Engine.Where do I sign up?
I'm also thinking of a submitting a private dev board application for OOT2d. I'd like to communicate more with the people contributing, and share everything I have in a better way. This can only make the game better in quality. This doesn't mean it won't be shared with the public. On major releases, the source / resources will still be available.
Nah :P Fire Temple from OoT... Unfinished tileset though; I may go through and finish it exclusively for Xfixium thanks to all of his help with the Octorok Mapping System via ORE.You misread my first post, I said the attached picture, as in attachment.
Sweetness. Resources are a good thing. As for dev news, I've been using my old movement code as a place holder. I wasn't ever satisfied with it. I'm going to look into the ZFGC MC Engine.Where do I sign up?
I'm also thinking of a submitting a private dev board application for OOT2d. I'd like to communicate more with the people contributing, and share everything I have in a better way. This can only make the game better in quality. This doesn't mean it won't be shared with the public. On major releases, the source / resources will still be available.Nah :P Fire Temple from OoT... Unfinished tileset though; I may go through and finish it exclusively for Xfixium thanks to all of his help with the Octorok Mapping System via ORE.You misread my first post, I said the attached picture, as in attachment.
Meaning this:
(http://www.zfgc.com/forum/index.php?action=dlattach;topic=30924.0;attach=6555;image)
sweet screens :)
by the way, I've given kokiri forest a go with my new orchestra samples I recieved yesterday. I've still got to add all the expression and volume but this is it so far. Don't mind the sudden ending, it's purposely done for looping.
http://frostfireaudio.com/projects/oot2d/kokiri%20forest.mp3
A couple things, There should be 5 rupees behind the shop, you can walk back there, it should block the view of link though, so it's a secret for the pros =D.
I'm not sure how you're gonna do the ztargetting talking, but you should add the capability of targetting at nowhere, and then doing manuevers like backflipping.etc Backstepping (targetting and moving backwards) should be faster than forward rolling. I watched a bunch of those speed videos of OoT =D.
And for the last thing, I think you should regulate who gets to use it, not overly protective, but just so newbies don't go off claiming they made it, or people really screw around with it and totally disgrace it o.o, but putting it out there for average skilled people: people that might not be able to do it, but can learn from it and try, and putting it for experts who could probably really benefit from it.
EDIT:
After reading up to page 12 =D of the topic, it seems like you're planning to go ahead of dungeon 1 as well as release it for open source. If this is the case I'd like to be part of this o.o
Background (yay):
After our I guess failed Scepter of Distortion with Cypras, I was looking to make an oot2d, but without decent dedicated spriters, we both gave up. After a buncha months, I came back here, mainly because I wanted to see if there were any helpful resources here again, I found this. I tiled kokiri forest in Minish Cap, but that's about when we quit doing oot2d as well. I think I could help in designing maps (tiling them), and possibly spriting some tiles (<< I'm not much of a pixel spriter, but I've been improving IMO).
According to what I've read, Mam is starting to do dodongo cavern designs, if he wants some help, I could help with that.
At this time I just finished reading the entire topic, I think I can best help because I own 2 books for OoT, showing detailed maps and positions, one is focused more on maps and the map design (that'll help alot), and the other shows more secrets, more detailed information, that might help with secret heart pieces.etc I think I'm pretty good with tiling anyway.
So if I could help, that'd be great.
I have msn and aim.. yep.
Thanks
-Ethelon
Oh, a little update of my own I guess?
I finished the top left corner of hyrule field and the gerudo entrance (xf, the screens are on pyxosoft), I'm probably gonna go for the actual castle entrance now.
The game is FSA style, and the Navi sprite is straight out of FSA. So accordingly, it looks great as it is.
P.S. Happy birthday, OoT.
Guess where this is o.ORight by the Gerudo desert? I think...
(http://i45.tinypic.com/4huute.png)
(http://i48.tinypic.com/24ywrgp.png)
(http://i47.tinypic.com/jpf0px.png)
=D
I finished the top left corner of hyrule field and the gerudo entrance (xf, the screens are on pyxosoft)
^^ Haha nice.
Yeah it's next to the gerudo place, the entrance in hyrule field.
The fairy is still being worked on, though it is visually a lot nicer now; it's nearing completion. I'm currently doing the NPCs basic engine.
Yeah, the reason rocks and other similar objects aren't there is just because I have an exe, with that console that lets me goto different rooms, but because the room for hyrule field isn't complete yet (neither is the .bin), there are no objects in the room, so what you're seeing is just tiles.
I also put in that nifty overhead bridge cuz it looks cool =D
Thanks for the comments
NPC's are coming along nicely. Now I know not many (if any) NPC's in the game actually move around there allocated area; do you guys think we should have them walking around in a small area if they aren't doing anything, etc?
Lemme know.
Hello everybody, made an account pretty much JUST for this topic.Welcome to the forum man.
I'm really excited to see that people are still working on an OoT2d! Cheesy
I would've liked it in the lttp style (but maybe that's just because I recently played through that) but this is looking nice as well.
As far as the NPCs go, the one thing that made OoT a bit of a drag was that the world seemed kind of dead. Making the NPCs move around a little would certainly help with that, although maybe not all of them. Just my opinion, of course. I'll hang around here, kudos to everybody working on this. Cheesy
In OoT most were static, off the top of my head on the running man and Sakon (or thats his name in MM anyway...) move. But I think having them move would give them more life, just moving around in a small area. Not enough so they're difficult to find, just so they seem less like statues.Cool thanks.
EDIT: the gorons move too. =]
What areas are skilled at?
Thank you all for the input data. That's a big help. It also looks like Joystick support is popular. I'm trying to wrap up the fairy object. I also tried another menu prototype as an option. It's more similar to OOT. Kinda on the ropes still about the graphic style vs. the one I made earlier.
Hrmmm, your gonna have to explain a lil more to me. You mean add the same shape like behind what is existing, but make it bigger and without a outlined border? Or more like a soft drop shadow effect as the border?
Try adding alternating points to the boundary- /\/\/\/\ sort of thing, like a paper cutout
EDIT: rofl oops, I thought you did the matte on the updated pic, but I mistread
I think it's the green around the edges that makes it seem strange to me. Maybe if it was just the black outline?
or perhaps a darker green?
I like the darker green :D
Sorry for the late reply. But if you ask me, I think the first FSA styled menu was way better.
But if you are going to stick with this one. I think that the snapshot of the game is too clearly visible behind it. That snapshot needs to be a lot more faded out. Also this setup for the equipment screen suffers the same flaw as the previous FSA styled. You have a really big area for a very small Link figure.
(http://www.yoroshii.org/ghoma.png)It looks really damn good. But for FSA or MC or ALttP style it has a bit to much detail. My suggestion is to smooth out the arms and the head a bit. Make it less bumpy.
threw this together in about 20 minutes
(http://www.yoroshii.org/ghoma.png)
threw this together in about 20 minutes
Wow that is awesome.
Isn't there like a 2 tail/arms tho?:
http://www.youtube.com/watch?v=dRTLXQMPn84
Check out when it shows Gohma Parasitic Armored Arachnid. She raises em, so she has like two "arms" and two "feet/tails" o.o
^ Basically. I know I'll be using XPadder.
Sorry for the late reply. But if you ask me, I think the first FSA styled menu was way better.
But if you are going to stick with this one. I think that the snapshot of the game is too clearly visible behind it. That snapshot needs to be a lot more faded out. Also this setup for the equipment screen suffers the same flaw as the previous FSA styled. You have a really big area for a very small Link figure.
Is it possible if I could know how you sent the positions over the server?
Like what method did you use? (to take in place of the latency)
Also was this made in GM?
Very nice ^_^
Also I should note that for the first time in months I have some extra cash, so probably next month I'll have a new computer to do my part with Look at me, I'm invisible!
I have Dodongo's cavern mapped out in my head, but I'm not able to run the map tools on either PC I have now :x Hopefully next month that will no longer be an issue :p
Very nice ^_^
Also I should note that for the first time in months I have some extra cash, so probably next month I'll have a new computer to do my part with Look at me, I'm invisible!
I have Dodongo's cavern mapped out in my head, but I'm not able to run the map tools on either PC I have now :x Hopefully next month that will no longer be an issue :p
YAY! NPC! Grin
The NPC looks nice. Is that a custom made character?
Thanks for the comments guys,
Mammy, whenever you can start, try checking out the pyxosoft forums, hopefully I'll have some useful other maps for you up there.
Thanks for the comments guys,
Mammy, whenever you can start, try checking out the pyxosoft forums, hopefully I'll have some useful other maps for you up there.
Actually I lurk regularly :p
-_- explains why i could never find anything there :PThanks for the comments guys,
Mammy, whenever you can start, try checking out the pyxosoft forums, hopefully I'll have some useful other maps for you up there.
Actually I lurk regularly :p
Hmmmm, did you join? Because you can't see any of the dev without doing so. I sent a PM to everyone involved. Did you get it?
Thanx for the crit. However, I don't see us adjusting the depth. Mainly because it'll add more "unnecessary" work on checking if Navi is in a covered tunnel, and then adjusting the depth. Also, the original FSA has the same behavior.
Ah yup I see too lol I didn't realize it was like that in FSA too :x
On a side note, I MADE FANART! :D
Recreated one of the OoT manual images-
(http://yoroshii.org/Mamoruanime/Link.png)
First off, a new member has joined, Jeod. I think many remember him. He has agreed to do some spriting, and room design. Also, NoseBlunt3 has made some custom sprites for the game. As well as TomPel. We've been piecing together the NPC and fairy objects. The fairy object is complete, and NPC is almost there. Cypras also made it that the NPC could be set to a boundary, if desired. (The white rectangle in the screen shot.) Ethelon has done some "Inside The Deku Tree" room design. Awaiting the results on that.
Hey everyone,
For the second floor of the deku tree, what do you think would be the best effect:
Note that those random black squares are just markers, ignore them, and the bottom floor (as well as everything else) is temporary, so it's not properly centered, ledges aren't added to the top floor.etc just which effect would you prefer:
Just blur: http://i49.tinypic.com/30jnthf.png
Blur with black fade: http://i48.tinypic.com/t65rms.png
Thanks guys, progress is being made.
Oh okay, so how bout scaling the bottom image, darkening it a bit like you said, and then adding a bit of a black fade?
I'm not sure yet, I just think that it doesn't look good how the ledge "runs right into" the faded image.
I think it looks good unblurred but darkened. However, my mind has trouble grasping the whole 3d effect in 2d... it freaks me out. I can't even imagine what planning/executing this game is like, all I can say is that I'm impressed of all you guys. Keep up the good work!
(http://www.yoroshii.org/lilLink.png)(http://www.zeldadungeon.net/Zelda05/Characters/OfficialArt/Link.gif)* Starts Drooling at eye candy* Hey DJ, would it be alright if you did the WW magic on my Link forms?
(http://www.yoroshii.org/lilLink.png)(http://www.zeldadungeon.net/Zelda05/Characters/OfficialArt/Link.gif)
Wow, does this project not qualify for the Team/Sponsored Board? You guys have a bunch of people working on it.http://www.zfgc.com/forum/index.php?topic=35132.msg392327#msg392327 (http://www.zfgc.com/forum/index.php?topic=35132.msg392327#msg392327)
All projects here will be evaluated each month for some sort of progress. If a project does not have any sort of an update, it will be moved back to the Zelda WIP or Other WIP board.Then of course there is no demo/trailer. I'm guessing that is why it is no longer on the Team/Sponsored Board and has not been moved back yet, though I could be wrong.
... Xf has been redoing the menu, again back to wind waker style, but it's much much much better, really amazing stuff, I'm sure he'll post when he decides to =POho! Can't wait to see it. :)
Very nice menu :D
BTW those edges were what I was talking about for the other ones XD the cutout sort of matte effect :p
Very nice menu :D
BTW those edges were what I was talking about for the other ones XD the cutout sort of matte effect :p
Oh, lol. Now you tell me. :P
DJvenom, I didn't like your the concept art. Its good but it does have some flaws.
Also, this project needs its original concept art, not just redoing OoTs,
something like this for example (still sketch):
http://drandula.deviantart.com/art/Link-holding-ocarina-sketch-150267750
But this one is for my project, sorry ^^"
~Drandula~
(http://i49.tinypic.com/5mixdh.png)I really like the stick and the nut is almost perfect, but the bottom part of the nut seems a bit strange (too flat and/or too dark?). Not bad at all for not considering yourself to be very good at pixel art.
And as another side note, the google ads are advertising zelda womens clothing.... I have no idea but yeah. o.O...
And as another side note, the google ads are advertising zelda womens clothing.... I have no idea but yeah. o.O...
There's this one awesome feature that should unique-ify (o.o) this game, since I've never seen it on any handheld zelda game and fangame.
Heh heh, you'll have to wait. ;)There's this one awesome feature that should unique-ify (o.o) this game, since I've never seen it on any handheld zelda game and fangame.
You mean man you! :P Now I'm hungry with anticipation! ::)
Does it have to do with Link's fairy?... DANG IT! I thought I had the groundbreaking idea that no one has ever done in a Zelda before!!
Anyway, sounds great! And.. you will let us know what that "one awesome feature" is soon.. right? XD
Damn, those screens look good. I like the rain and I have to agree with Mammy also. The sidescrolling part is really a good addition.The rain looks pretty awesome in-game =D. But yeah the side scrolling addition makes for a better water system, such as the water temple, there will be other areas including the side scrolling feature aswell.
Ethelon, I don't want to burst your bubble. But the platform part was introduced in Link's Awakening and further used in OOA and OOS. Thus any uniqueness about that is long gone.
I have to say that I completely played FSA, but I can't really remember platform parts in it. It could be me, because I haven't played it in a long time. The subwindow is in the style of FSA, because that was used for going in caves and houses in the singleplayer mode.
Nonetheless it looks really good and fitting.
For the water temple, I don't think it'd be too great to use only that small window for the whole thing, plus there's that one water wheel part, so we'd still need to rack our brains for that one. No doubt it'd still be a challenge, but that's pretty far off.
These features should make it preeeety unique, since the platformness has only been seen on FSA, and makes it more true to the style. Also with the platform thing, I have another idea for Gohma =P
Yes Cyp, I have to post after you.
I have to say that I completely played FSA, but I can't really remember platform parts in it. It could be me, because I haven't played it in a long time.
Yeah the platform element was used pretty much regularly in FSA. In fact, I think the game required you to do platform segments to progress on quite a few puzzles. Been a while since I've played (I own the japanese version... so it's a bit hard for me to play), but I do remember the fun of connecting my GBA to the GCN.
1. its in the beta tetra trackers and is named navi trackers in the final ( navi stands for navigator )
2. I've got almost all maps you just need to find the right people one after another before the other player and you have to pay them i believe ( it's been a while ) hen you can get some treasures to have bonus modes or levels, like the fairies or keys
( *stops being off topic* )
I have to say that I completely played FSA, but I can't really remember platform parts in it. It could be me, because I haven't played it in a long time.
just an example (its at 1:12)
http://www.youtube.com/watch?v=NmUZpweUMX8
you guys shouldn't go to much for the sidescroll water temple... just believe in his team that they try it out what fits best when they get up this templeYeah we don't think too far a head. Focus on what needs to be done before the first demo etc.
Really the only part of the water temple that will need to be side scrolling is the center room.
Because that is not the style of FSA.Never played it and never care to.
Don't reinvent the game, I think you should focus on recreating it as it was on N64.
Don't reinvent the game, I think you should focus on recreating it as it was on N64.
Side-quests and some creative aspects but I believe if you want to turn a 3D game into 2D you should consider multiple camera angles or views than changing the game itself.
There are some 3D fights that can't meet 2D, why not be creative instead of giving up?
I'm also expecting this project to cancel soon like every other game but I'm rooting for you too.
Good luck :3
The same, but different.Exactly.
camera anglesMakes me think of this.
Ugh, that would be really confusing. Whenever it changes perspective it really throws me off.Well, exactly. It's vomit-inducing.
From the screens this is looking fantastic,
i only wish i had followed through on this one! Good luck!
flash
From the screens this is looking fantastic,
i only wish i had followed through on this one! Good luck!
flash
Offtopic:
HOLY !@#$% FLASHGX! Wb!
awesome screens, and thank for the credit (daz123).
any chance of a demo in the near future, it don't need the deku tree just something to see how its progressing
Great things take time. Please note: we all have busy lives away from oot2d.
Yeah, he is awesome at that.Great things take time. Please note: we all have busy lives away from oot2d.
And yet Xf still finds time to get small things done... =P
I don't know if this will help, but I sprited Saria in MC style.Yeah that was made by Silverbolt. Just because he said "credit is thanked" doesn't mean you can claim it as your own.
If it doesn't, anyone else can use it.(http://a.imageshack.us/img825/3481/saria.gif)(http://www.zfgc.com/forum/Themes/midnight/images/warnban.gif) Don't take credit for sprites that you did not create.
I deleted my post where I explained how Silverbolt made it and banned the user 5 days ago.Oh. Sorry then. Just gets me steamed when people take credit for other people's hard work.
I'm 100% more concerned for Xfixium than I am for this project; personally I'd rather see him be alright than anything else.
He's been helpful for almost every one of my projects, and his tools have been beyond useful (ORE for example).
Someone needs to call his ass if they have his number >:(
I'm 100% more concerned for Xfixium than I am for this project; personally I'd rather see him be alright than anything else.Exactly.
He's been helpful for almost every one of my projects, and his tools have been beyond useful (ORE for example).
Someone needs to call his ass if they have his number >:(
Was Xfixium originally in College or is he going to start this year? That might be the cause...
He's a pretty old dude, pretty sure he's done with college.Was Xfixium originally in College or is he going to start this year? That might be the cause...
Do not believe this is the case.
I'm assuming Xfixium lives in NZ? If so, then this topic is not going "nowhere".No he doesn't. I do.
Well this topic went nowhere quickAt least have some respect for the man who just suffered through a major disaster and its repercussions.
Well this topic went nowhere quickAt least have some respect for the man who just suffered through a major disaster and its repercussions.
- The newest release of the zfgc MC engine is almost totally integrated into the project.Want to contribute to the engine itself? Just a question.
Edit: Do you guys have any promotional graphics for the engine? Kind of like how games have an engine advertised before the game starts.Nope, but thanks to Dark Hylian I managed to make this image for the project page, which still needs to be uploaded.
Screenshot looks amazing, but it lacks plants D:
Yeah.
If people find it useful, I'll put it up for download. Almost done with it.
If people find it useful, I'll put it up for download. Almost done with it.
Dibs.
What exactly does it do though? I mean obviously it puts parts of a sprite together, but does it export as an image or another file that's readable into Game Maker?
How many people are on the team for this project?Team Dekunutz
It's a nice blend between aLttP style and OoT. I like that. Kind of a waste to try and copy everything exactly as it looks in the original game. This way you can get a bit more creative.
Dotyue, I think Kleaver was complementing the way we are doing it, not saying it's a waste of time.It's a nice blend between aLttP style and OoT. I like that. Kind of a waste to try and copy everything exactly as it looks in the original game. This way you can get a bit more creative.
We don't just try to copy everything exactly 1:1 from 3D to 2D, please note that all screenshots and mockups are WIP...
There are already some designs to make it more entertaining in 2D than it would be as a 1:1 conversion
Dotyue, I think Kleaver was complementing the way we are doing it, not saying it's a waste of time.It's a nice blend between aLttP style and OoT. I like that. Kind of a waste to try and copy everything exactly as it looks in the original game. This way you can get a bit more creative.
We don't just try to copy everything exactly 1:1 from 3D to 2D, please note that all screenshots and mockups are WIP...
There are already some designs to make it more entertaining in 2D than it would be as a 1:1 conversion
Sweet. Use the Cave tiles for a place holder. I'm sure there will be parts when we will use that tile set in there anyways.
... and we won't be using it.You mean the map right and not the tileset.
Oh, and I would HIGHLY recommend not ever releasing more than 2 demos - we don't want another "Demo 4" fiasco. :P
Apparently I'm the only one that finds Ocarina of Time 3D ironic in comparison to this... Ya know, with the OOT2D concept existing since uh... 2003 I think?
Oh, and I would HIGHLY recommend not ever releasing more than 2 demos - we don't want another "Demo 4" fiasco. :P
*goes back to lurking*
OK, that confirms it - I'm the only one that finds Ocarina of Time 3D (in comparison to this) ironic.
Clarification: You realize I'm talking about the 3DS version, right? And by ironic I mean that Nintendo is making OoT even MORE 3D, while fans have been trying to go the opposite direction for quite a while now.
*actually goes back to lurking this time*
there's an older post back here where it shows xfixium's sprite builder making what i think is adult link
there's an older post back here where it shows xfixium's sprite builder making what i think is adult link
It's piecing together MC link Brutus...
now that I look at it again youre right. it just that his face looked stretched
My alternative idea was to include grass and such, but it would bloat the tileset. Not to mention the original FSA uses black for the interiors also. So I wasn't too concerned by it.Oh right.
My alternative idea was to include grass and such, but it would bloat the tileset. Not to mention the original FSA uses black for the interiors also. So I wasn't too concerned by it.Oh right.
Just think it looks a bit lonely how it is. No huge deal though, especially if it's how FSA does it I guess :P
there's an older post back here where it shows xfixium's sprite builder making what i think is adult link
It's piecing together MC link Brutus...now that I look at it again youre right. it just that his face looked stretched
you're both wrong and i don't know why mamoru doesn't know it but that isn't MC-Link, its FSA-Link like we will use it atm
there's an older post back here where it shows xfixium's sprite builder making what i think is adult link
It's piecing together MC link Brutus...now that I look at it again youre right. it just that his face looked stretched
you're both wrong and i don't know why mamoru doesn't know it but that isn't MC-Link, its FSA-Link like we will use it atm
It's been a while since I've played FS (I had the japanese FS+, so I could only play it when I had a GCN like 4 years ago :P). Anymore I pretty much immediately think "MC" and not "FS" :P I was also going by the statement that Link is being switched over to MC link for this.
EDIT: I had a bunch more here but uh after investigation I've found that a lot of sites list "FS Link" when it's really a sheet of MC link >_<
Although; the sprite builder image compared to the MC image sync up <_< So yeah...
there's an older post back here where it shows xfixium's sprite builder making what i think is adult link
It's piecing together MC link Brutus...now that I look at it again youre right. it just that his face looked stretched
you're both wrong and i don't know why mamoru doesn't know it but that isn't MC-Link, its FSA-Link like we will use it atm
It's been a while since I've played FS (I had the japanese FS+, so I could only play it when I had a GCN like 4 years ago :P). Anymore I pretty much immediately think "MC" and not "FS" :P I was also going by the statement that Link is being switched over to MC link for this.
EDIT: I had a bunch more here but uh after investigation I've found that a lot of sites list "FS Link" when it's really a sheet of MC link >_<
Although; the sprite builder image compared to the MC image sync up <_< So yeah...
the only real difference viewing from the front is that his ears are not like in MC and his hat is rounder
and you should have known it since you are a team member and knew that we don't use MC-Link anymore, thats why i said it, did'nt think about which games you've played recently or not
btw.: buy yourself freeloader, thats how i play fs+ and american wind waker
there's an older post back here where it shows xfixium's sprite builder making what i think is adult link
It's piecing together MC link Brutus...now that I look at it again youre right. it just that his face looked stretched
you're both wrong and i don't know why mamoru doesn't know it but that isn't MC-Link, its FSA-Link like we will use it atm
It's been a while since I've played FS (I had the japanese FS+, so I could only play it when I had a GCN like 4 years ago :P). Anymore I pretty much immediately think "MC" and not "FS" :P I was also going by the statement that Link is being switched over to MC link for this.
EDIT: I had a bunch more here but uh after investigation I've found that a lot of sites list "FS Link" when it's really a sheet of MC link >_<
Although; the sprite builder image compared to the MC image sync up <_< So yeah...
the only real difference viewing from the front is that his ears are not like in MC and his hat is rounder
and you should have known it since you are a team member and knew that we don't use MC-Link anymore, thats why i said it, did'nt think about which games you've played recently or not
btw.: buy yourself freeloader, thats how i play fs+ and american wind waker
I don't have a GCN anymore. I've been trying to get it to work on my Wii, but I've been having issues :P
As for the sprites; yeah I misread something from earlier XD Besides; my role on the team is pretty minimal :P I'm just working on one dungeon D:
so is there a demo for this yet ?
so is there a demo for this yet ?Never??????
so is there a demo for this yet ?Never??????
2 years and not a demo ? this is sure on big project , how complete is it.
2 years and not a demo ? this is sure on big project , how complete is it.
I asked if people were interested in joining me, and some crazy people did.
My alternative idea was to include grass and such, but it would bloat the tileset. Not to mention the original FSA uses black for the interiors also. So I wasn't too concerned by it.Oh right.
Just think it looks a bit lonely how it is. No huge deal though, especially if it's how FSA does it I guess :P
sometimes, FSA shows small rooms and caves ( not dungeons ) on the gba screen or the gba screen port on tv
so you wont see the black so much since there is the whole tv filled with the outsideworld or the gba which has a smaller resolution as the tv anyway
A guy at school mentioned this pryect :p weird and spooky congratz I guess.Awesome. =D
Weee working on Dodongo's Cavern's tilesAlright. You should really head over to py and discuss them there with the team, ya know?
Besides ;3 it'll be a surprise to evveeerrryyybodddyyy
Besides ;3 it'll be a surprise to evveeerrryyybodddyyyif you only tell xf about it how can it be no suprise?
It is effectively a pure awesomeness engine.Besides ;3 it'll be a surprise to evveeerrryyybodddyyyHow much of the game is playable at this point?
A guy at school mentioned this pryect :p weird and spooky congratz I guess.
Besides ;3 it'll be a surprise to evveeerrryyybodddyyy
we already have a sprite for the master sworddamn it...
do you have an "ETA" of when this will be done ? ; how many years?Oh you.
do you have an "ETA" of when this will be done ? ; how many years?How about when it is ready.
do you have an "ETA" of when this will be done ? ; how many years?
do you have an "ETA" of when this will be done ? ; how many years?
Remember Duke Nukem Forever?
Prolly not as long as that.
We prototyped an adult link, but no work has been done to expand on it at this moment. Since we are making sprites segmented, there has been a shift in thinking. We have a fair amount of item sprites done, but the hookshot is not one of them.Here's a good question. You guys making a new sprite for Link or will it be the same sized Link but modified?
We prototyped an adult link, but no work has been done to expand on it at this moment. Since we are making sprites segmented, there has been a shift in thinking. We have a fair amount of item sprites done, but the hookshot is not one of them.then i'll make the hookshot
just wondering, how are you going to do the water temple?Man, I remember this question back from 2003 :D
just wondering, how are you going to do the water temple?Man, I remember this question back from 2003 :D
here's a crappy hookshot hud that I made :-\
Really, why are you going around in diffrent topics and posting graphics? They are not asking for it. Why not make your own topic to post stuff in?
Those sprites that I was making were actually for people on the graphics board, and I'm using them in my game. I just thought that you guys could use them
here's a crappy hookshot hud that I made :-\
Really, why are you going around in diffrent topics and posting graphics? They are not asking for it. Why not make your own topic to post stuff in?Those sprites that I was making were actually for people on the graphics board, and I'm using them in my game. I just thought that you guys could use them
Why do you answer a question of another topic in here?
At least you could post more screenshots IMOJust wait until a demo. It will more awesome that way.
At least you could post more screenshots IMO
So how's the progress of my favourite project going? Been a while since I posted.it says on the first page : "Dev Tool: Game Maker 8.0" btw will there be a way to deactivate the "fsa filter"? I really dislike it it just make it look grainy for my taste.
What language you doing it in again?
So how's the progress of my favourite project going? Been a while since I posted.it says on the first page : "Dev Tool: Game Maker 8.0" btw will there be a way to deactivate the "fsa filter"? I really dislike it it just make it look grainy for my taste.
What language you doing it in again?
Please tell me there's an achievement for pissing off chickensSurvive a Cuccoo attack for x amount of time would be amazing.
We've got some really tough ones in mind. ;)Baseballing the giant rolling rock in the Kokiri training grounds a 100 :P You have to time it just right or get squashed yourself and start over.
Survive a Cuccoo attack for x amount of time would be amazing.
I know you're gonna slap me in the face for suggesting this xfix, but maybe an achievement to beat a secret boss?
(I'm doing a super hard boss for Chiming Bells)
(PS, can I nick your achievement idea?)
Baseballing the giant rolling rock in the Kokiri training grounds a 100 Look at me, I'm invisible! You have to time it just right or get squashed yourself and start over.
QuoteSurvive a Cuccoo attack for x amount of time would be amazing.
Even better!QuoteI know you're gonna slap me in the face for suggesting this xfix, but maybe an achievement to beat a secret boss?
(I'm doing a super hard boss for Chiming Bells)
(PS, can I nick your achievement idea?)
Have no plans for a secret boss at this moment. Not that we won't take that into consideration. We have talked about a Master Quest difficulty unlockable. I can't really stop you from using the idea now can I? XD Not that is a new idea. I'd like to see achievements in people's games.QuoteBaseballing the giant rolling rock in the Kokiri training grounds a 100 Look at me, I'm invisible! You have to time it just right or get squashed yourself and start over.
lol That one is very doubtful. Plus now everyone knows it. :P
I'd like to see achievements in people's games.I might just do that for Ring of Seals.
*High fives Sub*I'd like to see achievements in people's games.I might just do that for Ring of Seals.
Suddenly: Skyward Sword gets achievements.*High fives Sub*I'd like to see achievements in people's games.I might just do that for Ring of Seals.
Xfix, you've started a trend in zelda games!
That's too far. It can only really work for fan gamesSuddenly: Skyward Sword gets achievements.*High fives Sub*I'd like to see achievements in people's games.I might just do that for Ring of Seals.
Xfix, you've started a trend in zelda games!
A secret boss would be awesome in this game definitly! Same with Master Quest! I'm going to nick the idea now mwahaha!
(Perhaps speed runs of the levels would be a good idea)
we already discussed a secret boss with an own dungeon, but thats a secret to everyone =POn a scale of 1 to 10, how dangerous would it be to go alone?
If it's anything like my boss, I'd say 10. (Xfix, check your PMs)we already discussed a secret boss with an own dungeon, but thats a secret to everyone =POn a scale of 1 to 10, how dangerous would it be to go alone?
That is not relevant in this topic.
Here is the Chiming Bells topic: http://www.zfgc.com/forum/index.php?topic=34115.0 | http://www.zfgc.com/forum/index.php?topic=37041.0
Nice King Tetiro. ;) It would be kinda cool for achievements within a Nintendo game. I don't believe I've ever seen any.Aren't sidequest already a bit of achievements. I would say the Boomerang in Link's Awakening was an achievement for the trading game. And the Mirror Shield in MC you could only get by completing the game and do Kinstone fusions to get the Bigggoron. Then there are the extra's you can get in the Oracle games through the linking mechanism. Second quest for TWW and LoZ
Nice King Tetiro. ;) It would be kinda cool for achievements within a Nintendo game. I don't believe I've ever seen any.Aren't sidequest already a bit of achievements. I would say the Boomerang in Link's Awakening was an achievement for the trading game. And the Mirror Shield in MC you could only get by completing the game and do Kinstone fusions to get the Bigggoron. Then there are the extra's you can get in the Oracle games through the linking mechanism. Second quest for TWW and LoZ
I think achievements always have been in Zelda games. We just don't recognize them anymore as such, because we take them for granted. And other games had them as well. In SMG2 you got an entire Galaxy for just completing the game.
Im using that idea! Nicked!Nice King Tetiro. ;) It would be kinda cool for achievements within a Nintendo game. I don't believe I've ever seen any.Aren't sidequest already a bit of achievements. I would say the Boomerang in Link's Awakening was an achievement for the trading game. And the Mirror Shield in MC you could only get by completing the game and do Kinstone fusions to get the Bigggoron. Then there are the extra's you can get in the Oracle games through the linking mechanism. Second quest for TWW and LoZ
I think achievements always have been in Zelda games. We just don't recognize them anymore as such, because we take them for granted. And other games had them as well. In SMG2 you got an entire Galaxy for just completing the game.
I think of achievements as lil rewards that would otherwise go unnoticed. Beat the Queen Ghoma in a short amount of time without damage? Your a badass gamer, and with achievements you get the props for it. Find all the hidden rupees in Kokiri Forest? Sweet, achievement! Most games have quests and such, but achievements take it to another level.
Nice King Tetiro. ;) It would be kinda cool for achievements within a Nintendo game. I don't believe I've ever seen any.Aren't sidequest already a bit of achievements. I would say the Boomerang in Link's Awakening was an achievement for the trading game. And the Mirror Shield in MC you could only get by completing the game and do Kinstone fusions to get the Bigggoron. Then there are the extra's you can get in the Oracle games through the linking mechanism. Second quest for TWW and LoZ
I think achievements always have been in Zelda games. We just don't recognize them anymore as such, because we take them for granted. And other games had them as well. In SMG2 you got an entire Galaxy for just completing the game.
I think of achievements as lil rewards that would otherwise go unnoticed. Beat the Queen Ghoma in a short amount of time without damage? Your a badass gamer, and with achievements you get the props for it. Find all the hidden rupees in Kokiri Forest? Sweet, achievement! Most games have quests and such, but achievements take it to another level.
As a new acheivement you could add a new item, and make it so that you can get it relatively early in the game, so it's not useless like the ice arrows were in the original, or the mirror shield in minish cap.
A well thought out extra with a reward that lets you experience something cool for spending the time discovering and doing it would be way better than just a ton of basic "do X in under Y time with taking less than Z damage (to get a badge confirming you've done it)" without the former.
Like any other game, any time you do something that either contributes to the achievement, or completes it. Like when you beat gohma, check to see how long it took you to defeat her. Or every time you pick up a rupee, check to see if it's over 1,000,000 ;P
Ok, an update:
- Right now I have put off the ZFGC code implementation. Mainly because there has been a major shift in the way I'm going to be handling rooms from now on. All room binaries are now going to contain tile, instance, and collision data. The collision data is experimental. I had done something similar for GMare way back when, but with this new idea, it will use shapes as regular collision data. The shapes will also have level data, which will make things like shooting projectiles off a cliff much easier. This will replace the ass load of wall instances that would normally litter the entire room. I'm also hoping this will mean I only need one room to play the game. (Another room to set-up the play room) I've done some small tests with the changes I've made, and this seems very possible. Having a game run on 2 - 3 rooms total would be interesting.
That also means that GMLib needs an update to read GM8 projects so that GMare can use that data for instances. Also Horn of Balance needs this update for it's editor too. Right now I'm in the process of updating GMLib. (It's going decently)
- Mamoruanime has started designing the Dodongo's Cavern. I have a WIP of that attached.
- The engine now supports nearest neighbor scaling up to 4X
- Miscellaneous item sprites have been done via DJ. (They look pretty sexy)
- Discussion of achievements, and Master Quest ideas.
- Getting close to finalizing Queen Ghoma's attack actions. Some interesting things there.
Sounds good to me... One point of observation though and I don't mean to be rude, but The pic you have in your sig "oot2d_mock_02.PNG" of the dodongo's cavern. The dragon skull at the top of the room looks more like a pig skull to me at least. I think it's snout needs to be a little longer... or maybe it is just too flat... hmmm. Maybe it is just me though... other than that it looks really good me. Like always I am amazed with this project.Ha, people on the team agree with you lol, it's a WIP remember.
That looks so god damn badass D:Too true!
Dodongo's cavern look really awesome, but the head looks a bit like pig, like Aero88 said.
That is easily fixed, turn around the nose like I did (Check attachment)
But if this is just placeholder, then how awesome you are gonna make the real one?
Thanks telling where screenies were, I was total idiot as I searched whole topic sometime ago :'D Also I checked once this project from there, but I didn't check the gallery xP
And at same time noticed "Spinning 3D ZFGC logo based off of Drandula's code" Thanks :D
Tero Hannula
QuoteA well thought out extra with a reward that lets you experience something cool for spending the time discovering and doing it would be way better than just a ton of basic "do X in under Y time with taking less than Z damage (to get a badge confirming you've done it)" without the former.
dotyue may correct me on this, not sure. Apparently, we're going to group the achievements into categories. When all the achievements for that category are achieved, it will unlock something. Something of relevance for that category. Like for an example. If you beat all the speed runs in the speed run category, then it might unlock something like extra walk speed on the next game run.
dotyue may correct me on this, not sure. Apparently, we're going to group the achievements into categories. When all the achievements for that category are achieved, it will unlock something. Something of relevance for that category.Like for an example. If you beat all the speed runs in the speed run category, then it might unlock something like extra walk speed on the next game run.
And at same time noticed "Spinning 3D ZFGC logo based off of Drandula's code" Thanks :D
The OP is up to date and there is no download yet.
Where can i download it then ? and how far is it near completed
The OP is up to date and there is no download yet.
Hooboy here it goes again!D:Fixed it for you.
Well i saw the post i was just curious how people are actually playing it because i saw it on youtube.
How much of the game has been completed, and is there a release date planned by any chance ?
I saw a few on youtube, I am curious it has been 7 years since 2003 :/ ??? is it really taking that long to create ?This game started only in 2008 and had a break in the middle. Don't go assuming anything. Especially, since Nintendo is the only one that can have a claim to OOT.
How many people are working on the game ? I also saw many demos for the game ect i assumed it was done ...
I saw a few on youtube, I am curious it has been 7 years since 2003 :/ ??? is it really taking that long to create ?I agree with this guy why does it take so long to make shame on you for not having a demo in that time. I have also seen videos on youtube from people who said they played the demo are you discriminating against me by not giving me the demo? I'll report this to the internet police they'll make you give me the demo or I'll sue you cause thats really unfair and I want to play it everyone else gets to.
Hahaha you miss out.I saw a few on youtube, I am curious it has been 7 years since 2003 :/ ??? is it really taking that long to create ?I agree with this guy why does it take so long to make shame on you for not having a demo in that time. I have also seen videos on youtube from people who said they played the demo are you discriminating against me by not giving me the demo? I'll report this to the internet police they'll make you give me the demo or I'll sue you cause thats really unfair and I want to play it everyone else gets to.
Xfixium did you drop a vid somewhere without showing it here on ZFGC Holy Fu- Bad Xfixi, Bad Xfixi
*** Points a loaded gun to Mammy's head ***
Now give up that demo or you'll get wet in the face.
I said he'd get wet in the face not dead. I only have a water gun not a real one unfortunately.QuoteXfixium did you drop a vid somewhere without showing it here on ZFGC Holy Fu- Bad Xfixi, Bad Xfixi
Ahhhhhh you got me!Quote*** Points a loaded gun to Mammy's head ***
Now give up that demo or you'll get wet in the face.
Wait! He's no good to me dead! Shoot him AFTER Dodongo Cavern is done.
It HAS been 7 years since 2003... 7 years... That's how long Link was in the sacred realm! That means TRM's OOT2D will be coming out on 11/11!!!!!!Does that mean demo 4 will finally be released :P
I said he'd get wet in the face not dead.
QuoteI said he'd get wet in the face not dead.
Well, there's that zero percent chance that he's deathly allergic to water to consider.....
It HAS been 7 years since 2003... 7 years... That's how long Link was in the sacred realm! That means TRM's OOT2D will be coming out on 11/11!!!!!!Does that mean demo 4 will finally be released :P
*shrug* graphical teaser (http://www.yoroshii.org/stairsin.png)That's quite awesome though might I suggest making another without the leaf?
I'm just proud of it is all :P Stairs for Inside the Deku Tree!
*shrug* graphical teaser (http://www.yoroshii.org/stairsin.png)
I'm just proud of it is all :P Stairs for Inside the Deku Tree!
But why is there leaf :S
Think about this, leaves are trees energy source, which absorbs light. Light comes from the sun. Now, when we are inside the tree, can you see the sun? No, and leaf inside the tree is useless. (If there is torches burning all-day, maybe they clean the air from carbon dioxide and they get their light from torches)
I just wanted say that :P I don't mind if there is leaf or not, all little details are acceptable. It makes game more rich and lively.
^ I did say, I don't mind it if there is leaves or not :|
Why would the tree need to eat the boy in order to be saved. Why would there be doors (bars) and mechanisms (with switches and raising platforms), not to mention burning torches and an entire dungeon inside a tree. Instead of the tree's digestive system. I think we can all agree that Zelda games take the sense of logic with a grain of salt.But why is there leaf :S
Think about this, leaves are trees energy source, which absorbs light. Light comes from the sun. Now, when we are inside the tree, can you see the sun? No, and leaf inside the tree is useless. (If there is torches burning all-day, maybe they clean the air from carbon dioxide and they get their light from torches)
I just wanted say that :P I don't mind if there is leaf or not, all little details are acceptable. It makes game more rich and lively.
Why is there a giant talking tree that wants a little boy to save him?
Does it really matter? There are leaves everywhere in that tileset. D:
Why would the tree need to eat the boy in order to be saved. Why would there be doors (bars) and mechanisms (with switches and raising platforms), not to mention burning torches and an entire dungeon inside a tree. Instead of the tree's digestive system. I think we can all agree that Zelda games take the sense of logic with a grain of salt.But why is there leaf :S
Think about this, leaves are trees energy source, which absorbs light. Light comes from the sun. Now, when we are inside the tree, can you see the sun? No, and leaf inside the tree is useless. (If there is torches burning all-day, maybe they clean the air from carbon dioxide and they get their light from torches)
I just wanted say that :P I don't mind if there is leaf or not, all little details are acceptable. It makes game more rich and lively.
Why is there a giant talking tree that wants a little boy to save him?
Does it really matter? There are leaves everywhere in that tileset. D:
DJ: Nice
*shrug* graphical teaser (http://www.yoroshii.org/stairsin.png)
I'm just proud of it is all :P Stairs for Inside the Deku Tree!
The collision data is experimental. I had done something similar for GMare way back when, but with this new idea, it will use shapes as regular collision data. The shapes will also have level data, which will make things like shooting projectiles off a cliff much easier. This will replace the ass load of wall instances that would normally litter the entire room.
*shrug* graphical teaser (http://www.yoroshii.org/stairsin.png)
I'm just proud of it is all :P Stairs for Inside the Deku Tree!
How to pixel art :(
That looks awesome DJ. Like a drop of water while I've spent days out here in a desert :(
I have been considering a solution for some code I am working on that uses a specific tile layer for simple walls, and then keeping everything that can be corner-cut around as objects.
I was wondering at how much cost the overhead of using shapes would be though in relation to using built-in tile functions.
disp_a = tile_layer_find(2000000,x - 7,y + line_v);
disp_b = tile_layer_find(2000000,x + 6,y + line_v);
if (disp_a || disp_b){
y -= move_v;
if (disp_a && disp_b){
if (!absv_x){
step_y = 0;
break;
}
}
else if (!absv_x){
if (disp_a){
if (x > tile_get_x(disp_a) + 16)
x += 1;
}
else if (disp_b){
if (x < tile_get_x(disp_b))
x -= 1;
}
}
}
The collision data I refer to is somehow using GM's collision_rectangle function for checks. Have the rectangle shape data within the room binary file read in, and then checking against those values. I'm not too sure how it would turn out, but I figure it's worth a try.QuoteI have been considering a solution for some code I am working on that uses a specific tile layer for simple walls, and then keeping everything that can be corner-cut around as objects.
Sounds interesting, exactly how are you using the layer?QuoteI was wondering at how much cost the overhead of using shapes would be though in relation to using built-in tile functions.
I would still be using built-in functions, the question would be how fast / possible would it be? Overall, there just has to be a more flexible and easier way.
Wow, I am officially amazed! :oLike 4 minutes :P It's a simple edit
How long it took you to make this lol? XD :huh:
I've seen the Gohma sprite (Or version 1 of it. Or may not even be used. I dunno) on GMC and I have to say that is pretty damn awesome!
Well done to whoever did it though
...darklink45 - Great spriter, if you didn't know already. He has thrown in
some excellent original enemy sprites. As well as some other miscellaneous
work. I promise you, his Queen Ghoma sprite will knock you off your feet.
Now I've finished my exams and stuff I was going to get back into writing some music for this. However, I have no idea what style I should be aiming for. Which do you think would be better:
Full orchestration - like WW and TP
GBA style music - for example, Minish Cap quality sounds
I'd say GBA style myself, as it fits the graphics more. Then I've got the other problem - do I replicate the original OOT music exactly in the chosen style, or rearrange them while still keeping the main melodies?
Find Ethelon on GMC and you'll find outpost link pls since I'm pretty sure the ghoma is unreleased ^^
Now I've finished my exams and stuff I was going to get back into writing some music for this. However, I have no idea what style I should be aiming for. Which do you think would be better:
Full orchestration - like WW and TP
GBA style music - for example, Minish Cap quality sounds
I'd say GBA style myself, as it fits the graphics more. Then I've got the other problem - do I replicate the original OOT music exactly in the chosen style, or rearrange them while still keeping the main melodies?
I think somewhat an original theme with an homage to OOT/LTTP/Zelda 1 for the overworld would be cool :)That's the cloudtop theme from MC DJ :P, all he's done is use high quality samples. I really liked that arrangement of the overworld though, even when I played the game. Here's the original from the game:
http://www.youtube.com/watch?v=1M1kThjKlco
^^ Has the Zelda 1 opening, OOT style changes, as well as Wind Waker's kind of epic feel :)
Probably aiming for .ogg/.mp3. I don't want to do trackers since they're less flexible soundwise and FL doesn't natively support them, and IMO MIDI is not for listening to. I'd go with .ogg myself as it can produce higher quality at lower bitrates than mp3, and there are DLL's on the GMC for ogg playback and manipulation.QuoteNow I've finished my exams and stuff I was going to get back into writing some music for this. However, I have no idea what style I should be aiming for. Which do you think would be better:
Full orchestration - like WW and TP
GBA style music - for example, Minish Cap quality sounds
I'd say GBA style myself, as it fits the graphics more. Then I've got the other problem - do I replicate the original OOT music exactly in the chosen style, or rearrange them while still keeping the main melodies?
What file format are you aiming for? Copying the scores exactly probably would be boring for you. However, I was thinking if you had the time, to maybe do originals and remixes. That way there would be the originals, and something creative by you. I'd have to agree with you on the GBA quality sound, probably the best way to go about it. Full orchestration would feel like overkill for the game.
I know what it is, and I know it was a rehash ;) Just saying that would be an awesome basis for music done for the game.Ah, right :p
is there going to be a JAVA version for those who are on the the go and are unable to drag their 50lbs PC around with they :)
Probably could provide 4 versions of the music, an original, remixed, and midi versions of both for people who'd prefer to hear crappy audio.
Yeah, I suppose for a game of this size with 82 songs according to http://www.zeldadungeon.net/Soundtracks-Ocarina%20of%20Time%20Original%20Soundtrack.php although many are little shorts of 5-15 seconds, it weighs in at about 100MB. Maybe include the MIDI with the game and have an optional download for the ogg?QuoteProbably could provide 4 versions of the music, an original, remixed, and midi versions of both for people who'd prefer to hear crappy audio.
I don't want to over work you. :P Honestly .mid is always the most attractive to me. Mainly because of the size. However, if we can manage a good quality versus file size ratio, I would be more inclined to lean towards .ogg/mp3. It's just the sheer size of the music sorta makes me cringe when I think how big it could get. I don't want to force people to download a 100 meg .zip file, and I also want everyone to have the same experience while playing the game.
Yeah, I suppose for a game of this size with 82 songs according to http://www.zeldadungeon.net/Soundtracks-Ocarina%20of%20Time%20Original%20Soundtrack.php although many are little shorts of 5-15 seconds, it weighs in at about 100MB. Maybe include the MIDI with the game and have an optional download for the ogg?QuoteProbably could provide 4 versions of the music, an original, remixed, and midi versions of both for people who'd prefer to hear crappy audio.
I don't want to over work you. :P Honestly .mid is always the most attractive to me. Mainly because of the size. However, if we can manage a good quality versus file size ratio, I would be more inclined to lean towards .ogg/mp3. It's just the sheer size of the music sorta makes me cringe when I think how big it could get. I don't want to force people to download a 100 meg .zip file, and I also want everyone to have the same experience while playing the game.
Yes, definitely slow at the moment. This is due to GMare. Which is a big part of the resource management. I just need to add the collision part of it, and we'll be rolling again. I'm also thinking about adding one more person to the roster if he has some free time.
Due to things in my personal life, progress has been haulted for a bit. Only recently has anything moved forward for me project wise. There has been some work done by Dotyue, and some discussion of the Deku Tree tileset. I am still dedicated to this project as well as ZFGC. Right now GMare still is my focus. Since it needs to be done in order to continue. Once it is done, there will be a lot of progress being made again.
Thanks for the encouragement! :) Currently parts of the team are getting back together to re-work the "framework". Some new/old concepts being brought to the table with a new version of Sprite Builder (now named GM Spriter). Cypras and I are testing the new methods based around those changes. It will be taking on a new "blitting" approach to our graphic resources. Reducing the memory footprint drastically, but preserving the highest frame rate possible. We are also taking on Shaders to develop some of the more complex effects that FSA has. Graphically, I presented a new HUD design mock-up. Also the Ocarina Title Logo, worked on by DJ, TomPel, SinkinDevil, and myself is just about complete. Some minor adjustments here and there.
awesome! i bet some people are tearing it apart already lolWouldn't be surprised.
awesome! i bet some people are tearing it apart already lolWouldn't be surprised.
Oh, I must have missed that - is the engine going to be released to the public when you're done? That's pretty exciting!lol not going to happen xD. Xfixi and his team worked really hard on this. They are trying to make an actucally ootremake in 2d(fsa). Unlike the others team darknut go pretty far with the remake.
Team Darknut? Is that meant to be us?Oh, I must have missed that - is the engine going to be released to the public when you're done? That's pretty exciting!lol not going to happen xD. Xfixi and his team worked really hard on this. They are trying to make an actucally ootremake in 2d(fsa). Unlike the others team darknut go pretty far with the remake.
Not speaking as a member of the project myself but if you look a few posts up X says it is "open source".Oh, I must have missed that - is the engine going to be released to the public when you're done? That's pretty exciting!lol not going to happen xD. Xfixi and his team worked really hard on this. They are trying to make an actucally ootremake in 2d(fsa). Unlike the others team darknut go pretty far with the remake.
Looking good, Xfixium. Just have fun with it.Team Dekunutz ftw!
1) How will you implement the 3D segments, such as swimming, hookshot targets, etc?1) Swimming is done like in FSA, using the pop up side view box.
2) How are you working on the game? Is it level by level basis, or do you have DJvenom sprite the !@#$% out of !@#$% and then work/code whatever he's made?
3) Is it hard working online? I can imagine not having IRL meetings to be a bit annoying when you want to organize things, or meet deadlines.
For those of you of the Christian faith, dotyue has been hospitalized with a brain tumor of some sort and will be there for the rest of this week.
I'd imagine that the hookshot will be standard, and by extension that the 3D aspect will be carried by the level design. Short of maybe mouse control, I don't know that there's a practical way to extend 2D Hookshot functionality.
That said, in a side-scroll environment you might add the ability to press up or down and shoot at 45's from the plane, which would naturally extend to the bow and the slingshot. But of course that's up to them.
I think that this looks absolutely amazing so far and exhibits a fairly unique and fresh take on the FSA style in terms of colouring and overall design! I was a huge fan of your RPGM2K3 take on Link's Awakening, so I'm only even more excited to see your work in a far more expansive program. I'll definitely be giving this a download sometime later today.
I think that this looks absolutely amazing so far and exhibits a fairly unique and fresh take on the FSA style in terms of colouring and overall design! I was a huge fan of your RPGM2K3 take on Link's Awakening, so I'm only even more excited to see your work in a far more expansive program. I'll definitely be giving this a download sometime later today.
This Game is made by Team Dekunutz what you are referring to is the project he did by himself and the whole Design of OoT2d is the work of multiple Members coming to this result ^^
...Well all is understandable, Ive no doubts the team will pull through with it.
You still going to have "any' interaction at all in it? Like anything?
Hi Guys,
We've started up a new project over at http://oot2d.org/ (http://oot2d.org/). The project is in the early stages of planning and development is yet to take place. If you would like to get involved, we will be hosting this project on GitHub and developing the project in Java using the LibGDX Framework to assist with distributing the project to multiple devices. Optimally we would like to make the project available on Android, iOS and Desktop, but Desktop devices will be the main focus for this project (but a version for an Android gaming console such as Ouya isn't too far outside of the vision).
You can head over to the website for more information!