ZFGC

Projects => Zelda Projects => Topic started by: SilentResident on July 17, 2012, 01:23:38 pm

Title: The Project Zelda Engine (aka Zelda Starter Kit)! [with Screenshots & video!]
Post by: SilentResident on July 17, 2012, 01:23:38 pm
(http://img64.imageshack.us/img64/2117/upzeldalogopics.png) (http://imageshack.us/photo/my-images/64/upzeldalogopics.png/)
Project Zelda Engine: The Zelda Starter Kit
A Zelda game creator - it lets you create your own nostalgic Zelda games!
If you liked and loved the Project Zelda Engine, please support Nintendo and the official Zelda games! Thanks!


Recruitment: For those of you that ever wanted to be a part of the team - Here's your chance!
The PZE Team is in much need of Ruby Scripters, and XAS ABS Eventers, but not so much on Mappers or Artists.
If you have any experience with XAS ABS that is a plus as well.
We really do need talented scripters, and these postions are almost a guaranteed position on the team, but the level of scripting has to be a great understanding as it is pretty complex, so please understand that we can not accept basic and newly begining scripters, unless they really have a firm grasp on the ruby system.


Release Date: 1 January 2011
Platform: RPG Maker XP
Current Version: Update Patch #2 Project Zelda Engine
Release Date for Update Patch #1: Saturday 1 January 2011
Release Date for Update Patch #2: Sunday 16 January 2011
Release Date for Update Patch #3: Thursday 22 September 2011
Release Date for Update Patch #4: Planned for Summer 2014 - Autumn 2014, as a new Action Battle System, the XAS, is being implemented to it


The Official Website for all the latest news and features about the upcoming new version (aka Update Patch 4) of Project Zelda Engine:
http://projectzeldaengine.freeforums.net/ (http://projectzeldaengine.freeforums.net/)

And here a nice video by the user Chakanevil about the upcoming Update Patch 4's promising features!
Best viewed in 480p!
http://www.youtube.com/watch?v=zEwEV-rDEZg

The News Feed
 THE UPDATE PATCH #4 IS COMING SOON!
The Update Patch 4 brings a completely revamped battle system to the Project Zelda engine, for the best experience and very high performance.

 THE UPDATE PATCH #3 HAS BEEN RELEASED!
The Update Patch #3 for Project Zelda Engine brings several major new changes / additions to the game:
  • Faster Title Screen! Now, when you start the game, the animated Intro with the triforce, that plays in the game's Main Title Screen, will load much faster than before and now it will be shown almost instantly! (before the Patch, the Title Screen was terribly slow - often took about 5-10 seconds to load! The Update Patch 3 comes to correct this!)
  • Optimized Weapons and Items, Optimized Inventory Menu! Now, all the weapons, items and the way the Inventory Menu work, will change. They will receive revamps and will be optimized to work with system entries and scripts instead of so many switches and variables! (before the Patch, the Inventory Menu and its weapons were terribly slow due to the usage of so many switches and variables, that, as result, slows down the game! The Update Patch 3 comes to correct this!)
  • The Hermes Message Script has been updated to version 0.4! The new version 0.4 has greatly been improved, revamped and optimized, and it has become an extremely fast script that no longer affects the Engine's performance! (Sadly, Hermes 0.3 caused major slowdowns to Project Zelda Engine, as it has been reported by players. But we finally dealt with this issue!) several optimizations and will change a bit the way it functions, with the primary goal to run faster! The way the font effects such as the "drop shadows", etc, work, will be optimized! And much more! Project Zelda Engine will no longer have any frame-rate hits and game slowdowns with Hermes 0.4!
  • Fix for the Script is Hanging error! People will no longer be facing that infamous error when they try to start the game!
  • Cuccos have been added to the Kakariko Village! (The Cuccos are chicken-like creatures and can be found mainly in farms or villages in the Zelda game franchise.) The Cuccos, much like any normal chickens, will attempt to run away from Link if he gets too close! Why don't try and catch 'em? Don't forget to talk to Anju the famous Cucco Lady who returns from Legend of Zelda: Ocarina of Time to Project Zelda Engine's Kakariko Village, for rewards!
  • In extension to above, the old and outdated NPC events in the Character Database, (including the Cucco events), have been updated!
  • The 4-tile big heavy white rocks (lift-able if you wear the gloves) now have an snow-covered version of themselves (for Winter season).
  • The ground flowers now have a better frozen version of themselves (for Winter season). Also renamed the Flower Autotiles.
  • Give the Kakariko house windows (the ones that light during the night time) their own spites instead of using tilesets. This allows them to match with every tileset swaps made to the Kakariko Village through seasons.
  • Better Ice/freeze graphics for the enemies when they are being frozen by the spells, Ice Rod or the Ice Arrows! The ice, now, shines!
  • The Song of Time, Inverted Song of Time and Double Song of Time have their effects re-arranged, to match their roles as in the Legend of Zelda: Majora's Mask for Nintendo 64 platform.
  • Fixed portions of the stone/paved roads that previously were diggeable and now are no longer diggeable with the shovel. This includes the paved house entrances.
  • New items/weapons in the Item Inventory (Item Menu)! More info about those item names will be announced later.
  • Updates for the scripts. Optimizations and new features added to them.
  • Fix for the Lens of Truth (item)! Now, the "Eye of Truth" effect's image .png file has been properly resized to fit game's screen.
  • Fix for the Hookshot (weapon)! Link can no longer swing his sword when he is being projected towards to the object/location the Hookshot latched on!
  • Fixed some tile Passability errors, especially for the Pegasus Boots (item)! Those Passability Errors found in the tilesets, can eventually cause Link to get permanently stuck on cliff-sides while dashing with his boots!
  • The Pegasus Boots (Item) will not longer "ghostwalk" though closed doors.
  • The Bombs (Weapon) will now also have the "S" key mapped for the Bomb Placement function.
  • The wild grass is no longer cut-able with the Normal Hammer. Only the Megaton Hammer can destroy it, due to its incredibly high weight force.
  • Fixed an Ocarina bug, where you are able to play a song you haven't learned yet! (Place all the notes of a song on the notebar, then press the Cancel key, and the song is played as "successful" even if you don't know that song/haven't learned to play it!)
  • Pegasus Boots: turned off a forgotten "Through = ON" command for when leaving the current map to go to another map by dashing with the Pegasus Boots, causing Link to ghost-walk through all the buildings and stuff.
  • Updated all the white small rocks to include to them the missing auto-self switches B and C to the "Reset Enemies/Events" pages. This is vital for the respawn of the rocks every time the player enters the map.
  • The Boomerang and the Hookshot are now able to pick up small items such as rupees and hearts!
  • Improved Loading Screen with a more clear and better logo.
  • Better and more beautiful graphics for the Song of Healing.
  • More reliable Auto-Font Install script! By Night_Runner!
  • All the Font Files have been synchronized!
  • The Boomerang and the Hookshot are now able to pick up small items such as rupees and hearts!
  • Better and more beautiful graphics for the Song of Healing.
  • Bug Fix: Falling in the ground pits during the storm, will no longer reset the Storm's background music!.
  • [/size]



Quote
   THE UPDATE PATCH #2 HAS BEEN RELEASED!
The Update Patch 2, for Project Zelda Engine, fixed almost all of the bugs and problems that are found in old Project Zelda Engine in the past 3 years, making the Project Zelda Engine almost perfect! The Update Patch 2 features:
  • Fix for Invisible text Bug in the Input Character Name Screen, at the beginning of the game, where you are asked to give Link a name. (Technical bug). (A big thanks to Night Runner for his help to fix it )
  • Fix for Animation Priority Bug for the Ocarina's songs, on the maps. (Graphic bug). (Again, thanks to Night Runner for his help to fix it)
  • Fix for Ice Rod Bug (Weapon), which does not freezes the foes. (Eventing bug).
  • Fix for Auto-Font install script's failure. Script is removed, players now have to manually install any fonts for their game.)
  • New Item/Weapon added to Project Zelda Engine: The Magic Powder, which, actually, is the upgrade for the Mysterious Mushroom, and has several uses in the game. It can even be used as a weapon, however, it does not kills the enemies by any normal means; it just transforms them into something different which can be fatal for the monster's health. The Magic Powder, also, can lift curses from various innocent people, or can make them to regain their original status/form they somehow lost it - by force or accidentally-. This item, also is vital for Link to be able to upgrade his Magic Meter (much like as does in Legend of Zelda: A Link to the Past), which makes this item far from being useless in-game!
  • Improvements for HUD: HUD will receive further improvements.
  • Added Door Zoom, a feature from Legend of Zelda: A Link to the Past has been added to Project Zelda Engine.
  • Added house interiors for all the houses of Kakariko Village.
  • The Weather System and the Day/Night System have been revamped, so they no longer apply any rain/snow/day/night effects inside the interiors of the houses (that's the meant of a house having roofs! To protect it from rain and snow!)
  • Others: An ancient monolith (a stone tablet with the ancient Hylian Language's hieroglyphics carved on it) has been added to the Kakariko Graveyard's area, and can only be read with the Book of Mudora. This is the opportunity for the players to playtest the Book of Mudora and see how this book works.[/size]
Quote
   THE UPDATE PATCH #1 HAS BEEN RELEASED!
The Update Patch 1 is, actually, our unreleased work on the Project Zelda Engine we done to it for over 3 whole years, in a private level! This patch is the biggest patch ever applied in the game's history. All the most notable features of the Project Zelda Engine are listed bellow.

====================================================
        Info about Project Zelda Engine
====================================================
The Project Zelda Engine (aka Zelda Starter Kit), is a game-creating tool for RPG Maker XP (and therefore it needs RPG Maker XP to run) that allows the gamers to set and create their own Zelda games.
Every gamer who loved the Nintendo's famous and popular game franchise, The Legend of Zelda game series, now has a chance to create a custom Zelda game and share it with us, the gaming community! For this, the Project Zelda Engine Developing team works unstoppably on it to improve the engine as much as possible, ensuring that the gamer will have a full and complete set for the creation of his Zelda games. The team keeps updating and improving the Project Zelda Engine as much as possible, and a brand new features have been added to it, as well as items and weapons that open the path for the ultimate Zelda game development!

====================================================
        History of the Project Zelda Engine
====================================================
The Project Zelda Engine exists for more than 4 years. It has changed hands many times and 3 different developing teams worked on it so far, and people, (from artists and eventers to scripters), from many countries worldwide and from all around the world, united their powers and worked together for the ultimate goal of making this Engine to be better and even better over time. With the dawn of the new year 2011, the current Project Zelda Engine Developing Team (this is our team, which is the 2nd PZE's history) has released the updated version Project Zelda Engine called "Updated Project Zelda Engine", a term used to classify it from the older versions of the same engine that can still be found on the net - The updated version we are sharing with you, is just the continuation of the excellent job done by Mastermind and his team. Our team may not be the same team as Mastermind's but the goal does not changes. It remains the same and catholic: a much better and faster and complete engine for you, the gamer to have, for the creation of zelda games, and of course, we will keep working on it to give it as more features (inspired from official Zelda games) as possible.

====================================================
        Features of the Project Zelda Engine
====================================================
Title: Re: The Project Zelda Engine (aka Zelda Starter Kit)!
Post by: SilentResident on July 17, 2012, 01:28:40 pm
Now, excuse me, I have delayed alot the posting of Project Zelda Engine to the ZFGC.Com forum, so here are our latest news in the next couple of posts so we make sure at least that you don't miss them!


As our team is going well with the development of Project Zelda Engine and the intergration of it and its scripts in XASABS, in the meantime we are proud to show you some samples of the Clock Town, the town from LoZ: Majora's Mask!
Credits to PZE team for the efforts to create a 2D version of the Clock Town!

(http://img171.imageshack.us/img171/8885/image001wu.th.png) (http://imageshack.us/photo/my-images/171/image001wu.png/)
(http://img836.imageshack.us/img836/5552/image000ke.th.png) (http://img836.imageshack.us/i/image000ke.png/)
(http://img263.imageshack.us/img263/8702/image000s.th.png) (http://img263.imageshack.us/i/image000s.png/)
(http://img84.imageshack.us/img84/8435/image001eg.th.png) (http://img84.imageshack.us/i/image001eg.png/)
(http://img708.imageshack.us/img708/3680/image002is.th.png) (http://img708.imageshack.us/i/image002is.png/)
(http://img405.imageshack.us/img405/7672/image004w.th.png) (http://img405.imageshack.us/i/image004w.png/)
(http://img155.imageshack.us/img155/5603/image005q.th.png) (http://img155.imageshack.us/i/image005q.png/)
(http://img827.imageshack.us/img827/1681/image006vs.th.png) (http://img827.imageshack.us/i/image006vs.png/)
(http://img507.imageshack.us/img507/2836/image002r.th.png) (http://imageshack.us/photo/my-images/507/image002r.png/)
(http://img708.imageshack.us/img708/9084/image008ay.th.png) (http://img708.imageshack.us/i/image008ay.png/)
(http://img511.imageshack.us/img511/3993/image009.th.png) (http://img511.imageshack.us/i/image009.png/)
(http://img31.imageshack.us/img31/4893/image010f.th.png) (http://img31.imageshack.us/i/image010f.png/)
(http://img411.imageshack.us/img411/2835/image011y.th.png) (http://img411.imageshack.us/i/image011y.png/)
(http://img847.imageshack.us/img847/4163/image000m.th.png) (http://img847.imageshack.us/i/image000m.png/)
(http://img535.imageshack.us/img535/23/image001qc.th.png) (http://img535.imageshack.us/i/image001qc.png/)
(http://img33.imageshack.us/img33/403/image003y.th.png) (http://imageshack.us/photo/my-images/33/image003y.png/)

NOTE: The clock is real and it rotates through the Maximusmaxy's Time System script.
Title: Re: The Project Zelda Engine (aka Zelda Starter Kit)!
Post by: SilentResident on July 17, 2012, 01:29:55 pm
I am glad to share some info about the upcoming Update Patch 4's features and improvements.

As you see, a new button is added to the HUD, which shows Link's possible and available interactions with objects or NPCs in the game's world, or possible actions with certain weapons.
(http://img52.imageshack.us/img52/4394/newpzetheactionbutton.png) (http://imageshack.us/photo/my-images/52/newpzetheactionbutton.png/)


Also there are some good comparison pictures between the Old PZE (up to Update Patch 3) and the new Project Zelda Engine of Update Patch 4, and especially improvements over weapons:

The UP4 brings the use of bombs to a brand new level - throw as many bombs against your foes as you want, without facing any limitations to how many bombs you can use at a time! Also the UP4 allows you to pick up the bombs you dropped, to throw them over long distances if you want!
(http://img832.imageshack.us/img832/9970/oldpzenewpzecomparison1.png) (http://imageshack.us/photo/my-images/832/oldpzenewpzecomparison1.png/)

Improvements made to the Hookshot and Longshot as well - now those 2 weapons finally have a chain properly displayed between the hook and the base of the weapon! Also the weapon in UP4 is now much faster and has no longer those performance issues it had in the old Project Zelda Engine!
(http://img23.imageshack.us/img23/9242/oldpzenewpzecomparison2.png) (http://imageshack.us/photo/my-images/23/oldpzenewpzecomparison2.png/)

Is pointless to remind you that in the UP4, the new menus are much more customizable, fully scripted, can have as many items as you want, as many screens as you like, and the cursor is fully animated now!
(http://img14.imageshack.us/img14/2007/oldpzenewpzecomparison3.png) (http://imageshack.us/photo/my-images/14/oldpzenewpzecomparison3.png/)
Title: Re: The Project Zelda Engine (aka Zelda Starter Kit)!
Post by: SilentResident on July 17, 2012, 01:31:11 pm
Also I could like to inform you that someone in the forums requested that we let the weapons that use ammo, (ammo is the ammunition - i.e. how many arrows there are for the Bow, etc), to have their ammo counters visible in the Menus. Max is done and here is the very pleasing result:
(http://img543.imageshack.us/img543/8494/menuammocounters.png) (http://imageshack.us/photo/my-images/543/menuammocounters.png/)
I admit, that's a nice idea! :) I like the overall appearance of the Inventory menu with the ammo counters displayed!

We also changed the position of the ammo counters on the HUD's C-arrow buttons so they let room for the weapon type icons to be displayed:
(http://img213.imageshack.us/img213/6895/ammocountersonbuttons.png) (http://imageshack.us/photo/my-images/213/ammocountersonbuttons.png/)


We also revamped the whole appearance of System Windowskin + System Font used in PZE.
Now it is much closer to the 3D Zelda games!
The System Windowskin and System Font is used when the message is not a dialog with a NPC - for example typical system messages such as "You got 100 rupees!" or "You have no magic left. Watch your Magic Meter", and more:
Here is an example picture of a system message that asks us to tell the Bomber kid in East Clock Town, the secret password to the Bomber's hideout:
(http://img100.imageshack.us/img100/7389/bombercodecomparison.png) (http://imageshack.us/photo/my-images/100/bombercodecomparison.png/)

Enjoy!
Title: Re: The Project Zelda Engine (aka Zelda Starter Kit)!
Post by: SilentResident on July 17, 2012, 01:35:14 pm
Again, to note you with the following post: with more samples of our ongoing work on the PZE:


The Shop script is now completed. Its awesome and very simple in use, and has so many customization - beyond your imagination - you can even have every item display a unique description message or refer to the Item/Armor/Weapon Database's description on that item, you can set easily the conditions of the item (i.e. needs Arrow Quiver so to be able to purchase Arrows from shops, or Bomb Bag for purchasing bombs, etc). You can format the looking of the messages and much more!
Just navigate with the cursor on the items and select them to purchase them :) :
(http://img254.imageshack.us/img254/7810/theshopsystem.png) (http://imageshack.us/photo/my-images/254/theshopsystem.png/)

The HUD from now will be much more neutral and realistic. Simple, more clear, and fits both 2D and 3D-styled games.
(http://img69.imageshack.us/img69/9255/oldnewbuttonscomparison.png) (http://imageshack.us/photo/my-images/69/oldnewbuttonscomparison.png/)

Also we are done with the Tunics system - it is awesome with the full meaning of the word ''awesome''. Literally, it is automated and there is nothing from the part of the gamer that needs to be done:
(http://img848.imageshack.us/img848/504/tunicchange.png) (http://imageshack.us/photo/my-images/848/tunicchange.png/)


Enjoy!
Title: Re: The Project Zelda Engine (aka Zelda Starter Kit)!
Post by: SilentResident on July 17, 2012, 01:39:09 pm
And here are the latest news, which have been released at 15 July 2012:

We made progress on the engine and we proudly accomplished many new achievements on the Engine.

I am totally impressed with the nice work the Team has done so far.

--------------------------------
 20+ Bugs fixed!
We corrected over 20+ bugs, both visual and technical bugs, and now anything, at least anything we playtested so far, works perfectly.
Bugs we addressed include the weapon ones, such as Bomb Explosion Pushback glitch, Bow Animation Loop glitch, and more.
and also the "Night of X Day" message is now set to be displayed ONLY when the Clock Mode is set to Majora's Mask Mode.

--------------------------------
 File Display Screen is now complete!
Also we are giving the finishing touches to the File Display Screen and the result is simple, yet beautiful:
(http://img189.imageshack.us/img189/5282/image0012.png) (http://imageshack.us/photo/my-images/189/image0012.png/)

--------------------------------
 Animation tones unaffected by Screen Color Tones
Also, thanks to a new script, the animations (any animations we want to) can now be placed onto a special Layer which keeps them unaffected by any Screen Color Tone changes on a map or cutscene! This is handy for the Ocarina songs which can look pretty ugly if played during the nighttime, etc.
(http://img856.imageshack.us/img856/1290/image000jw.png) (http://imageshack.us/photo/my-images/856/image000jw.png/)

--------------------------------
 Displaying Music Notes in Menu
We created a very simple way of displaying the Music Notes for your songs in the Quest Status Screen.
As you see, the notebar in Quest Status Screen will display the notes you put in the Description Field for that particular Song in Items Database:

(http://img24.imageshack.us/img24/5679/menusongnotes.png) (http://imageshack.us/photo/my-images/24/menusongnotes.png/)

For example the Goron's Lullaby consists of the following notes in the following sequence:  A, Right, Left. A, Right, Left, Right, A. And so, we put in the Song's description field: ARLARLRA and the notes will be displayed in the menu! Enjoy! :)

--------------------------------
Automated Season Indicator!
We also, finally, are done with the Season Change mechanism.
Now, Link is fully animated when he spins the rod of Seasons around him, and also the Seasoned Tree Stump works like charm so you shouldn't stuck at it when you climb it!
Also we added a much better Season Indicatorin UP4, which is alot better than it was in the previous version of PZE: its fully scripted, and uses a Picture Zoom feature as it emerges in your screen for a few seconds, before it goes away. :)
(http://img687.imageshack.us/img687/5778/seasonindicator.png) (http://imageshack.us/photo/my-images/687/seasonindicator.png/)
Now the Season Indicator will be displayed in the following cases:
-when the player starts game.
-when the player changes a season.

We could set it to be displayed as player transfers from one map to another, but we found it to be too annoying and tiring. Enjoy!

--------------------------------
The Bomb Flower!
Guess what we added to the PZE!
The famous Bomb Flowers which firstly have been introduced in the Legend of Zelda: Ocarina of Time and since then made their appearance in various Zelda titles, return today to the Project Zelda Engine!
(http://img406.imageshack.us/img406/4292/bombflower.png) (http://imageshack.us/photo/my-images/406/bombflower.png/)
As soon as you pick it up, you have a limited time to carry it with you and drop it before it explodes in your hands. Isn't awesome? :)

--------------------------------
Walk while holding a Shield!
Another new feature we implemented to the Project Zelda Engine is Link's ability to walk while holding shield to protect himself!
So far, he was unable to walk with a shield in his hand. But thanks to Night Runner's awesome work, now Link can walk around while he holds the shield to defend himself from enemy attacks!
(http://img651.imageshack.us/img651/7261/shieldwalk.png) (http://imageshack.us/photo/my-images/651/shieldwalk.png/)
I am pretty sure the Zelda gamers prefer Link to be able to walk arround with his shield than standing idle in his place when he is attacked!

--------------------------------

We worked a little further on the Bomb Flowers and now they feature a Growth Stage!:
(http://img407.imageshack.us/img407/7458/snewgraphicsandgrowthst.png) (http://imageshack.us/photo/my-images/407/snewgraphicsandgrowthst.png/)

The Bomb Flowers will regrow back to their original stage a few seconds after their previous bomb has been exploded, so you can re-use the same flowers as many times as you want. You can blow off a whole map! :) Very simple.
You can place as many Bomb Flowers on a map if you want, without any negative impacts to the game's performance!

Really I like those strange flowers! Zelda games that had Bomb Flowers were pretty funny! Ninty and Shigeru Miyamoto are my most favorite game creators!

--------------------------------

I am sorry if posting many posts in a row was a violation of any rules, I really needed to cover the lost ground due to our delay to post our team's progress on Project Zelda Engine, to the ZFGC.com forums ;)

Any criticism is welcomed.

Stay tuned for more news soon! :)
Title: Re: The Project Zelda Engine (aka Zelda Starter Kit)! [with Screenshots!]
Post by: BlazeBigBang on July 17, 2012, 01:47:03 pm
As long as is something new on the post, there is no problem with a lot of posts. So, basically, with this we can make our own Zelda Game?
Title: Re: The Project Zelda Engine (aka Zelda Starter Kit)! [with Screenshots!]
Post by: SilentResident on July 17, 2012, 01:52:07 pm
As long as is something new on the post, there is no problem with a lot of posts. So, basically, with this we can make our own Zelda Game?

Exactly! The only reason we, a team of 8 gamers, decided to develop the Project Zelda Engine, is for  you who desire to make his own Zelda fan games, without having to go through coding or scripting at all.

The Project Zelda Engine offers you some graphics, a battle system, the weapons, the menus, the inventory, the title screen, the tilesets, and some map exaples of memorable places such as Kakariko Village and Clock Town, for you to start with! ;)



And here a nice video by the user Chakanevil!

Best viewed in 480p!

http://www.youtube.com/watch?v=zEwEV-rDEZg

The video now is a little old as the engine has been improved further since then, but it still gives you an idea of how the Engine works.

Enjoy! :D
Title: Re: The Project Zelda Engine (aka Zelda Starter Kit)! [with Screenshots!]
Post by: BlazeBigBang on July 17, 2012, 01:54:41 pm
VERY impressive. This will help A LOT in the community.
Title: Re: The Project Zelda Engine (aka Zelda Starter Kit)! [with Screenshots!]
Post by: SilentResident on July 17, 2012, 02:11:51 pm
I am happy to hear such kind words from you. It encourages us.


You know, we were working for over 7 years on the engine, but we kept our work out of public - I admit it, we worked hard for years on it and now we publish it and see your reactions to it! :)


7 years... Since Mastermind and his team stopped working on it... Well, that's lots of years!

Note that the Project Zelda Engine was, is and always will be an absolutely free game-creation Engine to use. (We hate the Paysites, this belongs to Nintendo and the gaming community!)
Title: Re: The Project Zelda Engine (aka Zelda Starter Kit)! [with Screenshots!]
Post by: Aero88 on July 17, 2012, 02:22:59 pm
Wow!  This is absolutely stunning!  The amount of content it this is mind blowing!  I have never seen anything like this.  Amazing work!  I could go on and on!  It takes a lot of dedication to build any fan game, but the amount of dedication it must have taken to make all this is out of this world!  You and your team should be very proud!  I think this will go very far, and I hope it goes even further!  Keep it up.  :)

edit:  Just curious.  You said that your team has been working on this project for 7 years (Which is an amazing feat by itself), but do you know how long Mastermind's team work with the project before that?
Title: Re: The Project Zelda Engine (aka Zelda Starter Kit)! [with Screenshots & video!]
Post by: Starforsaken101 on July 17, 2012, 02:24:18 pm
This is absolutely exceptional work! :| blown away.
Title: Re: The Project Zelda Engine (aka Zelda Starter Kit)! [with Screenshots & video!]
Post by: SilentResident on July 17, 2012, 02:49:10 pm
Mastermind was the creator of the Project Zelda Engine. Certainly, creating an engine could take a lot of time, passion and effort!
This could have taken him and his team alot of time.

I wish I find Mastermind and tell him that his Engine didn't died 7 years ago... that there are devoted Zelda fans like me and my team, who continued his project and kept it alive - we made it better and even better all those seven years...


Hehe, I posted the Project Zelda Engine on more than one forums. Hope this catches Mastermind's eye someday! Its my only hope of contacting him, as he left me no forms of contact. :D

Without Mastermind and his team, the PZE couldn't here, today! Of course the PZE has changed alot all those years so I am not sure if will still he recognize it anymore.  :)
Title: Re: The Project Zelda Engine (aka Zelda Starter Kit)! [with Screenshots & video!]
Post by: Twilight Alchemist on July 17, 2012, 03:50:58 pm
Hello, it looks awsome! But there is an error:
Script 'FmodEx*' line 735: NoMethodError occurred!
undifined method `chr' for nil:NilClass


^ This is the Error :'(
Title: Re: The Project Zelda Engine (aka Zelda Starter Kit)! [with Screenshots & video!]
Post by: Kami on July 17, 2012, 03:58:45 pm
what were you messing with?
Title: Re: The Project Zelda Engine (aka Zelda Starter Kit)! [with Screenshots & video!]
Post by: Twilight Alchemist on July 17, 2012, 04:27:56 pm
what were you messing with?

Nothing! I went like this:
I looked at all the folders (didn't change/touch anything)
then I clicked the game.
It then gave this error.
Help?
Title: Re: The Project Zelda Engine (aka Zelda Starter Kit)! [with Screenshots & video!]
Post by: SilentResident on July 17, 2012, 04:57:42 pm
Ahhh you are trying to play the old PZE (Update Patch 3 or earlier versions!)

Unfortunately, as I stated above, the old PZE came with numerous bugs and a terrible engine with poorly written scripting. You have been of those few unlucky players who get one of those bugs: the FMOdEx.

Thats why our Developing Team worked hard all those years to give you a absolutely new Project Zelda Engine (Update Patch 4), which is 100% stable, has no crashes, and it is based on a capable and promising Battle Engine, the XAS Action Battle System. :)


The Project Zelda Engine Update Patch 4 works perfectly and you can play this instead. You wont have any problems!:
Download Link to PZE UP4
http://www.mediafire.com/?bb1lj3g10t2vyal

Many players already tried this (still in early stage) Update Patch 4 and everyone loved it! ;)

Enjoy! :)
Title: Re: The Project Zelda Engine (aka Zelda Starter Kit)! [with Screenshots & video!]
Post by: SilentResident on July 17, 2012, 06:56:28 pm
I got a mail asking if there are any visual differences for the Ocarina's songs between the old PZE (Update Patch 3 and older) and the new PZE (Update Patch 4)!


A picture comparison says it all! :)
Here, the Sun's Song's light effect can now (in UP4) pierce through the dark night rather than being mere a layer (UP3):
(http://img827.imageshack.us/img827/2973/visualdifferencesbetwee.png) (http://imageshack.us/photo/my-images/827/visualdifferencesbetwee.png/)
Title: Re: The Project Zelda Engine (aka Zelda Starter Kit)! [with Screenshots & video!]
Post by: BlazeBigBang on July 17, 2012, 07:04:50 pm
We actually need to have RPG Maker to use the program, rigtht?
Title: Re: The Project Zelda Engine (aka Zelda Starter Kit)! [with Screenshots & video!]
Post by: SilentResident on July 17, 2012, 07:09:05 pm
We actually need to have RPG Maker to use the program, rigtht?

Yes, the PZE runs on it.

You will need this program if you want to edit/create a game. But you won't need this program to play them.

Everyone can play the games without a need to install RPG Maker in their computers at all.
Title: Re: The Project Zelda Engine (aka Zelda Starter Kit)! [with Screenshots & video!]
Post by: Twilight Alchemist on July 18, 2012, 12:46:13 am
We actually need to have RPG Maker to use the program, rigtht?

Yes, the PZE runs on it.

You will need this program if you want to edit/create a game. But you won't need this program to play them.

Everyone can play the games without a need to install RPG Maker in their computers at all.

Will any version of RPG Maker work?
Title: Re: The Project Zelda Engine (aka Zelda Starter Kit)! [with Screenshots & video!]
Post by: Kami on July 18, 2012, 12:46:42 am
Only RPG Maker XP
Title: Re: The Project Zelda Engine (aka Zelda Starter Kit)! [with Screenshots & video!]
Post by: thestig on July 18, 2012, 01:14:42 am
Well now. This is interesting. I've never anticipated anyone taking RPG Maker XP's engine this far.. but then again, it's scriptable. And.. Ruby is simply awesome!

Though, please don't mass-bump your topic like that. D: You triple posted with a bunch of updates. If you really need publicity there's always the option of shooting a message my way, or any of the other staffers here. ;p
Title: Re: The Project Zelda Engine (aka Zelda Starter Kit)! [with Screenshots & video!]
Post by: SilentResident on July 18, 2012, 06:18:26 am
Hehe, I deeply apologize for the triple post, dear manager. Don't worry, its not about publicity. I had to post those comments, as they include most of the recent news, which are posted in all the Project Zelda Engine forums anyways.
And of course the multi-post wasn't for publicity, as I added all the replies as fast as possible, within seconds from each other, which couldn't count as Topic bumping.
My fault that I didn't posted the Project Zelda Engine in ZFGC.com forums earlier (at least sometime at year 2011), and thus many people may missed lot of the ongoing progress done on the Project Zelda Engine Update Patch 4. :)

---------------------------------------------------------

And here I am posting 2 comparison screenshots about the HUD changes that occurred in the upcoming PZE Update Patch 4.

The HUD has been transformed drastically for the growing needs of the Zelda gaming community and, thus, from a not-so-practical A Link to the Past-styled HUD of Update Patch 3, we switched into a more dynamic, fully configurable and scripted HUD for the Update Patch 4, which uses all the elements seen in the later Zelda games, such as LoZ: Ocarina of Time, LoZ: Majora's Mask, LoZ: Twilight Princess, etc.

(http://img838.imageshack.us/img838/4313/pzehudchanges.png) (http://imageshack.us/photo/my-images/838/pzehudchanges.png/)

Enjoy!
Title: Re: The Project Zelda Engine (aka Zelda Starter Kit)! [with Screenshots & video!]
Post by: BlazeBigBang on July 18, 2012, 02:03:35 pm
Silent, is there anyway that you could give us a link with thhe RPG Maker XP? The only one I found is XV Ace (or something like that)
Title: Re: The Project Zelda Engine (aka Zelda Starter Kit)! [with Screenshots & video!]
Post by: Kami on July 18, 2012, 02:19:16 pm
He can't give you a full version or that would constitute wares.
Title: Re: The Project Zelda Engine (aka Zelda Starter Kit)! [with Screenshots & video!]
Post by: BlazeBigBang on July 18, 2012, 02:24:54 pm
He can't give you a full version or that would constitute wares.

But the trial version has all the files needed, right?
Title: Re: The Project Zelda Engine (aka Zelda Starter Kit)! [with Screenshots & video!]
Post by: SilentResident on July 18, 2012, 02:30:07 pm
Here is:
http://download.cnet.com/RPG-Maker-XP/3000-7536_4-10437117.html

Is easy to find a download link to RPG Maker XP using just a web Search engine. :)
Title: Re: The Project Zelda Engine (aka Zelda Starter Kit)! [with Screenshots & video!]
Post by: Kami on July 18, 2012, 02:32:08 pm
He can't give you a full version or that would constitute wares.

But the trial version has all the files needed, right?
Yes but you will only be able to use it for 30 days.
Title: Re: The Project Zelda Engine (aka Zelda Starter Kit)! [with Screenshots & video!]
Post by: BlazeBigBang on July 18, 2012, 02:36:52 pm
He can't give you a full version or that would constitute wares.

But the trial version has all the files needed, right?
Yes but you will only be able to use it for 30 days.

30 days works perfect for me XD
Title: Re: The Project Zelda Engine (aka Zelda Starter Kit)! [with Screenshots & video!]
Post by: SilentResident on July 18, 2012, 02:40:03 pm
Yes, people can fully enjoy RPG Maker XP for 30 days.
To be able to use it beyond 30 days, you have several options, if I recall correctly:

1) Pay a small fee for it to buy the key to unlock full version,
or
2) get it from a friend or whoever has the full version of it and can share it with you,
or
3) get it through internet or game magazines, as there are some offers along with guides for how to use it.



---------------------------------------------------------
EDIT:  As you may noticed in the video, the Project Zelda Engine comes with some nice tilesets for the overworlds.
Right at this moment, only the Light World's tileset is near completion. We have yet to work on the Dark World's tileset and complete it. Hope do you like the tilesets so far?  :)

(http://img207.imageshack.us/img207/3230/image005u.png) (http://imageshack.us/photo/my-images/207/image005u.png/)
(http://img823.imageshack.us/img823/2451/image004t.png) (http://imageshack.us/photo/my-images/823/image004t.png/)

Note: each tile size in Project Zelda engine has to be 32x32 pixels, which is much bigger than in Legend of Zelda: A Link to the Past and other official 2D Zelda games to date, so we tried our best to make the tilesets be of high quality, using the method of "pencilation" in image editing softwares.
Title: Re: The Project Zelda Engine (aka Zelda Starter Kit)! [with Screenshots & video!]
Post by: thestig on July 20, 2012, 06:28:19 am
I do like how you've filtered the tiles to work better at higher resolutions (or did you resprite the tiles?)! They look really neat. :3
Title: Re: The Project Zelda Engine (aka Zelda Starter Kit)! [with Screenshots & video!]
Post by: SilentResident on July 20, 2012, 03:08:23 pm
I do like how you've filtered the tiles to work better at higher resolutions (or did you resprite the tiles?)! They look really neat. :3

Hehe, yeah. Its very simple.

(http://img853.imageshack.us/img853/5112/graphicsimprovement.png) (http://imageshack.us/photo/my-images/853/graphicsimprovement.png/)

1) Rip a tile from the game, in its original tile size and color palette, etc.
2) Crop from it all the unnecessary/unrelated stuff.
3) Double its size from 16x16 to 32x32 so it can fit the higher-resolution graphic engines such as of RPG Maker XP.
4) Pixelate it in Photoshop using the Pencil tool, so it can look better in higher resolutions. Also make real (transparent) shadows.

This progress is quite simple but also very tedious. It can take a whole 1-2 hours for just a Tree (such as the one in the picture).
Although it is tedious, the result is worth the time!
Title: Re: The Project Zelda Engine (aka Zelda Starter Kit)! [with Screenshots & video!]
Post by: Antidote on July 20, 2012, 03:34:10 pm
What you did with those tiles is very similar to what a guy name Michael Menne did a while back with his Zelda 3 Clone engine. Unfortunately his site is down D:
Title: Re: The Project Zelda Engine (aka Zelda Starter Kit)! [with Screenshots & video!]
Post by: Twilight Alchemist on July 23, 2012, 05:54:50 am
Hello! I'm curious, how do you remove stuff from your inventory/quest status screen?
Title: Re: The Project Zelda Engine (aka Zelda Starter Kit)! [with Screenshots & video!]
Post by: SilentResident on July 24, 2012, 06:43:38 am
Hello! I'm curious, how do you remove stuff from your inventory/quest status screen?

More specifically? Maybe you mean reduce the content that will be displayed in those screens (for example fewer medallions, songs, or weapons?)

Or you mean to empty them at the beginning of a new game, so when Link starts a new adventure, to come with nothing in his inventory and he have to find them during his adventure? :)

Title: Re: The Project Zelda Engine (aka Zelda Starter Kit)! [with Screenshots & video!]
Post by: thestig on July 24, 2012, 07:32:02 am
I do like how you've filtered the tiles to work better at higher resolutions (or did you resprite the tiles?)! They look really neat. :3

Hehe, yeah. Its very simple.

(http://img853.imageshack.us/img853/5112/graphicsimprovement.png) (http://imageshack.us/photo/my-images/853/graphicsimprovement.png/)

1) Rip a tile from the game, in its original tile size and color palette, etc.
2) Crop from it all the unnecessary/unrelated stuff.
3) Double its size from 16x16 to 32x32 so it can fit the higher-resolution graphic engines such as of RPG Maker XP.
4) Pixelate it in Photoshop using the Pencil tool, so it can look better in higher resolutions. Also make real (transparent) shadows.

This progress is quite simple but also very tedious. It can take a whole 1-2 hours for just a Tree (such as the one in the picture).
Although it is tedious, the result is worth the time!

Wow. <--- My expression. The pixelation function's actually quite clever. Makes me wonder why these filters in the emulators don't do pixelate on the first pass, then apply the smooth shaders on the second pass. Because that's essentially what you're doing. Would be neat to see someone write an article about this. ;o

Title: Re: The Project Zelda Engine (aka Zelda Starter Kit)! [with Screenshots & video!]
Post by: MaJoRa on July 24, 2012, 07:40:47 am
Oh my god... this is just epic. I've always hated RPG maker but this is making me want to use it.... such an amazing job. The sprites are awesome (and must have taken ages). The 3-4 posts in a row are fine imo, they all had relevant content and weren't publicity bumping. Seriously, if it weren't so early in the morning I'd say something more complimentary, but I can't think of anything right now. For now, I salute you.

I'd love to know where the main place for this project was before you brought it to zfgc?
Title: Re: The Project Zelda Engine (aka Zelda Starter Kit)! [with Screenshots & video!]
Post by: Twilight Alchemist on July 24, 2012, 03:13:46 pm
Hello! I'm curious, how do you remove stuff from your inventory/quest status screen?

More specifically? Maybe you mean reduce the content that will be displayed in those screens (for example fewer medallions, songs, or weapons?)

Or you mean to empty them at the beginning of a new game, so when Link starts a new adventure, to come with nothing in his inventory and he have to find them during his adventure? :)

Both. :P

EDIT: I get this Error often:
(http://img825.imageshack.us/img825/1189/pzeerror.png)
I get it ever time I try edit/add an image.
Any ideas why?
Title: Re: The Project Zelda Engine (aka Zelda Starter Kit)! [with Screenshots & video!]
Post by: Antidote on July 26, 2012, 07:12:39 am
Quite obviously it's a permissions issue, try running the game/editor with admin privelages and see if that fixes it.
If it does then either adjust your UAC settings or just run as admin whenever you want to use it :P
Since RPG Maker XP is no longer supported it's doubtful you'll be able to get them to fix it.
Title: Re: The Project Zelda Engine (aka Zelda Starter Kit)! [with Screenshots & video!]
Post by: Twilight Alchemist on July 26, 2012, 03:43:28 pm
Quite obviously it's a permissions issue, try running the game/editor with admin privelages and see if that fixes it.
If it does then either adjust your UAC settings or just run as admin whenever you want to use it :P
Since RPG Maker XP is no longer supported it's doubtful you'll be able to get them to fix it.
I don't get what your saying. I'm not sure how to load the game with admin privileges. How is RPG maker XP no longer supported?
Title: Re: The Project Zelda Engine (aka Zelda Starter Kit)! [with Screenshots & video!]
Post by: Kami on July 26, 2012, 03:56:28 pm
Simple they don't sell it anymore, and they don't have any of the data for it anymore. In other words, they pretty much tossed it aside.
Title: Re: The Project Zelda Engine (aka Zelda Starter Kit)! [with Screenshots & video!]
Post by: Twilight Alchemist on July 26, 2012, 06:33:46 pm
Simple they don't sell it anymore, and they don't have any of the data for it anymore. In other words, they pretty much tossed it aside.
Ok!
Title: Re: The Project Zelda Engine (aka Zelda Starter Kit)! [with Screenshots & video!]
Post by: Antidote on July 28, 2012, 03:14:10 am
Right click and select "Run as Administrator" or something similar.
Title: Re: The Project Zelda Engine (aka Zelda Starter Kit)! [with Screenshots & video!]
Post by: SilentResident on July 30, 2012, 10:01:10 pm
In the Update Patch 4 (of which the link to download it is in the previous page, here on this topic) comes with some really nice cinematics - references from the official Zelda games.

Hope you like them. Here for example, if you talk to the mayor by standing in front of his office, you will trigger a special cinematic with a very funny dialog as the NPCs are fighting each other about if the town's carnival could go as planned, or if the citizens shall evacuate due to the upcoming moon's fall on Earth.

(http://img221.imageshack.us/img221/8372/scinematic.png) (http://imageshack.us/photo/my-images/221/scinematic.png/)


Soon will post more updates done on the PZE.
Title: Re: The Project Zelda Engine (aka Zelda Starter Kit)! [with Screenshots & video!]
Post by: SilentResident on August 04, 2012, 10:10:28 am
Here are comparison pictures between the Nintendo 64's Clock Town, and the Project Zelda Engine's Clock Town, for those who haven't tried the upcoming PZE UP4 yet (which features the whole Clock Town for you the gamers).


Im posting the pictures here, so there is no need to reply to the mails asking for such pictures. Here are your pictures!

(http://img685.imageshack.us/img685/5756/n64pzeclocktownport1.png) (http://imageshack.us/photo/my-images/685/n64pzeclocktownport1.png/)

(http://img33.imageshack.us/img33/9360/n64pzeclocktownport2.png) (http://imageshack.us/photo/my-images/33/n64pzeclocktownport2.png/)

(http://img521.imageshack.us/img521/6362/n64pzeclocktownport3.png) (http://imageshack.us/photo/my-images/521/n64pzeclocktownport3.png/)


Enjoy! :)
Title: Re: The Project Zelda Engine (aka Zelda Starter Kit)! [with Screenshots & video!]
Post by: SilentResident on August 15, 2012, 08:10:26 am
We have done a significant progress on the Update Patch 4 for the Project Zelda Engine. Today we are sharing with you some info about those new features, capabilities and mechanisms that have been added to the starter kit, with the primary goal of enriching it, and turning into a capable Zelda Starter Kit for creating your nostalgic games with.


New or existing items:
Of course lets start with some of the improvements on existing items, or the addition of new items to the engine:
The Lens of Truth now have been turned into a full script, which updates in real time! As real time, we mean as soon as an enemy or object falls within the range of the Lens, it's truth will be revealed to you!
(http://img338.imageshack.us/img338/484/image006q.png) (http://imageshack.us/photo/my-images/338/image006q.png/)

The Powder Keg (from Legend of Zelda: Majora's Mask) and the Super Bomb (A Link to the Past) have been added to PZE, and are unique that they feature a much bigger explosion radius and have a stronger explosive force which can really hurt Link alot if standing near it.
(http://img6.imageshack.us/img6/8913/image004gb.png) (http://imageshack.us/photo/my-images/6/image004gb.png/)

New enhancements:
The Transformation Masks now will no longer, instantly, transform Link from one form to another. Instead, they will now have a beautiful, Majora's Mask-styled transition which allows for a gradual transformation that can be of many frames per second as you wish, and brings more realism to your game!
(http://img837.imageshack.us/img837/5977/image005i.png) (http://imageshack.us/photo/my-images/837/image005i.png/)
Also our dear Deku Link, now is using the Pipes of Awakening to play the songs!
(http://img849.imageshack.us/img849/6355/image007z.png) (http://imageshack.us/photo/my-images/849/image007z.png/)

New Mask Forms:
The long-waited Fierce Deity's Mask which many Zelda fans love and call with the nickname "Oni Link", finally makes its return to the Project Zelda Engine! Now, Link can transform into an adult Fierce Deity Link, and in this new form, he is equipped with the finest sword: the Double Helix Blade.
(http://img20.imageshack.us/img20/4272/image009x.png) (http://imageshack.us/photo/my-images/20/image009x.png/)

New interiors and maps to playtest!
Although they seem not necessary in a Starter Kit, we decided that some more maps will bring you some extra Zelda-related mechanisms and unique features which you can use in your games if you want so. Those includes a "black market" styled Curiosity Shop from Legend of Zelda: Majora's Mask!:
(http://img254.imageshack.us/img254/9126/image003xz.png) (http://imageshack.us/photo/my-images/254/image003xz.png/)

New companion!
We kept the best news for the end! Try guess who has been returned to the Project Zelda Engine Update Patch 4!
Epona the Horse! The famous animal friend of Link, who accompanies him in his adventures, now is available for you to ride and explore the vast world of Hyrule with her!
Epona can be called through 2 ways so far, (but you can add more ways of calling her, if you wish): By playing the Epona's Song, or the Horseshoe Flute (aka Horse Call)! Of course, when you call Epona, you can see her as she is coming at you, and when you dismount her, you will see her leaving!
(http://img14.imageshack.us/img14/6397/image001pp.png) (http://imageshack.us/photo/my-images/14/image001pp.png/)

Epona is a ride-able female companion of Link, which allows him to travel across maps at a higher speed, jump over obstacles, and engage in mounted combats with other enemies.  But Epona may not be called in, or enter, the indoor maps such as houses and dungeons. Also in the Starter Kit you can define which weapons/items may not be used while riding her. We don't want a crazy Link to throw bombs on her head while riding, or to transform himself into a heavy Goron that could kill Epona with his weight. Could we?
(http://img809.imageshack.us/img809/6315/image000c.png) (http://imageshack.us/photo/my-images/809/image000c.png/)

As we mentioned above, we granted Link the ability to engage in mounted combat and fight enemies while is riding. Link, so far, is able to use the Bow and the Sword, which can bring a new immersion to your games! The movement controls of Epona, of course are easy, simple and pretty much the same as the ones of Link. The Shield in the Z Button (Shield key) is automatically being replaced by the Bow which saves you from having to assign the bow manually to the C-Buttons to use while riding Epona! ;)
(http://img844.imageshack.us/img844/4325/image002t.png) (http://imageshack.us/photo/my-images/844/image002t.png/)


That's all for today! :) We hope you are excited to try the Project Zelda Engine Update Patch 4 when it comes out!

Have a nice day!


Title: Re: The Project Zelda Engine (aka Zelda Starter Kit)! [with Screenshots & video!]
Post by: Twilight Alchemist on August 15, 2012, 05:54:05 pm
Say S_R, when is the next update with all these goodies coming out?
Title: Re: The Project Zelda Engine (aka Zelda Starter Kit)! [with Screenshots & video!]
Post by: SilentResident on August 16, 2012, 06:03:27 am
Say S_R, when is the next update with all these goodies coming out?
Sometime around Autumn 2012. We are trying to finish it...
Title: Re: The Project Zelda Engine (aka Zelda Starter Kit)! [with Screenshots & video!]
Post by: SilentResident on September 01, 2012, 08:22:04 pm
Guess it is the time some news about our work on the Project Zelda Engine Patch 4 (well, lets from now call it PZE Version 4 Build 0!).

Really, this period we are mostly spending our time debugging the scripts and tools of Project Zelda Engine, so the engine has the minimal amount of bugs possible before the engine's release to the public. We also are adjusting some details about the weapons so they function properly. For example the Bomb Arrows now consumes BOTH 1 Arrow Ammo and 1 Bomb Ammo.

We made progress on the configuration of the PZE's swimming system and sword spin attack. ;)  Here are some samples of the work doing this second half of August. ;)

The Sword Spin Attack is a work in progress and we are aiming to give you a realistic spin attack in the style of most 3D Zelda games, although it is kinda difficult to replicate it in a 2D platform such as Project Zelda Engine.
(http://img849.imageshack.us/img849/5918/image003cb.png) (http://imageshack.us/photo/my-images/849/image003cb.png/)

----------------------------------------------


We made decent progress at configuring and setting a nice swimming system for you all the Zelda gamers to enjoy in their games! We are providing you the best Swimming System that can be used with ease, and efficiency.
You can set the swimming systems parameters very easily - for example be allowed to swim without flippers like in Legend of Zelda Ocarina of Time, or flippers are required to avoid drowning like in Legend of Zelda A Link to the Past.
(http://img341.imageshack.us/img341/8314/image001kz.png) (http://imageshack.us/photo/my-images/341/image001kz.png/)

(http://img21.imageshack.us/img21/2876/image000tt.png) (http://imageshack.us/photo/my-images/21/image000tt.png/)

To set which water tiles are swimmable, in UP4, is very simple: just go to Tileset editor and set the Terrain Tag for the Tiles from #0 to #4, which is the terrain tag associated with Water tiles (swimmable). ^_^ 
The rest is absolutely automated: if you have no flippers and try enter the water, you will get drown, lose some health, and then respawn to the nearest safe tile you was before you get drown.

The swimming system in UP4 is purely automated and fully scripted, with awesome performance and very impressive animations, and swimming has a slower movement speed than walking, and there is no extra configuration needed to be done by you the gamers.

In older versions of PZE, such as UP3, on the other hand, the swimming system didn't exist at all - you had to set it manually, using events, and it was a pain to set it. It needed thousands of events to make it work, and this often caused map lags.


----------------------------------------------


Next has to do about the Magic Beans (an inventory item seen in 2 Zelda games so far - Legend of Zelda Ocarina of Time and Legend of Zelda Majora's Mask)
The Magic beans can be purchased and be planted into patches of soft soil. but to grow, they definitely will need from you to wait.... 7 years. Of course some people may not have that much patience and wait 7 years, so we gave you some extra options such as using a bottle with water, or the Song of Storms to summon a thunderstorm, will cause the Bean plants to grow and mature, allowing you to climb on them and transport you to secret areas of a map.
(http://img267.imageshack.us/img267/3289/image005f.png) (http://imageshack.us/photo/my-images/267/image005f.png/)


----------------------------------------------

Who doesn't love the adorable Deku Link and his ability to fly with the help of the Deku Flowers? Here is some progress done on allowing the Deku Link to use Deku Flowers in Project Zelda Engine and be able to fly around on the game's map, for a short period of time, and reach difficult or impossible areas.
(http://img407.imageshack.us/img407/3362/image003lx.png) (http://imageshack.us/photo/my-images/407/image003lx.png/)


Also we made a nice progress to finish the maps that come with Project Zelda Engine, and we are pleased with the results of our work! Here are some samples - the Knife Room in Stock Pot Inn!
(http://img96.imageshack.us/img96/2962/image001zz.png) (http://imageshack.us/photo/my-images/96/image001zz.png/)

The Treasure Chest Mini Game Shop! Play and win prizes! (if you are a fair gamer, do not use the Lens of Truth to see what the treasure chests may hide from you!)
(http://img210.imageshack.us/img210/6982/image000uq.png) (http://imageshack.us/photo/my-images/210/image000uq.png/)
Can't decide which chest has the key to bigger prizes? Cheat you way with the Lens of Truth (Just make sure you don't tell that to the Game shop's operator, she won't be very happy!!
(http://img214.imageshack.us/img214/4374/cheatyourwaytotheprize.png) (http://imageshack.us/photo/my-images/214/cheatyourwaytotheprize.png/)


Stay tuned! :)
Title: Re: The Project Zelda Engine (aka Zelda Starter Kit)! [with Screenshots & video!]
Post by: arceusrules on November 01, 2012, 11:19:06 pm
OMFG, this is one of my new favourite pages now. Im gonna update this page pretty much daily for news. I dont want to miss a bit of it. This is what i have waited for. Zeldaclassic didnt work for me, i got bigger hopes for this! What was that about rpg maker? What is it, and cant i get it anymore? If it isnt supported, does that mean one cannot buy it anymore??? If so, cannot i get this engine?

Those songs, can one make its own song for the engine or are those in already set? Like, no more songs can be added by users? I wish to see more about how you use this engine, would you say it is easy to use? In wich way? Im so excited! :D XD XD XD
Title: Re: The Project Zelda Engine (aka Zelda Starter Kit)! [with Screenshots & video!]
Post by: BlazeBigBang on November 01, 2012, 11:26:55 pm
OMFG, this is one of my new favourite pages now. Im gonna update this page pretty much daily for news. I dont want to miss a bit of it. This is what i have waited for. Zeldaclassic didnt work for me, i got bigger hopes for this! What was that about rpg maker? What is it, and cant i get it anymore? If it isnt supported, does that mean one cannot buy it anymore??? If so, cannot i get this engine?

Those songs, can one make its own song for the engine or are those in already set? Like, no more songs can be added by users? I wish to see more about how you use this engine, would you say it is easy to use? In wich way? Im so excited! :D XD XD XD

First of all: welcome to ZFGC! Nice forum it is, right? I'd recommend on staying tunned, so you can get to know a lot of new thinga happening around here, about fan-games! (Zelda fan game central, right? Duh, Blaze!).

Now, what you need (for what I understand), is having installed in your PC, RPG Maker XP. Don't know where you can get that older version. Sorry  :-\
Title: Re: The Project Zelda Engine (aka Zelda Starter Kit)! [with Screenshots & video!]
Post by: arceusrules on November 01, 2012, 11:39:35 pm
OMFG, this is one of my new favourite pages now. Im gonna update this page pretty much daily for news. I dont want to miss a bit of it. This is what i have waited for. Zeldaclassic didnt work for me, i got bigger hopes for this! What was that about rpg maker? What is it, and cant i get it anymore? If it isnt supported, does that mean one cannot buy it anymore??? If so, cannot i get this engine?

Those songs, can one make its own song for the engine or are those in already set? Like, no more songs can be added by users? I wish to see more about how you use this engine, would you say it is easy to use? In wich way? Im so excited! :D XD XD XD

First of all: welcome to ZFGC! Nice forum it is, right? I'd recommend on staying tunned, so you can get to know a lot of new thinga happening around here, about fan-games! (Zelda fan game central, right? Duh, Blaze!).

Now, what you need (for what I understand), is having installed in your PC, RPG Maker XP. Don't know where you can get that older version. Sorry  :-\
Thank you ^-^ and no problem, someone around here must know :)
Title: Re: The Project Zelda Engine (aka Zelda Starter Kit)! [with Screenshots & video!]
Post by: SilentResident on December 12, 2012, 01:32:50 pm
OMFG, this is one of my new favourite pages now. Im gonna update this page pretty much daily for news. I dont want to miss a bit of it. This is what i have waited for. Zeldaclassic didnt work for me, i got bigger hopes for this! What was that about rpg maker? What is it, and cant i get it anymore? If it isnt supported, does that mean one cannot buy it anymore??? If so, cannot i get this engine?

Those songs, can one make its own song for the engine or are those in already set? Like, no more songs can be added by users? I wish to see more about how you use this engine, would you say it is easy to use? In wich way? Im so excited! :D XD XD XD

I am sorry for taking that much to reply to your questions, been kinda too busy lately. Yes, you can create your custom songs! :) Its very simple, and your only concern could be the compromising of the song's melody. :)

PZE supports infinite ammount of songs to be added to it. So far we added 21 Ocarina songs to it, all of which run perfectly! :D
Title: Re: The Project Zelda Engine (aka Zelda Starter Kit)! [with Screenshots & video!]
Post by: SilentResident on December 12, 2012, 02:29:51 pm
I am back to work, now doing the final touches to many of PZE's sprites.

What do you think of Epona's new sprites? Credits will be given to the author of the original, pixelated model.

(http://img826.imageshack.us/img826/8076/smodelimprovements.png) (http://imageshack.us/photo/my-images/826/smodelimprovements.png/)
Title: Re: The Project Zelda Engine (aka Zelda Starter Kit)! [with Screenshots & video!]
Post by: MG-Zero on December 12, 2012, 03:06:08 pm
I'm surprised I haven't seen this yet, very impressive work!  The art is fantastic!
Title: Re: The Project Zelda Engine (aka Zelda Starter Kit)! [with Screenshots & video!]
Post by: arceusrules on December 12, 2012, 03:46:41 pm
These special effects, can we use the ones in-game but be able to change their color easily with some kind of filter? What if i want green heart effects instead of red for something?
Title: Re: The Project Zelda Engine (aka Zelda Starter Kit)! [with Screenshots & video!]
Post by: SilentResident on December 12, 2012, 04:39:29 pm
These special effects, can we use the ones in-game but be able to change their color easily with some kind of filter? What if i want green heart effects instead of red for something?

Yeah, all the graphics in PZE are 100% modifiable. The song's visual effects are stored in .png (image file that can be opened with most image editing softwares you can find out here, including Photoshop and Gimp).
You can open it using Photoshop, and change the color of a song, or add new effects to it. They will all show up when you play the game, next time. :)

Here is the .PNG file for the Song of Healing, to give you an idea how each .pgn file looks like when you open it with an Image editing software:

Ocarina - Song of Healing.png
(http://img202.imageshack.us/img202/517/ocarinasongofhealing.png) (http://imageshack.us/photo/my-images/202/ocarinasongofhealing.png/)

Pretty self explanatory, heh? :)

This particular .png file consists only of 5 frames because the Song of Healing is a pretty simple effect. (but you can expand it to have as many frames as you want, if you are after making a complicated effect). The Project Zelda Engine rotates (clockwise or counterclockwise) each frame independently of each other, and each frame is played above the other frames. This way we have a very beautiful Majora's Mask-styled graphical animation when Link plays the Song of Healing in his Ocarina.
Title: Re: The Project Zelda Engine (aka Zelda Starter Kit)! [with Screenshots & video!]
Post by: Zhello on December 12, 2012, 06:11:37 pm
That is some awesome stuff man   :o now if only that existed back then when I used rpg maker lol.  XD

Keep up the good work.  ;)
Title: Re: The Project Zelda Engine (aka Zelda Starter Kit)! [with Screenshots & video!]
Post by: FrozenFire on December 12, 2012, 10:10:48 pm
If you could somehow implement diagonal movement, I would be happy, otherwise, I am very sad, because this entire project would be superb if it allowed for that kind of free movement. But without it, I would personally find it unbearable to play with. But dang, it does look amazing.
Title: Re: The Project Zelda Engine (aka Zelda Starter Kit)! [with Screenshots & video!]
Post by: SilentResident on December 13, 2012, 06:49:57 am
If you could somehow implement diagonal movement, I would be happy, otherwise, I am very sad, because this entire project would be superb if it allowed for that kind of free movement. But without it, I would personally find it unbearable to play with. But dang, it does look amazing.

Diagonal Movement was always part of PZE. All the 8 directions of movement are here. Up, Down, Left, Right, Upright, Downright, Upleft, Downleft. :)
Title: Re: The Project Zelda Engine (aka Zelda Starter Kit)! [with Screenshots & video!]
Post by: FrozenFire on December 13, 2012, 08:54:03 am
Diagonal Movement was always part of PZE. All the 8 directions of movement are here. Up, Down, Left, Right, Upright, Downright, Upleft, Downleft. :)

Sorry, that was the impression I got from watching the video in the op. I tried to play the game but got an error, so I could only go by what I saw in the video. Long story short, I finally got the game working when I realized that RPG Maker XP was required to play the game (I thought it was possible to simply gather certain required .dll files, because I thought I had done this in the past, yet it didn't work out this time).

Anyway, I now see that there is 8-directional movement, BUT, it's grid-locking. I personally can't understand how anyone can stand movement like this for an action-based RPG. It works fine for a turn-based, but this is not turn-based because it is Zelda. All GB/GBA Zelda and ALttP games have much more free movement mechanics, without grid-locking. The problem I have is that it just feels like Link should move the same as any other Zelda (after Z1, of course), but it doesn't, and it feels wrong, like I don't have the amount of control I should have. Is there any way you can eliminate the grid-locking?? If you could do that, then you would be THE king of RPG Maker, for sure. The difference would be night and day.

Maybe I'm the only one, but this problem is the game killer for me. And as I said before, it's sad because everything about this is superb besides the grid-locking movement.
Title: Re: The Project Zelda Engine (aka Zelda Starter Kit)! [with Screenshots & video!]
Post by: arceusrules on December 13, 2012, 03:09:37 pm
Frozen, im not going to complain about your whining, you couldnt know, but they have a website, and i know they will eventually implement pixel movement. If they obtain a good script or scripter or something. I just know they intend to do so if they can. if there comes a scripter a bit late, then i tihnk theyll implement it in update 5. However, it seems to look a bit bad for the rpoject right now...
Title: Re: The Project Zelda Engine (aka Zelda Starter Kit)! [with Screenshots & video!]
Post by: Starforsaken101 on December 13, 2012, 03:17:42 pm
Frozen, im not going to complain about your whining, you couldnt know, but they have a website, and i know they will eventually implement pixel movement. If they obtain a good script or scripter or something. I just know they intend to do so if they can. if there comes a scripter a bit late, then i tihnk theyll implement it in update 5. However, it seems to look a bit bad for the rpoject right now...

Regardless, I think it's still important for everyone to state their opinion on this engine. Even if the website says that the game will eventually implement free movement, it doesn't really matter. People need to say what they like and dislike throughout development to enforce features that are truly important. Who knows, maybe after Frozen's comment, they'll implement free movement faster due to somebody complaining about it. Everyone's voice is important regardless of this.
Title: Re: The Project Zelda Engine (aka Zelda Starter Kit)! [with Screenshots & video!]
Post by: arceusrules on December 13, 2012, 07:15:49 pm
They... Dont have enough scripters who knows ruby and may split up. They may never be able to get that script. But they keep their spirits up, and are only freezing their project temporarily. I really wish for this project. I know im over dramatic though :P
Title: Re: The Project Zelda Engine (aka Zelda Starter Kit)! [with Screenshots & video!]
Post by: SilentResident on December 13, 2012, 07:28:59 pm
The reason in the video you see only 4 directions instead of 8, is because our fellow team member, Chakanevil, who recorded the video, had some troubles using the sensor in his Laptop. It had nothing to do with PZE. He promised he will upload a new, better video.
Title: Re: The Project Zelda Engine (aka Zelda Starter Kit)! [with Screenshots & video!]
Post by: arceusrules on December 13, 2012, 07:46:22 pm
Yay another video! WOOT WOOT
Title: Re: The Project Zelda Engine (aka Zelda Starter Kit)! [with Screenshots & video!]
Post by: FrozenFire on December 13, 2012, 10:22:55 pm
Frozen, im not going to complain about your whining, you couldnt know, but they have a website, and i know they will eventually implement pixel movement. If they obtain a good script or scripter or something. I just know they intend to do so if they can. if there comes a scripter a bit late, then i tihnk theyll implement it in update 5. However, it seems to look a bit bad for the rpoject right now...

I apologize for "whining". That was not my intention. There is a lot of information and a ton of screenshots that makes it hard to see all the info, or know where it is, so I didn't even realize there was a website that talked about the plans for pixel movement. As I said, I am impressed with this project. I just wanted to be helpful and point out what I believe is holding it back the most from becoming a better project. I'm sorry if I appeared to be whining in the process.

I hope you understand, SilentResident. I appreciate the hard work your team has put into this already. Even without the pixel movement being implemented yet, it stands as the best thing that I've seen come out of RPG Maker.
Title: Re: The Project Zelda Engine (aka Zelda Starter Kit)! [with Screenshots & video!]
Post by: Starforsaken101 on December 14, 2012, 12:24:54 am
Frozen, im not going to complain about your whining, you couldnt know, but they have a website, and i know they will eventually implement pixel movement. If they obtain a good script or scripter or something. I just know they intend to do so if they can. if there comes a scripter a bit late, then i tihnk theyll implement it in update 5. However, it seems to look a bit bad for the rpoject right now...

I apologize for "whining". That was not my intention. There is a lot of information and a ton of screenshots that makes it hard to see all the info, or know where it is, so I didn't even realize there was a website that talked about the plans for pixel movement. As I said, I am impressed with this project. I just wanted to be helpful and point out what I believe is holding it back the most from becoming a better project. I'm sorry if I appeared to be whining in the process.

I hope you understand, SilentResident. I appreciate the hard work your team has put into this already. Even without the pixel movement being implemented yet, it stands as the best thing that I've seen come out of RPG Maker.

Frozen, you weren't whining :P you were simply stating what you felt about the game. That doesn't discredit the work done at all.
Title: Re: The Project Zelda Engine (aka Zelda Starter Kit)! [with Screenshots & video!]
Post by: SilentResident on December 14, 2012, 01:04:01 am
haha, no worries guys! Feel free to ask - glad to answer more questions about PZE and its features/capabilities. I may provide you with pictures of the engine if that helps. :)
Title: Re: The Project Zelda Engine (aka Zelda Starter Kit)! [with Screenshots & video!]
Post by: arceusrules on December 14, 2012, 07:33:37 am
It where just taking how you said something and raised it to the ridicilous. Like saying somebody who brags is the king of superiority or something. XD Im just glad i could tell you, since you didnt know. However, silent, is it easy to set destination points? Like, when i enter a door and arrives at anther door? How do you dfo that?
Title: Re: The Project Zelda Engine (aka Zelda Starter Kit)! [with Screenshots & video!]
Post by: SilentResident on December 14, 2012, 06:19:20 pm
I improved abit the sprites of the Bomb Flowers in PZE after I saw how awkward and dull they looked, compared to the Bomb Flowers on some other Zelda games/remakes I found today on the internet:
(http://img198.imageshack.us/img198/5891/oot2dbombflowers.png) (http://imageshack.us/photo/my-images/198/oot2dbombflowers.png/)

Of course, the PZE users will find both versions of Bomb Flowers in PZE, and pick up the one that suites them better for their games:

(http://img577.imageshack.us/img577/9587/pzebombflowers.png) (http://imageshack.us/photo/my-images/577/pzebombflowers.png/)

It may be improved further, if possible. ^_^
Title: Re: The Project Zelda Engine (aka Zelda Starter Kit)! [with Screenshots & video!]
Post by: SilentResident on December 14, 2012, 06:26:10 pm
is it easy to set destination points? Like, when i enter a door and arrives at anther door? How do you dfo that?

(http://img9.imageshack.us/img9/1883/kakarikoteleportexample.png) (http://imageshack.us/photo/my-images/9/kakarikoteleportexample.png/)

This image is selfexplanatory. Click the door of a house, room or building to set the teleport options, parameters and destination.
Title: Re: The Project Zelda Engine (aka Zelda Starter Kit)! [with Screenshots & video!]
Post by: arceusrules on December 15, 2012, 11:21:48 am
So, every door has its own name when you place it? Cause in direct appointment it seems the doors got names. Or do i have to name the doors myself? Or wait, is a door an event, and the destination in front of another door, wich in turn is an event to go back to the old door, or another, a third door? Nevertheless, i suspect direct appointment is for doors, and apoint with variables is for the overworld where there are no doors. Right?
Title: Re: The Project Zelda Engine (aka Zelda Starter Kit)! [with Screenshots & video!]
Post by: SilentResident on December 15, 2012, 04:37:01 pm
Hello! Today was a nice day, the team is back to work and we finished some work in the Project Zelda Engine.

1) The Swimming System is now complete!
The visual equipment glitch while swimming, has been fixed. Now we now only have to set up the Swimming settings for each of Link's mask forms (Goron, Deku, etc)! :)

2) The Bomb Flower's mechanism and graphic have been improved further!
The Bomb Flowers will now react to any harmful sword hits or bomb explosions, which will cause the Bomb Flowers to explode too!
This means that the gamers will need to be careful when fighting enemies near a bomb flower, as triggering an accidental explosion may kill him especially if he is low in health.

This opens up a thousand of new possibilities for puzzles in your Zelda games! :)

(http://img541.imageshack.us/img541/5317/wefinishedthebombflower.png) (http://imageshack.us/photo/my-images/541/wefinishedthebombflower.png/)




EDIT:
So, every door has its own name when you place it? Cause in direct appointment it seems the doors got names. Or do i have to name the doors myself? Or wait, is a door an event, and the destination in front of another door, wich in turn is an event to go back to the old door, or another, a third door? Nevertheless, i suspect direct appointment is for doors, and apoint with variables is for the overworld where there are no doors. Right?
Yeah. Every new event (such as door, shrub, rock, etc) you place on a map, has its own, unique ID number - in the picture's case, you see Door being given the ID number #47, which helps you to find the door easily, if you ever search for it, later. Also another way to find it is by it's name - You are free to give the door any name you like - much like I did, who I named it with the plain and boring "Transfer to Another Map" because it explains the gamers that this door transfers them to the inside of the house, which is a different map. But you can name it "Link's house door" or whatever. :)
Title: Re: The Project Zelda Engine (aka Zelda Starter Kit)! [with Screenshots & video!]
Post by: arceusrules on December 16, 2012, 01:25:16 pm
:D Youre amazing Silent! I dont know why i accidentally writes Silent Realm instead of Silent Resident sometiems :x
Second question, is it possible to edit the layer wich show the time. Can i have another sun or another moon?
Title: Re: The Project Zelda Engine (aka Zelda Starter Kit)! [with Screenshots & video!]
Post by: SilentResident on December 16, 2012, 02:50:23 pm
MetalZelda's effort to add portraits of items to the messages, inspired the team and so we accepted the idea!

The idea is based on the display of items in message boxes, much like in the official Zelda games such as Legend of Zelda: The Wind Waker and Legend of Zelda: Twilight Princess:
(http://img528.imageshack.us/img528/1219/91412430.jpg) (http://imageshack.us/photo/my-images/528/91412430.jpg/)


Now, in Project Zelda Engine the messages have been re-worked to display the Item within the message box!:

(http://img26.imageshack.us/img26/5770/itemgainmessagecomparis.png) (http://imageshack.us/photo/my-images/26/itemgainmessagecomparis.png/)

Of course the image can be modified to display whatever else you like, such as 3D models of those items found in the official Zelda games, provided that you have the resources (They won't come with PZE):
(http://img209.imageshack.us/img209/5964/itemgainmessageupd.png) (http://imageshack.us/photo/my-images/209/itemgainmessageupd.png/)

Thanks to Metal Zelda for the inspiration and to Chakanevil for the persuasion :P



EDIT:
:D Youre amazing Silent! I dont know why i accidentally writes Silent Realm instead of Silent Resident sometiems :x
Second question, is it possible to edit the layer wich show the time. Can i have another sun or another moon?
Aything you see in Project Zelda Engine, are in the form of image files! You can edit ANYTHING in the game, as long as you know how to open and edit .PNG files. Simple and clear isn't it?
Title: Re: The Project Zelda Engine (aka Zelda Starter Kit)! [with Screenshots & video!]
Post by: arceusrules on December 16, 2012, 08:32:39 pm
Can the moon change phases? Can i animate it like that?
Title: Re: The Project Zelda Engine (aka Zelda Starter Kit)! [with Screenshots & video!]
Post by: SilentResident on December 17, 2012, 11:07:37 am
Can the moon change phases? Can i animate it like that?

Seriously now. Seriously. What Moon and its phases have to do in a top-view 2D game? :D You rarely see the sky in such games lol :P
Unless you mean the moon icon on the clock?
Title: Re: The Project Zelda Engine (aka Zelda Starter Kit)! [with Screenshots & video!]
Post by: arceusrules on December 17, 2012, 04:08:50 pm
Can the moon change phases? Can i animate it like that?

Seriously now. Seriously. What Moon and its phases have to do in a top-view 2D game? :D You rarely see the sky in such games lol :P
Unless you mean the moon icon on the clock?
Yes, yes i mean the icon :P But lol anyway. I think i could want a bit advanced time system where people do different things every day of the week, month and the moon phases has some influence. Can i somehow set how long a day is? And i think i should use the season system of Pokemon white and black, if seasons are in, But i havent seen a video of it so i doubt it. Its not that necesarry anyway. I suspect that time perhaps does not flow in cities and towns. Or does it?
Title: Re: The Project Zelda Engine (aka Zelda Starter Kit)! [with Screenshots & video!]
Post by: SilentResident on December 19, 2012, 06:22:22 pm
Hello! We have been working those days to improve and finish the ''Got Item!'' messages that are displayed when Link obtains a new item or weapon.

Our team is happy to announce that the Project Zelda Engine can play animations on the message text boxes!

You set a message to play an animation for that weapon you just found in a treasure chest.
The weapon and/or the light in the background can be animated, in the style of the Legend of Zelda: The Wind Waker game and newer Zelda titles!

(http://img856.imageshack.us/img856/6503/animationinmessages.png) (http://imageshack.us/photo/my-images/856/animationinmessages.png/)


The animations in message boxes are optional and can be set at will. You can have them to display only important items or all the items, including trading items, rupees, dungeon keys, and more.

However this feature have a limitation: only 3 frames can be played for every item's animation. This limit cannot be increased and this means that you may not have high expectations for playing long animations in textboxes.

The files for the animations are stored in the Pictures Folder of Project Zelda Engine and e that can have the animations for up to 4 weapons/iteps per file. Each weapon/item has its own row of animation, which is independent from other weapons in that file. The Engine reads the animations from top to bottom, in an animation loop.

(http://img33.imageshack.us/img33/4666/faceanimationitemobtain.png) (http://imageshack.us/photo/my-images/33/faceanimationitemobtain.png/)

(http://img203.imageshack.us/img203/4666/faceanimationitemobtain.png) (http://imageshack.us/photo/my-images/203/faceanimationitemobtain.png/)

(http://img542.imageshack.us/img542/4666/faceanimationitemobtain.png) (http://imageshack.us/photo/my-images/542/faceanimationitemobtain.png/)

Enjoy! Soon we will post up the news about the new, improved Map Slide feature of Project Zelda Engine.

Credits for the idea go to MetalZelda, a member of the community, and the credits for the support of a such feature go to Hermes Advanced Message System by Derula.
Title: Re: The Project Zelda Engine (aka Zelda Starter Kit)! [with Screenshots & video!]
Post by: arceusrules on December 19, 2012, 07:08:41 pm
<3 the project Zelda engine!
Title: Re: The Project Zelda Engine (aka Zelda Starter Kit)! [with Screenshots & video!]
Post by: SilentResident on December 19, 2012, 07:55:02 pm
Yes, yes i mean the icon :P But lol anyway. I think i could want a bit advanced time system where people do different things every day of the week, month and the moon phases has some influence. Can i somehow set how long a day is? And i think i should use the season system of Pokemon white and black, if seasons are in, But i havent seen a video of it so i doubt it. Its not that necesarry anyway. I suspect that time perhaps does not flow in cities and towns. Or does it?

I suspect that you haven't played PZE at all, did you-qm- You ask way too many answers that could have been answered already if you just tried yourself the engine. :(

This is the last time I will answer your questions. I will refuse to answer more questions by people who don't read the first page or check the video, or play the game.

Quote
Yes, yes i mean the icon :P But lol anyway. I think i could want a bit advanced time system where people do different things every day of the week, month and the moon phases has some influence. I suspect that time perhaps does not flow in cities and towns. Or does it
PZE features the Clock Town from the LoZ: Majora's Mask title. The NPCs in Clock Town have different shedules in the 3-days time span. You did not have checked the video in the first page of this thread. Link tests his weapons in South Clock Town. You can see that the time pass in the town, by the animation on the HUD's clock.

Quote
Can i somehow set how long a day is?
Yes.

Quote
And i think i should use the season system of Pokemon white and black, if seasons are in, But i havent seen a video of it so i doubt it.
You didn't play the engine ;( Neither did you see the video in the first page. The Youtube video clearly shows you the 4 seasons of the year in Kakariko Village, and how the change occurs, with the use of the Rod of Seasons from Legend of Zelda: Oracle of Seasons.


So it is better that, instead of venturing in the last pages of the Thread and make hypothesis, that you check the first page's video which shoes you all the features, including both time and seasons. Thats what at least other people do. ^_^


After you check the video and or play the game, I will be glad to answer any questions. Have a nice day.  :)
Title: Re: The Project Zelda Engine (aka Zelda Starter Kit)! [with Screenshots & video!]
Post by: SilentResident on December 23, 2012, 03:54:35 pm
(http://img833.imageshack.us/img833/1817/upzeldalogo.png) (http://imageshack.us/photo/my-images/833/upzeldalogo.png/)

Excellent news.

The Project Zelda Engine Developing team is reborn from its ashes and now it has 3 scripters!
2 new scripters joined today our team and we all together may greatly accelerate the development of our great engine!

The new PZE Developing Team members are:
-Gameface
-Mr. Wiggles

Have a nice day and I hope the happy news will re-ignite the flare of creativity and adventures, in the souls of the Zelda gamers, who wait patiently for the upcoming Project Zelda Engine: The Advanced Zelda Starter Kit!

Zelda and Nintendo, forever!
Title: Re: The Project Zelda Engine (aka Zelda Starter Kit)! [with Screenshots & video!]
Post by: SilentResident on December 30, 2012, 04:07:40 pm
The World Map is now finished! All the demo areas and locations from official Zelda titles that are reimplemented into the Project Zelda Engine (such as Clock Town, Kakariko Village, Earth Temple, Sacred Grove, Forest of Time, Hylia Pond, and more,) are now connected to each other via a new area, the Faron Fields, made by the PZE team, and which is an open-grass field with few trees. The fields now acts as the main transport location that leads to all other locations on the map, connecting the Clock Town with all the other settlements in the world! :)

The world now is set and ready, for the gamers and the users of the Starter Kit, to explore when the Update Patch 4 comes out! :)


(http://img827.imageshack.us/img827/3379/worldmapfinished.png) (http://imageshack.us/photo/my-images/827/worldmapfinished.png/)

Enjoy! :)
Title: Re: The Project Zelda Engine (aka Zelda Starter Kit)! [with Screenshots & video!]
Post by: arceusrules on December 30, 2012, 06:32:44 pm
What is the project done now? O.o what about the bottle script?
Title: Re: The Project Zelda Engine (aka Zelda Starter Kit)! [with Screenshots & video!]
Post by: SilentResident on December 30, 2012, 08:50:33 pm
What is the project done now? O.o what about the bottle script?

Nope, the engine is not finished. We work in this way and the World Map was one of those tasks needed to be done for the engine's completion. Can there be an engine without a proper map? Of course no.  XD
Title: Re: The Project Zelda Engine (aka Zelda Starter Kit)! [with Screenshots & video!]
Post by: arceusrules on December 31, 2012, 02:18:40 pm
So practically, whats left?
Title: Re: The Project Zelda Engine (aka Zelda Starter Kit)! [with Screenshots & video!]
Post by: SilentResident on December 31, 2012, 05:20:29 pm
This is what we have yet to do before we can release PZE to the public! :)

#================================================================#
#  The General "To Do" List                                      #
#================================================================#
---Adjust the Day/Night Cycle's screen color tones. (SilentResident will do this - Mr.Wiggles made a script for easier tuning of color tones, placed in SR's User Folder)

---[DONE] Expand the Swimming System to have a Diving mechanism.

---Adjust the Sword Spin Attack's radius to reflect the Sword's size and length. (Baf and Thunder made some changes, needs aproval)

---[OPTIONAL]-Epona Footstep sound, as heard in Ocarina of Time and Majora's Mask. Epona's footsteps sound effect adds more realism. (Scripting or eventing knowledge needed) (This is in Mr_wiggles Folder (:  )

---Implement a module to the game for the Bombs/Bomb Flowers to do more damage on enemies and less on Link. (Temporally added 16 pdef to link's tunic and set the bomb flower to consider 100% of target's pdef, that corrects the damage for a while)

---Correct Link's visual equipment for when he is holding an object in his hands and walks upwards. (when he is carrying a rock or shrub, his shield is clipping in an weird way when walking up (north) and his shield is towards the player.)

---[DONE]Add the Rabbit form to the engine. This form to not be available by normal means (not via Equipment or Masks). Link, while in this form, he cannot perform any actions (fighting, lifting, dashing, cutting, rolling, etc) nor use weapons at all, with the pure excemption of the Magic Mirror, for obvious reasons. Rabbit form to apply by force, and only if BOTH of the 2 following conditions are met: 1) Link warps to Dark World and 2) Link doesn't carry the Moon Pearl (Armor ID: 080) with him.

---[DONE] Create the new World Map that reflects the PZE's maps and their geographical locations.

---Give the Earth Temple's map a layout. Make the rooms of the dungeon be arranged in an way so the temple is shaped after a symbol of Earth.

---Give the Dark World its own World Map (for the World Map Menu Screen), instead of sharing the map of the Light World, as the two worlds are geographically not 100% the same.

---Waypoint system for the World Map Menu Screen. So that you dont forget where in the world you are and what way your going. It doesn't have near as much relevance being a 2d system, but its worth to try it, as it helps the gamers alot. A proposed idea is to make the Link's waypoint icon appear at least for the locations that have a map mark on World Map (those red dot marks that display the names of the places in World Map Screen, such as "Clock Town", etc.).






Future plans for the Project Zelda Engine:

#=====================#
#  HIGHER PRIORITY:   #
#=====================#
1) A Bottle System script - memorize contents for each of the 6 bottles, and create their corresponding "use bottle's contents" Tools in XAS. (Needs: good knowledge of XAS, Scripting skills)
   The Bottle System to be used in conjuction with the Bug Catching Net, as well as to be used independently. (the bottles to directly catch bugs or fairies by just swinging them, eliminating the necessity  of a Bug Catching Net).


#=====================#
#  MEDIUM PRIORITY:   #
#=====================#
2) Sword Beam Attack. Our success in Sword Spin Attack opens the road for a Beam Attack as well. Only certain Swords may have this feature. Only when Link has full health may his sword fire beams.

3) A Rings system/submenu. In the style of Oracle games, or a better one. (needs to be discussed with the team first)


#=====================#
#  LOWER PRIORITY:    #
#=====================#
4) 3D rotating Menus, like in OoT & MM. Make the transition from menu to menu have a 3D feeling. Gasotetsu is able to provide us the graphics for this. With a little help from a scripter, it couldn't be hard to make it work.
   NR - Would you like the items on the menu to disappear when it rotates, or would you like them to rotate as well?
        SR - I recommend the items on the menus to disappear when the menus rotate, as this makes things easier, simplier, and cleaner. Making the items to Rotate along with the menus, sounds kinda difficult.
        SR - Also I recommend that we add a switch so people can disable the 3D Menu transition if they do not like to use it in their 2D games.

5) The Oracle of Ages / Seasons companions such as Moosh, Ricky and Dimitri can be done in a fashion similar to Epona.

6) The Minish cap style of Shrinking into Minish size and back forth.

7) Rewrite the Input Module to bring back the gamepad support.
Title: Re: The Project Zelda Engine (aka Zelda Starter Kit)! [with Screenshots & video!]
Post by: arceusrules on December 31, 2012, 05:32:33 pm
Ill post a question at zeldadungeon :x
Title: Re: The Project Zelda Engine (aka Zelda Starter Kit)! [with Screenshots & video!]
Post by: SilentResident on January 01, 2013, 07:52:45 pm
Ill post a question at zeldadungeon :x

Ehm? I don't get you lol. :D What question? About the PZE?







UPDATE:

Now that everyone in the PZE Team is gone for a break from PZE and enjoys relaxation those days of the Christmas and the New Year, I got the free time and the opportunity to give some attention to the poor or low quality icons and graphics of the engine, and I gave them new looks.

But I am not sure if the people will like them. Here they are!

Dungeon Compass
(http://img405.imageshack.us/img405/9540/idungeoncompasscomparis.png) (http://imageshack.us/photo/my-images/405/idungeoncompasscomparis.png/)

Dungeon Small Key
(http://img209.imageshack.us/img209/4021/idungeonkeycomparison.png) (http://imageshack.us/photo/my-images/209/idungeonkeycomparison.png/)

Stone Slab and Stone Slab Fragment
(http://img23.imageshack.us/img23/7505/idungeonstoneslabcompar.png) (http://imageshack.us/photo/my-images/23/idungeonstoneslabcompar.png/)

Dungeon Map
(http://img191.imageshack.us/img191/3314/portraitdungeonmapcompa.png) (http://imageshack.us/photo/my-images/191/portraitdungeonmapcompa.png/)

Don't worry if the icons are of different sizes - some of them are for display in the game's Text Message dialog Boxes.

Hope they are good. Enjoy!

And by the way, Happy New Year! :)
Title: Re: The Project Zelda Engine (aka Zelda Starter Kit)! [with Screenshots & video!]
Post by: Twilight Alchemist on January 02, 2013, 02:49:56 am
WOW!! I cannot wait for the version 4 release.
Title: Re: The Project Zelda Engine (aka Zelda Starter Kit)! [with Screenshots & video!]
Post by: arceusrules on January 02, 2013, 11:00:25 am
Well i forgot the question and i forgot to post it at zeldaengine, pardon me -.- (I think pardon means excuse right?) Cause i thought i shouldnt spam this place with questions. Ill just ask this once :s Dimitri, Moosh and Ricky... I see they are low priority, but are you making up some of your own? :x
Title: Re: The Project Zelda Engine (aka Zelda Starter Kit)! [with Screenshots & video!]
Post by: SilentResident on January 03, 2013, 12:53:46 am
Well i forgot the question and i forgot to post it at zeldaengine, pardon me -.- (I think pardon means excuse right?) Cause i thought i shouldnt spam this place with questions.
lol, no, you are welcomed to spam the place with questions, haha. :) But checking the the video first, in a good way to find answers to your questions and helps saving time. Thats why I posted the video, because it shows many features such as night and day cycle, etc, and therefore, eliminates confusion about what the engine has to offer to you. Don't be afraid to check it, its on Youtube.

Ill just ask this once :s Dimitri, Moosh and Ricky... I see they are low priority, but are you making up some of your own? :x
Hehe, they are low priority because we already have Epona the other people can use as a basis for making Dimitri and other pets. But still I plan to create at least our old good Moosh! ;D He could be so funny. And a little hard too.

You are welcome! :D
Title: Re: The Project Zelda Engine (aka Zelda Starter Kit)! [with Screenshots & video!]
Post by: SilentResident on January 03, 2013, 04:45:58 am
The Project Zelda Engine Team is proud to announce the addition of one more form to the engine! The famous Bunny Link's Form!

(http://img820.imageshack.us/img820/3650/bunnylinksprites.png) (http://imageshack.us/photo/my-images/820/bunnylinksprites.png/)


The Bunny Link Form, which is triggered by force as soon as 2 Conditions are met:
Conditions for transforming into a Bunny Link:
1) Enter a Dark World-classified map.
2) Moon Pearl (Accessory Item) is not in Link's Inventory.

As soon as both conditions are met, Link will forcefully transform into the Bunny Link!
Bunny Link has very restricted abilities in his possession.

Bunny Link can:
-Move/Run around
-Talk to People or Open Treasure Chests
-Interact with events.
-Read and/or perform other intelligent actions
-Lift objects, based on the level/power of his Gloves.
-Wear different clothes (Green, Blue, Red Tunics)
-Use the Magic Mirror (Non-offensive Weapon)
-Use Bottles
-Climb Stairs - Jump down the cliffs.

Bunny Link can't:
-Use any weapons, including Primary (Sword and Shield) and Secondary weapons (Bow, Bombs, etc)
-Swim in Deep Water/Sea

So, if you had any weapons in the buttons that aren't the Magic Mirror or Bottles, before Link turns into Bunny Link, they will automatically become disabled and grayed out (except their Ammo Counters for obvious reasons).


(http://img204.imageshack.us/img204/5871/bunnyform.png) (http://imageshack.us/photo/my-images/204/bunnyform.png/)

(http://img4.imageshack.us/img4/3580/moonpearl.png) (http://imageshack.us/photo/my-images/4/moonpearl.png/)


Enjoy!
Title: Re: The Project Zelda Engine (aka Zelda Starter Kit)! [with Screenshots & video!]
Post by: SilentResident on January 08, 2013, 04:16:25 pm
Morning or evening, dear people! The PZE team is happy to share some info of our progress, today! :)

The Gossip Stones are implemented to Project Zelda Engine! :)
(http://img854.imageshack.us/img854/6347/gossipstoneshake.png) (http://imageshack.us/photo/my-images/854/gossipstoneshake.png/)
Hit them with your sword and they will shake (see picture above) and tell you the current time! Or bomb them to rocket them to the sky! Or simply wear the Mask of Truth and let those mysterious Sheikah stones reveal information that they've heard, give helpful hints, or even reveal the locations of treasure chests, to you!

(http://img850.imageshack.us/img850/3027/gossipstones.png) (http://imageshack.us/photo/my-images/850/gossipstones.png/)

Upon talking to them with the Mask of Truth equipped, the hit's or tip's message will always start with the following phrase:
"The mystical stone responds to the mask and speaks to you. ...But its words are heard in secret..."

Upon hitting them with a sword, they will say "Boing-oing!" and tell you info about the game, such as the current time of day, etc.

Various information you may get from the Gossip Stones include:
(http://img42.imageshack.us/img42/1396/gossipstoneinfo.png) (http://imageshack.us/photo/my-images/42/gossipstoneinfo.png/)



-------------------------------------------------
The Sword Spin Attack is now complete! :)
In PZE, now, each Sword has its own spin attack graphic and animation.
The Spin Attack also has different radius and power, per sword, based on that blade's strength and size (shortblade, blade, longblade, etc)!

The Kokiri Sword's Spin Attack animation in an artwork:
(http://img202.imageshack.us/img202/604/swordspinattack.jpg) (http://imageshack.us/photo/my-images/202/swordspinattack.jpg/)

and the Kokiri Sword's Spin Attack animation in Project Zelda Engine:
(http://img189.imageshack.us/img189/3039/sweaponswordkokirispina.png) (http://imageshack.us/photo/my-images/189/sweaponswordkokirispina.png/)
Master Sword's Spin Attack in game:
(http://img89.imageshack.us/img89/9847/swordspinattack.png) (http://imageshack.us/photo/my-images/89/swordspinattack.png/)


-------------------------------------------------
The Earth Temple's Dungeon Map Layout now has been set!
Our team now makes progress at setting up the dungeon's layout, so it can feature as many weapons and items as possible, for the gamers to be able to test their weapons and their capabilities, by solving small puzzles!

(http://img507.imageshack.us/img507/95/s1stfloorlayoutcopy.png) (http://imageshack.us/photo/my-images/507/s1stfloorlayoutcopy.png/)

The PZE's Earth Temple is using the Earth Medallion's symbol for the dungeon's map layout, and thus, respecting a tradition in the Zelda game series that started with Zelda 1's dungeons and continues to that day!
A basement and a second floor are planned too, although in this picture only the 1F is displayed for now.


Enjoy!
Title: Re: The Project Zelda Engine (aka Zelda Starter Kit)! [with Screenshots & video!]
Post by: arceusrules on January 12, 2013, 09:22:54 am
OMG Now i REALLY want to play the game in the engine before im making my game :D I want to test EVERY item to decide wich are the best for my game :D :D :D
Goodluck on the layout ^^
Title: Re: The Project Zelda Engine (aka Zelda Starter Kit)! [with Screenshots & video!]
Post by: SilentResident on January 20, 2013, 04:33:06 pm
The Project Zelda Engine 4.0 has seen a nice progress the past few weeks, which brings it even closer to its final version and release!


The HUD is complete and ready!
 The HUD has been improved, configured to add the missing details and now it is as ready as ever for the release of the Project Zelda Engine 4.0!
The old HUD
(http://img826.imageshack.us/img826/5384/oldhud.png) (http://imageshack.us/photo/my-images/826/oldhud.png/)
The new HUD
(http://img692.imageshack.us/img692/1409/screenshot028y.png) (http://imageshack.us/photo/my-images/692/screenshot028y.png/)


Our team is doing pretty good progress at bringing you a real dungeon which features over 30+ weapons for you to obtain and use them to defeat enemies or solve puzzles! Each room will have one or more Big Treasure Chests, and feature puzzles based on the types of weapons you find in!
Earth Temple's new rooms
(http://img715.imageshack.us/img715/9883/screenshot027v.png) (http://imageshack.us/photo/my-images/715/screenshot027v.png/)


The Diving System has been added to the Project Zelda Engine!
When Link is swimming in deep water, he is now able to dive, as well. The Diving ability can be controlled by a simple switch and you can have it enabled at all times, or only after obtaining certain diving-related items such as the Diving Scale or the Zora Armor!
(http://img856.imageshack.us/img856/6347/screenshot026kc.png) (http://imageshack.us/photo/my-images/856/screenshot026kc.png/)


More features will be announced, soon. Stay tuned! :)
Title: Re: The Project Zelda Engine (aka Zelda Starter Kit)! [with Screenshots & video!]
Post by: arceusrules on January 20, 2013, 05:10:48 pm
My enthusiasm is born anew everytime i see an update :3
Title: Re: The Project Zelda Engine (aka Zelda Starter Kit)! [with Screenshots & video!]
Post by: TomPel on January 20, 2013, 10:30:19 pm
Wow.. really impressive stuff! Good sirs, I salute you. : o
Title: Re: The Project Zelda Engine (aka Zelda Starter Kit)! [with Screenshots & video!]
Post by: SilentResident on January 23, 2013, 06:11:46 pm
Hehe thank you all for your kind words! xD
Title: Re: The Project Zelda Engine (aka Zelda Starter Kit)! [with Screenshots & video!]
Post by: arceusrules on January 25, 2013, 10:44:04 am
I do know that you are low on programmers, but still, all of you are putting a lot of effort in this :) Please tell them we really appreciate their work as well :D
Title: Re: The Project Zelda Engine (aka Zelda Starter Kit)! [with Screenshots & video!]
Post by: SilentResident on February 02, 2013, 01:23:48 pm
This week's news are focused on the improvements our team has done to the Map Slide script.

Map Slide is the feature we see in the following Legend of Zelda titles:
A Link to the Past, Link's Awakening, Oracle of Ages, Oracle of Seasons and Minish Cap titles.

As "map slide", we call the map-scrolling function that triggers every time Link travels from one room to another and camera moves with him.

The map slide requires the rooms to be of fixed sizes and of same tilesets, much like as in the picture bellow:
(http://img703.imageshack.us/img703/4166/originallttpmapslide.png) (http://imageshack.us/photo/my-images/703/originallttpmapslide.png/)

Our Team not only added the Map Slide to the Project Zelda Engine, but we also worked on it and we improved its functions by expanding its limitations, so it can connect rooms of both fixed sizes and different sizes, and of different tilesets!

(http://img16.imageshack.us/img16/9292/advancedpzemapslide.png) (http://imageshack.us/photo/my-images/16/advancedpzemapslide.png/)

This allows the people enjoy more flexibility at making their dungeons using the Project Zelda Engine.

What do you think about this new feature? We could love to hear your opinion!
Title: Re: The Project Zelda Engine (aka Zelda Starter Kit)! [with Screenshots & video!]
Post by: arceusrules on February 02, 2013, 02:38:08 pm
Awesome ^^ Then i dont have to redesign my water temple :)
Title: Re: The Project Zelda Engine (aka Zelda Starter Kit)! [with Screenshots & video!]
Post by: SilentResident on February 03, 2013, 12:25:14 am
Awesome ^^ Then i dont have to redesign my water temple :)

Hehe yeah it saves lots of time and troubles. I didn't liked how restricted the classic LTTP Map Slide was, regarding the room sizes.
Title: Re: The Project Zelda Engine (aka Zelda Starter Kit)! [with Screenshots & video!]
Post by: Max. on February 04, 2013, 12:25:50 am
Hey Silent Resident and other Project Zelda programmers! I don't use PZE myself, but I do work with RMXP, and I have a question.

So far I've just made water and lava and holes impassible because when I had a system where the hero could fall into stuff and drown, NPCs and enemies could just wander over holes like they had magic levitating skills. How do you guys handle this, if I might ask?

I presume holes have to be passable so that the hero can walk onto them to fall into them, but how do you then keep enemies from walking on water, etc.?
Title: Re: The Project Zelda Engine (aka Zelda Starter Kit)! [with Screenshots & video!]
Post by: SuperSonic54 on February 04, 2013, 02:43:06 am
Are you planning to make this for RMVX and VX ace? Because My Xp version is wacked up :'(
Title: Re: The Project Zelda Engine (aka Zelda Starter Kit)! [with Screenshots & video!]
Post by: SilentResident on February 04, 2013, 08:20:04 pm
Hey Silent Resident and other Project Zelda programmers! I don't use PZE myself, but I do work with RMXP, and I have a question.

So far I've just made water and lava and holes impassible because when I had a system where the hero could fall into stuff and drown, NPCs and enemies could just wander over holes like they had magic levitating skills. How do you guys handle this, if I might ask?

I presume holes have to be passable so that the hero can walk onto them to fall into them, but how do you then keep enemies from walking on water, etc.?
hehe, I am not the expert here who can answer those questions. I will ask Baffou, the teammate who has implemented/done this lava/water stuff to the PZE.


Are you planning to make this for RMVX and VX ace? Because My Xp version is wacked up :'(
I am not a fan of RMVX and VXace and we are already exhausted from our work on RPG Maker XP. Its possible that we will retire and leave the RPG Maker community once the PZE 4.0 is finished and is released to the public. But there is an way to get XP if you are still interested. I send you a mail with the instructions.
Title: Re: The Project Zelda Engine (aka Zelda Starter Kit)! [with Screenshots & video!]
Post by: arceusrules on February 04, 2013, 09:50:58 pm
Wait, is this engine and rpg maker in general compatible with windows vista?
Title: Re: The Project Zelda Engine (aka Zelda Starter Kit)! [with Screenshots & video!]
Post by: Max. on February 05, 2013, 03:41:42 pm
Speaking from experience, you can use XP with vista, you just often have to put up a fight with the system :p
Title: Re: The Project Zelda Engine (aka Zelda Starter Kit)! [with Screenshots & video!]
Post by: arceusrules on February 05, 2013, 08:56:31 pm
Use xp with vista? I know you can run bothy simulatneously but i have no idea how to do that. I think i need windows XP or 7 on a disc. I have downloaded Windows 7 but i dont know what to do next
Title: Re: The Project Zelda Engine (aka Zelda Starter Kit)! [with Screenshots & video!]
Post by: Max. on February 06, 2013, 06:36:11 am
Haha, I meant RPG Maker XP!

I've never had any problems running RPG maker xp on windows 7, but it always gave me problems with vista. Could just be that I've gotten smarter, though :s
Title: Re: The Project Zelda Engine (aka Zelda Starter Kit)! [with Screenshots & video!]
Post by: thestig on February 06, 2013, 10:06:23 am
Could just be that I've gotten smarter, though :s
Max, did your trip to mushroom mountain train you black magic?!
Title: Re: The Project Zelda Engine (aka Zelda Starter Kit)! [with Screenshots & video!]
Post by: RetroRespecter on February 06, 2013, 01:04:01 pm
I have been watching this for some time. This may be well on its way for use to anyone who wants to create a Legend of Zelda mythos.
Title: Re: The Project Zelda Engine (aka Zelda Starter Kit)! [with Screenshots & video!]
Post by: Max. on February 06, 2013, 05:31:21 pm
Could just be that I've gotten smarter, though :s
Max, did your trip to mushroom mountain train you black magic?!

Nah, Mushroom Mountain was about wizardry training. Black magic was a weekend seminar I took in Illinois.
Title: Re: The Project Zelda Engine (aka Zelda Starter Kit)! [with Screenshots & video!]
Post by: Jared on February 08, 2013, 03:17:58 am
This engine is AMAZING, simply put! I also have an idea you guys should think about adding. :)

Alternate forms/Adult Link!
I think this could expand gameplay a lot, by restricting items while in a certain mode or form. Like Majora's Mask and Ocarina of Time, of course! And even Twilight Princess, with the different abilities Link gained while being a wolf.

I also ran into some bad lagging problems. My laptop is a pretty great one, so I'm pretty shocked this program had a lot of lag when transitioning areas and simply walking. The program goes into (Not Responding) mode every time the area changes. Hopefully it's not just me?
Title: Re: The Project Zelda Engine (aka Zelda Starter Kit)! [with Screenshots & video!]
Post by: arceusrules on February 08, 2013, 04:41:19 pm
Yes, indeed they are planning that. Look up their website. :)
Title: Re: The Project Zelda Engine (aka Zelda Starter Kit)! [with Screenshots & video!]
Post by: WolfPupLink on February 08, 2013, 05:14:05 pm
This looks absolutely superb! Paint me blue and call me Navi but this has over 75% of my interest right now! I would love to hear more about it ASAP!
Title: Re: The Project Zelda Engine (aka Zelda Starter Kit)! [with Screenshots & video!]
Post by: thestig on February 08, 2013, 05:57:20 pm
This looks absolutely superb! Paint me blue and call me Navi but this has over 75% of my interest right now! I would love to hear more about it ASAP!
Ugh, Steve can you please disable the !@#$% glow bbcode so people can't abuse it like this?

Seriously just use a font that's readable D:
Title: Re: The Project Zelda Engine (aka Zelda Starter Kit)! [with Screenshots & video!]
Post by: Starforsaken101 on February 08, 2013, 07:00:14 pm
This looks absolutely superb! Paint me blue and call me Navi but this has over 75% of my interest right now! I would love to hear more about it ASAP!
Ugh, Steve can you please disable the !@#$% glow bbcode so people can't abuse it like this?

Seriously just use a font that's readable D:

Or you could simply send Steve a message rather than post off-topic :P. (<3 I'm sorry I have to be an admin).
Title: Re: The Project Zelda Engine (aka Zelda Starter Kit)! [with Screenshots & video!]
Post by: Jared on February 09, 2013, 08:41:47 am
Yes, indeed they are planning that. Look up their website. :)
I know, I figured that out after joining the site and looking around. XD
Title: Re: The Project Zelda Engine (aka Zelda Starter Kit)! [with Screenshots & video!]
Post by: arceusrules on February 09, 2013, 08:56:54 am
To be honest this is revolutionary \(^.^)/
Title: Re: The Project Zelda Engine (aka Zelda Starter Kit)! [with Screenshots & video!]
Post by: SilentResident on February 23, 2013, 11:05:11 am
Hello dear people! The last 2 months, my team is not focusing on new features, but rather expand the existing tools, mechanisms and apply bug fixes to the Project Zelda Engine.

Here is a general list of what was done just in the past few weeks:


#-----------------------   DONE   ----------------------- #
---[DONE]Add the Roc's Cape. It functions exactly like the Roc's Feather (The Roc's Feather's functions as the following: jump and land back on the same tile if not walking, or jump 1 tiles forward if walking). The only difference between Roc's Cape and Roc's Feather is just it jumps 1-2 additional tiles forwards if walking.
---[DONE]Trowing Shrubs into deep water, will sink them. However, throwing rocks into water, will break them on water's surface instead of sinking them. This needs to be corrected. Rocks could sink into water much like the shrubs, instead of breaking.
---[DONE]Add the Mermaid's Suit. It functions exactly the same way as the Zora's Flippers. And, much like the Zora's Flippers, it uses the Link[7]_SWIM sprite. The only difference between Zora's Flippers and Mermaid's Suit is the speed. The Suit allows Link to swim faster in water, and more specifically, at the default (Link's walking) speed.
---[DONE]Make the Water Diving System be enabled via a Switch, in the same way the Water Swimming System is enabled/disabled via the [Switch ID 18: Swimming Active].
---[DONE]Create the new World Map that reflects the PZE's maps and their geographical locations.
---[DONE]Epona Footstep sound, as heard in Ocarina of Time and Majora's Mask. Epona's footsteps sound effect adds more realism. (Scripting or eventing knowledge needed)
---[DONE]Update the Visual Equipment so the equipment won't disappear for pretty simple sprites such as Link[7]_PUSH[2], which can not explain the equipment's disappearanc.
---[DONE]Give the Dark World and the Past World, their own World Maps. There are more than 1 world visitable in the PZE: the real world, known as Light World, where the Hero is born and lives, and 2 more worlds/dimensions: the Dark World (visitable in the title: Zelda A Link to the Past) and the Past World (visitable in the title: Zelda Oracle of Ages). The World Map Menu Screen however only displays the Light World's map at all times. And since the other worlds may not be geographically 100% the same, they need to be given their own World maps.
---[DONE]Make the Ground Roll Technique to be enabled/disabled via a simple Switch (The switch to apply only for Link's real Human form - not for Masks). Its possible that the gamers may not want the ground rolling technique in their games, at all, or, simply, they may want to have Link to be an unskilled adventurer at the beginning of his adventure and learn this cool technique later in the game.
---[DONE]Make the Sword Spin Attack/Charge Technique to be enabled/disabled via a Switch or something like that. Its possible that the gamers may not want those advanced combat techniques in their games, at all, or, simply, they may want to have Link to be an unskilled fighter at the beginning of his adventure and learn those techniques later in the game.
---[DONE]Give the Earth Temple's map a layout. Make the rooms of the dungeon be arranged in an way so the temple is shaped after a symbol of Earth.
---[DONE]The Ocarina's Soaring System needs to be disabled when Link is in Dark World and Past World.
---[DONE]Disable the Ocarina's Song of Time's Travel (a Majora's Mask feature) when Link is in Dark/Past Worlds.
---[DONE]Move the Animation ID 619 which is clearly an animation used only by Link, from Events Group to Link's Group. Also, in case the animation ID 618 is used by Link again, then, it must be moved to Link's group.
---[DONE]Add the slippery Ice Terrain to the PZE. If Link steps on ice, he could slip all the way until he is stopped by an impassable tile/event.
---[DONE]Try add the 'push' effect to the Cane of Somaria's pushable Block. In fact, a "push" is Link's _PUSH sprite which is used mostly when Link is trying to move objects and blocks in the game's world.


Soon we will post more info about the awesome Ice Slipping feature we added to the Project Zelda Engine! The player will slip in ice if he try to step onto a tile of frozen ice! This can be funny but also quite dangerous sometimes, especially if there are holes or traps in the floor!
Enjoy! :)
Title: Re: The Project Zelda Engine (aka Zelda Starter Kit)! [with Screenshots & video!]
Post by: Mirby on February 24, 2013, 01:31:10 am
Hmm...

This is pretty nice. I might just use this in the future for an idea I have in mind...
Title: Re: The Project Zelda Engine (aka Zelda Starter Kit)! [with Screenshots & video!]
Post by: WolfPupLink on April 28, 2013, 10:36:27 pm
When is the 4th patch going to be available?
Title: Re: The Project Zelda Engine (aka Zelda Starter Kit)! [with Screenshots & video!]
Post by: DJvenom on April 29, 2013, 10:29:07 am
This is all absolutely fantastic!!!!
Title: Re: The Project Zelda Engine (aka Zelda Starter Kit)! [with Screenshots & video!]
Post by: arceusrules on April 29, 2013, 02:23:46 pm
Yay it got more attention :D But why is the pze forum down?
Title: Re: The Project Zelda Engine (aka Zelda Starter Kit)! [with Screenshots & video!]
Post by: SilentResident on May 07, 2013, 12:11:34 pm
Excellent news everyone: Our team is back to full work and our scripters have dealt with over 30+ bugs in only a matter of days. This is a stunning amount of progress that I have a long time to see.

Soon more info to be posted about the new features of PZE!
Title: Re: The Project Zelda Engine (aka Zelda Starter Kit)! [with Screenshots & video!]
Post by: SilentResident on May 29, 2013, 02:57:30 pm
Hello dear people!

it has been a while since the last update has been posted in the forums!

We are proud today to announce to everyone that we have done a nice amount of work lately on Project Zelda Engine and we we fixed over 45+ bugs in the engine, and we added over 10+ new features to it!. :)

I won't list all the bugs here as there are too many. I want to focus on the most exciting part of our work on the PZE: the new features!

========================================================

Feature 1: The Bottle System
Dear people, the Bottle System has been finished! Now all the 6 bottles work perfectly and can carry content for you, such as liquids, potions, poisons, water, juices, fishes, fairies, mushrooms, and many other things!

Link drinking a Green Potion which refills his Magic Meter.
(http://img716.imageshack.us/img716/7789/bottlesystem.png) (http://imageshack.us/photo/my-images/716/bottlesystem.png/)

========================================================

Feature 2: Multilingual Support
The PZE became a multilingual engine where people of different languages can play their most favorite games in their language! The Language option is designed to help the people, regardless of language!

The Language Menu can be found in the File Selection Menu of the Main Title Screen:
(http://img547.imageshack.us/img547/7624/languagesmenu2.png) (http://imageshack.us/photo/my-images/547/languagesmenu2.png/)

We added over 4 languages already which really work!
(http://img834.imageshack.us/img834/2047/languagesmenu1.png) (http://imageshack.us/photo/my-images/834/languagesmenu1.png/)

The Multi-language support has been expanded to Hermes Message Script, to allow people use advanced text formatting features in their translations. :) Also the names of the maps in the game will appear in that language set by the player (for example the English name 'Kakariko Village' will update to the German 'Dorf Kakariko', and so on)

========================================================

Feature 3: Ammo Cap Variables for all Weapons!
The Ammunition Cap Variables for all the weapons and items have been added! Now, with those simple but extremely useful caps, you can define how much the ammo holding capacity increases when you receive Bomb Bags, Rupee Wallets and Arrow Quivers, etc.

The Ammo Variable caps can be found in the GAME SETUP common event.
(http://img254.imageshack.us/img254/6001/ammocaps.png) (http://imageshack.us/photo/my-images/254/ammocaps.png/)

========================================================

Feature 4: Hotkey Markers & Equipment Markers!
The Hotkey Markers: When assigning an weapon or item from the Inventory, (such as the Bow or the Bomb or other items), to the A, S or D hotkeys (which are widely known as the C-Buttons in most Zelda games), a circular mark will tag it. This Hotkey Marker acts merely as a reminder so and lets the people see easier which items are hotkeyed and in which hotkey, each of them (A, S or D). The Hotkey Markers system applies to Inventory Screen and Masks Screen.

Here is a nice example of the yellow Hotkey Markers which appear under the assigned (to A, S and D hotkeys), items, masks or weapons:
(http://img837.imageshack.us/img837/9223/hotkeying1.png) (http://imageshack.us/photo/my-images/837/hotkeying1.png/)

The Hotkey Markers work on all items in the inventory, regardless of if they are multi-hotkeyed or not. Certain items such as the Harp of Ages, which allow to be multi-hotkeyed to more than one hotkey, will be marked accordingly, with the respective Hotkey Markers:
(http://img542.imageshack.us/img542/6371/multihotkeying.png) (http://imageshack.us/photo/my-images/542/multihotkeying.png/)

The Equipment Markers: The Equipment Markers only appear on the items that CANNOT be hotkeyed to A, S, D buttons, such as the Sword (which goes straight to Sword Button), the shields (Shield Button) and all other passive items such as tunics and boots, etc..

The Equipment Markers only applies to the Equipment Screen:
(http://img208.imageshack.us/img208/9417/hotkeying2.png) (http://imageshack.us/photo/my-images/208/hotkeying2.png/)

========================================================

Feature 5: Swap Link's Sprites!
I guess many people loved the Minish Cap's Link for his smooth animations and the well-detailed spritesets we saw in The Legend of Zelda: The Minish Cap. And so, with the team we decided to add a special script - or you can call it a Switch - which allows the gamers to switching to the Link of their liking. For now, we will offer you just the option to switch between PZE Link and Minish Cap Link. But you can use this system for your own ambitions/plans, and change the spritesets to suit your game's needs (e.g make it swap between a Link wearing adventure clothes, and a Link wearing village clothes, or between an Adult Link and a young Link!)

Swapping Link's charsets with a simple click...
(http://img22.imageshack.us/img22/1378/mcmode.png) (http://imageshack.us/photo/my-images/22/mcmode.png/)

========================================================

Feature 6: Chapter Pages!
Everyone could know by now, that the PZE features that memorable black screen with the white message about First, Second, and Final Days that was in display every 24 hours and so, in The Legend of Zelda: Majora's Mask game. However, in PZE, we went a step ahead and decided to expand its features.

A new script extension now allows the people to print a blank screen with a chapter name and a message. This is a very useful feature for those who could like to emphasize on a role playing story in their Zelda games where the story is divided into "chapters" (e.g. Chapter 1: The Adventure Begins").

Here is a screenshot of the Chapter System:
(http://img716.imageshack.us/img716/7453/snap3af.png) (http://imageshack.us/photo/my-images/716/snap3af.png/)

========================================================

Feature 7: Dynamic Map Slide!
This is a brand new feature we added to the PZE, in addition to the ones we already have in the engine. Unlike the old ones, this new feature allows you to connect 2 or more maps, without having to put any effort to update your maps, at all. And there is no longer a need for any events or teleport events to be added in the maps, at all.
All the map connections are handed through an external script file within PZE, known as DynamicMap.txt.

So, if in the past you tried to import maps from one game to another (PZE version update for example), you'd have noticed that all your events with map ID were wrong or broken. And to fix this, you was obliged to change all <mapslide> events, all teleport events, and so on... That is very annoying! So here we come with this very useful Dynamic Map Slide feature, which allows you to handle all map connections in your game via this simple .txt file.

The Dynamic Map Slide dynamically links a map's edge with the edges of the other maps:
(http://img208.imageshack.us/img208/1999/automaticmapslide.png) (http://imageshack.us/photo/my-images/208/automaticmapslide.png/)

========================================================

Hope you liked the new features! More features to come soon! Stay tuned! :)
Title: Re: The Project Zelda Engine (aka Zelda Starter Kit)! [with Screenshots & video!]
Post by: Mirby on June 03, 2013, 10:05:55 am
Every time y'all post something I get more and more intrigued...

This is fantastic, by the way. :3
Title: Re: The Project Zelda Engine (aka Zelda Starter Kit)! [with Screenshots & video!]
Post by: Aero88 on June 04, 2013, 01:03:21 pm
Wow!...  No really.  Wow!  The amount of stuff being put into this is jaw droppingly amazing!  Great work.  I am very excited for this progress!
Title: Re: The Project Zelda Engine (aka Zelda Starter Kit)! [with Screenshots & video!]
Post by: SilentResident on June 14, 2013, 03:06:48 pm
Hello again! More news from our good work in the Project Zelda Engine! These improvements/additions are the final ones before we move to Enemies/Monsters development.

========================================================

Feature 1: The Big Events System
Dear people do you remember those big rocks we saw in The Legend of Zelda: A Link to the Past, in The Legend of Zelda: Ocarina of Time and other titles?

Big Rocks:
(http://img822.imageshack.us/img822/5101/ug2.png) (http://imageshack.us/photo/my-images/822/ug2.png/)

Well, we added a new feature to the PZE, called the Big Events System. The Big Events System allows us to create big rocks (or statues if you want, it doesn't matter what) much like the ones we saw in those official Zelda titles! The Big Rocks can be double or triple in size than the usual 1x1 rocks and can cover a much bigger area on the overworld map that can surpass (in size) the standard 1x1 rocks! The Big Rocks can be set and be lifted with the proper gloves/braceletes too!

Big Rocks in PZE:
(http://img811.imageshack.us/img811/7771/39j.png) (http://imageshack.us/photo/my-images/811/39j.png/)


========================================================

Feature 2: The Game Pause Screen
Everyone can pause the game by using the Item Inventory Menu (ESC key), if he, for some reason, wants a break from the game or/and has to go away from keyboard. But some people will prefer a real Pause Screen that *literally* pauses ANYTHING in the game! Even the engine's clock which counts how long have you played the entire game!

Hehe, I think the Game Pause Screen is a very useful feature for these hardcore gamers around there who could like to play a Zelda game in a speedrun (aka Speedy Playthrough)!

To pause the game, press F12 on the keyboard.
(http://img268.imageshack.us/img268/7462/elc.png) (http://imageshack.us/photo/my-images/268/elc.png/)


========================================================

Feature 3: Improvements to Guard Detection System

There have been several improvements to the Guard Detection System which allows for easier development and use on a map! We also updated the theme of the particular example map in the PZE, from Village Prison theme to Hyrule Castle theme! I am sure people will really like to play a sneak & hide game with the guards in the castle's courtyards.

(http://img515.imageshack.us/img515/1179/6c1.png) (http://imageshack.us/photo/my-images/515/6c1.png/)


========================================================

Feature 4: Better sprites for Epona, the Link's Horse!

We all loved a cute friend of Link, the female horse called Epona. Epona is faithful to her master and accompanies him in his travels. Couldn't she deserve much better sprites than the ones currently given to her? Of course yes!
The new sprites are ALTTP-styled, and have been heavily modified and rescalled to fit the Zelda starter kit. All credits will be given to the original creator!

(http://img600.imageshack.us/img600/8357/t1x.png) (http://imageshack.us/photo/my-images/600/t1x.png/)


========================================================

Feature 5: Item Throw Shadow Marker!

Some of us the gamers may have been wondering how far can Link throw the stuff he is holding in his hands. Or, at least, where could the stuff exactly fall if Link throws them away. So here we come with the Item Throw Marker! This new feature shows the gamers the estimated destination for the thrown shrub, jar, rock, etc in the form of a shadow in the ground. Very useful for the gamers, so they can plan accordingly! (especially if they want to kill enemies by throwing objects at them!)

(http://img62.imageshack.us/img62/3064/screenshot000gm.png) (http://imageshack.us/photo/my-images/62/screenshot000gm.png/)


--------------------------------------

Soon we will announce our progress on enemy development! Stay tuned! :)
Title: Re: The Project Zelda Engine (aka Zelda Starter Kit)! [with Screenshots & video!]
Post by: LorentzChronon on June 14, 2013, 04:50:13 pm
Excellent looking stuff!
Title: Re: The Project Zelda Engine (aka Zelda Starter Kit)! [with Screenshots & video!]
Post by: Mirby on June 15, 2013, 10:09:36 am
More and more intrigued... as I said last time.
Title: Re: The Project Zelda Engine (aka Zelda Starter Kit)! [with Screenshots & video!]
Post by: arceusrules on June 15, 2013, 10:01:09 pm
I am so excited XD Can't wait to see the progress on enemy development :D
Title: Re: The Project Zelda Engine (aka Zelda Starter Kit)! [with Screenshots & video!]
Post by: Max. on June 25, 2013, 10:50:16 pm
The Project Zelda Engine Update Patch 4 works perfectly and you can play this instead. You wont have any problems!:
Download Link to PZE UP4
http://www.mediafire.com/?bb1lj3g10t2vyal

Many players already tried this (still in early stage) Update Patch 4 and everyone loved it! ;)

Enjoy! :)

Hey!

I saw this on like the first page of this forum or something, and before I download it I was wondering what all it did/didn't include. I think my biggest question is, if I download this and start creating a game with it, how will that affect my experience when the complete UP4 is finished? How easy is it to transfer a game from this beta to the final version / will this adversely affect the downloading and installation of the final version?

I suppose if it won't affect the final version of UP4, then I can figure out myself which features are included :p

Title: Re: The Project Zelda Engine (aka Zelda Starter Kit)! [with Screenshots & video!]
Post by: SilentResident on June 29, 2013, 04:03:17 am
Hello peeps! I'm happy to announce that we moved to Enemies/Monsters development. We already did 3 new monsters in PZE, with very promising results! In meantime...

========================================================

Feature: The Particle Effects System

As we proceed with the enemy development, we realized something. That several of Link's magical weapons were lacking some nice visual effects.

And so, with the team, we, at same time with the monster development, worked on adding a Particle Effects System which allows for the improvement of Link's magical weapon visuals and effects! Weapons such as the Magic Arrows, the Magic Rods, and even the Pegasus Boots, now look much much more realistic, than before!
The PZE's new Particle Effects System is pretty flexible, and can be configured to suit everyone's tastes! It also allows you to add or remove certain particle effects on/from your favorite weapons! And the best of all: it doesn't affect your game's performance, at all!

The Particle Effects System is very flexible and the people can use it or ignore it in their own Zelda games! So people who don't want or don't like the particles on weapons, in their games, can simply completely ignore it.

The Particle Effects System can not only be used on Link's weapons, but also anywhere in the game's world, such as for explosions, for torches, for enemies, or whatever! The only limit, here, is your fantasy!


(http://img20.imageshack.us/img20/46/aq94.png) (http://imageshack.us/photo/my-images/20/aq94.png/)

Enjoy and have fun!

Soon, we will post the details of the new 4 monsters with very unique behaviors and attack patterns!
Title: Re: The Project Zelda Engine (aka Zelda Starter Kit)! [with Screenshots & video!]
Post by: SilentResident on June 29, 2013, 04:06:05 am
The Project Zelda Engine Update Patch 4 works perfectly and you can play this instead. You wont have any problems!:
Download Link to PZE UP4
http://www.mediafire.com/?bb1lj3g10t2vyal

Many players already tried this (still in early stage) Update Patch 4 and everyone loved it! ;)

Enjoy! :)

Hey!

I saw this on like the first page of this forum or something, and before I download it I was wondering what all it did/didn't include. I think my biggest question is, if I download this and start creating a game with it, how will that affect my experience when the complete UP4 is finished? How easy is it to transfer a game from this beta to the final version / will this adversely affect the downloading and installation of the final version?

I suppose if it won't affect the final version of UP4, then I can figure out myself which features are included :p

Well, if you are new in it, i suggest that you get the demo just for learning how the engine functions ^^. It is better that you wait for the final version if you want to make your game, as the final version may have several changes on scripts and functions, which may be incompatible with older versions of the game. :)
Title: Re: The Project Zelda Engine (aka Zelda Starter Kit)! [with Screenshots & video!]
Post by: Max. on June 29, 2013, 08:02:20 pm
Cool, thanks Silent Resident. Where might I find the demo, or do you mean there's a demo in that old version of UP4 from the first page of this topic to test play?
Title: Re: The Project Zelda Engine (aka Zelda Starter Kit)! [with Screenshots & video!]
Post by: SilentResident on July 01, 2013, 05:07:21 am
Cool, thanks Silent Resident. Where might I find the demo, or do you mean there's a demo in that old version of UP4 from the first page of this topic to test play?

Here is an old demo of the upcoming PZE 4.0 for the people to test the features of the promising PZE 4.0:

You will be able to test some of the new features in the engine, in this demo, but to note that these features may have been improved further or changed, in the meantime, as the development on the engine continues.

http://www.mediafire.com/download/97c85fw7di4czp6/XAS+3.91+-+Project+Zelda+Engine.rar
Title: Re: The Project Zelda Engine (aka Zelda Starter Kit)! [with Screenshots & video!]
Post by: SilentResident on July 05, 2013, 12:31:53 pm
Our team is almost done with the enemy development and soon we will post news about the new regular monsters that have been added to the PZE!

In meantime, since the artists in our team aren't very busy, we decided to improve further the animations and appearance of Deku Link's sprites! Now I am sure everybody will agree that the Deku Link looks much better in -game and alot more smoothier!

Who couldn't love to play as a cute and small Deku Link? Is hard to resist him!  :)


(http://img547.imageshack.us/img547/4372/i4r6.png) (http://imageshack.us/photo/my-images/547/i4r6.png/)


Soon we will start the final phase of the Goron Mask's development, and soon the Goron Link's sprites will be finished!
Title: Re: The Project Zelda Engine (aka Zelda Starter Kit)! [with Screenshots & video!]
Post by: WolfPupLink on July 22, 2013, 04:06:13 pm
Awesome! It's about time you guys kicked it back into high gear! I've been waiting to hear about this for a while now! It all looks very promising and I can't wait to see this completed! Oh uh how would one even get this to run? I've tried before with the third patch but it just wouldn't work.

I clicked on the game thumbnail and a window only briefly opened then closed with a sound. Am I missing something or is it another problem?
Title: Re: The Project Zelda Engine (aka Zelda Starter Kit)! [with Screenshots & video!]
Post by: SilentResident on July 22, 2013, 08:51:45 pm
Hello guys, while everyone is taking up a relaxation this summer and enjoy their baths under the hot sun, I have some updates to bring to you. :)

========================================================
Feature: Weapon Combinations
In Project Zelda Engine, from now, the players can combine 2 different weapons for varying effects and results! We all remember how short the jumping distance of the Roc's feather, for example, was. But if we combine it with the Pegasus Boots, Link can jump longer distances, much like in Legend of Zelda: Link's Awakening!

Now, the dashing (Pegasus Boots) before jumping (Roc's Feather or Roc's Cape) allows for jumping greater distances!

(http://img16.imageshack.us/img16/7695/0jrq.png) (http://imageshack.us/photo/my-images/16/0jrq.png/)



Also, as we continue our work in enemy development, we applied several improvements and bugfixes:

Fix 1: Enemy Drops Bug
The enemies are not dropping any items after they die. Any enemies you kill, drop no rupees or hearts or whatever.
But the Shrubs, the Jars, the Grass, the Rocks, etc, drop items just fine.


Fix 2: Freeze Status Bug
When hitting an enemy with a tool that applies Freeze Status, an scripting error that seems related to the enemy's movement speed, occurs.


Fix 3: Stun Status Animation
The stun animation isn't being always being displayed when enemies are stunned. with the Boomerang and the Hookshot.



========================================================
EDIT:
@ WolfPupLink:

To use the Project Zelda Engine on your computer, all what you need is just to install the RPG Maker XP, because the PZE is a project that uses the RPG Maker XP to function. RPG Maker XP's installation is simple and quick. ^_^

But I suggest that you wait for PZE 4, because the version you tried (PZE 3) is very slow and old.  PZE 4 has been drastically improved in the course of the 3 years that passed. :)
Title: Re: The Project Zelda Engine (aka Zelda Starter Kit)! [with Screenshots & video!]
Post by: arceusrules on July 23, 2013, 11:19:57 am
Hm, the project zleda engine website seems to be down :/
Title: Re: The Project Zelda Engine (aka Zelda Starter Kit)! [with Screenshots & video!]
Post by: Dervilacus on July 23, 2013, 02:30:53 pm
WOW just Wow... This is awesome and it seems to get better every time I look into it  :) .. But I do have just one question, Why does Deku Link look like he has Ears? The sprite looks Fantastic but the ears just kinda look funny  :)
Title: Re: The Project Zelda Engine (aka Zelda Starter Kit)! [with Screenshots & video!]
Post by: Starforsaken101 on July 23, 2013, 02:54:03 pm
WOW just Wow... This is awesome and it seems to get better every time I look into it  :) .. But I do have just one question, Why does Deku Link look like he has Ears? The sprite looks Fantastic but the ears just kinda look funny  :)

That's a damn good observation actually. I didn't notice! It looks like an edit of a regular Link sprite where they either left in the ears or just...didn't think about it? I'm not sure I would've remembered either tight butthole
Title: Re: The Project Zelda Engine (aka Zelda Starter Kit)! [with Screenshots & video!]
Post by: WolfPupLink on July 26, 2013, 10:03:50 pm
When is the PZE going to be released and where can I get that program?
Title: Re: The Project Zelda Engine (aka Zelda Starter Kit)! [with Screenshots & video!]
Post by: SilentResident on July 27, 2013, 09:46:27 pm
Hehe, the ears made Deku Link kinda more realistic. But sure, I can remove them if you don't find them realistic ^_^
Title: Re: The Project Zelda Engine (aka Zelda Starter Kit)! [with Screenshots & video!]
Post by: Mirby on July 28, 2013, 08:21:39 am
The ears just don't seem to work given what we've seen of Deku Link, ya know?

They bug me too.
Title: Re: The Project Zelda Engine (aka Zelda Starter Kit)! [with Screenshots & video!]
Post by: Max. on July 28, 2013, 06:59:59 pm
I agree that they're a little weird, but I didn't think it was that much of a deal.

Anyway, I have a couple questions: is there a current list of the items available in PZE? Also, what is the general timeframe for the release. I mean, I hear it's soon, but are we looking at weeks away, several months away, just a year or two, etc.?

Also, a note, I was testing the demo you've linked to most recently in this thread, and I reached the name/file screen the first time I opened it, but any time I opened it after that, it just went right into that file without hitting the file screen. Just FYI.
Title: Re: The Project Zelda Engine (aka Zelda Starter Kit)! [with Screenshots & video!]
Post by: SilentResident on August 11, 2013, 11:38:09 am
Given that the PZE has been in development for over 8-9 years, the "soon" is in fact "some months" ^_^

In case people want a list of items and weapons that have been added to the PZE so far, here is a list.

The list of all completed and functioning weapons in PZE:

-Slingshot
-Hyper Slingshot (WIP)
-Bow
-Fire Arrows
-Ice Arrows
-Light Arrows
-Bomb Arrows
-Boomerang
-Magical Boomerang
-Hookshot
-Longshot
-Bomb
-Bombchu
-Remote Bomb
-Super Bomb
-Powder Keg
-Bomb Flower (Work In Progress - WIP)
-Ball & Chain (WIP)
-Ocarina/Ocarina of Time & 22 Songs
-Deku Pipes & 14 Songs
-Goron Drums & 14 Songs
-Flute/Horseshoe Flute
-Magic Hammer
-Megaton Hammer
-Magic Beans
-Mushroom
-Magic Powder
-Pegasus Boots
-Book of Mudora
-Bug Catching Net
-Shovel
-Roc's Feather
-Roc's Cape
-Fire Rod
-Ice Rod
-Magic Rod
-Dominion Rod (WIP)
-Cane of Somaria
-Cane of Pacci (WIP)
-Seed Satchel (Some seeds are WIP)
-Seed Shooter (Some seeds are WIP)
-Rod of Seasons & 4 Seasons
-Harp of Ages & 3 Songs
-Lens of Truth
-Magic Mirror
-Lantern
-Magic Cape (WIP)
-Deku Nut
-Deku Stick (WIP)
-6 Bottles for storing content (such as fish, water, magic potions, small fairies, etc)
-20 regular Masks & 4 Transformation (Deku, Goron, Zora, and Fierce Deity) Masks (WIP)
-4 Swords of different size and strength
-3 Shields of different durabilities
-Bomb Bags & 4 Bag Upgrades
-Deku Seed Satchels & 4 Satchel Upgrades
-Arrow Quivers & 4 Quiver Upgrades
-Rupee Wallets & 5 Wallet Upgrades



* WIP means Work in Progress (it is not 100% finished)



This is the list of all weapons that currently are working in PZE! That's alot! These are all the items we managed to finish that far! And more to come ahead! :)
Title: Re: The Project Zelda Engine (aka Zelda Starter Kit)! [with Screenshots & video!]
Post by: SilentResident on August 11, 2013, 11:46:48 am
As our work keeps going on with the enemy & monster development,

here is a copy-paste of the "To Do" List - which shows what's left before PZE's final version gets released to the public, for you the people to know:

(edit: sorry if the list has any typo errors xD )

#================================================================#
#               The General "To Do" List                         #
#================================================================#
---Adjust the Day/Night Cycle's screen color tones. (SilentResident will do this - Mr.Wiggles made a script for easier tuning of color tones, placed in SR's User Folder)
---The Pegasus Boots get bugged if Link is dashing while mapsliding (going) to another map (Ask Baf for more details).
---Add an object which can be kept in hand from on map to another (Baffou need it for it's LA XD)
---[OPTIONAL]Waypoint system for the World Map Menu Screen. So that you dont forget where in the world you are and what way your going. It doesn't have near as much relevance being a 2d system, but its worth to try it, as it helps the gamers alot. A proposed idea is to make the Link's waypoint icon appear at least for the locations that have a map mark on World Map (those red dot marks that display the names of the places in World Map Screen, such as "Clock Town", etc.). <--- (Remind wiggles about this: lol Reminded i have a waypoint system i made a while back for a quest menu. :) its in my folder)
---Add the Magnetic Gloves. They have 2 modes. A Hookshot Mode and a Magnetic Mode. In the first mode, Hookshot mode, the gloves behave exactly like hookshots, but without the chain. After a single use, the gloves automatically switch via a switch or variable to the Magnetic mode. The second mode is in fact a Drag Event mode, which makes eligible events that are in front of the player, to move towards him.
---Rework Epona Tools and add a key to dismount her.
---Rework the Pegasus Boots Tool to allow some special feature (like dashing with sword....).
---Debug and finish configuration of the reworked (by NR) Input Module, which restored the gamepad and joystick support to the PZE. (Done by NR - configuration of buttons is needed)
---Implement the Mounted Sword Combat to Epona + make the Sprites for it.
---Add Common Impact ID Variables - 1 for each type of weapon. 1 Common ID variable for all Swords, 1 for all Boomerangs, 1 for all Bombs, 1 for all Hookshots, 1 for all harmful Spells, etc.
---The Dark and Past World maps in World Map Menu Screen are displaying map locations/place names that are belonging to the Light World (such as 'Clock Town' and 'Kakariko village'). This needs to be fixed, as the Dark & Past Worlds are different worlds, with completely different places, towns and villages, that have different names and are unexplored.
---When Link has his shield raised towards a trap, the Trap shouldn't be able to harm him as the shield which is raised between him and the trap, is supposed to absorb the damage.
---When Link is pulled by his hookshot into the abyss (usually this happens if you you use the hookshot to latch on a hookable statue, that is placed next to an abyss tile.), his fall animation will clip abit.
---When Link jumps into the abyss by using his Roc's Cape, his fall animation will clip abit.
---When Link is throwing a jar or a shrub (or any other liftable objects) onto rocks, the rocks will break. This is very unrealistic as the rocks are more durable than a jar or shrub is.
---When Link is being hit by the Trap's fireballs in [Map ID 28: Room 1-6], he is pushed forward rather than backwards, which is very unrealistic. The force of the fireball is supposed to push you backwards, not forwards from where it came.
---[OPTIONAL]Make the Bomb Flower explode when Link's harmful actions come in contact with them. If Link hits a Bomb Flower with his sword, it should explode. And if any other Bomb Flowers are within the vicinity of the explosion, they should explode too.
---Add a /lift Comment to the PZE. This can be very useful for certain events we don't want to be liftable by default, but make them liftable if/when the event's page has this comment.
---Add a /nofall Comment to the PZE. This can be very useful for certain bridge events placed on Abyss tiles which let Link pass a gap and get to the other side of the abyss. This can be very useful for certain events we don't want to let Link walk on Abyss by default, but let him walk on them if/when the event's page has this comment.
---Add the burning Lava Terrain to the PZE. It behaves like the abyss Terrain and burns Link if he falls into a lava tile.
---[WIP]Adjust the Mask positions when Link spins, swims and attacks. Baffou has updated some of them so far, but it is not done yet.
---Finish the Stair Ascending and Stair Descending Sprites/Animations for Link, when using the stairs in indoor maps (this feature was present in PZE 3 but not in PZE 4 yet). - SR will do this.
---Create or add enemies, monsters and dungeon Bosses to the Project Zelda Engine. Time for some real combat!
---Expand the Pixel Movement Script's current support of 4 directions (Up, Down, Left, Right) to all 8 directions, including diagonal movement (UpLeft, UpRight, DownLeft, DownRight).
---Sword Beam Attack. Our success in Sword Spin Attack opens the road for a Beam Attack as well. Only certain Swords may have this feature. Also, only when Link is in full health, may have his sword fire sword beams.
---A Rings system/submenu. In the style of Oracle games, or a better one. (needs to be discussed with the team first)
---[OPTIONAL]3D rotating Menus, like in OoT & MM. Make the transition from menu to menu have a 3D feeling. Gasotetsu is able to provide us the graphics for this. With a little help from a scripter, it couldn't be hard to make it work.
---[OPTIONAL]The Minish cap style of Shrinking into Minish size and back forth. (Probably SR will do this)
---Finish the Great Fairy's Fountain in North Clock Town.
---Add real Cuccos to the Kakariko Village Map. Hit a Cucco 5 times and a real herd could spawn!
---Reduce the Pegasus Boot's long Pushback by 1 or 2 tiles. (Ask SR for details).
---[WIP]Add the Twin Brother Jogglers in East Clock Town.
---Fix the Boomerang Bug - When the boomerang return when taking  more than one item ( a script error message).
---Fix the bug where more than one masks could be equipped at a time.
---Adjust the Magic Meter's magic consumption rates for all magical weapons. Also decide how much magic a Small Magic Jar and how much a Big Magic Jar should restore in Link's Magic Meter.
---When Link rolls and hit a wall, he will be knowked back 1 tile away ... (MZ suggested this). -- MZ note : More realist for me and should be easy to set (maybe you can be based on pegasus boots system)
---Unnaturally high diagonal speed for the Boomerangs in contrast to their straight (aka vertical) speed. Needs to be reduced. Perhaps it will need some scripting. - SR
---[OPTIONAL]Link's unsheating sword and holding it after he press the sword button, reverse it with the Action button (C) and force the HUD to show a text (Put Away) when he is not moving... A Common Event will be enough for doing this, conditionnal branches to manage all sword and actor (MZ's idea).
---Create a Cane of Pacci script. More info will be written soon.
---Make the real animation for all the 6 Teleportation songs from Legend of Zelda: Ocarina of Time, that will replace the current placeholder anim for these songs. (SR will do this)
---Finish the Elegy of Emptiness, a song of Ocarina that summons lifeless statue version of ourselves.
---Correct the Follower Script so it properly recognizes and plays the [7] and such stuff in character filenames that have more than 4 frames. Also the script so it displays properly the the Follower Event's Graphic Frequency.
---Currently, when Link lifts an object or item, only the first frame from Link[7]_Pickup[2].png is playing.  This, perhaps is just a mistake or a bug. We need correct this and have all the two (2) frames of this spriteset playing when Link lifts an object.
---[BUG]If the Cane of Somaria's block is summoned to Link's current tile due to tile in front of Link being impassable/occupied already by another event, the breakup of the Block into fireballs will occur on the tile next to Link, even if the block itself is on Link's tile.
---Do the Masks portraits (Baf will do that when he will be back. with SR's assistance).
---Navi follows for a short while the Magical Boomerang when Link throws it. I have not tested if this issue also occurs with with regular Boomerang but it is worth checking and applying the fix for it too, in case. (Baf will do this)
---What the hell, navi now follows Somaria Blocks as well! That shouldn't happen because we fixed it already...
---Thunder's Request - Modify 'jump_near' - The 'jump_near' is a XAS command that can be put in an enemy move route (call script). This command makes the enemy to jump to some of 4 facing directions of the player(north, south, west, east). It is commonly used to make monsters reach to the player faster, but it don't cause colision if the monster or the player don't walk against each other. As our Tektitle don't walk to follow link, there's no colision. We need to modify 'jump_near' command to make colision with the player (maybe make the monster try to go through the player, instead of just jump to the nearest tile).
---Make Dominion Rod be closer to how it was in Twilight Princess - Add EVENT.backward(7) so the event page of the Dominion rod would look like this: EVENT.forward(7), wait 4 frames, EVENT.backward(7), self.erase.
---Finish Clock Town's Mayor dialogs for the Couple Mask and for the Last Hours sequence.
---Add the Down Thrust skill (Down Thrust can be performed by pressing Roc's Feather + Sword at same time)
---Add a new feature in Quest Status Screen: the Hidden Skills Book. As Hidden Skills, we are talking about Spin Attack, Down Thrust (Sword + Roc's Cape), Sword Beam, etc. And make them to be learn by the swordmen's dojo in Clock Town
---Improve Epona's mechanism: When Link dismounts her, a dynamic event for Epona's location to be called so her position can be memorized on the map.



---------------------   FINAL CHECKLIST   ---------------------------
---[FINAL]After all weapons have been implemente/finished in PZE, make a final and complete update to all signposts in the game. (SR will do this)
---[FINAL]Make sure that all NPC events that teach Link new Ocarina songs, will have the conditional branch [Epona = OFF] so Link won't be riding Epona when talking to these NPCs.
---[FINAL]Update all game's treasure chests to final version that applies to all of them. (SR will do this)




------------------------   DONE   ------------------------------
---[DONE]Fix the broken Bombs bug - Bombs are no longer working in PZE - we need fix this bug immediatelly. (The bug was caused by the linear Damage implemented i removed the line on the bomb tool)
---[DONE]Make Mr.Wiggles big events script to work properly on PZE. We need this script for the rocks and other obstacles that are large and occupy 2, 4, or more tiles on a map.
---[DONE]Disable the Magic Beans and all the Masks from being usable when riding Epona the Horse. The rest of weapons are already disabled for when riding the horse.
---[DONE]Add the hit animation of the Light Arrows (the Ice and Fire Arrows already have a hit animation).
---[DONE]When you get an object while wearing a mask, the item appears behind the mask. Can be reproduced by opening a 20 rupies chest while wearing the bunny hood.
---[DONE]Correct the Visual Equipment for when Link is swinging Deku Sticks.
---[DONE]Add the Roc's Cape. It functions exactly like the Roc's Feather (The Roc's Feather's functions as the following: jump and land back on the same tile if not walking, or jump 1 tiles forward if walking). The only difference between Roc's Cape and Roc's Feather is just it jumps 1-2 additional tiles forwards if walking.
---[DONE]Trowing Shrubs into deep water, will sink them. However, throwing rocks into water, will break them on water's surface instead of sinking them. This needs to be corrected. Rocks could sink into water much like the shrubs, instead of breaking.
---[DONE]Add the Mermaid's Suit. It functions exactly the same way as the Zora's Flippers. And, much like the Zora's Flippers, it uses the Link[7]_SWIM sprite. The only difference between Zora's Flippers and Mermaid's Suit is the speed. The Suit allows Link to swim faster in water, and more specifically, at the default (Link's walking) speed.
---[DONE]Make the Water Diving System be enabled via a Switch, in the same way the Water Swimming System is enabled/disabled via the [Switch ID 18: Swimming Active].
---[DONE]Adjust the Sword Spin Attack's radius to reflect the Sword's size and length.
---[DONE]Create the new World Map that reflects the PZE's maps and their geographical locations.
---[DONE]Add the Rabbit form to the engine. This form to not be available by normal means (not via Equipment or Masks). Link, while in this form, he cannot perform any actions (fighting, lifting, dashing, cutting, rolling, etc) nor use weapons at all, with the pure excemption of the Magic Mirror, for obvious reasons. Rabbit form to apply by force, and only if BOTH of the 2 following conditions are met: 1) Link warps to Dark World and 2) Link doesn't carry the Moon Pearl (Armor ID: 080) with him.
---[DONE]Epona Footstep sound, as heard in Ocarina of Time and Majora's Mask. Epona's footsteps sound effect adds more realism. (Scripting or eventing knowledge needed) (This is in Mr_wiggles Folder (:  )
---[DONE]Expand the Swimming System to have a Diving mechanism.
---[DONE]Update the Visual Equipment so the equipment won't disappear for pretty simple sprites such as Link[7]_PUSH[2].
---[DONE]Give the Dark World and the Past World, their own World Maps. There are more than 1 world visitable in the PZE: the real world, known as Light World, where the Hero is born and lives, and 2 more worlds/dimensions: the Dark World (visitable in the title: Zelda A Link to the Past) and the Past World (visitable in the title: Zelda Oracle of Ages). The World Map Menu Screen however only displays the Light World's map at all times. And since the other worlds may not be geographically 100% the same, they need to be given their own World maps.
---[DONE]Make the Ground Roll Technique to be enabled/disabled via a simple Switch (The switch to apply only for Link's real Human form - not for Masks). Its possible that the gamers may not want the ground rolling technique in their games, at all, or, simply, they may want to have Link to be an unskilled adventurer at the beginning of his adventure and learn this cool technique later in the game.
---[DONE]Make the Sword Spin Attack/Charge Technique to be enabled/disabled via a Switch or something like that. Its possible that the gamers may not want those advanced combat techniques in their games, at all, or, simply, they may want to have Link to be an unskilled fighter at the beginning of his adventure and learn those techniques later in the game.
---[DONE]Give the Earth Temple's map a layout. Make the rooms of the dungeon be arranged in an way so the temple is shaped after a symbol of Earth.
---[DONE]The Ocarina's Soaring System needs to be disabled when Link is in Dark/Past Worlds.
---[DONE]Disable the Ocarina's Song of Time's Travel (a Majora's Mask feature) when Link is in Dark/Past Worlds.
---[DONE]Move the Animation ID 619 which is clearly an animation used only by Link, from Events Group to Link's Group. Also, in case the animation ID 618 is used by Link again, then, it must be moved to Link's group.
---[DONE]Add the slippery Ice Terrain to the PZE. If Link steps on ice, he could slip all the way until he is stopped by an impassable tile/event.
---[DONE]Try add the 'push' effect to the Cane of Somaria's pushable Block. In fact, when we say "push effect" we mean Link's sprite to change to _PUSH while pushing the block.
---[DONE]Add Dark World's versions of White and Black 2x2 Big Rocks.
---[DONE]Ensure all the maps of PZE are properly set as indoor or outdoor, in the script's list for Outdoor/Indoor maps (necessary, so no rainfalls fall in indoor maps in the final version of PZE). Also remove from the script's Indoor/Outdoor List any map IDs that no longer exist in PZE (as quite a few maps have been deleted or moved lately, and the Indoor/Outdoor list haven't been updated).
---[DONE]Finish Epona's new sprites. (Face down need to be animated + additional poses with bows, jump)
---[DONE]Finish the combination of Pegasus Boots tool with Roc's Feather Tool so their combined effects can result to Roc's Cape Tool (Placeholder).
---[DONE]If Deku Link is standing next to an [Enemy]-flagged event when Charging a Bubble, the Enemy event will flash red.
---[DONE]The Dog in South Clock Town is causing serious problems to Deku Link that can lead to game freezes, as the Dog is trying to attack him even when Deku Link is busy using the Deku Flower. We will need find an way so the Dog won't bother to disturb Deku Link when he's busy with the Deku Flower.
---[DONE]If Link kills himself with Bomb Flowers (a Bomb Flower explosion drains lots of hearts), he will go into a dying state but the Game Over Screen will not appear.
---[DONE]If Link picks up a Bomb Flower, then drop it, and then again pick up that same Bomb Flower, sometimes he will get stuck in a carry (object) state. Note: It seems that this bug is not always triggering.
---[DONE]Finish the combination of Pegasus Boots tool + Roc Cape.
---[DONE]Finish Deku Link's new sprites and animations.
Title: Re: The Project Zelda Engine (aka Zelda Starter Kit)! [with Screenshots & video!]
Post by: SilentResident on September 12, 2013, 09:38:33 am
As our team relaxed for the August summer vacations, and our real life duties (University's September examinations for 2 of us) we decided to look back at all the hard work we did this Summer, in preparation for our work this Autumn.

We are is proud to tell you that the resources of Project Zelda Engine are now... almost 4.000 Files and 150 folders!
Our team is working hard to supply the engine with as many resources, icons, scripts and charactersets as possible, for you to enjoy in the upcoming release of the Project Zelda Engine! There could be no true engine without resource packs!

Here, an example screenshot of the PZE's stunning ammount of resources, for you! It is taken from the PZE's Icons Folder! 

Warning: it is a LONG screenshot!
(http://img21.imageshack.us/img21/970/9kxg.png) (http://imageshack.us/photo/my-images/21/9kxg.png/)


We worked hard to make sure you will be missing nothing from the final version of PZE! What do you think? Do you agree to have a resource pack along with the PZE? Or could you like to have them separated?
Title: Re: The Project Zelda Engine (aka Zelda Starter Kit)! [with Screenshots & video!]
Post by: Starforsaken101 on September 13, 2013, 12:01:56 pm
You can probably save a lot of memory in resources if you split off the text from the image and made them separate (in the code): have a code file that makes a component where the base image is say, a pile of deku nuts, and the text is dynamic where you can set it to be whatever you want. It just seems a lot more efficient this way because a lot of the space being taken up by all of these resources can easily be diminished.
Title: Re: The Project Zelda Engine (aka Zelda Starter Kit)! [with Screenshots & video!]
Post by: Baffou on September 13, 2013, 07:38:56 pm
You have a good point Starforsaken101.
It's possible we look into that in the future.
Thanks for pointing it out. :)
Title: Re: The Project Zelda Engine (aka Zelda Starter Kit)! [with Screenshots & video!]
Post by: Starforsaken101 on September 13, 2013, 11:10:43 pm
You have a good point Starforsaken101.
It's possible we look into that in the future.
Thanks for pointing it out. :)

Anytime! I don't think it's a huge huge deal but it'll definitely save you guys some heartache and pain in terms of memory and just general code cleanliness <3
Title: Re: The Project Zelda Engine (aka Zelda Starter Kit)! [with Screenshots & video!]
Post by: SilentResident on September 17, 2013, 12:50:52 pm
hehe yeah, indeed this is good idea. It will bring more efficiency and cleaness to the game. We will look up to this!

<- big mania with cleaning and sorting things, here!   XD  XD  XD
Title: Re: The Project Zelda Engine (aka Zelda Starter Kit)! [with Screenshots & video!]
Post by: Leduardo on September 22, 2013, 04:15:18 am
Plz, include my King of Red Lions in your Project.
I can't wait to see.
Title: Re: The Project Zelda Engine (aka Zelda Starter Kit)! [with Screenshots & video!]
Post by: Baffou on September 22, 2013, 08:12:01 am
Leduardo :
We haven't started WW stuff devellopement yet,
but when we do, we will use your Red King, no worries.
i saw it in your topic it is really good and complete ! :D
Title: Re: The Project Zelda Engine (aka Zelda Starter Kit)! [with Screenshots & video!]
Post by: SilentResident on September 23, 2013, 11:40:23 am
Plz, include my King of Red Lions in your Project.
I can't wait to see.

We will be happy to use your beautiful sprites! Thank you! Credits will be given to you! <3
Title: Re: The Project Zelda Engine (aka Zelda Starter Kit)! [with Screenshots & video!]
Post by: SilentResident on September 23, 2013, 02:52:44 pm
There was a hidden count-down timer feature in RPG Maker XP which was unused in the PZE. So, we brought it to the foreground and enabled it for the Project Zelda Engine, where it can be really very useful and in handy, such as in mini-games or running errands for the trading sequences in your Zelda games!

The count-down timer is positioned below the Magic Meter and has a blue/white clock symbol next to it:

(http://img39.imageshack.us/img39/9946/mfv8.png) (http://imageshack.us/photo/my-images/39/mfv8.png/)

(http://img546.imageshack.us/img546/8303/1j9v.png) (http://imageshack.us/photo/my-images/546/1j9v.png/)

Our team is working on it and we plan to make a use of the new feature in Mini-games or in trading errands in the existing demo maps of PZE, for you to try and test when the PZE comes out!
Title: Re: The Project Zelda Engine (aka Zelda Starter Kit)! [with Screenshots & video!]
Post by: SilentResident on October 01, 2013, 11:11:16 am
Happy new month everyone! :)

Our team has done some nice progress, especially on the tedious recreation of Link's forms, from 3D into 2D!

We are proud to announce that the Link's Goron form, from Legend of Zelda: Majora's Mask, which is also known as Goron Link, has been completed in Project Zelda Engine!

(http://img14.imageshack.us/img14/9161/9zo0.png) (http://imageshack.us/photo/my-images/14/9zo0.png/)

Some example screenshots of Goron Link in PZE!:
(http://img15.imageshack.us/img15/3623/wg0z.png) (http://imageshack.us/photo/my-images/15/wg0z.png/)

(http://img856.imageshack.us/img856/4628/uwza.png) (http://imageshack.us/photo/my-images/856/uwza.png/)

(http://img266.imageshack.us/img266/6449/ljne.png) (http://imageshack.us/photo/my-images/266/ljne.png/)

Here is a picture for size comparison of the Goron Link with the other forms of Link in Project Zelda Engine!
(http://img823.imageshack.us/img823/7519/whiz.png) (http://imageshack.us/photo/my-images/823/whiz.png/)

The Goron Link in PZE comes all the unique abilities from Majora's Mask - such as the powerful punch (melee range only) that can damage enemies alot, the roll ability, and Goron's back rock shield, and more!

Hope you liked him!

More info about the abilities, soon!
Title: Re: The Project Zelda Engine (aka Zelda Starter Kit)! [with Screenshots & video!]
Post by: Zeldafan2100 on October 06, 2013, 09:09:43 pm
Hello, Im on PZE Forum. Lol probobly dont remember me much. XD But im excited for this.
Title: Re: The Project Zelda Engine (aka Zelda Starter Kit)! [with Screenshots & video!]
Post by: SilentResident on October 14, 2013, 09:41:52 pm
Hello peeps, with a few days delay, I am glad to announce that our progress on Goron Link! (and soon news about the upcoming Zora Link's Form):

---------------------------------------
|         Goron Link's Features             |
---------------------------------------
---Icons of Fist and Shield: DONE
---Goron Paperdoll: Not done yet
---Goron's Drum Notes: DONE
---------------------------------------
|           Goron Link's Tools               |
---------------------------------------
---Goron Mask (transformation): DONE
---Goron Fist 1: DONE
---Goron Fist 2: Not done yet (depends on which way the team plans to do it)
---Goron Rolling Part1: WIP
---Goron Rolling Part2: Not done yet
---Goron Shield: DONE
Title: Re: The Project Zelda Engine (aka Zelda Starter Kit)! [with Screenshots & video!]
Post by: SilentResident on October 22, 2013, 06:49:01 am
Hello peeps! For this week, we are improving the Goron Link's anime sets, and we just started the spritework on Zora Link's form.

We fixed and cleaned some stuff in Project Zelda Engine, and we are making portraits for the items, the weapons and the masks, which are needed for display on the Message Boxes such as this:

(http://img26.imageshack.us/img26/5770/itemgainmessagecomparis.png) (http://imageshack.us/photo/my-images/26/itemgainmessagecomparis.png/)


Samples of new portraits made so far:

Remote Bomb:
(http://img189.imageshack.us/img189/2429/oduh.png) (http://imageshack.us/photo/my-images/189/oduh.png/)


Magnetic Gloves:
(http://img692.imageshack.us/img692/7123/phrr.png) (http://imageshack.us/photo/my-images/692/phrr.png/)


Magic Beans:
(http://img19.imageshack.us/img19/8943/9tx2.png) (http://imageshack.us/photo/my-images/19/9tx2.png/)


Iron Boots:
(http://img51.imageshack.us/img51/5100/mhr0.png) (http://imageshack.us/photo/my-images/51/mhr0.png/)


Blue Candle:
(http://img201.imageshack.us/img201/5531/aemk.png) (http://imageshack.us/photo/my-images/201/aemk.png/)


To note that the portraits of the items, are NOT icons - they are not used in the inventory menu - are bigger than the icons in both filesize and scale - and are for display on the "You got the X item!" messages.

it is a tedious work to enlarge the size of the icons and make them pictures without sacrificing the quality, but worth the effort!

Title: Re: The Project Zelda Engine (aka Zelda Starter Kit)! [with Screenshots & video!]
Post by: Baffou on November 04, 2013, 03:00:12 am
Hello peeps !
We made good progress with the Goron, except some littles
poses to finish, it will be sooner available for the people to use.
The Zora Link Howewer, is still in early version, but more info
will come soon !

We also continued our work with the portraits,
and corrected minors glitchs about the engine.




Title: Re: The Project Zelda Engine (aka Zelda Starter Kit)! [with Screenshots & video!]
Post by: SilentResident on November 07, 2013, 12:44:19 am
With most bugs in the engine now corrected, it is our pleasure to announce that, within the next week probably, the new demo of PZE will be released to the public! :)
Title: Re: The Project Zelda Engine (aka Zelda Starter Kit)! [with Screenshots & video!]
Post by: Max. on November 07, 2013, 06:54:35 pm
That's awesome news :D

I'm curious, how easy will it be to change the functionality of the Goron and Zora forms? I don't imagine most games created with project Zelda will necessarily need transformation forms, because that was a gameplay mechanic pretty specific to Majora's Mask. So for example, say someone doesn't want Link to transform into a Deku, but maybe wants an item that allows Link to shoot bubbles, or maybe wants a part of their game where the player plays as a Goron for a little while. Will these mechanics be adaptable?


Also, I've been wondering for a while, how are enemies coming? Link's got a lot of equipment, and adding Goron and Deku link gives him more attacks, but what is there to attack so far? Enemies have always given me trouble when trying to make them in RPG Maker, so I'm interested in how your team is doing. Because fighting enemies, much more than transforming or collecting masks, is a crucial experience for Zelda games. I imagine many games created with project Zelda won't have Goron or Zora transformation, but all will probably have combat.

Anyway, you guys are doing a stellar job! Your progress is really exciting, I hope to check out the demo extensively over winter break :D
Title: Re: The Project Zelda Engine (aka Zelda Starter Kit)! [with Screenshots & video!]
Post by: FrozenFire on November 08, 2013, 05:27:42 pm
This project is becoming rather magnificent.
Title: Re: The Project Zelda Engine (aka Zelda Starter Kit)! [with Screenshots & video!]
Post by: SilentResident on November 25, 2013, 09:48:23 am
The release has been postponed as the team decided to have the Goron Mask's form completed and the remaining maps finished, with all of the Goron Link's interactions ready before we release the PZE to the public.

With the team, we also decided that after the PZE is finished, we could release a "Map Pack" that will contain all Ocarina of Time and Oracle of Age-based maps that were present in the PZE's older versions but are missing from the PZE's newer version. These old maps need to be re-updated to fit with the last PZE core and system changes, and re-release them together, as a "Map Pack".

Here some pictures (click to zoom) of the old OOT and OOA maps featured in the old Project Zelda Engine:

OOT's Kakariko Graveyard:
(http://imagizer.imageshack.us/v2/150x100q90/c/822/kakarikovillagegraveyar.jpg) (http://imageshack.com/i/mukakarikovillagegraveyarj)

OOT's Kakariko Graveyard:
(http://imagizer.imageshack.us/v2/150x100q90/c/638/kakarikovillagegraveyar.jpg) (http://imageshack.com/i/hqkakarikovillagegraveyarj)

Woodset Forest:
(http://imagizer.imageshack.us/v2/150x100q90/c/573/woodsetforestwinter.jpg) (http://imageshack.com/i/fxwoodsetforestwinterj)

OOA's Lynna City:
(http://imagizer.imageshack.us/v2/150x100q90/c/98/lynnacity.jpg) (http://imageshack.com/i/2qlynnacityj)

OOT's Kakariko Village:
(http://imagizer.imageshack.us/v2/150x100q90/c/338/kakarikovillage.jpg) (http://imageshack.com/i/9ekakarikovillagej)

Hyrule Field:
(http://imagizer.imageshack.us/v2/150x100q90/c/694/pzeminishcap.jpg) (http://imageshack.com/i/japzeminishcapj)




-----------------------------------------------------------------------
@ Donotfeedthemax:

This is a nice question. It is very simple to remove the transformation masks from the game, if you don't want them. This can be done in the same way as with every other weapon: by not giving it from to Link at all. This way, Link will never be able to transform into the particular mask's form. This way, all specific abilites, bound to that mask, such as the Deku Link's bubbles, will be inaccessible as well as long as the Deku Mask is unavailable for Link to obtain.

But to give Link the ability to shoot bubbles regardless of having the Deku Mask or not, is simple in theory - just make a new weapon and copy to it the Deku Bubble's functions. But in practice, a weapon creation tutorial/guide is necessary, and therefore, it is good idea to wait for our team to release the PZE User Guide which will explain the basic steps of creatikng your own weapons and items.

As for enemies, we keep the best surprise for the end. Soon we will post all the pictures of all the enemies. the best moment for this could be right before the PZE gets released. :)
Title: Re: The Project Zelda Engine (aka Zelda Starter Kit)! [with Screenshots & video!]
Post by: 4Sword on November 25, 2013, 10:08:28 am
No worries, the screens that come out about this project never fail to impress and it is good to know the dedication your team has to doing things right.
Title: Re: The Project Zelda Engine (aka Zelda Starter Kit)! [with Screenshots & video!]
Post by: Max. on November 25, 2013, 10:40:38 pm
It's good to know you guys are doing enemies then, I've just seen so little I was starting to get concerned about if there would be any, but keeping them secret to increase suspense and drama about your release can be a legitimate move.

I really like your plans for a map pack, specifically that they're after you finish the main part of PZE, so people can get down to playing and creating with your project without having to wait for maps that aren't necessarily going to affect them.

Rock on, anyways! : D
Title: Re: The Project Zelda Engine (aka Zelda Starter Kit)! [with Screenshots & video!]
Post by: Jeod on December 05, 2013, 01:01:03 am
I like where this is going. What is the level of customization? Can I make my own maps and sprites and put them in the game where the engine will transform them with collision boxes and interaction flags? Also, your answer about removing the masks: clarify for me. Do you mean that the masks will still exist in the compiled game's code, or that they will be removed from the end product altogether? Because I can see the former causing some space issues....don't want a 700 MB file where 500 MB is unused code, right?
Title: Re: The Project Zelda Engine (aka Zelda Starter Kit)! [with Screenshots & video!]
Post by: SilentResident on December 10, 2013, 10:08:36 am
I like where this is going. What is the level of customization? Can I make my own maps and sprites and put them in the game where the engine will transform them with collision boxes and interaction flags? Also, your answer about removing the masks: clarify for me. Do you mean that the masks will still exist in the compiled game's code, or that they will be removed from the end product altogether? Because I can see the former causing some space issues....don't want a 700 MB file where 500 MB is unused code, right?

The level of customization is extreme. It can be limited only by your own mapping skills. What maps you might create, depends on you. What map types (from dungeon maps to overworld or cave maps), - or map graphics (from A Link to the Past-styled maps to Minish Cap-styled maps) depends on you and your painting skills and your favorite Image painting software (although the PZE will be provided with some LTTP-styled tilesets for you to begin with).

The importing of sprites and tilesets is very simple:

How to import a sprite to the PZE:
Create a sprite using your favorite image editing software (PNG format is best) -> Import to the PZE -> ready for use!

How to make a (lets say, forest) map:
Create an image file with your favorite image editing software and add to it tree tiles, flower tiles and whatever else that could be used to make up for your forest -> Import that image file (PNG format is best) to the PZE, where the engine will ask you to mark which tiles in the tileset shall be passable and which ones impassable (obviously, you will mark the tree's tiles as impassable) -> ready for use to make your maps with, using the PZE's build-in Map Creator tool.


As for the masks - All the masks take no more than 1MB or 2MB in the engine, so really, they are well-integrated and optimized into the PZE's core system, so the complete removal of their functions is more of a trouble rather than of a benefit.

If you don't want the masks in the PZE, simply ignore them and don't place masks into your game's treasure chests. This will be enough and there will be no way for the gamers to access the masks at all.
Title: Re: The Project Zelda Engine (aka Zelda Starter Kit)! [with Screenshots & video!]
Post by: Baffou on December 15, 2013, 08:52:56 pm
Thanks for the comments !
SR said it well, you can customize everything in terms of graphics parts
could it be from Hud, characters, to tilesets. Also the RPG maker XP editor to create map
is very friendly to use and look more or less like the Editor Xfixium made for Game Maker,
with the exception that you have only 3 layers to create maps + one layer for the
interaction events and you don't need to imports maps because the editor is already integrated with Rpg maker XP.

For the masks and others Items-tools they don't take much space, if you decide to not use thems,
simply ignore them. The inventory menu come with a mask section,
which could be removed easily if you don't use it.
But overall you can customize everything or remove what you don't want. For the Starter Kit,
we aimed to have lot of items\weapons already availables, so the users can choose
which weapons or items they want for theirs games The tools or weapons can be customized
to your tastes whitout the necessity to have go through into hard coding.
Title: Re: The Project Zelda Engine (aka Zelda Starter Kit)! [with Screenshots & video!]
Post by: SilentResident on December 17, 2013, 02:06:52 am
Hello people, friends and fans!

As soon as everyone in our team feels that the engine is 100% ready, we will release the next demo to the public!

I still have some fixes to do on the Goron Link's animations as soon as I get my computer repaired from thunderstorm damage, I will be back on full work to finish the remaining Goron Link's stances and also address with our team's scripter some issues regarding on the monster Tektite, which is supposed to cause damage and hurt Link when it jumps onto him (but currently it doesnt). After we are fully satisfied, you will get the demo!

I apologize for the long waiting time, but we really want to provide you with a quality product. Thanks for your patience! :)

Our immediate priorities:
The Goron Form:
(http://imagizer.imageshack.us/v2/150x100q90/c/823/whiz.png) (https://imageshack.com/i/mvwhizp)
The Tektite's attack pattern:
(http://img826.imageshack.us/img826/3862/821w.png) (http://imageshack.us/photo/my-images/826/821w.png/)



List of many other features the new PZE's demo will bring to you:
Spin Attack - varied spin range, depending on your sword's length:
(http://imagizer.imageshack.us/v2/150x100q90/c/89/swordspinattack.png) (https://imageshack.com/i/2hswordspinattackp)

Particles System:
(http://imagizer.imageshack.us/v2/150x100q90/c/20/aq94.png) (https://imageshack.com/i/0kaq94p)

Finished Guard Detection System:
(http://imagizer.imageshack.us/v2/150x100q90/c/404/o5qp.png) (https://imageshack.com/i/b8o5qpp)

Big Rocks System:
(http://imagizer.imageshack.us/v2/150x100q90/c/811/39j.png) (https://imageshack.com/i/mj39jp)

Better Graphics for the horse, based on sources, but re-mastered and revamped.
(http://imagizer.imageshack.us/v2/150x100q90/c/600/t1x.png) (https://imageshack.com/i/got1xp)

Enemies with configurable AI - more info on them, soon!:
(http://imagizer.imageshack.us/v2/150x100q90/c/22/yf2l.png) (https://imageshack.com/i/0myf2lp)

Many new map interactions such as Gossip Stones and switches, etc:
(http://imagizer.imageshack.us/v2/150x100q90/c/850/gossipstones.png) (https://imageshack.com/i/nmgossipstonesp)
(http://imagizer.imageshack.us/v2/150x100q90/c/42/gossipstoneinfo.png) (https://imageshack.com/i/16gossipstoneinfop)

Bomb flowers:
(http://img577.imageshack.us/img577/9587/pzebombflowers.png) (http://imageshack.us/photo/my-images/577/pzebombflowers.png/)

Advanced Item Selections and Hotkey System:
(http://img542.imageshack.us/img542/6371/multihotkeying.png) (http://imageshack.us/photo/my-images/542/multihotkeying.png/)

And many other improvements, such as the complete demo sample of a world map, the chapters system, the organized text messages, the foreign language support and the ability to change the language of the game and its menus on the fly, and more!

Thanks for your patience! :)
Title: Re: The Project Zelda Engine (aka Zelda Starter Kit)! [with Screenshots & video!]
Post by: EliteJason on December 17, 2013, 09:08:03 am
This certainly is an awesome project, I would surely like to try it once it's done, it would also be awesome if an Oracle of Seasons/Ages-esque engine like this would be created in the future.
Title: Re: The Project Zelda Engine (aka Zelda Starter Kit)! [with Screenshots & video!]
Post by: SilentResident on December 17, 2013, 10:15:48 am
This certainly is an awesome project, I would surely like to try it once it's done, it would also be awesome if an Oracle of Seasons/Ages-esque engine like this would be created in the future.

The PZE features both a Seasons system which can be controlled by using the Rod of Seasons, and time travel by using the Harp of Ages.

(http://img17.imageshack.us/img17/2850/seasonssystem.jpg) (http://imageshack.us/photo/my-images/17/seasonssystem.jpg/)

OOA/OOS games created with the PZE could be awesome to see!
Title: Re: The Project Zelda Engine (aka Zelda Starter Kit)! [with Screenshots & video!]
Post by: SilentResident on January 01, 2014, 11:29:46 pm
Happy New Year, dear people and Nintendofans! Our team has done some nice progress the Christmas and we are now presenting you the results!


The Pegasus Boots now are complete! This couple of shoes, now not only allows Link to dash, but also literally collides with environments and surfaces, to cause items fall from them! Literally, you can place a Book of your liking on the bookcase (in our case the Book of Mudora), just to dash onto it and take it back! We are very happy with the results!
(http://img593.imageshack.us/img593/5074/8vfg.png) (http://imageshack.us/photo/my-images/593/8vfg.png/)


Who didn't play the Legend of Zelda: A Link Between Worlds? Well, most of us in our team didn't, sadly, as the Nintendo 3DS console remains very expensive, and therefore, any content we added from the A Link Between Worlds was either by watching Youtube videos, or with MetalZelda's help (lucky little devil, he always have money!)
The PZE's Dark World map can very well be renamed into Lorule!
(http://img196.imageshack.us/img196/5550/ihdg.png) (http://imageshack.us/photo/my-images/196/ihdg.png/)

From the A Link Between Worlds, we added a couple of stuff, as well as the Ravio's Rental Shop and the Item Rental System to the Project Zelda Engine!
(http://img823.imageshack.us/img823/7125/8wx9.png) (http://imageshack.us/photo/my-images/823/8wx9.png/)


And last, for the fans who for a long time have been waiting to see enemies in the Project Zelda Engine, finally we come with some samples of the XAS-powered combat system!
(http://img854.imageshack.us/img854/912/jbjn.png) (http://imageshack.us/photo/my-images/854/jbjn.png/)

(http://img543.imageshack.us/img543/4906/pfil.png) (http://imageshack.us/photo/my-images/543/pfil.png/)

(http://img853.imageshack.us/img853/4440/0xlk.png) (http://imageshack.us/photo/my-images/853/0xlk.png/)

(http://img59.imageshack.us/img59/8985/xzz4.png) (http://imageshack.us/photo/my-images/59/xzz4.png/)




The Project Zelda Engine team wishes you have a Happy New Year 2014!

(http://img838.imageshack.us/img838/9748/rmdi.png) (http://imageshack.us/photo/my-images/838/rmdi.png/)
Title: Re: The Project Zelda Engine (aka Zelda Starter Kit)! [with Screenshots & video!]
Post by: Mirby on January 02, 2014, 12:40:40 am
Ooh stuff from A Link Between Worlds! Is item upgrading already in, because there's ways the weapons upgrade and change in ALBW and I love how they do it.

Especially the Nice Ice Rod and and Nice Fire Rod.
Title: Re: The Project Zelda Engine (aka Zelda Starter Kit)! [with Screenshots & video!]
Post by: EliteJason on January 02, 2014, 09:46:23 am
Would be cool if the Subrosians from OoS/OoA was in it.
Title: Re: The Project Zelda Engine (aka Zelda Starter Kit)! [with Screenshots & video!]
Post by: SilentResident on January 02, 2014, 11:20:19 pm
Ooh stuff from A Link Between Worlds! Is item upgrading already in, because there's ways the weapons upgrade and change in ALBW and I love how they do it.

Especially the Nice Ice Rod and and Nice Fire Rod.
We haven't yet implemented this, but if time allows us, sure we will give it a try! Why not.  ;)


Would be cool if the Subrosians from OoS/OoA was in it.
The land of Subrosia is not of particular interest for the PZE team, as they are only visually a different world. Technically, it is same with land of Holodrum, just different tileset, music and NPC sprites.
Title: Re: The Project Zelda Engine (aka Zelda Starter Kit)! [with Screenshots & video!]
Post by: Mirby on January 04, 2014, 10:10:16 am
If you ever want precise details on how the Nice weapons differ, I could always help.
Title: Re: The Project Zelda Engine (aka Zelda Starter Kit)! [with Screenshots & video!]
Post by: EliteJason on January 04, 2014, 11:10:49 am
Would be cool if the Subrosians from OoS/OoA was in it.
The land of Subrosia is not of particular interest for the PZE team, as they are only visually a different world. Technically, it is same with land of Holodrum, just different tileset, music and NPC sprites.
Well I only meant the race themselves but I see what you mean. A little disappointing though as I had hoped to try my hand at remaking OoS or OoA when the engine is released, so I'd gather your team is only focusing on specific things and not everything Zelda.
Title: Re: The Project Zelda Engine (aka Zelda Starter Kit)! [with Screenshots & video!]
Post by: SilentResident on January 04, 2014, 01:37:49 pm
If you ever want precise details on how the Nice weapons differ, I could always help.
Yes please! Any info is always appreciated!!!  :)


Well I only meant the race themselves but I see what you mean. A little disappointing though as I had hoped to try my hand at remaking OoS or OoA when the engine is released, so I'd gather your team is only focusing on specific things and not everything Zelda.
OK lets say we will add some Sumbrosian NPCs to the PZE and post a picture for you to see if it is ok! We will be happy to see you happy! ;)
Title: Re: The Project Zelda Engine (aka Zelda Starter Kit)! [with Screenshots & video!]
Post by: Mirby on January 06, 2014, 07:50:22 pm
Hmmm let's see.

Nice Boomerang - Lets you throw 3 boomerangs in succession.
Nice Ice Rod - Drops 4 chunks of ice on foes in a square formation. Holding the attack button lets you aim it more precisely for a 2x2 grid will appear showing you where the ice will fall.
Nice Fire Rod - Creates an inferno that travels in a straight line until it hits a wall.
Nice Sand Rod - Raises sand in a direct line in front of you. If you hold the attack button, a grid will appear. If you use this weapon without sand, it can still stun enemies along the line it affects.
Nice Hookshot - Faster than normal.

I need to play the game again for more specifics on the other weapon as these are all I remember off the top of my head.
Title: Re: The Project Zelda Engine (aka Zelda Starter Kit)! [with Screenshots & video!]
Post by: SilentResident on January 16, 2014, 01:22:59 pm
Thank you, Mirby! :D

------------------------------------------

After an increasing amount of mails by the fans, we finally added a proper dismount button for Epona (originally, you had to use Ocarina or Horseshoe Flute to dismount, but now the dismount ability has been assigned to the Shield button (key 'Z' on PC keyboard) for easier horse dismount:
(http://imagizer.imageshack.us/v2/xq90/849/l7iy.png) (https://imageshack.com/i/nll7iyp)


We also finally added the long-waited TMC tilesets to the Project Zelda Engine! Now the PZE users may use TMC tilesets to make their games, instead of these old and overused ALTTP tilesets that already come with the Project Zelda Engine!
(http://imagizer.imageshack.us/v2/xq90/62/wlr1.png) (https://imageshack.com/i/1qwlr1p)



Also various other minor fixes are applied to the PZE! :)

Enjoy!
Title: Re: The Project Zelda Engine (aka Zelda Starter Kit)! [with Screenshots & video!]
Post by: Max. on January 16, 2014, 08:32:40 pm
Nice improvements, I especially like the inclusion of MC tilesets, I have a personal preference :p
I remember a long while ago, there was an update where you could set whether you wanted to play as MC Link or the default Link, were all the same animations included for MC Link as the default player sprite?
Title: Re: The Project Zelda Engine (aka Zelda Starter Kit)! [with Screenshots & video!]
Post by: SilentResident on January 17, 2014, 05:17:29 pm
Nice improvements, I especially like the inclusion of MC tilesets, I have a personal preference :p
I remember a long while ago, there was an update where you could set whether you wanted to play as MC Link or the default Link, were all the same animations included for MC Link as the default player sprite?

Yep the MC Link's movement sprite is done! :) This is just the movement sprite - for when Link walks or runs around. However, for the remaining MC Link's action sprites, such as Link lifting obects, Link swimming, Link jumping, etc, we haven't proceed, due to the long time it takes to re-scale the Game Boy Advance's 16x16 graphics into the PZE's 32x32 resolution.

Since we have to deal with other pending tasks in the PZE for now, the completion of the MC Link's sprites is postponed for later. But sure, if there is someone who want the MC Link's sprites sooner, he can create the sprites before our team does. All what he will need for this, is just an image editing software, nothing else. :)
Title: Re: The Project Zelda Engine (aka Zelda Starter Kit)! [with Screenshots & video!]
Post by: Perce krane on January 18, 2014, 10:58:33 am
The forced movement will be pixel or cell by cell as your last update moves are forced.

sorry for my english I'm french and I have a little difficulty. ^^
Title: Re: The Project Zelda Engine (aka Zelda Starter Kit)! [with Screenshots & video!]
Post by: SilentResident on January 19, 2014, 11:21:32 pm
The forced movement will be pixel or cell by cell as your last update moves are forced.

sorry for my english I'm french and I have a little difficulty. ^^

We stick with tile movement for now, as the pixel movement has not been extensively tested and has some bugs.
Title: Re: The Project Zelda Engine (aka Zelda Starter Kit)! [with Screenshots & video!]
Post by: Perce krane on January 24, 2014, 12:19:51 pm
I have a script, Ultimate AMS manages well the displacement by pixel.
It works very well with your update 3.
Title: Re: The Project Zelda Engine (aka Zelda Starter Kit)! [with Screenshots & video!]
Post by: SilentResident on January 24, 2014, 01:56:09 pm
I have a script, Ultimate AMS manages well the displacement by pixel.
It works very well with your update 3.

The Project Zelda Engine version 3.0 (aka Update 3) is ages old... Now we are working on finishing Project Zelda Engine version 4 which may lack pixel movement but has anything else the PZE 3 doesn't: real HUD, real menus, improved combat system, better graphics, real Day/Night cycle, complete weather system with all weather effects such as storms and snows, the 4 seasons, complete swimming and diving system, Navi the guardian fairy, Epona and horse combat, and over 50+ more features.
So, you see, what works with PZE 3.0 it is very possible that it won't work well with PZE 4.0.   PZE 4.0 in fact is a completely different engine.
Title: Re: The Project Zelda Engine (aka Zelda Starter Kit)! [with Screenshots & video!]
Post by: SilentResident on February 11, 2014, 05:44:54 pm
Hello people, sorry if there are no news for the PZE this month, as we are again busy in real life - the university examinations of February are taking alot of our free time - but we will resume work on PZE as soon as we get the opportunity!

Our goals for the next phase of the work on the PZE is to make the monsters as bug-free as possible, and apply Weapon-Based effects on enemies (Fire rod to actually cast flames the monsters, the Boomerang to make stars spin on a monster's head, etc)

We will be back soon with news! Thank you all for your understanding!
Title: Re: The Project Zelda Engine (aka Zelda Starter Kit)! [with Screenshots & video!]
Post by: SilentResident on March 12, 2014, 05:02:09 pm
Hello everyone! Our team released a new demo of the Project Zelda Engine!

The Project Zelda Engine 4.3 is now out to the public!

Download Links:
http://www.mediafire.com/download/zgukxgl9cr7p9c9/Project_Zelda_Engine_-_Version_4.3_(XAS_3.91)_-_Demo_3.rar

Our team got still a lot of work to do on the engine, and lots of features have yet to be added, but the basic stuff is now done!

We aim to finishing the combat system's elemental effects, the Ravio's shop, and implement more scripts to the engine, if possible.

But the people can now get a taste of the new features we added so far to the PZE, such as the new particle system, the improved inventory keymapping, the monster behaviors, and many new scripts, to the PZE! The new demo also is a stable version, with most of the bugs have been already routed out!

Hope you enjoy the demo!

Have a nice day!
Title: Re: The Project Zelda Engine (aka Zelda Starter Kit)! [with Screenshots & video!]
Post by: Mirby on March 16, 2014, 08:21:00 am
Huzzah! Nice work!
Title: Re: The Project Zelda Engine (aka Zelda Starter Kit)! [with Screenshots & video!]
Post by: Max. on March 25, 2014, 10:55:19 pm
Awesome! I'm excited, it looks like pretty much just enemies are left to do, right? I've been awaiting this day for quite some time :p

I took a look at the demo, and everything is really nice. Just a couple things- I couldn't find the monsters! Where are the enemies, you mentioned there were a few in the demo ("monster behaviors")?

I also encountered this error after saving over file 2:
script '004. MX - Zelda Load & Save' line 435:EOF Error Occurred
End of File reached

I couldn't get the program to get past the title screen again until I took that save file out of the save files folder.

Also, I guess the Deku playground just isn't there? Because I jumped into that hole, and landed in the pond in south clock town. And just kept getting the "falling in water" animation over and over until I died, then restarted in south clock town and immediately I was moved into the water to have the same thing repeat.


Other than those two things, everything seemed pretty stable. There were some long pauses when I'd come out of houses when everything had to load, it seems like there's some strain on the system causing lag. Maybe there are some environmental things you could optionally turn off? I don't think my computer is particularly slow, I'm pretty sure it's up to scratch as it works fine with recording and mixing music, so it's probably not just me. Also, I think this may have been noted before somewhere, the spin attack is a little awkward with no sound effect.

Anyway, this is thrilling to see this get so far, congratulations!
Title: Re: The Project Zelda Engine (aka Zelda Starter Kit)! [with Screenshots & video!]
Post by: Baffou on March 27, 2014, 05:56:04 pm
Thanks for the comments !
Donotfeedthemax, thanks for pointing out some bugs you encountered,
the play ground bug it is already fixed, but yeah it is supposed to send you to clock town,
we haven't created the map yet.
Also the saves weres outdated(we forgot to remove them), which is the cause of the errors messages you encountered.
About the Anti-lag scripts, they are somes complaints about some people related with the lags,
we have another anti lag script, more powerful and more effective, but they are somes issues to fix in it,
(this anti lag is already present in PZE, but desactivated for now), once we will fix thoses issues,
we will use it as the standard anti-lag script.
The enemis are located in the enemy database map you can find some of thems here,
but the developpement of thems is still in WIP progress.
Again thanks for the feedbacks and comments, it's always apreciated^^

Edits : we fixed some of the anti lag issues, but need to make more deep testing to see if everything are okay in it.
The anti lag correct somes stranges behavior, you probably could have noticed with somes events like the postman in clocktown.
Title: Re: The Project Zelda Engine (aka Zelda Starter Kit)! [with Screenshots & video!]
Post by: ffomega25 on June 10, 2014, 12:08:00 am
I'm just wondering:

The site for both the Project Zelda Engine as well as RPG RPG Revolution are down.

Was this project halted due to legal issues? Was the site removed due to some unforseen circumstance?  I hope no trouble has befallen the PZE team.

Silent Resident: What happened? :(
Title: Re: The Project Zelda Engine (aka Zelda Starter Kit)! [with Screenshots & video!]
Post by: Mirby on June 13, 2014, 06:19:30 pm
Why is it when sites go down, which happens from time to time, people instantly assume OMG LEGAL ISSUES ARE THEY IN LEGAL TROUBLE LEGAL

I'm sure it's nothing. Let's wait for an official response, but let's also not jump to any conclusions eh?
Title: Re: The Project Zelda Engine (aka Zelda Starter Kit)! [with Screenshots & video!]
Post by: ffomega25 on June 19, 2014, 11:35:52 am
Asking questions is not assuming anything...that's why they are questions :)

I only asked because there was once mention of it on the PZE site by a few of the members as well as by the site operators about how they had to be careful how far they went with content to avoid Nintendo's "cease and desist", like what happened with the 3D fan remake of Chrono Trigger
Title: Re: The Project Zelda Engine (aka Zelda Starter Kit)! [with Screenshots & video!]
Post by: SilentResident on June 22, 2014, 08:49:23 pm
Hello dear Zelda fans and gamers!

Long time no see! Our team has been busy in real life lately, and we had to take a break from working on Project Zelda Engine! Thus, we didn't had time to resume work on it!

But we are back now! We decided to take down our old PZE Official Web Site because its domain (host) was premium (it was not free, required a monthly fee) to keep it on. So we created a new PZE official site on a free domain! All thanks to Chakanevil for his hard work!


People can now visit us here, on our new PZE Official Web Site, at:
www.p-z-e.net



I read your comments, and I shall assure you, what Mirby said is true - there have been no legal issues or whatever behind the closure of our old PZE site. The closure was done for financial reasons (we cannot afford paying every month money to premium servers).

Now the new website is up, and we can't wait to hear your opinions about the new look and layout used for the new website! :)
Share your opinions with us! :)


Edit: as for the www.rpgrevolution.com site, I have bad news. The site is shut down forever! :( People can read the message regarding the fate of the site in the RPGRevolution's facebook fan page of at:
https://www.facebook.com/rpgrevolution
Title: Re: The Project Zelda Engine (aka Zelda Starter Kit)! [with Screenshots & video!]
Post by: AimesGames on June 25, 2014, 03:53:39 am
Hello dear Zelda fans and gamers!

Long time no see! Our team has been busy in real life lately, and we had to take a break from working on Project Zelda Engine! Thus, we didn't had time to resume work on it!

But we are back now! We decided to take down our old PZE Official Web Site because its domain (host) was premium (it was not free, required a monthly fee) to keep it on. So we created a new PZE official site on a free domain! All thanks to Chakanevil for his hard work!


People can now visit us here, on our new PZE Official Web Site, at:
www.p-z-e.net



I read your comments, and I shall assure you, what Mirby said is true - there have been no legal issues or whatever behind the closure of our old PZE site. The closure was done for financial reasons (we cannot afford paying every month money to premium servers).

Now the new website is up, and we can't wait to hear your opinions about the new look and layout used for the new website! :)
Share your opinions with us! :)


Edit: as for the www.rpgrevolution.com site, I have bad news. The site is shut down forever! :( People can read the message regarding the fate of the site in the RPGRevolution's facebook fan page of at:
https://www.facebook.com/rpgrevolution

yay!
Title: Re: The Project Zelda Engine (aka Zelda Starter Kit)! [with Screenshots & video!]
Post by: ffomega25 on June 26, 2014, 04:42:07 am
The site looks really nice :) I do like the color scheme.  However I think the font (the actual text, not the banners) is too small (as I have poor vision and it kind of hurts my eyes to read it).  Other than not being able to reply to any current, or make any new posts.  The site looks great!! ^_^
Title: Re: The Project Zelda Engine (aka Zelda Starter Kit)! [with Screenshots & video!]
Post by: AimesGames on June 26, 2014, 09:24:43 am
The site looks really nice :) I do like the color scheme.  However I think the font (the actual text, not the banners) is too small (as I have poor vision and it kind of hurts my eyes to read it).  Other than not being able to reply to any current, or make any new posts.  The site looks great!! ^_^

I am sorry for your poor vision.  But the text is readable.  It's medium sized, and quite bold.
Title: Re: The Project Zelda Engine (aka Zelda Starter Kit)! [with Screenshots & video!]
Post by: flagrama on June 26, 2014, 01:19:31 pm
Actually it is small compared to the majority of other websites. This also makes it pretty bad for mobile browsing.
Title: Re: The Project Zelda Engine (aka Zelda Starter Kit)! [with Screenshots & video!]
Post by: SilentResident on June 27, 2014, 03:08:19 pm
The site looks really nice :) I do like the color scheme.  However I think the font (the actual text, not the banners) is too small (as I have poor vision and it kind of hurts my eyes to read it).  Other than not being able to reply to any current, or make any new posts.  The site looks great!! ^_^

Don't forget that most web browsers such as Firefox, allow you to enlarge the text in a page with a simple click:

hold down the CTRL button and scroll the mouse's Wheel up/down to adjust font size to your preferences.
Title: Re: The Project Zelda Engine (aka Zelda Starter Kit)! [with Screenshots & video!]
Post by: Magomi on July 15, 2014, 01:49:55 pm
Looks like the site is down was interested in playing with this, been following it for years and recently heard that it got updated.
Title: Re: The Project Zelda Engine (aka Zelda Starter Kit)! [with Screenshots & video!]
Post by: SilentResident on July 23, 2014, 07:01:53 pm
Site was down due to improvements made to it and due to maintenance.

Here we go! Thanks to Chakanevil!

http://p-z-e.net/
Title: Re: The Project Zelda Engine (aka Zelda Starter Kit)!
Post by: noname on July 26, 2014, 10:35:01 pm
Awesome program! But why do I have all items in the beginning? How can I change that? :huh:
Title: Re: The Project Zelda Engine (aka Zelda Starter Kit)! [with Screenshots & video!]
Post by: Baffou on July 27, 2014, 12:33:57 am
Noname : in the Database, in the common events section
you have the common Event game setup (comon event 2),
which handle all of the stuff you have at the beginning.
(see the picture attached). remove the lines enlighted in the picture,
hope this help you.
Title: Re: The Project Zelda Engine (aka Zelda Starter Kit)! [with Screenshots & video!]
Post by: ShinGamix on October 10, 2015, 04:42:13 pm
http://projectzeldaengine.freeforums.net/forum is the new official site for Project Zelda Engine and all it's versions. Come visit
Title: Re: The Project Zelda Engine (aka Zelda Starter Kit)! [with Screenshots & video!]
Post by: SilentResident on November 24, 2015, 01:02:56 pm
I am happy to confirm, even with a small delay due to technical reasons, that the Project Zelda Engine - The Zelda Starter Kit, (after the shutdown of its previous website, due to technical issues), now got a new official website, at:

http://projectzeldaengine.freeforums.net


More updates are coming for the Project Zelda Engine, when time and situation permits so.

Everyone, both on the official site, and on this ZFGC page, will be notified! :)  Stay tuned!
Title: Re: The Project Zelda Engine (aka Zelda Starter Kit)! [with Screenshots & video!]
Post by: RetroRespecter on November 24, 2015, 06:28:17 pm
It looks to be a success.

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