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Author Topic: The Project Zelda Engine (aka Zelda Starter Kit)! [with Screenshots & video!]  (Read 118357 times)

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Re: The Project Zelda Engine (aka Zelda Starter ...
« Reply #140 on: July 05, 2013, 12:31:53 pm »
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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!  :)





Soon we will start the final phase of the Goron Mask's development, and soon the Goron Link's sprites will be finished!
« Last Edit: July 05, 2013, 12:34:53 pm by SilentResident »
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Create, Share and Play your own Zelda 2D games with the Updated Project Zelda Engine!
The official website here: projectzeldaengine.freeforums.net
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WolfPupLink

Wolf Pup Link
Re: The Project Zelda Engine (aka Zelda Starter ...
« Reply #141 on: July 22, 2013, 04:06:13 pm »
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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?
« Last Edit: July 22, 2013, 04:39:20 pm by WolfPupLink »
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Re: The Project Zelda Engine (aka Zelda Starter ...
« Reply #142 on: July 22, 2013, 08:51:45 pm »
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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!





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. :)
« Last Edit: July 22, 2013, 08:56:41 pm by SilentResident »
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Create, Share and Play your own Zelda 2D games with the Updated Project Zelda Engine!
The official website here: projectzeldaengine.freeforums.net
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arceusrules

Update stalker
Re: The Project Zelda Engine (aka Zelda Starter ...
« Reply #143 on: July 23, 2013, 11:19:57 am »
  • You can find me on Deviantart to! :D
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Hm, the project zleda engine website seems to be down :/
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I joined for the sake of an engine i saw on the forum, it got me quite excited to see it in use! I had found this forum some while before that, but it is only now that i see the pure awesomeness of it! XD

I cant wait to see some fanmade zelda games, nevertheless support the ones who program them :D I sure can cheer people up!

My profile picture is Tonae, a character from my fanfic. She is a sheikah, who are teamed up with Link against her will to restore the balance of time. She is named after my aunts username in Guildwars 2. They have a guild called Hellfire bunnies.

Heres my Deviantart: http://arceusrules98.deviantart.com/


Wiki page:http://wiki.zfgc.com/The_Legend_of_Zelda:_Time_Collapse
Re: The Project Zelda Engine (aka Zelda Starter ...
« Reply #144 on: July 23, 2013, 02:30:53 pm »
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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  :)
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The First Link, Was A Dark One... The First Zelda, Was Not Royalty... The First Midna, Was Still Torn... And... The Soul Of Ganon, Is Vengeful For A Reason.....

Starforsaken101

Wake the Beast
Re: The Project Zelda Engine (aka Zelda Starter ...
« Reply #145 on: July 23, 2013, 02:54:03 pm »
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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
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WolfPupLink

Wolf Pup Link
Re: The Project Zelda Engine (aka Zelda Starter ...
« Reply #146 on: July 26, 2013, 10:03:50 pm »
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When is the PZE going to be released and where can I get that program?
« Last Edit: July 27, 2013, 06:16:30 pm by WolfPupLink »
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Re: The Project Zelda Engine (aka Zelda Starter ...
« Reply #147 on: July 27, 2013, 09:46:27 pm »
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Hehe, the ears made Deku Link kinda more realistic. But sure, I can remove them if you don't find them realistic ^_^
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Mirby

Drifter
Re: The Project Zelda Engine (aka Zelda Starter ...
« Reply #148 on: July 28, 2013, 08:21:39 am »
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The ears just don't seem to work given what we've seen of Deku Link, ya know?

They bug me too.
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Re: The Project Zelda Engine (aka Zelda Starter ...
« Reply #149 on: July 28, 2013, 06:59:59 pm »
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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.
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Re: The Project Zelda Engine (aka Zelda Starter ...
« Reply #150 on: August 11, 2013, 11:38:09 am »
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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! :)
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The official website here: projectzeldaengine.freeforums.net
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Re: The Project Zelda Engine (aka Zelda Starter ...
« Reply #151 on: August 11, 2013, 11:46:48 am »
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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.
« Last Edit: August 11, 2013, 11:56:21 am by SilentResident »
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Re: The Project Zelda Engine (aka Zelda Starter ...
« Reply #152 on: September 12, 2013, 09:38:33 am »
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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!



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?
« Last Edit: September 12, 2013, 09:51:21 am by SilentResident »
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Starforsaken101

Wake the Beast
Re: The Project Zelda Engine (aka Zelda Starter ...
« Reply #153 on: September 13, 2013, 12:01:56 pm »
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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.
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Re: The Project Zelda Engine (aka Zelda Starter ...
« Reply #154 on: September 13, 2013, 07:38:56 pm »
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You have a good point Starforsaken101.
It's possible we look into that in the future.
Thanks for pointing it out. :)
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Starforsaken101

Wake the Beast
Re: The Project Zelda Engine (aka Zelda Starter ...
« Reply #155 on: September 13, 2013, 11:10:43 pm »
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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
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Re: The Project Zelda Engine (aka Zelda Starter ...
« Reply #156 on: September 17, 2013, 12:50:52 pm »
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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
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Create, Share and Play your own Zelda 2D games with the Updated Project Zelda Engine!
The official website here: projectzeldaengine.freeforums.net
Download it here: www.rpgrevolution.com
Download it here: www.rmrk.net
Download it here: www.rmxpunlimited.net
Download it here: www.creationasylum.net
Download it here: www.zfgc.com
Re: The Project Zelda Engine (aka Zelda Starter ...
« Reply #157 on: September 22, 2013, 04:15:18 am »
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Plz, include my King of Red Lions in your Project.
I can't wait to see.
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Re: The Project Zelda Engine (aka Zelda Starter ...
« Reply #158 on: September 22, 2013, 08:12:01 am »
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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
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Re: The Project Zelda Engine (aka Zelda Starter ...
« Reply #159 on: September 23, 2013, 11:40:23 am »
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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
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Create, Share and Play your own Zelda 2D games with the Updated Project Zelda Engine!
The official website here: projectzeldaengine.freeforums.net
Download it here: www.rpgrevolution.com
Download it here: www.rmrk.net
Download it here: www.rmxpunlimited.net
Download it here: www.creationasylum.net
Download it here: www.zfgc.com
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