ZFGC

Projects => Zelda Projects => Topic started by: lierinwait on August 13, 2009, 07:06:49 pm

Title: [Completed] Zelda: The Wheel of Fate (6 - 7 hours gameplay)
Post by: lierinwait on August 13, 2009, 07:06:49 pm
I've just completed a follow-up to Zelda: Return to Hyrule (not a sequel, but along the same lines), made in Gamemaker 7. I'm looking for some people to play it and rate it.

The game is called Zelda: The Wheel of Fate.

It contains 6 really difficult dungeons and a huge overworld. There are 30+ items including the hookshot, wrecking ball, statue control rod, shovel, lens of truth, and four remote-control summon monsters (including Navi!). There are secrets, treasures, NPCs (including Gorons, Zoras and Gerudo), minigames and side-quests.

The game follows the epic story of Din, last daughter of the dying Goddess Tribe. Her tribe alone knows the truth of Hyrule's past, that Ganon, Zelda and Link are locked into an endless cycle of reincarnation, dooming Hyrule to continual recurring war. Din can break the cycle by finding and rejoining the three pieces of the broken triforce. Unfortunately, they are contained within the living bodies of Ganon, Zelda and Link, and they only way to get them out is to kill all three of them. Din must also find her two sisters, Nayru and Farore, who have gone out into Hyrule and never returned, for they hold the key to defeating the mysterious force that has kept the Goddesses from saving their world.

Screenshots (Thanks to GreyK):
(http://www.yoyogames.com/extras/image/name/san2/755/236755/large/screenshot117.jpg?1250187164)(http://www.yoyogames.com/extras/image/name/san2/756/236756/large/screenshot113.jpg?1250187169)(http://www.yoyogames.com/extras/image/name/san2/757/236757/large/screenshot105.jpg?1250187175)(http://www.yoyogames.com/extras/image/name/san2/758/236758/large/screenshot107.jpg?1250187179)(http://www.yoyogames.com/extras/image/name/san2/759/236759/large/screenshot121.jpg?1250187184)(http://www.yoyogames.com/extras/image/name/san2/760/236760/large/screenshot141.jpg?1250187189)(http://www.yoyogames.com/extras/image/name/san2/761/236761/large/screenshot135.jpg?1250187193)(http://www.yoyogames.com/extras/image/name/san2/762/236762/large/screenshot130.jpg?1250187199)(http://www.yoyogames.com/extras/image/name/san2/763/236763/large/screenshot145.jpg?1250187203)


http://www.yoyogames.com/games/show/93040

And please review. I will be forever in your debt.

Thanks, all.

Title: Re: New completed fangame: Zelda the Wheel of Fate (6-7 hours gameplay)
Post by: Darunia on August 13, 2009, 08:05:18 pm
Okay, I hope you can deal with some criticism. :p

First of all, congrats on actually completing a game! This doesn't happen everyday so you can be proud of that. :)

Here's my review:

Sound: 2/10
I'm sorry but I had to turn it off. I don't know if it was meant to be like that, but there's so much noise that you can barely hear the background music playing.

Gameplay: 3/10
When you start making a fangame, the first thing you have to make sure is working perfectly and presents no problems is the movement. If you screw that up, people will probably not continue playing. Collisions were also a problem. I got stuck every two seconds. There were also parts where you couldn't avoid getting hit by an enemy. I don't think forcing the player to get hit is a good idea.

Story: ?/10
Since I didn't get too far in the game, I'm not able to rate this. One thing I didn't like though is playing as Din, but I'm sure some people will disagree and tell you it's original.

I know it's harsh criticism but I like being honest when giving an opinion.

Good luck with your future games. :]
Title: Re: New completed fangame: Zelda the Wheel of Fate (6-7 hours gameplay)
Post by: MG-Zero on August 13, 2009, 08:52:14 pm
I really have to disagree with pretty much everything you said, Darunia.

No problems with the sound on my end
Nothing wrong with the movement
Collisions just need some corner cutting implemented
Never had a problem getting hit by enemies

Overall, I thought this was made pretty damn well.  Although I did notice one thing on the mini boss in the cave to Hyrule, you can attack him while he walks past the door and have the battle trigger with you outside of the boss room.
Title: Re: New completed fangame: Zelda the Wheel of Fate (6-7 hours gameplay)
Post by: lierinwait on August 13, 2009, 08:55:03 pm
Thanks for the feedback. I don't know about the sound. One thing I've noticed abuot gamemaker is that it does get sound glitches on some machines. This game has perfect sound on my laptop but no music on my (older) desktop. There's nothing I can do about that -- it's a glitch in gamemaker.

As for movement -- I'll have to check this out because I never got stuck, ever, in all my playtesting (except sometimes when screwing around with the hookshot).

Thanks for your honest opinion.
Title: Re: New completed fangame: Zelda the Wheel of Fate (6-7 hours gameplay)
Post by: Darunia on August 13, 2009, 09:13:42 pm
About the sound; I don't know if it's my laptop, since you guys don't seem to have any problems with it, but it suddenly went blank and after a while it went up.

I can't believe you guys aren't having trouble with getting stuck! >_<! That's what made me stop playing, everytime I hit a wall and then pressed a key to go in another direction, it stayed there for a few seconds before moving.
Title: Re: New completed fangame: Zelda the Wheel of Fate (6-7 hours gameplay)
Post by: Raen on August 13, 2009, 09:30:41 pm
While I don't think it's as game breaking as Darunia is making it sound, this is what he's talking about. Basically, if you standing right next to a wall (as in, you walked into it) and then try to move along the wall, you don't move. I believe this might be because the engine is thinking there is something solid there when there isn't. It should be a easy fix.

As for sound problem, the only thing I noticed is that the music is too quiet in comparison to the sound effects. This is also an easy fix, you simply need to adjust volumes.

Other than that, I quite enjoyed this little game. I'll play more later, but for now I've only gott 10 or 15 minutes into it, and it's pretty enjoyable. I think the graphics are well done and functional (albeit not particularly fancy) and the gameplay in general is pretty good.
Title: Re: New completed fangame: Zelda the Wheel of Fate (6-7 hours gameplay)
Post by: Darunia on August 13, 2009, 09:33:43 pm
While I don't think it's as game breaking as Darunia is making it sound, this is what he's talking about. Basically, if you standing right next to a wall (as in, you walked into it) and then try to move along the wall, you don't move. I believe this might be because the engine is thinking there is something solid there when there isn't.
Yes, exactly! :D It sounds like a little problem, with with a computer as shitty as mine it's a big issue. >_<
Title: Re: New completed fangame: Zelda the Wheel of Fate (6-7 hours gameplay)
Post by: Zaeranos on August 13, 2009, 10:17:29 pm
Okay, here is my criticism. It is pretty hard, but please take it as a motivation for improvement.

First of all I have to say that I haven't played your first game. And this presented a problem in your first dungeon. I also must say that I haven't played any further than the first dungeon.

Your biggest problem is the movement and collisions. I got stuck more often than not. And often I just needed to press the key button again instead of holding it down. Secondly to move through narrow passages like doors or bridges you need to be exactly in front of it. But when pushing rocks you only needed to graze them. The attached image shows how I got stuck because of that. Going diagonal looks like you walk on a stair. It isn't really fluid. Finally you walk right through NPC's instead of being blocked.

It is nice to see the use of GBC graphics, but there are some tiling errors. Additionally the sprites for Din are really limited. When Din is walking against a wall it isn't animated, allthough there are walking sprites. But when she is pushing a block it isn't animated. Also for using a weapon you use same sprites. It is as if you haven't done anything for the graphics but use existing sprites. Considering Din hasn't many sprites to begin with that means it is very limited.

With the sound I haven't turned it off though it was annoying. But what was the biggest problem was that you had a lot of sounds for many things in the world, but no sounds for the things that matter. For example, no sound for moving pushable objects. No sound for the breaking of pots and the worst of all, you don't have the irritating 'beep' for when you're about to die. The lack of correct audio feedback makes it frustrating to play.

Gameplay: Well the rotten movement makes it difficult to play. But there are some other things that are wrong. The random objects comming from pots and plants contain objects that are useless to you. For example I got regularly bombs from them, but I can't even use them. And what are those blue rounds for above your harts. The first dungeon and the beginning of the should be a training for new people to get to know the game, but I had to find everything out myself and I still don't know if there is some kind of context button, with which you can pick up objects (if that is possible).

It contains 6 really difficult dungeons and a huge overworld.
Well it can be, but I haven't had the urge to explore it. Mostly because the movement through the world is difficult. When I came out of the end of the first dungeon (or the cave) I got stuck in the edge. And the only way to go was back in the dungeon.

There are 30+ items including the hookshot, wrecking ball, statue control rod, shovel, lens of truth, and four remote-control summon monsters (including Navi!).
Nothing to be proud of. 30+ is more than often a problem than an asset to your game. Most of the items are going to have overlapping gameplay. You probably be able to remove 10 items and still be able to play the game. I rather see a game that only has the sword, shield, a few bottles and one weapon for each dungeon. As long as each weapon is fully explored.

The game follows the epic story of Din, last daughter of the dying Goddess Tribe. Her tribe alone knows the truth of Hyrule's past, that Ganon, Zelda and Link are locked into an endless cycle of reincarnation, dooming Hyrule to continual recurring war. Din can break the cycle by finding and rejoining the three pieces of the broken triforce. Unfortunately, they are contained within the living bodies of Ganon, Zelda and Link, and they only way to get them out is to kill all three of them. Din must also find her two sisters, Nayru and Farore, who have gone out into Hyrule and never returned, for they hold the key to defeating the mysterious force that has kept the Goddesses from saving their world.
That Din is the main character has some potential, although it can also go horribly wrong when the story doesn't fit. I can understand that Ganon has to be killed, but Link and Zelda is really weirding me out. As I haven't fully played it I can't say if the story is good, but from the description it sounds as if it still needs some work.


My overall conclusion is that this game is rush job. Even the original Legend of Zelda had better gameplay mechanics than this one. My advice is to get back to the drawing board. Make some decent sprites for the main character, get the good sound effects and change the engine to something usable. Because this is a rush job and it seems to me that you used the same engine as the previous game, without improving it and just put a new story and world on it.

Most fangames don't get further than a demo, but those at least make me want more. Your game makes me want even less.

This is my review, it is pretty hard, but don't let it put you down. I hope it motivates you to work hard to improve this game.

While I don't think it's as game breaking as Darunia is making it sound, this is what he's talking about. Basically, if you standing right next to a wall (as in, you walked into it) and then try to move along the wall, you don't move. I believe this might be because the engine is thinking there is something solid there when there isn't.
Yes, exactly! :D It sounds like a little problem, with with a computer as shitty as mine it's a big issue. >_<

Well the movement made me want to stop playing as well.
Title: Re: New completed fangame: Zelda the Wheel of Fate (6-7 hours gameplay)
Post by: FrozenFire on August 13, 2009, 10:37:05 pm
There were also parts where you couldn't avoid getting hit by an enemy. I don't think forcing the player to get hit is a good idea.

Are you talking about that cave of "agony and suffering" or whatever it was called? I never had any problem like that until I went there, but I didn't play very far in to it. As long as it's not part of the game that you MUST play in order to beat it, then it's not a huge issue, but I do agree that it just isn't quite right to force the player to be hurt. I'm guessing the idea was to make sure the player had already worked to gain enough health before getting whatever it was, but there are much better ways to make something accessible later on in a game.

But enough of the nasty talk, I was impressed by this game! Yes it needs some polishing in a few areas, but mostly in collisions/movement and the sounds need to be toned down. I like the sword slash animation, it made me want to kill things! ^_^ Playing as Din actually didn't disappoint me, though I like playing as Link better, I still liked it.
I was impressed because the over world really does feel large! There are lots of people to talk to, lots of caves and places to explore. It looks quite good.
Mostly though, I am impressed that you completed the game, that is more than many MANY people can say.

My critical rating is 6/10 overall (big points for it being finished), BUT that's with only playing through the first boss fight and getting to Hyrule castle, but not being allowed in (typical, lol), and then taking on the cave that kills.


Anyway, congratulations on completing a playable Zelda game with all the works! It just needs a bit more polish and a few fixes and it'd be amazing. I encourage you to listen to what people don't like and/or how they think it can be improved and maybe try to fix it up and release a new and improved version.

I enjoyed it, thanks so much for making it!  XD

Title: Re: New completed fangame: Zelda the Wheel of Fate (6-7 hours gameplay)
Post by: Darunia on August 13, 2009, 11:20:59 pm
I can't remember the name FF. >_< I did have the problem all over the game though.

My criticism is from the player point of view. Since we're all developpers here, we might be impressed by what others do and sometimes you may like the way he did something and discard the fact that it isn't working properly because you know how hard making things work is.
But the ones who actually are going to play the thing don't have that mentality. :P People are extremely harsh and picky when it comes to controls. There's always something to nag about, and I prefer telling you blunty that this is wrong, this too, etc.

But it could be my computer that's really messed up. :P I redownloaded the game and am going to check it out once more tomorrow.
Title: Re: New completed fangame: Zelda the Wheel of Fate (6-7 hours gameplay)
Post by: Raen on August 14, 2009, 12:05:57 am
My point, Darunia, is that this is simply an amateur made game. Done of us are exactly professionals: As such, expecting a game of professional quality from every singe fan game is unrealistic; for criticism given to fan games, a good amount of negative and positive feedback must be give if the criticism is meant to be truly constructive.
Title: Re: New completed fangame: Zelda the Wheel of Fate (6-7 hours gameplay)
Post by: Darunia on August 14, 2009, 12:10:47 am
Exactly, thus why my criticism is harsh. Many of you just say "yeah it's nice I like this I liked that". Well I'm here to say what's wrong with it so he can make something better next time.

It balances out. :P

But let's stop spamming. >_<
Title: Re: New completed fangame: Zelda the Wheel of Fate (6-7 hours gameplay)
Post by: MG-Zero on August 14, 2009, 01:02:22 am
...Who's spamming? O_o  I see nothing but discussion regarding criticism going on in here.  That looks fine to me.
Title: Re: New completed fangame: Zelda the Wheel of Fate (6-7 hours gameplay)
Post by: Bludleef on August 14, 2009, 01:52:21 am
Wow very entertaining. Sure you get stuck every now and then, but not enough to make me quit.  The music was great, but like others have said the sound effects are a bit too loud.  Great work didn't get to finish it, but definitely will sit down and do it when I have time.

Also my niece says.

Quote
A Zelda game where you can be a girl?!? COOL!!

And she is playing it now.
Title: Re: New completed fangame: Zelda the Wheel of Fate (6-7 hours gameplay)
Post by: शेफाली on August 14, 2009, 02:04:38 am
Quote
A Zelda game where you can be a girl?!? COOL!!

Lass feels forgotten.  >:[

(http://i8.photobucket.com/albums/a40/tdrisko/lass1.png)
Title: Re: New completed fangame: Zelda the Wheel of Fate (6-7 hours gameplay)
Post by: Bludleef on August 14, 2009, 06:09:02 am
Quote
A Zelda game where you can be a girl?!? COOL!!

Lass feels forgotten.  >:[

(http://i8.photobucket.com/albums/a40/tdrisko/lass1.png)

You got to realize my niece is 7 years old she never played that game.
Title: Re: New completed fangame: Zelda the Wheel of Fate (6-7 hours gameplay)
Post by: Darunia on August 14, 2009, 11:05:40 am
...Who's spamming? O_o  I see nothing but discussion regarding criticism going on in here.  That looks fine to me.
Sorry, you're right, it wasn't spam, but it was off-topic. This isn't a discussion about how people should give criticism, it's about the game.

That said, I'm playing through it right now.
Title: Re: New completed fangame: Zelda the Wheel of Fate (6-7 hours gameplay)
Post by: lierinwait on August 14, 2009, 04:04:53 pm
I was just testing it again last night and I'm still unsure on this collision problem. I could only find that you stop if you walk diagonally into a wall or object. You don't get stuck, per se, but you have to stop pushing into the wall. Is this the problem people are having?

Thanks, all. And thanks for all the feedback.
Title: Re: New completed fangame: Zelda the Wheel of Fate (6-7 hours gameplay)
Post by: Jetstorm4 on August 14, 2009, 05:13:38 pm
My turn:

Okay, so I just got to the shrine with Nayru, this is how far I've played btw.

I like it, I really do, and I think it's pretty awesome to play as Din, and so far I've enjoyed myself while playing, however, I have to agree on a few issues already brought up, such as the weird collision detection for example, when moving towards blocks. Also, the sound issue, while I had my volume turned down, the sound effects did seem pretty loud (I do like the original Zelda sound effects though) and the music really soft, probably just a balance issue.

Again, I haven't got far yet, but congratulations on completing a game! (Never happens around here). And good luck in the future!
I might post more as I play more as well k? :D
Title: Re: New completed fangame: Zelda the Wheel of Fate (6-7 hours gameplay)
Post by: TheGrayK on August 15, 2009, 09:41:20 pm
I loved it i did not play very far into the game but what i did play i enjoyed
the only problem i had was the corner collision problem and i think i got to where i did a little to fast but other than that may i say good job
even though i only played to a little past the first boss
i know that this is something im glad i downloaded kudos
Title: Re: New completed fangame: Zelda the Wheel of Fate (6-7 hours gameplay)
Post by: Eleo on August 15, 2009, 10:02:14 pm
Its a good game! Especially the story, which is very deep, and the mass of text and details (invisible tablets that are gossip-stone themed! NPCs galore!) I'll write a more detailed review when i'm finished with it.
However, I require some help, dear lierinwait !

Despite the fact that, as others have pointed out, the player get STUCK quite literally, in walls and stuff, one also gets stuck progress-wise. The amount of hints for the progress is far to few at times. I really want to finish this game so pretty please give me a hint! (Or well, spell it out for me...)

**SPOILER**

I'm in the desert after beating link and zelda, seeking a way to the town Ruto, Apparently I need to find a power/sword/thingamagig that kan break golden pillars in order to enter, or progress the story at least. But what DOES hinder my way is not golden pillars but:
(1) sandcolored skulls, (2) mounds of dirt and (3) the lack of hint to where that power/sword/thingamagig  CAN BE FOUND!

I went through hell battling Gilgamesh (yay, sumerian mythology!) for the "golden sword", which is strong and all, but it doesn't smash any of the things in my way.

Please. Help a girl out!
Title: Re: New completed fangame: Zelda the Wheel of Fate (6-7 hours gameplay)
Post by: lierinwait on August 15, 2009, 10:29:17 pm
Eleo: Happy to give a hint.

Not sure what you mean by "mounds of dirt" -- if those are the brownish rocks scattered all over the desert, you can't get through those without the treasure in the Desert Temple. The brown skulls are statues. You can move them with the red rod.

For the gold pillars, you actually need to go to the Gerudo village on the far west end of the desert. (you can see it on your map). You get into it through a field of spikes you can only see with the lens of truth. Once inside, talk to Nabooru and she should give you your solution.

Can you tell me more about this collision problem? I've been trying like crazy but can't get myself stuck inside blocks (except very rarely with the hookshot). How does it happen? How can I make it happen so I can find out what the problem is?

Thanks muchly. Glad you're enjoying it.
Title: Re: New completed fangame: Zelda the Wheel of Fate (6-7 hours gameplay)
Post by: Eleo on August 15, 2009, 10:47:34 pm
Yay! Hint before I go to sleep! It's so weird, I'm so sure I tried that but now it works...
Ran like 2 laps around Hyrule for naught... ;><;

OKay! Yeah I've been there and got the female friends, I just assumed I would get that power on my own in some way. Hopefully I'll be able to break the seal on navi sooner or later.

The collision problem... its mostly hookshotrelated. Standing to close to an edge of sort and firing the hookshot freezes either the game or makes Din stuck in the middle of nowhere/the place she aimed for for 10-15 seconds. Scary and frustrating in the more monster infested places. Water temple was, in that aspect, a classic Zelda-esque nightmare, haha!

Seriously, except for the getting-stuck bugs and some minor unclarity on design (i'll get to that later) and progress directions this is one of the best zelda fangames. It's so frickin big, epic and detailed! And I'm enjoying the choice of music, no prob with gamemaker sounds on my computer. Did I hear.. "Chocobo" somewhere!?

No, THANK YOU! ^_^ It's sweet with fangames, being able to ask questions to the creator immeadiatly.
Title: Re: New completed fangame: Zelda the Wheel of Fate (6-7 hours gameplay)
Post by: TheGrayK on August 15, 2009, 11:00:17 pm
[imgzoom]http://i439.photobucket.com/albums/qq119/HazardMark/screeny.jpg[/imgzoom]
Here is a screen of where i got stuck i used my sword facing the border
Title: Re: New completed fangame: Zelda the Wheel of Fate (6-7 hours gameplay)
Post by: lierinwait on August 16, 2009, 12:33:46 am
Eleo: Thanks for the info. The Hookshot pause is actually something I programmed so the hookshot will unstick itself if you get jammed using it. Maybe I made the delay too long... And re: freeing Navi. If you're that far into the game, you probably already have the item you need. XD

GrayK: Thanks for the screenshot.
Title: Re: New completed fangame: Zelda the Wheel of Fate (6-7 hours gameplay)
Post by: Eleo on August 16, 2009, 06:32:56 am
OKay, yeah it isn't so bad. It's when you get stuck with the hookshot in the middle of a block with no ability to move elsewhere that it's really bad.

Haha, either I'm stooooopid (more like tired) or this game is VERY hard :P Not getting anywhere in desert temple or freeing Navi. Write a guide for the intrested? (Me, haha.)

EDIT: Woops, it was TIRED! I'm getting past the the first room in desert temple now, I just missed checking a path. ;>_<; But do you mean I can free Navi after desert temple or before? I've combed all of Hyrule with lens of truth and compass, and the two items I found (Freeze Rod and Healing Leaf) really doesn't help...

I have these items: Golden Sword, Whip, Morningstar/Crushing Ball, Sharp boomerang bought from forest lady, blue boomerang, candle, bombs, shovel, compass, hookshot, make-statues-come-alive-staff, Freeze Rod, Nayrus Ocarina, Lens of thuth, Magic Leaf, ring of staff empowerment, obsidian bracelet, bob-ombs. Three creatures, Gort the Goron and the Eloquent Rat upgraded.

Standing in Navis chamber, giving every item a wave. Nothing. :P

GLITCHES;
- When getting atop the "goddess mountain" above kakariko a tri-sister battle starts, related to my presumed possession of the complete triforce - despite the fact that only courage and wisdom is mine.
-When re-entering the dark forest the whole Eloquent Rat event resets, he is there, Din rescues and talks to him, receives the autumn seal... and have to upgrade him fighting the red rat again.
Title: Re: New completed fangame: Zelda the Wheel of Fate (6-7 hours gameplay)
Post by: Zaeranos on August 16, 2009, 10:27:42 am
Can you tell me more about this collision problem? I've been trying like crazy but can't get myself stuck inside blocks (except very rarely with the hookshot). How does it happen? How can I make it happen so I can find out what the problem is?

Okay at: http://home.student.utwente.nl/n.j.hoeijmakers/temp/ there are 8 screens that point out errors.

1) I stand in front of a stairway and I'm pressing down. Result: Nothing happens. I do not turn to face down, nor is there any animation considering that I press down. I noticed that if I go 1 pixel to the left I can get through. This is also a big problem when running from an enemy. It has resulted often in Din's demise.

2) I walked right through an NPC. It didn't even block me. This shouldn't happen.

3) I am getting a bomb after slaying an enemy or breaking a pot. This was in the first cave. I didn't even have the boomerang.

4) Din is pushing a block with her head. You only need to graze it by a few pixels and you get to push it anywhere, even diagonally. Also the user feedback in sprite animation does not reflect Din pushing the block.

5) Well due to the same pushing problem described at 4, I accidentally pushed the block over the key. Swinging the sword to grab the key didn't work. So I desperately get pushing against the block until it ended up there.

6) I threw a Boomerang from the position I was at the door to stun the white moblin. Instead of stunning the guy I got trapped. Well I couldn't go anywhere or do anything. So I needed to restart the game.

7) Those torches are props and not barriers to prevent me from going anywhere, so why did I get hurt by this thing.

8) I am playing Nayru's ocarina, but the sprite animation tells me I am swinging some weapon, but I don't know what. Nor do I see the ocarina. Once again this is just poor user feedback. The only thing that told me it was the ocarina, was the music playing.

Well those are the screens I captured before I got to the moblin camp. But there are some more things that were bad.

First of all the user feedback is bad. The player actually needs to pay as little attention to the HUD as possible. That is why in the regular Zelda games when Link is about to die and thus low on hearts an irritating beep is playing. Also hearing the sounds of flying boomerangs is not necessary when the player isn't even in the same room or near them. On the graphical department Din's animations need to reflect the things she does, like pushing, walking, standing still and using some items. This does not only apply to Din, but also enemies and other characters. My advice is: 1) get the needed sound bites and only play those that are immediately relevant to the player. 2) When your not good at spriting ask someone to sprite the animations for you. Seeing as you've already finished the game and want to improve it, people most likely more willing to help.

Second the game is not allowed not to react. Even when there is some in-game rule preventing Din from doing something. The user needs to see that the game is still running and/or it is reacting to the players input. So when pressing a key a walking animation in the direction of the key needs to play, or when pressing a different key a change of the facing needs to occur. For the movement my advice is: Take a good look at (or use) Goodnight's movement engine. If you can't find it, in ZFGC's Community Project is an adapted version. This movement should also be usable for your game.

Kudos for actually finishing a game, you don't see that often. But that doesn't mean it has to look like a rush job (especially because it is the second finished game). Keep up the good work.
Title: Re: New completed fangame: Zelda the Wheel of Fate (6-7 hours gameplay)
Post by: Eleo on August 16, 2009, 04:33:59 pm
Oh. I just saw your reply to Ganons question about the same issue I've had on Yoyogames,
Never mind me then.  Wups-de-dee-daisiy.  :-[
Title: Re: New completed fangame: Zelda the Wheel of Fate (6-7 hours gameplay)
Post by: lierinwait on August 17, 2009, 11:36:22 pm
Thanks everyone. I'm working up a new version, hopefully with better motion. The updated version will have more balanced music as well and fix some of the bugs people have been sending me (thanks again).

Also, here's something to try to get the sound balance better in the meantime. Sound effects are .wav and background music are midi files. In Windows you can actually adjust the volume of these separately by double-clicking on your speaker icon. Those of you who are having trouble can hopefully find a balance for now. :huh:
Title: Re: New completed fangame: Zelda the Wheel of Fate (6-7 hours gameplay)
Post by: TheGrayK on August 18, 2009, 12:00:04 am
Wow i just beat the Gorons Temple
and i think that i beat the forest a little early
because i got the candle and beat the forest before speaking to nayru but ohwell
love it so far and I really enjoy the gameplay
good work really good work
Title: Re: New completed fangame: Zelda the Wheel of Fate (6-7 hours gameplay)
Post by: Eleo on August 18, 2009, 10:37:20 am
Glad to hear you are working on an updated version! I have not yet finished the game, have the last boss and the secret boss in the crystal place west of the graveyard left...
Questions: I don't think I've managed to find a way to the south east corner of dark forest. What is there, how do I get there?
How many heart/magic containers are max?

Anyway, here are all the things I've thought about in the game:

ITEM SCREEN and ITEMS:
(Graphically)
- The Sword sprite and the Whip sprite doesn't change when you find their upgraded versions, especially when finding the Scimitar (?) does this feel strange. Neither does the yellow boomerang when buying the upgrade from the sales-witch in dark forest.
- The black background of the item screen makes it difficult to see some of the items with darker colors. Maybe you could try different colors until you find one where all items are clear.
- The spaces between each item is to small, making the [SPC]/[ASD] letters being partly covered by the item below.

(Usage and general)
- The hookshot, as we've all discussed, tend to latch onto things where it isn't supposed to.
- As opposed to most Zelda games, the shovels capacity to dig up spots doesnt seem related to where they are placed (next to walls, stones etc.) but randomely just doesn't dig some spots in the middle of an otherwise open area.
-Already mentioned, but the ocarina doesn't show while playing it, as opposed to most of the other items.
- It seems as if some items, such as the Whip, the Autumn Seal and the Winter Seal can be taken again, and by doing so negates eventual upgrades found.
- It would be nice if the player could view the information about each item again while in the menu scren. I missed several of the descriptions on items when I picked them up, leading to a very confused conception of the lens of truth for a while there.
- If such a feature were added I'd also like the oppurtunity to check out the event items descriptions, the pieces of the triforce, the sigils of power, wisdom and courage and the heart/magic containers.
- I don't know if I have all items, there are emty spaces above the heart/magic containers and below the lens of truth.

MAP:
- Considering the amout of space on the map screen, a map looking more like the ones in the zelda oracle games would be nice, with ability to move a marker around to visited areas to make them show a symbol and a text description of the area, such as "castle town" "lake hylia" or "forest temple". Finding the right way tends to be confusing otherwise, at least for some. Help the orientationally disabled! :D
- Likewise, if it isn't too much trouble, having maps in the dungeons would be nice (and more classical to Zelda games.)

GENERAL GAME:
- I wondered why you chose another sprite for Farore than her original from the Oracle games. The one you are using, it is a recolored Veran or Queen Ambi...?
- I had a hard time progressing, as each new move wasn't very clear, and some items that were crucial to the storys progress were neither easy to find nor obvious one should look for them. I don't mean you should seal of areas to limit the players exploration and make the game more linear, which of course COULD be a solution but not the best one. I'd advise you to introduce a NPC with more detailed guiding tips than Nayurus musical mysteries. For example you could make the player pay this NPC large sums of rupees in order to hear the useful tips, as to not make it too easy.
- The movie sequences in the beginning and almost end (I might add some opinions after finishing the game) feel as if the are esthetically clashing with the games graphics. I love Twilight Princess as much as anyone, however, the usage of the black-and-white pics felt sort of... well it suddenly reminded the player that this ISN'T a real zelda game! An illusion which you actually hold up perfectly all other parts of the game...!
- When entering an area the upper part of it flashes by quicly, often if there is a key or treasure hiding there. Is this programmed as a help, or os it just a bug?
- Would it be possible to let the sellers of the bottle and the compass in castle town move inside an open house to continue buissness after Zelda is dead and the town is emptied?

Otherwise, it's a lovely game. I see your first was made with Link to the past graphics (or is it ?), and I'll try that game when I've finished Wheel of Fate. You are a really, really good game designer. I can't help but to hope your third game will use minish cap graphics...
Title: Re: New completed fangame: Zelda the Wheel of Fate (6-7 hours gameplay)
Post by: lierinwait on August 19, 2009, 02:47:22 pm
I've posted an update to yoyo -- new version with more balanced sound, better movement and many little things fixed. I couldn't accomodate every suggestion, but thanks for all the input, guys.  ;)

Cheers.
Title: Re: New completed fangame: Zelda the Wheel of Fate (6-7 hours gameplay)
Post by: MaJoRa on September 03, 2009, 10:52:33 pm
This game looks amazing, and is definitely promising from the screenshots and the information. My issue is that I have tried to run i 3 times now, all three runs and crashed my machine so hard its required a reboot.

My machine has a quad core 3.2ghz processor in it and 4gb ddr3 ram... its not a power issue. I have no idea what is causing this, but since my operating system is freshly installed this week, I must ask if anyone else has this problem?
Title: Re: New completed fangame: Zelda the Wheel of Fate (6-7 hours gameplay)
Post by: Martijn dh on September 04, 2009, 07:40:28 pm
Good game.

I do want to not that the annoying beebing sound continues when there is a cutscreen. It happened when I met the first sister. Should be an easy fix.

The collision could do with some more work. It´s pretty good in comparison to plenty of other games, but personally i feel this is a mayor point for these kind of games. Also since you come across a lot of narrow pathways. This collision system doesn´t do the game enough justice. I posted my take on a movement system here: http://www.zfgc.com/forum/index.php?topic=1513.0 Maybe it can help.
Title: Re: New completed fangame: Zelda the Wheel of Fate (6-7 hours gameplay)
Post by: Kiloku on February 22, 2010, 05:11:43 pm
EDIT: Never mind, sorry.
Title: Re: New completed fangame: Zelda the Wheel of Fate (6-7 hours gameplay)
Post by: UknownXL on February 25, 2010, 02:58:33 am
Does yo yo games offer sponsorship or anything like that? Or is it just a place to upload the game?
Title: Re: New completed fangame: Zelda the Wheel of Fate (6-7 hours gameplay)
Post by: Zaeranos on February 25, 2010, 07:57:34 am
I think it is just a place to upload a game.
Title: Re: New completed fangame: Zelda the Wheel of Fate (6-7 hours gameplay)
Post by: Faldomar on March 15, 2010, 07:15:06 pm
I'm trying it out so far, I dislike how the screen scrolls with Din while moving around, and I dont like how the sword is sometimes off by a pixel when trying to kill stuff. Beyond that, Im liking it so far. I'll post more as I get further.
Title: Re: New completed fangame: Zelda the Wheel of Fate (6-7 hours gameplay)
Post by: Warlord_of_Barsoom on February 27, 2015, 05:13:54 pm
Just beat Catfish Maw/Jabu-Jabu's belly and Nayru is informing me to go back to her because shadows are attacking her again. When I do go back there are no shadows and I can't talk to her when I am next to her (she is on the pedestal where you 1st found her). I can go around and do other things, which I'll do in the mean time till something else can happen.
Title: Re: New completed fangame: Zelda the Wheel of Fate (6-7 hours gameplay)
Post by: rhalifax on March 02, 2015, 03:36:44 am
Just beat Catfish Maw/Jabu-Jabu's belly and Nayru is informing me to go back to her because shadows are attacking her again. When I do go back there are no shadows and I can't talk to her when I am next to her (she is on the pedestal where you 1st found her). I can go around and do other things, which I'll do in the mean time till something else can happen.
(http://www.orgsites.com/ny/cubscoutpack590/GraveDigger.gif)

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