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Projects => Zelda Projects => Topic started by: Zhello on September 13, 2009, 01:18:26 am

Title: [W.I.P.] TLoZ: New Beginnings ver. 1.7 (LoZNB)
Post by: Zhello on September 13, 2009, 01:18:26 am
http://wiki.zfgc.com/New_Beginnings (http://wiki.zfgc.com/New_Beginnings)

My Channel
http://www.youtube.com/user/suncrop15 (http://www.youtube.com/user/suncrop15)
(http://wiki.zfgc.com/images/7/79/Logoloznb.jpg)
Current Version 1.7.1 as of May 25, 2017, (1.7.5 October 31st, 2017)


Click here to download 1.6 Demo (https://www.dropbox.com/s/56km0iadaras56g/LoZNB%20Game%20Folder.rar?dl=0)

The older demo will be replaced with the new one, once I release 1.7.5. Any loznb.sav can be saved for the new build of the demo.

1/18/2018 update: Sorry guys I was away for some time, I had to take a break due to an irl situation, but I am back now.



http://www.youtube.com/watch?v=sD99HugxcZs
http://www.youtube.com/watch?v=7h5gKLYgwgk

(http://i162.photobucket.com/albums/t257/suncrop15/Macellerius.png)

Tool in used: Ocarina Room Editor and Gmare by Xfixium, Game Masker 8 pro, Dlbrooks33's lttp/gb engine, MS paint, GIMP



New Video
Zora and Fierce Deity Link
http://www.youtube.com/watch?v=sNervE6NGNY
Bandit Side-quest demo ver.2
http://www.youtube.com/watch?v=iTZExEbzuNU
Passive Mini Game Test(Morning)
http://www.youtube.com/watch?v=9nAvQ3uho-U
Broga & Malus Test Fight
http://www.youtube.com/watch?v=QZgwDNOJrTQ
Geno Secret
http://www.youtube.com/watch?v=nlTHt1ZSX4g




Link's Arrival to New Orsa:
Quote
Show content
The game takes 4 to 5 days after the events in The Legend of Zelda: Majora’s Mask.
Link and his companion, Epona, are still trying to get back to the land of Hyrule.  During the journey, Link began to feel a bit of fatigue, the food that was given to him in Termina wasn’t enough sustain his weariness, but despite his condition, he did not give up on trying to find his way back home.  Nightfall has taken over the land, making it harder for Link to see. But it turns out Link wasn’t the only one in the Forest.  He spotted a group of moblins, but to his surprise, these moblins had the ability to speak.  The leader of the group spotted Link on his horse, and decided to confront him.  He taunts Link and asked Link to fight him, Link refused, and the other moblins started to giggle, but teir Leader told them to quiet down.  This moblin told Link that his name is Mobi the Great, and that he owns this part of the Forest.  Link decided to walk the other way, however, out of anger Mobi told one of the moblins to try and steal Link’s horse.  The grab was successful.  Link got up and readied his sword and shield, Mobi, now happy that Link is going to fight him readied his fists and said “If you win, you get your precious horse returned to you, however, if you lose, I’ll keep the horse and you will be my prisoner to help me build my empire!” continued on to “I’m going to test my new power of you, you should be happy that you will be the first witness.”  Link and Mobi began to fight.  Link nearly emerged victorious, however, Mobi decided to play a bit dirty, he sees that Link is tired and say “I might as well keep the horse, it will look good when I ride it around my camp.”  He then hits Link’s shield, forcing Link back into a tree.  Link struggled to get up now dazed, Mobi walks up to him and kicks him, Link fell unconscious.  Link woke up minutes later to see that he is unarmed and tied up.   Next to him he sees other moblins and humans tied up as well.  Mobi yelled at his victims saying that he will not be too rough with them, while waving Link’s sword in the air.  Link manages to whisper to one of the prisoners about his location, the moblin said Hyrule?  This is not Hyrule…“  Link is now thinking that Mobi is bringing them to Termina, in addition, in his mind he is slowly thinking of a plan to escape from Mobi’s grasp.  Unknowingly, a boy wearing an orange cloak began stumbled upon the moblin caravan, and decided to follow it.
Features
Show content
*Functioning HUD
*Special Equips System
*Sword use and Shield defense
*Rolling and bouncing
* Sword thrust /Sword Dashing
*Continuous Spin Attack Ability
*Instant Spin Attack after thrust
*Real time Text-box (Credit to Sahittam and Scooternew)
*Ledge Jumping
*Ledge to Ledge (LtL) Jumping
+Fall Damage
+Fatigue Meter/Life Force Meter
*pick up items and throw
*Ally System(needs work)
*Room changing(3 effects)
*Scroll down Menu/Map
*Dying and use of fairies
*Game Over with Death Cut-Scenes
*Rupees and Heart use
*Silver Rupees
*7 Day cycle Day and Night/Clock (Credit to Cptn. Goodnight)
*Daily Activity system
*Weather change
*Bridges under and over
*AI behavioral patterns and weapon use with att.
*Questing
*Playing Ocarina/Flute
*Mask use
*Epona(needs work; and another of Link's animal ally, a Hawk name Airais)

Update Box:
Quote

May 2, 2016

Quote
The 1.5 demo had been delayed twice already and most issues have been resolved during that time.
Something in the dungeon was causing the game to crash immediately and or when the
player is in the dungeon for a certain amount of time (usually a few seconds). Also sorry for the twice delays, didn't expect the crashes during private test, so everything should be good now, more testing out as usual for May 14th.


FIXES:

CODING/SCRIPTS:
Scene blockers have been added in and during some cut-scenes to prevent glitching.
*Hint markers are added to help player make use of Fairy.
*Player's Fatigue Meter depletes from actions correctly.
So no more Gels being able to tackle you and taking more than 2/3 of HP.
*Sub-Boss has been remade, fight is a bit longer and harder than the original.
*Sub-Boss Cut-Scene is fixed, just a few typos that needs correction.
*Player is able to skip longer cut-scenes, short cut-scenes not be skippable, but speeding through text with A key is still doable.
*Player takes correct damage from enemy targets; damage various depending on status of Fatigue Meter.
*Fake Guards now block area to sub-dungeon, player was able to glitch pass them or force a global. variable to force the guards to go away.
*Fairy cannot comment during a paused/map event taking place, can still be summoned (Pressing F key during pause/map/ocarina).
*Damage intake Calculator has been fixed: Player no longer takes on damage if fatigue meter is in the red.
*Passive energy counter has been fixed, it resets correctly instead of going negative.
*Player can choose to skip Revol, but this hinders saving Cole, he won't listen to you because Revol escapes to BellBrooke Town to bump into Cole, whom he knows.
*Sub-Dungeon has been re-created, smaller this time, it's previous version was buggy and the root of the crashes.
So it took me some days to remake this dungeon, put in the elements the previous one had, minus the extra objects.
*The player no longer freezes during certain cut-scenes and player interaction with objects and NPCs.
*Enemies no longer move during enemy info text when fairy is used.

GRAPHICS
*Dasum has been revamped.
*Tile errors have been fixed on both Flora Road and Flora Lake.

SET RELEASE:

Original Mar.30th 2016 <Halted due to further testing>
April 14th 2016<Halted due to major bug/crash found during testing>
May 14, 2016, Saturday <This will be the official release for this demo, as of now private testing>
Jan. 8, 2016

Link is now able to use 2 new weapons: Element Rod, Steel Hammer without issues. Just needs a better animation when used and everything will be all good.

Collectibles bar comes up when the player is idle, this bar shows items Link has collected, and these items are used to improve items in Link's inventory.

Concept for Light Temples have been made and as stated before, these side dungeons, which plays a big part in the story, can be completed in any order the player wishes.

I'll be making another video soon on what I've done.

Jan. 4, 2016

Small update of what I can resolve from nimbus' video

There was an issue with not being able to do a few quests at some point, and the game counts it as if you have completed it without starting it, this has been resolved.

Rooms have been adjusted so that Link does accidentally teleport/warp into the testing room (default room) when trying to move on to the next room.

Arrows, if shooting way to close to a bomb flower, will cause the bow flower to ignite nearby the player, this has been fixed.

Player damage immunity has been improved, player will NOT take damage when interacting with npcs, objects and or cut-scenes. Player will have a small window of immunity when damage is taken; the player can and will always be able to maneuver around and or attack while hurt, unless the player is knocked into the air that's different story :p.

Other

Game Over music has been changed, if you are a fan of Golden Sun, this should be a familiar song: https://www.youtube.com/watch?v=v3mAri-knf0

Link sprites have been slightly altered.

Npcs now have correct animation when talking and or moving.

Enemies now spawn on different parts of the map instead of a spawning on the same spot each time the player enters the room.

Light Temples have no order of completion after fighting Dark Link (Riku). The player can go about doing any of the temples, prepared or unprepared. All of these temples have the same layout, but different puzzles inside of them. 2 Light Temples have already been added to the game.

Jan. 3, 2016

First update of 2016 XD Well some enemies had a few of their stats lowered, bosses are a bit more harder than before, due to giving draft/new bosses new moves. These bosses will also adapt to the progression of the fight so you can't pull the same stunt from before, Hero Mode or not.

Link is able to use a new item, Rod of Elements. The primary power of the rod will be ice, which slows/stuns enemies longer compared to a boomerang stun. Other elements can be unlocked and or added when the player upgrades the item. Elements can be selected on the inventory by having the rod selected and using the space key to toggle through unlocked elements.

Jak Forzen has also been added to the list of bosses, will not mention the other ones yet. He has snow/ice abilities and in order to get the rod, Link has to go through him.

Jak Forzen is a human, who has a thing for art and theater, who somehow stole powers from a Wizrobe. As the dungeon plays how, Jak forces Link and his ally, Romeo, into a dangerous snowy play in hopes of saving one of the Sheikah Villagers who was captured by him. Notable ice enemies from Zelda games will appear along with new ones.
As for Jak's moves, they will be unpredictable, this way the player does not try to make out a pattern of his moves, Jak's actions various randomly on player's health, amount of enemies, etc placed through out the dungeon and or the room.

There were some fixes to the player from last demo that have finally been resolved, if possible feedback on any bugs, typos, or anything else would be nice  XD


Dec. 24, 2015

The demo will be updated with the latest fixes in the coming days. If you have a save from the previous demo (1.4) you can move over progress simply by deleting the new save and replacing it with the one you've been using, overwriting, if you will.
This update will include expanded locations and PROBABLY the second dungeon will be patched up in there secretly XD


Dec. 16, 2015

The fight for Flora Town is nearly complete, just a bit of dialogue and some NPC placement need to be fixed up.

Hearts drop more often for the player to pick up for enemies are difficult.

Epona glitches need to be fixed up, planning out on how Epona would come to aid the player. She will only be usable in the over world and not in towns or indoors. A designated spot will be place next to every caravan for Link to call Epona.

Link is able to sleep indoors, for it was temporarily disabled previously. Requires the player to be on an empty bed and press the S key without doing any sort of action. Doing so replenishes the players Hp, Fatigue meter (Stamina bar), however, this adds on time if the player has acquired a clock.

Nov. 14, 2015


Quote

Fixes:

*Temporary invincibility has been increased and instant while opening a chest and or in a frozen state.
*Enemies who have any sort of action are in a frozen state now when certain objects and or instances are present.
*Fairy is automatically summon at random if Link is in real danger.
*Icon now pops up for Fairy to give information on objectives and or enemies, as for objectives, if the player remains idle for too long, talking to the fairy is possible.
*Thieves are capable of robbing you now.
*Pitch Black Screen glitch has been fixed.
*Map icons have been fixed for dungeons.
Epona:

So far working on a movement code for Epona.
How she will function in game is that she can only be mounted within the main over-world, so you can get around faster. She will not be present in small provinces however.
Obtaining her is optional, the first being is a Moblin who was captured by Mobi, found the Horse and went to Flora Town to get Epona treated, however, the greedy new owner of the farm stole the horse and plans on selling Epona to a man in Fy'Vash Province. The player will have a chance to buy and or rescue Epona by breaking into the owners house at night, once the player is given a Clock to keep track of time.
During the quest, any type of noise can wake up the owner of the house and he will search the house and if found, he will run you out of the farm. If done a number of times,the player is prevented from entering the farm until the old owner gets it back.

Zones & Maps:

*The back route next to Blackrock is nearly complete. Some areas within Blackrock and the cave network next to it will give player shortcuts to various places within the province itself.
As for the maps itself, it is nearly complete.

*Design of the 3rd Dungeon has been completed, along with Black Herot. Quests and objectives leading up to it is still in the works, with the most notable quest being Battle for Ash Valley finally being coded in as a draft.

Enemies:

*Malus and Broga have been completed and these guys are optional. depending on how the player gets through the map shown in the other update post, these guys either walk right past you, not noticing you, or corner you inside the cave, as shown in the video.

*Bublin Archers have been updated, they can be hit this time.

Items:

*Collectibles have been enabled in order for player to make upgrades,this was evident in the last demo where some of those gold/silver chests could not be open. Those chests contain materials to upgrade items in your inventory.
Keys to unlocking these chests will be found within or nearby towns in game.



Nov. 11, 2015
Added Broga and Malus alive this time, they become what they are as the story progress, previously, they had already perished before Link started looking for the fragments. They are still enemies of Sane still.
There are typos, placeholders and object placement that need to be changed, for what is seen in the video is just a draft of the actual fight itself, which is in the works.

This cave is just part 2 of 4 maps in connection with the sub-dungeon, the 1st part is what was shown before, map-wise.
http://www.youtube.com/watch?v=QZgwDNOJrTQ

Nov. 9, 2015
Part 1 of 3 areas I'm working on, leading to an underground network to a sub-dungeon. This area is located in BellBrooke Province and it is West of BlackRock Cave. This area use to be a temporary land held by the Gorons before moving into the mountains, and due to Gorons love of trading, they gave this land to the people of Novos Orsa, which was turned into a Stronghold, later on, abandon and forgotten. Parts of the map goes wood/stone flooring, revealing that there is areas under the ground.

In truth, the underground tunnels will act as a maze in order to get to the sub-dungeon, instead of a simple bomb placed next to a boulder to reveal stairs to access it, makes no sense to me so I added a way to get there naturally.
The player's objective is to get to the tunnels without alarm any thieves, bandits or brainwashed thugs in the area, meaning no explosives, and in certain situations, you have to use something other than a sword and not roll around as much, causing a noise will alter how the player accesses the sub-dungeon and or trigger a bad en result in doing so, however, Demo, who is the NPC in the zone will guide you on when to make minor to major actions within the zone.
(http://i.imgur.com/hAQQWU0.png)

All this leads to an updated version of this (This is an OLD video) The zone has been given a makeover as well to better fit the situation, and the quests surrounding it.:
http://www.youtube.com/watch?v=kK7UKmxu0Mw

Nov. 5, 2015

Some fixes have been placed in the game, and an updated version of the demo will be available soon.
I'm also doing a bit of stress testing to see how certain things can/cannot be handled within the game itself.


Also was having some fun while adding more things to the game XD. Every secret has it purpose, this one I intent to add something special if the player happens to trigger it; it won't be that bush as seen in the video next time :D
http://www.youtube.com/watch?v=nlTHt1ZSX4g

Quote
*There was an issue with hearts not popping up from drops occasionally, the drop rate for hearts has been increased.
*Player is given immunity when opening a chest and or talking to an NPC.
*Zone map is now displayed when you press Space and it shows where you must go (Zone Map is alpha still).
*Player's fairy will now pop up at random if the player is in an objective based room; The F key will be prompted, pressing it will make the fairy give the player hints instead of the player using the fairy manually.
*NPC chat range has been increased.
*Typos/wording have been fixed.
*Player can now sleep inside specific homes or inns to regenerate energy.


Oct. 27, 2015

Small fixes
*The fog in some areas have been reduce so it's easier to see.
*Shield does not get disabled when you load up the game from last save.
*Enemies have reduced damage and they do lose damage when their defensive "!" is depleted.
*Arrows no lower create a chain reaction explosion when you are standing close to a Bomb Flower and or explosive.
*Super Jump has been fixed, prevent players from short-cutting half of the cave in Quiet Wood via wall jump.

Oct. 26, 2015

Example, this shows now with objective markers while viewing map
(http://i.imgur.com/VGRqUEg.png)

World Map has been updated with a few new locations. The map can be view via pressing space bar. Only areas in which the player is currently in can be view, however, objective markers, with a color to represent quests and objectives, will be placed on the map to make it easier for the player to navigate in game.
Maps are automatically presented when you are in an area:

If in the over-world, you can view the whole map, with all locations shown, with objective markers pointing to the destination the player must go to.
If in a town or a small area, a map will reveal the entire zone to the player.
Entering a Dungeon changes the map interface as shown in older videos, this will remain the same.

Working as I go to perfect what what I had in place before, plus makes it easier for players due to the lack on area maps in the demo itself.

Another thing I am working with now is Epona. My last video show Epona being idle, walking around, etc.
Right now I am working on horseback transportation for the player to use, if they are nowhere near a fast-travel object.
Epona right now, in testing, only upgrades the player's speed. The player is invincible, but will change this so the player falls off the horse if damage is taken.


Oct. 23, 2015
Just a small update regarding transitions. What I notice, even beforehand was when the player changes room/zone, the black/white transition markers is sometimes not covering the whole green and or shows up when not needed, this will be looked at and fixed.
There was also a small bug when the player enters Orlo Gale Pass for the first time, this bug makes Link able to move while using the Spin Attack, this was quickly fixed.

Enemy Updates:
*Garo's can no longer be immune to attacks at random unless they are in stealth.
*Beamos/Mobile Beamos beams no longer creates explosions on contact with solid/objects and or player, instead, the effect disappearance and or creates a small burn mark on an object on contact.
*Stone Chus can now be defeated when they are in contact with their weakness, water. They do not do as much damage as they did before.

Bosses:
*First boss is no longer attackable when he is in an immune state (transparent).
*Boss 2 whirlwind attack no longer sends the player flying feet into the air.
*Mary is no longer immune whether she is visible or not. Whether she is defeated or nearly beating the player, cut-scene still triggers.
*Fighting Dasum requires the player to enter the final room within the Stronghold.
*Falric and Marywn are confronted separately this time, for fighting 2 Garos with stealth ability is too difficult.

Dungeon:

The Aquatic Tower (Water Tower) information

An in game draft of the dungeon has been made, still working on it however.
The dungeon will have 8-9 floors, all leading to the depths of the tower itself.
There will be generator capable of lowering the water, in order to access the lower floors, which is currently flooded.
A map will not be obtainable here, for the map is engraved on the wall for the player to look at within the lobby of the floors.
Each room will contain enemies, which are locked away and can only be freed when the Mini Boss randomly attacks the player, one of it's mechanics is freeing these monsters to attack the player, along with many traps capable of killing you.
The Water Tower will be something similar to and a bit of inspiration came from Catfish Maw from Link's Awakening (https://www.youtube.com/watch?v=5bK261jVOh0), so the new design and setup of the dungeon ill be very interesting to play through.

Oct. 20, 2015
A few fixes and a test version of BellBrooke Stronghold Tunnels. I decided instead of having the use of bombs to unblock an obvious passage, I decided to make an underground tunnel instead. Some of these sub-dungeons do not have maps to them so it is the player who has to navigate the underground tunnels promptly.

There was an issue of the shield being unequipped during loading the game, will look into this to resolve that issue.

Oct. 4, 2015

Doing some work on the Title and the title screen itself, to give an option to load/start a new game. The logo will remain the same, but this time, with the addition of the "New Beginnings" under it.
You no longer need to press L to load the game, hitting enter will give the option to start a game, and or showing your last save.
Auto Save triggers are added as well, so that the player does not have to always meet with Progus (Save Owl) in the game.
*Skater Link Glitch has been fixed. Will be resolved in the other 2 areas in the game causing this.
*Looking into enemy strength, for they can take more HP from the player than normal.
*Another path has been added next to Blackrock Cave, puzzle path way of getting into Dasum's Hideout.
*Fast Travel is also being worked on to, the npc keeps vanishes, this will be fixed.
*Goron Link's size is a bit too big, will work on fixing the issue of entering doors or changing areas lol. XD
*I may consider making my first trailer for the game when I get more of the bosses coded.
Oct. 3, 2015

There is a bug someone encountered from playing the latest demo, going to test out a few things to resolve the issue.
Another bug called Skater Link is enabled only in 2 rooms, this will be fixed as well.
Flora Lake is a large room, so water is disabled when not in few, similar to the bigger overworld's setup.
Some areas where the player can pass through has been blocked off. Test room A, B and C have been removed, rendered to normal hidden caves; may plan something in the future for these rooms.

Oct. 1, 2015

The boss fight with the Blood Garo has been changed. The deku sticks in the room has been removed, in order for the player to reveal the enemy during the fight, the player must use arrows in combination with a fire trap to light up the torches.
The fight can either end in 2 ways, if the player defeated the Garo, or, if the player is weaken, nearly dying, a special cut-scene will take place, marking an end to the fight with Link being saved.

Other areas, such as sub-dungeons, have newer ways of entering; BellBrooke Stronghold now has an underground tunnel, for the player to access the stronghold through an unmapped network of tunnels in BellBrooke.
Draft for the castle of Novos Orsa is being planned, for my previous video shows part of the castle town from before, which has been expanded upon over time. Also working on npcs moving about in the city on their own, as seen in Twilight Princess (https://www.youtube.com/watch?v=KCJgOwojGoc Twilight Princess).

Another death animation was made for Link also losing all your HP while in a form other than Young Link, reverts the player back to their true state if they were to die at some point in the game.

Sept. 30, 2015

Other, Dungeon stuff
-
The backstory of the second dungeon was altered, the intruder is a Garo Ninja who is acting as a NADI spy; trying to get the Gerudo and Garo to fight each other in order to redirect tension off of NADI.
-

BUGS:
-
*Link carrying a rock/stone and falling will result in the object sitting on Link's head until he is damaged, this was evident in the 1st dungeon and will be fixed.
*The sleep option can be trigger even though Link is sleeping or waking up from his sleep, this will be fixed next demo.
*The player is able to skip the mini boss in the 1st dungeon, which will result in the dungeon script going hay-wired, this will be fixed as well.
*Leafosa's sol shot barely slows down Blind, this has been changed.
*Bublins can no longer 1 shot you.
*Beamo's beam does not create explosions anymore, lags out game and gives the player no chance to fight back.
-
The 3rd dungeon has many hazards that will result in an instant death or hard to escape situations if the player is not aware of what the sentinel is trying to do, which is to terminate anyone intruding the tower after canon fire set the sentinel off, prior to entering the dungeon.
New Traps have been added: Flood Room, Zero Room, even preserved enemies such as Gyro being release to make things even harder.
http://zeldawiki.org/File:WWGyorg.png (http://zeldawiki.org/File:WWGyorg.png)

Wanted to put these enemies to the test for the longest lol

This dungeon will have 7-8 floors, going deeper into the tower to shut down sentinel and defeat the boss that lies inside in order to get the final pendant, which is needed.

The map for this dungeon will be displayed via wall paintings instead of the player getting the map, however, viewing said painting will be noted in the map menu when the player presses the space button.
More will be added since it is still in the draft phase, but the way I will set up Hero Mode for this dungeon will be different from what was in the demo, involving the player to take action when a chance is given, passively.


Sept. 28, 2015

*Testing the fast travel system via boat this time. This is a must in order for the player to get to the 2nd and 3rd dungeon in the game.
*Link's limited invulnerability, when hurt, has been increase by a few milliseconds. When Link is hurt, some actions would by disabled during that time, like using a Bow.
*Jinx time has been shorten, some people had a hard time with 1st Boss causing the player to be jinxed, well at least I know it works lol XD .
*The 2nd Dungeon boss has a Hero Mode version in the works.
*Dreadmire (Richardson) has a new design.
*Dark Artifact image has been disable from the start this time, it is only visible after the player is introduced to Sane.
*Sol Meter has been added this time; collected sol builds up this energy, as for the sol collected it can be used as secondary currency and or for creating/upgrading Link's Arsenal, this goes for all forms.
*Clock has been reduced, time is sped up.
*Food didn't fill up Fatigue meter, this has been fixed. An issue that prevents the player from taking extra damage when the fatigue meter is depleted, this has also been fixed.
*A few typos have been fixed.

Sept. 8, 2015

Testing areas have been closed off, even the one leading to the desert.
New towns and cities are being made and the use of boat/fast travel is being re-worked on.
New sprites are being made as well, mainly for the Gerudo Race.

Sept. 3, 2015

Zora Link is being worked on, graphical errors occur during some actions in game. Epona/Horseback Riding is being worked on as well.
More information will be posted later on.

Also if anyone hasn't already, please give feedback on the NCFC dungeon demo XD .

Aug 24, 2015

Please make sure you download the latest version, I uploaded a newer version because of the end-demo bug that freezes the player in space and the limbo effect. I am looking into the auto-equip shield bug. Spotted a few typos, which will be fixed. Zora Mask was acting strange so I temporarily removed it :(

1.4 Tech Demo

It's a big file (170MB) due to sound/music content I was working on for some months, even edits done by myself.
Game plays best on windows 7.


http://wiki.zfgc.com/NB:_Demo_Information (http://wiki.zfgc.com/NB:_Demo_Information)

https://app.box.com/s/do54qwmtytlud3hyijmunrzqox4o1ki1 (https://app.box.com/s/do54qwmtytlud3hyijmunrzqox4o1ki1)

Please give feedback if you run into any errors while playing, this helps out a lot.  XD

Aug 8, 2015

SMALL UPDATE!

http://www.youtube.com/watch?v=lxFqrXeKdqA

*Some NPCs and Enemies have been given a small makeover.
*Puzzles have a harder difficulty, for example, dungeon one which is using a bow and pushing blocks to unlock areas. Pretty much *speed run proof for there are enemies and obstacles that are unpredictable.  8)

A Demo for 1.4 will be out very soon, it will include, the first zone, just like in the 1.2 demo, however, the player is able to access the dungeon and continue out of the forest, etc. The demo will end once Dasum has been defeated.

A new video shows you just a glimpse of what the first boss would be like, and as I said before not saving will not be the only consequence. The player is given a passive quest once the dungeon is entered, you have a choice to save said deku inside the dungeon, or continue to the boss. The secret switches to access the hidden room will not be on your map, but there will be obvious clues, such as white footsteps, highlighted to show the player a clue.
Same could be said about events leading up to Dasum.
If more items have are added, the demo, may be longer than mentioned for 1.4, Zora Link may probably be playable this time around.

July 31, 2015
Some bugs have been fixed
"Minor playable character objects are being worked on.
"Player does not have to go back in and out of houses for events to take place, events carry on before the player, for example the "very beginning, etc.
"Global variables are saving with the alpha save/load feature, the only thing that needs to be handled is adding additional scripts and variables to be saved as well.
"Some objects and NPCs/Enemies have been given a small redesign.
"Game Overs: It has been updated; if the player were to somehow die, they will restart from their last save only, sort of like Final Fantasy. The player is given a chance to save before hand by going back with a portal to the entrance if they wish to do so.
July 30, 2015

*New enemy has been added, Stationary Beamos. These enemies CANNOT be destroyed, only disabled, and they can reactivate on their own.

*The fairy has been updated, this time it is able to speak to the player, glows when an enemy, NPC or hint object is present. The fairy is also able to act as a lantern in dark places, and help the player find objects that are hidden, for example, the silver rupee mini games. The fairy has also been given a name, Urlia. I was thinking about adding a passive Z target, however, that is still in test mode.

*Save/Load has been updated, which killed off ALOT of errors and bugs such as the multi-Link glitch, etc. Saves have been updated to use ini files, any tampering with ini files result in glitch mode, causing the player to loose ALL data, so just play the game.

*Missing Deku quest has been fixed, so the player can find an obvious trigger before actually entering the dungeon via finding a ghost who speaks in 3rd person. However, events must be done before fighting the first boss.

*The Blockade has been fixed, so that the fight takes place at night, before the fight can be fought as time goes by, which is not suppose to happen, time will lockup for this event.

*Home Invasion is being worked on, so when the player takes this side-quest, the npc actually wakes up and searches the house. Before an unlimited amount of chances were given, this time you only have 3 chances to search the house, after the 3 chances, the npc who gave you the key will not be present (he got fired) and the player is not able to access the area if the boss is outside.
July 8, 2015

More enemies have been added, including, Bublin Archers(http://zelda.wikia.com/wiki/Bulblin (http://zelda.wikia.com/wiki/Bulblin)). These guys have the ability to not hit you from afar, but also hit key items player tend to use, such as hearts for example, turning them into dark hearts, which depletes health instead of regaining.

More updates will be added soon, for there is more items being coded right now, the first of a few enemies.
July 4, 2015

As you can see diving is being worked on, want to get it working on Link first, then it will be easier to do this for Zora Link, for his diving will not be limited, but gives the player further exploration in certain zones.

*Ghost Link Glitch: When the player surfaces onto land quickly before surfaces above water, this will be fixed.
*Limited God Mode: When the player is damaged by an enemy while diving, they will temporarily be unable to be harmed, cannot fight and or swim, walk on water, damaged seconds later reverses the effect, this will be fixed.

Other
* Player can only dive if they are moving while swimming, if movement stops while under water, Link will surface immediately.
*Animation for the swimming will by changed soon, mainly for the side view animations, example, making Link's feet kick to swim animation.

http://www.youtube.com/watch?v=ZW6rYllQ6tk
June 18, 2015

A bit of spriting only, small updates and a few redesigns of some resources, such as Fierce Deity (Oni) Link and Ray Wingfield in their in game form.
Also Diving is being worked on this time, like swimming, but you are underwater, and some rocks and object that are underwater become solid once you dive.
(http://i.imgur.com/2MzMDPI.png)(http://i.imgur.com/dHvjhHL.png)(http://i.imgur.com/biCMkZk.png)

June 9, 2015
*Enhanced enemies have been added, stronger versions of common enemies, which must be defeated in order to access other rewards.
*Garo Robe/Ninjas have been fixed.
*Link's "killing Blow" attack will be worked on soon, only the animation is done. A special move only Link, in normal form, can do.
*Falling has been updated, if player falls an X amount of steps in variables, it will predict the appropriate damage upon player.
*Intro cut-scene dialogue has been shorten, just need to fix a few line-breaks.
*Dasum's Hideout (Stronghold) is getting a  huge makeover from what it looked like before on video. The Dasum boss fight will also be changed up a bit.
*Small Chu sap ability has been increase; they can sap a greater amount of energy from the player's Fatigue Meter.
*A secondary meter as been added, which acts as energy collected from Sol Fragments, sort of like a Magic Meter, however, it does not effect collected Sol, which serves as currency, just the energy borrowed from them is used by the player.
*Link can now be shocked by electricity, with the exception of the Zora form, which it does not harm Link at all.
*Rolling can and will be disabled if Fatigue meter is too low and or depleted, this goes for all forms as well.
*Player cannot exploit pass choice box messages, hitting ESC will cause the player to automatically pick NO.
*Alpha Boat/Transport has been added, still needs a bit of work. It is a bit different the the small 2 seconds that was shown in an old video.
Areas that will be worked on; recap:

Fuerur Isle (Fy'Vash Province)
*Town of Ferur
*Fy'Vash Port Town
*Delmo's Mansion
*Steins Old Mansion / Stein's Water Well [DUNGEON]
*Hidden Lab [DUNGEON]
*Goron Village
*Ash Valley
*Fiery Steps
*Gog's broken Fleet
*The Black Herot [DUNGEON]
*Ash Valley Volcano
*The Aquatic Tower (Water Tower) [DUNGEON]
Some stuff as of June 4, 2015
lol haven't updated this in a while, but here is what I am working on right now:
I am currently working on and improving boss phases. I am finally working on Mal'Rocher ( http://wiki.zfgc.com/Mal%27Rocher,_Reanimated_Goron (http://wiki.zfgc.com/Mal%27Rocher,_Reanimated_Goron) ), one of the enemies the player will face, who is somewhat unkillable by normal means, trying to make the boss fight as hard as possible. I have made other enemies as well, and a mock up of the Zula fight and of Jak Frozen. Link's items will work in any form, however, will have it's own spin on it, my focus will be Link's Goron form, for it is the only form needed to face Mal'Rocher.
[/quote]


Weapons:
Quote
Keep in mind that the "*" by the item name means that it has been coded.
Environmental Use(EU): Items which link can use as if it was his own weapon.
Projectiles(PJ): Weapons that are physically thrown by Link.
Ability(A):Link can also use an ability with the weapon as well.
Engaging(EG): Items which Link can use to physically inflict damage on foes, for instance, a sword.
Responding Weps.(RW): Weapons that either inflicts or stuns Link's foes
(The ones that are crossed out have been removed.)

*working on an upgrade system for every item*

Koriki Sword*(EG) DONE
Hero's Shield*(A) DONE
Roc's Feather*(A) DONE
Hero's Bow & Arrow*(PJ) DONE
Bombs*(EU,A) DONE
Boomerang*(PJ,A,RW) Modding
Megmus Hammer AKA Rezoran/Zora Hammer(A,EG,RW)
Deku Sticks*(EU)
Circlet of Gog()
Title: Re: Zelda:The Fusion Gate: The dungeon Segment(no mini dungeons)
Post by: Zhello on September 16, 2009, 12:08:13 am
The Forest Cavern
Quote
Item: Hero's Bow
Mini Boss: Mutated Deku (Hallow Deku)
Main Boss: Thief's Ghost (Blind Jr.)
Story:
The Cavern use to be a home and training grounds for the Gorons, and soon Deku who end up being lost, become good friends with the Gorons. After the war days, the area collapsed housing the Pendant used in the war inside. The Gorons had moved into BlackRock with their families and the dekus took up residence in Orlo Gale.

A lone thief heard of this pendant and grew obsessed with such an item and ended up dying in the old cavern when he managed to get himself trapped.
It wasn't long until a Deku went inside to discover what has happen, realizing items left behind by the thief inside, and eventually he is trapped there too.

When Link is tasked to find Leafosa, Link has no choice but to help him find Ralts, and soon the Pendant. The ghost revealed itself to Link and Leafosa, speaking to itself in 3rd person until it engages in combat with them. After it's defeat, the ghost drops the pendant and vanishes.

Old Palace (Old Soli'Dad Palace)
Quote
Item: Roc's Feather
Mini Boss: Falric & Marywn/ Blood Garo Spy
Main Boss: The Exile of Termina, Illrigal
Story:
A crazed man's actions lead to an outright act of treason just weeks after the war against the interlopers. The Shiekah and the Gerudo not only fought each other due to being tricked by this man, but the Garo were also targets, and the blame of the bloodshed was on their hands and the Shiekah. Time had passed and the group settled their anger over a peace treaty, and the Sheikah moved out of the desert soon after.

The Garos made their return, with a man named Stelio who guided the new generation of Garos to be ready and protect the Gerudo and the kingdom of Soli'Dad. Illirgal, still anger by passed error did not trust the Gerudo at all, and a member, who is a NADI spy, among his Garo Clan, waited for an opportunity to cause another act of treason exploiting the Garos this time.

When Link and the Gerudo Princess were ambushed by Illirgal's men, the princess was taken and Link was left for dead until Stelio's Garo faction saves him.
Link accompany the Garos to aid in taking down Illirgal and saving the princess, not knowing the true story behind the scenes, as if the spy wanted this to happen in her favor. While Link and the others are busy, she made several advances to assassinate the princess, but cannot get passed Illirgal's gaze. The spy attempted to kill Link but is stopped by Dorian.
Link and Roga soon faces off against Illirgal and defeats him. Illrigal soon realize the error of his way and blames it on the lost of his beloved, rewarding Link with a pendant, and out of nowhere, Red Garos appeared and attempted to kill everyone, Illrigal, Link and the princess, until Illirgal's servants rise and stops them. Illrigal and his Garo escapes and soon Roga aids Link and the princess to escape too, evading the fight among the Garos in the desert. The Princess thanks Link, Roga and Dorian for saving her.
The Aquatic Tower
Quote
Item: Ancient Hammer
Mini Boss: The Sentinel
Main Boss: Giant Preserve Serpent
Story:
This Tower use to house ancient Zora (Rezorians) armories and housed wildlife that is known to be extinct. They were also advanced and made items to protect the assets of the tower and creating a barrier to prevent those from entering. Among their creations is a Sentinel, which acts as a sentry supervisor of the tower.
When the ReZorians left, they sealed the only entrance and got rid of the key, which is broken into 6 pieces. When Militus succumb to corruption, he tested out his Shadow Cannon to hit the tower, thinking it is an obstacle against those who corrupted him. Unknown to him, the cannon fire had been deflected by the Tower's barrier, hitting a pirate fleet off in the distance with great force.
Once Link defeated Militus, Cynthia told Link that the Canon needs to be destroyed, but everything they do cannot destory it. Ray told Link about the treasure and armory of the tower and that they could find something of the same material to break the canon for good, even stating their is a pendant housed inside that tower.

Ray aids Link in finding the key before the barrier could go up again. Link was able to enter right before the barrier sealed him and Ray within the Tower's area. Link attempts to find the weapon and he pendant but runs into The Sentinel, which has been been awaken by the canon fire, and it attempts to kill Link on multiple occasions inside the tower, until Link finally destroys it.
Link finds a large serpent at the depths of the tower, and the Sentinel, believed to be destroyed, abused the Serpent into attacking Link. The Serpent had been re-sealed into where it came from by Link and the pendant had been recovered. The Sentinel makes one last ditch effort to destroy Link by flooding and freezing the room, only to be finally put down by the weapon Link found.

Shiru Swamplands
Quote
Item: ???
Mini Boss: Tree Babas x4
Main Boss: Dreadmire
Story:

The area once housed a temple of light and a surrounding city, which was abandon. Over the years The Dark Artifact was placed there by a man who went mad. As time went by, Sane and a Gerudo Man seek out the Dark Artifact, but the two ended up fighting each other, with Sane being left for dead as the traps inside the ruin temple were set off.
Sane was able to escape thanks to his surrogate sister, Sara, however, the dark energy caused Sane's eye to be permanently scarred and a lose of most of his memories.

Months after Sane had recovered, he apparently hired Link and a few others to find the Dark Artifact Fragments. Link didn't know about Shiru Swamp until he was informed about a warrior named Richardson, who venture into the Swamp and never returned.
People who had escaped the swamp mentioned a massive monster hiding under the murky waters of the swamp and the waters were dark as if it is engulfed in dark power.

Link explores the Swamp and has found remaining items left behind by the lost Warrior. Link had been attacked by humanoid swamp beasts and Tree Babas that were wrapped around the trees. As each Baba goes down, the Swamp man within range dies instantly.
After all the Babas were terminated, Link heads to the center and drops the 4 seeds from the Babas and tossed it into the waters.
Dreadmire emerged and attempts to kill Link, but it was defeated.
The beast spat up The dark fragment and it turned into a human, who was injured badly.
Link aids the man back to the village to receive some treatment and to everyone's surprise, this man was Richardson himself.
He thanks Link for saving him and was immediately taken in to be cared for by clerics of the village.


Kohlingen Monastery
Goron City Ruins
Title: Re: Zelda:The Fusion Gate (had for a couple yrs now)
Post by: Mamoruanime on September 16, 2009, 01:56:17 am
That hud is somewhat overcomplicated... Honestly you'd be best off just having 2 main item slots and an action button.
Title: Re: Zelda:The Fusion Gate (had for a couple yrs now)
Post by: FrozenFire on September 16, 2009, 04:25:54 am
That hud is somewhat overcomplicated... Honestly you'd be best off just having 2 main item slots and an action button.

I agree. "HUD A" is definitely better than "HUD B" though both just scream.. "unfriendly"

Maybe you just need to change the formation of the buttons to not have them take up too much of the center screen? If you get what I mean. It would be good if you could find a way to make a button formation that keeps them closer to the edges.

Really though, if you could, I think you should take Mammy's advice.  XD

Btw, this looks like a big project! From seeing the videos on youtube, it doesn't look too bad either. Nice work, keep it up!
Title: Re: Zelda:The Fusion Gate (had for a couple yrs now)
Post by: Zhello on September 17, 2009, 05:43:25 am
thx ill be working on that. :)
Title: Re: Zelda:The Fusion Gate (Idea I had for a couple yrs now)
Post by: King Tetiro on September 17, 2009, 11:19:34 am
I watched the videos of the game and I have some critisms. Note that they're meant to lead you to a good game

-Stick with 1 style. GB,Lttp,MC,etc. Never more than 1
-Too many NPCs in Kafei's section. (May become redundant)
-By the looks of Kafei's section, there isn't much of a story.

If you need help/advice on it, feel free to ask me stuff.
Title: Re: Zelda:The Fusion Gate (Idea I had for a couple yrs now)
Post by: Zhello on September 17, 2009, 01:37:54 pm
The sorry was cut down due to a change, his orginal story is at zeldalegends.net.  It will be hard to find due to how old it is, and the name it was in.
lol I adde so many sprites for 2 parts of the game back then^_^
Title: Re: Zelda:The Fusion Gate (Idea I had for a couple yrs now)
Post by: Bludleef on September 18, 2009, 04:49:59 am
loks promising keep up the good work.
Title: Re: Zelda:The Fusion Gate - Overworld
Post by: Zhello on September 19, 2009, 04:50:52 am
Orlo Gale:

Orlo Gale, once known as Mt. Goron, is now a home to Humans and Dekus.  Most of the Terrain is far different from the terrain found in Flora Town and Orsa.  An old Deku Shrine can be located there but today, it is buried in rubble.  It is now known as the Forest Cavern due to the fact that in the olden times, the shrine for the dekus contain types of flora which can only be foun in Flora Town today.

Flora Town:

South of Orlo Gale, is a town with the population mainly Human.  An Inn and a Ranch can be found here.  As for the ranch, it has many components to it, also a Maison due to the fact that the brothers who owns the ranch are rich.  At some point in the game, Link must return here due to the fact a greed salesman at the ranch is keeping Epona for an upcoming sale which you cannot miss.

Orsa Field South:

This area contains forest Like areas.  There is also mountain areas which is unaddressable to begin with.  There are also small Towns.


Orsa Field East:


Orsa Field North:


Orsa Field West:

The great blue sea can be found here, if you had a boat, you can travel to the forgotten Castle, Fuerur, and if your lucky, meet the Rezorans which is rare.
Outskirts of New Orsa:

Fuerur Ilse:

Soldalia(Solidad) Desert, home of the Guerudo Tribe:

Town of Shiru:
Title: Re: Zelda:The Fusion Gate (Idea I had for a couple yrs now)
Post by: Zaeranos on September 19, 2009, 08:43:40 am
Your concept looks very promising and has a lot of potential to become a great game. My points of criticism are therefore not discourage you but as advice for some improvement.

- The multiple graphic styles do not fit together very well. You use MC graphics along with ALttP graphics and in one of the videos you even show Metroid and Fire Emblem sprites. Additionally the boss battle area clashes with the regular Zelda boss battles.

- The HUD really is confusing and obstructing the view. Take a look at the HUD's from other 2D Zelda's.

- The story doesn't read as one complete story. It reads more like background information for various characters in the game. Is it that each character has its own storyline with the other characters as players in the their story. Does your game have a story that can be played from multiple points of view or do you jump characters during the game? For example: games like "Sword of Mana" and "Command & Conquer" have stories with multiple points of view. You choose a character/side at the beginning and play with them until the end. Or is it more like the Kafei/Link part in Majora's Mask of jumping characters. Story related triggers send you from one character to another. Or is it something more in between, like "Jet Force Gemini"?

- The prologue reads a lot like a fanfiction and is very detailed for a prologue. I think to much detail. It could be part of a story for an independent project. My advice is that you start to look at the prologues of actual Zelda games. Preferably TWW or Oracles and later. Abstract your prologue a bit, remove names, omit dialogues and all that. Those things are more in depth history during the game. A prologue has to set the mood and explain bits of events at the beginning of a game, while keeping the player shrouded in mystery.

- My last point of advice is about your language. I am not saying that my English is perfect, but half of the time I spend reading the stories, I was deciphering what English word or correct grammar there should be. I don't know if English is your native language or not, but my advice is to put those stories through the grammar- and spellchecker of microsoft or open office. It is really difficult to read.

I hope you find my advice useful and keep up the good work.
Title: Re: Zelda:The Fusion Gate (Idea I had for a couple yrs now)
Post by: Zhello on September 28, 2009, 02:13:43 am
I know not to use more than 1 type of graphic, I did this long time ago; my game only uses LTTP(enchanted)
Title: Re: The Legend of Zelda:The Fusion Gate
Post by: Zhello on October 17, 2009, 05:23:44 am
Quote
That hud is somewhat overcomplicated... Honestly you'd be best off just having 2 main item slots and an action button.

How to do like the new HUD XD?  a little bug I got is changing the wep sprite but Ill fix that  :D

Plz guys I know the tress are TMC but it was just test trees for something, same goes for sprite shifting Link.  Im gonna add his sprites today.
Title: Re: The Legend of Zelda:The Fusion Gate
Post by: Zaeranos on October 17, 2009, 10:20:52 am
Quote
That hud is somewhat overcomplicated... Honestly you'd be best off just having 2 main item slots and an action button.
How to do like the new HUD XD?  a little bug I got is changing the wep sprite but Ill fix that  :D

I can't say for sure but you should put the HUD better in view, or did you cut of a bordermargin from the screens. Because the hearts and magic part are only half in view. The item buttons I still have to think about. But my first reaction is that there is a lot of space between the buttons.
Title: Re: The Legend of Zelda:The Fusion Gate
Post by: Zhello on October 17, 2009, 10:11:18 pm
Im still making HUDS for my game  XD, the magi bar is just temperary, I gonna change it to make it look like the one from OOT/MM/TP.  :D
Title: Re: The Legend of Zelda:The Fusion Gate
Post by: Zhello on October 19, 2009, 03:41:02 am
The thing is now that I am constantly making HUDS, I'm thinking each style isn't good enough.  Yet the current menu select i am using can only take in 1 item, gonna work on that.

Now I'm currently worried about the Temple design, making a map still, there are some screens that shows you the dungeon. :)
Title: Re: Zelda:The Fusion Gate (Idea I had for a couple yrs now)
Post by: Zhello on October 20, 2009, 07:18:47 pm
Your concept looks very promising and has a lot of potential to become a great game. My points of criticism are therefore not discourage you but as advice for some improvement.

- The multiple graphic styles do not fit together very well. You use MC graphics along with ALttP graphics and in one of the videos you even show Metroid and Fire Emblem sprites. Additionally the boss battle area clashes with the regular Zelda boss battles.

- The HUD really is confusing and obstructing the view. Take a look at the HUD's from other 2D Zelda's.

- The story doesn't read as one complete story. It reads more like background information for various characters in the game. Is it that each character has its own storyline with the other characters as players in the their story. Does your game have a story that can be played from multiple points of view or do you jump characters during the game? For example: games like "Sword of Mana" and "Command & Conquer" have stories with multiple points of view. You choose a character/side at the beginning and play with them until the end. Or is it more like the Kafei/Link part in Majora's Mask of jumping characters. Story related triggers send you from one character to another. Or is it something more in between, like "Jet Force Gemini"?

- The prologue reads a lot like a fanfiction and is very detailed for a prologue. I think to much detail. It could be part of a story for an independent project. My advice is that you start to look at the prologues of actual Zelda games. Preferably TWW or Oracles and later. Abstract your prologue a bit, remove names, omit dialogues and all that. Those things are more in depth history during the game. A prologue has to set the mood and explain bits of events at the beginning of a game, while keeping the player shrouded in mystery.

- My last point of advice is about your language. I am not saying that my English is perfect, but half of the time I spend reading the stories, I was deciphering what English word or correct grammar there should be. I don't know if English is your native language or not, but my advice is to put those stories through the grammar- and spellchecker of microsoft or open office. It is really difficult to read.

I hope you find my advice useful and keep up the good work.

Thx,  Ill try to change this up lol
Title: Re: The Legend of Zelda:The Fusion Gate/ AKA TMT(Dungeon & Questing)
Post by: Zhello on March 03, 2010, 07:23:54 pm
Art concept of Menu

Menu I was from the engine but menu II was recreated by me, as of now I think that menu II is a bit cluttered.  I'm going to remake make it on bmp. during the weekend.  :-X

(http://i162.photobucket.com/albums/t257/suncrop15/menu.png)

Final HUD argument:


(http://i162.photobucket.com/albums/t257/suncrop15/hudv6.png)

The HUD; I completely remade it from it's complicated counterparts.  Yes I know the HUD buttons for Z,X,C and S don't look right on the top left  :D, I'm going to shift its current position with the Hearts which are on the right side.  I myself think that shifting the sprites will make it look a bit better then before, and for the oil meter, that has been removed completely.  I might change the mapper position, I don't know if it takes up the space on screen.

Title: Re: The Legend of Zelda:The Fusion Gate/ AKA TMT(Dungeon & Questing)
Post by: Mirby on March 03, 2010, 11:32:44 pm
Not too shabby... But it could still use a little work...
Title: Re: The Legend of Zelda:The Fusion Gate/ AKA TMT(Dungeon & Questing)
Post by: FrozenFire on March 04, 2010, 09:57:22 am
I might change the mapper position, I don't know if it takes up the space on screen.

I think it should be fine if you move it down toward the corner a bit more. There is just a bit too much unnecessary space between the map and the edge of the screen imo.
Notice how you have the rupees much closer toward the corner than the map? You usually want to avoid this because it gives sort of an off-balance feeling. It is usually a better idea to have the same amount of spacing away from the edges for everything on the HUD. The placement of the rupee icon is perfect imo. Match everything to space from the edge the same amount as the rupee icon and the HUD should look much better.

If you do that and shift things around like you said you would, I think it will look loads better.
Title: Re: The Legend of Zelda:The Fusion Gate/ AKA TMT(Dungeon & Questing)
Post by: Zaeranos on March 04, 2010, 10:48:29 am
(http://i162.photobucket.com/albums/t257/suncrop15/hudv6.png)
The menu looks alright, but the HUD is not going to work. No matter how much you shift it around. The icons of the buttons are way to big and just obstruct the view. I also think that a mini map in a 2D game does not fit. In 3D games the minimap is used for navigation, because it is possbile to get lost when the camera turns around in all the action. In a 2D game you can´t get lost, because the view is fixed and up will always be up. Thus it only obstructs the view, especially when it is completely opaque like yours.
Title: Re: The Legend of Zelda:The Fusion Gate/ AKA TMT(Dungeon & Questing)
Post by: Mirby on March 04, 2010, 08:34:54 pm
In RoNF, I only used the minimap to help myself see where I was going and stuff; you can turn it off or on at will. If you really want the minimap, do something like that. Set a toggle key to it.
Title: Re: The Legend of Zelda:The Fusion Gate/ AKA TMT(Dungeon & Questing)
Post by: FrozenFire on March 04, 2010, 10:30:46 pm
... I also think that a mini map in a 2D game does not fit. In 3D games the minimap is used for navigation, because it is possbile to get lost when the camera turns around in all the action. In a 2D game you can´t get lost, because the view is fixed and up will always be up. Thus it only obstructs the view, especially when it is completely opaque like yours.

But OoT2D has a minimap...
(http://www.pyxosoft.com/projects/game_maker/oot2d/oot2d_screen_05.png)
(http://www.pyxosoft.com/projects/game_maker/oot2d/oot2d_screen_04.png)
However, it is opaque and it is kind of expected since it is a remake of a 3d Zelda; also, OoT2D has a larger screen view.
So, I guess Niek really does have a good point. Your screen is very small. Also, think about all the GB Zelda's. Their maps are always in the "menu" part. Even in every other non-3D Zelda, the map is never in the HUD. So I agree that there really is no need to have it in the HUD; it would be better if it were scrapped. Or Mirby's suggestion with the toggle would also work; it's up to you.
Title: Re: The Legend of Zelda:The Fusion Gate/ AKA TMT(Dungeon & Questing)
Post by: Mirby on March 04, 2010, 10:41:11 pm
It does. The minimaps have always been semitransparent. Not a big block of solid color. And the toggle would work with your screen size simply because it's obstructive otherwise. Look at the screens FF posted from OoT2D. The screen size is reasonable; not too large, not too small (like yours). The HUD is placed to the corners, obstructing as little as possible. And the minimap is still dark, but not opaque. You can still see what's behind it for the most part. If you're sticking with that screen size, either set a toggle key for the minimap, or make a full map screen. Personally, I'd go with the toggle. Then you could check it when you needed to, and when you didn't need it, you could turn it off. Your game, your choice, though.

EDIT: To further dissect your screenies. The inventory looks good to me, reminds me of LttP. But your HUD hurts my eyes. The items don't necessarily have to fit in the box at all times, but they will still look good. Commands such as "Roll" also don't fit in the box. With that, you can still see what you're doing. The main problem with your HUD is that it's too big for such a small view. Either shrink the HUD, make it hide when not in use (or set it so the toggle key hides that too), or make your screen size bigger.
Title: Re: The Legend of Zelda:The Fusion Gate/ AKA TMT(Dungeon & Questing)
Post by: Zaeranos on March 04, 2010, 11:46:43 pm
But OoT2D has a minimap...
(http://www.pyxosoft.com/projects/game_maker/oot2d/oot2d_screen_05.png)
(http://www.pyxosoft.com/projects/game_maker/oot2d/oot2d_screen_04.png)
However, it is opaque and it is kind of expected since it is a remake of a 3d Zelda; also, OoT2D has a larger screen view.
So, I guess Niek really does have a good point. Your screen is very small. Also, think about all the GB Zelda's. Their maps are always in the "menu" part. Even in every other non-3D Zelda, the map is never in the HUD. So I agree that there really is no need to have it in the HUD; it would be better if it were scrapped. Or Mirby's suggestion with the toggle would also work; it's up to you.
Actually I think that in Xfixium's OOT2D the minimap can be left out as well. If you look at the first screen the minimap almost covers 1/6 of the screen. But it is still a little bit transparant, thus you can still see a little bit what is behind it.
Title: Re: The Legend of Zelda:The Fusion Gate/ AKA TMT(Dungeon & Questing)
Post by: Mirby on March 04, 2010, 11:52:29 pm
Which is what makes it work, whereas you can't see anything behind the one in this one.
Title: Re: The Legend of Zelda:The Fusion Gate/ AKA TMT(Dungeon & Questing)
Post by: Zhello on March 05, 2010, 07:29:17 am
... I also think that a mini map in a 2D game does not fit. In 3D games the minimap is used for navigation, because it is possbile to get lost when the camera turns around in all the action. In a 2D game you can´t get lost, because the view is fixed and up will always be up. Thus it only obstructs the view, especially when it is completely opaque like yours.

But OoT2D has a minimap...
(http://www.pyxosoft.com/projects/game_maker/oot2d/oot2d_screen_05.png)
(http://www.pyxosoft.com/projects/game_maker/oot2d/oot2d_screen_04.png)
However, it is opaque and it is kind of expected since it is a remake of a 3d Zelda; also, OoT2D has a larger screen view.
So, I guess Niek really does have a good point. Your screen is very small. Also, think about all the GB Zelda's. Their maps are always in the "menu" part. Even in every other non-3D Zelda, the map is never in the HUD. So I agree that there really is no need to have it in the HUD; it would be better if it were scrapped. Or Mirby's suggestion with the toggle would also work; it's up to you.

lol I did that, you can turn it on or off, I put it on during testing  XD

*edit* about the HUD i might make it rip it from mm or oot lol
Title: Re: [New Video]The Legend of Zelda:The Fusion Gate/ AKA TMT(Orsa Outskirts)
Post by: Zhello on April 01, 2010, 10:21:56 pm
My friend came over today, he wanted to play the Zelda FG demo and see what I've done so far,  I recorded his game-play.  He is basically messing around on the new map I made not to long ago.  I made more vids but those will he posted quite soon.  As of now I'm still searching for tiles lol.

Please will free to give post about the video, such as if there are misplace/and or tiles that are somewhat odd looking, other than that enjoy  XD

I made it on YT instead lol

http://www.youtube.com/watch?v=l25vCrbbi6k
Title: Re: [New Video]The Legend of Zelda:The Fusion Gate/ AKA TMT(Orsa Outskirts)
Post by: Mirby on April 01, 2010, 10:39:20 pm
Two things. First off, why do you use Photobucket for the videos? Secondly, why are you using The Electric Flute (http://ocremix.org/remix/OCR01978/) as the BGM? It's a great ReMix, but still...

Regardless of that, it looks good to me, aside from a few spelling errors. If you need anyone to help out with story or anything, feel free to PM me.

Also, I pressed "D" to skip through text... but it didn't work... *facepalm*
Title: Re: [New Video]The Legend of Zelda:The Fusion Gate/ AKA TMT(Orsa Outskirts)
Post by: Zhello on April 01, 2010, 11:44:58 pm
Two things. First off, why do you use Photobucket for the videos? Secondly, why are you using The Electric Flute (http://ocremix.org/remix/OCR01978/) as the BGM? It's a great ReMix, but still...

Regardless of that, it looks good to me, aside from a few spelling errors. If you need anyone to help out with story or anything, feel free to PM me.

Also, I pressed "D" to skip through text... but it didn't work... *facepalm*

The BGM has been muted lol, so I can use this sound because I kinda liked it, I am so use to Photobucket, I mainly use that to upload things as well lol.


changed it into YT vid.
Title: Re: [New Video]The Legend of Zelda:The Fusion Gate/ AKA TMT(Orsa Outskirts)
Post by: Mirby on April 01, 2010, 11:56:53 pm
You didn't have to... Still, I think it looks great. But I'm just repeating myself...
Title: Re: [New Video]The Legend of Zelda:The Fusion Gate/ AKA TMT(Orsa Outskirts)
Post by: Zhello on April 13, 2010, 08:12:07 pm
My friend changed the menu's style for me,  He added more slots to it so I might be able to edit it or just modify the menu's code a bit.
  To me it looks a bit big to fit in a view of 256.160,  so I might scale the image instead.  :)

what do you guys think?
(http://i162.photobucket.com/albums/t257/suncrop15/bbmenu.png)
Title: Re: [New Video]The Legend of Zelda:The Fusion Gate/ AKA TMT(Orsa Outskirts)
Post by: Zaeranos on April 13, 2010, 09:40:04 pm
I'm sorry to say this, but those don't really fit with the ALttP style you've got going. Your previous menu was a lot better.
Title: Re: [New Video]The Legend of Zelda:The Fusion Gate/ AKA TMT(Orsa Outskirts)
Post by: FrozenFire on April 14, 2010, 04:29:25 am
I'm sorry, but I agree with Niek. The other menu style was better because it fit the style while this new one definitely doesn't. IMHO, mixing styles is one of those things that you really want to try to avoid because it will make your game feel very cheap and it will ruin the experience (at least, it always ruins it for me).
Title: Re: [New Video]The Legend of Zelda:The Fusion Gate/ AKA TMT(Orsa Outskirts)
Post by: Mirby on April 14, 2010, 04:34:19 am
Mixing styles is baaad, mmkay?

Go back to the old menu; it works much better. That one looks like you're using it for the sake of using it. And that's not a good reason at all.
Title: Re: [New Video]The Legend of Zelda:The Fusion Gate/ AKA TMT(Orsa Outskirts)
Post by: Random on April 14, 2010, 04:58:17 am
Mixing styles is baaad, mmkay?

Go back to the old menu; it works much better. That one looks like you're using it for the sake of using it. And that's not a good reason at all.
Weren't you the one against repeating a post. :P I honestly prefer this one, you could have a FSA thing going on. Unless you don't plan on using FSA. (But the fire arrow and bomb arrow scream FSA so...)
Title: Re: [New Video]The Legend of Zelda:The Fusion Gate/ AKA TMT(Orsa Outskirts)
Post by: Mirby on April 14, 2010, 05:03:59 am
I didn't repeat a post; I was agreeing with FrozenFire and Niek. I didn't just repeat what they said; I gave my own take on it that happened to match theirs. Now repeating the previous post word for word and saying YEAH afterwards isn't okay.

Anyways, go with the previous menu. It will look much better.
Title: Re: [New Video]The Legend of Zelda:The Fusion Gate/ AKA TMT(Orsa Outskirts)
Post by: Zhello on April 14, 2010, 05:12:14 am
Ill see what my cousin and I can do, I think the style of the menu he created came from PH or ST dunno. XD
Title: Re: [W.I.P.]The Legend of Zelda:The Fusion Gate
Post by: Zhello on May 09, 2011, 03:39:40 am
It has been a while since I posted something, thus almost all progress has been edited into the first post.
My buddy and I have gotten far in making our Zengine, so that means we will be working on a demo sometime.  We are done with objLink, so we are going to start objDekuLink and once that is done, we are going to make a demo :), along the way a sub-story demo might pop up revolving the other characters in the game(kafei,gemmy,skull kid, etc.), however the demo using these guys will be created in our original engine, which is slightly similar to the new one we are coding now.

At this point in our engine, we are going for a shortcut, making all mini bosses and bosses.  So this way when we actually create the dungeon, we do not have to rush in coded enemies :D.  Stay tune, I will be updating whenever I get the chance! :)
Title: Re: [W.I.P.]The Legend of Zelda:The Fusion Gate
Post by: RetroRespecter on May 20, 2011, 09:52:14 pm
I'm not going anywhere.
Title: Re: [W.I.P.]The Legend of Zelda:The Fusion Gate
Post by: Zhello on May 24, 2011, 12:48:57 pm
I'm not going anywhere.

In the old demo yes?  This demo is very very old, I was going to make it so the player can go to other places but I removed all that.  Also the only demo that is here is very bugged.  I posted that I am still working on a new zelda engine, which is a mix of GB/LTTP.  The new demo that is suppose to be out will take a while because I am currently waiting for the right moment to create a link for the demo.  As for the old demo, I am sorry for that, however, there is a bugged portal that is invisible and if you find it you will be able to visit other parts in the game :p, if you walk around long enough you will see what I mean xD.
Title: Re: [W.I.P.]The Legend of Zelda:The Fusion Gate
Post by: RetroRespecter on June 20, 2011, 02:37:03 am
Whi isn't this in the "Projects" subforum?  :huh:
Title: Re: [W.I.P.]The Legend of Zelda:The Fusion Gate
Post by: Zhello on June 28, 2011, 04:25:13 am
Sprites for Cynthia is almost done, just need to get the other animations for when she is attacking facing Up.  I will be working on more sprites and I will post them up later on.

Please also do not use the sprites also if there is an error or some mix up on the sprites please inform me about it so I can fix it.
edit:

sorry for putting the image up twice, this is just temp. so that guests on zfgc can see.
(http://www.zfgc.com/forum/index.php?action=dlattach;topic=34986.0;attach=9827;image)

if there is an error preventing it for loading then you guys have to log in to see, I will get these png image up so that everyone can see later.
Title: Re: [W.I.P.]The Legend of Zelda:The Fusion Gate
Post by: Zhello on July 04, 2011, 01:06:15 pm
Some changes for when the player begins to play the game:
The player is able to take control of Gemmy, for the first 15 mins of the game, as for Link, he will remain unconscious when the player has finished some of the in-game objectives for Gemmy.

I might change the idea of players needing an ID of some sort in order to access some parts BellBrooke, the people of BellBrooke Province are very protective, and a player is not able to go to certain areas unless they have an ID or something to prove that you are a temp./resident living in the area(in Link and Gemmy's case, they are foreigners in Orsa.)

When the player is do playing Gemmy, they will now be able to take control of Link. Link has no items to begin with.  As you progress in Orlo Gale Forest, you will not be able to go to some areas, like I said before, you will need ID in order to advance.  Villagers in form the player that they must see an old deku warrior. The player must go to Orlo Gale Summit to find the Deku Warrior, but is then stopped by an ominous looking deku.  This deku will stop you from time to time, and becomes somewhat helpful later on.  When the player/Link find this deku warrior, you will get you Koriki Sword back after a small side-quest(The sword had been found underwater, Link dropped it when he jumped from on top of waterfall).
Once the player gets the sword, they must then travel north, behind the waterfall.

Progress of Project:
Quote
Amount of floors 3
item inside-Bow&Arrows
mini boss-Mutated Deku
Main Boss- Blind Jr.(Ghost of the Forest)
main prize- The Forest Pendant
The first dungeon has 5 rooms so far, not including the mini boss, and main boss room, also the prison room.
What I am trying to do with some rooms is link them together puzzle wise. Also linking rooms together, something similar to what we have seen in Majora's Mask, Woodfall Temple.
The Mini Boss, Mutated Deku, will be a triggered event, and depending on how you beat him, the player will be able to follow 1 of 2 hidden events that is well hidden within the dungeon, also upon defeat, the player will be unable to leave the dungeon until the boss has been defeated.  The reason: The boss has taken some interest in Link, and he doesn't want him to leave the area, instead, he awaits for Link's death.

A special I added to the game:
Is a Taunt actions if the player dies, something I found quite interesting in Batman Arkham Asylum.  If the player encounters any boss-like figure/ or major event that can change the game completely, and dies/fails, you will not be sent to the game over room instantly, instead you will be prompt a taunt, and or threat from enemies that you failed to defeat or capture.  These events will cease if the player conquers the boss.

The boss intentions(Blind Jr.) somewhat of a spoiler
Blind Jr. use to be human long ago, but when the player encounters him, he is like a red ghost, somewhat the same like in LTTP.  Blind basically lure in Link to his location, in hopes of killing him off, so that he can take control of him, trying to possess Link.  Through out the Forest Cavern Dungeon he taunts Link and threatens him.  
Show content
If the player gets a game over before meeting the boss, the player will see a cut-scene of Link leaving the temple, however, Link doesn't seem human at all.  He then draws his sword and walks off south, probably headed toward the deku village because from the dungeon, you can easily go to the village if traveling south.
Title: Re: [W.I.P.]The Legend of Zelda:The Fusion Gate
Post by: Zhello on August 08, 2011, 04:10:47 pm
It has been a while since I logged in, I was a bit busy. Anyways a recent update on the game:
-The maps in game have been revamped, more things added, some items taken out.

-Bits of the story have changed, some of the information you see here has been sightly changed in the game already.

-Added abilities to Link, Link is able to thrust if he is rolling, and a thrust jump can be perform if you have a combination of items within the slots. More skills I am testing out on Link as of now.

-The Forest Cavern is done, all there is left to do is add a map-like option to see where the boss is, chest, etc.

-Side-Quests have been added, giving players things to do, in addition, some side-quests can effect the game completely. For instance, your actions within the side-quest can open doors, decide if a character lives or dies, unlock bonuses or removed them,etc.  Still working on it.



Things to work on next:
*The second dungeon, plus the location of which it can be found in, Solidad Desert.
*Add more items to the item select list, also thinking of making the Koriki Sword have a spot for itself instead of being a selectable item.
*The Menu select needs another sprite change, working on it already.
*The file selection is a bit choppy, looking at past projects/ and examples, trying to make a new one.

Like I said before, progress is a bit slow, but I am working quite hard on it, little by little.
*
Title: Re: [W.I.P.]The Legend of Zelda:The Fusion Gate
Post by: RetroRespecter on August 09, 2011, 02:55:03 pm
Out of curiosity, who is Cynthia?
Title: Re: [W.I.P.]The Legend of Zelda:The Fusion Gate
Post by: Zhello on August 11, 2011, 02:25:54 am
Out of curiosity, who is Cynthia?

Cynthia Stonefield is a skilled kick boxer of Fuerur Isle and also the daughter of Militis. She will be the mini boss of the Black Herot.  She is not a bad person, just taking orders from her father XD *more info on her is on first post, look for her biography*

Small update:
-The scooternew's textbox is being reconstructed, so it can provide multiple messages, also trying to had a choice menu-like feature to it.

Exile aka Pello will be created very soon.  Since Garo sprites in either TMC/LTTP format is nowhere to be found, Pello will be somewhat of a stationary boss, not moving, but in this fight, you will be timed, which makes this non movable boss very hard to fight.  If i find any sprites, I might changes this.
Title: Re: [W.I.P.]The Legend of Zelda:The Fusion Gate
Post by: Zhello on August 11, 2011, 11:30:32 pm
Some more sprites; some of the originals have been remade, and some still in development.

As for the Dungeon, I am still working on what was mention above.  After the creation of the quests/npcs, I will start on a map system for the dungeons, and a file select system. what do you guys think?

*image posted up twice, for guests to see*
(http://www.zfgc.com/forum/index.php?action=dlattach;topic=34986.0;attach=9878;image)
Title: Re: [W.I.P.]The Legend of Zelda:The Fusion Gate
Post by: Zhello on September 28, 2011, 02:49:52 am
Its been while since my last update on here, just posting to tell you guys this project is not dead, just slow progression.

Anyways:


The main project
*reduce the memory of the gmk, the game runs smoother but working on reducing the mem some more.

Gameplay
*RPG elements are added to the game, in some area in-game what ever the player does or decides on can affect the game itself.
*3 special rooms have been added for special purposes.

*made a beta mapping system which the player can look at anything within the game.

*Characters within the "Village Bandits" side-quests have been changed, along with some other parts of the quest.

Graphics
*The tiles in-game are mingled with TMC and FSA, I know it is a bad idea to mix, but in my case, it makes the game look more beautiful.  Plus it blends in so well.

*Going to finally start making* Goron Link in Lttp form and more sprites on Gamus

Sound
*All music files have been changed with ZERO Zelda music, loaded externally.


Issues to work on:
*Using a real-time textbox.  Some items will load or added up during the existing textbox object, working to fix this issue.

*Items like bombs, bows, etc, the ones that have X amount(s) of something doesn't add up, remains at zero.   The player will sometimes have infinite of that item in his/her inventory.

Title: Re: [W.I.P.]The Legend of Zelda:The Fusion Gate
Post by: Zhello on October 04, 2011, 08:32:52 pm
Link's forms will be able to use the same items when used as normal Link, but there will be a twist.

Coding
For example, if you are Deku Link, the sword will be a deku stick and or wooden dagger, for Goron Link it will pose as a mace, and to Zora Link a Zora Spear.  There will be other items that will change depending on the player's form(global.Player_Form="")

*Also I am creating enemies that will be having an extra set of Hp-like feature.  I already coded some enemies to have the variable:
Str(Strength of target)
Hp(Hit points of target)
The new ones DEF(Defend of Target, must be depleted before Hp lose)
Call(Depending on target condition, can call in nearby targets to fight player)

I have a dummy object to test the newly added variables, working towards making it a success.

objects
*New enemy added, green blob(cannot remember it's name xD)  It is able to shock the player, stunning you in place for 2-3 seconds.  The only issue I have with this object is that it stops the player permanently if shocked, this will be fixed.

So far:

+Link's forms able to use different weapons depending on type of form.
+Enemies will have an extra set of variables, making them a bit challenging to fight this time.
+New enemies, green blob and more are able to stun the player either when a collision occurs or from a distance.
+Player will soon be able to dive for 5 seconds in game, this still needs a bit of work(when diving player stays under for a long time)

Other things:

+Goodnight's MM Clock has been removed(Going create a simple clock in game this time.  But I can change my mind at some point.)
+Also working on a mobile camera for cut-scenes.  This will be hard to do due to having a real-time textbox in use.


I will try to post some new info later on if I can.

Title: Re: [W.I.P.]The Legend of Zelda:The Fusion Gate
Post by: Zhello on October 06, 2011, 07:57:57 pm
Started to work on a newer area in game.
In-Game:
Town of Shiru in total - 3%
Quote
This is a small town where Link is able to meet for the first time the Twilit Race.  This village has a mixed population.  Humans and Twilit mainly live in this town, the other rares are rare.
ToS population- 1%
ToS homes 0%
ToS quest 0/4
Upgrades from ToS 0/1

untitled village(didn't come up with a name for it yet) DNS
*This place is an area where the player will be able to gain access to boats in game*
Upgrades from ??? 0/1

Fuerur Isle total- DNS
Quote
This island has 2 towns within it and a volcano at the northern part of this island.  The Black Knight and his daughter, Cynthia can be found here within the Black Herot located nearby the volcano.

Areas:
Goron Village
Fuerur Village N/S
Ash Valley
Town of Cargen
Zora Villa
The Black Herot
Inside Fuerur Volcano
The Aquatic Tower -Located within the ocean next to the island
Aircraft(temporary area)

FI population- %
FI homes %
FI quest 0/8
Upgrades from FI 0/6

quests below

Battle for Ash Valley
Description:"Mechanical soldiers within Ash Valley, is this the Black Knight's bidding?"
Quote
The player teams up with Stal kid, Kafei and Sane to prevent the mechanical soldiers from entering the town.  The player's job is to  destroy solider spawns hidden within the Valley and to prevent them from going South.  Another instance is to prevent them from going to shore, in hopes of destroying the Aquatic Tower.  These guys cannot be killed by use a sword.  In order to best them in battle, the player must use explosive such as bomb flowers and bomb sherikens in order to destroy their armor.

Enemies within the Quest
Mechanical Infantry
Abilities:
They will attack anyone on site, and deal a massive amount of damage, so it is best to keep your distance because they can also charge at the player.
Tactic against Mechanical Infantry:
Hit them with explosives from a distance.  Once there inner parts are exposed, you can use your sword to rid of them, but unpon death, they will explode within 1.5 seconds.
The Black Herot -N/A
Lets go to Aquatic Tower -N/A
Mysterious Aircraft
Description from inn-keeper:"Light up north, we do not know what it is and never see this before.  I am trying to keep everyone inside the village, this might be something dangerous"

Quote
The aircraft Quest is only available to the player when they completed the 3rd dungeon and obtain the final pendant.  During the night, Gemmy's cousin will wake you then you must follow her outside, Sane and the others will be there as well.  Baron and Mikau informs the player of a stranger they had captured who might have some knowledge Gemmy's sister, who turns out missing during during the adventure within the Aquatic Tower.  Link recognized the species of the stranger but the captured stranger is not hostile unlike the other of his race.

In order to save Gemm'ys sister, the player must travel through 3 mini dungeons which appears in Ash Valley, however the enemies will be invincible until you have deactivated an energy core within one of the mini dungeons.  Once all 3 energy cores are down, the player can now enter the newly created dungeon.  The main Boss of this dungeon will be Emperor Gog, who had enslaved his own race to do his bidding.  Beating him will set Gemmy's sister free through a portal, by the time Link is able to get into the portal, the dying Gog quickly destroy it by throwing himself inside and exploding which cause the area to self-destruct, Link is then forced to escape this area.  Once the player has escaped, he/she will be reward with a heart container.

Boss of this Dungeon
Empower Gog
Power Hungry Poe
Abilities:
Flies around the room with his over-shield and blasts random attacks at the player.  He also has the ability to teleport(a secret within the dungeon can disable this mention during the fight.)
Tactic against Gog:
The player must break 8 barriers within being hit by Gog(try to not get hit more then 3 times), once it is down, GoG will be vulnerable and must be hit 4 hits, if the barriers go back up, Gog will storm the room with the energy that powers his ship, nearly killing the player.


The map of the town is being created in Gmare, currently saved it as a png image and loaded it to the game, but I will change this later on.  Making it exported from gmare to the gmk itself.
Title: Re: [W.I.P.]The Legend of Zelda:The Fusion Gate
Post by: FrozenFire on October 07, 2011, 02:06:47 am
Just to let you know, I tried to download the demo (from zshare) from the starting post and it says the file is not found. I'm guessing it has been removed due to inactivity? Anyway, it seems that you haven't been getting a whole lot of attention on your project lately, so I just wanted to try it out and give you my thoughts on what I like and what I think could be improved upon. Or I could simply wait for demo 2 because I'm guessing that a lot has happened since demo 1.
Title: Re: [W.I.P.]The Legend of Zelda:The Fusion Gate
Post by: Zhello on October 07, 2011, 02:53:37 am
Just to let you know, I tried to download the demo (from zshare) from the starting post and it says the file is not found. I'm guessing it has been removed due to inactivity? Anyway, it seems that you haven't been getting a whole lot of attention on your project lately, so I just wanted to try it out and give you my thoughts on what I like and what I think could be improved upon. Or I could simply wait for demo 2 because I'm guessing that a lot has happened since demo 1.

Thx FF  :), demo 1 probably not there due to my inactivity on that site XD.  Before I can put up a second one, I am trying to get all of Links forms done, along with the weapons, then I will place it here for people to try.  I have done a lot but there is still more work to do on the current Zelda Engine.

My checklist before creating demo 2:
Link and forms- 35%
Weapons - 67%
A dungeon - 89%

I was also going to make a small demo with one of my old engines showing the player of how Kafei, Skull kid and Gemmy joined Lnk in his adventure, this was going to be the post demo, still thinking on making it tho. XD
Title: Re: [W.I.P.]The Legend of Zelda:The Fusion Gate
Post by: Zhello on October 07, 2011, 03:30:41 am
Part one for ZFG(Ch.1)

Areas of interest:
Forest Cavern
Orlo Gale Village
Orlo Gale Valley
Orlo Gale Summit
Quiet Wood
Flora Road
Flora Town
Votios Farm(Krag and Marius Votios)


"Link's Awakening"
Place: Orlo Gale Forest, New
*This is somewhat of a spoiler for my game, however, just want your opinion on how the beginning is*

part 1:Link's Awakening
Quote
You will wake up in a Deku hut, being taken care of my an old deku and his daughter.  The moment the player goes outside, he sees that the whole village inhabitants is the deku race.  Only one person there is human, his name is Kevin Grayson.

Link is then informed that his equipment must have scatter along the river side north of the village. So at this point, Link(player) must go and find some of the lost items.  You will then be sent to Korri who can help you.  Korri will have Link run a couple of errands.  Link is then reward his sword, and later on his shield, which was founded by Korri's grandson, Tret.  Korri knew that Kevin sent Link here for another reason, so Korri inform Link to obtain the Forest Pendant located North in Quiet Wood.  Korri also mention to Link about the beast that roams that area.
part 2: Vacant in Quiet Wood
Quote
Link is quickly accompanied by Leafosa, who quickly disbanded Link in the middle of the woods.  A passerby named Gaz was sent by Korri to find some of Link's missing items.  But did not return it, not knowing that it is Link himself.  The further the player travels into Quiet Wood, the darker it got, and out of know where, the player met another deku child named Ralts.  Ralts himself was looking for the pendant, and also olden deku city within Quiet Wood.

From Leafosa view: Before Link met Ralts or LEafosa, Leafosa encountered him, but Ralts didn't move, nr did he speak, just started at Leafosa, which made Leafosa flee.  When Leafosa join Link, he informs him about a zombie deku in the forest, he could have been talking about Ralts, then leaves Link again.  When encounter for the finally time, he is trapped within the Forest Cavern.  Ralts told Link to kill Leafosa, saying that he is the monster.  When Link refused, Ralts grew angry and told Link to continue.  Link left the room, and Ralts quietly said to Leafosa, that when he gets rid of Link, he is coming back to kill Leafosa slowly.

part 3: Blinded
Quote
Link and Ralts have found the Forest Cavern, which contained parts of the old deku city, and traveled inside of it.  As Link progress to the mini-boss room, Ralts took a rock and started to attack Link with it, but Link dodge it.  Ralts hen started to mutate into a grotesque looking deku.  The monster Korri has spoke of took a high interest in Link, as a result, he is using Ralts to kill Link.  The monster failed and the mutated Deku flee the area, revealing the chest that contained the Hero's Bow.

Finally Link was able to free Leafosa, and with his help, gain access to the boss chamber.  Depending on the player's choices in game a Zelda or Saria figure will appear and confronts Link, before the monster got even more into Link's head, Leafosa used his modified deku slingshot, which shot deku nuts that had some sort of light energy within it, at the monster.  This revealed the monsters true form.  It called itself Blind.  Link and Leafosa began to fight the beast.
part 4: Forest Cavern taken back
Quote
Upon defeat, Blind threaten Link that he will make another attempt to steal Link's body, then vanished quickly due to broken sol fragments from the deku nut.  Link obtain the forest pendant and leaves the dungeon.

Link and Leafosa explained what happen inside the Forest Cavern to Korri.  Korri was interested in Blind's weakness, and plans to take back the Forest Cavern sometime in the future from him.  Korri dismissed the two, giving them an ID in order to pass thrugh New Orsa enforcers.  Link and Leafosa then headed to Flora Town.
part 5 Reunion
Quote
Link and Leafosa meets up with Kevin, however, Link is reunited with Gemmy, and his old friends, skull kid and Kafei.  They all explained how they got here.  Skull Kid brought up something very important for Link to deal with.  Epona, who was captured by a cruel Farmer within Flora Town. [The player can either buy Epona back or steal Farmer Krag's keys to the closed off areas in the farm, however you have to do this in 5 days otherwise Epona will be sold to someone in Western Orsa].

From this point, Kevin informed everyone of a person of interest located in Bellbrooke Town.  Link and company started to continue their journey to find this person.

Facts about BellBrooke Province:  The player must deal with bandits and Zol flooded within the area.  If a couple of quests have been met, some of these threats will diminish permanently.
Title: Re: [W.I.P.]The Legend of Zelda:The Fusion Gate
Post by: Max. on October 07, 2011, 02:20:48 pm
This sounds really exciting and interesting, and also really ambitious. How far along on this are you?
The only really confusing part was where this Leafosa person came from. She quickly met link, then disbanded him. To disband is to break into separate components a group of usually people, making disbanding one person confusing and reminiscent of dismembering, which I don't think is what you mean. Also, I don't understand who this gaz fellow is, where he came from, what he was doing. Other then that, though, this is basically pretty clear.
Title: Re: [W.I.P.]The Legend of Zelda:The Fusion Gate
Post by: Zhello on October 07, 2011, 07:02:51 pm
lol I have to change that up a little, I was just typing from what I remebered, everything was within my gmk, but at that time, I wasn't on my computer XD:

Gaz is one of Korri's trainees who manages to find some of Link's items such as Link's Deku Mask and Ocarina.  He doesn't give them back to Link because he was unaware that the boy before him was Link.
Before Link ever made it to Quiet Wood, Gaz was already there, but didnt venture to far in that area, just checking on the seals Korri placed to prevent people from entering to the forbidden parts of Quiet Wood.

I realize I didn't mention that Leafosa met Link before but considered Link rude.  Leafosa wanted to see if these seals and the monster in quiet wood was in fact true.  He carried modified Deku seeds which release essence of light from sol fragments when it hits something.  Thinking that he is able to defeat the monster.  When he met Link for the second time, he basically used Link to help him get passed the seals then shortly after left Link there, thinking only for himself.  Since he was ahead, he had stumbled upon Ralts, but didn't stick around to long around him.

Leafosa can now be found in Forest Cavern prison and can be saved.  Also for Game Overs he is killed off.
*Leafosa is already with a group so he didn't want to stay with Link at all until Link freed him from the prison*

EDIT:

Gonna work on a new sprite for Leafosa, also brainstorming on a Ralts concept.
Title: Re: [W.I.P.]The Legend of Zelda:The Fusion Gate
Post by: RetroRespecter on October 09, 2011, 07:13:34 pm
Looks like you have returned with a strong impact!
Title: Re: [W.I.P.]The Legend of Zelda:The Fusion Gate
Post by: Zhello on October 09, 2011, 11:30:09 pm
Finally Finished most of Pello Garo sprites.  I started one working on other sprites and improved some of them.

As always placed the img twice for guests to see :p

*Keep in minded I met defending for pello, not defeated yet.  That is the only sprite I need to work on for pello then I am done.*
(http://www.zfgc.com/forum/index.php?action=dlattach;topic=34986.0;attach=9957;image)
Title: Re: [W.I.P.]The Legend of Zelda:The Fusion Gate
Post by: Zhello on October 11, 2011, 10:26:17 pm
Gameplay:
Equipment:
+Now working on a new weapon, Zora Hammer, also called Mega Hammer(still thinking of a final name for it.)
This item will allow the player to destroy certain obstacles in-game.  Also if you bring this item to level 2, it will then have the ability to create shock-waves, either stunning enemies, as for mechanical enemies shut them down for a period of time. It is at 8% on the weapon list, will work on improved it.

+Leafosa's Bracelet-A temporary item which the player can use to only deal with bomb flowers, the reason for this is because in order to access the first dungeon, you have to destroy boulders blocking the way.  Once the dungeon has been completed, the item will not be in use anymore, nor will it be within the inventory.  However, later in-game the player will obtain the Goron Gauntlet, which will nto only enable the use of bomb flowers again, but also able to carried unbreakable objects.



Graphics:
+All deku and goron npcs will be using TMC style graphics as placeholders.  Still unable to find LTTP versions of them.  The same issue with Garo Ninjas, TMC version of them will be placeholders as well if there is any.

+All of Deku Link actions are almost done.  Also fixing up animation errors for him.

Fixes:
+Gaz npc has been updated. He is sometimes able to appear in 2 places at once, despite completing a quest or small objective.  Tret is also suffering from the same problem and will be fixed.

+The game sometimes slow down either by changing room or when Hp reaches 0.  The timing sometimes ranges from 2-8 seconds, this will be fixed shortly.

+Sometimes upon transformation, some npc still keep the same text/action until you re-enter the room. I am working on fixing this as well.

+When you are in you human form and dive underwater, you get stuck and do not surface after 5 seconds. I will deal with this issue as well.
Title: Re: [W.I.P.]The Legend of Zelda:The Fusion Gate
Post by: Max. on October 12, 2011, 02:02:14 am
It sounds like you're making great progress. Also, seeing the leafosa sprite, her name makes much more sense now that I realize she's a deku. That shiekah looking guy looks sweet, great job.

Also, where did you find Garo sprites TMC style? I was looking for some to adapt to my game and could never find any, so I had to make some from scratch eventually.
Title: Re: [W.I.P.]The Legend of Zelda:The Fusion Gate
Post by: Zhello on October 12, 2011, 04:01:15 am
It sounds like you're making great progress. Also, seeing the leafosa sprite, her name makes much more sense now that I realize she's a deku. That shiekah looking guy looks sweet, great job.

Also, where did you find Garo sprites TMC style? I was looking for some to adapt to my game and could never find any, so I had to make some from scratch eventually.

Leafosa is a guy lol  XD.  Also the garo exile sprite was custom made by me, from LTTP Link.  Took sometime to come up with this design, went through multiple sprites of Exile to come up with this one.  I am also looking for some Garo sprites, if not, I will try to make some if I have time. A typo error in previous post sorry about that.  :D
Title: Re: [W.I.P.]The Legend of Zelda:The Fusion Gate
Post by: Zhello on October 13, 2011, 07:49:12 pm
Well currently what I did today:
+Prevented Deku Link from doing certain actions like swim/dive, pushing or carrying.*Strangely enough, he is still able to push things and sometimes his animation freeze when walling into a wall* Ill fix this later on.

+Edited some TMC tiles, makes the game look good but from some images you see here the tiling for the TMC sprites look wrong will be fixing that as well.

+New sprite set for Gaz, he had only koriki kid sprites to begin with.  And his ability to appear in 2 places at once regardless of completing objectives or not has been fixed.

+Created a weather modifier, well just for raining.  Going to add different weather systems to it later on.
The weather system currently includes:
*Raining with Thunder&Lighting(sound added as well. Depending on areas in room gets louder.)

+Form system will not be selecting a mask anymore, instead it will be via button press.  I will change this way later on.

Question for you guys: After Deku Link, who to work on next?
Quote
A.) Goron Link (form 2)
B.) Zora Link (form 3)
C.) Fierce Deity Link (form 5)

same images attached, posted for guest to see
(http://www.zfgc.com/forum/index.php?action=dlattach;topic=34986.0;attach=9977;image)
(http://www.zfgc.com/forum/index.php?action=dlattach;topic=34986.0;attach=9979;image)
(http://www.zfgc.com/forum/index.php?action=dlattach;topic=34986.0;attach=9981;image)
(http://www.zfgc.com/forum/index.php?action=dlattach;topic=34986.0;attach=9983;image)
(http://www.zfgc.com/forum/index.php?action=dlattach;topic=34986.0;attach=9985;image)
Title: Re: [W.I.P.]The Legend of Zelda:The Fusion Gate
Post by: Zhello on October 14, 2011, 07:27:56 pm
small updates:
+The non-stationary npcs can now interact with their environment.  For example, if a Zora npc walks into a water area, he is able to start swimming and or dive into the water.  Or if a solider is next to a hostile enemy, he is able to fight it.

+Improved the textbox engine a bit, however, some npcs/items text is cut off, this will be fixed.

+Deku Link no longer has the ability to grab on to this, this was an issue earlier.

+Currently working on a File Selection Screen.  I am playing around with TRM's oot file select and trying to make it work with my Zengine, in the meantime, I am using a very basic file select.  TRM's oot version I am modifying on a separate gmk. before merging it with my gmk.

+The mapping system is currently in its basic form, you can hit the Space bar anywhere in-game and it will show you what location/floor you are in, doesn't have some variable added to it yet.(number of keys, compass, maps etc.)
Title: Re: [W.I.P.]The Legend of Zelda:The Fusion Gate
Post by: FrozenFire on October 15, 2011, 06:08:09 am
lol, Leafosa does sound like a girl's name, but it should be fine as long as you state his gender when introduced. I like the name though, and I find this overall project to be very intriguing. You seem to have an emphasis on meaning of the characters as shown in their depth, and few fan games have really gone down that path, to this extent anyway. I do think there is quite a bit of refining that you will need to do with the story, but I can see a lot of potential for this to end up being quite good. :)
Title: Re: [W.I.P.]The Legend of Zelda:The Fusion Gate
Post by: Zhello on October 17, 2011, 05:38:42 am
lol, Leafosa does sound like a girl's name, but it should be fine as long as you state his gender when introduced. I like the name though, and I find this overall project to be very intriguing. You seem to have an emphasis on meaning of the characters as shown in their depth, and few fan games have really gone down that path, to this extent anyway. I do think there is quite a bit of refining that you will need to do with the story, but I can see a lot of potential for this to end up being quite good. :)

Thanks lol  XD.  Another update:

+Sheme KOS tileset has been revamped, changed it so some of the FSA tiles are placed in game.

+Ally npcs: Still in testing as well.  IT falls Link around in certain places when summoned.  Cannot swim, climb, etc.  However just like the enemies, it can select its own weapon depending on the area, and or objective, also make an attempt to attack nearby enemies and if successful runs back to Link.  Trying to make the weapon animation for it sync in, also the death animation.  This system was previously use to create a Dark Link Boss back when the engine was a v0.8.

+Enemy Recognition: This is a ParBeastry, the parent object of all enemies ans bosses in game.  What it does is make the system know which enemy is on the field and what sprites, sounds, stats and weapons that enemy should use.  For example, 2 stalfo archers, however, one of them is more advanced then the other, the parent object will check that stalfos stats and increase it, also giving that stalfo a different weapon, the Lv99 bow&arrow, for instance xD.  This is still in testing form and I will give an update on this later on.

+Use of fairy cursor, in testing form.  I had a Z-targeting like feature going on, however, I removed it because getting the fariy to do various things sometimes do not work out too well.  So instead I made a cursor that the player can use by moving the mouse.  It will have 3 color indications, since it is in test form.  If I make this cursor system better, I might throw back the Z-targeting because it helps a player keep track when they are ambushed and so on.

+Deku Link cannot hop on water yet, just drowns and if lucky, can randomly jump once he touches the water.  Deku can instantly die from fire and such, however for some reason when colliding with fire, it not only drains all your Hp, but available fairy potion resources as well.  So instead just made it so if you touch fire as a deku, you will take more damage then usual.

I have been also working on cut-scenes, not my strong point here due to some variables adding/decreasing when messages are not even done yet, still working and learning to deal with this issue, mainly for the bandits in forest objective, trying to make one bandit leave after the text is done using a path.  Anyway if I find some way to create what I had in mind, I will take a screensshot or make a video of this objective for you guys to see.
Title: Re: [W.I.P.]The Legend of Zelda:The Fusion Gate
Post by: Zhello on October 19, 2011, 02:18:37 am
Small update:

Worked on the inventory menu today graphic wise and also added a couple things in there.  As of now players are able to keep track of Sol Fragments, items, etc.  I also created a temp. slot which will show you the world map if selected, and or dungeon map, however these maps are not set up correctly yet.
Title: Re: [W.I.P.]The Legend of Zelda:The Fusion Gate
Post by: RetroRespecter on October 19, 2011, 03:48:56 pm
 XD

MOD EDIT: Please include more content in your posts.  Thanks.
Title: Re: [W.I.P.]The Legend of Zelda:The Fusion Gate
Post by: Max. on October 19, 2011, 10:24:15 pm
Haha, what kind of response is that, Retro?

Anyway, how far is your demo, slash, is there a demo available right now? I couldn't really tell from the first post, as I mentioned to homegrownpwn in his topic, thinking it was yours. You guys are both using LTTP graphics! I can't tell anybody apart these days! It's a problem at work when I greet people coming in the door three times because they just went out to their car to get something, or ask a person if they need help finding something for the third time...
Title: Re: [W.I.P.]The Legend of Zelda:The Fusion Gate
Post by: Zhello on November 01, 2011, 07:44:00 pm
Sorry for the wait guys, was in Quebec, Canada for a week.  XD Anyway some minor updates, just started to work on the game again.

Gameplay
Started working on a Game Over screen, currently 2 rooms for it.
*if your Hp drops to 0 during a boss fight or an event, you will go to a sub-Game Over screen then the actucally one. Other then that if you are not within these 2 events when your Hp is 0 then your good. What I am aiming for and waht moviated me for this is Batman AA
an example of what I am trying to do.
http://www.youtube.com/watch?v=a6FQOLzvGYk

*Link's arrows and boomerang are now fixed, Arrows cannot kill enemies just like that now, can only disarm, stun/knock out enemies.

NPC have Hp now. They are able to fight any nearby monsters and can sometimes be killed, the nly NPC capable of fighting now is the town guards.

Graphics
*Remodeling BellBrooke Town and area in the province. The place looks a bit plain so so I am going to revamped it a bit.

Coding

Started making Illirigal/Pello, the second boss in the game. Sadly I have only one sprite for him, well most of them only fast down, due to not finding any garo sprites.  So I am going to make this boss fight a bit clever.

I'll be updating again soon, later ZFGC  XD
Title: Re: [W.I.P.]The Legend of Zelda:The Fusion Gate
Post by: Max. on November 01, 2011, 07:52:16 pm
Hey, I don't know if you could use slash modify these, but down near the bottom of this page are some Garo sprites I made that you're welcome to use however you want.
http://www.zfgc.com/forum/index.php?topic=38310.0 (http://www.zfgc.com/forum/index.php?topic=38310.0)

And so basically what you're trying to do with the game over screen is show a short cutscenes of the thing that killed you taunting you before you die? Or am I misunderstanding this?
Title: Re: [W.I.P.]The Legend of Zelda:The Fusion Gate
Post by: Zhello on November 01, 2011, 09:23:34 pm
Hey, I don't know if you could use slash modify these, but down near the bottom of this page are some Garo sprites I made that you're welcome to use however you want.
http://www.zfgc.com/forum/index.php?topic=38310.0 (http://www.zfgc.com/forum/index.php?topic=38310.0)

And so basically what you're trying to do with the game over screen is show a short cutscenes of the thing that killed you taunting you before you die? Or am I misunderstanding this?

ya xD, for example, if you fail to prevent the badit's from overrunning the town you will get a cutsence and if you lose to the bandit leaer you get a cutsence as well.  But if you get your Hp to 0 when you are not in those events, then it is a normal game over.

Thanks for the sprites XD, now Link has an enmy to fight in the 2nd dungeon along with the boss.
Title: Re: [W.I.P.]The Legend of Zelda:The Fusion Gate
Post by: Zhello on November 02, 2011, 08:48:58 pm
Only made some sprites today, some of them revamped others new.  So of them are also drafts, and I will be updating them soon.

I thank Dontfeedthemax for the Garo sprites, I might be able to make some nice LTTP versions of them.  I will post them up when I get them done.

(http://www.zfgc.com/forum/index.php?action=dlattach;topic=34986.0;attach=10031;image)
Title: Re: [W.I.P.]The Legend of Zelda:The Fusion Gate
Post by: Zhello on November 03, 2011, 01:27:25 am
Well this is a draft of the Garos in LTTP form, and the other forms on them scatter aroung the desert area. What do you guys think?

Illirigal Loaylist are enemies of basicaly anyone against the Exiled Garo, incudling Link.  Their common enemy is Steilo's group.  Other then that the normal garos fight for anyone at this point, until some sort of event ouccers, they become good at the end.

The garo race is a mix, some are human, others are Subrosians, the rest are unknown.  Illirigal's Garos are mostly Subrosians.

If I finsih this, I will start making an AI for them xD.

Also a small stroy change(a mere idea):
Due to the bad guys  search for the broken jewel instead of gates, they used source simlair to the Mirror of Twlight in order get from realm A to realm B.  Doing so left a could of rifts and some randoms to appear in Orsa.  Thus Link, Gemmy and other chracters interacting with with the rifts caused them to appear in different areas in Orsa.  As for Link and Gemmy they were able to get to Orsa due to Shad using his power to go to a different area and or realm, mainly when the player fights him, after the battle they find themselves elsewhere.

(http://www.zfgc.com/forum/index.php?action=dlattach;topic=34986.0;attach=10033)
Title: Re: [W.I.P.]The Legend of Zelda:The Fusion Gate
Post by: Max. on November 09, 2011, 12:41:36 pm
They look nice : )
Although, the plot stuff about the rifts seems a bit confusing. I'm sure it'd work out in the game, because it'd be shown rather than told, and at a slower pace. I might also be confused because sometimes your english isn't so good, for instance, I have no idea what a could of rifts and some randoms are. I also don't know the entire plot of your game, so sometimes I don't know what you're referring to anyway, haha.

But the sprites look good, and the variety you're creating does too, with the other colors and Steilo guys. Some of the names you make up are hard to pronounce, though.
Title: Re: [W.I.P.]The Legend of Zelda:The Fusion Gate
Post by: Zhello on November 10, 2011, 02:10:37 pm
Remade Flora Town Entrance, the place you go to before actually getting to the Town area, and I also recreated Flora Town Farm ,which is located to the east of entrance.  I remade them because the ones I had tiled before didn't look that great, plus they were both spacious.

I will be remaking Flora Town itself later on and I will post it up when it is done.

*The reason for the big house at the farm: The rich farm owner lives there. Also a quest is available when the player befriends a worker there. On this quest you have to save Epona before she is sold away. The player has 3 attempts to break in at night and find the farm house keys, if failed 3 times, you will see the next day some workers will be fired. Also if you run out of days, Epona will be sold, however you can still get her back regardless of being sold or not.*

@Dontfeedthemax
Sorry lol my English is not perfect, as for the story I changed it for small/large rifts to appear due to Dark Interloper interference. For example, Shad able to create portals to get from point A to B, sometimes it leaves a random rift that brings the player to a different location. And due to one of Shad's clone influence in the Lost Woods, Link and Gemmy were able to make it to New Orsa, being unaware of encountering the rift in the first place.  Lol due to so changes I might consider a name change for the game.

EDIT:
The first image I started working on within the gmk. file.  Unlike what you see here, in the file it is heavily detailed.  Also I plan on making different things occur there during the day and at night as well.  For example, the table being there is because the guards that watch over that area play cards at night, and at other times, other events happen there.

As for the farm, I started some of it today, finding some animals to place within the farm as well. I am looking into harvest moon sprites, editing them into LTTP/TMC colors.

The new Flora Town will be completed very soon, after I deal with mapping and coding these 2 areas first.
Title: Re: [W.I.P.]The Legend of Zelda:The Fusion Gate
Post by: Zhello on November 20, 2011, 11:20:09 pm
The maps I have been working on previously are shown in these screens.  All of Flora Town and the parts to it have been completed and detailed graphic wise.  All there is left to do now is to change the position of every objects in all Flora Town rooms.  The next hard part will be tiling New Orsa fields with its castle town.  I will be working on a draft for it.

So what was done/need to be done:
+Item giving npcs needs some work, along with player collide with collectable items.

+Every Room is recognize by the objControl system, this causes the name of the room to appear, trying to add if a player enters for the first time, it shows parts of the room.

+Also coded an objAllydummy, this object is able to damage enemies and help Link, however when it deals damage on to an enemy, the enemy doesn't lose any heal but sometimes gets stunned, this will be fixed.  The ally randomly heals Link either by touch a heart or if still alive, heals Link over time if it is nearby.  I might remove this and keep the method it uses when touching a heart.

+Mini maps: I was looking at recent examples and made a mini map on a separate gmk. It still needs work due to not change the image depending on which room Link is in.

+Registration Screen: I have been working with the OOT version of it to fit into my game.  I tested the file select system with my codes and it works well, the only thing to do now is to merge it and add in the main gmk. codes.

Okari Story change(sorry for my English):

The dark beast was a common Twlit folk before the event of Fusion Gate.  When there was a clash in the Twilight Realm, The bad Twlit managed to escaped with wounded and or dead Twlit soldiers.  They wanted to create something to overthrow the Twlight Kingdom, wanted to make something similar to their previous creation, Majora.  They used an unnamed solider among the ones they had captured and started to experiment on him.  What they have created was completely different.  A mindless beast consumed in darkness.  With this new creation they forced other prisoners to fight it, as a result, the unarmed prison were defeated and consumed by the beast.  The evil Twlit tribe were amazed by the monster, however, by the time they used it to attack the Twlight Kingdom, the place had already been dealted with by other members of their tribe.  During the events of Fusion Gate, they sent the beast into Olden Orsa to hunt down the remaining Twlit that took refugee there.  Luckily, the New Orsa Military was already there, knowing of the beast arrival due to a sole Twlit solider informing them about the beast.  This Twlit is a trader to the evil Twlit tribe and he was among those who escaped when the Twilight Kingdom fell.  The fight against Okari was a long and bloody battle until finally the weaken beast has been sealed inside a sword by a solider.  After the fight, they quickly took the blade to the Temple of Time and sealed it away.

During Link's arrival, he was informed of the Temple of Time and was told not to go there.  Link and Gemmy arrived there and found the blade, but there was someone already there trying to pull the sword out.  The figure happened to be Riku, due to seeing Link and Gemmy, he engaged in battle with them.  After the fight, Riku sees that the seal to the blade had been weaken and quickly ran to the blade pushing both Link and Gemmy out of the way.  He pulled the sword out and the temple began to rumble.  As Riku held the blade, the room darken and a beast slowly emerged from the sword.  The beast was forming slowly and spotted Link, Gemmy and Riku.  It tried to grab Riku, but Riku teleported out, causing the beast to miss and break a nearby wall.  This gave Link and Gemmy a chance to escape.  When the two finally got away from the temple, the temple fell apart.  The incomplete Okari escaped to a nearby Cemetery and started to absorb buried corpses to replenish its energy.  It spotted a little boy at the cemetery and decided to chase him.  The beast then cornered the boy tried to absorb him, due to still being weak from the being sealed and having the temple crumble above it, spread it's dark energy around the boy as it vanished.  The boy was left there, alive but unwell.  The dying Okari was founded by Riku and his master Shad later on.

Info to appear in the Trophy Room.
name: Okari(real name unknown)
Ht. 9 ft. tall(sometimes expands when attacking)
Wt. 800 lbs.
Appearance: True form is unknown, it is covered in dark energy and gases.  It's eyes glow burning gold.

Weps:The beast fight just like a Twlit solider, the reason for this is because it somehow retain memories of fighting.  It's arms can sometimes take form of war weapons.  On it's chest it releases a high energy blast when it is very close to being defeated, this attack can and will wipe out the 8-9 of the players hearts if hit by it.  It is also a fairy killing move if the player has bottled fairies.

Weakness: The beast can be beaten weapons contain sol.  It can also be absorbed due to it being pure energy.

Other facts about Okari:
Braizal is consider The son of Okari due to the beast basically creating him.
Title: Re: [W.I.P.]The Legend of Zelda:The Fusion Gate
Post by: Zhello on November 22, 2011, 07:39:15 pm
Finally created a draft version of Okari in LTTP-like form, it still needs a bit of work but it is decent.

My other sprite(The Garos) is almost done I'll post them but the next time I show up.

The reson for Okari being this tall because the boss fight for him will be a long one, in addtion, the player must hit mutiple weak points on him.  To make things harder, the platform you are on will be destroyed if you do not kill this guy quick enough. Also if the player is not euqip with the Fusio Mask then you will pretty much die from any hit from this dude.  This is just a small idea concept for his boss fight. :P
Title: Re: [W.I.P.]The Legend of Zelda:The Fusion Gate
Post by: Zhello on December 16, 2011, 08:21:11 pm
Wow it has been a while since I posted here, I was on a break from game maker.  Recently started working on my game again, this time on a windows 7 pc now everything runs smoothly, thought it was mem issues in my gmk that was causing the lag 0_o.

The first thing I have done so far in this gmk.

-Trying to make some enemies shift their sprites when attacking Link, as of now they just run into you constantly until they lose you.

-shifted most of Link's sprites again, so of the pixels were a bit off, and sometimes when using a weapon and trying to enter a door, you will be stuck until then weapon is gone.

-Made a draft of Fuerur Isle and the Desert continent with Gmare, Ill be posting aether a screenshot or a small video of what I am doing

-I also messed around with the ZFGC real-time textbox and probably post it up for people to use, it still needs a few fixes tho(auto line break sometimes messes up the words as seen in my previous vid)

-A buggy shopping system is now in place, this still needs a bit of work.  As of now the player can only buy a shield, a small heart and a bomb bag, working to implant more items and fixes some of these issues.

-Pello Garo Boss needs a bit more coding xD.  Probably after adding all 3 of the first boss, I will make a demo, but that will take some time.

-The menu has a minor issue, not drawing the amount of arrows the player has, but for the other items it shows, I'll look into this.
Title: Re: [W.I.P.]The Legend of Zelda:The Fusion Gate
Post by: Zhello on December 19, 2011, 10:10:16 pm
Started coding Garo Ninjas now, along with Wolfos.  The garos needs some work, trying to make them randomly teleport when Link attacks them, as for the Wolfo having it defend itself randomly.

Garos are only able to attack atm, when they get close enough, there sprite changes and their defense is enabled, when it is active it can defend itself from 1 or 2 sword attacks.

Wolfos do 2 things, they randomly move able and only attack if you are close enough, the other wolfo object is able to charge at you and move away when it is being attacked.  The Wolfo objects will also be used to make a similar enemy in the Desert Province found in Zelda TP, the Stalhounds, however I do not have sprites for them yet octoroks as a placeholder :)

due to some major coding, the engine has moved up to version 1.7 now. :D
Title: Re: [W.I.P.]The Legend of Zelda:The Fusion Gate
Post by: RetroRespecter on December 20, 2011, 01:03:02 am
Man, that is a big update there.  :)
Title: Re: [W.I.P.]The Legend of Zelda:The Fusion Gate
Post by: Zhello on December 21, 2011, 09:39:18 pm
minor update:

Enemy Update:
All enemies now have defensive stats, resistance, and an updated system for their weaknesses.
This gives the enemy the ability to survive a bit longer or die quickly in battle depending on what weapon you use to attack them with and or the distance of which you attack.  There is also an indicator, so the player will now know that the enimy is close to having 0 Hp.

The resistance gives the enemy the ability to resist and sometimes recover from a light blow, and at times it is able to raise their defenses if you repteat the attack.
The enemy now has weaknesses during battle.  If they come into contact with a certain weapon and or object, they lose double the Hp, sometimes triple if their defenses are completely down.
*Still trying to figure out how to make the enemy shift it's sprites when attacking, for some reason how I coded it, it is not doing the animation.  If this is fixed, the Garo and Wolfo will be able to attack the player, in addition, use the variable Wep_of_Choice=""

Ally Update:
The player's ally is now able to finally fight back.  If there are nearby enemies it will start to lash out of them until they are at a distance or killed.
The ally is able to follow Link, however, it's sprites use for its Left and Right moved remains constant if the player is close, but if far away, it's sprite is normal, this will be fixed.
The ally is able to lose Hp, and die in the process.  Cannot appear again until reentering a room or by summoning.
The system will be use for some NPC, also some enemies as well, for instance Dark Link.
*The only issue to fix with it now is its sprites when facing.

objLink Update:
Instead of bubbles, Deku Link will now fire deku nuts, if the player has acquired the deku bag, to store the nuts.  The player is also able to use sol shot, small orb-like item which will burst into light when it comes into contact with an object, this can only be used if the Bow&Arrow is set on the Z,X or A button.
Going to remove the sword from the inventory and make it useable by button press anytime.  Probably(35% sure) I will make the shield equipable as well as a button press feature.

Edit:
Added a standard short sword guard, like the green ones from LTTP, along with a mecha guard.  Mecha atm, can be disabled with explosives and reudcing their stats in the process.  However you cannot fight one head on, they can deal a huge amount of damage if attacked by one.  They can also kill off allys quickly during my test.  It was able to kill off about 9 of them placed on the ma xD.  I am currently coding them some more and reducing their power.

Mecha Guard
Code: [Select]
Hp=700.99
Str=2.45
Def=500.25
Mp=0.00
Res="wep_type_A"
Wk="FB"// Constant dmg if fire/explosives collide with it, disables movement.

Code: [Select]
Hp=45.99
Str=.79
Def=45.60
Mp=0.00
Res=""
Wk="Arrows"//If hit numerous times, can be immobolized or slow.
Title: Re: [W.I.P.]The Legend of Zelda:The Fusion Gate
Post by: Zhello on December 24, 2011, 03:54:53 am
Coded a way for enemies to finally use their own weapon/attacks.  For example, as a test, I used Stalfo Chargers to use fireballs at random as long as Link is nearby.  I tried making a Wizard Robe, however, it is like the object is hecking xD.  Vanishes and and reappear fast to shoot like 20 fireballs, this will be fixed.

I have seen how wizard robes are in Zelda games, so I decided to change them up a bit.

They are weak, but they can vanishes completely, ad only appear to surprise attack the player and quickly vanish again.

Also due t this modified coding, I can finally make the Garo Ninjas and Wolfos attack.
Title: Re: [W.I.P.]The Legend of Zelda:The Fusion Gate
Post by: Max. on December 24, 2011, 06:32:29 am
All the progress you're making is truly phenomenal, and incredibly in depth. It's really interesting.
I also think its time for some screenshots, all the new enemies sound exciting, fighting Link and his soldier buddies.
Title: Re: [W.I.P.]The Legend of Zelda:The Fusion Gate
Post by: Zhello on December 25, 2011, 09:16:43 am
All the progress you're making is truly phenomenal, and incredibly in depth. It's really interesting.
I also think its time for some screenshots, all the new enemies sound exciting, fighting Link and his soldier buddies.
Thanks they will be up very soon.

Now that I am slowly starting to make the desert region.  I am trying to think of a way the player actually confronts ganondorf.  He has lost his memory so therefore he is not evil, but during some ingame events, he slowly starts to regain his memory.

The story for them still needs to be revised, sorry for some weirdness in it.

Also sprites of the brothers are seen here, I am not done with them yet.  Still spriting.
http://zfgc.com/forum/index.php?topic=38263.0

if you don't wanna spend alot of time reading here is short summary:
Quote
Evil man took over, and try to learn about the Triforce, in his travel he captured villagers and kidnapped a girl.

The man was later executed, but he had 2 sons born later on. The child sent to the Dersert is Gandolf/Ganondorf and the New Orsa Castle, Gamus.
Gandolf followed his father shoes by mistake.

Gandolf befriend forest boy and traveled for a bit.
Gandolf go evil and was banished from his contry.
Seek out the boy in the forest and tried killing him.
Boy who seem to be dead, somehow survived and seek out Sarah.
Months had past and the boy trained more to fight and seeking out the temple of time himself.
The boy learn more about the temple and its dark secret.
Gandolf had almost succeed until a boy and a girl came to stop him.
The girl ran away, the boy fought Gandolf.
Gandolf mutated in battle, making the temple's defense react to his evil heart.
Temple blew up in light engulfing many areas.
Boy and Gandolf transported back, as if time reversed for them. and many knowing about them.
Boy suffered from major injured, thus almost missing an eye due to dark energy.
Girl somehow retain her memories.  Revealing to Link about the temple.
Somehow the process repteats however in a different way(Zelda, Gamus, and now Link involved.)

Before Gamus and Ganondorf:
Quote
Long time ago, there was a Gerudo man who had caused so much trouble for many people.  He was known for invading towns and villages scattered across the desert region.  One day this man attacked a small transport ship that came from the New Orsa region, he killed almost everyone on board, the rest of them he kept them as slaves.  He also looted the ships cargo and find an interesting piece of literature that expliand many theories of the mysterious TriForce.  He be came so interested with the matter and even interrogated his captured slaves about the matter, however they refused to talk and were often either killed or punished.  This Gerudo man used the ship and attempt to travel to the New Orsa region, and to his success, he had made it to a small village.  The villagers thought of him as a normal visitor, however, to this Gerudo man, all he wanted is to find the mysterious TriForce.

There was only one person who had truly seen the evil in this man's heart and it was the village leader's daughter.  One day the man was talking to the villagers and actually tried to get some information from them, evening trying to hurt them.  The other villagers started to see this man differently.  In addition, later on that day, the Village leader gone a notice informing him about the Gerudo man in the village, finally believing his daughter and planned a way to capture him.

The leader and his daughter confronted the man with a small number of fighters.  The Gerudo man called on to his man and his some new followers to fight.  The Gerudo man quickly injured the village leader, and before the killing blow, the leader's daughter stepped in to fight, but was defeated.  The Gerudo an saw that his man were losing the battle and decided to retreat to his hidden ship, however, he took the village leader's daughter for ransom.  Days had past since that day, the Village leader's daughter knew that her father would find her, but sadly she was unaware that her father had died days ago.  The Gerudo man returned to his desert home, along with his surviving crew and slaves.  Days had went on by and there was no answer form the girl's village.  The man even teased the girl saying that they had forgotten you or that most of them joined him in search of the TriForce.  More days had past and no one had attempt to kill or capture the Gerudo man or find the girl.  The Gerudo man grew bored and said to the girl that she is one of them now.  The girl somehow is kept alive and treated well, the reason for this had been revealed later on to the girl.  She question the man why he had kept her alive for so long and not kill her.  He laughed and said that he had never in his life he had seen other people like her or of her kind.  He also said that he was a man that took high interest in wealth and women, in addition, he kept the girl alive because he is interested by her.  Later that night the Gerudo man had his way with the girl.  Many years had past, the Gerudo man, now corrupted and evil.  Also having the abilities just by manipulating Sol fragments, is now some ugly looking monstrous figure.  He was finally captured and and executed for his crimes.  His last words were that this is not the end, that someone equal to him will take his place soon, and after those words, he was shot and killed, and his corpse had been incinerated.

Gamus & Ganondorf:
Quote
Gamus and Ganondorf are twins born on the same day.  Due to their birth, there mother had probably died shortly after that.  The Caretakers tended to the babies mother and her words were to bring these babies that has the strength to care for them.  The caretakers did so.  One of them took a baby to the desert family, while the other went to New Orsa.

The baby that went to New Orsa was named Gamus as the other was named Gandolf, later calling himself Ganondorf.  They grew up to be successful and strong, however one of them took a path that they were not intended to take.

Ganondorf Story:
Quote
Gandolf slowly became his father.  Gandolf had power over the desert people and they would do anything for him.  He brought success and made the royal family of the desert powerful.  One day he traveled to New Orsa and just like his father, started to learn about the TriForce.  But he wasn't the only one.  A boy that he had met helped him and he was knowledgable of many things.  He question the boy about how he had learned so much.  The boy said that his father thought and trained him since he was little before his father's apparent death.  Months have past and unlike his father, Gandolf had found the temple of time and started to seek out the sacred realm.  At that time, he had been rejected from his country and was a murderous criminal.  The boy he met he tried to kill but only injured him.  The boy at that time, after his injuries, strong and courageous confronted Gandolf in one of the Chambers in the temple of time, along with his friend Sarah.  They fought Gandolf using weapons that has sol fragments in them.  During the battle Gandolf slowly started to become disfigured forming into a monster like creature.  Gandolf corner Sarah, but the boy came to stop Gandolf.  Gandolf started to beat the boy and taunt him, even going as far so to scaring him by slashing his face.  The boy, still fighting stabbed Gandolf, and told Sarah to run.  The boy and Gandolf continued to fight, and due to this battle the temple of time started to rumble.  The temple lit up as if a great light succumbed it, Sarah turned and look but kept on running.  The light continued and traveled into all of New Orsa.

Sarah went home and started to cry that night, later on went to the boy's house, and sat there.  Out of know where, a light shine in the room, and to her surprise, the badly beaten boy appeared on the bed, unaware of what happend, how is he hurt and who Sarah was.

As for Gandolf, the light purified him of his father's essence and returned him in front of his palace.  The guards quickly came to his aid, thinking that he was beaten by some thugs in the desert city.


fun fact: *Still working on their story lol for give me for some weird errors*
Later on in the game Link finds out from Sarah that the light that came from the temple of time erased the boy and Gandolf's memory and many others, transporting the 2 back to there original location.  Probably turning back the clock of the events that happen, however, preventing Gandolf of ever learning about the TriForce thus, meaning the boy.  The only problem is that they had retain some of their injuries, especially the boy with his now disabled eye, which was slashed by the corrupted Gandolf.  The reason for Sarah to remember these things is currently unknown.
Title: Re: [W.I.P.]The Legend of Zelda:The Fusion Gate
Post by: Zhello on December 26, 2011, 11:48:44 am
Still working on how Gamus and Gandolf/Ganondorf plays out in the story(some good endings and bad :'()
***sory for the typo in the screenshot xD bottle not bag, the item had been changed.***

Anyway as for coding:
+Depending on the enemy, Link can be knocked out very far if the enemy hits you will at full power.
+Enemies now regenerate heal/Mp overtime, however their def doens't raise unless it is supported by another enemy, this oes for their Str as well.
+Not that important but mad cuccos are coded in, if you hit a cucco numerous times, it will get mad, and unotiably attack the player, if it collides with other cuccos they will join the fray to take you down.

+Questing has been updated again, actually quite responsive now due to coming up with  new code for some npcs.
+Npcs are also able to recognize Link in any of his forms. as of now it is only Normal and Deku Link, Zora Link still needs some improvement, as for deku Link he is nearly done.
+Added quest items to go along with the new quest code.  For example helping an npc find a sample of the big zol you beat earlier in game will trigger certain events.
+Kafei npc is finally implanted in game along with Gemmy, I have to code their mesages and paths, probably after I finish the desert map.
+Circlet of Gog is a bit glitchy when the player teleports from 1 point to another, this will be fix.
(Circlet of Gog and Roc's Cape are special items along with masks and the ocarina.  If the player find one of the 2, the other will cease to exists, the reason for this is because they are both unique and power items the player can use, and determining  which one you get, will alter the story line)  For example, Ganondorf has someone and he is ready to kill if the player moves forward, if you have:
CoG=you must teleport in the room and not allowing Ganondorf from seeing you and or trigger the dialogue.

As for the Cape, you have to enter the room with Ganondorf without triggering the dialogue.  However like I send before, wether the victim is killed or not along with the player, certain events will be triggered.

Circlet of Gog and Roc's Cape will be coded/improved over time and I will post regarding the items.

CoG:The player is able to teleport via mouse click if not in target mode, however you cannot teleport past certain object/boundaries.
RC: Allows the player to completely turn invisible, the enemy cannot detect you unless you are nearby, the power of the cape can run out of you do not have enough sol fragments.


Draft stats for 2nd dungeon boss&mini
Illrigal Loyalist

Code: [Select]
Hp=90.89
Str=.45
Def=70.00
Mp=0.00
Res="swords"//Only if they have there guard up
Wk="Boomerang"//At times prevent attacking, doesn't stun. All garo immune to stuns.

Pello Garo Boss

Code: [Select]
Hp=237.45
Str=1.02
Def=130.30
Mp=.5
Res=""
Wk="Boomerang"//chance to counter[code]
Title: Re: [W.I.P.]The Legend of Zelda:The Fusion Gate
Post by: Zhello on March 19, 2012, 02:30:52 am
Hey everyone gonna start up game maker again this week, haven't been working on my game because I was busy.  Lol the only thing I can remember making was allies for Link, and a day/night like system(wether for an npc to show up in AM or PM after an event,etc.)
There were also npc animations, along with a quest like system i made, will show this in a vid very soon.
Title: Re: [W.I.P.]The Legend of Zelda:The Fusion Gate
Post by: RetroRespecter on March 20, 2012, 10:38:31 pm
It is great to see you have you "house" in order first.
Title: Re: [W.I.P.]The Legend of Zelda:The Fusion Gate
Post by: Zhello on April 09, 2012, 01:22:30 am
Hello just a quick update.

Quests system that is in place working pretty well, in addition, made some trigger events for cut sences which looks pretty nice now  ;)
Updated some of Link's sprites, and also altered all of Link's forms to perform certain actions, some actions have been removed too(for instance, deku link now push blocks and pushable object, however, the heavier pushable objects he cannot push.  Also the ability to hop on water have been removed, wasbuggy before but canned the ability until later on.)

Cut sence with textbox, still a bit unbalanced , but I am still working on it, managed to create 2-3 sences in game already.

The bandit's cave will now be changed completely.  The map for the room will be different, and events that take place within the mini-dungeon will be alter.  For example, the boss there if the player were to beat him before, he would be taken to jail when the random guard comes.  I changed this event big time.  So this time if the player were to defeat the bandit boss, certain life or death events regarding an ally will alter gameplay.

Also for those wondering why I posted the previous sprites I had with blind link and Kevin talking, I had made something special with a script I made from scratch.  Whenever a player talks with npc, they are able to talk, laugh, blink, and show other types of emotion depending on event and or situation.  For example, when objKevin is not talkable, he is able to play his guitar, and if other NPCs are nearby, they laugh and or jump until they are confronted by player.

Well these are a couple of things I have done so far, if I keep this up, I will be able to have a demo up.

Still trying to look for the MC tree house tiles in LTTP colors, yu can see this on image below, just a placeholder in my test engine.
Title: Re: [W.I.P.]The Legend of Zelda:The Fusion Gate
Post by: RetroRespecter on April 09, 2012, 03:31:11 pm
 :'(
Title: Re: [W.I.P.]The Legend of Zelda:The Fusion Gate
Post by: Zhello on June 03, 2012, 02:14:18 am
Been a while since I've posted in my thread, like I said before very bus now.  I recently started to code some stuff again, this time made new enemy faction, The Garos from Majora’s Mask.  There are 3 types of Garos.

*The Garo Class completed, Second Boss almost done*

The Stalkers - ones that remain invisible until they get close enough to the player, and they will do a lot of damage.  They have the ability to counter, for example, if you slash them at a certain distance, it will not do any damage because of their counterattack code :D
The Aireal based fighters - They tend to jump around a lot and if you tr to attack them before they move they will vanish.  The good thing is you ca tell where they are by their foot prints, however if it is in a dark room, its going to be hard to kill them off.  Plus they toss shirukens at the player.
All Rounders - They are able to counter anything if there awareness stats remains at 100%, the only way to bring that stats down is to wear them out in battle.  You will tell whenthey toss fire bombs/paper bombs at you.  Once there stats is down, you must kill them off fast or else they will become invincible once again.
The Dungeon Boss - Not fully completed yet, but he has his powers, summons and all that other good stuff.  There are a few things I need d to fix him up a bit, for example he summons one to many garos.

All Garo have their death animation just like to Majora's Mask.  Some Garos are willing to speak before death others blow up completely.


Currently working on:
Second Boss
Zelda Map(trying to match the LTTP of overworld :p)
Sea Dragon Boss is next, sprites for it done
Title: Re: [W.I.P.]The Legend of Zelda:The Fusion Gate
Post by: Zhello on June 04, 2012, 05:24:18 pm
Second Boss near completion!  XD

+Reworked his sprites, as you can see it is much better then before, the img is my avatar.  Going o post his sprites up later.
+Boss is stataionary, however, there are some things I coded that will make him a tough opponent.

Boss's abilities:
*If you get too close, he creates a wind like attack which can only be destroyed by your spind attack.
*When the boss suffers from exhaustion, he will summon Garo Ninjas to aid him, during the fight with Garo, he will be able to recover, in addtion, he is vulriable.
*Boss is able to defend himself from all weapons, however, he cannot keep his guard up for a really long time, which will result in the ability mention above.

Last thing to be done:
*Add good/bad cut scence once boss is defeated.
*Add allys to help theplayer fend off other Garo from breaching bridge(The player figts the boss on the bridge, and if the Garo defeat the allys, you are screwed.)
Title: Re: [W.I.P.]The Legend of Zelda:The Fusion Gate
Post by: Zhello on June 05, 2012, 04:07:24 am
Second Dungeon Mini Bosses have been completed.
+I've also added an event which causes an instant game over, if you were
to make a foolish choice by siding with Illrigal, the second boss.

Falric(Green Cloak) - Just like his partner, however does less damage and has less Hp.
Marwyn(Worn out Cloak, one eyed Garo) - Faster then Falric, has a bit mroe Hp and power then Falric.



Game Over(All Game Over events/cs count as a death):
If you choose to wear the Garo Robe instead of burning it, you will loses your health comepley, and you become a mind Slave Garo.(Once you destroy the Robe, Falric and Marwyn will appear, after the cut scene you will fight them.)

If you are beaten by Falric or Marwyn, you will get a random taunt before going to main game over screen.


Exile/Illrigal in beta room
(http://zfgc.com/forum/index.php?action=dlattach;topic=34986.0;attach=10981;image)
Game Over Event "Link/player's choice"
(http://zfgc.com/forum/index.php?action=dlattach;topic=34986.0;attach=10983;image)
Marwyn's random Game Over text
(http://zfgc.com/forum/index.php?action=dlattach;topic=34986.0;attach=10985;image)
Falric's random Game Over text
(http://zfgc.com/forum/index.php?action=dlattach;topic=34986.0;attach=10987;image)
Falric's Defeat
(http://zfgc.com/forum/index.php?action=dlattach;topic=34986.0;attach=10989;image)

Working on next:
*More Side quests
*Add Dorian The Garo to help player in second dungeon
*Re-create Solidad Desert, and add how to get there
*Add Link's second auto jump feature
*At some point create Epona(Have the quest to save her but didnt code her for use yet.)
Title: Re: [W.I.P.]The Legend of Zelda:The Fusion Gate
Post by: Max. on June 05, 2012, 05:12:12 am
I'm a little confused about the Garo in your avatar. When I see it, it looks like a large green face with a big nose and orange hair and beard with legs coming outta his chin and some kind of feather from his forehead. But I guess the feather is actually a different face? Maybe you could change the green on his cloak to look less like a face, I can't see what it's supposed to be no matter how I look at it :p
Title: Re: [W.I.P.]The Legend of Zelda:The Fusion Gate
Post by: Zhello on June 05, 2012, 05:32:54 am
I'm a little confused about the Garo in your avatar. When I see it, it looks like a large green face with a big nose and orange hair and beard with legs coming outta his chin and some kind of feather from his forehead. But I guess the feather is actually a different face? Maybe you could change the green on his cloak to look less like a face, I can't see what it's supposed to be no matter how I look at it :p

lol the gold plated mask is his face, the cloak is a reference to Ganondorf.
Title: Re: [W.I.P.]The Legend of Zelda:The Fusion Gate
Post by: Zhello on June 06, 2012, 03:13:05 am
Small update:

Coding:
*Fall Damage - Depending on how long Link is in the air when jumping a ledge, he will lose an X amount of health.
Falling from higher areas will sometimes result i death so picking ledges must come to mind.

*Side Jump - Link is able to jump ledge from ledge depending the distance of the ledge.

*Made a locked/shutter door, however looking for sprites atm.

Areas:
Began working on Southern Orsa Fields, plus added 2 locations to BellBrooke Province(Flora Lake and Temple of Light)

Looking For:
Garo/Maser SFX
TMC dungeon Doors/Shutters
Deku Faction in LTTP form(currently using MC dekus)

Working on Right now:
A Map system which tracks dungeon progress, along with view of overworld.
Balancing day/night system with Goodnight's mm clock which I have enchanted over time.


If you are wondering about ledg to ledge I met this:*skip to 3:54*
http://www.youtube.com/watch?v=VzgH57VW-l4
Title: Re: [W.I.P.]The Legend of Zelda: Untitled (changing name) v.0.9
Post by: Zhello on June 10, 2012, 04:03:43 am
Small updates:



Anyway:

Coding:
*Made mutiple objects of Link due to forms, making all forms into one object seems to alter the depth of the player.
*Coded 2 new caves and implanted them into game.
*Altered the obj_textbox so it is less jumpy with the text.
*All npcs are animated when you interact with them, sprite wise.
*Added lighting effects for forest/cave like areas(colorful forest, dark caves, etc.)*2 screens below for dark example*
*Did not plant a save laod feature yet, however, the player is able to load game via button press, and save at owl statues.
Bugs:
I think the depth issue happens when one object carries mutiple forms.
objLink has GoronLink,DekuLink and normal Link forms, probably why it is causes this,
wha I am going to do is make objLink(objPlayer) sperate objects to see whats going on.

Other:
I've been looking at Martijn dh how to make a dungeon, just so that I'de be ready to make my 2nd and 3rd dungeon well. Doing so Ill be able to make my dungeons better.  My first dungeon I made was good, however it was a bit mazish.
Title: Re: [W.I.P.]The Legend of Zelda: Untitled (changing name) v.0.9
Post by: RetroRespecter on June 10, 2012, 11:44:28 pm
I can't the screenshots because it is too dark. You may want to take those again.
Title: Re: [W.I.P.]The Legend of Zelda: Untitled (changing name) v.0.9
Post by: Zhello on June 11, 2012, 09:31:08 pm
I can't the screenshots because it is too dark. You may want to take those again.

Some caves are really dark, the screenshot shows you one of the darkest caves in the game.  However, if the player runs into deku sticks or tap their sword onto the stone walls you can make sparks or some srt of lighting in order for you to see.

Edit:
Yeah so the deku stick is not only used to toss at an enemy, but can be used as torches to carry around and be tossed at enimes.  The player can make a torch with their sword if yo swing at the stick a few times.  Once you toss a deku stick(torch) it will destroy the stick and become a stationary flame which provides light for a few seconds before burning out.

*Depending on which room you are Goodnight's clock will activate some objects to show/not show, this inculdes sidequest that start at night or during the day.*
Title: Re: [W.I.P.]The Legend of Zelda: Untitled (changing name) v.0.9
Post by: Zhello on June 11, 2012, 11:21:10 pm
The screen below shows an updated darkness object which doesnt affect the textbx's alpha, and it is destroyed when daylight comes around, need to work on it more so that if you enter a cave, it doesnt screw around with the clock's coding.

Also shows what I mention about the deku stick being used as torches and when tossed a small flame on the ground.

Edit:
When torched deku stick are tossed into bushes and or grass, it will burn every piece of grass/bush in the chosen area.

Torched deku sticks CAN kill you if you are in Zora/Deku Form, even if you created them within those forms.

Other Updates:
*Zora npcs added, they can now go underwater if the player is at a distance, and resurface o talk to player if he/she is close.
Alize&Dasum boss has been update, however Alize must be fought before you can fight Dasum instead of fighting at the same time.
Title: Re: [W.I.P.]The Legend of Zelda: Untitled (changing name) v.0.9
Post by: RetroRespecter on June 12, 2012, 01:04:40 am
One more thing: Is there any reason why you removed the last title from your game?
Title: Re: [W.I.P.]The Legend of Zelda: Untitled (changing name) v.0.9
Post by: Zhello on June 12, 2012, 02:38:51 am
One more thing: Is there any reason why you removed the last title from your game?

Well I came up with Fusion Gate because of mutated villains coming from an unknown realm.

But the game revolves around bad Twili searching for lost artifacts to free their leader, destroy New Orsa and revenge upon Hyrule.
Plus the mirror of Twlight is used in game a couple times, was called Fusion Gate before. :D
Title: Re: [W.I.P.]The Legend of Zelda: Untitled (changing name) v.0.9
Post by: Zhello on June 14, 2012, 05:37:22 pm
I can't the screenshots because it is too dark. You may want to take those again.

Yeah I edited the coding a bit, so it is not too dark in those caves. Same thing goes for the darkness setting for when night time comes around.
I'll be posting up some more sceens along with progress, made a huge improvement on the day/night system which is now merged with a daily system which will change objects, and other things around.
Title: Re: [W.I.P.]The Legend of Zelda: Untitled (changing name) v.0.9
Post by: RetroRespecter on June 15, 2012, 11:29:48 pm
One more thing: Is there any reason why you removed the last title from your game?

Well I came up with Fusion Gate because of mutated villains coming from an unknown realm.

But the game revolves around bad Twili searching for...
Hold on! Did you say "Bad Twili"?
Title: Re: [W.I.P.]The Legend of Zelda: Untitled (changing name) v.0.9
Post by: Zhello on June 16, 2012, 05:13:35 am
One more thing: Is there any reason why you removed the last title from your game?

Well I came up with Fusion Gate because of mutated villains coming from an unknown realm.

But the game revolves around bad Twili searching for...
Hold on! Did you say "Bad Twili"?

Yeah lol, they recovered Majora's Mask from the Happy mask salesman, but they needed more of their lost belongings from their past in order to start a new war.  That is one of the reasons the good Twili refugees escaped from the Twilight Realm to live in New Orsa after the bloodshed that went on in that realm. Once they escaped, the bad Twili decided to follow, thinking that they will go back to their original home, but instead, the mirror brought them to an open field in Orsa.  The refugees settled in Orsa since day one, but knew that the bad Twili will come after them because of the jewel they took with them.  Among them was a Twili named Jean who warned the King about the bad Twili, and this result in a small war with the bad guys coming out of the mirror. But the bad Twili go under a different name, but I'm not going to mention yet.
-----
The only thing I got done today was the "Dasum of Theives part I".  My focus is getting the textbox fixed and the daily system up and running, it is still in its beta form. After these things are done, I'll link all quests,npcs and other object to the daily system which will be running on a real time schedule in game.  For example part one of the Dasum quest line begines at midnight or 12:45am in the morning(in game time) or try to get to a town beore the gates are up and or before the guards set out to the front gates.  Monster play a part in the time as well.  For example, poes come out rarely(depending on the day,time,weekday/end,settings), plus they die/vanish on a certain time so if the player has a quest to do away with them they have to play everything out.


My only issue right now for shifting objects around is to do this without the player noticing change.  Something like this can be seen in Majora's Mask when nighttime comes around on certain areas, npcs are deactiated and or activated unseen, same with monsters.  I am coding that part seperately before placing it with the clock system.

Once the clock system get it's finally components, I will re-code the clock so it passes the 3 day limit GN set it too, and make it 7 days within the 30 day limit the calender system already has.


Now for the weapons.  I came up with a new unique way of upgrading Link's equipment.  Some stuff that you find within dungeons can be upgraded in order to advance in certain areas in game.  For exampl, we got a big boulder tat a normal bomb can't take care of, if you go to the bobm shop on a Thursday, they will upgrade your bomb bag at a cost(take away current amount of bombs, plus rupees).  The player now has to wait 24-48 hrs. until it is done.  I've coded the upgrade and shop mechanics already, however the system for it to make the player wait must be implanted.

So to break everything down now.

Quest completed so far:
Dasum of Theives p.I

coding:
objClock upgrades/upcoming upgrades

New Wep. upgrade system/soon to be added with objClock setup

things to work on:
objClock
objTextbox
Title: Re: [W.I.P.]The Legend of Zelda: Untitled (changing name) v.0.9
Post by: Zhello on June 19, 2012, 06:17:29 pm
Dasum of Theives part II is done(somewhat of a spoiler):
Player can now confront Dasum in his hideout, the one seen in the old vid.
Before the final fight, the player has to fight Alize, but upon defeat, Alize reveals to both Dasum and the player that she is a spy, just there to see what Dasum uses to brainwash people to do his dirty work.
The player is now able to fight Dasum and upon his defeat, soldiers come in to arrest Dasum(that cut scene needs to be implanted).  Alize then finds out that Dasum uses his sword to control people, in addition, Dasum sword had been enchanted with some dark energy to control people.  Due to the sword being taken away, all the thieves revert to their normal state, and will not attack you. At some point, the player confronts Dasum again, and on the 3rd encounter the player is even blame on Dasum's death. 

Anyway some coding I got done, just added enemies:
Alpha Wolfo- This one appears with a group of 3 normal wolfos, if you manage to kill it first, the other wolfos will flee.  Same thing goes for it's Stalfo counterpart.

Poe(Night Stalker)-These poes only show up at night, they cannot be harm unless you attack them with a light source to reveal their weak spot.  Some areas you must kill a number of them in order to reveal a big poe located in an area.

NPCs:

Owl- Just like in oot,mm and la, this owl will appear to give you some hints on monsters, areas and locations.  I am still trying to code some other features which enables him to bring the player back to a town or major city.

Parelson F. Delmo(Prof. Delmo)-Quest name: "The Doctor is in"
Parelson F. Delmo is one of New Orsa gifted scientist.  He lives on Fuerur with his family.  After a couple of years, Delmo's wife and children suffered from an unknown illness.  Delmo went to find various materials in order to make a cure, however, he was too late.  After the burial of his wife and kids, Delmo was depressed, and after a while he had moved away.  Delmo was one of the few people that found the dark artifact, and went insane.  Those that stumbled upon his new home never return, it is send by some people that he uses his victims as subjects to make a cure for various illnesses.  When the player confronts Delmo's old home, they are able to find his old notes laying on the floor.  There was also an old well somewhere outside Delmo's old home, and if the player travels to the bottom, there is a door sealed shut.  Despite Delmo moving away, there seem to be activity at his former home, some guards even say that he still lives there.  Delmo, despite being kind, he is somewhat helpful to the player early in the game, but later on, his insanity overtakes him again.

Other:
I am still working on saving/load feature, as a place holder, I am doing something similar to what the Pokemon games have.  The player can save at an owl statue once you complete a quest.

Edit:
fixed the light/darkness effect.
Title: Re: [W.I.P.]The Legend of Zelda: Untitled (changing name) v.0.9
Post by: RetroRespecter on June 22, 2012, 02:42:30 am
This game is going to be beautiful.
Title: Re: [W.I.P.]The Legend of Zelda: Untitled (changing name) v.0.9
Post by: Zhello on July 16, 2012, 12:35:32 pm
Small Enemy Update:

Wandering Poe(Sapling*This is the revamped, and completed version of the Night Stalker Poe*)-
hey appear invisibility at night, this enemy will slowly approach an npc/player and drain them of their life unless they use some sort of light to reveal the Poe.  Another way of revealing the Poe is to have it follow you near a light source, for example, a nearby torch.  If they do happen to get too close to ANY light spruce, they will instantly die.  There are about a few of them wandering near small towns and the only way to permanently rid of them is to complete a certain quest.  Their counterpart are shadow poes, which are more viloent.  Shadow Poes only exists once Braizal awakens.

New Version of the Keese Enemy- During the day, they sleep in caves, but at night they are awake.  The player can confront them anytime.  If they are a sleep, they can be defeated easily, tey can also wake up if they hear a loud sound and or footsteps nearby.

Stalfo(Archer,Warrior,*adding more to the faction*)- They will appear in temples and caves.  They can be defeated very easily, but to rid of them for good you have to either toss their broken remains into water, use a bomb to destroy their remains. Tossing Stalfo remains at another broken Stalfo will just form a tougher one, so it is best to try to get rid of them before they come back.

Thevies- If you get close to them, they will start to run towards you.  If you happen to get hit by them, they will steal whatever you have(rupees, bombs, arrows,sol,etc.)  They are commonlyfound in forest, and caves, and if the player defeats Dasum, most of the thieves will disappear in common locations.

Bush Baba - They hide in bushes and await anone that comes nearby.  Once they emerge, they will start to bite at the player.  They only have 1 Hp so they can be beaten easily.  If the player were to defated it while it is in attack mode, upon defeat a deku stick will appear.(Deku sticks are not collectable items, however, the are Environmental items.)

Mad Deku - They appear in buhes and will spit deku seeds at anyone that confronts them.  As always if the deku seed were to hit them, they will pop out of their location and can be defeated, however, if the player takes too long, they are able to escape the area.

ReDead(draft object) - They wonder about within a hidden well. I've only coded them to move aimlessly, and if the player is close, they move towards the player.  They are able to heal if they hurt the player and or a fallen ReDead is nearby.  The somewhat more intelligent version of the ReDead are able to fight you, using rocks and sticks found near them, unlike their mindless counterparts they to not attempt to bite you, instead the choke you, and if you are by a watr area while finding them, they are willing to try and drown you. They are immune to stuns, however, a burst of light coming from Sol Orbs will freeze them in place.  ReDead only appear in one location in game and no other place, the reason for this is because the area they are in was some sort of testing area, a place where some people do verious test on lviving people which resulted in ReDad and other monsterous looking beings within that location.
There is still much work to be down with these guys.

Overworld Updates:
Orlo Gale Pass is done.  I usually used warps to go to areas just to do some tests, but now I've made a map which connects Flora Town Pass to Orlo Gale Forest.

Coding:
LtL Jumping has been improved.  Instead of making tons of objects, I am using only 3, and one global(global.GroundLv="") Depending n where the player is in a room(Second Floor within a room or higher) some objects will activate, which grants the player to jump ledge to ledge without going back downstairs just to get to the other side of the room.

The menu has improved as well.  It shows all weapons and items the player is able to get.  It also has 2 slots for QI1 and QI2(Quest items).
Item selection is similar to LTTP, instead of 2 slots, I made it so the player can us 3 slots, buttons (Z,X and A).  Special items would have their own button, for example, to use the ocaria, you have to press Q to take it out to use, and Q again to put it away, since the ocarina is in real-time, any damage the player takes will cancel the effect.

Goodnight's Clock has been improved.  It now controls a 30 day calender, along with thedays of the week.  It also controls object within rooms, for example, some npcs will appear during certain times of the day.  The last thing I am trying to do is to make object shift around withut the player noticing, similar to how this was done in Majora's Mask.  The only idea I have now is to use faders, but that is just a placeholder.
There is also a random weather effect, but that is not done yet, however, I managed to add raining.

Sprites:
Updated some of Lin's sprites(Normal form and Deku Form), once that is done, I can finally finish on Zora Link and Oni Link.
Major NPC still needs some work.

Once I get a couple of things done, I'll post up some screens, and possibly a new vid, the version of this engine is now ZFG v 1.0 :D
Title: Re: [W.I.P.]The Legend of Zelda: Untitled (changing name) v.0.9
Post by: Zhello on July 18, 2012, 04:02:42 am
Sme new screens.  XD No filters and sound yet, but I'll be working on that as soon has I get a couple things done.
Still working on Tilesets and such, and other things.  The tagged image below is Sol Fragments, which can be found just like rupees in game.
----------
As for coding not much today:
ReDead - Almost done, ocne phase one is complete, I will start with the 2nd phase for the ReDead enemy.

Elements(Water)- Been working on currents for a bit.  The player uses a raft at some point and  am trying to make something that cntrols the
raft's speed.  The only Since global.Wind="D" water currents only go in that direction.  But it is not just the change of direction I am worried about, but other functions as well, so I will be working on that.

New Enemy Trait - Immunity.  I added this due to the creation of ReDeads. Some enemies will be able to take a hit from some weapons if they are hit by it too much, and or the weapon clearly doesnt do an damage at all.  For example, a ReDead can take a hit from an arrow or a boomerang and don't flinch from it, in the other hand, a Garo Ninja stumbles while attacking if hit by thse things, but to a sword, blocks it when it's guard is up.  The weakness trait has been improved, even to the point that it kils an enemy on sight, hhowever this needs to be fixed, ReDead, and Poe seem to die instantly from sunlight, and or when a Sol Fragment bursts within radius.

Going to do some more work with goodnight's clock engine.  Before I had filters again, going to work on the scrGamma for lighting and other effects.
Sol FRagments modded again - The color of Sol found also indicates the amount the player can get from it.  For example, when during the day you get about 1-3 Sol Fragments from warm colored Sol, but at night, the cool colored versions give you about 4-6.  There is still much work to be doe for this item, afterwards I will work on weapons that use tem. Sol represents the magic meter in this engine.

Graphics - Still looking for some TMC/FSA tiles in order to complete a cuple of things.  Like the waterfall in one of the images for example, what I have now are just placeholders.
----------
**The first 2 images of Talos shows that he is in different places at a different time, need to work on his text though.*
(http://i866.photobucket.com/albums/ab224/Suncrop18X/LoZFG1.png)(http://i866.photobucket.com/albums/ab224/Suncrop18X/LoZFG13.png)(http://i866.photobucket.com/albums/ab224/Suncrop18X/LoZFG2.png)
(http://i866.photobucket.com/albums/ab224/Suncrop18X/LoZFG3.png)(http://i866.photobucket.com/albums/ab224/Suncrop18X/LoZFG4.png)(http://i866.photobucket.com/albums/ab224/Suncrop18X/LoZFG5.png)
(http://i866.photobucket.com/albums/ab224/Suncrop18X/LoZFG6.png)(http://i866.photobucket.com/albums/ab224/Suncrop18X/LoZFG7.png)(http://i866.photobucket.com/albums/ab224/Suncrop18X/LoZFG8.png)
(http://i866.photobucket.com/albums/ab224/Suncrop18X/LoZFG9.png)(http://i866.photobucket.com/albums/ab224/Suncrop18X/LoZFG10.png)(http://i866.photobucket.com/albums/ab224/Suncrop18X/LoZFG11.png)
(http://i866.photobucket.com/albums/ab224/Suncrop18X/LoZFG12.png)


Title: Re: [W.I.P.]The Legend of Zelda: Untitled (changing name) v.0.9
Post by: RetroRespecter on July 22, 2012, 01:18:16 am
Looks like this game is close to completion.
Title: Re: [W.I.P.]The Legend of Zelda: Untitled (changing name) v.0.9
Post by: Zhello on July 23, 2012, 01:38:32 am
Looks like this game is close to completion.

Not quite.  My aim is to get coding done first before I fully link maps, quests, and other stuff together.  Then I will make a demo and after that I will begin linking the overworld(What I've already created) together.  There is still alot to work on still.  I will only release a demo once all of link's form/actions are done.  Currently have young link, deku link, and a prototype of zora link whcih I started weeks ago.
Title: Re: [W.I.P.]The Legend of Zelda: Untitled (changing name) v.0.9
Post by: Zhello on July 24, 2012, 03:05:15 pm
Started working on nother area today: Kohlingen Cemetery.  It can be found on the northeast of Kohlingen Village, there is a large  path will lead you to the cemetery once the player leaves the village.

This is the area where the player will meet Daniel for the first time via quest, later on Centro can be found there.

The player comes back here a couple times later once they figure out how to get into
The Monastery located at the end of the cemetery.  If the player talks to the caretakers found there during the day, they will tell the player that the Monastery has been there since, and the key to unlock it's door had been lost for decades.  The only area the player can go to is it's garden.

The caretaker also note that few families only visit the dead, in addition, there were times that some arrange burial procedures without going to Kohlingen Cemetery.  The reason for this is because some fear that the area is haunted.  But this is unknown because everyday around 2pm the cemetery is empty.  Others tend to say that those who enter the cemetery at night will disappear, however, the gates are usually close at night.  Cetro, a warrior proved one day to the villagers that the place is completely safe, even proved to the villagers that he spent the night there, training, resing and meditating, and nothing happen. 

A villager named Daniel tends to go there everyday just to play around, he admires Centro and always wanted to be like him.  He is also a jokester who tries to trick people about what goes on in the cemetery, but people refer to him as the boy who cried wolfo.  After the player progresses in game, Daniel becomes one of the missing villagers, and it is up to the player to find him.  After Daniel's disappearance, the caretaker's fled the cemetery, as a result, the gate remains open during the day, and during the night.  The villagers now fear that something is really going down at the cemetery, after some locals now say that a mysterious ghostly looking knight roams the area.  During this event, Centro is not present to solve what has happen, because he had been stationed for duty elsewhere.

Kohlingen Village - A small and yet quiet town.  Some of Link's upgrades can be bought there.  There are a few quests in that area up until Daniel becomes one of the few people gone missing around New Orsa.  Most notable villagers alongside Daniel:

Sezzer Gabbiani- A villager known for his good looks, and his unique ability as a mechanic.
Centro- He is not a villager, but he tends to station at Kohlinggen a few times.  He has also train some of the villagers to become soldiers and guards.
Dannon- He is basically the mayor of Kohlingen.  He usually points to Centro as an example, saying that Centro is brave, and so should the people of Kohlingen.
Rachel- She is the daughter of Dannon, and a love interest to Centro.  Rachel and Centro has met each other many times during his stay at Kohlingen.

I am currently working on this map on gmare, I will post some puzzles for this place when the map is complete.

So to sum things up:
 :) W.I.P. :)
Kohlingen Village
Kohlingen Road (leading to cemetery and forest and or out of Kohlingen area)
Kohlingen Cemetery/Monastery

Edit: draft version of the Cemetery below
- the filters,etc.
just solid objects and flora type objects
Title: Re: [W.I.P.]The Legend of Zelda: Untitled (changing name) v.0.9
Post by: RetroRespecter on July 25, 2012, 02:23:52 pm
That is deep. The caretaker only tells the secret of the monastery to a certain someone. Is it from the village?
Title: Re: [W.I.P.]The Legend of Zelda: Untitled (changing name) v.0.9
Post by: Zhello on July 26, 2012, 01:03:15 am
That is deep. The caretaker only tells the secret of the monastery to a certain someone. Is it from the village?

Not trying to reveal much about the person yet, but when the player starts doing quests in that area, he/she will find out.
The questline and some of the characters are a reference to a  famous rpg game.  XD
As for the caretakers, they just know that the monastery has been there for ages, nobody knows what was actually inside and or what happen to it that made it this vaccant.
Title: Re: [W.I.P.]The Legend of Zelda: Untitled (changing name) v.0.9
Post by: Zhello on July 26, 2012, 02:06:05 pm
Kohlingen Village is almost done.  When it is complete, I will start to add npcs and link it to the path once the road area is done, didn't start it yet.

Kohlingen Cemetery is done!  All it needs now are moveable headstones on certain graves, npcs, and the gate. 
I was going to work on the path that leads to it but I just started on the 1st floor of the Monastery instead.
I am trying to make the place as creepy as possible(instead of a bgm, i added heart beats :D) because the place is actually a mini dungeon where some of Link's gruesome foes will wander, this includes the ghastly Braizal.

Other stuff:
Some enemies have been slightly buff'd via stats, when I tested some of the upgrades on them, they seem to die alot faster.  However, there projectile/useable(usually ones with the crush ability, which can hurl the player high up off the ground) weps have been reduced, sometimes it kills off the player instantly, even killing a bottled fairy in the process, this will be fixed.

Like I said about Kohlingen Monastery, it will be a mini dungeon, so the set up is as followed.

Kohlingen Monastery(KM)
Quote
Prize: unknown atm
Floors:1B,2 floors+1 floor hidden(unlocked after 3 puzzles solved)
Mini Boss: Shade(Temp.)
Boss:Braizal, The selected son of Okari
Special:
*The player is given a key to enter KM, however, upon entry, the player is locked inside til they defeat the boss. But the player is not inside alone, Centro temp joins Link inside(Sane is optional to join as well).
*Braizal cries and moaning can be heard, which triggers smaller shades to appear at random.
*Since it is a mini dungeon, there will be simple puzzled, but behind all that there are 3 puzzles that must be solved in order to progress, which are very hard to do.
*Since the monsters inside can't be killed, the player has the ability to drop sol fragments to stun the beasts, if they run out, ally will provide.
*If the player is to get Ko'd inside the monastery, the game over screen will only show Braizal, so setting foot inside will trigger this Game over everytime(working on sprite for link, tunring into a shade.)
*This is a secret part, in the dungeon, the player is given a choice at the end which can alter gameplay, we will just leave it at a life/death situation that will affect some npcs once you escape.

Braizal info: Not much is known about it, but it is responsible for vandalizing the monastery.  It is unknown of how the beast manage to enter the place or where it came from. There are some who cliam that the beast is pure shadow, that it entered the monastery by just going through the locked door, but that is still unclear.  The cemetery.  Some described that the beast has glowing yellow eyes, wore ripped clothing which resulted in some saying that it was someone who had been risen from their grave and it walked towards the monastery as if it were limping.  It is unknown of why the beast entered the monastery.  The witnesses happend to be the caretakers, who later on called Centro back to investigate, this time Link(and Sane) joins Centro.
*only concept of Braizal* http://zfgc.com/forum/index.php?topic=36138.msg404118#msg404118


Anyway, once I get the village set up, and the path done, I will make a video which will include progress on the map, along with some of Link's new weapons will be tested.

Title: Re: [W.I.P.]The Legend of Zelda: Untitled (changing name) v.0.9
Post by: RetroRespecter on July 26, 2012, 02:26:07 pm
Hope you have a support image, because I support this!
Title: Re: [W.I.P.]The Legend of Zelda: Untitled (changing name) v.0.9
Post by: Kienamaru on July 27, 2012, 09:58:55 am
This game sounds pretty great. Only thing that confuses me is why you chose to use LttP Link over MC Link. You have my support.
Title: Re: [W.I.P.]The Legend of Zelda: Untitled (changing name) v.0.9
Post by: Zhello on July 27, 2012, 11:32:06 am
This game sounds pretty great. Only thing that confuses me is why you chose to use LttP Link over MC Link. You have my support.

Thanks! I chose to work with lttp style since because I find it easier to sprite things with unlike MC.  But some sprites I use are mixed with MC but you can barley tell if it is MC sprites/tiles :D
Title: Re: [W.I.P.]The Legend of Zelda: Untitled (changing name) v.0.9
Post by: Kienamaru on July 27, 2012, 10:17:38 pm
Ah, are you the only one working on this?
Title: Re: [W.I.P.]The Legend of Zelda: Untitled (changing name) v.0.9
Post by: Zhello on July 28, 2012, 06:15:17 am
Ah, are you the only one working on this?
My friend and I started the story, but he left later on.  I continued, altered the story a bit and began coding.  I also learn how to sprite things when I started.

So most of the stuff I am showing is made by me, what my buddy left behind were some graphic stuff and edits along with bits of the story we made.

coding:
Store Cred system updated: This time it will go up not only for just the store, but for the whole province area's shopping areas as well.

In order for the player to obtain certain upgrades, the player must buy items regularly from the shop or do quests for the workers there.  Doing so will add store credit for that area, as a result, store items  prices will reduce over time, and can often be changed to something else.  For example, when the player gets the bomb bag for the first time, you can only deploy miniture bombs, but if you buy from stores within(lets say BellBrooke Province) and depending on the credit, normal bombs(Bomb Lv.2) will be avaible for purchase.

Secret Keys and silver chests:
There will be silver keys shattered in New Orsa which will be able to unlock hidden silver chests.  If the player encounters the chest without a key it will not open.  The keys can be found on shelfs in various places, bushes, in trees, etc.
There will also be gold chests as well, which will grant the player bigger rewards however, unlike it's silver counterpart, the keys are well hidden.

There wil be a total of(well by deault atm): 15 chests
10 silver
5 gold
(When I progress more with the overworld I will add more.)

Epona:
Currently she is coded as an npc animal which will move around randomly, and at times follow the player.
I did not code her as playable yet.


Title: Re: [W.I.P.]The Legend of Zelda: Untitled (changing name) v.0.9
Post by: Kienamaru on July 28, 2012, 06:59:44 am
thats amazing... I guess I should start writing my story. I at least want to have stuff done by the time i learn how to code and script.
Title: Re: [W.I.P.]The Legend of Zelda: Untitled (changing name) v.0.9
Post by: Zhello on August 01, 2012, 11:54:02 am
Coding:
Started working on a random boss on the list, Dark Link/Riku , well his dialogue comes first before I work on boss.
Just some screens showing him.(The area he is in his a test area lol he appears in Temple of Light)
I manage to Change how NPC dialogue system works, I o not plant them in the npc's code bu in a script.  In dark link's case, he has a script of his own which shows his text, actions, etc.

Other Coding:
Well I am starting to focus on objLink atm. I have alter some of this objects coding so it can do other stuff, and found a minor bug and fixed it(taking more fall damage and the falling counter not resetting)

The screens below shows his dialogue where he threatens Link of what he will do when he good guys lose, plus, I will be making fist phase of DL/Riku soon.
(http://i866.photobucket.com/albums/ab224/Suncrop18X/Riku.png)(http://i866.photobucket.com/albums/ab224/Suncrop18X/Riku2.png)

The other screens is the final sprite for the boy who plays in Kohlingen Cemetery.
(http://i866.photobucket.com/albums/ab224/Suncrop18X/Jermy2.png)(http://i866.photobucket.com/albums/ab224/Suncrop18X/Jermy.png)


Edit:
New item add, Rod of Chan'Je(temp. name)
Item ability: Acts as a fire, ice rod, other elements added as well.
Fire
Ice
Light
Shadow
???

The player is able to obtain the rod, but it will be useless until you find completed Sol Orbs found in various locations, once you get the orb, you must take the item to a Twlit blacksmith, he will upgrade it for you.  For example, you find a Red Sol Orb. You take it too the black smith along with the rod, after a few days, it will serve as a fire rod.  If it has multiple upgrades, the player is able to toggle through them via Q and W buttons on keyboard.
Title: Re: [W.I.P.]The Legend of Zelda: Untitled (changing name) v.0.9
Post by: RetroRespecter on August 02, 2012, 02:19:42 am
How will Riku fight?
Title: Re: [W.I.P.]The Legend of Zelda: Untitled (changing name) v.0.9
Post by: Zhello on August 02, 2012, 11:10:58 am
How will Riku fight?

Every encounter with Riku will be different.  When the player enters the temple of Light, Riku will summon a dodongo to fight with him(similar to how the Gekko mini boss played out in MM's woodfall temple.), afterwards the player faces Riku himself.

Afterwards other encounters with him will be different, the reason for this is because he gains more power from Shad so he can be ready to fight Link, as a result, Shad's power at some point taints Riku.

His moves will be similar to Link, and he can only be harm by Spin Attacks because hat is a move he doesn't know, but the player much weaken him before doing the attack.
Title: Re: [W.I.P.]The Legend of Zelda: Untitled (changing name) v.0.9
Post by: Kienamaru on August 02, 2012, 10:43:48 pm
Just looking at the picture where the name was still fusion gate. I see all the original forms of Link from MM, but is that also Picori Link?
Title: Re: [W.I.P.]The Legend of Zelda: Untitled (changing name) v.0.9
Post by: Zhello on August 02, 2012, 11:35:39 pm
Just looking at the picture where the name was still fusion gate. I see all the original forms of Link from MM, but is that also Picori Link?

Deku Link
Goron Link
Zora Link
FD/Oni Link
and Fusio Link also known as Twilt Link, the form was added because the inally bss can only be affect while using this form, without it, you will be destroyed.  The form uses up Sol, but when Sol is ow it uses rupees. That form is able to float around that is what makes his hat sometimes move upwards like that.
Title: Re: [W.I.P.]The Legend of Zelda: Untitled (changing name) v.0.9
Post by: Kienamaru on August 03, 2012, 10:35:41 am
Ah okay, but it looks a lot like a customized Picori sprite.
Title: Re: [W.I.P.]The Legend of Zelda: Untitled (changing name) v.0.9
Post by: Zhello on August 03, 2012, 06:21:21 pm
Working on bosses today  XD
Coding:

Cynthia Stonefield and Dark Link Bosses in the works.
Started with Stonefield, she is almost done, just need to add a few variables for her.  The only thing that is missing for her now is when she is defeated, the just adding it into code is all I need to do.  Only problem with here is that she still moves during the pause screen, I will fix that soon.

I will post info for Dark Link Boss/pI later on.

When I get both of thm done, Ill repost screens and probably get a new vid up of with the player fighting them.

EDIT:
Cynthia Stonefield is done

She is able to:
Use 4 atacks
Jab, A swift Kick, a heavy kick, and a random baraage of attacks.

She will block all of link's moves but when she attacks she can be hit.
She is able to deflect any object she comes by and or tossed by Link.

Afterwards I will code Dark ink, did some sprite work for him already.

New Enemy in the works:
Obadian/ Servant of the Fallen Bandit(Purple)
Title: Re: [W.I.P.]The Legend of Zelda: Untitled (changing name) v.0.9
Post by: Zhello on August 12, 2012, 12:27:10 am
Graphics:
Updated Menu Screen. The closed in areas are for quest item 1 and 2, where 1 is for the story and 2 is for the minor side uests. The circle like thing is just a beta placeholder for the actucally Dark Artifact sprite.
(http://i866.photobucket.com/albums/ab224/Suncrop18X/sprMenu.png)
Coding:
Cynthia Stonefield is done :D
Her Moves- Punching, Kicking or a mix of both. She is able to block Link's attacks. and if you toss something at her or shoot an arrow she will deflect it back at you. Her guard can break and you are able to attack her(When she is attacking, and or after she tires herself out). Upon defeat, she will surrender allow you to continue searching the Black Herot for the corrupted Militus.
Her game over qoutes are added as well, along with her animation.
(http://i866.photobucket.com/albums/ab224/Suncrop18X/Cy1.png)(http://i866.photobucket.com/albums/ab224/Suncrop18X/cy2.png)
(http://i866.photobucket.com/albums/ab224/Suncrop18X/Cy3.png)(http://i866.photobucket.com/albums/ab224/Suncrop18X/Cy4.png)
The creation of Cynthia was inspired by pokemon's d/p champ, Cynthia(The coat and flower). As her fighting and secondary wear from Alya, Chrono Trigger :D

*anyway like I said when Riku is done, I will make a vid of the ight instead of putting up more screens, just need to do a bit of work first.

Dark Link(Riku) Temple of Light fight(In the works): There will be 2 phases of this battle. When Riku summons a Dodongo he recently captured, when the Dodongo turns on Riku, he dismisses it, and decides to fight Link and Gemmy himself, upon defeat, he taunts Link as Gemmy pulls the Sol Sword from its Pedestal, when nothing happen, he places it back, however, the temple began to shake, and from the pedestal, a shadowy humanoid figure emerges. The figure causes the Temple to Collapses, piece by piece forcing Link and Gemmy to escape, as for Riku, he teleports himself out.

Freeze Effect(wip) - enemies and the player becomes a block of ice for a few seconds. The only prbolem is hat when the player gets frozen wile rolling it looks crazy so I need to fix that.

New Ally:
Natalia - The adoptive sister of Centro. She was saved by Centro and his father some time ago. She has no memory of where she came from or what has happen. Her personality shows that she is someone not to be played with, the reason for this is because she is also a warrior(roguelike fighter). Her weapon of choice ae 2 mini steel rods, but when things get serious, she is armed with a dagger. Her looks tend to get the attention of many, so are her skills. Just Like Link, she has pointy ears. She currently sides with the Iced Fire Clan.

New Enemies:
Servant of the Fallen Bandit - They are dual sword wielding bandits that fight Link later on in the game. These guys only fight Link only to send a message to him. The reason for this is unknown until the player fights all 8 of them(varying in color and rank).

Darknuts - You can see the sprite of him in my avatar, the sprite is an updated one version of my old darknut sprites. The darknut sprite will also serve as Militus' new sprite since I lost the old ones. :-\

Iuguoloviros - All of it's sprites are done, just need to finish Riku first before I work on him.

Dreadmire, The Fallen Warrior - He will be the 4th boss and the long time carrier of the broken Twilit Artifact.
Shiru Swampland- The whole area will serve as a dungeon. The player doesn't need keys or a map, however, there given an obvious clue to make the boss appear. In order to make him appear, the player must not only survive, but destroy 4 odd looking trees then return to the center of the dead river for Dreadmire to emerge. The player can save him if they destroy the trees in a certain order before the fight, or kill him if the pattern is not realized beforehand. Saving the fallen warrior will revert the swamp back. Afterwards Link is able to retrieve the first piece of the Dark Artifact.

Dreamire before the events:
Dreadmire's true name is Sir Francis Richardson. He was a one the soldiers who barley survived the interlopers first attempted invasion Novos Orsa 40 years ago. He was favored by many within his hometown, Shiru. One day Francis decided to go fishing with a couple of his close friends. During that day, he found a glowing shard at the bottom of the river. He thought to himself that this shard was that of the dark artifact the Twilits were after. Later that night, he had dreams of forging the sard into his swords, thinking the sol fragments would protect him from the dark powers of the shard. He decided to go out that night to take the shard. When Francis took off, he took his hook with him in order to reach the bottom of the river. He manages to grab the shard, however, for some unknown reason, he was unable to surfaces from the river. The next day, it started to rain. Francis was missing. Everyone thought that he went on somewhere to train, however they were wrong. The Fishing Hole south of Shiru started changing, into a swamp landish area, due t this change, some of the monsters there(Zol, Octoroks) changed in form as well, making it dangerous for anyone to venture in that area. The Fishing Hole had been sealed off with stone gates, and later branded as Shiru Waterland/Swampland. Many began to wonder that Francis had something to do with it because he wasn't to be found by the locals of Shiru and other towns. However, there was one witness who told everyone what has happen to Francis, but they could not believe their hero had turn into a mindless monster within the swamp. When Link arrives, that same witness told Link about Francis. He even stated that the monster now roams the place. In order for the player to enter this area, they must travel south, and get past the bridge in order to go though the sealed gate. Just like the others, the player either has a chance to save Francis, or kill him.
Title: Re: [W.I.P.]The Legend of Zelda: Untitled (changing name) v.0.9
Post by: RetroRespecter on August 12, 2012, 04:08:02 am
Please tell me that they're not the 1st bosses we face.
Title: Re: [W.I.P.]The Legend of Zelda: Untitled (changing name) v.0.9
Post by: Zhello on August 12, 2012, 05:43:14 pm
Please tell me that they're not the 1st bosses we face.
The bosses go in this order well not trying to reveal the others yet
Quote
Mutated Deku/Blind Jr. 1st
Dasum and Zol side quest bosses
Marwyn and Falric/ Exile 2nd
Cynathia and Militus side quest bosses
The Guardian of the Tower/ Iggy 3rd
Them side quest bosses
Gonidox and Dark Link Trigger Boss
Dreadmire - 4th
There are more bosses but I am not trying to reveal them yet.
Title: Re: [W.I.P.]The Legend of Zelda: Untitled (changing name) v.0.9
Post by: RetroRespecter on August 14, 2012, 03:25:54 am
Will we expect a demo for this year's Nintendo Community Fangame Convention (N.C.F.C.)?
Title: Re: [W.I.P.]The Legend of Zelda: Untitled (changing name) v.0.9
Post by: Zhello on August 14, 2012, 02:33:42 pm
Will we expect a demo for this year's Nintendo Community Fangame Convention (N.C.F.C.)?
Probably. My goal is to finish up at least 4-5 main bosses along with Link's forms. I currently have about 2 bosses along with 3-4 mini bosses done, as for Link's form only deku link is done, however zora link is still in progress(spriting segment still.) The next demo for this could be out either before or after NCFC, but I was thinking on entering the event still.

If I were to release a demo it will either be based on on of these chapter "Orlo Gale Beginnings" or "Battle for Ash Valley".
But like always, still work needs to be done :D

Speaking of spriting, I have redone another of Link's enemies who are also seeking the dark artifact as well, the sprite you see down there is Shad, the right hand of the main antagonist. The original name for him was Osacu'dora, but was changed to Shad when the game was in rpg maker form.
Title: Re: [W.I.P.]The Legend of Zelda: Untitled (changing name) v.0.9
Post by: RetroRespecter on August 16, 2012, 12:02:08 am
Oh boy! These dark artifacts are attracting to much unnecessary attention. Link should just destroy them.
Title: Re: [W.I.P.]The Legend of Zelda: Untitled (changing name) v.0.9
Post by: Zhello on August 16, 2012, 01:32:46 am
Oh boy! These dark artifacts are attracting to much unnecessary attention. Link should just destroy them.

When Link heard of this information before he met Sane, he thought that destroying the broken artifact would be the positive thing to do, however, when Link met Sane, he was told not to destroy it. The reason for this is because Sane thinks that he is able to merge a high amount of Sol with the dark artifact in order to make its dark energy, light energy after it is pieced together. The Dark Artifact also shares the same attribute has the Fused Shadow in Twilight Princess, for example, corrupting those who develops an interest for it and or meeting someone either having a piece or who is as well corrupted.  After explaining his plan to Link, he gives Link a layout of of the artifact and then Link takes off to find the pieces.  The only known people to have a piece of this artifact is Sane, Dreadmire, and Shad, however the whereabouts of the rest or who has them is unknown. The artifact, when fully completed, also allows Link and Co. to enter the Twilight Realm or what is left of it in order to destroy all of the Dark Twilit and their leader who has taken the once peaceful Kingdom.

Before Link has even set foot in Orsa, there were many who tried to look for the artifact, but ends up missing, corrupted, and or dead. Meaning this took place either when Link was in Hyrule or before that.
Title: Re: [W.I.P.]The Legend of Zelda: Untitled (changing name) v.0.9
Post by: RetroRespecter on August 17, 2012, 02:52:37 am
Okay. If this happens before Link was "summoned" to Hyrule, then there is no chance of Hyrule's Royal Family being in this, is there?
Title: Re: [W.I.P.]The Legend of Zelda: Untitled (changing name) v.0.9
Post by: Zhello on August 17, 2012, 05:34:57 pm
Will post more screens and a video next post, seeing that the engine version went from 0.9 to 1.0 finally :D

Coding:
Dark Link/Riku fight P1 is almost done.
Cut Scenes are now on, had them disabled for a bit due to learning how to have the textbox function well. I also added more CS in other areas in game.

I have iggy's sprites up, and I will code on the 3rd boss of the game as soon as Riku is done. As for bosses 1 and 2, they have been improved more and have more added coding.

MaskChange effect has been changed: How this function will work is the player is able to morph from from to form via M button, and or ifyou want instant normal Link, N button. If the player takes one to many hits, you will automatcally be turn back to normal Link form, so having a good amount of Hp is a must.
Only Zora Link's movement has been added. As for his rolling, it will be a dash which not only moves you after , but when swimming, you will be able to go underwater using that button.
Fixed some of the text in game, had some typing errors.

A fairy was added for the player, it is not a cursor anymore as seen last vids. if the F buton is pressed, a fariy will appear out of Link's hat and follow him for a breif period of time, as for targetting needs a bit of work. The fairy's name is Telia, this is one of Gemmy's fairy who decides to hang out with Link for a bit, but after you beat all 3 bosses for the pendants, she returns to Gemmy.
(http://i866.photobucket.com/albums/ab224/Suncrop18X/Telia.png)(Like I said still fixing some text errors tho :D)

Graphics:
Zora Link sprites are almost done, but his coding is kind of there.
Made some more enemy sprites who are also coded in game.
Will be working on Sotuher Orsa Fields soon, this part of the map will be sort of big, along with the other parts of it. The caste Town and its castle will be 1 room to itself, deviding all reigons.
I might change Young Link's sprite, currently haing a remade prototype of it.

Okay. If this happens before Link was "summoned" to Hyrule, then there is no chance of Hyrule's Royal Family being in this, is there?
The original plot for the Dark Mist invasion it this is very long, so down here is just summary. The events happen way before in olden Hyrule times and was in effect since.

Quote
The story behind that still needs revision, but I can tell you that this was based on the some Twilit that eventually become bad, seeking to return to Hyrule for the Triforce, however, their plans had stopped by Genneth I, who ambushed them by having his men follow the strange acting Twilit to the mountains. Those that were jailed later one escapes, and this time their motive was to overthrow the New Twilit Kingdom before they could attempt for Hyrule once more. During that time, Genneth II was king, and among the dark ones was a Twilit male named Magnus, who follow the originally leader's ideas. He was able to retrieve the dark artifact and make it even more darker with his abilities.

The dark ones were successful, however, there actions had been delayed by the late King's son, Genneth II, however, he had lost his life by destroying the Dark Artifact and stopping his only friend who had been covered with it's dark power. The dark ones then took over, they had tossed Genneth II's corpse outside the kingdom walls as a mark of victory and vengeance for the leader who had died by the hands of Genneth I. As for Genneth II's friend and trainer, Jean, was able to destroy the mirror on the Twilit Realm side after everyone had escaped. As for the Dark Artifact, the original leader of the dark ones made it so if the orb shatters, it will transport itself to the neareast mirror, giving it's location to them so they can track it. This is also the reason why the dark ones were able to easily find the Twilit refugees in the first place. They were able to capture some of the soldiers, using one of them to create Okari, but they were foiled again when the Novos Orsa soldiers used Sol in their weapons. In game, The mirror had been fixed by Shad. He has also built a Fortress housing the mirror. Shad manages to find a piece of the dark artifact and then went away to retrieve the rest. Before this, Shad was a solider, however, just to stay alive when his comrades were being used as subjects, he questioned the dark ones, even speaking with Magnus, who had influenced Shad to become what he is now.

So the original leader is the unnamed creator of the dark artifact. He was also the maker of dark weapondry, such as swords, bows, masks, etc. Magnus followed the leader as if the leader was a father to him. When the leader was killed, Magnus surrendered, also providing a false name. As he sat in jail, he plan his next move. He knew that the King wasn't going to hide the dark artifact along with the mirrors within his kingdom, however he didn't know that the king took one of the mirrors and redsigned it. During the Dark Mist invasion on the Twilit Kingdom, He manages to meet with and fight one of Genneth II's fiends, Macelrius. Magnus was defeated and acted as if he was dead, causing Macelrius to retrieve the dark artifact and bow from Magnus. Magnus know that he will easily wipe out the remaining survivors of the kingdom, and wanting to see the best friend of Genneth II kill the king.

As for Macelrius, he is still alive, however, due to his bow being shattered he had succumb to a curse by the weapon. He is unable to touch anything. He is like a ghost figure now. The dark ones retrieved him, and sealed him away in the old throne room of the Twilit Kingdom, only those that are high among the ranks are able to speak with him, this a position that Magnus himself gave to Macelrius so far seeing Genneth II's corpse. Macelrius, now in charge, and his first action was to have to take the dark artifact back, thinking that with its power, he can be whole again. S for Magnus, he acts as an adviosr for Macelrius, but later on, Magnus disappears, meaning he has somehing else in plan.
Title: Re: [W.I.P.]The Legend of Zelda: Untitled (changing name) v.0.9
Post by: RetroRespecter on August 17, 2012, 08:30:39 pm
I am guessing that 1.0 means it is finished, right?
Title: Re: [W.I.P.]The Legend of Zelda: Untitled (changing name) v.0.9
Post by: Zhello on August 17, 2012, 08:35:13 pm
I am guessing that 1.0 means it is finished, right?
No, jst version change, when I have things done within that version, I change the engine name.
Like fr example version 0.3 was making objLink, when that is done, it i now version 0.4. v0.9 had some various things to be done in order to become version 1.0.
As for the demo, probably will be around version 1.4-1.5 when I get there. The last demo I made was 0.3 so it is old campared to the 1.0 version of the engine.
Title: Re: [W.I.P.]The Legend of Zelda: Untitled v.1.0
Post by: Zhello on August 22, 2012, 04:43:58 am
Going to finish spriting The Darknut Enemy. Only finished some of his sprites. What I have below is how he looks with armor, and the other is how he looks when his armor is cut off. As for coding, onlyhave him moving slowly towards you, but without the armor, he is moving faster. This is basically the improved version of the ones I posted a while back.
Before I work on this moving animation, wondering what you guys think oh him?

In Idle Form
(http://i866.photobucket.com/albums/ab224/Suncrop18X/DarknutFaction.png)

In Game
(http://i866.photobucket.com/albums/ab224/Suncrop18X/LoZFG.png)

Edit:
Some more sprites on the DK. Working on the armored version now(when he is attacking). sorry guests its attach file :(
Darknut is an edited version of Crono from CT. The palate in use is the special one I've made a while back.

Coding:
Began working on Link's Ocarina. It is still in beta form. What it needs is the drawing of the notes, which is there, but not fixed on screen. Also recognition of songs. This will be worked on after the drawing correction.
Title: Re: [W.I.P.]The Legend of Zelda: Untitled v.1.0
Post by: RetroRespecter on August 22, 2012, 09:12:54 pm
Darknut looks scary.
Title: Re: [W.I.P.]The Legend of Zelda: Untitled v.1.0
Post by: Zhello on August 23, 2012, 09:22:48 pm
Darknut looks scary.
I will be working on the higher ranks of the darknut faction as well, those will be darker then the one shown above.

Coding:
I managed to fix the ocarina, it has knows the song you will play, however, the animation part where it ques to ply will be added.
Just wondering what you guys think of the Note sprites, Are they too small or good?

Was testing it today, just made the Note sprite for the keys. Which is better?

Note formation 1
(http://i866.photobucket.com/albums/ab224/Suncrop18X/note.png)

Note formation 2
(http://i866.photobucket.com/albums/ab224/Suncrop18X/Note2.png)

As or the darknut, they are now moveable enemies, just need to add their attack animation.
Title: Re: [W.I.P.]The Legend of Zelda: Untitled v.1.0
Post by: BlazeBigBang on August 23, 2012, 09:30:48 pm
The darknut is a modificated sprite of Crono, from Chrono trigger?
Title: Re: [W.I.P.]The Legend of Zelda: Untitled v.1.0
Post by: Zhello on August 23, 2012, 09:36:34 pm
The darknut is a modificated sprite of Crono, from Chrono trigger?
Yeah, took sometime to make though, To make the sword I used Crono's sword, but I had to resprite some parts of it to make.
Title: Re: [W.I.P.]The Legend of Zelda: Untitled v.1.0
Post by: RetroRespecter on August 24, 2012, 12:02:23 am
Are you going to add the Iron Knuckle as well?
Title: Re: [W.I.P.]The Legend of Zelda: Untitled v.1.0
Post by: Zhello on August 24, 2012, 02:05:05 am
Are you going to add the Iron Knuckle as well?

The Darknut uses not only a sword, but a mace and an axe like weapon, so probably no.  But other ranking darknuts that I'll be working on soon will be heavily armored then one I have posted here.
Title: Re: [W.I.P.]The Legend of Zelda: Untitled v.1.0
Post by: RetroRespecter on August 24, 2012, 03:01:03 am
"Axe-like weapon"? You meant "Battle Axe", right?  :-\
Title: Re: [W.I.P.]The Legend of Zelda: Untitled v.1.0
Post by: Zhello on August 24, 2012, 03:55:02 am
"Axe-like weapon"? You meant "Battle Axe", right?  :-\

Yep  XD, each version of Darknut carry something different. Originally I had a sprite with a Darknut guys only a pistol like object, which is only useable if the player is far away, but I removed that idea, since there are already archers who aid the darknut.

Well since the Ocarina is up, it now recognizes songs. Working on at least having the Ocarina know 10 songs, plus 3 hidden songs, so 13 in total.
The current songs listed below:

Epona's Song - when Link is reunited with Epona, he recalls this song.
Song of Time Song - Recalls this song when he recovers his Ocarina from a deku.
Song of Remembrance - Learns this song from the unknown figure in the hidden section of Kohlingen Cemetery.
Twilight's Edge(Warp Song)-Temp name - first half learn from Jean, second from Genneth III.
Song of Healing - Link recalls this song when he sees Kafei in a critical state, he uses this song to help him.
Song of Storms - During the desert chapters, Link recalls this song in order to fill the oasis, the song can also be used for puzzles.
Title: Re: [W.I.P.]The Legend of Zelda: Untitled v.1.0
Post by: Kienamaru on August 24, 2012, 06:24:12 am
The notes look kind of small compared to OoT/MM. It also seems that they are too high above the scale. Assuming the blue note is as low as it goes shouldn't that be at the bottom?
Title: Re: [W.I.P.]The Legend of Zelda: Untitled v.1.0
Post by: Zhello on August 24, 2012, 09:39:46 pm
The notes look kind of small compared to OoT/MM. It also seems that they are too high above the scale. Assuming the blue note is as low as it goes shouldn't that be at the bottom?

I had to reduce the size of the Note sprites so it can fit, but atm these spirtes are temperary. I rearraged how the sprites, so probably it will look better now. The reason for this because the game window is about 256x140.
Title: Re: [W.I.P.]The Legend of Zelda: Untitled v.1.0
Post by: Zhello on August 25, 2012, 09:44:49 pm
Some update for the day:
Dark Link(Riku) part 1 is done. He is able to do what I had said before, fight Link and Gemmy while riding his Dodongo which spits out fireballs at the player. After this encounter, he is fought normally through out the game.

The next boss I'll be working on will be dungeon 3 boss, Iuguoloviros The Serpent of the Sea. The fighting style for this bosses will be pretty similar to The Volvagia boss in oot and a mix of Gleerok from TMC.
As for the mini boss, I was thinking of some sort of sentinel/guardian that tries to prevent the player from doing any objective within the temple until you defeat it.

Only known access to duneon 3: When the player has defeated Militus and Cynthia, they will be able to exit to go back to Fuerur Town. There will be a Fokka civilian named Ray that rejoins the player and carry them up top the Aquatic Tower. He will wait there until you are done.

Ray is a Fokka, similar to the Rito in WW, he aids the player twice. When battling Herot sentries in in order to get to The Herot, and as I said above, help the player get to dungeon 3 via flying.

I perfer Ray to be a Fokka Race because these bird guys do not get alot of attention anymore. Plus Ray's ability to fly was possible due to him actually growing out his wings; Ray is one of the few Fokkaians that can fly in the game.
Title: Re: [W.I.P.]The Legend of Zelda: Untitled v.1.0
Post by: Zhello on August 28, 2012, 04:55:41 pm
I havebeen working on the story again lately. I've added and removed a couple of things, but I was thinking of a way to bring Navi back somehow, seeing how she left Link at the Temple of Time after his ques has been fulfilled. I wanted to bring her back, however, she had suffered from amnesia. I was also thinking about bringing her back as a human somehow, but I am still thinking on that.
The story of Gamus and his brother had been changed as well.

Today, I've only worked on the graphics, finally finished some areas within the game. I've started Southern Orsa Fields.
It will be a big environment area, which contans old goron caves, and more. This will also be the area where Epona is available for use after you save her.

So as to graphics/areas, these will be the biggest maps I'll be working on.
Orsa Fields(North,East,West) South I'vebeen working on atm.
New Orsa Castle along with the town
Sol'Aduro Desert(old name: Solidad Desert)

So there is still alot of work to be done, As for a video of my progress, I will post it up within 2-3 days, so I won't keep you guys waiting.  XD
Title: Re: [W.I.P.]The Legend of Zelda: Untitled v.1.0
Post by: RetroRespecter on August 30, 2012, 07:22:18 pm
Navi as a human being? Is that even possible?
Title: Re: [W.I.P.]The Legend of Zelda: Untitled v.1.0
Post by: Zhello on August 31, 2012, 02:18:32 am
Navi as a human being? Is that even possible?

Well there was 2 plots of Navi's story. In the game/story she does somehow meet up with Link again(she was going to return as a fairy ally, but when I came cross human navi fanfics, I had an idea of making her human and able to fight alongside Link instead od warning him about stuff).
Which do you think is better?

Original:
Quote
She had lost her memory, and wonders the Lost Woods. She had gotten herself lost and doesn't remember where she is or where she can from she is later found by a fisherman and his son. She is then taken in by the two and taken care of. Now under the care of the fisherman. Later on in the story she joins Alice and company.

Alternate Plot:
Quote
After helping Link save Hyrule from Ganondorf, she leaves him, seeing that Link's Destiny to defeat Ganondorf has been fulfilled. She takes her leave to the Koriki Forest, however, since everyone has a fairy, she then begins to wonder The Lost Woods. When she was there, she has met many stray fairies, following them and eventually meeting a Great Fairy. Navi explained why she is wondering the Lost Woods, in addition, explaining to the fairy about her feelings for her friend. After the conversation, Navi had left the Great Fairy and her strays. Later on, Navi had stumbled upon a riverway, feeling weary, she hid in a bush and began to rest for a bit. She started to dream about many past events, for instances, being with Link, The Great Deku Tree, and the skull kids of the forest, but after all this, she began to hear the words of The Great Fairy. Hours later, he woke up, unaware of what has happen. She had no memory of who she is, or where she came from. She was then spotted by a Fisherman and his son. The fisherman took his jacket and covered Navi in it and say where are your parents? Days later, the fisherman basically adopted Navi, not knowing her name, but eventually naming her Natalia. She sees the fisherman training his son, so she started to train with them too, she also learned to fish, surpassing the fisherman as well. Months later, Natalia and the fisherman's son, Centro, where strong fighters in the way of the sword, and took their leave. Centro had been recruited, as for Natalia, she went off and joined up a group of warriors.(Joining Alice and Co.)

Note:
Navi's event took place after OOT, post-MM and during/after MM.
The alternate plot is based on Navi wanting to be with her friend regardless if he had finished his quest or not, The Great Fairy probably knew this when she talked with Navi, and randomly offered her a wish to be a normal person.
The idea for this came from many Zelda fans making fanfics and or threads about her being human.
Navi's memory lost could have been from 2 things 1. being weary, tired after her journey and 2. The Great Fairy unknowingly offering Navi a wish, which resulted in losing her memory.

As for the Southern Orsa Fields, still alot of work to be done.
The shield like things respresent room change objects.
This is 1 of 5 of the bigger mapped areas.
Took Majora and Mirby's advice about the mountain side walls, fixed ome up today.

Edit:
second image, added some parts, trying to figure out a way to link the river to BellBrooke Town's River, plus other areas tiled in as well.
As for the tile errors, this is still daft version of the map, so I will deal with the tile errors once the map is completed.
Title: Re: [W.I.P.]The Legend of Zelda: Untitled v.1.0
Post by: Zhello on September 09, 2012, 06:37:34 pm
I'm back guys, had a break from GM but now I'll be working on the game again, had a few new ideas to add to it as well.
I will be working more on the overworld atm, since most of the coding is in check.

Sadly, as for the image above, the file got corrupted, however, some of my previous drafts for some of my gmare maps are still here so I'll be re working on the map, especially the Southern Orsa Fields.

I will be working on 2-3 maps this time, also as for the video that will be up soon, wanted the maps to be done so I can showcase the overworld and stuff.

So the vid will be up within a week or two from today.


The story of on of Link's Ally, who you meet early in the game.


The Story of Sane:
(http://i866.photobucket.com/albums/ab224/Suncrop18X/Sane1.png)
Show content
Sane's birth is completely unknown. He grew up in the forest, alone. He didn't have any knowledge at the time, and or able to speak. His only way of Survival was to fight any attacking beast in the forest. Surviving off river water, and often stealing from the nearby Koriki Village when people are not present. One night when he decided to steal apples, he was spotted  by Sarah, another Lost Child who lived in a Village of outsiders known as The Koriki Village. He was about to fight Sarah, as for Sarah, seeing that he was a lost child too, decided to talk him out of attacking her. Sarah took him in, feeding him, giving him clothing, and teaching him to speak, and read. Sarah mention that he will not be so insane anymore learning a few things, at the time, Sane took the word "Insane" and said that he is now "Sane" due to knowing what his previous attitude was like.

Sane was a fast learner and became the smartest within the village. There was one who boy named Midy who envied him, due to the fact he befriended Sarah, but this Midy, did not mess around with Sane because Sane was someone who is very protective of Sarah, as a result, at some point Midy was a friend and trainee of Sane. One day, Sane saw a warrior who visited the village, and decided that he wanted to become a swordsman, a fighter, just to protect Sarah who he now calls his sister. He talked with the warrior and decided to join him in order to improve his fighting. When Sane left the village he was about 6 years old, when he returned he was at age 9. He now knows how to use a sword and decided that he was well trained to defend his sister, and now his village. One day, when Sane took Sarah to the Castle Town, he met a Hooded man who talked about artifacts of old times, who seem to appear as a Gerudo.  Sane took interest in what he was saying and shared some of his knowledge about the matter. The Gerudo man was surprised at what the boy knows and decided to add him as a member of his group in order to seek out these artifacts. Sane took Sarah back to the village and told her to wait for him and not to let the village until he returns. Sane went with the Gerudo man, who became like a father figure to him. The Gerudo man trained Sane, even teaching him to use 2 swords at once, as a result, Sane was given a Gerudo Blade. The Gerudo man and Sane traveled for a while, and learning new things. As for Sarah, she trained herself to fight, in order to help Sane. One day Sarah decided to leave the forest. She went on and learn of the whereabouts of the Gerudo man and Sane. She manages to find an old temple, however, she sees that there are Hooded figures guarding the entrance, so she tried to find any other opens of the temple.

The Gerudo Man and Sane were inside the Temple. However, things took a wild turn for Sane. The Gerudo man revealed his motive to Sane and asks Sane if he shared his views. Sane decline his offer, knowing what he plans to do will harm many people. The Gerudo man said to Sane that he knew that Sane would go soft because of Sarah. But the man also said to him that regardless if he accept or not, he was going to kill Sane because he would be a loose end to him. Before they fought, he said to Sane that it was a shame to fight and kill his son in battle.

The two fought, destroying parts of the temple within. Sane, now knowing how the Gerudo fight, along with his warrior training, and surviving within the wilderness of the forest, defeated the man, however, the man took out another weapon and used it on Sane. He manages to slash Sane in the face, destroying one of his eyes. Sane, now in pain started to slash away aimlessly trying to hit the man, only missing and cutting away the temple. Due to so much damage within such an old place, the temple began to rumble. The hooded men outside took notice and ran inside, as for Sarah she manages to find Sane, but hid when she saw the Gerudo man. The Gerudo man started to laugh saying that he would just leave Sane to die in pain here, as he said that, Sane concentrated on sounds of the man and attacked him. Sane landed a few hits, even landing a revenge scar on the man, the hits caused the Gerudo man to collapses, as for Sane, his damaged eye, and the dripping blood from cuts on his body caused him to collapses as well. Sarah then rushed in and saved Sane, and carried him out of the other Entrance of the temple, as for the Gerudo man, his 3 guards saved him.

Sarah took Sane to a medical center within a village. Sane still holding on to his swords began to mumble saying that if he dies who is going to protect Sarah, he also started to curse the man who treated him like a son. Sane was bleeding heavily, his skin started to pale. The doctors tried everything they can to help Sane. Eventually they save him, as a result, his damaged eye had been removed, his body had been stitched up, and due to blood lose, he might have lost some of his memory. Sane and Sarah were then sent back to the Koriki Village via Transportation.

It has been months, Sane still remained a sleep, as if he was in coma. Sarah stood by him day and night, and continued her training. As for the village, Sane's influenced had inspired them to learn to fight so if their own were in trouble, they will have a chance to help them. One day, Sarah came back home from her training, and found Sane awake and moving about. Sadly, Sane doesn't know remember who Sarah is, and or who he is. Surprisingly, his knowledge and his way of fighting came back to him afterwards. Sane being a sleep for so long caused his hair grow out, this sparked his interest in changing his hair color. He was fascinated by the blonde hair colors many in his village has, so he decided he wanted his hair to be blonde too. He told Sarah if she can dye his hair. She helped him do it, making his black hair, blonde. Since Sane was asleep for so long, he didn't feel tired at all, normally staying up 24/7. As for his damaged eye, there was a huge scar on his face, and when he opens it, it is as if his eye socket pitch black. His eye was so ominous, that the doctors who fixed him up had created a special eye patch for him, which allowed minimum sight, regardless of his missing eye.

Sane now awake, and better then ever. When Sarah mention his accident, he says to her that he had been made stronger. Sane, now age of 12 took interest in a different artifact, known as a Dark Artifact by many. He then asks Sarah for permission to leave, saying that who ever did this to him must not get his hands on this artifact. She told Sane that she will be waiting. Sane then took his leave.

On his adventure, Sane manages to find a dying old man who had a jewel fragment. This man said that this artifact had killed him and told Sane to get rid of it for him, after saying this the man died. Sane took the jewel, but instead of destroying it, he kept it. He studied it and at some point, the jewel empowered him, even restoring his eye, which was black but the pupil is yellow, however he kept the eye patch on.  Sane did not make the jewel overwhelm him, so he trained his minded and boy to resist it, saying to himself that he would not go insane with it's power. When Sane became 13 years old. He had extended his research about the Jewel and the Twilit race. Kept the fragment hidden in his robe. Sane appearance in Flora Town had some people feeling uneasy, due to many knowing what his eye looks like(before it's restoration). The bandits at the time, think of Sane to have something of Value. Sane accidentally flashed his jewel fragment, looking to see if glows if a piece is near by, and the bandits there saw him and took this information to their boss, Dasum. They then plan to steal the jewel from him in his sleep, knowing that Sane is too powerful when wide awake. When Link arrives, he meets Sane in Flora Town, and later on, join the few who stopped the bandits from overrunning Flora Town. Sane thanks Link, even boasting to Link saying that he didn't need the help to fend of bandits. In addition, he tells Link that he looks just like him and decided to call Link "Brother". Sane then says farewell to Link, Gemmy and Kevin, and took his leave to BellBrooke Town.

The Gerudo Man, Adoptive Father of Sane
Show content
The Gerudo Man is Gandolf, as mention previously. Was adopted by the royal Gerudo family, along with his brother, who had parted later on.
His interest in the Triforce and the dark artifact came from reading.

The Man had little knowledge of The unknown Twilit Artifact and myths about the Triforce. He had in mind that with the Jewel, he was able to empower himself to look for the Golden Triangle. When Gandolf decided to go to The Castle Town Pub and seek out those who would join him. He mentions the artifact there, only to be laughed at, however, this caught the attention of Sane who was outside, seeing the Hooded Gerudo man speak to those at the Entrance of the pub. Sane begins to speak with Gandolf and joined him. Gandolf, who never knew his father, decided to think Sane as a son to him, even going out of his way to train him when his men thinks that he is wasting his time.

At some point. Gandolf went a little mad, when around his men and Sane, Sane revealed to him that he too was a bit mad at someone and had a bit of help to get rid of his insanity. Gandolf admitted he was mad, and thanks Sane for helping him get over his madness. When Sane isn't around, Gandolf's men told him that if you were to achieve your goal, the boy who stop him and or take the power of the artifact for his own, since he knew this more then Gandolf.  Gandolf's men also pressure him to kill Sane when he gets to the next temple to explore.  Gandolf and co. manages to find an old Temple near Shiru. He then advised his men to stay outside and guard the temple, taking Sane inside with him to look around. To Gandolf's surprise, Sane reveal to him many things about the temple, even the unknown marking found inside. Gandolf started to envy Sane of his knowledge about the temple they are in. The two manage to enter a lone chamber, where Gandolf finally reveals his plan to Sane, who refused to continue to look for the artifacts and then find and control the Triforce. Gandolf had a mixed feeling of both anger and sadness, even thinking of how Sane was like the son he found back at Castle Town, and the son who fought exactly like him. Afterwards his madness came back to him and he said to Sane, that yes or no, he would kill him because he would be like a loose end to him or someone that who stop him down the road. They fought and when Gandolf was defeated, he pulled out his laced dagger, slashes Sane in his eye.  Sane, in so much pain, still defeated Gandolf once again.

The unconscious Gandolf had been taken by his men. All of them returned to the desert. Gandolf had recover, but was jailed later on, due to his madness when he threaten the villagers upon arrival. While in jail, he mention to his men about the boy, they told him he wasn't there when they showed up. Now enraged about this, Gandolf decided to find a way out of jail and continue his search. He also trained himself. One of his contacts outside design a new weapon for him to use, a spear like weapon. Gandolf was then released due to showing signs of goodness. He also took some of his men with him to continue. His newly added motive is to stop Sane if he is still alive.

Due to Gandolf's actions, he has now become what his brother hasn't, their father.

Some fun facts about Sane:
Quote
*He was born just hours before his mother died, his father's wearabouts are unknown.
The caretake of baby Sane return to her village with him, Koriki Village.
*When Sane was age 3, the caretaker died, Sane, terrfied of the dying caretaker/her corpse ran off into the forest, never to be seen again.
*How Sane lived in the forest is a refference to how Tarzan was a kid in the jungle, minus the monkeys,etc.
*Sane's first sword was a smilar design to the Koriki Saword Link has, however, his second sword is similar to how Ganondorf's sword was when his final form in OOT ahs been revealed.
*Sane real name is unknown, however, in the caretakers old house, now over runned by dekus, a necklace with the first name and last faded out, leaving the middle name, Marcus readable on it.
*Sane's natrual hair is black, but he dyed it blonde. But his clothing is mostly black and a bit of white and gold, his fav. color is black and yellow blonde.
*Sane's eye when it was removed is not just the empty socket, but due to the laced dagger, the empty socket appears black, with an ominous haze around it, to cover it up and the haze around it, the doctors at Shiru design a speical patch for Sane. When his eye had been restored and motified by the fragment, Sane still keeps his patch on, not wanting to scare people.
*His new eye makes him sees things inverted later on in grayscale.
Title: Re: [W.I.P.]The Legend of Zelda: Untitled v.1.0
Post by: RetroRespecter on September 10, 2012, 04:05:58 am
Sane sounds like someone Link may rely on.
Title: Re: [W.I.P.]The Legend of Zelda: Untitled v.1.0
Post by: Zhello on September 10, 2012, 07:33:52 pm
Sane sounds like someone Link may rely on.

Thanks for the feedback. But in game, Sane will be less of a fighter, but he helps Link with various things due to the amount of knowledge he has. When Kevin disbands from Link, and co. for personal matters, Sane briefly join them, for example, when infiltrating Black Herot, he brings Link and Co. with The Returners Team to fight their way inside, eventually leading to Link fighting Cynthia.

But the rest of Sane and Gandolf's backstory is very dark and mysterious. For some of my chracters, I am trying to make their story within this element, such as Kevin himself.
Title: Re: [W.I.P.]The Legend of Zelda: Untitled v.1.0
Post by: ALTTP Fan on September 11, 2012, 01:56:42 am
Great stuff my friend! Your map making skills seem to have improved a LOT! Good to see you still using my tileset too :)
Keep up the excellent work!!
Title: Re: [W.I.P.]The Legend of Zelda: Untitled v.1.0
Post by: Zhello on September 11, 2012, 02:24:15 am
Great stuff my friend! Your map making skills seem to have improved a LOT! Good to see you still using my tileset too :)
Keep up the excellent work!!

Thanks!  XD The map you see there, gonna have to re tile it up again, the file I saved it under somehow disappeared :huh:, but I can re-do it in a day.
Title: Re: [W.I.P.]The Legend of Zelda: Untitled v.1.0
Post by: ALTTP Fan on September 11, 2012, 02:32:30 am
Great stuff my friend! Your map making skills seem to have improved a LOT! Good to see you still using my tileset too :)
Keep up the excellent work!!

Thanks!  XD The map you see there, gonna have to re tile it up again, the file I saved it under somehow disappeared :huh:, but I can re-do it in a day.

Aw man that sucks. I lost a map I made in ORE too :( I use Graphics-Gale to make all of my maps now because its EXTREMELY quick and easy to use, and it has never failed on me yet.
Did you lose the original size .PNG image too?
Title: Re: [W.I.P.]The Legend of Zelda: Untitled v.1.0
Post by: Zhello on September 11, 2012, 02:39:19 am
Great stuff my friend! Your map making skills seem to have improved a LOT! Good to see you still using my tileset too :)
Keep up the excellent work!!

Thanks!  XD The map you see there, gonna have to re tile it up again, the file I saved it under somehow disappeared :huh:, but I can re-do it in a day.

Aw man that sucks. I lost a map I made in ORE too :( I use Graphics-Gale to make my maps now becuase its EXTREMELY quick and easy to use and it has never failed on me yet.
Do you not have the original size .PNG image either?

The png image of the file still exists on ym pc, but it is reduced in size lol, but as long has I have the image, I place the tiles where they should be.

Atm the moment I am tiling 3 major places for the game.
Castle Town with Castle inside(in progress)
Dark Manor/Foretress of the Dark Ones(concept)
New Sol'Aduro Palace(concept)

I find it easier to make major areas, then tile and connect pathways, fields,etc. to them.
Title: Re: [W.I.P.]The Legend of Zelda: Untitled v.1.0
Post by: Zhello on September 12, 2012, 10:05:51 am
Coding & Graphics
Kohlingen Pathway/Road is done, and everything within the room has been placed and coded.
Entrance to cemetery, and to village added, now all there is left to do is the hidden path northeast of Koh. pathway.

Link now blinks, only when standing still, however, I might consider Link to have a graphic change, but same colors.

Since I wasn't able to retrieve Southern Orsa, I am remaking it. I've also started on The Castle Town, which will be one of the bigger maps.

Reworking on Gemmy sprites, and Kafei as well.

A couple of fixes:
+Ocarina has been fixed, had some sprite errors, when used indoors or caves.
+GroundLvl jumping has been fixed, player can now jump from ledge to ledge without worry.

As for the demo, might consider NCFC entry with either(Point of the story interests you? possible demo to be made for one of them.)
*How Link and Co. made it to Novos Orsa - Kevin, Gemmy, and Link are within The Florabed Inn. He wanted to know how Gemmy and Link got to Novous Orsa. Gemmy began to tell his side of the story, afterwards, it was Link's turn, however, he sighed and thought to himself, mainly thinking of how he will get Epona back from the Flora Town Farm, this will trigger Link's story. Afterwards, the trio is then confront by Sane, who is also staying at the inn, which will end the demo.
Part 1: Gemmy ventures into a mystical place his village call The Green Zone. In this forest area, the sun always shines, same as the moon, however, until his cousin ran away inside of it, the area became gloomy. Gemmy fears that he would be transported somewhere in time, which has happend to him numerous times before, but this time, things were different. Gemmy, accompanied by his rival, Kaza, travel into the forest area to find Gemmy's cousin and sister. Kaza noticed they were being followed, and attempt to fight the figure. The figure promised them power beyond their imagination, however, Kaza thinks the hooded figure is bluffing. The figure summoned small beasts to fight them and runs off, after the fight, the figure reappears and fights them. Gemmy tells Kaza to retreat for now, however Kaza continued. Gemmy got away, moments after, he hears Kaza screaming, thinking that he has died. Gemmy now lost, stumbled upon unknown creatures(moblins) and began to follow them. This lead him to The moblin Hideout. Upon entry, he stumbles upon the figure again, who tried to catch him, however, the weaken figure has been defeated and killed by Gemmy, thinking he has avenge his rival, Kaza. The death of the figure caused the underground to collapses. Gemmy venture inside for an alternate route of escaping, stumbling upon Link's cell and King Mobi. Mobi challenged Gemmy to a fight, but loses, since he had been weaken by Link. Gemmy tries to free Link and the others, however, Link thought a had of time, and could have escaped anytime. With the last of his bombs, Link blew up a locked door, which happens to be the escape route. Everyone got out of there safety. Everyone parted, leaving Link and Gemmy to travel alone. Link and Gemmy decided to camp in a safe area of the forest. Later that night, Link woke up and started to hallucinate about Zelda, Sarah, and Navi.  Later on, Gemmy woke up, and tried to find Link, who was his only help to find his cousin and sister. Gemmy finds Link fighting Mobo, Mobi's brother. The 2 fought the crazed moblin, only to be defeated, due to their weak state. Gemmy insisted Link to flee with him, but Link refused. Link defeated again, finally agrees with Gemmy to flee, by jumping the waterfall. The two were found unconscious at Orlo Gale Falls by Mizra the Deku and taken under her care.

Part 2: Link, 4-5 days after the events of Majora's Mask is traveling with Epona in the Lost Woods, hoping to get back to Hyrule. In Link's head, he kept thinking of Navi, who he wasn't able to find, knowing that fairies usually hang out in The Lost Woods, his effort has brought him to Termina instead. Link grew weak and weary, running out of what was left of his provisions he was given in Termina. Link found himself surrounded by Molbin grunts, thinking that he wasn't going to go down without a fight, he started to hold on to his sword while glaring at the moblins. Among them, emerge a Moblin dressed in red armor. To Link's surprise, the moblin spoke. He told Link that his name is Mobi, and that Link has stumbled within his parts of the forest. He then began to taunt Link, saying that he wants to fight, and test out his new found abilities. Mobi, called his brother, Mobo, who charged at Link and Epona. Epona evaded Mobo, only to knock down Link from her back, saving Link and herself from the tackle. Mobo, then chases away Epona. Mobi, laughing at the scene, gave Link a chance. Fight to carry on, or die trying. Link was then forced to battle Mobi. Mobi started to use his new power against Link, even taunting him. The tired Link was defeated and then colapses, thinking that he and Navi will never be reunited again, in addition, he thought to himself that his purpose was already done long time ago(sealing Gannon, saving Termina). Minutes later, Link had awoken. He was tied along with other prisoners on the carriage. Mobi laughing at Link and the others saying that he cannot be defeated. Link was shocked to see that the moblin kept him alive, as a result, Link began to plan what he was going to do, knowing that an opportunity was an hand when he spotted Gemmy in the distance, watching. When imprisoned, he mentions "Hyrule" to the other prisoners, none of them knew about this Hyrule, but they mention Novous Orsa.


*Infiltration of Black Herot - The Corrupt Militus wants The Water Tower to be destroyed. He has sent out some of his men along with mechas to build a cannon within Ferur's Volcano. Ray, a commoner of Ferur, was able to get information about the situation, which eventually made Link and co. team up with The Returners. stop Militus' plan. Sane devised a plan in order to get inside The Black Herot, knowing that Militus' men are uneasy with what is going on. The player and Co. will be sent in to destroy the mecha's gathering metals from the Volcano, and the soldiers who are dropping the mechas off. Your actions will be noticed by Cynthia Stonefield, who will taunt you and opens the dungeon door for you to enter. Upon entry, the player will easily be able to travel inside, however, they will be stopped by Ms. Stonefield herself.

*Link awakening in Orlo Gale- Link awakens in an old house. Upon his awakening, an old Deku named Dolu informs him about what has happend to him before and after he was knocked out. Link, now fully aware of his surrounds, must retrieve his belongings from the lake. Link then encounters Dolu's daughter, Mizra. She tells Link about Kevin and Gemmy. When Link meets up with Kevin, he is informed to go visit Korri the Deku, who may know what has happen to his Koriki Sword. Link manages to confront Korri and gethis sword back, but offers to help Korri deal with an old enemy from his haunting past who has held a young Deku boy captive.

*Trouble in Little Clock Town- Kafei and Anju are living together until suddenly, the post man shows up. He explains to Kafei that something has happen and told Kafei to join him in on the investigation. When the 2 made it to the Stockpot Inn, they were confronted by Daniel, saying that Sakon has struck again, stealing something valuable. Kafei started to search the newly built inn, however, he is confront by an apparition of himself, and began to follow it. This ghostly version of Kafei lead him to Stal Kid's room. Kafei, after being greeted by Stal kid, collapsed, and began having visions of a figure who resembles Link slaughtering people of an unknown village. He wakes up, and told Stal Kid to follow him. Before they can leave the room, the ghostly figure confronted Kafei and Co. and pulled them into an odd dimension. The group were forced to fight a golem. Afterwards, they reappeared at the inn. Kafei and Co. then traveled to the Milk Bar, the locals said that Sakon has visited this palce at night, but were unable to catch him. Kafei found an unknown entrance to an underground area, this caught the attention of the guards, who also follow Kafei. Within the underground, Kafei once again meets with the Ghostly figure, who began to fight him, however lost. Kafei tried to get away, but was sucker punched by the ghostly figure who ran off. In the next room, Kafei found Sakon, who is trying to kill Stal Kid. He was eventually stopped. Sakon exploded, causing his underground to collapses with him.
Kafei and Stal Kid then fall into the pits below, waking up hours later in a forest area. Kafei started to pass out again due to some odd illness he is suffering from. Stal Kid picks Kafei up and carries him on his back, venturing into the unknown.

Which one will you be interested in?
Title: Re: [W.I.P.]The Legend of Zelda: Untitled v.1.0
Post by: RetroRespecter on September 12, 2012, 05:32:28 pm
I'd go with...

How Link and Co. made it to Novos Orsa (parts 1 and 2)
Title: Re: [W.I.P.]The Legend of Zelda: Untitled v.1.0
Post by: Zhello on September 14, 2012, 03:53:43 am
I'd go with...

How Link and Co. made it to Novos Orsa (parts 1 and 2)
Nice, I'll be working on that ocne I get a few things done.

Did some coding today:


Coding:
+Darknut/Chained Knight-
Darknut's Armor now falls of, which makes the underarmor version of it appear for battle.
If the "Armored Darknut" is defeated when his Def is at critical mass, the chained version will not be fought.
Chained Knight(D.knut 2) is finally done, lots of fustraion with getting him to attack, but int he end, managed to fix im up a bit and he is now completed.
+Added Epona, however, she is in NPC form. Atm, can be called via button press. Epona doesnt not come alone, there will be a Hawk following her, which Link has received it when helping out one of the good farmers. The hawks purpose is to direct Epona back to a safe town if the player were to leave her in the fields.
+added a few more things to objLink, such as some Zora based attack, sprites need to be implaned still.

Graphics:
Kohlingen Village is near completion, as for the hidden path, it is done.
Almost done with Gemmy's sprites, all there is left is to make his attack animations.
Added a few new tiles to my collection, a mix of TMC/LTTP which pretty much fit.
Some sprites have been re done. such as Link, water tiles, etc.


Other info:
As for the vid, I found a new recorder, which seems a bit better then Hypercam. Going to make a video of my progress within 2-3 days, once I can figure out how to have the sound record correctly.
Title: Re: [W.I.P.]The Legend of Zelda: Untitled v.1.0
Post by: Zhello on September 15, 2012, 11:35:41 am
Started working on Cut-Scenes again today.
Sane sprites have been redesigned completely, there shown below.

As for the vids, I made 2, testing out the recorder I downloaded to replace hypercam(Debut Video Capture). If all is well, going to make a trailer this time.
In the vid it goes Garo fighting, Darknut and Ms.Stonefield.  Darknut somehow still moves when hurt, going to fix. Also testing Ocarina in one of them.
http://www.youtube.com/watch?v=DveDC0W3mEYhttp://www.youtube.com/watch?v=Ij0Nvd9HRZU

Castle Town is almost done, how the tiles are is a mixture of TMC/LTTP. It looks pretty nice so when it is done, gonna post it up soon.
As for the demo, I will be working on a seperate map for it. The Lost Woods for both Gemmy and Link story.

GM work is kinda slow but preparing everything for the demo still, got 2 months to do it :D

Title: Re: [W.I.P.]The Legend of Zelda: Untitled v.1.0
Post by: Martijn dh on September 15, 2012, 02:39:16 pm
The videos look quite nice. The sprites are especially interesting.
One piece of advise, if I may: the boss fight seems to go on for far to long. Maybe make the bosses have less hp. You can still prolong fights, but it's better to do this through something in t attack pattern like a delaying frenzy/invincible mode for the boss after every so many hits taken. Or by requiring combinations of attacks. Like use a bomb to stun / create an opening and then you have several seconds to land an actual hit before the opening wears of. Something like that.
Title: Re: [W.I.P.]The Legend of Zelda: Untitled v.1.0
Post by: Zhello on September 16, 2012, 03:29:18 am
The videos look quite nice. The sprites are especially interesting.
One piece of advise, if I may: the boss fight seems to go on for far to long. Maybe make the bosses have less hp. You can still prolong fights, but it's better to do this through something in t attack pattern like a delaying frenzy/invincible mode for the boss after every so many hits taken. Or by requiring combinations of attacks. Like use a bomb to stun / create an opening and then you have several seconds to land an actual hit before the opening wears of. Something like that.

Thanks for the advice, I have that on some of the enemies but not all, But I'll try to do something about. In vid Stonefield Hp was like 296.95. It was high like that due to bosses and enemies having other attributes that will Triple Hp lose and or make them take less damage for sometime.  XD

Now that you mention it, I reduced the Darknt Hp a bit as well.
Title: Re: [W.I.P.]The Legend of Zelda: Untitled v.1.0
Post by: Zhello on September 17, 2012, 03:37:43 am
Started working on Sane's attacking sprites tody, also going to start Gemmy and Shad for NCFC demo.

The image below goes how they look now and their old sprite right next to them.
(http://i866.photobucket.com/albums/ab224/Suncrop18X/GemmyShad.png)

The next video I'll be working on is for cut-scenes. Cut-scenes are kinda my weak point atm, but I will be working on fixing that entirely after I am done spriting and tiling. The video will be up soon.
Title: Re: [W.I.P.]The Legend of Zelda: Untitled v.1.0
Post by: Zhello on September 18, 2012, 08:26:33 pm
I started to work on the second dungeon finally, but I am using the LTTP desert tiles as a place holder, trying to find the FSA desert temple version.

Castle Town Map has been put on pause in order for me to have some time to work on demo maps.

Did some coding today. Link no longer goes nuts when hurt when viewing a map.
A vid o the Forest Cavern will be up soon.(Exploration ver. the no puzzles cheat was enable in order to have the player view rooms)
Enemies I've added:
Mad Dekus
New Deku Baba
Crawlers(Skulltula)
Garo Ninja(Airal Trooper)
Mobile Wizard Robe
Next to work on:
Dodongos are being worked on atm.
Digital Wall Master

As for the NCFC demo, It will be heavily based on 2 main chracters, Gemmy and Link.

The main area for the demo will take place like this

Link Story start
(Termina Lost Woods)

Gemmy Story start
(Dark Forest of Oki'nawa, The Green Zone)

Main setting for both Gemmy/Link
The Lost Woods

Mini Dungeon
The Moblin Underground(Already done, just need to add the objects).

Bosses
The Dark Figure, Mobi The Great.


How the demo ill be set up:
*In order to play Link's story, the player must complete Gemmy's story afterwards, Link's story will be unlock via menu screen.

*There will be no saving by the player, however, when the player reaches a point, the game wil auto save.
Once a story is completed, the saved file will reset, but the unlocked content remains active.

Other Stuff:
I like that in some games in order to unlock something, even in demos, there is secret content. I plan on using this method for the upcoming demo. An example, finding a KM statue will unlock something.

There will be atleast 3-4 hidden content within the demo.

What will be changed:
*In the Gemmy storyline, the player will not be able to fight Kaza, but Kaza himself will breifly help the player regardless of his hatred towards Gemmy.
*Gemmy will start out unarmed. His father's sword is started inside of the Greenstone family home, instead of a dojo.
*The sword Gemmy uses is special during his story. If anything were to happen to Gemmy, it will revert everything back how it was, basically reversing time in order to protect Gemmy.

*In Link's demo, if you were to wonder for a bit without finding the checkpoint, Link will doze off for a bit, but this doesn't not affect your Hp.
*The only weapon Link has for us is bombs, however, it will be taken away due to Link using all of the bombs to make escape route.
Title: Re: [W.I.P.]The Legend of Zelda: Untitled v.1.0
Post by: thestig on September 18, 2012, 08:28:55 pm
Sorry if this isn't obvious, but did you spin off dlbrook's engine for this game? If so, you did a good job at expanding it further. ;p I look forward to trying this game out.
Title: Re: [W.I.P.]The Legend of Zelda: Untitled v.1.0
Post by: Zhello on September 19, 2012, 03:32:03 am
Sorry if this isn't obvious, but did you spin off dlbrook's engine for this game? If so, you did a good job at expanding it further. ;p I look forward to trying this game out.

Yeah it started out as a GB zelda engine, worked my way up from there, then I took a look at MiT's Lttp engine and started to learn some coding from there. After learning dlbrooks had already posted the editable version of his LTTP, then I started working up from there seeing how simlair the gb and lttp engine were, decided to improve of what dlbrooks had left behind.
Title: Re: [W.I.P.]The Legend of Zelda: Untitled v.1.0
Post by: Zhello on September 20, 2012, 10:32:47 pm
Well I felt like like left the Bandit Hideout in the dust and decided to work more on it today.
*removed the black screenshot border, wanted to make full screens this time*

Dasum, the main boss of this sub chapter has been re-coded, before he was wildly lashing out on the player, not giving the player a fighting chance, which quickly lead to a death. So he can be hit regardless this time.

How the fight is set up is almost like a "head of the beast" type of thing
phaseI: fight all enemies in the room
phaseII: fight Dasum's follower
final phase: Dasum himself
Optional Boss(concept not coded yet.): Big Joe

The player is able to enter the hideout normally, however, there given a choice to where a disguise or not, this I am working on still.
Also an event can be encountered if the player doesn't advise the guards about Cole, a free lance warrior, is snooping around the bandit's hideout, this leads to his death. If the player does advise the guards about Cole, he will remain alive and seen after Dasum is arrested.

Another thing, I was thinking about adding an optional boss in this area. He can be provoked and fights the player if(No disguise is used, or using a sword around him). This boss is also the killer of Cole.

The story for this side-quest has been changed to make it much more darker then it sounds.
(http://i866.photobucket.com/albums/ab224/Suncrop18X/Das1_zps5f9fc644.png)(http://i866.photobucket.com/albums/ab224/Suncrop18X/Das2_zps9a3ebc8f.png)
(http://i866.photobucket.com/albums/ab224/Suncrop18X/Das3_zps18cb89b3.png)(http://i866.photobucket.com/albums/ab224/Suncrop18X/Das4_zpse8e44e5a.png)
(http://i866.photobucket.com/albums/ab224/Suncrop18X/Das5_zps7527a027.png)(http://i866.photobucket.com/albums/ab224/Suncrop18X/Das6_zpsce40014a.png)

Regarding demo:
All there is left for one of the characters(Gemmy) is his attack animation.
The forest areas are in the works atm.
After Gemmy's sprites are done, going to work on Mobi and his brother.

Now for the Q

Which tech. vid should I put up next?
Forest Cavern, Bandit Hideout, or just exploration of Overworld areas?


Anyway bandit link disguise below
Title: Re: [W.I.P.]The Legend of Zelda: Untitled v.1.0
Post by: RetroRespecter on September 21, 2012, 05:43:43 pm
Can you remove the foul language from those scenes? I don't think I can play a game that uses that much swearing.
Title: Re: [W.I.P.]The Legend of Zelda: Untitled v.1.0
Post by: Zhello on September 21, 2012, 05:48:35 pm
Can you remove the foul language from those scenes? I don't think I can play a game that uses that much swearing.

Yeah about that, when I made the story with my friend, it was a bit mature then the other fan fics, that is why some of the swearing is there, but I'll tone it down a bit. Like for the quest shown above, the villian of that chapter, along with the others are serious chracters from the main story itself.
Back then our fanfic, before the making of the game, was  a T rated fanfic.
Title: Re: [W.I.P.]The Legend of Zelda: Untitled v.1.0
Post by: RetroRespecter on September 21, 2012, 08:00:56 pm
Can you remove the foul language from those scenes? I don't think I can play a game that uses that much swearing.

Yeah about that, when I made the story with my friend, it was a bit mature then the other fan fics, that is why some of the swearing is there, but I'll tone it down a bit. Like for the quest shown above, the villian of that chapter, along with the others are serious chracters from the main story itself.
Back then our fanfic, before the making of the game, was  a T rated fanfic.
Wait a minute. You mean to tell me that this is all based on a fanfic?  :huh:
Title: Re: [W.I.P.]The Legend of Zelda: Untitled v.1.0
Post by: Zhello on September 21, 2012, 08:21:44 pm
Can you remove the foul language from those scenes? I don't think I can play a game that uses that much swearing.

Yeah about that, when I made the story with my friend, it was a bit mature then the other fan fics, that is why some of the swearing is there, but I'll tone it down a bit. Like for the quest shown above, the villian of that chapter, along with the others are serious chracters from the main story itself.
Back then our fanfic, before the making of the game, was  a T rated fanfic.
Wait a minute. You mean to tell me that this is all based on a fanfic?  :huh:

I said it waay before I made this thread. The text in game is like a homage to my friend and I's old fanfic, then we discontinued it and try to make a game instead.

Well anway, The Cut-Scene for having Cole alive and or Dead has been implanted. Now all that is left si the optional boss. I also canned the disgiuse idea, my reason for this is to not create loads of cut-scene in that one segment.
Not only that, NPC's after the event will remind the player about it if they were to fail.
Going to make a vid showing this. As to what RR said, yeah the text has been changed.
Title: Re: [W.I.P.]The Legend of Zelda: Untitled v.1.0
Post by: Zhello on September 21, 2012, 11:30:02 pm
Small Update:
The optional boss Big Joe, has been coded.
How is encounter is to Cole die, you can fight him or escape(but he will flee if you go away, and cannot be seen again). He drops a special side quest item.

The other way to encounter him is to have Cole not show up at the hideout, Big Joe will remain in the center room until Dasum is defeated.
After the whole bandit side-quest. The Steel Calibur Troop, lead by Leon Douglas, takes over the stronghold.(This take over happens regardless of Cole surviving or not.)

The final reward you get after this sidequest is a Sol Pouch, which the player can now begin to collect Sol Fragments.

*Video coming up in a few, need to get it ready.*
Title: Re: [W.I.P.]The Legend of Zelda: Untitled v.1.0
Post by: Zhello on September 22, 2012, 02:05:17 am
Well here it is. As you can see I fixed the action bar, had the text drawing in odd areas, now it should be straight.
Been working on this side-quests for a while. As of now, my full attention is towards a demo for NCFC. The next couple of update will be soley about the demo only until I am either done with it or when NCFC ends.
http://www.youtube.com/watch?v=kK7UKmxu0Mw
Title: Re: [W.I.P.]The Legend of Zelda: Untitled v.1.0
Post by: Martijn dh on September 22, 2012, 03:13:38 pm
Nice video. I'll be looking forward to a demo.

In case you're looking for constructive feedback:
- The fighting seems a little hard. You're obviously an expert at your own game, but other might have much more trouble. Maybe make the distance enemies are pushed back longer or (even better) turn of their movement AI while being pushed back.
- You can use a trick to make the room transitions slightly more fluent. Before you exit a room activate a foreground (=background with the foreground setting on) which is completely black. Go to the next room and immediatly do the same there. Then move your cracter object to where you want it to go. Let one step pass and deactivate the foreground.
Title: Re: [W.I.P.]The Legend of Zelda: Untitled v.1.0
Post by: Zhello on September 23, 2012, 10:08:20 am
Nice video. I'll be looking forward to a demo.

In case you're looking for constructive feedback:
- The fighting seems a little hard. You're obviously an expert at your own game, but other might have much more trouble. Maybe make the distance enemies are pushed back longer or (even better) turn of their movement AI while being pushed back.
- You can use a trick to make the room transitions slightly more fluent. Before you exit a room activate a foreground (=background with the foreground setting on) which is completely black. Go to the next room and immediatly do the same there. Then move your cracter object to where you want it to go. Let one step pass and deactivate the foreground.

Ah ok I'll see what I can do. For the room change Dlbrooks has created a speical function for it, mainly for scrolling, I just improved it to go a bit faster. I will try the foreground idea later today.
Title: Re: [W.I.P.]The Legend of Zelda: Untitled v.1.0
Post by: Shane on September 23, 2012, 11:59:12 am
Whoa, impressive. The dark atmosphere and the choice of words during the dialogue really helps with the scene.
Title: Re: [W.I.P.]The Legend of Zelda: Untitled v.1.0
Post by: Zhello on September 24, 2012, 12:46:53 pm
Whoa, impressive. The dark atmosphere and the choice of words during the dialogue really helps with the scene.
    ~ Shane

Thanks! My aim is to get the player to make choices that will effect some of the main/minor characters in game. Some choices can be bad, others good. But it will get more interesting when the player is done with the first 3 dungeons, afterwards, it is life/death situations and hard choices to make in order to progress in certain parts in game(this will add more to the side story and or take out some of it.)

But as always, these things do not affect the main story itself.
Title: Re: [W.I.P.]The Legend of Zelda: Untitled v.1.0
Post by: BlazeBigBang on September 24, 2012, 02:22:42 pm
I just noticed, reading a screenshots, but it says "your" instead of "you're". I guess it should be "you're", as the context shows.
(http://i866.photobucket.com/albums/ab224/Suncrop18X/Das1_zps5f9fc644.png)
Title: Re: [W.I.P.]The Legend of Zelda: Untitled v.1.0
Post by: Zhello on September 24, 2012, 03:39:32 pm
I think I changed it, but good find though. When Retro asked me to change some of the language in game, I saw some of the spelling errors. I tend to type very fast and mispell things lol. XD
Title: Re: [W.I.P.]The Legend of Zelda: Untitled v.1.0
Post by: Zhello on September 25, 2012, 02:57:16 pm
Progress as always... As for the game name I'll call it, The Legend of Zelda - The Adenture of Link. The reason for this is that this whole story revolves around Link finally meeting with his friend, and travel back to Hyrule, however, Link has stumbled upon a crazy search for the Dark Artifact, in order to prevent the ruin of the inhabitants of Orsa and the rest of the world.


Main game coding
The Legend of Zelda - The Adenture of Link

Coding
Took Martijn dh advice on enemy knockback. Also tweaked all enemy objects a bit to make them easier to attack. But the system for Closer Attack=more damage is still active.

Added a couple of more NPCs since I improved the Cut-Scene features. Need to work on the panning though.

Link is able to use the beam sword ability(only available for sword upgrades 3 and up), it damages some enemies, however, those with higher stat value only get their defenses drain by the beam.(anything higher then Def 50)

Despite the sprites not being done yet, added a few Zora Link abilities, for example, Electrical Field. If you have a shield in one of the three slots, this ability can be used for Zora Link, drains Sol fragments though, when you run out, Zora Link will only block instead of having a field over him.

Graphics
Filters have been updated, making the screen a bit crisp and clear when in game. Filter now change automatically when the system takes a look at the terrain.

Still in the process of spriting up Sane completely this time, I am working on his attack animations.
Bugs
There was an issue with the pushing, probably when I added a new pushing object, but this has been fixed already.

Demo Code Name: The Legend of Zelda - The Adenture of Link: The Gathering"

Coding
Gemmy's ability are similar to Link however, instead of rolling, Gemmy jumps.

Trying to get enemies to recognize Gemmy as "ParGoodTarget", a few tweaks and it will be complete.

The game will lack an inventory due to Gemmy not carrying anything but a sword, however, his sword ability will take up all 3 slots.
Link will only have bombs, a sword and a shield.

How player will unlock features in the demo is by finding Trophy of King Mob(yes a reference to the man himself XD). Doing so will enable some features to appear on the Splash Screen where the player can select and view it.(For example, Cut-Scene that are not found in the demo can be unlocked.)

Graphics
Gemmy's sprite is almost done(sprited him Holding, Lifting, Running, Jumping), attacking will need to be next.

Other stuff I am working on(For both main and demo):
Never had a splash screen or a file select, will be working on on later today, I was currently looking at examples of how some are made, and I will be trying to make my own.
Title: Re: [W.I.P.]The Legend of Zelda: Untitled v.1.0
Post by: BlazeBigBang on September 25, 2012, 10:15:30 pm
Fusio Link's Sword(only equipable in this form. This form saps Link of Sol, so any attack and or action drains a large amount.)

Just noticed this. The Sol form sounds somewhat similar to Boktai/Lunar Knights Sol Trance.
Title: Re: [W.I.P.]The Legend of Zelda: Untitled v.1.0
Post by: Zhello on September 26, 2012, 12:00:58 pm
Kinda like that but there is a catch on this form. I thoguht of Metroid Prime 3 when I got the idea of the form, not only it drains you of Sol/Rupees, it prevents you from taking on other forms for a period of time if you use it for too long.  Also if Link takes a large X amount of damage he will be reverted back to normal regardless of form.

EDIT:
one of the draft maps for the demo below
a bit of tile errors here and there, but they will be fixed later on.
Title: Re: [W.I.P.]TLoZ: The Adventure of Link/ Engine ver. 1.0
Post by: Zhello on September 27, 2012, 01:11:15 pm
Main game coding

Coding:
+Working on Save Owls this time. Instead of the game just closing on you, have a save point somewhere in game. Save owls will be near towns and outside of a dungeon. When you die, you start from the last save.

+Filters has been updated, so it is not in your face when it is dark. Current filters(Grass, Swampland)

+Increased Link and Gemmy speeds of moving.

+The question feature has been in place, however, it its still the standard gm one, but it gets the job done, strongly effects some events in game, which is what I wanted.

+Ally coding will be recreated again, for some reason the enemies like to take care of them first before the player, wanted the enemy to attack anyone and anything.

+River Zora enemy has been added, along with AllyRiver Zoras. They will spawn in random areas where there is a large amount of water, they will either attack you or the ally that is attacking them.

+Some of Link's abilities has been tweaked, this is to prevent any future bugs.

+Talos house is done, this area will include the starting points of the Dasum Questline and The Enter Leon Questline.

Graphics:
+  :'( Since the lost of my Southern Orsa map, decided to tile up an even better version of the pervious lost map  :D.

+Talos' house has been tiled(inner and outer parts of it)

+Tin'nin's Restaurant is near completion, along with it's outer seating area.

Screens of Talos' house.
(http://i866.photobucket.com/albums/ab224/Suncrop18X/Tal3.png)(http://i866.photobucket.com/albums/ab224/Suncrop18X/Tal1.png)(http://i866.photobucket.com/albums/ab224/Suncrop18X/Tal2.png)

Sounds:
I've started to add music to the game. I am using ZERO music and some of graywolf's creations. But I am trying to load them externally, don't wanna fill up memory in my gmk. file.
Title: Re: [W.I.P.]TLoZ: The Adventure of Link/ Engine ver. 1.0
Post by: Kienamaru on October 02, 2012, 12:39:25 am
Sounds good, I love ZREO.
Title: Re: [W.I.P.]TLoZ: The Adventure of Link/ Engine ver. 1.0
Post by: Zhello on October 07, 2012, 09:54:20 pm
Well I'm back, was brainstorming on new ideas. So progress will be shown here as usual.

These are to bios of the chracters in the game so far.:



Barius, Former Sheikah Solider
Age: ???
Affiliation: The Sheikah
Appearance:
Show content
He wears a darken cloak covering parts of his body and a hood to cover his face. Barius' eyes are red, however, the other parts of his eye seems light red. Barius' face cannot be seen, however, parts of his skin on his face and arms seem to have been affect by some sort of energy causing it to look decayish. The teacher feared Barius because he thought he was a murderer and or thief who kills. The students often make up stories of Barius up until Barius teaches Link the song. Barius doesn't make another appearance until the player manages to get at least 7 dark artifact pieces.

His Story/encounter:
Show content
Barius is a solider of The Sheikah Tribe. Link first encounters Barius when a Kohlingen Teacher in the pathway begins to flee when his students pointed out Barius on the hill tops. However, after this he appears at night. When Link tries to follow him, Link himself gets stuck in a ditch. Barius, who is now noticing Link with him on the hill, begins to speak with him and introducing himself. Barius then tells Link to follow him. While Link is following The Sheikah Solider, Barius begins to tell Link about his painful past, in addition, he pointed out to Link that the song his father taught him makes him remember the battles he was in. Barius then takes Link to a hidden graveyard then he begins the mourn for a brief amount of time. When he is done, he tells Link that he too can make people remember things that is forgotten, he then teaches Link "The Song of Remembrance". After playing the song on the Ocarina, Link started to remember his fight with Ganondorf, however, this memory was a bit dark. Barius then questions Link and begins to see what Link is thinking, even revealing to Link that the land he is from, there are others from that land as well, saying "I may know someone from this land of yours, Hyrule". After this event, Barius leads Link to another small path, leading to Kohlingen Cemetery. Barius final words to Link is that if he is able to stop the many evils within his land and the next, he should be able to stop the threat in Novos Orsa as well, in addition, he tells Link that this threat may have been within his land of origin. Barius then disappears for the final time, leaving behind a small letter on the ground.

Trivia:
Show content
When Link begins to think of his many adventures, Barius realizes that Link is the Hero of Time due to Link retaining that memory.
When Barius speaks, he seem to be a very sad solider, who worries alot of his past.
Barius mourns quietly on an unknown grave, the grave could have belonged to someone he knew dearly. His father could have been one of the heroes buried there.

Barius did fight alongside his father in the past.





Sr. Leon Douglas IV
Age: 45-50ish
Affiliation: The Silverstar Alliance
Appearance:
Show content
He is a Lizafo(Lizafias - azure), however, he tells the player at some point that his past is very dark, meaning that he wasn't looking like this before.
He wears a blue jacket and pants with silver and gold buckets on it, sporting his TSA tag. He wears a single monocle on one of his eyes.

His Story/encounter:
Show content
Sr. Leon Douglas the 4th is a high ranking solider of the Novos Orsa Royal Family. Due to his wanting to stop those who do bad, he broke away and form his own group that ties in with The Knight's of Novos Orsa, The Silverstar Alliance, often called the troop by some. Leon's goal is simple, rid the land of threats and keeping the peace. Leon's TSA group has many working for the same cause (knights,ex-thieves, engineers, spies,etc.). They hunt down numerous criminals and jail them away on Altraius Island. At some point, Leon's men lost the old Blackrock Stronghold to a band of thugs led by Dasum. Leon dispatched a group of thieves and spies to help find Dasum who took over the Hideout, however, Dasum wasn't there at the time(Dasum himself was recruiting). Aliza Grand, a young woman with TSA decided to go undercover to find Dasum. She was managed to do this successfully, during the time, Leon was after other criminals as well. When Link meets with Leon, Leon has created a device not only to contact his TSA members, but to disrupt dark energy, which many criminals have been using for some time. Link joins Leon temporary in order to save Aliza and stop Dasum. During this raid on Dasum's base, a rookie who was also in TSA decides to go for Dasum, his name was Cole, who somehow managed to be in the wrong place(s) in the wrong time. After this event, Leon and the now retired Aliza, thanks Link for his help, in addition, the Blackrock Stronghold is now a place for those Link had recruited go to, but later on, to a different area to expand the group.

Trivia:
Show content
Leon was an engineer before he was a knight, this explains why he had created personal projects and those within TSA.

Leon's group takes over Blackrock Stronghold after Dasum is arrested, but later on, the base is locked up. This probably means that Leon and his group join another solider for a bigger cause to stop the Dark Artifact seekers who threaten the land.

If Cole were to die and the player continues to progress in the game, Leon himself dies, trying to save Link when an event has taken place, however, if Cole is alive, the event doesn't exists and Leon lives when he saves Link.

Leon's absents within the Dasum hunt months to Link's arrival was due to attempting to capture an ominous criminal on at sea, due to not finding this person of interest, Leon's men placed warning Sol beacons at sea to prevent travelers from going to this dark island Leon calls Shadowvalley. When mentioned, Leon refers to this criminal as a crazed killer of people, in addition, a killer who captures and uses fairies for use on experiments.




Brother Magnus(Prophet of NADI/Mastermind)
Age: ???
Affiliation: Twili/N.A.D.I.
Appearance:
Show content
He is a Twili, who is cloaked in a black and blue robe. His face cannot be seen at all.

His Story/encounter:
Show content
Magnus is a villain in the story. He aids Shad and many other following his cause to break Macellrius' curse. Magnus spends most of his time within Shad's Fortress using the prisoners there as guinea pig in some of his expiriments. Magnus doesn't encounter the player or the heroes physically, however, when Link and Co. fight with Shad, he is seen fleeing to the Mirror of Twilight. Magnus is very secretive in his work, which made Shad, Dark Link and the others feel a bit uneasy of what he is doing. The only time Magnus is happy with what Shad and Darku Link, is when they bring in prisoners for him to test with, most notablity, the kidnapped Happymask Salesman when they accidently traveled to Termina. But to Magnus surpised, the man carried Majora's Mask. Magnus felt the defeated being within the mask and took it in for testing, even saying that "She came back to us" which puzzled Shad and Dark Link. Surpsingly, Magnus is a swordsman, people with NADI didn't know of this when they found him training himself to fight in case. When Macellrius cruse had been broken, Magnus then confronts the player only saying that Macellrius only knows about fighting and killing, and that he was undefeatable, but when Macellrius is defeated Magnus begins to flee once again. Magnus now angry about the head of NADI being defeated decides to fight the player, only to be apparently killed.

Trivia:
Show content
Magnus has a thing for things made by his race, for example Majora's Mask. He attempted to do the same which caused, Okari to be created.

It is unknown of what Magnus has done to his prsioners, however, those that Shad and Dark Link has taken can be saved.

Magnus has a strong hate for humans, even though they are some within NADI, as for some of his prisoners he tend to torture them.

When Link fights Magnus, he can be downed with only 2 hits, and or one spinattack(Magnus is skileld at fight however, he he is not well with defending himself.)
Title: Re: [W.I.P.]TLoZ: The Adventure of Link/ Engine ver. 1.0
Post by: Zhello on October 11, 2012, 02:05:53 am
Coding
Fatigue Meter
(http://i866.photobucket.com/albums/ab224/Suncrop18X/meter1.png)*in game screen, i know the meter looks oddly placed will fix it soon.*

Added some sort of fatigue indicator that can be toggle on/off. This shows the player wether they need to rest up a bit before going to fight and move around. If the meter is high then the player can sustain themselves in battle (getting hurt, doing actions, etc.), however, if the meter is low, you will take in more damage then before. Ways of keeping the meter high(eating,resting at inns, if you die and have a fairy to revive you, that resets the meter, going to add a few more options to this) And no, hearts will not effect the meter, the reason for this is because I want the player to worry about themselves when it comes to fights, seeing if the meter is okay or not is a must. Stronger enemies along the way will harder so that is another thing to keep in mind.  ;)

Sleeping/Inns
Made a couple of inns within the game. The player is able to buy a room, this will grant the player some of the features the inn may have, which also contains rewards(heart pieces,etc.) As for the sleeping, I have it currently set to 1 hour, depending on the player's fatigue meter/status, you will heal up a bit when you are sleeping. Still a prototype but a work in progress. Will make it so you can choose for when to wake up(Morning/Evening/Midnight). You can't sleep at inns unless you have a room key.

Mini games(W.I.P.)
Well I am wokring on one right now, just a simple one: Shooting Gallery. The player must have a bow and must have permission from the owner to play. How it works, the player is in a room filled with moving targets. The more targets you hit within the 2 minutes, the better the prize. Each time the player plays, the targets are different.
To play it the player must pay the owner 30 rupees, however, if your low on cash, Sol fragments can be used to pay as well, about 50 Sol fragments.

Edit:
didnt get the chance to post up Barius' pics to I'll add them here
(http://i866.photobucket.com/albums/ab224/Suncrop18X/Barius1.png)(http://i866.photobucket.com/albums/ab224/Suncrop18X/Barius2.png)(http://i866.photobucket.com/albums/ab224/Suncrop18X/Barius3.png)

Graphics
Since my Southern Orsa Fields somehow disappeared  :'(, I have made another draft, which by far seems a bit better then the one I've lost in the past. I was also going to explain how things were going to be set up(like where the roads lead).

Northern roads lead to Novos Orsa Outskirts which will take the player to the castle town. Going East will take the player to Tetrio Trion Bridge, which is also Province of Trion. As for the water part, going to add a bridge. And maybe a small underwater cave so if the player is ever Zora Link they can check it out later on.

The image is right here, kinda similar to the older one, still needs a bit of work though
(http://i866.photobucket.com/albums/ab224/Suncrop18X/NewSOrsa.png)
Title: Re: [W.I.P.]TLoZ: The Adventure of Link/ Engine ver. 1.0
Post by: BlazeBigBang on October 11, 2012, 02:09:50 am
Hey, I had an idea like that: when it was night, Link'd be tired, and would need some rest. If he didn't rest, he wouldn't fight well. And if it was raining, he'd need shelter.
Title: Re: [W.I.P.]TLoZ: The Adventure of Link/ Engine ver. 1.0
Post by: Zhello on October 11, 2012, 02:21:33 am
Hey, I had an idea like that: when it was night, Link'd be tired, and would need some rest. If he didn't rest, he wouldn't fight well. And if it was raining, he'd need shelter.
Nice, I think this is a must to cause when you progress in the game, even badder enemies appear at night in some locations. Also the player can escape by not fighting enemies as well if/ or if not Epona has not been saved yet. Also there are some tents where random field warriors stay so the player has a chance to sleep for a bit before going back out there.

But as always it is up to the player to rest or not, but going beyond the meter and not resting can sometimes put you in harms way, the weakest of enemies can deal a massive amount of damage if the meter is too low XD.


EDIT: here is the updated map of the pervious image (The final version is below as an attachment)
As always a bit of work to do, as for the tress and bushes that will be later implanted. If tiles errors, will fix it soon after.
Mountain shading will be removed.
(http://i866.photobucket.com/albums/ab224/Suncrop18X/NewOrsa2-1.png)
Title: Re: [W.I.P.]TLoZ: The Adventure of Link/ Engine ver. 1.0
Post by: Zhello on October 11, 2012, 11:54:36 pm
I am happy to say that The Southern Orsa Fields has been completed graphic wise, as for placement of all objects and such I am almost done with it.
The map size is big so I will break the room down a bit, the reason for this is because of the water objects. So how I am going to do things is cut the room in half in order to prevent lag issues.

What you see just the background, however, withint he engine itself, the tress, enemies, npcs, etc. have been added, and the tile errors has been fixed.
The image shows off the oddly placed meter(yep going to fix that XD), however, you see that the other objects have been added into the room. Going to make another vid soon showing the field.
(http://i866.photobucket.com/albums/ab224/Suncrop18X/meter1.png)

I've added tents, like what I said before about the meter's purpose, so if the player were to suffer from fatigue, they can use the tents set up.

Other Stuff:
Will make the sword a separate slot, seeing that in some occasions the player must constantly swap out items in order to form new ones and or just need to solve puzzles and such, decided to make the Koriki Sword it's own slot. As for the other slots, this will add another free space for any other item Link may want to carry. Plus it currently prevents the player from using their sword in certain areas (like in a house :D)

What will be next:
The use of Transportation -  Some players tend to get bored when traveling by foot, so I was thinking about adding caravans(kinda like a taxi) You pay for a ride and you can choose to go to any given location within the province.
Have Epona ready for use(Normal Link)- I already coded her to follow you when called, just need to add the part where the player can travel with her again.

Readding the dive feature(Zora Link) - Was set up for normal/zroa link however, will changed it for this form only.

Back to Ledge Movement(Normal Link) - Had this in mind when I played Wind Waker for the first time a few days ago, dunno to add it or not, but I will see. When the player is at a really narrow spot, they can do this, however, you have to time you button press or else you will fall down.

Some fixes:
Enemies do not stay dazed when hit by the boomerang, there was an error where they would move in one direction when dazed.
Ocarina has been fixed as well, sometimes when your in a hosue, it plays the same note twice, didnt see that I added an unused sound in there, which caused the problem.
Fall Damge has been updated, sometimes it instantly kills the player, if you fall from a short distance, counter somhow didnt reset, but now it doesnt so no instant deaths from falls.
Title: Re: [W.I.P.]TLoZ: The Adventure of Link/ Engine ver. 1.0
Post by: thestig on October 11, 2012, 11:57:04 pm
This is a pretty good progression from this game's engine roots (looks like dlbrook's work initially?).

That being said it also looks like you've been really making a ton of progress in finalizing parts of the engine. As for the meter, maybe someone can sprite you a smaller bar that can fit right under the hearts?
Title: Re: [W.I.P.]TLoZ: The Adventure of Link/ Engine ver. 1.0
Post by: Kienamaru on October 12, 2012, 01:35:06 am
I'm still wondering can you get away with using the same name as a previous Zelda game?
Title: Re: [W.I.P.]TLoZ: The Adventure of Link/ Engine ver. 1.0
Post by: Zhello on October 12, 2012, 02:14:48 am
I'm still wondering can you get away with using the same name as a previous Zelda game?
Oh yeah the name is TLoZ: Adventure of Link - New Beginnings, didn't want to extend the thread name too long though. Yeah not trying to make the names the same, but the reason for choosing the title is because this adventure is solely about Link himself. Thanks for the heads up though.

This is a pretty good progression from this game's engine roots (looks like dlbrook's work initially?).

That being said it also looks like you've been really making a ton of progress in finalizing parts of the engine. As for the meter, maybe someone can sprite you a smaller bar that can fit right under the hearts?

I had something else in mind for that spot under the hearts, but about the bar I'll make it smaller. But the purpose of the meter is just to show the player if there okay or not, so it can be toggled on/off anytime feel that you want to see or not.
Title: Re: [W.I.P.]TLoZ: The Adventure of Link/ Engine ver. 1.0
Post by: Kienamaru on October 12, 2012, 04:02:27 am
Ah, why not just TLoZ: New Beginnings? I mean most Zelda games are about Link. Not solely but at least 80%.
Title: Re: [W.I.P.]TLoZ: The Adventure of Link/ Engine ver. 1.0
Post by: Zhello on October 13, 2012, 12:25:20 am
Ah, why not just TLoZ: New Beginnings? I mean most Zelda games are about Link. Not solely but at least 80%.

I guess your right  :-\, I really like the AoL part, but I'll change it soon, well here are some screens, need to fix the school of fish they somehow freak out when Link gets too close instead of vanishing underwater. Doing some work on the save points as well, but the object setting for the field is almost done, about 80% of objects are present. Still have to move the sword, that is another thing :D

As for enemy formations it is only crows and octoroks, going to add some more enemies soon. Well as for the next map, probably will do the bridge, seeing that is a bit easier to tile. ;)

Blaze mention something about if the player is really weak they can rest, there will be a tent next to a random save point where the player can recover from their condition.

There is also a bit of graphic change too in screens.

So how Southern Orsa Fields is set up:
Quote
North - To Outskirts
East - Tetrio Trion Bridge
South - BellBrooke Province/Guardsman Watch(think of the route places from pkmn)
West - Unknown atm, will most likley been Port Town

(http://i866.photobucket.com/albums/ab224/Suncrop18X/sof0.png)(http://i866.photobucket.com/albums/ab224/Suncrop18X/sof1.png)(http://i866.photobucket.com/albums/ab224/Suncrop18X/sof2.png)(http://i866.photobucket.com/albums/ab224/Suncrop18X/sof3.png)

(http://i866.photobucket.com/albums/ab224/Suncrop18X/sof8.png)(http://i866.photobucket.com/albums/ab224/Suncrop18X/sof4.png)(http://i866.photobucket.com/albums/ab224/Suncrop18X/sofy.png)

(http://i866.photobucket.com/albums/ab224/Suncrop18X/sof7.png)(http://i866.photobucket.com/albums/ab224/Suncrop18X/sof5.png)
Title: Re: [W.I.P.]TLoZ: The Adventure of Link/ Engine ver. 1.0
Post by: Zhello on October 15, 2012, 04:02:02 am
Well I did parts of Trion Bridge, but I find it easier to just do the castle town a bit more, seeing that it takes little time to make(graphic-wise)
So the town will contain about 4 parts(North,East,South and West) entrance, so that is 4 rooms in total. The room sizes for these maps will be about w1056xh1072 each. The Castle itself will be either in the center of all locations and or just part of Northen part of the town, plus it will be bigger in size. Plus there is still alot of tiling and recoloring to do so it will be a bit different later on.

Atm, just tiling up the room, manage to finish Castle Town S, going to start on the eastern parts and then the west, due to the outskirt areas that separates the Castle Town and Southern Orsa Fields.

Just a couple of screens below to show parts of the room,(since the area is different, going to change the color of some objects tiles in this room.)

Castle Town S is the lower entrance to the town, it also has the town's subwater source and sewer access.
(http://i866.photobucket.com/albums/ab224/Suncrop18X/CTS1.png)(http://i866.photobucket.com/albums/ab224/Suncrop18X/CTS2.png)(http://i866.photobucket.com/albums/ab224/Suncrop18X/CTS3.png)(http://i866.photobucket.com/albums/ab224/Suncrop18X/CTS4.png)

(http://i866.photobucket.com/albums/ab224/Suncrop18X/CTS5.png)(http://i866.photobucket.com/albums/ab224/Suncrop18X/CTS6.png)(http://i866.photobucket.com/albums/ab224/Suncrop18X/CTS7.png)(http://i866.photobucket.com/albums/ab224/Suncrop18X/CTS8.png)
Title: Re: [W.I.P.]TLoZ: The Adventure of Link/ Engine ver. 1.0
Post by: Zhello on October 15, 2012, 10:14:21 pm
So I finally came up with a way the castle town would look like. The tiles used to make the buildings are from TMC, and the hyrule town concept from zfgc.
some more screens, but in marketplace
(http://i866.photobucket.com/albums/ab224/Suncrop18X/TM1.png)(http://i866.photobucket.com/albums/ab224/Suncrop18X/TM2.png)(http://i866.photobucket.com/albums/ab224/Suncrop18X/TM3.png)(http://i866.photobucket.com/albums/ab224/Suncrop18X/TM4.png)

So the castle part will be in the center, so the surrounding areas(north,south,etc.) will lead to the center castle area.
Another thing I decided to add, ally ways. Kinda like how it was set up in Ocarina of Time. There will be 4 of them and the player can use it to get to other parts of the town. In the ally ways, there will be shops and an inn called Blue Oracle. Atm here is the southern part of the town entrance and the marketplace. Left and right leads to ally ways while the northen part leads the player towards the castle.

Kinda bright I know but the filter objects and other rendering stuff will handle the backgrounds XD.
Some stuff still needs a bit of work. So what you see here may be different next time around.
Title: Re: [W.I.P.]TLoZ: The Adventure of Link/ Engine ver. 1.0
Post by: BlazeBigBang on October 15, 2012, 10:21:02 pm
That maps are nice and all, but it looks like you're kind of mixing MC and ALTTP style. I can easily recognize that those maps were made with MC tiles. It gives a nice touch, but they are totally different styles.
Title: Re: [W.I.P.]TLoZ: The Adventure of Link/ Engine ver. 1.0
Post by: Zhello on October 15, 2012, 10:23:08 pm
That maps are nice and all, but it looks like you're kind of mixing MC and ALTTP style. I can easily recognize that those maps were made with MC tiles. It gives a nice touch, but they are totally different styles.

I know but the rendering in game changes some of the tiles, so the tmc tiles you see there end up being fsa ones.
Plus some are just placeholders atm. (still looking for better lttp houses and such  :-\)

I remember someone told me about swaping colors, I am going to give that a try once I'm done.

EDIT:
Set everything back to normal now, well with the first ALTTP design of the map. XD
Title: Re: [W.I.P.]TLoZ: The Adventure of Link/ Engine ver. 1.0
Post by: thestig on October 16, 2012, 06:02:16 am
VERY Interesting development! You should make the lighting more evident, though.. they're too... dim?

So when will we be seeing a demo? I want to play this lol.
Title: Re: [W.I.P.]TLoZ: The Adventure of Link/ Engine ver. 1.0
Post by: Kienamaru on October 16, 2012, 01:06:41 pm
This looks pretty cool, it was brought to my attention that Nintendo don't like people making awesome fan games, so what will you do if you get a Cease and Desist? I decided to change a ton of my names and stuff so that there are literally no Zelda references at all.
Title: Re: [W.I.P.]TLoZ: The Adventure of Link/ Engine ver. 1.0
Post by: Starforsaken101 on October 16, 2012, 01:16:24 pm
This looks pretty cool, it was brought to my attention that Nintendo don't like people making awesome fan games, so what will you do if you get a Cease and Desist? I decided to change a ton of my names and stuff so that there are literally no Zelda references at all.

Kienamaru, as much as I love the fan game community, you can't really blame Nintendo for not liking people making fan games. It's kind of ripping off their work :P. Yeah, most of us don't do it for profit, but remember CeFurkan's Pokemon MMO? He received a cease and desist and renamed everything to MonsterMMORPG...and is still gathering donations for that crap, even though there are blatant Nintendo tiles in his stupid game. That SUCKS.

Aaaand sorry for ninja-ing in :3. To be on topic, I checked this out and it seems pretty awesome so far. I do agree with gm112 though, the lighting's a bit dim in those screenshots. To make a more dramatic effect, you should probably emphasize the lighting a bit more :3
Title: Re: [W.I.P.]TLoZ: The Adventure of Link/ Engine ver. 1.0
Post by: Zhello on October 16, 2012, 06:41:06 pm
Thanks I'll see what I can do for the lights. XD
As for the demo I mention it will either be released on NCFC and or afterwards.

Yeah kien, I am aware of the C&D thing, so as for the project name will either be Link's Journey- NB/EFTDR, or just keep the NB/EFTDR part.

But if anything were to happen, I can always dust of my "Dragon Diary - Mysterious(Cybernetic) threat in Japan" game, seeing that it hasn't seen the light of day in years.

Also what Blaze said about the MC tiles, I used them to make the map brighter, but I reverted everything back to lttp tiles, however, the stone roadway and the castle walls in TMC form remains.
Title: Re: [W.I.P.]TLoZ: The Adventure of Link/ Engine ver. 1.0
Post by: FrozenFire on October 16, 2012, 09:32:59 pm
I was about to say a ton of stuff about Nintendo, copyrights, and stuff, but I realized it would lead to excessive chatter that might clutter up the thread (ah no goodoh!). Anyway, it'd be a shame if this got shut down. It's really turning into something nice. Too bad Nintendo can't view fan games as "art". If all else fails, pull a Konjak (referring to Legend of Princess, which is a fan game of Zelda, but uses all original resources that smartly give a Zelda-esque vibe).

Making the engine is half the work, so you can always change resources and story. Story is the most difficult to revise, of course, as it usually effects many aspects of the world design, causing you to re-tile, re-map, reinvent characters, revise quests, etc. But hopefully this will be one of the games that makes it to completion without getting shut down. Putting myself in Nintendo's shoes, the only reason I'd shut down a Zelda fan game is if I believed the game would make people not buy and play the official series, but I don't know anyone that thinks this way. In fact, I tend to want to play the real Zelda games after playing some fan-made game. But maybe that's because I haven't played a Zelda fan game that can hold a candle to any official Zelda game, so a fan game makes me want to play something better?... hmm. All I know is that, as long as I'm playing the real Zelda games, I'll be interested in playing Zelda fan games, and if I want to play a Zelda fan game, I also want to play the real games.
Title: Re: [W.I.P.]TLoZ: The Adventure of Link/ Engine ver. 1.0
Post by: Zhello on October 17, 2012, 05:52:31 pm
Main game coding

Coding:

+The save statue has been changed to an npc owl named Progus, who is there in a few places for you to save. In some areas, Progus will fly away after saving or not, so it is best to gear up before doing some questing.

+Modifying the boomerang, so it can be more of a useable object instead of being annoying :-\.

+The Ocarina has been updated. The song are now song up via button press for testing, working on implant it when the song is actually played


Fatigue Meter/Life Force Bar

Quote
The Fatigue meter, also known as the Life Force meter is a source of energy for the player. If you moving about and hurt hurt, it will drain a bit, however, leeching type enemies will be able to benefit from your life force bar, which will weaken you. For example, if a group of smaller gels come to you, you cannot use your sword until you move them away, they may not do any damage, but they can swiftly drain your life force.

 The life force meter can be replenished by: Eating, Sleeping at inns or in houses, finding Green Sol said to rejuvenate weary travelers, and or finding a pink fairy. The meter can be toggled ON/OFF by pressing G, but it is wise to keep it on to see where the meter's standing. Keep in mind, the lower the meter is, the more damage you take in.

This also effects the sword beam if found or not. Green Sol can be made by the player by using up at least 20 Sol to restore up to 40% of the life force meter.

+ Green Sol has been added. What it does is that it replenishes your fatigue meter whenever you find one. Unlike sleeping/eating, it restores a bigger amount of the meter. Also Pink (Healing) Fairies do the same thing, however, they restore some Hp.

+Now that the meter is up, some enemies will be even more lethal. Not only for you lose some of meter, but other enemies will sap some of your life force from you. For example, invisible poes will sap from you  until you reveal them, ReDead will be able to take both your life force and Hp. The common gel will take some as well, however, in groups, those little things will drain you.

+Green Sol can now be made once you get a second Sol Pounch upgrade. By pressing F, it will automatically take 20 Sol Fragments to make Green Sol, which restores about 45% of your Life Force Meter.

+The Life Force Meter now reveals percentage if the player stands for a while, it will appear in small numbers.


Graphics:
+Rupees and everything else that is counted in amounts will be moved to the bottom left corner. Was thinking about adding something else in the rupees spot on the upper HUD.

+The Fatigue Meter has been changed, a bit smaller, but fits in with well with where it is now. It is able to track the player's condition with Toggled On/Off.(Working on the changing color bit, but it works fine now.)

The Castle Town is at least 35% done. 2 out of 4 allyways(Districts) are done, 3 out of 4 town areas done, after this, I will work on the castle itself. As you can see from the screens below, the graphics has been reverted back.
(http://i866.photobucket.com/albums/ab224/Suncrop18X/LavD.png)(http://i866.photobucket.com/albums/ab224/Suncrop18X/finy.png)(http://i866.photobucket.com/albums/ab224/Suncrop18X/gee.png)(http://i866.photobucket.com/albums/ab224/Suncrop18X/SahD2.png)

Something I discovered and must fix:
*Being House Bound. When a player attempts to enter a house at night, right before nightfall when it is locking time, they become stuck at the entrance until morning. Going to fix the doors withing the house a bit. The door knows wether the player is trying to go inside or not, as a result making itself solid, locking. In other words, being one with the door XD.

Some special places:

Novos Orsa Library- There will be books explains some history of the land shattered within the overworld. Once you pick it up, a book will be available within the Library. Some books will also reveal clues to the player. For example, an odd formation of bushes might reveal something or how is it that some races who are famously known as enemies in the series now kind to you. Once I am done with the tiling of the castle town, will begin making interior places.

(http://i866.photobucket.com/albums/ab224/Suncrop18X/TMP.png)

Lia's Clothers(Side Quest)- Lia's Clothers is a regular house, but it is also a family business. Lia's daughter works on the second floor of the house, but her friend is here as well, Natalia. The player is suppose to speak with Natalia at some point in the game, but she would not talk with you unless you go around town doing some errands for Lia's Clothers. For example, getting resources for them. After this, the player can speak with Natalia who turns how to be Centro sibling. After the talk, the player is given a heart piece.

As for the lighting, I kinda brighten it up a bit, don't want it to be too bright at night. How the lights are, if they are closer to one another, they tend to get brighter, but if too far away, they are a bit dimmed down. Only in caves or dark places, light like this will brighten up.

(http://i866.photobucket.com/albums/ab224/Suncrop18X/SahD.png)

Coding for Demo

Coding:
+ Just working on Dialogue. There will be alot for Gemmy's side, unlike Link, Gemmy is talkative when he is with others.

+Gemmy's village is on it's draft stage, however, only his house will be only accessable within the demo. The reason for this: When Gemmy's cousin and sister went missing, everyone in the village made and or grouped in search parties making them all outside of their homes, as a result, their doors are locked.

+Kaza Makashi will not fight you unlike the rpg maker version. Even though he hates Gemmy, they both do share a common interest that usually halts their fighting. Kaza will also be more of a helpful NPC, once the rivalry cut-scenes pass.
Title: Re: [W.I.P.]TLoZ: The Adventure of Link/ Engine ver. 1.0
Post by: Zhello on October 18, 2012, 09:26:13 pm
Main game coding

Coding:

+3 rooms have been added, 2 within the BellBrooke province(BellBrooke Waterway and BellBrooke Passage) they will lead the player to the Southern Orsa Fields. The 3rd room is nother district/allyway in the castle Town.

BellBrooke Waterway- if the player falls of the logged bridge in the fields, they can end up here, by swimming south.
(Still needs a bit of work  :-\)
(http://i866.photobucket.com/albums/ab224/Suncrop18X/LOZ-LJNB-3.png)

BellBrooke Passage- Separates all of the BellBrooke Province and the fields, so in otherwords, you leave BellBrooke when you are done there.
(http://i866.photobucket.com/albums/ab224/Suncrop18X/LOZ-LJNB-0.png)

+As for Southern Orsa Fields, everything is in place, will be dealing with the outskirts soon.

+The ocarina now knows a song when played, however, the animation to show up needs a bit of work. The animation only appears when play is playing the ocarina with a press of the test button, going to work on making it appear right after the note is played.
(http://i866.photobucket.com/albums/ab224/Suncrop18X/LOZ-LJNB-1.png) You can see what I mean on this screen.

Gossip Stones have been added, but they are not able to speak to you yet :D. I am using the sprite as a place holder atm. They will reveal to the player some mysterious stuff and other secrets. Soon they will be able to tell the date and time, as well as spawning a fairy.
(http://i866.photobucket.com/albums/ab224/Suncrop18X/LOZ-LJNB-2.png)


coding for demo
Not much but the dialogue has been scripted, I'll begin to post demo screenshots/videos soon.

Bugs:
Signs for some reason are unreadable, going back to see what is causing this.
Title: Re: [W.I.P.]TLoZ: The Adventure of Link/ Engine ver. 1.0
Post by: Zhello on October 22, 2012, 05:32:08 am
Did a few fixes today regarding some more recognition with some variables in game.
coding
+Being one with door glitch fixed.

+Clock system as been updated, it controls filters, and other goodies now when active.

+Fix The Life Force meter, with a few test, it seems the meter drains faster, so I reduced the CoP variable for the meter.

+Working on updating the bottle. For testing reason had it set to the B button, and it is currently unlimited red potions, going to make it have different bottled content.

+Quest item slot 1 and 2 has been updated, not only it now knows which sprite for an item to use, but it knows wether the player is going to start the quest with said item, and or track progress within code. Only main quest items atm (Korri's Letter, Leafosa's Pistol, Dina's Bottle, Bottled Chu, Mysterious Letter). Quest Slot 2 will be for the minor quest items, which will lead the player into 3 different side quest depending on the item. There will be a part in game, if the player starts a certain quest, they cannot do the other ones because this is like a trigger event. (Kinda like how seiken densetsu 3 did for the final 3 bosses, but with items instead.)

+Zora Link is now a moveable/playable character, however his actions have not been set yet, still need work. He is only able to move and swim. Like in Zelda OOA, with Zora Link, you will be able to go under/swim deep water.

Graphics/Novos Orsa Castle

+This will not only be a place of travel, but also a dungeon. I am done with all districts and sections of the castle town, all that remains is the castle and sewers. Once this is done, NPCs and doors for home access will be added.

As for Trion Bridge, working on the underbelly part, lake under the bridge.
Will post up screens/vid nexttime around.

Also I recall putting up a poll for which demo to be made, I will have to go with Link's demo, over Gemmys. On the other forums many say it would make sense to play as Link first, and make Gemmy's story available at some point in game, like a flashback. Plus I would need more time to make  :(, that is also why I would make a demo for Link instead.

Alot of feedback was on that one, so with Gemmy's story going to pull a FF6 Cyan type of thing, so the event triggers instead of it happening in the beginning of the game.

So the demo you will see soon is going to be just Link waking up in part 1 (I've also put focus on main game so I'll just make a demo out of that.)
Title: Re: [W.I.P.]TLoZ: The Adventure of Link/ Engine ver. 1.0
Post by: RetroRespecter on October 22, 2012, 06:16:58 pm
Why a clock system? Is there a limit of days you have to complete this game?
Title: Re: [W.I.P.]TLoZ: The Adventure of Link/ Engine ver. 1.0
Post by: Zhello on October 22, 2012, 07:02:55 pm
Why a clock system? Is there a limit of days you have to complete this game?
The clock determines what object to appear or not, and or a showing of an event. There is 30 days in the game but it restarts if it goes beyond 30 days.

For example, the blackmsith store is closed, but after lets say 10-15 days past, it will open and remain that way.
Or if Link is to meet someone at a certain day or time, the clock controls all of that.

Some npcs are able to tell you the time as well, not much, but a nice add.

So the days are basically unlimited.
As for the sprite, didn't change it yet, kept it like that for a while, however, it will be changed.
Title: Re: [W.I.P.]TLoZ: The Adventure of Link/ Engine ver. 1.0
Post by: Zhello on October 25, 2012, 01:15:34 am
Added in some new quests for the beinginning of them game  XD

Logus the Deku - Getting your sword back
Quote
When Link and Gemmy were was unconscious at he base of the falls, Logus went to help the villagers bring them to safety. Logus and his friends however, were more worried about Link and Gemmy's belongings. Gemmy was able to awaken before Link and prevent Logus and his friends from taking his stuff, shortly after Kevin set Gemmy to the Florabed inn to get some rest from his travels. As for Link, Logus and his friends managed to grab some of Link's stuff and play around with it. Hours later, Link awakens, and he cannot go anywhere until he gets back his things, and be granted permission to leave Orlo Gale. After seaking with Korri, Link realizes that Logus, is newphew and tends to steal stuff and sell them off, fearing for this, Link goes around the Orlo Gale to find Logus at play of playing, Greenfield Haven. Logus said to Link that he has his sword and will only give it back if you play his game (collecting 8 silver rupees hidden by him). After this, he tells Link he is sorry, and says that be can help picking up nice things. With this key, Link was able to open the locked chest and taking back his Koriki Sword.
Other info: The silver rupees are hidden well. The only hint Logus gives to you his "Blue and Silver".

AS for Link belongings (masks, shield, ocarina) You will have to find Logus' friends who took off from Orlo Gale, mainly the ringleader of the group, Tario Woodswealth, who is a wanna be deku salesman.
Other stuff: Link's shield can be obtain from Dolu after getting back your sword. Having both your sword and shield will trigger the Leafosa events to take place. To leave Orlo Gale, the player has to complete all story quest there.(beat dungeon 1, Logus, etc.) The deku guard will say to you that he has heard alot of you, and will alot passage to BellBrooke Province.

Optional Side Quest - Finding Ralts(Updated/ Was given, but was changed a bit and now marked as optional)
Quote
The side-quest begins once Link wakes up. few of the locals say that the lost deku went up into Quiet Wood and never returned, Korri feared that the entity that he fought in the past might have taken him. The player much go to the first dungeon and find him. In order to complete it, you must find Ralts inside by solving the riddles on the walls before the boss fight.

Theives of the Night - Given/can't leave town without completing it
Quote
Not alot of info on this, but there will be 2 thieves in disguise who plan to rob Sane, during the night, a group of bandits will start to enter the town, and it is up to the player and co to fight and captured them. After completing this, the guards will allow the player to leaving, knowing the bandits are gone, and is given a heart container.

Also working on port town quests and such, along with desert ones.
Title: Re: [W.I.P.]TLoZ: The Adventure of Link/ Engine ver. 1.0
Post by: RetroRespecter on October 25, 2012, 09:57:08 pm
You may want to check your English before you post, Linkwolf48. This is just a common courtesy.
Title: Re: [W.I.P.]TLoZ: The Adventure of Link/ Engine ver. 1.0
Post by: Starforsaken101 on October 25, 2012, 10:48:07 pm
You may want to check your English before you post, Linkwolf48. This is just a common courtesy.

English is not his first language, from what I recall. A lot of members here do not completely speak English, but they try and what Linkwolf said is comprehensible enough. If what he said was completely unreadable, I would tend to agree, but at this point you shouldn't even bother. Thanks for the consideration, though.
Title: Re: [W.I.P.]TLoZ: The Adventure of Link/ Engine ver. 1.0
Post by: Zhello on October 26, 2012, 02:20:11 am
It's k guys  XD, I tend to type extremely fast and not notice my errors until I look at the post afterwards.
Yeah English is one of the many languages I know, Je parle francais et(nan ki kase franse), I am french.  XD

In my next post I'll try to more revisable.
Title: Re: [W.I.P.]TLoZ: The Adventure of Link/ Engine ver. 1.0
Post by: Zhello on November 06, 2012, 05:19:50 pm
Welcome just a few stuff that has been fixed and updated.
Just the small stuff, but over the weekend I will have freetime to code up more stuff, as long has my cousin doesn't not bring his H4 with me this week XD.


Coding:

+The shield has been moved to the inventory part of the menu and can be equipped/unequipped by pressing the Z button. In game, one can deploy the shield with the V button. When equip, there will be an indicator by the C button on the HUD.
*Now that the Shield has been moved, stronger enemies can brake your defense, so it is a good thing to keep this in mind when fighting these types of enemies.

+An automatic Spinattack has been added. Similar to how the action button lights up in WW, then you jump and attack. Try to make more functions.

+Deep water has been added. To all other forms but Zora Link can swim within deep water.

+Still trying to figure out things for Epona, the follow part is done, but the other functions still need to be in place and or coded.

+ The bottle is in place, but need to fix up content settings.

Graphics:

+Started to sprite up more of the major characters, will post them up soon.

+Under Trion Bridge is in the works.

+Some sprites and graphics has been modified overtime, for example, animations of enemies and Link, etc.

Other Stuff

New video coming soon
Title: Re: [W.I.P.]TLoZ: The Adventure of Link/ Engine ver. 1.0
Post by: Zhello on November 08, 2012, 09:59:53 pm
Created a prototype map for dungeons, what do you guys think of it now?

It still needs a bit of work. Don't mind the color, it will be changed, just recreated this from the original design as well.
(http://i866.photobucket.com/albums/ab224/Suncrop18X/sprMapperz.png)

The 3 slots is to indicate the floors, next to it, Link's icon which tells the player which floor Link is on.
The bottom 4 boxes will hold(Map, Compass, Master (Boss) Key, and Special Key).
Like in other Zelda games, rooms visited will be marked as gray, but when you get a map, it shows them as blue, revealing the other rooms on the map screen.
Color indicators
Quote
Gray- Visited unmarked rooms.
Blue- Visited, mapped out rooms.
Green- Secret rooms/ Shortcuts.
Red- Rooms that are located with rooms.
Yellow- Special rooms, requiring a Special Key and or puzzled that has been solved.
How bosses will be depicted, they will be show as themselves on map icon-wise when the player has obtain the Master Key.


As for the world map menu I am still deciding on which to use since I made them both. There are side by side.
This will obvious show the overworld. It will show the area name and or province.
(http://i866.photobucket.com/albums/ab224/Suncrop18X/sprOWmap_strip2.png)
Title: Re: [W.I.P.]TLoZ: The Adventure of Link/ Engine ver. 1.0
Post by: Kienamaru on November 09, 2012, 10:21:16 am
area name and province sounds cool, like in TP. It gives the world a sense of realism.
Title: Re: [W.I.P.]TLoZ: The Adventure of Link/ Engine ver. 1.0
Post by: Zhello on November 17, 2012, 04:26:21 am
Hey guys been a while so here's what I've been working on. Well I started working on a few things again since my break from game maker.

A video will be up soon showing the places I tiled up and some other stuff in game.


Coding
+Some of Link's items have been modified. Soon others to be added.
+Golden/ Skulltulas will be in game via side quests and or common enemy.
+Fixed the cam so that it moves during certain cut scenes.

Upcoming Enemies
Shadow Fairy
Boomerang using enemies
Dreadmire
The Fallen One(making him early due to coding a prototype version of Deadman's Volley. However he is a secret boss XD).
The are others but I'm not going to spoil some stuff yet :D


Graphics
+I am trying to work on Deadmire atm, and his sprites will take some time to make. Think of him as an overgrown sand monster from Lttp.
+Working on 2 different port towns, this area will be accessable when your readyto go to dungeon 2 area.
+Also working on a new file select which shows hearts, current chapter, etc. Was using some FSA graphics as placeholders.
Title: Re: [W.I.P.]TLoZ: The Adventure of Link/ Engine ver. 1.0
Post by: Zhello on December 07, 2012, 06:35:43 pm
What I've been working on so far, sorry guys was on a break from game maker.
Skip dungeon 2 and 3, seeing that dungeon 4 was easier to make in a less amount of time.

Currently looking for: TP Baba sprites in LTTP/FSA form. LTTP sandmen
Game ver soon to be 1.1 due to other stuff I've been working on.  XD

Anyway Dungeon 4: Shiru Swamp/ Dreadmire Swamp

Mini Boss: Great Babas x 4
Show content
Their attacks are brutal, which can cause some sort of effect on the player, however, their defensives are not so great.
In order to prevent the spawning of monsters, the player must defeat it, and the Tree is nests in, otherwise the Baba will
recreate itself from the tainted tree. Once all 4 babas and trees are destoryed, an item will appear. With this item, the player must carry it to the center of the room and toss it into the water, then Dreadmire will spawn, blocking any means of escape with dark energy to prevent the player from running away.

Main Boss: Dreadmire
Quote
Hp 80.00
Def 80.00

Attacks:
He will move about in the water, throwing rocks and logs at you.
He is able to spawn Swamland beasts, which can come from the water, onto surfaces to attack you.
Swimming in the water while Dreadmire is present, will increase damage against you, so if you need to change your location, you must time it correctly.

How to defeat him:
There will be patch land containing unlit bomb flowers, use your sword to trigger them, then pick it up to toss it at Dreadmire.
Picking up rocks and or bushes and throwing it at him will stun him, reduce his defensive a bit as well.

When Dreadmire, color becomes a dark red color, that is your chance to attack.


Prized Item: None(You get an item before and after the dungeon; Power Bracelet Lv.1 and a Bomb Bag.)
End Dungeon Item: The first piece of the Dark Artifact

History of Dungeon: I posted a bit of it before, this place use to be an old ruin , which was destroyed a few years ago. One day a man who became obese with the dark artifact piece went into the area for it, not returning at all. After this event, the land where the ruins once stood, is now a dark swamp land. The reason for no maps, is due to the area not being visited by anyone, not even warriors, who fear that they too may not return.


Room(s): The dungeon is a single room. It is a vast swampland area for the player to explore, and figure out a way to retrieve the first Dark Artifact piece. There will be a number of caves and broken now areas for the player to explore.

Enemies:
Bugs and Plant like enemies will spwan endlessly on the map due to one of them mini bosses controlling them. To end the spawning, the player must destroy the Great Baba creating them.
Show content
Grassland Skulltulas Spawned by Great Babas
Swamp Land Bettles - Spawned by Great Babas
Ropes
Carnivorous Fish
Deku Shell - Spawned by Great Babas
Swampland Beasts - Spawned by Dreadmire in battle, some are located even before the fight.

Elements against you:
Show content
Tainted Waters - If you are within the water, your life meter wil drain, thus, making you take more damage from enemies if it is low or depleted.
The darker areas within the water will take away your Hp.

Helpful Items:
Quote
Deku Sticks- Which can be made into torches to go inside caves.
Bomb Flowers - Can be picked up with the power Bracelet.
Bushes & Rocks - Located within the map.


Information and getting there:
Show content
The player cannot access the dungeon until speaking with a lone goron in Shiru Town. This Goron will explain to you about the swamp, and one of his good friends that happen to get himself lost inside. After talking with him. The goron will start to eat his meal, during this time, the player can check the small box next to the goron, and this will trigger a cut-scene, where the player is given an old power bracelet. After this, the goron will remain at the Shiru Town Inn. With the bracelet, the player can pick up the heavy bomb flowers blocking the path to the swamp.
Once inside, the player can begin their journey in recovering any information about the Goron's friend, Sr. Richardson, and the Dark Artifact hidden within the swamp.

Special Trigger Puzzle:
Show content
There will be one puzzle referencing the 4 Link's in FSA/FS. Completing the puzzles in that order will trigger an alternate cut-scene after the boss fight.




Side info/summary:
Show content
Deadmire Swamp is in the works. However, the puzzles I have set for it, has been slightly changed.
I am trying to make diffcult enemies for this zone, since the all dungeon/room is a vast swamp land area within a singe room.
As for the main boss, he will not show up until all puzzles, enemies are defeated.
Bug and plant enemies spawn in certain location forever until the Babas, creating them has been destroyed.

The mini bosses are The Great Babas, the ones spawning the monsters in the first place, in order to truly defeat them, you must destroy the baba, and the tree that it stays in, otherwise, the same baba will spawn again. Defeating them all, an item will appear within a given location of the map. With this item, you carry it to the center watery area of the room, and throw it into the water, then Dreadmire will appear.
Title: Re: [W.I.P.]TLoZ: The Adventure of Link/ Engine ver. 1.0
Post by: RetroRespecter on December 09, 2012, 01:27:10 am
That dungeon itself looks more dangerous that the enemies that respawn.
Title: Re: [W.I.P.]TLoZ: The Adventure of Link/ Engine ver. 1.0
Post by: Zhello on December 11, 2012, 06:59:14 am
That dungeon itself looks more dangerous that the enemies that respawn.

Thanks lol, after this I will be working on more dungeon layouts (Was drawing some dungeon map ideas for other dungeons in game).
Plus I will add some explanation in detail of the other items I've added, but didn't bring into light yet.  XD
Title: Re: [W.I.P.]TLoZ: The Adventure of Link/ Engine ver. 1.1
Post by: Zhello on July 01, 2013, 12:44:30 pm
Hello all, it has been a while since I posted due to being busy.

Anyway I would like to inform you there will be a demo somewhere within August so keep a look out for that.

What will the demo include:

Features Dungeon 2, The Forgotten Palace (Palace of Olden Times)
More info about this on main post update box.

Friendlies
Roga
A Garo covered in Black who will assist you inside the dungeon, he was responsible in your rescue from the kidnappers that took the Princess.

Dorian
An ally to Roga, he is currently undercover inside the dungeon, and will aid you in enabling Sol Generators found side the old Palace and assist you in combat.


The Prize:: Garo Boomerang

Enemies:
All variations- means they are different in stats and or woc(weapon of choice)

Stalfos, bats(All variations)
bats(All variations)
Poes(Sappers)
Spiders
Garos(All Variations)
Lost Ones(Like ReDeads, however, the move about aimlessly)

Main Enemies
Mini Boss: Falric & Marwyn
The duo can be fought a second time if you are trying to triggered Tyranos event. But the stats will be a bit higher and they will hit harder.

Optional Boss: Tyranos(defeating him may trigger boss skip, however, he is only triggered)
The reason for this is if Link goes to fight the boss, Tyranos is defeated by Roga, if the other way around, Link may only deliver a killing blow to Exile to rescue the princess.


Boss: The Exile
Abilities:
Quote
Wind Slash- Wipes up a wind slash that moves directly towards you, can be destroy with the whirlwind attack, however if it hits you, you will be sent flying into dangerous parts of the room.

Blocking- Blocks every attack you throw at him if you are close, however, constant hits can down him for a few seconds.

Suicidal Garos- Summons 1-2 garos to fight, and or those appearing with bosses next to you.

Recovery- Able to recover from injuries within seconds of being countered.

Big Bomb- If you take too love to defeat him, Exile will vanish revealing a bomb capable of detonating the whole room, instantly killing you in the process, to prevent this you have to be quick with your attacks and defeat him, otherwise the whole room will collapses with you inside.

Other information:
I need to finalize everything before the demo can be launched.
Title: Re: [W.I.P.]TLoZ: The Adventure of Link/ Engine ver. 1.1
Post by: RetroRespecter on July 03, 2013, 01:14:47 am
This demo will be hard. I just know it.
Title: Re: [W.I.P.] TLoZ: New Beginnings ver. 1.2
Post by: Zeldafan2100 on May 24, 2014, 12:52:57 am
Very nice use of the clock engine. Though im having trouble putting it into my game that im trying to start. Good job though love the game so far!
Title: Re: [W.I.P.] TLoZ: New Beginnings ver. 1.2
Post by: Zhello on June 10, 2014, 06:21:37 pm
Very nice use of the clock engine. Though im having trouble putting it into my game that im trying to start. Good job though love the game so far!

Thank you, however, the real functions for the clock has been disabled, I left it with it's default 3 day cycle on repeat to easily test some events I set in-game, for testing purposes.
Also which version of Goodnight's clock are you using, and the issue of putting it in game? If you have means of making appear like I have it, you have to make a few adjustments to the clock code itself, also putting it on repeat, you have to change up the code a bit.
Title: Re: The Legend of Zelda:The Fusion Gate/ AKA TMT(Dungeon & Questing)
Post by: AimesGames on June 19, 2014, 09:18:02 pm
(http://i162.photobucket.com/albums/t257/suncrop15/hudv6.png)
The menu looks alright, but the HUD is not going to work. No matter how much you shift it around. The icons of the buttons are way to big and just obstruct the view. I also think that a mini map in a 2D game does not fit. In 3D games the minimap is used for navigation, because it is possbile to get lost when the camera turns around in all the action. In a 2D game you can´t get lost, because the view is fixed and up will always be up. Thus it only obstructs the view, especially when it is completely opaque like yours.


I disagree.  I honestly liked the old HUD better.  It was nice and it just shaped up.  I think the HUD was never a problem to begin with, it was nicely shaped. ^_^
Title: Re: The Legend of Zelda:The Fusion Gate/ AKA TMT(Dungeon & Questing)
Post by: Zhello on June 30, 2014, 07:05:40 pm
(http://i162.photobucket.com/albums/t257/suncrop15/hudv6.png)
The menu looks alright, but the HUD is not going to work. No matter how much you shift it around. The icons of the buttons are way to big and just obstruct the view. I also think that a mini map in a 2D game does not fit. In 3D games the minimap is used for navigation, because it is possbile to get lost when the camera turns around in all the action. In a 2D game you can´t get lost, because the view is fixed and up will always be up. Thus it only obstructs the view, especially when it is completely opaque like yours.


I disagree.  I honestly liked the old HUD better.  It was nice and it just shaped up.  I think the HUD was never a problem to begin with, it was nicely shaped. ^_^

If you look at the recent videos I've made, there is a new HUD. At the time when I modified both engines and put them together, I had to pick which HUD to use; like which HUD object to display/use in game.
Plus the new HUD was easier to add/remove coding o the point I made it mimic how LTTP had that drag down menu. dlbrooks33 had the code already there, but I modified it whenever I felt like adding or changing something.
The recent HUD had been updated and a secondary meter was added under the fatigue meter, it represents the energy Link gets from collecting Sol Fragments.


This is a random video I made in the past showing you what it use to look like, vs now, which I haven't posted any screens of it on wiki yet.
http://www.youtube.com/watch?v=l9NAt49aNVs
Title: Re: The Legend of Zelda:The Fusion Gate/ AKA TMT(Dungeon & Questing)
Post by: AimesGames on August 24, 2014, 10:58:55 am
(http://i162.photobucket.com/albums/t257/suncrop15/hudv6.png)
The menu looks alright, but the HUD is not going to work. No matter how much you shift it around. The icons of the buttons are way to big and just obstruct the view. I also think that a mini map in a 2D game does not fit. In 3D games the minimap is used for navigation, because it is possbile to get lost when the camera turns around in all the action. In a 2D game you can´t get lost, because the view is fixed and up will always be up. Thus it only obstructs the view, especially when it is completely opaque like yours.


I disagree.  I honestly liked the old HUD better.  It was nice and it just shaped up.  I think the HUD was never a problem to begin with, it was nicely shaped. ^_^

If you look at the recent videos I've made, there is a new HUD. At the time when I modified both engines and put them together, I had to pick which HUD to use; like which HUD object to display/use in game.
Plus the new HUD was easier to add/remove coding o the point I made it mimic how LTTP had that drag down menu. dlbrooks33 had the code already there, but I modified it whenever I felt like adding or changing something.
The recent HUD had been updated and a secondary meter was added under the fatigue meter, it represents the energy Link gets from collecting Sol Fragments.


This is a random video I made in the past showing you what it use to look like, vs now, which I haven't posted any screens of it on wiki yet.
http://www.youtube.com/watch?v=l9NAt49aNVs


Oh.  No, I thought new HUD was the new one. xD I mean, I thought the old version was the "new hud", and that the old one was in the videos.  I was like, "Whaatttt! It looks great guys."  Anyways, I am glad  I found this game on here again because I couldn't find it on Zelda projects.  Then I come back here and find it.  Confusion.  Anyways, it looks amazinggggg.  Like, my favorite project so far.  It looks so good. ^,- I can't wait for a demo!!
Title: Re: [W.I.P.] TLoZ: New Beginnings ver. 1.4
Post by: 4ndaKava on March 31, 2016, 04:06:32 pm
It's end of march and I am impatient  :P
Title: Re: [W.I.P.] TLoZ: New Beginnings ver. 1.4
Post by: Zhello on April 01, 2016, 05:06:06 pm
It's end of march and I am impatient  :P

It will be here by the end of today, I am at work still.  ;)
But for the heads up if anyone doesn't know 1.5 is major updates from previous version, mainly from what I observed from others playing the game I was able to make some fixes found by the Youtubers who played the game. Was kinda hard to determine some issues due to little feedback but the things found out in dungeon 1 had been fixed (For the random guy who said hero mode Blind was overpowered, it isn't that hard if you move fast and be watchful of a lurking shadow xD).
The second dungeon will be will be playable for test/feedback purpose since the overall story of the dungeon had changed.

Also if you were stuck on dungeon 1, someone did a speed run completeing the dungeon 100%, finding Ralts and doing Hero Mode: http://www.youtube.com/watch?v=qZ-5LYqqbro
Title: Re: [W.I.P.] TLoZ: New Beginnings ver. 1.4
Post by: 4ndaKava on April 01, 2016, 05:23:02 pm
Maybe because the thread is in "Discussion" and no one posted in this since to 2014 so I had to pull it up again :D

I will give it a try for sure. :)
Title: Re: [W.I.P.] TLoZ: New Beginnings ver. 1.4
Post by: Zhello on April 02, 2016, 11:53:38 am
Maybe because the thread is in "Discussion" and no one posted in this since to 2014 so I had to pull it up again :D

I will give it a try for sure. :)

Yeah I tried to get it on project section sometime ago instead of making a new thread there.
There's going to be a bit of a delay to April 4 on Monday, was doing a few test runs and stress tests just now and the game crashes during the bandit dungeon. So I'll have to experiment and see what is causing the crash.

EDIT:

Turns out the problem was the room for the dungeon itself. What I need was reduced objects in the room and kinda reduced the room a bit, breaking it into other sections instead of it being a huge map on it's own. Now that this is out of the way just having the game tester try it out once again to see if everything is alright, he's going to make another video about it.
I had some spare time so I re-created the boss too, I figured he was way to easy to be an end-demo boss, so I made him harder.

Keep an eye out on May 14, 2016.
Title: Re: [W.I.P.] TLoZ: New Beginnings ver. 1.4
Post by: 4ndaKava on April 02, 2016, 12:15:37 pm
Take your time. No haste.
Title: Re: [W.I.P.] TLoZ: New Beginnings ver. 1.4
Post by: Zhello on October 03, 2016, 01:53:14 am
For those that tried the demo out this time around during ncfc, big thanks, mainly for those who had to endure the optional boss in cave, if going for the good ending for the side-quest :D.

The next demo will be expanded upon, ocean areas have been will be open and this time I will unblock 3 dungeons and 3 sub-dungeons that had been blocked off for those who found the transportation boat, as well has hero mode various of some enemies, the Deku Mask, Epona missions, and make the dungeons a bit easier, some enemies will still have their high level of diffculty though ;).

As for the demo, depending on the ending, it does effect future progress in-game and quests. As for the 2 errors, ally dying fast during dasum fight/not harming dasum and knocking enemies off screen, those have been change and the fix is under testing.

I'll make some time to update forum thread this time around for I haven't been keeping updates on there for sometime now.
Title: Re: [W.I.P.] TLoZ: New Beginnings ver. 1.6 (LoZNB)
Post by: Rayo on October 03, 2016, 09:21:53 pm
http://www.youtube.com/watch?v=F6Rd78CaiXI
You have a bug to fix at the end, but it was a funny bug. xD
Title: Re: [W.I.P.] TLoZ: New Beginnings ver. 1.6 (LoZNB)
Post by: Zhello on October 04, 2016, 02:15:06 am
http://www.youtube.com/watch?v=F6Rd78CaiXI
You have a bug to fix at the end, but it was a funny bug. xD

Dang, forgot about that one.That happens if you are almost dead, taking damage while doing a whirlwind attack causes that.

But at the same time I don't think he would have made it pass that cave when the Goron attacks on phase 2 :D, this boss can easily be avoided by not talking to the blue haired kid or acting like you seen nothing, which results in a bad ending to the quest.

But ya whirlwind attack when taking a killing blow causes that, this I will fix.

EDIT:

I realized 54:50, when he is in the lake area, the bridge's real sprite isn't showing, he's using the buggy .exe, the older one >_< instead of replacing it with the new link on the ncfc booth.
Title: Re: [W.I.P.] TLoZ: New Beginnings ver. 1.6 (LoZNB)
Post by: Zhello on November 04, 2016, 03:27:46 am
Just a small update!

As for the past few days, I have been working on trying to add Epona into the game, along with areas where she can be used and or called (not all areas because most events take place overseas). Moves the movement is in place, I'll work on weapon use on horseback too  8)

Due to this I will have Epona usable on the main land of where some of Link's adventure take place, as for overseas events, members of the Fokka and or Ray Wingfield can be called to fly Link over to a nearby city and or area.

Expect another expanded demo in a few weeks ;). This one will extend the game into the desert province known as Soli'Dad Province, and the dungeon for that zone has been upgraded heavily compared to the old video about it. Possible Water Tower dungeon too for I am working on the water level mechanic for that dungeon specifically.

So in short:

[/list]
Title: Re: [W.I.P.] TLoZ: New Beginnings ver. 1.6 (LoZNB)
Post by: Zhello on February 24, 2017, 08:13:26 pm
So been a while since I posted, I made a lot of updates but never made them known.
I began working on Epona and another companion that can be summoned while at sea.

As can see Epona is still early in development and it's still buggy, Link's partner still using a sword and whatnot when disabled lol.
The Epona sprites have been slightly worked on, need to sprite using a sword and a bow on horseback.

http://www.youtube.com/watch?v=sD99HugxcZs
Title: Re: [W.I.P.] TLoZ: New Beginnings ver. 1.6 (LoZNB)
Post by: RetroRespecter on March 06, 2017, 12:13:41 am
It's been a while since I posted as well, so we are both on the same boat. Concerning Epona, I have one question: Will she be earned?
Title: Re: [W.I.P.] TLoZ: New Beginnings ver. 1.6 (LoZNB)
Post by: Zhello on March 06, 2017, 06:46:37 pm
It's been a while since I posted as well, so we are both on the same boat. Concerning Epona, I have one question: Will she be earned?


Yes, but earning her will be difficult, despite her being near the beginning of the game after the first dungeon. Link had lost her several hours ago before the story starts due to being captured by Moblin King Mobi, only to escape afterwards, during his capture Epona had fled the incoming Moblins. She had later been recovered by a group of soldiers who decided to send her off to Flora Town Farm, for they knew the town is known for taking care of horses.

When she is obtained she can be summoned via Epona's Song (If you got your Ocarina of Time back) or if you happen to get lost from her, she can be found at a stable in a village or town.
You can also take her overseas if you by a boat ticket to another area (This I'm still working on).
What I'm also working on is 2 weapons can be used while on horseback: Either your Sword or your Bow. If you take enough damage, you'll be knocked off Epona for a short time, but pressing S next to work you can mount her again. Plus you can only go on horseback as Young Link, cannot go on as other forms such as Goron, Zora, Deku, etc and will get the error sound when attempting to do so.

Attempt 1
Show content
Epona had been taken in to recover from injuries since the forest fight. The Farmer's will help you get your horse back from the mean owner of the farm. You can buy her out for 375 rupees or get help from the farmers.

They will grant you access to the main farm house to find a key, which is in a random area in the house, that unlocks the barn house where the horses are being kept. You will have to sneak in and get the key without alerting the farm owner; if done at night, you have to move slowly in order to not wake up the owner and be caught. The player will have 4 tries, and if done for the 5th time, said farmers who helped will be suspended, and you will be banned from the farm.

If no action is done, she will be moved to castle town in 4 days after you obtain the clock.

Another way to get her back is to help the farm owner's brother take back his farm by doing a side-quest, this way you gain acess to the farm and be reunited with Epona.

Attempt 2
Show content
If Epona is gone from the farm, she will be at the castle town training grounds. Link can recover Epona by running some errands for an off-duty knight who is friends with the lead trainer. Probably the easiest way, however, this does not free the Flora Town Farm from the cruel boss.
Title: Re: [W.I.P.] TLoZ: New Beginnings ver. 1.7 (LoZNB)
Post by: Zhello on April 15, 2017, 08:20:34 am
My focus right now is getting more actions for Transformations completed.
Before I only show movement, but this time I added some functions for the forms the player can use, the only two forms that have come close to completion is Fierce Deity Link, and Zora Link. Most actions are implemented, but need to add more sprites.

Deku, Goron and Twilight Link will need more time to be completed, and these forms have more actions than the other forms that are almost done since they're mostly offensive forms.


Deku is the least powerful one, but grants hovering/floating and access to secret zones.

Goron is defensive form, grants Link ability to power roll into areas bombs cannot break through, and freedom to travel in lava and fire.
Zora form is offensive and capable of generating electrical attacks based of Sol collected.

Fierce Deity Link is both offensive and defensive and the most powerful in Link's arsenal. The mask can be used, but takes a toll on Link if used for a longer period of time.

Twilight Link is a new form, a bit more powerful than FD Link form because this power was design to defeat extremely strong and dangerous foes from NADI such as Okari and high ranked NADI members who had been occupying fortresses. Without this form while fighting high ranked NADI foes, Link will be completely obliterated without using this power.

http://www.youtube.com/watch?v=sNervE6NGNY
Title: Re: [W.I.P.] TLoZ: New Beginnings ver. 1.7 (LoZNB)
Post by: RetroRespecter on April 17, 2017, 04:13:47 am
Looks like you'll have to be extra careful when you using the Fierce Deity mask. Does this mean that more mask will be available?
Title: Re: [W.I.P.] TLoZ: New Beginnings ver. 1.7 (LoZNB)
Post by: Zhello on April 20, 2017, 10:57:28 pm
Looks like you'll have to be extra careful when you using the Fierce Deity mask. Does this mean that more mask will be available?

The mask have been taken from Link before the actually he is in Orlo Gale Forest. The masks were taken by a greedy Moblin known as King Mobi who defeated him, and after being saved by Gemmy, the two escape, as for Mobi has bases in a few places in the over-world.
Once you get one of the masks, it can be used to access some areas Link, while in normal form, couldn't go to before. The Fierce Deity Mask is the only mask the player gets back from Mobi when he is confronted; and this mask is mandatory.

FD Link or any powerful ability will take up Sol Energy when uses, however, FD mask will consume Stamina in big numbers if there is no Sol to pull it's power from; in a sense, it will make Link more powerful, but at risk to black out from using such an ability for way too long.

Unlocking all forms makes it easier for the player to access phase 2 of the game.

Each masks has an offensive/defensive ability attribute to them and some items in the inventory is effected due to which mask is used. Twilight Link isn't a mask, however, it is an ability given to Link in order to survive the strongest of enemies from NADI, and it is needed in order to survive for NADI forces are unspeakably strong if Sol or Twilight based abilities isn't used against them.
Title: Re: [W.I.P.] TLoZ: New Beginnings ver. 1.7 (LoZNB)
Post by: Zhello on October 13, 2017, 07:06:27 am
Been working on some things for sometime now (when I had the free time  8)).

The player can see whether they can load a save or make a new one. The basic load/new file will text will be changed. Game can check for a saved file in your game folder now. Other options regarding Achievements or hidden unlockables will also be added soon.
(https://i.imgur.com/NsdJv7n.png)


*Note* The player can cycle through the 5 menus using ALT or CTRL keys, some screens show Shift left and right, this has been changed.

That achievement system I had an idea about a while back, managed to create own that pops up smoothly and fades out. The achievements awarded to the player can persist in current and new game, as long as A: the file for the save is visible and B: the player saves at some point to keep the achievement permanently. There is an option to wipe the achievements earned in the title screen.
(https://i.imgur.com/cVxV6pG.png)(https://i.imgur.com/RxnfV1U.png)(https://i.imgur.com/FPMdf5q.png)

The achievement inventory screen needs a bit of work, it is just the first page, each page will have a total of 20 achievements, total being 60 for now.
(https://i.imgur.com/idfijho.png)

Collectible Inventory, items, mainly minerals the player has found so they can take to a blacksmith to upgrade some of their equipment. Hammers and a Lv. 2+ bomb allows the player to collect minerals while an upgraded hammer will allow the player to find the best minerals possible, i.e. diamonds and steel. Inventory remains locked until the player gets a Mineral Backpack in game (which can be upgraded). Golden Leaf Tokens can also be found if you have this item, and Golden Leaf Tokens can be donated in Mailboxes so increase unlockables in shops, stores, inns, etc.
(https://i.imgur.com/DQkHmCS.png)(https://i.imgur.com/FixuXOx.png)(https://i.imgur.com/M4qHeXi.png)

All items that appear after player gets the Mineral Backpack
(https://i.imgur.com/sSNyD4k.png)

Epona works perfectly now. What has changed is some strong attacks can cancel the player's use of Epona, and the player can use Epona via button key on the keyboard, if they have her unlocked. Epona can only be used in large field areas, not inside caves, houses, etc. Epona no longer has infinite run speed, and when she reaches 0, the player has to wait until the bare fills back up in order to gallop faster using S key on keyboard. (Galloping into the water will cancel the effect immediately).
(https://i.imgur.com/YvWrJKw.png)(https://i.imgur.com/TmNj6Q4.png)

Player deaths will now count every time you die, but this will show after the game over and will only affect an already saved file, not a new one.

The map can no longer be used as it was before (unless indoors) when it comes to overworld. The map now zooms WAY out, showing the room and the player's location in the room. That route I took spriting the rooms individually I stopped, and decided to just zoom out the room. Just need to tweak it a bit because it has a funky vibe on "in view" objects.

Free-View-Mode is also added. Pressing J will hide your HUD and allows the camera to move slightly in front of the direction the player is going. It cancels out the player's ability to pause the game unless they toggle the mode off using J key.
(https://i.imgur.com/y6rHyEZ.png)

Player can now get double defense from eating food, but eating is limited for a period of time after eating 3-4 times. courage points is a hidden value for the player who gains double defense so every 25 seconds if the player takes damage, they can heal, as long as double defense is active. An indicator is the blue overlay bar on the stamina bar that shows the player how much double defense stamina they have left.

Gold and Silver Treasure Chests. These chest contain special items and they can only be opened using keys respective to their colors. Keys show up in your collection inventory along with the minerals and they are very hard to get ingame. They can be found by completing side-objects that is found by the player, it is not given by an object or npc, so these keys are found by mere chance.

Other then that, tons of bug fixes and a lot of stress testing. Game no longer crashes on Windows 8/Windows 8.1 due to sound issue.
Some graphics changes too. Still working on some other sprites that take time to make and so forth.

As a new demo, I may be able to showcase it for NCFC, but like a portion of it for just the dungeon only. I have NPC object parent running unique codes that react to the setting and day ingame, and it will take some time to get them going for small side-missions leading to the dungeon. The revamped dungeon 2 and 3 now have multiple endings (2 good and 1 perfect). Dungeon 4 and 5 still being tweaked a bit with a new story and layout.
Title: Re: [W.I.P.] TLoZ: New Beginnings ver. 1.7 (LoZNB)
Post by: Martijn dh on October 15, 2017, 01:29:39 pm
Looks great. Nice work.
I'm too bound for time to play myself but I'm looking forward to see the livestream during the NCFC.
Title: Re: [W.I.P.] TLoZ: New Beginnings ver. 1.7 (LoZNB)
Post by: Zhello on October 15, 2017, 11:09:36 pm
Looks great. Nice work.
I'm too bound for time to play myself but I'm looking forward to see the livestream during the NCFC.

Yeah, trying to workout the lead ups to the dungeons, with multiple ending outcomes, it takes time, if anything I might just have the player skip to the dungeon using the load save option. The good thing is there is several people I got comments from who is interested in any zelda fan games from zfgc, so they will flock to ncfc.  XD

EDIT:
My demo may not be done in time for ncfc, probably will have it up after.
Title: Re: [W.I.P.] TLoZ: New Beginnings ver. 1.7 (LoZNB)
Post by: Martijn dh on October 22, 2017, 10:18:12 am
The currently released demo isn't good enough yet?
Title: Re: [W.I.P.] TLoZ: New Beginnings ver. 1.7 (LoZNB)
Post by: Zhello on October 22, 2017, 01:18:15 pm
The currently released demo isn't good enough yet?


The older demo that is out right now is good, but the current version I am working on has a lot of fixes and improvements, but there is 3-4 non-linear paths that need to be finished and the new 5 inventory system for the player that almost done. Cutting close to see if I can get it done, but if anything it may come out during or after ncfc.
Title: Re: [W.I.P.] TLoZ: New Beginnings ver. 1.7 (LoZNB)
Post by: RetroRespecter on October 30, 2017, 07:48:45 pm
I hope we see it  at Nintendo Community Fangame Convention 2017.
Title: Re: [W.I.P.] TLoZ: New Beginnings ver. 1.7 (LoZNB)
Post by: Zhello on October 30, 2017, 09:37:24 pm
I hope we see it  at Nintendo Community Fangame Convention 2017.

Not this time lol, but I will put out a demo with fixes from the previous one with new features on it in the next 48 hours. I will be supporting Martijn dh project on NCFC and others.
Title: Re: [W.I.P.] TLoZ: New Beginnings ver. 1.7 (LoZNB)
Post by: Zhello on February 15, 2018, 02:19:01 pm
Hello, I am back, was out due to IRL issues that needed my attention.

I haven't dropped an update yet, but I will have something up very soon, things such as an actual working quest log system that focus on the player's objective in the main story quest and 2 side-quest other slots for major and minor side-quests. I also made a working achievement system that works now so I will showcase that soon since I didn't get the chance to do so before I had to pause on my project.
Title: Re: [W.I.P.] TLoZ: New Beginnings ver. 1.7 (LoZNB)
Post by: RetroRespecter on February 08, 2022, 05:32:04 pm
It's been less than 4 years since your last declaration. I hope the current global situation hasn't quench your fountain of creativity.

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