ZFGC

Projects => Zelda Projects => Topic started by: Xfixium on September 06, 2008, 07:43:23 am

Title: [SCREENS]Ocarina Of Time 2D FSA
Post by: Xfixium on September 06, 2008, 07:43:23 am
Technical Data:
Resolution: 336 X 240
Dev Tool: Game Maker 8.0
Style: Four Swords Adventure
Resource Download: http://pyxosoft.com/downloads/oot2d_fsa.zip

Story:

Before time was time, three great goddesses descended upon the chaos that was and created the land of Hyrule; Din, goddess of power, Nayru, goddess of wisdom and Farore, the godess of courage.Din, using great magical flames, created the land, the sea, and all the minerals which would be scattered along the length, breadth and height of this new world; in doing so, she gave this new world the materials it could exist with. Nayru poured out her rich soul and gave the Spirit of Law onto the world, so that rivers would flow and the sun and moon would rise and fall with each day; this allowed Hyrule to have the knowledge by which it could exist. And finally, Farore then created all the lifeforms which would uphold the law, from the tiniest of insects to the largest and most powerful of animals; this gave Hyrule the will to exist.

The three great Goddesses, their labors completed, then departed for the heavens. However, at the point where the Goddesses left their new creation, they each left behind a golden triangle which contained the essence of their power. This mighty artifact, called the Triforce, though able to grant extremely powerful magic to whoever touched it, was infinitely delicate: if one who did not hold all three aspects of the Triforce - power, wisdom and courage - within perfect balance, the Triforce would split into its three aspects and the person who first touched the Triforce would be left and only one force would remain in his hand: the force which he most believed in. The remaining two aspects would take refuge within the hearts and minds of two who best personified the remaining aspects of the Triforce.

It was for this reason that seven Ancient Sages, at least one representing each of Hyrule's races, decided to hide the Triforce within a hidden Sacred Realm using a complex magical seal. Firstly, the only gate to the Sacred Realm would be the magnificent Temple of Time within Hyrule Town. In order for the magical door to be opened, one would have to hold the three Spiritual Stones of Fire, Water and the Forest. Then, they would have to play the sacred Song of Time on a magical instrument, the Ocarina of Time. Only then would the great stone Door of Time open, to reveal.....the Master Sword, standing within the Pedestal of Time. This was the final key needed to open he gate to the Sacred Realm; only one with a heart and mind devoid of any evil would be able to lift such a blade. This complex seal ensured only the most determined of seekers could have a hope of obtaining the Triforce, and that those who did enter the Sacred Realm could only do so with entirely good intentions.

Though complex, this seal was necessary due to an age-old prophecy: if one with a pure heart obtains the Triforce, Hyrule would be led into a new age of peace and prosperity. But if an evil hearted person obtained the Triforce, then he would begin a Great Cataclysm. Only the one who held the Master Sword would be able to stand against the man who began the Great Cataclysm.

Proof Of Concept Download (Old Engine)

Controls
Console = F1
Screen Size = F2
Right Button = D
Up Button = W
Left Button = A
Down Button = S
C Button Up = I (Navi)
C Button Right = L (Item Right)
C Button Left = J   (Item Left)
C Button Down = K (Item Down)
Button A = N  (Sword)
Button B = M (Context Action)
Button L = Q  (Mini-map)
Button R = E  (Shield)
Button Start = Enter (Menu)

Console
Press F1 to open and close the console. Type desired commands to execute. Press Enter to execute command.

Console Commands
goto: <room name>
eg: goto: kokiri forest
Rooms so far: ocarina test, kokiri shop, kokiri forest, hyrule field, temple of time, lost woods, sarias house, links house, deku tree 01, deku tree 02, deku tree 03, deku tree 04

navi color: <color>
eg: navi color: red
available colors: red, blue, green, light blue, purple, yellow

lower layer: on
lower layer: off
upper layer: on
upper layer: off
rain: on
rain: off

Download
http://www.pyxosoft.com/downloads/oot2d_12_01_01_binaries.zip

Team Dekunutz

Xfixium
Cypras
Ethelon
TomPel
Mamoruanime
DJvenom
noseblunt3
SinkinDevil
darklink45
dotyue
Jeod

Credits:
Cypras - Programmer
Ethelon - Sprites, Room Designer, Concepts
TomPel - Sprites, Room Designer
noseblunt3 - Sprites
DJvenom - Sprites
SinkinDevil - Sprites
Soulja - Sprites
aab - Sprites
.Takam - Sprites
Infini - FSA Graphics
Brown - FSA Tilesets
MaJora - Room Design Reference
Daz123 - Room Design Reference
HelpTheWretched - Sounds

Scripts:
ZFGC GM Minish Cap Engine - 4Sword, Niek
ZFGC Logo - drandula

Screens:
http://beta.zfgc.com/index.php/projects/gallery/index/8
Title: Re: [wip]Ocarina Of Time 2D
Post by: King Tetiro on September 06, 2008, 07:54:51 am
Time for some crits and praise

-Crits-
Dampe is mispelled
You need a space between and ! or a . and a New sentence

-Praise-
Best looking OOT2D I've seen
Looks like it has great potential
Good idea with the Room Editor

Based on what I've seen, I can give you an instant 8/10. This is my permentant rating. It could increase as you update the game.
Title: Re: [wip]Ocarina Of Time 2D
Post by: Xfixium on September 06, 2008, 07:59:40 am
The first screen was in the process of the text engine. Before I had implemented tags for manual line breaks. Most of what I'm going to show is WIPs, since it only started a month ago. The clouds overlay everything which won't be in the final cut either. Plus I'll be changing up stuff on the fly.
Title: Re: [wip]Ocarina Of Time 2D
Post by: AleX_XelA on September 06, 2008, 09:43:30 am
Nice work there Xfixium!
Well this looks promising so I thought I could bring some help :D
I'm way too lazy to use your Ocarina Room Editor but I'll just go ahead and give you two beautifully tiled maps :
Hyrule Field ALTTP style by Hoffy (http://www.megaworm.com/images/data/media/5/HyruleField_ALTTP.zip)
Lake Hylia ALTTP style by MaJoRa (http://img.photobucket.com/albums/v173/Zeldamo/LakeHylia.png)
(http://img174.imageshack.us/img174/4586/treseomthuq2.png)Dead Tree for the Lake Hylia map by Gilgamesh (Dascu)
(http://img83.imageshack.us/img83/2752/zeldaplatformnc2.png)Stone thing for the Lake Hylia map by TanukiMario

Oh and if you could add this before the intro of the game, it would be awesome :
ZFGC Intro (http://www.zfgc.com/forum/index.php?topic=1994)

Keep up the good work!
Title: Re: [wip]Ocarina Of Time 2D
Post by: Moon_child on September 06, 2008, 09:50:55 am
It looks very good, and seeing Xfixium working on this gives this project really a chance of becoming something.
Title: Re: [wip]Ocarina Of Time 2D
Post by: Xfixium on September 06, 2008, 02:29:17 pm
Thank you for the resources, and credit will be given! Keep 'em coming, the more, the better! The ZFGC logo will be done in some shape or form. Thanks for the encouragement!
Title: Re: [wip]Ocarina Of Time 2D
Post by: SlimmyG on September 06, 2008, 02:37:17 pm
that looks really good, but why are you using MC link in a LTTP style game?

Title: Re: [wip]Ocarina Of Time 2D
Post by: Xfixium on September 06, 2008, 02:41:58 pm
It's in 4 Swords Adventure style, which does exactly the same thing. If your not familiar with it, a screen can be found here:

http://www.co-optimus.com/images/upload/image/zelda-four-swords-adventures-b.jpg

It's sort of a grab bag of LTTP, Minish Cap, and Wind Waker effects. I find that LTTP graphics are easier to deal with by many people as a whole. (Plus there's plenty of pre-existing resources) So that's why I felt this style was acceptable.
Title: Re: [WIP]Ocarina Of Time 2D
Post by: Hammer Bro. Mike on September 06, 2008, 03:02:36 pm
This looks awesome, I have to say. I hope this project makes a lot of progress because it looks like it could have potential.
Title: Re: [WIP]Ocarina Of Time 2D
Post by: Porkchop on September 06, 2008, 03:27:15 pm
Looks pretty awesome man!

Is this an exact remake or what? Those few screenshots look a bit different :P

Either way, I know you'll get far even if you don't finish... I mean... you're the one who was working on Link's Awakening MC Style and that was awesome!

Good Luck.
Title: Re: [WIP]Ocarina Of Time 2D
Post by: Xfixium on September 06, 2008, 03:41:18 pm
Thanks, as for your question, I'm going to try and keep as much of the game intact as possible. (Please ignore the first screen shot, it was a test room from when it was started) however, keep it more 2D minded. That means things that have been tried and true for 2D games will take presence over more complicated 3D aspects.

Example: The battle system with lock on features that was presented in the 3D version, will not be translated to the 2D version. Why? Because that would be over complicating a system that has been tried and true for many years. Navi will still exist, and there will be lock on targets for long distance conversation and similar tasks, just not the actual combat aspects.

This is just my opinion, of course, I am open to suggestions.
Title: Re: [WIP]Ocarina Of Time 2D
Post by: King Tetiro on September 06, 2008, 03:53:45 pm
Good idea. That's very wise.
Title: Re: [WIP]Ocarina Of Time 2D
Post by: Hammer Bro. Mike on September 06, 2008, 04:02:53 pm
Will there be any bonus content you could unlock or something like that?
Title: Re: [WIP]Ocarina Of Time 2D
Post by: Xfixium on September 06, 2008, 04:11:28 pm
Personally, no, but I'd leave that up to the community. Kinda striving for a community feel for the project, and me kinda just fitting the pieces together, and filling up holes that need filling.
Title: Re: [WIP]Ocarina Of Time 2D
Post by: wildex999 on September 06, 2008, 05:04:22 pm
Looks good so far, tho I'm not all too sure that the graphics style is right, just my opinion :P
Anyway, Good luck :)
Title: Re: [WIP]Ocarina Of Time 2D
Post by: Xfixium on September 06, 2008, 05:18:49 pm
Thanks. Yeah, I have read a lot of mixed feelings on 4 Swords Adv. style, it's not gonna please everyone. Just like any style really. I find it a nice throw back in this case. When the elements are put together right, it does some justice in motion.
Title: Re: [WIP]Ocarina Of Time 2D
Post by: Trask on September 07, 2008, 12:16:51 am
Gasp, progress and a small team. Best of luck, can't wait to play!
Title: Re: [WIP]Ocarina Of Time 2D
Post by: .TakaM on September 07, 2008, 03:25:21 am
While I would love to see an original game from you Xfixium (your LA remake was looking excellent too) I know you have the talent and work ethic to make it at least up to the first boss like you have planned.

Looking forward to more

edit-
I can't get your tiling program to work, but here is my old kakariko for anyone who's interested in tiling it.
 - - - - - - - past - - - - - - - - - - - - - future - - - - - - -
(http://i37.tinypic.com/1ie5hk.png) (http://i33.tinypic.com/jhts15.png) (http://i36.tinypic.com/xkxbsy.png) (http://i34.tinypic.com/2jbk6z8.png)
It has a ton of nooby tiling errors, but it's still an accurate recreation, it makes for a useful guide basically.
Title: Re: [WIP]Ocarina Of Time 2D
Post by: Kylink on September 07, 2008, 03:29:49 am
I actually have a feeling OOT2D can be done now. With the WWs and TPs, OOT doesn't seem like that big of a project anymore. I'm sure it is though and I wish you good luck.
Title: Re: [WIP]Ocarina Of Time 2D
Post by: Moon_child on September 07, 2008, 03:55:52 am
Thanks, as for your question, I'm going to try and keep as much of the game intact as possible. (Please ignore the first screen shot, it was a test room from when it was started) however, keep it more 2D minded. That means things that have been tried and true for 2D games will take presence over more complicated 3D aspects.

Example: The battle system with lock on features that was presented in the 3D version, will not be translated to the 2D version. Why? Because that would be over complicating a system that has been tried and true for many years. Navi will still exist, and there will be lock on targets for long distance conversation and similar tasks, just not the actual combat aspects.

This is just my opinion, of course, I am open to suggestions.
I'm happy to hear you're not implanting the lock on battle system. Because I've seen some OOT2d remakes with it, and it just never felt right.
Title: Re: [WIP]Ocarina Of Time 2D
Post by: Xfixium on September 07, 2008, 04:20:25 am
Quote
While I would love to see an original game from you Xfixium (your LA remake was looking excellent too) I know you have the talent and work ethic to make it at least up to the first boss like you have planned.

Looking forward to more

edit-
I can't get your tiling program to work, but here is my old kakariko for anyone who's interested in tiling it.

It has a ton of nooby tiling errors, but it's still an accurate recreation, it makes for a useful guide basically.

Thank you for the reference! That will be very useful. It's a shame that the editor didn't run for you. What OS are you running?

Quote
I actually have a feeling OOT2D can be done now. With the WWs and TPs, OOT doesn't seem like that big of a project anymore. I'm sure it is though and I wish you good luck.

Like I said earlier, I have a pretty realistic goal set, the fate of the project will most likely lie in the hands of others interested. We will see.

Quote
I'm happy to hear you're not implanting the lock on battle system. Because I've seen some OOT2d remakes with it, and it just never felt right.

I'm glad that others agree. Yeah, I played at least one game like that, and your right, it was awkward.
Title: Re: [WIP]Ocarina Of Time 2D
Post by: kirkking2000 on September 07, 2008, 06:39:27 am
 i like the style:P cant wait to play it. keep it up, and good luck!
Title: Re: [WIP]Ocarina Of Time 2D
Post by: Kren on September 07, 2008, 07:46:35 pm
I love the screenshots, I still want to see from you LA remake ;P my only concern is that some of the forest screenshots look way too dark for my taste..
Title: Re: [WIP]Ocarina Of Time 2D
Post by: Xfixium on September 07, 2008, 09:19:18 pm
Heh, yeah, eventually I'll get back to work on LA.

Yeah, I was on the ropes about the intensity also. I was trying to achieve something close to the original 4 Swords Adv. I played around with the tile set value settings, but it seems more tweaking will have to be done.
Title: Re: [WIP]Ocarina Of Time 2D
Post by: Xfixium on September 08, 2008, 03:04:49 am
Can I double post if an update?

Update, Link's house completed. C&C welcomed.
Title: Re: [WIP]Ocarina Of Time 2D
Post by: .TakaM on September 08, 2008, 03:09:28 am
levels I'd suggest:
(http://i36.tinypic.com/2ykyyxe.png)

and I'm on XP btw
Title: Re: [WIP]Ocarina Of Time 2D
Post by: Xfixium on September 08, 2008, 03:22:02 am
Oh I see, hrmmm, what version of .net do you have installed. Or better yet what error does the details reveal?

I'm actually reducing the value by 20. So what your suggesting is somewhere close to the original value level of the gba color. Your the second person to say something about it. Interesting...

The whole reason I'm doing the value reduction is to get somewhere close to the value used in 4 Swords Adventures. Which seems darker. It looks like something that may need change, but I'd like to here more opinions.
Title: Re: [WIP]Ocarina Of Time 2D
Post by: Kren on September 08, 2008, 03:24:52 am
hmm I beleive .Takam version is more eyecatching due to the fact that everything is readable, while your version also works it seems that it is too dark, I also beleive Kokiri forest is dark, I reccomend going something in between yours and .Takam. Again Amazing job you have captured the feel of OoT.
Title: Re: [WIP]Ocarina Of Time 2D
Post by: DeathTailsz on September 08, 2008, 04:54:08 am
 :( Ugh, I don't feel so well...
...Anyways, as good-looking as the game is, I just can't accept another OoT2D on my, "OMG, this game is going to rule" list, as I've seen so many attempts, and so many fails.  (With exception of GB OoT and Dampe's OoT)

So, I really can't say anything good except the nagging feel of disappointment...

Sorry, I just can't be positive with another OoT2D...  Been too disappointed to much.  :(
Title: Re: [WIP]Ocarina Of Time 2D
Post by: Deku_stick on September 08, 2008, 05:23:15 am
nice :) keep on the good work, I really like the way it looks.
Title: Re: [WIP]Ocarina Of Time 2D
Post by: Xavier on September 08, 2008, 06:13:23 pm
:( Ugh, I don't feel so well...
...Anyways, as good-looking as the game is, I just can't accept another OoT2D on my, "OMG, this game is going to rule" list, as I've seen so many attempts, and so many fails.  (With exception of GB OoT and Dampe's OoT)

So, I really can't say anything good except the nagging feel of disappointment...

Sorry, I just can't be positive with another OoT2D...  Been too disappointed to much.  :(

Man... it's xfixium ;)

You already know my opinion about this project dude, you're doing awesome. Keep it up!
Title: Re: [WIP]Ocarina Of Time 2D
Post by: Xfixium on September 08, 2008, 09:03:16 pm
 XD

Well, here's three options on the whole value intensity thing. To everyone and anyone, which do you think looks best?
Title: Re: [WIP]Ocarina Of Time 2D
Post by: SlimmyG on September 08, 2008, 09:42:53 pm
totally the bottom (3rd) one
Title: Re: [WIP]Ocarina Of Time 2D
Post by: Ness on September 08, 2008, 09:44:39 pm
Definetly the middle one.
Title: Re: [WIP]Ocarina Of Time 2D
Post by: Kren on September 08, 2008, 09:49:40 pm
middle one
Title: Re: [WIP]Ocarina Of Time 2D
Post by: Xiphirx on September 08, 2008, 10:17:19 pm
middle one

BTW, language?
Title: Re: [WIP]Ocarina Of Time 2D
Post by: Darth RPG on September 08, 2008, 10:18:24 pm
Top one. Go go go best OoT2D ever! I'm sure you'll not let this stuck into Kokiri Forest. At least you'll get to Death Mountain XD
Title: Re: [WIP]Ocarina Of Time 2D
Post by: Kren on September 08, 2008, 10:24:48 pm
middle one

BTW, language?
.. explain yourself? I didn't understood that question.. I prefer the middle one due to not being extremely dark nor extremely light.


oops I understand now my bad hahaha. :P
Title: Re: [WIP]Ocarina Of Time 2D
Post by: Xfixium on September 08, 2008, 10:28:34 pm
middle one

BTW, language?

Initially English, however all the strings are in an external file, so technically they could be translated to other languages. Looks like the majority of people like the middle one.
Title: Re: [WIP]Ocarina Of Time 2D
Post by: Ryan on September 08, 2008, 10:29:03 pm
The second one (middle) is the best brightness.
:D
Title: Re: [WIP]Ocarina Of Time 2D
Post by: Xfixium on September 08, 2008, 10:30:53 pm
middle one

BTW, language?
.. explain yourself? I didn't understood that question.. I prefer the middle one due to not being extremely dark nor extremely light.

Heh, he inserted his opinion about the lightness by quoting you. Kinda lazy but it works. lol
Title: Re: [WIP]Ocarina Of Time 2D
Post by: Xiphirx on September 08, 2008, 10:56:01 pm
middle one

BTW, language?

Initially English, however all the strings are in an external file, so technically they could be translated to other languages. Looks like the majority of people like the middle one.

I meant programming language sorry, but that is good to know anyway :).

middle one

BTW, language?
.. explain yourself? I didn't understood that question.. I prefer the middle one due to not being extremely dark nor extremely light.

Heh, he inserted his opinion about the lightness by quoting you. Kinda lazy but it works. lol

^ yea.
Title: Re: [WIP]Ocarina Of Time 2D
Post by: Xfixium on September 08, 2008, 11:08:08 pm
Quote
I meant programming language sorry, but that is good to know anyway Smiley.

Oh, :P the first post states this as a GM 7 project. Soooo no language. XD
Title: Re: [WIP]Ocarina Of Time 2D
Post by: .TakaM on September 09, 2008, 12:54:07 am
I'd definitely go with the third one, but you also need to lighten up link, he's the same darkness in all three pics
Title: Re: [WIP]Ocarina Of Time 2D
Post by: Hammer Bro. Mike on September 09, 2008, 01:19:35 am
Second or Third. I'd say the third one.
Title: Re: [WIP]Ocarina Of Time 2D
Post by: Xfixium on September 09, 2008, 01:23:42 am
but you also need to lighten up link, he's the same darkness in all three pics

Trust me, that will be changed. ;) The images are actually saved in their original GBA color values. I use GMs image editor to decrease the values so I could play around without effecting the originals. So, I wasn't concerned about the sprites, as much as the background value when I tested.

Well, with the feedback that I got from the sites I posted this thing on, it looks like option 2 will be the value used. (value - 10) Which is good that was decided now. Thank you everyone who participated!
Title: Re: [WIP]Ocarina Of Time 2D
Post by: DeathTailsz on September 09, 2008, 10:58:53 pm
Man... it's xfixium ;)

You already know my opinion about this project dude, you're doing awesome. Keep it up!
Does it matter?  My opinion, wouldn't change, even if it was TRM.
Title: Re: [WIP]Ocarina Of Time 2D
Post by: Xiphirx on September 09, 2008, 11:02:34 pm
Man... it's xfixium ;)

You already know my opinion about this project dude, you're doing awesome. Keep it up!
Oh ok.  My opinion wouldn't change, even if it was TRM.

FIX'd
Title: Re: [WIP]Ocarina Of Time 2D
Post by: Kylink on September 09, 2008, 11:10:51 pm
I'd definitely go with the third one, but you also need to lighten up link, he's the same darkness in all three pics
Agree, I would lighten up all of the objects in the room.
Title: Re: [WIP]Ocarina Of Time 2D
Post by: Xfixium on September 09, 2008, 11:34:42 pm
I have already said that the tests where for the actual environment, not the objects in the room. It's pretty obvious that I would change the values of the objects to match the voted background change. ::)
Title: Re: [WIP]Ocarina Of Time 2D
Post by: .TakaM on September 10, 2008, 01:59:59 am
Man... it's xfixium ;)

You already know my opinion about this project dude, you're doing awesome. Keep it up!
Does it matter?  My opinion, wouldn't change, even if it was TRM.
You think Dampe was doing a good job, so no one cares what you think.
Title: Re: [WIP]Ocarina Of Time 2D
Post by: Xfixium on September 13, 2008, 05:20:17 pm
Well, I figured I'd update to let you people in on what's going down. What I've been doing for the last 2 or 3 days is writing a GM project reader | writer for different versions of GM. Specifically 5.3 on up. Now, I have done this for GMare before, but I never added support for anything but GM 6. So, it's alot more work, and thus is the reason it's taking so long. As of right now the program can read the supported GM project file versions. However, the last thing I need to tackle is GM 7 project file's obfuscation, which is gonna be a pain in the ass, and really what I was setting out to do in the first place.

On the upside. I've decided to just keep Ocarina Room Editor just the way it is, and convert tile ids to rectangle data like GM likes, on export. The best thing about this approach is that nothing needs to change in .oref files. I got rid of the tile binary export function, but I don't know if that was a good idea. Maybe people will still want to use it.
Title: Re: [WIP]Ocarina Of Time 2D
Post by: Kylink on September 13, 2008, 05:47:56 pm
Man... it's xfixium ;)

You already know my opinion about this project dude, you're doing awesome. Keep it up!
Does it matter?  My opinion, wouldn't change, even if it was TRM.
You think Dampe was doing a good job, so no one cares what you think.
That's pretty rude.

Glad to see that there is a lot of effort put into this already.

I have already said that the tests where for the actual environment, not the objects in the room. It's pretty obvious that I would change the values of the objects to match the voted background change. ::)
Oh yeah...this is why you are the one making a game and not me.
Title: Re: [WIP]Ocarina Of Time 2D
Post by: ALTTP Fan on October 07, 2008, 03:48:52 pm
your hyrule field looks really nice, when can we expect a demo? i have a nice Deku tree you can use if you want it. just pm me and i will send it to you but i must be given credit, i also have some other sprites too so just ask
Title: Re: [WIP]Ocarina Of Time 2D
Post by: Xfixium on October 08, 2008, 01:19:23 am
Can't really say when a demo is coming. Currently I'm finishing a newer version of Ocarina Room Editor. Where you can just export rooms directly to Game Maker projects. Just been pre-occupied. (Curse you Rock Band) Lately I've been thinking of taking a different direction with everything visually. Thanks for the offer!
Title: Re: [WIP]Ocarina Of Time 2D
Post by: ahmio on October 08, 2008, 10:42:05 am
Quote
Can't really say when a demo is coming. Currently I'm finishing a newer version of Ocarina Room Editor. Where you can just export rooms directly to Game Maker projects. Just been pre-occupied. (Curse you Rock Band) Lately I've been thinking of taking a different direction with everything visually. Thanks for the offer!
i think you should change the graphics style to lttp. It looks kinda wierd, but not ugly. its because OoT was pretty much Lttp in 3D.
Title: Re: [WIP]Ocarina Of Time 2D
Post by: ALTTP Fan on October 08, 2008, 11:44:16 am
Can't really say when a demo is coming. Currently I'm finishing a newer version of Ocarina Room Editor. Where you can just export rooms directly to Game Maker projects. Just been pre-occupied. (Curse you Rock Band) Lately I've been thinking of taking a different direction with everything visually. Thanks for the offer!

thats great to hear your working on your room editor to export directly to GM, I was gonna ask you about that in my previous post. its so much better to use than GMs room editor. what kind of look are you thinking of going in may i ask? i actually think it looks ok right now although personally i like the darker ALTTP palette or a colour scheme even darker than that(kinda like twilight princess) also i think your kokiri forest would be a lot better flipped vertically(upside down) so that the kokiri sword is north because at the moment it doesnt look right being south of the map. i will edit this post later to give an example
gotta go
Title: Re: [WIP]Ocarina Of Time 2D
Post by: Xfixium on October 08, 2008, 11:25:46 pm
Quote
i think you should change the graphics style to lttp. It looks kinda wierd, but not ugly. its because OoT was pretty much Lttp in 3D.

Heh, this is Four Swords Adventure styled. Which is basically lttp with some filters and a Minish styled Link. Play it for the Game Cube if you haven't already.

Quote
thats great to hear your working on your room editor to export directly to GM, I was gonna ask you about that in my previous post. its so much better to use than GMs room editor. what kind of look are you thinking of going in may i ask? i actually think it looks ok right now although personally i like the darker ALTTP palette or a colour scheme even darker than that(kinda like twilight princess) also i think your kokiri forest would be a lot better flipped vertically(upside down) so that the kokiri sword is north because at the moment it doesnt look right being south of the map. i will edit this post later to give an example

Thank you for the suggestions. I have taken notice to some people styling the Kokiri Forest map vertically flipped. Which is fine, but I see no dramatic difference. I just prefer the room to be somewhat accurate to the original.

As for ORE, all I have left to do is set the obfuscation to the output data for GM7 versions. As of right now it can handle read and write for 5.3 and 6. I also updated the interface a bit. Allowing for layer depths, and resetting tile ids.
Title: Re: [WIP]Ocarina Of Time 2D
Post by: Xfixium on October 12, 2008, 07:49:17 am
Update! A new version of ORE has been completed and OOT2D production can move on. (Barring any crazy crap from ORE). I have included the link to the new version in the first post. I must warn anyone who decides to use it for their own projects that it is a beta, and needs some testing on it's stability when exporting rooms to GM projects. I recommend you back up any game data before using. If anyone still feels like they want to contribute, you can still do so by presenting your own .oref files for download.
Title: Re: [WIP]Ocarina Of Time 2D
Post by: Moon_child on October 17, 2008, 09:34:41 am
Ocarina Room Editor:
Download: http://www.pyxosoft.com/downloads/ocarina_room_editor.zip
Requirements: .net 2.0 (Plus, not tested on Vista)

Ocarina Room Editor creates .oref files. This is the current Kokiri Forest .oref file:
Download:http://www.pyxosoft.com/downloads/Kokiri.zip

Ocarina Room Editor 2.0 Beta:
IF USED FOR PERSONAL PROJECTS PLEASE BACKUP PROJECTS BEFORE USING!!!!!!!!!!
Download: http://www.pyxosoft.com/downloads/ocarina_room_editor_200.zip
Requirements: .net 2.0 (Plus, not tested on Vista)
It works on Vista!
Title: Re: [WIP]Ocarina Of Time 2D
Post by: Xfixium on October 17, 2008, 04:17:57 pm
Sweet! Thanks for the feedback.
Title: Re: [WIP]Ocarina Of Time 2D
Post by: Ahruon on October 17, 2008, 05:02:16 pm
In what program are you making this great game ?
Title: Re: [WIP]Ocarina Of Time 2D
Post by: Xavier on October 17, 2008, 06:35:11 pm
(http://www.zfgc.com/forum/Themes/midnight/images/post/custom_gm7.gif) [GM7] [WIP]Ocarina Of Time 2D
Title: Re: [WIP]Ocarina Of Time 2D
Post by: Ahruon on October 17, 2008, 06:57:36 pm
Looks too good to be on the Game maker 7...
Title: Re: [WIP]Ocarina Of Time 2D
Post by: Xavier on October 17, 2008, 07:17:58 pm
Quote
Technical Data:
Resolution: 336 X 240
Dev Tool: Game Maker 7.0
Style: Four Swords Adventure

I don't see how "it's too good to be on Game Maker", Game Maker can handle a game like that perfectly.
Title: Re: [WIP]Ocarina Of Time 2D
Post by: Ahruon on October 18, 2008, 07:08:19 pm
I mean it looks pretty well made.
I never said it would be impossible to make.
Title: Re: [WIP]Ocarina Of Time 2D
Post by: Moon_child on October 20, 2008, 08:00:21 pm
Looks too good to be on the Game maker 7...
What's that supposed to mean? This could be made even in GM 5.3A!
Title: Re: [WIP]Ocarina Of Time 2D
Post by: Darth RPG on October 20, 2008, 10:50:41 pm
Looks too good to be on the Game maker 7...

What you can make is not all what can be made.
Title: Re: [WIP]Ocarina Of Time 2D
Post by: Ahruon on October 21, 2008, 10:25:03 pm
I know !
I never said it was impossible to make, I meant that it looked pretty good !
Title: Re: [WIP]Ocarina Of Time 2D
Post by: Xfixium on September 09, 2009, 10:36:48 pm
Update: Starting work on this title again. Re-working some graphic details, like the brightness of the game. I also revamped the buttons to my liking, the old ones sucked. I'm finishing a new rendering technique for the game. The old method had flaws, the new method solves all those problems. Also changed how the game loads GMare rooms. Way faster this time around.
Title: Re: [WIP]Ocarina Of Time 2D
Post by: Zaeranos on September 10, 2009, 05:47:33 am
Good luck with working on this. I'm looking forward to a demo.
Title: Re: [WIP]Ocarina Of Time 2D
Post by: TomPel on September 10, 2009, 01:28:10 pm
Looking great man. Hope you have the patience to get far with this.
Title: Re: [WIP]Ocarina Of Time 2D
Post by: Starforsaken101 on September 10, 2009, 01:41:46 pm
Looking very good so far, and like everyone else, I wish you luck. I'm liking how there are two Ocarina of Time 2D projects but with different sprites. Very awesome.
Title: Re: [WIP]Ocarina Of Time 2D
Post by: Vaati on September 10, 2009, 06:20:30 pm
Could you please tell me where to get those tiles or tilesets? PLEASE!  :'(
Title: Re: [WIP]Ocarina Of Time 2D
Post by: Xiphirx on September 10, 2009, 06:28:34 pm
Could you please tell me where to get those tiles or tilesets? PLEASE!  :'(

Its just ALTTP tiles with a FSA filter applied on top ...
Title: Re: [WIP]Ocarina Of Time 2D
Post by: Martijn dh on September 10, 2009, 08:24:38 pm
Everything in that screenshot just looks so colorful and happy. Even the hearts and buttons. Very fresh / appealing. If the engines are as good as that image than I will be looking forward to it.
Title: Re: [WIP]Ocarina Of Time 2D
Post by: Vaati on September 10, 2009, 09:14:30 pm
Could you please tell me where to get those tiles or tilesets? PLEASE!  :'(

Its just ALTTP tiles with a FSA filter applied on top ...

Ah, please forgive my foolish question...I have those filters, just that I didn't know how to use them :P
Title: Re: [WIP]Ocarina Of Time 2D
Post by: Xfixium on September 11, 2009, 12:10:25 am
Thank you all for the comments.

Basically, all I'm doing for the tiles is calling background copy part on the tile set image, and drawing to a surface. Then I apply the FSA filter texture tiled across the drawn tiles with blending operations. Then I draw the 2 layer surfaces to the screen. Only tiles intersecting the view port are drawn. No tile objects are being used. I'm still tweaking the tile offset code, and optimizations. Seems to work decently at the moment.
Title: Re: [WIP]Ocarina Of Time 2D
Post by: Vaati on September 12, 2009, 02:04:52 am
Do you use Paint for the job or simply Gamemaker?

Thanks for the instructions, but I'm sorry, I didn't get them completely...like the "blending operations" thing  :P.
Title: Re: [WIP]Ocarina Of Time 2D
Post by: Xfixium on September 12, 2009, 03:25:30 am
Just Game Maker. When I say blending operations I'm talking about GM7 Pro's draw_set_blend_mode_ext(source, destination) function. So when you draw the filter over the tiles, it creates an effect.

Pseudo Code:

Create the tile coordinates. Either by script or reading them in from an external source.
Copy parts of the tile set image as tiles and draw them to a new surface.
After drawing the tiles, draw the filter tiled over the entire surface. Using blending operations.
The blending operation I used: draw_set_blend_mode_ext(bm_dest_color,
bm_inv_dest_alpha);
Do this for as many layers as you need. I recommend only using 2 layers. A lower and upper.
Draw a part (Use view coordinates) of each layer to the screen using an object, at the desired depth.

Mind you, I am still testing the performance of this concept. So far so good. I should warn you, not every video card supports surfaces.
Title: Re: [WIP]Ocarina Of Time 2D
Post by: Vaati on September 12, 2009, 03:36:21 am
Thank you very much, man.

Best of luck for your project  XD.

Title: Re: [WIP]Ocarina Of Time 2D
Post by: Xfixium on September 13, 2009, 02:49:59 pm
New WIP screen.

(http://www.pyxosoft.com/projects/game_maker/oot2d/oot2d_screen_03.png)

Progress:
Working to finalized the dialog functions. Needs adjustment here and there. Also working on some test water effects.
Title: Re: [WIP]Ocarina Of Time 2D
Post by: Xavier on September 13, 2009, 04:59:13 pm
 :o you know, you put every others OoT2D to shame lol, awesome.
Title: Re: [WIP]Ocarina Of Time 2D
Post by: King Tetiro on September 13, 2009, 06:40:46 pm
:o you know, you put every others OoT2D to shame lol, awesome.
I have to agree with Venyux. This is fantastic
Title: Re: [WIP]Ocarina Of Time 2D
Post by: Nabeshin on September 13, 2009, 08:25:41 pm
I had wondered where this project went. Very sexy.
Title: Re: [WIP]Ocarina Of Time 2D
Post by: Ryan on September 13, 2009, 10:00:46 pm
Looking great!
Continue, continue!
:D
Title: Re: [WIP]Ocarina Of Time 2D
Post by: ahmio on September 22, 2009, 07:38:00 pm
Damn...
My Kokiri Forest looks so plain...
...
...
BACK TO THE ROOM EDITOR!  XD
Title: Re: [WIP]Ocarina Of Time 2D
Post by: Vaati on September 27, 2009, 05:32:27 pm
Damn...
My Kokiri Forest looks so plain...
...
...
BACK TO THE ROOM EDITOR!  XD

Now, now...don't say that! Xfixium's just looks more...alive than other OoT 2D projects made before, your's is still good, and you gotten quite far in comparison to others.
Title: Re: [WIP]Ocarina Of Time 2D
Post by: Zaeranos on September 27, 2009, 06:50:45 pm
Hmm, I actually played FSA again thanks to this project. On one side I liked the graphics of it, but there was also a part that I didn't like. The grass filters are applied on everything. That includes cliffs, trees, houses, roads and more. It kind of makes the grass look really good, but the rest really ugly.
Title: Re: [Screens]Ocarina Of Time 2D
Post by: Xfixium on October 03, 2009, 02:43:32 am
Update: Working on the visuals still. Changed some minor things, the clouds look more like FSA style. Working on the Epona sprites. Almost finished with the custom Deku Tree sprite. Just gotta add shadows, and finalize some details.

Edit: The day | night timer is not operational yet.
 
Officially, screen added.
Title: Re: [Screens]Ocarina Of Time 2D
Post by: Xiphirx on October 03, 2009, 04:26:45 am
That looks amazing! The Great Deku Tree looks a bit dark... might be because the shadow isn't there.
Title: Re: [Screens]Ocarina Of Time 2D
Post by: Xfixium on October 03, 2009, 04:45:04 am
I see where your coming. I used the pallet provided by FSA. It seems darker. Does this screen look better? I saturated the pallet a bit.
Title: Re: [Screens]Ocarina Of Time 2D
Post by: Mamoruanime on October 03, 2009, 04:52:57 am
Update: Working on the visuals still. Changed some minor things, the clouds look more like FSA style. Working on the Epona sprites. Almost finished with the custom Deku Tree sprite. Just gotta add shadows, and finalize some details.

Edit: The day | night timer is not operational yet.
 
Officially, screen added.

O_O Holy !@#$% barbeque that's amazing

I think the colors are perfect honestly; it implies that there's definitely a lot of shade coming from the leaves and such
Title: Re: [Screens]Ocarina Of Time 2D
Post by: kirkking2000 on October 03, 2009, 04:57:18 am
That last screen is amazing! I really like the deku tree sprite too!
Title: Re: [Screens]Ocarina Of Time 2D
Post by: Seinfeld on October 03, 2009, 05:01:42 am
That looks great. I didn't really care much for the FSA style at first but you are really doing one hell of a job convincing me that it's the way to go.
Title: Re: [Screens]Ocarina Of Time 2D
Post by: Xfixium on October 03, 2009, 05:02:21 am
Thank you. Out of the 2, which one seems more appropriate? I do like the darker one myself. Only because the Great Deku Tree seems older with those colors. However, it may be too dark.
Title: Re: [Screens]Ocarina Of Time 2D
Post by: Zaeranos on October 03, 2009, 06:50:56 am
Thank you. Out of the 2, which one seems more appropriate? I do like the darker one myself. Only because the Great Deku Tree seems older with those colors. However, it may be too dark.

I think the darker one suits the best for the dead deku tree. The lighter one you should use for when he is still alive.

Working on the Epona sprites.

I know that FSA has Epona in the game and Link is also riding him. Couldn't you rip those for your game.
Title: Re: [Screens]Ocarina Of Time 2D
Post by: Mamoruanime on October 03, 2009, 06:55:36 am
Honestly I think they're both awesome :P I do kinda like Neik's idea though
Title: Re: [Screens]Ocarina Of Time 2D
Post by: Xfixium on October 03, 2009, 07:04:53 am
Quote
I think the darker one suits the best for the dead deku tree. The lighter one you should use for when he is still alive.

Good idea! I may not do it however, only because it's a big sprite and I don't want to double up the same resource. Instead I'll probably use some color blending.

Quote
I know that FSA has Epona in the game and Link is also riding him. Couldn't you rip those for your game.

That is actually what I am doing. It's a lil tough, all the sprites are efficiently thrown into a tile set. I think I can manage though.
Title: Re: [Screens]Ocarina Of Time 2D
Post by: Zaeranos on October 03, 2009, 07:17:10 am
That looks really good. How are you ripping sprites from a gc game btw? I also like the stones and medals on that sheet.
Title: Re: [Screens]Ocarina Of Time 2D
Post by: Xfixium on October 03, 2009, 07:22:39 am
Eh, the Dolphin GC emulator has an option to dump the textures that are loaded. I found the Epona parts squeezed in a texture. The medals are DJVenom's. The stones are from FSA, again hidden in a texture.

Edit: Here's the original texture.
Title: Re: [Screens]Ocarina Of Time 2D
Post by: Xiphirx on October 03, 2009, 04:09:36 pm
I think Deku Tree #2 is best :D
Title: Re: [Screens]Ocarina Of Time 2D
Post by: Xfixium on October 03, 2009, 05:44:50 pm
I think that is the one I'll end up using. Mainly because it'll be nicer to transition it to a darker color when he passes away.

Working on the lost woods rooms. I'll post a screen of that later today.
Title: Re: [Screens]Ocarina Of Time 2D
Post by: Kleaver on October 03, 2009, 10:02:27 pm
Holy crap that is one nice Deku Tree  :o
Title: Re: [Screens]Ocarina Of Time 2D
Post by: King Tetiro on October 03, 2009, 10:15:04 pm
Holy crap that is one nice Deku Tree  :o
I agree :O
Title: Re: [Screens]Ocarina Of Time 2D
Post by: Xfixium on October 03, 2009, 10:28:36 pm
Thank you all for the feedback. Update: Some beginning stuff for the Lost Woods. I have some ideas here and there to try out.
Title: Re: [Screens]Ocarina Of Time 2D
Post by: Mamoruanime on October 04, 2009, 06:17:28 am
Very nice! Every screen is freakin beautiful <3

Are you going to use a sound dimming system for when you're too far away from the correct path? (I did one AGES ago for my old lttppure)

Also this is my 6666th post D:
Title: Re: [Screens]Ocarina Of Time 2D
Post by: Xavier on October 04, 2009, 08:15:49 am
Very professional looking dude, this project is really going to go far!
Title: Re: [Screens]Ocarina Of Time 2D
Post by: Martijn dh on October 04, 2009, 08:23:04 am
The shadow in the middle looks off in comparision to the area. There is shadow in the middle but no forest above. Or is something you have to see in motion?
Title: Re: [Screens]Ocarina Of Time 2D
Post by: Xfixium on October 04, 2009, 02:56:22 pm
Quote
Are you going to use a sound dimming system for when you're too far away from the correct path? (I did one AGES ago for my old lttppure)

I was debating using a directional sound system for the Lost Woods. I don't think I'm going to use one though. This seemed more necessary for a 3d game than a 2d.

Quote
The shadow in the middle looks off in comparison to the area. There is shadow in the middle but no forest above. Or is something you have to see in motion?

Yeah, I agree with you. I swapped it out for the traditional lttp overlay a bit ago. It didn't look so bad after I increased alpha, but like you said, it's position was still awkward.
Title: Re: [Screens]Ocarina Of Time 2D
Post by: Martijn dh on October 04, 2009, 03:11:58 pm
The idea and execution are very good, so it'd be a shame to not use it at all. Instead of having shadows in the center you could try having shadows everywhere except for in the center. It's okay if it doesn't fully correspond with the overhead leaves. It will make it seem like the forest is just very dense. The problem with the shadows in the middle was that there was nothing connected to it. Like a seperate cloud. That problem will then be gone.
Title: Re: [Screens]Ocarina Of Time 2D
Post by: Xfixium on October 04, 2009, 03:44:19 pm
Well I'll give it another go then. (Working on something else at the moment.) Think I'll watch some you tube vids of the forest area.
Title: Re: [Screens]Ocarina Of Time 2D
Post by: Mamoruanime on October 04, 2009, 10:45:17 pm
Honestly, I like the shadows there. Although I do agree that there should also be some on the outskirts as well. To me it appears like there's more trees above where the "camera" would be, so it makes it seem more like an actual forest and less like a bunch of square openings :P
Title: Re: [Screens]Ocarina Of Time 2D
Post by: Xfixium on October 05, 2009, 09:21:50 am
I have referenced a video of the lost woods area in FSA. It's the same texture, but it seems to be applied in a different manor. I'm going to try and match it.
Title: Re: [Screens]Ocarina Of Time 2D
Post by: Mamoruanime on October 05, 2009, 09:53:58 am
I noticed they taper it to make it appear as if it's swaying in the wind, and they apply it differently from the overlays- more like just a polygon over what's drawn that moves, and in varying locations
Title: Re: [Screens]Ocarina Of Time 2D
Post by: Wasabi on October 05, 2009, 10:37:55 am
this project looks amazing, keep it up. I'd like to see this finished :)
Title: Re: [Screens]Ocarina Of Time 2D
Post by: Xfixium on October 05, 2009, 02:22:57 pm
I noticed they taper it to make it appear as if it's swaying in the wind, and they apply it differently from the overlays- more like just a polygon over what's drawn that moves, and in varying locations

Very perceptive. Yes, this is similar to how the water effects are done it seems. I don't think I'm going to do that exact effect for the Lost Woods. Just going to concentrate on getting the tiling correct so it doesn't look so weird.
Title: Re: [Screens]Ocarina Of Time 2D
Post by: ALTTP Fan on October 05, 2009, 03:43:25 pm
looking great so far! makes other oot2d attempts look what they are...rubbish lol
thats a really nice deku tree sprite you made btw
did you make that rolling boulder in the kokiri blade area yourself or did you get it elsewhere?
if you dont mind, could i have it? i have many alttp custom sprites that ive made myself (been working on them for about 2-3 yrs on & off) so if you want to use any just ask and i'll send you a sprite sheet with what i have so far.
keep it up
Title: Re: [Screens]Ocarina Of Time 2D
Post by: Zaeranos on October 05, 2009, 03:50:24 pm
If you ask me I think the shadows and sunlight are inverted. In other words: That what is shadow should be a bright patch of sunlight coming through the leafs. The sunlight should be shadows from the trees, that separate the various area's.

At least that is how I think about it. And when the shadows come from the sides, you can make them bigger to make it darker. You can also make a bridge with a shadow from one end to another.
Title: Re: [Screens]Ocarina Of Time 2D
Post by: ALTTP Fan on October 05, 2009, 03:54:58 pm
If you ask me I think the shadows and sunlight are inverted. In other words: That what is shadow should be a bright patch of sunlight coming through the leafs. The sunlight should be shadows from the trees, that separate the various area's.

At least that is how I think about it. And when the shadows come from the sides, you can make them bigger to make it darker. You can also make a bridge with a shadow from one end to another.

yeah, thats how i think it should be...like they are in ALTTP lost woods

EXAMPLE BELOW:
http://www.zeldawiki.org/images/4/4e/Zelda3-39.gif
Title: Re: [Screens]Ocarina Of Time 2D
Post by: Xfixium on October 05, 2009, 04:07:02 pm
I realized what I had to do awhile ago. I thought just taking the original texture and tiling it like normal would be the way. It is not, whether it's done inverted or not. It needs to be edited slightly, which is where I'm at right now. I'm going to match the attached image. Which should correct everything.
Title: Re: [Screens]Ocarina Of Time 2D
Post by: ALTTP Fan on October 05, 2009, 04:30:51 pm
I realized what I had to do awhile ago. I thought just taking the original texture and tiling it like normal would be the way. It is not, whether it's done inverted or not. It needs to be edited slightly, which is where I'm at right now. I'm going to match the attached image. Which should correct everything.

yeah, that will do it.
Title: Re: [Screens]Ocarina Of Time 2D
Post by: Xfixium on October 05, 2009, 04:39:00 pm
Quote
looking great so far! makes other oot2d attempts look what they are...rubbish lol
thats a really nice deku tree sprite you made btw
did you make that rolling boulder in the kokiri blade area yourself or did you get it elsewhere?
if you dont mind, could i have it? i have many alttp custom sprites that ive made myself (been working on them for about 2-3 yrs on & off) so if you want to use any just ask and i'll send you a sprite sheet with what i have so far.
keep it up

Sorry I overlooked this post. The rolling boulder is an edit of .Takam's. Which was found in zfgc's resource section. I wouldn't mind seeing what you got sprite wise. :) The more options the better. If I use them, realize they will be released to the public on all major oot2d releases. Is that ok with you?
Title: Re: [Screens]Ocarina Of Time 2D
Post by: ALTTP Fan on October 05, 2009, 04:51:54 pm
Quote
looking great so far! makes other oot2d attempts look what they are...rubbish lol
thats a really nice deku tree sprite you made btw
did you make that rolling boulder in the kokiri blade area yourself or did you get it elsewhere?
if you dont mind, could i have it? i have many alttp custom sprites that ive made myself (been working on them for about 2-3 yrs on & off) so if you want to use any just ask and i'll send you a sprite sheet with what i have so far.
keep it up

Sorry I overlooked this post. The rolling boulder is an edit of .Takam's. Which was found in zfgc's resource section. I wouldn't mind seeing what you got sprite wise. :) The more options the better. If I use them, realize they will be released to the public on all major oot2d releases. Is that ok with you?

yep, if you do decide to use any i dont mind them being released to the public. im planning to post them here in the graphics resource any way as soon as im 100% happy with what ive got.
please bear in mind that its FAR complete atm(about 15%) and extremely messy lol but that will be all sorted later on. i will send the sprite sheet to you soon...just gonna edit it a little
Title: Re: [Screens]Ocarina Of Time 2D
Post by: Xfixium on October 05, 2009, 05:00:23 pm
Sounds great! I also edited the overlay to what it seems to be in the game. (Without any alpha applied to the image mind you). *sigh* Maybe I should lay off attaching things. :-\
Title: Re: [Screens]Ocarina Of Time 2D
Post by: Wasabi on October 06, 2009, 12:18:08 am
mind you that works a lot better than before.
Title: Re: [Screens]Ocarina Of Time 2D
Post by: Mamoruanime on October 06, 2009, 12:40:41 am
Hmm...About the only thing I don't like about it now is that it appears as if it'd be too repetitive on larger rooms. I would almost suggest just having the original texture as a sprite, and make a controller object that draws it at certain points using alpha blending. That way instead of it repeating, it'd appear more natural and scattered.
Title: Re: [Screens]Ocarina Of Time 2D
Post by: Xfixium on October 06, 2009, 12:52:21 am
Quote
Hmm...About the only thing I don't like about it now is that it appears as if it'd be too repetitive on larger rooms. I would almost suggest just having the original texture as a sprite, and make a controller object that draws it at certain points using alpha blending. That way instead of it repeating, it'd appear more natural and scattered.

That will create problems. It wouldn't be a problem if I drew the filter on only the lower layer. Imagine how it would look when I apply it on the layer above Link. You don't want it to draw on Link or water. Which is why it is done using surfaces.

Quote
mind you that works a lot better than before.

Thanx. :) Did some more visual oriented stuff. I got a cloud texture on a primitive and it waves in the same manor FSA does. Imitating water. I changed the way shadows are drawn. I also got another font in there for the locations. Which happen once you enter a new area. Working to start the Navi object and finish off the rest of the dialog stuff, and I'll be ready to take a stab at the things leading up to Kokiri Forest. (Cut scenes, menu's and such).

EDIT: Another screen cause I feel like it. :P
Title: Re: [Screens]Ocarina Of Time 2D
Post by: Mamoruanime on October 06, 2009, 10:06:46 am
I see that at least a majority if not all of your Kokiri forest is mapped out. That being said, what's the likelihood that we may see a graphical demo, or perhaps even a video of gameplay in the near future?

Also, I'm a big proprietor on the "use cave tiles for the deku tree interior" thing; honestly I think it'd look amazing with a filter applied. That way you don't have to worry about using sub-par tilesets (including my old Deku Tree interior tiles) for such a beautiful project D:

I would be very willing to make a super detailed entrance ala FSA if you'd like. (Kinda like how in FSA they have some hand-drawn larger tiles that add additional detail)

I should also note that in the event that you have the engine completed, and you no longer feel the drive to continue the project, I would totally finish it if you passed the torch D:
Title: Re: [Screens]Ocarina Of Time 2D
Post by: Xiphirx on October 06, 2009, 07:03:12 pm
Just out of curiosity, what are your computer specs and how long does it take to load the game?
Title: Re: [Screens]Ocarina Of Time 2D
Post by: Nabeshin on October 06, 2009, 08:48:57 pm
Zelda is always Zelda, so with Zelda fangames it's always the little things that stand out.

The day-to-night counter behind the rupees is subtle. I never would have thought to put one there, but it turns out to be the perfect placement. It looks very cool.

The minimap is fantastic. I read your interview, but the screens are what really does it justice. Very good idea there.

If I'm getting excited about a minimap, I can't imagine how good the actual game will be.  XD
Title: Re: [Screens]Ocarina Of Time 2D
Post by: Mamoruanime on October 06, 2009, 09:15:37 pm
Just out of curiosity, what are your computer specs and how long does it take to load the game?

I believe he's using Gmare for his rooms, which actually makes things load super quickly.
Title: Re: [Screens]Ocarina Of Time 2D
Post by: Xfixium on October 06, 2009, 09:25:45 pm
Wow, a bunch of questions.

Quote
I see that at least a majority if not all of your Kokiri forest is mapped out. That being said, what's the likelihood that we may see a graphical demo, or perhaps even a video of gameplay in the near future?

That is a big piece of the puzzle right there. My first main goal is to get a video out of the initial engine. I think that will give everyone a feel for the game. I plan on doing this when we complete everything up to the first dungeon. Then a major demo release.

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Also, I'm a big proprietor on the "use cave tiles for the deku tree interior" thing; honestly I think it'd look amazing with a filter applied. That way you don't have to worry about using sub-par tilesets (including my old Deku Tree interior tiles) for such a beautiful project D:

I'm striving for a totally original set. If that doesn't pan out the way I would like. (Which I doubt will happen) Then your old set will be first on my list. As it seems to be the best out there. I have some ideas in my head I'd like to try out. Also, the talented TomPel has lent his skills, so expect to see some work from him.

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I would be very willing to make a super detailed entrance ala FSA if you'd like. (Kinda like how in FSA they have some hand-drawn larger tiles that add additional detail)

Your Samus picture was amazing. I have no doubt you could accomplish this in the FSA style. I just want to be sure of the finalized tile set first.

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I should also note that in the event that you have the engine completed, and you no longer feel the drive to continue the project, I would totally finish it if you passed the torch D:

Don't know if you read my interview for project of the month. But on major releases, or if I ever decide to quit. (Whichever comes first) I will be dumping all source and resources for anyone to continue or refine.

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Just out of curiosity, what are your computer specs and how long does it take to load the game?

It's a HP laptop:

CPU: Intel Core 2 Duo t5600 @ 1.83Ghz
Memory: 987Mhz 1.5GB of RAM
Video: GeForce Go 7400

Loading Time: (From when the loading bar is visible) 3 to 5 seconds. This will be faster when I optimize the resources. Like halving sprites and such. Everything is in test mode at the moment.

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Zelda is always Zelda, so with Zelda fangames it's always the little things that stand out.

The day-to-night counter behind the rupees is subtle. I never would have thought to put one there, but it turns out to be the perfect placement. It looks very cool.

The minimap is fantastic. I read your interview, but the screens are what really does it justice. Very good idea there.

If I'm getting excited about a minimap, I can't imagine how good the actual game will be.

I think when a video is released, it'll show how smooth this game can run. I also plan on having 2 FPS modes: 30 and 60. Just in case 60 FPS is too intensive. Learned that from 4Sword.

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I believe he's using Gmare for his rooms, which actually makes things load super quickly.

This is pretty spot on. I have found by experimentation that creating tile objects in GM is kinda slow. The GMare .bin files are really small, and load very quickly. It doesn't create tile objects from the data. Instead tile data is drawn directly to the screen.
Title: Re: [Screens]Ocarina Of Time 2D
Post by: Martijn dh on October 06, 2009, 10:08:08 pm
That GMare is sounding increasingly more interesting if it saves time. Is depth/multilayers preserved when using it or can it best be seen a type of "background".
Title: Re: [Screens]Ocarina Of Time 2D
Post by: Xfixium on October 06, 2009, 10:23:44 pm
Well, it offers the same tools Game Maker offers, but includes things like tile swapping, bucket filling, easy multi tile selection, magnification and intuitive layers. It's more of a throw back to RPG Maker's map editor.

It does not offer tile overlapping on the same layer. Personally I never used this option. Mainly because of my paranoia of having useless tiles I can't see in the room. Also, I haven't come to a situation where I need to have 2 tiles in the same spot on the same layer. Although, I'm not everyone, and I want to make people aware of this.

Depth and multilayers are always preserved. If I'm understanding you correctly. Once you have a room made, you can export it in a few ways. Directly to a GM project, to an optimized .bin file (oot2d uses this feature), or to an image file, which can save whatever layers you choose.
Title: Re: [Screens]Ocarina Of Time 2D
Post by: Martijn dh on October 06, 2009, 10:38:03 pm
Sounds good. I'll definetly put some effort into trying it out. Any guesses as to when it'll be finished for the rest of us? Give or take a month.
Title: Re: [Screens]Ocarina Of Time 2D
Post by: Xfixium on October 06, 2009, 10:54:43 pm
I've been working on it off and on for awhile now. Honestly, I could have it done in a month. I just don't have that kind of time. So I'm baby stepping things in. Honestly, I couldn't give you a clear deadline on when it'll be completed. I will be updating it in the Other WIP section of ZFGC.
Title: Re: [Screens]Ocarina Of Time 2D
Post by: Mamoruanime on October 07, 2009, 09:43:33 am
One thing that may optimize your room loading speeds would be separating sections of rooms that load only when they're a tile away from being on the screen. I've found with purela anyway that it worked beautifully; literally no load time. Not sure if you're doing that already, but if you could force the game to not attempt to draw the tiles if they're not near the screen, it'd make things run extra smoothly. Although it doesn't sound like you're having many issues with the room loading at all; seems more like slowdown from just the general resources :P In which case, I would almost suggest having gmare also compile other resources into bin files as well (images, etc)
Title: Re: [Screens]Ocarina Of Time 2D
Post by: Xfixium on October 07, 2009, 10:58:11 pm
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One thing that may optimize your room loading speeds would be separating sections of rooms that load only when they're a tile away from being on the screen. I've found with purela anyway that it worked beautifully; literally no load time. Not sure if you're doing that already

Actually, I'm happy overall with the load times. The Kokiri Forest is a decently sized room, and it loads very fast.

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but if you could force the game to not attempt to draw the tiles if they're not near the screen, it'd make things run extra smoothly.

Already doing that. :) It'd run like crap if I didn't.

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seems more like slowdown from just the general resources. In which case, I would almost suggest having gmare also compile other resources into bin files as well (images, etc)

The load time for the game is about on par with a GM empty project load time. I'm not worried about resources slowing down the load time. (I hardly have any :P) If it ever does become a problem, I'll look into your suggestion.
Title: Re: [Screens]Ocarina Of Time 2D
Post by: Mamoruanime on October 07, 2009, 11:02:18 pm
Ah lol I was under the assumption that it was loading a bit slower :) Answered my questions lol
Title: Re: [Screens]Ocarina Of Time 2D
Post by: Wasabi on October 08, 2009, 02:45:44 am
So from what I understand is you're using the GM runner and streaming the resources when they're needed? That's a nice idea.
Title: Re: [Screens]Ocarina Of Time 2D
Post by: pichuscute on October 09, 2009, 01:15:24 am
This project sure as hell looks awesome. I'll be watching this. Keep up the great work. :)
Title: Re: [Screens]Ocarina Of Time 2D
Post by: Xfixium on October 11, 2009, 09:19:50 pm
Wanted to update sooner than this. I've been optimizing other aspects of the game. Just to be in a good position to spring board into other sections of the game. I also have started working on the menu style. Not sure of it though. Could use some feedback.
Title: Re: [Screens]Ocarina Of Time 2D
Post by: King Tetiro on October 11, 2009, 09:50:45 pm
 :o :o :o :o :o :o :o
That is beautiful! Use that style!
Title: Re: [Screens]Ocarina Of Time 2D
Post by: Zaeranos on October 11, 2009, 10:12:55 pm
It looks good, that is true. But I wonder if it is also good looking when all the items are added to it. I don't know if you also want to use that as the equipment screen, but the area where Link is presented in his current getup is large compared to Link in the game. Just wondering how you are going to solve that.
Title: Re: [Screens]Ocarina Of Time 2D
Post by: Xfixium on October 11, 2009, 11:15:23 pm
It looks good, that is true. But I wonder if it is also good looking when all the items are added to it. I don't know if you also want to use that as the equipment screen, but the area where Link is presented in his current getup is large compared to Link in the game. Just wondering how you are going to solve that.

I think with the items added to it, it will definitely make it look better. I have no worries there. Your correct, it is the equipment menu prototype, and I agree the space for Link is a concern. I may crop it shorter to be more appealing spatially. If necessary, I may do some creative filler. I'm just wondering if this is the correct style, or if it should be closer to the original.
Title: Re: [Screens]Ocarina Of Time 2D
Post by: Mamoruanime on October 12, 2009, 05:25:42 am
I do love the menu art ^_^ I can't remember entirely if that's how it looks in FS+ though; been ages since I've played (like... I stopped playing maybe a month before it came out in the USA?), but it looks great
Title: Re: [Screens]Ocarina Of Time 2D
Post by: Zaeranos on October 12, 2009, 06:23:10 am
It looks good, that is true. But I wonder if it is also good looking when all the items are added to it. I don't know if you also want to use that as the equipment screen, but the area where Link is presented in his current getup is large compared to Link in the game. Just wondering how you are going to solve that.

I think with the items added to it, it will definitely make it look better. I have no worries there. Your correct, it is the equipment menu prototype, and I agree the space for Link is a concern. I may crop it shorter to be more appealing spatially. If necessary, I may do some creative filler. I'm just wondering if this is the correct style, or if it should be closer to the original.

If you are going for an FSA style, then the menu is definitely OK. At least that is the style I would take as well. The coloring makes it pretty close to the original OOT.

If I may make a suggestion for the layout. The 4 squares that are now in a line formation at the left of the screen, I would place them in a square formation below Link in the Link representation area. And then center the screen again.
Title: Re: [Screens]Ocarina Of Time 2D
Post by: Mamoruanime on October 17, 2009, 10:40:28 am
I was going to ask (but unfortunately forgot until now)---

Are you going to be using the original text dump from the earlier versions of OoT (1.0 and such), or are you using the updated dump from the GCN release?

Also, given that I already have some experience using GMare, I'd be more than willing to help map out portions of the game :p
Title: Re: [Screens]Ocarina Of Time 2D
Post by: Kleaver on October 17, 2009, 11:40:25 am
Maybe this has already been answered, but I don't feel like looking through 10 pages.

Why did you pick MC/FSA Link? It totally does not match the style. I know you want the game in FSA style but meh. It doesn't look that good imo.
Title: Re: [Screens]Ocarina Of Time 2D
Post by: Sinkin on October 17, 2009, 11:42:37 am
Maybe this has already been answered, but I don't feel like looking through 10 pages.

Why did you pick MC Link? It totally does not match the style.

He's doing this in FSA style, so i think it's kind'a logical why.  ::)
Title: Re: [Screens]Ocarina Of Time 2D
Post by: Kleaver on October 17, 2009, 11:56:45 am
I know, I already edited the post  :)
Title: Re: [Screens]Ocarina Of Time 2D
Post by: Mamoruanime on October 17, 2009, 12:16:55 pm
lol honestly, that's the only way I like MC Link.

Worked great in FSA
Title: Re: [Screens]Ocarina Of Time 2D
Post by: Xfixium on October 17, 2009, 01:57:33 pm
To each his own. I'm not going to discuss the style in detail, it's totally subjective.
Title: Re: [Screens]Ocarina Of Time 2D
Post by: Zhello on October 17, 2009, 04:51:02 pm
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lol honestly, that's the only way I like MC Link.

Worked great in FSA

I agree with mammy it defiantly great.  I know you wouldnt want these but my friend made these a while back XD XD XD

You dont have to use them but if you want you can :D

(http://uirpg.com/resources/pics/721.png)
Title: Re: [Screens]Ocarina Of Time 2D
Post by: ALTTP Fan on October 17, 2009, 04:54:14 pm
Maybe this has already been answered, but I don't feel like looking through 10 pages.

Why did you pick MC/FSA Link? It totally does not match the style. I know you want the game in FSA style but meh. It doesn't look that good imo.

id have to dissagree as i think this is looking GREAT. i prefer pure ALTTP style myself but this style looks real nice imo
Title: Re: [Screens]Ocarina Of Time 2D
Post by: Zhello on October 17, 2009, 05:53:25 pm
Maybe this has already been answered, but I don't feel like looking through 10 pages.

Why did you pick MC/FSA Link? It totally does not match the style. I know you want the game in FSA style but meh. It doesn't look that good imo.

id have to dissagree as i think this is looking GREAT. i prefer pure ALTTP style myself but this style looks real nice imo

Thats the same thing I said before XD
Title: Re: [Screens]Ocarina Of Time 2D
Post by: Xfixium on October 17, 2009, 06:21:38 pm
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lol honestly, that's the only way I like MC Link.

Worked great in FSA

I agree with mammy it defiantly great.  I know you wouldnt want these but my friend made these a while back XD XD XD

You dont have to use them but if you want you can :D

(http://uirpg.com/resources/pics/721.png)

Thanks for the offer. :)
Title: Re: [Screens]Ocarina Of Time 2D
Post by: King Tetiro on October 17, 2009, 06:24:15 pm
Here's a good question. What are you going to do about Adult Link?
Title: Re: [Screens]Ocarina Of Time 2D
Post by: Xfixium on October 17, 2009, 06:35:14 pm
Spriting him? lol Yeah, I'll probably be doing that. I don't see anything I like yet. Sorry.
Title: Re: [Screens]Ocarina Of Time 2D
Post by: Xfixium on October 17, 2009, 07:06:26 pm
New update. I haven't been doing much graphically. Just cleaning up the code I have already to share with the people who have said they would help out. Going to upload that soonish. I'm getting the Temple Of Time tileset together. I already have a WIP made in my image editor. Almost done with it. The filter will most likely be lighter in the finished product. I need to edit the entrance and it'll be finalized.

What is done in my image editor so far:
Title: Re: [Screens]Ocarina Of Time 2D
Post by: King Tetiro on October 17, 2009, 07:21:46 pm
Dude that is almost perfect. Except for 2 things which Im sure you will solve.

The octogon plinth at the bottom half of the screen has the emblem of light on it. Not the triforce
There should be light shining from the glass windows. Will make it look more impressive

Solving these problems will result in a full 10/10. Atm it's 9/10
Title: Re: [Screens]Ocarina Of Time 2D
Post by: Xfixium on October 17, 2009, 07:35:39 pm
Thanks for the critique. :)

1. I'm playing along while I do resources. There is a Triforce there, along with the emblem. Which I didn't sprite yet.

2. Yes, that is definitely in the cards. Post effect.
Title: Re: [Screens]Ocarina Of Time 2D
Post by: Zaeranos on October 17, 2009, 07:37:15 pm
The entrance looks a little bit weird. My first thought was that it looked a bit like a cave entrance and not a temples. It could use some finishing touches.
Title: Re: [Screens]Ocarina Of Time 2D
Post by: Martijn dh on October 17, 2009, 07:47:04 pm
Just a thought. If you group together the pillars and windows on the left and right side a little more the difference in perspective with the rest of the room (=6 pillars) might become less appearent.
Title: Re: [Screens]Ocarina Of Time 2D
Post by: Xfixium on October 17, 2009, 07:49:56 pm
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The entrance looks a little bit weird. My first thought was that it looked a bit like a cave entrance and not a temples. It could use some finishing touches.

Yes, indeed. I said this in my original post though.

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Just a thought. If you group together the pillars and windows on the left and right side a little more the difference in perspective with the rest of the room (=6 pillars) might become less appearent.

I will give it a go. I may choose another window type.
Title: Re: [Screens]Ocarina Of Time 2D
Post by: Zhello on October 17, 2009, 10:31:08 pm
New update. I haven't been doing much graphically. Just cleaning up the code I have already to share with the people who have said they would help out. Going to upload that soonish. I'm getting the Temple Of Time tileset together. I already have a WIP made in my image editor. Almost done with it. The filter will most likely be lighter in the finished product. I need to edit the entrance and it'll be finalized.

What is done in my image editor so far:

holy crap that looks nice :o
Title: Re: [Screens]Ocarina Of Time 2D
Post by: Kleaver on October 18, 2009, 10:04:11 am
It's so hard to do the Temple of Time right, this has got to be one of the best attempts I've seen  :)
Title: Re: [Screens]Ocarina Of Time 2D
Post by: Xfixium on October 18, 2009, 09:41:32 pm
Thank you. There are now people helping me out. As I mentioned earlier. TomPel is mapping out some areas. He's done some Kokiri interiors. Also, Mammy is lending his skills designing Dodongo's Cavern rooms.
Title: Re: [Screens]Ocarina Of Time 2D
Post by: Kaze 360 on October 19, 2009, 12:49:34 am
perfect kokiri house *-*
mido's house correct?
Title: Re: [Screens]Ocarina Of Time 2D
Post by: Goodnight on October 19, 2009, 01:23:21 am
I haven't bothered looking at many WIPs lately, but Nice Work!

If you want to get that timer operational, there should be a copy of my Majora's Mask clock engine somewhere on these boards. You'd just have to remove the day limitations and change the speed, which is easy since the code is all commented. Come to think of it, the clock's frame in your screenshots looks an awful lot like the one I drew. ;)

Some other old examples I made could be easily upgraded for a newer GM with better coding. You mentioned having certain items or characters work with targeting - that was the 2nd ever thing I made with GM. It included a dynamically updating order for multiple targets based on distance & priority, and an optional feature that makes Link's movement curve around the target, but that part would have to be re-written to work with your movement code.

If someone can figure out how to change sound pitches in GM7, I could remake the 1st thing I made with GM; an Ocarina engine that was only good with 5.3. You could actually hold and bend notes, record and play back, etc.

Also, this is the same thing I said to TRM many years ago: I think the shading on the Temple of Time's teleport pad is backwards, because there's a big light source coming from the door. :P
Title: Re: [Screens]Ocarina Of Time 2D
Post by: Mamoruanime on October 19, 2009, 01:55:53 am
DJvenom sends a request-- lol

He was hoping you'd change his name in the credits page from DjVenom to DJvenom
Title: Re: [Screens]Ocarina Of Time 2D
Post by: Wasabi on October 19, 2009, 06:04:38 am
This is great, it's turning into a community effort :)
Also, I'd be happy to remake some music in looping form, if you need. I'm getting a nice $800 orchestral soundbank in the next week or two, so it should sound nice. I'd give me good practice learning how to use it too.
Title: Re: [Screens]Ocarina Of Time 2D
Post by: Heroin on October 19, 2009, 07:26:49 am
I have a couple of questions.

Are you working on the game in the same order it plays or are you doing different bits here and there?

Have any ideas on how your going to get the water temple's multiple floors to work? I really would like to see a clever way of getting it done.
Title: Re: [Screens]Ocarina Of Time 2D
Post by: Mamoruanime on October 19, 2009, 07:28:21 am
Have any ideas on how your going to get the water temple's multiple floors to work? I really would like to see a clever way of getting it done.

I would assume he's going to do that the same way that lttp handles multiple floors in a room :p

You could completely rebuild the Water Temple using lttp's existing engine simply by having multiple maps with multiple modes (flooded/not flooded) for each one. Easy Peasy
Title: Re: [Screens]Ocarina Of Time 2D
Post by: Heroin on October 19, 2009, 07:33:31 am
Have any ideas on how your going to get the water temple's multiple floors to work? I really would like to see a clever way of getting it done.

I would assume he's going to do that the same way that lttp handles multiple floors in a room :p

You could completely rebuild the Water Temple using lttp's existing engine simply by having multiple maps with multiple modes (flooded/not flooded) for each one. Easy Peasy
Funny you say that, I gave that same suggestion but then deleted it out of my post. Mine went something like:

"I'd suggest you make each bit of the water a dive-able spot and each floor a separate room. That was as water levels change all floors below the water are still accessible."
Title: Re: [Screens]Ocarina Of Time 2D
Post by: Xfixium on October 19, 2009, 09:55:15 pm
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perfect kokiri house *-*
mido's house correct?

*ding ding* Correct. Credits to TomPel who designed it.

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If you want to get that timer operational, there should be a copy of my Majora's Mask clock engine somewhere on these boards. You'd just have to remove the day limitations and change the speed, which is easy since the code is all commented. Come to think of it, the clock's frame in your screenshots looks an awful lot like the one I drew.

Thanx, I'll look into the clock engine. Didn't know you drew a clock frame. Mine started off huge when I first rendered it. I eventually shrunk it down and stuffed it in the corner. I'm curious in seeing how yours looks to mine.

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Some other old examples I made could be easily upgraded for a newer GM with better coding. You mentioned having certain items or characters work with targeting - that was the 2nd ever thing I made with GM. It included a dynamically updating order for multiple targets based on distance & priority, and an optional feature that makes Link's movement curve around the target, but that part would have to be re-written to work with your movement code.

Not doing the targeting for general combat. I never liked the curved movement for a 2D game. However, I will need to target some things like people far away, enemy data etc.. ect... I think this code should be pretty easy to do though.

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Also, this is the same thing I said to TRM many years ago: I think the shading on the Temple of Time's teleport pad is backwards, because there's a big light source coming from the door.

lol, very logical. I'll change that.

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DJvenom sends a request-- lol

He was hoping you'd change his name in the credits page from DjVenom to DJvenom

My bad will do.

Quote
This is great, it's turning into a community effort Smiley
Also, I'd be happy to remake some music in looping form, if you need. I'm getting a nice $800 orchestral soundbank in the next week or two, so it should sound nice. I'd give me good practice learning how to use it too.

Yeah, tell me about it. Probably should be the community project. It makes sense when you consider the site's origin. :P Awesome! I could use great music. I have experimented with .mp3 support for GM, and it seems to suck. I have seen a .dll for FMOD. That may be the answer for higher quality non-midi tracks.

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Are you working on the game in the same order it plays or are you doing different bits here and there?

Different bits here and there it seems. We have things in WIPs.
Title: Re: [Screens]Ocarina Of Time 2D
Post by: ALTTP Fan on October 19, 2009, 10:40:55 pm
i am very interested in helping out in this games development(on the graphical side) and understandably i suppose you need to view some of works before you consider letting me assist. im still working on that sprite sheet before i show it to you but ive decided instead to recreate kokiri forest using some of my unfinished sprites to give you a quick example of my skills. i will start work on it now and send it you once finished.
Title: Re: [Screens]Ocarina Of Time 2D
Post by: Xfixium on October 19, 2009, 11:03:09 pm
Sure, lets see what you got.

On a side note, corrected the shadow on the Temple Of Time. I know it fits the light source, but does it look good? (Please ignore the window light WIP)
Title: Re: [Screens]Ocarina Of Time 2D
Post by: Mamoruanime on October 20, 2009, 12:16:51 am
I think it looks good, though I've never been a fan of overrealism in a Zelda game. Since the player never sees both the door and the shadow at the same time, it may look odd.

Lttp always used a general lightsource, regardless of if there were an entrance or something emitting light near objects. Although, with this being much more graphical, I think it fits :p
Title: Re: [Screens]Ocarina Of Time 2D
Post by: Heroin on October 20, 2009, 01:05:33 am
Sure, lets see what you got.

On a side note, corrected the shadow on the Temple Of Time. I know it fits the light source, but does it look good? (Please ignore the window light WIP)
Ehh I think it looked better going the other way but I guess if it's for realism.

Also there is a window in the room with the sword. Wouldn't that count as a light source too?
Title: Re: [Screens]Ocarina Of Time 2D
Post by: Mewgull on October 20, 2009, 01:25:24 am
Hmm... I think it looks great, but my suggestions are that you should have a bit of shadow from the pillars and remove the wall pillars on the side of the building; see how that'll look.
Title: Re: [Screens]Ocarina Of Time 2D
Post by: Mamoruanime on October 20, 2009, 03:43:18 am
In lieu of not being able to get GMare to work (:(!) I've been getting some map stuff together as a preliminary.

w00t.

Also; I've found some of my old stuff lurking on the forum--

(http://www.zfgc.com/forum/gallery/1969_31_01_08_4_13_47.gif) might come in handy for the Fire Temple :P

Actually; I found a lot more too... including my Octoroks XD
Title: Re: [Screens]Ocarina Of Time 2D
Post by: Wasabi on October 20, 2009, 06:58:12 am
Quote
This is great, it's turning into a community effort Smiley
Also, I'd be happy to remake some music in looping form, if you need. I'm getting a nice $800 orchestral soundbank in the next week or two, so it should sound nice. I'd give me good practice learning how to use it too.

Yeah, tell me about it. Probably should be the community project. It makes sense when you consider the site's origin. :P Awesome! I could use great music. I have experimented with .mp3 support for GM, and it seems to suck. I have seen a .dll for FMOD. That may be the answer for higher quality non-midi tracks.
you could always use this: http://gmc.yoyogames.com/index.php?showtopic=120034&hl=
It supports ogg vorbis (which I prefer over mp3 anyway, better quality for lower bitrates), looping, pitch shifting, seeking, panning, volume etc.
Title: Re: [Screens]Ocarina Of Time 2D
Post by: Xfixium on October 20, 2009, 09:08:49 am
Quote
In lieu of not being able to get GMare to work (Emo-Kid? Where!?!) I've been getting some map stuff together as a preliminary.

Well, for the time being you could use ORE. Since that at least works for you. I can then open and convert it using GMare. (Yeah, I know that sucks)

Quote
you could always use this: http://gmc.yoyogames.com/index.php?showtopic=120034&hl=
It supports ogg vorbis (which I prefer over mp3 anyway, better quality for lower bitrates), looping, pitch shifting, seeking, panning, volume etc.

Hrmmmm, the only thing missing is some effects, like reverb. For caves and dungeons.
Title: Re: [Screens]Ocarina Of Time 2D
Post by: Heroin on October 20, 2009, 11:55:53 pm
In lieu of not being able to get GMare to work (:(!) I've been getting some map stuff together as a preliminary.

w00t.

Also; I've found some of my old stuff lurking on the forum--

(http://www.zfgc.com/forum/gallery/1969_31_01_08_4_13_47.gif) might come in handy for the Fire Temple :P

Actually; I found a lot more too... including my Octoroks XD

Is the attached picture the Goron cavern in Majora?
Title: Re: [Screens]Ocarina Of Time 2D
Post by: Mamoruanime on October 21, 2009, 12:19:49 am
Nah :P Fire Temple from OoT... Unfinished tileset though; I may go through and finish it exclusively for Xfixium thanks to all of his help with the Octorok Mapping System via ORE.
Title: Re: [Screens]Ocarina Of Time 2D
Post by: Heroin on October 21, 2009, 12:49:37 am
Nah :P Fire Temple from OoT... Unfinished tileset though; I may go through and finish it exclusively for Xfixium thanks to all of his help with the Octorok Mapping System via ORE.
You mean Dodongos Cavern? That doesn't look like the Fire Temple.
Title: Re: [Screens]Ocarina Of Time 2D
Post by: Mamoruanime on October 21, 2009, 01:01:15 am
Nah it's from the entrance of the fire temple. If you first enter and check the walls, there are vague glyphs on the walls.

I never completed the entire set because the rest are basically cave tiles.

A few palette corrections should make it blend well, but like I said I'll finish em for Xfixium should he decide to use em.
Title: Re: [Screens]Ocarina Of Time 2D
Post by: Xfixium on October 21, 2009, 01:32:44 am
Sweetness. Resources are a good thing. As for dev news, I've been using my old movement code as a place holder. I wasn't ever satisfied with it. I'm going to look into the ZFGC MC Engine.

I'm also thinking of a submitting a private dev board application for OOT2d. I'd like to communicate more with the people contributing, and share everything I have in a better way. This can only make the game better in quality. This doesn't mean it won't be shared with the public. On major releases, the source / resources will still be available.
Title: Re: [Screens]Ocarina Of Time 2D
Post by: Heroin on October 21, 2009, 02:01:42 am
Sweetness. Resources are a good thing. As for dev news, I've been using my old movement code as a place holder. I wasn't ever satisfied with it. I'm going to look into the ZFGC MC Engine.

I'm also thinking of a submitting a private dev board application for OOT2d. I'd like to communicate more with the people contributing, and share everything I have in a better way. This can only make the game better in quality. This doesn't mean it won't be shared with the public. On major releases, the source / resources will still be available.
Where do I sign up?

Nah :P Fire Temple from OoT... Unfinished tileset though; I may go through and finish it exclusively for Xfixium thanks to all of his help with the Octorok Mapping System via ORE.
You misread my first post, I said the attached picture, as in attachment.

Meaning this:
(http://www.zfgc.com/forum/index.php?action=dlattach;topic=30924.0;attach=6555;image)
Title: Re: [Screens]Ocarina Of Time 2D
Post by: Mamoruanime on October 21, 2009, 02:42:32 am
Sweetness. Resources are a good thing. As for dev news, I've been using my old movement code as a place holder. I wasn't ever satisfied with it. I'm going to look into the ZFGC MC Engine.

I'm also thinking of a submitting a private dev board application for OOT2d. I'd like to communicate more with the people contributing, and share everything I have in a better way. This can only make the game better in quality. This doesn't mean it won't be shared with the public. On major releases, the source / resources will still be available.
Where do I sign up?

Nah :P Fire Temple from OoT... Unfinished tileset though; I may go through and finish it exclusively for Xfixium thanks to all of his help with the Octorok Mapping System via ORE.
You misread my first post, I said the attached picture, as in attachment.

Meaning this:
(http://www.zfgc.com/forum/index.php?action=dlattach;topic=30924.0;attach=6555;image)

ooooh rofl... yeah my bad; I was at work and not paying as much attention as I should have been.

Yeah that's Dodongo's Cavern; I'm using it as a basic guide. I can also get more if need be :p
Title: Re: [Screens]Ocarina Of Time 2D
Post by: Xfixium on October 27, 2009, 01:12:10 am
Update; A new Kokiri room created. Again credits go to TomPel.

Looks like I'm going to put some more work into Gmare. A new solids editor is in the works. I also released oot2d to the dev team for review. I'm also working on finishing the lost woods room. Which I'm a little more satisfied with the design.
Title: Re: [Screens]Ocarina Of Time 2D
Post by: Wasabi on October 27, 2009, 07:05:43 am
sweet screens :)

by the way, I've given kokiri forest a go with my new orchestra samples I recieved yesterday. I've still got to add all the expression and volume but this is it so far. Don't mind the sudden ending, it's purposely done for looping.
http://frostfireaudio.com/projects/oot2d/kokiri%20forest.mp3
Title: Re: [Screens]Ocarina Of Time 2D
Post by: FrozenFire on October 27, 2009, 08:27:46 am
New screens are nice! Lost Woods still feels a little boxy (not bad at all though), but I know that the Lost Woods are quite empty in OoT anyway. It still looks absolutely stunning.

And Darklight, that song sounds good. ^_^
Title: Re: [Screens]Ocarina Of Time 2D
Post by: Xfixium on October 27, 2009, 08:52:28 am
sweet screens :)

by the way, I've given kokiri forest a go with my new orchestra samples I recieved yesterday. I've still got to add all the expression and volume but this is it so far. Don't mind the sudden ending, it's purposely done for looping.
http://frostfireaudio.com/projects/oot2d/kokiri%20forest.mp3

Sweet audio! Great job thus far. :)
Title: Re: [Screens]Ocarina Of Time 2D
Post by: Antidote on November 09, 2009, 08:49:36 am
the first part seems to go pretty fast. but otherwise it sounds great
Title: Re: [Screens]Ocarina Of Time 2D
Post by: Ethelon on November 16, 2009, 02:24:30 am
WHOA, I've been gone from this forum for months and months, I thought it was dying, good to see some activity.

This is totally amazing, the effects make the lttp sprites look much better.

A couple things, There should be 5 rupees behind the shop, you can walk back there, it should block the view of link though, so it's a secret for the pros =D.
I'm not sure how you're gonna do the ztargetting talking, but you should add the capability of targetting at nowhere, and then doing manuevers like backflipping.etc Backstepping (targetting and moving backwards) should be faster than forward rolling. I watched a bunch of those speed videos of OoT =D.

And for the last thing, I think you should regulate who gets to use it, not overly protective, but just so newbies don't go off claiming they made it, or people really screw around with it and totally disgrace it o.o, but putting it out there for average skilled people: people that might not be able to do it, but can learn from it and try, and putting it for experts who could probably really benefit from it.

EDIT:
After reading up to page 12 =D of the topic, it seems like you're planning to go ahead of dungeon 1 as well as release it for open source. If this is the case I'd like to be part of this o.o

Background (yay):
After our I guess failed Scepter of Distortion with Cypras, I was looking to make an oot2d, but without decent dedicated spriters, we both gave up. After a buncha months, I came back here, mainly because I wanted to see if there were any helpful resources here again, I found this. I tiled kokiri forest in Minish Cap, but that's about when we quit doing oot2d as well. I think I could help in designing maps (tiling them), and possibly spriting some tiles (<< I'm not much of a pixel spriter, but I've been improving IMO).

According to what I've read, Mam is starting to do dodongo cavern designs, if he wants some help, I could help with that.

At this time I just finished reading the entire topic, I think I can best help because I own 2 books for OoT, showing detailed maps and positions, one is focused more on maps and the map design (that'll help alot), and the other shows more secrets, more detailed information, that might help with secret heart pieces.etc I think I'm pretty good with tiling anyway.

So if I could help, that'd be great.
I have msn and aim.. yep.
Thanks
-Ethelon
Title: Re: [Screens]Ocarina Of Time 2D
Post by: Xfixium on November 16, 2009, 10:18:41 pm
Quote
A couple things, There should be 5 rupees behind the shop, you can walk back there, it should block the view of link though, so it's a secret for the pros =D.

I'm aware of it. Saw it while watching video of someone running through the game backwards most of the time. 8) Making light of these little secrets can only benefit though, so thanx for the heads up.

Quote
I'm not sure how you're gonna do the ztargetting talking, but you should add the capability of targetting at nowhere, and then doing manuevers like backflipping.etc Backstepping (targetting and moving backwards) should be faster than forward rolling. I watched a bunch of those speed videos of OoT =D.

Apparently we watched the same speed videos. lol While I plan on Z-targeting for information, and communication. I won't be changing the standard combat system that all 2d Zelda games have. While this takes away from the original, I for see other aspects of 2d adding to it.

Quote
And for the last thing, I think you should regulate who gets to use it, not overly protective, but just so newbies don't go off claiming they made it, or people really screw around with it and totally disgrace it o.o, but putting it out there for average skilled people: people that might not be able to do it, but can learn from it and try, and putting it for experts who could probably really benefit from it.

Honestly, not a real big issue with me. Overall, you can trust in gaming communities. People are usually quick to point out who gets credit.

Quote
EDIT:
After reading up to page 12 =D of the topic, it seems like you're planning to go ahead of dungeon 1 as well as release it for open source. If this is the case I'd like to be part of this o.o

I would love the assistance. I will drop you some information via PM. I'm in the middle of making some huge changes. So dev wise I'll be updating everyone on the changes.

Quote
Background (yay):
After our I guess failed Scepter of Distortion with Cypras, I was looking to make an oot2d, but without decent dedicated spriters, we both gave up. After a buncha months, I came back here, mainly because I wanted to see if there were any helpful resources here again, I found this. I tiled kokiri forest in Minish Cap, but that's about when we quit doing oot2d as well. I think I could help in designing maps (tiling them), and possibly spriting some tiles (<< I'm not much of a pixel spriter, but I've been improving IMO).

Map designing is good. If you take a stab at spriting that's good also. One way or other, things will always get done.

Quote
According to what I've read, Mam is starting to do dodongo cavern designs, if he wants some help, I could help with that.

Yes, he has said he'd give it a go. I have no clue what progress has been made on it though. I'm going to have to reserve a place where we can all discuss who's doing what and the progress of it.

Quote
At this time I just finished reading the entire topic, I think I can best help because I own 2 books for OoT, showing detailed maps and positions, one is focused more on maps and the map design (that'll help alot), and the other shows more secrets, more detailed information, that might help with secret heart pieces.etc I think I'm pretty good with tiling anyway.

So if I could help, that'd be great.
I have msn and aim.. yep.
Thanks
-Ethelon

Sounds great, I'll be contacting you with more information.

I've also been holding back on the updates. As I have decided that I will be moving away from Game Maker as the dev tool of choice. Instead I'm making my own home brew SDK, and using some prefabbed libraries to get it done. It's going to be interesting to say the least. The IDE is a mixture of Game Maker and RPG Maker. As I want to release it to the public, but have it target a wide range of users.
Title: Re: [Screens]Ocarina Of Time 2D
Post by: Antidote on November 18, 2009, 04:47:35 am
seems like it'll be a really good IDE, however how are you going to go about scripting?
Title: Re: [Screens]Ocarina Of Time 2D
Post by: Ethelon on November 18, 2009, 04:57:21 am
At the moment, he's decided to stay with GM, because the open source is more usable for other people, and it'll save time that would be spent coding the Hybrid.
Title: Re: [Screens]Ocarina Of Time 2D
Post by: Xfixium on November 18, 2009, 10:06:37 am
Yeah, I've decided to stay with GM again. As much as I'd like to use my own. It'd drag down the progress I have already made. I want to keep momentum going and I think it'd be a mistake to switch.
Title: Re: [Screens]Ocarina Of Time 2D
Post by: Xfixium on November 20, 2009, 06:16:03 pm
Update. Since we're staying with GM, there has been some progress, as well as new faces on the dev side.

Ethelon is contributing. He's currently designing Hyrule Field. Also Cypras is helping out on the code side of things. He's currently working on Navi, and other fairy AI. You may know these 2 from Cypras Gaming. They worked on The Legend Of Zelda: Scepter Of Distortion. A lot of great communication going on in the dev boards, and I'm excited to see what comes from it.

Additionally I added a debug console to help with debugging. Alot of changes have happened on the dev side of things to try and make it easier to contribute.
Title: Re: [Screens]Ocarina Of Time 2D
Post by: Xiphirx on November 20, 2009, 07:57:14 pm
Ooh that console looks nice :D

*wonders if theres going to be noclip D:*
Title: Re: [Screens]Ocarina Of Time 2D
Post by: Xfixium on November 20, 2009, 08:06:28 pm
Yes, that will be in the cards. :)
Title: Re: [Screens]Ocarina Of Time 2D
Post by: Antidote on November 21, 2009, 07:39:44 am
looking good, nice console btw.
Title: Re: [Screens]Ocarina Of Time 2D
Post by: Xfixium on November 21, 2009, 05:08:38 pm
Thank you. Some small update. Cypras coded the fairy object for the game. It looks very nice. We have to tweak the behavior a little bit, but overall it feels really nice. Looks like Kokiri NPCs are the next thing on the list code wise.
Title: Re: [Screens]Ocarina Of Time 2D
Post by: Xiphirx on November 21, 2009, 05:19:27 pm
Navi is too big. She needs to be half the size.
Title: Re: [Screens]Ocarina Of Time 2D
Post by: Xfixium on November 21, 2009, 05:57:03 pm
It's the sprite from FSA. It looks a big, but it's not that bad really.
Title: Re: [Screens]Ocarina Of Time 2D
Post by: Drandula on November 21, 2009, 06:01:59 pm
Yeah, looks little too big, but otherwise its really nice :)
Title: Re: [Screens]Ocarina Of Time 2D
Post by: Ethelon on November 21, 2009, 06:36:50 pm
It's big, but like he said, the behavior needs to be tweaked. Navi won't be flying aroudn like she normally does. She'll probably only come out sometimes, so it's okay. If you watch some FSA videos, you'll see how it works. =D
Yeah, navi's awesome here, good job guys.

Oh, a little update of my own I guess?
I finished the top left corner of hyrule field and the gerudo entrance (xf, the screens are on pyxosoft), I'm probably gonna go for the actual castle entrance now.
Title: Re: [Screens]Ocarina Of Time 2D
Post by: Nabeshin on November 21, 2009, 07:19:06 pm
The game is FSA style, and the Navi sprite is straight out of FSA. So accordingly, it looks great as it is.

P.S. Happy birthday, OoT.
Title: Re: [Screens]Ocarina Of Time 2D
Post by: Xfixium on November 21, 2009, 07:58:29 pm
Quote
Oh, a little update of my own I guess?
I finished the top left corner of hyrule field and the gerudo entrance (xf, the screens are on pyxosoft), I'm probably gonna go for the actual castle entrance now.

Sounds good. I'll check it out.

Quote
The game is FSA style, and the Navi sprite is straight out of FSA. So accordingly, it looks great as it is.

Spot-on.

Quote
P.S. Happy birthday, OoT.

Oh yeah, your right. 8) Happy B-Day OoT.
Title: Re: [Screens]Ocarina Of Time 2D
Post by: Mamoruanime on November 21, 2009, 08:22:18 pm
I think it's perfect :D!

Great work as always
Title: Re: [Screens]Ocarina Of Time 2D
Post by: Ethelon on November 21, 2009, 08:58:08 pm
Guess where this is o.O

(http://i45.tinypic.com/4huute.png)
(http://i48.tinypic.com/24ywrgp.png)
(http://i47.tinypic.com/jpf0px.png)

=D
Title: Re: [Screens]Ocarina Of Time 2D
Post by: NeoGeo-x on November 21, 2009, 09:47:50 pm
The Lost Woods.

Cookie for Neo?
Title: Re: [Screens]Ocarina Of Time 2D
Post by: Ethelon on November 21, 2009, 09:57:00 pm
Uh no, not lost woods o.O

I'm working Hyrule Field btw, so it's somewhere in hyrule field. It's not someplace obscure either.
Title: Re: [Screens]Ocarina Of Time 2D
Post by: Jetstorm4 on November 21, 2009, 10:07:28 pm
Guess where this is o.O

(http://i45.tinypic.com/4huute.png)
(http://i48.tinypic.com/24ywrgp.png)
(http://i47.tinypic.com/jpf0px.png)

=D
Right by the Gerudo desert? I think...

looks good though :D
Title: Re: [Screens]Ocarina Of Time 2D
Post by: Zaeranos on November 21, 2009, 10:08:28 pm
I finished the top left corner of hyrule field and the gerudo entrance (xf, the screens are on pyxosoft)

Maybe that?
Title: Re: [Screens]Ocarina Of Time 2D
Post by: Ethelon on November 21, 2009, 10:16:16 pm
^^ Haha nice.
Yeah it's next to the gerudo place, the entrance in hyrule field.
Title: Re: [Screens]Ocarina Of Time 2D
Post by: FrozenFire on November 22, 2009, 04:01:08 am
^^ Haha nice.
Yeah it's next to the gerudo place, the entrance in hyrule field.

Nice work! That's exactly what my first thought was when I saw it! Ethelon win! ^_^

It will have rocks and stuffs though later?? It looks a little bare (yes, I know that it is supposed to be). I remember rocks... I think. Dang, I need to pick up my OoT game again.  :-\


Oh, and the fairy is big, but I think it's fine. ^_^
Title: Re: [Screens]Ocarina Of Time 2D
Post by: Cypras on November 22, 2009, 04:32:51 am
Yes there will be rocks, he is just showing you the tiles. The fairy is still being worked on, though it is visually a lot nicer now; it's nearing completion. I'm currently doing the NPCs basic engine.
Title: Re: [Screens]Ocarina Of Time 2D
Post by: Ethelon on November 22, 2009, 10:27:07 pm
Yeah, the reason rocks and other similar objects aren't there is just because I have an exe, with that console that lets me goto different rooms, but because the room for hyrule field isn't complete yet (neither is the .bin), there are no objects in the room, so what you're seeing is just tiles.

I also put in that nifty overhead bridge cuz it looks cool =D

Thanks for the comments
Title: Re: [Screens]Ocarina Of Time 2D
Post by: FrozenFire on November 23, 2009, 01:23:05 am
The fairy is still being worked on, though it is visually a lot nicer now; it's nearing completion. I'm currently doing the NPCs basic engine.

Visually nicer? Always a plus. ^_^

Yeah, the reason rocks and other similar objects aren't there is just because I have an exe, with that console that lets me goto different rooms, but because the room for hyrule field isn't complete yet (neither is the .bin), there are no objects in the room, so what you're seeing is just tiles.

I also put in that nifty overhead bridge cuz it looks cool =D

Thanks for the comments

Sweet! I figured that you were probably just tiling the field for now and that the rocks and bushes (etc) were coming later.

And yes, the overhead bridge does look cool.  8)

And somewhat off topic. In that first pic with the three-way dirt path: That reminds me of trying to kill that stupid big poe that was around there! All the others were pretty easy except that one.

Back on topic, I must say that you guys are really getting stuff done and it's truly looking and sounding fantastic. :)
Title: Re: [Screens]Ocarina Of Time 2D
Post by: Ethelon on November 23, 2009, 01:56:09 am
Haha thanks..
I finished the lon lon ranch outside =D.
I actually finished it earlier, but then I realized I needed to move it a couple tiles down and to the left, but since it was in ORE, I had to retile it all. =/
Now I pretty much have to do the hyrule castle walls and the lake hylia entrance, which require custom tiles.
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: Xfixium on November 26, 2009, 04:10:40 am
Well, there's been some discussion about button configs. It seems to me everyone has a certain preference. While the configuration will be completely customizable, we thought a handful of prefabbed configurations would be a sweet idea. So what configurations would you like to see? We have 2 that are options. Albeit not complete.

Button Map Key:
Directional Right = Move right
Directional Up = Move up
Directional Left = Move left
Directional Down = Move down
C Button Up = Navi context
C Button Right = Item
C Button Left = Item
C Button Down = Item
A Button = Context action
B Button = Sword
L Button = Mini-map
R Button = Shield
Z Button = Targeting
Start Button = Menu

Config 1:
Directional Right: D Key
Directional Up: W Key
Directional Left: A Key
Directional Down: S Key
C Button Up = Up Arrow Key
C Button Right = Right Arrow Key
C Button Left = Left Arrow Key
C Button Down = Down Arrow Key
A Button = Enter Key
B Button = Shift Key
L Button = Space Bar Key
R Button = Ctrl Key
Z Button = Undefined
Start Button = 1 Key

Config 2:
Directional Right: D Key
Directional Up: W Key
Directional Left: A Key
Directional Down: S Key
C Button Up = I Key
C Button Right = L Key
C Button Left = J Key
C Button Down = K Key
A Button = N Key
B Button = M Key
L Button = Q Key
R Button = E Key
Z Button = Space Bar Key
Start Button = Enter Key
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: Ethelon on November 26, 2009, 06:48:13 am
For Config 2, L-R is Q-E, and start is Enter.
I prefer this one because if you look at the IJKL format (WASD shaped), it fits right above the "A and B" buttons, so it allows for easy access when you're in fights. A problem I have with using Shift as a key is that sticky keys sometimes wont turn off, even if u tell it to turn off, it's wierd, but happens on my desktop, and I've heard of other people complain about it before too.
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: Antidote on November 26, 2009, 07:33:15 am
are you going to support joypads? because if you do it would be trivial to setup the controller.

if not there are simple solutions to this (joy2key mapping programs)
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: Seinfeld on November 26, 2009, 07:53:51 am
^ Basically. I know I'll be using XPadder.
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: Wasabi on November 26, 2009, 08:52:45 am
yeah, due to the amount of buttons on a N64 controller, I'll just use a USB controller and the joy to key software.
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: Antidote on November 26, 2009, 09:38:46 am
XD, i have an 11 button 1 POV, and 2 Analog controller, i think i have plenty of buttons.

It's a Nyko Airflo for those who are wondering.

Not only that but i also have an SNES adapter for my computer.
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: Cypras on November 26, 2009, 10:20:14 am
Seems like we may need to have joypad compatability then. ;)
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: Antidote on November 26, 2009, 11:14:03 am
lol, wouldn't hurt. However the API GM provides is rather lacking in some areas, but this is easily overcome with some effort.
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: Mitsu on November 26, 2009, 02:01:59 pm
The way I have the buttons set up for use with my N64 emulator goes as follows:

Analog Stick: Up, down, left, right
D-Pad: I, k, j, l
C Buttons: w, a, s, d
A: X
B: C
Z: Z
L: Ctrl
R: Space

This works really well for me, and most of my friends use the same configuration.

Additionally, I hate using WASD for movement unless it's a game that uses a mouse, like FPSs.
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: Ethelon on November 26, 2009, 07:14:48 pm
^^ for the most part that's similar to our second choice, just reversed. Except the L and R are different.

Yeah, joypad compatability. You could always just use joy2key though. I think that'd be easier, we wouldn't have to really do anything to add it in, haha.

I also got my graphics tablet, so that might help for stuff... maybe slideshow cutscenes? =D
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: Cypras on November 28, 2009, 07:32:09 am
NPC's are coming along nicely. Now I know not many (if any) NPC's in the game actually move around there allocated area; do you guys think we should have them walking around in a small area if they aren't doing anything, etc?

Lemme know.
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: Antidote on November 28, 2009, 08:44:49 am
i think that would be a nice touch
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: Feffelicious on November 28, 2009, 12:32:21 pm
Hello everybody, made an account pretty much JUST for this topic.
I'm really excited to see that people are still working on an OoT2d! :D

I would've liked it in the lttp style (but maybe that's just because I recently played through that) but this is looking nice as well.

As far as the NPCs go, the one thing that made OoT a bit of a drag was that the world seemed kind of dead. Making the NPCs move around a little would certainly help with that, although maybe not all of them. Just my opinion, of course. I'll hang around here, kudos to everybody working on this. :D
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: SlimmyG on November 28, 2009, 01:40:31 pm
NPC's are coming along nicely. Now I know not many (if any) NPC's in the game actually move around there allocated area; do you guys think we should have them walking around in a small area if they aren't doing anything, etc?

Lemme know.

In OoT most were static, off the top of my head on the running man and Sakon (or thats his name in MM anyway...) move. But I think having them move would give them more life, just moving around in a small area. Not enough so they're difficult to find, just so they seem less like statues.

EDIT: the gorons move too. =]
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: Cypras on November 28, 2009, 08:26:05 pm
Quote
Hello everybody, made an account pretty much JUST for this topic.
I'm really excited to see that people are still working on an OoT2d! Cheesy

I would've liked it in the lttp style (but maybe that's just because I recently played through that) but this is looking nice as well.

As far as the NPCs go, the one thing that made OoT a bit of a drag was that the world seemed kind of dead. Making the NPCs move around a little would certainly help with that, although maybe not all of them. Just my opinion, of course. I'll hang around here, kudos to everybody working on this. Cheesy
Welcome to the forum man.

Quote
In OoT most were static, off the top of my head on the running man and Sakon (or thats his name in MM anyway...) move. But I think having them move would give them more life, just moving around in a small area. Not enough so they're difficult to find, just so they seem less like statues.

EDIT: the gorons move too. =]
Cool thanks.


Okay so basically i'll get on that now and show you updates a.s.a.p. =D
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: Xfixium on November 28, 2009, 10:57:39 pm
Thank you all for the input data. That's a big help. It also looks like Joystick support is popular. I'm trying to wrap up the fairy object. I also tried another menu prototype as an option. It's more similar to OOT. Kinda on the ropes still about the graphic style vs. the one I made earlier.
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: Feffelicious on November 28, 2009, 11:11:39 pm
Looks good Xfixium. I wish there was something I could do to help you guys but sadly I'm not skilled in any of the fields involved in this. =/
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: Cypras on November 28, 2009, 11:12:53 pm
What areas are you skilled at?
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: Feffelicious on November 28, 2009, 11:14:52 pm
What areas are skilled at?

I can't think of anything that could help with the project sadly. If you come up with something please let me know. ^^
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: Cypras on November 28, 2009, 11:22:26 pm
Will do man.
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: Mamoruanime on November 28, 2009, 11:45:34 pm
Thank you all for the input data. That's a big help. It also looks like Joystick support is popular. I'm trying to wrap up the fairy object. I also tried another menu prototype as an option. It's more similar to OOT. Kinda on the ropes still about the graphic style vs. the one I made earlier.

Looks good, although I think you could blend the two pretty seamlessly---

Try adding cutout edges to the sides, and leave the hard edges of what you have already on the existing pic with the cutout edges extending beyond that. Kinda hard to explain, but you're basically just adding a matte to it
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: Xfixium on November 29, 2009, 12:04:00 am
Hrmmm, your gonna have to explain a lil more to me. You mean add the same shape like behind what is existing, but make it bigger and without a outlined border? Or more like a soft drop shadow effect as the border?
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: Mamoruanime on November 29, 2009, 12:06:49 am
Hrmmm, your gonna have to explain a lil more to me. You mean add the same shape like behind what is existing, but make it bigger and without a outlined border? Or more like a soft drop shadow effect as the border?

Yeah just add the shape behind what's there already and see how that looks. I'm pretty sure that'll look alright, and if not, then I'm sure a few modifications would do the trick
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: Xfixium on November 29, 2009, 12:39:31 am
Hmmm tried it with a snap shot in the back.
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: Cypras on November 29, 2009, 12:41:45 am
On second thought, it looks a bit odd to me? Maybe thats just me. Almost looks too detailed?
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: Mamoruanime on November 29, 2009, 12:48:53 am
Try adding alternating points to the boundary- /\/\/\/\ sort of thing, like a paper cutout

EDIT: rofl oops, I thought you did the matte on the updated pic, but I mistread
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: FrozenFire on November 29, 2009, 04:21:23 am
I think it's the green around the edges that makes it seem strange to me. Maybe if it was just the black outline?
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: Antidote on November 29, 2009, 04:25:03 am
or perhaps a darker green?
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: Xfixium on November 29, 2009, 04:49:56 am
Sorry, company came over whilst in the middle of this.

Quote
Try adding alternating points to the boundary- /\/\/\/\ sort of thing, like a paper cutout

EDIT: rofl oops, I thought you did the matte on the updated pic, but I mistread

A scalloped edge eh? I'll give it a go.

Quote
I think it's the green around the edges that makes it seem strange to me. Maybe if it was just the black outline?

That is what it looked like originally. The green outline is a suggested experiment.

Quote
or perhaps a darker green?

I'll put up a prototype of that too.

EDIT: Added a darker edge. I feel the matte doesn't seem to add anything to the design. Perhaps with the zig zag design. Working on that.
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: Mamoruanime on November 29, 2009, 05:03:48 am
Hmm actually I kinda like that as is right now o.o...

The whole 'add a matte' thing was basically just to make a hybrid between OoT's original menu and FS+'s menu, essentially adding the cutout feel to the edges while preserving what you have already. But, that already looks great anyway :p
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: Xfixium on November 29, 2009, 05:07:44 am
So with the edge is fine. Or the original?
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: Mamoruanime on November 29, 2009, 05:11:39 am
Both seem alright actually, but the green outlines are better imo
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: Antidote on November 29, 2009, 05:21:02 am
I like the darker green :D
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: FrozenFire on November 29, 2009, 05:53:07 am
I like the darker green :D

Yes, I like the dark green better as well.
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: Xfixium on November 29, 2009, 05:55:33 am
Alrighty, well that settles that I suppose. I'll add those changes. Thanks for the C+C.
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: Zaeranos on November 29, 2009, 08:07:10 am
Sorry for the late reply. But if you ask me, I think the first FSA styled menu was way better.

But if you are going to stick with this one. I think that the snapshot of the game is too clearly visible behind it. That snapshot needs to be a lot more faded out. Also this setup for the equipment screen suffers the same flaw as the previous FSA styled. You have a really big area for a very small Link figure.
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: Xfixium on November 29, 2009, 08:17:30 am
Sorry for the late reply. But if you ask me, I think the first FSA styled menu was way better.

But if you are going to stick with this one. I think that the snapshot of the game is too clearly visible behind it. That snapshot needs to be a lot more faded out. Also this setup for the equipment screen suffers the same flaw as the previous FSA styled. You have a really big area for a very small Link figure.

I like the FSA menu, however, it sort of got away from the whole oot feel. This is a lil better IMO.

The menu could stand to be a lil more opaque. I'll make a change.

This menu style is smaller than the previous one. I believe the Link sprite won't be too small this time around. If he really is, I have plans on needless design filler.
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: DJvenom on November 29, 2009, 11:34:54 am
what's your boss sprite situation like? I could throw together a FSA styled Gohma if you'd like. And are you going for LTTP style items, or FS/MC?
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: Xfixium on November 29, 2009, 04:17:44 pm
Well that would be awesome. We decided on FS/MC styled items.
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: DJvenom on November 29, 2009, 07:51:53 pm
(http://www.yoroshii.org/ghoma.png)
threw this together in about 20 minutes
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: Xfixium on November 29, 2009, 08:18:02 pm
oh shi-- very nice!
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: Zaeranos on November 29, 2009, 08:37:53 pm
(http://www.yoroshii.org/ghoma.png)
threw this together in about 20 minutes
It looks really damn good. But for FSA or MC or ALttP style it has a bit to much detail. My suggestion is to smooth out the arms and the head a bit. Make it less bumpy.

But it still looks really damn good.
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: DJvenom on November 29, 2009, 09:13:03 pm
I was going for FSA boss style :P
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: Feffelicious on November 29, 2009, 09:55:22 pm
That's one nice sprite to make in 20 minutes mate, I think it looks awesome!

I thought of something earlier today, wouldn't it be nice if for the Hyrule Field the 2d version used a variation of the LttP style theme instead of the real OoT one?
That tune was something I dearly missed in OoT and since "we're" making a sort of remake, it could be possible to add what we want.
Thoughts?
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: Cypras on November 29, 2009, 10:30:31 pm
Ooh wow, DJvenom.. that's awesome! =D
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: Ethelon on November 29, 2009, 11:26:27 pm
Wow that is awesome.
Isn't there like a 2 tail/arms tho?:
http://www.youtube.com/watch?v=dRTLXQMPn84

Check out when it shows Gohma Parasitic Armored Arachnid. She raises em, so she has like two "arms" and two "feet/tails" o.o
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: FrozenFire on November 30, 2009, 12:03:10 am
(http://www.yoroshii.org/ghoma.png)
threw this together in about 20 minutes

Totally sick bro!
My only question is... where is the tail? Ya know, where the eggs come out of?
Add that and it's a total win! :D

Wow that is awesome.
Isn't there like a 2 tail/arms tho?:
http://www.youtube.com/watch?v=dRTLXQMPn84

Check out when it shows Gohma Parasitic Armored Arachnid. She raises em, so she has like two "arms" and two "feet/tails" o.o

I think it's just the one tail. So it's more like 3 legs in all because it stands on it's tail when it raises its 2 arms/legs... yea, sounds right to me.
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: Ethelon on November 30, 2009, 12:29:00 am
^^ alrite then.
Animating gohma's gonna be tough though.
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: ALTTP Fan on December 01, 2009, 04:21:37 pm
^ Basically. I know I'll be using XPadder.

same here. i dont like using mouse and keyboard to play any game really.
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: ALTTP Fan on December 01, 2009, 04:28:13 pm
Sorry for the late reply. But if you ask me, I think the first FSA styled menu was way better.

But if you are going to stick with this one. I think that the snapshot of the game is too clearly visible behind it. That snapshot needs to be a lot more faded out. Also this setup for the equipment screen suffers the same flaw as the previous FSA styled. You have a really big area for a very small Link figure.

agreed.
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: DJvenom on December 01, 2009, 04:39:57 pm
I never said it was a complete sprite. I was thinking you could animate the tail on the fly via pieces, so it could have makeshift physics applied to it when she's running around and not look so sythetic. I dunno.
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: Ethelon on December 02, 2009, 12:32:24 am
So I worked on the item menu, and x added the cool hue. This is a pic of it in-game:
(http://i47.tinypic.com/2pskdqx.png)
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: FrozenFire on December 02, 2009, 12:46:31 am
It's not consistent with what Xfixium showed on page 17 though.

Wasn't he going with the darker outline? It looks like the boarder was one solid color also.

I think this one would look right to me if it had a solid dark blue outline instead of being multicolor. Being the same lightness as the inner part is also making it seem a little strange to me.

Other than that, very nice looking. ^_^
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: Ethelon on December 02, 2009, 01:01:56 am
I dunno, it's not final yet. Xf did the hue blending, so I'm not sure how he wanted it.
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: Xfixium on December 02, 2009, 01:06:00 am
It wasn't finalized, I did it quickly in the morning before I had to go. Just wanted to show the dev team. Didn't realize it'd be on here. :P
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: Ethelon on December 02, 2009, 01:43:01 am
Haha, sorry bout that.
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: zeemo71 on December 02, 2009, 01:53:16 am
That looks amazing, same rank as Twilight Princess graphic wise but, sprites I literally have EVERY sprite out there that have come out even ones from the old and ancient older versions of ZFGC and everywhere else if there is anything you need ask.
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: Xfixium on December 02, 2009, 02:03:47 am
Oh wow, thank you for the offer. Not sure where we would start for requests at the moment. I'm sure something will come up though.
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: darkfox404 on December 03, 2009, 01:46:41 am
this all looks so beautiful. I am really speachless. This one better get done.
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: Cypras on December 03, 2009, 04:04:24 am
It will.
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: Ethelon on December 03, 2009, 11:13:27 pm
^^ Well to add to that.
The long answer would be...:

We WANT to finish it, but realistically there is a high probability of failing. I believe we have the ability, but it's whether we can stick to the project long enough and not get lazy about it. So I'd rather not say we definitely will, as other OoT2D makers have said, but rather that we want to, but it might not get done. No promises because we don't wanna let you down, but if we fail, there's still that open source that'll get released for zfgc (up to gohma).
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: Mailas on December 05, 2009, 03:08:15 am
Is it possible if I could know how you sent the positions over the server?
Like what method did you use? (to take in place of the latency)
Also was this made in GM?
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: Mamoruanime on December 05, 2009, 03:11:31 am
Is it possible if I could know how you sent the positions over the server?
Like what method did you use? (to take in place of the latency)
Also was this made in GM?

??? <_< OoT is singleplayer. You're confusing the screenshot of FSA he posted with his project :P
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: Cypras on December 05, 2009, 03:26:15 am
Mailas, you should learn to read topics.
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: bradleyshorwith on December 05, 2009, 05:18:44 am
Wow, this looks very cool Xfixium.  XD Keep up the good work.
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: Xfixium on December 05, 2009, 08:14:50 am
Thank you. There will be new updates soon. Cyp has some things cooking up NPC wise. We also have some planning being done for inside the deku tree. Which Ethelon is part of. I'm pretty excited about that. As we will be getting pretty creative with it. Also, the Navi / fairy code is nearly complete. Just some general tweaking needed.
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: Mamoruanime on December 05, 2009, 08:29:43 am
Very nice ^_^

Also I should note that for the first time in months I have some extra cash, so probably next month I'll have a new computer to do my part with :P

I have Dodongo's cavern mapped out in my head, but I'm not able to run the map tools on either PC I have now :x Hopefully next month that will no longer be an issue :p
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: Cypras on December 05, 2009, 09:58:59 am
Quote
Very nice ^_^

Also I should note that for the first time in months I have some extra cash, so probably next month I'll have a new computer to do my part with Look at me, I'm invisible!

I have Dodongo's cavern mapped out in my head, but I'm not able to run the map tools on either PC I have now :x Hopefully next month that will no longer be an issue :p

It will be good to have you helping out Mamoruanime.


With a note from me, as Xfix said I have been working on NPC's. They are completely capable of standing or walking now, dialog will soon be added.

I know this doesn't show much, but hey, it's a screenshot :P
(http://img187.imageshack.us/img187/1898/86710911.png)
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: FrozenFire on December 05, 2009, 02:59:14 pm
YAY! NPC!  XD

The NPC looks nice. Is that a custom made character?
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: Xfixium on December 05, 2009, 04:50:35 pm
Quote
Very nice ^_^

Also I should note that for the first time in months I have some extra cash, so probably next month I'll have a new computer to do my part with Look at me, I'm invisible!

I have Dodongo's cavern mapped out in my head, but I'm not able to run the map tools on either PC I have now :x Hopefully next month that will no longer be an issue :p

Sounds awesome.

Quote
YAY! NPC!  Grin

The NPC looks nice. Is that a custom made character?

Not totally original. It was based off of the attached image. I liked the hat style. :) We just finished the other directions. Our sprite still needs to be tweaked a bit imo.
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: Ethelon on December 05, 2009, 05:47:15 pm
DANG IT.
I went to sleep too early, whatever.

looks nice, but maybe you could recolor the clothes, when you compare link to him, it looks sort of wierd. Maybe recoloring it to match link's clothes.

EDIT:
And mammy, if you can't use any of his tiling programs at the moment, you could try doing something like this:
http://i48.tinypic.com/23liayu.png

Numbering off events and triggers. That's what I have for the deku tree so far. I used inkscape for that, if you can't use that either, then Idk =/
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: Drandula on December 05, 2009, 11:21:50 pm
Wow, that Kokiri looks awesome :D
But as Ethelon said, Kokiris tunics color looks wierd :s

I'm really excited :) I can't wait until demo ^^
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: FrozenFire on December 05, 2009, 11:25:36 pm
Ah, yes, I liked the hat style as well. :) I guess the tunic could use a tad bit more work though.
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: Cypras on December 05, 2009, 11:27:11 pm
Yeah the NPC's are still WIP.

Thanks for your opinions though.
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: Ethelon on December 06, 2009, 11:57:25 pm
Thanks for the comments guys,

Mammy, whenever you can start, try checking out the pyxosoft forums, hopefully I'll have some useful other maps for you up there.
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: Mamoruanime on December 07, 2009, 02:30:29 am
Thanks for the comments guys,

Mammy, whenever you can start, try checking out the pyxosoft forums, hopefully I'll have some useful other maps for you up there.

Actually I lurk regularly :p
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: Cypras on December 07, 2009, 02:31:11 am
Never noticed before lol.
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: Xfixium on December 07, 2009, 02:42:04 am
Thanks for the comments guys,

Mammy, whenever you can start, try checking out the pyxosoft forums, hopefully I'll have some useful other maps for you up there.

Actually I lurk regularly :p

Hmmmm, did you join? Because you can't see any of the dev without doing so. I sent a PM to everyone involved. Did you get it?
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: Mamoruanime on December 07, 2009, 02:45:12 am
Oh nope; I just lurk without an account :x! I'll create one here soon
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: Wasabi on December 07, 2009, 10:28:15 am
Thanks for the comments guys,

Mammy, whenever you can start, try checking out the pyxosoft forums, hopefully I'll have some useful other maps for you up there.

Actually I lurk regularly :p

Hmmmm, did you join? Because you can't see any of the dev without doing so. I sent a PM to everyone involved. Did you get it?
-_- explains why i could never find anything there :P
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: Xfixium on December 07, 2009, 10:17:08 pm
Oddly enough today, the board became magically visible to all for some unknown reason. Sorry noseblunt, but thank you for the resources. If you'd like to be considered by the dev team, please PM me. It's really an invitation to all that have a history of good work ethics, and some degree of talent behind them. If you'd like to contribute resources or suggestions, then this is the board to post them on. Which I'd also like to thank all who have contributed already.
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: Ethelon on December 07, 2009, 11:05:27 pm
A question I've had for awhile...
Can users that aren't part of the oot2d_dev_team view the topics through the recent posts? Or do the topics just not show up on the recent posts?
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: Wasabi on December 07, 2009, 11:58:50 pm
they don't show. otherwise you'd see all our staff discussion here :p
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: Cypras on December 08, 2009, 12:00:23 am
Good to know.

My update:

NPC's collision system has been completely updated and now they control their own collisions without any other objects needed.
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: Ethelon on December 10, 2009, 12:27:58 am
Hey everyone, some nice work happening, as well as a new team member.

Noseblunt3 has joined the team as a spriter, and he's done some awesome work =P.
Yay *everyone claps*
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: Xfixium on December 18, 2009, 10:32:01 am
First off, a new member has joined, Jeod. I think many remember him. He has agreed to do some spriting, and room design. Also, NoseBlunt3 has made some custom sprites for the game. As well as TomPel. We've been piecing together the NPC and fairy objects. The fairy object is complete, and NPC is almost there. Cypras also made it that the NPC could be set to a boundary, if desired. (The white rectangle in the screen shot.) Ethelon has done some "Inside The Deku Tree" room design. Awaiting the results on that.
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: DJvenom on December 18, 2009, 10:44:46 am
One crit would be to make the fairies be on top of the cloud overlay, since they're supposed to be luminescent. Looking awesome tho!
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: Xfixium on December 18, 2009, 11:03:36 am
Thanx for the crit. However, I don't see us adjusting the depth. Mainly because it'll add more "unnecessary" work on checking if Navi is in a covered tunnel, and then adjusting the depth. Also, the original FSA has the same behavior.
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: Mamoruanime on December 18, 2009, 11:08:21 am
Thanx for the crit. However, I don't see us adjusting the depth. Mainly because it'll add more "unnecessary" work on checking if Navi is in a covered tunnel, and then adjusting the depth. Also, the original FSA has the same behavior.

Might be able to change the blend mode on Navi to give the same effect, without having to actually change her layer
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: Xfixium on December 18, 2009, 11:12:13 am
What blend mode would you suggest? When I was playing around with them originally, mainly add, it was too much, and the color was lost.
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: Mamoruanime on December 18, 2009, 11:29:58 am
I was thinking perhaps add with 50% alpha, but if you wouldn't mind me picking apart the navi sprite a bit, I could work it out to where you can use add on the glow and normal on the actual body and wings. That way you don't lose the illusion of her glowing :P
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: Xfixium on December 18, 2009, 11:34:33 am
The source and .exe are always available to you. Although, chances are high I won't be changing it. As it is very close to the target style. Especially in the most current version I'm working on.

http://www.youtube.com/watch?v=oKmC6QhI2VU&feature=related
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: DJvenom on December 18, 2009, 11:40:19 am
Ahhh after watching that vid, you're right. If it's the style you're trying to emulate it's not worth trying to change, especially if it'll cause problems with navi going under things as well.
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: Mamoruanime on December 18, 2009, 11:48:12 am
Ah yup I see too lol I didn't realize it was like that in FSA too :x

On a side note, I MADE FANART! :D

Recreated one of the OoT manual images-

(http://yoroshii.org/Mamoruanime/Link.png)
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: Sinkin on December 18, 2009, 03:05:44 pm
Ah yup I see too lol I didn't realize it was like that in FSA too :x

On a side note, I MADE FANART! :D

Recreated one of the OoT manual images-

(http://yoroshii.org/Mamoruanime/Link.png)

Nice artwork!  ;)

Quick offtopic; What program did you use?  :P
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: Mamoruanime on December 18, 2009, 03:34:31 pm
Flash, but I used the filter DJ used. I feel odd taking any credit for that since the artwork itself sucks, but it's the filter that makes it pop :P
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: Sinkin on December 18, 2009, 09:10:51 pm
Okay, thanks.  :D
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: FrozenFire on December 22, 2009, 02:12:43 am
First off, a new member has joined, Jeod. I think many remember him. He has agreed to do some spriting, and room design. Also, NoseBlunt3 has made some custom sprites for the game. As well as TomPel. We've been piecing together the NPC and fairy objects. The fairy object is complete, and NPC is almost there. Cypras also made it that the NPC could be set to a boundary, if desired. (The white rectangle in the screen shot.) Ethelon has done some "Inside The Deku Tree" room design. Awaiting the results on that.

I remember seeing Joed around here. Sounds like you guys have got a nice-sized team going there; and making some great progress!
Can't wait to see some of that "Inside the Deku Tree" stuff! :)
Really though, I absolutely love this project! Best attempt on OoT2D ever imo.
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: Ethelon on December 23, 2009, 10:19:59 pm
Hey everyone,

For the second floor of the deku tree, what do you think would be the best effect:
Note that those random black squares are just markers, ignore them, and the bottom floor (as well as everything else) is temporary, so it's not properly centered, ledges aren't added to the top floor.etc just which effect would you prefer:

Just blur: http://i49.tinypic.com/30jnthf.png
Blur with black fade: http://i48.tinypic.com/t65rms.png

Thanks guys, progress is being made.
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: FrozenFire on December 23, 2009, 10:40:52 pm
Hey everyone,

For the second floor of the deku tree, what do you think would be the best effect:
Note that those random black squares are just markers, ignore them, and the bottom floor (as well as everything else) is temporary, so it's not properly centered, ledges aren't added to the top floor.etc just which effect would you prefer:

Just blur: http://i49.tinypic.com/30jnthf.png
Blur with black fade: http://i48.tinypic.com/t65rms.png

Thanks guys, progress is being made.

I think you should do a blur and make it a little darker down there. Blurring by itself doesn't look right because it doesn't quite give enough depth without it being darker. And the black fade just messes with my eyes because the middle (below) is just as light as above.

The depth just isn't looking right in either of those pics imo. ;p


EDIT:
I attached an example of what I mean. ^_^
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: Ethelon on December 23, 2009, 10:46:48 pm
Oh okay, so how bout scaling the bottom image, darkening it a bit like you said, and then adding a bit of a black fade?
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: FrozenFire on December 23, 2009, 11:09:19 pm
Oh okay, so how bout scaling the bottom image, darkening it a bit like you said, and then adding a bit of a black fade?

Sounds much better. You mean scaling down for a distance effect, right?
I'm not sure about the black fade though; I'd have to see it to give a better opinion.
It could just be me, but I would like it just fine without the black fade thing around the edges. Anyone agree/disagree? This is just my personal opinion. :P
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: Ethelon on December 23, 2009, 11:10:15 pm
I'm not sure yet, I just think that it doesn't look good how the ledge "runs right into" the faded image.
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: FrozenFire on December 23, 2009, 11:55:23 pm
I'm not sure yet, I just think that it doesn't look good how the ledge "runs right into" the faded image.

Ah, hmm. I'm probably thinking too much LttP style and not enough FSA style, BUT, I don't think you really even need to fade the lower floor. Possibly just scale it down a bit and darken it?
My brain is used to seeing lower floors like this though (best pic I could find quickly):
http://media.strategywiki.org/images/7/75/LoZLttP_Hera_Tower_F3.png (http://media.strategywiki.org/images/7/75/LoZLttP_Hera_Tower_F3.png)

If you want to keep the blur: Maybe the darkened border just needs to be more uniform and less like a foggy/fiery darkness (may or may not be a stupid suggestion)?
I guess it's all about trial and error. I have confidence that you will get it to look absolutely stunning with a little more work. :)
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: Ethelon on December 24, 2009, 12:03:47 am
Uh yeah, cool, I think I forgot to mention that the blur would be more uniform, symmetrical.etc, so I guess it'd work, cool, thanks.
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: Xfixium on December 24, 2009, 12:04:51 am
Yeah, the classic way is still a fave of mine. Considering the final tileset isn't even done yet. It kind of hinders this whole topic of conversation. Although I'm leaning heavily on just darkening the lower layer, and maybe adding a parallax effect between the layers. Like fog. No blurring needed. Mainly because it doesn't look great with a 8bit looking game. IMO.

I did a somewhat cleaner view of the darken lower layer without blurring.

EDIT: Fix'd
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: Ethelon on December 24, 2009, 12:24:11 am
^^ Yeah I'm actually warming up to that now =P
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: Feffelicious on December 24, 2009, 04:20:53 am
I think it looks good unblurred but darkened. However, my mind has trouble grasping the whole 3d effect in 2d... it freaks me out. I can't even imagine what planning/executing this game is like, all I can say is that I'm impressed of all you guys. Keep up the good work!
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: Mamoruanime on December 26, 2009, 12:21:05 am
I think it looks good unblurred but darkened. However, my mind has trouble grasping the whole 3d effect in 2d... it freaks me out. I can't even imagine what planning/executing this game is like, all I can say is that I'm impressed of all you guys. Keep up the good work!

It should be pretty easy to imagine :P... lttp did it too, except instead of mirroring the room below, they just used a smaller scale looping background to simulate distance to the lower floors. Lots of people forget that every game in the series since lttp have had "3d" dungeons; that is to say- dungeons with multiple floors with the ability to "fall" down to the lower levels :P
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: Feffelicious on December 26, 2009, 02:03:00 am
Yes, of course, I remember that. But the pictures above seem to have more levels in the backdrop. It's probably just me and I'm certainly not suggesting you change anything, it looks good.
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: Ethelon on December 26, 2009, 07:22:05 am
Oh those are just ledges on the bottom floor. If the hole was there, and you could see down, it'd probably just be darker, it's not that complicated =P
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: DJvenom on December 26, 2009, 04:31:05 pm
(http://www.yoroshii.org/lilLink.png)(http://www.zeldadungeon.net/Zelda05/Characters/OfficialArt/Link.gif)
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: King Tetiro on December 26, 2009, 05:37:58 pm
(http://www.yoroshii.org/lilLink.png)(http://www.zeldadungeon.net/Zelda05/Characters/OfficialArt/Link.gif)
* Starts Drooling at eye candy* Hey DJ, would it be alright if you did the WW magic on my Link forms?
Off topic so back on topic. Keep it up guys and let's hope you get a demo for NCFC next year
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: Xfixium on December 26, 2009, 09:19:39 pm
(http://www.yoroshii.org/lilLink.png)(http://www.zeldadungeon.net/Zelda05/Characters/OfficialArt/Link.gif)

I love u.

Psshh, better be a demo before NCFC... <.<
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: Ethelon on December 26, 2009, 10:24:02 pm
When's the NCFC? If the previous one ended recently, we should have a decent amount of time.
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: Sinkin on January 05, 2010, 05:22:46 pm
I'm just wondering, are you guys in any need for more team members? Like in the tiling section or spriting? Just want to know, I would like to join, if so.
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: Ethelon on January 06, 2010, 12:30:56 am
Spriting could be useful, we're deciding, gotta take a group vote I guess...

In other news, Xf has been redoing the menu, again back to wind waker style, but it's much much much better, really amazing stuff, I'm sure he'll post when he decides to =P
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: Zaeranos on January 06, 2010, 08:09:41 am
Wow, does this project not qualify for the Team/Sponsored Board? You guys have a bunch of people working on it.
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: FrozenFire on January 06, 2010, 09:00:46 am
Wow, does this project not qualify for the Team/Sponsored Board? You guys have a bunch of people working on it.
http://www.zfgc.com/forum/index.php?topic=35132.msg392327#msg392327 (http://www.zfgc.com/forum/index.php?topic=35132.msg392327#msg392327)

OoT2D (this one, lol) was on the Team/Sponsored Board, but the project wasn't showing much "visible" progress for a while, and, to quote the rules...
Quote from: Team/Sponsored Info
All projects here will be evaluated each month for some sort of progress. If a project does not have any sort of an update, it will be moved back to the Zelda WIP or Other WIP board.
Then of course there is no demo/trailer. I'm guessing that is why it is no longer on the Team/Sponsored Board and has not been moved back yet, though I could be wrong.

Personally, I feel this should be on the Team/Sponsored Board anyway. It just makes sense to me; though progress seems slow (maybe just behind the scenes work), they've got a nice-sized team, and a fairly well-experienced team at that.


... Xf has been redoing the menu, again back to wind waker style, but it's much much much better, really amazing stuff, I'm sure he'll post when he decides to =P
Oho! Can't wait to see it. :)
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: 4Sword on January 06, 2010, 09:26:56 am
The project got into the board because it won the Project of the Month, which allows a project to be there for a month, and then the project is taken out of that board. If a user wants their project to stay in the board they have to fill out that application. Technically yeah, without a demo or trailer a project is not supposed to get into that board if one fills out an application to get into the board - but there's always leniency given, the progress on this project would make it alright for the board anyway. The monthly progress requirement of the Team/Sponsored board has the words "some sort of progress" which means that basically as long as the project is being kept alive or there is an update of some sort by the developer then it goes back.

I don't think that Xfixium had applied to have the project in that board. Although we did have a conversation through private messages about the possibility of it, the verb tense never seemed to indicate that he wanted it presently; at the time though, applying would have been something not so pertinent though because the project would have been there for a month anyway. In fact, it actually sat there for a while longer because the staff was being lax.
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: Xfixium on January 06, 2010, 10:16:55 pm
An update is in order I suppose. There has been a bunch of work and decisions behind the scenes as it stands. I have been reworking the menu graphics again. Mainly a throw back to WW. I've been using temporary graphics for the items that are from Spirit Tracks. It's all in WIP at the moment, and has not been directly applied or finalized. Once that has been done, the Deku Tree graphics will be the focus. That way we can start visualizing the dungeon, and seeing what needs to be changed, or tweaked with the current design that Ethelon has come up with. He's been desperately waiting for that resource. Cypras is focusing on finalizing the NPC object. He may also be handling enemies. noseblunt3 is pretty much waiting for us to make up our minds on the next spriting venture. XD

SinkinDevil I'll be shooting you a PM later today as a decision has been pretty much finalized with the most active members of the team. Also on a side note, we lost Jeod.

I haven't filled out an application for Team/Sponsored board for the simple reason that we do not meet the criteria for it to be considered. While I'm thankful that there are people that think this project deserves to be placed there, I find it more worthwhile to earn that spot within the current rule set. Making a trailer is a big goal we want to achieve. When that has been done, I will submit an application for the Team/Sponsored board.

Most of our focus lately has been quality control, and concept debates. Which we go through so many of those it's not even funny. I place blame on Ethelon. :P In the end I have to agree it does make things better. Not on just a quality level, but just panning out things as a team.
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: Sinkin on January 06, 2010, 10:23:15 pm
Holy shi*! The menu is so fuggin awesome! I love it! By the way, how did you get the idea to use the Spirit Tracks icons?  :o
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: Zaeranos on January 06, 2010, 10:30:37 pm
Damn, that menu looks awesome. Where did you guys find those Spirit Tracks sprites? Or did you rip them yourself?
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: Xfixium on January 06, 2010, 10:37:59 pm
I found them on the net. Someone was nice enough to post screen shots of their progress:

http://www.zeldainformer.com/gallery/index.php?level=collection&id=2

The ones of relevance within the screenshot galleries.
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: Ethelon on January 06, 2010, 11:02:29 pm
Thank you xf, for that er... compliment/insult.

Yeah, x said that we should keep updates here to a minimum, so yeah.

EDIT:
*ahem* xfixium is dah bestest team leader ever, and likes being nice to his subordinates. I was not coerced into saying this at all =DD

kk, so I need more relevance in my post so...
@Sinkin
I'm sure the original idea could've been from your game, or just that the style fits the windwaker menu
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: Colbydude on January 06, 2010, 11:36:51 pm
Wow jeez, I'm really likin that design for the menu. Keep it. ;)
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: Mamoruanime on January 06, 2010, 11:40:20 pm
Very nice menu :D

BTW those edges were what I was talking about for the other ones XD the cutout sort of matte effect :p
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: Xfixium on January 06, 2010, 11:52:12 pm
Very nice menu :D

BTW those edges were what I was talking about for the other ones XD the cutout sort of matte effect :p

Oh, lol. Now you tell me. :P
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: Mamoruanime on January 06, 2010, 11:55:50 pm
Very nice menu :D

BTW those edges were what I was talking about for the other ones XD the cutout sort of matte effect :p

Oh, lol. Now you tell me. :P

Lol well, I'm horrible with terminology XD
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: DJvenom on January 07, 2010, 12:32:39 am
@Xfixium AGFSDGHAFSGHfAGHFSghFAGHSF!!!!! those menus are hot! If you need any of OOT's items in ST style, let a brotha' know ;)
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: FrozenFire on January 08, 2010, 12:00:40 am

 :o!!!!!!!!!!!!!!!!!!!!!!!!!!!

The menus are amazing!!!
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: Drandula on January 13, 2010, 04:07:08 pm
Really mind-boggling menu :o *Copying for own project* For real, can I
try make similiar menus for my project? Without asking first, it would feel
like stealing even though I wouldn't just copy, but make own really similiar menu.


DJvenom, I didn't like your the concept art. Its good but it does have some flaws.
Also, this project needs its original concept art, not just redoing OoTs,
something like this for example (still sketch):
http://drandula.deviantart.com/art/Link-holding-ocarina-sketch-150267750
But this one is for my project, sorry ^^"

~Drandula~
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: Mamoruanime on January 13, 2010, 06:50:15 pm
DJvenom, I didn't like your the concept art. Its good but it does have some flaws.
Also, this project needs its original concept art, not just redoing OoTs,
something like this for example (still sketch):
http://drandula.deviantart.com/art/Link-holding-ocarina-sketch-150267750
But this one is for my project, sorry ^^"

~Drandula~

:P yeah but that's too jagged for WW style. Besides, I can't really speak for DJ, but I'm reasonably positive he did his the same as mine-- about 30 seconds in flash XD So they're in essence just colored sketches for us :P
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: Faldomar on January 31, 2010, 03:13:49 pm
*Hasn't seen an update here for a while* How goes the game? I love everything so far what you've created, esspecially those menus as of late. Looks great! 8)
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: ptd on January 31, 2010, 05:53:42 pm
Hey guys,

I used to be a pretty active member of ZFGC years and years ago but stopped coming around when I lost interest in fan games. Recently I've been messing around in Game Maker again for fun and lurking here for a couple weeks, and I noticed this project. I remember looking forward to Daniel Barras' OoT2D so much and was disappointed it never came to anything, so I really hope you guys keep this project going for as long as you can.

I noticed in the screenshots that you're using LTTP tiles even though you're planning to work in FS style. A while ago I made a quick forest tileset from the "Sea of Trees" levels(which is pretty similar to Kokiri Forest) so maybe you guys can find some use for it if you didn't already make one yourselves.

(http://i49.tinypic.com/5nq0iq.png)

(http://i46.tinypic.com/ajpmgz.gif)
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: Nabeshin on January 31, 2010, 09:00:42 pm
The style is actually FSA, which made use of a lot of LttP tiles or similar, and no MC/FS tiles (that I remember, anyway). So what's already in the screens will be what's in use, more or less.
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: ptd on January 31, 2010, 09:13:48 pm
Ah, you're right. I must've overlooked the A, sorry. I thought it was just a LTTP tileset with a texture overlay.

Either way, it looks great. Good luck with the game.
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: Cypras on January 31, 2010, 10:53:16 pm
Progress is still happening, everyone has been busy with final exams, work, just real life in general. Thanks for the support.
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: Ethelon on February 01, 2010, 05:58:22 pm
Yerp, I had the final exams. Now to try to get something to work on o.o
We've had some small updates here and there to fit things to FSA, like the HUD, I worked on some icons awhile back:

(http://i49.tinypic.com/5mixdh.png)

I made the deku nut, stick, and slingshot, of course I'm not that great at pixel art so they'll mostly need some edits. The title also runs into the icons a bit, so just small things that need changing.

There's my update I guess o.o

Oh and btw, as I said, the green/blue/yellow buttons in that pic are old because we've fit them to FSA, and they look much better =P
And as another side note, the google ads are advertising zelda womens clothing.... I have no idea but yeah. o.O
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: Mirby on February 02, 2010, 11:54:14 pm
It's doing the same for me. Still, looks great. Nice job!

The top ad shows a link to Spirit Tracks cheats at GameCheatsforps2.com
Okay...
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: FrozenFire on February 03, 2010, 07:39:26 am
(http://i49.tinypic.com/5mixdh.png)
I really like the stick and the nut is almost perfect, but the bottom part of the nut seems a bit strange (too flat and/or too dark?). Not bad at all for not considering yourself to be very good at pixel art.

And as another side note, the google ads are advertising zelda womens clothing.... I have no idea but yeah. o.O
...
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: Aero88 on February 16, 2010, 04:59:04 am
I really like where this is going.  If it runs half as good as it looks it should be awesome.  can't wait to try it!  *eagerly anticipates game release*

And as another side note, the google ads are advertising zelda womens clothing.... I have no idea but yeah. o.O
...

I second that .?.?  Though I have noticed the same adds.
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: Ethelon on February 17, 2010, 01:09:33 am
Lol, you guys should be surprised at some things we've been discussing and whatnot. The engine's running smoothly. I was gone for the last 3 days, so no work on my part, but I believe the menu is progressing nicely.

There's this one awesome feature that should unique-ify (o.o) this game, since I've never seen it on any handheld zelda game and fangame.
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: FrozenFire on February 17, 2010, 09:08:45 am
There's this one awesome feature that should unique-ify (o.o) this game, since I've never seen it on any handheld zelda game and fangame.

You mean man you! :P Now I'm hungry with anticipation! ::)
Does it have to do with Link's fairy?... DANG IT! I thought I had the groundbreaking idea that no one has ever done in a Zelda before!!

Anyway, sounds great! And.. you will let us know what that "one awesome feature" is soon.. right? XD
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: Cypras on February 17, 2010, 08:16:02 pm
There's this one awesome feature that should unique-ify (o.o) this game, since I've never seen it on any handheld zelda game and fangame.

You mean man you! :P Now I'm hungry with anticipation! ::)
Does it have to do with Link's fairy?... DANG IT! I thought I had the groundbreaking idea that no one has ever done in a Zelda before!!

Anyway, sounds great! And.. you will let us know what that "one awesome feature" is soon.. right? XD
Heh heh, you'll have to wait. ;)
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: Ethelon on February 17, 2010, 11:02:49 pm
Haha, nothing to do with the fairy.

It'll probably only come out if X decides to post it, or when the demo comes.
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: DJvenom on February 18, 2010, 02:49:32 am
(http://www.yoroshii.org/deku.png)
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: Xfixium on February 18, 2010, 03:01:48 am
Excellent, and thank you.
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: Mirby on February 19, 2010, 12:41:25 am
Trust DJ when it comes to spriting.
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: Xfixium on February 19, 2010, 08:15:01 pm
Not sure if we put up any new official screens to keep this topic within the rule set. I might as well reveal some things we're hoping to achieve. Due to things beyond my control, work has not been as rapid as I'd hope. (On my side anyway) Although slow steady work as been done. Cyp has contributed an enhanced NPC object, as well as rain weather effects similar to FSA. The new concept, having FSA type side scrolling areas. (These could also be comparable to Link's Awakening side scroll areas) Mainly for underwater areas. I think this concept could answer a couple questions for various areas in the future of the game as well. We also have discussed using these areas for some underground regions that could bring more puzzle elements into the mix. (eg. a secret underground area before getting to where the Kokiri Sword is at. Instead of crawling through a hollowed log) Enriching the experience in a whole new way. My current work is the menu coding. Which has been put on hold off and on. It seems that everyone else is standing by waiting on me. xD There also has been various graphics in wip produced by noseblunt, and anything DJ posts here.
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: Mamoruanime on February 19, 2010, 08:27:34 pm
I've always been a firm believer in the sidescrolling segments being key to developing a 2d adaptation of OoT2d, so I'm glad to see you've went that route. To make it appear less novelty (which would only occur if it were used too little), you could use that transition to sidescrolling for those holes that you can fall in that typically have a fish or a treasure chest as well.
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: Zaeranos on February 19, 2010, 09:49:25 pm
Damn, those screens look good. I like the rain and I have to agree with Mammy also. The sidescrolling part is really a good addition.
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: Nabeshin on February 19, 2010, 10:05:59 pm
I always wanted to add side-scrolling to my game, but I thought it would end up being pretty gimmicky or just rarely used. For a game that needs to adapt 3D into 2D though, it's definitely a good move and I'm very excited to see how the final product will turn out.
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: Cypras on February 19, 2010, 10:22:14 pm
Damn, those screens look good. I like the rain and I have to agree with Mammy also. The sidescrolling part is really a good addition.
The rain looks pretty awesome in-game =D. But yeah the side scrolling addition makes for a better water system, such as the water temple, there will be other areas including the side scrolling feature aswell.
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: Ethelon on February 19, 2010, 11:37:46 pm
For the water temple, I don't think it'd be too great to use only that small window for the whole thing, plus there's that one water wheel part, so we'd still need to rack our brains for that one. No doubt it'd still be a challenge, but that's pretty far off.

These features should make it preeeety unique, since the platformness has only been seen on FSA, and makes it more true to the style. Also with the platform thing, I have another idea for Gohma =P

Yes Cyp, I have to post after you.
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: Zaeranos on February 20, 2010, 07:36:59 am
Ethelon, I don't want to burst your bubble. But the platform part was introduced in Link's Awakening and further used in OOA and OOS. Thus any uniqueness about that is long gone.

I have to say that I completely played FSA, but I can't really remember platform parts in it. It could be me, because I haven't played it in a long time. The subwindow is in the style of FSA, because that was used for going in caves and houses in the singleplayer mode.

Nonetheless it looks really good and fitting.
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: Mamoruanime on February 20, 2010, 07:53:24 am
Ethelon, I don't want to burst your bubble. But the platform part was introduced in Link's Awakening and further used in OOA and OOS. Thus any uniqueness about that is long gone.

I have to say that I completely played FSA, but I can't really remember platform parts in it. It could be me, because I haven't played it in a long time. The subwindow is in the style of FSA, because that was used for going in caves and houses in the singleplayer mode.

Nonetheless it looks really good and fitting.

Yeah the platform element was used pretty much regularly in FSA. In fact, I think the game required you to do platform segments to progress on quite a few puzzles. Been a while since I've played (I own the japanese version... so it's a bit hard for me to play), but I do remember the fun of connecting my GBA to the GCN.

For the water temple, I don't think it'd be too great to use only that small window for the whole thing, plus there's that one water wheel part, so we'd still need to rack our brains for that one. No doubt it'd still be a challenge, but that's pretty far off.

These features should make it preeeety unique, since the platformness has only been seen on FSA, and makes it more true to the style. Also with the platform thing, I have another idea for Gohma =P

Yes Cyp, I have to post after you.

Pretty much the only way you can make a 3d game into a 2d game is by reimagining some chunks of the game that required the 3d. The 2d platform aspects add an element of 3d to the game by giving you not only your standard x,y movement (top down), but also a z/y,z/x movement as well (platformer). This can really help make quite a few puzzles robust and properly work in 2d. Honestly it'd probably be incrediby easy to impliment.
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: pxl_moon (dotyue) on February 20, 2010, 07:57:10 am
I have to say that I completely played FSA, but I can't really remember platform parts in it. It could be me, because I haven't played it in a long time.

just an example (its at 1:12)

http://www.youtube.com/watch?v=NmUZpweUMX8

edit:

Yeah the platform element was used pretty much regularly in FSA. In fact, I think the game required you to do platform segments to progress on quite a few puzzles. Been a while since I've played (I own the japanese version... so it's a bit hard for me to play), but I do remember the fun of connecting my GBA to the GCN.

how did you like navi trackers?
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: Mamoruanime on February 20, 2010, 08:01:40 am
Well, it was Tetra Trackers in the Japanese game, and it was pretty meh. They say a lot in japanese then expect me to find something that I didn't get before because I couldn't understand them in the first place :p Then I run around finding people with little bubbles over their heads wanting something... So on so forth. Needless to say I always ran out of time and got bored.
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: pxl_moon (dotyue) on February 20, 2010, 08:19:42 am
1. its in the beta tetra trackers and is named navi trackers in the final ( navi stands for navigator )
2. I've got almost all maps you just need to find the right people one after another before the other player and you have to pay them i believe ( it's been a while ) hen you can get some treasures to have bonus modes or levels, like the fairies or keys

( *stops being off topic* )
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: Mamoruanime on February 20, 2010, 08:34:13 am
1. its in the beta tetra trackers and is named navi trackers in the final ( navi stands for navigator )
2. I've got almost all maps you just need to find the right people one after another before the other player and you have to pay them i believe ( it's been a while ) hen you can get some treasures to have bonus modes or levels, like the fairies or keys

( *stops being off topic* )

D: I'm pretty sure it's still Tetra Trackers in the japanese release. If I'm not mistaken, they were going to release it in the states as "Navi Trackers". Either way; I haven't played it since it was first released in Japan, so we're talking yeaaarrrss of not touching the game for me, so I could be very much so mistaken :P
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: Zaeranos on February 20, 2010, 09:32:18 am
I have to say that I completely played FSA, but I can't really remember platform parts in it. It could be me, because I haven't played it in a long time.

just an example (its at 1:12)

http://www.youtube.com/watch?v=NmUZpweUMX8

Hmm, I have to replay FSA again, apparently I forgot a lot.
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: FrozenFire on February 20, 2010, 12:33:05 pm
I just wanted to agree with everyone that the addition of side scrolling is a definite move in the right direction. Also, I personally wouldn't mind if most of the water temple were done in side scrolling. I'm sure you guys will figure out how to make it work and it'll be amazing.

Btw, those latest screens are so great!
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: Mirby on February 20, 2010, 09:20:29 pm
Heck, side-scrolling Water Temple might actually make it enjoyable!
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: pxl_moon (dotyue) on February 20, 2010, 10:36:31 pm
you guys shouldn't go to much for the sidescroll water temple... just believe in his team that they try it out what fits best when they get up this temple
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: Cypras on February 20, 2010, 10:57:01 pm
you guys shouldn't go to much for the sidescroll water temple... just believe in his team that they try it out what fits best when they get up this temple
Yeah we don't think too far a head. Focus on what needs to be done before the first demo etc.
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: DJvenom on February 21, 2010, 12:53:20 am
Really the only part of the water temple that will need to be side scrolling is the center room.
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: King Tetiro on February 21, 2010, 09:48:18 am
Really the only part of the water temple that will need to be side scrolling is the center room.

You may be able to still do it top down. But m plan would involve some programming and new bunch of sprites.
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: DJvenom on March 02, 2010, 08:42:23 pm
I had a dream about this game... namely inside the deku tree... now I must make you some tiles.
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: Theforeshadower on March 02, 2010, 09:03:08 pm
If you are going to try sidescrolling, why not try the old beat-em-up style of sidescrolling?

You can still have a full range of 8 directions, plus depth and height, instead of being stuck to purely Left and Right ala Super Mario.

If you don't grasp what I said just youtube Final Fight 3 orsomething like that and watch the gameplay.
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: Zaeranos on March 02, 2010, 09:06:22 pm
Because that is not the style of FSA.
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: Theforeshadower on March 02, 2010, 09:08:01 pm
Because that is not the style of FSA.
Never played it and never care to.

But, I did forgot to re-read the style on the first page.  You are correct.  Wouldn't even be close to FSA -___-
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: Ethelon on March 03, 2010, 12:33:00 am
Lol @ Dj, that'd be pretty sweet. I could use some work after all.
I believe xf is just perfecting the menu when he can, though life takes up alot of his time.. of course it should take up all of his time else he'd be dead... yea...

Coolios o.o.
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: Janet Merai on March 05, 2010, 02:05:04 am
Don't reinvent the game, I think you should focus on recreating it as it was on N64.

Side-quests and some creative aspects but I believe if you want to turn a 3D game into 2D you should consider multiple camera angles or views than changing the game itself.

There are some 3D fights that can't meet 2D, why not be creative instead of giving up?

I'm also expecting this project to cancel soon like every other game but I'm rooting for you too.

Good luck :3
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: Mamoruanime on March 05, 2010, 02:24:49 am
Don't reinvent the game, I think you should focus on recreating it as it was on N64.

This right here's why 99% of 3d to 2d remakes fail though :P You HAVE to reinvent the game if you want to take a core element from the game (3d) out and still make the game functional. No way around it. If you don't reinvent it, you end up with a game that's already out- Ocarina of Time for the N64.
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: Cypras on March 05, 2010, 02:54:33 am
Don't reinvent the game, I think you should focus on recreating it as it was on N64.

Side-quests and some creative aspects but I believe if you want to turn a 3D game into 2D you should consider multiple camera angles or views than changing the game itself.

There are some 3D fights that can't meet 2D, why not be creative instead of giving up?

I'm also expecting this project to cancel soon like every other game but I'm rooting for you too.

Good luck :3

We are being creative, if we hadn't thought of using the side-view from FSA then we would have to reinvent the game to come up with something different. At least this way we are sticking with a Zelda aspect.
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: FrozenFire on March 05, 2010, 04:26:25 am
I happen to like the idea of side-scrolling. Multiple camera angles is hard to pull off in a top-down Zelda without making the player discombobulated and frustrated, at least imho (have you seen that Majora's Mask 2D trailer? They did camera angle changes in that and it just didn't work well).

I really think the OoT2D Team is handling things great. Also, simply putting OoT into 2D IS reinventing, no? :P It's obvious that you can't just put a 3D Zelda into 2D and not have to make some major changes; that's kind of the whole point, to make it the same, but different, isn't it? The trick is to keep enough of the same game while making something new to experience. So far, that is what I see happening with this OoT2D. At least, that's how I see it.
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: Cypras on March 05, 2010, 04:28:06 am
The same, but different.
Exactly.
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: Ethelon on March 05, 2010, 04:41:10 am
Err, I had the same thoughts. I mean you could show multiple camera angles, but wouldn't that essentially be 3D? You'd just come to the conclusion that spriting every angle is just too difficult, and that 3d objects would just be easier, so what's really the point. And technically the platform view is another camera angle, just less confusing to work with.
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: Nabeshin on March 05, 2010, 06:18:04 am
camera angles
Makes me think of this.

http://www.youtube.com/watch?v=K6gt2s6th-g
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: Ethelon on March 05, 2010, 06:42:43 am
Ugh, that would be really confusing. Whenever it changes perspective it really throws me off.

I suggested something like this awhile back about having a key that rotates the screen so link is facing "up" sort of like the button that focuses the camera in oot, but you'd need to have 4 maps of the same areas because of the perspective, and it's not really necessary. But yeah.
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: Nabeshin on March 05, 2010, 06:53:19 am
Ugh, that would be really confusing. Whenever it changes perspective it really throws me off.
Well, exactly. It's vomit-inducing.
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: Janet Merai on March 05, 2010, 07:56:14 pm
Just thought I'd throw some input in... I had no idea people would be offended by my thoughts.

I think I'm done offering my thoughts in this topic.
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: Antidote on March 05, 2010, 09:34:06 pm
To my knowledge on one was offended by your input, it just wasn't going to work for this which was stated rather politely in my opinion.
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: Cypras on March 05, 2010, 10:21:18 pm
We were not offended by your thoughts, infact we appriciate them. Just happens that we disagree with them, please keep offering your thoughts.
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: Janet Merai on March 06, 2010, 12:56:03 am
Oh okay then :3

I was kind of sleepy when saying that but I'll offer any thoughts I have.
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: flashGX on March 08, 2010, 10:10:08 am
From the screens this is looking fantastic,

i only wish i had followed through on this one! Good luck!

flash
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: Mamoruanime on March 08, 2010, 01:07:28 pm
From the screens this is looking fantastic,

i only wish i had followed through on this one! Good luck!

flash

Offtopic:

HOLY !@#$% FLASHGX! Wb!
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: flashGX on March 09, 2010, 05:01:24 am
From the screens this is looking fantastic,

i only wish i had followed through on this one! Good luck!

flash

Offtopic:

HOLY !@#$% FLASHGX! Wb!

Haha, Watsup mami!

Thanks for the welcome back, its been a long time.

flash
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: GANONSLAY3R on March 10, 2010, 09:54:36 pm
awesome screens, and thank for the credit (daz123).
any chance of a demo in the near future, it don't need the deku tree just something to see how its progressing
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: Cypras on March 10, 2010, 11:08:26 pm
No sorry, gonna have to wait.
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: Xfixium on March 10, 2010, 11:28:05 pm
awesome screens, and thank for the credit (daz123).
any chance of a demo in the near future, it don't need the deku tree just something to see how its progressing

Hey, nice seeing you around. You know I get PMs from people wondering if I still have a copy of your game. XD Maybe re-upping that baby would be nice for the community?

Still making a go of it. Should be getting into Link's actions soon. Focus will most likely be the Deku Tree design. We would like to finish that, and any other rooms that need to be designed. Mainly Lost Woods, and Kokiri insides.
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: Mirby on March 10, 2010, 11:43:06 pm
Looks great, thou of the Beyond Oasis avatar.
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: Xfixium on March 10, 2010, 11:49:13 pm
Heh, didn't know people even recognized that game anymore. :P Legend Of Oasis was bad ass too.
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: Mirby on March 10, 2010, 11:51:58 pm
Once I read that Yuzo Koshiro composed the music for that, I had to check it out.
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: Theforeshadower on March 11, 2010, 12:33:16 am
I have to say that the visuals are great.  One of the best looking fan games I have ever seen(though I haven't seen much lol).
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: flashGX on March 11, 2010, 12:24:05 pm
I just went through all 29 pages too look at screens.

At one point i was like "oh man" out loud i was that amazed!

Will be keeping two eyes firmly on this!
Id love to help if i can!

flash
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: Faldomar on March 31, 2010, 09:01:04 pm
Has anything happened with this within the past weeks? It's been a while now. I wanna see more amazingness. >_>
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: TomPel on March 31, 2010, 09:16:53 pm
Some progress, but not much to show to you guys. I'm sure xfixium posts updates here when he sees fit.
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: Mirby on March 31, 2010, 09:21:31 pm
Patience, people. Great work like this takes a while to manufacture.

It's the same impatience that led King Mob to lock the Shadowgazer topic from time to time, if memory serves.
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: MaJoRa on April 01, 2010, 06:26:57 am
This is the problem with releasing games early like this and allowing us to see them, the fact is when it is of this quality we become impatient because of how good it simply looks. Of course it is also peoples impatience which sometimes encourages people to continue, so it has its benefits.

Personally, I'm watching this topic just waiting for an update.
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: Cypras on April 01, 2010, 09:32:20 am
Great things take time. Please note: we all have busy lives away from oot2d.
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: Mirby on April 01, 2010, 10:22:11 pm
My point exactly, Cypras!
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: Ethelon on April 01, 2010, 10:38:13 pm
Great things take time. Please note: we all have busy lives away from oot2d.

And yet Xf still finds time to get small things done... =P
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: Cypras on April 01, 2010, 10:39:17 pm
Great things take time. Please note: we all have busy lives away from oot2d.

And yet Xf still finds time to get small things done... =P
Yeah, he is awesome at that.
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: Mirby on April 01, 2010, 10:39:20 pm
He's cool like that, yo!
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: Sheik on April 09, 2010, 06:48:44 pm
Just felt like giving some feedback and agreeing with everyone else that this looks pretty and promising. I'm looking forward to play the demo you guys are working on and sure hope that you'll keep working on the game after that.
Also, I wondered wether you'd just stick with the OoT-soundtrack and sfx's or make some that sound more "2D". I'm not sure which I'd prefer. While the original music would create a lot of the OoT-atmosphere by itself and add to the nostalgia-factor, remixes might be nice to listen to, too. I'm sure you'll sort something out.
Good luck, you are creating something remarkable here. Thumbs up.
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: Xfixium on April 24, 2010, 05:41:50 pm
Thank you for the feedback. We haven't really looked over music or sound options at this time. We are using Oot sounds at the moment however.

Update: The project is trying to gear up for a demo release for z3. If that doesn't happen, a trailer will be released to show game play to that point. Deadlines have been set to try and reach these goals. We have stages of development set that can now be viewed on the first post of this topic.

Progress:
- The menu code has been completed as much as it can until stage 2.
- Cypras has worked on completing the NPC, Ocarina, and small item pick-up code.
- I'm currently working on the shop dialog code. Regular dialog code is completed.
- There has been some changes graphically. Pallets closer to FSA will be used.

Note: Link states have not been done completely yet. Thus why Link doesn't display the item in the chest.
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: Mamoruanime on April 24, 2010, 05:46:13 pm
Very beautiful :o

Also, I just realized I may be able to use GMare at work, so I may be able to pump out some Dodongo's Cavern stuff :D
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: Xfixium on April 24, 2010, 05:48:13 pm
Sweet, that would be awesome!
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: Mamoruanime on April 24, 2010, 05:49:35 pm
Yeah I'll have to see if I'm able to :P I'm able to use ORE there, but I forgot to check GMare. I know I have issues with GMare on my laptop, but we'll see what happens :P
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: FrozenFire on April 24, 2010, 08:49:36 pm
Glad to see progress. I really like how you have a wooden background for reading signs. It's just one of those small graphical touches that makes this project stand out. I also like how you've shown stages of development. Btw, now I'm even more excited for z3. :3
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: Darklink45 on April 24, 2010, 09:19:07 pm
MY EYES :o!!!, it's perfect, it looks like you added every little touch that the game had.
Very well done sir, i expect many grate things from this project.
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: Wasabi on April 25, 2010, 04:04:47 am
Truly excellent :D
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: Faldomar on June 12, 2010, 07:26:14 pm
It's been like two months, I know there's been graduations and stuff recently, but I'm just ultra curious on the progression of this amazing fan game. <_<
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: Ethelon on June 12, 2010, 07:32:30 pm
Lots of graphics stuff done.

Xf finished the deku tree tiles, and I've finished half or so of the deku tree.
Gohma is looking amazing, animations and all along with other enemies.

We did have a gap where most of us had rl things to take care of, so no real work was done.
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: Faldomar on June 12, 2010, 07:48:57 pm
That's alright, I just wanted to hear about anything about it. Good to see it's still being worked on, is it too much to ask for some sorta screenshot or something to look at? 8)
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: Ethelon on June 14, 2010, 01:54:57 am
Hm, screenshot wise is just tests of me inside a blank "dungeon." Since objects and whatnot haven't been placed yet, it doesn't look as good as it could, and we're still hammering out the design. I'm sure X will post one in due time.
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: Kaze 360 on July 19, 2010, 06:44:34 am
any news?
hm luck in your project, i like the graphics and the unique style!
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: Cypras on July 19, 2010, 09:12:25 pm
Graphics are progressing well, programming is going well too.
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: pichuscute on July 19, 2010, 10:39:32 pm
Can't wait to see more progress on this. One of my favorite projects on this site right now.
Good luck, guys!
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: Zelda Sapphire of Light on August 14, 2010, 10:12:20 pm
I don't know if this will help, but I sprited Saria in MC style.
If it doesn't, anyone else can use it.(http://a.imageshack.us/img825/3481/saria.gif)
(http://www.zfgc.com/forum/Themes/midnight/images/warnban.gif) Don't take credit for sprites that you did not create.
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: Antidote on August 20, 2010, 02:44:42 am
that doesn't look MC style to me :/
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: Malon on August 20, 2010, 03:01:26 am
I don't know if this will help, but I sprited Saria in MC style.
If it doesn't, anyone else can use it.(http://a.imageshack.us/img825/3481/saria.gif)
(http://www.zfgc.com/forum/Themes/midnight/images/warnban.gif) Don't take credit for sprites that you did not create.
Yeah that was made by Silverbolt. Just because he said "credit is thanked" doesn't mean you can claim it as your own.
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: 4Sword on August 20, 2010, 03:07:12 am
I deleted my post where I explained how Silverbolt made it and banned the user 5 days ago.
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: Malon on August 20, 2010, 03:10:26 am
I deleted my post where I explained how Silverbolt made it and banned the user 5 days ago.
Oh. Sorry then. Just gets me steamed when people take credit for other people's hard work.
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: Cypras on September 01, 2010, 12:58:40 am
Xfixium disappeared over a month ago. He was last seen on pyxosoft and zfgc on July 11th/12th. We have not heard from him since then and even with attempts to get the project moving in his absence have failed because of everyone being busy in real life, and because xfixium has great leading skills.

Unless xfixium returns it is likely this project won't progress for awhile.
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: Colbydude on September 01, 2010, 12:59:57 am
Yowch. No one's heard from him? I hope he's alright.
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: Cypras on September 01, 2010, 01:04:18 am
Not that I know of, no. :/
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: Ethelon on September 01, 2010, 01:06:47 am
We did try to get things going again, but we'd really need x to get some real work done.

EDIT:
Well me and Cyp are talking, and we're gonna try to see what we can do.
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: Kleaver on September 01, 2010, 03:48:56 pm
Please don't cancel or drop this project! It looks too good for that.
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: Faldomar on September 02, 2010, 07:37:49 pm
Do NOT drop this project, it's amazing! We gotta find out what happened to Xifi though. =/
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: Mamoruanime on September 02, 2010, 08:33:58 pm
I'm 100% more concerned for Xfixium than I am for this project; personally I'd rather see him be alright than anything else.

He's been helpful for almost every one of my projects, and his tools have been beyond useful (ORE for example).

Someone needs to call his ass if they have his number >:(
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: Xiphirx on September 02, 2010, 09:08:19 pm
I'm 100% more concerned for Xfixium than I am for this project; personally I'd rather see him be alright than anything else.

He's been helpful for almost every one of my projects, and his tools have been beyond useful (ORE for example).

Someone needs to call his ass if they have his number >:(

Was Xfixium originally in College or is he going to start this year? That might be the cause...
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: Cypras on September 02, 2010, 10:15:34 pm
I'm 100% more concerned for Xfixium than I am for this project; personally I'd rather see him be alright than anything else.

He's been helpful for almost every one of my projects, and his tools have been beyond useful (ORE for example).

Someone needs to call his ass if they have his number >:(
Exactly.

It appears he was active on his youtube account 2 days ago.

Have messaged him.

Was Xfixium originally in College or is he going to start this year? That might be the cause...

Do not believe this is the case.
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: requiem on September 03, 2010, 12:23:55 pm
Was Xfixium originally in College or is he going to start this year? That might be the cause...

Do not believe this is the case.
He's a pretty old dude, pretty sure he's done with college.
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: Kleaver on September 03, 2010, 01:55:24 pm
Maybe he went into military service before he could release the newest demo  :o
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: Faldomar on September 03, 2010, 10:47:23 pm
Don't joke about that Kleaver. XD
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: requiem on September 05, 2010, 12:15:22 pm
Well this topic went nowhere quick
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: Ethelon on September 05, 2010, 03:40:10 pm
Well both our coders obviously can't code right now. (Idk about x still)

Our artists have been doing something at least.
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: Xiphirx on September 05, 2010, 09:37:30 pm
I'm assuming Xfixium lives in NZ? If so, then this topic is not going "nowhere".
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: Cypras on September 05, 2010, 10:19:11 pm
I'm assuming Xfixium lives in NZ? If so, then this topic is not going "nowhere".
No he doesn't. I do.
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: Mirby on September 06, 2010, 05:09:28 am
Well this topic went nowhere quick
At least have some respect for the man who just suffered through a major disaster and its repercussions.
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: pxl_moon (dotyue) on September 06, 2010, 06:46:44 am
Well this topic went nowhere quick
At least have some respect for the man who just suffered through a major disaster and its repercussions.

yeah since the biggest problem for the project of this topic are the real life issues of the team members, a major issue like an earthquake in the region of a team member IS part of the OoT2D Topic, since it shows the community here that there are reasons why there are no major updates for this game
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: Ethelon on September 06, 2010, 10:32:57 pm
X posted today at py, he's just been busy, and won't be able to work on the game for at least another month.

And hopefully Cyp stays safe.
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: Mirby on September 07, 2010, 05:43:29 am
No problem Cypras.

Looks like the game is on a 1-month minimum hiatus. No worries... it'll get back on track once everyone's okay. Best wishes to you Cypras!
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: King Tetiro on September 07, 2010, 10:35:34 am
Well a month isnt that bad, Chiming Bells has been on hold for ages (Working on indie games)

So perhaps this would be a good time to gather resources and such?

(I feel sorry for anyone who lost a friend or family member in that earthquake)
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: Xfixium on October 09, 2010, 09:23:52 pm
Hello people. Time for an update on this project. Been away for awhile, but we're working on this game again making progress.

- More optimization on the layer manager has been made. Probably the fastest it's gonna get.
- The newest release of the zfgc MC engine is almost totally integrated into the project.
- The Deku Tree dungeon tileset is pretty much done, and more work on the actual rooms are being made. Thanks to Dotyue and TomPel on the progress of that resource, and design improvements.
- Dotyue has also handled some original sprites for many of the NPCs.
- Cypras is working on the day / night system. The great thing about the layer manager is that there is a good chance time changes on the scenery can happen in real time.
- Jeod is working on a tool to help up with graphic resources. Doing it more like the original FSA, and just grabbing parts of Link and drawing him as a whole sprite.
- DarkLink45 has made some great progress on Queen Ghoma and various other enemies with original sprites.
- A new resource manager is being created to keep the RAM usage low.
- A special thanks to Ethelon for handling the graphics decisions while I have been away.
- Link's sprites are all FSA styled now.
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: Mirby on October 09, 2010, 09:55:54 pm
It looks phenomenal! ^.^ Nice work!
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: Zaeranos on October 09, 2010, 10:02:51 pm
That screen looks mighty impressive.

- The newest release of the zfgc MC engine is almost totally integrated into the project.
Want to contribute to the engine itself? Just a question.
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: Xfixium on October 09, 2010, 10:08:29 pm
Yeah, if I can. I actually had to print out all the code so I had an idea what you guys were doing with it. lol

Edit: Do you guys have any promotional graphics for the engine? Kind of like how games have an engine advertised before the game starts.
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: Zaeranos on October 09, 2010, 10:27:53 pm
Yeah. The same here. The last time 4Sword overhauled the movement bit I had to printout everything as well. I had my whole room lying full with paper and notes. Ah well, I am making a how to build features for Link and all that. But there is plenty of room to do things in, without the need how Link works. For example working with layers, monsters and NPC's, file selection and saving loading games. Resources. Or just pitch in in the feedback.
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: Xfixium on October 09, 2010, 10:43:36 pm
That's funny, I started a layering system, although I don't know how good it will be without finishing other things first. Right now I'm trying to make the movement code that applies to Link more generic. As in, the code being used by other objects like NPCs, and enemies. That's sort of where I am at right now. I like how you handled the flag list. Very efficient. I do have some feedback on the project, as it's being tested I noticed some things. I'll get them on a list sometime soon. I've been busy working with the graphics that have been sitting around for some time now.
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: Wasabi on October 10, 2010, 01:22:50 am
Damn, looking as good as ever Xfixium :D. Once exams are over I should really start making some music for this, I'm guessing you haven't got anyone doing that?

Edit: found the old kokiri forest project. Sounds terrible :p, I'll fix it up sometime.
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: Xfixium on October 10, 2010, 01:26:38 am
No sir, no I do not. Your skillz would be appreciated.
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: Mamoruanime on October 10, 2010, 01:31:08 am
That looks pretty damned sweet!

I still have to work on Dodongo's Cavern :(
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: Xfixium on October 10, 2010, 02:03:53 am
Some day dude, some day.... XD It's not even a concern right now.
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: Mamoruanime on October 10, 2010, 04:56:15 am
lol yeah I suppose :P It'd just be cool to have it done for you when the Deku Tree is finished :P
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: Cypras on October 10, 2010, 04:58:44 am
That's true, though there are a few things that happen between those dungeons.
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: Zaeranos on October 10, 2010, 06:20:48 am
Edit: Do you guys have any promotional graphics for the engine? Kind of like how games have an engine advertised before the game starts.
Nope, but thanks to Dark Hylian I managed to make this image for the project page, which still needs to be uploaded.
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: Xfixium on October 10, 2010, 09:40:22 am
I like that picture, but not useful for what I want to do. Not that it's extremely important right now. I think I'll have Link dash attack across the screen and the words "Powered by ZFGC MC Engine" appear behind him. Probably below our existing ZFGC logo.
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: Xiphirx on October 11, 2010, 05:34:37 pm
Screenshot looks amazing, but it lacks plants D:
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: Sinkin on October 11, 2010, 05:58:06 pm
Screenshot looks amazing, but it lacks plants D:

It's a wip screenshot :3
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: Brutus on October 12, 2010, 08:28:33 pm
On the first post, where EXACTLY do I click to find the download link :huh:
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: Xfixium on October 12, 2010, 08:30:52 pm
No download, that's why I made a list of things that have to get done before the first demo. We are planning a trailer ATM. Most likely it will be the Queen Ghoma boss battle.
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: MeltingData on October 14, 2010, 09:18:43 pm
I hope you don't fake your death! I doubt you will,since there's a team instead of just one guy.
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: Xfixium on October 15, 2010, 12:17:33 am
I'm sorry to inform you, the entire team died in fatal mini-van related deaths, on the same day, at the exact same time. Project canceled. XD Also, crap we're working on....
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: Xiphirx on October 15, 2010, 02:50:11 am
What did you program that in? C#?
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: Xfixium on October 15, 2010, 03:40:22 am
Yeah.
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: Xiphirx on October 15, 2010, 03:48:34 am
Yeah.

Sweet, I wish I was able to program tools like that D;
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: Xfixium on October 15, 2010, 03:51:05 am
If people find it useful, I'll put it up for download. Almost done with it.
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: Colbydude on October 15, 2010, 12:10:12 pm
If people find it useful, I'll put it up for download. Almost done with it.

Dibs.

What exactly does it do though? I mean obviously it puts parts of a sprite together, but does it export as an image or another file that's readable into Game Maker?
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: Mamoruanime on October 15, 2010, 12:23:51 pm
Lmao I was actually writing something similar for Surface (sprites never exceed 8x8 or 16x8; so multiples are needed for one larger object)... I could find this very useful
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: Xfixium on October 15, 2010, 05:24:09 pm
If people find it useful, I'll put it up for download. Almost done with it.

Dibs.

What exactly does it do though? I mean obviously it puts parts of a sprite together, but does it export as an image or another file that's readable into Game Maker?

Mainly it's for advanced users who want to get the most out of their resources. This is made for the user who wants to blit from a small sheet, to create a vast number of sprites. Not a new concept, but one that isn't applied very often in GM because it's a pain in the ass. The purpose is to output the information into a custom script (text). Basically you write the script, and use tokens where you would like the editor's data to be written within your custom script. That way it can be applied to many engines. Of course I'll be open to suggestions to expand on it if so desired.
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: Wasabi on October 16, 2010, 02:27:44 am
That'd be really useful, I was thinking of using a similar system a while back for a game.

Also, 3000 post GET :D
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: Zaeranos on October 16, 2010, 05:59:17 am
I am very interested in how you do the drawing of sprites then, because the sprites are made out of components. Do you use GM's sprite_index, image_index and image_speed variables (although I doubt that) or do you defined your own algorithm for timing frames. What do you do when the head is looping at a different rate then the body?

For an example of what I am talking about look at this discussion: http://www.zfgc.com/forum/index.php?topic=36898.0

I found out that GM's image_speed variable can only be set once per object per cycle. Thus when drawing multiple sprites per object the value last set for image_speed will be used for all the sprites. I found this out when trying to add water ripples for shallow water. A real pain in the ass. 

Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: Xfixium on October 16, 2010, 06:38:34 am
I haven't even delved into that yet. My easiest solution was to not go against the engine, and use an invisible dummy sprite to still use the object constants. Then telling it what I need drawn based on the state, and on that image index. There would be scripts that would explain how to draw that state. (The details created by the sprite builder tool)

Method (Mind you this hasn't been tested, but I imagine it would work):

- Object state has changed.
- Where drawing of state happens, a script for that state animation is called.
- Check if the needed dummy sprite is being used.
- If not, a blank dummy sprite is called based on the number of sub-images needed.
- Draw the sub-image parts using the Sprite Builder information, and object constants.
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: Brutus on October 16, 2010, 10:58:11 pm
How many people are on the team for this project?
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: Cypras on October 16, 2010, 10:59:12 pm
How many people are on the team for this project?
Team Dekunutz
Xfixium
Cypras
Ethelon
TomPel
Mamoruanime
DJvenom
noseblunt3
SinkinDevil
darklink45
dotyue
Jeod
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: Brutus on October 16, 2010, 11:01:15 pm
Thanks. Now I realize that I forgot to look at the project on the home page XD
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: Zaeranos on October 17, 2010, 07:06:25 am
I know I sound greedy, but damn I would love to take a look at the source code of your sprite builder, Gmare and OOT2D. I think I would be able to learn a lot from it. It seems you have a good grasp of how GM works.
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: Mamoruanime on October 17, 2010, 07:07:51 am
Eeeeetttss confusing D:

It's bad enough I don't know C#, but the additional pyx stuff confuses me :(
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: Xfixium on October 17, 2010, 09:07:01 am
I have no problem releasing source for the sprite builder. Although I have nothing commented out. (Mainly because I was rushing to get it done) The source for OOT2D will be released when demos are released. That's when I'd feel the most comfortable releasing it anyways. GMare sadly was so close to being done, but it is a complete mess. (Just ask the dev team) I was working on an OpenGL version and a DirectX version, and both are pretty weird. I know what is wrong with it, but cannot find the latest source of it. If I find it, I'll share.

Mammy, for what your interested in, I'd focus on the panel controls within the sprite builder project. The main thing is the UpdateBackbuffer() method, and overriding the OnPaint events. There's where all the magic happens. The PyxPanel just adds a border to the control in the current visual style. PyxTools are just controls I made awhile back that make my life easier. So you can ignore them completely.

I have completed the sprite builder tool. I'm going to submit it as a completed project.
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: Mamoruanime on October 17, 2010, 09:09:23 am
Oh sweet XD

Yeah the pyxtools were starting to scare me a bit :P I saw all of these classes that should be familiar, but I was unsure why they were separated that way D:
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: Xfixium on October 17, 2010, 08:55:24 pm
Update:

- Sprite Builder complete.
- Dotyue designed some more Deku Tree designs.
- The Kokiri house interior tileset is almost complete.
- Deku tree inside tileset complete.
- Cypras is working on the Deku Scrub enemy.
- Queen Ghoma battle behaviors being discussed.
- Ethelon is going to designing more side view rooms for various points in the game.
- DarkLink45 added more to the Deku Scrub animations.

** screens are samples.
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: Kleaver on October 18, 2010, 06:32:14 pm
It's a nice blend between aLttP style and OoT. I like that. Kind of a waste to try and copy everything exactly as it looks in the original game. This way you can get a bit more creative.
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: pxl_moon (dotyue) on October 18, 2010, 08:42:46 pm
It's a nice blend between aLttP style and OoT. I like that. Kind of a waste to try and copy everything exactly as it looks in the original game. This way you can get a bit more creative.

We don't just try to copy everything exactly 1:1 from 3D to 2D, please note that all screenshots and mockups are WIP...

There are already some designs to make it more entertaining in 2D than it would be as a 1:1 conversion
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: Cypras on October 18, 2010, 08:49:49 pm
It's a nice blend between aLttP style and OoT. I like that. Kind of a waste to try and copy everything exactly as it looks in the original game. This way you can get a bit more creative.

We don't just try to copy everything exactly 1:1 from 3D to 2D, please note that all screenshots and mockups are WIP...

There are already some designs to make it more entertaining in 2D than it would be as a 1:1 conversion
Dotyue, I think Kleaver was complementing the way we are doing it, not saying it's a waste of time.
Though Dotyue is right in saying that some designs will make this game greater in 2D than a straight conversion.
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: pxl_moon (dotyue) on October 18, 2010, 08:54:50 pm
It's a nice blend between aLttP style and OoT. I like that. Kind of a waste to try and copy everything exactly as it looks in the original game. This way you can get a bit more creative.

We don't just try to copy everything exactly 1:1 from 3D to 2D, please note that all screenshots and mockups are WIP...

There are already some designs to make it more entertaining in 2D than it would be as a 1:1 conversion
Dotyue, I think Kleaver was complementing the way we are doing it, not saying it's a waste of time.

oh you're right ^^ now when i read it... its just about the style and not about the game itself xD

well, so i've done some minor spoilers... sorry for that =P
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: Mamoruanime on October 20, 2010, 01:30:02 am
New computer/New server this week; I'm going to pump out Dodongo's Cavern (been itching to do it :P). I know it's a little ways away before it's implemented, but if there's anything uniquely needed resource wise for that dungeon lemme know. (IE: do you want new tiles for it, or are you sticking with the cave tiles, etc)
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: Xfixium on October 20, 2010, 01:52:04 am
Sweet. Use the Cave tiles for a place holder. I'm sure there will be parts when we will use that tile set in there anyways.
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: Mamoruanime on October 20, 2010, 01:57:08 am
Sweet. Use the Cave tiles for a place holder. I'm sure there will be parts when we will use that tile set in there anyways.

I was going to expand the tileset to fill in some more of the gaps and make it more stylish. Some things will need to be custom anyway; like the dodongo head and such. I also have a few ideas on how to improvise on the more 3d areas of that dungeon as well ;p
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: Kren on October 20, 2010, 10:44:11 pm
the second screen contains a tiling error on the right tile next to the door instead of being in ''\" it is in just "I"  I guess you already fixed that :p
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: Xfixium on October 20, 2010, 10:49:22 pm
I noticed that last night when I was looking at it. It's only a sample. Just messing with the tile set, and we won't be using it.
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: Zaeranos on October 21, 2010, 04:45:03 pm
... and we won't be using it.
You mean the map right and not the tileset.
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: Xfixium on October 22, 2010, 09:59:47 am
Yes, that is what I meant. The sample maps are just showcasing the tileset.
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: pxl_moon (dotyue) on October 22, 2010, 04:17:17 pm
would be a waste anyway to build stairs into a wall ;>
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: Brutus on October 22, 2010, 08:38:06 pm
How did all of you learn game maker language?
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: Nubcake on October 23, 2010, 09:05:10 am
i learnt the game maker language by downloading it installing it then using D&D and then to the language itself. :D
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: pxl_moon (dotyue) on October 23, 2010, 01:20:12 pm
not all of us learnt the language, some are just making the graphics
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: hawthorneluke on October 23, 2010, 08:41:27 pm
I suggest you find some way to change the black around rooms smaller than the screen, such as the latest ones you showed as a room inside pitch black doesn't look that great really.
(Of course everything else looks incredible though :P)
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: Xfixium on October 23, 2010, 08:49:23 pm
My alternative idea was to include grass and such, but it would bloat the tileset. Not to mention the original FSA uses black for the interiors also. So I wasn't too concerned by it.
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: Mamoruanime on October 24, 2010, 08:03:53 am
kk new PC is sitting at my house >;3 I'm completely prepared to start working on Dodongo now.

I think I might need access to the tools again though; unless the link in my messages is still good
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: Nintendo Maniac 64 on October 24, 2010, 08:45:24 am
Apparently I'm the only one that finds Ocarina of Time 3D ironic in comparison to this...  Ya know, with the OOT2D concept existing since uh... 2003 I think?

Oh, and I would HIGHLY recommend not ever releasing more than 2 demos - we don't want another "Demo 4" fiasco. :P

*goes back to lurking*
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: pxl_moon (dotyue) on October 24, 2010, 09:15:20 am
Oh, and I would HIGHLY recommend not ever releasing more than 2 demos - we don't want another "Demo 4" fiasco. :P

maybe you shouldn't focus on the number behind the demos, but on the content
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: Mamoruanime on October 24, 2010, 09:29:48 am
Apparently I'm the only one that finds Ocarina of Time 3D ironic in comparison to this...  Ya know, with the OOT2D concept existing since uh... 2003 I think?

Oh, and I would HIGHLY recommend not ever releasing more than 2 demos - we don't want another "Demo 4" fiasco. :P

*goes back to lurking*

Honestly I don't even remember if this has a demo...

I know there are a shitton more resources than any previous OoT2d project in the past, so that's all that matters to me <_<
This also has a much more capable team than almost... any... other project here :P
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: Zaeranos on October 24, 2010, 09:35:56 am
This project also has a larger team than any of the other projects here. Most projects are on individual basis.
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: Nintendo Maniac 64 on October 24, 2010, 09:44:36 am
OK, that confirms it - I'm the only one that finds Ocarina of Time 3D (in comparison to this) ironic.

Clarification: You realize I'm talking about the 3DS version, right?  And by ironic I mean that Nintendo is making OoT even MORE 3D, while fans have been trying to go the opposite direction for quite a while now.


*actually goes back to lurking this time*
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: Mamoruanime on October 24, 2010, 09:49:12 am
OK, that confirms it - I'm the only one that finds Ocarina of Time 3D (in comparison to this) ironic.

Clarification: You realize I'm talking about the 3DS version, right?  And by ironic I mean that Nintendo is making OoT even MORE 3D, while fans have been trying to go the opposite direction for quite a while now.


*actually goes back to lurking this time*

D: nobody really mentioned your OoT3d comment at all... Only the demo statement :P

Also get your ass back outta lurking >:(
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: Nubcake on October 24, 2010, 12:32:51 pm
i've just one question , do you plan to keep the MC link as adult link too ?
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: Brutus on October 24, 2010, 04:06:53 pm
there's an older post back here where it shows xfixium's sprite builder making what i think is adult link
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: Mamoruanime on October 24, 2010, 04:09:39 pm
there's an older post back here where it shows xfixium's sprite builder making what i think is adult link

It's piecing together MC link Brutus...
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: Brutus on October 24, 2010, 04:21:32 pm
now that I look at it again youre right. it just that his face looked stretched
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: pxl_moon (dotyue) on October 24, 2010, 06:11:53 pm
there's an older post back here where it shows xfixium's sprite builder making what i think is adult link

It's piecing together MC link Brutus...
now that I look at it again youre right. it just that his face looked stretched

you're both wrong and i don't know why mamoru doesn't know it but that isn't MC-Link, its FSA-Link like we will use it atm
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: hawthorneluke on October 24, 2010, 06:32:21 pm
My alternative idea was to include grass and such, but it would bloat the tileset. Not to mention the original FSA uses black for the interiors also. So I wasn't too concerned by it.
Oh right.
Just think it looks a bit lonely how it is. No huge deal though, especially if it's how FSA does it I guess :P
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: pxl_moon (dotyue) on October 24, 2010, 07:16:38 pm
My alternative idea was to include grass and such, but it would bloat the tileset. Not to mention the original FSA uses black for the interiors also. So I wasn't too concerned by it.
Oh right.
Just think it looks a bit lonely how it is. No huge deal though, especially if it's how FSA does it I guess :P

sometimes, FSA shows small rooms and caves ( not dungeons ) on the gba screen or the gba screen port on tv
so you wont see the black so much since there is the whole tv filled with the outsideworld or the gba which has a smaller resolution as the tv anyway
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: Mamoruanime on October 25, 2010, 12:27:12 am
there's an older post back here where it shows xfixium's sprite builder making what i think is adult link

It's piecing together MC link Brutus...
now that I look at it again youre right. it just that his face looked stretched

you're both wrong and i don't know why mamoru doesn't know it but that isn't MC-Link, its FSA-Link like we will use it atm

It's been a while since I've played FS (I had the japanese FS+, so I could only play it when I had a GCN like 4 years ago :P). Anymore I pretty much immediately think "MC" and not "FS" :P I was also going by the statement that Link is being switched over to MC link for this.

EDIT: I had a bunch more here but uh after investigation I've found that a lot of sites list "FS Link" when it's really a sheet of MC link >_<

Although; the sprite builder image compared to the MC image sync up <_< So yeah...
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: pxl_moon (dotyue) on October 25, 2010, 06:31:54 am
there's an older post back here where it shows xfixium's sprite builder making what i think is adult link

It's piecing together MC link Brutus...
now that I look at it again youre right. it just that his face looked stretched

you're both wrong and i don't know why mamoru doesn't know it but that isn't MC-Link, its FSA-Link like we will use it atm

It's been a while since I've played FS (I had the japanese FS+, so I could only play it when I had a GCN like 4 years ago :P). Anymore I pretty much immediately think "MC" and not "FS" :P I was also going by the statement that Link is being switched over to MC link for this.

EDIT: I had a bunch more here but uh after investigation I've found that a lot of sites list "FS Link" when it's really a sheet of MC link >_<

Although; the sprite builder image compared to the MC image sync up <_< So yeah...

the only real difference viewing from the front is that his ears are not like in MC and his hat is rounder

and you should have known it since you are a team member and knew that we don't use MC-Link anymore, thats why i said it, did'nt think about which games you've played recently or not

btw.: buy yourself freeloader, thats how i play fs+ and american wind waker
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: Mamoruanime on October 25, 2010, 06:35:21 am
there's an older post back here where it shows xfixium's sprite builder making what i think is adult link

It's piecing together MC link Brutus...
now that I look at it again youre right. it just that his face looked stretched

you're both wrong and i don't know why mamoru doesn't know it but that isn't MC-Link, its FSA-Link like we will use it atm

It's been a while since I've played FS (I had the japanese FS+, so I could only play it when I had a GCN like 4 years ago :P). Anymore I pretty much immediately think "MC" and not "FS" :P I was also going by the statement that Link is being switched over to MC link for this.

EDIT: I had a bunch more here but uh after investigation I've found that a lot of sites list "FS Link" when it's really a sheet of MC link >_<

Although; the sprite builder image compared to the MC image sync up <_< So yeah...

the only real difference viewing from the front is that his ears are not like in MC and his hat is rounder

and you should have known it since you are a team member and knew that we don't use MC-Link anymore, thats why i said it, did'nt think about which games you've played recently or not

btw.: buy yourself freeloader, thats how i play fs+ and american wind waker

I don't have a GCN anymore. I've been trying to get it to work on my Wii, but I've been having issues :P

As for the sprites; yeah I misread something from earlier XD Besides; my role on the team is pretty minimal :P I'm just working on one dungeon D:
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: pxl_moon (dotyue) on October 25, 2010, 06:40:22 am
there's an older post back here where it shows xfixium's sprite builder making what i think is adult link

It's piecing together MC link Brutus...
now that I look at it again youre right. it just that his face looked stretched

you're both wrong and i don't know why mamoru doesn't know it but that isn't MC-Link, its FSA-Link like we will use it atm

It's been a while since I've played FS (I had the japanese FS+, so I could only play it when I had a GCN like 4 years ago :P). Anymore I pretty much immediately think "MC" and not "FS" :P I was also going by the statement that Link is being switched over to MC link for this.

EDIT: I had a bunch more here but uh after investigation I've found that a lot of sites list "FS Link" when it's really a sheet of MC link >_<

Although; the sprite builder image compared to the MC image sync up <_< So yeah...

the only real difference viewing from the front is that his ears are not like in MC and his hat is rounder

and you should have known it since you are a team member and knew that we don't use MC-Link anymore, thats why i said it, did'nt think about which games you've played recently or not

btw.: buy yourself freeloader, thats how i play fs+ and american wind waker

I don't have a GCN anymore. I've been trying to get it to work on my Wii, but I've been having issues :P

As for the sprites; yeah I misread something from earlier XD Besides; my role on the team is pretty minimal :P I'm just working on one dungeon D:

i think xf does'nt have anything against it if you look for some other work too lol
and even being a "small member" you can still read the board :P

why don't you have a gcn anymore? O.o
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: Mamoruanime on October 25, 2010, 06:43:14 am
I sold it for something; can't remember what o.0;;... Might have been for Warhammer pieces with the thought of getting a Wii being there......... but I didn't grab a wii until way later XD
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: Nubcake on October 25, 2010, 11:03:33 am
so is there a demo for this yet ?
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: pxl_moon (dotyue) on October 25, 2010, 12:39:30 pm
so is there a demo for this yet ?

no
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: Gedosemo on October 25, 2010, 03:03:25 pm
so is there a demo for this yet ?
Never??????
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: pxl_moon (dotyue) on October 25, 2010, 03:22:55 pm
so is there a demo for this yet ?
Never??????

there just isn't a demo yet until we don't have finished all resources needed for one, so be patient until then
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: Nubcake on October 25, 2010, 03:51:35 pm
2 years and not a demo ? this is sure on big project , how complete is it.
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: pxl_moon (dotyue) on October 25, 2010, 04:32:25 pm
look at the first post please the progress is up-to-date
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: Xfixium on October 25, 2010, 09:04:09 pm
2 years and not a demo ? this is sure on big project , how complete is it.

That's a bit deceiving. I started the project about 2 years ago with no team members. Worked on OOT2D for a bit, and then started developing an application called GMare for about 9 months or so. (Which we use as a dev tool) Eventually I got back to this with some revamped concepts and graphics. I asked if people were interested in joining me, and some crazy people did. It's been maybe about a year as team Dekunutz.
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: pxl_moon (dotyue) on October 25, 2010, 09:09:32 pm
2 years and not a demo ? this is sure on big project , how complete is it.

I asked if people were interested in joining me, and some crazy people did.

yes i am ;)
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: Brutus on October 25, 2010, 11:07:45 pm
are there any sprites that you need? I'm a pretty good spriter/pixel artist, I can probably help you  ;)
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: hawthorneluke on October 26, 2010, 01:23:10 pm
My alternative idea was to include grass and such, but it would bloat the tileset. Not to mention the original FSA uses black for the interiors also. So I wasn't too concerned by it.
Oh right.
Just think it looks a bit lonely how it is. No huge deal though, especially if it's how FSA does it I guess :P

sometimes, FSA shows small rooms and caves ( not dungeons ) on the gba screen or the gba screen port on tv
so you wont see the black so much since there is the whole tv filled with the outsideworld or the gba which has a smaller resolution as the tv anyway

That'd be why I don't remember feeling "these rooms feel like they're dead in the middle of an abyss of nothingness" when playing FSA then lol
I guess that won't be the case in this game though, so I do still think that how to go about showing rooms smaller than the view needs some new ideas.
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: Brutus on October 27, 2010, 01:35:19 am
Here's a sprite of the master sword that I made, if you guys want to use it
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: pxl_moon (dotyue) on October 27, 2010, 03:53:58 am
we already have a sprite for the master sword
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: Kren on October 27, 2010, 05:19:34 am
A guy at school mentioned this pryect :p weird and spooky congratz I guess.
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: Cypras on October 27, 2010, 05:39:24 am
A guy at school mentioned this pryect :p weird and spooky congratz I guess.
Awesome. =D
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: Mamoruanime on October 27, 2010, 05:42:12 am
Weee working on Dodongo's Cavern's tiles
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: Cypras on October 27, 2010, 05:43:07 am
Weee working on Dodongo's Cavern's tiles
Alright. You should really head over to py and discuss them there with the team, ya know?
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: Mamoruanime on October 27, 2010, 05:47:07 am
D: I'm the elusive one!

Besides; I usually send Xfixium progress updates when I work on stuff :P
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: Cypras on October 27, 2010, 05:47:55 am
Fineeee, be that way mister.  :P
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: Mamoruanime on October 27, 2010, 05:56:39 am
Besides ;3 it'll be a surprise to evveeerrryyybodddyyy
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: Cypras on October 27, 2010, 05:58:09 am
And of course everybody likes surprizes!.. Lol.
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: Xiphirx on October 27, 2010, 06:49:29 am
Besides ;3 it'll be a surprise to evveeerrryyybodddyyy

Not me, I see through your shenanigans Mammy.

PS. Can I come in? Its cold outside of your window :(

How much of the game is playable at this point?
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: pxl_moon (dotyue) on October 27, 2010, 06:55:22 am
Besides ;3 it'll be a surprise to evveeerrryyybodddyyy
if you only tell xf about it how can it be no suprise?

you're like: hey guys LOOKATMEEEEEEE >;D
an we're like: OMFG he was rly working on somthing! D:
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: Cypras on October 27, 2010, 08:06:29 am
Besides ;3 it'll be a surprise to evveeerrryyybodddyyy
How much of the game is playable at this point?
It is effectively a pure awesomeness engine.
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: Xfixium on October 27, 2010, 09:16:27 am
Quote
A guy at school mentioned this pryect :p weird and spooky congratz I guess.

That would be pretty weird. :-\

Quote
Besides ;3 it'll be a surprise to evveeerrryyybodddyyy

lol, didn't read this till now. I suggested he share his awesome new designs on pyx. XD
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: Mamoruanime on October 27, 2010, 09:26:25 am
D: posted there
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: Brutus on October 27, 2010, 01:08:34 pm
we already have a sprite for the master sword
damn it...
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: Nubcake on October 27, 2010, 06:24:41 pm
do you have an "ETA" of when this will be done ? ; how many years?
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: Nabeshin on October 27, 2010, 06:49:43 pm
do you have an "ETA" of when this will be done ? ; how many years?
Oh you.
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: Zaeranos on October 27, 2010, 07:22:30 pm
do you have an "ETA" of when this will be done ? ; how many years?
How about when it is ready.
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: Mamoruanime on October 27, 2010, 07:51:20 pm
do you have an "ETA" of when this will be done ? ; how many years?

Remember Duke Nukem Forever?


Prolly not as long as that.
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: pxl_moon (dotyue) on October 27, 2010, 08:46:08 pm
do you have an "ETA" of when this will be done ? ; how many years?

Remember Duke Nukem Forever?


Prolly not as long as that.

12 years!
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: Xfixium on October 27, 2010, 08:55:21 pm
When some of the harder elements are complete, I think we can give a better time frame when everything will be ready for the first demo.
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: Brutus on October 27, 2010, 09:49:15 pm
have you made the sprites for adult link yet?
also, have you made the hookshot?
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: Xfixium on October 27, 2010, 09:57:57 pm
We prototyped an adult link, but no work has been done to expand on it at this moment. Since we are making sprites segmented, there has been a shift in thinking. We have a fair amount of item sprites done, but the hookshot is not one of them.
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: King Tetiro on October 27, 2010, 10:06:12 pm
We prototyped an adult link, but no work has been done to expand on it at this moment. Since we are making sprites segmented, there has been a shift in thinking. We have a fair amount of item sprites done, but the hookshot is not one of them.
Here's a good question. You guys making a new sprite for Link or will it be the same sized Link but modified?
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: Brutus on October 27, 2010, 11:21:15 pm
hey guys I made a sprite for adult link
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: Brutus on October 27, 2010, 11:22:09 pm
We prototyped an adult link, but no work has been done to expand on it at this moment. Since we are making sprites segmented, there has been a shift in thinking. We have a fair amount of item sprites done, but the hookshot is not one of them.
then i'll make the hookshot
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: Xfixium on October 27, 2010, 11:28:57 pm
Right now our Adult Link is based off of Old School Mario's adult Link. Which is a taller sprite. There are certain things I'd like to change with ours already, but it just isn't all that important right now. Brutus, I appreciate you trying to help, but you have no clue what our dimension restrictions are, nor the style we are targeting (Item wise). I simply do not need the help right now. I have some terrific spriters as is.
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: Brutus on October 28, 2010, 12:53:13 am
just wondering, how are you going to do the water temple?
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: Xfixium on October 28, 2010, 12:58:37 am
This was already discussed in this thread. Most likely use FSA side view options to get around that, or just change the dungeon to fit our needs. That is quite a ways off.
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: DJvenom on October 28, 2010, 01:41:41 am
just wondering, how are you going to do the water temple?
Man, I remember this question back from 2003 :D
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: MG-Zero on October 28, 2010, 02:04:59 pm
just wondering, how are you going to do the water temple?
Man, I remember this question back from 2003 :D

Ahh, good times, DJ!
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: Brutus on October 28, 2010, 06:37:55 pm
Those sprites that I was making were actually for people on the graphics board, and I'm using them in my game. I just thought that you guys could use them
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: pxl_moon (dotyue) on October 28, 2010, 07:04:33 pm
here's a crappy hookshot hud that I made :-\

Really, why are you going around in diffrent topics and posting graphics? They are not asking for it. Why not make your own topic to post stuff in?

Those sprites that I was making were actually for people on the graphics board, and I'm using them in my game. I just thought that you guys could use them

Why do you answer a question of another topic in here?
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: Sinkin on October 28, 2010, 07:06:36 pm
here's a crappy hookshot hud that I made :-\

Really, why are you going around in diffrent topics and posting graphics? They are not asking for it. Why not make your own topic to post stuff in?

Those sprites that I was making were actually for people on the graphics board, and I'm using them in my game. I just thought that you guys could use them

Why do you answer a question of another topic in here?

Lol wut?
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: Brutus on October 28, 2010, 07:08:44 pm
the sprites that I made happen to be of items that are from OOT, and adult link on the graphics board respectively
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: Ethelon on October 29, 2010, 06:06:34 pm
The reason there is no demo is because we don't think it's smart to stick out basic demos. We want something with a good amount of gameplay content. We already have a huge amount done as it is, especially in terms of the underlying structure.
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: Brutus on October 30, 2010, 04:37:26 am
At least you could post more screenshots IMO
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: Cypras on October 30, 2010, 04:40:28 am
At least you could post more screenshots IMO
Just wait until a demo. It will more awesome that way.
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: pxl_moon (dotyue) on October 30, 2010, 05:16:48 am
At least you could post more screenshots IMO

you wouldn't see anything anyway since not all resources are implemented in the next built after creation
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: King Tetiro on October 30, 2010, 09:46:56 am
So how's the progress of my favourite project going? Been a while since I posted.

What language you doing it in again?
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: Kren on October 30, 2010, 02:43:11 pm
So how's the progress of my favourite project going? Been a while since I posted.

What language you doing it in again?
it says on the first page : "Dev Tool: Game Maker 8.0" btw will there be a way to deactivate the "fsa filter"? I really dislike it it just make it look grainy for my taste.
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: Mamoruanime on October 30, 2010, 02:59:07 pm
So how's the progress of my favourite project going? Been a while since I posted.

What language you doing it in again?
it says on the first page : "Dev Tool: Game Maker 8.0" btw will there be a way to deactivate the "fsa filter"? I really dislike it it just make it look grainy for my taste.

>_o... The filter is like... 99% of the reason FSA graphics are even passable. It seriously turns poop art into gold. Half the stuff I've hand drawn for Dodongo's Cavern looks like !@#$% without the filters.
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: Kren on October 30, 2010, 03:13:36 pm
haha, I still hope you add an option to change that.
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: Xfixium on October 30, 2010, 04:26:05 pm
With our new achievements system, a classic mode has been discussed as an unlockable option. Which would feature lttp style Link and tiles, with no filters. So that may be a possibility, although it's not concrete. Honestly, the FSA style looks weird without the filters though.

The achievement ideas are going to be pretty cool. There also may be a contest with the first release of the demo. The top five achievement points holders would get a prize of some sort. No clue what the prizes should be at the moment. People would have to register here for the opportunity to win. Use their ZFGC account name as the identifier.
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: King Tetiro on October 30, 2010, 05:39:00 pm
Please tell me there's an achievement for pissing off chickens
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: Xfixium on October 30, 2010, 05:53:25 pm
We're going through a bunch of them, but yes, that would be an awesome one. (Wouldn't be in demo 1 though, since it's only up to the completion of dungeon 1) We've got some really tough ones in mind. ;)
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: Subterfuge on October 30, 2010, 06:03:02 pm
Please tell me there's an achievement for pissing off chickens
Survive a Cuccoo attack for x amount of time would be amazing.
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: King Tetiro on October 30, 2010, 06:06:03 pm
I know you're gonna slap me in the face for suggesting this xfix, but maybe an achievement to beat a secret boss?

(I'm doing a super hard boss for Chiming Bells)
(PS, can I nick your achievement idea?)
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: Zaeranos on October 30, 2010, 06:09:38 pm
We've got some really tough ones in mind. ;)
Baseballing the giant rolling rock in the Kokiri training grounds a 100 :P You have to time it just right or get squashed yourself and start over.
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: Xfixium on October 30, 2010, 06:13:09 pm
Quote
Survive a Cuccoo attack for x amount of time would be amazing.

Even better!

Quote
I know you're gonna slap me in the face for suggesting this xfix, but maybe an achievement to beat a secret boss?

(I'm doing a super hard boss for Chiming Bells)
(PS, can I nick your achievement idea?)

Have no plans for a secret boss at this moment. Not that we won't take that into consideration. We have talked about a Master Quest difficulty unlockable. I can't really stop you from using the idea now can I? XD Not that it is a new idea. I'd like to see achievements in people's games.

Quote
Baseballing the giant rolling rock in the Kokiri training grounds a 100 Look at me, I'm invisible! You have to time it just right or get squashed yourself and start over.

lol That one is very doubtful. Plus now everyone knows it. :P
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: King Tetiro on October 30, 2010, 06:16:53 pm
Quote
Survive a Cuccoo attack for x amount of time would be amazing.

Even better!

Quote
I know you're gonna slap me in the face for suggesting this xfix, but maybe an achievement to beat a secret boss?

(I'm doing a super hard boss for Chiming Bells)
(PS, can I nick your achievement idea?)

Have no plans for a secret boss at this moment. Not that we won't take that into consideration. We have talked about a Master Quest difficulty unlockable. I can't really stop you from using the idea now can I? XD Not that is a new idea. I'd like to see achievements in people's games.

Quote
Baseballing the giant rolling rock in the Kokiri training grounds a 100 Look at me, I'm invisible! You have to time it just right or get squashed yourself and start over.

lol That one is very doubtful. Plus now everyone knows it. :P

A secret boss would be awesome in this game definitly! Same with Master Quest! I'm going to nick the idea now mwahaha!
(Perhaps speed runs of the levels would be a good idea)
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: Subterfuge on October 30, 2010, 06:26:15 pm
I'd like to see achievements in people's games.
I might just do that for Ring of Seals.
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: King Tetiro on October 30, 2010, 06:29:03 pm
I'd like to see achievements in people's games.
I might just do that for Ring of Seals.
*High fives Sub*
Xfix, you've started a trend in zelda games!
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: Subterfuge on October 30, 2010, 06:34:46 pm
I'd like to see achievements in people's games.
I might just do that for Ring of Seals.
*High fives Sub*
Xfix, you've started a trend in zelda games!
Suddenly: Skyward Sword gets achievements.
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: King Tetiro on October 30, 2010, 06:43:03 pm
I'd like to see achievements in people's games.
I might just do that for Ring of Seals.
*High fives Sub*
Xfix, you've started a trend in zelda games!
Suddenly: Skyward Sword gets achievements.
That's too far. It can only really work for fan games
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: pxl_moon (dotyue) on October 30, 2010, 06:58:13 pm
A secret boss would be awesome in this game definitly! Same with Master Quest! I'm going to nick the idea now mwahaha!
(Perhaps speed runs of the levels would be a good idea)

we already discussed a secret boss with an own dungeon, but thats a secret to everyone =P
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: Subterfuge on October 30, 2010, 07:00:37 pm
we already discussed a secret boss with an own dungeon, but thats a secret to everyone =P
On a scale of 1 to 10, how dangerous would it be to go alone?
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: King Tetiro on October 30, 2010, 07:09:20 pm
we already discussed a secret boss with an own dungeon, but thats a secret to everyone =P
On a scale of 1 to 10, how dangerous would it be to go alone?
If it's anything like my boss, I'd say 10. (Xfix, check your PMs)
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: Xfixium on October 30, 2010, 07:49:49 pm
Nice King Tetiro. ;) It would be kinda cool for achievements within a Nintendo game. I don't believe I've ever seen any.
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: Brutus on October 30, 2010, 08:12:23 pm
is there a demo for chiming bells yet?
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: Cypras on October 30, 2010, 08:13:20 pm
That is not relevant in this topic.
Here is the Chiming Bells topic: http://www.zfgc.com/forum/index.php?topic=34115.0 | http://www.zfgc.com/forum/index.php?topic=37041.0
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: King Tetiro on October 30, 2010, 08:17:10 pm
That is not relevant in this topic.
Here is the Chiming Bells topic: http://www.zfgc.com/forum/index.php?topic=34115.0 | http://www.zfgc.com/forum/index.php?topic=37041.0

Sadly it's not relevant to the topic. Even if it is my own game. Oh well. WE WANT A OOT2D NOW!
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: Zaeranos on October 30, 2010, 08:39:30 pm
Nice King Tetiro. ;) It would be kinda cool for achievements within a Nintendo game. I don't believe I've ever seen any.
Aren't sidequest already a bit of achievements. I would say the Boomerang in Link's Awakening was an achievement for the trading game. And the Mirror Shield in MC you could only get by completing the game and do Kinstone fusions to get the Bigggoron. Then there are the extra's you can get in the Oracle games through the linking mechanism. Second quest for TWW and LoZ

I think achievements always have been in Zelda games. We just don't recognize them anymore as such, because we take them for granted. And other games had them as well. In SMG2 you got an entire Galaxy for just completing the game.
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: Xfixium on October 30, 2010, 08:51:57 pm
Nice King Tetiro. ;) It would be kinda cool for achievements within a Nintendo game. I don't believe I've ever seen any.
Aren't sidequest already a bit of achievements. I would say the Boomerang in Link's Awakening was an achievement for the trading game. And the Mirror Shield in MC you could only get by completing the game and do Kinstone fusions to get the Bigggoron. Then there are the extra's you can get in the Oracle games through the linking mechanism. Second quest for TWW and LoZ

I think achievements always have been in Zelda games. We just don't recognize them anymore as such, because we take them for granted. And other games had them as well. In SMG2 you got an entire Galaxy for just completing the game.

I think of achievements as lil rewards that would otherwise go unnoticed. Beat the Queen Ghoma in a short amount of time without damage? Your a badass gamer, and with achievements you get the props for it. Find all the hidden rupees in Kokiri Forest? Sweet, achievement! Most games have quests and such, but achievements take it to another level.
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: King Tetiro on October 30, 2010, 09:02:36 pm
Nice King Tetiro. ;) It would be kinda cool for achievements within a Nintendo game. I don't believe I've ever seen any.
Aren't sidequest already a bit of achievements. I would say the Boomerang in Link's Awakening was an achievement for the trading game. And the Mirror Shield in MC you could only get by completing the game and do Kinstone fusions to get the Bigggoron. Then there are the extra's you can get in the Oracle games through the linking mechanism. Second quest for TWW and LoZ

I think achievements always have been in Zelda games. We just don't recognize them anymore as such, because we take them for granted. And other games had them as well. In SMG2 you got an entire Galaxy for just completing the game.

I think of achievements as lil rewards that would otherwise go unnoticed. Beat the Queen Ghoma in a short amount of time without damage? Your a badass gamer, and with achievements you get the props for it. Find all the hidden rupees in Kokiri Forest? Sweet, achievement! Most games have quests and such, but achievements take it to another level.
Im using that idea! Nicked!
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: Mamoruanime on October 30, 2010, 11:38:32 pm
Achievements are good for every game imo. I don't think it's ever a bad idea to have em :P
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: Xiphirx on October 31, 2010, 02:45:22 am
I have a technical question. How are you guys handling the achievements? Please don't tell me you're not checking to see if every achievement is completed every loop through the game :|

I've never figured out a good way to do it, hopefully you guys tell me how to KISS D:
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: DJvenom on October 31, 2010, 03:13:14 am
Like any other game, any time you do something that either contributes to the achievement, or completes it. Like when you beat gohma, check to see how long it took you to defeat her. Or every time you pick up a rupee, check to see if it's over 1,000,000 ;P
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: hawthorneluke on October 31, 2010, 05:21:22 pm
Nice King Tetiro. ;) It would be kinda cool for achievements within a Nintendo game. I don't believe I've ever seen any.
Aren't sidequest already a bit of achievements. I would say the Boomerang in Link's Awakening was an achievement for the trading game. And the Mirror Shield in MC you could only get by completing the game and do Kinstone fusions to get the Bigggoron. Then there are the extra's you can get in the Oracle games through the linking mechanism. Second quest for TWW and LoZ

I think achievements always have been in Zelda games. We just don't recognize them anymore as such, because we take them for granted. And other games had them as well. In SMG2 you got an entire Galaxy for just completing the game.

I think of achievements as lil rewards that would otherwise go unnoticed. Beat the Queen Ghoma in a short amount of time without damage? Your a badass gamer, and with achievements you get the props for it. Find all the hidden rupees in Kokiri Forest? Sweet, achievement! Most games have quests and such, but achievements take it to another level.

I was thinking along the exact same lines as Niek was, but I guess having an officially set excuse to spend loads of time going nuts and doing insane things in the game, no matter how small (yet hard no doubt) a thing it is such as the stuff described here's good too :P
I'd definitely prefer both though. A well thought out extra with a reward that lets you experience something cool for spending the time discovering and doing it would be way better than just a ton of basic "do X in under Y time with taking less than Z damage (to get a badge confirming you've done it)" without the former.

Actually, reading this makes me realise that while nintendo may be being told to add in "achievements" to their stuff, that they already have been doing such extras from way back, just that they're not called "achievements" and that they don't appear in some huge list of them for you to count and brag about like penis size, but are of the more thought out kind with interesting rewards.
I guess the "cheats" in goldeneye were extremely like today's "achievements", but at least they made all sorts of things more fun too. I now have a feeling that today's "achievements" are just some fad and not many people are realising how long they've been around and lately how boring they've got, in a sense of quantity over quality.

Sure, have tons of random and difficult challenges to beat just for the hell of it, but put those in after the good stuff, imo.
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: Brutus on October 31, 2010, 05:32:52 pm
As a new acheivement you could add a new item, and make it so that you can get it relatively early in the game, so it's not useless like the ice arrows were in the original, or the mirror shield in minish cap.
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: pxl_moon (dotyue) on October 31, 2010, 06:10:39 pm
As a new acheivement you could add a new item, and make it so that you can get it relatively early in the game, so it's not useless like the ice arrows were in the original, or the mirror shield in minish cap.

the archievments are to unlock special features and to exchange highscores between players, there are not such plans as adding items to give you more advantage than a player who doesn't collect archievements
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: Xfixium on October 31, 2010, 06:20:05 pm
Quote
A well thought out extra with a reward that lets you experience something cool for spending the time discovering and doing it would be way better than just a ton of basic "do X in under Y time with taking less than Z damage (to get a badge confirming you've done it)" without the former.

dotyue may correct me on this, not sure. Apparently, we're going to group the achievements into categories. When all the achievements for that category are achieved, it will unlock something. Something of relevance for that category. Like for an example. If you beat all the speed runs in the speed run category, then it might unlock something like extra walk speed on the next game run.
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: pxl_moon (dotyue) on October 31, 2010, 06:26:53 pm
well but that what he wanted was an item, early to unlock over the archievment system, thats giving to much advantage.... special features like bonuses which you have after beating the game is another case
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: Xiphirx on October 31, 2010, 10:57:06 pm
Like any other game, any time you do something that either contributes to the achievement, or completes it. Like when you beat gohma, check to see how long it took you to defeat her. Or every time you pick up a rupee, check to see if it's over 1,000,000 ;P

:/ I thought there was a better way... oh well lol
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: Xfixium on November 01, 2010, 03:15:23 am
Ok, an update:

- Right now I have put off the ZFGC code implementation. Mainly because there has been a major shift in the way I'm going to be handling rooms from now on. All room binaries are now going to contain tile, instance, and collision data. The collision data is experimental. I had done something similar for GMare way back when, but with this new idea, it will use shapes as regular collision data. The shapes will also have level data, which will make things like shooting projectiles off a cliff much easier. This will replace the ass load of wall instances that would normally litter the entire room. I'm also hoping this will mean I only need one room to play the game. (Another room to set-up the play room) I've done some small tests with the changes I've made, and this seems very possible. Having a game run on 2 - 3 rooms total would be interesting.

That also means that GMLib needs an update to read GM8 projects so that GMare can use that data for instances. Also Horn of Balance needs this update for it's editor too. Right now I'm in the process of updating GMLib. (It's going decently)
- Mamoruanime has started designing the Dodongo's Cavern. I have a WIP of that attached.
- The engine now supports nearest neighbor scaling up to 4X
- Miscellaneous item sprites have been done via DJ. (They look pretty sexy)
- Discussion of achievements, and Master Quest ideas.
- Getting close to finalizing Queen Ghoma's attack actions. Some interesting things there.
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: Zhello on November 01, 2010, 03:29:36 am
Ok, an update:

- Right now I have put off the ZFGC code implementation. Mainly because there has been a major shift in the way I'm going to be handling rooms from now on. All room binaries are now going to contain tile, instance, and collision data. The collision data is experimental. I had done something similar for GMare way back when, but with this new idea, it will use shapes as regular collision data. The shapes will also have level data, which will make things like shooting projectiles off a cliff much easier. This will replace the ass load of wall instances that would normally litter the entire room. I'm also hoping this will mean I only need one room to play the game. (Another room to set-up the play room) I've done some small tests with the changes I've made, and this seems very possible. Having a game run on 2 - 3 rooms total would be interesting.

That also means that GMLib needs an update to read GM8 projects so that GMare can use that data for instances. Also Horn of Balance needs this update for it's editor too. Right now I'm in the process of updating GMLib. (It's going decently)
- Mamoruanime has started designing the Dodongo's Cavern. I have a WIP of that attached.
- The engine now supports nearest neighbor scaling up to 4X
- Miscellaneous item sprites have been done via DJ. (They look pretty sexy)
- Discussion of achievements, and Master Quest ideas.
- Getting close to finalizing Queen Ghoma's attack actions. Some interesting things there.

dodongo's cavern looks sexy too lol XD
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: Aero88 on November 01, 2010, 03:36:57 am
Sounds good to me...  One point of observation though and I don't mean to be rude, but The pic you have in your sig "oot2d_mock_02.PNG" of the dodongo's cavern.  The dragon skull at the top of the room looks more like a pig skull to me at least.  I think it's snout needs to be a little longer...  or maybe it is just too flat...  hmmm.  Maybe it is just me though...  other than that it looks really good me.  Like always I am amazed with this project.

edit: Of course as you mentioned though it is WIP so maybe there are plans to change that already.
edit: Yeah Cypras you beat me to it.  As you said WIP.  That is funny though!
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: Cypras on November 01, 2010, 03:37:57 am
Sounds good to me...  One point of observation though and I don't mean to be rude, but The pic you have in your sig "oot2d_mock_02.PNG" of the dodongo's cavern.  The dragon skull at the top of the room looks more like a pig skull to me at least.  I think it's snout needs to be a little longer...  or maybe it is just too flat...  hmmm.  Maybe it is just me though...  other than that it looks really good me.  Like always I am amazed with this project.
Ha, people on the team agree with you lol, it's a WIP remember.
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: Xfixium on November 01, 2010, 03:49:56 am
Yeah, Mamoruanime is just piecing the tiles together right now. We are still making comments and refining things like we usually do. It ends up pretty good in the end. We just took care of the Megaton hammer in a similar fashion. The problem of showing new screens is that people tend to think that it's finalized. There are also more WIP screens on the official project WIP: http://beta.zfgc.com/index.php/projects/gallery/index/8 Not sure people are aware of that gallery.
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: Mamoruanime on November 01, 2010, 04:25:26 am
Yeah basically all hand-drawn art as it stands right now is a placeholder :P I did all of that art in less than 5 minutes per piece on a monitor that stretches the screen quite a bit horizontally. That screen is also without the jaw piece, which would extend out the juts I made on the sides to give it that more pointy shape Dodongo's skull is known for :P

Anywho; expect a lot of that stuff to become more refined as things progress; just no point in focusing on it too hard right now until the dungeon is laid out completely :P
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: Xiphirx on November 01, 2010, 05:37:10 am
That looks so god damn badass D:
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: Nubcake on November 01, 2010, 03:39:19 pm
Screenie looks like the fire temple.
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: The Boy on November 01, 2010, 04:38:33 pm
That looks so god damn badass D:
Too true!
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: Drandula on November 04, 2010, 12:05:43 pm
Dodongo's cavern look really awesome, but the head looks a bit like pig, like Aero88 said.
That is easily fixed, turn around the nose like I did (Check attachment)
But if this is just placeholder, then how awesome you are gonna make the real one?

Thanks telling where screenies were, I was total idiot as I searched whole topic sometime ago :'D Also I checked once this project from there, but I didn't check the gallery xP

And at same time noticed "Spinning 3D ZFGC logo based off of Drandula's code" Thanks :D

Tero Hannula
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: Kleaver on November 04, 2010, 01:29:00 pm
That looks sweet. Can't wait to see that open!
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: Mamoruanime on November 04, 2010, 05:53:59 pm
Dodongo's cavern look really awesome, but the head looks a bit like pig, like Aero88 said.
That is easily fixed, turn around the nose like I did (Check attachment)
But if this is just placeholder, then how awesome you are gonna make the real one?

Thanks telling where screenies were, I was total idiot as I searched whole topic sometime ago :'D Also I checked once this project from there, but I didn't check the gallery xP

And at same time noticed "Spinning 3D ZFGC logo based off of Drandula's code" Thanks :D

Tero Hannula

Yes, everything drawn is a placeholder/guide for the final product. Once the dungeon's laid out, those things will get extra attention :P

My plans ATM for the head isn't to widen it (the lower jaw piece will do that); but to give it the buffalo-skull nose look and refine some shading. The nose is the primary thing that's going to be changed in the final product :P
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: hawthorneluke on November 05, 2010, 05:58:06 am
Quote
A well thought out extra with a reward that lets you experience something cool for spending the time discovering and doing it would be way better than just a ton of basic "do X in under Y time with taking less than Z damage (to get a badge confirming you've done it)" without the former.

dotyue may correct me on this, not sure. Apparently, we're going to group the achievements into categories. When all the achievements for that category are achieved, it will unlock something. Something of relevance for that category. Like for an example. If you beat all the speed runs in the speed run category, then it might unlock something like extra walk speed on the next game run.

Sounds like a cool idea. Not too sure how happy I'd be to just be able to walk faster when playing the game for a second or whatever time though, unless it allows you to get to some little secret place at some point or something :P
I wasn't really thinking of completing special whatever's to get some item that makes the game easier or anything, just something quite random maybe but fun to mess about with just for a laugh, not to be used to help complete the game or anything (those such things should be a solid part of the main game anyway, not a hidden easter egg/extra thing)
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: DJvenom on November 05, 2010, 06:19:08 am
Beating all of the speedrun achievements and getting rewarded with the ability to move faster next time around seems redundant ;) You moved faster than normal, so here is a buff that lets you move faster than normal!
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: Xfixium on November 05, 2010, 03:22:17 pm
Quote
dotyue may correct me on this, not sure. Apparently, we're going to group the achievements into categories. When all the achievements for that category are achieved, it will unlock something. Something of relevance for that category.Like for an example. If you beat all the speed runs in the speed run category, then it might unlock something like extra walk speed on the next game run.

Nothing is written in stone right now. Trust me, if it seems needless or redundant it will be refined upon testing. We have a new idea for the achievements which mammy brought up, which I like a lot. We most likely will go in that direction.
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: pxl_moon (dotyue) on November 05, 2010, 03:44:30 pm
yeah i like "that" idea too... "it" fits even more to a zelda game i think...
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: Xfixium on November 05, 2010, 03:59:05 pm
Some how I missed this....

And at same time noticed "Spinning 3D ZFGC logo based off of Drandula's code" Thanks :D

No probs, it really does look pretty cool. A good alternative to the classic ZFGC .gif. When the source is released, you'll see your credits in the script as well.
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: J-The-Genie on November 06, 2010, 06:05:09 am
Hey can someone post a Download link to the newest OOT2D release ?? please. I looked in the downloads section and it was not there and the first page is kinda outdated.

Please help me out
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: Zaeranos on November 06, 2010, 06:07:15 am
The OP is up to date and there is no download yet.
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: Mamoruanime on November 06, 2010, 06:11:41 am
Hooboy here it goes D:
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: J-The-Genie on November 06, 2010, 06:18:47 am
The OP is up to date and there is no download yet.

Where can i download it then ? and how far is it near completed
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: Mamoruanime on November 06, 2010, 06:19:25 am
Where can i download it then ? and how far is it near completed

The OP is up to date and there is no download yet.
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: DJvenom on November 06, 2010, 06:26:24 am
I saw that, but where can I download it? Also the op is out of date so update it with a link. is the game done anyways?
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: Zaeranos on November 06, 2010, 06:28:14 am
Hooboy here it goes again!D:
Fixed it for you.
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: J-The-Genie on November 06, 2010, 06:30:01 am
Well i saw the post i was just curious how people are actually playing it because i saw it on youtube.

How much of the game has been completed, and is there a release date planned by any chance ?
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: Mamoruanime on November 06, 2010, 06:32:08 am
Well i saw the post i was just curious how people are actually playing it because i saw it on youtube.

How much of the game has been completed, and is there a release date planned by any chance ?

Which vid specifically?

There are like 8 OoT2d's that have popped in and out of existence since like... 2003.
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: Cypras on November 06, 2010, 06:43:36 am
We don't have any vids for this on youtube.
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: J-The-Genie on November 06, 2010, 06:45:10 am
I saw a few on youtube, I am curious it has been 7 years since 2003 :/ ??? is it really taking that long to create ?

How many people are working on the game ? I also saw many demos for the game ect i assumed it was done ...
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: Cypras on November 06, 2010, 06:47:02 am
There are many different versions made by many different people/teams. This is Oot2D presented by Team Dekunutz.
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: Zaeranos on November 06, 2010, 07:01:10 am
Xfixium did you drop a vid somewhere without showing it here on ZFGC  :o Bad Xfixi, Bad Xfixi  >:D

I saw a few on youtube, I am curious it has been 7 years since 2003 :/ ??? is it really taking that long to create ?

How many people are working on the game ? I also saw many demos for the game ect i assumed it was done ...
This game started only in 2008 and had a break in the middle. Don't go assuming anything. Especially, since Nintendo is the only one that can have a claim to OOT.
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: Wasabi on November 06, 2010, 07:06:10 am
I saw a few on youtube, I am curious it has been 7 years since 2003 :/ ??? is it really taking that long to create ?
I agree with this guy why does it take so long to make shame on you for not having a demo in that time. I have also seen videos on youtube from people who said they played the demo are you discriminating against me by not giving me the demo? I'll report this to the internet police they'll make you give me the demo or I'll sue you cause thats really unfair and I want to play it everyone else gets to.
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: Cypras on November 06, 2010, 07:07:31 am
I saw a few on youtube, I am curious it has been 7 years since 2003 :/ ??? is it really taking that long to create ?
I agree with this guy why does it take so long to make shame on you for not having a demo in that time. I have also seen videos on youtube from people who said they played the demo are you discriminating against me by not giving me the demo? I'll report this to the internet police they'll make you give me the demo or I'll sue you cause thats really unfair and I want to play it everyone else gets to.
Hahaha you miss out.
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: Mamoruanime on November 06, 2010, 07:11:30 am
I however love the fact that I have played the game thanks to being part of that special club called "TEAM DEKUNUTZ" :D
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: Zaeranos on November 06, 2010, 07:15:30 am
*** Points a loaded gun to Mammy's head ***

Now give up that demo or you'll get wet in the face.
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: Xfixium on November 06, 2010, 07:19:26 am
Quote
Xfixium did you drop a vid somewhere without showing it here on ZFGC  Holy Fu- Bad Xfixi, Bad Xfixi

Ahhhhhh you got me!

Quote
*** Points a loaded gun to Mammy's head ***

Now give up that demo or you'll get wet in the face.

Wait! He's no good to me dead! Shoot him AFTER Dodongo Cavern is done.
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: DJvenom on November 06, 2010, 07:24:09 am
It HAS been 7 years since 2003... 7 years... That's how long Link was in the sacred realm! That means TRM's OOT2D will be coming out on 11/11!!!!!!
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: Mamoruanime on November 06, 2010, 07:24:15 am
Lol well it's no way shape or form a "demo"; more like a developers console with Link and some maps :P
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: Zaeranos on November 06, 2010, 07:29:04 am
Quote
Xfixium did you drop a vid somewhere without showing it here on ZFGC  Holy Fu- Bad Xfixi, Bad Xfixi

Ahhhhhh you got me!

Quote
*** Points a loaded gun to Mammy's head ***

Now give up that demo or you'll get wet in the face.

Wait! He's no good to me dead! Shoot him AFTER Dodongo Cavern is done.
I said he'd get wet in the face not dead. I only have a water gun not a real one unfortunately.

It HAS been 7 years since 2003... 7 years... That's how long Link was in the sacred realm! That means TRM's OOT2D will be coming out on 11/11!!!!!!
Does that mean demo 4 will finally be released  :P
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: Xfixium on November 06, 2010, 07:38:30 am
Quote
I said he'd get wet in the face not dead.

Well, there's that zero percent chance that he's deathly allergic to water to consider.....
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: Mamoruanime on November 06, 2010, 07:39:36 am
Quote
I said he'd get wet in the face not dead.

Well, there's that zero percent chance that he's deathly allergic to water to consider.....

zero * 100 more like
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: DJvenom on November 06, 2010, 07:52:47 am
100 / zero more l-
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: Xfixium on November 06, 2010, 08:02:29 am
^ Haw.
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: pxl_moon (dotyue) on November 06, 2010, 08:04:34 am
It HAS been 7 years since 2003... 7 years... That's how long Link was in the sacred realm! That means TRM's OOT2D will be coming out on 11/11!!!!!!
Does that mean demo 4 will finally be released  :P

that's exactly what i just thought xD

11/11/11 ! release of Demo 4 ;> ;);)

hm... how about making demo 1 first xD
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: Wasabi on November 06, 2010, 09:05:11 am
That's exactly what I thought on 6/6/06, 7/7/07, 8/8/08...
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: Xiphirx on November 07, 2010, 01:25:31 am
I have demo 4...

Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: DJvenom on November 09, 2010, 07:47:13 am
*shrug* graphical teaser (http://www.yoroshii.org/stairsin.png)
I'm just proud of it is all :P Stairs for Inside the Deku Tree!
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: King Tetiro on November 09, 2010, 07:56:57 am
*shrug* graphical teaser (http://www.yoroshii.org/stairsin.png)
I'm just proud of it is all :P Stairs for Inside the Deku Tree!
That's quite awesome though might I suggest making another without the leaf?
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: pxl_moon (dotyue) on November 09, 2010, 08:51:28 am
*shrug* graphical teaser (http://www.yoroshii.org/stairsin.png)
I'm just proud of it is all :P Stairs for Inside the Deku Tree!

woah how could you  XD
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: Drandula on November 09, 2010, 12:57:15 pm
But why is there leaf :S
Think about this, leaves are trees energy source, which absorbs light. Light comes from the sun. Now, when we are inside the tree, can you see the sun? No, and leaf inside the tree is useless. (If there is torches burning all-day, maybe they clean the air from carbon dioxide and they get their light from torches)

I just wanted say that :P I don't mind if there is leaf or not, all little details are acceptable. It makes game more rich and lively.
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: Mamoruanime on November 09, 2010, 12:58:42 pm
But why is there leaf :S
Think about this, leaves are trees energy source, which absorbs light. Light comes from the sun. Now, when we are inside the tree, can you see the sun? No, and leaf inside the tree is useless. (If there is torches burning all-day, maybe they clean the air from carbon dioxide and they get their light from torches)

I just wanted say that :P I don't mind if there is leaf or not, all little details are acceptable. It makes game more rich and lively.

Why is there a giant talking tree that wants a little boy to save him?

Does it really matter? There are leaves everywhere in that tileset. D:
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: Drandula on November 09, 2010, 01:08:18 pm
^ I did say, I don't mind it if there is leaves or not :|
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: Mamoruanime on November 09, 2010, 01:12:11 pm
^ I did say, I don't mind it if there is leaves or not :|


XD I know; but still :P

>;o discouragement is discouraging :o
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: Zaeranos on November 09, 2010, 01:29:50 pm
But why is there leaf :S
Think about this, leaves are trees energy source, which absorbs light. Light comes from the sun. Now, when we are inside the tree, can you see the sun? No, and leaf inside the tree is useless. (If there is torches burning all-day, maybe they clean the air from carbon dioxide and they get their light from torches)

I just wanted say that :P I don't mind if there is leaf or not, all little details are acceptable. It makes game more rich and lively.

Why is there a giant talking tree that wants a little boy to save him?

Does it really matter? There are leaves everywhere in that tileset. D:
Why would the tree need to eat the boy in order to be saved. Why would there be doors (bars) and mechanisms (with switches and raising platforms), not to mention burning torches and an entire dungeon inside a tree. Instead of the tree's digestive system. I think we can all agree that Zelda games take the sense of logic with a grain of salt.

DJ: Nice
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: Brutus on November 09, 2010, 01:32:58 pm
Do you have any pics of Jabu Jabu yet?
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: Mamoruanime on November 09, 2010, 01:33:37 pm
But why is there leaf :S
Think about this, leaves are trees energy source, which absorbs light. Light comes from the sun. Now, when we are inside the tree, can you see the sun? No, and leaf inside the tree is useless. (If there is torches burning all-day, maybe they clean the air from carbon dioxide and they get their light from torches)

I just wanted say that :P I don't mind if there is leaf or not, all little details are acceptable. It makes game more rich and lively.

Why is there a giant talking tree that wants a little boy to save him?

Does it really matter? There are leaves everywhere in that tileset. D:
Why would the tree need to eat the boy in order to be saved. Why would there be doors (bars) and mechanisms (with switches and raising platforms), not to mention burning torches and an entire dungeon inside a tree. Instead of the tree's digestive system. I think we can all agree that Zelda games take the sense of logic with a grain of salt.

DJ: Nice

XD exactly my point Niek :P
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: DJvenom on November 09, 2010, 03:02:20 pm
I wanted the ladders to look like they were made from materials found inside the tree :P Deku sticks, etc
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: Xiphirx on November 09, 2010, 08:11:24 pm
*shrug* graphical teaser (http://www.yoroshii.org/stairsin.png)
I'm just proud of it is all :P Stairs for Inside the Deku Tree!

How to pixel art :(

That looks awesome DJ. Like a drop of water while I've spent days out here in a desert :(
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: 4Sword on November 14, 2010, 03:51:08 am
The collision data is experimental. I had done something similar for GMare way back when, but with this new idea, it will use shapes as regular collision data. The shapes will also have level data, which will make things like shooting projectiles off a cliff much easier. This will replace the ass load of wall instances that would normally litter the entire room.

At first when I read that I was thinking along the lines of why don't you just create wall objects that are wider or taller in set sizes so that you could reduce the number of instances. However, I thought about it some more and realized that even with deactivating instances, rooms could still have a lot of simple walls. I am not exactly sure what you mean by collision data with shapes but I have been considering a solution for some code I am working on that uses a specific tile layer for simple walls, and then keeping everything that can be corner-cut around as objects.

I was wondering at how much cost the overhead of using shapes would be though in relation to using built-in tile functions.
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: Zhello on November 14, 2010, 04:13:17 am
*shrug* graphical teaser (http://www.yoroshii.org/stairsin.png)
I'm just proud of it is all :P Stairs for Inside the Deku Tree!

How to pixel art :(

That looks awesome DJ. Like a drop of water while I've spent days out here in a desert :(

Wow, I am officially amazed!  :o

How long it took you to make this lol?  XD  :huh:
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: Xfixium on November 14, 2010, 04:42:07 am
The collision data I refer to is somehow using GM's collision_rectangle function for checks. Have the rectangle shape data within the room binary file read in, and then checking against those values. I'm not too sure how it would turn out, but I figure it's worth a try.

Quote
I have been considering a solution for some code I am working on that uses a specific tile layer for simple walls, and then keeping everything that can be corner-cut around as objects.

Sounds interesting, exactly how are you using the layer?

Quote
I was wondering at how much cost the overhead of using shapes would be though in relation to using built-in tile functions.

I would still be using built-in functions, the question would be how fast / possible would it be? Overall, there just has to be a more flexible and easier way.
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: 4Sword on November 14, 2010, 05:55:20 am
Ah, I can think of an implementation for that which uses either maps or 2D arrays then with cycles through the "key" index passing the values in and holding possible properties as well. That might be easier than the tile way of doing it for the properties - I was going to try having each one with a different property in a different background image, so that there could be different kinds of tiles placed on the same collision layer. I figured that under most conditions something like an arrow would always stop at a corner object or like if you were a level up the corner object wouldn't even be in the trajectory.

Otherwise the tile checking is simple in that for y movement when I am moving 1 pixel up/down, I check the left/right sides or those top/bottom points knowing that at most I can only be over two tiles on a 16 x 16 grid (and those tiles occupy a whole 16 x 16 cell space). It kind of looks like this (where line_v for y-movement is either -3 or +3 which is the top-bottom y value of the bounding box, and absv_x is the absolute value of the x-movement speed):
Code: [Select]
        disp_a = tile_layer_find(2000000,x - 7,y + line_v);
        disp_b = tile_layer_find(2000000,x + 6,y + line_v);
        if (disp_a || disp_b){
          y -= move_v;
          if (disp_a && disp_b){
            if (!absv_x){
              step_y = 0;
              break;
            }
          }
          else if (!absv_x){
            if (disp_a){
              if (x > tile_get_x(disp_a) + 16)
                x += 1;
            }
            else if (disp_b){
              if (x < tile_get_x(disp_b))
                x -= 1;
            }
          }
        }

But yeah, your way is probably better handled that it doesn't end up relying on making the programmer keep track of different background images and what they mean (or rather that there would be a lot of small background files with like just one tile in them).
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: Martijn dh on November 14, 2010, 10:14:35 am
The collision data I refer to is somehow using GM's collision_rectangle function for checks. Have the rectangle shape data within the room binary file read in, and then checking against those values. I'm not too sure how it would turn out, but I figure it's worth a try.

Quote
I have been considering a solution for some code I am working on that uses a specific tile layer for simple walls, and then keeping everything that can be corner-cut around as objects.

Sounds interesting, exactly how are you using the layer?

Quote
I was wondering at how much cost the overhead of using shapes would be though in relation to using built-in tile functions.

I would still be using built-in functions, the question would be how fast / possible would it be? Overall, there just has to be a more flexible and easier way.

I came to a somewhat simular conclusion. It seems far more efficient and user friendly then using objects for every collision option. When checking for a collision gamemaker generally checks collisions against all other presently active objects. In my game about 70-80% of the ingame objects could be cut away by this new method. So combining those two leads me to believe collision checking elsewhere should become quite a bit more efficient as well. I see no drawbacks.
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: 4Sword on November 14, 2010, 01:39:13 pm
While I mentioned something to the effect of maps and arrays earlier, I looked even more into it and realized that I didn't know how to do what you did unless you like read in stuff from a file or had some exotic type of data structure (the registered version has data structures, but made it seem like you couldn't do a list of lists or anything). Anyway, I also figured out that the simple backgrounds I mentioned as a drawback to tile use can use more than the tile_get_background function to figure out what the tile is from, but also you can use tile_get_left and tile_get_top to figure out where on the tilesheet your tile is from.

If I am thinking about that right, all the simple objects I had for things like ice, holes, level transitions, and some of the stuff Niek had like water and shore, things like grass and swamp - I can probably reduce the number of instances by a !@#$% ton. I rewrote that tile checking code into an improved function that I think I can use to further reduce the complexity of my later collision_line checks for parObstacle objects (since simple walls are just tiles, there are less possibilities the collision_line checks will have to do, and with instance deactivation as well, there really isn't going to be all that much to do). Well it mostly hinges on tile_layer_find and reducing its complexity but I think I will have done that as much as possible, as well as reducing the complexities of other things.

Also sorry about going a little off-topic in terms of what I am coding rather than talking specifically about your project. Although I took your statements about reducing the number of wall objects as a challenge; speaking of though, I can see your method working really well in a dungeon. The sprites and level design are awesome; even switching from Minish Cap to FSA Link was cool because it fit the style better.
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: DJvenom on November 15, 2010, 06:23:28 am
Wow, I am officially amazed!  :o

How long it took you to make this lol?  XD  :huh:
Like 4 minutes :P It's a simple edit
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: King Tetiro on November 16, 2010, 08:23:06 pm
I've seen the Gohma sprite (Or version 1 of it. Or may not even be used. I dunno) on GMC and I have to say that is pretty damn awesome!

Well done to whoever did it though
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: pxl_moon (dotyue) on November 16, 2010, 08:35:26 pm
I've seen the Gohma sprite (Or version 1 of it. Or may not even be used. I dunno) on GMC and I have to say that is pretty damn awesome!

Well done to whoever did it though

if you would have read the PotM Interview

...darklink45 - Great spriter, if you didn't know already. He has thrown in
some excellent original enemy sprites. As well as some other miscellaneous
work. I promise you, his Queen Ghoma sprite will knock you off your feet.

;)

edit: wait O.o since when there is a screen of our Ghoma released?!
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: King Tetiro on November 16, 2010, 09:09:40 pm
Find Ethelon on GMC and you'll find out
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: Wasabi on November 16, 2010, 09:27:04 pm
Now I've finished my exams and stuff I was going to get back into writing some music for this. However, I have no idea what style I should be aiming for. Which do you think would be better:
Full orchestration - like WW and TP
GBA style music - for example, Minish Cap quality sounds

I'd say GBA style myself, as it fits the graphics more. Then I've got the other problem - do I replicate the original OOT music exactly in the chosen style, or rearrange them while still keeping the main melodies?
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: pxl_moon (dotyue) on November 16, 2010, 09:52:27 pm
Now I've finished my exams and stuff I was going to get back into writing some music for this. However, I have no idea what style I should be aiming for. Which do you think would be better:
Full orchestration - like WW and TP
GBA style music - for example, Minish Cap quality sounds

I'd say GBA style myself, as it fits the graphics more. Then I've got the other problem - do I replicate the original OOT music exactly in the chosen style, or rearrange them while still keeping the main melodies?

i would say too... since if we would want like fsa, orchestral we could use ZREO's Sounds... and gameboy advance has some cool sound style

Find Ethelon on GMC and you'll find out
post link pls since I'm pretty sure the ghoma is unreleased ^^
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: Cypras on November 16, 2010, 09:53:48 pm
Ethelon has the mockup of gohma in the gmc sig. =/
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: Xfixium on November 16, 2010, 10:02:09 pm
Quote
Now I've finished my exams and stuff I was going to get back into writing some music for this. However, I have no idea what style I should be aiming for. Which do you think would be better:
Full orchestration - like WW and TP
GBA style music - for example, Minish Cap quality sounds

I'd say GBA style myself, as it fits the graphics more. Then I've got the other problem - do I replicate the original OOT music exactly in the chosen style, or rearrange them while still keeping the main melodies?

What file format are you aiming for? Copying the scores exactly probably would be boring for you. However, I was thinking if you had the time, to maybe do originals and remixes. That way there would be the originals, and something creative by you. I'd have to agree with you on the GBA quality sound, probably the best way to go about it. Full orchestration would feel like overkill for the game.
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: DJvenom on November 17, 2010, 12:08:31 am
I think somewhat an original theme with an homage to OOT/LTTP/Zelda 1 for the overworld would be cool :)

http://www.youtube.com/watch?v=1M1kThjKlco
^^ Has the Zelda 1 opening, OOT style changes, as well as Wind Waker's kind of epic feel :)
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: lostmax on November 17, 2010, 12:52:27 am
is there going to be a JAVA version for those who are on the the go and  are unable to drag their 50lbs PC around with they  :)
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: Wasabi on November 17, 2010, 01:32:24 am
I think somewhat an original theme with an homage to OOT/LTTP/Zelda 1 for the overworld would be cool :)

http://www.youtube.com/watch?v=1M1kThjKlco
^^ Has the Zelda 1 opening, OOT style changes, as well as Wind Waker's kind of epic feel :)
That's the cloudtop theme from MC DJ :P, all he's done is use high quality samples. I really liked that arrangement of the overworld though, even when I played the game. Here's the original from the game:
http://www.youtube.com/watch?v=ZaCNc_lZwjk
Quote
Now I've finished my exams and stuff I was going to get back into writing some music for this. However, I have no idea what style I should be aiming for. Which do you think would be better:
Full orchestration - like WW and TP
GBA style music - for example, Minish Cap quality sounds

I'd say GBA style myself, as it fits the graphics more. Then I've got the other problem - do I replicate the original OOT music exactly in the chosen style, or rearrange them while still keeping the main melodies?

What file format are you aiming for? Copying the scores exactly probably would be boring for you. However, I was thinking if you had the time, to maybe do originals and remixes. That way there would be the originals, and something creative by you. I'd have to agree with you on the GBA quality sound, probably the best way to go about it. Full orchestration would feel like overkill for the game.
Probably aiming for .ogg/.mp3. I don't want to do trackers since they're less flexible soundwise and FL doesn't natively support them, and IMO MIDI is not for listening to. I'd go with .ogg myself as it can produce higher quality at lower bitrates than mp3, and there are DLL's on the GMC for ogg playback and manipulation.
Probably could provide 4 versions of the music, an original, remixed, and midi versions of both for people who'd prefer to hear crappy audio :P.

Right, time to dig up my MC rom and rip the sounds.
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: DJvenom on November 17, 2010, 02:31:15 am
I know what it is, and I know it was a rehash ;) Just saying that would be an awesome basis for music done for the game.
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: Wasabi on November 17, 2010, 02:46:01 am
I know what it is, and I know it was a rehash ;) Just saying that would be an awesome basis for music done for the game.
Ah, right :p
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: Xfixium on November 17, 2010, 03:08:26 am
is there going to be a JAVA version for those who are on the the go and  are unable to drag their 50lbs PC around with they  :)

Sorry no. This project is "open source" though. So if a person or team was dedicated enough, they could port it over using the same resources.

Quote
Probably could provide 4 versions of the music, an original, remixed, and midi versions of both for people who'd prefer to hear crappy audio.

I don't want to over work you. :P Honestly .mid is always the most attractive to me. Mainly because of the size. However, if we can manage a good quality versus file size ratio, I would be more inclined to lean towards .ogg/mp3. It's just the sheer size of the music sorta makes me cringe when I think how big it could get. I don't want to force people to download a 100 meg .zip file, and I also want everyone to have the same experience while playing the game.
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: Wasabi on November 17, 2010, 04:37:49 am
Quote
Probably could provide 4 versions of the music, an original, remixed, and midi versions of both for people who'd prefer to hear crappy audio.

I don't want to over work you. :P Honestly .mid is always the most attractive to me. Mainly because of the size. However, if we can manage a good quality versus file size ratio, I would be more inclined to lean towards .ogg/mp3. It's just the sheer size of the music sorta makes me cringe when I think how big it could get. I don't want to force people to download a 100 meg .zip file, and I also want everyone to have the same experience while playing the game.
Yeah, I suppose for a game of this size with 82 songs according to http://www.zeldadungeon.net/Soundtracks-Ocarina%20of%20Time%20Original%20Soundtrack.php although many are little shorts of 5-15 seconds, it weighs in at about 100MB. Maybe include the MIDI with the game and have an optional download for the ogg?
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: Cypras on November 17, 2010, 04:41:01 am
Quote
Probably could provide 4 versions of the music, an original, remixed, and midi versions of both for people who'd prefer to hear crappy audio.

I don't want to over work you. :P Honestly .mid is always the most attractive to me. Mainly because of the size. However, if we can manage a good quality versus file size ratio, I would be more inclined to lean towards .ogg/mp3. It's just the sheer size of the music sorta makes me cringe when I think how big it could get. I don't want to force people to download a 100 meg .zip file, and I also want everyone to have the same experience while playing the game.
Yeah, I suppose for a game of this size with 82 songs according to http://www.zeldadungeon.net/Soundtracks-Ocarina%20of%20Time%20Original%20Soundtrack.php although many are little shorts of 5-15 seconds, it weighs in at about 100MB. Maybe include the MIDI with the game and have an optional download for the ogg?

Yeah, good idea. But it's only worth it if the sound quality is much better, how much better is it?
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: DJvenom on November 17, 2010, 04:44:05 am
.mid only sound as good as the sound card on board your PC. .ogg are basically mp3's :P
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: Wasabi on November 17, 2010, 05:46:05 am
.mid are horrible :P, the only thing they should be used for is storing notation data in an almost universal format. Practically any audio program that deals with notes can open them.
Besides, composing specifically for .mid is so last century :p
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: Kaze 360 on December 21, 2010, 12:44:37 am
more than 1 month! any news?
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: Xfixium on December 21, 2010, 01:05:44 am
Nothing to really report at this time because we aren't going to progress without GMare being completed. (Which I'm hoping gets done by the end of the month) Upgrading room data to collisions, instances, and tile data. There has been some work on the title screen, and that's about it.
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: Kaze 360 on December 24, 2010, 08:12:19 am
working for perfection, good luck bro
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: Sheik on March 04, 2011, 11:37:21 am
Nothing worth an update in 2011 yet? I am still looking forward to the promised demo, take your time, though, of course. And yeah, good luck, again.
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: TomPel on March 04, 2011, 02:15:56 pm
Progress has been pretty slow for the past few weeks (months?). Hopefully things will start to roll soon enough :P
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: Xfixium on March 04, 2011, 04:16:08 pm
Yes, definitely slow at the moment. This is due to GMare. Which is a big part of the resource management. I just need to add the collision part of it, and we'll be rolling again. I'm also thinking about adding one more person to the roster if he has some free time.
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: Theforeshadower on March 04, 2011, 04:29:54 pm
Yes, definitely slow at the moment. This is due to GMare. Which is a big part of the resource management. I just need to add the collision part of it, and we'll be rolling again. I'm also thinking about adding one more person to the roster if he has some free time.

I'm glad you are getting ready to work on it again after GMare.  Looking forward to sexy eye candy.
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: Serilei on August 11, 2011, 11:31:37 am
Hey X, it's been 5 months, whats going on with the project?
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: Xfixium on August 11, 2011, 04:13:17 pm
Due to things in my personal life, progress has been haulted for a bit. Only recently has anything moved forward for me project wise. There has been some work done by Dotyue, and some discussion of the Deku Tree tileset. I am still dedicated to this project as well as ZFGC. Right now GMare still is my focus. Since it needs to be done in order to continue. Once it is done, there will be a lot of progress being made again.
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: Serilei on August 11, 2011, 04:20:22 pm
Due to things in my personal life, progress has been haulted for a bit. Only recently has anything moved forward for me project wise. There has been some work done by Dotyue, and some discussion of the Deku Tree tileset. I am still dedicated to this project as well as ZFGC. Right now GMare still is my focus. Since it needs to be done in order to continue. Once it is done, there will be a lot of progress being made again.

All completely understandable, just glad to know, you do still respond to fans :D and that your mind is fully on it!

WEll the reason I ask, well like I said, 5 months ago was the last post made, and I know you are still on Gmare, but just curious, as to what dungeons are started on, puzzles, towns, etc, I know your main purpose focuses, like said, on gmare, I just didnt know if your team maybe started on some demo stuff to make for the game later :)
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: Serilei on November 15, 2011, 04:11:42 pm
Quote from: Xfixium
what's going on lately?! :)
Title: Re: [SCREENS]Ocarina Of Time 2D
Post by: Xfixium on November 15, 2011, 05:01:18 pm
Hmmm good timing for that question? Team Dekunutz will be notified of an update soonish. Which in turn will update here.
Title: Re: [SCREENS]Ocarina Of Time 2D FSA
Post by: Mirby on November 17, 2011, 03:26:07 pm
Great to see a teaser for an update!

This is like the furthest an OoT2D project has progressed, so gogogo and finish!! :3
Title: Re: [SCREENS]Ocarina Of Time 2D FSA
Post by: Xfixium on November 29, 2011, 01:58:15 pm
Thanks for the encouragement! :) Currently parts of the team are getting back together to re-work the "framework". Some new/old concepts being brought to the table with a new version of Sprite Builder (now named GM Spriter). Cypras and I are testing the new methods based around those changes. It will be taking on a new "blitting" approach to our graphic resources. Reducing the memory footprint drastically, but preserving the highest frame rate possible. We are also taking on Shaders to develop some of the more complex effects that FSA has. Graphically, I presented a new HUD design mock-up. Also the Ocarina Title Logo, worked on by DJ, TomPel, SinkinDevil, and myself is just about complete. Some minor adjustments here and there.
Title: Re: [SCREENS]Ocarina Of Time 2D FSA
Post by: King Tetiro on November 29, 2011, 02:53:41 pm
Thanks for the encouragement! :) Currently parts of the team are getting back together to re-work the "framework". Some new/old concepts being brought to the table with a new version of Sprite Builder (now named GM Spriter). Cypras and I are testing the new methods based around those changes. It will be taking on a new "blitting" approach to our graphic resources. Reducing the memory footprint drastically, but preserving the highest frame rate possible. We are also taking on Shaders to develop some of the more complex effects that FSA has. Graphically, I presented a new HUD design mock-up. Also the Ocarina Title Logo, worked on by DJ, TomPel, SinkinDevil, and myself is just about complete. Some minor adjustments here and there.

Holy crap! That is the most sexy screenshot ever! Congrats
Title: Re: [SCREENS]Ocarina Of Time 2D FSA
Post by: Mirby on November 30, 2011, 02:34:00 pm
There's a reason for the encouragement.

That looks friggin' AWESOME!! :3
Title: Re: [SCREENS]Ocarina Of Time 2D FSA
Post by: The Boy on December 02, 2011, 04:53:05 pm
F***ing hell that looks amazing!!!
WOW.
I mean... wow..
Sorry.. language..
Title: Re: [SCREENS]Ocarina Of Time 2D FSA
Post by: Ishmayl on December 23, 2011, 05:31:14 am
This looks so awesome.  I've followed something like 5 other OoT2D "remakes" that have never made it very far, and I really hope you guys can pull this one off.  Everything I've seen so far looks amazing, I just looked through all 49 pages of this thread.  Can't wait to see more!
Title: Re: [SCREENS]Ocarina Of Time 2D FSA
Post by: FelipeD on December 26, 2011, 01:09:40 pm
Just beautiful... no more words to say XD
Title: Re: [SCREENS]Ocarina Of Time 2D FSA
Post by: Faldomar on December 27, 2011, 12:42:17 pm
Keep it up Xfixium! As always, the game is looking amazing! :D
Title: Re: [SCREENS]Ocarina Of Time 2D FSA
Post by: Xfixium on December 27, 2011, 10:07:28 pm
Thank you all. Also, please remember there are more people than just me working on this game. ;) Admittedly things are still going slowly. Noseblunt brought up the idea of laying out the object model using UML software for the programming side. I have been trying to make a nice scaled down version of the FSA font for our dialog box. Cyp has been working on the rain effect.

Below is a wip using an old oot2d screenshot as a background. The dialog box is new and in-game however. Once that is done and approved, I'll move on to the HUD graphic updates that I originally had a mock up for.
Title: Re: [SCREENS]Ocarina Of Time 2D FSA
Post by: Mirby on December 28, 2011, 01:28:12 am
GO TEAM DEKUNUTZ! KEEP IT UP! :3

Seriously, still lookin' awesome.
Title: Re: [SCREENS]Ocarina Of Time 2D FSA
Post by: Xfixium on December 28, 2011, 02:33:48 pm
There is now a "proof of concept" download available in the first post. It's our last internal release, and the old engine. There's a lot of uncompleted things in it, but it shows off what we're driving at. No rooms were linked together at that time. You need to use the console commands specified in the first post to get to different parts of the game. Enjoy.
Title: Re: [SCREENS]Ocarina Of Time 2D FSA
Post by: Wasabi on December 28, 2011, 02:51:37 pm
Not too shabby! you've definitely got the basics of the HUD and room loading stuff hammered down. I'm assuming there will eventually be options to change controls and screen scaling :P? those were probably my two biggest gripes. And I'm not sure if the sword was supposed to work, but I couldn't get it to after equipping.
Title: Re: [SCREENS]Ocarina Of Time 2D FSA
Post by: Xfixium on December 28, 2011, 02:57:53 pm
Yes, the final version will have customizable controls. The working version had screen scaling. It just wasn't ready for a stable internal release. Sorry, the sword is not usable.
Title: Re: [SCREENS]Ocarina Of Time 2D FSA
Post by: Gray AKA Brown on December 28, 2011, 10:26:13 pm
I have to say the filters look great,it looks spot on to the ones in FSA, and the clouds speed is also spot on.
Title: Re: [SCREENS]Ocarina Of Time 2D FSA
Post by: Ishmayl on December 30, 2011, 05:21:33 am
Is there going to be a way of using a gamepad with this?  I have a hard time playing games on a keyboard, and have bought several different gamepads over the years to play emulator games on, hoping one will work with this?
Title: Re: [SCREENS]Ocarina Of Time 2D FSA
Post by: Xfixium on December 30, 2011, 11:27:28 am
Yes, there will be. There was some discussion about this buried somewhere in the pages of this topic.
Title: Re: [SCREENS]Ocarina Of Time 2D FSA
Post by: Nubcake on December 31, 2011, 04:00:34 pm
awesome! i bet some people are tearing it apart already lol
Title: Re: [SCREENS]Ocarina Of Time 2D FSA
Post by: Cypras on December 31, 2011, 09:11:38 pm
awesome! i bet some people are tearing it apart already lol
Wouldn't be surprised.
Title: Re: [SCREENS]Ocarina Of Time 2D FSA
Post by: Xfixium on January 01, 2012, 01:58:12 am
awesome! i bet some people are tearing it apart already lol
Wouldn't be surprised.

Agreed, but considering it's an "open source" project, I'm not too concerned about it. Also the new framework is much better IMO.
Title: Re: [SCREENS]Ocarina Of Time 2D FSA
Post by: Ishmayl on January 01, 2012, 04:14:59 am
Oh, I must have missed that - is the engine going to be released to the public when you're done?  That's pretty exciting!
Title: Re: [SCREENS]Ocarina Of Time 2D FSA
Post by: Zhello on January 01, 2012, 07:32:17 am
Oh, I must have missed that - is the engine going to be released to the public when you're done?  That's pretty exciting!
lol not going to happen xD. Xfixi and his team worked really hard on this.  They are trying to make an actucally ootremake in 2d(fsa).  Unlike the others team darknut go pretty far with the remake.
Title: Re: [SCREENS]Ocarina Of Time 2D FSA
Post by: Cypras on January 01, 2012, 08:22:14 am
Oh, I must have missed that - is the engine going to be released to the public when you're done?  That's pretty exciting!
lol not going to happen xD. Xfixi and his team worked really hard on this.  They are trying to make an actucally ootremake in 2d(fsa).  Unlike the others team darknut go pretty far with the remake.
Team Darknut? Is that meant to be us?
Title: Re: [SCREENS]Ocarina Of Time 2D FSA
Post by: Wasabi on January 01, 2012, 08:52:19 am
Oh, I must have missed that - is the engine going to be released to the public when you're done?  That's pretty exciting!
lol not going to happen xD. Xfixi and his team worked really hard on this.  They are trying to make an actucally ootremake in 2d(fsa).  Unlike the others team darknut go pretty far with the remake.
Not speaking as a member of the project myself but if you look a few posts up X says it is "open source".
Title: Re: [SCREENS]Ocarina Of Time 2D FSA
Post by: Xfixium on January 01, 2012, 09:15:04 am
Yes, it will be open source, as in the .gmk, resources, and the tools associated with OOT2D FSA will be available to the public. This was stated way back in the beginning of the project. The reason being is that it is a huge game, and if Team Dekunutz does not continue it, it may be picked up by another person/team to develop it further.

NOTE: I updated the download on the first page, F2 will now toggle the game screen size.
Title: Re: [SCREENS]Ocarina Of Time 2D FSA
Post by: TheRealMethuselah on January 06, 2012, 11:29:14 pm
Looking good, Xfixium. Just have fun with it.
Title: Re: [SCREENS]Ocarina Of Time 2D FSA
Post by: Cypras on January 07, 2012, 02:27:56 am
Looking good, Xfixium. Just have fun with it.
Team Dekunutz ftw!
Title: Re: [SCREENS]Ocarina Of Time 2D FSA
Post by: Shiro on January 12, 2012, 04:27:32 am
Pretty awesome. I liked that ZFGC intro thing. Super super stoked.

Just a couple of questions, you may have answered it, but I don't want to sift through 50 pages of text:

1) How will you implement the 3D segments, such as swimming, hookshot targets, etc?

2) How are you working on the game? Is it level by level basis, or do you have DJvenom sprite the !@#$% out of !@#$% and then work/code whatever he's made?

3) Is it hard working online? I can imagine not having IRL meetings to be a bit annoying when you want to organize things, or meet deadlines.

Anyways, good luck. As TRM said, have fun while you do it.
Title: Re: [SCREENS]Ocarina Of Time 2D FSA
Post by: Cypras on January 12, 2012, 04:52:53 am
1) How will you implement the 3D segments, such as swimming, hookshot targets, etc?

2) How are you working on the game? Is it level by level basis, or do you have DJvenom sprite the !@#$% out of !@#$% and then work/code whatever he's made?

3) Is it hard working online? I can imagine not having IRL meetings to be a bit annoying when you want to organize things, or meet deadlines.
1) Swimming is done like in FSA, using the pop up side view box.

2) At this stage we have a concepts list that contains things needing to be completed for a demo, most of which is the main engine.

3)I find it fine working online, we get on well and all join in on discussions, it's a great team dynamic.

Xf has wider information on the 3D concepts, not everything has been discussed, we like to not get too far ahead of we are at currently.
Title: Re: [SCREENS]Ocarina Of Time 2D FSA
Post by: Nabeshin on January 12, 2012, 02:22:43 pm
I'd imagine that the hookshot will be standard, and by extension that the 3D aspect will be carried by the level design. Short of maybe mouse control, I don't know that there's a practical way to extend 2D Hookshot functionality.

That said, in a side-scroll environment you might add the ability to press up or down and shoot at 45's from the plane, which would naturally extend to the bow and the slingshot. But of course that's up to them.
Title: Re: [SCREENS]Ocarina Of Time 2D FSA
Post by: Faldomar on January 13, 2012, 04:37:11 pm
I'm playing the engine demo thing now, and I have to say, this is pretty damn awesome! I have a question involving the water though, is this it's final state? Because... I honestly thought I was walking in the sky for a minute there, there's no ripples or anything to signify it being water.
Title: Re: [SCREENS]Ocarina Of Time 2D FSA
Post by: Xfixium on January 14, 2012, 12:14:03 am
Yeah, never got around to finishing the water. We are going to use a shader extension to apply those sort of things in the new version.
Title: Re: [SCREENS]Ocarina Of Time 2D FSA
Post by: Jeod on January 25, 2012, 02:46:12 am
Hey Xf you missed my name in the credits. I made the shield...thingy. Anyway it's been about a week so here's a team update:

We've all got school work to keep up with, so things aren't exactly full steam ahead. For those of you of the Christian faith, [please pray for] dotyue [who] has been hospitalized with a brain tumor of some sort and will be there for the rest of this week.

Cypras has been tinkering with special effects and the rain looks pretty neat.

Xfixium's trying to adjust the FSA font so it looks sexy on a smaller resolution. It's slightly more challenging than you might think.

As for me I've been offering suggestions and giving feedback here and there. I'm quite busy with college myself; I'm currently working towards my associates degree in education and hope to move up to a prestigious four year university next year.
Title: Re: [SCREENS]Ocarina Of Time 2D FSA
Post by: Martijn dh on January 25, 2012, 05:50:59 pm
For those of you of the Christian faith, dotyue has been hospitalized with a brain tumor of some sort and will be there for the rest of this week.

Just for the christians? Am I reading this correctly?
Who wouldn't feel bad for someone with a brain tumor?
Title: Re: [SCREENS]Ocarina Of Time 2D FSA
Post by: Jeod on January 25, 2012, 05:54:15 pm
Sorry, I meant to put "please pray for dotyue", but then got called away and when I came back I had lost my train of thought.
Title: Re: [SCREENS]Ocarina Of Time 2D FSA
Post by: Miles07 on January 29, 2012, 04:53:25 am
I'd imagine that the hookshot will be standard, and by extension that the 3D aspect will be carried by the level design. Short of maybe mouse control, I don't know that there's a practical way to extend 2D Hookshot functionality.

That said, in a side-scroll environment you might add the ability to press up or down and shoot at 45's from the plane, which would naturally extend to the bow and the slingshot. But of course that's up to them.

I had long been thinking about this same problem myself. Indeed, short of mouse-control (and maybe even a large amount of sprites for Link standing armed - depending on the item - facing any of the many directions where he could fire off a hookshot or an arrow), there's little that one could do and still keep this game 2D.
One solution that I came up with is minor layout changes to accommodate the 2D-style of "hookshooting" (?) and archery. Which means that you might need to place a hookshot-target in a different location. Tough, but that totally means that you wouldn't need to stay locked to the original game's layout and instead be able to loosen up the game's playability. (Plus, it's not easy to fire a hookshot at the ceiling in a 2D top-down environment.) Just my suggestion to your predicament.

(Hey, if this were Wind Waker, then the Grappling Hook would've caused bigger problems.)
Title: Re: [SCREENS]Ocarina Of Time 2D FSA
Post by: ProfessorNevara on February 13, 2012, 04:14:19 pm
I think that this looks absolutely amazing so far and exhibits a fairly unique and fresh take on the FSA style in terms of colouring and overall design! I was a huge fan of your RPGM2K3 take on Link's Awakening, so I'm only even more excited to see your work in a far more expansive program. I'll definitely be giving this a download sometime later today.
Title: Re: [SCREENS]Ocarina Of Time 2D FSA
Post by: pxl_moon (dotyue) on February 13, 2012, 05:38:14 pm
I think that this looks absolutely amazing so far and exhibits a fairly unique and fresh take on the FSA style in terms of colouring and overall design! I was a huge fan of your RPGM2K3 take on Link's Awakening, so I'm only even more excited to see your work in a far more expansive program. I'll definitely be giving this a download sometime later today.

This Game is made by Team Dekunutz what you are referring to is the project he did by himself and the whole Design of OoT2d is the work of multiple Members coming to this result ^^
Title: Re: [SCREENS]Ocarina Of Time 2D FSA
Post by: ProfessorNevara on February 13, 2012, 08:17:15 pm
I think that this looks absolutely amazing so far and exhibits a fairly unique and fresh take on the FSA style in terms of colouring and overall design! I was a huge fan of your RPGM2K3 take on Link's Awakening, so I'm only even more excited to see your work in a far more expansive program. I'll definitely be giving this a download sometime later today.

This Game is made by Team Dekunutz what you are referring to is the project he did by himself and the whole Design of OoT2d is the work of multiple Members coming to this result ^^

Oh, sorry. It seems that I neglected to fully read the first post. This means I should expect even more from it. I played through the demo just earlier and was rather impressed with it's progress. I'm especially in love with the intergration of the particles which floated about in Kokiri Forest.
Title: Re: [SCREENS]Ocarina Of Time 2D FSA
Post by: Serilei on February 22, 2012, 05:49:00 pm
oh man, so glad to see news that this is still going on.


You know I was having a thought about the hookshot. What if you put a spot to stand on, on the floor, and press a or something, and he automatically hookshots to places, even like ceilings or where ever!

Will you update any more screens? I am excited to see
Title: Re: [SCREENS]Ocarina Of Time 2D FSA
Post by: TomPel on February 22, 2012, 11:03:45 pm
I'd like to make an announcement on behalf of Team Dekunutz:
Xfixium has resigned from his place as the leader of the project. So from now on, Cypras leads the programming department. As for the graphics, we haven't decided yet.
This is a big loss for OoT2D FSA, but not a lethal one. Hopefully the project gets back on track asap.
Just a heads up for you guys. Xf will probably post here and inform more himself when he gets to it.

Title: Re: [SCREENS]Ocarina Of Time 2D FSA
Post by: ProfessorNevara on February 23, 2012, 12:03:10 am
That is most certainly a shame, however as you said, I'm sure the project will still be worked on just as devotedly.
I look forward to seeing the completion of this project.
Title: Re: [SCREENS]Ocarina Of Time 2D FSA
Post by: Xfixium on February 23, 2012, 01:26:20 am
Yes, I was going to make an official post here. I was going to wait till Cyp made a new OOT2D topic, as that's what was originally discussed. I'm still trying to find time to piece my end of the code together with the new engine, I'm sure that's holding up the topic creation.

It just comes down to time and really my interest in this project for the free time that I have. I believe I'm dragging this project down, and I think it's better that people don't wait on me for results and general thumbs up. I'm very thankful to have worked with these skilled and determined people within Team Dekunutz. It offered a challenge for me, and it was quite rewarding. As Tompel said, Cyp will be heading the programming portion of the game, and it seems he will be overall manager of the project as well. There's already a bunch of new designs and graphics in the works. So still keep an eye out for this one, as there is rapid progress already being made.

And as always, I thank everyone for your interest in this game.
Title: Re: [SCREENS]Ocarina Of Time 2D FSA
Post by: ProfessorNevara on February 23, 2012, 01:29:58 am
Well, that's rather noble of you. I'm sure everyone will be just as interested, after all, regardless of the staff involved, the game obviously looks brilliant.
So long as it was a great experience, it's certainly impossible for it to have been a waste of time. Of course, I wonder as to what you might be doing with your time from now on.
Title: Re: [SCREENS]Ocarina Of Time 2D FSA
Post by: Serilei on February 23, 2012, 11:46:52 am
...
Well all is understandable, Ive no doubts the team will pull through with it.

You still going to have "any' interaction at all in it? Like anything?

Still excited, and wondering if the team takes ideas from anyone outside the team?
Title: Re: [SCREENS]Ocarina Of Time 2D FSA
Post by: Xfixium on February 23, 2012, 03:10:25 pm
Quote
You still going to have "any' interaction at all in it? Like anything?

Yes, I foresee some interaction.
Title: Re: [SCREENS]Ocarina Of Time 2D FSA
Post by: Serilei on February 24, 2012, 12:28:59 pm
Oh thats awesome then :D I mean it has to be hard to completely abandon ship I know!
Title: Re: [SCREENS]Ocarina Of Time 2D FSA
Post by: Xfixium on April 27, 2013, 03:07:38 am
I said at the start of this project that if Team Dekunutz could not complete the game that all source code and resource would be released to the public. Due to requests for the resources, I finally got around to gathering all of them from the pyxosoft private dev forums.

Below is the link to all the resources for Ocarina Of Time 2D FSA. Enclosed is the source that was functioning, not the most recent source that was worked on (As that source was NOT functioning). I also included all the tools that were being used to create this game. You will find the audio and visual files we created as well. I used .cpt files for graphic WIPs, but converted them into .psd files to make life easier for photoshop people. The conversions may not be perfect.

http://pyxosoft.com/downloads/oot2d_fsa.zip

Have fun! This is Team Dekunutz signing off!
Title: Re: [SCREENS]Ocarina Of Time 2D FSA
Post by: Leduardo on April 27, 2013, 04:51:42 pm
This is a gold mine.
Title: Re: [SCREENS]Ocarina Of Time 2D FSA
Post by: pxl_moon (dotyue) on April 27, 2013, 09:01:58 pm
 :'(
Title: Re: [SCREENS]Ocarina Of Time 2D FSA
Post by: Moffett1990 on April 28, 2013, 02:53:24 am
So the project is ended  :(
Title: Re: [SCREENS]Ocarina Of Time 2D FSA
Post by: Miles07 on April 28, 2013, 04:45:05 am
And from the ashes, something bigger will rise...

...please?
Title: Re: [SCREENS]Ocarina Of Time 2D FSA
Post by: 4Sword on April 28, 2013, 07:47:37 pm
It's sad to see something like this end, but thank you Team Dekunutz for the work that went into the project. Like Miles07 said, hopefully this will assist others in the creation of continued and/or new ideas.
Title: Re: [SCREENS]Ocarina Of Time 2D FSA
Post by: MG-Zero on June 05, 2013, 12:08:35 am
Hi Guys,

We've started up a new project over at http://oot2d.org/ (http://oot2d.org/). The project is in the early stages of planning and development is yet to take place. If you would like to get involved, we will be hosting this project on GitHub and developing the project in Java using the LibGDX Framework to assist with distributing the project to multiple devices. Optimally we would like to make the project available on Android, iOS and Desktop, but Desktop devices will be the main focus for this project (but a version for an Android gaming console such as Ouya isn't too far outside of the vision).

You can head over to the website for more information!

Hey, welcome to ZFGC!  Although we don't mind you getting yourself some publicity here, we'd prefer it if you created a new thread for it.  Thanks!

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