ZFGC

Projects => Zelda Projects => Topic started by: Sophist on June 29, 2006, 01:56:15 pm

Title: [DEMO] DM: ToG (MC Style WIP)
Post by: Sophist on June 29, 2006, 01:56:15 pm
DM is an advanced zelda 2D engine, and is made to be able to run and create zelda games/worlds
Tower of Gonzo (temporary name) is a zelda fan game made on top of that engine
I am making the world on top of my engine to show features, possibilities and trueness to the zelda style.
Several improvements are noticable due to the fact that this is after all a win32 computer game!
Im aiming for it to be a full fledged zelda game with lots of dungeons, enemies, quests and I already have ~30 working items!

(http://dm.fwsnet.net/DMb248.png)

(http://dm.fwsnet.net/DMb327-1.png)

(http://dm.fwsnet.net/TOGb333.png)

(http://dm.fwsnet.net/DMb327-3.png)

Status:
Three dungeons, the first dungeon is a mini dungeon, a town and a rather large world
The third dungeon is still under construction (sand temple)

Download:
Download latest build (http://dm.fwsnet.net/DMb396.zip) (~28mb)
Status: Playable up to the Temple of Sand Full changelog (http://dm.fwsnet.net/DM%20Notes.txt)

Download latest music pack (http://dm.fwsnet.net/music.zip) (~153mb) (MUSIC pack)
Unpack it into data\mods\ToG

Playing the game:
Since people wont read the readme file, which is written for a goddamn reason, here is the ultimate guide to start this game
1. Run reg.bat
2. Start DM.exe
woah!

I DONT NEED TESTERS ANYMORE!
if you find a bug ill be happy to know it, and if you have any suggestions... post them too
its not like a grumpy fart, i take everything and everyone into account!
Title: Re: Zelda classic 2D engine DM: ToG
Post by: Moon_child on June 29, 2006, 02:47:39 pm
That was pretty neat but I didn't like it that you mixed GB sprites with alttp sprites! And you may want to post some screens because people don't really like to download without having seen some screens.
Title: Re: Zelda classic 2D engine DM: ToG
Post by: Kleaver on June 29, 2006, 02:51:52 pm
Yes, please post a few screenshots.
Title: Re: Zelda classic 2D engine DM: ToG
Post by: Sophist on June 29, 2006, 04:02:59 pm
i know my game has mixed graphics, i take what i find
and i dont worry too much, dont you think it fits in?
anyways, my game IS NOT a zelda game clone, i dont try to reproduce something else, just to do a high level classic 2d style
your comment has been noted though.

sorry i will post some screens right away

didnt mean to sound all high and mighty when i said my game is "that good"
anyways
i looked at some other projects and im amazed and of course, happy :)
greets to all you other programmers!

heres some old screens that doesnt do my game any justice:
http://dm.fwsnet.net/b54screen1.PNG (http://dm.fwsnet.net/b54screen1.PNG) from build 54, shows one of the items you can get
http://www.dm.fwsnet.net/b33screen2.bmp (http://www.dm.fwsnet.net/b33screen2.bmp) (its a .BMP from b33.. which is many months ago)

i also want to add that my game doesnt have all the content it should have
and im talking about content that demonstrates this engines possibilities
this is in some cases because of the limited graphics i have
and since this engine is still under development it has a high priority than scripting

please dont post any walkthrough, help is ok though
for the start which will probably change later you have to go and try push the block
when you fail you will be able to get training from your father
Title: Re: Zelda classic 2D engine DM: ToG
Post by: Moon_child on June 29, 2006, 09:02:05 pm
There are enough GB houses you can use instead of alttp houses ;) anyway what did you use to make this? C++?
Title: Re: Zelda classic 2D engine DM: ToG
Post by: Streblo on June 29, 2006, 10:17:24 pm
could you list the features please?
Title: Re: Zelda classic 2D engine DM: ToG
Post by: Comix on June 29, 2006, 10:33:03 pm
Hey Gonzo, this is Kurt just so you know (haven't seen you on these forums)

I'm also part of this project (storyline writer, character design), and we also have a spriter who is working on a complete custom tileset for the game.  The storyline is in quite early stages, but we already have a large idea of what the game will be.

Some of the features are

- Hearts and Rupees system
- Moving talkable NPC's
- AI enemies
- Mid-sized overworld
- A lot of items (in the overworld .exe)

I am not programming this and I'm very sure there is a lot more then I just mentioned, but I'll have to confirm that with Gonzo.  The project is progressing at a very nice rate.
Title: Re: Zelda classic 2D engine DM: ToG
Post by: Sophist on June 30, 2006, 11:34:50 am
features?
well aside from the fact that you can do pretty much anything at this point, nothing.
on the other hand i still need to write alot of script to automate stuff
and there are still features i want to add
like unit invisibility, player electrified, ...
pretty much everything that you can find in a zelda classic

the rate this thing is progressing is in my opinion too slow
but compared to most of these other projects... its a rocket ;)
Title: Re: Zelda classic 2D engine DM: ToG
Post by: Soulja on June 30, 2006, 04:10:09 pm
we also have a spriter who is working on a complete custom tileset

<3 custom tilesets

^_^
Title: Re: Zelda classic 2D engine DM: ToG
Post by: Comix on June 30, 2006, 05:17:32 pm
I'll check with the others to see if I can post some examples of what some of the characters will be like.  Vaati will be in this game also ^^ (bigger role then you might expect)

Another thing is that this game takes place more or less a hundred years from WW, on a large island quite south of the great sea.  WW pasts and information will have a large part of this game. 
Title: Re: Zelda classic 2D engine DM: ToG
Post by: Sophist on July 02, 2006, 09:10:34 pm
build 60 has been out for a while so i thought id post this just to show theres some major stuff coming up

02.07.06, build 65
* Fixed pushing bugs
* Multibarrier checking
* Bricktouching now works on larger bricks
* Statics wont die when game is paused
* Frame events not triggered on pause
* Unit hit/stun sounds scriptable
* Shield can interact with particles
* Main character spritesize is now customizable
* Player cannot be hurt by particles when falling or drowning
* Zoras and placing enemies randomly on a tilespace
* Improved several textures, added flowers and leaves to town map
* Level change swimming glitch fixed

01.07.06, build 62
* Units can be pushed into water or a pit
* Running when slowed now gives you more speed as intended
* Invisible units, cannot be hit with items
* Water units (cannot drown)
* Fixed AI issue with immobile units
* You can now hit a particle with a close range weapon
* Several additions to particles, such as Redirect
* Demon sword converted to script
Title: Re: Zelda classic 2D engine DM: ToG
Post by: Sophist on July 03, 2006, 08:16:29 pm
03.07.06, build 66
* Movie playback
* The first intro movie
* Fixed boss fight bug
* Fixed zora pushbacks
* Added an overworld level
* Added sorcerers to the mountain cave

02.07.06, build 65
* Fixed pushing bugs
* Multibarrier checking
* Bricktouching now works on larger bricks
* Statics wont die when game is paused
* Frame events not triggered on pause
* Unit hit/stun sounds scriptable
* Shield can interact with particles
* Main character spritesize is now customizable
* Player cannot be hurt by particles when falling or drowning
* Zoras and placing enemies randomly on a tilespace
* Improved several textures, added flowers and leaves to town map
* Level change swimming glitch fixed

super huge release :)
everyone download and play test
Title: Re: DM: Classic 2D engine (+ToG) Build 68
Post by: Sophist on July 06, 2006, 08:18:38 pm
released b68
06.07.06, build 68
* Player is now pushed away from an enemy (that deals damage) on touch
* Fixed broken music in a certain situation
* Grass now uses the leaf animation
* Drown/dive effect duration slightly increased
* Diving and dive event
* Zoras can now be stunned as intended
* Fairies now come out delayed to avoid getting hit with a weapon instantly

05.07.06, build 67
* Mass bomb sequences now dont explode instantly
* Shield bounce sound
* Boomerang and arrow doesnt disappear when entering water
* Main character will visually receive the boomerang when it returns
* Fixed maps with random placement of units, they will no longer be able to spawn over another
* Decreased shake strength of hammer
* Optimized DM drawer engine, should run alot faster now

huge maintenance fixes
still one remaining feature... that drops can drown in water and fall into pits
also added diving :)

added screenshots to main post
Title: Re: DM: Classic 2D engine (+ToG) Build 68
Post by: Hikij on July 06, 2006, 08:57:10 pm
What did you make this in? It looks cool.
Title: Re: DM: Classic 2D engine (+ToG) Build 68
Post by: Sophist on July 06, 2006, 09:11:20 pm
vb6 hardcore :)
Title: Re: DM: Classic 2D engine (+ToG) Build 68
Post by: rhalifax on July 07, 2006, 01:10:20 am
I wanted to dl it but with my connection it would take forever but I'll get it tomarrow.

Looking at the screens thought they actually dont look bad with the LA and LttP mix together. BTW if you need help designing a HUD and Menus I can help if you would like to see some of my past HUD and Menu designs PM me and I can show you some of my past work.

I'll play it as soon as I can get it.
Title: Re: DM: Classic 2D engine (+ToG) Build 68
Post by: Sophist on July 07, 2006, 04:27:17 am
alright, i actually need menu and interface
Title: Re: DM: Classic 2D engine (+ToG) Build 68
Post by: Sophist on July 07, 2006, 03:27:31 pm
soon to come release:

07.07.06, build 69
* Water units now drown when dieing
* Items spawned over water now drown
  Items spawned over a pit now disappear
* Using hookshot while getting touched by an enemy wont move the player
* Fixed runjump allowed re-run
* Diving now lets you evade particles and bomb shocks
* You can no longer hit invisible units with ranged items
* Rewrote code for close combat items vs bricks
* Fixed sorcerer disappearing when stunned

still going strong with the maintenance and feature additions
yay
Title: Re: DM: Classic 2D engine (+ToG) Build 68
Post by: rhalifax on July 07, 2006, 07:16:52 pm
Double Poster  :P

Alright I'll find my menu and HUD tomarrow and PM them to you ASAP to show you my work.

Downloading the game right now I'll tell you what I think in a few.

EDIT: Downloaded it ran reg.bat and then DM but it only plays the intro. Did I miss a step?
Title: Re: DM: Classic 2D engine (+ToG) Build 68
Post by: Sophist on July 07, 2006, 07:55:13 pm
hmm...
it should let you in the game
you have directx7 or later installed?
Title: Re: DM: Classic 2D engine (+ToG) Build 68
Post by: rhalifax on July 08, 2006, 02:56:59 pm
It was my gf comp she probably didnt have it, its a good running computer but media wise its pretty messed up I had to mess with it so the directX might not be up to date. I'll transfer the game from her computer to mine and try it out. I'll let you know once I can get it running. :)
Title: Re: DM: Classic 2D engine (+ToG) Build 68
Post by: Sophist on July 08, 2006, 04:14:38 pm
alright

looks like today is a release day, 68-70

08.07.06, build 70
* Fixed minor issues with multiple units
* Fixed problem with close combat items vs bricks
* New z values for statics: 0,1,2
* Static z value true (-1) is considered 2
* Fixed several maps, updated winter cave
* Fixed max money missing rupee sound
* Town flowers can now be lifted
Title: Re: DM: Classic 2D engine (+ToG) Build 70 (soon)
Post by: Sophist on July 09, 2006, 07:31:40 pm
70 was postponed to today... just too much that needed polishing (or even a total rewrite)
but here it is :)

09.07.06, build 70
* Fixed minor issues with multiple units
* Fixed problem with close combat items vs bricks
* New z values for statics: 0,1,2
* Static z value true (-1) is considered 2
* Flowers can now be lifted
* Fixed several maps, updated winter cave
* Fixed max money missing rupee sound
* Play movies inside the game using PlayMovie [file]
* Overhauled script engine
* Overhauled global fx module
* Updated savegame house
* Brick events: OnDrown, OnFall
* Fixed player OnDrown & OnFall happened too early
* Several minor optimizations

07.07.06, build 69
* Water units now drown when dieing
* Items spawned over water now drown
  Items spawned over a pit now disappear
* Using hookshot while getting touched by an enemy wont move the player
* Fixed runjump allowed re-run
* Diving now lets you evade particles and bomb shocks
* You can no longer hit invisible units with ranged items
* Rewrote code for close combat items vs bricks
* Fixed sorcerer disappearing when stunned
* Updated several maps

very big maintenance release
lots of features and additions to the game as a whole
expect maps and an extended world in the future
this project is slowly reaching the end of the tunnel :)
Title: Re: DM: Classic 2D engine (+ToG) Build 70 out!
Post by: trelantana on July 10, 2006, 07:52:18 pm
Sweet.  I'm not a huge fan of BYOND though.  Still, very cool.
Title: Re: DM: Classic 2D engine (+ToG) Build 70 out!
Post by: Sophist on July 10, 2006, 08:48:29 pm
BYOND?
thanks anyways, to you people who appreciate this thing
working really hard on it :)

10.07.06, build 71
* Unit movement is now correctly calculated
* Fixed several smaller script bugs in maps
* Fixed huge problem: broken AI for enemies
* Fixed several occations of AI movement inaccurasies
* Overhauled AI system
* Guarding spot AI
* Added guards to overworld1

so yesterday i released the infamous gigantic release b70
i did major changes, and with major changes comes major problems
so i worked all day and fixed stuff
i even overhauled the ai system which i should have done a while ago
here goes, i hope all is fixed now
Title: Re: DM: Classic 2D engine (+ToG) Build 70 out!
Post by: trelantana on July 10, 2006, 08:51:03 pm
Whoops.  I was trying to reply  to multiple topics on multiple boards, and this one got swapped.

My comment still stands though.
Title: Re: DM: Classic 2D engine (+ToG) Build 71 out!
Post by: rhalifax on July 11, 2006, 03:31:25 am
The updates sound good I'll have to go get the latest build tomarrow. I'll try to check it out on this comp and let you know asap.
Title: Re: DM: Classic 2D engine (+ToG) Build 72 out!
Post by: whitechapel on July 11, 2006, 10:30:09 pm
I get the following error when I try and run the game.

Runtime Error '91'
Object variable or With block variable not set

This only happens when I run the game, not the editor :/ The engine does look promising though :]
Title: Re: DM: Classic 2D engine (+ToG) Build 72 out!
Post by: Sophist on July 12, 2006, 04:36:31 am
go to the data folder and tell me the contents of Console.log
the game shouldnt crash, ever
unless, i dont know, you are probably missing something like DirectShow filters
you did run Reg.bat like the readme says?
Title: Re: DM: Classic 2D engine (+ToG) Build 73 out!
Post by: Sophist on July 12, 2006, 05:19:36 pm
12.07.06, build 74
* Updated the town shop
* Added and fixed some tiles here and there (town)
* Fixed rare initialization bug that would screw up loaded textures
* Music (mp3play) will now stop when not finding music
* Fixed savegame house map

release again
also, today im releasing stripped full versions of my game
the only difference is that the music is gone
and the total size of the whole thing is 3.29mb (currently)
Title: Re: DM: Classic 2D engine (+ToG) Build 74 out!
Post by: rhalifax on July 12, 2006, 06:18:27 pm
Awesome that stripped version is alot better! ;D

EDIT: I got the latest DirectX (version 9 I believe) Installed and it still doesnt run, I even ran reg.bat
Title: Re: DM: Classic 2D engine (+ToG) Build 74 out!
Post by: Sophist on July 12, 2006, 06:47:15 pm
thats really weird
try running "overworld.bat" instead
might be that you cant view the intro movie
what error are you getting again?

Title: Re: DM: Classic 2D engine (+ToG) Build 74 out!
Post by: rhalifax on July 13, 2006, 07:52:23 pm
Nothing pops up it just acts like it will run but doesnt. I ran overworld, reg, and test and then DM and it still doesnt work.
Title: Re: DM: Classic 2D engine (+ToG) Build 74 out!
Post by: Sophist on July 13, 2006, 08:02:38 pm
thats really really wierd, looks like you are the only one...
ive posted this projects on many forums...

hmm
so there arent any clues in console.log?
paste me whatever is inside it, since ill be able to tell where it stopped

DM\data\console.log
Title: Re: DM: Classic 2D engine (+ToG) Build 80 out!
Post by: Sophist on July 15, 2006, 04:27:43 pm
15.07.06, build 80
* Made severe changes to bricks core API
* Made severe changes to units core API
* Item barriers (w/statlink) -> Item Bricks
* Hookshot and boomerang can now retrieve bombs :|
* Bricks now got z ordering (0,1,2)
* Removed statlinks
* Fixed inaccurasies when lifting bricks
* Fixed hookshot and boomerang inaccurasies
* Items can now be hit by weapons
* Items can now be lifted (and thrown)
* Applied changes to all maps
* You can now perform action while lifting something

lots of internal changes
may be bugs, i have tested alot, but might have missed something
added chickens to town map :)

EDIT:
15.07.06, build 81
* Low health warning
* Updates to in-game messages
* Fixed witches hut
* Units blocking flag (cannot walk through)
* Chickens are now blocking
Title: Re: DM: Classic 2D engine (+ToG) Build 81 out!
Post by: rhalifax on July 15, 2006, 06:00:21 pm
Welcome to DMb81
* Read 4 variables.
You are playing ToG as Link
* 3Map valid, preparing start.map
DirectDraw initialized
DirectSound initialized
DirectInput initialized
Textures loaded and parsed
*** Beginning script
Welcome to DMb81
* Read 4 variables.
You are playing ToG as Link
* 3Map valid, preparing start.map
DirectDraw initialized
DirectSound initialized
DirectInput initialized
Textures loaded and parsed
*** Beginning script
Welcome to DMb81
* Read 4 variables.
You are playing TOG as Link
* 3Map valid, preparing overworld\ow1.map
DirectDraw initialized
DirectSound initialized
DirectInput initialized
Textures loaded and parsed
*** Beginning script
Welcome to DMb81
* Read 4 variables.
You are playing ToG as Link
* 3Map valid, preparing start.map
DirectDraw initialized
DirectSound initialized
DirectInput initialized
Textures loaded and parsed
*** Beginning script


thats what it says now when I try it an error report pops up

EDIT: This is the latest from Build 81, it still doesnt work and I get error reports. Whenever I can get this to work I will begin making the hud for you.
Title: Re: DM: Classic 2D engine (+ToG) Build 82 out!
Post by: Sophist on July 16, 2006, 07:39:20 pm
16.07.06, build 82
* Bombs not blocking anymore
* Not doing damage to units will not appear to damage them
* New sword (not wooden anymore)
* Updated whitedale map
* Fixed problems leading from starting to push something
* Texture/spritesheet bitmaps are now local to mods
* Fixed broken lifting something and then talking to someone
* Rewritten the SDK, which is now 100% up to date!
* Bombable stones module (stonefact)

yay, another great release :)
getting better
rewrote the entire SDK :)
Title: Re: DM: Classic 2D engine (+ToG) Build 82 out!
Post by: /M/ on July 17, 2006, 11:04:59 pm
Where's  the credit list? You 'most' of the edited graphics from someone else, and you didn't give credit at all. This is call stealing.  :-\
Title: Re: DM: Classic 2D engine (+ToG) Build 82 out!
Post by: Sophist on July 18, 2006, 04:09:12 am
I 'most' of the edited graphics myself
and like it says in credits the rest is taken from warlock
i dont really care either way about it
Title: Re: DM: Classic 2D engine (+ToG) Build 84 out!
Post by: Sophist on July 18, 2006, 08:16:47 pm
18.07.06, build 84
* Fixed Hero's cave complex
* Fixed Accel (accelerates player)
* DrawPlayer (bool) to hide/show player+items on screen
* PlayerSetInvisible merged into PlayerInvisible
* Death map updated, no annoying danger sound when dead
* Added three new maps

17.07.06, build 83
* Fixed savegame house
* Updated several maps
* Updated and added more tilesets
* Added the first mountain map + music

game content :) (finally)
Title: Re: DM: Classic 2D engine (+ToG) Build 84 out!
Post by: rhalifax on July 20, 2006, 11:29:13 pm
i still cant get it to work on this comp so I'm going to wait until I get my new computer and try it out. ;D
Title: Re: DM: Classic 2D engine (+ToG) Build 84 out!
Post by: Sophist on July 22, 2006, 04:52:57 pm
19.07.06, build 85
* Fixed town shop (bah)
* Fixed level right from town
* Teleport stuff

21.07.06, build 86
* Fixed beach cave
* Diving now makes the swim sound
* Fixed Accel again (turns out the other fix was broken)
* Fixed stone temple entrance (outside)
* The first doors in stone temple now has a delay mechanism to prevent walking back again

22.07.06, build 87
* Barrier functions are now regular procedures, second parameter is default to true
* MissilePass barriers, for letting hookshot, boomerang and arrows through a barrier
* Fixed hookshot issue with hitting multiple bricks
* Rearranged cave tilesets and updated all affected maps
* Updated the underground complex maps
* Updated water cave in overworld
* Updated town map and added the underground cave

yep, its that time again
big release this time, not so much game content as i wanted there to be
but many many maps have been updated and fixed
many new features that isnt so visible to the untrained eye, but try the game and see :)

22.07.06, build 88
* Optimized units system slightly
* By creating a unit and not texture mapping it, the game will no longer crash
* All items are now being pushed by bombs and hammer radial hit
* Bricks can now be pushed using BPushBack function

its not everyday i release twice, but i made something good so here it is :)
Title: Re: DM: Classic 2D engine (+ToG) Build 88 out!
Post by: Koh on July 23, 2006, 01:43:21 pm
the door in the temple of stone after you go downstairs makes the sound, but does not teleport you anywhere, and what do I do after I get the ember seeds? (nice engine btw ;))
Title: Re: DM: Classic 2D engine (+ToG) Build 88 out!
Post by: Sophist on July 23, 2006, 02:29:44 pm
i havent made anymore maps in the stone temple
but fear not... b90 is on the way, but its going to be a full release
new music incoming

the ember seeds is the last item you can get in the game by following the story
to get access to alot more game content just start overworld.bat instead of DM.exe
(youll also be invincible, and you can swim and lift/push anything)

theres also an unfinished map that isnt part of the accessible world yet (anders1.bat)
Title: DM: ToG (Build 90)
Post by: Sophist on July 23, 2006, 02:33:56 pm
And here it is, the first full release in a long time

23.07.06, build 89
* Death map converted to variables, so that it can be saved in a savegame
* Savegames fixed, now saves magic, bombs, arrows correctly
* Water, Floating and Continued animation is now correctly reset on units
* Updated cave beneath the mysterious woods

23.07.06, build 90
* The two first desert levels: Dry Dry Desert 1 and 2
* Updated some overworld maps
* The reach of close combat weapons vs units has been slightly decreased
  to avoid being able to reach units over 16 pixels away from you
* The distace the sword pushes enemies back has been slightly decreased
* FindFreeTile will no longer cause an infinite loop if there is no free spots on map

Featuring the desert, and updated overworld maps
I recommend everyone download the full release :)
Title: Re: DM: Classic 2D engine (+ToG) Build 90 out!
Post by: linkw204 on July 28, 2006, 03:46:58 am
run time error FIX IT!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
Title: Re: DM: Classic 2D engine (+ToG) Build 90 out!
Post by: Sophist on July 28, 2006, 04:18:40 am
did you read the readme.txt where it clearly said you need to run reg.bat before starting the game?
Title: Re: DM: Classic 2D engine (+ToG) Build 90 out!
Post by: linkw204 on July 28, 2006, 04:34:12 am
yes i ran reg.bat,pressed any key to continue,and ran DM.exe.
Title: Re: DM: Classic 2D engine (+ToG) Build 90 out!
Post by: Sophist on July 28, 2006, 01:34:55 pm
hm you are the second one to not being able to start the game, out of hundreds

go into data folder and paste me the last lines of console.log
if there is one
what link did you download from? maybe the stripped version is bugged

edit: i tested the stripped version and it worked
also, do not unzip the game files into a root folder, ie. D:\, it has to be something like D:\DM or C:\ToG
as long as its not in a root folder it should run fine on any system

it would also be helpful if i knew what the error was
Title: Re: DM: Classic 2D engine (+ToG) Build 90 out!
Post by: linkw204 on July 28, 2006, 06:13:39 pm
when i use reg.bat it says"registering,you only need to do this once.
                                       done
                                        press any key to continue." ;D
Title: Re: DM: Classic 2D engine (+ToG) Build 90 out!
Post by: Sophist on July 30, 2006, 05:07:49 pm
yes, but what error do you get when you run the game itself?
and what is the contents of data\console.log?

also, new updated coming soon:

30.07.06, build 94
* Custom pausetime setting to units
* Fixed bug caused by low pausetimes
* Items will now disappear after a while
* Bombs will now clearly show when they are exploding
* You can now use action buttons while starting to push something, as intended
* Added a winter level

29.07.06, build 93
* Added a new stone dungeon level
* Completed the second stone dungeon level
* Action can be used on hostile units

28.07.06, build 92
* Added the desertling enemy
* Proper OnNotice resetting using functions
* Units will no longer get stuck, at the cost of their overall mobility
* Units are now moving in angles instead of the old way which looked more realistic
* Fixed minor issues with hero's cave boss
* Fixed touching enemies causing inaccurate acceleration
* Fixed unpausing while in gamemenu

27.07.06, build 91
* Field of view for units
* Notice separated from angrymode
* Squids now shoot stones
* You can now use debugger to create units using mouse when typed "(x,y)" in console input
  For example efactMoblinB (x,y), 0
* Fixed issues with console input vs keyboard
* Cacti are no longer affected by thrown bricks

Very proud of this release :)
Too many fixes and features, please read the changelog above if you are interested

For those of you who hasnt got out of town yet(!)
I would like to remind you that there is a total of 48 maps to be seen
please post a comment if you need help with something!
Title: Re: DM: Classic 2D engine (+ToG) Build 94 out!
Post by: Koh on August 02, 2006, 03:58:41 pm
do you know when you get a heart piece it says you got a heart container?
Title: Re: DM: Classic 2D engine (+ToG) Build 94 out!
Post by: Sophist on August 02, 2006, 06:13:25 pm
design bug, thanks, will be fixed :)
spoil its in the map right from town yes? i fixed it there /spoil
Title: Re: DM: Classic 2D engine (+ToG) Build 100 out!
Post by: Sophist on August 06, 2006, 02:52:18 pm
06.08.06, build 100
* Optimized main executable
* Rewritten acceleration system, allowing for extreme accelerations
* Red bombs and player speeds are now saved into savegames
* Fixed savegames not saving swimming and diving properly
* Completed the new whitedale level (use Move to get there!)
* Fixed throwing bricks, looked wrong

05.08.06, build 99
* Fixed walking through the witch
* Debugmode now shows barriers
* Fixed Hero's Glade jumping over cave exit issue
* Redesigned whole Hero's Glade section
* Added a new Hero's Glade map (unfinished)
* The red bomb! Item number 15!
* Barrier mode now shows bomb ranges

04.08.06, build 98
* 2 new maps, see if you can find them
* Implemented 2 new enemies into the game!
* IsBomb function for bricks (+ updated bombs part of SDK)
* Bombs are now a threat to enemies
* Updated the underground complex

03.08.06, build 97
* Completed the third stone dungeon level
* Small tweaks to several maps
* Updated SDK

02.08.06, build 96
* Updates to the timer system
* Removed OnFrame event system for particles and statics
* You now have to get the moneybag from a woman to be able to get money in the start
* Updated script modules to timer based instead of OnFrame event based

hmm... well alot of changes since these are daily releases
5 new levels
2 new enemies
1 new item: the red bombs
moneybags
the game is coming along better and better... i could sell this :)
Title: Re: DM: Classic 2D engine (+ToG) Build 104 out!
Post by: Sophist on August 08, 2006, 04:13:15 pm
08.08.06, build 104
* Updated the stone dungeon entrance
* Updated town cellar
(Evening re-release * Blue boomerang remote controllable)

07.08.06, build 103
* Rewritten alot of brick system code, fixed many bugs
* Brick vs brick touching automation
* Blue boomerang fully implemented (damager)
* Pushable bricks without the pushing event now make the pushing sound
* Fixed walking in grass, animation was not removed when grass was destroyed

06.08.06, build 102
* Support for many heart containers in the interface
* New item: The ice rod! (working)
* New item: The staff of the creators! (fully working)
* New item: The blue boomerang! (working)

4 new items, 2 fully implemented...
might make the blue boomerang remote controllable
red fungus also a "new item", works as a quest item
interface has gotten a slight upgrade
Title: Re: DM: Classic 2D engine (+ToG) Build 104 out!
Post by: Koh on August 08, 2006, 04:27:33 pm
sweet, it looks very awseome and runs awesome 2.
Title: Re: DM: Classic 2D engine (+ToG) Build 104 out!
Post by: Sophist on August 08, 2006, 07:00:37 pm
thanks :)
did you play the whole plot?
and try overworld.bat afterwards?

overworld.bat gives you all items, makes you invincible and etc etc
you can get to many more places, except whitedale areas, but that section is closed for now :)
Title: Re: DM: Classic 2D engine (+ToG) Build 106 out!
Post by: Sophist on August 10, 2006, 05:51:11 pm
10.08.06, build 106
* Blue boomerang remote controllable
* Fixed ExplodeBomb function, now explodes correctly
* Changing opposite directions when running now looks smoother

09.08.06, build 105
* Fixed boomerang retrieval of items (speed)
* Optimized some code

full release! download and play :)
fully working blue boomerang
Title: Re: DM: Classic 2D engine (+ToG) Build 110 out!
Post by: Sophist on August 13, 2006, 05:55:30 pm
12.08.09, build 110
* Added bomb placement sounds
* Hammer hit sound
* Fixed no bottles caused crash in menu
* Support for moving bricks that you can stand on
* Blocking enemies can now be run into with shoes
* Bottles now saved with savegames
* Swimming movement has been updated
* Finally fixed movement issues causing a halt on ice
* Major change to Barrier, removed Fall optional 5th parameter
* MPassBarrier changed to MCBarrier

11.08.06, build 108
* Bombs that are created on water or a pit now drowns/falls
* Throwing looks better now (?)
* Creation of bombs now more precise
* Full bottles support!
* The health bottle

big update :)
new game sounds
you can run into blocking enemies
bottles (fully supported!)
many fixes, like movement stall
the first builds of the new editor im working on
Title: Re: DM: Classic 2D engine (+ToG) Build 114 out!
Post by: Sophist on August 16, 2006, 11:27:53 am
16.08.06, build 113
* Run attack (sword+shoes)
* Sword 360 by holding sword attack and releasing
* Slightly optimized graphics system
* First boss is now slightly faster, but receives double damage with a 360 attack
* Fixed bug in hero's cave

15.08.06, build 112
* Added numerous SDK functions
* Support for customized unit AI/movement (finally)
* Fixed issues with throwing bricks

14.08.06, build 111
* Bomb explosions now push the player away
* music boolean variable in config.ini
* Removed maze code, shook off a code module
* Low particles

more features and fixes :)
Title: Re: DM: Classic 2D engine (+ToG) Build 114 out!
Post by: Sophist on August 16, 2006, 12:00:29 pm
16.08.06, build 115
* Strafing with run attack
* Fixed run attack causing damage twice to the same unit
* Added the holy shield
* Fixed issue with shields where player would be invincible
* New sounds to blue boomerang, ice rod and holy shield
* Updated damagers so all new abilities and items work!

WMV movie 1:
http://dm.fwsnet.net/DMb114.WMV (http://dm.fwsnet.net/DMb114.WMV)

DivX5 movie 2:
http://dm.fwsnet.net/DMb114.avi (http://dm.fwsnet.net/DMb114.avi)

watch both if you can :)

Addendum: UPDATE
16.08.06, build 116
* Increased maximum potential items to 31
* The flying cape (DBZ style!)

yep, the flying cape! DBZ style!
Title: Re: DM: Classic 2D engine (+ToG) Build 116 out!
Post by: Sophist on August 16, 2006, 07:35:43 pm
16.08.06, build 117
* overworld.bat: no invulnerability, ocarina works
* New text/messagebox (graphical)
* Updated interface slightly
* Fixed several problems with runattacks

16.08.06, build 116
* Increased maximum potential items to 31, savegames invalidated
* The flying cape (DBZ style!)

from the actual game in debug mode:
http://dm.fwsnet.net/DMb116.avi (http://dm.fwsnet.net/DMb116.avi)

new movie, using game items and player abilities:
http://dm.fwsnet.net/DMb117.avi (http://dm.fwsnet.net/DMb117.avi)

and something really crazy:
http://dm.fwsnet.net/DMb116fun.avi (http://dm.fwsnet.net/DMb116fun.avi)
Title: Re: DM: Classic 2D engine (+ToG) Build 120 out!
Post by: Sophist on August 18, 2006, 03:36:03 pm
18.08.06, build 120
* Updated the stone temple entrance and added a new stone temple map!
* Player FadeOut animation
* Player frame control functions
* Added several functions and updated SDK
* DM.exe completely free from debug stuff now
* DebugMode function returns wether or not running in debug mode
* Dbg function renamed to AddText
* Local mods!
* All maps updated

17.08.06, build 119
* Fixed bug in script module reader(!)
* Downsized cape, not stopping flying sound
* Cape now does half the damage, twice per enemy (with diameter 16)
* Jump/Runjump+Cape ability to fly even further!
* Runattack tweaked attack distance from player
* Fixed ice rod vs bricks (damager)
* PSuits support, custom/changing clothing! (finally)
* Red + blue link (suit 1 and 2)
* Optimized player drawer
* Updated SDK

Big update, not as big in game content as i had hoped
but i wrote some fairly good new features

Local script modules, finally, script modules local to a mod
Player suits: new clothing :)
New player animation: Fadeout
Updated the stone temple dungeon!
Title: Re: DM: Classic 2D engine (+ToG) Build 125 out!
Post by: Sophist on August 20, 2006, 01:44:41 am
20.08.06, build 125
* Scrolling level changes! (finally)
* Added scrolling to several maps
* Fixed bug when giving health to player
* Tile rectangle in DMEdZ
! Please note that the maps for ToG were not designed to be scrollable
! and that many maps will have to be redesigned or worse, rewritten

19.08.06, build 123
* Updated stone dungeon entrance and first room
* Bomb explosions no longer damages invisible units
* Updated DMEdZ

19.08.06, build 122
* UnitCirculate
* Adapted Flying Menaces to the new circulate feature
* Updated brightness functions, now supporting gain and bias
* Updated several maps and corrected barriers using DMEdZ :)
* Added statics z=128 which is sorted with player (use carefully)
* Several sprites functions has been updated, like trees
* DMEdZ has been heavily updated again, now shows even more data and some bugs has been corrected
* A third enviroment has been added (random spots on screen), which is a nice effect
* Enviroments should run faster now (hopefully)

Editing the world is becoming easier by the day...
Made level scrolling transitions :)
Title: Re: DM: Classic 2D engine (+ToG) Build 125 out!
Post by: Koh on August 20, 2006, 03:23:51 am
Great, keep up the good work.  BTW, is the sword going to get fixed? I remember that the GB sword goes overhead slash then ends up in front.
Title: Re: DM: Classic 2D engine (+ToG) Build 125 out!
Post by: Sophist on August 20, 2006, 09:53:11 am
as far as i know the sword isnt bugged
but if theres anything that needs to be done, just give me a hint

20.08.06, build 126
* Updated enemy death sprites / globalfx
* Updated some more maps with transitions
* Fixed a bug in the underground complex
* Loading a level should be faster now
* Custom area titles
* Fixed sound issue with units that has moving sounds
* Improved flying menaces AI greatly

update :)
Title: Re: DM: Classic 2D engine (+ToG) Build 126 out!
Post by: Sophist on August 20, 2006, 02:01:50 pm
I just wanted to remind everyone that this is in fact first of all a game engine,
and that you may use it to make your own zelda games,
completely different from mine, with the exception of available/usable items.
Some items are scriptable, and the quest items row is 100% scriptable

All graphics can be replaced, or reused at will
Same goes for music and sounds

Some things will need reprogramming by me, but I can take requests
if you have a larger link sheet i can program it into DM

The game is scripted in VBScript
And i can tutor anyone that really wants to learn how to do it

Hope someone find my hard work useful :)
Title: Re: DM: Classic 2D engine (+ToG) Build 127 out!
Post by: Sophist on August 20, 2006, 04:07:44 pm
20.08.06, build 127
* Updated DMEdZ:
  Statics z=128 were drawn even if statics were toggled off
  Reload textures menu
  Now remembers mod directory and def. init proc
* Updated ToGs main background textures
* Updated several maps to adapt to the new changes

http://dm.fwsnet.net/DMb127-1.png (http://dm.fwsnet.net/DMb127-1.png)
http://dm.fwsnet.net/DMb127-2.png (http://dm.fwsnet.net/DMb127-2.png)

Ive used these last couple of hours to make a new mountain/border tileset
So im wondering if it looks ok, or not?
Im slowly going to convert my GB-like game into something more LttP as best i can

20.08.06, build 128
* DM main character texture loading has more been improved:
  You can now load larger characters into the game (needs more work)
* Attack & Defense: Base & Temporary!
  Player suits can now impact both damage and attack
  Temporary powerups can power up both defense and attack
* Deceleration is now using the players speed instead of a fixed number

Made player attack & defense base & temp stats
base is for, say an upgraded sword, or wearing a suit that yields extra damage
temp is for temporary powerups that wears off
same goes for defense
Title: Re: DM: Classic 2D engine (+ToG) Build 130 out!
Post by: Sophist on August 21, 2006, 10:12:05 pm
21.08.06, build 130
* Beach map rewritten from scratch, now uses 2 floors :)
* Updated Hero's Glade map
* Floors support!
* Updated SDK (not completely up to date)
* Flying units can only fly over barriers that is <= its own floor level

Its been a long time since i wrote so much code,
yes i made Floor levels, and its 100% implemented
(with some rare cases/exceptions)
I also rewrote the beach map, enjoy :)

EDIT:
22.08.06, build 131
* Windowed mode! (look in mods\ToG\config.txt)
* Fixed Hero's Glade exits (broken)
* Fixed units walking into water (broken)
* Fixed throwing bricks (broken)

Windowed mode! (finally)
+ many bugfixes (cleanup after 130)
Title: Re: DM: Classic 2D engine (+ToG) Build 131 out!
Post by: rhalifax on August 22, 2006, 12:51:40 am
Alright I'm back finally after so long, I got my new comp so I'm going to download build 131, if I get it to work did you still want me to make you a hud??
Title: Re: DM: Classic 2D engine (+ToG) Build 132 out!
Post by: Sophist on August 22, 2006, 01:08:43 am
that depends on the hud you make
i dont want to change the layout, unless you come up with something ingenious
but, if its a good background to the one that already is, id definitely use it

22.08.06, build 132
* Improved windowed mode
* Game and music stops when minimized in windowed mode
* Fixed floor level when losing lifted brick
* Added modname variable (look in config.ini)
* Modname variable used for window title

Fixed some issues with windowed mode :)
Title: Re: DM: Classic 2D engine (+ToG) Build 133 out!
Post by: Sophist on August 22, 2006, 11:25:20 am
22.08.06, build 133
* Global timers (not killed on level change)
* Particles collide with barriers (of own floor level)
* Fixed multiple units with same moving sound problem

Getting better and better, I hope :)
Title: Re: DM: Classic 2D engine (+ToG) Build 133 out!
Post by: Koh on August 22, 2006, 11:50:46 am
yep it is :), i could sprite for the game if you want, but unfortunately I don't have VB6 :(.  BTW what I was talking about the swod was, the GB Link always slashes 90 degress and not have the slash animation just put infront of him to kill only in front :)
Title: Re: DM: Classic 2D engine (+ToG) Build 133 out!
Post by: Sophist on August 22, 2006, 12:39:29 pm
you wont need VB6 to sprite for me :)
or make an entire world, or just maps
or start the game for that matter
its all there

i made a good spriting tool http://ssedit.fwsnet.net (http://ssedit.fwsnet.net)
i used it myself for everything in the game...
use it if you like
Title: Re: DM: Classic 2D engine (+ToG) Build 135 out!
Post by: Sophist on August 23, 2006, 11:33:38 pm
24.08.06, build 135
* The Weather System! (under construction)
* Sound volume & panning! (fully implemented)
* Updated SDK

22.08.06, build 134
* Fixed problems in beach map
* Fixed cosmetic bugs with the hookshot
* Fixed slight unit movement issue
* Updated DMEdZ slightly

Weather changing! Might make night and day soon...
NOTE: The weather system is experimental, its changing alot faster than it should.
Stereo sound using panning & volume!
Title: Re: DM: Classic 2D engine (+ToG) Build 136 out!
Post by: Sophist on August 26, 2006, 02:22:19 pm
26.08.06, build 136
* Weather is still experimental but should not crash the game
* Fixed weather causing non-debug DM.exe to not work
* Fixed broken unit vs player damage system

fixed 2 game crashes
so, about the new link sheet
i dont know if i can use it, who made it?
and im not so sure i want to use it, i mean its complete and all, its better
but its the same link type, i wanted to slowly upgrade my graphics
i guess im fine with GBC retro style for now
gotta concentrate on the weather system, and some other stuff

26.08.06, build 137
* Updated the snow mountain tileset
* Updated several cave tilesets
* Updated some cave maps
* Fixed chicken sounds
Title: Re: DM: Classic 2D engine (+ToG) Build 140 out!
Post by: Sophist on August 27, 2006, 02:24:48 pm
27.08.06, build 138
* Level change with weather is smoother now
* Hookshot sound is not panned now
* Slightly updated snow tilesets
* Zora bullet sounds

Maintenance update

27.08.06, build 140
* Px-based bricks can now be pushed (watch this!)
* Particles can now be hit with missile items (finally)
* Fixed SetBrightness from a timer could cause game crash
* Bricks functionality improvements, including delta tx
* Bricks internal collections for linked objects
* Units internal collections for linked objects
* Improved action vs bricks detection slightly
* Xtree module, trees that can be run into!
* Updated overworld1 and herogld maps
* Updated SDK and DMEdZ

MAJOR improvements to the engine and the game
Enjoy :)
Title: Re: DM: Classic 2D engine (+ToG) Build 140 out!
Post by: Koh on August 27, 2006, 08:19:19 pm
yo dude i did some of it, Ima continue to, I update graphics, you update code kay?
these will be the resources, (I am still working on blue Link), just make sure you make these the sprites and resources with the game.
(http://i55.photobucket.com/albums/g144/dlbrooks33/t2.jpg)
(http://i55.photobucket.com/albums/g144/dlbrooks33/t1.jpg)
(http://i55.photobucket.com/albums/g144/dlbrooks33/t0.jpg)
(http://i55.photobucket.com/albums/g144/dlbrooks33/BG.jpg)

here is the zip so the colors aren't messed up if you save them from there:
http://rapidshare.de/files/30984593/bitmaps.zip.html (http://rapidshare.de/files/30984593/bitmaps.zip.html)
Title: Re: DM: Classic 2D engine (+ToG) Build 140 out!
Post by: Sophist on August 27, 2006, 08:37:38 pm
wow, thanks!
you are immediately added to Credits
much appreciated
however, i just added a splitted snow tree.. ill just copy it out
btw make sure you have the latest build
whenever you are working on something

btw hold on with t1 and t2
im updating yours with my new stuff
im also fixing the blue boomer (bigger)

Title: Re: DM: Classic 2D engine (+ToG) Build 140 out!
Post by: Koh on August 27, 2006, 08:52:16 pm
okie dokie, boss. I am going to get the latest build now.
Title: Re: DM: Classic 2D engine (+ToG) Build 141 out!
Post by: Sophist on August 27, 2006, 08:55:53 pm
and here it is, build 141

27.08.06, build 141
* Added dlbrooks new overhauled graphics
* Blue boomerang adapted to changes

btw you are testing using hgld.bat or overworld.bat?
you are invulnerable and debugging is on
plus you get all items + stuff.. just asking :P
i know ive mentioned it before
Title: Re: DM: Classic 2D engine (+ToG) Build 141 out!
Post by: Sophist on August 27, 2006, 09:05:02 pm
i have some jobs for you though

1. the people that only has 1 frame needs another frame, it doesnt have be all that
just a simple motion. move some of the people out, ill program the positions over again

2. the trees that are widely used as borders in the game:
i need it to be split just like the other tree, in 2 parts, where one part is the bottom root
and the top part is the leaves top, you already have that part, so you need to draw the rest of the bottom

3. you made the blue teleports white :/
any color but white? it looks disabled now

4. i love the enemies :O

5. you need to fix the leaves that you see in t1, they are just beside the zora
they need to be the same color as the flowers in the town etc
Title: Re: DM: Classic 2D engine (+ToG) Build 141 out!
Post by: Koh on August 27, 2006, 09:30:16 pm
2 things i forgot to mention:
EDIT
1.In case you wanted to have a more OoS item sound for "happy1" i recorded the item sound here (i had wrong link at first):http://rapidshare.de/files/30991793/OoS_Hold.WAV.html (http://rapidshare.de/files/30991793/OoS_Hold.WAV.html)
/Edit
2.Do you want to use Lttp-like houses? it is the same house, but resized to be gb styled:(http://i55.photobucket.com/albums/g144/dlbrooks33/zelda005.jpg)
Title: Re: DM: Classic 2D engine (+ToG) Build 141 out!
Post by: Sophist on August 27, 2006, 09:49:50 pm
well
i like the bigger houses
the small GB houses doesnt fit anywhere
the LttP houses are just a little bit to big yes, but the GB houses are super small
i dont like them
besides i want to give the feeling that theres actually something in the house
and the bigger the house the bigger the sprite

EDIT: i forgot to mention i need the link using bow animation
and whatever else there is that i dont have on my sheets
just resize the sheet, and put the new animations at the bottom and ill program it in
Title: Re: DM: Classic 2D engine (+ToG) Build 141 out!
Post by: Koh on August 27, 2006, 11:28:35 pm
the firing bow sprites are the same as the slash sprites, it was like that in all gb games. Also, i'll have the blue link ready by tomorrow
Title: Re: DM: Classic 2D engine (+ToG) Build 141 out!
Post by: Sophist on August 27, 2006, 11:34:27 pm
but the bow animation was on that sheet
i also need the second frame when using shields
so youll have to move the using shield animation down to the bottom for itself to make space
that way link can walk with the shield down (also on that sheet)

im working on better lifting
so that you get the feel of how heavy some of the stuff is

28.08.06, build 142
* The winter part of the game has been opened!
* DMEdZ can now place units randomly like on Overworld 1
  No collision detection however, its just a basic implementation
* Improved pushing detection
* Implemented the snow xtree
* Several characters have been animated
* Several houses has been furnished
* Improved lifting system: heavy objects takes longer time to lift
* Added heavy stones (stone factory)

This will be an interesting update.. when its out :)
its not ready just yet
Title: Re: DM: Classic 2D engine (+ToG) Build 141 out!
Post by: Sophist on August 27, 2006, 11:56:51 pm
I hope you havent done anything to BG.bmp
because you used an old BG when you updated...
im going to add whats new on yours...

if you have it wont be a problem
because the new stuff was only on the right side of the screen
and it was only cave stuff
Title: Re: DM: Classic 2D engine (+ToG) Build 141 out!
Post by: Koh on August 28, 2006, 12:28:24 am
files are there, and as for the bow animation, i didn't see any, so the shuggestion would be to use the second frame in slashing animation
Title: Re: DM: Classic 2D engine (+ToG) Build 141 out!
Post by: Sophist on August 28, 2006, 01:39:13 am
ok good work
ive finished blue link in 3 seconds, using my program SSEdit which is made for spriting
i just replaced colors...
i recommend you use a spriting program like SSEdit (http://ssedit.fwsnet.net) because it gives you incredible overhead and theres many great tools

i also updated BG again, so that the right end of the sheet is up to date
download the upcoming update and use that

we'll talk about small requests i have later
have to get this release out ->


Sol edit: Posted merged.


28.08.06, build 143
* The winter part of the game has been opened!
* DMEdZ can now place units randomly like on Overworld 1
  No collision detection however, its just a basic implementation
* Improved pushing detection
* Implemented the snow xtree
* Several characters have been animated
* Several houses has been furnished
* Improved lifting system: heavy objects takes longer time to lift
* Added several heavy stones! (stone factory)
* Updated keywords listing
* Added the completed link sheet (full blue link)
* Fixed a crash bug caused by holding an action button for a long time
* Implemented moving shield usage, will be updated later
* Added the first heavy stone to beach3
* Some other things I cant remember :(

This is just one hell of an update...
Nothing to say, read changelog

EDIT:
28.08.06, build 144
* Fixed lifting: Not being strong enough would lock player
* Fixed broken strength teacher chatter (ToG house4)
Thanks to dragonofhonr for reporting these problems
Title: Re: DM: Classic 2D engine (+ToG) Build 144 out!
Post by: Koh on August 28, 2006, 02:06:07 pm
i modified the t's some more and the BG, i had to use Rapidshare cause the ftp wasn't reponding
http://rapidshare.de/files/31066259/bitmaps.zip.html (http://rapidshare.de/files/31066259/bitmaps.zip.html)
This one
http://rapidshare.de/files/31068342/bitmaps.zip.html (http://rapidshare.de/files/31068342/bitmaps.zip.html)
I added tall grass sprites for the snow part :) and i fixed the messed up color with the blue link, thats why i always do things by hand because if you use special tools, something will go wrong.
Title: Re: DM: Classic 2D engine (+ToG) Build 144 out!
Post by: Sophist on August 28, 2006, 02:33:57 pm
you downloaded the latest build first yes?
nevermind, you did :)
->
because i sometimes add sprites and tiles that i need to design maps...
just like i this time
<-
----------------------------------------
btw SSEdit does have special tools
but the main tool is the pencil = doing it for hand
SSEdit is made to custom sprite in...
you should really try it out, it has superb overhead :)


Sol edit: Posted merged.


28.08.06, build 145
* Updated graphics
* Fixed weather init brightness flickering
* Converted staff item to scripting (gmod)
* Bombs throw player further
* Updated API

And here is one of the daily updates :)

dlbrooks, i need chairs tables and stuff i can place in houses
i also need stuff i can place in the town and outside for that matter
more stuff that can be lying around the world
like dirt, grass, anything really :)
notice the big block lying on the beach? it doesnt have his own stone sprite yet...
copy a stone in t1 and color it to the stone colors... or maybe make 2 stones and ill do some random thing like with the flowers
nice graphics update :)
Title: Re: DM: Classic 2D engine (+ToG) Build 145 out!
Post by: Koh on August 28, 2006, 05:06:22 pm
done, but:
BIG NOTE:THE WATER ISNOW AT THE BOTTOM, IT NOW HAS 8-FRAMES OF ANIMATION

http://rapidshare.de/files/31085200/bitmaps.zip.html (http://rapidshare.de/files/31085200/bitmaps.zip.html)

BTW i can't use SSedit because it always says ActiveX Component Error:Can't Create Object!
Title: Re: DM: Classic 2D engine (+ToG) Build 145 out!
Post by: Sophist on August 28, 2006, 05:14:28 pm
great, good work :)

i forgot to mention:
you need to resize the shields used for the GUI
should be like 8x12 not 7x8
(and i need an arrow that is on fire = fire arrow
its a regular arrow with a glow on the tip, not a priority, just put it on your todo list)

what i need the most now is stuff to place into the world to make it more alive
the more animated stuff the better

going to program in the new water and stuff *work*

EDIT:
important! you cant have sprites in BG.bmp, ONLY tiles
the difference between a tile and a sprite is that a sprite can have transparency
you will have to move your sprites out of BG and into preferrably t2.bmp
or you could even make your own t4.bmp (remember that t3.bmp is the death screen

and i still want you to try to split the trees into 2 parts
or make new trees if you want to
im not talking about the tiles, but the tree sprites that isnt already in 2 parts
like the winter trees and the one green tree
you can make your own trees, but you must make them in two parts
it would also be cool if you could make a tree trunk that works like an entrance
Title: Re: DM: Classic 2D engine (+ToG) Build 145 out!
Post by: Koh on August 28, 2006, 05:34:55 pm
done :D
http://rapidshare.de/files/31088417/bitmaps.zip.html (http://rapidshare.de/files/31088417/bitmaps.zip.html)
As for the fire arrow, it has the handle red, and the suggestion would be to have a trail of fire as it moves across the screen, kinda like the fire rod, and the trail can do damage tot he enemies it touches.
Also, make sure you program in the snowy tall grass, the animation is next tot he regular tall grass.
EDIT
this was before your i saw edit
/EDIT


Sol edit: Posts merged.


ok i broke up the tress, and made  a t4 for the sprites i put in BG
http://rapidshare.de/files/31091483/bitmaps.zip.html (http://rapidshare.de/files/31091483/bitmaps.zip.html)
Title: Re: DM: Classic 2D engine (+ToG) Build 170 out!
Post by: Sophist on September 26, 2006, 10:34:01 pm
build 145-170
too much to list it all
play the game if you haven't in a while
alot has changed

latest additions:
diggable dirt (ala. minish cap digger mitts dirt)
completed shallow water (splash splash sounds etc)
Title: Re: DM: Classic 2D engine (+ToG) Build 177 out!
Post by: Sophist on September 28, 2006, 08:31:43 am
28.09.06, build 177
* Items spawns after time to prevent them from being taken by the current item
* Fixed OnFall, OnDrown events was not executed from throws
* BrickLand API function, bricks can land on broken tiles
* UnitHayai API function (fast animation)
* Giga hammer direct hit damager
* Updated bombable stone damager
* Updated chicken damager
* New unit: the small spiders! (2 colors)
* Updated SDK

28.09.06, build 176
* Brick movement and interaction with world has been greatly improved
* Increased range for lifting bricks, should be easier to lift now
* Bricks can now cause trigger events
* Rewritten brick vs brick touching
* Updated stone temple entrance
* Die after throw flag for bricks
* Fixed arrow sprite
* Updated SDK
* Press Z key while lifted something to throw it a short distance

28.09.06, build 175
* Units can now cause trigger events
* Broken tiles works for units
* Updated DMEdZ

Big big big update core-wise...
new unit: the spider that can drop from a bush, a dig or even an enemy :P
(i drew it myself) :|

Update:
28.09.06, build 178
* Flies, spreaded them to the first part of the world
* MapWidth & Map Height API functions
* Updated DMEdZ
* Updated SDK

Added flies to the world :)
Title: Re: TLoZ: Tower of Gonzo (Recruiting testers)
Post by: Sophist on September 29, 2006, 06:54:07 am
29.09.06, build 180 (release)
* Added several new sounds
* Ocean ambience to beach map
* Rewritten swords 360 degree attack

From this release on this is officially a game thread for my game Tower of Gonzo (tentative title)
Currently working on adding more content to the first part of the world that leads to the second dungeon
after that ill attempt to complete the second dungeon.

I want you to test this game and point out things you like and dislike with this
I also want to hear what you want to see, as there is nothing I cant make

I am also hoping to recruit testers to join this project.
Please follow these directions if you want to test ToG (http://forum.fwsnet.net/index.php?topic=179.0)

EDIT: the link to the game music has been added
also build 182, most important change: spreading fire fx
Title: TLoZ: ToG b183: Are you able to start the game now?
Post by: Sophist on September 30, 2006, 08:27:00 am
Ive reuploaded the game music, it seems windows MCI dont like VBR mp3s...

anyways, are many of you here unable to play the game? (please report)

I think it may be because of my internal directshow movie player
i removed it, and i guess ill have to make movies the old fashioned way, in-game movies :)
we'll see...

new build without intro movie, i hope more people are able to start the game now
http://dm.fwsnet.net/DMb183.zip (http://dm.fwsnet.net/DMb183.zip) (3.10mb)
Title: TLoZ: Tower of Gonzo (b194)
Post by: Sophist on October 03, 2006, 01:51:01 pm
Build 194 out!
Almost the entire world has been renovated now
added many features and even new items

only a few maps left to go, and ill have to continue on the plot and make more maps :)
Title: Re: TLoZ: Tower of Gonzo (Recruiting testers)
Post by: Sophist on October 07, 2006, 06:58:29 am
Build 200 out... yay big ass number

The whole world is renovated, even the underground complex
enjoy :P
Title: Re: TLoZ: Tower of Gonzo (Recruiting testers)
Post by: King Tetiro on October 15, 2006, 07:26:29 pm
Download game music (http://dm.fwsnet.net/music.zip) (65mb)

Don't you think you should make smaller sets, you know more sets to download but less MB too download at once.
Title: Re: TLoZ: Tower of Gonzo (Recruiting testers)
Post by: Sophist on October 16, 2006, 01:45:55 pm
that IS a set
i havent added music in ages, so its just fine as it is
Title: Re: TLoZ: Tower of Gonzo (Recruiting testers)
Post by: King Tetiro on October 16, 2006, 03:10:13 pm
I mean like 5 songs per set

Set 1
Set 2
Etc.
Title: Re: TLoZ: Tower of Gonzo (Build 208)
Post by: Sophist on October 21, 2006, 02:20:59 pm
Build 208 out
A new sand temple level has been added
A new map between herogld and whitedal has been added
A new map in the cellar in town has been added
Loose leaves has been added to ww1
Minimap has been completed and improved
Fixed a shitload of bugs
The ToG main plot has been renovated, and simplified
you can go straight to your father to learn pushing now
Enjoy :)
Title: Re: TLoZ: Tower of Gonzo (DMb212)
Post by: Sophist on October 23, 2006, 10:31:42 pm
completed the minimap feature
ive improved the world greatly
fixed many many bugs
improved the tools used with the engine
engine has been improved greatly

dont know what else to say, working on it pretty much daily as usual
if you find any bugs or curiosities please do tell
most items that you dont get in the story so far will have problems, and i probably know them too well
other than that id like to get some comments on how this game now runs on older systems
hopefully it will run well on 500mhz and above

also added new screenshot
Title: Re: TLoZ: Tower of Gonzo (DMb216)
Post by: Sophist on November 17, 2006, 01:09:29 am
Its been a while since ive updated, but i had some really nasty features to code
i rewrote the graphics system, added z-sorting for certain sprites... very nasty stuff
i fixed and improved alot of stuff and added many new features....
next up is a miniboss in the stone dungeon, if i dont decide to do something else, but the todo list isnt so big atm
enjoy ;D
Title: Re: TLoZ: Tower of Gonzo (DMb217)
Post by: Sophist on November 20, 2006, 08:05:00 am
fixed bugs that prevented you from going through the entire demo
fixed glitches where wrong items was showing up, ie. in town shop
game should be pretty much 100% bugfree now :)
Title: Re: TLoZ: Tower of Gonzo (DMb217)
Post by: Moon_child on November 20, 2006, 08:37:07 am
Great new demo!

p.s If you double post that much you may get in trouble. ;)
Title: Re: TLoZ: Tower of Gonzo (DMb217)
Post by: Sophist on November 21, 2006, 09:58:46 am
its not really double posting, its just people doesnt seem to care about this project much
noones really responding here, i dont know if anyone has ever even tried my game
all i do is keep posting updates (just look at the dates)

thanks btw, glad you like it
Title: Re: TLoZ: Tower of Gonzo (DMb218)
Post by: Sophist on November 22, 2006, 04:59:01 am
Updated several maps and fixed some glitches here and there
Editor is up to date again
Added new intro screen and music! (homemade!)
(Intro screen made from .TakaMs intro sheet)

Minimum amount of music is now added into the daily builds (ocarina + death + intro music)
Title: Re: TLoZ: Tower of Gonzo (DMb222)
Post by: Sophist on December 02, 2006, 08:36:36 pm
this project is stalled until further noticed
im in the process of adding alpha blending into my engine, hope it works out
and im redoing all graphics to MC or whatever i can get my hands on
the only complete sheet i got is a complete failure, messed up unaligned and the bg color of the sheet is used in the sprites
so it will take a while
that means ill also have to redo all maps and some scripting

im sorry to all you hardcore gb fans, it was fun while it lasted :P
so build222 is the last of its kind
im trying to keep my old gb mod but its not realistic
Title: Re: TLoZ: Tower of Gonzo (DMb222)
Post by: Koh on December 02, 2006, 08:38:38 pm
:O, good luck on it, BTW I have MC stuff, so if you nee dthem you can ask :).
Title: Re: TLoZ: Tower of Gonzo (DMb232)
Post by: Sophist on December 28, 2006, 10:07:41 pm
Its been a while
ive been coding on the new mcmod
and making a new awesome editor for the DM engine
i also wrote alpha blending (hand-written!)
so not much content has been added but i feel i have stuff worth releasing
Title: Re: TLoZ: ToG (New editor completed)
Post by: Sophist on December 29, 2006, 08:36:23 pm
Release again, this time a re-release:
Same build but the completed editor. Of course ive just started on the editor,
but its tested and very featureful, you can design simple levels with it now in no time
It will be a while before i release again, it wont be before i make some big new feature
or i complete the stone dungeon... either way lets hope i dont put this on break again
editor makes it alot easier for me to extend the world further :)
Title: Re: DM: ToG (DMb233+New editor completed)
Post by: Sophist on December 30, 2006, 03:16:56 pm
looks like this project is back in action
especially on world progress
2 new maps, miniboss stage unfinished
editor has been fixed and improved, should work flawlessly now
we'll work on more maps and release something big soon
i hate to promise this but it looks like we'll be able to put some work on the actual game for once :)

30.12.06, build 233
* Fixed drowning bug allowing you to continue swimming
* Fixed bugs with DMEdZ and improved barrier handling and file output
* New improved module handling for DMEdZ allowing for instant creation of content
* Added 2 new maps: stone temple 5 + the new miniboss level (not complete)
Title: Re: DM: ToG (DMb236+New editor completed)
Post by: Sophist on December 31, 2006, 06:08:10 pm
~Daily build~
30.12.06, build 236
* Fixed minor issue with UnitSetDest where unit would not move there
* Updated overworld1, watercave1 and ww2 (north of town) + minimaps
* Updated overworld2 slightly to accomodate planned player progress
* Updated grass walking, added extra sound
* Added the new mountain factory in preparation for new mountain updates
* Fixed problems with the new editor, and added new script features
* Improved leaves for trees, now leaving temporary leaves that fade away
* Fixed problem that could cause player to respawn at an unsafe place
* Improved snow theme, added snowdumps and updated wd2 & wd3 maps
* Added treehouse to hfactory and fixed clipping glitch
* New swimming & bouncing sounds

Its been a while since i did some heavy duty work on the game
Pretty big release this time
Lots of updates to the game but no new content yet :/
More to come...
Title: Re: DM: ToG (DMb240+New editor completed)
Post by: Sophist on January 03, 2007, 11:44:56 pm
03.01.07, build 240
* Added new maps:
  First darkforest map entrance at witches hut
  New mountain map (mnt2) north of the first (mnt1)
* Updated first mountain map!
* Updated whitedale2 map slightly
* Fixed serious issue with editor preventing editing maps without proper script procedure

02.01.07, build 240
* Added seed spitting plant enemy
* Updated forest temple entrance map
* Fixed bug allowing respawn on unsafe spot after standing on a moving platform

01.01.07, build 239
* Spiked ball enemy, added to beach3 for testing
* Flies have gotten a simple circulate AI if close to player =)
* Updated charged sword sprites

01.01.07, build 237
* Sped up alpha-blending code significantly by using precalculated values
* Fixed bug with pushing bricks (outside of the map boundaries)
* Fixed design issue with leafs on ground and pushable bricks in ww1
* Updated ww1 map + minimap

2 new enemies:
* Spiked shell thingie that has sharp needles
* Seed spitting plants that spit seeds :P
* 3 new maps: The Mountains! and a new map north of the witches hut

also:
ive been working on new trees and ive darkened the green tilesets, still WIP, we'll see
added new screenshot showing the WIP map north of the witches hut

enjoy =)
Title: Re: DM: ToG (DMb244)
Post by: Sophist on January 04, 2007, 11:33:02 pm
04.01.07, build 244
* DMEdit has been updated to be able to edit maps with multiple floors
* Implemented big new feature: Higher floor tilesets (colorkeyed!)
* Improved enemies AI significantly using tries & retries
* Fixed statics attached to floating units would not look right
* Enemy AI in general has been improved greatly
* Added new static z=5 that sorts with flying units, great for attached stuff
* Removed bricks z=3 that was drawn after flying units
* Digtiles has finally been set to variables for better modding :)

Lots and lots of stuff....
The most important changes are:
* The enemy AI has been improved greatly
* You can now draw tiles over "everything" to get the lost woods LttP forest tiling thing :P
* Fixed various small bugs and glitches

Not much new content today, but tomorrow I will make a new enemy and a cave somewhere :)
Title: Re: DM: ToG (DMb246)
Post by: Sophist on January 05, 2007, 09:21:52 pm
Daily Build

05.01.07, build 246
* New item getting sound, new sounds for town people, new smart enemy notice sound
* Fixed bug where player had not received money bag yet, and found money in beach cave
* Redesigned map above witches hut, the new dark forest entrance!
* Updated ww1 map, west from town: Firebag no longer needed to return to town
* Updated the mini-boss stage in the stone dungeon
* Added shadow for link when he jumps (untested, WIP)
* The new miniboss in the stone dungeon has been completed!
* Units can now jump! (engine/script feature)
and some more stuff i forgot... worked 8 hours today :)
Title: Re: DM: ToG (DMb246)
Post by: Koh on January 06, 2007, 04:04:02 pm
So many updates, each better than the last,but there is one suggestion I have.  If you quickly finish the Stone Temple, you can get Level-1 out the way and people can have a complete dungeon to play. I know I didn't do it with TLoZ:GBMQ2 because that was engine testing and I didn't know how to fix up code the right way, which is why I am redoing it.  BTW, where would teh tower be at with the evil lord anyway?
Title: Re: DM: ToG (DMb248)
Post by: Sophist on January 06, 2007, 09:23:16 pm
Daily builds
06.01.07, build 248
* New mysterious shells that you can find throughout the world
* Seed spitters' seed improved, shield will not break it
* Updated ftentrance map slightly, fixed block/leaf glitch
* Fixed problems with new miniboss
* New map: cellar5 in the ugcomplex

06.01.07, build 247
* New intro screen!
* Fixed signs/mailboxes shadow glitch
* Updated some tiles
* mountain\mnt2 has been slightly updated
* New map: mntcave1 from mnt2 map
* New map: mntcave2 from mnt2 map
* Fixed and improved DM Editor

Added several maps and features :)
Enjoy
Title: Re: DM: ToG (DMb248)
Post by: Zion on January 06, 2007, 09:31:56 pm
Great game love tall tall mountain
Title: Re: DM: ToG (DMb248)
Post by: Sophist on January 07, 2007, 11:08:34 am
Thanks, and i wonder if you love the mountains so much because YOU made the maps :P
Title: Re: DM: ToG (DMb250)
Post by: Sophist on January 07, 2007, 01:08:09 pm
Daily Build
07.01.07, build 250
* New enemy: Crasher
* Updated maps: ugcomplex\cellar5 and sarea\wwcave and overworld\ow1
* Swords when facing right are now behind player as it should be
* Fixed bridge bug in mwoods3 (darkforest)
* Fixed fungi in mwoods2+updated map!
* Updated witches hut map

07.01.07, build 249
* Removed t5, t4->t3, introsheet and death sheet merged to t4
* Fixed pushing default sound for scriptless blocks stereo glitch
* UnitSetPauseTime renamed to UnitSetPause
* Updated keywords list(!)

this is my free day so short (but important) update
Ive planted a new chest somewhere, try find it :)

EDIT: re-release, found some issues that needed immediate fixing
Title: Re: DM: ToG (DMb252)
Post by: Sophist on January 07, 2007, 11:11:06 pm
07.01.07, build 252
* Tile editing with the editor has gotten easier with the new paster tool
* Improved several other aspects of the editor
* Renamer girl that lets you change your name in the savegame house!
* The new inputbox (GameInput) script feature!
* Fixed the new forces that pulls player and units
* First boss now drops a fairy on death
* Stone temple dungeon:
  Player will now respawn at the entrance after death
  The second portal now lets player teleport to right before the miniboss
* Sword 360 animation looks a little better now

*goes to sleep*
Title: Re: DM: ToG (DMb252)
Post by: Koh on January 07, 2007, 11:27:00 pm
great, but 2 bugs:

when going to the room with the second teleporter in Dungoen 1, if you do not hold right to move as soon as it lets you, you will get placed back at the previous screen.

when you hit the switches, they don't change color like they are supposed to.
Title: Re: DM: ToG (DMb253)
Post by: Sophist on January 08, 2007, 10:16:34 am
It turns out i broke some levels when i made the new teleporter script interface
I also fixed the bug you found

08.01.07, build 253
* Fixed sand temple teleporter
* Fixed level entry from st4->st5 (stone temple)
* Fixed outside world portal (beach3 and ow8)
Title: Re: DM: ToG (DMb253)
Post by: Koh on January 08, 2007, 10:43:05 pm
get t1 from the ftp, good update :).
Title: Re: DM: ToG (DMb258)
Post by: Sophist on January 10, 2007, 06:16:40 pm
10.01.07, build 258
* Updated a pooload of graphics
* Properly implemented the new music
* Units bricktouching (touch per unit)!
* Waterwalking (splashing) now works with units

09.01.07, build 255
* All brand new (home-remixed) LA zelda music!
* Completed the sword 360 degree attack (finally!)

08.01.07, build 254
* Fixed cape bug
* Fixed lock up when scrolling into a channel with console on
* Running with sword right direction; sword is now behind player
* Shields no longer mass damage chickens

Big update this time, all new music made by me (worse music but fits game better imo)
lots of new graphics and fixes, especially the 360 deg sword attack has been completed
also big new engine feature (unit bricktouching) which allows for units making splashes on shallow water etc etc

EDIT: I FORGOT TO ADD A DEATH.MP3 TUNE (dont even have one) SO THE MUSIC WILL STOP PERM IF YOU DIE
THE TEMP FIX FOR THIS IS TO PRESS "M" TO RE-ENABLE MUSIC ONCE YOU DIE
Title: Re: DM: ToG (DMb264)
Post by: Sophist on January 13, 2007, 03:41:35 pm
13.01.07, build 264
* Dark rooms! (player can only see as far as 48 pixels)
* Fixed overworld theme and reduced volume on town theme
* Updated lots of caves with darkroom feature!
* Updated mysterious woods maps, fixed ftemple hole
* Updated getting mysterious shells, now showing how many you have
* Updated mountains & caves, removed flies from mnt2
* Fixed crash in DMEdit (due to the new music policy)
* New rollerbands (makes player move in a spesific direction)
* New whitedale dungeon exit map!

12.01.07, build 260
* Character images in text dialogue!
* A big new stone temple map!

11.01.07, build 259
* Fixed lifting brick (esp. items) wouldnt die when timed out
* Death music added (didnt make it into last release)
* Improved teleporters dramatically

superb update this time :)
enjoy
Title: Re: DM: ToG (DMb265)
Post by: Piers on January 14, 2007, 12:52:02 am
13.01.07, build 265
* Opened up the mountain path to mnt1, go take a look (still WIP)
* Updated DMEdit to support newer maps
  Fixed crash bug when wrong gamefolder is used
  Setting new gamefolder now updates scriptlists as intended
* New liftable stones that requires lifting implemented
* Mysterious shells implemented into savegames and menu
* Old savegames are invalidated, please replay and save your progress
* Added cliff jump to westerwoods1 (sarea\ww1) for quick access to overworld
* Added enviroments to editor (you can now make it rain/snow/darkfx etc)
* Improved the new stone temple level
* Updated the new whitedale level
* Added a new whitedale level containing a new player item
* Support for custom ocarina event



*Posting for Gonzo*
Title: Re: DM: ToG (DMb265)
Post by: Koh on January 14, 2007, 01:36:01 am
get BG and t1 from FTP this time, its major update.
Title: Re: DM: ToG (DMb265)
Post by: Sophist on February 11, 2007, 12:49:41 pm
http://www.youtube.com/watch?v=FDQeW_vc880
a movie that walks you through the stone temple dungeon from this last and probably final build of DM
thanks to those who played and tested it with me, and especially dlbrooks who sprited for me
right now im working on another project that uses my engines full potential
Title: Re: DM: ToG (DMb265)
Post by: Sophist on March 07, 2007, 05:02:23 pm
until ZFGC style has matured enough ill be working on this project again
no reason other than that ive been working too much on this to just let it go
i can work on it now and then :P
expect a release soon
Title: Re: DM: ToG (DMb265)
Post by: pxl_moon (dotyue) on March 07, 2007, 07:05:45 pm
until ZFGC style has matured enough ill be working on this project again
no reason other than that ive been working too much on this to just let it go
i can work on it now and then :P
expect a release soon


its good that you work on it until its finished ^^
Title: Re: DM: ToG (DMb265)
Post by: Koh on March 07, 2007, 07:45:31 pm
wb, Gonzo :D.  Its nice to see this again,
Title: Re: DM: ToG (DMb265)
Post by: Kylink on March 16, 2007, 03:45:26 am
holy crap you are progressing fast.
Title: Re: DM: ToG (DMb270)
Post by: Sophist on March 16, 2007, 10:36:25 pm
16.03.07
* All new music for the game, some old music retained
* Fixed (new) swimming bug
* Fixed bricktouch -> new brick wouldnt cause untouch for former
* Updated start map, death map and added subtitles map!
* Updated teleport area, added new map
* Updated several overworld and desert maps
* Fixed bed hovering over player
* Decreased volume on a couple of sounds
* Fixed small bug in swordroom (no music at the start)
* Flies now react to player attacks and bombs
* New item for sale in the shop under the right conditions
* New item: The Bomb
* Updated minimap

NOTE: Do not download the game from the URL in main topic before 2 hours have passed since i posted...
I have a crappy upload speed, and that's how long its gonna take (give+-30mins)

I guess this is all you've been waiting for... the project is back up
A ton of new stuff has been added, most of it where the game was left off before!
100MBs of music has been added, for those of you with low connections ill add a musicless version later... (No zelda music)
For those who have only played this game the "right way": You can now access many new areas and even receive a new item
Enjoy!
Title: Re: DM: ToG (tentative title)
Post by: Sophist on March 18, 2007, 03:54:45 pm
17.03.07, build 274
* Fixed TransBarrier Y2 always 0 bug (API)
* Fixed dead.map bug when losing sword from the first boss
* Added parameter to reset ticks for timers when setting new interval (API)
* You can no longer throw stuff at hidden enemies
  (ie. Sand Crawlers when hidden underground)
* Added complete desert temple entrance map and desert3 map!
* Updated Temple of Sand entrance
* New music for the temple area!

17.03.07, build 273
* Updated DM Editor: Added scrollbars
* New cave map accessable from ow9! (cave9)
* New desert map! (desert4)
* New house map accessable from desert4!
* Fixed problem with spiders on places without enemies
* Fixed 2 bugged/missing sound issues (dark sword, holy shield)
* Updated desert2

17.03.07, build 272
* Wait-for-key event now resets on mapchange
* Fixed minor movement bug vs barriers: could get stuck on a corner
* Fixed music in wdce (herogld area)
* Fixed getting bomb would let you carry max 0 bombs
* Fixed all shell giving chests
* Updated dialogues in town map
* Updated witches hut dialogues
* Updated room of the creator
* Dlbrooks updated graphics

17.03.07, build 271
* Updated DM Editor (added scripting add before option)
* Fixed: danger.wav sound working again
* Fixed a bug in the second mountain cave
* New map between ow4 and ow6
* Updated ow4 and ow6 to this new addition
* Updated minimap

Build 274 out!
Tons of new areas and more items obtainable!
Enjoy =)
Title: Re: DM: ToG (tentative title)
Post by: Sophist on March 18, 2007, 07:03:04 pm
18.03.07, build 275
* Fixed huge bug in alpha-blending code
* Statics z=1 and z=3 now support alpha-blending
* Fixed some minor crash possibilities with the editor
* Fixed used button when revisiting ww1
* Updated the desert tree structure
* Updated desert4 with the new tree
* The desert girl will now give you a money bag for completing her quest

Fixed some pretty nasty stuff i just discovered in alpha-blending
Also a new item is obtainable by completing a mission in the desert
Good luck :)
Title: Re: DM: ToG (tentative title)
Post by: Lunar. on March 18, 2007, 07:07:37 pm
Poor quality screenshots, great title! :) You have my support.

Also, I like the style.
Title: Re: [Demo] DM: ToG (tentative title)
Post by: Sophist on March 24, 2007, 12:58:02 am
New build out:
23.03.07, build 284
* Global mods are now local to each mod (scripts\global)
* Updated lots of fx'es to work with multiple floors
* Improved the stone temple miniboss dramatically
* Updated big desert map
* Fixed bug in WaitForKey when a Textbox is being show
* Fixed swordroom map
* Updated minimap

Over 8 hours work in this release, and the new alpha-blending code is with it too
+ lots of fixes and tweaks so that the game will be improved and bug free
Title: Re: [Demo] DM: ToG (tentative title)
Post by: hawthorneluke on March 24, 2007, 01:46:15 am
looks like a pretty vast, good engine :D
i havent been able to get very far, as its late now, but so far, it seems like it could be quite fun ^^
and i love the music :P
Title: Re: [Demo] DM: ToG (tentative title)
Post by: Sophist on March 24, 2007, 12:15:10 pm
24.03.07, build 285
* Added switch and bridge to the overworld teleporter cave
* Added new keymode for dungeons, enabling door keys =)
* Updated the bridge in overworld1
* Updated desert3 map
* Fixed bug in stemple7 map

Very important update for those who has savegames
Added a bridge in the overworld that gives access to the teleport area
Title: Re: [Demo] DM: ToG (tentative title)
Post by: Sophist on March 25, 2007, 11:13:49 am
Locked, new style to be implemented
Title: Re: [WIP] DM: ToG (tentative title)
Post by: Sophist on May 12, 2007, 08:30:48 pm
WIP DMb297 out for those interested
http://dm.fwsnet.net/DMb297.zip

12.05.07, build 297
* Added Trade Item feature + API
* Added UnitLife API function
* Savegames invalidated, resave!
* Added maps: river1
* Updated maps: hcave\a1, ow1, ow2, ww1, ww2, wwcave, town
* New units: Birds (BirdA, BirdB)
* Text message choice mode (custom yes/no/default)
* Game exit confirmation added, using global module game.txt
* First traderoute item added!
* Fixed grass wading sprite bug

(still OLD ToG style)
new style will be in a different project

Important update:
12.05.07, build 298
* Fixed escape button (no longer valid in convos)
* Fixed escape button re-escape
* Fixed inputbox choice reselect
* Fixed town cave map bug
* New weather system (progress based)
* Fixed ow1 brightness issue
* Updated river map, added the waterfall
* Added several ambience sounds throughout the world
* Floating boards in ow1 updated & fixed
* Fixed bug with diving and enemies is able to damage player
* Hammer now splashes in water (and doesnt make screen shake)
Title: Re: [WIP] DM: ToG (tentative title)
Post by: Sophist on May 15, 2007, 08:22:56 pm
300 out! yes, the release number is finally 300
SO, how many people have messaged me telling me they cant start the demo?
ive stopped counting, but... lets face it, the same amount of people HAVE NOT READ THE README FILE
you SHOULD read the readme because it tells you how you can play my full blown zelda game
and, since im a nice guy ill even tell you right here:
ALL you gotta do, is run Reg.bat just ONCE you unpack the game
dont forget to download the music pack too! (its unpacked into dm\data\mods\TOG\music)
make sure the music isnt unpacked into music\music but MUSIC, as in all .mp3 files are in the same goddamn folder
and dont message me about this too!! :P

to get the builds right (previous were wrong):
15.05.07, build 300
* Optimized snow enviroment (2)
* Fixed various problems in the underground complex
* Chest in ow\cave9 now works!
* Wolf howls slightly less appearing at night (temp fix)
* No more overlapping wolf howls
* Wolf howls stop when entering other areas
* Added stop sound feature: stops a sound if its alive when entering a new map
* Added the desert town and a map in between (sandstorm weather!)
* Added some more ambience sounds
* Updated desert girl's quest (now gives you a choice)

14.05.07, build 299
* Added mountain town map (wip)
* Added graveyard map (wip)
* Updated town map, added the girls quest
* Global timers now reset on mapchange but still run when pause is enabled
* Wiches Hut quest rewritten, now requires a trade item!
* Improved alpha-blending greatly, fixed possible pitch problem
* Added new darkroom external function, works like a charm!
* Fixed and improved the girls quest!
* Mouse cursor now hidden in DM.exe (no debug)
* Fixed broken ReleaseWnd feature

13.05.07, build 298
* Fixed escape button (no longer valid in convos)
* Fixed escape button re-escape
* Fixed inputbox choice reselect
* Fixed town cave map bug
* New weather system (progress based)
* Fixed ow1 brightness issue
* Updated river map, added the waterfall
* Added several ambience sounds throughout the world
* Floating boards in ow1 updated & fixed
* Fixed bug with diving and enemies is able to damage player
* Hammer now splashes in water (and doesnt make screen shake)
* Birds have more realistic flying now (using floatation)
* Added eagle sound to birds
* New intro screen added
* Exclamations now support floors
* Added first in-game cutscene to herogld map!
Title: Re: [WIP] DM: ToG (tentative title)
Post by: Sophist on May 17, 2007, 11:02:37 am
16.05.07, build 301
* House added to desert town
* House can act as new "home"
* Hometown changing, and loading games teleports player to his hometown
* Desert gets own dig.tile!
* Bombable wall cracks!
* Red bombs now require twice the lifting time! (beware)
* New and improved bomb explosion
* Improvements made to savegame houses
* Fixed problems with ocarina permanently
* Updated desert town!

New hometown to be set! The desert town Dry Dry Oasis
Desert is going to be top priority from now on
Title: Re: [WIP] DM: ToG (big release! all to the test-mobile!)
Post by: Sophist on May 25, 2007, 09:53:11 pm
build 320 out,
LOTS and LOTS of additions and tweaks
game is officially open for play all the way until and not included the desert temple
still lots of stuff to go, but im seeing the light at the end of the tunnel for the first part of the game
added a nice fogging effect, and a new darkroom effect (narrow/darkness vision)
some new maps added and the desert town is nearing completion
have fun playing =)

http://dm.fwsnet.net/DMb320.zip <-- download  (27mb)

important: new music pack out too, so redownload music.zip and just skip or overwrite at your own discretion
(note that the music is optional but very recommended)
http://dm.fwsnet.net/music.zip <-- the in-game music (153mb)
Title: Re: [WIP] DM: ToG (tentative title)
Post by: Dantztron 3030 on May 26, 2007, 02:11:25 am
This looks interesting...I'm downloading and will let you know how it goes :P

EDIT: Wow, I'm very impressed. It doesn't feel *exactly* like console Zelda, which is actually good because it works better with the WASD keys. Items are also implemented well, and the town was nice. However I couldn't see in the cave because my monitor is naturally very dark and the game has no gamma option :P

I'd love to see this engine used elsewhere as well, very nice job man.
Title: Re: [WIP] DM: ToG (tentative title)
Post by: Sophist on May 26, 2007, 08:56:24 am
well, eventually it turned into my own zelda
at first i tried to get the best out of all the zeldas, but i think right now
im far beyond just that
and as for the gamma options, if you know how gain and offset works
go to DM\data\mods\ToG\config.ini

gamma.gain=1.0
gamma.offset=0

Ill re-post later when I know whats best for your screen
you can try changing it, all i remember is that both have to be changed to
make the game brighter
Title: Re: [WIP] DM: ToG (MC Style?)
Post by: Sophist on May 26, 2007, 09:27:14 pm
for those who are interested in this project
i have something new to show, its a usually a closed beta
but this change is big so i want opinions
ive started redoing maps to fit MC style, and so

well.. check out the movie
http://dm.fwsnet.net/DM322-beta.avi

and the game beta can be downloaded here:
http://dm.fwsnet.net/DMb322.zip

also, here is a sneak peek:
(http://dm.fwsnet.net/ww2.png)
note: this is an EARLY RENDER of a map inside the game
Title: Re: [DEMO] DM: ToG (MC Style WIP)
Post by: Sophist on May 27, 2007, 11:11:01 am
Im posting again because ive decided to make the game fully MC styled
this is not something ill go back on, however im finding it hard to find _quality_ MC sprites
not some spriters resource !@#$%
anyways, the last release of its kind is out
http://dm.fwsnet.net/DMb323.zip
so for the last time, enjoy DM as a GB/LttP mixed game
Title: Re: [DEMO] DM: ToG (MC Style WIP)
Post by: Dantztron 3030 on May 27, 2007, 06:58:34 pm
Wow...it's unusual to see such dedication around here. o_O
Title: Re: [DEMO] DM: ToG (MC Style WIP)
Post by: Trask on May 29, 2007, 12:41:25 pm
Cool, so let me ask you, why'd you go the VB route? Was it so you could do scripting via VBscript?
Title: Re: [DEMO] DM: ToG (MC Style WIP)
Post by: Sophist on May 30, 2007, 04:42:01 am
i did it because i know VB very well (obviously)
i also use a C dll for heavier stuff
Title: Re: [DEMO] DM: ToG (MC/LttP WIP near completion, TRY IT!)
Post by: Sophist on June 03, 2007, 07:16:45 pm
Build 327 of my game is out!
Added 3 new screens from my game in the main post
It doesnt take much of your time to try it, so go head
need feedback on pretty much everything
im going to try and add more story, but theres a good amount of it already

A great minigame has been added to somewhere in the world, see if you can find it!

anyways,
i fully implemented a nicely done LttP sheet by .TakaM which isnt fully mechanised yet
meaning swinging sword doesnt look all nice, etc etc. (sword has highest pri.)
also, pushing was sprited by me and if you cant tell, well...
ill have a go at the pushing as soon as i have the time

read changelog for more details!
Title: Re: [DEMO] DM: ToG (MC Style WIP)
Post by: Sophist on June 09, 2007, 03:50:23 pm
08.06.07, build 328
* Replaced magic with a magic bar!

09.06.07, build 330
* Updated desert1 so people can get into the desert! (sorry about this)
* Fixed a huge bug in the sprite drawing system
* Improved birds slightly (they can still crash the game)
* Updated desert flowers
* Fixed bug when throwing something and immediately drowning or falling
* Throwing bombs in water leaves a smoke effect
* Hammering pits leaves swiping sound instead
* Fixed digging in dirt piles
* Slightly updated dialogues in town
* Added new enviroment type: Moving particles
* Updated river1 map, changed enviroment type
* Implemented LttP style flute playing
* Implemented fade out for LttP (WIP)
* Implemented the swimming suit (suit 4)
* Improved hammer slightly
* Minigame host now actually takes money to let you try

330 out!
for those of you playing my game as far as you can get
know that you couldnt go to the huge desert areas before because of a bug
it is now fixed
whats more is: the magic meter, improved and added link animations
next to come is LttP shield and sword
after that i will make an official full release
Title: Re: [DEMO] DM: ToG (MC Style WIP)
Post by: Sophist on June 10, 2007, 02:28:45 am
10.06.07, build 332
* Improved graphical interface greatly
* All new item symbols in 16x16
* Tileset update completed (fresh LttP look!)
* Added many new items! (ie. spellbooks)
* Added the camera screenshot feature!
* Magical cost for rods increased to 3 units
* Missile weapons now runs through bricks it will kill instantly
* Improved bow mechanics (scriptless bricks affected)
* Flying non-hostile units are now ignored when throwing bricks
* Added new death fx and sound
* Replaced some old enemies with new ones

10.06.07, build 333
* Changed QuestionEx methodics to unit-based collection
* Updated getting heart containers
* Fixed bottle salesman and old woman selling fungus in town
* Fungus sold for 30 and not 40 rupees
* Drew the rest of the boomerang
* Drew new full heart container
* Fixed tradeitem (menu)
* Fixed savegames houses
* Fixed desert minigame
* Updated first boss significantly!
* Improved all 64x64 green trees (grnfact)
* Added new advanced global effects!
* Added smoke to some houses in town
* The camera can now be found in your house!
* Fixed problem in town map

10.06.07, build 334 Haste update
* Improved graphics for flies
* Replaced barrels with MC square box
* Replaced postboxes with MC postbox
* Added missing API calls to DMEdit (new stuff)
Title: Re: [DEMO] DM: ToG (MC Style WIP)
Post by: Soulrivers on June 15, 2007, 07:03:59 am
Well I'm gonna have to say that the above map looks quite bad. Though I do realize it's an early version of it, so I'm sure any finished tiling will look better. And as Knivu says, it's unusual to see this much dedication on this forum, which you certainly are showing. Updates all the time man.
Title: Re: [DEMO] DM: ToG (MC Style WIP)
Post by: Sophist on June 15, 2007, 08:15:39 am
15.06.07, build 340
* Finally added anti-aliasing option in config!
  You can now set the game to use sysmem instead of vidmem

14.06.07, build 338
* Fire globalfx fixed
* Magic bag graphics fixed
* Hookshot graphics fixed
* Updated DMEdit
  Added support for custom drops! (finally)
* Updated mwoods3!

13.06.07, build 337
* Refurnished house1 (Your house)
* Updated and refurnished town shop (house2)
* Updated and refurnished savegame house (house3)
* Fixed map transition between town and graveyard
* Replaced some old LttP/GB furnishment with MC styled
* Fixed bug in changelevel causing screen to be redrawn unnecessarily
  (which also could cause a game crash)
* Updated river1 map
* Fixed some issues with the editor

12.06.07, build 336
* Improved sword mechanics! (finally done)
* Added guard in town with small beginner quest
  Which fixed a problem where link wouldnt have any money
* Added the first MC house (located in ww1)!
* Fixed many issues concerning small maps (ie. inside houses)
* Due to sword being a slower action enemies are pushed further away on hit
* Updated town, more MC stuff
* Updated world minimap!

11.06.07, build 335
* New smoke effect (MC)
* New link sword animation!
* Fixed potential crash after tabbing back into game
* Many new blah blah

lots and lots of updates
sword+360 completed
inside of houses mapped out (almost) completely
more MC stuff
game no longer stretched blurry...

EDIT: Update
15.06.07, build 340
* Added anti-aliasing option in config! (finally)
  You can now set the game to use sysmem instead of vidmem
* Updated link's walking animation (esp. downwards)
* Added game border feature along with 1:1 game screen aspect
* Slightly improved intro cutscene
* Improved pushing downwards!

finalized the 340th build
http://dm.fwsnet.net/DMb340.zip
the only thing that remains now is the shield
will be completely added before the weekends over

also if you want to play the game how it looks in LttP fullscreen
go to DM\data\mods\ToG and open config.ini, set game.aa=1 to 0
which makes the game blocky instead of blurry :)
Title: Re: [DEMO] DM: ToG (MC Style WIP)
Post by: Sophist on June 15, 2007, 11:26:30 pm
16.06.07, build 343
* Shield implemented
* Various removal of old GB mechanics

15.06.07, build 342
* Added hundreds of MC sounds to the game and implemented some
* New text engine sounds (much better)
* Improved the Hero's Cave significantly
* When you die in the Hero's cave you will respawn at the entrance
* Improved chickens
* Fixed bottles menu
* Desertlings in Temple of Stone replaced with mice
* Updated desert entrance map (stone temple secret)
* Lifting can now only be done when accel is <= 1 to prevent a bug
* New GUI numbers
* Fixed running while carrying something(!)
* Updated fairies
* Added fairy bottle (revives player after death)
* Added Support for bottles that can revive player
* Remade the stone temple boss!
* Updated whitedale7 and winter trees!

lots of new noticeable content!
most noticeably: the shield is back, brand new!
http://dm.fwsnet.net/DMb343.zip
Title: Re: [DEMO] DM: ToG (MC Style WIP)
Post by: Sophist on June 16, 2007, 09:58:23 am
16.06.07, build 344
* Higher tolerance for pushing, moving player towards safe area!
* Improved overall pushing mechanics
* New start area, "your house", to make game seem less confusing at start
* Made platform in the town cave slightly easier to get on/off

finally fixed pushing... you now dont have to move exactly to where you can push :)
Title: Re: [DEMO] DM: ToG (MC Style WIP)
Post by: OriZak on June 16, 2007, 09:44:45 pm
Hey this is the first time I've tried out this game (build 344), and I have one thing to say...
(http://img.photobucket.com/albums/v314/MetalRidley/verynice.gif)

Anyhoo, I beat the Hero Sword dungeon and saw the first cutscene thing and then saved, so you know how far I am. Here are some suggestions/bugs I found (also I haven't read the whole topic, so sorry if there are repeats  :-\ )
-Prioritized movement, it seems like left and right have a higher priority over up and down
-I liked the effects and little things like that in the game
-You seem to have a very solid engine
-Link's movement seems a tiny bit too slow, maybe 1 pixel or so faster would help, and diagonal movement should be slowed down compared to cardinal movement (idk if something later in the game makes you faster or anything though)
-The save system is kind of odd but creative, I don't really like it but I don't dislike it either. I like the old man's effects :P
-I know there's a readme and you said to read it, but of course I didn't at first and was confused about the controls, an in-game explanation of some kind would be nice but you don't really need it I guess
-The RTP characters and stuff are fine, as long as the person playing doesn't know what the RTP is or seen them before, but I recognized them and thought it was kind of cliche
-I like the custom Link
-There was a glitch in the cave at the far right of Hero's Glade; the floor at the north animated really weird and I'm assuming it's supposed to be water but it seems like the wrong tiles are being animated
-In normal 2D Zelda games the sword swing starts over when you press the button again mid-swing, but yours doesn't. It just feels a lot more fluid and natural that way
-When you fight the Hero Sword Guardian boss, if you die fighting it you still have the sword and can get out of the cave, or if you go back in to the room the sword is still there and you get it again
-This might just be me, but I think that the cracked ground where you fall could have a tiny bit more delay on it, it seemed like I fell in as soon as I touched the spot
-I couldn't reflect Octorok rocks back at them with the shield :(
-I like the sounds and kind of ambient 'music'

That looks like a long list but I really thought this was a great fan game, especially compared to others, and I'd give it a 4/5 from what I've seen. :D
Title: Re: [DEMO] DM: ToG (MC Style WIP)
Post by: Sophist on June 16, 2007, 10:21:25 pm
-Prioritized movement, it seems like left and right have a higher priority over up and down
i thought it was that way, so, its like this on purpose
and while were on that matter im going to add a more complex movement system
which "remembers your movement direction" when youre moving in both directions
and you only move 30 degrees extra for each direction ie.
if your facing up and then moving right, you will move up + 30 degrees left
same goes for all initial directions, kind of like an 3*4 = 12 direction system ;) widely used in pro games

-I liked the effects and little things like that in the game
thanks :) spent alot of time on the games/engines mechanics

-You seem to have a very solid engine
better than nintendos, i just need more time.. im not a robot :P

-Link's movement seems a tiny bit too slow, maybe 1 pixel or so faster would help
we've gone back and forth on that, sorry but its gonna stay.. beginning is always slow :P
besides theres ~30 items and 4 suits
shoes give running speed
red suit gives +1 walk speed ;)
both together makes him superman..almost :P
as for the movement, explained above

-I know there's a readme and you said to read it, but of course I didn't at first and was confused about the controls, an in-game explanation of some kind would be nice but you don't really need it I guess
and it will be, ive been planning this a long time
but i havent decided on when and where, or the how... obviously its a dialogue sequence but still
i have my hands full atm though

-The RTP characters and stuff are fine, as long as the person playing doesn't know what the RTP is or seen them before, but I recognized them and thought it was kind of cliche
i have to use what i can find
and theres lots of them, so, unless i can find something more fitting... time will tell

-I like the custom Link
Made by .TakaM as described in credits.txt :)
i wish it had a die sprite.. ah well i have something figured out... but ill let it stay like it is, its not that bad :)

-There was a glitch in the cave at the far right of Hero's Glade; the floor at the north animated really weird and I'm assuming it's supposed to be water but it seems like the wrong tiles are being animated
i ruined that "by accident" when i added a MC tileset
it will probably be temporarily fixed, until i find some nicer (cave)water tiles

-In normal 2D Zelda games the sword swing starts over when you press the button again mid-swing, but yours doesn't. It just feels a lot more fluid and natural that way
ill think on that, my previous solution was that the sword would push enemies further away

-When you fight the Hero Sword Guardian boss, if you die fighting it you still have the sword and can get out of the cave, or if you go back in to the room the sword is still there and you get it again
ive recently changed it so that when you die in hero's cave you dont go back to town
you just restart at the entrance, thanks :) will be fixed soon
testers probably didnt die at boss :P

-This might just be me, but I think that the cracked ground where you fall could have a tiny bit more delay on it, it seemed like I fell in as soon as I touched the spot
its made so that if you run with shoes over it you will run over safe
probably wont change that... ill take a look at it :)

thank you so much for taking your time to test this and give me this feedback!
only my testers give me feedback and theyre so weathered with the game that they dont notice these things
they pretty much only find glitches, quest issues and give suggestions
thanks for the rating :P but remember this is a WIP.. so much left to do
and bugs come before everything else, and the list is only getting bigger :P

and to everyone else reading this
im currently making a feature addition to my game
im making a multiplayer module which allows you to play with someone else on spesific (or we'll see - the entire world - coop)
it will be awesome, and very fun
the first map is already tiled out.. it needs heavy scripting
and it will feature a monster wave coop survival example
Title: Re: [DEMO] DM: ToG (MC Style WIP)
Post by: OriZak on June 16, 2007, 10:43:52 pm
Alright so I just tried the game after running hgld.
About the speed thing, it's fine, I just didn't know if Link would run that speed all throughout the game, but it's good since you have the red tunic and the fast shoes :P. And that new movement system sounds good.
-When you fight the Hero Sword Guardian boss, if you die fighting it you still have the sword and can get out of the cave, or if you go back in to the room the sword is still there and you get it again
ive recently changed it so that when you die in hero's cave you dont go back to town
you just restart at the entrance, thanks :) will be fixed soon
testers probably didnt die at boss :P
Hah good thing I -purposely- died 4 times there >_> <_< >_>

Oh and I forgot to mention that game over thing in my last post, it seemed kind of abrupt.
Well good luck with this project, it seems to be going really well!
Title: Re: [DEMO] DM: ToG (MC Style WIP)
Post by: Sophist on June 16, 2007, 11:06:12 pm
yea ive been thinking hard and long on dieing
ill probably make a slight animation before you go there
spinning + sitting (kind of), then death
Title: Re: [DEMO] DM: ToG (MC Style WIP)
Post by: Sophist on August 05, 2007, 05:43:18 pm
Tower of Gonzo, and The DM engine is back in business!

http://dm.fwsnet.net/DMb388.zip

Whats really new?
Ive continued on the current dungeon: The Temple of Sand
New enemies added
Added the "seer", a foreteller who will somewhat guide you to where you need to go next
Added support for multiple minimaps, especially used inside dungeons!
Replaced lots of old LttP or custom sprites with new MC sprites
Hundreds of bugfixes, tweaks and smaller features added
Changed the main questline somewhat

05.08.07, build 388
* Blue bombs now only require 1 in lift strength
* Fixed desert girls quest
* Fixed overworld9/block stuck situation
* Fixed dieing after returning to stemple from wdale6
* Fixed dieing in whitedale6/7
- Dieing in the portal complex will still return you to hometown!
* Updated wdale3/6/7 minimaps

04.08.07, build 387
* Added support for multiple minimaps!
* Savegames are invalidated - Resave!
* Added dungeon map for entire Hero's Cave
* All size=16 units reduced to 15 to fit in 16-wide spaces
* New enemy: Turtles! (weak to shield reflect and hammer)

04.08.07, build 386
* New MC rupee sprites (+big rupees)
* Fixed hookshot not being drawn
* Shield animation set completed for all (four(4)) suits!
* Text open/close sounds for game quit
* Updated temple of sand tos2 map slightly (new tileset)
* Updated hero's glade b area slightly
* New destroy fx for crystals (crystal) and skulls (bones)
* Updated some tiles and interface sprites
* Seer's mechanics completed! enjoy :)
* TextOpen = returns true if a messagebox is open at present
* Fixed skulls drop mechanics

03.08.07, build 385
* The Seer's hut!
* Fixed graphical/translucency engine crash permanently :)
* New water tiles (better than the last)
* Bomb explosions and bomb defusings underwater leave smoke
* New questline from father/beginning
* Whitedale cave1 & cave2 bugfixed (release x)
* A cave in the mountains has been fixed
* Advanced escape-timeout thingie added
* TextClosable [true/false] = sets whether or not a messagebox is closable by player

03.08.07, build 383
* Fixed hero's cave death/ocarina returns (proper death return)
* Small dungeon tutorial in hero's cave
* Game engine change: Game no longer paused during text messages
* Updated forest sages hut!
* New API cmds:
- NoPause [true/false] = disables[true] or re-enables[false] pause (space)
- CopyValue [var1], [var2] = copies the value from var1 to var2
- SetBool [var], [bool] = (conversion)gives a variable a boolean value

02.08.07, build 382
* Camera now binds to Z key instead of X reducing mistake screenshots
* Updated DMEdit with new Fire and UnitHinder barriers
* Fixed a barrier bug in DMEdit and added movement controls (keys+pageup/down)
* Updated ToS entrance; first room completed!
* Added a new WIP desert map connected to the oasis town
* Unpausable map support (start, intro, death and subtiles maps now unpausable)
* Fixed shield mechanics allowed shielding against enemies behind player

01.08.07, build 381
* Needles (animated spiketrap)
* The Shell enemy (weak to shield)
* Updated the ToS entrance!
* Fixed multichoice textbox bug
* Fixed disabling key mode
* Updated most desert houses to new tilesets
* Updated and added some content into desert houses

24.07.07, build 380
* Fixed hearts/life bug (less than one heart left bugged)

23.07.07, build 379
* Updated town map, fixed dialogue sounds
* Fixed guard repeatable quest reward

27.06.07, build 374
* DMC status playable
* Multiplayer server 1-16 players
* The Survival multiplayer mod!

Remember this is still quite WIP.
DMC not included in this package, it will be separate.
I already have my hands full, though suggestions are welcome...
Title: Re: [DEMO] DM: ToG (MC Style WIP)
Post by: Sophist on August 06, 2007, 08:22:11 pm
Announcing anti-alias aka blurry will be default off on every release from now on
Ive added a nifty item (the mirror) which teleports you OVER obstacles on a short range
its like all other 25 of 31 items not in the actual game yet, so have fun testing in debugmode
anyways, added a couple of new screens from wip places that are already in the game
just not accessable through normal gameplay (yet)

(http://dm.fwsnet.net/dm389-1.png)
(http://dm.fwsnet.net/dm389-2.png)

the reason blurry will be off is because of responses where people have major problems playing the game
this is due to their graphic cards not handling this very well and software is way better
so.. if you dont want to wait:
go to the DM/data/mods/ToG folder, it should hold a config.ini file which opens in notepad
set game.smooth=1 to game.smooth=0
and enjoy :)
Title: Re: [DEMO] DM: ToG (MC Style WIP)
Post by: Sophist on August 15, 2007, 08:39:45 pm
05.08.07, build 390
* Player invulnerability duration increased from 16 to 20 ticks
* The stone that needs to be pushed in order to enter the hero's cave
  will now stay like that even after returning (saved)
* Variable system in DM rewritten to a much faster and reliable interface
* Updated hearts, wood (general), and blue bomb sprites (by hand!)
* Taking the sword and the town girls message will now properly halt player acceleration

belated update
Title: Re: [DEMO] DM: ToG (MC Style WIP)
Post by: Sophist on August 23, 2007, 08:47:48 pm
(http://dm.fwsnet.net/DMb394.png)

23.08.07, build 394
* New death sequence fully implemented!
* Added statue blocking entrance in ow10
* Fixed barriers in wdale7
* Fixed ow2 <-> river1 map transition (player must swim)
* Any messages received during dead screen can no longer be closed
  and is auto-closed after the sequence.
* Wait-for-key event will now trigger if a not user-closable textbox is open

21.08.07, build 393
* Added new map: overworld10
* Added small witch sequence to overworld2
* Flies can now cling to other units!
* CloseText API function (closes engine textbox of any type)

20.08.07, build 392
* Cheap dieing sequence implemented (will improve later)
* Fixed hglade <> wdce map transition (player must swim)
* Fixed section in overworld 3 where player could reach the end of the map

Added some content
LoZ-true death sequence added
Fixed some issues here and there

http://dm.fwsnet.net/DMb394.zip
Title: Re: [DEMO] DM: ToG (MC Style WIP)
Post by: cb43569 on August 23, 2007, 09:10:37 pm
Sweet! I haven't been following this project all that much, but I like the look of things at the moment. Good luck, and keep working :D!
Title: Re: [DEMO] DM: ToG (MC Style WIP)
Post by: Sophist on August 26, 2007, 09:08:33 pm
good luck? well thanks

26.08.07, build 396
* Link rolling (S-key) (still wip)
* Updated ow2 (chest can now be reached with rolling)
* Swimming shadow adjusted closer to link
* Rolling->Bounce has its own damage id (updated damagers)

25.08.07, build 395
* Link's shadow always visible
* Moved shadow up 2 pixels to fit better
* Removed spike enemies from beach
* Slightly updated tos2

http://dm.fwsnet.net/DMb396.zip
Title: Re: [DEMO] DM: ToG (MC Style WIP)
Post by: Sophist on August 29, 2007, 09:17:45 pm
Since it will probably be awhile before the next release
(http://dm.fwsnet.net/DMb398.png)
(WIP render: transition of town from mixed to MC)
This is what im plotting :)
Im finally making the last transition to full MC styled graphics
ive not decided if there are elements i want to keep, we'll see
my biggest worry is that MC has very few tiles, and "incomplete" tilesets
so i have to redesign some maps completely to make it work as intended
Title: Re: [DEMO] DM: ToG (MC Style WIP)
Post by: Atrius on September 08, 2007, 04:59:46 am
It's looking pretty good for the most part so far, but here's a list of bugs I found

1: After bouncing off something while rolling you can change the direction your facing by hitting arrow keys, this give a feeling more that you're sliding on ice instead of bouncing off a wall/whatever.

2: After bouncing off something while rolling you can roll again immediately, and the momentum is added to your current 'sliding'  Try rolling and bouncing between two objects, you can gain quite a bit of speed.

3: When you roll into a doorway sometimes you're paused in the doorway for a moment then kicked back outside.

4: Hitting F4 to minimize the game in darker areas sometimes leaves my screen darker outside the game.

5: Sometimes when I re-open the game after minimizing it I see a house with an old guy in it for a split second... Not particularly problematic, just weird.

6: In the cave to the north of the starting town when I walked onto the exit stairs from below them I ended up right back inside the cave.

7: While rolling over some grass I managed to get myself stuck like this (http://img.photobucket.com/albums/v698/AtriusV/Random%20Screens/ToG_00.png), no matter what I do I end up falling down a hole.

8: If you open your map screen with a message box open the text gets repeated on top of itself shifted to the left.

9: You walk faster diagonally than you do straight.

10: Enemies can move towards you after you hit them with your sword while you still can't move, and hurt you.



That's all the bugs for now, there's a couple things that bothered me a bit too but weren't really bugs:

1: Jumping down ledges just doesn't feel right, I don't really know what exactly it is, but it's just not quite right.

2: The Save/Load system right now is somewhat tedious, and it would help if the slots had some labels so you could identify your saves, and not accidentally overwrite one you might have wanted.

3: File size!  Considering implementing some form of compression if at all possible.

4: What's with the Reg.bat anyway?  Isn't there a way to make the games .exe do whatever it does when it's first run?



I'd like to say it's pretty impressive that you're building your engine from scratch instead of using something like Game Maker, RPG Maker, or Multimedia Fusion.  That alone is noteworthy, keep up the good work.

I'm not sure how much this will help, but here's a complete graphics dump from Minish Cap (http://www.geocities.com/ash_ketchum_y2k2001/upload/MC_dump.zip) I did.  None of it has the proper palette, and most if it is terribly disorganized though >_<...
Title: Re: [DEMO] DM: ToG (MC Style WIP)
Post by: Sophist on September 08, 2007, 10:32:33 am
thanks heh
you really did find some bugs
the stuck thing is a problem
diagonal movement is on my todo list... i also will lock links movement to his original facing
as for the enemies you may be right, but i have several testers and theyve never mentioned it
the bang out from houses thing when you roll inside, im well aware of it.. ill look into it
file size i can do little about because my game is still ever changing, its still just a WIP
reg.bat is a temporary thing.. i will make the game start without it when i feel i have a demo that is flawless
atm im currently redoing my entire background tilesheet, and it will take a while before another release is out

6: In the cave to the north of the starting town when I walked onto the exit stairs from below them I ended up right back inside the cave.
might be a transition bug

thanks for the dump :)
Title: Re: [DEMO] DM: ToG (MC Style WIP)
Post by: Koh on October 15, 2007, 09:54:04 am
so, whens the next update coming around? I haven't been able to play at first because Reg.bat didn't actually register the DLL's right.  BTW, I'd suggest just using MC sprites because RPGMaker 2003 RTP characters don't look right in there.  If you were looking for a witch in MC style, theres on on The Spriters Resource.  Its in the oracle series section and all the way down in the customs.  Its a TMC style Maple.
Title: Re: [DEMO] DM: ToG (MC Style WIP)
Post by: Sophist on October 17, 2007, 03:14:07 pm
it will be a while, mostly because im having one of these breaks again
(i once had a 6 month break from programming)
but whenever my mojo is back its gonna be daily releases like not seen before
in short game is currently being revamped to MC which requires me to redo all maps in the game
which leaves me the option to not make the same game over again
ill keep the story, i liked it, and some parts will definitely stay
as for the "lay of the land" its probably going to change alot
the old world wasnt big because the tilesets were small and kept me working alot on making tiles myself
ill still be doing that, of course, but not as much... since its MC
ill also be haunting takam who will unknowingly help me when it all starts up again
also, my multiplayer version of this game is also in development side by side
and will probably be released with this (same) engine alongside, whenever i feel it has proven stable enough
im considering pulling things, but i cant promise anything

what happened to running with sword? it died, i dont have the animations for it
nor was it ever balanced off, it kept being unbalanced (though i know how to fix it)
so in the end im going to avoid implementing it again, for now
i dont see it as a useful ability mostly because of the heap of abilities already in the game
what remains is actually making the game, not the engine

transitions? i made transitions realtime (meaning no game-stop when a transition happens) and it
requires alot of work for me to put into that particular transition
i wont be making as many of them as i did last time
instead ill try upping the mapsizes for once
i feel like my maps were too small to contain any big relevant world features

will i ever replace my current link with the actual MC link? no (final)...
i have a good link and even if he looks misplaced sometimes
i can still recolor his green outfit to fit the style, and i probably wont
i like the reusable animations and i couldnt possibly use MC link anyways

thats about all i can think of
so bottom line, mc in the works
Title: Re: [DEMO] DM: ToG (MC Style WIP)
Post by: Sophist on December 08, 2007, 10:13:23 pm
this topic is now closed

reason is i have another project going on, it will probably have the same tentative title
changes are: LttP, full commercial quality implementation, new and better editor for faster map making
i just wrote 8 sided diagonal mechanics, which was quite a feat for me, because ive tried twice before making this the 2.5th try :)
its done, just so you know, and its rocketed the rest of the actual pre-progress
im currently mapping out tilesets and its finally in a one certain style: LttP
thanks to everyone involved and testing for me previously,
hope to have you back testing and beating on me when the new project arrives before christmas :)

gonzo

Contact Us | Legal | Advertise Here
2013 © ZFGC, All Rights Reserved