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Messages - SilentResident

Pages: [1] 2 3 ... 5
1
I am happy to confirm, even with a small delay due to technical reasons, that the Project Zelda Engine - The Zelda Starter Kit, (after the shutdown of its previous website, due to technical issues), now got a new official website, at:

http://projectzeldaengine.freeforums.net


More updates are coming for the Project Zelda Engine, when time and situation permits so.

Everyone, both on the official site, and on this ZFGC page, will be notified! :)  Stay tuned!

2
Zelda Projects / Re: [Engine demo] LOZ DA
« on: June 04, 2015, 07:46:51 pm »
Pardon me, but I feel the need to clarify some facts regarding the use of PZE's resources in other games/projects:

- I give no permission to anyone to make profit of their games for as long as they use the PZE's resources (be them graphics/music/scripts).
- Only the people who don't plan to make profit of their games, are permitted to use the PZE's resources (be them graphics/music/scripts).

The following conditions must be respected if anyone wants to benefit from the PZE's resources (be them graphics/music/scripts):
- Credits are given where due.
- No profit from using the PZE's resources.

3
Site was down due to improvements made to it and due to maintenance.

Here we go! Thanks to Chakanevil!

http://p-z-e.net/

4
The site looks really nice :) I do like the color scheme.  However I think the font (the actual text, not the banners) is too small (as I have poor vision and it kind of hurts my eyes to read it).  Other than not being able to reply to any current, or make any new posts.  The site looks great!! ^_^

Don't forget that most web browsers such as Firefox, allow you to enlarge the text in a page with a simple click:

hold down the CTRL button and scroll the mouse's Wheel up/down to adjust font size to your preferences.

5
Hello dear Zelda fans and gamers!

Long time no see! Our team has been busy in real life lately, and we had to take a break from working on Project Zelda Engine! Thus, we didn't had time to resume work on it!

But we are back now! We decided to take down our old PZE Official Web Site because its domain (host) was premium (it was not free, required a monthly fee) to keep it on. So we created a new PZE official site on a free domain! All thanks to Chakanevil for his hard work!


People can now visit us here, on our new PZE Official Web Site, at:
www.p-z-e.net



I read your comments, and I shall assure you, what Mirby said is true - there have been no legal issues or whatever behind the closure of our old PZE site. The closure was done for financial reasons (we cannot afford paying every month money to premium servers).

Now the new website is up, and we can't wait to hear your opinions about the new look and layout used for the new website! :)
Share your opinions with us! :)


Edit: as for the www.rpgrevolution.com site, I have bad news. The site is shut down forever! :( People can read the message regarding the fate of the site in the RPGRevolution's facebook fan page of at:
https://www.facebook.com/rpgrevolution

6
Hello everyone! Our team released a new demo of the Project Zelda Engine!

The Project Zelda Engine 4.3 is now out to the public!

Download Links:
http://www.mediafire.com/download/zgukxgl9cr7p9c9/Project_Zelda_Engine_-_Version_4.3_(XAS_3.91)_-_Demo_3.rar

Our team got still a lot of work to do on the engine, and lots of features have yet to be added, but the basic stuff is now done!

We aim to finishing the combat system's elemental effects, the Ravio's shop, and implement more scripts to the engine, if possible.

But the people can now get a taste of the new features we added so far to the PZE, such as the new particle system, the improved inventory keymapping, the monster behaviors, and many new scripts, to the PZE! The new demo also is a stable version, with most of the bugs have been already routed out!

Hope you enjoy the demo!

Have a nice day!

7
Hello people, sorry if there are no news for the PZE this month, as we are again busy in real life - the university examinations of February are taking alot of our free time - but we will resume work on PZE as soon as we get the opportunity!

Our goals for the next phase of the work on the PZE is to make the monsters as bug-free as possible, and apply Weapon-Based effects on enemies (Fire rod to actually cast flames the monsters, the Boomerang to make stars spin on a monster's head, etc)

We will be back soon with news! Thank you all for your understanding!

8
I have a script, Ultimate AMS manages well the displacement by pixel.
It works very well with your update 3.

The Project Zelda Engine version 3.0 (aka Update 3) is ages old... Now we are working on finishing Project Zelda Engine version 4 which may lack pixel movement but has anything else the PZE 3 doesn't: real HUD, real menus, improved combat system, better graphics, real Day/Night cycle, complete weather system with all weather effects such as storms and snows, the 4 seasons, complete swimming and diving system, Navi the guardian fairy, Epona and horse combat, and over 50+ more features.
So, you see, what works with PZE 3.0 it is very possible that it won't work well with PZE 4.0.   PZE 4.0 in fact is a completely different engine.

9
The forced movement will be pixel or cell by cell as your last update moves are forced.

sorry for my english I'm french and I have a little difficulty. ^^

We stick with tile movement for now, as the pixel movement has not been extensively tested and has some bugs.

10
Nice improvements, I especially like the inclusion of MC tilesets, I have a personal preference :p
I remember a long while ago, there was an update where you could set whether you wanted to play as MC Link or the default Link, were all the same animations included for MC Link as the default player sprite?

Yep the MC Link's movement sprite is done! :) This is just the movement sprite - for when Link walks or runs around. However, for the remaining MC Link's action sprites, such as Link lifting obects, Link swimming, Link jumping, etc, we haven't proceed, due to the long time it takes to re-scale the Game Boy Advance's 16x16 graphics into the PZE's 32x32 resolution.

Since we have to deal with other pending tasks in the PZE for now, the completion of the MC Link's sprites is postponed for later. But sure, if there is someone who want the MC Link's sprites sooner, he can create the sprites before our team does. All what he will need for this, is just an image editing software, nothing else. :)

11
Thank you, Mirby! :D

------------------------------------------

After an increasing amount of mails by the fans, we finally added a proper dismount button for Epona (originally, you had to use Ocarina or Horseshoe Flute to dismount, but now the dismount ability has been assigned to the Shield button (key 'Z' on PC keyboard) for easier horse dismount:



We also finally added the long-waited TMC tilesets to the Project Zelda Engine! Now the PZE users may use TMC tilesets to make their games, instead of these old and overused ALTTP tilesets that already come with the Project Zelda Engine!




Also various other minor fixes are applied to the PZE! :)

Enjoy!

12
If you ever want precise details on how the Nice weapons differ, I could always help.
Yes please! Any info is always appreciated!!!  :)


Well I only meant the race themselves but I see what you mean. A little disappointing though as I had hoped to try my hand at remaking OoS or OoA when the engine is released, so I'd gather your team is only focusing on specific things and not everything Zelda.
OK lets say we will add some Sumbrosian NPCs to the PZE and post a picture for you to see if it is ok! We will be happy to see you happy! ;)

13
Ooh stuff from A Link Between Worlds! Is item upgrading already in, because there's ways the weapons upgrade and change in ALBW and I love how they do it.

Especially the Nice Ice Rod and and Nice Fire Rod.
We haven't yet implemented this, but if time allows us, sure we will give it a try! Why not.  ;)


Would be cool if the Subrosians from OoS/OoA was in it.
The land of Subrosia is not of particular interest for the PZE team, as they are only visually a different world. Technically, it is same with land of Holodrum, just different tileset, music and NPC sprites.

14
Happy New Year, dear people and Nintendofans! Our team has done some nice progress the Christmas and we are now presenting you the results!


The Pegasus Boots now are complete! This couple of shoes, now not only allows Link to dash, but also literally collides with environments and surfaces, to cause items fall from them! Literally, you can place a Book of your liking on the bookcase (in our case the Book of Mudora), just to dash onto it and take it back! We are very happy with the results!



Who didn't play the Legend of Zelda: A Link Between Worlds? Well, most of us in our team didn't, sadly, as the Nintendo 3DS console remains very expensive, and therefore, any content we added from the A Link Between Worlds was either by watching Youtube videos, or with MetalZelda's help (lucky little devil, he always have money!)
The PZE's Dark World map can very well be renamed into Lorule!


From the A Link Between Worlds, we added a couple of stuff, as well as the Ravio's Rental Shop and the Item Rental System to the Project Zelda Engine!



And last, for the fans who for a long time have been waiting to see enemies in the Project Zelda Engine, finally we come with some samples of the XAS-powered combat system!











The Project Zelda Engine team wishes you have a Happy New Year 2014!


15
This certainly is an awesome project, I would surely like to try it once it's done, it would also be awesome if an Oracle of Seasons/Ages-esque engine like this would be created in the future.

The PZE features both a Seasons system which can be controlled by using the Rod of Seasons, and time travel by using the Harp of Ages.



OOA/OOS games created with the PZE could be awesome to see!

16
Hello people, friends and fans!

As soon as everyone in our team feels that the engine is 100% ready, we will release the next demo to the public!

I still have some fixes to do on the Goron Link's animations as soon as I get my computer repaired from thunderstorm damage, I will be back on full work to finish the remaining Goron Link's stances and also address with our team's scripter some issues regarding on the monster Tektite, which is supposed to cause damage and hurt Link when it jumps onto him (but currently it doesnt). After we are fully satisfied, you will get the demo!

I apologize for the long waiting time, but we really want to provide you with a quality product. Thanks for your patience! :)

Our immediate priorities:
The Goron Form:

The Tektite's attack pattern:




List of many other features the new PZE's demo will bring to you:
Spin Attack - varied spin range, depending on your sword's length:


Particles System:


Finished Guard Detection System:


Big Rocks System:


Better Graphics for the horse, based on sources, but re-mastered and revamped.


Enemies with configurable AI - more info on them, soon!:


Many new map interactions such as Gossip Stones and switches, etc:



Bomb flowers:


Advanced Item Selections and Hotkey System:


And many other improvements, such as the complete demo sample of a world map, the chapters system, the organized text messages, the foreign language support and the ability to change the language of the game and its menus on the fly, and more!

Thanks for your patience! :)

17
I like where this is going. What is the level of customization? Can I make my own maps and sprites and put them in the game where the engine will transform them with collision boxes and interaction flags? Also, your answer about removing the masks: clarify for me. Do you mean that the masks will still exist in the compiled game's code, or that they will be removed from the end product altogether? Because I can see the former causing some space issues....don't want a 700 MB file where 500 MB is unused code, right?

The level of customization is extreme. It can be limited only by your own mapping skills. What maps you might create, depends on you. What map types (from dungeon maps to overworld or cave maps), - or map graphics (from A Link to the Past-styled maps to Minish Cap-styled maps) depends on you and your painting skills and your favorite Image painting software (although the PZE will be provided with some LTTP-styled tilesets for you to begin with).

The importing of sprites and tilesets is very simple:

How to import a sprite to the PZE:
Create a sprite using your favorite image editing software (PNG format is best) -> Import to the PZE -> ready for use!

How to make a (lets say, forest) map:
Create an image file with your favorite image editing software and add to it tree tiles, flower tiles and whatever else that could be used to make up for your forest -> Import that image file (PNG format is best) to the PZE, where the engine will ask you to mark which tiles in the tileset shall be passable and which ones impassable (obviously, you will mark the tree's tiles as impassable) -> ready for use to make your maps with, using the PZE's build-in Map Creator tool.


As for the masks - All the masks take no more than 1MB or 2MB in the engine, so really, they are well-integrated and optimized into the PZE's core system, so the complete removal of their functions is more of a trouble rather than of a benefit.

If you don't want the masks in the PZE, simply ignore them and don't place masks into your game's treasure chests. This will be enough and there will be no way for the gamers to access the masks at all.

18
The release has been postponed as the team decided to have the Goron Mask's form completed and the remaining maps finished, with all of the Goron Link's interactions ready before we release the PZE to the public.

With the team, we also decided that after the PZE is finished, we could release a "Map Pack" that will contain all Ocarina of Time and Oracle of Age-based maps that were present in the PZE's older versions but are missing from the PZE's newer version. These old maps need to be re-updated to fit with the last PZE core and system changes, and re-release them together, as a "Map Pack".

Here some pictures (click to zoom) of the old OOT and OOA maps featured in the old Project Zelda Engine:

OOT's Kakariko Graveyard:


OOT's Kakariko Graveyard:


Woodset Forest:


OOA's Lynna City:


OOT's Kakariko Village:


Hyrule Field:





-----------------------------------------------------------------------
@ Donotfeedthemax:

This is a nice question. It is very simple to remove the transformation masks from the game, if you don't want them. This can be done in the same way as with every other weapon: by not giving it from to Link at all. This way, Link will never be able to transform into the particular mask's form. This way, all specific abilites, bound to that mask, such as the Deku Link's bubbles, will be inaccessible as well as long as the Deku Mask is unavailable for Link to obtain.

But to give Link the ability to shoot bubbles regardless of having the Deku Mask or not, is simple in theory - just make a new weapon and copy to it the Deku Bubble's functions. But in practice, a weapon creation tutorial/guide is necessary, and therefore, it is good idea to wait for our team to release the PZE User Guide which will explain the basic steps of creatikng your own weapons and items.

As for enemies, we keep the best surprise for the end. Soon we will post all the pictures of all the enemies. the best moment for this could be right before the PZE gets released. :)

19
With most bugs in the engine now corrected, it is our pleasure to announce that, within the next week probably, the new demo of PZE will be released to the public! :)

20
Hello peeps! For this week, we are improving the Goron Link's anime sets, and we just started the spritework on Zora Link's form.

We fixed and cleaned some stuff in Project Zelda Engine, and we are making portraits for the items, the weapons and the masks, which are needed for display on the Message Boxes such as this:




Samples of new portraits made so far:

Remote Bomb:



Magnetic Gloves:



Magic Beans:



Iron Boots:



Blue Candle:



To note that the portraits of the items, are NOT icons - they are not used in the inventory menu - are bigger than the icons in both filesize and scale - and are for display on the "You got the X item!" messages.

it is a tedious work to enlarge the size of the icons and make them pictures without sacrificing the quality, but worth the effort!


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