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Projects => Zelda Projects => Topic started by: King Tetiro on October 10, 2010, 02:29:01 am

Title: The Legend of Zelda : Chiming Bell
Post by: King Tetiro on October 10, 2010, 02:29:01 am
Removed the content
Title: Re: The Legend of Zelda : Chiming Bell
Post by: Atom on October 10, 2010, 01:36:38 pm
Good luck redesigning it, shouldn't be that hard as you can keep most of your engine as it stays in the same style.
But recreating every sprite, it sounds nice, but is a lot of work. 
With large projects it seems a better idea not to do to much unnecessary work, as there already is enough to be done.

Title: Re: The Legend of Zelda : Chiming Bell
Post by: King Tetiro on October 10, 2010, 02:06:16 pm
Good luck redesigning it, shouldn't be that hard as you can keep most of your engine as it stays in the same style.
But recreating every sprite, it sounds nice, but is a lot of work. 
With large projects it seems a better idea not to do to much unnecessary work, as there already is enough to be done.

I'm going to remake the engine to be much smoother. But yeh, shouldn't be too hard.
Well not every sprite but hopefully most. The rest are either edited (Like Link) or left as they are (Hearts)
That's why I've removed 2 dungeons and shortened the story.
Title: Re: The Legend of Zelda : Chiming Bell
Post by: King Tetiro on October 13, 2010, 02:02:37 pm
I've started a bit of work on it already. I've finished recolouring Link (He's one of the things I'm not remaking) and he's now light green (But not bright green). Been working on the Sword, Spring's nearly done, the Bomb's are on the way, Bow's half done, Gravity Boots are almost finished (Effects left), Wingshot has sound and the Rider is ready for implementing destructable objects.
Title: Re: The Legend of Zelda : Chiming Bell
Post by: King Tetiro on October 14, 2010, 01:43:36 pm
Based on the fact there aren't any enemies as of yet, I'm going to release the item technical demo in a few minutes. So check back at o'clock!

EDIT: As promised. Sorry for the delay

http://www.box.net/shared/rflvgad1me

EDIT: Started working on the enemies. I've finished the Keese and got halfway on the Deku Scrubs.
EDIT: Finished the Deku Scrub. Now working on the Armos. 50% done already. Just the changing left.
Title: Re: The Legend of Zelda : Chiming Bell
Post by: King Tetiro on October 16, 2010, 08:56:27 am
Wow I'm progressing fast! Over 25% of the enemies done already. Once all the enemies are done, another technical demo will be released. Then after that I'll be releasing boss demos (Excluding Rodrick)
Title: Re: The Legend of Zelda : Chiming Bell
Post by: Atom on October 16, 2010, 11:19:29 am
Nice, your progressing a lot faster then I am.
Title: Re: The Legend of Zelda : Chiming Bell
Post by: King Tetiro on October 18, 2010, 07:23:48 am
Thanks. I tend to progress very fast. Here's the plan for making the game.

-Finish all Enemies and Bosses in the game *
-Finish the HUD
-Finish Bottles
-Finish the Menu *
//--After the menu is done, I will be taking a break until christmas--\\
-Finish the Overworld *
-Finish hidden chests
-Finish Link
-Finish Textbox Engine
-Finish NPCs
-Finish Sidequests and Minigames *
-Work on the dungeon storyline and create Start Up Screens #######
-Complete the secrets
-Finish the storyline
-Iron out the glitches #

Any lines with an * is when I'll release a technical demo but any with an # is when I'll release a storyline demo.

So once I finish the enemies expect a demo!
Title: Re: The Legend of Zelda : Chiming Bell
Post by: Zaeranos on October 18, 2010, 11:22:09 am
Maybe I sound crazy, but isn't Link one of the last things you finish in a game? Why is it posted in the middle?  Ah well, I must be crazy.
Title: Re: The Legend of Zelda : Chiming Bell
Post by: King Tetiro on October 18, 2010, 11:34:51 am
Maybe I sound crazy, but isn't Link one of the last things you finish in a game? Why is it posted in the middle?  Ah well, I must be crazy.

Most of Link is finished already. The last thing is his death. And there's no in implementing him until the last minute I need to. Hence why he's in the middle.

I've just finished the Redead. I've removed their hug of death move but instead they give longer stuns, deal half a heart of damage at a time and are much faster. Making them deadly enemies

Poes next.

EDIT : Done Poes and Armos. Skulltulas next
Title: Re: The Legend of Zelda : Chiming Bell
Post by: King Tetiro on October 22, 2010, 06:13:40 pm
The skulltula's are done. Actually they were done a few days ago. I've been on hold with this because I'm looking for some code I wrote to finish the rest of the enemies and bosses.
Title: Re: The Legend of Zelda : Chiming Bell
Post by: King Tetiro on October 30, 2010, 09:53:30 am
After a week of searching I found my bit of code! The game resumes!
EDIT:Just finished the first boss Bizzar. He's actually quite a challenge for a first boss
EDIT:Finished Floor Masters. Dodongos next!
EDIT:All enemies complete. Now it's time to get on with the bosses. The next post will have pictures of the bosses. (Spoiler alert)
EDIT:Im going to change level 2 to a hidden cavern in Death Mountain rather than it being Dodongo's Cavern
EDIT:Finished the second boss Beamiss! A humanoid beamos! Next one is the overlord Tyrofor!
Title: Re: The Legend of Zelda : Chiming Bell
Post by: Atom on October 31, 2010, 10:22:26 am
I will be waiting for the next post to see some screenshots.
Its nice to read the progress, but I hope its even better to see some of it.
Title: Re: The Legend of Zelda : Chiming Bell
Post by: King Tetiro on October 31, 2010, 10:42:08 am
Your wish is my command!

(http://i330.photobucket.com/albums/l401/Tetiro/ChimingBells/BossScreenshots1.png)
Left : Insane Deku Scrub, Bizzar
Middle : Humanoid Beamos : Beamiss
Right : Rodrick's Puppet : Tyrofor
Title: Re: The Legend of Zelda : Chiming Bell
Post by: Nubcake on October 31, 2010, 10:53:17 am
I just have to ask ; what is the rhombus thing at the bottom of the screen in one of your ss's ?
Title: Re: The Legend of Zelda : Chiming Bell
Post by: King Tetiro on October 31, 2010, 11:00:43 am
I just have to ask ; what is the rhombus thing at the bottom of the screen in one of your ss's ?
What exactly are you refering to? Which screenshot?
Title: Re: The Legend of Zelda : Chiming Bell
Post by: Nubcake on October 31, 2010, 12:01:15 pm
it's in another thread somewhere , it is a rhombus with a 6 above it , what is that ?  :huh:
Title: Re: The Legend of Zelda : Chiming Bell
Post by: King Tetiro on October 31, 2010, 12:04:16 pm
it's in another thread somewhere , it is a rhombus with a 6 above it , what is that ?  :huh:
Oh right now I'm with you! The clock from MM. Yeh don't worry that's gone now.

What do you all think of the new bosses?
Title: Re: The Legend of Zelda : Chiming Bell
Post by: Nubcake on October 31, 2010, 12:05:36 pm
i've only played it once , i'm not sure if it was a different version if you have any ?
Title: Re: The Legend of Zelda : Chiming Bell
Post by: King Tetiro on October 31, 2010, 12:08:55 pm
i've only played it once , i'm not sure if it was a different version if you have any ?

Im talking about their sprites. Do they look good enough? (Excluding the middle as that's a simple edit)

The old version is invalid now.
Title: Re: The Legend of Zelda : Chiming Bell
Post by: Nubcake on October 31, 2010, 12:17:11 pm
they are allright. XD
Title: Re: The Legend of Zelda : Chiming Bell
Post by: King Tetiro on October 31, 2010, 12:25:32 pm
Little bit of news, I've finished the core of the achievement engine. I'll be working on the achievements as I (ME!) explores Hyrule
Title: Re: The Legend of Zelda : Chiming Bell
Post by: The Boy on October 31, 2010, 01:12:24 pm
I just have to ask ; what is the rhombus thing at the bottom of the screen in one of your ss's ?
I think it's like the click at the bottom of MM showing the time of the day
Title: Re: The Legend of Zelda : Chiming Bell
Post by: Zaeranos on October 31, 2010, 01:38:05 pm
Interesting that the three bosses are of different sizes. The first one is actually of the size of a normal enemy. The level of detail and the styles are also a bit different.
Title: Re: The Legend of Zelda : Chiming Bell
Post by: King Tetiro on October 31, 2010, 01:47:34 pm
Interesting that the three bosses are of different sizes. The first one is actually of the size of a normal enemy. The level of detail and the styles are also a bit different.
Well it seemed stupid to create a new sized enemy for the Deku Scrub. So the first is an edit of my deku scrub sprite (Which I made from scratch :) ). The second is an edit of the miniboss from LA. And the third is a boss made from scratch. The size of the boss depends on the boss itself. The next one is the same size as Rodrick (No bigger than 36 pixels)
Title: Re: The Legend of Zelda : Chiming Bell
Post by: Atom on October 31, 2010, 02:47:51 pm
You definitely should make more bosses starting from scratch, its the best one out of the 3.
Title: Re: The Legend of Zelda : Chiming Bell
Post by: Zhello on October 31, 2010, 03:03:56 pm
I like the puppet, but its a big size  XD  make it smaller and if its in your gmk, scale the image a bit.  other then that its good!
Title: Re: The Legend of Zelda : Chiming Bell
Post by: King Tetiro on October 31, 2010, 03:14:02 pm
You definitely should make more bosses starting from scratch, its the best one out of the 3.
The 4th is technically custom. It's an edit of Rodrick. The antagonist I made from scratch.
The 5th and 6th are also to be custom from scratch!

I like the puppet, but its a big size  XD  make it smaller and if its in your gmk, scale the image a bit.  other then that its good!
I wanted the puppet to be the first huge boss of the game. Especially by the end of the game, the bosses are enormous!

EDIT: Phantom and Biagro are complete. Gismor is left before Rodrick himself

(Rodrick is epic. In all his forms.)
Title: Re: The Legend of Zelda : Chiming Bell
Post by: King Tetiro on October 31, 2010, 08:34:54 pm
Wow 5 bosses finished in a single day

(http://i330.photobucket.com/albums/l401/Tetiro/ChimingBells/BossScreenshots2.png)
Left : Spectre Clone : Phantom Rodrick (Yes I know it's not an original boss however it is relevant to the story)
Middle : Gigantual Rupee Construct : Biagro (There is finally a rupee boss. This one is relevant to the dungeon)
Right : Mischievious Stalfo : Gismor

The last bosses are Rodrick's stages. Then apart from a final touch to the Dodongo enemy, a demo release!
Title: Re: The Legend of Zelda : Chiming Bell
Post by: The Boy on October 31, 2010, 09:00:07 pm
Wow 5 bosses finished in a single day

(http://i330.photobucket.com/albums/l401/Tetiro/ChimingBells/BossScreenshots2.png)
Left : Spectre Clone : Phantom Rodrick (Yes I know it's not an original boss however it is relevant to the story)
Middle : Gigantual Rupee Construct : Biagro (There is finally a rupee boss. This one is relevant to the dungeon)

Right : Mischievious Stalfo : Gismor

The last bosses are Rodrick's stages. Then apart from a final touch to the Dodongo enemy, a demo release!
WOOOW!!!! GREAT!!!!
Title: Re: The Legend of Zelda : Chiming Bell
Post by: Subterfuge on October 31, 2010, 10:09:00 pm
Any intention of moving back to WIP?
Title: Re: The Legend of Zelda : Chiming Bell
Post by: King Tetiro on October 31, 2010, 10:12:48 pm
As soon as all the enemies are done, another technical demo will be released allowing me to return to WIP

Done 16/60 of the achievements!

EDIT: These are the last bosses I've got to do.
-Rodrick (Phantom Phase)
-Rodrick (Swordsman Phase)
-Rodri (Pending Name Phase)
-Corrupt Rodri and others
Title: Re: The Legend of Zelda : Chiming Bell
Post by: Subterfuge on October 31, 2010, 11:14:12 pm
-Rodri (Pending Name Phase)
That's the most intimidating boss name ever.
Title: Re: The Legend of Zelda : Chiming Bell
Post by: King Tetiro on November 01, 2010, 07:28:42 am
-Rodri (Pending Name Phase)
That's the most intimidating boss name ever.

Pending Name Phase is Dragon phase.

Phantom stage will be done in an hour. It's pretty much a copy and paste with an edit of code.
Swordsman stage isn't too hard either. Just a simple boss really.
Dragon stage is the second hardest I'll be doing. This will take a whole day to do.

EDIT: Almost done Rodrick (Phantom)

Corrupt Rodri is the hardest one of the lot.
Title: Re: The Legend of Zelda : Chiming Bell
Post by: Mamoruanime on November 01, 2010, 10:12:14 am
-Rodri (Pending Name Phase)
That's the most intimidating boss name ever.

Pending Name Phase is Dragon phase.

Phantom stage will be done in an hour. It's pretty much a copy and paste with an edit of code.
Swordsman stage isn't too hard either. Just a simple boss really.
Dragon stage is the second hardest I'll be doing. This will take a whole day to do.

EDIT: Almost done Rodrick (Phantom)

Corrupt Rodri is the hardest one of the lot.

Isn't he already corrupt? If he's already evil, and then becomes "corrupt", does that then mean that he's become good? >_o?
Title: Re: The Legend of Zelda : Chiming Bell
Post by: King Tetiro on November 01, 2010, 11:12:12 am
-Rodri (Pending Name Phase)
That's the most intimidating boss name ever.

Pending Name Phase is Dragon phase.

Phantom stage will be done in an hour. It's pretty much a copy and paste with an edit of code.
Swordsman stage isn't too hard either. Just a simple boss really.
Dragon stage is the second hardest I'll be doing. This will take a whole day to do.

EDIT: Almost done Rodrick (Phantom)

Corrupt Rodri is the hardest one of the lot.

Isn't he already corrupt? If he's already evil, and then becomes "corrupt", does that then mean that he's become good? >_o?

Im pretty sure corrupt and evil are two different things. Anyway, going to finish Rodrick's phantom stage now
Title: Re: The Legend of Zelda : Chiming Bell
Post by: Mamoruanime on November 01, 2010, 11:13:22 am
But I'm reasonably positive corrupt politicians, city officials, etc are evil :P I don't see the difference and it seems a bit redundant D:
Title: Re: The Legend of Zelda : Chiming Bell
Post by: King Tetiro on November 01, 2010, 11:39:37 am
But I'm reasonably positive corrupt politicians, city officials, etc are evil :P I don't see the difference and it seems a bit redundant D:

It's gonna have to be a wait until you actually fight him for real thing to understand why.

EDIT: The Hero of Chimes is called Arn now. Its so there's a hero who's name isn't Link.
(A cookie to whoever works out why I called him Arn. But PM me the reason please)
Title: Re: The Legend of Zelda : Chiming Bell
Post by: King Tetiro on November 01, 2010, 05:31:32 pm
Apologies for the double post, time for the final boss screenshots I'm showing.

(http://i330.photobucket.com/albums/l401/Tetiro/ChimingBells/BossScreenshots3.png)
All of them are Rodrick

The final boss is a secret boss so Im not showing it
Title: Re: The Legend of Zelda : Chiming Bell
Post by: pxl_moon (dotyue) on November 01, 2010, 05:58:29 pm
time for the final boss screenshots I'm showing.

The final boss is a secret boss so Im not showing it

lol xD
sounds weird ;)
Title: Re: The Legend of Zelda : Chiming Bell
Post by: Zaeranos on November 01, 2010, 06:10:02 pm
Apologies for the double post, time for the final boss screenshots I'm showing.

(http://i330.photobucket.com/albums/l401/Tetiro/ChimingBells/BossScreenshots3.png)
All of them are Rodrick

The final boss is a secret boss so Im not showing it
The dragon looks good. And the spheres on the legs actually look round. It is something that I was missing from the 3rd bosses limb spheres, because they looked flat. That ruppee boss is weird though, it kind of makes me think of the Tingle game.
Title: Re: The Legend of Zelda : Chiming Bell
Post by: King Tetiro on November 01, 2010, 06:16:31 pm
Apologies for the double post, time for the final boss screenshots I'm showing.

(http://i330.photobucket.com/albums/l401/Tetiro/ChimingBells/BossScreenshots3.png)
All of them are Rodrick

The final boss is a secret boss so Im not showing it
The dragon looks good. And the spheres on the legs actually look round. It is something that I was missing from the 3rd bosses limb spheres, because they looked flat. That ruppee boss is weird though, it kind of makes me think of the Tingle game.
3rd Boss - You're seeing him when he's stamped the ground. He's actually quite limble

I'm going to be honest here, the rupee boss is made of Tingle's stash. There is/was going to be a scene after the fight where Tingle gives Arn an earful
Title: Re: The Legend of Zelda : Chiming Bell
Post by: King Tetiro on November 01, 2010, 08:40:08 pm
That's it. All the enemies are done (Minus one little thing to the Dodongos)

I would post the screenshot but I can't figure out how to allow images in spoiler boxes
Title: Re: The Legend of Zelda : Chiming Bell
Post by: Subterfuge on November 02, 2010, 04:01:07 am
Going to tell us anything about that fancy sword? Or at least what the Spring Launcher does?

Yes. That's what I'm curious about at the moment/
Title: Re: The Legend of Zelda : Chiming Bell
Post by: King Tetiro on November 02, 2010, 07:10:08 am
Going to tell us anything about that fancy sword? Or at least what the Spring Launcher does?

Yes. That's what I'm curious about at the moment/

Well the fancy sword is a reward from the Bell Mistress for saving the King and it's pretty much a powerful sword
The spring launcher fling Link into the air (Though he can't move atm. Still considering whether to let him atm) and is greatly used for dodging attack waves

EDIT: Currently working on the HUD. Be sure to vote on the poll. It ends tomorrow evening
EDIT: Here's the schedule again

-Finish Bottles
-Finish the Menu *
//--After the menu is done, I will be taking a break until christmas--\\
-Finish the Overworld *
-Finish hidden chests
-Finish Link
-Finish Textbox Engine
-Finish NPCs
-Finish Sidequests and Minigames *
-Work on the dungeon storyline and create Start Up Screens #######
-Finish the HUD (Yes that late! Need the dungeons done to be able to finish it)
-Finish the Menu (Again, that late!)
-Complete the secrets
-Finish the storyline
-Iron out the glitches #
Title: Re: The Legend of Zelda : Chiming Bell
Post by: King Tetiro on November 03, 2010, 07:08:42 pm
Okay dudes, we have a tie on da poll! I need someone to make the final vote!
Title: Re: The Legend of Zelda : Chiming Bell
Post by: The Boy on November 03, 2010, 07:32:37 pm
Okay dudes, we have a tie on da poll! I need someone to make the final vote!
Flare dancer Flare dancer Flare dancer Flare dancer Flare dancer Flare dancer Flare dancer Flare dancer........................................
Title: Re: The Legend of Zelda : Chiming Bell
Post by: King Tetiro on November 03, 2010, 07:58:11 pm
You're going to have to wait. Im going to do da secret option! Demo in 5 mins
Title: Re: The Legend of Zelda : Chiming Bell
Post by: King Tetiro on November 03, 2010, 08:11:45 pm
Okay guys, you voted for it, you got it!
http://www.box.net/shared/x2mzehpx5f

The secret option is all the enemies minus Iron Knuckle and Flare Dancer but you have access to every item in the game. And the beta functions
A > Change Sub Item
Q > Increase hp by 1/4 heart
W > Increase maximum hp by 1 heart
E > Change Tunic
Title: Re: The Legend of Zelda : Chiming Bell
Post by: The Boy on November 03, 2010, 08:29:49 pm
Okay guys, you voted for it, you got it!
http://www.box.net/shared/x2mzehpx5f

The secret option is all the enemies minus Iron Knuckle and Flare Dancer but you have access to every item in the game. And the beta functions
A > Change Sub Item
Q > Increase hp by 1/4 heart
W > Increase maximum hp by 1 heart
E > Change Tunic
OHMYGODOHMYGODOHMYGODOHMYGODOHMYGODOHMYGOD!!! AWESOME!!
Title: Re: The Legend of Zelda : Chiming Bell
Post by: King Tetiro on November 03, 2010, 08:35:24 pm
Okay guys, you voted for it, you got it!
http://www.box.net/shared/x2mzehpx5f

The secret option is all the enemies minus Iron Knuckle and Flare Dancer but you have access to every item in the game. And the beta functions
A > Change Sub Item
Q > Increase hp by 1/4 heart
W > Increase maximum hp by 1 heart
E > Change Tunic
OHMYGODOHMYGODOHMYGODOHMYGODOHMYGODOHMYGOD!!! AWESOME!!

Please lemme know what you think of the enemies after beating them all
Title: Re: The Legend of Zelda : Chiming Bell
Post by: The Boy on November 03, 2010, 08:39:20 pm
Okay guys, you voted for it, you got it!
http://www.box.net/shared/x2mzehpx5f

The secret option is all the enemies minus Iron Knuckle and Flare Dancer but you have access to every item in the game. And the beta functions
A > Change Sub Item
Q > Increase hp by 1/4 heart
W > Increase maximum hp by 1 heart
E > Change Tunic
OHMYGODOHMYGODOHMYGODOHMYGODOHMYGODOHMYGOD!!! AWESOME!!

Please lemme know what you think of the enemies after beating them all
Where to start??
Well. i like the idea of a beamos on a tower- ingenious!
Redead- awesome sprite.. but, they should move towards link (if it can see him) , rather than just moving randomly.
Poe- again awesome, but can you kill him??
Rider- it's the spinner- but it dosn't slow down!
other items! XD
Gravity boots. I was wandering how you were going to do that.. it's better than i thought!
Soooooooo many others...
like the "haired" link!
Title: Re: The Legend of Zelda : Chiming Bell
Post by: King Tetiro on November 03, 2010, 08:44:39 pm
Okay guys, you voted for it, you got it!
http://www.box.net/shared/x2mzehpx5f

The secret option is all the enemies minus Iron Knuckle and Flare Dancer but you have access to every item in the game. And the beta functions
A > Change Sub Item
Q > Increase hp by 1/4 heart
W > Increase maximum hp by 1 heart
E > Change Tunic
OHMYGODOHMYGODOHMYGODOHMYGODOHMYGODOHMYGOD!!! AWESOME!!

Please lemme know what you think of the enemies after beating them all
Where to start??
Well. i like the idea of a beamos on a tower- ingenious!
Redead- awesome sprite.. but, they should move towards link (if it can see him) , rather than just moving randomly.
Poe- again awesome, but can you kill him??
Rider- it's the spinner- but it dosn't slow down!
other items! XD
Gravity boots. I was wandering how you were going to do that.. it's better than i thought!
Soooooooo many others...
like the "haired" link!
Beamos - Thanks! The Beamos can be killed. Chuck a bomb at it!
Redead - I shall see what I can do!
Poe - Don't fight it head on. Try fighting it when it's moving away from you. It turns invisible once it sees you!
Rider - Yup! Though the spinner returns put in possession of the Mischievious Stalfo, Gismor!
Gravity Boots - Pretty simple! It's going to be used to cross gaps!

Keep the feedback coming!
Title: Re: The Legend of Zelda : Chiming Bell
Post by: The Boy on November 03, 2010, 09:02:18 pm
Okay guys, you voted for it, you got it!
http://www.box.net/shared/x2mzehpx5f

The secret option is all the enemies minus Iron Knuckle and Flare Dancer but you have access to every item in the game. And the beta functions
A > Change Sub Item
Q > Increase hp by 1/4 heart
W > Increase maximum hp by 1 heart
E > Change Tunic
OHMYGODOHMYGODOHMYGODOHMYGODOHMYGODOHMYGOD!!! AWESOME!!

Please lemme know what you think of the enemies after beating them all
Where to start??
Well. i like the idea of a beamos on a tower- ingenious!
Redead- awesome sprite.. but, they should move towards link (if it can see him) , rather than just moving randomly.
Poe- again awesome, but can you kill him??
Rider- it's the spinner- but it dosn't slow down!
other items! XD
Gravity boots. I was wandering how you were going to do that.. it's better than i thought!
Soooooooo many others...
like the "haired" link!
Beamos - Thanks! The Beamos can be killed. Chuck a bomb at it!
Redead - I shall see what I can do!
Poe - Don't fight it head on. Try fighting it when it's moving away from you. It turns invisible once it sees you!
Rider - Yup! Though the spinner returns put in possession of the Mischievious Stalfo, Gismor!
Gravity Boots - Pretty simple! It's going to be used to cross gaps!

Keep the feedback coming!
Cool. Tried the bomb trick.. WORKED!!
i like the way you THROW the bomb, rather than just setting it.
The Roc's feather thing that looks like a scissor  lift... you jump to quickly, not to much air time..
Title: Re: The Legend of Zelda : Chiming Bell
Post by: King Tetiro on November 03, 2010, 09:04:27 pm
Okay guys, you voted for it, you got it!
http://www.box.net/shared/x2mzehpx5f

The secret option is all the enemies minus Iron Knuckle and Flare Dancer but you have access to every item in the game. And the beta functions
A > Change Sub Item
Q > Increase hp by 1/4 heart
W > Increase maximum hp by 1 heart
E > Change Tunic
OHMYGODOHMYGODOHMYGODOHMYGODOHMYGODOHMYGOD!!! AWESOME!!

Please lemme know what you think of the enemies after beating them all
Where to start??
Well. i like the idea of a beamos on a tower- ingenious!
Redead- awesome sprite.. but, they should move towards link (if it can see him) , rather than just moving randomly.
Poe- again awesome, but can you kill him??
Rider- it's the spinner- but it dosn't slow down!
other items! XD
Gravity boots. I was wandering how you were going to do that.. it's better than i thought!
Soooooooo many others...
like the "haired" link!
Beamos - Thanks! The Beamos can be killed. Chuck a bomb at it!
Redead - I shall see what I can do!
Poe - Don't fight it head on. Try fighting it when it's moving away from you. It turns invisible once it sees you!
Rider - Yup! Though the spinner returns put in possession of the Mischievious Stalfo, Gismor!
Gravity Boots - Pretty simple! It's going to be used to cross gaps!

Keep the feedback coming!
Cool. Tried the bomb trick.. WORKED!!
i like the way you THROW the bomb, rather than just setting it.
The Roc's feather thing that looks like a scissor  lift... you jump to quickly, not to much air time..
Bomb Throwing - It's inspired by Skyward Sword. They roll it. Im throwing them
Spring - It's not like the Roc's Feather. It's to launch Link in the air to hit buttons, flying enemies (Going to rework keese later so you they can be aerial for this reason) and another hidden reason.
Title: Re: The Legend of Zelda : Chiming Bell
Post by: The Boy on November 03, 2010, 09:06:51 pm
Okay guys, you voted for it, you got it!
http://www.box.net/shared/x2mzehpx5f

The secret option is all the enemies minus Iron Knuckle and Flare Dancer but you have access to every item in the game. And the beta functions
A > Change Sub Item
Q > Increase hp by 1/4 heart
W > Increase maximum hp by 1 heart
E > Change Tunic
OHMYGODOHMYGODOHMYGODOHMYGODOHMYGODOHMYGOD!!! AWESOME!!

Please lemme know what you think of the enemies after beating them all
Where to start??
Well. i like the idea of a beamos on a tower- ingenious!
Redead- awesome sprite.. but, they should move towards link (if it can see him) , rather than just moving randomly.
Poe- again awesome, but can you kill him??
Rider- it's the spinner- but it dosn't slow down!
other items! XD
Gravity boots. I was wandering how you were going to do that.. it's better than i thought!
Soooooooo many others...
like the "haired" link!
Beamos - Thanks! The Beamos can be killed. Chuck a bomb at it!
Redead - I shall see what I can do!
Poe - Don't fight it head on. Try fighting it when it's moving away from you. It turns invisible once it sees you!
Rider - Yup! Though the spinner returns put in possession of the Mischievious Stalfo, Gismor!
Gravity Boots - Pretty simple! It's going to be used to cross gaps!

Keep the feedback coming!
Cool. Tried the bomb trick.. WORKED!!
i like the way you THROW the bomb, rather than just setting it.
The Roc's feather thing that looks like a scissor  lift... you jump to quickly, not to much air time..
Bomb Throwing - It's inspired by Skyward Sword. They roll it. Im throwing them
Spring - It's not like the Roc's Feather. It's to launch Link in the air to hit buttons, flying enemies (Going to rework keese later so you they can be aerial for this reason) and another hidden reason.
Oooh..
And i like the SS bomb style
Title: Re: The Legend of Zelda : Chiming Bell
Post by: King Tetiro on November 03, 2010, 09:15:45 pm
I like it as well. If I make another zelda fangame I would definitly use that style of bombing for it.

Keep da feedback coming!
Title: Re: The Legend of Zelda : Chiming Bell
Post by: King Tetiro on November 04, 2010, 08:05:32 am
Alrights dudes, Im currently working on the menus. In terms of them being drawn on screen, they're almost done! (Just the map menu left)

I shall release some screenshots today of it. I think they're quite good.
Title: Re: The Legend of Zelda : Chiming Bell
Post by: King Tetiro on November 04, 2010, 03:54:11 pm
Alright dudes, here is a menu demo!

http://www.box.net/shared/68u1goui31

Don't download it thinking its gonna be fun. I want you to play it give me feedback on the menus
Title: Re: The Legend of Zelda : Chiming Bell
Post by: Subterfuge on November 04, 2010, 05:26:57 pm
Found a relatively MAJOR bug: Heaven forbid you're firing the wing shot when you get stunned by a Redead.

Some other bugs/changes:
From the enemy demo- (Yes, I am aware this is a demo to show off the enemies, and that everything to do with Link isn't finished, but I'm going to give my two cents about everything in it anyways. I'll put the stuff actually about enemies up top.)
*Dodongos won't use their fire attacks unless you're trying to get them to do it. Taking more than a step or two away from them will make them stop charging. The attack itself is pretty useless since I have to actually try to get hit by it due to how slow it is to charge up.
*You can get stunned mid-spring launcher jump by the Redead.
*Here's a movement bug: Don't really know how to explain what happens, so here's how to replicate it to see for yourself: The easiest way is to start walking left, then hold up to start moving NW. While moving NW, hold right, nothing will change. Let go of left. Now you're going NE like you should be, but you're still face left, making you walk backwards.
*The rider sound is REALLY loud compared to everything else
*Rider has no drawbacks besides not being able to use weapons.
*Dune Bow needs some sort of delay between shots instead of firing as fast as you can hit the button. I can write a code to empty the entire quiver in just a second or two
*Wing Shot needs a slower firing rate. It's a machine gun right now.
*Spring launcher jump is awkwardly fast.

From the menu demo-
*Press down on the bomb bag on the screen with the tunics causes the cursor to select a non-existent item and disappear forever
*Same thing happens when you press up on the chain tunic
*Might want to change the graphic for the cursor that indicates you have an item equip, I thought my cursor was on the spring launcher when it started
*Need a way to move across the map screen faster. Need it. I don't think anyone wants to have to scroll across the entire map to get to the next screen. Perhaps some L/R equivalent that moves you to the next screen in that direction

---

Everything else, however, is absurdly AWESOME. Three thumbs up!
Title: Re: The Legend of Zelda : Chiming Bell
Post by: King Tetiro on November 04, 2010, 05:40:41 pm
Found a MAJOR bug: Heaven forbid you're firing the wing shot when you get stunned by a Redead.

Some other bugs/changes:
From the enemy demo- (Yes, I am aware this is a demo to show off the enemies, and that everything to do with Link isn't finished, but I'm going to give my two cents about everything in it anyways. I'll put the stuff actually about enemies up top.)
*Dodongos won't use their fire attacks unless you're trying to get them to do it. Taking more than a step or two away from them will make them stop charging. The attack itself is pretty useless since I have to actually try to get hit by it due to how slow it is to charge up.
*You can get stunned mid-spring launcher jump by the Redead.
*Here's a movement bug: Don't really know how to explain what happens, so here's how to replicate it to see for yourself: The easiest way is to start walking left, then hold up to start moving NW. While moving NW, hold right, nothing will change. Let go of left. Now you're going NE like you should be, but you're still face left, making you walk backwards.
*The rider sound is REALLY loud compared to everything else
*Rider has no drawbacks besides not being able to use weapons.
*Dune Bow needs some sort of delay between shots instead of firing as fast as you can hit the button. I can write a code to empty the entire quiver in just a second or two
*Wing Shot needs a slower firing rate. It's a machine gun right now.
*Spring launcher jump is awkwardly fast.

From the menu demo-
*Press down on the bomb bag on the screen with the tunics causes the cursor to select a non-existent item and disappear forever
*Same thing happens when you press up on the chain tunic
*Might want to change the graphic for the cursor that indicates you have an item equip, I thought my cursor was on the spring launcher when it started
*Need a way to move across the map screen faster. Need it. I don't think anyone wants to have to scroll across the entire map to get to the next screen. Perhaps some L/R equivalent that moves you to the next screen in that direction

---

Everything else, however, is absurdly AWESOME. Three thumbs up!

Wingshot - Fixed
Dodongo - I shall deal with that later this evening.
Spring - Fixed
Movement - I don't see it but I'll have a look at the code. According to my programming it should nullify pressing left and right at the same time. Unknown if Fixed or not
Rider Sound - Fixed
Rider Items - You couldn't use items on the spinner. So I ain't going to work on items.
Dune Bow - I don't see a potential problem but I can remedy that if people want to.
Wingshot - Fixed
Spring Launcher - I explained this earlier

Bomb Bag Cursor - Fixed
Chain Tunic - Fixed
Colour Cursor - Fixed
Map Moving - I can't fix it until all the dungeons are done. Sorry but that's one error I can't fix right now.
Title: Re: The Legend of Zelda : Chiming Bell
Post by: Mamoruanime on November 04, 2010, 05:43:50 pm
Menu seems incredibly buggy; the cursor totally went outta focus and got stuck on the screen with the tunics
Title: Re: The Legend of Zelda : Chiming Bell
Post by: King Tetiro on November 04, 2010, 05:47:27 pm
Menu seems incredibly buggy; the cursor totally went outta focus and got stuck on the screen with the tunics
Yeh that error I had no idea about but it's been fixed once I knew about it.

I found the error you spoke of subter. Im going to fix it now

EDIT: Fixed the Dodongo and Movement glitch. Ba-da bing ba-da boom!
Title: Re: The Legend of Zelda : Chiming Bell
Post by: Subterfuge on November 04, 2010, 05:56:31 pm
Menu seems incredibly buggy; the cursor totally went outta focus and got stuck on the screen with the tunics
Yeh that error I had no idea about but it's been fixed once I knew about it.

I found the error you spoke of subter. Im going to fix it now
O-o You are an absurdly fast programmer! Awesome!
Title: Re: The Legend of Zelda : Chiming Bell
Post by: King Tetiro on November 04, 2010, 05:58:21 pm
Menu seems incredibly buggy; the cursor totally went outta focus and got stuck on the screen with the tunics
Yeh that error I had no idea about but it's been fixed once I knew about it.

I found the error you spoke of subter. Im going to fix it now
O-o You are an absurdly fast programmer! Awesome!

Yup fixed 2 errors in the last 2 mins. Time to fix the Dune Bow glitch.

Were there anymore menu errors besides the tunic and bomb bag page?
Title: Re: The Legend of Zelda : Chiming Bell
Post by: Subterfuge on November 04, 2010, 06:05:14 pm
None that I can find. Though pressing Z to assign a weapon to X is kind of awkward.

So achievements 16 and 18. What do they do exactly?
Title: Re: The Legend of Zelda : Chiming Bell
Post by: King Tetiro on November 04, 2010, 06:10:02 pm
None that I can find. Though pressing Z to assign a weapon to X is kind of awkward.

So achievements 16 and 18. What do they do exactly?
Yeh that's a pretty simple edit. I can fix that in a min or two.
Achievements 16 and 18 are for getting the Bell Shards (3 shards for 16 and 6 for 18)
There's only 5 achievements you get during the main story.
Title: Re: The Legend of Zelda : Chiming Bell
Post by: Subterfuge on November 04, 2010, 06:14:05 pm
None that I can find. Though pressing Z to assign a weapon to X is kind of awkward.

So achievements 16 and 18. What do they do exactly?
Yeh that's a pretty simple edit. I can fix that in a min or two.
Achievements 16 and 18 are for getting the Bell Shards (3 shards for 16 and 6 for 18)
There's only 5 achievements you get during the main story.
Ah, so that's what those things are under the tunics.
Title: Re: The Legend of Zelda : Chiming Bell
Post by: King Tetiro on November 04, 2010, 06:15:35 pm
None that I can find. Though pressing Z to assign a weapon to X is kind of awkward.

So achievements 16 and 18. What do they do exactly?
Yeh that's a pretty simple edit. I can fix that in a min or two.
Achievements 16 and 18 are for getting the Bell Shards (3 shards for 16 and 6 for 18)
There's only 5 achievements you get during the main story.
Ah, so that's what those things are under the tunics.
Well under the tunics is your sword, the bomb bag, quiver and heart pieces of course. And the things under the are the Bell Shards (What you collect in the game)
Title: Re: The Legend of Zelda : Chiming Bell
Post by: Subterfuge on November 04, 2010, 06:16:13 pm
None that I can find. Though pressing Z to assign a weapon to X is kind of awkward.

So achievements 16 and 18. What do they do exactly?
Yeh that's a pretty simple edit. I can fix that in a min or two.
Achievements 16 and 18 are for getting the Bell Shards (3 shards for 16 and 6 for 18)
There's only 5 achievements you get during the main story.
Ah, so that's what those things are under the tunics.
Well under the tunics is your sword, the bomb bag, quiver and heart pieces of course. And the things under the are the Bell Shards (What you collect in the game)
Pfft, you know what I mean. "Tunics" is just easier to type than "chiming sword, bomb bag, quiver, and heart piece counter"
Title: Re: The Legend of Zelda : Chiming Bell
Post by: King Tetiro on November 04, 2010, 06:22:59 pm
None that I can find. Though pressing Z to assign a weapon to X is kind of awkward.

So achievements 16 and 18. What do they do exactly?
Yeh that's a pretty simple edit. I can fix that in a min or two.
Achievements 16 and 18 are for getting the Bell Shards (3 shards for 16 and 6 for 18)
There's only 5 achievements you get during the main story.
Ah, so that's what those things are under the tunics.
Well under the tunics is your sword, the bomb bag, quiver and heart pieces of course. And the things under the are the Bell Shards (What you collect in the game)
Pfft, you know what I mean. "Tunics" is just easier to type than "chiming sword, bomb bag, quiver, and heart piece counter"

I know lol. Well I think all the glitches are fixed now
Title: Re: The Legend of Zelda : Chiming Bell
Post by: The Boy on November 04, 2010, 06:36:50 pm
None that I can find. Though pressing Z to assign a weapon to X is kind of awkward.

So achievements 16 and 18. What do they do exactly?
Yeh that's a pretty simple edit. I can fix that in a min or two.
Achievements 16 and 18 are for getting the Bell Shards (3 shards for 16 and 6 for 18)
There's only 5 achievements you get during the main story.
Ah, so that's what those things are under the tunics.
Well under the tunics is your sword, the bomb bag, quiver and heart pieces of course. And the things under the are the Bell Shards (What you collect in the game)
Pfft, you know what I mean. "Tunics" is just easier to type than "chiming sword, bomb bag, quiver, and heart piece counter"

I know lol. Well I think all the glitches are fixed now
cool!
Title: Re: The Legend of Zelda : Chiming Bell
Post by: King Tetiro on November 04, 2010, 07:03:44 pm
I've finished the items! Huzzah! The bottle contents are 90% done. The final bit is added when Link's dying is done (Yes, da fairy thing!)

I will be working more on it tomorrow. Time to climb!

Tomorrow I start on the overworld itself!!!!!!!!!

Updated schedule

-Finish the Overworld
-Finish Link and Bottles * (A few days after Overworld)
-Finish Textbox Engine
-Finish hidden chests *
-Finish NPCs
-Finish Sidequests and Minigames *
-Finish Titlescreen,Intro,Saving and Loading
-Work on the dungeon storyline and create Start Up Screens ####### (Each dungeon done will get a demo release)
-Finish the HUD (Yes that late! Need the dungeons done to be able to finish it)
-Finish the Menu (Again, that late!)
-Complete the secrets and achievements
-Finish the storyline
-Iron out the glitches #

EDIT: Here's Hyrule Castle

(http://i330.photobucket.com/albums/l401/Tetiro/ChimingBells/HyruleCastleScreenshot.png)
Title: Re: The Legend of Zelda : Chiming Bell
Post by: King Tetiro on November 05, 2010, 08:06:55 am
Due to the Overworld being huge, it's time for an overworld schedule

Hyrule Castle
Hyrule Market
Chiming Swamp
Death Mountain
Kakariko Village
Ruined Castle
Wild Woods Entrance
Hyrule Field

I've currently got 40% of Hyrule Castle done
(Bear in  mind Im only doing the overworld right now. Not the buildings. That comes later)

EDIT: Hyrule Castle

(http://i330.photobucket.com/albums/l401/Tetiro/ChimingBells/HyruleCastleScreenshot.png)

(The blank green part is where the water would be)
Title: Re: The Legend of Zelda : Chiming Bell [Overworld Poll]
Post by: King Tetiro on November 05, 2010, 07:13:47 pm
Okay dudes, here's the thing. I want to know how frequently you want overworld demos. The options are simple

Every Complete Area - Hyrule Castle,Gerudo Valley,etc
Every 10% - Once 10% of the overworld is done, I'll release an overworld demo
Every Complete Province - There's Hylian Province (Complete), Kakaria Province, Deku Province and Hyrule Province
50% and 100% - I release two demos. One when 50% of the overworld is done
100% - You only get 1 demo.

Please vote. Also, I've completed Hyrule Castle and Hyrule Market (Until I finish Link's swimming Drowning (No point in a swimming engine for this game. There's no water dungeons) )
Title: Re: The Legend of Zelda : Chiming Bell
Post by: King Tetiro on November 06, 2010, 10:19:17 am
Little announcement. While waiting for the overworld poll, I'm going to sprite a train. So until there have been a vast amount of votes, this project is on hold. Just to make sure the right option is done.

EDIT: Going to implement a train engine for a laugh
EDIT: I think I've done a good job on it. So there's now going to be a sidequest where you protect goods. Of course with a heart piece!
EDIT: Look-ie everyone! it's the Chiming Swamp!

(http://i330.photobucket.com/albums/l401/Tetiro/ChimingBells/ChimingSwampScreenshot.png)

It's an ancient town that got flooded and is now a swamp! There's also a town in front of Lake Hylia (You don't go to Lake Hylia in this game. Or Zora's Domain either!)

EDIT: Here's the world map.

(http://i330.photobucket.com/albums/l401/Tetiro/ChimingBells/WorldMap-1.png)

If you're wondering about the grey, red and blue lines, they're railway routes. Don't worry, it's not a part of the storyline. The train travel is a reward for completing a sidequest. There's actually another map without the railway.
Title: Re: The Legend of Zelda : Chiming Bell [Quick Poll! Ends in 1 hour!]
Post by: King Tetiro on November 06, 2010, 07:52:16 pm
Okay guys, the first overworld demo is near! However we have a problem.

The first province is kinda split in two right now but is connected after Hyrule Province is done!

So time for a quick vote! Chiming Swamp or Hyrule Castle+Market?

This poll will end in an hour! No joke!
Title: Re: The Legend of Zelda : Chiming Bell
Post by: Subterfuge on November 06, 2010, 08:02:08 pm
Bah! Tossed a coin and landed on Hyrule Castle+Market.
Title: Re: The Legend of Zelda : Chiming Bell
Post by: King Tetiro on November 06, 2010, 08:17:38 pm
In my opinion, both of them are good. Though Chiming Swamp has the edge because you have to avoid the ooze.
Title: Re: The Legend of Zelda : Chiming Bell [Hylian Province Demo]
Post by: King Tetiro on November 06, 2010, 08:58:36 pm
Okay guys, you voted for it, you got it!

Hyrule Castle and Hyrule Town overworld demo.
http://www.box.net/shared/x0od7zdsjl

There's no npcs as they come after the overworld part of the schedule
(Word of warning. Don't go south from the starting area. It will paralyse the character. It's not a bug but the way the mechanics work. It's to prevent hecking room numbers as currently the room south of it is non-existant. It'll be there eventually. )

Have fun exploring Hyrule Castle and Town! Time to work on the Goron Province!
Title: Re: The Legend of Zelda : Chiming Bell
Post by: Xfixium on November 06, 2010, 10:56:26 pm
- Looks nice, plays decently. I also liked playing with all the items. :P One item did error out for me. The bombs, I threw one and it said some error about unknown variable "ch".

- I see you have a few tunics in mind, that will be interesting. :)

- The movement is good, but when you go into another room in a diagonal (holding down both directions), it cuts off that movement in the next room, and goes in a linear direction. I also faced the movement just stopping (On a previously held key) occasionally when entering another room. I'm also not too much of a fan of the fast diagonals. However, not a big deal.

- There are at least 2 places where the entrance to another room is hidden by the HUD. Attached an image.

- The design for the castle with the swords is very nicely done. Overall the designs are well done.

Keep up the good work!
Title: Re: The Legend of Zelda : Chiming Bell
Post by: Brutus on November 06, 2010, 11:00:05 pm
you need corner cutting, but other than that it's good
Title: Re: The Legend of Zelda : Chiming Bell
Post by: King Tetiro on November 06, 2010, 11:06:47 pm
- Looks nice, plays decently. I also liked playing with all the items. :P One item did error out for me. The bombs, I threw one and it said some error about unknown variable "ch".

- I see you have a few tunics in mind, that will be interesting. :)

- The movement is good, but when you go into another room in a diagonal (holding down both directions), it cuts off that movement in the next room, and goes in a linear direction. I also faced the movement just stopping (On a previously held key) occasionally when entering another room. I'm also not too much of a fan of the fast diagonals. However, not a big deal.

- There are at least 2 places where the entrance to another room is hidden by the HUD. Attached an image.

- The design for the castle with the swords is very nicely done. Overall the designs are well done.

Keep up the good work!

ch = Fixed.
Tunics = Thanks. They're mainly for armour.
Movement = There's nothing I can really do about it. It's to do with GM. Though I will see if I can beat it. Any help with this fix I'd appreciate
2 Rooms = I'll fix that now.
Design = Thanks

I shall solve this feedback after Im done with the current room

(Btw, corner cutting?)
Title: Re: The Legend of Zelda : Chiming Bell
Post by: Xfixium on November 06, 2010, 11:12:57 pm
Quote
Movement = There's nothing I can really do about it. It's to do with GM. Though I will see if I can beat it. Any help with this fix I'd appreciate

Are you using direct key checks? keyboard_check_direct. May solve your issues.
Title: Re: The Legend of Zelda : Chiming Bell
Post by: Brutus on November 06, 2010, 11:48:32 pm
have a look at 4sword/goodnight's example, it'll help with the movement.
Title: Re: The Legend of Zelda : Chiming Bell
Post by: King Tetiro on November 06, 2010, 11:50:13 pm
Quote
Movement = There's nothing I can really do about it. It's to do with GM. Though I will see if I can beat it. Any help with this fix I'd appreciate

Are you using direct key checks? keyboard_check_direct. May solve your issues.

I fecking love you man! The glitch has finally been fixed!

EDIT: Another province is complete. I'll release it but I'll be taking a small break to get ahead of the future uni work. The next Province is incredibly quick. It's one room right now. (Whaa?) Though the last province is 95 rooms (Holy crap right?)

EDIT: During my break, please vote. It'll decide how I approach the next 2 provinces
Title: Re: The Legend of Zelda : Chiming Bell
Post by: King Tetiro on November 07, 2010, 09:43:34 am
Morning everyone. Im doing a tad of work on the Hyrule Province so you can all have fun with the Train program

(http://i330.photobucket.com/albums/l401/Tetiro/ChimingBells/TrainScreenshot.png)

It's mainly there for fun and there will be an achievement related to it.
Title: Re: The Legend of Zelda : Chiming Bell
Post by: The Boy on November 07, 2010, 10:50:15 am
Love it, but shouldn't the flowers be like grass, solid and cuttable?
Title: Re: The Legend of Zelda : Chiming Bell
Post by: King Tetiro on November 07, 2010, 11:02:15 am
Love it, but shouldn't the flowers be like grass, solid and cuttable?
It's a work in progress. They come in Misc part of the schedule

EDIT: Done about 20% of the tracks. I have gotten to the switch point.
Title: Re: The Legend of Zelda : Chiming Bell
Post by: The Boy on November 07, 2010, 11:17:32 am
Love it, but shouldn't the flowers be like grass, solid and cuttable?
It's a work in progress. They come in Misc part of the schedule

EDIT: Done about 20% of the tracks. I have gotten to the switch point.
Awesome. you should have enemies that climb on the train and you need to use gravity boots to climb on too and kill them. it could be an acheivment!
Title: Re: The Legend of Zelda : Chiming Bell
Post by: King Tetiro on November 07, 2010, 11:21:05 am
Love it, but shouldn't the flowers be like grass, solid and cuttable?
It's a work in progress. They come in Misc part of the schedule

EDIT: Done about 20% of the tracks. I have gotten to the switch point.
Awesome. you should have enemies that climb on the train and you need to use gravity boots to climb on too and kill them. it could be an acheivment!
Im having a protect the load and besides, you have a giant bow at the back of the train which you can use (Unlimited ammo) and it'll replace the cannon
Title: Re: The Legend of Zelda : Chiming Bell
Post by: Mamoruanime on November 07, 2010, 11:21:23 am
The only thing I can really think of that you must must must must must fix that's always bugged the crap outta me is that enemies need to get knocked back when you hit them. It completely ruins the GB feel when you swing and they just stand their ground :X
Title: Re: The Legend of Zelda : Chiming Bell
Post by: The Boy on November 07, 2010, 11:22:24 am
The only thing I can really think of that you must must must must must fix that's always bugged the crap outta me is that enemies need to get knocked back when you hit them. It completely ruins the GB feel when you swing and they just stand their ground :X
True. they are all acting like LikeLikes from LA.
Title: Re: The Legend of Zelda : Chiming Bell
Post by: Zaeranos on November 07, 2010, 11:28:02 am
Tried the overworld demo.

- I must say that the screen is rather high. The game seems to be made for a widescreen monitor put on its side.

- I hate the diagonal movement, it is freaking fast and with Link having already a pretty fast isothetic movement the diagonal becomes even faster.

- When swimming in water the game becomes unresponsive to the controls, I assume this because Link is drowning and not swimming.

- Your game could use some corner cutting, because it is freaking annoying when I get stuck behind a single pixel.

- When I get stuck, Link goes into the pushing animation. If I released the key the pushing sprite remains, although it is no longer animated.

- When trying to leave castle town the game gets stuck.

- Your collision detection with water could use some work.
Title: Re: The Legend of Zelda : Chiming Bell
Post by: King Tetiro on November 07, 2010, 11:36:38 am
The only thing I can really think of that you must must must must must fix that's always bugged the crap outta me is that enemies need to get knocked back when you hit them. It completely ruins the GB feel when you swing and they just stand their ground :X
Notice that the enemies aren't 100% complete. I haven't forgotten about it. Don't worry it'll be there

The only thing I can really think of that you must must must must must fix that's always bugged the crap outta me is that enemies need to get knocked back when you hit them. It completely ruins the GB feel when you swing and they just stand their ground :X
True. they are all acting like LikeLikes from LA.
The Floor Master will be the only one not to get flown back

Tried the overworld demo.

- I must say that the screen is rather high. The game seems to be made for a widescreen monitor put on its side.

- I hate the diagonal movement, it is freaking fast and with Link having already a pretty fast isothetic movement the diagonal becomes even faster.

- When swimming in water the game becomes unresponsive to the controls, I assume this because Link is drowning and not swimming.

- Your game could use some corner cutting, because it is freaking annoying when I get stuck behind a single pixel.

- When I get stuck, Link goes into the pushing animation. If I released the key the pushing sprite remains, although it is no longer animated.

- When trying to leave castle town the game gets stuck.

- Your collision detection with water could use some work.

Screen - It's the size it is for GB. I won't be fixing this.

Movement - It seems fine to me. Though I'll see what I can do.

Swimming - Yeh he's drowning. Not swimming. I haven't changed the sprites yet.

Corner Cutting - I don't know how to but I can shorten the player's mask if you want.

Leaving - I did warn you all.

Water Collision - Yeh I've been trying to fix that.
Title: Re: The Legend of Zelda : Chiming Bell
Post by: Mamoruanime on November 07, 2010, 11:42:23 am
Niek is pretty much right though; the movement is way off if you're going for 1:1 to the GB. As for screen size, it's true that your w/h is the same, but your room size is 16 pixels too big.

Corner cutting is when you make Link move automatically to avoid obstacles; usually within 8 pixels of the edges of the colliding object.
Title: Re: The Legend of Zelda : Chiming Bell
Post by: The Boy on November 07, 2010, 11:45:59 am
Niek is pretty much right though; the movement is way off if you're going for 1:1 to the GB. As for screen size, it's true that your w/h is the same, but your room size is 16 pixels too big.

Corner cutting is when you make Link move automatically to avoid obstacles; usually within 8 pixels of the edges of the colliding object.
ive wandered about that.
Title: Re: The Legend of Zelda : Chiming Bell
Post by: King Tetiro on November 07, 2010, 11:49:04 am
Niek is pretty much right though; the movement is way off if you're going for 1:1 to the GB. As for screen size, it's true that your w/h is the same, but your room size is 16 pixels too big.

Corner cutting is when you make Link move automatically to avoid obstacles; usually within 8 pixels of the edges of the colliding object.

I still dont understand the problem with the screen size.

I can implement corner cutting within the hour.

But Im stuck on pit/water collisions. Can someone help me with this one?
Title: Re: The Legend of Zelda : Chiming Bell
Post by: Mamoruanime on November 07, 2010, 11:50:16 am
There's nothing wrong with your screensize; but you have a HUD that takes up 16 horizontal pixels of that realestate that you shouldn't be using for mapping. The tops of your rooms should disappear :P
Title: Re: The Legend of Zelda : Chiming Bell
Post by: The Boy on November 07, 2010, 11:52:54 am
You have sent out several demos from concepts.. do you need a full one to move back to WIP?
Title: Re: The Legend of Zelda : Chiming Bell
Post by: King Tetiro on November 07, 2010, 11:54:53 am
There's nothing wrong with your screensize; but you have a HUD that takes up 16 horizontal pixels of that realestate that you shouldn't be using for mapping. The tops of your rooms should disappear :P
Oh right I'm with you now. Well now we have a problem. Either I start the whole overworld again to fix this error or I continue and you guys bite the bullet.
Title: Re: The Legend of Zelda : Chiming Bell
Post by: Zaeranos on November 07, 2010, 12:12:54 pm
But Im stuck on pit/water collisions. Can someone help me with this one?
With pit water collision I do a position meeting, where the center of Link's feet are. If meeting then with a pit, move Link to the center of the tile. And with water move him to the center of the row in vertical move and column with horizontal. Then make an adjustment for corners of the water.
Title: Re: The Legend of Zelda : Chiming Bell
Post by: King Tetiro on November 07, 2010, 12:22:33 pm
But Im stuck on pit/water collisions. Can someone help me with this one?
With pit water collision I do a position meeting, where the center of Link's feet are. If meeting then with a pit, move Link to the center of the tile. And with water move him to the center of the row in vertical move and column with horizontal. Then make an adjustment for corners of the water.

I've fixed it now I think. What do I do to the corners of the water?
Title: Re: The Legend of Zelda : Chiming Bell
Post by: Zaeranos on November 07, 2010, 12:47:15 pm
Oh wait, when Link is drowning it is the same as a pit. He shifts to the center of the tile. Swimming however is what I described above. And for corners you need to check the tiles in the other direction. For example when you move in the water vertically you check the tile to the left and the right if they are also water. If one of them is not, for example the right, you move Link to the other side, the left, until he is far enough away from the other tile. If both are not water the move Link to the center of the tile.
Title: Re: The Legend of Zelda : Chiming Bell
Post by: King Tetiro on November 07, 2010, 12:55:07 pm
Oh wait, when Link is drowning it is the same as a pit. He shifts to the center of the tile. Swimming however is what I described above. And for corners you need to check the tiles in the other direction. For example when you move in the water vertically you check the tile to the left and the right if they are also water. If one of them is not, for example the right, you move Link to the other side, the left, until he is far enough away from the other tile. If both are not water the move Link to the center of the tile.

Well in that I've done the best I can without feedback so Im going to try and solve the other glitches. I've fixed the too fast diagonal so that if you do diagonal you go 1 pixel slower. Really makes a difference.

Going to work on corner cutting
Title: Re: The Legend of Zelda : Chiming Bell
Post by: King Tetiro on November 07, 2010, 08:47:52 pm
Forgot to say I've finished the corner cutting I think.

Also, 85 of the 136 overworld rooms have been tiled and in some cases railed(For train). Yup, that means in another 51 rooms a full overworld demo will be released. Well actually 2. One of exploring it by foot and second by train. After these demos have been released, I will be taking a break. Just so I can design the npcs, dungeons,etc.

EDIT: I tried modifying the redeads to follow the player but now they're way too tough. So they've been set back to simple move enemies but with stun.

EDIT: 93/136 done.
Title: Re: The Legend of Zelda : Chiming Bell
Post by: Brutus on November 08, 2010, 02:00:35 am
Are you going to change the room transitions?
Title: Re: The Legend of Zelda : Chiming Bell
Post by: King Tetiro on November 08, 2010, 07:17:30 am
Are you going to change the room transitions?

Based on how crappy the pre-made transitions are, the fact that I've never made more than a fade in fade out, Im going to say no on this.

Title: Re: The Legend of Zelda : Chiming Bell
Post by: Brutus on November 08, 2010, 04:17:46 pm
so do you have pro?
Title: Re: The Legend of Zelda : Chiming Bell
Post by: The Boy on November 08, 2010, 06:01:33 pm
so do you have pro?
seems pretty obvious (no offense)
Title: Re: The Legend of Zelda : Chiming Bell
Post by: The Boy on November 08, 2010, 06:02:12 pm
Forgot to say I've finished the corner cutting I think.

Also, 85 of the 136 overworld rooms have been tiled and in some cases railed(For train). Yup, that means in another 51 rooms a full overworld demo will be released. Well actually 2. One of exploring it by foot and second by train. After these demos have been released, I will be taking a break. Just so I can design the npcs, dungeons,etc.

EDIT: I tried modifying the redeads to follow the player but now they're way too tough. So they've been set back to simple move enemies but with stun.

EDIT: 93/136 done.
the guard followed him fine?
Title: Re: The Legend of Zelda : Chiming Bell
Post by: King Tetiro on November 08, 2010, 06:11:41 pm
Forgot to say I've finished the corner cutting I think.

Also, 85 of the 136 overworld rooms have been tiled and in some cases railed(For train). Yup, that means in another 51 rooms a full overworld demo will be released. Well actually 2. One of exploring it by foot and second by train. After these demos have been released, I will be taking a break. Just so I can design the npcs, dungeons,etc.

EDIT: I tried modifying the redeads to follow the player but now they're way too tough. So they've been set back to simple move enemies but with stun.

EDIT: 93/136 done.
the guard followed him fine?

What guard?
Title: Re: The Legend of Zelda : Chiming Bell
Post by: The Boy on November 08, 2010, 06:35:17 pm
the brown one.
Title: Re: The Legend of Zelda : Chiming Bell
Post by: King Tetiro on November 08, 2010, 06:48:05 pm
the brown one.

Please provide a screenshot. I'm really confused now.

(Overworld status = 115/136 tiled. Interior status = 0/136(Comes later) .)
Title: Re: The Legend of Zelda : Chiming Bell
Post by: The Boy on November 08, 2010, 06:55:50 pm
this one.
also, when redeaded, your sword stays there.
Title: Re: The Legend of Zelda : Chiming Bell
Post by: King Tetiro on November 08, 2010, 09:37:35 pm
this one.
also, when redeaded, your sword stays there.

So what needs to be done to the guard?
Title: Re: The Legend of Zelda : Chiming Bell
Post by: The Boy on November 08, 2010, 09:40:13 pm
Nothing, it's just you should make the redraw either still-) scream-) walk at link like the guard-) run into him and hurt him-) still.
Title: Re: The Legend of Zelda : Chiming Bell
Post by: King Tetiro on November 08, 2010, 10:00:56 pm
Nothing, it's just you should make the redraw either still-) scream-) walk at link like the guard-) run into him and hurt him-) still.

I tried that and it made the redead way too hard. They just keep stunning.
Title: Re: The Legend of Zelda : Chiming Bell
Post by: The Boy on November 08, 2010, 10:07:50 pm
Nothing, it's just you should make the redraw either still-) scream-) walk at link like the guard-) run into him and hurt him-) still.

I tried that and it made the redead way too hard. They just keep stunning.
Nothing, it's just you should make the redraw either still-) scream-) walk at link like the guard-) run into him and hurt him-) still.

I tried that and it made the redead way too hard. They just keep stunning.
Nothing, it's just you should make the redraw either still-) scream-) walk at link like the guard-) run into him and hurt him-) still.

I tried that and it made the redead way too hard. They just keep stunning.
Is it on a timer? I'm sure you've seen the screenshot from my game if the redeads and -gibdos- they worked perfectly!
Title: Re: The Legend of Zelda : Chiming Bell
Post by: King Tetiro on November 08, 2010, 10:19:00 pm
Okay guys, Im having to take a health break from game deving because I fell on my hand and frankly it hurts to even type this message. So until my hand recovers, this game is on hold
Title: Re: The Legend of Zelda : Chiming Bell
Post by: King Tetiro on November 09, 2010, 07:55:55 am
While on my break, I decided to allow a middle break between the *s. So vote in the poll for when you want it.

(The top option is the earliest and the bottom is the latest of the three.)
Bear in mind the later the option the longer it will take
Title: Re: The Legend of Zelda : Chiming Bell
Post by: King Tetiro on November 09, 2010, 06:50:40 pm
Okay dudes, Im giving the train demo now!

http://www.box.net/shared/l1u9dnfgq8

Simple controls.
Z - Switch points (When a lever appears on the screen, press Z to change the rail points)
X - Fire an arrow

Only another 12 rooms and I'll be releasing the by foot overworld demo. Im hoping you enjoy the train overworld demo (Btw, I've implemented the hitting an enemy knockback function you all wanted!)
Title: Re: The Legend of Zelda : Chiming Bell
Post by: The Boy on November 09, 2010, 08:18:09 pm
Okay dudes, Im giving the train demo now!

http://www.box.net/shared/l1u9dnfgq8

Simple controls.
Z - Switch points (When a lever appears on the screen, press Z to change the rail points)
X - Fire an arrow

Only another 12 rooms and I'll be releasing the by foot overworld demo. Im hoping you enjoy the train overworld demo (Btw, I've implemented the hitting an enemy knockback function you all wanted!)
i like it, but the switching train tracks thing doesn't seem to work.
Title: Re: The Legend of Zelda : Chiming Bell
Post by: King Tetiro on November 09, 2010, 08:29:59 pm
Works on my train demo. You have to press Z when the lever at the bottom of the screen is visible
Title: Re: The Legend of Zelda : Chiming Bell
Post by: Zaeranos on November 09, 2010, 08:56:11 pm
No offense KT, but the train looks really small and at a weird perspective. Especially because the locomotive has a different perspective from its carts.
Title: Re: The Legend of Zelda : Chiming Bell
Post by: King Tetiro on November 09, 2010, 09:12:30 pm
No offense KT, but the train looks really small and at a weird perspective. Especially because the locomotive has a different perspective from its carts.

I will argue about the size because Im keeping the style true. All of Link's forms have been 16x16. No matter what!

Though in regards to the perspective, which directions are causing trouble?
Title: Re: The Legend of Zelda : Chiming Bell
Post by: pxl_moon (dotyue) on November 09, 2010, 10:23:59 pm
No offense KT, but the train looks really small and at a weird perspective. Especially because the locomotive has a different perspective from its carts.

I will argue about the size because Im keeping the style true. All of Link's forms have been 16x16. No matter what!

Though in regards to the perspective, which directions are causing trouble?

not really just think about the "friends" in oos/ooa

(http://image.com.com/gamespot/images/screenshots/gb/zelda/zelda-sw_screen007.jpg)

and this train really looks weird
Title: Re: The Legend of Zelda : Chiming Bell
Post by: King Tetiro on November 09, 2010, 10:42:59 pm
Okay I'll give you that. It may take a bit of work but I'll see what I can do about it. Is it more about the width of the train more about the height? Or the height? Or maybe both?
Title: Re: The Legend of Zelda : Chiming Bell
Post by: Mamoruanime on November 09, 2010, 10:45:05 pm
IMO the train should be 2 tiles high at least and each car should be 2 or 3 in length. It'll look better, and you can even keep your track size prolly.
Title: Re: The Legend of Zelda : Chiming Bell
Post by: King Tetiro on November 09, 2010, 10:49:23 pm
IMO the train should be 2 tiles high at least and each car should be 2 or 3 in length. It'll look better, and you can even keep your track size prolly.
Hmm...may take a bit of time but in theory it's possible. Could you guys bite the bullet until I can get it ready for prototype bashing?

When you say 2 tiles high, do you mean the train's height or the length of the train itself?
Title: Re: The Legend of Zelda : Chiming Bell
Post by: King Tetiro on November 10, 2010, 08:17:01 am
Im stuck on the train sprites so I hope someone will explain what I need to do in simpler terms (So hard to write that without making me look like an idiot)

Though good news! The overworld has been tiled which means tonight, a by foot demo!
Title: Re: The Legend of Zelda : Chiming Bell
Post by: Mamoruanime on November 10, 2010, 08:46:47 am
I'd suggest doing something like this:

(I don't really like the palette, but I used the one you had on your original train. It's a rough idea anyway.)
Title: Re: The Legend of Zelda : Chiming Bell
Post by: King Tetiro on November 10, 2010, 11:09:28 am
I'd suggest doing something like this:

(I don't really like the palette, but I used the one you had on your original train. It's a rough idea anyway.)

Okay I understand now. Though Im wondering how the turning on the tracks would work now?
Title: Re: The Legend of Zelda : Chiming Bell
Post by: pxl_moon (dotyue) on November 10, 2010, 02:37:23 pm
you just need sprites of the other sides
Title: Re: The Legend of Zelda : Chiming Bell
Post by: King Tetiro on November 10, 2010, 02:38:31 pm
you just need sprites of the other sides

Im trying to do the downward one and I can't seem to get it right.
Title: Re: The Legend of Zelda : Chiming Bell
Post by: King Tetiro on November 10, 2010, 03:08:32 pm
Okay guys, I need to know, do they look okay now?

(The ones without the purple background)
Title: Re: The Legend of Zelda : Chiming Bell
Post by: Mamoruanime on November 10, 2010, 03:14:22 pm
Yeah they look alright :P Though I wouldn't have them facing the camera directly. Gotta have room for Link to be visible (if that's what you're doing)
Title: Re: The Legend of Zelda : Chiming Bell
Post by: King Tetiro on November 10, 2010, 03:16:20 pm
Yeah they look alright :P Though I wouldn't have them facing the camera directly. Gotta have room for Link to be visible (if that's what you're doing)

Not sure what you mean. Could you do another example?
Title: Re: The Legend of Zelda : Chiming Bell
Post by: King Tetiro on November 10, 2010, 06:36:36 pm
Okay guys, tonight's the night I release the By Foot demo of the overworld. Now do you guys want another overworld demo afterwards including the internals of buildings or do you want me to release it along with the winning option of the poll?
Title: Re: The Legend of Zelda : Chiming Bell
Post by: Xiphirx on November 10, 2010, 08:10:59 pm
The front and back view have perspective issues... You want to tilt the front view downwards, and the back view upwards...

I'm probably looking at this wrong though...
Title: Re: The Legend of Zelda : Chiming Bell
Post by: King Tetiro on November 10, 2010, 08:34:20 pm
The front and back view have perspective issues... You want to tilt the front view downwards, and the back view upwards...

I'm probably looking at this wrong though...

Could you explain simpler for me? I dont have a clue
Title: Re: The Legend of Zelda : Chiming Bell
Post by: Mamoruanime on November 10, 2010, 08:48:27 pm
I don't think it really gets any simpler than that :P
Title: Re: The Legend of Zelda : Chiming Bell
Post by: King Tetiro on November 10, 2010, 08:50:59 pm
I don't think it really gets any simpler than that :P

Then we have a problem. I have no clue what he meant. I don't know any art terms
Title: Re: The Legend of Zelda : Chiming Bell
Post by: Zaeranos on November 10, 2010, 09:04:11 pm
I don't think it really gets any simpler than that :P
Agreed, but I can make a complexer explanation. See the train as a block. The way you have up and down direction is looking straight at one side, either the back or the front. You need to shift your view a bit up, so you can see both the back/front and the top of the block.
Title: Re: The Legend of Zelda : Chiming Bell
Post by: King Tetiro on November 10, 2010, 09:12:35 pm
I don't think it really gets any simpler than that :P
Agreed, but I can make a complexer explanation. See the train as a block. The way you have up and down direction is looking straight at one side, either the back or the front. You need to shift your view a bit up, so you can see both the back/front and the top of the block.
Nope, that didn't help. Thanks anyway Niek. I think I'm going to have to ask someone to fix the problem
Title: Re: The Legend of Zelda : Chiming Bell
Post by: Xfixium on November 10, 2010, 10:14:49 pm
Eh, maybe something like the attached?
Title: Re: The Legend of Zelda : Chiming Bell
Post by: King Tetiro on November 10, 2010, 10:17:53 pm
Eh, maybe something like the attached?

Oh wow, would you mind doing the back of the train as well?
Title: Re: The Legend of Zelda : Chiming Bell
Post by: Xiphirx on November 10, 2010, 10:22:50 pm
I attempted the front of the train (outlined in red)

Oh, Xfixium beat me to it [/ninjad] :(
Title: Re: The Legend of Zelda : Chiming Bell
Post by: Xfixium on November 10, 2010, 10:26:03 pm
I attempted the front of the train (outlined in red)

Oh, Xfixium beat me to it [/ninjad] :(

Sorry meng. :S
Title: Re: The Legend of Zelda : Chiming Bell
Post by: King Tetiro on November 10, 2010, 10:38:32 pm
Is the back of the train okay?
Title: Re: The Legend of Zelda : Chiming Bell
Post by: Xiphirx on November 10, 2010, 10:47:27 pm
No... The perspective needs to be fix just like how we did it with the front :P
Title: Re: The Legend of Zelda : Chiming Bell
Post by: King Tetiro on November 10, 2010, 10:54:11 pm
No... The perspective needs to be fix just like how we did it with the front :P
Dang. Can someone help me out again?
Title: Re: The Legend of Zelda : Chiming Bell
Post by: Mamoruanime on November 10, 2010, 11:18:57 pm
No... The perspective needs to be fix just like how we did it with the front :P
Dang. Can someone help me out again?

sure thing:

http://en.wikipedia.org/wiki/Perspective_(graphical)
http://mathforum.org/sum95/math_and/perspective/perspect.html
http://www.olejarz.com/arted/perspective/
Title: Re: The Legend of Zelda : Chiming Bell
Post by: King Tetiro on November 10, 2010, 11:21:57 pm
No... The perspective needs to be fix just like how we did it with the front :P
Dang. Can someone help me out again?

sure thing:

http://en.wikipedia.org/wiki/Perspective_(graphical)
http://mathforum.org/sum95/math_and/perspective/perspect.html
http://www.olejarz.com/arted/perspective/

I still don't get it. I feel tiny now.

Though on good news, the people of ZREO (Zelda Reorchestrated) have given me permission to use their music. Providing I credit them of course. This is fantastic news!
Title: Re: The Legend of Zelda : Chiming Bell
Post by: King Tetiro on November 11, 2010, 12:56:06 pm
Hey dudes, I've made a placeholder (Unless they're good) for the upward train sprites. So Im going to carry on with the overworld interiors, though if someone could give me feedback on the sprites pointed in the sheet I'd appreciate it.

Title: Re: The Legend of Zelda : Chiming Bell
Post by: DJvenom on November 11, 2010, 03:53:27 pm
Doesn't ZREO orchestrate music? Your game is a GB zelda game.
Title: Re: The Legend of Zelda : Chiming Bell
Post by: King Tetiro on November 11, 2010, 04:05:12 pm
Doesn't ZREO orchestrate music? Your game is a GB zelda game.
Yeh but let's face it, the chances of finding the spirit tracks, ocarina of time or windwaker in GB styled music is really slim.

Anywho, Im currently working on the whole of Hyrule Castle's interior
Title: Re: The Legend of Zelda : Chiming Bell
Post by: pxl_moon (dotyue) on November 11, 2010, 04:21:04 pm
Doesn't ZREO orchestrate music? Your game is a GB zelda game.
Yeh but let's face it, the chances of finding the spirit tracks, ocarina of time or windwaker in GB styled music is really slim.

Anywho, Im currently working on the whole of Hyrule Castle's interior

you just need somone who can compose gb style
Title: Re: The Legend of Zelda : Chiming Bell
Post by: King Tetiro on November 11, 2010, 04:25:04 pm
Doesn't ZREO orchestrate music? Your game is a GB zelda game.
Yeh but let's face it, the chances of finding the spirit tracks, ocarina of time or windwaker in GB styled music is really slim.

Anywho, Im currently working on the whole of Hyrule Castle's interior

you just need somone who can compose gb style

And that is rare to find
Title: Re: The Legend of Zelda : Chiming Bell
Post by: pxl_moon (dotyue) on November 11, 2010, 06:23:56 pm
Doesn't ZREO orchestrate music? Your game is a GB zelda game.
Yeh but let's face it, the chances of finding the spirit tracks, ocarina of time or windwaker in GB styled music is really slim.

Anywho, Im currently working on the whole of Hyrule Castle's interior

you just need somone who can compose gb style

And that is rare to find

team members are always rare to find
Title: Re: The Legend of Zelda : Chiming Bell
Post by: King Tetiro on November 11, 2010, 06:42:16 pm
Doesn't ZREO orchestrate music? Your game is a GB zelda game.
Yeh but let's face it, the chances of finding the spirit tracks, ocarina of time or windwaker in GB styled music is really slim.

Anywho, Im currently working on the whole of Hyrule Castle's interior

you just need somone who can compose gb style

And that is rare to find

team members are always rare to find

So true though I can find programmers and designers easily

EDIT: Almost forgot. Done 33% of Hyrule Castle
Title: Re: The Legend of Zelda : Chiming Bell
Post by: The Boy on November 11, 2010, 06:50:58 pm
there's this program that converts midi's to 8-bit wavs.
http://www.geocities.co.jp/SiliconValley-SanJose/8700/P/GsorigE.htm
Title: Re: The Legend of Zelda : Chiming Bell
Post by: King Tetiro on November 12, 2010, 07:34:59 pm
Much obliged but Im sticking to midis or oggs for music.

Anywho, sorry for the lack of an overworld demo, been busy with uni and Im close to being able to develop games with c++!

Though I'm sticking with gm until I can make the course's game
Title: Re: The Legend of Zelda : Chiming Bell
Post by: Kren on November 13, 2010, 05:56:10 am
I really love this proyect being one of the most complete and detailed sofar, but the final boss bugs me alot since the start..  mostly for how tall he is.. I would like to give my try on spriting him if you allow me. >-<
Title: Re: The Legend of Zelda : Chiming Bell
Post by: King Tetiro on November 13, 2010, 08:19:44 am
I really love this proyect being one of the most complete and detailed sofar, but the final boss bugs me alot since the start..  mostly for how tall he is.. I would like to give my try on spriting him if you allow me. >-<

You mean the blue dragon? Onox's dragon form was bigger but feel free to give spriting him a go
Title: Re: The Legend of Zelda : Chiming Bell
Post by: Zaeranos on November 13, 2010, 08:27:57 am
I think, what Kren means is Roddrick's initial form and not the dragon. Thus the knight.
Title: Re: The Legend of Zelda : Chiming Bell
Post by: King Tetiro on November 13, 2010, 08:32:43 am
Really? He's only 8 pixels higher than Onox's knight form
Title: Re: The Legend of Zelda : Chiming Bell
Post by: Mamoruanime on November 13, 2010, 08:34:19 am
Really? He's only 8 pixels higher than Onox's knight form

Onox was pretty huge, especially when you consider that the walls in a dungeon max out typically at 32 pixels high. Too big gives the illusion of him being *taller* than the dungeon (even though you can't see the ceiling)
Title: Re: The Legend of Zelda : Chiming Bell
Post by: Zaeranos on November 13, 2010, 08:41:57 am
8 pixels in GB style is much. And just like Mammy said Onox is already big. Not to mention that Onox's width height aspect ratio is better balanced. Roddrick always seemed so thin. In GB style the width kinda equals the height with characters. Especially characters that are also used in story settings and not just monsters.
Title: Re: The Legend of Zelda : Chiming Bell
Post by: King Tetiro on November 13, 2010, 09:09:22 am
8 pixels in GB style is much. And just like Mammy said Onox is already big. Not to mention that Onox's width height aspect ratio is better balanced. Roddrick always seemed so thin. In GB style the width kinda equals the height with characters. Especially characters that are also used in story settings and not just monsters.

Fair enough, Kren, if you could try spriting him I'd appreciate it
Title: Re: The Legend of Zelda : Chiming Bell
Post by: King Tetiro on November 13, 2010, 01:49:21 pm
Ladies and gentlemen (Mostly gentlemen), I present the exterior overworld demo!

http://www.box.net/shared/x0od7zdsjl

And for a little treat, you have access to the interiors of Hyrule Castle! Including the courtyard (Leave the castle, go right then up. Enter the door.)

Enjoy!
Title: Re: The Legend of Zelda : Chiming Bell
Post by: King Tetiro on November 14, 2010, 02:26:26 pm
I hope you're all enjoying the overworld demo. Im currently working on the interiors. I have completed the Bell Court

(http://i330.photobucket.com/albums/l401/Tetiro/BellCourtScreenshot.png)

(Complete with the bell symbol :) )
Title: Re: The Legend of Zelda : Chiming Bell
Post by: Mamoruanime on November 14, 2010, 02:38:13 pm
Not a bad demo, though you still have some impossible transitions :P

Also Link moves waaaayyyy too fast.

Title: Re: The Legend of Zelda : Chiming Bell
Post by: King Tetiro on November 14, 2010, 03:06:06 pm
Not a bad demo, though you still have some impossible transitions :P

Also Link moves waaaayyyy too fast.



Would you mind locating the impossible transitions? (I'm assuming its the hidden solid problem)

Also, how the hell did you do that?

EDIT: Found it and fixed it. That glitch is no more
Title: Re: The Legend of Zelda : Chiming Bell
Post by: Zaeranos on November 14, 2010, 03:41:02 pm
I am walking over the train traks to cross the water but I end up drowning.  :P
Title: Re: The Legend of Zelda : Chiming Bell
Post by: King Tetiro on November 14, 2010, 03:42:48 pm
I am walking over the train traks to cross the water but I end up drowning.  :P
Yeh Im still considering whether to allow Arn to walk over tracks. At the moment it's turned off.
Title: Re: The Legend of Zelda : Chiming Bell
Post by: Sahittam on November 14, 2010, 04:38:48 pm
The demo was quite nice. I really like how fast you have progress.

I liked the Chiming Swamp and the area with the Time Temple music from TP best.

But in many areas the world felt too empty. You'd have to add more interactions with the environment (e.g. cuttable bushes) and more decorations (see attachment 1).

One thing which is really unbalanced is the rider, because you can't get hurt while you're on it. So can just roll over the monsters, which die without even having the chance to hurt you. So this makes many fights practically unloseable.

Another a bit bugged problem is the pushback of the monsters when hit. Sometimes they get pushed back in directions which are different from what you expect.
This is probably because the pushback direction is determined by the coordinates of the weapon in relation to the coordinates of the monster (I'm only guessing here). This is fine for ranged weapons, but for the sword I would replace the coordinates of the sword with the coordinates of Link for the calculation.

Oh, another thing: There is one room transition near the Lost Woods (?) which allows you to appear on top of some trees (without collision). This leads to some fun screenshots (see attachments  XD).
Title: Re: The Legend of Zelda : Chiming Bell
Post by: King Tetiro on November 14, 2010, 04:46:43 pm
The demo was quite nice. I really like how fast you have progress.

I liked the Chiming Swamp and the area with the Time Temple music from TP best.

But in many areas the world felt too empty. You'd have to add more interactions with the environment (e.g. cuttable bushes) and more decorations (see attachment 1).

One thing which is really unbalanced is the rider, because you can't get hurt while you're on it. So can just roll over the monsters, which die without even having the chance to hurt you. So this makes many fights practically unloseable.

Another a bit bugged problem is the pushback of the monsters when hit. Sometimes they get pushed back in directions which are different from what you expect.
This is probably because the pushback direction is determined by the coordinates of the weapon in relation to the coordinates of the monster (I'm only guessing here). This is fine for ranged weapons, but for the sword I would replace the coordinates of the sword with the coordinates of Link for the calculation.

Oh, another thing: There is one room transition near the Lost Woods (?) which allows you to appear on top of some trees (without collision). This leads to some fun screenshots (see attachments  XD).

Thanks for the feedback.

Rider - Again, this is like the Arn walking over the tracks. I can turn immortality off (Also, explosions always hit Arn. Rider or not.)
Pushback - It's not perfect. I'm still trying to iron out the problems. Don't worry this glitch is noted down.
Empty World - Death Mountain has been left empty because there would be boulders falling down it. So once interactive it will keep you on your toes.
Wild Woods - Could you screenshot how you did it please?
Title: Re: The Legend of Zelda : Chiming Bell
Post by: Sahittam on November 14, 2010, 04:54:27 pm
Okay, in the attachment screen, when I go down to the screen below that, I can go right and then up again and I'll end up on the trees. This is easily fixed by adding some trees in the screen below that, too.

Edit: When I'm on the trees I am behind the collision border which surrounds Hyrule. So as long as you don't walk into a room that doesn't exist, you can reach many places.
Title: Re: The Legend of Zelda : Chiming Bell
Post by: King Tetiro on November 14, 2010, 05:03:26 pm
Okay, in the attachment screen, when I go down to the screen below that, I can go right and then up again and I'll end up on the trees. This is easily fixed by adding some trees in the screen below that, too.

Edit: When I'm on the trees I am behind the collision border which surrounds Hyrule. So as long as you don't walk into a room that doesn't exist, you can reach many places.

All fixed. I've also given the Rider semi-immortality. Still debating whether to allow creatures with swords to get through the defence of the Rider.

Im also going to turn off Rail+Water=Drown so it's Rail+Water=Bridge

Anything else I need to do? (Also fixed the knockback)
Title: Re: The Legend of Zelda : Chiming Bell
Post by: Brutus on November 14, 2010, 08:29:58 pm
What is that springboard going to do?
Title: Re: The Legend of Zelda : Chiming Bell
Post by: King Tetiro on November 16, 2010, 12:05:01 am
Okay dudes, Im taking a break to work on Mythia's redesign. Until then, I want you all to focus on finding every bug in the most recent demo.
Title: Re: The Legend of Zelda : Chiming Bell
Post by: King Tetiro on November 20, 2010, 08:49:39 pm
Little note guys, after the 6th of December, I will assume there are no more glitches.
Title: Re: The Legend of Zelda : Chiming Bell
Post by: Mamoruanime on November 20, 2010, 09:03:24 pm
Little note guys, after the 6th of December, I will assume there are no more glitches.

>_o why would you ever assume there are no glitches? It's much better practice to assume there are billions of glitches, and be prepared to fix em'
Title: Re: The Legend of Zelda : Chiming Bell
Post by: King Tetiro on November 20, 2010, 09:23:57 pm
Little note guys, after the 6th of December, I will assume there are no more glitches.

>_o why would you ever assume there are no glitches? It's much better practice to assume there are billions of glitches, and be prepared to fix em'

I tend to think that right before a proper demo. No point in the technical stage with Gamemaker. Though with C++ I will gladly agree with you.
Title: Re: The Legend of Zelda : Chiming Bell
Post by: Wasabi on November 21, 2010, 08:11:50 am
Little note guys, after the 6th of December, I will assume there are no more glitches.

>_o why would you ever assume there are no glitches? It's much better practice to assume there are billions of glitches, and be prepared to fix em'
What mammy said, and it shouldn't be dependent at all on the stage you are at. There will always be bugs.
Title: Re: The Legend of Zelda : Chiming Bell
Post by: King Tetiro on November 29, 2010, 09:44:51 am
Okay dudes, I'm back working on it! Though I may have found my man so progress may be slow
Title: Re: The Legend of Zelda : Chiming Bell
Post by: King Tetiro on December 05, 2010, 11:47:42 am
Yeh progress is back to normal. Today Im going to try and finish Hyrule Town's interiors and hopefully bonusing Goron City's

EDIT: Goron City is most likely gonna be the biggest room of the lot. Reason is due to it's circular shape
Title: Re: The Legend of Zelda : Chiming Bell
Post by: King Tetiro on December 05, 2010, 04:01:24 pm
A little update. The bomb bag and quiver gaining minigames have been decided!

As you know, the minigames in OOT and MM(quiver only) are related to the weapon. This isnt the case in Chiming Bell. So here's the list

Mountain Slider - Exactly like snow boarding! Of course with a zelda twist! The way you win will depend. It's either gonna be score or time - The reward is a Bomb Bag Upgrade and Heart Piece

Assault Course - A Gravity Boots assault course. Does require boots. The more points along the way you get the higher the chances of the reward. The reward is a Bomb Bag Upgrade

Train Archery - Motion Archery. Exactly like in Spirit Tracks. The reward is a Quiver Upgrade

Archery - Traditional Archery. The reward is a Quiver Upgrade and Heart Piece
Title: Re: The Legend of Zelda : Chiming Bell
Post by: The Boy on December 05, 2010, 04:57:23 pm
Just wandering, KT, how did you get your game into sponsored if your game isn't PoTM- yet.

Is it because of the progress, or because the admins think your game deserves a special place in sponsored?  XD

... While i'm at it, whats those 2 "credits" at the bottom of my info?
Title: Re: The Legend of Zelda : Chiming Bell
Post by: King Tetiro on December 05, 2010, 05:38:12 pm
Just wandering, KT, how did you get your game into sponsored if your game isn't PoTM- yet.

Is it because of the progress, or because the admins think your game deserves a special place in sponsored?  XD

... While i'm at it, whats those 2 "credits" at the bottom of my info?

The 2 runners up of the voting also get into sponsered.

Can you post the credits thing? I dont know what you meant.
Title: Re: The Legend of Zelda : Chiming Bell
Post by: The Boy on December 05, 2010, 05:48:44 pm
The attached.
Title: Re: The Legend of Zelda : Chiming Bell
Post by: King Tetiro on December 05, 2010, 06:15:00 pm
The attached.

Hmm...not sure though sadly we need to return on topic

Nearly finished tiling Goron City. 80% done.

EDIT: Overworld Interior - 88%
Title: Re: The Legend of Zelda : Chiming Bell
Post by: The Boy on December 05, 2010, 06:44:18 pm
The attached.

Hmm...not sure though sadly we need to return on topic

Nearly finished tiling Goron City. 80% done.

EDIT: Overworld Interior - 88%
OOhhhh, i think i sense an overworld interior demo! Have you started work on/
done/
going to start work on
the NPCs yet?
Title: Re: The Legend of Zelda : Chiming Bell
Post by: King Tetiro on December 05, 2010, 08:23:47 pm
Im going to repost the schedule

Overworld Interior
\/
Textboxes,Hidden Chests,NPCs
\/
Sidequests and Minigames
\/
Titlescreen, Intro, Saving and Loading
\/
Wild Woods + Storyline
\/
Dusty Cavern + Storyline
\/
Unknown Ruins + Storyline
\/
Royal Tomb + Storyline
\/
Ruined Castyle + Storyline
\/
Land of the Dead + Storyline
\/
Show content
Tower of the Gods + Storyline
\/
HUD Finishing
\/
Menu Finishing
\/
Secrets + Achievements
\/
Final Chapter
\/
Glitch Ironing
\/
Final Release

Hope this solves your query

Title: Re: The Legend of Zelda : Chiming Bell
Post by: The Boy on December 05, 2010, 08:27:11 pm
Im going to repost the schedule

Overworld Interior
\/
Textboxes,Hidden Chests,NPCs
\/
Sidequests and Minigames
\/
Titlescreen, Intro, Saving and Loading
\/
Wild Woods + Storyline
\/
Dusty Cavern + Storyline
\/
Unknown Ruins + Storyline
\/
Royal Tomb + Storyline
\/
Ruined Castyle + Storyline
\/
Land of the Dead + Storyline
\/
Show content
Tower of the Gods + Storyline
\/
HUD Finishing
\/
Menu Finishing
\/
Secrets + Achievements
\/
Final Chapter
\/
Glitch Ironing
\/
Final Release

Hope this solves your query


Yup! i should make a scedule like that.. i've been pretty much doing things as i go along- coding-> a little area made -> more coding -> a little bit more made .. etc.
Title: Re: The Legend of Zelda : Chiming Bell
Post by: King Tetiro on December 05, 2010, 08:33:59 pm
Here's the schedule again with all the demos highlighted

Overworld Interior *
\/
Textboxes,Hidden Chests,NPCs
\/
Sidequests and Minigames * (Moved it to this as it made more sense)
\/
Titlescreen, Intro, Saving and Loading
\/
Wild Woods + Storyline *
\/
Dusty Cavern + Storyline *
\/
Unknown Ruins + Storyline *
\/
Royal Tomb + Storyline *
\/
Ruined Castyle + Storyline *
\/
Land of the Dead + Storyline *
\/
Show content
Tower of the Gods + Storyline
*
\/
HUD Finishing
\/
Menu Finishing
\/
Secrets + Achievements *
\/
Final Chapter
\/
Glitch Ironing
\/
Final Release *

Title: Re: The Legend of Zelda : Chiming Bell
Post by: King Tetiro on December 08, 2010, 08:56:55 pm
Alright, Goron City is done, working on Gerudo Desert (I class it as interior due to it not being on the world map)

(http://i330.photobucket.com/albums/l401/Tetiro/ChimingBells/GoronCityScreenshot.png)

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