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Projects => Zelda Projects => Topic started by: Max. on July 03, 2011, 03:27:13 am

Title: Mask of the Gods
Post by: Max. on July 03, 2011, 03:27:13 am
The Legend of Zelda: Mask of the Gods

(http://www.majhost.com/gallery/Zeypher/graphics/mask_of_the_gods_banner.png)
Yeah, the previous subtitle was "The Mask of Ikana", but I think "Mask of the Gods" sounds better.


The focus on this game is more storytelling and visuals, although I've tried to create gameplay as top-notch as I can manage.
The story is set in pre-Link Termina, probably a hundred years or more. It follows two characters, whose plots weave in and out of each other, eventually uniting at the end to conquer their enemy. A character called Kafei, who is most likely the ancestor of the one Link met (you know how characters seem to be continuously reborn through the ages, like Malon or Tingle), and Igos du Ikana, the same one we've met in Majora's Mask. Termina is peaceful on the surface, but age-old rivalries based on theological views between the Clock Towners and Ikanans spill over commonly, causing their dislike for one another to escalate. This tale begins on the night of a carnival, when Kafei is celebrating before he leaves town to visit his uncle, Igos is enjoying the festival with other soldiers of Ikana, and a mysterious, troubled stranger arrives from a faraway, war-torn land to take in the sights and stories of a country heading down the path his knows only too well. The game's story will be darker than most zelda games, sort of following Majora's mask, however it will probably be darker than that. Obviously, Igos is dead by the time Link meets him, so he must not live happily ever after.




Gameplay wise, almost all of the systems are in place. Health and the action battle system are done, along with three enemies and all weapons, except for the optional ones. Also, the characters learn abilities through the story: for example, Kafei is thought to tight-rope walk to gain entrace to the first dungeon.

Systems to complete still are a rupee counter in the corner, and the optional weapons/tools (bottles, bombs, etc...). There are three weapons/tools/abilities for each character so far and one shared ability planned for the second to last dungeon, which may seem small, but so is this game. There are four dungeons Kafei and Igos go through individually, and two, perhaps two and a half, that they conquer together. Kafei's dungeons will be based slightly more on agility and puzzles, and Igos' more toward fighting and magic.

The demo now is Act One of the game, and then a technical demo.

Anyway, if you play this, have fun, and expect more soon.


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Screenshots:

Newer screens:

(http://www.majhost.com/gallery/Zeypher/RPG-Maker/XP/Screenshots/mask_of_the_gods_screen_04.bmp)

(http://www.majhost.com/gallery/Zeypher/RPG-Maker/XP/Screenshots/mask_of_the_gods_screen_05.bmp)

(http://www.majhost.com/gallery/Zeypher/RPG-Maker/XP/Screenshots/mask_of_the_gods_screen_02.bmp)

(http://www.majhost.com/gallery/Zeypher/RPG-Maker/XP/Screenshots/mask_of_the_gods_screen_01.bmp)


Older screens:

(http://www.majhost.com/gallery/Zeypher/RPG-Maker/XP/Screenshots/ikanas_mask-screen_31.png)

(http://www.majhost.com/gallery/Zeypher/RPG-Maker/XP/Screenshots/ikanas_mask-screen_29.png)

(http://www.majhost.com/gallery/Zeypher/RPG-Maker/XP/Screenshots/ikanas_mask-screen_32.png)

(http://www.majhost.com/gallery/Zeypher/RPG-Maker/XP/Screenshots/ikanas_mask-screen_30.png)
menu screen as it is now. from left to right, the icons with zeroes are magic beans, poe souls, and magic potions (returning from the oracle games).

Link to Screenshot Gallery (includes older screens)

http://www.majhost.com/cgi-bin/gallery.cgi?f=95208 (http://www.majhost.com/cgi-bin/gallery.cgi?f=95208)


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________________________________________________________________________________________________________

Trailer:
http://www.youtube.com/watch?v=edtwW_KR_u4

Teaser Trailer...
except, it really gives away a lot, that's a whole bunch of the demo :p ...

________________________________________________________________________________________________________
________________________________________________________________________________________________________


Demo Update - posted 10-26-2011
DOWNLOAD ME! (http://www.mediafire.com/?tzie812fbcc1a6p)

Complete Act 1, with everyplace you should be able to go at the moment finished.
There are no glitches that I'm aware of, but I'm sure people can find some if they were to put their minds to it, haha.

The furthest you can get here is to where Kafei and Igos split up. After that, you'll be taken to a technical demo, as usual.


----------------
Glitches/Stuff
----------------
There are a couple wierd things, that I don't know how to fix at the moment:

-Don't, during a cutscene, just repeatedly rapid-fire on the spacebar. It won't make things go faster, and during my testing, caused the game to freeze a couple times (once it sent a NPC into a wall and froze him there, freezing the whole game)

-A couple times during playtesting, I arbitrarily warped into the adjacent room in the direction I was walking (right)... No idea.



Technical demo features:
Weapons/Enemies system
All main items:
-Hammer
-Magnet Gloves
-Volt Rod
-Ember Seeds (now finished, I think...)
-Jump Charm
-Elegy of Emptiness Mechanic - removed for repairs
All the map features that require use of the items
  (i.e. torches to light, pots to smash, ropes to ropewalk, etc.)
3 types of enemies, that kind of need to be reprogrammed...




__________________________________________________________________________________________________________________________
__________________________________________________________________________________________________________________________


Progress of the whole game, in terms of what I'm working on at the moment, more things get added as I start more without finishing other things:

Clock Town:
Carnival of Time: 10/10
Non-Carnival: 6/10

Termina Field: 9/10

Ikana Canyon, and Valley: 9/10
Ikana City:
  -map 10/10
  -population 1/10
  -stores and stuff, 1/20

Ikana Castle:
  -As far as the plot goes now - 10/10
  -Further than the plot takes us - 1/10

Plot Progress: 3/10

HUD: 9/10 (only rupees left)
... but as far as the rupee display goes, I know EXACTLY how far I am... 10/100. Or 1/10, if you prefer reduced fractions...
The rupee system is being rethought as to avoid being such a pain.




Title: Re: [Demo] The Mask of Ikana
Post by: Martijn dh on July 03, 2011, 07:03:41 am
Looks interesting.
I downloaded the demo, all the resources where installed but then I get an error. When opening the Game file I get something like the following message: "Can't find RGSS102E.dll".
Title: Re: [Demo] The Mask of Ikana
Post by: Max. on July 03, 2011, 05:30:13 pm
Well, I found RGSS102E.dll for the computer. Aren't people handy. I'll definitely put that in the next demo, in the mean time, I can provide it here, I suppose.

Link: http://www.mediafire.com/?373zcd9r4hgvdic (http://www.mediafire.com/?373zcd9r4hgvdic)

I'll go in and add that to the first post, too. Thanks for finding this problem for me, Martijn.



Sorry guys if there's any more problems, I won't be able to fix them right away. I'm going out of town... out of civilization, really, for a week but I can start fixing stuff next saturday or sunday. Please tell me if anyone has any other problems.
Title: Re: [Demo] The Mask of Ikana
Post by: Moffett1990 on July 04, 2011, 04:47:59 am
Make sure u give me credit for my guard sprites :-)
Title: Re: [Demo] The Mask of Ikana
Post by: RetroRespecter on July 04, 2011, 05:11:38 am
The story is good so far. Who is the main antagonist?
Title: Re: [Demo] The Mask of Ikana
Post by: masterpaul on July 04, 2011, 01:32:37 pm
RGSTP Standard not found.

Anyway ever thought of inc operating mode 7 into the game?
Title: Re: [Demo] The Mask of Ikana
Post by: Max. on July 09, 2011, 07:21:21 pm
So has anybody, especially those without RPG Maker XP, gotten this to work? Any attempts to run it, even those met with failure, are a big favor for me.

Also, lil' question, which do you think sounds cooler for a rod that does electricity: The Volt Rod, or the Cane of Ohm. The second one is kind of an electricity joke, so I prefer it, but it sounds kinda silly. Opinions?

Moffett, I've got you written down for when I make credits a part of the game, which would be... the end. But I will probably do them sooner, so they might be able to be in a demo once there's some story done. Also, if I happen to remove your guards, don't be offended. I might change them, because although I like some aspects of yours, they don't completely fit with the image in my head of Ikana guards, so I might alter them to fit more with the Igos character, so he looks more like he's one of the guards. Ahh, I really need to start calling them soldiers, because in the coding of the dudes, I've been calling them guards, but in the story, they're soldiers.

Masterpaul, what is inc operating mode 7?
as fot the RGSTP thingy, I think downloading the "RTP" file will add the resources needed to run this game to your computer. It should allow you to play any game created with RPG Maker XP, and can be downloaded here: http://www.rpgmakerweb.com/download/run-time-package#xp (http://www.rpgmakerweb.com/download/run-time-package#xp)
What I'll try to do for the next demo, though, is make it so that isn't needed. What downloading that does is adds things like graphics and sound that are default with RMXP to the computer. Hypothetically, though, if I remove all the graphics and sound and stuff that are default and replace them with custom stuff, the game should be able to run without it... the difficult part with be locating all the default graphics...

Retrorespecter... that's hard to say. For a few reasons. 1) It's kind of a surprise? I mean, it's not like Ocarina where you know right at the start it's gannondorf, or TMC, where you're like three minutes into the game and Vaati is like, I'm evil! 2) I mean, there is an antagonist, but depending on whose viewpoint you're looking from, there is no bad guy... or everybody is the bad guy? Characters all make decisions based on their ideas about the world, or their past experience, or on what they hold most dear, and sometimes this seems evil to other characters.
Title: Re: [Demo] The Mask of Ikana
Post by: Max. on July 16, 2011, 05:24:37 am
So, an opinion kind of post, which do you think sounds more appealing? Or, if you prefer, which is less generic and less likely to make you skip over the game because of the boring generic title? The legend of Zelda:

The Mask of the Gods
or
The Mask of Ikana

They're both fairly relevant, plot-wise, on a symbological level.


Also, since this is going to be a fairly short game, compared to nintendo released Zelda titles, I've made the item system very, very set. When you're Kafei, you have four buttons with which to use items: sword, lantern, jump charm, and extra slot. Same when you're Igos: sword, hammer, Volt Rod/Cane of Ohm (opinions on which?), and another extra slot.
SO,
what should I do with this extra slot?
option 1: Have a prompt in the menu to set this as one of the secondary items, such as a bottle or other non-essential item, such as ones you gain in an unnecessary sidequest. This is probably the most versatile option, although it's slightly awkward, as you could only set the keyboard "d" button, and more importantly, this would take away the "quit game" option in the menu. You'd have to close the program to quit. Which I don't guess is too too bad, but...

option 2: have one more set item for each character. This is easier, doesn't mess with the menu, but... I don't know what item it could be. I would most likely be a nonessential side-quest obtained item, but... I don't know what item it would be for Igos, but my plan, should I go down this option, is to have two large sidequests, one that will work only if you're playing as kafei, that takes place in Clock Town and the other in Ikana, involving Igos. Kafei's involves helping the bomb shop and some stuff, and results in an item that you place, backflip away from, and then it explodes in 9-tile square or so, damaging all nearby enemies or weak walls or something. Kind of a super-bomb. I don't know what I'd do for Igos.

I could also have the super-bomb thing be one of the selectable fourth items from option one. Any ideas?

I really, really appreciate anyone who comments on things like this.
Title: Re: [Demo] The Mask of Ikana
Post by: Moffett1990 on July 16, 2011, 03:32:15 pm
I want to play it , but i dont have rpg :'( maker you should make a video so i can see the game  XD
Title: Re: [Demo] The Mask of Ikana
Post by: Max. on July 18, 2011, 09:53:07 pm
Hmm, well, there's a link that I thought I edited into the first post, but I guess I messed it up or something... the internet has told me that if you download the thing on this page, you can play RPG maker games without having RPG maker:
http://www.rpgmakerweb.com/download/run-time-package#xp (http://www.rpgmakerweb.com/download/run-time-package#xp)

Also, I would love to make a video, at least, at some point, but I don't know how to record things that play on my computer. I could hold my camera up to the computer screen? Haha, that would look bad, how do you make a video for this kind of thing?
Title: Re: [Demo] The Mask of Ikana
Post by: TDWP FTW on July 18, 2011, 10:04:07 pm
Looking great so far, especially for an RPG Maker game (Like how most RPG Maker games always look the same.  This one looks very different though, which is good).

I'm really liking the story as well.  The fact that it's like a spin-off/direct sequel to MM is awesome (MM is my favorite Zelda game.  :D), and it definitely gives off the feel of MM.  The screenshots do as well.

Keep up the good work!
Title: Re: [Demo] The Mask of Ikana
Post by: Martijn dh on July 19, 2011, 08:04:15 pm
Also, I would love to make a video, at least, at some point, but I don't know how to record things that play on my computer. I could hold my camera up to the computer screen? Haha, that would look bad, how do you make a video for this kind of thing?

A colleague recommended me the following program (which is free btw): http://camstudio.org/
Works just fine. Haven't had any problems with it.
Title: Re: [Demo] The Mask of Ikana
Post by: Max. on July 21, 2011, 04:10:53 am
Thanks for the link, Martijn. I'll be sure to try this out and make a video at some point, but... not yet. Probably when there is more to this game, so there will be more scenes. Right now, it's more like a cutscene than a game, with a little walking around.

Edit:
Slight modifications to HUD, how's it looking?
(http://www.majhost.com/gallery/Zeypher/RPG-Maker/XP/Screenshots/ikanas_mask-screen_26.png)

I also added the magnet gloves for Igos. Right now, my biggest fear is the rupee counter... the only way I can think to make the icon appear is by having 100 different graphics, and depending on how many rupees you have, the program displays the corresponding graphic of the number... but that's a lot of work. Not too hard, but mind-blowingly boring. I can't figure out how to do it any other way with RMXP, though.

Also, the other major change now is this:
during cutscenes, the HUD goes away and letterboxes appear, making it cinema-like. Secondly, during said cutscenes, if there is more than once character who talks, a little speech bubble appears when their text comes up, lasts about a second and a half, then goes away, in order to indicate which character is talking. In these cases, I also had their names written above the text, whenever there could be more than one character talking, but that apparently is not clear enough. I cannot figure out how to make the speech bubble appear and last as long as they're talking...
well, not true, I could do that. But, it would be so much work I don't think it'd be worth it. Let me phrase it this way, I can't think of an efficient way to do that. Perhaps I could if I knew how to script in RGSS, or whatever RPG Maker XP uses, but I don't...


Homegrownpwn, it's more of a prequel.

Just finished termina field, as far as mapping goes. I still need to put in the enemies and treasure and stuff, but that... will probably come in a later phase of the game. I still have a couple items to finish before I make more enemies, and I want to make more enemies before I put any in termina field.
Title: Re: [Demo] The Mask of Ikana
Post by: Max. on July 26, 2011, 06:39:32 am
So, I put together a new (prettier) area for technical testing of all the items and stuff (almost all programmed! only the optional items left now!).
THE DOWNSIDE:
I've noticed that the HUD is getting a bit lost in the clutter of the town:

(http://www.majhost.com/gallery/Zeypher/RPG-Maker/XP/Screenshots/ikanas_mask-screen_27.png)

Anyone have any ideas? I'm thinking maybe a thicker white line around the buttons, but I can't decide on a white line around the items...


ALSO, I programmed in an elegy of emptiness mechanic. It actually... was really easy. The hardest part was the fact that I only have 4 buttons, not counting the action or menu button, to work with, and making a select item screen was too much work considering its only real purpose would be to allow you to shuffle items around as Igos in order to use the elegy of emptiness at some point. So right now, it works if you press D and Shift at the same time... unfortunately, this means the sword and magnet gloves also go off when you create the heartless Igos...
Does anyone know how to make further use of the keyboard in RPG Maker XP, beyond just the ASDZXspace keys? Like, if I could use F or Q, W, or E?


Nevermind, I should go to sleep before I post things like this, I figured out that Q was totally an option to begin with, I just thought it was already taken for... some reason...
I guess the HUD will get an update... Q button!
Which means more item options for Kafei, since Igos' slots are all taken up by plot-required items, and only three of Kafei's are, leaving two extra. I've got one planned out already, so I guess he'll get two optional items. Perhaps I'll also put in W and give each character an empty bottle, that shouldn't be too hard.



EDIT:

Exciting! It's a cause to stay up too late! It's the quest status menu!
The way this works is like this, when you press Esc or x to go to the save, continue, etc menu it looks like this:

(http://www.majhost.com/gallery/Zeypher/graphics/ikanas_mask-screen_28.png)

The Q and W are item slots that you can set, HOWEVER.... you have to set them at a specific place. you can't just change them wherever. That's okay, though, because these are only taken up by optional items. No item nessecary to the game/plot is assigned here, only optional ones, such as super bombs, empty bottles, etc.
Pieces of heart are obvious, 4 to a container in this game. They're a bit more common here, since there's only 4 (...6?) dungeons, and no half-hearts. If an enemy hits you, the least it can do is 1 whole heart. So this means there need to be more containers, but less dungeons means they need to be in pieces.
The 4 circles are where the plot-advance-er items go. The elements, medallions, crystals, pendants, whatever. In this game they're keys.
The last two boxes are the sidequest items for each character. Trading sequence, etc.

Any thoughts on the design?

...anyone?


Title: Re: [Demo] The Mask of Ikana
Post by: Max. on August 06, 2011, 02:57:29 am
So, I haven't worked all that much this week, 'cause I've had so few hours at work that I declared myself on vacation and haven't spent more than a day or two at home, and most of that was spent sleeping and playing Prince of Persia. But I did map out Ikana City. Um, loosely based on Ikana village of Majora's Mask. I mean, if you squint, you can see the well is in the same place, the castle is right to the right of this map, so it's the same, really, the water wheel references the future one from Majora's Mask, and the heights of things are a similar level. It's just a little bigger, and has a lot more buildings.

(http://www.majhost.com/gallery/Zeypher/graphics/map_ikana.png)

I also changed the ability to do the elegy of emptiness from Igos to Kafei, ease of having enough buttons and stuff. Kafei "loses his heart" at some point during the story, metaphorically, and gains the ability to leave his body behind.

Mostly this week's been planning.


One question, though, has anyone played the demo?
Title: Re: [Demo] The Mask of Ikana
Post by: RetroRespecter on August 08, 2011, 02:37:43 am
Did you recently update and we did not know it?
Title: Re: [Demo] The Mask of Ikana
Post by: Max. on August 08, 2011, 02:48:43 pm
Update what?
If you mean this page, yeah, I update it a couple times a week. If you mean the demo, no, not yet. I'm planning on putting a new one out once I finish a bit more of the story. I'm thinking that will be next week, unless I get less time on the computer than I'm planning. If not, then the following week I'm getting to permanently borrow a laptop, so I'll be able to work on this tons more than I do sharing a desktop with 4 other people.
Title: Re: [Demo] The Mask of Ikana
Post by: RetroRespecter on August 09, 2011, 02:53:25 pm
OK. Remeber: Take your time with this one. A rushed project is never good.
Title: Re: [Demo] The Mask of Ikana
Post by: Max. on August 15, 2011, 12:14:09 am
Nope, but a finished project kicks ass!

Anyway, updates for today, did a bunch on the first post. A few specific things that I would LOVE some response on, though, I'll list here:

Edit: 0) I knew I was forgetting something. This one is the most pertinent. Right now, I have a lantern set up, and it uses fuel/oil as it goes. However, it's only function is to light stuff on fire, exactly the same as ember seeds would. It doesn't make any dark rooms lighter or anything. So I'm thinking of switching to ember seeds, mainly because I think they're cooler. However, the best way, gameplay wise, would be to have an unlimited amount of ember seeds you could use. So I could also make it a magic spell Kafei learns to do lil' fireballs, although I like ember seeds best. I would really like it if anybody has any input on this. Otherwise, I think he might just find an unlimited supply of ember seeds.

1) Should my screenshots be smaller? They seem 2x as big as normal screenshots on this website.

2) Speaking of screenshots:
(http://www.majhost.com/gallery/Zeypher/RPG-Maker/XP/Screenshots/ikanas_mask-screen_31.png)

What I'd like to draw your attention to is the speech bubble. In cutscenes, the HUD goes away, widescreen letterboxes show up, and whoever's talking gets a speech bubble. Actually, any time the hero is talking, or more than 1 NPC is talking, whoever is speaking gets speech bubbles. It was kind of hard to tell who was speaking before, so, does this seem like a good idea?

3) You'd notice this in the demo, but nobody said anything, so probably nobody played it, but there is no animation of the character swinging their sword. When you press the sword button, the animation is merely of a slash in whichever direction the character is facing, the character himself doesn't move. Is this TOO lazy? For me, this is fine, because I don't think it's that important, but it does bug me a LITTLE. I just... don't want to sprite Igos and Kafei swinging swords. Lazy... I'm also not sure Kafei will have a sword... it'll probably just be a dagger, but either way, that's a lot of spriting work, and animation of them swinging a sword in four directions for each of the two characters... I wish somebody else would do it...

4)
(http://www.majhost.com/gallery/Zeypher/miscl/wall_choice.png)

What should I do about the vandals who keep spray painting numbers on Ikana Castle!?
just kidding, but which looks better, with the thatched roof, or without?

5) I'm thinking about doing away with empty bottles, for a number of reasons. Basically, they're a bit difficult to program, and here's all the stuff I would have made it so you could put in them:
-fairies ... this is replaced by magic potions, a la Oracle games, except you can carry more than one. Not more than 4, though. Perhaps 2 at first, then 4 later.
-poe souls ... or you could just keep them on your person without a bottle, same as magic beans in OOT or MM.
-magic beans ... or I could do them the way OOT & MM did, without a bottle. Why complicate it?
-water ... but what would you even use it for?
-red, blue, green, etc. potions ... no replacement for this. They wouldn't be in the game, without bottles, I'd actually need bottles.
-bugs ... see water.

So I came to the conclusion empty bottles would be mostly pointless. Any agree/disagree here?

6) Also, still deciding on the title: Mask of The Gods versus Mask of Ikana. I'd really like some opinions on which sounds better, and if you want to hear the plot to help you decide, just let me know. I just don't want to write it all out here, because that would ruin the story.


As always, I really appreciate any feedback.


Also, expect the next demo this week. It'll have at least ten or fifteen minutes of gameplay in it, depends on how fast/if you read dialogue in cut scenes... there are a lot of cutscenes, but this game is really story-centric. Two cutscenes are, at the moment, really text-heavy, but I plan to cut them down a LOT before the demo comes out. The one is a theological argument between two Ikana Soldiers and a well-spoken fisherman, the other is a story teller going WAY to in-depth with the legend of the Stone Tower. The fisherman one is pretty funny, though, I think. And the Stone Tower one has a little really funny cutscene going on underneath the semi-transparent dialogue-box while the story teller is talking, about a completely unrelated thing involving the characters from the other cutscene... was that too confusing?

Demo Progress: 8/10
I'm expecting it done this week, for real. All that's left is Kafei's tutorial dungeon. His is a lot more complicated than Igos's, and more puzzle-centric. The plan is Igos=Battles and Kafei=Puzzles. Like the part in MM where you switched characters, except Igos instead of Link.
Title: Re: [New Demo!] The Mask of Ikana
Post by: Max. on August 18, 2011, 04:24:38 am
Guys, new demo! I'm excited!
 http://www.mediafire.com/?ffhv1a3cil4ertq (http://www.mediafire.com/?ffhv1a3cil4ertq)

I did end up going to ember seeds, they're in this demo, although they're unfinished, graphically. In the technical part of the demo, you can still use them to light torches, but the graphics aren't done. Spriter's Resource is down tonight...

I think up next is a video. Probably a pretty short one, but I think there's enough going on thus far to make an interesting teaser.
Title: Re: [New Demo!] Mask of the Gods
Post by: Max. on August 18, 2011, 10:00:48 pm
Like I said, I did a video. I'll put this in the first post, too:

http://www.youtube.com/watch?v=edtwW_KR_u4

Anybody interested in this game yet?

Also, no offense to anybody in this forum because I really like it, but are there any other, more active, fangame boards? I'm sure there are, I just wondered if anybody had any recommendations? Especially for one that has some RPG Maker XP games, because this forum is mostly game maker, and I'm out of the loop. I completely plan to stay on this one too, though, because I like all the people here, everybody's pretty helpful.
Title: Re: [New Demo!] Mask of the Gods
Post by: Eleo on August 18, 2011, 10:13:09 pm
As for other gamemaking forums... there are at least:

http://www.creationasylum.net/
http://www.rpgrevolution.com/

...as far as I know. The screens are looking good, I like the speech bubble idea. My comp is stupid so I can't play the new demo.
Good work though, keep it up. I like RPG Maker too, though I haven't used it in 2 years ^^;
Title: Re: [New Demo!] Mask of the Gods
Post by: 4Sword on August 18, 2011, 10:46:21 pm
I've been busy working on improving the default forum theme and getting the forum to where it can be upgraded to SMF 2.0, but was looking over your topic a few times while examining the look of the current Display php file. Anyway, I really like the appearance of your game but thinking that the Minish Cap style or use of any style at screen resolutions larger than the original - well it seems a little sloppy. Otherwise I like the look of the characters and towns, and really think that it is cool you put up a YouTube video about your project.
Title: Re: [New Demo!] Mask of the Gods
Post by: RetroRespecter on August 19, 2011, 02:17:36 am
May I recommend http://www.icugigasoft.com?
Title: Re: [New Demo!] Mask of the Gods
Post by: Martijn dh on August 19, 2011, 03:50:38 pm
Tried all three suggested links and none it really looks like a suitable alternative if your making a Zelda game. Ooh well.

Anyway, the new demo still requires you have some sort of file pre-installed it seems. The game still can't find RGSS102E.dll. Why not experiment a little with what additional file is needed for others and maybe include in your download.

Video looks good btw.
Title: Re: [New Demo!] Mask of the Gods
Post by: Max. on August 21, 2011, 06:01:31 am
Thanks guys! I really appreciate you all trying to download my game, even if it hasn't been working.

Also, about the other forums, I think I'ma join the RPG Revolution one Eleo suggested (thanks!), as they seem the best bet for RPG Maker games, as the people there seem to develop on RMXP and will understand and be able to run that, although I like this as my main discussion place, since everybody here is already obsessed with Zelda. And I like checking and helping people on this forum, it's interesting.

The other thing about that forum is that I gave it a look and instantly found a way to  create a game file that doesn't require the files that are giving you guys problems, so I'll join there and investigate some more and then test it out. Hopefully I can get a demo up that people here can run soon, within this week, probably. There's a couple fixes that I wrote on a sticky note about dialogue, and I'm thinking about changing this stealth/sneaking part, because... it's kind of awkward. The guards can see only in a perfectly straight line further than you can, and it's a little bit too difficult. What I MAY do for the demo, is re-create this section, and when you enter it, give you a choice of easy/hard sneaking, so they can both be tested. My friend tried it, and he kept getting caught and got frustrated.

4Sword, thanks for the compliments! , especially about the look of the game, as that's just about my highest priority, so that you noticed that is a really good sign to me for where this is going.

About the resolution, though, RMXP runs at 32x32, but I want to use graphics designed for 16x16, because the previous versions of RPG Maker, which I learned and started developing graphics on some years ago, were 16x16, as well as minish cap and LTTP. As far as I know, there is no way to run it smaller, although if I find a way, I will try to include that option, as aesthetics are a very high priority for me, but... re-doing every tile used to so daunting that it would shut this game down.
Honestly, though, looking at graphics that size on a computer screen hurts my eyes. I downloaded the demo of the Shadowgazer, and I had to put my face right up close to the computer screen. I always zoom the screen to look at people's graphics, too. Must have bad eyesight... :P

Finally, I downloaded angry birds... production will be somewhat delayed.
Title: Re: [New Demo!] Mask of the Gods
Post by: RetroRespecter on August 23, 2011, 04:49:42 pm
I downloaded it and it works for me.
Title: Re: [New Demo!] Mask of the Gods
Post by: Max. on August 25, 2011, 04:27:03 am
Oh, well that's fantastic, actually? What do you think about it?

That demo working is all great, actually, because I've had two of my friends test play it, and they both agree that the beginning is very slow. SO, I've implimented a few ideas to make it more interesting, less plot-centric, more stuff to DO, rather than just watching.

1) When you press new game, there has been a 10-sec (approx) scene, then you walk down a hallway and into clock town to initiate more cutscenes. What I'm doing now is changing the hallway into a bit of a mini-dungeon. One room, but here's the problem I'm tackling:

as at this point in the game, you're playing as a different character than the two you play as for the actual part of the game. He has no set skills or weapons, so it'll either be a really basic mini-dungeon/room... or he could have his own weapons/skills (he is the king of a distant land). BUT WHICH SHOULD IT BE!?

2) On the horsecart ride to Ikana, there will be an attack by enemies. It will happen one of two ways:
   -the enemies will attack and you will stop the cart, get out, and fight.
   -you'll stand on top of the cart and shoot at the enemies running/flying alongside you.
BUT WHICH WAY IS BETTER?

I think the enemies will just be dangerous animals, since enemies with an agenda haven't show up or made sense, plotwise, at this point.


I'm also putting a better enemies room in the tech. demo, since I'm re-doing a large part of the enemy coding (setting it up so the enemy taking damage process is a common event, much easier to edit for SO MANY enemies... if you know RPG Maker, you know what I mean, I suppose). These factors mean that although I think I COULD put out a demo that everyone could play, it would be more valuable, as testing, to me if the demo release was delayed a number of days, perhaps a week as I'm really busy these days. Since if you play the demo now, the biggest complaint would probably be that it's too slow, which I already know.

Also, I borrowed my girlfriend's laptop permanently, so a lot more work can get done... once I have time to get ANY work done. College and a bunch of really volatile relationships amongst my friends has led to some days when I havn't done any work on this... this is the first time I've really been home since Sunday evening...


Anyways, if someone has an opinion about which of those options listed sounds more appealing, or reasons why, that will be really helpful in the demo process.

Title: Re: [New Demo!] Mask of the Gods
Post by: RetroRespecter on August 25, 2011, 12:41:22 pm
You mean you can't leave it as is?
Title: Re: [New Demo!] Mask of the Gods
Post by: Max. on August 26, 2011, 03:08:54 am
Leave what as it is? If you mean the lack of anything except story, tHen, well, I COULD leave the More active, playing the game parts out, but it does seem like a legitimate thing, the fact that there is nothing but story and cutscenes. Why do you think I should leave it?
Title: Re: [New Demo!] Mask of the Gods
Post by: Max. on September 03, 2011, 04:17:37 am
Hey!

FINALLY, sorry for the wait... if anybody's waiting, that is... BUT, the new version of the old demo has arrived. According to my sources, this should work for anybody, not just the people with RPG Maker XP's RTP. ALSO, I added a mini dungeon at the beginning, and a horse-cart mini game on the road to Ikana City. Hopefully, this will make the game more active, and less watching.

The demo can be downloaded at the first post, or, HERE:
Demo! (http://www.mediafire.com/?87yomxxaw4zepic)

There are a couple really wierd glitches, which I will explain in the first post.


Screenshot of the horse mini-game:
(http://www.majhost.com/gallery/Zeypher/miscl/horse_mini_game.bmp)

The horse cart goes forward at a constant speed, but you can move it up and down along the screen to dodge the rocks. Ramming them results in a game over...


Also, I wanted to apologize for the wait for this demo. Time was taken up chiefly by two things:
1) The glitch where the fourth event created takes the place of a smashed pot. I still can't figure it out, how to fix it...

2) The scholarship I won came with an iPad, which can do netflix. So I decided it was worth my time to spend all the days I'm not at work watching every episode of Avatar: The Last Airbender. I've only got three episodes left! I'm so upset that it's ending! I've been so involved, spending like four hours a day watching it!...

so yeah, sorry for the delay. I said I could get it out by last week, and I could have... but I watched avatar instead. Sorry!
Title: Re: [New Demo!] Mask of the Gods
Post by: King Tetiro on September 03, 2011, 03:19:15 pm
Can I be brutally honest? I think you could do better on the horse cart graphics. I like the mini game idea though
Title: Re: [New Demo!] Mask of the Gods
Post by: Martijn dh on September 03, 2011, 06:15:42 pm
One hit deaths generally aren't a lot of fun. Why not make it a drie hit death with added difficulty to level out the experience.
Title: Re: [New Demo!] Mask of the Gods
Post by: Max. on September 03, 2011, 07:50:27 pm
Oh, I wasn't being that specific when I mentioned the boulders. I should have said, ramming them three times results in a game over. Unless I messed it up, which is possible as rpg maker has just been weird and I've been sick, so mistakes happen. The preventative measure for that, though, is that you are offered the option to save immediately before this, and... It's just not a very difficult mini game. It could be made more difficult, but it would take planning I didn't invest this time. I was thinking of reincorporating the mini game into the game later as either a mini game that you can be like, hey, I'll play, or as a repeat of the mechanic, more difficult, later in the plot. Like in twilight princess, how you battle that boar guy a bunch, but it gets harder each time.

Oh, but, what is a dire hit death?

As for the graphic, I agree, it could be better... I just don't know if I could make it better. What do you think it should look like, tetiro? I will give it a shot. :) and I always appreciate brutal honesty. It's the best way to know how to improve.

Thanks for the feedback, guys. I'm still curious, though, did this demo work any better than the old one?
Title: Re: [New Demo!] Mask of the Gods
Post by: Max. on September 07, 2011, 06:21:27 pm
So, bad news, guys. That glitch that I mentioned about the fourth event appearing in the way... well, it's gotten worse. Now, whichever event I created fourth in each room appears in front of you every time you swing your sword, or use ANY weapon... I'm gonna have to get this worked out before I can continue on production, so... yeah, this might be a bit of a delay. I can't figure out what's CAUSING it, even... ugh. I'm doing as much as possible to fix this, though, so hopefully I can get this accomplished in a reasonable amount of time.

Great news! Glitch all fixed up, with help from some other guy named max. We've gotta stick together, us Maxs. Turns out the event checking if any enemies suffered damage whenever the sword was swung was also moving around event 4. I also fixed up the pot item dropping, in a major way. I'll have to go back and fix up past pots, but then everything will be good to go.

Question, though. Should I fix everything up and re-release the same demo, again, just the fixed up version (including a redeux of the first mini dungeon, it wasn't pretty enough and was a bit confusing), or should I fix it up and then go further in the plot before I do another demo? Does it matter? Does anybody play them?

Love feedback! Thanks to all you guys who've responded and helped me, martijn, king tetiro, retrospector, etc.
Title: Mask of the Gods - Complete Act 1 Demo
Post by: Max. on September 19, 2011, 07:46:46 pm
Sorry that this is the third post in a row, but great news, all my problems have been solved! Also, I made up the demo to be problem-less too! Haha, well, it probably still has a few glitches, but, you know. All the big ones are taken care of, and the demo completes what I would call act 1. All the players have been introduced, and a taste for the mechanics has been given. The technical demo has a couple things removed for repairs, well, basically, just the elegy of emptiness thing. That needs to be rethought.

Demo will be posted on the first page, but also, right here:
Download Link (http://www.mediafire.com/?6x9lssga8sfqkod)


Also, this being done, I've progressed to the Deku Swamp. Not too much done there so far, but I've got a screenshot anyway.

(http://www.majhost.com/gallery/Zeypher/RPG-Maker/XP/Screenshots/ikanas_mask-screen_33.png)

The octorock is because... I was testing the area as an octorock. I can be whatever I want, don't judge.


Also, the NCFC thingy looks like so much fun that I want to enter. Not to win, 'cause that's martijn's job, but I think it'd be fun. Anybody have any ideas about what to polish up before submission? I'm thinking of finishing Ikana City, making it hustle and bustle. Unfortunately, that means a bunch of NPC spriting... bleah.

I also don't know how well this will go with school starting back in two days, but, we'll see.


Title: Re: [New Demo!] Mask of the Gods
Post by: Moffett1990 on September 20, 2011, 02:18:40 am
i watched a video it looks pretty good
Title: Re: Mask of the Gods
Post by: RetroRespecter on September 23, 2011, 10:31:39 pm
At this rate, Mask of the Gods will be a full game in no time.
Title: Re: Mask of the Gods
Post by: masterpaul on October 03, 2011, 04:03:19 am
I like it, I also had a look at in in rmxp, good work :P Instead of using the typic textbox, make it display only the text, and then add a text box by showing a picture :P

(http://i53.tinypic.com/2e4ax3n.png)

(http://i51.tinypic.com/303lmdj.png)

I think this may look nicer :P  Use one colour palette. Its gonna look better in the end :P
Title: Re: Mask of the Gods
Post by: Max. on October 05, 2011, 10:36:12 pm
Ahh! I started college!
It's lots of fun and I'm doing stuff, but guys, progress has been hit hard, having responsibilities to do all this homework is time consuming, and that's even without doing any of my math homework!

Retro, thanks so much for the support! But, as I mentioned, "this rate" was over the summer... Now I'm in school. I've been a bit frustrated with the lack of progress recently, so hopefully I can get onto my computer and take a chunk out this Friday. Right now, right here, I'm setting a goal for myself. Get Ikana city populated by Late October. Hopefully get a demo with Ikana City in for NCFC? That thing looks so fun.

Paul, that looks great, but it's just rather out of style for the Minish cap theme I'm going for, it looks a little RPG Maker 2003 ish. It does still look better than mine, though, the second, perspective one, anyway. Perhaps if I get some free time, I'll fuse them. I didn't think the horse cart was too bad, though, did you guys all think it looked weird? Was it THAT distracting from the game? Haha, I'll definitely change it. There are a number of graphics that are tentatively placeholders...
Title: Re: Mask of the Gods
Post by: Leduardo on October 06, 2011, 01:39:53 am
(http://img819.imageshack.us/img819/8428/woodentrain.png)
To the coach, you could adapt the wagon  of wood train that I did.
 I think that fits better than using the tile of the wooden house. Your tile is too large.
Title: Re: Mask of the Gods
Post by: Max. on October 06, 2011, 03:11:24 pm
Thanks Leduardo, that's a good idea. The horse cart tiles were never supposed to be too permanent, I just whipped them up right quick so the game could be played. They were also kind of a test, figuring out how to work with a character sprite that large, because rpg maker can use these large sprites, but they still only occupy one tile.

I have some undetermined amount of free time this weekend, perhaps I'll get a better horse cart with animation done. Thanks for all the help and suggestions, guys.
Title: Mask of the Gods - New Screens
Post by: Max. on October 18, 2011, 04:10:59 am
So, I moved the making this game computer into my room and started to make progress again!

Ikana city is now complete, at least, as far as you can go with the amount of plot that's going on, plus some that is inaccessible. There are some parts that aren't done yet, but that's because they're relevant to side quests that can't be done without leaving the city (which you can't do for now), or to the plot later. But as far as exploring Ikana in the upcoming demo (thinking it'll be for NCFC, just for kicks), it's done.

The demo still needs to be tested, so if anybody is interested, let me know. Getting my friends to test it is... difficult. They've all got real lives and don't want to spend an hour or so playing a zelda fangame, with the exception of my girlfriend, who tried to buy hearts from the store to give to girls walking around the street... She was mostly just upset with the game for that reason, so not too much help there : ) ...

So, screenshots of what's new:

(http://www.majhost.com/gallery/Zeypher/RPG-Maker/XP/Screenshots/mask_of_the_gods_screen_04.bmp)
Ikana has been populated! There's a whole bunch of people. A bunch of them are on schedules where a number 1-3 is picked randomly, and they go about that day's business. Some NPCs, those to do with side quests, change when various objectives have been completed, and the rest do different things depending on how far the game's plot has advanced.

(http://www.majhost.com/gallery/Zeypher/RPG-Maker/XP/Screenshots/mask_of_the_gods_screen_05.bmp)
The Spring Caverns have been constructed. Tunnels carved by age-old underground rivers connect Ikana and Snowhead, and are the source of the Ikana River. There is a side quest in there now that you can't complete until you have access to Snowhead and the Goron Village.

(http://www.majhost.com/gallery/Zeypher/RPG-Maker/XP/Screenshots/mask_of_the_gods_screen_02.bmp)
Shooting Gallery Mini-Game. Bows and Arrows are too boring. We've moved on to a rail cannon.

(http://www.majhost.com/gallery/Zeypher/RPG-Maker/XP/Screenshots/mask_of_the_gods_screen_01.bmp)
Ghost shop. Most subject to change, because I don't think I really like the layout...


So, suggestions or anything? Also, if you're interested in testing, drop me a line somehow.
Thanks guys!
Title: Re: Mask of the Gods
Post by: TDWP FTW on October 18, 2011, 05:57:56 am
Ooo...The new screenshots look neat.  Makes me want to go and add dynamic NPCs into my game (I mean, I plan on it, but like right this second.  XD).

Now uh, the water tiling in the second screenshot is messed up, but I'm sure you know that.  I might be interested in testing, not sure.  I've been busy with my own game, and trying out other games usually wrecks my train of thought.  :P
Title: Re: Mask of the Gods
Post by: Max. on October 23, 2011, 01:23:26 am
Hey guys, I entered NCFC!
But don't vote for me, vote for Martijn!
Anyway, I don't think this link will for for a couple hours, until NCFC starts, probably, but here's my booth:
http://www.nintendocfc.com/booth.html?id=23 (http://www.nintendocfc.com/booth.html?id=23)

Hope to see some of you guys at the event. There's no new screenshots for now, but I did make this little banner that's in my signature at the moment. It links back here, I believe.

Also, when the NCFC thing starts, the newest download of my demo (in my arbitrary system is demo 1.65, haha) will be available there. I'll get a link to it up here pretty soon too.

Homegrown, or uh, whatever your name stands for now, yeah, I do know about the water, I just.... don't know how to change it. I've been doing pretty good for graphics, but I made the water tiles animate myself, and I'm just not clever / having enough time to fix them up. If you ever seen any minish cap animated water autotiles, let me know, haha. They work on a system where it's a 3x3 grid, where the middle tile is the one that takes up the majority of the body of water, and the corners are made with the side tiles... this means that a upper left protruding corner of land will necessitate a bottom left inside corner of water cattycorner to the upper left of it. A bit confusing, but see the problem? Whether the corner of water is cornered on the two sides with land, or on the two sides with water, it still uses the two sides with land tile... I don't really know how to explain this very well...
Title: Mask of the Gods - demo update
Post by: Max. on October 26, 2011, 04:18:48 pm
Hey, quick update. As I mentioned, with NCFC I put up the newest demo. As far as I've been able to find, it's bug free, and every part you should be able to access is complete. There's a lot to do in Ikana City, but that's all skip-able if you just want to get on with the plot.

Demo link is here:
http://www.mediafire.com/?ry08zk0ufyyi78p (http://www.mediafire.com/?ry08zk0ufyyi78p)

What's going on with the game at the moment is the Deku Swamp. Most of the maps are done, with the exception being in interiors of the Deku Village and the Witches' house. The main obstacle here is spriting for now, I've gotta whip up lots of customs for this area. I've already done some basic tree things, because the Dekus live in trees in this game... I'm not entirely sure how I feel about their ability to climb, considering... they have no arms? But I think it looks pretty good, and is a nice change. I also need to sprite some Deku furniture and stuff, as well as all the stuff in the Witches' house. And the Twinrova sisters themselves... And the monkeys... and their banana tree... I've already gotten a start on this mossy tree:

(http://www.majhost.com/gallery/Zeypher/graphics/trees.png)

And then I can map the Woods of Mystery, which I'm excited about! I may also give it a less cliche name! It's gonna be a lot like the Lost Woods of OOT, in the it has a definite layout and some unique areas, but lots of tunnels that will take you back to the start. Home to lots of side quests!

But yeah, you can look forward to lots of Deku Swamp stuff coming up.
Title: Mask of the Gods Artwork: Kafei and Igos
Post by: Max. on December 12, 2011, 06:00:40 am
Damn, college made me busy.

Anyway, I decided this game isn't dead, it was just in a coma and it's out, at least over winter break. Which is to say, not too much was done recently, but today and yesterday I went through and made some updates:

Redid world terminus dungeon
Changed milk bar scene (shorter)
Messed with enemies, improved them, centralized damage taking, etc
Extended battling Garo shells in the castle
Fixed up Kafei infiltrating the stone tower a bunch (less frustrating)

Also, and the main reason for this update:
I drew a picture.

(http://i1208.photobucket.com/albums/cc379/donotfeedthemax/066bb79b.jpg)

It's the protagonists, Kafei and Igos, in the first dungeons, with bosses behind them. The lantern was changed to ember seeds, but I felt like a lantern would look better in this piece, so...

Title: Re: Mask of the Gods
Post by: Max. on December 15, 2011, 05:19:11 am
Minor updates since winter break has started. I spend the first two days off throwing up and then recovering, in that order, so, no work done then... Today's progress:
Added animations for Igos hammer and sword attacks
Built Deku village area
Sprited Deku King
Reworked the area of Ikana castle where you defend it from the Garo shells
Fixed up Garo enemy a bit
Changed up the scene of Kafei and Igos splitting up

Also, I have a stand up bass for the moment, so that will slightly hamper progress. In a good way, though, because I'll actually be learning something useful with my life, haha. Already figured out the main part of the pink panther theme, the most important song on standup bass, and started working on cannon in D with a bow. No real idea how to use a bow, so it'll take some work....

I took a couple screenshots of the progress today, but am at a loss as to uploading them to the Internet. I thought I could take the screenshot on the computer, transfer it to my iPad, and then Internet it, but it wouldn't transfer, so I dunno. I may just do more art like in the above post. Maybe I'll make a topic for the art I do for this project in the art forum until I can take screenshots again...
Title: Re: Mask of the Gods
Post by: Max. on December 26, 2011, 06:30:42 am
Alright, screaming fans  :P
Haha, but I did some significant progress this weekend, including finishing the Deku Swamp (minus the Deku Village, I don't know enough about it yet) and that part of the game all the way up to the first dungeon, which I'll probably start on tomorrow.
Progress is weird, because I'm missing the laptop I use for making this game, so I put it all on a flash drive and fight over "shared" PC time. But this means that I'm using a much faster computer, so... ups and downs.

I did take a few screenshots, since I'm on a computer with internet now:

(http://i1208.photobucket.com/albums/cc379/donotfeedthemax/Screenshots/ikanasmask-screen37.png)

(http://i1208.photobucket.com/albums/cc379/donotfeedthemax/Screenshots/ikanasmask-screen34.png)

(http://i1208.photobucket.com/albums/cc379/donotfeedthemax/Screenshots/ikanasmask-screen41.png)

(http://i1208.photobucket.com/albums/cc379/donotfeedthemax/Screenshots/ikanasmask-screen36.png)

(http://i1208.photobucket.com/albums/cc379/donotfeedthemax/Screenshots/ikanasmask-screen43.png)


So, official dungeon one is up next, along with getting acquainted with the Deku tribe, figuring out who they are, what they're about, how they fit into the plot and theme. What the theme of the game really is. Big existential questions like that, haha.
Title: Re: Mask of the Gods
Post by: FelipeD on December 26, 2011, 01:00:51 pm
Dude, I think we all did significant progress this weekend XD
I've seen the screens (very good work btw) and there's just one thing that... ummm bothers me and it's the textbox haha.
I thing it could be less rpgmaker maybe.

And that, well very good job sir with the screens and the news tilesets.
Greetings!!
Title: Re: Mask of the Gods
Post by: Max. on December 28, 2011, 11:34:35 pm
Thanks, Donokron : )
Hmm, yeah, the text boxes. I'm looking into that, I think I'll get a new border style up within the next few days, although, we're you referring to the font itself? Although it's a pretty generic Helvetica, it's bothered me how it doesn't really go, too. I've tried to change the font to something more Zelda style, but so far, I've been unsuccessful...

Also, a bit ago, I did some more artwork of one of the characters.
It does kinda give big hints about the plot, though, so I'm gonna try out spoiler tags:
Show content
(http://i1208.photobucket.com/albums/cc379/donotfeedthemax/3127b818.jpg)

Also, I did the majority of the first dungeon today. I've still got a little bit of spriting and testing cut out for me, as well as creating the boss, which is a big tree creature that attacks by growing damaging flowers, but they will stun the monster if you burn them before they've fully grown.
Title: Re: Mask of the Gods
Post by: King Tetiro on December 29, 2011, 01:12:43 am
Thanks, Donokron : )
Hmm, yeah, the text boxes. I'm looking into that, I think I'll get a new border style up within the next few days, although, we're you referring to the font itself? Although it's a pretty generic Helvetica, it's bothered me how it doesn't really go, too. I've tried to change the font to something more Zelda style, but so far, I've been unsuccessful...

Also, a bit ago, I did some more artwork of one of the characters.
It does kinda give big hints about the plot, though, so I'm gonna try out spoiler tags:
Show content
(http://i1208.photobucket.com/albums/cc379/donotfeedthemax/3127b818.jpg)

Also, I did the majority of the first dungeon today. I've still got a little bit of spriting and testing cut out for me, as well as creating the boss, which is a big tree creature that attacks by growing damaging flowers, but they will stun the monster if you burn them before they've fully grown.

Im actually very impressed with the artwork. Well done man!
Title: Re: Mask of the Gods
Post by: RetroRespecter on December 29, 2011, 05:50:38 am
Thanks, Donokron : )
Hmm, yeah, the text boxes. I'm looking into that, I think I'll get a new border style up within the next few days, although, we're you referring to the font itself? Although it's a pretty generic Helvetica, it's bothered me how it doesn't really go, too. I've tried to change the font to something more Zelda style, but so far, I've been unsuccessful...

Also, a bit ago, I did some more artwork of one of the characters.
It does kinda give big hints about the plot, though, so I'm gonna try out spoiler tags:
Show content
(http://i1208.photobucket.com/albums/cc379/donotfeedthemax/3127b818.jpg)

Also, I did the majority of the first dungeon today. I've still got a little bit of spriting and testing cut out for me, as well as creating the boss, which is a big tree creature that attacks by growing damaging flowers, but they will stun the monster if you burn them before they've fully grown.
The Spoiler Tags do not work, friend.
Title: Re: Mask of the Gods
Post by: masterpaul on December 29, 2011, 11:57:28 pm
About the text box... make it completly transparent, so it does not appear, this way you will have only the letters appearing (hopefully with the small flashing box at the bottem)

So once you have this,
You create a picture of a textbox, this allows you to make the design really complicated if you would like to, etc.

Then before the "display message" command, you create a "show picture" comand, you possition it directly under the text. After the message ends, you have a nother comand "delete/hide picture'; which would delete that textbox from view :P
Title: Re: Mask of the Gods
Post by: zeldahuman on February 15, 2012, 11:29:37 pm
I played the demo, and it was wonderful!! Also, I've been looking at the screenshots and such you've posted through-out this topic, and I only have a few small little complaints...

1.) When I first started playing, it took me a minute to realize Garo had a robe-like thing on. In one of your screenshots, it literally looks like Garo is holding an over-sized pot. I think you can fix this by picking a different color for the outline of his robe so it blends as one picture. You know what I mean? Here, look at this example (http://"I played the demo, and it was wonderful!! Also, I've been looking at the screenshots and such you've posted through-out this topic, and I only have a few small little complaints...

1.) When I first started playing, it took me a minute to realize Garo had a robe-like thing on. In one of your screenshots, it literally looks like Garo is holding an over-sized pot. I think you can fix this by picking a different color for the outline of his robe so it blends as one picture. You know what I mean? Here, look at THIS EXAMPLE if you're got getting what I'm saying.

2.) Why are you mixing Minish Cap and A Link to the Past tilesets? I mean, you make it work, but I'm curious as to how you came upon the decision to mix the two.
") if you're got getting what I'm saying.

2.) Why are you mixing Minish Cap and A Link to the Past tilesets? I mean, you make it work, but I'm curious as to how you came upon the decision to mix the two.

That's all I really had to say...
Title: Re: Mask of the Gods
Post by: Max. on February 16, 2012, 04:36:21 pm
Wow, thanks for playing! Quite honestly, I don't ever expect people to play this, so I'm floored, in a good way. Thanks!

About the outline of his robe, I can easily change the outline color, but I don't understand what you mean by the frying pan, haha. Since I already know what's supposed to be going on, that's all I see. I tried to look at your link, but it isn't working.... :/
Anyway, I've added 'update Garo sprite' to my list. Although there's been like zero activity on this game in a while on here, I have occasionally been working on it, actually.

About the slow slow progress, I've only been able to work on this sparsely recently. My USB got a virus from my girlfriends laptop, and she didn't think it was a big deal but the thing went through and deleted the program I use to make this game. Deleted everything on the USB, in fact. Since the laptop can't do Internet, I haven't had a way to download RPG maker again, so I can't do much work unless I take the game to somebody else's PC. Thus.... Slow progress.

As for the graphics, I like minish cap LOTS better, personally, so I default to that style. However, no minish cap tile sets have the elements I need for clock town, and when I started this game, I didnt really know how to sprite. So since ALTTP had the graphics I needed to make clock town, I brought those in when necessary.
I know lots of people are terribly opposed to this practice, but I don't think it's too bad. I mean, sometimes certain tiles clash, but lots don't, so if you edit the colours and choose carefully, they can fit together fine and you can use what tiles ou need.
Title: Re: Mask of the Gods
Post by: zeldahuman on February 16, 2012, 08:30:30 pm
Here's an updated link (I don't friggin' know what happened to the first one, haha):

CLICK (http://img546.imageshack.us/img546/2629/77suggestion.png)

Do you see how I took the black outline of his robe and made it a darker brown color? It makes the sprite flow a little better. :)

Also, I don't know if it's just mine, but once you finish the demo and you have the place where you can test the weapons of the game, Kafei, when he lands form his jump, disappears and then reappears. Is it because it's switching sprites?
Title: Re: Mask of the Gods
Post by: Max. on February 16, 2012, 09:34:38 pm
Aha, I see what you mean. Yeah, that improves it a lot. I'll go make those changes ASAP. Of course, soon as possible, it'd be impossible for me to do that without first watching the Dark Knight, because I really want to do that. Haha : D

I think the jumping thing shouldn't be doing that anymore, but I'll look into that too. Out of curiosity, because I forget, how far does the most recent demo go? Does it go all that way to where Kafei and Igos split up, or further, or not as far?
Title: Re: Mask of the Gods
Post by: Max. on February 17, 2012, 05:16:23 am
I looked into the jumping. It's fine at this point, at least on my computer, he doesn't disappear at any point anymore. I guess I fixed it at some point?

Also, I went and fixed up Garo's sprite, as well as made some architectural addendum:
 (http://www.majhost.com/gallery/Zeypher/graphics/ikanas_mask-screen_44.png)

Fancy bay windows with cool roofs. No real purpose, I just wanted to...
Title: Re: Mask of the Gods
Post by: zeldahuman on February 18, 2012, 07:00:27 pm
The current demo stops when Igos and Kafei split up. Kafei goes into the boat, leaves, and then you get to screw around with the controls and weapons.
Title: Re: Mask of the Gods
Post by: Kienamaru on August 13, 2012, 12:13:20 pm
Really sorry for breaking the necroposting rule, I just wanted to say this game looks impressive and inspires me. I came here to see if I could use some of the sprites and ended up reading and looking at screens for 20 minutes. I really like the concept art and a lot of the architecture looks cool too. I'd never even thought of making a more story driven game but it actually sounds interesting. I don't think I'll be playing it but you have my full support if this is still on.
Title: Re: Mask of the Gods
Post by: Max. on August 14, 2012, 12:27:45 pm
Thank you. I appreciate it, and I don't honestly expect anybody to play this anyway :p  I've ever only made this for myself, which is why progress is so slow, haha.

I'd be interested in sharing sprites and stuff witchoo, though. If I ever make a little progress, I'll start spriting the goron village... Or trying to, at least D:  I will probably go back and fix up the Deku village somewhat also.
Title: Re: Mask of the Gods
Post by: Kienamaru on August 14, 2012, 08:47:35 pm
Awesomeness. I'm mostly interested in Clock Town and Termina Field. Those will be the most unchanged places I think. Though Clock Town will be a bit less developed. The whole tower in the center of South won't be there, lottery won't be there. And some stuff will look a bit newer.

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