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Projects => Zelda Projects => Topic started by: TheRealMethuselah on June 01, 2020, 02:55:57 am

Title: [GMS] The Legend of Zelda GBC
Post by: TheRealMethuselah on June 01, 2020, 02:55:57 am
Been away for a while.

When I started ZFGC in 2003, I never imagined it would still be around 17+ years later, but here we are.

I never did finish my OoT2D game, but I have come a long way with my coding and Game Making skills. I decided to try my hand at something a bit more reasonable.

I'm remaking the Original Legend of Zelda in the style of Game Boy Color - think LoZ meets LA/OoS/OoA. This one will be completed, as it seems fairly simple to do, and I've got most of the engine already prepped and ready to go.

(https://i.imgur.com/YnSlLDC.png)

https://youtu.be/FXHzroL6O8I (https://youtu.be/FXHzroL6O8I)

I've added the ability to play as Zelda, and if you've played the BS-Zelda Japanese versions, you'll recognize the boy and girl. I gave them names, because Nintendo never did.

I named them Justin and Bailey (a little easter egg to an obscure METROID code).

(https://i.imgur.com/QMFe5Jo.png)

I've tried to take advantage of the OoA/OoS style of Name Registration to add special characters.

(https://i.imgur.com/d2TMjVW.png)  (https://i.imgur.com/ZVRSpbw.png)

(https://i.imgur.com/Q33pOT0.png)

I've tried to stay true the original spirit of the NES version. Converting a 256x240 resolution down to a 160x144 resolution took a bit of finagling, but I think I kept it close.

(https://i.imgur.com/f22waGO.png) (https://i.imgur.com/Jv8TfII.png)

I've added a mini-map, as I'd always wondered why they only used little rectangles to show you where you were on the map:
(https://i.imgur.com/aAUwOWQ.png)

The Sub-menu is more in the style of the Game Boy, but again, keeps the spirit of the original:
(https://i.imgur.com/en5DEJV.png)

I'm adding a third quest with my own levels as well, just to spice things up. But the first two quests will be almost exactly the same as the original.

I've upped the amount of rupees you can carry to 999 from 255, added two bomb upgrades on the overworld for a total of 24 bombs, but other than those minor things, you should enjoy it just as much as the ol' NES version.

In the video, you'll notice I have the entire Overworld completely tiled. Some areas haven't been "animated" yet, but I'm getting to it.

(https://i.imgur.com/K7T6fsp.png)
Title: Re: [GMS] The Legend of Zelda GBC
Post by: 4Sword on June 01, 2020, 03:02:07 am
Welcome back. I really love the look and polish you have put into this game; the third quest idea and the Zelda, Justin, and Bailey characters are also unique and interesting additions. Best of luck to you with this project.
Title: Re: [GMS] The Legend of Zelda GBC
Post by: TheRealMethuselah on June 01, 2020, 03:06:36 am
Thanks, 4Sword. Good to see you.
Title: Re: [GMS] The Legend of Zelda GBC
Post by: Miles07 on June 01, 2020, 05:04:46 am
Wow, this is looking great!

I named them Justin and Bailey (a little easter egg to an obscure METROID code).

"obscure"

It's probably one of the two well-known Metroid NES passcodes, the other being the "NAR Password" (or as I like to call it, the "narpas sword").
Title: Re: [GMS] The Legend of Zelda GBC
Post by: Mariotag on June 01, 2020, 09:21:34 am
So, you created the site? Nice to have you back!
This looks promising. I'd like to try it when it's done for sure!
Title: Re: [GMS] The Legend of Zelda GBC
Post by: MaJoRa on June 01, 2020, 11:56:32 am
What are you developing it in? What platforms do you plan to release it for, and will you be animating things like the sea / water etc (I know you said some things are yet to be animated but curious as to what they are).
Title: Re: [GMS] The Legend of Zelda GBC
Post by: TheRealMethuselah on June 01, 2020, 12:44:16 pm
Wow, this is looking great!

I named them Justin and Bailey (a little easter egg to an obscure METROID code).

"obscure"

It's probably one of the two well-known Metroid NES passcodes, the other being the "NAR Password" (or as I like to call it, the "narpas sword").
Yes, well, for OUR generation it's pretty well known... my son's - not so much. ;)

So, you created the site? Nice to have you back!
This looks promising. I'd like to try it when it's done for sure!
Yep, that was me. Thank you.


What are you developing it in? What platforms do you plan to release it for, and will you be animating things like the sea / water etc (I know you said some things are yet to be animated but curious as to what they are).
This is made in Game Maker Studio. I plan on releasing it for Windows, Mac, Linux, and Android (when I get a chance to make an onscreen controller).

Correct, some of the water and ocean waves haven't been animated yet. You'll notice on some of the areas in the video, I already have the animation frames going, just haven't got around to doing that for all of them.


... and will you be animating things like the sea / water etc (I know you said some things are yet to be animated but curious as to what they are).
Speaking of which:
https://www.youtube.com/watch?v=7m5YhT4yIRA
Title: Re: [GMS] The Legend of Zelda GBC
Post by: MaJoRa on June 02, 2020, 04:52:58 pm
I bet having it keep the animation frame as you transition from screen to screen would be a real pain in the ass depending how built it.
Title: Re: [GMS] The Legend of Zelda GBC
Post by: TheRealMethuselah on June 02, 2020, 06:19:49 pm
Not particularly. I just noticed what you meant. I'll fix that.
Title: Re: [GMS] The Legend of Zelda GBC
Post by: Miles07 on June 02, 2020, 09:25:27 pm
Wow, this is looking great!

I named them Justin and Bailey (a little easter egg to an obscure METROID code).

"obscure"

It's probably one of the two well-known Metroid NES passcodes, the other being the "NAR Password" (or as I like to call it, the "narpas sword").
Yes, well, for OUR generation it's pretty well known... my son's - not so much. ;)

I'm more impressed your son knows what Metroid is...

As for the layout, it seems to follow the original quite closely. Are the dungeons also going to have the same-tiles-but-different-palettes pattern as the original? Or were you planning to spice those up a little with aesthetic or surprise layout changes?

Also, would choosing a different character change anything? Like, one can hit harder, another runs faster, etc?
Title: Re: [GMS] The Legend of Zelda GBC
Post by: TheRealMethuselah on June 02, 2020, 09:53:23 pm
Currently, no plans to make any changes to gameplay with different character choices.

Yes, the dungeons will be laid out as the originals were, but I am adding a Third Quest with my own dungeon layouts and a few surprises.

@MaJoRa
Switched from objects to animated tiles for the animations:
https://www.youtube.com/watch?v=uc_KNpZTGHM

Works like a charm.
Title: Re: [GMS] The Legend of Zelda GBC
Post by: MG-Zero on June 04, 2020, 05:47:20 pm
Glad to see you alive

Quote
I never imagined it would still be around 17+ years later, but here we are.

Yea, Starforsaken and I are not letting this place die  >:D in the middle of a forum rewrite currently

your new projects looking nice, looking forward to seeing more of it!
Title: Re: [GMS] The Legend of Zelda GBC
Post by: TheRealMethuselah on June 06, 2020, 12:47:10 am
Step Ladder mechanic added and tested in both the Dungeons and on the Overworld:
(https://i.imgur.com/DcKVVwZ.png)

https://www.youtube.com/watch?v=-_3MrQ-ccmI

Also finished the Dungeon mini maps:
(https://i.imgur.com/YpIALVT.png)

EDIT: Raft Tests:
(https://i.imgur.com/kcU0fWr.png)
https://www.youtube.com/watch?v=vD8-c46N5-w

EDIT: Great Fairy Fountains:
(https://i.imgur.com/6UGG8tZ.png)
https://www.youtube.com/watch?v=02QqI-olXac

Level-9 Ganon area Mockup:
(https://i.imgur.com/OUD8tCc.png)
Title: Re: [GMS] The Legend of Zelda GBC
Post by: RetroRespecter on June 09, 2020, 03:06:26 pm
This is an awesome idea!
Title: Re: [GMS] The Legend of Zelda GBC
Post by: Broojo02 on June 17, 2020, 09:04:21 am
It looks great! Of course Oracle of Seasons actually started out as a GBC version of the original Zelda hence some of the map similarities.
Title: Re: [GMS] The Legend of Zelda GBC
Post by: TheRealMethuselah on June 22, 2020, 07:29:41 pm
Caves, Moblins, & Merchants
(https://i.imgur.com/RCiNLOU.png)
https://www.youtube.com/watch?v=nKlC4F616ZI
Title: Re: [GMS] The Legend of Zelda GBC
Post by: Martijn dh on June 23, 2020, 08:58:48 pm
Looks good.

Just wondering:
- would it be better to remove the old man slightly later after getting the sword? It's dumb, but I instantly consider Link stabbing the poor guy (though it has been a very long day today XD).
- because you are using GBA cave entrance tiles Link's original enter/exit animation looks a little off. Like he's sinking into the ground. Maybe it would help to adjust Link's y position a little during the animation? So when entering the y position decreases a pixel every few frames as a comprimise between the old and new visuals?

Not meant as nitpicks, but just thinking aloud. Do with it what you want. I really do like the progress.
Title: Re: [GMS] The Legend of Zelda GBC
Post by: TheRealMethuselah on June 24, 2020, 01:47:08 am
- I actually was pretty proud I got the old man being stabbed just right... lol. I don't wanna change that one.
- Yeah, I can see what you mean. I'll try to work on making it look better, not sure if I should just remove the background staircase, or change his animation... it's a work in progress.

No worries about nitpicking; that's what makes better games. Thanks for the input.

EDIT: Changed it a bit, I think it's much better now... no more "sinking."
https://www.youtube.com/watch?v=yPiQt_7M8PU
(https://i.imgur.com/LhQpMO0.png)

Edited Zelda's sprites too:
https://www.youtube.com/watch?v=KAQgUL07k-I
Title: Re: [GMS] The Legend of Zelda GBC
Post by: Broojo02 on June 26, 2020, 12:56:57 pm
Will that pixel filter be a toggle-able option? It's not terrible but I feel the GBC colours pop out so much better without it :)
Title: Re: [GMS] The Legend of Zelda GBC
Post by: Mamoruanime on June 26, 2020, 05:23:19 pm
I'm not a big fan of unsolicited advice, but if you want some advice I have a few easy improvements for scrolling and sfx you can implement pretty quickly.

Otherwise it's coming along nicely, good work and nice progress
Title: Re: [GMS] The Legend of Zelda GBC
Post by: TheRealMethuselah on June 27, 2020, 10:09:53 pm
Will that pixel filter be a toggle-able option? It's not terrible but I feel the GBC colours pop out so much better without it :)
Definitely will be filterable. Thanks for the input.

https://www.youtube.com/watch?v=UlNj8iydfpo

I'm not a big fan of unsolicited advice, but if you want some advice I have a few easy improvements for scrolling and sfx you can implement pretty quickly.

Otherwise it's coming along nicely, good work and nice progress
Let's hear em', Mamo.
Title: Re: [GMS] The Legend of Zelda GBC
Post by: Mamoruanime on June 28, 2020, 03:25:00 am
I'm not a big fan of unsolicited advice, but if you want some advice I have a few easy improvements for scrolling and sfx you can implement pretty quickly.

Otherwise it's coming along nicely, good work and nice progress
Let's hear em', Mamo.

Jee!

With sfx, if you want to keep sounds from overlapping (and as a result increasing in dB), do audio_stop_sound(sound) before playing the new one. That'll help spending rupees sound a lot better. Here's a simple script I made and use for everything:

Code: [Select]
///@function scrSound(sound)
///@description Play a sound
///@param sound

if argument0 = noone
{
exit;
}

audio_stop_sound(argument0);
audio_play_sound(argument0,10,false);

This will stop the sound you're trying to play, preventing that overlap without stopping any other sounds in the process.

Also for screen scrolling, if you're not already using lerp, I would suggest doing that- IIRC, screen transitions happen in 16 frames (I could be wrong on the exact number), which Link moving 1 pixel in that direction each frame of the screen transition- its quick, and poppy, and most times people don't even notice Link is scrolling with the screen 1px per frame. It all depends on your code setup, but as long as Link moves 1 pixel per frame of scrolling and the scroll lands evenly on the next coordinate (where lerp() comes in handy), it'll look buttery smooth~

Since I don't know how you're handling scrolling right now, the best I can do is break it down like this- when scrolling, lerp(ScrollStartPos,ScrollEndPos,Time) (end pos being one screen size in whatever direction you're scrolling), and then for Link do lerp(LinkStartPos,LinkEndPos,Time) (end pos being 16 pixels in whatever direction the screen is scrolling). Then your Time value is just an iterator that takes 16 (or however many you want really) frames to go from 0 to 1
Title: Re: [GMS] The Legend of Zelda GBC
Post by: TheRealMethuselah on June 28, 2020, 07:04:25 pm
Good lookin' out on the sound function. I'll implement that one right away.

Can you send over a small example file with the lerp function? Not sure how that would be implemented; or maybe my engine is set up in a way that that might not sail.

EDIT: I think I figured out what you're talking about. I was originally trying to emulate the original NES style of transition, but I should have been looking at Link's Awakening. After a little playing around, I fixed both my cave transitions as well as my area to area movement speeds/transitions. I'll post a video here in a moment.

I'd still like to see an example of your solution.

https://www.youtube.com/watch?v=ThkY3FRDbb8
(https://i.imgur.com/g6nTXv2.png)
Title: Re: [GMS] The Legend of Zelda GBC
Post by: Miles07 on June 29, 2020, 12:11:20 am
... I should have been looking at Link's Awakening.
Yes, but be aware that Link's Awakening also has that infamous screen warp glitch. Just be careful in your implementation. Make sure things happen in the right order.
Title: Re: [GMS] The Legend of Zelda GBC
Post by: TheRealMethuselah on June 29, 2020, 12:30:42 am
Noted. No worries there; my implementation isn't exactly the same.
Title: Re: [GMS] The Legend of Zelda GBC
Post by: Mamoruanime on June 29, 2020, 03:38:04 am
I'd still like to see an example of your solution.

Here's a very simple demonstration:
programancer.com/ScrollDemoForTRM.zip (http://programancer.com/ScrollDemoForTRM.zip)

It's very very easy, and even this can be optimized a lot. To break it down-

When the player hits the edge of the screen, it calls scrScrollScreen. scrScrollScreen creates the scroll controller object and makes sure to assign the scroll direction and call the initialization event (event_user(0) is used for this). It also makes sure the player is not able to move for the scroll.

The step event for objScrollController is where the magic happens- it lerps both the cameras position and the player's position, then returns control to the player when the lerp is over and destroys itself.

It should be pretty easy to follow.
Title: Re: [GMS] The Legend of Zelda GBC
Post by: TheRealMethuselah on June 29, 2020, 04:41:10 am
Seems easy enough to follow. I'll check it out and see if it's something I can implement in my engine. I'm loading my tiles on-the-fly and areas are loaded in as needed, so I'll need to change it a bit.

Implemented a lerp function; seems a bit smoother:
https://www.youtube.com/watch?v=iNxmdMKPrpw

(https://i.imgur.com/kTRaDIe.png)
Title: Re: [GMS] The Legend of Zelda GBC
Post by: Mamoruanime on October 16, 2020, 09:25:07 am
Just checking in- how's progress going?

Interested in seeing what you've come up with~

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