Charas-Project

Off-Topic => Archive => Old Game Discussion => Topic started by: Chaotic_Death on June 22, 2005, 03:05:55 AM

Title: The Legend of Zelda: Essence of the Triforce
Post by: Chaotic_Death on June 22, 2005, 03:05:55 AM
+++ THE LEGEND OF ZELDA: ESSENCE OF THE TRIFORCE +++

Yes, this game is made in RPG Maker 2003, and no, I am not changing to Game Maker, TGF, or anything like that.  RPG Maker is easiest for me to use, and I’m most skilled with it that with anything else, which you can see for yourself if you play the engine demo.  I don’t want any posts saying ‘You should change to Game Maker’ or ‘RPG Maker sucks for Zelda games.’  To answer them right now: I don’t care.  RPG Maker is my maker of choice, and if you don’t like it, that’s too bad for you.


+++ STORY +++

A long time ago...

Before life began, before the world had form, three golden goddesses descended upon the chaotic land of Hyrule, they were Din, the goddess of power, Nayru, the goddess of wisdom and Farore, the goddess of courage.

Din, with her strong flaming arms, cultivated the land to create the earth. Nayru poured her wisdom onto the earth to give the spirit of law to the world. Farore's rich soul created all life forms who would uphold the law.

These three great goddesses returned to the Heavens, leaving behind the Golden Sacred Triforce. Since then, the Triforce has become the basis for Hyrule's providence, where the Triforce stood became sacred land.

That is… Until he set his sights upon it…

No, the ‘he’ is not Ganondorf, and this is not the ‘Ocarina of Time.’  It actually takes place before Ocarina of Time, to settle that.  I’m going to stop the story here, however, just to keep you all in suspense.  To the rest of you; yes, the part of the story shown is taken from OoT.  :P

+++ DEMOS +++

Demo 1 – Engine Test #1
.ZIP Format: http://www.elavismo.avalonsmist.com/tlozeott/GameDemos/EngineTest%231/TLoZEotT-EngineDemo%231.zip
.RAR Format: http://www.elavismo.avalonsmist.com/tlozeott/GameDemos/EngineTest%231/TLoZEotT-EngineDemo%231.rar

Demo 2 – Ocarina Test #1
.ZIP Format: http://www.elavismo.avalonsmist.com/tlozeott/GameDemos/OcarinaDemo%231/TLoZEotT-OcarinaDemo%232.zip
.RAR Format: http://www.elavismo.avalonsmist.com/tlozeott/GameDemos/OcarinaDemo%231/TLoZEotT-OcarinaDemo%232.rar

+++ SCREENSHOTS +++

Right now, all I have are screens from Engine Demo 1.  Nothing in the actual game as of yet.

NEWER:

http://img.photobucket.com/albums/v604/xrpgmaker2k3/TLoZ%20-%20EotT%20Screenshots/eottlensoftruthbefore.png
http://img.photobucket.com/albums/v604/xrpgmaker2k3/TLoZ%20-%20EotT%20Screenshots/eottlensoftruthafter.png
http://img.photobucket.com/albums/v604/xrpgmaker2k3/TLoZ%20-%20EotT%20Screenshots/eottheroshield3.png
http://img.photobucket.com/albums/v604/xrpgmaker2k3/TLoZ%20-%20EotT%20Screenshots/eottmockup.png
http://img.photobucket.com/albums/v604/xrpgmaker2k3/TLoZ%20-%20EotT%20Screenshots/eottswordbeam.png

OLDER:

http://img.photobucket.com/albums/v604/xrpgmaker2k3/TLoZ%20-%20EotT%20Screenshots/eottcounters.png
http://img.photobucket.com/albums/v604/xrpgmaker2k3/TLoZ%20-%20EotT%20Screenshots/eottrupee1.png
http://img.photobucket.com/albums/v604/xrpgmaker2k3/TLoZ%20-%20EotT%20Screenshots/eottrupee2.png

+++ CREDITS +++

Sprites/Music/Sounds:

Xfixium
Chaotic Death
Li Li
Vicener
Vahn Grave
.TaKaM
invincibull
Kerigo
MetalRidley
Misidia
Chaindog
GanonSpriter
Devis0r
Rogultgot
littlespriter
Charas-Project.net
VGMusic.com
ZeldaPower.com
ZeldaUniverse.net

Beta Testers:

Misidia
Snick
Spikedude
Moosetroop11
Omegadestroyer7
Pythis
Dragonchick93
~Calvern~

+++ DETAILS +++

Things that ARE in the game:
- Swords, Level 1 and Level 2
- Bow & Arrows
- Bombs
- Ocarina
- Roc’s Feather
- Shield
- Enemies
- Bushes
- Cliff Jumping
- Rupees
- Arrow & Bomb Counter
- HUD
- Sword Beam
- Bottle
- Magic Powder

Things that WILL be in the game:
- Menu System
- The 4 Items from the Winners of EotT's Item Contest
- Various Mini Games, Both Old and Custom
- Spider House (Considering).

I’m always open to suggestions!  PM me if you think something else should be in the game!

Things that WILL NOT be in the game:
- Rolling
- Sword Charging
- Hookshot
- Boomerang

Check back frequently for more updates!
Title:
Post by: blackskullwarlock on June 22, 2005, 03:18:38 AM
This could be one of the worth-playing fan game, good work.
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Post by: darkrune on June 22, 2005, 03:25:52 AM
Looks really good ;)
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Post by: papercup on June 22, 2005, 04:13:46 AM
Wow it looks good I like the Minish Cap look. =)
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Post by: Omegadestroyer7 on June 22, 2005, 04:14:59 AM
this actually looks awesome
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Post by: Chaotic_Death on June 22, 2005, 04:28:43 AM
All you "This  looks good" people, there's a demo posted above the screenshots if you didn't notice :p
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Post by: maxine on June 22, 2005, 07:18:21 AM
hey what program u use for that... Do you use Xp ???.....

I always see some custom menu system and the texts what people says looks different too RPG maker 2003.... Or is it possible for that too??
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Post by: ZeroKirbyX on June 22, 2005, 07:25:09 AM
He said he used 2003 _sweat_ ...
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Post by: maxine on June 22, 2005, 07:34:51 AM
well blind me :D. But how you change the text... So its not the default in RM2K3 ??
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Post by: maxine on June 22, 2005, 08:08:39 AM
sorry now for dubbleposting...... I tested the Zelda dmo... I think link runs too slowly.. Not too complain AND how do you quit?? i couldent find any menu :S
Title:
Post by: Chaotic_Death on June 22, 2005, 01:11:59 PM
1. You should read the whole post.  There -will- be a menu system, I just haven't gotten around to it yet.  So as of now, to quit you press F12 to return to the title.

2. If I kept Link at normal speed, he'd run wayyyy to 'friggin fast ;)
Title:
Post by: Leon_1990 on June 22, 2005, 01:13:54 PM
Chaotic_death...I h8 fangames, they suck, and they give the games that they are based on bad names....

But i think this will be an exception  :D

EDIT: ok man, just played the demo and its awesome ^^ great job!
but I found one fault:
at the bottom of the steps, when I turned right Link stayed at the same speed as when he was descending the steps.
Title:
Post by: Chaotic_Death on June 22, 2005, 02:12:31 PM
Quote
at the bottom of the steps, when I turned right Link stayed at the same speed as when he was descending the steps.


Yeah, that happens when you collide with an enemy or NPC while you're walking up and down the stairs.  Just go through them again and your speed will return back to normal.
Title:
Post by: Leon_1990 on June 22, 2005, 04:21:21 PM
yeah i know, but try to fix that plz ^^
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Post by: Dashman on June 22, 2005, 04:21:47 PM
Game looks almost like the original Minish cap. I liked it, but it runs really slow. Is there a way to solve that? Hope the game is not as slow as the demo is.
Title:
Post by: Chaotic_Death on June 22, 2005, 06:40:30 PM
Erm... it doesn't play slow for me.  If you're using on a bad processor, it won't run that good.
Title:
Post by: Omegadestroyer7 on June 23, 2005, 01:47:59 AM
Quote
Originally posted by Chaotic_Death
Erm... it doesn't play slow for me.  If you're using on a bad processor, it won't run that good.
i have a 2.4 ghz processor, and it runs slow for me, im not a computer person, but i dont think that is horrible, but other than that, i love it
Title:
Post by: Chaotic_Death on June 23, 2005, 02:23:03 AM
Quote
i have a 2.4 ghz processor, and it runs slow for me


I don't know what I run on...
But wait, if you mean Link walks slow, it's supossed to be like that (well, slower than the default RM2K3 speed). If you mean it's laggy 'n all that... Yeah , I'm not sure.


Quote
yeah i know, but try to fix that plz ^^


Yeah, it's a simple few more lines of code in another event, which stops them enemies from nearing the stairs, but allowing Link to go through. It'll be fixed in my next demo, along with a HUD and a Menu System, and maybe some new items
Title:
Post by: Omegadestroyer7 on June 23, 2005, 04:01:44 AM
yeah, i mean it is laggy, big time. sometimes i need to wait 20seconds before i can walk 1 step and i dont even have other programs running.
Title:
Post by: Meoix on June 23, 2005, 01:43:40 PM
It's propably your computer. The demo works 100% on mine.
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Post by: ZeroKirbyX on June 23, 2005, 05:07:16 PM
what size are you running the window? On my comp if its full scree it works and if its the smallest it works, but for some reason midway is sluggish.
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Post by: Moosetroop11 on June 23, 2005, 05:51:16 PM
It's cool. But more importantly:

W00T! MY COMPUTER IS LETTING MRE DOWNLOAD RPGS!

Now to go download EVERYONE'S!
Title:
Post by: Chaotic_Death on June 23, 2005, 07:05:59 PM
I have the HUD done (not counting magic meter and bomb/arrow counters), and I should have the Menu done within the next few days or so.

http://img.photobucket.com/albums/v604/xrpgmaker2k3/TLoZ%20-%20EotT%20Screenshots/eotthudshot3.png

http://img.photobucket.com/albums/v604/xrpgmaker2k3/TLoZ%20-%20EotT%20Screenshots/eotthudshot2.png

http://img.photobucket.com/albums/v604/xrpgmaker2k3/TLoZ%20-%20EotT%20Screenshots/eotthudshot1.png
Title:
Post by: Big_Duke on June 23, 2005, 07:14:40 PM
Congrats,much.
This is a great game,good Job ;)
Title:
Post by: Omegadestroyer7 on June 24, 2005, 04:00:04 AM
Quote
Originally posted by ZeroKirbyX
what size are you running the window? On my comp if its full scree it works and if its the smallest it works, but for some reason midway is sluggish.
i solved the problem, i just had a pile of viruses and now they are gone and the game rocks even more! i look forward to playing the next demo, or game, or whatever comes up!
Title: awesome
Post by: ff7rules on June 24, 2005, 07:54:52 PM
awesome dude how did you do that?
Title: wow!
Post by: dragon11137 on June 29, 2005, 07:48:57 PM
i liked it i cant wait till a real demo comes out for it!
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Post by: Cloud_Guardian on June 30, 2005, 09:52:46 PM
Hey. You should get some midis of ocarina songs and all that.
This is so sweet. I like how you did it.
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Post by: Rikushinblade on July 01, 2005, 07:43:34 AM
The game looks like it will go pretty far nice work i might add
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Post by: mind-master: brain(mmb) on July 01, 2005, 09:46:32 AM
hey this looks good:),
first zelda game that DOES look good ( for fangame;) )

goodywoody workydurky XD *thumbs up*
Title:
Post by: Chaotic_Death on July 01, 2005, 03:22:21 PM
Quote
Originally posted by Cloud_Guardian
Hey. You should get some midis of ocarina songs and all that.
This is so sweet. I like how you did it.


I'm having some original ocarina songs, and some custom-made ones.  And yeah, they'll all have their own MIDI's.

----

And lookie here!

Version 1.0 of the full HUD screen.  Whatcha think? ;)

 http://img59.echo.cx/img59/6893/eotttemporaryhud7hp.png
Title:
Post by: Omegadestroyer7 on July 01, 2005, 07:51:50 PM
that really looks awesome, but why is there a magic bar? are you holding out on us with what you're putting in?

and if you want suggestions, maybe magic weapons that have a greater effect, but consume magic energy, and when you run out will not work at all, including as a normal weapon (ex: you have a magic bow, and arrows, but no magic, so you cant use it)

PS: you do plan on having puzzles, right? i am definitely looking forward to the next demo  too!
Title:
Post by: Chaotic_Death on July 02, 2005, 03:06:07 AM
Quote
Originally posted by Omegadestroyer7
that really looks awesome, but why is there a magic bar? are you holding out on us with what you're putting in?

and if you want suggestions, maybe magic weapons that have a greater effect, but consume magic energy, and when you run out will not work at all, including as a normal weapon (ex: you have a magic bow, and arrows, but no magic, so you cant use it)

PS: you do plan on having puzzles, right? i am definitely looking forward to the next demo  too!


WHAT MAGIC METER. *shifty eyes*
Yeah, there's going to be some magic stuff... like magic powder... and yeah.  But what shall you be able to do with the magic powder?  I'm open to suggestions! :)

And you mean like fire/ice/light arrows?  Sounds pretty good to me.  I might add 'em in.

PS: Hah, of course there's going to be puzzles ;)
Title:
Post by: Chaotic_Death on July 05, 2005, 10:19:42 PM
New Demo!  This time showing off features of the Ocarina and stuff.

Note:
- Instead of using the LA Buzzer noise when you get a note wrong, I will be using the 'wrong note' noise from OoT... as soon as I find out how to rip sounds from N64 Emulators... ¬.¬  (Or if someone would rip it for me ;p )
- The "Use the Arrow Kays and Z to play; X to Cencel" text will be removed eventually.  Instead it will be blank, and the name of the song you played will appear there instead.

There are no reported bugs from this demo yet, so if you find one, post it here!

.RAR Format: http://www.elavismo.avalonsmist.com/tlozeott/GameDemos/OcarinaDemo%231/TLoZEotT-OcarinaDemo%232.rar
.ZIP Format: http://www.elavismo.avalonsmist.com/tlozeott/GameDemos/OcarinaDemo%231/TLoZEotT-OcarinaDemo%232.zip
Title:
Post by: Fortet on July 05, 2005, 10:32:20 PM
o.o Wow... All I have to say.

And...

The ending. XD That was funny.
Title:
Post by: Chaotic_Death on July 06, 2005, 01:43:35 AM
Is "wow" good or bad?  http://www.nissangtir.co.uk/forum/smileys/smiley10.gif

(Oh, and none of this is part of the actual game.  You won't be walking around having enemies teaching you to warp through time :p )
Title:
Post by: Luthien Ichijo on July 06, 2005, 03:32:19 AM
Are you going to start with a small magic meter then you would be able to upgrade it after meeting the Fairy peoples?
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Post by: Omegadestroyer7 on July 06, 2005, 03:48:54 AM
and for an original suggestion, make a magic bomb that has a bigger explosion/can also light torches, and something like that could be incorporated into puzzles
Title:
Post by: Chaotic_Death on July 06, 2005, 04:50:41 AM
Quote
Originally posted by Luthien Ichijo
Are you going to start with a small magic meter then you would be able to upgrade it after meeting the Fairy peoples?


Yes.


Quote
Originally posted by Omegadestroyer7
and for an original suggestion, make a magic bomb that has a bigger explosion/can also light torches, and something like that could be incorporated into puzzles


Good idea.  That may find it's way into the game ;)
Title:
Post by: Leon_1990 on July 06, 2005, 05:07:10 PM
Absolutely awesome ^^
I am completely stumped at how you managed the ocarina system ^^ Im gonna be Learning this code for the next few days, But only if it is ok with you, chaotic_death.
Title:
Post by: Chaotic_Death on July 07, 2005, 12:58:28 PM
Sure :D
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Post by: BlackIceAdept on July 07, 2005, 01:52:02 PM
you are going to the next level of RM2k3ing way to go!
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Post by: RPG LORD on July 08, 2005, 03:52:55 PM
Certainly, I have reason to take my hat off to you. If there'd be anything I can help with related to MIDIs, just ask.
Title:
Post by: Moosetroop11 on July 08, 2005, 04:51:57 PM
This looks really, really good. I'm downloading demo 2 now.
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Post by: InsaneJP on July 08, 2005, 05:03:19 PM
very very very nice....it runs so smoothly and i love the ocarina thing its great!
Title:
Post by: Chaotic_Death on July 08, 2005, 09:07:28 PM
Quote
Originally posted by RPG LORD
Certainly, I have reason to take my hat off to you. If there'd be anything I can help with related to MIDIs, just ask.


Could you make MIDIs from MP3 files?  There are three songs that I need, but I can only find them in MP3 format.

To everyone else: Thanks for the comments! :D

EDIT: Oh, and I need BETA TESTERS so anyone who wants to, post here, and add me to your MSN (ChaoticDeath@gmail.com) or AIM (ChaoticDeath976).

I'll take the first five people.
Title:
Post by: RPG LORD on July 09, 2005, 07:33:19 AM
Well, I'll be able to, as long as you give me them through mail.
Please note that I will not be able to receive mail from servers like Yahoo! though..
Title:
Post by: Kijuki_Magazaki on July 09, 2005, 04:33:03 PM
Beautiful engine work. Keep going with this; I enjoy killing the baddies XD
Title:
Post by: Moosetroop11 on July 09, 2005, 05:00:55 PM
I'll beta test, but we'll have to talk through E-mail.

I like the second demo by the way :D
Title:
Post by: Chaotic_Death on July 09, 2005, 07:26:23 PM
Quote
Originally posted by RPG LORD
Well, I'll be able to, as long as you give me them through mail.
Please note that I will not be able to receive mail from servers like Yahoo! though..


I have Gmail, is that okay?  And the links to the MP3's are online.  I'll send you the e-mail, tell me if you get it.

Quote
Originally posted by Moosetroop11
I'll beta test, but we'll have to talk through E-mail.

I like the second demo by the way :D


Added :)
Title:
Post by: Omegadestroyer7 on July 09, 2005, 10:40:44 PM
i would beta test too, i have AIM: cjt872000

let me know if you want my help too!
Title:
Post by: Prpl_Mage on July 09, 2005, 11:47:13 PM
This game is the best one ive ever played!!
(that is made with Rpgm2k3)
Title:
Post by: Chaotic_Death on July 10, 2005, 02:28:48 AM
Quote
Originally posted by Omegadestroyer7
i would beta test too, i have AIM: cjt872000

let me know if you want my help too!


Added :)
Title:
Post by: Deathreaper on July 10, 2005, 02:34:24 AM
Duse.... duse. tisk tisk tisk. I'm so sorry to say this but... :(  Your game is AWSOME!!!!! :D  This is on my must play list. :bend:
Title:
Post by: Chaotic_Death on July 10, 2005, 05:01:22 AM
Erm, RPG Lord.  I duno if ddd@aol.com is your actual e-mail (I doubt it), but I got this when i tried to e-mail you:

Quote
*** ATTENTION ***

Your e-mail is being returned to you because there was a problem with its
delivery.  The address which was undeliverable is listed in the section
labeled: "----- The following addresses had permanent fatal errors -----".

The reason your mail is being returned to you is listed in the section
labeled: "----- Transcript of Session Follows -----".

The line beginning with "<<<" describes the specific reason your e-mail could
not be delivered.  The next line contains a second error message which is a
general translation for other e-mail servers.

Please direct further questions regarding this message to your e-mail
administrator.

--AOL Postmaster



  ----- The following addresses had permanent fatal errors -----


  ----- Transcript of session follows -----
... while talking to air-xn02.mail.aol.com.:

- Show quoted text -
>>> RCPT To:
<<< 550 MAILBOX NOT FOUND
550 ... User unknown



Final-Recipient: RFC822; ddd@aol.com
Action: failed
Status: 5.1.1
Remote-MTA: DNS; air-xn02.mail.aol.com
Diagnostic-Code: SMTP; 550 MAILBOX NOT FOUND
Last-Attempt-Date: Sun, 10 Jul 2005 01:00:05 -0400 (EDT)
Title:
Post by: Chaotic_Death on July 14, 2005, 10:31:40 PM
Released a bit more of the story, read and comment:

A long time ago...

Before life began, before the world had form, three golden goddesses descended upon the chaotic land of Hyrule, they were Din, the goddess of power, Nayru, the goddess of wisdom and Farore, the goddess of courage.

Din, with her strong flaming arms, cultivated the land to create the earth. Nayru poured her wisdom onto the earth to give the spirit of law to the world. Farore's rich soul created all life forms who would uphold the law.

These three great goddesses returned to the Heavens, leaving behind the Golden Sacred Triforce. Since then, the Triforce has become the basis for Hyrule's providence, where the Triforce stood became sacred land.

This is… Until he set his sights upon it…

*Flashes to shot of Four Sword Sanctuary*
*Sword moves a bit, now crooked, then there is a gust of wind and the screen flashes black*

???: "Finally... it's about time I got out of there...  I was this close to getting the power of the light force when that wretched boy with the talking hat had to come and lock me away within this sword...  I swear... nothing will stop me now from obtaining the light force ...   Not after I lock away the power of this sword ...

*??? raises his hands above his head, as a dark ball of energy is formed.  it is cast onto the four sword, raising it into the air in one of those giant dark crystals before disappearing in another flash of black*

???: "There...  Now that that's taken care of, I can set forth my quest without any more disruptions...  I'll search for centuries if I have too... then when I finally lay my hands upon it, I, Vaati will become the greatest sorcerer ever known.  The entire world will bow before my feet... Willing to help me in any way else suffer the concequences..."

*Vaati Laughs*
*Vaati walks out*
*Fade Out*

...
TO BE CONTINUED  :D
Title:
Post by: Chaotic_Death on July 19, 2005, 09:05:32 PM
NEW TITLE SCREEN.
How's it look?

http://img.photobucket.com/albums/v604/xrpgmaker2k3/TLoZ%20-%20EotT%20Screenshots/eottnewtitlesreen.png

Also, RPG Lord, I'm still in need of your e-mail. :|
Title:
Post by: Ian'sRPGstuff on July 19, 2005, 09:07:53 PM
I like it good job.
Title:
Post by: samus the fighter on July 19, 2005, 09:27:23 PM
i am not a fan of zelda but this game is good i must admit (belive you me i dont say that about zelda fangames)


good job kid keep it up
Title:
Post by: Pythis on July 19, 2005, 09:28:33 PM
If theres any room I'll beta test. my AIM is brooksjefferson
Title:
Post by: Dragonchick93 on July 19, 2005, 10:06:15 PM
this looks pretty awsome
Title:
Post by: maxine on July 19, 2005, 11:19:38 PM
It is awesome, and i would like too know that coding with the bow. But exchanging it for a gun. Anyways the game is great !
Title:
Post by: Chaotic_Death on July 19, 2005, 11:53:55 PM
Quote
Originally posted by Pythis
If theres any room I'll beta test. my AIM is brooksjefferson


Added!
To everyone else: Thanks for the comments!
To maxine: I'll tell help you on MSN sometime.
Title:
Post by: BlackIceAdept on July 20, 2005, 12:48:43 AM
umm I hate to nag but you kinda should put in the sword beam! (Full hearts+attack=energy wave)
Title:
Post by: Chaotic_Death on July 20, 2005, 01:28:08 AM
I'll try, but that might be kinda hard to put in  :|
Actually, no, it's just really an edit of the bow & arrow engine.  Huh, maybe. ;)
Title:
Post by: Pythis on July 20, 2005, 01:46:33 AM
Can I use your sword system and the health system Cause I want my guy to have swords I'll credit you.
Title:
Post by: Chaotic_Death on July 20, 2005, 03:42:34 AM
The health system's nowhere near finished, but you can use it and the sword system, go ahead. ;)
Title:
Post by: Dragonchick93 on July 20, 2005, 03:45:25 AM
i feel generous today! ill help if you want me to....only ifg you want me to :D
Title:
Post by: Chaotic_Death on July 20, 2005, 01:05:47 PM
Maybe.  What are you skilled at?
You can also beta-test if you want.  I still have two spots open.
Title:
Post by: maxine on July 20, 2005, 02:40:40 PM
Quote
Originally posted by Chaotic_Death
quote:
Originally posted by Pythis
If theres any room I'll beta test. my AIM is brooksjefferson


Added!
To everyone else: Thanks for the comments!
To maxine: I'll tell help you on MSN sometime.


Caotic. THANKS, You will be maximumed credited if you could go step by step with me. I have you on msn already so you can tell me whenever you want too !.. THANKS
Title:
Post by: Dragonchick93 on July 20, 2005, 04:01:45 PM
i forgot but whats a beta-test?sorry i could be stupid sumtimes
Title:
Post by: maxine on July 20, 2005, 04:17:03 PM
When u test a game too find errors or bugs etc.
Title:
Post by: Chaotic_Death on July 20, 2005, 04:53:18 PM
You get all of the public-release demos about a week early, test them for bugs and all that.  What maxine said.  Also, if you're online at the time, you get non-public-release demos, that just test little things like new weapons or puzzles or something.

So far, there's been 2 public-release demos and 5 beta-tester demos.
Title:
Post by: Chaotic_Death on July 20, 2005, 05:30:00 PM
Small Update: New Shield Design and some other stuff.  How is it?
(Thanks to Slippy_Gonzalez & Faceless :D )

New Shield Design.

Items: (Left to Right); Kokiri Sword, Master Sword, Hero's Shield, Mirror Shield, Bow & Arrow, Bomb, Roc's Feather, Ocarina (name pending), Magic Power.

Link using the Bottle.

Link Using the Bottle.  25% Coded.
Title:
Post by: Dragonchick93 on July 20, 2005, 07:34:50 PM
i guess so
Title:
Post by: Chaotic_Death on July 20, 2005, 08:37:51 PM
Dragonchick93: Added!  Okay, I'll need your AIM/MSN/E-mail, or whatever, so I can send you the demos.

Finished the Mirror Shield!

http://img.photobucket.com/albums/v604/xrpgmaker2k3/TLoZ%20-%20EotT%20Screenshots/mirrorshieldshot.png

There's still one more beta-tester spot open!
Title:
Post by: Omegadestroyer7 on July 20, 2005, 09:27:18 PM
awesome, i love the mirror shield design!

btw: when will you be sending beta test demos?
Title:
Post by: Dragonchick93 on July 20, 2005, 09:27:36 PM
AIM: xkirby starx
Title:
Post by: Pythis on July 20, 2005, 09:47:15 PM
Sorry I haven't been on AIM for a while my email is LordPythiros@msn.com that way I can read the messages you send me without being at the computer.
Title:
Post by: Chaotic_Death on July 21, 2005, 01:17:48 AM
Quote
Originally posted by Omegadestroyer7
awesome, i love the mirror shield design!

btw: when will you be sending beta test demos?


Beta-test demos aren't that important, and are only given to those who are on AIM at the time I release them.
Whenever I make a new item, puzzle, dungeon, boss, enemy, or whatever, I might release a beta-test demo, and maybe not.   It all depends on how many possible bugs there might be.

Official demos go out to everyone, though.

Moosetroop, Pythis, and Dragonchick, yours are the only e-mails that I've recieved, so I've sent out a test e-mail to see if everything's working.  I had a problem once where I couldn't send to certain servers, so just tell me if you got it.
Title:
Post by: Rikushinblade on July 21, 2005, 01:25:18 AM
its about time i see some zelda games this game looks really kewl :D
Title:
Post by: Chaotic_Death on July 23, 2005, 01:03:12 AM
Okay, we're moving to a new server, so until then, all of the demos and links are down.
If you REALLY want to play them, contact me on AIM at ChaoticDeath976, and I'll send them to you.

Also, Beta-Tester Positions Are Now Full.
That is all. ;)
Title:
Post by: ~Calvern~ on July 23, 2005, 02:22:40 AM
Thanks for the update CD.
Title:
Post by: Omegadestroyer7 on July 23, 2005, 07:12:44 PM
if you need my email too, its:

cjt872000@aol.com
          .::or::.
omegadestroyer7@myfastmail.com

i check the aol more often, but i check fastmail every couple days.

in case you send demos, i can take them a lot easier through email than AIM, my AIM likes to mess up when i recieve stuff.
Title:
Post by: Chaotic_Death on July 24, 2005, 03:58:24 AM
Magic Meter all finished! :D

http://img.photobucket.com/albums/v604/xrpgmaker2k3/TLoZ%20-%20EotT%20Screenshots/eottmagicmeter1.png

http://img.photobucket.com/albums/v604/xrpgmaker2k3/TLoZ%20-%20EotT%20Screenshots/eottmagicmeter2.png
Title:
Post by: Leon_1990 on July 24, 2005, 03:59:25 AM
Absofuckinlutely @$$0^^3!!!!
Title:
Post by: chocobomaster09 on July 24, 2005, 07:08:25 AM
dang this game looks so sweet, i love the orcorina (cant spell)
idea. real nice!
Title:
Post by: xJericho on July 24, 2005, 10:31:47 AM
hard to believe that this is all made with the good ol' rpg-maker :D
Title:
Post by: Snake-55 on July 24, 2005, 05:50:15 PM
Dude...
THIS...
Is the best Zelda Engine I ever had played...
Its just great...

Big Respect!
Title:
Post by: RPG LORD on July 24, 2005, 07:20:59 PM
Quote
Originally posted by Chaotic_Death
Erm, RPG Lord.  I duno if ddd@aol.com is your actual e-mail (I doubt it), but I got this when i tried to e-mail you:

quote:
*** ATTENTION ***

Your e-mail is being returned to you because there was a problem with its
delivery.  The address which was undeliverable is listed in the section
labeled: "----- The following addresses had permanent fatal errors -----".

The reason your mail is being returned to you is listed in the section
labeled: "----- Transcript of Session Follows -----".

The line beginning with "<<<" describes the specific reason your e-mail could
not be delivered.  The next line contains a second error message which is a
general translation for other e-mail servers.

Please direct further questions regarding this message to your e-mail
administrator.

--AOL Postmaster



  ----- The following addresses had permanent fatal errors -----


  ----- Transcript of session follows -----
... while talking to air-xn02.mail.aol.com.:

- Show quoted text -
>>> RCPT To:
<<< 550 MAILBOX NOT FOUND
550 ... User unknown



Final-Recipient: RFC822; ddd@aol.com
Action: failed
Status: 5.1.1
Remote-MTA: DNS; air-xn02.mail.aol.com
Diagnostic-Code: SMTP; 550 MAILBOX NOT FOUND
Last-Attempt-Date: Sun, 10 Jul 2005 01:00:05 -0400 (EDT)

No, it's elidirkx@hotmail.com. It's because I (multiple times) lost my password that I have it like that on my account.
Title:
Post by: ~Calvern~ on July 25, 2005, 12:01:09 PM
Congratz CD on the meeter :) Keep up the good work
Title:
Post by: drenrin2120 on July 25, 2005, 01:40:30 PM
holy sh!t... I can't believe this is all made on the RPGMaker. I didn't even know you could use the "z" and "x" keys. This game is THE best fangame I've ever played! Lots of respect to all the work you've put and will be putting into this.
Title:
Post by: Chaotic_Death on July 26, 2005, 02:48:52 AM
@RPG Lord: Okay, I sent them.

And thanks everyone for the wonderful comments! :D
I've got good news.

Site's server is back up, and I've started on it.  Here's what it looks like so far, just the layout.  Tell me what you think!

http://www.tlozeott.tk

Also, RUPEE SYSTEM IS FINISHED!

http://img.photobucket.com/albums/v604/xrpgmaker2k3/TLoZ%20-%20EotT%20Screenshots/eottrupee2.png
http://img.photobucket.com/albums/v604/xrpgmaker2k3/TLoZ%20-%20EotT%20Screenshots/eottrupee1.png
Title:
Post by: smokey_locs2002 on July 26, 2005, 03:09:40 AM
Good fan game, I've only played one fan game as good as is and oddly it was an FF7 Fan game. (dont ask where I got it, long time ago) I did think Link walked a bit too slowly though.
Title:
Post by: drenrin2120 on July 26, 2005, 04:54:22 AM
Nice layout, and I'm liking the rupee graphics.
Title:
Post by: RPG LORD on July 26, 2005, 08:51:20 AM
So many mp3s...Well, I'll see what I can do in one day.
Title:
Post by: Chaotic_Death on July 26, 2005, 02:19:12 PM
You don't have to do them all at once.
I'm in no rush ;)
Title:
Post by: RPG LORD on July 26, 2005, 03:14:04 PM
Well, it seems I'm gonna have a busy week, so don't get your hopes too high.
Title:
Post by: Chaotic_Death on July 26, 2005, 03:54:42 PM
That's fine.
As I said before, I don't need them right away.
Title:
Post by: RPG LORD on July 26, 2005, 03:55:04 PM
Well, I started on the Royal Crypt one already.
Title:
Post by: Chaotic_Death on July 26, 2005, 05:27:08 PM
Quote
Originally posted by smokey_locs2002
Good fan game, I've only played one fan game as good as is and oddly it was an FF7 Fan game. (dont ask where I got it, long time ago) I did think Link walked a bit too slowly though.


You mean this one?
http://charas-project.net/forum/showthread.php?threadid=8585&forumid=11&catid=4

And as I said before, if Link walked any faster he'd be walking wayyy to 'friggin fast.
Title:
Post by: smokey_locs2002 on July 26, 2005, 08:42:39 PM
Quote
Originally posted by Chaotic_Death
quote:
Originally posted by smokey_locs2002
Good fan game, I've only played one fan game as good as is and oddly it was an FF7 Fan game. (dont ask where I got it, long time ago) I did think Link walked a bit too slowly though.


You mean this one?
 http://charas-project.net/forum/showthread.php?threadid=8585&forumid=11&catid=4

And as I said before, if Link walked any faster he'd be walking wayyy to 'friggin fast.


nah it was before that games time. you cant even make him just one frame faster?
Title:
Post by: Chaotic_Death on July 26, 2005, 09:10:56 PM
No, right now the animation goes like this:

ChngGrphc: 4 Link Green 1-1
Wait: 0.1
ChngGrphc: 4 Link Green 1-2
Wait: 0.0
ChngGrphc: 4 Link Green 1-3
Wait: 0.1
ChngGrphc: 4 Link Green 1-4
Wait: 0.0
ChngGrphc: 4 Link Green 1-5
Wait: 0.1
ChngGrphc: 4 Link Green 1-6
Wait: 0.0
ChngGrphc: 4 Link Green 1-7
Wait: 0.1
ChngGrphc: 4 Link Green 1-8
Wait: 0.0
ChngGrphc: 4 Link Green 2-1
Wait: 0.1
ChngGrphc: 4 Link Green 2-2
Wait: 0.0

Any faster and it'd have to be 0.0 in everything, resulting in... an extremely fast-moving Link.  Try a BattleAnimation with all of your segments only 1 frame.  That fast.
If you mean the actual speed in which he moves, making that faster would also have him go too fast.  Abnormally fast for a Zelda game.
Title:
Post by: smokey_locs2002 on July 27, 2005, 01:23:34 AM
<.< What if you made him faster alone with everything else?
Title:
Post by: Chaotic_Death on July 27, 2005, 03:01:14 AM
Er... what do you mean?

EDIT: I'm assuming you meant to write along, suggesting that I make the speed of everything in the game faster.  That's like x2 speed, and it's ick. (Actually, it's normal speed, since I halved everything to make it more Zelda-ish.  But I like the slower speed better still.  I don't think it's going to change.)

Also:  Progress for Today
 all problems reguarding walking up and down the stairs[/LIST]
Title:
Post by: Omegadestroyer7 on July 27, 2005, 03:10:37 AM
i noticed, it appears that the enemy in the engine test demo is not actually capable of attacking you, as, if you stand still they can walk right up to you and never damage you.... so unless YOU are walking into them, you wont take damage.

i know that is a terrible way of explaining it, but stand still next to the enemies, they cant hurt you unless you walk into them, thats what im saying.
Title:
Post by: Chaotic_Death on July 27, 2005, 03:22:33 AM
Yes, I know.

But if I made it that so whenever they touch you you get hurt, you'd die within 3 seconds.  Because then, even walking up to them to attack causes you to get hurt.  Also, many more bugs arise when that's implemented, so it's not like that.

EDIT: Quite simply: I have the damage handler set to "On Hero Touch" rather than "Collision with Hero"
Title:
Post by: Omegadestroyer7 on July 27, 2005, 03:28:12 AM
ah, ok, that makes sense then.
Title:
Post by: Chaotic_Death on July 27, 2005, 03:29:39 AM
Small Update.

HUD/Rupee Counter/Arrow Counter/Bomb Counter/Health/Magic Meter/etc. will now run off "Call" Common Events rather then "Parallel Process"

In case you don't know what that means, everything will run the same, except smoother.  Since it isn't constantly checking to see the variables of everything, it will only do so when something happens that would trigger the change of it, thus resulting in MUCH LESS lag.

 :)

EDIT:

New screenshot, featuring the Bomb/Arrow Counters, some more Rupee versions (Silver ones only used in puzzles as in OoT), and the (though you can't see it) lag-free system!

http://img.photobucket.com/albums/v604/xrpgmaker2k3/TLoZ%20-%20EotT%20Screenshots/eottcounters.png
Title:
Post by: smokey_locs2002 on July 27, 2005, 05:14:44 AM
hmm intresting, well people if link moves too slowly you can always use SpeederXP  lol
Title: Calling Nintendo
Post by: Deathreaper on July 27, 2005, 06:28:30 PM
345-7896 calling...

Oh, hey Nintendo. I see there's another fan game of Zelda. No, it dose not suck, it is in the class of meamoto making games. Huh? Of cource people can make games as good as you. I'm a what!? Shut the hell up! Huh? So that's how your going to say good-bye? Then I will say it this way. Do-re-mela- - so long Suck (BLEEP)! hang up.
Meanwhile at square...

Squareenix staff member: Can you do the job?
Ed: Of course that bastard is going to pay for what he said about my game.

Suareenix staff member: Good! >:
Title:
Post by: BlackIceAdept on July 27, 2005, 06:34:58 PM
:D

 :w00t: YAY!!! :w00t:
Title:
Post by: drenrin2120 on July 27, 2005, 06:38:46 PM
very nice. a lag free yet intricate system. :w00t: parrtay
Title:
Post by: Deathreaper on July 27, 2005, 07:29:29 PM
Theen in the darknees of the night Ed and AL sneak in the house of Brandon Lee Taylor in order to kill him. Then they reach the living room. There he sits down drinking a hot cup of tea while reading.
Me: Oh, Al and Edward. How nice of you to join me, a hot cup of tea?
Ed: Well,well,well. It's time to die you bastard!
Al: Yeah!
Then Ed starts to cough blood.
Al: Brother!
Me: well now Look above my book case.
There was Sam Fisher. Then there was a beeping sound and Solid Sanke was behind him. Al had a bomb to his back.

Me: well now. It's time for you to die. CHeoro.

Then a small BOOM went off.

Snake: Pass the tea please.
Me: Why yes.
Sam: Ohhh! Are those ginger snaps?
Me: why yes they are.

Mean while at square..
Staff guy: Damn!! He died. Now we have to get someone better.
Could May I be help.
Staff member: Yes!! >:

To be continued.
Title:
Post by: PyroAlchemist on July 27, 2005, 07:56:11 PM
Hey Chaotic_Death . This is awesome and do you think you can tell me how to make a hub system?
Title: mE vs. Cloud
Post by: Deathreaper on July 27, 2005, 08:49:30 PM
Then as  I dank tea with Sam and Snake a sound was made in the bushes. then a man witha a large sword jumped in my window. Then snake and Sam shot their guns at him, but he deflected them with his sword. Then I pulled out a lightsaber and then I flew tword him. Then he started flying. Then Sam and Snake pulled out their lightsabers. Then they flew. Now we were in Mortal Kombat. Then Cloud Killed Snake and Stabbed Sam with his light saber. Both of other were the last standing. Then we both used the force to push ech other away. But the place exploded and then a magic chicken came out of nowhere and then left. Then al their was is me and Cloud. Then we fought each other. Cloud then caught me off gaurd and stabbed me in the back. But as he stabbed me I stabbed him back and so we both died in the sunset. With our blood syncing with the color of the sunset.

Staff Member: Yes!! He is finally died! Yes!!
Then a gunshot was heard and Yoshi killed him.
Yoshi: That's for Brandon you bastard.
Title:
Post by: Chaotic_Death on July 28, 2005, 02:44:13 PM
Quote
Originally posted by PyroAlchemist
Hey Chaotic_Death . This is awesome and do you think you can tell me how to make a hub system?


Sure I can.
What's your MSN/AIM?
Title:
Post by: Chaotic_Death on July 29, 2005, 03:40:22 PM
Some questions:

Current Arrow Capacity: 30
Should I have an upgrade?
If so, how much?

Current Bomb Capacity: 30
Should I have an upgrade?
If so, how much?

Should the Sword Beam Attack be inculded in the game?
If so, would you have to learn it, or would you have it from the beginning?
Would it cost magic?
If so, how much?

Current Dungeon Count: 5
Should there be more/less dungeons?  Why?

Current Mini-Bosses: XXX, XXX, XXX, XXX, XXX
Current Bosses: Gohma, XXX, XXX, XXX, Vaati Form #1, Vaati Form #2
Any suggestions?  Sprites?  Ideas?
Title:
Post by: Omegadestroyer7 on July 29, 2005, 04:41:43 PM
arrows/bombs: yes, upgrade to 50

sword beam: use it, full health only, you must learn it, and it doesnt use magic, because it is only useable at full health. (maybe it could be a little sidequest type thing, i wouldnt put it in the regular story)

as far as i am concerned the more dungeons you can put in without repeating chipsets too much, the better!

and of course, each dungeon needs at least one mini-boss and one boss enemy.

maybe it would be good to have a form of vaati where instead of transforming into something, you actually have a regular fight against him, where he uses swordfighting abilities and some special attacks at a point in the game. (the one thing that annoyed me in MC is that he is made out to be such a great swordsman, but the first thing that happens when you fight him, is that he changes forms.)

well, thats my 2 cents.
Title:
Post by: chocobomaster09 on July 29, 2005, 05:01:48 PM
yeah i agree with omega.
Title:
Post by: Chaotic_Death on July 31, 2005, 02:00:17 AM
Done, done, and done.
(Well, the Sword Beam part...)

Also, I'll be adding the Spin Attack as something you have to learn, which will cost magic to use.  (It's a seperate button.  Coding it so that it occurs when you hold the key down is possible, but much to time-consuming).

http://img.photobucket.com/albums/v604/xrpgmaker2k3/TLoZ%20-%20EotT%20Screenshots/eottswordbeam.png

 :x This looks WAYYYYY better in motion.
Title:
Post by: Tomi on July 31, 2005, 02:10:56 AM
I have one word to say.  Wow.  Nice job with all the custom systems.
Title:
Post by: PyroAlchemist on July 31, 2005, 02:28:18 AM
Quote
Originally posted by Chaotic_Death
quote:
Originally posted by PyroAlchemist
Hey Chaotic_Death . This is awesome and do you think you can tell me how to make a hub system?


Sure I can.
What's your MSN/AIM?


My msn is pyrofreak205@hotmail.com
Title:
Post by: AsakuraHao2004 on July 31, 2005, 08:02:03 PM
Absolutly perfect. I am so stealing some coding from you  :D

I look forward to the finished version!!
Title:
Post by: Omegadestroyer7 on July 31, 2005, 08:07:36 PM
awesome job on the sword beam! and i should think it would be too hard to make the spin attack a charge thing anyway, but the idea of it being a special skill sounds fun!
Title:
Post by: BlackIceAdept on July 31, 2005, 08:09:44 PM
heres a boss idea HELMASUAR!!!
Title:
Post by: RPG LORD on July 31, 2005, 09:10:44 PM
Oh, yes, the Helmasaur King.
Ever thought of putting Mothula in?
Title:
Post by: BlackIceAdept on July 31, 2005, 09:49:56 PM
yeah she would be good too

also this thing (I'm still debating with myself weither Moldorms are milapedes, centapedes, or worms...)
Title:
Post by: Demon_Resoucer_666 on July 31, 2005, 10:06:35 PM
with motion or not ur beam sword is da best! I liked the other screen toos, and the life and magic bars look alright. I give u a 10!

from ur anti-Demon salyer friend!  :guns:  >: SAY NO TO THE SENSELESS DEMON KILLING!
Title:
Post by: Chaotic_Death on July 31, 2005, 10:30:45 PM
Helmasaur's possible, except that the sheet you have is in Link to the Past style, and my game's in Minish Cap style.  If anyone knows what I'm talking about, they wouldn't mix good together :|
Title:
Post by: Omegadestroyer7 on August 01, 2005, 03:36:25 AM
yeah, MC has more 3D-ish type graphics than, well every other zelda game, just look at the link sprite difference between MC and any other zelda game.

EDIT: except, of course, the console zelda games, but that is obvious, right?
Title:
Post by: chocobomaster09 on August 01, 2005, 05:16:41 AM
dang, the sword beam looks sweet, cant wait till the real game comes out! Good job so far!
Title:
Post by: RPG LORD on August 01, 2005, 07:09:24 AM
Why am I unable to download any of the zip files at the links in the first post?
Title:
Post by: Chaotic_Death on August 01, 2005, 12:04:49 PM
I have no idea... they all work for me :|
Anyone else having trouble?
Title:
Post by: Chaotic_Death on August 01, 2005, 10:28:47 PM
MOCKUP:

This isn't a part of the actual game, just a map I threw together to get the feel of this chipset... it's extremley hard to use, and I had to edit/add in at least 12 new tiles.  So, how's it look?

http://img.photobucket.com/albums/v604/xrpgmaker2k3/TLoZ%20-%20EotT%20Screenshots/eottmockup.png

It might be part of the final design for an island in my game.  It's similar to Dragon Roost Island from WW, and has the same music.  (I changed the properties of the MIDI so that it plays the 'intro' once and loops the rest of the song perfectly without playing the intro again!  And no fade-out!)
Title:
Post by: maxine on August 01, 2005, 10:33:01 PM
AWESOME !!!!!!!! I love ur game
Title:
Post by: Chaotic_Death on August 02, 2005, 10:55:50 PM
Accomplished Today (So far) :

- Fixed errors reguarding the Sword Beam, Arrows, and Bombs when you would enter a new map.
- Fixed an animation glitch when you would slash your sword to the left or right.
Title:
Post by: Omegadestroyer7 on August 03, 2005, 02:24:24 AM
wait, with that wall thing, are we going to need to find the grip glove things, or will we start with the climbing ability?
Title:
Post by: BlackIceAdept on August 03, 2005, 12:53:58 PM
oh okay I can edit the helmasuar to look MC style!
Title:
Post by: Chaotic_Death on August 03, 2005, 07:36:39 PM
You can?!  Awesome!  THANKS!

And yeah, you'll need to grip ring to be able to scale rock walls.
Title:
Post by: BlackIceAdept on August 04, 2005, 03:32:37 PM
This is petty close I blended the colors more but I couldn't find any new attack animations -_-
Title:
Post by: Dragonchick93 on August 04, 2005, 05:18:35 PM
holy crap i missed alot
Title:
Post by: Chaotic_Death on August 04, 2005, 07:54:09 PM
Quote
Originally posted by BlackIceAdept
This is petty close I blended the colors more but I couldn't find any new attack animations -_-


Hmm... that might work.  Hold on, I'll make a mockup in a sec.

EDIT: Or not... do you think you could make that image trapsparent for me?
Title:
Post by: chocobomaster09 on August 05, 2005, 05:29:36 AM
dang that screen looks nice! Keep up the good work!
Title:
Post by: Bobb on August 06, 2005, 03:21:10 AM
Nice screens! This game is gonna rock! Looking forward to it!
Title:
Post by: BlackIceAdept on August 06, 2005, 04:07:45 PM
-_- I don't know how to make it transparent sorry
Title:
Post by: Omegadestroyer7 on August 06, 2005, 04:12:35 PM
Quote
Originally posted by BlackIceAdept
-_- I don't know how to make it transparent sorry
i'm not entirely sure it is a possible thing to do.
Title:
Post by: BlackIceAdept on August 06, 2005, 07:43:05 PM
it is I just forgot how to -_-
Title:
Post by: chocobomaster09 on August 08, 2005, 05:29:34 PM
lol thats funny.  (Z)
Title:
Post by: Chaotic_Death on August 08, 2005, 07:24:08 PM
Oh, great. :blue-eye:

Well, I just got back from vacation, so I'll be working on the game once again.
And I'm not pleased with the Hero's Shield design, so I'll be remaking it to look more MC-style.  Updates as soon as I finish pasting the new shield on.
Title:
Post by: Chaotic_Death on August 08, 2005, 10:24:46 PM
Here it is!  Hero Shield Version 3.0!

http://img.photobucket.com/albums/v604/xrpgmaker2k3/TLoZ%20-%20EotT%20Screenshots/eottheroshield3.png
Title:
Post by: PyroAlchemist on August 09, 2005, 01:54:58 AM
This game is gonna rock. Great job Chaotic :D
Title:
Post by: Chaotic_Death on August 09, 2005, 03:37:38 AM
Before I forget, I need ideas for MINI GAMES!

So, any ideas?  They should be somewhat Zelda related, and have to be possible in RM2K3.
Like... you should know what I mean.

Post here, credit will be given.
Title:
Post by: Omegadestroyer7 on August 09, 2005, 04:08:53 AM
2 things i can think of:

an archery range, like a shooting range, but you use bow and arrow to shoot moving targets with you being able to have 3 different types: you can move, still targets (easy) you can move, moving targets, some targets would be slow enough to catch up to if you missed (medium) and of course, no moving for you, with moving targets (hard, duh)

and this one is dumb, and just kind of got stuck in my head, but oh well:

small trap dungeons, basically, the traps are all 1-hit-kill and you have to navigate a somewhat small dungeon/maze type area riddled with traps to get to the end that would have a chest and a warp to leave.

yeah, i know that second one is really dumb, but i figured that i thought of it, so why not suggest it anyway?
Title:
Post by: Shadow_Blade913 on August 09, 2005, 05:48:29 AM
How bout a target thing with the sword beam. Like for example, There are vases or what not, that have hearts and monsters are around following oyu and you have to hit a certain ammount of targets in a certain ammount of time with the swrod beam. I threw it together in about 10 seconds...so whatever...
Title:
Post by: RPG LORD on August 09, 2005, 10:09:55 AM
Try the fishing game from Link's Awakening!
Title:
Post by: RPG LORD on August 09, 2005, 04:53:08 PM
Vaati's theme..ripped by me, but do not credit me for it.
Title:
Post by: BlackIceAdept on August 09, 2005, 05:00:10 PM
I liked the battle mini-game in MC that was so much fun but instead do it earlier and make harder and maybe let you fight a boss later in the game
Title:
Post by: Chaotic_Death on August 09, 2005, 05:48:39 PM
Oh, you're ripping the music?  I thought you were remaking it in MIDI format.  Bleh, I tried ripping music before, and none of it ever turns out good.

That one you have is way too quiet, the beginning's all screwed up, and the drums need to be enhanced.  A lot. :|

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

Quote
I liked the battle mini-game in MC that was so much fun but instead do it earlier and make harder and maybe let you fight a boss later in the game


What battle mini-game ... ?
You mean the one with the bed/dream thing?

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

Quote
2 things i can think of:

an archery range, like a shooting range, but you use bow and arrow to shoot moving targets with you being able to have 3 different types: you can move, still targets (easy) you can move, moving targets, some targets would be slow enough to catch up to if you missed (medium) and of course, no moving for you, with moving targets (hard, duh)

and this one is dumb, and just kind of got stuck in my head, but oh well:

small trap dungeons, basically, the traps are all 1-hit-kill and you have to navigate a somewhat small dungeon/maze type area riddled with traps to get to the end that would have a chest and a warp to leave.

yeah, i know that second one is really dumb, but i figured that i thought of it, so why not suggest it anyway?


First one = Probabaly.  Archery ranges are always fun.
Second one = Eh, maybe.  I'll have to think about the possible traps 'n things first, though.

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

Quote
How bout a target thing with the sword beam. Like for example, There are vases or what not, that have hearts and monsters are around following oyu and you have to hit a certain ammount of targets in a certain ammount of time with the swrod beam. I threw it together in about 10 seconds...so whatever...


Meh, I don't think the sword beam deserves to have a Mini-Game all it's own. :|

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

Quote
Try the fishing game from Link's Awakening!


I can try, but no promises.
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Post by: BlackIceAdept on August 09, 2005, 05:54:36 PM
yeah the bed one it was so much fun!
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Post by: Chaotic_Death on August 09, 2005, 05:56:00 PM
If I'm going to do something like that, it'd take a heck of a long time, but I might add it in somewhere.
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Post by: RPG LORD on August 09, 2005, 06:59:01 PM
Quote
Originally posted by Chaotic_Death
Oh, you're ripping the music?  I thought you were remaking it in MIDI format.  Bleh, I tried ripping music before, and none of it ever turns out good.

That one you have is way too quiet, the beginning's all screwed up, and the drums need to be enhanced.  A lot. :|

If I try to do something about the volume it screws up. So tell me how it can be screwed up.
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Post by: RPG LORD on August 09, 2005, 07:08:07 PM
Is this any better? Idunno if you need it, but I just converted it and edited it to make it louder. I'll try the Vaati theme too.
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Post by: Chaotic_Death on August 09, 2005, 08:31:55 PM
That sounds pretty awesome.  I don't need it, though.  I have an overworld theme already.
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Post by: RPG LORD on August 09, 2005, 08:53:35 PM
I might be able to use the ripped MIDIs as a template to create MIDIs though..
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Post by: chocobomaster09 on August 11, 2005, 03:58:22 AM
woot zelda music! Well those ideas sound good! You should maybe have a horse riding mini game! U know like in Zelda 64. Make maybe best time, and if u get it under like lets say 1 min, u win a heart. or something. And maybe add so the horse can jump over poles or somthimg.
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Post by: Chaotic_Death on August 12, 2005, 03:17:48 PM
Today, I won't be doing much.

Instead I'm going to be writing up a tutorial on how to make Action Battle Systems, as all of the ones on GamingW.net really suck and/or don't work.  >___o

So yeah.
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Post by: lan-the phoenix holder on August 12, 2005, 03:22:40 PM
so when is the Demo coming out for sure
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Post by: maxine on August 12, 2005, 03:23:33 PM
Quote
Originally posted by Chaotic_Death
Today, I won't be doing much.

Instead I'm going to be writing up a tutorial on how to make Action Battle Systems, as all of the ones on GamingW.net really suck and/or don't work.  >___o

So yeah.


will you post the tut. here at charas??? :D
Title:
Post by: Chaotic_Death on August 12, 2005, 04:24:45 PM
Quote
Originally posted by maxine
quote:
Originally posted by Chaotic_Death
Today, I won't be doing much.

Instead I'm going to be writing up a tutorial on how to make Action Battle Systems, as all of the ones on GamingW.net really suck and/or don't work.  >___o

So yeah.


will you post the tut. here at charas??? :D


Yup!


Quote
Originally posted by lan-the phoenix holder
so when is the Demo coming out for sure


Uh... you mean the next one?  That's going to be Engine Demo #2, I'm not sure when it's going to be released. :|
I don't like release dates, because then you rush and try to get it done by when you said it would be, and the game turns out all crappy.
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Post by: lan-the phoenix holder on August 12, 2005, 04:28:25 PM
oh ok
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Post by: InsaneJP on August 12, 2005, 04:40:39 PM
i love this game :D cant wait too see your tut and new demo !
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Post by: Dragonchick93 on August 12, 2005, 05:26:49 PM
so when is the demo coming out? :vampire:
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Post by: Chaotic_Death on August 12, 2005, 06:39:21 PM
I'm not sure if you're joking or not...

>____o

Quote
Originally posted by Chaotic_Death
quote:
Originally posted by lan-the phoenix holder
so when is the Demo coming out for sure


Uh... you mean the next one?  That's going to be Engine Demo #2, I'm not sure when it's going to be released. :|
I don't like release dates, because then you rush and try to get it done by when you said it would be, and the game turns out all crappy.
Title:
Post by: chocobomaster09 on August 13, 2005, 05:12:24 AM
haha, no rushing. take ur time man! Its a good game, it takes time!
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Post by: Dashman on August 14, 2005, 02:49:32 AM
About the mini-games, how about the "mini-game2 of zelda ocarine of time where you had to go to the castle courtyrad without being seen? At least, if it's not possible, you could make them to follow a certain route and, if they catch you, they eat you, I mean, you lose. It's one of the only mini-games I make. you could also put traps or have to look for a key to open a door or something like that.
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Post by: chocobomaster09 on August 14, 2005, 06:03:26 AM
yeah that would be a pretty cool one! and maybe and some diff traps and secret spots.
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Post by: Darthcourt on August 14, 2005, 02:36:01 PM
I suggest adding a grab item feature.
That way you can add a Super cucco game like OoT.
(Is new to post but has been monitering the games progress for a while)
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Post by: kodakumi on August 14, 2005, 02:40:34 PM
MINI GAME: Arachne room.

the hero enters a dark room (i havent read if its dbs or abs), its dark and alls you can hear are tapping on the walls.
SUDDENLY!!! spiders start crawling in from every directiong, your goal is to destroy as many spiders as you can in the alloted time limit, gill rewards depending on how many you  kill.
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Post by: Darthcourt on August 14, 2005, 02:44:51 PM
I like that but when I first saw youre post I thought it was that skullchula minigame.

@Chaotic_Death
I have some Zelda chars like your but in different colors.
If you want I can email you.
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Post by: Chaotic_Death on August 14, 2005, 05:35:18 PM
@Dashman: Yeah, that would be possible, and I have all the right graphics for it too...  I think...

@Darthcourt: I'm not planning on adding a system where you can grab items... that'd turn out as disastreous as my attempt at a rolling attack.  And, yeah, send me the Zelda chars, I guess.

@kodakumi: Again, possible, though I need a Zelda-styled spider graphic :|
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Post by: BlackIceAdept on August 14, 2005, 06:48:05 PM
SPIDER HOUSES!!!!
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Post by: Darthcourt on August 14, 2005, 06:59:40 PM
Ill email you the Chars and I think I have a spider char somewhere.

#Edit# Sent.
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Post by: Chaotic_Death on August 14, 2005, 10:12:30 PM
Quote
Originally posted by Darthcourt
Ill email you the Chars and I think I have a spider char somewhere.

#Edit# Sent.


Uhm... well... I didn't get it yet.
I'll check back later, I guess.  E-mails with attachments tend to move slowly.
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Post by: Darthcourt on August 14, 2005, 10:27:36 PM
Your Email is ChaoticDeath@Gmail right?
(I found the spider!!!!!!
This is the spider Char.
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Post by: Pythis on August 14, 2005, 10:50:54 PM
How about a minigame like in WW where you fight Orca to get a rank. You have to get a certain amount of hits in before he hits you three times. and how about a sidequest for kings crests to get the hurricane slash attack or whatever its called I forgot.
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Post by: Chaotic_Death on August 15, 2005, 12:41:31 AM
@Darthcourt: Yeah, it is.  But I have this problem where I can't recieve e-mails from some servers, and I can't send to certian ones either.  Also, thanks!

@Pythis: Well, the Whirling/Hurricane Spin Attack isn't going to be in the game, just the normal one.  But that Orca thing... Hmm... maybe...
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Post by: Darthcourt on August 15, 2005, 01:27:12 AM
I got yahoo. Thats probably why.
Is there any way to host a file and display it here?
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Post by: BlackIceAdept on August 15, 2005, 12:39:48 PM
Quote
Originally posted by BlackIceAdept
SPIDER HOUSES!!!!


...okay maybe I should explain...

Spider Houses were a side quest in Majora's Mask based around finding 30-50 spiders for a reward. They were infact rather fun and typically it was a person that was turned into a spider that gives you the reward. There were only two in that game but you might be able to put one in. Hell I'll even try to make a spider token and everything :D
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Post by: Chaotic_Death on August 15, 2005, 02:15:40 PM
Quote
Originally posted by BlackIceAdept
quote:
Originally posted by BlackIceAdept
SPIDER HOUSES!!!!


...okay maybe I should explain...

Spider Houses were a side quest in Majora's Mask based around finding 30-50 spiders for a reward. They were infact rather fun and typically it was a person that was turned into a spider that gives you the reward. There were only two in that game but you might be able to put one in. Hell I'll even try to make a spider token and everything :D


Haha, I know what spider houses are, I've beaten every Zelda game 'cept the first two. ;)
I just didn't see your post at first, sorry.

While it's an awesome idea, I'd need a MC-style chipset of the place, and MC-styled Skutulla (sp?), and all that other stuff that's in there. :|
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Post by: maxine on August 15, 2005, 02:19:11 PM
the Zelda game "A link to the past" is just so great. I just love it.. And i love watching screenies of ur game and i hope you will all do well in it !!! GL
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Post by: Chaotic_Death on August 15, 2005, 02:28:41 PM
Quote
Originally posted by Darthcourt
I got yahoo. Thats probably why.
Is there any way to host a file and display it here?


Okay, uhm...

Upload them to ImageShack of Photobucket or something, and then post them as [IMG] tags, that should work.

@maxine: Thanks! :D
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Post by: Darthcourt on August 15, 2005, 08:13:33 PM
Cant.
Ive got like 40 or fifty of em.
Too many to post.
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Post by: BlackIceAdept on August 15, 2005, 08:16:41 PM
what you really need are spiderwebs and the skulltulas (evil little basterds...)

EDIT: Is it just me or are skulltulas a little too easy? Might I also sugest something harder like a black version of something?
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Post by: MammonMachine on August 15, 2005, 08:32:32 PM
Okay, I don't know if this has been suggested yet but the combat feels a bit awkward, and I think I know why.

When you press the a direction key once, Link shouldn't immediately walk in that direction, but rather, he should turn to face that direction first. Basically, you should be able to spin around in all directions while still being able to stand on the same tile.

Otherwise, you'll accidently walk into enemies standing next to you whenever you want to attack them.
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Post by: Master Yoda on August 15, 2005, 08:41:38 PM
**sits drueling on the floor**
I need to get a demo of this game *gurgle gurgle*

Tryed it.  LOVED IT **gargle gargle**
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Post by: Darthcourt on August 15, 2005, 09:18:12 PM
Yes I think we all are desparetly awaiting the 2nd demo.
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Post by: Meiscool-2 on August 16, 2005, 12:09:08 AM
Yes, we are all waiting
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Post by: Chaotic_Death on August 16, 2005, 12:19:05 AM
Quote
Originally posted by MammonMachine
Okay, I don't know if this has been suggested yet but the combat feels a bit awkward, and I think I know why.

When you press the a direction key once, Link shouldn't immediately walk in that direction, but rather, he should turn to face that direction first. Basically, you should be able to spin around in all directions while still being able to stand on the same tile.

Otherwise, you'll accidently walk into enemies standing next to you whenever you want to attack them.


Can't do that with RPG Maker.  While it's awesome if you know how to use it, it has it's limitations. :|

@Darthcourt: Try sending to my other e-mail... but I don't use it much since it got hacked.  But anyways: chaotic_death77@hotmail.com

@Everyone awaiting Engine Demo #2: You'll just have to wait a little longer! ;)
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Post by: Chaotic_Death on August 16, 2005, 12:25:14 AM
Okay, uhh, I just want to say this.

You're all awaiting ED2, so here's what you can expect:

- All of the items fround in Engine Demo #1, only updated a tad.
- New text ... uhm ... scrolling, I guess you could say.  It's more LTTP-ish.
- A few new items, though not -all- of them, that'd ruin the fun of finding them.  The four custom items I prolly won't even put in for now.
- I don't think I even had the HUD in ED1, so you'll have that.
- Magic Meter, Bomb/Arrow Counters.
- Main Menu, and Sub-Menu.
- Caves, houses, treasures, NPCs, and a small little world to explore, not just one map.
- Enemies (well duh).
- Sword Beam!

Once I'm through with Engine Demo #2, I'll then get started on the actual GAME.  Those'll be called Game Demo's instead.  The first one will feature up to the first dungeon, the second one up to the end of the first boss.  Third and so on are undecided as of yet.
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Post by: Darthcourt on August 16, 2005, 01:15:47 AM
Okay ill send.
I cant wait much longer for ED #2!!!!!!
 :jumpin:  :jumpin:  :jumpin:
^Hyper^
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Post by: Chaotic_Death on August 16, 2005, 01:17:34 AM
Are you sending these as attached files or URL's?
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Post by: Darthcourt on August 16, 2005, 01:18:46 AM
Files.
I dont know where to host em.
*Edit*
just sent.
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Post by: Chaotic_Death on August 16, 2005, 01:21:29 AM
Okay...
GOT IT! :D
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Post by: Darthcourt on August 16, 2005, 01:22:49 AM
How is it?
You probably still need to add the new shields and such to the new chars am I right?
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Post by: Chaotic_Death on August 16, 2005, 01:23:37 AM
Oh... I have those already :P
Sorry, I didn't exactly know what you meant when you asked me if you should send them.

Yeah... Link's only having one color.  More than one would be too much of a hassle to put in.
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Post by: Darthcourt on August 16, 2005, 01:25:15 AM
Oh...... .-.
Well what are you working on now?
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Post by: Chaotic_Death on August 16, 2005, 02:03:34 AM
Just fixing up some things I'm not happy with.

Bush-cutting animation, and shield design, mainly.
Then hopefully soon I'll get started on the menu... :|

Here's some eye candy for now:

http://img213.imageshack.us/img213/8407/menuequipmentscreen5vr.png
http://img92.imageshack.us/img92/7557/menuqueststatusscreen0hf.png
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Post by: PyroAlchemist on August 16, 2005, 02:06:49 AM
Wow that looks awesome. Hope you get it all set up right :D
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Post by: Pythis on August 16, 2005, 03:17:54 AM
Will there be a Deku Leaf in this game? If possible can you use it to fly and to push/ paralyze/use to kill certain enemies with it. I can immagine a few puzzles with it and stuff.
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Post by: Chaotic_Death on August 16, 2005, 03:52:25 AM
No deku leaf, sorry.  :|
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Post by: Leon_1990 on August 16, 2005, 10:13:18 AM
Very nice ^^

heheh, the menu is sweet AND it reminds me of OoT *ohhh the memories*

c'mon! I want this game :p

oh, and btw, will yuo be able to upgrade the rocs feather into the rocs cape (I freaking love that cape man ^^), because the cape goes farther.
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Post by: Chaotic_Death on August 16, 2005, 01:32:33 PM
Possibly.  I'll need a BattleAnimation of that, though.  But it looks like I'll have to make that myself.  So maybe, yeah.
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Post by: Leon_1990 on August 16, 2005, 01:51:07 PM
hey, this should help:
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Post by: MammonMachine on August 16, 2005, 02:25:29 PM
Quote

Can't do that with RPG Maker.  While it's awesome if you know how to use it, it has it's limitations. :|


I doubt that. There must be a way, even if it's very difficult.

I've seen people do a lot with RPG Maker, so I'm not convinced that this is impossible. (Some people have have mad first person shooters in RPG maker)
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Post by: Leon_1990 on August 16, 2005, 02:54:44 PM
Quote
Originally posted by MammonMachine
quote:

Can't do that with RPG Maker.  While it's awesome if you know how to use it, it has it's limitations. :|


I doubt that. There must be a way, even if it's very difficult.

I've seen people do a lot with RPG Maker, so I'm not convinced that this is impossible. (Some people have have mad first person shooters in RPG maker)


hmmm..
it isnt possible though...
even if he does a bunch of crazy codes, Link will end up unable to move. and will only be able to change which way he is facing.
by changing the keys function, he will eliminate the walking action.
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Post by: MammonMachine on August 16, 2005, 04:16:32 PM
How it would work:


For this example lets use the down key:


Set up a key input process so that when the down key is pressed, Link will face downward.

Then you'll probably have to toss in a short delay of like .2 seconds.

Then set up a conditional branch,

if the down key is still pressed, move link down 1 tile,

then restart the conditional branch.

If it's not pressed, then Link shouldn't move anywhere.

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Post by: AsakuraHao2004 on August 16, 2005, 04:25:49 PM
Erm, is it just me or does that seem a little unnesscery? I mean, he's just walking. I really dont care how he turns around.
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Post by: Chaotic_Death on August 16, 2005, 06:02:45 PM
@Leon: That sheet won't help, none of those have shadows.  I'll
have to rip everything by hand, Like I usually do.

@Mammon: Okay, let me say something here.  First off, you can
NOT GET RID OF RPG MAKER'S MOVEMENT.  What I mean is, you
can tell it to say, jump when the "Up" key is pressed.  That would
cancel out the walking upwards command, right?  Wrong.  RPG
Maker moves the character up when up is pressed, right when
right is pressed, and so on and so forth.  It can't be told
otherwise.  So if you /did/ set that "Up" key to jump, the Hero
would first move up, then jump.  Or sometimes it won't even jump
 at all.  It's possible to stop the Hero from moving, sure.  Just add
a wait command or an invisible wall of some sort.  But what I'm
saying is that you can't override the default movement
commands.  But if I were to try that movcement thing of yours,
here'd what it would look like:

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

>>> Key Input Processing: V[0001: Movement Keys]
>
>> Label 1
>
>>> Conditional Branch: If V[0001: Movement Keys] = 0
> Call Event: Blink
>> End Case
>
>>> Conditional Branch: If V[0001: Movement Keys] = 1
>> Key Input Processing: V[0001: Movement Keys]  (Store Amount Held)
>> Move Event : Hero : Wait (Repeat)
>> Wait 0.2
>> Label 2
>
>>>> Conditional Branch: If V[0001: Movement Keys] => 20
>>> Move Event : Hero : Down
>>> Jump to Label: 2
>>
>>> End Case
>
>>>> Conditonal Branch: If V[0001: Movement Keys] = 0
>>> Jump to Label: 1
>>
>>> End Case
>
>> End Case

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

What would that do?  Well, if you pressed 'Down,' it seems as if it
would keep the Hero in place for a split second, then move him
downwards if it detects that the key is still being held.  If not,
then it'd call the event to have Link stand still.  But if you were to
go and test that bit of code, it wouldn't work as preformed.  As I
said before, you can't override the movement keys.  So here's prolly what RPG Maker would do:

1. Move Hero Down.
2. Follow through with code.

OR

1. Move Hero Down.
2. Execute half of code, or ignore code altogether.

That's what I mean by "impossible."

EDIT: Fixed paragraphs a bit since the page got resized.
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Post by: Pythis on August 16, 2005, 06:55:35 PM
And if you DID put that in I would be pissed because If the down key has a code that stops Link for a second or two that qualifies for ALL the steps he wills top on each step if it detects the down key pressed. Think about it it works with any other key.
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Post by: MammonMachine on August 16, 2005, 07:12:54 PM
Then I guess the only other option is to simply NOT use RPG Maker's default movement at all.

Create a picture graphic for the Hero instead. You could have an invisible event that walks around underneath and acts as the "hero". Set the pictures location to whatever X Y coordinates the Hero has at the time.

If someone taps a direction key once, the insivisible event will take one step in that direction, and then teleport back to the original tile it was on. The picture graphic however, will simply turn to face that direction and won't take any steps at all.

All you would have to do now is come up with some sort of collisions detection so the picture won't go anywhere that it is not suppose to.

And hell, as a benefit, you could now have more animation frames for more fluid movement, it would look just like the real zelda games.
Title:
Post by: Omegadestroyer7 on August 16, 2005, 08:22:23 PM
@mammonmachine: i... really, REALLY suck at all this coding and stuff, but instead of all these things you are talking about, why not just use the normal movement, and set it up so there are separate buttons to press to change your facing, like when you press "T" you face up, "F" left "G" right and "V" down? would something like that be a lot easier than what you are suggesting?

._. keep in mind i have no idea how to do this sort of thing, so dont complain to me if it sounds absurd or anything.
Title:
Post by: Chaotic_Death on August 16, 2005, 08:46:48 PM
Quote
Originally posted by MammonMachine
Then I guess the only other option is to simply NOT use RPG
Maker's default movement at all.

Create a picture graphic for the Hero instead. You could have an
invisible event that walks around underneath and acts as
the "hero". Set the pictures location to whatever X Y coordinates
the Hero has at the time.

If someone taps a direction key once, the insivisible event will
take one step in that direction, and then teleport back to the
original tile it was on. The picture graphic however, will simply
turn to face that direction and won't take any steps at all.
All you would have to do now is come up with some sort of
collisions detection so the picture won't go anywhere that it is
not suppose to.

And hell, as a benefit, you could now have more animation frames
 for more fluid movement, it would look just like the real zelda
games.


That wouldn't work for a few reasons.  Well, first of all, I already
have 10 frames of animation.  If I changed Link from Charsets to
Pictures, there would be NO CHANGE in "fluid" movement.
Second, well, you know that pictures display on top of everything
else, correct?  Even Charasets and chipsets.  That's no good,
since Link's sprite would walk right over the top of the charaset, and the
star priority chips.  And since "On Hero Touch" and "Collision"
would no longer work, it'd be near impossible for Link to get
touched by monsters, and I'd have to have coordinates and
branches for all of the different NPC's.

All in all, I'm getting to the point that I'm not changing the way
Link walks.  The only way that I could get to set it up perfectly is
by moving to another maker, like GameMaker or TGF.  But as I
said in the first post, RPG Maker 2003 it is and RPG Maker 2003 it
shall stay.
Title:
Post by: MammonMachine on August 16, 2005, 11:42:31 PM
Well if the default RM2k keys don't work, then why not just program another set of keys to emulate the directional keys?



I really don't think the combat is going to work all that well with it's current method.

In order to attack any enemy that stands next to you, you'd have to make a minimum of 4 steps just so you can face his direction and attack him.

Keep in mind though, that the enemies don't stand still, and if you take those 4 steps and they stand next to you AGAIN you have to take another 4 steps. Ouch. What happens when you have hordes of monsters surrounding you?
Title:
Post by: Pythis on August 16, 2005, 11:53:20 PM
Who is gonna take the time to press a button to stop? Combat is excellent like it is right now and he should leave it like it is. Face it it's not gonna be added.
Title:
Post by: MammonMachine on August 17, 2005, 12:06:36 AM
What do you mean press a button to stop? Nothing is stopping.

I personally don't care if it gets added or not. It's not my game, and it's not my problem.

I will however, point out this issue for anyone who gives a damn. The combat in it's current state doesn't feel right because of this.


It's sad to see a good game go to waste over something like this, so if anything, for the love of God make the 1,2,3,4 number keys change Link's direction when pressed. He doesn't have to move anywhere, just change his direction.
Title:
Post by: Pythis on August 17, 2005, 12:23:39 AM
-_- "Go to waste like this" Who the hell cares if he cant change direction. If anyone else gave a damn they'd post.
Title:
Post by: MammonMachine on August 17, 2005, 12:27:31 AM
Fine, keep it the way you have it now.


I suppose it can work if all the enemies are dumb as rocks and never actually walk toward Link. And I'm sure people won't have problems fighting if they are always attacking things head on.



Of course, keep in mind you are limiting the combat capabilities. (Example: Any enemy that can stay within 2 tiles to the side or behind Link will always be impossible to hit unless the player takes damage by walking into the enemy in order to face his direction)
Title:
Post by: Darthcourt on August 17, 2005, 01:29:51 AM
Quote
Originally posted by MammonMachine
Of course, keep in mind you are limiting the combat capabilities. (Example: Any enemy that can stay within 2 tiles to the side or behind Link will always be impossible to hit unless the player takes damage by walking into the enemy in order to face his direction)

Not two tiles.
If he wants to walk up he can just tap up and turn around and attack.
Just that simple.
I understand your point.
But if you think of it most of the 2d Zelda games have that defect.
Overall this is the best zelda system Ive seen.

*edit*
Are you going to have a bottle system in this game?
Title:
Post by: Chaotic_Death on August 17, 2005, 01:42:59 AM
Quote
Originally posted by MammonMachine
Well if the default RM2k keys don't work, then why not just program another set of keys to emulate the directional keys?

I really don't think the combat is going to work all that well with it's current method.

In order to attack any enemy that stands next to you, you'd have to make a minimum of 4 steps just so you can face his direction and attack him.

Keep in mind though, that the enemies don't stand still, and if you take those 4 steps and they stand next to you AGAIN you have to take another 4 steps. Ouch. What happens when you have hordes of monsters surrounding you?


You just answered your own question there...  You said the enemies don't stand still.  Yes, of course.  So just wait for them to move.  Besides, moving four tiles will take you... what?  Two seconds?  Also, I doubt you'll be surrounded by a horde of enemies...  Their movement is set to "random."

Quote
Originally posted by MammonMachine
Fine, keep it the way you have it now.

I suppose it can work if all the enemies are dumb as rocks and never actually walk toward Link. And I'm sure people won't have problems fighting if they are always attacking things head on.

Of course, keep in mind you are limiting the combat capabilities. (Example: Any enemy that can stay within 2 tiles to the side or behind Link will always be impossible to hit unless the player takes damage by walking into the enemy in order to face his direction)


The enemies /are/ dumb as rocks.  I'm not going to take the time to program an AI for every one of them.  Also, not two tiles.  Just one, what Darthcourt said.

Yes, I'm leaving it the way it is.  If you don't like it, then go ahead and make your own Zelda game with the movement in it that you want.  That or stop complaining.

@Darthcourt: Yes, it already does :)
Title:
Post by: Darthcourt on August 17, 2005, 01:46:51 AM
Yay! =D
I cant wait to see the menu system in action!
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Post by: MammonMachine on August 17, 2005, 02:52:55 AM
You mean the enemies don't even use the "Move toward Hero" movement? I can't see why the hell you wouldn't do that. Players are just gonna laugh their way through monsters.  And writing AIs isn't that difficult anyway. You only have to write them once and then make all the right monsters use the right AI. It could be something as simple as using a shield when getting attacked or healing when health is low or whatever.


And this thread has indeed inspired me to create an engine of my own. Not for a game of any sort, but just to serve as some kind of proof of concept. It's focus will only be on combat. I'm going to incorporate:

-General Combat
-General NPC AI
-The ability to face a direction
-Spin attacks
-Throwing Pots and Objects
-Strafing while shooting arrows
-Shielding
-Horse mounted combat


and then after that I'll probably try a few more things and call it a day and delete it.
Title:
Post by: AsakuraHao2004 on August 17, 2005, 03:53:07 AM
Mammon, you seem to have some interesting ideas. I would like to see an engine designed by you.

Also, I have to agree it is kinda dumb not to make enemies move towards the hero. Basically you could sit your antagonist in a corner, leave your computer for a smoke, come back, and be completly unschated. Of course, making the enemy 2 tiles away is kinda dumb, unless you tie it into the story, like the hero carries a really long sword that only works from afar.
Title:
Post by: Chaotic_Death on August 17, 2005, 03:54:46 AM
EDIT: This was in responce to Mammon.  Askura hadn't posted by the time I started writing this.

That's nice, though there's already shielding in EotT.
Straffing with arrows could simply be added, I just didn't put it in.
Lifting and throwing pots/bushes is possible, but I didn't add it in due to the amount of glitches it would bring.
Who said there won't be any horse-mounted combat in the game?
By spin attack you mean you hold down the button and your sword charges up?  Psh, have fun.

No, AI would have to be programmed per enemy.  Sure, they use the same code, but variables and switches would be different for each one.  Thus, each one would need their own set of them.

And no, there's no "Move Towards Hero" ...
The enemies would easily surround you, killing you within seconds.

As you argue more and more, I'm starting to think you've never played a Zelda game before.  Basic enemies in REAL Zelda games have RANDOM MOVEMENT.  You don't see them moving towards Link, now do you?  And I've recorded a movie from Minish Cap to prove my point.  Just wait a bit while I upload it.

Sure, there are some enemies with AI, but only very few.  Heck, even half of the bosses don't have any AI.  They just emit attacks at random.

EDIT:

http://www.elavismo.avalonsmist.com/tlozeott/Real%20Zelda%20Enemies.zip
Title:
Post by: MammonMachine on August 17, 2005, 04:15:00 AM
Thinking back, that might be true.

But my engine isn't going to be a direct Zelda Clone.

I want to make something more intense.



P.S. I'm surprised that your not putting in a Spin Attack. Really, it's not the hardest thing in the world. It just takes work, but it's not at all impossible.
Title:
Post by: Chaotic_Death on August 17, 2005, 04:21:46 AM
Quote
Originally posted by MammonMachine
Thinking back, that might be true.

But my engine isn't going to be a direct Zelda Clone.

I want to make something more intense.

P.S. I'm surprised that your not putting in a Spin Attack. Really, it's not the hardest thing in the world. It just takes work, but it's not at all impossible.



That's not my goal.  I'm trying to make this more Zelda-ish than my-own-game-ish, if that made any sense.  Yours sounds interesting, though.  I'd like to play it when you're all finished if that's okay.

About the spin attack: Oh, I know that.  I'm just having it as a seperate thing you have to learn on a different button that will cost you magic to use.  I don't feel like putting the time into making it combo-in with the normal slash.
Title:
Post by: MammonMachine on August 17, 2005, 04:34:13 AM
If you made the spin attack a seperate button, wouldn't that make it overpowered? Unless you had some sort of delay?
Title:
Post by: Chaotic_Death on August 17, 2005, 04:55:04 AM
Well...

- You can't move while you're using the spin attack.
- You only spin once, then yes, there's a delay
- If you're out of magic, you can't use it
Title: The name says it all....
Post by: Meiscool-2 on August 17, 2005, 04:29:47 PM
Just to go back to the topic said about having
you press the left arrow key to turn left
NOT walk left, couldn't you just make a
key to turn left instead? Like A would
be turn or look right, W would be
up, D left, and S down. I have no clue
if you can do this, as I've never tried to
add different key codes in my rpgs, but
just something to look into.

Edit- A would be left, and D right
Title: The name says it all....
Post by: Meiscool-2 on August 17, 2005, 04:31:56 PM
Oh crap, i just realized that someone
already posted something like that for
the 1234 keys. Sorry of the double
posting.

Also as a side note, the spin attack would
act as the four-steps needed to change
facing. Because it attacks all around you,
you wouldn't have to worry about your facing.

For another side note
For the enemy AI, (just a sugggestion) couldn't
you put in something simple to make the game
harder but purposful at the same time? If the
monsters never move toward you, the whole
system of fighting will seem pointless. So I would
do it this way.

Monster 1- Make your event repeat this custom pattern:
                - Move random
                - Move toward hero
                - Move random

Or, to keep the monster AI but add challenge, put it this way:

Monster 2- Random movement
                - Movement frequeny 1/2 normal
                - Movement speed set at four

When I played your game I also noticed that you
only got damaged when you walked into a monster,
and I know you already wrote something about this
many pages back saying "you will die to easily if I set
it to collision" or  something to that suit of words. Well,
I was bored one day so I screwed around with your
monster AI and found that you do not die to easily.
You only take one point of damage every second, not
all at once, and the smart Zelda player would bat the
monster off with his sword before it took to much away.
I don't know if you've already switched that or talked some
more about it, because I don't read each and every post
on here, just ones that look interesting. The rest I just
skim through, but I do look at them never the less.
Title:
Post by: Darthcourt on August 18, 2005, 09:29:03 PM
Yes that could work.....
Its arguable that Zelda monster are as dumb as the proverbial post.
But if I remember clearly the Zelda lttp had the monsters rush you if they saw you or something. It could probably work.
I cant wait to the next realse!!!
Title:
Post by: Meiscool-2 on August 18, 2005, 10:41:45 PM
this might be complex, but you could add in something like:

If  enemy direction= up and
If hero Y= event Y - 3,
If Hero X= event X

Or, here's another one.
If event direction = left
If hero Y= event Y + 1
If Hero X= event X - 2

Thus this way if you're three spaces away in any sort in the direction the enemy is facing, this will happen:
If all those condisions are met then the enemy will see you and start to speed up and track after you. Sounds pretty workable to me at any rate. It'll be just like the hyrule guards in Link to the past.
Title:
Post by: Chaotic_Death on August 18, 2005, 11:05:27 PM
I'm not going to program stunts like that for every single enemy, though maybe I'll have a few types that are "smart."
Title:
Post by: Darthcourt on August 19, 2005, 01:20:31 AM
Im guessing that it'll be to much for one little Moblin.
Am I right?
Title:
Post by: Chaotic_Death on August 19, 2005, 02:54:58 AM
What?
Title:
Post by: Meiscool-2 on August 19, 2005, 02:41:40 PM
Quote
Originally posted by Darthcourt
Im guessing that it'll be to much for one little Moblin.
Am I right?


This just means that he's saying that my idea of the monster seeing you then running after you seems to smart for a moblin monster, but seems good for other not-so-dumb monsters.
Title:
Post by: Darthcourt on August 19, 2005, 08:19:21 PM
Yep. Exactly what I meant! =D
Title:
Post by: Omegadestroyer7 on August 19, 2005, 08:57:59 PM
Quote
Originally posted by Meiscool
quote:
Originally posted by Darthcourt
Im guessing that it'll be to much for one little Moblin.
Am I right?


This just means that he's saying that my idea of the monster seeing you then running after you seems to smart for a moblin monster, but seems good for other not-so-dumb monsters.
actually, i think it was sarcasm, because arent the moblins the enemies that see you and charge blindly with their spear/sword/etc?

EDIT: i forgot about this window, when i realized that and posted this, i didnt notice Darthcourt had said anything.
Title:
Post by: Darthcourt on August 19, 2005, 09:35:27 PM
Its okay.
But really: The moblins are just the beginner level monsters. The kind you fight at first before you progress. That sort of this is best left for the bigger monsters. Like the Giant poe!
Title:
Post by: Chaotic_Death on August 20, 2005, 01:31:48 AM
Ah, yeah, I see what you mean now.
Title:
Post by: Darthcourt on August 20, 2005, 01:56:52 AM
Dang I cant wait for the Second demo!!!!!
Title:
Post by: chocobomaster09 on August 20, 2005, 06:20:05 AM
yeah same here. just wait when the whole game comes out  :D
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Post by: Darthcourt on August 22, 2005, 09:07:52 PM
Are you still making it?
The posts just..........Stopped.
Title:
Post by: PyroAlchemist on August 22, 2005, 09:27:26 PM
Of course he is. What kind of question was that? It's only been two days.
Title:
Post by: Darthcourt on August 22, 2005, 10:57:10 PM
Yeah but Noone even posted. I mean before you couldnt go a day with out posting and now it stopped.
Title:
Post by: Chaotic_Death on August 23, 2005, 01:41:47 AM
That's because there hasn't been any updates recently.  Don't worry, if I decide to drop this project, you'll know ;)
Title:
Post by: chocobomaster09 on August 23, 2005, 02:16:08 AM
lol dont drop it, so many ppl want your game to come out!!! DONT!
its a good game so far.
Title:
Post by: Omegadestroyer7 on August 23, 2005, 03:56:09 AM
>< yes, you've done so much work, we'll all be very sad of you drop the game... at least i will! i figure since i dont have any questions, and you dont seem to have any questions for us, its been long enough that anyone that will be interested in this game has already seen it, so there isnt much point in bumping the topic needlessly eother....
Title:
Post by: Chaotic_Death on August 23, 2005, 08:47:23 PM
>_______o

I'm not dropping the game...
Never said I was.
Title:
Post by: Pythis on August 24, 2005, 05:35:49 AM
Id like to play the full game.I believe this will get finished and when it does it will rock.
Title:
Post by: PyroAlchemist on August 24, 2005, 11:38:14 AM
Quote
Originally posted by Pythis
Id like to play the full game.I believe this will get finished and when it does it will rock.

So true :D
Title:
Post by: Chaotic_Death on August 24, 2005, 07:54:20 PM
Lens of Truth Programmed!

BEFORE:
http://img.photobucket.com/albums/v604/xrpgmaker2k3/TLoZ%20-%20EotT%20Screenshots/eottlensoftruthbefore.png

AFTER:
http://img.photobucket.com/albums/v604/xrpgmaker2k3/TLoZ%20-%20EotT%20Screenshots/eottlensoftruthafter.png
Title:
Post by: Pythis on August 24, 2005, 08:17:49 PM
Looks good I cant wait for another demo keep up the good work. I can already immagine some puzzles.
Title:
Post by: Omegadestroyer7 on August 24, 2005, 10:14:07 PM
wow... thats really awesome, so the Lens of truth will use magic then?

btw: my old AIM account got disabled, i now use:  [GLOW]wallett boy 32[/GLOW] just in case you want to contact me for anything. also i now only use [GLOW]omegadestroyer7@myfastmail.com[/GLOW] for my email, also just in case.

EDIT: item contest? did i miss a post somewhere, or were you just relying on us looking over the first post again to see it, i just noticed it at least, it hasn't been there a long time... has it?
Title:
Post by: Chaotic_Death on August 24, 2005, 10:50:20 PM
Item contest?  Oh, that's not from this forum.

Also, you put your AIM name in glow so I can't tell if there's spaces or not.

EDIT: Yes, it steadily decreases magic.
Title:
Post by: BlackIceAdept on August 24, 2005, 10:51:48 PM
sweet thats so cool!
Title:
Post by: chocobomaster09 on August 25, 2005, 03:05:00 AM
nice work on those lens, wow, i couldent do that!
Title:
Post by: Omegadestroyer7 on August 25, 2005, 11:49:50 PM
yeah... there are spaces in that... my bad.
Title:
Post by: Pythis on August 26, 2005, 12:53:35 AM
Its simple really. You make a switch turn on when you press the button that the lens is set to. When that switch is turned on it reveals the items that aren't visible when the switch isn't turned on. but to do that you need to make the item have 2 pages one with a blank graphic make it parallel process. on the other page make the graphic what you want it to look like when it is revealed. Make its preconditions if the switch you named is on. sow hen you press the button to turn the lens on the item is revealed. Also a sidequest idea.

-Rabbit catching-
The old animal collector is currently collecting invisible rabbits. For each rabbit you bring him he'll give you 200 gold pieces. These rabbits are invisible but can be spotted by using the power of the lens of truth, they are found in a grove nearby the village. What you have to do here is what I said above but you have to make the event a fork condition. Make it if started by action key. In the vent make it so that it adds the item ?Rabbit? to your inventory and make a move event to make the rabbit dissapear signaling you have the rabbit. for the old man in his events make a fork condintion witha n else case make it if you have the item ?Rabbit? He says "Thank you very much for the rabbit as a reward here is 200 gold pieces, come back any time." And in the else case put "You don't seem to have an invisible rabbit come back to me when you have one." Sorry if you knew this idea.
Title:
Post by: Chaotic_Death on August 26, 2005, 02:10:21 AM
Well, no, actually, it's not that easy.  You don't just press the button to turn on the Lens of Truth, you have to hold it down.  And when you let go, the Lens turns off.  It took me the longer part of an hour to get that straight, when at first it would just freeze the game if you dared press anything...

Also, the events for the invisible objects only use one page, not two.  No need for messy coding.

About the sidequest:  I don't see why anyone'd be collecting invisible rabbits... but... okay... o.0
Title:
Post by: Pythis on August 26, 2005, 02:15:16 AM
Oh That idea was just an example of what you can do.
Title:
Post by: Omegadestroyer7 on August 26, 2005, 02:44:15 AM
you more than likely have this covered, but i can imagine using the lens for a moment to reveal a rock, then go to where it is, and if you try to lift it, will you pick up nothing (holding an invisible item) or will the rock suddenly appear? (it has been asked if power gloves/picking up items is included, if not, i feel really dumb about asking this.)

and one thing that really needs to be in the game if possible, the cucco swarm of death! :D
Title:
Post by: Chaotic_Death on August 26, 2005, 03:04:45 AM
It has, and I already answered that no, you can't pick up items within the game ;)

Cucco Swarm of death = Fun :)
I'll prolly be adding that somewheres.
Title:
Post by: Meiscool-2 on August 27, 2005, 01:08:34 AM
Quote
Originally posted by Chaotic_Death
Well, no, actually, it's not that easy.  You don't just press the button to turn on the Lens of Truth, you have to hold it down.  And when you let go, the Lens turns off.  It took me the longer part of an hour to get that straight, when at first it would just freeze the game if you dared press anything...

Also, the events for the invisible objects only use one page, not two.  No need for messy coding.


Ok, i think the other way was better. This adds a hugh ammount of unneccesary pressing of buttons. Thus far, you've got one for item, sword, spin, etc.

Odds are you'll add more for push block and various things, so how the heck is the player supposed to hold the thing and fight at the same time, or will you not include that? I know the holding thing shows off a better script, but that doesn't make it a better play.

Also, are you going to make any items that arn't in zelda? Like, something original? Even if it's as basic as a spell that travels around you like a shield till it hits something, at least it hasn't been done in zelda.

Other then that, the game looks great thus far. I look forward to testing out what you've done.

Edit: I missed the item contest thing. I've got an item, It's called a spell ring. Basically, it walks under you, and you use 1,2,3,4 keys to move it. Every time you move, it comes back to you. But, while you're standing still, you can move it and use 5-0 to cast spells.
I've made it, works fine on your first demo, and i made three spells, flare, thunder, and heal. Flare and thunder do basically the same thing, damages in a 3by3 area, and heal makes you stand and do nothing, and for every 2 seconds you stay still, you recover 1 heart. It was a pretty hard script to make. I even made it to where if you put the ring under a monster it heals it, though i don't know why anyone would do that. I just did it for fun.
Title:
Post by: Chaotic_Death on August 27, 2005, 01:55:51 AM
Alright...

I don't know what you mean by 'unneccesary pressing of buttons.'  So far, there's only three buttons in the game.  That's Shift (sword), Z (to talk to people), and X (equipped item).  And it's not like they're across the keyboard, they're lined up right in a row.  Block pushing requires no buttons to be pressed (except the arrow keys, duh), so I don't see how that would be affected by holding the X button.  You can only use one item at a time, and while you're using the Lens of Truth, your sword is disabled.  If you want to go kill an enemy, then just let go of the button!  It's not like you're going to need the Lens of Truth to fight with...

 
Quote
Even if it's as basic as a spell that travels around you like a shield till it hits something,  at least it hasn't been done in zelda .


Riggggghhhhhtttttt...

I don't believe you've played Link to the Past?  Cane of Bryna.  You activate it, and two balls of light surround you for a short period of time, protecting you from attacks until your magic runs out/you deactiate it.

Yes, there will be 4 custom items (maybe more), and the item contest was in another forum, it's not for Charas.  I'd like to take a look at that item, though, so send it to me if you will.  It wouldn't work in the game, however, because here's what the button setup's going to be like:

0 = Open/Close Main Menu
1 = Rotate Main Menu Left
3 = Rotate Main Menu Right
5 = Open Sub-Menu

:|
Title:
Post by: Omegadestroyer7 on August 27, 2005, 05:31:28 AM
i like the idea of the spell ring sounds good, but unless it uses a LOT of magic, i think it would be too easy to abuse a healing ability, especially since we have already established the AI of the enemies in the game, standing still shouldn't be hard in most cases.
Title:
Post by: Meiscool-2 on August 27, 2005, 03:33:47 PM
Alright, I did play Link to the past, just forgot the cane because to me it wasn't an important item, and I barly used it, and it was a bitch to get. You need alot of life and that cape to live through the spike floor and back.

As for the ring, Omega, yes I've had it take loads of mana to use all spells. It would be to cheap if you could just heal all the time, or just move the ring under an opponent and cast mindlessly.

Also, with the sword being disabled while the lens is on, i'll take it that no fighting will be involved whilke holding down the lens so that is of no conserne to me anymore, I was mearly saying that it would be hard to move, press shift, hold X, etc. and cordinate your fighting.

Course it wouldn't be that hard, shift is right next to the arrows keys in all.

On another note omega, I completly redid the AI. A few pages back, I think 14-16, I wrote something about making the monsters harder and if you're 3 spaces within their direction, they see you and speed up after you.

You see, chaotic put out his game for all us to play/look at/ and generally use. I just made minor adjustments to the gameplay. I took out the feather, bomb, and shield, replaced the arrow with a less falty bullet/gun thing (as i noticed that if you fire the arrow within 1-2 seconds of entering a map it disables it premently, which I fixed.). Basically, I made the game a whole lot harder, with less expansive weapons. I'm using what's left of the ABS system chaotic made to make my own game, and right now my only weapons are going to be: gun via Esc key
                                               : sword via shift
                                               : spell ring via 5-0
with 5 being flare, 6 thunder, 7 heal, and 8-0 whatever the heck else i can think up of without getting repetitive with my attack spells.The spell i'm working on right now is shadow flame, which sends out a + from the starting point for three-five random spaces. Because it has no oblieque attack there, it's a good hallway/monster grouping attack. And yes, it takes huge ammounts of mana to use.

If any of you guys have an idea for what i could use as spells, original ideas, then i'd be rather happy to hear them.

Ok, I got another item idea for you chaotic, this one could easily be used in any zelda game. Though it's sorta been done with the mirror shield in WW, make something like a petrification rod that turns things to stone. You could then 1hitKO them when stoned, or push them onto a switch or something to keep it pounded down.
Title:
Post by: Chaotic_Death on August 27, 2005, 04:20:08 PM
I'm aware about the problems with the Arrow, Bomb, and Sword Beam when entering another map, I've fixed that a long time ago.  And it wasn't just the first two seconds; sometimes the event would get stuck inside a wall, and disallow use of it.  But none of that's a problem now.

As for the Petrification Rod, that idea sounds cool, I'll see what I can do.
Title:
Post by: chocobomaster09 on August 27, 2005, 06:29:02 PM
looks sweet so far!  :D
Title:
Post by: Meiscool-2 on September 02, 2005, 06:53:14 PM
oh, I missed that you wanted me to send you the item 'spell ring'

I'll try to, but I worked out some bugs right now. Mostly with the healing spell. I want to make it to where if you move it stops healing, but somethings going wrong with that. Then, if you move out of the map while the healing is on that also ruins it a bit. there are other things I'm having problems with too, so I'm fixing those as well. And, I got another Item for you. It's never been done in a Zelda game before. An ally!

I made a summon spell for my game pact, and found that it's really quite easy to make a person follow you around and attack other monsters. Just a suggestion. I mean, it's zelda so you could even make the ally be something cheezy like his shadow comes to life or something.

Edit- ok, excluding four swords it hasn't been done.
Title:
Post by: Chaotic_Death on September 02, 2005, 10:01:31 PM
And Minish Cap. ;)
Title:
Post by: Meiscool-2 on September 02, 2005, 10:42:47 PM
Quote
Originally posted by Chaotic_Death
And Minish Cap. ;)


Well, they arn't considered AI or body guards or nothing technicly, because they stood right nex to you. Unlike in four swords, where each one, though small, had a mind of there own.
Title:
Post by: Chaotic_Death on September 03, 2005, 01:01:20 AM
There were only two Four Swords games: Four Swords and Four Swords Adventures.

In the first FS, each Link was human-controlled.
And in FSA, the green Link was human-controlled, and the rest were either human as well, or followed you around mindlessly until you put them in formation, then they'd just follow you around with style.

Oh, and if you pressed B then they'd all slash their sword, wheee.

But I don't see what you're getting at.
Title:
Post by: Meiscool-2 on September 03, 2005, 03:26:14 PM
I'm just saying that if you made an event that custom walked toward you, then random, then whatever so it would both sorta follow you and still be away at the same time would be cool. It's not hard to and in the attacks. Or example. Every three seconds, make it to where if the enemy is 1 panel in front of what the event is facing, then it dies or gets hurt. It's just an idea, I put it in my game so I know it's easily doable.
Title:
Post by: Chaotic_Death on September 03, 2005, 07:19:27 PM
A Spin Attack engine has been created:

- If you hold the button down your sword charges up the attack, whereas you can then release the button to unleash it once it's fully charged.
- If you simply press the button it slashes your sword and nothing more.

I'm not posting this here, as I'm pretty sure it's the first RM2K3 game to have something like that, and I don't want people stealing my coding from this and claiming it as their own.  But if I find a way to post the game with the RPG_RT blocked, preventing it from being edited, then I will.

Still debating if or not I should have Spin Attack as a different button, or use it like this.  If I do decide to use this, however, since it's extremely beta right now, I'd have to enhance it a heck of a lot to get it how I want it.
Title:
Post by: Meiscool-2 on September 03, 2005, 07:23:35 PM
Leave it like that. Having it be a different button will confuse people to much. Like, as an example, I have five differnet spells for my ABS game. 5-9. And I constantly press the wrong on all the time, and I made the game! So, i think the holding the sword strike would work better.

As for the stealing thing, I agree. The same goes for me, I'm hesitant about putting out a demo because I don't want people to steal my magic ring or my spells. However, I put in alot of things to screw people up if they try to take one spell, so yeah, I'm like that.
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Post by: chocobomaster09 on September 04, 2005, 04:10:04 AM
nice work so far man! Real good.
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Post by: Meiscool-2 on September 04, 2005, 08:09:13 PM
Ummm chaotic..... When I made my ABS, I failed to notice until after I made the menu that if you teleport to the menu, then teleport back to the recalled place, the monsters will change places back to where they were before you entered the map. I just thought I'd let you know that if you haven't considered it, because it really messed up my use of the menu.

Edit- Woot, nevermind that last post, there's a way around it.
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Post by: Omegadestroyer7 on September 04, 2005, 10:05:57 PM
i know that it wouldn't be like a normal zelda game if you did it, but i actually like the separate button spin attack idea better, maybe you could use both, like have a charged spin use less/no magic or something along those lines.

@meiscool: your game sounds like it would be pretty interesting, i hope there is a way to get around people stealing stuff so that you could post some sort of demo, this is an example of a few bad people messing everything up for the rest of us.
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Post by: Chaotic_Death on September 05, 2005, 05:13:25 AM
Screw it, here's a demo.  It's a very cruddy version with no walking or fancy animations or anything, just a simple "engine."

http://www.elavismo.avalonsmist.com/tlozeott/Sword%20Spin%20Attack%20Engine.zip

I'm actually thinking that I'm going to have the spin attack on a different button.  It lessens the amount of bugs that can be found, and allows you to slash your sword more rapidly.  (Play the demo and you'll see that if you try swinging your sword too often, it starts to charge it in a short delay.  I don't like that, it takes away from the Zelda feel.)

EDIT: Oh, about your menu problem.  I have my menu run on pictures, not on a seperate map, so no worries.
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Post by: Omegadestroyer7 on September 06, 2005, 03:10:42 AM
yeah... have it for a different button with the spin attack, i would like being able to charge it up, but i would miss walking with sword out/poking stuff anyways.

and each time you hold the button down a little, it counts towards the timer even if you let go (you can charge it most of the way, then quickly use it at a later moment even if you walk around somewhere else.)
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Post by: Darthcourt on September 06, 2005, 03:59:13 AM
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Originally posted by Chaotic_Death
A Spin Attack engine has been created:

- If you hold the button down your sword charges up the attack, whereas you can then release the button to unleash it once it's fully charged.
- If you simply press the button it slashes your sword and nothing more.

I'm not posting this here, as I'm pretty sure it's the first RM2K3 game to have something like that, and I don't want people stealing my coding from this and claiming it as their own.  But if I find a way to post the game with the RPG_RT blocked, preventing it from being edited, then I will.

Still debating if or not I should have Spin Attack as a different button, or use it like this.  If I do decide to use this, however, since it's extremely beta right now, I'd have to enhance it a heck of a lot to get it how I want it.

Try using Reshack.
I believe the is a tutorial on GamingW.com
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Post by: Chaotic_Death on September 07, 2005, 12:57:18 AM
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Originally posted by Omegadestroyer7
yeah... have it for a different button with the spin attack, i would like being able to charge it up, but i would miss walking with sword out/poking stuff anyways.

and each time you hold the button down a little, it counts towards the timer even if you let go (you can charge it most of the way, then quickly use it at a later moment even if you walk around somewhere else.)


If I did add the spin attack, you'd be able to walk around, and I know about that glitch with the timer.  That would be fixed if I ever decided to add it.
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Post by: Meiscool-2 on September 16, 2005, 07:53:17 PM
Chaos, I'm mostly posting for a favor, but I also tried your spinattack thing. Other then the fact that it won't hold, it flows well. I an't say much for it, but it's not choppy or nothing, and link never goes blank or nothing so it's all good with me.

The favor- I want to get that thing you asked for to lock centin parts of my game, but I can't find the topic you asked for it under. If you could give me the topic or the link, I would greatly apperchiate it.
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Post by: Meiscool-2 on September 28, 2005, 11:35:31 PM
Wow chaos... I tried the demo of XFIXLIUM on gamingw.net. Is there anything that you made aside from the revealing glass? I mean, the stairs, enemies, weapons, animations, codes..... nothing of it is yours. I saw that you wrote 'big help from XFIXLIUM' but you failed to write 'completly copied from XFIXLIUM'.

And here I thought that you would be one of the good coders here on charas...

Here's the site to the game if anyone wants to try it out http://www.gamingw.net/games/451
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Post by: AsakuraHao2004 on September 28, 2005, 11:50:50 PM
I've played that. Looking through both of them, I still find it hard to directly copy the system without getting "lost in translation" so to speak with referances to events that "do not exist" when I KNOW THEY DO, and with variable names and such.
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Post by: Chaotic_Death on September 29, 2005, 01:02:34 AM
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Originally posted by Meiscool
Wow chaos... I tried the demo of XFIXLIUM on gamingw.net. Is there anything that you made aside from the revealing glass? I mean, the stairs, enemies, weapons, animations, codes..... nothing of it is yours. I saw that you wrote 'big help from XFIXLIUM' but you failed to write 'completly copied from XFIXLIUM'.

And here I thought that you would be one of the good coders here on charas...

Here's the site to the game if anyone wants to try it out http://www.gamingw.net/games/451


Okay.  First off, you play a game that's similar to mine and you accuse me of coping the entire thing.  Geez.

Alright, the sword system, enemy system, health system, random item system, and roc's feather system are all custom-made, way back when from when this used to be "Link to the Future."  I think I might have it still on my old computer, and I think linkline still has a copy.

I upped the sword engine and enemy engine since then, and the bottle and lens of truth are mine as well.  So is the sword beam, and the ocarina.  The animations are his, duh (they say 'Xfixium' at the bottom) because there wasn't any others, and I didn't feel like ripping my own.  The bomb, bow & arrow, and shield system are based off of his, but DO NOT have the exact same coding; my game's not the exact same as his.

The stair system was once his, but it's been totally redone at the point in the game where I am now.
The menu/HUD sprites are also edits of his, and he's no longer using them, just FYI.

And before you yell at me, I asked for PERMISSION to edit/use those things, and being the generous person he is, he let me.


EDIT:

If you want to see a Zelda game that's a DIRECT copy of his, check this out.
http://www.rpgfreeze.com/forums/index.php/topic,78.0.html

Then compare it to mine.


DOUBLE-EDIT:

Proof?  Here.
(Wow, he was right about the similarity thing.)

http://img314.imageshack.us/img314/5696/xfixiummessage1lk.png
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Post by: Razor on September 29, 2005, 01:46:50 AM
My post got beleted, but generally I said that this is the best game on Charas ever.
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Post by: Meiscool-2 on September 29, 2005, 02:30:13 AM
Similar?

Hell no. The common events are place exact, animations exact, notes of credit exactly placed the same (and I know no two people that place notes about the exact same thing in the exact same place with the exact same wording) . He also had the feather and bottles in his common event scripting, and they do look quite a bit like yours.

You haven't allowed testing of the sword beam, lens, or any other thing that you claim to have made. Thus, I assume that everything thus far was taken from him and edited.

And no dip you asked him if you could use is stuff. Because, not sarcastic, you just don't seem like the kinda guy that would take something without first asking permission. Plus, well dur, I went to the same damn website where you asked to use his ideas and he agreed to let you.

Ohhhhh, Slight edits for each thing. So, If I say took the bomb from your game and put it in my game, changed the scripting a tiny bit, and slapped a different name on it, would it be my script then? Just curious.

Anyways.... yeah. Permission has nothing to do with total copying. And, as someone who most likly downloaded RPG maker off the internet without paying, I suppose permission wouldn't matter even if you didn't have it. It's sorta funny, because the people that are most often afraid of having their things or ideas taken, are in fact 'thieves' themselves.

Anyways. I appologize for any hurt I might of caused you. I was merly asking if you took everything, or what. It doesn't take away from how good the game is, just reflects in my mind how good of a coder you are.

And, didn't you say you were gonna quit charas on Caseys thread? Meh, another lie? Possibly.....
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Post by: Chaotic_Death on September 29, 2005, 10:57:30 AM
Xfixium never had a bottle in his game... so I don't really have any idea what you're talking about.  There wasnt even a bottle in Link's Awakening at all.  Also, you can't see it in Engine Demo #1, but where I am currently (again), I changed the bomb/bow & arrow to work better in transitioning maps.  I think it's kinda obvious, though, that he gets credit.

Just because I place my common events at the bottom of the map to get them out of the way doesn't mean I stole them from somebody else.  Battle animations are exact because they're the SAME FREAKIN' BATTLE ANIMATIONS.  I already told you that.

Quote
You haven't allowed testing of the sword beam, lens, or any other thing that you claim to have made. Thus, I assume that everything thus far was taken from him and edited.


I had an entire friggin' demo on the Ocarina.  I've seen nobody with an RM2K3 game with an Ocarina in it.  I'd release a dem of the sword beam or whatever, but as I said before, I don't want to release anything else without finding some way to lock up the RPG_RT first.

Also, here's the other PM.
http://img214.imageshack.us/img214/9459/xfixiummessagetwp5kj.png

Yeh, I did say I was leaving, but that was a joke.  Er... sorry to everyone who took that seriously.
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Post by: Meiscool-2 on September 30, 2005, 08:24:18 PM
Locking the thing

I know how to do that. Or at least, I think. Copy your game to make sure.

Basically, so far, every time I delete the little blue haired girl with the sword icon in the my computer files of the game, then click to play the game, it takes me directly to the game and bypasses the editing windows. Dunno if it will work for you, but it did for me.
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Post by: Chaotic_Death on October 01, 2005, 12:59:55 AM
Wait, what?  If you delete the RPG_RT file then you can't play the game anymore...

At least, not without putting another RPG_RT in the folder.
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Post by: Meiscool-2 on October 10, 2005, 07:43:39 PM
Then you have to make a short cut directly to the game and send them that. It's a file you run instead of opening I think.

I'm really not sure, but I know that I once downloaded this game from Gamingw.net and it was just a play the game option, didn't let you go in and edit graphics. When I went into it's file, I noticed it had a 'play game' icon where the girl with the sword icon should've been. So, I copied the girl with sword icon from one game to that game, and presto! I could go in and edit the graphics.

But, like I said, I have no clue if it will work for you, or even if what I did was just dumb luck.
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Post by: Chaotic_Death on October 11, 2005, 11:03:54 PM
Mm.  I think you're talking about Demon Dreams 2.  And yeah, no matter what you do somebody's going to find a way into the game, so I just gave up.

Err... game kinda halted due to school, new demo whenever.  I decided to skip Engine Demo 2 and go straight to the actual in-game demo, following through to the first dungeon, up until the boss (and after).
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Post by: DarkFlood2 on October 16, 2005, 04:23:18 PM
Hey, I don't know if it's been addressed or not, but I found an error in the demo.

I was having fun with the arrows and I managed to fire one whilst on the stairs, and to my horror, link started moving like he was on the stairs (speed wise). I managed to fix it by going on the satirs again... but I wanted to know if you knew about it.

Ohyeah, and that game is awesome, so I've decided tomake an ABS (and it works!  :D )
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Post by: Chaotic_Death on October 18, 2005, 10:16:37 AM
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Originally posted by DarkFlood2
Hey, I don't know if it's been addressed or not, but I found an error in the demo.

I was having fun with the arrows and I managed to fire one whilst on the stairs, and to my horror, link started moving like he was on the stairs (speed wise). I managed to fix it by going on the satirs again... but I wanted to know if you knew about it.

Ohyeah, and that game is awesome, so I've decided tomake an ABS (and it works!  :D )


That's been reported, and that's been fixed :)
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Post by: Arcanagirl on December 03, 2005, 11:23:44 PM
umm the demos dont work on page 1...I get errors when I try to download them.
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Post by: Black Massacre on December 03, 2005, 11:27:39 PM
You also topic kicked.
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Post by: Arcanagirl on December 03, 2005, 11:31:10 PM
that a crime? I topic kicked so I can play the demo :P
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Post by: Meiscool-2 on December 03, 2005, 11:36:14 PM
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Originally posted by Black Massacre
You also topic kicked.


That's not topic kicking, what he did was merly say that he'd like to try the demo but it doesn't work.
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Post by: Arcanagirl on December 03, 2005, 11:40:08 PM
he? ...Me a women :P
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Post by: chocobomaster09 on December 06, 2005, 05:30:50 AM
Sucks to see that this game has stopped....
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Post by: BlackIceAdept on December 06, 2005, 10:49:17 AM
kicker!!!
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Post by: RPG LORD on December 06, 2005, 02:11:17 PM
3 days makes a kick?
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Post by: Dakren on January 04, 2006, 04:06:19 AM
So errr..... whats the latest download I got the one where you just play the flute thingy.... and thats all. Is that the latest one or am I way behind its hard to find links in a mess of 21 pages
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Post by: Meiscool-2 on January 04, 2006, 08:50:58 PM
Did you read the last page at all!?

NO TOPIC KICKING!
Title: hello? progress?
Post by: Kcclubkirby on April 30, 2006, 06:13:21 AM
what happened to this game?....did it die out?!
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Post by: Archem on April 30, 2006, 06:28:34 AM
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Originally posted by Kcclubkirby
what happened to this game?....did it die out?!

Yes. Now die for topic kicking, you bastard. :D
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Post by: Moosetroop11 on April 30, 2006, 07:46:24 AM
Nevertheless, I'd like to hear what happened to this. Is Chaotic death still around Charas?
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Post by: Chaotic_Death on May 06, 2006, 01:08:51 AM
Yes, this game is still alive and well n___n
I'm not on Charas very often anymore, moreso ZFGC and Pixeltendo.

But here's how things are going:


In terms of graphics, I'm working on a new HUD, health bar, magic meter, etc.

http://img64.imageshack.us/img64/1433/magicmeter43tr.png
Magic meter so far.

http://img164.imageshack.us/img164/5400/hud19av.png
Updated hearts and -LIFE- bar, crets to DJvenom for the hearts.

http://img46.imageshack.us/img46/2267/hud27en.png
Custom works of the other part of the HUD, still a WIP.
Also working on ocarina buttons, but those aren't finished yet.


And in terms of demos/screens:

The only new things I have to show at this point is the beginning of the introduction, currently a clone to OoT's, but it WILL further develop as I get started on the game again.

http://img70.imageshack.us/img70/8707/eottintro10hr.png

http://img159.imageshack.us/img159/2325/eottintro20ke.png


Also I have a new host now, so here's the brand new links for everything:

INTRO DEMO (http://islelife.net/Uploads/chaoticdeath/tlozeott/TLoZEotT-IntroDemo.zip)
ENGINE DEMO #1 (http://islelife.net/Uploads/chaoticdeath/tlozeott/TLoZEotT-EngineDemo%231.zip)
OCARINA DEMO #1 (http://islelife.net/Uploads/chaoticdeath/tlozeott/TLoZEotT-OcarinaDemo%232.zip)

I'm also working on some things that I can't show, like fixing up some of the coding and organizing the music and whatnot.

Again, progress is slow but steady, and once summer break hits (in about a month) I'll be back to working on the game n____n
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Post by: ZeroKirbyX on May 06, 2006, 01:55:24 AM
Dude, f***in awesome. This is still the only game I really care about here.
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Post by: Archem on May 06, 2006, 03:19:55 AM
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Originally posted by ZeroKirbyX
Dude, f***in awesome. This is still the only game I really care about here.

And the only fan game that won't be ignored. At all.
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Post by: Meiscool-2 on May 07, 2006, 01:29:06 PM
Great, I'm glad you're still doing this.

BTW, what's the picture with all the SHIFT X in it exactly?
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Post by: Chaotic_Death on May 09, 2006, 09:20:47 PM
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Originally posted by Meiscool
Great, I'm glad you're still doing this.

BTW, what's the picture with all the SHIFT X in it exactly?


Just ideas for a HUD, but the upper-righthand corner is the latest version.