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Author Topic: The Legend of Zelda : Chiming Bells [First Screenshot of Dodongo Mines]  (Read 14466 times)
Winner of NCFC 'Best Zelda' 2009
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« Reply #15 on: May 11, 2009, 04:30:32 PM »

The download link will now take you to tech demo v0.70. It contains extra
-2 Menus
-Stalfo and Argo Link
-Vista support!
-All the bow and arrows 100%
-Bomb and Arrow count (When equipped)
-Full World Map (Until the Demo 1)
-Basic Prioritized Movement

Enjoy it folks!
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Clearness 
Hi

My Other Drug is Triforce.
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« Reply #16 on: May 11, 2009, 04:36:12 PM »

Hey its not bad, I like it!  Enemies would be cool.
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to zelda
sweet as nutella

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« Reply #17 on: May 11, 2009, 04:55:08 PM »

You haven't got long. All I need to do is
-Textboxes and Options <-Easy
-Shop Engine <-Medium
-Bomb and Carrying <-Medium
-Raining <-Easy
-Rito Link <-Easy
-The last Menu <-Medium
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« Reply #18 on: May 11, 2009, 05:06:30 PM »

The screens look good. I don't know if I can say the same about the map. Everything on the right side of the map (Death Mountain, Kakariko Village, Zora's Domain, Zora's River, Kokiri Forest and Lost Woods) are really tiny areas compaired to the areas in the middle and left of the map (Hyrule Field, Lake Hylia, Lon Lon Ranch, Castle Town, Gerudo Valley and Desert). It might be my imagination, but those areas look really cramped.

It isn't a bad thing, if the game hardly takes place in these areas. To me Castle Town, Lon Lon Ranch and Lake Hylia are the prominent areas of the game.
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« Reply #19 on: May 11, 2009, 05:31:05 PM »

Kakariko Village and the Zora River have only a small need in the game. Death Mountain is quite big.

Kakariko Village : To go to Death Mountain and the Stalfo City
Zora's Domain : Just for access to Level 3. (To get permission to enter)
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« Reply #20 on: May 14, 2009, 02:20:28 PM »

I've started to write the story and the plot. I've updated the topic giving you 3 characters. I'll try to update the character database as I go through the story.
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« Reply #21 on: May 17, 2009, 05:56:28 AM »

Okay guys, a brand new tech demo has been added. Here's what new

-Rito Link
-The last menu
-Saria, Deku Tree and 2 Kokiris

Enjoy it folks!

EDIT: For the next tech demo (THE LAST TECH DEMO), I am going to allow you to explore the Forest Temple. It will not have any puzzles but it'll give you a feel of the dungeon.
« Last Edit: May 18, 2009, 02:47:59 PM by King Tetiro » Logged

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« Reply #22 on: May 25, 2009, 08:59:51 AM »

Hey guys I bring news!

I'll been working very hard today on the Forest Temple. The next demo will have a fully working Forest Temple. Expect a new screenshot in the next hour

EDIT: Here as promised. Some new screenshots
« Last Edit: May 25, 2009, 10:06:46 AM by King Tetiro » Logged
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« Reply #23 on: May 25, 2009, 01:11:01 PM »

4 posts without a reply. Ai. Let's see what I can do about that.

Looks good. But it obviously still needs some work. Maybe spend some more time with a couple of details before you try and create a whole dungeon. It'll save you time in the long run. And please don't take any of the following as criticism. I wouldn't take the time to play and comment if I didn't like it. You already know what's good/finish right?

> The movements system needs a little bit more work. When I stand under/against a wall and am looking left I won't look up again when I want to move in that direction. If you need help with that let me know (= PB/email). It's not hard to fix.
> Personaly I'd make the hud either always (partly) seethrough or make it so you can't walk under it. As in: the borders of the rest of the screen are the actual room borders. A little of both just doesn't seem right.
> I can only equip a C item through the menu. When I equipped and used the skull mask (cool btw) I equipped an ocarina. So now I can't remove my mask until I go back and equip the skullmask again. Maybe make it so you can't change the mask when wearing it, or automaticly unequip it when you want to set another item. I'm not sure how they did it in Majora's Mask, but you could probably copy that or use it as an example.
> I wanna see area names and my current location on the map Emo-Kid? Where!? No serieusly. I do miss the ability to hold a directional button and move a lot faster across to the next menu page. Shouldn't be to hard to implement.
> Please make a background for the item menu (single color rectangle?). If the area is full off activity it gets hard to distinguise on such a small screen.
> Love the implemented ocarina. Well done.
> Moving from room to room with two directions pushed the first of two directional buttons gets negated in the next room.
> I wasn't able to talk to people etc. That supposed to be like that right?
> Maybe close of the left side of the starting room so people won't have a change to bitch about it.

That's all the things I could find with just one playthrough. I hope it helps.
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« Reply #24 on: May 25, 2009, 01:37:05 PM »

> The movements system needs a little bit more work. When I stand under/against a wall and am looking left I won't look up again when I want to move in that direction. If you need help with that let me know (= PB/email). It's not hard to fix.
> Personaly I'd make the hud either always (partly) seethrough or make it so you can't walk under it. As in: the borders of the rest of the screen are the actual room borders. A little of both just doesn't seem right.
> I can only equip a C item through the menu. When I equipped and used the skull mask (cool btw) I equipped an ocarina. So now I can't remove my mask until I go back and equip the skullmask again. Maybe make it so you can't change the mask when wearing it, or automaticly unequip it when you want to set another item. I'm not sure how they did it in Majora's Mask, but you could probably copy that or use it as an example.
> I wanna see area names and my current location on the map Emo-Kid? Where!? No serieusly. I do miss the ability to hold a directional button and move a lot faster across to the next menu page. Shouldn't be to hard to implement.
> Please make a background for the item menu (single color rectangle?). If the area is full off activity it gets hard to distinguise on such a small screen.
> Love the implemented ocarina. Well done.
> Moving from room to room with two directions pushed the first of two directional buttons gets negated in the next room.
> I wasn't able to talk to people etc. That supposed to be like that right?
> Maybe close of the left side of the starting room so people won't have a change to bitch about it.
Movement Engine - I think I get what your saying. But not fully. Could you re-explain it?
HUD - I still haven't found the function to make ALL the sprites drawn by the HUD see-through.
C Equip - Fair dos. I'll crack onto that
Faster Menu Cursor - Not exactly the highest thing on my list but yeh. I'll see what I can do. No promises. DONE
Item Menu - Fair enough. Just a graphic changes. Easy DONE
Moving from Room to Room - I can't solve that. Sorry. UNSOLVABLE
No Talk - It's the X function. It should work. It works on my comp. NO PROBLEM
Close the left - They'll be a guy blocking it in 2 demos time. PROMISE

Ocarina - Thanks very much. That's my master stroke! Cheesy
As for the dungeon, I got alot done
-All the Chests
-All the puzzles
-All the tiling
-All the rooms
-All the monsters
-ALMOST All the room transitions

And this is what's left
-Boss
-Map and Compass on the Menu
-Boss Door and room transition
-The aftermath
« Last Edit: May 25, 2009, 02:07:37 PM by King Tetiro » Logged
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« Reply #25 on: May 25, 2009, 02:14:12 PM »

> The movements system needs a little bit more work. When I stand under/against a wall and am looking left I won't look up again when I want to move in that direction. If you need help with that let me know (= PB/email). It's not hard to fix.
> Personaly I'd make the hud either always (partly) seethrough or make it so you can't walk under it. As in: the borders of the rest of the screen are the actual room borders. A little of both just doesn't seem right.
> I can only equip a C item through the menu. When I equipped and used the skull mask (cool btw) I equipped an ocarina. So now I can't remove my mask until I go back and equip the skullmask again. Maybe make it so you can't change the mask when wearing it, or automaticly unequip it when you want to set another item. I'm not sure how they did it in Majora's Mask, but you could probably copy that or use it as an example.
> I wanna see area names and my current location on the map Emo-Kid? Where!? No serieusly. I do miss the ability to hold a directional button and move a lot faster across to the next menu page. Shouldn't be to hard to implement.
> Please make a background for the item menu (single color rectangle?). If the area is full off activity it gets hard to distinguise on such a small screen.
> Love the implemented ocarina. Well done.
> Moving from room to room with two directions pushed the first of two directional buttons gets negated in the next room.
> I wasn't able to talk to people etc. That supposed to be like that right?
> Maybe close of the left side of the starting room so people won't have a change to bitch about it.
Movement Engine - I think I get what your saying. But not fully. Could you re-explain it?
HUD - I still haven't found the function to make ALL the sprites drawn by the HUD see-through.
C Equip - Fair dos. I'll crack onto that
Faster Menu Cursor - Not exactly the highest thing on my list but yeh. I'll see what I can do. No promises.
Item Menu - Fair enough. Just a graphic changes. Easy DONE
Ocarina - Thanks very much. That's my master stroke! Cheesy
Moving from Room to Room - I can't solve that. Sorry. UNSOLVABLE
No Talk - It's the X function. It should work. It works on my comp. NO PROBLEM
Close the left - They'll be a guy blocking it in 2 demos time. PROMISE

As for the dungeon, I got alot done
-All the Chests
-All the puzzles
-All the tiling
-All the rooms
-All the monsters
-ALMOST All the room transitions

And this is what's left
-Boss
-Map and Compass on the Menu
-Boss Door and room transition
-The aftermath

Movement: When the demo starts walk up against the wall. Walk up a pixel or so and then try to move up again. He doesn't do anything. It's functional but just doesn't feel right.
Faster menu: Simply copy your press button events to "regular" button events. And it's fixed, depending on your programming of course. If you want more effecient/less coding then use one custom event which you call from within both button events.
Moving from room to room: Nothing is impossible! There is only highly inefficient. Want some help with this?
No talking: okay, my bad. I didn't know.
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« Reply #26 on: May 25, 2009, 02:21:09 PM »

Movement : So you want him to animate even is there's no movement?
Faster Menu : I've done it.
Room transition : I think it's a problem with Gamemaker. I dunno. I'm looking into this.
Talking : That's fine. We all make mistakes.

Anyways, I'm continuing the Forest Temple. You should have a fully working temple by the end of the week.
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« Reply #27 on: May 25, 2009, 02:27:47 PM »

Movement : So you want him to animate even is there's no movement?

Jup

Room transition : I think it's a problem with Gamemaker. I dunno. I'm looking into this.

I just use a single persistent master control object with 4 variables. One per directional button. Pressing a directional button sets the corresponding variable to 1 and releasing it sets it to 0 again. During each step, depending on Link's status, I use these 4 variables to make the character move and show his movement animations. This would be a solution for your problem, it's just the question wether it's worth the effort implementing it. It would also solve the other movement issue above (if you want it changed that is ofcourse).
« Last Edit: May 25, 2009, 02:29:25 PM by Martijn dh » Logged

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« Reply #28 on: May 25, 2009, 02:57:38 PM »

I don't think I'll implement this right now. It's not worth it Atm. Movement will be done later as well.
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« Reply #29 on: May 26, 2009, 10:55:07 AM »

The last bit of the Forest Temple.
Triple Headed Plant. Mosababa



And with that, the technical demo has been updated! Enjoy the whole Forest Temple folks. The only thing not done is the Key counting.

EDIT: There is a key that rests on green blocks in the Forest Temple. Just walk towards it. The green blocks are water. I just haven't got the sprites again.

EDIT: Hey folks! I've done my first video! Has a look (No sound... Emo-Kid? Where!? )
« Last Edit: May 27, 2009, 02:40:08 AM by King Tetiro » Logged
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