Hello Guest, please login or register.
Did you miss your activation email?
Login with username, password and session length.

Pages: [1] 2   Go Down

Author Topic: [Screenshots/Old Demo]Ode to Zelda Advance  (Read 13385 times)

0 Members and 1 Guest are viewing this topic.

Koh

[Screenshots/Old Demo]Ode to Zelda Advance
« on: September 11, 2010, 11:27:28 pm »
  • Tamer Koh
  • *
  • Reputation: +6/-0
  • Offline Offline
  • Gender: Male
  • Posts: 980

HISTORY
I started making this years ago.  It's literally so close to being done that all I have to do is the final boss, ending sequence, and credits.  However, at one point, the game kept giving me an unexpected error upon every attempt of a test.  Soon after, my laptop crashed, and I had all but forgotten that I had a backup on one of the online file-sharing sites.  So because of that incident, I had to stop working on it through the lack of a computer.  Then, as a reminder that it was one of my attempted projects, I posted it in my list of scrapped games and engines.  I found it yesterday on one of the file-sharing sites I use as a back-up and found out that this one doesn't give the unexpected error.  So, still so close to the goal, I decided I'll finish this up to add to my list of completed games ;).

INFO
About the Whole Game...
This game is an enhanced remake of what was once an online arcade game called "Ode to Zelda."  It featured a small world that used edited "The Legend of Zelda: A Link to the Past" sprites.  Believe it or not, you could probably clear the whole game in under 2 hours.

About Heart Containers...
You can obtain a total of 16 heart containers, all of which are acquired in a certain order.  Feel like you missed some?  Kill all the enemies on the screen for any heart container availible there to appear.

About Magic Containers...
These, unlike Heart Containers, aren't required to be obtained in order, however, they are hidden in various places.  Blast all rocks and pound all stakes to find them all!

About Sword Upgrades...
The first upgrade of the sword (Iron Sword) is hidden in a cave.  The last upgrade of the sword (Master Sword) is hidden on the overworld.

About the Controls...
Here is a list of the in-game controls:
Z:  Use Sword.
X:  Use selected item.
Enter:  Open Inventory/Pause the game.
Ctrl:  Take a screenshot (These seem to be in PNG format, but are actually in BMP format, so before uploading them somewhere, save them as a proper PNG image file).

SCREENSHOTS


VIDEOS (Old)
<a href="http://www.youtube.com/watch?v=j_JYlh-XrRc" target="_blank">http://www.youtube.com/watch?v=j_JYlh-XrRc</a> <a href="http://www.youtube.com/watch?v=Ramps85RJS8" target="_blank">http://www.youtube.com/watch?v=Ramps85RJS8</a> <a href="http://www.youtube.com/watch?v=EYIDS3Q5J4w" target="_blank">http://www.youtube.com/watch?v=EYIDS3Q5J4w</a> <a href="http://www.youtube.com/watch?v=BfX637iIGQI" target="_blank">http://www.youtube.com/watch?v=BfX637iIGQI</a> <a href="http://www.youtube.com/watch?v=wnzbcxt5VgU" target="_blank">http://www.youtube.com/watch?v=wnzbcxt5VgU</a> <a href="http://www.youtube.com/watch?v=VecgrgxKVTw" target="_blank">http://www.youtube.com/watch?v=VecgrgxKVTw</a> <a href="http://www.youtube.com/watch?v=1DvOccaHob8" target="_blank">http://www.youtube.com/watch?v=1DvOccaHob8</a>

DOWNLOAD
Old to Zelda GB Download

SYSTEM REQUIREMENTS
Windows XP or later.
256 MB of RAM.

For 'An unexpected error occured while running the game.' recipients...
Check THIS and THIS on that situation.  I already unchecked all Preload boxes, and this game doesn't use MP3's.


YOUR PART
Since the game is near completion, I would like to hear any suggestions, ideas for Ganon, and feedback.  Enjoy the game ;)!
« Last Edit: February 14, 2012, 01:07:50 pm by dlbrooks33 »
Logged
  • Megaclipse Games

Jeod

Team Dekunutz, Doubleteam
Re: [Near Completion]Ode to Zelda GB
« Reply #1 on: September 11, 2010, 11:40:32 pm »
  • *
  • Reputation: +3/-0
  • Offline Offline
  • Gender: Male
  • Posts: 1675
It's pretty easy to die as the sword doesn't go from the top of Link's sprite to the bottom. That gives it a smaller attack area and thus enemies can move into you when you miss. Also, upon dying, I get this error:


___________________________________________
ERROR in
action number 1
of Alarm Event for alarm 2
for object objGO:

Error in code at line 1:
   objLink.sprite_index=sprLinkR

at position 22: Unknown variable sprLinkR

Choosing ignore causes the game to play as normal though.
Logged
"You should challenge your fates. When all else fails, you can still die fighting." ~Yune
___________________________________

Zelda GBC+ Engine for Multimedia Fusion 2
  • Doubleteam Project Page
Re: [Near Completion]Ode to Zelda GB
« Reply #2 on: September 12, 2010, 12:27:30 am »
  • *
  • Reputation: +0/-0
  • Offline Offline
  • Gender: Male
  • Posts: 47
Hey I thought you had done very good job on the engine.

There are just a few annoyances

1. Link doesn't swing his sword, and lunges instead. This feels extremely limited as you always have to be in line of your enemy and sometimes you can just be a few pixels off.

2. Bombs go off too quickly, also add more animations to it when its about to explode.

3. Where is the sword charging?!

4. Also when I died and went to continue, sometimes this error message would come up:
___________________________________________
ERROR in
action number 1
of Alarm Event for alarm 2
for object objGO:

Error in code at line 1:
   objLink.sprite_index=sprLinkR

at position 22: Unknown variable sprLinkR

5. You should only be able to select a menu option once because at the moment you can spam the key and the option choice will just repeat.

6. Your map design needs to compliment the AI of the enemies. Example:



You can just go straight through the middle and avoid the enemies easily since the top two will just stay in the same spot and the other two won't get to you in time. Refine enemy AI and think closely about map design and it should work out.

I hope I've given you enough constructive criticism to further improve your game. I'll be keen to check out the full version :)
Logged
Re: [Near Completion]Ode to Zelda GB
« Reply #3 on: September 12, 2010, 10:09:52 am »
  • *
  • Reputation: +4/-0
  • Offline Offline
  • Gender: Male
  • Posts: 4747
That looks pretty!
Logged

Mamoruanime

@Mamoruanime
Re: [Near Completion]Ode to Zelda GB
« Reply #4 on: September 12, 2010, 12:24:10 pm »
  • ^Not actually me.
  • *
  • Reputation: +9/-0
  • Offline Offline
  • Gender: Male
  • Posts: 9786
Are you using one giant room for your overworld?

If so, that's why I can't even test the game :(... Also if that's the case I highly suggest creating a system that loads map data as you play instead of having one huge room. They're easy to make, and they save a LOT of memory usage.
Logged

Koh

Re: [Near Completion]Ode to Zelda GB
« Reply #5 on: September 12, 2010, 02:11:32 pm »
  • Tamer Koh
  • *
  • Reputation: +6/-0
  • Offline Offline
  • Gender: Male
  • Posts: 980
It's pretty easy to die as the sword doesn't go from the top of Link's sprite to the bottom. That gives it a smaller attack area and thus enemies can move into you when you miss. Also, upon dying, I get this error:


___________________________________________
ERROR in
action number 1
of Alarm Event for alarm 2
for object objGO:

Error in code at line 1:
   objLink.sprite_index=sprLinkR

at position 22: Unknown variable sprLinkR

Choosing ignore causes the game to play as normal though.

See below.

Hey I thought you had done very good job on the engine.

There are just a few annoyances

1. Link doesn't swing his sword, and lunges instead. This feels extremely limited as you always have to be in line of your enemy and sometimes you can just be a few pixels off.

2. Bombs go off too quickly, also add more animations to it when its about to explode.

3. Where is the sword charging?!

4. Also when I died and went to continue, sometimes this error message would come up:
___________________________________________
ERROR in
action number 1
of Alarm Event for alarm 2
for object objGO:

Error in code at line 1:
   objLink.sprite_index=sprLinkR

at position 22: Unknown variable sprLinkR

5. You should only be able to select a menu option once because at the moment you can spam the key and the option choice will just repeat.

6. Your map design needs to compliment the AI of the enemies. Example:



You can just go straight through the middle and avoid the enemies easily since the top two will just stay in the same spot and the other two won't get to you in time. Refine enemy AI and think closely about map design and it should work out.

I hope I've given you enough constructive criticism to further improve your game. I'll be keen to check out the full version :)

1.  I made him stab with the sword instead of slash, because that's how it was in the original.  Check the first post for the original game playthrough.

2.  The animation for bombs was coming soon ;).

3.  Ties in with 1.

4.  Fixed.

5.  Guessing that's with Game Over?

6.  I'll see what I can do.

Are you using one giant room for your overworld?

If so, that's why I can't even test the game :(... Also if that's the case I highly suggest creating a system that loads map data as you play instead of having one huge room. They're easy to make, and they save a LOT of memory usage.
Now that, I don't know how to do XD.  The room isn't terribly large though, just 1024x544 (pixels).  I also have things disabled outside the view.
Logged
  • Megaclipse Games
Re: [Near Completion]Ode to Zelda GB
« Reply #6 on: September 12, 2010, 02:49:05 pm »
  • *
  • Reputation: +9/-0
  • Offline Offline
  • Gender: Male
  • Posts: 3725
From your screens and the first 2 videos it looks like you are crossing GB and ALttP styles. I found it a bit awkward at first, but it is not something you can't get used to. But the graphics in the third video you posted, I can't get used to. Sorry but those are awful. I hope this is some sort of weird prank, because the screens look promising the last video does not.
Logged

Koh

Re: [Near Completion]Ode to Zelda GB
« Reply #7 on: September 12, 2010, 03:19:16 pm »
  • Tamer Koh
  • *
  • Reputation: +6/-0
  • Offline Offline
  • Gender: Male
  • Posts: 980
Oh no, the last video was the video of the game this is remaking XD.
Logged
  • Megaclipse Games
Re: [Near Completion]Ode to Zelda GB
« Reply #8 on: September 12, 2010, 10:14:37 pm »
  • *
  • Reputation: +0/-0
  • Offline Offline
  • Gender: Male
  • Posts: 2690
Wow, by the look of the screens, the game seems to look absolutely fantastic (I miss so much playing Zelda in 2D). I'll play it when it is complete. ;)
Logged

Dr. Strange

Re: [Near Completion]Ode to Zelda GB
« Reply #9 on: September 12, 2010, 11:42:44 pm »
This deserves project of the month. The video does more than enough justice to show how well-thought out this project really is. May I ask, is there anyone on your team?
Logged

Koh

Re: [Near Completion]Ode to Zelda GB
« Reply #10 on: September 13, 2010, 01:15:30 am »
  • Tamer Koh
  • *
  • Reputation: +6/-0
  • Offline Offline
  • Gender: Male
  • Posts: 980
Well it's just me alone, I haven't done any team projects since....well Pearl of Darkness, which wasn't even finished.
Logged
  • Megaclipse Games

Koh

Re: [Near Completion]Ode to Zelda GB
« Reply #11 on: September 19, 2010, 12:52:32 am »
  • Tamer Koh
  • *
  • Reputation: +6/-0
  • Offline Offline
  • Gender: Male
  • Posts: 980
After giving it much thought, I decided it would be best for me to just completely start over, instead of working with my old code, so I uploaded a video showing the playthrough of this version.  Not only will this make the game MUCH longer and better due to my new changes I have in mind (I'm going to just remake the 2nd and 3rd Quests (Ode to Zelda) as one game, with a lot of sidequests), so no Longer will Link stab =D, and a heck of a graphical update.  This would also help lower-end PC users, because once I start anew, you will no longer receive the 'Unexpected error' message ;).  Anyway, this is what you can expect from this last download of this version, which can be downloaded from the first post.  Anyway, have fun with this version, because the new version is going to be way more exciting ;).  You'll find this exact information in the video info XD.
Logged
  • Megaclipse Games

Koh

Re: [Near Completion]Ode to Zelda GB
« Reply #12 on: October 17, 2010, 02:14:47 pm »
  • Tamer Koh
  • *
  • Reputation: +6/-0
  • Offline Offline
  • Gender: Male
  • Posts: 980
Just to show I'm still working on it, here's a couple of a screenshot of the revamp (HUD still WIP): 

I'm still working on the graphics, and the main engine.  Next on the list of the main engine would be rolling, then the sword techniques.  It's just, I've been so busy with college lately, I really haven't had much time.  But hopefully, things will pick up soon ;).
Logged
  • Megaclipse Games

Koh

Re: [Near Completion]Ode to Zelda GB
« Reply #13 on: January 30, 2011, 01:24:12 pm »
  • Tamer Koh
  • *
  • Reputation: +6/-0
  • Offline Offline
  • Gender: Male
  • Posts: 980
Finally picking this back up after being busy for so long o-o.

Posted a new small engine test video.  Link doesn't roll too far, does he?
Logged
  • Megaclipse Games
Re: [Near Completion]Ode to Zelda GB
« Reply #14 on: January 30, 2011, 04:35:50 pm »
  • *
  • Reputation: +0/-0
  • Offline Offline
  • Posts: 57
Glad to see some of your work again Brooks.

Is the flashing intentional? I can't help but notice Link going to a white color everytime he rolls. And also is there anything new with the falling?
Logged
Re: [Near Completion]Ode to Zelda GB
« Reply #15 on: February 04, 2011, 07:11:53 pm »
  • *
  • Reputation: +4/-0
  • Offline Offline
  • Gender: Male
  • Posts: 4747
I kept dying in the demo because of the limited sword slash...it really breaks the game  ::)

Looks pretty neat and polished though.
Logged

Koh

Re: [Near Completion]Ode to Zelda GB
« Reply #16 on: March 06, 2011, 04:31:44 pm »
  • Tamer Koh
  • *
  • Reputation: +6/-0
  • Offline Offline
  • Gender: Male
  • Posts: 980
Lol, I just implemented more cheats that'll work in your favor:

<a href="http://www.youtube.com/watch?v=Ramps85RJS8" target="_blank">http://www.youtube.com/watch?v=Ramps85RJS8</a>

Also, I decided to finish Version A first, since I've tampered with it some more, and now it's just the matter of programming Ganon.  After all is said and done with Version A, I'll work on the advanced version, which shall have a lot more content.
Logged
  • Megaclipse Games
Re: [Near Completion]Ode to Zelda GB
« Reply #17 on: May 20, 2011, 07:26:08 pm »
  • *
  • Reputation: +2/-0
  • Offline Offline
  • Gender: Male
  • Posts: 301
I tried the demo some time and I noticed that every enemy follows/chases you down until you're dead. That is not how it is in original Zelda games.
Logged
Games that I support:

Forums that I am a member of:

Koh

Re: [Near Completion]Ode to Zelda GB
« Reply #18 on: June 01, 2011, 02:28:59 pm »
  • Tamer Koh
  • *
  • Reputation: +6/-0
  • Offline Offline
  • Gender: Male
  • Posts: 980
Lol, I know, I'm totally lazy with redoing it though =x.  I'll have to before the final release, however.

<a href="http://www.youtube.com/watch?v=j_JYlh-XrRc" target="_blank">http://www.youtube.com/watch?v=j_JYlh-XrRc</a>
I put in a Santa mode, which is activated when you type in Santa when naming Link. How's that for yet ANOTHER naming cheat?

Cheats List (So Far)
NAMING
-Offense: Red Tunic (x2 Sword Attack and higher Knockback for Enemies)
-Defense: Blue Tunic (x2 Defense, less Knockback taken from Enemies)
-Triforce: Gold Tunic (Effects of Red and Blue)
-Tobias: Activates 'Tobias' mode, in which you look like Tobias from the original First Quest.
-Santa: Activates 'Santa' mode, in which Hyrule is a Winter Wonderland!
-Slash:  Gives Link the Ability to Slash his sword.
-NoSlash:  Takes it away.
-Normal:  Reverts Link back to his Green Tunic.

BANNER/DISCLAIMER CHEATS
-Press 'M' on the banner screen to activate the music switch, which plays the original music featured in the original First Quest (doesn't work with Santa mode activated, due to Santa Mode using it's own music)

I think that's enough spoilers for now. I'll make a download link when i finally finish the final battle, and ending sequence, thus finishing this thing.
Logged
  • Megaclipse Games
Re: [Near Completion]Ode to Zelda GB
« Reply #19 on: June 02, 2011, 03:53:19 pm »
  • *
  • Reputation: +0/-0
  • Offline Offline
  • Gender: Male
  • Posts: 276
So.. are they all loads of all different sprites? Must make the file size huge.
Logged
I'll add one of these later.
Pages: [1] 2   Go Up

 


Contact Us | Legal | Advertise Here
2013 © ZFGC, All Rights Reserved



Page created in 0.064 seconds with 77 queries.