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SilentResident

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SilentResident last won the day on July 11 2011

SilentResident had the most liked content!

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About SilentResident

  • Rank
    Advanced Member
  • Birthday 07/22/1986

Profile Information

  • Gender
    Female
  • Location
    Greece
  • Interests
    RPG Maker, Videogames, Book Reading, Nature, Politics

Engines

  • Prefered Engine
    RPG Maker XP
  • Engine Level
    Expert
  • Class Title
    Level Designer
  • Project(s)
    Project Zelda Engine
  1. Hello everyone! Our team released a new demo of the Project Zelda Engine! The Project Zelda Engine 4.3 is now out to the public! Download Links: http://www.mediafire.com/download/zgukxgl9cr7p9c9/Project_Zelda_Engine_-_Version_4.3_(XAS_3.91)_-_Demo_3.rar Our team got still a lot of work to do on the engine, and lots of features have yet to be added, but the basic stuff is now done! We aim to finishing the combat system's elemental effects, the Ravio's shop, and implement more scripts to the engine, if possible. But the people can now get a taste of the new features we added so far to the PZE, such as the new particle system, the improved inventory keymapping, the monster behaviors, and many new scripts, to the PZE! The new demo also is a stable version, with most of the bugs have been already routed out! Hope you enjoy the demo! Have a nice day!
  2. Hello people, sorry if there are no news for the PZE this month, as we are again busy in real life - the university examinations of February are taking alot of our free time - but we will resume work on PZE as soon as we get the opportunity! Our goals for the next phase of the work on the PZE is to make the monsters as bug-free as possible, and apply Weapon-Based effects on enemies (Fire rod to actually cast flames the monsters, the Boomerang to make stars spin on a monster's head, etc) We will be back soon with news! Thank you all for your understanding!
  3. Oh, I am sure the Scripts will be very useful for the new people to learn how PZE's unique scripting system works! ^_^
  4. After an increasing amount of mails by the fans, we finally added a proper dismount button for Epona (originally, you had to use Ocarina or Horseshoe Flute to dismount, but now the dismount ability has been assigned to the Shield button (key 'Z' on PC keyboard) for easier horse dismount: We also finally added the long-waited TMC tilesets to the Project Zelda Engine! Now the PZE users may use TMC tilesets to make their games, instead of these old and overused ALTTP tilesets that already come with the Project Zelda Engine! Also various other minor fixes are applied to the PZE! :) Enjoy!
  5. Happy New Year, dear people and Nintendofans! Our team has done some nice progress the Christmas and we are now presenting you the results! The Pegasus Boots now are complete! This couple of shoes, now not only allows Link to dash, but also literally collides with environments and surfaces, to cause items fall from them! Literally, you can place a Book of your liking on the bookcase (in our case the Book of Mudora), just to dash onto it and take it back! We are very happy with the results! Who didn't play the Legend of Zelda: A Link Between Worlds? Well, most of us in our team didn't, sadly, as the Nintendo 3DS console remains very expensive, and therefore, any content we added from the A Link Between Worlds was either by watching Youtube videos, or with MetalZelda's help (lucky little devil, he always have money!) The PZE's Dark World map can very well be renamed into Lorule! From the A Link Between Worlds, we added a couple of stuff, as well as the Ravio's Rental Shop and the Item Rental System to the Project Zelda Engine! And last, for the fans who for a long time have been waiting to see enemies in the Project Zelda Engine, finally we come with some samples of the XAS-powered combat system! The Project Zelda Engine team wishes you have a Happy New Year 2014!
  6. Hello people, friends and fans! As soon as everyone in our team feels that the engine is 100% ready, we will release the next demo to the public! I still have some fixes to do on the Goron Link's animations as soon as I get my computer repaired from thunderstorm damage, I will be back on full work to finish the remaining Goron Link's stances and also address with our team's scripter some issues regarding on the monster Tektite, which is supposed to cause damage and hurt Link when it jumps onto him (but currently it doesnt). After we are fully satisfied, you will get the demo! I apologize for the long waiting time, but we really want to provide you with a quality product. Thanks for your patience! :) Our immediate priorities: The Goron Form: The Tektite's attack pattern: List of many other features the new PZE's demo will bring to you: Spin Attack - varied spin range, depending on your sword's length: Particles System: Finished Guard Detection System: Big Rocks System: Better Graphics for the horse, based on sources, but re-mastered and revamped. Enemies with configurable AI - more info on them, soon!: Many new map interactions such as Gossip Stones and switches, etc: Bomb flowers: Advanced Item Selections and Hotkey System: And many other improvements, such as the complete demo sample of a world map, the chapters system, the organized text messages, the foreign language support and the ability to change the language of the game and its menus on the fly, and more! Thanks for your patience! :)
  7. The release has been postponed as the team decided to have the Goron Mask's form completed and the remaining maps finished, with all of the Goron Link's interactions ready before we release the PZE to the public. With the team, we also decided that after the PZE is finished, we could release a "Map Pack" that will contain all Ocarina of Time and Oracle of Age-based maps that were present in the PZE's older versions but are missing from the PZE's newer version. These old maps need to be re-updated to fit with the last PZE core and system changes, and re-release them together, as a "Map Pack". Here some pictures (click to zoom) of the old OOT and OOA maps featured in the old Project Zelda Engine: OOT's Kakariko Graveyard: OOT's Kakariko Graveyard: Woodset Forest: OOA's Lynna City: OOT's Kakariko Village: Hyrule Field:
  8. With most bugs in the engine now corrected, it is our pleasure to announce that, within the next week probably, the new demo of PZE will be released to the public!
  9. Hello peeps! For this week, we are improving the Goron Link's anime sets, and we just started the spritework on Zora Link's form. We fixed and cleaned some stuff in Project Zelda Engine, and we are making portraits for the items, the weapons and the masks, which are needed for display on the Message Boxes such as this: Samples of new portraits made so far: Remote Bomb: Magnetic Gloves: Magic Beans: Iron Boots: Blue Candle: To note that the portraits of the items, are NOT icons - they are not used in the inventory menu - are bigger than the icons in both filesize and scale - and are for display on the "You got the X item!" messages. it is a tedious work to enlarge the size of the icons and make them pictures without sacrificing the quality, but worth the effort!
  10. Happy new month everyone! :) Our team has done some nice progress, especially on the tedious recreation of Link's forms, from 3D into 2D! We are proud to announce that the Link's Goron form, from Legend of Zelda: Majora's Mask, which is also known as Goron Link, has been completed in Project Zelda Engine! Some example screenshots of Goron Link in PZE!: Here is a picture for size comparison of the Goron Link with the other forms of Link in Project Zelda Engine! The Goron Link in PZE comes all the unique abilities from Majora's Mask - such as the powerful punch (melee range only) that can damage enemies alot, the roll ability, and Goron's back rock shield, and more! Hope you liked him! More info about the abilities, soon!
  11. There was a hidden count-down timer feature in RPG Maker XP which was unused in the PZE. So, we brought it to the foreground and enabled it for the Project Zelda Engine, where it can be really very useful and in handy, such as in mini-games or running errands for the trading sequences in your Zelda games! The count-down timer is positioned below the Magic Meter and has a blue/white clock symbol next to it: Our team is working on it and we plan to make a use of the new feature in Mini-games or in trading errands in the existing demo maps of PZE, for you to try and test when the PZE comes out!
  12. In case people want a list of items and weapons that have been added to the PZE so far, here is a list. The list of all completed and functioning weapons in PZE: -Slingshot -Hyper Slingshot (WIP) -Bow -Fire Arrows -Ice Arrows -Light Arrows -Bomb Arrows -Boomerang -Magical Boomerang -Hookshot -Longshot -Bomb -Bombchu -Remote Bomb -Super Bomb -Powder Keg -Bomb Flower (Work In Progress - WIP) -Ball & Chain (WIP) -Ocarina/Ocarina of Time & 22 Songs -Deku Pipes & 14 Songs -Goron Drums & 14 Songs -Flute/Horseshoe Flute -Magic Hammer -Megaton Hammer -Magic Beans -Mushroom -Magic Powder -Pegasus Boots -Book of Mudora -Bug Catching Net -Shovel -Roc's Feather -Roc's Cape -Fire Rod -Ice Rod -Magic Rod -Dominion Rod (WIP) -Cane of Somaria -Cane of Pacci (WIP) -Seed Satchel (Some seeds are WIP) -Seed Shooter (Some seeds are WIP) -Rod of Seasons & 4 Seasons -Harp of Ages & 3 Songs -Lens of Truth -Magic Mirror -Lantern -Magic Cape (WIP) -Deku Nut -Deku Stick (WIP) -6 Bottles for storing content (such as fish, water, magic potions, small fairies, etc) -20 regular Masks & 4 Transformation (Deku, Goron, Zora, and Fierce Deity) Masks (WIP) -4 Swords of different size and strength -3 Shields of different durabilities -Bomb Bags & 4 Bag Upgrades -Deku Seed Satchels & 4 Satchel Upgrades -Arrow Quivers & 4 Quiver Upgrades -Rupee Wallets & 5 Wallet Upgrades * WIP means Work in Progress (it is not 100% finished) This is the list of all weapons that currently are functioning in PZE! That's alot! These are all the items we managed to finish that far! And more to come ahead! :)
  13. As our work keeps going on with the enemy & monster development, here is a copy-paste of the "To Do" List - which shows what's left before PZE's final version gets released to the public, for you the people to know: (edit: sorry if the list has any typo errors xD ) #================================================================# # The General "To Do" List # #================================================================# ---Adjust the Day/Night Cycle's screen color tones. (SilentResident will do this - Mr.Wiggles made a script for easier tuning of color tones, placed in SR's User Folder) ---The Pegasus Boots get bugged if Link is dashing while mapsliding (going) to another map (Ask Baf for more details). ---Add an object which can be kept in hand from on map to another (Baffou need it for it's LA XD) ---[OPTIONAL]Waypoint system for the World Map Menu Screen. So that you dont forget where in the world you are and what way your going. It doesn't have near as much relevance being a 2d system, but its worth to try it, as it helps the gamers alot. A proposed idea is to make the Link's waypoint icon appear at least for the locations that have a map mark on World Map (those red dot marks that display the names of the places in World Map Screen, such as "Clock Town", etc.). <--- (Remind wiggles about this: lol Reminded i have a waypoint system i made a while back for a quest menu. :) its in my folder) ---Add the Magnetic Gloves. They have 2 modes. A Hookshot Mode and a Magnetic Mode. In the first mode, Hookshot mode, the gloves behave exactly like hookshots, but without the chain. After a single use, the gloves automatically switch via a switch or variable to the Magnetic mode. The second mode is in fact a Drag Event mode, which makes eligible events that are in front of the player, to move towards him. ---Rework Epona Tools and add a key to dismount her. ---Rework the Pegasus Boots Tool to allow some special feature (like dashing with sword....). ---Debug and finish configuration of the reworked (by NR) Input Module, which restored the gamepad and joystick support to the PZE. (Done by NR - configuration of buttons is needed) ---Implement the Mounted Sword Combat to Epona + make the Sprites for it. ---Add Common Impact ID Variables - 1 for each type of weapon. 1 Common ID variable for all Swords, 1 for all Boomerangs, 1 for all Bombs, 1 for all Hookshots, 1 for all harmful Spells, etc. ---The Dark and Past World maps in World Map Menu Screen are displaying map locations/place names that are belonging to the Light World (such as 'Clock Town' and 'Kakariko village'). This needs to be fixed, as the Dark & Past Worlds are different worlds, with completely different places, towns and villages, that have different names and are unexplored. ---When Link has his shield raised towards a trap, the Trap shouldn't be able to harm him as the shield which is raised between him and the trap, is supposed to absorb the damage. ---When Link is pulled by his hookshot into the abyss (usually this happens if you you use the hookshot to latch on a hookable statue, that is placed next to an abyss tile.), his fall animation will clip abit. ---When Link jumps into the abyss by using his Roc's Cape, his fall animation will clip abit. ---When Link is throwing a jar or a shrub (or any other liftable objects) onto rocks, the rocks will break. This is very unrealistic as the rocks are more durable than a jar or shrub is. ---When Link is being hit by the Trap's fireballs in [Map ID 28: Room 1-6], he is pushed forward rather than backwards, which is very unrealistic. The force of the fireball is supposed to push you backwards, not forwards from where it came. ---[OPTIONAL]Make the Bomb Flower explode when Link's harmful actions come in contact with them. If Link hits a Bomb Flower with his sword, it should explode. And if any other Bomb Flowers are within the vicinity of the explosion, they should explode too. ---Add a /lift Comment to the PZE. This can be very useful for certain events we don't want to be liftable by default, but make them liftable if/when the event's page has this comment. ---Add a /nofall Comment to the PZE. This can be very useful for certain bridge events placed on Abyss tiles which let Link pass a gap and get to the other side of the abyss. This can be very useful for certain events we don't want to let Link walk on Abyss by default, but let him walk on them if/when the event's page has this comment. ---Add the burning Lava Terrain to the PZE. It behaves like the abyss Terrain and burns Link if he falls into a lava tile. ---[WIP]Adjust the Mask positions when Link spins, swims and attacks. Baffou has updated some of them so far, but it is not done yet. ---Finish the Stair Ascending and Stair Descending Sprites/Animations for Link, when using the stairs in indoor maps (this feature was present in PZE 3 but not in PZE 4 yet). - SR will do this. ---Create or add enemies, monsters and dungeon Bosses to the Project Zelda Engine. Time for some real combat! ---Expand the Pixel Movement Script's current support of 4 directions (Up, Down, Left, Right) to all 8 directions, including diagonal movement (UpLeft, UpRight, DownLeft, DownRight). ---Sword Beam Attack. Our success in Sword Spin Attack opens the road for a Beam Attack as well. Only certain Swords may have this feature. Also, only when Link is in full health, may have his sword fire sword beams. ---A Rings system/submenu. In the style of Oracle games, or a better one. (needs to be discussed with the team first) ---[OPTIONAL]3D rotating Menus, like in OoT & MM. Make the transition from menu to menu have a 3D feeling. Gasotetsu is able to provide us the graphics for this. With a little help from a scripter, it couldn't be hard to make it work. ---[OPTIONAL]The Minish cap style of Shrinking into Minish size and back forth. (Probably SR will do this) ---Finish the Great Fairy's Fountain in North Clock Town. ---Add real Cuccos to the Kakariko Village Map. Hit a Cucco 5 times and a real herd could spawn! ---Reduce the Pegasus Boot's long Pushback by 1 or 2 tiles. (Ask SR for details). ---[WIP]Add the Twin Brother Jogglers in East Clock Town. ---Fix the Boomerang Bug - When the boomerang return when taking more than one item ( a script error message). ---Fix the bug where more than one masks could be equipped at a time. ---Adjust the Magic Meter's magic consumption rates for all magical weapons. Also decide how much magic a Small Magic Jar and how much a Big Magic Jar should restore in Link's Magic Meter. ---When Link rolls and hit a wall, he will be knowked back 1 tile away ... (MZ suggested this). -- MZ note : More realist for me and should be easy to set (maybe you can be based on pegasus boots system) ---Unnaturally high diagonal speed for the Boomerangs in contrast to their straight (aka vertical) speed. Needs to be reduced. Perhaps it will need some scripting. - SR ---[OPTIONAL]Link's unsheating sword and holding it after he press the sword button, reverse it with the Action button © and force the HUD to show a text (Put Away) when he is not moving... A Common Event will be enough for doing this, conditionnal branches to manage all sword and actor (MZ's idea). ---Create a Cane of Pacci script. More info will be written soon. ---Make the real animation for all the 6 Teleportation songs from Legend of Zelda: Ocarina of Time, that will replace the current placeholder anim for these songs. (SR will do this) ---Finish the Elegy of Emptiness, a song of Ocarina that summons lifeless statue version of ourselves. ---Correct the Follower Script so it properly recognizes and plays the [7] and such stuff in character filenames that have more than 4 frames. Also the script so it displays properly the the Follower Event's Graphic Frequency. ---Currently, when Link lifts an object or item, only the first frame from Link[7]_Pickup[2].png is playing. This, perhaps is just a mistake or a bug. We need correct this and have all the two (2) frames of this spriteset playing when Link lifts an object. ---[bUG]If the Cane of Somaria's block is summoned to Link's current tile due to tile in front of Link being impassable/occupied already by another event, the breakup of the Block into fireballs will occur on the tile next to Link, even if the block itself is on Link's tile. ---Do the Masks portraits (Baf will do that when he will be back. with SR's assistance). ---Navi follows for a short while the Magical Boomerang when Link throws it. I have not tested if this issue also occurs with with regular Boomerang but it is worth checking and applying the fix for it too, in case. (Baf will do this) ---What the hell, navi now follows Somaria Blocks as well! That shouldn't happen because we fixed it already... ---Thunder's Request - Modify 'jump_near' - The 'jump_near' is a XAS command that can be put in an enemy move route (call script). This command makes the enemy to jump to some of 4 facing directions of the player(north, south, west, east). It is commonly used to make monsters reach to the player faster, but it don't cause colision if the monster or the player don't walk against each other. As our Tektitle don't walk to follow link, there's no colision. We need to modify 'jump_near' command to make colision with the player (maybe make the monster try to go through the player, instead of just jump to the nearest tile). ---Make Dominion Rod be closer to how it was in Twilight Princess - Add EVENT.backward(7) so the event page of the Dominion rod would look like this: EVENT.forward(7), wait 4 frames, EVENT.backward(7), self.erase. ---Finish Clock Town's Mayor dialogs for the Couple Mask and for the Last Hours sequence. ---Add the Down Thrust skill (Down Thrust can be performed by pressing Roc's Feather + Sword at same time) ---Add a new feature in Quest Status Screen: the Hidden Skills Book. As Hidden Skills, we are talking about Spin Attack, Down Thrust (Sword + Roc's Cape), Sword Beam, etc. And make them to be learn by the swordmen's dojo in Clock Town ---Improve Epona's mechanism: When Link dismounts her, a dynamic event for Epona's location to be called so her position can be memorized on the map. --------------------- FINAL CHECKLIST --------------------------- ---[FINAL]After all weapons have been implemente/finished in PZE, make a final and complete update to all signposts in the game. (SR will do this) ---[FINAL]Make sure that all NPC events that teach Link new Ocarina songs, will have the conditional branch [Epona = OFF] so Link won't be riding Epona when talking to these NPCs. ---[FINAL]Update all game's treasure chests to final version that applies to all of them. (SR will do this) ------------------------ DONE ------------------------------ ---[DONE]Fix the broken Bombs bug - Bombs are no longer working in PZE - we need fix this bug immediatelly. (The bug was caused by the linear Damage implemented i removed the line on the bomb tool) ---[DONE]Make Mr.Wiggles big events script to work properly on PZE. We need this script for the rocks and other obstacles that are large and occupy 2, 4, or more tiles on a map. ---[DONE]Disable the Magic Beans and all the Masks from being usable when riding Epona the Horse. The rest of weapons are already disabled for when riding the horse. ---[DONE]Add the hit animation of the Light Arrows (the Ice and Fire Arrows already have a hit animation). ---[DONE]When you get an object while wearing a mask, the item appears behind the mask. Can be reproduced by opening a 20 rupies chest while wearing the bunny hood. ---[DONE]Correct the Visual Equipment for when Link is swinging Deku Sticks. ---[DONE]Add the Roc's Cape. It functions exactly like the Roc's Feather (The Roc's Feather's functions as the following: jump and land back on the same tile if not walking, or jump 1 tiles forward if walking). The only difference between Roc's Cape and Roc's Feather is just it jumps 1-2 additional tiles forwards if walking. ---[DONE]Trowing Shrubs into deep water, will sink them. However, throwing rocks into water, will break them on water's surface instead of sinking them. This needs to be corrected. Rocks could sink into water much like the shrubs, instead of breaking. ---[DONE]Add the Mermaid's Suit. It functions exactly the same way as the Zora's Flippers. And, much like the Zora's Flippers, it uses the Link[7]_SWIM sprite. The only difference between Zora's Flippers and Mermaid's Suit is the speed. The Suit allows Link to swim faster in water, and more specifically, at the default (Link's walking) speed. ---[DONE]Make the Water Diving System be enabled via a Switch, in the same way the Water Swimming System is enabled/disabled via the [switch ID 18: Swimming Active]. ---[DONE]Adjust the Sword Spin Attack's radius to reflect the Sword's size and length. ---[DONE]Create the new World Map that reflects the PZE's maps and their geographical locations. ---[DONE]Add the Rabbit form to the engine. This form to not be available by normal means (not via Equipment or Masks). Link, while in this form, he cannot perform any actions (fighting, lifting, dashing, cutting, rolling, etc) nor use weapons at all, with the pure excemption of the Magic Mirror, for obvious reasons. Rabbit form to apply by force, and only if BOTH of the 2 following conditions are met: 1) Link warps to Dark World and 2) Link doesn't carry the Moon Pearl (Armor ID: 080) with him. ---[DONE]Epona Footstep sound, as heard in Ocarina of Time and Majora's Mask. Epona's footsteps sound effect adds more realism. (Scripting or eventing knowledge needed) (This is in Mr_wiggles Folder (: ) ---[DONE]Expand the Swimming System to have a Diving mechanism. ---[DONE]Update the Visual Equipment so the equipment won't disappear for pretty simple sprites such as Link[7]_PUSH[2]. ---[DONE]Give the Dark World and the Past World, their own World Maps. There are more than 1 world visitable in the PZE: the real world, known as Light World, where the Hero is born and lives, and 2 more worlds/dimensions: the Dark World (visitable in the title: Zelda A Link to the Past) and the Past World (visitable in the title: Zelda Oracle of Ages). The World Map Menu Screen however only displays the Light World's map at all times. And since the other worlds may not be geographically 100% the same, they need to be given their own World maps. ---[DONE]Make the Ground Roll Technique to be enabled/disabled via a simple Switch (The switch to apply only for Link's real Human form - not for Masks). Its possible that the gamers may not want the ground rolling technique in their games, at all, or, simply, they may want to have Link to be an unskilled adventurer at the beginning of his adventure and learn this cool technique later in the game. ---[DONE]Make the Sword Spin Attack/Charge Technique to be enabled/disabled via a Switch or something like that. Its possible that the gamers may not want those advanced combat techniques in their games, at all, or, simply, they may want to have Link to be an unskilled fighter at the beginning of his adventure and learn those techniques later in the game. ---[DONE]Give the Earth Temple's map a layout. Make the rooms of the dungeon be arranged in an way so the temple is shaped after a symbol of Earth. ---[DONE]The Ocarina's Soaring System needs to be disabled when Link is in Dark/Past Worlds. ---[DONE]Disable the Ocarina's Song of Time's Travel (a Majora's Mask feature) when Link is in Dark/Past Worlds. ---[DONE]Move the Animation ID 619 which is clearly an animation used only by Link, from Events Group to Link's Group. Also, in case the animation ID 618 is used by Link again, then, it must be moved to Link's group. ---[DONE]Add the slippery Ice Terrain to the PZE. If Link steps on ice, he could slip all the way until he is stopped by an impassable tile/event. ---[DONE]Try add the 'push' effect to the Cane of Somaria's pushable Block. In fact, when we say "push effect" we mean Link's sprite to change to _PUSH while pushing the block. ---[DONE]Add Dark World's versions of White and Black 2x2 Big Rocks. ---[DONE]Ensure all the maps of PZE are properly set as indoor or outdoor, in the script's list for Outdoor/Indoor maps (necessary, so no rainfalls fall in indoor maps in the final version of PZE). Also remove from the script's Indoor/Outdoor List any map IDs that no longer exist in PZE (as quite a few maps have been deleted or moved lately, and the Indoor/Outdoor list haven't been updated). ---[DONE]Finish Epona's new sprites. (Face down need to be animated + additional poses with bows, jump) ---[DONE]Finish the combination of Pegasus Boots tool with Roc's Feather Tool so their combined effects can result to Roc's Cape Tool (Placeholder). ---[DONE]If Deku Link is standing next to an [Enemy]-flagged event when Charging a Bubble, the Enemy event will flash red. ---[DONE]The Dog in South Clock Town is causing serious problems to Deku Link that can lead to game freezes, as the Dog is trying to attack him even when Deku Link is busy using the Deku Flower. We will need find an way so the Dog won't bother to disturb Deku Link when he's busy with the Deku Flower. ---[DONE]If Link kills himself with Bomb Flowers (a Bomb Flower explosion drains lots of hearts), he will go into a dying state but the Game Over Screen will not appear. ---[DONE]If Link picks up a Bomb Flower, then drop it, and then again pick up that same Bomb Flower, sometimes he will get stuck in a carry (object) state. Note: It seems that this bug is not always triggering. ---[DONE]Finish the combination of Pegasus Boots tool + Roc Cape. ---[DONE]Finish Deku Link's new sprites and animations.
  14. Hello guys, while everyone is taking up a relaxation this summer and enjoy their baths under the hot sun, I have some updates to bring to you. :) ======================================================== Feature: Weapon Combinations In Project Zelda Engine, from now, the players can combine 2 different weapons for varying effects and results! We all remember how short the jumping distance of the Roc's feather, for example, was. But if we combine it with the Pegasus Boots, Link can jump longer distances, much like in Legend of Zelda: Link's Awakening! Now, the dashing (Pegasus Boots) before jumping (Roc's Feather or Roc's Cape) allows for jumping greater distances! Also, as we continue our work in enemy development, we applied several improvements and bugfixes: Fix 1: Enemy Drops Bug The enemies are not dropping any items after they die. Any enemies you kill, drop no rupees or hearts or whatever. But the Shrubs, the Jars, the Grass, the Rocks, etc, drop items just fine. Fix 2: Freeze Status Bug When hitting an enemy with a tool that applies Freeze Status, an scripting error that seems related to the enemy's movement speed, occurs. Fix 3: Stun Status Animation The stun animation isn't being always being displayed when enemies are stunned. with the Boomerang and the Hookshot.
  15. Our team is almost done with the enemy development and soon we will post news about the new regular monsters that have been added to the PZE! In meantime, since the artists in our team aren't very busy, we decided to improve further the animations and appearance of Deku Link's sprites! Now I am sure everybody will agree that the Deku Link looks much better in -game and alot more smoothier! Who couldn't love to play as a cute and small Deku Link? Is hard to resist him! :) Soon we will start the final phase of the Goron Mask's development, and soon the Goron Link's sprites will be finished!
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