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SilentResident

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Everything posted by SilentResident

  1. Now that everyone in the PZE Team is gone for a break from PZE and enjoys relaxation those days of the Christmas and the New Year, I got the free time and the opportunity to give some attention to the poor or low quality icons and graphics of the engine, and I gave them new looks. But I am not sure if the people will like them. Here they are! Dungeon Compass Dungeon Small Key Stone Slab and Stone Slab Fragment Dungeon Map Don't worry if the icons are of different sizes - some of them are for display in the game's Text Message dialog Boxes. Hope they are good. Enjoy! And by the way, Happy New Year! :)
  2. The World Map is now finished! All the demo areas and locations from official Zelda titles that are reimplemented into the Project Zelda Engine (such as Clock Town, Kakariko Village, Earth Temple, Sacred Grove, Forest of Time, Hylia Pond, and more,) are now connected to each other via a new area, the Faron Fields, made by the PZE team, and which is an open-grass field with few trees. The fields now acts as the main transport location that leads to all other locations on the map, connecting the Clock Town with all the other settlements in the world! :) The world now is set and ready, for the gamers and the users of the Starter Kit, to explore when the Update Patch 4 comes out! :) Enjoy! :)
  3. Hello! We have been working those days to improve and finish the ''Got Item!'' messages that are displayed when Link obtains a new item or weapon. Our team is happy to announce that the Project Zelda Engine can play animations on the message text boxes! You set a message to play an animation for that weapon you just found in a treasure chest. The weapon and/or the light in the background can be animated, in the style of the Legend of Zelda: The Wind Waker game and newer Zelda titles! The animations in message boxes are optional and can be set at will. You can have them to display only important items or all the items, including trading items, rupees, dungeon keys, and more. However this feature have a limitation: only 3 frames can be played for every item's animation. This limit cannot be increased and this means that you may not have high expectations for playing long animations in textboxes. The files for the animations are stored in the Pictures Folder of Project Zelda Engine and e that can have the animations for up to 4 weapons/iteps per file. Each weapon/item has its own row of animation, which is independent from other weapons in that file. The Engine reads the animations from top to bottom, in an animation loop. Enjoy! Soon we will post up the news about the new, improved Map Slide feature of Project Zelda Engine. Credits for the idea go to MetalZelda, a member of the community, and the credits for the support of a such feature go to Hermes Advanced Message System by Derula.
  4. Hehe thanks for your good words, people! :D You inspire us to keep up the good work. :)
  5. Guess it is the time some news about our work on the Project Zelda Engine Patch 4 (well, lets from now call it PZE Version 4 Build 0!). Really, this period we are mostly spending our time debugging the scripts and tools of Project Zelda Engine, so the engine has the minimal amount of bugs possible before the engine's release to the public. We also are adjusting some details about the weapons so they function properly. For example the Bomb Arrows now consumes BOTH 1 Arrow Ammo and 1 Bomb Ammo. We made progress on the configuration of the PZE's swimming system and sword spin attack. ;) Here are some samples of the work doing this second half of August. ;) The Sword Spin Attack is a work in progress and we are aiming to give you a realistic spin attack in the style of most 3D Zelda games, although it is kinda difficult to replicate it in a 2D platform such as Project Zelda Engine. ---------------------------------------------- We made decent progress at configuring and setting a nice swimming system for you all the Zelda gamers to enjoy in their games! We are providing you the best Swimming System that can be used with ease, and efficiency. You can set the swimming systems parameters very easily - for example be allowed to swim without flippers like in Legend of Zelda Ocarina of Time, or flippers are required to avoid drowning like in Legend of Zelda A Link to the Past. To set which water tiles are swimmable, in UP4, is very simple: just go to Tileset editor and set the Terrain Tag for the Tiles from #0 to #4, which is the terrain tag associated with Water tiles (swimmable). ^_^ The rest is absolutely automated: if you have no flippers and try enter the water, you will get drown, lose some health, and then respawn to the nearest safe tile you was before you get drown. The swimming system in UP4 is purely automated and fully scripted, with awesome performance and very impressive animations, and swimming has a slower movement speed than walking, and there is no extra configuration needed to be done by you the gamers. In older versions of PZE, such as UP3, on the other hand, the swimming system didn't exist at all - you had to set it manually, using events, and it was a pain to set it. It needed thousands of events to make it work, and this often caused map lags. ---------------------------------------------- Next has to do about the Magic Beans (an inventory item seen in 2 Zelda games so far - Legend of Zelda Ocarina of Time and Legend of Zelda Majora's Mask) The Magic beans can be purchased and be planted into patches of soft soil. but to grow, they definitely will need from you to wait.... 7 years. Of course some people may not have that much patience and wait 7 years, so we gave you some extra options such as using a bottle with water, or the Song of Storms to summon a thunderstorm, will cause the Bean plants to grow and mature, allowing you to climb on them and transport you to secret areas of a map. ---------------------------------------------- Who doesn't love the adorable Deku Link and his ability to fly with the help of the Deku Flowers? Here is some progress done on allowing the Deku Link to use Deku Flowers in Project Zelda Engine and be able to fly around on the game's map, for a short period of time, and reach difficult or impossible areas. Also we made a nice progress to finish the maps that come with Project Zelda Engine, and we are pleased with the results of our work! Here are some samples - the Knife Room in Stock Pot Inn! The Treasure Chest Mini Game Shop! Play and win prizes! (if you are a fair gamer, do not use the Lens of Truth to see what the treasure chests may hide from you!) Can't decide which chest has the key to bigger prizes? Cheat you way with the Lens of Truth (Just make sure you don't tell that to the Game shop's operator, she won't be very happy!! Stay tuned! :)
  6. We have done a significant progress on the Update Patch 4 for the Project Zelda Engine. Today we are sharing with you some info about those new features, capabilities and mechanisms that have been added to the starter kit, with the primary goal of enriching it, and turning into a capable Zelda Starter Kit for creating your nostalgic games with. New or existing items: Of course lets start with some of the improvements on existing items, or the addition of new items to the engine: The Lens of Truth now have been turned into a full script, which updates in real time! As real time, we mean as soon as an enemy or object falls within the range of the Lens, it's truth will be revealed to you! The Powder Keg (from Legend of Zelda: Majora's Mask) and the Super Bomb (A Link to the Past) have been added to PZE, and are unique that they feature a much bigger explosion radius and have a stronger explosive force which can really hurt Link alot if standing near it. New enhancements: The Transformation Masks now will no longer, instantly, transform Link from one form to another. Instead, they will now have a beautiful, Majora's Mask-styled transition which allows for a gradual transformation that can be of many frames per second as you wish, and brings more realism to your game! Also our dear Deku Link, now is using the Pipes of Awakening to play the songs! New Mask Forms: The long-waited Fierce Deity's Mask which many Zelda fans love and call with the nickname "Oni Link", finally makes its return to the Project Zelda Engine! Now, Link can transform into an adult Fierce Deity Link, and in this new form, he is equipped with the finest sword: the Double Helix Blade. New interiors and maps to playtest! Although they seem not necessary in a Starter Kit, we decided that some more maps will bring you some extra Zelda-related mechanisms and unique features which you can use in your games if you want so. Those includes a "black market" styled Curiosity Shop from Legend of Zelda: Majora's Mask!: New companion! We kept the best news for the end! Try guess who has been returned to the Project Zelda Engine Update Patch 4! Epona the Horse! The famous animal friend of Link, who accompanies him in his adventures, now is available for you to ride and explore the vast world of Hyrule with her! Epona can be called through 2 ways so far, (but you can add more ways of calling her, if you wish): By playing the Epona's Song, or the Horseshoe Flute (aka Horse Call)! Of course, when you call Epona, you can see her as she is coming at you, and when you dismount her, you will see her leaving! Epona is a ride-able female companion of Link, which allows him to travel across maps at a higher speed, jump over obstacles, and engage in mounted combats with other enemies. But Epona may not be called in, or enter, the indoor maps such as houses and dungeons. Also in the Starter Kit you can define which weapons/items may not be used while riding her. We don't want a crazy Link to throw bombs on her head while riding, or to transform himself into a heavy Goron that could kill Epona with his weight. Could we? As we mentioned above, we granted Link the ability to engage in mounted combat and fight enemies while is riding. Link, so far, is able to use the Bow and the Sword, which can bring a new immersion to your games! The movement controls of Epona, of course are easy, simple and pretty much the same as the ones of Link. The Shield in the Z Button (Shield key) is automatically being replaced by the Bow which saves you from having to assign the bow manually to the C-Buttons to use while riding Epona! That's all for today! We hope you are excited to try the Project Zelda Engine Update Patch 4 when it comes out! Have a nice day!
  7. We worked a little more on the Bomb Flowers and now they feature a Growth Stage!: The Bomb Flowers will regrow back to their original stage a few seconds after their previous bomb has been exploded, so you can re-use the same flowers as many times as you want. You can blow off a whole map! :) Very simple. You can place as many Bomb Flowers on a map if you want, without any negative impacts to the game's performance! Really I like those strange flowers! Zelda games that had Bomb Flowers were pretty funny! Ninty and Shigeru Miyamoto are my most favorite game creators!
  8. Good Morning everyone! Today is 15 July 2012. We made progress on the engine and we proudly accomplished many new achievements on the Engine. I am totally impressed with the nice work done so far. -------------------------------- 20+ Bugs fixed! We corrected over 20+ bugs, both visual and technical bugs, and now anything, at least anything we playtested so far, works perfectly. Bugs we addressed include the weapon ones, such as Bomb Explosion Pushback glitch, Bow Animation Loop glitch, and more. and also the "Night of X Day" message is now set to be displayed ONLY when the Clock Mode is set to Majora's Mask Mode. -------------------------------- File Display Screen is now complete! Also we are giving the finishing touches to the File Display Screen and the result is simple, yet beautiful: -------------------------------- Animation tones unaffected by Screen Color Tones Also, thanks to a new script, the animations (any animations we want to) can now be placed onto a special Layer which keeps them unaffected by any Screen Color Tone changes on a map or cutscene! This is handy for the Ocarina songs which can look pretty ugly if played during the nighttime, etc. -------------------------------- Displaying Music Notes in Menu We created a very simple way of displaying the Music Notes for your songs in the Quest Status Screen. As you see, the notebar in Quest Status Screen will display the notes you put in the Description Field for that particular Song in Items Database: For example the Goron's Lullaby consists of the following notes in the following sequence: A, Right, Left. A, Right, Left, Right, A. And so, we put in the Song's description field: ARLARLRA and the notes will be displayed in the menu! Enjoy! :) -------------------------------- Automated Season Indicator! We also, finally, are done with the Season Change mechanism. Now, Link is fully animated when he spins the rod of Seasons around him, and also the Seasoned Tree Stump works like charm so you shouldn't stuck at it when you climb it! Also we added a much better Season Indicatorin UP4, which is alot better than it was in the previous version of PZE: its fully scripted, and uses a Picture Zoom feature as it emerges in your screen for a few seconds, before it goes away. :) Now the Season Indicator will be displayed in the following cases: -when the player starts game. -when the player changes a season. We could set it to be displayed as player transfers from one map to another, but we found it to be too annoying and tiring. Enjoy! -------------------------------- The Bomb Flower! Guess what we added to the PZE! The famous Bomb Flowers which firstly have been introduced in the Legend of Zelda: Ocarina of Time and since then made their appearance in various Zelda titles, return today to the Project Zelda Engine! As soon as you pick it up, you have a limited time to carry it with you and drop it before it explodes in your hands. Isn't awesome? :) -------------------------------- Walk while holding a Shield! Another new feature we implemented to the Project Zelda Engine is Link's ability to walk while holding shield to protect himself! So far, he was unable to walk with a shield in his hand. But thanks to Night Runner's awesome work, now Link can walk around while he holds the shield to defend himself from enemy attacks! I am pretty sure the Zelda gamers prefer Link to be able to walk arround with his shield than standing idle in his place when he is attacked! -------------------------------- Stay tuned for more news soon! :)
  9. The Project Zelda Engine - Update Patch 4 version (aka Build Number 4.0) download link here: http://www.mediafire...bb1lj3g10t2vyal Note! This is an unfinished demo version, not the official, complete version of PZE UP4 (which is gonna be released sometime during or after the Summer 2012) Reason of giving you this demo version is because people have been asking to playtest the Update Patch 4's new features so they can plan their games accordingly as the officially-supported (and complete) version of PZE UP4 comes this Summer 2012. We could really like to hear your opinions and we could warn you that you can use it at your own risk as it may be pretty buggy (its an unfinished version anyways.) Enjoy and have fun seeing the new features of the very promising Update Patch 4!
  10. Hello everyone! The Project Zelda Engine's UP4 Alpha Version will be uploaded within the next days! As Alpha version, we note that it may have many bugs and glitches we haven't looked at, yet. We will not accept any bug reports at all, and if someone posts any bug reports, we will just ignore them. This is not a Beta version, so any bug reports are pointless for now. The only reason we upload the Alpha Version is to finally let the people get a taste of the new engine and its features, so they get used to it until the official release of PZE's Beta and Final versions. I will post more news soon! Please check frequently this post, here, at http://www.zeldaengine.net/thread-147.html , as it may get updated with the link for downloading the PZE UP4 Alpha Version. ;) Have fun!
  11. Chakanevil kindly took the time to create a video of some of PZE's examples and features! Hope you like it! ^^ Here's what is in store for everyone that is waiting, and like the Team said, it's well worth the waiting time, as the UP4 is much better than UP3 ever dared to be. Here is the video. Best viewed in 480p (Youtube video): Enjoy!
  12. Soz for the wait, here are some samples of our work on the PZE: The Shop script is now completed. Its awesome and very simple in use, and has so many customization - beyond your imagination - you can even have every item display a unique description message or refer to the Item/Armor/Weapon Database's description on that item, you can set easily the conditions of the item (i.e. needs Arrow Quiver so to be able to purchase Arrows from shops, or Bomb Bag for purchasing bombs, etc). You can format the looking of the messages and much more! Just navigate with the cursor on the items and select them to purchase them :) : The HUD from now will be much more neutral and realistic. Simple, more clear, and fits both 2D and 3D-styled games. Also we are done with the Tunics system - it is awesome with the full meaning of the word ''awesome''. Literally, it is automated and there is nothing from the part of the gamer that needs to be done: Enjoy!
  13. Hello, jackcharge, I am afraid UP3 is really awfully outdated compared to the modern UP4, which works nicely, thanks to the new scripters that joined our team. UP4 will be released once we finish the work we have on it.
  14. Someone in the forums requested that we let the weapons that use ammo, (ammo is the ammunition - i.e. how many arrows there are for the Bow, etc), to have their ammo counters visible in the Menus. Max is done and here is the very pleasing result: I admit, that's a nice idea! :) I like the overall appearance of the Inventory menu with the ammo counters displayed! We also changed the position of the ammo counters on the HUD's C-arrow buttons so they let room for the weapon type icons to be displayed: We also revamped the whole appearance of System Windowskin + System Font used in PZE. Now it is much closer to the 3D Zelda games! The System Windowskin and System Font is used when the message is not a dialog with a NPC - for example typical system messages such as "You got 100 rupees!" or "You have no magic left. Watch your Magic Meter", and more: Here is an example picture of a system message that asks us to tell the Bomber kid in East Clock Town, the secret password to the Bomber's hideout: Enjoy!
  15. Of course, the weapons in Update Patch 4 will be overhauled, not only to look a little better in the battle, but also, to simulate some more realism. This means that heavy weapons such as the Megaton Hammer have to be held with 2 hands from now, much like as we have seen in Legend of Zelda: Ocarina of Time. ------------------------------------------------------------------------------------ I got some mails by people asking if the Event Database will look different or if it will be here at all, in the upcoming Update Patch 4. The Event Database in UP4 has been greatly overhauled and cleaned. Now everything is sorted to its own category. This will be much easier for everyone to find the events he is looking for. Here is a comparison picture of the Event Databases from the previous Patches and the one from the upcoming Update Patch 4:
  16. I am glad to announce that the team is done with the game's HUD's configuration! The last needed step needed to finish the HUD was to move the Weapon Counters to the weapon buttons (A, S, D) which are at upper right corner of screen: You will now see the ammo of a weapon ONLY when you have the weapon active. Its more practical that way, isn't it? :) ----------------------------------------------------------------- Everyone knows that the shields play an important role in the Zelda games, and the Update Patch 4 finally brings you a complete shield system, thanks to the XAS engine. Here is Link using the Hero's Shield (which is a very small iron shield, usually available early in the game, before you get bigger and stronger shields such as the Hylian. Link uses the shield to protect himself from foes and their attacks. You can use the shield by pressing just the corresponding shield button on the keyboard! :)
  17. All the content you see in the recent posts, are unreleased - they will be released with the upcoming Update Patch 4! :)
  18. Yep, this is. The PZE comes with a script designed for this, the so-called Equipment Script, which allows you to transform your character, without an impact to gameplay. other than that you are no longer Link.
  19. I am glad to share some info about the upcoming Update Patch 4's features and improvements. As you see, a new button is added to the HUD, which shows Link's possible and available interactions with objects or NPCs in the game's world, or possible actions with certain weapons. Also there are some good comparison pictures between the Old PZE (up to Update Patch 3) and the new Project Zelda Engine of Update Patch 4, and especially improvements over weapons: The UP4 brings the use of bombs to a brand new level - throw as many bombs against your foes as you want, without facing any limitations to how many bombs you can use at a time! Also the UP4 allows you to pick up the bombs you dropped, to throw them over long distances if you want! Improvements made to the Hookshot and Longshot as well - now those 2 weapons finally have a chain properly displayed between the hook and the base of the weapon! Also the weapon in UP4 is now much faster and has no longer those performance issues it had in the old Project Zelda Engine! Is pointless to remind you that in the UP4, the new menus are much more customizable, fully scripted, can have as many items as you want, as many screens as you like, and the cursor is fully animated now! We also have done great changes and improvements to the XASABS engine. We have raised the limit caps for Switches and Variables per game, from 999 or 5000 to as many as we want! ------------------------------------------------------------- Also, a demo dungeon comes with the Update Patch 4, for anyone to play and enjoy! ;) Here are pictures of it: The Earth Temple (Dungeon) ------------------------------------------------------------- Also we have done a great optimization in the Project Zelda Engine's total file size. More specifically, the upcoming UP4 has much smaller filesize than the previous versions! Update Patch 3's total file size: 200 MB Update Patch 4's total file size: 75 MB To note that UP4 has more features, content and stuff than UP3, but, despite this, it has much smaller filesize, without any sacrifice to the game's quality! :) The key to this success is the .ogg audio file format and the scripted use of pictures! And more things. I really lost count of how many changes we have done to PZE since UP3... The UP4 is awesome.
  20. As our team is going well with the development of Project Zelda Engine and the intergration of it and its scripts in XASABS, in the meantime we are proud to show you some samples of the Clock Town, the town from LoZ: Majora's Mask! Credits to PZE team for the efforts to create a 2D version of the Clock Town! NOTE: The clock is real and it rotates through a script.
  21. Thanks for letting me know. Our team's scripter, N_R is already making a replacement to the -old now- Load/Save script. :)
  22. The PZE is just incomplete as of now, without the XASABS, which is planned for UP4. Currently, the whole game, is set to run with the use of Parallel Events which drain much performance especially on medium and low computers - on high computers there are no lags, at all. That is why we need XASABS. XAS will make the need for common events pretty obsolete, saving up valuable performance and dealing with the lags / slowdowns we experience. :)
  23. :king: The Project Zelda Engine - Update Patch 3 version, has been released! :king: Update Patch 3: Re-live moments from the Nintendo 64 game The Legend of Zelda: Ocarina of Time in RPG Maker XP, such as the learning of an ocarina song and explore new demo areas!
  24. Yes, the "newest version you downloaded and played is the buggy Update Patch 2. Please wait for 21 September 2011, which is the release date of Update Patch 3 which fixes the Script is Hanging error. EDIT: :D The upcoming Update Patch 3 brings the following changes to the PZE's tilesets: :D
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