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SilentResident

The Project Zelda Engine (aka Zelda Starter Kit)! *With Download Links & Pictures*

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Excellent news everyone: Our team is back to full work and our scripters have dealt with over 30+ bugs in only a matter of days. This is a stunning amount of progress that I have a long time to see.

Soon more info to be posted about the new features of PZE!Excellent news everyone: Our team is back to full work and our scripters have dealt with over 30+ bugs in only a matter of days. This is a stunning amount of progress that I have a long time to see.

Soon more info to be posted about the new features of PZE!

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The bugs have been heatic. Seems like the new team has really buckled down.

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Hello dear people!

it has been a while since the last update has been posted in the forums!

We are proud today to announce to everyone that we have done a nice amount of work lately on Project Zelda Engine and we we fixed over 45+ bugs in the engine, and we added over 10+ new features to it!. :)

I won't list all the bugs here as there are too many. I want to focus on the most exciting part of our work on the PZE: the new features!

========================================================

Feature 1: The Bottle System
Dear people, the Bottle System has been finished! Now all the 6 bottles work perfectly and can carry content for you, such as liquids, potions, poisons, water, juices, fishes, fairies, mushrooms, and many other things!

Link drinking a Green Potion which refills his Magic Meter.
bottlesystem.png

========================================================

Feature 2: Multilingual Support
The PZE became a multilingual engine where people of different languages can play their most favorite games in their language! The Language option is designed to help the people, regardless of language!

The Language Menu can be found in the File Selection Menu of the Main Title Screen:
languagesmenu2.png

We added over 4 languages already which really work!
languagesmenu1.png

The Multi-language support has been expanded to Hermes Message Script, to allow people use advanced text formatting features in their translations. :) Also the names of the maps in the game will appear in that language set by the player (for example the English name 'Kakariko Village' will update to the German 'Dorf Kakariko', and so on)

========================================================

Feature 3: Ammo Cap Variables for all Weapons!
The Ammunition Cap Variables for all the weapons and items have been added! Now, with those simple but extremely useful caps, you can define how much the ammo holding capacity increases when you receive Bomb Bags, Rupee Wallets and Arrow Quivers, etc.

The Ammo Variable caps can be found in the GAME SETUP common event.
ammocaps.png

========================================================

Feature 4: Hotkey Markers & Equipment Markers!
The Hotkey Markers: When assigning an weapon or item from the Inventory, (such as the Bow or the Bomb or other items), to the A, S or D hotkeys (which are widely known as the C-Buttons in most Zelda games), a circular mark will tag it. This Hotkey Marker acts merely as a reminder so and lets the people see easier which items are hotkeyed and in which hotkey, each of them (A, S or D). The Hotkey Markers system applies to Inventory Screen and Masks Screen.

Here is a nice example of the yellow Hotkey Markers which appear under the assigned (to A, S and D hotkeys), items, masks or weapons:
hotkeying1.png

The Hotkey Markers work on all items in the inventory, regardless of if they are multi-hotkeyed or not. Certain items such as the Harp of Ages, which allow to be multi-hotkeyed to more than one hotkey, will be marked accordingly, with the respective Hotkey Markers:
multihotkeying.png

The Equipment Markers: The Equipment Markers only appear on the items that CANNOT be hotkeyed to A, S, D buttons, such as the Sword (which goes straight to Sword Button), the shields (Shield Button) and all other passive items such as tunics and boots, etc..

The Equipment Markers only applies to the Equipment Screen:
hotkeying2.png

========================================================

Feature 5: Swap Link's Sprites!
I guess many people loved the Minish Cap's Link for his smooth animations and the well-detailed spritesets we saw in The Legend of Zelda: The Minish Cap. And so, with the team we decided to add a special script - or you can call it a Switch - which allows the gamers to switching to the Link of their liking. For now, we will offer you just the option to switch between PZE Link and Minish Cap Link. But you can use this system for your own ambitions/plans, and change the spritesets to suit your game's needs (e.g make it swap between a Link wearing adventure clothes, and a Link wearing village clothes, or between an Adult Link and a young Link!)

Swapping Link's charsets with a simple click...
mcmode.png

========================================================

Feature 6: Chapter Pages!
Everyone could know by now, that the PZE features that memorable black screen with the white message about First, Second, and Final Days that was in display every 24 hours and so, in The Legend of Zelda: Majora's Mask game. However, in PZE, we went a step ahead and decided to expand its features.

A new script extension now allows the people to print a blank screen with a chapter name and a message. This is a very useful feature for those who could like to emphasize on a role playing story in their Zelda games where the story is divided into "chapters" (e.g. Chapter 1: The Adventure Begins").

Here is a screenshot of the Chapter System:
snap3af.png

========================================================

Feature 7: Dynamic Map Slide!
This is a brand new feature we added to the PZE, in addition to the ones we already have in the engine. Unlike the old ones, this new feature allows you to connect 2 or more maps, without having to put any effort to update your maps, at all. And there is no longer a need for any events or teleport events to be added in the maps, at all.
All the map connections are handed through an external script file within PZE, known as DynamicMap.txt.

So, if in the past you tried to import maps from one game to another (PZE version update for example), you'd have noticed that all your events with map ID were wrong or broken. And to fix this, you was obliged to change all <mapslide> events, all teleport events, and so on... That is very annoying! So here we come with this very useful Dynamic Map Slide feature, which allows you to handle all map connections in your game via this simple .txt file.

The Dynamic Map Slide dynamically links a map's edge with the edges of the other maps:
automaticmapslide.png

========================================================

Hope you liked the new features! More features to come soon! Stay tuned! :)

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Wow, words can not describe how amazing this project is. The updates are amazing, and the screeshots look superb! I cannot wait for this engine to be done, it will be fun to use. :)

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Hello again! More news from our good work in the Project Zelda Engine! These improvements/additions are the final ones before we move to Enemies/Monsters development.

========================================================

Feature 1: The Big Events System
Dear people do you remember those big rocks we saw in The Legend of Zelda: A Link to the Past, in The Legend of Zelda: Ocarina of Time and other titles?

Big Rocks:
ug2.png

Well, we added a new feature to the PZE, called the Big Events System. The Big Events System allows us to create big rocks (or statues if you want, it doesn't matter what) much like the ones we saw in those official Zelda titles! The Big Rocks can be double or triple in size than the usual 1x1 rocks and can cover a much bigger area on the overworld map that can surpass (in size) the standard 1x1 rocks! The Big Rocks can be set and be lifted with the proper gloves/braceletes too!

Big Rocks in PZE:
39j.png


========================================================

Feature 2: The Game Pause Screen
Everyone can pause the game by using the Item Inventory Menu (ESC key), if he, for some reason, wants a break from the game or/and has to go away from keyboard. But some people will prefer a real Pause Screen that *literally* pauses ANYTHING in the game! Even the engine's clock which counts how long have you played the entire game!

Hehe, I think the Game Pause Screen is a very useful feature for these hardcore gamers around there who could like to play a Zelda game in a speedrun (aka Speedy Playthrough)!

To pause the game, press F12 on the keyboard.
elc.png


========================================================

Feature 3: Improvements to Guard Detection System

There have been several improvements to the Guard Detection System which allows for easier development and use on a map! We also updated the theme of the particular example map in the PZE, from Village Prison theme to Hyrule Castle theme! I am sure people will really like to play a sneak & hide game with the guards in the castle's courtyards.

6c1.png


========================================================

Feature 4: Better sprites for Epona, the Link's Horse!

We all loved a cute friend of Link, the female horse called Epona. Epona is faithful to her master and accompanies him in his travels. Couldn't she deserve much better sprites than the ones currently given to her? Of course yes!
The new sprites are ALTTP-styled, and have been heavily modified and rescalled to fit the Zelda starter kit. All credits will be given to the original creator!

t1x.png


========================================================

Feature 5: Item Throw Shadow Marker!

Some of us the gamers may have been wondering how far can Link throw the stuff he is holding in his hands. Or, at least, where could the stuff exactly fall if Link throws them away. So here we come with the Item Throw Marker! This new feature shows the gamers the estimated destination for the thrown shrub, jar, rock, etc in the form of a shadow in the ground. Very useful for the gamers, so they can plan accordingly! (especially if they want to kill enemies by throwing objects at them!)

screenshot000gm.png


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

Soon we will announce our progress on enemy development! Stay tuned! :)

Edited by SilentResident

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Hello peeps! I'm happy to announce that we moved to Enemies/Monsters development. We already did 3 new monsters in PZE, with very promising results! In meantime...

========================================================

Feature: The Particle Effects System

As we proceed with the enemy development, we realized something. That several of Link's magical weapons were lacking some nice visual effects.

And so, with the team, we, at same time with the monster development, worked on adding a Particle Effects System which allows for the improvement of Link's magical weapon visuals and effects! Weapons such as the Magic Arrows, the Magic Rods, and even the Pegasus Boots, now look much much more realistic, than before!
The PZE's new Particle Effects System is pretty flexible, and can be configured to suit everyone's tastes! It also allows you to add or remove certain particle effects on/from your favorite weapons! And the best of all: it doesn't affect your game's performance, at all!

The Particle Effects System is very flexible and the people can use it or ignore it in their own Zelda games! So people who don't want or don't like the particles on weapons, in their games, can simply completely ignore it.

The Particle Effects System can not only be used on Link's weapons, but also anywhere in the game's world, such as for explosions, for torches, for enemies, or whatever! The only limit, here, is your fantasy!


aq94.png

Enjoy and have fun!

Soon, we will post the details of the new 4 monsters with very unique behaviors and attack patterns!

Edited by SilentResident

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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!  :)


i4r6.png


Soon we will start the final phase of the Goron Mask's development, and soon the Goron Link's sprites will be finished!

Edited by SilentResident

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When I use the exe I get this:

 

Script 'FmodEx*' line 735: NoMethodError occured!

undefined method 'chr' for nil:NilClass

I had to put everything in its proper place by hand (an error of WinZip unzipping a 7-zip file?), so, what did I do wrong?

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When I use the exe I get this:

 

Script 'FmodEx*' line 735: NoMethodError occured!

undefined method 'chr' for nil:NilClass

 

I had to put everything in its proper place by hand (an error of WinZip unzipping a 7-zip file?), so, what did I do wrong?

You should go to their main forum and ask them how to get it to work properly.

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This looks like an awesome engine!  The only problem I can see is... It makes me want to get a Nintendo 64 so I can play Zelda....

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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!

0jrq.png



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.

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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.

Edited by SilentResident

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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! :)

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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:

mfv8.png

1j9v.png

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!

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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!

9zo0.png

Some example screenshots of Goron Link in PZE!:
wg0z.png

uwza.png

ljne.png

Here is a picture for size comparison of the Goron Link with the other forms of Link in Project Zelda Engine!
whiz.png

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!

Edited by SilentResident

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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:

itemgainmessagecomparis.png


Samples of new portraits made so far:

Remote Bomb:
oduh.png


Magnetic Gloves:
phrr.png


Magic Beans:
9tx2.png


Iron Boots:
mhr0.png


Blue Candle:
aemk.png


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!
 

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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!

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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:

kakarikovillagegraveyar.jpg

 

OOT's Kakariko Graveyard:

kakarikovillagegraveyar.jpg

 

Woodset Forest:

woodsetforestwinter.jpg

 

OOA's Lynna City:

lynnacity.jpg

 

OOT's Kakariko Village:

kakarikovillage.jpg

 

Hyrule Field:

pzeminishcap.jpg

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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:
whiz.png
The Tektite's attack pattern:
821w.png



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:
swordspinattack.png

Particles System:
aq94.png

Finished Guard Detection System:
o5qp.png

Big Rocks System:
39j.png

Better Graphics for the horse, based on sources, but re-mastered and revamped.
t1x.png

Enemies with configurable AI - more info on them, soon!:
yf2l.png

Many new map interactions such as Gossip Stones and switches, etc:
gossipstones.png
gossipstoneinfo.png

 

Bomb flowers:
pzebombflowers.png

Advanced Item Selections and Hotkey System:
multihotkeying.png

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! :)

Edited by SilentResident

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I can't wait for the next demo. This is an amazing engine that just continues to blow my mind. I showed this to other people and they were equally impressed. I lol

 

Keep up the good work and thanks for keeping us informed. :)

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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!
8vfg.png


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!
ihdg.png

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!
8wx9.png


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!
jbjn.png

pfil.png

0xlk.png

xzz4.png




The Project Zelda Engine team wishes you have a Happy New Year 2014!

rmdi.png

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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:
l7iy.png


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!
wlr1.png



Also various other minor fixes are applied to the PZE! :)

Enjoy!

Edited by SilentResident

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looks really impressive!

I wanna download it just to ses how the scripting was done

Oh, I am sure the Scripts will be very useful for the new people to learn how PZE's unique scripting system works! ^_^

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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!

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