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The Project Zelda Engine (aka Zelda Starter Kit)! *With Download Links & Pictures*, Thursday 22 September 2011 - The Update Patch #3 has been released! |
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Aug 6 2012, 03:51 PM
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Level 42

Group: Revolutionary
Posts: 1,138
Type: None
RM Skill: Skilled

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I didn't get the error! And I fansqueed at what I saw and did!  Yes! Its speed is amazing! And I don't have a very powerful computer, so that's saying something! I love the tilesets, and the music. The moment I heard Majora's Mask, I was amazed! 100000/10! Simply amazing! EDIT: Added a link to this thread in my siggy! :3
This post has been edited by MagitekElite: Aug 6 2012, 03:55 PM
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Aug 15 2012, 12:07 AM
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PZE Team Member

Group: Revolutionary
Posts: 671
Type: Developer
RM Skill: Skilled

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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!
This post has been edited by SilentResident: Aug 15 2012, 01:42 AM
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Aug 18 2012, 06:25 PM
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Level 42

Group: Revolutionary
Posts: 1,138
Type: None
RM Skill: Skilled

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Amazing updates! Thank you for sharing it with us, Silent. I really like the Epona features, and that the Deku Link is using his unique musical instrument. And the market looks great, too!
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Sep 1 2012, 12:17 PM
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PZE Team Member

Group: Revolutionary
Posts: 671
Type: Developer
RM Skill: Skilled

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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!
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Dec 15 2012, 08:29 AM
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PZE Team Member

Group: Revolutionary
Posts: 671
Type: Developer
RM Skill: Skilled

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Hello! Today was a nice day, the team is back to work and we finished some work in the Project Zelda Engine. 1) The Swimming System is now complete!The visual equipment glitch while swimming, has been fixed. Now we now only have to set up the Swimming settings for each of Link's mask forms (Goron, Deku, etc)! 2) The Bomb Flower's mechanism and graphic have been improved further!The Bomb Flowers will now react to any harmful sword hits or bomb explosions, which will cause the Bomb Flowers to explode too! This means that the gamers will need to be careful when fighting enemies near a bomb flower, as triggering an accidental explosion may kill him especially if he is low in health. This opens up a thousand of new possibilities for puzzles in your Zelda games!   Edit: @ Heartlessmushroom: Hello! Yeah, I don't see why not. As long as there are people willing for a such work, anything is possible!
This post has been edited by SilentResident: Dec 15 2012, 08:30 AM
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Dec 19 2012, 10:19 AM
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PZE Team Member

Group: Revolutionary
Posts: 671
Type: Developer
RM Skill: Skilled

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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.
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Dec 23 2012, 07:52 AM
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PZE Team Member

Group: Revolutionary
Posts: 671
Type: Developer
RM Skill: Skilled

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Excellent news.The Project Zelda Engine Developing team is reborn from its ashes and now it has 3 scripters! 2 new scripters joined today our team and we all together may greatly accelerate the development of our great engine! The new PZE Developing Team members are:-Gameface -Mr. Wiggles Have a nice day and I hope the happy news will re-ignite the flare of creativity and adventures, in the souls of the Zelda gamers, who wait patiently for the upcoming Project Zelda Engine: The Advanced Zelda Starter Kit! Zelda and Nintendo, forever!
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Dec 30 2012, 07:57 AM
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PZE Team Member

Group: Revolutionary
Posts: 671
Type: Developer
RM Skill: Skilled

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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!
This post has been edited by SilentResident: Dec 30 2012, 08:11 AM
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Dec 30 2012, 12:46 PM
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PZE Team Member

Group: Revolutionary
Posts: 671
Type: Developer
RM Skill: Skilled

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QUOTE (kayden997 @ Dec 30 2012, 09:59 PM)  Are the maps just a png image you can modify/replace? You can edit the map's picture file which is located in PZE\Graphics\Windowskins\HDR_Map_Screen_OOT_Map.png with any image editing software such as Gimp or Adobe Photoshop, and even change the map's size and anything else. The Engine loads the map's picture file (HDR_Map_Screen_OOT_Map) which has to be always in .png format, and displays it within the frame of the World Map Menu Screen. This is the HDR_Map_Screen_OOT_Map.png file.
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Dec 30 2012, 03:24 PM
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emerge -avt awesome! Wait... it brings me.... HERE?!

Group: Revolutionary
Posts: 1,729
Type: Scripter
RM Skill: Advanced

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I was kind of hoping you were planing on doing the 3D effect that LTTP had, but I do want to see how the kit is doing and report bugs when I can.
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Xeilsoft - Follow your dreams to the very end..
Kits that I'm working on. [Unity3D 4.0] LTTP/Minish Cap - I don't have time for custom gfx like what the pze folks are doing but I will try and work on some enhanced LTTP graphics.
Main PC Core i7 3820 overclocked @ 4.8GHZ Galaxy: Nvidia Geforce GTX 680 GDDR5 2GB Asrock X79 Extreme9 w' creative sound 64GB corsair platinum @ 1600MHZ Muchkin 128GB SSD(boot), OZKIN 2TB SSD, Western Digital GREEN 1TB HDD. Rosewill Lightning 1000W PSU OS: Funtoo Linux, Windows 8 (Virtual Machine)
iMac (March 2013) 3.4GHz Quad-core Intel Core i7, Turbo Boost up to 3.9GHz 16GB 1600MHz DDR3 SDRAM - 2X8GB 1TB Serial ATA Drive @ 7200 rpm NVIDIA GeForce GTX 680MX 2GB GDDR5
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Dec 31 2012, 01:59 AM
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PZE Team Member

Group: Revolutionary
Posts: 671
Type: Developer
RM Skill: Skilled

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QUOTE (Rukiri @ Dec 31 2012, 01:24 AM)  I was kind of hoping you were planing on doing the 3D effect that LTTP had, but I do want to see how the kit is doing and report bugs when I can. Hehe, sure! We have released a demo version of the PZE, (called Project Zelda Engine 4.0 or Project Zelda Engine - Update Patch 4) on the official site of the engine for fun purposes - but it is not the beta version (for debugging), just a demo. No bug reports we accept from it. For debugging and bug reports, we will release the Beta version in a few months from today, when we feel we have finished most of the principles/functions of the engine. Then you are welcomed to send us as many bug reports as you can! hehe
This post has been edited by SilentResident: Dec 31 2012, 01:59 AM
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