The Project Zelda Engine (aka Zelda Starter Kit)! *With Download Links & Pictures*, Thursday 22 September 2011 - The Update Patch #3 has been released!
i don't know about the rest of the community, but I feel the edited screens are so beautiful, I find it hard to want to stray away, especially the save screen.
I agree, It was worth it, wasn't it?
Can you please re-peat the "marble-ization", this time on the new Quest Status? It is already in the Dropbox. Thanks
This post has been edited by SilentResident: Oct 6 2011, 12:29 AM
Fans of Pze, if you haven't noticed yet we are dropping the black box, and putting info in the bar below, I suggested this a few months ago, but after silent saw a demo she agreed that this was best, we plan to do this to all the screens
Thumbnail Screen Shots, up to now
Current but not final
old styles
I hope we can agree that these are beautiful textures and no father editing is needed besides item re-arrangement.
This post has been edited by Chakanevil: Oct 6 2011, 01:41 AM
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Because we don't know when we will die, we get to think of life as an inexhaustable well. Yet everything happens only a certain number of times, and a very small number really. How many more times will you remember a certain afternoon of your childhood, some afternoon that is so deeply part of your being that you, that you can't even conceive of your life without it. Perhaps four or five times more, perhaps not even that. How many more times will you watch the full moon rise? Perhaps 20. And yet it all seems limitless.
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I like the news inventory screens with the marble texture, but in some way i prefer the old ones as they are much simpler. But the choice will depend of the tilesets you actually use.
I prefer the quest status 2nd version, it have a better organization than the first one.
This post has been edited by Baffou: Oct 6 2011, 02:26 AM
I think silent deleted that one, I can see if she has a back up of it.
__________________________
Because we don't know when we will die, we get to think of life as an inexhaustable well. Yet everything happens only a certain number of times, and a very small number really. How many more times will you remember a certain afternoon of your childhood, some afternoon that is so deeply part of your being that you, that you can't even conceive of your life without it. Perhaps four or five times more, perhaps not even that. How many more times will you watch the full moon rise? Perhaps 20. And yet it all seems limitless.
oh, you mean this one, for some reason it didn't display earlier on your post.
So do you mean you liked the black box, because I think it's unnecessary to have.
__________________________
Because we don't know when we will die, we get to think of life as an inexhaustable well. Yet everything happens only a certain number of times, and a very small number really. How many more times will you remember a certain afternoon of your childhood, some afternoon that is so deeply part of your being that you, that you can't even conceive of your life without it. Perhaps four or five times more, perhaps not even that. How many more times will you watch the full moon rise? Perhaps 20. And yet it all seems limitless.
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Type: Developer
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QUOTE (Chakanevil @ Oct 6 2011, 02:52 PM)
So do you mean you liked the black box, because I think it's unnecessary to have.
Yes, this one is better organized and it look like more ocarina of time menu. The black box is a nice thing, you should keep it, i think it will be very useful for displaying informations.
yes but there's really no space to place it with in the new screen with the music bars.
Edit 2: Silent try this out its a time, weather and screen tone script it may need some editing, but i think it's the best that I've seen
Features Keeps track of minutes, hours, days, weeks and years through easily alterable variables. As a result of this, you can easily implement things like Inns that add 8 hours to the clock, and such...
Automatically checks if its night-time; and if it is, pulls a switch. You can have things like shops closing at night and such through this.
Set up default values for the time, like the AMS; and reset them to this value at will by a simple switch pull (hey you can do a Majoras Mask with this and return to the beginning, LOL).
Change the speed of times flow by altering a variable. This achieves an effect similar to Calderons Time; you can have time speed by quicker when on the World Map, for instance, or go slower in the Snowfield of Death. There are 5 settings for time flow by default (Normal, Fast, Faster, Uber-Fast and Slow).
Changes screen tone according to the hour; and changes it differently whenever one is inside, or when the weather is bad.
Switch the screen tone change off whenever you need to, whilst keeping time flowing in the background.
Time Based Lighting was added. This basically allows the system to utilise the unique symbiosis of Time and Tint in ways besides the standard day/night cycle. As a result, you can add considerable amounts of atmosphere to your game with very little effort! For example, you can have a eerie dungeon with a pulsating light effect, or have the effects of thunderclaps with lightning flashes without the rain for that mad professors hideout.
You can decide for yourself how many days are in a week, what those days are named in your world, how many weeks are in a month, how many months are in a year, how long each of those months are, and what each of those months is called!
The system automatically pulls switches when its Early Morning, Late Morning, Afternoon, Evening and Night. While this neccesitates a chunk of extra switches; you can use these switches as a comprehensive basis for creating fully scheduled NPC's (i.e. they go shopping in the morning, then go to work in the afternoon, then to the pub for the evening, then into bed for night)
Watch/Dynamic Time Window Initially created by robot79796, this allows a clock and calender to displayed as a window at the top left hand part of the screen, which dynamically updates itself, and like many parts of the system, can be turned on and off at will with a switch.
I have found a way to have 2 differents animations for the falling System : one when the player fall, and the other when an event fall :
what you should do : ================================================= go to script editor XAS – Movement 2 =>
check for the fall system # FALL SYSTEM (around line 216) and erase Fall Target (around line 329) ================================================
go to line 333 : self.animation_id = XAS::FALL_ANIMATION_ID unless self.is_a?(Game_Event) and self.character_name == “” and change :
self.animation_id = XAS::FALL_ANIMATION_ID
by :
self.animation_id = XAS::FALL_ANIMATION_ID3
============================================== now go to the MISC script and search for [FALL SYSTEM]
now erase line 226 and 227 : # Animation played when your hero and other events fall..[ANIMATION] FALL_ANIMATION_ID = 262
and add these line instead : =================================================== # Animation played when your hero fall………………………[ANIMATION] FALL_ANIMATION_ID = 262 # Animation played when events fall…………………………..[ANIMATION] FALL_ANIMATION_ID3 = 150 ========================================================= Now you have can set 2 differents animations ! one when the player fall, the other when an event fall.
Maybe i wil upload a demo when i have time. Tell me if that don’t work correctly.
My question is what if it is a different guard, say blue guard then a red guard, will i need to paste another fall animation?
This post has been edited by Chakanevil: Oct 6 2011, 07:51 AM
__________________________
Because we don't know when we will die, we get to think of life as an inexhaustable well. Yet everything happens only a certain number of times, and a very small number really. How many more times will you remember a certain afternoon of your childhood, some afternoon that is so deeply part of your being that you, that you can't even conceive of your life without it. Perhaps four or five times more, perhaps not even that. How many more times will you watch the full moon rise? Perhaps 20. And yet it all seems limitless.
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That sound very interesting, a script very promising, that give me some idea. i will test it when i have some time.
Chakanevil: My question is what if it is a different guard, say blue guard then a red guard, will i need to paste another fall animation?
No, you can't use anothers fall animations for each character, one animation for the player and one animation for ALL events, that's why you have to choose your animation carefully, and who fit with all events. (for the events, use the animation when the jar fall into the hole, it could be used for all events) That's the best i can do, but there is another solution : something like adding _Fall to the character, but i have tried to modify the script in that way, but without any success...
If you look closely to the script XAS - sprites : line around 900: #-------------------------------------------------------------------------- # ● Check Character Pose #-------------------------------------------------------------------------- def check_character_pose if @fall @pose_type = ""
What i think : Moghunter, planned to add the Fall system with the _Fall added to the character name, (or maybe he used it in his previous versions of XAS) but it wasn't convinced and think it was a better idea to use an animation instead of the character pose.
This post has been edited by Baffou: Oct 6 2011, 12:17 PM
Guys, after I weighted the pros and cons about having a black tooltip field, and after 3 PMs by other people asking us to keep the black field, I came into the decision to keep it. And so, I re-edited the Quest Status Screen.
Here is the new Quest Status:
And here I put it along with its Legend of Zelda: Ocarina of Time counterpart, just for comparison:
Enjoy!
This post has been edited by SilentResident: Oct 6 2011, 10:14 AM
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QUOTE (SilentResident @ Oct 6 2011, 08:12 PM)
Guys, after I weighted the pros and cons about having a black tooltip field, and after 3 PMs by other people asking us to keep the black field, I came into the decision to keep it. And so, I re-edited the Quest Status Screen.
Here is the new Quest Status:
Yeah, it's definitely better with the black box., maybe you should place the heart in the middle, and the 4 slots above the heart. or 2 slots aboves the heart, the heart, then 2 slots below the heart.
This post has been edited by Baffou: Oct 6 2011, 10:21 AM
Already tried that lol. It doesn't fit well, trust me.
I tried dividing the 4 blocks into 2 couples of 2 blocks each, one above the heart and one below it, but, for some reason it makes the screen look more unorganized...
EDIT: I think now it is slightly better
This post has been edited by SilentResident: Oct 6 2011, 12:17 PM
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QUOTE (SilentResident @ Oct 6 2011, 08:23 PM)
Already tried that lol. It doesn't fit well, trust me.
I tried dividing the 4 blocks into 2 couples of 2 blocks each, one above the heart and one below it, but, for some reason it makes the screen look more unorganized...
EDIT: I think now it is slightly better
Keep this one.
This post has been edited by Baffou: Oct 6 2011, 12:46 PM
Edit 2: Items Added is what i hope to see in the near future, this is not the actual cursor, I just added this in with photoshop.
No Items
Items Added
This post has been edited by Chakanevil: Oct 7 2011, 01:00 AM
__________________________
Because we don't know when we will die, we get to think of life as an inexhaustable well. Yet everything happens only a certain number of times, and a very small number really. How many more times will you remember a certain afternoon of your childhood, some afternoon that is so deeply part of your being that you, that you can't even conceive of your life without it. Perhaps four or five times more, perhaps not even that. How many more times will you watch the full moon rise? Perhaps 20. And yet it all seems limitless.
Chakanevil, I finally found out how the hell we add a marble texture to it *without* putting seperate layers/graphics on it (of which the result is not so "professional").
In Adobe Photoshop, go to Blending Options (Menu: Layer -> Layer Style -> Blending Options...)
and in the Blending Options, go to the "Pattern Overlay" and here you can play with various pattern textures for the Screen's windowskins, such as the marble one, as shown in this picture I got now:
Make sure you tweak opacity and other stuff so you can get a marble screen that has an immerse realism
Heard from NR? You are eager to hear news from him, don't you? Well, about two weeks ago, he just requested the mask icons, as he was working to make the new Mask Screen, along with his work on the XASABS's scripts. But I done the masks just only 3-4 days ago. All the masks can be found in the PZE Dropbox folder
This post has been edited by SilentResident: Oct 7 2011, 01:00 AM
I prefer the method I'm using, which I'll keep to myself, as it looks a lot more beautiful, plus it is something that most over players do not have the skills to do, which makes these screens extra special.
ask him if he can update the xasabs to what he done so far?
This post has been edited by Chakanevil: Oct 7 2011, 01:06 AM
__________________________
Because we don't know when we will die, we get to think of life as an inexhaustable well. Yet everything happens only a certain number of times, and a very small number really. How many more times will you remember a certain afternoon of your childhood, some afternoon that is so deeply part of your being that you, that you can't even conceive of your life without it. Perhaps four or five times more, perhaps not even that. How many more times will you watch the full moon rise? Perhaps 20. And yet it all seems limitless.
I prefer the method I'm using, which I'll keep to myself, as it looks a lot more beautiful, plus it is something that most over players do not have the skills to do, which makes these screens extra special.
ask him if he can update the xasabs to what he done so far?
He is your team mate, my dear. You can send him a PM asking him directly what do you want from him. I have 5 people to run here, I am not gonna be their messenger as well (no offense, just, much like I communicate with you, using the PM feature of RPGRevolution, you can contact the other teammates using the same way) Don't be afraid, you and him are both teammates.
Well here is a try of just a random pattern:
EDIT: I love your marble pattern. Is there anyway to add it to the patterns list so we can use it directly from here?
EDIT 2: I BADLY want the animated cursor in PZE! We should have it in our plans list so we can implement it before we release UP4.
EDIT 3: The members of the P.Z.E. developing team that got a profile in RPG Revolution.com are the following: Night_Runner, HogwartsMaster, Baffou, you, and me.
This post has been edited by SilentResident: Oct 7 2011, 01:20 AM
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QUOTE (Chakanevil @ Oct 7 2011, 11:04 AM)
I prefer the method I'm using, which I'll keep to myself, as it looks a lot more beautiful, plus it is something that most over players do not have the skills to do, which makes these screens extra special.
ask him if he can update the xasabs to what he done so far?
Hey Chakanevil, i know the method you're using for the marble texture, but don't worry, i won't tell anyone about it.
Edit : I have lost
This post has been edited by Baffou: Oct 7 2011, 02:43 AM
You think so, then send me a pm, I'll see if your right.
__________________________
Because we don't know when we will die, we get to think of life as an inexhaustable well. Yet everything happens only a certain number of times, and a very small number really. How many more times will you remember a certain afternoon of your childhood, some afternoon that is so deeply part of your being that you, that you can't even conceive of your life without it. Perhaps four or five times more, perhaps not even that. How many more times will you watch the full moon rise? Perhaps 20. And yet it all seems limitless.