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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QUOTE (SilentResident @ Oct 3 2011, 03:19 AM)
Well, I got something similar, it is for XP, but it is called Map Scrolling... As my English language skill is not that good, I am not sure if the Map Sliding and the Map Scrolling is the one and the same thing.
And sorry if the Map Scrolling is not what you was looking for. I don't have anything else in my archive of downloaded scripts :-/
Advanced Map Scrolling is used to have a better control over the scroll maps effects (event command=> page 2> scroll map) it has nothing to do with the teleport transitions.
Nice masks, and nice link artwork !
QUOTE (Chakanevil @ Oct 3 2011, 03:25 AM)
Too bad there is no xasabs for vx
It's better in that way.
have you tested the script "Classic Zelda Screen Transitions"? you can found it in gameface101. The transitions effects in this scripts mimics very well thoses found in the 2D Zelda games, but is not very perfect, the transition cut the map in 20 X 15 parts, you need to have maps size mutiple of 20 in width and 15 in height (ex : 60 X 30 etc...) and the transitions doesn't take effects on the" real" maps transitions.
This post has been edited by Baffou: Oct 2 2011, 07:16 PM
Silent this is by far the most amazing thing I have ever seen. What can I do to get my name added to this great project! I have been with it since the beginning. and if you ever finish with this please pm me the second you do!
Also I am not a huge fan of the Majaros Mask hud due to the big time thing at the bottom center. Maybe it could be made into a 90* fan and put into a corner cause I fell the project should keep a hud similar to Link the the Past as much as possible. -Shin
have you tested the script "Classic Zelda Screen Transitions"? you can found it in gameface101. The transitions effects in this scripts mimics very well thoses found in the 2D Zelda games, but is not very perfect, the transition cut the map in 20 X 15 parts, you need to have maps size mutiple of 20 in width and 15 in height (ex : 60 X 30 etc...) and the transitions doesn't take effects on the" real" maps transitions.
You mean this? http://www.youtube.com/watch?v=Y-1i90lbaio Yes it is very cool one - we need this Zelda screen transition added to PZE but I prefer to have it manageable - I mean to be able to turn it ON or OFF - or at least to be able to define -via a script- at which maps the classing Zelda Screen transition shall be enabled (especially interiors).
QUOTE (ShinGamix @ Oct 3 2011, 08:17 AM)
Also I am not a huge fan of the Majaros Mask hud due to the big time thing at the bottom center. Maybe it could be made into a 90* fan and put into a corner cause I fell the project should keep a hud similar to Link the the Past as much as possible. -Shin
The Majora's Mask's features are not mandatory, anyways. There will be a simple Switch found in the Project's Setup Page which can turn it on or off. Turning it off will not only make the Day/Night cycle normal and without a 3-day limit, but also it will disable the clock from your HUD and hide it from your screen. Simple things Enjoy!
EDIT: I also am making a good progress with implementing all the masks to PZE - Now I added 4 more masks to the engine! I also, resized the Transformation Masks (Deku, Goron, Zora and Fierce Deity's Masks) so they match in size with the rest of the normal Masks.
EDIT2: I am sorry, the Couple's Mask was pretty ugly as shown in the above picture - fixed it now and hope it looks better:
EDIT3: Even more masks from the Legend of Zelda: Majora's Mask, for PZE!
EDIT4: A little help needed here - which one of the 3 masks shall we pick up?
This post has been edited by SilentResident: Oct 3 2011, 09:58 AM
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A High-Resolution pack for the Nintendo 64 game The Legend of Zelda: Majora's Mask here! The Majora's Mask with high quality of textures and graphics can really help us get the high quality of textures we need for Project Zelda
A video in youtube about the Hi-Res enchantment for the game. : http://www.youtube.com/watch?v=jty6kB5lBzs&NR=1 (The download link for the game itself, also, can be found below that video)
This post has been edited by HogwartsMaster: Oct 3 2011, 11:15 AM
HogwartsMaster : i have heard about the HD majora's Mask texture pack, it look very good, but i don't think you need the high quality textures for your PZE, better stay in a link to the past style, don't forget your goal is to make an engine who can handle a lot of Zelda game and it seems you're more focusing on remaking Majora's mask\ocarina of time, be careful with the path you decide to choose.
I disagree. We could not restrict the fan game developers to a specific style (such as LTTP). We are expanding the engine beyond that LTTP style of gameplay, by adding features seen in other Zelda games, and encourage the players to make more unique games. And the gamers of PZE will of course be able to enable and disable those features easily. I think this could let the gamers to create and develop a bigger variety of Zelda games, that fullfill different people's tastes. Even Night_Runner's new HUD and new Inventory Menu are so customizeable that it can meet every player's tastes!
Here is a "Table of Plans" for PZE, which gives a general image of what plans we have got for the engine, (besides the implement of XASABS). EDIT: Some of those plans displayed in this table have already been added/implemented to the PZE, such as Horse Riding and Seasons, etc.
This post has been edited by SilentResident: Oct 3 2011, 01:20 PM
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.
Well, not all plans are listed on it - there are so many things we wanna add to PZE which I don't remember them all now. We plan to add even the Map Sliding Chakanevil found.
@ Chakanevil: by the way, I shall tell you that I playtested now the Majora's Mask with the improved graphics pack - it is outstanding. And it has just the same clock as seen in original version of the game - just improved to a higher resolution. It does look a lot better now - top quality clock I can say. It could help us a lot with the PZE's clock.
This post has been edited by SilentResident: Oct 4 2011, 06:06 AM
If anyone played the oracle games, there where these room centers, that rotated.
and from link's awakening the 4 pillars that you must knock down Eagle's tower
__________________________
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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QUOTE (SilentResident @ Oct 4 2011, 05:37 AM)
QUOTE (ShinGamix @ Oct 4 2011, 06:02 AM)
WOW NIce Plans! My jaw dropped.
Well, not all plans are listed on it - there are so many things we wanna add to PZE which I don't remember them all now. We plan to add even the Map Sliding Chakanevil found.
@ Chakanevil: by the way, I shall tell you that I playtested now the Majora's Mask with the improved graphics pack - it is outstanding. And it has just the same clock as seen in original version of the game - just improved to a higher resolution. It does look a lot better now - top quality clock I can say. It could help us a lot with the PZE's clock.
Yeah, Majora's Mask Hi-res Textures, and all Retexturation from Djipi are AWESOME, but Djipi stopped this "Real Texture Pack" to make a Cel Shaded (Wind Waker Style) because he think that the Wind Waker style is beautiful and this pack inspired me ^^ Source : Zelda Solarus Forum
This post has been edited by dodongo08: Oct 4 2011, 09:30 AM
If anyone played the oracle games, there where these room centers, that rotated.
and from link's awakening the 4 pillars that you must knock down Eagle's tower
Haha, those pillars are the reason I put the "dungeon mechanisms" plan in the above list Of course, we are gonna add mechanisms from every zelda game as possible - not only LA. As we are talking about the pillars, basically we need a non-breakable thrown object to be interact-able (have collision) with the Pillar's event. I think XASABS can easily do this, as I saw somewhere a similar thing in a XASABS video on youtube - the player in the xasabs demo picked up big brown solid rocks and threw them away, but the rocks didn't break.
About the rotating platforms, aye, its a nice idea. I got some (eventing) ideas of how to make them work. The "Not jump-able" Terrain Tag of XASABS is needed for this, so people don't try jump over it with the Roc's Feather or Cape.
Also lately I had some ideas of adding the Spinner to PZE (a new weapon to the Zelda game series, which makes its first appearance in LoZ: Twilight Princess and functions as a wall-side climber-elevator for Link.
Guys, new Masks added to PZE: Most of the new icons are based on MM's inventory icons as their 3D models cannot be turned into icons that easily - example of this are the Great Fairy's Mask and frog mask.
This post has been edited by SilentResident: Oct 4 2011, 09:40 AM
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I know you guys are busy working on the project but can some one tell me how to add more pictures to the magic bar.!! the project let you use up to 74 with the large bar but my game is gonna use 217 because i want it to move pixel by pixel.
here is an example of the magic bar. in the picture shows the bar at level 74.
I know you guys are busy working on the project but can some one tell me how to add more pictures to the magic bar.!! the project let you use up to 74 with the large bar but my game is gonna use 217 because i want it to move pixel by pixel.
here is an example of the magic bar. in the picture shows the bar at level 74.
OK, I guess you are using the Project Zelda Engine - Update Patch #3, right?
You have just to edit a common event. Open the Common Event Database and find the common event called Magic HUD Update Here you have to add the extra pictures of the Magic Meter (the 75th pixel, the 76th pixel, etc). You have to add them within the Double Magic Meter's Conditional Branch here:
*************************************************** Magic Meter HUD Updating *************************************************** Got Magic Meter? Conditional Branch: Switch [181 Got Magic Meter?] == ON Is also the Magic Meter double in size? Conditional Branch: Switch [181 Got Double Magic Meter?] == ON >>>> YOUR EXTRA MAGIC METER PICTURES <<<<
Make sure you build a structure similar to the one you already see in the rest of the Common Event.
Wnd after you are done, scroll down to the bottom of the Common Event until you find something like this *************************************************** No numbers above 32 (full meter). Fix if it happens. *************************************************** There is where we set the cap of the Magic Meter (full meter). The cap for single meter is 32 and for double is 74. You have just to edit the conditional branches and variables you find here, and raise their cap value from 74 to 217 for the double meter and you are done
That is all
This post has been edited by SilentResident: Oct 4 2011, 10:32 AM
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QUOTE (SilentResident @ Oct 4 2011, 11:24 AM)
QUOTE (XxchaexX @ Oct 4 2011, 08:46 PM)
I know you guys are busy working on the project but can some one tell me how to add more pictures to the magic bar.!! the project let you use up to 74 with the large bar but my game is gonna use 217 because i want it to move pixel by pixel.
here is an example of the magic bar. in the picture shows the bar at level 74.
OK, I guess you are using the Project Zelda Engine - Update Patch #3, right?
You have just to edit a common event. Open the Common Event Database and find the common event called Magic HUD Update Here you have to add the extra pictures of the Magic Meter (the 75th pixel, the 76th pixel, etc). You have to add them within the Double Magic Meter's Conditional Branch here:
*************************************************** Magic Meter HUD Updating *************************************************** Got Magic Meter? Conditional Branch: Switch [181 Got Magic Meter?] == ON Is also the Magic Meter double in size? Conditional Branch: Switch [181 Got Double Magic Meter?] == ON >>>> YOUR EXTRA MAGIC METER PICTURES <<<<
Make sure you build a structure similar to the one you already see in the rest of the Common Event.
Wnd after you are done, scroll down to the bottom of the Common Event until you find something like this *************************************************** No numbers above 32 (full meter). Fix if it happens. *************************************************** There is where we set the cap of the Magic Meter (full meter). The cap for single meter is 32 and for double is 74. You have just to edit the conditional branches and variables you find here, and raise their cap value from 74 to 217 for the double meter and you are done
That is all
Well, I am going to dump all Twilight Princess textures for GC ( I know tha Wii version = same graphics), and If you want, the action button ( A, S, D, C and Z) EDIT : 217 level for magic bar ...Hmmmm, We can finish the game without take any magic jar XD, Are you crazy,why did you do that ?
This post has been edited by dodongo08: Oct 4 2011, 11:01 AM
Well, I am going to dump all Twilight Princess textures for GC ( I know tha Wii version = same graphics), and If you want, the action button ( A, S, D, C and Z) EDIT : 217 level for magic bar ...Hmmmm, We can finish the game without take any magic jar XD, Are you crazy,why did you do that ?
A Magic Bar with more than 150-200 Frames makes it bigger, more sensitive in display and allows a more detailed definition of the magic cost for items/spells in game, that consume Magic. So not a bad idea after all
This post has been edited by SilentResident: Oct 4 2011, 12:12 PM
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QUOTE (SilentResident @ Oct 4 2011, 01:03 PM)
QUOTE (dodongo08 @ Oct 4 2011, 09:53 PM)
Well, I am going to dump all Twilight Princess textures for GC ( I know tha Wii version = same graphics), and If you want, the action button ( A, S, D, C and Z) EDIT : 217 level for magic bar ...Hmmmm, We can finish the game without take any magic jar XD, Are you crazy,why did you do that ?
A Magic Bar with more than 150-200 Frames makes it bigger, more sensitive in display and allows a more detailed definition of the magic cost for items/spells in game, that consume Magic. So not a bad idea after all
Thank you Silenresident for the tutorial. here is a video of the game im working on, so far in just working on the menu and the HUD. too bad i couldn't record the audio.
Well, I am going to dump all Twilight Princess textures for GC ( I know tha Wii version = same graphics), and If you want, the action button ( A, S, D, C and Z) EDIT : 217 level for magic bar ...Hmmmm, We can finish the game without take any magic jar XD, Are you crazy,why did you do that ?
A Magic Bar with more than 150-200 Frames makes it bigger, more sensitive in display and allows a more detailed definition of the magic cost for items/spells in game, that consume Magic. So not a bad idea after all
Thank you Silenresident for the tutorial. here is a video of the game im working on, so far in just working on the menu and the HUD. too bad i couldn't record the audio.
I am glad for you! A new adventure emerges in the vast, beautiful, land of Hyrule with many mysteries awaiting for Link to discover them!.
I feel proud to say that my and silent edited work is in a game, the map screen is nice, how exactly did you achieve that, the quest menu is a bit different, but very original.
Edit 2: I only wish We could make a hud function like below
This post has been edited by Chakanevil: Oct 4 2011, 05:24 PM
__________________________
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.