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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XxchaexX : nice menu !
Chakanevil : a hud like this would be cool. By the way, i have tested this Ocarina of time 2D remake, it's a very cool game. However, the teleportations are a little buggy and the game is a bit laggy (especially on Kokiri forest) but it's definitively a nice one ! If i remember correctly it was programmed with game maker. and i don't know if this remake was continued or cancelled.
The last screenshot is from Skultulla's Amulet, a Zelda fan-game from Djipi (the autor of Majora's Mask texture pack) it was made with RMKXP and it's all in french. The game has very good customs graphics, but the demo i have played a long time ago got a lot of bugs and programming problems, but overall it's a good game, with original graphics...
This post has been edited by Baffou: Oct 5 2011, 05:24 AM
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QUOTE (SilentResident @ Oct 4 2011, 04:29 PM)
QUOTE (XxchaexX @ Oct 5 2011, 01:54 AM)
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.
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!.
And everything is possible thanks to you guys to the ones who worked and are working on the project. If You need help with anything I'll be glad to help:)
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Hey Hey I'am back but still busy ^^
saw the new release of update 3 and the new stuff is awesome BUT i got many probs with update 3
its too slow..when i run around the town and so on i dont get any probs but when i go into a house or cave it starts to feel very clunky and not smooth. I closed every prog so the only prog i was running was the PZE engine...
i dont wanna be offensiv or smth like that..but is there a way to fix this completley? cause its not very good to run a low spec game on a high end pc and it still feels clunky or get high fps + its only set to some areas and not a whole game..so if the PZE will be used for my maps it would be unplayable cause my game is huge ^^
is this script depending?
This post has been edited by zhoul: Oct 4 2011, 10:11 PM
saw the new release of update 3 and the new stuff is awesome BUT i got many probs with update 3
its too slow..when i run around the town and so on i dont get any probs but when i go into a house or cave it starts to feel very clunky and not smooth. I closed every prog so the only prog i was running was the PZE engine...
No worries, it is not script dependent. Just the problem you are facing is simple: your computer is not strong enough as it cannot effort the large maps of Project Zelda Engine, which are full of events. The solution for this is what Baffou (or was someone else? ) suggested: divide the Kakariko Map to 2 halfs (north and south half). Also divide the whole (and huge) single interior map to many smaller ones, where each map could have only about 4 rooms.
This will solve all your issues.
QUOTE (zhoul @ Oct 5 2011, 09:08 AM)
cause its not very good to run a low spec game on a high end pc and it still feels clunky or get high fps + its only set to some areas and not a whole game..so if the PZE will be used for my maps it would be unplayable cause my game is huge ^^
Basically, the Project Zelda engine is a high-spec PC engine, as it demands lots of PC resources and it needs strong computers to run large maps smoothly (Night_Runner, I, Chakanevil, etc), are all having strong PCs and therefore we are facing no such problems at all. But as I said above, just divide your maps and your problem will certainly be gone once for all!
In Update Patch #4, the (huge) Interior map will be divided in 3-4 smaller maps.
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QUOTE (SilentResident @ Oct 5 2011, 12:26 AM)
QUOTE (zhoul @ Oct 5 2011, 09:08 AM)
Hey Hey I'am back but still busy ^^
saw the new release of update 3 and the new stuff is awesome BUT i got many probs with update 3
its too slow..when i run around the town and so on i dont get any probs but when i go into a house or cave it starts to feel very clunky and not smooth. I closed every prog so the only prog i was running was the PZE engine...
No worries, it is not script dependent. Just the problem you are facing is simple: your computer is not strong enough as it cannot effort the large maps of Project Zelda Engine, which are full of events. The solution for this is what Baffou (or was someone else? ) suggested: divide the Kakariko Map to 2 halfs (north and south half). Also divide the whole (and huge) single interior map to many smaller ones, where each map could have only about 4 rooms.
This will solve all your issues.
QUOTE (zhoul @ Oct 5 2011, 09:08 AM)
cause its not very good to run a low spec game on a high end pc and it still feels clunky or get high fps + its only set to some areas and not a whole game..so if the PZE will be used for my maps it would be unplayable cause my game is huge ^^
Basically, the Project Zelda engine is a high-spec PC engine, as it demands lots of PC resources and it needs strong computers to run large maps smoothly (Night_Runner, I, Chakanevil, etc), are all having strong PCs and therefore we are facing no such problems at all. But as I said above, just divide your maps and your problem will certainly be gone once for all!
In Update Patch #4, the (huge) Interior map will be divided in 3-4 smaller maps.
Enjoy!
yeah but like i said allready..ive got a "high end" pc (quatt core) a new nvidea and 3k ram...i dont think its cause my cpu is too slow. I can run other rpgmaker xp games with huge maps too (+ mass events) without this clunky feeling.
the kakariko map for example is smaller than my own map and this will be a big problem if this dont work smooth.
so..yeah its a bit strange that i only got probs when i use the PZE but everything else works fine. So there is rlly no other way?
ah and i wonder why i lag in a cave or house cause a house-map or cave-map is rlly small so it should run smooth but it doesnt
or i missunderstanded you ^^
edit: it runs smooth when i am at the village or at the dam. Got this problem only in the cave or in a house
This post has been edited by zhoul: Oct 5 2011, 01:39 AM
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QUOTE (SilentResident @ Oct 5 2011, 10:26 AM)
The solution for this is what Baffou (or was someone else? smile.gif ) suggested: divide the Kakariko Map to 2 halfs (north and south half). Also divide the whole (and huge) single interior map to many smaller ones, where each map could have only about 4 rooms. This will solve all your issues.
Indeed, it was me. and i keep thinking it's the best thing to do, or the alternative is to have a very good anti-lag script. XAS got is own anti-lag but i don't know his efficiency.
QUOTE (zhoul @ Oct 5 2011, 11:32 AM)
yeah but like i said allready..ive got a high end pc (quatt core) a new nvidea and 3k ram...i dont think its cause my cpu is too slow. I can run other rpgmaker xp games with huge maps too (+ mass events) without this clunky feeling.
the kakariko map for example is smaller than my own map and this will be a big problem if this dont work smooth.
so..yeah its a bit strange that i only got probs when i use the PZE but everything else works fine. So there is rlly no other way?
ah and i wonder why i lag in a cave or house cause a house-map or cave-map is rlly small so it should run smooth but it doesnt
or i missunderstanded you ^^
the source of the lags it's because of all the common events, some are used at the same time, and some used in a parallel process, and some script like lightening system cause a massive lag. in update 4, PZE will inherit of XAS technology, and in the same occasion it will don't lag anymore. Sorry Silent if had answered before you
This post has been edited by Baffou: Oct 5 2011, 06:37 AM
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RM Skill: Intermediate
QUOTE
the source of the lags it's because of all the common event, and some script like lightening system, in update 4, PZE will inherite of XAS technology, and in the same occasion it will don't lag anymore. Sorry Silent if had answered before you
k, ty for the info ^^
So i just need to wait for update 4 xD
looking forward to this new script (XAS) its just awesome
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Posts: 73
Type: Developer
RM Skill: Skilled
QUOTE (zhoul @ Oct 5 2011, 11:41 AM)
QUOTE
the source of the lags it's because of all the common event, and some script like lightening system, in update 4, PZE will inherite of XAS technology, and in the same occasion it will don't lag anymore. Sorry Silent if had answered before you
k, ty for the info ^^
So i just need to wait for update 4 xD
looking forward to this new script (XAS) its just awesome
Indeed, XAS is a very powerful engine , but it need some time to understand how it work, beside, if used correctly, you can make anything you want (platform games, shooting games....) Note : XAS is not only a script, it's more called "an engine" because it's composed of many scripts.
This post has been edited by Baffou: Oct 5 2011, 05:17 AM
yeah but like i said allready..ive got a high end pc (quatt core) a new nvidea and 3k ram...i dont think its cause my cpu is too slow. I can run other rpgmaker xp games with huge maps too (+ mass events) without this clunky feeling.
the kakariko map for example is smaller than my own map and this will be a big problem if this dont work smooth.
so..yeah its a bit strange that i only got probs when i use the PZE but everything else works fine. So there is rlly no other way?
ah and i wonder why i lag in a cave or house cause a house-map or cave-map is rlly small so it should run smooth but it doesnt
or i missunderstanded you ^^
@ Baffou: Dear Baffou, no worries, feel free to comment in the forums, it is no problem. Anyways, this is sense of democracy
@ zhoul: I am not gonna enter in a discuss of why you got lags when you are playing in huge maps such as the Kakariko Village and the Village house interiors. Again, you have to do what I suggested you: divide the maps.
I am not surprised that you are experiencing lags in some maps, as you have to keep in mind that any versions of the PZE prior to the Update Patch 4 (such as the Update Patch #3 you are using) are using many common events for the engine to be set and run properly, and this is not good. Using many common events for engine's core functions is completely bad idea. It causes lags. And the worst is that every map also has about 8-9 Parallel Progress events (!). Now try count it: many Common Events + Many Parallel Progress Events + Large Maps with many normal events = drives out nuts. Result = a mess.
If you didn't knew, the PZE up to UP#3, had many of its core functions to run as Common Events or Parallel Progress Events: -The Inventory Menu -The HUD -The Monsters Setups -The Rupee/Ammo calculations -The Time system (Day/Night) -The Map Setups -The Battle System -Teleportation System -Map Name & Location Display
And also a script, the Lighting script, is among the others that have an impact to the engine's performance.
You see.. there are so many common events that needed to be turned into scripts. That is why our team is working for. Scripted Inventory Menus, scripted battle system (XASABS), Scripted Rupee Calculation system, etc already are in progress and we already got positive results of our work. The PZE has yet to reach the full capabilities of RPG Maker XP
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@SilentResident: K, now i understand you and yeah i know you all working hard on this and you all doing a great job! but i thought this will be a problem. Didnt know that XAS will fix this and the old updates run all smooth but yeah i agree that update 3 is much bigger than the old one.
This post has been edited by Chakanevil: Oct 6 2011, 12:58 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.
OK Chakanevil. you have done an excellent progress, but it still does not seems enough. This is the problem I have too! Still it does not resembles well the Ocarina of Time's screen's gradient.
It seems Adobe Photoshop is not the *best* tool for achieving an original OOT-styled gradient for the PZE's windowskins.
Also, as we didn't liked our Quest Status Screen, I decided to change it drastically, to meet our tastes (as you agreed too, it needed a change):
What do you think of this?
Still I feel it could have been better, but I don't know where to put that Heart.
EDIT: Actually, if you ask me, the new Quest Status Screen follows better the pattern of the Ocarina of Time's Quest Status Screen: Where the songs being located at bottom-left, the medallions at the right and the quest items at left.
This post has been edited by SilentResident: Oct 5 2011, 11:18 PM
This post has been edited by Chakanevil: Oct 6 2011, 12:59 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.
A nice one. Much closer to the MM one. Much better. But before we decide, lets hope Xxchaexx can help us a little, because he accomplished one of the best gradients for his menu's windowskin, which, strangely enough, even if it is not exactly the same as the one of OOT or MM, it achieves a resemble to the OOT / MM windowskins.
And here is a (better I think) Quest Status:
What do you think about it? Better?
EDIT: I like the new marple (on your edit #2) much more than the previous marple. Very beautiful.
This post has been edited by SilentResident: Oct 5 2011, 11:59 PM
Please look at page 45, as it is the most up to date.
This post has been edited by Chakanevil: Oct 6 2011, 01:04 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.
Edit 3: glad you like it, I have to wash dishes before bed, I'll get around to adding the textures.
Aye, same here, going to bed now. so tired with all that work. By the way, the icons of Inventory, Mask and Equipment Screens have been released in the Dropbox - you can get them anytime you want. - leave a comment and tell me if you liked especially the Iron Boot's icon.
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.
__________________________
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.