The Project Zelda Engine (aka Zelda Starter Kit)! *With Download Links & Pictures*, Thursday 22 September 2011 - The Update Patch #3 has been released!
If I'm not all wrong, the system have a great amount of events, and events takes a lot of the system to update, therefore lag on slow computers. Could be wrong though.
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Type: Scripter
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You're completely right. There are around 100 common events and they are loaded on every map, along with the regular events. I do know that Zeriab's antilag, unlike ABSEAL, "purges" the unused ones but even so, this project will require a powerful CPU in order to run smoothly. Mine can't go past 10 FPS (a 2,8 Ghz Pentium D - aging).
That said, the project itself is very impressing. It really feels like Zelda. Deepest congratulations on that, SilentResident.
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FRACTURE - a SMT inspired game (demo) made by Rhyme, Karsuman and me. Weep and ragequit.
As long as I don't click anywhere or do anything before the title screen, it runs quite good. If I do do something, I usually get a "Not responding.."-message. But when running on the map, it is about 40fps. Gets lowered to 30 sometimes when doing something big, such as changing the map, but otherwise it runs fine. I have a Intel Core i3. Haven't got any other specifications on it since it is my school computer.
But I agree with Kread. SilentResident, you have made a great job. Keep it up! I'd like to see the final result of it
I agree with it being impressive, just i wish we could see little or no lag, when i tried to add zerilab anti lag it caused the game to crash, if he could find a way to make most of these events be called from scripts then perhaps it would reduce the lag?
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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.
Hehe, indeed, its a good idea to ask some scripters around if they can help reducing the lag, especially for the players with weak and slow computers.
Project Zelda Engine uses lots of resources, and thus, requires decent computers so to run smoothly.
Soon, or late, more improvements are about to come. Improvements in the hud, in the game's speed and lag, etc. the gaming community will have a complete engine to use for the creation of their own Zelda games.
By the way, I am wondering, does anyone likes the animations the ocarina songs show when Link plays a song with it? I could love to hear your critics about this and any other improvements you may liked.
This post has been edited by SilentResident: Jan 31 2011, 09:28 AM
You sahould look mog hunter up, he's really talented, he's done most the work that you see on xasabs
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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.
This post has been edited by Chakanevil: Feb 10 2011, 11:57 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.
And you are posting this.. why? There already is a working feature in the game that allows you to do what you need. You don't need anything more.
@ MistTribe If you absolutely aren't doing anything else while the game loads, I think that your computer is too slow. You probably get the error because the game loads too slow, which RMXP notices, and gives you that error. There isn't much to do about it really.
This post has been edited by stripe103: Feb 10 2011, 12:37 PM
Keep things like that within it's own thread please, this appears to be just advertisement for an alternative system.
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It isn't meant to be an advertisement, it's meant as a form of help, moghunter is a great scripter, maybe he could help reduce lag.
isn't that the ultimate goal to make the system playable for a huge amount of players and not just a small group with a great p.c.
This post has been edited by Chakanevil: Feb 10 2011, 06:00 PM
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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.
Sadly, this error can happen on both fast and slow computers. It is PURELY RANDOM on which computers will it occur. Investigation about this error is still in progress. We are trying to find the cause of it.
Ah my dear friends.
I wish it never happened. This error is a big headdache, because Project Zelda Engine works absolutely fine on my own computer and the computers of my friends...
Too bad. The fact is that this error happens to just a minority of gamers, however, its too important to be ignored. My goal is that 100% of the gaming population will enjoy RPG Maker XP and Project Zelda Engine.
THE NEW UPDATE PATCH 3 FOR PROJECT ZELDA ENGINE IS AHEAD!:
I am working on a new update for Project Zelda Engine with several new additions to the game!
Chickens added to Kakariko Village! - Real chickens that attempt to run away from Link if he is too close to them! Try can catch 'em for profit!
New items in the inventory Menu!
Updated versions for some of the scripts, with new features!
The Inventory Menu is now Complete! You can see quest items, trade items, hearts, equipment, etc, in their own windows!
A small graphical bug fix for the Lens of Truth (item)!
Stay tuned! The list of changes that come with UP #3 may be changed in the meantime! Enjoy!
This post has been edited by SilentResident: Feb 11 2011, 09:41 AM
EVERYONE WHO GOT THE SCRIPT IS HANGING ERROR, PLEASE READ:
I have come in contact with the author of Hermes. Derula asked if can someone who has the bug to add the following line to the beginning and end of the Hermes script and see if this fixes the error:
CODE
Graphics.update
Please let us know! It is very important to know if this fixes the error! Try it and come back to post a comment about your results! Thanks!
100% is a big number i would say more like 95% since there will still be those running p1, 555 mhz, my idea is to place most of those events in a script and make them trigger when they are needed and not be idling until they are needed, such as the rupee system, instead of calculating how many it should add, and add each rupee +1 untill it reaches 20, 50, 100, which takes a fee seconds the script should run on variables such as a green rupee being variable A, when collected it gives 1 rupee, a red rupee is variable B, it is set to give 5 rupees, with it being preset, the script is connected to the hud, let call it variable C, so when you touch A, C updates to the preset number, and doesn't spend the time to add 1,1,1,1,1, instead it will add 5 all at once, the seasons could be done in scripts too, lets call the over world variable E, let Spring be A, let summer be B, let Fall be C, and let Winter be D, so lets say the default start should be A, so upon changing the season A becomes inactive, it is no longer idle, B becomes Active and updates E. thats the way most of the game should be ran, I was referencing XASABS because a lot of the game is ran with scripts, just how I describe.
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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.
I have already asked around for some help to turn the Rupee System into a script, you can find my "request" here in those forums (titled as the "[The Scripter's Challenge] Replace Common Events with Scripts, Can scripters try make a script that replaces Common Events?") http://www.rpgrevolution.com/forums/index....mp;#entry472636 but got no response. I have no idea who got time to help make this a reality. :-)
By the way, the Season System to be working as script, is not a good idea. I think that the Eventing is the only way that ensures more and even more people will have easier access to the customization of the Seasons System, due to its flexibility.
If the Seasons System was already a script, I couldn't find an way to modify it, as I don't know how to modify it to fit my own style / game, as some scripting skills / knowledge about how scripts work will be required for the change of the Season System. And there are many players who don't know about scripting, including me, and thus, limiting the customization of Project Zelda Engine's features (if I am not wrong).
Anyways, I doubt that its worth to turn the Season System into script, as, of now, the events are not having any impact to the game's performance. Any performance impacts are limited, as the change occurs when the player is staying on the tree stump, and the game is frozen in time, and the change only takes few seconds.
Do you think am I right? Or can we make the scripts be as good as the events? (I don't know, I hope you say yes, as I could be so happy to hear that a script can do more than an event!!!)
This post has been edited by Night_Runner: Jun 24 2011, 03:37 PM
I'm still getting script is hanging with hermes, I'm gonna try something
the one that is hanging is default, i can get it to work with out that one
The problem isn't the Hermes script, the problem is the credits script, i changed it to D and arial and it caused it to hang replacing it with None allows me to play the game
This post has been edited by Legacy: Feb 13 2011, 09:00 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.
Hmmm Thats very interesting. I am very happy now. If someone with the same problem as you, can confirm your comment as a working solution to that issue, then, gladly we can breath now. Because Hermes script is very important for Project Zelda Engine, while the Credits which is "less" important script, can be fixed!
I love you, Chakanevil!
Can someone else with the same issue (Script is Hanging issue I mean) follow Chakanevil's steps and confirm if this works?
Please... If can someone with the same issue confirm this solution, I will be greatly thankful!!!!!!!!!!!!!!!!!!!!!!!!!!!