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Full Version: The Project Zelda Engine (aka Zelda Starter Kit)! *With Download Links & Pictures*
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Chakanevil
i played test the newest version of pze and wow it's sooooo much better and cooler, although some things need to be fixed first such as jumping over things, I know everyone will be pleased with all this hard work.
SilentResident
QUOTE (Chakanevil @ Feb 28 2012, 08:27 PM) *
i played test the newest version of pze and wow it's sooooo much better and cooler, although some things need to be fixed first such as jumping over things, I know everyone will be pleased with all this hard work.

Hey! Why you don't say us a "hi" in Dropbox. You know, we missed you sad.gif

Yeah the Jumping is not finished at all, we do it later xD

I need your advice. Now I am working on the Floor spikes for dungeons.

The Floor spike is a tile full of spikes that hurt Link as he pass through.



I am trying to emulate the way the floor spikes hurt Link in PZE, so it is as close as possible to the official Zelda games.

For this, the Spikes have to be set to "Event Touch" rather than "Player Touch" because the spikes are supposed to drain Link's
health continually, as long as he stands on them, not only once.

So far, everything works perfectly so far! smile.gif


But the Event Touch is designed by Bethesda to update very fast and repeat in a very fast manner - and as result, it drains Link's health so fast - instead of half heart per second, Link loses whole sums of hearts from his health per second.

Althought the Change HP: Link event command is set to drain only 1/4 of a heart (a quarter), the spike event drains over 2-3 whole hearts (about 12 quarters) within few seconds only. Probably because the "Event Touch" Setting was designed by Bethesda to update very very frequently.

(To note to the people who may ask me to set the Event to "Player Touch" rather than "Event Touch": I prefer Event Touch because in the Player Touch, the event's page runs only once and then stops. There is no loop to check if Link is still standing on the tile and thus drain from him more and more health over time. Link only loses 1/4 of a heart (which is intended) but it doesn't repeat if Link stand on that Floor Spike for longer time. Its like Link, after the first hit, wont get more hits from the floor spike he still stands on. So Event touch is better because it constantly drains health from Link, and as long as he stands on the floor spike only.)


A solution to the very fast lose of health in my case, I thought to be the placing of a "Wait X Frames" event command in it. While the Wait X Frames fixes how frequently the Change HP command is repeated (kinda like a slowed looping speed), it also freezes Link in place.



So the Wait command is not the solution.

I wonder, is there any script command that forces the given event to drain Link's health in a more slower manner - not so fast. A script command that makes the event to wait for a few frames before it re-checks if Link is still on it, and re-hurt him, without freezing him?


If you want to playtest it yourself,

just go to Earth temple's Room #4 which has a few floor spikes in, or alternatively, you can playtest the copy of the Floor Spike event found in the Event Database.

A new feature added to PZE is the impact animation - or hit animation - when you hit something that is unbreakable, such as dungeon switches, then the hit-impact animation is played.

The animation is really fast, so I had to freeze the game so to take this good screenshot:


Some of you may think that the animation could have been much smaller, for more realism, but I assure you, reducing the size can be more a problem rather than realism, due to the fact that the animation is centered exactly at the center of a given event.

What do you think of it? smile.gif

---------------------------------------------------------------------------------------------------------------------------------------


Because many players are not exactly sure what collision the weapons and their effects have in UP4, I am glad to give you a few info!
Here is a nice example of how capable engine the Project Zelda Engine has been transformed into, in UP4.

In UP4, even the Link's weapons and their effects have true collision and can now be used to protect Link against the enemy attacks!
For example, there is a room in the dungeon, with a very annoying enemy known as the Beam Trap.
The beam trap fires firebolds towards Link, in a constant level, and thus making his attempts to hit a switch, harder than it normally could.


The Beam Trap, however, thanks to the Cane of Somaria's summoned block which is placed between Link and the enemy, Link will no longer be disturbed by the enemy attacks. smile.gif

Done! I am just done tweaking the messages of the big Treasure Chests in the PZE's trial dungeon.
I love now how it turned - the messages for obtaining new items seem so familiar now - and of course they are much better than before:



Source of the idea and pattern, is the game Legend of Zelda: Ocarina of Time



To note that of course you can edit the messages to fit your game's style, change the font, windowskin, buttons, text colors, etc! smile.gif
Cameronsplaze
so i downloaded it with un-zip, and i can play the pre-made game, but it wont let me make my own.
what is the file called that will let me do this? cool.gif biggrin.gif
SilentResident
QUOTE (Cameronsplaze @ Feb 29 2012, 03:18 AM) *
so i downloaded it with un-zip, and i can play the pre-made game, but it wont let me make my own.
what is the file called that will let me do this? cool.gif biggrin.gif


Look for a file called Game.rxproj in PZE's folder. This is where you edit it or make new maps and create new content for your game's world.
Cameronsplaze
QUOTE (SilentResident @ Feb 28 2012, 06:20 PM) *
QUOTE (Cameronsplaze @ Feb 29 2012, 03:18 AM) *
so i downloaded it with un-zip, and i can play the pre-made game, but it wont let me make my own.
what is the file called that will let me do this? cool.gif biggrin.gif


Look for a file called Game.rxproj in PZE's folder. This is where you edit it or make new maps and create new content for your game's world.

thanks, but when i try to open it, it said "Can not open file 'C:\Users\Cameron\Desktop\Zelda\Game.rxproj' as archive"

Help? laugh.gif
SilentResident
QUOTE (Cameronsplaze @ Feb 29 2012, 03:55 AM) *
QUOTE (SilentResident @ Feb 28 2012, 06:20 PM) *
QUOTE (Cameronsplaze @ Feb 29 2012, 03:18 AM) *
so i downloaded it with un-zip, and i can play the pre-made game, but it wont let me make my own.
what is the file called that will let me do this? cool.gif biggrin.gif


Look for a file called Game.rxproj in PZE's folder. This is where you edit it or make new maps and create new content for your game's world.

thanks, but when i try to open it, it said "Can not open file 'C:\Users\Cameron\Desktop\Zelda\Game.rxproj' as archive"

Help? laugh.gif


Mate, you have to EXTRACT the contents of the Archive file. Otherwise .rxproj file will fail to run.
Do you know how to extract the contents? Look somewhere in your zip program - it could have an extract or unpack button...

I am thinking of the possibilities for creating or implementing a Dungeon Map Screen to the engine.

The windowskin for the new screen is ready:


Baffou likes the idea and I have to discuss this idea with the other teammates and see how can we implement a such feature to PZE.

It could be awesome.

Here is the Dungeon Map Subscreen photoshoped to have some items for display - just for you to get some ideas of how it is supposed to look like at the end (not exactly like that, just it gives you a taste of what plans we have for it):


Don't get your hopes high enough, although I am sure we can implement it to PZE happy.gif
Chakanevil
awesome idea, i'm all for it.
SilentResident
QUOTE (Chakanevil @ Feb 29 2012, 10:23 PM) *
awesome idea, i'm all for it.



Good news - for first time we got a weapon that is ready and needs no more configurations in the future. Actually its the first completed weapon of PZE!

It works PERFECTLY - more perfect than perfect - the Cane of Somaria! Of course it works differently than it was set by Moghunter -
The PZE's Cane of Somaria has full remote control of the blocks - from any distance - much like in ALTTP. Just to note that the Mog's Cane needed close melee range so to control the blocks. smile.gif

Also the Bow and Bombs are almost done - only I have to appoint our scripters to do some little tweaks to correct a bit the bow animation when Link uses it.
Chakanevil
I was thinking of the ball and chain, we could use this and edit in link.



I'm gonna try making the medallions tomorrow after class

Bombos


Ether


Quake

SilentResident
QUOTE (Chakanevil @ Mar 1 2012, 03:39 AM) *
Show
I was thinking of the ball and chain, we could use this and edit in link.



I'm gonna try making the medallions tomorrow after class

Bombos


Ether


Quake


Hey! Awesome, I am very excited! Thank you my dear Chak! biggrin.gif
Chakanevil
trying to make the medallions the mac wont let me input a movie to layers as it uses photoshop 64 bit, it has to be photoshop 32 bit
SilentResident
QUOTE (Chakanevil @ Mar 1 2012, 07:43 PM) *
trying to make the medallions the mac wont let me input a movie to layers as it uses photoshop 64 bit, it has to be photoshop 32 bit



Ah ok. Maybe there is an alternate way like take screenshots of them? Or send us the sprites used to make the animation and we can try re-create it in Dropbox?
Chakanevil
I'm gonna pull the movie into photoshop as an animation, I moved over to a pc.

would this help any?

Flat Character Render

Your Character has a problem of "Walking Behind or Under" that Graphic. Like this:


That isnt what we want. I wont bother to explain the problem in technical terms, but I will offer a FIX.


but isn't this just a simple fix of priority settings?
SilentResident
QUOTE (Chakanevil @ Mar 1 2012, 08:22 PM) *
would this help any?

Flat Character Render

Your Character has a problem of "Walking Behind or Under" that Graphic. Like this:


That isnt what we want. I wont bother to explain the problem in technical terms, but I will offer a FIX.


but isn't this just a simple fix of priority settings?


Hmm you are not very clear. You mean add the script to PZE? Yes this may be useful. But I am not sure if we really need it. There is already a script that configures the animation priority, althought that is only for anims, not for events. I'll discuss this with Baffou.

EDIT: Ok we may add it to PZE, but in a later time, Chak. It is not our priority for now, and Max is a very skilled scripter - he made alreayd much more advanced and featured versions of scripts we see around the net.

happy.gif

Well, it is not one of our highest priorities. For now we are concerned with more important stuff, such as the menus and weapons. But of course, later, when our team has more time and the mood, we will add such minor scripts to PZE, after we are done with more important things wink.gif


Edit: by the way, I was playtesting the Earth Temple for possible bugs and I just realized how beautiful it looks after some nice graphical improvements wink.gif



Enjoy! smile.gif
Klokinator
hey guys we have a whole forum for this discussion you know
ffomega
QUOTE (SilentResident @ Mar 1 2012, 11:54 AM) *
by the way, I was playtesting the Earth Temple for possible bugs and I just realized how beautiful it looks after some nice graphical improvements wink.gif



Enjoy! smile.gif


(adds sarcasm) You guys don't think S_R is enjoying herself a little too much by posting the teaser screenies just a bit do you? tongue.gif laugh.gif (I'm joking S_R) But I am loving the latest screenshot smile.gif
Chakanevil
I can't wait to get back to development, I'm planning getting a new pc next school semester if all goes well, I can tell you that the newest version has a lot in store for everyone, and I'm sure everyone will be pleased
SilentResident
Finally a fully functioning Dungeon Screen has been added to Project Zelda Engine.

What shocked me is that Maximusmaxy created this in only 1-2 days! Thats a pleasant shock for me, considering the fact such things usually take longer times to be done.

Here is the Dungeon Map Screen:


Part of Max's notes about how it functions:

In the Dungeon screen's menu file you will notice acouple of options up the top which are pretty self explanatory

Floors = The number of floors in your dungeon
Width = The amount of rooms your want going left and right for your dungeon
Height = The amount of rooms going up and down for your dungeon

The following ID's must be different for each dungeon, each dungeon must have it's own maps/compasses ect.
Map ID = The ID of the map item
Compass ID = the ID of the compass item
Key ID = the ID of the small keys item
Boss Key ID = the ID of the large boss key item

After the options you can then create your dungeon floors. Each floor has a name (B1, B2, F1, F2 ect.) which is named on the first line
after the options. After the name you then add in the map ID's in a grid relative to the width and height specified.

EG. Floor B2, with width = 4, height = 3 will look like this

B2
20 20 21 25
22 23 21 26
22 24 21

If there is no map for a cell you can leave it blank like the bottom right example above.

There are also extra tags you can put in the cells by adding a /slash after the floor number.
The tags are as follows

down = Door on the bottom
left = Door on the left
right = Door on the right
up = Door on the top
map = Dungeon map in this room
compass = compass in this room
key = big boss key in this room
boss = boss room



Anyone feel free to give us any feedback if we missed something. smile.gif

OK after some configurations, we make it look even better now:



Send us a PM or just post a comment if you don't like or want an improvement on something. smile.gif
Chakanevil
would I be able to make these style?



or this style?



or the newer style?
img



I like the bigger link icon
SilentResident
QUOTE (Chakanevil @ Mar 3 2012, 04:49 AM) *
would I be able to make these style?

or this style?

or the newer style?

I like the bigger link icon


Chakanevil, can you be more clear what do you want from those maps? If you mean a display of treasure chests on the map, we already can do that in PZE's dungeon map.

So I assume you are talking about displaying 2 or more floors at once (impossible because there is no much space for that - PZE's rooms have higher resolution than the console game's ones.

If you are talking about rooms that have unique shapes instead of box-like rooms, again, this is impossible to do in PZE.

And if you mean windowskins, of course we can. For example the Minish Cap style is 100% possible to PZE (but of course we won't add it to PZE - we make a Zelda Starter Kit with neutral windowskins, not a Minish Cap game... Again, the only thing not possible from Minish Cap, OOT and other games, are the uniquely-shaped rooms and thedisplay of more than 1 floors.


EDIT: I recommend hiding the big picture into spoilers because it changes the layout of the forum page happy.gif
Chakanevil
ya i was talking about the styles, could we make smaller and larger boxed rooms?

and with OoT couldn't we use the map script like the over world compass in clock town?
ffomega
QUOTE (Chakanevil @ Mar 2 2012, 09:29 PM) *
ya i was talking about the styles, could we make smaller and larger boxed rooms?

and with OoT couldn't we use the map script like the over world compass in clock town?


I wondered that myself, but I imagine this falls into the subject of "showing more than one floor/room at once", which she answered.

I also think (due to the way the dungeon map script seems to work) that it can only display the absolute-most generic shape of a map area (e.g. a rectangular shape). They did come close to aLttP-style map display (speculating here).

Only way I could see that they might be able to do that is to pre-create generic shapes that can maybe be called upon and 'drawn' into the dungeon map...which then they would need sprites for non visited, current, and visited room...but again the shapes would probably still have to be generic.....and you'd have to make dozens that might hopefully cater to any user's needs.

I like the smaller Link head because you can see more of the smaller room, and it doesn't cover it up sleep.gif
SilentResident
QUOTE (ffomega @ Mar 3 2012, 08:56 AM) *
QUOTE (Chakanevil @ Mar 2 2012, 09:29 PM) *
ya i was talking about the styles, could we make smaller and larger boxed rooms?

and with OoT couldn't we use the map script like the over world compass in clock town?


I wondered that myself, but I imagine this falls into the subject of "showing more than one floor/room at once", which she answered.

I also think (due to the way the dungeon map script seems to work) that it can only display the absolute-most generic shape of a map area (e.g. a rectangular shape). They did come close to aLttP-style map display (speculating here).

Only way I could see that they might be able to do that is to pre-create generic shapes that can maybe be called upon and 'drawn' into the dungeon map...which then they would need sprites for non visited, current, and visited room...but again the shapes would probably still have to be generic.....and you'd have to make dozens that might hopefully cater to any user's needs.

I like the smaller Link head because you can see more of the smaller room, and it doesn't cover it up sleep.gif

It is easy to think about such features but it is harder to implement them in PZE - this means we have to rework the WHOLE screen again from scratch and possibly the functions of the CMS.
I understand that you could like a better and more realistic map for your dungeons, but, I am sorry but I am not in mood for that right now. This is the last thing I want right now for the PZE. There are more important things to deal with, in the Engine. Once we are done with them, who knows, maybe we can improve the Dungeon Map Screen.
ffomega
QUOTE (SilentResident @ Mar 3 2012, 08:12 AM) *
I understand that you could like a better and more realistic map for your dungeons, but, I am sorry but I am not in mood for that right now. This is the last thing I want right now for the PZE. There are more important things to deal with, in the Engine. Once we are done with them, who knows, maybe we can improve the Dungeon Map Screen.


I actually agree with you S_R. I would rather have a fully completed/functional PZE UP4 than the team spending more time on aesthetics. As programmers all should know...a lot of times you must sacrifice looks for usability...and once your products sells then you can work on making it pretty wink.gif
SilentResident
Next we are aiming at doing some weapon and dungeon improvements.

We also are working on the Remote Bombs. We are facing a few difficulties to set them function in a remote way, but I am certain we will workaround it happy.gif: The normal bombs are already fully functioning.



We also are adding the Hyper Slingshot to PZE - everyone who played Legend of Zelda: Oracle of Seasons may remember this unique slingshot which fires 3 seeds at once.


This is how the Hyper Slingshot should work like:



EDIT: well, the way Link was holding the slingshot is kinda unrealistic - but I fixed it now so, please, don't complaint! biggrin.gif
Chakanevil
pn the OoT style dungeon map we would only need to display the rooms for the current floor we are on, and then when you hit 2nd it shows the rooms of that floor, oh and speaking of floors overtop are we gonna do seeing the floor below through holes in floors?

SilentResident
No worries, Max already has taken care of all those features you asked - As I said, the Dungeon Map Screen is awesome - you can navigate with the cursor between the floors in the Floors list, and it literally displays any floors you want to see - both with their treasure chests, bosses, treasure items, doors, and more!;) You can see all the rooms and all the floors of a dungeon, no matter in which floor you are.

About displaying the lower floor rooms through the holes of the current room, this can be done easily - put a Background and some teleport events and it is done wink.gif


EDIT:
Made some improvements on the Bombs wink.gif
Chakanevil
couldn't we make a script so when room Z is overtop room X in the dungeon map, that room x is shown through the holes in room Z?

here's the dungeon map style i was talking about

Spriter Resource
maximusmaxy
QUOTE
here's the dungeon map style i was talking about

Spriter Resource

To get a dungeon map style like that the maps would need to be pre-drawn by the user for each floor of each dungeon. I may add an option to be able to use pre-drawn maps however by doing this you will lose allot of the features the dungeon map.

The current dungeon map is fully automated, once yet set up your dungeon script (which only takes about 5 minutes), the script will handle the rest. When you enter a dungeon the overworld map screen will automatically change to the dungeon map screen, your key counter will automatically appear, any chests, doors, bosses, compasses, maps ect. will automatically appear and disappear, the player location will automatically change from room to room, without the need of script calls or anything. The script also calculates if you have the map for the dungeon. If you don't have the map only the rooms you have entered will be drawn, if you do have the map, the rooms you haven't entered will be drawn in a different color then the rooms you have visited, and the current room is also highlighted. It will also calculate if you have the compass and will draw all the chests ect. on the map after receiving it. It will also show the boss floor next to the floor icon on the left.

By having pre drawn maps you will loose the dungeon map features (which make the dungeon map pointless) , you will need to move links location every time you change rooms or floors, you will also need to change the floor automatically, plus any items on that floor. It kind of takes the point out of having a dungeon map script which does the work for you, when you are spending a couple hours of making your own maps and implementing script calls on every door and event. You already have a fully functional script (which may not be the most aesthetically pleasing thing) that gets the job done with barely any configuration at all, so why not use it.

I'm not saying we won't implement features which will allow you to have maps that resemble OoT and PH but I am saying that if I do implement a feature like that, it will be very tedious and time consuming to achieve a decent result. You would be better off spending time on other things like actually making your game.
Chakanevil
what about

couldn't we edit the dungeon map script so when room Z is overtop room X in the dungeon map, that room x is shown through the holes in room Z?

such as floor 2 room 2
is above floor 1 room 1

then room 1 is shown through the holes in room 2?
SilentResident
QUOTE (Chakanevil @ Mar 6 2012, 09:55 PM) *
what about

couldn't we edit the dungeon map script so when room Z is overtop room X in the dungeon map, that room x is shown through the holes in room Z?

such as floor 2 room 2
is above floor 1 room 1

then room 1 is shown through the holes in room 2?


First of all, the rooms cannot be selected with the Cursor. The cursor can move only in the Floors bar (on the left of the screen, where F1, F2, etc are) and the items bar (on the right of the screen where items such as map, key, compass, etc are).

I covered the Cursor's navigable areas of the Dungeon Map Screen with a red layer:


As Max described clearly, the rooms wont display holes and other floor features their maps may contain. The Dungeon Map Screen functions just like the ones we see in the ALTTP, LA, OOA and OOS games. - in fact, PZE's Dungeon Map Screen is functioning based on most of 2D Zelda games...


Please don't ask ridiculous things. You are not helping this way.
Chakanevil
I doubt you get what im asking

what about drowsing?
SilentResident
QUOTE (Chakanevil @ Mar 7 2012, 12:39 AM) *
I doubt you get what im asking

Well, not sure. Better I leave you talk about those things with Max - he knows better about those matters.

QUOTE (Chakanevil @ Mar 7 2012, 12:47 AM) *
what about drowsing?

Hmmm Dowsing (a la Skyward Sword)?
Chakanevil
ya drowsing could be the map shows where things are by looking for the the appointed item value such as a heart = 1, so when 1 = true it shows a dot on the map of where it is, and we could maybe use the upgrade features?

see how the floor is seen under the top floor?





Lets think of map Z as in the image above, and Map Y as below

Since on the dungeon map screen Z is above Y then the blue is seen in the holes of red, that's what i was saying about the floor seen below the floor your on.

"Part of Max's notes about how it functions:

In the Dungeon screen's menu file you will notice acouple of options up the top which are pretty self explanatory

Floors = The number of floors in your dungeon
Width = The amount of rooms your want going left and right for your dungeon
Height = The amount of rooms going up and down for your dungeon

The following ID's must be different for each dungeon, each dungeon must have it's own maps/compasses ect.
Map ID = The ID of the map item
Compass ID = the ID of the compass item
Key ID = the ID of the small keys item
Boss Key ID = the ID of the large boss key item

After the options you can then create your dungeon floors. Each floor has a name (B1, B2, F1, F2 ect.) which is named on the first line
after the options. After the name you then add in the map ID's in a grid relative to the width and height specified.

EG. Floor B2, with width = 4, height = 3 will look like this

B2
20 20 21 25
22 23 21 26
22 24 21

If there is no map for a cell you can leave it blank like the bottom right example above.

There are also extra tags you can put in the cells by adding a /slash after the floor number.
The tags are as follows

down = Door on the bottom
left = Door on the left
right = Door on the right
up = Door on the top
map = Dungeon map in this room
compass = compass in this room
key = big boss key in this room
boss = boss room

so then lets use

F5
01

F4
01

since f5 is above f4 f4 shines trough any open gaps?
maximusmaxy
I understand what you mean and I will take a look at it later, we are working on other things at the moment.
Chakanevil
glad you understand now

any thing you need me to work on guys?
ffomega
Is there an overworld map script added to the PZE, or will I have to just put a picture of a map in the map screen? Essentially what I want to accomplish is making a big map (well, within the dimensions of the map subscreen), and divide the map into chunks that, upon moving a cursor over and selecting, will make that chunk larger for closer view.

In other words, a simple "click a section of map to zoom in once to that selected area", kinda like zooming in with LttP, but without the panning in all directions
Night_Runner
I know I usually let you guys double post and break a few other rules in this topic (e.g. posting images that stretch the forum layout).

But all good things must come to an end.

It's not just you guys that read this section, so I will be increasing people's warn meter, and if necessary suspend posting privileges of members who continually break the rules.
Chakanevil
It been quiet lately, how are things going?
maximusmaxy
At the moment we are working on finishing a shop script similar to OoT and MM, trying to give it as much configuration as possible. Also we've just started working on implementing a new visual equipment script specifically for the PZE and XAS, so things like tunics and masks will be as easy as possible to implement. I'm sure Silent will have a big update in the next day or two.
Klokinator
QUOTE (Night_Runner @ Mar 12 2012, 04:57 AM) *
I know I usually let you guys double post and break a few other rules in this topic (e.g. posting images that stretch the forum layout).

But all good things must come to an end.

It's not just you guys that read this section, so I will be increasing people's warn meter, and if necessary suspend posting privileges of members who continually break the rules.

besides if they wanna spam they have their own big ol' forum to spam at :|
SilentResident
OK soz for the wait, here are some samples of our work on the PZE:


The Shop script is now completed. Its awesome and very simple in use, and has so many customization - beyond your imagination - you can even have every item display a unique description message or refer to the Item/Armor/Weapon Database's description on that item, you can set easily the conditions of the item (i.e. needs Arrow Quiver so to be able to purchase Arrows from shops, or Bomb Bag for purchasing bombs, etc). You can format the looking of the messages and much more!
Just navigate with the cursor on the items and select them to purchase them smile.gif :


The HUD from now will be much more neutral and realistic. Simple, more clear, and fits both 2D and 3D-styled games.


Also we are done with the Tunics system - it is awesome with the full meaning of the word ''awesome''. Literally, it is automated and there is nothing from the part of the gamer that needs to be done:



Enjoy!
Chakanevil
hey S_R i was thinking perhaps maybe the menu cursor needs a makeover?
SilentResident
QUOTE (Chakanevil @ Mar 13 2012, 04:42 PM) *
hey S_R i was thinking perhaps maybe the menu cursor needs a makeover?



You mean the Shop Map cursor, right? Because the Menu cursor is your request and creation.

In fact, the Shop cursor is fully animated. It looks alot better in-game than in the picture I posted here.

But yeah, when I get something better to replace its graphics with, I will happy.gif
Chakanevil
my cursor it needs a remake it's a bit blocky and blurry i think.
SilentResident
I will try improve it happy.gif
Cameronsplaze
I need help, again. sleep.gif
so i got the game working, and i copied two common Events to my game. They are "Time System (Day/Night)" and "Time System Update". i added the sound effects and the swiches i needed, so i could add the day and night to my game, i set it up so the time activation swich turned on at start up, but when the game gets to the part where you can move around, i can't. so i have some questions please...
In the Game Setup, what is the Startup: Time Activation for, and what is the different between that and Time Activation
In the "Time System Day/Night, what is the "Script: $game_system.lights-refresh = true" and if it dosent come with xp, where can i find it
sorry for the questions, but i would really like it if you helped me out... thanks! laugh.gif

NR - Please only quote necessary text, for an example see ffomega's post below
ffomega
QUOTE (Chakanevil @ Mar 13 2012, 07:45 PM) *
my cursor it needs a remake it's a bit blocky and blurry i think.


If anyone is interested, I am currently working on enlarging and implementing the LttP overworld tileset into a fresh map for the PZE just in case anyone wants to make their own LttP-style world maps for the map submenu. So far I have started on only the light world, and am making some slight alterations to the map tiles so they will have automatic shadows as well.

Here's what I have so far:

Click to view attachment

I will probably do a set of autotiles for this mini project as well smile.gif

Tell me what you think ^^
SilentResident
QUOTE (Cameronsplaze @ Mar 14 2012, 04:52 AM) *
I need help, again. sleep.gif
so i got the game working, and i copied two common Events to my game. They are "Time System (Day/Night)" and "Time System Update". i added the sound effects and the swiches i needed, so i could add the day and night to my game, i set it up so the time activation swich turned on at start up, but when the game gets to the part where you can move around, i can't. so i have some questions please...
In the Game Setup, what is the Startup: Time Activation for, and what is the different between that and Time Activation
In the "Time System Day/Night, what is the "Script: $game_system.lights-refresh = true" and if it dosent come with xp, where can i find it
sorry for the questions, but i would really like it if you helped me out... thanks! laugh.gif



The Time Activation Switch turns the flow of Time to ON or OFF. With this switch enabled, the game's Day/Night cycle is enabled and you can enjoy sunny days becoming dark nights and vise verse. Turning the switch to OFF, will freeze the game's time. Good for particular Cutscenes or other events.

The Startup: Time Activation Switch is not necessary for your game. It was made just for the people who want to control the Time in all other maps, without having to manually set it up.

Again, as I said many times, the UP3 is just a awful system to play with. A true mess due to the engine's nature to use only Switches and Variables for running anything in the game - from the Menus to the weapons, and from Events to cutscenes.

I recommend that you wait for the Update Patch 4 since it has alot better Time system, fully configurable, with no needs for switches at all. All what you use is just Call Script Commands, which the Script's readme explains very well how to use them.





QUOTE (ffomega @ Mar 14 2012, 05:04 AM) *
If anyone is interested, I am currently working on enlarging and implementing the LttP overworld tileset into a fresh map for the PZE just in case anyone wants to make their own LttP-style world maps for the map submenu. So far I have started on only the light world, and am making some slight alterations to the map tiles so they will have automatic shadows as well.

Here's what I have so far:

Click to view attachment

I will probably do a set of autotiles for this mini project as well smile.gif

Tell me what you think ^^

lol.... omg.
Love it. Really love it. Not only you make it very good, but also it seems very clean with no orphan pixels.
You are a cautious tileset maker, from what see.

Hey, could you like to share this nice tileset with the PZE UP4? Could be awesome and can be a time-saver for many people across the world who try the PZE.
Cameronsplaze
when is update patch 4 coming out? rolleyes.gif laugh.gif
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