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Full Version: The Project Zelda Engine (aka Zelda Starter Kit)! *With Download Links & Pictures*
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Chakanevil
how do you feel with it extended silent or would you rather have the smaller style, meaning an updated display system, meaning no room for the rupee count, link, or mask count, and perhaps not the heart status.
ShinGamix
Mode 7 in Zelda?? Why and Silent when is update 3 coming out?
and btw your imageshack photos on page one are 403 forbidden i.e. not working. You may need to fix them.
Still looking better than ever.
May the path of the hero lead you to the triforce.
--Shin
SilentResident
QUOTE (nilaul @ Jul 4 2011, 09:19 PM) *
Thanks :-)


Mode 7 rpg maker xp script (youtube videos, not spam):

http://adf.ly/20LAv
http://adf.ly/20LBO

My imput:

The graphics, just don't quite blend. Either change the tiles to all have black out lines... or change links palette to the rest of the style.

Apart from that, its just a bit laggy sometimes, also what happens if someone does not want to include all these items? Wouldn't then a ring menu like twilight princess be better, because one could end up with all these empty slots.




First of all, I dont understand (still) about Mode 7, as I am not expert on scripting. But, about lags and script is hanging errors, its all the same - in Upgade Patch 3 those problems have been addressed, and you can check the upcoming Patch's notes on the first page for more info.

All what you need is just to wait.

And about the graphics - you probably mean, for example, that some tilesets are not fitting well with Link's spites, etc. But don't forget that you didn't downloaded a game. All what you downloaded is a Starter Kit which features several tilesets, with different styles each, to use on your maps. Of course you can freely import even more graphics and replace/edit existing ones found in Project Zelda Engine...


QUOTE (Chakanevil @ Jul 5 2011, 10:43 AM) *
how do you feel with it extended silent or would you rather have the smaller style, meaning an updated display system, meaning no room for the rupee count, link, or mask count, and perhaps not the heart status.

Well, can there be a display of at least the 3 basic things: Hearts, Medallions and Rupees, without messing up with the Window sizes? Shall we make a 50% smaller version of the medallions and see if they fit better that way?


QUOTE (ShinGamix @ Jul 5 2011, 03:04 PM) *
Mode 7 in Zelda?? Why and Silent when is update 3 coming out?
and btw your imageshack photos on page one are 403 forbidden i.e. not working. You may need to fix them.
Still looking better than ever.
May the path of the hero lead you to the triforce.
--Shin

If I had an answer, shouldn't I let you know already and post a specific date on the first page? smile.gif
Aye, the pictures need be kept constantly updated, but it is a tedious work and I think there could be a better image-hosting site that does not mess up with the pictures of the people.
Chakanevil
ok first of all i wanted to suggest photo bucket for silent.

And second of all the new Display.



Hows this version for you?
SilentResident
Excellent! I like it! I really hope it is possible to create a File Display script like this for Project Zelda Engine! It is A+ quality! smile.gif
Chakanevil
I would think so, it;s more or less displaying images given a variable.
Klokinator
Just to answer Silent's question earlier, Mode 7 was a "secret" programming method used on the SNES to allow for 3D gameplay on a 2D console. Like Starfox and F-Zero for example. http://en.wikipedia.org/wiki/Mode_7

Crysis 2 is just some new fad game with wtf-good graphics that hogs hard drive space. http://en.wikipedia.org/wiki/Crysis_2

Also, loving that save window ohmy.gif
Chakanevil
Two More Examples.





I think this will be the final design then, I been wanting on feedback before I decided to proceed, on the larger one, and yes the black line adds a lot of intensity to the overall theme, I should have done that before.
Chakanevil
I didn't know if any of these would help.

Scene Story

Name Input

Fire Emblem Title

Scroll Panorama

Fog Effects

Load / Save Bars

this is from the same person that has made XASABS, i just now thought of suggesting these.

SilentResident
QUOTE (Chakanevil @ Jul 6 2011, 12:25 PM) *
I didn't know if any of these would help.

Scene Story

Name Input

Fire Emblem Title

Scroll Panorama

Fog Effects

Load / Save Bars

this is from the same person that has made XASABS, i just now thought of suggesting these.



Nice script demos. Especially the Scroll Panorama. I think it could be a nice addition to PZE. Same for Fire Emblem title (at least some elements of it, but it is currently not one of our priorities, as we have to finish the File Display Screen yet.)

As I was downloading those script demos, in my big surprise, - and, yes, I mean BIG surprise - I found another script demo in the Downloads folder called Map Limit Breaker, which I don't remember where I got it and when. I playtested it just to get shocked: I even visited Map #2000, which is much more above the limit of 999 maps for RPG Maker XP! I think the Map Limit Breaker is our top #1 priority in next updates, as we all know that the RPG Maker XP cannot afford large maps without lagging, so multiple -but smaller- maps are essential for a full game.
Chakanevil
Ya i got a lot of the screen ready, just spending time with my gf, was wondering if it would be better to use a fonts or indivual pictures for the name input font, as it will match and have the black single line trim, for the name input i think i'll make a png font, that can used as a custom font.

I decided it will be easier to use the hermes script to display the font rather than rely on images. Each screen will need the font of triforce, the font sizes, and an outline.

edit 2: a few more things to do and hopefully i will be all finish. looking for the menu sounds, like when you hit up or down, confirm, cancel.

Please don't double post ~ Redd
SilentResident
QUOTE (Chakanevil @ Jul 7 2011, 11:52 AM) *
I decided it will be easier to use the hermes script to display the font rather than rely on images. Each screen will need the font of triforce, the font sizes, and an outline.



Aye, good idea. Using fonts make it more flexible. I guess it is easy to change the font type of the Name Input Screen, isnt is? Pretty sure that I have seen somewhere the font settings - in the script of the File Display menu itself?.
Chakanevil
ya i need to make the flashing circle for the name input, and the file link, looks like a bike chain link, do you want me to make a word file with X and Y cordinates of where everything is placed, or do you will you be able to get those form the pictures?

I'll make sure all screen are ready before they go out.

So far they look right on, but I'm tired right now, so I'll double check later. I'm about 95% done, also do you think it would be difficult to make the rupee change from green to gold based on the number of rupee you have say 999 is green, 1999 is blue, 2999 is red, 9999 is gold, etc...

I'll get back with you on what else I need to do to the screens.

so i need to add 3 more screens, a quick fix, make the pulsating orb for the text, and the file link and I think it'll be good to go to coding. gonna make the file link a separate image as it is added and removed so easily.

there's about 15 different screen, one for each occassion, 8 images for running link, 4 images for the gold rupee, need to do green to gold, so many more of those, unless other wise the idea above is too far fetched, 5 small hearts from full to empty, 5 larger heart container, 8 medallions, 3 spirtual stones, a blank stone display, the file link, 3-4 images for the file orb, audio files, 8 images for the pulsating bars, and a changable back ground, the good news is most of the screen is drawn with images, the main display, only have to add the status images in the script, as well as linking the screens, and displaying the text, and audio, should be alot faster, and a lot for more pleasant to the user, it will be more customizable, with the users just swapping the images or audio out, the good news is that even with all these images, that only 3 of the images will be animated unless the back ground becomes animated in a future update, and the images only display when the file is selected so only only 2 instances of the status images will be shown at one time, between file copy and file delete, any other time it will be one instance, now if we could make it display animated gifs it would cut down some, rather then turn frame by frame.

everyone please be on the lookout for the menu sound effects from OoT, you know the sounds like you hear in rpg maker that you set up in tools >> database >> system.

Once again, don't double post. I'll let it slide because you hadn't been warned yet. Just don't do it again wink.gif ~ Redd

Edit: Sorry but i don't see this as double posting, what do you mean exactly, wouldn't double posting be exactly the same text, this has more added to it, and is worded differently.
SilentResident
Great! Those are great!!!! biggrin.gif

I think this site has almost every zelda sound found in the zelda games, including OOT:


http://noproblo.dayjo.org/ZeldaSounds/Quic...k&sa=Search

In this link I gave you, the search engine already shows you results about rock / stone sounds from Zelda games.

The site's search engine is the best way to find sounds you are looking for.
Chakanevil
knight never got back to me on the rupee display ranging in different colors from 0000 to 9999, 0 being the rupoor, and 9999 being the gold rupee
SilentResident
QUOTE (Chakanevil @ Jul 8 2011, 03:14 AM) *
knight never got back to me on the rupee display ranging in different colors from 0000 to 9999, 0 being the rupoor, and 9999 being the gold rupee


Can I ask who's Knight? Or "Knight never got back to me" is just a classic phrase the people say to describe something? biggrin.gif
Well, if you mean you was not successful ot make rupees have color displays in the File Display Menu, I can say that those extra features about colorful rupees are pretty cool, although not that important to get burdened with smile.gif . If you can, just add it, as those extra features are always welcomed, otherwise just leave it smile.gif Hehe, anyways, the Rupee Display is just to inform the player how many rupees he had in that save game. ^^
Chakanevil
I mean night_runner sorry, i'll just leave them as gold, might be a little too much to animate each one and have a variable for each 1000 to change what graphic is displayed.

Good news is It's ready, I even made the bar images separate in case he wants to render them that way.
SilentResident
Omg omg omg..!


I just downloaded the file... This is not just a nice work, this is a professional work! Top 1# quality!!! Mate, shall we re-create all the Inventory/Equipment/QuestStatus/Map screens by using this window theme you used to make the File Display Screen?
Chakanevil
yes i was going to get started on that, I'm gonna use the cursor like display from MM or i could make the ring menu from TP but i noticed that the ring menu grows in size depending on what you have so that might be a bit hard to code for what size to use dependant on what the player has.

if you can i will need all the items pictures and a list of future items to be added.
SilentResident
QUOTE (Chakanevil @ Jul 9 2011, 12:27 AM) *
yes i was going to get started on that, I'm gonna use the cursor like display from MM or i could make the ring menu from TP but i noticed that the ring menu grows in size depending on what you have so that might be a bit hard to code for what size to use dependant on what the player has.

if you can i will need all the items pictures and a list of future items to be added.



cursor from MM? More specifically the selection cursor which we use to navigate between items and select them?
Chakanevil
and yes this one



i also need the weapons and quest items so i can start on the inventory and the hud.

I could use a zip which all the items to be used, i got an idea on how to make the inventory screen.

Hows this, this is a rough draft, I think it could be a bit too big, the spinning cursor is my fave, I may need to shrink that cursor down some, I was wondering if there should be any hollowed out areas like in the current inventory screen, or perhaps keep the [...] style.





Much larger as you can see.

it will not have one around each item, thats just to show where it will land. it doesn't leave much for future items, 5 in total, unless i shrink the cursor, or use another style of cursor.

Edit: Here's the edited smaller version



The smaller version gives 10 blank spaces while the larger gives only 5
SilentResident
Aye, this MM cursor is also one of my most favorite too.
But I wonder if this is the most efficient way to create it... I wonder what if we keep the cursor independent from the items, and script it so the cursor can animate?

Isn't that better than editing/painting ALL the item icons to add a cursor around every item, which is not flexible and a tedious work?


But, I admit, that your idea (to edit/paint all item icons to they have a cursor around them) has something good: The cursor's size can escalate with item's size (such as the Biggoron's Sword).


Now I understand why you asked for ALL the items/weapon, instead of just some of them. You want them all so to modify them and place the cursor on them, right? OK, I haven't completed them all. Can you give me 3-4 days to finish them? biggrin.gif

Nah, you dont need more icons by me. I noticed you already got enough to cover all of the the Inventory Screen's slots.

Here I upload 3 pictures of what items can be placed at which Screen. (Inventory has all weapons/bottles/masts, Equipment has all gears and swords, etc)









And about your Inventory Screen's look, it is nice. We only have to add some extra details in the Inventory Screen, such as a bar that links the Bow weapon's slot with the 3 slots of the 3 magical arrows, etc etc etc, and we add division lines that separate the Weapons list from the Bottles list and the Masks list in the Inventory Screen, division lines in Equipment Screen too, that divide Shields from Swords, etc, and same for Quest Status Screen that separates Ocarina Songs list from Medallions/stones field. The Medallions's slots and the Spiritual stones's slots shall be linked with each other, much like as we do with the Bow's slot with the Magic Arrows slots as I mentioned above. biggrin.gif


EDIT: to note that if you find you got more icons/weapons in the archives than you see in the the Inventory Screen pictures I posted here, dont worry, just it is an example.
For example we can replace Bombos Medallion spell, Quake Medallion spell and Ether Medallion spells in the Inventory Screen with the Din's Fire Spell, Farore's Wind Spell and Nayru's Love Spell, etc. smile.gif There will always be more items/weapons seen in Zelda games than the slots available in the Inventory Screen of Project Zelda Engine, but the people will be free to decide what items their PZE game will have and what not smile.gif

Please don't double post within the time-frame of 36 hours ~ Redd
Chakanevil
Is it considered double posting when someone else replies between the two, just wondering.

Also silent i think we can do it as you said with the cursor being independent from the items, and script it so the cursor can animate, that's a good idea, also I think mask should be in it's own section, and wasn't there a few Zelda games where you could use the bow and slingshot separate from each other, you could also use the magic bean and deku nut separate from each other, i like the idea to use the din fire, and ether medallion, and I think masks should be in it's own screen.
Redd
No, it is not! They aren't together wink.gif
And actually, you are allowed to double post here, but don't do it to make us mods mad or anything like that or bad things will happen!

This is looking really good guys! I would download it, but I don't have a current use for it smile.gif keep at it!
Chakanevil
QUOTE (Redd @ Jul 10 2011, 12:49 AM) *
No, it is not! They aren't together wink.gif
And actually, you are allowed to double post here, but don't do it to make us mods mad or anything like that or bad things will happen!

This is looking really good guys! I would download it, but I don't have a current use for it smile.gif keep at it!


thank sas of now im working on the inventory screens, are you sure I thought one of them you could use the bow and slingshot. i do nut magic beans and deku nuts are separate.

O.k. so here's a screen, awaiting feedback, this style will allow 5 extra items slots, 2 on either sides of the bottles, and 4 under the bow, I hope that will be enough for the future or we could end up seeing a bigger screen or smaller blocks, keep in mind that what is used will solely be on the creator's choices, this is an 8 by 6, but it could open to a 9 by 6, a 8 by 7, 9 by 7, or even a 10 by 6 I think would be too much open space.

Chakanevil
if you want send me a sketch of a purposed scree, silent, what i was thinking is displaying the running link in the sword and shield menu, then have it display the red and blue tunics on link, and other gear..
SilentResident
First of all, as I said, the both ways for cursor (Independent or not) have their positive and negative factors:

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

Positive factors of having Independent cursor:
1) The Cursor can be animated, thats for sure.
2) It is easy to configure and edit the cursor's appearance - only a few image files are needed to edit at all.

Negative factors of having Independent cursor:
1) The cursor's size is fixed - same size anywhere - both in small and big item slots. The cursor can have its size not being escalated at all. Its size remains same anywhere - regardless of the slots being small or big. This is a problem, because, lets say for example the Kokiri Sword, which is small, will be exactly within the cycle of the cursor, while the huge Biggoron's Sword will, probably, exceed beyond the cursor's boundaries, making the cursor look smaller than the item it selects, and thus it looks unrealistic.

The Kokiri Sword and the BigGoron's Sword with the independent cursor:


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

Positive factors of having slot-based cursor:
1)The Cursor can still be animated, I guess.
2) The cursor's size is flexible - bigger in big item slots and smaller in small item slots. The cursor can have its size being escalated depending the slot of the item it is targeting. A cursor without a fixed size is the best - for example the Kokiri Sword, which is small, will have a smaller cursor size on it, and the huge Biggoron's Sword will have bigger cursor size, making the cursor look realistic.

Negative factors of having slot-based cursor:
1) The cursor will take long time to configure and edit. It will be a pain to configure and edit the cursor's appearance - in fact you have to edit EVERY item's icon's image file in the whole Project Zelda Engine - (all the items in Inventory Screen, all the items in Equipment Screen, Quest Status Screen, etc). A true pain.

The Kokiri Sword and the BigGoron's Sword with the slot-based cursor:


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

We have to choose which one is better and more suitable for PZE.


QUOTE (Chakanevil @ Jul 10 2011, 03:41 AM) *
Is it considered double posting when someone else replies between the two, just wondering.

Also silent i think we can do it as you said with the cursor being independent from the items, and script it so the cursor can animate, that's a good idea, also I think mask should be in it's own section, and wasn't there a few Zelda games where you could use the bow and slingshot separate from each other, you could also use the magic bean and deku nut separate from each other, i like the idea to use the din fire, and ether medallion, and I think masks should be in it's own screen.


Aye, ok. although a bit pointless to have both slingshot and its upgrade on different slots, its no problem for me. However, putting Bow and Slingshot on the same slot does not affects an Ocarina of Time-based inventory, where Childhood Link uses Slingshot and Adulthood Link uses Bow - we can still have Bow and Slingshot on same slot - and set a switch to toggle between bow or slingshot as Link travels through time smile.gif But as I said, I am pretty fine to give each item its own slot. smile.gif


QUOTE (Redd @ Jul 10 2011, 08:49 AM) *
No, it is not! They aren't together wink.gif
And actually, you are allowed to double post here, but don't do it to make us mods mad or anything like that or bad things will happen!

This is looking really good guys! I would download it, but I don't have a current use for it smile.gif keep at it!



Oups - I'm sorry, my dear Redd biggrin.gif for the doubleposting, hehe I guess I was "engrossed in my thoughts" that I didnt realized it. smile.gif I am deeply sorry and I will be more careful from now, hehe thank you biggrin.gif


QUOTE (Chakanevil @ Jul 10 2011, 08:58 AM) *
thank sas of now im working on the inventory screens, are you sure I thought one of them you could use the bow and slingshot. i do nut magic beans and deku nuts are separate.

O.k. so here's a screen, awaiting feedback, this style will allow 5 extra items slots, 2 on either sides of the bottles, and 4 under the bow, I hope that will be enough for the future or we could end up seeing a bigger screen or smaller blocks, keep in mind that what is used will solely be on the creator's choices, this is an 8 by 6, but it could open to a 9 by 6, a 8 by 7, 9 by 7, or even a 10 by 6 I think would be too much open space.




OMG... excuse me, but let me say OMG!!!
It is so beautiful! I love this inventory screen! Man, I WANT this inventory screen. smile.gif

Note: Lets also connect/link the 3 slots of the 3 Magical Medallion Spells (Bombos, Ether and Quake spells) and move them bottom-right of the screen, in the positions of Magic Mirror, Lens of Truth and Rod of Seasons, as those Medallions are of not-so-often use, due to their massive Magic Meter consumption. biggrin.gif


I like your idea to add a Mask Screen (similar to Inventory and Equipment screens, etc) to PZE. But I am afraid that the PZE can not support that many masks or costumes....
Why Project Zelda Engine can not support masks or costumes: EDIT: Good news! this is no longer true, I investigated it today. The PZE can support as many masks or costumes, as long as we can do a small trick with a variable and switch. So I greyed out the text that explains why we cannot add masks or costumes to the game. But you can still read it if you want:
While I like your idea to add even more masks to PZE, and create a Mask Screen, similar to Inventory and Equipment Screens, there is a BIG disadvantage. The way PZE handles all those Link's sprites won't favor any Link with mask/costume sprites beside the normal/Unmasked Link.
What I mean? I will try explain this technical issue with as good english as possible:
All those green/brown/snowed shrubs, the jars of various colors and white/black rocks Link finds in game and is able to pickup, all are designed to show an unmasked, uncostumed Link.
We assume that a Masked Link can still be able to do common actions such as picking up objects (like rocks, jars, shrubs), right?
Then we have to create versions of Link who at same time wears masks/costumes and he does all those stuff mentioned above: pick up rocks/jars/shrubs while wearing masks/costumes.

But the Project Zelda Engine only supports up to 49 different object slots (ItemID variable) of Link-Holding-Jars/Rocks/Shrubs (providing that Link is unmasked and uncostumed). Why? That is because the Rocks, the Jars and the Shrubs are relying to a special event located on bottom-left of every map called Thrown Items or something like that. And this event has 99 Pages limit (2 pages needed per signpost, shrub, rock, etc). Since we need 2 pages for every item Link is allowed to pick up, it is 99/2 = 49 in fact. So the PZE can support up to 49 different kinds of rocks, shrubs, statues, jars, etc (and all of the 49 are for the unmasked/uncostumed Link to pick up and hold (sprites of Link who hold a object)). Lets say 1 of the 49 is White Small Rock. 1 more is for Green Shrub. One more for Red Shrub. Another for Pot/Jar of specific pink color. another is him holding a signpost. etc, etc, etc. So after all there are 49 object slots available for unmasked/uncostumed Link to pick up in the game's world and throw.

But, we wanna add Masks in Project Zelda Engine. So lets say we are gonna create a masked Link. A Link who wears mask and at same time is holding a Green Shrub. Or a Link with that mask, holding a Brown Jar. So we have to create a version of all those 49 items for a Masked Link. but due to the 49 slots limit, we have to divide the 49 slots of pick-able items between Masked and normal Link: 24-24 for each version of Link (Masked Link: 24 and normal Link: 24 for Masked Link.). But, only 1 mask in WHOLE Project Zelda Engine? I don't think so! We want to add more than 1 mask in the game, don't we?

If we wanna add more masks in the game, and every next mask has to get some of the 49 slots shared between normal Link and Masked Link (who has the first mask). And, lets say, we add 4 more masks. So lets see what we have: 1 Unmasked Link + Link with first mask + 4 more Links with their own new 4 masks each. = 6 different Links in total.

So the available sprite slots from 49 (all originally intended for unmasked Link) will drop drastically to 49 slots / 6 Links = 8 objects availaible for every Link to pick up in the game's world! ! So normal unmasked Link can hold up to ONLY 8 different shrubs/jars/rocks in the WHOLE game, (same for the 5 masked Links too) So we are limiting drastically the variety of shrubs and rocks, etc in the game.

So we at least keep the:
1) Green Shrub, needed for Summer & Springs
2) Dead Brown Shrub for desert/canyons/graveyards - or other areas that have dead flora/trees
3) Red Shrub for Autumn,
4) Snow-Covered Frozen Shrub for Winter
5) A basic Rock
6) A basic signpost
7) A basic Jar
8) A Giant Rock.

So if we wanna, -for example- create a Barrel which Link can lift and hold in his hands and throw it much like the Rocks, Signposts, Jars, etc, we cant. Because there are no more free object slots anymore - rest of slots are given to Link with Masks holding the same items as the normal Link (Green Shrub, Brown Shrub Red Shrub White Shrub, Basic Rock, Basic Signpost, Basic Jar, Giant Rock)

But all that it is only 5 masks and a normal Link. Who will be happy with (still) so few masks in the game? -_- So why not adding 15 more Masks to PZE? If we get 19 masks in total, then each Link (both masked and unmasked ones) will be 20 Links in total. (19 with Masks and 1 without)

So we will only have 49/20= 2 objects pick-able in the game's world for every type of Link! So we have to reduce the following List to 2 from 8:

1) A basic Shrub
2) A basic Rock

So this means goodbye to the big variety of items for Link to pick up in the game's world! Good bye to the snow shrubs of the beautiful Seasons System we added to PZE, as we no longer can have 4 different season-based shrub colors, etc. Now the whole game's world will only consist of brown rocks and a basic green type of shrubs anywhere! Do not mention that even and the desert and snowy mountain peaks will now have a green shrub, which is out of environment, and not so realistic instead of desert brown shrubs and Snow-covered frozen shrubs!!. Masks = No more a variety of Shrubs, rocks, etc per region or geography or per season!


You get what I mean smile.gif

That is why I was hesitate to add masks to the PZE when people asked for them. Because adding masks could sacrifice the variety of pick-able items/objects in the game's world.
Chakanevil
well with the cursor could we make it so when it reaches a certain point it uses a bigger, or smaller cursor, or depending on the item that is selected the variable is turned on for a bigger cursor?
SilentResident
Good idea. I guess it is possible?
zhoul
I like the new screen too but i think this Zelda symbol on the right looks a bit weird cause the line runs
into the symbol and the symbol is a bit too huge.

hm looks like there will be a lot of work (mask screen,symbol and so on)
thought the last inventory was the final xD

or do you have 2 options later? (to use the old one or this one)

anyway..keep up the good work! happy.gif
Chakanevil
thats was for the file select screen, im now working on the inventory screens, and I can easily fix the hylian crest on the screen, not sure if we can program it so that when the cursor is at a given x and y it is larger
SilentResident
QUOTE (zhoul @ Jul 11 2011, 09:14 AM) *
I like the new screen too but i think this Zelda symbol on the right looks a bit weird cause the line runs
into the symbol and the symbol is a bit too huge.

hm looks like there will be a lot of work (mask screen,symbol and so on)
thought the last inventory was the final xD

or do you have 2 options later? (to use the old one or this one)

anyway..keep up the good work! happy.gif



We will include both old and new Inventory screens I think. It is up to the people to choose which one they want for their game. The Old will be located in a Backups folder in the PZE's root folder.
Chakanevil
I'm not sure what exactly the poster was asking for, is he confused as I said the file select is my last version, does he want to have a backup of one with the hylian symbol and one with out, or do they want the original pze in a backup and the updated oot styles as the current?
SilentResident
QUOTE (Chakanevil @ Jul 11 2011, 12:57 PM) *
I'm not sure what exactly the poster was asking for, is he confused as I said the file select is my last version, does he want to have a backup of one with the hylian symbol and one with out, or do they want the original pze in a backup and the updated oot styles as the current?


I think just the old rock/stone windowskin for Inventory and the new OOT style for it.. And by the way, the triforce symbol is indeed a bit too large. If it is possible, can it be reduced (a bit)? smile.gif

EDIT: I mean the Triforce icon in the OOT Inventory Screen, not the one in File Display. In File Display, the icon is absolutely fine and fits well. But not that well in the OOT Inventory, not sure why :S
zhoul
QUOTE (SilentResident @ Jul 11 2011, 04:54 AM) *
QUOTE (Chakanevil @ Jul 11 2011, 12:57 PM) *
I'm not sure what exactly the poster was asking for, is he confused as I said the file select is my last version, does he want to have a backup of one with the hylian symbol and one with out, or do they want the original pze in a backup and the updated oot styles as the current?


I think just the old rock/stone windowskin for Inventory and the new OOT style for it.. And by the way, the triforce symbol is indeed a bit too large. If it is possible, can it be reduced (a bit)? smile.gif

EDIT: I mean the Triforce icon in the OOT Inventory Screen, not the one in File Display. In File Display, the icon is absolutely fine and fits well. But not that well in the OOT Inventory, not sure why :S



yup. I wasnt confused..its like silent said allready ^^

hm perhaps you should delete the icon cause its allready at the filescreen.
I never saw icons like this one in a zelda inventory. It looks not that bad but it doesnt fit to
the screen and its too big + the icon is in a conflict with the upper line


this screenshot is a bit old (from OOT 2D) but you get an idea what i mean. Just use simple
inventory screens like the OOT one + mask field wink.gif
Chakanevil
I created these screens myself.
SilentResident
QUOTE (Chakanevil @ Jul 11 2011, 11:23 PM) *
I created these screens myself.



Hehe, Chakanevil, I think zhoul didn't meant that your screens are not made by your. He didn't meant that your images are just old OOT screenshots. He was talking about an picture he posted right on his comment but for some reason, the [IMG] tags didn't worked well and therefore the picture he posted never showed up in his comment.

By quoting his comment the picture will appear to you. biggrin.gif

http://www.siliconera.com/news/0612/zeldaot2d.jpg


Edit: Zhoul, do you know the name of that Zelda game?
Chakanevil
ah i see,ya I'm redoing the screen to follow it as much as possible, i removed the hylian symbol, and that's because i stretched it, i was planning on fixing that, so would you guys like to have any images on the screens, i can restore the hylian symbol on the file display and put other images on the inventory screens, but that's up to you, and if you have any in mind.

Here's another mock up





it is not the final version yet, as it may be made smaller, but i fixed the triforce image.
zhoul
hehe a lot of missunderstanding here ^^
The name of this game is Ocarina of Time 2D it was made with the game maker
but the creator stopped the project some years ago cause he had no time (there was
a rumor that he died but its not the truth)

he got already the deku tree and some other areas. Sad that the game was never done.
When i posted this screen it wasnt down yet. I search for a new link.

edit:

deku tree


the link is a bit broken (the one with the inventory)
got this from this side. There is a little article too
http://www.siliconera.com/2006/12/28/fan-m...e-in-the-works/

re upped the screen


simple inventory pages (OoT) : http://i58.photobucket.com/albums/g260/LOZ...P/Menus/All.png

Chakanevil
QUOTE (zhoul @ Jul 12 2011, 12:50 AM) *
hehe a lot of missunderstanding here ^^
The name of this game is Ocarina of Time 2D it was made with the game maker
but the creator stopped the project some years ago cause he had no time (there was
a rumor that he died but its not the truth)

he got already the deku tree and some other areas. Sad that the game was never done.
When i posted this screen it wasnt down yet. I search for a new link.

edit:

deku tree


the link is a bit broken (the one with the inventory)
got this from this side. There is a little article too
http://www.siliconera.com/2006/12/28/fan-m...e-in-the-works/

re upped the screen


ya i played the demo, too bad it's not rpg maker.
zhoul
QUOTE
ya i played the demo, too bad it's not rpg maker.

hehe btw if you wanna create a full OoT menu then you should change it a bit cause
of the mask menu side from majoras mask or you change one page and use your own idea
so we get a new OoT menu (version 2) ^
Chakanevil
kinda broke the display, but ya i was gonna add a map screen, i want them to disable the page up and page down, and make it so when the menu is called a goes to the left inventory and s goes to the right inventory, i also think we should add a controller script, for those that use a usb controller as xasabs has this script.

btw silent i read the grey text and was wondering if we could fix that problem with xasabs 4.0, i hope we can start on that in the future, I'm thinking 6-8 months after patch 3.0 or 3.5 is released, also, how close are we talking on that, our fans have been waiting I think we should go ahead and release 3.0U and with the new screens i working on make that 3.0E u is for unedited and e is for edited, or just 3.0 and 3.5, I'm not trying to put pressure on anyone it just seems we are focused at adding these new things that we have added a few months to the delay.
SilentResident
QUOTE (Chakanevil @ Jul 12 2011, 10:28 AM) *
kinda broke the display, but ya i was gonna add a map screen, i want them to disable the page up and page down, and make it so when the menu is called a goes to the left inventory and s goes to the right inventory, i also think we should add a controller script, for those that use a usb controller as xasabs has this script.

btw silent i read the grey text and was wondering if we could fix that problem with xasabs 4.0, i hope we can start on that in the future, I'm thinking 6-8 months after patch 3.0 or 3.5 is released, also, how close are we talking on that, our fans have been waiting I think we should go ahead and release 3.0U and with the new screens i working on make that 3.0E u is for unedited and e is for edited, or just 3.0 and 3.5, I'm not trying to put pressure on anyone it just seems we are focused at adding these new things that we have added a few months to the delay.




Aye, I could like to release UP3, but, due to the old File Display of PZE being no longer compatible with the changes Night_Runner has made to the engine (HUD script, Multi-Inventory Screens, etc), currently, Night_Runner already has started coding a new and better File Display Screen which is gonna make use of your OOT-styled windowskins. smile.gif

And I am sure people won't have problem to wait more, because they waited 3 years for just the UP1... so why not patiently wait 6-7 months for UP3, which is comparable in size with UP1? smile.gif

What matters is that we let the people get from now all the changes done to PZE instead of giving them a half-done UP3.
Chakanevil
can you ask zhoul to fix the image problem latter, and i and searching for help for the cursor problem, will work on the other screens, i don't like the whole page up and down thing anyway we can put them back on a and s?
SilentResident
QUOTE (Chakanevil @ Jul 12 2011, 01:48 PM) *
can you ask zhoul to fix the image problem latter, and i and searching for help for the cursor problem, will work on the other screens, i don't like the whole page up and down thing anyway we can put them back on a and s?



Ehm, which image problem? :S

zhoul's post #385 has a picture. Same for post #389. Are you able to see them? smile.gif

The PAGEUP and PAGEDOWN keys can be easily changed to any other keys you may like, but we leave this for at the end, before we release PZE's UP3 and when we will have the windowskins completely done for the menu screens.

EDIT I am starting to create the rest of the weapons/items for PZE, including the Hero's Bow from LoZ: Ocarina of Time and the Gust Jar from LoZ: Minish Cap, additional masks from LoZ: Majora's Mask, etc etc. and will post them here when done.
zhoul
QUOTE (SilentResident @ Jul 12 2011, 04:05 AM) *
QUOTE (Chakanevil @ Jul 12 2011, 01:48 PM) *
can you ask zhoul to fix the image problem latter, and i and searching for help for the cursor problem, will work on the other screens, i don't like the whole page up and down thing anyway we can put them back on a and s?



Ehm, which image problem? :S

zhoul's post #385 has a picture. Same for post #389. Are you able to see them? smile.gif

The PAGEUP and PAGEDOWN keys can be easily changed to any other keys you may like, but we leave this for at the end, before we release PZE's UP3 and when we will have the windowskins completely done for the menu screens.

EDIT I am starting to create the rest of the weapons/items for PZE, including the Hero's Bow from LoZ: Ocarina of Time and the Gust Jar from LoZ: Minish Cap, additional masks from LoZ: Majora's Mask, etc etc. and will post them here when done.


and i will check my folder and try to rebuild my mask set rolleyes.gif
SilentResident
Excellent news! I worked the whole day and I finally have done many bows that are gonna be added to Project Zelda Engine!

Chakanevil
the image problem is post #389, the image reaches past the boundaries which makes the forum not display right. the image with the purple background.
SilentResident
OK guys, since yesterday I kept improving even further all the bow sprites, and I am posting here the results. I am very happy with my work. I post it here and I hope you like it! You will, next to my bow, find also the original models/ official artwork of Bows seen in the Legend of Zelda game series. biggrin.gif





Edit: to note that all the bows now share the same arrows as they will fire the Project Zelda Engine's arrows. smile.gif
zhoul
nice work silent! i am still working on my sprites and i have fixed the prob. Now its just a link ^^
(i thought allready that this image will make some probs)
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