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Full Version: The Project Zelda Engine (aka Zelda Starter Kit)! *With Download Links & Pictures*
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Chakanevil
I'm gonna release a series of videos so the players will know the power of xasabs and what PZE has.
SilentResident
QUOTE (Chakanevil @ Sep 17 2011, 02:37 AM) *
I was release a series of videos so the players will know the power of xasabs and what PZE has


OK, gimme a note when you upload them. I could like to see some videos. biggrin.gif
Philip
QUOTE (SilentResident @ Sep 16 2011, 04:24 PM) *
Glad to help, Philip, and, sorry to ask this, but can you re-type your comment as I am not sure what you have exactly done? I got a bit confused confused.gif - (anyways the English is not my national language lol rolleyes.gif )
Let me understand: 1) you just unzipped the PZE and 2) clicked the .exe file found in it (with a green icon and Link, the hero of the game), and 3) when you run it, you simply got the Script FmodEx error? Btw, which version you got? The Project Zelda Engine patched with the Update Patch 2?

Ok, you got it exactly right now something really weird is the fact that I put it on my desktop and it worked fine! Just my laptop has this problem. Very strange indeed....

Yes I downloaded the latest version of the program.

And where are you from? (Side question LOL)
Chakanevil
QUOTE (Philip @ Sep 16 2011, 09:51 PM) *
QUOTE (SilentResident @ Sep 16 2011, 04:24 PM) *
Glad to help, Philip, and, sorry to ask this, but can you re-type your comment as I am not sure what you have exactly done? I got a bit confused confused.gif - (anyways the English is not my national language lol rolleyes.gif )
Let me understand: 1) you just unzipped the PZE and 2) clicked the .exe file found in it (with a green icon and Link, the hero of the game), and 3) when you run it, you simply got the Script FmodEx error? Btw, which version you got? The Project Zelda Engine patched with the Update Patch 2?

Ok, you got it exactly right now something really weird is the fact that I put it on my desktop and it worked fine! Just my laptop has this problem. Very strange indeed....

Yes I downloaded the latest version of the program.

And where are you from? (Side question LOL)


problem i have is fonts sometime are blank .tff files, should look into that.
SilentResident
QUOTE (Philip @ Sep 16 2011, 09:51 PM) *
Ok, you got it exactly right now something really weird is the fact that I put it on my desktop and it worked fine! Just my laptop has this problem. Very strange indeed....

Yes I downloaded the latest version of the program.

And where are you from? (Side question LOL)

lol, I wish I had a laptop as well, so I can know what is going on with them smile.gif
Side answer: I am from the "zero point" of the European Dept Crisis: >>>Greece<<< tongue.gif



QUOTE (Chakanevil @ Sep 17 2011, 06:01 AM) *
problem i have is fonts sometime are blank .tff files, should look into that.

Are those font files related to the PZE? If you have blank .tff files that are from the PZE (to note that this isn't normal, as the PZE does not comes with blank font files at all), then simply delete them from your system (go to C:\Windows\Fonts and delete the zelda fonts), then copy the ones you find in the Fonts folder of the PZE's root directory, and paste them in the C:\Windows\Fonts folder. Simple smile.gif
Chakanevil
QUOTE (SilentResident @ Sep 17 2011, 04:50 AM) *
QUOTE (Philip @ Sep 16 2011, 09:51 PM) *
Ok, you got it exactly right now something really weird is the fact that I put it on my desktop and it worked fine! Just my laptop has this problem. Very strange indeed....

Yes I downloaded the latest version of the program.

And where are you from? (Side question LOL)

lol, I wish I had a laptop as well, so I can know what is going on with them smile.gif
Side answer: I am from the "zero point" of the European Dept Crisis: >>>Greece<<< tongue.gif



QUOTE (Chakanevil @ Sep 17 2011, 06:01 AM) *
problem i have is fonts sometime are blank .tff files, should look into that.

Are those font files related to the PZE? If you have blank .tff files that are from the PZE (to note that this isn't normal, as the PZE does not comes with blank font files at all), then simply delete them from your system (go to C:\Windows\Fonts and delete the zelda fonts), then copy the ones you find in the Fonts folder of the PZE's root directory, and paste them in the C:\Windows\Fonts folder. Simple smile.gif


yes from PZE they are blank in the font folder itself, i had this problem before, so even if i uninstall them the fonts are still installed blank which gives a failed to create bitmap error, like when i try to exchange for the megaton hammer.
SilentResident
QUOTE (Chakanevil @ Sep 17 2011, 03:42 PM) *
yes from PZE they are blank in the font folder itself, i had this problem before, so even if i uninstall them the fonts are still installed blank which gives a failed to create bitmap error, like when i try to exchange for the megaton hammer.


There are no blank fonts in the PZE's folder at all. It sounds like a problem with the system?

Lets see - when you click the font file to open it (but not install), you get a Font Preview, right?
Can you see fonts in those font previews?

Here is a picture with previews of the PZE fonts
Click to see

Chakanevil
QUOTE (SilentResident @ Sep 17 2011, 08:01 AM) *
QUOTE (Chakanevil @ Sep 17 2011, 03:42 PM) *
yes from PZE they are blank in the font folder itself, i had this problem before, so even if i uninstall them the fonts are still installed blank which gives a failed to create bitmap error, like when i try to exchange for the megaton hammer.


There are no blank fonts in the PZE's folder at all. It sounds like a problem with the system?

Lets see - when you click the font file to open it (but not install), you get a Font Preview, right?
Can you see fonts in those font previews?

Here is a picture with previews of the PZE fonts
Click to see




no it's blank and an all white screen.
SilentResident
QUOTE (Chakanevil @ Sep 17 2011, 11:58 PM) *
no it's blank and an all white screen.


Then the problem has nothing to do with the Project Zelda Engine itself, I am afraid.

It more seems to be a problem with the font file itself, or with the system. When the problem with the invisible first appeared? Perhaps the PZE's archive is corrupt? try re-download the PZE's archive and re-install the fonts to see if they work, now. And just to be sure if the problem has to do with the system, try download a font from the net (there are many free font websites around the net) and see if it works...

You can get some free fonts here:
http://www.1001freefonts.com/
HogwartsMaster
I doubt the invisible fonts have to do with the Engine They work fine for me. :-/
SilentResident
woot.gif EXCELLENT NEWS! woot.gif


The Update Patch #3 is coming this Wednesday 21 September 2011!

Also:

The Update Patch #4 is planned for release between December 2011 and February 2012!
Baffou
QUOTE (SilentResident @ Sep 18 2011, 12:12 AM) *
woot.gif EXCELLENT NEWS! woot.gif


The Update Patch #3 is coming this Wednesday 21 September 2011!

Also:

The Update Patch #4 is planned for release between December 2011 and February 2012!


That sound pretty good, but what are the new change in this update?
i have dowloaded the latest version (the one where you begin in the Kakariko Outskirts and you don't have any item
in the inventory), does there are some major change like the unplayable maps
updated by the new Night_runner's CMS or are you waiting for The XAS conversion?
SilentResident
QUOTE (Baffou @ Sep 18 2011, 04:24 AM) *
QUOTE (SilentResident @ Sep 18 2011, 12:12 AM) *
woot.gif EXCELLENT NEWS! woot.gif


The Update Patch #3 is coming this Wednesday 21 September 2011!

Also:

The Update Patch #4 is planned for release between December 2011 and February 2012!


That sound pretty good, but what are the new change in this update?
i have dowloaded the latest version (the one where you begin in the Kakariko Outskirts and you don't have any item
in the inventory), does there are some major change like the unplayable maps
updated by the new Night_runner's CMS or are you waiting for The XAS conversion?


Awww, some of the features you saw in that unofficial version you mention, are left for the Update Patch #4, due to unfinished work.
But UP3 is no less than a true patch - the Kakariko Outskits map will still be shipped with UP3 and won't be removed. UP3 also fixes the graphic stuttering and lag the players are experiencing in the Load/Start Game Screen, it generally improves the FPS in almost all PC machines, which means less lags and more performance in the game, it fixes the infamous "Script is Hanging" Error, and it, finally, has the Inventory Menu's graphics completed and finished. Also it has some nice upgrades for existing weapons, such as the Boomerang and the Hookshot - which are from now able to grab small items before they return to their master, Link! Small items include the rupees, hearts, jars, etc!

Here are all the Patch Notes for Update Patch #3:
    The Update Patch #3 for Project Zelda Engine brings several major new changes / additions to the game:
  • Faster Title Screen! Now, when you start the game, the animated Intro with the triforce, that plays in the game's Main Title Screen, will load much faster than before and now it will be shown almost instantly! (before the Patch, the Title Screen was terribly slow - often took about 5-10 seconds to load! The Update Patch 3 comes to correct this!)
  • Optimized Weapons and Items, Optimized Inventory Menu! Now, all the weapons, items and the way the Inventory Menu work, will change. They will receive revamps and will be optimized to work with system entries and scripts instead of so many switches and variables! (before the Patch, the Inventory Menu and its weapons were terribly slow due to the usage of so many switches and variables, that, as result, slows down the game! The Update Patch 3 comes to correct this!)
  • The Hermes Message Script has been updated to version 0.4! The new version 0.4 has greatly been improved, revamped and optimized, and it has become an extremely fast script that no longer affects the Engine's performance! (Sadly, Hermes 0.3 caused major slowdowns to Project Zelda Engine, as it has been reported by players. But we finally dealt with this issue!) several optimizations and will change a bit the way it functions, with the primary goal to run faster! The way the font effects such as the "drop shadows", etc, work, will be optimized! And much more! Project Zelda Engine will no longer have any frame-rate hits and game slowdowns with Hermes 0.4!
  • Fix for the Script is Hanging error! People will no longer be facing that infamous error when they try to start the game!
  • Cuccos have been added to the Kakariko Village! (The Cuccos are chicken-like creatures and can be found mainly in farms or villages in the Zelda game franchise.) The Cuccos, much like any normal chickens, will attempt to run away from Link if he gets too close! Why don't try and catch 'em? Don't forget to talk to Anju the famous Cucco Lady who returns from Legend of Zelda: Ocarina of Time to Project Zelda Engine's Kakariko Village, for rewards!
  • In extension to above, the old and outdated NPC events in the Character Database, (including the Cucco events), have been updated!
  • The 4-tile big heavy white rocks (lift-able if you wear the gloves) now have an snow-covered version of themselves (for Winter season).
  • The ground flowers now have a better frozen version of themselves (for Winter season). Also renamed the Flower Autotiles.
  • Give the Kakariko house windows (the ones that light during the night time) their own spites instead of using tilesets. This allows them to match with every tileset swaps made to the Kakariko Village through seasons.
  • Better Ice/freeze graphics for the enemies when they are being frozen by the spells, Ice Rod or the Ice Arrows! The ice, now, shines!
  • The Song of Time, Inverted Song of Time and Double Song of Time have their effects re-arranged, to match their roles as in the Legend of Zelda: Majora's Mask for Nintendo 64 platform.
  • Fixed portions of the stone/paved roads that previously were diggeable and now are no longer diggeable with the shovel. This includes the paved house entrances.
  • New items/weapons in the Item Inventory (Item Menu)! More info about those item names will be announced later.
  • Updates for the scripts. Optimizations and new features added to them.
  • Fix for the Lens of Truth (item)! Now, the "Eye of Truth" effect's image .png file has been properly resized to fit game's screen.
  • Fix for the Hookshot (weapon)! Link can no longer swing his sword when he is being projected towards to the object/location the Hookshot latched on!
  • Fixed some tile Passability errors, especially for the Pegasus Boots (item)! Those Passability Errors found in the tilesets, can eventually cause Link to get permanently stuck on cliff-sides while dashing with his boots!
  • The Pegasus Boots (Item) will not longer "ghostwalk" though closed doors.
  • The Bombs (Weapon) will now also have the "S" key mapped for the Bomb Placement function.
  • The wild grass is no longer cut-able with the Normal Hammer. Only the Megaton Hammer can destroy it, due to its incredibly high weight force.
  • Fixed an Ocarina bug, where you are able to play a song you haven't learned yet! (Place all the notes of a song on the notebar, then press the Cancel key, and the song is played as "successful" even if you don't know that song/haven't learned to play it!)
  • Pegasus Boots: turned off a forgotten "Through = ON" command for when leaving the current map to go to another map by dashing with the Pegasus Boots, causing Link to ghost-walk through all the buildings and stuff.
  • Updated all the white small rocks to include to them the missing auto-self switches B and C to the "Reset Enemies/Events" pages. This is vital for the respawn of the rocks every time the player enters the map.
  • The Boomerang and the Hookshot are now able to pick up small items such as rupees and hearts!
  • Improved Loading Screen with a more clear and better logo.
  • Better and more beautiful graphics for the Song of Healing.
  • More reliable Auto-Font Install script! By Night_Runner!
  • All the Font Files have been synchronized!
  • The Boomerang and the Hookshot are now able to pick up small items such as rupees and hearts!
  • Better and more beautiful graphics for the Song of Healing.
  • Bug Fix: Falling in the ground pits during the storm, will no longer reset the Storm's background music!.
Philip
QUOTE (SilentResident @ Sep 17 2011, 04:50 AM) *
lol, I wish I had a laptop as well, so I can know what is going on with them smile.gif
Side answer: I am from the "zero point" of the European Dept Crisis: >>>Greece<<< tongue.gif

Oh, I honestly must say I'm glad I don't live there!! Very nice project you've got. I'm a HUGE fan of Zelda but rarely anyone makes a good fan-made Zelda game.

I may give it a shot some time!
Baffou
Silent, i think you should spend the last 3 days before the release of Update 3,
focusing into updating the events on the unplayable maps like Kokiri forest and Karariko village (ocarina of time version),
i'm sure a lot of people will be happy to plays on theses maps with the new items implemented.
And another thing, update 4 does it will use the XAS engine ? or maybe you wait for XAS 4.0 to implement it?
Keep up the good works and good luck for the Update 3 release.
Chakanevil
we are planning for UP4 to include xasabs 4.0 as it should be out then, also anyone that has knowledge with the xasabs system and / or can script for xasabs and / or script for PZE please feel free to contact us.
Baffou
QUOTE (Chakanevil @ Sep 18 2011, 04:56 AM) *
we are planning for UP4 to include xasabs 4.0 as it should be out then, also anyone that has knowledge with the xasabs system and / or can script for xasabs and / or script for PZE please feel free to contact us.


I have some little knowledege about XAS (i'm only using XAS 3.91 for 4 months),
for now, i'am a little busy with my own game, but when the time will come,
i will gladly offer some helps or advice about making some items or enemys.
If your looking for some scripters or scriptings request
maybe you should go to HBGames.org there are some skilled scripters
who gladly offer their helps for some scripts...
Klokinator
Oh excellent, I'm really looking forward to this! If you guys ever need help with anything financially just give me a holler and I'll help you out! We need starter kits, the games can't make themselves!
Chakanevil
working on XASABS demo videos

you will be amazed with the power of XASABS, and see why we want to implement it so badly.

Perhaps not even Silent and Night realizes just how powerful XASABS truly is.

Video quality may not be the best in the world, but thats because i wanted to get them done faster than an hour a video.
Baffou
QUOTE (Chakanevil @ Sep 18 2011, 07:05 AM) *
working on XASABS demo videos

you will be amazed with the power of XASABS, and see why we want to implement it so badly.

Perhaps not even Silent and Night realizes just how powerful XASABS truly is.

Video quality may not be the best in the world, but thats because i wanted to get them done faster than an hour a video.


I agree with you Chankavil, XAS is very powerful,
it maybe a little difficult to understand it in the beginning,
but when you are experienced enough, you can make what you want,
Zelda-like, seiken densetsu like , platformers style (XAS 4.0 will come with the gravity system),
infiltration games (with the use of the sensors)...
anyway they are no limits.
If you succeed in converting PZE on XAS 4.0, this will be a major change in the Project Zelda Engine.
Chakanevil
QUOTE (Baffou @ Sep 18 2011, 02:16 AM) *
QUOTE (Chakanevil @ Sep 18 2011, 07:05 AM) *
working on XASABS demo videos

you will be amazed with the power of XASABS, and see why we want to implement it so badly.

Perhaps not even Silent and Night realizes just how powerful XASABS truly is.

Video quality may not be the best in the world, but thats because i wanted to get them done faster than an hour a video.


I agree with you Chankavil, XAS is very powerful,
it maybe a little difficult to understand it in the beginning,
but when you are experienced enough, you can make what you want,
Zelda-like, seiken densetsu like , platformers style (XAS 4.0 will come with the gravity system),
infiltration games (with the use of the sensors)...
anyway they are no limits.
If you succeed in converting PZE on XAS 4.0, this will be a major change in the Project Zelda Engine.


yes the cool thing is the hook-shot and boomerang both grab items already.

Also Night we really haven't heard much from you, are you still planning on staying with the team, or are you a bit too busy to continue?
Baffou
I have a question Chakanevil, how many are you in the team?
Chakanevil
QUOTE (Baffou @ Sep 18 2011, 03:01 AM) *
I have a question Chakanevil, how many are you in the team?


Myself, Night, Silent

Not sure who else, silent has never told me

Silent said there are 7 of us, so it isn't a very big team which is why I am wanting to recruit a few other scripters and spriters.
Baffou
QUOTE (Chakanevil @ Sep 18 2011, 09:08 AM) *
QUOTE (Baffou @ Sep 18 2011, 03:01 AM) *
I have a question Chakanevil, how many are you in the team?


Myself, Night, Silent

Not sure who else, silent has never told me

I think Zhoul is part of the team but don't qoute me, Silent said there are 7 of us, so it isn't a very big team which is why I am wanting to recruit a few other scripters and spriters.


That's what i thought...
It is why i have asked the question, i had read on this topic (or maybe elsewhere) you were seven in all.
Always wondered why i see only you, Silent and Night_runner on this forum...
i have my response now.
But a small team is not a bad thing, when a team has too much people,
it's difficult to control the works of each, and must be well-organized.
Chakanevil
QUOTE (Baffou @ Sep 18 2011, 03:39 AM) *
QUOTE (Chakanevil @ Sep 18 2011, 09:08 AM) *
QUOTE (Baffou @ Sep 18 2011, 03:01 AM) *
I have a question Chakanevil, how many are you in the team?


Myself, Night, Silent

Not sure who else, silent has never told me

I think Zhoul is part of the team but don't qoute me, Silent said there are 7 of us, so it isn't a very big team which is why I am wanting to recruit a few other scripters and spriters.


That's what i thought...
It is why i have asked the question, i had read on this topic (or maybe elsewhere) you were seven in all.
Always wondered why i see only you, Silent and Night_runner on this forum...
i have my response now.
But a small team is not a bad thing, when a team has too much people,
it's difficult to control the works of each, and must be well-organized.


4-5 scripters would be awesome, maybe 3 mappers / spriters, and 3 eventers.

Btw silent you said you need someone to work on the maps with photoshop perhaps I can have a go, also perhaps communicating through skype may help since you can share screen and speak about the current progress as a group?

About finished with the game play videos of XASABS, later I will do a game play of PZE and then I will upload all the videos to here, I hate breaks in posts when it comes to videos, so that on other sites where people have asked if they can see PZE in action and the plans for the future, just try to imagine the features of PZE with the power of XASABS once you see the videos.

When XASABS happens this may become the best and most powerful zelda engine that will run just like a SNES clone, and even better the features that have been requested will become that much easier, and more likely to happen such as the Majora Mask Clock system, and the Masks (Deku Link, Goron Link, Zora Link, Fierce Deity Link sprites) as well as the tunics sprites changing colors as well (huge, huge update, most likely in UP4 or UP5, or perhaps 4.5) this is in our minds, but can only happen after we are able to implement PZE into XASABS.
Baffou
If Silent need a second mapper, maybe i can give her a hand,
i use photoshop too. Like i said earlier, i'm currently working on my game,
so i don't be able to help you much, but if Silent want some maps to finish,
i can handle that...
Chakanevil
I'll be a nice guy and release the XASABs game play videos, some are long but if you watch you will see just how epic this system is, and can make PZE.













Baffou
there are the videos taken from the XAS demos,
nothing particular about them, moghunter know his engine
better than anybody else and he has his own style to make the games.
Personally i'am more curious about what the OTHERS users of XAS,
will do with this engine...
SilentResident
Chakanevil, those videos are amazing, and everytime I see them, I BADLY want XASABS added to Project Zelda Engine!

I WANT XASABS BAAAAAAAAAAAAAAAADLYYYYYYYYYYYYY! biggrin.gif biggrin.gif biggrin.gif

QUOTE (Baffou @ Sep 18 2011, 06:26 AM) *
Silent, i think you should spend the last 3 days before the release of Update 3,
focusing into updating the events on the unplayable maps like Kokiri forest and Karariko village (ocarina of time version),
i'm sure a lot of people will be happy to plays on theses maps with the new items implemented.
And another thing, update 4 does it will use the XAS engine ? or maybe you wait for XAS 4.0 to implement it?
Keep up the good works and good luck for the Update 3 release.

OK, Baffou, I accept your request. I think I am gonna spend my last days until Wednesday 21 to update the Ocarina of Time Maps you see in Project Zelda Engine. I think it is cool idea to finally let the gamers play those Project Zelda Engine's OOT Kakariko Village Map and OOT Kokiri Forest Maps


EDIT: I am gonna gather some money - around 200-300 Euros (which is equal to 300-400 US Dollars) for the Project Zelda Engine's team, in case we need it. It won't be easy to gather money for me, because I am Greek, and everybody knows how difficult are the things in Greece, with that Greek Dept Crisis, but PZE is my life and I will never give up. But I really need see PZE with XASABS, so I am willing to do whatever is possible for it!

I am so glad I have Chakanevil on my side, without him I couldn't even know what XASABS is!

Chakanevil, I really wanna know more of you in real life. We meet every day in those forums, but I know nothing of you in real life lolz biggrin.gif


Baffou, what your skills are? If you are interested and wanna join our team, I am glad to invite you.

QUOTE (Chakanevil @ Sep 18 2011, 11:08 AM) *
QUOTE (Baffou @ Sep 18 2011, 03:01 AM) *
I have a question Chakanevil, how many are you in the team?


Myself, Night, Silent

Not sure who else, silent has never told me

Silent said there are 7 of us, so it isn't a very big team which is why I am wanting to recruit a few other scripters and spriters.

Well, let me introduce you, mates, to one more team member. His name is HogwartsMaster and he posted here in PZE's forums, just yesterday. You can find his post in the previous page. He is one of the team's members and helps me with Mapping (creating maps in Project Zelda Engine based on Ocarina of Time regions).
dodongo08
I found a video on youtube posted for PZE
http://www.youtube.com/watch?v=AUuqkxEy9CU...feature=related
The guy want a Ocarina of Time Styled Hud with MC A and B button (oh please no Mc but OOT Hud could be great ^^)

Question : Why PZE Update 2 Lag O_o ?
SilentResident
QUOTE (dodongo08 @ Sep 18 2011, 10:14 PM) *
I found a video on youtube posted for PZE
http://www.youtube.com/watch?v=AUuqkxEy9CU...feature=related
The guy want a Ocarina of Time Styled Hud with MC A and B button (oh please no Mc but OOT Hud could be great ^^)

lol the "guy" who posted the video you linked, is no other than Chakanevil biggrin.gif He is member of our team and just uploaded the video to highlight the capabilities and potentials of PZE smile.gif
You will find the same link to this video in one of the previous pages in those forums smile.gif
The PZE you see in this video is very old version (I think UP2?). I completely forgot how laggy it was.


QUOTE (dodongo08 @ Sep 18 2011, 10:14 PM) *
Question : Why PZE Update 2 Lag O_o ?

It lagged because it was a true mess. It needed a clean up smile.gif
For example it had 3 text outline scripts running at same time (!) and having more than 1 text outline is completely stupid and useless, providing no additional graphic effects, and eventually had no other purposes than to cause a major hit to the engine's performance.

Everybody can forget the laggy Update Patch 2, once the Update Patch 3 gets released. smile.gif
Chakanevil
I am so glad I have Chakanevil on my side, without him I couldn't even know what XASABS is!

Chakanevil, I really wanna know more of you in real life. We meet every day in those forums, but I know nothing of you in real life lolz biggrin.gif

What would you guys like to know?, Maybe it would be a cool thing to have a one on one chat through skype or something.
SilentResident
QUOTE (Chakanevil @ Sep 19 2011, 01:36 AM) *
What would you guys like to know?, Maybe it would be a cool thing to have a one on one chat through skype or something.


Lol laugh.gif Not a bad idea. I noticed that we both are very devoted gamers to the realm of Zelda (which are amazing and beautiful roleplaying game series that keep an excellent balance of: fighting, exploration and puzzles!

I could like to hear your most favorite experiences and memories from the Zelda games.

I have visited your profile and noticed that you also played the Oracle games (which are one of my most favorites as they are so cool, with nice atmosphere, and that stuff with the seasons and time travelling).

As the Project Zelda Engine is CAPABLE of emulating most of the Zelda games (the PZE's Rod of Seasons is a proof for this) you might want to tell me if there is any specific item / feature or something like that, from the Oracle games, you could like to see being added to the PZE? Seriously, the day I managed to create the Rod of Seasons for PZE, a feature EVERY OTHER ZELDA STARTER KITS FAILED TO MAKE, I strongly believe that we finally can give the opportunity to the gamers to have a capable starter kit for the creation of their personal Zelda games.


EDIT: I am very positive that the XASABS will give us the opportunity to add any features from the Legend of Zelda: Majora's Mask so many players badly want to see being added in the PZE!
Baffou
Quote : Baffou, what your skills are? If you are interested and wanna join our team, I am glad to invite you.

I'll take your offer in consideration.
By the way i have something to show to you and Chankavil, (something i working on)
if you can wait 1 or 2 weeks...
SilentResident
QUOTE (Baffou @ Sep 19 2011, 03:34 AM) *
Quote : Baffou, what your skills are? If you are interested and wanna join our team, I am glad to invite you.

I'll take your offer in consideration.
By the way i have something to show to you and Chankavil, (something i working on)
if you can wait 1 or 2 weeks...


No problem. We are active 5 years now. 2 weeks are nothing biggrin.gif
dodongo08
Does the Update 3 came with the Quest Statut Menu ? ^^
SilentResident
QUOTE (dodongo08 @ Sep 19 2011, 01:18 PM) *
Does the Update 3 came with the Quest Statut Menu ? ^^


Nope. Unfortunately, we leave the new Inventory Menu (which consists of Quest Status, Equipment and Map Screens) for UP4. Anyways, the installation of XASABS will probably require a re-work on the Inventory menu, as it is directly related to how the new action battle system works.
SilentResident
WOOT WOOT! See what I got here ;D

I am gonna add them to the tileset, they are cool resources!

A Legend of Zelda: Majora's Mask tileset of Swamp houses (Deku Palace architecture)


Kokiri Forest trees!


The Temple of Time interior from Legend of Zelda: Ocarina of Time


An alternative map of Kokiri Forest!


The famous old good Link's house in Legend of Zelda: Ocarina of Time!


Minish Cap tiles


The Kakariko Village as seen in Legend of Zelda: Ocarina of Time!


Various other Zelda tilesets


Chakanevil
QUOTE (SilentResident @ Sep 19 2011, 06:42 AM) *
WOOT WOOT! See what I got here ;D

I am gonna add them to the tileset, they are cool resources!

A Legend of Zelda: Majora's Mask tileset of Swamp houses (Deku Palace architecture)


Kokiri Forest trees!


The Temple of Time interior from Legend of Zelda: Ocarina of Time


An alternative map of Kokiri Forest!


The famous old good Link's house in Legend of Zelda: Ocarina of Time!


Minish Cap tiles


The Kakariko Village as seen in Legend of Zelda: Ocarina of Time!


Various other Zelda tilesets




I would beautify a few because they seem a bit gameboy color-ish, such as the swamp one and trees
Chakanevil
Hey knight man you been quiet are you still wanting to be a part of the team?
SilentResident
QUOTE (Chakanevil @ Sep 19 2011, 03:50 PM) *
Hey knight man you been quiet are you still wanting to be a part of the team?



I have good news, dear Chakanevil.

Right on the moment I started worrying if NR was ok in real life (I assumed something bad happened to him for him to not be able to respond to our PMs or if he just bored the PZE - lolz), I got his response. Here is our conversation for you and the other teammates to read what we discussed about PZE: NOTE: I filtered/edited some parts of our conversation that were having typo errors or private data, for obvious reasons, before I post it to the public.

Here is our discussion
QUOTE
QUOTE
QUOTE
Hello mate! Lately I am looking towards to help the other teammates and push some work foward together to get a progress done on Project Zelda Engine.

I lately have gone into a deep review/retrospection of the whole PZE and see if we are close to what a serious game maker could call a Game Making Engine.

So far I can say, the Zelda Starter Kit has incorporated 70% of the features we have seen in the Legend of Zelda: Ocarina of Time for Nintendo 64:

-All of the OOT's weapons and Equipment, except the Iron Boots and Deku Sticks (lit unlit torches using fire from other lit torches).
-Scripted Pause Menu/Inventory
-OOT Rupee System and Wallet Upgrades
-Fully working Arrow and Bomb ammo system with OOT Quiver/Bag Upgrades (with display in HUD)
-High quality Music
-A fully functioning Ocarina system with 21+ Songs to play. (Seriously, it took me long time to perfect it)
-Managed to create a Storm Weather which is independent to the Day/Time cycle. In PZE, we can see stormy nights, or sunny days, etc.
-Managed to create a Seasons system, thanks to you, NR. The seasons are not interfering with the weather and day/night cycles. Which is very important for a stable game.

Now it is up to us to make the final and biggest goal for PZE a reality for us! The new battle system! XASABS I am pretty sure it can be the whole cake's "fruit". The top thing. The most important. Because a Zelda Game cannot exist without monsters and creatures Link can slash in the name of princess Zelda!


I am up for work! Please can you let me know of the current problems you are facing in PZE, / what bothers you / what are your estimates. smile.gif


Hey SR,

In regards to your questions!
I'm inclined to agree with Chakenevil about using www.dropbox.com, basically you install their program on your computer, and you can share a folder on your computer with anyone, which means that any changes I make to the folder on my computer will change on yours. I'm keen about this idea because I've been constantly changing the databae and the location of graphics in the folders, and it would help to keep them all uniform.
I'm not too sure how much you've played around with the XABS, but I've played through the demo and I've been looking through the code, it includes a few of the PZE scripts by default, so that'll save us on worring about compatibility for those scripts.

I should mention that your motivation has inspired me a little too smile.gif

What I'd like to get done with the XABS:
1. Recode it so it allows 3 peripheral weapons; So you attack with your sword, linked to the C button (it automatically changes between attacking and talking to events depending on the context), and I was hoping to get the A, S and D buttons linked to the extra items that you can equip, such as your bow and arrow, lens of truth, etc.
2. Update the HUD to work with the peripherals; I'll probably need you to redo the graphics to allow for the peripherals, but this should be a fairly simple change for my part.
3. The pause menu needs a lot of work;
3a. With the items window, I would like to redo the graphics to room to allow for the extra equippable items, and I need to recode it so it can link the items simply. I'll come back later to fix the animations.
3b. I'll need to check the equipment window, we need to agree on a way to highlight what is equipped, and to possibly get some draft images done for what link would look like with the equipment the player has selected for him to wear.
3c. The QuestStatus window should be fine, it's just song and medallions, unless you want to change the graphics there as well, which should be easy enough to manage
3d. The map window is in shambles. I need to get a few dungeon maps made up, graphics for the dungeon maps done, and I think we need to agree on a system that will allow the developer to simply tell the system where the maps go, what level they're on, if they've been discovered, if the "Map" item has been found for that dungeon, and ot show everything, if the "Compass" item has been found and to show all the chests, but primarily we need the dungeons made first.
4. I've got bits and pieces of the title menu working, I think that I can get a lot from the title menu I made for Klokinator and transfer it back to PZE, but the main delays were that the old system took too long to load and I couldn't tell what were legitimate sources of delay that I needed to work on, and what was just the epic size of the events.

But step 0, get dropbox working! And I'm planning on getting at least step 1 done tonight.

Sorry, you also mentioned estimates! By the end of the week I hope to be working on the menu. Depending on the speed of the graphics we should either be coding it still, which is a worst case, which isn't so bad, or the best case scenario is I'll be able to clarify the problems I've been facing with the pause menu's map, and hopefully we can be discussing solutions to fixing my problems smile.gif

And you also mentioned scripting the day/night system..... I'm not too sure about that, there's not too much that I can do to optimise it, and I think that it would be better to leave that as something that the developers can tweak.
I'm happy to make some function calls that will allow memorising the time and screen tint, or things like that, but I'd prefer to leave the bulk of it available to eventers.
But that's just my opinion, I can easily get a day/night script working if you still want to take that route smile.gif


My dear, I have good news about the Dungeon Maps. Lets forget those Pause-Menu's-Dungeon-Maps. I think they no longer are a priority for us. Because I discovered a much better workaround on this issue! I decided that the Dungeon maps will work differently in PZE. In fact, in PZE we will adopt a Legend of Zelda - Link's Awakening map system, which will be event-triggered (Link has to stand in front of certain statues across the dungeon, statues that look like map boards. And by interacting with those statues, you will be shown a dungeon's map .png image file!
This way, not only the gamers will be able to have maps for their dungeons, but it will be MUCH EASIER TO manage the maps without messing with scripts and configurations at all! All what the players will have to do is just to copy an event from the Event Database and appoint it to show a Dungeon picture located in the pictures folder. Nothing else! This adds up the the dungeon's riddle and experience! smile.gif Lets have the Pause Menu to display only a overworld map and nothing else.

I didn't knew a folder-sharing thing was possible. I will try it. Thanks for letting me know - To make things easier for the other team mates.

And about turning the Day/Night cycle into a script, forget it, I don't mind sticking with the current Common - Event made one, as long as you agree that it does not causes any performance impact to PZE?.
Chakanevil
Me personally i like the idea of a ready map, like from ALLTP, it may annoy people to have to run or find statues, and they may forget what way they came or if a chest is available, although link's awakening did a whistle when there was a chest, and I found it rather eas.y
Chakanevil
we could use mIRC, or I can set a ftp site up which has our files, and add and change things with a ftp cilent, I suggest having a private, and a beta test section, as well as a public release section, it'd be better to have private with a password, and perhaps if we could make one with a beta key, you said something about a website before, unfortunately all the ones i find are free and they often shut it down, ones that are paid for are much better and have no ads, such as monkeyserve, x10hosting, and so forth i can even make a download section and password protect pages, as well as connect with ftp to upload files.

Who should set the dropbox up?

perhaps someone that has good working fonts, or they can be replaces, we need a idea folder that is not included with the project.

But doesn't drop require one person, wouldn't it be better if instead it had a password and was stored on a website, how would we change this if that pc is off? since the files are stored in one p.c/ and has one user, meaning that user can only change files, instead of multiple users overwriting files.
Night_Runner
If invite you get invited to dropbox then both parties involved get an extra 200mb.
If you're happy to do that with me, go to:
http://db.tt/8lUKEWz

Sign up, download the client, sign in on the desktop client, and I think that'll tell me your email addresses so I can just sync it all for you.

Although having said that, I don't think it'll work very well if we all try and edit the project at once, it'll probably overwrite someone's work in that scenario... or make a duplicate file...
Chakanevil
QUOTE (Night_Runner @ Sep 19 2011, 09:19 AM) *
If invite you get invited to dropbox then both parties involved get an extra 200mb.
If you're happy to do that with me, go to:
http://db.tt/8lUKEWz

Sign up, download the client, sign in on the desktop client, and I think that'll tell me your email addresses so I can just sync it all for you.

Although having said that, I don't think it'll work very well if we all try and edit the project at once, it'll probably overwrite someone's work in that scenario... or make a duplicate file...


ok i did this how do i friend you, I figured it out.
SilentResident
OK guys, I made now a painting biggrin.gif

This painting is an example of my idea regarding the Dungeon Maps - how to make them work in PZE!

The inspiration came when I tried to combine different elements present in different Zelda games. rolleyes.gif

Actually, my idea is a combination of the Legend of Zelda: Link to the Past's Telepathetic Wall Messages with the Legend of Zelda: Link's Awakening's Stone Wall Tablets and my idea for map tablets emerged! happy.gif

My painting of a Link exploring an hypothetical dungeon called Earth Temple, and hypothetically discovering a huge dungeon map tablet by the wall.

dodongo08
Wow, This guy on YouTube change PZE File selection and the Title screen, and it's amazing ^^
http://www.youtube.com/watch?v=fNy5D_th4sA&NR=1

Nice photo, keep that idea for the Update 4 tongue.gif
Klokinator
Since you guys don't know how to use dropbox, allow me to explain it, since my entire team does.

When you add a file or files to dropbox, it gets automagically sync'd to everyone else's dropbox. At this point, any person or people can edit this file at the same time. If two people edit a file simultaneously, it does NOT overwrite one or both of the files, it simply makes a cope that says, say "Map003.rxdata(NightRunnersCopy)" and "Map003.rxdata(ChakanevilsCopy)".

If someone on the team deletes a file, it is deleted from everyone else's dropbox.

If you link to a single folder (I made a folder called "Team Projects") you can add many people to that one folder, and any subfolders made in it are also linked automatically to your team members. If you need privacy (Say you hire a musician but you only want you and him to share the music files) make another folder in the dropbox main folder and link only the musician and yourself to that folder.

Any more questions just feel free to ask.
SilentResident
Thanks, Klokinator. I didn't knew that. It sounds pretty cool! I will by tomorrow gonna install that Dropbox. It will save the people from a huge suffering and make things much much more easier.


Guys, I found here a video (through dodongo08's posted link to youtube) from a guy who managed to add XASABS in the Project Zelda Engine. In the video, the player fights some XASABS-made enemies and the fights are so beautiful and realistic.

However, judging from the graphics of his PZE, I can safely say it is a very old version of it, which resembles nothing of the modern day PZE with the beautiful zelda-styled graphics. Also his Ocarina notebar still has that 6-notes limit for playing songs (which means he can't play 7-note or 8-note songs such as the Nocturne of Shadow or the Bolero of Fire).

Luckily I managed all those years (it was a true pain) to raise the note cap from 6 to 8 in our current PZE, and as result, the PZE today can play even the longest Ocarina songs that have 7 or more notes in length. PZE UP1 and later versions can play all the songs seen in every Zelda games (Ocarina of Time, Majora's Mask, etc).

http://www.youtube.com/watch?v=Flsg5HJp_fo&NR=1
dodongo08
Yeah, he use the XASABS, but this guy is French (I'm also french ^^) but the project might be cancelled ... why ? I don't know but I want to PM him to give the XAS Script if you want ^^
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