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Full Version: The Project Zelda Engine (aka Zelda Starter Kit)! *With Download Links & Pictures*
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SilentResident
QUOTE (dodongo08 @ Sep 22 2011, 02:26 PM) *
Can I try to change your PZE Link to a Parallel world link ^^ ?

First of all, I never knew the existence of the game "Parallel Worlds" which is a hack for the original Link to the Past game.
Now I just got thousands of pictures from the gallery of PW to save them for later use in the Project Zelda Engine. The Parallel Worlds will be a nice source for Project Zelda Engine tilesets.


QUOTE (dodongo08 @ Sep 22 2011, 05:12 PM) *
Yeah Parallel World sprites

dodongo08, you could realize that the Parallel Worlds is a game with a very low resolution and therefore its sprites could look pretty ugly on Project Zelda Engine, which has higher resolution.
For example:
I imported Parallel World Link sprite to the Project Zelda Engine. Here is a picture of how he looks in the bigger resolution of Project Zelda Engine:

on the left is Parallel World Link (true size), on middle Project Zelda Engine Link (true size) and on right is PW Link, just escalated (enlarged) to match the size of PZE's Link.
Now you see why PZE's Link is preferred over PW's Link. smile.gif

NOTE: Of course the low-resolution does not stops us from using PW's sprites, as long as we have someone with good Sprite creation skills to help us. But even doing a such thing, it could take long time to finish the new sprites, right as Chakanevil said.



QUOTE (Chakanevil @ Sep 22 2011, 06:33 PM) *
This is probably gonna take a few days but I plan to recolor the link sprites for the zora tunics and goron tunics.

A great idea! I am pretty sure they will look cool!
dodongo08
QUOTE (SilentResident @ Sep 22 2011, 08:06 AM) *
QUOTE (dodongo08 @ Sep 22 2011, 02:26 PM) *
Can I try to change your PZE Link to a Parallel world link ^^ ?

First of all, I never knew the existence of the game "Parallel Worlds" which is a hack for the original Link to the Past game.
Now I just got thousands of pictures from the gallery of PW to save them for later use in the Project Zelda Engine. The Parallel Worlds will be a nice source for Project Zelda Engine tilesets.


QUOTE (dodongo08 @ Sep 22 2011, 05:12 PM) *
Yeah Parallel World sprites

dodongo08, you could realize that the Parallel Worlds is a game with a very low resolution and therefore its sprites could look pretty ugly on Project Zelda Engine, which has higher resolution.
For example:
I imported Parallel World Link sprite to the Project Zelda Engine. Here is a picture of how he looks in the bigger resolution of Project Zelda Engine:

on the left is Parallel World Link (true size), on middle Project Zelda Engine Link (true size) and on right is PW Link, just escalated (enlarged) to match the size of PZE's Link.
Now you see why PZE's Link is preferred over PW's Link. smile.gif

NOTE: Of course the low-resolution does not stops us from using PW's sprites, as long as we have someone with good Sprite creation skills to help us. But even doing a such thing, it could take long time to finish the new sprites, right as Chakanevil said.



QUOTE (Chakanevil @ Sep 22 2011, 06:33 PM) *
This is probably gonna take a few days but I plan to recolor the link sprites for the zora tunics and goron tunics.

A great idea! I am pretty sure they will look cool!

Oh, you never played this satanic game ( very very hard ), so okay, my project is canceled ^^, and, you're right, I like PZE link ^^
Chakanevil
thanks, I'm pretty sure i can acomplish this, just gonna be a bit time consuming

I wish I could change my name on here.
dodongo08
QUOTE (Chakanevil @ Sep 22 2011, 07:33 AM) *
This is probably gonna take a few days but I plan to recolor the link sprites for the zora tunics and goron tunics.

Nice, I'm sure you can do this, but can u try to make the magic armor for link tongue.gif . If you do that, I call you Master laugh.gif
SilentResident
QUOTE (Chakanevil @ Sep 22 2011, 07:53 PM) *
thanks, I'm pretty sure i can acomplish this, just gonna be a bit time consuming

I wish I could change my name on here.



I am trying to find out how to grant the others the rights/permissions to edit a page - in this case PZE"s page by you and NR.
Chakanevil
Quick uploads, do you think the colors are good?



Klokinator
Well, they look fine to me... but can't you just use (Assuming you have it) GIMP with the color selector tool and you'll only need to recolor 3 colors, or so. I mean, it would be nearly no effort at all.
Chakanevil
QUOTE (Klokinator @ Sep 22 2011, 12:37 PM) *
Well, they look fine to me... but can't you just use (Assuming you have it) GIMP with the color selector tool and you'll only need to recolor 3 colors, or so. I mean, it would be nearly no effort at all.


I'm using photoshop, and the if that pixel is selected it changes the color, except for black so all i have to do is replace the color of the belt and buckle back to the normal color, and a few gray pixel blue, is what happens when your near black it draws that color to the pixels, but yes I'm using the Hue/Saturation tool, but there are tons of pages, so it may not be so easy in the later, such as the teleport sprites.
SilentResident
Nice job. It was hard? :S

I work with photoshop too, and the way Chakanevil explained how he did it - and that he had to undo changes on the belt and shoes, is a problem I am also facing with the Adobe Photoshop.
Chakanevil
i think the fierce deity is gonna take 10 times longer, as well as the magic armour as these have to be created to fit into the style of PZE and not look blurry or out of place.
SilentResident
QUOTE (Chakanevil @ Sep 22 2011, 08:56 PM) *
i think the fierce deity is gonna take 10 times longer, as well as the magic armour as these have to be created to fit into the style of PZE and not look blurry or out of place.

100% agree.


QUOTE (Chakanevil @ Sep 22 2011, 08:34 PM) *
Quick uploads, do you think the colors are good?




Look at this:
http://help.adobe.com/en_US/Photoshop/11.0...ab64-7654a.html
Chakanevil
you do not realize how much easier you have made my life, my friend smile.gif
dodongo08
QUOTE (Chakanevil @ Sep 22 2011, 09:34 AM) *
Quick uploads, do you think the colors are good?




Awesome job
Chakanevil
silent when sword charging even facing north you end up facing south.
SilentResident
QUOTE (Chakanevil @ Sep 22 2011, 09:56 PM) *
silent when sword charging even facing north you end up facing south.


Yep. It was there already when I took over the PZE.

I guess >>> add it to plans list for fixes? smile.gif

Or leave it for when we are done importing XASABS?
Chakanevil
will we need to make sprites for when he hits lava, or is that there already?

also isn't there, toxic water, such as acid, or the water in the swamp in mm, will we need to make that as well, because as I seem to recall he can swim in the swamp water but it inflicts damage.
Chakanevil
Making good progress on the tunics, I hope to see them in UP3.5 or UP4
dodongo08
All ressources for my Zelda Project ready, except the Light Arrows and Link's Tunic tongue.gif
Klokinator
QUOTE

So, exactly what I said.
Chakanevil
yes, thanks btw, i learned a new trick, should be done with the tunics by today.
SilentResident
QUOTE (Chakanevil @ Sep 22 2011, 10:04 PM) *
will we need to make sprites for when he hits lava, or is that there already?

also isn't there, toxic water, such as acid, or the water in the swamp in mm, will we need to make that as well, because as I seem to recall he can swim in the swamp water but it inflicts damage.


Hehe, I love that we share inspirations from Majora's Mask. It is one of my most favorite games! biggrin.gif

Making the poisonous water, the lava and the floor pikes::

Idea #1: An idea to make this work is to create events and place them above the lava/pikes/poisoned water and make them hurt Link's health on touch.
Cost of Idea #1: The cost for the above idea is that if many events on a map, major lags are very possible.

Idea #2: Another idea is to set a Terrain Tag and associate it with a script that triggers health loss as long as Link is standing on the tiles with that terrain tag.
Cost of Idea #2:This needs some scripting knowledge. Also the Terrain Tags are very limited to 7 only. We need use them very carefully.

My suggestion: The second idea is better, much much better, but I am afraid to use terrain tags for this, as the PZE already uses several terrain tags for the needs of the game, like:

Terrain Tag #0: Default (Free - not in use)
Terrain Tag #1: Impassable (The Terrain Tag #1 is the most important tag of PZE, it is the "Collision Tag" lets say. It lets the weapons such as arrows, hookshot, boomerang, to recognize impassable tiles so they can stop or return back to Link. We try keep the Terrain Tag #1 to tiles that are impassable by ANY MEANS. - neither passable for Link, nor for the enemies.)
Terrain Tag #2: Hookshot Latching (For Hookshot and Longshot: this defines "grab-able" tiles at which the hookshot/longshot's edge can "Latch on" and bring Link to it)
Terrain Tag #3: Default (Free - not in use)
Terrain Tag #4: Pegasus Boots cannot be used here (This, covers what the Tag 1# can't cover: The Passable Tiles! where the boots are not recommended for use / of for where to force Link who is already dashing, to stop running. We need this in places such as doors who are closed but can open - and therefore the Terrain Tag 1# can not be used here. I can't remember exactly, but something like this.
Terrain Tag #5: Shovel cannot be used here (we use the tag #5 anywhere that it is not soft soil, such as Interior floors, Paved or Stone roads wooden/stone floors, etc, and anything else that is not dig-able.)
Terrain Tag #6: Default (Free - not in use)
Terrain Tag #7: Default (Free - not in use)
SilentResident
I shall note that the unused (free) tags left in PZE are barely enough for anything. Or maybe not enough.

I already am thinking of a need for tag to associate with the Water swimming and diving. As you see, it is very possible that we will come in a need for Water tiles as we will probably need a Tag for various swimming actions, such diving, etc.

Also don't forget the Slipping Ice! We need a terrain tag to simulate the Link's slipping on frozen floors...
Chakanevil
ay, yes, XASABS uses terrain tags just like you mentioned, so we'll have our work cut out figuring a way out of this, perhaps a custom script which changes the terrain tags effects for each map?

Link holding shrubs are slowing me down some as they are close in the green tunic color, so it recolors it too, have to have a dulicate layer under, and delete from the top layer to make the correct colors.
SilentResident
QUOTE (Chakanevil @ Sep 22 2011, 11:52 PM) *
ay, yes, XASABS uses terrain tags just like you mentioned, so we'll have our work cut out figuring a way out of this, perhaps a custom script which changes the terrain tags effects for each map?



Yes! Yes! Multiple scripts that can use the one and same tag!

Lets have a Terrain tag be used both as a damage-dealing and ice slipping tag at same time! This could save lots of trouble
Chakanevil
well not multiple scripts, but rather a script that lets say on a map with terrain tag 5 is swimming, and on another ice map it changes that terrain tag to sliding, plus you could also add to this single terrain tag that with out the Zora Tunic damage is given, which would be on the same line of code, or somewhere in the same script that would link to terrain tag 5 on map (ICE)

So the map would need to be named (ICE) in the map database and in the script for the script to find the correct map and change the terrain tag functions of that single map.

If anyone has ever used mode seven it does like i said for mode seven to work the map name must have a what is needed for that display (overhead to work), so I know we could also use the same way of naming maps so that a script can change the functions of a terrain tag, in database you can assign terrain tags to a map, so even if you use all of them up on one tile-set, on another tile-set you may only need 1 or 2, which in the case of a script like I mentioned will change the effect of terrain tags on the named map.

This is from the mode 7 script

Instructions :
# You must add to the map's name :
#- [M7] : to activate Mode7
#- [#XX] : XX is the slant angle (in degree). Default value is 0 (normal maps)
#- [Y] : Y-map looping
#- [X] : X-map looping. This option needs resources (lower fps).
#- [A] : animated autotiles (with 4 patterns). This option increases
# significantly the loading time, so it may crash for large maps
# (SystemStackError)
#- [C] : to center the map on the hero (even for small maps)
#- [P] : to have a fixed panorama
#- [H] : to have a white horizon
#- [OV] : Overworld Sprite Resize (a Mewsterus's script feature)

So if we make a make say temple [ice]
and under ice the terrain tag of 5 is the slide one then on this map it will only slide on ice, and have a swim animation which would look strange.
Baffou
Xas use 4 of 7 terrains tags :
1 - for swimming.
2- for pitfalls.
3 - a terrain tag id for not be able to jump over this tile.
4 - a terrain tag id to be able to jump over a tile. (not very useful, i don't use it).
In fact the 3 first ones are needed to the XAS system, you have only 4 free terrains tags.
The best thing is someone make a modified version of RPGmaker XP who enable an array of terrains tags...
But you idea was good Chankavil, a new tilesets with a different tag on it, but if you have some big maps,
it's not very useful...or you have to be very cautious in using terrains tags...
Chakanevil
yes by why modify RPG Maker XP, when a script will make use of 7 terrain tags that will replace the functions for each map?

or is that what you mean by modifying?

be back in awhile gonna cook dinner.
Baffou
QUOTE (Chakanevil @ Sep 22 2011, 10:18 PM) *
yes by why modify RPG Maker XP, when a script will make use of 7 terrain tags that will replace the functions for each map?

or is that what you mean by modifying?

be back in awhile gonna cook dinner.


I see your point, but in fact if you have a big map, let's see : 150 X 200,
you will use a lot of terrains tags ID for this map
and you can't change the tileset on this same map, (you can by using the Rod of seasons change tilesets
but i don't think it's a good idea)
the best thing in this case is to make more smaller maps or someone modify
the RMKXP version to enable more terrains tags.
(When i say modify, it has nothing to do with the scripts, i'm talking about RMKXP core,
in other words reprogramming the RMKXP, but it can be done only by talented programmers).
Maybe you should ask Night_runner i'm sure he's got some ideas about that...
SilentResident
What about a Limit Breaking script that adds more Terrain Tags, at least a number 8 and a number 9?




By the way, here is the Version Changelist for Update Patch 3:

Project Zelda Engine - Update Patch #3 Changelist
Done:
-The old outdated Cucco events from Character Database are moved to Backup Database.
-New updated Cuccos added to Character Database and to the Kakariko Village Bottom (Example) Map.
-Change to the Credits Script: Changed the CREDITS_FONT = from "Default" to "default".
-Fixed cliff-side tile Passability issues on all the LTTP Tilesets (for Pegasus Boots).
-Give the Big White Rocks an winter version of themselves (covered in snow).
-Give the Kakariko house windows (that light at night) their own spites instead of using tilesets to lit them at night.
-Give the ground flowers a better Winter version of them (to look like frozen in ice). Also renamed the Flower Autotiles.
-Make the paved roads to be no longer diggeable/shovelable with the shovel.
-Give monsters and cuccos better freezing sprites
-Renamed Dungeon Sign into Telepathetic Sign_w_1
-Change the Loading Screen Logo
-Make the the Pegasus Boots to not ghostwalk though closed doors.
-Re-arranged the roles of the Song of Time, Song of Double Time and Inverted Song of Time. Also fixed Comment text in Game Setup.
-Replaced the "Do you want to..." with the more proper "Could you like to..." in the Ocarina's Song messages.
-Renamed abit the Character Database into NPC Database and Backup into Event Backups and updated the events inside the Character Database.
-Kakariko Village: Placed the Cuccos and updated the enemies, and removed 2 small Magic Jars from the Bird Statue.
-Change the Monolith's text to Lens of Truth signpost, and remove the signpost. Also changed the Monolith's Windowskin. Also, created a new image called Book of Mudora - Translation.
-Fix treasure chest messages - apply to all treasure chests of the game.
-The Bombs (Weapon) have a second key addressed to them for the Bomb Placement. Also gave a delay of 5 frames (waiting) to no-bomb-in-hands section of the bomb (weapon).
-Updated the Grass to not be cuttable with the Normal Hammer. Only the Megaton Hammer can destroy grass.
-Changed the Kakariko Village Top (Example) Map: Moved some NPCs and trees, renamed some other NPCs, fixed the Treasure Chest, Moved Monolith, Placed some more grass, the Link's Statue, updated the Lens of Truth riddle, updated the conversations with NPCs, moved the Dirt Piles Added new NPCs in front of the Cathedral.
-New Icon files placed to the Icons Folder.
-Ocarina bug - Play a song you haven't learned yet, cancel play, and the song is played.
-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.
-Painted again the Kakariko Village Winter Tileset.
-Added more icons to the Icons Folder - updated the Statue of Link's conversation.
-Moved some ground flowers from beneath the Runed stamp tree of Kakariko Village, to somewhere nearby else.
-Added Ocarina Song Trainer, the new switch "Link Training" and modified Ocarina (Item) Common Event so to NOT be activated accidentally during Link's Training, added new image files of the Music Stamps and Ocarina Bar error, and modified the strange skull near the grave.
-Updated all the white small rocks to add the missing auto-self switches B and C in the Reset Enemies page. Also added a new small white rock to upperleft corner of Kakariko Village Bottom Half, near to the Heart Container.
-Installed Hermes 0.4
-Turned the New Fonts Addon Script into Backup.
-Sychronized all the Font Files.
-Configured Hermes 0.4, added bug fixes suggested by Derula, installed Custom Tags.
-Added new Ocarina training backgrounds for the Ocarina Trainer.
-Added 3-frame waiting time before every song is played in the Ocarina Common Event, and also in the Ocarina Trainer.
-Darkened the Windowskins, fixed text in most weapons except Book of Mudora.
-Give monsters and cuccos better freezing sprites
-Add updated fonts to the game, add a better AutoFont Install script by Night_Runner and updated the font names registered in the script.
-Edited the Loading.png file and renamed it into Loading Screen.png and updated the First Startup Event in Startup map.
-Better and more beautiful graphics for the Song of Healing.
-Renamed all the image files in Graphics Folder from the incorrect name Heart (small) into the more proper name Recovery Heart.
-Updated all the messages from all the Common Events to work with Hermes 0.4 (except the Book of Mudora)
-Song of Soaring: during teleportation, Link is no longer able to move.
-Make the Shovel's dig hole more bright at winter.
-The fall pits no longer make Link face right after he has fallen.
-Edits to the tilesets. Added some shadows, corrected some snow-covered roof tiles, added missing Tree tiles and cleaned paved tiles.
-More mapping done on the maps.
-Revamped the Ocarina Song trainer, added 2 more music files to the Audio Folder (Lullaby Theme and Zelda's Laugh).
-Edited the Dark House and the tileset Interiors (Houses & Shops).
-Renamed Runed Tree Stamp to Seasoned Tree Stump.
-Make the transition between seasons faster.
-Cuccos: make them to lose feathers when they are being attacked.
-Added Stun Animation - Cuccos also updated to include stun animation for when being hit by Boomerang or Hookshot.
-Updated all rocks, bushes and grass in the game.
-Added shadows to all the stone fences of the village.
-Made Cuccos to be not catch-able while Link is riding his horse
-Made Cuccos to be not catch-able while Link is holding an object
-Fixed: Cucco's fleeing behavior and path routes where stucking a lot.
-Fixed: Cucco's Blue rupee drop had wrong value (1 rupee instead of 5).
-Shrinked the size of the death-cloud animation (which appears on the enemies upon death)
-Make the NPC Singer's song to be heard when Link is nearby.
-Added all the Discovery Item switches to the "Setup" Common Event Page.
-Re-arranged some animations, due to the addition of Cucco's feather animation, and updated the Animation Priority Script.
-Set the Lens of Truth to be always centered on the player's location.
-Set the Lens of Truth to properly turn off when player moves from one map to another.
-Improved the Ocarina Song Trainer who teaches Zelda's Lullaby and added a new music file - a cut version of the Lullaby.
-Make Invisible items appear only within the inner cycle of the Lens of Truth.
-Fix stucked Object-In-Hands-Throw-Animation which is caused when Link talks to NPCs while he is holding an object in hands.
-Revamped all the NPCs, all signposts, shrubs and rocks so they have their Event Pages well-organized and cleaned of trash.
-Several village NPCs now have weather/time-based dialogue which changes depending on current season or time of Day.
-Update Statue of Link and correct it's text.
-Make the Dirt Piles to not have a Winter season of them.
-Boosted the Loading time when player moves between maps and stabilized it.
-The Player is no longer able to move Link while he is being teleported using any of the 6 Ocarina Teleport Songs.
-Make Link to not be dropped from his horse while he is being hurt by enemies while riding.
-Fixed Bug: The fall pits no longer are resetting the Rain music back (if it was raining when Link felt) to default map's music.
-Improved the events for the fall pits. They are much more organized and reliable.
-The Beetles (Small bug-like creatures that hide beneath shrubs or rocks) are now killeable with any weapons.
-Updated all the doors of the game, both interior and exterior ones, making their events more stable and organized.
-Added new and better Link spritesets to the interior doors that go to lower level (Stair doors) so Link looks more realistic when he uses the stairs to get to lower interior levels/floors.
-Link now has a much better spin animation for when he uses the Rod of Seasons.
-Fixed and simplified the ancient Hylian monolith's events and text.
-Updated all the snow/leaf/dirt piles so they no longer have the "Event+Season Reset" pages.
-The Kakariko Village Winter Tileset, now, has the snow-covered paved roads no longer be that diverse. Even the snow looks more consistent and smooth now, and the road tiles fit better with each other.
-Fix the green-toned shadows for several tilesets.
-New re-colored pickable pot has been added to the game. It has same loot table as the other pots of its kind.
-Fixes to the House Interiors Tileset. Now, the interiors of the game are more zelda-like.
-Added Teleportation IDs to all the Ocarina's teleport songs of the game.
-Added new animations for the 6 teleportation songs of the Ocarina.
-Complete the Inventory Menu Graphics.
-Updated all the treasure chests.
-Updated the Rupee Events and Secret Emblem Events so they properly dismount Link if he is riding his horse while touching the item.
-Fixed the text of Book of Mudora.
-Edited abit the tilesets to fix passability issues for the bridges.
-The distance required for the Invisible items to become visible with the Lens of Truth, has been fixed to 4 tiles.
-Fixed the text comments of the Invisible items and the Ocarina song trainer, so they no longer mention about Cuccos.
-Fixed the brightness tone of the wooden treasure chest in Kakariko Village Outskirts Map, as well as the text of the wooden signpost north of the chest.
-Added a new kind of 2-tile sized small tree to most of the overworld Tilesets, which has its own and unique graphics.
-Adjusted passability settings for water tiles and wooden bridge tiles.
-Added a 4-tile big rock near the Kakariko Village Library.
-The small 2-tile tall yellow tree now has better graphics for all seasons.
-Reorganized the whole Interiors Tileset and updated the Interiors map. Also updated the Interior staircase events.
-The Chickens have a better message to display when Anju is rewarding Link with a Blue Rupee for his efforts.
-Make the beds passable and and set them to have Direction Fix - Face Down when Link is getting on a bed.
-Added NPC Guards in the exteriors.
-The duplicated event commands in the Signpost's Winter Event Pages have been removed from all the signposts found in the game.
-Remove requirement for learning Zelda's Lullaby by the female NPC singer in Kakariko Graveyard.
-Complete the new map "Kakariko Outskirts".
-Added 2 new image files to PZE - the "NPC Townspeople01a.png" and "NPC Townspeople02a.png" - also updated all the NPCs' portraits to those new files and deleted the following old files: "NPC Townspeople 1.png" and "NPC Townspeople 2.png"
-Re-worked the way the fall pits (of the big house in northeast Kakariko Village and at the cemetary in northwest Kakariko Graveyard) work.
-Populate the village house interiors with NPCs.
-Fixed the outdated descriptions of the pictures in the Madame Aroma's Gallery.
-Added a new kind of statue that is latch-able with, for hookshot, to the Interior Tileset.
-Updated all the tilesets with a Kakariko Dam's entrance's doorhead which is set to "always-on-top".
-Added some Dam-specific water tiles (impassable) to the Interior Tileset.
-Finished the interiors of the House of Books and the Kakariko Dam.



Yet to do or left for later Patches:
-Update the sit-up events that are around the chairs and benches to not let Link use his weapons while sitting, and especially the boots and feather.



Not done / left for later / or canceled:
-Make the Royal Tomb's hidden chest to appear in a more cinematic way.
Baffou
Quote for silent : What about a Limit Breaking script that adds more Terrain Tags, at least a number 8 and a number 9?

In fact you can add an infinity of them in the script himself, but you can't configure them in the editor,
(same thing for the tileset, the max size must be 256 in lenght (you can make it 512 or more but it doesn't show in the editor)
because RMKXP was created in that way, and the only way to change the mechanisms is to reprogram The core of RMKXP.

By the way i have tested Update 3 :
the loading of the title screen, is reduced it's a good point,
i have tested the items, they worked fine.
The lags is still here but seems to have reduced outside.
But inside is too...laggy, i think you better made one map for one interior.
I have encounter an error when going to Kakariko village : "script is hanging".
Otherwise good work, and hope you can transfert it to XAS.
SilentResident
QUOTE (Baffou @ Sep 23 2011, 01:57 AM) *
Quote for silent : What about a Limit Breaking script that adds more Terrain Tags, at least a number 8 and a number 9?

In fact you can add an infinity of them in the script himself, but you can't configure them in the editor,
(same thing for the tileset, the max size must be 256 in lenght (you can make it 512 or more but it doesn't show in the editor)
because RMKXP was created in that way, and the only way to change the mechanisms is to reprogram The core of RMKXP.

By the way i have tested Update 3 :
the loading of the title screen, is reduced it's a good point,
i have tested the items, they worked fine.
The lags is still here but seems to have reduced outside.
But inside is too...laggy, i think you better made one map for one interior.
I have encounter an error when going to Kakariko village : "script is hanging".
Otherwise good work, and hope you can transfert it to XAS.



thank you! smile.gif the feedback really helps us. Wish more people send us feedback biggrin.gif

EDIT: Anyone able to enter the Zelda Wikipedia?

http://www.zeldawiki.org/Main_Page

for some reason the server seems to be down
dodongo08
I am creating my own Zelda fan game based on your Project Zelda Engine named Twilight Sword, I am making new sprite for Link ( transforn human into wolf like Twilight Princess, but this sprite is small) and new object style.
I know that Twilight Sword must have a Twilight Sword, that's why I create some sword whick I want to use in the game with the famous 3 emeraulds (Kokiri, Goron and Zora)
Now, all Ressources I wanted are here, except Light arrows and Link's Tunic. But hey, I can wait for update 4, why ? Because my game story is written in a book ^^

Here's my New Sword Style and objects I am working on
http://imageshack.us/photo/my-images/849/t...retextures.png/

NOTE : I am trying to include the M'sM Clock system in the game ... I see in the Project info that there are 8 ocarina layers, and I see that the ocarina only use 5 layers ...
I am going to try this and answer the question ...

SilentResident : I am in the Zelda wiki's Website.
"September 21, 2011 - SERVER MOVE: Zelda Wiki has moved to new hosting; as you'll have noticed, we're experiencing a few difficulties with the new configuration. Editing is currently disabled while we get everything fixed up; please bear with us, we hope to have everything back to normal very soon!"
That's why the server is SLOW ^^
SilentResident
QUOTE (dodongo08 @ Sep 23 2011, 02:39 PM) *
I am creating my own Zelda fan game based on your Project Zelda Engine named Twilight Sword, I am making new sprite for Link ( transforn human into wolf like Twilight Princess, but this sprite is small) and new object style.
I know that Twilight Sword must have a Twilight Sword, that's why I create some sword whick I want to use in the game with the famous 3 emeraulds (Kokiri, Goron and Zora)
Now, all Ressources I wanted are here, except Light arrows and Link's Tunic. But hey, I can wait for update 4, why ? Because my game story is written in a book ^^

Here's my New Sword Style and objects I am working on
http://imageshack.us/photo/my-images/849/t...retextures.png/

Hehe, it sounds very promising. smile.gif
And amazing sprites, mate. I love them! Do you mind if I use some of them in the Project Zelda Engine (with some alterations of course)? I like them better than the sprites I created myself! - Especially your Fire/Frost/Ice arrows look much better than mine.

QUOTE (dodongo08 @ Sep 23 2011, 02:39 PM) *
Now, all Ressources I wanted are here, except Light arrows and Link's Tunic. But hey, I can wait for update 4, why ? Because my game story is written in a book ^^

Just very soon, the Light Arrows will be released in a new patch.

QUOTE (dodongo08 @ Sep 23 2011, 02:39 PM) *
NOTE : I am trying to include the M'sM Clock system in the game ... I see in the Project info that there are 8 ocarina layers, and I see that the ocarina only use 5 layers ...

Hmmm. The Ocarina uses 9 layers, not 8. It is 8 layers for the 8 Song Notes + 1 layer for the Notebar itself (the background with the red lines where the notes are displayed on)

QUOTE (dodongo08 @ Sep 23 2011, 02:39 PM) *
I am in the Zelda wiki's Website.
"September 21, 2011 - SERVER MOVE: Zelda Wiki has moved to new hosting; as you'll have noticed, we're experiencing a few difficulties with the new configuration. Editing is currently disabled while we get everything fixed up; please bear with us, we hope to have everything back to normal very soon!"
That's why the server is SLOW ^^

Yes I saw it. This explains why the site didn't load for me all those days.
dodongo08
Thanks SilentResident, but I am going to resize the Wolf Link's sprite, because it's like Parallel World sprite, and I am trying to resize it with beautifil color tongue.gif
Of course, you can use all of these sprites happy.gif
Ah nice news, I can't wait for Light arrows laugh.gif
Note : The 1st Link's Sword is called the "Trainer Sword", the 2nd the "Sacred Blade" and the "Twilight Sword" whick is the sacrd sword from the Twilight World (Temple)
EDIT : I'm also trying to change the BGM music during Night ... and add a "dawn of a new day" Music ...
SilentResident
QUOTE (dodongo08 @ Sep 23 2011, 04:26 PM) *
Thanks SilentResident, but I am going to resize the Wolf Link's sprite, because it's like Parallel World sprite, and I am trying to resize it with beautifil color tongue.gif
Of course, you can use all of these sprites happy.gif
Ah nice news, I can't wait for Light arrows laugh.gif
Note : The 1st Link's Sword is called the "Trainer Sword", the 2nd the "Sacred Blade" and the "Twilight Sword" whick is the sacrd sword from the Twilight World (Temple)
EDIT : I'm also trying to change the BGM music during Night ... and add a "dawn of a new day" Music ...

There is no simple way to get a map to play more than 2 BGMs - I have tried to change the Night BGM using Parallel events, but even if it worked, I didn't liked it that way. Its better to do this using scrpts (a future plan for PZE)
SilentResident
I was just navigating through the *files* of the folder called "Legend of Zelda Sprites and Tiles" which has been created 5 years ago and it is where I store any pictures, tiles and sprites related to the Zelda games, as they are gonna be added to Project Zelda Engine soon or later. smile.gif

And I can say that the folder size now is over 1 GB total size! Unbelievable? Then believe it! biggrin.gif

The stuff stored in the folder is enough for the creation of thousands of Zelda games! No less...! Or, we can say, a single game with MANY overworld areas and dungeons to explore which can have double the content we normally see in Nintendo 64 OOT and MM!...

For example, here you can see sample pictures of over worlds and dungeons worth creating in Project Zelda Engine!:










Here, the Great Deku Tree (It is easy for me to implement a PZE-styled version of it):


Here, the Fire Temple from OOT (you recognize the statues on the wall):














Here, the Temple of Time from OOT (someone turned it into a dungeon tongue.gif ):



EDIT: Baffu, is a Map Limit Breaker possible and configurable, unlike the other limit breakers (which, as you said that they don't let you make easy use of the extra terrains, etc)?
Baffou
Quote for silent : Baffou, is a Map Limit Breaker possible and configurable...

Map Limit Breaker ? You mean break the limit of 999 maps?
i have seen a script like this, but i haven't tested yet. Maybe when i get over 800 maps,
in my game i will give it a try.
For the terrain Tag, as far as i know, i haven't seen anything like that.


Nice screenshots, but the map with the Deku Tree,
i'm not sure you could use it, it's From XFixium (the autor of LA Awakening remake on rmk2003),
who actually make a remake of ocarina of time using gamemaker, and currently working on it,
the sprites are made by his team, it's better to ask permission for using it.

EDIT : The 7 first screenshots are from Zelda parallel world,
a hack of Zelda 3 on snes ? I have tried this one, it was very hard, i have stopped the game
because of the difficulty, too bad it seems good...
SilentResident
QUOTE (Baffou @ Sep 23 2011, 07:12 PM) *
Quote for silent : Baffou, is a Map Limit Breaker possible and configurable...

Map Limit Breaker ? You mean break the limit of 999 maps?
i have seen a script like this, but i haven't tested yet. Maybe when i get over 800 maps,
in my game i will give it a try.
For the terrain Tag, as far as i know, i haven't seen anything like that.


Nice screenshots, but the map with the Deku Tree,
i'm not sure you could use it, it's From XFixium (the autor of LA Awakening remake on rmk2003),
who actually make a remake of ocarina of time using gamemaker, and currently working on it,
the sprites are made by his team, it's better to ask permission for using it.

EDIT : The 7 first screenshots are from Zelda parallel world,
a hack of Zelda 3 ? Ihave tried this one, it was very hard, i have stopped the game
because of the difficulty, too bad it seems good...



Ahh, thanks alot. I am planning to create many small maps instead of few big ones in PZE. As you see, the Interiors of the houses in PZE are pretty big. A huge map. The idea for cutting them into smaller maps for better performance gains support, as many people seem to be unable to handle a few -but very big- maps of PZE in their PCs - the smaller maps are preferred for performance increase, even at the cost or reaching the map limit of 999 faster this way.

By the way, I already got the Map Limit Breaker demo with the Map Limit Breaker script for RPG Maker XP, I have it stored in one of my archives, in my PC, and I am willing to upload it for anyone who is interested on it. smile.gif

but I never tested it myself as i never had enough time to bother with such things.


EDIT:thanks for letting me know about the remakes of LA and OOT, No idea about actual working remakes of those games. Where can I find their sites? Of course can't use the actual Deku Tree of this picture in PZE, but I can implement it, as this gave me the idea how to paint a Deku Tree with a such level of details (see the tree's leaves in that OOT remake? nice way they implemented them) I guess more resources of the forest tiles from Legend of Zelda Link to the Past will help a bit.
Baffou
Little map are better for the interiors,
if you are afraid of the limit breaking, you can make for
exemple 4 interiors one a same map, it should be running fine.
By the way, the thing who make lag in the interiors
is the lightning system, it should be redone. (XAS got a similary lighting system, but it's very fluide,
i think you should use it when you will transfer the project to XAS)
for the outside maps you should cut them in small parts:
kakariko village (ocarina of time) in 2 parts.
and the hyrule plains(north and south) in small parts too, you will gain a lot of frames.

Site d'Xfixium and his team :
pyxosoft
Xfixium, know a lot about RMK, you could ask him some help, i'm sure he will help you.
Klokinator
I recommend you take a look at the FEXP engine when you get a chance. Yeti implemented around 70 terrain tags therefore breaking the limits. (I think, this discussion was TL:DR) Also, consider using two tags per tile as a sort of combination (Dunno if you can do that) so having only 9 tags available actually gives you 99 tag possibilities.

Tags 1+2 = 12. 4+9 = 49. If this were possible you should easily be able to set all the tags you'll ever need.
Baffou
QUOTE (Klokinator @ Sep 23 2011, 07:14 PM) *
I recommend you take a look at the FEXP engine when you get a chance. Yeti implemented around 70 terrain tags therefore breaking the limits. (I think, this discussion was TL:DR) Also, consider using two tags per tile as a sort of combination (Dunno if you can do that) so having only 9 tags available actually gives you 99 tag possibilities.

Tags 1+2 = 12. 4+9 = 49. If this were possible you should easily be able to set all the tags you'll ever need.


FEXP engine : I have tested a little, it's a pretty impressive engine.
But it must be hard to implement this terrain tag limit break in PZE,
i'm sure it will make a lot of conflicts, and i don't think it will be compatible with XAS.
that will need some huge modifications, but that will be great.

EDIT : I have just looked at the scripts of FEXP engine, it's very impressive,
and looked at the script "Terrain Data" in the script editor,
and i must admit, if it can be rewrited To be compatible with XAS, it would be awesome !
SilentResident
QUOTE (Klokinator @ Sep 23 2011, 09:14 PM) *
I recommend you take a look at the FEXP engine when you get a chance. Yeti implemented around 70 terrain tags therefore breaking the limits. (I think, this discussion was TL:DR) Also, consider using two tags per tile as a sort of combination (Dunno if you can do that) so having only 9 tags available actually gives you 99 tag possibilities.

Tags 1+2 = 12. 4+9 = 49. If this were possible you should easily be able to set all the tags you'll ever need.


I will have this in mind.



EDIT:Adding the Majora's Mask 3-Day Time system to PZE... smile.gif








Chakanevil, I think we need to discuss extensively about the Show Picture ID (the limit is 50 pictures per project) usage in Project Zelda Engine. I think before we can continue further with the development of the Engine, we need to set how many pictures we will need in the future, how many pictures IDs will be freed thanks to Night_Runner's scripted Inventory Menus and XASABS which, unlike the Common Event of Inventory Menu, does no longer uses any of the 50 picture slots to display the weapon icons on the inventory. Also we need discuss at which order shall we place the pictures (the order is very important - defines if a rain's fog will be above the Door-Zoom or Loading screen's picture or below it, or the Ocarina note is displayed below or above the Ocarina NoteBar, etc.

You can find info about what pictures are used by which slots, at the PZE's Common Event Database > first Common Event entry (top of the list) which does not functions as Common Event (its disabled) as it is only text and nothing else.
Chakanevil
sorry silent not understanding what you are saying, do you mean pictures as in the megaton hammer and ice rod?

Also i don't get why we can't use this script.

Unlimited Terrain Tags

Features: allows the use of unlimited terrain tags.

Just not understanding FEXP, is it a remake of RPG Maker xp, or a new engine, and if it is a mod of RMXP, why cant we use our scripts if it just mods the base system/
Klokinator
Sometimes I do say a smart thing or two lol.
Chakanevil
why can't we use this as well?

More Terrain Tags
SilentResident
QUOTE (Chakanevil @ Sep 24 2011, 02:49 AM) *
why can't we use this as well?

More Terrain Tags



Shall I upload the Map Limit Breaker too? ^^
Klokinator
QUOTE
Just not understanding FEXP, is it a remake of RPG Maker xp, or a new engine, and if it is a mod of RMXP, why cant we use our scripts if it just mods the base system/

At risk of repeating myself for the umpteenmillionth time:

It's a project made in RMXP. However, for certain scripts the details of which I dunno, Yeti uses a couple C# files to modify how the scripts work. In addition, he has some unique call language going on that alters some normal ruby definitions. No, I don't know the exact details, all that matters to me is that no script that works in default RMXP works in FEXP, and vice versa. They will each require some changing and altering.
SilentResident
QUOTE (Klokinator @ Sep 24 2011, 02:57 AM) *
QUOTE
Just not understanding FEXP, is it a remake of RPG Maker xp, or a new engine, and if it is a mod of RMXP, why cant we use our scripts if it just mods the base system/

At risk of repeating myself for the umpteenmillionth time:

It's a project made in RMXP. However, for certain scripts the details of which I dunno, Yeti uses a couple C# files to modify how the scripts work. In addition, he has some unique call language going on that alters some normal ruby definitions. No, I don't know the exact details, all that matters to me is that no script that works in default RMXP works in FEXP, and vice versa. They will each require some changing and altering.



Indeed, especially if the Starter Kit has its core parts of it modified, a script that may work fine in normal RPG Maker XP, probably won't work on the kit without some alteration. This happens to PZE too :S

Well guys, I keep in mind Baffu's suggestion as well, to pay some attention on the Lighting script which I never needed to use at all, despite I was the one who added it (and Night_Runner re-worked it to make it compatible with PZE).
Chakanevil
does anyone know of a script that allows the equipment to be re-arranged? such as you can put a potion where the sword once was?

basically think zelda when you can move the shield where bombs might have once been.
SilentResident
QUOTE (Chakanevil @ Sep 24 2011, 03:10 AM) *
does anyone know of a script that allows the equipment to be re-arranged? such as you can put a potion where the sword once was?


A while-playing-rearrangement much like as seen in Oracle of Ages or Oracle of Seasons (and the recent OOT 3D)?
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