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Full Version: The Project Zelda Engine (aka Zelda Starter Kit)! *With Download Links & Pictures*
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Chakanevil
yes being able to highlight an item and move it to a new position, anyone know of any scripts?
SilentResident
QUOTE (Chakanevil @ Sep 24 2011, 03:24 AM) *
yes being able to highlight an item and move it to a new position, anyone know of any scripts?


I don't think. Better we forget it for now - or leave it for later, as I sense a big trouble and energy wasted on trying to implement an in-game rearrangement of items on a custom-made inventory script - unless it is simpler than what I imagine...


And about the pictures, I mean they are out of order. And not in the correct priority depending their importance to the PZE.

For example, I noticed that the "Dark Room" black fog picture is higher priority than the Door Zoom and the Screen Loading picture, and therefore it looks unrealistic as Link is leaving the abandoned cabin in the graveyard. (play the game, and enter the dark house. And then exit back to the graveyard. Here, you will notice that the White-colored Door Zoom picture is bellow the Dark fog picture, in terms of layer priority, instead of above, which could be the correct layer priority.)
Chakanevil
ya it does look a bit weird now that you mention it
Baffou
Chakanevil, thanks for the link "more terrains Tags",
i have taken the script, i will make some tests with it...
and a menu with you can rearrange the items, something like link's awakening,
i haven't see any script like that. (personnally i don't like that kind of menu, i prefer
something more like ocarina of time or link to the past with the items at their respectives positions).
By the way Chakanevil, what about your menu request at Gameface ?
does Mr Wiggles working on it ?

Silent : For the lightning system : It's a good news, it will certainly save a lot of frames.
SilentResident
QUOTE (Baffou @ Sep 24 2011, 03:55 AM) *
Chakanevil, thanks for the link "more terrains Tags",
i have taken the script, i will make some tests with it...
and a menu with you can rearrange the items, something like link's awakening,
i haven't see any script like that. (personnally i don't like that kind of menu, i prefer
something more like ocarina of time or link to the past with the items at their respectives positions).
By the way Chakanevil, what about your menu request at Gameface ?
does Mr Wiggles working on it ?

Silent : For the lightning system : It's a good news, it will certainly save a lot of frames.



Yes, I wonder why I wanted Lighting system in PZE when I never had any use of it. I am gonna totally remove it.
Chakanevil
QUOTE (SilentResident @ Sep 23 2011, 08:03 PM) *
QUOTE (Baffou @ Sep 24 2011, 03:55 AM) *
Chakanevil, thanks for the link "more terrains Tags",
i have taken the script, i will make some tests with it...
and a menu with you can rearrange the items, something like link's awakening,
i haven't see any script like that. (personnally i don't like that kind of menu, i prefer
something more like ocarina of time or link to the past with the items at their respectives positions).
By the way Chakanevil, what about your menu request at Gameface ?
does Mr Wiggles working on it ?

Silent : For the lightning system : It's a good news, it will certainly save a lot of frames.



Yes, I wonder why I wanted Lighting system in PZE when I never had any use of it. I am gonna totally remove it.


lighting system, you mean the lights at night on the house I actually like that.

also how about we add the minish cap function in UP4 the shrinking and regrowing options.
SilentResident
QUOTE (Chakanevil @ Sep 24 2011, 04:12 AM) *
lighting system, you mean the lights at night on the house I actually like that.

No worries, it has nothing to do with the lights at night on the houses. It is a script that does constantly checks ALL the events of the current map for a specific "Text" word in their event page. If they have that specific word, the script will use a picture in the Pictures folder to place a light cycle on that event's location.

An example of how this script works, is, lets say we placed a streetlight on the village's road. We place a comment in the event's page that says "Lighting", then the script will check the event and spawn a light on the streetlight's lamp, giving the player the sense that the streetlight emits real light.


QUOTE (Chakanevil @ Sep 24 2011, 04:12 AM) *
also how about we add the minish cap function in UP4 the shrinking and regrowing options.

This one is very very simple and it has several ways we can use it - even just with events, or with the Tileset Swap script which adds extra possibilities. But my way is simplier: I prefer the simple way, by using just events and no Tileset Swap script at all. Just events that teleport us to a new map which is the "enlarged" version of the current map. tongue.gif
Chakanevil
couldn't that be replaces with a terrain tag, if we use that extra terrain tag script?
SilentResident
QUOTE (Chakanevil @ Sep 24 2011, 04:22 AM) *
couldn't that be replaces with a terrain tag, if we use that extra terrain tag script?



What to be replaced?


EDIT: Minish Cap Shrinking Areas (such as Jars and Tree Stamps)

Chakanevil
the lighting effects?
SilentResident
QUOTE (Chakanevil @ Sep 24 2011, 04:42 AM) *
the lighting effects?


It doesn't matter, I think seperate lighting effects scripts are not necessary, as we can add lighting effects to the sprites of the Streetlights themselves, which is much much easier and performance beneficial
Chakanevil
ya
Baffou
QUOTE (SilentResident @ Sep 24 2011, 03:26 AM) *
QUOTE (Chakanevil @ Sep 24 2011, 04:42 AM) *
the lighting effects?


It doesn't matter, I think seperate lighting effects scripts are not necessary, as we can add lighting effects to the sprites of the Streetlights themselves, which is much much easier and performance beneficial


You can make it in many ways :
1 - You make an event with a lightning effect in the graphic and you set it up
just over the area or the event who should be lightened.
2 - You can recolorate the tilesets and make directly the lightnings on them.
3 - You can use a fog who have the same size of your map, and make all the lightnings effects
of the maps on this same fog, but it need to create a new fog per map.
SilentResident
QUOTE (Baffou @ Sep 24 2011, 05:51 AM) *
QUOTE (SilentResident @ Sep 24 2011, 03:26 AM) *
QUOTE (Chakanevil @ Sep 24 2011, 04:42 AM) *
the lighting effects?


It doesn't matter, I think seperate lighting effects scripts are not necessary, as we can add lighting effects to the sprites of the Streetlights themselves, which is much much easier and performance beneficial


You can make it in many ways :
1 - You make an event with a lightning effect in the graphic and you set it up
just over the area or the event who should be lightened.
2 - You can recolorate the tilesets and make directly the lightings on them.
3 - You can use a fog who have the same size of your map, and make all the lightinings effects
of the maps on this same fog, but it need to create a new fog per map.


I agree. smile.gif I have seen the #3 frequently in many good cool games, with a fog in same size with the map.
Chakanevil
got the name input script ready will need Night to modify it so that it goes from capital A to M on the top row and not capital A - E followed by lowercase a- e, as well as add the sounds, such as the background music, cursor and so on, but i made most of the placement modifications and background images, oh and he will have to update the rectangle to a circle, as well as making the back and end button flash when highlighted.

Didnt realize the file display script had a name input.
SilentResident
OK.


Also our priority is to replace most of the Parallel Progress Events that run in every map with scripts. THIS WILL DRASTICALLY IMPROVE FPS FOR MOST PLAYERS' COMPUTERS


I think the following Parallel Progress Events are good for turning them into scripts:

First Startup (This simple event is crucial for the proper function of Project Zelda Engine and its activated only ONCE, at the very beginning of the game, as soon as the player creates and starts a new Save Game File to play. The event can be found on an empty map called "Startup Map (Must be here)". A friend, Derula, already said it is easy to turn the functions of the First Startup event into a script which will also make the Startup Map obsolete, and therefore, making the things much easier and simplier.
Area Visit <Map Name> - This shows the map's name on a stylized papyrus displayed on the upper-right corner of the screen, as we visit a new map.
Throw Objects - I think it becomes obsolete with the installation of XASABS
Link's Projectile - becomes obsolete with the installation of XASABS
Enemies Startup - becomes obsolete with the installation of XASABS

There are also:
Teleportation ID arrival - For this one I am not sure if can it be turned into script. It is the event that displays the final parts of the graphics of Link's teleportation to a map after he plays the Ocarina teleportation Songs, such as Song of Soaring (from Majora's Mask), Prelude of Light, Bolero of Fire, etc.
Klokinator
Bwdyeti made some really amazing changes to how the events work in FEXP. For example, certain words in the title of the event completely alter how it works. Chance and event to UNIT and it becomes a unit on the map. Chance it to UNIT ITEM and that unit now drops its last item when you kill it. Change it to UNIT BOSS and it's obviously a boss now with some other attributes.

Rename an event to TURN and it becomes a turn based event. Throw in a modifier or two like START or END after the TURN part (TURN END, TURN START, etc) and the event occurs at the start or end of a turn. Then putting a 1, 2, 3, or a 4 after wards tells the game what faction's turn is modified.

For example, TURN END 3-reinforce1 tells the game that at the end of faction 3's turn (Ally faction) a certain event occurs. The reinforce1 part with the seperation of the dash just allows you to give it a unique name so it can be more easily identified.

Perhaps work on making a similar event system in the PZE? BOMB, STUMP, RUPEE_55 or something similar.
Chakanevil
ok how would you guys feel about load and save animations?



I can say as a teaser that the new screens silent is creating are very amazing, they're far better than what I had in mind and created.
Baffou
Chakanevil : ok how would you guys feel about load and save animations?

I know this script, it's made by Moghunter.
i think it will be a nice add to PZE.
Chakanevil
QUOTE (Baffou @ Sep 24 2011, 06:52 PM) *
Chakanevil : ok how would you guys feel about load and save animations?

I know this script, it's made by Moghunter.
i think it will be a nice add to PZE.


Yep, it's mog

also this is for silent or night how many items will there be in total i got the script mocked up there are 31 items slots will we need anymore?
SilentResident
QUOTE (Chakanevil @ Sep 25 2011, 03:01 AM) *
QUOTE (Baffou @ Sep 24 2011, 06:52 PM) *
Chakanevil : ok how would you guys feel about load and save animations?

I know this script, it's made by Moghunter.
i think it will be a nice add to PZE.


Yep, it's mog

also this is for silent or night how many items will there be in total i got the script mocked up there are 31 items slots will we need anymore?

You are not clear. You mean items assignable to the hotkeys (usable on maps?)

Well, it is:
Inventory Screen:
30 Weapons (Usable on Map) + 4 Bottles (Usable on Map) + 10 Miscellaneous Items (Usable on Map).

Equipment Screen:
19 Equipment Gear and Swords. (All passive - not usable on Map)

Quest Status Screen:
44 Quest Items (All passive - not usable on Map)

Mask Screen:
30+ Masks? (Undefined number) (Usable on Map).

EDIT: What script is that? A new inventory menu? huh.gif
Chakanevil
just how many item will be shown on the inventory screen?

what im asking besides trade-able, how many items will be equip-able?

happy.gif ay yes a new menu script that works with xasabs
SilentResident
QUOTE (Chakanevil @ Sep 25 2011, 05:58 AM) *
just how many item will be shown on the inventory screen?

what im asking besides trade-able, how many items will be equip-able?

happy.gif ay yes a new menu script that works with xasabs


Mate, I don't think it is nice of you to try to get an inventory script right under the nose of N_R who worked hard to create his exclusive Inventory screen script for PZE... But this is my fault. It seems I didn't told you the good news about the Inventory Script and XASABS...

Well, I got a mail from NR who managed to make improvements over the inventory and XASABS!!! biggrin.gif Actually, he went a step further by adding zelda-styled 3 c-button keys in PZE, (you know those 3 yellow c-arrow buttons in Ocarina of Time and Majora's Mask?:


Here is a part of N_R's mail:
QUOTE
While I'm actually communicating with people, just letting you know that I've got XABS to work with multiple items


There I've just got it to drop a bomb and use the hookshot without going back into the pause menu.
That actually took a while... mostly to get the default HUD to work with it.... and the default item menu.... oh well!

Wonderful, are you happy with the 3 items? Or would it be better to just have the 2 inputs like you suggested, and leave the extra input for something else? It's no effort to change on my part, I just have a list of inputs and I can easily add/remove from that list smile.gif



I am sorry I didn't informed you before, and I think I shall check my Mail archives and see if other teammates have been aware of the news.
Baffou
QUOTE (SilentResident @ Sep 25 2011, 07:02 AM) *
QUOTE (Chakanevil @ Sep 25 2011, 05:58 AM) *
just how many item will be shown on the inventory screen?

what im asking besides trade-able, how many items will be equip-able?

happy.gif ay yes a new menu script that works with xasabs


Mate, I don't think it is nice of you to try to get an inventory script right under the nose of N_R who worked hard to create his exclusive Inventory screen script for PZE... But this is my fault. It seems I didn't told you the good news about the Inventory Script and XASABS...

Well, I got a mail from NR who managed to make improvements over the inventory and XASABS!!! biggrin.gif Actually, he went a step further by adding zelda-styled 3 c-button keys in PZE, (you know those 3 yellow c-arrow buttons in Ocarina of Time and Majora's Mask?:


Here is a part of N_R's mail:
QUOTE
While I'm actually communicating with people, just letting you know that I've got XABS to work with multiple items


There I've just got it to drop a bomb and use the hookshot without going back into the pause menu.
That actually took a while... mostly to get the default HUD to work with it.... and the default item menu.... oh well!

Wonderful, are you happy with the 3 items? Or would it be better to just have the 2 inputs like you suggested, and leave the extra input for something else? It's no effort to change on my part, I just have a list of inputs and I can easily add/remove from that list smile.gif



I am sorry I didn't informed you before, and I think I shall check my Mail archives and see if other teammates have been aware of the news.


Great news, that sounds like very good.
On my side, i have made some tests with XAS about you're engine,
i will send you a demo when i have finished (maybe in a week or more,
because i'm working on my project in the same time).
Chakanevil
i asked for a menu when you didnt think night was coming back, sorry about that night anyhow if you guys want to see the script I'll post it

CODE
module Item_Window_Config
  # [(0 = item, 1 = wepon, 2 = armor), item id, switch id (only for items)]
  # The menu will draw weapons and armors if the party has them. It will
  # draw the item if the switch for it is active.
  ITEM_LIST = {
  "bow"  => [1, 1],
  0 => [1, 1],
  1 => [2, 1],
  5 => [1, 1],
  "jar0" => [0, 1, 1], # [type, item id, vairaible id]
  "jar1" => [0, 1, 2], # variable id is set to -1 if do not have jar,
  "jar2" => [0, 1, 3], # 0 if have jar, and 1-999 for item id in jar.
  "jar3" => [0, 1, 4],
  "jar4" => [0, 1, 5],
  "jar5" => [0, 1, 6]
  }
end

#==============================================================================
class Scene_Menu
  def main
    @back_pic = Window_Base.new(-8, -8, 700, 520)
    @back_pic.contents = Bitmap.new(700, 520)
    @back_pic.opacity = 0
    set_back_pic("Item Menu.png")
    @item_window = Menu_Item_Win.new
    Graphics.transition
    loop do
      Graphics.update
      Input.update
      update
      break if $scene != self
    end
    Graphics.freeze
    @item_window.dispose
    @back_pic.dispose
  end

  def set_back_pic(img)
    back = RPG::Cache.windowskin(img)
    @back_pic.contents.clear
    @back_pic.contents.blt(0, 0, back, Rect.new(0, 0, back.width, back.height))
    @back_pic.update
  end

  def update
    @item_window.update
    if Input.trigger?(Input::C)
    
    elsif Input.trigger?(Input::B)
      $scene = Scene_Map.new
    end
  end
end

#==============================================================================
class Menu_Item_Win < Window_Selectable
  def initialize
    super(-16, -16, 700, 500)
    @column_max = 8
    @spacing = 18
    self.index = -1
    @tag = 1
    refresh
    self.opacity = 0
  end

  def item
    return @data[self.index]
  end

  def refresh
    if self.contents != nil
      self.contents.dispose
      self.contents = nil
    end
    self.contents = Bitmap.new(width - 32, height - 32)
    self.contents.font.name = $defaultfonttype
    self.contents.font.size = $defaultfontsize
    @data = []
    item = $data_weapons[Item_Window_Config::ITEM_LIST["bow"][1]]
    @data.push(item)
    actor = $game_party.actors[0]
    for id in 0..31
      id = Item_Window_Config::ITEM_LIST[id]
      if id.nil?
        @data.push(nil)
        next
      end
      case id[0]
      when 0
        if $game_switches[id[2]]
          @data.push($data_items[id[1]])
          next
        end
      when 1
        if $game_party.weapon_number(id[1]) > 0 or actor.weapon_id == id[1]
          @data.push($data_weapons[id[1]])
          next
        end
      when 2
        if $game_party.armor_number(id[1]) > 0
          @data.push($data_armors[id[1]])
          next
        end
      end
      @data.push(nil)
    end
    for id in 0..5
      item = Item_Window_Config::ITEM_LIST["jar#{id}"]
      item = item.nil? ? nil : $data_items[item[1]]
      @data.push(item)
    end
    @item_max = @data.size
    for i in 0...@item_max
      draw_item(i)
    end
  end

  def draw_item(index)
    item = @data[index]
    tag = index.zero? ? 1 : index > 32 ? 2 : 0
    case tag
    when 0
      index = index - 1
      x = 119 + (index % @column_max * (36 + @spacing))
      y = 82 + (index / @column_max * (36 + @spacing))
    when 1
      x = 64
      y = 82
    when 2
      index = index - 1
      x = 164 + (index % @column_max * (36 + @spacing))
      y = 316
    end
    self.contents.draw_text(x, y, 24, 32, "#{index}", 2)
    return if item.nil?
    number = $game_party.item_number(item.id) if item.is_a?(RPG::Item)
    rect = Rect.new(x, y, 36, 36)
    self.contents.fill_rect(rect, Color.new(0, 0, 0, 0))
    opacity = 255
    unless number.nil?
      self.contents.draw_text(x, y, 24, 32, number.to_s, 2)
      opacity = 128 if number.zero?
    end
    bitmap  = RPG::Cache.icon(item.icon_name)
    self.contents.blt(x + 6, y + 6, bitmap, Rect.new(0, 0, 24, 24), opacity)
  end

  def update
    old_index = @index
    if self.active and @item_max > 0
      if Input.repeat?(Input::DOWN)
        return if @index == -1
        if (@index / @column_max) < 4 and @tag != 2
          if @index != 24 and @index != 31
            @index = (@index + @column_max) % @item_max
          end
        end
        if @index > 31
          @index -= 1 if @tag == 0
          @tag = 2
        end
      end
      if Input.repeat?(Input::UP)
        return if @index == -1
        if @index >= @column_max
          @index = (@index - @column_max + @item_max) % @item_max
        end
        if @index < 32 and @tag == 2
          @index += 1
          @tag = 0
        end
      end
      if Input.repeat?(Input::RIGHT)
        if @index == -1
          @tag  = 0
          @index = 0
        elsif @tag == 2
          @index += 1 if (@index % @column_max) < 5
        else
          @index += 1 if (@index % @column_max) < 7
        end
      end
      if Input.repeat?(Input::LEFT)
        if @index == 0
          @tag  = 1
          @index = -1
        elsif @index > -1
          @index -= 1 if (@index % @column_max) > 0
        end
      end
    end
    if old_index != @index
      $game_system.se_play($data_system.cursor_se)
      refresh
    end
    update_help if self.active and @help_window != nil
    update_cursor_rect
  end

  def update_cursor_rect
    index = @index
    if index < 0
      index = index + 1
    end
    row = index / @column_max
    self.top_row = row if row < self.top_row
    if row > self.top_row + (self.page_row_max - 1)
      self.top_row = row - (self.page_row_max - 1)
    end
    x, y = 0, 0
    case @tag
    when 0
      x = 119 + (index % @column_max * (36 + @spacing))
      y = 82 + (index / @column_max * (36 + @spacing) - self.oy)
    when 1
      x = 64
      y = 82
    when 2
      x = 164 + (index % @column_max * (36 + @spacing))
      y = 316
    end
    self.cursor_rect.set(x, y, 36, 36)
  end

  def top_row
    return self.oy / (36 + @spacing)
  end

  def top_row=(row)
    row = 0 if row < 0
    row = row_max - 1 if row > row_max - 1
    self.oy = row * (36 + @spacing)
  end

  def page_row_max
    return 5
  end

  def page_item_max
    return page_row_max * @column_max
  end

  def row_max
    return @item_max / @column_max
  end
end


Just a start but it took a long time figuring out how to line all the items up in the index and such. Test it out and let me know how it feels.

Here the img i re scaled for it.



Save it in Window Skin folder by the name Item Menu.

Also sorry but the way i have it set up you can only have 32 items and in your sample pic you have 35, the way its set up it would be hard to add 3 items in and make it look good, how ever i can just add a new row of items and that will bring up the count to 40.

Mr. Wiggles was working on it, this for xasabs.
Chakanevil
QUOTE (Chakanevil @ Sep 24 2011, 06:24 PM) *
ok how would you guys feel about load and save animations?



I can say as a teaser that the new screens silent is creating are very amazing, they're far better than what I had in mind and created.


Silent how do you feel about this script?
Baffou
I have tested this script on my project, it seems unfinished.
All the items and weapons are shown in the menu, and the cursor
move correctly to the respective item, but you can't select them.
Also there is a bug, you can see the cursor at his initial position (upleft),
right after you enter in the menu. But overall it look good,
i want to see it finished.

Note : the icon size is 24/24 pixels by default, if you use icon 32/32,
change the line 152 :

self.contents.blt(x + 6, y + 6, bitmap, Rect.new(0, 0, 24, 24), opacity)
to this one :
self.contents.blt(x + 6, y + 6, bitmap, Rect.new(0, 0, 32, 32), opacity)
Chakanevil
there isnt no pint in finishing it, unless night might want to put some ideas from it?
SilentResident
QUOTE (Chakanevil @ Sep 25 2011, 09:41 AM) *
QUOTE (Chakanevil @ Sep 24 2011, 06:24 PM) *
ok how would you guys feel about load and save animations?



I can say as a teaser that the new screens silent is creating are very amazing, they're far better than what I had in mind and created.


Silent how do you feel about this script?



Soz loading bars are not a characteristic of the Legend of Zelda games, no matter how good this script looks for Project Zelda Engine. :-/
But somehow I feel I have seen loading bars in (maybe) zelda games? Which ones? Did Majora's Mask had loading bars? Well it had something which resemples a loading bar but it was a cutscene - a white tunnel with infinite clocks in wish Link falls after playing the Song of Time to return back to the first day.
dodongo08
QUOTE (SilentResident @ Sep 23 2011, 10:31 AM) *
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.

Hehe, you are doing good work, now, you can rename the PZE into Zelda 64 2D Engine XD.
SilentResident
QUOTE (dodongo08 @ Sep 25 2011, 05:49 PM) *
QUOTE (SilentResident @ Sep 23 2011, 10:31 AM) *
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.

Well, if you want a reworked screen of "day presentation", I have it stored in my Hard Drive ^^
Now, I am trying to make my own Light Arrow with their own effect ( like Oot to defeat Ganondorf)
EDIT : I'm trying to implant my own Zora and Goron tunic in the Update 3 ... and the Parallel Worlds Sword Animation
EDIT 2 : I am also trying to make the twilight world "squares" animation from twilight princess ^^


I am always interested on your reworked screens of Majora's Mask's days smile.gif
dodongo08
QUOTE (SilentResident @ Sep 25 2011, 08:09 AM) *
QUOTE (dodongo08 @ Sep 25 2011, 05:49 PM) *
QUOTE (SilentResident @ Sep 23 2011, 10:31 AM) *
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.

Well, if you want a reworked screen of "day presentation", I have it stored in my Hard Drive ^^
Now, I am trying to make my own Light Arrow with their own effect ( like Oot to defeat Ganondorf)
EDIT : I'm trying to implant my own Zora and Goron tunic in the Update 3 ... and the Parallel Worlds Sword Animation
EDIT 2 : I am also trying to make the twilight world "squares" animation from twilight princess ^^


I am always interested on your reworked screens of Majora's Mask's days smile.gif

Hehe, my Stockage Hard Drive have over 9000 files ... so, I'm going to search the M'sM day presentation and upload it ^^

EDIT : Here's the pictures, hope you like it






Off topic: I tried to remake the title of my game, I think that my avatar is old (outdated), then here is the "new" logo, after, I will try to do in the style of Twilight Princess with of course the wolf logo ...


Wait and see ^^...
SilentResident
QUOTE (dodongo08 @ Sep 25 2011, 07:26 PM) *
Hehe, my Stockage Hard Drive have over 9000 files ... so, I'm going to search the M'sM day presentation and upload it ^^

EDIT : Here's the pictures, hope you like it






....................................! ! !

EDIT: I am speechless smile.gif
ShinGamix
I wanted to return and see how the project was since I was one of the first few to post on this topic originally. Congratulations Silent you have really outdone yourself! If you look up BadAss in the dictionary you find this is the definition!
SilentResident
QUOTE (ShinGamix @ Sep 25 2011, 09:46 PM) *
I wanted to return and see how the project was since I was one of the first few to post on this topic originally. Congratulations Silent you have really outdone yourself! If you look up BadAss in the dictionary you find this is the definition!



Thanks for your good words. I couldn't be there without you the players, the visitors of the forums, and of course Night_Runner, Chakanevil and Derula! smile.gif
Chakanevil
Hows this clock system it's from Skulltula's Amulet

Edited for now

Btw, how about we release a sneak of the menus, but shrink them down so that if they are resized they will blur and not be worth while anyways, or place the logo over top so that it will be hard to remove, still to give the players an update of whats to come?
SilentResident
QUOTE (Chakanevil @ Sep 26 2011, 01:51 AM) *
Hows this clock system it's from Skulltula's Amulet

Edited for now

Btw, how about we release a sneak of the menus, but shrink them down so that if they are resized they will blur and not be worth while anyways, or place the logo over top so that it will be hard to remove, still to give the players an update of whats to come?

Hehe, you are very cautious with the menus, heh? Fine by me lol smile.gif
I don't mind, at all. smile.gif You can do whatever you want - add a logo, resize, etc.
I agree, it could be nice to post them in public so people get a Majora's Mask/Ocarina of Time taste of the upcoming Update Patch 4! biggrin.gif I bet they will be eager for the UP4! lol

EDIT: Now I go back to work to make the other 4 screens. smile.gif
EDIT2: You are really amused with the 2 first screens of the 6, don't you, dear Chakanevil? Really I love the new PZE's screens, I can't stop enjoying them in the windows photo viewer Teeeheee! teehee.gif (And we thank thank the God I lost the previous screens in the UBS, otherwise I could never do those new ones which are amazing...)
Chakanevil
well i just don't want the menu to be outthere untill UP4 comes out is all, or in other projects, I want the players to have something that is exclusive to PZE.
Chakanevil
Here some teaser images.






[Tunic Display] Version from top will be the final version, just add the tunic display.



These are a rework of the screen that Silent has created.

This is the clock from Skulltula's amulet, I had to use DRGSS to extract the files, since it was a japanese archive.











Ya i guess your right just a little nervous to keep these screen, at least till after UP4 but since we are using other people work I don't see the harm anymore.
SilentResident
QUOTE (Chakanevil @ Sep 26 2011, 03:36 AM) *
well i just don't want the menu to be outthere untill UP4 comes out is all, or in other projects, I want the players to have something that is exclusive to PZE.



Even if it ends into other projects, We have the original PSD. image document file + your sources which is the purest evidence of who is the true creator of it, which no one else has. smile.gif
Chakanevil
How's this for a new logo?



Baffou
I have already said it, but i say it again,
the menus screens looks very good, very professionnal work.
The new logo is good too.
SilentResident
QUOTE (Chakanevil @ Sep 26 2011, 04:32 AM) *
How's this for a new logo?






Can you send me the triforce of that logo (if you had it as a separate file) - i will do a small tweak to the logo so it can be read easier smile.gif

QUOTE (Baffou @ Sep 26 2011, 04:49 AM) *
I have already said it, but i say it again,
the menus screens looks very good, very professionnal work.
The new logo is good too.


Well, you didn't had to rate the menus "again", as we already showed them to you. biggrin.gif We just wanna show them to the community now... tongue.gif

EDIT: the Quest Status Screen is gonna be complete soooooon! smile.gif
Chakanevil
here you are silent

Chakanevil
having problems with inseting a script, it functions right till it time to teleport then it ignores it.
SilentResident
QUOTE (Chakanevil @ Sep 26 2011, 09:15 AM) *
having problems with inseting a script, it functions right till it time to teleport then it ignores it.


What kind of script is this?
Chakanevil
advoid guards

also here's a new screen image for the players to look at

dodongo08
QUOTE (Chakanevil @ Sep 26 2011, 07:32 AM) *
advoid guards

also here's a new screen image for the players to look at


........................ !
Translation : AMAZING and AWESOME !
Chakanevil
Thanks I feel I deserve some credit, but truthfully Silent has made it much better so she deserves just as much credit as I do.
SilentResident
QUOTE (Chakanevil @ Sep 26 2011, 08:27 PM) *
Thanks I feel I deserve some credit, but truthfully Silent has made it much better so she deserves just as much credit as I do.


Hahaha, well, the credit goes to PZE team then, as both I and Chakanevil are members of it, while N_R make it possible for us to have a Multi-screen inventory possible for the fans of RPG Maker XP smile.gif
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