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Chakanevil
QUOTE (Klokinator @ Sep 28 2011, 03:57 AM) *
Let's make it simple.

Wii.
Wii controller.
Wii Motion Plus plugs into the bottom of the controller (You may have noticed a usb plug there)
Game
Nunchuck Controller. (Possibly optional, dunno. I'm not really interested in Skyward sword.)


graphic wise Skyward Sword looks predated to Twilight Princess, game play look fun, lets hope so at least, I'm kinda iffy on the game myself, since twilight princess had some interaction with the wii remote.
8mike8
You will require exactly

the wii console
motion plus controller, which will come with your preordered bundle
the nunchuck attatchement for the controller

That's it excluding the obvious things that come with the console such as sensor bar and power, tv cables.

Nice job on the engine so far, looks very impressive
dodongo08
QUOTE (Baffou @ Sep 27 2011, 12:59 PM) *
I said purple too,
it will fit better with the masks...

+1 happy.gif

I'm waiting to buy SS and discover all new features of this game. And Skyward Sword use the Motion plus ^^... I really love the Story and Graphism of Twilight Princess, so let's look SS
SilentResident
Thank you mates! Thank you all! thanks.gif

Now making the Mask Screen! biggrin.gif
dodongo08
I'm very exited to see the Mask Menu :-)
Off topic

I have some Zelda "Fan" Pictures stored in my Hard Drive since 2009, I have made myself, really, I don't know if the title "Twilight Sword" fits with the picture but like Duke says : Damn I'm Good XD
http://imageshack.us/photo/my-images/225/atwork1.png/
EDIT : I don't want to upload the picture here because the picture's Res is HUGE ^^
OrigamiRose
Guys, stay on topic please. If you want to discuss non-topic related things, do it through PM. smile.gif
Chakanevil
can't wait to see the new screen(s)
SilentResident
OK gamers, here are all the screens we are gonna see in Project Zelda Engine - Update Patch 4:

The Inventory Screen


The Equipment Screen


The Quest Status Screen


The Masks Screen


The Map Screen


The Save Game Screen


Enjoy! biggrin.gif
Chakanevil
QUOTE (SilentResident @ Sep 28 2011, 04:26 PM) *
OK gamers, here are all the screens we are gonna see in Project Zelda Engine - Update Patch 4:

The Inventory Screen


The Equipment Screen


The Quest Status Screen


The Masks Screen


The Map Screen


The Save Game Screen


Enjoy! biggrin.gif


The mask screen doesn't look quite right to me, the four slots are wrong i think, where the quiver would be. and the save screen is hollow in the center, as for map, i would leave it blank as someone may want a different map, also dungeon maps displays here as well, these are easy fixes, make the save screen hollow like the red one, otherwise very nice.

SilentResident
QUOTE (Chakanevil @ Sep 29 2011, 12:57 AM) *
The mask screen doesn't look quite right to me, the four slots are wrong i think, where the quiver would be. and the save screen is hollow in the center, as for map, i would leave it blank as someone may want a different map, also dungeon maps displays here as well, these are easy fixes, make the save screen hollow like the red one, otherwise very nice.


sad.gif

I am sad you saw the screens that way.

For the Mask screen - The four slots on the left of Mask Display are for the non-useable Quest Masks or, alternatively, for the 4 Boss Masks.
Actually, the Mask Screen in PZE has been expanded and improved to display the maps on Link's body. plus listing Quest Masks.
For the Save Screen - Sadly we can do nothing here. The Save Screen depends on what ideas Night_Runner got for its appearance and way of function.
For the Map screen - There, the map is just an example - and it has clear borders so it doesn't mess with the rest of the windowskin. I preferred to add an example map here rather than seeing a hole....
Klokinator
I think they're all great and want to see them all in a game soon XD
SilentResident
I really don't know what you expect to see in the Save Screen - this is an idea of how it could work:



but it could be left empty and clean instead of painting the buttons on it, because the buttons are left for Night_Runner scripts... We could keep the field empty and clean for NR to be able to work on it without getting confused...


And about the Map screen, here is the basic version:


Anyways, I don't see why you have problem with an example map - even the previous screens had an example map such as:


We put an example map here so NR can test and see if the map script's Zoom feature actually works within the borders the example map.



EDIT:
And here is the explanation for the Mask Screen's build





EDIT 2:
I hope that you will like this, Chakanevil:
SilentResident
EDIT: soz for double post - added the Mask screen to the previous post (above) - please if can someone to delete this message. thanks
Chakanevil
no they're good just didn't know why the slots were there for, what do you mean by quest masks, you mean the heads of the boss, so long as the map screen can be removed then it's perfect, now seeing what you were going for the mask screen is better the way it was, and so long as the player can change the map, then it's perfect, as well as the save screen, leave it blank, but it is translucent in the center, but we can keep as it is.

smile.gif sorry if you thought i was being harsh, just I didn't understand the 4 slots, and why a map was being shown, A+ work silent.

here's the ones i want to use.













I suggest making the save screen like the map screen(no map) and see through? what do you think?
SilentResident
QUOTE (Chakanevil @ Sep 29 2011, 03:12 AM) *
no they're good just didn't know why the slots were there for, what do you mean by quest masks, you mean the heads of the boss, so long as the map screen can be removed then it's perfect, now seeing what you were going for the mask screen is better the way it was, and so long as the player can change the map, then it's perfect, as well as the save screen, leave it blank, but it is translucent in the center, but we can keep as it is.

smile.gif sorry if you thought i was being harsh, just I didn't understand the 4 slots, and why a map was being shown, A+ work silent.


Night_Runner said it is easy to add or remove screens in a game, or re-arrange their orders (make Equipment be lefthand of Inventory and Quest Status be righthand of Map screen, as seen in Legend of Zelda: Ocarina of Time.

Yes quest masks, the non-useable masks of the Bosses. In Majora's Mask, those boss masks are called "Boss's Remains" but they are masks.

Well, now we have to live with the new Mask screen, as the .PSD file of the older Mask Screen (which had the 4 additional slots) has been deleted for good confused.gif


QUOTE (Chakanevil @ Sep 29 2011, 03:12 AM) *
I suggest making the save screen like the map screen(no map) and see through? what do you think?

The Save Screen is the last screen that has to have our attention for now. It is pointless to make the Save Screen ready now, as I had a discussion with NR some time ago, who told me about some plans on creating a Save Screen script added next to the Inventories Screens.

Until we know how exactly this script is gonna work, we forget the Save Screen for now. The Save screen I created was just a possible example of how it could be (I mean without slots, with gray color, etc). But yes, I can make the Save Screen share some characteristics with the Map screen. But another time ok? I am so tired now smile.gif


Yes, the player can change map. It is very simple - the Map screen has strict and clear borders that divide it from the game's map
Chakanevil
we can still use the one above, we're gonna place items on it, so why would we need the psd, try checking the trash can.

I don't get why we need the psd?
SilentResident
QUOTE (Chakanevil @ Sep 29 2011, 03:31 AM) *
we can still use the one above, we're gonna place items on it, so why would we need the psd, try checking the trash can.

I don't get why we need the psd?

lol I always empty the trash can before I start a new painting session. That's obvious.

Well, the .psd file has many layers, different layer for each part of the screen, it is actually a puzzle that allows the minimum loss of details in case you wanna re-write a part of the layer without altering nearby items. Plus it has the Effect Channel records allowing you to use the exact brightness and the exact colors with the rest of the screen. But don't you think the current Mask Screen is better than the older one? I think we better leave the Boss Masks for the Quest Status Screen, much like as seen in Majora's Mask, even if they are Masks.

EDIT: I also made some edits/updates to my previous post, make sure you don't miss it lol smile.gif

EDIT2: Do you like the Quest Status Screen?
Chakanevil


very nice, but will we have enough room on the quest screen?
SilentResident
I dunno why you want it, smile.gif but here is the new Save Game Screen - you was right, now it resembles better the Save Screens of the OOT / Majora's Mask games:

NOTE: I didn't removed the line that starts from bottom-left corner and continues up to top-right corner as I think it adds a some style to the whole concept - if you wanna, I can remove it easily. biggrin.gif




The .pdf file of the older Mask Screen has been recovered now from deletion - I just installed and used now the File Recovery. As I like both the new and the old Mask Screens, it is up to you to choose which screen you prefer.
Well, in Majora's Mask game, the Boss Masks were in Quest Status Screen.

And there is plenty of space in Quest Status Screen. So if a player wants to create a 100% remake of the game Legend of Zelda: Majora's Mask, then he simply has to remove all the 8 Medallions and 3 Spiritual Stones (as those quest items come from Ocarina of Time) and re-paint the Quest Status Screen to add the 4 Quest Masks (Boss Remains).

It is up to you to choose.

Want me to:
1) Repaint Quest Status Screen to add 4 slots for Boss Masks, or 2) Use the old Mask Screen to display those Boss Masks?
there is a third way as well: 3) Forget completely the Boss Masks of Majora's Mask and not implement them to Project Zelda Engine?
Chakanevil
i like the old mask screen, 4 slots, but lets see a repaint of the quest screen as well?
dodongo08
QUOTE (Chakanevil @ Sep 28 2011, 07:20 PM) *
i like the old mask screen, 4 slots, but lets see a repaint of the quest screen as well?

Nice way to remake Zelda Majora's Mask in 2D, or Majora's Mask 2 : The return of Majora ^^
SilentResident
QUOTE (Chakanevil @ Sep 29 2011, 05:20 AM) *
i like the old mask screen, 4 slots, but lets see a repaint of the quest screen as well?



Repainting the Quest Status Screen was more difficult than expected to be. It is hard to add more slots for the Boss-drop items without changing (and destroying) the beautiful symmetrical layout of the Quest Status Screen itself.
To note that the Quest Status Screen of PZE already got 11 Boss-drop quest item slots (3 Spiritual + 8 Medallions) which is one of the highest amount of bosses in a Zelda game (its more than the 9-boss drop quest items of LoZ: OOT! Don't forget that in OOT, there were 6 medallions only...).

Despite this, I removed the 4 season slots from the screen, as I think they take so much space here, and the seasons can easily be integrated into the Rod of Season's tooltip (info) in Inventory Screen. For example make the tooltip of the Rod of Seasons write "Rod of Seasons: Empowered with the following seasons W S S A"

The removal of the seasons from Quest Status freed, now, 4-5 slots for us. The masks can be placed here. (But still I doubt someone is gonna really create a Zelda game with 15 dungeons (3 Stones + 8 Medallions + 4 Masks) in a land that is about to be crushed by the Moon in 3 days)

Here is the new Quest Status Screen:



EDIT:
And here is the new Quest Status Screen in use:



EDIT 2:
I have sent a mail to NR to ask him of his opinion on the idea to re-arrange the current PZE's HUD layout to match the Ocarina of Time (and all other later Zelda games) HUDs and I am positive he will like it smile.gif



Chakanevil
it's kinda hard to decide on this one




or this one



they're both really nice, and i like the features of both screens.

but i suppose we can place the seasons where the gems are?
SilentResident
QUOTE (Chakanevil @ Sep 29 2011, 10:52 PM) *
it's kinda hard to decide on this one
they're both really nice, and i like the features of both screens.

but i suppose we can place the seasons where the gems are?



I will try biggrin.gif

EDIT:
OK, here it is:
XxchaexX
This is a great project I can't wait fot the new version. I downloaded it yesterday and started working on my owns sprites.

This is an example of what i have being working in biggrin.gif


SilentResident
QUOTE (XxchaexX @ Sep 30 2011, 12:01 AM) *
This is a great project I can't wait fot the new version. I downloaded it yesterday and started working on my owns sprites.

This is an example of what i have being working in biggrin.gif




Such a real Ocarina of Time / Majora's Mask styled Inventory Screen! biggrin.gif Gratz, its really good one, mate smile.gif
Baffou
Hey Silent, nice work on the quest status and world map,
i like both of them. thumbsup.gif
Chakanevil
QUOTE (XxchaexX @ Sep 29 2011, 04:01 PM) *
This is a great project I can't wait fot the new version. I downloaded it yesterday and started working on my owns sprites.

This is an example of what i have being working in biggrin.gif




it's nice but pointless to do the box, the reason is that you will need to warp the images for the 3d look on the left and right screen, which will make the images blurry, and destroy the theme anyhow.
Chakanevil


trying to think of how we can have both seasons and gems, i don't think it's possible, but what if someone wanted them both?
SilentResident
QUOTE (Chakanevil @ Sep 30 2011, 01:31 AM) *


trying to think of how we can have both seasons and gems, i don't think it's possible, but what if someone wanted them both?

Mate, I realized now that we broke (I mean transcended) the line of the purpose of the Starter Kit.
I mean, none is gonna use SO many quest items in his game, and even if he is gonna do, he will find the 11 slots for quest items pretty enough The PZE already got more slots than we see in Minish Cap's quest status Screen, or Ocarina of Time's quest status. sorcerer.gif

I highly doubt that someone is gonna find all those 30+ slots in Quest Status screen not enough. They are more than just enough. Unless there is someone (crazy or maniac or whatever ) gamer who is gonna create a HUGE "3 in 1" Zelda game pack. I really doubt someone is gonna create a game called "Legend of Zelda: Ocarina of Time Plus Minish Cap Plus Majora's Mask Plus Oracle of Ages Plus Oracle of Seasons"... and with all the quest items from all those games added Well, even if this case comes a reality, the maniac will have just to create more slots by editing NR's Inventory script, which is easy after all. laugh.gif

This is the Project Zelda Engine - it should be designed for the medium game developer - an engine that offers more slots than a normal Zelda game, but not so many slots. lol

So if someone wants the Gems, then he has to remove some Medallions or Spiritual stones or the Masks. The slots are more than enough for a single game that contains both OOT + MM or OOT + Minish Cap or MM + Minish Cap quest items. smile.gif
Baffou
XxchaexX : Chakanevil is right, it's better to remove the left and right parts of the box,
unless you 're planning to simulate the 3D transitions effects.

Silent : : You're right, there a lot of slots in the Status Screen,
enough for making more than one Zelda game,
but enough is always better than having not enough,
if the users of the engine thinks there are too much slots,
they have to remove them by themself.
But if they do that, it's better they can customize
easily the script to change, add or remove the slots.
Rukiri
This is looking fantastic, however your hit detection doesn't quite match up to the original(actually it's a bit buggy..) but RM wasn't made for this(VX ace does have promise)

When you attack your enemy with your sword your enemy should be pushed back in all 8 directions, you only have the 4 down. I've tried solving this myself but it's just given me a headach... doing this in actual ruby was easy!

Basically for example say you 2 pixels below an enemy and you're facing right, you attack and the enemy is pushed right-up.

I'd really like to see this play like an actual zelda game but without the proper hit detection and some other things it just feels..wrong.
SilentResident
QUOTE (Rukiri @ Sep 30 2011, 02:57 AM) *
This is looking fantastic, however your hit detection doesn't quite match up to the original(actually it's a bit buggy..) but RM wasn't made for this(VX ace does have promise)

When you attack your enemy with your sword your enemy should be pushed back in all 8 directions, you only have the 4 down. I've tried solving this myself but it's just given me a headach... doing this in actual ruby was easy!

Basically for example say you 2 pixels below an enemy and you're facing right, you attack and the enemy is pushed right-up.

I'd really like to see this play like an actual zelda game but without the proper hit detection and some other things it just feels..wrong.


My dear, soon, all those problems you mentioned now, will be gone for good smile.gif

Because the Update Patch 4 brings a completely new and different action battle system which pushes the foes back to all 8 directions smile.gif
The action battle system is called XASABS and it is a very promising script, which can do what the event-made action battle systems can't do. smile.gif

To note that the current version of PZE, the PZE Update Patch 3, will be the last version that makes use of the current, old, buggy event-made Action Battle System. smile.gif
I am pretty sure you share the same excitement as me for the Update Patch 4 for PZE! The XASABS is truly a wonder! smile.gif
Chakanevil
Silent is anyone currently working on the time script, do we have a style that we are planning to use as well?

Can you think of anything that needs done, I was thinking perhaps getting the xasabs ready with integrating maps, and characters sets as well as minor scripts.

With all due respect I want to find something for maximus to do, but unknowing of how much experience, I don't want to assign him to something that will be too far advance for him, but if you say it's ok and he fells up to it, we could let him try his hands at creating the clock system if N_R isn't already doing so, if so I will update him on what the script needs.

Here's what I can do for xasabs, remove the current hud, so that the new hud will fit in, add in maps and set up the terrain tags, such as swimming, input actions in their format of Link_Bow, Link_Swim, input the pixel movement, and 8 way movement, as well as pixel movement for events, I'm kinda worried about doing this as of now, as some of these scripts may be outdated, or may conflict with future scripts, or xasabs scripts.
Rukiri
QUOTE (SilentResident @ Sep 29 2011, 05:29 PM) *
QUOTE (Rukiri @ Sep 30 2011, 02:57 AM) *
This is looking fantastic, however your hit detection doesn't quite match up to the original(actually it's a bit buggy..) but RM wasn't made for this(VX ace does have promise)

When you attack your enemy with your sword your enemy should be pushed back in all 8 directions, you only have the 4 down. I've tried solving this myself but it's just given me a headach... doing this in actual ruby was easy!

Basically for example say you 2 pixels below an enemy and you're facing right, you attack and the enemy is pushed right-up.

I'd really like to see this play like an actual zelda game but without the proper hit detection and some other things it just feels..wrong.


My dear, soon, all those problems you mentioned now, will be gone for good smile.gif

Because the Update Patch 4 brings a completely new and different action battle system which pushes the foes back to all 8 directions smile.gif
The action battle system is called XASABS and it is a very promising script, which can do what the event-made action battle systems can't do. smile.gif

To note that the current version of PZE, the PZE Update Patch 3, will be the last version that makes use of the current, old, buggy event-made Action Battle System. smile.gif
I am pretty sure you share the same excitement as me for the Update Patch 4 for PZE! The XASABS is truly a wonder! smile.gif


I've used and coded for the xasabs, I don't remember it pushing the enemy back in 8 directions unless this is custom code?
Chakanevil
which version did you use?
Chakanevil
Found 2 scripts that we can replace map links with.

Maplinks Version: 2.0.1

Continuous Maps

i couldn't understand the set up of the scripts
Rukiri
QUOTE (Chakanevil @ Sep 29 2011, 10:28 PM) *
which version did you use?


The last time I looked at xas was in 2010.
stripe103
Don't use Continuous Maps if you want to have as much Link to the Past - feeling as possible. It just merges smaller maps into one. But you could use OriginalWij's Map Slide. Best Zelda style map transfer script I've seen. It is for VX, but if you guys have made all these things in the engine, I think a VX to XP port would be quite simple.
Chakanevil
sadly xasabs is only for rmxp

and by zelda map slide do you mean this?

SilentResident
OK teammates, I got today a PM by our dear scripter who has done a great progress on implementing the Engine's scripts one-by-one to XASABS system:

QUOTE
Let me see here smile.gif

I've finished porting the HUD, most of the time was spent on bug fixing, but it works perfectly now, so that's the main thing smile.gif
I've also moved the hp and mana bars, etc to how you had it in the message you sent me this morning, but it has room for the 3 items, and I didn't have the sprites you wanted for the time engine

Just pretend that it's link in the picture smile.gif
I really can't believe how many bugs I found.

Other than that, the menu system looks really good!
I was hoping to be a fair way into them by the end of the week, so I have some catching up to do smile.gif

The Quest/Status windows should be easy to port, it's just a matter of making another program that will port all the PZE items to the XABS ones, and by the looks of that melody description I think I need to get some new sprites from you?

The save game wasn't in the old version, but will be easy enough to implement (should only take 30 mins).

The inventory will take a while, just porting all the items again and getting it setup so that you can equip the 3 items and it plays nicely with the XABS.
Oh making it play nice will be tedious....

Equipment I believe will be a bit difficult... I'll get it working so that it equips properly, but what would you think of a visual equipment script (download the demo from here http://houseslasher.com/index.php?showtopic=144)?
I just thought that it would be a nice way to change tunics/boots/masks.

I'll need some of your gorgeous sprites before I can fill the masks page, but I think people will love to see it smile.gif

And the map looks nice, thank you for making it nice and simple for me smile.gif


Hopefully I have good news for you about the menu soon smile.gif




And my response:
QUOTE
Your mail really inspires me. Thanks for the HUD porting and re-arranging! Its new position fits as expected with the 3-weapon slots on the upper-right hand corner. By the way, if you don't like something's new position on the screen, then, feel free to move it again - your preferences are always welcomed smile.gif Hehe, the HUD's positions now are permanent - this means that if we implement new things in PZE in the future, they won't require us to move (again) any of the existing HUD elements / counters / meters in order to make space for the new stuff we are gonna add in the future
And no worries about the Time Engine - its not your priority for now. biggrin.gif Leave it to me, as I have yet to do a little searching about it with Chakanevil (yes, we found a Time script somewhere)

I am glad you found the Map Screen nice and simple.

About the sprites, we will make haste and get all of them ready for you in a few days from now! biggrin.gif
And about the Equipment Screen, I can imagine the problem. The selection and equip of a tunic to make a nearby -already in use tunic- to be unselected and unequipped, right? I see. And about the Equipment script, I will be glad to give it a try and let you know.

Let me post your mail on the forums (if you don't mind again) as it will really be appreciated if the gamers can give their suggestions/recommendations/ideas over our progress.
Chakanevil
QUOTE (SilentResident @ Sep 30 2011, 03:48 AM) *
OK teammates, I got today a PM by our dear scripter who has done a great progress on implementing the Engine's scripts one-by-one to XASABS system:

QUOTE
Let me see here smile.gif

I've finished porting the HUD, most of the time was spent on bug fixing, but it works perfectly now, so that's the main thing smile.gif
I've also moved the hp and mana bars, etc to how you had it in the message you sent me this morning, but it has room for the 3 items, and I didn't have the sprites you wanted for the time engine

Just pretend that it's link in the picture smile.gif
I really can't believe how many bugs I found.

Other than that, the menu system looks really good!
I was hoping to be a fair way into them by the end of the week, so I have some catching up to do smile.gif

The Quest/Status windows should be easy to port, it's just a matter of making another program that will port all the PZE items to the XABS ones, and by the looks of that melody description I think I need to get some new sprites from you?

The save game wasn't in the old version, but will be easy enough to implement (should only take 30 mins).

The inventory will take a while, just porting all the items again and getting it setup so that you can equip the 3 items and it plays nicely with the XABS.
Oh making it play nice will be tedious....

Equipment I believe will be a bit difficult... I'll get it working so that it equips properly, but what would you think of a visual equipment script (download the demo from here http://houseslasher.com/index.php?showtopic=144)?
I just thought that it would be a nice way to change tunics/boots/masks.

I'll need some of your gorgeous sprites before I can fill the masks page, but I think people will love to see it smile.gif

And the map looks nice, thank you for making it nice and simple for me smile.gif


Hopefully I have good news for you about the menu soon smile.gif




And my response:
QUOTE
Your mail really inspires me. Thanks for the HUD porting and re-arranging! Its new position fits as expected with the 3-weapon slots on the upper-right hand corner. By the way, if you don't like something's new position on the screen, then, feel free to move it again - your preferences are always welcomed smile.gif Hehe, the HUD's positions now are permanent - this means that if we implement new things in PZE in the future, they won't require us to move (again) any of the existing HUD elements / counters / meters in order to make space for the new stuff we are gonna add in the future
And no worries about the Time Engine - its not your priority for now. biggrin.gif Leave it to me, as I have yet to do a little searching about it with Chakanevil (yes, we found a Time script somewhere)

I am glad you found the Map Screen nice and simple.

About the sprites, we will make haste and get all of them ready for you in a few days from now! biggrin.gif
And about the Equipment Screen, I can imagine the problem. The selection and equip of a tunic to make a nearby -already in use tunic- to be unselected and unequipped, right? I see. And about the Equipment script, I will be glad to give it a try and let you know.

Let me post your mail on the forums (if you don't mind again) as it will really be appreciated if the gamers can give their suggestions/recommendations/ideas over our progress.



Only one things bugs me with the hud is the three item's, the right item needs to be spaced more, as it seems a bit over-gaping the top one, also move the left item slot just a few pixels i say 5 or 10 pixels gap should be adequate, i have played with this is a simple x, y, z coordinates, should take only a few seconds to space it a few more pixels over and / or down, the font i would use for the hud would be T, or D, so if you can please add in the script the ability to set the font in the numbers I would greatly love that, I'm sure creators will like that option as well, so Long as the base coding is done, I can edit images to make the hud more lively, by the way Night if you can drop a demo in drop box, I'll start with sprites and maps, and terrain defining terrain tags for a new swimming map, to make sure that works as we have yet to have swimming on PZE, all in all impressive work, so happy to have you on the team.
SilentResident
QUOTE (Chakanevil @ Sep 30 2011, 01:12 PM) *
Only one things bugs me with the hud is the three item's, the right item needs to be spaced more, as it seems a bit over-gaping the top one, also move the left item slot just a few pixels i say 5 or 10 pixels gap should be adequate, i have played with this is a simple x, y, z coordinates, should take only a few seconds to space it a few more pixels over and / or down, the font i would use for the hud would be T, or D, so if you can please add in the script the ability to set the font in the numbers I would greatly love that, I'm sure creators will like that option as well, so Long as the base coding is done, I can edit images to make the hud more lively, by the way Night if you can drop a demo in drop box, I'll start with sprites and maps, and terrain defining terrain tags for a new swimming map, to make sure that works as we have yet to have swimming on PZE, all in all impressive work, so happy to have you on the team.


Aye. But isn't better to create first the graphics of those 3 C-key weapon slots and send them to NR before he can fix their spacing? smile.gif

I could love a yellow-colored OOT/MM's style of them such as in this picture: biggrin.gif


Gonna install that drop box thing now.

EDIT: Guys, the Time system (Day/Night cycle) really bothers me lately. Lately there have been some suggestions of turning the current Time system of Project Zelda Engine (which is just a Common Event) into a Script, for better performance, FPS and greater game stability.

So far, I made this common event Time system which simulates the Day/Night cycle of the game Legend of Zelda: Ocarina of Time.
But we plan to upgrade it and extend it with features seen in another game, the Legend of Zelda: Majora's Mask.

So turning it into a script can be really good idea. But...

I have some questions about the whole thing of turning it into a script.
Can a scripted version be as good as the Common Event version, guys? I never seen a really good and SMOOTH Time System script around here, which can make the transitions of day and night run as smoothly as with the Common Event. I wonder, can a Scripted Time system be as good and smooth as a current Common Event of Time I made for PZE?
maximusmaxy
I've Implemented time systems into other scripts before and I believe it may be one way to reduce the lag as opposed to other things. I've been thinking, using a rewritten Blizzards ATES http://forum.chaos-project.com/index.php?topic=710.0, we could implement all of the already existing features of the PZE (Time flow, day/night) and also easily implement the majora's mask clock hud instead of the default sprite and the dawn of first/second/third day screens. We could also rewrite it to implement the ocarina songs which speed up/slow down time, and use the pre-existing make it day/make it night scripts for the songs which make it day and make it night.

If you guys could send me the images you've got for the clock hud i could see what i could come up with.
SilentResident
QUOTE (maximusmaxy @ Sep 30 2011, 04:18 PM) *
I've Implemented time systems into other scripts before and I believe it may be one way to reduce the lag as opposed to other things. I've been thinking, using a rewritten Blizzards ATES http://forum.chaos-project.com/index.php?topic=710.0, we could implement all of the already existing features of the PZE (Time flow, day/night) and also easily implement the majora's mask clock hud instead of the default sprite and the dawn of first/second/third day screens. We could also rewrite it to implement the ocarina songs which speed up/slow down time, and use the pre-existing make it day/make it night scripts for the songs which make it day and make it night.

If you guys could send me the images you've got for the clock hud i could see what i could come up with.


I could like to send you the images (they are 24-25 images, with each being for every of the 24 hours of the day). biggrin.gif But I shall note that they are not ready yet (not escalated yet to the correct size for the PZE's resolution, transparency is not correct, etc). Sorry for that - hadn't time to bother with editing the clock's images rolleyes.gif

Download Majora's Mask-styled 24-hour on-screen clock:
http://www.mediafire.com/?6p7aw3v795g382w

EDIT: The ATES sounds good, although I could prefer the a rewritten version of yours, with a zelda-styled color tinting and tone as close as possible to the one you already see in PZE! biggrin.gif It could be soooooo cool! sorcerer.gif


OK In case you want my thoughts on the script, I will give you some pointers:

Point 1) The Time (Day/Night Cycle) script to be as automatic as possible - which does not interfere with other scripts of PZE. (I think this is easy due to the nature of the script itself)

Point 2) The script's Day/Night effects (such as Color Tints, makes the screen dark during nights and orange during sunset) needs a switch id that is able to be Turned ON and OFF with a call script, without affecting the Flow of Time. Turning the effects OFF should clear the current color tints from the player's screen, but let the time to continue its flow as normal.
An example of the Day / Night effects being ON and OFF are Interiors and dungeons, where it is unrealistic to see Day/Night effects.

Point 3) The Time Flow needs to be able to be turned OFF or ON (or paused and resumed) without interupting the effects of the color tints on the screen. (I mean, if we freeze the time in-game, during the sunset, the sunset's orange color tint on the screen should remain intact.

And at the end we can consider this point:
Point 4) The clock which will be displayed on the HUD (where the health, magic meter, rupees, etc are displayed on the screen), need to obey to the same rules that apply to all other HUD displays, meaning the need to turn translucent when walking or reaching a point where the clock would overlay the player. If can we do all three of these 3 points that I mentioned above, then it will be great!. And about the 4th Point, you can leave this for later if you want. We can ask NR's if he can help after he finishes the HUD script.
maximusmaxy
Thanks for the pic's i'll see what I can do.
SilentResident
If anybody here is willing to check the demo of the 999 Map Limit Breaker for RPG Maker XP, feel free doing so! Implementing it to the Project Zelda Engine, may be possible, depending on how it works:

The demo is available for download here:
http://www.mediafire.com/?qudzm2sqffcwztd
Chakanevil
So i can confirm that the scripts for 8 way movement for events, pixel based movement, and CharFrameCountSet are conflicting with a script somewhere in xasabs, i inserted these in a fresh game and the sprite walks just like in PZE, but in xasabs the sprites is doubled, meaning a script is preventing it from working as it should, so Night will need to fix that after he gets the hud and menu screens added, since xasabs is a transition it could be that we will need to recreate the sprites since xasabs uses suffixes, but won't we still need a 8 way movement script any how? a bit confused here, since link uses a 6X4 sprites instead of the standard 4X4, we will need these scripts anyway, correct?


Swim:
To use this function you’ll need an image of your character swimming. This image should have the suffix: _Swim

Throw & Carry:
To use this function you’ll need two images of your character, one in which they are carrying and another in which they are throwing. These images should have the suffixes: _Carry and _Throw respectively

I'll post a video showing the differences
SilentResident
QUOTE (Chakanevil @ Oct 1 2011, 02:34 AM) *
So i can confirm that the scripts for 8 way movement for events, pixel based movement, and CharFrameCountSet are conflicting with a script somewhere in xasabs, i inserted these in a fresh game and the sprite walks just like in PZE, but in xasabs the sprites is doubled, meaning a script is preventing it from working as it should, so Night will need to fix that after he gets the hud and menu screens added, since xasabs is a transition it could be that we will need to recreate the sprites since xasabs uses suffixes, but won't we still need a 8 way movement script any how? a bit confused here, since link uses a 6X4 sprites instead of the standard 4X4, we will need these scripts anyway, correct?


Swim:
To use this function you’ll need an image of your character swimming. This image should have the suffix: _Swim

Throw & Carry:
To use this function you’ll need two images of your character, one in which they are carrying and another in which they are throwing. These images should have the suffixes: _Carry and _Throw respectively

I'll post a video showing the differences


I am pretty sure there is an way around for the pixel movement and sprite frames to work properly.
The _Carry and _Throw and _Swim are excellent ideas. I love that. I am pretty sure they will provide a better organization in the Image folders and cause less confusion to the users.



Guys I got a helpful mail from Baffou about the way the Map Limit Breaker script works (Thank you Baffou for your highly welcomed investigation) thanks.gif

QUOTE
Hello Silent, i have tested the Map limit breaker and it seems to work correctly,
I will try to explain but it will be a little difficult :

The best thing to do is to have 2 projects, they must have an identical database, to be sure no error could occur.

go to the data folder, you take the Map020.rxdata, and you copy to the project you want to transfer, and
you rename it by let's say for example Map2000.rxdata in the other project, you don't have to copy the maps since you can't add anymore, the maps are here virtually,
but you don't have access and can't retouch them in the editor. That's why the use of 2 projects is the best for the map
limit breaker. To access to these maps you need to use a line of code in the event :

teleport(map ID, X , Y, Direction, fade transition)
=========================================
map id: the ID of the map
X = map X
Y = map Y
Direction = 0 - retain Facing, 2 - down, 4 - left, 6 - right, 8 - up
fade transition: true - Fade, false - No Fade
=================================================
exemple : teleport(2000, 5 , 9, 2, true)


To tell you the truth, it's a little tricky scripts, and the best thing to know if it works well is to
make some tests.
I hope i was clear enough.unsure.gif
Baffou
QUOTE (Chakanevil @ Oct 1 2011, 01:34 AM) *
So i can confirm that the scripts for 8 way movement for events, pixel based movement, and CharFrameCountSet are conflicting with a script somewhere in xasabs, i inserted these in a fresh game and the sprite walks just like in PZE, but in xasabs the sprites is doubled, meaning a script is preventing it from working as it should, so Night will need to fix that after he gets the hud and menu screens added, since xasabs is a transition it could be that we will need to recreate the sprites since xasabs uses suffixes, but won't we still need a 8 way movement script any how? a bit confused here, since link uses a 6X4 sprites instead of the standard 4X4, we will need these scripts anyway, correct?


Swim:
To use this function you’ll need an image of your character swimming. This image should have the suffix: _Swim

Throw & Carry:
To use this function you’ll need two images of your character, one in which they are carrying and another in which they are throwing. These images should have the suffixes: _Carry and _Throw respectively

I'll post a video showing the differences


Hey Chakanevil, the pixel based movement is not used on XAS for now, and lot of scripts based pixel by pixel will not work correctly,
but XAS 4.0 will have it's own pixel by pixel, just wait for it when mog release it.
The Swim system not use the suffix: _Swim anymore (it was used with the olders versions)
but made differently on XAS 3.91,
on XAS 3.91 you can't change the charset graphic when swimming, only a transparency effect is applied on the charset.
I hope mog correct it on XAS 4.0.
EDIT : The_Carry and _Throw works fine.
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