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Chakanevil
QUOTE (SilentResident @ Oct 7 2011, 04:13 AM) *
QUOTE (Chakanevil @ Oct 7 2011, 12:04 PM) *
I prefer the method I'm using, which I'll keep to myself, as it looks a lot more beautiful, plus it is something that most over players do not have the skills to do, which makes these
screens extra special.

ask him if he can update the xasabs to what he done so far?


He is your team mate, my dear. You can send him a PM asking him directly what do you want from him. I have 5 people to run here, I am not gonna be their messenger as well (no offense, just, much like I communicate with you, using the PM feature of RPGRevolution, you can contact the other teammates using the same way) Don't be afraid, you and him are both teammates. smile.gif


Well here is a try of just a random pattern:


EDIT: I love your marble pattern. Is there anyway to add it to the patterns list so we can use it directly from here?

EDIT 2: I BADLY want the animated cursor in PZE! We should have it in our plans list so we can implement it before we release UP4.

EDIT 3: The members of the P.Z.E. developing team that got a profile in RPG Revolution.com are the following: Night_Runner, HogwartsMaster, Baffou, you, and me. smile.gif


not sure if it will be on your pc, as it's stored in my pattern folder and not yours
SilentResident
Chakanevil I think I found the marble. It seems to have used the black one, just enlarged by x4-x5 times. So, I put here some more samples of the same marble, in different sizes. So, guys, do you like the marble? I like it a lot. What size do you prefer? To be enlarged a lot or to be at normal size?

Here are some marble samples for you to see how it looks in various sizes.:



Your opinion is highly welcomed wink.gif
Baffou
I said 2 and 3.
SilentResident
QUOTE (Baffou @ Oct 7 2011, 08:58 PM) *
I said 2 and 3.


Soz, I already make .png files using just the first sample as example. But I will re-upload the screens in the next days, with more marble samples smile.gif

I wanna hear your opinion on how to improve the screens even further, as I am tweaking them around.

All the screens: all the screens got their slots re-worked. Now they are more realistic and their lit / unlit sides match with the rest of the screen.


Inventory Screen: I re-arranged the slots of the whole Inventory Screen to be a 8x5 slots window instead of 6x6. Now the Inventory looks more like its OOT/MM counterpart, (well, except the three slots at the right-hand side, as I didn't knew what to do with the space here).


Equipment Screen: Added a small narrow line between the slots and the Link's display window.






Map Screen: Its tone has changed from brown to red.


Chakanevil
silent the marble texture is in the dropbox.

It's in the folder Photoshop Pattern, just follow the instructions to add it in the text folder.

please can we keep this marble effect?
SilentResident
QUOTE (Chakanevil @ Oct 8 2011, 01:59 AM) *
silent the marble texture is in the dropbox.

It's in the folder Photoshop Pattern, just follow the instructions to add it in the text folder.

please can we keep this marble effect?



Its not a good quality marble effect, mate, I am afraid. I know you love it, I loved it too but since I saw the other effects too, I became a bit confused. But I certainly know that none of them does fits well with the OOT menus, at all. sad.gif
Even after trying several marble effects, still we can't find an effect that convinces and pleases all of us, an effect that fits 100% well with the screens.

Because of this, now, I suggest leaving the PZE screens without any affects at all. Lets keep them clear and leave this matter to the gamers to decide for their games. Is that ok for you, Chak? Lets keep the screens clear of any effects?.
Chakanevil
i don't see why a texture is a bad thing? what effect are you talking about?
Baffou
QUOTE (SilentResident @ Oct 8 2011, 03:27 AM) *
Even after trying several marble effects, still we can't find an effect that convinces and pleases all of us, an effect that fits 100% well with the screens.

Because of this, now, I suggest leaving the PZE screens without any affects at all. Lets keep them clear and leave this matter to the gamers to decide for their games. Is that ok for you, Chak? Lets keep the screens clear of any effects?.


You are absolutely right Silent,
Use the normal menu (without texture) as a neutral example,
keep the other "marbled" menu screens in the PZE Windowskin folder
and let the PZE users choose them by themself ! happy.gif

Edit: Silent:thumbsup.gif
SilentResident
Guys, since everybody here got a his own preferences on what textures shall be applied on the screens, (Chakanevil likes his custom marble, Baffou the enlarged marble, I the Black one, and HogwartsMaster the Fibers 1 one.), I decided that it is better do not apply any textures on the screens at all.

We will keep the screens "neutral" and leave this task to the gamers to do whatever they want with the screens and what is best for their games. smile.gif
Chakanevil
Ya the three slots are not needed, here's something I been working on for a few hours, not sure on the quality, tell me what you think silent, and other fourum members











This is from the Zelda HD pack, too 3d



Here's an example of the above, photoshoped in



And a sample to show how 3d that one is.



Fell free to edit these silent, forgot to make psd files.
SilentResident
Dear Chakanevil, the buttons are so cool. I am gonna work on them now.

I also have excellent news. XxchaexX, with his efforts, he created a Quest Status Screen using the protype of his in-game menus.



To note that this is not gonna be the main image of the PZE, (at least not with some proper editing), because this original style should remain exclusive for his game. smile.gif

EDIT: XxchaexX, we thank you very much for your contribute to the PZE and if you need anything, don't feel hesitate to ask us! smile.gif

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

EDIT 2: The Inventory Screen has been changed (for the final time). It won't be changed again in the future and I hope you really like it now:


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

EDIT 3: maximusmaxy, we thank you very much for the creation of the PZE's scripted time (Day/Night) system. It is just amazing. I am gonna PM your demo to the other teammates. I also post it here for download by anyone who wanna give it a try.

PZE Scripted Time System (demo)
http://www.mediafire.com/?h1fdk1yppb1mjv1
Baffou
Nice this quest status version,
i like both yours and XxchaexXv version. happy.gif

I will try the PZE Scripted Time System
and tell you what i think of it.
maximusmaxy
The last upload was a little buggy try this one it should work fine: http://www.mediafire.com/?fj12sb8y3y1o96z
I haven't tested how it works in the actual PZE yet but i'm sure i could make it work.
XxchaexX
QUOTE (Chakanevil @ Oct 8 2011, 04:43 AM) *
Ya the three slots are not needed, here's something I been working on for a few hours, not sure on the quality, tell me what you think silent, and other fourum members











This is from the Zelda HD pack, too 3d



Here's an example of the above, photoshoped in



And a sample to show how 3d that one is.



Fell free to edit these silent, forgot to make psd files.


How about this ones?






Baffou
QUOTE (XxchaexX @ Oct 8 2011, 08:59 PM) *
How about this ones?







Yeah, they look a lot better.

Does they fit well ?
SilentResident
QUOTE (XxchaexX @ Oct 8 2011, 09:59 PM) *
QUOTE (Chakanevil @ Oct 8 2011, 04:43 AM) *
Ya the three slots are not needed, here's something I been working on for a few hours, not sure on the quality, tell me what you think silent, and other fourum members











This is from the Zelda HD pack, too 3d



Here's an example of the above, photoshoped in



And a sample to show how 3d that one is.



Fell free to edit these silent, forgot to make psd files.


How about this ones?








Realistic biggrin.gif Its possible to make them a little brighter? their dark tone is not matching well with the bright tone the rest HUD has, and especially the magic meter and health.
SilentResident
OK guys, I make some tweaks to it so the buttons can fit well with the rest of PZE's HUD graphics.
Here they are.

The C-keys and examples of it with arrows:










The button to talk with Navi is smaller than the normal C-Up key.


The Green Key and examples of it with some letters such as A and B:






The Blue Key and examples of it with some letters such as A and B:






The Red Key and examples of it with some letters such as A and B:




Baffou
I prefer these one, they will fit better with
the current hud happy.gif

Edit : Hey Silent i think the green key is used for the sword
and the red key is the start button, it's used to call the menu,
but wasn't shown in game, only in the menu.
The blue key is used for the action (enter, push...)
Have you planned on implementing theses features?
SilentResident
Here is the HUD and a picture of it as shown in-game (Photoshop-ed)





It is really so beautiful and it matches well with the rest of the HUD.


QUOTE (Baffou @ Oct 9 2011, 12:32 AM) *
I prefer these one, they will fit better with
the current hud happy.gif

Edit : Hey Silent i think the green key is used for the sword
and the red key is the start button, it's used to call the menu,
but wasn't shown in game, only in the menu.
The blue key is used for the action (enter, push...)
Have you planned on implementing theses features?

The sword is already in game. Just all what it needs is a... display in the HUD happy.gif
And about the action key, of course. But I am not the one who can say if it is possible to implement it to PZE.
XxchaexX
QUOTE (SilentResident @ Oct 8 2011, 12:55 PM) *
QUOTE (XxchaexX @ Oct 8 2011, 09:59 PM) *
QUOTE (Chakanevil @ Oct 8 2011, 04:43 AM) *
Ya the three slots are not needed, here's something I been working on for a few hours, not sure on the quality, tell me what you think silent, and other fourum members











This is from the Zelda HD pack, too 3d



Here's an example of the above, photoshoped in



And a sample to show how 3d that one is.



Fell free to edit these silent, forgot to make psd files.


How about this ones?








Realistic biggrin.gif Its possible to make them a little brighter? their dark tone is not matching well with the bright tone the rest HUD has, and especially the magic meter and health.


Well since the ones i did were too dark i was going to suggest to make the hud mor darker. but i see that you already made a better ones biggrin.gif


I also made them more bright.



SilentResident
QUOTE (XxchaexX @ Oct 9 2011, 02:31 AM) *
Well since the ones i did were too dark i was going to suggest to make the hud mor darker. but i see that you already made a better ones biggrin.gif


I also made them more bright.





Very beautiful HUD you have done! biggrin.gif Nice work. Very realistic and non-posterized. Do you mind if we add a copy of your enhanced HUD in PZE's HUD archive for those people who are looking for non-posterized and realistic HUDs in their games? If I get more realistic weapon graphics (non posterized weapons) I could love to use this HUD, as such a HUD needs more realistic and less posterized weapon/item icons. smile.gif
XxchaexX
QUOTE
Very beautiful HUD you have done! biggrin.gif Do you mind if we add your HUD in PZE's archives for those people who could like to use it in their games? It is so beautiful to ignore it. And if you ask me why not use in PZE, I can tell you that it does not fits with the weapon icons at all sad.gif Such HUD needs more realistic and less posterized weapon/item icons smile.gif


No problem I'm here to help. If u want I can sent the images separate, readdy just to add them to the project.
maximusmaxy
I was thinking that maybe because people will be using there keyboard and not an N64 pad, we could have the keyboard keys printed on the buttons instead of the arrows.

The text is being printed on top of the buttons, dependant on what your key set up is. It kinda makes a little more sense but hey it's up to you guys.
SilentResident
QUOTE (maximusmaxy @ Oct 9 2011, 03:42 AM) *
I was thinking that maybe because people will be using there keyboard and not an N64 pad, we could have the keyboard keys printed on the buttons instead of the arrows.

The text is being printed on top of the buttons, dependant on what your key set up is. It kinda makes a little more sense but hey it's up to you guys.


Don't worry about the "A" and "B" keys you saw above. It was just an example... nothing more.
A fact is that I provided you with a completely clean version of every button graphic - which has no letters printed on it.

Everybody here uses keyboards rather than pads, as far as I know. happy.gif

And I should note that it is too early for print letters on the button graphics. First we will have to decide with the other teammates which keys of the keyboard are gonna be assigned to those buttons.
maximusmaxy
There are allot of key input module scripts we can use if we want to. So we can use the whole keyboard and other people can easily set up whichever keys they want to use. Also the text on my buttons is being printed on with a script. It searches what key your using for that button and prints it on accordingly.
Baffou
QUOTE (maximusmaxy @ Oct 9 2011, 03:19 AM) *
There are allot of key input module scripts we can use if we want to. So we can use the whole keyboard and other people can easily set up whichever keys they want to use. Also the text on my buttons is being printed on with a script. It searches what key your using for that button and prints it on accordingly.


you are right, there a lot of input scripts over the web, XAS got is own keyboard input as well.
But i don't know about a printed key on the button, it's certainly a nice idea.

Edit : nice hud happy.gif
Chakanevil
hey maximus is that the time script i posted ealier, DTS V5.1?
maximusmaxy
I wrote the time script i posted yesterday, what script are you talking about?
Chakanevil
QUOTE (maximusmaxy @ Oct 8 2011, 08:42 PM) *
I wrote the time script i posted yesterday, what script are you talking about?


DTS V5.1?

DTS V5.1

i like the weather effects, and other effects inside the FX building, more than anything I'd like to see the weather effects in your demo,, most noticeably the rain and lightning.

We need to start work on the hud clock.
maximusmaxy
Some of the features In that system might be a bit too much for the PZE time system but I could definitely work the weather effects into it.
Also once I get linked to the drop box i could start working on the clock hud.
Also does anyone have any problems with the tones in the time system? I tried to work out the ones that were already in the PZE but some of them may be a bit off.
Chakanevil
I'll try the dts in xasabs.

Dts has an error when in xasabs, I really like this sytem no offense to to max, even silent and baffou said this is very promising, perhaps maybe you could work with baffou to get this into xasabs, or edit your script to have the functions of this, what I'd like to keep is weather effects, and shops being open at set time, and some effects such as lightning clap, all those others such as disco, and the cave effect, is useless, as I think we will not being using those, but ya see if you can't give dts a shot?
SilentResident
Guys If I haven't announced it yet, Maximusmaxy is now a full member of the PZE team. biggrin.gif


Just one more picture with the HUD's buttons in display smile.gif
Also you can notice here that the visibility of the clock in this picture, is not 100% solid. It is semi-invisible. It is more practical that way and less annoying I think biggrin.gif Even In Majora's Mask, the clock didn't had (well, at least not always) a 100% visibility while playing. no.gif

Baffou
Maximus : Welcome to the PZE Team ! happy.gif

Chakanevil : DTS is really good, but some things inside the demo
are unnessary for PZE. Things like (months, days of the weeks, the circle of light..) but i admit the weather system is
very good and very dynamic. i like the shop system too
If Maximus can add them to the PZE time system,
that will be a good new !


Silent : i like your screen, the hud look good on it,
also you are right about the clock hud 85 - 90% opacity
would be a good thing.
maximusmaxy
Thanks Baffou happy.gif

QUOTE
Dts has an error when in xasabs, I really like this sytem no offense to to max, even silent and baffou said this is very promising, perhaps maybe you could work with baffou to get this into xasabs, or edit your script to have the functions of this, what I'd like to keep is weather effects, and shops being open at set time, and some effects such as lightning clap, all those others such as disco, and the cave effect, is useless, as I think we will not being using those, but ya see if you can't give dts a shot?


For the shop system I could easily just implement acouple of extra in game switches or variables so you can have shops set open or closed at certain times. The only party from the DTS script I really need is the ccoa's weather effects and maybe the light effects so i'll just take those and implement them into mine. The one thing i REALLY dislike about the dts is every time you change from an outside map to an inside map you have to change a bunch of variables so that the screen tones and time works. I'm working on making mine as easy as possible by just putting which tileset ID's are inside or dungeons and that will disable/enable the screen tones automatically. I'd like the PZE to be allot less eventy and allot more automatic. If I can get that done i will be happy.
Baffou
QUOTE (maximusmaxy @ Oct 9 2011, 07:15 AM) *
For the shop system I could easily just implement acouple of extra in game switches or variables so you can have shops set open or closed at certain times. The only party from the DTS script I really need is the ccoa's weather effects and maybe the light effects so i'll just take those and implement them into mine. The one thing i REALLY dislike about the dts is every time you change from an outside map to an inside map you have to change a bunch of variables so that the screen tones and time works. I'm working on making mine as easy as possible by just putting which tileset ID's are inside or dungeons and that will disable/enable the screen tones automatically. I'd like the PZE to be allot less eventy and allot more automatic. If I can get that done i will be happy.

I agree, Dts is good but you have to configure a lot of things,
i like yours because is a lot much simpler, it have good functions as well
and can be configured easily by the PZE users.
Like you said, if you can implement the ccoa's weather effects and some switchs or variables
which are activated at a certain hours, it will be very good.
SilentResident
QUOTE (Chakanevil @ Oct 9 2011, 05:07 AM) *
I'll try the dts in xasabs.

Dts has an error when in xasabs, I really like this sytem no offense to to max, even silent and baffou said this is very promising, perhaps maybe you could work with baffou to get this into xasabs, or edit your script to have the functions of this, what I'd like to keep is weather effects, and shops being open at set time, and some effects such as lightning clap, all those others such as disco, and the cave effect, is useless, as I think we will not being using those, but ya see if you can't give dts a shot?

I agree, both Time systems are great. smile.gif Now we just need a... merged version of them. laugh.gif
Chakanevil is right, the Disco and cave features are useless. If we are gonna use DTS, we have to clean it of those features. If we are gonna just add features of DTS to maximu's time script, lets leave those disco/cave features outside!!! yucky.gif (I personally doubt that our dear Link is gonna even go to a date with Princess Zelda in a... disco! laugh.gif lol haha )


QUOTE (maximusmaxy @ Oct 9 2011, 08:15 AM) *
For the shop system I could easily just implement acouple of extra in game switches or variables so you can have shops set open or closed at certain times. The only party from the DTS script I really need is the ccoa's weather effects and maybe the light effects so i'll just take those and implement them into mine. The one thing i REALLY dislike about the dts is every time you change from an outside map to an inside map you have to change a bunch of variables so that the screen tones and time works. I'm working on making mine as easy as possible by just putting which tileset ID's are inside or dungeons and that will disable/enable the screen tones automatically. I'd like the PZE to be allot less eventy and allot more automatic. If I can get that done i will be happy.

Nice! Nice! "the PZE to be allot less eventy and allot more automatic"! YOU FOUND MY NEW MOTO! biggrin.gif

And about Tileset IDs being classified as indoors or dungeons, it is a great idea! Perhaps via a list inside your script that has the form of an up-down list of Tileset IDs which can be easy to be edited by the players?

I mean, for example, that, Night Runner has created an in-script list of IDs (he made not tileset IDs list but animation IDs list in this case) which is friendly to the user who wanna set/edit the priority of animations in his game. (make the animations of the Animations Database have a different layer priority - like be shown above or below a player's sprite, or be shown above every tile on the map including the 5-star priority tiles such as tall Trees and house roofs on a map, etc).

EDIT: I don't know if I am easy to be understood what I am talking about, as my english is poor. But I post here an example of Night_Runner's in-script list of Animation IDs I was talking about (above):
CODE
......(script of NR).....

module NR_Animation_Height
  Default = 300
  Z = Array.new
  Z[05] = 500
  Z[20] = 400
  Z[21] = 3000
  Z[25] = 500
  Z[26] = 3000
  Z[39] = 500
  Z[40] = 500
  Z[44] = 200
  Z[47] = 500
  Z[48] = 500
end

......(script of NR continues).....

where Z[NUMBER] is the ID of the Animation (you can see its ID in Database > Animations editor) and the = NUMBER is the number that defines the animation's layer priority. (for example, if you set the 3000, which is the maximum number, the animation will be shown above ANYTHING in the whole game - even above the 5-star priority tiles such as tall trees and house roofs!).
maximusmaxy
I already have it in my current script.
CODE
#State the ID of interior tilesets here, they won't be affected by tones
  INTERIORS = [10]

So for the current update 3 you would just put INTERIORS = [2,25] and that would pretty much solve all your problems
QUOTE
Nice! Nice! "the PZE to be allot less eventy and allot more automatic"! YOU FOUND MY NEW MOTO!

I loled wink.gif
SilentResident
QUOTE (maximusmaxy @ Oct 9 2011, 09:13 AM) *
I already have it in my current script.
CODE
#State the ID of interior tilesets here, they won't be affected by tones
  INTERIORS = [10]

So for the current update 3 you would just put INTERIORS = [2,25] and that would pretty much solve all your problems


You are pro. thumbsup.gif teehee.gif kiss.gif

QUOTE (maximusmaxy @ Oct 9 2011, 09:13 AM) *
I loled wink.gif

With Telma, there will be more even more laugh ahead. smile.gif
Chakanevil
QUOTE (SilentResident @ Oct 8 2011, 09:15 PM) *
Guys If I haven't announced it yet, Maximusmaxy is now a full member of the PZE team. biggrin.gif


I was doing some tests of the HUD's buttons to see if they fit well with different color/bright-toned tilesets.
Here, in a map that uses the Legend of Zelda - Oracle of Ages - Present Age tileset, the HUD still fits well in-game.



Also you can notice here that the visibility of the clock in this picture, is not 100% solid. It is semi-invisible. It is more practical that way and less annoying I think biggrin.gif Even In Majora's Mask, the clock didn't had (well, at least not always) a 100% visibility while playing. no.gif


Yes the clock is set to fade as the player moves.
Chakanevil
Now that Maximus and Baffou are members of the team I'm happy to inform that I will be releasing an XASABS demo that has basic and unfinished functions but still very much fun, but only for team members, this is just a tech demo as they're alot that needs to be done before the engine will function right.
SilentResident
QUOTE (Chakanevil @ Oct 9 2011, 11:20 AM) *
Having problems with xasabs

Now that Maximus and Baffou are members of the team I'm happy to inform that I will be releasing an XASABS demo that has basic and unfinished functions but still very much fun.


How can someone send the two new members a Dropbox invitation? wacko.gif

EDIT: a new item is added to PZE. the Iron Boots! I hope they are looking good. smile.gif

Baffou
QUOTE (Chakanevil @ Oct 9 2011, 10:20 AM) *
Having problems with xasabs

Now that Maximus and Baffou are members of the team I'm happy to inform that I will be releasing an XASABS demo that has basic and unfinished functions but still very much fun.


I am glad to heard that, waiting for your demo. happy.gif

Silent :
The iron boots are nice. happy.gif
xXpassyXx
Hey!

Really great work with the engine wink.gif I just downloaded the newest version but i need help again...
After i spawn on a map i created i got an RGSSE Error which message says : "Failed to create bitmap."

I posted a screen on my blog on "ekas" if u need to see the whole message.
http://aryion.com/forum/blog/xXpassyXx/]
What can i do to fix this error?

xXpassyXx
Chakanevil
One problem I found is by setting the Sprite name from Hero to hero[7] that monsters no longer want to attack you, trying to set sound effects, and a few other things.

This also disables the swimming, and idle animations.
maximusmaxy
Boots are looking good Silent happy.gif

Ok I implemented Ccoa's weather system. It now has the oracle of seasons, season system, but it will require extra work for it to change the tile set as well. I put in more switches and variables for the time of day and the season so you can use them for eventing or shop opening times or whatever. I've implemented the cuckoo sound at the beginning of the day and the wolf howl at the end of the day. I'd still like that sound effect for the dawn of the new day, that would be pretty cool. The tones and weather effects might be a bit off at the moment because there are so many different possibilities. If a tone or weather effect is painfully wrong it can easily be changed. Notice how walking into the house cancels the tone/weather, no eventing required.

http://www.mediafire.com/?sn3jbhr789y906d
SilentResident
QUOTE (xXpassyXx @ Oct 9 2011, 12:30 PM) *
Hey!

Really great work with the engine wink.gif I just downloaded the newest version but i need help again...
After i spawn on a map i created i got an RGSSE Error which message says : "Failed to create bitmap."

I posted a screen on my blog on "ekas" if u need to see the whole message.
http://aryion.com/forum/blog/xXpassyXx/]
What can i do to fix this error?

xXpassyXx


I have forwarded your message to an experienced friend of mine, I will be able to answer to you soon. I will send you a PM just to be sure you will read my answer and the instructions of how to fix it.

Thanks for your report smile.gif



QUOTE (maximusmaxy @ Oct 9 2011, 01:26 PM) *
Boots are looking good Silent happy.gif

Ok I implemented Ccoa's weather system. It now has the oracle of seasons, season system, but it will require extra work for it to change the tile set as well. I put in more switches and variables for the time of day and the season so you can use them for eventing or shop opening times or whatever. I've implemented the cuckoo sound at the beginning of the day and the wolf howl at the end of the day. I'd still like that sound effect for the dawn of the new day, that would be pretty cool. The tones and weather effects might be a bit off at the moment because there are so many different possibilities. If a tone or weather effect is painfully wrong it can easily be changed. Notice how walking into the house cancels the tone/weather, no eventing required.

http://www.mediafire.com/?sn3jbhr789y906d

Season Tones? Season changing system? Did I heard well? Dude, are you kidding me? I didn't knew that the Season Change system can be turned from event to a script! This could be great! wink.gif

But when a guy, some years ago prompted me to turn the Season change system into a script, I told him that better it stay as eventing.... I didn't knew that it can be turned into such a script! rolleyes.gif
maximusmaxy
It still needs some editting so that it works with the night runners tileset change script but yeah anything to do with weather/tone/time can be scripted. It basically just adds weather effects depending on the season at the moment like snowing in winter and falling leaves in autumn.
SilentResident
QUOTE (maximusmaxy @ Oct 9 2011, 02:34 PM) *
It still needs some editting so that it works with the night runners tileset change script but yeah anything to do with weather/tone/time can be scripted. It basically just adds weather effects depending on the season at the moment like snowing in winter and falling leaves in autumn.


................... mate...I don't know how to explain how much I was amused when I tried (just now) the most recent version of your Time + Weather System.

What I saw was out of imagination... Weather based on the current season! And autumn's tree leaves-styled Weather?! How the (hell) did you do implement a weather that has tree leaves falling to the ground? I didn't knew there is such a thing possible! Such a masterpiece. laugh.gif How comes I cant find a leaf fall option in the Weather settings of RPG Maker XP? wacko.gif How did you create them? And not only they were beautiful, but the leaves also were 100% realistic! The way they fall.... Very realistic if you ask me. I loved it. I loved the whole work of yours.

Seriously, when we are gonna add your Time/Weather script to the Project Zelda Engine and enjoy autumnal leaves falling around as Link is going for exploration in the land of Holodrum or the kingdom of Hyrule, everyone is gonna stick outdoors and enjoy the weather conditions rather than continue their gameplay LOL laugh.gif ... can you imagine the immerse beauty this could bring to the eyes of the gamers?


I am stunned. Night_Runner with his excellent Tileset Change / Menus / HUD scripts and XASABS, Baffou for his very helpful feedbacks, Chakanevil for his researching spirit which does nice search for scripts and testings to PZE, Derula with her Hermes Advanced Message System, and now we got you.

Seriously if someone could ask me, 3 years ago, that if it is POSSIBLE to bring ourselves in an engine that can let us live an outstanding magical experience in the world of Legend of Zelda, I could tell him that he is just crazy, or that I am ignorant.

Excuse me, but now I am gonna create new items for PZE. smile.gif New items such as the Hover Boots we saw in Legend of Zelda: Ocarina of Time, the Mole Mitts and the Gust Jar from Minish Cap, the Seed Satchel, Seed Shooter and the Magnetic Gloves from the Oracle games. I am glad you liked the Iron Boots!
I am gonna post the graphics of the new items for you to see them all, when they are ready! smile.gif
Chakanevil
Perhaps start on spriting the fierce deity?
Baffou
QUOTE (Chakanevil @ Oct 9 2011, 02:24 PM) *
Perhaps start on spriting the fierce deity?

Hey Chakanevil, Can you give me the demo of XAS you have made ?

EDIT : Send me a PM when you're done with it, i will
look over it and make some adjustements.
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