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Chakanevil
Maximus I'm more than happy with that, now to remove that timer and input a dynamic clock like from MM

QUOTE (Baffou @ Oct 9 2011, 07:34 AM) *
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 ?


Still working on it, still got some events to place, and perhaps adding a few scripts like edge detection.

Baffou do you understand this as I don't

Map Links

To setup my maplinks script you need to edit its setup method to reflect your project.
For reference here is the demo's setup as well as a breakdown of how to configure yours.

CODE
#--------------------------------------------------------------------------
# * Setup Regional Data
#--------------------------------------------------------------------------
def setup
# Region['Field']
maps = Object_Table.new(4, 4)
maps[0,0], maps[1,0], maps[2,0], maps[3,0] =  1,  2,  3,  4
maps[0,1], maps[1,1], maps[2,1], maps[3,1] =  5,  6,  6,  7
maps[0,2], maps[1,2], maps[2,2], maps[3,2] =  8,  6,  6,  9
maps[0,3], maps[1,3], maps[2,3], maps[3,3] = 10, 10, 10, 10
Region.new('Field', maps, [15])
# Region['Name']
# etc.
update
end


Configuration

First of all, you must create an Object Table to hold the maps of your region.
The table's x and y sizes should equal the maximum number of maps set along each axis of the table.
If your region has more than one level or floor, you need to create a z axis as well.
The zsize of the three dimensional table should equal the number of floors in the region, dungeon etc.

CODE
maps = Object_Table.new(xsize, ysize)
or
maps = Object_Table.new(xsize, ysize, zsize)


Now you setup each map in your region by adding its id to its proper coordinates to the table.

CODE
maps[x,y], maps[x,y], maps[x,y], maps[x,y] = id, id, id, id
maps[x,y], maps[x,y], maps[x,y], maps[x,y] = id, id, id, id
maps[x,y], maps[x,y], maps[x,y], maps[x,y] = id, id, id, id
maps[x,y], maps[x,y], maps[x,y], maps[x,y] = id, id, id, id


Finally, you have to use the maps table to create your region.

CODE
Region.new('Name', maps, disabled)


This is an update and rewrite to wachunga's Maplink found in PZE UP3.
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 got now a response by Derula, a friend of our team, and he said that you just attached a namebox to one of your dialogs, but you probably forgot to add a name to that namebox:




-----------------------------------------------------------------------------------------------------------------------------------------
edit: Chakanevil, how can we invite Baffou and Maximusmaxy to Dropbox? I am not sure how :S
Chakanevil
Max is sharing already, but I don't see baffou as sharing yet.

On a side note, baffou, and max do you think you can rewrite a script that is for vx, to xp, it shouldn't be too hard as all you have to do is use the libraries of xp, and change the code to apoint to xp, at least I think so, we already have the majority of the code.

CODE
#==============================================================================
# Map Slide
#==============================================================================
# Author : OriginalWij
# Version : 1.0
#==============================================================================

#==============================================================================
# v1.0
# - Initial release
#==============================================================================

#==============================================================================
# Config
#==============================================================================

module OW_MAP_SLIDE
# Map slide disable switch (switch ID)
DISABLE_SWITCH = 1
# Map sliding speed (default = 4)
SLIDE_SPEED = 4
end

#==============================================================================
# Game_Temp
#==============================================================================

class Game_Temp
#--------------------------------------------------------------------------
# Public Instance Variables (New)
#--------------------------------------------------------------------------
attr_accessor :scroll
attr_accessor :no_trigger
attr_accessor :slide_x
attr_accessor :slide_y
#--------------------------------------------------------------------------
# Initialize (Mod)
#--------------------------------------------------------------------------
alias ow_mapslide_game_temp_initialize initialize unless $@
def initialize
ow_mapslide_game_temp_initialize
@scroll = @no_trigger = false
@slide_x = @slide_y = 0
end
end

#==============================================================================
# Game_Character
#==============================================================================

class Game_Character
#--------------------------------------------------------------------------
# Public Instance Variables (New)
#--------------------------------------------------------------------------
attr_accessor :real_x
attr_accessor :real_y
end

#==============================================================================
# Game_Player
#==============================================================================

class Game_Player < Game_Character
#--------------------------------------------------------------------------
# Determine if Same Position Event is Triggered (Mod)
#--------------------------------------------------------------------------
alias ow_mapslide_game_player_ceth check_event_trigger_here unless $@
def check_event_trigger_here(triggers)
if $game_temp.no_trigger
$game_temp.no_trigger = false
return false
end
ow_mapslide_game_player_ceth(triggers)
end
#--------------------------------------------------------------------------
# Processing of Movement via input from the Directional Buttons (Mod)
#--------------------------------------------------------------------------
alias ow_mapslide_game_player_move_by_input move_by_input unless $@
def move_by_input
if $game_switches[OW_MAP_SLIDEDISABLE_SWITCH]
ow_mapslide_game_player_move_by_input
else
return unless movable?
return if $game_map.interpreter.running?
case Input.dir4
when 2
$game_temp.no_trigger = false
move_down
when 4
$game_temp.no_trigger = false
move_left
when 6
$game_temp.no_trigger = false
move_right
when 8
$game_temp.no_trigger = false
move_up
end
end
end
end

#==============================================================================
# Sprite_Character
#==============================================================================

class Sprite_Character < Sprite_Base
#--------------------------------------------------------------------------
# Update (Mod)
#--------------------------------------------------------------------------
alias ow_mapslide_sprite_character_update update unless $@
def update
ow_mapslide_sprite_character_update
if $game_temp.scroll
self.x = @character.screen_x + $game_temp.slide_x
self.y = @character.screen_y + $game_temp.slide_y
if @character.is_a?(Game_Player)
self.x -= $game_temp.slide_x / 16
self.y -= $game_temp.slide_y / 16
end
end
end
end

#==============================================================================
# Spriteset_Map
#==============================================================================

class Spriteset_Map
#--------------------------------------------------------------------------
# Public Instance Variables (New)
#--------------------------------------------------------------------------
attr_accessor :tilemap
end

#==============================================================================
# Scene_Map
#==============================================================================

class Scene_Map < Scene_Base
#--------------------------------------------------------------------------
# Player Transfer Processing (Mod)
#--------------------------------------------------------------------------
alias ow_mapslide_scene_map_upd_tr_player update_transfer_player unless $@
def update_transfer_player
if $game_switches[OW_MAP_SLIDEDISABLE_SWITCH]
ow_mapslide_scene_map_upd_tr_player
else
return unless $game_player.transfer?
w = Graphics.width
h = Graphics.height
speed = OW_MAP_SLIDE::SLIDE_SPEED
$game_player.real_y += 28 if $game_player.direction == 8
@spriteset.update
$game_temp.scroll = true
@hold = Sprite.new
@hold.bitmap = Graphics.snap_to_bitmap
@hold.z = 1
$game_player.transparent = true
@spriteset.dispose
$game_player.perform_transfer
$game_map.autoplay
$game_map.update
Graphics.wait(15)
@spriteset = Spriteset_Map.new
case $game_player.direction
when 2
@spriteset.tilemap.oy += h + ($game_map.height * 32 - h) * 2
$game_temp.slide_x = 0
$game_temp.slide_y = h
for i in 0...h / speed
@hold.oy += speed
@spriteset.tilemap.oy += speed
$game_temp.slide_y -= speed
@spriteset.update_characters
Graphics.wait(1)
end
when 4
@spriteset.tilemap.ox -= w + ($game_map.width * 32 - w) * 2
$game_temp.slide_x = -w
$game_temp.slide_y = 0
for i in 0...w / speed
@hold.ox -= speed
@spriteset.tilemap.ox -= speed
$game_temp.slide_x += speed
@spriteset.update_characters
Graphics.wait(1)
end
when 6
@spriteset.tilemap.ox += w + ($game_map.width * 32 - w) * 2
$game_temp.slide_x = w
$game_temp.slide_y = 0
for i in 0...w / speed
@hold.ox += speed
@spriteset.tilemap.ox += speed
$game_temp.slide_x -= speed
@spriteset.update_characters
Graphics.wait(1)
end
when 8
@spriteset.tilemap.oy -= h + ($game_map.height * 32 - h) * 2
$game_temp.slide_x = 0
$game_temp.slide_y = -h
for i in 0...h / speed
@hold.oy -= speed
@spriteset.tilemap.oy -= speed
$game_temp.slide_y += speed
@spriteset.update_characters
Graphics.wait(1)
end
end
@hold.bitmap.dispose
@hold.dispose
Input.update
case $game_player.direction
when 2
$game_player.real_y -= 256
when 4
$game_player.real_x += 256
when 6
$game_player.real_x -= 256
when 8
$game_player.real_y += 256
end
$game_temp.no_trigger = true
$game_player.transparent = $game_temp.scroll = false
end
end
end


Zelda Map Slide
maximusmaxy
Chakan invited me already but it's gonna take a while to download all the files cuz there uploading very slowly pinch.gif
Chakanevil
a bit off topic.

btw on triple triad wasn't there a version for both VIII and IX? but i think IX had diagonal attacking as well as the standard atrrows, I've always dreamed of an all aces card.
maximusmaxy
I'll look into the map slide script, I'll see what i can do
Off topic
The FFVIII version is triple triad. FFIX had tetra master which was kinda like triple triad but it really wasn't any fun at all. They tried to make triple triad bigger and better by making a bigger board and diagonals and stuff but really it just didn't make any sense.
QUOTE
I've always dreamed of an all aces card.

Here you go, enjoy.
Baffou
Chakanevil :
I will test the maplinks script and send you a PM
when i have done.
By the way Chakanevil :i am not a scripter !
Chakanevil
QUOTE (Baffou @ Oct 9 2011, 08:10 AM) *
Chakanevil :
I will test the maplinks script and send you a PM
when i have done.
By the way Chakanevil :i am not a scripter !


Thats for vx though, i want it soooooooooooooooooooooooooooo bad for xp.
SilentResident
QUOTE (Chakanevil @ Oct 9 2011, 04:18 PM) *
Thats for vx though, i want it soooooooooooooooooooooooooooo bad for xp.


Same! I could love to see the Link's Awakening / Oracle of Ages / Oracle of Season's Map Sliding in PZE! Even Baffou who loves the classic handheld zelda games such as LA and Oracles, can't stand without it, I bet! biggrin.gif

EDIT: Guys, keep in mind that Baffou is not a scripter lol. Don't burden him with script requests - and he got busy with his projects as well smile.gif
maximusmaxy
For the clock HUD, if you can split the sun and moon sprites into separate sprites off of the white circle thing I could probably get a smooth dynamic clock to go nicely with all the other stuff.
Baffou
QUOTE (SilentResident @ Oct 9 2011, 03:29 PM) *
Same! I could love to see the Link's Awakening / Oracle of Ages / Oracle of Season's Map Sliding in PZE! Even Baffou who loves the classic handheld zelda games such as LA and Oracles, can't stand without it, I bet! biggrin.gif


You read in my minds ! biggrin.gif

QUOTE (SilentResident @ Oct 9 2011, 03:29 PM) *
EDIT: Guys, keep in mind that Baffou is not a scripter lol. Don't burden him with script requests - and he got busy with his projects as well smile.gif

Thanks for the support Silent, i have a lot of work to do and a demo to give to you ! happy.gif
SilentResident
QUOTE (maximusmaxy @ Oct 9 2011, 04:59 PM) *
For the clock HUD, if you can split the sun and moon sprites into separate sprites off of the white circle thing I could probably get a smooth dynamic clock to go nicely with all the other stuff.


Good news for you. We have separate sprites for anything regarding the clock smile.gif

If you wanna them, let me know and I will send you them.
Chakanevil
QUOTE (maximusmaxy @ Oct 8 2011, 07:42 PM) *
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.


I kinda agree with maximus on this

xasabs already defines these keys







SilentResident
QUOTE (Chakanevil @ Oct 9 2011, 11:51 PM) *
QUOTE (maximusmaxy @ Oct 8 2011, 07:42 PM) *
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.


I kinda agree with maximus on this

xasabs already defines these keys



Aye, same here. Shall we define the controls before we start *painting* the letter the key buttons?

Because I don't know how things come about XASABS's controls, I have no idea what key is for what feature of XASABS.
I knew that in PZE the Shift key was the sword. In XASABS I have no clue about what key is for the sword :S
If can you guys list me all of the XASABS keys (or all of the keys of PZE + XASABS merged version? smile.gif
Chakanevil
QUOTE (SilentResident @ Oct 9 2011, 04:25 PM) *
QUOTE (Chakanevil @ Oct 9 2011, 11:51 PM) *
QUOTE (maximusmaxy @ Oct 8 2011, 07:42 PM) *
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.


I kinda agree with maximus on this

xasabs already defines these keys



Aye, same here. Shall we define the controls before we start *painting* the letter the key buttons?

Because I don't know how things come about XASABS's controls, I have no idea what key is for what feature of XASABS.
I knew that in PZE the Shift key was the sword. In XASABS I have no clue about what key is for the sword :S
If can you guys list me all of the XASABS keys (or all of the keys of PZE + XASABS merged version? smile.gif




ASD is the yellow buttons, space and c are attack, dash I'm assuming has been placed to a new button, the green button I have no idea, and shiled has been moved to w, I think it should be z, since z doesn't function in N_R demo

In oot green is the sword button and blue is the interaction info..
SilentResident
QUOTE (Chakanevil @ Oct 10 2011, 12:44 AM) *


ASD is the yellow buttons, space and c are attack, dash I'm assuming has been placed to a new button, the green button I have no idea, and shiled has been moved to w, I think it should be z, since z doesn't function in N_R demo


omg does XASAB has shield? Please tell me more about it, I am so curious! it could be great!! A shield system possible for PZE? excellent!
OK. I could suggest moving the Shield (W) to (Z) and leave W for Navi-related stuff.


QUOTE (Chakanevil @ Oct 10 2011, 12:44 AM) *
In oot green is the sword button and blue is the interaction info..

Yes it does. And in the Game Cube version of Legend of Zelda: Ocarina of Time, the button colors changed (again). The action button became green, while the sword button became red.


So it doesn't really matter. I suggest having the action button in green, because green is the color that "allows" you to move. Green is the color of the action. So the green color fits better than the blue color or the red color as an Action Button color. Its all about psychology! The green is internationally known as the "action" color, that lets you go, do something, etc, while the red or the blue are not. Even the streetlights in the roads have the green associated with the "go".
Chakanevil
hey max i ran into a problem with the time system in xasabs it hides the sprites of some events.
Baffou
Hey Chakanevil Max used 3 variables
for his PZE Script
#variables that represent the time
MINUTE = 1
HOUR = 2
DAY = 3
Are you sure there are not already used by XAS System ? happy.gif

QUOTE (SilentResident @ Oct 10 2011, 12:07 AM) *
So it doesn't really matter. I suggest having the action button in green, because green is the color that "allows" you to move. Green is the color of the action. So the green color fits better than the blue color or the red color as an Action Button color. Its all about psychology! The green is internationally known as the "action" color, that lets you go, do something, etc, while the red or the blue are not. Even the streetlights in the roads have the green associated with the "go"


I doesn't knew about that, thanks for description that may be useful in the future happy.gif
maximusmaxy
Which sprites is it hiding specifically? Is it the weather effects or events on the map like other people.

Oh and just chuck the clock hud sprites in the drop box

-EDIT
I just checked the XAS demo i have, and variable 3 is taken by a variable called ID impact. The minute and hour are fine but the day variable needs to be changed for the time system. Also i checked the switches too, some of them may need to be changed to blank switches.
SilentResident
QUOTE (maximusmaxy @ Oct 10 2011, 04:23 AM) *
Which sprites is it hiding specifically? Is it the weather effects or events on the map like other people.

Oh and just chuck the clock hud sprites in the drop box



I will. Gimme some hour biggrin.gif
SilentResident
Hey guys! biggrin.gif I created my own Clock HUD, as I was not satisfied with the ones already provided by various sources (sorry). Even the clock from Majora's Mask was too blurry and of low quality for any use, while the clocks from other Fan-made Zelda games were of low resolution due to using smaller screens than the Project Zelda Engine.
So here I come. I hope you love it!
I also offer you a the Day Indicator (that plate where days are displayed on) - in 2 colors - Blue and Green.
The Sun and the Moon indicators fit beautifully with the rest of PZE, and I even created a 3rd Day, just for any case tongue.gif,

The SilentResident's clock: (various examples)




EDIT: To Project Zelda Engine teammates: you can access the .PSD photoshop document file, which consists of many layers, in the Dropbox folder (PZE > The Workshop > Graphics > HUD > Clock)

The Clock folder contains the following .png images:

Clock_base


Day_Indicator_(Blue)


Day_Indicator_(Green)


Hour_Indicator_(DayTime)


Hour_Indicator_(NightTime)


Minute_Indicator


1st_Day


2nd_Day


3rd_Day (well, ignore that)


Final_Day
maximusmaxy
Awesome, it's just what I needed. I'll get started on the clock HUD right away
SilentResident
QUOTE (maximusmaxy @ Oct 10 2011, 09:22 AM) *
Awesome, it's just what I needed. I'll get started on the clock HUD right away



OK, Maximusmaxy, can you use these icons instead?






The new icons are more realistic and have been modified to be perfect cubes -same width and height-. (for example, the new icons are 30x30 pixels in size, nstead of 28x30 pixels) biggrin.gif

EDIT:
The new icons in action:
Chakanevil
what if i gave you two icons?





Btw, maximus when you get the chance can you please help me with understanding a script?

Map Links

To setup my maplinks script you need to edit its setup method to reflect your project.
For reference here is the demo's setup as well as a breakdown of how to configure yours.

CODE
#--------------------------------------------------------------------------
# * Setup Regional Data
#--------------------------------------------------------------------------
def setup
# Region['Field']
maps = Object_Table.new(4, 4)
maps[0,0], maps[1,0], maps[2,0], maps[3,0] =  1,  2,  3,  4
maps[0,1], maps[1,1], maps[2,1], maps[3,1] =  5,  6,  6,  7
maps[0,2], maps[1,2], maps[2,2], maps[3,2] =  8,  6,  6,  9
maps[0,3], maps[1,3], maps[2,3], maps[3,3] = 10, 10, 10, 10
Region.new('Field', maps, [15])
# Region['Name']
# etc.
update
end


Configuration

First of all, you must create an Object Table to hold the maps of your region.
The table's x and y sizes should equal the maximum number of maps set along each axis of the table.
If your region has more than one level or floor, you need to create a z axis as well.
The zsize of the three dimensional table should equal the number of floors in the region, dungeon etc.

CODE
maps = Object_Table.new(xsize, ysize)
or
maps = Object_Table.new(xsize, ysize, zsize)


Now you setup each map in your region by adding its id to its proper coordinates to the table.

CODE
maps[x,y], maps[x,y], maps[x,y], maps[x,y] = id, id, id, id
maps[x,y], maps[x,y], maps[x,y], maps[x,y] = id, id, id, id
maps[x,y], maps[x,y], maps[x,y], maps[x,y] = id, id, id, id
maps[x,y], maps[x,y], maps[x,y], maps[x,y] = id, id, id, id


Finally, you have to use the maps table to create your region.

CODE
Region.new('Name', maps, disabled)


This is an update and rewrite to wachunga's Maplink found in PZE UP3.

I couldn't understand what x, and y, would define where the player must step to be moved to the next map, although i still prefer Zelda map slide for vx.
Chakanevil
I have been working my butt off on this demo, for a few hours non stop strait, adjusting and tweaking setting to get the best possible results, I can tell you that i got quite a few scripts running on the same map at the same time, and there is very little lag, i bet if you guys take a crack and update my events, and the scripts more there be no lag at all.

One of the problems I found is advoid guard takes a few seconds to play the background music , your frozen for a few seconds, i covered this with a 10 frame wait in the dark, but this seem to be only the first time you visit the map, the next time there is no lag, N_R also needs to edit the scripts to allow breaking of thrown objects, as well as lifting a sign and reading, right now all I can do is read with out bracelets, or lift with bracelets, i can't read and lift both with bracelets.

perhaps a big challenge in the future is the tiles that move and break when the hit the wall or you., you know that ones that form a skull in the room floor.
SilentResident
QUOTE (Chakanevil @ Oct 10 2011, 03:51 PM) *
what if i gave you two icons?





Very kind of you. biggrin.gif But they don't fit with the clock I created :-/ The clock is a bit HDR-styled while the icons are more like medallions rather than sun/crescent-shaped icons like in LoZ:MM.
But I followed your feedback on one of your PMs and found a better moon now, which is less blurry than the previous and closer to the style of the sun:



maximusmaxy
QUOTE
The new icons are more realistic and have been modified to be perfect cubes -same width and height-. (for example, the new icons are 30x30 pixels in size, nstead of 28x30 pixels) biggrin.gif

Thanks for resizing them to squares, it makes the equations a little simpler. I'm using Silent's pictures for now Chakan just because i'm already half done.
QUOTE
Btw, maximus when you get the chance can you please help me with understanding a script?

The best way to explain it is with a picture

The numbers along the top and the side are the grid reference number. The numbers on the grid are the ID's of the maps.
Basically the object table x,y size is the amount of maps across and down there are.
The x,y of the maps references the x and y on the grid image. So map 5 will be X = 0, Y = 1. map 10 will be X = 0, 1, 2 and 3, Y = 3. It's a little hard to explain but I hope the picture helps
Chakanevil
it makses some sense but then, do i need an x,y for the locations such as teleport to map 002, 0,0 from map 001 0,1, you know when you define a map it's 20 X 15, thats what's throwing me off where or how do teleport events work?
maximusmaxy
I don't think you even use teleport events with that system. I'm pretty sure it just does it automatically once you do the setup, but you may probably need to size your maps accordingly so that they all fit in place. Oh and about the map slide system, i took a quick look at it and because i'm not very good with VX i probably won't be able to convert it sad.gif It uses some RGSS2 specific things which i'm not sure how to do in XP. Night Runner seems to be good at converting scripts though, so i'd hit him up before giving up on it.
maximusmaxy
Okay I have allot of updates.

The clock hud is done. Basically there are 3 types of clock set ups at the moment. MM style(3 day system), standard (no 3 day system) and none(clock is never shown). In the MM style you will have 3 days to play, then on the dawn of the 4th day you will get a gameover. Standard style shows the clock and everything but doesn't show which day it is and doesn't give you a gameover on the last day. With the none style, the clock will never be shown.

Since you guys were talking about opacity of the clock in the hud I made a special feature where when you walk underneath the clock it decreases it's opacity so it's easier to see through, then when you walk out from under it, it goes solid again. I haven't worked it into the existing hud we have for XAS yet but i will start work on that soon. I haven't implemented the tileset change either but that also will be done soon. Here's the link:

http://www.mediafire.com/?qre6hkxfx98tban

I've added a map names script I've been working on. Basically instead of the event based map names pop up, it searches for the name of the map in the database and prints that on the parchment image. You no longer need to create your own map name pop ups. I haven't played oracle of ages/seasons so i don't know what the Light world/Present world means and i don't know if its important for the message pop up. But yeah tell me what you think of it. You may need the 'P' font from the PZE if the text doesn't show, or just set the font to 'Arial' if you can't work it out.

What I really want to do with the PZE is take all the events you place in the bottom corner and turn them all into automatic scripts so it's allot easier and hassle free for other people creating there own games with the PZE. I know half of the events are going to be made redundant when we implement XASABS but things like the start up and navi could and probably should be made into scripts, and It shall probably be my job. Another thing I want to do is maybe take the event based ocarina song player and turn it into a script, this will probably be hard/time consuming but the benefit of turning it into a script will be that people will be able to create there own ocarina songs, but don't expect that any time soon wink.gif
Chakanevil
no, i was tired ealier, what i mean is say a map is 20 by 16, so would i need to set up per say lets say edge one is the top so from 0,0 to lets say 0,8 is where the player must step anything 0,9 would not link to the maop, or am i overthinking it?

So then for a rather large map, from that picture 3,0; 3,1; 3,2; 3,3 would all be 10, but how do i link 3,0 to 2,0 when leaving the map?, i mean do i need to put into that script that 3,0 is linked to 2,0, and when exiting through the top of 3,0; you enter the bottom of 2,0?

i love the time system so far, but it does seem a bit laggy, some times it slow on hors, then around 12 am there is a speed, jump, setting frames to 28, you see no jump, but it seems to drag some.
SilentResident
QUOTE (maximusmaxy @ Oct 10 2011, 08:32 PM) *
Okay I have allot of updates.

Hehe, well I hope you had fun laugh.gif

QUOTE (maximusmaxy @ Oct 10 2011, 08:32 PM) *
The clock hud is done. Basically there are 3 types of clock set ups at the moment. MM style(3 day system), standard (no 3 day system) and none(clock is never shown). In the MM style you will have 3 days to play, then on the dawn of the 4th day you will get a gameover. Standard style shows the clock and everything but doesn't show which day it is and doesn't give you a gameover on the last day. With the none style, the clock will never be shown.

You not only did it... but also you offer an option for the Zelda community to choose what style of clock they want for their zelda fan-made games! I am very pleased! You are a scripter how does not just makes a haste to finish just the basic core fuctions of a script but also makes it customizable! Very nice of you. <I bow before you>.

QUOTE (maximusmaxy @ Oct 10 2011, 08:32 PM) *
Since you guys were talking about opacity of the clock in the hud I made a special feature where when you walk underneath the clock it decreases it's opacity so it's easier to see through, then when you walk out from under it, it goes solid again. I haven't worked it into the existing hud we have for XAS yet but i will start work on that soon. I haven't implemented the tileset change either but that also will be done soon.

I am impressed. Mostly due to the fact that I didn't knew it can even be possible! Seriously, dude, your semi-opacity gave us ideas that we shall try implement the same for the rest of the HUD: the buttons, the magic bar and the health bar, etc! Because a smart game does its best to not *annoy* the player when he is trying to do something in spots below the HUD that can be difficult to see especially if the screen is not moving with the player, at all.

QUOTE (maximusmaxy @ Oct 10 2011, 08:32 PM) *

lol as soon as I saw the link, I immediately ignored the rest of your comment, downloaded it, closed Firefox and started playing. (you see, I hadn't patience to sit down and read the rest of the comment when I had a treasure in my hands to play with: a true clock!) *Big play time!* The things I saw in the demo, it clearly make me feel like I was really in the doomed world of Termina... My words are poor here. They can not describe how amazing the scripters are when they make such things with scripting. I am left speechless. Amused!. biggrin.gif

QUOTE (maximusmaxy @ Oct 10 2011, 08:32 PM) *
I've added a map names script I've been working on. Basically instead of the event based map names pop up, it searches for the name of the map in the database and prints that on the parchment image. You no longer need to create your own map name pop ups. I haven't played oracle of ages/seasons so i don't know what the Light world/Present world means and i don't know if its important for the message pop up. But yeah tell me what you think of it. You may need the 'P' font from the PZE if the text doesn't show, or just set the font to 'Arial' if you can't work it out.

Thank you! Thank you! This is another great idea, it will save us a lot of time, a lot of trouble, and the best: it can save a lot of performance in the PZE (too many common events such as this, can dramatically slow down an otherwise very fast Engine such as PZE. Also it means no need for more than just 1 picture for all maps - it saves the PZE from gaining extra MB and tons of map name image files!
May I ask if can you add an Map exceptions list in that script, to make it ignore/don't show Map Name PopUps for any maps listed in this list? Also, in addition, I wonder if is it possible to add a simple switch to the script, which, when = OFF, the switch prevents the script from displaying any map names at all on the gamer's screen, temporarily, until it is turned back to = ON? Here is an example scenario for the need of such a switch:

QUOTE
Link is traveling from Hyrule on a personal quest. He is riding his horse, Epona, in a mysterious woods (No map name display). He is searching for a long-lost friend, strongly hinted to be Navi. His trip is interrupted by a mysterious, masked, Skull Kid, who is accompanied by two fairies. The Skull Kid, with the help of the fairies, knocks Link unconscious off his horse and steals the Ocarina of Time. When Link awakens, the Skull Kid takes off and leads Link on a chase. Link loses him from his sight but Link eventually catches up with the Skull Kid, in a cave room, (No map name display), he tells Link that he "got rid of" Epona, and uses the dark magic of Majora's Mask to transform Link into a Deku Scrub. He then leaves Link, while Tatl continues to beat the helpless Deku back. Her delay, though, causes her to be separated from her brother and the Skull kid. She then insists that Link take her with him, so that they can work together to find the Skull Kid and Tael. With limited abilities, Link enters the mysterious building that resembles a Clock Tower (no map name display yet) where he meets the Happy Mask Salesman....
After Link's meeting with him, we enable Map Display switch so when Link exits the tower, he can discovers the first *named* map: South Clock Town.
You see now why this switch is needed - lots of places and reasons to disable temporarily the map display - or make the maps be permanently exempted from it.

Also as a map font, I prefer the P over the Arial as default - it looks so cool - much like a paper/wood-carved writing biggrin.gif

QUOTE (maximusmaxy @ Oct 10 2011, 08:32 PM) *
What I really want to do with the PZE is take all the events you place in the bottom corner and turn them all into automatic scripts so it's allot easier and hassle free for other people creating there own games with the PZE. I know half of the events are going to be made redundant when we implement XASABS but things like the start up and navi could and probably should be made into scripts, and It shall probably be my job.

Yes yes yes yes yes! I will give you a big kiss if can you do this! I am pretty sure that you are aware of the fact that all those corner Parallel Process events are a major cause of the lags in game. But I had no other option - I knew no scripting, so I had to keep them that way (as events).
We haven't paid much attention to the bottom corner events, due to being overloaded with lots of work to do, but seriously they are no less important - they are necessary for PZE. Turning them int oscripts will finally - and I mean it - free the map creators from having to copy paste them on every map they create! Plus it will have a drastic improve to the PZE's Framerates Per Second and overall performance especially in large in-game maps with lots of of events.
I doubt you want me to tell you what the corner Parallel Process events do, but here it is:
>>> Startup - the most critical one. Sets the map, the weather, etc. But sadly I hate it. Checks if the map is Dungeon/Indoor or just an overworld exterior map. Many switches and variables are no longer needed and have to be removed from Project Zelda Engine after the addition of you scripted Time System to PZE.
Such switches variables no longer needed are the:
-Outdoor Time Sync (obsolete after maximusmaxy's time system is added)
-Indoor Time Sync (obsolete after maximusmaxy's time system is added)
-Is Indoor? (obsolete if can we create a script which has a list of all the map IDs that are defined as dungeons/indoors. And we shall make that Script to know that the rest of the maps who are not listed in the list, are just outdoor/non-dungeon maps.)
-Is Dungeon? (same as the Is Indoor?. It acts as an Indoor map, plus that it has a HUD purpose: show Small Key Counter on the HUD (somewhere near the Rupee Counter, Bomb Ammo Counter, Arrow Ammo, etc.) The Small Keys are dungeon-only keys that unlock doors in a dungeon.
-Time Activation and Time Activation Allowed switches: (obsolete after maximusmaxy's time system is added)
-Storm Activation Allowed : (obsolete after maximusmaxy's weather system is added) This variable of Storm Activation allows the player to set if Storms are allowed in this map to be summoned with the Song of Storms or other means. Otherwise the weather could remain sunny as usual.
>>> Area Visit: Map Name Obsolete after Maximusmaxy's scripted Map Name Display is implemented to PZE.
>>> Thrown Objects Obsolete after XASABS is implemented to PZE.
>>> Link's Projectile Obsolete after XASABS is implemented to PZE.
>>> Teleportation ID Arrival Obsolete after the Ocarina is turned from a Common Event to a Script.
>>> Navi Link's fairy. In fact it is a "carterpillar" for Link - follows him anywhere.
>>> Enemies Startum Obsolete after XASABS is implemented to PZE.

QUOTE (maximusmaxy @ Oct 10 2011, 08:32 PM) *
Another thing I want to do is maybe take the event based ocarina song player and turn it into a script, this will probably be hard/time consuming but the benefit of turning it into a script will be that people will be able to create there own ocarina songs, but don't expect that any time soon wink.gif

Naa, not worry about this for now, but it could be a funny mechanism to play with and certainly it could be more "stable" than a Common Event which is long and slow sad.gif If a day you plan to start working on turning it into a script, feel free to ask me "why that switch is here" or "why there is such a structure here", etc. I could be glad to explain.

EDIT: Again, great Clock system dude!!! I play it again and again! So much I loved it. biggrin.gif
Chakanevil
just wait for my demo i got a lot in store, I'm praticly rewriting the pze maps into xasabs and adding events, but it will be no where ready to release to the general public.
SilentResident
QUOTE (Chakanevil @ Oct 11 2011, 02:11 AM) *
just wait for my demo i got a lot in store, I'm praticly rewriting the pze maps into xasabs and adding events, but it will be no where ready to release to the general public.


Cool! Let me know if you need any help with that. biggrin.gif



EDIT: Ok guys! biggrin.gif as I am a perfectionist person sleep.gif when it comes to graphics, I can not ignore the fact that the Minute Indicator I created yesterday didn't match well with the HDR-styled Clock. For this reason, it has been improved:
->

Comarison between old and new Minute Indicators:


The new Minute Indicator has been improved to look more realistic on the HDR-styled Clock, without drawing so much attention. It keeps a lighting glow, much like the (ugly) minute indicator we saw in Majora's Mask. And it is already available for any use in the Dropbox.

And it is obvious that the new indicator keeps the file size of the previous indicator (20x20 pxls), despite it being a bit smaller, so, no worries! smile.gif

EDIT: In case someone prefers the old indicator, no worries, it has not been deleted. I put a backup of the old Minute Indicator in the following Dropbox directory:
PZE > The Workshop > Graphics > HUD > Clock > Archive folder and look for a file called Minute_Indicator (Alternate Icon #1)
maximusmaxy
QUOTE
Again, great Clock system dude!!! I play it again and again! So much I loved it. biggrin.gif

Thanks, I couldn't have done it without your beautifully done images.
QUOTE
i love the time system so far, but it does seem a bit laggy, some times it slow on hors, then around 12 am there is a speed, jump, setting frames to 28, you see no jump, but it seems to drag some.

It does that because the clock background image isn't a perfect circle, more of an ellipses. We don't need to change the shape as of yet, i'll play around with some equations and see if i can get the movement to be allot smoother.
QUOTE
May I ask if can you add an Map exceptions list in that script, to make it ignore/don't show Map Name PopUps for any maps listed in this list? Also, in addition, I wonder if is it possible to add a simple switch to the script, which, when = OFF, the switch prevents the script from displaying any map names at all on the gamer's screen, temporarily, until it is turned back to = ON?

I've already included a feature like that which can be changed in the configuration or with script calls.
CODE
#state whether you want map names enabled. Can be changed with script calls.
  MAPNAMES = true
# Script calls:
# PZE.map_names(ACTIVE)
# ACTIVE is true if activating, false if deactivating

But Yes i will probably add a list of deactivated maps or something like that so you don't have to constantly use a script call.
QUOTE
no, i was tired ealier, what i mean is say a map is 20 by 16, so would i need to set up per say lets say edge one is the top so from 0,0 to lets say 0,8 is where the player must step anything 0,9 would not link to the maop, or am i overthinking it?

Yes i think you may be overthinking it wink.gif Because it automatically links up the maps you don't need to configure any individual movement transfers at all. If, for example you don't want it to link up in certain areas you need to block it off with impassable objects.
QUOTE
So then for a rather large map, from that picture 3,0; 3,1; 3,2; 3,3 would all be 10, but how do i link 3,0 to 2,0 when leaving the map?, i mean do i need to put into that script that 3,0 is linked to 2,0, and when exiting through the top of 3,0; you enter the bottom of 2,0?
For the big map at the bottom it works out automatically which map you will end up on dependant of where you are when you left the map. The big maps width is 80 and is broken down into 20 width sections. If you left the map in the first section 0 - 19, you would end up on map 8.
If you left the map on the 2nd or 3rd section 20-39 or 40 - 59. You would end up on map 6. If you left the map on the fourth section 60 - 79 you would end up on map 9. The script is probably allot smarter than you think and will calculate stuff for you.




SilentResident
QUOTE (maximusmaxy @ Oct 11 2011, 05:20 AM) *
QUOTE
i love the time system so far, but it does seem a bit laggy, some times it slow on hors, then around 12 am there is a speed, jump, setting frames to 28, you see no jump, but it seems to drag some.

It does that because the clock background image isn't a perfect circle, more of an ellipses. We don't need to change the shape as of yet, i'll play around with some equations and see if i can get the movement to be allot smoother.


It makes sense that even Nintendo had a difficult time with the Majora's Mask clock. They had the same problem with the MM clock which is not a perfect circle. If you play MM, you may notice that the sun and the moon are not moving so smoothly between 10 o'clock and 14. happy.gif
maximusmaxy
Oh and also, i played MM the other day, just to see how the time system actually works. There is a sound effect that plays on the dawn of the first/second/final day screen, If we could get that sound effect or a similar sound effect it would be cool.
SilentResident
QUOTE (maximusmaxy @ Oct 11 2011, 05:44 AM) *
Oh and also, i played MM the other day, just to see how the time system actually works. There is a sound effect that plays on the dawn of the first/second/final day screen, If we could get that sound effect or a similar sound effect it would be cool.


Hmmm.. I don't remember - What kind of sound was that? The Rooster's one?
maximusmaxy
QUOTE
Hmmm.. I don't remember - What kind of sound was that? The Rooster's one?

It's just a short simple 'DUN DUN' sound, i don't know how else to explain it huh.gif
SilentResident
QUOTE (maximusmaxy @ Oct 11 2011, 06:24 AM) *
QUOTE
Hmmm.. I don't remember - What kind of sound was that? The Rooster's one?

It's just a short simple 'DUN DUN' sound, i don't know how else to explain it huh.gif


Ahhhhhhhhhhhhh! That sound! It is the Clock Town's Tower Bell. I love it! It starts ringing about a half hour before the Dawn of the next day. You mean this, right?

EDIT: Here is the sound file! Feel free to download it and use it! biggrin.gif
The Clock Town's Tower Bell tolling before 6:00am or 6:00pm (.wav Sound File download):
http://www.mediafire.com/?eoi9dk002d6pg6n

Link as he is hearing the Bell tolling during the dawn.


Uploaded with ImageShack.us
maximusmaxy
QUOTE
Ahhhhhhhhhhhhh! That sound! It is the Clock Town's Tower Bell. I love it! It starts ringing about a half hour before the Dawn of the next day. You mean this, right?

Yeah that too but there's a sound that plays EXACTLY on the message, I'll have a look around myself and see if i can find it.
SilentResident
QUOTE (maximusmaxy @ Oct 11 2011, 06:41 AM) *
QUOTE
Ahhhhhhhhhhhhh! That sound! It is the Clock Town's Tower Bell. I love it! It starts ringing about a half hour before the Dawn of the next day. You mean this, right?

Yeah that too but there's a sound that plays EXACTLY on the message, I'll have a look around myself and see if i can find it.


Here! It is where I got that Bell Sound (posted on the above comment) too! biggrin.gif

The Legend of Zelda Online Sound Database
http://noproblo.dayjo.org/ZeldaSounds/Quic...k&sa=Search

Search whatever you want in the Legend of Zelda Sound Database, where all the sounds from all the Zelda games are stored here, Even from Link's Awakening and Link to the Past, to Wind Waker and Twilight Princess. all free for download, and recorded in high audio quality.

With the proper key words, you will find it.
In the above link, I already have a search for rocks and stone sounds (just as an example). Enjoy! smile.gif
Chakanevil
hey maximus how can i crate a switch. that will stay on between evening and morning, evening is still kinda lit, but if i use only night to turn lights off then a little after evening it starts to get dark, so I'm thinking 7 pm to 7 am, or 8 pm to 8 am, ignoring the weather and remain on till set timeonce i get this switch i can do a lot of cool things with my demo.

I just need this switch in the script for everything that i need it for, just call it Windows/Doors

Also I figured out map links, the z axis is the only thing i need to know now.

First of all, you must create an Object Table to hold the maps of your region.
The table's x and y sizes should equal the maximum number of maps set along each axis of the table.
If your region has more than one level or floor, you need to create a z axis as well.
The zsize of the three dimensional table should equal the number of floors in the region, dungeon etc.

How would I set z axis? would it be -1 for basment, or 0, and what if i have a basement and 2nd floor on the same map?
SilentResident
A good question by Chakanevil.

@ maximusmaxy: A good example of why we need this switch is here:



EDIT: Well, Chakanevil, if I remember right, maximus already created a Night_Time switch which is on during night. We can use this for the windows and doors. So we don't need any new switches added to his script.

But if you think it is really too bright during 6 PM, I can modify the screen color tones of maximu's script.

Anyways, Chak, after Maximus is done with his script, I am gonna edit it to add all the color tones from my event-based time system to it. Because we need more color tones in Max's script so we can successfully make the day and night as realistic as in my old Day/Night system.
Chakanevil
QUOTE (SilentResident @ Oct 10 2011, 11:10 PM) *
A good question by Chakanevil.

@ maximusmaxy: A good example of why we need this switch is here:



EDIT: Well, Chakanevil, if I remember right, maximus already created a Night_Time switch which is on during night. We can use this for the windows and doors. So we don't need any new switches added to his script.

But if you think it is really too bright during 6 PM, I can modify the screen color tones of maximu's script.

Anyways, Chak, after Maximus is done with his script, I am gonna edit it to add all the color tones from my event-based time system to it. Because we need more color tones in Max's script so we can successfully make the day and night as realistic as in my old Day/Night system.


Actually we do since the switch kicks off when switch morning kicks on and switch night kicks off which for a few frames it's still a little dark, which causes the windows to be unlit when it is still a bit dark out.
maximusmaxy
QUOTE
The Legend of Zelda Online Sound Database
http://noproblo.dayjo.org/ZeldaSounds/Quic...k&sa=Search

Search whatever you want in the Legend of Zelda Sound Database, where all the sounds from all the Zelda games are stored here, Even from Link's Awakening and Link to the Past, to Wind Waker and Twilight Princess. all free for download, and recorded in high audio quality.

With the proper key words, you will find it.
In the above link, I already have a search for rocks and stone sounds (just as an example). Enjoy! smile.gif

Yeah that website has all the sounds I need thank you very much XD

Also now that i can actually see the sun/moon position, I've noticed that the tones are wrong. If you want to make any immediate changes to the tones you have to search for this method in the script(ctrl+f).
CODE
#returns the tone for the hour
  def get_time_tone

immediately below that code is a bunch of tones for different hours. I'll give an example of how to change a tone.
CODE
if $game_system.pze_winter #winter

there are the 4 seasons each with individual tones(actually summer/spring are the same) But you will need to edit the specific tone of which season you are using, It will be allot easier if you just use 1 season for your demo but it's up to you.
CODE
when 23,0,1 #dusk
        return Tone.new(-100, -50, 50, 50)

This code means at the hours of 23, 0 and 1, The tone will be (-100, -50, 50, 50) which means -100 red, -50 green, +50blue, + 50gray
I think for your particular situation you may just need to make the sunset earlier so instead of 18,19 maybe 16,17? and then you have to make twilight earlier, so like 18, 19, 20, 21, 22 to accompany for the missing values. Play around with it, you may find something you like.

EDIT-
Also i'll probably add switches for every time period(dusk, dawn, twilight ect.), depending on what times we want for each period.
SilentResident
Thanks for the info.

Just a question. Can the color tone codes (such as -100 red, -50 green, +50blue, + 50gray) produce the same screen color tone with your Time Script as they did with my Event-made Day/Night system? I -100 red, -50 green, +50blue, + 50gray can produce different results or the same results anywhere in PZE, both in scripting and eventing? I know your answer is gonna be "yes" and that my question is stupid, but I wanna be 100% sure.

I am asking, because I am gonna just use same color tones from the Common Event for the Script (when possible). Saves time.
maximusmaxy
Yes you are correct.
Although the way i have it set up, the tone is only able to change every hour and it's a gradual change of about 5 seconds. If you need it to change at a certain minute I'll need to do some additional scripting or if you want the change less or more gradual that too will require extra scripting.
SilentResident
QUOTE (maximusmaxy @ Oct 11 2011, 09:02 AM) *
Yes you are correct.
Although the way i have it set up, the tone is only able to change every hour and it's a gradual change of about 5 seconds. If you need it to change at a certain minute I'll need to do some additional scripting or if you want the change less or more gradual that too will require extra scripting.


Well, the only way so we can say with sure what we need, is to have myself actually give a look to the script and let you know.

What bothers me is that such things (like Changes At Certain Minutes and Gradual Changes) don't require the re-write of a WHOLE script, right? Such thing could be awful if it is true. But somehow I believe it is not true, and that the Changes At Certain Minutes and Gradual Changes can be done with the addition of just a few script lines, nothing more. Right?


And about the version of your demo shall I pick up to look at? The one you released yesterday the morning, which is posted and a few pages back in those forums, right?
maximusmaxy
Take my latest updates, It's probably as much as I will do to it for now, unless there's any major problems. I'm using a new font for the dawn of the day message so remember to install it. I recommend we add it to the list of fonts we already have happy.gif
http://www.mediafire.com/?2f5y1104mle6e5x
If you want it to change every minute it will take a few lines here and there to check more often. A much simpler thing we could do is just make the changes more gradual. I have set a value for how gradual the change is to 100 in the following part of the script(ctrl+f to find)
CODE
#changes the tone of the screen dependant on the hour
  def set_time_tone
    start_tone_change(get_time_tone,100)
  end

Basically you can change how gradual the changes are by changing 100 to a different number, but yeah if you want different numbers for different changes it will require a couple extra lines here and there.
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