Help - Search - Members - Calendar
Full Version: The updated Project Zelda Engine: What new? Ideas and suggestions.
RPG RPG Revolution Forums > Game Engines > RPG Maker XP Discussion
SilentResident
As you see, as a big Zelda fan, I am updating the Project Zelda Engine (aka Zelda Starter Kit) for RPG Maker XP.

But there is still lots of job to do and I am looking for forums where we can chat about ideas, or suggestions, regarding the updated Project Zelda. For this, I create this topic in the normal forums instead of the resource forums where the chat is focused arround the actual resources and the technical support about them.

(If anyone wants to see or download the updated Project Zelda starter kit, he can go to this link:
http://www.rpgrevolution.com/forums/index....showtopic=47454 (Creative Commons > Resources Submissions):



EDIT: There are 5 free weapon slots in the inventory menu of Project Zelda. What weapons shall we create and put into them? What weapons could you love to see added in Project Zelda Engine? tongue.gif
link52
QUOTE (SilentResident @ Jan 4 2011, 12:16 AM) *
EDIT: There are 5 free weapon slots in the inventory menu of Project Zelda. What weapons shall we create and put into them? What weapons could you love to see added in Project Zelda Engine? tongue.gif


the Magnetic Gloves,roc´s cape smile.gif , the seed satchel,reverse stick and the flower bomb woot.gif
Klokinator
I'm no scripter or anything like that, but what if you took every single Zelda weapon/item ever made, put it in the engine, and allowed the player to switch on or off whatever weapons and items they wanted to? Also, give them the ability to place the item/weapon anywhere on the inventory menu just by changing the number of the weapon/item.

If I wanted the magic beans to be put on the top row, third from the left for example, I would go into scripts and find the magic beans in there, and change their numbers to [1,3] which means Top row, third from the left.

In this way there would not technically be any limitation to WHAT items and weapons you wanted in there, and you could implement literally everything and just let the developer disable and enable and reorganize as needed, see?
SilentResident
QUOTE (link52 @ Mar 6 2011, 11:38 PM) *
QUOTE (SilentResident @ Jan 4 2011, 12:16 AM) *
EDIT: There are 5 free weapon slots in the inventory menu of Project Zelda. What weapons shall we create and put into them? What weapons could you love to see added in Project Zelda Engine? tongue.gif


the Magnetic Gloves,roc´s cape smile.gif , the seed satchel,reverse stick and the flower bomb woot.gif



The Magnetic Gloves are possible. Same for the Seed Satchel. But the Roc's Cape is impossible. The cape will let Link to "moonjump" and get even on areas he was never supposed to go, causing game bugs or issues.

The Bomb flower has already been added to the game partially, since patch 1's changes on the Bomb's functions. Just the Bomb flowers themselves are not created yet. But it could not be hard.



QUOTE (Klokinator @ Mar 7 2011, 08:33 PM) *
I'm no scripter or anything like that, but what if you took every single Zelda weapon/item ever made, put it in the engine, and allowed the player to switch on or off whatever weapons and items they wanted to? Also, give them the ability to place the item/weapon anywhere on the inventory menu just by changing the number of the weapon/item.

If I wanted the magic beans to be put on the top row, third from the left for example, I would go into scripts and find the magic beans in there, and change their numbers to [1,3] which means Top row, third from the left.

In this way there would not technically be any limitation to WHAT items and weapons you wanted in there, and you could implement literally everything and just let the developer disable and enable and reorganize as needed, see?



It is impossible to add EVERY SINGLE Zelda weapon/item to the engine. Several items require a different platform with abilities and features the RPG Maker XP cannot support. About re-arranging the items/weapons anywhere in the inventory menu, you always can do that. Just change the weapon/item's coordinates in the Inventory by editing the proper Common Event (Pre-patch 3) or script (After Patch 3).
zhoul
i wrote this allready in your main thread but i can add this here too.

You should add a second page in your inventory for masks or just a new extra bar on the normal
inventory page where you can
add 6-8 masks.

There are allready some sprites with deku link or goron link etc. + transform animation. Would be awesome.

I think you need a completley new inventory (more like the ocarina of time one) so you have more space for new
things wink.gif

keep up the good work. I love your updated engine smile.gif

menu example from Skylink. You see its like the OoT menu so you have much more space to add other things or
you go on with your own inventory and build your own special menu so there is more space for masks
or other special things but right now its only one page...its too small to add more things.
Proposed Menu



If it stretches the webpage, it has to be put in spoilers - Night_Runner
SilentResident
The new inventory menu of Project Zelda Engine already has all those things Skylink offers. And has more slots than Skylink!:

See yourself:






To note that the only difference between Project Zelda Engine and Skylink is that in Project Zelda, all the swords are gathered to just only 1 slot (new/upgraded Swords will replace the older swords, etc), which in my opinion is better, as this offers the player/game developer the flexibility to create as many swords as he likes to do, without worrying if there will be enough slots for extra swords. And from what I see, in Skylink you can have only up to 3 swords, 3 shields, etc, while in Project Zelda there are 5 or more swords, without any limits at all. smile.gif

About the transformation masks: Is easy to create them in Project Zelda. Just all what you have to do is to create them yourself as I am not planning to add them in the game myself, as many people may find the masks unsuitable/unfittable in their games. But as you see, there is enough space in Project Zelda Engine to have up to 8 Masks (If you assign them to the Quest Status Screen) or 4 masks (if you assign them to Inventory Screen, or 12 masks if you use both screens. So anyways, the options and the free space in Project Zelda Engine is limitless and allows you to make it fit in your needs smile.gif

The Project Zelda Engine has by far much more space for your needs. As you see, it has all the 21 (!) songs in the Quest Status Screen, while in Skylink (no offense, just a friendly comparison) I notice only 12 Song slots. I am just telling you that the Project Zelda is trying to have almost all the "necessary" items while giving some space for your own items as well.

Anyways, if you want to change the new Inventory / Quest Status layout of Project Zelda Engine, it is easy - just edit it with Photoshop or another painting program, and make the necessary edits to the Inventory's script which is not hard to understand. :-)


See how many upgrades there are in total for: Sword + Shield + Flippers + Gauntlets + Tunics. They shouldn't fit all in a OOT-style Equipment Screen, they are too many. Should they? smile.gif

Also look carefully the medallions, there are more Medallions found in Project Zelda Engine's Quest Status. More specifically, 2 more than in OOT. Those 2 Medallions represent the 2 missing elements from Ocarina of Time, which are Earth Medallion from Earth Temple and Wind Medallion from Wind Temple. Those 2 temples are located somewhere in OOT's Hyrule, however are unaccessible in OOT, but are accessible in Legend of Zelda: Wind Waker, which is the sequel to OOT (200 years after)
zhoul
wow this is rlly great but i have one question. Right now there is only one slot for masks + you said that these slots
are for more than one item...for the sword and shield stuff i agree but this will not work with masks because you need
to switch between the masks to get different abilitys (zora,goron link for example). So i think we will need a extra page for masks
or you click at the mask button and a new window will pop up rolleyes.gif

hm or i missunderstanded something ^^


Edit: Hm i think i understand this now. In the end its your choice where you put the masks. I think its ok

but hm..you said you will not add the masks to the engine but if i give you zora,goron and deku link would you like to add them?
So the people will have 3 standart masks + transformation (with extra ability) and if the people wanna add more masks
they can build them up on this script.

for example: we builded a evil-link-mask so link transform into a link with black cloth and redhair + angry emotion + 2 swords (each sword is like a assasin weapon
on his arm). So if we wanna add a new mask or other things we can use the main masks (goron,zora...) + add this one or change one of these masks.

hm just an idea ^^ I will look for my sprites when i am at home.
SilentResident
First of all, the Project Zelda Engine is not the Majora's Mask. The Majora's Mask is a 3D engine, while Project Zelda is a 2D engine. Big difference. Is difficult to add a Deku Transformation Mask (for example) to Project Zelda... In Majora's Mask, the Deku Mask makes full use of the 3D environment, which helps player to control easier the Deku Link while he is flying using Deku Flowers. That's just an example of how difficult is what you are asking for. I am not planning to add those transformation masks to Project Zelda at all. But you can try do that by yourself.
Please understand... Not all the gamers in RPG Maker XP will create a game based on a 3D Majora's Mask engine.

The transformation masks, I repeat, will not fit well in some player's own Zelda fan-made games. If a player, for example, attempts to make a Legend of Zelda: Link to the Past game, and Link is having the abiltiy to transform into something that does NOT fits in the game's story, then he will have to scrap it away. I already told you that the Project Zelda Engine can be modified easily to this way, by just adding more slots. And the Quest Menu... look at it... You can very easily remove the Rod of Seasons from it and use the 4 Season Slots for Transformation Masks and the minor slots below, for normal masks. Thats in total 12 slots... 12 slots that can be expanded to contain even more slots! Tha's pretty enough smile.gif Just an idea of how many possibilities you have with the Project Zelda Engine.
zhoul
yeah ok. I understand your point but i still think its ok to add them because people can delete them too if they dont need them ^^
Dont think that majoras mask is a problem...i have transformation animation + the skills. The deku is the only "small" problem because he can fly
but you can change this to a jump function so if you run over a flower you get a high jump or smth like that (flying objects in rpg maker isnt hard) so
i think its not that hard. Just think about it ^^

i am still collecting all my old files and i was too busy yeasterday to add some screens..but its friday now so i have freetime ^
SilentResident
QUOTE (zhoul @ Mar 18 2011, 09:18 AM) *
yeah ok. I understand your point but i still think its ok to add them because people can delete them too if they dont need them ^^
Dont think that majoras mask is a problem...i have transformation animation + the skills. The deku is the only "small" problem because he can fly
but you can change this to a jump function so if you run over a flower you get a high jump or smth like that (flying objects in rpg maker isnt hard) so
i think its not that hard. Just think about it ^^

i am still collecting all my old files and i was too busy yeasterday to add some screens..but its friday now so i have freetime ^



Its kinda complex, my friend. As transformed Link means entirely new moves, which is kinda difficult for me to add to the engine, as anything - from stones and bushes, Epona and weapons-, are working based on normal Link. Even if we have Goron Link... what shall he do? Be able to roll in the ground? How? This is not a "jump" feature at all. Very hard to do that in RPG Maker. And Zora Link? Zora Link's true powers are in the water. Those masks were created in a 3D game, not in a 2D game... Majora's Mask platform is 3-Dimensional one, which favors the use of transformations. The 2D platform the Project Zelda Engine is working on, is much like the Super Nintendo (See Legend of Zelda: Link to the Past). And since the water in a 2D platform is not a major factor that governs the gameplay, creating Zora's Mask which is specialized in water, is like creating a costume without major purposes.

Really, the transformation masks are not simple task. And in most cases they only can make an already complex engine to be even more complex. Of course, you can try it yourself and prove me wrong.

One example of how hard is to add transformation masks to Project Zelda Engine is the sprites. Even if we successfully add transformation masks, the world map's events (such as rocks, jars, shrubs) cannot afford it. Let me tell you an example: you know Link can grab rocks, jars, bushes, etc, right? There is a limit of 49 Event Pages for Link holding those objects. Only 49 at all... Link can only hold up to 49 different items/objects so far. And there, I have to say that "Link Holding Green Shrub" takes 1 Event Page of the 49 in total. So only 48 Event Pages left to use. Link holding small rocks will need a page too. So that's 47 pages left. Do not forget also the Bomb Flower. 46 pages left. Also to include the seasonal versions of the above items. A frozen shrub in Winter Season will needs a page too. 45 left. Same for Summer, Spring and Autumn seasons. So the free pages ammount drops bellow 41. And we have to do the same with a variety of several bottles/jars/vases as well. They take over 6 pages (6 jars arround a zelda game). Also, forgot to mention the bigger rocks Link can lift with his gloves. They need their own pages too. And all those are for normal Link's sprite while he is wearing the Green Tunic. What about Link in Red Tunic and Blue Tunics? And to mention that people may need over 30+ pages free for their games to add their own items. Only few pages left of the 49 to be shared among Link's transformations. What about Goron Link? He should be able to lift rocks and bushes too, So we need more pages, to use with Goron Link holding shrubs, bombs, rocks, etc. Much like Normal Link already does. Don't we? And Zora Link? He needs to get spared some of the 49 event pages for its moves...

Have you tried to work around with Project Zelda Engine? Because if you do so, it will help you understand the limits and possibilities of the engine (which in fact are the RPG Maker XP's limits and possibilities).
~SilverPhoenix~
Add the ball and chain, the iron boots, an empty bottle and deku sticks banana.gif
SilentResident
QUOTE (zhoul @ Mar 18 2011, 09:18 AM) *
yeah ok. I understand your point but i still think its ok to add them because people can delete them too if they dont need them ^^
Dont think that majoras mask is a problem...i have transformation animation + the skills. The deku is the only "small" problem because he can fly
but you can change this to a jump function so if you run over a flower you get a high jump or smth like that (flying objects in rpg maker isnt hard) so
i think its not that hard. Just think about it ^^

i am still collecting all my old files and i was too busy yeasterday to add some screens..but its friday now so i have freetime ^



My dear zhoul, as I see your love for masks, and as I want every player to be pleased with his game, smile.gif I will try add a transformation mask to Project Zelda Engine and release it with the upcoming Update Patch #3! biggrin.gif
link52
add multi player game
Lloates
That was a great piece of information, I enjoyed reading it...
This is a "lo-fi" version of our main content. To view the full version with more information, formatting and images, please click here.
Invision Power Board © 2001-2013 Invision Power Services, Inc.