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SilentResident

The Project Zelda Engine (aka Zelda Starter Kit)! *With Download Links & Pictures*

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Soz for the wait, here are some samples of our work on the PZE:

 

 

The Shop script is now completed. Its awesome and very simple in use, and has so many customization - beyond your imagination - you can even have every item display a unique description message or refer to the Item/Armor/Weapon Database's description on that item, you can set easily the conditions of the item (i.e. needs Arrow Quiver so to be able to purchase Arrows from shops, or Bomb Bag for purchasing bombs, etc). You can format the looking of the messages and much more!

Just navigate with the cursor on the items and select them to purchase them :) :

theshopsystem.png

 

The HUD from now will be much more neutral and realistic. Simple, more clear, and fits both 2D and 3D-styled games.

oldnewbuttonscomparison.png

 

Also we are done with the Tunics system - it is awesome with the full meaning of the word ''awesome''. Literally, it is automated and there is nothing from the part of the gamer that needs to be done:

tunicchange.png

 

 

Enjoy!

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Chakanevil kindly took the time to create a video of some of PZE's examples and features! Hope you like it! ^^

 

Here's what is in store for everyone that is waiting, and like the Team said, it's well worth the waiting time, as the UP4 is much better than UP3 ever dared to be.

 

Here is the video. Best viewed in 480p (Youtube video):

 

Enjoy!

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Hello everyone! The Project Zelda Engine's UP4 Alpha Version will be uploaded within the next days! As Alpha version, we note that it may have many bugs and glitches we haven't looked at, yet.

 

We will not accept any bug reports at all, and if someone posts any bug reports, we will just ignore them. This is not a Beta version, so any bug reports are pointless for now.

 

The only reason we upload the Alpha Version is to finally let the people get a taste of the new engine and its features, so they get used to it until the official release of PZE's Beta and Final versions.

 

I will post more news soon!

Please check frequently this post, here, at http://www.zeldaengine.net/thread-147.html , as it may get updated with the link for downloading the PZE UP4 Alpha Version. ;)

 

Have fun!

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The Project Zelda Engine - Update Patch 4 version (aka Build Number 4.0) download link here:

 

http://www.mediafire...bb1lj3g10t2vyal

 

Note! This is an unfinished demo version, not the official, complete version of PZE UP4 (which is gonna be released sometime during or after the Summer 2012)

 

Reason of giving you this demo version is because people have been asking to playtest the Update Patch 4's new features so they can plan their games accordingly as the officially-supported (and complete) version of PZE UP4 comes this Summer 2012.

 

We could really like to hear your opinions and we could warn you that you can use it at your own risk as it may be pretty buggy (its an unfinished version anyways.)

 

Enjoy and have fun seeing the new features of the very promising Update Patch 4!

Edited by SilentResident

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Good Morning everyone! Today is 15 July 2012.

 

We made progress on the engine and we proudly accomplished many new achievements on the Engine.

 

I am totally impressed with the nice work done so far.

 

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

20+ Bugs fixed!

We corrected over 20+ bugs, both visual and technical bugs, and now anything, at least anything we playtested so far, works perfectly.

Bugs we addressed include the weapon ones, such as Bomb Explosion Pushback glitch, Bow Animation Loop glitch, and more.

and also the "Night of X Day" message is now set to be displayed ONLY when the Clock Mode is set to Majora's Mask Mode.

 

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

File Display Screen is now complete!

Also we are giving the finishing touches to the File Display Screen and the result is simple, yet beautiful:

image0012.png

 

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

Animation tones unaffected by Screen Color Tones

Also, thanks to a new script, the animations (any animations we want to) can now be placed onto a special Layer which keeps them unaffected by any Screen Color Tone changes on a map or cutscene! This is handy for the Ocarina songs which can look pretty ugly if played during the nighttime, etc.

image000jw.png

 

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

Displaying Music Notes in Menu

We created a very simple way of displaying the Music Notes for your songs in the Quest Status Screen.

As you see, the notebar in Quest Status Screen will display the notes you put in the Description Field for that particular Song in Items Database:

 

menusongnotes.png

 

For example the Goron's Lullaby consists of the following notes in the following sequence: A, Right, Left. A, Right, Left, Right, A. And so, we put in the Song's description field: ARLARLRA and the notes will be displayed in the menu! Enjoy! :)

 

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

Automated Season Indicator!

We also, finally, are done with the Season Change mechanism.

Now, Link is fully animated when he spins the rod of Seasons around him, and also the Seasoned Tree Stump works like charm so you shouldn't stuck at it when you climb it!

Also we added a much better Season Indicatorin UP4, which is alot better than it was in the previous version of PZE: its fully scripted, and uses a Picture Zoom feature as it emerges in your screen for a few seconds, before it goes away. :)

seasonindicator.png

Now the Season Indicator will be displayed in the following cases:

-when the player starts game.

-when the player changes a season.

 

We could set it to be displayed as player transfers from one map to another, but we found it to be too annoying and tiring. Enjoy!

 

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

The Bomb Flower!

Guess what we added to the PZE!

The famous Bomb Flowers which firstly have been introduced in the Legend of Zelda: Ocarina of Time and since then made their appearance in various Zelda titles, return today to the Project Zelda Engine!

bombflower.png

As soon as you pick it up, you have a limited time to carry it with you and drop it before it explodes in your hands. Isn't awesome? :)

 

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

Walk while holding a Shield!

Another new feature we implemented to the Project Zelda Engine is Link's ability to walk while holding shield to protect himself!

So far, he was unable to walk with a shield in his hand. But thanks to Night Runner's awesome work, now Link can walk around while he holds the shield to defend himself from enemy attacks!

shieldwalk.png

I am pretty sure the Zelda gamers prefer Link to be able to walk arround with his shield than standing idle in his place when he is attacked!

 

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

 

Stay tuned for more news soon! :)

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We worked a little more on the Bomb Flowers and now they feature a Growth Stage!:

snewgraphicsandgrowthst.png

 

 

The Bomb Flowers will regrow back to their original stage a few seconds after their previous bomb has been exploded, so you can re-use the same flowers as many times as you want. You can blow off a whole map! :) Very simple.

You can place as many Bomb Flowers on a map if you want, without any negative impacts to the game's performance!

 

Really I like those strange flowers! Zelda games that had Bomb Flowers were pretty funny! Ninty and Shigeru Miyamoto are my most favorite game creators!

Edited by SilentResident

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The PZE Team is in much need of Scripters, Eventers, and Mappers, not so much on Artists.

 

If you have any experience with XASABS that is a plus as well.

 

We really do need talented scripters, and these postions are almost a guaranteed position on the team, but the level of scripting has to be a great understanding as it is pretty complex, so please understand that we can not accept basic and newly begining scripters, unless they really have a firm grasp on the ruby system.

 

With Max away from the scenes with no reason given and Night Runner retiring soon, and Thunder away for studies, UP4 may be the last release ever.

 

Silent Resident is starting to fell the pressure and is also considering retiring, so expanding the team would really uplift her spirits.

 

 

http://zeldaengine.net/thread-197.html

 

Leave a message if your interested.

Edited by chakanevil

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We have done a significant progress on the Update Patch 4 for the Project Zelda Engine. Today we are sharing with you some info about those new features, capabilities and mechanisms that have been added to the starter kit, with the primary goal of enriching it, and turning into a capable Zelda Starter Kit for creating your nostalgic games with.

 

 

New or existing items:

Of course lets start with some of the improvements on existing items, or the addition of new items to the engine:

The Lens of Truth now have been turned into a full script, which updates in real time! As real time, we mean as soon as an enemy or object falls within the range of the Lens, it's truth will be revealed to you!

image006q.png

 

The Powder Keg (from Legend of Zelda: Majora's Mask) and the Super Bomb (A Link to the Past) have been added to PZE, and are unique that they feature a much bigger explosion radius and have a stronger explosive force which can really hurt Link alot if standing near it.

image004gb.png

 

New enhancements:

The Transformation Masks now will no longer, instantly, transform Link from one form to another. Instead, they will now have a beautiful, Majora's Mask-styled transition which allows for a gradual transformation that can be of many frames per second as you wish, and brings more realism to your game!

image005i.png

Also our dear Deku Link, now is using the Pipes of Awakening to play the songs!

image007z.png

 

New Mask Forms:

The long-waited Fierce Deity's Mask which many Zelda fans love and call with the nickname "Oni Link", finally makes its return to the Project Zelda Engine! Now, Link can transform into an adult Fierce Deity Link, and in this new form, he is equipped with the finest sword: the Double Helix Blade.

image009x.png

 

New interiors and maps to playtest!

Although they seem not necessary in a Starter Kit, we decided that some more maps will bring you some extra Zelda-related mechanisms and unique features which you can use in your games if you want so. Those includes a "black market" styled Curiosity Shop from Legend of Zelda: Majora's Mask!:

image003xz.png

 

New companion!

We kept the best news for the end! Try guess who has been returned to the Project Zelda Engine Update Patch 4!

Epona the Horse! The famous animal friend of Link, who accompanies him in his adventures, now is available for you to ride and explore the vast world of Hyrule with her!

Epona can be called through 2 ways so far, (but you can add more ways of calling her, if you wish): By playing the Epona's Song, or the Horseshoe Flute (aka Horse Call)! Of course, when you call Epona, you can see her as she is coming at you, and when you dismount her, you will see her leaving!

image001pp.png

 

Epona is a ride-able female companion of Link, which allows him to travel across maps at a higher speed, jump over obstacles, and engage in mounted combats with other enemies. But Epona may not be called in, or enter, the indoor maps such as houses and dungeons. Also in the Starter Kit you can define which weapons/items may not be used while riding her. We don't want a crazy Link to throw bombs on her head while riding, or to transform himself into a heavy Goron that could kill Epona with his weight. Could we?

image000c.png

 

As we mentioned above, we granted Link the ability to engage in mounted combat and fight enemies while is riding. Link, so far, is able to use the Bow and the Sword, which can bring a new immersion to your games! The movement controls of Epona, of course are easy, simple and pretty much the same as the ones of Link. The Shield in the Z Button (Shield key) is automatically being replaced by the Bow which saves you from having to assign the bow manually to the C-Buttons to use while riding Epona! wink.png

image002t.png

 

 

That's all for today! smile.png We hope you are excited to try the Project Zelda Engine Update Patch 4 when it comes out!

 

Have a nice day!

Edited by SilentResident

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Guess it is the time some news about our work on the Project Zelda Engine Patch 4 (well, lets from now call it PZE Version 4 Build 0!).

 

Really, this period we are mostly spending our time debugging the scripts and tools of Project Zelda Engine, so the engine has the minimal amount of bugs possible before the engine's release to the public. We also are adjusting some details about the weapons so they function properly. For example the Bomb Arrows now consumes BOTH 1 Arrow Ammo and 1 Bomb Ammo.

 

We made progress on the configuration of the PZE's swimming system and sword spin attack. ;) Here are some samples of the work doing this second half of August. ;)

 

The Sword Spin Attack is a work in progress and we are aiming to give you a realistic spin attack in the style of most 3D Zelda games, although it is kinda difficult to replicate it in a 2D platform such as Project Zelda Engine.

image003cb.png

 

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

 

 

We made decent progress at configuring and setting a nice swimming system for you all the Zelda gamers to enjoy in their games! We are providing you the best Swimming System that can be used with ease, and efficiency.

You can set the swimming systems parameters very easily - for example be allowed to swim without flippers like in Legend of Zelda Ocarina of Time, or flippers are required to avoid drowning like in Legend of Zelda A Link to the Past.

image001kz.png

 

image000tt.png

 

To set which water tiles are swimmable, in UP4, is very simple: just go to Tileset editor and set the Terrain Tag for the Tiles from #0 to #4, which is the terrain tag associated with Water tiles (swimmable). ^_^

The rest is absolutely automated: if you have no flippers and try enter the water, you will get drown, lose some health, and then respawn to the nearest safe tile you was before you get drown.

 

The swimming system in UP4 is purely automated and fully scripted, with awesome performance and very impressive animations, and swimming has a slower movement speed than walking, and there is no extra configuration needed to be done by you the gamers.

 

In older versions of PZE, such as UP3, on the other hand, the swimming system didn't exist at all - you had to set it manually, using events, and it was a pain to set it. It needed thousands of events to make it work, and this often caused map lags.

 

 

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

 

 

Next has to do about the Magic Beans (an inventory item seen in 2 Zelda games so far - Legend of Zelda Ocarina of Time and Legend of Zelda Majora's Mask)

The Magic beans can be purchased and be planted into patches of soft soil. but to grow, they definitely will need from you to wait.... 7 years. Of course some people may not have that much patience and wait 7 years, so we gave you some extra options such as using a bottle with water, or the Song of Storms to summon a thunderstorm, will cause the Bean plants to grow and mature, allowing you to climb on them and transport you to secret areas of a map.

image005f.png

 

 

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

 

Who doesn't love the adorable Deku Link and his ability to fly with the help of the Deku Flowers? Here is some progress done on allowing the Deku Link to use Deku Flowers in Project Zelda Engine and be able to fly around on the game's map, for a short period of time, and reach difficult or impossible areas.

image003lx.png

 

 

Also we made a nice progress to finish the maps that come with Project Zelda Engine, and we are pleased with the results of our work! Here are some samples - the Knife Room in Stock Pot Inn!

image001zz.png

 

The Treasure Chest Mini Game Shop! Play and win prizes! (if you are a fair gamer, do not use the Lens of Truth to see what the treasure chests may hide from you!)

image000uq.png

Can't decide which chest has the key to bigger prizes? Cheat you way with the Lens of Truth (Just make sure you don't tell that to the Game shop's operator, she won't be very happy!!

cheatyourwaytotheprize.png

 

 

Stay tuned! :)

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I have been a fan of this since day 3 of this project. I am using it in one one my games. Just thank god this topic isn't 72 pages long here! and in that 72+ page topic I was post #3 there.

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Well it uses the XAS action combat system and has some amazing customization options.

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I thought this when you first posted it a while back, absolutely brilliant! Amazing work, very inspirational and quality is superb. Very good work.

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Hello! We have been working those days to improve and finish the ''Got Item!'' messages that are displayed when Link obtains a new item or weapon.

 

Our team is happy to announce that the Project Zelda Engine can play animations on the message text boxes!

 

You set a message to play an animation for that weapon you just found in a treasure chest.

The weapon and/or the light in the background can be animated, in the style of the Legend of Zelda: The Wind Waker game and newer Zelda titles!

 

animationinmessages.png

 

 

The animations in message boxes are optional and can be set at will. You can have them to display only important items or all the items, including trading items, rupees, dungeon keys, and more.

 

However this feature have a limitation: only 3 frames can be played for every item's animation. This limit cannot be increased and this means that you may not have high expectations for playing long animations in textboxes.

 

The files for the animations are stored in the Pictures Folder of Project Zelda Engine and e that can have the animations for up to 4 weapons/iteps per file. Each weapon/item has its own row of animation, which is independent from other weapons in that file. The Engine reads the animations from top to bottom, in an animation loop.

 

faceanimationitemobtain.png

 

faceanimationitemobtain.png

 

faceanimationitemobtain.png

 

Enjoy! Soon we will post up the news about the new, improved Map Slide feature of Project Zelda Engine.

 

Credits for the idea go to MetalZelda, a member of the community, and the credits for the support of a such feature go to Hermes Advanced Message System by Derula.

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The World Map is now finished! All the demo areas and locations from official Zelda titles that are reimplemented into the Project Zelda Engine (such as Clock Town, Kakariko Village, Earth Temple, Sacred Grove, Forest of Time, Hylia Pond, and more,) are now connected to each other via a new area, the Faron Fields, made by the PZE team, and which is an open-grass field with few trees. The fields now acts as the main transport location that leads to all other locations on the map, connecting the Clock Town with all the other settlements in the world! :)

 

The world now is set and ready, for the gamers and the users of the Starter Kit, to explore when the Update Patch 4 comes out! :)

 

 

worldmapfinished.png

 

Enjoy! :)

Edited by SilentResident

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Now that everyone in the PZE Team is gone for a break from PZE and enjoys relaxation those days of the Christmas and the New Year, I got the free time and the opportunity to give some attention to the poor or low quality icons and graphics of the engine, and I gave them new looks.

 

But I am not sure if the people will like them. Here they are!

 

Dungeon Compass

idungeoncompasscomparis.png

 

Dungeon Small Key

idungeonkeycomparison.png

 

Stone Slab and Stone Slab Fragment

idungeonstoneslabcompar.png

 

Dungeon Map

portraitdungeonmapcompa.png

 

Don't worry if the icons are of different sizes - some of them are for display in the game's Text Message dialog Boxes.

 

Hope they are good. Enjoy!

 

And by the way, Happy New Year! :)

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Great Job SR! Nice seeing the new life in the Project. Funny I can remember when you started on it.

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The Project Zelda Engine Team is proud to announce the addition of one more form to the engine! The famous Bunny Link's Form!

 

bunnylinksprites.png

 

 

The Bunny Link Form, which is triggered by force as soon as 2 Conditions are met:

Conditions for transforming into a Bunny Link:

1) Enter a Dark World-classified map.

2) Moon Pearl (Accessory Item) is not in Link's Inventory.

 

As soon as both conditions are met, Link will forcefully transform into the Bunny Link!

Bunny Link has very restricted abilities in his possession.

 

Bunny Link can:

-Move/Run around

-Talk to People or Open Treasure Chests

-Interact with events.

-Read and/or perform other intelligent actions

-Lift objects, based on the level/power of his Gloves.

-Wear different clothes (Green, Blue, Red Tunics)

-Use the Magic Mirror (Non-offensive Weapon)

-Use Bottles

-Climb Stairs - Jump down the cliffs.

 

Bunny Link can't:

-Use any weapons, including Primary (Sword and Shield) and Secondary weapons (Bow, Bombs, etc)

-Swim in Deep Water/Sea

 

So, if you had any weapons in the buttons that aren't the Magic Mirror or Bottles, before Link turns into Bunny Link, they will automatically become disabled and grayed out (except their Ammo Counters for obvious reasons).

 

 

bunnyform.png

 

moonpearl.png

 

 

Enjoy!

Edited by SilentResident

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Morning or evening, dear people! The PZE team is happy to share some info of our progress, today! :)

 

The Gossip Stones are implemented to Project Zelda Engine! :)

gossipstoneshake.png

Hit them with your sword and they will shake (see picture above) and tell you the current time! Or bomb them to rocket them to the sky! Or simply wear the Mask of Truth and let those mysterious Sheikah stones reveal information that they've heard, give helpful hints, or even reveal the locations of treasure chests, to you!

 

gossipstones.png

 

Upon talking to them with the Mask of Truth equipped, the hit's or tip's message will always start with the following phrase:

"The mystical stone responds to the mask and speaks to you. ...But its words are heard in secret..."

 

Upon hitting them with a sword, they will say "Boing-oing!" and tell you info about the game, such as the current time of day, etc.

 

Various information you may get from the Gossip Stones include:

gossipstoneinfo.png

 

 

 

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

The Sword Spin Attack is now complete! :)

In PZE, now, each Sword has its own spin attack graphic and animation.

The Spin Attack also has different radius and power, per sword, based on that blade's strength and size (shortblade, blade, longblade, etc)!

 

The Kokiri Sword's Spin Attack animation in an artwork:

swordspinattack.jpg

 

and the Kokiri Sword's Spin Attack animation in Project Zelda Engine:

sweaponswordkokirispina.png

Master Sword's Spin Attack in game:

swordspinattack.png

 

 

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

The Earth Temple's Dungeon Map Layout now has been set!

Our team now makes progress at setting up the dungeon's layout, so it can feature as many weapons and items as possible, for the gamers to be able to test their weapons and their capabilities, by solving small puzzles!

 

s1stfloorlayoutcopy.png

 

The PZE's Earth Temple is using the Earth Medallion's symbol for the dungeon's map layout, and thus, respecting a tradition in the Zelda game series that started with Zelda 1's dungeons and continues to that day!

A basement and a second floor are planned too, although in this picture only the 1F is displayed for now.

 

 

Enjoy!

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The Project Zelda Engine 4.0 has seen a nice progress the past few weeks, which brings it even closer to its final version and release!

 

 

The HUD is complete and ready!

The HUD has been improved, configured to add the missing details and now it is as ready as ever for the release of the Project Zelda Engine 4.0!

The old HUD

oldhud.png

The new HUD

screenshot028y.png

 

 

Our team is doing pretty good progress at bringing you a real dungeon which features over 30+ weapons for you to obtain and use them to defeat enemies or solve puzzles! Each room will have one or more Big Treasure Chests, and feature puzzles based on the types of weapons you find in!

Earth Temple's new rooms

screenshot027v.png

 

 

The Diving System has been added to the Project Zelda Engine!

When Link is swimming in deep water, he is now able to dive, as well. The Diving ability can be controlled by a simple switch and you can have it enabled at all times, or only after obtaining certain diving-related items such as the Diving Scale or the Zora Armor!

screenshot026kc.png

 

 

More features will be announced, soon. Stay tuned! :)

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WOW! Im more impressed everytime i see an update to this :D.

 

Thank you for your kind words! You are welcomed and if you have any questions feel free to ask ;)

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SilentResident We are not worthy! you are the tem are simply badass people!

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This week's news are focused on the improvements our team has done to the Map Slide script.

Map Slide is the feature we see in the following Legend of Zelda titles:
A Link to the Past, Link's Awakening, Oracle of Ages, Oracle of Seasons and Minish Cap titles.

As "map slide", we call the map-scrolling function that triggers every time Link travels from one room to another and camera moves with him.

The map slide requires the rooms to be of fixed sizes and of same tilesets, much like as in the picture bellow:
http://imageshack.us/photo/my-images/703/originallttpmapslide.png/

Our Team not only added the Map Slide to the Project Zelda Engine, but we also worked on it and we improved its functions by expanding its limitations, so it can connect rooms of both fixed sizes and different sizes, and of different tilesets! http://imageshack.us/photo/my-images/16/advancedpzemapslide.png/

This allows the people enjoy more flexibility at making their dungeons using the Project Zelda Engine.

What do you think about this new feature? We could love to hear your opinion!

Edited by SilentResident

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Hello dear people! The last 2 months, my team is not focusing on new features, but rather expand the existing tools, mechanisms and apply bug fixes to the Project Zelda Engine.

Here is a general list of what was done just in the past few weeks:


#-----------------------   DONE   ----------------------- #
---[DONE]Add the Roc's Cape. It functions exactly like the Roc's Feather (The Roc's Feather's functions as the following: jump and land back on the same tile if not walking, or jump 1 tiles forward if walking). The only difference between Roc's Cape and Roc's Feather is just it jumps 1-2 additional tiles forwards if walking.
---[DONE]Trowing Shrubs into deep water, will sink them. However, throwing rocks into water, will break them on water's surface instead of sinking them. This needs to be corrected. Rocks could sink into water much like the shrubs, instead of breaking.
---[DONE]Add the Mermaid's Suit. It functions exactly the same way as the Zora's Flippers. And, much like the Zora's Flippers, it uses the Link[7]_SWIM sprite. The only difference between Zora's Flippers and Mermaid's Suit is the speed. The Suit allows Link to swim faster in water, and more specifically, at the default (Link's walking) speed.
---[DONE]Make the Water Diving System be enabled via a Switch, in the same way the Water Swimming System is enabled/disabled via the [switch ID 18: Swimming Active].
---[DONE]Create the new World Map that reflects the PZE's maps and their geographical locations.
---[DONE]Epona Footstep sound, as heard in Ocarina of Time and Majora's Mask. Epona's footsteps sound effect adds more realism. (Scripting or eventing knowledge needed)
---[DONE]Update the Visual Equipment so the equipment won't disappear for pretty simple sprites such as Link[7]_PUSH[2], which can not explain the equipment's disappearanc.
---[DONE]Give the Dark World and the Past World, their own World Maps. There are more than 1 world visitable in the PZE: the real world, known as Light World, where the Hero is born and lives, and 2 more worlds/dimensions: the Dark World (visitable in the title: Zelda A Link to the Past) and the Past World (visitable in the title: Zelda Oracle of Ages). The World Map Menu Screen however only displays the Light World's map at all times. And since the other worlds may not be geographically 100% the same, they need to be given their own World maps.
---[DONE]Make the Ground Roll Technique to be enabled/disabled via a simple Switch (The switch to apply only for Link's real Human form - not for Masks). Its possible that the gamers may not want the ground rolling technique in their games, at all, or, simply, they may want to have Link to be an unskilled adventurer at the beginning of his adventure and learn this cool technique later in the game.
---[DONE]Make the Sword Spin Attack/Charge Technique to be enabled/disabled via a Switch or something like that. Its possible that the gamers may not want those advanced combat techniques in their games, at all, or, simply, they may want to have Link to be an unskilled fighter at the beginning of his adventure and learn those techniques later in the game.
---[DONE]Give the Earth Temple's map a layout. Make the rooms of the dungeon be arranged in an way so the temple is shaped after a symbol of Earth.
---[DONE]The Ocarina's Soaring System needs to be disabled when Link is in Dark World and Past World.
---[DONE]Disable the Ocarina's Song of Time's Travel (a Majora's Mask feature) when Link is in Dark/Past Worlds.
---[DONE]Move the Animation ID 619 which is clearly an animation used only by Link, from Events Group to Link's Group. Also, in case the animation ID 618 is used by Link again, then, it must be moved to Link's group.
---[DONE]Add the slippery Ice Terrain to the PZE. If Link steps on ice, he could slip all the way until he is stopped by an impassable tile/event.
---[DONE]Try add the 'push' effect to the Cane of Somaria's pushable Block. In fact, a "push" is Link's _PUSH sprite which is used mostly when Link is trying to move objects and blocks in the game's world.


Soon we will post more info about the awesome Ice Slipping feature we added to the Project Zelda Engine! The player will slip in ice if he try to step onto a tile of frozen ice! This can be funny but also quite dangerous sometimes, especially if there are holes or traps in the floor!
Enjoy! :)
 

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