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Community => Your projects => Topic started by: MetalZelda on October 13, 2015, 03:10:54 PM

Title: The Legend of Zelda
Post by: MetalZelda on October 13, 2015, 03:10:54 PM
THIS THREAD IS SUBJECT TO CHANGE, RESERVED

This is a port of a old running fan game I was developping in the past 4 years in RPG Maker XP, and I succeed to get to it's limit, so I discovered Solarus and so I decided to port the game on this engine with amelioration, gameplay and mapping wise.
There is still not so much to show yet, as I am mostly porting the tilesets /  musics and remaking every maps, there are some finished maps with working stuffs currently.
Here's a sneek peak.

Water Temple, everyone loves Water Temple right ?
The blue bar is sort of "life bar" while plunging, if the bar is empty while being under water, without the Zora tunic, you'll drawn and insta death, the bar replenishes itself when you're out of the water, instantly after surfacing if you have the zora tunic watchout for that. The lengh of the bar depend on which version of flippers you have.

This dugeon was cut in the RPG Maker version due to layers and eventing limitation, it is returning in the Solarus version.

(http://i.imgur.com/skedZOm.png)
(http://i.imgur.com/SDFQNfr.png)

Exterior graphic
Castle Entrance with a nice bug, the water bar spawn whereas it shouldn't spawn here, same as the bars
(http://i.imgur.com/9veB4tP.png)
(http://i.imgur.com/Xv4wTxk.png)
Deep in the woods
(http://i.imgur.com/o2fFzYU.png)
Some village
(http://i.imgur.com/4XSHbgj.png)

Some place from previous Zelda games are presents (the Sanctuary from ALTTP) but showing them while they does already exist is a non-sense

I'll update some info soon.

Some ressources comes from wrightmat's project atm, I'm using and modifying some of his thing to learn and to save time (mostly the reconvertion of the stamina to a alternate life bar)
Graphics are from Parallel Worlds + mods, Solarus, various Zelda and Nintendo, some are personnal
Title: Re: The Legend of Zelda
Post by: wizard_wizzle (aka ZeldaHistorian) on October 14, 2015, 02:06:07 PM
I knew your "life bar" sounded/looked familiar ;)

This is looking really good - great work!
Title: Re: The Legend of Zelda
Post by: Diarandor on October 14, 2015, 10:59:09 PM
I like those cloud shadows of your game. It's a cool effect and seems easy to do with surfaces.  :)
Title: Re: The Legend of Zelda
Post by: MetalZelda on October 15, 2015, 01:11:36 PM
Quote from: Diarandor on October 14, 2015, 10:59:09 PM
I like those cloud shadows of your game. It's a cool effect and seems easy to do with surfaces.  :)

Yeah it's quite easy to put in game and to make it scroll, the hardest thing is to make the surfae repeating itself, the lost wood one is the easiest because it's a static surface. This is just temporary at the moment, it will be totally replaced (I hope) by a dynamic generated cloud surface in the WIP weather script. Or the non-cannonial solution is to wait until Solarus allows shaders, but this is (maybe) gonna take a while before Solarus have Shader support

Quote from: wrightmat on October 14, 2015, 02:06:07 PM
I knew your "life bar" sounded/looked familiar ;)
This is looking really good - great work!

It does look the same but it was repurposed for something else. ^^

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


Beside, the Elementary arrows (Fire, Ice, Light) are on the way, they are still in the experimental work, but I'm whilling to add these to the engine, they will work the same way as Wind Waker do.
That being said, the bow will have a new mechanic, comparable to the 3d Zelda, or FSA, user will get the possibility to switch between elemental arrows with a key before arming the bow
The pic bellow is a mockup, it will look like this when it will be finished, the Hookshot will have this mechanic as well

(http://i.imgur.com/3I4g3XZ.png)
Title: Re: The Legend of Zelda
Post by: MetalZelda on November 02, 2015, 02:22:44 PM
Week Pic Update :

(http://i.imgur.com/FYwhbMD.png)

We are inside of the Hyrule Castle, which would give player some time to be confortable with, the castle would be the starting point and the finishing point of the game, the entrance would likely ressemble to Minish Cap with some addition such as additionnal stair bridge (like the pic above). and then you will be in a courtyard where you can go to 4 ways, though it is not the longest dungeon of the game yet (Earth Temple is by far the longest dungeon planned).

The blue square in the pic is the minimap system, which I need to finish.
Title: Re: The Legend of Zelda
Post by: MetalZelda on November 13, 2015, 10:13:35 PM
Week Update : Here are some enhancement make so far.

(http://i.imgur.com/nkprlb9.png)

This is the Tower of Spirits, dungeon made in 2 parts, one of which will consist of seeking spirits to open another path, kinda like Twilight Princess' Arbiter Grounds.
Within this screen, you can also see the newly added ennemy in the game (and my first one) : the Darknut, it works like Minish Cap and use Wind Waker's actor  sounds, it is used as a Miniboss and in some dugeons as regular ennemies. And the reworked boss door which works the same way than OOT/MC.

The tileset looks like garbage and will be re-worked again because of bad resize format / method of resize used.
Title: Re: The Legend of Zelda
Post by: MetalZelda on November 30, 2015, 10:31:09 PM
Update : Today I was able to work on the Fire Rod and successfully extended it to be Four Sword Adventure like (moving, burn stuffs and repeating fire stream).
The code that I used for making it is from Return of the Hylian SE and the Ice rod is on the my sight.

(The video was recorded with a nice (and hopefully) fixed issue where the .dat shouldn't be saved for some unknown reason so Link didn't had any "moving" animation when the video was recorded.)

https://www.youtube.com/watch?v=FNIhVF84aBg
Title: Re: The Legend of Zelda
Post by: MetalZelda on December 11, 2015, 11:32:35 PM
Update : Finally managed to disable the spin attack and make it a sword skill.

You can see the result here :
https://www.youtube.com/watch?v=452UyOZhxAU
Title: Re: The Legend of Zelda
Post by: the bread on December 12, 2015, 03:40:50 PM
How does that work? Did you have to script an entirely new sword or is there any other way?
Title: Re: The Legend of Zelda
Post by: MetalZelda on December 12, 2015, 05:25:07 PM
You can disable the spin attack by passing through quest_manager

This is how it's done:

first, you need to declare the map metatable so it's global to all map of the game.
second, add a function map_metatable:on_update()
and then add in this

Code (lua) Select
  if self:get_hero():get_state() == "sword loading" then
   if not self:get_game():get_value("skill_spin_attack") then
   self:get_game():simulate_command_released("attack")
   end
end


It's as simple as that, if you want to do a skill thing then you have to program an item where on_obtaining() classifie all skills variant and set the skill value to true to work.
You can replace get_value to whatever you want (an item is the best example if you want to show this in the inventory, the get_value() is an example).

Then for the trainer, you'll need to custom entity him. Making him a default map entity (coded through x.lua aka the script of a map) would enable the spin attack by default which is not the desired effect.
Title: Re: The Legend of Zelda
Post by: Christopho on December 12, 2015, 07:20:15 PM
Yes this is a clever hack because normally the engine does not allow to disable the spin attack :) (this should get fixed some day)
Title: Re: The Legend of Zelda
Post by: the bread on December 13, 2015, 03:12:27 PM
Thank you a lot! You are a genius ;D
Title: Re: The Legend of Zelda
Post by: MetalZelda on December 26, 2015, 04:10:27 PM
A little update before 2015 ends.

The pause menu is 100% completed, from items to the Quest status subscreen with the Equipment subscreen
(shame that there's no "spoil" button tbh)

This is the new Quest Status subscreen, which I added various things such as Sword Skills display and Ocarina songs, the cursor is dynamically resized depending on the position, player have the ability to have a preview of the song like OOT and M'sM does (but you can't reproduce the song, it's too much work, you can just look at the partition and play it by pressing "action", the script does the rest)
(http://i.imgur.com/jQtixhZ.png)
You can also have some informations like the Item descriptions
(http://i.imgur.com/yGMPWxx.png)

The second (and new) screen is the Equipment subscreen, which does act a bit like OOT, you can choose what tunic you can wear and the sprite of Link in the middle display it's current arsenal, the tunics in the game act differently (fire resistance, longer diving) as opposed to ALTTP.

(http://i.imgur.com/qh9742N.png)
Title: Re: The Legend of Zelda
Post by: GameboyArda on January 02, 2016, 12:30:08 PM
The Resoures are pretty louse in sprites....   ???
Can you please add more sprites and a main.lua file beacause I want to
use your resoures in my game :D
Title: Re: The Legend of Zelda
Post by: GameboyArda on January 02, 2016, 03:23:14 PM
Oh and if I remember the resoures don`t have tilesets :o
Title: Re: The Legend of Zelda
Post by: MetalZelda on January 02, 2016, 03:25:26 PM
I need to do a huge ton of work before updating the GIT. I'm currently ( and mostly ) working on metatables
Title: Re: The Legend of Zelda
Post by: GameboyArda on January 12, 2016, 06:58:59 PM
Can you please tell us how to add in your reasources with no main.lua from you??
Title: Re: The Legend of Zelda
Post by: MetalZelda on January 12, 2016, 08:20:23 PM
You can take everything from the git. It doesn't need main.lua as I still didn't modified it, the one from your project will work with.
The only thing is you need to declare all ressources in project.db.
Some ressource should be missing but this is a bit intentionnal (not finished)
Title: Re: The Legend of Zelda
Post by: GameboyArda on January 13, 2016, 03:50:02 PM
1.) Thanks! ;D 2.) I did it on RoTH SE dev and the game did not boot up... Help! :-\
Title: Re: The Legend of Zelda
Post by: MetalZelda on January 13, 2016, 03:54:46 PM
Is there any message ?
Title: Re: The Legend of Zelda
Post by: GameboyArda on January 13, 2016, 03:57:47 PM
Yup. Many bad arrgrument errors... :-[
Title: Re: The Legend of Zelda
Post by: MetalZelda on January 13, 2016, 04:39:31 PM
Send the error.txt, but if you tried to copy anything from my project that is not present / declared in the ROTHSE project, it will not work.
Title: Re: The Legend of Zelda
Post by: MetalZelda on January 18, 2016, 12:06:11 AM
Okay, so far, progress since the begining of 2016 are quite satisfying.

* Time System Implemented

The Day and Night Cycle has been implemented in the game, the source code will be available when the technical demo will be released.
It include a 7 days system so side quests and some events will be dispatched in the week.

(http://i.imgur.com/7Ihxhyn.png)

The Picture above show the current state of the HUD, which now only miss the Minimap System.

* Playable Ocarina

The second most awesome feature added is the fully playable Ocarina, which I already talked about in the first page, but got heavily reworked and is ultra close to the Ocarina item like in Ocarina of Time. It include a instrument sound pointer so when learning a song, the teacher will have it's proper sound (demo in video bellow)
Oh god these arrays and for loop was a nightmare...
It will also be released with the technical demo.

Before it's release, you can see how it works in game here.
https://www.youtube.com/watch?v=MkDSaMnAuDc

Title: Re: The Legend of Zelda
Post by: MetalZelda on January 25, 2016, 03:54:01 PM
Okay, so the Engine is now doing what I wanted since the begining. I have enough ressources to make the 1st demo and now my work will mostly be focused on making the game.

What have been changed ?

- Everything works as I wanted since I started working on the game : That is, hero voices, custom gameplay, menues, cutscenes have been successfully implemented and works as I wanted.
- Hero Mode has been implemented in the game : It consist of a very challenging mode, no hearts or fairies are obtainable through destructibles, enemies does 2 times more damage then the usual, Link's attack are twice less powerful then usual, that is, regular enemies takes a lot more hit to be killed.

If you want to see the Hero mode in action, check here, there is also a boss that I've started working on, but I need to ask if someone know how to render enemies invulnerable to custom entities (that's mostly why the enemy doesn't have any AI yet) Found
https://www.youtube.com/watch?v=CcJ5NAiUXN0&feature=youtu.be
Title: Re: The Legend of Zelda
Post by: MetalZelda on February 14, 2016, 05:04:38 PM
Okay, some updates on the project :

- Dynamic music has been implemented in the game. It works like Twilight Princess (and it is based on). That means, the music changes when the environment surrounding the player changes.
The current number of partition just for Hyrule Fields is 22, and it is still not completed (Epona still need to be implemented.)
https://www.youtube.com/watch?v=4tYjxHGzeF4

- Some enemies has been made, most of these are retranscripted enemies from Wind Waker and works the same way (except it's 2d)

- Started working on cutscene and seeing how these works on Solarus (Master sword cutscene)
https://www.youtube.com/watch?v=f8aIsr0d-1U
Title: Re: The Legend of Zelda
Post by: wizard_wizzle (aka ZeldaHistorian) on February 15, 2016, 02:37:35 AM
This is just looking better and better - I'm really impressed!

If you can wait, I would recommend not doing too many cutscenes until 1.5 is released. The new camera as an entity functionality will make cutscenes easier to code and look better.
Title: Re: The Legend of Zelda
Post by: MetalZelda on February 15, 2016, 01:58:08 PM
Quote from: wrightmat on February 15, 2016, 02:37:35 AM
This is just looking better and better - I'm really impressed!

If you can wait, I would recommend not doing too many cutscenes until 1.5 is released. The new camera as an entity functionality will make cutscenes easier to code and look better.

Thanks for your comment :)

For the cutscene I'll wait, I'm mostly doing simple cutscenes that doesn't require camera movements

Update : Roc's cape is finally implemented with it's own controllable jump system, a bit close to Minish Cap (though I cannot replicate at 100% the movement system, too complex. With this come the Down Thrust sword skill.
Title: Re: The Legend of Zelda
Post by: YoshiMario2000 on February 20, 2016, 03:48:45 AM
This project seems to be coming along beautifully, I look forwards to when this is finished.

Also, Can I borrow the day and night system? I'd like to test some things with it,
and see if I could use it in a Majora's Mask like game.

Overall, I just like the general look of the game.
Title: Re: The Legend of Zelda
Post by: Christopho on February 20, 2016, 10:51:37 AM
Yes, very promising project :)
Title: Re: The Legend of Zelda
Post by: MetalZelda on February 20, 2016, 07:15:43 PM
Quote from: Christopho on February 20, 2016, 10:51:37 AM
Yes, very promising project :)

Quote from: YoshiMario2000 on February 20, 2016, 03:48:45 AM
This project seems to be coming along beautifully, I look forwards to when this is finished.

Also, Can I borrow the day and night system? I'd like to test some things with it,
and see if I could use it in a Majora's Mask like game.

Overall, I just like the general look of the game.

Thanks for your comment

@YoshiMario :
Yes, you can take the day/night system, you might need to modify some things and initialize default values to fit your project (hours, minutes, day and place where tones occurs), you can modify it as well, but it is a very "basic" and early day/night system, I am currently updating it mostly because I want the script to be only 2 scripts and to fix some issues (the tone system and the hud clock), and not dispatched in 4 other scripts like it is currently, which might be a nightmare for other users to understand).

I opened an issue about the script progress
https://github.com/MetalES/Project-Zelda/issues/1

You can check my github, the script is in /scripts/hud/day_night_clock, /scripts/gameplay/tone_system, and you need some function in game_manager and quest_manager, yes, it has many script depencies, but I will take all these depencies away soon.
Title: Re: The Legend of Zelda
Post by: YoshiMario2000 on February 21, 2016, 03:36:20 AM
Quote from: MetalZelda on February 20, 2016, 07:15:43 PM
Thanks for your comment

@YoshiMario :
Yes, you can take the day/night system, you might need to modify some things and initialize default values to fit your project (hours, minutes, day and place where tones occurs), you can modify it as well, but it is a very "basic" and early day/night system, I am currently updating it mostly because I want the script to be only 2 scripts and to fix some issues (the tone system and the hud clock), and not dispatched in 4 other scripts like it is currently, which might be a nightmare for other users to understand).

Your Welcome.
I'll look into the scripts and see what is needed and what is not.
The script seems pretty organized, or at least from what I've seen.

A good idea is to keep things simple.
The simpler it is, the easier it is to transfer from project to project.

Still looking forward to that demo. (Also need to get back into working in solarus.)
Title: Re: The Legend of Zelda
Post by: MetalZelda on February 21, 2016, 01:16:35 PM
Quote from: YoshiMario2000 on February 21, 2016, 03:36:20 AM
Quote from: MetalZelda on February 20, 2016, 07:15:43 PM
Thanks for your comment

@YoshiMario :
Yes, you can take the day/night system, you might need to modify some things and initialize default values to fit your project (hours, minutes, day and place where tones occurs), you can modify it as well, but it is a very "basic" and early day/night system, I am currently updating it mostly because I want the script to be only 2 scripts and to fix some issues (the tone system and the hud clock), and not dispatched in 4 other scripts like it is currently, which might be a nightmare for other users to understand).

Your Welcome.
I'll look into the scripts and see what is needed and what is not.
The script seems pretty organized, or at least from what I've seen.

A good idea is to keep things simple.
The simpler it is, the easier it is to transfer from project to project.

Still looking forward to that demo. (Also need to get back into working in solarus.)

To me it looks organized, but it is because I designed the scripts only for this project so I understand how it works here and there, I mostly need to re-write it so other user should understand much more easily (in other word, simplify it for understanding and a much completed thing)
Though, it still works in other projects, but you need to do more configuration, this is what I am trying to remove
Title: Re: The Legend of Zelda
Post by: Metalloman on February 26, 2016, 09:23:29 AM
Hi MetalZelda!

Just read this thread and I'm amazed of your work, I'm really looking forward for the final product!  ;D

A little question though: will your game be released in English too? Unfortunately I'm not so good with French...

Also if it will be released in English I would be glad to translate it in Italian for you, I've been part of a translation team for other RPGs in the past, so I'll assure you that it will be a quality translation.  ;)
Title: Re: The Legend of Zelda
Post by: MetalZelda on February 26, 2016, 11:24:06 AM
Quote from: Metalloman on February 26, 2016, 09:23:29 AM
Hi MetalZelda!

Just read this thread and I'm amazed of your work, I'm really looking forward for the final product!  ;D

A little question though: will your game be released in English too? Unfortunately I'm not so good with French...

Also if it will be released in English I would be glad to translate it in Italian for you, I've been part of a translation team for other RPGs in the past, so I'll assure you that it will be a quality translation.  ;)

Hi

Thanks for your comment :)

To answer your question it will be translated in English, for other languages I don't know yet, but I'm certain that I'll need translators. But for the moment I'm mostly focused on building the engine rather then making the dialogs   :)
Title: Re: The Legend of Zelda
Post by: Metalloman on February 26, 2016, 01:05:31 PM
Great! Can't wait for your game! :D

Title: Re: The Legend of Zelda
Post by: MetalZelda on March 08, 2016, 05:10:41 PM
Okay, so some (mostly technical) news about the project.

I didn't do that much, except rework most of the items and separate them into menus, which allowed me to remove the pause menu limitation and also player are now able to switch item on the fly while using another one (depending on the item)
For example : You can switch from the Hookshot to the Bow, even if you are using the hookshot.

The Elemental Arrows are now implemented, it works like the one in The Wind Waker (except you press Action to switch arrow instead of R. My goal is to use Solarus' default commands instead of making new one).
It also have it's hud notification.

(Earliest picture, Time System was in rework phase)
(http://i.imgur.com/aqeByiT.png)

The boomerang got Lua-ified too, mostly for configuration.

(Effect is in-game, Four Swords Adventure really inspired me here.)
(http://i.imgur.com/tcZbaek.png)

The next thing is mostly an improvement.
The shop system from Ocarina of Time is in the way (70% completed). It will replace the Solarus (ALTTP) one. This wasn't really in the todo list of the project but I wanted to see how to make a Shop system from scratch ... It also allow price inflation so price (and obviously items) will be different for each shops. (Nice typo though)

(http://i.imgur.com/naEXUd6.png)

https://www.youtube.com/watch?v=GsgpEPS9API
Title: Re: The Legend of Zelda
Post by: MetalZelda on March 21, 2016, 09:54:24 AM
Okay, so I was working on a thing that I always wanted in my project : A Title Screen on a playable map. And it is now done, it allows to make the title screen more presentable with a cutscene (thankfully, Solarus 1.5 have a new camera).
Do not give attention to all graphics displayed during the Title Screen, it was only a test (and I don't want to spoil anything right now)
Also the Selection Screen Menu is now completed.


You can see it in action here.
https://www.youtube.com/watch?v=UQzOMs7Dv9A
Title: Re: The Legend of Zelda
Post by: Diarandor on March 21, 2016, 11:41:57 AM
I like those menus with the clouds moving. It's really cool. :)
PS: Count with me to make the spanish translation if you want.
Title: Re: The Legend of Zelda
Post by: MetalZelda on March 21, 2016, 02:49:31 PM
Quote from: Diarandor on March 21, 2016, 11:41:57 AM
I like those menus with the clouds moving. It's really cool. :)
PS: Count with me to make the spanish translation if you want.

Thanks  :)
For the translation I'll need people, but as for now I'm mostly focused on making maps and building the custom engine, I'll soon seek for translators   ;D
Title: Re: The Legend of Zelda
Post by: MetalZelda on June 26, 2016, 01:19:34 AM
Okay, it's been a while without update (thanks to my internet connection)
I don't have that much picture to show you because a trailer is on the go and will present some area of the game.

So here's some technical things, not very important but it's still something:

- All items are finished, some still need some improvements
- A weather system is on the go, that means, dynamic weather, there's a possibility that it will affect gameplay, not sure
- Mailboxes implemented, there's a postman and mailboxes around the world that will give you mail depending on your progression.
- Horse is on the go, but it is still very early and there are plenty of way to do it
- Swordfights and archery are going to be horse-compatible
- Water Temple: 9 water levels and also switches that change the water into ice (Ice version of Water Temple)
- Cutscene management implemented, way more useful, especially for Hero Mode, which is mirrored
- Roc Cape: Down Thrust ability  enhanced
- Darknut, Phantom Ganon, King Dodongo implemented, finished
- Elementary arrows implemented
- Overhauled performances
- Reworked Ogg
- Castle Town finished
Title: Re: The Legend of Zelda
Post by: Starlock on June 26, 2016, 01:30:05 AM
Sounds like you've been hard at work! Can't wait for a playable demo  ;D
Title: Re: The Legend of Zelda
Post by: MetalZelda on July 21, 2016, 01:53:05 PM
Remember this big guy from Ocarina of Time ? Well, he's back

(http://i.imgur.com/nMFtzGw.png)

The last (and finally the least) addition to the HUD, some requested this, is the new minimap system, which shows real time the position of Link on the map, and also position of chests, it works just like the map system in the pause menu, but you have a continuous look at un-opened chests in the current map. Without the need to pause it. I already talked about it in the 1st page but at the time it was really difficult to think about it. You can disable it as well.

This is the result with chests placed on the map
(http://i.imgur.com/Renzpwf.png)
Title: Re: The Legend of Zelda
Post by: Christopho on July 21, 2016, 01:59:11 PM
This is epic!
Title: Re: The Legend of Zelda
Post by: YoshiMario2000 on July 21, 2016, 04:50:37 PM
Looking Great, I can tell that a lot of time has been put into this project,
Can't wait to play it!
Title: Re: The Legend of Zelda
Post by: Zefk on July 21, 2016, 09:10:06 PM
The mini map is excellent. I am actually adding a feature like that in a few of my games.
Title: Re: The Legend of Zelda
Post by: MetalZelda on July 21, 2016, 11:35:14 PM
Quote from: Zefk on July 21, 2016, 09:10:06 PM
The mini map is excellent. I am actually adding a feature like that in a few of my games.

It's quite simple to do, but I need to improve it and add a scrolling feature if needed plus, the way chests are displayed is completely dull and I need to take a look in the pause menu map script to make it completely automatic,  then I'll release the script
The last thing I need to do then is to rewrite the pause map system, I'd like to add fading rooms to show where link is even if you don't have a compass, then, the engine will be 100% ready to make the game properly.

If you are interested, there's a video showing the minimap in action here, now finally completed
https://www.youtube.com/watch?v=-gnXXu5pEyw

Quote from: YoshiMario2000 on July 21, 2016, 04:50:37 PM
Looking Great, I can tell that a lot of time has been put into this project,
Can't wait to play it!

Thanks, I'm really involved in this project (though there are less update than before but you can't show an image about technical process), I'm currently working on the stability of the engine, and bugfixes (There's a lot), but I want to put my best (even if I suck at programming) to offer a good playability

Quote from: Christopho on July 21, 2016, 01:59:11 PM
This is epic!

Hehe thanks :)

Title: Re: The Legend of Zelda
Post by: MetalZelda on September 29, 2016, 02:27:00 PM
Okay, the customisation is good enough for the project, it is time to really focus on the game and it's entities now. Let's try to have something before the end of 2016.
Last time I presented a picture with King Dodongo as a boss, yet, it's AI was not made (it was but not very developped).

I did something to test and make a boss AI, with randomnization so it's action is not linear, this is just a simple test, other things need to be added (screen shake, dying cutscene)

With this accomplished, a lot of bosses can be made using this template, only the movement need to be custom, and it's collision (We've though of testing the potential by porting a Wind Waker boss into the game)

https://www.youtube.com/watch?v=thDy3z27JOQ
Title: Re: The Legend of Zelda
Post by: Christopho on September 29, 2016, 02:47:57 PM
Wow this is an epic fight! Very nice work!
Don't forget to mention Solarus, because in the title or description of this video it is never indicated. If you put it in the title you will get more views :)
I just shared your video on twitter.
Title: Re: The Legend of Zelda
Post by: Christopho on September 29, 2016, 02:55:42 PM
And I can't wait to livestream your game :)
Title: Re: The Legend of Zelda
Post by: MetalZelda on September 29, 2016, 03:04:46 PM
Quote from: Christopho on September 29, 2016, 02:47:57 PM
Wow this is an epic fight! Very nice work!
Don't forget to mention Solarus, because in the title or description of this video it is never indicated. If you put it in the title you will get more views :)
I just shared your video on twitter.

Hey thanks Chris ^^
Title: Re: The Legend of Zelda
Post by: MetalZelda on November 02, 2016, 12:01:54 PM
Okay, some progress here, most of the things are pretty much done, code-related. There are a lot to do now, especially enemies, maps, dungeon, we already started the thing, we let you guess with one picture

(http://i.imgur.com/t65P3n8.png)

This is Hyrule Fields, East, night time (obvious), quite vast actually, you might notice in the hud the explosive arrows, yes, they are part of the game, as well as Fire, Ice and Light arrows, we scrapped the default way of equipping them and included them straight into the inventory submenu. See it in action here
(https://www.youtube.com/watch?v=ETChlbFPGdY)

Oh, forgot this, Epona will be on your side for those who love exploration / horse riding.

The grass is animated, so the scene is more 'living'

The rest of the map, well, it's a secret to everybody
Title: Re: The Legend of Zelda
Post by: froggy77 on November 02, 2016, 06:40:07 PM
Great job! Maybe just a problem of missing tiles for the trees.
Title: Re: The Legend of Zelda
Post by: MetalZelda on November 02, 2016, 11:01:24 PM
Quote from: froggy77 on November 02, 2016, 06:40:07 PM
Great job! Maybe just a problem of missing tiles for the trees.

It's a feature
Nah, it's corrected, thanks for the report and for the feedback, I didn't see it Oo
Title: Re: The Legend of Zelda
Post by: Ezka on November 02, 2016, 11:05:11 PM
Will this ever be updated into 1.5?
Title: Re: The Legend of Zelda
Post by: MetalZelda on November 02, 2016, 11:36:15 PM
Quote from: Ezka on November 02, 2016, 11:05:11 PM
Will this ever be updated into 1.5?

It is already updated for 1.5 (using surface blending), the Github repo need to be updated though, last week's work on the project are a bit different then the version on the repo, lemme fix some stuff and I'll update the files on the git this week, i'll just let a bunch of tests maps if you want to test the game's new function :P
Title: Re: The Legend of Zelda
Post by: Ezka on November 13, 2016, 09:28:55 PM
Whenever Im sad and need something to brighten me up, I always come look at this project. The screen shots get me so exited for when it will be done. Keep working hard!
Title: Re: The Legend of Zelda
Post by: MetalZelda on November 30, 2016, 05:00:51 PM
This might be some of our last update about this project this year.
This teaser is for everyone who supported this project , and yes, it is incomplete and don't reflect what the trailer will looks like. Since it is mostly déjà-vu footages, but more recent.

So be here this December 31th 2016 to see the first trailer of The Legend of Zelda: Eternal Struggle, for the first time, you will see what the project looks like.
Developpers / testers who want to use this custom engine will be able to grab their sample soon after this trailer's unveil.

https://www.youtube.com/watch?v=Oyx4OoNrG_0

The trailer will feature different place of Hyrule, dungeons.
Title: Re: The Legend of Zelda
Post by: Ezka on November 30, 2016, 11:22:57 PM
Looks so awesome, Keep up the good work. If you ever need testers let me know!
Title: Re: The Legend of Zelda
Post by: ffomega on December 05, 2016, 11:45:40 AM
I'm curious on a few things in this project.

For instance, I have been wanting to use a lighting affect and this just might have been the answer I have been looking for, can this lighting effect be used with basic shapes or will you be able to implement it using tiles?

How are you able to use multiple text colors in a dialogue box? I assume you are using different fonts that are just different colors of the same, or are you able to use RGB coefficients on the text in certain parts of the dialogue?

Will the minimap automatically populate or will we need to create image files for the individual dungeons like it was done in Mystery of Solarus?  If it does automatically populate, will it only create the shape of the traversable paths?  I am of course fine with that if it does, but am curious all the same :)

Overall, this project looks in-FREAKIN-credible and I look forward to seeing what else you have in store.
Title: Re: The Legend of Zelda
Post by: MetalZelda on December 05, 2016, 12:01:18 PM
Quote from: ffomega on December 05, 2016, 11:45:40 AM
I'm curious on a few things in this project.

For instance, I have been wanting to use a lighting affect and this just might have been the answer I have been looking for, can this lighting effect be used with basic shapes or will you be able to implement it using tiles?

How are you able to use multiple text colors in a dialogue box? I assume you are using different fonts that are just different colors of the same, or are you able to use RGB coefficients on the text in certain parts of the dialogue?

Will the minimap automatically populate or will we need to create image files for the individual dungeons like it was done in Mystery of Solarus?  If it does automatically populate, will it only create the shape of the traversable paths?  I am of course fine with that if it does, but am curious all the same :)

Overall, this project looks in-FREAKIN-credible and I look forward to seeing what else you have in store.

(Can't answer in Youtube, it seems laggy, again ...)

The light effect use bitmaps with alpha channel, don't really know how to explain it, but it might be possible with tiles as well, if you are curious about how it works.

You'll need the clock script (or use the one you've made)
https://github.com/MetalES/Project-Zelda/blob/master/data/scripts/hud/clock.lua

And the tone manager (basically where the tone and effects are applied
https://github.com/MetalES/Project-Zelda/blob/master/data/scripts/gameplay/screen/tone_manager.lua

(And the graphics)
(And the savegame values)

The thread where everything is explained
http://forum.solarus-games.org/index.php/topic,676.0.html

2 - Isn't colored textbox already available in MoS DX ? If not, I did take the script from wrightmat's project and modified the way color is applied (using Diarandor's solution), as it is plug & play you can take it.

3 - The minimap is not generated, it would take a lot of time for the script to read and draw all of the map file into a 51x51 square, plus, it would imply drawing a surface with a color for each pixels of this 51x51 square, which is not the best solution since Solarus doesn't have a set_pixel function, yet.
The only thing retrieved from the map file is chest position
The solution is fact, you just have to screen the room, scale it down to 51x51 and color it, the script is automatically calculating the size of the map and scale everything so everything is always nice and clean
Title: Re: The Legend of Zelda
Post by: ffomega on December 05, 2016, 12:31:06 PM
That being said then I might be able to create a "minimap" tileset that is nothing but a series of solid 8 x 8 tiles in a color scheme (which is something I actually did do at one time in another game engine).  If you are familiar with a program called Graal, I used that program's map editor and created minimaps using the 8 x 8 tile method.  When I am finished with the update to my absolute dungeon tileset (meaning I have reorganized it a bit and am working on creating actual names for the patterns this time instead of them all being numbered), I figured since Chris has enough work to do coding and making games for Solarus, the least I can do is work on my own tileset so he doesn't have to rename the patterns :)

Anyway, once I am done with that, all I'll really need to do is create a single minimap tileset re-skinned from my absolute dungeon set, and then come up with different color schemes for it.  I am also putting in an abundance of map tags for creators to use, such as kinstone pieces and piccori elements (from minish cap), pendants of virtue and crystals (Link to the Past), ancient stone tablets (BS Zelda 3), spiritual stones and sage medallions (Ocarina of Time), and a slew of item icons :)

Thanks a lot.  Also Youtube has this real bad habit for whatever reason, trying to type in the comment box does not always work as you have to make certain the cursor appears in the box and actually outpouts what you type, and it does not always do that (for me at least), so I know how hard it can be sometimes to communicate on youtube.
Title: Re: The Legend of Zelda
Post by: Christopho on December 05, 2016, 02:06:23 PM
Quote from: ffomega on December 05, 2016, 12:31:06 PM
I figured since Chris has enough work to do coding and making games for Solarus, the least I can do is work on my own tileset so he doesn't have to rename the patterns :)
Thank you for that, it will really help!
And I will definitely use it in future projects and probably in the ALTTP resource pack.

Now about MetalZelda's project, it is very promising, this is one of the most advanced projects made with Solarus so far :)
Title: Re: The Legend of Zelda
Post by: MetalZelda on December 07, 2016, 12:54:42 AM
Thanks Chris, and ff, glad you like the project  :)

ff: Speaking of Zelda AST, I have a personnal request about it, there is a sprite that doesn't exists in ALTTP and I would love to use it as an effect for the Light arrows, this one in particular (https://youtu.be/JqE7NwyA-MU?t=1m30s) -> The effect on Link
Title: Re: The Legend of Zelda
Post by: ffomega on December 23, 2016, 01:41:43 AM
What specififc affect are you talking about? Are you referring to the fe3male sprite of the hero?  If so, there are actually two different sprite sets of the hero for AST depending on what gender you picked in the original Satellivision thing when it aired live, your character would have Link's body, but the head of the mascot's gender you chose.  Actually someone made a mod for Link to the Past using the AST mascot male or female edition bit i don't know who and where to find it.
Title: Re: The Legend of Zelda
Post by: MetalZelda on December 23, 2016, 03:23:42 PM
Oh I'm reffering to the effect played on Link after Zelda says "goodbye" and before Link disappear, it doesn't exist in ALTTP :P
Title: Re: The Legend of Zelda
Post by: MetalZelda on December 31, 2016, 03:33:28 PM
Okay, this is it. We are the 31th december, a promise is a promise, here's a little preview of the game, it feels a bit short but I don't want to spoil much until the next trailer coming in february, which will be about the storyline.

https://www.youtube.com/watch?v=VqFgnIZfPyw
Title: Re: The Legend of Zelda
Post by: Ezka on January 02, 2017, 03:44:49 AM
The trailer looks awesome. Almost as exited about this game as I am for BoTW. Maybe even more because I don't have to buy a new system. Keep up the good work!
Title: Re: The Legend of Zelda
Post by: Porksteak on January 06, 2017, 07:17:26 PM
Do you think that the github will be updated soon?
Title: Re: The Legend of Zelda
Post by: MetalZelda on January 06, 2017, 11:13:34 PM
Yes, update soon, I just need to do some tweaks.
Title: Re: The Legend of Zelda
Post by: ffomega on January 08, 2017, 03:15:15 PM
Quote from: MetalZelda on December 23, 2016, 03:23:42 PM
Oh I'm reffering to the effect played on Link after Zelda says "goodbye" and before Link disappear, it doesn't exist in ALTTP :P

I started playing through Ancient Sstone Tablets yesterday because there are things I think should be ripped from the game (NPC animation frames, unseen in LttP NPCs, tiles, and perhaps even the maps themselves).

It's an undertaking I admit, because I was also considering ripping the sprit6es for the male and female BS-X mascots from AST as well.

Once I get to the end of the 4th week, I'll try to grab the effect you're talking about.

I am in the process of creating a single sprite sheet of Link containing all animations for every item in LttP, along with some extras (a "flipping" animation like the one in Link's Awakening for the Roc's Feather, and perhaps animations for a couple extra items).  I still lack around five animation sets to complete the sprite sheet (Bug net, Bombos, Quake, Ether, Shovel, & Link's Prayer/Book of Mudora).  I think I have collected all other animations necessary to complete it
Title: Re: The Legend of Zelda
Post by: MetalZelda on February 05, 2017, 01:02:20 AM
Okay, february, here's the changelog

-> Everything got reworked (again) and are being re-reworked yet again (see bellow)
-> Added enemies
-> Added custom shield (Minish Cap)
-> Started custom Sword
-> Water Temple completed
-> Goron Sanctuary completed
-> Enemies now interract with things (switches)
-> Side Quest items done, works like in Wind Waker (you show them to the NPC, they interact, or else, "this item is useless here")
-> Added physic to Roc's Cape (Custom stream)
-> Added screen size support (4:3, 16:9 and 16:10)

Screen size is set at start time by the user, through a menu, then all needed images (pause menu background) is loaded depending on the resolution
This is an example in 432x240 (16:10) -> Approximation, quest size need to be a multiple of 8
(http://i.imgur.com/8X8F4dW.png)

This is an example in 400x240 (16:9) -> 3ds resolution, wide
(http://i.imgur.com/lg0wVRZ.png)

Original resolution, meh, 320x240 is common and you can see how it looks in early posts.

Edit: we can't edit the quest size, hmmmm, well then, I should try something else, maybe using an exe installer and then let the user choose once, and let the other quest.dat with the different resolution ...
Edit2:Why not starting a menu at the very first launch, and add an option to change the size in the selection menu and just copy a premade quest.dat with the resolution, paste in the root folder and just end the game ...
It works, now, did someone know how to get the quest directory using pure lua ? This is the last step needed and then resolutions will be fully implemented and compatible with other systems
Title: Re: The Legend of Zelda
Post by: Christopho on February 05, 2017, 09:18:58 AM
The correct way is to choose the quest size is from the quest launcher GUI. Unfortunately it is not implemented yet :) But I can do it for 1.6.
Title: Re: The Legend of Zelda
Post by: MetalZelda on February 05, 2017, 01:27:17 PM
Quote from: Christopho on February 05, 2017, 09:18:58 AM
The correct way is to choose the quest size is from the quest launcher GUI. Unfortunately it is not implemented yet :) But I can do it for 1.6.

This is cool, but I wanna let players to choose their screen format when the game starts, it might be confusing for them if you let them choose manually, plus, some bitmaps will be not draw the right way if the user choose it's own resolution (file selection, pause background). It works, selecting a screen format replace the quest.dat with the proper one and the game is closed, the only thing is, there are no proper lua method to get the root of the folder, using sol.file.open("quest.dat", "r") works, but writing is only allowed for the quest write directory, unless io.open is used

Because, if the player set it's own resolution, this would happen
(http://i.imgur.com/JPoKdBz.png)
Title: Re: The Legend of Zelda
Post by: Christopho on February 05, 2017, 01:58:42 PM
If you allow several quest sizes, it is your job to make your menus adapt to the actual size. This is what I do in ZSDX and ZSXD and it works well. quest.dat allows a range of sizes and all menus take this into account.

So why would you need to change quest.dat dynamically? Forget about that, especially when you know that the actual data can be in a data.solarus archive.

Quote from: MetalZelda on February 05, 2017, 01:27:17 PM
I wanna let players to choose their screen format when the game starts, it might be confusing for them if you let them choose manually
I don't understand what you mean, this is a contradiction to me.

Would a sol.video.set_quest_size() function help? On mobile devices, I would directly run the quest with a 16:9 quest size, and on desktop computers, I would use the launcher GUI to choose the video settings. That's why I thought sol.video.set_quest_size() was not really necessary.
Title: Re: The Legend of Zelda
Post by: Diarandor on February 05, 2017, 02:10:18 PM
@MetalZelda: you can make the menu image to be centered regardless of the chosen quest size. If that is not the case, then it is the code what should be changed in order to calculate the coordinates where the sprites/surfaces of the menu should be drawn.
Title: Re: The Legend of Zelda
Post by: MetalZelda on February 05, 2017, 02:27:32 PM
Yes, I am currently adjusting all menues, unfortunately, I am using a mask in the pause background with noise and color, the mask is a png file, and it would be useless to make a huge resolution bitmap for this, so I'm limiting it to 432x240 as the max resolution, turns out it looks good in fullscreen in a 16:10 screen.
The same thing apply for the file selection screen where the background is a bitmap and not a static color.
Title: Re: The Legend of Zelda
Post by: Diarandor on February 05, 2017, 02:31:24 PM
If the problem is the size of the png (because it has borders), in case the image is too small for some resolutions you could add black (opaque) rectangle surfaces for the right and left borders.
Title: Re: The Legend of Zelda
Post by: MetalZelda on February 05, 2017, 05:13:12 PM
Nah I think I would rest with my resolution solution, plus, higher resolution means more things to display, and curiously, there are slowdowns when fullscreen ... on menus ... It even does it in MoS and BoM, in 320x240

Widescreen in action
https://www.youtube.com/watch?v=4617ygC6f88
Title: Re: The Legend of Zelda
Post by: MetalZelda on March 01, 2017, 10:03:42 PM
Okay, I didn't worked hard on ES this february, the reason is, I found a job and it's a bit too much to handle, the game still progress though, I might take a break because I wanna play Breath of the Wild (Get hyped !).
Title: Re: The Legend of Zelda
Post by: MetalZelda on March 10, 2017, 02:54:28 PM
Okay, so i played the fuck out of Botw and thought that I should try things for this project.

This is the new titlescreen, that have both title and selection screen. This was something I wanted to achieve back in very early days of ES, way before i wanted map titlescreens.
Japanese title was added as well, translations is a bit different because the Japanese game name is a c/p of ALTTP
https://www.youtube.com/watch?v=sikfiPVTnWE

The 3 file system is still there, in "continue", hero mode is now a thing that user is free to chose when selecting "new game"

You don't have to worry about the gameplay, it'll remain the same, however.

Expect a new trailer soon.