View Full Version : ZELDA: Triforce
neobi
06-23-2005, 12:33 PM
Okay ZELDA: Triforce is finally in production!!!! I started yesterday being that it was my day off and WOW. I have the entire HUD system working well. It's verysimiliar to the one from seasons and ages only that you can have 3 things equipped at once. One to Square, One to Circle, and then whatever sword you have. AND QUESS WHAT!? ONE BUTTON ATTACKS, no more square then this button. You hit square and you'll instantly do the proper thing, same with circle. Only fro your sword you talk to enemies with /\ to use it on them, but you can force a sword attack by triangle on nothing and then press [] or O. I still have to work on the menu system and how you equip, I was gunna do a Classic Zelda equip menu but now I don't think I am being with the endless weapons I'm gunna have.
I also am starting on CLASSIC ZELDA ENEMIES, I already have the likelike made and expect tons more of classical ones, more-so from the gameboy versions though and looking more their style. BTW The Likelike looks actually like a likelike. Also the same great jumping system from SHADOW is in this one and already working, so expect great things from this next installment of Zelda from me. I don't have a demo quite yet but there should be one in the next couple days I hope. The first demo will just have the game mechanics and hud stuff to show off along with some enemies but hopefully enough to get your mouth watering for more ;-)
neobi
06-24-2005, 01:20 PM
I'm already myself in love with this game. I made the animation for an Octorok and it looks somewhat ok, It's the Gameboy style octorok though not the fully grown ones in the 3d zelda games (a baby one :-D). I also have the shield made in this Zelda game and it works. The shield is really helpful BUT it doesn't guard from all attacks and only shields you from one direction. For example you may reflecta deku seed coming at you with the shield but my classic slime splash can't be blocked with it.
Also I made Bombs yesterday, and they are the kind that sit on the ground wherever you want and you can run away from em. The blow up in 120 frames, right now you can't push them or anything once you lay them but I plan on most likely changing this. But they ARE AWESOME I placed like 12 of them down at the same time (yes you can do this, but warning(!) they dammage you as well as enemies). This may seem like an ungodly weapon being it hurts 2 damage and you can lay so many down, but recall you can only lay as many bombs in your bomb bag.
Made the B&arrows as well, they work flawless as well and shoot 6 forward (believe me planty of range). They menu system is almost complete you can equip all your weapons and swords and magic with it now. So far for equipment I have made for equipping is 5 swords, 20 other, 5 magic. But I can always add more ;-)
Back to enemies now, the likelike eats your shield flawlessly (:-D) And I'll make the rest of the octorok today and HOPEFULLY the sword will deflect his attacks(??). I also wanna make a bunch of other classic enemies, but mostly from the GAMEBOY versions. But I do wanna put a dodongo in there believe me. If I get all I want accomplished today I may have a teaser demo out tonight.
Valkysas
06-24-2005, 05:03 PM
... something is wrong here.
a submission topic with NO SUBMISSION?
*kicks topic's ass across the forum*
Caciss
06-24-2005, 06:14 PM
Y'know, with all your talent, why don't you make an actuall totally original game? I mean you could do some cool stuff, without using the Zelda name.
But, y'know, I guess whatever floats your boat.
Good luck.
Doyleman
06-24-2005, 07:54 PM
That's kinda what his SHADOW game is about.
I figured he would have had a demo in here when I seen it in the Submissions topic, but oh well.
Hedrum
06-25-2005, 12:54 AM
Not another one!
Not like I really care, but there's already enough Zelda games made with RPG Maker 2 out there.
Doyleman
06-25-2005, 01:24 AM
technically, theres only one 'made', a couple demos and such, but as far as I know, Nash and I are the only ones officially finishing ours. I'm not sure what Taizon is doing with his though, so idk.
Rodak
06-25-2005, 06:18 AM
With all the comments I keep seeing about how people should stop making Zelda games, it makes me think folks don't like the franchise.
I know that is not true, but even if everyone wanted to make one, that would be fine with me. I've never played Zelda at all (except for a demo on RPGM2) so, if nothing else, the abundance of these "tributes" has made at least one new person aware of Zelda games and that in itself makes the effort worthwhile.
I am sure the people making these games would be pleased to know that, so I posted it.
I agree with Caciss when he said "I guess whatever floats your boat" even if he would prefer to see more original content.
I always encourage people to make whatever they have a passion for, and Mr. Nash certainly seems to have a passion for Zelda.
That may be why his stuff turns out so good. Let him go!
Peace.
Hedrum
06-25-2005, 01:41 PM
Alright, alright.
AND GUESS WHAT!? ONE BUTTON ATTACKS
YAY!
Also the same great jumping system from SHADOW is in this one and already working, so expect great things from this next installment of Zelda from me.
That's cool. So, to jump, this is going to be triggered by a button, right?
It sounds like an improvement from your other one.
WilliamKirk
06-25-2005, 01:58 PM
I'm always in a bit of a predicament with the RPGM2 zelda/zelda-like games because I'm not a fan of the Zelda series at all: to sum it up, for me, Zelda games means getting stuck at several points because a puzzle's too hard or the game doesn't tell you where to go, and either getting frustrated and quitting or using a FAQ/Walkthrough from gamefaqs.com over and over again and not playing the game on my own and not having fun. I can see why people may have liked this ten years ago when better gameplay wasn't possible in videogames, but it seems to me like people would get tired of it by now... oh well... I also don't like how Zelda games usually don't have an even half-decent story and there's no driving force making the player want to finish. It's as though over the last ten years every other game has advanced in story and gameplay while the Zelda games have only advanced in graphics...
Anyways, to stay on topic, this sounds very cool how only one button attacks and such. I look forward to trying out the demo. :)
Draygone
06-25-2005, 02:50 PM
You know, I could go into a conversation about how the puzzles are one of the main reasons why I like the Zelda games and how the stories have improved, but I won't.
...Oops.
Anyway, is this new one going to have custom music?
neobi
06-25-2005, 03:02 PM
You know, I could go into a conversation about how the puzzles are one of the main reasons why I like the Zelda games and how the stories have improved, but I won't.
...Oops.
Anyway, is this new one going to have custom music?
I'm thinking I may do the theme just for the title screen but otherwise NOPE. Not yet planned anyway.
_____________
!!!!!!!!!!!!!!!!!!!!
––--------------
Teaser is up!!!!!!
http://us.codejunkies.com/saves_showmaxdrive.asp?c=US&cr=USD&cs=$&r=0&l=1&g=587&st=C
I kept most of the weapons and things locked but here's what I give ya to toy around with in it.
Sword
Shield
Bombs
Hookshot
Cane of Somaria
Hammer
Roc's Feather
I put 3 enemies to check out and the octorok one is still kinda in development.
Slime
Likelike
Octorok
Keep in mind this is a TEASER, no actual world or story is in the game just the game dynamics. For those of you who are lucky you may find out how to unlock the rest of the stuff in the demo.
Lots of feedback please too. Before I get too far in the actual game and can't or won't go back ;-)
Hedrum
06-25-2005, 03:06 PM
Cool. But I'll be playing some other games. I say leave this game aside and work on Shadow.
neobi
06-25-2005, 08:33 PM
Cool. But I'll be playing some other games. I say leave this game aside and work on Shadow.
If you've checked this out you may retract that. This game is gunna be awesome!! All the systems already are built in it now so there's not much left to do other than start the actual game. The complexity of what goes on with scripts in this game is mind boggling. The square script is virtually linked to almost every script in the game in some way.
And don't judge it just because it's Zelda. What makes you think that this game is gunna be soo bad just because it has Zelda in its name. Trust me its already kick@$$ and I've just begun.
Hedrum
06-26-2005, 02:09 PM
And don't judge it just because it's Zelda. What makes you think that this game is gunna be soo bad just because it has Zelda in its name. Trust me its already kick@$$ and I've just begun.
I'm not saying it's going to be bad or anything because it had Zelda in its title. In fact, I like Zelda. And it does sound like an improvement from your last Zelda game. Which is a good thing. I'm just kind of sick seeing all of these Zelda games that are being made for RPG Maker 2. But you know, whatever. I'll play it eventually. But for now, I'm kind of busy working with my game.
If you've checked this out you may retract that.
I was just saying work on your current game before you worry about your next one.
WilliamKirk
06-26-2005, 06:08 PM
Why not just take this new game with all the set-up for items/battle/enemies/etc. working perfectly and make a unique game with it, like Shadow?:p
I say let the man make his game.
Tsunami
06-27-2005, 01:05 AM
I hope Shadow will not be delayed too long because of this new Zelda game.
neobi
06-27-2005, 01:29 AM
Why not just take this new game with all the set-up for items/battle/enemies/etc. working perfectly and make a unique game with it, like Shadow?:p
Actually that's what I kinda did. I made a game called ACBS game. Then I saved and copied that over and started on shadow. Then when I started Zelda: Triforce I did the same thing, I just copied my ACBS Game file and started working off from that. This way I don't have to remake all the basic ACBS game scripts everytime I make a new ACBS game!
I hope Shadow will not be delayed too long because of this new Zelda game.
Well not tooo long hopefully, basically the idea is. Work on one till I get bored or sick of it for the time then switch to the other. And back and forth and back in forth. Till I really get into one and complete it. Shadow should still be coming along fine ;-)
This is a post taken from Doan's RPGM2 site about my Teaser
~~Me talking in the "~s"~~
rest is dungeonwarden: Okay, I played your little Triforce demo.
First of all, I liked the whole Zelda feel of the weapons and enemies. Well done.
A few problems:
1) You can't choose the default sword in the menu, so once you try to change to another sword you can't fight anymore.
~~Sorry didn't catch this for the Teaser~~
2) You can't jump when you're facing a hole. I realize allowing the player to jump over the hole would require extra scripting, but you should be able to jump in place like you can standing any there else (except were you can actually jump)
~~Sorry, yes you can jump gaps I just forgot to construct that part on the level. I actually just have to place a few invisible blocks to do it. The scripting for it is already made ;-) Straight from Shadow~~
3) You can't jump or walk on the block you create with the Cane of Somaria. Again, this might be tricky to script, but it would be worth it.
~~Yes I realize this problem, but because the cane of somaria block is an event it can have the party land on top of it with bypass objects on. You can walk on top of it if you jump on a ledge then walk over it.~~
4) The shield is on a timer. I wish there was someway to tell how long you are holding a button, but since you can't maybe you could have a shield on/off switch instead. It's a pain to have to time the shield with the attack.
~~I wanted this, the harder the shield is to use the more you get hit, the more challenging the game is.~~
5) You can't hurt the enemies with the hammer.
~~The hammer isn't used for hurting enemies in any way or form although I spose I could have it do that... It's use if for breaking pots and stakes and things~~
6) The bombs took forever to explode. You should time then so that you can plant them and get away before they explore. I could see the extra time might be needed for puzzles later on, but I didn't find them very effective . . . except . . .
~~The bombs have a long duration being in that they A) are used for puzzles, they can set off switches and things ;-) and B) I wanted them harder to time for the sake that they are such a powerful weapon doing 2 damage. I want it harder to time on moving things~~
7) I planted a bomb on a slime and it became trapped and couldn't move. All I had to do was wait for the bomb to explore and BOOM, one dead slime.
~~Yes I realize this but not too much I can do, but don't worry even though this is an advantage bombs will be a more of a rare-ity and be conserved in the game.~~
The Hookshot was well done. It would be cooler if it did more damage to the enemies (I hit the slime like 10 times and it looked like it was hurt but it wouldn't die).
~~Haha, well actually the hookshot currently doesn't do ANY damage. I do have it flash the enemy for some reason when hit as I was planning on making that enemy that you had to deface with the hookshot but now I don't know. So we'll see.~~
Over all, it looks pretty good. It's great that you only need one button for most attacks now. Well done.
~~Thanks and yeah the one button thing is liked by me a lot too. This (as i said above) was a teaser to the gameplay and not a demo. There's still plenty to work on and lots is still kinda at halfstage in development.
There is a secret to the demo, if you know it (i only told Nathan) it will unlock most of the rest of the weapons. Nathan got to test out all the seeds and seed shooter and boomerang and can of byrna and etc...(list goes on). Thanks for checking it out Dungeon Warden!!~~
Hedrum
06-27-2005, 02:42 PM
I've played your demo and I must say it runs very smoothly.
EDIT: Good job.
neobi
06-27-2005, 02:47 PM
I've played your demo and I must say it runs very smoothly.
Thanks. For how complex it is, some lag eventually should be expected for slower ps2's or scratched discs (points to Nathan aka doyleman). But yeah it runs pretty smooth for me too. It's crazy if you could see all the invisible stuff going on.
PRECEEDING IS FROM DOAN'S BOARD MY TEXT IS IN THE "~~"
I plan to check it out tomorrow , but from what's been said so far:
1) I think the hammer should hurt enemies too. I'm quite sure the one in OoT did too.
~~I'm not actually taking the Megaton hammer from OoT which did this. I originally got it from aLttP. I consider things like the hammer, shovel, cane of somaria, etc... to be secondary equipment in that they aren't used for attacking so much as solving puzzles and progressing in the game. I can make the hammer do one damage (all i have to do is one call script to it! Crazy how easy that is eh?) and it'll work BUT then it is already equal to the sword in damage.~~
2) I don't like the idea of any consumable item (you said bombs) being a rare-ity. That sounds like it would frustrate the player when they need them to do something.
~~Don't worry too much about that. Things like the bow and arrows can easily be replaced by the boomerang if you run out of arrows. Only that the boomerang has a smaller range. Also there's a spell you'll get in the game called Zelda's Riches that give you a couple arrows and bombs so if you ever run out when you need it for a puzzle you just use that. But maybe I should just tone down the bomb being that it does 2 damage?~~
3) So far all the Zeldas I know (OoT, LA, LttP, OoA, OoS), the shield stayed up to block as long as you were holding the button. I think DW's suggestion is very good, and in my opinion the game should be hard because of puzzles or enemies, not controls. The player having a hard time and getting frustrated with the controls is going to make their experience much less enjoyable.
~~Well I wish I could do it the hold button way, but as you know RPGM2 wasn't really designed for stuff like that. And yes the game will be hard because of puzzles and enemies not soo much controls. The controls have already makorly improved since my last zelda game.~~
4) Didn't the hook shot stun enemies in LttP and OoT? Those guys where you have to hook shot them to get to damage them you mentioned were cool too.
~~Yes and the boomerang did also too. But something like stunning in this game is hard as hell to make. I already have some ideas on how but the work required in doing it isn't half as easy as it would make enemies in the game if I did this. Most enemies have like 2 health and if you stun them it already makes them too easy. I'm sure I'll make it a well balanced game and we'll see what I do with the hookshot. It would be cool to have them attracted at you...Oh wait I already discussed that with Nathan! lol it's easy to do now, I just copy and past the script for it that I used in the hookshot pots. There only exists one sort major problem with this. That is If you have two enemies you hit with the hookshot or a pot etc.. (any multiple combination) it would send both the enemies and trap them on top of each other in front of you...Although I just thought of a quick script to get around this...hmm yeah maybe I'll just do that.~~
Draygone
06-27-2005, 08:24 PM
Well I wish I could do it the hold button way, but as you know RPGM2 wasn't really designed for stuff like that.What about the shield on/off suggestion? Couldn't one press the shield button to bring it out and press the button again when they want to put it away?
Doyleman
06-27-2005, 09:39 PM
That, or you could make the VFX overall frame time be like 2 seconds, and make an action script loop, checking if the shield is up, and if it is, wait 2 seconds, and turn it off.
neobi
06-29-2005, 04:26 PM
Other day I did a little bit:
~Made hookshot so it works on enemies as well as pots.
~Made adjustment to Cane of Somaria so using it again will force delete the old block regardless of if a new one is made.(to avoid trapping self)
~Made more to menu. Can check stats and inventory like seed counts and arrows and etc...
~Started working on Ocarina. Works ok so far. Need to add more notes and songs for it.
----------
Now for the thing about the shield, all your ideas may seem logical but for how the ACBS works it's not quite so. Basically for the shield I:
~Apply together a 30f shield animation and turn the no party movement flag on and shield flag on
~Then in an action script that always runs it waits 30 frames then turns the shielded flag off and the no movement flag off.
Now since to display a visual effect on the party I need to do it in a content script, I can't just have it repeat until you press a button again because the enemies wont be acting if I run it all in a content script. And I can't have it cancel in an action script because I wouldn't be able to show the visual effect for it. Hence the problem and that's why the sword is the way it is.
neobi
07-02-2005, 08:37 PM
Yesterday I added an intro and title screen. Kinda short yet kinda cool, we'll see. I also chopped the hell outta the leave map script, was gunna have a picture visual effect when you left maps but ended up not. Looked kinda crappy lol. So leaving maps takes a lot less time now.
I also made the Triforce Palace map, it's ok...could be better could be worse. So it'sa go'in I guess...
neobi
08-14-2005, 08:12 PM
Today I made the town, it's gunna be tough for world maps being as that for every location I need to make 8 maps for.
Present-Summer
Present-Winter
Present-Spring
Present-Autumn
Past-Summer
Past-Winter
Past-Spring
Past-Autumn
I have all the Present seasons done for the first town so far. It's pretty neat except I encounter a problem everytime I place an octorok on the map, it works fine until I kill it. The other enemies die fine, but when I kill the octorok it freezes. But I'm not gunna have enemies in the town anyways.
But the like-like, octorok, and slime are pretty cool but I'm anxious to work on some more classsic visual effect enemies and see how they come out.
EDIT
PS: if anyone can take screensshots and wants to take em of my Z:T Teaser that would be cool, preferable the like-like and octorok and maybe the menu system and maybe a few bombs placed.
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