Deleted
Deleted Member
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Post by Deleted on Jun 28, 2005 23:56:18 GMT -5
Are you gonna use any of my songs for it?
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Post by NASH7777 on Jun 29, 2005 14:25:21 GMT -5
Are you gonna use any of my songs for it? Umm where do I find those? I do need some songs though for the ocarina and I want the intro to have the zelda tune. ------- 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.
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Deleted
Deleted Member
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Post by Deleted on Jun 29, 2005 19:26:05 GMT -5
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Post by NASH7777 on Jun 29, 2005 20:00:30 GMT -5
Will,
I think I may just free it on my own. I have to make up all my own new songs anyways so yeah. But we'll see. If I get frustrated and just wanna go off something or need a reference I'll maybe use it then. Thanks though,
Nash
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Post by Dungeon Warden on Jun 30, 2005 19:14:00 GMT -5
Why not place an event where the player is standing and put the VFX on that event in an action script? Calling an event to the player's position might be tricky, but you should be able to use the same scripting you use to move enemies toward the party. I'm sure you can do it. ;D
How about using the Act as Member command to have an event follow the player and use a flag to turn on the shield VFX? That might work. Just create the effect so that it appears in front of the event where Link is standing.
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Post by NASH7777 on Jun 30, 2005 19:36:28 GMT -5
Why not place an event where the player is standing and put the VFX on that event in an action script? Calling an event to the player's position might be tricky, but you should be able to use the same scripting you use to move enemies toward the party. I'm sure you can do it. ;D How about using the Act as Member command to have an event follow the player and use a flag to turn on the shield VFX? That might work. Just create the effect so that it appears in front of the event where Link is standing. Thanks for the thought, and actually it would only take two called scripts to get an event at your party's location. I use an event at their location for the jump checking script. Only problem is a jump doesn't always work when there are multiple elevations and there is actually a slight delay depending on how far away the invisible jump event is. The shield is basically for a quick dodge and if their was a delay it would defeat the purpose. Plus, honestly if the shield is slightly annoying to use, that's ok cause I honestly don't want the player to use it that much. I mean in my last Zelda game there wasn't even a shield.
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Post by doyleman on Jun 30, 2005 19:44:12 GMT -5
Thanks for the thought, and actually it would only take two called scripts to get an event at your party's location. I use an event at their location for the jump checking script. Only problem is a jump doesn't always work when there are multiple elevations and there is actually a slight delay depending on how far away the invisible jump event is. The shield is basically for a quick dodge and if their was a delay it would defeat the purpose. Plus, honestly if the shield is slightly annoying to use, that's ok cause I honestly don't want the player to use it that much. I mean in my last Zelda game there wasn't even a shield. sometimes its not what you want, but what players want... or the consumer is always right, etc. but I'm just saying that because its a old man's saying or something, and I thought it fit in well with your post.... no harm meant
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Post by NASH7777 on Jul 1, 2005 12:14:59 GMT -5
Today 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...
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Post by Dungeon Warden on Jul 1, 2005 13:22:44 GMT -5
If you are interested in making a Zelda-like game (and you seem to be) then you should try to make the game feel as much like Zelda as possible.
Placing the event, that shows the shield, behind the character should get rid of any lag time between pressing the button and the shield appearing.
I rarely used the shield in any Zelda games except when I had to (ex. to bounce a Deku Nut back at a Deku) so it's not like I care either way. I just thought it would be better if the shield acted more like the one in Zelda.
You seem to be moving along with the game. I look forward to the first official demo.
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Post by doyleman on Jul 1, 2005 13:37:33 GMT -5
shield can be used for multiple things. like the big one on the young links back makes him look like a turtle. or you have to reflect the ice/fire back at twinrova from OoT, or you can equip it just to look cool, or buy one just because you can. You reflect the deku nuts from the deku sprouts/deku merchants, rocks from the octorok, defensive position when waiting for the enemy to attack so you can counter attack after him. But all in all, the shield has no actual purpose other than reflecting necessary things or helping with defense. I dont care what you have the shield do, as it is your game anyway eh
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Post by Dungeon Warden on Jul 1, 2005 13:47:22 GMT -5
That's true. The shield has become more useful in the later games. But the shield has been around since the very first game (it was the only piece of equipment you started with) and always worked the same way.
If you are making an action game, a fast moving shield and the need to use it often should be part of your game design. You're tech demo was rather passive in how combat worked. I realize you are limited in what RPG Maker can do, but you've done an excellent job so far in making a Zelda like game and I think you can make it better. That's all.
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Post by NASH7777 on Jul 6, 2005 8:55:07 GMT -5
I added the shield to give a more zelda-like inventory not because I actually wanted it for what I was planning in the game lol.
Hopefull I'll get some time to start on it soon, I have all the order of everything done and working on some plot dynamics so hopefyllu it should start going pretty good. Too bad I have to work all the time.
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Post by The Final Rune on Jul 6, 2005 9:09:30 GMT -5
Everyone loves a new Zelda game.
The new setup is refreshing and easy to use. The only gripe I got is that some of us may have a slightly out of skew TV and this makes your at the edge HUD hard to read and see. Why not try for a condensed version in the bottom corner instead? I can't wait to see more.
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Post by Rodak on Jul 11, 2005 4:40:26 GMT -5
Well, I finally gave this game a shot and was really impressed.
As you may know, my only exposure to Zelda to date is Doylemans demo, so I have no comparisons to draw... but I can tell you it works great as a stand-alone project.
I was impressed by the "functionality" of the ACBS and items. The single button attack scripting is very impressive. The shield looked cool.
I did not have time to finish the demo as it took me quite some time to get by a couple challenges and I was working on my own project (I had a "moment of clarity" and created a new demo for a new game over the weekend) (it even has an IACBS thingy... that's Imitation Active Custom Battle System, as well as a MDBS).
I read that you made some updates to the demo already. I downloaded my copy a week or two ago and may have an older version.
I'll check the updated version soon.
Great work! I look forward to seeing more.
Peace.
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Post by NASH7777 on Jul 11, 2005 15:03:25 GMT -5
Well I was working on it again today and It just froze and I lost a ton! I'm trying to recall the last time I saved, hopefully I still have the original map to the town. It's pretty damn cool, I had the 4 seasons created for the town map so it would suck if I lost it all.
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Post by Rodak on Jul 11, 2005 16:45:56 GMT -5
I'm trying to recall the last time I saved, Is any of this in your demo files? I'm sure people here may still have their copies. I still have mine on my PC if you need it, but it's older than your more recent demos.. I lost a few weeks work that way once. I bought an extra memory card after that and now keep two copies of darn near every days' work. Good luck. I'd hate to see it lost. Peace.
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Post by NASH7777 on Jul 11, 2005 19:59:03 GMT -5
No just todays work is lost, so I have to go back to my latest save of the day. The game itself isn't lost. And I don't update my demo everytime I work on the game. I've only had one version of Z:T out to public btw.
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Post by NASH7777 on Aug 12, 2005 20:14:12 GMT -5
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.
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Post by NASH7777 on Oct 30, 2005 22:06:58 GMT -5
Well I worked on it once again after my long period of neglecting. I made a new enemy the "spark". I 1/2 fixed the freezing problem. I made all the maps for the first dungeon. Added Zelda's beginning text explaining what happened to the Tri-Sisters. So now it's making a ton of a lot of teleport events and things. We'll see....
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tuah
RPG Maker-in-Training
Posts: 33
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Post by tuah on Jan 31, 2006 20:30:07 GMT -5
I'm currently making Majora's Mask. It's turning out pretty well, but I think if I want to make an actual Zelda game, it should be on RPG maker 3. That way it's actually got good-looking characters!
My idea is going to show all the back story of a few Zelda games; like the true story of Majora's Mask!
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Post by NASH7777 on Jan 31, 2006 22:01:31 GMT -5
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