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[Game Maker 8 Pro]Comprehensive Gameboy Zelda Engine
#31
I think the trees shouldn't have such a round shape, but be more jaggy to match the leave pattern. The grass tiles could tile a bit better, there's some horizontal lines visible.

I kinda like how it drifts away from the original zelda graphics, but still maintains a zelda-esque vibe somehow.
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#32
Really smooth here man! It's seriously close to how the real games are. Nice job. When I get more time I'll look it over and such more^^
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#33
(04-21-2013, 12:33 PM)Koh Wrote: [Image: CGBZE-0-1_zps0c56c5eb.png] [Image: CGBZE-27_zps137ee90d.png] [Image: CGBZE-28_zps4777612d.png]

The ones on the right kind of remind me of Secret of Mana. Neat stuff Tongue
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#34
(04-21-2013, 12:38 PM)Previous Wrote: I think the trees shouldn't have such a round shape, but be more jaggy to match the leave pattern. The grass tiles could tile a bit better, there's some horizontal lines visible.

I kinda like how it drifts away from the original zelda graphics, but still maintains a zelda-esque vibe somehow.
I tried my best to fix up the grass, as I really couldn't see the lines XD. As for the trees...I just wanted to stay within the outline of the original tiles while making them more detailed XD.

(04-21-2013, 01:19 PM)jad4321 Wrote: Really smooth here man! It's seriously close to how the real games are. Nice job. When I get more time I'll look it over and such more^^
Thanks~

(04-21-2013, 10:10 PM)Phaze Wrote: The ones on the right kind of remind me of Secret of Mana. Neat stuff Tongue
You know, the Mana games have some really nice graphics, and serve as a really good example.

I thought I'd go ahead and post what I have done on the upcoming version so far, to keep you guys updated.

=========================================
Upcoming Version 1.0.0.0
=========================================
-Updated the Golden Shovel to dig all 8 tiles (if possible) around Link as well as giving him double spoils.
-Implemented a pausing system.
-Implemented the equipment menu.
-Implemented the chest system.
-Implemented the item holding system.
-Implemented the Level 1-4 Swords (Fighter's, Master, Tempered and Golden).
-Implemented the Sword Beam system.
-Implemented the bush system.
-Implemented the leaf particle system.
-Implemented the random item drop script.
-Implemented the Heart Piece and Heart Container systems.
-Removed all testing keys.
-Implemented Rain and Thunder.
-Updated the rupee system to increase or decrease the counter by higher rates than 1, based on how much the counter is going to be affected.
-Improved the Circle and Rectangle transitions slightly.
-Improved the Scrolling transitions slightly.
-Implemented the Level 1-3 Shields (Figther's, Fireproof, and Mirror).
-Added more maps.
-Implemented Cliff Jumping.
-Implemented the Level 1 Rocs Item (Feather).
-Implemented Fairies.
-Slowed the movement of pushblocks.
-Rewrote Link's movement engine to function as a velocity system.
-Implemented Rolling, using double key tapping for Link.
-Updating prepackaged graphics as practice in that section, as well as giving the engine a better graphical appeal.
-Implemented "big rooms" where the camera has freedom to move around until the "edge" is reached. Works for any size room, however, it is recommended to have all "connected" rooms the same size, for scrolling transitions to work smoothly.

As well as a couple of teaser shots. In these shots though, a lot of graphics are still being updated, as you probably guessed.
[Image: CGBZE-30_zps090572c8.png] [Image: CGBZE-31_zpsd72aba1b.png] [Image: CGBZE-32_zps28425ab4.png]
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Thanked by: Phaze, puggsoy
#35
Here, have a new video showing more of the new stuff.


Again, there are many graphics are still in need of an update...it's difficult to accomplish more on that when you want to get more programming done XP.
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Thanked by: Phaze, puggsoy
#36
This is quite impressive and really sweet. Keep it up! Big Grin

I'm kinda envious Wink
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#37
If you need ideas to implement, how about a bank so that someone can store money?
Doofenshmirtz: This is a little bit awkward but have you seen my escape jet keys? (Perry nods) What, you have? Well that's great! So where are they? (Perry looks away) You won't tell me? Is this because you don't speak or are you just being a jerk?
~Phineas and Ferb, "One Good Scare Ought to Do It!" (2008)
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#38
That was excellent! You're really making progress here Smile
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#39
(05-07-2013, 01:39 PM)Previous Wrote: This is quite impressive and really sweet. Keep it up! Big Grin

I'm kinda envious Wink
Envious of what? If you have the Pro (actually it's dubbed Standard now, from what I've seen) edition of Game Maker, you could easily open up the provided source file and mess around in it if you want to =).
(05-07-2013, 02:34 PM)Deathbringer Wrote: If you need ideas to implement, how about a bank so that someone can store money?
Actually, that's not a bad idea. No 2D Zelda had that (but it's not like you really needed it, except for the Oracles, where you're constantly buying expensive collectables).
(05-07-2013, 03:46 PM)Phaze Wrote: That was excellent! You're really making progress here Smile
Why thank you~

Besides having delayed the Power Bracelet (and Titan's Glove) for so long, I also plan to tackle Side-view (platforming) areas soon. It's just a variable switch, but it also requires a subsection of the movement engine. Of course, Text Boxes will come in soon...I can literally copy and paste my previous code I wrote up and add the comments to it, but it has more features than necessary for this, so I'll probably write it from the ground up. I did make a video of that a while back.



It'll probably just be rewritten with text commands, nameboxes and choices only.
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Thanked by: Phaze
#40
(05-10-2013, 10:16 AM)Koh Wrote: Envious of what?

Your determination to actually work on this and making it this great Wink
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#41
Uh...Smart move.I enjoyed it , though i'd like you to improve the game.
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#42
(05-11-2013, 11:15 AM)CruelSin Wrote: i'd like you to improve the game.

Isn't that what he's been doing this whole time, though? Nerd
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#43
[Image: CGBZE-34_zps7c83a512.png]
You know, it always bugged me how the GBC Zelda's sideview areas were pitch black in the back. Why does it have to be like that? Why can't it just be a (much darker) tiled background like the tiles in the foreground? I'll probably make that when I do the graphics for this.

For now, I just wanted to show that it IS working, but I have some kinks to work out with it. For some silly reason, Link can get stuck in a corner of a wall...like this.

[Image: CGBZE-35_zpsc46758d8.png]

I'm trying to figure out what's causing it, but I'm a little stumped at the moment. You can have fun with it though.

[Image: CGBZE-36_zpsfb2ca139.png]

It's like Link thinks he's a ghost.

EDIT: Oh nevermind. Silly me. It was the corner cutting code doing that; I forgot to disable that in sideview areas XP.
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Thanked by: Phaze


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