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21
Projects / Re: Project ZeC (My Zelda-esque Clone)
Last post by Miscreant -
Both halves of the Triforce Island level individual rooms are designed.

Next level to create... Death Mountain.

So far, it is the largest level in the game. While Protoleveling, it has 4 seperate sections linked through passageways.

After that, I need to finish a few core functions and then begin coding a battle system for it.

I also need to create a few more minor enemy spritesets and begin to consider what enemies will be guarding the Triforce pieces.

Edit: Actually, it just occurred to me that there is a large portion of the underworld map that I designed but have not coded yet. Gorram! That sets back the plans for a beta release of the game for a little bit.
22
Projects / Re: Project ZeC (My Zelda-esque Clone)
Last post by Miscreant -
(I mentioned that in your other topic)

Figured I'd bring that topic over to this one seeing as how it was originally about player movement systems and we were kind of getting off that topic a bit.

Also,

Note: Many different sites state that the bottom of the map where the hammer is located in Zelda 2 is the area from Zelda, denoted by the cemetary, woods & spectacle rock. If it is indeed the area from the original Zelda, then the map for ZeC II will reflect that and have a somewhat matching landscape from P:ZeC.

So I was kind of curious to see what it would be like if I wanted to try to include the overworld map from ZeC.

Unless I do a very scaled down version like how Zelda 2 just had the cemetary, lake, lost woods and spectacle rock... I may not include it in the follow up game. However, it is still way too early to do any decision making on a sequel seeing as how I still need to finish production of the first game.
23
Projects / Re: Project ZeC (My Zelda-esque Clone)
Last post by Fat Cerberus -
Not surprising, the Zelda II overworld graphics were obviously drawn to be very abstract, like looking at a paper map (I mentioned that in your other topic), whereas LoZ is top-down throughout so the tiles are more concrete representations of the objects they depict.
24
Projects / Re: Project ZeC (My Zelda-esque Clone)
Last post by Miscreant -
I was curious how ZeC would look with Zelda II graphics...

Too bland in Zelda II style
25
Sphere Support / Re: Player Movement Systems...
Last post by Miscreant -
Maybe I'm just weird though...

Totally off topic for a moment:

Through my many experiences throughout this life (so far), it seems like people use the word weird as a negative connotation. I, for one, don't see it as such. I see that word and I see an acronym defined as:

Wonderous
Exciting
Ingenious
Resouceful
Determined

Now, back on topic:
As stated, very early example. I'd like to finish the production of ZeC before I start ZeC II. One of the things I found while researching was this https://www.gamefaqs.com/nes/563487-zelda-ii-the-adventure-of-link/faqs/27747. I wasn't going to base everything off of the differences listed. It isn't difficult to make the water once again static, especially with a dev engine like sphere, but the animated water seemed like an interesting concept.
26
Sphere Support / Re: Player Movement Systems...
Last post by Fat Cerberus -
I kind of like the unmoving water, having no movement at all gives the overworld a feeling of looking at an actual map, with Link (whose own movements on the overworld are very rigid too) as a marker of sorts.  Then you enter a sidescrolling section and everything "comes alive" so to speak.  Even when the occasional random encounter enemies pop up it all feels very abstract.  Animated water in that context seems unnecessarily distracting.

Maybe I'm just weird though...
27
Sphere Support / Re: Player Movement Systems...
Last post by Miscreant -
Slightly early considering I'm still creating ZeC but as an example here's a very early pic. This will be changed, for as in ZeC the landscape will be different.

Also, in doing background research into the original games, it was stated that the original japanese version had animated water but when ported over to the US version, Nintendo made the water static and unanimated. As you can see, that is just one thing that will be reimplemented.


Note: Many different sites state that the bottom of the map where the hammer is located in Zelda 2 is the area from Zelda, denoted by the cemetary, woods & spectacle rock. If it is indeed the area from the original Zelda, then the map for ZeC II will reflect that and have a somewhat matching landscape from P:ZeC.
28
Sphere Support / Re: Player Movement Systems...
Last post by Fat Cerberus -
Link's Awakening to this day is my favorite Zelda game.  I have it on my 3DS and I play through the whole game at least once a year.  The size of the dungeons and the pacing were both perfect, and the reveal three quarters of the way through the game (no spoilers!) was so well-done that it colored my experience of the remaining 3 dungeons and made them completely unforgettable.

I do prefer the original black-and-white version to the colorized DX one though, not only for nostalgia (naturally) but also for reasons largely having to do with the aforementioned spoiler.  Some of the atmosphere was lost in the move to full-color.  Still an awesome game, though.
29
Sphere Support / Re: Player Movement Systems...
Last post by Miscreant -


From: gaminghistory101.files.wordpress.com

One of the few Link/Zelda games I never did get to complete...

I was definitely thinking along these lines though...

30
Sphere Support / Re: Player Movement Systems...
Last post by DaVince -
Link's Awakening comes to mind too, with the little underground platforming segments. :)