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Messages - Miscreant


I think I might want to do some redesign to level 8. I didn't realize it until I made the map I posted but there are a lot of water type rooms on one side of the map. I'm thinking they need to be spread out a little more.

Also, if you look around the Triforce Island level you can see that I finally created the sprites for the 2 master sword halves.
Projects / Re: Project ZeC (My Zelda-esque Clone)
I haven't looked at my NES game library for quite some time cause it's in a box somewhere. I know I have The Legend of Zelda, I'm pretty sure that I still own my original Zelda II as well.
Projects / Re: Project ZeC (My Zelda-esque Clone)
The missing map of Level 6 & a Protomap of Level 8.

I agree, though I was never a huge fan of Zelda 2.

Zelda 2 was a very different game than the Legend of Zelda. Many people either like it or don't. The implementing of experience points, magic, the fact that the items found in dungeons no longer needed to equipped to use, the fact that you now had a # of lives and 1-ups could be found in the game.

However, it did set certain standards that were later implemented into a good amount of the game series afterwards, such as the magic meter and Dark/Shadow Link.

Quote from:
 In August 2008, Nintendo Power listed it as the 12th best Nintendo Entertainment System video game, describing it as a radical and refreshing departure from its predecessor

Quote from:
Upon its release in North America, Zelda II became one of the most popular NES games of 1988, with many retailers reporting that the game was selling out that year. The game ultimately sold 4.38 million copies worldwide, making it the fifth best selling NES game, behind the Super Mario Bros. series and the first Legend of Zelda game.

It was also very similar in style and game play to The Battle of Olympus.
Projects / Re: Project ZeC (My Zelda-esque Clone)
I've been trying include other classic gaming references into ZeC. The Triforce Island level was inspired by the Chalice from Adventure for the Atari 2600. Level 8 has been inspired by one of the 'aliens' from Space Invaders also for the Atari 2600. Other classic references are yet to be determind but I would like to try to include others. Either in this project or future projects that I've started to plan out on paper.

Missing Level maps will be posted a little later on...
Projects / Re: Project ZeC (My Zelda-esque Clone)
Basic design for level 8 is created.
Projects / Re: Project ZeC (My Zelda-esque Clone)
Designed the 'specialty' level. Shortest level in the game but one of the most difficult because of the item it holds. Need to design a new spriteset for one of the NPCs in that level. Still trying to come up with a Protolevel for Level 8. Started to code the missing maps of the underworld. Also need to readjust some of the obstructions on a few of the underworld tiles as I discovered that in certain spots the player can walk on water.
Projects / Re: Project ZeC (My Zelda-esque Clone)
In the process of creating Death Mountain, I came to realize that the levels are not complete. I have created Levels 1 through 7, the dual Triforce Island level and Death Mountain. However, it seems that I skipped Level 8. Now, to design another level for a Triforce Piece... I still need to design a specialty level for a particular item that the player needs to reforge the Master Sword. I'm going back over my developement notes to see what else I may have left out.
Projects / Re: Project ZeC (My Zelda-esque Clone)
Somehow, the mouse decided to function today. Death Mountain is in the process of being designed. Creating the individual map rooms javascript files. 33 of 60 rooms defined thus far. Largest level in the game. Second largest is the Triforce Island multi-levels with a combined total of 54 rooms. After Death Mountain is created I have to finish coding the underworld.
Projects / Re: Project ZeC (My Zelda-esque Clone)
Also a trackball is something different than a mouse

I know. Had a logitech trackball attached to a 386pc back in the early 90's. What I'm saying is that I saw a mouse that had the option of being used as a mouse or a trackball.
Projects / Re: Project ZeC (My Zelda-esque Clone)
There are still mice that can cost that much. When looking for an inexpesive replacement mouse I found some in the price range of well over 200 dollars. I was like "WTF, it's a mouse... you point and click." Tons of unneeded buttons, some that had trackballs built in (it's an optical mouse, the trackball isn't needed), I even saw one that you can "transform" the mouse cover on. Seriously, is it really that difficult to find a simplistic 2 button wheel mouse nowadays that won't cost 50 dollars and up...
Projects / Re: Project ZeC (My Zelda-esque Clone)
Getting really gorram frustrated with this computer mouse...


Begin Rant:
For any fans of Family Guy: "You know what grinds my gears..."

I have been unable to do anything with ZeC for hours because of this mouse. Brand new batteries, swap usb ports, clean the lens... nothing. Now almost 2 hours later since this was first posted, it is barely functioning. The pointer on the screen goes between sporatic movement to unresponsive... for the not so cheap cost of peripheral devices these days a non functioning mouse after 2 days is utterly unacceptable. It's enough to write the company about their inferior product.

End Rant

Sorry,  just needed to get that off my chest.
Projects / Re: Project ZeC (My Zelda-esque Clone)
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.
Projects / Re: Project ZeC (My Zelda-esque Clone)
(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.


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.
Projects / Re: Project ZeC (My Zelda-esque Clone)
I was curious how ZeC would look with Zelda II graphics...

Too bland in Zelda II style
Sphere Support / Re: Player Movement Systems...
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:


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 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.