Radix









Level 10 WIP LoZ fangame « on: July 16, 2009, 04:37:00 AM »



Currently on hold while I wait/hope for a new Construct build that I can port it to (0.993 fixes the alpha bug you see on the statues but breaks everything else), but I'd like any feedback I can get at this stage.







Download (800kb): Edit: removed the googlepages download, because a couple of blogs decided to stupidly direct-link it.



Hi! If you've come here from a news blog or something and you're not a Tigsource member, you can email any feedback to phenex{at}gmail{.}com. Result of playing around with Standard Waiver 's engine. In this demo you can wander around half the first dungeons and stab things. Some effects aren't implemented yet. Eventually I wanna remake the overworld and at least another dungeon or two if not the whole game.Currently on hold while I wait/hope for a new Construct build that I can port it to (0.993 fixes the alpha bug you see on the statues but breaks everything else), but I'd like any feedback I can get at this stage.Download (800kb): (sharebee)



Edit: removed the googlepages download, because a couple of blogs decided to stupidly direct-link it.Hi! If you've come here from a news blog or something and you're not a Tigsource member, you can email any feedback to « Last Edit: July 22, 2009, 10:31:04 PM by Radix » Logged

im9today Guest

Re: WIP LoZ fangame « Reply #2 on: July 16, 2009, 04:47:32 AM » I love the way this looks, but killing rooms full of enemies seems way more tedious on here than it ever did in the NES games, almost like I have the reach of Simon Birch Logged

Radix









Level 10 Re: WIP LoZ fangame « Reply #3 on: July 16, 2009, 04:57:03 AM »



Once there's arrows and boomerangs and stuff I'll tweak it if it still feels necessary.



By the way, I'm gonna base the bombs on Yeah, I was thinking of messing with that. The current rate of movement and sword length is about the same as in the original, maybe even a little better, but it's hard to tell how far you are from enemies.Once there's arrows and boomerangs and stuff I'll tweak it if it still feels necessary.By the way, I'm gonna base the bombs on BS Zelda so they'll be more like grenades. Logged

alspal Guest

Re: WIP LoZ fangame « Reply #4 on: July 16, 2009, 05:58:26 AM » Fairly nice engine and stuff, seems to have improved a lot.

It took me a while to figure out that I was holding a shield, its not so evident when it has a massive pixel blocks while your sword is lined with nice small crisp pixels.

I think I'd enjoy it if the character's speed was slightly increased, seems a bit sluggish at the moment. Logged

JaJitsu







Level 10 Re: WIP LoZ fangame « Reply #6 on: July 16, 2009, 12:05:18 PM » Seems nice. I would like the speed increased just a bit as well.



Also it was kind of hard figuring out which door i came from after spinning so much while attacking enemies. Logged Squiddershins

Aquin







Aquin is over here.





Level 10Aquin is over here. Re: WIP LoZ fangame « Reply #7 on: July 16, 2009, 01:05:13 PM » Yeah, a compass or something on a mini-map would be pretty handy.



This is looking pretty tasty. Yay Zelda! Logged I'd write a devlog about my current game, but I'm too busy making it.

Radix









Level 10 Re: WIP LoZ fangame « Reply #8 on: July 16, 2009, 05:53:33 PM » Quote from: alspal on July 16, 2009, 05:58:26 AM It took me a while to figure out that I was holding a shield, its not so evident when it has a massive pixel blocks while your sword is lined with nice small crisp pixels. Good point. I think what I was going for with the sword was a pixelly thing held at and angle, so the sides can be crisp diagonals due to foregrounding, but the pointy tip doesn't make any sense!



I'll fix that, don't know if it'll make the shield any more obvious, but I'm trying to be fairly authentic with representing everything I can from the original game the same way, but in 3D.

(I'll make the map/compass items a priority when I start up again.) Good point. I think what I was going for with the sword was a pixelly thing held at and angle, so the sides can be crisp diagonals due to foregrounding, but the pointy tip doesn't make any sense!I'll fix that, don't know if it'll make the shield any more obvious, but I'm trying to be fairly authentic with representing everything I can from the original game the same way, but in 3D.(I'll make the map/compass items a priority when I start up again.) Logged

deadeye

Level 10









First Manbaby HomeLevel 10 Re: WIP LoZ fangame « Reply #9 on: July 17, 2009, 08:04:42 AM » . Looking really slick.



Fighting is a bit harder in this than in the regular LoZ, I agree that lengthening the sword's reach would probably be a good idea. In fact, I'd say you're going to have to change quite a bit in the game in order to make a 3D version playable... I can't imagine how hard it would be to kill Darknuts this way. I mean, it's already hard enough top-down. Perhaps it would be best to go with the spirit of Zelda rather than the rule of Zelda.





Quote Currently on hold while I wait/hope for a new Construct build that I can port it to (0.993 fixes the alpha bug you see on the statues but breaks everything else)

The changes from 0.98.9 to 0.99.3 were pretty major, and it's not likely that they're going to change back. Depending on what's breaking, your game as it is just might not be compatible with any future versions (hooray for beta ). You'll likely have to bite the bullet and figure out which part of your engine needs to be rewritten, or which object settings need to be updated. Which would be totally worth it, because this project is cool as hell Nice. Looking really slick.Fighting is a bit harder in this than in the regular LoZ, I agree that lengthening the sword's reach would probably be a good idea. In fact, I'd say you're going to have to change quite a bit in the game in order to make a 3D version playable... I can't imagine how hard it would be to kill Darknuts this way. I mean, it's already hard enough top-down. Perhaps it would be best to go with the spirit of Zelda rather than the rule of Zelda.The changes from 0.98.9 to 0.99.3 were pretty major, and it's not likely that they're going to change back. Depending on what's breaking, your game as it is just might not be compatible with any future versions (hooray for beta). You'll likely have to bite the bullet and figure out which part of your engine needs to be rewritten, or which object settings need to be updated. Which would be totally worth it, because this project is cool as hell Logged tweet tweet @j_younger

Radix









Level 10 Re: WIP LoZ fangame « Reply #10 on: July 17, 2009, 08:18:55 AM » If I have to I will, but as far as I can tell the only problem with 993 is that adjusting pitch/yaw of 3Dboxes is unsupported. The only other relevant change was the default height, but that was easily fixed.



I have a feeling that being able to mouse aim with projectile weapons will make the sword a lot less important. There's actually a slightly newer version that has a few items partly implemented and more of the dungeon, but I think I accidentally saved it in 993. Oops.



Thanks for the feedback so far, I'm sure this'll all be useful stuff. Logged

Radix









Level 10 Re: WIP LoZ fangame « Reply #12 on: July 17, 2009, 08:50:53 PM » Tigs mentioned it in his post for one of the intermediate releases (probably 0.99.1, I don't feel like checking). You sort of have to read all three posts to get the real changelist for 0.99.3. Logged

paperwasp









TIGBaby Re: WIP LoZ fangame « Reply #14 on: July 20, 2009, 02:30:55 PM » maybe you should consider an optional 3rd person mode with the camera behind link. I don't know how feasible it would be though. Logged

dessgeega







Level 0 Re: WIP LoZ fangame « Reply #15 on: July 20, 2009, 04:45:09 PM » how is it to do 3D in construct? i've always wanted to do a super blocky raytraced game.



you're probably already aware of this, but transparent parts of sprites make sprites behind them transparent too. Logged

Radix









Level 10 Re: WIP LoZ fangame « Reply #16 on: July 20, 2009, 10:07:13 PM »



3D in Construct involves wrangling a bunch of 3D boxes, which aren't really meant for this sort of thing. But once you have an engine (







In reality the player is running around that map, but each tile is paired with a 3D box and that's what actually gets displayed.



(Kids, note: 2D view only looks like the 3D view to make it easy for me to reproduce the map. In SW the 2D tiles are just different coloured squares.)



Quote from: paperwasp on July 20, 2009, 02:30:55 PM maybe you should consider an optional 3rd person mode with the camera behind link. I don't know how feasible it would be though. Easy enough, I'll consider it. Might help some people with estimating range, but it might also screw up the aesthetic.





Edit:

Forgot to mention that it is possible to do multilevel rooms and jumping and vertical aiming and stuff, but I haven't made a proper example of that yet. Yeah, that's the reason I'm waiting for a Construct update. The current build fixes that, but breaks one other thing I need.3D in Construct involves wrangling a bunch of 3D boxes, which aren't really meant for this sort of thing. But once you have an engine ( here's a gutted improvement of the Standard Waiver engine, for your Constructing pleasure), it's as easy as pasting tiles in an editor:In reality the player is running around that map, but each tile is paired with a 3D box and that's what actually gets displayed.(Kids, note: 2D view only looks like the 3D view to make it easy for me to reproduce the map. In SW the 2D tiles are just different coloured squares.)Easy enough, I'll consider it. Might help some people with estimating range, but it might also screw up the aesthetic.Edit:Forgot to mention that it is possible to do multilevel rooms and jumping and vertical aiming and stuff, but I haven't made a proper example of that yet. « Last Edit: July 20, 2009, 10:14:05 PM by Radix » Logged