Radix
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« on: July 16, 2009, 04:37:00 AM » |
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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 phenex{at}gmail{.}com.
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« Last Edit: July 22, 2009, 10:31:04 PM by Radix »
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JoeHonkie
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« Reply #1 on: July 16, 2009, 04:41:18 AM » |
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Neat!
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im9today
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« Reply #2 on: July 16, 2009, 04:47:32 AM » |
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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
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!#***<<~~~~  ~~~~>>***#!
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Radix
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« Reply #3 on: July 16, 2009, 04:57:03 AM » |
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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.
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alspal
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« Reply #4 on: July 16, 2009, 05:58:26 AM » |
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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.
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PGGB
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« Reply #5 on: July 16, 2009, 07:06:09 AM » |
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Awesome!
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JaJitsu
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« Reply #6 on: July 16, 2009, 12:05:18 PM » |
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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.
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Aquin
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« Reply #7 on: July 16, 2009, 01:05:13 PM » |
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Yeah, a compass or something on a mini-map would be pretty handy.
This is looking pretty tasty. Yay Zelda!
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One day I will kill him. Than *I* will be Paul Eres!
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Radix
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« Reply #8 on: July 16, 2009, 05:53:33 PM » |
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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.)
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deadeye
First Manbaby Home
Level 10

Posts: 1949
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« Reply #9 on: July 17, 2009, 08:04:42 AM » |
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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. 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  
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Radix
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« Reply #10 on: July 17, 2009, 08:18:55 AM » |
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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.
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deadeye
First Manbaby Home
Level 10

Posts: 1949
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« Reply #11 on: July 17, 2009, 09:43:22 AM » |
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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. Ah, gotcha. If that's the issue then yeah, it should be fine in a future build. I wasn't aware of that problem, though. Has a bug been posted to the tracker on that?
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Radix
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« Reply #12 on: July 17, 2009, 08:50:53 PM » |
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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.
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Inanimate
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« Reply #13 on: July 17, 2009, 09:11:48 PM » |
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Really clever, I must say. EDIT: We got linked from GoNintendo!
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« Last Edit: July 20, 2009, 12:00:39 PM by Inanimate »
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Also known as DoodleHero on Youtube, and RadioactiveZombeh on Deviant Art, and InanimateGames on twitter (for game ideas!).
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paperwasp
Manbaby

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