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"Legend of Zelda: Seeds of Time"

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Thanks, Koala!

Broozer,
I don't want to give too much away, but it is indeed based on two existing codes, which both are needed for it to function in the manner seen in the video. I'll definitely post it when the hack is released, but I want to try to keep a few things original for now.

I have most of the stuff worked out in the hack, but I will need boss sprites, which I can't do. I wish Carol was kind enough to help me with that, but I know he (She?) wouldn't want to bother, much less anyone here. I have some ideas, but they would probably be tough. The first would be the dragon from the first dungeon in LOZ, which would shoot the three fireballs that Yoshi shoots, and take several hits to kill. Getting that sprite made would be near impossible around here, but if someone wanted to help with sprites, I would surely include them as co-author of this hack.

[?]
I've removed my NoFades patch until I can find the brightness code for Star Road warps.
it looks very good, im looking forward to seeing this out in the future.

you dont have to use this but i played zelda ALOT.
i think you should make yoshi a horse, if you can, since link rides a horse.
Well, since a horse doesn't have much functionality in a side scroller, it doesn't make sense. The main purpose of the horse in the other Zelda games is for getting around faster, and jumping over fences and a trench here and there, but those games are 3D, and there's a much wider plane to do things in. It just makes more sense to use a different skin on Yoshi, but I did make it where he runs a little faster, his tongue goes in and out faster, and he's set to yellow, so he can ground pound with any shell in his mouth, which may be required to kill some enemies.

I got my bomb sprite working using MikeyK's Yoshi Coin sprite. It adds to the bonus star counter and will stop adding when it reaches 30, and adjusts itself accordingly if you have a number between 26 and 29 (Meaning it will only give you 4 bombs if you have 26, 3 if you have 27, etc.) I have a block that you can break to find bombs in, sort of like the jars and bushes, except you can't pick them up (I was never able to get Throw Blocks to break on the ground instead of slide, so bushes and jars are just breakable and reveal hearts, rupees, bombs, or nothing).

[?]
I've removed my NoFades patch until I can find the brightness code for Star Road warps.
Sweet Jesus, I actually can't wait to play this hack. In my opinion this is the greatest hack WIP I've ever seen, because you have and are adjusting things to get them perfect as you go along, instead of leaving/showing us things unfinished. I love the bombs, thats very impressive.

In a way, I do and don't want to play a demo (if you release one) just for the fact that I don't wanna spoil anything for myself by playing a small ammount of it and then having to stop, but then again, I can imagine a demo leaving me and everyone loads of excitment and anticipation.

I really hope this hack makes it all the way to the end, because at the moment we get like 1 out of about 20 actually decent hacks and occasionly they get cancelled, and I can see this topping them all by far, and leaving most of us the urge to start/continue hacking.


Also, do you plan on having those broken walls from LTTP that you can only blow up with bombs, and a tonne of secrets? :P
Creator of:
Super Mario: Buried Treasure
The Haunt
Jigsaw's Test
Yes. I am using Dispari Scuro's TNT sprites for that. They will block paths and doorways, and will obviously make appearances in dungeons.

I don't see this being canceled considering I've got most of the hard stuff done. Like I said earlier, the only thing I'm worried about is boss sprites. I want the bosses to be good, and I really don't see myself learning how to make sprites that can do what I would need them to do. Most of the sprite stuff I have done so far has been small tweaks to existing sprites, and even that takes a lot of hit and miss before I get it working right. The push box sprite took about two days of messing with to get it just right, and it still has a bug or two (I really wanted them to be stackable), and the bombs probably took just as long, and for some reason, they tend to be a little stubborned as well.

[?]


I've removed my NoFades patch until I can find the brightness code for Star Road warps.
Well, either way it's still very clever, well done ICB ;).
Creator of:
Super Mario: Buried Treasure
The Haunt
Jigsaw's Test
o.o

what a great hack xD

jeez.. i can't w8 for release xD
Here's the nearly final version of my title screen.



File Selection font.



I have the title on FG 1 for two reasons.
1. More colors to work with.
2. I'm toying with the idea of making the screen scroll after a short time, and maybe having some cutscenes that show a little bit of the story, meaning I would want the title to stay in the same place when it scrolled, and return when you hit the start button.

I've removed my NoFades patch until I can find the brightness code for Star Road warps.
Just to let you know, Invisable Coin Block, my hack's name (Touhou: Seeds of Corruption) is NOT intentionally a rip-off of your hack's name.

Its actually inspired by the plant monster in Angel of Darkness 2 and Gaia from Grandia, in which a small weak core, in this case being the Seeds of Corruption, controlling stronger parts of it, which would be what the Seeds of Corruption corrupts.
So don't get the wrong ideas.Okay?
Your layout has been removed.
Heh. Not to worry.

I see so many people crying about stuff like this. "Awwww, Maaaaan! You put a Yoshi on top of a cloud next to a goomba and a p-switch! I was gonna do that in MY hack! :( " which I think is totally ridiculous.

It's not like having something similar about a hack is the end of the world. Just as long as no one is blatantly copying your storyline, character ideas, or overworld maps and what not, it's all good.

BTW, your hack looks nice so far. :)


I've removed my NoFades patch until I can find the brightness code for Star Road warps.
The trees could use better graphics. Pillow shading looks terrible. Always.
They're shaded exactly like they are in LTTP.

Explain what pillow shading is.
I've removed my NoFades patch until I can find the brightness code for Star Road warps.
Sorry, I disagree with you boing, I think the shading is rather sexy.
Creator of:
Super Mario: Buried Treasure
The Haunt
Jigsaw's Test
Originally posted by InvisibleCoinBlock
They're shaded exactly like they are in LTTP.

Explain what pillow shading is.

Pillow shading is when it is shaded to appear as though the light source is coming directly from the viewer. The light part is in the middle, shading on all edges. This is kinda in LTTP, but it is more acceptable because the game is played from a top-down view, and it would be safe to assume the light source is 'behind' the viewer. Since your graphics have the shading come from the top (Ex: The shadow on the grass at the bottom) it looks very out of place.
Hehe. Thanks, KC.

I'm looking forward to seeing some new updates from you. How's the push box sprite working?

On a side note, I'm trying to make it where sprites have cape HP. Bio has been a huge help and his posts are teaching me some useful things, but I'm still trying to figure out how to implement it in a sprite's code. Once I get that done, it will be great for people to make bosses with.

[?]
I've removed my NoFades patch until I can find the brightness code for Star Road warps.
Nice one dude.

only problem is that the tree's got thick outline, while the ground has none.
Originally posted by InvisibleCoinBlock
Hehe. Thanks, KC.

I'm looking forward to seeing some new updates from you. How's the push box sprite working?

On a side note, I'm trying to make it where sprites have cape HP. Bio has been a huge help and his posts are teaching me some useful things, but I'm still trying to figure out how to implement it in a sprite's code. Once I get that done, it will be great for people to make bosses with.

[?]


Its going well thanks, well I say that, the reason why I havent updated much is because I havent really added that much to the actual hack, I have been working on levels on paper, by drawing them out, they always seem to be better when I plan them out on paper first.

How far are you with a demo of your hack, man?
Creator of:
Super Mario: Buried Treasure
The Haunt
Jigsaw's Test
Well, I will say that I'm getting closer every day. I have the first submap complete, with a village and NCP sprites and all that, and some of the "Levels" are working themselves out gradually.

But I've kind of put all the level design on hold until I can work out the sprite HP stuff. I resolved the one with Fireball HP thanks to 1024 (It's not perfect, but it works as I need it to), and I made my first custom boss last night. Unfortunately, it won't be the first boss in the hack, and you probably won't see it in the demo. I want to start with something easier that will have cape (Sword) HP, which I am currently trying to get working with the help of Bio (And anyone else who knows Sprite ASM that could help). As soon as I get that worked out, I will make a boss and finish the first "World" and hopefully have a demo out.

As far as level design goes, I am an improviser by nature. My field of work is music, so my brain is wired to improvise. I make it all up as I go along, and "fix things in the Mix" when everything is done. I play through a map several times to make sure everything works right before I call it done, and even then I change things when I think of a new idea. I toyed with the idea of drawing stuff out on paper, but it just doesn't work with the way I think.

[?]
I've removed my NoFades patch until I can find the brightness code for Star Road warps.
Wow I cant wait to play this. How much time do you give that to be playable? at least a year? This is one nice looking piece of work man!

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