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Messages - GTM604

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Personal Projects / Re: Zelda II Redux
« on: February 18, 2019, 09:12:11 pm »
im getting bad getaway on the links

Personal Projects / Re: Zelda II Redux
« on: February 16, 2019, 07:09:36 pm »
damn that's a nice "bug" fix. very clean.

im terrible when it comes to anything like this lol

thanks its working now BBcode thing is what I did wrong I just copied the straight link to the image.

rather then double posting I'll just post another image here.

testing raised tree line idea


hmmmmm not sure what im doing wrong


hope this works

for background I really like the dark black next would be top left then bottom right. the white is awful LOL.

Okay I'll add the cape you've convinced me XD I'll try to make some slight improvements. Adding a cape to the overworld link might prove to be difficult though that sprite is so small. As for changing the color to a darker green I've thought about it some more it might be bad as he could mess in with the overworld forrest areas.

I would forsure go with traditional looking hearts. I definitely want to add it I have to ask how it was done. I'll need some help there.

Here are two screen shots of forrest area changed I will test raising them as well.

test of overworld with darker green

I tried to add the insert image with spoliers but its didnt work. :(

I do like the layering effect in the mock up you did ice penguin thanks for the advice and thanks everyone for posting your thoughts and input so far.

Turning the health bar into hearts I had some issue with trying to do this 2 years ago and canned it. I thought it would be super simple.  I've seen some screen shots and it does look really good. my only issue is what do you do for magic do you have jars because I feel leaving it as bars doesn't fit. I am tempted though to do it.

As for changing links sprite I'm a bit of a sucker for the the classic design. Changing the tunic color I feel would definitely be justified and more fitting maybe darker green or a blue. I have played around with a lot of colors but haven't pin pointed one specifically.

some fair points chillyfeez.

- all new dungeons
- every room changed pretty much from the ground up
- a few new enemy designs but I actually like the games enemies
- every map has been fully changed.
- all new cave designs
- added caves to make them bigger. the game allows from some expansion the west hyrule overworld map specifically
- almost every piece of dialogue is different with a whole new story.
- I've tried to make ever boss fight different from the original game some more successful then others
- all new order to how you get items
- some hacking stuff so far changed
one boss fights ai cahnged
changing how you acquire some spells from the original game
starting at the beginning of palaces after game over
- starting the game with 3 hearts one magic container means more things to collect.
- changing how much xp is given by enemies and made some minor changes to the leveling system.
- moved spells around
- added enemies in palaces

- the last big thing I plan to add is one new map making a total of 5 maps. which would then have 2 new palaces making it a total of 8 palaces plus Great Palace. I have this all laid out but have yet to create it. I don't know how this will effect the pace of the game right now and how much the extra levels from the crystals will make the game easier as this would add an additional two free levels.

Alot of zelda 2 hacks in the past have either been reskins such as playing as error etc and some minor changes. Other zelda 2 hacks have tried to be hard type hacks some done more successfully then others. my aim is to build something like the original game but all new. neither be a reskin or something you potentially have to save state to beat or at least consider save stating to beat.

here's some images

Hi Everyone

Yes Another Zelda 2 Hack
I've waited to post something about my game for awhile now it mostly had to do with one of my goals being not to ask people for help until I had a lot of the work done. I know many of these projects get started and with good intentions but some get put on hold or lose interest, sometimes even restarted. This is a hobby a passion that we all share. I've had moments with this hack were I stopped working on it, one time for a good 6 months. I've also had to restructure palaces over and over again until I was happy with them. The game has gone through many changes. Its hard to see those hours now. I spent over 80 hours in palace 4 but the version you will see in my game only might account for 20 of those hours. hopefully you will feel it in other ways such as the game being more tighter or more well conceived.
So as you may of guessed by the above statement my hack is nearing completion but there are still some huge things needed to be done. Maps, overworlds, caves, palaces, forced encounters, bridges etc are near completion towns dialogue and story as well. of course I still need to do some fine tuning to those things and I have some play testers already lined up.
Before I get to far ahead of myself let me tell you a bit about the game and its intentions. I decided to make a hack that is close to the original in terms of design, story and leveling. I would classify it as being slightly harder then the original. If you've only ever beat Zelda 2 once this might me a bit of an uphill battle but I feel it's still beatable. I've really tried to make it so as many people can play it but still tried to keep it Nintendo hard. As the title suggests the game takes place in Winter....Winter Solstice to be exact. I really wanted it to have a specific setting.
Ultimately I hope people will enjoy my game but my main goal in this regard was to make sure I would enjoy it myself. I have three big challenges right now music, sprites and hacking. I've struggled with the idea of just considering changing the music because Zelda 2 music is so darn good, but when I think about Shadow of Night hearing that changed overworld music makes me want to at least attempt changing a few tracks. I've done most of the sprite work up to this point but its getting a bit too much and my skill set is definitely making it all take that much longer. it probably doesn't help that i'm really picky too.
For the hacking part i've actually been very fortunate that a friend that just happened to be the maker of one of the two Zelda 2 editors I've been using has helped me tremendously. I can't overstate that enough. You can find his editor here and the other editor I used which got me started on this crazy journey you can find here at romhacking dot net
Here's is a test idea I had to put a cape on link. right now its not in the game as I feel its not perfect and would really like to add a hood to the cape as well.
If anyone would like to help me work on some specific sprites or has knowledge of how to add / change music for Zelda 2 please PM me or message me here. I will of course give you credit for work and help with the game.

thanks for being interested and reading this long post XD

Personal Projects / Re: Zelda II Hack Project - I want your input
« on: January 10, 2019, 08:46:01 am »
The map def makes me want to play this so bad.

Personal Projects / Re: Zelda II Redux
« on: December 18, 2018, 09:28:28 am »
I prefer the original link sprite a lot more. I commend the attempt to change it but it's just not my thing.

Stunning cant wait

Personal Projects / Re: Zelda II Redux
« on: December 13, 2018, 08:35:35 pm »
Does anyone know how to rip this game apart to its individual components? I would like to swap some of the music and sounds out and replace it with other Zelda music and sounds.

I would like to do something with the music with my hack id be interested as well if anyone knows

most i want to do something simple such as add LoZ nes dungeon music to 3 out of 6 of the palaces

and maybe add one sound effect from z2 some place else in z2

Personal Projects / Re: Zelda II Redux
« on: November 11, 2018, 11:29:35 am »
do you mean magic container trax ?

Personal Projects / Re: Zelda II Hack Project - I want your input
« on: October 30, 2018, 09:16:59 am »
Slow and steady wins the race. glad this project is still moving along. my hack is getting close to the end after its done I might try a do a few sprites for you. if you don't like any of them just throw them out XD.

Personal Projects / Re: Metroid: Space Complex (Metroid 1 NES Hack WIP)
« on: October 05, 2018, 09:11:05 am »
incredible sprite work overall. I really want to play this game.

Personal Projects / Re: Zelda II Hack Project - I want your input
« on: September 30, 2018, 12:29:36 pm »
I wanna Start by saying i'm very excited by the ideas and this project in general. Now that I got that out of the way this is a very ambitious project and with that being said it usually means something that will take years to make. The more ambitious the more likely your not going to finish it as these types of project are always passion projects. I'm not trying to be a downer but stating the obvious. It might make the game better by not trying to implement so many ideas. the more ideas the more the game might feel disjointed (potentially). I see how your attempts to tie everything together so I think overall you can have all work with all of these ideas it's just something to consider.

Some of the features I want to implement come with implications that may not be desirable or hard to implement. Changing one game mechanics may please some players, but displease others. There's no perfect mix, of course, but I'll do my best to balance these things as much as possible, without sacrificing fun and challenge. Having your opinions will help me orient my efforts.

One of the things with Zelda 2 I feel is it suits a certain play style. You can easily make it hard but usually it's at the expense of being cheap hard or potentially boring hard ie too much grinding, repeated cheap enemy placement or having to cast multipal magic spells and not having enough magic to do so.

For those who have not seen it yet, here's a demo of the Ice Tile on the Overworld, that will be part of my hack:

I have played this demo and it's very good for what little there was to play. I could so this being used specifically on an entire map or having distinct little pockets of this idea spread around every map.

- Only one saving slot. Since most people will play on emulator, I think it's a small sacrifice. The main reasons are to simplify the saved game interface and free up space needed for expansion. The original game has considerable free space in Cartridge RAM, but it can't be expanded.

I have a big question here I dont think your implying it will only play on emulator but I hope this game will play on original hardware using everdrive or a powerpak.

- New graphics, for all sections of the game. Intro, saved game info, Overworld, Towns, Palaces, Ending.

When I started making my hack I wanted to do all new graphics. I mean everything and to me this is a huge time sink especially if your picky which I am. Are you planing on doing everything on your own. music, hacking, dialogue, maps, dungeons and sprite work.

Are you planing on getting help ?

- Map system. Press Select on the Overworld to display a map of the current region. Map pieces will have to be found. With the expanded Overworld, this could become more than a mere caprice.

insanely cool idea. collect a thon are awesome.

- Upgradable spells. For example, Shield protects more, Life heals more, Fairy becomes revertible, etc.

After playing cv3 I had this idea too. To make fairy revertible it could have different puzzle elements allow you to go back to old areas etc etc etc. HUGE POTENTIAL.

- Extended dialogs from friendly NPCs. Have more meaningful and longer dialogs that reveal the story in more details.

I feel if your going to be this ambitious you'll definitely need this in your hack.

Now, with the things that I still have to decide on, and that will certainly change the core gameplay even further. I like the idea of making a hack considerably different from the original game, but I also think the essence of what makes Zelda II unique and fun must remain. It breaks down to these things:

I hear what your saying here but your definition of what you determine what fun is about z2 isn't going to be the exact same as anyone else. Just from my own experience I always aimed to make the game fun for me and hope others will enjoy it. That's not to say I didn't think about what others like and didn't like I def did.

Lives and health system. Zelda II is the only game of the series with a lives system, and many people don't like it. It does seem out of place for a Zelda game. However, without lives, other aspects of the game would become inadequate. Lava pits would become a disproportionate threat to the player. One badly timed jump and it's game over. Having 3 lives (plus extra lives that can be picked up) is basically the equivalent of having as many separate health bars.

The alternative would be to make pits non-lethal. Subsequent Zelda games don't have jumping mechanisms as elaborate as Zelda II, but they do have pits of all kinds. Falling into a pit makes you lose a small portion of health and takes you back to a determined point. Doing that with Zelda II could be an interesting modification to the gameplay, but also a considerable coding challenge. Also, it would have the consequence of making pits a lot less dangerous. Calculated jumps would become less important, especially if the health penalty is small. On the other hand, losing all your health in one shot because an enemy pushes you back in lava can be frustrating.

Im not sure changing this core mechanic is a good idea. I feel like you can always make something hard but fair you just have to work for it. I also think that this is what makes z2 different its a side scrolling platformer trying to take that out or make it less prevalent would make the side scrolling aspect less rewarding and less impactful.

Another aspect unique to Zelda II is the absence of items that replenish your health. Most of the time, you have to rely on the Life spell. Other ways include towns, leveling up, finding a Heart container or losing a life.

Well you forgot one thing Fairies!!!! in the overworld and in palaces. XD

Other Zelda games have hearts randomly dropped by enemies after defeating them. Again, adding this item in the game has consequences. Does it mean the Life spell becomes less important, or that it should be reduced in strength? Can having hearts competing with magic jars in random drops lead to a lack of magic available? Will it cause the Red Lady in towns to become obsolete?

To your point. Once you have life spell the red lady in all the towns becomes obsolete if there is a magic lady in the same town. Maybe you could make the red lady do something completely different.

Experience system. Again, unique to Zelda II. Instead of having to find swords and protective gear, you must earn experience points that are "traded" for more attack strength, better magic consumption and defense. Since Zelda II is a game centered mostly on combat, it makes sense to expect the player to fight enemies to get better. If we decide to remove the experience system altogether, there must be a way to make our character stronger.

One idea I had is that you would have to find different swords for Attack, and some other items that would increase your Magic and Life stats as well. One severe consequence of such a change is that it removes the incentive to fight enemies, and I think it could encourage players to avoid difficult fights. I don't like that much. However, I do like the idea of having to find stronger swords, which is similar to many other Zelda games. An hybrid could work too, but at the cost of more complex coding.

this would be a huge undertaking to implement but would be insane and complex. I do like the idea of having upgradeable swords. I'm trying to do something similar in my hack but only one sword the master sword ala Attack 9 sword. I also see people doing as you stated basically avoiding enemies. For me personally Combat is the thing that always makes me come back to Z2 to no matter what. So this could really effect the game in a negative way if not carefully done.

Difficulty system. I've been thinking for quite a while about integrating levels of difficulty in the game. Several hackers in the past used an alternate solution, by simply making an alternate ROM with more or less difficulty, and the players could choose according to their skills.

One of the main reasons I want to integrate difficulty levels is to provide an incentive to tackle greater challenges. Beating the game at a higher level could lead to secrets of all sorts, like special dungeons, hidden items or an alternate ending. Now the caveat is that players could find it a bit daunting to restart the game entirely, without knowing exactly what lies ahead, just for bragging rights.

Another idea is to make the game end prematurely on lower levels, to encourage players to take the next level of difficulty to progress more in the game and finally see the "real" ending. Again, similar problem, you get to play a shorter game, with a fake ending, just to be told that you need to be more skilled. I'm still trying to find a balanced formula. Find a way to have a relatively satisfying ending at the lower levels, while making it worthwhile to restart the game and increase the difficulty.

Speaking from experience I really dislike the idea of a shorter game. they did something like this in castlevania 64 if you played on easy you could only get to a certain point and the game just abruptly ended. I didnt know this or I would have played on normal. This could cause great confusion and anger if a play doesnt read your note !!!!! if you could have the player continue his quest by choosing normal or hard after a certain point this might work but abruptly ending it or prematurely ending it for me is a bad idea. Why not implement a second quest for hard or have new game plus be an actually hard mode ( I want to do this in my hack) were new game plus increases all enemies strength and starts you off with nothing.

Save system. In my opinion, this one is less divisive among most players. Many have complained about the fact that you have to restart at the very beginning of the game after a game over. No mercy, not even at the start of the current palace (like in Zelda 1), except the last one. Now, with a larger Overworld, this could become even more annoying.

Instead of these limitations, there could be a few key points where you can restart from, including when you reload your saved game. Similar to A Link to the Past. You start with one starting point, and then, along the game, you find other points that you activate and these let you restart from there. I think it's fair, assuming the Overworld will be larger and arguably less linear than the original game. That, however, would be at the cost of being able to restart at the beginning of the palace you just died in.

A couple of things here. I like the idea of starting players at the beginning of palaces if they game over. You could make it were you have only one life but you start at the being of a palace this might be a simple solution to having players only have one life and being more like the series. better yet you could have it that they start the palace with only 3 hearts not 4 5 6 7 8 if they have more hearts. so there is a punishment for game overing but you still have 2 more men at full health and magic. so its punishment but not a sever punishment as it is in The Legend of Zelda.

I just want to put this out there if you ever want some help working on rooms, palaces or sprites I'd def be down to help. either way I hope you are able to make this project fully realized.

Personal Projects / Re: Zelda - Link's Awakening Hack WIP (update thread)
« on: September 21, 2018, 09:06:45 am »
Just was wondering how the hack was going. have you been able to keep working on it or has it taken a bit of a back seat to real life stuff ?

Personal Projects / Re: Zelda II Redux
« on: August 25, 2018, 07:21:54 pm »
if you lag the game out the hud does this to my recollection.

ROM Hacking Discussion / Re: zelda 2 ASM hacking and improvements
« on: June 26, 2018, 09:17:56 am »
thanks for the reply trax

I really wanted to add the dungeon theme from the original legend of zelda to one palace and leave all the other palaces with the original music but it looks like thats not an option no worries thanks for the info. also agree with house music feeling out of place in palaces

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