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Messages - wolpak

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Personal Projects / Re: Zelda 1 Redux / The Legend of Zelda Redux
« on: November 05, 2019, 03:57:43 pm »
If you raise the rupee limit, you could also adjust the cost of items. 

Personal Projects / Re: Zelda 1 Redux / The Legend of Zelda Redux
« on: October 11, 2019, 03:10:08 pm »
Thanks, guys!
I already added some points marked as done, and I have also successfully implemented the bombs to 10 as default and the upgrades to 20/30 thanks to DarkSamus' help.

What Zelda mod does the arrow thing? If I may ask.
Also, what do you refer with the B button thing? :P

I'm a little torn on the "swipe" thing to be honest.
For one, I'd love to have such a thing in the original Zelda, but that makes me thing just how much would it break the game since all of the enemies and the dungeons are design for the "stab" behaviour of Link.
I'm wondering if it would make the game too easy, and/or if it would deviate a lot from what makes Zelda 1... Zelda 1.
The warp flute sounds interesting, but fairly difficult to implement in a technical point. Is a nice concept, but sadly one I don't think I may do on my own.

Legend of Link when ended up going off it's rails redoing all graphics and maps and whatnot.  Great ideas in there though.

Personal Projects / Re: Zelda 1 Redux / The Legend of Zelda Redux
« on: October 10, 2019, 04:20:58 pm »
A few cool things from another Zelda mod that may or may not be in scope was having a different arrow counter and dropping arrows instead of them using money.  Also, the B button item on the main screen was as sexy as it could get.

Personal Projects / Re: Zelda II Redux
« on: September 05, 2019, 09:35:26 am »
that would be cool, only drain magic while in fairy mode? but then it could be cheesed a little, to get through locks with only a tiny bit of use.

but fairy is neat to help you cross whole rooms that are too hard on enemies and platforming too, so it's a cool idea. i like the idea of dropping out of fairy killing a baddie and popping back in. could make some of the fighting more engaging

but did the o.g. post get updated with that new fairy behavior spell and the double jump spell? i cant seem to find them (sorry if i'm overlooking something in plain sight, btw)

So have a combo, like the spell costs half the normal cost, and then drains.  So, if you flip it on and off a few times, it costs more than just clipping it on and leaving it.

Personal Projects / Re: Zelda II Redux
« on: September 03, 2019, 09:12:16 am »
Is there any way to have fairy mode drain mana instead of a one time use?

Personal Projects / Re: Zelda II Redux
« on: August 28, 2019, 10:26:56 am »
How does the double jump magic consumption work?  You cast it and it lasts for the screen, right?  Anyway to have it use magic on each second jump?

Personal Projects / Re: Zelda II Redux
« on: March 08, 2019, 02:42:14 pm »
ShadowOne asked me about importing the battle theme from the FDS version of Zelda II, so I took a look at the music data for both.  After some experimenting, I successfully expanded music data to allow more songs!  (with help from optomon's music document)  I'm going to write up a detailed explanation of how to do this, but it may take a little more time to do so.  For now, here is a video showing the new battle theme!  For Redux, the FDS battle theme will be played in East Hyrule (as requested by ShadowOne), but I used it in West Hyrule just for the video.   :)

Sick dance moves bro.

Personal Projects / Re: Zelda II Redux
« on: March 06, 2019, 01:36:49 pm »
How feasible or possible is it to make it go 10/10/10?

Personal Projects / Re: Zelda II Hack Project - I want your input
« on: November 30, 2018, 11:52:04 am »
I like the idea of broken heart pieces.

Also, if you keep the EXP system (and you should, it's makes Zelda 2 unique) you could find a way to make upgrades as well.

Maybe you can find the Master Sword and it makes your sword longer?  Or if you leave levels at 8/8/8 only upgrading with found items can increase to a 10/10/10?

If you are fixing the spelling and grammar, wouldn't it make more sense to also fix the usage?

Who says, "I fell asleep!!" or "Shift Change!!"  Those should be read like screen play commands...

*Fell Asleep* and *Shift Change*

Visual cues to let the player know the status, but not as a "verbal" command from an NPC.

Has been done in:

Of course you need some serious debugging to isolate that single feature - but It can be done.


The arrows and item selection in that hack are amazing.  Too bad he remade the game instead of updating it.  I'd love to see that functionality in any "masterpiece Edition" hack.

Personal Projects / Re: Zelda II Redux
« on: March 18, 2018, 10:03:05 pm »
Love these ideas.

Anyway to have experience levels go up to level 10 each?  Maybe balance that with more powerful end game enemies.

I mentioned in the other thread to rework lives.  Each extra life is added to the max total and not the current total.

Like the idea of extending his sword, though sword enemies should get the same benefit.

I love the idea that a link doll gives you a permanent +1 life instead of one for that game.  Is that feasible at all?

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