This may end up being a long post, but looks like there is some stuff I gotta explain.
I'll start by talking a bit about this project's ultimate goal, as ShadowOne asked about in his post.
My hope and goal for this project is to make 2 fully complete games using LA as the base. Similar to how the Oracle games were released as a duo, that's what I plan for this project, as well. One game will focus on Marin, with everything you've seen up to this point being screenshots from her game. The second game will focus on Link, but I haven't shown anything from his game. Both games will take place on Koholint Island, but will both be vastly different.
Marin's game will take place on Koholint Island as she knows it, so a lot of things will remain true to the original game. The logic behind that is similar to how dreams work in real life. Recurring dreams often have things that are familiar, but also come with unexpected differences. Being an island that exists within the Wind Fish's dream, some things will look the same, but other things will be completely new. So that's my thought process when creating Marin's game.
For Link's game, he will be on... another Koholint Island. Since, you know, not all dreams are the same.
I don't want to spoil anything or show any of it until the game is released, so it will be a complete surprise. Keep in mind that not every element will be totally new in Link's game. I have to keep my ambition realistic, so I don't get in over my head or burnt out. I am only a meager rom hacker, but I shall do my best.
Nice to see you back kickin Icepenguin. Really like the new layout of the Equipment Screen, even though I would like so see the sides switched to keep the layout closer to the original one, maybe I am just a bit to much of a traditionalist here. Love the regular updates lately, keep up the great work. Really appreciated.
Thanks for the support! I know how you feel about being a traditionalist. It may take even me a while to get used to the new layout. But I think it is worth it because having the hearts left-aligned looks so much nicer. Then at the same time, I think all the equipment should remain in the same columns. I dunno. Nothing is final, yet! Ha ha.
This looks absolutely amazing so far, keep up the good work. I wonder if it's possible to make the instruments closer together so they don't take up so much space?
I could totally make them closer, but there are some things to consider, though. It's probably best to keep them within the bounds of space used by the dungeon map. They don't have to be, but if I moved them somewhere else, that space would go completely unused in dungeons. So I'm tying to design a HUD that uses all available space.
I didn't notice this hack before
The latest changes to the menu look great!
And the inclusion of 20 hearts instead of 16 is also quite nice
May I ask what is the hack's goal exactly?
Is it a brand new hack with new story, dungeons and such for Link's Awakening or is it some sort of improvement hack (QoL) for the original Link's Awakening?
Also, damn IcePenguin you really do hacking wonders!
I'm glad you like he 20 hearts! Something the gameboy Zelda games really needed, in my opinion. While I understand the limitation and why the original didn't have 20, I always wished they could have 20 like every other Zelda. And yes, these games will have new story, dungeons, items, and other stuff! Thank you for nice words!
A few suggestions:
You could literally line them up instead of having them in a circle to save a bunch of space that way but then again, i'm surprised you have the instruments at all. It could be 8 of anything really so long as it serves the purpose of your story. Hell, Marin could even use a staff instead of a sword if you wanted.
I actually really like the hearts being top left in menu (and assuming bottom left outside of the menu) it looks really good. As for the empty space next to the bracelet, perhaps you should make 4 passive slots (Bracelet L-1, Tunic or dress L-1, Flippers and maybe the Magnifying Lens?) and move those items into the area with keys, potions, trade items, etc. In fact maybe put all those items (keys, potions, trade items, etc) below the passive item slots so passive items could link to the item slots in a way. As for keys, you could just have a keyring that displays other keys when its hovered over and have custom keys rather then the typical Link's Awakening set.
It's looking great man and I love all the changes you're making. This project is exciting as its looking to be more and more its own then rather then a typical hack/mod <3
Thanks for all the suggestions! The more the better.
It really helps spark creativity. I really like the idea of Marin using a staff. Ha ha. Regarding the instrument layout, I have to keep in mind the space used for both the main island inventory and also the dungeon inventory. As I mentioned to Nimpak, it's probably best to keep the instruments confined within the space used by the dungeon map. A lot of space would go wasted if they both used different spaces.
There are currently four passive slots, with one being used by a new item aleady. Before the the inventory overhaul, the bracelet was in the place of the original seashell counter, so it was grouped, by default, with the other passive items. With the new layout, I think it would be best to keep the bracelet in the column under the "A" equipment slot. Just a happy coincidence that helps define it as an "A" slot item. Your key ring idea is very intriguing. I will totally look into that. Having a menu similar to how the heart pieces are displayed would be really neat. (and ocarina songs)Thanks a big bunch for everyone's feedback!
To end this post, here is a screenshot for dungeon 1. I mentioned this briefly in an earlier post, but the owl statues are now save statues and will be at every dungeon entrance, as well as various points across the island. Travel to one if you want to save your game. The reason I implemented these is to prevent save abuse when purchasing items at the shop, and also because I liked the save mechanic in Majora's Mask.