Zelda III: The Return of Link
#31
Posted 15 October 2011 - 03:27 AM
#32
Posted 15 October 2011 - 03:17 PM
#33
Posted 15 October 2011 - 03:21 PM
#34
Posted 15 October 2011 - 06:59 PM
#35
Posted 18 October 2011 - 01:35 PM
I'll save that surprise for when the new demo comes out. It should be pretty soon now, as I have most
of my overworld interactions working. Just a couple more screens to finish. This demo will just be
the new overworld for beta testers. It won't include the dungeon.
#36
Posted 18 October 2011 - 01:38 PM
#37
Posted 21 October 2011 - 11:00 PM
#38
Posted 22 October 2011 - 08:55 AM
#39
Posted 28 October 2011 - 01:42 AM
#41
Posted 28 October 2011 - 10:46 AM
#42
Posted 28 October 2011 - 10:51 AM
#43
Posted 30 October 2011 - 04:24 AM
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Today (October 30) I have released the new version of my overworld (for beta-testers only).
Just in time for Halloween!
If you want to beta-test, and did not receive a PM, then send me a PM.
Just be aware that only a small number of beta-testers will be chosen.
So what has changed? It might be easier to say what HASN'T been changed
Everything has been re-colored into my new palette. Many of the tiles have been
revamped with greater detail (mostly shading), some graphics got a major overhaul,
and some new tiles have been created. There are new animations, and a new
active subscreen. I have also added location titles in the passive subscreen.
I've also reworked the lighting/thunder to have both visual and audio functionality.
Much has been changed or added in terms of Music and SFX.
You no longer need to kill yourself if you get trapped in the sword cave (a timer will warp you out).
You will notice a nice feature if you collect bombs before getting the bomb bag.
The message string placements have been improved, and I have added NPCs.
I've got real pits and both weather and enemy SFX.
I replaced the low hearts beep SFX.
There are now scripts in this game (quite a few) - there were zero scripts in Version 1.0
There are quite a few other changes, some subtle, some dramatic, see how many you can find.
I think it's cool how you took the gameover from Zelda 2, and made a quest from it.
Thanks. Yeah, that Game Over screen has always been a powerful image for me, and this idea
allowed me to make a game that has a 'semi-canon' feel because it is connected to the actual
Zelda series, while still being in a fan game scenario that will allow me to take creative liberties
with the series.
EDIT: Also note that with the NPC script I am using, it is possible to be too close to the NPC to talk,
if you are approaching from the south. EDIT: I know how to fix this problem now.
NOTE: I have designed my quest not to have any continue bugs when you die,
but I have not allowed for the use of the "End Game" F6 key, so be aware of that.
EDIT: I know how to fix this problem now.
Edited by Cukeman, 09 November 2011 - 02:21 PM.
#44
Posted 25 November 2011 - 02:41 PM
because my DMaps aren't made for continue points, and while I still plan to use 8-bit color,
I could really use some level dependent CSets, as well as creating some darker and lighter
versions of my palette for light and shadow, since the transparency effects don't quite work
the way I would like them to.
#45
Posted 04 December 2011 - 01:06 AM
I changed that to 4 shades of gray, so I was able to improve the sword on the title screen:

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