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Nintendork15
June 24th, 2012, 12:13 PM
Info: Ever since I was a little 8 year old, I've always been obsessed with Zelda, everything about it made me want to make my own game like it.
The one series that intrested me was the Oracle/Awakening Series.
The one for the Game Boy Colour. It was, to me, the best I've played, it did so much for such a early console.
Since playing them, I thought this would be the games i'd try base my own game on.
As I grew older I learned of the Rom hacking community and Lin91's ZOLE (Zelda Oracle Level Editor), but over time, I realized rom hacking wasn't me. After researching Game development, there weren't many Oracle based games or engines, any that there was, were discontinued or private resourced.

So, I decided to make my own, So I give to Pokécommunity.

Zelda Oracles Engine!!

Features:
Blue = DoneOrange = DoingTo be Done

Oracle styled Movement and Actions
Sword
Rupee System
Heart system
Pause Menu/ Item Menu
HUD Bar
Heart Pieces, Heart Containers and Extra Hearts
Insert a Oracle of Seasons Tilesets


Power Bracelet
Dungeons
Towns
Multi Room transport
Enemies
Bosses
Shovel
Insert a full Oracle of Ages + Link's Awakening Tileset


NPCs
Oracle Styled Shop
Dungeon 'Treasures'
Save System
Dungeon Bosses
Dungeon Traps
Bombs & Bomb Bag
Intro
Credits


Screenshots: (new to old)
http://i1115.photobucket.com/albums/k559/Soundfonter/Zelda.pnghttp://i1115.photobucket.com/albums/k559/Soundfonter/zelda2.jpg

Infomation:
How Tilesets are done: In the tiles section of the 'Room' you'll find various backgorunds with places from the officail games, like Holodrums world map. To save me making a whole tileset I've made it so you can just take the tiles from the Map to your Game. Each map is about 10 blocks wide by 8 blocks height.


Credits:
Nintendo: Zelda
Capcom: Oracle Series
Spriters-resource: Various sprite resources.

Downloads:
I've not made enough progress for my to think of releasing anything yet.

pokehackster
June 24th, 2012, 10:46 PM
Love the idea, and I'm even making an entire island in my game dedicated to the mario sonic and zelda series. I hope this does well for you, but one question I do have is why you would go with the oracle graphics. I know they're "classic", but the link to the past graphics are quite a step up and still have that classic look of zelda.

Nintendork15
June 25th, 2012, 12:09 AM
I'm using oracle graphics because it's what I'm use too, and alot of Lttp graphics need Link to appear under the graphics, for top of tree's and roofs. I'm not 100% sure how to recreate that in game maker.

Nintendork15
June 26th, 2012, 11:00 AM
Slight update:
http://i1115.photobucket.com/albums/k559/Soundfonter/Dungeon-1.png
Dungeon system updated.
http://i1115.photobucket.com/albums/k559/Soundfonter/Grass.png
Added Grass animaiton
http://i1115.photobucket.com/albums/k559/Soundfonter/Town.png
Started adding towns and inner buildings.

Nintendork15
June 29th, 2012, 01:25 PM
http://i1115.photobucket.com/albums/k559/Soundfonter/Bigscreen.png
Upped the window size, to make the game a higher quality.

Nintendork15
July 1st, 2012, 02:54 PM
http://i1115.photobucket.com/albums/k559/Soundfonter/MoarItems.png
Roc's Feather. Done.
Power Bracelet. Done.
Rupees. Done.
Rupees are like normal. Green = 1 Blue = 5 Red = 20 and Purple = 50

QuilavaKing
July 1st, 2012, 06:34 PM
Omg, I love these games sooooooo much. I'm actually making a game based on the sidescrolling sections of these games with MMF2. lol

Looking forward to this. :D

Umbreon
July 1st, 2012, 08:57 PM
I'm using oracle graphics because it's what I'm use too, and alot of Lttp graphics need Link to appear under the graphics, for top of tree's and roofs. I'm not 100% sure how to recreate that in game maker.



This is done with the depth (1 will appear below 0)

Nintendork15
July 2nd, 2012, 10:17 AM
Omg, I love these games sooooooo much. I'm actually making a game based on the sidescrolling sections of these games with MMF2. lol

Looking forward to this. :D

Thank you ... I'm glad to see another Oracle Fan.





This is done with the depth (1 will appear below 0)

Okay, thanks.
But I'm still gonna use Oracles style. If anyone wants Lttp Graphics they can insert them, by themselves.

AmethystRain
July 19th, 2012, 07:02 PM
If nobody uses this to make this (http://vgmaps.com/NewsArchives/April2008/index.htm#LegendOfZeldaOracleOfHours), I'm going to be extremely disappointed in all of you.

That's right, especially you.

Looks good so far though, keep it up!

Nintendork15
August 13th, 2012, 03:57 PM
If nobody uses this to make this (http://vgmaps.com/NewsArchives/April2008/index.htm#LegendOfZeldaOracleOfHours), I'm going to be extremely disappointed in all of you.

That's right, especially you.

Looks good so far though, keep it up!


Hehe.
Someone has already figured out my purpose for making this.
On another note, are you aware there's a Ages from hack for Hours, it's got 2 dungeons and is worth the play.

Also, I've had to restart since I lost alot of data, but i shall slowly rebuild it all.
I've already started the basic coding.

Nintendork15
October 16th, 2012, 01:40 PM
http://i1115.photobucket.com/albums/k559/Soundfonter/Zelda.png
After losing all my stuff back in August.
I'm working on this again.
So far all in blue is what's done in the OP.

KingCharizard
October 16th, 2012, 02:41 PM
nice have you ever thought about building something like this inside unity? It can do 2D not easily but it can be done look at my signature

Nintendork15
October 16th, 2012, 03:26 PM
I'm doing it for Game Maker due to familiarization and it's something we're learning in my college.

KingCharizard
October 16th, 2012, 03:36 PM
I'm doing it for Game Maker due to familiarization and it's something we're learning in my college.
Not to sound harsh but any college teaching/using Game Maker should not be teaching Game Development.. But It was just a suggestion, I see you have no intention of switching so good luck and i'll be following your progress... because i think this is cool :)

Nintendork15
October 16th, 2012, 03:48 PM
I don't see why?
It's a coding language just as anything else.
Some better than this, yes. But it's what we are currently learning.

DaSpirit
October 16th, 2012, 04:22 PM
GameMaker is better than using an engine in C++. It gives you an easy to use IDE and the company developing it is adding a C++ compiler (to replace the current interpreter) in the next version so it should be as fast as one too. Don't say that the company who are making it are not experts in the programming field because they are. The team that is making it is headed by Sandy Duncan who was head of Xbox in Europe and Mike Daily who created Grand Theft Auto and Lemmings. The company is funded by the Scottish government where the company building resides.

GameMaker does a good job of teaching basic programming. Its form of abstraction makes it a nice way to learn critical concepts. I learned just about everything I know about programming (memory, critical optimizations which includes using bitwise operators, polymorphism, the process of 3d rendering through matrices and when you use DLLs you extend your knowledge grows even more with things such as threads and packets). You're underestimating how powerful it really is, King Charizard. I learned these concepts faster than I would have if I jumped directly to C++.

Anyway, I'm not sure of what use this project really is. It seems outdated in terms of graphical style and therefore perhaps even a few features so only a few would really want to use it. Honestly, I think more people would use a Minish Cap styled engine.

KingCharizard
October 16th, 2012, 04:35 PM
GameMaker is better than using an engine in C++. It gives you an easy to use IDE and the company developing it is adding a C++ compiler (to replace the current interpreter) in the next version so it should be as fast as one too. Don't say that the company who are making it are not experts in the programming field because they are. The team that is making it is headed by Sandy Duncan who was head of Xbox in Europe and Mike Daily who created Grand Theft Auto and Lemmings. The company is funded by the Scottish government where the company building resides.

Yeah the people who made it are in fact experts who have made the entire engine probably in C++. The industry standard.
GameMaker does a good job of teaching basic programming.
at the college level you shouldn't be learning such things. Besides, GML is not a good language to learn its sloppy it teaches you bad programming habits. Its like trying to shoot fish in a barrel. Your not gonna learn algebra in college are you? No your expected to go into college knowing algebra.

I don't see why?
As I said above GameMaker is very basic, its like the ABC blocks a baby would use. There is not one area of professional game development that I know of that your experience with GameMaker will be beneficial. Since this is a college class I assume you want to develop games seriously. You'll see soon enough that GameMaker will not help you reach that goal.

As a hobbyist GameMaker wouldn't be a bad toy. If you want to seriously develop games you'll need to look into more professional languages. It doesn't necessarily have to be C++, it could be Java, Python, LUA, C, C++, C# or other languages that engines use such as UnityScript or UnrealScript.

DaSpirit
October 16th, 2012, 04:57 PM
at the college level you shouldn't be learning such things. Besides, GML is not a good language to learn its sloppy it teaches you bad programming habits. Its like trying to shoot fish in a barrel. Your not gonna learn algebra in college are you? No your expected to go into college knowing algebra.
I disagree. In my Intro to Computer Science course I took last year, we started with Alice as most courses do. Game Maker is better than Alice in terms of features. Not everyone understands basic concepts. Our class moved on to Python later and a majority failed. I'm sure more people would have failed without Alice. I also disagree about bad habits. There are bad habits in every language, especially C++.


As I said above GameMaker is very basic, its like the ABC blocks a baby would use. There is not one area of professional game development that I know of that your experience with GameMaker will be beneficial. Since this is a college class I assume you want to develop games seriously. You'll see soon enough that GameMaker will not help you reach that goal.

As a hobbyist GameMaker wouldn't be a bad toy. If you want to seriously develop games you'll need to look into more professional languages. It doesn't necessarily have to be C++, it could be Java, Python, LUA, C, C++, C# or other languages that engines use such as UnityScript or UnrealScript.
No. GameMaker produces games at a professional level. It allows you to make Android, iOS, Windows, Windows 8, Windows 8 Phone, OSX and HTML5 using a single code set. You can make a multi-platform product at a very low cost.

I'm sure you're not programming in C++ at a level that would be considered on par with other software, Mr. Extraordinaire. I'm sure you're not an expert. You would probably make a game using the C++ STL, which is a huge no-no. GameMaker is highly optimized and does things correctly. Though probably not as optimized as Unity, I can probably make something that you make in C++ in a fraction of the time and at better speed and with more flexibility. Don't question what language others choose. There are a lot out there and each have their advantages and disadvantages but GameMaker is no let-me-down. I prefer programming in GameMaker over C++ at most times.

KingCharizard
October 16th, 2012, 05:32 PM
I'm sure you're not programming in C++ at a level that would be considered on par with other software, Mr. Extraordinaire. I'm sure you're not an expert. You would probably make a game using the C++ STL, which is a huge no-no. GameMaker is highly optimized and does things correctly. Though probably not as optimized as Unity, I can probably make something that you make in C++ in a fraction of the time and at better speed and with more flexibility. Don't question what language others choose. There are a lot out there and each have their advantages and disadvantages but GameMaker is no let-me-down. I prefer programming in GameMaker over C++ at most times.

STL(Standard Template Library) a no no? Really? Love to hear your reasoning behind this statement..The only valid reason is performance but if programmed properly its not an issue... While not perfect the STL is very valuable... Also you cannot make an entire game using the STL. I use C++ and Direct X to develop games. Also your assumption of my skills is wrong and insulting...

Android, iOS, Windows, Windows 8, Windows 8 Phone, OSX and HTML5
Since when? so can construct 2 (https://www.scirra.com/)

I've looked at the Gamemaker website they have changed alot added some fancy grahics to their site. but the core features of the engine remain he same, they just raised the prices its still the same and still doesn't change my opinion.. FYI this is no way in hell I would pay $499.00 for GM and wouldnt advise anyone to do so either...

No. GameMaker produces games at a professional level.
Name one...

I offered a suggestion to the OP and your turning this into an argument. I'm not gonna argue you have your opinion I have mine lets leave it at that

Cilerba
October 16th, 2012, 05:32 PM
Please keep this thread on topic by discussing Nintendork's Zelda Engine.

DaSpirit
October 16th, 2012, 05:53 PM
snipped
The OP already choose his tool. He already explained his reasons.

Sorry bro, but the STL is bad because you cannot directly control how it allocates memory. No professional game developers uses it because of this. It relies on the heap too much rather than on the stack which is considerably slower. It's not designed for games. It's made for general use. You should read about programming game engines, I have a book (written by the lead of Naughty Dog) that I refer to.

Don't try to suggest something like this. The OP probably knows his/her options prior to making an engine and they would have chosen the best tool they could have made.

Now back to topic:
@Nintendork15: Have you figured out how the red/blue switches will work yet? If done correctly, you should be able to stand on high blocks if you switch it while standing on a lowered one. It's probably the most difficult you would have to add, as it might have to change your collision system. It was the first thing I always programmed whenever I made an Oracles engine.

KingCharizard
October 16th, 2012, 06:04 PM
Sorry bro, but the STL is bad because you cannot directly control how it allocates memory. No professional game developers uses it because of this. It relies on the heap too much rather than on the stack which is considerably slower. It's not designed for games. It's made for general use. You should read about programming game engines, I have a book (written by the lead of Naughty Dog) that I refer to.

The STL has been used in many professional games also it's defined by the very same standard document that defines the language itself. Read this (http://programmers.stackexchange.com/a/161075)

interesting how your trying to tell me what to do..
Don't try to suggest something like this.
haha

But im done with this arguement...
____________________________________________

OP, is this gonna be a SDK for others to use or a game in development? If its an SDK can it be used with the free version of GM?

Nintendork15
October 17th, 2012, 12:10 AM
Yeah the people who made it are in fact experts who have made the entire engine probably in C++. The industry standard.

at the college level you shouldn't be learning such things. Besides, GML is not a good language to learn its sloppy it teaches you bad programming habits. Its like trying to shoot fish in a barrel. Your not gonna learn algebra in college are you? No your expected to go into college knowing algebra.


As I said above GameMaker is very basic, its like the ABC blocks a baby would use. There is not one area of professional game development that I know of that your experience with GameMaker will be beneficial. Since this is a college class I assume you want to develop games seriously. You'll see soon enough that GameMaker will not help you reach that goal.

As a hobbyist GameMaker wouldn't be a bad toy. If you want to seriously develop games you'll need to look into more professional languages. It doesn't necessarily have to be C++, it could be Java, Python, LUA, C, C++, C# or other languages that engines use such as UnityScript or UnrealScript.

I presume the way you describe college you're out of the UK area.
In UK college is a High school level, i think, of America.
University is where you need to know all the stuff before entering.

And besides I come to college to learn not to show what I know. It's a waste of money otherwise.


ANyway, Last night I started working on dungeons, but no screenshot yet...

Catman
October 17th, 2012, 12:28 AM
Not to sound harsh but any college teaching/using Game Maker should not be teaching Game Development.. But It was just a suggestion, I see you have no intention of switching so good luck and i'll be following your progress... because i think this is cool :)

We're only using GML as a simple example of Object oriented programming.

Anyway, you want me to do the up-scaling thing for you again Varion? It looked like you had lost that part

Nintendork15
October 17th, 2012, 12:29 AM
We're only using GML as a simple example of Object oriented programming.

Anyway, you want me to do the up-scaling thing for you again Varion? It looked like you had lost that part

I know what to do with that now.

Rafael-animal
October 17th, 2012, 10:27 AM
I always wanted to create my own Zelda game... I hope you release it soon :D
Lucky (;

Nintendork15
October 17th, 2012, 01:03 PM
''Lucky (;''

Not sure what I'm lucky for?
but nyeh.
Release won't be any day now, most likely. Got lots to do.

Nintendork15
October 18th, 2012, 02:59 AM
http://i1115.photobucket.com/albums/k559/Soundfonter/zelda2.jpg
Sword is being done.
Animations and cutting work.

Anyway, I'm not sure of what use this project really is. It seems outdated in terms of graphical style and therefore perhaps even a few features so only a few would really want to use it. Honestly, I think more people would use a Minish Cap styled engine.

Like I've said in an earlier post, if people wish to change the graphics for the engine they can't. It won't be that hard to do.

Catman
October 19th, 2012, 05:42 AM
http://i1115.photobucket.com/albums/k559/Soundfonter/zelda2.jpg
Sword is being done.
Animations and cutting work.



Like I've said in an earlier post, if people wish to change the graphics for the engine they can't. It won't be that hard to do.

Lol, that can't is supposed to be a can right?
And I have thought of a way of making the sprites recognise one sheet (Making use of the import from strip's selection areas) which includes the animations. So yeah, we should try to sort this out because it'll making graphics swaps much, much easier.

Nintendork15
October 19th, 2012, 07:21 AM
lol, yeah it's a can.
But as of now, I'm fine with the way I'm doing things.

Lin
November 14th, 2012, 08:45 PM
Looks pretty good so far! Just so you know though, ZOLE can export entire tilesets from both games, which might be easier for you when it comes to mapping instead of using fan-made maps. :)

Nintendork15
November 15th, 2012, 03:02 AM
Looks pretty good so far! Just so you know though, ZOLE can export entire tilesets from both games, which might be easier for you when it comes to mapping instead of using fan-made maps. :)

In the .gmk file I have added the maps of Ages, seasons and Fan Made Hours.
So they have 3 styles to choose from. But I may need to export the dungeon tiles from that, actually.

Lishy
November 15th, 2012, 08:39 AM
I am super-excited for this. Keep it up!

My only complaints are the top menu would not be transparent because the GBC actually isn't capable of that (to my knowledge..)

Nintendork15
November 15th, 2012, 09:04 AM
I am super-excited for this. Keep it up!

My only complaints are the top menu would not be transparent because the GBC actually isn't capable of that (to my knowledge..)

It needs to be transparent, over link can walk under it and you won't see him.
And, it can be change able to anyone who wishes.

Lishy
November 15th, 2012, 09:06 AM
It needs to be transparent, over link can walk under it and you won't see him.
And, it can be change able to anyone who wishes.
http://www.youtube.com/watch?v=T8WiGoOXgIM

It's not actually part of the "screen" though. The engine should be redone for this slight detail if it's going for accuracy.

Nintendork15
November 15th, 2012, 09:11 AM
It's hard to put in with the way I'm doing things.
The HUD bar itself is not an object, it's shown using codes.
So it doesn't and can't have collision data. I know what your saying, but I can't make it 100% to the original.

Lishy
November 15th, 2012, 12:15 PM
It's hard to put in with the way I'm doing things.
The HUD bar itself is not an object, it's shown using codes.
So it doesn't and can't have collision data. I know what your saying, but I can't make it 100% to the original.
Isn't it possible to show the status bar at the top "offscreen"? Because when the player moves between zones and different screens, it will look very weird with it ontop of the player. Furthermore, it might frustrate those going for 8-bit accuracy.

Nintendork15
November 15th, 2012, 12:35 PM
That would mean extending the port on screen and camera view, therefore viewing what's gonna be where I've just extended everything.

No matter which way you or I go of thinking about this, the chances of a solution are slim.

DaSpirit
November 15th, 2012, 12:36 PM
Chances of solution slim? Huh? I have tons of ideas of how to make something like this work.

Easiest solution: Why don't you just make another view?

Nintendork15
November 15th, 2012, 01:14 PM
Chances of solution slim? Huh? I have tons of ideas of how to make something like this work.

Easiest solution: Why don't you just make another view?

I said ''Not matter how he or me thinks of it, chances of solution are slim.''
Never said anything about you.

If I do that, when link goes what would be to the next panel of the map, he'll walk, and the camera will not follow.

Macronix
December 10th, 2012, 12:08 PM
You got any new things/update so far? :)

DaSpirit
December 10th, 2012, 03:46 PM
I said ''Not matter how he or me thinks of it, chances of solution are slim.''
Never said anything about you.

If I do that, when link goes what would be to the next panel of the map, he'll walk, and the camera will not follow.
I was wondering why you thought the chances of solution were slim in the first place.

And by adding another view on top of the current one, the camera would still follow Link because the camera is part of the other view.

Or you can make the camera code in the end step event rather than having GameMaker do it for you automatically.

Regardless, it shouldn't matter too much, but I like to see the area fully! >.<

Ooka
February 8th, 2013, 04:19 PM
I use C++ and Direct X to develop games. Also your assumption of my skills is wrong and insulting...

I use GameMaker and GML to develop games. Also your assumption of my skills is wrong and insulting...




@OP - Great job on the engine man, can't wait to see a finished product (Might even end up using it myself).