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Work in Progress / Zelda: The Shadow Pyramid

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Kangaroo2
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Location: United Kingdom
Posted: 23rd Jan 2003 13:48
Yep I agree with you on the esign ideas that sounds pretty sweet. No problem about compiling, just pot here or email me. I have DBPro patched, but with no plugins, IDE enhanced etc. Is that Ok for you? (The reason I try and stay away from external functions is to ensure compatibiltity for exporting, and sending code to others)

Shadow Robert
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Location: Hertfordshire, England
Posted: 23rd Jan 2003 16:44
don't worry... if i have any plugin functions i'll send the DLLs along with it
i would do this anyway because i prefer to use my own code for everything.

i'm working on the GUI generic libraries right now, kinda like MFC but for Pro's use.
i'd love to actually add a sorta MFC design form to the IDE - but i'm unsure how

but so like you make a form and it'll code a plugin dba which uses my .lib for the actual functions
it might seem like alot of work now, but will actually save me weeks of work later on ...

Zelda is kinda on hold until i've finished atleast a version of similar features to Milkshape (which i'm sure will please alot of people around here)
i spent most of today sitting here talkin' to Rose about her game, which now we brainstormed and have the first temple with a rough design - over the next day i'll make a more detailed design with sketchs.

I love this part of developing titles where everything just falls into place and you can sit back and actually purely work rather than plan

register with my forums and i'll give you access to the technology section
and post in there cause i can have upto 1.95mb files (i really need a new ftp lol)

don't expect much about it, as right now i'm working on simply the main window and buttons
if all goes well tonite i'll make the more complex things like dropdown, tab and roll-out menus
but working on small things at a time allow me to make a constant stream of work.

i don't normally share code at this level, so this is a first hehee

Anata aru kowagaru no watashi!
Hubdule
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Location: Gundelsheim
Posted: 23rd Jan 2003 17:23
sounds nice Raven but I have to say that sometimes you really remind me of a well known oldtime DB user in the first and second forums of DB.COM (back in 2000/2001) ... If I remember correctly his name was Flamingamoeba ... the good old times

Shadow Robert
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Posted: 23rd Jan 2003 17:52
is that a good thing or a bad thing?
lmao i remember the name but not the user

Anata aru kowagaru no watashi!
rapscaLLion
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Location: Canada
Posted: 25th Jan 2003 07:17
David89: Wind Waker is set 100 after OOT, sorry
Vegeta: That looks amazing!!!

Alex Wanuch
aka rapscaLLion
Kousen Dev Progress >> Currently Working On Editors
rapscaLLion
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Posted: 25th Jan 2003 07:17
*100 years

Alex Wanuch
aka rapscaLLion
Kousen Dev Progress >> Currently Working On Editors
Shadow Robert
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Posted: 25th Jan 2003 14:12
lol... thanks for someone else saying about wind waker
i don't think David89 would like me to have disagreed with him

the closest adventures together were Ocarina of Time, and i'm not sure of the translation of the Zelda64DD - Something Crystal Shard or something.

the links arn't the same but the worlds intersect that they use

as i'm putting my whole ass into making gameMatrix properly for Zelda (and i think i'll remodel everything within it for my own reasons)

this means i get to play about with formats ... and the current thought on the table is CBVP (Camera Based Visual Polygons) - This will be kinda a simplified version of Vis, but to a point where there is no calculation on the computers part to what is actually visible at all

Models for example are split into 3 sections,
Mesh - Skeleton - CBVP Array

Now i won't go into the mesh, or the skeleton cause those setups are quite simple - but the CBVP basically is a camera that checks 50 camera points around a model and uses a Byte index per.

First problem you can see with this probably is the fact that when models are animated they show faces there were never visible before right?

well each animation per keyframe will have this ... now i want to make a simple test of the basic format for it soon with a complex model - weigh up the benifits from the costs (space wise) but even for DarkBasic this would be invaluable, because it would mean Double Polygons per models.

That may excite newbies, but really i doubt they can understand what to do with all those extra polygons.

The biggest advantage i can see if actually for Visual world weaponry ... you will be able to add so much details and still be using the same polygons - because the visible sets will be based on thier rotation from the camera
so you do a simple if...endif statment and then link to the CBVP index

for the animation you add and subtract those within the movement.

now i'm not sure size wise how much more we'll be talking until i'm done with the test, probably ALOT - like 1Mb for a 2,500 poly model

however when you can save a possible 1,250+ polygons onscren PER model, adding something like gzip to the format should compensate

i'll work in DarkMatter today whilst trying to get KGs stuff done... see what i can come up with

Anata aru kowagaru no watashi!
Ben
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Posted: 25th Jan 2003 14:20
Have you got a release date yet?
Shadow Robert
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Posted: 25th Jan 2003 21:27
yup... when i'm done
i've decided, i can either rush this out to give everyone cheep jolly results

or i can take my time and make sure it doesn't become another "oh god why do fans try!" attempt

what i've actually done is cleaned the slate with the entire game, and now i'm gonna develop the engine with Martyn and Rose for Orion's Rose and release demo's based on the progress of that engine - so i can show of that technology without actually showing off Rose's game because i wanna keep alot of that quiet until release, especially if it is to go into "full" production after June.
I want the June demo to be something truely remarkable ... and i've taken on the Carmack doctrane on this so - we'll see what i cna come up with quickly, the best engine is what i release - sofar we're on engine number 3 (in literally 3 weeks!)

so when i'm happy is anyones guess hehee

Anata aru kowagaru no watashi!
Arrow
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Posted: 26th Jan 2003 03:14
How much of the game do you got planned out, outside the engine? What I mean is how muny dungeons, bad guyes, items, ect. I know you don't have them made but how much is at least on paper?

This is Truth!
This is my Belief!
...at least for now.
Shadow Robert
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Posted: 26th Jan 2003 03:59
the game on paper is as good as done
just a few of the character designs to figure out better, probably could think of some more invovling puzzles than push this here... or light this

but really right upto getting back to Hyrule is done ...
and takes up 260sheets of design, so you can imagine it isn't a small game.

i've got some plot to figure out once you get back into hyrule - because defeating Shadow Sheik will kinda break the curse and such.
But you'll finally find out what happen'd to Sheiks people

And also be able to use Oni Link ... which will be achieved basically as you progress and see your darker and darker side more. You'll have to defeat him to to enable the magic power to turn into him
Which will be time based but give you some cool new things to do.

Anata aru kowagaru no watashi!
Arrow
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Posted: 27th Jan 2003 01:25
Kinda like the Fearse Deity Mask from Majora huh?

I've had some ideas myself, one takes place right after Link to the Past where after Link returns the Triforce someone gains it and pretty much meeses up the world. I would stick to the 2d design on that concept, maybe I'll make it once I get DBPro down.

Anywho, I can't wait for the demo.

This is Truth!
This is my Belief!
...at least for now.
Ben
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Posted: 27th Jan 2003 09:58
it sounds like your putting a lot of effort into this game! do you actually have a job????? :->
will this be comercial?
will blah..?
What about .....?

lotsa Questions i know.
Kangaroo2
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Posted: 27th Jan 2003 13:57
Hey I like the new title screenie Raven - the shadow is nice and the grass is true to the original

One thing, the sword / handle looks a bit like a Sai blade, Maybe the handle could be turned 180 degrees to cover the hands more? and then have small curved gothy kinda spikes to catch cross blades... Just a personal prefernence tho it looks really cool

Shadow Robert
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Posted: 27th Jan 2003 16:48
yeah i know what you mean about the kokiri sword, i tried to make it just like the once you get when he finds it in the woods
but i used msPaint for the texture, so it looks a little weird.
that the problem when you do 5minute half-ass jobs though hehee

i'll be trying to get new screenshots out of Ocarina Engine 0.1.0.0.e3 because it is quite nice now.

and i've been thinking long and hard before i make anymore media - i want to actually make atleast a milkshape cusion with gameMatrix so that i can make ALL of the 3D in that

i was thinking that as you want to learn more about skeletal animation, and animation is an area that gameMatrix is to cover - perhaps we could combine our efforts KG on that product. I'll be working on the Framework library today for it

will also edit it up so that it can build the worlds, possibly a paint package and simple midi-sequencer would be pretty cool

i dunno, i know you're projects being sponsored and i'm gonna do my damn'dest to finish all those questions you had within the week

Anata aru kowagaru no watashi!
rapscaLLion
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Posted: 27th Jan 2003 18:36
lol @ "the carmack approach"
Anywho, good news on your game Raven, can't wait!
And YES!!! We get the special discs here as well!!! Guess were I'm gonna be on March 16th at the very second Best Buy opens???

Oh ya, and the official English name of the Zelda for the Nintendo DD is The legend of Zelda: Master Quest. Lame eh?

Alex Wanuch
aka rapscaLLion
Kousen Dev Progress >> Currently Working On Editors
Shadow Robert
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Posted: 27th Jan 2003 19:12
lol definatly lame, cause i'm sure it says Crystal Quest or something.
Has you going after the Tri thingie again

i'll see if i can snap the cartridge cause the jap on it is a little hard to understand (stupid fonts)
i'm working on the world format at the same time as this MFC stuff - i might just work more on the engine in a little while cause i can now compile and test again on two systems so hehee

Anata aru kowagaru no watashi!
Kangaroo2
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Posted: 27th Jan 2003 22:12
Yeah, I'm already working on a music and level format, but any input or ideas are very welcome Raven thanx I appreciate all the work ur puttin in man

rapscaLLion
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Posted: 28th Jan 2003 02:01
The Nintendo DD version of Zelda was called something like "Ura Zelda" or something... I dunno. Anyway it's Zelda: OOT but with a couple new things, like a dungeon or something. It isn't another game, just an enhanced version of OOT.

Alex Wanuch
aka rapscaLLion
Kousen Dev Progress >> Currently Working On Editors
Kangaroo2
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Posted: 28th Jan 2003 15:05
"Hey I like the new title screenie Raven - the shadow is nice and the grass is true to the original" lol I just realised that this screenshot hasn't actually changed, its just my one graphics card / monitor combo is so dark the background looks Black lmao - Oh I sooo have to get a new monitor & card for this system (This is my GF2 800Mhz one, my better one's in another room...)

Shadow Robert
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Posted: 28th Jan 2003 16:36
sounds like the monitor ... i have a GeForce2mx 800Mhz Duron - what i'm using right now

but i'm on a CTX 700series monitor
very nice monitors with some good features, especially considering its an 18" Monitor for £60
always on a Desktop of 2048x960x32bpp @ 75hz

Anata aru kowagaru no watashi!
rapscaLLion
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Posted: 1st Feb 2003 06:56
YES!! WONDERFULL!
I preordered The Wind Waker on Sunday! Had to go to four stores, finally got to EB Games, they were the only ones who were offering pre-orders w/ the collector's edition disc in my area
Can't wait till the 16th of Febtober, the collectors disc comes then. That gives me a month to play OOT before the Wind Waker comes. Although frankly I don't care about the windwaker... all I care about is OOT: Master Quest

Alex Wanuch
aka rapscaLLion
Kousen Dev Progress >> Currently Working On Editors
Shadow Robert
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Posted: 1st Feb 2003 07:28
Febtober? was there a new month announced??

Well anyways, i've not pre-ordered yet ... from what i've heard the Collector's Edition is set to be the Standard, and if not - my Bro says he'll swipe one from work for me and claim they lost it

Oh and don't think i'm not still developing this, right now on Engine3 (almost complete and playing very snazzy) but the update on fmtBSP has been a bitch.

version 9.00 didn't want to work, not a case of it wasn't loading or anything its just for some reason whenever you walked into a building it decided that EVERYTHING below it was to be rendered - adding a good 6,000 polygons.

Which as this is just a test of the format isn't much, as the actual thing is to carry almost 380,000 polygons just for the Kokiri Village having that all display will kill ANY system

I think i'm liking the new LOD system i introduced though, works alot like Mipmapping with upto 6 levels per model.
The skeletal animation is automatically weighted to the size that is given XYZ scale and is also working pretty well as it uses a bubble/envelope area of influence.

Some of the animations are quite cool to look at because the influence from each bone and joint just makes certain things so cool ... and i got Links Swish with the blade thing working :: faint "YAY" ::
just have to remodel alot of the things now but should be a good test of what to expect, especially after impimenting a proper Entity Scripter.

just have gameMatrix and my other little pet project with the controller left to do - so it looks like within a week, should have something quite poslished for everyone to play
compaired to engine1, the new version certainly acts much better and is a godsend for the lower systems.

But back to the fmtBSP and gameMatrix

Anata aru kowagaru no watashi!
rapscaLLion
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Posted: 1st Feb 2003 19:37
Yay
And I meant February... (spelling?)

Alex Wanuch
aka rapscaLLion
Kousen Dev Progress >> Currently Working On Editors
John H
Retired Moderator
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Posted: 2nd Feb 2003 04:22
Raps:

You speeled it right (that was a joke- lol?)

RPGamer

Current - RPG: Eternal Destiny : Help Wanted!
http://www.halbrosproductions.netfirms.com
Dont ask those questions! Read the help files lazy!
hexGEAR
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Posted: 12th Feb 2003 00:00
hey, what's up with this project

your birth was a blessing, sent to live and die on earth as a lesson, we each have a star all you have to do is find it, once you do, everyone who sees it will be blinded - DMX
rapscaLLion
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Posted: 12th Feb 2003 22:56
Ran out of gas?
I think Raven is helping Rose with her school project, and then of course some people have lives

Hey Raven, I just noticed you removed the Vegeta part of your name, good choice IMHO, because everyone called you Raven anyway

Alex Wanuch
aka rapscaLLion
Kousen Dev Progress >> Currently Working On Editors
Shadow Robert
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Posted: 12th Feb 2003 23:36
its actually due to a personal reason it gone on a temporary basis ... it'll be back in time.

and ya raps is right cause i'm basically helping with Rose's project (i can't let her fail), and i'm helping with KG's commercial project now.

what this mean is Raven_Spare_Time = void
oh yeah then there is my Classic Game project(s) ... but you never know these might be part of it - i dunno hehee

god just think in about a week and a half i'll be in ireland, then back home and back working fulltime ... i'd hoped this freetime would've given me more to actually work on my own stuff more, i really have gotta learn to say no to people

Tsu'va Oni Ni Jyuuko Fiori Sei Tau!
One block follows the suit ... the whole suit of blocks is the path ... what have you found?
rapscaLLion
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Posted: 17th Feb 2003 04:18
DAMN!!!
Stupid EB!
The pre-sale disc w/ OOT for gamecube was SUPPOSED to arrive today, but NOOOOO, stupid order got delayed, now I have to wait till Tuesday

lol ok so I'm over reacting...

Alex Wanuch
aka rapscaLLion
Kousen Dev Progress >> Currently Working On Editors
Iceman00
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Posted: 20th Feb 2003 01:24
Will you also be relesing source and models with this game? Because IMHO you should so that us other less taleneted Zelda fans may make our own game...

Shadow Robert
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Posted: 20th Feb 2003 01:41
models no... however the engine source and editor code will become available in a similar style to the quake engines so you can create your own adventures

Tsu'va Oni Ni Jyuuko Fiori Sei Tau!
One block follows the suit ... the whole suit of blocks is the path ... what have you found?
Iceman00
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Posted: 20th Feb 2003 03:47
I have a acopy of the Promo Zelda OOT and OOT Master!!! Bought it today from Wal-Mart, then when wind walker comes out I get 20$(Which is the pre order cost) off!!!

rapscaLLion
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Posted: 21st Feb 2003 01:54
ya, it's so sweet playing Zelda: OOT again, and I have to say, playing the ocarina with the Gamecube's C-Stick is pretty cool

Raven: Your idea on releasing the Engine Quake style is very interesting... it's very much along the lines of what we are doing with Kousen, and your engine sounds VERY interesting. I would like to speak with Denki about it first, but I have an idea in my evil little mind... I mena sweet angelic brain

Oh... forget what I just said I've probably confused the hell out of everybody now lol, but I would like to talk to you, maybe on msn hmm?

Alex Wanuch
aka rapscaLLion
Kousen Dev Progress >> Currently Working On Editors
Arrow
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Posted: 21st Feb 2003 06:45
Yep, got my pre-order of Zelda. Master Quest would be a bit cooler if they changed some of the dialoge along with the Dungeons. On some other related news, I'm getting the Japanese Zelda 3 game. I wonder if there'll be any differances besides the language. I also got Mother 2 (Earthbound), I figure sinse I own the US Versions, it'ld be fun to try and spot the changes, plus it might help me learn Japanese a little Quicker.

Am I a butterfly dreaming I'm a man?
Or a bowling ball dreaming I'm a plate of samishi?
Never assume that what you see or feel is real.
Shadow Robert
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Posted: 21st Feb 2003 20:41
sure feel free to add my msn ... it mean all i'm doing is the framework - the Shadow Pyramid is just to show off what you can actually create with the engine

its also kinda like filling in the blank spaces, so something like Zelda will be just a cast of using an editor like the Quakes and creating your own story and NPCs - however cause it's an engine you could edit it to your own means, as it has a particle system build in to script, and entity scripter (which i'm remaking cutdown right now for Rose's game) - basically if you wanted to make a Quake2 clone from it, all you'd have to do is edit up all the entities, the main game loop and camera to an FPS view controlled by the mouse - and et voila

and Zelda3 is different to the english version, but just cause of the translation - it still has a similar script that it follows

Tsu'va Oni Ni Jyuuko Fiori Sei Tau!
One block follows the suit ... the whole suit of blocks is the path ... what have you found?
rapscaLLion
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Posted: 22nd Feb 2003 00:23
hmm, see we have a great editing system plan, it covers every part of game dev pretty much, so you can make your models and such, then fire up the editor hub. From there you use wizards and editors to create the entire game. We have already started on this, however we don't have an engine. We are(plan too anyways) going to program our own, but wouldn't it be cool if we could make our editors work in conjunction with your engine?

Maybe, maybe not...

Alex Wanuch
aka rapscaLLion
Kousen Dev Progress >> Currently Working On Editors
denki
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Posted: 22nd Feb 2003 00:32
That could be interesting I suppose, and would allow more functionability to both .

[url][/url]
Kanzure
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Posted: 22nd Feb 2003 01:26
Rendering suggestions - Render like Jak and Daxter for the PS2. When the main character is walking towards a place, load a part of the file and display it. When walking towards another place, render that part while the player is still walking there (rendering closets objects first)...

~Morph
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Nothing is something, and something is then nothing. Life is an illusion.
Shadow Robert
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Posted: 22nd Feb 2003 02:20
i've never played it... but i'm pretty sure loading whilst playing like that would kill speed.

Right now what happens is you run the game and the worlds load quickly, we're talking a load time of around 1-2mins for the main Hyrule map - i mean so far i've done most of Zelda OoT as a pure test, and the world + textures is actually 49mb which is cool because i can actually load everything during the starting movie ... however alot of Shadow Pyramid is very experimental testing the boundries of the program in parts. This means that there is a hellof alot more.

So what i've done is taken something from Half-Life
The worlds are portal loaded, when you go through a tree or something into a new area ... poof it shows a quick load..load...load and et voila in around a min you have the level - or atleast that was when i was using DarkBasic Enhanced.

For Professional the worlds are almost instantly loaded
i'm still developing within Enhanced, because i think to not give the older users would be akinda out of order... but the Pro version is more veristile

especially as it can actually use fmtBSP 9.0 which is a much more compact and better compiled format than fmtBSP 1-8
to be honest anything under version 5 and you might as well be using UVWorlds ... its not to say this isn't still an improvement, its just not exactly anything to write home about ya know?

from the start of the Ocarina Project, i've felt that writing plugins for gameSpace and gameWorlds was an essential - and now with UIS almost complete it looks like i can develop specific editors which can be plugin enhanced ... this is also good for editing things to whatever people want.

gameSpace for model development (and what is on the drawing board is certainly special) amd gameWorlds which is really a plugin for gameSpace which enables you to create BSP style worlds ... yet you'll have the full modeling tools you have when creating your game models

so best of both worlds i think

Tsu'va Oni Ni Jyuuko Fiori Sei Tau!
One block follows the suit ... the whole suit of blocks is the path ... what have you found?
Kanzure
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Posted: 22nd Feb 2003 03:01
Indeed. Your graphics look superb. Lets see some more !

~Morph
Owner of MultiCode.NET and Multi2k.NET.
Nothing is something, and something is then nothing. Life is an illusion.
Nikkoz
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Posted: 22nd Feb 2003 13:01
Im also a Zelda fan! But must say that A Link to the past is the best in the series.
The game look promising. Hope to see some screens soon!

-N
rapscaLLion
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Posted: 23rd Feb 2003 18:50
A link to the past??? No way!

Hey: I'm stuck in the dodongo's cavern Ya, I know, sad. I know what to do but the damn deku stick burns down before I can light the torch :S

Alex Wanuch
aka rapscaLLion
Kousen Dev Progress >> Currently Working On Editors
Arrow
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Posted: 23rd Feb 2003 19:09
Lol, I have to tackle the Water Temple now, *shudder*. That was a bitch the first time. I don't know wear these guys get off saying this is harder. Some part are a pain yes, but so were parts in the First OOC.

Link to the Past is the best. Some things are better suited for 2d. I think Zelda is one of them, but lets wait and see with the new one. Personlly I like the teen Link much better than the kid Link.

Am I a butterfly dreaming I'm a man?
Or a bowling ball dreaming I'm a plate of samishi?
Never assume that what you see or feel is real.
hexGEAR
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Posted: 23rd Feb 2003 23:15
hmm, a link to the past was the only Zelda game i ever played ^_^ it was pretty cool, i never ever completed it though but i got pretty far (as far as that desert area), what i always wanted to know though was in the beginning when link found his father dying, and he then said something like "you must find/rescue zelda for she is your....." then dies, what the hell was zelda to link?

your birth was a blessing, sent to live and die on earth as a lesson, we each have a star all you have to do is find it, once you do, everyone who sees it will be blinded - DMX
Shadow Robert
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Posted: 24th Feb 2003 00:42
personally i prefer Zelda in 3D, but then i played the N64 one then i played Zelda Dx - i mean they're oki in 2D, but i prefer the new ones

as for the stick... Raps, kill each of the Dodongo's in there first - then whilst running, take out a stick so it lights then just run kinda following the wall - if you miss one, stand still and put the stick back.
If you do it right you can still keep the stick once your done

Tsu'va Oni Ni Jyuuko Fiori Sei Tau!
One block follows the suit ... the whole suit of blocks is the path ... what have you found?
Arrow
21
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Joined: 1st Jan 2003
Location: United States
Posted: 24th Feb 2003 16:18
Hex, first off, he's your uncle. I think (personal opinion) he was going to say "zelda for she is your destiny". The desert isn't too far into the game, but I remember the first time playing it, it seamed that way. You should try to get the remake on the GBA, well worth it.

I've noticed that the the newer versions of many games don't have as many levels or bosses. MGS2 and Zelda are two examples. I always say, I'ld rather have a game that looks sub-par but playes great than have that looks awsome but plays like crap. Just think how massive of a game they could make if the took a PS2 and redused the graphics to real good PS1 quality. It really bugs me that I have older games that take well over 80 hours to beat, and the longest Next Generation Console games I got is FFX, which took under 30 hours. However I am preordered of Xenosage, so my wish maybe granted.

Am I a butterfly dreaming I'm a man?
Or a bowling ball dreaming I'm a plate of samishi?
Never assume that what you see or feel is real.
David T
Retired Moderator
22
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Joined: 27th Aug 2002
Location: England
Posted: 24th Feb 2003 21:07
That "she is your..." bit - in Japanese it reads "she is your destiny", but in the English version they cut out "destiny".

And I have have the GBA remake on my person - it doesn't come out here for a month!

Visit [url]www.lightning-systems.co.uk[/url]
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hexGEAR
22
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Joined: 3rd Nov 2002
Location: Naytonia
Posted: 24th Feb 2003 21:25
huh? did they cut out that part to keep everyone in suspese or what, 'cus i remeber when i played it, i almost smashed by snes ^_^

your birth was a blessing, sent to live and die on earth as a lesson, we each have a star all you have to do is find it, once you do, everyone who sees it will be blinded - DMX
rapscaLLion
22
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Joined: 29th Aug 2002
Location: Canada
Posted: 25th Feb 2003 01:50
"Lol, I have to tackle the Water Temple now, *shudder*. That was a bitch the first time. I don't know wear these guys get off saying this is harder. Some part are a pain yes, but so were parts in the First OOC."

I find it not so much *harder* because I have already played OOT, and come into "Master Quest" already knowing most of the game. However it is different, there are a few new rooms I think, nothing important tho, the main difference is the enemies. I don't ever recall seeing poes in Dodongo's cavern, nor has there ever been so many baby spider things in the deku tree. It gets harder and harder as I go along, and I'm only at Zora's domain (as a child). It is a bit harder, and I assume more-so as I contine.

Oh ya, the water temple was a bitch but for some reason I recall the forest temple as being hardest. I have no clue why...

"Link to the Past is the best. Some things are better suited for 2d. I think Zelda is one of them, but lets wait and see with the new one. Personlly I like the teen Link much better than the kid Link."

I dunno, I played 3D Zelda games before 2D ones so that probably effects my opinion

I prefer teen link as well


Raven: I think you have the wrong room there buddy Turns out, I was trying to light a torch that couldn't be lit (oneof them golden ones that lite once you complete a goal.) I finished the cavern, but king dodongo almost kicked my ass... Then I went to see that great fairy... jeez she dresses like a slut.

Alex Wanuch
aka rapscaLLion
Kousen Dev Progress >> Currently Working On Editors
Shadow Robert
22
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Joined: 22nd Sep 2002
Location: Hertfordshire, England
Posted: 25th Feb 2003 03:35
don't remember the golden touches ... but the King Dodongo is so easy it isn't even funny

you grab a bomb plant once he hits the wall opposite him run - as he is about to fire breath throw the bomb
:: slashy slashy slashy ::
move slightly towards the lava (there is a little lip) and he just rolls past, then wait a little for him to get half-way up that side and do the same...

after 5times he's dead gotta be one of the easiest boss's in the game, apart from perhaps Kotai & Komai
Alex has bought me the Special Edition today - so i don't have to grab it from Game here, which is cool.
So should be able to play in a week or so

Tsu'va Oni Ni Jyuuko Fiori Sei Tau!
One block follows the suit ... the whole suit of blocks is the path ... what have you found?

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