Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Author Topic: Zelda Gamekit/SDK  (Read 2408 times)

LaDestitute

  • Bay Watcher
  • Razor Sharp
    • View Profile
Zelda Gamekit/SDK
« on: March 22, 2016, 09:13:32 pm »

(haven't been here in ages, was on a two-three year hiatus from my old project then been busy for a month with this, wanted to polish it first)
The gamekit is made in Construct 2 r227, which is a game editor akin to Game Maker, except it primarily supports HTML5.
Dev Livestreams (at 8 PM PST on most days)

Been working on a gamekit that plays like the oldschool 2D Zelda games, such as A Link to The Past, Minish Cap, and Four Swords. A Link to the Past is where most of the influence and design will be but I'm considering implementing gameplay mechanics from the other games, including the 3D ones.

This started on the 22th of February (2016), and progress is coming along. A bunch of basic gameplay features are implemented, along with basic a-rpg combat, some functioning items, and an inventory system. A full version (capx and all) will be released once nearly all of the gameplay mechanics are in and bugfree. Edit: Took a small break at the end of March until this May, but now back to work with this.

Thanks:
Scirra, for this awesome game engine that is so amazingly capable
Nintendo, for the video game series that ahem is...a legend.
amiltonbr, for the original base this gamekit is partially based on (although, the capx has been stripped of most of that, save for the 8d movement)
schueppe, advice and sharing techniques with me on how to handle ARPG things
dpyellow, for his old Zelda capx I found (it helped me integrate a few things, namely the pause menu, future shooting/passive AI and future bombs/bow/boomerang)
R0j0hound, for his sliding against diagonal slopes example
C-7, for an example of ledge jumping and dynamic lighting
Magistross, for the dialog system (edited version of a paid Scirra store products, kudos Magi)

Screenshots and videos:
Video 1 (very early build, when I first started)
Video 2 (mid-build)
Video 3 (build 0.6)
Video 4 (latest 0.7)
Dev Livestream
Dev Livestream 2  (latest unstable build, 6/9/2016)
Inventory screen
Enemy stuff
Current HUD
Reworked textbox/dialog
Heart containers and pieces
Functioning lamp
Map changing
Dynamic lighting
Buzzblob!

Current Features:
*Tilemaps for mapping, with original resolution tiles (two tilemaps, one on bottom for mapping, and one on top for setting collision detections for walls, etc)
*Eight directional movement with proper animation
*Variables, gametext, and item configurable gamedata stored in arrays, set predefined by loaded JSON files
*Basic pickupable overworld objects (keys, rupees, hearts, etc)
*Signs, with proper textbox, font, letter by letter text, proper pausing and skipping
*Pushable blocks, they move 16 tiles per push, have animations and sound, and will not move if against an obstacle
*Switches, enough said
*Chests, animations and sound, can be locked
*Liftable and throwable objects (pots as example)
*Doorway transition animations
*Zone based camera
*Functioning doorways into other rooms (if on a big map, such as one floor of a dungeon or Hyrule Castle)
*Proper collision detection (solid walls, working stairs in a room, etc)
*Heart Pieces & Heart Containers
*Hearts and magic bar system
*Basic patrolling pathfinding and line of sight AI (with Green Soldier as an example)
*Basic combat (collision detection, sword swinging, etc)
*Inventory system (moving cursor, cursor bounded to menu boundaries, sound effects, flashing cursor, and setting item to active slot)
*Sliding against diagonal slopes
*Jumping from ledges
*Working bridges that can be passed under/over
*Map-changing (such as going inside of houses)
*Compiled tilemaps like this
*Dynamic lighting (like in A Link to The Past's Hyrule Castle Sewers)

Planned Features (in order of priority):
*Different enemy AIs beyond basic, including possibly Boss AI but generally passive and shooting AI (already have working examples outside of the gamekit)
*Proper title/menu screen with save system support
*Optional day/night system (can be disabled)
*Gamepad support
*Expanding gamedata jsons and eventing to include extra mechanics from other Zelda games such as Fire Arrows, Lens of Truth, and Pictobox (not a high priority)
*Customizable drag and drop sets of compiled tilemaps/HUDs/SEs (choose between A Link To The Past, Minish Cap, Four Swords, or Ocarina of Time, not a high priority atm)
« Last Edit: June 10, 2016, 08:33:56 pm by LaDestitute »
Logged
Zelda Gamekit

The following is true: The former is false.

LaDestitute

  • Bay Watcher
  • Razor Sharp
    • View Profile
Re: Zelda Gamekit/SDK
« Reply #1 on: June 09, 2016, 10:14:36 pm »

Steaming some game development in a moment:
https://gaming.youtube.com/user/SparktheYoshi/live
Logged
Zelda Gamekit

The following is true: The former is false.