[WIP] Zelda FPS (Alpha9) (Death Mountain Crater in ALTTP?)

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AkumaKing
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Re: [WIP] Unnamed Zelda FPS Mod

Post by AkumaKing »

@CeeyJay
I'm the type of person who doesn't stop doing something so easy. This goes for anything, including projects. So, this'll most likely be completed at one point or another. Also, those sounds aren't all that useful since I've been going off of the ALTTP, but I browsed the site a little and found a page for ALTTP. So, that website still ended up being fruitful, just not the page you linked.

@Doom Juan
That was actually the plan. Afterall, Zelda is a game series that has a lot of exploration, so a hub world would be the best way to go about this.
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AkumaKing
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Re: [WIP] Unnamed Zelda FPS Mod

Post by AkumaKing »

Bump!

I made an enemy. It's the Green Soldier.
Spoiler:
He's in the current file now and attacks like a Lost Soul. So, yeah, giant Lost Souls that walk. That's always fun, right? :)
I also added "dummy actors" for the weapons I haven't made yet. This is mainly to place on maps before the weapon is actually ready. This way, mappers won't have to wait for me to finish the weapons to add them to their maps. I should probably do the same thing for the enemies, but I don't even have sprites for the spawn states on those guys.
Meanwhile, arrows now have sprites and sfx. I kinda stole the arrows from Ghoul's Forest. I'll probably edit them to look more like the arrows in Zelda later on, though.


Next time I update I should probably bring a lot more, like 5 enemies and a fairy. But, yeah, cropping the sprites and placing them correctly in Slade3 is extremely boring and I end up just wanting to show off what I got done.

Either way, happy exploring!
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TehRealSalt
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Re: [WIP] Unnamed Zelda FPS Mod

Post by TehRealSalt »

Image
soon

Quick question: are you planning on adding the other variations of soldiers? (as in: right now you have green soldier w/ small sword; are you also adding green soldier w/ bigger sword? or only one of each color?)

Also what kind of palette limitation are you going for? LTTP's limited colors, or Doom's entire palette? Doesn't matter either way.
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AkumaKing
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Re: [WIP] Unnamed Zelda FPS Mod

Post by AkumaKing »

I am planning to do the variations of soldiers. As for the the different colours that enemies come in, though, I probably won't do most since they usually do the same thing. I think there might be rare cases where they do have gameplay differences, but I may be wrong.

As for the palette, I'm using true colours. So, I don't really need to rely on the palette too much. I probably should stick more with Doom's entire palette, though, so that translations are actually possible. (which would be good to use for colour varying enemies)

I'll probably do the "Sword Soldiers" next. Also, just pointing this out, but any enemies wielding large, stick-like weapons will look extremely off in-game.
Last edited by AkumaKing on Mon Jun 23, 2014 12:36 am, edited 1 time in total.
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Captain J
 
 
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Re: [WIP] Unnamed Zelda Mod

Post by Captain J »

now that's going to be the bigger and qualitiful sprite, hope you can update with them even more! otherwise, you earned the bookmark!
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Combine_Kegan
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Re: [WIP] Unnamed Zelda Mod

Post by Combine_Kegan »

I'll be watching this one, I can't provide help with sprites, if you ever need any DECORATE weapons made, I might be able to help in that department.
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AkumaKing
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Re: [WIP] Unnamed Zelda Mod

Post by AkumaKing »

@Combine_Kegan

You may code weapons if ye want, they'll get done much faster that way. I already did the ones in the current alpha (also mentioned in the original post, unless I forgot to edit), made the bomb, and will soon do the hammer. Anything that's not those you may work on, if ye want.

In fact, could you try doing the hookshot? I can't seem to think of a way to go about making that weapon. I might think of something later for it, but can't right now, so it would be great if you did make it.
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Combine_Kegan
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Re: [WIP] Unnamed Zelda Mod

Post by Combine_Kegan »

AkumaKing wrote:@Combine_Kegan

You may code weapons if ye want, they'll get done much faster that way. I already did the ones in the current alpha (also mentioned in the original post, unless I forgot to edit), made the bomb, and will soon do the hammer. Anything that's not those you may work on, if ye want.

In fact, could you try doing the hookshot? I can't seem to think of a way to go about making that weapon. I might think of something later for it, but can't right now, so it would be great if you did make it.
Sadly the only experience I've had with a grappling weapon is one that only yanks enemies around
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AkumaKing
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Re: [WIP] Unnamed Zelda Mod

Post by AkumaKing »

Hnnnnng. Well, that's not very helpful. I might need to mess with ACS to pull off the hookshot.

Speaking of ACS, I was thinking of doing what ALBW did and make the magic regenerate over time via ACS. Probably 1 MP per 10 tics or something similar.

Also, the hammer and bomb are done.


Edit:

The Fighter's Sword now has a frame (1, but it's still some progress, is it not?)

A friend of mine made this, BTW. I'm gonna check with him to see if he has a ZDoom Forums account so I can credit him correctly.
Spoiler:
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TehRealSalt
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Re: [WIP] Unnamed Zelda Mod

Post by TehRealSalt »

Little update on the solider: I've been having an artist's block recently so not much has been done since last time, but now there's a lot more colors, and the sword and shield are done. I always thought that the original shield looked strange, so I just made it look similar to Zelda 1's shield.

EDIT: Oh yeah also it's smaller because I realized that a x4 reference was too big, now my reference x2. (that means they will be 56 pixels tall, just like Doomguy)

Image
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tsukiyomaru0
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Re: [WIP] Unnamed Zelda Mod

Post by tsukiyomaru0 »

Perhaps for reference... Watch some Link Between Worlds LP?
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Captain J
 
 
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Re: [WIP] Unnamed Zelda Mod

Post by Captain J »

now that's good choice. bigger scaled sprites are hard to edit, also takes losta memories, though.
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AkumaKing
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Re: [WIP] Unnamed Zelda Mod

Post by AkumaKing »

OK, alpha 4 is out.

It has both bombs and the hammer. I did some behind the scenes stuff. (Making some actors inherit from a base actor, switching how weapon slots are set, using the languages lump for everything, etc.) And, I also added magic regeneration via ACS.

Oh, also, my pal who made that single frame for the sword hud (and is making more frames) doesn't have an account afterall. So, until he has one, lets just refer to him as Ironitus. Mostly because that's what he's called on Skype.
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Kaal979
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Re: [WIP] Unnamed Zelda Mod

Post by Kaal979 »

Do you want it to be more like a snes rip with converted
sprites from e.g. spritersresourse.com or more self made
like e.g. final fantasy doom (the wad)?
Did you btw also play the great flunky
phobos jumpnrun forest wads?
If someone made a link playerclass and a monster
replacer could be enough to play like great!
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xenoxols
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Re: [WIP] Unnamed Zelda Mod

Post by xenoxols »

This looks good, but if you ask me, this won't work very well with doom 2's default maps, IF it's going to be like a traditional zelda game.
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