Zelda II Config Pack

Description: Place for custom configuration packages which contain graphics, musics, sounds, settings and scripts, which are required to create & play levels and episodes with PGE.
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Shadowblitz16
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Post #1by Shadowblitz16 » 12 Sep 2016, 7:02

Can someone make a Zelda II Config Pack for PGE?

it would be nice to have something that include the optional things like..

1) equipment items like..
Spoiler
a) boomarang
b) bombs
c) hookshot
b) bow
c) hammer
d) gauntlet
e) lamp
f) ocarina
2) ammo items like..
Spoiler
a) hearts
b) magic
c) rupees
d) arrows
e) bombs
f) keys
g) heart pieces and heart containers
3) key items like..
Spoiler
a) dungeon items
b) dungeon keys
c) trade items
4) animation for the following..
Spoiler
a) hookshot aiming and flying
b) bow aiming and shooting
c) hammer swing
d) picking up, throwing, and moving while holding
e) lamp holding while walking
f) playing ocarina
g) pushing and pulling blocks
5) zelda triggers like..
Spoiler
a) pressure plates with its timed, onetime, constant, and rusted ai
b) arrow wall triggers with its timed, and onetime ai
c) crystal triggers with its timed, one time, and off/on ai
6) zelda tile npcs like..
Spoiler
a) grapple tiles
b) bombable tiles
c) poundable tiles
d) ocarina song tiles
e) pickupable tiles
f) pushable tiles 16x16, 32x32, 64x64 or scaled up twice since PGE probably uses 32x32 tiles like smbx

EDIT: without all the smbx stuff
Last edited by Shadowblitz16 on 12 Sep 2016, 20:37, edited 1 time in total.

Wohlstand M
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Post #2by Wohlstand » 12 Sep 2016, 15:56

At first need to collect graphics set (music possible to use lot of SPCs from Zelda RPG and sounds too (Solarus has a lot of Zelda stuff which also can be used here))
Then will be declared new INIs from scratch and written own NPC-AI set especially per every NPC, without basing on SMBX standards. And new config will be completely non-compatible with old

Shadowblitz16
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Post #3by Shadowblitz16 » 12 Sep 2016, 20:35

this guy does 8 bit remixes of music

I know it won't be compatible with smbx but that's fine

also I forgot the item pegasus boots...
a) it will be smbx style pegasus boots
b) link will damage enemies with his sword out
c) link will slam into walls if he gains to much speed

EDIT: also typo in first post SMBX uses 32x32 tiles

Wohlstand M
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Post #4by Wohlstand » 12 Sep 2016, 21:01

Since PGE is universal game engine, making new games from scratch doesn't requiring any compatibility with SMBX. That need only to deal with SMBX itself and playing old episodes.

Shadowblitz16
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Post #5by Shadowblitz16 » 12 Sep 2016, 21:10

@Wohlstand how long do you think it will take your to make this config pack?
I know you have PGE to update and all.

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Post #6by Wohlstand » 13 Sep 2016, 0:09

Shadowblitz16 wrote:@Wohlstand how long do you think it will take your to make this config pack?
I know you have PGE to update and all.
Dependent how many stuff I'll take. Basic tiny config pack with few stuff can be made very quick (1 playable character, few blocks, BGO's, NPC's, and world map elements, very few musics and sounds). And then gradually append new elements.
P.S. It also will be loaded ultra-quick in editor/engine.

Shadowblitz16
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Post #7by Shadowblitz16 » 13 Sep 2016, 2:47

cool. I never got the mario part of your engine to work without smbx becuz most of the engine elements seemed missing.
hopefully you can implement the zelda ones.
I don't know if the engine is in a good enough state right now.

EDIT: @Wohlstand

I was thinking of some configurable options for mechanics and the items


1) general (aka player enemies items)
Spoiler
a) weight: for lifting, pushing, and grappling npcs, and the outcome of it. this includes enemies and items
b) damage: the damage it inflicts
c) team flag: either none, link, or enemies. none just makes it hurt everything
d) xspeed: the speed at which it moves horizontally
e) yspeed: the speed at which it moves vertically
f) health: the health (setting to -1 makes it invincible)
2) enemies
Spoiler
a) aggro: the frequency at which the enemy attacks if it can
b) deggro: the frequency at which the enemy defends if it can
c) item ineffectiveness and effectiveness window
3) items
Spoiler
a) stun time: the time at which the enemy is stunned
b) pickup palette: the color palette that link is changed too when picking it up
c) pickup palette time: the time until it switches back to its default color palette (-1 if it changes the default color)
d) hit palette: the color palette that enemy(depending on the team flag) is changed too when hit
e) hit palette time: the time until it switches back to its default color palette (-1 if it changes the default color)
Last edited by Shadowblitz16 on 13 Sep 2016, 3:24, edited 2 times in total.

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Post #8by Yoshi021 » 13 Sep 2016, 2:52

Shadowblitz16 wrote:cool. I never got the mario part of your engine to work without smbx becuz most of the engine elements seemed missing.
hopefully you can implement the zelda ones.
I don't know if the engine is in a good enough state right now.
The engine is still being made, but you can start making the foundations for the configuration pack already(graphics, sounds, .inis).
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