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RMRK RPG Maker Creation => Projects => Topic started by: SilentResident on February 17, 2011, 09:48:50 PM

Title: [XP] The Project Zelda Engine (aka Zelda Starter Kit)! *With Downloads & Pics!*
Post by: SilentResident on February 17, 2011, 09:48:50 PM
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg64.imageshack.us%2Fimg64%2F2117%2Fupzeldalogopics.png&hash=6096c41d490eeb4ecff87873287b30736e9cf956) (http://imageshack.us/photo/my-images/64/upzeldalogopics.png/)
Project Zelda Engine: The Zelda Starter Kit
A Zelda game creator - it lets you create your own nostalgic Zelda games!

If you liked and loved the Project Zelda Engine, please support Nintendo and the official Zelda games! Thanks!


Recruitment: For those of you that ever wanted to be a part of the team - Here's your chance!
The PZE Team is in much need of Ruby Scripters, and XAS ABS Eventers, but not so much on Mappers or Artists.
If you have any experience with XAS ABS that is a plus as well.
We really do need talented scripters, and these postions are almost a guaranteed position on the team, but the level of scripting has to be a great understanding as it is pretty complex, so please understand that we can not accept basic and newly begining scripters, unless they really have a firm grasp on the ruby system.


Release Date: 1 January 2011
Platform: RPG Maker XP
Current Version: Update Patch #2 Project Zelda Engine
Release Date for Update Patch #1: Saturday 1 January 2011
Release Date for Update Patch #2: Sunday 16 January 2011
Release Date for Update Patch #3: Thursday 22 September 2011
Release Date for Update Patch #4: Planned for Summer 2014 - Autumn 2014, as a new Action Battle System, the XAS, is being implemented to it


The Official Website for all the latest news and features about the upcoming new version (aka Update Patch 4) of Project Zelda Engine:
http://projectzeldaengine.freeforums.net/ (http://projectzeldaengine.freeforums.net/)

And here a nice video by the user Chakanevil about the upcoming Update Patch 4's promising features!
Best viewed in 480p!
http://www.youtube.com/watch?v=zEwEV-rDEZg&feature=player_embedded


Spoiler for The News Feed:
  :blizj:  THE UPDATE PATCH #4 IS COMING SOON!   :blizj: 
The Update Patch 4 brings a completely revamped battle system to the Project Zelda engine, for the best experience and very high performance.

  :blizj:  THE UPDATE PATCH #3 HAS BEEN RELEASED!   :blizj: 
    The Update Patch #3 for Project Zelda Engine brings several major new changes / additions to the game:
    • Faster Title Screen! Now, when you start the game, the animated Intro with the triforce, that plays in the game's Main Title Screen, will load much faster than before and now it will be shown almost instantly! (before the Patch, the Title Screen was terribly slow - often took about 5-10 seconds to load! The Update Patch 3 comes to correct this!)
    • Optimized Weapons and Items, Optimized Inventory Menu! Now, all the weapons, items and the way the Inventory Menu work, will change. They will receive revamps and will be optimized to work with system entries and scripts instead of so many switches and variables! (before the Patch, the Inventory Menu and its weapons were terribly slow due to the usage of so many switches and variables, that, as result, slows down the game! The Update Patch 3 comes to correct this!)
    • The Hermes Message Script has been updated to version 0.4! The new version 0.4 has greatly been improved, revamped and optimized, and it has become an extremely fast script that no longer affects the Engine's performance! (Sadly, Hermes 0.3 caused major slowdowns to Project Zelda Engine, as it has been reported by players. But we finally dealt with this issue!) several optimizations and will change a bit the way it functions, with the primary goal to run faster! The way the font effects such as the "drop shadows", etc, work, will be optimized! And much more! Project Zelda Engine will no longer have any frame-rate hits and game slowdowns with Hermes 0.4!
    • Fix for the Script is Hanging error! People will no longer be facing that infamous error when they try to start the game!
    • Cuccos have been added to the Kakariko Village! (The Cuccos are chicken-like creatures and can be found mainly in farms or villages in the Zelda game franchise.) The Cuccos, much like any normal chickens, will attempt to run away from Link if he gets too close! Why don't try and catch 'em? Don't forget to talk to Anju the famous Cucco Lady who returns from Legend of Zelda: Ocarina of Time to Project Zelda Engine's Kakariko Village, for rewards!
    • In extension to above, the old and outdated NPC events in the Character Database, (including the Cucco events), have been updated!
    • The 4-tile big heavy white rocks (lift-able if you wear the gloves) now have an snow-covered version of themselves (for Winter season).
    • The ground flowers now have a better frozen version of themselves (for Winter season). Also renamed the Flower Autotiles.
    • Give the Kakariko house windows (the ones that light during the night time) their own spites instead of using tilesets. This allows them to match with every tileset swaps made to the Kakariko Village through seasons.
    • Better Ice/freeze graphics for the enemies when they are being frozen by the spells, Ice Rod or the Ice Arrows! The ice, now, shines!
    • The Song of Time, Inverted Song of Time and Double Song of Time have their effects re-arranged, to match their roles as in the Legend of Zelda: Majora's Mask for Nintendo 64 platform.
    • Fixed portions of the stone/paved roads that previously were diggeable and now are no longer diggeable with the shovel. This includes the paved house entrances.
    • New items/weapons in the Item Inventory (Item Menu)! More info about those item names will be announced later.
    • Updates for the scripts. Optimizations and new features added to them.
    • Fix for the Lens of Truth (item)! Now, the "Eye of Truth" effect's image .png file has been properly resized to fit game's screen.
    • Fix for the Hookshot (weapon)! Link can no longer swing his sword when he is being projected towards to the object/location the Hookshot latched on!
    • Fixed some tile Passability errors, especially for the Pegasus Boots (item)! Those Passability Errors found in the tilesets, can eventually cause Link to get permanently stuck on cliff-sides while dashing with his boots!
    • The Pegasus Boots (Item) will not longer "ghostwalk" though closed doors.
    • The Bombs (Weapon) will now also have the "S" key mapped for the Bomb Placement function.
    • The wild grass is no longer cut-able with the Normal Hammer. Only the Megaton Hammer can destroy it, due to its incredibly high weight force.
    • Fixed an Ocarina bug, where you are able to play a song you haven't learned yet! (Place all the notes of a song on the notebar, then press the Cancel key, and the song is played as "successful" even if you don't know that song/haven't learned to play it!)
    • Pegasus Boots: turned off a forgotten "Through = ON" command for when leaving the current map to go to another map by dashing with the Pegasus Boots, causing Link to ghost-walk through all the buildings and stuff.
    • Updated all the white small rocks to include to them the missing auto-self switches B and C to the "Reset Enemies/Events" pages. This is vital for the respawn of the rocks every time the player enters the map.
    • The Boomerang and the Hookshot are now able to pick up small items such as rupees and hearts!
    • Improved Loading Screen with a more clear and better logo.
    • Better and more beautiful graphics for the Song of Healing.
    • More reliable Auto-Font Install script! By Night_Runner!
    • All the Font Files have been synchronized!
    • The Boomerang and the Hookshot are now able to pick up small items such as rupees and hearts!
    • Better and more beautiful graphics for the Song of Healing.
    • Bug Fix: Falling in the ground pits during the storm, will no longer reset the Storm's background music!.



    Quote
    :blizj:  THE UPDATE PATCH #2 HAS BEEN RELEASED!   :blizj: 
      The Update Patch 2, for Project Zelda Engine, fixed almost all of the bugs and problems that are found in old Project Zelda Engine in the past 3 years, making the Project Zelda Engine almost perfect! The Update Patch 2 features:
      • Fix for Invisible text Bug in the Input Character Name Screen, at the beginning of the game, where you are asked to give Link a name. (Technical bug). (A big thanks to Night Runner for his help to fix it )
      • Fix for Animation Priority Bug for the Ocarina's songs, on the maps. (Graphic bug). (Again, thanks to Night Runner for his help to fix it)
      • Fix for Ice Rod Bug (Weapon), which does not freezes the foes. (Eventing bug).
      • Fix for Auto-Font install script's failure. Script is removed, players now have to manually install any fonts for their game.)
      • New Item/Weapon added to Project Zelda Engine: The Magic Powder, which, actually, is the upgrade for the Mysterious Mushroom, and has several uses in the game. It can even be used as a weapon, however, it does not kills the enemies by any normal means; it just transforms them into something different which can be fatal for the monster's health. The Magic Powder, also, can lift curses from various innocent people, or can make them to regain their original status/form they somehow lost it - by force or accidentally-. This item, also is vital for Link to be able to upgrade his Magic Meter (much like as does in Legend of Zelda: A Link to the Past), which makes this item far from being useless in-game!
      • Improvements for HUD: HUD will receive further improvements.
      • Added Door Zoom, a feature from Legend of Zelda: A Link to the Past has been added to Project Zelda Engine.
      • Added house interiors for all the houses of Kakariko Village.
      • The Weather System and the Day/Night System have been revamped, so they no longer apply any rain/snow/day/night effects inside the interiors of the houses (that's the meant of a house having roofs! To protect it from rain and snow!)
      • Others: An ancient monolith (a stone tablet with the ancient Hylian Language's hieroglyphics carved on it) has been added to the Kakariko Graveyard's area, and can only be read with the Book of Mudora. This is the opportunity for the players to playtest the Book of Mudora and see how this book works.[/size]
      :blizj:  THE UPDATE PATCH #1 HAS BEEN RELEASED!   :blizj: 
        The Update Patch 1 is, actually, our unreleased work on the Project Zelda Engine we done to it for over 3 whole years, in a private level! This patch is the biggest patch ever applied in the game's history. All the most notable features of the Project Zelda Engine are listed bellow.
        [/list]

        ====================================================
                Info about Project Zelda Engine
        ====================================================
        Spoiler for Info about the Project Zelda Engine:
        The Project Zelda Engine (aka Zelda Starter Kit), is a game-creating tool for RPG Maker XP (and therefore it needs RPG Maker XP to run) that allows the gamers to set and create their own Zelda games.
        Every gamer who loved the Nintendo's famous and popular game franchise, The Legend of Zelda game series, now has a chance to create a custom Zelda game and share it with us, the gaming community! For this, the Project Zelda Engine Developing team works unstoppably on it to improve the engine as much as possible, ensuring that the gamer will have a full and complete set for the creation of his Zelda games. The team keeps updating and improving the Project Zelda Engine as much as possible, and a brand new features have been added to it, as well as items and weapons that open the path for the ultimate Zelda game development!

        ====================================================
                History of the Project Zelda Engine
        ====================================================
        The Project Zelda Engine exists for more than 4 years. It has changed hands many times and 3 different developing teams worked on it so far, and people, (from artists and eventers to scripters), from many countries worldwide and from all around the world, united their powers and worked together for the ultimate goal of making this Engine to be better and even better over time. With the dawn of the new year 2011, the current Project Zelda Engine Developing Team (this is our team, which is the 2nd PZE's history) has released the updated version Project Zelda Engine called "Updated Project Zelda Engine", a term used to classify it from the older versions of the same engine that can still be found on the net - The updated version we are sharing with you, is just the continuation of the excellent job done by Mastermind and his team. Our team may not be the same team as Mastermind's but the goal does not changes. It remains the same and catholic: a much better and faster and complete engine for you, the gamer to have, for the creation of zelda games, and of course, we will keep working on it to give it as more features (inspired from official Zelda games) as possible.

        ====================================================
                Features of the Project Zelda Engine
        ====================================================
        * * * CONTINUE ON NEXT POST * * *
        Title: Re: *UPDATE PATCH 3 IS COMING SOON* for Project Zelda Engine (aka Zelda Starter Kit)
        Post by: SilentResident on February 17, 2011, 09:49:12 PM
        =====================================================================
                * * * DOWNLOAD  LINKS * * *
        =====================================================================
        The updated Project Zelda Engine (aka Starter Zelda Kit), due to having a lot better quality of pictures, and also better audio format, has a bigger file size (about 115MB). It can be downloaded from:

        NEWEST VERSION:
        OLDER VERSIONS:
        =====================================================================

        ====================================================
                Technical Support and Credits
        ====================================================
        ====================================================
                Gallery of Project Zelda Engine
        ====================================================
        Title: Re: *UPDATE PATCH 3 IS COMING SOON* for Project Zelda Engine (aka Zelda Starter Kit)
        Post by: strike on February 17, 2011, 10:19:54 PM
        Song of Double Time: Doubles the duration of the Day and Night in-game by slowing the Time Flow's Speed, opposed to the default (but high) Time Flow's Speed. The day in the game's world will become longer, and the same applies for night as well. Play the song again to undo/reverse the changes done to Time Flow's speed.


        song of double time is used to ADVANCE time; inverted song of time SLOWS time in Majora's Mask. just saying.


        otherwise this is really awesome.
        Title: Re: *UPDATE PATCH 3 IS COMING SOON* for Project Zelda Engine (aka Zelda Starter Kit)
        Post by: SilentResident on February 17, 2011, 11:01:49 PM
        Song of Double Time: Doubles the duration of the Day and Night in-game by slowing the Time Flow's Speed, opposed to the default (but high) Time Flow's Speed. The day in the game's world will become longer, and the same applies for night as well. Play the song again to undo/reverse the changes done to Time Flow's speed.


        song of double time is used to ADVANCE time; inverted song of time SLOWS time in Majora's Mask. just saying.


        otherwise this is really awesome.

        Hehe, thanks! :D I had the Inverted Song of Time to allow Travel back in Time (To past), while the Song of Time will travel foward in time (Future). How do you find this?

        EDIT: the logic behind this is that the Past age is somehow the "inverted way", the "back" road, while the future is the "normal way", in front of you. Thats why we have a Song that goes foward (Song of Time), thus traveling in Future Time, and by playing the same song backwards/inverted, allows you the backwards/inverted travel (travel to Past Time) :)

        Title: Re: *UPDATE PATCH 3 IS COMING SOON* for Project Zelda Engine (aka Zelda Starter Kit)
        Post by: strike on February 17, 2011, 11:04:47 PM
        I'd have the song of time for travel to the past and have double time for forward then inverted for slow time. in keeping with the established uses in majora's mask but that's just me.
        Title: Re: *UPDATE PATCH 3 IS COMING SOON* for Project Zelda Engine (aka Zelda Starter Kit)
        Post by: Holkeye on February 17, 2011, 11:09:59 PM
        Well yeah, because "double time" means to speed up, so unless you want to confuse everyone, I would keep it that way.
        Title: Re: *UPDATE PATCH 3 IS COMING SOON* for Project Zelda Engine (aka Zelda Starter Kit)
        Post by: SilentResident on February 17, 2011, 11:11:27 PM
        I'd have the song of time for travel to the past and have double time for forward then inverted for slow time. in keeping with the established uses in majora's mask but that's just me.


        Oh wait. I think you are right. OK I am gonna change it.

        Thank you so much for your suggestions. You are always welcomed my friends!

        By the way how can add a picture/avatar to my profile? I am lost in those new forums.

        EDIT: corrected grammar - found also how to add picture to avatar.
        Title: Re: *UPDATE PATCH 3 IS COMING SOON* for Project Zelda Engine (aka Zelda Starter Kit)
        Post by: SilentResident on February 17, 2011, 11:13:09 PM
        Well yeah, because "double time" means to speed up, so unless you want to confuse everyone, I would keep it that way.

        Sure. I will gladly fix this. Thats easy. It will be fixed with the upcoming Update Patch 3: The Song of Time, Inverted Song of Time and Double Song of Time will have their effects re-arranged, to match their roles as in the Legend of Zelda: Majora's Mask for Nintendo 64 platform.

        Enjoy!

        EDIT: I updated the first Post about the additional changes the Update Patch 3 will provide to Project Zelda Engine


        EDIT 2: All the thumbnails and all the images of the main posts are updated. Now you can click them for zoom.  8)
        Title: Re: The Updated Project Zelda Engine (aka Zelda Starter Kit)! With links & pictures!
        Post by: pacdiggity on February 18, 2011, 05:39:26 AM
        I love you.
        Zelda fan game makers everywhere will want to have your babies.
        This has made me want to make one just from looking at this. How long did it take you, man?
        Title: Re: The Updated Project Zelda Engine (aka Zelda Starter Kit)! With links & pictures!
        Post by: SilentResident on February 18, 2011, 11:40:47 AM
        I love you.
        Zelda fan game makers everywhere will want to have your babies.
        This has made me want to make one just from looking at this. You long did it take you, man?

        Actually, 3 years. I also often co-operate with several scripters who work around in RMRK.net and RPGREVOLUTION.com sites. Our goal is to make a good tool even better. Thats why we keep updating it.


        EDIT: I successfully re-arranged the Songs. I am very glad the guys over here remind me how it worked in Majora's Mask. The re-arranged songs will come with the Update Patch 3.   ;)

        Awwww... I miss that game so much  :(  Too bad it cannot be played on PCs
        Title: Re: Updated Project Zelda Engine (aka Zelda Starter Kit) - with links & pictures!
        Post by: SilentResident on February 19, 2011, 04:54:29 PM
         :police:  The info about UP #3, in the first post, has been updated to include new changes!  :police:

        Due to the additional features I listed here, the release date of Update Patch 3 will be delayed and is planned for May 2011. I am sorry and I thank you for your patience, as our priority is to implement the changes to Project Zelda Engine and ensure that you will get an ever better game Engine than before!

        Credits to Derula and Night_Runner for their scripting support to make Project Zelda Engine an ever better tool for the gamers!  ^-^


        With love, SilentResident
        Title: Re: Updated Project Zelda Engine (aka Zelda Starter Kit) - with links & pictures!
        Post by: Holkeye on February 20, 2011, 01:36:53 AM
        As per the request of the OP, I've moved this out of New Projects. He/She was correct, in that it really didn't belong there, as this is more of a tool than a project. I put it here because it seemed the most logical place. If there are any objections to this, that's cool. If either the OP or another mod feels it should be somewhere different, I'd totally understand. I don't frequent the RM parts of the boards often. Also, I feel that this deserves a sticky, so I'm giving it one.
        Title: Re: Updated Project Zelda Engine (aka Zelda Starter Kit) - with links & pictures!
        Post by: SilentResident on February 20, 2011, 02:32:05 AM
        As per the request of the OP, I've moved this out of New Projects. He/She was correct, in that it really didn't belong there, as this is more of a tool than a project. I put it here because it seemed the most logical place. If there are any objections to this, that's cool. If either the OP or another mod feels it should be somewhere different, I'd totally understand. I don't frequent the RM parts of the boards often. Also, I feel that this deserves a sticky, so I'm giving it one.


        Dear Goolkeye, we thank you very much for moving it to the resources forum, as we think this tool not only offers the gamers the ability to create Zelda games, but also contains a big library of resources (images, tilesets, sound files) for the Legend of Zelda fan-made games to come, and that's why the File size of the Project Zelda Engine is more than 120 MB to download.

        Just in case someone is interested, and/or has account to other similar websites as well, the Project Zelda Engine also can be found with its own sticky post in the "Game Engines" category of RPGRevolution forums (thanks again to the moderators for their support).


        Title: Re: Updated Project Zelda Engine (aka Zelda Starter Kit) - with links & pictures!
        Post by: Holkeye on February 20, 2011, 02:46:06 AM
        Please don't advertise other websites outside of the poster board. Also, why link to this same thing on another site? Come on, now.
        Title: Re: Updated Project Zelda Engine (aka Zelda Starter Kit) - with links & pictures!
        Post by: SilentResident on February 20, 2011, 02:50:30 AM
        Please don't advertise other websites outside of the poster board. Also, why link to this same thing on another site? Come on, now.

        Oh I see the point. Im sorry. Just though in case someone wants to find more info, as this link includes the videos to youtube, the links to get zelda-like Script demos (posted by other players)  from where we loaded the scripts to Project Zelda Engine.


        EDIT: Ok, I will copy/paste post the videos here:

        Ok, here are the videos of what more we are planning to Project Zelda Engine in the very near future:




        The new File Display script, the new HUD Script can be seen here: (Post by a friend of mine)
        NOTE: the videos highlight what features have yet to be added to the Engine (80% of them will be added with the Update Patch #3, but also, what the engine lacks from the official Zelda games and where it has managed to get a convergence (if compared).
         
        http://www.youtube.com/watch?v=AUuqkxEy9CU

        ***Edit***
        the bombs do work, had to hit space, I thought it was the S button again, Pegasus boots also work just by pressing S once

        Here's the new game / load system in action

        http://www.youtube.com/watch?v=XHOVu_cKJrs


        I figured I throw in a preview of whats to come with the new Zelda Hud as well.

        http://www.youtube.com/watch?v=o696F0U1aiQ


        If you know any scripts that we may add to Project Zelda Engine, dear guys, please let us know! Its always for good!  ^-^



        EDIT 2: Oups, I updated now the links to youtube, had to remove the [ url] commands.


        NOTE: the existing old scripts of Project Zelda Engine, will not be entirely deleted. They will be turned into read-only text saved in the Scripts Editor of the Project Zelda, for future gamers to be able to find them in case they need older scripts.
        Title: Re: Updated Project Zelda Engine (aka Zelda Starter Kit) - with links & pictures!
        Post by: pacdiggity on February 20, 2011, 03:34:43 AM
        Use
        Code: [Select]
        [yt][/yt]
        tags to put youtube videos in. It takes a bit of getting used to, but it's worth it.
        @Holk: I wouldn't really call that advertising another site, more of a way of seeing more of and advertising this thing we're already looking at, and seeing other people's feedback. I know what you were saying and I'm sure you considered this, but it's just my opinion.
        Title: Re: Updated Project Zelda Engine (aka Zelda Starter Kit) - with links & pictures!
        Post by: Holkeye on February 20, 2011, 03:38:35 AM
        "Advertising" when it applies to this site, is posting links to something that could possibly usurp traffic from RMRK. For example, posting links to another RM website. I've been here a while, son.
        Title: Re: Updated Project Zelda Engine (aka Zelda Starter Kit) - with links & pictures!
        Post by: pacdiggity on February 20, 2011, 03:46:14 AM
        Ah. I concede. My thoughts don't really conflict from yours, but they do differ. But, you are indeed the wiser one in this and indefinitely all situations. Carry on then.

        The updates look really nice, btw. Great stuff.
        Title: Re: Updated Project Zelda Engine (aka Zelda Starter Kit) - with links & pictures!
        Post by: SilentResident on February 20, 2011, 11:01:15 AM
        @ Goolkeye
        @ Welfare-Daddy Pacman

        Hehe, no worries my dear friends, its ok.  :)


        EDIT: some good news! I figured it wouldn't hurt to keep the people informed about our progress with the Update Patch:  ^-^

         :police: Additional bug fixes to come with the Update Patch #3!  :police:

        Have a good time!
        Title: Re: Updated Project Zelda Engine (aka Zelda Starter Kit) - Version: Update Patch #2
        Post by: SilentResident on February 22, 2011, 03:54:51 PM
        Hello everyone! Soon, the Update Patch 3 is coming! I am so excited to announce you some very good news, regarding the Hermes script and its author, Derula!


         :police: Excellent news about the Update Patch #3!  :police:
        The old version Hermes 0.3 Message Script for Project Zelda Engine has been updated to the recently-released version 0.4! The new Hermes 0.4 will be introduced to Project Zelda Engine with the Update Patch #3!
        The Hermes Message Script 0.4 has as been greatly improved, revamped and optimized, and it has become an extremely fast script that no longer affects the Engine's performance! (Sadly, Hermes 0.3 caused major slowdowns to Project Zelda Engine, as it has been reported by players. But we finally dealt with this issue!) Hermes 0.3 allows the Project Zelda Engine to run as fast as a vanilla unmodified RPG Maker XP game! A lot faster than you can imagine, and I even personally became ecstatic with the framerate/performance increases with the new script! Hermes 0.4 offers you a complete tool set for creating your most unique conversations in your game! Hermes 0.4 includes a brand new features, commands and functions of which more details can be found at: http://uglyhorst.de/rPG%20Maker/rGSS-Scripts/hermes
        Thanks to our dear scripter Derula, Hermes 0.4 fixes several issues and game slowdowns experienced with Hermes 0.3, due to a bug in the RGSS (a very stupid bug  >:( ).
        Now, the message-reading, in the Legend of Zelda games, is a brand new experience!

        A sample picture of Hermes features the Zelda gamers will be able to enjoy in Project Zelda - Update Patch 3, and use to their games:
        (https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg121.imageshack.us%2Fimg121%2F7665%2Fhermes04.png&hash=0e31ce62951784e95e52a49ed54e4489ef4e269a) (http://img121.imageshack.us/i/hermes04.png/)

        Hermes 0.3 was really a slow script, which had impact to the general performance of Project Zelda Engine.

        List of all the issues/slowdowns caused by old Hermes 0.3 to Project Zelda Engine, due to a bug in RGSS:


        Credits to Derula for all the help he gave to help us install his script to Project Zelda Engine!

        EDIT: And I am apologizing to the gamers for the game slowdowns and "Script is Hanging" errors they experience prior to patch #3! With Update 3# say goodbye to them!
        Title: Re: Updated Project Zelda Engine (aka Zelda Starter Kit) - Version: Update Patch #2
        Post by: IAMFORTE on February 22, 2011, 10:30:31 PM
        jawdrop.gif

        Can you believe that there isn't one : O
        in any case, once i've picked said jaw of the floor

        great job!
        Title: Re: Updated Project Zelda Engine (aka Zelda Starter Kit) - Version: Update Patch #2
        Post by: Arrow on February 22, 2011, 10:55:52 PM
        This is an amazing looking project, and it's a crime that it's topic doesn't have more posts. Keep up the excellent work.
        Title: Re: Updated Project Zelda Engine (aka Zelda Starter Kit) - Version: Update Patch #2
        Post by: chakanevil on February 23, 2011, 04:52:15 AM
        I'd like to take the time to introduce, myself, I am one of the people that had recently helped Silentresident Get the new hud and Load system updated, I give him ideas, then if he agrees he tries to have it implemented, at this time I am working on creating working maps of many of the places seen in ALTTP.
        Title: Re: Updated Project Zelda Engine (aka Zelda Starter Kit) - Version: Update Patch #2
        Post by: chakanevil on February 23, 2011, 04:56:09 AM
        I'm kinda new here, so how do you give rep? I want to give rep to Silentresident, his continued efforts has made an awesome continued project that would have otherwise died.
        Title: Re: Updated Project Zelda Engine (aka Zelda Starter Kit) - Version: Update Patch #2
        Post by: chakanevil on February 23, 2011, 05:02:24 AM
        I was thinking if you wanted to, of making it's own website for project zelda, you could if you wanted to buy a domain, but make sure it has php support, a control panel, mysql, and has FTP support as well, or you could go with a free domain such as orange serve, but it would have a name such as Mydomain.orangeserve.com, but you can use dot tk to make it Mydomain.TK
        Title: Re: Updated Project Zelda Engine (aka Zelda Starter Kit) - Version: Update Patch #2
        Post by: SilentResident on February 24, 2011, 04:11:28 AM
        I'd like to take the time to introduce, myself, I am one of the people that had recently helped Silentresident Get the new hud and Load system updated, I give him ideas, then if he agrees he tries to have it implemented, at this time I am working on creating working maps of many of the places seen in ALTTP.

        Hehe, if you need any help with creating the ALTTP places, I think this gallery can be extremely useful for you.

        http://www.spriters-resource.com/snes/zeldalinkpast/index.html
        Title: Re: Updated Project Zelda Engine (aka Zelda Starter Kit) - Version: Update Patch #2
        Post by: SilentResident on February 25, 2011, 10:41:36 AM
        The today's news include the improvements on the Inventory Menu!

        We are working on the new inventory menus that will come with Project Zelda Engine's Update Patch #3. More specifically, we are working to complete the old Inventory Screen, by splitting it into 2 new seperate Screens! The first screen is the Inventory & Equipment Screen and the other is the Quest Status Screen!
        Of course, nothing is predefined, and the final result may be alot different.

        (Normal size links:)

        (https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg600.imageshack.us%2Fimg600%2F6894%2Finventoryscreen.png&hash=1305d2a43baba5ee56f6e7404eea485e45bef0eb) (http://"http://img600.imageshack.us/i/inventoryscreen.png/")

        (https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg38.imageshack.us%2Fimg38%2F7809%2Fqueststatusscreen.png&hash=6d961539adef84ecafe2589229dfbe715a4da5af) (http://"http://img38.imageshack.us/i/queststatusscreen.png/")

        (Thumbnail links:)

        (https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg600.imageshack.us%2Fimg600%2F6894%2Finventoryscreen.th.png&hash=cb0b7dbcc76ac31fcd4e32f4dbe23d13d0e78472) (http://"http://img600.imageshack.us/i/inventoryscreen.png/")

        (https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg38.imageshack.us%2Fimg38%2F7809%2Fqueststatusscreen.th.png&hash=7d56c22caf465bd9c6b2b0efd0d01f7e0bff5f03) (http://"http://img38.imageshack.us/i/queststatusscreen.png/")
        Title: Re: Updated Project Zelda Engine (aka Zelda Starter Kit) - Version: Update Patch #2
        Post by: SilentResident on March 16, 2011, 03:55:33 PM
        NEWS OF THE DAY:

        A NPC teaches Link how to play a new song!
        Hehe, dear, gamers and moderators, did you loved the way Link learned new songs from various NPCs in the Legend of Zelda: Ocarina of Time and/or Majora's Mask? :)

        Finally you can enjoy this in Project Zelda Engine! We are adding this new feature with the Update Patch #3 for Project Zelda Engine!:

        Pictures show an example of NPC teaching Link a new song!!!

        Link is being asked by the NPC if he could like to learn a new song.
        (https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg822.imageshack.us%2Fimg822%2F2002%2Fimage005qq.jpg&hash=e53d9356b305ffcc1e1466161349f3fc8e4d93d3) (http://img822.imageshack.us/i/image005qq.jpg/)

        NPC teaches Link how to play the song.
        (https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg641.imageshack.us%2Fimg641%2F4190%2Fimage000ec.jpg&hash=1a4ee9bdf0231f7abda2dde20aa7d1de51db6fe9) (http://img641.imageshack.us/i/image000ec.jpg/)

        NPC sings the song in front of Link. The player can see what music notes the NPC uses while singing.
        (https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg189.imageshack.us%2Fimg189%2F885%2Fimage011nk.jpg&hash=cf49b53d1214a3b6d82889baa6553d92daccd3a9) (http://img189.imageshack.us/i/image011nk.jpg/)

        The NPC has done her part and now waits Link to do his part by repeating what notes the NPC played. All what Link has to do is to follow the corresponding keys for each of the music notes, showed as grayed stamps in the Ocarina note bar:
        (https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg828.imageshack.us%2Fimg828%2F6842%2Fimage002ie.jpg&hash=4eb3221b1b5c79066c649797d3fb6074a49b632e) (http://img828.imageshack.us/i/image002ie.jpg/)

        If Link press a wrong key, then an error sound and X is played and therefore, he has to repeat until he succeeds:
        (https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg851.imageshack.us%2Fimg851%2F1788%2Fimage003e.jpg&hash=e6b2b07b1f570de1537c58942e37b0f1401eddbd) (http://img851.imageshack.us/i/image003e.jpg/)

        If Link manages to play the whole song correctly and without mistakes, he successfully memorizes and learns it!
        (https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg26.imageshack.us%2Fimg26%2F9930%2Fimage004gs.jpg&hash=18741890e713882a578d968a9f4b3495cbec5267) (http://img26.imageshack.us/i/image004gs.jpg/)
        Title: Re: Updated Project Zelda Engine (aka Zelda Starter Kit) - Version: Update Patch #2
        Post by: SilentResident on March 23, 2011, 09:16:27 PM
        Lol such silence in those forums :)

        Really surprised with the few comments arround. Anyone who has tried the updated Project Zelda Engine? Any comments about it? or feedbacks? :P
        Title: Re: Updated Project Zelda Engine (aka Zelda Starter Kit) - Version: Update Patch #2
        Post by: Oh Summer on March 24, 2011, 02:39:34 AM
        I love you. *starts to make a random Zelda fangame*
        Title: Re: Updated Project Zelda Engine (aka Zelda Starter Kit) - Version: Update Patch #2
        Post by: SilentResident on March 24, 2011, 02:44:18 AM
        I love you. *starts to make a random Zelda fangame*


        I love you too! I love you all the players! You are always welcomed! :D



        -EDIT-

        Hello everyone, we have a nice small surprise for the Zelda fans who are excited to hear about the Project Zelda Engine's ongoing improvements to the Menus and User Interface (UI).


        The original Project Zelda Engine's poor and lone Inventory Menu:
        Original Inventory Menu (only 1 screen)
        (https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg225.imageshack.us%2Fimg225%2F1196%2Ftheitemmenu.jpg&hash=a378df065fa51853ed7e525245f3cc5474224dbd) (http://img225.imageshack.us/i/theitemmenu.jpg/)



        The new -split into 4 screens- Inventory Menu:

        The Inventory Screen
        (https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg837.imageshack.us%2Fimg837%2F6894%2Finventoryscreen.png&hash=722b30bdf652dc28b89ee16323b3cec11e499571) (http://img837.imageshack.us/i/inventoryscreen.png/)

        The Equipment Screen
        (https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg140.imageshack.us%2Fimg140%2F2499%2Fequipmentscreen.png&hash=09478af203b69fd632263ea9032f820650170d16) (http://img140.imageshack.us/i/equipmentscreen.png/)

        The Quest Status Screen
        (https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg824.imageshack.us%2Fimg824%2F7809%2Fqueststatusscreen.png&hash=9f1920b21113feaf775f232b5d3cf5890ceb4741) (http://img824.imageshack.us/i/queststatusscreen.png/)

        The Map Screen

        (https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg189.imageshack.us%2Fimg189%2F810%2Fmapscreen.png&hash=8cb19461c16b1496379f4e2bc9535ef0ba8616ab) (http://img189.imageshack.us/i/mapscreen.png/)


        You can navigate between the 4 screens using the PAGE UP and PAGE DOWN keys. The new Inventory menu already works much smoother than the old one that came with old Project Zelda Engine. Our developing team works slowly, as we want to work on Project Zelda Engine without any pressures (we are not company - we develop the engine for free and for fun, like always), and at same time, we are working on "deeper" sections of the Project Zelda Engine we haven't touched before. Our goal is to provide the community with a really good Engine that lets you to create nice custom Zelda Games!
        To note that the work is ongoing - It will really take long time, as we are working to improve the Project Zelda Engine's functions, expand it, and minimize the usage of Common Events. Now, most of all those functions will use Scripts instead. This improves FPS. Our "Beta Testers" already proved that there is indeed a FPS increase in Project Zelda Engine's games. We are already excited with the results of that work. :)

        To note that things may change in those screens I posted above, and new screens may be added or existing ones may be changed/improved in the ongoing progress. :)

        Feel free to tell us your thoughts about it :)
        Title: Re: Updated Project Zelda Engine (aka Zelda Starter Kit) - Version: Update Patch #2
        Post by: strike on March 24, 2011, 07:03:00 AM
        Do you have to have Twilight Princess Link there or can you change that image?
        Title: Re: Updated Project Zelda Engine (aka Zelda Starter Kit) - Version: Update Patch #2
        Post by: SilentResident on March 24, 2011, 10:06:17 AM
        Do you have to have Twilight Princess Link there or can you change that image?

        Of course you can change the image. This one here is just for displaying purposes during the play-testing.
        Title: Re: Updated Project Zelda Engine (aka Zelda Starter Kit) - Version: Update Patch #2
        Post by: SilentResident on March 24, 2011, 01:09:18 PM
        Dear gamers, is there something you don't like in the Quest Status Screen or its icons?


        (https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg853.imageshack.us%2Fimg853%2F7621%2Fqueststatusscreenfull.png&hash=7dc7c8caa2c5951b274bd80be2e297630d6c03d3) (http://"http://img853.imageshack.us/i/queststatusscreenfull.png/")



        To note that the "papers" and "scrolls" around the Heart Piece Container Meter take no count, as they are for display only - they have no purposes in the game - those papers are supposed to be replaced by the game developers who need to add real items here for their games.

        Any feedback is welcomed.
        Title: Re: Updated Project Zelda Engine (aka Zelda Starter Kit) - Version: Update Patch #2
        Post by: Acolyte on March 24, 2011, 05:19:10 PM
        It looks very nice, but it seems a little excessive to have the medallions, spiritual stones, and the seasons together. That would be a really long zelda game. :V
        Will there be a window for playing songs on the menu in case you forget them?
        Title: Re: Updated Project Zelda Engine (aka Zelda Starter Kit) - Version: Update Patch #2
        Post by: SilentResident on March 24, 2011, 06:32:43 PM
        It looks very nice, but it seems a little excessive to have the medallions, spiritual stones, and the seasons together. That would be a really long zelda game. :V
        Will there be a window for playing songs on the menu in case you forget them?

        Of course, what we have added to the Project Zelda Engine is not really extensive. In Project Zelda Engine, all the Medallions (eight so far) and the Spiritual Stones (three) are 11 in total, while in the Nintendo's official game "The Legend of Zelda: Oracle of Seasons", the Dungeons are 10 (!) in total, plus some small dungeons that are not counted as dungeons, plus a complete 4-season system, despite LoZ:Oracle of Seasons being developed for the (poor) Game Boy Color!!!

        The Project Zelda Engine for RPG Maker XP (an Enterbrain's platform which has been released at 2005) features/supports just one (1) more Dungeon than the Oracle of Season for Nintendo's Game Boy Color which has been released 13 years ago, at 1998, if this is a such comparison of the term "extensive" when our goal is to give an standard amount of dungeons on a modern 2D platform, for the gamers to enjoy and play for hours.   :D

        So why not doing the same (or better) in Project Zelda Engine, which is a better, and more modern platform than the Game Boy? :)

        People may still think that the PZE is way too big, but, yet, it has been requested by the community for the creation of zelda games by the fans.

        About the songs: Yes, the songs of course will be displayed in case you may forget the notes! :) They will be shown at that black window you see on the upper right corner of the Quest Status Screen.



        By the way, here are all the 10 dungeons of LoZ: Oracle of Seasons in case you are interested for their amount: :D
        http://www.zeldawiki.org/Dungeons_in_The_Legend_of_Zelda:_Oracle_of_Seasons



        ---EDIT---

        The "map" of the Quest Status Screen that explains anything:
        (https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg200.imageshack.us%2Fimg200%2F8704%2Fqueststatusscreeninfo.png&hash=d239d4e80c2387af7c1da27abf70fc8c3e89b51e) (http://img200.imageshack.us/i/queststatusscreeninfo.png/)
        Title: Re: Updated Project Zelda Engine (aka Zelda Starter Kit) - Version: Update Patch #2
        Post by: SilentResident on March 24, 2011, 09:45:27 PM
        Will there be a window for playing songs on the menu in case you forget them?

        I am back. With a picture of how the song display will work. :)
        Here is an example picture of how an Ocarina Song can be displayed in the Quest Status Screen. See the song's description at the upper-right corner of the screen...

        (https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg853.imageshack.us%2Fimg853%2F2956%2Focarinasongdescriptiond.png&hash=9574d0aed43032d5100dd8b53a13eb3a6f287863) (http://img853.imageshack.us/i/ocarinasongdescriptiond.png/)


        I hope you find it ok! :D
        Title: Re: Updated Project Zelda Engine (aka Zelda Starter Kit) - Version: Update Patch #2
        Post by: Acolyte on March 24, 2011, 11:28:57 PM
        Oh yes, very nifty.  :)
        You guys are doing a great job.
        Title: Re: Updated Project Zelda Engine (aka Zelda Starter Kit) - Version: Update Patch #2
        Post by: CL60 on April 18, 2011, 05:55:47 AM
        Is there any way around that "Script is Hanging" error? I want to try this out, but I don't want to have to wait until the third patch comes out to do so.
        Title: Re: Updated Project Zelda Engine (aka Zelda Starter Kit) - Version: Update Patch #2
        Post by: SilentResident on April 18, 2011, 06:19:44 AM
        Is there any way around that "Script is Hanging" error? I want to try this out, but I don't want to have to wait until the third patch comes out to do so.

        Of course. Run the game and go to Tools > Script Editor. Scroll down to the end of the list of scripts and look for the "Credits" script. This is causing your "Script is Hanging errors". Edit the Credits script: one of the first lines in the script, is the line CREDITS_FONT = "Default". Heh, change the "Default" into "" and you are done. Close the Script Editor and save the game. Now the Script is Hanging Error is gone!
        Title: Re: Updated Project Zelda Engine (aka Zelda Starter Kit) - Version: Update Patch #2
        Post by: CL60 on April 18, 2011, 06:42:35 AM
        Is there any way around that "Script is Hanging" error? I want to try this out, but I don't want to have to wait until the third patch comes out to do so.

        Of course. Run the game and go to Tools > Script Editor. Scroll down to the end of the list of scripts and look for the "Credits" script. This is causing your "Script is Hanging errors". Edit the Credits script: one of the first lines in the script, is the line CREDITS_FONT = "Default". Heh, change the "Default" into "" and you are done. Close the Script Editor and save the game. Now the Script is Hanging Error is gone!

        Thank you very much. :)
        Title: Re: Updated Project Zelda Engine (aka Zelda Starter Kit) - Version: Update Patch #2
        Post by: Thunder Wave on April 18, 2011, 06:46:01 AM
        Oh I am so glad I found this thread!  I love Zelda, and on a side note, did you know the Triforce is a Fractal?  It is similar to the Sierpinski Triangle, Triforces within Triforces.
        (https://rmrk.net/proxy.php?request=http%3A%2F%2Fmathaware.org%2Fmam%2F00%2Fmaster%2Fessays%2Fdimension%2FJPG%2Ffigure18.jpg&hash=e4813597f8d9e315240b184fc4dd2d76c524ea58)
        Title: Re: Updated Project Zelda Engine (aka Zelda Starter Kit) - Version: Update Patch #2
        Post by: pacdiggity on April 18, 2011, 08:25:52 AM
        If you all haven't noticed, I have an obsession with fractals, so I don't have to be high to enjoy them.
        I love the triforce. It makes me tingly.
        Title: Re: Updated Project Zelda Engine (aka Zelda Starter Kit) - Version: Update Patch #2
        Post by: SilentResident on April 24, 2011, 07:27:52 PM
        I wish Happy Easter for everyone! :D
        Title: Re: Updated Project Zelda Engine (aka Zelda Starter Kit) - Version: Update Patch #2
        Post by: modern algebra on April 24, 2011, 11:16:54 PM
        Wow, this is very cool; how have I not noticed it until now? Keep up the good work and happy easter to you too!
        Title: Re: Updated Project Zelda Engine (aka Zelda Starter Kit) - Version: Update Patch #2
        Post by: SilentResident on April 27, 2011, 08:21:11 AM
        From the wiki. The mythical and vast world of Hyrule in Legend of Zelda series.

        (https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg155.imageshack.us%2Fimg155%2F6281%2Fhyrulefield.jpg&hash=50bdd3056f9551a35a1b059368c3688270e8130e) (http://img155.imageshack.us/i/hyrulefield.jpg/)

        The full size here (click the thumbnail):
        (https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg19.imageshack.us%2Fimg19%2F917%2Fhyrulefieldfull.th.png&hash=235a5aba48bc0e04e1680002556fcf47c5af7574) (http://img19.imageshack.us/i/hyrulefieldfull.png/)
        Title: Re: Updated Project Zelda Engine (aka Zelda Starter Kit) - Current: Update Patch #2
        Post by: SilentResident on April 28, 2011, 01:45:33 PM
        I forgot to add some info in the first page about the full Day/Night cycle. I am sorry :)
        If you have already downloaded and played the Project Zelda Engine for some minutes, then, you probably noticed it.
        I updated now the first page with some info and a picture of it.

        ====================================================
        07.)    The Day/Night Cycle has been added!
        ====================================================
        :::::  ADDITIONAL FEATURES OF THE UPCOMING UPDATE PATCH #3!  ::::: 
        The Update Patch 3, for Project Zelda Engine will bring to you even more features!:
        • The Boomerang and the Hookshot are now able to pick up small items such as rupees and hearts!
        • Improved Loading Screen with a more clear and better logo.
        (https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg824.imageshack.us%2Fimg824%2F2544%2Floadingj.th.png&hash=53f7c3aab4af97457cc317608f1d8e3e847ba7f0) (http://img824.imageshack.us/i/loadingj.png/)
        • Better and more beautiful graphics for the Song of Healing.
        • More reliable Auto-Font Install script! By Night_Runner!
        • All the Font Files have been synchronized!
        • Bug Fix: Falling in the ground pits during the storm, will no longer reset the Storm's background music!.[/size]
        Title: Re: Updated Project Zelda Engine (aka Zelda Starter Kit) - Current: Update Patch #2
        Post by: SilentResident on May 03, 2011, 08:29:00 PM
        Project Zelda Engine - Update Patch #3 Changelist


        Done:

        Yet to do:
        Title: Re: Updated Project Zelda Engine (aka Zelda Starter Kit) - Current: Update Patch #2
        Post by: SilentResident on May 08, 2011, 10:19:57 PM
        THE PROJECT ZELDA ENGINE - UPDATE PATCH #3 IS COMING VERY SOON!!!
        Title: Re: Updated Project Zelda Engine (aka Zelda Starter Kit) - Current: Update Patch #2
        Post by: skaraflame on May 11, 2011, 09:06:53 PM
        Exciting. "Zelda: Fall of the Kokiri" here I come!
        Title: Re: Updated Project Zelda Engine (aka Zelda Starter Kit) - Current: Update Patch #2
        Post by: SilentResident on May 12, 2011, 01:01:22 PM
        The Equipment Screen's Items.

        Download Link to the archive with all the icons of Equipment Screen.
        http://www.mediafire.com/?x1c7e0k907l8oba

        (https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg717.imageshack.us%2Fimg717%2F9740%2Fequipmentscreenfull.png&hash=c95b15ed3ef573bb97c59c1c0845b5e10a85515f) (http://imageshack.us/photo/my-images/717/equipmentscreenfull.png/)

        (https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg830.imageshack.us%2Fimg830%2F6716%2Fequipmentscreeninfo.png&hash=d57d4d2036491ae292136601b325a1d713020a7c) (http://imageshack.us/photo/my-images/830/equipmentscreeninfo.png/)
        Title: Re: Updated Project Zelda Engine (aka Zelda Starter Kit) - Current: Update Patch #2
        Post by: skaraflame on May 13, 2011, 05:24:17 PM
        It's telling me things are missing. There's lots of autotiles that aren't there...
        Title: Re: Updated Project Zelda Engine (aka Zelda Starter Kit) - Current: Update Patch #2
        Post by: SilentResident on May 13, 2011, 06:23:42 PM
        It's telling me things are missing. There's lots of autotiles that aren't there...


        I know what you mean. You was trying to play the outdated maps, don't you? :)
        Those maps under the "Outdated Maps" category are really OUTDATED lol - even the autotiles of the tilesets of those maps have not been updated after I renamed those autotiles (which are still here, just with a different name). All what you have to do is to point the tilesets's autotile slots to the updated water and flower autotiles.
        Title: Re: Updated Project Zelda Engine (aka Zelda Starter Kit) - Current: Update Patch #2
        Post by: skaraflame on May 13, 2011, 07:14:13 PM
        No no, I was using my own map I made.
        But I assume the solution is the same.

        Just out of interest, where are you from?
        Title: Re: Updated Project Zelda Engine (aka Zelda Starter Kit) - Current: Update Patch #2
        Post by: SilentResident on May 13, 2011, 07:26:34 PM
        No no, I was using my own map I made.
        But I assume the solution is the same.

        Just out of interest, where are you from?

        Can you be more clear, then? :) If I am right, you mean, you make your own map using the old outdated Tilesets (Tileset ID 019-023)?

        Unfortunately, those tilesets are the only Tilesets in the Tileset Editor that have been not updated. We didn't touch them as we wanted the people to be able to see samples of the old outdated maps of Project Zelda Engine. Just that :)

        In the near future we will update those 5 tilesets, along with their maps. :)
        Title: Re: Updated Project Zelda Engine (aka Zelda Starter Kit) - Current: Update Patch #2
        Post by: skaraflame on May 13, 2011, 08:18:44 PM
        I used Kokiri Forest to make outside of Link's house and Link's house interior.
        Title: Re: Updated Project Zelda Engine (aka Zelda Starter Kit) - Current: Update Patch #2
        Post by: SilentResident on May 13, 2011, 08:27:01 PM
        I used Kokiri Forest to make outside of Link's house and Link's house interior.

        I see. :) Just update the Kokiri tileset to have new autotiles (Flower, Shallow Water, Water 01, Water 02 and Water 03) and you will be fine. :)
        Title: Re: Updated Project Zelda Engine (aka Zelda Starter Kit) - Current: Update Patch #2
        Post by: skaraflame on May 13, 2011, 10:49:07 PM
        kk cheers.
        Title: Re: Updated Project Zelda Engine (aka Zelda Starter Kit) - Current: Update Patch #2
        Post by: SilentResident on May 18, 2011, 05:51:26 PM
        The Inventory Screen's item icons have been released! Over 60+ Icons for weapons, items, masks and bottles for the Project Zelda Engine!
        All of the icons are in .png file format, zelda-styled, with very good quality, and their size is 38x36.

        Download link:
        http://www.mediafire.com/?ap2v0f7g8o7zak2

        The archive contains over 60+ new icons, including improvements to existing icons:

        (https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg807.imageshack.us%2Fimg807%2F561%2Fbowandarrowba.png&hash=ffed9a9dd283d9b92e5dc615213718f5aedf5680) (http://imageshack.us/photo/my-images/807/bowandarrowba.png/")

        (https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg834.imageshack.us%2Fimg834%2F6022%2Fbootsba.png&hash=104798b300499a664edcce6e99ca231a104fbc51) (http://imageshack.us/photo/my-images/834/bootsba.png/")

        (https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg803.imageshack.us%2Fimg803%2F6568%2Fboomerangba.png&hash=44f6fbca95bd00ecfc6859c497b37ef34c2f4178) (http://imageshack.us/photo/my-images/803/boomerangba.png/")

        (https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg194.imageshack.us%2Fimg194%2F7299%2Fbombba.png&hash=105c28e71751cf06187af08eddb0e349429e8973) (http://imageshack.us/photo/my-images/194/bombba.png/")
        Title: Re: Updated Project Zelda Engine (aka Zelda Starter Kit) - Current: Update Patch #2
        Post by: SilentResident on May 18, 2011, 11:10:22 PM
        Excellent news!!! With the upcoming Update Patch #3:

        The Inventory Screen, the Equipment Screen, the Map Screen and the Quest Status Screen have been improved with HDR (High Dynamic Range) and Posterization effects!

        (https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg153.imageshack.us%2Fimg153%2F7809%2Fqueststatusscreen.png&hash=0bb096cbe90e00d88c6bdcb28244799b14cb377c) (http://imageshack.us/photo/my-images/153/queststatusscreen.png/)

        (https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg810.imageshack.us%2Fimg810%2F810%2Fmapscreen.png&hash=afd28d1f14f685fa586c4c38c4c386173d47b4ec) (http://imageshack.us/photo/my-images/810/mapscreen.png/)

        (https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg683.imageshack.us%2Fimg683%2F6894%2Finventoryscreen.png&hash=7f81948df37d78d66a73f4cf6ef81339a7249a56) (http://imageshack.us/photo/my-images/683/inventoryscreen.png/)

        (https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg163.imageshack.us%2Fimg163%2F2499%2Fequipmentscreen.png&hash=0dd64243e4501d27cf1489a7efce9fd7510e7414) (http://imageshack.us/photo/my-images/163/equipmentscreen.png/)

        When I get time, I will update the first page's old photos with the new ones.
        Title: Re: Updated Project Zelda Engine (aka Zelda Starter Kit) - Current: Update Patch #2
        Post by: SilentResident on May 20, 2011, 12:36:36 PM
        I have created as many item sprites for the Project Zelda Engine as possible, inspired by the items seen in several Legend of Zelda games.

        Here I am showing you a comparison of the sprites of items, (made by me), with the real items seen in the Nintendo's official Zelda games!

        (https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg805.imageshack.us%2Fimg805%2F3145%2Fswordandshieldsprites.png&hash=dae1e7925ea72da60c74b8096a15672edb4a3ccf) (http://imageshack.us/photo/my-images/805/swordandshieldsprites.png/)

        I hope you like them :D
        Title: Re: Updated Project Zelda Engine (aka Zelda Starter Kit) - Current: Update Patch #2
        Post by: pacdiggity on May 20, 2011, 12:40:18 PM
        Those look great!
        You should have the Giant's Knife as well and have it break after seven or so hits.
        Title: Re: Updated Project Zelda Engine (aka Zelda Starter Kit) - Current: Update Patch #2
        Post by: SilentResident on May 20, 2011, 05:06:41 PM
        Those look great!
        You should have the Giant's Knife as well and have it break after seven or so hits.

        Hehe, I will! Anything else you love to see in the engine? :)
        Title: Re: Updated Project Zelda Engine (aka Zelda Starter Kit) - Current: Update Patch #2
        Post by: pacdiggity on May 20, 2011, 11:39:22 PM
        I'd be content with life if it had the Giant's Knife in it.
        Trust me, I'd let you know if I wanted something else.
        Title: Re: Updated Project Zelda Engine (aka Zelda Starter Kit) - Current: Update Patch #2
        Post by: SilentResident on May 21, 2011, 06:36:03 AM
        I'd be content with life if it had the Giant's Knife in it.
        Trust me, I'd let you know if I wanted something else.

        Actually, I find the Giant's knife cooler than the Biggoron's sword, for some unknown reason :S I wonder why
        Title: Re: Updated Project Zelda Engine (aka Zelda Starter Kit) - Current: Update Patch #2
        Post by: SilentResident on May 22, 2011, 08:10:46 AM
        Hehe, interesting news here. While I am not someone who yells that the Zelda games are the best in the world - even if I believe it or not :D - I found something interesting: the world's most popular 43 videogame magazines/websites from many countries in the world, (at least 32 of 43 in total) rank the Legend of Zelda: Ocarina of Time as the #1 Best Game of All Time in the list of the top 8 best games in the world...

        All the magazines of the world rank which games are the best games of the world:
        http://www.filibustercartoons.com/games.htm

        OVERALL RANKINGS (all the 43 videogame magazines:)

        1    The Legend of Zelda: Ocarina of Time (32 out of 43)
        2    Super Mario 64 (26 out of 43)
        3    Tetris (25 out of 43)
        4    The Legend of Zelda: A Link to the Past (19 out of 43)
        5    Street Fighter II (18 out of 43)
        5   James Bond: Goldeneye 007 (18 out of 43)
        6    Super Mario World (14 out of 43)
        7    Final Fantasy VII (13 out of 43)
        7    Resident Evil 4 (13 out of 43)
        8    Final Fantasy III / VI (12 out of 43)
        8    Super Metroid (12 out of 43)

        (https://rmrk.net/proxy.php?request=http%3A%2F%2Fwww.werewolves.com%2Fwordpress%2Fwp-content%2Fuploads%2F2010%2F10%2FimgTwilight-Princess1.jpg&hash=fe5ed71b8fe11f58daf312e064bc8732d2cc9c3e)
        Title: Re: The Updated Project Zelda Engine (aka Zelda Starter Kit)! With links & pictures!
        Post by: Infinate X on May 23, 2011, 05:25:02 PM
        I love you.
        Zelda fan game makers everywhere will want to have your babies.
        This has made me want to make one just from looking at this. How long did it take you, man?

        I was making a VX game until I found this!
        Title: Re: Updated Project Zelda Engine (aka Zelda Starter Kit) - Current: Update Patch #2
        Post by: SilentResident on July 13, 2011, 04:09:38 PM
        Just I noticed that I have some time to post any news about our progress with Project Zelda Engine. Just in case you wanna know, in Project Zelda Engine, we are doing a good process and are improving several aspects of the engine. Here is a picture of the new and improved File Display screen (where Load/start a new game), which now it is much more improved than before :)

        (https://rmrk.net/proxy.php?request=http%3A%2F%2Fi199.photobucket.com%2Falbums%2Faa28%2Frei_wilder%2Fxasabs%2FNewDisplay.jpg&hash=5f5cfecd343bbf7a1814c66f2259aa6eb216183c)

        And a more recent picture:

        (https://rmrk.net/proxy.php?request=http%3A%2F%2Fi199.photobucket.com%2Falbums%2Faa28%2Frei_wilder%2Fxasabs%2FOoT-31.png&hash=97a903d1613c9d2524f3399a83dcb302be480bc5)
        Title: Re: Updated Project Zelda Engine (aka Zelda Starter Kit) - Current: Update Patch #2
        Post by: luiishu535 on July 22, 2011, 09:07:07 PM
        This looks great! Downloading now! I hope this comes for VX sometime, it would be awesome :D
        Title: Re: Updated Project Zelda Engine (aka Zelda Starter Kit) - Current: Update Patch #2
        Post by: Setto on July 27, 2011, 09:05:56 AM
        I made an account just to say thankyou for this, it's made my game idea a heck of a lot easier.
        Title: Re: Updated Project Zelda Engine (aka Zelda Starter Kit) - Current: Update Patch #2
        Post by: Itachi109233 on September 10, 2011, 07:22:56 AM
        So far its pretty amazing, some minor lag issues but no biggie. One question though, are you planning on making underwater travel in the game possible cause it would be hard to make a water temple without that lol :P
        Title: Re: Updated Project Zelda Engine (aka Zelda Starter Kit) - Current: Update Patch #2
        Post by: SilentResident on September 12, 2011, 02:25:50 PM
        We have some plans - the primary aim is the tileset and a deep water trigger event.  Other than that, it is not our highest priority for now. Anyways the water palace from Legend of Zelda: Link to the Past is a nice example of a possible water temple without underwater swimming for those who can't wait for the future updates :P
        Title: Re: Updated Project Zelda Engine (aka Zelda Starter Kit) - Current: Update Patch #2
        Post by: Itachi109233 on September 12, 2011, 10:49:42 PM
        We have some plans - the primary aim is the tileset and a deep water trigger event.  Other than that, it is not our highest priority for now. Anyways the water palace from Legend of Zelda: Link to the Past is a nice example of a possible water temple without underwater swimming for those who can't wait for the future updates :P

        I understand, just work on the main things for now no rush  ;)

        I could probably design my own underwater thing anyway, shouldnt be that hard, but yeah i can't wait for your future update, right when im finished my current game zelda game is up next, and i'll wait as long as you guys need to make the system perfect, good luck  ^-^
        Title: Re: Updated Project Zelda Engine (aka Zelda Starter Kit) - Current: Update Patch #2
        Post by: SilentResident on September 14, 2011, 04:30:02 PM
        News: The Project Zelda Engine, from now, will have a much better and updated logo at the first page of PZE's forums, which reflects the engine's full potentials and true capabilities at offering the players the chance to prove their game-creation skills and create their own outstanding Zelda games! :)

        The new logo of Project Zelda Engine - the Zelda Starter Kit:
        (https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg64.imageshack.us%2Fimg64%2F2117%2Fupzeldalogopics.png&hash=6096c41d490eeb4ecff87873287b30736e9cf956) (http://imageshack.us/photo/my-images/64/upzeldalogopics.png/)
        Title: Re: Updated Project Zelda Engine (aka Zelda Starter Kit) - Current: Update Patch #2
        Post by: SilentResident on September 17, 2011, 11:23:36 PM
         :blizj: EXCELLENT NEWS!   :blizj:


        The Update Patch #3 is coming this Wednesday 21 September 2011!

        Also:

        The Update Patch #4 is planned for release between December 2011 and February 2012!
        Title: Re: Updated Project Zelda Engine (aka Zelda Starter Kit) - Current: Update Patch #2
        Post by: SilentResident on September 21, 2011, 12:48:58 AM
        :D The upcoming Update Patch 3 brings the following changes to the PZE's tilesets: :D

        (https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg831.imageshack.us%2Fimg831%2F9519%2Fupdatepatch3tilesetfeat.png&hash=c3f9b19877e220248752856eac88ec85c95ab355) (http://imageshack.us/photo/my-images/831/updatepatch3tilesetfeat.png/)
        Title: Re: Updated Project Zelda Engine (aka Zelda Starter Kit) - Current: Update Patch #3
        Post by: SilentResident on September 22, 2011, 03:27:09 AM
        :blizj:  The Project Zelda Engine - Update Patch 3 version, has been released!    :blizj:


        Update Patch 3:
        Re-live moments from the Nintendo 64 game The Legend of Zelda: Ocarina of Time in RPG Maker XP, such as the learning of an ocarina song and explore new demo areas!

        (https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg827.imageshack.us%2Fimg827%2F179%2Fupdatepatch3.png&hash=affeccb25d031cbc7aa864a4daecf58635109882) (http://imageshack.us/photo/my-images/827/updatepatch3.png/)
        Title: Re: Updated Project Zelda Engine (aka Zelda Starter Kit) - Current: Update Patch #3
        Post by: Baffou on November 03, 2011, 04:33:34 PM
        Wow,  look very good, the best Zelda starter Kit ever !
        Title: Re: Updated Project Zelda Engine (aka Zelda Starter Kit) - Current: Update Patch #3
        Post by: skaraflame on November 04, 2011, 02:08:19 PM
        Nice. When the next patch comes out I'm SO re-making OoT.
        Title: Re: Updated Project Zelda Engine (aka Zelda Starter Kit) - Current: Update Patch #3
        Post by: SilentResident on November 05, 2011, 02:20:35 AM
        As our team is going well with the development of Project Zelda Engine and the intergration of it and its scripts in XASABS, in the meantime we are proud to show you some samples of the Clock Town, the town from LoZ: Majora's Mask!
        Credits to PZE team for the efforts to create a 2D version of the Clock Town!

        (https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg171.imageshack.us%2Fimg171%2F8885%2Fimage001wu.th.png&hash=466fe3ac49b1c6d0dcb86139cc7329d226754962) (http://imageshack.us/photo/my-images/171/image001wu.png/)
        (https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg836.imageshack.us%2Fimg836%2F5552%2Fimage000ke.th.png&hash=84c76ad43b1b946dbc9f88fd6ea71ea78a5c6184) (http://img836.imageshack.us/i/image000ke.png/)
        (https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg263.imageshack.us%2Fimg263%2F8702%2Fimage000s.th.png&hash=029d1cecb18fc67f9cab647bddd810b5a63674e7) (http://img263.imageshack.us/i/image000s.png/)
        (https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg84.imageshack.us%2Fimg84%2F8435%2Fimage001eg.th.png&hash=d03c046707caac5a8d5abbfff063b62ec857419e) (http://img84.imageshack.us/i/image001eg.png/)
        (https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg708.imageshack.us%2Fimg708%2F3680%2Fimage002is.th.png&hash=27dbbd1e55ca3f4209ca1702726ef8cece9762cf) (http://img708.imageshack.us/i/image002is.png/)
        (https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg405.imageshack.us%2Fimg405%2F7672%2Fimage004w.th.png&hash=d87854c068a1283f98f6482290d73f0f0a7b2173) (http://img405.imageshack.us/i/image004w.png/)
        (https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg155.imageshack.us%2Fimg155%2F5603%2Fimage005q.th.png&hash=75597efd4e8689238af8d519aae9f3baf2a8ad19) (http://img155.imageshack.us/i/image005q.png/)
        (https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg827.imageshack.us%2Fimg827%2F1681%2Fimage006vs.th.png&hash=2fa35accbcf61d2fcfd4c77016faef7612b05e54) (http://img827.imageshack.us/i/image006vs.png/)
        (https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg507.imageshack.us%2Fimg507%2F2836%2Fimage002r.th.png&hash=54262afd5eefefd88f81aaf26e1dad892a3a14d3) (http://imageshack.us/photo/my-images/507/image002r.png/)
        (https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg708.imageshack.us%2Fimg708%2F9084%2Fimage008ay.th.png&hash=b0af90bdf1dc028fb42bc70b52685950f82ef61e) (http://img708.imageshack.us/i/image008ay.png/)
        (https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg511.imageshack.us%2Fimg511%2F3993%2Fimage009.th.png&hash=20d2852793d9fa71991879720f4cbf6d06d55c40) (http://img511.imageshack.us/i/image009.png/)
        (https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg31.imageshack.us%2Fimg31%2F4893%2Fimage010f.th.png&hash=ec2627eeb58db5b5085e9b44f5d6c319cf0930aa) (http://img31.imageshack.us/i/image010f.png/)
        (https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg411.imageshack.us%2Fimg411%2F2835%2Fimage011y.th.png&hash=6c4417973a06e2ad2a6df01fa337a5ea20425b0b) (http://img411.imageshack.us/i/image011y.png/)
        (https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg847.imageshack.us%2Fimg847%2F4163%2Fimage000m.th.png&hash=fd4242a8d6bc85fcbdfa0abf18b0f8eba42e02d0) (http://img847.imageshack.us/i/image000m.png/)
        (https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg535.imageshack.us%2Fimg535%2F23%2Fimage001qc.th.png&hash=f03bfbc3f1df920f3a7e3aebec330b1546933cef) (http://img535.imageshack.us/i/image001qc.png/)
        (https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg33.imageshack.us%2Fimg33%2F403%2Fimage003y.th.png&hash=17ddcc328ab8de943a337d10426064966e44928f) (http://imageshack.us/photo/my-images/33/image003y.png/)

        NOTE: The clock is real and it rotates through a script.



        Nice. When the next patch comes out I'm SO re-making OoT.
        I can't give a release date. Who knows, maybe in 1 month or 3? :-)  -SR
        Title: Re: Updated Project Zelda Engine (aka Zelda Starter Kit) - Current: Update Patch #3
        Post by: MauroTorres on January 05, 2012, 08:46:36 AM
        Amazing, IM Waiting Patch 4 wow
        Title: Re: Updated Project Zelda Engine (aka Zelda Starter Kit) - Current: Update Patch #3
        Post by: skaraflame on January 05, 2012, 02:51:26 PM
        I assume this thing is still going?
        Title: Re: Updated Project Zelda Engine (aka Zelda Starter Kit) - Current: Update Patch #3
        Post by: SilentResident on January 15, 2012, 02:45:02 AM
        Of course.

        We have done great changes and improvements to the XASABS engine.

        We have raised the limit caps for Switches and Variables per game, from 999 and 5000 to as many as we want!
        (https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg10.imageshack.us%2Fimg10%2F4126%2F1millionswitches.jpg&hash=d8785c918b48096ff9a73f83ebe9ea6686aeb41f) (http://"http://imageshack.us/photo/my-images/10/1millionswitches.jpg/")

        -------------------------------------------------------------

        Also, a demo dungeon comes with the Update Patch 4, for anyone to play and enjoy! ;) Here are pictures of it:

        The Earth Temple (Dungeon)

        (https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg526.imageshack.us%2Fimg526%2F5339%2Fpzeearthtemple.png&hash=47e441e8a74bdc6efc0badd4ed170966bdb6e2f1) (http://"http://imageshack.us/photo/my-images/526/pzeearthtemple.png/")

        -------------------------------------------------------------

        Also we have done a great optimization in the Project Zelda Engine's total file size.
        More specifically, the upcoming UP4 has much smaller filesize than the previous versions!


        Update Patch 3's total file size: 200 MB

        Update Patch 4's total file size: 75 MB

        To note that UP4 has more features, content and stuff than UP3, but, despite this, it has much smaller filesize, without any sacrifice to the game's quality! :)  The key to this success is the .ogg audio file format and the scripted use of pictures!



        And more things. I really lost count of how many changes we have done to PZE since UP3...

        The UP4 is awesome.
        Title: Re: Updated Project Zelda Engine (aka Zelda Starter Kit) - Current: Update Patch #3
        Post by: skaraflame on January 16, 2012, 01:07:33 AM
        When's Patch #4 out?
        Title: Re: Updated Project Zelda Engine (aka Zelda Starter Kit) - Current: Update Patch #3
        Post by: SilentResident on January 16, 2012, 01:20:35 AM
        When's Patch #4 out?

        I think it won't be soon, since there is still lots of things we wanna do with it - our progress is good and with a such capable team, we wanna add as much content as possible to UP4 before we release it! :D
        Title: Re: Updated Project Zelda Engine (aka Zelda Starter Kit) - Current: Update Patch #3
        Post by: skaraflame on January 16, 2012, 01:40:15 AM
        Brilliant. I can't wait to make my epic sh*t Zelda game.
        Title: Re: Updated Project Zelda Engine (aka Zelda Starter Kit) - Current: Update Patch #3
        Post by: SilentResident on January 24, 2012, 09:36:15 AM
        I am glad to share some info about the upcoming Update Patch 4's features and improvements.

        As you see, a new button is added to the HUD, which shows Link's possible and available interactions with objects or NPCs in the game's world, or possible actions with certain weapons.
        (https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg52.imageshack.us%2Fimg52%2F4394%2Fnewpzetheactionbutton.png&hash=eda065d944a3e80754aab3c265404efc24efb623) (http://"http://imageshack.us/photo/my-images/52/newpzetheactionbutton.png/")


        Also there are some good comparison pictures between the Old PZE (up to Update Patch 3) and the new Project Zelda Engine of Update Patch 4, and especially improvements over weapons:

        The UP4 brings the use of bombs to a brand new level - throw as many bombs against your foes as you want, without facing any limitations to how many bombs you can use at a time! Also the UP4 allows you to pick up the bombs you dropped, to throw them over long distances if you want!
        (https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg832.imageshack.us%2Fimg832%2F9970%2Foldpzenewpzecomparison1.png&hash=7674c9bbcb8af3d94fca1943d86ecc0dd81d9af6) (http://imageshack.us/photo/my-images/832/oldpzenewpzecomparison1.png/)

        Improvements made to the Hookshot and Longshot as well - now those 2 weapons finally have a chain properly displayed between the hook and the base of the weapon! Also the weapon in UP4 is now much faster and has no longer those performance issues it had in the old Project Zelda Engine!
        (https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg23.imageshack.us%2Fimg23%2F9242%2Foldpzenewpzecomparison2.png&hash=21256bdc917165aaf9665b55ffcea3ff76a9112c) (http://imageshack.us/photo/my-images/23/oldpzenewpzecomparison2.png/)

        Is pointless to remind you that in the UP4, the new menus are much more customizable, fully scripted, can have as many items as you want, as many screens as you like, and the cursor is fully animated now!
        (https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg14.imageshack.us%2Fimg14%2F2007%2Foldpzenewpzecomparison3.png&hash=ecf2fc8f9922ab5938e46cd2c3cab62b3050dc70) (http://imageshack.us/photo/my-images/14/oldpzenewpzecomparison3.png/)
        Title: Re: Updated Project Zelda Engine (aka Zelda Starter Kit) - Current: Update Patch #3
        Post by: skaraflame on January 24, 2012, 11:12:22 AM
        Looks fabulous. I'll eagerly await this update.
        Title: Re: Updated Project Zelda Engine (aka Zelda Starter Kit) - Current: Update Patch #3
        Post by: Klokinator on January 27, 2012, 10:26:15 AM
        Hey guys, I'm Klokinator from the RRR forums. With the approaching of Update Patch 4, we on the PZE team have decided to create a forum where everyone will be able to share their games they've made with the PZE. Since this engine is so unique, using a ton of custom graphics made by Silent Resident, coming with maps made to resemble even the first town in LOZ: The Wind Waker, and many other things, including 90% of the old events being transformed into scripts thanks to the hard work of our own Maximusmaxy, this forum has become necessary.

        When you join, you'll notice it's brand new. We literally made it and had a little debate about what to use, culminating in the final decision, a professional MyBB forum and our own domain, all given to use by my good friend Norodo. If you want to be a part of what will surely become an exciting community, filled with many advancements and soon, some of the best Zelda fangames ever, be sure and join us at www.zeldaengine.net

        Also, for anyone who can prove an exemplary record of forumgoing, we may also be hiring moderators and such once activity picks up.
        Title: Re: Updated Project Zelda Engine (aka Zelda Starter Kit) - Current: Update Patch #3
        Post by: skaraflame on January 27, 2012, 03:24:22 PM
        Joined. It's epic.
        Title: Re: Updated Project Zelda Engine (aka Zelda Starter Kit) - Current: Update Patch #3
        Post by: SilentResident on February 19, 2012, 10:15:24 PM
        I am glad to announce that the team is done with the game's HUD's configuration!

        The last needed step needed to finish the HUD was to move the Weapon Counters to the weapon buttons (A, S, D) which are at upper right corner of screen:
        (https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg850.imageshack.us%2Fimg850%2F9937%2Fwemovedtheweaponammocou.png&hash=af17609d1f29f13d74905129e6ca2109c26d8402) (http://imageshack.us/photo/my-images/850/wemovedtheweaponammocou.png/)

        You will now see the ammo of a weapon ONLY when you have the weapon active. Its more practical that way, isn't it? :)

        -----------------------------------------------------------------

        Everyone knows that the shields play an important role in the Zelda games, and the Update Patch 4 finally brings you a complete shield system, thanks to the XAS engine.

        Here is Link using the Hero's Shield (which is a very small iron shield, usually available early in the game, before you get bigger and stronger shields such as the Hylian. Link uses the shield to protect himself from foes and their attacks. You can use the shield by pressing just the corresponding shield button on the keyboard! :)
        (https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg195.imageshack.us%2Fimg195%2F9613%2Fimage001qf.png&hash=4b40c1e7fee38a5b0203af8b979a14445572a4f7) (http://imageshack.us/photo/my-images/195/image001qf.png/)
        Title: Re: Updated Project Zelda Engine (aka Zelda Starter Kit) - Current: Update Patch #3
        Post by: SilentResident on February 21, 2012, 03:18:31 PM
        Of course, the weapons in Update Patch 4 will be overhauled, not only to look a little better in the battle, but also, to simulate some more realism.

        This means that heavy weapons such as the Megaton Hammer have to be held with 2 hands from now, much like as we have seen in Legend of Zelda: Ocarina of Time.

        (https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg716.imageshack.us%2Fimg716%2F9499%2Fweaponoverhaul.png&hash=1700b6c1d75cf98ec34c541a608c983f0f81b619) (http://imageshack.us/photo/my-images/716/weaponoverhaul.png/)

        ------------------------------------------------------------------------------------

        I got some mails by people asking if the Event Database will look different or if it will be here at all, in the upcoming Update Patch 4.

        The Event Database in UP4 has been greatly overhauled and cleaned. Now everything is sorted to its own category. This will be much easier for everyone to find the events he is looking for.

        Here is a comparison picture of the Event Databases from the previous Patches and the one from the upcoming Update Patch 4:
        (https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg696.imageshack.us%2Fimg696%2F7092%2Ftheeventdatabaseinupdat.png&hash=ba5f2ce0514c1f54fe96b556a5e621cdbc5aa7c8) (http://imageshack.us/photo/my-images/696/theeventdatabaseinupdat.png/)
        Title: Re: Updated Project Zelda Engine (aka Zelda Starter Kit) - Current: Update Patch #3
        Post by: skaraflame on February 21, 2012, 07:29:59 PM
        FAB-U-LOUS!!!!
        I keep getting more and more upset that it's not out yet with each new piece of info :3
        Title: Re: Updated Project Zelda Engine (aka Zelda Starter Kit) - Current: Update Patch #3
        Post by: SilentResident on February 24, 2012, 12:17:05 PM
        Someone in the forums requested that we let the weapons that use ammo, (ammo is the ammunition - i.e. how many arrows there are for the Bow, etc), to have their ammo counters visible in the Menus. Max is done and here is the very pleasing result:
        (https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg543.imageshack.us%2Fimg543%2F8494%2Fmenuammocounters.png&hash=88086a116004c66b72052d6be9dc462d32912026) (http://imageshack.us/photo/my-images/543/menuammocounters.png/)
        I admit, that's a nice idea! :) I like the overall appearance of the Inventory menu with the ammo counters displayed!

        We also changed the position of the ammo counters on the HUD's C-arrow buttons so they let room for the weapon type icons to be displayed:
        (https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg213.imageshack.us%2Fimg213%2F6895%2Fammocountersonbuttons.png&hash=14b306f513490db064ca3caa53da3d94902bc31f) (http://imageshack.us/photo/my-images/213/ammocountersonbuttons.png/)


        We also revamped the whole appearance of System Windowskin + System Font used in PZE.
        Now it is much closer to the 3D Zelda games!
        The System Windowskin and System Font is used when the message is not a dialog with a NPC - for example typical system messages such as "You got 100 rupees!" or "You have no magic left. Watch your Magic Meter", and more:
        Here is an example picture of a system message that asks us to tell the Bomber kid in East Clock Town, the secret password to the Bomber's hideout:
        (https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg100.imageshack.us%2Fimg100%2F7389%2Fbombercodecomparison.png&hash=0beb408302f1bf675a70c7d9b9cececdb275680a) (http://imageshack.us/photo/my-images/100/bombercodecomparison.png/)

        Enjoy!
        Title: Re: Updated Project Zelda Engine (aka Zelda Starter Kit) - Current: Update Patch #3
        Post by: SilentResident on March 15, 2012, 12:06:59 AM
        Soz for the wait, here are some samples of our work on the PZE:


        The Shop script is now completed. Its awesome and very simple in use, and has so many customization - beyond your imagination - you can even have every item display a unique description message or refer to the Item/Armor/Weapon Database's description on that item, you can set easily the conditions of the item (i.e. needs Arrow Quiver so to be able to purchase Arrows from shops, or Bomb Bag for purchasing bombs, etc). You can format the looking of the messages and much more!
        Just navigate with the cursor on the items and select them to purchase them :) :
        (https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg254.imageshack.us%2Fimg254%2F7810%2Ftheshopsystem.png&hash=b28321ce0c9ae9ef907474fa7e2cb4e6bdefc176) (http://imageshack.us/photo/my-images/254/theshopsystem.png/)

        The HUD from now will be much more neutral and realistic. Simple, more clear, and fits both 2D and 3D-styled games.
        (https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg69.imageshack.us%2Fimg69%2F9255%2Foldnewbuttonscomparison.png&hash=13dfc300da39d8f632cc57960642aca305f6ef9e) (http://imageshack.us/photo/my-images/69/oldnewbuttonscomparison.png/)

        Also we are done with the Tunics system - it is awesome with the full meaning of the word ''awesome''. Literally, it is automated and there is nothing from the part of the gamer that needs to be done:
        (https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg848.imageshack.us%2Fimg848%2F504%2Ftunicchange.png&hash=63e39d6cd19eb6d729296bffb34024066606263e) (http://imageshack.us/photo/my-images/848/tunicchange.png/)


        Enjoy!
        Title: Re: [XP] Updated Project Zelda Engine (Zelda Starter Kit) - Current: Update Patch #3
        Post by: SilentResident on March 28, 2012, 12:29:14 AM
        Chakanevil kindly took the time to create a video of some of PZE's examples and features! Hope you like it! ^^

        Here's what is in store for everyone that is waiting, and like the Team said, it's well worth the waiting time, as the UP4 is much better than UP3 ever dared to be.

        Here is the video. Best viewed in 480p (Youtube video):
        http://youtu.be/zEwEV-rDEZg

        Enjoy!
        Title: Re: [XP] Updated Project Zelda Engine (Zelda Starter Kit) - Current: Update Patch #3
        Post by: SilentResident on April 27, 2012, 06:23:04 AM
        Hello everyone! The Project Zelda Engine's UP4 Alpha Version will be uploaded within the next days! As Alpha version, we note that it may have many bugs and glitches we haven't looked at, yet.

        We will not accept any bug reports at all, and if someone posts any bug reports, we will just ignore them. This is not a Beta version, so any bug reports are pointless for now.

        The only reason we upload the Alpha Version is to finally let the people get a taste of the new engine and its features, so they get used to it until the official release of PZE's Beta and Final versions.

        I will post more news soon!
        Please check frequently this post, here, at http://www.zeldaengine.net/thread-147.html , as it may get updated with the link for downloading the PZE UP4 Alpha Version. ;)

        Have fun!
        Title: Re: [XP] Updated Project Zelda Engine (Zelda Starter Kit) - Current: Update Patch #3
        Post by: skaraflame on April 28, 2012, 01:22:11 AM
        Nicee. Excited :3
        Title: Re: [XP] Updated Project Zelda Engine (Zelda Starter Kit) - Current: Update Patch #3
        Post by: SilentResident on May 01, 2012, 04:55:52 PM
        The Project Zelda Engine - Update Patch 4 version (aka Build Number 4.0) download link here:

        http://www.mediafire.com/?bb1lj3g10t2vyal

        Note! This is an unfinished demo version, not the official, complete version of PZE UP4 (which is gonna be released sometime during or after the Summer 2012)

        Reason of giving you this demo version is because people have been asking to playtest the Update Patch 4's new features so they can plan their games accordingly as the officially-supported (and complete) version of PZE UP4 comes this Summer 2012.

        We could really like to hear your opinions and we could warn you that you can use it at your own risk as it may be pretty buggy (its an unfinished version anyways.)

        Enjoy and have fun seeing the new features of the very promising Update Patch 4!
        Title: Re: [XP] Updated Project Zelda Engine (Zelda Starter Kit) - Current: Update Patch #3
        Post by: Lethrface on May 01, 2012, 05:32:09 PM
        That is extremely impressive and already 100% better than the previous version that was released.  I almost can't even tell that it is based off of the XAS battle system.  I've been following the progress on this for a while and despite some of the features still being stripped in it's Alpha form, it's already pretty much fit for a full game if people are willing to learn how to use all of the stuff on their own.
        Title: Re: [XP] Updated Project Zelda Engine (Zelda Starter Kit) - Current: Update Patch #3
        Post by: SilentResident on May 01, 2012, 08:33:54 PM
        Thank you! xD We could really like to hear what was your first impressions from UP4? ;)
        Title: Re: [XP] Updated Project Zelda Engine (Zelda Starter Kit) - Current: Update Patch #3
        Post by: Lethrface on May 01, 2012, 08:50:43 PM
        Well I tell ya if I wasn't working on a project for a contest, I'd be using it to make a zelda game for the fun of it lol.  That's how nice it is.  I would probably strip a few features because I probably wouldn't use them but other than that, it is great.  I especially like how the mask system actually functions as well as the ocarina.  It is sad to see that the ocarina isn't yet saving the songs to the menu but seeing as this is in alpha, I expect that mostly everything will be there.  Also this version runs much smoother than the previous release and that itself is an awesome display of progress, especially in the optimizing of the scripts.  The artist also did a great job with the recreation of the town from majora's mask.  One thing that did kind of bug me was the angle at which the begger was sitting in one of the side sections but otherwise, everything looked nice.
        Title: Re: [XP] Updated Project Zelda Engine (Zelda Starter Kit) - Current: Update Patch #3
        Post by: SilentResident on May 02, 2012, 06:31:06 PM
        Hehe glad to hear. :)
        Title: Re: [XP] Updated Project Zelda Engine (Zelda Starter Kit) - Current: Update Patch #3
        Post by: SilentResident on July 15, 2012, 04:09:45 AM
        Good Morning everyone! Today is 15 July 2012.

        We made progress on the engine and we proudly accomplished many new achievements on the Engine.

        I am totally impressed with the nice work done so far.

        --------------------------------
         20+ Bugs fixed!
        We corrected over 20+ bugs, both visual and technical bugs, and now anything, at least anything we playtested so far, works perfectly.
        Bugs we addressed include the weapon ones, such as Bomb Explosion Pushback glitch, Bow Animation Loop glitch, and more.
        and also the "Night of X Day" message is now set to be displayed ONLY when the Clock Mode is set to Majora's Mask Mode.

        --------------------------------
         File Display Screen is now complete!
        Also we are giving the finishing touches to the File Display Screen and the result is simple, yet beautiful:
        (https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg189.imageshack.us%2Fimg189%2F5282%2Fimage0012.png&hash=bd6f2635d57b6ebd116740747931018d08c21c2e) (http://imageshack.us/photo/my-images/189/image0012.png/)

        --------------------------------
         Animation tones unaffected by Screen Color Tones
        Also, thanks to a new script, the animations (any animations we want to) can now be placed onto a special Layer which keeps them unaffected by any Screen Color Tone changes on a map or cutscene! This is handy for the Ocarina songs which can look pretty ugly if played during the nighttime, etc.
        (https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg856.imageshack.us%2Fimg856%2F1290%2Fimage000jw.png&hash=ba167dfe7e2bdbc8e3b49e66dcaadce1927e8134) (http://imageshack.us/photo/my-images/856/image000jw.png/)

        --------------------------------
         Displaying Music Notes in Menu
        We created a very simple way of displaying the Music Notes for your songs in the Quest Status Screen.
        As you see, the notebar in Quest Status Screen will display the notes you put in the Description Field for that particular Song in Items Database:

        (https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg24.imageshack.us%2Fimg24%2F5679%2Fmenusongnotes.png&hash=f1231c1a634f75512f5252a65cd9ecd5601da1e3) (http://imageshack.us/photo/my-images/24/menusongnotes.png/)

        For example the Goron's Lullaby consists of the following notes in the following sequence:  A, Right, Left. A, Right, Left, Right, A. And so, we put in the Song's description field: ARLARLRA and the notes will be displayed in the menu! Enjoy! :)

        --------------------------------
        Automated Season Indicator!
        We also, finally, are done with the Season Change mechanism.
        Now, Link is fully animated when he spins the rod of Seasons around him, and also the Seasoned Tree Stump works like charm so you shouldn't stuck at it when you climb it!
        Also we added a much better Season Indicatorin UP4, which is alot better than it was in the previous version of PZE: its fully scripted, and uses a Picture Zoom feature as it emerges in your screen for a few seconds, before it goes away. :)
        (https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg687.imageshack.us%2Fimg687%2F5778%2Fseasonindicator.png&hash=88e9b7bcacf5addf57d9eebf39b22a20426239f8) (http://imageshack.us/photo/my-images/687/seasonindicator.png/)
        Now the Season Indicator will be displayed in the following cases:
        -when the player starts game.
        -when the player changes a season.

        We could set it to be displayed as player transfers from one map to another, but we found it to be too annoying and tiring. Enjoy!

        --------------------------------
        The Bomb Flower!
        Guess what we added to the PZE!
        The famous Bomb Flowers which firstly have been introduced in the Legend of Zelda: Ocarina of Time and since then made their appearance in various Zelda titles, return today to the Project Zelda Engine!
        (https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg406.imageshack.us%2Fimg406%2F4292%2Fbombflower.png&hash=f187186d4582757caba9105e84169bdd5b28f8b8) (http://imageshack.us/photo/my-images/406/bombflower.png/)
        As soon as you pick it up, you have a limited time to carry it with you and drop it before it explodes in your hands. Isn't awesome? :)

        --------------------------------
        Walk while holding a Shield!
        Another new feature we implemented to the Project Zelda Engine is Link's ability to walk while holding shield to protect himself!
        So far, he was unable to walk with a shield in his hand. But thanks to Night Runner's awesome work, now Link can walk around while he holds the shield to defend himself from enemy attacks!
        (https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg651.imageshack.us%2Fimg651%2F7261%2Fshieldwalk.png&hash=a69415ae741e5c1c0ddca70f97610e8d2a528de0) (http://imageshack.us/photo/my-images/651/shieldwalk.png/)
        I am pretty sure the Zelda gamers prefer Link to be able to walk arround with his shield than standing idle in his place when he is attacked!

        --------------------------------

        Stay tuned for more news soon! :)
        Title: Re: [XP] Updated Project Zelda Engine (Zelda Starter Kit) - Current: Update Patch #3
        Post by: SilentResident on July 15, 2012, 06:49:38 AM
        We worked a little more on the Bomb Flowers and now they feature a Growth Stage!:
        (https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg407.imageshack.us%2Fimg407%2F7458%2Fsnewgraphicsandgrowthst.png&hash=5540f1e410cbed14b24d46b20c3970eea74f1bbf) (http://imageshack.us/photo/my-images/407/snewgraphicsandgrowthst.png/)

        The Bomb Flowers will regrow back to their original stage a few seconds after their previous bomb has been exploded, so you can re-use the same flowers as many times as you want. You can blow off a whole map! :) Very simple.
        You can place as many Bomb Flowers on a map if you want, without any negative impacts to the game's performance!

        Really I like those strange flowers! Zelda games that had Bomb Flowers were pretty funny! Ninty and Shigeru Miyamoto are my most favorite game creators!
        Title: Re: [XP] Updated Project Zelda Engine (Zelda Starter Kit) - Current: Update Patch #3
        Post by: skaraflame on July 15, 2012, 12:02:21 PM
        I genuinely couldn't possibly be more excited for this. This is turning out better than Pokemon Essentials.
        Title: Re: [XP] Updated Project Zelda Engine (Zelda Starter Kit) - Current: Update Patch #3
        Post by: chakanevil on August 03, 2012, 03:33:07 PM
        The PZE Team is in much need of Scripters, Eventers, and Mappers, not so much on Artists.

        If you have any experience with XASABS that is a plus as well.

        We really do need talented scripters, and these postions are almost a guaranteed position on the team, but the level of scripting has to be a great understanding as it is pretty complex, so please understand that we can not accept basic and newly begining scripters, unless they really have a firm grasp on the ruby system.

        With Max away from the scenes with no reason given and Night Runner retiring soon, and Thunder away for studies, UP4 may be the last release ever.

        Silent Resident is starting to fell the pressure and is also considering retiring, so expanding the team would really uplift her spirits.
        Title: Re: [XP] Updated Project Zelda Engine (Zelda Starter Kit) - Current: Update Patch #3
        Post by: SilentResident on August 15, 2012, 08:08:00 AM
        We have done a significant progress on the Update Patch 4 for the Project Zelda Engine. Today we are sharing with you some info about those new features, capabilities and mechanisms that have been added to the starter kit, with the primary goal of enriching it, and turning into a capable Zelda Starter Kit for creating your nostalgic games with.


        New or existing items:
        Of course lets start with some of the improvements on existing items, or the addition of new items to the engine:
        The Lens of Truth now have been turned into a full script, which updates in real time! As real time, we mean as soon as an enemy or object falls within the range of the Lens, it's truth will be revealed to you!
        (https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg338.imageshack.us%2Fimg338%2F484%2Fimage006q.png&hash=a8b840a0188d1f33c9993865e12c5a4103e2d9aa) (http://imageshack.us/photo/my-images/338/image006q.png/)

        The Powder Keg (from Legend of Zelda: Majora's Mask) and the Super Bomb (A Link to the Past) have been added to PZE, and are unique that they feature a much bigger explosion radius and have a stronger explosive force which can really hurt Link alot if standing near it.
        (https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg6.imageshack.us%2Fimg6%2F8913%2Fimage004gb.png&hash=e7da2f1fd65ac06a55aaa59a1aa101d9b779d9ef) (http://imageshack.us/photo/my-images/6/image004gb.png/)

        New enhancements:
        The Transformation Masks now will no longer, instantly, transform Link from one form to another. Instead, they will now have a beautiful, Majora's Mask-styled transition, which allow for a gradual transformation that can be of many frames per second as you wish, and brings more realism to your game!
        (https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg837.imageshack.us%2Fimg837%2F5977%2Fimage005i.png&hash=85958cda1cff9d7b17ba64205822c6cfe55dec62) (http://imageshack.us/photo/my-images/837/image005i.png/)
        Also our dear Deku Link, now is using the Pipes of Awakening to play the songs!
        (https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg849.imageshack.us%2Fimg849%2F6355%2Fimage007z.png&hash=1417ccceaf9d4cdfafc84485b09c81d859bd573c) (http://imageshack.us/photo/my-images/849/image007z.png/)

        New Mask Forms:
        The long-waited Fierce Deity's Mask which many Zelda fans love and call with the nickname "Oni Link", finally makes its return to the Project Zelda Engine! Now, Link can transform into an adult Fierce Deity Link, and in this new form, he is equipped with the finest sword: the Double Helix Blade.
        (https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg20.imageshack.us%2Fimg20%2F4272%2Fimage009x.png&hash=d7864bbd47c875f867e53ea116cca0c82e36c8a2) (http://imageshack.us/photo/my-images/20/image009x.png/)

        New interiors and maps to playtest!
        Although they seem not necessary in a Starter Kit, we decided that some more maps will bring you some extra Zelda-related mechanisms and unique features which you can use in your games if you want so. Those includes a "black market" styled Curiosity Shop from Legend of Zelda: Majora's Mask!:
        (https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg254.imageshack.us%2Fimg254%2F9126%2Fimage003xz.png&hash=346227753559edd3060c08164f49f467de37fd14) (http://imageshack.us/photo/my-images/254/image003xz.png/)

        New companion!
        We kept the best news for the end! Try guess who has been returned to the Project Zelda Engine Update Patch 4!
        Epona the Horse! The famous animal friend of Link, who accompanies him in his adventures, now is available for you to ride and explore the vast world of Hyrule with her!
        Epona can be called through 2 ways so far, (but you can add more ways of calling her, if you wish): By playing the Epona's Song, or the Horseshoe Flute (aka Horse Call)! Of course, when you call Epona, you can see her as she is coming at you, and when you dismount her, you will see her leaving!
        (https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg14.imageshack.us%2Fimg14%2F6397%2Fimage001pp.png&hash=89b96dfcb7a27232decb29e66b078d86407c5fc3) (http://imageshack.us/photo/my-images/14/image001pp.png/)

        Epona is a ride-able female companion of Link, which allows him to travel across maps at a higher speed, jump over obstacles, and engage in mounted combats with other enemies.  But Epona may not be called in, or enter, the indoor maps such as houses and dungeons. Also in the Starter Kit you can define which weapons/items may not be used while riding her. We don't want a crazy Link to throw bombs on her head while riding, or to transform himself into a heavy Goron that could kill Epona with his weight. Could we?
        (https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg809.imageshack.us%2Fimg809%2F6315%2Fimage000c.png&hash=85ee41485073ee591ede9e069edbdfe15f50e8a7) (http://imageshack.us/photo/my-images/809/image000c.png/)

        As we mentioned above, we granted Link the ability to engage in mounted combat and fight enemies while is riding. Link, so far, is able to use the Bow and the Sword, which can bring a new immersion to your games! The movement controls of Epona, of course are easy, simple and pretty much the same as the ones of Link. The Shield in the Z Button (Shield key) is automatically being replaced by the Bow which saves you from having to assign the bow manually to the C-Buttons to use while riding Epona! ;)
        (https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg844.imageshack.us%2Fimg844%2F4325%2Fimage002t.png&hash=edbe51e4db658e43148387965d04f38cce5af017) (http://imageshack.us/photo/my-images/844/image002t.png/)


        That's all for today! :) We hope you are excited to try the Project Zelda Engine Update Patch 4 when it comes out!

        Have a nice day!


        Title: Re: [XP] Updated Project Zelda Engine (Zelda Starter Kit) - Current: Update Patch #3
        Post by: SilentResident on September 01, 2012, 08:17:54 PM
        Guess it is the time some news about our work on the Project Zelda Engine Patch 4 (well, lets from now call it PZE Version 4 Build 0!).

        Really, this period we are mostly spending our time debugging the scripts and tools of Project Zelda Engine, so the engine has the minimal amount of bugs possible before the engine's release to the public. We also are adjusting some details about the weapons so they function properly. For example the Bomb Arrows now consumes BOTH 1 Arrow Ammo and 1 Bomb Ammo.

        We made progress on the configuration of the PZE's swimming system and sword spin attack. ;)  Here are some samples of the work doing this second half of August. ;)

        The Sword Spin Attack is a work in progress and we are aiming to give you a realistic spin attack in the style of most 3D Zelda games, although it is kinda difficult to replicate it in a 2D platform such as Project Zelda Engine.
        (https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg849.imageshack.us%2Fimg849%2F5918%2Fimage003cb.png&hash=81354ef9ba9cd80be5b24b532ec06fdd0a1a7b23) (http://imageshack.us/photo/my-images/849/image003cb.png/)

        ----------------------------------------------


        We made decent progress at configuring and setting a nice swimming system for you all the Zelda gamers to enjoy in their games! We are providing you the best Swimming System that can be used with ease, and efficiency.
        You can set the swimming systems parameters very easily - for example be allowed to swim without flippers like in Legend of Zelda Ocarina of Time, or flippers are required to avoid drowning like in Legend of Zelda A Link to the Past.
        (https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg341.imageshack.us%2Fimg341%2F8314%2Fimage001kz.png&hash=ce4db6dce3bc4b1e53404b5a18212d5c7d4f4f74) (http://imageshack.us/photo/my-images/341/image001kz.png/)

        (https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg21.imageshack.us%2Fimg21%2F2876%2Fimage000tt.png&hash=1ce3f7f4badb2484af225cd8639e573a0124b207) (http://imageshack.us/photo/my-images/21/image000tt.png/)

        To set which water tiles are swimmable, in UP4, is very simple: just go to Tileset editor and set the Terrain Tag for the Tiles from #0 to #4, which is the terrain tag associated with Water tiles (swimmable). ^_^ 
        The rest is absolutely automated: if you have no flippers and try enter the water, you will get drown, lose some health, and then respawn to the nearest safe tile you was before you get drown.

        The swimming system in UP4 is purely automated and fully scripted, with awesome performance and very impressive animations, and swimming has a slower movement speed than walking, and there is no extra configuration needed to be done by you the gamers.

        In older versions of PZE, such as UP3, on the other hand, the swimming system didn't exist at all - you had to set it manually, using events, and it was a pain to set it. It needed thousands of events to make it work, and this often caused map lags.


        ----------------------------------------------


        Next has to do about the Magic Beans (an inventory item seen in 2 Zelda games so far - Legend of Zelda Ocarina of Time and Legend of Zelda Majora's Mask)
        The Magic beans can be purchased and be planted into patches of soft soil. but to grow, they definitely will need from you to wait.... 7 years. Of course some people may not have that much patience and wait 7 years, so we gave you some extra options such as using a bottle with water, or the Song of Storms to summon a thunderstorm, will cause the Bean plants to grow and mature, allowing you to climb on them and transport you to secret areas of a map.
        (https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg267.imageshack.us%2Fimg267%2F3289%2Fimage005f.png&hash=fd4b5251240266c1a827c6b7e20920c14bdc7286) (http://imageshack.us/photo/my-images/267/image005f.png/)


        ----------------------------------------------

        Who doesn't love the adorable Deku Link and his ability to fly with the help of the Deku Flowers? Here is some progress done on allowing the Deku Link to use Deku Flowers in Project Zelda Engine and be able to fly around on the game's map, for a short period of time, and reach difficult or impossible areas.
        (https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg407.imageshack.us%2Fimg407%2F3362%2Fimage003lx.png&hash=600e412a3cf72d9109eb706b2dd22a219a5c4919) (http://imageshack.us/photo/my-images/407/image003lx.png/)


        Also we made a nice progress to finish the maps that come with Project Zelda Engine, and we are pleased with the results of our work! Here are some samples - the Knife Room in Stock Pot Inn!
        (https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg96.imageshack.us%2Fimg96%2F2962%2Fimage001zz.png&hash=a0cc74737572693624eed1c06cce50b626e8aca1) (http://imageshack.us/photo/my-images/96/image001zz.png/)

        The Treasure Chest Mini Game Shop! Play and win prizes! (if you are a fair gamer, do not use the Lens of Truth to see what the treasure chests may hide from you!)
        (https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg210.imageshack.us%2Fimg210%2F6982%2Fimage000uq.png&hash=c4278921718975acbb589496f1b34ddd4636d508) (http://imageshack.us/photo/my-images/210/image000uq.png/)
        Can't decide which chest has the key to bigger prizes? Cheat you way with the Lens of Truth (Just make sure you don't tell that to the Game shop's operator, she won't be very happy!!
        (https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg214.imageshack.us%2Fimg214%2F4374%2Fcheatyourwaytotheprize.png&hash=9e6cc1acc52e44ae2c8fe0b1346cc5cdafb514aa) (http://imageshack.us/photo/my-images/214/cheatyourwaytotheprize.png/)


        Stay tuned! :)
        Title: Re: [XP] Updated Project Zelda Engine (Zelda Starter Kit) - Current: Update Patch #3
        Post by: SilentResident on December 12, 2012, 02:35:01 PM
        Hey there guys, I am back to work, now doing the final touches to many of PZE's sprites.

        What do you think of Epona's new sprites? Credits will be given to the author of the original, pixelated model.

        (https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg826.imageshack.us%2Fimg826%2F8076%2Fsmodelimprovements.png&hash=2a47e3ec47e53b5dcdbf1ac769bde0c6c44e1779) (http://imageshack.us/photo/my-images/826/smodelimprovements.png/)
        Title: Re: [XP] Updated Project Zelda Engine (Zelda Starter Kit) - Current: Update Patch #3
        Post by: SilentResident on December 14, 2012, 06:17:16 PM
        I improved abit the sprites of the Bomb Flowers in PZE after I saw how awkward and dull they looked, compared to the Bomb Flowers on some other Zelda games/remakes I found today on the internet:
        (https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg198.imageshack.us%2Fimg198%2F5891%2Foot2dbombflowers.png&hash=107c5d977cb93fe43a787e38dda196909902ca41) (http://imageshack.us/photo/my-images/198/oot2dbombflowers.png/)

        Of course, the PZE users will find both versions of Bomb Flowers in PZE, and pick up the one that suites them better for their games:

        (https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg577.imageshack.us%2Fimg577%2F9587%2Fpzebombflowers.png&hash=6ae74037c6724f95273711bc5caf36dc75265c86) (http://imageshack.us/photo/my-images/577/pzebombflowers.png/)

        It may be improved further, if possible. ^_^
        Title: Re: [XP] Updated Project Zelda Engine (Zelda Starter Kit) - Current: Update Patch #3
        Post by: SilentResident on December 15, 2012, 04:31:25 PM
        Hello! Today was a nice day, the team is back to work and we finished some work in the Project Zelda Engine.

        1) The Swimming System is now complete!
        The visual equipment glitch while swimming, has been fixed. Now we now only have to set up the Swimming settings for each of Link's mask forms (Goron, Deku, etc)! :)

        2) The Bomb Flower's mechanism and graphic have been improved further!
        The Bomb Flowers will now react to any harmful sword hits or bomb explosions, which will cause the Bomb Flowers to explode too!
        This means that the gamers will need to be careful when fighting enemies near a bomb flower, as triggering an accidental explosion may kill him especially if he is low in health.

        This opens up a thousand of new possibilities for puzzles in your Zelda games! :)

        (https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg541.imageshack.us%2Fimg541%2F5317%2Fwefinishedthebombflower.png&hash=668e80ff49fccd8d6ce1268a27b41e07308f61b5) (http://imageshack.us/photo/my-images/541/wefinishedthebombflower.png/)
        Title: Re: [XP] Updated Project Zelda Engine (Zelda Starter Kit) - Current: Update Patch #3
        Post by: IAMFORTE on December 15, 2012, 05:32:26 PM
        Its been a while since I've looked at this, Damn you've done great work!
        Title: Re: [XP] Updated Project Zelda Engine (Zelda Starter Kit) - Current: Update Patch #3
        Post by: Dark_Metamorphosis on December 15, 2012, 08:45:52 PM
        This is truly amazing! Making a fan game out of one of the best series ever, with these kind of resources.. wow that would be insane :D

        Too bad I dont have RMXP, since I guess Its built around that engine? :(
        Title: Re: [XP] Updated Project Zelda Engine (Zelda Starter Kit) - Current: Update Patch #3
        Post by: SilentResident on December 15, 2012, 10:57:49 PM
        This is truly amazing! Making a fan game out of one of the best series ever, with these kind of resources.. wow that would be insane :D

        Too bad I dont have RMXP, since I guess Its built around that engine? :(

        hehe PZE has 500 resources of all types - sprites, icons, charsets, audio, windowskins, and more!
        Yeah it is build on RMXP. ^_^
        Title: Re: [XP] Updated Project Zelda Engine (Zelda Starter Kit) - Current: Update Patch #3
        Post by: modern algebra on December 16, 2012, 03:26:43 AM
        Wonderful stuff SilentResident!
        Title: Re: [XP] Updated Project Zelda Engine (Zelda Starter Kit) - Current: Update Patch #3
        Post by: SilentResident on December 16, 2012, 02:47:42 PM
        MetalZelda's effort to add portraits of items to the messages, inspired the team and so we accepted the idea!

        The idea is based on the display of items in message boxes, much like in the official Zelda games such as Legend of Zelda: The Wind Waker and Legend of Zelda: Twilight Princess:
        (https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg528.imageshack.us%2Fimg528%2F1219%2F91412430.jpg&hash=c9adbd084e4bf660bd31b0f5c8b82b1025040f05) (http://imageshack.us/photo/my-images/528/91412430.jpg/)


        Now, in Project Zelda Engine the messages have been re-worked to display the Item within the message box!:

        (https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg26.imageshack.us%2Fimg26%2F5770%2Fitemgainmessagecomparis.png&hash=c9e8b6de8d9f836b149373cb48eb5baa104ac6ee) (http://imageshack.us/photo/my-images/26/itemgainmessagecomparis.png/)

        Of course the image can be modified to display whatever else you like, such as 3D models of those items found in the official Zelda games, provided that you have the resources (They won't come with PZE):
        (https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg209.imageshack.us%2Fimg209%2F5964%2Fitemgainmessageupd.png&hash=981d08861edc100caf8d29bc2236f838b55c2782) (http://imageshack.us/photo/my-images/209/itemgainmessageupd.png/)

        Thanks to Metal Zelda for the inspiration and to Chakanevil for the persuasion :P
        Title: Re: [XP] Updated Project Zelda Engine (Zelda Starter Kit) - Current: Update Patch #3
        Post by: SilentResident on December 19, 2012, 06:20:36 PM
        Hello! We have been working those days to improve and finish the ''Got Item!'' messages that are displayed when Link obtains a new item or weapon.

        Our team is happy to announce that the Project Zelda Engine can play animations on the message text boxes!

        You set a message to play an animation for that weapon you just found in a treasure chest.
        The weapon and/or the light in the background can be animated, in the style of the Legend of Zelda: The Wind Waker game and newer Zelda titles!

        (https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg856.imageshack.us%2Fimg856%2F6503%2Fanimationinmessages.png&hash=26554a731b8d595aecce16a84adf4838d4e5174a) (http://imageshack.us/photo/my-images/856/animationinmessages.png/)


        The animations in message boxes are optional and can be set at will. You can have them to display only important items or all the items, including trading items, rupees, dungeon keys, and more.

        However this feature have a limitation: only 3 frames can be played for every item's animation. This limit cannot be increased and this means that you may not have high expectations for playing long animations in textboxes.

        The files for the animations are stored in the Pictures Folder of Project Zelda Engine and e that can have the animations for up to 4 weapons/iteps per file. Each weapon/item has its own row of animation, which is independent from other weapons in that file. The Engine reads the animations from top to bottom, in an animation loop.

        (https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg33.imageshack.us%2Fimg33%2F4666%2Ffaceanimationitemobtain.png&hash=15acfddfe823a6c7b0cf4929b439400239b75f2f) (http://imageshack.us/photo/my-images/33/faceanimationitemobtain.png/)

        (https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg203.imageshack.us%2Fimg203%2F4666%2Ffaceanimationitemobtain.png&hash=9d871fee0fd68b34337b9e0d0a814cfd6e3447e3) (http://imageshack.us/photo/my-images/203/faceanimationitemobtain.png/)

        (https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg542.imageshack.us%2Fimg542%2F4666%2Ffaceanimationitemobtain.png&hash=d88f5c078b722866fb06cfe3079c67b95fe65e3a) (http://imageshack.us/photo/my-images/542/faceanimationitemobtain.png/)

        Enjoy! Soon we will post up the news about the new, improved Map Slide feature of Project Zelda Engine.

        Credits for the idea go to MetalZelda, a member of the community, and the credits for the support of a such feature go to Hermes Advanced Message System by Derula.
        Title: Re: [XP] Updated Project Zelda Engine (Zelda Starter Kit) - Current: Update Patch #3
        Post by: SilentResident on December 23, 2012, 03:53:28 PM
        (https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg833.imageshack.us%2Fimg833%2F1817%2Fupzeldalogo.png&hash=45025538e872decc74746930a896ffb4d598b56e) (http://imageshack.us/photo/my-images/833/upzeldalogo.png/)

        Excellent news.

        The Project Zelda Engine Developing team is reborn from its ashes and now it has 3 scripters!
        2 new scripters joined today our team and we all together may greatly accelerate the development of our great engine!

        The new PZE Developing Team members are:
        -Gameface
        -Mr. Wiggles

        Have a nice day and I hope the happy news will re-ignite the flare of creativity and adventures, in the souls of the Zelda gamers, who wait patiently for the upcoming Project Zelda Engine: The Advanced Zelda Starter Kit!

        Zelda and Nintendo, forever!
        Title: Re: [XP] Updated Project Zelda Engine (Zelda Starter Kit) - Current: Update Patch #3
        Post by: SilentResident on December 30, 2012, 03:59:02 PM
        The World Map is now finished! All the demo areas and locations from official Zelda titles that are reimplemented into the Project Zelda Engine (such as Clock Town, Kakariko Village, Earth Temple, Sacred Grove, Forest of Time, Hylia Pond, and more,) are now connected to each other via a new area, the Faron Fields, made by the PZE team, and which is an open-grass field with few trees. The fields now acts as the main transport location that leads to all other locations on the map, connecting the Clock Town with all the other settlements in the world! :)

        The world now is set and ready, for the gamers and the users of the Starter Kit, to explore when the Update Patch 4 comes out! :)


        (https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg827.imageshack.us%2Fimg827%2F3379%2Fworldmapfinished.png&hash=d221a5d672cef2c244cf663e072148503de95d88) (http://imageshack.us/photo/my-images/827/worldmapfinished.png/)

        Enjoy! :)
        Title: Re: [XP] Updated Project Zelda Engine (Zelda Starter Kit) - Current: Update Patch #3
        Post by: modern algebra on December 30, 2012, 06:03:36 PM
        Amazing as always. Keep up the wonderful work!
        Title: Re: [XP] Updated Project Zelda Engine (Zelda Starter Kit) - Current: Update Patch #3
        Post by: SilentResident on December 31, 2012, 10:06:58 AM
        Hehe, thank you! ;D
        Title: Re: [XP] Updated Project Zelda Engine (Zelda Starter Kit) - Current: Update Patch #3
        Post by: Grafikal on December 31, 2012, 04:11:28 PM
        I don't actually work on any more RM games or mess with this stuff or really ever have a reason to really check out topics about RM games, but I always always always look at this topic when you post something, SilentResident. The updates you post in here about this Engine is incredible. It always pulls me towards wanting to do something again. You and your team keep up the great work!
        Title: Re: [XP] Updated Project Zelda Engine (Zelda Starter Kit) - Current: Update Patch #3
        Post by: SilentResident on December 31, 2012, 05:14:26 PM
        I don't actually work on any more RM games or mess with this stuff or really ever have a reason to really check out topics about RM games, but I always always always look at this topic when you post something, SilentResident. The updates you post in here about this Engine is incredible. It always pulls me towards wanting to do something again. You and your team keep up the great work!

        Thank you alot! Your kind words inspire us to keep up on our good work! :D Soon we have great news to post, about the improved (action battle system's) Sword techniques, which grant the player more ways of killing enemies on the map and give him a unique experience, - all what you have to do is just to press key combinations or hold a specific key down for a certain time! Pretty simple!
        Also we are gonna post news of our brand new Diving System (press Spacebar while swimming in water tiles and your character will dive, allowing you to avoid obstacles or enemy attacks!)

        We have so many things to announce soon, and with more details. I feel there is never enough time to announce them all in a single day! hehe ;D

        Stay tuned! :)

        Title: Re: [XP] Updated Project Zelda Engine (Zelda Starter Kit) - Current: Update Patch #3
        Post by: SilentResident on January 02, 2013, 02:36:20 AM
        Now that everyone in the PZE Team is gone for a break from PZE and enjoys relaxation those days of the Christmas and the New Year, I got the free time and the opportunity to give some attention to the poor or low quality icons and graphics of the engine, and I gave them new looks.

        But I am not sure if the people will like them. Here they are!

        Dungeon Compass
        (https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg405.imageshack.us%2Fimg405%2F9540%2Fidungeoncompasscomparis.png&hash=5f72536894448a8a27e1f7b498fc82ed896f4e09) (http://imageshack.us/photo/my-images/405/idungeoncompasscomparis.png/)

        Dungeon Small Key
        (https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg209.imageshack.us%2Fimg209%2F4021%2Fidungeonkeycomparison.png&hash=31dc2caf07bd59b9318338db6194330dc1a251cb) (http://imageshack.us/photo/my-images/209/idungeonkeycomparison.png/)

        Stone Slab and Stone Slab Fragment
        (https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg23.imageshack.us%2Fimg23%2F7505%2Fidungeonstoneslabcompar.png&hash=7ba7ef0b879d24840e92ac7740c438435f9313d1) (http://imageshack.us/photo/my-images/23/idungeonstoneslabcompar.png/)

        Dungeon Map
        (https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg191.imageshack.us%2Fimg191%2F3314%2Fportraitdungeonmapcompa.png&hash=cf0fd2b4534742e7043ba33c49818cfef185a940) (http://imageshack.us/photo/my-images/191/portraitdungeonmapcompa.png/)

        Don't worry if the icons are of different sizes - some of them are for display in the game's Text Message dialog Boxes.

        Hope they are good. Enjoy!

        And by the way, Happy New Year! :)
        Title: Re: [XP] Updated Project Zelda Engine (Zelda Starter Kit) - Current: Update Patch #3
        Post by: SilentResident on January 03, 2013, 04:40:20 AM
        The Project Zelda Engine Team is proud to announce the addition of one more form to the engine! The famous Bunny Link's Form!

        (https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg820.imageshack.us%2Fimg820%2F3650%2Fbunnylinksprites.png&hash=d61bee68887e0b45c63935aad4f6d7af9fdd40a2) (http://imageshack.us/photo/my-images/820/bunnylinksprites.png/)


        The Bunny Link Form, which is triggered by force as soon as 2 Conditions are met:
        Conditions for transforming into a Bunny Link:[/u]
        1) Enter a Dark World-classified map.
        2) Moon Pearl (Accessory Item) is not in Link's Inventory.

        As soon as both conditions are met, Link will forcefully transform into the Bunny Link!
        Bunny Link has very restricted abilities in his possession.

        Bunny Link can:[/u]
        -Move/Run around
        -Talk to People or Open Treasure Chests
        -Interact with events.
        -Read and/or perform other intelligent actions
        -Lift objects, based on the level/power of his Gloves.
        -Wear different clothes (Green, Blue, Red Tunics)
        -Use the Magic Mirror (Non-offensive Weapon)
        -Use Bottles
        -Climb Stairs - Jump down the cliffs.

        Bunny Link can't:[/u]
        -Use any weapons, including Primary (Sword and Shield) and Secondary weapons (Bow, Bombs, etc)
        -Swim in Deep Water/Sea

        So, if you had any weapons in the buttons that aren't the Magic Mirror or Bottles, before Link turns into Bunny Link, they will automatically become disabled and grayed out (except their Ammo Counters for obvious reasons).


        (https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg204.imageshack.us%2Fimg204%2F5871%2Fbunnyform.png&hash=92ac3d663a3b48210cd482d4223dd066e8771293) (http://imageshack.us/photo/my-images/204/bunnyform.png/)

        (https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg4.imageshack.us%2Fimg4%2F3580%2Fmoonpearl.png&hash=cc860f69f767e067687f5574b245bf235525e22b) (http://imageshack.us/photo/my-images/4/moonpearl.png/)


        Enjoy!
        Title: Re: [XP] Updated Project Zelda Engine (Zelda Starter Kit) - Current: Update Patch #3
        Post by: SilentResident on January 08, 2013, 04:15:04 PM
        Morning or evening, dear people! The PZE team is happy to share some info of our progress, today! :)

        The Gossip Stones are implemented to Project Zelda Engine! :)
        (https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg854.imageshack.us%2Fimg854%2F6347%2Fgossipstoneshake.png&hash=5d36b1646b4cc587bb27029e255dac8bb58bf6a5) (http://imageshack.us/photo/my-images/854/gossipstoneshake.png/)
        Hit them with your sword and they will shake (see picture above) and tell you the current time! Or bomb them to rocket them to the sky! Or simply wear the Mask of Truth and let those mysterious Sheikah stones reveal information that they've heard, give helpful hints, or even reveal the locations of treasure chests, to you!

        (https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg850.imageshack.us%2Fimg850%2F3027%2Fgossipstones.png&hash=2ad73ee10b902e88ad662e62a391c114c8c7d6ec) (http://imageshack.us/photo/my-images/850/gossipstones.png/)

        Upon talking to them with the Mask of Truth equipped, the hit's or tip's message will always start with the following phrase:
        "The mystical stone responds to the mask and speaks to you. ...But its words are heard in secret..."

        Upon hitting them with a sword, they will say "Boing-oing!" and tell you info about the game, such as the current time of day, etc.

        Various information you may get from the Gossip Stones include:
        (https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg42.imageshack.us%2Fimg42%2F1396%2Fgossipstoneinfo.png&hash=eda86c788ce283c44dbc69bfcf8eb82bd0937eab) (http://imageshack.us/photo/my-images/42/gossipstoneinfo.png/)



        -------------------------------------------------
        The Sword Spin Attack is now complete! :)
        In PZE, now, each Sword has its own spin attack graphic and animation.
        The Spin Attack also has different radius and power, per sword, based on that blade's strength and size (shortblade, blade, longblade, etc)!

        The Kokiri Sword's Spin Attack animation in an artwork:
        (https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg202.imageshack.us%2Fimg202%2F604%2Fswordspinattack.jpg&hash=d01153d34e142778f0f86729cad05aa29a37c3f8) (http://imageshack.us/photo/my-images/202/swordspinattack.jpg/)

        and the Kokiri Sword's Spin Attack animation in Project Zelda Engine:
        (https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg189.imageshack.us%2Fimg189%2F3039%2Fsweaponswordkokirispina.png&hash=d3721ab9951e19709168075b642705047a3a0511) (http://imageshack.us/photo/my-images/189/sweaponswordkokirispina.png/)
        Master Sword's Spin Attack in game:
        (https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg89.imageshack.us%2Fimg89%2F9847%2Fswordspinattack.png&hash=d5189f44cccec3008db2cfd4c51978b01863d531) (http://imageshack.us/photo/my-images/89/swordspinattack.png/)


        -------------------------------------------------
        The Earth Temple's Dungeon Map Layout now has been set!
        Our team now makes progress at setting up the dungeon's layout, so it can feature as many weapons and items as possible, for the gamers to be able to test their weapons and their capabilities, by solving small puzzles!

        (https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg507.imageshack.us%2Fimg507%2F95%2Fs1stfloorlayoutcopy.png&hash=92ddd5d72924a163eabf114e6c53acc31cf27880) (http://imageshack.us/photo/my-images/507/s1stfloorlayoutcopy.png/)

        The PZE's Earth Temple is using the Earth Medallion's symbol for the dungeon's map layout, and thus, respecting a tradition in the Zelda game series that started with Zelda 1's dungeons and continues to that day!
        A basement and a second floor are planned too, although in this picture only the 1F is displayed for now.


        Enjoy!
        Title: Re: [XP] Updated Project Zelda Engine (Zelda Starter Kit) - Current: Update Patch #3
        Post by: Irock on January 08, 2013, 09:54:38 PM
        You guys have an admirable amount of dedication to this project. This looks really awesome.
        Title: Re: [XP] Updated Project Zelda Engine (Zelda Starter Kit) - Current: Update Patch #3
        Post by: SilentResident on January 09, 2013, 10:37:24 AM
        Thank you for your good words ;D We work hard to finish our engine and represent it to the community for them to make their favorite games of their nostalgies
        Title: Re: [XP] Updated Project Zelda Engine (Zelda Starter Kit) - Current: Update Patch #3
        Post by: LoganF on January 09, 2013, 11:33:05 AM
        It really is an impressive bit of work you guys have done. Zelda is one of those game series I've, sadly, never played. So I definitely can't make too many judgements. But I can tell that you are putting your everything into the project. I wish you luck with the future of it's development.
        Title: Re: [XP] Updated Project Zelda Engine (Zelda Starter Kit) - Current: Update Patch #3
        Post by: SilentResident on January 09, 2013, 02:43:01 PM
        hehe, life is small, you should'nt miss a nice opportunity and enjoy the beauty hidden behind the Zelda games. They are very relaxing games, with lots of fun, funny moments, and beautiful scenery! They are Nintendo's trademark, after all ;) Hehe, Ninty does its best for the gamer's pleasure. Have a nice day, friend!
        Title: Re: [XP] Updated Project Zelda Engine (Zelda Starter Kit) - Current: Update Patch #3
        Post by: SilentResident on January 20, 2013, 04:29:21 PM
        The Project Zelda Engine 4.0 has seen a nice progress the past few weeks, which brings it even closer to its final version and release!


        The HUD is complete and ready!
         The HUD has been improved, configured to add the missing details and now it is as ready as ever for the release of the Project Zelda Engine 4.0!
        The old HUD
        (https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg826.imageshack.us%2Fimg826%2F5384%2Foldhud.png&hash=c1096db98637265caca9dfd88f41a71fa567e7d5) (http://imageshack.us/photo/my-images/826/oldhud.png/)
        The new HUD
        (https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg692.imageshack.us%2Fimg692%2F1409%2Fscreenshot028y.png&hash=af40449a75d6f574be23dec9afc1a792858d1a74) (http://imageshack.us/photo/my-images/692/screenshot028y.png/)


        Our team is doing pretty good progress at bringing you a real dungeon which features over 30+ weapons for you to obtain and use them to defeat enemies or solve puzzles! Each room will have one or more Big Treasure Chests, and feature puzzles based on the types of weapons you find in!
        Earth Temple's new rooms
        (https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg715.imageshack.us%2Fimg715%2F9883%2Fscreenshot027v.png&hash=47af0c21bb51d842fd7cae96003008b6eb0cdea9) (http://imageshack.us/photo/my-images/715/screenshot027v.png/)


        The Diving System has been added to the Project Zelda Engine!
        When Link is swimming in deep water, he is now able to dive, as well. The Diving ability can be controlled by a simple switch and you can have it enabled at all times, or only after obtaining certain diving-related items such as the Diving Scale or the Zora Armor!
        (https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg856.imageshack.us%2Fimg856%2F6347%2Fscreenshot026kc.png&hash=66c1b7b8395a1bf5ae8e8b84f25bd7894594f328) (http://imageshack.us/photo/my-images/856/screenshot026kc.png/)


        More features will be announced, soon. Stay tuned! :)
        Title: Re: [XP] Updated Project Zelda Engine (Zelda Starter Kit) - Current: Update Patch #3
        Post by: crow5derlock on January 20, 2013, 07:07:39 PM
        I'm a big fan, i truly love your work! But i was wondering if i could have permission to start porting the tile-sets to VX Ace format for the future Makers who don't use XP. I won't however be able to do the scripts and systems, but with the tile-sets the RM world would expand to a new horizon for Makers to use. So i'm asking for your permission to start porting the Tile-sets int RMVX Ace format, if that's alright.
        Title: Re: [XP] Updated Project Zelda Engine (Zelda Starter Kit) - Current: Update Patch #3
        Post by: SilentResident on January 20, 2013, 10:09:39 PM
        I'm a big fan, i truly love your work! But i was wondering if i could have permission to start porting the tile-sets to VX Ace format for the future Makers who don't use XP. I won't however be able to do the scripts and systems, but with the tile-sets the RM world would expand to a new horizon for Makers to use. So i'm asking for your permission to start porting the Tile-sets int RMVX Ace format, if that's alright.

        Of course! Our team never holds permission, as anything inside the Project Zelda Engine belongs to Nintendo and to the Zelda fans. It is yours, feel free to do it ;)
        Title: Re: [XP] Updated Project Zelda Engine (Zelda Starter Kit) - Current: Update Patch #3
        Post by: skaraflame on January 27, 2013, 04:02:07 PM
        Can't wait for this. I'll go back to XP just to use this. I'm eagerly awaiting Pokemon Essentials to get a VX Ace version too D
        Title: Re: [XP] Updated Project Zelda Engine (Zelda Starter Kit) - Current: Update Patch #3
        Post by: SilentResident on February 02, 2013, 01:19:23 PM
        This week's news are focused on the improvements our team has done to the Map Slide script.

        Map Slide is the feature we see in the following Legend of Zelda titles:
        A Link to the Past, Link's Awakening, Oracle of Ages, Oracle of Seasons and Minish Cap titles.

        As "map slide", we call the map-scrolling function that triggers every time Link travels from one room to another and camera moves with him.

        The map slide requires the rooms to be of fixed sizes and of same tilesets, much like as in the picture bellow:
        (https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg703.imageshack.us%2Fimg703%2F4166%2Foriginallttpmapslide.png&hash=abdedb5f5c2be7c503357d151089140930212de0) (http://imageshack.us/photo/my-images/703/originallttpmapslide.png/)

        Our Team not only added the Map Slide to the Project Zelda Engine, but we also worked on it and we improved its functions by expanding its limitations, so it can connect rooms of both fixed sizes and different sizes, and of different tilesets!

        (https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg16.imageshack.us%2Fimg16%2F9292%2Fadvancedpzemapslide.png&hash=c2c5f35c4f5899488661852189a03d5fe1878e1b) (http://imageshack.us/photo/my-images/16/advancedpzemapslide.png/)

        This allows the people enjoy more flexibility at making their dungeons using the Project Zelda Engine.

        What do you think about this new feature? We could love to hear your opinion!
        Title: Re: [XP] Updated Project Zelda Engine (Zelda Starter Kit) - Current: Update Patch #3
        Post by: lepas33 on February 06, 2013, 08:40:55 PM
        Hi,
        My comments :
        1) it rocks, i just want to reload an old project
        1) the link you provide must be changed http://www.zeldaengine.net/ by http://zeldaengine.net/
        3) on your forum the subscription page is corrupted : the image verification cannot load (Input error: Invalid referer)
        4) there's just one thing i would ask : the Link's charset. That would be great if the TMC/FSA charset with the three colors and all the weapons would be included
        See u on your forum
        Title: Re: [XP] Updated Project Zelda Engine (Zelda Starter Kit) - Current: Update Patch #3
        Post by: SilentResident on February 11, 2013, 12:42:12 AM
        Hi,
        My comments :
        1) it rocks, i just want to reload an old project
        1) the link you provide must be changed http://www.zeldaengine.net/ by http://zeldaengine.net/
        3) on your forum the subscription page is corrupted : the image verification cannot load (Input error: Invalid referer)
        4) there's just one thing i would ask : the Link's charset. That would be great if the TMC/FSA charset with the three colors and all the weapons would be included
        See u on your forum

        Yeah, we apologize for the troubles, we just moved the website to a new server ^_^  My signature has the updated links.
        Title: Re: [XP] Updated Project Zelda Engine (Zelda Starter Kit) - Current: Update Patch #3
        Post by: SilentResident on February 23, 2013, 11:00:01 AM
        Hello dear people! The last 2 months, my team is not focusing on new features, but rather expand the existing tools, mechanisms and apply bug fixes to the Project Zelda Engine.

        Here is a general list of what was done just in the past few weeks:


        #-----------------------   DONE   ----------------------- #
        ---[DONE]Add the Roc's Cape. It functions exactly like the Roc's Feather (The Roc's Feather's functions as the following: jump and land back on the same tile if not walking, or jump 1 tiles forward if walking). The only difference between Roc's Cape and Roc's Feather is just it jumps 1-2 additional tiles forwards if walking.
        ---[DONE]Trowing Shrubs into deep water, will sink them. However, throwing rocks into water, will break them on water's surface instead of sinking them. This needs to be corrected. Rocks could sink into water much like the shrubs, instead of breaking.
        ---[DONE]Add the Mermaid's Suit. It functions exactly the same way as the Zora's Flippers. And, much like the Zora's Flippers, it uses the Link[7]_SWIM sprite. The only difference between Zora's Flippers and Mermaid's Suit is the speed. The Suit allows Link to swim faster in water, and more specifically, at the default (Link's walking) speed.
        ---[DONE]Make the Water Diving System be enabled via a Switch, in the same way the Water Swimming System is enabled/disabled via the [Switch ID 18: Swimming Active].
        ---[DONE]Create the new World Map that reflects the PZE's maps and their geographical locations.
        ---[DONE]Epona Footstep sound, as heard in Ocarina of Time and Majora's Mask. Epona's footsteps sound effect adds more realism. (Scripting or eventing knowledge needed)
        ---[DONE]Update the Visual Equipment so the equipment won't disappear for pretty simple sprites such as Link[7]_PUSH[2], which can not explain the equipment's disappearanc.
        ---[DONE]Give the Dark World and the Past World, their own World Maps. There are more than 1 world visitable in the PZE: the real world, known as Light World, where the Hero is born and lives, and 2 more worlds/dimensions: the Dark World (visitable in the title: Zelda A Link to the Past) and the Past World (visitable in the title: Zelda Oracle of Ages). The World Map Menu Screen however only displays the Light World's map at all times. And since the other worlds may not be geographically 100% the same, they need to be given their own World maps.
        ---[DONE]Make the Ground Roll Technique to be enabled/disabled via a simple Switch (The switch to apply only for Link's real Human form - not for Masks). Its possible that the gamers may not want the ground rolling technique in their games, at all, or, simply, they may want to have Link to be an unskilled adventurer at the beginning of his adventure and learn this cool technique later in the game.
        ---[DONE]Make the Sword Spin Attack/Charge Technique to be enabled/disabled via a Switch or something like that. Its possible that the gamers may not want those advanced combat techniques in their games, at all, or, simply, they may want to have Link to be an unskilled fighter at the beginning of his adventure and learn those techniques later in the game.
        ---[DONE]Give the Earth Temple's map a layout. Make the rooms of the dungeon be arranged in an way so the temple is shaped after a symbol of Earth.
        ---[DONE]The Ocarina's Soaring System needs to be disabled when Link is in Dark World and Past World.
        ---[DONE]Disable the Ocarina's Song of Time's Travel (a Majora's Mask feature) when Link is in Dark/Past Worlds.
        ---[DONE]Move the Animation ID 619 which is clearly an animation used only by Link, from Events Group to Link's Group. Also, in case the animation ID 618 is used by Link again, then, it must be moved to Link's group.
        ---[DONE]Add the slippery Ice Terrain to the PZE. If Link steps on ice, he could slip all the way until he is stopped by an impassable tile/event.
        ---[DONE]Try add the 'push' effect to the Cane of Somaria's pushable Block. In fact, a "push" is Link's _PUSH sprite which is used mostly when Link is trying to move objects and blocks in the game's world.


        Soon we will post more info about the awesome Ice Slipping feature we added to the Project Zelda Engine! The player will slip in ice if he try to step onto a tile of frozen ice! This can be funny but also quite dangerous sometimes, especially if there are holes or traps in the floor!
        Enjoy! :)
        Title: Re: [XP] Updated Project Zelda Engine (Zelda Starter Kit) - Current: Update Patch #3
        Post by: crow5derlock on April 09, 2013, 11:39:27 PM
        Hello, i have a question about your water tiles, I'm still working on formatting the tile-sets and most rtp related works to VXA format, but the water animated tiles make no sense in their format so i'm having trouble converting it. if you wouldn't mind making a brief explanation of them i would be very grateful!
        Title: Re: [XP] Updated Project Zelda Engine (Zelda Starter Kit) - Current: Update Patch #3
        Post by: SilentResident on May 07, 2013, 12:06:22 PM
        Excellent news everyone: Our team is back to full work and our scripters have dealt with over 30+ bugs in only a matter of days. This is a stunning amount of progress that I have a long time to see.

        Soon more info to be posted about the new features of PZE!
        Title: Re: [XP] Updated Project Zelda Engine (Zelda Starter Kit) - Current: Update Patch #3
        Post by: SilentResident on May 07, 2013, 12:08:22 PM
        Hello, i have a question about your water tiles, I'm still working on formatting the tile-sets and most rtp related works to VXA format, but the water animated tiles make no sense in their format so i'm having trouble converting it. if you wouldn't mind making a brief explanation of them i would be very grateful!

        The water animated tiles are in fact using the Autotile system of RPG Maker XP. That is what makes them animated when playing the game. You can read more info about what Autotiles are and how to use them.
        Title: Re: [XP] Updated Project Zelda Engine (Zelda Starter Kit) - Current: Update Patch #3
        Post by: Acolyte on May 07, 2013, 06:46:11 PM
        It's really cool to see such dedication to a project. You and your team have done a great job so far.  :D
        Title: Re: [XP] Updated Project Zelda Engine (Zelda Starter Kit) - Current: Update Patch #3
        Post by: SilentResident on May 29, 2013, 02:51:48 PM
        Hello dear people!

        it has been a while since the last update has been posted in the forums!

        We are proud today to announce to everyone that we have done a nice amount of work lately on Project Zelda Engine and we we fixed over 45+ bugs in the engine, and we added over 10+ new features to it!. :)

        I won't list all the bugs here as there are too many. I want to focus on the most exciting part of our work on the PZE: the new features!

        ========================================================

        Feature 1: The Bottle System
        Dear people, the Bottle System has been finished! Now all the 6 bottles work perfectly and can carry content for you, such as liquids, potions, poisons, water, juices, fishes, fairies, mushrooms, and many other things!

        Link drinking a Green Potion which refills his Magic Meter.
        (https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg716.imageshack.us%2Fimg716%2F7789%2Fbottlesystem.png&hash=7fb198541776ae626c586f84f3dc07357a28d345) (http://imageshack.us/photo/my-images/716/bottlesystem.png/)

        ========================================================

        Feature 2: Multilingual Support
        The PZE became a multilingual engine where people of different languages can play their most favorite games in their language! The Language option is designed to help the people, regardless of language!

        The Language Menu can be found in the File Selection Menu of the Main Title Screen:
        (https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg547.imageshack.us%2Fimg547%2F7624%2Flanguagesmenu2.png&hash=e476f836b5b094677b15fe04e8d27cc8d6ed6b3b) (http://imageshack.us/photo/my-images/547/languagesmenu2.png/)

        We added over 4 languages already which really work!
        (https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg834.imageshack.us%2Fimg834%2F2047%2Flanguagesmenu1.png&hash=cbd0165da3f1e99b9c4d075a9f3eb41ce5e7df3b) (http://imageshack.us/photo/my-images/834/languagesmenu1.png/)

        The Multi-language support has been expanded to Hermes Message Script, to allow people use advanced text formatting features in their translations. :) Also the names of the maps in the game will appear in that language set by the player (for example the English name 'Kakariko Village' will update to the German 'Dorf Kakariko', and so on)

        ========================================================

        Feature 3: Ammo Cap Variables for all Weapons!
        The Ammunition Cap Variables for all the weapons and items have been added! Now, with those simple but extremely useful caps, you can define how much the ammo holding capacity increases when you receive Bomb Bags, Rupee Wallets and Arrow Quivers, etc.

        The Ammo Variable caps can be found in the GAME SETUP common event.
        (https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg254.imageshack.us%2Fimg254%2F6001%2Fammocaps.png&hash=575e19d50a70a65114b0a9f18e8128be80d59220) (http://imageshack.us/photo/my-images/254/ammocaps.png/)

        ========================================================

        Feature 4: Hotkey Markers & Equipment Markers!
        The Hotkey Markers: When assigning an weapon or item from the Inventory, (such as the Bow or the Bomb or other items), to the A, S or D hotkeys (which are widely known as the C-Buttons in most Zelda games), a circular mark will tag it. This Hotkey Marker acts merely as a reminder so and lets the people see easier which items are hotkeyed and in which hotkey, each of them (A, S or D). The Hotkey Markers system applies to Inventory Screen and Masks Screen.

        Here is a nice example of the yellow Hotkey Markers which appear under the assigned (to A, S and D hotkeys), items, masks or weapons:
        (https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg837.imageshack.us%2Fimg837%2F9223%2Fhotkeying1.png&hash=e27629b5da52ab10c9257c35a6a02b08e6b73c46) (http://imageshack.us/photo/my-images/837/hotkeying1.png/)

        The Hotkey Markers work on all items in the inventory, regardless of if they are multi-hotkeyed or not. Certain items such as the Harp of Ages, which allow to be multi-hotkeyed to more than one hotkey, will be marked accordingly, with the respective Hotkey Markers:
        (https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg542.imageshack.us%2Fimg542%2F6371%2Fmultihotkeying.png&hash=7a56633605a945191e9af34ffc03aaccd115482b) (http://imageshack.us/photo/my-images/542/multihotkeying.png/)

        The Equipment Markers: The Equipment Markers only appear on the items that CANNOT be hotkeyed to A, S, D buttons, such as the Sword (which goes straight to Sword Button), the shields (Shield Button) and all other passive items such as tunics and boots, etc..

        The Equipment Markers only applies to the Equipment Screen:
        (https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg208.imageshack.us%2Fimg208%2F9417%2Fhotkeying2.png&hash=f72b1455602422f5c15caf29899c302715d136b8) (http://imageshack.us/photo/my-images/208/hotkeying2.png/)

        ========================================================

        Feature 5: Swap Link's Sprites!
        I guess many people loved the Minish Cap's Link for his smooth animations and the well-detailed spritesets we saw in The Legend of Zelda: The Minish Cap. And so, with the team we decided to add a special script - or you can call it a Switch - which allows the gamers to switching to the Link of their liking. For now, we will offer you just the option to switch between PZE Link and Minish Cap Link. But you can use this system for your own ambitions/plans, and change the spritesets to suit your game's needs (e.g make it swap between a Link wearing adventure clothes, and a Link wearing village clothes, or between an Adult Link and a young Link!)

        Swapping Link's charsets with a simple click...
        (https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg22.imageshack.us%2Fimg22%2F1378%2Fmcmode.png&hash=b0d9c268175a514e2c420673c4dcc77ec957404e) (http://imageshack.us/photo/my-images/22/mcmode.png/)

        ========================================================

        Feature 6: Chapter Pages!
        Everyone could know by now, that the PZE features that memorable black screen with the white message about First, Second, and Final Days that was in display every 24 hours and so, in The Legend of Zelda: Majora's Mask game. However, in PZE, we went a step ahead and decided to expand its features.

        A new script extension now allows the people to print a blank screen with a chapter name and a message. This is a very useful feature for those who could like to emphasize on a role playing story in their Zelda games where the story is divided into "chapters" (e.g. Chapter 1: The Adventure Begins").

        Here is a screenshot of the Chapter System:
        (https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg716.imageshack.us%2Fimg716%2F7453%2Fsnap3af.png&hash=9baf75d0fe2468efc94be878139cdaed0e01097c) (http://imageshack.us/photo/my-images/716/snap3af.png/)

        ========================================================

        Feature 7: Dynamic Map Slide!
        This is a brand new feature we added to the PZE, in addition to the ones we already have in the engine. Unlike the old ones, this new feature allows you to connect 2 or more maps, without having to put any effort to update your maps, at all. And there is no longer a need for any events or teleport events to be added in the maps, at all.
        All the map connections are handed through an external script file within PZE, known as DynamicMap.txt.

        So, if in the past you tried to import maps from one game to another (PZE version update for example), you'd have noticed that all your events with map ID were wrong or broken. And to fix this, you was obliged to change all <mapslide> events, all teleport events, and so on... That is very annoying! So here we come with this very useful Dynamic Map Slide feature, which allows you to handle all map connections in your game via this simple .txt file.

        The Dynamic Map Slide dynamically links a map's edge with the edges of the other maps:
        (https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg208.imageshack.us%2Fimg208%2F1999%2Fautomaticmapslide.png&hash=0746fb9023f1a5d4e1860d4fd65d95d716031771) (http://imageshack.us/photo/my-images/208/automaticmapslide.png/)

        ========================================================

        Hope you liked the new features! More features to come soon! Stay tuned! :)
        Title: Re: [XP] Updated Project Zelda Engine (Zelda Starter Kit) - Current: Update Patch #3
        Post by: SilentResident on June 14, 2013, 03:01:42 PM
        Hello again! More news from our good work in the Project Zelda Engine! These improvements/additions are the final ones before we move to Enemies/Monsters development.

        ========================================================

        Feature 1: The Big Events System
        Dear people do you remember those big rocks we saw in The Legend of Zelda: A Link to the Past, in The Legend of Zelda: Ocarina of Time and other titles?

        Big Rocks:
        (https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg822.imageshack.us%2Fimg822%2F5101%2Fug2.png&hash=a805f6a8895929ca70cc934ed9c1b782054fd5d0) (http://imageshack.us/photo/my-images/822/ug2.png/)

        Well, we added a new feature to the PZE, called the Big Events System. The Big Events System allows us to create big rocks (or statues if you want, it doesn't matter what) much like the ones we saw in those official Zelda titles! The Big Rocks can be double or triple in size than the usual 1x1 rocks and can cover a much bigger area on the overworld map that can surpass (in size) the standard 1x1 rocks! The Big Rocks can be set and be lifted with the proper gloves/braceletes too!

        Big Rocks in PZE:
        (https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg811.imageshack.us%2Fimg811%2F7771%2F39j.png&hash=c432471745bbbd1067f4f12b34f8d360f8b78810) (http://imageshack.us/photo/my-images/811/39j.png/)


        ========================================================

        Feature 2: The Game Pause Screen
        Everyone can pause the game by using the Item Inventory Menu (ESC key), if he, for some reason, wants a break from the game or/and has to go away from keyboard. But some people will prefer a real Pause Screen that *literally* pauses ANYTHING in the game! Even the engine's clock which counts how long have you played the entire game!

        Hehe, I think the Game Pause Screen is a very useful feature for these hardcore gamers around there who could like to play a Zelda game in a speedrun (aka Speedy Playthrough)!

        To pause the game, press F12 on the keyboard.
        (https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg268.imageshack.us%2Fimg268%2F7462%2Felc.png&hash=5fb00e1d952e1145ded2a3ee8821b665d79692b5) (http://imageshack.us/photo/my-images/268/elc.png/)


        ========================================================

        Feature 3: Improvements to Guard Detection System

        There have been several improvements to the Guard Detection System which allows for easier development and use on a map! We also updated the theme of the particular example map in the PZE, from Village Prison theme to Hyrule Castle theme! I am sure people will really like to play a sneak & hide game with the guards in the castle's courtyards.

        (https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg515.imageshack.us%2Fimg515%2F1179%2F6c1.png&hash=a26f6fd7b221b2e07d38ad96838d50b343a38cf7) (http://imageshack.us/photo/my-images/515/6c1.png/)


        ========================================================

        Feature 4: Better sprites for Epona, the Link's Horse!

        We all loved a cute friend of Link, the female horse called Epona. Epona is faithful to her master and accompanies him in his travels. Couldn't she deserve much better sprites than the ones currently given to her? Of course yes!
        The new sprites are ALTTP-styled, and have been heavily modified and rescalled to fit the Zelda starter kit. All credits will be given to the original creator!

        (https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg600.imageshack.us%2Fimg600%2F8357%2Ft1x.png&hash=ff48cacfc56fac07ee90871d2ffedfd118b25af9) (http://imageshack.us/photo/my-images/600/t1x.png/)


        ========================================================

        Feature 5: Item Throw Shadow Marker!

        Some of us the gamers may have been wondering how far can Link throw the stuff he is holding in his hands. Or, at least, where could the stuff exactly fall if Link throws them away. So here we come with the Item Throw Marker! This new feature shows the gamers the estimated destination for the thrown shrub, jar, rock, etc in the form of a shadow in the ground. Very useful for the gamers, so they can plan accordingly! (especially if they want to kill enemies by throwing objects at them!)

        (https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg62.imageshack.us%2Fimg62%2F3064%2Fscreenshot000gm.png&hash=1cb51e95f3507afdbea3aa45af133f92df1f8f9c) (http://imageshack.us/photo/my-images/62/screenshot000gm.png/)


        --------------------------------------

        Soon we will announce our progress on enemy development! Stay tuned! :)
        Title: Re: [XP] Updated Project Zelda Engine (Zelda Starter Kit) - Current: Update Patch #3
        Post by: &&&&&&&&&&&&& on June 14, 2013, 08:07:32 PM
        Some amazing stuff here. It's cool to see people working on something this awesome.
        Title: Re: [XP] Updated Project Zelda Engine (Zelda Starter Kit) - Current: Update Patch #3
        Post by: SilentResident on June 29, 2013, 04:00:01 AM
        Hello peeps! I'm happy to announce that we moved to Enemies/Monsters development. We already did 3 new monsters in PZE, with very promising results! In meantime...

        ========================================================

        Feature: The Particle Effects System

        As we proceed with the enemy development, we realized something. That several of Link's magical weapons were lacking some nice visual effects.

        And so, with the team, we, at same time with the monster development, worked on adding a Particle Effects System which allows for the improvement of Link's magical weapon visuals and effects! Weapons such as the Magic Arrows, the Magic Rods, and even the Pegasus Boots, now look much much more realistic, than before!
        The PZE's new Particle Effects System is pretty flexible, and can be configured to suit everyone's tastes! It also allows you to add or remove certain particle effects on/from your favorite weapons! And the best of all: it doesn't affect your game's performance, at all!

        The Particle Effects System is very flexible and the people can use it or ignore it in their own Zelda games! So people who don't want or don't like the particles on weapons, in their games, can simply completely ignore it.

        The Particle Effects System can not only be used on Link's weapons, but also anywhere in the game's world, such as for explosions, for torches, for enemies, or whatever! The only limit, here, is your fantasy!


        (https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg20.imageshack.us%2Fimg20%2F46%2Faq94.png&hash=44aa6b590a3dc9b67168cfefe4d3ba6700268101) (http://imageshack.us/photo/my-images/20/aq94.png/)

        Enjoy and have fun!

        Soon, we will post the details of the new 4 monsters with very unique behaviors and attack patterns!
        Title: Re: [XP] Updated Project Zelda Engine (Zelda Starter Kit) - Current: Update Patch #3
        Post by: SilentResident on July 05, 2013, 12:29:36 PM
        Our team is almost done with the enemy development and soon we will post news about the new regular monsters that have been added to the PZE!

        In meantime, since the artists in our team aren't very busy, we decided to improve further the animations and appearance of Deku Link's sprites! Now I am sure everybody will agree that the Deku Link looks much better in -game and alot more smoothier!

        Who couldn't love to play as a cute and small Deku Link? Is hard to resist him!  :)


        (https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg547.imageshack.us%2Fimg547%2F4372%2Fi4r6.png&hash=2705f6681b61b474e9fb76b8464ace877286d87c) (http://imageshack.us/photo/my-images/547/i4r6.png/)


        Soon we will start the final phase of the Goron Mask's development, and soon the Goron Link's sprites will be finished!
        Title: Re: [XP] Updated Project Zelda Engine (Zelda Starter Kit) - Current: Update Patch #3
        Post by: SilentResident on July 22, 2013, 08:50:20 PM
        Hello guys, while everyone is taking up a relaxation this summer and enjoy their baths under the hot sun, I have some updates to bring to you. :)

        ========================================================
        Feature: Weapon Combinations
        In Project Zelda Engine, from meow, the players can combine 2 different weapons for varying effects and results! We all remember how short the jumping distance of the Roc's feather, for example, was. But if we combine it with the Pegasus Boots, Link can jump longer distances, much like in Legend of Zelda: Link's Awakening!

        meow, the dashing (Pegasus Boots) before jumping (Roc's Feather or Roc's Cape) allows for jumping greater distances!

        (https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg16.imageshack.us%2Fimg16%2F7695%2F0jrq.png&hash=c38660b69c69fe713751328bdd3f8ee5ae581e42) (http://imageshack.us/photo/my-images/16/0jrq.png/)



        Also, as we continue our work in enemy development, we applied several improvements and bugfixes:

        Fix 1: Enemy Drops Bug
        The enemies are not dropping any items after they die. Any enemies you kill, drop no rupees or hearts or whatever.
        But the Shrubs, the Jars, the Grass, the Rocks, etc, drop items just fine.


        Fix 2: Freeze Status Bug
        When hitting an enemy with a tool that applies Freeze Status, an scripting error that seems related to the enemy's movement speed, occurs.


        Fix 3: Stun Status Animation
        The stun animation isn't being always being displayed when enemies are stunned. with the Boomerang and the Hookshot.
        Title: Re: [XP] Updated Project Zelda Engine (Zelda Starter Kit) - Current: Update Patch #3
        Post by: SilentResident on August 11, 2013, 11:15:37 AM
        As our work keeps going on with the enemy & monster development,

        here is a copy-paste of the "To Do" List - which shows what's left before PZE's final version gets released to the public, for you the people to know:

        (edit: sorry if the list has any typo errors xD )

        #================================================================#
        #               The General "To Do" List                         #
        #================================================================#
        ---Adjust the Day/Night Cycle's screen color tones. (SilentResident will do this - Mr.Wiggles made a script for easier tuning of color tones, placed in SR's User Folder)
        ---The Pegasus Boots get bugged if Link is dashing while mapsliding (going) to another map (Ask Baf for more details).
        ---Add an object which can be kept in hand from on map to another (Baffou need it for it's LA XD)
        ---[OPTIONAL]Waypoint system for the World Map Menu Screen. So that you dont forget where in the world you are and what way your going. It doesn't have near as much relevance being a 2d system, but its worth to try it, as it helps the gamers alot. A proposed idea is to make the Link's waypoint icon appear at least for the locations that have a map mark on World Map (those red dot marks that display the names of the places in World Map Screen, such as "Clock Town", etc.). <--- (Remind wiggles about this: lol Reminded i have a waypoint system i made a while back for a quest menu. :) its in my folder)
        ---Add the Magnetic Gloves. They have 2 modes. A Hookshot Mode and a Magnetic Mode. In the first mode, Hookshot mode, the gloves behave exactly like hookshots, but without the chain. After a single use, the gloves automatically switch via a switch or variable to the Magnetic mode. The second mode is in fact a Drag Event mode, which makes eligible events that are in front of the player, to move towards him.
        ---Rework Epona Tools and add a key to dismount her.
        ---Rework the Pegasus Boots Tool to allow some special feature (like dashing with sword....).
        ---Debug and finish configuration of the reworked (by NR) Input Module, which restored the gamepad and joystick support to the PZE. (Done by NR - configuration of buttons is needed)
        ---Implement the Mounted Sword Combat to Epona + make the Sprites for it.
        ---Add Common Impact ID Variables - 1 for each type of weapon. 1 Common ID variable for all Swords, 1 for all Boomerangs, 1 for all Bombs, 1 for all Hookshots, 1 for all harmful Spells, etc.
        ---The Dark and Past World maps in World Map Menu Screen are displaying map locations/place names that are belonging to the Light World (such as 'Clock Town' and 'Kakariko village'). This needs to be fixed, as the Dark & Past Worlds are different worlds, with completely different places, towns and villages, that have different names and are unexplored.
        ---When Link has his shield raised towards a trap, the Trap shouldn't be able to harm him as the shield which is raised between him and the trap, is supposed to absorb the damage.
        ---When Link is pulled by his hookshot into the abyss (usually this happens if you you use the hookshot to latch on a hookable statue, that is placed next to an abyss tile.), his fall animation will clip abit.
        ---When Link jumps into the abyss by using his Roc's Cape, his fall animation will clip abit.
        ---When Link is throwing a jar or a shrub (or any other liftable objects) onto rocks, the rocks will break. This is very unrealistic as the rocks are more durable than a jar or shrub is.
        ---When Link is being hit by the Trap's fireballs in [Map ID 28: Room 1-6], he is pushed forward rather than backwards, which is very unrealistic. The force of the fireball is supposed to push you backwards, not forwards from where it came.
        ---[OPTIONAL]Make the Bomb Flower explode when Link's harmful actions come in contact with them. If Link hits a Bomb Flower with his sword, it should explode. And if any other Bomb Flowers are within the vicinity of the explosion, they should explode too.
        ---Add a /lift Comment to the PZE. This can be very useful for certain events we don't want to be liftable by default, but make them liftable if/when the event's page has this comment.
        ---Add a /nofall Comment to the PZE. This can be very useful for certain bridge events placed on Abyss tiles which let Link pass a gap and get to the other side of the abyss. This can be very useful for certain events we don't want to let Link walk on Abyss by default, but let him walk on them if/when the event's page has this comment.
        ---Add the burning Lava Terrain to the PZE. It behaves like the abyss Terrain and burns Link if he falls into a lava tile.
        ---[WIP]Adjust the Mask positions when Link spins, swims and attacks. Baffou has updated some of them so far, but it is not done yet.
        ---Finish the Stair Ascending and Stair Descending Sprites/Animations for Link, when using the stairs in indoor maps (this feature was present in PZE 3 but not in PZE 4 yet). - SR will do this.
        ---Create or add enemies, monsters and dungeon Bosses to the Project Zelda Engine. Time for some real combat!
        ---Expand the Pixel Movement Script's current support of 4 directions (Up, Down, Left, Right) to all 8 directions, including diagonal movement (UpLeft, UpRight, DownLeft, DownRight).
        ---Sword Beam Attack. Our success in Sword Spin Attack opens the road for a Beam Attack as well. Only certain Swords may have this feature. Also, only when Link is in full health, may have his sword fire sword beams.
        ---A Rings system/submenu. In the style of Oracle games, or a better one. (needs to be discussed with the team first)
        ---[OPTIONAL]3D rotating Menus, like in OoT & MM. Make the transition from menu to menu have a 3D feeling. Gasotetsu is able to provide us the graphics for this. With a little help from a scripter, it couldn't be hard to make it work.
        ---[OPTIONAL]The Minish cap style of Shrinking into Minish size and back forth. (Probably SR will do this)
        ---Finish the Great Fairy's Fountain in North Clock Town.
        ---Add real Cuccos to the Kakariko Village Map. Hit a Cucco 5 times and a real herd could spawn!
        ---Reduce the Pegasus Boot's long Pushback by 1 or 2 tiles. (Ask SR for details).
        ---[WIP]Add the Twin Brother Jogglers in East Clock Town.
        ---Fix the Boomerang Bug - When the boomerang return when taking  more than one item ( a script error message).
        ---Fix the bug where more than one masks could be equipped at a time.
        ---Adjust the Magic Meter's magic consumption rates for all magical weapons. Also decide how much magic a Small Magic Jar and how much a Big Magic Jar should restore in Link's Magic Meter.
        ---When Link rolls and hit a wall, he will be knowked back 1 tile away ... (MZ suggested this). -- MZ note : More realist for me and should be easy to set (maybe you can be based on pegasus boots system)
        ---Unnaturally high diagonal speed for the Boomerangs in contrast to their straight (aka vertical) speed. Needs to be reduced. Perhaps it will need some scripting. - SR
        ---[OPTIONAL]Link's unsheating sword and holding it after he press the sword button, reverse it with the Action button (C) and force the HUD to show a text (Put Away) when he is not moving... A Common Event will be enough for doing this, conditionnal branches to manage all sword and actor (MZ's idea).
        ---Create a Cane of Pacci script. More info will be written soon.
        ---Make the real animation for all the 6 Teleportation songs from Legend of Zelda: Ocarina of Time, that will replace the current placeholder anim for these songs. (SR will do this)
        ---Finish the Elegy of Emptiness, a song of Ocarina that summons lifeless statue version of ourselves.
        ---Correct the Follower Script so it properly recognizes and plays the [7] and such stuff in character filenames that have more than 4 frames. Also the script so it displays properly the the Follower Event's Graphic Frequency.
        ---Currently, when Link lifts an object or item, only the first frame from Link[7]_Pickup[2].png is playing.  This, perhaps is just a mistake or a bug. We need correct this and have all the two (2) frames of this spriteset playing when Link lifts an object.
        ---[BUG]If the Cane of Somaria's block is summoned to Link's current tile due to tile in front of Link being impassable/occupied already by another event, the breakup of the Block into fireballs will occur on the tile next to Link, even if the block itself is on Link's tile.
        ---Do the Masks portraits (Baf will do that when he will be back. with SR's assistance).
        ---Navi follows for a short while the Magical Boomerang when Link throws it. I have not tested if this issue also occurs with with regular Boomerang but it is worth checking and applying the fix for it too, in case. (Baf will do this)
        ---What the hell, navi now follows Somaria Blocks as well! That shouldn't happen because we fixed it already...
        ---Thunder's Request - Modify 'jump_near' - The 'jump_near' is a XAS command that can be put in an enemy move route (call script). This command makes the enemy to jump to some of 4 facing directions of the player(north, south, west, east). It is commonly used to make monsters reach to the player faster, but it don't cause colision if the monster or the player don't walk against each other. As our Tektitle don't walk to follow link, there's no colision. We need to modify 'jump_near' command to make colision with the player (maybe make the monster try to go through the player, instead of just jump to the nearest tile).
        ---Make Dominion Rod be closer to how it was in Twilight Princess - Add EVENT.backward(7) so the event page of the Dominion rod would look like this: EVENT.forward(7), wait 4 frames, EVENT.backward(7), self.erase.
        ---Finish Clock Town's Mayor dialogs for the Couple Mask and for the Last Hours sequence.
        ---Add the Down Thrust skill (Down Thrust can be performed by pressing Roc's Feather + Sword at same time)
        ---Add a new feature in Quest Status Screen: the Hidden Skills Book. As Hidden Skills, we are talking about Spin Attack, Down Thrust (Sword + Roc's Cape), Sword Beam, etc. And make them to be learn by the swordmen's dojo in Clock Town
        ---Improve Epona's mechanism: When Link dismounts her, a dynamic event for Epona's location to be called so her position can be memorized on the map.



        ---------------------   FINAL CHECKLIST   ---------------------------
        ---[FINAL]After all weapons have been implemente/finished in PZE, make a final and complete update to all signposts in the game. (SR will do this)
        ---[FINAL]Make sure that all NPC events that teach Link new Ocarina songs, will have the conditional branch [Epona = OFF] so Link won't be riding Epona when talking to these NPCs.
        ---[FINAL]Update all game's treasure chests to final version that applies to all of them. (SR will do this)




        ------------------------   DONE   ------------------------------
        ---[DONE]Fix the broken Bombs bug - Bombs are no longer working in PZE - we need fix this bug immediatelly. (The bug was caused by the linear Damage implemented i removed the line on the bomb tool)
        ---[DONE]Make Mr.Wiggles big events script to work properly on PZE. We need this script for the rocks and other obstacles that are large and occupy 2, 4, or more tiles on a map.
        ---[DONE]Disable the Magic Beans and all the Masks from being usable when riding Epona the Horse. The rest of weapons are already disabled for when riding the horse.
        ---[DONE]Add the hit animation of the Light Arrows (the Ice and Fire Arrows already have a hit animation).
        ---[DONE]When you get an object while wearing a mask, the item appears behind the mask. Can be reproduced by opening a 20 rupies chest while wearing the bunny hood.
        ---[DONE]Correct the Visual Equipment for when Link is swinging Deku Sticks.
        ---[DONE]Add the Roc's Cape. It functions exactly like the Roc's Feather (The Roc's Feather's functions as the following: jump and land back on the same tile if not walking, or jump 1 tiles forward if walking). The only difference between Roc's Cape and Roc's Feather is just it jumps 1-2 additional tiles forwards if walking.
        ---[DONE]Trowing Shrubs into deep water, will sink them. However, throwing rocks into water, will break them on water's surface instead of sinking them. This needs to be corrected. Rocks could sink into water much like the shrubs, instead of breaking.
        ---[DONE]Add the Mermaid's Suit. It functions exactly the same way as the Zora's Flippers. And, much like the Zora's Flippers, it uses the Link[7]_SWIM sprite. The only difference between Zora's Flippers and Mermaid's Suit is the speed. The Suit allows Link to swim faster in water, and more specifically, at the default (Link's walking) speed.
        ---[DONE]Make the Water Diving System be enabled via a Switch, in the same way the Water Swimming System is enabled/disabled via the [Switch ID 18: Swimming Active].
        ---[DONE]Adjust the Sword Spin Attack's radius to reflect the Sword's size and length.
        ---[DONE]Create the new World Map that reflects the PZE's maps and their geographical locations.
        ---[DONE]Add the Rabbit form to the engine. This form to not be available by normal means (not via Equipment or Masks). Link, while in this form, he cannot perform any actions (fighting, lifting, dashing, cutting, rolling, etc) nor use weapons at all, with the pure excemption of the Magic Mirror, for obvious reasons. Rabbit form to apply by force, and only if BOTH of the 2 following conditions are met: 1) Link warps to Dark World and 2) Link doesn't carry the Moon Pearl (Armor ID: 080) with him.
        ---[DONE]Epona Footstep sound, as heard in Ocarina of Time and Majora's Mask. Epona's footsteps sound effect adds more realism. (Scripting or eventing knowledge needed) (This is in Mr_wiggles Folder (:  )
        ---[DONE]Expand the Swimming System to have a Diving mechanism.
        ---[DONE]Update the Visual Equipment so the equipment won't disappear for pretty simple sprites such as Link[7]_PUSH[2].
        ---[DONE]Give the Dark World and the Past World, their own World Maps. There are more than 1 world visitable in the PZE: the real world, known as Light World, where the Hero is born and lives, and 2 more worlds/dimensions: the Dark World (visitable in the title: Zelda A Link to the Past) and the Past World (visitable in the title: Zelda Oracle of Ages). The World Map Menu Screen however only displays the Light World's map at all times. And since the other worlds may not be geographically 100% the same, they need to be given their own World maps.
        ---[DONE]Make the Ground Roll Technique to be enabled/disabled via a simple Switch (The switch to apply only for Link's real Human form - not for Masks). Its possible that the gamers may not want the ground rolling technique in their games, at all, or, simply, they may want to have Link to be an unskilled adventurer at the beginning of his adventure and learn this cool technique later in the game.
        ---[DONE]Make the Sword Spin Attack/Charge Technique to be enabled/disabled via a Switch or something like that. Its possible that the gamers may not want those advanced combat techniques in their games, at all, or, simply, they may want to have Link to be an unskilled fighter at the beginning of his adventure and learn those techniques later in the game.
        ---[DONE]Give the Earth Temple's map a layout. Make the rooms of the dungeon be arranged in an way so the temple is shaped after a symbol of Earth.
        ---[DONE]The Ocarina's Soaring System needs to be disabled when Link is in Dark/Past Worlds.
        ---[DONE]Disable the Ocarina's Song of Time's Travel (a Majora's Mask feature) when Link is in Dark/Past Worlds.
        ---[DONE]Move the Animation ID 619 which is clearly an animation used only by Link, from Events Group to Link's Group. Also, in case the animation ID 618 is used by Link again, then, it must be moved to Link's group.
        ---[DONE]Add the slippery Ice Terrain to the PZE. If Link steps on ice, he could slip all the way until he is stopped by an impassable tile/event.
        ---[DONE]Try add the 'push' effect to the Cane of Somaria's pushable Block. In fact, when we say "push effect" we mean Link's sprite to change to _PUSH while pushing the block.
        ---[DONE]Add Dark World's versions of White and Black 2x2 Big Rocks.
        ---[DONE]Ensure all the maps of PZE are properly set as indoor or outdoor, in the script's list for Outdoor/Indoor maps (necessary, so no rainfalls fall in indoor maps in the final version of PZE). Also remove from the script's Indoor/Outdoor List any map IDs that no longer exist in PZE (as quite a few maps have been deleted or moved lately, and the Indoor/Outdoor list haven't been updated).
        ---[DONE]Finish Epona's new sprites. (Face down need to be animated + additional poses with bows, jump)
        ---[DONE]Finish the combination of Pegasus Boots tool with Roc's Feather Tool so their combined effects can result to Roc's Cape Tool (Placeholder).
        ---[DONE]If Deku Link is standing next to an [Enemy]-flagged event when Charging a Bubble, the Enemy event will flash red.
        ---[DONE]The Dog in South Clock Town is causing serious problems to Deku Link that can lead to game freezes, as the Dog is trying to attack him even when Deku Link is busy using the Deku Flower. We will need find an way so the Dog won't bother to disturb Deku Link when he's busy with the Deku Flower.
        ---[DONE]If Link kills himself with Bomb Flowers (a Bomb Flower explosion drains lots of hearts), he will go into a dying state but the Game Over Screen will not appear.
        ---[DONE]If Link picks up a Bomb Flower, then drop it, and then again pick up that same Bomb Flower, sometimes he will get stuck in a carry (object) state. Note: It seems that this bug is not always triggering.
        ---[DONE]Finish the combination of Pegasus Boots tool + Roc Cape.
        ---[DONE]Finish Deku Link's new sprites and animations.
        Title: Re: [XP] Updated Project Zelda Engine (Zelda Starter Kit) - Current: Update Patch #3
        Post by: SilentResident on August 11, 2013, 11:41:37 AM
        In case people want a list of items and weapons that have been added to the PZE so far, here is a list.

        The list of all completed and functioning weapons in PZE:

        -Slingshot
        -Hyper Slingshot (WIP)
        -Bow
        -Fire Arrows
        -Ice Arrows
        -Light Arrows
        -Bomb Arrows
        -Boomerang
        -Magical Boomerang
        -Hookshot
        -Longshot
        -Bomb
        -Bombchu
        -Remote Bomb
        -Super Bomb
        -Powder Keg
        -Bomb Flower (Work In Progress - WIP)
        -Ball & Chain (WIP)
        -Ocarina/Ocarina of Time & 22 Songs
        -Deku Pipes & 14 Songs
        -Goron Drums & 14 Songs
        -Flute/Horseshoe Flute
        -Magic Hammer
        -Megaton Hammer
        -Magic Beans
        -Mushroom
        -Magic Powder
        -Pegasus Boots
        -Book of Mudora
        -Bug Catching Net
        -Shovel
        -Roc's Feather
        -Roc's Cape
        -Fire Rod
        -Ice Rod
        -Magic Rod
        -Dominion Rod (WIP)
        -Cane of Somaria
        -Cane of Pacci (WIP)
        -Seed Satchel (Some seeds are WIP)
        -Seed Shooter (Some seeds are WIP)
        -Rod of Seasons & 4 Seasons
        -Harp of Ages & 3 Songs
        -Lens of Truth
        -Magic Mirror
        -Lantern
        -Magic Cape (WIP)
        -Deku Nut
        -Deku Stick (WIP)
        -6 Bottles for storing content (such as fish, water, magic potions, small fairies, etc)
        -20 regular Masks & 4 Transformation (Deku, Goron, Zora, and Fierce Deity) Masks (WIP)
        -4 Swords of different size and strength
        -3 Shields of different durabilities
        -Bomb Bags & 4 Bag Upgrades
        -Deku Seed Satchels & 4 Satchel Upgrades
        -Arrow Quivers & 4 Quiver Upgrades
        -Rupee Wallets & 5 Wallet Upgrades



        * WIP means Work in Progress (it is not 100% finished)



        This is the list of all weapons that currently are functioning in PZE! That's alot! These are all the items we managed to finish that far! And more to come ahead! :)
        Title: Re: [XP] Updated Project Zelda Engine (Zelda Starter Kit) - Current: Update Patch #3
        Post by: SilentResident on September 12, 2013, 09:53:20 AM
        As our team relaxed for the August summer vacations, and our real life duties (University's September examinations for 2 of us) we decided to look back at all the hard work we did this Summer, in preparation for our work this Autumn.

        We are is proud to tell you that the resources of Project Zelda Engine are now... almost 4.000 Files and 150 folders!
        Our team is working hard to supply the engine with as many resources, icons, scripts and charactersets as possible, for you to enjoy in the upcoming release of the Project Zelda Engine! There could be no true engine without resource packs!

        Here, an example screenshot of the PZE's stunning ammount of resources, for you! It is taken from the PZE's Icons Folder! 

        Warning: it is a LONG screenshot!
        (https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg21.imageshack.us%2Fimg21%2F970%2F9kxg.png&hash=f0641e6bbc0098d2eec0fa3b8a486d68551220b2) (http://imageshack.us/photo/my-images/21/9kxg.png/)

        We worked hard to make sure you will be missing nothing from the final version of PZE! What do you think? Do you agree to have a resource pack along with the PZE? Or could you like to have them separated?
        Title: Re: [XP] Updated Project Zelda Engine (Zelda Starter Kit) - Current: Update Patch #3
        Post by: SilentResident on September 23, 2013, 02:50:28 PM
        There was a hidden count-down timer feature in RPG Maker XP which was unused in the PZE. So, we brought it to the foreground and enabled it for the Project Zelda Engine, where it can be really very useful and in handy, such as in mini-games or running errands for the trading sequences in your Zelda games!

        The count-down timer is positioned below the Magic Meter and has a blue/white clock symbol next to it:

        (https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg39.imageshack.us%2Fimg39%2F9946%2Fmfv8.png&hash=47b3cb19ec149e753697a9331885771d42230cb5) (http://imageshack.us/photo/my-images/39/mfv8.png/)

        (https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg546.imageshack.us%2Fimg546%2F8303%2F1j9v.png&hash=0649f462c29499847c4a7266d07847c723938b09) (http://imageshack.us/photo/my-images/546/1j9v.png/)

        Our team is working on it and we plan to make a use of the new feature in Mini-games or in trading errands in the existing demo maps of PZE, for you to try and test when the PZE comes out!
        Title: Re: [XP] The Project Zelda Engine (aka Zelda Starter Kit)! *With Downloads & Pics!*
        Post by: SilentResident on October 01, 2013, 11:09:06 AM
        Happy new month everyone! :)

        Our team has done some nice progress, especially on the tedious recreation of Link's forms, from 3D into 2D!

        We are proud to announce that the Link's Goron form, from Legend of Zelda: Majora's Mask, which is also known as Goron Link, has been completed in Project Zelda Engine!

        (https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg14.imageshack.us%2Fimg14%2F9161%2F9zo0.png&hash=8edfaa2ac0432166759fdc74c755f71c0c3db879) (http://imageshack.us/photo/my-images/14/9zo0.png/)

        Some example screenshots of Goron Link in PZE!:
        (https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg15.imageshack.us%2Fimg15%2F3623%2Fwg0z.png&hash=810feb0eb72a41e4f84cc682262c9987a83b7e7e) (http://imageshack.us/photo/my-images/15/wg0z.png/)

        (https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg856.imageshack.us%2Fimg856%2F4628%2Fuwza.png&hash=bdc7ce78f243a43077d56006073382c2850bdd7c) (http://imageshack.us/photo/my-images/856/uwza.png/)

        (https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg266.imageshack.us%2Fimg266%2F6449%2Fljne.png&hash=23ee3330dc26ef1b564be870cf9c487d0e8a4f6e) (http://imageshack.us/photo/my-images/266/ljne.png/)

        Here is a picture for size comparison of the Goron Link with the other forms of Link in Project Zelda Engine!
        (https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg823.imageshack.us%2Fimg823%2F7519%2Fwhiz.png&hash=c3286cacbbfab963867307208668212f0e167082) (http://imageshack.us/photo/my-images/823/whiz.png/)

        The Goron Link in PZE comes all the unique abilities from Majora's Mask - such as the powerful punch (melee range only) that can damage enemies alot, the roll ability, and Goron's back rock shield, and more!

        Hope you liked him!

        More info about the abilities, soon!
        Title: Re: [XP] The Project Zelda Engine (aka Zelda Starter Kit)! *With Downloads & Pics!*
        Post by: SilentResident on October 22, 2013, 06:49:11 AM
        Hello peeps! For this week, we are improving the Goron Link's anime sets, and we just started the spritework on Zora Link's form.

        We fixed and cleaned some stuff in Project Zelda Engine, and we are making portraits for the items, the weapons and the masks, which are needed for display on the Message Boxes such as this:

        (https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg26.imageshack.us%2Fimg26%2F5770%2Fitemgainmessagecomparis.png&hash=c9e8b6de8d9f836b149373cb48eb5baa104ac6ee) (http://imageshack.us/photo/my-images/26/itemgainmessagecomparis.png/)


        Samples of new portraits made so far:

        Remote Bomb:
        (https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg189.imageshack.us%2Fimg189%2F2429%2Foduh.png&hash=599ded4ad8dddfc817496e491a625097c867b7f4) (http://imageshack.us/photo/my-images/189/oduh.png/)


        Magnetic Gloves:
        (https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg692.imageshack.us%2Fimg692%2F7123%2Fphrr.png&hash=291c75dde47edd9a69952dfc33646d7100b42a91) (http://imageshack.us/photo/my-images/692/phrr.png/)


        Magic Beans:
        (https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg19.imageshack.us%2Fimg19%2F8943%2F9tx2.png&hash=f8df9734b15547d23d4c8bd91bc24f6c493038a2) (http://imageshack.us/photo/my-images/19/9tx2.png/)


        Iron Boots:
        (https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg51.imageshack.us%2Fimg51%2F5100%2Fmhr0.png&hash=c3e248c207be2a7db47a7cd64b206d7c68189e54) (http://imageshack.us/photo/my-images/51/mhr0.png/)


        Blue Candle:
        (https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg201.imageshack.us%2Fimg201%2F5531%2Faemk.png&hash=48c4699a8a4562f2ea52edfae4087a6ecd24a993) (http://imageshack.us/photo/my-images/201/aemk.png/)


        To note that the portraits of the items, are NOT icons - they are not used in the inventory menu - are bigger than the icons in both filesize and scale - and are for display on the "You got the X item!" messages.

        it is a tedious work to enlarge the size of the icons and make them pictures without sacrificing the quality, but worth the effort!

        Title: Re: [XP] The Project Zelda Engine (aka Zelda Starter Kit)! *With Downloads & Pics!*
        Post by: SilentResident on November 07, 2013, 12:47:19 AM
        With most bugs in the engine now corrected, it is our pleasure to announce that, within the next week probably, the new demo of PZE will be released to the public!
        Title: Re: [XP] The Project Zelda Engine (aka Zelda Starter Kit)! *With Downloads & Pics!*
        Post by: &&&&&&&&&&&&& on November 07, 2013, 04:43:39 AM
        Possibly one of the greatest starter kits made for any of the RPG makers.
        Title: Re: [XP] The Project Zelda Engine (aka Zelda Starter Kit)! *With Downloads & Pics!*
        Post by: SilentResident on November 25, 2013, 09:56:57 AM
        The release has been postponed as the team decided to have the Goron Mask's form completed and the remaining maps finished, with all of the Goron Link's interactions ready before we release the PZE to the public.

        With the team, we also decided that after the PZE is finished, we could release a "Map Pack" that will contain all Ocarina of Time and Oracle of Age-based maps that were present in the PZE's older versions but are missing from the PZE's newer version. These old maps need to be re-updated to fit with the last PZE core and system changes, and re-release them together, as a "Map Pack".

        Here some pictures (click to zoom) of the old OOT and OOA maps featured in the old Project Zelda Engine:

        OOT's Kakariko Graveyard:
        (https://rmrk.net/proxy.php?request=http%3A%2F%2Fimagizer.imageshack.us%2Fv2%2F150x100q90%2Fc%2F822%2Fkakarikovillagegraveyar.jpg&hash=2240366e6dc115611a7f3405815b7640703ac96a) (http://imageshack.com/i/mukakarikovillagegraveyarj)

        OOT's Kakariko Graveyard:
        (https://rmrk.net/proxy.php?request=http%3A%2F%2Fimagizer.imageshack.us%2Fv2%2F150x100q90%2Fc%2F638%2Fkakarikovillagegraveyar.jpg&hash=5bf171f20533f754cb7115f8053247151c92ab48) (http://imageshack.com/i/hqkakarikovillagegraveyarj)

        Woodset Forest:
        (https://rmrk.net/proxy.php?request=http%3A%2F%2Fimagizer.imageshack.us%2Fv2%2F150x100q90%2Fc%2F573%2Fwoodsetforestwinter.jpg&hash=7e7cc15d3049f1e5033bcccb3c64f1c48622637a) (http://imageshack.com/i/fxwoodsetforestwinterj)

        OOA's Lynna City:
        (https://rmrk.net/proxy.php?request=http%3A%2F%2Fimagizer.imageshack.us%2Fv2%2F150x100q90%2Fc%2F98%2Flynnacity.jpg&hash=587cfaa6aff6a732ee68a541a31284e5e29de88c) (http://imageshack.com/i/2qlynnacityj)

        OOT's Kakariko Village:
        (https://rmrk.net/proxy.php?request=http%3A%2F%2Fimagizer.imageshack.us%2Fv2%2F150x100q90%2Fc%2F338%2Fkakarikovillage.jpg&hash=da33eac76e95978106514ea593242f75a5aad277) (http://imageshack.com/i/9ekakarikovillagej)

        Hyrule Field:
        (https://rmrk.net/proxy.php?request=http%3A%2F%2Fimagizer.imageshack.us%2Fv2%2F150x100q90%2Fc%2F694%2Fpzeminishcap.jpg&hash=410e7e4c2f93850b6300d84071ab0c47cb7ad793) (http://imageshack.com/i/japzeminishcapj)
        Title: Re: [XP] The Project Zelda Engine (aka Zelda Starter Kit)! *With Downloads & Pics!*
        Post by: Branellope on November 27, 2013, 01:55:54 PM
        If I was more excited I would explode.
        Title: Re: [XP] The Project Zelda Engine (aka Zelda Starter Kit)! *With Downloads & Pics!*
        Post by: SilentResident on December 17, 2013, 02:06:54 AM
        Hello people, friends and fans!

        As soon as everyone in our team feels that the engine is 100% ready, we will release the next demo to the public!

        I still have some fixes to do on the Goron Link's animations as soon as I get my computer repaired from thunderstorm damage, I will be back on full work to finish the remaining Goron Link's stances and also address with our team's scripter some issues regarding on the monster Tektite, which is supposed to cause damage and hurt Link when it jumps onto him (but currently it doesnt). After we are fully satisfied, you will get the demo!

        I apologize for the long waiting time, but we really want to provide you with a quality product. Thanks for your patience! :)

        Our immediate priorities:
        The Goron Form:
        (https://rmrk.net/proxy.php?request=http%3A%2F%2Fimagizer.imageshack.us%2Fv2%2F150x100q90%2Fc%2F823%2Fwhiz.png&hash=519b669feb084b10fce234341e00464f697e2d83) (https://imageshack.com/i/mvwhizp)
        The Tektite's attack pattern:
        (https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg826.imageshack.us%2Fimg826%2F3862%2F821w.png&hash=ff58f491166beebdfae4919a50593c5b5b113407) (http://imageshack.us/photo/my-images/826/821w.png/)



        List of many other features the new PZE's demo will bring to you:
        Spin Attack - varied spin range, depending on your sword's length:
        (https://rmrk.net/proxy.php?request=http%3A%2F%2Fimagizer.imageshack.us%2Fv2%2F150x100q90%2Fc%2F89%2Fswordspinattack.png&hash=d73a1c188b0621c671a5d3d8290716dcb036552d) (https://imageshack.com/i/2hswordspinattackp)

        Particles System:
        (https://rmrk.net/proxy.php?request=http%3A%2F%2Fimagizer.imageshack.us%2Fv2%2F150x100q90%2Fc%2F20%2Faq94.png&hash=e191d64705a4d572fa8d1a837c4693f1c24e5eb1) (https://imageshack.com/i/0kaq94p)

        Finished Guard Detection System:
        (https://rmrk.net/proxy.php?request=http%3A%2F%2Fimagizer.imageshack.us%2Fv2%2F150x100q90%2Fc%2F404%2Fo5qp.png&hash=4e77c1007ff498946a40a5d371729c1ca0b61032) (https://imageshack.com/i/b8o5qpp)

        Big Rocks System:
        (https://rmrk.net/proxy.php?request=http%3A%2F%2Fimagizer.imageshack.us%2Fv2%2F150x100q90%2Fc%2F811%2F39j.png&hash=c00736a2c44de7646ac7f9d565e718520db31317) (https://imageshack.com/i/mj39jp)

        Better Graphics for the horse, based on sources, but re-mastered and revamped.
        (https://rmrk.net/proxy.php?request=http%3A%2F%2Fimagizer.imageshack.us%2Fv2%2F150x100q90%2Fc%2F600%2Ft1x.png&hash=08838646a754882f8af6f766e70f2c3592cbb9c4) (https://imageshack.com/i/got1xp)

        Enemies with configurable AI - more info on them, soon!:
        (https://rmrk.net/proxy.php?request=http%3A%2F%2Fimagizer.imageshack.us%2Fv2%2F150x100q90%2Fc%2F22%2Fyf2l.png&hash=f1c09c265b77818e8a3d5f359a20429be19296b3) (https://imageshack.com/i/0myf2lp)

        Many new map interactions such as Gossip Stones and switches, etc:
        (https://rmrk.net/proxy.php?request=http%3A%2F%2Fimagizer.imageshack.us%2Fv2%2F150x100q90%2Fc%2F850%2Fgossipstones.png&hash=a9cf1d176ea7c581af6e39965ed6da40051a2657) (https://imageshack.com/i/nmgossipstonesp)
        (https://rmrk.net/proxy.php?request=http%3A%2F%2Fimagizer.imageshack.us%2Fv2%2F150x100q90%2Fc%2F42%2Fgossipstoneinfo.png&hash=dc0aca803395e1c13298fa4768c1d572acb37ea3) (https://imageshack.com/i/16gossipstoneinfop)

        Bomb flowers:
        (https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg577.imageshack.us%2Fimg577%2F9587%2Fpzebombflowers.png&hash=6ae74037c6724f95273711bc5caf36dc75265c86) (http://imageshack.us/photo/my-images/577/pzebombflowers.png/)

        Advanced Item Selections and Hotkey System:
        (https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg542.imageshack.us%2Fimg542%2F6371%2Fmultihotkeying.png&hash=7a56633605a945191e9af34ffc03aaccd115482b) (http://imageshack.us/photo/my-images/542/multihotkeying.png/)

        And many other improvements, such as the complete demo sample of a world map, the chapters system, the organized text messages, the foreign language support and the ability to change the language of the game and its menus on the fly, and more!

        Thanks for your patience! :)
        Title: Re: [XP] The Project Zelda Engine (aka Zelda Starter Kit)! *With Downloads & Pics!*
        Post by: SilentResident on January 01, 2014, 11:27:42 PM
        Happy New Year, dear people and Nintendofans! Our team has done some nice progress the Christmas and we are now presenting you the results!


        The Pegasus Boots now are complete! This couple of shoes, now not only allows Link to dash, but also literally collides with environments and surfaces, to cause items fall from them! Literally, you can place a Book of your liking on the bookcase (in our case the Book of Mudora), just to dash onto it and take it back! We are very happy with the results!
        (https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg593.imageshack.us%2Fimg593%2F5074%2F8vfg.png&hash=86bccad7f541b0c907a5fb99a9742a2e90431af3) (http://imageshack.us/photo/my-images/593/8vfg.png/)


        Who didn't play the Legend of Zelda: A Link Between Worlds? Well, most of us in our team didn't, sadly, as the Nintendo 3DS console remains very expensive, and therefore, any content we added from the A Link Between Worlds was either by watching Youtube videos, or with MetalZelda's help (lucky little devil, he always have money!)
        The PZE's Dark World map can very well be renamed into Lorule!
        (https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg196.imageshack.us%2Fimg196%2F5550%2Fihdg.png&hash=5ae9d8369254aa05e02c6b78b126755f9ac03831) (http://imageshack.us/photo/my-images/196/ihdg.png/)

        From the A Link Between Worlds, we added a couple of stuff, as well as the Ravio's Rental Shop and the Item Rental System to the Project Zelda Engine!
        (https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg823.imageshack.us%2Fimg823%2F7125%2F8wx9.png&hash=6441b27d6820cf1a97f15f295e9cca25ca8d0fe9) (http://imageshack.us/photo/my-images/823/8wx9.png/)


        And last, for the fans who for a long time have been waiting to see enemies in the Project Zelda Engine, finally we come with some samples of the XAS-powered combat system!
        (https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg854.imageshack.us%2Fimg854%2F912%2Fjbjn.png&hash=040f8731372afef38e64f8dfa37151c58ffbbdae) (http://imageshack.us/photo/my-images/854/jbjn.png/)

        (https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg543.imageshack.us%2Fimg543%2F4906%2Fpfil.png&hash=0156c23efdb332bfa423245d4d6d31031d4df27e) (http://imageshack.us/photo/my-images/543/pfil.png/)

        (https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg853.imageshack.us%2Fimg853%2F4440%2F0xlk.png&hash=15c41da0c9bf2fb66dd44eab57c3c6e7f1b1728c) (http://imageshack.us/photo/my-images/853/0xlk.png/)

        (https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg59.imageshack.us%2Fimg59%2F8985%2Fxzz4.png&hash=80a6a55bedc61f89b02c140d87bc0e5aca5b1a38) (http://imageshack.us/photo/my-images/59/xzz4.png/)




        The Project Zelda Engine team wishes you have a Happy New Year 2014!

        (https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg838.imageshack.us%2Fimg838%2F9748%2Frmdi.png&hash=2deb4d9775146a0d20149613674c68924af95d48) (http://imageshack.us/photo/my-images/838/rmdi.png/)
        Title: Re: [XP] The Project Zelda Engine (aka Zelda Starter Kit)! *With Downloads & Pics!*
        Post by: SilentResident on January 16, 2014, 01:22:41 PM
        After an increasing amount of mails by the fans, we finally added a proper dismount button for Epona (originally, you had to use Ocarina or Horseshoe Flute to dismount, but now the dismount ability has been assigned to the Shield button (key 'Z' on PC keyboard) for easier horse dismount:
        (https://rmrk.net/proxy.php?request=http%3A%2F%2Fimagizer.imageshack.us%2Fv2%2Fxq90%2F849%2Fl7iy.png&hash=8589a667ae064758ada78b4f166eba4d2d54cca3) (https://imageshack.com/i/nll7iyp)


        We also finally added the long-waited TMC tilesets to the Project Zelda Engine! Now the PZE users may use TMC tilesets to make their games, instead of these old and overused ALTTP tilesets that already come with the Project Zelda Engine!
        (https://rmrk.net/proxy.php?request=http%3A%2F%2Fimagizer.imageshack.us%2Fv2%2Fxq90%2F62%2Fwlr1.png&hash=99a6a0695632fa8e7f334d29915516f45f290500) (https://imageshack.com/i/1qwlr1p)



        Also various other minor fixes are applied to the PZE! :)

        Enjoy!
        Title: Re: [XP] The Project Zelda Engine (aka Zelda Starter Kit)! *With Downloads & Pics!*
        Post by: SilentResident on February 11, 2014, 05:32:20 PM
        Hello people, sorry if there are no news for the PZE this month, as we are again busy in real life - the university examinations of February are taking alot of our free time - but we will resume work on PZE as soon as we get the opportunity!

        Our goals for the next phase of the work on the PZE is to make the monsters as bug-free as possible, and apply Weapon-Based effects on enemies (Fire rod to actually cast flames the monsters, the Boomerang to make stars spin on a monster's head, etc)

        We will be back soon with news! Thank you all for your understanding!
        Title: Re: [XP] The Project Zelda Engine (aka Zelda Starter Kit)! *With Downloads & Pics!*
        Post by: SilentResident on March 12, 2014, 05:01:50 PM
        Hello everyone! Our team released a new demo of the Project Zelda Engine!

        The Project Zelda Engine 4.3 is now out to the public!

        Download Links:
        http://www.mediafire.com/download/zgukxgl9cr7p9c9/Project_Zelda_Engine_-_Version_4.3_(XAS_3.91)_-_Demo_3.rar

        Our team got still a lot of work to do on the engine, and lots of features have yet to be added, but the basic stuff is now done!

        We aim to finishing the combat system's elemental effects, the Ravio's shop, and implement more scripts to the engine, if possible.

        But the people can now get a taste of the new features we added so far to the PZE, such as the new particle system, the improved inventory keymapping, the monster behaviors, and many new scripts, to the PZE! The new demo also is a stable version, with most of the bugs have been already routed out!

        Hope you enjoy the demo!

        Have a nice day!
        Title: Re: [XP] The Project Zelda Engine (aka Zelda Starter Kit)! *With Downloads & Pics!*
        Post by: NumeroUnoDE on July 18, 2014, 07:20:48 PM
        Hello Everyone,

        I have some issues concerning the Zelda Engine Patch 4.3 ( XAS 3.91 )
        & I hope, you can give me some advices :

        1. No damage by touching enemy

        After placing some Beam Traps & Blade Traps,
        i realized, only Beam Traps will cause damage
        to Link. Unfortunally not the Blade Tapes. The
        Script of the traps will cause the execution of
        "attack_on" , respectively "shoot_on" on Beam
        Traps.

        I also checked the toolbase, but the "Enemy"
        settings are no significant. Both traps have no
        actions and no other efficiencies.

        I hope someone can give me some advices
        how to fix this problem.

        If you need help in your team to bring anthing
        forward in PZE, so i would be very interested to
        cooperated.


        Thanks a lot ! :-)

        NumeroUnoDE
        Title: Re: [XP] The Project Zelda Engine (aka Zelda Starter Kit)! *With Downloads & Pics!*
        Post by: Marrabella on July 21, 2014, 09:02:12 PM
        WOW! Thank you so much for all the hard work! It makes it possible for me to actually create a fan game! :D Thank you and your team!  :V :) :)

        Have you left anywhere in the engine a event to reset all hearts and weapons items and so on so that the hero starts with just 3 hearts?

        Oh, and one more thing! Did you make any kind of Text message system code database for the zelda project?  I know hermes have one on their webpage but I want to keep it the same zelda style as used in the demo.

        Title: Re: [XP] The Project Zelda Engine (aka Zelda Starter Kit)! *With Downloads & Pics!*
        Post by: NumeroUnoDE on July 22, 2014, 04:59:24 PM
        Hi Marabella,

        for my knowledge, there is only one way to change
        the number of heart container, the level of the magic
        bar and also the items in the menu.

        After opening RPG Maker and loading your project,
        go to "Tools ---> Database". Afterwards you have to
        click on the "Common Events". Now choose the entry
        "GAME SETUP".

        In this script you can change the parameters, there
        are also commentars, which explain the seperate entries.

        If you need further help, just write. :-)

        NumeroUnoDE
        Title: Re: [XP] The Project Zelda Engine (aka Zelda Starter Kit)! *With Downloads & Pics!*
        Post by: NumeroUnoDE on July 22, 2014, 05:01:18 PM

        I really like to help people, but can anyone please
        answer to MY question concerning the damage by
        touching a blade trap ?

        Thanks an lot.

        NumeroUnoDE
        Title: Re: [XP] The Project Zelda Engine (aka Zelda Starter Kit)! *With Downloads & Pics!*
        Post by: Marrabella on July 22, 2014, 09:08:55 PM
        Thanks NumeroUnoDE! That is good to know

        But is there a explanaiton to why "link" starts with all the items and songs discovered?
        Du I have to manualy remove each item in a autostart switch?
        Title: Re: [XP] The Project Zelda Engine (aka Zelda Starter Kit)! *With Downloads & Pics!*
        Post by: NumeroUnoDE on July 22, 2014, 10:04:47 PM
        Hi,

        Yes. You have to remove manually the seperate entries on the "GAME SETUP" Script,
        if you want a fully cleared game enviroment. In my opinion, you have to remove anyway
        following parts :

        Changes :

        Change Parameters : [Link], MaxHP + 1   ---->  Number of hearts
        Change HP : Entire Party, + 1                 ---->  Number of filled hearts
        Change Parameters : [Link], MaxSP + 81  ---->  Level of the magical bar
        Change SP : Entire Party, + 81                ---->  Level of filling for the magical bar


        Deletes :

        -------------------------------------------------------------------------

        # All items
        $data_items.each { |i|
        $game_party.gain_item( i.id, 1 )
        }
        # All weapons
        $data_weapons.each { |w|
         $game_party.gain_weapon( w.id, 1 )
        }
        # All armors
        $data_armors.each { |a|
        $game_party.gain_armor( a.id, 1 ) }

        # REMOVE TO CLEAR THE ITEM MENU
        -------------------------------------------------------------------------

        In addition to these steps in the tab "Actors"
        you have to set the standard weapon, shield
        and armor to "(None)".

        Even in the "GAME SETUP" Script, remove the
        assignment for the C Buttons, because there
        is no item on the beginning. :-) :

        ----------------------------------------------
        REMOVE :

        $game_system.xas_item_id[0] = 8
        $game_system.xas_item_id[1] = 24
        $game_system.xas_item_id[2] = 37
        $game_temp.refresh_hud = true

        ----------------------------------------------

        Greets
        NumeroUnoDE
        Title: Re: [XP] The Project Zelda Engine (aka Zelda Starter Kit)! *With Downloads & Pics!*
        Post by: Marrabella on July 28, 2014, 07:03:54 PM
        Is it a good idea to make a rom with monsters you must kill before you can progress?

        How can we add a varriable and a switch to the engine that makes you kill all enemies in the room before a door opens?
        I tried to make a easy one myself but I cant find out where the enemies are coded and spesified like their movement, what they drop when they are dead and so on. Nice if someone could give me a pointer[/i]
        Title: Re: [XP] The Project Zelda Engine (aka Zelda Starter Kit)! *With Downloads & Pics!*
        Post by: ShinGamix on August 12, 2014, 10:14:35 PM
        Am I the last of the team still out here??? Can't find anyone? The PZE forum backup forum and RRR are gone. So get ahold of me if you're still out there!
        Title: Re: [XP] The Project Zelda Engine (aka Zelda Starter Kit)! *With Downloads & Pics!*
        Post by: Marrabella on September 08, 2014, 12:09:34 AM
        Hope you guys are still out there working on this project! I can help if you need resources, sprites and such. I am a good mapper too

        My fan game based on this latest version of TPZE is making good progress. And I migh be able to release a short demo soon.

        HELP: How do I switch off arrow, bomb, and magic, popup from shrubs and pots? ( so that I can controll that bombs dont pop up before bomb-bag.

        HELP: How to make a new enemy?
        Title: Re: [XP] The Project Zelda Engine (aka Zelda Starter Kit)! *With Downloads & Pics!*
        Post by: Marrabella on December 07, 2014, 07:14:09 PM
        OKEY People! Listen up!

        The http://p-z-e.net/ has closed down, due to lack of dollars. I want to get in touch with the owner so I can get that site up again. The Project zelda engine is a great project and it should not be abandoned this close to a stable release! It is a great resource for fans and creatives all over, and when this engine is complete, people all over are gona make their own zelda universes. And the possibillity of a really good zelda fan game showing up gets only bigger by the week.

        Something happend with the old site where project zelda engine evolved. People missunderstood, could not find the new site and their old buddies. Lets get that back togheter for the greater.

        Contact me if you share the interest in continue this work.
        Title: Re: [XP] The Project Zelda Engine (aka Zelda Starter Kit)! *With Downloads & Pics!*
        Post by: Acolyte on December 08, 2014, 02:25:22 PM
        What are you planning on doing? If there's anything I can do to help, I'd like to see this project continue.
        Title: Re: [XP] The Project Zelda Engine (aka Zelda Starter Kit)! *With Downloads & Pics!*
        Post by: Marrabella on December 09, 2014, 09:05:04 PM
        I plan to do what I can. My job will not be scripting. I can't script from scratch thats why I went with RMXP years ago in the first place.
        I can host a dedicated site for the project. If people dont want that we can ofcourse continue on this thread here on the rmrk forum. :)

        I can map, create events, host site, do graphics and some audio.

        How can we reach the people involved? I have to start somewhere. I am NOT taking on this project, claiming it in any way, I just want to give it the opportunity to grow somewhere.
        Title: Re: [XP] The Project Zelda Engine (aka Zelda Starter Kit)! *With Downloads & Pics!*
        Post by: Marrabella on December 28, 2014, 03:14:51 PM

        Hey, I found some stuff I want to report, and need help in fixing.


        1. Bushes can be trown at rocks, and the rocks will break appart.

        2. After the shop system is called, there is a error when hitting (f5). Marshal dump.


        Can someone provide a quick fix for this? :)

        Title: Re: [XP] The Project Zelda Engine (aka Zelda Starter Kit)! *With Downloads & Pics!*
        Post by: Jennestia on December 31, 2014, 03:24:10 PM
        Seems I may have missed the train on this haha. I'd look into it but looks like the site hasn't been redone/hosted yet or download to the latest build anywhere.
        Title: Re: [XP] The Project Zelda Engine (aka Zelda Starter Kit)! *With Downloads & Pics!*
        Post by: PhoenixFire on January 01, 2015, 11:24:30 PM
        Yeah, it looks like those who were running it are no longer involved with it, and, to top it off, the few remaining people that seem interested enough, seemingly can't get ahold of each other? I mean, I don't see why you can't still offer to help, since some of the people working on it are members on here.
        Title: Re: [XP] The Project Zelda Engine (aka Zelda Starter Kit)! *With Downloads & Pics!*
        Post by: Marrabella on February 19, 2015, 08:44:52 PM
        I agree! The project is to great to die like this. Hopefully the team will take it back into their arms.


        But can anybody come with a solution to the shopscript problem. after i testplay "trading post" and activate the shopscript. when i try to quicksave i get a sprite marshal dump error. It is the  PZE 4.3 (XAS 3.91) version. And I have not changed anything.
        Title: Re: [XP] The Project Zelda Engine (aka Zelda Starter Kit)! *With Downloads & Pics!*
        Post by: ShinGamix on March 15, 2015, 05:21:33 PM
        I wanted to say I am still around and from the old team and I am still working on the Xp version and putting together an VX Ace version at a slow pace.

        To help or more info just message me. I will do my best to answer what i can.
        Title: Re: [XP] The Project Zelda Engine (aka Zelda Starter Kit)! *With Downloads & Pics!*
        Post by: mikalle1984 on March 26, 2015, 11:41:18 PM
        "fmodex * line 735: no method error ocurred!  undefined method 'chr' for nil:nilclass"... I have a big problem.On  win7 64 bit, does not work. can someone help me? I tried to replace "scripte rxdata" but no effect
        Title: Re: [XP] The Project Zelda Engine (aka Zelda Starter Kit)! *With Downloads & Pics!*
        Post by: ShinGamix on April 07, 2015, 02:45:47 AM
        Which version of the engine are you using?

        btw I am looking for experienced XP and Ace users to join the new teams.
        Title: Re: [XP] The Project Zelda Engine (aka Zelda Starter Kit)! *With Downloads & Pics!*
        Post by: Marrabella on May 28, 2015, 10:53:24 PM
        Any news about a new XP version?
        :)
        Title: Re: [XP] The Project Zelda Engine (aka Zelda Starter Kit)! *With Downloads & Pics!*
        Post by: ShinGamix on May 31, 2015, 01:04:03 AM
        I am about to open the PZE site I have been working on so keep your faith in this project.
        @Marrabella It will grow. I am keeping it alive.
        @Jennestia Missed what train??
        Title: Re: [XP] The Project Zelda Engine (aka Zelda Starter Kit)! *With Downloads & Pics!*
        Post by: ShinGamix on June 03, 2015, 12:23:24 PM
        BIG NEWS!!
        PZE Is Still Alive!!
        Wanted to Update Everyone. I am taking over PZE.
        Still Haven't heard from them, so I am continuing without them sadly.

        So now we have an Xp and and Ace Team. No plans for a VX Team as of now.
        The New Project Zelda Engine site is up and running. I built it on a freeforum so that it will never go away. It's nothing too fancy, just a place for PZE people to meet up and discuss all things Zelda!
        If you would like to check it out http://projectzeldaengine.freeforums.net/ (http://projectzeldaengine.freeforums.net/)

        Recruitment!!
        If you ever wanted to be on the team (XP or Ace) now is the time!!! Already have several members for both teams and the new site is nearly ready to launch to the public (it is already open to the Dev Team). Since this is an old school Xp site hoping to get some more Xp ppl and Ace too.

        Link to the Future!
        PZEX and PZEA are in development phases again but no scheduled releases as of yet guys. I need feedback and suggestions for possible new features also. So come on over to the site http://projectzeldaengine.freeforums.net/  (http://ttp://projectzeldaengine.freeforums.net/)and help us out!!
        Title: Re: [XP] The Project Zelda Engine (aka Zelda Starter Kit)! *With Downloads & Pics!*
        Post by: strike on June 03, 2015, 01:21:56 PM
        not to be a dick, but you've just sorta decided you have permission to "Take it over".
        Title: Re: [XP] The Project Zelda Engine (aka Zelda Starter Kit)! *With Downloads & Pics!*
        Post by: SilentResident on June 04, 2015, 07:56:33 AM
        I am utterly upset with you, ShinGamix. How can you just "take over" PZE without consulting with us the rest of the PZE team?
        Title: Re: [XP] The Project Zelda Engine (aka Zelda Starter Kit)! *With Downloads & Pics!*
        Post by: Acolyte on June 04, 2015, 02:27:29 PM
        To be fair, you kinda just dropped off the face of the planet for over a year.
        It's good to see you back though. Are you still working on this?
        Title: Re: [XP] The Project Zelda Engine (aka Zelda Starter Kit)! *With Downloads & Pics!*
        Post by: PhoenixFire on June 04, 2015, 06:14:06 PM
        Okay, so if we can organize a bit better, I'm looking to work with you guys on this to make it compatible with XPAce. Good to see people still working on this though :)
        Title: Re: [XP] The Project Zelda Engine (aka Zelda Starter Kit)! *With Downloads & Pics!*
        Post by: SilentResident on June 04, 2015, 07:32:21 PM
        To be fair, you kinda just dropped off the face of the planet for over a year.
        It's good to see you back though. Are you still working on this?

        Hello, we haven't abandoned the Project Zelda Engine. Don't worry for the lack of news about it, we haven't abandoned the project. At least not without informing you, first.

        The current situation in the PZE team does not permit us to proceed with big changes on the engine, due to the lack of scripters, whose the work is critical for the further development of the engine. As of today, we are still working abit on PZE, but we are mostly restricting ourselves to the fields we are most skilled with, such as eventing and spriting.

        Of course, as soon as we get scripters joining our ranks once again, the core (and scripting) development of the PZE will resume as usual, and news will be posted to keep you all informed of our process.
        Title: Re: [XP] The Project Zelda Engine (aka Zelda Starter Kit)! *With Downloads & Pics!*
        Post by: SilentResident on June 04, 2015, 07:36:40 PM
        Okay, so if we can organize a bit better, I'm looking to work with you guys on this to make it compatible with XPAce. Good to see people still working on this though :)

        You and everyone else is welcomed to contribute in any way you want. :)   I will seek contact with ShinGamix to clear some confusion regarding his alleged plans for a takeover of the engine, before we can decide what help does the PZE need.



        Edit: Pardon me, but I feel the need to clarify some facts regarding the use of PZE's resources in other games/projects, due to an ongoing chat on other forums regarding the use of PZE's rich resource database:

        - I give no permission to anyone to make profit of their games for as long as they use the PZE's resources (be them graphics/music/scripts).
        - Only the people who don't plan to make profit of their games, are permitted to use the PZE's resources (be them graphics/music/scripts).

        The following conditions must be respected if anyone wants to benefit from the PZE's resources (be them graphics/music/scripts):
        - Credits are given where due.
        - No profit from using the PZE's resources.
        Title: Re: [XP] The Project Zelda Engine (aka Zelda Starter Kit)! *With Downloads & Pics!*
        Post by: ShinGamix on June 13, 2015, 10:56:36 PM
        I didnt take over as in changing it I am just keeping it going till you all came back (The Xp version). I am sure I said that. You guys disappeared. I had people asking me all kinds of questions and I heard nothing from any of you guys for a long long time, so don't get upset at me. Actually it has been well over six months and then some. All the sites shut down I had people asking me about the Xp version bugs and other things and I had no idea what to say since NONE of you were ANYWHERE. I did the best I could with the info I had. I actually thought you guys would appreciate it when you guys did come back. If anyone should be upset, it should be me as the team just vanished and didn't say anything anywhere why or when or if you were coming back.  I also thought you would appreciate the loyalty and dedication.

        Oh yea Acolyte has it been over a year? Wouldn't doubt it.

         >:( >:( >:( >:( >:( >:( >:( >:( >:( >:( :( :( :( :( :( ??? ??? :'( :'( :'(
        Title: Re: [XP] The Project Zelda Engine (aka Zelda Starter Kit)! *With Downloads & Pics!*
        Post by: SilentResident on June 15, 2015, 04:04:33 PM
        I didnt take over as in changing it I am just keeping it going till you all came back (The Xp version). I am sure I said that. You guys disappeared. I had people asking me all kinds of questions and I heard nothing from any of you guys for a long long time, so don't get upset at me. Actually it has been well over six months and then some. All the sites shut down I had people asking me about the Xp version bugs and other things and I had no idea what to say since NONE of you were ANYWHERE. I did the best I could with the info I had. I actually thought you guys would appreciate it when you guys did come back. If anyone should be upset, it should be me as the team just vanished and didn't say anything anywhere why or when or if you were coming back.  I also thought you would appreciate the loyalty and dedication.

        Oh yea Acolyte has it been over a year? Wouldn't doubt it.

         >:( >:( >:( >:( >:( >:( >:( >:( >:( >:( :( :( :( :( :( ??? ??? :'( :'( :'(

        You should have just send me a PM on RMRK.net. You know, RMRK.net allows you to send personal messages to other RMRK.net members. Same goes for the other sites (check my signature, you can find me in all the sites listed here, and which are still up except rpgrevolution.com and the original PZE site).
        If you have tried to contact me, you could have knew that we didn't disappear. :)  Our inactivity has nothing to do with about PZE being dead, but rather the fact that key members in our team are busy in real life and we rely on their talents and skills for any further process in the PZE engine.

        Next time, I strongly recommend everyone do not get too eager to make assumptions that the PZE is dead or the team has disappeared, based on how active the PZE forums are. After all, the "no news about PZE" doesn't mean we have abandoned the project.

        But even so, I am not really upset with you, ShinGamix.
        In fact, I appreciate your efforts to bring some life and even bring up a site dedicated to the PZE. I have asked Baffou to keep a contact with you to clear some things out and see how can we proceed ahead given the circumstances.
        Title: Re: [XP] The Project Zelda Engine (aka Zelda Starter Kit)! *With Downloads & Pics!*
        Post by: Marrabella on July 02, 2015, 07:32:40 PM
        This is good news! You are all dedicated and that`s a good thing! Keep finishing the Zelda engine. It`s so close to completion in many ways!
        Title: Re: [XP] The Project Zelda Engine (aka Zelda Starter Kit)! *With Downloads & Pics!*
        Post by: whitequill on July 03, 2015, 06:29:56 AM
        I found this project a while back, I also ran into the same error and have not been able to run the game.  I also do not have XP. I am more interested in the raw engine then the Zelda part of it.

        I think making a game with it would be a fun task.
        Title: Re: [XP] The Project Zelda Engine (aka Zelda Starter Kit)! *With Downloads & Pics!*
        Post by: Acolyte on July 03, 2015, 09:26:49 PM
        I found this project a while back, I also ran into the same error and have not been able to run the game.  I also do not have XP. I am more interested in the raw engine then the Zelda part of it.

        I think making a game with it would be a fun task.

        Do you think you could clarify this a bit? I'm really confused as to what you're saying. This is a resource pack for RPG Maker XP. Unless you're talking about the specific script alterations they've made, the underlying engine would be XP.
        Title: Re: [XP] The Project Zelda Engine (aka Zelda Starter Kit)! *With Downloads & Pics!*
        Post by: whitequill on July 04, 2015, 05:37:39 AM
        Do you think you could clarify this a bit? I'm really confused as to what you're saying. This is a resource pack for RPG Maker XP. Unless you're talking about the specific script alterations they've made, the underlying engine would be XP.

        I was meaning removing all the Zelda references; sounds, music, sprites, names of inventory items, etc... and make a game solely based on the game play, and battle system of Zelda.  I'm most interested in the battle system, and I've not found any scripts that mimic the zelda battle system for RPG Maker.

        So you have XP (core engine), then you have the scripts that make the game run like a Zelda game (Zelda engine), which I am interested in.
        It also runs like Secret of Mana, or other games of that nature as far as battle mechanics go.
        Title: Re: [XP] The Project Zelda Engine (aka Zelda Starter Kit)! *With Downloads & Pics!*
        Post by: ShinGamix on July 23, 2015, 09:38:27 PM
        @whitequill I still believe the additional scripts that make the Zelda Engine for XP, not all of them can be used commercially either because there are so many different coders to the scripts.
        Title: Re: [XP] The Project Zelda Engine (aka Zelda Starter Kit)! *With Downloads & Pics!*
        Post by: ShinGamix on August 10, 2015, 10:50:03 PM
        Attention
        PZE is in serious needed for a new dedicated XP Coder!!!

        At Least spread the word!!! Help us find one!!! This is holding up advancement in the updates!!!
        Title: Re: [XP] The Project Zelda Engine (aka Zelda Starter Kit)! *With Downloads & Pics!*
        Post by: ShinGamix on November 10, 2015, 12:33:01 PM
        Massive update

        First PZE has new site http://projectzeldaengine.freeforums.net/
        SilentResident and most of the old team members have been hunted down or resurfaced!
        PZE Teams are now working on three versions of the PZE engine including an Ace and MV version which are in the early stages.
        PZE Community is having a thanksgiving day Chicken contest!!!

        I kept it short but got to get back to work on the engines. btw we still need coders!!
        Title: Re: [XP] The Project Zelda Engine (aka Zelda Starter Kit)! *With Downloads & Pics!*
        Post by: SilentResident on November 24, 2015, 01:05:05 PM
        I am happy to confirm, even with a small delay due to technical reasons, that the Project Zelda Engine - The Zelda Starter Kit, (after the shutdown of its previous website, due to technical issues), now got a new official website, at:

        http://projectzeldaengine.freeforums.net


        More updates are coming for the Project Zelda Engine, when time and situation permits so.

        Everyone, both on the official site, and on this RMRK page, will be notified! :)  Stay tuned!
        Title: Re: [XP] The Project Zelda Engine (aka Zelda Starter Kit)! *With Downloads & Pics!*
        Post by: facembani2232 on March 31, 2016, 08:26:13 PM
        nicee project !! ;D