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> eh, I've kept you waiting long enough, my 3D zelda that has graced the WIP topi
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mr.mario
Posted: Dec 23 2007, 10:51 AM
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and you people thought Mugen coded in GML would never work
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anyway before you get too excited keep in mind 3D level design is hard and this will likely get canned in the future, with that said enjoy this demo, all you can do ass of now is wander around and kill enemies with either your sword or bow, press 1 to equip the sword and 2 to equip the bow, press shift to use these items, when you activate the bow the game goes from top down 3D to first person 3D, use the mouse to aim and click to shoot, press control to exit first person mode

anyway here's a demo for you: http://www.sendspace.com/file/zzv8kf

P.S. if someone were to make me a custom tree sprite for FPS mode I'd greatly appreciate it cool.gif

EDIT: here's a partly outdated screen showing a comparison if top down and first person modes

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notice how in top down you see the guard from the side and Link is to the right but in first person you see things from link's perspective and you see the guard's front

This post has been edited by mr.mario on Dec 23 2007, 06:43 PM


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Shyguy Fan
Posted: Dec 23 2007, 11:02 AM
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Ahhhhhhhhhh!! run mario run


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Unexpected error occured when running the game


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mr.mario
Posted: Dec 23 2007, 11:20 AM
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and you people thought Mugen coded in GML would never work
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works for me.


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Twistendo
Posted: Dec 23 2007, 11:28 AM
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ಠ_ಠ
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QUOTE (mr.mario @ Dec 23 2007, 11:20 AM)
works for me.

same


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mr.mario
Posted: Dec 23 2007, 11:34 AM
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and you people thought Mugen coded in GML would never work
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so any comments?


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BubbleMan
Posted: Dec 23 2007, 01:39 PM
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aka Aku
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would be nice if some screenshots were included so that we know what we're downloading.


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BubbleMan
Posted: Dec 23 2007, 01:50 PM
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aka Aku
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the 2d to 3d is neat, but the 3d aiming could use work. Also, enemies should try to attack you instead of just overlapping with you and making it impossible to kill in first person mode.

You should definitely finish this though.


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mr.mario
Posted: Dec 23 2007, 03:35 PM
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and you people thought Mugen coded in GML would never work
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exactly what aspect of aiming needs work?


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Grant
Posted: Dec 23 2007, 06:04 PM
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John Freeman said
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The trees oughtn't to be suspended above the ground in 3D mode, though you already obviously realize this. How about making the lowest part of the texture (part of the roots) extend below the ground? Maybe that would work, idk.

Also, I repeatedly tried firing at that one kind of enemy which I can't seem to identify (looks like an eyes-on-stalks thing, unless I'm seeing it wrong) with an arrow, but the arrows kept not harming it until finally I got it on a different try at 3D mode. Could have just been that I was supposed to hit it lower down, but it was still odd.

Otherwise, it's OK so far. Could probably take more advantage of 3D aside from using rectangular, very pixelated blocks, hovering trees, and enemies on an otherwise featureless landscape, IMO, but it's a good start.


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mr.mario
Posted: Dec 23 2007, 06:27 PM
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QUOTE (Grant @ Dec 23 2007, 06:04 PM)
The trees oughtn't to be suspended above the ground in 3D mode, though you already obviously realize this. How about making the lowest part of the texture (part of the roots) extend below the ground? Maybe that would work, idk.

Also, I repeatedly tried firing at that one kind of enemy which I can't seem to identify (looks like an eyes-on-stalks thing, unless I'm seeing it wrong) with an arrow, but the arrows kept not harming it until finally I got it on a different try at 3D mode. Could have just been that I was supposed to hit it lower down, but it was still odd.

Otherwise, it's OK so far. Could probably take more advantage of 3D aside from using rectangular, very pixelated blocks, hovering trees, and enemies on an otherwise featureless landscape, IMO, but it's a good start.

the arrows still defy me by not working when colliding at some angles, as soon as I figure out whats causing this I will fix it, and how else do you want me to take advantage of 3D, I have no clue how to model, if I new I would model everything instead of using cheaply edited sprite rips, and the green enemies are chu-chus based off of MM.


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Simoneister
Posted: Dec 24 2007, 01:07 AM
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This is a great start! There are of course still glitches, but since it's a demo I can't complain.


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Grant
Posted: Dec 24 2007, 01:44 AM
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John Freeman said
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QUOTE (mr.mario @ Dec 23 2007, 06:27 PM)
how else do you want me to take advantage of 3D

I guess I just meant that you could add more types of terrain features like are found in official Zelda games (bushes, maybe jars, perhaps houses in some environments, stuff like that) and maybe even try adding some simple slopes if you can manage that. (Don't worry or anything if you can't manage that, though.)

I wouldn't have even said that if you had declared this to be a simple engine test. But as it's a demo, I guess what I'm saying is that there's not much to see and do in it yet.


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mr.mario
Posted: Dec 24 2007, 02:05 PM
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and you people thought Mugen coded in GML would never work
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well this wasn't originally gonna be a actual game, just me fooling around in 3D, but I like it so much I just thought I had to make it a game, I really would like to model landscape but thats is really hard to do, I'm gonna say this will probably be a mix between regular zelda gameplay and FSA with levels and stuff, or maybe I should make it reverse AoL and make this a platformer and make it a platformer that goes 3d when you touch an enemy, I'd like to here some thoughts on this


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mr.mario
Posted: Dec 27 2007, 06:18 PM
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and you people thought Mugen coded in GML would never work
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bump


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mr.mario
Posted: Dec 30 2007, 01:31 PM
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and you people thought Mugen coded in GML would never work
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double bump


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