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-WIP- Going inside of a giant tree is somewhat of a side-scrolling thing. Damage dealing projectiles may fall from holes in the wall.
-WIP- New title screen using Cherry's Better Auto-Enter Patch. Waterfall is animated and the choices available here are: New game, Load game, Arcade, Options, Quit.
- WIP - New giant trees and 2 new kinds of animated water.
- WIP - King Zora graphic by Miracle. Waterfall ripped by me from the original title screen(what a pain that was!)
- WIP - Playing around with the idea of a giant sword.
I drew my own custom sign, then had the idea to make this giant picture for when you talk to the sign. It appears off screen at the bottom and moves up into position. Was testing the boundaries for text in messages.
You can fall in pits which deals a bit of damage. I used the sprite from LttP and devolved it to look like NES Link. haha Ignore that rock on the left, this is a test map anyways.
Image of the tutorial explaning how the hit boxes work. Here's another type of message box.
Finally got a custom font in my game, I drew it myself. It's a scaled down version of the original NES font. You can also see one of 9 window skins you can choose from in the Options menu.
Christmas mapping contest entry. It showcases some of the recent work on NPCs and tiles.
A mock up of a swamp to test out the marsh autotiles and the trees. I fussed over the trees for a good 30 minutes, trying to get the little black lines to look just right.
Just for fun xD
The final layout of the menu. Added some HUD info, but also made it so you can simply move the cursor to other categories(why didn't I think of that before?). Added the location pictures at the top, that's not HUD, it's always there.
Still need to align them, but added this info to the HELP section. Also added a TUTORIALS section (the question mark), but it's empty right now.
I added some useful information from some of the other screens. Star, Shift, and X pictures are there when the HUD option is ON. The space in the middle and up top will be used for Quest and Map, which get added in the final game.
Some new visual options. HUD will show some helpful info, but when you know the buttons it's good to turn it off. The message boxes took forever! but it's totally worth it.
All this can be yours!
More recent view of the menu. The most notable upgrade is the icons for items such as wands and bottles. As you collect multiple types the icons will show this and allow you to pick between what you have collected.
Icons - Images that appear(for a short time) along the bottom of the screen to indicate effects and restrictions. WIP - 100% custom. There are 4 icons that show how much time is left on Power boost, Defence boost, Invisibility, and Invincibility
Every map will have the default group of monsters randomly placed. Some maps will have randomly spawning rare monsters. Defeat rare monsters to complete quests or get rare drops to enhance equipment.
Playing around with puzzle concepts. I added the red/blue switches from Link to the Past. *oops, just noticed the color problem in the door*
Rate my lighting/shadow effects ^.^;
Potion system similar to Link to the Past. You will have 4 bottles and 6 types of potions. When you find the recipe you can make that potion by talking to a potion maker NPC. Some of the better potions will require certain materials to make them.
A better view.
Shows the purple candle special ability. 3 way shot is great for clusters of enemies. (This is the "debug room" where I program and test all the items)
New status screen. Working health bar at the top. Few options on the right. The section on the left shows bonus/skills on your gear.
A small sample of some of the recolors, edits, and originals I've made so far. <3 Red Mage Wizzrobe. I made some other Wizzrobes based on other FF jobs.
One page of several in the help screen. Index on the left side is to move between pages. There is a table of contents on the main help page to tell you what they mean.
This was fun to code! *Updated*
The usage log. This map looks pretty bare now but it fills up with objects as you use your items and gives rewards.
Accessing the Quickmenu. This comes up when the main menu is disabled. Its much quicker to change gear using this menu.
Sub-menu options