Description

Welcome to RMN's collaborative Zelda game made in SMBX! The purpose of this event is to organize a collaborative effort to make a game in SMBX where Link is the playable character. We are going to have PLOT, PROGRESSION and a FINAL BATTLE! If this sounds like fun to you, please join!



This is an overview on how this collaborative game will work.

1. The game will be FOCUSED and have CLEAR PROGRESSION and a PLOT
The game will be a collaborative effort of a team, and not a hodge-podge of levels in a level pack. That means working together to plan out levels, areas, temples and story!

2. The game is limited by what SMBX can do
It's not like traditional Zelda games where you can get items permanently to unlock new areas or abilities or whatever. With SMBX there is no real permanence between levels (beyond your own character's powerups, which are lost once you get hit). The only thing that can really mark progress is a WORLD MAP and TRIFORCE PIECES (aka Stars).

3. The game is limited to Link (and potentially Shiek (as Toad) if we get a resprite)
No Mario, Luigi, or Peach. This game is about playing as Link (with 2P defaulting to Shiek, if available)

4. Levels have to be designed with Link in mind
Mario levels can have a lot of tight jumps and precision platforming, but that doesn't work as well for Link. Link is more about stabbing things with his sword, or collecting keys and bombs. Levels should reflect his strengths.

5. We all have to use a consistent aesthetic (a.k.a. the same graphics pack)
No Mario tiles or enemies in a Link game. Everything used has to be resprited or be graphically consistent for this. We need to try to be consistent with sound effect usage! Solving something should give you the little Zelda flourish! We need to take the extra time and effort to make sure little details like this are consistent.

Remember that we're making a platformer, and therefore, make a platformer! I suggest against trying to make "equipment" in the traditional sense. Everything Link can get is all temporary and easily lost, so play up his natural sword moves and other features rather than trying to supplement or require items for stuff. Except for maybe temples. Don't make the platforming super-hard. Make it easy enough that a 5 year old could beat it. Because Link is NOT platforming-intensive character. All the levels (especially PROGRESSION ones) should be on the short side. Mario 3 sized. Long levels with Link strike me as a particularly bad idea. Even temples should be relatively short, so that you can use the midpoints for boss fights. Or even make the temples a series of short levels! I'd say each "Temple" should revolve around a different ability or item for Link to make use of, sort of like a real Zelda game. Since it's Zelda, there can be more emphasis on puzzle/problem solving. Killing all enemies in a room could be a viable puzzle solution.


Here is a Zelda II style graphic pack for SMBX:
http://rpgmaker.net/users/kentona/locker/Zelda_rmn_graphics.zip
If you use graphics other than these, please keep a separate folder of them in your submission (in addition to your level folder). In the final game, I hope to save space and include this graphics pack in the root folder of the project. Thus if you use graphics other than these I need an easy way to put them in your level folder, and the easiest way for that to happen is if you keep a copy those extra graphics in a separate folder. Got it?

For palaces, there is also this collection of graphics. I will NOT be placing these in the root folder, so if you use them, be sure to keep a copy of what you use in a separate folder as instructed above!
http://rpgmaker.net/users/kentona/locker/LoZ2AoL_the_palaces.zip





TO BE DISCUSSED

Once there once was a great and wise King of Hyrule that governed the land with the strength of the united Triforce as his command. However, the King was not immortal and, anticipating his death, he hoped to find someone with the innate qualities that were fitting of a worthy possessor of the Triforce, for if it were to fall in the wrong hands, evil would befall Hyrule. Unfortunately, he was unable to find any such person before his death, and thus shattered the Triforce and hid its pieces in the kingdom.

Ages have past, and a mystery entity rises to threaten Hyrule. A young elf by the name of Link has been chosen by destiny to collect the scattered triforce pieces, reunite them, and defeat this mysterious dark entity!



TO BE DISCUSSED

I feel that the game should be fairly non-linear. Link would start out in the Central hub (Hyrule Castle/Hyrule Field) and be able to progress to a selection of areas (ie- Lost Woods, Lake Hylia, Zora's River, Graveyard) and defeating their temples and collecting Triforce pieces, unlocking a new set of areas (ie Death Mountain, Gerudo Desert, Skyloft, Snowpeak), then eventually the Dark World where Link must face Ganon. This is all to be discussed and hammered out by the participants before levels are started!

As an example:




TO BE DISCUSSED
I think that 5-7 areas + hub area + dark world will be sufficient for this game.

Easiest

Lost Woods/Forest Temple Green Bots, Moblins, Deelers,

Gerudo Valley/ Spirit Temple Leevers, Octoroks, Geldarms

Lake Hylia/ Water Temple Blue Tektites, Blue Bots, Bago Bagos, Zoras (Reskinned Firetrap plants, perhaps?

Graveyard/ Shadow Temple: Moa (reskinned boos), Magu, Boes (Black Bots), any ideas for a reskinned Poe?

Death Mountain /Fire Temple: Red Tektites, Dairas, Red Aches, Boulders, Firebirds

Skyloft/Sky Temple: Birdknights, what else?

Dark World/ Ganon: Nasty things

Hardest

These lists shouldn't be considered hard fast "adhere or die" but it gives a general idea we can follow to avoid all areas being really homogenous in terms of enemies.


  • You must use SMBX v1.3 (the download link is in the Engines page if you don't have it already)
  • There is no limit to the number of levels you can submit. (But only the levels that conform to the gameplan will make it to the final game)
  • Levels that don't meet a minimum level of quality will be rejected.
  • Levels must be complete and level endings must be possible to acquire.
  • Levels can't cause SMBX to reach a volatile or glitchy state nor can they cause level/section wide slowdown in SMBX.


When starting work on a new level submission, be sure to note what area it will belong to, and what kind of level it will be:

1. PROGRESSION level
This is a short level that Link must progress through. It will contain no triforce pieces and will be largely linear (though could be used for "branching paths" and "secret exits!"). Link will exit these stages by simply walking offscreen.

2. MINIBOSS level
This is a very short level wherein Link will face a boss or miniboss fight. The level exit would be unlocked after winning.

3. TEMPLE level
This is a level (or collection of short levels) where Link must progress through to retrieve a piece of Triforce. These levels will mark the end of an area, and only one temple level(s) will be allowed per area. The level ends after retrieving the Triforce.

4. TRIFORCE level (maybe)
This is a longer or more complex or difficult level, where Link can find a piece of Triforce at the end. I AM NOT 100% SET ON THIS IDEA YET THOUGH - it depends on how many "temples" we settle on. The level ends after retrieving the Triforce.

5. BONUS level
An incredibly small level where Link can find some heart pieces or fairies to restore his health, or perhaps a powerup like a Fire Sword. The level can be exited by walking offscreen.

6. ???? level
Any other ideas for level types?



1. The event starts now. The event will END once the plot is finalized and all the levels are submitted.
2. Discussion period: where we hammer out the game's details.
3. Level creation period: where we make the levels.
4. Compilation and Refinement period: where we refine the levels and make them work together as a game.
5. Testing period: where we test the final draft.
6. Release: where we create a gameprofile and release the game.



Remember, this is going to be a collaborative game! We have to work together on this. Don't just go off willy-nilly making levels and submitting them, because if they don't fit in our gameplan, they aren't getting accepted. Ready? BREAK!

This is going to be fun, guys!

Details

Registration

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Posts

halibabica
RMN's Official Reviewmonger
16813
Shiek resprites for Toad coming right up. I'll get them posted as soon as I can, and try to make them match the style in the graphics pack.
I saw this on the forum and thought about checking it out. Now that there's an actual event link on the main page, I feel even more inclined. I haven't worked in SMBX for a little while. Could be fun to do so!
Like I said in the forums, I'll make my pixel art services available for this event. I'm more comfortable with drawing and animating sprites, but I could do tiles too.

Requests should include as much info as possible: character, size, colors and shades, equipment, poses, movements, actions, etc.

I already made a first rough Ganon sprite (see above). Anyone, please tell me exactly how you want him to be when you'll have decided.

Bear in mind that I don't know anything about the engine SMBX itself. If there are technicalities I should know about and account for such as special hitboxes, how to actually organize the sprite sheets and stuff, please teach me :)
Seiromem
I would have more makerscore If I did things.
6375
Alright, let's shoot some ideas about everything!
I brought my shotgun.
I love Legend of Zelda, but I've only ever beaten Spirit Tracks.
I am joining, and have ideas for a temple. It may appear in either the Gerudo Desert or Lake Hylia(since Zora's Domain may not work out). My only problem with the idea is that I don't have a name for it.
As you know, I'm talking about temples here, so it would be a temple area. It may be late game though.

So, in our modern day with Zelda, you include Skyloft but the story is still as simple as an old NES game? I understand there isn't that much you can do in SMBX, but come on! We can do better! :3 Good thing it's up for discussion.
Ratty524
The 524 is for 524 Stone Crabs
12986
Count me in. I'll probably submit one or two entries this time around.
I haven't played any SMBX games or made any SMBX games. But I'll try to play as many and have as much practice as possible regarding this event, because it looks super cool. Does anyone have any good tips for learning this?
Ratty524
The 524 is for 524 Stone Crabs
12986
author=thatbennyguy
I haven't played any SMBX games or made any SMBX games. But I'll try to play as many and have as much practice as possible regarding this event, because it looks super cool. Does anyone have any good tips for learning this?
By picking up SMBX, I'm pretty sure you'll find a lot of things to be self-explanatory. Some special tips I can give, though:

> Depending on the size of a particular background, attempting to expand the screen either upwards or downwards can cause a bit of a graphics glitch, so if at any point you see your cursor graphic leaving a trail of itself, you'd need to decrease the canvas size a little.

> Use of layers and events can make for some pretty powerful stuff. I suggest looking at some of our tutorials to help you get started with it.

> Just play around. Learn what each thing in each tab can and can't do.

author=Avee
Like I said in the forums, I'll make my pixel art services available for this event. I'm more comfortable with drawing and animating sprites, but I could do tiles too.

Requests should include as much info as possible: character, size, colors and shades, equipment, poses, movements, actions, etc.

I already made a first rough Ganon sprite (see above). Anyone, please tell me exactly how you want him to be when you'll have decided.

Bear in mind that I don't know anything about the engine SMBX itself. If there are technicalities I should know about and account for such as special hitboxes, how to actually organize the sprite sheets and stuff, please teach me :)
In terms of style, LoZ 2 sprites are almost always at a profile view. That is, you only see the side of their faces during gameplay. Also, an issue that I particularly notice with the Ganon sprite is that the position of its feet are not parallel with each other. In SMBX, it's a bit difficult to create "dimensional" tiles where the floor plane is at an angle as oppose to a straight line. The primary reason is that you also need to make a background graphic for the top half of the floor tile, and that can take use up a lot of your available slots for graphics.

SMBX isn't like RPG Maker where you could simply add more resources to it, what you see is what you get. The only way to use custom graphics in it is to "replace" an existing graphic file with your own, by specifying the same name as the original file and, if applicable, fit your graphic with the same image dimensions.

You might want to look at the following tutorials to help you out:
Custom NPC Graphics

Guide to Custom Graphics
Me thinks I be making a desert...

EDIT: I would but SMBX is having a spaz out on my computer,it doesn't allow me to place anything in the bottom-right corner which is going to get extremely annoying, extremely fast... tips guys?
halibabica
RMN's Official Reviewmonger
16813
Stretch the screen away from the problem corner, place the tile, then shrink it back? I don't even know why it's having that problem, but that's what I'd try.
Didn't work, it's not the area of the screen, it's the corner of the SMBX "Level Area"
Anyone?
halibabica
RMN's Official Reviewmonger
16813
I'm having a hard time visualizing what you mean. Got a screenshot?
It would be difficult to explain with a screenshot so I will attempt to explain...
When you enter SMBX level editor it's a gray screen with your toolbox at the bottom and your level screen at the top-left, now on the top-left side of this level screen, I can place blocks and whatever without cause for concern, on the bottom-right side of the level screen the cursor disappears and I am unable to place anything. Increasing the screen size, using XP compatibility and re-installing the program have all proven ineffective, erm... SOS?

EDIT: Notably, It works whilst you're testing (But that won't work for designing levels)
EDIT II: I just found out quite how many errors SMBX has on this computer, I'll have to switch computer...
author=jackalotrun
It would be difficult to explain with a screenshot so I will attempt to explain...
When you enter SMBX level editor it's a gray screen with your toolbox at the bottom and your level screen at the top-left, now on the top-left side of this level screen, I can place blocks and whatever without cause for concern, on the bottom-right side of the level screen the cursor disappears and I am unable to place anything. Increasing the screen size, using XP compatibility and re-installing the program have all proven ineffective, erm... SOS?

EDIT: Notably, It works whilst you're testing (But that won't work for designing levels)
EDIT II: I just found out quite how many errors SMBX has on this computer, I'll have to switch computer...


I've been having that problem since I switched to Windows 8. I just scroll until everything I'm working on is out of the problem area. It's annoying, but I haven't found a better solution yet.
halibabica
RMN's Official Reviewmonger
16813
from nin8halos
I just scroll until everything I'm working on is out of the problem area.

Same here. It's one of SMBX's dumb glitches that I just don't understand. Since I have a small monitor, I usually have the various object windows overlapping that part of the editor window anyway.
I'll just get mah XP comp up and running...
I wanna play the finished. result. Gonna subscribe to this event.

Also, zelda music is totally mandatory. No mario crap allowed.

As for level types, you mentioned 6 types. There should also be town levels. The town is basically a transition but has random people you talk to who give advice, items, or whatever. Maybe introduce you to miniquests. This is something Zelda II had (although you can't learn skills or magic, you can definitely do this) that the Mario games didn't.
Solitayre
Circumstance penalty for being the bard.
18257
I like the title of this game. A lot.

I'd like to make another suggestion: each Temple should revolve around the use of a different of Link's items. (One with emphasis on using bombs, one with emphasis on use of faery jumps, one using ice, etc.)

Use of the Mario barrier blocks and switches (ala Link to the Past) could be helpful if they can be reskinned into something more Zelda-esque. Using events, you could make one switch turn off one layer of barriers while activating another set that's a different color. I'd suggest this be the standardized way of doing it.

And yes, towns should definitely be a thing.