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

LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
Seiromem, a lot of people made extra enemies for their own levels. Open up one of those levels and just steal the enemies and other graphics you need out of it!
Seiromem
I would have more makerscore If I did things.
6375
author=LockeZ
Seiromem, a lot of people made extra enemies for their own levels. Open up one of those levels and just steal the enemies and other graphics you need out of it!


Stealing is fun!
I really need to get onto making my temple!
LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
Gerudo Pass
-Ice is a questionable powerup for a Gerudo Valley level, but whatever.
-I was expecting the sand to be quicksand.
-It's the fault of the graphics pack, not your fault, but the blue bots are totally fucked up. You only have one of them here anyway.
-Having bots at all in Gerudo Pass is a little odd to me. Not sure what to use instead though.
-This level is really good overall.

Blood Temple
-holy shit
-holy shit what
-jesus christ
-why would you even--
-that is BULLSHIT
-what is the fucking point of all--
-god DAMN it
-all of my hate
-is it even possible to--
-oh fuck me
-Solitayre is this how you feel in every level?
-where the hell in the game is this level even supposed to go
-why is there a triforce piece
-WHY DOES THIS EXIST
-burn it all with fire

Dark Woods
-I have absolutely no complaints about this level. A+.

Shadow Temple
-Shadow only has one d, man.
-You jump down the well! Yesssssss.
-This is Metroid music in the starting area! The outdoor music I used in my graveyard level would probably work well here, I guess.
-The wood over top of the well could be centered above the well if you turned off auto-align while placing it.
-Dude walkin'
-These bats you fall on as you first drop down the well seem like they could possibly hit you from the side on the way down. In fact I know they could because I landed on one.
-What's with the wiggly broken bricks? I don't think you meant for them to be wiggling. They probably shouldn't be wiggling.
-The cracks in the wiggly broken bricks aren't 8-bit! They need to be two pixels wide.
-I can live with the pot bot, but not with the grass bot. I always slash grass while standing in it, and if you do this it just instantly damages you with no warning.
-I kind of like how these pots work though. Pots in Zelda games are meant to be tossed! We may want to use this style pot in all the levels. It would also let us use pots and grass in the same level if we did that.
-Shadow Link just disappeared when the boss fight started. I know he's supposed to be in the shadows but I've been trying to find him for a few minutes and no success. And I can't leave this small area. I think it's bugged.
-The really tall section with Dark Link and all the poes is weird as shit. He tells you not to kill him and then you have to kill him. Then he tells you that he's going to hide and you fly off screen and come back and kill him again. What the hell?
-He also spawns at the very top if you manage to get up there, but he walks off the edge before you can attack him. And he doesn't land at the bottom, he just disappears when he falls off screen.
-Also, the poes can be killed both by the bombs and by simply flinging a pot at them. This is probably not intended, yet I am forced to wonder why you included the pots and bombs if it's not...
-You can't even stab these pots and bombs without losing the powerup! This is weird.
-Statue form is the WORST POWERUP to use around Poes, holy crap. They just all move to your innards and stay there until you become vulnerable. I understand why you have the powerup, but a room full of Poes means it's really more of a power down. Especially since you have to lose the power to kill them.
-My poes in Royal Tomb go invisible except for the lantern when you face them; yours turn black instead. I can live with either way, but we should pick one.
-This section with the skeletons and skulltulas is really long.
-You can't actually get the key if you have the powerup, what the fuck!
-You have a checkpoint after the key, and so if you die you restart with no key, unable to return to get the key, and unable to ever unlock that gate
-What the hell, that is not how locked gates work!!
-Why do you even HAVE this key, just unlock the gate, it's not like you can get to this point without beating the miniboss :/
-Why are all these wiggly breakable bricks blocking an empty hallway with nothing in it?
-Um you know that you can break these bricks just by stabbing them right? Infinite pots that in turn contain infinite bombs are really unnecessary. And more than a little weird.
-That graphic you used beyond the breakable bricks is supposed to be a window, you know.
-howwwwww the fuck do you beat this level, did you mean for that window to be a door leading to the end of the stage or something
author=LockeZ
Blood Temple
-holy shit
-holy shit what
-jesus christ
-why would you even--
-that is BULLSHIT
-what is the fucking point of all--
-god DAMN it
-all of my hate
-is it even possible to--
-oh fuck me
-Solitayre is this how you feel in every level?
-where the hell in the game is this level even supposed to go
-why is there a triforce piece
-WHY DOES THIS EXIST
-burn it all with fire


its best level in tha game not for noobz it shud be maybe level 3 in gaem cuz it is ez i can beat evry time
Okay, I just checked out Blood Temple, because I was curious about why LockeZ was raging. For a joke submission, tweaking could actually turn this into a good level.

1. Remove the fuck you traps. You know, liking walking into the palace entrance and falling into a pit. The other trap being the floor fake out.
2. Enemy density needs to be trimmed.
3. I couldn't get the health around the bots. I suppose that's a joke, right? Give the player health!
4. Those Metroid rings need to go. They're not Zelda enemies.
5. My favorite part of the level was the falling platform sequence over the blood pit. It's unbalanced as shit for a Zelda game, but I enjoyed it. Definitely consider simplifying the platforming section.

author=DarklordKeinor
Okay, I just checked out Blood Temple, because I was curious about why LockeZ was raging. For a joke submission, tweaking could actually turn this into a good level.


Nah, it would still be a terrible level. I don't even know where we'd put it.
Ratty524
The 524 is for 524 Stone Crabs
12986
Lol I just played Blood Temple. That has to be the epitome of ROM-hack bullshit right there. What's funny is that I was able to get past the death trap at the start by jumping, and I cheated and looked into the editor for the hidden fairy pendant.

Green Fields was okay, though. Kind of wish it were a bit longer, or at least memorable.
Damn, slow down people! Way too much activity on this project. Give me some time to catch up.

So should we make all the NPCs 8-bit at some point? And maybe standardize the usage of grass and pots? Also, my cliffs in Gerudo Pass look way more retro than everyone else's. Should I make sides for them?
LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
Standardizing the ways specific enemies/objects work can happen after stages are done, IMO. That was the original plan anyway, according to the event description. Step 3: Make levels. Step 4: Compilation and refinement. So like, this is why I assume we haven't been worrying too much about hearts vs faeries/p-bags.

For now, if you have something you think is a good idea, I can't think of any reason not to add it to your stage, or post it here if it doesn't fit in any of your stages. And if we agree it's the best way to do stuff, I imagine it can get applied to other stages during Step 4?
Ratty524
The 524 is for 524 Stone Crabs
12986
author=nin8halos
Damn, slow down people! Way too much activity on this project. Give me some time to catch up.

Hahahahaha!

I GUESS we can do it that way, LockeZ. I would think it would be a bit more efficient to standardize that stuff immediately, though. I wonder what Solitayre thinks. It's odd that he hasn't really been active in this event as of late.
LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
It's silly to go back and edit all the previous levels every time someone else comes up with a new thing we want to use. Plus, in my experience, you're honestly not gonna get a lot of the people submitting levels to follow instructions on things like that.

Either way, though, let's get some levels done!
LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
New map uploaded: Zora's River. Intended to go in the Lake Hylia section, of course. Not a particularly good level, but no one else wants to make water levels apparently, so here you go.

It turns out fish are really hard to stab! It's probably for the best that there's no Rip Van Fish in SMBX.

If someone can explain to me how to make this stupid kargaroc die like a normal enemy instead of exploding, that'd just be super. Unless people like the exploding bird, I guess.
I never found fish too hard to stab. It's a matter of timing. Having a projectile makes it easier. I like the idea of underwater fighting because it's different and interesting. But I guess most people suck at it :/
I have to get to work soon, but I haven't done shit. :( I don't know if I'll ever get started.
So much to do, and I have to focus on School.
How do I help with plot and story progression?
author=pyrodoom
I have to get to work soon, but I haven't done shit. :( I don't know if I'll ever get started.
So much to do, and I have to focus on School.
I'm in the same situation. I haven't even finished my 1st level yet & I'm feeling like I'm falling so far behind. Hope I'll finally finish that level soon along with some towns I wanted to do (and resprite some power-ups into elemental bow & arrows, or the hammer suit/pendant into the master sword or something)
Ratty524
The 524 is for 524 Stone Crabs
12986
author=GoddessDweia
How do I help with plot and story progression?

I think we have this partially nailed down. This more than likely won't be a story-focused game, rather it'll be focused on gameplay, as the case with older Zelda titles. I think we are pretty much sticking to the basic "Link must go through X amount of temples to recover the triforce pieces and save Zelda" type of deal, unless anyone else has another idea.
LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
We'd wanted Shiek to show up as a repeated helper NPC to convey some extra story. Here's what we more or less decided on so far, as best as I can remember:

- Ganon is a bad dude who likes to do bad things. He is at least terrorizing Hyrule, and maybe outright in control of it.
- Ganon lives in the Dark World.
- The last king of Hyrule shattered the Triforce of Wisdom (or maybe Courage?) to keep Ganon from getting it. Now the king is dead.
- Somehow the Triforce pieces got scattered all over the place. Details hazy.
- Zelda has apparently escaped from Ganon, because she's following you everywhere as Shiek and helping you find them!
- After you collect the pieces of the Triforce, the Dark World opens up. Go forth and smite Ganon in the butt.
- We had wanted to just use Shiek for most if not all of the dialogue, instead of having lots of NPCs. There's not enough dialogue in the game to justify having Saria and Darunia and Impa and Marin and Tarin and Epona and Midna and Navi and Sahasrala and Groose and your uncle and the Deku Tree and the Skull Kid all show up and say things.
K, Shadow temple 2 Is here! Sry i took so long, But My Internet Was down, Anyway, Now to take care of business.

First UP Ratty:

- Set that npc in the red shirt to "don't move" so that the player
at least gets a chance to talk to him before he disappears off screen.

Shmuck in the red Shirt Stays Put!

- Can you NOT put enemies inside of pots and bushes? It's bad design, especially since players will already associate those bushes/pots with goodies. It punishes exploration and only makes your level artificially difficult.

Hidden Foes Removed

- What is with everyone's fascination with black keese, here?

Just trying to mach LockeZ's Tomb

- Eh, the custom pots are okay. They at least break like real pots, but I don't really like the yoshi egg mechanics that go with them. I'd rather stick to bushes imo.

Well, lets hammer that out later if we get enough complaints

- We really don't need anymore text after the npc at the beginning
of the level, especially since the dialog is so cheesy and it does nothing
but interrupt the flow of the gameplay.

Replaced With SFX

- This level is WAY too cluttered with enemies and demonstrates no thought about their placement. Everything looks thrown together and the player has no room to breath. When if the player loses the sword beam/hammer power-up? Clearing that massive line of foes would be MUCH harder, especially since the roster consists of annoying bats, immortal skeeltons, skulltula thwomps and unpredictable bots!

More Logical Placement.

- Did you even playtest this? The first boss I come across reveals himself for a second then completely disappears, putting the level at an unwinnable state. This was pretty amateurish overall and I think you could do a lot better with this.

The Level Can now be completed, still hard, but winnable.Also, This IS the 1st PUBLIC LVL I EVER made...


*Whew!* Now For Z...


-Shadow only has one d, man.

Double D's Removed

-You jump down the well! Yesssssss.

Had it for you, Nice idea.

-This is Metroid music in the starting area! The outdoor music I used in my graveyard level would probably work well here, I guess.

Sweet New Tunes!

-The wood over top of the well could be centered above the well if you turned off auto-align while placing it.

Centered rope, Not Wood... Opps...

-Dude walkin'

Not Anymore

-These bats you fall on as you first drop down the well seem like they could possibly hit you from the side on the way down. In fact I know they could because I landed on one.

PERMAKILLED!

-What's with the wiggly broken bricks? I don't think you meant for them to be wiggling. They probably shouldn't be wiggling.

No, And i Tried to fix, But Could Not, Like i Said, "Me no makie grood Coustum GF... UH... V?"

-The cracks in the wiggly broken bricks aren't 8-bit! They need to be two pixels wide.

See Above

-I can live with the pot bot, but not with the grass bot. I always slash grass while standing in it, and if you do this it just instantly damages you with no warning.

They Are ALL Gone

-I kind of like how these pots work though. Pots in Zelda games are meant to be tossed! We may want to use this style pot in all the levels. It would also let us use pots and grass in the same level if we did that.

Thanks, they were already in SMBX, I Found them in A Battle LVL.

-Shadow Link just disappeared when the boss fight started. I know he's supposed to be in the shadows but I've been trying to find him for a few minutes and no success. And I can't leave this small area. I think it's bugged.

WAS Bugged

-The really tall section with Dark Link and all the poes is weird as shit. He tells you not to kill him and then you have to kill him. Then he tells you that he's going to hide and you fly off screen and come back and kill him again. What the hell?
NO MO Talkie Talkie!

-He also spawns at the very top if you manage to get up there, but he walks off the edge before you can attack him. And he doesn't land at the bottom, he just disappears when he falls off screen.

Part of the Challange... But if i get Enough Dislike I may have to Rethink it...

-Also, the poes can be killed both by the bombs and by simply flinging a pot at them. This is probably not intended, yet I am forced to wonder why you included the pots and bombs if it's not...

I DID intend for bombs, too hard without it...

-You can't even stab these pots and bombs without losing the powerup! This is weird.

Ummm, HUH? Explain, I Got it on Infinite? There Are no more Bats? Did tghat fix it?

-Statue form is the WORST POWERUP to use around Poes, holy crap. They just all move to your innards and stay there until you become vulnerable. I understand why you have the powerup, but a room full of Poes means it's really more of a power down. Especially since you have to lose the power to kill them.

Kill them First? IDK, It was no Prob For me...

-My poes in Royal Tomb go invisible except for the lantern when you face them; yours turn black instead. I can live with either way, but we should pick one.

They ARE yours, See, YOUR Background is Black, So They Go INVIS... But Mine, IS Not so they Just Blackify...

-This section with the skeletons and skulltulas is really long.

Less of them, more possible

-You can't actually get the key if you have the powerup, what the f!
-You have a checkpoint after the key, and so if you die you restart with no key, unable to return to get the key, and unable to ever unlock that gate
-What the hell, that is not how locked gates work!!
-Why do you even HAVE this key, just unlock the gate, it's not like you can get to this point without beating the miniboss :/

Key is Gone...

-Why are all these wiggly breakable bricks blocking an empty hallway with nothing in it?

Hold on, Soon I Will explain,

-Um you know that you can break these bricks just by stabbing them right? Infinite pots that in turn contain infinite bombs are really unnecessary. And more than a little weird.

No Mo Bomb Gorro

-That graphic you used beyond the breakable bricks is supposed to be a window, you know.
-howwwwww the %*** do you beat this level, did you mean for that window to be a door leading to the end of the stage or something

I Mistook The Window For A Door...But it is Still There because i Didn't Want a "WIGGlY DOOR" lol


SOOOO, Yeah, Now it just needs replayed, and for people to Yell at me more... LOL