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

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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
I'm gonna try to make *a* boss, but I can't promise it'll be that one. The boss is a separate level from the temple, though, so it's not a big deal if you don't make it yourself.
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
OK, I am now working on a Forest Temple boss. (Actually it's done except for a minor visual effect.)

That means Solitayre needs to finish making the Forest Temple, yo.

Edit: anyone want to resprite the Spiny into a Deeler for me so I can have them drop down from the ceiling during this boss fight? Would be useful in other forest/graveyard levels too. I can probably do it when I get home, but I feel like I'm doing a lot of graphics considering how much I despise working on them, and would apprecaite the help.
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
Broke down and made the Deelers myself.

BOSS STAGE SUBMITTED: QUEEN GOHMA

As I discussed earlier in the thread, this is more or less a recreation of the boss of the Deku Tree dungeon in Ocarina of Time. Only difference is you knock it down by tossing bombs in the air instead of by shooting it.

Feel free to use the Deeler and Bomb Flower NPCs and the green-colored tiles in other stages. Bomb Flowers being the main tool of the Forest Temple might work? Traditionally they would be more prominent in the Fire Temple, but they're plants, so either way works.

(I also cleaned up the river a little. I'll clean up the Shadow Temple a little more later. More suggestions for the Shadow Temple are welcome.)
Well Guys bad news,
At least for now i'm out, My gaming comp won't boot, and all i have is this dinosaur that won't run smbx, i wish you the best, But i am on Leave for now... Hopefully it can be fixed soon so i can join in the fun again.

EDIT: If my levels are still welcome, it would be nice if somebody could update them till i can again.
Isrieri
"My father told me this would happen."
6155
Solitayre
Circumstance penalty for being the bard.
18257
author=LockeZ
OK, I am now working on a Forest Temple boss. (Actually it's done except for a minor visual effect.)

That means Solitayre needs to finish making the Forest Temple, yo.



I don't mind if someone else wants to make it. I ran out of ideas for it a lot faster than I thought I would.
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
If you can describe what ideas you did have, Solitayre, I'm sure people can help you brainstorm.

I'd also like to brainstorm the Shadow Temple. I'm still pretty unhappy with the part of it after the ascending area with all the Lens of Truth P-Switches. The part with enemies is boring and redundant since there was already a similar but harder area at the beginning of the stage, and the part with the ghost and the breakable blocks is weird to have as the final room.

author=Isrieri
This would be pretty badass to use in the final dungeon, since to my untrained ears it seems to still actually be pretty close to sounding 8-bit.

I'm actually wondering if, since no one's made a single Dark World stage yet, we want to just abandon the idea of the Dark World being an entire zone and have it just be Ganon's Castle and nothing else. People could then focus on the other areas we still need, which are mostly Hyrule Field and the Graveyard, plus one Death Mountain level, and the remaining temples (water, forest, spirit, ganon).
author=LockeZ
I'm actually wondering if, since no one's made a single Dark World stage yet, we want to just abandon the idea of the Dark World being an entire zone and have it just be Ganon's Castle and nothing else. People could then focus on the other areas we still need, which are mostly Hyrule Field and the Graveyard, plus one Death Mountain level, and the remaining temples (water, forest, spirit, ganon).

I can think of some good levels for the Dark World, but I'm done making things.
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
Unacceptable! You didn't make enough things yet! I've made twice your number of things and I'm not done yet.
author=LockeZ
Unacceptable! You didn't make enough things yet! I've made twice your number of things and I'm not done yet.


You're right. I'll make some Dark World levels.
Alright, I've updated Forest Trail with the music that LockeZ recommended me and I've submitted the Forest Temple.

Currently, I'm not happy with my temple level. I don't think it is bad, but it's not exactly that great either.

Note: I hope you like green...a lot of green. That's my Forest Temple in a nutshell.
Next week I will be able to sit down, play some levels and make some of my own.
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
author=DarklordKeinor
Currently, I'm not happy with my temple level. I don't think it is bad, but it's not exactly that great either.

Some random suggestions:

- The background tiles are really close in color to the foreground tiles. Can you make them darker?
- I'd make parts of it be partially outside. Grass under the temple floor, and some brief parts where you're actually walking on the grass. Like you have in the first room, except keep that going through the whole temple, or at least a couple of the rooms. Would make it more foresty.
- By doing that, you can add bomb flowers in more places, since you'll have grass in more places. Or you can just add bomb flowers on the temple floor. Whatever.
- Bomb Flowers regenerating makes sense. They did in every other Zelda game.
- Even if there's not a miniboss to kill to reach it, it would be good to have a big chest halfway through that gives you bombs, and then make bomb flowers spawn afterwards.
- You could seriously just use a pair of Iron Knuckles as a miniboss though, exactly like the Fire Temple did. The level is kind of easy without a miniboss.
- Maybe you could find a way to use bomb flowers in puzzles? I'm not sure if there's a type of tile that can be destroyed by bombs but not swords though. The Mario 2 bombable tiles can be sworded. But bombs can reach farther than swords, so you could use distance (either horizontally or vertically) to require bombs.
- The stabbable lantern is weird.
- Is that door above the spiders actually reachable?
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
OK, finally fixed up the Shadow Temple to a point I'm happy with.

- Some improved visuals
- Bats are still black, but pillars and torches are strategically placed so that the bats pass in front of them. This makes the bats easier to notice after they start flying
- This is not necessarily true on the return trip after getting the big chest. If you didn't kill them the first time through, you'll need to either remember where they were or pay a little closer attention to the ceiling.
- The first miniboss is no longer fought in knee-deep water, but you start farther away from him so he might actually have a chance to attack before he dies
- A couple of the bats were kinda bullshit and are now gone. Specifically the one that came at you from behind after beating the army of bots, and the one that dove down at you from above when you hit the P-Switch and climbed up to get the key near the entrance.
- The last section where you had to break all the blocks while avoiding the ghost was just deleted, goodbye stupid last section
author=LockeZ
Some random suggestions:

- The background tiles are really close in color to the foreground tiles. Can you make them darker?


That'd probably be a good idea. I can do that.


author=LockeZ
- I'd make parts of it be partially outside. Grass under the temple floor, and some brief parts where you're actually walking on the grass. Like you have in the first room, except keep that going through the whole temple, or at least a couple of the rooms. Would make it more foresty.


Alright. I'll do that.


author=LockeZ
- Even if there's not a miniboss to kill to reach it, it would be good to have a big chest halfway through that gives you bombs, and then make bomb flowers spawn afterwards.
- You could seriously just use a pair of Iron Knuckles as a miniboss though, exactly like the Fire Temple did. The level is kind of easy without a miniboss.


Hmm...I might include an Iron Knuckle encounter. That could help.

author=LockeZ
- Maybe you could find a way to use bomb flowers in puzzles? I'm not sure if there's a type of tile that can be destroyed by bombs but not swords though. The Mario 2 bombable tiles can be sworded. But bombs can reach farther than swords, so you could use distance (either horizontally or vertically) to require bombs.


You know...that could work. I could require a bomb throw to destroy an item that would allow for a moving platform to activate.

author=LockeZ
- The stabbable lantern is weird.


It serves as the switch that activates the moving platform. I probably should use a different graphic for it, but I don't know what.

author=LockeZ
- Is that door above the spiders actually reachable?


Yes it is. The room with the doors has a pit. You'll notice that there is a rupee in the pit. Jump down there. You'll find two life ups and a door that'll take you up there.
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
author=DarklordKeinor
author=LockeZ
- The stabbable lantern is weird.
It serves as the switch that activates the moving platform. I probably should use a different graphic for it, but I don't know what.

If you took the SMB2 crystal that's used to end stages (the one that usually gets spit out by Birdo) and put a little bit of stone underneath it, it would look like the crystal switches that are so common in Zelda games.

Or you could make an Iron Knuckle that has to be killed to make the platform start moving.

author=DarklordKeinor
author=LockeZ
- Is that door above the spiders actually reachable?
Yes it is. The room with the doors has a pit. You'll notice that there is a rupee in the pit. Jump down there. You'll find two life ups and a door that'll take you up there.

The other pits are deadly, and this one doesn't look any different from them, so in my opinion this is kinda BS. (Especially since you can't see the rupee until after you jump down a seemingly deadly pit)

What you could do instead is put some kind of switch down in the pit that you wouldn't be able to stab without falling to your death, but that you can hit by tossing a bomb. And hitting that switch could make a platform appear that leads up to the powerups.
Hey guys, i just had thought NOBODY will like. We Need to have a custom launcher, otherwise, we'll have to settle forMARIO music on the world map , And THAT would disappoint folks...

On a side note, i have a guy who will check out my G-Comp, Hope for the best, but he is EXTREMELY busy, and fixing computers is a side-job for him, in the meantime, yes i AM keeping up with posts, i just can't play-test or make levels, so yeah.
Ratty524
The 524 is for 524 Stone Crabs
12986
author=TangledLion
Hey guys, i just had thought NOBODY will like. We Need to have a custom launcher, otherwise, we'll have to settle forMARIO music on the world map , And THAT would disappoint folks...

It'll be extra work, but it's not a bad call. I would leave us room to add in custom sound effects and whatnot without having to completely respect the default launcher.
author=LockeZ
If you took the SMB2 crystal that's used to end stages (the one that usually gets spit out by Birdo) and put a little bit of stone underneath it, it would look like the crystal switches that are so common in Zelda games.

Or you could make an Iron Knuckle that has to be killed to make the platform start moving.


I might save the Iron Knuckle for the ending of the stage. Uh...I'll probably end up customizing the crystal graphic to use as the switch.

author=LockeZ
The other pits are deadly, and this one doesn't look any different from them, so in my opinion this is kinda BS. (Especially since you can't see the rupee until after you jump down a seemingly deadly pit)


You can see the rupee if you stay on the lower part of the floor. The moment you jump up to where the floor rises, the rupee is no longer visible.

author=LockeZ
What you could do instead is put some kind of switch down in the pit that you wouldn't be able to stab without falling to your death, but that you can hit by tossing a bomb. And hitting that switch could make a platform appear that leads up to the powerups.


I like the idea. I'll have the switch be the same type of crystal used to activate the earlier platform lift. Thanks for the input. I'll put these ideas to good use.
author=Ratty524
author=TangledLion
Hey guys, i just had thought NOBODY will like. We Need to have a custom launcher, otherwise, we'll have to settle forMARIO music on the world map , And THAT would disappoint folks...
It'll be extra work, but it's not a bad call. I would leave us room to add in custom sound effects and whatnot without having to completely respect the default launcher.

Yeah, I was thinking of replacing some SFXS We won't Normally use(Like Mario Death, And SMW Level end Gate, Ect.) with the Chest music, and the "secret discovery" music. Also if we do 8-Bit Link(I Prefer We stick with Default, But Anyway), The Smbx GFX pack that FanOfSMBX Posted a While back Has 8-Bit link, But only some of the sheets for him, So somebody would need to make the rest...