New account registration is temporarily disabled.

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

You must be logged in to sign up for The Last King of Hyrule.

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
Everyone is all like "oh man I'm not good enough to do a temple, that's so intimidating"

as a result we don't have any temples

PUBLIC SERVICE ANNOUNCEMENT:
EVERYONE IS GOOD ENOUGH TO DO A TEMPLE


(You just will likely have to go through several iterations of editing it. Like we did for all the other temples so far.)
Made a change in plans, I always wanted to do a water temple, so far I got the entrance. I managed to figure out how some of the graphics work, but I can't seem to figure how to change the sky background to a zelda style one.
Deadlines Schmedlines!
Decky
I'm a dog pirate
19645
So this is still a thing right?
Ratty524
The 524 is for 524 Stone Crabs
12986
author=Deckiller
So this is still a thing right?

I hope so.
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
Deadline was extended, so yeah. And people seem to be interested in doing stuff, though no one's actually done stuff in about two weeks.
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
About 16, but five of those are just boss levels which contain nothing but a boss. See my big post on the previous page.
Ratty524
The 524 is for 524 Stone Crabs
12986
So do I actually need to contribute to this event or what? :P
My college work, job, and life have kept me from contributing more to the event. When Spring Break arrives, I might do one more level and do some edits for the Forest Temple.
Isrieri
"My father told me this would happen."
6155
I'm in the middle of transferring to a new work location and if my first day is any indication, I may not be able to contribute anything like I planned. :<
I for one am really looking forward to this project. I'll test play some levels tomorrow when I have my controller.
Solitayre
Circumstance penalty for being the bard.
18257
I want to thank the people who stepped up to help keep this event running smoothly. I'll probably make a Hyrule Field level soon to serve as sort of an introductory level. (It will be super easy, naturally.)

Once we compile the game I'd like to go through it and edit any text/dialogue in it to ensure there is consistent tone, if nobody objects. And I'll playtest too of course.

are there any plans for Ganon yet? We need to figure out how we want to handle him, and the other bosses.
I'm trying to keep up myself, life has been keeping busy with other things. So far I seem to understand some basic toolset stuff, but right now I'm trying to figure out how you can transition from one screen to the next which I could never figure out. :P lol

EDIT: I'm not gonna mess with the enemies, and such. I'm just trying to make the water temple area, and let others handle, and edit what is needed afterward.

EDIT 2: Well I could place a few enemies here and there, but I want to see what I could do with traps.
Ratty524
The 524 is for 524 Stone Crabs
12986
author=Solitayre
are there any plans for Ganon yet? We need to figure out how we want to handle him, and the other bosses.

By "other bosses" you mean the remaining bosses left for other temples or everything? I like the set-up we have going for bosses so far, because it would allow us to bypass the 1-checkpoint limit SMBX has.

author=Kaliesto
So far I seem to understand some basic toolset stuff, but right now I'm trying to figure out how you can transition from one screen to the next which I could never figure out. :P lol

You do this with warps. Under the "Warps and Doors" tab, you first need to create the "entrance" by selecting the entrance button. Set the "Warp Effect" to "Instant" (this will do what it says, the other two are for a Mario-styled warp pipe effect and a door that you need to hold up to enter respectively) and place that warp tile anywhere on your canvas that you want the player to enter your warp. Now, go to another section in your level editor. Under the same Warps and Doors tab, leave everything the same except for Warp Placement, which should be changed to "Exit", and place that in your new section. Test it to see if it works.
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 will gladly code another boss -- if anyone has a decent idea.

I have been trying to come up with a good way for the Shadow Temple boss to involve using the P-Switch (Lens of Truth) to make the boss appear and disappear, but no luck yet. I need a good way to make the p-switch only be usable periodically, and then I also need something for the player to do during that time. Presumably these should probably be the same thing - the thing you do when you can't push the p-switch is try to make the p-switch appear. Or try to reach it, but that would require a very large stage - which is probably inappropriate for a boss fight.
author=LockeZ
I will gladly code another boss -- if anyone has a decent idea.

I have been trying to come up with a good way for the Shadow Temple boss to involve using the P-Switch (Lens of Truth) to make the boss appear and disappear, but no luck yet. I need a good way to make the p-switch only be usable periodically, and then I also need something for the player to do during that time. Presumably these should probably be the same thing - the thing you do when you can't push the p-switch is try to make the p-switch appear. Or try to reach it, but that would require a very large stage - which is probably inappropriate for a boss fight.


You could create a P-Switch generator. Don't think that will solve all the problems though.
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
Making it spawn based on just a timer and no other conditions is pretty lame, unless there's some work involved in reaching it.

Having to kill some ghosts to make the p-switch spawn would make sense, if Link had any good way to kill ghosts other than bombs. I guess having to kill them with bombs is okayish. Maybe something involving lighting torches with the ghosts' lamps.
LockeZ, what you said reminded me of a boss in Wario Land 3 where you have to light all the torches to light the room, then hit the boss, then repeat until dead. If anyone has played Wario Land 3 before then you know what I am talking about. Also, since I am new here in terms of having no idea how SMBX works since I haven't heard of it before, I can only contribute ideas. My idea is that there is a new item called ability. Essentially, what you can do with ability is add it to equipment. For example, if there was a grab ability that makes it so you can grab onto walls, and a jump ability where you can jump off of walls you grab onto, you can wall jump adding a new realm of possibilities for the platforming.
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
Things you cannot do in SMBX:
1) design gameplay features