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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

So I've been meaning to ask, I got the kokiri/Goron/Zora files all submitted, and ready to be used. Should those exist for the game, and their towns be a thing? I can only see the Zora's Domain song work for the Zoras, and a field stage.

I probably will not mess with it since the Gerudo Desert is going to be my last one. Hopefully those can be used for something.


Also...I think I found a good candidate for a water temple theme...and well it's quite off the beaten path as this one is a fan-created theme, what you all think of this one?:
halibabica
RMN's Official Reviewmonger
16948
That does sound like it'd fit the Water Temple, but I think we should stick to canon Zelda themes instead. Even though it was made to be like Zelda, it's not FROM Zelda.

Also, I came across that Spirit Temple theme LockeZ linked, but I much prefer Stone Tower over it. I agree that each temple should have its own theme, though one of them could still have Zelda II's.

However, mini-boss and boss themes should probably be standardized. I like the Wind Waker mini and Majora's Mask boss themes best.
I think any mini-boss theme, and boss theme should be fine as long it's not a final boss theme which is only reserved for the final boss. I really see no point in the music restriction except the final boss type music.
halibabica
RMN's Official Reviewmonger
16948
I could go either way on it, but for the kind of game we're trying to make, having the boss themes be consistent just seems natural to me.
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
Yeah, there aren't enough bosses to have a different theme for different bosses, other than Ganon. I was thinking you could possibly get away with one theme for regular bosses and a second for minibosses, if you really wanted, but now that I think about it, it wouldn't work. Not every miniboss is segregated off into a distinct encounter (the second Shadow Link miniboss fight for example), and some temples have two minibosses while others have none, so it would be very awkward to do anything other than just keep playing the temple music.

Using the Stone Temple music is fine. You don't have to use Ocarina of Time music just because the temple is named after an Ocarina of Time temple. Frankly, at least 75% of the 8-bit Zelda remixes are from Ocarina of Time anyway, so any music we can use from other games is good.

I like that Temple of Dreams song a lot and it would fit really well, but let's not use it unless we run out of real Zelda options. The OoT water temple music becomes horrifyingly awful when translated to 8-bit, and was kind of bad even in the original version, so I wouldn't use that. Maybe this Chamber of Sages music?

Or just, you know, go back to the Zelda 2 temple music. Nothing wrong with that.
Heya Lockez, I found this. What you think of this?:


I'm in love with this one, I'm going to use that as a replacement, it's a perfect fit.
halibabica
RMN's Official Reviewmonger
16948
Hey, I finally did some play testing! I started at the bottom for some reason.

-----

Zora's River: Tough level, but felt about right for the length of a progression stage. The Kargarocs look really weird...I mean, their individual sprites look okay, but the animation is wonky, the hit box is enormous, and they make Metroid noises and effects when you kill them. I think they'd be better off as a different NPC, and those graphics just don't work.

There were some places that the upside-down underwater slopes caused the bone fish to spaz out and glitch around.

The stage could use fewer Octoroks in some places.

-----

Shadow Temple: This stage was a'ight, but I had some beefs with it. First, I think we should avoid pipe warps completely, so a proper hole to fall in at the start might be better.

Next, those bats...I agree with what others said earlier: they're way too dark. Even one shade lighter would be more tolerable, or if their eyes weren't such a dark red. Killing them isn't the easiest thing, either, so chances of encountering the same one on the way back are pretty high.

Those Skulltula sprites are ugly as hell. They're a rip of a screen cap from Phantom Hourglass, aren't they? We'd be better off finding some other Skulltula sprite and making it retro. They work great as Thwomps, but their sprites are terrible. Also, it seems like they're only animated in the second half of the stage.

Maybe it's because it's the first temple I played, but it wasn't clear to me that I had to backtrack after opening the chest. I kept dying before I got far enough to notice things had changed, so something sooner would be appreciated. Even better, I'd suggest moving the key puzzle closer to the middle or end of the area so it's more clear where to go next. Also, I think the switches ought to be restyled as Gossip Stones.

Next, the Poes; it's pretty cool how you can only see the lantern when they're invisible, but their hit box is still the same size. Even if you can't see the ghost's features, you should still be able to see an outline or something.

About Shadow Link, are the Mother Brain shrieks really necessary? Why does his death effect relocate the first time you kill him? His third appearance in the temple doesn't feel necessary. We should probably also edit his sprite so he doesn't look so normal.

Needless to say, the BGM will have to be changed to something retro.

-----

Royal Tomb: Whoever decided that the bats should only swoop after you're under a Skulltula needs to be shot.

I only knew how to enter the grave because I read about it earlier. The pipe sound doesn't make much sense anyway, so maybe move the grave to a non-floating island and add a hole underneath that Link can down-stab to enter.

-----

Riverside Rumble: I think this level needs a different name. Just because this is being made in a Mario engine doesn't mean we should follow Mario naming conventions. Clever, alliterative titles like this just don't happen in Zelda.

I ran out of time before I could really get a feel for this stage, so that's all for now. I'll post more feedback when I get around to it again.
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
The kalgorocs are horrible, and I will gladly replace them with, like, anything. I didn't feel like flying eyeball enemies were appropriate for the river, and the only other flying enemies we had so far were bats, so I made a new one. I'm extremely unhappy with the animation, though. Metroid sounds could be removed by using paragoombas as the base NPC for them, I guess.

I really like the skulltulas though :(

I will move the key puzzle closer to the chest if you think it would be helpful. I didn't want people to backtrack all the way back to the gate and then realize they'd only gotten the chest and not the key, and have to go back and forth a second time. But I guess the chance of someone seeing a new Lens of Truth while backtracking and thinking "Eh, I'll skip that, it's probably not important" is pretty low.

And, man. You would have figured out how to enter the grave if you hadn't read it. It's an absurdly simple puzzle. Until people who *haven't* read that the grave is enterable start complaining that they can't figure out how to get past the first part of the stage, I have a hard time believing it's worth changing. Even then, if they can't solve such a simple puzzle, that's their own fault and they deserve the game over they get.
author=halibabica
Riverside Rumble: I think this level needs a different name. Just because this is being made in a Mario engine doesn't mean we should follow Mario naming conventions. Clever, alliterative titles like this just don't happen in Zelda.


Majora's Mask. Wind Waker. I rest my case.
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
Heh, I have to agree Riverside Rumble really doesn't sound like a Zelda area name. Riverside Ridge would be okay though.
Riverside Rumble doesn't sound like a 2D Mario level either, that's way closer to DKC level names. A Zelda name is more like "Hyrule River" which is really bland and boring. Lockez's suggestion works well for trying to sound like a real location and not being dry as dirt.
author=LockeZ
Heh, I have to agree Riverside Rumble really doesn't sound like a Zelda area name. Riverside Ridge would be okay though.


Alright, I'll change the level name to that.

author=GreatRedSpirit
Riverside Rumble doesn't sound like a 2D Mario level either, that's way closer to DKC level names. A Zelda name is more like "Hyrule River" which is really bland and boring. Lockez's suggestion works well for trying to sound like a real location and not being dry as dirt.


You know, it kinda does sound like a Donkey Kong Country level name. I'll let it go and take the name change to Riverside Ridge.
Linkis
Don't hate me cause I'm Cute :)
1025
I see a CRAP LOAD of work being done on this game but nothing for me to play :(

Any idea when a demo might come out ???
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're still short about six stages, and then we need to connect it all together. The problem with an estimated completion date is it's hard to estimate when other people will get off their sorry asses and do some work.

You're welcome to help though! Do you want to help? (Please help.)
Linkis
Don't hate me cause I'm Cute :)
1025
Well Doc LockeZ, I have to assume since I know nothing about making a game, you may have been referring to Kentona. Especially after seeing his post just above mine :)

I bought ACE and gave up when I could not even draw a dumb river flowing through a town map :(
Hope to try again soon :)
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
No, I was definitely talking to you, Sir Linkis! And to ANYONE ELSE who might happen to accidentally read this? This is an open invite. DEAR THE INTERNET: PLEASE HELP MAKE DIS GAME WIF US

I know Kentona will help eventually.

Ain't no one care if you ain't know nothin'. The first level I made for this contest was the third level I ever made in SMBX. The first level I ever made in SMBX was for a different RMN community game! To date I have only made seven SMBX levels in my life, and five of them were for Last King of Hyrule. I don't know what I'm doing! You will be in good company, as long as you're willing to take advice from others and make changes to you level until it's good.
halibabica
RMN's Official Reviewmonger
16948
from LockeZ
The kalgorocs are horrible, and I will gladly replace them with, like, anything. I didn't feel like flying eyeball enemies were appropriate for the river, and the only other flying enemies we had so far were bats, so I made a new one. I'm extremely unhappy with the animation, though. Metroid sounds could be removed by using paragoombas as the base NPC for them, I guess.

How about Guays? Can we sprite a purple beaky bird to take their place? Also, flag any horizontal-moving NPC with no gravity, and you have a flying foe. Mini Rex is a good choice since it's so fast.

from LockeZ
I really like the skulltulas though :(

Sorry, man, those jagged edges are gouge-your-eyes-out awful. Even OoT had a higher polygon count than that, and I hated seeing how pointy and shitty they looked in Phantom Hourglass. We'd really be better off with something smoother.

from LockeZ
You would have figured out how to enter the grave if you hadn't read it.

Probably, but I still think the pipe sound effect is out of place. Also, down-stabbing through the ground to fall in the hole beneath the grave is much more intuitive. Just because the player can figure it out doesn't mean it's good game design. I wouldn't even say it has any value as a puzzle, because the answer is so simple and unrewarding that the player would just feel dumb for having tried anything else.

-----

I'm gonna try to devote more of my time to this thing. My weekend was busier than expected.
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
Well, the placement of the entrance above the area you already had to walk through was to make the poes more interesting. I like the idea of having to stab your way down through a hole, and thought of the same thing when making the stage, but it would mess up the level a bit. I can probably make it work, though, if I widen and rearrange that part a little, and put the powerup where the entrance is now.
halibabica
RMN's Official Reviewmonger
16948
I'm sure you could keep in the tunnel. Maybe put something else where the grave was and extend the screen to move the grave to the right.