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

oh, I love making worldmaps. Even in SMBX.
Solitayre
Circumstance penalty for being the bard.
18257
I wouldn't dream of having anyone but Kentona do the world map. <3

I might have another graveyard level in me, it depends if I can turn a stalfos into a stalchild sprite (alternatively if anyone has a sprite that could pass for a Stalchild, that would be good too.)

What other kinds of levels do we still need? Not just thematically but in terms of the mechanical function of the level.
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
Bosses :/

Hyrule Field levels that are not designed to be "stage 1-1" since we already have no fewer than four stages designed for that purpose. If the Graveyard is being resurrected then Hyrule Field is short one stage again, since Royal Tomb will get moved back to the graveyard.

The Cloud Temple could use someone to clean it up, as the original creator vanished. It's definitely close enough to be made into a good level, but right now it's just... not.

If anyone makes another Lake Hylia level, a fully-underwater level would not be remiss, since we have none so far. On the other hand, maybe that's too weird for Link. And we probably have enough Lake Hylia levels...

We don't even have any ideas for Ganon's Castle yet. It could easily be multiple stages, made by multiple people, but so far I don't think we've even talked about it.

A lot of stages don't have powerups other than health refills, which is weird to me. Some of Link's powerups are admittedly super awkward though. Like any of the ones that involve flying. More stages with the non-awkward powerups would be cool. Fireballs, iceballs, beam swords, bombs. Maybe lens of truth? Is it weird to have lens of truth occur again outside the shadow temple?

I don't really see towns becoming a thing at this point unless someone has an epiphany regarding them, since the mechanical function of them is nonexistant, and people are determined to fill them with shitty joke sections to make up for the lack of anything else. A random house or two in a Hyrule Field level would be fine, if you guys can refrain from putting hidden rooms with dozens of I AM ERROR guys bouncing wildly across a windows page fault bluescreen, or infinite powerups that are unlocked by following a string of Lost references, or whatever other awful ideas I know you have.
Ratty524
The 524 is for 524 Stone Crabs
12986
For Ganon's stage, two ideas are running across my head:

> A "boss rush" kind of stage where stronger variations of the bosses we have are faced sequentially or in a non-linear fashion. Maybe a bit like the final dungeon of A Link Between Worlds where you solve puzzles leading to each boss, and every defeated boss unlocks part of this door leading to Ganon.

> The other idea I have is similar to the final stage of Super RMN World, where four people create mini-levels for Link to pass.

... Yeah. :x
halibabica
RMN's Official Reviewmonger
16948
I don't think SMBX is suited to boss rushes of any appreciable difficulty. Perhaps we could look to other Zelda games for final dungeon inspiration.
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
Ghost of the last king of hyrule should help you in Ganon's Castle, I think.

For a game named after him, he is curiously absent so far.
Ratty524
The 524 is for 524 Stone Crabs
12986
FINALLY took out some time to update my levels.

Dark World 3 -
> Removed a few crushers to make room for new obstacles
> Moved some bushes to make them easier to grab-n'-go.

Lake Hylia -
> The volume of the BGM has been lowered.
> Replaced the spikes area.
> Removed a few fishes.
> Made the hidden fire pendent (close to the end) a bit more obscure from the player's sight.

Fire Temple -
> Changed the bots from blue to red.
> Fixed the event activator issue with the mini-boss fight.
> Removed the "checkpoint sign" graphic for better consistency with other levels.

Dark Woods -
> Gave this a graphical overhaul to match the NES style.
> Changed a few things around to add a bit more variety to the challenges of this level.

------------------------------------------

author=LockeZ
Ghost of the last king of hyrule should help you in Ganon's Castle, I think.

For a game named after him, he is curiously absent so far.

Not a bad idea, though I'd like to hear suggestions on how to do it.

In the meantime, I have this idea for a better tutorial level, if you guys are interested. The goal is not only introduce the player to the basics of the game, but also to detail what's happening in the game's storyline:
The player would begin on the worldmap, but at this point, only Hyrule Castle would be available to play. Upon entering the level, the player will meet up with one of Hyrule's castle guards, who will acknowledge Link for having an appointment with Zelda's caretaker, Impa. The "tutorial" will come in where Link would have to face a series of trials, including learning how to stab in different directions, perform a running jump, etc. to proceed. After the trials are completed, Link will finally meet up with Impa, who congratulates Link for completing the trials and acknowledges him as a descendant of the Hero of Ages. From here, Impa gives Link the first piece of the Triforce that she was guarding, and details that its power has "opened up" to guide him towards the other missing pieces. With the level completed and upon the players return to the world map, the pathways to the other worlds would reveal themselves in a Mario-style fashion, and the game begins.

This tutorial level shouldn't be possible to die in, and maybe I could find a way so that experienced players won't have to sit through it upon replaying the game? I'm open to ideas.
Just gonna put this here, don't know if it is too late in Development to use this:
LUNA.DLL(Could be good for bosses) I think this is where Z heard about a hp= Tag...
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
Just played Solitayre's Graveyard level.

Comments:

- Guys can you make more levels like this please
- Just simple ones
- With no gimmicks
- When you try to be different, and do weird shit, that's when you have to change 300 things because it doesn't work out
- When all you have are three types of enemies and two types of platforms, and some grass with rupees in it, and after about ten screens the level ends, there's pretty much nothing that can go wrong
- This level is perfect

That said, the above doesn't apply to temples, because that's where the crazy shit belongs.
Solitayre
Circumstance penalty for being the bard.
18257
Actually that level kind of does have a gimmick, namely in that since it's a graveyard it's designed to look scary but not be threatening at all.

It's a level filled with unkillable ghosts set over nauseating jumps with a dude at the top of the screen throwing stuff at you, but none of the jumps are hard and pretty much none of the enemies will ever hit you if you just keep moving.

It's all psychological.
I decided last min (today) to make a stage for this. Is July 28 the date the game is done, or the date no more submissions will be taken?
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 the date we hope to have all the submissions in by, unless we don't.
Solitayre
Circumstance penalty for being the bard.
18257
To be honest it doesn't bother me if this project takes a long time as long as the final product is something we're all pretty happy with.

That's just me 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
The people bothered by it left a long time ago!
author=LockeZ
It's the date we hope to have all the submissions in by, unless we don't.

Awesome, thanks.

EDIT: I'm trying to keep it as "NES" as I can, but is it ok to use some "SNES" graphics in my level?
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
Please try to use NES-style graphics. Everything in the graphics pack that's downloadable in the event description is actually from Zelda 2. People have also made a lot of NES-style graphics for other levels. You can download other people's levels and use the graphics from them.

Please don't use Mario graphics at all. If you need to use graphics from Link to the Past for some reason, try to reduce them to 4-bit. This was done for the Poe enemies that appear in the graveyard levels, for example. If you need help doing this, feel free to post the graphics you want to use and we can help you turn them into NES style. It is something that we will have to do eventually when building the levels into a coherent game, so it's best to do it now, I think.

What graphics are you thinking about using specifically?
author=LockeZ
Please try to use NES-style graphics. Everything in the graphics pack that's downloadable in the event description is actually from Zelda 2. People have also made a lot of NES-style graphics for other levels. You can download other people's levels and use the graphics from them.

Please don't use Mario graphics at all. If you need to use graphics from Link to the Past for some reason, try to reduce them to 4-bit. This was done for the Poe enemies that appear in the graveyard levels, for example. If you need help doing this, feel free to post the graphics you want to use and we can help you turn them into NES style. It is something that we will have to do eventually when building the levels into a coherent game, so it's best to do it now, I think.

What graphics are you thinking about using specifically?

Those little plants that jump up and try to bite you when you get to close, a green vine (one that sprouts out of a block when you hit it with a shell) and a moving platform for the wire traveling.

EDIT: Oh, and a shell (green).
Ratty524
The 524 is for 524 Stone Crabs
12986
author=Jparker1984
Those little plants that jump up and try to bite you when you get to close, a green vine (one that sprouts out of a block when you hit it with a shell) and a moving platform for the wire traveling.

EDIT: Oh, and a shell (green).

FYI we are trying to fit this into the Zelda universe, so try not to make it TOO Mario. :P
author=Ratty524
author=Jparker1984
Those little plants that jump up and try to bite you when you get to close, a green vine (one that sprouts out of a block when you hit it with a shell) and a moving platform for the wire traveling.

EDIT: Oh, and a shell (green).
FYI we are trying to fit this into the Zelda universe, so try not to make it TOO Mario. :P


Damn... I'm having HORRIBLE luck keeping it "Zelda"
author=halibabica
I don't think SMBX is suited to boss rushes of any appreciable difficulty. Perhaps we could look to other Zelda games for final dungeon inspiration.

Why not, exactly?

author=LockeZ
Ghost of the last king of hyrule should help you in Ganon's Castle, I think.

For a game named after him, he is curiously absent so far.

For some reason I thought the title referred to Link.