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

My "Zelda" style level is looking really bad... so, I did start a "Mario" style level, which is looking great. If I can't have a "Mario" level, I may as well just not submit it, because it will get denied any how.

EDIT: Which, I understand since this is a Zelda fan game.
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
You should play some of the other levels. Fire Temple and Lake Hylia by Ratty, Death Mountain Ascent by me, and one or two of Solitayre's levels will give you a nice overview of how to make different styles of levels while keeping a very strong Zelda feel.

Shells and blocks are both no-nos, sorry. Link can't pick up shells anyway. Bombs will probably let Link do anything that shells would do for Mario.

If you can come up with a Zelda enemy that acts like those plants, and resprite them to look like that Zelda enemy, then it's fine, but don't just use the Mario enemies. If you can think of one that does then we can certainly help with the respriting.

Are you using the graphics pack linked in the event description? Are you using the grass we're using to put items in, which isn't in the graphics pack, but is used in every outdoor stage?

If you post what you have so far, or some screenshots of it, we can help give you some advice to fix it. I'd rather help you fix your level than make another one of my own, honestly!
halibabica
RMN's Official Reviewmonger
16948
from FanofSMBX
from me
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?

Because the program doesn't handle such things well. With only one checkpoint and three HP (and one shot at keeping your power-up), having a gauntlet of bosses would be needlessly difficult. We already split them into separate stages from the temples for this reason. It could be done, sure, but by "modern gaming standards" (and I use that phrase loosely), it would be disastrous. I'm usually the first to slap a whiny gamer and tell them to man up, but I know the limitations of this engine all too well.
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
On the other hand, a regular old enemy gauntlet wouldn't be bad. It would feel less like a cop-out from the player's perspective. And it would be much less of a pain in the ass to create, too. You can't copy and paste layers and events from one stage to another, and the bosses depend on them very heavily... so a boss rush stage would actually be a huge amount of technical work. You could copy and paste one boss stage but then you'd have to recreate the other five bosses in that stage from scratch.

We could Ocarina of Time it. Big temple-style dungeon, Human Ganondorf battle, high-speed enemy gauntlet, Piggy Ganon battle. Four stages.
author=LockeZ
We could Ocarina of Time it. Big temple-style dungeon, Human Ganondorf battle, high-speed enemy gauntlet, Piggy Ganon battle. Four stages.


Well if you seek Human Ganon Then look Here:Valtteri's Graphics Pack 1.0.1 (under "And some completely random stuff!" there is a screenshot)
Yeah about the towns, I'm going to scrap my Zora's Domain, one because it wasn't hard, but I ran out of free time, and been getting into other things with my time I've been meaning to get around with, basically I'm done with the projects, and since we probably should try to get this done since we're close to the finishing line.. I will leave the file there if anyone wants to pick up where I left off.

I will check back every so often if there is anything else needed for the levels I've already finished. I'm probably going to be the most hated person on here when it comes to my temple, I can see the pitchforks coming! Many pitchforks, and sending I'AM ERROR game-threats! :P
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
That's okay, I think we will do fine without any towns. They were pretty pointless in most of the Zelda games, even more pointless in Zelda 2 since there was nothing to explore, and they'd be even more pointless here since we have no puzzles and no currency.
author=TangledLion
author=LockeZ
We could Ocarina of Time it. Big temple-style dungeon, Human Ganondorf battle, high-speed enemy gauntlet, Piggy Ganon battle. Four stages.
Well if you seek Human Ganon Then look Here:Valtteri's Graphics Pack 1.0.1 (under "And some completely random stuff!" there is a screenshot)




JOQHJ)(EUYE)&U!)Y(H)J!D)(H@)RHG!)(HIY)(P!!_))(#)!!*)!!

Where was this pack hiding!!?!?!? AHHHH!!! I could have saved so much time in the past. X______________________________________________________________________X
Ratty524
The 524 is for 524 Stone Crabs
12986
author=LockeZ
That's okay, I think we will do fine without any towns. They were pretty pointless in most of the Zelda games, even more pointless in Zelda 2 since there was nothing to explore, and they'd be even more pointless here since we have no puzzles and no currency.
Towns weren't pointless in Zelda 2. They were places to regroup, and really the only reliable places to heal before continuing onward. They were also home to pretty much every spell that you would need to progress in the game, so they did serve a purpose.

For this project, however, I think towns can be treated in a similar manner to Toad Houses from Super Mario, where the player can simply make a pit stop to heal and leave. It would at least prevent the game from feeling like a gauntlet with limited healing opportunities.
author=LockeZ
That's okay, I think we will do fine without any towns. They were pretty pointless in most of the Zelda games, even more pointless in Zelda 2 since there was nothing to explore, and they'd be even more pointless here since we have no puzzles and no currency.
author=LockeZ
That's okay, I think we will do fine without any towns. They were pretty pointless in most of the Zelda games, even more pointless in Zelda 2 since there was nothing to explore, and they'd be even more pointless here since we have no puzzles and no currency.
author=LockeZ
That's okay, I think we will do fine without any towns. They were pretty pointless in most of the Zelda games, even more pointless in Zelda 2 since there was nothing to explore, and they'd be even more pointless here since we have no puzzles and no currency.
author=LockeZ
That's okay, I think we will do fine without any towns. They were pretty pointless in most of the Zelda games, even more pointless in Zelda 2 since there was nothing to explore, and they'd be even more pointless here since we have no puzzles and no currency.


HMM...well I wouldn't say pointless, I always felt it was a nice diversion from all the monster killing, and you learn something about the zeldaverse..GIVEN this isn't a normal game, so yeah. Plus I think towns for this project is a good way to blow steam for most of us on here, throwing random jokes (I'AM ERROR), and absurdity like any other RMN game, that's just me though. :P

EDIT:
OOPs on the multiple copies! 0_0!
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 am very much against infinite-use toad houses in general, especially since we already decided to put a healing item at the beginning of every stage. In a more general sense, they devalue the powerups in the rest of the game, making them seem like the normal amount of power you're supposed to have instead of like a boost you don't want to lose.

If we could make toad houses that can only be used once, like in Mario 3, that would be fine. The one in Super Mario World was infinite-use but was at least very well hidden. The ones in RM games tend to just make it impossible to ever start a stage at anything less than maximum power... which is dumb and ruins a lot of the gameplay. Completing a stage with a powerup should feel good! Because it lets you take it into a stage where you're not supposed to have it! It shouldn't feel pointless because you can become super double fire Link for free between stages anyway.

If I'm outvoted then so be it, but that's my feeling.

Any town or other area that you just use to "blow off steam" with absurd stuff like that will simply be denied, Kaliesto.
halibabica
RMN's Official Reviewmonger
16948
Mushrooms don't replace other power-ups when you collect them, so having towns with fairies for healing wouldn't be a big deal. They grant Link full life, and he keeps whatever power he already has.

Regardless, if we want healing outposts, then I think Fairy Fountains would be the way to go.
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 way we have it right now, without any free healing between stages, finishing a stage with at least 2 hearts left rewards you with being able to start with 3 hearts in the next stage. I actually really like that, I think it will create a nice gameplay dynamic. It'll create an incentive to do better, but won't require you to be perfect. You can still start the next stage with 3 hearts if you ended the previous stage with 2.

I do like the fairy fountain idea, I just feel like it would be better if they could only be used once each. We can have eight of them though, one in each zone, so it wouldn't be like they're scarce. They just wouldn't be unlimited health.

Edit:
I also think it would be neat to have, say, a building with a burnable wall that leads to a health refill. Or a crystal switch behind a wall, so you can only hit it with the beam sword, that opens up a health refill. To reward people who can manage to keep their powerups between stages.

Unfortunately putting that kind of thing in a tiny stage by itself doesn't work - if the player has a powerup then he has at least two hearts, and the third heart is not useful to get between stages because you get it for free at the beginning of every stage. So it would have to be hidden inside a larger stage. Putting things like that inside several of the larger stages might create a little bit of a sense of Zelda-style exploration?
okay, I could have sworn there was a ? block graphic replacement that makes it look like a chest, but for the life of me I can't find it.

Halp?
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 used in the fire temple and shadow temple stages (use my shadow temple, not the other one). It's a big chest, though. You could scale it down if you wanted to use it for something other than the big chest of a temple.
Solitayre
Circumstance penalty for being the bard.
18257
I think fairy fountains are a good idea because A. I'd like to see how people would make one. B. I don't really want it ever to be an issue for a player to get full life if they want it.
Are there any smashable pots or the like?
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, all the temples have replaced the yoshi eggs with smashable pots.


author=Solitayre
I think fairy fountains are a good idea because A. I'd like to see how people would make one. B. I don't really want it ever to be na issue for a player to get full life if they want it.

Why, what's the benefit of this? And if that's how you feel, why'd you get everyone to add one health refill at the beginning of their stage? I thought that was your idea in the first place. You could have demanded two, but you said only one... and I really like the way it works out.

It feels really good to be rewarded for not being hit. If there's no reward for doing better, the game gets boring really fast and I stop caring about what I'm doing. I honestly think free full health between stages has singlehanded killed all the fun in every SMBX game I've ever seen it used in.

Is it just me? Am I the only one who likes being rewarded for my accomplishments?
halibabica
RMN's Official Reviewmonger
16948
Usually, the reward for not getting hit is keeping your power-up. The ability itself is the reward. The rest of the time, the reward for not getting hit is not having to replay all the stuff you just did. SMBX is mired in the arbitrary life system of the past, where even Game Overs have lost their meaning. Giving the player more sources of extra hits is a courtesy. It's not like it makes the stages any easier, especially with our enemy frequency.
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 have so many levels without powerups, though.

But I guess that's something we could change during the compilation/refinement period.