ANIMEBRYAN'S PROFILE
Animebryan
1299
I had to "Old Yeller" my old laptop, a laptop that has given me a decade of entertainment, became the ultimate retro console thanks to emulators, and has allowed me to pursue my dream of being a game designer with both RPG Maker & SMBX. Now, ALL of that work, is gone. This is not how my 40th birthday should be. I am dead inside now. I just don't give a shit about anything anymore ;_;
Search
Filter
Help
Do you plan on fixing the numerous bugs that are still rampant in this game? I can't remember them all but they include;
#1 - Various equipment that doesn't give an accurate stat boost (actual stat boost different than description says)
#2 - Weapon Sprites in Mt. Ordeals either missing or inaccurate
#3 - Murasame from Mt. Ordeals says aquired 'Masamune' instead of Murasame
#4 - Ami's augments function on Nobumasa'a augment switch (you forgot to make a augment switch for her)
#5 - Nobumasa's Shadow Step doesn't switch off when switching skills
#6 - When switching from Oaleston's Improved Comet to Exorcism, it says 'want to forget exorcism' instead of Improved Comet
#7 - Vera's Remora summon says 'Drain 100 MP' but doesn't absorb the MP
#8 - Even if you recruited Bosche in the 1st world, if you get to Garmonde before finding him at the Mithril Mine he's there & acts like you never meet him before (you should have set his 'gone' page to require the 'Bosche Joins 3' switch instead of the 'Bosche Rejoins' switch).
#9 - Accessory shop in Mohadmal village (3rd world) doesn't have a functional door (I duplicated the original accessory shop from the 1st world & added it to the 3rd world version & changed the teleport events)
#10 - Can't remember which dungeons but you can walk off of bridges & walk around in the air
#11 - The effects of Protect & Empower are reversed (Protect doubles Magic & Empower doubles Defense. Also, the 'Empower' skill does not inflict Empower. Also, the 'Berserk' skill actually removes Berserk instead of inflicting it.
#12 - When reaching the Dark Elf, his sprite & the Abaddon sprites are invisible, as if the Dark Elf switch is already on (I've corrected this by adding an event that turns that switch off when you enter the room them flips a new switch so the event only goes off once. Did this after beating him so I can't test it.)
#13 - In Sandy Point you have a guy block your access to the treasures until you complete the treasure hunt, but you left the right steps open, allowing the player to go around the guard (fixed this by adding a duplicate of the guard & changing his sprite to that of the guy who's positioned a few steps from those steps)
#14 - I can't remember this perfectly but you can sneak off to the Citadel & get thrown in prison by Zeul before speaking to one of the Grans that tells you to go there. There's some sequence breaking involved when the story reaches this point.
#15 - In the boss room in the Mithril Mine when Bosche rejoins you, there's an event in the room that memorizes a BGM & gives a message about a character & class that joins the party & requires the switch for chest 613 to activate. What's with this?
#16 - When defeating Orphan, his death turns the Kefka dead switch on instead. In fact, the whole switch arrangement with the Trophy Bosses seems messed up
That's all I can remember right now but I'm sure I'm forgetting a few things that I had to constantly go into the editor to fix. Hope you'll fix these & release a less erroneous version worthy of the "Plus!" added to the title. I'll be sure to post any more problem that I find or remember. Good game though.
#1 - Various equipment that doesn't give an accurate stat boost (actual stat boost different than description says)
#2 - Weapon Sprites in Mt. Ordeals either missing or inaccurate
#3 - Murasame from Mt. Ordeals says aquired 'Masamune' instead of Murasame
#4 - Ami's augments function on Nobumasa'a augment switch (you forgot to make a augment switch for her)
#5 - Nobumasa's Shadow Step doesn't switch off when switching skills
#6 - When switching from Oaleston's Improved Comet to Exorcism, it says 'want to forget exorcism' instead of Improved Comet
#7 - Vera's Remora summon says 'Drain 100 MP' but doesn't absorb the MP
#8 - Even if you recruited Bosche in the 1st world, if you get to Garmonde before finding him at the Mithril Mine he's there & acts like you never meet him before (you should have set his 'gone' page to require the 'Bosche Joins 3' switch instead of the 'Bosche Rejoins' switch).
#9 - Accessory shop in Mohadmal village (3rd world) doesn't have a functional door (I duplicated the original accessory shop from the 1st world & added it to the 3rd world version & changed the teleport events)
#10 - Can't remember which dungeons but you can walk off of bridges & walk around in the air
#11 - The effects of Protect & Empower are reversed (Protect doubles Magic & Empower doubles Defense. Also, the 'Empower' skill does not inflict Empower. Also, the 'Berserk' skill actually removes Berserk instead of inflicting it.
#12 - When reaching the Dark Elf, his sprite & the Abaddon sprites are invisible, as if the Dark Elf switch is already on (I've corrected this by adding an event that turns that switch off when you enter the room them flips a new switch so the event only goes off once. Did this after beating him so I can't test it.)
#13 - In Sandy Point you have a guy block your access to the treasures until you complete the treasure hunt, but you left the right steps open, allowing the player to go around the guard (fixed this by adding a duplicate of the guard & changing his sprite to that of the guy who's positioned a few steps from those steps)
#14 - I can't remember this perfectly but you can sneak off to the Citadel & get thrown in prison by Zeul before speaking to one of the Grans that tells you to go there. There's some sequence breaking involved when the story reaches this point.
#15 - In the boss room in the Mithril Mine when Bosche rejoins you, there's an event in the room that memorizes a BGM & gives a message about a character & class that joins the party & requires the switch for chest 613 to activate. What's with this?
#16 - When defeating Orphan, his death turns the Kefka dead switch on instead. In fact, the whole switch arrangement with the Trophy Bosses seems messed up
That's all I can remember right now but I'm sure I'm forgetting a few things that I had to constantly go into the editor to fix. Hope you'll fix these & release a less erroneous version worthy of the "Plus!" added to the title. I'll be sure to post any more problem that I find or remember. Good game though.
The Last King of Hyrule
I've been having a hard time getting back on the internet lately. I've been gone for a few days again & now look what happens, somebody make's a Cloud Temple after I already called dibs on a Sky Temple! Well I'm still working on mine & I assure you it's better & more suited as a SKY temple, meaning it's actually in the air & there's flying enemies too, including blue dreadhawks. I also mentioned that I wanted to do the Shadow Temple & have Dark Link as the Boss with a certain gimmick I wanted to try out in that fight. So I guess I should ask, if 2 or more people submit a level for a particular temple, will only the 1st one get excepted or will all the potential levels be judged with the better one being chosen? I'm all for making at least 1 'town level'. Maybe a town like the one in Zelda 2 where you had to get that bridge activated in order to get across the river. I could make it so you have to do a chain of errands in a town which ultimately leads to a bridge being formed in order to cross (you can actually have a town on each side of a river on the world map & have the player come out in one or the other depending on which end of the town you leave from).
Anyway, tested the newer levels;
Fire Temple (v2): Better! My only gripe (which goes for any level) is that hiding things with grass causes some things to go flying off when revealed. I recommend respriting breakable blocks into pots & reveal an item that way.
Cloud Temple: Elevator usage was nice (but prevents backtracking). I honestly agree that Dark Link should be a boss for a Shadow Temple. . . . MY SHADOW TEMPLE! The set up you used is similar to how I planned that fight, except there wouldn't be a breakable blocks (beat him the old fashioned way) & have the torches go out & cause the background to go black (rendering Dark Link invisible, like how Ganon does in Link to the Past). I was going to have Fire Pendants (or Fire Bow) spawn next to each torch & have Link use his fireballs to relight the torches making Dark Link visible again. Anyway, let me finish my Sky Temple & you'll see how much better it can be.
Death Mtn Ascent: Once again, stuff flying out of grass. Mario styled lava instead of Zelda 2 styled lava? Is that even allowed? And same goes for Podoboos (jumping fireball). Are we allowed to use SOME mario graphics then? And seriously, what is it with you people & rotating fireballs? You guys have like a sick obsession with those things! I don't recall anything in Zelda 2 being like that. They're annoying!
Royal Crypt: Are you supposed to stand on poes? I don't think you should. In fact, I don't think ANY enemy in this game should be 'stompable'. You couldn't stomp'em in Zelda 2 so you shouldn't be able to here. Btw, did you know that if a Thwomp(Skulltula) lands on a poe the poe can carry them to a new position? It's a bit funny but it shouldn't work that way.
Well, I'm still working on my Sky Temple & plan on doing the Shadow Temple afterwards, then make a few towns. Let us know about what happens when more than 1 level for a temple is submitted, because I don't want my Sky Temple going to waste or my idea for the Shadow Temple.
Anyway, tested the newer levels;
Fire Temple (v2): Better! My only gripe (which goes for any level) is that hiding things with grass causes some things to go flying off when revealed. I recommend respriting breakable blocks into pots & reveal an item that way.
Cloud Temple: Elevator usage was nice (but prevents backtracking). I honestly agree that Dark Link should be a boss for a Shadow Temple. . . . MY SHADOW TEMPLE! The set up you used is similar to how I planned that fight, except there wouldn't be a breakable blocks (beat him the old fashioned way) & have the torches go out & cause the background to go black (rendering Dark Link invisible, like how Ganon does in Link to the Past). I was going to have Fire Pendants (or Fire Bow) spawn next to each torch & have Link use his fireballs to relight the torches making Dark Link visible again. Anyway, let me finish my Sky Temple & you'll see how much better it can be.
Death Mtn Ascent: Once again, stuff flying out of grass. Mario styled lava instead of Zelda 2 styled lava? Is that even allowed? And same goes for Podoboos (jumping fireball). Are we allowed to use SOME mario graphics then? And seriously, what is it with you people & rotating fireballs? You guys have like a sick obsession with those things! I don't recall anything in Zelda 2 being like that. They're annoying!
Royal Crypt: Are you supposed to stand on poes? I don't think you should. In fact, I don't think ANY enemy in this game should be 'stompable'. You couldn't stomp'em in Zelda 2 so you shouldn't be able to here. Btw, did you know that if a Thwomp(Skulltula) lands on a poe the poe can carry them to a new position? It's a bit funny but it shouldn't work that way.
Well, I'm still working on my Sky Temple & plan on doing the Shadow Temple afterwards, then make a few towns. Let us know about what happens when more than 1 level for a temple is submitted, because I don't want my Sky Temple going to waste or my idea for the Shadow Temple.
The Last King of Hyrule
author=DarklordKeinorNaw, I'm good. That should be simple enough. I tested Deku palace, Magma Cavern & The Fire Temple.author=AnimebryanThe level is small because everyone on the forum was saying that progression levels are supposed to be shorter than Mario 3 levels. I'll lengthen it.
Cliffside Run: My only gripe was that this was too short. It wasn't that hard either & any difficulty with this level is at fault of the player's lack of skill & not the level itself (no offense)author=Animebryan
Also regarding difficulty by damage, how do you set it up so that enemies can give you healing items after killing them?
I can answer this question. To do this trick once, you need an event and an invisible layer to place the health item on. Pick an enemy and have the death of it trigger the event. The event is designed to simply show the layer the health item is on. Does that make sense, or would you like me to post a tutorial?
Deku Palace: You have SMB3 wooden platforms in here. Did you forget to resprite those or planning on respriting them later? Because I was lead to believe that we were going to rule out all mario graphics of any kind. The P-bag you put on those stone blocks, you forgot to set that to 'don't move', I just watched as it slid off the block into the pit... and I cried (not really). Also, the Iron Knuckle statue at the end of the level, mispelled 'piece'. Also, the ! bubbles should not be solid. You also shouldn't of locked the door that goes back to the previous area. I used up the 2nd key going back & got stuck, asking myself : wherearemycarkeys?
Magma Cavern: Hiding rupees in the grass seems redundant when enemies already drop them when defeated. You used a SMB2 underground background? So are the graphic restrictions not as strict as I was TRICKED into believing? If this is the case, then can we use SMB2 pipes(pots) as pots to make items appear? (will resprite them if necessary). Also, there's a cave tile missing above one of the bridges. This is an awesome level! The best so far.
Fire Temple: More like Rage Temple! There's a difference between challenging & cheap! I will not tolerate 'Ninja Gaiden Shenanigans'! For those of you who haven't played Ninja Gaiden for the NES here's an example of it: "Oh look! A dangerous looking pit! I'd better be careful! (Jumps) Oh gawd where'd he come from?!!! (mid-air hit over pit) Oh God Why?!!! (Rage-quits) That's an example of 'Ninja Gaiden Shenanigans' Those ropes to the left of the checkpoint with the lava in front of them, Grrrrrrrrhhhhhhhhh!!!!!!!! Also, the fireballs from the statues should be slightly less frequent, by like maybe a second or two (resprited Eeries as fireballs, no wonder I couldn't block them with the shield). Basically, tone down the cheapness & you're good to go. Btw, why you'd choose such a dull color for the bricks? Don't you think a brighter shade of red, like blood red, would of looked better?
Anyway, I also forgot to mention, in the GFX pack Link 2112 provided, the dark blue bot is in fact a giant blue bot & has the original mask but not the npc notepad file for it. If you guys actually want to use the giant version then replace the mask & add the text file I'm providing.

NPC-126 txt
Of course if you don't want to use the giant version then you might want to go into the default graphics folder & find the dark blue bot sprite & replace the one in the graphics pack for this game. I've downloaded Darklord's New level & updated Cliffside Run which I will test when I get home. I also agree that there shouldn't be a restriction to use only 8-bit music. Using music from other games sounds better.
Also, please tell me you're not going to scrap the idea of having a world map to use those hub features. I've seen enough hubs from the RMN series & not having an actual world map would suck. Speaking of which. I've been thinking about the world map & wondering if you plan on using strictly Zelda 2 graphics for it. Because I just had an idea about using Link to the Past graphics for world map graphics. They would definitely look better, even if they don't match the 8-bit style of level graphics. I was planning on respriting some overworld tiles for different areas, like tiles for icy & sky areas. Also, have you come to a confirmed list of all the areas yet? Do you plan on having a sky area? Should it be reachable by paths on the ground or do you plan on having a 'transition' level to reach the sky area? Because I wanted to do a level for that as well.
I've mentioned this at the end of the Super RMN World forum but for those who never read it, the main reason I wanted to help on this project is because I was planning on making my own Zelda game because of all the Link-hate I kept seeing in various levels from different games I've played. But I also was working on a Mario game as well & a lack of Zelda themed graphics & enemies caused me to put it on hold. But now that we here together putting all these ideas & resources together I've been inspired to start working at it again & want to use this opportunity to learn how to make Zelda levels as a warm-up for my project. And one of the levels I was going to make was a 'Skyward Tower' that acts as a transition level to go between the overworld & the sky area. If you want to run it like that then I would like to make that level for this game too.
Anyway, let me know how you plan on handling the world map so I know if I can contribute some overworld tiles or other stuff. Just think about my 'Link to the Past' overworld for awhile before hastily turning it down. The game would look really good with it, assuming there's nothing preventing it from being possible.
The Last King of Hyrule
I tested both Cliffside Run & Hidden Oasis:
Cliffside Run: My only gripe was that this was too short. It wasn't that hard either & any difficulty with this level is at fault of the player's lack of skill & not the level itself (no offense)
Hidden Oasis: The music wasn't set for the level, I had to set it myself. You should change the background to the great palace background to match the bricks being used, if you don't have it look at the event description for that GFX link above the pic with Ganon. It has nearly all the palace blocks & backgrounds from Zelda 2.
As for the soundtrack, my Sky Temple is using the 'City in the Sky' theme from Twilight Princess so please include that into the 'Official Soundtrack'. Also regarding difficulty by damage, how do you set it up so that enemies can give you healing items after killing them? And I was wondering how to get items to pop out of statues when you stab them?
Cliffside Run: My only gripe was that this was too short. It wasn't that hard either & any difficulty with this level is at fault of the player's lack of skill & not the level itself (no offense)
Hidden Oasis: The music wasn't set for the level, I had to set it myself. You should change the background to the great palace background to match the bricks being used, if you don't have it look at the event description for that GFX link above the pic with Ganon. It has nearly all the palace blocks & backgrounds from Zelda 2.
As for the soundtrack, my Sky Temple is using the 'City in the Sky' theme from Twilight Princess so please include that into the 'Official Soundtrack'. Also regarding difficulty by damage, how do you set it up so that enemies can give you healing items after killing them? And I was wondering how to get items to pop out of statues when you stab them?
The Last King of Hyrule
I actually would like to submit a few 'towns' that are not just power-up breaks but you could actually hide a triforce piece in a town & make it tricky to find. I could easily pull that off. And what about bosses? Are we restricted to Zelda 2 bosses or could we recreate some from different Zelda games? And please give the ok for longer & more complex temple levels.
The Last King of Hyrule
author=Link_2112But the elevator IS an NPC. The speed I set it to was 2/-2 for vertical speed. And the event isn't auto-start. I'm using resprited 'ON' blocks that have an up & down arrows on them as elevator switches. When you hit the up block, the event is supposed to move the 'Elevator' layer up with a vertical speed of -2. And when the event triggers, the 'SMW camera scroll' sound goes off confirming that the event was activated but the damn elevator layer won't go up. I have been testplaying it with a save prompt & I save the level every time I change a graphic. You wouldn't happen to know a list of all the different things you can or can't resprite would you? As well as the things who's properties can't be changed?I'm also having a problem with layer movement as well. I'm trying to make a workable elevator from Zelda 2 by using some arrow blocks that I made to use as elevator switchs to make a Zelda 2 styled elevator move up or down. But whatever block or npc I resprite & try to move through layers, it ignores the layer movement. I know the event itself is activating because the sound effect that's set to it still goes off, but the damn layer refuses to move like it's supposed to.Make sure you don't put any NPCs on the layer you're trying to move. Did you put a number in the box for speed? It's best not to put any layer movement on the first autostart event, maybe you didn't, just saying it.
If you are respriting something and it's not taking effect, 9 times out of 10 you did something wrong. Are you hitting Save, if you have the engine open. You need to do that, or hit Testplay(and Save). There are some things you can't resprite but they are rare. There are also some things you can resprite, but you can't change the properties of with a txt file. Like making it larger.
Also, how long can a temple level be? Because I don't like making short temple levels. Also, can I call dibs on another temple? Because I want to do the Shadow Temple too. I was thinking of making Dark Link the boss of that level & there's a certain gimmick I want to try with that fight.
The Last King of Hyrule
Gee, I'm off the internet for a few days & what happens? You guys have a civil war over my sheik idea & then shoot it in the head? Fine, haters. One thing I'd forgot to ask in the past, who's doing the world map? Are we going to have different people make different areas or is one person going to be in charge of it? Also, since now is the time to call temple levels, I call dibs on a Sky Temple. I'm not familiar with Skyloft or whichever game it came from but I am familiar with Twilight Princess & the Sky Temple there is an awesome temple so I would love to add such a level to this game. Btw, what's the verdict on 8-bit vs 16-bit graphics? Because I have a mix of both & I don't mind mixing the two if there are no alternatives. And same goes with music. Is the music selection restricted to just Zelda 2 music or can we use music from various other Zelda games?
Also, I'm having some serious trouble with the editor. My idea about having a Hookshot block turned out to be redundant because Link can't actually 'climb' anything so I was thinking about respriting a climbable object like a fence or vine or ladder into 'fairy light', which is simply a pink, transparent light that Link can just push up & turn into a fairy to fly, but every time I try to resprite those things the editor ignores the changes, regardless of whether they're in a specific level folder or the main episode folder. I'm also having a problem with layer movement as well. I'm trying to make a workable elevator from Zelda 2 by using some arrow blocks that I made to use as elevator switchs to make a Zelda 2 styled elevator move up or down. But whatever block or npc I resprite & try to move through layers, it ignores the layer movement. I know the event itself is activating because the sound effect that's set to it still goes off, but the damn layer refuses to move like it's supposed to.
Also, regarding length of levels. The palaces in Zelda 2 did get gradually longer & more complex as you progressed through the game. I would expect the temple levels to be just as long & complex as the later palaces from Zelda 2. In fact, I don't see anything wrong with using multiple levels to make a long temple level just to include multiple checkpoints. Also I forgot. Since we're not using ANY mario based graphics, what about the world map graphics? Specifically the pipes that transport you to different areas or the level dots on the map? Should those be resprited or just replaced by a black square as cave entrances just like in Zelda 2's overworld map? And what about the use of colored switch blocks? Are we allowed to use those as is or do those need to be resprited as well? In fact, you need to determine exactly how many area there will be & what they are because certain themes are going to require either repriting existing world map tiles or custom tile made from scratch.
Also, I'm having some serious trouble with the editor. My idea about having a Hookshot block turned out to be redundant because Link can't actually 'climb' anything so I was thinking about respriting a climbable object like a fence or vine or ladder into 'fairy light', which is simply a pink, transparent light that Link can just push up & turn into a fairy to fly, but every time I try to resprite those things the editor ignores the changes, regardless of whether they're in a specific level folder or the main episode folder. I'm also having a problem with layer movement as well. I'm trying to make a workable elevator from Zelda 2 by using some arrow blocks that I made to use as elevator switchs to make a Zelda 2 styled elevator move up or down. But whatever block or npc I resprite & try to move through layers, it ignores the layer movement. I know the event itself is activating because the sound effect that's set to it still goes off, but the damn layer refuses to move like it's supposed to.
Also, regarding length of levels. The palaces in Zelda 2 did get gradually longer & more complex as you progressed through the game. I would expect the temple levels to be just as long & complex as the later palaces from Zelda 2. In fact, I don't see anything wrong with using multiple levels to make a long temple level just to include multiple checkpoints. Also I forgot. Since we're not using ANY mario based graphics, what about the world map graphics? Specifically the pipes that transport you to different areas or the level dots on the map? Should those be resprited or just replaced by a black square as cave entrances just like in Zelda 2's overworld map? And what about the use of colored switch blocks? Are we allowed to use those as is or do those need to be resprited as well? In fact, you need to determine exactly how many area there will be & what they are because certain themes are going to require either repriting existing world map tiles or custom tile made from scratch.
The Last King of Hyrule
I found a jackpot of Zelda 2 NES graphics.
Zelda 2 NES Graphics
Zelda 2 NES Graphics
The Last King of Hyrule
author=GreatRedSpiritThanks. I just hope Link_2112 feels the same way. I've been trying to find more Zelda 2 sprites like stalfos & dragon heads but I can't seem to find any (mostly ones that were made for SMBX).
I only said it in the super secret forums for rmnian supermen the plebs can't see but feel free to take graphics / custom enemies / anything else from Great Palace X if it'll help anybody in their own SMBX games.
The Last King of Hyrule
I think before we get around to making levels we should focus on what the world map is gonna be like. I think some custom graphics might be necessary because Zelda 2 didn't incorporate elements like Ice or Sky (or a dark world for that matter). Btw, has it really been decided to not replace Peach with Zelda? I think adding in Zelda who could change between her original form & Sheik would be a great idea. Also, would it be okay to use the Zelda 2 graphics from previous Zelda levels in past RMN games? Like 'Great Palace X' & 'Hyrule' from Super RMN Bros 2 & 'Major Linkage' & 'Fairy Boy' from Super RMN Bros 3?
Also, here are the enemy sprites that I pointed out in the other thread:
Revamped Firebird
Revamped Dread Hawk
Revamped Axe-Throwing Daria
Revamped Lizalfos
Revamped Boulder-Throwing Lizalfos
Also, here are the enemy sprites that I pointed out in the other thread:
Revamped Firebird
Revamped Dread Hawk
Revamped Axe-Throwing Daria
Revamped Lizalfos
Revamped Boulder-Throwing Lizalfos













