Zelda - Pillar of Dreams

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EverValiant
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Zelda - Pillar of Dreams

Postby EverValiant » Sun Nov 16, 2014 3:00 pm

- This project has been removed -
Last edited by EverValiant on Wed Jan 21, 2015 8:59 pm, edited 5 times in total.

FanofSMBX
Ludwig von Koopa
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Re: Zelda - Pillar of Dreams - Returning project

Postby FanofSMBX » Sun Nov 16, 2014 3:06 pm

How will you do collectible items? (Sword, armor, boomerang*)

* not those items exactly, they're just examples

underFlo
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Re: Zelda - Pillar of Dreams - Returning project

Postby underFlo » Sun Nov 16, 2014 3:19 pm

Looked awesome the first time and still does.

Keep it up!

Lx Xzit
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Re: Zelda - Pillar of Dreams - Returning project

Postby Lx Xzit » Sun Nov 16, 2014 3:43 pm

This is the beautiful beginning of what will be an excellent episode, the levels look really great, they are very well designed and structured, Great job with them !, my favorite screenshoot was the penultimate, I also like the mode in which you capture the "legendary" of the game, and I see that you changed the graphics of SMBX .exe just to make this more fabulous project, good job!
I look forward to see more progress.

KateBulka
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Re: Zelda - Pillar of Dreams - Returning project

Postby KateBulka » Mon Nov 17, 2014 7:08 am

Wow! Good mod/project for smbx!

Chip Potato
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Re: Zelda - Pillar of Dreams - Returning project

Postby Chip Potato » Mon Nov 17, 2014 8:17 am

Not gonna lie, this looks amazing. Can't wait for it to come out!

EverValiant
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Re: Zelda - Pillar of Dreams - Returning project

Postby EverValiant » Mon Nov 17, 2014 7:47 pm

Since SMBX is not open source I will have to use the regular game mechanics "get item, and once hit you lose it". But knowing this I built the game to have the items common enough so once you lose it you aren't tearing your hair out. Also losing an item by being hit adds a new mechanic as you may need that item to progress past a point, making sure you don't lose it is part of the challenge. I'll use some creativity and customize the items as much as possible.

The entire game is open world, there is no map, so if you need to stock up on bombs you need to travel to a place you know to find them such as the Rulia city bomb shop. (yes stores will be implemented in a creative way) You would be surprised as what you can do with triggers and layers.

You can draw a map of the game (I might have it in game somewhere), each road will tell you whether you are heading north, south, east, or west. Paths on the right of the signs always head north/east and paths on the left head south/west. (the signs will clerify, look at the last screenshot)

goombaguy
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Re: Zelda - Pillar of Dreams - Returning project

Postby goombaguy » Fri Nov 28, 2014 11:09 am

Wow. A lot of effort was put into this. I haven't seen anything like this before! Great job so far!


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