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Project Vaianim - Mouse Based Zelda


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#1 nicktheslayer

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Posted 12 May 2012 - 01:25 AM

Here I've made a Zelda tech demo that uses only the mouse. Check it out.

Sword
Posted Image

Fire Rod
Posted Image

Bow
Posted Image

Boomerang
Posted Image

Beetle
Posted Image

Annnnd here is the demo.

http://www.mediafire.com/?xk49de59ba1ej2x

Edited by nicktheslayer, 16 May 2012 - 03:19 AM.

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#2 ZeplashStudios

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Posted 12 May 2012 - 05:57 PM

why is the file so large?
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#3 creators124

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Posted 13 May 2012 - 12:52 AM

hey tried it out but your collisions are a bit jumpy!
might wanna consider looking over your movement engine along with the collisions! but fun graphics! :P
true pics do no justice to this game!
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#4 nicktheslayer

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Posted 13 May 2012 - 04:50 AM

Im not sure why the file is so large, to be honest. I think it's probably the music, so ill find smaller files, or find a converter to make them more efficient.

As for the collisions, i know theyre a problem, and other than being jumpy, i could only make link walk through things, or get stuck, so it's going to be this way until i can figure it out.

I've got more items coming in a future update, and ill post screenshots then too, whether they do it justice or not.
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#5 Ampersand

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Posted 13 May 2012 - 05:11 AM

why is the file so large?

so large

9.25MB

I was unaware that 9.25MB was a large file. Where did you manage to find an ISP that still offers dial-up?

Anywho, this was interesting and felt pretty cool. Collisions are a tad bit jumpy, it seems as though you're just moving the character to the previous position on a collision -- you ought to check for collisions before moving to a new position, and perhaps implement pixel perfect movement. Also, I was not a fan of how the acceleration was relative to the distance between the player and the mouse.

Definitely an interesting spin on Zelda. Are you planning on making a full-fledged game, or is this just a proof of concept?
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#6 nicktheslayer

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Posted 13 May 2012 - 05:35 AM

Anywho, this was interesting and felt pretty cool. Collisions are a tad bit jumpy, it seems as though you're just moving the character to the previous position on a collision -- you ought to check for collisions before moving to a new position, and perhaps implement pixel perfect movement. Also, I was not a fan of how the acceleration was relative to the distance between the player and the mouse.

Definitely an interesting spin on Zelda. Are you planning on making a full-fledged game, or is this just a proof of concept?


I plan on making this into a full game someday, this is just engine work so far, :)

As for the acceleration, i think it can add more to the game, some enemies being alerted by the sound of you running, so you have to creep by, or other similar things. So while it doesnt have any practical uses at the moment other than keeping him from running into the cursor and spazzing out, it will be a better thing in the future.
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#7 FamousJellyfish

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Posted 13 May 2012 - 10:34 AM

why is the file so large?

I was unaware that 9.25MB was a large file. Where did you manage to find an ISP that still offers dial-up?

According to his profile, he lives in South Africa. More than one million people there have Dial-up... out of its 7~ million total internet users. Many people in the world, even in Western countries, still use Dial-up to connect to the internet. We're talking in the millions, dude. Maybe you should do a little bit of research before you try to take a position of arrogance. :confused:

After playing Skyward Sword, and thinking hard about the innovations to the zelda series it brought to, and combining that with the idea of the DS Zelda games, i came up with this.

What innovations? Skyward Sword removed the exploration of earlier Zelda games, added in motion controls (not unlike the kind seen in Wii Sports Resort), added in a bunch of narrative text... the game is not original or innovative by any margin. I'm not sure what you mean by "the idea of the DS Zelda games", since all that's here is a movement / attacking engine. You could have just said "I made a Zelda fangame engine that uses the mouse to move Link", and it would have been a more accurate statement than what you have there right now.

Screenshots dont do the game justice, not because the graphics are bad, but because it is meant to be seen in motion.

I disagree. The graphics on their own aren't bad, of course, since their creators did make them with some good effort. However, you've taken ripped sprites from various Zelda games and bunched them together in the same environment. Link from the GameBoy titles, some sprites and tiles from Four Swords, and so on. It looks ugly, and downright disorienting. In fangaming circles, I believe this is commonly called "style clashing".

And regardless, avoiding screenshots for any reason is a sign that you aren't putting in maximum effort into this project. If you can't take the few minutes of time to upload a couple screenshots, why bother posting the game itself? You could just wait until, you know, you had more time to actually do important things like that. First impressions count for a lot.

I think the biggest priority is fixing the collision system, the mouse movement, and the view. Link got stuck between some rocks so I had to move around a lot to get him out, so this system is less accurate than the usual Zelda fangame movement demos. Don't sacrifice playability for what you consider to be a relatively unique concept.

The mouse movement itself is a bit odd. Link seems to go faster when the mouse is further away. I guess that makes some logical sense, but the view isn't centered on Link. You mentioned the DS Zelda games... those put the camera ahead of Link, not behind, so it works much better there.

I also disagree on the issue of creeping around enemies. That's been a boring mechanic ever since everyone saw it in Super Mario 64. An occasional gimmick is really no excuse to expect everyone to throw their mouse on the opposite side of the screen every time they want to move in another direction (i.e. a thing that affects the entire play experience, far more often than those kinds of enemies could possibly appear). Again, not as much of an issue in the DS Zeldas, but mainly because the touchscreen was small and it was easy to reposition your hand to go in another direction.

I should point out that there have been plenty of games on the GMC already, mostly top-down RPGs, that allow you to hold left click and go in the direction of the mouse. It's not really a novel concept, even when you apply it to a Zelda fangame. It's also not efficient, since a lot of people would prefer WASD + Mouse, especially in terms of intuitiveness. So you'll have to forgive me if I don't understand what you're going for, here. :mellow:
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#8 Ampersand

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Posted 13 May 2012 - 02:44 PM

why is the file so large?

I was unaware that 9.25MB was a large file. Where did you manage to find an ISP that still offers dial-up?

According to his profile, he lives in South Africa. More than one million people there have Dial-up... out of its 7~ million total internet users. Many people in the world, even in Western countries, still use Dial-up to connect to the internet. We're talking in the millions, dude. Maybe you should do a little bit of research before you try to take a position of arrogance. :confused:

Regardless of one's internet connection speed, 9.25MB is still not a large file. Gaming ought not to be a hobby choice if your connection speed is that slow.
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#9 nicktheslayer

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Posted 14 May 2012 - 12:00 AM

What innovations? Skyward Sword removed the exploration of earlier Zelda games, added in motion controls (not unlike the kind seen in Wii Sports Resort), added in a bunch of narrative text... the game is not original or innovative by any margin. I'm not sure what you mean by "the idea of the DS Zelda games", since all that's here is a movement / attacking engine. You could have just said "I made a Zelda fangame engine that uses the mouse to move Link", and it would have been a more accurate statement than what you have there right now.


Well, i did say innovations to the Zelda series, not to gaming as a whole, and while Sports Resort used similar controls, it was not an in depth gaming experience. I also don't believe what SS took out of previous games is relevent, either. And as for the DS Zelda games, i imagine this is what it would be like playing them on a computer, which is the inspiration i had for this project.

I disagree. The graphics on their own aren't bad, of course, since their creators did make them with some good effort. However, you've taken ripped sprites from various Zelda games and bunched them together in the same environment. Link from the GameBoy titles, some sprites and tiles from Four Swords, and so on. It looks ugly, and downright disorienting. In fangaming circles, I believe this is commonly called "style clashing".

And regardless, avoiding screenshots for any reason is a sign that you aren't putting in maximum effort into this project. If you can't take the few minutes of time to upload a couple screenshots, why bother posting the game itself? You could just wait until, you know, you had more time to actually do important things like that. First impressions count for a lot.


The art style isnt necessarily the problem i had with screenshots. While im still deciding on the art style, the clashing is caused by my inability at the moment to decide what i want to do for the art style, and the inability to find any Minish Cap sprites for the items. (Other than Inventory) The reason i was against it was because they were so bland in the demo i made. I'm uploading a new demo, and new screenshots shortly after this post.

I also dont think the lack of screenshots shows my lack of effort. I mean, i took screenshots and put them on photobucket, i just figured they would give the wrong first impression, so i waited.

I think the biggest priority is fixing the collision system, the mouse movement, and the view. Link got stuck between some rocks so I had to move around a lot to get him out, so this system is less accurate than the usual Zelda fangame movement demos. Don't sacrifice playability for what you consider to be a relatively unique concept.

The mouse movement itself is a bit odd. Link seems to go faster when the mouse is further away. I guess that makes some logical sense, but the view isn't centered on Link. You mentioned the DS Zelda games... those put the camera ahead of Link, not behind, so it works much better there.


I have been working on the collisions off and on, but ive done other things in the mean time when taking breaks from collisions that are worse than what ive got here. The next update after tonight's WILL feature fixed collisions, possibly revised movement, and a tweaked view. You seem to know a lot about Zelda, and while i dont agree with some of what you say, your opinion is as valid as anyones, so I'll do what i can to improve it.

I also disagree on the issue of creeping around enemies. That's been a boring mechanic ever since everyone saw it in Super Mario 64. An occasional gimmick is really no excuse to expect everyone to throw their mouse on the opposite side of the screen every time they want to move in another direction (i.e. a thing that affects the entire play experience, far more often than those kinds of enemies could possibly appear). Again, not as much of an issue in the DS Zeldas, but mainly because the touchscreen was small and it was easy to reposition your hand to go in another direction.

I dont see what is wrong with it. The full speed distance for the mouse isnt too far from link, so you arent THROWING your cursor across the screen, really. If you don't like the gimmick, don't play it? Anything the game is based around can be considered a gimmick, since there arent many original ideas that can be produced anymore.




All in all, i disagree with you in most points, but i respect your opinions, and will attempt to fix them.

I may add a WASD movement to the game, i havent decided yet. It wouldn't be required, though.
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#10 TDWP_FTW

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Posted 14 May 2012 - 01:08 AM

Hey nicktheslayer, I think you'd get a lot more feedback and reception over at ZFGC. The site focuses on Zelda fan games, both complete, works in progress, or even just concepts.

Personally, I like the movement speed based on the distance of the cursor from the player. But that's just my opinion...You should do it how you want, but still try to tweak it based on feedback.
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#11 nicktheslayer

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Posted 15 May 2012 - 01:15 PM

If anyone has any comments about the items, or the controls other than the sloppy wall collisions, let me know what you think is wrong and how i should fix it, so it too can also be included in the next update.
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#12 ZeplashStudios

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Posted 15 May 2012 - 06:10 PM

why is the file so large?

I was unaware that 9.25MB was a large file. Where did you manage to find an ISP that still offers dial-up?

According to his profile, he lives in South Africa. More than one million people there have Dial-up... out of its 7~ million total internet users. Many people in the world, even in Western countries, still use Dial-up to connect to the internet. We're talking in the millions, dude. Maybe you should do a little bit of research before you try to take a position of arrogance. :confused:

Regardless of one's internet connection speed, 9.25MB is still not a large file. Gaming ought not to be a hobby choice if your connection speed is that slow.


Well not all games are online, so it can still be a hobby, like LAN games, and also oldschool titles, the reason why I have a problem with the size, is because I believe it's still early in development, and thus need not be so large, so maybe sounds/music? which is uneccecary , also I have a "CAP" that of which i'm sure you've never heard of, well to teach you it's meaning: It means i have a limit to what i may upload and download before my internet get's cut off till the next month. Internet in South Africa is rather expensive!
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