I am trying to make an Ocarina of Time remake for Zelda Classic. So far, it is doing pretty good, i am using the Adventure Tileset from PureZC, they work perfectly. If anyone has any suggestions on how i can work to make it a big success, please respond.
Ocarina of Time Remake
LinkvsSora101 wrote:I am trying to make an Ocarina of Time remake for Zelda Classic. So far, it is doing pretty good, i am using the Adventure Tileset from PureZC, they work perfectly. If anyone has any suggestions on how i can work to make it a big success, please respond.
Quest announcement/discussion
Ok, I'm not good at suggestions, but I can tell you to take your time in doing the quest, Read the thread "Suggestions for making a good quest (or whatever is called)" in Quest/announcement/discussion. 😊
Take my time? Ok, i knew that, but heres a question. I thought the time periods would be good to do. I can make a warp between two overworlds when you get the Master Sword. Is that possible to item warp with the Master Sword? Or can you only do that with Triforces?
LinkvsSora101 wrote:Take my time? Ok, i knew that, but heres a question. I thought the time periods would be good to do. I can make a warp between two overworlds when you get the Master Sword. Is that possible to item warp with the Master Sword? Or can you only do that with Triforces?
Only with the Triforce. BUT you can put a Direct Warp Combo right on the spot the Master Sword is on, but make it look like the floor (or the Master Sword pedistal).
seems easy enough, i think it will work well, two different overworlds, one young link the other adult link, i'll make them look almost exactly the same, except the adult one will have ruins, more enemies, and the Kokiri Forest will have dekus in it. (I LOVE that! Octorok Red,Slow in adventure tiles are Deku Scrubs! Thanks Freedom!)
How about you do this:
When you first exit Kokiri Forest and it is daytime in the field, you could do a timed warp on the first screen that takes a long time to happen. When it finally does happen, you are warped to an overworld exactly the same as the one you were just in but the colours are darker because it is night-time. On the next row of screens the warp does not take as long to happen.
This would give an effect of time elapsing.
Thats a great idea! You will have to explain to me how to do that, im just finishing up Hyrule Field and havent officially finished inside the Deku Tree
Yeah, but shouldn't this go in Quest Announcement/Discussion?
i guess...i dont know
You do the Quest -> Screen data thing and at the bottom there is a box saying "Timed warp = 0 tics" and if you are using 2.10 it tells you how long in seconds the warp takes to happen.
You would have to do a long timed warp on the first row of screens in the overworld that take you to an identical overworld but this identical one has darker colours to show it is night time. In the night time overworld, the warps would take the same time to happen on the daytime overworld. To make things easier, lets call these double sets of the same overworld "Double" overworlds.
You will need to have four Double Overworlds. Why four you may ask, well when you leave Hyrule Castle Town and go back to the Forest, the warp timings will need to be reversed from top to bottom, thus creating Double Overworld 2.
(This is if you have Hyrule castle town exactly on the North of the Overworld, Kokiri Forest Exactly South, Lake Hylia exactly west and Kokariko Village + Zora River Exactly East.)
Double overworld 3 would be the one for when you leave Kokariko (am I spelling this right?) Village and Zora River. The very long timed warp would be on the far right of the overworld and the not so long times on the far left.
And finally, Double overworld 4 would be for when you leave Lake Hylia.
The timed warps would be the same as the ones for overworld 3 but reversed from left to right.
Note: On overworlds 1 + 2, the timed warps have to be the same for every screen on each row, but reduced a bit the further north/south you get.
On overworlds 3 + 4, the timed warps have to be the same for every screen on each column, but reduced a bit the more east/south you get.
This effect can also be easily applied to other time affected places such as Death Mountain, Lake Hylia and the area outside the castle.
I just had a thought! What if on the night time overworlds you had those skeleton enemies but not in the daytime ones, just like in the real game!
Plus, you would need to make night-time versions of each place that is not affected by time. Come to think of it, the only part of the game where there wouldn't be multiple dMaps for the same areas would be The Lost woods, the dungeons and that sanctuary place where you learn Saria's song.
Sory about the long post, but I hope it helps!
Oh, and I hope to be found in the credits of this game!
Okay, ill get right to it, yes, you will be in the credits, yes, i will put Stalfos 1's in the night overworld, and no, you are not spelling it right, lol, its Kakariko, not Kokariko.
Okay. Thanks for the credit. I have had more ideas about this so I shall make a seperate thread for it just so that everyone knows that this is my very own patented day and night effect.
Plus, I shall be using this effect in my own quest so I shall put you in the credits for inspiring me to think of it. Check the new thread called "How to make a Day and Night Effect" for the new ideas.
Oh, and I forgot to mention Gerudo Valley but I think you know how you could add it in.
If there was only a way to implement the Fire and Water Tunic, considering they are a must for beating Oot. Just a thought. Also, making Epona would be awsome, with both of these ideas you would need a way of changing your character as you walked into a certain screen. I don't know though, because these ideas would sure be cool and make the remake closer to the real game.
I dont think theres a way we can make the water & fire tunic, unless we use the red and blue ring, which wouldnt work. And making Epona would be a bit too much work.
Ive got some color problems. Freedom made animation people which work well, such as the owl, a guy who looks like Link, but in silver (im using that guy for Shiek, if i CAN make Shiek in the game, that is) and some other people. But the color under them doesnt match the floor they stand on. And i cant change the color, because they arent all gonna be in one spot, they are spread out, changing the color would only make it worse. Thats okay though, just ignore the color problems.
Sorry for this stupid question, but which version are you using?
I can... help... if I know which version you're using...
EDIT: Do you know how to make cutscenes? you can use them to make the Sages' chamber.
I am using 2.10, and it is the Adventure Tile Set, oh, im gonna put shops there, but im not gonna put them in normal caves (houses in my game) because if i do, i cant put shop music. So i made it a dungeon. I have shop music and the shop. Except it doesnt show anything, i set the value, made the shop, put in the guy, and set the string, but when i enter the room, nothing happens! its just an empty room with the music playing, can u help me?
The shop Dmap MUST have a level number higher than 0. 😊
the shop value level is one, is that what you're talking about?
No, the DMap level number, at the left of the Dmap menu you can see "LEVEL", you must have a number higher than 0 in there. 😊
Hope you understand, if not, feel free to ask again. 😊
OOOOH! i get it, okay, lemme try
Ok, it worked, good, i even made the guy a man with a beard, just like in Oot (it is the Bazaar in the Hyrule Market)
Hey, i gotta quick question. I normally get my midis from midishrine.com but the ocarina of time music (though it has everything i need) doesnt include the boss music. Can someone tell me a midi website that does? thanks
Try vgmusic.com, good music collection there.
Some comments and ideas.
First off, you must realize making a true remake is impossible, there are just things not possible to do, such as making child and adult specific items. That doesn't mean you shouldn't try.
As for the tunics, you can make the red tunic the boots, and adding rooms that damage you from being in them (namely the whole volcano area). Or... you could have Link fight some boss for the Red Tunic, make the tunic a dummy item, and create a boss flag disabling your getting hurt in thr volcano region and fire temple (they would have to be the same level number).
For the blue tunic, you could use the flippers. Diving and walking on the floor of the water inside the water temple CAN be implemented if you're creative enough.
The shadow temple is going to be hard. For hover boots, you can use another dummy item with Link modifier tiles to make it look like Link is wearing them, and then changing pit combos to walkable with boss flags.
Hey LinkvsSora do you mind if I can be a beta tester for you if you decide to do that, I'm excited to see how it turns out. Just say yes or no on this thread and just private message me and I'll tell you my e-mail adress if it's a yes.
Moving to Quest Announcement/Discussion
And stop double/triple posting LinkvsSora.
Sorry, but i want to perfect this before testing it, im gonna try my best to make it the same. The Ocarina in this game is not going to have much point. Saria doesnt give it to you, Zelda does after the first three dungeons. And it will pretty much only be used to open stair cases in dungeons. OH! by the way, do you know how i can separate the spiritual stones and medallions with the same effect as the triforce?
Probably with cutscenes... But I don't know how...
Okay, you will have to explain to me how, and jman, sorry about the double/triple posting, sometimes i forget to put things in. Oh, i finished Inside the Deku Tree, but its kinda short, sorry.
Here:
Make separate screens, they will be used as "frames" in the cutscene, the cutscene should have its own Dmap (with colors and all stuff), it's easier if you place them in a separate map from the ones your're going to use to make overworld/dungeons, and place the Blue/green squares in a place where link gets trapped, so he can't escape from the cutscene.
When you finish doing the screens, move to Screen flags (F9) and select the proper flags, I would reccomend selecting Invisible Link and No subscreen, then you'll see a text box that says (Timed warp Tics), 60 equals a Second, enter the number you want, in the quest after this time is over, you will move to the side warp.
Set the side warp as the next frame (screen) and the cutscene Dmap, after you do this in all the screens, in the last screen set the Side warp as the screen you want to be sent after the cutscene is over.
When you play the quest and start the cutscene, link will become invisible, and the frames will be displayed like a movie, the time the same screen is displayed depends on the timed warp tics you set, (for example if you set 60 timed warp tics on screen 1, screen 1 will be displayed 1 second, in you set 90 tics on screen 2, screen 2 will be displayed by 1.30 seconds and so on.), after the cutscene is over you'll be warped to the place you set in the last side warp.
You should ask an expert if you don't understand, again, feel free to tell me if you don't understand. 😊