Zelda SotT: Intro Cutscene Video

Finally! The first gameplay video of Zelda: Shadow of the Triforce is here for all to see! I would like to thank my good friend ProtoZX for making this video as his computer is far better qualified.

One thing about the video, some of the sound is a little bit off. You might hear some sound effects before they are actually suppose to be heard. It's not that big of a deal.

I have no idea how to make the video appear on my post. I've tried copying that code but it never works properly. For now, you'll have to deal with this.

Of course, that is only the first cutscene. I also have some basic gameplay of the begining for you all to see! Credit to ProtoZX once again for making this video.
(Some of the mids in the end of this video don't appear to work for ProtoZX, so you can't hear them as they're supposed to be heard. I'm working on resolving that issue. Also I'd like to apologize for some of the weird noises you hear in the cutscene with Impa and I think one other time in this video.)

Thanks, and I hope you enjoy the videos!


As far as recent updates go, I can't say that much has been done. I'm basically working on the last half of the dungeon where you work to get the master key to face the boss. I'm also working on adding pots to pick up and throw.

Posted by Fugsnarf on Thursday, October 08, 2009 01:20PM - 42 comments / Members say: yea +4, nay -0

« Zelda SotT: What you aren't expecting · Fooling with 3D / Zelda: SotT Updates »

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#42 Vic Rattlehead:  

DWO was a VERY half-assed fangame. It -forced- partying, ALL of the NES DW games can be soloed. That's a bad aspect. It was also very short.

Get over your stupid, unsensible "holier than thou" attitude Silk. Getting hated by any political talkers and the dev forums wasn't enough, I guess.

Friday, October 16, 2009 01:35PM

#41 Fugsnarf:  

SilkWizard wrote:
> I'm not singling out Fugsnarf. I've been ragging on lazy game developers who make half-assed "fan games" for years and years. These types of games are what have brought BYOND down to its current state. "I told you so!" doesn't even begin to cover it.

Clearly you are relating me to these "lazy game developers".

Tuesday, October 13, 2009 01:39PM

#40 SilkWizard:  

Fugsnarf wrote:
> This is just nonsense.

Foomer wrote:
> If he wasn't allowed to be negative, he wouldn't know what to say.


Again, neither one of you have refuted my assertions about the problems with this game; instead you've tried to change the subject to a discussion about what a meanie I am.

I'm not singling out Fugsnarf. I've been ragging on lazy game developers who make half-assed "fan games" for years and years. These types of games are what have brought BYOND down to its current state. "I told you so!" doesn't even begin to cover it.

Tuesday, October 13, 2009 09:03AM

#39 Fugsnarf:  

I've seen him act like a normal person before. Back when I was going to interview him when I was doing the BYOND Conqueror thing, he made the post about how his ego was so big, but it was still perfectly respectful to me. This is just nonsense.

Tuesday, October 13, 2009 04:47AM

#38 Foomer:  

Fugsnarf wrote:
> All you've been doing is insulting my game.

That's all SilkWizard knows how to do. Have you ever read his blog? If he wasn't allowed to be negative, he wouldn't know what to say. Either take what he says with a grain of salt, or just ignore him.

Monday, October 12, 2009 08:51PM

#37 Fugsnarf:  

SilkWizard wrote:
> You've been posting screenshots of your game looking for feedback. If you aren't looking for honesty, you should disable comments or just let people know that you're fishing for compliments. You're the one who wanted to me expand on my original post - don't make me out to be the bad guy.

All you've been doing is insulting my game. You basically want me to rip off the skin and everything else, but keep half of the brain. I worked hard on everything else. What Foomer did as critique was perfectly acceptable. He was civilized. You haven't been.

Monday, October 12, 2009 06:58PM

#36 SilkWizard:  

Fugsnarf wrote:
> Can we just be done with this, Silkwizard? I'm done arguing with you. I don't want this to continue. Please just wait until I release a version of the game before you continue insulting me.


I replied to Foomer, not you. You and I don't have much else to discuss on this topic - you agreed with what I said in comment #26.

You've been posting screenshots of your game looking for feedback. If you aren't looking for honesty, you should disable comments or just let people know that you're fishing for compliments. You're the one who wanted to me expand on my original post - don't make me out to be the bad guy.

Monday, October 12, 2009 06:50PM

#35 Fugsnarf:  

Can we just be done with this, Silkwizard? I'm done arguing with you. I don't want this to continue. Please just wait until I release a version of the game before you continue insulting me.

Monday, October 12, 2009 06:34PM

#34 SilkWizard:  

Foomer wrote:
> Here we go, another one of SilkWizard's classic "everything I do is right and everything you do is wrong" rants.


And here comes Fooomer with another "Silk commented on something so I better get involved in the conversation to counter whatever he said".

I liked you better when you were just some weirdly religious dude who drew amazing pixel art. I'm not sure why you suddenly have some sort of grudge against me, but get over it.


Foomer wrote:
> There are two big fat obvious things that you're overlooking here. One is that DW is not as action oriented as Zelda games are, and they are therefore easier to recreate accurately on BYOND.


You don't know what you're talking about. Granted, you rarely do when it comes to game design. Speaking of which:


Foomer wrote:
> The second is that you're bashing a game that isn't close to being finished yet. You're even bashing the game's test maps for crying out loud.


Remember the time when I put up the early screenshots of NEStalgia with really shitty mismatched sprites? Or when I posted a video with a poorly written/directed cutscene?

Oh wait, didn't happen. I stand by my work -- I don't rely upon the cowardly "you can't say anything negative because this is an alpha!" line.

Monday, October 12, 2009 06:22PM

#33 Fugsnarf:  

Foomer wrote:
> There's also some graphics there that you might be able to use. You really need to work on yours - your dungeon graphics aren't right at all. Walls are too small, and that's not a proper locked door.

Thanks for the tips. The door will do for now. That kind of thing can always be changed any time.

Monday, October 12, 2009 05:45PM

#32 Foomer:  

You should also visit PureZC. Its for Zelda Classic, but those guys have been working on Zelda quests for years, and they'll give you plenty of tips on how to improve yours.

There's also some graphics there that you might be able to use. You really need to work on yours - your dungeon graphics aren't right at all. Walls are too small, and that's not a proper locked door.

Monday, October 12, 2009 05:43PM

#31 Fugsnarf:  

Foomer wrote:

> Also, as I mentioned briefly, instead of having characters say things like "Did you know if you push [button] you can do this?", its better to have it in a formal that makes you feel like you're helping the person out. "Can you help me move this rock? Its so heavy! You can help me push it using [button]."

Good point. You might have noticed I did a similar thing with the Old Man asking you to help him pick up these bushes.

I'll ponder your ideas on the begining of the game.

Monday, October 12, 2009 05:41PM

#30 Foomer:  

I just realized that I never saw the second video. After reviewing, my comments:

Your intro sequence looks like it came from a Final Fantasy game. A more typical approach to a Zelda game might go something like this:

1. Start with a narrated back story to explain the situation of the world that you'll be playing it.

2. Introduce the player to their character. Give them an task to complete but let them explore a bit in the mean time (limited exploration, though). During this time they can learn the game mechanics.

3. Once they're comfortable with the game mechanics they can complete their specified task, which will spur the story on a little and lead them to their first challenge or dungeon.

The Zelda games that I've played follow a routine similar to this, with exception of the original Legend of Zelda.

In Link to the Past, you hear the back story, then you're put into character as Link, awake in bed, being called to and asked to come to the castle quickly. You can run around, open chests and break pots in the house, pull up bushes, etc... But guards and obstacles won't let you stray too far off the map. Once you've mastered the basics, you can sneak into the castle, get your sword, and progress through your first dungeon (the castle).

In Ocarina of Time, you hear the back story, then you're shown a dream and you wake up as Link, in bed. You can break some pots if you want. Once you exit the house, you're told that you need to visit the Deku tree. You can run around, learn how to do things while helping people out ("help me move this rock!", "help me clear these bushes!"), then you find your sword and learn to use it. However, you cannot leave the forest without first visiting the Deku tree (your first dungeon).

In Windwaker, you hear the back story, then your sister wakes you up in the lookout tower. You're told what to do, then you can run around the island exploring and learning how to do things. Eventually the story is expanded a little bit when Tetra falls into the trees and you have to rescue her, which progressively leads to the first dungeon.

You see a pattern here?

Also, as I mentioned briefly, instead of having characters say things like "Did you know if you push [button] you can do this?", its better to have it in a formal that makes you feel like you're helping the person out. "Can you help me move this rock? Its so heavy! You can help me push it using [button]."

Monday, October 12, 2009 05:38PM

#29 Fugsnarf:  

Foomer wrote:
> You're even bashing the game's test maps for crying out loud.

The only thing you shouldn't expect change in at all is the dungeon map. I've been putting a lot of time and effort into it. You guys only saw one room though.

I -did- look into what Silkwizard said about the Triforce. I did my research. I can easily argue my point in that how I use the Triforce in this game is perfectly acceptable. Some storyline aspects could be changed a little. He's completely wrong about fairies though. What I did with them makes complete sense. Fairies are pure, and they heal people. Anti-fairies that have been infected by Ganon do the opposite and make things into evil beings.

Monday, October 12, 2009 05:18PM

#28 Foomer:  

SilkWizard wrote:
> DWO is a shining example of how a fan game should be done. I made DWO because I was an actual hardcore fan of the NES Dragon Warrior series. Every single aspect of that game was meticulously designed to be true to the original series. I spent as much time researching/tinkering with the original DW games as I did coding DWO itself. To compare the lazy, shoddy effort you've put into this "Zelda game" to my work on DWO is laughable.

Here we go, another one of SilkWizard's classic "everything I do is right and everything you do is wrong" rants.

There are two big fat obvious things that you're overlooking here. One is that DW is not as action oriented as Zelda games are, and they are therefore easier to recreate accurately on BYOND. The second is that you're bashing a game that isn't close to being finished yet. You're even bashing the game's test maps for crying out loud.

Monday, October 12, 2009 05:12PM

#27 Fugsnarf:  

SilkWizard wrote:
> Fugsnarf wrote:
> > And as far as the different sprites used go, get over it.
>
> Indeed. Because you're too lazy to do it right.
>
> Like most "fan game" creators on BYOND, you're just looking to get a boost from using the name of a popular game series, and are taking advantage of the added bonus of not having to make your own graphics. Have fun with that.

Sounds about right. I think you are one of the few people that actually have a problem with this. Why are you bugging me when you could bug some person ripping a DBZ game? I'm not using anybody else's source code. Any 8-bit sprites found were also recolored by either me or friends of mine (it's about all I can do with sprites, personally.) I'm also clearly more excited about this game than most developers on BYOND are with their games. I'm actively developing it often. I'm actively posting new information about it often as well. I -am- having fun with it, and I will continue to.

Monday, October 12, 2009 02:58PM

#26 SilkWizard:  

Fugsnarf wrote:
> And as far as the different sprites used go, get over it.

Indeed. Because you're too lazy to do it right.

Like most "fan game" creators on BYOND, you're just looking to get a boost from using the name of a popular game series, and are taking advantage of the added bonus of not having to make your own graphics. Have fun with that.

Monday, October 12, 2009 02:50PM

#25 Fugsnarf:  

SilkWizard wrote:
> I don't have anything against fan games if they're done right. Your game isn't even close.

Say that after you play it. And as far as the different sprites used go, get over it. I worked hard on this. Whether or not I'm trying to be professional doesn't make a difference. I still worked hard on it.

Monday, October 12, 2009 02:38PM

#24 SilkWizard:  

Fugsnarf wrote:
> It's a fan game. I'm not trying to be a professional here. I'm just having fun. Trying to increase my boundaries a little and also do something I enjoy. Programming with DM. In case you didn't notice, I'm not looking for any awards or trying to sell this product in any way.


So you admit that you're really not trying that hard and that you don't really care how good it is, but you get your panties in a bunch when I point out that you're not trying very hard and that your game doesn't look very good. Huh?

Fugnsarf wrote:
> You went through your cycle of making fan games.


DWO is a shining example of how a fan game should be done. I made DWO because I was an actual hardcore fan of the NES Dragon Warrior series. Every single aspect of that game was meticulously designed to be true to the original series. I spent as much time researching/tinkering with the original DW games as I did coding DWO itself. To compare the lazy, shoddy effort you've put into this "Zelda game" to my work on DWO is laughable.

I don't have anything against fan games if they're done right. Your game isn't even close.

Monday, October 12, 2009 02:36PM

#23 Fugsnarf:  

SilkWizard wrote:
> ...

It's a fan game. I'm not trying to be a professional here. I'm just having fun. Trying to increase my boundaries a little and also do something I enjoy. Programming with DM. In case you didn't notice, I'm not looking for any awards or trying to sell this product in any way.

Vic Rattlehead wrote:
> SilkWizard, incase you didn't realize, you made DWO, a crappy fangame.

This is true. You went through your cycle of making fan games. Let me have mine <sarcasm>before I become all-knowing and all-powerful as you are.</sarcasm>

Monday, October 12, 2009 01:29PM

 

 

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#6 Mickemoose:  

Jeremybreeze wrote:
> if you wont start doing megaman files again, why not give it to someone else?

Go away.

Sunday, November 22, 2009 06:49PM

#5 Jeremybreeze:  

if you wont start doing megaman files again, why not give it to someone else?

Saturday, November 14, 2009 03:11PM

#4 Ganing:  

Fugsnarf wrote:
> Ganing wrote:
> > Fug, I challenge you to a round of Efencea.
>
> Challenge accepted?
>


Set up a time

Monday, October 05, 2009 09:01PM

#3 Fugsnarf:  

Ganing wrote:
> Fug, I challenge you to a round of Efencea.

Challenge accepted?

Monday, October 05, 2009 07:42PM

#2 Ganing:  

Fug, I challenge you to a round of Efencea.

Monday, October 05, 2009 07:39PM

#1 Metamorphman:  

This is one small step for man. One giant leap for mankind.

Sunday, September 27, 2009 05:24AM