Jack Walker Posted August 17, 2014 Share Posted August 17, 2014 Not really. I actually wrote the script like, sometime last year, shortly before I left the community for a few months. The sounds were most likely from noproblo.dayjo. That's correct. I got the sound effects from http://noproblo.dayjo.org/ZeldaSounds/. Link to comment Share on other sites More sharing options...
SoulofDeity Posted August 19, 2014 Author Share Posted August 19, 2014 Added smoother player control and raycasting collision for falling instead of a rigidbody. Now Link has no problem climbing stairs. Shortly after I uploaded this, I also fixed the z-targeting so Link doesn't flip sideways. Currently, the pause menu and hud are disabled because they are dependent on the old player script. 3 Link to comment Share on other sites More sharing options...
CDi-Fails Posted August 20, 2014 Share Posted August 20, 2014 Gonna be honest, something is... off, with Link's walk animation. It looks a bit unnatural compared to OoT. Is the FPS the same? Link to comment Share on other sites More sharing options...
Jack Walker Posted August 20, 2014 Share Posted August 20, 2014 Gonna be honest, something is... off, with Link's walk animation. It looks a bit unnatural compared to OoT. Is the FPS the same? OoT runs at 20fps, while the Unity game runs at 60. That's why the animation looks unnatural. Link to comment Share on other sites More sharing options...
SoulofDeity Posted August 20, 2014 Author Share Posted August 20, 2014 OoT runs at 20fps, while the Unity game runs at 60. That's why the animation looks unnatural. On top of this, I don't think the animation is playing at the correct speed, nor do I think I'm using the correct animation. I had to sift through about 475 animations one-by-one just to find anything that resembled a walking or idling pose; and there's like another 300 more to go. I just used the first ones I found. Link to comment Share on other sites More sharing options...
CloudMax Posted August 20, 2014 Share Posted August 20, 2014 That does look much more like a walking animation than running animation. that'd obviously look weird when running. I don't see that being a running animation, even with proper speed and stuff. unless the FPS is messing it up a lot. Link to comment Share on other sites More sharing options...
Jack Walker Posted August 20, 2014 Share Posted August 20, 2014 Showcasing combat-oriented z-targeting, basic rupee system, and switchable tunics. The model for the rupees is a placeholder. 6 Link to comment Share on other sites More sharing options...
haddockd Posted August 21, 2014 Share Posted August 21, 2014 NICE work man! You should consider putting out a small playable demo of a basic level to generate interest Link to comment Share on other sites More sharing options...
CloudMax Posted August 21, 2014 Share Posted August 21, 2014 The entire thing is open source. whenever we commit our changes, anyone can just download it and see our latest progress for themselves. I'll probably put up the dialog system during the weekend next week, or the week after that. It is still missing quite a bit of stuff. Link to comment Share on other sites More sharing options...
SoulofDeity Posted August 21, 2014 Author Share Posted August 21, 2014 So I've been doing a bit of thinking, and it might be best if we tried not to mangle OoT/MM's content too much into the engine itself. Perhaps, using the _All_ game directory for only the core components of the engine. This way, if by some odd chance we get lashed out at by Nintendo, we can just swap out the assets and keep engine itself. I'm going to try to improve the camera and player control scripts a bit today; making it so that the camera doesn't clip through walls and hopefully getting Link's animations looking more natural. 4 Link to comment Share on other sites More sharing options...
john_smith_account Posted August 22, 2014 Share Posted August 22, 2014 I don't think you two realize what you have yet. This is HUGE. I've been IRC room hoping all week, and word is already spreading about this project. I also gotta say the pace at which it's progressing would make a certain blue hedgehog have to stop to catch his breath. Keep it up! 1 Link to comment Share on other sites More sharing options...
SoulofDeity Posted August 22, 2014 Author Share Posted August 22, 2014 Thanks man It's not just 2 people though. Currently, there's 5. CloudMax, Jack Walker, and I are doing the programming; MelonSpeedruns is ripping the music and making it loopable, and Zeth is currently learning how to use Blender so he can help rip models and animations from the game. Anyone is free to help out as much as they want. A link to the project source is in the first post on this topic (it's a tad outdated atm though), and if you send your skype info to me in a pm; I'll add you to the group chat. Link to comment Share on other sites More sharing options...
Arcaith Posted August 26, 2014 Share Posted August 26, 2014 One of the main reasons why Link's animation looks so off is because he lacks any sense of mass in his movements. You don't feel that he's a solid object moving, he doesn't even look like he's skating, he's less substantial. It's more like he's a bubble on a cushion of air. Part of it will probably be helped by some kind of shadow to ground him, but the remainder of the issue I think could be solved by giving his animations a bit more rigidity to imply he's expending effort in order to move. Link to comment Share on other sites More sharing options...
john_smith_account Posted August 26, 2014 Share Posted August 26, 2014 Yeah, well while all this commentary on Link's movement not looking natural is informative, one thing seems to have been missed. It's a Work In Progress. We're still early on. Literally nothing is in it's finished form yet. So it's probably going to look entirely different by the time it's done away. So why even comment on what amounts to a demonstration of the game in what, pre-alpha form? Give it a few more days, and the animation is bound to look different. And the finished product will probably look different than what we see then. (a few days from now) Please, give it time. I know this project is gonna be killer when finished. 2 Link to comment Share on other sites More sharing options...
SirZandro Posted September 9, 2014 Share Posted September 9, 2014 Looking good with everything guys ^-^ keep it up. Link to comment Share on other sites More sharing options...
mzxrules Posted September 13, 2014 Share Posted September 13, 2014 I want to say it looks like the run animation, but it's not cycling fast enough Link to comment Share on other sites More sharing options...
albus95 Posted September 20, 2014 Share Posted September 20, 2014 Can you update the status pf the project? The code on the repository is updated? Link to comment Share on other sites More sharing options...
hannssoni Posted September 29, 2014 Share Posted September 29, 2014 any updates ? Link to comment Share on other sites More sharing options...
Keanine Posted September 29, 2014 Share Posted September 29, 2014 This projects great, but if it is being put on hold or cancelled please let us know. Personally I'd prefer to know it's done rather than awaiting an update forever. EDIT: Ignore this, as mentioned below the project is open source. Actually, has anyone seen SoulofDeity around here recently? I can't remember the last time I saw him post. Link to comment Share on other sites More sharing options...
Jack Walker Posted September 29, 2014 Share Posted September 29, 2014 This projects great, but if it is being put on hold or cancelled please let us know. Personally I'd prefer to know it's done rather than awaiting an update forever. Actually, has anyone seen SoulofDeity around here recently? I can't remember the last time I saw him post. I wouldn't say the project is canceled. I have been very busy and haven't been able to work on the project. The project is open source, so anyone can work on it anyways. 1 Link to comment Share on other sites More sharing options...
CloudMax Posted September 30, 2014 Share Posted September 30, 2014 The real issue is that people don't seem to understand that this is a open source thing. Unless people actually help out and contribute, this project will die for sure. This is being made by the community, for the community. It was made open source so that others could carry on with it and work on it, even when people like SoD isn't actively working on it anymore. A lot of people seem to be very interested in the project, and really want it to succeed, but almost none has gone as far as to actually try to contribute, even though they probably are capable of it, which I find a bit sad. I myself had no experience at all with unity before this. Better doing a little than nothing at all. Doesn't hurt to at least try. I never did finish the dialog system I was working on, and due to other things taking priority, I most likely wont finish it, at least not in the foreseeable future. I'll put it up as-is within the next few weeks though, so that someone else can pick it up and work on it. 1 Link to comment Share on other sites More sharing options...
Keanine Posted September 30, 2014 Share Posted September 30, 2014 The real issue is that people don't seem to understand that this is a open source thing. Unless people actually help out and contribute, this project will die for sure. This is being made by the community, for the community. It was made open source so that others could carry on with it and work on it, even when people like SoD isn't actively working on it anymore. A lot of people seem to be very interested in the project, and really want it to succeed, but almost none has gone as far as to actually try to contribute, even though they probably are capable of it, which I find a bit sad. I myself had no experience at all with unity before this. Better doing a little than nothing at all. Doesn't hurt to at least try. I never did finish the dialog system I was working on, and due to other things taking priority, I most likely wont finish it, at least not in the foreseeable future. I'll put it up as-is within the next few weeks though, so that someone else can pick it up and work on it. Ah I forgot it was open-source, well I feel silly now. I wish I could contribute, but I'm currently learning the basics of C#, and know nothing about Unity. When I know enough I'll see how I can help. Link to comment Share on other sites More sharing options...
Jason777 Posted October 1, 2014 Share Posted October 1, 2014 It would be cool to dive into Unity using this project as a playground... Link to comment Share on other sites More sharing options...
Errorjack Posted October 4, 2014 Share Posted October 4, 2014 Very interesting to see a 3D Zelda64 being developed. I was developing a top-down 3D Zelda game, but needed to completely re-work the sword combat, so I kinda dropped this project. This is very old footage, I'll probably upload newer video showing what I did to improve it, and probably upload the source. https://www.youtube.com/watch?v=mhxatvDIndo I'm interested to see how far this Unity Zelda64 comes, looks good. 1 Link to comment Share on other sites More sharing options...
Red Dingo Posted October 15, 2014 Share Posted October 15, 2014 A couple months ago I fiddled with Hylian Toolbox and created an additional animation using the Deku Scrub model. I basically wanted to give Deku Scrubs a spin kick like Deku Link uses to make them a bit more dangerous when uprooted. You can use it if you want. Link to comment Share on other sites More sharing options...
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