Tags give the ability to mark specific points in history as being important
  • v1.1h1   Windows 64-bit: https://www.dropbox.com/s/abytlbzrw76fd2h/Windows%2064-bit.zip?dl=0 Windows 32-bit: https://www.dropbox.com/s/bd6c9tb9xqwt6hc/Windows%2032-bit.zip?dl=0 Linux 64-bit: https://www.dropbox.com/s/pxu7za7zd17q9ad/Linux%2064-bit.zip?dl=0 Linux 32-bit: https://www.dropbox.com/s/mb8rqpkudlegb5d/Linux%2032-bit.zip?dl=0
    183f3700 · Update README.md ·
    Release v1.1h1

    (release date: 3/8/2018)

    v1.1h1 Changelog:
    *Some minor bugs or anomalies were not fixed
    *This is due them to either being very low-priority or intended behavior due to engine/behavior issues
    *Savedata is now fully implemented, dungeon/boss and all, example wise, should work fine now
    *The resetting to defaults when starting a new save has been optimized, it now calls a function so each branch of the file-number check now uses about 30 less actions or so
    *Said function has branches for resetting values based on save-file number, this might be slightly inefficient
    *Said inefficiency is a quirk due to how inventory-items are used to handle savedata criteria specific to inv-items (is this chest open, is this item in the player's inventory, etc), but it'll probably be kept as it would still apply to multiplayer if implemented
    *Got rid of the runtime start message, it's still in the code, it's just annoying and playtesting made me just want to not have it popup
    *Fixed a bug where dying would act as progress being saved
    *Fixed the rest of the special name-entering functions not working, the three now use CAPS (change to lower/upper)/BACKSPACE (erase)/ENTER for each (END was only functioning, all such as CAPS should work now)
    *Changed criteria to check for lifting-objects to the helper object, should prevent two objects from being picked up at once
    *Also fixed that weird single invincible bush bug
    *Fixed key-quantity resetting with leaving a dungeon

  • v1.0   Windows 64-bit: https://www.dropbox.com/s/r5galmru9g8cs3r/A-RPG%20Gamekit%20Prerelease%20%28Windows%2064-bit%29.zip?dl=0 Windows 32-bit: https://www.dropbox.com/s/j805cvfe7of7dvg/A-RPG%20Gamekit%20Prerelease%20%28Windows%2032-bit%29.zip?dl=0 Linux 64-bit: https://www.dropbox.com/s/oth6s80ddtcd24x/A-RPG%20Gamekit%20Prerelease%20%28Linux%2064-bit%29.zip?dl=0 Linux 32-bit: https://www.dropbox.com/s/89vwmbxpleyugod/A-RPG%20Gamekit%20Prerelease%20%28Linux%2032-bit%29.zip?dl=0
    183f3700 · Update README.md ·
    Release v1.0

    (release date: 9/20/2017)

    Changelog:
    *New A-based pathfinding enemy AI
    *Inventory-slots now utilize a config file
    *Global variables are now using a dictionary system (implemented, not used fully)
    *Chests now set contents based on ID variables
    *Enemy AI now fully utilizes a family for behaviors and movement
    *Enemies now properly drop items
    *Runtime message added
    *Rough gameover screen implemented
    *Ledge jumping and bridges with layer-priority reimplemented
    *Throwable objects merged into a family for all usage of throwing
    *Gamekit framerate and gamekit loading optimized a tiny bit
    *Fixed the player being able to open a chest over and over
    *Fixed dungeon-properties (keys, unlocked doors, etc) persisting if a player died before saving
    *Boomerang now integrated into use-item function
    *Fixed key-HUD appearing in hero's home
    *Bombs can now damage enemies
    *Fixed bug with zonecamera (camera jiggling in dungeon)
    *Fixed grassbushes being unable to be lifted in certain positions
    *Fixed layer-priority with entities and pickup-objects
    *Made it so that the player can no longer swing their sword when lifting objects
    *Pushable blocks now have a temp bug-fix for a bug where they could move across solid collision tilemaps
    *Door hitboxes adjusted to be more accurate

  • v0.9   Downloads: https://www.dropbox.com/sh/yrkbj1mc6606toa/AAAibGpLwyewTm4NIT8g9OWEa?dl=0 Do not submit bug reports, these are older builds that are not the current development builds anymore.
    183f3700 · Update README.md ·
    Release v0.9

    (release date: 09/22/2016)

    Changelog:
    *Rebindable keys and gamepad support (also ignores input not selected at startup)
    *Link's hitbox was adjusted so now he can properly fit through one-tile wide spaces
    *Implemented grid movement system accurate to ALttP, which includes smooth movement (see this gif for example) and sub-tile movement (Link just doesn't move 16 by 16, he can also move a max of four pixels if the input pressure is gentle enough)
    *More types of rupees (blue=5, red=20, purple=50)
    *New object: grass (pickupable and throwable)
    *Weighted random drops from pots and grass
    *Bombs added
    *Boomerang added
    *Bow added
    *Buzzblobs can now be killed
    *New dialogue system
    *Made current features more accurate to ALttP
    *Wiping/copying files

  • v0.8   Downloads: https://www.dropbox.com/sh/y75w0fzjhylupsq/AABpl2e-BQXcFQXyquVtXJ2ia?dl=0 Do not submit bug reports, these are older builds that are not the current development builds anymore.
    183f3700 · Update README.md ·
    Release v0.8

    (release date: 09/14/2016)

    Changelog:
    *Animated title screen
    *File select implemented
    *File naming implemented
    *Savedata implemented (using dictionary and local storage)

  • v0.7.5   Downloads: https://www.dropbox.com/sh/jbxlms3e6xduiox/AAAf97vDjoCEMluoP6PQtB7da?dl=0 Do not submit bug reports, these are older builds that are not the current development builds anymore.
    183f3700 · Update README.md ·
    Release v0.7.5

    (release date: 06/12/2016)

    Changelogs:
    *Map-changing
    *Dynamic lighting and functioning Lamp
    *Buzzblob and Octorock AI

  • v0.7   Downloads: https://www.dropbox.com/sh/gosawxw2d44i7zm/AAAquhSADZNztxMgn5ee-wGWa?dl=0 Do not submit bug reports, these are older builds that are not the current development builds anymore.
    183f3700 · Update README.md ·
    Release v0.7

    (release date: 03/20/2016)

    Changelog:
    *Door transition animations
    *Zone based camera
    *Revamped dialogue system
    *Revamped hearts system
    *Heartpieces and Heart Containers
    *Less buggy enemy AI
    *Rupee counter
    *Pickup rupees and hearts

  • v0.5   Downloads: https://www.dropbox.com/sh/zdq0ca3uahu7fz3/AAABln4DXsQ_HDKtFZzy94U_a?dl=0 Do not submit bug reports, these are older builds that are not the current development builds anymore.
    183f3700 · Update README.md ·
    Release v0.5

    (release date: 02/28/2016)

    Changelog:
    *Certain parts of the event sheet are now split into their own event sheets. (AI, interactions, HUD, etc)
    *Implemented a functioning inventory.
    *The gamekit now loads multiple arrays from the configurable JSON files, and not just itemdata. (gametext and variables)
    *Removed the old enemy system, where they had an invisible hitbox pinned to their sprite (now just a sprite with custom collision bounds, the removal has solved issues mentioned below)
    *Replaced the old pathfinding and lineofsight with a new behavior set. They're a bit dumber now in terms of pathfinding but now they actually look like they're patrolling. This also now solves the collision detection issues with the previous AI.

  • v0.3   Downloads: https://www.dropbox.com/sh/elgyuw8uqfmthau/AADJtr--eq64BCxTrS22R51oa?dl=0 Do not submit bug reports, these are older builds that are not the current development builds anymore.
    183f3700 · Update README.md ·
    Release v0.3

    (release date: 02/24/2016)

    Changelog:
    *Switched to tilemaps from the old map format, got rid of old map. Will eventually switch to compact formats akin to RPG Maker's tilesets
    *Ambient lighting removed for the time being
    *Converted animation system (now only one player-character, with multiple sub-animations)
    *Implemented pot lifting and carrying (disabled for the moment, it's very janky, animations are unpolished and no combat with throwing vases)
    *Implemented basic pathfinding and lineofsight AI for enemies, they'll patrol around randomly, chase Link if they connect lineofsight then go back to patrolling if said los is broken

  • v0.2   Downloads: https://www.dropbox.com/sh/x3cq2kygkxj303n/AADSYBJ_rgkJZ65q_QyYfZsZa?dl=0 Do not submit bug reports, these are older builds that are not the current development builds anymore.
    183f3700 · Update README.md ·
    Release v0.2

    (release date: 02/23/2016)

    Changelog:
    *Chests and doors can now be locked due to an alternate event added (just everything but the SE removed)
    *Pushing blocks and functioning switches implemented
    *Pushing blocks is a tad buggy, will be fixed in the future
    *Event sheet tidied up

  • v0.1   Downloads: https://www.dropbox.com/sh/nq3dtn62tslwk4c/AAB16dE6IAx--BFSXz3_HMFNa?dl=0 Do not submit bug reports, these are older builds that are not the current development builds anymore.
    183f3700 · Update README.md ·
    Release v0.1

    (release date: 02/02/2016)

    Changelog:
    *Early build
    *Functioning chests introduced, with no animation support yet, i.e popping up animated items like it does in the 2D games
    *Enemy AI is very poorly designed. They behave more like bullets than actual patrolling AI. Will fix later. May save bullet behavior for another enemy AI, such as Keese and ChuChus.

  • v1.1   64-bit Windows: https://www.dropbox.com/s/dfv8btkoqi2db1k/Windows%20%2864-bit%29.zip?dl=0 32-bit Windows: https://www.dropbox.com/s/7jtwlcrjps3chis/Windows%20%2832-bit%29.zip?dl=0 64-bit Linux: https://www.dropbox.com/s/5875ovml4ypu2ae/Linux%20%2864-bit%29.zip?dl=0 32-bit Linux: https://www.dropbox.com/s/n40o7bndle1iv8o/Linux%20%2832-bit%29.zip?dl=0
    Release v1.1

    (release date: 03/05/2018)
    Second to last build before the likely eventual full release, all exported and ready to go. The gamekit's move to a hash-table for global variables is now complete, besides some various functionality additions and changes.

    Changelog:
    *The move to a hash-table dictionary is now complete and any expected bugs as a result have been fixed
    *There may be some bits and bobs missed, such as including certain instance-vars
    *Implemented a spawnpoint system, it now replaces placing player-location upon moving into new maps
    *Fixed some bugs with sound, including music not starting in the example dungeon map if the save-resume is from there
    *Will need to investigate and possibly rewrite the item-drop chance mechanic, to allow for it to be influenced by factors like armor and such
    *Fixed the tile passunder/passover behavior and also made sure to more fully debug it
    *Liftable objects now use a family, this allows for more easily adding of objects that can be lifted
    *Some of the code in the Items eventsheet has been merged, now it's only singular types of items (i.e, one set of events for rupees, one for hearts, etc)
    *The idling portion of enemy AI has been disabled temporarily, will need to investigate it when I overhaul enemy AI as part of v1.2
    *On the other hand, I've made improvements to the pathfinding when it comes to it's behavior and exiting/entering maps, so they now start up properly (no individual enemies stalling!)
    *Fixed the Octorok shoot AI, it may need some future work before release
    *The skeleton-jump behavior may also need to be debugged, as it works only sometimes and it's not a full priority at the moment
    *Nerfed skeleton health down to half, from 8 to 4
    *Dungeon-door teleport system optimized, it's all now one event
    *Implemented a sub-room dict-key, this should have some pretty useful connotations for usage such as room-specific events
    *Fixed the blocks in the dungeon lobby room from being able to be pushed
    *Fixed dungeon-map icons being slightly visible in the top-left corner of the screen even when the map wasn't on screen
    *Lamps and bombs can now destroy grass
    *Fixed keyicon and quantity appearing on title screen if saved in a dungeon
    *Moved the arrows icon and quantity-text a bit to the right, see the note directly below
    *Moved from using the ALttP font to Arial for better general cross-platform compatibility
    *Made sure player-animations work properly again, in case of something like firing a bow and then getting harmed