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JappaWakka

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A member registered Jun 10, 2020 · View creator page →

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Epic thank you!

I'm recreating it basically from scratch with GameMaker (previously GameMaker Studio 2) using assets and data that have been extracted from the game by talented people I know.

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OMGGG an article about my remaster project, that's so cool! Thank you so much!

If I were to make a Remastered Mode feature tweaking system, I'd probably make it an extra submenu in the settings to be honest. I'm not sure yet, I'll think about it but I can't guarantee I'll include it. As for increased ruby drops... I'm not sure. It feels a little more like a cheat code to be honest. Nothing wrong with that I suppose, but I'm not sure if I'm 100% on board with that. The things enemies drop are currently completely random. Either they drop 5 rubies, 20 rubies, a heart or nothing. I don't want to make the game too easy or predetermined if that makes sense, but I understand the frustration.

About the question at the end, part of the code has been extracted by discord user Phlosion, which gives me information about how much damage attacks and enemies do as well as the defense of the player and enemies and the bonus damage weapons do against enemies.

One thing that is also very important that the extracted code includes is the movement patterns of shrine bosses, keese and walking NPCs, which I had to guess before, and it was a mess to figure out back then.

Apart from code, he also extracted a bunch of textures and turned the palette cycling image data (to simulate streaming water for example) into animations so I can import those easier. Dialogue was also extracted by him, though music tracks (intros and loops) were extracted and organized by MundyC.

For the usage of the weapons however, I basically have to replicate how the projectiles move by watching footage I record of the original game. For enemies I have to more or less guess a reasonable hit range. I'm also redrawing every collision texture (the originals were sloppy and didn't reach the edge of the "tile") and cutting out the foreground objects by hand.

Of course!

Thank you for your kind words!

I'm definitely planning on adding back more of the cut dialogue and some cut functionality. In the current demo you can attack some NPCs, like if you hit Enid the hag with a ranged spell she won't take away a heart xD (only in remastered mode though). I'm not sure what other things I might add. Someone once gave me the idea to make the gold boots speed up your movement while wielding them, but I'm not sure if that would make the shrines easier to beat so maybe I would only make them usable in the overworld? I'm not sure yet. We'll see :P it'll be a while before the game is finished so I have plenty of time to think :)

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Hi there john! I'm working on a Zelda's adventure remaster for PC and I was wondering if you could get me in contact with Matthias Fehl to include German localization in my game as well. I'm also including some cut content (including dialogue) in the game so I could really use the help getting those translated as well.

You can contact me on discord at JappaWakka

Thank you so much in advance. You can find the first milestone demo for my remaster here (there are some minor bugs but it should be playable until the end of the first shrine: https://jappawakka.itch.io/zeldas-adventure-remastered

(Btw this demo only has English and Dutch so far but I've been working with some other folks to get French in there as well for the next milestone demo using a more refined localization system than I was using before)

https://github.com/Blinue/Magpie you can use this tool to make it full screen, set it to automatically apply full screen scaling and for the scaling mode copy the 2x integer one and set it to whatever integer scale that works for your display. I don't know what the original vertical resolution is exactly but if it's 480px then 3 x 480px = 1440px. If you have a 2560x1440 screen like I do.

Makes me happy to hear that!

You're very welcome, glad you like it! I'm working very hard on the next version. Stay tuned :)

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That would be pretty cool :) Lemme know when you've opened the topic

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This makes me so happy to read! Yes I plan to remaster the full game! I'm still working when I can in my free time and I do not intend to give up!
I love your enthusiasm btw! Zelda's Adventure has gotten a lot of shit by the internet and I think it deserves better :D
I'd love to have support for more languages! I could use your help, definitely!
I don't know how to organize that exactly, but do you have Discord?
I can send you the strings that you can edit (that I got so far) or I could send you the subtitle files (.srt) so you can use a tool like SubtitleEdit to change the timing if you find it necessary.

My username there is also JappaWakka.

That's so cool! Thank you! Btw I think you forgot to remove the reference numbers in the story part of igdb that look like [8] as they don't link to anything :P

Omg thank you so much! ❤️

Thank youuuuu :D

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Very cool demo (4.1)! I hope you'll keep going because it's pretty fun! I couldn't find all the controls (didn't know if I had items) but I figured out R was reloading :P I also hope that there will be an option to turn off texture filtering/blurry textures. That is, if the textures themselves weren't already blurry :) I also felt that moving around felt a bit stiff and if I stood still, I had to toggle run again. Also after running for a little while, I felt like I was slowing down (like faster than walking but slower than running) but that might just be me. Keep up the good work!

Quite faithful remake. Apart from holes in the models (probably because of smoothing without welding the vertices first), it looked really good! I like how you even rebuilt all the buildings outside the terrain! However, I got stuck in the first level because I tried to jump between the boxes and the stairs near the prop guy and couldn't get out. I also answered all the questions of the prop guy right but he still said I got them wrong. I even tried each combination. I also felt like the camera/player was very hard to control because of the acceleration curve. It took a while before you could turn long distances and when you were able to, it was easy to overshoot. Finally I noticed that items weren't picked up automatically when you were near them, so getting the binoculars was a real chore for example. Maybe it could also be a good idea to have some kind of controls explanation overview because having the run key mapped to Z might not immediately make sense to the player.

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Very interesting and fun short experience!

I love the high quality pixel art and how it captures the text to speech vibe very well while still encouraging exploration. I think I did miss something I could find but it didn't seem to matter much so it's okay!

Can't seem to figure out how to rate it, I'd say 9.9/10 if only for the sprite changes at the start making the characters verryyy briefly invisible before the next sprite. That's just minor nitpicking and could just as well be a limitation. Other than that it's perfect!

EDIT: I figured out how to review on my phone lol

I think it was supposed to say "Haunted House" so that's what I built :D