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Well after working for a week on UA Paint, I think its time I’ve switched back to zelda. I’ll probably be alternating like this until UA Paint is finished off which I hope won’t be too long. Anyways heres a quick status update of the project so far.
Status:
AI- 95% Just need to include the rest of the movement patterns and add in the animations etc.
Stores- 99% Gotta remember to fix those two bugs….
Weapons-60% Have a few weapons and weapon related bugs to fix and complete
Caves- 2% Haven’t really started this yet, all i need to do is script what all the old men say
Levels- 0% Haven’t started
Overworld- 80% Apart from the caves, I need to add in the overworld puzzles, and secret entrences
Graphics- 5% My graphics guy said he will get some done soon so we can only hope
Menu- 50% as you saw from the video, its still text based… but it functions perfectly (creating,erasing, loading files)
Well thats it, that is how far I am in this project. Theres no new screenshots or anything yet, but I might put up another video next week to show off the enemy system.
Well another version with many fixes and improvements

Version .99d
-fixed load menu cursor bug (no longer uses stylus, and still no menu scrolling)
-added options menu (press start)
-grid can be toggled with select button
-New Stats tool, keeps track of X and Y position (color counter not completed yet)
-add color editor (touch the double pallet indicator in the top right of top screen)
-Removed Color history and replaced with custom pallets (added pallet via color editor by touching one of the ten pallet slots with selected color)
-improved D-pad mode controls (hold down to continuously move)
-fixed major saving bug
Yet another release that moves towards pixel artismness
Version .99c
-D-pad mode works while on top screen
-can now switch from D-pad mode to stylus mode with X button along with select
-Undo
-Massive speed up of some draw functions
Download Here
Well, I’ve decided that for this project, I will be focusing more on pixel art rather then painting. So heres a new release thats slowly migrating to pixel artness

Release History
Version .99b
-Press L to swap pallets
-Added fine color picking, Use A,B,X,Y to adjust color on the picker (when on top screen)
-Added D-pad Pixel Plotting Mode when fully zoomed, press Select to activate/deactivate and press A to plot pixel
-added color history list
Version .99:
-Initial Release
Download Here
Well heres a small video of my progress, the reason the game is so dark is because the emulator can’t seem to emulate the time of day settings very well, but other then the crappy resolution its fairly good
Well I wrote this small paint app before I went to Vegas to keep me entertained on the flights, so now I’m releasing it.
Features:
-Saving and Loading 256X192 24 bit bitmap images
-zooming & grid when fully zoomed
-Multiple draw sizes
-colors (just seemed mandatory to me…):P
-fill tool
-line tool
-rectangle tool
-circle tool
-eraser…. Don’t even really know if i should of added it as its just the draw tool stuck on white color

Well for the past week I was on vacation in Las Vegas
Anyways I’m back now and ready to continue on Zelda!
Well, I’ve been putting a little work into the game lately and its getting pretty far through. So far I have only 19 more things to achieve + bug fixes before the Overworld is completed!
—–Overworld—–
—weapons—
-Finish off items(sub items too ie. raft)
-fix enemy collision to all items and damage
-re-write AI handling
-add in all the caves with the old man and their scripts
—graphics—
-add in new overworld graphics
-add in new enemy graphics
-add/fix effects for the 7th level lake revealing
-pause sprite animations when in the inventory
-add new time of day effects to bg layer 2
-add faries to fountains & healing stuff
-add item collision for all burnable bushes/bombable walls/moveable rocks/and those statue things
Its still a lot of coding but its mostly just fixing things at this point for the overworld.
The first Demo will be released (to those who donate) once the overworld part is completed which could take any where from a month or 2 or 3, just depends whats happening though cause school is taking a lot of time. Anyways I thought I’d just leave this update
Well I finally got my new motherboard and added it into my pc with no problem and now onto Zelda. I haven’t really worked on it a lot lately, been busy with other things, but things are getting done and my plans/to do list is getting shorter. Just to show how far I really am, heres my todo list, Warning there will be possible spoilers if you haven’t played the game before. This is just the overworld portion.
—–Overworld—–
-Finish off items(sub items too ie. raft)
-rings (take less damage/change color of link)
-raft, using collision map decide where to use
-ladder, same as raft
-bait
-bombs
-add in new overworld graphics
-add in new enemy graphics
-add sprite streaming/scrolling for overworld objects
-finish adding all enemy sprites
-add tornado to flute
-add/fix effects for the 7th level lake revealing
-pause sprite animations when in the inventory
-add new time of day effects to bg layer 2
-add enemy collision to all items and damage
-fix sword sprite collision with enemies
-fix link sprite collision with enemies
-add flashing to link when hit
-improve ai movements (add shooting)
-improve ai position scanning (for creating the enemies)
-fix store bought stuff to float directly overhead when bought
-add all burnable bushes/bombable walls/moveable rocks/and those statue things
-ai dropping items
-add more rumble effects
-add fairies to fountains
Thats basically all that is needed to finish off the overworld portion of the game, then its onto the levels! I’m probably forgetting somethings so there might be more that I’ll have to add. If anyone has any suggestions for the list please leave them below.
Oh and heres a new picture
I wanted to wait till the overworld graphics were done, but heres a screenshot anyways with old non improved overworld graphics ![]()