Absolutely love the progress you've made over the years. Can't wait to see how far you'll get with this game! On a side note I do have a slight criticism, if you'll hear it. I've noticed for a long while that the cursor doesn't seem to have an adjustable tile size. Normally I'm against pursuing convenience purely for convenience's sake, but considering you've moved up from just dungeons to a full-blown overworld, I think it would be very convenient for both the players and you if the cursor could have it's size and (maybe) shape be adjustable.
Sure thing. Do you mean for tiling, making the square area of tiles you can place at once be larger (planned for the next update), or literally altering the size of the cursor to make it smaller or larger (pixels)?
@@DreamMixGames For tiling specifically. At the end of this demonstration video when you were erasing the terrain, you were missing a lot of tiles, and you had to get precise to get rid of the bits you missed. Similarly to changing brush sizes in an art program, you'd get a lot done in just one stroke if the cursor size was adjustable. You could also maybe change the shape of the cursor, or specify what tile group you're adding/erasing, or also count buildings as terrain so towers could be a thing; but I understand if those extra features would just add to feature-creep.
@@DreamMixGames Good to hear so. I backed you a few years ago and the version back then was totally different but had already a lot of potential, so my hope was for real, since I bet, that we'll get a great product once it will be finished.
Wow, this looks really great! I love the autotile hiuse thingy, looks very fun! And also multiple height levels finally!!! And as always a banger soundtrack, they just keep getting better 🥲
Looking cool. Because perspective is tricky, I would suggest adding filters / visual hints that you can turn on/off so you can: - see only 1 chosen level - see walls/blocks (or free tiles that player can walking on).
nice to see that you are sorta doing what fourswords adventures did with its tilesets they applied a noise texture over the tilesets to make them less... tilesety instead of having a solid shade of green for a tile of grass you would get this dirty gradient of greens
YESSS! Someone noticed it. I love the way four swords looked and wanted that in Legend maker. The grass tiles are randomized, a “cloudy” weather effect is placed over it by default, as well as the “sunny” weather effect
The UI doesn’t get enough love, the parallax menu backgrounds, the godrays in maker mode, dude even your text looks amazing!!! Kinda wish Solarus were this smooth😅
Thanks man. UI is the hardest, and slowest part for me. It’s the biggest reason why the game has taken so much time, but I still want it to look great, despite my speed. I’m sure glad ya think so 😀
I'd love to hear what the original A Link to the Past creators would think of this They'd probably cry over how simple you made everything compared to the days of yore
@DreamMixGames My apologies. I had long thought the project had died because I wasn't checking the different places I could've seen. So that's entirely on me.
So I can use this to create my own world with a structure that feels like A Link to the Past when it's finished. Very interesting, I'm keeping my eye on this one. On the scale of an actual Zelda Map, how big do you plan to make your maps?
im concerned by the system by that the trees are placed, very undynamic. it happened multiple times in this video, that the trees needed to be placed off the internal grid. that showed clearly, that there is a need for trees beeing placed independend of said grid. mayby by holding down a button or somethng alike? the look of the assets shown is realy top.
This is actually amazing. Feels like it just tied everything together.
Thank you! I'm so excited to see what my game will look like in 2025. Every time I add something new like this it feels like a whole new game.
Oh, this is looking really swanky. I love how effortlessly the trees tesselate.
Thank you, that was a lot tougher than grid placed trees but it looks so much better, that I had to do it this way. :D
This one addition just adds so much more potential to everything! Love to see it.
The long awaiting raising update. So great. Every addition helps finalize this beautiful vision of a game. I cannot wait.
Need to be able to like something twice. Double like.
Make two accounts.
Absolutely love the progress you've made over the years. Can't wait to see how far you'll get with this game!
On a side note I do have a slight criticism, if you'll hear it. I've noticed for a long while that the cursor doesn't seem to have an adjustable tile size. Normally I'm against pursuing convenience purely for convenience's sake, but considering you've moved up from just dungeons to a full-blown overworld, I think it would be very convenient for both the players and you if the cursor could have it's size and (maybe) shape be adjustable.
Sure thing. Do you mean for tiling, making the square area of tiles you can place at once be larger (planned for the next update), or literally altering the size of the cursor to make it smaller or larger (pixels)?
@@DreamMixGames For tiling specifically. At the end of this demonstration video when you were erasing the terrain, you were missing a lot of tiles, and you had to get precise to get rid of the bits you missed. Similarly to changing brush sizes in an art program, you'd get a lot done in just one stroke if the cursor size was adjustable.
You could also maybe change the shape of the cursor, or specify what tile group you're adding/erasing, or also count buildings as terrain so towers could be a thing; but I understand if those extra features would just add to feature-creep.
Hydlide came out two years before the original Zelda. This genre should be called Hyd-Likes.
Amazing man. Looking better and better every time.
Looking awesome bro 👌
Thank ya, and Thanks for the thumbnail bud!
@@DreamMixGames You're welcome = )
Looks great. I hope it'll release some day.
It will. It was insane to start as a first game with no experience, but it will come to fruition.
@@DreamMixGames Are you saying this is your first game? 😨 I can't believe it. Incredible.
@@DreamMixGames Good to hear so. I backed you a few years ago and the version back then was totally different but had already a lot of potential, so my hope was for real, since I bet, that we'll get a great product once it will be finished.
Man I remember (when i had money) struggling using the cliff system and the layering issues but this looks so much better!
Good! I hope you have money again soon, and not just for my game. It’s a struggle out here brotha
@@DreamMixGames Indeed The job situation where i live is not the best
Wow, this looks really great! I love the autotile hiuse thingy, looks very fun! And also multiple height levels finally!!! And as always a banger soundtrack, they just keep getting better 🥲
Looking cool. Because perspective is tricky, I would suggest adding filters / visual hints that you can turn on/off so you can:
- see only 1 chosen level
- see walls/blocks (or free tiles that player can walking on).
nice to see that you are sorta doing what fourswords adventures did with its tilesets
they applied a noise texture over the tilesets to make them less... tilesety
instead of having a solid shade of green for a tile of grass you would get this dirty gradient of greens
YESSS! Someone noticed it. I love the way four swords looked and wanted that in Legend maker. The grass tiles are randomized, a “cloudy” weather effect is placed over it by default, as well as the “sunny” weather effect
You just earned yourself another subscriber.
Artstyle is really good adopted.
The UI doesn’t get enough love, the parallax menu backgrounds, the godrays in maker mode, dude even your text looks amazing!!!
Kinda wish Solarus were this smooth😅
Thanks man. UI is the hardest, and slowest part for me. It’s the biggest reason why the game has taken so much time, but I still want it to look great, despite my speed. I’m sure glad ya think so 😀
This is gonna be one of those "good" type games
I'd love to hear what the original A Link to the Past creators would think of this
They'd probably cry over how simple you made everything compared to the days of yore
Wait, Legend Maker's still alive???
I haven't heard about it for a really long time. O_O
I keep on postin’
@DreamMixGames My apologies. I had long thought the project had died because I wasn't checking the different places I could've seen. So that's entirely on me.
What platform will this be available on?
I post builds to my patreon for now, but it will be coming to Steam
@@DreamMixGames will it have mod support?
Are you taking requests for tilesets? Do you have a volcano yet?
So I can use this to create my own world with a structure that feels like A Link to the Past when it's finished. Very interesting, I'm keeping my eye on this one.
On the scale of an actual Zelda Map, how big do you plan to make your maps?
If i support in Patreon, when the game come out i'll recive its key for Steam?
Exactly. I will send out a key to that email.
Will this be a game released on Steam or something eventually? This looks like an interesting contemporary for Quest Master.
It's awesome, sadly still a long way till release. Time can't move fast enough to get the final product. Need an Ocarina of Time for that.
im concerned by the system by that the trees are placed, very undynamic. it happened multiple times in this video, that the trees needed to be placed off the internal grid. that showed clearly, that there is a need for trees beeing placed independend of said grid. mayby by holding down a button or somethng alike?
the look of the assets shown is realy top.
Could I upload my own sprites if I wanted to make my own art? (your art looks awesome, I just want to know how customizable it is)
It’s planned but I’m focused on the main game right now. :)
why can't tile setter be more like this?