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Hein? What's Zed?

Zed is the best platform game ever in the world! (Appreciate my modesty ^_^)

Do you love adventure games where you get it for free, and where there's a scenario with excellent graphics, "manga" style artworks, a very good fps rate, fun, items and whatever you can imagine?

You'll find that and more in our game: Zed...

Ok yeah, I'm serious now...


This is the Box... However it is not a commercial game, if you want a bmp pattern for the printing of this box, write to me ^_^.
Right now, Zed is an open source project in development. In detail Zed is based on the 2d tile engine -I.s.o.t.o.p.-. Isotop is an ASM optimized for speed tile engine. The engine is in development in parallel with Zed. I will try later on to make this engine more independent from Zed. That way, I'll be able to use it for future games.

The goal of this project is to make a complete platform adventure game, a bit like Metroid but with inspiration from River City Ransom. I qualified the game in the middle of RPG and adventure, cause there's dialogues and actions, we could call it ARPG (action-role playing game). This game used the idea of Johan Peitz Free Lunch Design, where "Hardware is nothing, gameplay is everything". ". I would like to criticize some games currently developed with the Library Allegro, where hardware seems to be everything, 1024x768x32, pre rendered graphics etc. I refrain from this here ^_^. In fact, if you're looking for a game that needs a Pentium 1.2 gHz... go here. Well, I'm joking, just take a look at this project to change your mind ^_^.

Technically, Zed is programmed in C/ASM and uses Allegro for sound, interrupts (keyboard, mouse etc), and the Datafile system. Graphic part is well optimized in Allegro, but not enough for me. I want speed and specialized functions.

This is a team project, me (God_Cells) and my great friend Jis are working on design.

I am willing to take any suggestion, comments or help.
 

What's new!

-- [Apr.7.2oo3] -- New Screenshot--

I added a New screenshot to the section.

A lot of stuff have been done since last update, but, I didn't have time to update this page. So, I created more art. Now the game count over 200 differents sprites and graphics. I have a bank of over 500 sprites on my hard drive, but few are still usable... since the game's art changed a bit from the earliest versions ;). The gameplay will no more change, I have a solid idea now, and the stuffs around the engine kernel are growing quickly!

I cant wait 'til the game release myself!
Take Care!

God_Cells


-- [Dec.14.2oo2] -- A new demo !!!!--

A new demo is now avaible. The version 1.22 alpha. It's playable, go to the section behind for download. Please, read reame.txt before playing. and do not forget to download allegro runtime library.

God_Cells


-- [Nov.26.2oo2] -- A new mailing list --

I've changed the colors of the site. The previous coulours was too dark on some monitors :p .

Now you can subscribe to the Zed Mailing list. If you want to know when a public version will come out, just subscribe.

God_Cells


-- [Nov.25.2oo2] -- 2 New Screenshots

I have added two new screenshots.
Enjoy! God_Cells



-- [Oct.8.2oo2] -- Scenario

Main scenario written, dialogs remain to be done.

We are currently lookin' for making a CD. The CD version will probably be exchangeable for money ;']. But a free version will remains on our site, don't worry about that shit. The CD will contains all project datas, and every MP3s from our MIDIs, for your conveniance. ;)

A guy named Sve want to help us to makes sprites. This could make the production process quicker. I'm encouraged!

God_Cells


-- [June.12.2oo2] -- Some news

I've done the code for shops and equipment. So, you can buy, sell, use the items. Some of them will even rot if you keep them too long.

God_Cells

A change has been done to the upcoming palette editor TMA Coulourer ; It will not convert RGB to HSL, due to the fact that micro$oft sux. In fact VB can't handle the the complex calculations behind this conversion wich works fine in the C language. So i will try to add a HUE mofification filter wich will do most of the job the converstion would have done. If aint good enough for you, you can't combine the HUE fiter to some of the other color filters, such as darken, lighten, desaturation, contrast, extract, invert and some others...

I'd like to add that the palette exportation script will allow you to save under any TEXT format, not any format as God_Cells mentioned in a previous news.

Here a some new songs from L'odyssée de Zed plus the complete version of the one previously named "Zed06.mid".

Hollow Trees -- MIDI -- [10 kb]
New Heat -- MIDI -- [10 kb]

Thorvin


-- [May.25.2oo2] --

Well! The main Game Editor is now completed... You can't understand how I'm happy!!! It took about 4 months to acheive and right now it's working fine! Game editing will begin! Some corrections have to be done on the main engine code and it's on the way!

New screenshots to come...



God_Cells


-- [May.06.2oo2] -- No news, good news !?

We're still working on the project, don't worry -_^!! I have new stuff about the project.

Right now, the engine (ISOTOP) as been corrected and work pretty well, In some weeks we will probably able to begin game's design. (Sorry about the news of [De.01.2oo1], we had problems with the engine and editor...). Making a good scenario isn't easy as it seems... Jis is currently working on the first cinematic, and Thorvin accepted to help me to code some 2nd party editors, like, a GREAT palette editor, here is a screenshot :


TMA Color Maker v1.3.6


This palette editor will be released when it will be finished, we are bored to see "NOT FREE" sucking palette editor, we attempt to make the best!

Amongst it's many features, will be a support for every *.pal file type, because, there will be a scripting system that will allow you to write your own template files. This is a great idea from Thorvin! You will be able to load 6 palettes at the same time, it will convert from RVB to HSL, or inverse. There's a script that allows you to show the color code as you want it, this stuff is great, when you want to use it for HTML. You can create gradients, a pretty usefull selecting system using SHIFT, ALT and CTRL. A must for graphists and game programmers!

The game soundtrack is almost finished, here's some of them :

Iron And Concrete -- MIDI -- [33.4 kb]
Leather Parrot -- MIDI -- [22.5 kb]
Tribal Graveyard -- MIDI -- [18.3 kb]
New Heat -- MIDI -- [10 kb]

Right now, the complete soundtrack is about 50 min long... ^_^, these aren't ripped songs, and they're all from Thorvin, so, you CAN'T use it for your own projects until our entire game isn't out... This is free, but respect our rights. It's copyright stuff. Enjoy!

Finally, I added the project to Rpgdx, a rpg project database.

God_Cells


Hey dude, when this game out?

Hum well, this is a good question... I foresee releasing a playable demo before 2002, in October if all is going well. But I don't know when the final version will be released; don't expect it to be this year. Writing the game and creating sprites and Artworks takes time... I really don't know. If all is going really well, it should appear next year. I have scenario to write, monsters and NPC to create.

I estimate the engine is almost finished. Around 70% of it remains: sounds, editor functionalities, bugs to repair, effects and a lot more... This is long you know! I have been working on it for 1 year now! (September 21st 2001).

However, I have released some alpha versions to demonstrate what the engine is capable of. Versions are below:

For those version, see Pixidream Studio news page :

New

L'odyssée de Zed v1.22alpha (english)- [170 k] - WIP -

Allegro Run time library v4.1- [339 k] Unzip this file in the same directory of zedw.exe



**If you want to know how the editor works look at manual.txt, all is written in!

What ZED is featuring or is going to?

ZED as I said before, will be entirely a 2d platform game. Here's a list of the capacities of the engine. Dark text mean things that remain to add:

- Keyboard mouse and Joystick Support.
- VGA graphics support(320x200).
- Enhanced 640x480x16 interpolated display with a TV scanline effect.
- 1 fully editable paralaxe layer.
- 2 tile layer, background/foreground.
- Tile can be transparent, animated or opaque.
- Light effect layer (uncertain)
- Fully editable sprite engine.
- Particle engine. (can be used for rain, snow or whatever)
- Trigger engine. Condition/Action system
- MIDI support and WAV support.
- Location System.
- It's own image system, tile system.
- Translucency Water effect.
- Powerfull sprite AI system.
- A console, wich can change the game environnement
- An fully intregrated editor where you can try the game when you work!
- A dialogue system. Where dialogues can change depending of the environement, like a RPG.

Who's in the team?


Our Hero...
That's the team... members of Pixidream.

God_Cells :It's me, I'm the main programmer, I'm 19 and I'm the initiator of this project. Originally, 1 year ago, I launched this game on the project name: MegaMan Factorytron The project was originally completely under Allegro, but the engine was slow, very very inflexible and unstable. I decided to write another engine, which is like, as I always wanted.

Jis : This is my great friend. This guy is a very _good_ anime style drawer. He had the idea of a Mega man game ^_^ (Mega man is today anime style!). We will make all artwork needed in this project.

Andropov : Wants to be a level designer, it's good to know that I'm not the only level designer for this project. I talked to him about his ideas and they seem to be very interesting!

Suzuhara : Some computer support, it's our man of theory, he helped me to build a Data File engine, then I lost the code in my last HD crash...

Thorvin : This is our music composer. This is a very talentuous man. This is a great luck that we could find this kind of people here!.



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