One thing I'd like to point out, while seeing people who haven't played the game is a nice thing to feature, it'd also be nice to have people who have played the game before to compare how it feels to the original. Probably a little hard to do since it's meant to be a surprise to them, but I'm sure you can figure out a way to get at least one person. Other than that, amazing video! This is truly an amazing feat!
@@Tazerboy_10 Zelda, of course! All the people in this video said they either heard of the game but didn't play it, or just didn't know it existed. Kinda ruins the point of the video imo.
it looks just like the original game except the red and blue pea shooters werent 3d in the original and same with the moving statues. those were all sprites like link. and the ai was wonky a little. the statues always followed a pattern and were super fast but you could always avoid them. and the blue and red pea shooters were never able to get that close to the bushes or turn into them. they just sorta followed paths randomly as long as there wasnt a bush in the way.
Wow just wow. You're so underrated! Just 2 things I want to point out: 1. You can actually generate random numbers using loot tables (there are a few tutorials on youtube) 2. For the Key UI I would have used titles with custom unicodes because then it would look more like actual UI rather than weird text following you around. But other than that it's basically perfect. You're one of the best data pack creators I've ever watched and you've done some things I would never come up with.
i dont believe the loot tables method works with scoreboard dummys, please correct me if im wrong though, also good idea with the ui, ill try that out!
@@C1OUS3R it does work with scoreboards (using execute store) ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-BgSrJZ8r7tc.html this is the tutorial that I watched
@@C1OUS3R try this one this uses the UUID and is really efficent # From 0 to $randomMax (inclusive) # Use: scoreboard players set $randomMax stripminer 10 # before calling the function scoreboard players add $randomMax stripminer 1 summon marker ~ ~ ~ {Tags: ["random_uuid"]} execute store result score $randomNumber stripminer run data get entity @e[type=marker,tag=random_uuid,limit=1] UUID[0] 1 scoreboard players operation $randomNumber stripminer %= $randomMax stripminer kill @e[type=marker,tag=random_uuid] scoreboard players reset $randomMax stripminer
@@C1OUS3R This is cool, it's been awhile since I've seen someone do this. Honestly, I haven't seen someone recreate Zelda since it's famous Minecraft Adventure Map (which gave the idea for adventure mode), the entire Ocarina of Time game that was recreated, or the other person that remade the first game. All which was either Beta or in the first few releases of the game. :D This is amazing because it doesn't require any additional downloads. Where all other Zelda Projects used mods to assist in remaking it to be Zelda, you doing it in Vanilla is a whole different level of dedication.
Real talk, this is insane, because if this trend keeps up, we'll be able to see the history of gaming repeat itself. I swear, at one point someone's gonna make skyrim in minecraft or something.
the best part is that Minecraft 1.20 will no longer limit us to voxels, we'll have polygons too........ That opens up the era of Nintendo 64 games and you better believe imma make those.
Shout out to the actual media coverage you’re getting on this project already, hope Nintendo takes it in good spirit, this is an incredible project to behold. Can’t wait to play it for myself!
That's pretty cool, but you could've used /data to get the motion of the player instead of armor stands to check what direction the player is going in.
Technically your health gauge is really close to the original, you shouldn’t have though about it as hearts though, because then yea, 3 would be too hard, in Minecraft, the main difference here is that in the legend of Zelda (all games not just the original) each heart has a total of 4hp so it can take 4 hits, whereas in Minecraft each heart has 2hp and can take 2 hits, so in this scenario 6 Minecraft hearts is equal to 3 Zelda heart. As such may I suggest that you remove the 7th and 8th hearts at the start of the game (start with 6 Minecraft hearts) and every heart container (health extension) adds 2 hearts rather than 1
it's more complicated than that, in that the number of hits in a heart depends on what ring you have (no ring = 2, blue ring = 4, and red ring = 8 i believe) but idk how tf you'd even implement the rings ngl lol armor is almost useless in that regard, maybe resistence? but i think it's scaling is also just no good for this perhaps literally doubling the amount of health the player has (and recieves from heart cases from then on out, if possible) each time they get a ring? but that would lead to the screen getting rapidly cluttered with minecraft's obnoxious ever-growing health bar OOf
0:50 On the resource packs: You actually can bundle resource packs with a map, all you need to do is put the pack in the world folder in a zip named "resources"
I love to see kind of new creators growing, I hope you'll get very big one day, and this series is a very smart idea ;) I was the one that commented abt making pokemon in mc lol Good luck I'll watch this vid in the morning when I wake up, it's rare to find a vid that I actually want to watch while I eat breakfast lol
you are amazing I wouldn’t be surprised if it was delayed by a month you should really take more time off i can’t begin to imagine how stressful it would be to make that game you are actually amazing you genuinely deserve more likes and subs
Thank you! Real talk for a second, i try to limit myself to a project every 2-3 weeks to help prevent burnout, there is only so long i can work on one project before i get sick of it. My current schedule is to build and code a map in 15ish days, then edit it and optimize it for yt release during the remaining days. I then take a 3 day break and continue the loop. It might seem like a lot but its pretty nice for me to keep up with and helps prevent things from getting boring
LOL im sorry I will be even more enthusiastic next time!!!! I joined the call like "ok last time I was kinda boring I will me more enthusiastic this time" and that plan reaaaally worked lol
Grat video! Loved how you referenced someone else's work to help instead of claiming it to be your own (Those things tend to be common for some youtubers)
Amazing work. Too bad none of your friends who tested it had ever played the original Legend of Zelda. Not that it's terribly fun, just that a piece of history is slowly being lost. And it's harder for them to appreciate what you've done if they don't know the source material.
I think of this as a great way to help keep the spirit of the game alive, even if they are the only two who didn't know, that's two more people who now know of the game
Not that its terribly fun? Man this is sad to see. I'm only 22 and played the game for the first time only a couple years ago after playing breath of the wild and I had a blast
@@bradleeweber9753 I just finished it and yeah it's great. Obviously there are a lot of cryptic things to it but at its core its a really enjoyable game
It makes me happy seeing this. Years ago there was a project called "Zelda Minecraft" that sought to recreate Zelda I in minecraft, but in first person. They recreated the overworld, made custom enemies using just command blocks... It was amazing. Sadly, despite all the cool stuff they did, they never quite finished, or made the project publicly available. Makes me happy to see the idea resurface in a different form.
It was a literal decade ago But back when the mod I think it was called adventurecraft was around there was a series of Zelda maps that were insanely popular
A tip for getting a random number. If you use "/execute store result" with "/loot", it stores the amount of item stacks generates from the loot table. You can then set up a loot table with a single pool and a single item. The item has its count set to 0, and the pool has its rolls set to your min and max values. Say you set the rolls to 0-100. The loot table will generate 0-100 empty stacks, and then return/store the amount of stacks generated.
When I saw the thumbnail I thought it would be something akin to the Mario 64 in minecraft mod. I think it would be cool to play as link in a 3d environment rather than just a nes remake
Make Pikmin in Minecraft (Im still hoping for anyone to make a actually good pikmin mod, but everything pikminrelated in minecraft makes me happy, so it would be cool, even if its not a mod)
yo bro watch out, spread the word too, Nintendo has been taking down alot of youtube videos, mainly legend of zelda. The videos i've seen were either lets play or lets play challenges, but supposedily its mainly modded game content. I don't know their range alot but i've seen alot of zelda youtubers complaining recently. I don't want any of these treasure going.