Random Zelda Fan Project Turns 'A Link To The Past' Into Roguelike Dungeon Crawler | Time Extension - eviltoast

Introducing Dungeons of Infinity

A talented individual known as Justin Bohemier has transformed the classic Super Nintendo hit, A Link to the Past, into a procedurally-generated roguelike dungeon crawler. Over four years in development using Gamemaker Studio with the original assets, the game ‘Dungeons of Infinity’ aims to offer a new and challenging experience for fans.

Key Features:

  • Procedural Generation - Each playthrough offers unique layouts, enemies, and items.
  • Link’s Nemesis Aghanim - The ultimate challenge lies in encountering Link’s arch-enemy, Aghanim. Survival depends on navigating the dungeons until reaching this final boss.

The creator emphasizes that no continues or extra lives are available, adding to the game’s difficulty curve.


What do you think about applying roguelike elements to classic games like ‘A Link to the Past’? Have you encountered similar fan projects?

  • Jack Sparrow@sh.itjust.works
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    3 months ago

    Version 1.1.2 Download: https://files.catbox.moe/ymgm0x.zip

    VirusTotal scan: https://www.virustotal.com/gui/url/84bb266f1573fde4e52802d4e0db4dc8fba5ac2d816d500fa88e53b0bc90ec9c

    Version 1.1.2:

    • Bug Fixes:
    • Fixed exploit with final boss where you can access the inventory at the right frame and able to drop items to use during the fight.
    • Fixed glitches with stopwatch and improved certain things.
    • Fixed incorrect sprite frame in Link’s walk cycle while holding an item. This affected some of people’s custom sprites.
    • Fixed sand leevers glitching out in rooms with stairs where they were starting on the upper floor-level, and spawning back on the lower floor-level where Link was, but their internal level was still upper causing link not to be able to hit them. I just removed leevers from rooms that had stairs.
    • Fixed glitch with next level map being shown for 1 frame if you descended with map and/or compass
    • Fixed treasure platforms sometimes causing items to drop next to edges if opening a treasure close to the edge and inv was full. Treasures now always have a larger gap between the edges and treasures.
    • For the hackers who found a way to add the star to the inventory, it now won’t glitch out when using a warp while star is active. Normally stars are only found on the ground, can’t be added to inventory, and wouldn’t spawn if there’s a warp in the room. Stars cancel when exiting rooms so there would usually be no way to go through a warp while star is active so I never bothered to check this. Note: if hacking the game’s variables, it’s very possible you may break the game. Also please don’t submit bug reports if you hack the game and it breaks.
    • Fixed issues with cape and warps. I couldn’t find the bug where after arriving from warp the magic would stop draining, it worked fine for me on all tests. So I decided that when using a warp, you just uncloak automatically. This would prevent any rare bugs.
    • Fixed bug where you can “use” a bomb or gem while holding a bush, then it would pick up the bomb but the bush would stay in the air. I made you absolutely cannot use an item from the inventory that you would pick up if you’re already holding any other item.
    • Fixed bug where if you warped into a room that had a secret door, the pendant of secrets wouldn’t alert you, only if you left the room and came back.
    • Fixed decor like bones covering up spikes, making certain patches hard to see.
    • Improved the issues with pots and switches being unreachable if spikes were in the way. Now spikes won’t generate in a room if it has a key, or pots with door switch, or any switch in general. You may still encounter pots unreachable because of the spikes, but now they wouldn’t contain anything that’s needed to pass the level/room. They would be there if you can use the cape, or don’t mind taking a hit to see what’s inside. The problem was difficult to solve, so this was an easier solutions.
    • Fixed rare glitch where pots could spawn over monuments.
    • Fixed spelling mistake (lens)
    • Other minor fixes

    Changes:

    • Changed the cape behavior, it now decloaks you if you equip any other item
    • Added the ability to reveal vines using arrows, and with your candle/lamp by walking up to them and pressing the action button.
    • Increased chance of finding kinstone monuments by a bit.
    • Jack Sparrow@sh.itjust.works
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      3 months ago

      Version 1.1.3 Download: https://files.catbox.moe/5yj86d.zip

      VirusTotal scan: https://www.virustotal.com/gui/url/f8a6e163c0795ae65824cd813f3eb1826f7ef17c382d7f8e1b16e361c98cf6be

      Version 1.1.3:

      Bug fixes:

      • Fixed crash with items found in dead guy or treasure not having a valid index, which would cause the game to crash. The new safety check prevents a crash by making the dead guy or treasure have nothing inside, a message would pop up indicating this.
      • Fixed game crashing if closing the inventory at the precise frame an info dialogue box was also being closed.
      • Fixed bug with Leevers (sand creatures) spawning under link while he’s in a doorway.
      • Fixed bomb glitch where they sometimes wouldn’t blow up.
      • Fixed pendant of revival glitch still working even if you have the Pendant Don’t Work Curse.
      • Fixed new rod of stone bug introduced in 1.1.2 where enemies would come back to life when hit.
      • Fixed floor switch and added a 2nd frame to show it was pressed.
      • Fixed bug where if you inspected a shop item or opened the inventory/map at the exact frame you were hit by a bomb, it would still trigger the dialogue box/inv/map while you’re dead/hit causing glitches.
      • Increase buffer around wall enemies like Medusas, cannon, and Beamos to prevent there being spikes close to them possibly making them impassible without taking a hit.
      • Fixed master sword beam’s corner sprite edge appearing in the top-right corner of the screen for a frame.
      • Fixed bonus item not resetting itself if saving then continuing then dying and restarting level. Same thing with the swordless mode, it wasn’t saving properly.
      • Fixed another bug with pots spawning over monuments. It was a separate bug but related to the first one. That should be the last of them.
      • Fixed rare glitchy treasure chest that moved when you open it. It was caused by it’s initial position not being an integer value, so the static tiles that replaced it after opening clamped to the nearest tile map grid position.
      • Fixed layer issue with certain projectiles like hookshot, arrows, rod beams, etc that were on the wrong layer if you shot them from underneath a walkway.
      • Fixed transform rods not working if enemies are frozen
      • Usually if you stand on a map or compass if your inventory is full, it’ll reveal the map attributes those normally show, but it was also revealing them when you were swinging your sword over them which shouldn’t happen. Fixed the sword glitch.
      • Fixed glitch when cursed with the ‘hearts do damage’ curse and you pick up a heart that kills you, it would cause glitches with the death sequence where you could still walk around.
      • Fixed spelling mistakes

      Changes:

      • Updated the core input library, which includes fixes and more gamepad support.
      • Red Armos now can’t be hit using arrows. There were complications with him, and after lot’s of trial and error to try and improve him, it was easier to just block arrows for the red one. You will need to use bombs if you’re doing swordless quest. Also increased his jump speed by a small amount, not much. Felt he was too slow since the last time I slowed him down.
      • Replaced the rod sprites, credit: Errors
      • Made signs non-breakable, people were accidently grabbing them before reading them.
      • Made cape magic drain a tiny bit faster, from 50 frames per drain down to 45 frames. Seemed it was too slow when watching people use it.
      • Added a gold kinstone monument to mine town level
      • Added light to the Poe ghosts that hold a lantern.
      • Replaced Kinstone fusing sounds, credit: castle
      • Added a ton more custom character skins
      • Added sound to the cannon.
      • Updated credits with more special thanks with mention to the Discord server. Also added feature where pressing down speeds up the credit scroll.
        • Jack Sparrow@sh.itjust.works
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          3 months ago

          I will stop uploading new ones here since it looks like the GDrive is being kept updated for now.

          Version 1.1.4 Download: https://files.catbox.moe/fkgl37.zip

          VirusTotal scan: https://www.virustotal.com/gui/url/1c0d8f0134c91d95426e3030cb294c8f377580415b3c3e86208c2e897b3fe38c

          Version 1.1.4:

          Bug Fixes:

          • Fixed sprite glitch with Poe enemy, which was introduced after giving him a light. Gave ghost Poe in the catacombs a light also since on his sprite he’s carrying a light as well, also improved their lighting a bit to make it look nicer.
          • Fixed glitch with loose keys sometimes appearing 1 pixel off from being on the correct floor level, making you have to go up or down to collect it.
          • Fixed cape where it would stay on after you defeat a boss. It now decloaks you the second any boss is destroyed.
          • Fixed vulnerability with save file corruption where it could get corrupted if something happens during a save process like power outage or unexpected event. It now saves to a temp file first, and if the save was successful, it renames the temp file to the Users files.
          • Fixed bug where picking up chicken from inside house’s doorway would cause Link to clip into the walls and sometimes crash
          • Fixed clipping glitch with outside castle wall door and bombs.
          • Fixed glitch when strafing into a wall backwards, it would activate the push animation.
          • Fixed glitch with Beamos statues able to hit you while you’re falling into a pit causing extra damage.
          • Improved warp destinations by giving them a larger safe-space buffer. Sometimes you would warp and enemies would be too close when you arrived.
          • Fixed boss crystal falling even when paused.
          • Fixed arithmetic bug with treasures and shops, if you got a bunch of rupees from a bought treasure and quickly bought another item while those rupees were still being added, the purchase would interrupt the rupees being added with the purchase amount being deducted causing you to lose rupees.
          • Fixed rare bug where Zora would toss you nothing.
          • Fixed bugs with Pikit. (See game change log for more details)
          • Fixed graphical glitches for the Slarok enemies.

          Changes:

          • Added new pendant designs, credits: Errors
          • Some Gem combos that give pendants have been shifted around.
          • Swapped the gem combos for the lamp and cape. Lamp is now Sapphire(Blue) and Citrine(Yellow), Cape is now Sapphire(Blue) and Ruby(Red). Makes more sense based on the value of these items, and their sprite colors.
          • Zora now gives you rupees if you already own the item. (See game change log for more details)
          • You can now hit bosses with any rod. They all do 1 damage, they don’t transform, just inflict damage. They can really help with swordless quest now.
          • Bows are now a bit easier to find if playing swordless.
          • Health drain curse now stops when reaching 2 health. Drain delay was changed to 7 secs instead of 10 secs because of this.
          • Lamp has only 1 upgrade instead of 2 now. Made the candle shine a bit brighter, and the lamp now shines brighter than before.
          • Changed the 2nd secret treasure room in the mining town maze, instead of more gems it’s something better now.
          • Made it so maps and compasses can’t be spawned from treasures if more than 60% of the level has already been explored.
          • Cape can only spawn from gold kinstones instead of red kinstones now.
          • Made wizzrobes take a bit less time to spawn and a bit less time to stay invisible, making defeating them take less time.
          • Fixed glitch with Agahnim during the gravity ball sequence, Link wouldn’t get hurt by the spike blocks.
          • Filtered the included sprite pack with only those we have permission to use. Also included a credits list for a lot of them.
          • New King’s key sprite, credits: Void42
          • Moon pearl now changes color depending on the state of the colored blocks.
          • Cape drains a tiny bit faster now.
          • Added a few more community-drawn character sprite sheets in the sprite pack.
          • LibertyLizard@slrpnk.net
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            3 months ago

            Thanks for posting all this! Some of the scans you posted are showing things are malicious. I’m not too tech savvy, can you elaborate on this tool? Does that mean these files are dangerous to run?

            • Jack Sparrow@sh.itjust.works
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              3 months ago

              Yeah, those are just false-positives, they think they are suspicious or malicious, but they are not. VirusTotal uses 70+ scanners to check the URL or file. The best way to think about it is that since the majority of the scans show it as clean, it is most likely to be safe. If there are several scans showing it as malicious, it probably has something that isn’t safe.