Current Version : v2.0 (Complete)
Instructions:
-Download and extract CPW.
Downloads:
The Legend of Zelda: CPW [rpgmaker.net, 75MB]
- IF YOU EVER CANNOT ACCESS YOUR ABILITY GRID, GO TO A SAVE POINT. IT WILL FIX THE PROBLEM.
ICU Gigasoft is a team of hobbyist game developers. We make games for fun and for everyone!
ICU Gigasoft Forum & Community
Get all the latest info on Epic Paper Mario & Starlite Worlds here!
Popular Games & Releases!
Post: Super Mario RPG: The Starlite Worlds (Full Game 1.4.1) FULL NEW GAME!!!
Post:Super Mario RPG: The Seven Sages (v1.7.0)
Post: C Division's Zelda: Courage, Power, and Wisdom FULL GAME v2.0 (Fixed Link!)
DEMO: Donkey Kong Country Web Engine
Download: C Division's Cyderian Chronicles DEMO v1.0
Download: K'oss v0.7
Download: The Legend of Zelda: Link's Daibouken Feature Demo v1.2b
Post:Super Mario RPG: The Seven Sages (v1.7.0)
Post: C Division's Zelda: Courage, Power, and Wisdom FULL GAME v2.0 (Fixed Link!)
DEMO: Donkey Kong Country Web Engine
Download: C Division's Cyderian Chronicles DEMO v1.0
Download: K'oss v0.7
Download: The Legend of Zelda: Link's Daibouken Feature Demo v1.2b
Showing posts with label zelda. Show all posts
Showing posts with label zelda. Show all posts
Friday, December 7, 2012
Saturday, September 27, 2008
C-Division's Zelda: CPW v2.0 is up!
For more information, head over to C-Division's Works and give the new version of his well received RPG Maker Masterpiece a download. You'll find detailed information on the changes from v1.1b to v2.0 on his website. Or, if you're just that impatient, give it a download from the link at the top of the page.
Tuesday, September 23, 2008
*Promotional Release* Zelda: CPW Beastiary
In honor of it's 500+ downloads and the upcoming version 2.0, U Division is proud to offer an early release of the Zelda Beastiary. The Legend of Zelda: Courage, Power and Wisdom is a game filled with many monsters, and for the enthusiasts I've created a beastiary for in depth information. Everything from the monsters' stats to their drop rates is contained in the beastiary. Basically, every thing you ever wanted to know about the enemies you'll no doubt have to chop down on your quest to save the princess. Go ahead and give it a downlaod now if you're itching to see, but CPW v2.0 will come with the beastiary included.
The Legend of Zelda: CPW Beastiary
Includes:
- All monsters found in Zelda: CPW
- Detailed battle stats
- Item drop rates and Rupee drop rates
- Attacks, skill list and critical ratio
- Pictures for every monster
- *BONUS* Special promotional beastiary video!
Sunday, September 21, 2008
Big Things to Come... (C-Division)
Hey it's C-Division,
I haven't been on here in a while, I know. With school starting and all that I've been busy lately, but it's started to slow down so I can get back to gamemaking and mugen. U-Division and I have an important announcement that we'll make soon so stay tuned.
In other news, I will be releasing another version of Zelda. This one has a boss battle mode after you beat the game for those who want more of a challenge.
I never got around to adding more to Krash or making a video this summer, but I will try to get those done as soon as possible.
Thanks and check out my blog!
I haven't been on here in a while, I know. With school starting and all that I've been busy lately, but it's started to slow down so I can get back to gamemaking and mugen. U-Division and I have an important announcement that we'll make soon so stay tuned.
In other news, I will be releasing another version of Zelda. This one has a boss battle mode after you beat the game for those who want more of a challenge.
I never got around to adding more to Krash or making a video this summer, but I will try to get those done as soon as possible.
Thanks and check out my blog!
Tuesday, July 29, 2008
Daibouken: Floor 1 of Arben Temple
It's certainly been a while since the last Zelda video, but here it is. I decided to play my game again, hoping to finally figure out an answer to my question. That question was whether the battle system was worth the extra effort. Well, after playing through it, although the Neo BBS is not perfect, I realized that it was enjoyable and simple. I want to pay more attention to puzzle solving, so the battle system isn't any more complex than it needs to be.
Watch the video if you're interested.
Watch the video if you're interested.
Saturday, June 7, 2008
C-Division: The Legend of Zelda: Courage, Power, and Wisdom

It's here everybody. After 3 years of work, C-Division has pulled through to complete his first public game. I've played it, (4 hours of quality RPG Making) and I whole-heartedly recommend it to anyone who whose a fan of games in general.
Download The Legend of Zelda: Courage, Power, and Wisdom
Friday, June 15, 2007
Bouken Battle System gets a functionality upgrade
This post has been long overdue, so it's about time I make it. As you may know, the Bouken Battle System was quite a rather lengthy and bug-prone bit of code to have in my game. The only way to implement it without it interfering was to make battles take place in select rooms. Well, that's not going to happen. Rather than take the wimp's way out, I've decided to refine and strengthen my code for the BBS. In the course of two days (only a couple of hours spent reworking it) I finished the Neo-BBS. Everything the old had to offer sans the possible bugs.
In addition to changing the code, I've also opted to simplify the whole RPG element. Much like the game, Super Paper Mario, the focus will be more on puzzle solving then RPG. Don't worry, you'll still get to fight and level up and all of that, but you'll find yourself more concerned with figuring out the answer to a difficult puzzle. Gaining levels will only increase your stats slightly, if at all, but you will gain levels frequently. In fact, you only need to defeat 3 monsters in the first dungeon to get to level 2.
More Bouken Battle System Information:
Here is a shot of the "Status Screen."
As you can see, Link is pretty weak. But more importantly, it is best that I explain the meaning behind the stats.
Power: (ATK) Link's strength rating.
Dexterity: (DEF) Link's defense rating.
Wisdom: (INT) The more wise you are, the more efficient your spells are.
Courage: (SPEED) The more courageous you are, the better chance you have of landing a blow.
HP and MP are pretty self-explanatory. And Rupees are currency.

Battle Algorithms
Sword Attack
Damage = [(LINK ATK * COMBO)/2] - ENEMY DEF
Note: The Combo default is 2. As in, if you don't pull off a combo, the algorithm looks like this: Damage =LINK ATK - ENEMY DEF.
Bomb Attack
Damage = (LINK ATK*2) - ENEMY DEF
Note: In other words, it's two times Link's ATK minus the enemies defense. Obviously, this can be one of your most powerful weapons. But unlike the sword, it is ammo based.
Small/Big Arrow Attack
Damage = LINK ATK
Note: The arrows pierce defense. When enemies start getting higher DEF, the Arrow can be more useful. But equipping the bow does not raise your attack much, if at all. However, bows that require Big Arrow's do raise your attack more, but still not as much as a Bomb or Sword.
Magic Cane/Gust Cannon Attack
Damage = 0
Note: This two psuedo-weapons don't actually deal damage. Instead, they slow down your opponent or fade them away. Both weapons raise your SPEED a lot, so it's harder to get hit while trying to inflict such a status condition on your opponent.
In addition to changing the code, I've also opted to simplify the whole RPG element. Much like the game, Super Paper Mario, the focus will be more on puzzle solving then RPG. Don't worry, you'll still get to fight and level up and all of that, but you'll find yourself more concerned with figuring out the answer to a difficult puzzle. Gaining levels will only increase your stats slightly, if at all, but you will gain levels frequently. In fact, you only need to defeat 3 monsters in the first dungeon to get to level 2.
More Bouken Battle System Information:
As you can see, Link is pretty weak. But more importantly, it is best that I explain the meaning behind the stats.
Power: (ATK) Link's strength rating.
Dexterity: (DEF) Link's defense rating.
Wisdom: (INT) The more wise you are, the more efficient your spells are.
Courage: (SPEED) The more courageous you are, the better chance you have of landing a blow.
HP and MP are pretty self-explanatory. And Rupees are currency.
Battle Algorithms
Sword Attack
Damage = [(LINK ATK * COMBO)/2] - ENEMY DEF
Note: The Combo default is 2. As in, if you don't pull off a combo, the algorithm looks like this: Damage =LINK ATK - ENEMY DEF.
Bomb Attack
Damage = (LINK ATK*2) - ENEMY DEF
Note: In other words, it's two times Link's ATK minus the enemies defense. Obviously, this can be one of your most powerful weapons. But unlike the sword, it is ammo based.
Small/Big Arrow Attack
Damage = LINK ATK
Note: The arrows pierce defense. When enemies start getting higher DEF, the Arrow can be more useful. But equipping the bow does not raise your attack much, if at all. However, bows that require Big Arrow's do raise your attack more, but still not as much as a Bomb or Sword.
Magic Cane/Gust Cannon Attack
Damage = 0
Note: This two psuedo-weapons don't actually deal damage. Instead, they slow down your opponent or fade them away. Both weapons raise your SPEED a lot, so it's harder to get hit while trying to inflict such a status condition on your opponent.
Monday, May 21, 2007
A few more screens trickle in...
Monday, April 23, 2007
U Di-DJ Music! (UPDATE #1)
That's right! Fresh of the... presses? Anyways, give these two songs a download if you want to sample some of the album "Testing 3, 2, 1."
- Hollow Mario Mix (Super Mario World)
- Aliens are invading the Dark World!! (The Legend of Zelda 3)
Monday, April 2, 2007
Important! Demo v1.2b Patch!
It has come to my attention that a file is missing from the Demo. A "water1.png" as it were. This was a very bad oversight from U Division, accidentally using an RTP animation file and not adding it to the Daibouken folder. My bad. For those of you unable to complete the Demo, just follow these steps.
1. Download water1.png
2. Put the file in the "Battle" folder of the Demo Folder
3. Play the game.
If you are too lazy to do that, you can just give Demo v1.2b a download that comes complete with the update.
Now that you've played the Demo v1.2...
How was it? Did Demo v1.2 provide a sufficient step-up from it's predecessor or is the Daibouken game still in the realm of mediocrity? Did you enjoy it, and if so, what were your likes? What were your dislikes? Just leave a comment about your experience with the game. If you haven't tried it yet, just scroll down to the previous post. Any comment is useful for us as developers to improve our projects.
Saturday, March 31, 2007
Day 3: The Grand Demo itself!
Download Daibouken Demo v1.2!!!
Well, that that's. The last and the most important day of the launch party has come, so grab version 1.2 without a moments delay. Later, I may put up some reviews and reactions to it if you'd rather here what other people have to say before trying it. And if you simply want to see it, scroll down to Day 2 for the videos. I hope you enjoy this as much as I did.
Friday, March 30, 2007
Day 2: Demo v1.2 Speed Run!
SPOILERS!!!!!!!!
Now that you have been warned, check out these vids:
Part 1
Part 2
Now that you have been warned, check out these vids:
Part 1
Part 2
Thursday, March 29, 2007
Party Day 1: Screenshot Blitz!
As promised, the first day of festivities is a barrage of screenshots. As you can see, the map no longer has that old, almost faded look of Link to the Past. Now it features the much brighter feel of Minish Cap. And now for 11 screens and some commentary.


1:Link surrounded by... hay?
2:To find treasure, one must play hopscotch over water.


3:Don't stay underwater too long! Just look at how much your HP dropped!
4:The Slvr Sword! Can't wait to forge it into the Rzr!


5:Everyone knows Chain Chomps float over water.
6:A random Hylian Guard watches link solve the puzzle.


7:Yeah, we get it. Link's got hops.
8:Ah! The room radiates when a treasure is found.


9:Another pic showing off the uses of the Arbot's Bow.
10:Wait... you can pull stones now? Blasphemy!

11: And finallly, hit that switch!
Click the image for a full-size view!
1:Link surrounded by... hay?
2:To find treasure, one must play hopscotch over water.
3:Don't stay underwater too long! Just look at how much your HP dropped!
4:The Slvr Sword! Can't wait to forge it into the Rzr!
5:Everyone knows Chain Chomps float over water.
6:A random Hylian Guard watches link solve the puzzle.
7:Yeah, we get it. Link's got hops.
8:Ah! The room radiates when a treasure is found.
9:Another pic showing off the uses of the Arbot's Bow.
10:Wait... you can pull stones now? Blasphemy!
11: And finallly, hit that switch!
Wednesday, March 28, 2007
Announcing: The Feature Demo v1.2 Three Day Launch Party!!
Yes, you read right. Tomorrow will be the beginning of the three day Daibouken Feature Demo v1.2 Launch Party. After the success of Demo v1.0, it was only a matter of time before U Division released an update to it. I planned on doing so after it reached 100 downloads, but I kind of forgot to and as of now Demo v1.0 had been downloaded 118 times! Sounds like a good number to me.
I'm pretty much finished with it now, but I think it wouldn't hurt to fix a couple of things and maybe make it a little longer. Basically, each day of this "party" I will release a certain piece of media for the game. Here's a list to clarify:
Thursday - All Screenshots released
Friday - A video of the entire Demo (If you don't want to spoil the Demo, don't watch)
Saturday - The Demo itself is released.
Now to answer the questions that are bound to be raised.
I don't see any mention of the Bouken Battle System on that list. Does that mean I still can't fight monsters yet?
I haven't played Demo v1.0. Should I even bother?
I've played Demo v1.0. It was great and all but should I even bother with the v1.2 after experiencing the first?
What happened to Demo v1.1?
What happened to all of the character art you promised?
I'm pretty much finished with it now, but I think it wouldn't hurt to fix a couple of things and maybe make it a little longer. Basically, each day of this "party" I will release a certain piece of media for the game. Here's a list to clarify:
Thursday - All Screenshots released
Friday - A video of the entire Demo (If you don't want to spoil the Demo, don't watch)
Saturday - The Demo itself is released.
Now to answer the questions that are bound to be raised.
New Features/Updates:
- HUD Display
- Weapon Change and the use of 4 different Weapons (Wooden Sword, Bombs, Slvr Sword, Arbot's Bow)
- Pulling (Forgot that you could only push stones in the last one)
- Fixed Glitches
- Pretty much 100% Minish Cap graphics
- About 6-10 minutes of gameplay
- Humorous and helpful NPCs to further explain features
I don't see any mention of the Bouken Battle System on that list. Does that mean I still can't fight monsters yet?
- Yes and no. True, there is no Bouken Battle System on the v1.2, but that doesn't mean you can't fight monsters. Just like in any Zelda game, sometimes you need to use your weapon to indirectly kill a monster. I don't want to give too much away or it'll ruin a nice surprise in the new demo.
I haven't played Demo v1.0. Should I even bother?
- No, you shouldn't. V1.2 is better in every way. If you're really that eager, give v1.0 a download but it'd be a better idea to just wait for the bigger, better and badder Demo v1.2.
I've played Demo v1.0. It was great and all but should I even bother with the v1.2 after experiencing the first?
- You definitely need to try out the second even if you've fiddled around with the first. I wont lie and say there is a groundbreaking difference, but v1.2 does offer a but look at what direction Daibouken is headed in. It's shaping up to be more Zelda-y so I suggest you take a look.
- Well, correct me if I am wrong... but are YOU ASKING ME FOR A CHALLEEEENGE!!! Okay, HomeStar Runner reference aside, v1.2 doesn't add much in the difficulty department so far. But, I will say it is harder. One of the major reasons is that you can actually die. Yes, now that the HUD system is up, you can see your HP. Those monsters that bump you take about 1 HP, and the the things with blades on them that move from side to side do a bit more, about 4 HP.
What happened to Demo v1.1?
- I had originally planned to release v1.1 when the site passed 5,000 hits. It was going to be more of a glitch fix then anything. Basically, to further polish off the the first demo without adding to much content. I decided it wasn't a big enough leap, and, instead, did not release it.
What happened to all of the character art you promised?
- Well... I never really got around to that. Maybe during summer.
Saturday, March 24, 2007
C Division launches with a BANG!
That's right! The third branch of the triune has made it's debut. This member of the ICU Gigasoft team has come out swinging and in full throttle. Not only is his website up, he's also gone ahead and made a video for his project. It too is a Zelda-type game, but is a much different kind then Daibouken. If you want to see his trailer, go on over to his new site. There is a High Quality download.
So now you have all three: I Division's (Wave Bossa) Creations, C Division Works, and U Division Games!
So now you have all three: I Division's (Wave Bossa) Creations, C Division Works, and U Division Games!
Friday, March 23, 2007
Demo v1.0 is being reworked, expect Demo v1.2 soon!
The title pretty much tells you all you need to know, but I might as well add on to that. Yes, I am currently updated the long overdue version of the demo. I'm not quite sure what I want to show off right now, but I do have a few guarantees. After all, it's v1.2, so it won't be too big of a jump.
Here's a list of what to expect so far:
-All features from Demo 1.0
-New Minish Cap graphics
-HUD display system
-Ability to change and use different weapons for puzzle solving
I'll keep you posted on this new demo as I get more work done in it. It's surprising I've done anything on Daibouken seeing as how it's spring break. That just shows how dedicated I am.
Here's a list of what to expect so far:
-All features from Demo 1.0
-New Minish Cap graphics
-HUD display system
-Ability to change and use different weapons for puzzle solving
I'll keep you posted on this new demo as I get more work done in it. It's surprising I've done anything on Daibouken seeing as how it's spring break. That just shows how dedicated I am.
Sunday, March 11, 2007
Daibouken: Almost a year in production...
...and I have yet to even think about quitting. That's a good sign for someone notorious of starting but never finishing his projects. The fire of working on the Zelda game has not died out in the least. Especially since this the first time I've ever gotten close to finishing any of the major systems of the game. The CMS and CBS are looking better each time I work on them, and, to my surprise, I can actually see an end in sight. I've already done about 90% of the unique coding, the rest is copy, pasting, and slight alteration.
To celebrate Daibouken's birthday, I'll try to whip up something special... You'll see.
Friday, March 9, 2007
Shrinking Daibouken: The Change to Minish Cap Graphics
Wow. Now doesn't that look really nice? This is the future of Daibouken. Yes, for some reason I had started off Daibouken using a Minish Link but Link to the Past tilesets. To be honest, this was all becuase of availablility. I thought that to use the Minish Cap sprites, I'd have to make the chipsests myself. That's what I had to do for Mario, and look what happened to him. It's been a year since I started Daibouken. In that time, lots more Minish Cap CharaSets and ChipSets have been made. I'm sure there is a sufficent amount of them, although I must admit LttP had more.
So, I will now officially announc that Daibouken will be fully Minish Cap now. Actually, the Weapon Icons will still be Ocarina of Time/ Majora's Mask. Simply put, Minish looks much richer and detailed and actually fits with the version of Link I'm using. You'll be seeing Minish Screenshots from now on.
Thursday, March 8, 2007
All in a days work!
Subscribe to:
Posts (Atom)