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Author Topic: Zelda Suggestions -  (Read 407 times) Bookmark and Share
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ACagliano
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« on: 03 September, 2011, 22:18:45 »
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I have a few questions about what the preferences for my Zelda game are:

1. Would tiled motion (a player or enemy moves one tile at a time) or smooth motion (a player or enemy moves one pixel at a time) be preferred? Please note, if I go with the smooth system, I will need some conceptual advice on how to work collision detect with a tiled map system.

2. Should one or more classes of enemies have ranged attacks (like the bow)? I added a bow to your equipment, but I do not know how to code a ranged attack for either player or AI while the game is going. Help?

3. Should enemy classes be able to launch a ranged magical attack with their element? I know this is not really classic Zelda, but it could make gameplay harder. And, that is basically what the ice/fire keese do.

4. Should the shield be auto-use or press-a-key to use?

Also, I am having a dilemma. I need a way to extract the map data from the app and put it somewhere where it can be kept. I first decided to try an AppVar that gets archived when the game is not in use, but that is a problem as there is not enough RAM to hold the data. Other ideas I am looking at are a separate appvar for each map, or to create a group file. Any thoughts?
« Last Edit: 03 September, 2011, 22:32:06 by ACagliano » Logged

-ACagliano
TI-Basic software developer

My Website


Current Projects
----------------------------
1. Legend of Zelda "Revenge of Ganon"
        -maps: 100%
        -graphics engine: 20% (sprites)
        -AI engine: 0%
        -event scripts: 60% (text left)
        -walking engine: 100%
        -miscellaneous: 40%
  -total progress:  54%

LincolnB
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« Reply #1 on: 04 September, 2011, 01:50:06 »
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My opinions:


1. Would tiled motion (a player or enemy moves one tile at a time) or smooth motion (a player or enemy moves one pixel at a time) be preferred? Please note, if I go with the smooth system, I will need some conceptual advice on how to work collision detect with a tiled map system.


DEFINITELY smooth-scrolling, IMO. You can still go tile-by-tile if that's what you want but please make it smooth. I can help with this part, I'm pretty good at this.




2. Should one or more classes of enemies have ranged attacks (like the bow)? I added a bow to your equipment, but I do not know how to code a ranged attack for either player or AI while the game is going. Help?

3. Should enemy classes be able to launch a ranged magical attack with their element? I know this is not really classic Zelda, but it could make gameplay harder. And, that is basically what the ice/fire keese do.


Not a bad idea, ranged weapons are nice. They're also good for adding puzzle elements, like shooting a switch across a bridge and stuff like that. Again, I can probably help here as well.



4. Should the shield be auto-use or press-a-key to use?


I would personally go for press-a-key to use. Keep in mind it's still your decision, do whatever.



Also, I am having a dilemma. I need a way to extract the map data from the app and put it somewhere where it can be kept. I first decided to try an AppVar that gets archived when the game is not in use, but that is a problem as there is not enough RAM to hold the data. Other ideas I am looking at are a separate appvar for each map, or to create a group file. Any thoughts?


You could use a similar technique to what I'm doing in my current project - I have a massive appvar, or two or three, permanently in the user archive (unless I decide to unarchive it to edit levels and such). This/these appvar(s) holds all the levels for the entire game. When I get to a level, it copies 768 bytes (the size of one level) into ram where I can access it and whatnot. In your game, you might want to copy data from this appvar into ram whenever you move screens and such.
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ACagliano
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« Reply #2 on: 04 September, 2011, 02:52:53 »
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My opinions:


1. Would tiled motion (a player or enemy moves one tile at a time) or smooth motion (a player or enemy moves one pixel at a time) be preferred? Please note, if I go with the smooth system, I will need some conceptual advice on how to work collision detect with a tiled map system.


DEFINITELY smooth-scrolling, IMO. You can still go tile-by-tile if that's what you want but please make it smooth. I can help with this part, I'm pretty good at this.




2. Should one or more classes of enemies have ranged attacks (like the bow)? I added a bow to your equipment, but I do not know how to code a ranged attack for either player or AI while the game is going. Help?

3. Should enemy classes be able to launch a ranged magical attack with their element? I know this is not really classic Zelda, but it could make gameplay harder. And, that is basically what the ice/fire keese do.


Not a bad idea, ranged weapons are nice. They're also good for adding puzzle elements, like shooting a switch across a bridge and stuff like that. Again, I can probably help here as well.



4. Should the shield be auto-use or press-a-key to use?


I would personally go for press-a-key to use. Keep in mind it's still your decision, do whatever.



Also, I am having a dilemma. I need a way to extract the map data from the app and put it somewhere where it can be kept. I first decided to try an AppVar that gets archived when the game is not in use, but that is a problem as there is not enough RAM to hold the data. Other ideas I am looking at are a separate appvar for each map, or to create a group file. Any thoughts?


You could use a similar technique to what I'm doing in my current project - I have a massive appvar, or two or three, permanently in the user archive (unless I decide to unarchive it to edit levels and such). This/these appvar(s) holds all the levels for the entire game. When I get to a level, it copies 768 bytes (the size of one level) into ram where I can access it and whatnot. In your game, you might want to copy data from this appvar into ram whenever you move screens and such.

I could definitely use help on 1, 2, and 3. I have no AI experience either, so any help would be welcome. You would, of course receive credit.

On 4, the press to use option is my preference as well.

I could do a few appvars, one for each major section. Then, the app would need to know which to look at for the map. I could probably handle this, but if you have alot of time and want to help with this as well, I won't say no. Or I may create a group. We'll see.
« Last Edit: 04 September, 2011, 15:21:02 by ACagliano » Logged

-ACagliano
TI-Basic software developer

My Website


Current Projects
----------------------------
1. Legend of Zelda "Revenge of Ganon"
        -maps: 100%
        -graphics engine: 20% (sprites)
        -AI engine: 0%
        -event scripts: 60% (text left)
        -walking engine: 100%
        -miscellaneous: 40%
  -total progress:  54%

LincolnB
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« Reply #3 on: 05 September, 2011, 01:02:55 »
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Great. What exactly do you need help with, concerning smooth scrolling? What exactly it is?
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Completed Projects:
   >> Spacky Emprise   >> Spacky 2 - Beta   >> Fantastic Sam
   >> An Exercise In Futility   >> GeoCore

My Current Projects:

Projects in Development:
In Medias Res - Contest Entry

Talk to me if you need help with Axe coding.


Spoiler for Bragging Rights:
Not much yet, hopefully this section will grow soon with time (and more contests)


DJ Omnimaga
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« Reply #4 on: 05 September, 2011, 05:03:46 »
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Smooth movement, but enemies can move tile by tile (gradually moving from a tile to another kinda like old Final Fantasy games) and it should be fine.

For programming help, you should ask in the ASM sub-forum,,though, to get a faster response.
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LincolnB
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« Reply #5 on: 06 September, 2011, 01:38:16 »
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Oh wait a second, is this in ASM? I don't know ASM, but I'm pretty good with Axe.
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Completed Projects:
   >> Spacky Emprise   >> Spacky 2 - Beta   >> Fantastic Sam
   >> An Exercise In Futility   >> GeoCore

My Current Projects:

Projects in Development:
In Medias Res - Contest Entry

Talk to me if you need help with Axe coding.


Spoiler for Bragging Rights:
Not much yet, hopefully this section will grow soon with time (and more contests)


ACagliano
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********
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Last Login: 14 May, 2013, 13:02:38
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« Reply #6 on: 06 September, 2011, 01:50:05 »
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That is a shame. I do appreciate the offer tho. Perhaps you should learn asm? I just got into coding it myself.

DJ, I will do that.
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-ACagliano
TI-Basic software developer

My Website


Current Projects
----------------------------
1. Legend of Zelda "Revenge of Ganon"
        -maps: 100%
        -graphics engine: 20% (sprites)
        -AI engine: 0%
        -event scripts: 60% (text left)
        -walking engine: 100%
        -miscellaneous: 40%
  -total progress:  54%

LincolnB
Check It Out Now
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*********
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Last Login: 20 May, 2013, 05:36:22
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« Reply #7 on: 06 September, 2011, 05:17:18 »
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Perhaps you should learn asm? I just got into coding it myself.

Sadly, I don't have access to a computer whenever I want, as long as I want. My parents limit my computer time (but not calculator time MWAH HAH HAH) so I can't get into computer programming like I'd like to...Basically, that's why pretty much everything I program is on-calc.
Logged

Completed Projects:
   >> Spacky Emprise   >> Spacky 2 - Beta   >> Fantastic Sam
   >> An Exercise In Futility   >> GeoCore

My Current Projects:

Projects in Development:
In Medias Res - Contest Entry

Talk to me if you need help with Axe coding.


Spoiler for Bragging Rights:
Not much yet, hopefully this section will grow soon with time (and more contests)


DJ Omnimaga
Retired Omnimaga founder (Site issues must be PM'ed to Netham45, Eeems, Shmibs, Deep Thought and AngelFish, not me.)
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« Reply #8 on: 06 September, 2011, 05:29:12 »
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Well in Axe a Zelda game could be coded easily, as I did it in TI-BASIC with crappy libs (I wish xLIB app or DCS7 came out in 2004) but it would obviously be larger.
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Retired 83+ coder, Omnimaga/TIMGUL founder. Now doing power metal music (formerly did electronica)

Follow me on Bandcamp|Facebook|Reverbnation|Youtube|Twitter|Myspace
LincolnB
Check It Out Now
LV9 Veteran (Next: 1337)
*********
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Last Login: 20 May, 2013, 05:36:22
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Location: Utah Valley
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« Reply #9 on: 06 September, 2011, 05:30:19 »
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Yeah. As in most games, the hard part is not usually the game engine, it's the part about making tons and tons and levels, placing items and enemies, stuff like that.
Logged

Completed Projects:
   >> Spacky Emprise   >> Spacky 2 - Beta   >> Fantastic Sam
   >> An Exercise In Futility   >> GeoCore

My Current Projects:

Projects in Development:
In Medias Res - Contest Entry

Talk to me if you need help with Axe coding.


Spoiler for Bragging Rights:
Not much yet, hopefully this section will grow soon with time (and more contests)


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