Omnimaga: The Coders Of Tomorrow
Welcome, Guest. Please login or register.
 
Omnimaga: The Coders Of Tomorrow
20 May, 2013, 19:44:26 *
Welcome, Guest. Please login or register.

Login with username, password and session length
 
   home   news downloads projects tutorials misc forums rules new posts irc about Login Register  
+-OmnomIRC

You must Register, be logged in and have at least 40 posts to use this shout-box! If it still doesn't show up afterward, it might be that OmnomIRC is disabled for your group or under maintenance.

Note: You can also use an IRC client like mIRC, X-Chat or Mibbit to connect to an EFnet server and #omnimaga.

Pages: [1]   Go Down
  Print  
Author Topic: Zelda Suggestions -  (Read 404 times) Bookmark and Share
0 Members and 1 Guest are viewing this topic.
ACagliano
LV8 Addict (Next: 1000)
********
Offline Offline

Last Login: 14 May, 2013, 13:02:38
Date Registered: 03 July, 2009, 01:06:06
Posts: 764


Topic starter
Total Post Ratings: +29

View Profile WWW
« on: 04 September, 2011, 02:52:53 »
0

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%

Pages: [1]   Go Up
  Print  
 
Jump to:  

Powered by EzPortal
Powered by MySQL Powered by SMF 1.1.18 | SMF © 2013, Simple Machines Powered by PHP
Page created in 0.201 seconds with 31 queries.
Skin by DJ Omnimaga edited from SMF default theme with the help of tr1p1ea.
All programs, games and songs avaliable on this website are property of their respective owners.
Best viewed in Opera, Firefox, Chrome and Safari with a resolution of 1024x768 or above.