Author Topic: Map Manager  (Read 10956 times)

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dragon__lance

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Map Manager
« Reply #15 on: February 03, 2006, 12:41:00 pm »
looks good, but a simple problem. Hyrule fields basically connect all the maps, and multiple maps lead off of each side, so that may lead to a problem. A solution i came up with was to have mapvar M, be the int part stores X locaation and the fractional part stores y location. At the element in the matrix where the Link walks off of, there will be an added .0XY where X is added to X and Y is added to Y. This could help allow diagonal and multiple map entrances as well as maps of any size. wat do u think?

Offline necro

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« Reply #16 on: February 03, 2006, 07:58:00 pm »
but you can't move diagonaly, so diagonal maps would never be used, hyrule feilds would proably be multiple maps to encompass everything needed (and would likely be one of the larges areas of the game just like OOT) but it is not the hub to everything.  Hylia Lake is off of Goron Mountain, cuscost and lon lno are before the falls area, etc.  

Also, the maps don't have to be the same dimensions as long as the line up map map, are overlap where you want to connect maps
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dragon__lance

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« Reply #17 on: February 05, 2006, 06:40:00 am »
i c, well if u could, should we make a finalized form of all maps of the real world. that way, each map will have its number and it should be easier. out of curiosity, is ur method really the best way to do it, wat if we used a number M, with the Xmap being the integer and Ymap being the fraction. That to me seems easier...



Edit: i just had some ideas for intro and all cutscenes, i think itd be really cool if we do them in asm, as long as u could draw the pics, i could make a prgm in Asm(well u could too) and convert it. Kinda like wat Dys and Patori are doing for Aura. (did u read my post about drawing some close ups of the main chars in 24*48. that way i could help make some cutscenes too. as for right now, i'm gonna go back and comment all my code and resend u a finalized version of the overall game layout.

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« Reply #18 on: February 05, 2006, 07:46:00 am »
well, I need to know how we are handling events (like talking to people, opening chests, or perhaps a permenant event like a dungeon being opened or a master defeated) to know exactly how we will set up the maps, and we shouldn't make the maps to large or else we might have problems.

Please resend the newer map system with the teleporting door additions so I can see what I can do.

As far as chars...which chars do you want specificaly?
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dragon__lance

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« Reply #19 on: February 05, 2006, 01:26:00 pm »
Link, Saria, Gannon, Vaitti, etc...

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« Reply #20 on: February 14, 2006, 12:50:00 pm »
Oh, did the MM work?  If so, we could use it in the Group Project to.

Also, hope to get the time to work on em soon.
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dragon__lance

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« Reply #21 on: February 21, 2006, 04:58:00 pm »
eh sorry...i just am not in the mood for programming, i didn't realize it'd be this hard...not that i'm giving up, just saying that we might have to take a little break. As for door system and insides of houses, i've decided to revert back to origional system, it just isn't worth it doing wat u suggested, it is an extreme pain to make the maps...anywho, i also complleted a snake game in my free time, but dont feel like releasing it and also fully commented some zelda code, but same feeling...maybe i'll get back into programming soon...

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« Reply #22 on: February 22, 2006, 05:17:00 pm »
Well, I think we realy just need to restructure our code.  Right now it all jerrymandered all over the place, we need to conciley manage how everything runs and plan all of the tile types we need.  Also, it might not be a bad idea to take this game and make a simpler game based off of it to help move things along.  If you wouldn't mind taking it and removing all the doors and npc and everything and try and just focus on making a simple adventure game like quest quest, itd probably help us get this program going strong again.

As far as the snake game goes, Id love to see it.  I always enjoy reading new code and you could always try and make a more advanced game out of it (like simple moving enemies and scrolling levels and such).
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dragon__lance

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« Reply #23 on: February 23, 2006, 12:44:00 pm »
very true, i'm  not an incompetant programmer you know, pretty advanced, but the main problem is i have absolutely no time right now. like super busy with school, extracurricual ativities, and such. that's the main reason for my absense lately. the snake game was actually made like 6 months ago, i just dug it out and optimissed it. i'll post it asap. :)smile.gif
for now, i'm gonna try to do my best to get it going again, wouold u mind also making a few maps, all you gotta do is just make a bitmap out of it, easily converted to calc...

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« Reply #24 on: February 23, 2006, 12:56:00 pm »
well, I'd like to make a faster way to prgram these and all...I'll bug a few people.

also, I'd realy like to tie up some loose endes on other things before we try and tackle this again.  IOW, lets put this on hold for just a bit while I see if I can get more time and rescources to work on this.
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dragon__lance

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« Reply #25 on: February 24, 2006, 05:12:00 pm »
okay, i've always kinda been taking a break, actually right now, i feel motivated to program again, so expect something, thenagain don;t...hope ur loose ends get tied...

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« Reply #26 on: February 24, 2006, 05:17:00 pm »
well, kerm martian said he would try and make a map manager in php and all, so cross your fingers.  He did do all that stuff for opti-ti group project.
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dragon__lance

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« Reply #27 on: February 25, 2006, 04:03:00 pm »
cool, today i actually did a lot of work!! :)smile.gif I tested ur mapmanager prgm, it seems to work fine moving horizontally between maps, but some errors moving vertically, so i decided to rewrite it and modify it to suit my needs. I also started working on nthe whole sceme of tihngs, basically my plan is the intro sequence is Links nightmare, and he wakes up from coma in Saria's house, then the game progresses from there. As for cutscenes, i've decided that easiest would probably just to use 16*16 sprites...

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« Reply #28 on: February 25, 2006, 04:50:00 pm »
we should hold off on cut scenes and all untill last.  Its importance is small, if the game works well then even if we had to just have the text screen explain what happened it would still be an impressive game.  Could you please post the modded Map Manager's code.  Also, I am realy sorry I don't have time to work on the game atm.  I should have more time soon.
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dragon__lance

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« Reply #29 on: February 26, 2006, 09:25:00 am »
i'll get it up as soon as possible, so far, everything works all right. I completely change DekuVillage and am finalizng it with npc's and all. What's cool is i'm getting help with making maps from this one kid at school, he's totally obssesed with zelda and is willing to help.