Author Topic: The Legend of Zelda: Relics of the past, Status:Working on whatever i feel like  (Read 51635 times)

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Offline DJ Omnimaga

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number 2 would be better for your zelda game. The reason why I had a 4 button attack pad in Dark link quest was not really because of coding because it would have been easyto implement after a moment of though but it was  because I only had one sprite for the character and couldnt use more since it was all ASCII characters and it was very hard to know which direction Link is facing so attacking wouldnt have been a big deal in that case. Since your Zelda seems to have a Link sprite that can face in 4 directions I guess it would be better to have it attack the direction it face and only one attack button

EDIT: TEH 1000TH POST!!!!! :woot:woot.gif:woot:woot.gif:woot:woot.gif  

       
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crzyrbl

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i guess if i choose number two, i could also allow dual-wielding of weapons like in link's awakening  

       
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Offline DJ Omnimaga

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yeah, that sucked in DLQ because you couldnt use both sword and hookshot at the same time :(sad.gif

       
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crzyrbl

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*YAAAAWWWWWWWN*

it's about one in the morning and im completely tapped.  I finally finished uploading the 144 sprites i made to PIC0 and PIC1 on the calc.  frankly, i really dont wanna know how many more im going to have to go through, im just thanking god i was able to use a bit-map editor (aka paint) so i didnt hv to draw all of 'em on the calc.

that is all *slams head down on keyboard*  

       
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CDI

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I use thinks like MS Paint too... but the calc is eaiser for me (I make my own sprite editors) so I can test it quicker :Pblah.gif

       
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crzyrbl

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this is my first shot at making an engine for the game.  Keep in mind that it's only running at 90% speed, and the only thing that will slow it down later (if i use it) will be the enemies.  everything else calls up prgms so they wont effect the speed.  the bar (which isnt in the pic) wont slow the prgm down either.
user posted image
feel free to leave some tips on code optimizations.  Here's the code for now:
c1
-->
CODE
ec1prgmZMAP00
6->X:5->Y:34->D
->A:D->[A](X,Y
Repeat A=45
real(2,0,0,0,12,8,1,12,0,8,0,0,1
getKey->A
[A](X+(A=34)-(A=25),Y+(A=26)-(A=24->B
If X=1 or X=8 or Y=1 or Y=11
prgmZSCROLL
If A=21 or A=31
prgmZWEAPON
If A=24 or A=25 or A=26 or A=34:Then
If A=D and 0=fPart(B:Then
C->[A](X,Y
X+(A=34)-(A=25->X:Y+(A=26)-(A=24->Y
Else:A->D:End:End:D->[A](X,Y
If TOFINISH
prgmZENEMY
End
Output(1,1,"c2
ec2
i have the output thing at the end so it doesnt display "done" when it finishes.  and in case your wondering, d is the direction your facing, so for EX:left is 24, so sprite 24 is link facing left  :Dbiggrin.gif

EDIT: i left out the bar cuz i have to redesign it now that im going in this direction

EDIT: i fixed the pic

This post has been edited by crzyrbl on 26 Jul, 2005, 20:40

       
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Offline DJ Omnimaga

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LOOK awesome!! I never though about using the Direction idea with getkey numbers O_Oshocked2.gif I guess this technique could be used for other stuff as well. So far I dont see much optimisations to be done except to be careful and change [A](X+(A=35)-(A=25),Y+(A=26)-(A=24->B to [A](X+(A=34)-(A=25),Y+(A=26)-(A=24->B , assuming 34 is the down key :)smile.gif

EDIT: oh well posting this screenshot at #tcpa IRC channel triggered a anti-RPG flame war , someone said he was fed up of seeing new RPGs for calcsa coming out <_<dry.gif

       
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Offline tr1p1ea

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Wow, that truely is awesome crzyrbl. The speed is amazing.

I cant wait to see more progress on this! :)smile.gif.  

       
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CDI

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hrm... I MIGHT have to D/L this one...  

       
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crzyrbl

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hmm....now that i have started programming the engine, my original code and pic.s are changing rapidly.  i wont release anymore sceenies for a couple of days.  i wrote something else, but my reply was deleted and this was all i remembered...  

       
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Offline DJ Omnimaga

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ah I see, nice to see you now work on engine :)smile.gif

uhm about your reply deletion, did you accidentaly deleted it or did something happened because I dont remember having deleted any posts lately :?confused.gif

       
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crzyrbl

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i hit reply and it gave me the "page not found" html, so i hit refresh and the post disappeared  

       
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Offline DJ Omnimaga

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ah yeah that annoying error I get twice a day, its really annoying to have to repost all over <_<dry.gif , I dont know wqhen Invisionfree will fix problems on s7, for now when using fast reply always CTRL+A and CTRL+V before hitting the reply button in case  

       
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crzyrbl

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QuoteBegin-Kevin+July 26, 2005, 20:50
-->
QUOTE (Kevin @ July 26, 2005, 20:50)
for now when using fast reply always CTRL+A and CTRL+V before hitting the reply button in case

[offtopic]i think its control + C, but ya, i sure start doing that.[/offtopic]

now that i did the sword, im doing the bar next.  after that, im going to try to make it scroll inbetween maps.  THEN, i'll post another screenie.  any suggestions on how to make it scroll?  right now im only using 8*11 matrices because i heard that if you hv huge matrices, xLib slows down.  i think it'll work if i enlarge the matrix and scroll using xLib, but now im hving doubts...i hv seen ppl use xLib an scroll with big games SO I KNOW IT IS POSSIBLE!!!!

PS. no slow down after adding the sword, in case you where wondering.  also, i simplified some stuff so it runs faster, but when i add enemies, im sure it will slow down a little.

EDIT:
figures. i copy it just in case and it replies fine....

This post has been edited by crzyrbl on 26 Jul, 2005, 21:45

       
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Offline DJ Omnimaga

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I dunno about the xLIB slow down with huge matrices, I use a 16x16 matrix in the xLIB demo and it still run quite fast and Ender's Game use uber huge maps as well and it still run quite fast as well. For the scrolling I'll come back with some ideas, as I didnt even experimented scrolling to next screen yet, but I know it will work and run faster and look better than Dark Link Quest, not to mention be easier to implement/code than text scrolling :)smile.gif

       
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