Author Topic: Dev Team for Zelda  (Read 9042 times)

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Offline Xeda112358

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Re: Dev Team for Zelda
« Reply #15 on: April 25, 2012, 08:11:51 pm »
Yes, do that ^ Make life easier XD It will still bring nostalgic feelings :3

Offline ACagliano

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Re: Dev Team for Zelda
« Reply #16 on: April 26, 2012, 11:59:04 am »
Ok. I need an AI programmer to do the enemy AI and someone experienced with bullet code. Just two things left. Yay!

It doesn't matter to me what method or system the AI uses, as long as it is moderately challenging.

Offline Xeda112358

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Re: Dev Team for Zelda
« Reply #17 on: April 26, 2012, 01:46:16 pm »
Hmm, is this going to be an app? If so, I can try to program the AI as long as I know what scrap RAM will be available and whatnot. Also, what is the time frame looking like for this? Finally, I will be gone by the first week of May (next week) without internet for a few months.

Offline ACagliano

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Re: Dev Team for Zelda
« Reply #18 on: April 26, 2012, 01:49:47 pm »
It is an APP. I'll post up the RAM available asap.

Offline Xeda112358

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Re: Dev Team for Zelda
« Reply #19 on: April 26, 2012, 02:31:25 pm »
Cool, that would be helpful :D And if you guys know exactly what arguments will be passed to the code, I have a novel idea for what to do :) All I have to do is make it chase the main character around, right? (that is what I had in mind for being able to do or help with). I could also potentially return collision detection info, as well.

What I know I will need as arguments passed are:
Size of the Enemy
Coordinates of the enemy
Size of the player
coordinates of the player

As for bullet code, I have no experience with that, really, but if it is only in 16 directions, I think I can handle that. What I would ideally like is:

A buffer for bullets (no clue what size)
A 768 byte scrap buffer

Offline ZippyDee

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Re: Dev Team for Zelda
« Reply #20 on: April 26, 2012, 03:33:00 pm »
Bullets for hookshot and bow would only be 4 direction, Xeda.
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Offline Xeda112358

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Re: Dev Team for Zelda
« Reply #21 on: April 26, 2012, 03:36:32 pm »
Ah, there was an earlier post that said 16 D: (It was for bullets from certain enemies). I think for the general bullet code, I would prefer 8 directions as that is easy to handle.

Offline Hot_Dog

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Re: Dev Team for Zelda
« Reply #22 on: April 26, 2012, 04:26:42 pm »
Cool, that would be helpful :D And if you guys know exactly what arguments will be passed to the code, I have a novel idea for what to do :) All I have to do is make it chase the main character around, right? (that is what I had in mind for being able to do or help with). I could also potentially return collision detection info, as well.

What I know I will need as arguments passed are:
Size of the Enemy
Coordinates of the enemy
Size of the player
coordinates of the player

As for bullet code, I have no experience with that, really, but if it is only in 16 directions, I think I can handle that. What I would ideally like is:

A buffer for bullets (no clue what size)
A 768 byte scrap buffer

ACagliano, it's quite common for special Ti-83+ games to require user RAM.  Both Xeda and I need scrap RAM for our code, so maybe you should plan on Zelda requiring 2-3 KB of user RAM.  (B_CALL _InsertMem is perfect for this)

Offline Xeda112358

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Re: Dev Team for Zelda
« Reply #23 on: April 26, 2012, 05:20:57 pm »
Yes, this would be a great idea and I am sure people would not mind at all having to have a few KB of RAM free for a game like this :)

Offline shmibs

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Re: Dev Team for Zelda
« Reply #24 on: April 26, 2012, 06:24:44 pm »
in original zelda, zora shots are the only things (i remember) that move in more than 4 directions. they can't turn once they've been fired, so all you'd have to do is determine which of those 16 is the closest to facing towards link (which the original game did somewhat poorly :P) set the values to increment x and y accordingly, and then add those amounts every time. it could even just be whole pixel amounts to make it easier, so down is +4y, 0x, down down right is +3y, +1x, down right is +2x, +2y, and so on. you can tell, from playing the game, that it doesn't do anything more complex than that.

Offline ZippyDee

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Re: Dev Team for Zelda
« Reply #25 on: April 26, 2012, 09:31:17 pm »
Well what about the AI? It is certainly more complex than just constantly moving toward the player. Sure, some enemies do that, but there are certainly more complex actions as well.

What enemies are going to be included in the game? That will help to figure out what needs to be done for the AI.
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Offline shmibs

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Re: Dev Team for Zelda
« Reply #26 on: April 26, 2012, 09:50:36 pm »
apart from bosses, the ai really isn't complex. enemies wander around, turning at random, and shoot/attack at random iff you are in front of them.

Offline Xeda112358

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Re: Dev Team for Zelda
« Reply #27 on: April 26, 2012, 09:58:28 pm »
I just want to put this out there: I won't have internet this summer, so other people can claim the spot for writing the AI ^_^

Offline ZippyDee

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Re: Dev Team for Zelda
« Reply #28 on: April 27, 2012, 01:25:17 am »
apart from bosses, the ai really isn't complex. enemies wander around, turning at random, and shoot/attack at random iff you are in front of them.
Exactly...but the bosses are gonna be a pain...
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Offline ACagliano

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Re: Dev Team for Zelda
« Reply #29 on: April 27, 2012, 09:38:43 am »
Well, we have ground enemies...

Forest - collision attack
Water - collision attack
Ice - ranged freezing attack/collision attack
Fire - ranged fire attack/collision attack
Spirit - collision attack (enemy class invisible without Lens of Truth)
Shadow - ranged poison attack/collision attack (invisible as well)
Ganon's Castle - collision attack

As well as Regular, Ice, and Fire Keese.
Bosses are a separate enemy class.