Author Topic: Legend of Zelda: Link to the Future [name subject to change]  (Read 18104 times)

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Offline nxtboy III

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Re: Legend of Zelda: Link to the Future [name subject to change]
« Reply #30 on: February 20, 2012, 11:41:22 am »
Yeah! You could totally use that. :D

Offline Sorunome

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Re: Legend of Zelda: Link to the Future [name subject to change]
« Reply #31 on: February 20, 2012, 04:19:40 pm »
That looks great! Can't wait to see the finished game! :)

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Offline saintrunner

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Re: Legend of Zelda: Link to the Future [name subject to change]
« Reply #32 on: February 20, 2012, 04:21:43 pm »
That looks great! Can't wait to see the finished game! :)

Thanks! I appreciate all the positive comments :)
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Offline squidgetx

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Re: Legend of Zelda: Link to the Future [name subject to change]
« Reply #33 on: February 20, 2012, 04:46:28 pm »
That map reminds me of Pallet Town...lol

Looking good so far. Good luck with enemies and things...

Offline saintrunner

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Re: Legend of Zelda: Link to the Future [name subject to change]
« Reply #34 on: February 20, 2012, 04:49:19 pm »
Looking good so far. Good luck with enemies and things...

yeah...I know
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Offline Yeong

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Re: Legend of Zelda: Link to the Future [name subject to change]
« Reply #35 on: February 20, 2012, 06:56:27 pm »
The only problem is when you move at variable speeds, though. Otherwise in a game like this where there's no physic involved, this is fine.

So that means that pegasus boot/seed will not be implemented? D:
Also, I would like to see the sword swinging animation. (You know, the 3-frame sword animation.)
Still, looking good.
« Last Edit: February 20, 2012, 06:57:05 pm by TBO_Yeong »
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Offline saintrunner

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Re: Legend of Zelda: Link to the Future [name subject to change]
« Reply #36 on: February 20, 2012, 07:35:56 pm »
The only problem is when you move at variable speeds, though. Otherwise in a game like this where there's no physic involved, this is fine.

So that means that pegasus boot/seed will not be implemented? D:
Also, I would like to see the sword swinging animation. (You know, the 3-frame sword animation.)
Still, looking good.

not sure how I will do that yet, but I'll probably figure that out and other cleaning up things later :) Or Blak will figure it out
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Offline MillionCalcs

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Re: Legend of Zelda: Link to the Future [name subject to change]
« Reply #37 on: February 20, 2012, 09:39:13 pm »
Sorry I don't know this, but what is the difference between axe and asm?

Offline BlakPilar

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Re: Legend of Zelda: Link to the Future [name subject to change]
« Reply #38 on: February 20, 2012, 09:41:54 pm »
That map reminds me of Pallet Town...lol

Well I'll be darned... I see what you mean lol. Maybe Pokemon was influencing me through my subconscious O.O

Offline willrandship

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Re: Legend of Zelda: Link to the Future [name subject to change]
« Reply #39 on: February 21, 2012, 12:30:20 am »
@MillionCalcs Axe vs Asm would take a while to describe well, but here's the essentials.

Asm is a language that almost directly corresponds to binary program data. it's the lowest-level programming language there is aside from editing the 1s and 0s themselves.

Axe is a language that reads TI-Basic program files (they're different, though) and interprets certain commands as chunks of assembly. What you end up with looks like an assembly program, but will not be as efficient (Space-wise or speed-wise), and the language is not as flexible. It's tons easier, though, and you can make programs in less time that run just as well.

Axe is the fastest alternative to programming assembly that I'm aware of for these calculators, and brings the advantage of being extremely well supported on the calculator. There are on-calc assemblers that work decently, but they take large amounts of space for the progs and libraries (mainly due to files being ASCII instead of tokens), among other issues.

Offline DJ Omnimaga

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Re: Legend of Zelda: Link to the Future [name subject to change]
« Reply #40 on: February 21, 2012, 12:41:47 am »
To clarify Will's comment, Axe programs are compiled into machine code executables like ASM games prior running. THe resulting machine code is much less efficient than ASM, but much faster than any non-ASM program.

Also if you implement an item that increases the character speed, one trick you can do is to simply DispGraph every 2-4 frame instead of every frame and have enemies/stuff move slower while doing so. This will cause you to move faster because updating the screen less often will increase the speed.
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Offline Eiyeron

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Re: Legend of Zelda: Link to the Future [name subject to change]
« Reply #41 on: February 22, 2012, 01:53:59 pm »

Because THIS!
« Last Edit: February 22, 2012, 01:54:12 pm by Eiyeron »

Offline saintrunner

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Re: Legend of Zelda: Link to the Future [name subject to change]
« Reply #42 on: February 22, 2012, 02:51:08 pm »
^^ that is awesome! O.O
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Offline Sorunome

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Re: Legend of Zelda: Link to the Future [name subject to change]
« Reply #43 on: February 22, 2012, 03:10:21 pm »
Haha! Nice shirt! I LOOOOOOOOOOOOVE BTTF and zelda!
* Sorunome wantz that shirt

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Offline saintrunner

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Re: Legend of Zelda: Link to the Future [name subject to change]
« Reply #44 on: February 29, 2012, 06:07:37 pm »
The Princess, yes Zelda herself, has arrived! aka sprited
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