Omnimaga

Calculator Community => Other Calc-Related Projects and Ideas => TI Z80 => Topic started by: saintrunner on February 19, 2012, 10:08:13 pm

Title: Legend of Zelda: Link to the Future [name subject to change]
Post by: saintrunner on February 19, 2012, 10:08:13 pm
Coming to you soon from "BlakPilar and saintrunner Productions"


edit: also if you up rate a post by me, make sure you up rate a post by BlakPilar too, as this is an equally shared project by us both, so one of us shouldn't receive all of the respect
Title: Re: Legend of Zelda: Link to the Future [name subject to change]
Post by: leafy on February 19, 2012, 10:31:35 pm
This is looking fantastic! Are you redrawing the screen every frame?
Title: Re: Legend of Zelda: Link to the Future [name subject to change]
Post by: willrandship on February 19, 2012, 10:34:35 pm
Horizontal and Vertical make for a great way to avoid doing so, leafy. Then you just redraw one side's tiles to fill in the missing pixel
Title: Re: Legend of Zelda: Link to the Future [name subject to change]
Post by: guy6020665 on February 19, 2012, 10:37:05 pm
wow looks amazing! what else has been coded besides the graphics and moving?
Title: Re: Legend of Zelda: Link to the Future [name subject to change]
Post by: BlakPilar on February 19, 2012, 10:37:09 pm
@leafy, yeah, there's a DispGraphClrDraw before every frame is drawn.
Title: Re: Legend of Zelda: Link to the Future [name subject to change]
Post by: Juju on February 19, 2012, 10:58:50 pm
That looks pretty cool.
Title: Re: Legend of Zelda: Link to the Future [name subject to change]
Post by: DJ Omnimaga on February 19, 2012, 10:59:48 pm
edit: also if you up rate a post by me, make sure you up rate a post by BlakPilar too, as this is an equally shared project by us both, so one of us shouldn't receive all of the respect
This could get you negative votes! O.O

J/k it's ok lol. I just remember when Ashbad literally begged for a post rating once and he got negatives :P

Anyway that looks nice. Graphics-wise did you inspire yourself from Hero of Hyrule in the RPG downloads section by the way? Because I notice some graphics are kinda similar, but again I think there was another Zelda clone and some graphics by Necro on the forums that had similar graphics too, so I think it's pretty much the standard, thanks to the resizing of Link's Awakening sprites from 16x16 to 8x8.

Good luck though, because a Zelda project is a huge undertaking, even if you have 3 dungeons and 9 kind of enemies or so.
Horizontal and Vertical make for a great way to avoid doing so, leafy. Then you just redraw one side's tiles to fill in the missing pixel
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.
Title: Re: Legend of Zelda: Link to the Future [name subject to change]
Post by: BlakPilar on February 19, 2012, 11:04:39 pm
Anyway that looks nice. Graphics-wise did you inspire yourself from Hero of Hyrule in the RPG downloads section by the way? Because I notice some graphics are kinda similar, but again I think there was another Zelda clone and some graphics by Necro on the forums that had similar graphics too, so I think it's pretty much the standard, thanks to the resizing of Link's Awakening sprites from 16x16 to 8x8.

No, they're from Oracle of Ages, the actual.
Title: Re: Legend of Zelda: Link to the Future [name subject to change]
Post by: DJ Omnimaga on February 19, 2012, 11:44:08 pm
Ah ok, I wasn't too sure. By the way here are the games I was talking about:

(http://www.omnimaga.org/oldsite/zeldaanim.gif)

(http://i19.photobucket.com/albums/b189/crzyrbl/hookshot.gif)
Title: Re: Legend of Zelda: Link to the Future [name subject to change]
Post by: BlakPilar on February 19, 2012, 11:51:58 pm
wow looks amazing! what else has been coded besides the graphics and moving?

Nothing at the moment. We pretty much started it earlier today.
Title: Re: Legend of Zelda: Link to the Future [name subject to change]
Post by: thydowulays on February 19, 2012, 11:54:29 pm
Hmm, I am a n00b at zelda.. can I ask what those cupcake looking things are? They are actually making me hungry...

On topic:
Amazing looking game! I can't believe how nice the smooth scrolling is! I wish I could do that...
Title: Re: Legend of Zelda: Link to the Future [name subject to change]
Post by: BlakPilar on February 19, 2012, 11:58:31 pm
Cupcake looking things? I think you mean the trees? lol

And as for the smooth-scrolling, it's really not much different from the engine I gave you. In fact, I/we based this engine off of that one.
Title: Re: Legend of Zelda: Link to the Future [name subject to change]
Post by: DJ Omnimaga on February 20, 2012, 12:17:06 am
Trees in older Zelda games always looked that way actually. I think they look nice that way.
Title: Re: Legend of Zelda: Link to the Future [name subject to change]
Post by: thydowulays on February 20, 2012, 12:26:05 am
Oh lol thanks for explaining that to me... actually now that I look at them closely they look like cinnamon rolls...
Title: Re: Legend of Zelda: Link to the Future [name subject to change]
Post by: shmibs on February 20, 2012, 12:26:15 am
dj, is that top one made from RPG construction kit?
i haven't seen any of those in forever.
Title: Re: Legend of Zelda: Link to the Future [name subject to change]
Post by: DJ Omnimaga on February 20, 2012, 12:34:56 am
Yeah and it was pretty much one of the only 3 ARPGCS that were actually good (the only other two IMHO were Star Wars and Zelda Invasion). All others used the default graphics and were incredibly short. It's friggin hard, though, and it's in French.
Title: Re: Legend of Zelda: Link to the Future [name subject to change]
Post by: turiqwalrus on February 20, 2012, 02:37:33 am
Horizontal and Vertical make for a great way to avoid doing so, leafy. Then you just redraw one side's tiles to fill in the missing pixel
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.
Even with enemies added in?

This looks great, though :D
but don't forget to work on caedes as well :P
Title: Re: Legend of Zelda: Link to the Future [name subject to change]
Post by: DJ Omnimaga on February 20, 2012, 02:46:35 am
I guess it would be fine. Just make sure to update the enemy location accordingly to the direction you're moving in.
Title: Re: Legend of Zelda: Link to the Future [name subject to change]
Post by: nxtboy III on February 20, 2012, 09:56:28 am
Wow, that looks nice saint! So i'm guessing this is what your working on, since you temporarily discontinued Caedes.
Title: Re: Legend of Zelda: Link to the Future [name subject to change]
Post by: BlakPilar on February 20, 2012, 09:58:22 am
What we're working on ;)

But thanks for saying it looks nice :P lol.
Title: Re: Legend of Zelda: Link to the Future [name subject to change]
Post by: nxtboy III on February 20, 2012, 10:00:05 am
 :-[ oops.
Yeah, it looks nice, BlakPilar.
Where did you get the sprites?
Title: Re: Legend of Zelda: Link to the Future [name subject to change]
Post by: BlakPilar on February 20, 2012, 10:02:30 am
Lol, it's cool. I made the sprites based off of Legend of Zelda: Oracle of Ages, but the trees are from Oracle of Seasons, I think.
Title: Re: Legend of Zelda: Link to the Future [name subject to change]
Post by: nxtboy III on February 20, 2012, 10:05:50 am
Nice. :)
I like the sword part.
Once the title screen is made, the title screen should be in grayscale.
Title: Re: Legend of Zelda: Link to the Future [name subject to change]
Post by: BlakPilar on February 20, 2012, 10:17:13 am
saintrunner made the sword, and the front and back sprites, so he gets the credit for those lol. I don't know anything about grayscale, but maybe saint does. If not we'll have to read up on it.
Title: Re: Legend of Zelda: Link to the Future [name subject to change]
Post by: nxtboy III on February 20, 2012, 10:19:33 am
Ok. So this is in Axe? Axe grayscale is possible.
Title: Re: Legend of Zelda: Link to the Future [name subject to change]
Post by: BlakPilar on February 20, 2012, 10:22:51 am
Yeah it's Axe. I know that grayscale is possible. In fact, I think I actually do know how to do it...

/me goes to test in Wabbit.

EDIT: Yeah, I know how to do grayscale.
Title: Re: Legend of Zelda: Link to the Future [name subject to change]
Post by: nxtboy III on February 20, 2012, 10:56:17 am
Oh, cool!
Title: Re: Legend of Zelda: Link to the Future [name subject to change]
Post by: saintrunner on February 20, 2012, 11:32:18 am
Yes blak I do know how to make it grayscale :) but it might slow it down too much, also as far as other stuff coded, I have the weapon stuff about done minus the sprites and specific coding. Lol if you haven't noticed a lot of my code in this project IS from Caedes :) waste not ;)

Today I think I'll work on text boxs, and chests to be opened!
Title: Re: Legend of Zelda: Link to the Future [name subject to change]
Post by: nxtboy III on February 20, 2012, 11:36:31 am
I was saying to do grayscale just on the title screen.
Title: Re: Legend of Zelda: Link to the Future [name subject to change]
Post by: saintrunner on February 20, 2012, 11:38:57 am
I could do that, as If you look through my sprites thread in my sig, I already did a Zelda logo in grayscale!
Title: Re: Legend of Zelda: Link to the Future [name subject to change]
Post by: nxtboy III on February 20, 2012, 11:41:22 am
Yeah! You could totally use that. :D
Title: Re: Legend of Zelda: Link to the Future [name subject to change]
Post by: Sorunome on February 20, 2012, 04:19:40 pm
That looks great! Can't wait to see the finished game! :)
Title: Re: Legend of Zelda: Link to the Future [name subject to change]
Post by: saintrunner 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 :)
Title: Re: Legend of Zelda: Link to the Future [name subject to change]
Post by: squidgetx 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...
Title: Re: Legend of Zelda: Link to the Future [name subject to change]
Post by: saintrunner on February 20, 2012, 04:49:19 pm
Looking good so far. Good luck with enemies and things...

yeah...I know
Title: Re: Legend of Zelda: Link to the Future [name subject to change]
Post by: Yeong 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.
Title: Re: Legend of Zelda: Link to the Future [name subject to change]
Post by: saintrunner 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
Title: Re: Legend of Zelda: Link to the Future [name subject to change]
Post by: MillionCalcs on February 20, 2012, 09:39:13 pm
Sorry I don't know this, but what is the difference between axe and asm?
Title: Re: Legend of Zelda: Link to the Future [name subject to change]
Post by: BlakPilar 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
Title: Re: Legend of Zelda: Link to the Future [name subject to change]
Post by: willrandship 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.
Title: Re: Legend of Zelda: Link to the Future [name subject to change]
Post by: DJ Omnimaga 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.
Title: Re: Legend of Zelda: Link to the Future [name subject to change]
Post by: Eiyeron on February 22, 2012, 01:53:59 pm
(http://www.levelupstudios.com/lvlup-products/levelupstudios-halolz-alinktothefuture-450.jpg) (http://www.levelupstudios.com/a-link-to-the-future)
Because THIS!
Title: Re: Legend of Zelda: Link to the Future [name subject to change]
Post by: saintrunner on February 22, 2012, 02:51:08 pm
^^ that is awesome! O.O
Title: Re: Legend of Zelda: Link to the Future [name subject to change]
Post by: Sorunome on February 22, 2012, 03:10:21 pm
Haha! Nice shirt! I LOOOOOOOOOOOOVE BTTF and zelda!/me wantz that shirt
Title: Re: Legend of Zelda: Link to the Future [name subject to change]
Post by: saintrunner on February 29, 2012, 06:07:37 pm
The Princess, yes Zelda herself, has arrived! aka sprited
Title: Re: Legend of Zelda: Link to the Future [name subject to change]
Post by: nxtboy III on February 29, 2012, 07:05:54 pm
Could you post the sprite?
Title: Re: Legend of Zelda: Link to the Future [name subject to change]
Post by: saintrunner on February 29, 2012, 10:14:48 pm
Not yet ;) but we are working on a demo to showcase the games introduction which will be out relatively soon! That is, as long as my schedule stays cleared up as it should. And along with Blak's schedule, I presume a cleaned up demo is possible in about a week maybe a tad more.

Thank you all for the interest in this project!
Title: Re: Legend of Zelda: Link to the Future [name subject to change]
Post by: saintrunner on March 22, 2012, 10:14:33 am
Alas this isn't dead :) as some of you know, I have recently been busy (feeding my minecraft addiction). And about zero progress has been made :P

But! I am approaching another holiday of sorts (off to Canada :) ) and I am planning on finishing up some of the games introduction on my ride there!! So possibly probably and mostlikely, a demo is in sight!! If not, just assume I fell back into my minecraft addiction lol
Title: Re: Legend of Zelda: Link to the Future [name subject to change]
Post by: aeTIos on March 22, 2012, 10:24:51 am
screw your minecraft addiction D:
Go work on this epic project!
Title: Re: Legend of Zelda: Link to the Future [name subject to change]
Post by: boot2490 on March 22, 2012, 11:33:20 am
Can I design dungeons?
I don't like the classic style dungeons, like in LTTP and PH. I think there should be a 2d game that has dungeons in the style of the 3d ones.
Title: Re: Legend of Zelda: Link to the Future [name subject to change]
Post by: saintrunner on March 22, 2012, 01:53:00 pm
Well I suppose you should talk to blakpilar about that as this being a two person project, he has been in charge of the design stuff mostly.

And minecraft=happiness lol
Title: Re: Legend of Zelda: Link to the Future [name subject to change]
Post by: BlakPilar on March 22, 2012, 03:48:56 pm
I don't like the classic style dungeons, like in LTTP and PH. I think there should be a 2d game that has dungeons in the style of the 3d ones.

What do you mean "in the style of the 3D ones?" To be honest I haven't played any of the 3D Zelda games.

EDIT: Also, saint, I have literally nothing to do in my pre-calculus class except make fonts with zStart and attempt to make a better tilemapper, so I could work on some of the actual engine too if you don't have time.
Title: Re: Legend of Zelda: Link to the Future [name subject to change]
Post by: aeTIos on March 22, 2012, 04:06:51 pm
Blakpilar I hope you didn't miss your 666th post <_<
Title: Re: Legend of Zelda: Link to the Future [name subject to change]
Post by: DJ Omnimaga on March 22, 2012, 04:20:32 pm
Glad this is still alive. I can't wait to see more of the game in action though :)
Title: Re: Legend of Zelda: Link to the Future [name subject to change]
Post by: saintrunner on March 22, 2012, 06:42:42 pm
I don't like the classic style dungeons, like in LTTP and PH. I think there should be a 2d game that has dungeons in the style of the 3d ones.

What do you mean "in the style of the 3D ones?" To be honest I haven't played any of the 3D Zelda games.

EDIT: Also, saint, I have literally nothing to do in my pre-calculus class except make fonts with zStart and attempt to make a better tilemapper, so I could work on some of the actual engine too if you don't have time.

Yeah once the demo is done, there will be PLENTY to do!
Title: Re: Legend of Zelda: Link to the Future [name subject to change]
Post by: BlakPilar on March 22, 2012, 06:55:57 pm
Blakpilar I hope you didn't miss your 666th post <_<

I didn't, I posted in the 666 topic along with a screenshot.
Title: Re: Legend of Zelda: Link to the Future [name subject to change]
Post by: aeTIos on March 22, 2012, 06:56:49 pm
:D
I really like this game, any progress?
Title: Re: Legend of Zelda: Link to the Future [name subject to change]
Post by: TIfanx1999 on March 23, 2012, 08:24:50 am
Can I design dungeons?
I don't like the classic style dungeons, like in LTTP and PH. I think there should be a 2d game that has dungeons in the style of the 3d ones.

You're kidding right? LTTP and the older top down games (including the entries on gameboy) had amazing dungeon design. Twilight Princess probably had the worst dungeon design out of the games I've played (I mean come on, their was an entire dungeon based on dragging statues from one point to another...) Ocarina of time did have great dungeon designs however, but that game was great all the way around. :)
Title: Re: Legend of Zelda: Link to the Future [name subject to change]
Post by: boot2490 on March 25, 2012, 06:17:33 pm
I just didn't like the LTTP dungeons, or the DS series dungeons. TP's dungeons were alright, but Skyward Sword's were amazing. Best in the series in my opinion. The thing that makes them better is the sense of progression, and clever manipulation of the dungeon's gimmicks. Usually there is a central mechanic and purpose to the 3d dungeons that is unmatched in the 2d ones, which are usually just sprawled and unorganized puzzle mazes. Also, they didn't make getting new items as satisfying, because they were not as important to manipulating the dungeon. In the later games, getting the new item meant new possibilities and new puzzles. It is an overall more satisfying experience, rather than actually recreating the mood of a real dungeon.
Title: Re: Legend of Zelda: Link to the Future [name subject to change]
Post by: DJ Omnimaga on March 25, 2012, 06:29:02 pm
It would be best to avoid making puzzles next to impossible to solve, though, like some Skyward Sword puzzles apparently. In Windwaker they were just at the right difficulty IMHO.
Title: Re: Legend of Zelda: Link to the Future [name subject to change]
Post by: boot2490 on March 25, 2012, 06:30:33 pm
Windwaker had AMAZING dungeons. I haven't come across any puzzles in SS that are very hard yet, but I will agree that there is a larger difficulty range overall.
Title: Re: Legend of Zelda: Link to the Future [name subject to change]
Post by: BlakPilar on March 25, 2012, 07:32:41 pm
I just didn't like the LTTP dungeons, or the DS series dungeons. TP's dungeons were alright, but Skyward Sword's were amazing. Best in the series in my opinion. The thing that makes them better is the sense of progression, and clever manipulation of the dungeon's gimmicks. Usually there is a central mechanic and purpose to the 3d dungeons that is unmatched in the 2d ones, which are usually just sprawled and unorganized puzzle mazes. Also, they didn't make getting new items as satisfying, because they were not as important to manipulating the dungeon. In the later games, getting the new item meant new possibilities and new puzzles. It is an overall more satisfying experience, rather than actually recreating the mood of a real dungeon.

Well that's almost a given. The dungeons from the 2D games are just that: two-dimensional. There's not much you can do with two dimensions. The 3D dungeons add the element of height, allowing for more complex and rewarding dungeons, mazes, puzzles, etc.
Title: Re: Legend of Zelda: Link to the Future [name subject to change]
Post by: DJ Omnimaga on March 25, 2012, 08:42:46 pm
Windwaker had AMAZING dungeons. I haven't come across any puzzles in SS that are very hard yet, but I will agree that there is a larger difficulty range overall.
It probably depends of people. My bro is not known to complain about difficult puzzles in games, especially Zelda, and he played most of them, but for SS he did and thought they made it too hard compared to other games. He also found Majora's Mask too hard, but mainly because of enemies and bosses that he found almost unbeatable even early in the game.

And yeah 2D doesn't give as much freedom for puzzles. Most of the time you'll have a bunch of blocks you push around to make your way to the other side of a room. Of course we have to keep in account the calc hardware, though. In raycasting you would still have flat dungeon rooms, unless you have like 3 raycasters displayed at once on top of each others for some kind of bare-bones variable wall height, so it wouldn't be much different.
Title: Re: Legend of Zelda: Link to the Future [name subject to change]
Post by: boot2490 on March 25, 2012, 08:48:27 pm
Well that's almost a given. The dungeons from the 2D games are just that: two-dimensional. There's not much you can do with two dimensions. The 3D dungeons add the element of height, allowing for more complex and rewarding dungeons, mazes, puzzles, etc.

Actually, what was changed in the style of the 3d dungeons, in my opinion, could be achieved with 2 dimensions. Only a few of the newer puzzles really need the element of height, or depth. It is more in the layout and flow that it changed more than the puzzles themselves.
Title: Re: Legend of Zelda: Link to the Future [name subject to change]
Post by: Yeong on March 25, 2012, 08:49:20 pm
well, imo, I think I'll be satisfied with link's awakening style dungeon. :D
Title: Re: Legend of Zelda: Link to the Future [name subject to change]
Post by: DJ Omnimaga on March 25, 2012, 08:50:14 pm
Boot2490 could you provide some ideas to Blakpilar (and preferably code since they might be very complex)?
Title: Re: Legend of Zelda: Link to the Future [name subject to change]
Post by: boot2490 on March 25, 2012, 08:53:42 pm
Hmm...

I have a lot -
 - of projects on my plate, but I'll see if I can't design a dungeon or something. However, all my projects are on hold until I have compiled a list of them.
Title: Re: Legend of Zelda: Link to the Future [name subject to change]
Post by: saintrunner on March 25, 2012, 08:56:11 pm
Ummm, can I be filled in on what is going on? I was in Canada and apparently missed progress of some sorts on blak's and my project O.O
Title: Re: Legend of Zelda: Link to the Future [name subject to change]
Post by: boot2490 on March 25, 2012, 08:58:47 pm
I don't think so, we are just discussing dungeons.
Title: Re: Legend of Zelda: Link to the Future [name subject to change]
Post by: BlakPilar on March 25, 2012, 09:00:23 pm
I don't need code, just an idea or two. 3D dungeons and dungeons in the non-handheld games still allow for more things to be placed, boot, because they don't have such a small memory restriction. Personally I thought the dungeons in Minish Cap were pretty fun, so I might make the dungeons in our game in that kind of style. (Though, we'd have to implement movable tiles.)

EDIT: Yeah, saint, we're just talking about dungeon design.
Title: Re: Legend of Zelda: Link to the Future [name subject to change]
Post by: DJ Omnimaga on March 25, 2012, 09:01:58 pm
Ummm, can I be filled in on what is going on? I was in Canada and apparently missed progress of some sorts on blak's and my project O.O
Where in Canada?  O.O Also nice to see you again, I noticed since this month you have been much less active than you used to. D:
Title: Re: Legend of Zelda: Link to the Future [name subject to change]
Post by: saintrunner on March 25, 2012, 09:03:17 pm
Ontario, for the weekend :)
Title: Re: Legend of Zelda: Link to the Future [name subject to change]
Post by: willrandship on March 25, 2012, 10:13:43 pm
IMO Majora's Mask had the best dungeons, if you're looking for central mechanics. Althouhg, Link's Awakening was pretty good at that, too, for being 2D. Often you had to double back to a room at the far edge 3 or 4 times because you got a new key/item.
Title: Re: Legend of Zelda: Link to the Future [name subject to change]
Post by: BlakPilar on April 25, 2012, 06:00:46 pm
Hiya guys! I've got some good news, and some bad news.

The bad news is saint has left our two-man dev team because he's got some other projects that he's been working on and doesn't quite have the time to work on this. The good news, though, is that I now have the source and since I have literally been doing nothing in some classes the last couple of weeks, I can start working on this! :D

However, summer is approaching! And, if everything goes the way I would love it all to go for me in the very near future, I may not have much time to work on this here Zelda game :/ so I have a proposal! I would like to be able to work with one person (possibly maybe two) on this because I don't exactly have the best creativity sometimes, and I have been known to be stuck on a single bug for quite some time. If you are semi-good or better at Axe, contact me through a PM on here or through email (my address is on my profile), and I'll let you know if you're "hired" ;) The only thing I ask is you let me get caught up on all the changes in the source and whatnot so I know what's going on code-wise.

So uhh, yeah! I'm sad to see saintrunner go, but I (and hopefully you all) understand. Just know that this project is back, regardless of whether or not I get a partner (or two) :D
Title: Re: Legend of Zelda: Link to the Future [name subject to change]
Post by: DJ Omnimaga on April 30, 2012, 07:08:18 pm
I hope this remains alive. It would suck if this died :/
Title: Re: Legend of Zelda: Link to the Future [name subject to change]
Post by: BlakPilar on April 30, 2012, 07:37:37 pm
I haven't had time to check out the source and whatnot lately because I was in Washington DC since Friday for the National History Bowl, and now I have to catch up with missed work, but soon I shall begin!
Title: Re: Legend of Zelda: Link to the Future [name subject to change]
Post by: DJ Omnimaga on April 30, 2012, 07:40:11 pm
Ah ok that explains why you weren't around as much lately. Good luck!
Title: Re: Legend of Zelda: Link to the Future [name subject to change]
Post by: Eiyeron on May 01, 2012, 03:10:01 pm
Why change the name? I love it!
Title: Re: Legend of Zelda: Link to the Future [name subject to change]
Post by: BlakPilar on May 01, 2012, 04:38:09 pm
Well a name generally has to go along with what the game is actually about lol. I don't know if there will be enough space to do something like Oracle of Ages (which is kind of what I was hoping to be able to do) and have two completely separate maps.
Title: Re: Legend of Zelda: Link to the Future [name subject to change]
Post by: DJ Omnimaga on May 01, 2012, 07:42:21 pm
OOA would be a nice idea indeed. Plus it would not require people to pay since it's free. I hated the dual game system Pokémon instated, forcing people to buy two games to have all the features of one as a strategy to make even more money from us. <_<
Title: Re: Legend of Zelda: Link to the Future [name subject to change]
Post by: TIfanx1999 on May 02, 2012, 10:28:46 am
I think he meant how you can travel through time in OOA, and the map for past and present essentially give you two worlds to explore. Not the fact that OOA and OOS were two separate games in the same series that had extra content that could be accessed by owning both titles.
Title: Re: Legend of Zelda: Link to the Future [name subject to change]
Post by: turiqwalrus on May 02, 2012, 10:46:58 am
I think he meant how you can travel through time in OOA, and the map for past and present essentially give you two worlds to explore. Not the fact that OOA and OOS were two separate games in the same series.
Then again, you *do* have to have both of the games if you want all of the content for OOA and OOS (Codes, linked game, etc.)
Title: Re: Legend of Zelda: Link to the Future [name subject to change]
Post by: TIfanx1999 on May 02, 2012, 11:07:52 am
Yea, I know that. I guess i should clarify my post.
Title: Re: Legend of Zelda: Link to the Future [name subject to change]
Post by: DJ Omnimaga on May 02, 2012, 12:23:32 pm
Oh I didn't know we could travel in time in those games. I never got into them as much as Zelda 2, ALttP, OoT and to a lesser extent Windwaker. I should install Oracles of seasons/age on my TI-Nspire one day...
Title: Re: Legend of Zelda: Link to the Future [name subject to change]
Post by: TIfanx1999 on May 02, 2012, 08:44:01 pm
You time travel only in oracle of ages. The dual world concept is similar to that of A Link to the past having a light and dark world, except you travel back and forth between the two time periods throughout the course of the game. In A link to the past, the dark world is the primary focus of the second half of the game. The oracle of ages and the oracle of seasons are both really good games, I highly recommend playing them. =) One game is more action based, and one is more puzzle based. I can't remember which is which though. XD As far as doing a dual map game, it could be done, it just depends on how large you want to make the game.
Title: Re: Legend of Zelda: Link to the Future [name subject to change]
Post by: shmibs on May 02, 2012, 11:29:36 pm
i'm fairly certain that seasons is the more puzzle based of the two. a link to the past added a lot of really great new concepts to the series, but the graphics and movement felt a little off to me, like they had too much screenspace to know what to do with it, almost. these two games get the benefit of all those new ideas as well as years of experience with sprites and level design on a NES sized screen, and thus are my favourites of the entire series.
so... yes, you should definitely check them out =D
Title: Re: Legend of Zelda: Link to the Future [name subject to change]
Post by: turiqwalrus on May 03, 2012, 08:16:51 am
i'm fairly certain that seasons is the more puzzle based of the two.
Yes, certainly... OoA's main puzzle elements were the dungeons(these were of course typical zelda dungeons: lots of puzzes, some enemies, boss at the end). other than that, there wasn't much, except occasionally switching times to use passageways not available in one time.
so... yes, you should definitely check them out =D
Seconded. OoS and OoA are some of the best zelda games ;)
Title: Re: Legend of Zelda: Link to the Future [name subject to change]
Post by: BlakPilar on May 03, 2012, 05:31:04 pm
so... yes, you should definitely check them out =D
Seconded. OoS and OoA are some of the best zelda games ;)

I agree :) but then again, the problem of space comes into play. Maybe I can just make the game an app when it gets large enough and have caves in their own appvar, with the main map in an appvar too, to sort of "compress" everything.
Title: Re: Legend of Zelda: Link to the Future [name subject to change]
Post by: Eiyeron on May 03, 2012, 06:06:23 pm
BUt Ganon in Oracle of series is so easy :/ I'm very disappintedthat Onox is harder than Ganon :/
BUt Best twin games ever (better than pokemons, or not :-°)

YOu should try RLE compressing, that could you give some good results
Title: Re: Legend of Zelda: Link to the Future [name subject to change]
Post by: BlakPilar on May 03, 2012, 06:14:01 pm
Alright, I can take a look into it. My idea would be to have all of the caves strung together, essentially, in data and just have pointers to their locations (where each part begins and ends).
Title: Re: Legend of Zelda: Link to the Future [name subject to change]
Post by: geekygenius on May 04, 2012, 01:58:54 am
I've got a new name: "Legend of Link: Zelda to the Future"
Title: Re: Legend of Zelda: Link to the Future [name subject to change]
Post by: TIfanx1999 on May 04, 2012, 03:38:43 am
Are you trying to be funny? I honestly can't tell. ???  *edit* forgive me if their are some sort of emoticons in your post indicating one way or the other. I am browsing from my phone, and emoticons don't seem to be showing up. :(
Title: Re: Legend of Zelda: Link to the Future [name subject to change]
Post by: Eiyeron on May 04, 2012, 12:53:02 pm
And that's how the (original) game works!
Title: Re: Legend of Zelda: Link to the Future [name subject to change]
Post by: saintrunner on May 04, 2012, 03:14:29 pm
Personally I still feel like 'link to the future' is the best for the name. When I originally came up with it, I intended it to be in reference to the power of the calc it is written on, not neccesarily saying the game was to involve time changes and such. Although since I am no longer involved with this project, the name could be changed to what ever blakpilar feels is best :)
Title: Re: Legend of Zelda: Link to the Future [name subject to change]
Post by: DJ Omnimaga on May 04, 2012, 05:22:05 pm
Link to the future seems fine to me, even if not very original. Another idea is that you could maybe port Dark Link Quest to the PC instead of doing a brand new Zelda game, or if ACagliano progresses more in his own calc Zelda, do a port of it so there are both PC and calc versions of it.
Title: Re: Legend of Zelda: Link to the Future [name subject to change]
Post by: TIfanx1999 on May 04, 2012, 09:09:13 pm
I thought this was a calc project? ??? Also, no need to decide on a final name now anyways. :)
Title: Re: Legend of Zelda: Link to the Future [name subject to change]
Post by: DJ Omnimaga on May 04, 2012, 10:24:19 pm
Nah it was computer-related.
Title: Re: Legend of Zelda: Link to the Future [name subject to change]
Post by: squidgetx on May 05, 2012, 12:38:54 pm
Wait, it's definitely a calc project, he just was talking about apps and appvars...

Anyway, if you want BlakPilar I can send you the source to the old demo of A:P. There was some intense data-management going on there that you could look at if you need help organizing/methoding data
Title: Re: Legend of Zelda: Link to the Future [name subject to change]
Post by: BlakPilar on May 05, 2012, 10:40:45 pm
Yes, this one I'm working on is for the calculator, there's even a preview in the first post lol. Just clarifying :)

Anyway, if you want BlakPilar I can send you the source to the old demo of A:P. There was some intense data-management going on there that you could look at if you need help organizing/methoding data

That would be awesome, actually. Thank you. With all of the things I've done in Axe so far, memory-efficiency has been my weakness.
Title: Re: Legend of Zelda: Link to the Future [name subject to change]
Post by: TIfanx1999 on May 06, 2012, 12:19:06 am
Yes, this one I'm working on is for the calculator, there's even a preview in the first post lol. Just clarifying :)

Anyway, if you want BlakPilar I can send you the source to the old demo of A:P. There was some intense data-management going on there that you could look at if you need help organizing/methoding data

That would be awesome, actually. Thank you. With all of the things I've done in Axe so far, memory-efficiency has been my weakness.
                                                                                                      Thanks for the clarification. I thought this was a calc project. I hadn't seen anyting about a platform change in this topic so I wondered if DJ had seen you mention it elsewhere.