Author Topic: Legend Of Zelda Progress Thread  (Read 20372 times)

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Offline aeTIos

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Re: Legend Of Zelda Progress Thread
« Reply #45 on: December 15, 2010, 09:35:05 am »
ah okay, cant wait for the teaser, then
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Offline ACagliano

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Re: Legend Of Zelda Progress Thread
« Reply #46 on: December 15, 2010, 09:35:35 am »
Should have it ready in about an hour. Let me update my sig though.



Edit: My splash screen.



« Last Edit: December 15, 2010, 10:19:19 am by ACagliano »

Offline DJ Omnimaga

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Re: Legend Of Zelda Progress Thread
« Reply #47 on: December 15, 2010, 01:56:02 pm »
@aeTIos: I am not read to demo graphics, as I have yet to CODE and write an engine to PROCESS the map data. While the maps are complete, they have not been coded into the program yet. I should have a splash screen teaser soon, though.

@DJ: In this version, there won't be much to equip, except for magic devices. Yes, I will be consistently updating this game version with new features before moving on to a sequel.

As for item equipments. There will be two attack keys: primary and secondary. Pressing [2nd] will always attack with a sword. While you have the standard sword, that is it. Once you get the master sword the game will automatically equip it. The only equipment you will have to do is on the secondary attack. You can only use one item at any time for your secondary attack, whether magic, hookshot, ect. You will need to press a key to bring up the menu, then select an item to equip.

When you attack with the sword, an enemy in the direction you are facing will be hurt. As you defeat dungeon levels, the enemies will be harder to beat, as your "level" goes up.
Ah ok. I guess it's a good idea to not add to many things at first, to not be overhelmed with lots of coding to do. Also enemy strenght will be based on your level/amounts of hearts, right?

Also nice title screen, although it would be nice, eventually, if there was a Zelda logo that looked similar to the other Zelda games. You are free to inspire yourself or use parts of the Dark Link Quest one, actually.
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Offline ACagliano

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Re: Legend Of Zelda Progress Thread
« Reply #48 on: December 15, 2010, 04:43:02 pm »
For every DUNGEON you beat, the level number goes up. The level number acts as the HEALTH MULTIPLIER and ENEMY ATTACK DAMAGE MULTIPLIER, thus allowing me to increase difficulty as you progress, without coding changes in difficulty manually.

Offline DJ Omnimaga

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Re: Legend Of Zelda Progress Thread
« Reply #49 on: December 16, 2010, 01:30:45 am »
I see, so basically you really gotta find as many heart pieces and power ups as possible to get to the next dungeon to be strong enough? I kinda like the concept as it is easier to work with and your game is less linear.
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Offline ACagliano

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Re: Legend Of Zelda Progress Thread
« Reply #50 on: December 16, 2010, 09:00:18 am »
Every time you defeat a boss, you are given one extra heart container. You start the game with 5 heart containers. You can end up with 10.

Offline DJ Omnimaga

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Re: Legend Of Zelda Progress Thread
« Reply #51 on: December 16, 2010, 09:43:30 am »
Ah ok, I thought you could also collect heart pieces scattered around the world. That could be a nice addition later as it adds some more challenge to the game. In later versions you could maybe start at 3 hearts and have 12 hearts total, max. In DLQ each boss gives an heart container so you can have 6 hearts total if you do not collect any heart pieces (20 in total)
« Last Edit: December 16, 2010, 09:44:13 am by DJ Omnimaga »
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Offline ACagliano

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Re: Legend Of Zelda Progress Thread
« Reply #52 on: December 16, 2010, 09:49:31 am »
Well, I was going to do that, but it would be a little more complicated to ensure that, once you collect the piece of heart, you can't just leave the map and then return to it again and collect it again. That would require directly editing the map data.

Offline c.sprinkle

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Re: Legend Of Zelda Progress Thread
« Reply #53 on: December 16, 2010, 10:31:37 am »
Yeah, I have seen games where it is too easy to win because you can just re-acquire weapons, health, etc by going back to the same map. Also, does this have any sort of anti-hacker protection?

Offline ACagliano

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Re: Legend Of Zelda Progress Thread
« Reply #54 on: December 16, 2010, 01:27:49 pm »
like what? editing the save files? no.

Offline c.sprinkle

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Re: Legend Of Zelda Progress Thread
« Reply #55 on: December 16, 2010, 05:16:52 pm »
That's too easy in Axe or BASIC unless encryption is used. Not that I would ever hack a game. . .   :devil:

Offline squidgetx

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Re: Legend Of Zelda Progress Thread
« Reply #56 on: December 16, 2010, 07:25:19 pm »
What you might want to look into is setting aside a part of the save file to store flags for stuff like this. For example, when you get heart container #1, set flag #1 in the save file. When you load/draw the map data, check to see if the flag is set or reset to check if the heart container has been taken or not. That's how I deal with events and such in my RPG engine, shouldn't be too hard to implement I think, unless it just doesn't mesh well with how you are storing map data, etc.

Offline DJ Omnimaga

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Re: Legend Of Zelda Progress Thread
« Reply #57 on: December 16, 2010, 11:49:41 pm »
In DLQ, when entering a map containing an heart piece, it checks if the heart collected list element is 0 or 1. If it's 1 it doesn't show the sprite again.
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Offline ACagliano

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Re: Legend Of Zelda Progress Thread
« Reply #58 on: January 09, 2011, 01:37:47 pm »
Zero progress made over break. Not happy with this, but I have had alot of other work to do. Should be able to restart work when term restarts.

Offline DJ Omnimaga

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Re: Legend Of Zelda Progress Thread
« Reply #59 on: January 10, 2011, 06:57:01 pm »
Sorry to hear. D: I hope you can make progress again soon D:
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