Author Topic: The Legend of Zelda  (Read 20311 times)

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Offline Zera

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Re: The Legend of Zelda
« Reply #15 on: April 30, 2010, 09:54:39 pm »
It's not possible to have sufficient detail at a smaller resolution, though. Once you go smaller, you start to lose details such as the white daggers inside of the Z. It was actually pretty difficult to get it to that small of a resolution without too much bleeding.

I figured this was going to be more of a title card logo, like how the GBA games handle the title. Pressing a button would then take you to the character screen where you would see the traditional-style character-selection.

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Re: The Legend of Zelda
« Reply #16 on: April 30, 2010, 10:07:05 pm »
I like the logo, good job

Offline tifreak

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Re: The Legend of Zelda
« Reply #17 on: April 30, 2010, 10:13:59 pm »
logo looks nice.

someone had recreated the original title, to some degree before: http://www.ticalc.org/archives/files/fileinfo/4/439.html

Makes me want to break that game out and do some playing.
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Offline DJ Omnimaga

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Re: The Legend of Zelda
« Reply #18 on: April 30, 2010, 10:21:28 pm »
(wow I didn't knew ticalc.org split the non 83+ directories too, awesome.)

I remember that game. It was not that great since it didnt have Zelda-like battles but still ok for the year it was released
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Offline Zera

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Re: The Legend of Zelda
« Reply #19 on: April 30, 2010, 11:07:28 pm »
Hmm. I'm open to suggestions on how to handle the map designs. I was looking over some of the sprites I wanted to use (from BS Zelda) and I'm thinking boss events, especially, are going to look really crammed. What I was thinking of doing was having each room consist of four blocks. (or action screens) This might look sort of like the GB Zelda games, but without any smooth-scrolling. (you would only see one block on the screen at a time, and transition to the next block when moving out of the screen boundary) For boss events, this means the boss would need to be on the same screen as you at all times. If you walked over to another screen, the boss obviously wouldn't be active. So, when you consider that Ganon, for example, is probably going to be a big 32x32 sprite, there isn't much room for you or him to move around on a single screen.

I suppose I could forgo the whole block design and have smooth-scrolling and room-by-room transitions. Eh... I really don't want to have to go that route.

Offline meishe91

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Re: The Legend of Zelda
« Reply #20 on: May 01, 2010, 12:04:50 am »
Well if it was even possible you could not have smooth scrolling until you encountered a boss, then it would kick in, then when you exit the room it stops again. If that makes any sense.
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Offline TIfanx1999

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Re: The Legend of Zelda
« Reply #21 on: May 01, 2010, 08:17:31 am »
Hmm. I'm open to suggestions on how to handle the map designs. I was looking over some of the sprites I wanted to use (from BS Zelda) and I'm thinking boss events, especially, are going to look really crammed. What I was thinking of doing was having each room consist of four blocks. (or action screens) This might look sort of like the GB Zelda games, but without any smooth-scrolling. (you would only see one block on the screen at a time, and transition to the next block when moving out of the screen boundary) For boss events, this means the boss would need to be on the same screen as you at all times. If you walked over to another screen, the boss obviously wouldn't be active. So, when you consider that Ganon, for example, is probably going to be a big 32x32 sprite, there isn't much room for you or him to move around on a single screen.

I suppose I could forgo the whole block design and have smooth-scrolling and room-by-room transitions. Eh... I really don't want to have to go that route.
I guess it really depends on how similar you want to keep the game to the original.
If you stay true to the original you have less room to work with per screen, and I'd say you would have to use 8x8 graphics. In this case you could have a 64x64 screen with a nice 32x64 HUD on the side. On the other hand, if you style it more like the gameboy games you could use 16x16 graphics and have variable sized screens and smooth scrolling. Just my opinion anyway.
« Last Edit: May 01, 2010, 08:19:03 am by Art_of_camelot »

Offline Galandros

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Re: The Legend of Zelda
« Reply #22 on: May 01, 2010, 09:29:20 am »
Very good design as always. You could be a excellent game designer in the future. Meanwhile it is great to see your share work for others to do.

I like the start screen as it is. For me it has the right side. Smaller would loose too many detail. The problem here is the calculator low resolution...
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Offline DJ Omnimaga

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Re: The Legend of Zelda
« Reply #23 on: May 01, 2010, 11:27:59 am »
by blocks do you mean like maps made of 16x64 tiles? I think this might be a bit overkill on memory/space x.x
« Last Edit: May 01, 2010, 11:28:26 am by DJ Omnimaga »
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Offline Zera

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Re: The Legend of Zelda
« Reply #24 on: May 01, 2010, 12:01:13 pm »
by blocks do you mean like maps made of 16x64 tiles? I think this might be a bit overkill on memory/space x.x

16x64? I'm a little confused by how you worded that. I had a response in mind, but it might not relate to the question you were asking.

The idea was that action screens (or "blocks," you could say) would be 96x64 sections. Only a section is displayed at a time, while you are exploring it. When you move out of its boundary, you do the Zelda-style transition to the next section.

Of course, it's a pretty limited amount of space to confine the player to. I figured that using some 8x8 tiles around the boundaries would help keep the area kind of open, but it's still somewhat cramped. This is mainly going to be a problem during boss events, since bosses are so... big.

Offline DJ Omnimaga

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Re: The Legend of Zelda
« Reply #25 on: May 01, 2010, 12:04:21 pm »
oooh I see now, I was confused at what you meant by blocks. It sounded like you meant that each screen tilesets would be divided in 4 tiles (which would most likely mean 16x64 tiles, since the LCD can hold 4). I think maybe the room to room transition could work. However, maybe it would be best to have maps be 16x16 with scrolling, and when reaching the ends, it does the old skool scrolling. Zelda ALLTP worked a bit like this in the way when walking around it scrolled, then at one point it stopped and the zelda transition was done
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Offline Zera

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Re: The Legend of Zelda
« Reply #26 on: May 01, 2010, 03:06:34 pm »
Oh. What you're describing is something that the original Zelda actually did. It stored sections of tiles in long columns. When you designed (or hacked) a map, you had to arrange them according to the available columns. Dungeons were even more restrictive, because the entire rooms were predefined. You could only edit rooms by selecting a different pattern that was available in memory. (although, I think it's possible to hack those patterns to create custom rooms)

Offline DJ Omnimaga

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Re: The Legend of Zelda
« Reply #27 on: May 01, 2010, 04:20:23 pm »
Oooh I see, weird I didn't knew the original did that.
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Offline willrandship

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Re: The Legend of Zelda
« Reply #28 on: May 02, 2010, 02:39:20 pm »
Didn't most nes games do that to save space? I know metroid did, and Mario (not sure about 2 and 3, but 1 did) It made corrupted rooms fun to play in too.

Offline Zera

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Re: The Legend of Zelda
« Reply #29 on: May 02, 2010, 06:55:52 pm »
Yeah. It was basically to save space. I believe the original programming environment was much less restrictive, and compression tools were used to organize tiles into certain sets and rooms as the game was compiled.