Author Topic: The Legend of Zelda  (Read 33269 times)

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Offline DJ Omnimaga

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Re: The Legend of Zelda
« Reply #75 on: July 09, 2010, 09:28:20 pm »
We have to keep in mind that this is a calculator with a very small resolution and not 4:3, so I think people wouldn't mind if it wasn't at the top or bottom in a calc Zelda clone.

Nice menu by the way :)

Offline Zera

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Re: The Legend of Zelda
« Reply #76 on: July 09, 2010, 10:27:23 pm »
So, uh... townspeople are going to have some tiny housing. :P

I can make some houses two-screens long, but this is going to be your one-room, average home.

Offline DJ Omnimaga

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Re: The Legend of Zelda
« Reply #77 on: July 09, 2010, 10:36:33 pm »
Wow tiny indeed. I think we could make them larger and scroll, though. Of course we could design a Zelda game that occurs in a world where houses are pretty small, though.

Offline calc84maniac

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Re: The Legend of Zelda
« Reply #78 on: July 09, 2010, 11:14:02 pm »
The houses have always been small on the outside :D
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Offline Iambian

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Re: The Legend of Zelda
« Reply #79 on: July 09, 2010, 11:16:18 pm »
Those houses are good. The screenshots look amazing. Keep up the great work!

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Offline DJ Omnimaga

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Re: The Legend of Zelda
« Reply #80 on: July 10, 2010, 12:27:21 am »
It seems like it would fit quite well.

Offline Builderboy

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Re: The Legend of Zelda
« Reply #81 on: July 10, 2010, 02:22:46 am »
Lol that is a small but awesome house ^^ and the side bar HUD looks really nice :) even if it's a change from tradition I think it fits really well.  Oh and epic job as usual on the spritework!  Never fails to amaze ^^

Offline Zera

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Re: The Legend of Zelda
« Reply #82 on: July 10, 2010, 03:48:43 am »
Well, here we go...

This is the land of Labrus. (more appropriately, the overworld section) It's a mere 6x6 screens, but a couple of warps lead off into sub-worlds. (such as the Zora's Domain) Of course, you also have to factor in dungeons... 6x6 is the max limit on map sizes. A mini-map detailing exit points and current location is always available on your inventory screen. Sections that haven't been visited yet will be indicated in gray.

A few notes: The black arrows indicate the direction of currents. These push Link in that direction. (the black arrows wouldn't actually appear in-game) The whirlpools are portals to Zora's Domain. The Triforce symbol, or Hero's Crest, unlocks various things when Link uses his harp in these areas. The one in the forest is simply a default warp point, where Link is transported, any time he plays the Hero's Etude. The two heart pieces are 2/4 available in the game, allowing the player to make a single, optional heart container.
« Last Edit: July 11, 2010, 10:23:50 pm by Zera »

Offline Madskillz

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Re: The Legend of Zelda
« Reply #83 on: July 10, 2010, 11:45:27 am »
Wow a ton of detail...I'm impressed. So are you working on this game then, or are these just mock ups for a potential game. Either way it is great and I hope you continue making more!

Offline Zera

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Re: The Legend of Zelda
« Reply #84 on: July 10, 2010, 11:48:32 am »
Just mock-ups, currently. I'm not going to throw the tiles into a map editor until I decide how to go about representing certain events and objects. (e.g., movable blocks) Since there's so much to interact with, it's hard to represent this in editors like CalcGS. In the meantime, an image can at least represent where all these events and objects are located.

New mock-up. Working on ideas for how large bosses are going to appear within a single screen.
« Last Edit: July 10, 2010, 02:37:14 pm by Zera »

Offline DJ Omnimaga

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Re: The Legend of Zelda
« Reply #85 on: July 10, 2010, 02:46:21 pm »
Wow really nice. So much details. Nice job :)

Offline apcalc

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Re: The Legend of Zelda
« Reply #86 on: July 10, 2010, 04:46:59 pm »
That looks very nice!  Great job with them! :)


Offline Zera

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Re: The Legend of Zelda
« Reply #87 on: July 10, 2010, 05:53:04 pm »
As for location names... I ordered these according to X,Y co-ordinates, represented as 1-6 / A-F. Hopefully, I didn't make any mistakes.

Knol Cemetery - 1a, 1b, 2a, 3a
Dark Castle Tola (Level 5) - 4a
Tola Village - 3b, 4b, 5b, 6a
Entrance to Goro Valley - 6a, 6b
Deepwood Passage - 1c, 2c
Entrance to Earthshrine Temple (Level 1) - 3c
Deepwood Forest - 4c, 1d, 3d, 4d, 1e, 2e, 3e
Lake Tola - 5c, 6c, 5d
Great Fairy's Pond - 2d
Deluga Swamp - 4e, 2f, 3f, 4f
Oasis - 5e, 6e, 5f, 6f
Entrance to Zora's Domain - 1f, 6d

I also enclosed the mini-map that appears in your inventory screen.

Offline TIfanx1999

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Re: The Legend of Zelda
« Reply #88 on: July 11, 2010, 02:27:31 am »
Personally I prefer a minimalistic HUD like the first one you were using. With such small screen size I think its best if you are able to utilize more of the screen space. You could even drop it to just displaying hearts in my opinion, and add some transparency. That way, you get to utilize the whole screen. The mockups look good, I just don't want it to feel cramped. You'd have more space if you were to use 8X8, but then you'd loose detail. Another thought is that you could design the screens to be scrollable and eventually transition when you reach a certain point in order to give the illusion of more space. Just some thoughts.

Offline Zera

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Re: The Legend of Zelda
« Reply #89 on: July 11, 2010, 03:12:20 am »
I have to stick with the side-HUD, since maps are presently designed around it. Trying to work around the original HUD is just too difficult. I liked the idea as well, but I'm also not patient enough to painstakingly break the map tiles into 8x8 pieces and assemble 32x32 objects from them.

Some areas, such as Zora's Domain, are going to be a little more spacey, given the lack of holy-crap-so-many-random-objects having to be present in a 6x6 map grid. The tileset is more dedicated here, and areas are more straightforward.

I've enclosed the first-half of Zora's Domain to show some progress. The other two overworlds will benefit from some additional roominess, as well, since they'll have fairly dedicated tilesets.
« Last Edit: July 11, 2010, 10:23:56 pm by Zera »