Author Topic: The Legend of Zelda  (Read 33096 times)

0 Members and 2 Guests are viewing this topic.

Offline FinaleTI

  • Believe in the pony that believes in you!
  • CoT Emeritus
  • LV10 31337 u53r (Next: 2000)
  • *
  • Posts: 1830
  • Rating: +121/-2
  • Believe in the pony that believes in you!
    • View Profile
    • dmuckerman.tumblr.com
Re: The Legend of Zelda
« Reply #135 on: July 13, 2010, 08:52:06 pm »
Looks epic!


Spoiler For Projects:

My projects haven't been worked on in a while, so they're all on hiatus for the time being. I do hope to eventually return to them in some form or another...

Spoiler For Pokemon TI:
Axe port of Pokemon Red/Blue to the 83+/84+ family. On hold.

Spoiler For Nostalgia:
My big personal project, an original RPG about dimensional travel and a few heroes tasked with saving the world.
Coding-wise, on hold, but I am re-working the story.

Spoiler For Finale's Super Insane Tunnel Pack of Doom:
I will be combining Blur and Collision Course into a single gamepack. On hold.

Spoiler For Nostalgia Origins: Sky's Story:
Prequel to Nostalgia. On hold, especially while the story is re-worked.

Offline Zera

  • LV8 Addict (Next: 1000)
  • ********
  • Posts: 737
  • Rating: +82/-7
  • Monochrome Artisan
    • View Profile
Re: The Legend of Zelda
« Reply #136 on: July 13, 2010, 09:29:21 pm »


Working on an idea for descriptor text. This is just a rough mock-up - it wouldn't actually move at that speed, or style. I would aim for text that scrolls all the way across, and then loops. (like in the Oracle games)

If you did not have an item highlighted, you would only see the menu border in that area.

Let me also say that I am really aiming for something flexible, here. If I find a coder, maybe the game can be coded in such a way to allow modifications to its assets. (map layouts, events, text, etc.) This could be used to allow other community members to produce their own Zelda games using assets provided here. We could also include dummied items for potential future games; such as the Roc's Feather, Ocarina, et al. (none of which will have a function in this game, but their code will no less be there for future games)

I think this could be a great community project, overall.
« Last Edit: July 13, 2010, 09:43:49 pm by Zera »

Offline DJ Omnimaga

  • Clacualters are teh gr33t
  • CoT Emeritus
  • LV15 Omnimagician (Next: --)
  • *
  • Posts: 55941
  • Rating: +3154/-232
  • CodeWalrus founder & retired Omnimaga founder
    • View Profile
    • Dream of Omnimaga Music
Re: The Legend of Zelda
« Reply #137 on: July 13, 2010, 10:09:52 pm »
Text scrolling around seems like a cool idea actually. Just make sure to not use way too many different fonts, though, for the game, else it will take a whole lot of sprite data.

Btw looks pretty nice. Great layout!

Offline Magic Banana

  • LV6 Super Member (Next: 500)
  • ******
  • Posts: 371
  • Rating: +77/-1
  • It's not an apple, it's a ... magic banana.
    • View Profile
Re: The Legend of Zelda
« Reply #138 on: July 14, 2010, 01:50:43 am »
Hmm, I like it, although I'm thinking that if you put the name of the item on the top and have the description at the bottom then it will be a little less cluttered for the description.

Nice layout btw.
I do sprites and stuff, so yeah.

Quote from: yunhua98
i'M NOT SURE WHAT A SWORD SKILL IS BUT HERE'S THE SWORD ANIMATION FROM THE TWO SPRITES ON PG 13

Offline Zera

  • LV8 Addict (Next: 1000)
  • ********
  • Posts: 737
  • Rating: +82/-7
  • Monochrome Artisan
    • View Profile
Re: The Legend of Zelda
« Reply #139 on: July 14, 2010, 04:58:58 am »
Here's the latest mock-up. I edited in a decent compass / map icon.

I may stick with this. I kind of like the generic brick look. :-[

Offline Zera

  • LV8 Addict (Next: 1000)
  • ********
  • Posts: 737
  • Rating: +82/-7
  • Monochrome Artisan
    • View Profile
Re: The Legend of Zelda
« Reply #140 on: July 14, 2010, 03:49:57 pm »
I'm making a pass at dungeons now. This is a working idea for level 1. Frankly, it is ridiculously difficult to design dungeon rooms in the alloted space. Practically no room for puzzles, no room for bosses, no room for more than a couple of enemies at a time, etc. I tried to improvise as much as I could.

This is only the first floor. There is a lower floor that represents the boss room. That's the biggest nightmare. The boss takes up 32x32 px, and it or Link will barely have enough room to breathe.

I'm pretty stressed after trying to mess with this. I can't emphasize how much time I've spent just trying to improvise solutions to the design. I would certainly be open to suggestions; but they have to work within current limitations.

Offline tloz128

  • LV6 Super Member (Next: 500)
  • ******
  • Posts: 324
  • Rating: +58/-6
  • I feel asleep.
    • View Profile
Re: The Legend of Zelda
« Reply #141 on: July 14, 2010, 05:45:43 pm »
I'm liking the way this is turning out! :D
As for the bosses, maybe you could make them smaller to save space (Dodongos are small) or have scrolling in the boss rooms (though I don't know how hard it would be to implement that)
« Last Edit: July 14, 2010, 06:13:49 pm by tloz128 »
Naaa... Na Nah Na Nana Na Nah... Hey Jude!

Offline Zera

  • LV8 Addict (Next: 1000)
  • ********
  • Posts: 737
  • Rating: +82/-7
  • Monochrome Artisan
    • View Profile
Re: The Legend of Zelda
« Reply #142 on: July 14, 2010, 07:20:54 pm »
Boss are 32x32 at the most. A couple are 16x16. (which is a relief to work with)

The only problem is how I've planned things, versus what I'm capable of. For instance: The first boss is a giant octorok. It can't be giant if its sprite is only 16x16 px. :P

Now I'm tempted to throw out that octorok and do a 16x16 dodongo, like you said.

Offline Zera

  • LV8 Addict (Next: 1000)
  • ********
  • Posts: 737
  • Rating: +82/-7
  • Monochrome Artisan
    • View Profile
Re: The Legend of Zelda
« Reply #143 on: July 14, 2010, 09:23:43 pm »
We have a major problem here. CalcGS has reached critical mass, and will not allow me to import any additional tiles. (it refuses to go beyond 191) These maps have well over 250 tiles. I cannot continue until I understand memory constraints a little better. The project, as it currently stands, is likely too robust to be developed at all.

It looks like I set my ambitions too high this time. I will need to reboot the entire project from scratch, bearing in mind stricter limitations on the quantity of assets I can use.

Offline DJ Omnimaga

  • Clacualters are teh gr33t
  • CoT Emeritus
  • LV15 Omnimagician (Next: --)
  • *
  • Posts: 55941
  • Rating: +3154/-232
  • CodeWalrus founder & retired Omnimaga founder
    • View Profile
    • Dream of Omnimaga Music
Re: The Legend of Zelda
« Reply #144 on: July 18, 2010, 11:20:16 pm »
Mhmm, I doubt the calc limits the amount of tiles at 191. 191 16x16 4 lv gs sprites are like 12224 bytes large total (You can fit like 256 in one Flash page, if I am right, since a flash page got 16384 bytes and each sprite takes 64 bytes of RAM). You can It seems more like a CalcGS limitation to me :/

Is there any alternative to CalcGS? CalcGS is like 10 years old.

EDIT: WOW Nice dungeon layout! I sure hope this won't get cancelled. I would like to see someone put this into code.
« Last Edit: July 18, 2010, 11:25:19 pm by DJ Omnimaga »

Offline meishe91

  • Super Ninja
  • LV11 Super Veteran (Next: 3000)
  • ***********
  • Posts: 2946
  • Rating: +115/-11
    • View Profile
    • DeviantArt
Re: The Legend of Zelda
« Reply #145 on: July 18, 2010, 11:34:48 pm »
I'm sorry to hear about the limitation, what ever may be causing it. I hope things get worked out though :) The layout looks awesome!
Spoiler For Spoiler:



For the 51st time, that is not my card! (Magic Joke)

Offline TIfanx1999

  • ಠ_ಠ ( ͡° ͜ʖ ͡°)
  • CoT Emeritus
  • LV13 Extreme Addict (Next: 9001)
  • *
  • Posts: 6173
  • Rating: +191/-9
    • View Profile
Re: The Legend of Zelda
« Reply #146 on: July 19, 2010, 02:18:38 am »
I'd agree with DJ, this sounds like a Calc GS issue to me. I'm not sure what to suggest as an alternative. Could you break the project into seprate Calc GS files(I've never used it so I am unsure how it is setup)? As far as dungeon space feeling cramped the only thing I can suggest (which would require reworking) is the same I did before. Allow scrolling and ditch the side HUD.

Offline Zera

  • LV8 Addict (Next: 1000)
  • ********
  • Posts: 737
  • Rating: +82/-7
  • Monochrome Artisan
    • View Profile
Re: The Legend of Zelda
« Reply #147 on: July 19, 2010, 02:51:47 am »
I can't separate the maps into different tilesets, as they each reference a pretty good number of tiles shared between all maps.

Perhaps if there were a more suitable program out there. CalcGS has too many limitations, and bugs. I can't get some features to work at all. I've searched for alternatives, but insofar, there appears to be none.

Offline DJ Omnimaga

  • Clacualters are teh gr33t
  • CoT Emeritus
  • LV15 Omnimagician (Next: --)
  • *
  • Posts: 55941
  • Rating: +3154/-232
  • CodeWalrus founder & retired Omnimaga founder
    • View Profile
    • Dream of Omnimaga Music
Re: The Legend of Zelda
« Reply #148 on: July 19, 2010, 03:00:49 am »
True, I get errors when opening some chipsets in Windows 7 64 bit. You could maybe ask for help in the help section, preferably the ASM section, as the format you need for sprites being edited is hex or binary (preferably hex, though, so it's easier if someone decides to use Axe Parser for such project). You could also maybe ask on Revsoft, if your account there is still active, as I believe some other people still lurk there, waiting to answer questions.

Offline Ikkerens

  • LV6 Super Member (Next: 500)
  • ******
  • Posts: 378
  • Rating: +28/-9
  • JavaScript Magician
    • View Profile
    • Walotech
Re: The Legend of Zelda
« Reply #149 on: October 14, 2010, 01:31:26 pm »
* Ikkerens gets a minority complex.
My own zelda projects got blown away :/
« Last Edit: October 14, 2010, 01:31:48 pm by Ikkerens »

Splut for Android [----------]
Paused/halted indefinitely, might be abandoned, our graphic designer quit and the rest of us simply doesn't have the time to work on it...