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Omnimaga
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Zelda 8X8
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Topic: Zelda 8X8 (Read 103845 times)
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Builderboy
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Would you kindly?
Re: Zelda 8X8
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Reply #15 on:
September 18, 2009, 07:05:20 pm »
looks like its from Ti-Boy
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necro
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Re: Zelda 8X8
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Reply #16 on:
September 19, 2009, 01:21:06 am »
Well, a turn based zelda is always possible...I think a action version might be possible in basic (think kevin's metroid), but obviously not with full features. If somebody wanted to do an asm version, I'd be willing to make a full map but only if I saw a tech demo to prove I wasn't wasting my time.
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I'm like a woot burger with awesome fries
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DJ Omnimaga
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Re: Zelda 8X8
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Reply #17 on:
September 19, 2009, 01:56:09 am »
wow looks really nice
An action Zelda in BASIC would need to have only one enemy at a time to be fast enough
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necro
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Re: Zelda 8X8
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Reply #18 on:
September 19, 2009, 03:43:39 am »
Well, if you used simulated threads you could run the player code, then an enemy, player code, different enemy, etc until you loop back to the first enemy. The enemies would get slower with each additional item in the thread, so whether they would be fast enough is hard to know. The player would stay the same speed no matter what happens in the other threads, so in a game like an rpg such objects could still do things without needing to be all that fast.
That's what I did way back when with my cat trap game on my calc.
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noahbaby94
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Re: Zelda 8X8
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Reply #19 on:
September 19, 2009, 08:52:56 pm »
Agreed.
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That's what she said!!!
calc84maniac
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Re: Zelda 8X8
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Reply #20 on:
September 19, 2009, 09:34:46 pm »
Quote from: Builderboy on September 18, 2009, 07:05:20 pm
looks like its from Ti-Boy
It looks better, actually...
Being designed as 8x8 instead of crappy scaling from 16x16 makes a huge difference.
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"Most people ask, 'What does a thing do?' Hackers ask, 'What can I make it do?'" - Pablos Holman
necro
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Re: Zelda 8X8
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Reply #21 on:
May 14, 2010, 05:26:31 pm »
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I'm like a woot burger with awesome fries
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Re: Zelda 8X8
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Reply #22 on:
May 14, 2010, 05:34:02 pm »
necro post... er... necropost
j/k
Wow looks nice. I can't wait until Axe supports 4 lv grayscale, maybe someone could give such project a try once he gains enough experience
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Galandros
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Re: Zelda 8X8
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Reply #23 on:
May 14, 2010, 06:29:38 pm »
Impossible, how can you do such detail in such resolution? I love seeing those pixel art skills used.
Looks excellent.
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calc84maniac
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Re: Zelda 8X8
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Reply #24 on:
May 14, 2010, 06:54:00 pm »
Actually, a project like this wouldn't require smooth scrolling or anything (except when moving between screens). That would make graphics management considerably simpler.
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"Most people ask, 'What does a thing do?' Hackers ask, 'What can I make it do?'" - Pablos Holman
DJ Omnimaga
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Re: Zelda 8X8
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Reply #25 on:
May 14, 2010, 07:29:52 pm »
Yeah true, the fact graphics are small allows for more stuff on screen. No scrolling would make it even more old skool because it would be like the old NES Zelda 1.
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necro
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Re: Zelda 8X8
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Reply #26 on:
May 14, 2010, 09:59:53 pm »
The major hangups would be trying to store the data since there are a lot of sprites and tiles in link's awakening. the original zelda on the other hand wouldn't necessarily be that hard. how much memory does a 8x8 4 level gray take in axe parser?
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DJ Omnimaga
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Re: Zelda 8X8
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Reply #27 on:
May 14, 2010, 10:13:34 pm »
For now it takes as much as in xLIB/celticIII, but in the future I think Quigibo wants to add 4 lv gs support so it would drop from 24 bytes to 16 for a 8x8 sprite
In the future, I wonder if an Axe remake of Dark Link Quest would be possible...
«
Last Edit: May 14, 2010, 10:16:31 pm by DJ Omnimaga
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TIfanx1999
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Re: Zelda 8X8
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Reply #28 on:
May 16, 2010, 06:54:02 am »
Nice spriting as always Necro! I'd love to see these used in something! =D
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DJ Omnimaga
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Re: Zelda 8X8
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Reply #29 on:
May 16, 2010, 07:43:02 pm »
could u post all Link directional frames btw? (as well as when he uses his sword)?
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