Author Topic: The Legend of Zelda: Relics of the past, Status:Working on whatever i feel like  (Read 59860 times)

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CDI

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cool! *CDI

Offline DJ Omnimaga

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oh now I see, well I guess this should be fine then, the game need some challenge also and the blocks not movable as long as there is monsters in the screen reminds me of dungeons where u have to defeat all enemies in the room to open the doors or make the key appear  

       
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crzyrbl

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i now have three AI's done:
1.moves randomly.
2.changes dir., moves two spaces, repeats.  if it sees you, it will attack viciously.
3.moves randomly.  if it sees you, it will attack with spears.

i did a test where i had one of each type of enemies on the field, and it worked fine.  

       
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Offline DJ Omnimaga

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oh nice, will u also have a 4th one where enemies moves randomly once, then move in ur direction, then randomly, ur direction, etc, like the ''X''s in dark link quest? Also will u have trap statues, I mean enemies that look like the statues in a room and when u move near the fake it start pursuing u, like the vampire in DQL first dungeon?  

       
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crzyrbl

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no;yes;  

       
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crzyrbl

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im making this post to announce that i am considering making this game SE/84+ only.  i think anyone who would play this on a ti-83+ would be gipped.  nothing is for sure, im still considering things.  if i did do this, this game would be 8-levels long and non-linear...(also, i could have a better overworld)  

       
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Offline DJ Omnimaga

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hmm maybe you could give it a try on the 83+, at least try to make it compatible, it will be a bit slower but ppl will still be able to play it on regular 83+. Some ppl actually liked Dark link quest a lot even if it was slow

maybe you could make another Zelda project SE only then

EDIT: I almost forgot to say that the first time I checked the today active topic list your featured project topic had exactly 1337 views O_Oshocked2.gif

       
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CDI

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7h15 15 73h 1337 70p1c  

       
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crzyrbl

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PWNSOR DOSE AXSOR NUBZ FORUMZ!@!

also, since a lot of ppl seem to have ti-83+'s, i guess i have to stick with this....but they're not getting off that easy.  im gonna add so many lvls that they'll have to clear their ram and archive just to play it :evil:devil.gif  although that might not be a lot cuz of the limit.  hehehe, and if there's a movie or two, i wont allow the ti-83+ users to view it cuz of memory restrictions. (thank you zbasic for calcver.)  
im going to try to have at least 300 screens and at least 4 dungeons.  im up to what i believe is my 5th AI. im not sure cuz i lost count.  right now, the whole menu prgm is archived cuz itz like 2K, so im using flash gordon til gambit finishes zcopy. thats really about it.  
after AI comes block, sign, and chest detection/usage, then doors and stairs detection/usage, then mini-games, then mapping, then intro, then bosses, then testing, then *maybe* movies, then extra goodies, then some more testing, then...um....i guess that's it...

This post has been edited by crzyrbl on 15 Aug, 2005, 11:35

       
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Offline DJ Omnimaga

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wow sound ncie, dont add too may thing though, for now you should stick with the features you planned a few weeks ago (3 dungeons for example), because actually this is what killed most calculator projects so far. THEN once you have finished all this you can consider adding more dungeons. If you cant you can make a new game using the same engine but with new features added. Also if you need help optimising the code feel free to post it, I cant guarantee I'll understand everything since I have issues reading other ppl code but I might be able to help optimising or making it run faster :)smile.gif

       
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crzyrbl

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if you want to optimise it, i'll pm you the files after i finish the AI's.  im not sure how i should get the player's name.  if i go the flashy way, like in DLQ, im not sure if it would annoy ppl since they could easily type it in themselves.  should i go for the flashy way, or the quick way? also, should i/how can i  encode the list with the stats, so that the player cant alter them (cheaterz...)?  

       
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Offline DJ Omnimaga

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QuoteBegin-crzyrbl+15 August 2005, 13:20
-->
QUOTE (crzyrbl @ 15 August 2005, 13:20)
if you want to optimise it, i'll pm you the files after i finish the AI's.  im not sure how i should get the player's name.  if i go the flashy way, like in DLQ, im not sure if it would annoy ppl since they could easily type it in themselves.  should i go for the flashy way, or the quick way? also, should i/how can i  encode the list with the stats, so that the player cant alter them (cheaterz...)?  

 k, cool :)smile.gif

the name could be typed like in DLQ and most other Zeldas, maybe start with one save file because they take lot of space, also you can encode the list if u want that way cheaters will not hack the game. RL3, Reuben and Reuben 2 does that actually and if I remember Diortem did but I'm not sure about it  

       
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crzyrbl

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should i bother hving the like like's if they cant eat your shield?  

       
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Offline DJ Omnimaga

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uh could you reprase that, idk what you mean :Pblah.gif

       
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crzyrbl

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like like = the yellow tube-shaped enemy that sucks you up and steals you shield
are they worth having if they cant eat your shield? instead, i could hv it so that while your stuck in it, you slowly lose health. to get out, you would nd to press buttons really fast
for encryption, im putting the list (how i store char info) into the str where i plan on storing the names.

This post has been edited by crzyrbl on 15 Aug, 2005, 13:32

       
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