Omnimaga
Calculator Community => Other Calc-Related Projects and Ideas => Topic started by: dragon__lance on December 16, 2005, 11:37:00 am
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Sweet! :woot:
this works, thx a whole bunch xlibman :bow:
anyways, necro, i believe we were discussing battle screen layout so far ? ur plans...
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thx
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Lets say there is battle: {ok, I kinda rushed to copy/paster that together}

Well, there you go...a underlying map is used to draw the screen and the enemies are drawn on top

the blue shows where you could put trees, graves, ect. in the map
Layout:

each enememy (red/yellow) is set 24 pixels apart verticaly and horizontaly
While the players are all 16X16 and as such, are as showed on the right with the front man 12 pixels up, and the orange character 24pixels up. (not drawn to any kind of scale)
and during your turn, the map scrolls left and a menu pops out

When you/enemy attack or do something, it moves to a seprate screen and performs an animation
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dang, necro, thats EXACTLY wat i kinda had in mind :D

awesome screens, yea, i agree, thats wat we should do. anyways, i think that maybe on main screen, should have a bar to indicate "soul focus". above each char. and maybe for battle lineup, char that goes first is in the front, while the char that goes last is in the back. wat do u think?
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Well, when it scrolls out, when you highlight a character (to atack/gaurd/ w/e) a little summary could be drawn over their head
Some items ideas:
>Weapons: (sword) Wooden Sword, Armos Sword, Staflos Blade, Magic Sword, Biggoron Sword, Master Sword, (bow) Deku Bow, Steel Bow, Moblin's Bow, Silver Bow, War Bow, Fairey Bow, (hammer) Metal Hamer, Malot, Goron Hamer, Megaton Hamer, Skeleton Maul, Fanged Maul, (Spear) Wooden Spear, Bambo pike, Dark Nut Spear, Wooden Lance, Hero's Lance, Fairy Lance, (Chains) Whip, Flog, Chain, Mourning Flail, Tearful Chain, Chains of Fate
Armor: Forest Tunic, Padded Shirt, Chain Mail, Scale Mail, Woven Silver, Magic Tunic, Deku Sheild, Large Sheild, Armos Sheild, Hero's Sheild, Mirrored Sheild
Main/Quest items:
Sling Shot, Magic Dust, Power Bracelit, Pegasus Boots, Cane of Byrania, Din's Fire, Naturu's Love, Faror's Wind, Fate's Turn, Red crystal, Blue Crystal, Yellow Crystal, Ocirina, Song of souls, Zelda's Lulaby, Timeless March, Fate's Melody, Roc's Faether, Hook Shot, Lense Of Seeing, Shovel, Magnetic Gloves, Deku Nut, The Tome, Boomerang, Bottles
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i think thatd work, but remember, any char can "soul focus" anytime. thus, ud kinda need to see their bar at all times. another thing we could do is make the char give an indicator if their bar is full.
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that'd be easy...just have them begin to "flash" by inverting them when they are able...though I suppose the whole focus anytime might get complex, I suppose we will deal with it once we reach it...
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indeed, heres my preposition of Deku Forest:

the map size will be 31*19, should fit quite nicely into ram(whole matrix)
don't worry about white space, itll be filled with some background sprites when its actually coded. :)
ill probably change movement to link always stay in center to accomodate this :D
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one of my goals for Zelda is for it to be an Rpg like Final Fantasy, but will still have that "zelda" feel when u play it. Hope we're up to it :P
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O_O
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Looks pretty nice, though if the actual "woods" part were a little more maze if you threw some fences or tree stumps in it would spice it up a little more.
As far as length, would it be neat if we tried to hit the 288 hour mark (10 full days) as that would be a remarkable amount of length. If you made it so there were plenty of fetch the itm side quests, it could alow you to tack on time, as could fighting tons of enemies. As far as leveling up...perhaps level tops at 999 but the player isn't informed of level ups, they just find skill points available for their characters. Also, I think after a certain level (say 30), enemies that are >%40 weaker than you become very rare and their parties drop in size.
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yea, ill edit it, wat do u think of map size? for the maze part, i was thinking we should do that with another map, for i don't think Deku Forest is right for that, it gives a more "happy" feeling, and the maze maybe should be in a more omnimous forest.
as for the items, u wanna list where each item will be located, this gives me a better awareness when making maps B)
and secret hearts too! ;)
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As far as endings go, it might be neat if it was a bit bitter sweet...something shocking and unexpected.
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could u also do some custom sprites, so far-
tree stump,
waterfall
maybe some npc's
thanks, btw, zelda is now switched to Link always stay in center of screen, just tested and it looks a lot better !
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here is the video i talked about in the other topic in zelda forum, DO NTO SHOW TO ANYONE ELSE THO its the end of Dark link quest before beating Ganon

Maybe you could include something similar in your game :D
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wowow, thats pretty awesome :bow:
:bow:
:bow:
nver seen that before. don't worry, i won't reveal it to anyone else ;)
and yeah, we'll probably try to do something like that, i think our intro will look like that! :)
and short cutscenes throughout the game!
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Pretty neat...I was thinking just cut scenes though and maybe a few panning/scrolling shots...oh, the semester is almost over! No more Lit class or art appreciation!
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Yay!! as another goal for Zelda: i always wanted to make cutscenes that'll just blow the you away and are extremely good for calc. This was inspired by the PS2 game KingdomHearts which had amazing cutscenes and graphics, actually, just any FinalFantasy game. :)
We do have a large number of pic to work with Necro, so if we could have our quality up to that level...
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well...more or less having the scenes as just that can have a very diffrent effect from the movie. Seeing the sceen before it fades to balc and words apear lets some of the scene be left to your imagination, just as some graphic novels have many frames, others pressent more with less.
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Do u think animation could be possible? that'd really up the level of the graphics :)
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Of course it is "possible" but is it preferable? *Sighs* I could see places where animation would make sense, but lots of places where it would be...shall we say...hard to keep from being tacky. I suppose it is a bit early to be putting all the eggs in any basket yet, as I haven't got the planned intro finished yet...
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True, guess we should get some more coding done first. Today i converted the door sytem to what u suggested, now all houses are just loacated on the outside of the map. Weirdly, it runs about same speed as before, but atlest we saved some ram :)
Now i'm thinking about plot again,
Plot(in order):
-Vaitti invades Hyrule Castle, extracts triforce from Zelda or King and shatters it, peices spread across Real World, Nightmare World, and His own heart.
-Link awakes from coma and is found by Saria in Deku Forest.
-go find Elder(guardian of Great Deku Tree), but he is lost within the Great Deku Tree, thus, must go inside to find him
-once elder is found, he tells of ancient quest about a hero who stood up to face evil, then tells Link and Saria their quest to find the triforce peices.Tell them to find woman named Impa at Hyrule Market
-At Hyrule market, impa tells u a clue(don't know what) that one triforce peice is hidden in Royal Tombs?
-...........(don't know what happens in middle)
-face vaitti down in his castle, link and saria both die, the sad ending u talked about.
As for overworld map, i think that ur's will work fine, just some tweaks i might make, like i think that we should move Hyrule Castle from middle of map, to the base of Death Mountain.
For Dungeons: i actually never played through a full game of Zelda so i'm little lacking info, wats a moblin? so i don't really know about moblin village, would it be ok if we turned that into the Forest Shrine/Temple in Nightmare World. Then in Nightmare world, the dungeons could be all elements: Wind, Fire, Water, and Forest. As for real world: Roc's Tower, Deku Tree(though thats more of a starting dungeon and won't contain a triforce peice), Royal Tombs, maybe Death Mountain?(though i don't really want the player to go through 2 mountain dungeons), maybe TimeShrine too?(though that might be in Nightmare world). one last thing, could u maybe write up a detailed walkthrough of full storyline when u have the time, thatd be great. Thanks.
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Well, I think itd be good to try and have a story line in which there is a lot of "meaningless" suffering...in that it would help people have a real bitter hate for vaatii, while you could then also create chacters which are evil, but either change or are so for a good reason (like G who will be merciless and has little pitty for hyrule early in the game as his people died and were cursed by hyrule)
I will put a full story together as soon as possible.
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necro: if you could, can you make a sprite of:
-better vaitti
-a switch
-ruby
thanks(this is urgent)
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will do, I will finish them tommorow (err...technicaly, today)
PS: use my aol email adress for urgent requests and stuff ([email protected]) as it always empty and the first thing I see when I log on
PSS:what kind of switch exactly? (describe it)
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sweet!! that's awesome! here's the latest build of zelda
um, basically things are the same, but in final game form. Run prgmzintro to get started. I'm starting at the point where link wake up from nightmare(intro). If u notice, u can cut plants/jars and rubies/heart will appear. Also the entrances are blocked till u talk to the elder. I want to plan a item system? Do u think itd be viable to have a screen where link gets an item, or should it just be in the text box?Anyways, gonna start on Deku Forest now...(on 83+, the text doesn't run well, the screen will mysteriously clear before text is displayed?...on the SE's it seems to work fine thoiugh...)
Switch description:I'm planning kinda like Spencer's zelda, basically a little statue and when u hit it, it inverts color...or if u think itd be better to have a step on switch, both should work fine...
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I think that you ought to have both kinds because a switch in a master's room that locks a door would be a good idea...I don't get the ruby's purpose but the crystal switch and floor buttons both exist in zelda alread, and I could rip them for you if you'd like
also, looks like kerm plans on making a map maker
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cool, i guess both work. If kerm makes that map editor, would be tons easier! :)
Oh i forgot, when u run zintro, make sure to have zm11 and zm11a both archived, or else u'll run out of mem and get mem-error! so how's the prgm working for u? also, once u rip the sprites, could u also maybe rip some indoor castle tiles for the intro. Then maybe start working on the battle system...thanks
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I will try to get to em soon, got loads of stuff to do though...err, well, I just tested and only a 3X2 portion of the screen is tile mapped...which I bet has something to do with the fact the tile mapper uses S,T,0,6,0,4... as opposed to 0,12,0,4 and this may be a xlib version conlifct. Do you have the one with the demo and credits in the readme on your calc, as it was the most recent and is what I am using.
http://sprites.fireball20xl.com/nintendo/zelda/la.htm
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oh man, um, i'm still using the beta version of xlib u sent me, 0.601b. It works perfectly fine for me. You know ironically, you're the one who started me on this project. I remember when i was a noob, i was looking at maxcoderz forums. Then i saw ur signature which had a link to this awesome sprite place. There i found all the zelda sprites i needed and decided to make a game out of it! :)
Well, working on deku forest. My plan is to make a guardian block the path to the DekuTree. He wants u to bring him 3 deku nuts before u can pass. Then, u have to find the deku nuts in the forest in chests. All the while learning how to play the game, so like a tutorial dungeon. What do u think?
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Thats funny to think, did you notice that link to the pictures of the sprite sheets with both sets of switches and all is the same as was in my sig so long ago? If you could post the version of xlib I sent you so I could continue testing, that'd be good (I completely replaced it with the new one.) Just so you know, this isn't compatible with the current version of xlib though.
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i'll email it to u, it seems to work. I just downloaded the newest version and tested it on Pindur TI, works fine for me. Well, i'll still email it. I just scrapped a previous version of DekuForest, was pretty bad planned out. new one underway...
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thanks, I got it...will let you know in a minute
yep, it works with older xlib but not with the newwest version from ticalc.org/omnimaga archives (on my calc at least)...I think the hieght/width of the map might be the problem as its the only thing I can think of. Any ways, the memory being used is an issue and we need to put the pics in archive.
Weird, just to check I re-sent it because I was going to give tr1p1 a bug report other wise, but it works now... :ihatemycomp:
:???:
:ihatemycomp:
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hmm strange it worked fine with me... I almost got an heart attack when I tried it tho
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I don't know what messed it up, but its ok now. The game is good, but I think we need to figure out what elements will exist (like switches, bomb walls, locked doors, etc) by making a small room in which we could put all of them. Well, I'll try to make a inventory screen proggy for the game, and som elements with which to interact.
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sweet! thanks, if u still could, rip some sprite of inside tiles of a house or dungeon, i already ripped all the good ones off of the spritefireball website,so... It makes me so happy how fast it runs on a SE :)
Anyways, do u agree with the method of storing stuff on the map, my plan is to just use an event list, zev, and it stores it in the matrix. And another thing is wat do u think should happen when Link gets an item? a special screen pop up?
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If you wouldn't mind a suggestion, I think you could do a animation like in one of the games. Like you get the item and you raise your item and what not. Something like a item raised above would be cool.