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Zelda:Rpg Nightmares Awakening
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Topic: Zelda:Rpg Nightmares Awakening (Read 29491 times)
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tenniskid493
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Zelda:Rpg Nightmares Awakening
«
Reply #90 on:
December 22, 2005, 06:11:00 pm »
In The Chosen One, hes not exactly in the middle either. He's one more row to the left because my screen isn't even too. How far off would it be..like a row of 8 or a row of 16 off from center??
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dragon__lance
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Zelda:Rpg Nightmares Awakening
«
Reply #91 on:
December 23, 2005, 08:12:00 am »
itd be 16 off from center and might look weird
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tenniskid493
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Zelda:Rpg Nightmares Awakening
«
Reply #92 on:
December 23, 2005, 10:18:00 am »
Yea that might look a little wierd. I like the type of scrolling used now too. Do whichever one looks better and works better.
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DJ Omnimaga
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Zelda:Rpg Nightmares Awakening
«
Reply #93 on:
December 23, 2005, 01:56:00 pm »
hmm I dont really know how to explain how my scrolling works but here is a pic, it doesnt always stay in the middle but the char position depends of which direction he walk on:
that's kinda old though, when I wrote this I was still posting on MaxCoderz forum I think
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dragon__lance
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Zelda:Rpg Nightmares Awakening
«
Reply #94 on:
December 23, 2005, 02:32:00 pm »
another way to do it is to have a little box where Link walks for instance:
000000
001100
001100
000000
where 1 is where link can walk, and if he go beyond, then scrl screen. this might get a bit complex with movement code though...
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DJ Omnimaga
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Zelda:Rpg Nightmares Awakening
«
Reply #95 on:
December 23, 2005, 02:42:00 pm »
you would prbly need masked sprite logic to draw the char behind the walls/trees
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dragon__lance
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Zelda:Rpg Nightmares Awakening
«
Reply #96 on:
December 25, 2005, 08:34:00 am »
just converted walking engine to Link always stay in middle like in "chosen", it doesn't look weird at all
still need to perfect it though, probably needs a lot of optimisation
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dragon__lance
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Zelda:Rpg Nightmares Awakening
«
Reply #97 on:
December 27, 2005, 05:52:00 am »
Deku Village is almost complete now, and i need some help. Wat would be the best way to store and Display NPC/ Sign dialogue? Also, wat is the best way to do entering Doors and Houses?
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Spellshaper
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Zelda:Rpg Nightmares Awakening
«
Reply #98 on:
December 27, 2005, 06:09:00 am »
text:
If you have to have speed, just do text(
If you are more concerned about size, use or make a text decoder (input as String) like Kevins or mine (TDCoder)
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DJ Omnimaga
Clacualters are teh gr33t
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Zelda:Rpg Nightmares Awakening
«
Reply #99 on:
December 27, 2005, 06:12:00 am »
to enter doors in my last rpgs you need to face the door and try to walk on it. It will run a program that perform actions depending of the tile ahead of you. Basically it works like triggering a NPC convo in my games
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tenniskid493
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Zelda:Rpg Nightmares Awakening
«
Reply #100 on:
December 27, 2005, 06:52:00 am »
To enter a door, you should just get below it and go up. For NPC's and signs, you should be facing them and then press 2nd or w/e ur main action button is.
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dragon__lance
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Zelda:Rpg Nightmares Awakening
«
Reply #101 on:
December 27, 2005, 11:31:00 am »
I think thatd work for Npc Dialouge, but there'll be so much stuff to say that ill use a text decoder like SpellShapers. I was just wondering how to store it though, in split up programs like Mapparts? Or in one big program?
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Spellshaper
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Zelda:Rpg Nightmares Awakening
«
Reply #102 on:
December 28, 2005, 01:11:00 am »
depends on how much RAM you
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dragon__lance
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Zelda:Rpg Nightmares Awakening
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Reply #103 on:
December 28, 2005, 04:40:00 am »
wat would u guys recommend for doors then? should it call a prgm that has a whole bunch of if-then statements that store the data of the inside of the house?
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DJ Omnimaga
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Zelda:Rpg Nightmares Awakening
«
Reply #104 on:
December 28, 2005, 04:59:00 am »
thats what I did
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