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Messages - Zera
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196
« on: April 30, 2010, 11:07:28 pm »
Hmm. I'm open to suggestions on how to handle the map designs. I was looking over some of the sprites I wanted to use (from BS Zelda) and I'm thinking boss events, especially, are going to look really crammed. What I was thinking of doing was having each room consist of four blocks. (or action screens) This might look sort of like the GB Zelda games, but without any smooth-scrolling. (you would only see one block on the screen at a time, and transition to the next block when moving out of the screen boundary) For boss events, this means the boss would need to be on the same screen as you at all times. If you walked over to another screen, the boss obviously wouldn't be active. So, when you consider that Ganon, for example, is probably going to be a big 32x32 sprite, there isn't much room for you or him to move around on a single screen.
I suppose I could forgo the whole block design and have smooth-scrolling and room-by-room transitions. Eh... I really don't want to have to go that route.
197
« on: April 30, 2010, 09:54:39 pm »
It's not possible to have sufficient detail at a smaller resolution, though. Once you go smaller, you start to lose details such as the white daggers inside of the Z. It was actually pretty difficult to get it to that small of a resolution without too much bleeding.
I figured this was going to be more of a title card logo, like how the GBA games handle the title. Pressing a button would then take you to the character screen where you would see the traditional-style character-selection.
198
« on: April 30, 2010, 09:47:33 pm »
I was working on ideas for a logo, but I'm not really sure about this... It's probably a bit too modern for something that's based on Zelda 1. I may revisit some other ideas.
199
« on: April 30, 2010, 07:36:27 pm »
uhuh so that one is noting the swords level right ?
Right. Now that you mention it, though, I can see where it might be confusing. I might think about moving it down, like how the rest of the items have it positioned. That, and I may move the bow away from the sword so it doesn't cause any confusion. EDIT: Here is an updated version, with a second inventory full of upgraded items for further comparison:
200
« on: April 30, 2010, 07:23:12 pm »
You don't have arrows. I elaborated on this in my original post. Arrows use rupees - like in the original Zelda. Bombs are the only item with a quantity. EDIT: Don't mind me if my responses seem short-hand. I'm friggin' tired today. My brain can't seem to function at all. I've been without my protein drinks too long. I'm going to try to get some real mock-ups of the action screens soon. EDIT 2: Oh - and I should note this will probably use the same tilemapper as the old LL1, because of the way screens transitioned in that game. It will save a bit of time, since the code is already there.
201
« on: April 30, 2010, 05:53:40 pm »
kk, and what do the "(L1)"/"(L2)" things mean?
Level. This is fairly common in some Zelda games, where items have multiple levels. i.e., a L2 sword is better than an L1 sword. I've redone the quest screen a bit: The very bottom row is your status HUD, which is displayed both on this screen, and while exploring. I wanted to keep the height at 8 px so it doesn't intrude too much on the action screen.
202
« on: April 30, 2010, 05:27:53 pm »
I would say ASM. Anything else would be too restrictive on resolutions and memory.
203
« on: April 30, 2010, 04:49:22 pm »
I had a few ideas for an enhanced remake of the original Legend of Zelda on 15 MHz calculators. Maybe "remake" is not the appropriate word, so much as a rendition, or watered-down port with a few enhancements. The plot and flow of gameplay will be slightly different. As opposed to Princess Zelda separating the Triforce of Wisdom into 8 sections and dividing them across several dungeons, Link's task is to find each whole piece of the Triforce in order to break the seal on Princess Zelda's prison within Ganon's Citadel. This doesn't necessarily limit the game to three dungeons - there will be dungeons where important items are guarded by bosses. It it necessary to procure these items so Link can reach other sections of Hyrule and ultimately uncover the Triforce. Some dungeons will also have seals that require to specific Triforce pieces to be in your inventory. I've cut down on the number of items present in the game. It's rounded down to four equippable items, (Link may only equip a single item at a time) four "quest" items - or items that have passive effects - and of course Link's tunic and shield. The complete inventory is: Wooden Sword (L1) - inflicts 1 point of damage against enemies; some enemies are immune to this sword Magical Sword (L2) - inflicts 2 points of damage against enemies Wooden Shield (L1) - blocks very few projectile attacks (but cannot be eaten by a Like-Like) Magical Shield (L2) - blocks most projectile attacks (but can be eaten by a Like-Like) Hylian Tunic (L1) - does nothing (it's simply your default tunic) Hero's Clothes (L2) - halves all damage inflicted against Link Magical Bow - fires arrows that allow Link to penetrate some enemy defenses (each arrow subtracts 1 rupee) Bombs - can damage multiple, adjacent enemies, or destroy weak objects; (walls, blocks, etc.) Link's initial bomb capacity is 8, but it is possible to purchase an upgrade to 16 Switch-Hook - when fired at an object, Link switches places with it; (this is effective against enemies or movable pots) stuns enemies that are too heavy to switch places with Link; will grab objects such as keys or rupees and add them to Link's inventory, as opposed to switching places with them Giant's Ring - allows Link to push certain types of blocks Fire Arrow - allows arrows to light torches Flippers - allows Link to swim in watery areas Water of Life - when Link loses all hearts, this will automatically restore 3 of them (and then vanishes from his inventory) I haven't designed any maps yet. Since the sprites will be 16x16, I was thinking of doing 8x8 map tiles. Each of the boundaries around each action screen could be composed of 8x8 sprites that only show halves of trees and mountains, which should help prevent any given screen from becoming too cramped with large objects. Tiles within the boundaries would still make 16x16 px objects. Each action screen would only be 96x64 pixels. Link's status is also a bit different. I thought only 8 total hearts would be sufficient. (3 to boot) There may be more than 5 Heart Containers to be found, and I say this for two reasons: 1.) Games like Metroid did this with Energy Tanks, in case the player did not discover them all; and 2.) There will occasionally be situations where you will lose a Heart Container. (i.e., the "Leave your money or leave your life" choice in some rooms)
204
« on: April 27, 2010, 10:01:44 pm »
As far as I know, only 6-level is possible; but I'm not sure what that would require. Might make the assets a bit too large to fit into memory.
205
« on: April 27, 2010, 03:03:05 pm »
His name was originally Fenris. (which was derived from FenrisĂșlfr / Fenrir / Fenris wolf) I added (-son) as a patronym.
There were also two other playable characters in the game. I removed them for a couple of reasons: 1.) Their roles weren't important to the game at all. I would have to develop on these characters who really didn't have any significance to the story; and 2.) I wanted this to be more of an RPG that draws the player directly into the character's role; like Arc the Lad, Zelda, etc.
206
« on: April 26, 2010, 11:27:03 pm »
Furthermore, for some reason, Americans seem to prefer the status quo above all else regardless the situation; people will always complain even if we try to improve things. System justification biasIndeed, a common trait among Americans.
207
« on: April 26, 2010, 06:02:52 pm »
This is a reboot of a project I started a few years back. Although it was never completed, it was still a very influential project for future works. I figured I owe it to myself to give this game (my first game) the detail and depth it deserves. Comparison of the original designs: The game centers around an apprentice knight named Fenrisson, who serves under the leadership of Captain Darius of the Knights Glendale. Prior to the game's events, Darius betrayed the King of Glendale and set out in search of a relic rumored to grant its holder the power of dragons. Although many of the king's men attempted to stop him, none were successful. One particular knight was Fenrisson's own brother, who never returned from his journey to Darius' citadel. Although a lowly apprentice, Fenrisson is determined to find his brother and put a stop to Darius' evil plans. The story really isn't very robust. The game emphasizes questing and exploration over the finer details of what's going on, or why. The general flow of the game is that Fenrisson will explore new areas, learn details of the whereabouts of Darius' citadel, or learn about requirements he must meet to travel to the next area. (such as keys or relics that need to be discovered before proceeding) The maps are all presented in a 1:1 scale, and each area leads to the next. There is no general overworld with small icons representing towns and dungeons. For instance: Every time you need to reach a particular village, you actually need to roam through the wilderness between point A and point B to get there. Enemies are placed directly on the maps. (no random encounters) You can selectively choose when you want to fight an enemy. In some cases, an enemy may be blocking your only available path. Battles take place on the same maps by transitioning into a turn-based input sequence. The player registers commands by simply selecting which item in Fenrisson's personal inventory to use. These can be weapons, shields, potions, etc. Each of these items has a quantity, or durability level, that defines how many times it can be used before it needs to be replaced. Fenrisson's statistics randomly increase after battles depending on several conditions: Which items he put into application, how much damage he suffered, how many attacks he managed to evade, and so forth. There's no real disparity between how statistics between the player and the enemy function - these are within relatively similar ranges. Overall, it's probably a 45-minute game. I hope to make exploration the largest emphasis, with robust dungeons, traps, pitfalls, puzzles and other interesting details to give the game more of an adventurous flair than some of my other projects.
208
« on: April 26, 2010, 02:41:32 am »
Since I know there are some people here who speak English as a second language, I was curious about their thoughts on how difficult it is to learn English, and whether or not an English language reform would be desirable. (or make English easier / more practical to learn) Basically, a language reform would mean altering the spelling (and maybe pronunciation) of words to make the language more consistent with itself. For instance: We have words like "weight" and "height." In each of these words, the "ei" diphthong is pronounced differently, but there's no indication that these words should be pronounced differently - a person has to remember these pronunciations on a word-per-word basis. In other languages, there are (usually) stricter rules about spelling and pronunciation, so there's generally no misunderstanding about it. Even native speakers of English may not necessarily know how to pronounce a word they've never read before. (or how to spell a word they only recently heard)
What are your thoughts? Do you think there are any improvements that should be made to English?
209
« on: April 26, 2010, 02:31:43 am »
Iambian should post his coding environment. It's nothing but wall-to-wall icons and task buttons at all times. I think he has some 30 quicklaunch items alone.
210
« on: April 26, 2010, 02:27:11 am »
In Metroid II: Evolution, certain map data is used several times in a row, for example if you fall in a huge pit Heh. I didn't know that. I wonder how that's accomplished. I only recently worked out the whole logic in infinite corridors: Place a teleporter toward the ending boundary, and have the player (unknowingly) teleport back to an earlier point in the corridor over and over.
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