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Messages - Zera
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76
« on: July 11, 2010, 05:00:56 pm »
Interesting, will there be more enemies on the overworld? (and pieces of heart?)
There's one Piece of Heart per world. In Labrus, the first Piece of Heart is behind a block near Deepwood Pass. In Zora's Domain, the second Piece of Heart is obtained by using the upper-right whirlpool (from Labrus) to reach a path in the domain which leads to the Oasis in Labrus. (it's a bit complicated to explain this route, because you require so many items to reach it) I haven't designed the other two maps yet, so I haven't places the other two Pieces of Heart there. I may try to fit more enemies in Zora's Domain, since there aren't many. On the other hand, I may have more opportunities to scatter larger quantities of enemies around the other two overworlds.
77
« on: July 11, 2010, 04:29:58 pm »
Wow. I am clumsy. I used the wrong grid resolution in the previous Zora map, so there was an extra 2 columns of map area. I had to cut it out and do some editing. Here's the new map. (now with events)
Also - a synopsis of game events:
- Speak to the Great Fairy and receive Fairy Dust.
- Use Fairy Dust to remove the tree blocking Level-1.
- Defeat the Giant Octorok and obtain a Heart Container.
- Get bombs from the last room of Level-1.
- Blast the blocks outside of Level-1 to gain entry to Knol Cemetery.
- Play Hero's Etude on the Hero's Crest in front of the last tombstone to reveal a warp to Zora's Domain.
- Defeat Clawgrip and obtain a Heart Container.
- Get Flippers from the last room of Level-2.
- Swim to the cave in Zora's Domain where Eulogy of Winds is procured.
- Play Eulogy of Winds near Lake Tola to reach the entrance to Goro Valley.
- Play Hero's Etude on Hero's Crest to reveal a warp to Goro Valley.
- Defeat Gleeock and obtain a Heart Container.
- Get the Giant's Ring from last room of Level-3.
- Use the Giant's Ring to move the statue blocking the path to Mt. Goro Summit.
- Play Hero's Etude on the Hero's Crest to reveal a warp to the Sea of Clouds.
- Get the Switch-Hook from Level-4.
- Defeat Eyesoar and obtain a Heart Container.
- Procure the Dreamer's Ballad from the ruins outside of Level-4 by using the Switch-Hook to clear the pitfall.
- Return to Labrus and play the Hero's Etude in front of Dark Castle Tola to open the gate blocking Level-5. (note that this crest will only respond if the player has all three songs)
- Play the Dreamer's Ballad to prevent the armos from obstructing Link's path to Lazra.
- Get the Firewheel Rod from Level-5.
- Use the Firewheel Rod to clear the ice that obstructs Link's path.
- Defeat Shadow Link and Lazra.
This just details all the primary obstructions that prevent Link from progressing beyond a certain point, and how the sequence is fulfilled.
78
« on: July 11, 2010, 03:16:18 pm »
It's fairly easy to distinguish on some models, but less so on others. I just don't think it would work out. Plus, I already have a portion of the maps designed around the current HUD. I can't change it now without completely redesigning these maps.
I've finished Zora's Domain. Haven't added all the events yet, but this is the gist of the map layout.
79
« on: July 11, 2010, 01:10:09 pm »
Currently, the way I (or Iambian, rather) handle transparency in my games is similar to how NES reserves one channel for masking. In this case, dark gray is always the mask; so sprites only consist of black and white, and light gray. Any dark gray in the sprite is just something that outlines the areas that need to be read as transparent. No need to draw duplicate sprites for masking. It was also decided that avoiding dark grays helps sprites stand-out from their environment. The sprites would appear somewhat brighter than BG objects.
As I mentioned, I already looked into the transparent HUD idea, but didn't get good results. The only way to really distinguish the hearts from the BG is to draw a white outline; but then that makes the hearts appear really awkward in the case of grayscale. I would also have to make them substantially smaller to fit them within an 8x8 space. This is why I decided on the reserved space for the HUD in the first place.
80
« on: July 11, 2010, 03:29:29 am »
The rupee colors represent quantity. Red is a single rupee, which is the only quantity that can be dropped by enemies or objects, and blue is five rupees, which is only received while diving. Chests can contain 20 rupees. The enemies are in color to distinguish them from NPCs. Some NPCs are ambiguous, and could pass as monsters. (see the moblin standing in the Deepword Forest, who sells Link a shield; he's friendly) This helps clarify the difference between them. The color also helps to avoid these objects blending with the map, itself. (and thus, the possibility of me accidentally overlooking them later) I actually did consider a transparent HUD, but it wouldn't work. Since this is grayscale, and there's no real palette that can be swapped around, pretty much any attempt at a transparent HUD would just blend-in with the background. I've even tried creating an outline around HUD objects to help them stick-out, but the details are always too messy. Ironically, that probably works out better in monochrome. Spencer's Zelda has a transparent heart display that's fairly easy to discern from background objects. Despite the quirkiness of having a side-HUD, I'm actually starting to like it. I'm mostly looking at it from a perspective of efficiency. Now I can fit Link's secondary item on the screen; so the player always knows what they currently have equipped.
81
« on: July 11, 2010, 03:12:20 am »
I have to stick with the side-HUD, since maps are presently designed around it. Trying to work around the original HUD is just too difficult. I liked the idea as well, but I'm also not patient enough to painstakingly break the map tiles into 8x8 pieces and assemble 32x32 objects from them.
Some areas, such as Zora's Domain, are going to be a little more spacey, given the lack of holy-crap-so-many-random-objects having to be present in a 6x6 map grid. The tileset is more dedicated here, and areas are more straightforward.
I've enclosed the first-half of Zora's Domain to show some progress. The other two overworlds will benefit from some additional roominess, as well, since they'll have fairly dedicated tilesets.
82
« on: July 10, 2010, 05:53:04 pm »
As for location names... I ordered these according to X,Y co-ordinates, represented as 1-6 / A-F. Hopefully, I didn't make any mistakes.
Knol Cemetery - 1a, 1b, 2a, 3a Dark Castle Tola (Level 5) - 4a Tola Village - 3b, 4b, 5b, 6a Entrance to Goro Valley - 6a, 6b Deepwood Passage - 1c, 2c Entrance to Earthshrine Temple (Level 1) - 3c Deepwood Forest - 4c, 1d, 3d, 4d, 1e, 2e, 3e Lake Tola - 5c, 6c, 5d Great Fairy's Pond - 2d Deluga Swamp - 4e, 2f, 3f, 4f Oasis - 5e, 6e, 5f, 6f Entrance to Zora's Domain - 1f, 6d
I also enclosed the mini-map that appears in your inventory screen.
83
« on: July 10, 2010, 11:48:32 am »
Just mock-ups, currently. I'm not going to throw the tiles into a map editor until I decide how to go about representing certain events and objects. (e.g., movable blocks) Since there's so much to interact with, it's hard to represent this in editors like CalcGS. In the meantime, an image can at least represent where all these events and objects are located.
New mock-up. Working on ideas for how large bosses are going to appear within a single screen.
84
« on: July 10, 2010, 03:48:43 am »
Well, here we go...
This is the land of Labrus. (more appropriately, the overworld section) It's a mere 6x6 screens, but a couple of warps lead off into sub-worlds. (such as the Zora's Domain) Of course, you also have to factor in dungeons... 6x6 is the max limit on map sizes. A mini-map detailing exit points and current location is always available on your inventory screen. Sections that haven't been visited yet will be indicated in gray.
A few notes: The black arrows indicate the direction of currents. These push Link in that direction. (the black arrows wouldn't actually appear in-game) The whirlpools are portals to Zora's Domain. The Triforce symbol, or Hero's Crest, unlocks various things when Link uses his harp in these areas. The one in the forest is simply a default warp point, where Link is transported, any time he plays the Hero's Etude. The two heart pieces are 2/4 available in the game, allowing the player to make a single, optional heart container.
85
« on: July 09, 2010, 10:27:23 pm »
So, uh... townspeople are going to have some tiny housing. I can make some houses two-screens long, but this is going to be your one-room, average home.
86
« on: July 09, 2010, 09:19:54 pm »
Zelda games normally have a HUD at the top of the screen. The GB Zelda games stored it at the bottom. It's a bit unusual to have it on the side. On the other hand, this side-HUD is really efficient for me to use. I may stick with it, and try to revision it so that it looks less unusual.
I was working on some ideas for the inventory, using the side-HUD idea. This is fairly incomplete, but gives a basic idea of where things would go. The left side would display usable items, while the right side would display static quest items.
87
« on: July 09, 2010, 09:01:35 pm »
I'll be sure to post the completed tileset and spriteset. Maybe they can be re-used for other games.
On another note: I'm debating on how to handle something...
Basically, I want to use a 16x16 grid for the tileset. Since I have that 8 px high HUD at the bottom, this offsets the whole map grid by 8 px. 16x16 tiles won't evenly fit to each screen. I could implement the map tiles as 8x8, but that would be really tedious on me. (imagine putting together trees, and other large objects, 8 px at a time!)
One way I can sidestep this problem is by moving the HUD to the side of the screen - that is, a 16 x 64 display. I could fit some additional items to it, but it would be on the side. I worry it might seem awkward.
88
« on: July 09, 2010, 08:28:34 pm »
Working on a lot of tiles at the moment. This path is intentionally narrow, as it only leads into a dungeon. Normally, you're going to have much more room in each screen.
89
« on: July 09, 2010, 01:54:07 am »
100,000 cycles is accurate. That's the most common estimation. Solid-state disks usually employ write-wearing to make sure data is evenly distributed across the disk, and prolong its overall lifespan. I'm not sure if this is necessarily true of memory cards and FlashDrives, but it could be. That said, I do think Flash memory is really stable as compared to some other storage. HDs with moving parts are much more likely to fail. I think this is especially true USB hard drives. I'm not sure how many times optical mediums can be rewritten. I imagine much less, since they're mostly intended for "write once, ready many" storage. I never bother to rewrite discs, or add new data at a later time. I just burn it all at once and close the session. I'm too worried adding or editing data will corrupt some sectors and cause a cyclic data redundancy error upon trying to read it again. Then again, I'm paranoid when it comes to backing-up my data.
90
« on: July 09, 2010, 01:09:40 am »
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