Author Topic: Legend Of Zelda Progress Thread  (Read 24307 times)

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Offline DJ Omnimaga

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Re: Legend Of Zelda Progress Thread
« Reply #30 on: December 09, 2010, 07:49:37 pm »
Ah, right, sounds good, then. Some Zelda games had the health to the right of the screen but I kinda prefer at the bottom, even though it makes the screen very wide.

Offline ACagliano

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Re: Legend Of Zelda Progress Thread
« Reply #31 on: December 11, 2010, 01:58:58 pm »
Progress Update

World sprites done. And coded. Program is at 800 bytes and change.
Still have 4 dungeon maps to do, then code all maps in.

Offline willrandship

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Re: Legend Of Zelda Progress Thread
« Reply #32 on: December 11, 2010, 01:59:20 pm »
Nice! that was quick!

Offline DJ Omnimaga

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Re: Legend Of Zelda Progress Thread
« Reply #33 on: December 12, 2010, 05:43:49 am »
Great! How many sprites do you have in total? It seems to be progressing fast!

Offline ACagliano

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Re: Legend Of Zelda Progress Thread
« Reply #34 on: December 12, 2010, 09:52:29 am »
I have 42 different tiles. And that is in hex.

Offline DJ Omnimaga

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Re: Legend Of Zelda Progress Thread
« Reply #35 on: December 13, 2010, 01:17:23 am »
I see. Any info on what type of Zelda layout you use right now? Is it more like the NES Zelda or is it more like ALTTP or LA?
« Last Edit: December 13, 2010, 01:17:36 am by DJ Omnimaga »

Offline ACagliano

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Re: Legend Of Zelda Progress Thread
« Reply #36 on: December 13, 2010, 02:34:13 pm »
It will use the ALTTP's layout.

Offline DJ Omnimaga

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Re: Legend Of Zelda Progress Thread
« Reply #37 on: December 13, 2010, 11:35:44 pm »
Ah ok, I was wondering since I was sure ALTTP had much more sprites O.O

Offline willrandship

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Re: Legend Of Zelda Progress Thread
« Reply #38 on: December 14, 2010, 09:45:58 am »
It probably has many more, and they are higher quality. The original zelda used the same  sprites over and over, sometimes recoloring them :P hence the green/red rock walls depending on your area. Same sprite, different color.

Offline aeTIos

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Re: Legend Of Zelda Progress Thread
« Reply #39 on: December 14, 2010, 09:47:51 am »
Progress Update

World sprites done. And coded. Program is at 800 bytes and change.
Still have 4 dungeon maps to do, then code all maps in.
I'm busy at a decimated pokemon game (just 4 hrs of gameplay) and the maps are horrible to do :P

I'm not a nerd but I pretend:

Offline ACagliano

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Re: Legend Of Zelda Progress Thread
« Reply #40 on: December 14, 2010, 12:10:16 pm »
@DJ: obviously, there won't be as many sprites. There won't even be a hookshot, fairies, boomerang, or any of that. Just standard sword, master sword, and magic power. The other stuff may be put into a future version.

@willrandship: I will accept donations toward the purchase of a color LCD for my TI-84+ at this time. lol. jk.

@aeTIos: It is the most complex and time consuming part.

Offline c.sprinkle

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Re: Legend Of Zelda Progress Thread
« Reply #41 on: December 14, 2010, 12:18:18 pm »
That was a very short time to code that many maps in!
Impressive work, and I look forward to this for sure!

Offline DJ Omnimaga

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Re: Legend Of Zelda Progress Thread
« Reply #42 on: December 14, 2010, 11:18:31 pm »
I see. Sounds good then. Will version 1.0 have an hookshoot or will it be for a sequel or expansion?

I would also recommend avoiding making the game like Dark Link Quest, where you had to use 4 different buttons to stab enemies in a specific direction, because it can be a bit annoying. Also make sure we can use both the sword and items at once. In DLQ, you had to unequip the sword, equip the hookshoot, unequip the hookshot, equip the sword, and so on. X.x

Offline aeTIos

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Re: Legend Of Zelda Progress Thread
« Reply #43 on: December 15, 2010, 09:25:03 am »
do you have a demo version or so for the graphics? and what do you think what the completion level is of the whole game? its not in your sig x.x
I'm not a nerd but I pretend:

Offline ACagliano

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Re: Legend Of Zelda Progress Thread
« Reply #44 on: December 15, 2010, 09:33:39 am »
@aeTIos: I am not read to demo graphics, as I have yet to CODE and write an engine to PROCESS the map data. While the maps are complete, they have not been coded into the program yet. I should have a splash screen teaser soon, though.

@DJ: In this version, there won't be much to equip, except for magic devices. Yes, I will be consistently updating this game version with new features before moving on to a sequel.

As for item equipments. There will be two attack keys: primary and secondary. Pressing [2nd] will always attack with a sword. While you have the standard sword, that is it. Once you get the master sword the game will automatically equip it. The only equipment you will have to do is on the secondary attack. You can only use one item at any time for your secondary attack, whether magic, hookshot, ect. You will need to press a key to bring up the menu, then select an item to equip.

When you attack with the sword, an enemy in the direction you are facing will be hurt. As you defeat dungeon levels, the enemies will be harder to beat, as your "level" goes up.