Author Topic: The Legend of Zelda  (Read 37800 times)

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Offline DJ Omnimaga

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Re: The Legend of Zelda
« Reply #105 on: July 11, 2010, 08:46:01 pm »
Aaah ok ^^. Will it say which melody you are playing? Or will just show the animation?

Offline Zera

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Re: The Legend of Zelda
« Reply #106 on: July 11, 2010, 08:52:46 pm »
It will just show the animation. (since it's implied which melody you're playing, depending on the crest you're standing on)

I think I'll have a message that indicates the harp is ineffective when you try to play it on a crest you haven't learned the respective song for. Maybe the message can hint that a different song is required.

Kaepora Gaebora (the owl that gives Link advice and tips in many games) makes a frequent appearance in the game, so he'll often inform you about the function of these crests the first time you step onto a screen where one appears.

Also - something totally random...



 :P
« Last Edit: July 11, 2010, 08:56:49 pm by Zera »

Offline DJ Omnimaga

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Re: The Legend of Zelda
« Reply #107 on: July 11, 2010, 09:01:12 pm »
Yeah I meant more for non-visual people who might totally forget the name of the songs x.x

And lol at the pic
« Last Edit: July 11, 2010, 09:01:26 pm by DJ Omnimaga »

Offline TIfanx1999

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Re: The Legend of Zelda
« Reply #108 on: July 11, 2010, 09:03:15 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.
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.
Ah, ok that's intersting. Looks good to me, but I can understand why you would decided to go with a side HUD instead.
It's nice to see that this is progressing so quickly. :)

Offline Zera

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Re: The Legend of Zelda
« Reply #109 on: July 11, 2010, 10:24:13 pm »
I'm going to upload and regularly maintain a current version of the four realms, as the designs progress. (I'm removing the previous map images, as they'll always be outdated)

Full map is now completed.
« Last Edit: July 12, 2010, 05:51:17 pm by Zera »

Offline DJ Omnimaga

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Re: The Legend of Zelda
« Reply #110 on: July 11, 2010, 10:30:57 pm »
wow that will be larger than expected! Awesome so far :)

Those maps will be worth the few dozen of KB they'll take

Offline Builderboy

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Re: The Legend of Zelda
« Reply #111 on: July 12, 2010, 01:41:37 am »
This just keeps reminding me of Ti-Boy, in that it looks like a gameboy game!  Hella epic job Zera!

Offline Zera

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Re: The Legend of Zelda
« Reply #112 on: July 12, 2010, 03:17:03 am »
Map updated in previous post. Mt. Goro finished.

I want to note that, if this project is successful and people actually enjoy it, I definitely plan to create a follow-up using the same assets and engine. (generally, a major re-arrangement of maps)
« Last Edit: July 12, 2010, 03:18:52 am by Zera »

Offline DJ Omnimaga

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Re: The Legend of Zelda
« Reply #113 on: July 12, 2010, 03:25:18 am »
darn, really awesome. One thing, though: I would wait to see when November will arrive, though, because late Summer tend to be rather inactive around here in terms of projects, and October is almost as bad, so it may take a while before someone takes on this project.

In the future, maybe it will be possible in Axe, though. It would require reading from archive, most likely (since there would be around 30-50 KB of map data.

Offline TIfanx1999

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Re: The Legend of Zelda
« Reply #114 on: July 12, 2010, 07:31:39 am »
This is looking really nice. Initially I was worried that the game might be really small, but the four sub areas are proving to have quite alot of area to cover. :D Zelda has always attracted alot of attention, and I'm glad that you're interested in doing a follow up as well. Keep up the great work!

Offline matthias1992

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Re: The Legend of Zelda
« Reply #115 on: July 12, 2010, 11:01:49 am »
fantastic job! I can't wait to see a first alpha release heading this way
MASM xxxxxxxxxx aborted | SADce ====:::::: 40% -Halted until further notice| XAOS =====::::: 50% -Units done| SKYBOX2D engine ========== 100% -Pre-alpha done. Need to  document it and extend |

~Those who dream by day are cognizant of much more than those who dream by night only. -Sir Edgar Allen Poe-

Offline Zera

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Re: The Legend of Zelda
« Reply #116 on: July 12, 2010, 05:48:22 pm »
Updated map. The full overworld is now completed.

Offline DJ Omnimaga

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Re: The Legend of Zelda
« Reply #117 on: July 12, 2010, 05:55:46 pm »
wow I love that new part o.o

Btw how many maps do you think the entire game will have? Even if just an approximate number (example, the equivalent of 3 other maps of that size). It might give me an idea of how large the final game data might be for maps

Offline Zera

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Re: The Legend of Zelda
« Reply #118 on: July 12, 2010, 06:01:14 pm »
wow I love that new part o.o

Btw how many maps do you think the entire game will have? Even if just an approximate number (example, the equivalent of 3 other maps of that size). It might give me an idea of how large the final game data might be for maps

Well, the max map grid is 6x6 screens. This applies to dungeons as well as overworlds. Dungeons might be roughly 3/4 of the size of overworlds. (some might be substantially smaller) There are five total dungeons.

The only other maps are caves / passages and indoor areas. These may be so small that they could all fit on a single map grid.

Overall estimate: 10 maps. 4 overworlds, 5 dungeons, and one map to encompass all indoor / cavernous areas.

Offline DJ Omnimaga

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Re: The Legend of Zelda
« Reply #119 on: July 12, 2010, 06:44:46 pm »
Aaah ok. I guess 23 ish KB of data for maps then. I have to wonder if such project wouldn't be possible in Axe if Quigibo manages to add reading from archive. The only concern I have is the code that boss fights would take. Even at 16 KB executable code (excluding the data) it might still a bit hard to fit everything in.