Author Topic: Zelda News  (Read 9976 times)

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Offline ACagliano

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Re: Zelda News
« Reply #15 on: January 28, 2011, 02:05:26 pm »
Thanks. Are you good with AI? Because I'm not.

Ashbad

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Re: Zelda News
« Reply #16 on: January 28, 2011, 02:09:45 pm »
I can make an enemy AI system moderately well, though I'm mostly specialized in making Zelda-ish enemies' routines, such as in the screenshot for my zelda-like game below:

EDIT: also, just posted the pic to show you what I can help you with, not to show off, I realize posting a pic of my game on your thread might seem very rude :(



I would be glad to help you with your enemy systems, though I cannot commit to anything; though then again, after monday I might be able to help you after all :)
« Last Edit: January 28, 2011, 02:12:34 pm by Ashbad »

Offline ACagliano

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Re: Zelda News
« Reply #17 on: January 28, 2011, 02:16:10 pm »
If that is Zelda, urs will have better graphics than mine. And I do not take it as rude at all. I would appreciate the assistance. All the AI needs to account for is this:

moving around tiles that cannot be crossed and head toward player for collision damage.
rebound to the nearest impassable tile if attacked or if inflicted damage

Ashbad

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Re: Zelda News
« Reply #18 on: January 28, 2011, 02:18:37 pm »
oh, mine has nothing to do with zelda at all, minus the style I guess ;)

I think I can help you with both; the only reason TaNF doesn't have the rebounding part is due to speed and the size of that collision detection.  Though I know how to do it if you need it :)

What language does this happen to be in, Axe, BASIC, or asm?

Offline ACagliano

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Re: Zelda News
« Reply #19 on: January 28, 2011, 02:19:49 pm »
Axe

Ashbad

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Re: Zelda News
« Reply #20 on: January 28, 2011, 02:21:22 pm »
oh, all the better :D  my best language :)

is this going to be monochrome or grayscale?  If it's mono, then you can crank out another 10 FPS and then have more support for more advanced enemies as opposed to 4 level gray.

Offline ACagliano

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Re: Zelda News
« Reply #21 on: January 28, 2011, 02:23:35 pm »
well, there are only two classes of enemies, boss enemies and regular enemies. at least that's all i accounted for. if your can include support for protecting items (some enemies attack, while others move to defend items), that would be really nice.

it is in black and white.

I'll need to send you my list of tiles.
« Last Edit: January 28, 2011, 02:24:04 pm by ACagliano »

Offline DJ Omnimaga

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Re: Zelda News
« Reply #22 on: January 28, 2011, 10:36:17 pm »
GOod luck with AI :D

Note that AI doesn't have to be extremly complex, though: In DLQ some enemies just moved forward you and others alternated between moving towards you and randomly. Bosses simply followed some sort of pattern. For example, you had to hit the mantis with the hookshoot from the bottom, then stab the middle with your sword, then repeat. Ganon shot lasers in all 4 directions a few seconds after you hit him, then shot a spark at you that you had to stab to make it bounce back on Ganon.

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Re: Zelda News
« Reply #23 on: January 29, 2011, 11:57:16 am »
interesting ideas DJ, I'll take that into consideration :)

ACagliano, I started working on this, though it's not very far yet :P

Offline ACagliano

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Re: Zelda News
« Reply #24 on: January 29, 2011, 03:23:19 pm »
Take your time. No rush.

Offline ACagliano

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Re: Zelda News
« Reply #25 on: February 04, 2011, 01:38:17 pm »
Progress Report

main map fully coded
3 miniquest maps fully coded
all building maps fully coded
dungeons in progress
save file format layed-out
walking engine 40% done

Offline DJ Omnimaga

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Re: Zelda News
« Reply #26 on: February 05, 2011, 01:01:29 am »
Cool! Any screenshots? I'm curious how the maps look like :D

Offline ACagliano

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Re: Zelda News
« Reply #27 on: February 05, 2011, 10:50:50 am »
Soon.

Offline DJ Omnimaga

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Re: Zelda News
« Reply #28 on: February 05, 2011, 03:02:23 pm »
Soon as in tonight? :P

Offline ACagliano

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Re: Zelda News
« Reply #29 on: February 05, 2011, 03:22:19 pm »
No, soon as in, a few days.