Author Topic: Zelda resumed and almost done...a bit of help needed  (Read 15753 times)

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Offline DJ Omnimaga

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Re: Zelda resumed and almost done...a bit of help needed
« Reply #30 on: October 02, 2012, 01:05:29 am »
Try this http://www.omnimaga.org/index.php?action=downloads;sa=view;down=442

Back up first, since ARPGCs aren't very stable on OS 1.14 or above.

Offline ACagliano

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Re: Zelda resumed and almost done...a bit of help needed
« Reply #31 on: October 02, 2012, 09:08:56 am »
Ok... I got this done. I hope you guys are happy with this building.

It appears that I am terrible at character sprites. This means I need someone's help. Sprites are 8x8. I need

1 for Link in each of the primary directions.
1 for Princess Zelda
1 for a wizard
1 for an old man
1 for the deku tree
1 for a soldier
1 for a troll
1 for a spirit
1 for a shade (can look like a spirit)
1 for a zombie
1 for a goblin
1 for a wizard (can look the same as the one above)

I've got all the others done.
« Last Edit: October 02, 2012, 01:02:53 pm by ACagliano »

Offline Sorunome

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Re: Zelda resumed and almost done...a bit of help needed
« Reply #32 on: October 02, 2012, 08:03:34 pm »
The building is nice! :D
But IMO there must be more different stuff for the surrounding.

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Offline ACagliano

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Re: Zelda resumed and almost done...a bit of help needed
« Reply #33 on: October 03, 2012, 09:06:33 am »
The building is nice! :D
But IMO there must be more different stuff for the surrounding.

Yes I know. I was simply showcasing the building itself. I have different environment tiles.
Anyone willing to help me out with the character sprites.

Offline chickendude

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Re: Zelda resumed and almost done...a bit of help needed
« Reply #34 on: October 03, 2012, 12:14:35 pm »
An 8x8 Deku tree?! O.O

For some more sprite ideas, you can check out Joltima, which had pretty cool (8x8) spritework:
http://www.ticalc.org/archives/files/fileinfo/34/3456.html
For example, you might be able to base your wizard off one of those sprites or pull some background tiles. I'm pretty awful at spritework, too, and there's not a whole lot you can do with 8x8 :/ (though with a good game you can get away with it, like Shadow of Narkemen :D On a side note: I wish Narkemen II had come out... the beta was really cool and i think it was pretty much all finished, just testing for bugs and stuff... where did he go?)
« Last Edit: October 03, 2012, 12:22:58 pm by chickendude »

Offline ACagliano

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Re: Zelda resumed and almost done...a bit of help needed
« Reply #35 on: October 03, 2012, 06:49:36 pm »
Sounds good. Here's some more images. Project is paused because of a slight bug with Pixelscape...



« Last Edit: October 03, 2012, 06:51:53 pm by ACagliano »

Offline Sorunome

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Re: Zelda resumed and almost done...a bit of help needed
« Reply #36 on: October 03, 2012, 07:41:24 pm »
woo, looking cool, and again, IMO there must be sligtley more on the last one, like only one tree or so :D

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Offline chickendude

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Re: Zelda resumed and almost done...a bit of help needed
« Reply #37 on: October 04, 2012, 12:45:55 am »
Wow, that looks a whole lot better. The only thing that makes it look square-ish are those square boxes in the middle, but really the whole set looks very nice together. For the diagonal sprites, will you be able to walk diagonally? or will the hit detection for those sprites take up the entire square?

Offline aeTIos

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Re: Zelda resumed and almost done...a bit of help needed
« Reply #38 on: October 04, 2012, 03:49:56 am »
For the diagonal sprites, how does it look when they are just a straight diagonal?
I'm not a nerd but I pretend:

Offline ACagliano

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Re: Zelda resumed and almost done...a bit of help needed
« Reply #39 on: October 04, 2012, 09:30:43 am »
What needs fixing there are the "fan-outs" on the cliff bottoms and the boxes...they look too flat. I really didn't plan on diagonal sprites, just a diagonal movement, but still facing in one of the cardinal directions.

Offline chickendude

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Re: Zelda resumed and almost done...a bit of help needed
« Reply #40 on: October 04, 2012, 12:38:33 pm »
Diagonal movement is one thing, but unless you have a special way of hit detection (ie not just checking which tile you're going to run into) the diagonal tiles will have a box around them (unless you just make them "walk through-able"). That's why i was asking...

Offline ACagliano

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Re: Zelda resumed and almost done...a bit of help needed
« Reply #41 on: January 05, 2013, 03:31:01 pm »
Ok... I have picked up progress on this, starting with a complete recode of everything. I dumped the sprite/map set as well and plan to redo them. Also, I devised two separate algorithms for AI, one for enemies that try to run into you and one for enemies that shoot at you from far away. In addition, I have designed the main menu, file save, and map save routines. I will also be doing the event triggers and event scripts. Events are divided into two classes, pre-move events and post-move events. Pre-move events are generally what should stop you from moving onto a tile. Post-move events are like entering a building, stepping on lava, or collecting an item.

AI for Collision

1. move toward player on x
    ; if enemy x = player x, goto 2
    ; if movement blocked, goto 2

2. move toward player on y
   ; if enemy y = player y, we have collision !!!
   ; if movement blocked, goto 3

3. move away from player on x
   ; if movement blocked, goto 4

4. move away from player on y
   ; if movement blocked, do nothing.

**there are some caveats with perhaps not a complete collision, since the tiles are 8x8 and AI/player movement is pixel based...

For AI where the enemy can fire at you

1. Move toward player y (more distance) (we are aiming to move in line with player, but not actually towards player)
    ; if enemy y = player y, we should try to shoot (but not all the time). If we are not shooting, goto 4.
    ; if movement blocked, goto 2

2. Move toward player x (again, moving in line with player, but not towards player).
    ; if enemy x = player x, we should try to shoot (but not all the time). If we are not shooting, goto 4
    ; if movement blocked, goto 3

3. Do nothing.

4. Move away from player on y (try to keep distance).
    ; if movement blocked, goto 5

5. Move away from player on x.
    ; if movement blocked, do nothing

-----------------------------------

Another thing I need help with. When the player moves, or the AI moves or a bullet sprite advances, I will need to replace the correct sprite underneath the sprite that has just moved. How do I do this?

-----------------------------------

Obviously, while I have made significant progress, a lot still needs to be done. So, if there are any developers out there who can code in Z80 and are willing to spare a bit of their time, I would not turn down some assistance with some of this programming. Assistance will be fully credited.

Offline ACagliano

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Re: Zelda resumed and almost done...a bit of help needed
« Reply #42 on: January 06, 2013, 03:04:30 pm »
bump. I have a friend of mine helping me out with the tilesets.

Offline Sorunome

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Re: Zelda resumed and almost done...a bit of help needed
« Reply #43 on: January 06, 2013, 03:08:33 pm »
Cool! Looking forward to more progress! :D

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Offline chickendude

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Re: Zelda resumed and almost done...a bit of help needed
« Reply #44 on: January 06, 2013, 03:21:43 pm »
There's different ways to go about this, the easiest way is to simply redraw the map every frame. However, if that's not how your tilemap works, you can check the enemy/player's x/y alignment in the map then load/overwrite either 1, 2, or 4 tiles (starting with the tile at the enemy's top-left) depending on the enemy's alignment before redrawing the enemy. If your maps aren't aligned, it might be easier to make a copy of what's underneath before you draw the tile rather than pulling from the map, that way you don't have to worry about drawing unaligned sprites.

I also don't really see the difference between pre/post-move events. If you touch a door, you know that you'll be entering a house. If you want to wait until you leave that tile before you trigger the event, you can just set the trigger on the tile behind it. Collecting an item is also triggered by touching it (or pressing a button). I'd be interested to know what you've got in mind/what differences there are between the two.