0 Members and 2 Guests are viewing this topic.
1. Would tiled motion (a player or enemy moves one tile at a time) or smooth motion (a player or enemy moves one pixel at a time) be preferred? Please note, if I go with the smooth system, I will need some conceptual advice on how to work collision detect with a tiled map system.
2. Should one or more classes of enemies have ranged attacks (like the bow)? I added a bow to your equipment, but I do not know how to code a ranged attack for either player or AI while the game is going. Help? 3. Should enemy classes be able to launch a ranged magical attack with their element? I know this is not really classic Zelda, but it could make gameplay harder. And, that is basically what the ice/fire keese do.
4. Should the shield be auto-use or press-a-key to use?
Also, I am having a dilemma. I need a way to extract the map data from the app and put it somewhere where it can be kept. I first decided to try an AppVar that gets archived when the game is not in use, but that is a problem as there is not enough RAM to hold the data. Other ideas I am looking at are a separate appvar for each map, or to create a group file. Any thoughts?
My opinions:Quote from: ACagliano on September 03, 2011, 04:18:45 pm1. Would tiled motion (a player or enemy moves one tile at a time) or smooth motion (a player or enemy moves one pixel at a time) be preferred? Please note, if I go with the smooth system, I will need some conceptual advice on how to work collision detect with a tiled map system. DEFINITELY smooth-scrolling, IMO. You can still go tile-by-tile if that's what you want but please make it smooth. I can help with this part, I'm pretty good at this.Quote from: ACagliano on September 03, 2011, 04:18:45 pm2. Should one or more classes of enemies have ranged attacks (like the bow)? I added a bow to your equipment, but I do not know how to code a ranged attack for either player or AI while the game is going. Help? 3. Should enemy classes be able to launch a ranged magical attack with their element? I know this is not really classic Zelda, but it could make gameplay harder. And, that is basically what the ice/fire keese do. Not a bad idea, ranged weapons are nice. They're also good for adding puzzle elements, like shooting a switch across a bridge and stuff like that. Again, I can probably help here as well.Quote from: ACagliano on September 03, 2011, 04:18:45 pm4. Should the shield be auto-use or press-a-key to use?I would personally go for press-a-key to use. Keep in mind it's still your decision, do whatever.Quote from: ACagliano on September 03, 2011, 04:18:45 pmAlso, I am having a dilemma. I need a way to extract the map data from the app and put it somewhere where it can be kept. I first decided to try an AppVar that gets archived when the game is not in use, but that is a problem as there is not enough RAM to hold the data. Other ideas I am looking at are a separate appvar for each map, or to create a group file. Any thoughts?You could use a similar technique to what I'm doing in my current project - I have a massive appvar, or two or three, permanently in the user archive (unless I decide to unarchive it to edit levels and such). This/these appvar(s) holds all the levels for the entire game. When I get to a level, it copies 768 bytes (the size of one level) into ram where I can access it and whatnot. In your game, you might want to copy data from this appvar into ram whenever you move screens and such.
Perhaps you should learn asm? I just got into coding it myself.