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Messages - Miscreant

1
I made the unlock to it. I thought I'd show what the hidden programmers room has evolved into.

Top left: All shops
Top Middle: Message box Testing
Top Right: All dungeon levels

Middle Left: Fairy healing/Change Music
Middle Middle: NPCs
Middle Right: All Items

Bottom Left: Ladder testing
Bottom Middle: Exit to Start Map
Bottom Right: Raft & Whirlpool Testing

Raft & Ladder Testing areas exit to each other. Only the NPC room exits to the Start map.

Shop & Dungeon rooms exit to each other
Raft & Dungeon rooms also exit to each other

Edit: The bottom dock in the raft room intentionally breaks the function and leaves the spriteset as 'link' on the raft.
2
Yes it's built on Sierra and targeting Sierra, I could build targeting an older version if wanted - I've just seen so little to no feedback from anyone using it other than me so kept it with the easiest option for now.

TBH: I'm not sure what version the other person is using and I, personally, haven't used an apple computer since the era of the original little boxy Macintosh.
Sierra is the latest version of macOS the linked version of miniSphere should run out of the box on that and may run on older versions but may not, I should be able to build it for anything back to OSX 10.8 (aka Mountain Lion) with a little fiddling so let me know if it doesn't work for your friend and which version they want me to target. (If they need earlier than 10.8 it may be difficult)

When I find out, I'll let you know. I'm not sure how up-to-date their mac is.
3
Haven't test this with minisphere yet...

The arrow rock formation to unlock the Hidden Programmers Room is now the final piece of a 3 part unlocking sequence with 2 parts scattered in the overworld (1 being the arrow rock formation) and 1 part hidden in the underworld. They need to be accomplished in the proper sequence. Part 1 unlocks Part 2. Part 2 unlocks Part 3. Part 3 activates the portal to the Hidden Programmers Room.
4
Yes it's built on Sierra and targeting Sierra, I could build targeting an older version if wanted - I've just seen so little to no feedback from anyone using it other than me so kept it with the easiest option for now.

TBH: I'm not sure what version the other person is using and I, personally, haven't used an apple computer since the era of the original little boxy Macintosh.
5
Now that I no longer have the graphics issues I was encountering, I have been testing consistently to be sure that the game functions properly in sphere & minisphere.
6
I've been developing this project in a windows environment. If I wanted to demo it to someone who uses an apple/mac environment, how would I accomplish that?

Everything I've seen is "install in windows / install in ubuntu"
7
Upon further attempted implementation of the compass in MapRef(), I've come to realize that the way it is currently coded is causing compass values to be overwritten. Such as, if the player has the compass for levels 1 & 2 but is currently in level 1, the compass is showing the location for the triforce piece in level 2... I need to rethink how to code this functionality.
8
Projects / Re: Project ZeC (My Zelda-esque Clone)
I was wondering, is there a way to prevent diagonal player movement?
9
Projects / Re: Project ZeC (My Zelda-esque Clone)
I've gotten the MapRef() to function for the map and Compass. In miniSphere it would function, in Sphere it kept causing a NaN error. It was kind of frustrating. So far though, It currently only functions for Level 1 but it does function now in both Sphere and miniSphere.
10
Projects / Re: Project ZeC (My Zelda-esque Clone)
Trying to append code into already existing code to add new functionality to the original code can be very frustrating at times... Attempting to add the Compass function to the already existing MapRef().

Edit: I had it functioning under the condition that if the player has the map & the compass, the Triforce location is drawn. In LoZ, it is possible to get the compass before the map, I changed the condition to the player having just the compass and it ceased functionality.
11
Projects / Re: Project ZeC (My Zelda-esque Clone)
That probably stumped a lot of players through the years. In ZeC, I refer to it everywhere in the code as just 'meat'.
12
Projects / Re: Project ZeC (My Zelda-esque Clone)
I think I got stuck inside the dungeon for a few months too...

The grumble, grumble guy?
13
Projects / Re: Project ZeC (My Zelda-esque Clone)
The whistle actually unlocks a few secrets in the game. Unlike the original LoZ, I have messages coded into my msg_db that will advise the player to where the various locations are.
14
Projects / Re: Project ZeC (My Zelda-esque Clone)
Player uses whistle...

Dungeon Level is now accessible. Note: Not Level 7.

Edit: I redid this slightly so there is a smoother transition between the pond draining and the stairs appearing.
15
Projects / Re: Project ZeC (My Zelda-esque Clone)
Attempting to design a function to make a pond drain when the player uses the whistle.