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Topic: Project ZeC (My Zelda-esque Clone) (Read 345250 times) previous topic - next topic

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Re: Project ZeC (My Zelda-esque Clone)
Reply #105
Another level I've been editing...

"Triforce Island" not it's offical name, just how I refer to it.
"I am to misbehave." - Malcom Renyolds, Captain of Serenity

Re: Project ZeC (My Zelda-esque Clone)
Reply #106
With the immense scope of this project:
Overworld, Underworld, Numerous levels(that range in size from small to gigantic), Hyrule Palace (plus others that are drawn out on paper and not sure if they're going to be implemented yet)

I'm starting to wonder, if upon game completion, I should produce a strategy guide.
"I am to misbehave." - Malcom Renyolds, Captain of Serenity

  • Fat Cerberus
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Re: Project ZeC (My Zelda-esque Clone)
Reply #107
I don't know, part of the charm of the original LoZ was that it was huge and easy to get lost in.  The fun was in finding your way.  It took me probably years to find Level 7 as a kid and now, as a result, it's the level I remember the most fondly. :smile:
neoSphere 5.10.0 - neoSphere engine - Cell compiler - SSj debugger
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Re: Project ZeC (My Zelda-esque Clone)
Reply #108
Don't get me wrong. I never had one either but they do exist.

Quote from: http://www.zeldalegends.net
Description:
This booklet was released as a supplement to "The Legend of Zelda." Sold separately, it offered more detailed descriptions and strategies than what was given in the game's manual. This is more than just a walkthrough: it's like a more detailed instruction manual.
  • Last Edit: September 08, 2017, 11:15:39 am by Miscreant
"I am to misbehave." - Malcom Renyolds, Captain of Serenity

Re: Project ZeC (My Zelda-esque Clone)
Reply #109
Damn, my latest animated gif is over 11megabytes. It's 757 individual frames. Videos were too large and now my gifs are starting to be comparable to the video sizes. I need to figure out a different method for certain things.
"I am to misbehave." - Malcom Renyolds, Captain of Serenity

Re: Project ZeC (My Zelda-esque Clone)
Reply #110
Damn, my latest animated gif is over 11megabytes. It's 757 individual frames. Videos were too large and now my gifs are starting to be comparable to the video sizes. I need to figure out a different method for certain things.
GIFV through Imgur?

Re: Project ZeC (My Zelda-esque Clone)
Reply #111
And now.... I've just coded a Zork reference into the game.  A few of the headstones now read "Lost in a maze of little twisty passages, all alike." or "Lost in a twisty maze of little passages, all alike." Along with the other possible variations.

Quote from: Chad Zechs
GIFV through Imgur?

DaVince had suggested that I look into a different video compression like WebM or MP4. I just haven't gotten around to it yet because the animated gifs were small and manigable. Now with this >11mb gif file, I guess I should look into it. I suppose GifV could be a possibility but I'd like to ability to create it locally and not rely on an outside webpage.
"I am to misbehave." - Malcom Renyolds, Captain of Serenity

Re: Project ZeC (My Zelda-esque Clone)
Reply #112
On a side note: My phone gives the Underworld an almost 3D look to it.
"I am to misbehave." - Malcom Renyolds, Captain of Serenity

Re: Project ZeC (My Zelda-esque Clone)
Reply #113
In coding one of the dungeon levels, I've come to realize that I have an issue I need to figure out.

Its the "Shutter" doors that open and close based upon whether you've killed all the enemies in the room.

I haven't done anything pertaining to enemies or a battle system yet, so just how do I code these doors to open and close?

Another perplexing piece of the puzzle that is ZeC...

Edit:  & I am currently without power so I can't do any coding until it comes back on.
  • Last Edit: September 08, 2017, 05:43:43 pm by Miscreant
"I am to misbehave." - Malcom Renyolds, Captain of Serenity

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Re: Project ZeC (My Zelda-esque Clone)
Reply #114
In coding one of the dungeon levels, I've come to realize that I have an issue I need to figure out.

Its the "Shutter" doors that open and close based upon whether you've killed all the enemies in the room.

I haven't done anything pertaining to enemies or a battle system yet, so just how do I code these doors to open and close?

Another perplexing piece of the puzzle that is ZeC...

Edit:  & I am currently without power so I can't do any coding until it comes back on.
You're going to need variables tracking how many enemies are alive in the room OR you could monitor how many entities are in the room and open when only 1 (if you destroy the entities when the enemies die) there are several other options, this won't be hard.

Re: Project ZeC (My Zelda-esque Clone)
Reply #115
I've put the shutter doors on hold for the time being. I've been editing the routine for the triforce in the final room of each level that has a piece. In the original LoZ, the player would pick up the triforce, a new sound would play, the the screen would wipe to black from the left and the right, then link would appear outside of the dungeon level. Fancy screen wiping aside for the time being, my character picks up the triforce piece and then ignores all the other code and goes straight to warping the player out of the dungeon level.
  • Last Edit: September 09, 2017, 06:56:53 am by Miscreant
"I am to misbehave." - Malcom Renyolds, Captain of Serenity

Re: Project ZeC (My Zelda-esque Clone)
Reply #116
Ugh, just went through a major overhaul of the ActivateDbug() I wrote some time back. Its basic function is to turn on/off my various Dbug scripts. Press 'Insert' turns on/off Dbug. Was functioning great. Somewhere along the way the functionality broke and the function was always in the "on" state. After, about an hour, hour & 1/2 (estimated), The ActivateDbug() is functioning as intended again.
"I am to misbehave." - Malcom Renyolds, Captain of Serenity

Re: Project ZeC (My Zelda-esque Clone)
Reply #117
Little things here & there... Just went through my overwold map and made a reference text file of all the locations. Shops, sword caves, hidden secrets, dungeon levels, etc... and came to realize I had no entrance for 1 of the 8 main levels.
"I am to misbehave." - Malcom Renyolds, Captain of Serenity

Re: Project ZeC (My Zelda-esque Clone)
Reply #118
I need to figure out how to stop this from happening...
  • Last Edit: September 09, 2017, 04:52:39 pm by Miscreant
"I am to misbehave." - Malcom Renyolds, Captain of Serenity

Re: Project ZeC (My Zelda-esque Clone)
Reply #119
I was trying out a random thought about how to code the ladder inside dungeon levels...

Right now all it does is draw the cooridnates on the screen. I would assume that the variables should be returning different values... they are not.

Basically, I'm trying to take the player x,y and convert them to the map x,y.

Is this not a way to accomplish that idea?

Keep in mind this is a test function and all "var" are currently just for testing.

  • Last Edit: September 10, 2017, 04:20:15 pm by Miscreant
"I am to misbehave." - Malcom Renyolds, Captain of Serenity