Author Topic: Legend of Zelda  (Read 4947 times)

Offline phaelax

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Legend of Zelda
« on: 2010-Oct-07 »
This was suppose to be for the retro competition, which I think was over at the end of September.  I actually started writing in DarkBasic first because I'm more familiar with the syntax (should be after 10 years of using it), and then I would port it over to GLB.  So it's currently behind where I'm actually at with the DB version, but the more I use GLB the quicker I'm able to copy stuff over.  The only major difference between the two codes is how I manage animated sprites.

Haven't had any real trouble writing the game until a few nights ago when I attempted to handle the map secrets, the ones where the screen loops until you go in the correct direction (up,left,down,left  to get to the graveyard).  After a few hours of just thinking, finally got a clean working system for it. Last night I had a thought about a more efficient way to code it merely due to GLB having certain features DB couldn't present me with at the time.  You can walk into some of the caves but can't interact with them yet. Another day or two and should have basic animated enemies, drop items, bombs, whistle, and a sword that actually shoots.

I'm open to suggestions on how to approach the AI.  I know it's pretty basic, but it's where my experience starts to fall behind a little.

Controls are arrow keys, and X, Z for the A, B buttons respectively.  Enter is the start button for bringing up the HUD.

Download is about 1MB.
http://zimnox.com/zelda/zeldagl.zip

Offline ampos

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Re: Legend of Zelda
« Reply #1 on: 2010-Oct-07 »
cool!
check my web and/or my blog :D
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Offline Scott_AW

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Re: Legend of Zelda
« Reply #2 on: 2010-Oct-07 »
Nicely done, but how come space kills the program?  I accidently pressed it instead of Z or X and it closed out.

Otherwise its pretty accurate to the original, I'd have to say.
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Offline Moru

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Re: Legend of Zelda
« Reply #3 on: 2010-Oct-07 »
Very nice made, I loved this game and it's still good!

I would guess space is left over from an early test to exit the program? :-)

Also if you want the game pixel perfekt, Link does not move on every pixel. He can only move on half-tiles up and down so he automaticly aligns to a half-tile when you change direction form left/right to up/down.

Offline Scott_AW

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Re: Legend of Zelda
« Reply #4 on: 2010-Oct-07 »
Isn't it something like 8 pixels per move?
Current Project, Orbital Contract Defense
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BlackShadow now open source/resource(requires duke3d)
http://gamejolt.com/games/adventure/black-shadow-3d/9885/

Offline phaelax

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Re: Legend of Zelda
« Reply #5 on: 2010-Oct-07 »
Quote
I would guess space is left over from an early test to exit the program? :-)
Bingo!

As for the movement, I've already been refining it. I read an article about Link's movement.  As I understand, he can move 1 pixel, but when changing directions then it will align to the nearest half-tile.  Maybe he does move more than 1 pixel at a time, but the tile-alignment does seem to work this way when I looked at the original game (in an emulator for way too many hours).

I've added the shooting sword animation and boomerang, download isn't up for that yet.  I'm bombing the condo so I can't quite go home yet...... Umm, maybe I'll have to, I forgot the stupid cat in there!

Offline phaelax

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Re: Legend of Zelda
« Reply #6 on: 2010-Oct-12 »
Cave stores partially implemented, but download has been updated if anyone wants to try it out.

Offline com_1

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Re: Legend of Zelda
« Reply #7 on: 2010-Oct-12 »
I looked at your old and new versions of the game. (I liked it)
But there are problems.

Very nervous as it moves the character and confused in the woods.
And enemy not appear where you can appear.

You need some help ?

Offline Scott_AW

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Re: Legend of Zelda
« Reply #8 on: 2010-Oct-12 »
Like the new update, but like the other guy said theres some issues with the enemies.  They appear in the walls, and travel to the next room at times.

How are you clearing your objects between scenes?  I'm guessing you haven't put any limits/checks to object placement yet.
Current Project, Orbital Contract Defense
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BlackShadow now open source/resource(requires duke3d)
http://gamejolt.com/games/adventure/black-shadow-3d/9885/

Offline phaelax

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Re: Legend of Zelda
« Reply #9 on: 2010-Oct-16 »
I haven't done anything with enemies yet, just randomly throw them up on the screen to give me something to test the sword and boomerang with.  The AI is last on my list for the Overworld stuff.

What do you mean by confused in the woods?

There can be an issue when transitioning between screens if Link hits an enemy as the screen is shifting. You will shift back but the map could be offset and mismatch the collision. This is only an issue until I do proper enemy placement.

I've finished the "stores", even the secret ones, but still have to record all those free coin shops. And until I add the bomb and fire, you can't quite access the secret stores yet.

It might be quicker if I just update my map editor to let me set store locations in the file as part of the map itself. Then it'd be much faster and easier for me to record all these hidden spots.

Offline com_1

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Re: Legend of Zelda
« Reply #10 on: 2010-Oct-17 »
Quote
What do you mean by confused in the woods?

If you need help, i can help you something where. (with AI and with woods)

By the way, this is my "Map Editor".



Offline Ian Price

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Re: Legend of Zelda
« Reply #11 on: 2010-Oct-17 »
That's lovely that is :)
I came. I saw. I played.

Offline Hatonastick

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Re: Legend of Zelda
« Reply #12 on: 2010-Oct-19 »
I agree with Ian, that looks brilliant.  Actually looks almost like some really neat abstract board game. :)
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Offline XanthorXIII

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Re: Legend of Zelda
« Reply #13 on: 2010-Nov-16 »
Wow, very excellent start up for a clone. Just be careful that the big N doesn't catch wind and send Mario, Star Fox and Samus to serve you legal papers.
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Offline erico

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Re: Legend of Zelda
« Reply #14 on: 2010-Nov-16 »
whathe f...!!! wonderful map editor! didn't see this thread before, please do something with it! share?