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Messages - aab

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641
Entertainment / Re: WW Floormaster VS. OoT Floormaster
« on: April 10, 2006, 03:44:56 pm »
WW ones were at some points annoying but overall it was always rioskign getting to close to them just to take that shortcut etc..., and that was cool the way they fought with you.
I liked the OOT ones though: Splitting into the parts so you have to kill them off quickly: Then theres the way it starts glowing green and flying towards you in a very straight line. I think they can both exist however, as the WW one is really like a wallmaster on the floor - by the way that you get taken from back a location.

642
Entertainment / Re: 1ST OFFICIAL REV SCREENS! OMGMYHEADA'SPLODE
« on: April 10, 2006, 03:39:08 pm »
lol my brother though the same, from the other side.

fps != == first person shooter != fps == frames per second ;

Most gamers know the first one above the second.


The pictures dont look that good. Nice realistic texturing, but not that much power needed to push those tris.

643
Discussion / Re: Languages?
« on: April 10, 2006, 03:08:43 pm »
Since VB has all of these features - and indeed, makes many of them easier to use (C++ lacks the ability to redimension arrays while maintaining the array's current contents; VB's ability to 'redim preserve' is amazingly useful), there is nothing keeping you from implementing the same program in VB that you would in C++.
Thats an incredibly implicit feature of the language: In C++, you can do this on your own, so theres no need to integrate it, and as its a standard task, there are headers for it: Eg some STL:  std::vector< int > intArray;   intArray.resize(30);    intArray[5] = 4;
You can make your own..Let it do whatever you want, or download someone elses alternative if you like. And being able to iterate through the array by address gives great speed advantage when reading (beyond the already existing ones). No threading? No media players, OS's, streaming game levels etc: But like you say, api calls can do all that. Only...then its doing the same if not more than C++. I find overloading virtuals through polymorphism, and template specification make programming far easier, and code neater. I dont know if theres a way to emulate them in Visual Basic (certainly not through api calls) , other than 'manually' instantiating the copies lol (which of course, would mean a different output (with great redundancy) for the Vtabling, so best to just avoid it altogether and write messier code with big switch statements everhere).

644
Zelda Projects / Re: Zelda Mobile - for java phones.. Released!
« on: April 09, 2006, 09:20:28 pm »
Downloaded File Details:
Name: Zelda
Version: 1.00
Vendor: Gorthwogh
.lol.

One the phone this looks and feels so right.
Minish cap graphics perfectly work on the small screen: Bright and colourfull+ no black edges..It works well.

On my phone (Its got a crappy blue motorolla OS), all the text is too big: Looks twice the height as the space thats there for it, and so some of it gets cut in half in height.
This is my phones designers idiocy however: The text is much much larger than i want it to be in general on the phone, and much larger than it is on emulators.
Any chance you could set it to small for the final release?

oh and this is l33tl33tl33tovely!


The ocotorocks are too easy just now though (slow rocks too).

645
wip, when linkthemaster said TRM was nearly finished with the "original oot2d", you could have assumed he meant original as in his oot2d project - the original idea and game, and not that he meant the actual GM implementation. (Though i dont believe that myself)

Anyway, a program dedicated to zelda game-making would make this place more productive, but one made in GM would be ...Just...so slow and memory abusive...And someone in with an OOP background and a media library could still make games nearly as fast, only there would be no limits on what could be done, and utter efficiency and quality.
What this kind of thing would do, is crush down and (lossily) compress the learning time to making a zelda game. Not the production time. THe change to that would be like....zipping a png.

646
Discussion / Re: How'd you rather play Z on phone
« on: April 08, 2006, 09:38:54 am »
hmm...The pixels would be horrible transformed: thats why they are the only two options (other than to use new graphics).

647
Discussion / Re: Forum (The game)
« on: April 08, 2006, 09:12:08 am »
Well, with an ever increasing number of houses in the village, you could transport to a topic house (=> closed)..Or one of the levels of the infinately tall tower of. Misc Pre-Production & Ideas, for example.
This is sci-fi take on what the entire internet is going to become (eg: in Futurama or Johnny Mnemonic)

648
Discussion / How'd you rather play Z on phone
« on: April 07, 2006, 11:13:38 pm »
These two mock-ups show the scaled up, and normal pixeled versions on a screen size of 176*220.

If you could, post opinions and if you think assuming a screen size such as that is assuming too much, and that a much smaller screen size should be assumed etc.
Thanks.

Also: consider that the phones actual screen probably wont be as big on your phone as the examples above are, though the pixels will be defined as the examples

649
Zelda Projects / Re: LOZ: Hall of the Dead
« on: April 06, 2006, 09:26:57 pm »
It seems like it has a real rpgish and character interactive storyline, and looks somehow original. Nice!

650
Discussion / Re: Languages?
« on: April 06, 2006, 02:36:35 am »
C++ grew from C, and changed a few things...before adding alot on.
Today C is however still used widely as a C-api is generally more compatible and esp. compiler compatible (exporting of C++ code to dynamic/shared libraries is a compiler specific thing, so eg: need a VC++ compiler if built in VC++, a MingW if built in MingW etc, wheras for C, there a standard (=> will be used everwhere) format for exporting functions).
C++'s object orientation is something you can appreciate the larger the programs you write become (though i'd encourage writing program after program, only just making the new one larger than the last). But for a while, it would mainly be C like structures youd be using, the syntax almost exact. (ie functions, eventually structs, typedefs and pointers and fucntion pointers). The main differences to be experienced are merely which libraries to use, and the operators new and delete. So for months , growing really from C into C++.

asm is a powerful language.
So is writing in machine code heh.
Its practically just a set of mnemonics for machine instructions, and was developed as the first way of abstracting the task of programming (prior to this only a mathematical genius could consider programming lol).
It is a valuable thing to learn, as it gives you certain understandings of things.
I think that to really grasp asm an understanding of the base electronics involved is needed: something which takes you just beyond high school physics anyway.
Otherwise, various things just wont make sense...Theyll seem like inappropriate thing to be done...but arent as they related directly to the hardwares required arrangement.
Asm isnt too commonly required, and even less nowadays.
Its very tedious to write portable code in asm.
Not just OS portable..processor portable...
Change from 32 bit to 64 bit processor, and you need, no not to recompile but to re-write your asm.
High level language compilers can also optimise code greatly, and even with specification to a processor (Pentium 4s especially: which introduced alot of changes in the relative execution times of various instructions to optimise their processor massively for particular tasks).
Asm's also pretty difficult to read...Takes time, and once someone writes something for a company in asm, there are so many less people for them to obtain if they later want to update it. Slow, expensive etc.
Compilers can produce optimisations that are computer mechanical, and beyond a humans observations. And with risc processors on things like consoles, theres no chance of programming asm for them (reduced instruction set is beyond humans understanding on optimal use)
Its a good thing to learn, even make some programs in.
But, not really a practical programming language for a world with....money.
Also remmember that one day you are going to die.
Would you rather have less done, with the satisfaction that it ran 2% faster? lol.
So...Learn asm....good to know.
But dont exclude higher level languages, as they are there for thier efficient reasons.
Anyway, You can learn asm step by step every once in a while, while learning something else. Alot of it is actually mechanically simple, making it hard to forget.



651
Entertainment / Re: Ho Ho....Hoooooooo
« on: April 06, 2006, 02:00:06 am »
lol...
But isnt he looking at something usefull?

One of the dudes that look like that is .. i think.

I got all confused..trying to find things where one of them looked, and finding only seagulls...

.Twice as funny with the sound he makes.
What 'bout him?:

Hes needed for the story, yet has a sort of...Anti-funniness that can only be described by <the next poster?>

652
I feel it's as though people realize that the project just isn't worth it. There is no real reason to completely remove an integral part of a game's gameplay (that is, the third dimension).

There are FAR more interesting projects out there that aren't remakes or conversions. Anticipate those instead.
The point to me is to totally convert the environments and actions to suit 2d.
I agree though, thetre are more interesing projects ... ones that'll probably take less time too.

653
Discussion / Re: The Alternate Extension - Error-Safe or File Size?
« on: April 04, 2006, 11:49:07 pm »
Try, catch yeah, But youll still need if, else somewhere the exception handler to throw your own exceptions (excluding the built-ins or libraries exps, which in the end will compile under a condition once again)
Then in the catch block messages can be collectively reported.

654
Discussion / Re: Languages?
« on: April 04, 2006, 11:41:53 pm »
Many pc games do nowadays...Its a growing and sad trend...opengls not being updated as ideally as it should. It still has various unique properties but microsoft cunningly put 'x' in the title so theres always going to be a directx fan. And with opengl being hampered on vista....oh noes...

hmm..SDL handles input, sound, graphics, threading, timing etc, and then you can combine it with opengl to do whatever you want (and the way you want to).


Me...Im Blitz and C++..Ada too i suppose.

655
Well..Its about  Zelda Work-in-Progress....
Makes sense, even thoughits not the normal topic.


The open community project right now is advancing...Its kind of daunting to be updating the files the way that is required for the open project.
For a remake of something as large as OOT, community effort is needed, mostly not in the programming, but in the sprites and especially (super esp,..) in making the maps. So its worth whatever complications come by, and who knows, it may reach the end.

I'd rather play a unique game with someones own storyline though, And have the style and music familiar. A 2d zelda coversion's like the triforce around here, and one day someone will find it...Who knows..will they be evil or pure of heart?...what will they wish for? </sorry i was reading the lttp instruction booklet last night>

656
Discussion / Re: The Alternate Extension - Error-Safe or File Size?
« on: April 04, 2006, 11:34:22 am »
ah....Thats nice 'cause i wasnt sure wether i was interpretingn your question right...eg what if 'The Alternate Extension' was a special programming tool that i hadnt heard of with some extra significant meaning behind elses.
I'd also like to add that with todays hardware, size is much less of an issue than it used to be. the else can be jumped over so speed of execution shouldnt be hampered too much, and the error messages themselves (rather than having literal error strings embedded in code throughout a program) can be stored in files, accessed by a much smaller string (say 4 bytes long, with significant meaning behind each byte that specifies grouping so it can find the string more easily, having the last two or maybe just the last the index of the error within the grouping) to reduce size of the output..So in esssence the asm of the content of the else would just be something like: push "BPP0"; call MySpecialErrorThingie;

657
LTTP & FSA / Re: Bubble OOT - ALTTP Style
« on: April 04, 2006, 03:48:07 am »
heh. Cant wait to see what you animate next!

The blue and red ones flames look a bit like tails lol..But i think that looks quite good..You could edit it lightly to be a skull-crowed winged serpent.
Anyway, that fire==tail thing wouldnt really occur in game as the fire would probably be alpha'd over so nice!

The bubbles had wings in the twisting room in the forest temple: But they would just float there, firing on and off.

I forgot these were called bubbles....Thats really weird 'cause in lttp bubbles are the little white things with red spheres around them that look like SuperMarioKart Karts in Battle mode on the snes.

658
Discussion / Re: The Alternate Extension - Error-Safe or File Size?
« on: April 04, 2006, 03:18:31 am »
If im correct in thinking you mean trap every error possible in code eg:
int*p=getstuff();
if(p) use(p); else MessageBox(0,"eeee","aaaaagh!",MB_ICONERROR|MB_OK);

Well, depends on the language, the critical nature of the tasks, the speed and size requirements scale of the program..and quality of your debugging tools.
Really its about time: A company would want to minimise risks of having an error in the first place, and in the event of having one, be able to find it easily (of course). The larger something is, the more blablabla <i knwo...its all obvious ..>. Basically, after years of experience in a particular fashion, a fusion between the directing programmer and physical coders can judge whats best.
And if your going to if for an exception...why not else. May as well just not do the if in the first place: at least that way it would crash and you would know theres a problem. Ifing and nothing happening gives no no idication of an exception, more something logically incorrect which could lead someone seeking through all their code.

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