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Author Topic: [Demo] Legend of Zelda: Link's Awakening DX Map Generator  (Read 5276 times)

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Kafke

[Demo] Legend of Zelda: Link's Awakening DX Map ...
« on: June 14, 2009, 04:46:35 am »
http://i51.photobucket.com/albums/f368/kafke/zlamapgen.png
http://i51.photobucket.com/albums/f368/kafke/zmg2.png

Recently, I have been working on a map generator for Zelda:LADX. I'm planning on it becoming a editor, but I have no Idea where to start. It's coded(?) in HTML/Javascript, so it can pretty much run in any browser.

Features:
-Several Optimize Functions
-Several Tiles
-Find the Hex location for any overworld room.
-Size Comparison
-Generating Maps for Zelda:LADX!



Thoughts? Should I continue?

Instructions (Because I forgot to include them):

Keep Optimize, FF Fix, and CC on. These optimize the collision.
Size is the collision size, which needs to be smaller than map size.
Click to select stuff (tiles, maps, set tiles).
Type a number and hit go to jump to a map.
The Loc (location) are the locations in the addresses in the game.
« Last Edit: June 15, 2009, 03:49:44 am by Kafke »
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Mamoruanime

@Mamoruanime
Re: Legend of Zelda: Link's Awakening DX Map Gen...
« Reply #1 on: June 14, 2009, 04:52:24 am »
  • ^Not actually me.
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Whoa; do I know you from MSN and stuff from like 3 years back? I swear someone sent me a link to this and wanted me to help agggeeesss ago!

I think it's pretty neat, so long as you include exporters beyond just image exporting. I think it's a good idea overall ^_^
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Kafke

Re: Legend of Zelda: Link's Awakening DX Map Gen...
« Reply #2 on: June 14, 2009, 04:56:20 am »
Lol, No. This is the first I've shown anyone, and I haven't had it for 3 years. And the Sprite/Collision boxes are for inserting into the game. The original plan was to make it directly access the data (a.k.a Map Editor). How ever, since I haven't decided on a language yet, I just decided to do it in HTML/Javascript.
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Mamoruanime

@Mamoruanime
Re: Legend of Zelda: Link's Awakening DX Map Gen...
« Reply #3 on: June 14, 2009, 07:23:15 am »
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Now I noticed you mentioned it becoming an editor; do you mean an editor for actual maps in Links Awakening DX? If so, you would have to completely restructure this project, since LA runs entirely on block structures. Basically, instead of it being tiled out each 8x8 square, it has chunks of tiles as one room object, one preset floor tile that repeats (water, dungeon floor, etc), and other misc data. Not structured the same as a standard tile-based room system.
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Kafke

Re: Legend of Zelda: Link's Awakening DX Map Gen...
« Reply #4 on: June 14, 2009, 06:43:16 pm »
I have already realized this. My map generator/editor is for the overworld, not for dungeons. I am already able to edit it as I please, I just generate my map, and stick the data in the game. For an editor, I would just automate this process.
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Kafke

Re: Legend of Zelda: Link's Awakening DX Map Gen...
« Reply #5 on: June 15, 2009, 03:42:23 am »
Updated! Added Some new features, uploaded a screenshot and a demo. Enjoy!
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Re: [Demo] Legend of Zelda: Link's Awakening DX ...
« Reply #6 on: July 18, 2010, 06:50:27 am »
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Should I continue?

Yes, and please continue updating the download link.
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Re: [Demo] Legend of Zelda: Link's Awakening DX ...
« Reply #7 on: July 18, 2010, 07:03:18 am »
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Gedosemo, when posting in a topic check the date of the last post; the previous one was over a year ago. And also Kafke hasn't been on in about 5 months so making post replies to him will likely go unread by him.
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