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Author Topic: [Demo] The Legend of Zelda: Link's Awakening COOP  (Read 50765 times)

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DJvenom

super-sage
Re: [WIP] The Legend of Zelda: Link's Awakening ...
« Reply #100 on: September 15, 2008, 01:41:17 pm »
  • Colbydude was here.
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Can't wait to try again :D!
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I do art
I ermmm... DID do art
I do art
Re: [WIP] The Legend of Zelda: Link's Awakening ...
« Reply #101 on: September 16, 2008, 01:25:37 am »
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*Drools*
I love Link's Awakening. I have it for my Gameboy. An LoZ favorite of mine, actually.
Can't wait to try this out, it looks like it'll be 'effing great. Good luck on your work, mates. I'll keep my eye on this ^__^
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Mamoruanime

@Mamoruanime
Re: [WIP] The Legend of Zelda: Link's Awakening ...
« Reply #102 on: September 16, 2008, 06:02:05 am »
  • ^Not actually me.
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Can't wait to try again :D!

^This :P

Last time we played was fun
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Ahruon

I'm living in the tree in your backyard...
Re: [WIP] The Legend of Zelda: Link's Awakening ...
« Reply #103 on: September 16, 2008, 08:26:00 pm »
  • Bring it on...
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Man I want to play it !!!!
In what program did make it ?
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Re: [WIP] The Legend of Zelda: Link's Awakening ...
« Reply #104 on: September 16, 2008, 09:33:31 pm »
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In what program did make it ?
Check the topic, this has already been asked. Parts in C++ and parts in BlitzMax.
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Re: [WIP] The Legend of Zelda: Link's Awakening ...
« Reply #105 on: September 17, 2008, 12:34:56 am »
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Man I want to play it !!!!
In what program did make it ?
Let me remind you that not all games are made with Game Maker, or The Games Factory, or Multimedia Fusion. Oh, one component of the game is in Blitz but I'm thinking it's a server or the map component as Infini is great at C++. That answer was off the first page.

Edit: God damnit, I minimized after posting and then saw my post was late, then I didn't check who posted before me.
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Xiphirx

wat
Re: [WIP] The Legend of Zelda: Link's Awakening ...
« Reply #106 on: September 17, 2008, 07:25:00 pm »
  • Xiphirx
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Man I want to play it !!!!
In what program did make it ?
Let me remind you that not all games are made with Game Maker, or The Games Factory, or Multimedia Fusion. Oh, one component of the game is in Blitz but I'm thinking it's a server or the map component as Infini is great at C++. That answer was off the first page.

Edit: God damnit, I minimized after posting and then saw my post was late, then I didn't check who posted before me.

I dont consider Blitz -varient here- as a RAD tool, it makes you script your game. Not drag and drop. Blitz -varient- is just basically the engine.
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  • For The Swarm
Re: [WIP] The Legend of Zelda: Link's Awakening ...
« Reply #107 on: September 17, 2008, 09:40:01 pm »
  • The devil in the mirror.
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Quick question, you say UP TO 4 players, does that mean one can play offline alone too? Rather, will the full single-player version be included when the game is done?
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Working on my Masters Degree in Computer Science.
Hey look, Zelda Coop....later.
Proud user of C++ for 9 years, and counting!
Re: [WIP] The Legend of Zelda: Link's Awakening ...
« Reply #108 on: September 17, 2008, 09:41:02 pm »
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Yeh you can host a local game with one player, lot less fun though.
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DeathTailsz

Wanderer
Re: [WIP] The Legend of Zelda: Link's Awakening ...
« Reply #109 on: September 17, 2008, 11:08:07 pm »
  • Angelic Hymn
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I'm probably late, but, nice screenshots.

I have a question, will the bosses be abit challanging then in the Original game? =D
Or somesort of Difficulty selection?
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"More like Stupei Ace Defective!" - Yukari - Persona 3
  • StarFox 2D
Re: [WIP] The Legend of Zelda: Link's Awakening ...
« Reply #110 on: September 22, 2008, 10:17:18 pm »
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Suggestions: I'm currently sorting out a few of the cutscenes. I'm trying to think of the best method of syncronizing all of the cutscenes between players. Currently I'm thinking of having cutscenes entirely local, and when the user enters one his player gets replaced by an "In cutscene..." marker.
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Xiphirx

wat
Re: [WIP] The Legend of Zelda: Link's Awakening ...
« Reply #111 on: September 22, 2008, 10:43:21 pm »
  • Xiphirx
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Suggestions: I'm currently sorting out a few of the cutscenes. I'm trying to think of the best method of syncronizing all of the cutscenes between players. Currently I'm thinking of having cutscenes entirely local, and when the user enters one his player gets replaced by an "In cutscene..." marker.

I think, since you share health, all should be at the same cutscene. It would also make it easier to program :P
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  • For The Swarm
Re: [WIP] The Legend of Zelda: Link's Awakening ...
« Reply #112 on: September 22, 2008, 10:44:58 pm »
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I think, since you share health, all should be at the same cutscene. It would also make it easier to program Look at me, I'm invisible!
Actually that makes it significantly harder as you have to syncronize all objects and actions in the cutscene. It also makes it more of a bandwidth hog.
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Xiphirx

wat
Re: [WIP] The Legend of Zelda: Link's Awakening ...
« Reply #113 on: September 22, 2008, 10:54:30 pm »
  • Xiphirx
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I think, since you share health, all should be at the same cutscene. It would also make it easier to program Look at me, I'm invisible!
Actually that makes it significantly harder as you have to syncronize all objects and actions in the cutscene. It also makes it more of a bandwidth hog.

: o

But it still makes more sense.
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  • For The Swarm
Re: [WIP] The Legend of Zelda: Link's Awakening ...
« Reply #114 on: September 22, 2008, 10:56:05 pm »
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I think, since you share health, all should be at the same cutscene. It would also make it easier to program Look at me, I'm invisible!
Actually that makes it significantly harder as you have to syncronize all objects and actions in the cutscene. It also makes it more of a bandwidth hog.

: o

But it still makes more sense.
In what way? If anything its going to make less sense. I mean in most cutscenes all players are going to be in the same position during the cutscene and are going to do the same actions. So all you are really going to end up with is several "shadow" players :S.
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Re: [WIP] The Legend of Zelda: Link's Awakening ...
« Reply #115 on: September 23, 2008, 12:11:02 am »
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*RAPE* *RAPE* *RAPE*
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Re: [WIP] The Legend of Zelda: Link's Awakening ...
« Reply #116 on: September 23, 2008, 12:12:33 am »
  • Super Hero Time!
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*RAPE* *RAPE* *RAPE*

The frames I captured didn't loop correctly :(
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!@#$% I lost my entire post, god dammit.

King Tetiro

Leader of Phoenix Heart
Re: [WIP] The Legend of Zelda: Link's Awakening ...
« Reply #117 on: September 23, 2008, 02:38:40 pm »
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DJvenom

super-sage
Re: [WIP] The Legend of Zelda: Link's Awakening ...
« Reply #118 on: September 23, 2008, 02:44:20 pm »
  • Colbydude was here.
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I guess you didnt need me to make the images for that :P I'll still make dances.
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I do art
I ermmm... DID do art
I do art
Re: [WIP] The Legend of Zelda: Link's Awakening ...
« Reply #119 on: September 24, 2008, 02:58:56 am »
  • I need something new to put here...
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NOFAIR! I want in...

Well, the game seems to be demo ready, but whatever, Do what you want... and keep all the fun to yourself. >_>
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