ZFGC

Resources => Coding => Topic started by: link125 on January 17, 2011, 04:17:56 am

Title: Zelda GBC Engine *NEW 1.2 UPDATE*
Post by: link125 on January 17, 2011, 04:17:56 am
Zelda GBC Engine V1.2

The wait is over! This version of Doubleteam's flagship Zelda GBC+ Engine is so full of win, your eyeballs will literally pop out of their sockets! Enjoy!

(http://img535.imageshack.us/img535/6194/ssbootsword.png)(http://img593.imageshack.us/img593/9231/ssbushcut.png)
(http://img25.imageshack.us/img25/3550/ssmagicrod.png)(http://img38.imageshack.us/img38/392/ssmenu.png)
(http://doubleteam.awestruckdesign.com/world/wp-content/uploads/2011/01/ss2.png)(http://doubleteam.awestruckdesign.com/world/wp-content/uploads/2011/01/ss1.png)

>>DOWNLOAD 1.2<< (http://www.mediafire.com/?m5yvhz9d3nmhukr)

Controls are very simple:

Z - Use item in Z slot/equip item to Z slot
X - Use item in X slot/equip item to X slot
Enter - Open/close the menu
Arrow Keys - Move

---------------------------------------------------
**Patch Notes 1.2**
---------------------------------------------------


-Fixed a ton of bugs
-Added new detectors for Pegasus Boots
-Added a new item--Arrows
-Added a new item--Magic Powder
-Added a new item--Shovel
-Added a new item--Power Bracelet
-Added a new item--Hookshot
-Added a new NPC: Cucco
-Added a new mechanic: Killer Cuccos
-Added a new mechanic: Treasure Chests
-Added a new mechanic: Doors
-Added a new mechanic: Falling
-Added a new mechanic: Stair Slowdown
-Added a new effect: Weather
-Added a new mechanic: Swimming
-Changed sound mechanic; sounds are now loaded on call from a folder included in the exe directory (experimental, may change)
-Added small tutorial for combat equations, found in engine.ini

Credits

Doubleteam Staff...

Jeod - Programmer, Graphic Artist
Link125 - Programmer
Sgamer8t88 - Graphic Artist
Balloon Dude2 - Pre-Release Tester, Composer

External Contributors...

Xfixium - Graphic Style Artist
David Newton - Fastloop Movement Engine
Simon Pittock - Resolution Selection Menu, Pegasus Boots Code, Inventory Code
Cecil - Heart Widget
D-Pad - Search for the Sword remix
HelpTheWretched - Sound effects
Cybercube - Bug Testing
Aero88 - Bug Reporting
DJVenom - Graphic Artist
Bricnic - Bug Reports
Viewtiful - Shovel Code

If we forgot you and you contributed to this engine, please email us and let us know so we can put you in the credits for the next release version!

In the Zip folder:


We would appreciate any bug reports, and comments on how the background music sounds! Balloon Dude2 composed the "mountain" tune from scratch!

Previous Versions:
1.1 Download (Patch for 1.0) (http://www.mediafire.com/?rcen1h6znr3uahh)
1.0 Download (http://www.mediafire.com/?6cdcn825o5xw8wa)

Note: Previous versions of the engine is not required for 1.2. 1.2 is a standalone version and is not a patch of 1.1
Title: Re: Zelda GBC Engine
Post by: cgmHDblog on January 17, 2011, 04:43:22 am
I'm not sure if what I just downloaded was a project file or not... but I'm required to have MF to try this. I thought it was a demo. Forgive me if it was stated that this isn't a playable demo.
Title: Re: Zelda GBC Engine
Post by: link125 on January 17, 2011, 04:49:00 am
I'm not sure if what I just downloaded was a project file or not... but I'm required to have MF to try this. I thought it was a demo. Forgive me if it was stated that this isn't a playable demo.

I double checked the file and it does have a playable exe inside it:

Zelda GBC Engine 1.0.exe

Also the icon should be a chest, if that helps.
Title: Re: Zelda GBC Engine
Post by: shongshui on January 17, 2011, 05:02:04 am
Pretty solid engine, though some of the items are not yet finished. Nice work so far.

 However, my only urk is with the graphics (unlike most people, I am not a fan of LttP graphics.)
Title: Re: Zelda GBC Engine
Post by: link125 on January 17, 2011, 05:09:53 am
Pretty solid engine, though some of the items are not yet finished. Nice work so far.

 However, my only urk is with the graphics (unlike most people, I am not a fan of LttP graphics.)

Thanks for the comments. We're hoping this release can generate some interest in the community so that we can recruit some more programmers. Then we should get all the items done! With the graphics we're sorry they weren't to your liking. Now we must kill you :)
Title: Re: Zelda GBC Engine
Post by: cgmHDblog on January 17, 2011, 05:48:45 am
I'm not sure if what I just downloaded was a project file or not... but I'm required to have MF to try this. I thought it was a demo. Forgive me if it was stated that this isn't a playable demo.

I double checked the file and it does have a playable exe inside it:

Zelda GBC Engine 1.0.exe

Also the icon should be a chest, if that helps.

I know all of that. But each time I try to run it I get a "ForEach.mfx" error.
Title: Re: Zelda GBC Engine
Post by: link125 on January 17, 2011, 05:55:49 am
I'm not sure if what I just downloaded was a project file or not... but I'm required to have MF to try this. I thought it was a demo. Forgive me if it was stated that this isn't a playable demo.

I double checked the file and it does have a playable exe inside it:

Zelda GBC Engine 1.0.exe

Also the icon should be a chest, if that helps.

I know all of that. But each time I try to run it I get a "ForEach.mfx" error.

You shouldn't be getting that error with an exe. I can understand if you are opening the mfa and have that problem because the extension probably isn't installed.

Firstly are you extracting the file before running it?

And what operating system are you running?

Also I suggest you re-download the zip file. It may be corrupted.
Title: Re: Zelda GBC Engine
Post by: cgmHDblog on January 17, 2011, 06:01:02 am
I re-downloaded and the same error pops up. Not sure what the problem is. And yes, I am extracting all the contents.

My OS is windows XP 32bit. It's an older computer but I have played games made with clickteam software before.
Title: Re: Zelda GBC Engine
Post by: link125 on January 17, 2011, 06:07:53 am
I re-downloaded and the same error pops up. Not sure what the problem is. And yes, I am extracting all the contents.

My OS is windows XP 32bit. It's an older computer but I have played games made with clickteam software before.

Hmm, try running the exe as an admin.

If that fails I suggest you update your DirectX (which will update your C runtime library)
Title: Re: Zelda GBC Engine
Post by: Aero88 on January 17, 2011, 06:31:54 am
I was actually pretty impressed.  I actually like the coloring quite a bit.  Looks like with a few adjustments you could do a lot with this.  There were a couple of glitches/bugs/graphic issues I ran across though.

-If you have your sword equipped on z and your boots equipped on x then you can't do a spin attack.
-The mask for the fire created by the fire wand is too big.  Make the collision mask smaller.  The fire wave collides even if a tiny corner touches something.
-The sprite for the boomerang plays way too fast.  It looks like a flying box
-The song played by the blue ocarina sounds really bad...  sorry

Don't mean to be pessimistic, just trying to help.  Keep up the good work!  :)
Title: Re: Zelda GBC Engine
Post by: Zaeranos on January 17, 2011, 06:41:11 am
I don't have MMF so I am not able to look at your source code. But I was wondering about the engine. Every action/weapon that Link can do/use is that hard coded in your engine or can I easily remove any action/weapon by removing 2 or 3 lines of code?
Title: Re: Zelda GBC Engine
Post by: link125 on January 17, 2011, 06:56:29 am
@Aero88

Thanks for the bugs reports, we'll definitely work on those.

Also I agree with the ocarina sounds. The quality's pretty bad actually. They're just placeholders until we get someone to mix them.

@Niek

I wouldn't call it hard-coded however it is sometimes hard to fully take out an item action/weapon as it may be dependent on others. Taking out the main code for an item/weapons should be easily enough though and sometimes the other code that is dependent would likely not be functional.
Title: Re: Zelda GBC Engine
Post by: Theforeshadower on January 17, 2011, 02:09:26 pm
Makes me want to get MMF again.  Used to use that and Games Factory all the time.
Looks nice.  I may download the demo of MMF2 again so I can take a look at the source.
Title: Re: Zelda GBC Engine
Post by: Kleaver on January 17, 2011, 08:06:01 pm
Damn I wish I had your skills. I still struggle with coding on TGF/MMF... :-X
Honestly, I can't actually code. I just take a really long way to do something basic  ::) And just test and test and test endlessly.

Pretty well made. Some minor bugs. Like the ones mentioned, but also when moving to another screen while having the shield out, it kind of hangs in place while the screen slides.
Title: Re: Zelda GBC Engine
Post by: Zhello on January 17, 2011, 08:16:01 pm
Damn I wish I had your skills. I still struggle with coding on TGF/MMF... :-X
Honestly, I can't actually code. I just take a really long way to do something basic  ::) And just test and test and test endlessly.

Pretty well made. Some minor bugs. Like the ones mentioned, but also when moving to another screen while having the shield out, it kind of hangs in place while the screen slides.


lol same here, Game maker can be a real "you know what" when it comes to certain functions, despite knowing most coding.
Title: Re: Zelda GBC Engine
Post by: 4Sword on January 19, 2011, 05:20:11 am
I am moving or have moved this to Zelda Coding as it is not a Zelda Project but a Zelda Engine.
Title: UPDATE 1.1
Post by: Sgamer8t88 on February 02, 2011, 01:34:13 am
Zelda GBC Engine V1.1


Doubleteam presents the newest update of our GBC engine. V1.1 brings a few updates that kills some small bugs we overlooked in our excitement with V1.0.

Some updates in this version are:

-Fixed an issue where equipping both the sword and pegasus boots at the same time disabled the spin attack ability.
-Fixed an issue where dashing into a solid with the boots while between two solids would push Link into the opposite solid.
-Fixed an issue where the menu could be opened while scrolling.
-Fixed an issue where Link's movement would bug up if opening the menu while moving.
 
We are hard at work on the engine still and we are making fast progress. You can all expect V1.2 very soon.
Here are some sneak peaks of V1.2.

(http://doubleteam.awestruckdesign.com/world/wp-content/uploads/2011/01/ss2.png)(http://doubleteam.awestruckdesign.com/world/wp-content/uploads/2011/01/ss3.png)

Credits
Here at Doubleteam we have begun to expand and grow and so we can now welcome a few new members to our team.

Our full team now consists of:

Jeod - Programmer, Graphic Artist
Link125 - Programmer
Viewtiful - Programmer
Sgamer8t88 - Graphic Artist
Balloon Dude2 - Pre-Release Tester

As always we want to give a big thank you to our External Contributors...

Xfixium - Graphic Style Artist
David Newton - Fastloop Movement Engine
Simon Pittock - Resolution Selection Menu, Pegasus Boots Code, Inventory Code
Cecil - Heart Widget
D-Pad - Search for the Sword remix
HelpTheWretched - Sound effects
Cybercube - Bug Testing
Aero88 - Bug Reporting

If we forgot you and you contributed to this engine, please email us and let us know so we can put you in the credits for the next release version!

One last item to announce. Doubleteam now has a new blog website.

Find us at: http://doubleteam.awestruckdesign.com/world/?page_id=2

Go and sign up and be the first to get all the up to date info about our progress on the engine and another secret
(zelda related)project we will be starting soon.

>>DOWNLOAD V1.1<< (http://doubleteam.awestruckdesign.com/world/?page_id=38>>DOWNLOAD<<)



Title: Re: Zelda GBC Engine *NEW 1.1 UPDATE*
Post by: DJvenom on February 03, 2011, 04:24:42 am
Minor shoutout to DJvenom for his hookshot and mushroom sprites? :3c
Title: Re: Zelda GBC Engine *NEW 1.1 UPDATE*
Post by: Sgamer8t88 on February 03, 2011, 05:08:51 am
OK thanks again for your help DJvenom we added you to the credits for the readme for Version 1.2. We have been wondering where those sprites came from and have been trying to find out who to give the credit. Jeod had the sprite sitting in a folder and forgot where he got them from in the first place. Also Jeod wanted me to attach this and send it your way :D He said to ask if this is your updated version?

http://img690.imageshack.us/img690/3382/ocarinaoftimeitemsoc62.png
Title: Re: Zelda GBC Engine *NEW 1.1 UPDATE*
Post by: DJvenom on February 03, 2011, 05:25:52 am
Yeah those were mine from back in like '07 or '08 :P If you need any more graphics, lemme know :)
Title: Re: Zelda GBC Engine *NEW 1.1 UPDATE*
Post by: Sgamer8t88 on February 03, 2011, 07:15:09 pm
Actually we are fine on graphics for now. However we are still looking for a music composer. The position is open if you want it.
Title: Re: Zelda GBC Engine *NEW 1.1 UPDATE*
Post by: DJvenom on February 03, 2011, 07:42:27 pm
I'd love it, but I can't compose, lol
Title: Re: Zelda GBC Engine *NEW COOP UPDATE*
Post by: link125 on February 08, 2011, 02:49:49 am
It is now the moment you have all been waiting for...... another update. :D


Apologies for the delay in updating but we have a special treat for you this time. If you want to know why we had some delays in updating download this!

http://download446.mediafire.com/ls4j66sh6hvg/0k495a2kg2s1cku/Coop.exe

You might want to get three friends to help you try it. 

Backspace - Minimap
Tilde - Open chat
Ctrl - Send chat
Chat - Type "/fps" for a surprise 

So yeah, that's why we're delaying 1.2. Since Lacewing works to near perfection in the engine now, we're looking to comment it and fix it all up so you can make your own multiplayer Zelda games!

Note: We won't be releasing every single Lacewing bit to you. Sorry, but we've got to keep SOME things to ourselves 

Note 2: We'll also be releasing a singleplayer version without the fancy Lacewing code.

Just in case some of you here at ZFGC are wondering what Lacewing is, Lacewing is a networking extention for Clickteams'  Multimedia Fusion 2 program :D

Have fun and please feel free to comment, we love feed back. Please keep in mind that this coop engine is in the early stages and we know it is still kind of buggy. Do try to keep that in mind.

Also in case you have missed it in the last announcement here a link to our new blog site. Please come check it out.

http://doubleteam.awestruckdesign.com/world/?page_id=2

Title: Zelda GBC Engine *NEW Update 2/8/11*
Post by: link125 on February 09, 2011, 04:31:51 am
Do you like Hyrule? We like Hyrule in all its sexy GBC+ Style glory.

 HYRULE!!! (http://img834.imageshack.us/img834/5849/gbcoverworldwatermarked.png) <==== CHECK IT OUT!!!
****Warning 56k image********

DoubleTeam :D

P.S. We would like someone *cough* DJVenom *cough* to help us with the dungeon entrances.
Title: Re: Zelda GBC Engine *NEW 1.1 UPDATE*
Post by: Theforeshadower on February 09, 2011, 12:14:20 pm
You have tiling errors.

One dungeon still has the old NES entrance.

Look like all the little green trees have a brown box under them, which is bad for the ones on grass.
Title: Re: Zelda GBC Engine *NEW 1.1 UPDATE*
Post by: pxl_moon (dotyue) on February 09, 2011, 01:20:32 pm

One dungeon still has the old NES entrance.

One?! there are still many left lol
Title: Re: Zelda GBC Engine *NEW 1.1 UPDATE*
Post by: Sgamer8t88 on February 09, 2011, 02:37:54 pm
@Theforeshadower  Yes thank you we know about the tiling errors. We know we are still a little ways off from 100% finished with this map. Also we know about the dungeon entrances, this is why we asked DJVenom for help with the entrances.

But you have to admit right now it still looks pretty epic :D

 
Title: Re: Zelda GBC Engine *NEW 1.2 UPDATE*
Post by: link125 on July 18, 2011, 12:41:16 am
New 1.2 update!

Check the first post for more information
Title: Re: Zelda GBC Engine *NEW 1.2 UPDATE*
Post by: shongshui on July 18, 2011, 06:01:13 pm
Just wanted to point out a little glitch. If you equip the Magic Rod on Z and the Boomerang on X, then while swimming, if you use the boomerang, Link will start walking on the water and his collisions will be messed up.
Title: Re: Zelda GBC Engine *NEW 1.2 UPDATE*
Post by: Nubcake on August 03, 2011, 02:27:07 pm
Gotta love that dungeon theme , this is great and has given me motivation! Although i do have to point out a few errors.

1.The Items in the HUD seem to remain during a whiteout and i'm not sure if that's how it is.
2.Your collisions aren't exactly spot on but nevertheless i seem to be struggling with collisions in my game.
3.I think the sound continues when the game window is inactive.
4.There is no 'slow' diagonal movement  like in the original game.
5.The charged sword loses its power during moving screens.
6.The rain seems a little out of place.
Title: Re: Zelda GBC Engine *NEW 1.2 UPDATE*
Post by: link125 on August 04, 2011, 06:22:38 am
Just wanted to point out a little glitch. If you equip the Magic Rod on Z and the Boomerang on X, then while swimming, if you use the boomerang, Link will start walking on the water and his collisions will be messed up.
Thanks, we're currently fixing up other issues with swimming as well.

1.The Items in the HUD seem to remain during a whiteout and i'm not sure if that's how it is.
Yes I know. I have been trying to fix with little success. Must have to do with the order of events or timing of layer changes we have for the menu coding.

2.Your collisions aren't exactly spot on but nevertheless i seem to be struggling with collisions in my game.
I'm curious to see where you think the collisions aren't perfect. A couple of print screens will be great because I am aware that some collisions are a few pixels out of place.

3.I think the sound continues when the game window is inactive.
I'm certain I changed it before release. Are you sure?

4.There is no 'slow' diagonal movement  like in the original game.
We have had other people comment about that. We will make sure it's fixed asap.

5.The charged sword loses its power during moving screens.
Will be fixed.

6.The rain seems a little out of place.

That's because we are using an animation for the rain. We may investigate coding the rain particles and making it so the droplet effects don't form on certain tiles (such as holes). But however we may not do this due to the amount of work it would probably take just to fix a minor aesthetic inconsistency.
Title: Re: Zelda GBC Engine *NEW 1.2 UPDATE*
Post by: Nubcake on August 04, 2011, 02:23:58 pm
At the start of the game if you move over to the pot or edge on the left it won't allow you to move a little more pixels in which i thought suggests 16*16 tile collisions?
I'm sure the sound continues when the game window is inactive.
Title: Re: Zelda GBC Engine *NEW 1.2 UPDATE*
Post by: Antidote on August 05, 2011, 12:13:42 am
found a bug with the hookshot

(http://dl.dropbox.com/u/21757902/photos/permastuck.png)

to recreate this simply rapidly press the assigned button for the hook shot (at least thats how i did it)

EDIT:
also when you reset the sounds and music from before keep playing :/
EDIT2:
if you do it heading north on that pot it ALWAYS happens no matter what you do.
It seems to happen if you are in close proximity to a pot and another solid while facing north. no other direction seems to give the same issue.
Title: Re: Zelda GBC Engine *NEW 1.2 UPDATE*
Post by: Nubcake on August 07, 2011, 04:49:09 pm
no item can be placed in the first slot of the inventory for Z.
Title: Re: Zelda GBC+ Engine *NEW 1.2 UPDATE*
Post by: Jeod on February 13, 2012, 05:45:54 pm
Hi guys, little update. I wanted to bump this up. Even though we're not quite done with version 1.2.1 yet, I wanted to say a few things so this isn't forgotten. First of all, this project began in September 2010. It's been a year and a half since we started, and though we've made progress, we still have a long way to go before we can call our GBC+ engine complete.

It's been a difficult and challenging journey. Half of Doubleteam is now too busy to remain active. Link125 is the only one I've seen in the past two months, but we're still working no matter how slow and trying things get. I've learned a lot about programming in Multimedia Fusion 2 along the road here. Sometimes we'd get stuck and quit working for a few weeks, only to come back at some random time and have a "Eureka!" moment. I think the most important thing for me is motivation, and motivation comes from teammates supporting eachother every step of the way. If there's something I get stuck on, Link125 takes a look and somehow comes up with a way, and vice versa. If he starts on something, I'll wake up in the morning and see it, and understand what he's trying to do and finish it. (Roc's Feather)

Anyway, you can probably expect to see GBC+ Engine v1.2.1 within 2 months. For now, here's an alpha version that has the Roc's Feather, a very early Octorok AI, and a signpost with some text. Still don't have the right font yet, it's a work in progress. Oh and you'll see Farore in the house. She doesn't say anything yet either.

-Unzip sounds and put sounds folder and engine.ini in the same place as the exe. You'll need the sounds folder for, well, sounds, and you'll need the ini file if you want to use any items.

P.S. A final word. This entire project is stored and collaborated on using dropbox (https://www.dropbox.com), and my God has it been useful! I highly recommend it. Possibly, the head of the ZFGC Community Project could set up a sort of ZFGC box. I love it.
Title: Re: Zelda GBC Engine *NEW 1.2 UPDATE*
Post by: Mack on February 13, 2012, 06:03:36 pm
I think it's very good, but i have a bug with the jump at the south east :
I'm using the Hooskshoot over the river, and when i want to across the water, I jumped, but for Link, i don't touch the water, i still walking in the water ... I through against obstacle ...

I tried to do again this bug.

( Sorry i'm not English ^^" )
Title: Re: Zelda GBC Engine *NEW 1.2 UPDATE*
Post by: Jeod on February 13, 2012, 06:49:55 pm
I don't understand what you're saying. Can you post a screenshot or a video? Also, keep in mind that I posted an ALPHA version. This means there are obviously going to be a lot of bugs.
Title: Re: Zelda GBC Engine *NEW 1.2 UPDATE*
Post by: Mack on February 13, 2012, 07:01:56 pm
(http://img109.imageshack.us/img109/4576/dbuggc.png) (http://imageshack.us/photo/my-images/109/dbuggc.png/)
I was here, and i jump in the water.
But Link didn't finish his jump and, before to touch the water, he stop his jump, and he cannot move up and down, and when he move left and right, i can trought obstacle.

I didn't succeed to reproduce the bug ...
But, I try again.

Even it's an Alpha, I have find a bug, so I say it ...
Title: Re: Zelda GBC+ Engine
Post by: Jeod on February 13, 2012, 08:21:42 pm
Thank you for reporting it anyway, I appreciate that. I'll try to reproduce it but chances are it's been fixed since I updated the cliff jumping code.
Title: Re: Zelda GBC Engine *NEW 1.2 UPDATE*
Post by: Jeod on September 17, 2012, 03:29:10 pm
Update: Text engine's been started on, but we're still brainstorming the best way to do it. We want the whole text idea to be simple code, but we also want the user to be able to easily add text ini files that the engine can read from. Might expand on this later, but the basic idea is to allow for easy text swapping and easy localization of a game using this engine.

We're also looking into a good way to use colored text. BBCode is a simple thing for the end user to use, but the complexities arise when we try to program this into the engine. (Writing the actual colored text)

By the way, one of my goals here is to have a fully functional recode of 'The Legend of Zelda' NES game up to the end of the first dungeon, just to show what Multimedia Fusion is capable of in terms of Zelda. (If Quest for Power wasn't enough)
Title: Re: Zelda GBC Engine *NEW 1.2 UPDATE*
Post by: thestig on September 18, 2012, 07:52:24 pm
Interesting that you would support international languages. :P I suppose that can be useful to people.. as I don't think fan games get enough international love. It seems most of that stuff's english only. (I could be wrong)

But why BBCode?
Title: Re: Zelda GBC Engine *NEW 1.2 UPDATE*
Post by: Jeod on September 18, 2012, 08:57:20 pm
Thought it'd be the easiest way to use delimiters. A [ is hardly ever used in game text. So the pseudocode would be something like

*A [ appears, meaning begin color code sequence
*Read character after the [, check for b, r, g, w
*If additional characters after the color char, or no color char, default color to white
*If ] after the color char, resume writing text in proper color

In a text file, a line might look like:

Please save [r]Princess Zelda[w]! You're the only one who can help her, [g]Link[w]!

I suppose it's not *true* BBCode, but it's a similar concept.
Title: Re: Zelda GBC Engine: Inside Look
Post by: Jeod on September 30, 2012, 06:15:50 pm
I thought it'd be kinda neat to show people what the insides of the engine look like on a typical day.

(http://desmond.imageshack.us/Himg822/scaled.php?server=822&filename=frameeditor.png&res=crop) (http://imageshack.us/a/img822/2676/frameeditor.png)

You can click on that thumbnail to see the full size. That's the frame editor. It's where we build the world, set up preferences and behaviors for objects, and modify animations. You'll notice the gigantic object list. Most of the objects are detectors: invisible blocks that have their positions set relative to actual game objects such as Link. They create flexibility so it's easier for us to see and program when Link should play a certain animation, or ignore player movement. On the right side of the editor you'll notice three little frames. These are layers, used to organize and order our objects. We put the inventory on the third layer, and simply use some events to switch the activity of layers. (The world is essentially deactivated, or paused, while the inventory layer is active)

(http://desmond.imageshack.us/Himg27/scaled.php?server=27&filename=eventeditor.png&res=crop) (http://imageshack.us/a/img27/3584/eventeditor.png)

This is the event editor. All those little checkboxes are events programmed into the game by us. A condition must occur before an event can happen. For example, you'll see 'Start of Frame' and then a few checkboxes positioning Link and the player mask. Those events will only occur at the very beginning of the frame (a frame is equivalent to a room in Game Maker). You might ask why some conditions are in red while others are in regular color. A red condition indicates a more important flag to check for in a loop. The way MMF works, the executable constantly loops through these conditions looking for events to activate. When it comes across a red condition, it is given more priority over additional conditions under it. This saves time in the looping process. In the picture, you can see that Condition 11's red one is a check for "On ForEach loop". MMF will entirely skip the routine check for this event if that ForEach loop is not activated. It won't even look at the condition under it, or the events associated with it. The result is that MMF loops faster, and events happen closer to realtime.

*MMF is a relatively simple software, and in some cases less complex than Game Maker. I would not recommend jumping straight from MMF to C, or using MMF as a foundation for learning a higher language. The software is simply logic-based. But for a hobbyist like me, this is my go-to for coding fan games when I have no interest in furthering my knowledge of real programming language.
Title: Re: Zelda GBC Engine *NEW 1.2 UPDATE*
Post by: thestig on September 30, 2012, 06:19:57 pm
Wow... MMF looks very... visual, in terms of making stuff work. But you can tell that some of the underlaying concepts of programming still exist, just in a very hybrid way. That's a nice shot either way, though. ;p
Title: Re: Zelda GBC Engine: Inside Look
Post by: Jeod on September 30, 2012, 06:28:50 pm
Wow... MMF looks very... visual, in terms of making stuff work. But you can tell that some of the underlaying concepts of programming still exist, just in a very hybrid way. That's a nice shot either way, though. ;p

Yeah, that's why I stressed that it's good for hobbyists but not recommended for anyone wanting to move up to real languages. It's decent if you want to make a quick buck with an android app though. Clickteam's been going big on exporters, including Android and XNA.
Title: Re: Zelda GBC Engine *NEW 1.2 UPDATE*
Post by: Jeod on January 28, 2014, 01:41:21 am
Show of hands, who thought this was abandoned? We put text in a few days ago. The text engine is somewhat complex since it uses ascii characters as tags for certain colors. In the image you see green, red, and blue text. What you don't see is the way the text is actually typed in a script.ini file:

Quote
{Link} is gone. The Dark Lord [Ganon} will rise again. ]Hyrule} will suffer as [we} suffered!

(http://puu.sh/6APmj.png)

{ = green text flag
} = white text flag
[ = red text flag
] = blue text flag

These four characters will never be used in any game we create, so we decided to use them as flags. Of course, we will be writing a guide to the text engine so anyone can choose their own characters to use as flags.

So far, the plan is to call text from a script.ini file. Here's an example:

Quote
[Marin]
1=Link! You're awake! I found you passed out on the beach, and...oh, I couldn't bear to watch you be hurt again! ;
Line1=0 ;
2=What? How is it possible that I exist? I've always existed, silly! But you know, my memory has been fuzzy lately. ;

[Tarin]
1={Link}, m'boy! This peace is what all true warriors strive for! I feel like I've seen that somewhere before. ;

[Owl]
1=Hoot! {Link}, the hero. You must be surprised to be on the shores of ]Koholint} again. Allow me to explain. ;

In the .mfa file, when Link encounters an NPC, the engine will search that NPC for it's name (stored in an alterable string). It will then load all possible text the NPC can say into a string object, in multiple 'paragraphs'. When Link speaks to the NPC, a fastloop will occur which can figure out which paragraph the NPC will say at that time. For example, suppose the game opens with Marin speaking to Link. In the .ini, the variable "Line1" is changed to 1 (a boolean) to show that Marin has said this one-time text. Then, after player is given control, he speaks to Marin again. Now when the fastloop is run, the game checks for if Line1=1, and if it does, select paragraph 2 as the text to be shown.

We won't be releasing a new engine version soon though, since there is a lot to be done besides the text. We hope to have plenty of new goodies for everyone! If you've ever doubted the power of MMF2, hopefully now you can see just how strong it can be.

FUN FACT!

Did you know that there are 128 ASCII slots and 128 extended ASCII slots? That's a total of 256 possible characters in this text engine! We only have 96 slots used for now though, since there are only 96 characters used in the Oracle games.

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