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How would you like your dungeon demos?

One at a time
- 3 (60%)
Two at a time
- 1 (20%)
Three then four
- 1 (20%)

Total Members Voted: 5


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Author Topic: The Legend of Zelda : Chiming Bell  (Read 42906 times)

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King Tetiro

Leader of Phoenix Heart
Re: The Legend of Zelda : Chiming Bell
« Reply #100 on: November 07, 2010, 11:54:53 am »
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There's nothing wrong with your screensize; but you have a HUD that takes up 16 horizontal pixels of that realestate that you shouldn't be using for mapping. The tops of your rooms should disappear :P
Oh right I'm with you now. Well now we have a problem. Either I start the whole overworld again to fix this error or I continue and you guys bite the bullet.
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  • Phoenix Heart
Re: The Legend of Zelda : Chiming Bell
« Reply #101 on: November 07, 2010, 12:12:54 pm »
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But Im stuck on pit/water collisions. Can someone help me with this one?
With pit water collision I do a position meeting, where the center of Link's feet are. If meeting then with a pit, move Link to the center of the tile. And with water move him to the center of the row in vertical move and column with horizontal. Then make an adjustment for corners of the water.
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King Tetiro

Leader of Phoenix Heart
Re: The Legend of Zelda : Chiming Bell
« Reply #102 on: November 07, 2010, 12:22:33 pm »
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But Im stuck on pit/water collisions. Can someone help me with this one?
With pit water collision I do a position meeting, where the center of Link's feet are. If meeting then with a pit, move Link to the center of the tile. And with water move him to the center of the row in vertical move and column with horizontal. Then make an adjustment for corners of the water.

I've fixed it now I think. What do I do to the corners of the water?
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  • Phoenix Heart
Re: The Legend of Zelda : Chiming Bell
« Reply #103 on: November 07, 2010, 12:47:15 pm »
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Oh wait, when Link is drowning it is the same as a pit. He shifts to the center of the tile. Swimming however is what I described above. And for corners you need to check the tiles in the other direction. For example when you move in the water vertically you check the tile to the left and the right if they are also water. If one of them is not, for example the right, you move Link to the other side, the left, until he is far enough away from the other tile. If both are not water the move Link to the center of the tile.
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King Tetiro

Leader of Phoenix Heart
Re: The Legend of Zelda : Chiming Bell
« Reply #104 on: November 07, 2010, 12:55:07 pm »
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Oh wait, when Link is drowning it is the same as a pit. He shifts to the center of the tile. Swimming however is what I described above. And for corners you need to check the tiles in the other direction. For example when you move in the water vertically you check the tile to the left and the right if they are also water. If one of them is not, for example the right, you move Link to the other side, the left, until he is far enough away from the other tile. If both are not water the move Link to the center of the tile.

Well in that I've done the best I can without feedback so Im going to try and solve the other glitches. I've fixed the too fast diagonal so that if you do diagonal you go 1 pixel slower. Really makes a difference.

Going to work on corner cutting
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King Tetiro

Leader of Phoenix Heart
Re: The Legend of Zelda : Chiming Bell
« Reply #105 on: November 07, 2010, 08:47:52 pm »
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Forgot to say I've finished the corner cutting I think.

Also, 85 of the 136 overworld rooms have been tiled and in some cases railed(For train). Yup, that means in another 51 rooms a full overworld demo will be released. Well actually 2. One of exploring it by foot and second by train. After these demos have been released, I will be taking a break. Just so I can design the npcs, dungeons,etc.

EDIT: I tried modifying the redeads to follow the player but now they're way too tough. So they've been set back to simple move enemies but with stun.

EDIT: 93/136 done.
« Last Edit: November 07, 2010, 10:32:21 pm by King Tetiro »
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Brutus

Kirby Master
Re: The Legend of Zelda : Chiming Bell
« Reply #106 on: November 08, 2010, 02:00:35 am »
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Are you going to change the room transitions?
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King Tetiro

Leader of Phoenix Heart
Re: The Legend of Zelda : Chiming Bell
« Reply #107 on: November 08, 2010, 07:17:30 am »
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Are you going to change the room transitions?

Based on how crappy the pre-made transitions are, the fact that I've never made more than a fade in fade out, Im going to say no on this.

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  • Phoenix Heart

Brutus

Kirby Master
Re: The Legend of Zelda : Chiming Bell
« Reply #108 on: November 08, 2010, 04:17:46 pm »
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so do you have pro?
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Re: The Legend of Zelda : Chiming Bell
« Reply #109 on: November 08, 2010, 06:01:33 pm »
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so do you have pro?
seems pretty obvious (no offense)
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I'll add one of these later.
Re: The Legend of Zelda : Chiming Bell
« Reply #110 on: November 08, 2010, 06:02:12 pm »
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Forgot to say I've finished the corner cutting I think.

Also, 85 of the 136 overworld rooms have been tiled and in some cases railed(For train). Yup, that means in another 51 rooms a full overworld demo will be released. Well actually 2. One of exploring it by foot and second by train. After these demos have been released, I will be taking a break. Just so I can design the npcs, dungeons,etc.

EDIT: I tried modifying the redeads to follow the player but now they're way too tough. So they've been set back to simple move enemies but with stun.

EDIT: 93/136 done.
the guard followed him fine?
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I'll add one of these later.

King Tetiro

Leader of Phoenix Heart
Re: The Legend of Zelda : Chiming Bell
« Reply #111 on: November 08, 2010, 06:11:41 pm »
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Forgot to say I've finished the corner cutting I think.

Also, 85 of the 136 overworld rooms have been tiled and in some cases railed(For train). Yup, that means in another 51 rooms a full overworld demo will be released. Well actually 2. One of exploring it by foot and second by train. After these demos have been released, I will be taking a break. Just so I can design the npcs, dungeons,etc.

EDIT: I tried modifying the redeads to follow the player but now they're way too tough. So they've been set back to simple move enemies but with stun.

EDIT: 93/136 done.
the guard followed him fine?

What guard?
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  • Phoenix Heart
Re: The Legend of Zelda : Chiming Bell
« Reply #112 on: November 08, 2010, 06:35:17 pm »
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the brown one.
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I'll add one of these later.

King Tetiro

Leader of Phoenix Heart
Re: The Legend of Zelda : Chiming Bell
« Reply #113 on: November 08, 2010, 06:48:05 pm »
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the brown one.

Please provide a screenshot. I'm really confused now.

(Overworld status = 115/136 tiled. Interior status = 0/136(Comes later) .)
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  • Phoenix Heart
Re: The Legend of Zelda : Chiming Bell
« Reply #114 on: November 08, 2010, 06:55:50 pm »
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this one.
also, when redeaded, your sword stays there.
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I'll add one of these later.

King Tetiro

Leader of Phoenix Heart
Re: The Legend of Zelda : Chiming Bell
« Reply #115 on: November 08, 2010, 09:37:35 pm »
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this one.
also, when redeaded, your sword stays there.

So what needs to be done to the guard?
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  • Phoenix Heart
Re: The Legend of Zelda : Chiming Bell
« Reply #116 on: November 08, 2010, 09:40:13 pm »
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Nothing, it's just you should make the redraw either still-) scream-) walk at link like the guard-) run into him and hurt him-) still.
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I'll add one of these later.

King Tetiro

Leader of Phoenix Heart
Re: The Legend of Zelda : Chiming Bell
« Reply #117 on: November 08, 2010, 10:00:56 pm »
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Nothing, it's just you should make the redraw either still-) scream-) walk at link like the guard-) run into him and hurt him-) still.

I tried that and it made the redead way too hard. They just keep stunning.
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  • Phoenix Heart
Re: The Legend of Zelda : Chiming Bell
« Reply #118 on: November 08, 2010, 10:07:50 pm »
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Nothing, it's just you should make the redraw either still-) scream-) walk at link like the guard-) run into him and hurt him-) still.

I tried that and it made the redead way too hard. They just keep stunning.
Nothing, it's just you should make the redraw either still-) scream-) walk at link like the guard-) run into him and hurt him-) still.

I tried that and it made the redead way too hard. They just keep stunning.
Nothing, it's just you should make the redraw either still-) scream-) walk at link like the guard-) run into him and hurt him-) still.

I tried that and it made the redead way too hard. They just keep stunning.
Is it on a timer? I'm sure you've seen the screenshot from my game if the redeads and -gibdos- they worked perfectly!
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I'll add one of these later.

King Tetiro

Leader of Phoenix Heart
Re: The Legend of Zelda : Chiming Bell
« Reply #119 on: November 08, 2010, 10:19:00 pm »
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Okay guys, Im having to take a health break from game deving because I fell on my hand and frankly it hurts to even type this message. So until my hand recovers, this game is on hold
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  • Phoenix Heart
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