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Author Topic: The Myth of Heroa  (Read 10638 times)

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The Myth of Heroa
« on: September 15, 2010, 02:17:05 am »
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http://beta.zfgc.com/index.php/projects/items/view/5

The Myth of Heroa
Welcome to the world of Heroa!  A land filled with heroes and lords.  That is, until the Evil King came and stole the Royal Emblem.  The Royal Emblem was forged by the Legendary Blacksmith using pieces of unknown origin that protects the land of Heroa from monsters and corruption.  When the Evil King stole the Royal Emblem, he broke it into five pieces which he scattered all throughout Heroa.  He placed great beasts in place to protect the five pieces so that no one could ever restore the Royal Emblem and the land of Heroa back to peace.  The Evil King's reign of terror will continue, unless a new Hero arises to collect the five pieces of the Royal Emblem and restore Heroa to her former glory....



Check out http://beta.zfgc.com/index.php/projects/items/view/5 for some more information.
Demo update/release:
-----------------------------------------
More basics have been refined.
Rod of Statos just needs a few kinks fixed and it will be 100%
The Spirit Cloak now lets you cross short distances over otherwise uncrossable tiles(check teh area with the tiny island for what I mean).
Added a start up animation(mind was boggled so I made this to keep me from losing focus).

I have 2 more item slots left for usable items.  I am up for suggestions. 

Download:
http://beta.zfgc.com/index.php/projects/downloads/view/11/

Tech demo:
Movement
Sword
Health
Inventory
Boomerang
Download
http://beta.zfgc.com/index.php/projects/downloads/view/4/
« Last Edit: September 28, 2010, 12:48:26 am by Theforeshadower »
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Re: The Myth of Heroa
« Reply #1 on: September 15, 2010, 06:01:36 am »
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Already have a working inventory system and the boomerang works(though a touch slow, already fixed on my end).
Everything is almost set up except for the rest of the items.  Easier than I thought.
Screens added as well for viewing pleasure.

http://beta.zfgc.com/index.php/projects/downloads/view/4/
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Re: The Myth of Heroa
« Reply #2 on: September 15, 2010, 08:31:31 am »
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Another update(sorry, cannot fall asleep...and having fun with this).

Tech demo room will no longer be accessible on future demos(note:I have not posted the new demo yet).
Why?
Simple- I needed to work on a scrolling system.
Now the actual in-game overworld is the "testing" area.
Got some work cut out for me as the overworld is one huge room that is 3072 x 2640  (12 x 11 areas).
Do not worry.  I already have code in place where anything not in the view is deactivated.
The HUD and everything scrolls nicely except for one hiccup I made myself.

The HUD cuts off 256 x 64 pixels.  Yeah, I wasn't thinking about that when I started tiling the overworld.
So now, just as a quick fix, I redid the first 12 areas.  So when you scroll, you actually scroll 240 pixels up and down...not 240 - 64.
Makes the Hero look like he is Flash.

I did upload a few teaser shots while you guys patiently wait(though no one has even downloaded this yet anyway) for a more fuller demo.
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Re: The Myth of Heroa
« Reply #3 on: September 15, 2010, 07:58:44 pm »
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New demo.

This new demo gives you an actual area to explore.  I added stalfos.  You cannot enter buildings/caves yet.
You cannot be hurt yet.

http://beta.zfgc.com/index.php/projects/downloads/view/5/

The stalfos collisions need some slight touchup.
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Mamoruanime

@Mamoruanime
Re: The Myth of Heroa
« Reply #4 on: September 15, 2010, 08:37:43 pm »
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Looks pretty sweet :D I can't try the demo yet though due to being at work.

Only thing I'm not digging is the use of multiple doors in one room; but that's a trivial complaint XD (original zelda could only have 1 door per room; multiple doors would lead to the exact same place)
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Re: The Myth of Heroa
« Reply #5 on: September 15, 2010, 09:01:44 pm »
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You might have trouble.  The overworld is one gigantic room.  Everything outside the view is disabled.
Thought about making a grid system where each individual area is a grid.  Depending on grid, the collision objects get created.
Save up the space instead of having like a million collision objects everywhere.

Currently working on more enemies and the first dungeon.  Then it's on to the text-engine...then, something.
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Mamoruanime

@Mamoruanime
Re: The Myth of Heroa
« Reply #6 on: September 15, 2010, 09:06:44 pm »
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aushdlashdalsieylwkehasldkhaxlciyhalsdkhasldh @ one room overworld D:

Xfixium's ORE works nicely for room creation; use his import script  and have it load a room every transition. Saves space/time/memory :p
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Re: The Myth of Heroa
« Reply #7 on: September 15, 2010, 09:19:06 pm »
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I'll have to give it a look.
You can still play the tech demo though ;) lol
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Re: The Myth of Heroa
« Reply #8 on: September 16, 2010, 04:59:27 am »
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In a new development:
Found a code error in the latest demo.
It doesn't crash the game or anything, it just doesn't bring down the menu.
On my end, it has been fixed.  Other than that, Everything is progressing nicely.
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Re: The Myth of Heroa
« Reply #9 on: September 16, 2010, 07:18:34 am »
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This new demo includes:
Text Engine
Couple bug fixes:
~game crash when slashing sword while scrolling fixed(thanks for finding it Mammy)
~unable to open inventory fixed

Enjoy!
http://beta.zfgc.com/index.php/projects/downloads/view/6/
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Re: The Myth of Heroa
« Reply #10 on: September 17, 2010, 04:03:18 am »
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This new release fixes a lot of bugs and glitches:
~Everything paused, stays paused until the inventory finishes going back up out of view.
~some collision issues were fixed
~stalfos no longer go outside the room(as far as I tested)
~scrolling has been refined

New developments
~ heart engine testing buttons removed
~ speed/image speed of the Hero increased
~ current overworld restarted from scratch to fit into the new 256 x 176 format for areas
~ text engine slightly modified for use in in-game situations
~ almost finished with entering a cave(just have to make a coming out sprite and code for it)

Download
http://beta.zfgc.com/index.php/projects/downloads/view/7/


EDIT: I forgot to put two collision objects in to prevent you from going all over the map...lol Cookie to whoever finds it and posts a screenshot.
« Last Edit: September 17, 2010, 04:06:40 am by Theforeshadower »
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Mamoruanime

@Mamoruanime
Re: The Myth of Heroa
« Reply #11 on: September 17, 2010, 04:49:54 am »
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Well I don't need to post a screenshot to tell you it's in the room to the right where you'd think you were entering a dungeon ;p
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Mirby

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Re: The Myth of Heroa
« Reply #12 on: September 17, 2010, 06:40:19 am »
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I'd check this out, but I just don't have the time... :(
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Re: The Myth of Heroa
« Reply #13 on: September 17, 2010, 08:23:12 am »
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New release:
~Fixed a previously unknown memory leak(found it when Mammy told me he was laggin hard)
~Added the mini-map dot
~Added a game over
~You can now get hurt from the Stalfos

Download
http://beta.zfgc.com/index.php/projects/downloads/view/8/
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Re: The Myth of Heroa
« Reply #14 on: September 18, 2010, 05:34:57 am »
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Wow, In 2 days this game has had more demo's put released than any other game has done over their entire lifespan. Did you have too much time on your hands or something. Well I shall try out this game once I find a bit of time. I must say that I find it interesting and daring that you used LoZ style instead of the later 2D ones.
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Mamoruanime

@Mamoruanime
Re: The Myth of Heroa
« Reply #15 on: September 18, 2010, 05:40:17 am »
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I think it's pretty neat that someone's making a retro homage to LOZ or NES games in general :D
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Re: The Myth of Heroa
« Reply #16 on: September 20, 2010, 09:26:15 am »
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News ~ September 20,2010
----------------------------------------------------------------------------------
I have not uploaded a demo, but I thought I would let you guys know what has been in development:
~ bombs have been added
~ movement has been more refined
~ actual working inventory(very wip, image coordinates kinda funky)
~ boomerang refined
~ new original tileset credit to Mammoru
~ new title screen  credit to Mammoru
~ transitions refined (just code dealing with globals)
~ dungeon  1 started
~ finished 10 more rooms on the overworld to make it now 22/132 areas finished


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Mamoruanime

@Mamoruanime
Re: The Myth of Heroa
« Reply #17 on: September 20, 2010, 09:40:38 am »
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D: who is Mammoru and why is his name so similar to mine
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Re: The Myth of Heroa
« Reply #18 on: September 20, 2010, 09:53:42 am »
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D: who is Mammoru and why is his name so similar to mine
He is this kick-ass doppelganger who doesn't afraid of anything.
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Re: The Myth of Heroa
« Reply #19 on: September 22, 2010, 04:07:01 am »
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September 22, 2010
NEW DEMO!
In this release:
~New tiles
~Movement and collisions refined a bit more
~Boomerang almost finished(can now stun)
~Bombs added and finished(except the counter)
~Crossbow added and finished(except the counter)
~Spirit Cape added
~inventory refined again, nearly finished
~fixed various glitches

Known glitches:
You can still be attacked by the stalfos in the 16 pixels surrounding the perimeter of each(forgot to fix it before I uploaded.  I will get it next time, promise).
Getting hurt is still a little weird.
You can use items either both in the inventory and leaving the inventory, or while leaving the inventory(looked over and over my code and cannot find out why this is happening).


Download:
http://beta.zfgc.com/index.php/projects/downloads/view/9/
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