I also love that you've given Zelda a real personality.
Thank you. Since I've decided to set this game after WW I wanted to make it clear this Zelda was a descendant of Tetra and not the sad, tragic Zelda of TP. So she's going to be a feisty and headstrong tomboy, but I'm also making her a little less serious - not quite gained her characteristic wisdom yet, and she doesn't really want the responsibility that comes with being a member of the Royal family. She and Link will grow up quite a bit during the story, I hope.
Oh and where did you get those WW sound effects they'd be very useful for WWA.
I'm hooking my MP3 player up to the TV and recording them from there. They're not great quality heard on their own, but with everything else that's going on in the background it doesn't seem to matter. I'll make a more complete set and make them available for other people to use.
I was wondering, could you change it so you can roll as diagonally as you can walk? Not really important, but still.
I could, yes. It might look a bit odd, but I can't think of anything it would cause problems with... I'll give it a go and see how it turns out.
I don't know how important having diagonal rolling movement is, (As was suggested earlier) but it would've been nice to have a separate button do that. As Link seems to roll instead of interact with objects sometimes.
Really? If you look at the old tech demo, the context-sensitive Z button would only change if you were stood still and in contact with an interactive object - if you were moving the roll attack action would always get priority. It was suggested that I change that so that the object's action would get the priority, as otherwise it would be annoying opening doors and trying to talk to people. So I did change it, and I was pretty sure I'd covered everything. If you're still rolling when you think you should be doing something else, could you tell me what the circumstances are? I can't find any myself... One thing I am already planning to do is enlarge the 'triggers' for interacting with objects, so that might help in sorting this problem out.
Could I make you a hud? The game looks great and you custom work is exceptional godly, but I'm not too fond of the hud... But changing it drastically would result in needing to change up code I assume, so maybe not...
Hmmm... It wouldn't really require much change to the code, but I'm not a fan of slapping fancy 3D-style HUDs on 2D games as they tend to obscure parts of the playing area. It's not a problem in a 3D environment where the camera POV is always changing, but in my opinion, in 2D, the very simplest HUDs work better. I might think about stylising it eventually, but it will be some way down the line.
I had some pretty insane lag in the middle of the first town, was this because of the uncompressed audio? Probably not, so I don't know.
so far I have one problem. and that's with the damn speed of my computer. I'm guessing I was getting 5-15 fps most of the time.
Ugh. I don't quite know what I can do about this. I suspect the audio isn't playing a part, but I'm curious, Soulrivers - do you mention the village because it gives you the most lag? What about Kakariko Trail (the one with the octos?) Using debug mode on my computer (i.e. the one I'm using to develop this) I was noticing a slight dip of 1 or 2 frames in certain areas of Kakariko Trail, but nothing in the village. This was backed up by the other, older, computer I have access to. It ran a little slower generally, but the dip in framerate was definitely more noticeable in the trail. Those two are certainly the busiest rooms.
But the thing is, it *should* be more stable than the tech demo. For everyone. After reports of slowdown on the tech demo - and considering, since adding the day/night engine, most seemingly passive objects are now doing stuff - I tried optimising the code as much as I could. Now, anything that leaves the view (albeit with a buffer) is deactivated and only reactivated as they re-enter. So, for example, in Kakariko Trail, the number of objects active at any point in time is far, far less than there was in the tech demo version: from memory, just shy of 2000 down to between 300 - 500 at a time.
Like I say, I don't know what I can do about it. It may just be a problem inherent with putting that amount of detail into each room. If it's any consolation, I guarantee we'll all have upgraded to much faster machines by the time I've finished this game anyway, I'm sure.
Thanks for the comments and suggestions, guys. They're always appreciated.
If you could elaborate on any bugs you say you've found, I'd be grateful. Cheers!