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Author Topic: [SCREENS]Ocarina Of Time 2D FSA  (Read 224182 times)

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Re: [Screens]Ocarina Of Time 2D
« Reply #220 on: November 22, 2009, 04:01:08 am »
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^^ Haha nice.
Yeah it's next to the gerudo place, the entrance in hyrule field.

Nice work! That's exactly what my first thought was when I saw it! Ethelon win! ^_^

It will have rocks and stuffs though later?? It looks a little bare (yes, I know that it is supposed to be). I remember rocks... I think. Dang, I need to pick up my OoT game again.  :-\


Oh, and the fairy is big, but I think it's fine. ^_^
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Re: [Screens]Ocarina Of Time 2D
« Reply #221 on: November 22, 2009, 04:32:51 am »
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Yes there will be rocks, he is just showing you the tiles. The fairy is still being worked on, though it is visually a lot nicer now; it's nearing completion. I'm currently doing the NPCs basic engine.
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Re: [Screens]Ocarina Of Time 2D
« Reply #222 on: November 22, 2009, 10:27:07 pm »
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Yeah, the reason rocks and other similar objects aren't there is just because I have an exe, with that console that lets me goto different rooms, but because the room for hyrule field isn't complete yet (neither is the .bin), there are no objects in the room, so what you're seeing is just tiles.

I also put in that nifty overhead bridge cuz it looks cool =D

Thanks for the comments
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Re: [Screens]Ocarina Of Time 2D
« Reply #223 on: November 23, 2009, 01:23:05 am »
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The fairy is still being worked on, though it is visually a lot nicer now; it's nearing completion. I'm currently doing the NPCs basic engine.

Visually nicer? Always a plus. ^_^

Yeah, the reason rocks and other similar objects aren't there is just because I have an exe, with that console that lets me goto different rooms, but because the room for hyrule field isn't complete yet (neither is the .bin), there are no objects in the room, so what you're seeing is just tiles.

I also put in that nifty overhead bridge cuz it looks cool =D

Thanks for the comments

Sweet! I figured that you were probably just tiling the field for now and that the rocks and bushes (etc) were coming later.

And yes, the overhead bridge does look cool.  8)

And somewhat off topic. In that first pic with the three-way dirt path: That reminds me of trying to kill that stupid big poe that was around there! All the others were pretty easy except that one.

Back on topic, I must say that you guys are really getting stuff done and it's truly looking and sounding fantastic. :)
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Re: [Screens]Ocarina Of Time 2D
« Reply #224 on: November 23, 2009, 01:56:09 am »
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Haha thanks..
I finished the lon lon ranch outside =D.
I actually finished it earlier, but then I realized I needed to move it a couple tiles down and to the left, but since it was in ORE, I had to retile it all. =/
Now I pretty much have to do the hyrule castle walls and the lake hylia entrance, which require custom tiles.
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Re: [SCREENS]Ocarina Of Time 2D
« Reply #225 on: November 26, 2009, 04:10:40 am »
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Well, there's been some discussion about button configs. It seems to me everyone has a certain preference. While the configuration will be completely customizable, we thought a handful of prefabbed configurations would be a sweet idea. So what configurations would you like to see? We have 2 that are options. Albeit not complete.

Button Map Key:
Directional Right = Move right
Directional Up = Move up
Directional Left = Move left
Directional Down = Move down
C Button Up = Navi context
C Button Right = Item
C Button Left = Item
C Button Down = Item
A Button = Context action
B Button = Sword
L Button = Mini-map
R Button = Shield
Z Button = Targeting
Start Button = Menu

Config 1:
Directional Right: D Key
Directional Up: W Key
Directional Left: A Key
Directional Down: S Key
C Button Up = Up Arrow Key
C Button Right = Right Arrow Key
C Button Left = Left Arrow Key
C Button Down = Down Arrow Key
A Button = Enter Key
B Button = Shift Key
L Button = Space Bar Key
R Button = Ctrl Key
Z Button = Undefined
Start Button = 1 Key

Config 2:
Directional Right: D Key
Directional Up: W Key
Directional Left: A Key
Directional Down: S Key
C Button Up = I Key
C Button Right = L Key
C Button Left = J Key
C Button Down = K Key
A Button = N Key
B Button = M Key
L Button = Q Key
R Button = E Key
Z Button = Space Bar Key
Start Button = Enter Key
« Last Edit: November 26, 2009, 05:19:04 pm by Xfixium »
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Ethelon

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Re: [SCREENS]Ocarina Of Time 2D
« Reply #226 on: November 26, 2009, 06:48:13 am »
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For Config 2, L-R is Q-E, and start is Enter.
I prefer this one because if you look at the IJKL format (WASD shaped), it fits right above the "A and B" buttons, so it allows for easy access when you're in fights. A problem I have with using Shift as a key is that sticky keys sometimes wont turn off, even if u tell it to turn off, it's wierd, but happens on my desktop, and I've heard of other people complain about it before too.
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Re: [SCREENS]Ocarina Of Time 2D
« Reply #227 on: November 26, 2009, 07:33:15 am »
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are you going to support joypads? because if you do it would be trivial to setup the controller.

if not there are simple solutions to this (joy2key mapping programs)
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Re: [SCREENS]Ocarina Of Time 2D
« Reply #228 on: November 26, 2009, 07:53:51 am »
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^ Basically. I know I'll be using XPadder.
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Re: [SCREENS]Ocarina Of Time 2D
« Reply #229 on: November 26, 2009, 08:52:45 am »
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yeah, due to the amount of buttons on a N64 controller, I'll just use a USB controller and the joy to key software.
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Re: [SCREENS]Ocarina Of Time 2D
« Reply #230 on: November 26, 2009, 09:38:46 am »
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XD, i have an 11 button 1 POV, and 2 Analog controller, i think i have plenty of buttons.

It's a Nyko Airflo for those who are wondering.

Not only that but i also have an SNES adapter for my computer.
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Re: [SCREENS]Ocarina Of Time 2D
« Reply #231 on: November 26, 2009, 10:20:14 am »
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Seems like we may need to have joypad compatability then. ;)
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Re: [SCREENS]Ocarina Of Time 2D
« Reply #232 on: November 26, 2009, 11:14:03 am »
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lol, wouldn't hurt. However the API GM provides is rather lacking in some areas, but this is easily overcome with some effort.
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Re: [SCREENS]Ocarina Of Time 2D
« Reply #233 on: November 26, 2009, 02:01:59 pm »
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The way I have the buttons set up for use with my N64 emulator goes as follows:

Analog Stick: Up, down, left, right
D-Pad: I, k, j, l
C Buttons: w, a, s, d
A: X
B: C
Z: Z
L: Ctrl
R: Space

This works really well for me, and most of my friends use the same configuration.

Additionally, I hate using WASD for movement unless it's a game that uses a mouse, like FPSs.
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Re: [SCREENS]Ocarina Of Time 2D
« Reply #234 on: November 26, 2009, 07:14:48 pm »
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^^ for the most part that's similar to our second choice, just reversed. Except the L and R are different.

Yeah, joypad compatability. You could always just use joy2key though. I think that'd be easier, we wouldn't have to really do anything to add it in, haha.

I also got my graphics tablet, so that might help for stuff... maybe slideshow cutscenes? =D
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Re: [SCREENS]Ocarina Of Time 2D
« Reply #235 on: November 28, 2009, 07:32:09 am »
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NPC's are coming along nicely. Now I know not many (if any) NPC's in the game actually move around there allocated area; do you guys think we should have them walking around in a small area if they aren't doing anything, etc?

Lemme know.
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Re: [SCREENS]Ocarina Of Time 2D
« Reply #236 on: November 28, 2009, 08:44:49 am »
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i think that would be a nice touch
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Re: [SCREENS]Ocarina Of Time 2D
« Reply #237 on: November 28, 2009, 12:32:21 pm »
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Hello everybody, made an account pretty much JUST for this topic.
I'm really excited to see that people are still working on an OoT2d! :D

I would've liked it in the lttp style (but maybe that's just because I recently played through that) but this is looking nice as well.

As far as the NPCs go, the one thing that made OoT a bit of a drag was that the world seemed kind of dead. Making the NPCs move around a little would certainly help with that, although maybe not all of them. Just my opinion, of course. I'll hang around here, kudos to everybody working on this. :D
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Re: [SCREENS]Ocarina Of Time 2D
« Reply #238 on: November 28, 2009, 01:40:31 pm »
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NPC's are coming along nicely. Now I know not many (if any) NPC's in the game actually move around there allocated area; do you guys think we should have them walking around in a small area if they aren't doing anything, etc?

Lemme know.

In OoT most were static, off the top of my head on the running man and Sakon (or thats his name in MM anyway...) move. But I think having them move would give them more life, just moving around in a small area. Not enough so they're difficult to find, just so they seem less like statues.

EDIT: the gorons move too. =]
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Re: [SCREENS]Ocarina Of Time 2D
« Reply #239 on: November 28, 2009, 08:26:05 pm »
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Quote
Hello everybody, made an account pretty much JUST for this topic.
I'm really excited to see that people are still working on an OoT2d! Cheesy

I would've liked it in the lttp style (but maybe that's just because I recently played through that) but this is looking nice as well.

As far as the NPCs go, the one thing that made OoT a bit of a drag was that the world seemed kind of dead. Making the NPCs move around a little would certainly help with that, although maybe not all of them. Just my opinion, of course. I'll hang around here, kudos to everybody working on this. Cheesy
Welcome to the forum man.

Quote
In OoT most were static, off the top of my head on the running man and Sakon (or thats his name in MM anyway...) move. But I think having them move would give them more life, just moving around in a small area. Not enough so they're difficult to find, just so they seem less like statues.

EDIT: the gorons move too. =]
Cool thanks.


Okay so basically i'll get on that now and show you updates a.s.a.p. =D
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