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Messages - N-Mario

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Coding / Zelda II Data/Specifications?
« on: October 02, 2011, 09:04:17 pm »
Does anyone know where I can find, or have the data/specifications for movements in Zelda II? I'm kind of going to try to get stated to work on the platform engine part, and I was going to try to re-create the movement as close as possible. If I can't get the exact data, I suppose I could guess the movement?

There are only a few things I know though. When you jump upwards, you can only make up to 2 tile bricks. However, when you jump up forwards from walking, you can barely make up to 3 tiled bricks. There's also the jump magic which increases the jump, so I probably would need this data.
Not just the jump & walk data, but I would probably need info as to how many gaps across a jump I can do with, and w/o the jump magic spell.

As I said, if I don't have the specific data, I can probably guess from playing the game. I could probably guess the movement in game ticks or something. Although that probably wouldn't be accurate at all.

2
Discussion / Re: Zelda II: AoL engine
« on: September 29, 2011, 09:41:33 pm »
What do you mean he has seizures?
If it helps, is movement is 1 pixel on roads, and 0.5 pixels on swamp areas. Anything above that would be too fast.

I don't know what to do about the whole bobbing thing. But I'll see what I can look at. Don't know if I'll be able to fix anything though. :P

EDIT: I updated it with a few adjustments. I changed the X position & Y position of Link's sprite to use the position #'s of Alterable Value A & B that are used of the position of the player's CLSN box.
Other words, it was originally 'Always - Set X Position to X("Player")'. It's now set to 'Always - Set X Position to X Pos("Player")'. Where "X Pos" is the name of the Alterable Value A of the player's CLSN object. I fixed this with the camera centering on Player also.
I also adjusted a couple of frame offsets when you're walking left.

I honestly could not tell the difference, but I think it should help with the jittering some. If it does not, then I have no idea what else is causing it other than the FPS rate.

3
Discussion / Re: Zelda II: AoL engine
« on: September 29, 2011, 05:46:18 pm »
Well..... There's a few snags that I've hit with the program software, whether its export problems with SWF, or incompatable extensions. Anyway, this is all I have by far.
http://gcnmario.free.fr/zeldaii/zeldaii.html for the flash version.
or
http://gcnmario.free.fr/zeldaii/index.html for the internet app version.

In the SWF, you can't cross the bridge or go on raft. Mainly because the way I handled the backdrops, I don't know how SWF handles them. I'm trying to see if I can get an answer for this over on CT's forums.
Besides that, I say the map portion is almost done. All that is left is to code are the enemies moving around. But I think I might wait and make those later, since I really don't know how the way they're supposed to move on the map exactly. Every time I seen them, they always appeared at random positions, and moved up/down or left/right randomly more or less toward the player.

But besides the enemies on the map, I suppose I could do a debug menu that enables/disables certain items that you obtain later in the game to be fair.

4
Discussion / Re: Zelda II: AoL engine?
« on: September 25, 2011, 06:25:26 am »
Yea. I did the whole window just to show it's not an emulated NES rom heck. Ya know? You never know with screenshots. XP

I've just started within this past week. So there really isn't much to show. It's like I want to do one thing with this before I go on to the other parts of the game. But then I go and do the other parts anyway. So I don't know, it's hard to find what part that I want to work on with this. lol. :P

5
Discussion / Re: Zelda II: AoL engine?
« on: September 25, 2011, 04:10:13 am »
Alright.

I thought I share this.


I don't think it's far enough yet to have a topic in the Zelda projects area of the forum. The action/combat part has NOT been started yet. I am still working on a couple of things in the map system.
And yes, this is under Multimedia Fusion 2.

6
Discussion / Re: Zelda II: AoL engine?
« on: September 21, 2011, 09:28:21 pm »
Oh hey N-Mario, how goes it?  XD

Fine, thank you. :)


Your sig looks very familiar... I can't quite put my finger on it. Do u go to Sprites Inc too, or was it somewhere else? o_O

Anyway, I might try out that guys Zelda II game when he puts it out. If I decide I don't like what he's doing with it, I'll probably start my own Zelda II eventually. Whenever I actually get started on something. I just wanted a few thoughts though. :)

7
Discussion / Zelda II: AoL engine
« on: September 21, 2011, 08:03:31 pm »
Thanks to Nintendo's ambassador program, I've been playing Zelda II on the 3DS. I remember that game so much as a kid during the old NES days, even as a fan of 2D action platforming games. I think I've enjoyed Zelda II a bit more than the other games. Well, in terms of the Zelda community anyway. I'm a big fan of other game series as well, but that would be going off topic. :)

So with that in mind, I decided to see if there's any Zelda II engines being developed. I've seen some decent Zelda fan games and engines around, but I have yet to see a good Zelda II engine. I wont to know if a complete Zelda II engine would be useful, despite it being the black sheep of the series?

I looked around, I found a few, but there were a couple of Zelda II games I noticed that weren't quite accurate. They were only loosely based on it.
It it only recent that I've only had thought of making a true Zelda II engine. Nothing has been done yet. I'm just thinking of the concepts right now.

I have had some experience with Multimedia Fusion 2, and it's probably one of my strongest areas. I tried making a MegaMan game with MMF2, just that I never had the motivation to finish it. I don't know why. Instead, I just left the game engine as it is.
Although I tried Game Maker, I couldn't make anything out of it. Not to mention I've never liked the long loading times when you first run, and the amount of ram it uses even for simple games. So if I started making the Zelda II engine, it would be under MMF2, if that changes anything.

The only other Zelda II engine that is coming close to being decent is this one.
http://zelda2gm.blogspot.com/
This person is using Game Maker to make his Zelda II game. From the sound of his developer notes & blog, it seems like this person wants to go in a totally different direction than what I want to do.

For me, if I made a Zelda II engine, I'd probably start from that, change the characters, weapons around & everything. It probably would still be the Zelda II engine, it just would not be a Zelda game at all. But yea, I basically like the original Zelda II game physics with the exp system. Besides the magic system, I would probably add other weapons besides a sword to it.

It shouldn't be too hard to make. Once the map programming is done, the platform part shouldn't be too hard. The only hard part for me would be to make a save system, which I didn't have much experience with. But I could probably learn, or code one eventually in time.

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