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Author Topic: Zelda GB Basic Engine  (Read 6226 times)

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Re: Zelda GB Basic Engine
« Reply #20 on: February 26, 2010, 09:29:51 pm »
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Ah, the pro features I'm using are just for the tunic blending right now, you could probably go into the draw event and turn the draw_sprite_ext line into a comment, it'll just make links tunic white. Anyway, I tried moving Link a bit more into the water for drowning but then he gets stuck if you hold the key towards the water so I need to fix that problem first. Let me know what you think when you get a chance to check it out on your desktop.
Well, that is why you need to put him a bit further back on land, that Link needs to take another few steps before drowning again.
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rhalifax

Pixelated Tree
Re: Zelda GB Basic Engine
« Reply #21 on: February 27, 2010, 12:56:53 am »
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this isnt bad so far, cant wait to see more =)
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Ryuza

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Re: Zelda GB Basic Engine
« Reply #22 on: February 27, 2010, 01:04:40 am »
  • RyuKage2007
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@Niek: Yeah, I'm trying to think how I might do that with what I have so far, at the moment it returns him to the exact place he was at before he entered the water.

@hbrandinewm: Thanks :)
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rhalifax

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Re: Zelda GB Basic Engine
« Reply #23 on: February 27, 2010, 01:09:16 am »
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@Niek: Yeah, I'm trying to think how I might do that with what I have so far, at the moment it returns him to the exact place he was at before he entered the water.

@hbrandinewm: Thanks :)

youre welcome

question what type of menu/save gfxs are you using? custom, LA, OoA, or OoS
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Ryuza

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Re: Zelda GB Basic Engine
« Reply #24 on: February 27, 2010, 03:04:48 am »
  • RyuKage2007
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I think I'll use OoA/S style saving graphics, I want to try and do a lot of the major features from all three GB games but overall with OoA/S style graphics/palettes.
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rhalifax

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Re: Zelda GB Basic Engine
« Reply #25 on: February 27, 2010, 08:40:33 am »
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I think I'll use OoA/S style saving graphics, I want to try and do a lot of the major features from all three GB games but overall with OoA/S style graphics/palettes.
win, i really would like to see this with more stuff =)
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Re: Zelda GB Basic Engine
« Reply #26 on: February 27, 2010, 08:49:10 am »
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@Niek: Yeah, I'm trying to think how I might do that with what I have so far, at the moment it returns him to the exact place he was at before he entered the water.
If I understand it correct than you have Link somewhat further in the water. After drowing you put him back to the collision point. Well then you know what translation he made and just double the translation.
Code: [Select]
x += x - xprevious
y += y - yprevious

It would be better if you calculate the translation before you put Link back.
Code: [Select]
x += 2 * (x_collision - x)
y += 2 * (y_collision - y)
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Ryuza

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Re: Zelda GB Basic Engine
« Reply #27 on: February 28, 2010, 01:43:58 am »
  • RyuKage2007
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Ah, thanks Niek. I'm gonna go give it a try.
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