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Author Topic: Big Zelda Engine [GM7]  (Read 5789 times)

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Big Zelda Engine [GM7]
« on: February 23, 2008, 08:00:17 pm »
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GM7 Zelda Engine/ExampleHere is a nice Zelda engine I have been working on. Its a collaboration of most of goodnights examples, and my own work.

Download:


It's got:
Zelda style movement
Zelda style inventory
Weapons
Day and night
Pick up stuff
Sword slashing
Sword charge and spin
Coming and going out of places
Dog chasing cats
Zelda style text box
Jumping over ledges
Heart Engine
HUD
A Disco

Screens:




Enjoy

-Crispy

« Last Edit: February 23, 2008, 08:08:48 pm by crispy »
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Re: Big Zelda Engine [GM7]
« Reply #1 on: February 23, 2008, 08:14:52 pm »
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It's got:
Zelda style movement
Zelda style inventory
Weapons
Day and night
Pick up stuff
Sword slashing
Sword charge and spin
Coming and going out of places
Dog chasing cats
Zelda style text box
Jumping over ledges
Heart Engine
HUD
A Disco
What?  A disco???
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Re: Big Zelda Engine [GM7]
« Reply #2 on: February 23, 2008, 08:15:43 pm »
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Hehe, play it and find out.  XD
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Re: Big Zelda Engine [GM7]
« Reply #3 on: February 24, 2008, 01:47:42 am »
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I don't have GM7 so I won't know if it's good. Could you make it an exe?
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alirazaq

Re: Big Zelda Engine [GM7]
« Reply #4 on: February 24, 2008, 01:52:23 am »
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TKM

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Re: Big Zelda Engine [GM7]
« Reply #5 on: February 24, 2008, 04:17:46 am »
  • Chippy is more of a gopher than you'll ever be.
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"Collect four to make a whole Peice of Heart."


don't you mean heart container?

and do you have a save/load engine on there as well?
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Re: Big Zelda Engine [GM7]
« Reply #6 on: February 24, 2008, 12:59:04 pm »
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nah, I could add it, but not today.
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Pedlya

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Re: Big Zelda Engine [GM7]
« Reply #7 on: February 24, 2008, 01:44:19 pm »
  • Vote for Harvey!~
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This game is so bug free, it blows my mind.
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Re: Big Zelda Engine [GM7]
« Reply #8 on: February 24, 2008, 02:00:18 pm »
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Yeah it still got a lot of bugs  XD

Needs some polishing.
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Re: Big Zelda Engine [GM7]
« Reply #9 on: February 24, 2008, 04:05:57 pm »
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ALOT of polishing... drops are very bugged sometimes pop up at previous place of drop
almost all animations are poorly executed, actually pretty much all

but it does play like a zelda game :)
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Re: Big Zelda Engine [GM7]
« Reply #10 on: February 24, 2008, 06:08:00 pm »
  • You got the Master Sword!
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it dose need a clean up :'( but i like the zelda feel :)
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Re: Big Zelda Engine [GM7]
« Reply #11 on: February 24, 2008, 06:18:42 pm »
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--
« Last Edit: August 05, 2009, 12:54:55 pm by Venyux »
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Re: Big Zelda Engine [GM7]
« Reply #12 on: February 24, 2008, 07:45:22 pm »
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Holly crap, do you guys give any positives? I sorry for all the gliches, but I mean going out of the level is not really a glitch, thats just me being to lazy to solid up all the edges. as for the animations and bush cutting, these are easy to fix, just by switching some events. make the bombs and people solid, not really very complicated to fix. Anyone with gm should be able to fix these "gliches" its just me being lazy. XD
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Re: Big Zelda Engine [GM7]
« Reply #13 on: February 24, 2008, 07:53:42 pm »
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you should make bombs z-sort with player, dont make it solid
it will only cause you unnecessary trouble
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pxl_moon (dotyue)

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Re: Big Zelda Engine [GM7]
« Reply #14 on: February 24, 2008, 07:58:40 pm »
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hm, you should make a credit list in the game information... and did you make them or who did clean up those trees from tetra trackers?

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Minish Cap Beta:Firerod Icon, Majoras Mask:ChuChu, Ocarina of Time:Gossip Stone, Oracle Series:Link plays the "Herpes of Ages", Impa, Wand Maker: HUD
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Ocarina of Time: Deku Caca
~Other~
Paper Mario Style Zelda&Link, Tetra Trackers HUD-Cleanups

Re: Big Zelda Engine [GM7]
« Reply #15 on: February 24, 2008, 08:58:11 pm »
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oh, I ripped those, and cleaned them up myself. why?
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Re: Big Zelda Engine [GM7]
« Reply #16 on: February 24, 2008, 09:32:25 pm »
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--
« Last Edit: August 05, 2009, 12:55:23 pm by Venyux »
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Re: Big Zelda Engine [GM7]
« Reply #17 on: February 25, 2008, 10:06:24 am »
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It's a nice start but way to buggy!
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Re: Big Zelda Engine [GM7]
« Reply #18 on: February 25, 2008, 04:19:32 pm »
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oh my god, why do I even try.  :'(
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Neat Username

Re: Big Zelda Engine [GM7]
« Reply #19 on: February 27, 2008, 03:54:16 am »
It's not bad, but I noticed that the heart engine is way overcomplicated.  Mine was much simpler.  Let's see if I can find it . . .
Here it is, modified from a tutorial by goodnight (probably about 2/3 of my engine is based on something from goodnight.)

First, the heart engine object.  There's no create event, only a draw event with this code:
Code: [Select]
for (i=0; i<floor(global.totalhearts); i+=1)
draw_sprite(sprHUDHeart, min(max(global.hearts-i,0),1)*4, view_xview[0]+6+((i mod 10)*8), view_yview[0]+6+((i div 10)*8))

This is the point where I leave goodnight's tutorial and start my additions.

Then in objLink's create event, I added:
Code: [Select]
global.hearts=3
global.totalhearts=3
global.heartpiece=0
And that's all.  A .25 increment in global.hearts is a quarter heart.  Unfortunately, It has no beating heart.

for a heart piece, the code should be:
Code: [Select]
global.heartpiece+=1
if global.heartpiece=4{global.heartpiece=0
global.totalhearts+=1}
followed by whatever message you want to show.  I haven't actually tested this myself, but it should work.

For a recovery heart (which you don't seem to have included) the collision event with objLink should be
Code: [Select]
global.hearts+=1
instance_destroy()
if global.hearts>global.totalhearts{global.hearts=global.totalhearts}

You don't have to add all of this.  It's just much more efficient.  Unfortunately, it doesn't have a beating heart like yours does (I'm working with unregistered gm7 and can't be bothered to resprite the heart in different sizes.

I hope this was more or less understandable.  I'm usually on the other end of the explanation.
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