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Author Topic: [GMS] The Legend of Zelda GBC  (Read 2128 times)

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Re: [GMS] The Legend of Zelda GBC
« Reply #20 on: June 27, 2020, 10:09:53 pm »
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Will that pixel filter be a toggle-able option? It's not terrible but I feel the GBC colours pop out so much better without it :)
Definitely will be filterable. Thanks for the input.

https://www.youtube.com/watch?v=UlNj8iydfpo

I'm not a big fan of unsolicited advice, but if you want some advice I have a few easy improvements for scrolling and sfx you can implement pretty quickly.

Otherwise it's coming along nicely, good work and nice progress
Let's hear em', Mamo.
« Last Edit: June 27, 2020, 11:48:50 pm by TheRealMethuselah »
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Mamoruanime

@Mamoruanime
Re: [GMS] The Legend of Zelda GBC
« Reply #21 on: June 28, 2020, 03:25:00 am »
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I'm not a big fan of unsolicited advice, but if you want some advice I have a few easy improvements for scrolling and sfx you can implement pretty quickly.

Otherwise it's coming along nicely, good work and nice progress
Let's hear em', Mamo.

Jee!

With sfx, if you want to keep sounds from overlapping (and as a result increasing in dB), do audio_stop_sound(sound) before playing the new one. That'll help spending rupees sound a lot better. Here's a simple script I made and use for everything:

Code: [Select]
///@function scrSound(sound)
///@description Play a sound
///@param sound

if argument0 = noone
{
exit;
}

audio_stop_sound(argument0);
audio_play_sound(argument0,10,false);

This will stop the sound you're trying to play, preventing that overlap without stopping any other sounds in the process.

Also for screen scrolling, if you're not already using lerp, I would suggest doing that- IIRC, screen transitions happen in 16 frames (I could be wrong on the exact number), which Link moving 1 pixel in that direction each frame of the screen transition- its quick, and poppy, and most times people don't even notice Link is scrolling with the screen 1px per frame. It all depends on your code setup, but as long as Link moves 1 pixel per frame of scrolling and the scroll lands evenly on the next coordinate (where lerp() comes in handy), it'll look buttery smooth~

Since I don't know how you're handling scrolling right now, the best I can do is break it down like this- when scrolling, lerp(ScrollStartPos,ScrollEndPos,Time) (end pos being one screen size in whatever direction you're scrolling), and then for Link do lerp(LinkStartPos,LinkEndPos,Time) (end pos being 16 pixels in whatever direction the screen is scrolling). Then your Time value is just an iterator that takes 16 (or however many you want really) frames to go from 0 to 1
« Last Edit: June 28, 2020, 03:29:09 am by Mamoruanime »
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Re: [GMS] The Legend of Zelda GBC
« Reply #22 on: June 28, 2020, 07:04:25 pm »
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Good lookin' out on the sound function. I'll implement that one right away.

Can you send over a small example file with the lerp function? Not sure how that would be implemented; or maybe my engine is set up in a way that that might not sail.

EDIT: I think I figured out what you're talking about. I was originally trying to emulate the original NES style of transition, but I should have been looking at Link's Awakening. After a little playing around, I fixed both my cave transitions as well as my area to area movement speeds/transitions. I'll post a video here in a moment.

I'd still like to see an example of your solution.

https://www.youtube.com/watch?v=ThkY3FRDbb8
« Last Edit: June 28, 2020, 10:35:14 pm by TheRealMethuselah »
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Miles07

Knight of ERA
Re: [GMS] The Legend of Zelda GBC
« Reply #23 on: June 29, 2020, 12:11:20 am »
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... I should have been looking at Link's Awakening.
Yes, but be aware that Link's Awakening also has that infamous screen warp glitch. Just be careful in your implementation. Make sure things happen in the right order.
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Re: [GMS] The Legend of Zelda GBC
« Reply #24 on: June 29, 2020, 12:30:42 am »
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Noted. No worries there; my implementation isn't exactly the same.
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Mamoruanime

@Mamoruanime
Re: [GMS] The Legend of Zelda GBC
« Reply #25 on: June 29, 2020, 03:38:04 am »
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I'd still like to see an example of your solution.

Here's a very simple demonstration:
programancer.com/ScrollDemoForTRM.zip

It's very very easy, and even this can be optimized a lot. To break it down-

When the player hits the edge of the screen, it calls scrScrollScreen. scrScrollScreen creates the scroll controller object and makes sure to assign the scroll direction and call the initialization event (event_user(0) is used for this). It also makes sure the player is not able to move for the scroll.

The step event for objScrollController is where the magic happens- it lerps both the cameras position and the player's position, then returns control to the player when the lerp is over and destroys itself.

It should be pretty easy to follow.
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Re: [GMS] The Legend of Zelda GBC
« Reply #26 on: June 29, 2020, 04:41:10 am »
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Seems easy enough to follow. I'll check it out and see if it's something I can implement in my engine. I'm loading my tiles on-the-fly and areas are loaded in as needed, so I'll need to change it a bit.

Implemented a lerp function; seems a bit smoother:
https://www.youtube.com/watch?v=iNxmdMKPrpw

« Last Edit: June 29, 2020, 05:44:08 pm by TheRealMethuselah »
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Mamoruanime

@Mamoruanime
Re: [GMS] The Legend of Zelda GBC
« Reply #27 on: October 16, 2020, 09:25:07 am »
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Just checking in- how's progress going?

Interested in seeing what you've come up with~
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