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[Featured][Dev] Zelda (Best Project 2005)

Posted: Mon 17 Jan, 2005 9:58 am
by kv83
Wow... that looks really nice man... reminds me of Zelda: Link's awakening

Posted: Mon 17 Jan, 2005 10:59 am
by tr1p1ea
WOW! Thats coming along great Spencer!

Posted: Mon 17 Jan, 2005 1:08 pm
by Kozak
Yeah still looks great :).

Posted: Mon 17 Jan, 2005 2:20 pm
by Duck
Very nice, some new features! You can now pick up a sword, enemies flicker when hit, you can pick up roupies, and the octorock shoots projetiles... Thats is some major quality here.

EDIT:
In the screenshot, Link is moving a block to an unaligned position. How do you store this when link leaves the current map. Is its position reset to its original position thus trashing its position information, or is its position made aligned so that it can be stored? Or, maybe, you have a list where you keep track of such key objects in the game. You may want to store its position because it has importance in the game's story.

This is just one of the problems I also encountered making Corbin, so thats why I'm curious.

Posted: Mon 17 Jan, 2005 5:48 pm
by kalan_vod
Glad to see you back on the forums spencer :P it looks relly good.

Posted: Tue 18 Jan, 2005 6:51 am
by kv83
Duck wrote:In the screenshot, Link is moving a block to an unaligned position. How do you store this when link leaves the current map. Is its position reset to its original position thus trashing its position information, or is its position made aligned so that it can be stored? Or, maybe, you have a list where you keep track of such key objects in the game. You may want to store its position because it has importance in the game's story.
As far as I can see, it's an aligned position, duck. As you may notice link can only push the block one 'field' a time. Not less or more. So it will always be aligned, and therefor be stored just in the map (I guess).

Posted: Tue 18 Jan, 2005 11:10 pm
by Duck
Nice. Thats exactly the way NES Zelda and A Link To The past handle it I believe. The only difference with NES Zelda is that in that game, Link is not forced to move along with the block when it starts moving.

Posted: Wed 19 Jan, 2005 2:39 am
by Spengo
I can't tell, is this the same one? http://groups.msn.com/tifreakware/83plasmiongames.msnw
if so, it is kinda laggy

Posted: Wed 19 Jan, 2005 2:42 am
by Duck
Nope, as you can see this Zelda is being made by Spencer, and the Zelda on that website, as clearly stated, has been made my Sam Heald and Harper Maddox...

Posted: Wed 19 Jan, 2005 2:46 am
by Spengo
hokay, that's good then. I don't like the other one much. Way too laggy.

Posted: Wed 19 Jan, 2005 3:21 am
by Spencer
removed

Posted: Wed 19 Jan, 2005 10:15 pm
by ISUCK
well, make sure there are weapons and shops! maybe you collect more items in the fields or something and you'll hafta use all the weapons for the final boss AKA links awakening

Zelda

Posted: Wed 26 Jan, 2005 4:22 pm
by lloydkirk1989
Is there a screen shot of zelda? Everyone's commenting on how good it looks so I assume there must be one somewhere.


Why does Spencer keep on saying "removed"?? :wink:

Posted: Wed 26 Jan, 2005 5:54 pm
by Duck
Mystery surely surrounds this project...

Who is this person "Spencer" anyway?

Posted: Wed 26 Jan, 2005 6:27 pm
by DJ_O
I have one little advice: Because of the ASM Zelda curse that haunt the TI community, all zelda coded in ASM are abbandonned. So I was thinking about some solutions to counter this problem:

1) Give your zelda program another name. For example, call it "Green boy quest" isntead of "Legend of Zelda" and don't change the name back to Zelda until the project is completed. This will dramatically increase chances that your projects will be completed. :P

or

2) Make it in BASIC or ARPGCS. The curse doesn't seems to haunt those two. :D

Of course Spencer Zelda might be an exception because from what I've seen it seems to progress quite nicely.