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| dragon__lance |
Posted: 13 Nov, 2005, 20:29
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I have finally decided to annouce my project,Zelda:RPG:Nightmares Awakening. After being inspired by spencer's zelda, i decided to try a realtime one with xlib, but it was too slow,(good luck crzyrbl) and kinda sucked. Since i wanted mine to have the origional 16*16 sprites, i've decided to turn it into an rpg, with turnbased battles.
Here's an VERY old screenshot of it. ![]() The battle system will be like VTF with added features, here's a screenshot of it. ![]() if u've noticed, there's a bar above each character, this is their "rage" bar and will fill up each turn, once it fills up to max, that character can activate a "ragebreak" at anytime during battle.(from XenoSaga). there will be a large overworld, 72*48 tiles. the game will be broken up into dungeons, so each dungeon is like a chapter while the main engine stays in ram. that way i can have large dungeons while on overworld, it will feature all the origional aspects of zelda games. With a game of this magnitude, i'm looking for someone to help me finish it, so if ur intrested, plz pm me. thanks. |
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| tifreak8x |
Posted: 13 Nov, 2005, 20:41
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I like what I see! Keep at it!
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| xlibman |
Posted: 13 Nov, 2005, 21:05
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Group: Founder Posts: 12 Member No.: 1 Joined: 8 Sep, 2004 |
wow that look uber sweet, I gues this will be one of the best Zelda game modded into RPG style.
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| Spellshaper |
Posted: 14 Nov, 2005, 7:56
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looks cool... keep it up!
what (asm)tools do u use? |
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| dragon__lance |
Posted: 14 Nov, 2005, 16:17
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thx for the support. I use:
resource(thx to spellshaper) Xlib and codex. I'll post a more recent screenie soon for now, i ran into a bug, if u've noticed, the map-parts overlap one another. I have plants in that overlap space, but once link cuts them, they turn to dust. Then when Link walks to a new map, the plants return because of the new map data.Anyone got a solution? |
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| CDI |
Posted: 14 Nov, 2005, 17:12
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*CDI passes out
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| dysfunction |
Posted: 14 Nov, 2005, 19:22
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Looks cool, 16x16 Zelda looks ubersweet on 83+. Glad to see you're using masked sprites too
This post has been edited by dysfunction on 14 Nov, 2005, 19:23 |
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| xlibman |
Posted: 14 Nov, 2005, 20:15
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Group: Founder Posts: 12 Member No.: 1 Joined: 8 Sep, 2004 |
sound nice, I guess this should be featured
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| dragon__lance |
Posted: 14 Nov, 2005, 20:35
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@dysfuction:If u didn't see my first post, that screenshot is SUPER old, and i'll try to get a more recent one. Yeah, i do have grass filled tiles, i'll show it as soon as possible. @Xlibman:thx, i think that i can do two character battleing though, i have enough experience with it |
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| xlibman |
Posted: 14 Nov, 2005, 20:39
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Group: Founder Posts: 12 Member No.: 1 Joined: 8 Sep, 2004 |
cool, if you need help optimising it post code and we can help out
and that unless Hays pass by and steals it |
| Ranman |
Posted: 14 Nov, 2005, 20:46
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Very nice looking Dragon_Lance!!! Unless absolutely necessary, try not store duplicate map info. When you load the new map, are you loading over modified tiles? You could keep some sort of history collumn or row. And use the previous direction movement to store and restore the applicable collumn or row of map data when changing maps. Keep up the good work. Very impressive |
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| xlibman |
Posted: 14 Nov, 2005, 20:53
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Group: Founder Posts: 12 Member No.: 1 Joined: 8 Sep, 2004 |
done |
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| necro |
Posted: 15 Nov, 2005, 0:04
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you could just scroll, it isn't hard with xlib
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| tr1p1ea |
Posted: 15 Nov, 2005, 10:48
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Whoa this looks awesome man! Keep it up
I am in the process of adding some more goodies to xLIB ... hopefully i can get things done quickly. |
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| xlibman |
Posted: 15 Nov, 2005, 10:53
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Group: Founder Posts: 12 Member No.: 1 Joined: 8 Sep, 2004 |
plz add rectangle libs
![]() EDIT: uh necro wtf is that avatar |

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