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 Zelda:Rpg Nightmares Awakening, a zelda game, but turn based battles
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.
user posted image
The battle system will be like VTF with added features, here's a screenshot of it.
user posted image
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 smile.gif
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! smile.gif
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xlibman
Posted: 13 Nov, 2005, 21:05





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wow that look uber sweet, I gues this will be one of the best Zelda game modded into RPG style. smile.gif
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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 smile.gif
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 smile.gif My only comment is that since its 16x16, it could use grass tiles instead of the mostly-blank ground tiles.

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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sound nice, I guess this should be featured smile.gif I hope this will be finished as well, as a first project maybe you might want to only have one character in battles so its easier to start up, especially with a project like this
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dragon__lance
Posted: 14 Nov, 2005, 20:35


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QUOTE
Looks cool, 16x16 Zelda looks ubersweet on 83+. Glad to see you're using masked sprites too  My only comment is that since its 16x16, it could use grass tiles instead of the mostly-blank ground tiles.

@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 smile.gif I want there to be both zelda and link! So its kinda mix of FF and Zelda(my two favorite RPGs) biggrin.gif
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xlibman
Posted: 14 Nov, 2005, 20:39





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Posts: 12
Member No.: 1
Joined: 8 Sep, 2004



cool, if you need help optimising it post code and we can help out smile.gif

and that unless Hays pass by and steals it dry.gif j/k
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Ranman
Posted: 14 Nov, 2005, 20:46


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QUOTE (dragon__lance @ 14 November 2005, 16:17)
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?

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 king2.gif
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xlibman
Posted: 14 Nov, 2005, 20:53





Group: Founder
Posts: 12
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Joined: 8 Sep, 2004



QUOTE (xlibman @ 14 November 2005, 20:15)
I guess this should be featured smile.gif

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 smile.gif.

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





Group: Founder
Posts: 12
Member No.: 1
Joined: 8 Sep, 2004



plz add rectangle libs gni.gif

EDIT: uh necro wtf is that avatar shocked2.gif
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