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| Pages: (27) 1 2 [3] 4 5 ... Last » ( Go to first unread post ) | ![]() ![]() ![]() |
| crzyrbl |
Posted: 17 Jul, 2005, 14:24
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name one zelda game that isnt linear, as you described
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| xlibman |
Posted: 17 Jul, 2005, 14:41
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Group: Founder Posts: 12 Member No.: 1 Joined: 8 Sep, 2004 |
Zelda II, you dont need to beat the bosses in teh same order, Dark link quest, same thing, in alink to the past you can finish dungeon 3 before 2, stuff like this
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| crzyrbl |
Posted: 17 Jul, 2005, 15:27
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...i dont know...it seems a little pointless. as for link to the past, you were only able to skip dungeon 2 after your got the treasure, which was pointless because you had to come right back anyway. i think it would interfere with the storyline too. after every dungeon you beat, you collect a magic relic (like the lamp), and you sorta need that to progress.
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| xlibman |
Posted: 17 Jul, 2005, 16:00
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Group: Founder Posts: 12 Member No.: 1 Joined: 8 Sep, 2004 |
well it's not 100% non linear, in fact none game are. They are just not as linear as games like secret of mana and final fantasy. Zelda doesnt need to be non-linear, it can be also linear as well, its just different and makes more variety
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| crzyrbl |
Posted: 17 Jul, 2005, 16:09
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hey, i welcome all suggestions
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| crzyrbl |
Posted: 18 Jul, 2005, 12:42
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what's the best compression method for maps? right now im using prgm's that put the map layout in [A] and map detail (enemy,ppl,switch stuff) into L1. then i archive or unarchive with flash gordon when needed. is there any thing that takes up less space? if there isnt, i can still have a decent overworld and 3 reletively big dungeons. the many items should not be affected.
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| xlibman |
Posted: 18 Jul, 2005, 16:37
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Group: Founder Posts: 12 Member No.: 1 Joined: 8 Sep, 2004 |
ewww, I never liked map compression in BASIC. When using xLIB it ruins all xLIB power, which allow you to display maps in less than one second. With compression it will take 5-10 seconds to draw a map. However if you absolutely want map compression I recommend strings, which doesnt take much space
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| crzyrbl |
Posted: 18 Jul, 2005, 17:17
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scratch it then. ill do what i was doing before. i want to have a classic zelda scoll. SOMEONE NEEDS TO MAKE AN ASM MAP COMPRESSOR!!!!
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| xlibman |
Posted: 18 Jul, 2005, 17:23
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Group: Founder Posts: 12 Member No.: 1 Joined: 8 Sep, 2004 |
indeed
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| Madskillz |
Posted: 18 Jul, 2005, 22:26
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Awesome work my friend! I will be surely downloading this game when it is finished! BASIC has surely come along way since I first entered the scene, it is great to see so much quality in what was once thought a we, basic language. Keep up the sweet work!
sidenote: I thought I had better sign up here, because Kevin was/has been so kind and was one of the first to signs up at the revsoft boards. Great work on the site and forum Kevin, mand you gotta love all the smilies, RevSoft has a bunch too! |
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| crzyrbl |
Posted: 19 Jul, 2005, 0:15
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welcome aboard! i was starting to wonder if me and kev were the only ones posting.
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| xlibman |
Posted: 19 Jul, 2005, 6:54
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Group: Founder Posts: 12 Member No.: 1 Joined: 8 Sep, 2004 |
welcome aboard Madskills, thanks for the comments as well. oh yeah about revsoft I cant realise I havent posted on revsoft for almost a month
, there was progress on stuff and I didnt even came but I think I should visit more often because am looking forward for all projects you have right now. ![]() @crzyrbl: yeah I noticed that but I think it mostly have something to do with time of the day (and day of week) because there are members here who never post during weekends, or only post at night, but you can notice some are quite active so far (according to their post counts) |
| CDI |
Posted: 19 Jul, 2005, 9:32
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@crzyrbl - I've been telling everyone that a string based map loader wouls be awsome... but no none listens
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| crzyrbl |
Posted: 19 Jul, 2005, 12:08
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too bad xLib doesnt use strings
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| xlibman |
Posted: 19 Jul, 2005, 17:47
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Group: Founder Posts: 12 Member No.: 1 Joined: 8 Sep, 2004 |
it would be complicated (but maybe doable) to make a xLIB string based map loader, maybe implemented in the current xLIB, but map editing would be a pain, if tr1p1ea implement that he would have to do a map loader. Also I always found string based collision detection to be slower than matrix
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