Shiny's Zelda clone posts

This sounded fun, so as soon as I’ve got a good portion of overworld done I’m gonna start coding it.

Fun fun. Also started working on the code. I’ve got some primitive camera system going on(no panning between areas yet though), animated tiles, and will start adding wall detection and inventory soon. This is much more fun than my LttP clone. It’s a lot easier to work with(the systems overall were greatly simplified for the limited Gameboy) for many reasons, so it makes it more fun since less of it is tedious.

A few days of coding, still very rough.
http://dustyshouri.dreamhosters.com/LinksAwakening.zip

:slight_smile: http://dustyshouri.dreamhosters.com/LinksAwakening.zip

What is currently featured:

Entire overworld
Music and sound, as well as fading the volume in and out(wasn’t that easy with MIDI O.o)
Movement/collision that closely emulates the actual game, including half-tile collision
Basic inventory/weapon selection(use Q to open it)
Primitive tile interaction. This includes slashing/lifting bricks(currently uses S, regardless of selected weapons, merely for exploring the overworld), as well as slowing on terrain like stairs/grass, and Link appearing deeper in shallow water
Animated tiles
Scrolling from area to area, and restoring destroyed tiles when you leave

And I think that’s it… not bad for a few days of work I think.

Here you go: http://dustyshouri.dreamhosters.com/LAdebug.zip

FPS should remain around 60, give or take.
Player speed depends on your terrain, but shouldn’t be higher than 0.004
and lastly Delta Time should remain around 16 or so.

I suspect FPS/Delta Time have a huge part to play, but if anything specific triggers this speed up to occur I can possibly hunt it down.

http://dustyshouri.dreamhosters.com/LinksAwakening.zip

A little progress:

Basic baddies. Just an octorok for now. You can right click to place one.
Working HUD. -/= raise and lower hearts, [/] raise and lower rupees(or your mouse wheel).
Completely recoded tile animation to sync between levels(was very obvious between large bodies of animated tiles, like water).
Some horrible music handling. Switches and fades between songs in areas. I wrote it up at 7am this morning when I couldn’t sleep and haven’t tested it. I know one bug is for some reason music will initially play at 100% volume when it shouldn’t be, and knock itself down to what it should be when you change screens again.
Simple debug mode by pressing F2. Gives you crappy info and lets you walk on walls/faster.

I also made a debug level but I switched back to Koholit to check on the mob loading.

Fixed the volume issues(which ended up with me recoding most of the music stuff) and added a fully partially functioning map :slight_smile:
Also added a desaturation filter(that will eventually be worked into an options menu, so you can allow full saturation or just a grey screen).

[QUOTE=Mirage;71896]How much time have you put into this project?[/QUOTE]
Not much, the most time I put into a day is an hour or two. And that’s when I do work on it. The map system took me about an hour(as well as fixing other things to make coding more efficient), working on and off(I rarely sit at my computer for more than 10 minutes at a time).

(8:47:02 PM) Dusty: map time, yay
(9:51:00 PM) Dusty: alright, functioning map

So I dunno, I can’t say how much actual time I have put into it, but I don’t think that much. I’m a little happy with how far I’ve gotten with such little actual time put into coding, compared to the project in the OP: “taken months to build, and a few people to help” that was made in a game maker.

Merged doublepost_______________

Alright, new version: http://dustyshouri.dreamhosters.com/LinksAwakening_v0.3.5.zip

Done most I will probably get done today.

Aforementioned mapping. Currently just tracks the overworld you’ve visited.
Working weapons system. Instead of a few predefined hacked interactions, weapons are actually coded in now(or at least, coded to be able to be coded). Currently the only working weapons are the sword and boomerang.
Various small tweaks. Now renders tall grass and shallow water around Link, some new code for behind-the-scene stuff like animation and sound.

I think that’s it… could have been more. I think next I will keep working on adding the code for the various items since they’re fun to do. Will probably add a better tile interaction system for things like chopping bushes/lifting rocks, since right now it’s just a per-basis thing. Will maybe also start working on hurting mobs and mobs hurting Link.

I haven’t gotten to work on this too much(Mother’s day, and other stuff), but here is an update:

http://dustyshouri.dreamhosters.com/LinksAwakening_v0.3.6.zip

Additions:

Special effects handler. This will make it insanely easy for me to add visual effects as I need them, like rocks breaking and leafs. So with this, you now have leaves when you cut bushes and sparks when you hit stuff(with the boomerang and hookshot).
Hookshot is fully coded(fully as in, basic functionality works, just no baddy damage and stuff).
Halfway coded Power Bracelet. Just lets you grab and pull so far, doesn’t actually lift anything.

More items will come soon. Bombs will be pretty easy to make, as will the Magic Rod and “useless” stuff like the Magic Powder(will be useless until I further code mobs).

BTW as I’m coding the effects I couldn’t think of a single name for “flying leaves” other than leaps. Curse you Graal. It doesn’t even make sense.