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 Zelda SNES style- test engine
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RedRogueXIII




PostPosted: Sat Dec 03, 2005 3:51 pm   Post subject: Zelda SNES style- test engine

Here is the basics of my Zelda turing engine, one bad guy a few bushes, but they're hard coded instead of in a class, it handles one rupee at a time.- gotta change that also, move using the arrow keys, attack using ctrl, hold ctrl for a choppy spin attack that doesnt work yet(hit detection).
move off the map to the next to respawn grass and bad guy. Razz
enjoy, im going to work on this after i finish my WWII shooter game.

[url]http://www.godetiaclarkia.com/mike/Zelda Turing.zip[/url]

* You need winzip, and there is a lot of bmps ...

Comments, suggestion to make it more efficent appreciated.
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iker




PostPosted: Sat Dec 03, 2005 8:53 pm   Post subject: (No subject)

theres not enough bitmaps is what you should have said! try putting the other 4 sword directions (ne,nw,se,sw) into the .zip. Other then that, its pretty good, a little fast though
RedRogueXIII




PostPosted: Sun Dec 04, 2005 3:00 pm   Post subject: (No subject)

my mistake, thanks for telling me that, heres the version with the full sword ensemble.


Zelda Turing.zip
 Description:

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 Filename:  Zelda Turing.zip
 Filesize:  221.09 KB
 Downloaded:  891 Time(s)

Shyfire




PostPosted: Mon Dec 05, 2005 5:31 pm   Post subject: (No subject)

ok first thing its a good start to a zelda game but......

1: its a little fast (i suggest putting a fps limiter in it)
2: the screen is a little to big
3: the enemy moves to fast and u cant hit him
4: how did u get the bush to go away when u jit it
5: try to clean up the movement

anywho i really liked it, it brought back memories GOOD WORK Very Happy
+ 10 bits
if u need any help with it the just pm me and ill help you with what i can Exclamation
RedRogueXIII




PostPosted: Mon Dec 05, 2005 6:24 pm   Post subject: (No subject)

thanks, ill try and work on making it slower, yea, have to make it so that the enemy does not end up on top of the player. The bushes were done with a boolean variable for every bush, if the player's attack is on the same spot as the bush then the flag becomes false and will not redraw, also it creates a rupee at whatever spot the bush was, gotta randomize it to drop either a heart rupee, bombs or arrows.
but yea, thanks , very much appreciated.
MiX-MaztA-M8riX




PostPosted: Tue Dec 06, 2005 2:35 pm   Post subject: (No subject)

very nice, but light up a-bit people, it is a TEST engine!
RedRogueXIII




PostPosted: Sat Dec 10, 2005 1:58 pm   Post subject: NEW ENGINE

(BIG UPDATE)

Ive scrapped the old one and made a totally new one, although it doesnt include attacking or rupees im posting this for feedback. Is the speed good enough? and what would be a good tile size ? the old one used 10 x 20. Better animation and controllability, except its not possible to go diagonal, but meh.

:: A lot more pictures...

(controls)
arrow keys -move
ctrl - run



New Zelda Engine.zip
 Description:
[UPDATED ZELDA ENGINE]

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 Filename:  New Zelda Engine.zip
 Filesize:  17.19 KB
 Downloaded:  446 Time(s)

Paul




PostPosted: Sat Dec 10, 2005 7:11 pm   Post subject: (No subject)

The walking bit is a bit slow on my 550 mhz, other wise it looks good. (I use to keep running in zelda anyway)

This would be so much easier with sprites, instead of using all those lines of code Sad but too bad sprites aren't working.

You might want to try fiddling wtih View.UpdateArea and also take a look at This tutorial
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jamonathin




PostPosted: Mon Dec 12, 2005 10:32 am   Post subject: (No subject)

Thats a good start, the next thing that you'll probabily want to do after Paul's input, is make the screen like, i dunno 400;400? but center the guy and have the map move around him, or, when the guys gets close to the edge of the screen, have the screen slide over the opposite direction. Uf your not shure what im talkin about, just search up the other Zelda game on compsci.
RedRogueXIII




PostPosted: Mon Dec 12, 2005 8:04 pm   Post subject: (No subject)

Hmm yea that other zelda game looks really good, i alreadly have a scrolling background - see older version above /\ but its not smooth as the other ones, i'll probably have it scroll by 1 than delay for about 10 ms then move on. i'll think ill go with the 800x500 cause i wanna go with custom bigger backgrounds.
Saad85




PostPosted: Mon Dec 12, 2005 9:21 pm   Post subject: (No subject)

it may just be my computer but it's a bit too slow. i think a good walking speed would be half way between your current walking speed and your running speed
nastynika




PostPosted: Tue Dec 13, 2005 10:26 am   Post subject: (No subject)

could you but this game into a .t save so that the computer that i use will except it please
RedRogueXIII




PostPosted: Tue Dec 13, 2005 5:18 pm   Post subject: (No subject)

in exe - just copy it into the other folder and it should run properly


New Zelda Engine.zip
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 Filename:  New Zelda Engine.zip
 Filesize:  290.96 KB
 Downloaded:  471 Time(s)

nastynika




PostPosted: Tue Dec 13, 2005 6:42 pm   Post subject: (No subject)

no the computers at school wont let us download zip files only .t
Tony




PostPosted: Wed Dec 14, 2005 9:21 am   Post subject: (No subject)

There are a lot of bitmaps involved. Are you allowed to download those?
Latest from compsci.ca/blog: Tony's programming blog. DWITE - a programming contest.
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