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DarkBASIC Professional Discussion / New 2D Zelda 4 elements on DarkBasicPro

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DARKBASIC PRO 3d WORLD EDITOR
14
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Joined: 2nd May 2012
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Posted: 17th Oct 2013 18:51
I am looking for people that are interested in helping or just supporting a project by a beginner programmer. I am working on this project to the end so count on it to be completed. My email is [email protected] for extensive collaboration on this project. I have sound also included. In this screenshot you awake from your unconscienceness into the realm of Alchemy. Zelda's sister from another motherearth needs your help now and this is the starting point. You start off in (Zelda's sister) Vera's house.

- Infinity is Simplicity -
Derek Darkly
14
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Joined: 22nd Sep 2011
Location: Whats Our Vector, Victor?
Posted: 17th Oct 2013 22:29
Those floorboards are HUGE!!
Might want to scale those down a wee bit.

Looks like everything else was ripped from A Link To The Past, so excellent work there.

D.D.
Nabz_32x
17
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Joined: 25th Oct 2008
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Posted: 18th Oct 2013 20:18 Edited at: 19th Oct 2013 01:06
why it is not tile based?

It would ease your development process dramatically if you just Programm a simple tile Editor... You could even rip the tiles of ALTTP 1:1.
Also it is a very good learning experience.
Oh and also it would ease collision detection and decrease your filesize.

If you Need help with the tile Editor, I could help you.

Edit:

However you could also achieve this just by using a regular paint program.
If you want to have a really large world,
a map editor would certainly decrease the amount of time needed for mapdesign.

DARKBASIC PRO 3d WORLD EDITOR
14
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Joined: 2nd May 2012
Location:
Posted: 19th Oct 2013 07:20
why it is not tile based?

It would ease your development process dramatically if you just Programm a simple tile Editor... You could even rip the tiles of ALTTP 1:1.
Also it is a very good learning experience.
Oh and also it would ease collision detection and decrease your filesize.

If you Need help with the tile Editor, I could help you.

Edit:

However you could also achieve this just by using a regular paint program.
If you want to have a really large world,
a map editor would certainly decrease the amount of time needed for mapdesign.


Yeah, I could use some help but how would it treat images that are not squares?

- Infinity is Simplicity -
Phaelax
DBPro Master
23
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Joined: 16th Apr 2003
Location: Metropia
Posted: 19th Oct 2013 17:26
Quote: "Yeah, I could use some help but how would it treat images that are not squares?"


If you're going with an image-based map editor, you'll need to rethink the collision. I'm thinking about an object/entity editor where you can pair collision data with an image, thus defining a custom shape other than squares.

I started work awhile back on something like this but quit before I got very far. Here's the editor I was making:
http://forum.thegamecreators.com/?m=forum_view&t=201602&b=8

If you'd like to use it and add on to it for your project, I'll dig up the source code for you.

DARKBASIC PRO 3d WORLD EDITOR
14
Years of Service
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Joined: 2nd May 2012
Location:
Posted: 19th Oct 2013 18:29
[quote] If you're going with an image-based map editor, you'll need to rethink the collision. I'm thinking about an object/entity editor where you can pair collision data with an image, thus defining a custom shape other than squares.

I started work awhile back on something like this but quit before I got very far. Here's the editor I was making:
http://forum.thegamecreators.com/?m=forum_view&t=201602&b=8

If you'd like to use it and add on to it for your project, I'll dig up the source code for you.

[post] Oh okay... I appreciate the help by the way first off. Secondly, The collision has been a problem and I've been thinking of different ways to make it smoother. The example you have shown didnt really shed any light as of yet of what I need to do, pardon my ignorance! I have been using something like this for collision

my variables for Link are as follows:

player(1).x = x position on screen
player(1).y = y position on screen
player(1).oldx = stored position before movement on x-axis
player(1).oldy = stored position before movement on y-axis

Variables for other images:
image(i).x = x position on screen
image(i).y = y position on screen
image(i).collisionflag = [0] no collision [1] for collision

Heres another screenshot

- Infinity is Simplicity -
DARKBASIC PRO 3d WORLD EDITOR
14
Years of Service
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Joined: 2nd May 2012
Location:
Posted: 19th Oct 2013 18:33
[quote] Those floorboards are HUGE!!
Might want to scale those down a wee bit.

Looks like everything else was ripped from A Link To The Past, so excellent work there.


[post] yeah I know!!! I am about to change that.. I was originally bigger but I didnt like the fact that I could only fit one house in per screen and I havent completed a scrolling concept yet... Only thing I can think of is GET IMAGE commands to display the current part of the screen but that would require tile based images I would think... but I am just a beginner!!

- Infinity is Simplicity -
DARKBASIC PRO 3d WORLD EDITOR
14
Years of Service
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Joined: 2nd May 2012
Location:
Posted: 19th Oct 2013 20:58
I just started an editor before I went to work. Its simple right now... I added the images from the project but i just have the add feature so far.. I will work on the Delete feature and change Image variables later.. and so the selector can recognize other images and the ultimate save array factor.. Although saving array types might be a problem. I will fix it!!

- Infinity is Simplicity -

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