If we do create a forum, this topic can continue to serve as the main discussion on it all, but thus allow for discussions to branch off from it without getting lost among other General ZC Discussion topics. We obviously don't have to, as it is just an idea.
Zelda Modern
#196
Posted 02 July 2010 - 09:12 AM
If we do create a forum, this topic can continue to serve as the main discussion on it all, but thus allow for discussions to branch off from it without getting lost among other General ZC Discussion topics. We obviously don't have to, as it is just an idea.
#197
Posted 02 July 2010 - 02:18 PM
#198
Posted 02 July 2010 - 02:54 PM
#199
Posted 02 July 2010 - 03:38 PM
I use the term board or message board to mean the whole deal, where a forum is just one of many forums on an entire message board (like General Discussion, for example).
#200
Posted 02 July 2010 - 10:11 PM
Considering where you guys are going with this and that we are now on page
If we do create a forum, this topic can continue to serve as the main discussion on it all, but thus allow for discussions to branch off from it without getting lost among other General ZC Discussion topics. We obviously don't have to, as it is just an idea.
That would be a good idea once this group gets a leader and a list of volunteers, until then we'll just be throwing around ideas of what we could do, and that probably doesn't deserve a whole forum. Once this becomes more structured I'd be completely behind that.
#201
Posted 03 July 2010 - 12:31 AM
Before we figure out when the forum is made, perhaps we should figure out who the programmers are and finalize the engine choices and whatnot. We need to have something solid.
Of course, things would be easier if the source code to ZC was easily accessible. This brings up another question. Should the source ever be opened, will this project have little to no meaning?
#202
Posted 03 July 2010 - 12:56 AM
#203
Posted 03 July 2010 - 01:01 AM
#205
Posted 03 July 2010 - 09:25 AM
Trust me, you don't want to have to look at the source. I cried for a week the first time I saw it.
It can't be any worse than StepMania's source code. THAT is a monster.
Edited by Wolfman2000, 03 July 2010 - 09:25 AM.
#206
Posted 03 July 2010 - 10:10 AM
If it helps, the Wave I originally set up was meant to be either temporary or permanent. I am fine with either agenda. I am thankful enough there was some contribution to the waves.
Before we figure out when the forum is made, perhaps we should figure out who the programmers are and finalize the engine choices and whatnot. We need to have something solid.
Of course, things would be easier if the source code to ZC was easily accessible. This brings up another question. Should the source ever be opened, will this project have little to no meaning?
I think the only problem with the Google wave is that it runs very slow. I tried to go on and had to stop running scripts.
Edited by XxGamasterxX, 03 July 2010 - 10:10 AM.
#207
Posted 03 July 2010 - 10:12 AM
..I know jman has been thinking re-write longer than just about anybody I can think of. I wonder what he'd have to say about all this?
Does anybody know if he has seen this topic? He rarely ever visits PureZC, even though he is a member here. His perspective would be great to know. If not, maybe somebody can mention it to him. I did just try to PM him from here, but I don't know if he will get it.
#208
Posted 03 July 2010 - 10:24 AM
#209
Posted 03 July 2010 - 03:06 PM
I hope the GUI is similar to ZC and not like GameMaker. There's so much stuff you guys can take out ZQuest. Like for example the outdated NES stuffs.
That was kind of a given...
I've actually drafted up a GUI based on large mode. I put the layers panel over on the left side of the screen, put tabs just above the map, added a toolbar, and retooled the info panel.
Maybe I'll make a mockup to give you a better idea of what I drew on a piece of paper. I really don't want to scan it.
#210
Posted 03 July 2010 - 04:10 PM
Does anybody know if he has seen this topic? He rarely ever visits PureZC, even though he is a member here. His perspective would be great to know. If not, maybe somebody can mention it to him. I did just try to PM him from here, but I don't know if he will get it.
I'm pretty sure he stops by every now-and again (maybe even mostly to check his PM's if nothing else)
Here's some ideas:
I think the maps (screens) should have scroll-bars instead of the fixed system zc has, and fullscreen would be a window that fills the whole screen like any good IDE. Also since there will be a decent GUI there's no need for three separate combo scrollie table thingy on the right. Why limit it to 4 16x16 combos per row? Make it something decent, like 256w by window.height h or something. That's like a whole small tileset shown at once.
Surely 16:9 ratios should be supported as well in the player. Perhaps the standard for those could be 1280 x 720 or something. People could then run HDMI out on thier computers to thier HD TV's and play it like that. ^_^ This amounts to like 3600 16x16 tiles on a single layer alone shown on screen so software rendering is out as it would choke on itself and die a horrible death trying to maintain 12 FPS. Also resizable screens should be standard unless otherwise specified, and simply scale the res accordingly.
Also what about a "Layer0" mode if the layer system stays intact? Which means you don't want to use layers and instead want all drawing to be Z-sorted. Granted this would only be available for scripts at first but would essentially mean "infinite layers".
[edit]: ooh.. What about programmable pixel and vertex shaders available via scripting?
Edited by Gleeok, 03 July 2010 - 04:24 PM.
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