Jump to content

Photo

Zelda Modern


  • Please log in to reply
411 replies to this topic

#346 Gleeok

Gleeok

    It's dangerous to dough alone, bake this.

  • Members
  • Real Name:Pillsbury
  • Location:Magical Land of Dough

Posted 12 August 2010 - 09:11 PM

Supporting color indexing would just lead to a big mess of things. It wasn't a hard decision by any stretch of the imagination to simply not support it. However, just because it's 32-bit color does not mean you have to use millions of colors. Having a small base resolution and using 4-bit NES graphics you can easily make it 'look' like 1990 without a Hot-tub-time-machine.

QUOTE(Beefster @ Aug 12 2010, 08:25 AM)  

We're no longer supporting palletes in favor of 32-bit color. However, we may support a more sophisticated color filtering system so you won't have to make 2 tiles to make a recolor.

The way this would work at runtime is you can tint any tile however you like. So 12 combos that all use tile 260 can be different colors, but it's still limited in the way that tinting is, so full color would be (red,green,blue,alpha) all 255.
A solution to this would be to allow scripts to directly reload and recolor on the pixel level any tiles they want, however this is not to be done on a frame-to frame basis because of the overhead involved, and should only be used on initialization of a level for example.

The problem with keeping the tilesheet pixel data in memory at all times is that it uses up at least 70,000 Kilobytes of memory. icon_frown.gif

QUOTE(Mega Link @ Aug 12 2010, 11:16 AM)  

Will this system colorize the entire tile or change one color to another? Ex.: The green on a tree would change to blue, but the trunk would stay brown.


I added a LOT of support for this. Direct pixel conversions and adjustments between red, green, blue, alpha, hue, saturation, value, lightness, darkness, tint, and a few other things. So you should be able to do that in the editor as long as whomever works on it implements that stuff. icon_wink.gif




#347 Joe123

Joe123

    Retired

  • Members

Posted 13 August 2010 - 03:29 AM

Oh, did we decide that we're not using palettes at all? When was that?...

#348 Gleeok

Gleeok

    It's dangerous to dough alone, bake this.

  • Members
  • Real Name:Pillsbury
  • Location:Magical Land of Dough

Posted 13 August 2010 - 06:36 AM

QUOTE(Joe123 @ Aug 13 2010, 01:29 AM)  

Oh, did we decide that we're not using palettes at all? When was that?...

I believe it was a Tuesday. icon_razz.gif


Anyone that wants to add them in the editor just has to do
CODE
Color palette[16][32];



#349 Joe123

Joe123

    Retired

  • Members

Posted 13 August 2010 - 06:53 AM

Oh right, must've missed that =S

So they'd be a construct in the editor but everything'd be drawn in rgba in the player?

#350 Gleeok

Gleeok

    It's dangerous to dough alone, bake this.

  • Members
  • Real Name:Pillsbury
  • Location:Magical Land of Dough

Posted 13 August 2010 - 07:17 AM

Yeah. The bad news is this takes up extra tile space for duplicates. The good news is you would gain a lot of it back from a better animated enemy tile format.

#351 Zephlon

Zephlon

    Experienced Forumer

  • Members

Posted 19 August 2010 - 09:01 PM

I just thought of another idea. Add a feature to build a quest into an exe or a flash video (for playing from a web page).

#352 Joe123

Joe123

    Retired

  • Members

Posted 20 August 2010 - 07:48 AM

You can't just have a button which turns something written in C++ to something written in ActionScript...

#353 Beefster

Beefster

    Human Being

  • Members
  • Real Name:Justin
  • Location:Colorado

Posted 20 August 2010 - 05:01 PM

Not to mention the portability issues. We plan on fully supporting all things Linux, Mac OS, and Windows, and exporting an executable doesn't exactly fit that bill.

#354 Gleeok

Gleeok

    It's dangerous to dough alone, bake this.

  • Members
  • Real Name:Pillsbury
  • Location:Magical Land of Dough

Posted 21 August 2010 - 02:14 AM

I just ran the scripting engine using 100,000 scripts a frame! icon_biggrin.gif icon_biggrin.gif icon_biggrin.gif icon_biggrin.gif

Forget a zelda engine. Let's make touhou classic! Who's with me! icon_smile.gif

#355 Master Maniac

Master Maniac

    Earth, Wind, Fire, and Water.

  • Members
  • Real Name:kris

Posted 21 August 2010 - 09:46 AM

I'm not sure what to think about this.

I mean, I really like the current ZQ status.

I guess I can handle the new, uber cool version IF we keep combos. I like combos. Combos make me happy.

EDIT:

Why not make a "Combotype editor"? Where you could not only mix properties of current combotypes, but also create new combos with scripts?

Edited by Master Maniac, 21 August 2010 - 09:47 AM.


#356 SpykStorm

SpykStorm

    Kamek!

  • Members
  • Location:Alabama

Posted 21 August 2010 - 01:45 PM

I'm pretty sure combos are returning in some form. What were the plans for this again? I think I remember reading that they wouldn't just be a tile with properties, that it would be possible to make them bigger than in ZQ, allowing for things like big push blocks?

#357 Zephlon

Zephlon

    Experienced Forumer

  • Members

Posted 24 August 2010 - 04:40 PM

QUOTE(Joe123 @ Aug 20 2010, 07:48 AM)  

You can't just have a button which turns something written in C++ to something written in ActionScript...

Well, could one make a browser plugin that plays ZM games, like you can play game maker games online?

#358 SpykStorm

SpykStorm

    Kamek!

  • Members
  • Location:Alabama

Posted 24 August 2010 - 05:24 PM

I doubt that could even be considered until after its finished. Whats so special about playing it in a browser anyway?

#359 Zephlon

Zephlon

    Experienced Forumer

  • Members

Posted 24 August 2010 - 07:50 PM

More traffic. Some people prefer not to download the game.

#360 Cameron

Cameron

    Illustrious

  • Members
  • Real Name:Matt
  • Location:South Jersey

Posted 24 August 2010 - 09:48 PM

QUOTE(Mega Link @ Aug 24 2010, 08:50 PM)  

More traffic. Some people prefer not to download the game.


How much traffic would this really gain though? If they don't even download the software, what could they really add to the community? There is plenty of time to make a web player if you want since it will be open source, though I'm not sure if it will really add anything or be necessary.


0 user(s) are reading this topic

0 members, 0 guests, 0 anonymous users