Zelda Modern
Started by
Beefster
, Jun 03 2010 08:55 PM
411 replies to this topic
#361
Posted 24 August 2010 - 09:49 PM
I seriously doubt that a web interface would be able to handle the engine Gleeok seems to have in mind.
#363
Posted 25 August 2010 - 04:29 AM
If a program's coded in C++ then there isn't any kind of arbitrary method to just 'make it into a browser plugin'
#365
Posted 25 August 2010 - 07:08 AM
Firefox is written in C++, what difference is that supposed to make exactly?
#368
Guest_zick (Guest)
Posted 15 September 2010 - 09:03 PM
So I here there's a new version coming out at some point in the distant future ... I was wondering if I could make some suggestions:
1) I love the classic Zelda-scroll, you know when you reach the edge of a screen the next screen slides over. Can we have that effect but with a map larger than 1 screen? Can we also get some camera manipulation functionality if we have a map larger than a screen to draw lines of areas where the camera doesn't scroll.
2) Paralaxing backs and fronts ... Backs for say looking out over a cliff or walking a rickety bridge high in the mountains, fronts for say treewalls, cliffs, castlewalls, etc. Backs scroll slower than the camera, fronts move faster.
3) Manhole effect, kinda like the classic Zelda scroll but whenever you go down a ladder or vine the screen slides into the underground
4) I doubt it any time in the future but what about ZM in iPhone/android app form? I wish Sony wasn't so ironfisted with their PSPgo sdk ...
I actually have been working on a demo movie of some of the stuff I'm talking about here ... Who's the head honcho (beefster?) that I can maybe PM a link.
1) I love the classic Zelda-scroll, you know when you reach the edge of a screen the next screen slides over. Can we have that effect but with a map larger than 1 screen? Can we also get some camera manipulation functionality if we have a map larger than a screen to draw lines of areas where the camera doesn't scroll.
2) Paralaxing backs and fronts ... Backs for say looking out over a cliff or walking a rickety bridge high in the mountains, fronts for say treewalls, cliffs, castlewalls, etc. Backs scroll slower than the camera, fronts move faster.
3) Manhole effect, kinda like the classic Zelda scroll but whenever you go down a ladder or vine the screen slides into the underground
4) I doubt it any time in the future but what about ZM in iPhone/android app form? I wish Sony wasn't so ironfisted with their PSPgo sdk ...
I actually have been working on a demo movie of some of the stuff I'm talking about here ... Who's the head honcho (beefster?) that I can maybe PM a link.
#369
Posted 23 September 2010 - 03:45 PM
Is this still being worked on or thought about or something? We kinda stopped talking about it and if any new things have happened I would love to hear about it. I'm not trying to yell any anyone to make this thing, but I just want to know were the project status is. Canceled because it was a huge project that was easier said than done?
#370
Posted 25 September 2010 - 01:17 AM
Is this still being worked on or thought about or something? We kinda stopped talking about it and if any new things have happened I would love to hear about it. I'm not trying to yell any anyone to make this thing, but I just want to know were the project status is. Canceled because it was a huge project that was easier said than done?
I don't know, do you want the bad news first? ..OK then.
Eh.. There's just not enough people actively working on it. I don't wan't to say vaporware or anything but if we can't get some people to contribute to the GUI sometime soon then that's where it is heading. To be fair everyone has been really busy lately, so perhaps you can surround this statement with even more question marks, so it might look like this: ???
Good news?
Well the rendering library is over half done, which, even then is more than capable enough for any kind of release. It's also extremely fast as some people have seen. Also regardless of whether or not this gets done I'll be open-sourcing it, so there's that. And!.. the underlying scripting engine is basically done too. I've been testing it by scripting a Tetris game which is almost complete. (In fact I was just playing it!)
In fact the only cool thing (and I mean "only") we have now besides the graphics is the scripting engine. Here's what you can pretty much do with scripts:
-You can have virtually unlimited scripts running every frame. (The number is so high it might as well be infinite) These can also be dynamically added by any active script. For example; script A at some point calls "object.create("SuperDude"); which registers a new instance of your SuperDude class, which in turn initializes more scripts like "SummonMinions" or "MakeItRain" or whatever, you get the idea. It's like unlimited FFCs sorta.
In fact I mentioned a Tetris script so here's a piece (no pun intended) of that. It's just a simple class that contains information on a tetrimino or however that is spelled:
CODE
class Piece
{
int x;
int y;
int type;
int flip;
Array<int> data; //dynamic multi-dimensional arrays
Piece() //constructor
{
x = 0;
y = 0;
type = 0;
flip = 0;
data.resize(4, 4);
}
Piece &opAssign( const Piece& in rhs ) //same as '=' operator
{
x = rhs.x;
y = rhs.y;
type = rhs.type;
flip = rhs.flip;
data = rhs.data;
return this;
}
}
So as you can see I don't really know how to answer your question. It's a mixed bag.
#371
Posted 25 September 2010 - 02:08 AM
Random useless feedback post:
From what I've read and heared so far, I'm going to love this. Actually, I might already love it a bit.
I could start writing down how much more I like the idea behind this than ZC, but I'd rather not. Anyways, I'm a big fan of this now :3
From what I've read and heared so far, I'm going to love this. Actually, I might already love it a bit.
I could start writing down how much more I like the idea behind this than ZC, but I'd rather not. Anyways, I'm a big fan of this now :3
#372
Posted 25 September 2010 - 10:43 AM
I don't know, do you want the bad news first? ..OK then.
Eh.. There's just not enough people actively working on it. I don't wan't to say vaporware or anything but if we can't get some people to contribute to the GUI sometime soon then that's where it is heading. To be fair everyone has been really busy lately, so perhaps you can surround this statement with even more question marks, so it might look like this: ?
Well that sucks. I would love to help, but there's really nothing I can do seeing as I'm just beginning to learn C++. The rest sounds pretty awesome though, keep up the good work! Thanks for sharing what's been going on.
#373
Posted 25 September 2010 - 08:52 PM
Maybe there could be some sort of publicity so that people can see what the project aims to do, and who they can get involved. This would help to draw some people familiar with GUI design to the community, or perhaps even make the people in the community who are familiar with GUI design realise they can help with the project.
#374
Posted 30 November 2010 - 01:00 AM
dead?
#375
Posted 30 November 2010 - 01:49 PM
If this is still alive, I'd suggest making an "event" system similar to the one in RPG maker which would handle warps, npcs, treasure chests, possibly even enemies. You would be able to place one (or more, but that could get complex) per combo.
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