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Zelda Modern


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#91 Plissken

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Posted 18 June 2010 - 11:28 AM

Funny we should mention SFML, I'm currently making a project with SFML with a couple of irl buddies. I don't have much experience with C++, but I'm good with Java and Python. I'm currently going through a textbook on C++ for the project. So, I could possibly become a developer, I'm still learning syntax of C++ but that won't take too long.

#92 Cameron

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Posted 18 June 2010 - 01:39 PM

I would also like to point out that when choosing libraries we should keeps protability in mind. I know that we wouldn't be working on it anytime soon, but with open source it would be possible for various console ports eventually. Just something to keep in mind. Or maybe I'm getting ahead of myself.


#93 Koopa

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Posted 19 June 2010 - 02:41 AM

QUOTE
I'm still learning syntax of C++ but that won't take too long

If you know Java you've got 50% of the syntax anyway (and if you know Groovy, 80%) - but it's memory management that makes the big difference. You have to collect your own garbage in C++ most of the time.

QUOTE
console ports

I'm in two minds about this. Of course it'd be the coolest thing since ice cubes, but it would also mean a great increase in complexity for the development. Handheld consoles simply don't have the same size of memory and processors as PCs and we'd probably have to make some concessions of the sort that the current ZC is making.

Edited by Koopa, 19 June 2010 - 02:44 AM.


#94 Lemmy Koopa

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Posted 19 June 2010 - 04:57 AM

There is no way that ZC can't run on a 3DS or a PSP. Those things have more memory and better processors and computers from back in the late 90's.

#95 Koh

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Posted 19 June 2010 - 11:16 AM

But the problem is, you have to "hack" your PSP with modified firmware, and if you've the latest official version, like myself, it won't work. Should this come about for the PSP, it would need to work on official firmware releases.

#96 Cameron

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Posted 19 June 2010 - 07:44 PM

Yeah I was thinking ahead to when this would be actually done. The 3DS would be out and hacked by then and it has as much or more processing power than the Wii. When (if) this project is finished it would be possible.

EDIT: In response to Koh: By hacked I mean hardmodding though a flash cart, not softmodding through an SD card or something. Hardmods can still be done after firmware updates.

Edited by XxGamasterxX, 20 June 2010 - 12:22 PM.


#97 King Harkinian

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Posted 20 June 2010 - 06:59 AM

Okay, I've been reading this thread and I believe it would be a great idea to rebuild Zelda Classic. I most certainly like the Idea of making the scripts easier. I've been learning about writing and solving algebra equations (easy if you're talking about the types were solving) and I know variables are a huge part of ZScript, so some scripts make more sense. But after going through this thread I saw a script in a language that looked incredibly simple. I even understood it. It was a script to open a shudder by pushing a block, and if you look at it, it's kind of saying," Hi ZC! When you push combo # please change combo # into combo # and change combo # into combo # !" I completely forget what language that was in but if that was ZC's scipting language
you could learn it in a few days and then the next day create a full fledged custom boss icon_eek.gif . Also, the talk about porting it to the 3DS is really getting me exited, although I know this is isn't coming any time soon, since we haven't even released 2.50 yet. Keep up with all the good Ideas. icon_biggrin.gif



#98 Cameron

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Posted 20 June 2010 - 11:55 AM

QUOTE(theZCking @ Jun 20 2010, 07:59 AM) View Post

Okay, I've been reading this thread and I believe it would be a great idea to rebuild Zelda Classic. I most certainly like the Idea of making the scripts easier. I've been learning about writing and solving algebra equations (easy if you're talking about the types were solving) and I know variables are a huge part of ZScript, so some scripts make more sense. But after going through this thread I saw a script in a language that looked incredibly simple. I even understood it. It was a script to open a shudder by pushing a block, and if you look at it, it's kind of saying," Hi ZC! When you push combo # please change combo # into combo # and change combo # into combo # !" I completely forget what language that was in but if that was ZC's scipting language
you could learn it in a few days and then the next day create a full fledged custom boss icon_eek.gif . Also, the talk about porting it to the 3DS is really getting me exited, although I know this is isn't coming any time soon, since we haven't even released 2.50 yet. Keep up with all the good Ideas. icon_biggrin.gif




A scripting language like that could work, but it wouldn't give us the flexibility we need. Things like that would probably be hard coded into the program.

#99 Gleeok

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Posted 20 June 2010 - 02:43 PM

QUOTE(XxGamasterxX @ Jun 20 2010, 09:55 AM) View Post

A scripting language like that could work, but it wouldn't give us the flexibility we need. Things like that would probably be hard coded into the program.


Correction: That would likely be the worst possible sort of thing to hard-code. icon_wink.gif

#100 Cameron

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Posted 20 June 2010 - 08:01 PM

I meant like the block pushing stuff. The stuff that you would need to make a Zelda game would be hard coded, custom bosses and other things would require scripting. If everything require scripting, then we'd have Open Zelda or Gamemaker.

Edited by XxGamasterxX, 20 June 2010 - 08:02 PM.


#101 Bourkification

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Posted 21 June 2010 - 03:47 AM

I think the idea is to have scripts that re-create a Zelda game. My suggestion is to have different sets of scripts that come with the program that allow gameplay almost exact to the corresponding game, allowing anyone to still make a zelda game without needing to learn a single line of script. These sets will be the following: A script package that recreates the original Legend of Zelda, a package that recreates The Adventure of Link, a package that recreates A Link to the Past, a package that recreates the Gameboy Zelda's and package to recreate The Minish Cap. These scripting packages should be able to mimic almost exactly the screen scrolling, screen size and resolution, enemy behaviour (including bosses), items, shops and behaviours like rolling, lifting and jumping. Things in the program itself that should be kept are things such as tile pages, palettes, combos, layers and sections of the GUI from 2.5 that can relate to any game (albeit with a very major makeover). The scripting language should remain as close to ZScript as possible as so many people have used a lot of time to learn it, and it would deter a lot of those people if they have to learn yet another language. I believe the main focus should be to keep it simple. Be guided by the KISS principle.

#102 Nathaniel

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Posted 21 June 2010 - 11:40 AM

QUOTE(Jimmyb @ Jun 21 2010, 04:47 AM) View Post

These sets will be the following: A script package that recreates the original Legend of Zelda, a package that recreates The Adventure of Link, a package that recreates A Link to the Past, a package that recreates the Gameboy Zelda's and package to recreate The Minish Cap.


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#103 Koopa

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Posted 21 June 2010 - 11:57 AM

There are two things about scripting we should know before we start.

Number one, if we have scripting then anyone foolish enough to make a quest without scripting will find themselves criticized for that alone. (Look in custom quest discussion if you want to check that statement. It has happened already and 2.5 is not even out.)

Number two, scripting could have a tendency to mean we develop a very minimal editor and tell people they can script the rest themselves. In fact, if everything is scripted we wouldn't need much of an editor, just notepad. (Or we could just make it open source. There's all the scripting you ever want.)

I know I'm being sarcastic again but now back to a completely honest point. Scripting should not be an excuse for not having a good editor. One of the best things about ZC in its heyday was that we had a ZQuest anyone can use after a day's tutorials. The time for someone to develop a quest was low enough to get many people interested and many great quests made. For me, a successor to ZQuest that can do most of what people need without a line of coding is essential to success.

But perhaps we can have the best of both worlds by allowing script files to be loaded and present their own configuration interface in the editor. For example, an enemy script, instead of starting with "open the script in notepad and change the following variables: speed, HP, ..." could be loaded as a file and then a dialog box doing the exact same thing pops up. This would give us "ZQuest plugins", perhaps they could somehow even integrate into the menus and so on (I'm thinking of firefox plugins here.)


#104 Cameron

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Posted 21 June 2010 - 12:58 PM

Koopa I agree completely with you. While scripting should definately be there, a good editor is extremely important. Most Zelda related things could be hard coded: blocks, secrets, enemies and an enemy editor, warps, etc. The most difficult thing to decide right now would be what gets hard coded and what is left for scripting.

#105 Geoffrey

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Posted 21 June 2010 - 02:38 PM

QUOTE(XxGamasterxX @ Jun 20 2010, 08:01 PM) View Post

I meant like the block pushing stuff. The stuff that you would need to make a Zelda game would be hard coded, custom bosses and other things would require scripting. If everything require scripting, then we'd have Open Zelda or Gamemaker.

I'm not sure, but I think what he's trying to say is that it will be scripted, but already pre-scripted when you download the program, so you wont have to script it.


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