Zelda Modern
#91
Posted 18 June 2010 - 11:28 AM
#92
Posted 18 June 2010 - 01:39 PM
#93
Posted 19 June 2010 - 02:41 AM
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.
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
Posted 19 June 2010 - 04:57 AM
#95
Posted 19 June 2010 - 11:16 AM
#96
Posted 19 June 2010 - 07:44 PM
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
Posted 20 June 2010 - 06:59 AM
you could learn it in a few days and then the next day create a full fledged custom boss
#98
Posted 20 June 2010 - 11:55 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
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
Posted 20 June 2010 - 02:43 PM
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.
#100
Posted 20 June 2010 - 08:01 PM
Edited by XxGamasterxX, 20 June 2010 - 08:02 PM.
#101
Posted 21 June 2010 - 03:47 AM
#102
Posted 21 June 2010 - 11:40 AM
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.
Sure, all in a good days work, like building Rome. The moon is the limit.
#103
Posted 21 June 2010 - 11:57 AM
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
Posted 21 June 2010 - 12:58 PM
#105
Posted 21 June 2010 - 02:38 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.
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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