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Pacman/Nonstop-Link/Darknut movement


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#1 jerome

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Posted 23 December 2008 - 11:20 PM

Well I had mentioned this one before once when Gleeok had an open-mic night for requests once, but it didn't seem to get done with all of the more usable ideas.

Here it is:
Link, once moving, can not stop... unless he runs into a solid object like a block. If you think of it like how Pacman doesn't stop moving unless he hits a wall, then it should be like that. The idea was mostly inspired from Exate's Darknut Wars, because it was how I first thought the quest was going to be. But then I thought it would just be pretty cool if that was an option.
So what does everyone think of that? Doable? Worthless? Someone now going to make Pacman quests on ZC?


#2 Gleeok

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Posted 24 December 2008 - 12:10 AM

Yep, I remember. icon_biggrin.gif


It just wouldn't be right to not do a standard pacmanized zc aberration using zscript though. From there you probably want to add in other puzzle or fighting elements maybe, but for now how about a classic. icon_razz.gif Yeah, We'll get something going. WAKAWAKAWAKAWAKWAKWAKA***Pewpewpewpewpwpewpew***WAhwah!!!

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*If you rip them, they will come!* (Yeah, I know it would only take like 5 minutes to rip these myself, but watayugnado?)

#3 jerome

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Posted 24 December 2008 - 11:35 PM

Cool. Can't wait. Want now. Can't have. Must wait. I need to learn C++ or patience. The latter is easier... and I'm lazy.

#4 lucas92

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Posted 25 December 2008 - 11:02 AM

Scripting is not as hard as a real compiled language IMO. And it's not the same thing than C++ anyway. It's inspired by C++. But it's totally different. icon_wink.gif

#5 Gleeok

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Posted 30 December 2008 - 05:05 AM

Well I just got back home today and opened up notepad and the script is pretty much done. (completely untested of course) What's the hold up on those sprites, hmm? =P

Also, what did you have in mind for the ghosts? We can give them powers of teleportation, have them shoot missiles, or make it so that for every one of them that dies, two more shall arise...poor pac dude. icon_twisted.gif

..or not.

#6 Christian

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Posted 30 December 2008 - 06:49 AM

QUOTE(lucas92 @ Dec 25 2008, 11:02 AM) View Post

Scripting is not as hard as a real compiled language IMO. And it's not the same thing than C++ anyway. It's inspired by C++. But it's totally different. icon_wink.gif


ya, it's a messed up version of C. Using zelda functions and stuff.

#7 jerome

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Posted 02 January 2009 - 10:29 AM

QUOTE(Gleeok @ Dec 30 2008, 04:05 AM) View Post

Well I just got back home today and opened up notepad and the script is pretty much done. (completely untested of course) What's the hold up on those sprites, hmm? =P

Also, what did you have in mind for the ghosts? We can give them powers of teleportation, have them shoot missiles, or make it so that for every one of them that dies, two more shall arise...poor pac dude. icon_twisted.gif

..or not.


You and your neverending quest for total destruction of the player.

#8 Gleeok

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Posted 02 January 2009 - 09:44 PM

QUOTE(jerome @ Jan 2 2009, 07:29 AM) View Post

You and your neverending quest for total destruction of the player.


Well no, not really, kinda sorta, maybe. icon_heh.gif

It would be nice to know what ideas you had for it BEFORE I script it is all. =P

I also plan on doing a few minigames and including them in the finished Grikarugun quest. So far I'm thinking of: Pacman or Tron, Tetris or Breakout, and something like an arena shmup...maybe geometry wars-like. However if you know me, then you know I'll try and change the rules a little. Hahaha icon_razz.gif

So that's why I'm asking if you had any extra ideas that would require scripting.

#9 Gleeok

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Posted 12 January 2009 - 01:18 AM

OK, sorry for the hold-up. But now I present to you; Pac Quest 1: The reckoning. ...Dun, dun, dun*


Script plus quest file included in zip: http://www.mediafire.com/?jyjxierigf2 *Uses Build 887!*


edit: I only threw together 8 levels, but, it gets plenty hard at the end. And yes, I know my ghost sprites suck.

Edited by Gleeok, 12 January 2009 - 01:21 AM.


#10 jerome

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Posted 12 January 2009 - 11:20 AM

Sorry for the lack of censorship, but anything less than the following wouldn't be doing this justice.

This is fncking awesome! (there, I censored it a little bit... look, the u is upside down).

Now, will it work with a fighting link?

#11 Gleeok

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Posted 14 January 2009 - 05:06 AM

Sure, just let me know what you would like added to or removed from the current setup.

Also; Do you want the whole game like that, or only one character/ parts of the game? As it stands the script is a Pacman/Nonstop-Link/Darknut movement script....plus pellets...

edit for great justice! icon_razz.gif


edit::more()
{
// also forgot to mention something cool.
// you can make your own screens by simply drawing a screen and adding enemies!
// any square on the screen you want to have a pellet on, simply use combo # 0. that's it. Pretty easy, huh?
if(take_over_the_world())
_retire();
}

Edited by Gleeok, 14 January 2009 - 05:16 AM.


#12 Twilight Knight

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Posted 14 January 2009 - 03:30 PM

Haha, "1 of them dies, 2 of them arise" reminds me of a C++ game a friend of mine made where you have to kill zombies, but for 1 zombie killed, 3 come back, so eventually the map is full of those freaking zombies.

Sounds good, this idea, a Zelda type of pacman couldn't hurt.

To throw in a few ideas: You guys probably know the arcade game Snake (everyone knows it, C'mon), how about replacing the snake with a Moldorm and the food he eats with Link? Add in some new stuffz, new levels, and tadaah! A collection of Zelda type arcade games is born!


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